Re: [hlds] [hlds_linux] Where is my traffic coming from?

2013-11-12 Thread DontWannaName!
Is it able to tell if they connect from their favorites?

Sent from my iPhone 5

 On Nov 12, 2013, at 11:02 AM, Fletcher Dunn fletch...@valvesoftware.com 
 wrote:
 
 Several server operators have requested the ability to know how their clients 
 are connecting to their server.  The latest TF update added a new client 
 convar, cl_connectmethod, that contains a string value that indicates how the 
 client connected to your server.  It's sent in the same way as cl_rate and 
 others, and a plugin should be able to access this information.  It will be 
 empty if joined directly through a console connect command.  I apologize 
 that I don't have the list of values at hand, but I'm sure some helpful 
 server operator or plugin author will post the list of codes that are sent.
 
 Please be aware that the field is not secure, and the work required to secure 
 it is not trivial.  Without too much effort a client could send you pretty 
 much any string they want.  So this is best used for general reporting 
 purposes and understanding where your players are coming from, not to treat 
 players differently based on how they connect.
 
 This is a Source engine change, so it will be available in CS:S, DoD:S, and 
 HL2:DM in the next update for those games.
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Re: [hlds] An open letter to Valve about MOTDs

2013-11-08 Thread DontWannaName!
If servers were able to survive for the past 10 years why do we need ads now? 
It used to be you create a good community or your servers die. Now it's lets 
out up tons of ads and let my sub par servers survive without the need of a 
community. In my opinion servers should be running to foster a community, it's 
a game not a billboard for COD. 

Sent from my iPhone 5

 On Nov 8, 2013, at 9:49 AM, hutch hu...@halsplayground.com wrote:
 
 I don't want quick-play players to see the ads either. Not on my servers at 
 least. But I do know I want them to see and ignore my motd, not a txt file.
 
 If you do not know what I was rambling on about, I rest my case. You confuse 
 the html issue with the sanction of ads.
 
 Hutch
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Re: [hlds] An open letter to Valve about MOTDs

2013-11-07 Thread DontWannaName!
Tldr run what you can afford. Fixes everything.

Sent from my iPhone 5

 On Nov 7, 2013, at 10:57 AM, Supreet coachcrock...@gmail.com wrote:
 
 Valve,
 
 Listen. People make good money off of running their TF2 servers. Moreover, it 
 helps them pay for the servers.
 
 Why don't you just take all our liberty away, pull an EA and cut dedicated 
 servers and host them all yourself?
 
 Quickplay has only been beneficial to free to play players or what I like to 
 call Window Gamers. They try a game because its free then after a while 
 they leave the game because they're bored of hopping on random servers 
 through quick play and finding ads everywhere.
 
 The liberty and freedom of browsing through a server list was an amazing idea 
 so you should keep to it.
 
 Your quick play scoring system is pretty stupid and flawed. Why? Because its 
 HEAVILY BIASED.
 
 Over time, there's just been servers that get a behemoth influx of players 
 and and the quick play system starts favoring them. Therefore, ignoring the 
 possibility of any potentially better servers people might like if they ended 
 up on them.
 
 You should really consider stopping your shenanigans. You can't make up your 
 own mind Valve. You released an update months ago with vague release notes 
 about the removal of HTML motds then you modified it and now you just 
 released another update. 
 If you really cared about the game server operators, you would remove this bs 
 tweak and give server operators the liberty to use methods to recovery 
 money to cover costs and pocket money for their efforts.
 
 OR
 
 Build a better dedicated server that doesn't eat up so many resources so 
 server operators don't have to pay $30 a month for a single server to a 
 hosting company. There are communities that run great servers and multiple of 
 them. Imagine the frikkin cost of servers Skial has to deal with, with their 
 massive 80 something servers.
 
 These ads help pay for these expensive DDoS protected servers hosted by big 
 communities.
 
 A lot of concerned people have offered their tiny bits of tweaks and 
 solutions to your update but it will never stop.
 
 Either pull an EA and remove MOTDs overall, doom us all so we can get some 
 closure and move on LOL or let server operators have the freedom to run their 
 server the way they want.
 
 Why don't you just work with the ad companies and get them to make a variable 
 that tells the quickplay system read if the server is ad enabled, or maybe 
 through sv_tags and DEDUCT score off of quickplay.
 
 It'll make all the complaining kids happy. 50% less chance I'll end up on an 
 ad enabled server.
 
 Many thanks and regards.
 
 Please contribute to this discussion in a professional and cognitively 
 inclined manner and refrain from being monkeys yelling at each other on the 
 mailing list.
 
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Re: [hlds] [hlds_linux] Is sv_tags event247 broken after the update?

2013-10-31 Thread DontWannaName!
The update just came out! Of course there is going to be a surge that plateaus. 
:|

Sent from my iPhone 5

 On Oct 31, 2013, at 12:42 PM, Gamers Exile gamersex...@shaw.ca wrote:
 
 I too was seeing great traffic on our Halloween servers till late last night 
 and now you could count the tumble weeds rolling through... and there are no 
 disqualifying mods running...
 
 GE
 
 From: Daniel Barreiro
 Sent: Thursday, October 31, 2013 11:33 AM
 To: Half-Life dedicated Win32 server mailing list
 Reply To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [hlds_linux] Is sv_tags event247 broken after the   
 update?
 
 So I I'd assume you guys just put up a ton of servers, spreading the traffic 
 out.
 
 
 On Thu, Oct 31, 2013 at 1:30 PM, Fletcher Dunn fletch...@valvesoftware.com 
 wrote:
 There were no Valve event servers running until last night.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel 
 Barreiro
 Sent: Thursday, October 31, 2013 10:13 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?
 
 Never run any bots, all of my servers were full yesterday and are completely 
 dead last night until now.
 Only change was the update.
 One of the servers wasn't registered until this event (converted it from a 
 custom server temporarily just to get a 24/7 helltower server for the week), 
 so it was a brand new ID.
 
 
 On Thu, Oct 31, 2013 at 1:08 PM, Calvin Judy evo...@gmail.com wrote:
 
  None of my servers are running any sort of bots, and they all dropped
  quickplay traffic completely last night.
 
  Can you double check to verify this update didn't create an additional
  issue, as it sure does look like something is wrong.
 
  ~6000 players in 24h to 0 in 12h, doesn't really make any sense.
 
 
  - Original Message - From: Fletcher Dunn 
  fletch...@valvesoftware.com
  To: Half-Life dedicated Linux server mailing list
  hlds_linux@list.** valvesoftware.com
  hlds_li...@list.valvesoftware.com
  Cc: hlds@list.valvesoftware.com
  Sent: Thursday, October 31, 2013 12:32 PM
 
  Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?
 
 
   We recently fixed a bug that has been giving servers running bots an
  unfair and unintended quickplay scoring advantage.  This could change
  traffic patterns.
 
  -Original Message-
  From: 
  hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:
  hlds_linux-bounces@**list.valvesoftware.comhlds_linux-bounces@list.v
  alvesoftware.com]
  On Behalf Of Marco Padovan
  Sent: Thursday, October 31, 2013 8:52 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?
 
  Same here... seeing the same issue on 12servers all where full
  yesterday :)
 
 
  On Thu, Oct 31, 2013 at 4:43 PM, Padraig Fahy padraig.f...@gmail.com
  wrote:
 
   Server was full last night before update..but no one has been on
  since
  the update.
 
  Thankfully I am not the only one with this issue!
 
 
  On Thu, Oct 31, 2013 at 3:41 PM, thesupremecommander 
  thesupremec...@gmail.com wrote:
 
   Seeing problems on my end as well. A server holding at 24/24
   constant before the update has seen all of its traffic vanish even
   with a few players to seed QuickPlay traffic.
  
  
   On Thu, Oct 31, 2013 at 11:36 AM, Calvin Judy evo...@gmail.com
  wrote:
  
VAC secure mode is activated.
Connection to game coordinator established.
Current item schema is up-to-date with version 553324E3.
Received auth challenge; signing into gameserver account...
L 10/31/2013 - 06:01:08: Received auth challenge; signing into
  gameserver
account...
L 10/31/2013 - 06:01:08: Loading map plr_hightower_event
Game server authentication: SUCCESS! Standing: Good. Trend:
Upward Fast L 10/31/2013 - 06:01:08: Game server authentication:
SUCCESS! 
   Standing:
Good. Trend: Upward Fast
   
   
I'm not seeing any bad ratings on mine, but quickplay traffic
just vanished.
   
   
- Original Message - From: Lambda
lambdace...@gmail.com
To: Half-Life dedicated Linux server mailing list hlds_linux@list.
  **
valvesoftware.com
hlds_linux@list.**valvesoftware.comhlds_linux@list.valvesoftwa
re.com
  
Sent: Thursday, October 31, 2013 11:29 AM
Subject: Re: [hlds_linux] Is sv_tags event247 broken after the
  update?
   
   
   
 Same here, i checked the quickplay status and it went from Good
to
   Bad
out of a sudden, funny thing is that the client command to list
the identities and the status says that they're all good but
upon server launch it says that its Bad
   
   
2013/10/31 Calvin Judy evo...@gmail.com
   
 http://i.imgur.com/bejbG1m.png
   
There has been a significant drop in quickplay 

Re: [hlds] Problems caused by connecting server favorites to IP address

2013-09-27 Thread DontWannaName!
Find a good host and stick with them. Iv leased 20 or so IPs for 5 years now 
and have had 3 different hardware configurations. 

However it does suck to move when you are a smaller community. 

Sent from my iPhone 5

 On Sep 26, 2013, at 10:33 PM, ics i...@ics-base.net wrote:
 
 upgrading hardware doesn't always mean IP change. We have retained our IP's 
 for years. But i'm all in for keeping my servers in users favorite lists in 
 other methods too.
 
 -ics
 
 Jason Tango kirjoitti:
 
 I would definitely be curious to know how many server operators have decided 
 against upgrading their hardware (which would be better for the overall 
 game's userbase in the long run) for this very reason.
 
 Is it simply the difficulty of implementation? Or is Valve so close to 
 releasing Source 2 (that may already have this implemented) that they think 
 it's a waste of time?
 
 All I DO know is that I would have to recommend against changing IP's to 
 anyone that doesn't absolutely have to. It's a disaster to your traffic.
 
 
 
 Date: Thu, 26 Sep 2013 14:33:59 -0700
 From: thepauls...@gmail.com
 To: mreeu...@yahoo.com; hlds@list.valvesoftware.com
 Subject: Re: [hlds] Problems caused by connecting server favorites to IP 
 address
 
 I said this a month ago and I explained why it would be much easier and 
 better for Valve to implement DNS instead of tying it to the server 
 registration system.
 
 When people upgrade you usually change hosts because the old ones have gone 
 bad so you cannot keep IPs. My experience with most hosts is that they may 
 let you upgrade your server, but they will not fix their network providers, 
 add ddos protection, or reduce your costs so you stop paying $200/month 
 because that was the standard price 4 years ago.
 
 I think what we need to do in order to get this implemented is to understand 
 why Valve has ignored this request for so long.
 
 This isn't rocket science or as difficult as implementing Source3, so the 
 problem must be because Valve doesn't think this will improve anything.
 
 
 On Thu, Sep 26, 2013 at 2:23 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com 
 mailto:mreeu...@yahoo.com wrote:
 
The only way to truly move is keeping the old servers for a
while, and point those to the new servers so they can connect and
favorite them. having a turnover time without paralel, would give
no incentive to the players to add those IP's.
 
I do agree a solution would really be nice to keep your playerbase
of a server. I even proposed various workings for that (via steam
group memberships to have a specific tab / option to show them in
favs). But its been on deaf ears for years now.
 
Also, I never hear anybody about having a chat with the hoster /
datacenter to move the IP's to the new machines.
 

 
*From:* Jason Tango jtrun...@outlook.com
mailto:jtrun...@outlook.com
*To:* hlds@list.valvesoftware.com
mailto:hlds@list.valvesoftware.com
hlds@list.valvesoftware.com
mailto:hlds@list.valvesoftware.com
*Sent:* Thursday, 26 September 2013, 22:11
*Subject:* [hlds] Problems caused by connecting server
favorites to IP address
 
Hello,
 
I know this has been brought up many, many timesbut it
would seem that with the maturity of the server registration
system that Valve is now in a perfect position to fix this
issue which both negatively impacts long-established servers,
AND prevents server operators from moving to better/improved
hardware.
 
I'm talking about the way server favorites work in the server
browser. Specifically, the fact that if  - for any reason - a
server operator needs to change their server's IP address, it
disappears from all the users clients who have added it to
their favorites over the years.
 
That may not seem like a big deal, but it absolutely IS. It
takes months and years to build up a strong base of server
regulars, and that base is virtually destroyed if you change
that server's IP address.
 
For examplewe recently had the opportunity to acquire
hardware at a significant discount at another server provider
that was a significant upgrade from our current hardware (from
a Q9400 to a E3-1270v3 with a samsung Pro SSD) for the same
price we were currently paying per month. Wanting to give our
players the best possible experience, so we decided to make
the move.
 
To prepare, we ran a message for 30 days on the current
servers informing the players the servers were moving (and the
new address). After that 30 day period, we flipped the switch,
and shutdown the old server, bringing the new ones 

Re: [hlds] [hlds_linux] [hlds_announce] Mandatory TF2 update released

2013-07-24 Thread DontWannaName!
I was able to start my servers just fine. Windows 2008. 

Sent from my iPhone 5

On Jul 24, 2013, at 6:39 PM, Jesse Molina je...@opendreams.net wrote:

 
 It looks like some of the update servers backed out the update or were 
 otherwise in an improper state after the update today.  My auto update system 
 first updated, then downgraded again when the UpToDateCheck version reverted.
 
 Can I get a response from Valve?  Would it be reasonable to expect that a 
 release version could revert, or will versions always be a positive 
 increment, even in the event of a content reversion?
 
 FYI It was more than 30 minutes after the first update that the reversion 
 occurred.  My update check interval is every minute.
 
 
 
 20130724165401-20228
 Checking: srcds-tf2-MASTER
 srcds-tf2-MASTER: Local steam.inf filepath: 
 /srv/srcds/srcds-tf2-MASTER/tf/steam.inf
 srcds-tf2-MASTER: Local version is 1833886
 srcds-tf2-MASTER: Remote UpToDateCheck URL is: 
 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml
 srcds-tf2-MASTER: Remote version is: 1844935
 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.
 
 
 20130724173001-23606
 Checking: srcds-tf2-MASTER
 srcds-tf2-MASTER: Local steam.inf filepath: 
 /srv/srcds/srcds-tf2-MASTER/tf/steam.inf
 srcds-tf2-MASTER: Local version is 1844935
 srcds-tf2-MASTER: Remote UpToDateCheck URL is: 
 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml
 srcds-tf2-MASTER: Remote version is: 1833886
 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.
 
 
 
 
 Eric Smith wrote:
 We've released a mandatory update for TF2. The notes for the update are 
 below. The new version is 1844935.
 
 -Eric
 
 --
 
 - Ended the Mann Co. Store summer sale
 - The Summer Claim check is now a rare drop
 - Medics using the Quick-Fix will now take jump force from Pyros using the 
 Detonator to explosive jump
 - Fixed a client crash related to missing particle systems
 - Fixed a server crash when entering Sudden Death mode with only melee 
 weapons
 - Fixed players sometimes being damaged by doors when they are closing
 - Fixed soccer/beach balls sometimes blocking Payload carts and trains
 - Fixed paint can icons not showing the Red/Blue colors correctly
 - Fixed the Loch-n-Load gun sight not drawing in the correct place
 - Fixed the Bonk Boy model using the incorrect normals
 - Updated Cp_Badlands and Koth_Badlands
- Opened the windows around the center point
- Smoothed player clipping around doorways
 
 ___
 hlds_announce mailing list
 hlds_annou...@list.valvesoftware.com
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce
 
 -- 
 # Jesse Molina
 # Mail = je...@opendreams.net
 # Cell = 1-602-323-7608
 
 
 
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Re: [hlds] [hlds_linux] [hlds_announce] Mandatory TF2 update released

2013-07-24 Thread DontWannaName!
Did you try updating again with verify?

I emailed Eric and he said they are working on a fix for 2003.

Sent from my iPhone 5

On Jul 24, 2013, at 7:00 PM, Jesse Molina je...@opendreams.net wrote:

 
 It is entirely possible that they have multiple servers which provide the web 
 API services, and that one of them was an improper state.
 
 I got unlucky.
 
 Well... it's still broken right now:
 
 api.steampowered.com. is 63.228.223.110
 
 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml
 
 responsesuccesstrue/successup_to_datefalse/up_to_dateversion_is_listablefalse/version_is_listablerequired_version1833886/required_versionmessageYour
  server is out of date, please upgrade/message/response
 
 1833886 is the OLD version.
 
 
 
 DontWannaName! wrote:
 I was able to start my servers just fine. Windows 2008.
 
 Sent from my iPhone 5
 
 On Jul 24, 2013, at 6:39 PM, Jesse Molina je...@opendreams.net wrote:
 
 
 It looks like some of the update servers backed out the update or were 
 otherwise in an improper state after the update today.  My auto update 
 system first updated, then downgraded again when the UpToDateCheck version 
 reverted.
 
 Can I get a response from Valve?  Would it be reasonable to expect that a 
 release version could revert, or will versions always be a positive 
 increment, even in the event of a content reversion?
 
 FYI It was more than 30 minutes after the first update that the reversion 
 occurred.  My update check interval is every minute.
 
 
 
 20130724165401-20228
 Checking: srcds-tf2-MASTER
 srcds-tf2-MASTER: Local steam.inf filepath: 
 /srv/srcds/srcds-tf2-MASTER/tf/steam.inf
 srcds-tf2-MASTER: Local version is 1833886
 srcds-tf2-MASTER: Remote UpToDateCheck URL is: 
 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml
 srcds-tf2-MASTER: Remote version is: 1844935
 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.
 
 
 20130724173001-23606
 Checking: srcds-tf2-MASTER
 srcds-tf2-MASTER: Local steam.inf filepath: 
 /srv/srcds/srcds-tf2-MASTER/tf/steam.inf
 srcds-tf2-MASTER: Local version is 1844935
 srcds-tf2-MASTER: Remote UpToDateCheck URL is: 
 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml
 srcds-tf2-MASTER: Remote version is: 1833886
 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.
 
 
 
 
 Eric Smith wrote:
 We've released a mandatory update for TF2. The notes for the update are 
 below. The new version is 1844935.
 
 -Eric
 
 --
 
 - Ended the Mann Co. Store summer sale
 - The Summer Claim check is now a rare drop
 - Medics using the Quick-Fix will now take jump force from Pyros using the 
 Detonator to explosive jump
 - Fixed a client crash related to missing particle systems
 - Fixed a server crash when entering Sudden Death mode with only melee 
 weapons
 - Fixed players sometimes being damaged by doors when they are closing
 - Fixed soccer/beach balls sometimes blocking Payload carts and trains
 - Fixed paint can icons not showing the Red/Blue colors correctly
 - Fixed the Loch-n-Load gun sight not drawing in the correct place
 - Fixed the Bonk Boy model using the incorrect normals
 - Updated Cp_Badlands and Koth_Badlands
- Opened the windows around the center point
- Smoothed player clipping around doorways
 
 ___
 hlds_announce mailing list
 hlds_annou...@list.valvesoftware.com
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce
 
 --
 # Jesse Molina
 # Mail = je...@opendreams.net
 # Cell = 1-602-323-7608
 
 
 
 ___
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 please visit:
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 ___
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 -- 
 # Jesse Molina
 # Mail = je...@opendreams.net
 # Cell = 1-602-323-7608
 
 
 
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Re: [hlds] [hlds_linux] [hlds_announce] Mandatory TF2 update released

2013-07-24 Thread DontWannaName!
Are you sure? It seems right to me right now. 

Sent from my iPhone 5

On Jul 24, 2013, at 7:13 PM, Jesse Molina je...@opendreams.net wrote:

 
 You are misunderstanding the problem.
 
 Valve's API webserver is saying the update today never happened.  Their web 
 API is broken.
 
 Update version released today per annoucement: 1844935
 Actual version on the SteamPipe repositories: 1844935
 Update version the web API says is UpToDate right now: 1833886 -- wrong
 
 
 
 My auto update system doesn't do an integer comparison to see if the new 
 version is positive from the previous version, it just checks to see if they 
 differ.  If they do, it updates.
 
 I have a lot of sanity checking in the system, which disables the whole thing 
 after three failed updates.  If that wasn't in place it would be updating 
 over and over again right now.
 
 
 
 My master server updated correctly after the first update went out.  The 
 problem is that 30 minutes later, the web API service says the version 
 reverted, when it really did not.
 
 
 
 DontWannaName! wrote:
 Did you try updating again with verify?
 
 I emailed Eric and he said they are working on a fix for 2003.
 
 Sent from my iPhone 5
 
 On Jul 24, 2013, at 7:00 PM, Jesse Molina je...@opendreams.net wrote:
 
 
 It is entirely possible that they have multiple servers which provide the 
 web API services, and that one of them was an improper state.
 
 I got unlucky.
 
 Well... it's still broken right now:
 
 api.steampowered.com. is 63.228.223.110
 
 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml
 
 responsesuccesstrue/successup_to_datefalse/up_to_dateversion_is_listablefalse/version_is_listablerequired_version1833886/required_versionmessageYour
  server is out of date, please upgrade/message/response
 
 1833886 is the OLD version.
 
 
 
 DontWannaName! wrote:
 I was able to start my servers just fine. Windows 2008.
 
 Sent from my iPhone 5
 
 On Jul 24, 2013, at 6:39 PM, Jesse Molina je...@opendreams.net wrote:
 
 
 It looks like some of the update servers backed out the update or were 
 otherwise in an improper state after the update today.  My auto update 
 system first updated, then downgraded again when the UpToDateCheck 
 version reverted.
 
 Can I get a response from Valve?  Would it be reasonable to expect that a 
 release version could revert, or will versions always be a positive 
 increment, even in the event of a content reversion?
 
 FYI It was more than 30 minutes after the first update that the reversion 
 occurred.  My update check interval is every minute.
 
 
 
 20130724165401-20228
 Checking: srcds-tf2-MASTER
 srcds-tf2-MASTER: Local steam.inf filepath: 
 /srv/srcds/srcds-tf2-MASTER/tf/steam.inf
 srcds-tf2-MASTER: Local version is 1833886
 srcds-tf2-MASTER: Remote UpToDateCheck URL is: 
 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml
 srcds-tf2-MASTER: Remote version is: 1844935
 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.
 
 
 20130724173001-23606
 Checking: srcds-tf2-MASTER
 srcds-tf2-MASTER: Local steam.inf filepath: 
 /srv/srcds/srcds-tf2-MASTER/tf/steam.inf
 srcds-tf2-MASTER: Local version is 1844935
 srcds-tf2-MASTER: Remote UpToDateCheck URL is: 
 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml
 srcds-tf2-MASTER: Remote version is: 1833886
 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist.
 
 
 
 
 Eric Smith wrote:
 We've released a mandatory update for TF2. The notes for the update are 
 below. The new version is 1844935.
 
 -Eric
 
 --
 
 - Ended the Mann Co. Store summer sale
 - The Summer Claim check is now a rare drop
 - Medics using the Quick-Fix will now take jump force from Pyros using 
 the Detonator to explosive jump
 - Fixed a client crash related to missing particle systems
 - Fixed a server crash when entering Sudden Death mode with only melee 
 weapons
 - Fixed players sometimes being damaged by doors when they are closing
 - Fixed soccer/beach balls sometimes blocking Payload carts and trains
 - Fixed paint can icons not showing the Red/Blue colors correctly
 - Fixed the Loch-n-Load gun sight not drawing in the correct place
 - Fixed the Bonk Boy model using the incorrect normals
 - Updated Cp_Badlands and Koth_Badlands
- Opened the windows around the center point
- Smoothed player clipping around doorways
 
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 hlds_annou...@list.valvesoftware.com
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 --
 # Jesse Molina
 # Mail = je...@opendreams.net
 # Cell = 1-602-323-7608
 
 
 
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Re: [hlds] Mandatory TF2 update coming soon

2013-07-10 Thread DontWannaName!
My servers are updated and running with the new SM game data. It looks like 
players can get in too. 

Sent from my iPhone 5

On Jul 10, 2013, at 3:58 PM, John lists.va...@nuclearfallout.net wrote:

 On 7/10/2013 3:51 PM, Ryan Stecker wrote:
 Your update system should be checking the UpToDate webapi, which wasn't 
 flipped until the update was released to clients.
 
 That's one potential workaround when it comes to whether the rollout is 
 triggered. However, it would not solve the related problem of the latest 
 files not matching what is needed for client support -- which isn't necessary 
 and leads to problems for anyone who tries to just pull down the latest 
 release. It would be much better for optional/pre-release updates to be in a 
 separate channel.
 
 -John
 
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Re: [hlds] Mandatory TF2 update coming soon

2013-07-10 Thread DontWannaName!
I'm on windows. Linux is another story. 

Sent from my iPhone 5

On Jul 10, 2013, at 4:53 PM, Russell Smith ve...@tinylittlerobots.us wrote:

 Fixed on Windows only?  I still see crashes on Linux with latest gamedata.
 
 On 10.07.2013 16:49, j m wrote:
 I can confirm this
 On Jul 10, 2013 4:28 PM, DontWannaName! ad...@topnotchclan.com [4]
 wrote:
 
 My servers are updated and running with the new SM game data. It
 looks like players can get in too.
 
 Sent from my iPhone 5
 
 On Jul 10, 2013, at 3:58 PM, John lists.va...@nuclearfallout.net
 [1] wrote:
 
  On 7/10/2013 3:51 PM, Ryan Stecker wrote:
  Your update system should be checking the UpToDate webapi, which
 wasnt flipped until the update was released to clients.
 
  Thats one potential workaround when it comes to whether the
 rollout is triggered. However, it would not solve the related
 problem of the latest files not matching what is needed for client
 support -- which isnt necessary and leads to problems for anyone who
 tries to just pull down the latest release. It would be much better
 for optional/pre-release updates to be in a separate channel.
 
  -John
 
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 Links:
 --
 [1] mailto:lists.va...@nuclearfallout.net
 [2] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 [3] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 [4] mailto:ad...@topnotchclan.com
 
 
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Re: [hlds] Mandatory TF2 update released

2013-06-05 Thread DontWannaName!
No that's the solution. They will overwrite the files. 

Sent from my iPhone

On Jun 5, 2013, at 11:42 AM, CScrivener . ctscrive...@gmail.com wrote:

 Maybe I'm wrong, but wasn't this brought up awhile ago and the solution was 
 to drop all modified versions of shipped files into the custom folder?
 
 That way you would have all the shipped files unmodified in their original 
 location and have all your modified versions in a single location (custom 
 folder), as well as updates NOT overwriting all the changes made?
 
 I thought Fletcher mentioned this awhile ago but perhaps I am wrong. Could 
 have swore I saw this written out somewhere and sent through the mailing 
 listif not, my bad. *shrug*
 
 
 On Wed, Jun 5, 2013 at 11:33 AM, Fletcher Dunn fletch...@valvesoftware.com 
 wrote:
 This update will be the last time that happens.
 
  
 
 We’re getting rid of all instances where we encourage people to modify 
 shipping files.  For all such customizations in the future, thingsa re setup 
 to encourage people to copy it to a new file and modify that one.
 
  
 
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Brady Osborne
 Sent: Monday, June 03, 2013 7:22 PM
 
 
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Mandatory TF2 update released
  
 
 Hey all,
 
  
 
 Is it normal for SteamCMD to delete files during the conversion process from 
 HLDSUpdateTool?  I kept seeing files vanish, so I put SteamCMD on the left 
 side of my screen with my 'cfg' folder on the right, and after a few seconds 
 of running SteamCMD on a directory that was previously updated by 
 HLDSUpdateTool, the cfg files disappeared as if they were deleted.
 
  
 
 According to this article it says files will only be moved, not deleted, but 
 I have not found this to be true.  I have had several other users ask me 
 about this issue, too.  I did some research with Process Monitor and found 
 that SteamCMD does in fact overwrite the cfg files in addition to several 
 others.
 
  
 
 Note the highlighted line here (SetRenameInformationFile): 
 http://tinypic.com/r/9zn38m/5
 
  
 
 So in the article's question My XYZ file got deleted. Where did it go?  The 
 conversion process does not delete any user files. - this is technically 
 true, however, the conversion process does overwrite files.  User files 
 outside of a specific set are not modified, like the 'addons' folder or 
 'server.cfg'.
 
  
 
 Thoughts?
 
  
 
 Thank you,
 
 
 
 Brady Osborne
 m...@bradyosborne.com
 
  
 
 On Mon, Jun 3, 2013 at 5:50 PM, AeroliteGaming.com 
 ad...@aerolitegaming.co.uk wrote:
 
 Thank you very much for that, it worked.
 
 
 On 03/06/2013 23:46, Nicholas Hastings wrote:
 
 If you have the Steam client installed on your server, launch it and check 
 for updates.
 
 That error can happen when they update the shipped steam_api (they did) and 
 you have an older steamclient installed on the machine.
 
 -- 
 Nicholas Hastings
 AlliedMods.net
 
 
 
 
 
 image001.jpg
 
 AeroliteGaming.com
 
 Monday, June 03, 2013 6:43 PM
 
 Having troubles after this update:
 
 ** *
 ** *
 * Unable to load Steam support library. *
 * Unable to load Steam support library. *
 * This server will operate in LAN mode only. *
 * This server will operate in LAN mode only. *
 ** *
 ** *
 
 Tried validating and still no luck.
 
  
 
 
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Re: [hlds] Mandatory TF2 update released

2013-06-05 Thread DontWannaName!
Well you have to do it right But yeah it will fix those issues.

Sent from my iPhone

On Jun 5, 2013, at 12:06 PM, Albert Davis davis.alb...@gmail.com wrote:

 Sure, I'll drop them in the custom folder and see what happens next update. 
 
 
 On Wed, Jun 5, 2013 at 2:44 PM, DontWannaName! ad...@topnotchclan.com wrote:
 No that's the solution. They will overwrite the files. 
 
 Sent from my iPhone
 
 On Jun 5, 2013, at 11:42 AM, CScrivener . ctscrive...@gmail.com wrote:
 
 Maybe I'm wrong, but wasn't this brought up awhile ago and the solution was 
 to drop all modified versions of shipped files into the custom folder?
 
 That way you would have all the shipped files unmodified in their original 
 location and have all your modified versions in a single location (custom 
 folder), as well as updates NOT overwriting all the changes made?
 
 I thought Fletcher mentioned this awhile ago but perhaps I am wrong. Could 
 have swore I saw this written out somewhere and sent through the mailing 
 listif not, my bad. *shrug*
 
 
 On Wed, Jun 5, 2013 at 11:33 AM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:
 This update will be the last time that happens.
 
  
 
 We’re getting rid of all instances where we encourage people to modify 
 shipping files.  For all such customizations in the future, thingsa re 
 setup to encourage people to copy it to a new file and modify that one.
 
  
 
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Brady Osborne
 Sent: Monday, June 03, 2013 7:22 PM
 
 
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Mandatory TF2 update released
  
 
 Hey all,
 
  
 
 Is it normal for SteamCMD to delete files during the conversion process 
 from HLDSUpdateTool?  I kept seeing files vanish, so I put SteamCMD on the 
 left side of my screen with my 'cfg' folder on the right, and after a few 
 seconds of running SteamCMD on a directory that was previously updated by 
 HLDSUpdateTool, the cfg files disappeared as if they were deleted.
 
  
 
 According to this article it says files will only be moved, not deleted, 
 but I have not found this to be true.  I have had several other users ask 
 me about this issue, too.  I did some research with Process Monitor and 
 found that SteamCMD does in fact overwrite the cfg files in addition to 
 several others.
 
  
 
 Note the highlighted line here (SetRenameInformationFile): 
 http://tinypic.com/r/9zn38m/5
 
  
 
 So in the article's question My XYZ file got deleted. Where did it go?  
 The conversion process does not delete any user files. - this is 
 technically true, however, the conversion process does overwrite files.  
 User files outside of a specific set are not modified, like the 'addons' 
 folder or 'server.cfg'.
 
  
 
 Thoughts?
 
  
 
 Thank you,
 
 
 
 Brady Osborne
 m...@bradyosborne.com
 
  
 
 On Mon, Jun 3, 2013 at 5:50 PM, AeroliteGaming.com 
 ad...@aerolitegaming.co.uk wrote:
 
 Thank you very much for that, it worked.
 
 
 On 03/06/2013 23:46, Nicholas Hastings wrote:
 
 If you have the Steam client installed on your server, launch it and check 
 for updates.
 
 That error can happen when they update the shipped steam_api (they did) 
 and you have an older steamclient installed on the machine.
 
 -- 
 Nicholas Hastings
 AlliedMods.net
 
 
 
 
 
 image001.jpg
 
 AeroliteGaming.com
 
 Monday, June 03, 2013 6:43 PM
 
 Having troubles after this update:
 
 ** *
 ** *
 * Unable to load Steam support library. *
 * Unable to load Steam support library. *
 * This server will operate in LAN mode only. *
 * This server will operate in LAN mode only. *
 ** *
 ** *
 
 Tried validating and still no luck.
 
  
 
 
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Re: [hlds] Mandatory TF2 update released

2013-06-03 Thread DontWannaName!
Was the heavy crash exploit fixed?

Sent from my iPhone 5

On Jun 3, 2013, at 2:50 PM, E. Olsen ceo.eol...@gmail.com wrote:

 Also - you guys are still overwriting (actually, deleting) the replay.cfg 
 file.
 
 
 On Mon, Jun 3, 2013 at 5:47 PM, E. Olsen ceo.eol...@gmail.com wrote:
 Does this fix the Taunt exploit that is currently crashing servers, or do we 
 still need to use a plugin to block it?
 
 
 On Mon, Jun 3, 2013 at 5:42 PM, Eric Smith er...@valvesoftware.com wrote:
 We've released a mandatory update for TF2. The notes for the update are 
 below. The new version is 1783578.
 
 -Eric
 
 --
 
 Team Fortress 2
 - Added new Adult Swim items to the Mann Co. Store
- The Breather Bag, The Weather Master, and The Bacteria Blocker
 - Added ETF2L Highlander Season 4 and ETF2L 6v6 Season 14 tournament medals
 - Fixed mat_viewportupscale using an error material for clients using 
 DirectX8
 - Fixed config_arena.cfg being replaced by the default version when 
 dedicated servers update
 - Fixed the Soldier's grenades being hidden when equipping the Full Metal 
 Drill Hat and the Soldier's Sparkplug
 - Fixed a missing LOD on the dispenser
 - Updated the -insert_search_path delimiter to be a comma instead of a 
 semi-colon
 - Updated the equip region on the Practitioner's Processing Mask to match 
 the Physician's Procedure Mask
 - Updated The Conscientious Objector and The Bat Outta Hell so they can be 
 crafted and can be used to craft other items
 
 
 
 
 
 
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Re: [hlds] [hlds_linux] Server crash bug in latest build

2013-05-17 Thread DontWannaName!
How bad is the bug?

Sent from my iPhone 5

On May 17, 2013, at 11:42 AM, Fletcher Dunn fletch...@valvesoftware.com wrote:

 There is a bug in the update we just released.
 
 
 
 Setting net_compresspackets to 0 is a workaround.
 
 
 
 We'll have a new update released shortly.  Apologies.
 
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Re: [hlds] [hlds_linux] Server crash bug in latest build

2013-05-17 Thread DontWannaName!
Ah Linux only? 

Sent from my iPhone 5

On May 17, 2013, at 11:51 AM, Cody Woodson xxwoodyman123...@sbcglobal.net 
wrote:

 Eh its not right away.  Mine was full 24/24 and crashed about 5 minutes after 
 start up
 
 Sent from my iPhone
 
 On May 17, 2013, at 11:48 AM, Kyle Sanderson kyle.l...@gmail.com wrote:
 
 You will most likely crash the moment you have a player join...
 
 Thanks,
 Kyle.
 
 On 17 May 2013 11:46, DontWannaName! ad...@topnotchclan.com wrote:
 How bad is the bug?
 
 Sent from my iPhone 5
 
 On May 17, 2013, at 11:42 AM, Fletcher Dunn fletch...@valvesoftware.com 
 wrote:
 
  There is a bug in the update we just released.
 
 
 
  Setting net_compresspackets to 0 is a workaround.
 
 
 
  We'll have a new update released shortly.  Apologies.
 
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Re: [hlds] ETA on the fix for hammer?

2013-05-03 Thread DontWannaName!
I think they are working on getting it moved over too. They wouldn't leave 
their tools broken.

Sent from my iPhone 5

On May 2, 2013, at 10:47 PM, The Mighty Gerbil 
themightyger...@agapegraphics.com wrote:

 Hi I tried the mapping mailing list first but didn't get a response so I was 
 wondered if you guys know. Is if there an ETA on the fix for hammer
 and the SDK tools after Steampipe broke them? I just want to know so I can 
 decide if I should go through
 the trouble of hunting for a workaround which may or may not exist or just 
 wait a few days for the official fix. Thank you.
 
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Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP

2013-05-03 Thread DontWannaName!
Yeah this is what I'm doing. It works just like the client. If replay is 
enabled but not configured the server will crash on map change.

Sent from my iPhone 5

On May 2, 2013, at 5:04 PM, Gamers Exile gamersex...@shaw.ca wrote:

 Just add your replay configs to /custom/mystuff/cfg
 
 
 Sent Via Pigeon
 
 From: Flubber
 Sent: Thursday, May 2, 2013 6:02 PM
 To: Half-Life dedicated Win32 server mailing list
 Reply To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, 
 DoD:S, and HL2:MP
 
 As the previous one, this update keep overwriting the 3 replay related cfg 
 file in /cfg.
 
 
 2013/5/2 Fletcher Dunn fletch...@valvesoftware.com
 It doesn’t now.  We’re working on a new executive script in Python.
 
  
 
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of big john
 Sent: Thursday, May 02, 2013 2:19 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, 
 DoD:S, and HL2:MP
 
  
 
 How does the auto update work with windows?
 
 On May 2, 2013 5:16 PM, Fletcher Dunn fletch...@valvesoftware.com wrote:
 
 If the plugins are tightly coupled with particular builds, then they 
 probably should be versioned.  The ServerVersion field found in steam.inf 
 uniquely identifies a build.  It will change every update, even if the 
 PatchVersion does not.  (This field is currently only in TF, but if this is 
 useful, we can easily add it to the other games.)  I believe that somehow 
 associating any tightly-coupled plugin data with that identifier is the best 
 solution to this problem.
 
 Also, I think this problem is not really exclusive to optional updates.  
 Clients now only find servers with the matching version in the server 
 browser.  So the urgency to delist out of date servers is greatly reduced. 
  In fact, the only real remaining reason we still do it is because it is the 
 only mechanism we have by which to signal automatic updates!   Once we've 
 improved that channel of communication, we will be in a position to make the 
 transition across an update that requires changing the Patch Version much 
 more graceful.  We have had feedback on many occasions from this mailing 
 list that the harsh transition that currently happens, including the 
 scramble to be the first to get your server up, was not a desirable 
 situation.  It's definitely not a good experience for clients to be dumped 
 from server and start downloading the update in unison.
 
 
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
 Sent: Thursday, May 02, 2013 1:17 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, 
 and HL2:MP
 
 Well, I'm glad something is being done so that we can tell when optional 
 updates are pushed, because traditionally optional updates don't show up
 
 However, there's still one problem: The last two optional TF2 updates have 
 both required changes to mods (SourceMod and EventScripts to name two major 
 ones).  However, since they're optional updates, we now need 3 different 
 sets of configurations for servers for these mods depending on which 
 optional updates they have.
 
 Oh, and there are 2 (or more?) different configurations for the other three 
 games depending on which optional updates they have.
 
 This becomes a serious problem very quickly.
 
 On Thu, May 2, 2013 at 2:57 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:
 
  In general, I think our general policy is going to be to make all
  updates optional unless they need to be mandatory.  Unless we know
  that a server crash is really widespread, we probably will not release
  it as mandatory and impose the attending disruption on the whole community.
 
  We are working on some mechanisms so that you can tell (and gracefully
  roll over to) a new version when an optional update is released.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
  Sent: Thursday, May 02, 2013 11:54 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S,
  DoD:S, and HL2:MP
 
  And on that note, can we please get server crash fixes as required
  updates rather than optional updates?  Clients already auto-update to
  the optional updates, but servers *don't*.
 
  On Thu, May 2, 2013 at 2:50 PM, Kyle Sanderson kyle.l...@gmail.com
  wrote:
 
   Just a warning to those who update. There's a good chance due to the
   class changes in this update your server will not function properly
   with SourceMod and other addons that utilize static offsets. Until
   the majority of servers update to this (3rd) optional update, I
   

Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP

2013-05-03 Thread DontWannaName!
Maybe move default replay CFGs to root then load custom in the cfg folder first 
if overwriting can't be stopped. 

Sent from my iPhone 5

On May 3, 2013, at 11:16 AM, ics i...@ics-base.net wrote:

 However, it would be a whole lot of better if certain things that were 
 configurable by anyone and had been configured previously, would not be 
 overwritten by each update. A lot of server operators aren't not his list and 
 aware of these things as things used to be different before the change.
 
 -ics
 
 DontWannaName! kirjoitti:
 Yeah this is what I'm doing. It works just like the client. If replay is 
 enabled but not configured the server will crash on map change.
 
 Sent from my iPhone 5
 
 On May 2, 2013, at 5:04 PM, Gamers Exile gamersex...@shaw.ca 
 mailto:gamersex...@shaw.ca wrote:
 
 Just add your replay configs to /custom/mystuff/cfg
 
 
 Sent Via Pigeon
 
 *From: *Flubber
 *Sent: *Thursday, May 2, 2013 6:02 PM
 *To: *Half-Life dedicated Win32 server mailing list
 *Reply To: *Half-Life dedicated Win32 server mailing list
 *Subject: *Re: [hlds] [hlds_linux] Optional updates available for TF2, 
 CS:S, DoD:S, and HL2:MP
 
 
 As the previous one, this update keep overwriting the 3 replay related cfg 
 file in /cfg.
 
 
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Re: [hlds] [hlds_linux] SteamPipe Replay autoexec.cfg player count bug

2013-04-29 Thread DontWannaName!
Aren't you only suppose to enable replay from the command line?

Sent from my iPhone 5

On Apr 29, 2013, at 6:18 PM, Ross Bemrose rbemr...@gmail.com wrote:

 So, I just ran into this neat little bug on a vanilla (no addons directory) 
 Linux SteamPipe server I'm preparing as a backup for tomorrow's changeover.
 
 If replay is loaded from autoexec.cfg, it incorrect subtracts one from the 
 displayed max players.
 
 That is, if sv_visiblemaxplayers is set to 24 or -1 (on a maxplayers 24 
 server), it shows as 0/23 in the Steam and TF2 server browsers. This persists 
 after a map change.
 
 Starting with -replay on the command line shows 0/24 as expected. 
 Unfortunately, I don't have access to the command line on another server, and 
 this issue WILL cause problems there because of it.
 
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Re: [hlds] Mandatory update to TF2 SteamPipe beta released

2013-04-25 Thread DontWannaName!
From what I understand there needs to be updated game data for steam pipe but 
they can't be synced in SM until its released. 

Sent from my iPhone 5

On Apr 25, 2013, at 1:18 PM, Bjorn Wielens uniac...@yahoo.ca wrote:

 It seems that any plugins using GetPlayerEyePosition() are casing crashes. 
 Spraytrace is one example. I would imagine SMAC has a component that does so 
 as well. 
 
 
 
 From: thesupremecommander thesupremec...@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com 
 Sent: Wednesday, April 24, 2013 10:40:34 PM
 Subject: Re: [hlds] Mandatory update to TF2 SteamPipe beta released
 
 I'll try reverting, then, but I did try dropping in the latest SM 1.5 
 snapshot earlier to no avail. I'll probably just stick with the core plugins 
 until I can do more extensive testing.
 
 
 On Wed, Apr 24, 2013 at 9:07 PM, Nicholas Hastings psycho...@alliedmods.net 
 wrote:
 SM does not officially support the beta version yet and will not until closer 
 to its release, else it would be broken for the release version of the game.
 
 -- 
 Nicholas Hastings
 AlliedMods.net
 
 
 
 compose-unknown-contact.jpgthesupremecommander Wednesday, 
 April 24, 2013 9:04 PM
 Is anybody getting constant crashing with SourceMod? I seem to be getting 
 the standard segfault whenever someone joins the server and can't pin it 
 onto any one plugin, although crashing consistently disappears when I strip 
 down to the latest SM 1.6 and MM:S 1.10 snapshots.
 
 
 
 
 
 -- 
 thesupremecommander (Steam)
 Chief Admin, SPUFserver
 Chief Admin, OverPowered League
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 compose-unknown-contact.jpgFletcher Dunn   Tuesday, April 23, 2013 
 2:12 PM
 A mandatory update to the TF2 SteamPipe beta has been released.  Although 
 the update is mandatory (the PatchVersion has been bumped so you will need 
 to upgrade your server in order to host clients running the latest version), 
 your server will not automatically restart.
 
 Team Fortress 2:
 * Synced with release version of game
 
 Source engine:
 * VPK tool: Fixed bug with drag-and-drop creating bogus VPK files that could 
 not be located by the engine.
 * Default mapcycle file moved to cstrike/cfg/mapcyclefile_default.txt. It 
 will be loaded if no mapcycle.txt file can be found and convar is set to 
 default name.
 * Mapcycle file will be loaded from cstrike/cfg directory if it exists, 
 falling back to root cstrike directory otherwise.
 * Mapcycle file can be loaded from cstrike/custom/xxx/cfg directory
 * Mapcycle file parsing allows C-style comments and blank lines
 
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 Chief Admin, SPUFserver
 Chief Admin, OverPowered League
 
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[hlds] VPK Tool Wiki Page

2013-04-25 Thread DontWannaName!
I have updated the VPK tool wiki page with as much information as I can at
the moment. It is now up to date and formatted.

https://developer.valvesoftware.com/wiki/VPK


For those of you having problems with key values, I added an example of how
to correctly create one:

https://developer.valvesoftware.com/wiki/VPK#Creating_A_Key_Value_File_and_VPK

If you have any questions feel free to ask here and I can update the page
with answers when we get them or add to it.

-DWN
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Re: [hlds] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game

2013-04-24 Thread DontWannaName!
Only Linux has that ability as always. 

Sent from my iPhone 5

On Apr 24, 2013, at 11:16 AM, big john brewskii...@gmail.com wrote:

 Do the steam pipe servers auto update usually? I don't remember seeing 
 anything about that.
 
 On Apr 24, 2013 2:03 PM, Fletcher Dunn fletch...@valvesoftware.com wrote:
 We’ve released a mandatory update to the SteamPipe beta.  Please note that 
 your server will NOT automatically detect that it is out of date and 
 restart; you will need to manually update it.  (This should be the last such 
 manual restart.)
 
  
 
 We’ve also released an optional update to the non-SteamPipe version of TF2.  
 If you restart your server you may get an update to engine.dll/.so, but 
 there are no relevant changes to the dedicated server so updating is not 
 necessary.
 
  
 
 These changes make the SteamPipe server and client interoperable with the 
 non-SteamPipe server and client.  (Any client can connect with any server.)  
 We expect many more clients to opt into the beta after this change.  (And 
 remember, we are planning on flipping the switch next Tuesday which forces 
 all clients to convert.)
 
  
 
 - Fletch
 
 
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Re: [hlds] SteamPipe is coming. Download the TF beta

2013-04-18 Thread DontWannaName!
Delete everything but Addons cfg logs motd map cycle maps and maplist then 
retain folder structure and update with steam pipe. 

Sent from my iPhone 5

On Apr 18, 2013, at 1:30 PM, Robert Whelan mrrjwhe...@yahoo.com wrote:

  
 I've been out of the hosting scene awhile though still try to keep up with 
 what's new. Anyways, I was hoping to clarify 2 things. From the dev/faq 
 pages... you know, the pages we're NOT supposed to read, lol.
 
 Quote:
 There is no automated conversion process for the dedicated server. It will 
 be a full re-download.
 
 Am I to understand using the new SteamCMD w/ app_update WON'T update my 
 existing hlds/srcds servers that were built using the old HldsUpdateTool?
 Quote:
 The Source engine games do not use the mod feature of SteamCMD. Each 
 game has its own AppID and is a seperate installation with no shared 
 content.
 
 I used to rely on the HldsUpdateTool to create the install directories of all 
 my hlds/srcds games, all I ever did was define a base directory ie; c:\hlds 
 or c:\srcds. The old method created unique paths, ie;
  
 C:\SRCDS\css\cstrike
 C:\SRCDS\l4d\left4dead
 C:\SRCDS\left4dead2\left4dead2
 C:\SRCDS\orangebox\hl2mp
 C:\SRCDS\orangebox\tf
 C:\SRCDS\tf2beta\tf_beta
  
 With that said, I started downloading files using the SteamCMD into a unique 
 folder and noted that tf2 beta files would write over tf2 etc. being all I 
 used was force_install_dir ../srcdsx
 
 So, I was wondering whats the new safe practice if app_update WON'T update 
 my existing hlds/srcds files? Can HldsUpdateTool and SteamCMD dl's safely be 
 in the same base folder as long as newer app_id's being added are specified? 
 OR will this just cause further  headaches?
 
 Example:-
 force_install_dir ../srcdsx/css
 force_install_dir ../srcdsx/hl2mp
 force_install_dir ../srcdsx/tf2
 force_install_dir ../srcdsx/tf2beta
 
 
 
 Anyways, I'm just looking to update my testbox and convert over to SteamCMD 
 and was wondering what others are doing. Thx.
   
 
 
 From: Fletcher Dunn fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list 
 (hlds_li...@list.valvesoftware.com) hlds_li...@list.valvesoftware.com; 
 Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com) 
 hlds@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com 
 hlds_annou...@list.valvesoftware.com 
 Sent: Tuesday, February 19, 2013 8:36 PM
 Subject: [hlds] SteamPipe is coming. Download the TF beta
 
 The orangebox engine games (Team Fortress 2, Counter Strike:Source, Day of 
 Defeat:Source, HL2:Deathmatch) are being upgraded to SteamPipe.  Steam’s 
 new-and-improved content delivery system.  SteamPipe is currently used by 
 most games on Steam.
  
 This change will impact server operators in at least two significant ways:
  
 · You will use steamcmd instead of the HLDSUpdateTool to 
 install/update the server.
 · The conversion will entail significant changes to the way the files 
 appear in the local filesystem on the server and client.  The client no 
 longer uses GCF files.  Instead, most assets are packed up into VPK, and 
 those VPKs are the same on the server and the client.  The server no longer 
 uses 1000’s of loose files.
  
 We’re using the TF beta to test these changes and identify the bugs, and give 
 everybody a chance to make sure their favorite mod or plugin will work in the 
 new system.
  
 Everybody is encouraged to download the TF beta!
  
 We’ve prepared an FAQ that discusses the details of the change and answers 
 the questions we anticipate:
 https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491
  
 Please report gameserver related bugs in this mailing list.
  
 Client bugs can be reported through this mailing list, or in the TF beta 
 forum.
 http://forums.steampowered.com/forums/forumdisplay.php?f=1038
  
 Thanks for your help, and happy testing!
  
 (And remember, playtime in the beta counts towards item drops in the release 
 game.)
  
 - Fletch
  
 
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Re: [hlds] [hlds_linux] TF2 Steampipe version release?

2013-04-17 Thread DontWannaName!
Valve time is a lie.

Sent from my iPhone 5

On Apr 17, 2013, at 12:05 PM, Fletcher Dunn fletch...@valvesoftware.com wrote:

 Expectations unshattered.
  
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of big john
 Sent: Wednesday, April 17, 2013 12:00 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [hlds_linux] TF2 Steampipe version release?
  
 Guess you didnt fail to deliver this time!
 
 On Apr 17, 2013 2:52 PM, Fletcher Dunn fletch...@valvesoftware.com wrote:
 The server is indeed available for download if anybody wants to start the 
 download now.  However, we're still working on getting the client beta 
 configured, so there isn't a client yet that is compatible with it.  We'll 
 let the list know when it's available and you can actually test things.
 
 It seems likely that the TF2 switchover planned for next Tuesday will be 
 delayed.  We want to make sure people have plenty of time to get setup and 
 test against the official client.  And the cstrike release found some bugs we 
 are working on.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of LouLouBizou
 Sent: Wednesday, April 17, 2013 10:38 AM
 To: Half-Life dedicated Linux server mailing list
 Cc: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds_linux] [hlds] TF2 Steampipe version release?
 
 released  ...
 
 2013/4/17 Fletcher Dunn fletch...@valvesoftware.com
 
  Hopefully today.
 
  From: hlds-boun...@list.valvesoftware.com [mailto:
  hlds-boun...@list.valvesoftware.com] On Behalf Of big john
  Sent: Wednesday, April 17, 2013 8:37 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: [hlds] TF2 Steampipe version release?
 
  When will the TF2 Dedicated Server for steam pipe be released? App ID
  232250 I suppose.
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Re: [hlds] SteamPipe is coming. Download the TF beta

2013-02-19 Thread DontWannaName!
As with the other games I think they are just converted over.

Sent from my iPhone 5

On Feb 19, 2013, at 6:51 PM, 1nsane 1nsane...@gmail.com wrote:

 I too wonder if there's any time frame for this.
 
 On Tue, Feb 19, 2013 at 9:45 PM, Todd Pettit pettit.t...@gmail.com wrote:
 Fletcher is there a set date for this conversion? Is there going to be any 
 overlap period? I didn't see those answers in the FAQ.
 
 - Original Message -
 From: Fletcher Dunn fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list 
 (hlds_li...@list.valvesoftware.com) hlds_li...@list.valvesoftware.com, 
 Half-Life dedicated Win32 server mailing list 
 (hlds@list.valvesoftware.com) hlds@list.valvesoftware.com, hlds 
 announce hlds_annou...@list.valvesoftware.com
 Sent: Tuesday, February 19, 2013 9:36:01 PM
 Subject: [hlds] SteamPipe is coming.  Download the TF beta
 
 
 
 
 
 The orangebox engine games (Team Fortress 2, Counter Strike:Source, Day of 
 Defeat:Source, HL2:Deathmatch) are being upgraded to SteamPipe. Steam’s 
 new-and-improved content delivery system. SteamPipe is currently used by 
 most games on Steam.
 
 
 
 This change will impact server operators in at least two significant ways:
 
 
 
 · You will use steamcmd instead of the HLDSUpdateTool to install/update the 
 server.
 
 · The conversion will entail significant changes to the way the files appear 
 in the local filesystem on the server and client. The client no longer uses 
 GCF files. Instead, most assets are packed up into VPK, and those VPKs are 
 the same on the server and the client. The server no longer uses 1000’s of 
 loose files.
 
 
 
 We’re using the TF beta to test these changes and identify the bugs, and 
 give everybody a chance to make sure their favorite mod or plugin will work 
 in the new system.
 
 
 
 Everybody is encouraged to download the TF beta!
 
 
 
 We’ve prepared an FAQ that discusses the details of the change and answers 
 the questions we anticipate:
 
 https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491
 
 
 
 Please report gameserver related bugs in this mailing list.
 
 
 
 Client bugs can be reported through this mailing list, or in the TF beta 
 forum.
 
 http://forums.steampowered.com/forums/forumdisplay.php?f=1038
 
 
 
 Thanks for your help, and happy testing!
 
 
 
 (And remember, playtime in the beta counts towards item drops in the release 
 game.)
 
 
 
 - Fletch
 
 
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Re: [hlds] Reminder about server tags

2013-02-12 Thread DontWannaName!
Cut off from view or cut off from quickplay? Are truncated tags searchable?

Sent from my iPhone 5

On Feb 12, 2013, at 10:32 PM, Doctor McKay li...@doctormckay.com wrote:

 I second this. I just had an issue applying tags in a plugin due to the 
 truncation issue. At the present moment, it's not feasable for plugins to 
 force tags (such as respawntimes, friendlyfire, etc) since the tag might end 
 up getting cut off.
  
 Dr. McKay
 http://www.doctormckay.com
  
 - Original Message -
 From: Kyle Sanderson
 To: Half-Life dedicated Win32 server mailing list ; Half-Life dedicated Linux 
 server mailing list
 Sent: Wednesday, February 13, 2013 12:29 AM
 Subject: Re: [hlds] Reminder about server tags
 
 Unfortunately, I don't believe anything has changed since you requested this 
 last year Fletcher. I could be totally wrong, but the truncation issue still 
 exists (today, I checked). This is still, absolutely impossible to achieve if 
 you're a server owner. Valve has to either raise the character limit, or move 
 to another method of applying tags. I'd love to have all my server tags show, 
 but they're still getting cut off. I'm not really that concerned with 
 prioritizing tags to the front.
 
 Thanks,
 Kyle.
 
 -- Forwarded message --
 From: Kyle Sanderson kyle.l...@gmail.com
 Date: Thu, Jan 5, 2012 at 4:42 PM
 Subject: Re: [hlds] Plugins that modify game ruels should also set the tags
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com, Half-Life dedicated Linux server mailing list 
 hlds_li...@list.valvesoftware.com
 
 
 Sorry for the previous email, I wasn't at home. The overflow seems to have 
 been worked around by hard limiting to 127 characters. Can this actually get 
 fixed instead of the current inplace hack? At the moment, it's whomever loads 
 first gets their tags set, and the rest are left out to dry. I should 
 probably alsomention that tags are overwriting other tags at the moment 
 if there's no room, which is of course gross.
 
 
 No one can actually comply with this,
 Kyle.
 
 
 On Tue, Feb 12, 2013 at 7:42 PM, Fletcher Dunn fletch...@valvesoftware.com 
 wrote:
 Hello all,
 
 This is a reminder to make sure that your properly advertises the 
 appropriate tags (e.g. respawntimes, norespawntime, friendly, nodmgspread , 
 nocrits, and increased_maxplayers), when the associated gameplay changes are 
 in effect.
 
  
 
 If you are using a plugin to achieve these changes, the plugin should set 
 the tag.
 
  
 
 Your humble servant,
 
 Fletch
 
 
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[hlds] Cached MOTDs

2013-01-21 Thread DontWannaName!
For some reason my motd keeps getting cached ingame. I have changed it yet it 
loads the cached version in the browser. There's obviously no F5 ingame and I 
want clients to see the new version. The URL shows correctly out of game. Is 
this some setting in WebKit?

Sent from my iPhone 5
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Re: [hlds] hlds Digest, Vol 22, Issue 29

2013-01-19 Thread DontWannaName!
Delete the steam binaries in the install and update again.

Sent from my iPhone 5

On Jan 19, 2013, at 5:51 PM, [BT]Black V bt.bla...@gmail.com wrote:

 I'm sure you had a backup..
 
 On 20 Jan 2013 13:24, Lob (UK) lobukfunserv...@googlemail.com wrote:
 
 On Sat, Jan 19, 2013 at 8:00 PM, hlds-requ...@list.valvesoftware.com wrote:
 Re: L4D2 Update Released
 
 This update busted my Windows Dedi Server. Server is unable to load certain 
 steam libraries and will only run LAN and as a consequence, i lost 3 years 
 contents of my banned_user.cfg as regards it emptied the contents on start 
 up. This is nothing to do with MMS or SM as it does exactly the same in 
 vanilla. Verify_all found nothing. Was hoping that valve would have released 
 a patch for the patch before the weekend but sadly not meaning the Server is 
 dead until at least next week. Server has been running since the game was 
 released 3 years ago.
 
  - Lob (UK)
 
 
 
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Re: [hlds] TF2 MOTD Browser

2012-12-18 Thread DontWannaName!
I think it depends on the HTML code...

Sent from my iPhone 5

On Dec 18, 2012, at 7:40 PM, pilger pilger...@gmail.com wrote:

 This has been discussed on another e-mail thread a couple of weeks ago 
 already. It's been happening just to some people so it seems client related, 
 although it affects the server administrators to the reasons mentioned above.
 
 We got no response from Valve on ETA or whether this is being looked into.
 
 On 19 December 2012 00:59, li...@doctormckay.com wrote:
 This is happening quite often to my players: http://i.imgur.com/Z3qAl.png
 
 I use my MOTD for important information and such. I've heard that Valve is 
 working on some solutions to this, but is there any ETA for when this will 
 be fixed?
 
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Re: [hlds] Mandatory Team Fortress 2 update released

2012-10-09 Thread DontWannaName!
You mean this?

https://support.steampowered.com/kb_article.php?ref=6656-IAZN-7933

On Tue, Oct 9, 2012 at 5:51 PM, Brendan Cosman
brendan.cos...@mammothmedia.com.au wrote:
 Hi,

 Can we please have documentation on how to setup a proper tour of duty on an 
 unofficial server. According to http://www.teamfortress.com/post.php?id=8985 
 Remember: as always, loot is the only difference between MvM on the 
 unofficial Boot Camp server and official Mann Up servers. Otherwise the 
 gameplay is identical. but we don't have documentation on how to configure a 
 server to run the tour of duty.

 I last requested this on 5 September, I've included a copy of that request 
 below.

 Regards,
 Brendan.

 -

 Hi,

 We still don't seem to have documentation on how to properly setup an MvM 
 server with an advanced map rotation. We can use the map.cfg files to change 
 the popfile, but at best that gives us one advanced mode per map per host 
 (not even per server), rather than allowing us to rotate through all 6 
 advanced modes.

 We'd like to support your new game mode properly and in a professional 
 manner, but we need documentation on how to do it.

 (Also, playing MannUp mode with 200+ ping is horrible, we'd love to run some 
 Australian servers for you - we do it for EA's play for free titles Heroes  
 BFP4F)

 Regards,
 Brendan.

 -


 - Original Message -
 From: Eric Smith er...@valvesoftware.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, 
 hlds_annou...@list.valvesoftware.com hlds_annou...@list.valvesoftware.com
 Sent: Wednesday, 10 October, 2012 7:37:16 AM GMT +10:00 Brisbane
 Subject: [hlds] Mandatory Team Fortress 2 update released

 We've released a mandatory update for Team Fortress 2. The notes for the 
 update are below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Fixed HTTP downloads on Mac not sending an HTTP referer

 Team Fortress 2
 - Updated materials/models for the Champ Stamp, King of Scotland Cape, 
 Stovepipe Sniper Shako, and Freedom Staff
 - Fixed a server crash that could occur if a Spy was disguised holding the 
 Gunslinger
 - Fixed the Lacking Moral Fiber Mask being tagged as a misc item instead of a 
 hat
 - Fixed the Gunslinger not accepting Sappers Removed strange parts
 - Overhealed players that are bleeding or on fire can now pickup healthkits 
 to remove these conditions
 - Added tf_dingalingaling_repeat_delay (default 0) which limits how often the 
 dingalingaling sound can play
 - Removed outdated tip about the Spy's Enforcer
 - Updated the localization files
 - Vote system
- Allow kicking of connected players that haven't joined a team in Mann 
 vs. Machine
- Added sv_vote_issue_kick_spectators_mvm (default 0) which allows players 
 to kick anyone that isn't team invaders, as long as they've passed the 
 sv_vote_issue_kick_min_connect_time_mvm timer, if enabled
 - Mann vs. Machine
- Added two new tours of duty, each with new unique loot:
   - Operation Oil Spill, with 6 new intermediate skill missions
   - Operation Gear Grinder, with 3 new expert skill missions
- If a player connects to a MvM game through matchmaking and loses their 
 connection, their spot will be held for a brief duration and they will be 
 given a chance to reconnect
- After victory on a Mann Up server, the players will be put into a lobby 
 together.
- Improved matchmaking searching status screen
  - Mann vs. Machine balance changes:
- Explosive Headshots
   - damage is now 150 regardless of upgrade level
   - damage is done in one tick instead of the previous six
   - added a slowing effect based on upgrade level (50%-80% slow, 2-4 
 second duration)
   - radius still scales with upgrade level (unchanged)
- Marked For Death duration reduced to 7 seconds from 15 seconds when the 
 target is a giant robot
- Reduced the effect bar recharge rate increased upgrade from 20% 
 increments with an 80% cap to 15% increments with a 60% cap

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Re: [hlds] Mandatory Team Fortress 2 update released

2012-10-09 Thread DontWannaName!
Unless there is a cvar to change it, you must use the default and edit
it accordingly with notepad.

On Tue, Oct 9, 2012 at 8:22 PM, Brendan Cosman
brendan.cos...@mammothmedia.com.au wrote:
 Hi,

 Unless I'm missing something, nothing in that article explains how to have an 
 unofficial MvM server rotate through a series of different maps with 
 appropriate popfiles.

 tf_mvm_missioncycle.res appears to have changed in today's patch, but I'm 
 still unsure how to tell a TF2 server to use a specific mission cycle.

 Also, that file appears to be per install, not per server instance, which is 
 surprising considering all other configuration files are per-instance.

 The only information I can find by searching the archive of this list is this 
 statement before MvM was released by Fletcher that the file was self 
 explanatory. I've asked this question on this list a few times and so far 
 we've been unable to find the actual answer.

 Regards,
 Brendan.


 - Original Message -
 From: DontWannaName! ad...@topnotchclan.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Wednesday, 10 October, 2012 12:28:35 PM GMT +10:00 Brisbane
 Subject: Re: [hlds] Mandatory Team Fortress 2 update released

 You mean this?

 https://support.steampowered.com/kb_article.php?ref=6656-IAZN-7933

 On Tue, Oct 9, 2012 at 5:51 PM, Brendan Cosman
 brendan.cos...@mammothmedia.com.au wrote:
 Hi,

 Can we please have documentation on how to setup a proper tour of duty on an 
 unofficial server. According to http://www.teamfortress.com/post.php?id=8985 
 Remember: as always, loot is the only difference between MvM on the 
 unofficial Boot Camp server and official Mann Up servers. Otherwise the 
 gameplay is identical. but we don't have documentation on how to configure 
 a server to run the tour of duty.

 I last requested this on 5 September, I've included a copy of that request 
 below.

 Regards,
 Brendan.

 -

 Hi,

 We still don't seem to have documentation on how to properly setup an MvM 
 server with an advanced map rotation. We can use the map.cfg files to change 
 the popfile, but at best that gives us one advanced mode per map per host 
 (not even per server), rather than allowing us to rotate through all 6 
 advanced modes.

 We'd like to support your new game mode properly and in a professional 
 manner, but we need documentation on how to do it.

 (Also, playing MannUp mode with 200+ ping is horrible, we'd love to run some 
 Australian servers for you - we do it for EA's play for free titles Heroes  
 BFP4F)

 Regards,
 Brendan.

 -


 - Original Message -
 From: Eric Smith er...@valvesoftware.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, 
 hlds_annou...@list.valvesoftware.com hlds_annou...@list.valvesoftware.com
 Sent: Wednesday, 10 October, 2012 7:37:16 AM GMT +10:00 Brisbane
 Subject: [hlds] Mandatory Team Fortress 2 update released

 We've released a mandatory update for Team Fortress 2. The notes for the 
 update are below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Fixed HTTP downloads on Mac not sending an HTTP referer

 Team Fortress 2
 - Updated materials/models for the Champ Stamp, King of Scotland Cape, 
 Stovepipe Sniper Shako, and Freedom Staff
 - Fixed a server crash that could occur if a Spy was disguised holding the 
 Gunslinger
 - Fixed the Lacking Moral Fiber Mask being tagged as a misc item instead of 
 a hat
 - Fixed the Gunslinger not accepting Sappers Removed strange parts
 - Overhealed players that are bleeding or on fire can now pickup healthkits 
 to remove these conditions
 - Added tf_dingalingaling_repeat_delay (default 0) which limits how often 
 the dingalingaling sound can play
 - Removed outdated tip about the Spy's Enforcer
 - Updated the localization files
 - Vote system
- Allow kicking of connected players that haven't joined a team in Mann 
 vs. Machine
- Added sv_vote_issue_kick_spectators_mvm (default 0) which allows 
 players to kick anyone that isn't team invaders, as long as they've passed 
 the sv_vote_issue_kick_min_connect_time_mvm timer, if enabled
 - Mann vs. Machine
- Added two new tours of duty, each with new unique loot:
   - Operation Oil Spill, with 6 new intermediate skill missions
   - Operation Gear Grinder, with 3 new expert skill missions
- If a player connects to a MvM game through matchmaking and loses their 
 connection, their spot will be held for a brief duration and they will be 
 given a chance to reconnect
- After victory on a Mann Up server, the players will be put into a lobby 
 together.
- Improved matchmaking searching status screen
  - Mann vs. Machine balance changes:
- Explosive Headshots
   - damage is now 150 regardless of upgrade level
   - damage is done in one tick instead

Re: [hlds] Another mandatory TF update coming in an hour or so

2012-09-21 Thread DontWannaName!
Here ya go https://support.steampowered.com/kb_article.php?ref=6656-IAZN-7933

On Fri, Sep 21, 2012 at 4:26 PM, Peter HLDS peter-h...@jerde.net wrote:
 Is there an updated kb article or other source of definitive documentation 
 for how matchmaking works in all its permutations?

 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 seems out 
 of date, since it doesn't include tf_mm_servermode at all.

  - Peter
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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-17 Thread DontWannaName!
I am in favor of this.

Sent from my iPhone 4

On Aug 17, 2012, at 10:12 AM, Fletcher Dunn fletch...@valvesoftware.com wrote:

 tf_mm_strict 1 does two things:
 
 * hides the server from the server browser list results
 * causes your server to reject direct joins not negotiated through 
 matchmaking.
 
 We could easily make that a 3-values variable, if people thing it would be 
 useful.  (Allow direct connections but not be visible on the server browser).
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold
 Sent: Friday, August 17, 2012 3:54 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
 On 15.08.2012 23:14, Ross Bemrose wrote:
 
 Also, does tf_mm_strict 1 let people who have the server favorited see 
 it in their favorites list?
 
 tf_mm_strict 1 only accepts traffic from matchmaking, so if people can see 
 the server in their list is kind of moot.
 
 
 /Peter
 
 
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Re: [hlds] Optional updates for TF2, DoD:S, and HL2:DM released

2012-08-17 Thread DontWannaName!
My servers hostname and password is being used on all of my servers, so weird...

On Fri, Aug 17, 2012 at 6:47 PM, Adam Nowacki nowa...@platinum.linux.pl wrote:
 Mine updated and everything is fine.


 On 2012-08-18 03:46, Jason wrote:

 Update tool is constantly timing out and never connecting..
 Checking bootstrapper version ...
 Updating Installation
 Command aborted
 Press any key to continue . . .

 On Fri, Aug 17, 2012 at 9:39 PM, Sampson Rogers kritskring...@gmail.com
 mailto:kritskring...@gmail.com wrote:

 Here we go now!
 Here we go no-no-no-no-n-no-n-no-now!

 Yo, yo look at srcds.exe
 Gettin lots of errors, like I'm Windows XP.
 Just doin' it's thing, crashin daily
 Yeah ya b-b-b-best, believe me

 Hey Valve, Help us fix this thing
 And when I say when?, lemme hear you sing
 We got the fix, we got the patch
 And now we'll show you that it'll still crash!

 When we up in a pub
 It's easy to see
 That we got crashes due to strings
 'Cause lack of fixes is what we bring

 When we releasin updates late at night
 We doing it right, right
 R-r-r-r-r-r-r-r-right!

 Crashin is my kryptonite!
 Crashin is my kryptonite!
 Crashin is my kryptonite!
 Crashin is my kryptonite!
 Crashin is my kryptonite!

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Re: [hlds] TF MvM hosting questions

2012-08-15 Thread DontWannaName!
I already asked and I don't think there will be.

SM may not work for a bit.

I remember there being a plugin that only allowed admins in, but I
cant find it anywhere!?

On Wed, Aug 15, 2012 at 11:46 AM, Matt Adams mbad...@united.net wrote:
 Is there any way to force your 6 man group to use a certain server?

 On 8/15/2012 10:49 AM, Fletcher Dunn wrote:

 You can hide your server from the server browser using tf_mm_strict.  (The
 Valve servers will be configured this way.)  However that setting is
 entirely unrelated to which matchmaking pool you wish your server to be in.


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Adams
 Sent: Wednesday, August 15, 2012 6:42 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF MvM hosting questions

 So if I'm understanding this correctly will TF2 have a lobby similar to
 the L4D lobby where 6 people will join and start the search for a server? If
 that is correct I remember using the ms_force_dedicated_server command
 back in L4D one to force matchmaking to point to a certain server. Of course
 after the steamgroup option was added we didn't have to use it anymore. Any
 ideas if this will still work?

 Also if you leave out the tf_mm_servermode 2 from the server.cfg will
 the server basically be hidden from all public matchmaking?


 On 8/14/2012 12:16 PM, Fletcher Dunn wrote:

 OK, a little investigating reveals that this statement I made:

 * You can switch the server in and out of any matchmaking mode pool or
 back to any regular game mode at any time.

 Is not really accurate!  Sorry!  If the server is EMPTY or has fewer
 than 6 players, yes, there are no problems with switching --- that is
 true.  However, in general, switching from PvP to MvM is going to
 cause several problems.  (I believe that what would actually happen is
 that the 7th, 8th, etc. players who connect on a map change will be
 forced into spectator.  At any rate, we don't officially support that,
 so if you do it, you're on your own.)  So, you should expect to
 segregate your servers into MvM and PvP.  Don't just put the MvM maps
 into the mapcycle file, that won't work.  (Actually, the mapcycle file
 is slightly different for MvM because you really are cycling through
 missions, not the maps.  Likewise, players can vote to change the
 mission even if it's on the current map.  We'll have more details on
 all this tomorrow.)

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 Fletcher Dunn
 Sent: Tuesday, August 14, 2012 10:00 AM
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
 Linux server mailing list (hlds_li...@list.valvesoftware.com)
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

 We will not have Steam group functionality tomorrow.

 You actually have to set maxplayers to 32 to host MvM (to make room for
 all the bots).  That's why the mode is expensive CPU-wise, to not only
 simulate all those players but run their AI logic as well.  We'll have more
 details on the recommended settings tomorrow.

 Regarding exactly what happens if a 24-player server switches to MvM:  I
 actually don't think we have worked that out yet.

 I'm pretty sure on day one there will be lots of people trying out all
 sorts of things.  Our approach to experimentation in MvM will be the same as
 in PvP: we encourage it, provided that players are opting in to any major
 deviations from the vanilla experience.  Our servers will all be configured
 vanilla, and the matchmaking will enforce the 6 player limit, and the server
 browser will be the primary means for players to find those sorts of
 customizations.  What will the most interesting customizations be?  What
 will the standard tags be used that we request server operators to set in
 order to help players find the modifications they want or avoid the ones
 they don't like?  We can't know that yet.  That's something we expect you
 guys and your players to figure out.

 I will hazard a guess that raising the player count well above 6 would be
 detrimental the experience.  There ratio of humans to bots would be off and
 the human defending team would not have enough challenge.  (As an extreme
 example: imagine a 32-player server where everybody is defending an there
 are no bots.)  Exactly how far it can be raised above 6 without totally
 breaking the game is speculation of course.  I think a smart server operator
 will start out with the server configured relatively vanilla, and then watch
 how the game unfolds and listen to their players, and try to make smart
 decisions about which areas to experiment, rather than assuming the same
 sorts of adjustments your community prefers in PvP will automatically apply
 to this mode.  A fun co-op mode with more than six players is likely to
 require entirely new missions.  (The mission 

Re: [hlds] Mann Up Matchmaking

2012-08-15 Thread DontWannaName!
You cant switch between the two modes. You MUST pick one and use the
cvar to lock it on one for MvM.

On Wed, Aug 15, 2012 at 7:24 PM, Formologic23
formologi...@cynicalgamers.com wrote:
 My 24 man server was updated, and for fun I thought I would change to a MvM
 map, and my server filled instantly.



 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike O'Laughlen
 Sent: Wednesday, August 15, 2012 7:07 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] Mann Up Matchmaking



 FYI



 I've been in the Mann Up lobby by myself (while the rest of my crew patches)
 for 30 minutes.  Players in queue started at 100, now it's up to 740.  Empty
 gameservers: started at 900, then resets at 0, now it's up to 950.  No
 active gameservers.  No full gameservers.



 __ Information from ESET NOD32 Antivirus, version of virus signature
 database 7389 (20120815) __

 The message was checked by ESET NOD32 Antivirus.

 http://www.eset.com


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Re: [hlds] TF MvM hosting questions

2012-08-15 Thread DontWannaName!
The Windows build is taking a lot longer than an hour. Is there any news on it?

On Wed, Aug 15, 2012 at 4:58 PM, Lucio Botello botelloluc...@yahoo.com wrote:
 Awesome, I'll run this by my friend to see if he'd like to make a server.

 --Lucio--
 
 From: Fletcher Dunn fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list
 (hlds_li...@list.valvesoftware.com) hlds_li...@list.valvesoftware.com;
 Half-Life dedicated Win32 server mailing list
 (hlds@list.valvesoftware.com) hlds@list.valvesoftware.com
 Sent: Monday, August 13, 2012 10:39 PM
 Subject: [hlds] TF MvM hosting questions

 Here are some answers to questions regarding hosting MvM servers:

 * Players can join your server through any means they can join PvP games:
 the server browser, ad hoc joins, or the new matchmaking system (quickplay
 beta).
 * To accept matchmaking traffic, you must select which sort of traffic you
 want.  (Regular PvP traffic or MvM traffic.)  Set “tf_mm_servermode 2” to be
 placed in the MvM pool.
 * For MvM matchmaking, if 6 players are sent to your server to start a new
 game, it will switch to whatever map the players selected.
 * You will need a TF gameserver account to accept matchmaking traffic.
 * You can switch the server in and out of any matchmaking mode pool or back
 to any regular game mode at any time.
 * The CPU usage for a 6 player MvM game is about the same as for a regular
 TF server.  (Yep, this mode requires significantly more CPU cycles per
 player than the PvP mode, that’s an unfortunate fact.)
 Given the surge of players that comes with any major release, and the player
 / server ratio of this game mode, the demand for MvM servers will probably
 be high.  We expect that a large number of players will want to try out the
 new mode, so we will be converting most of our servers to host MvM, and then
 adjust the allocation based on what players are playing.

 I, for one, DO NOT welcome our new robot overlords!

 - Fletch

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Re: [hlds] Server Delisting, does it need some changes?

2012-08-10 Thread DontWannaName!
I am highly against these ads. They are being forced upon users and can play in 
the background. They can crash clients, be forced to open twice or anytime in 
the game. They are also displayed after the motd. The coders that are making 
these are simply paid to get it done. My players would never stand for such 
poor quality servers. You should be ashamed.

Also. I think delisted servers should lose their steam group as well. The blow 
would be much harder. Maybe they will think twice. 

Sent from my iPhone 4

On Aug 10, 2012, at 2:38 PM, Sampson Rogers kritskring...@gmail.com wrote:

 Please don't misunderstand me. I don't have a problem with ads either. My 
 servers run them. I have a problem with a community that fools the system in 
 to sending players to their servers for their views. This can be abused all 
 hours of the day and night.
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Re: [hlds] Server Delisting, does it need some changes?

2012-08-10 Thread DontWannaName!
The motd was never suppose to be for ads. It's a screen to show your players 
your site, rules news etc. not a giant ad video. Your losing out with the ad in 
the end. 

Sent from my iPhone 4

On Aug 10, 2012, at 3:20 PM, Cameron Munroe cmun...@cameronmunroe.com wrote:

 +1, aggreed if a community become successful enough to make a profit, all too 
 them. 
 
 However exploitation by using a system that draws players into a fly trap 
 just for an impression is purely wrong and I think that this should be 
 brought up to the ad company to remove there ad account.
 
 On 8/10/2012 3:16 PM, Sampson Rogers wrote:
 If communities want to make or can make money off of donations and ads I 
 have no problem with it. They're providing game play servers for us to play 
 on and if they profit, they profit. It also takes considerable time to 
 manage that many servers.
 
 The problem are these owners who throw their servers up, constantly 
 redisplay advertisements and use fake clients.
 
 But once again, for the fourth time, this isn't about advertisements, can we 
 please stop making it about advertisements? Please?
 
 This is about addressing the ease with which abusive communities can get 
 around server delistings if they're well established.
 
 
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Re: [hlds] Server Delisting, does it need some changes?

2012-08-10 Thread DontWannaName!
I'm funded 100 percent through donations. Not one dime out of pocket. When will 
you guys learn that you don't need ads, fake clients and cheating to get 
players. Are there any legit communities out there left?

Sent from my iPhone 4

On Aug 10, 2012, at 3:35 PM, Cameron Munroe cmun...@cameronmunroe.com wrote:

 Then how do you pay for your servers?
 
 
 If there is a better way I would love it.
 
 
 
 On 8/10/2012 3:34 PM, DontWannaName! wrote:
 The motd was never suppose to be for ads. It's a screen to show your players 
 your site, rules news etc. not a giant ad video. Your losing out with the ad 
 in the end. 
 
 Sent from my iPhone 4
 
 On Aug 10, 2012, at 3:20 PM, Cameron Munroe cmun...@cameronmunroe.com 
 wrote:
 
 +1, aggreed if a community become successful enough to make a profit, all 
 too them. 
 
 However exploitation by using a system that draws players into a fly trap 
 just for an impression is purely wrong and I think that this should be 
 brought up to the ad company to remove there ad account.
 
 On 8/10/2012 3:16 PM, Sampson Rogers wrote:
 If communities want to make or can make money off of donations and ads I 
 have no problem with it. They're providing game play servers for us to 
 play on and if they profit, they profit. It also takes considerable time 
 to manage that many servers.
 
 The problem are these owners who throw their servers up, constantly 
 redisplay advertisements and use fake clients.
 
 But once again, for the fourth time, this isn't about advertisements, can 
 we please stop making it about advertisements? Please?
 
 This is about addressing the ease with which abusive communities can get 
 around server delistings if they're well established.
 
 
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Re: [hlds] Server Delisting, does it need some changes?

2012-08-10 Thread DontWannaName!
Ads are pretty relevant to what these servers are doing. Most delisted servers 
so far have also ran these motds in a modified fashion. 

Sent from my iPhone 4

On Aug 10, 2012, at 4:08 PM, Sampson Rogers kritskring...@gmail.com wrote:

 The point is that at the moment advertisements aren't really breaking any 
 Valve policy. This thread is about more effective ways to handle abusive 
 communities through delisting. Can we stop shifting the focus to 
 advertisements?
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Re: [hlds] Server Delisting, does it need some changes?

2012-08-10 Thread DontWannaName!
The ads unless ran abusively will not provide enough money to keep a server 
online. It may supplement the bill but won't pay it all. Something should be 
done to stop abusive ads. 

I also think delisted servers should lose their steam group since it would ruin 
their ability to leverage past users to mitigate the after effect of their ban. 
 

Sent from my iPhone 4

On Aug 10, 2012, at 4:14 PM, Cameron Munroe cmun...@cameronmunroe.com wrote:

 Though half or more of the legitimate   servers also run Ads. So the fact 
 still remains that some servers are breaking the rules. If valve killed ads 
 then good bye community after community. Frankly the world is in a recession 
 and people are more and more into keeping there money in their pockets. So 
 server owners have gone to a new idea called ads to support themselves. 
 
 On 8/10/2012 4:11 PM, DontWannaName! wrote:
 Ads are pretty relevant to what these servers are doing. Most delisted 
 servers so far have also ran these motds in a modified fashion. 
 
 Sent from my iPhone 4
 
 On Aug 10, 2012, at 4:08 PM, Sampson Rogers kritskring...@gmail.com wrote:
 
 The point is that at the moment advertisements aren't really breaking any 
 Valve policy. This thread is about more effective ways to handle abusive 
 communities through delisting. Can we stop shifting the focus to 
 advertisements?
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Re: [hlds] Server Delisting, does it need some changes?

2012-08-10 Thread DontWannaName!
Hey... A kids gotta get his fix.

Sent from my iPhone 4

On Aug 10, 2012, at 4:16 PM, Russell Smith ve...@tinylittlerobots.us wrote:

 Out of curiosity, how many servers are you running for these   15 year olds 
 that this is such a necessity?
 
 On 10.08.2012 16:03, Cameron Munroe wrote:
 As I stated before most of my players are below 15 years and can't
 access either paypal, or don't have the money so I can't run off
 donations. I just simply can't.
 
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Re: [hlds] Server Delisting, does it need some changes?

2012-08-10 Thread DontWannaName!
Maybe a single ran server. Those are cheap. Maybe 15 bucks for 32 slots.

Sent from my iPhone 4

On Aug 10, 2012, at 4:21 PM, Cameron Munroe cmun...@cameronmunroe.com wrote:

 Your statement is false as already proved early by someone talking about 
 lotusclan. You can make enough money via ads to at least pay for the bills if 
 you are setup correctly.
 
 On 8/10/2012 4:19 PM, DontWannaName! wrote:
 The ads unless ran abusively will not provide enough money to keep a server 
 online. It may supplement the bill but won't pay it all. Something should be 
 done to stop abusive ads. 
 
 I also think delisted servers should lose their steam group since it would 
 ruin their ability to leverage past users to mitigate the after effect of 
 their ban.  
 
 Sent from my iPhone 4
 
 On Aug 10, 2012, at 4:14 PM, Cameron Munroe cmun...@cameronmunroe.com 
 wrote:
 
 Though half or more of the legitimate servers also run Ads. So the fact 
 still remains that some servers are breaking the rules. If valve killed ads 
 then good bye community after community. Frankly the world is in a 
 recession and people are more and more into keeping there money in their 
 pockets. So server owners have gone to a new idea called ads to support 
 themselves. 
 
 On 8/10/2012 4:11 PM, DontWannaName! wrote:
 Ads are pretty relevant to what these servers are doing. Most delisted 
 servers so far have also ran these motds in a modified fashion. 
 
 Sent from my iPhone 4
 
 On Aug 10, 2012, at 4:08 PM, Sampson Rogers kritskring...@gmail.com 
 wrote:
 
 The point is that at the moment advertisements aren't really breaking any 
 Valve policy. This thread is about more effective ways to handle abusive 
 communities through delisting. Can we stop shifting the focus to 
 advertisements?
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Re: [hlds] Server Delisting, does it need some changes?

2012-08-10 Thread DontWannaName!
Pinion should tell its ad providers that no one actually watches the ad and 
that a view is considered less than a second. It's a failed idea in my opinion.

Sent from my iPhone 4

On Aug 10, 2012, at 4:24 PM, Daniel Barreiro smelly.feet.you.h...@gmail.com 
wrote:

 My community does this as well and it supports it 100% off of Pinion.
 
 Pinion is actually now starting a game hosting company that runs ads on your 
 MOTD, and you only pay if the ads don't make enough.  Even then, you just pay 
 the difference.  It's an ingenious idea, but it's off topic, so let's not get 
 into that one right now.
 
 
 On Fri, Aug 10, 2012 at 7:22 PM, Sampson Rogers kritskring...@gmail.com 
 wrote:
 Agreed fully with your second point DWN but as to the first point, that's not 
 true at all. We run MOTD on initial connection only (When you normally see 
 the MOTD) and 100% cover the server cost off of pinion alone. 
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Re: [hlds] Server Delisting, does it need some changes?

2012-08-10 Thread DontWannaName!
Oh that's sweet Russel :)

I didn't either. The more you get caught in the more you end up like just 
another McDonalds. Iv seen a lot since I started running servers 6 years ago, 
these types of ads are new and are being abused.

Sent from my iPhone 4

On Aug 10, 2012, at 4:49 PM, Russell Smith ve...@tinylittlerobots.us wrote:

 Sorry, I didn't mean to seem like I was attacking you.  I am just curious 
 what would bring you to the decision of setting up ads in the motd.  Is your 
 goal to try and grow your community to the size of Lotus?
 
 Before I set up my servers I played on DWN's servers and modeled mine after 
 his.  I didn't even know ads in the motd were a thing until this thread.
 
 
 On 10.08.2012 16:38, Cameron Munroe wrote:
 Im going off on your topic since you seem to be attacking me. Lets
 talk about donations then. I used to play on lotusclan which had heavy
 amounts of donators. These donators were pretty much given semi admin
 rights on the servers where they could do what ever the hell they
 wanted and no one could do anything about it. I left and built my own
 servers because of lotusclan and the fact that donators were harming
 players that were fun, and enjoyable to have on the server.
 
 
 A successful [Owner]: provide an enviorment where any player, can
 join and have fun without fearing segregation because of age, race,
 location, or ethnicity.
 
 
 On 8/10/2012 4:33 PM, Russell Smith wrote:
 How do you define being a successful admin?
 
 On 10.08.2012 16:31, Cameron Munroe wrote:
 Actually I don't. The way I have come to slowly realize is that
 people weren't going to donate in my bracket of players. i.e. the Free
 to Play Generation.
 
 For me to be successful I need servers with MOTDs.
 
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Re: [hlds] Server Delisting, does it need some changes?

2012-08-10 Thread DontWannaName!
Im sure valve would look into such claims if you reported them. They
usually respond.

On Fri, Aug 10, 2012 at 5:02 PM, 1nsane 1nsane...@gmail.com wrote:
 You can't say whether a statement is false or not based on random
 assumptions by someone who isn't even part of that community or has access
 to any real stats.  Everyone's situation/setup is different.

 Servers that go through lots of players will make more from ads then servers
 that keep players playing longer. Can you really say that a server will get
 750+ views a day? No, you can't.

 However this topic is not about communities that never got delisted (like
 Lotus) using ads. But rather about those that are being delisted and keep
 coming back with new ips doing the same thing again (and successfully).

 On Fri, Aug 10, 2012 at 7:21 PM, Cameron Munroe cmun...@cameronmunroe.com
 wrote:

 Your statement is false as already proved early by someone talking about
 lotusclan. You can make enough money via ads to at least pay for the bills
 if you are setup correctly.


 On 8/10/2012 4:19 PM, DontWannaName! wrote:

 The ads unless ran abusively will not provide enough money to keep a
 server online. It may supplement the bill but won't pay it all. Something
 should be done to stop abusive ads.

 I also think delisted servers should lose their steam group since it would
 ruin their ability to leverage past users to mitigate the after effect of
 their ban.

 Sent from my iPhone 4

 On Aug 10, 2012, at 4:14 PM, Cameron Munroe cmun...@cameronmunroe.com
 wrote:

 Though half or more of the legitimate servers also run Ads. So the fact
 still remains that some servers are breaking the rules. If valve killed ads
 then good bye community after community. Frankly the world is in a recession
 and people are more and more into keeping there money in their pockets. So
 server owners have gone to a new idea called ads to support themselves.

 On 8/10/2012 4:11 PM, DontWannaName! wrote:

 Ads are pretty relevant to what these servers are doing. Most delisted
 servers so far have also ran these motds in a modified fashion.
 Sent from my iPhone 4
 On Aug 10, 2012, at 4:08 PM, Sampson Rogers kritskring...@gmail.com
 wrote:

 The point is that at the moment advertisements aren't really breaking any
 Valve policy. This thread is about more effective ways to handle abusive
 communities through delisting. Can we stop shifting the focus to
 advertisements?
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Re: [hlds] Server Delisting, does it need some changes?

2012-08-10 Thread DontWannaName!
Well if they continue to do it from new IPs I would just report them
again. It worked the first time?

On Fri, Aug 10, 2012 at 5:46 PM, Sampson Rogers kritskring...@gmail.com wrote:
 Yeah DWN I've reported the server and they've responded. They are, as you
 said, pretty good about responding to reports. It's just a little concerning
 that such servers can mitigate the consequences by swapping IPs and
 Quickplay IDs.
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Re: [hlds] Server Delisting, does it need some changes?

2012-08-10 Thread DontWannaName!
You are naive...

On Fri, Aug 10, 2012 at 6:29 PM, Todd Pettit pettit.t...@gmail.com wrote:
 Maybe you should tell Google, Facebook, NBC, ABC, CBS, CNN, TNT, BRAVO, BET, 
 MTV, SPIKE, HULU
 All of which 100 percent of their revenue from ADs! What morons they are.

 Maybe you should go right to the source and tell Coca-Cola, Pepsi, McDonalds, 
 Subway, Intel, ATI, Nvidia, GE, Toyota, Ford...

 I hope you are about 10 years old. You have much to learn young padawan.

 - Original Message -
 From: DontWannaName! ad...@topnotchclan.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Cc: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Friday, August 10, 2012 7:27:05 PM
 Subject: Re: [hlds] Server Delisting, does it need some changes?



 Pinion should tell its ad providers that no one actually watches the ad and 
 that a view is considered less than a second. It's a failed idea in my 
 opinion.

 Sent from my iPhone 4

 On Aug 10, 2012, at 4:24 PM, Daniel Barreiro  smelly.feet.you.h...@gmail.com 
  wrote:





 My community does this as well and it supports it 100% off of Pinion.


 Pinion is actually now starting a game hosting company that runs ads on your 
 MOTD, and you only pay if the ads don't make enough. Even then, you just pay 
 the difference. It's an ingenious idea, but it's off topic, so let's not get 
 into that one right now.




 On Fri, Aug 10, 2012 at 7:22 PM, Sampson Rogers  kritskring...@gmail.com  
 wrote:


 Agreed fully with your second point DWN but as to the first point, that's not 
 true at all. We run MOTD on initial connection only (When you normally see 
 the MOTD) and 100% cover the server cost off of pinion alone.
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Re: [hlds] [hlds_announce] [hlds_linux] Mandatory TF2 update released

2012-08-02 Thread DontWannaName!
Mine are crashing with it in server cfg. They won't start unless I remove the 
cvar. 

Sent from my iPhone 4

On Aug 2, 2012, at 5:23 PM, Fletcher Dunn fletch...@valvesoftware.com wrote:

 OK, I think putting it in a server.cfg is the workaround for now.
 
 We'll fix it to make it legal to set it in autoexec in a later update.
 
 Thanks for the bug report.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Claudio 
 Beretta
 Sent: Thursday, August 02, 2012 5:21 PM
 To: Half-Life dedicated Win32 server mailing list
 Cc: Eric Smith; hlds_annou...@list.valvesoftware.com; Half-Life dedicated 
 Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] [hlds_announce] Mandatory TF2 update released
 
 setting it later from rcon doesn't crash
 
 
 On Fri, Aug 3, 2012 at 2:17 AM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:
 
 Thanks, we'll look into it.  Try setting it later, does it still crash 
 for you?
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Claudio 
 Beretta
 Sent: Thursday, August 02, 2012 5:15 PM
 To: Eric Smith
 Cc: hlds_annou...@list.valvesoftware.com; Half-Life dedicated Win32 
 server mailing list; Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds_announce] Mandatory TF2 update 
 released
 
 having tf_mm_servermode 1 in autoexec.cfg will make the server crash 
 at startup verified on a dozen windows and linux servers
 
 
 
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Re: [hlds] Is the policy of truth still going?

2012-07-15 Thread DontWannaName!
Or email fletcher, he usually is the one to handle these reports on the list.

Sent from my iPhone 4

On Jul 15, 2012, at 12:02 PM, ics i...@ics-base.net wrote:

 Press F7 on a abusive or bad gameserver that breaks the rules to report it 
 (or to report a player). Sadly not many people know about this feature.
 
 -ics
 
 15.7.2012 21:18, Daniel Barreiro kirjoitti:
 I personally think that Valve should rework the report system.
 I'm not sure about how it currently works on their side but maybe add a 
 button to the report server window that allows you to report it for breaking 
 the policy of truth. Then if a single server or multiple servers on one 
 steam account get enough reports (5-15 maybe) Valve looks into it and if 
 they're doing something major they are delisted until they fix the cause 
 (I.e. remove the fake players) and once they fix it they are relisted. Then 
 they are given a major quickplay penalty that slowly goes away over time. 
 Then if they start breaking the policy again it'll take less reports to get 
 the community looked into again and if they are breaking it they get a set 
 time delist and an even larger quickplay penalty and this repeats with more 
 severe punishments eventually leading to a permanent delist and the people 
 who ran the servers can never make new ones.
 
 The one problem I see with the quickplay penalty is they will just make new 
 identities. You could punish all the servers linked to one steam account but 
 seeing what they do now they'll just find some other way to bypass it
 
 And if the steam accounts get banned what stops them from making a new 
 account. I have no idea how the fake players work except I heard something 
 about packet spoofing, so I don't know if it's   fixable, but I'm 
 guessing not easily.
 
 I would say add a button to quickplay that allows if people want vanilla or 
 modified servers, but then the cheating servers would take over the modified 
 server connections. Maybe add a way for quickplay people to select specific 
 tags they want I.e. norespawntimes. But then the servers would just make 
 servers to.fit each option and fake it from there.
 
 The major thing that pisses me off about these servers is how much money 
 they make from the ads that the owners use to put up more of them and use 
 for their own gain. One of my servers is a 32 slot Deathrun server and it 
 has 24-31 people on it regularly (reserved slots) and I get from 1.50-3.50$ 
 a DAY from it. The advertising money goes to the servers and I never use any 
 of it.
 My community has 4 servers. A Deathrun, a Mario Kart, a ff2 and a. 24 slot 
 stock map server. The stock map one never gets filled by quickplay unless 
 there are 12 people it but he identity list says it's good and steady. I 
 have to check the numbers. That's the only one that uses quickplay since the 
 others can't.
 
 
 
 
 Sent from my Android phone so ignore any errors
 
 E. Olsen ceo.eol...@gmail.com wrote:
 
 Personally, I think quickplay has caused more problems than it has solved - 
 primarily causing some server operators to rely on it almost exclusively to 
 get their servers going every day. The only true long-term way to build 
 consistent traffic is by having a group of like-minded people who are 
 interested in the success of   your community/servers who will seed 
 those servers (i.e. play on low-population servers to get them going) each 
 and every day. Without that, you will always be at the mercy of both a 
 system, and an anonymous/fickle traffic pool over which you have zero 
 control. It's almost ridicuous to me to read complaints about how quickplay 
 isn't filling my servers anymore!! when those of us who have been doing 
 this for years actually had to work to provide something of value to get 
 players to take note of our servers, favorite them, and keep them coming 
 back.
 
 How many people complaining about quicklplay have held special events, ran 
 tournaments, or created custom game modes/plugins/services not available 
 anywhere else to make your servers stand out? If your only complaint is 
 I've made my servers as plain as possible, yet quickplay still won't fill 
 them. , then I suppose I have to ask what exactly you have to offer than 
 Valve's hundreds of servers do not?
 
 I would actually prefer quickplay's settings to be more weighted towards 
 established, seasoned servers that maintain a high server score, as opposed 
 to randomly throwing players at servers that meet vanilla specs. That 
 would both reward server operators that maintain high-quality servers that 
 attract long-term players, AND force new server operators to actually do 
 some traffic building, as opposed just to throwing up a dozen vanilla boxes 
 and pressing the quickplay easy button to try and fill them. 
 
 Don't get me wrong, I'm not looking down my nose at new server operators, or 
 those that prefer vanilla-style gameplay. My point is - quickplay is a 
 crutch, not a solution. If 

Re: [hlds] TF2 Pyromania update coming soon!

2012-06-27 Thread DontWannaName!
I believe, I believe!

On Wed, Jun 27, 2012 at 5:13 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

  The new map name in today’s update is “sd_doomsday”

 ** **

 Believe in magic!

 ** **

 - Fletcher Dunn

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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-05-10 Thread DontWannaName!
I just got command aborted about 10 times and about a minute ago it started
the update. I even tried deleting the registry blob.

On Thu, May 10, 2012 at 3:43 PM, Team BOOM! teamb...@comcast.net wrote:

 I sure wish the updates would run the first time I try. I'm constantly
 getting messages like this and have to restart them after 10 mins of
 waiting, over and over again:


 Starting the Steam Update...
 Don't close this window. If you close this window the update will still
 be executed on the server


 Stopping the game server...
 Game server has been stopped.
 Checking bootstrapper version ...
 Updating Installation
 Command aborted
 Starting the game server...
 Game server has been started.
 The Steam update has completed. You may close this window.


 I know the Content servers are busy, but this just shouldn't happen these
 days. The jobs shouldn't abort. G!!!



 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
 Sent: Thursday, May 10, 2012 3:21 PM
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
 Linux
 server mailing list; 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds] Mandatory Team Fortress 2 Update Released

 We've released a mandatory update to Team Fortress 2. The notes for the
 update are below.

 -Eric

 --

 Team Fortress 2
 - Added The Front Runner
 - Added new promotional items
 - Added the UGC Highlander Season 6 medals
 - Fixed a bug that sometimes prevented servers from reconnecting to the
 item
 server after dropping connection
 - Fixed a client crash when using custom main menu .res files
 - Fixed a bug that allowed buildings to be built in nobuild/respawn volumes
 - Updated the localisation files
 - Added Enabled/Disabled inputs for the mapobj_cart_dispenser entity
 - Added ability to add custom colors in chat messages. Use either:
  - \x07 followed by a hex code in RRGGBB format
  - \x08 followed by a hex code with alpha in RRGGBBAA format

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Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM Updates Released

2012-04-17 Thread DontWannaName!
CSS is a separate update I believe. Im sure it will be released later.

On Tue, Apr 17, 2012 at 5:32 PM, Dominik Friedrichs d...@forlix.org wrote:

 On 2012/04/18 01:59, Kyle Sanderson wrote:

 Can we get a CS:S sync?


 Nope.avi



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Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM Updates Released

2012-04-17 Thread DontWannaName!
It doesnt say CSS in the news...

On Tue, Apr 17, 2012 at 5:44 PM, Nomaan Ahmad n0man@gmail.com wrote:

 Well TF2, HL2DM and CSS all got the update at the same time on steam
 client...

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Re: [hlds] HLDS Update Tool released

2012-04-13 Thread DontWannaName!
I suggest you output to a file but then the console output is gone. 

Sent from my iPhone 4

On Apr 13, 2012, at 9:36 AM, Saul Rennison saul.renni...@gmail.com wrote:

 If it's automated why do you care about the amount of output? Surely you 
 aren't going to be looking at the output, and if you are, then something 
 probably went wrong. In which case, the output is helpful.
 
 I can see absolutely 0 advantages, and several disadvantages, to disabling 
 verbose output.
 
 
 Kind regards,
 Saul Rennison
 
 
 On 13 April 2012 17:29, Dominik Friedrichs d...@forlix.org wrote:
 I dont suppose there is an option such as -nonverbose to prevent the huge 
 amount of diagnostic lines from being displayed, for example for automated 
 applications?
 
 
 On 2012/04/12 23:43, Fletcher Dunn wrote:
 A new version of the HLDS Update Tool has been released.  The tool should 
 automatically self-update the next time you run it.  (Linux users may need to 
 re-run the tool after it self-updates to complete the installation operation 
 that was intended when launching the tool.)
 
 Changes:
 * Added significant diagnostic output
 * Fix bug causing the tool to restart the update process all over from the 
 beginning if there was an error with a single depot.
 * Fix spurious connection reset by peer error when closing connection to 
 content server, which could cause the update to restart from the beginning.
 * Tool will now reuse a connection to a depot, rather than disconnecting and 
 reconnecting
 * If the determines in the first pass that no files would actually be updated 
 from a particular depot, it will no longer needlessly connect to that depot 
 in the second pass
 * Added -nobootstrapupdate option
 
 Basically, we fixed a few of the most egregious things the tool was doing 
 that make a slow update much slower.  Queuing to connect to a content server 
 still takes up the bulk of the update time during peak times after a major 
 update is released; so don't expect miracles.  However, we are hopeful that 
 most users will see modest speedup.
 
 We also added quite verbose diagnostic output, so at least you can tell what 
 the tool is doing.  Be aware that this output may contain what appear to be 
 errors, especially when the tool is trying to connect to a content server.  
 Failures to connect are normal and the tool has always experienced them and 
 automatically retried.  The only thing new is that it is telling you what it 
 is doing.
 
 Linux users: If you get the error message Bad uSizeOfSignature, then you 
 probably have a bad version of the tool, which was posted mistakenly for a 
 few hours yesterday.  To get unstuck, replace the executable named steam 
 with this one:
 http://media.steampowered.com/apps/440/linuxhldsupdatetool_48/steam
 
 Thanks to those of you who helped beta test this tool.
 
 Thanks,
 Fletcher
 
 
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Re: [hlds] [hlds_announce] Mandatory Team Fortress 2 Update Released

2012-03-15 Thread DontWannaName!
I feel like a loser for getting my phone out to scan that haha.

On Thu, Mar 15, 2012 at 4:02 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update to Team Fortress 2. The notes for the
 update are below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Fixed IP bans not applying to RCON access

 Team Fortress 2
 - Added The Cozy Camper
 - Added a new TF2 sub-forum: Competitive Team Play and League discussion
 - Fixed Solider buffs and rage meters not always being reset
 - Updated The Black Rose so it can be gift wrapped
 - Updated The Phlogistinator:
   - Fixed a bug where Mmmph-crit flames could cause Mmmph to build fast
 enough to allow it to be infinitely chained
   - Direct damage reduced by 10%. Afterburn damage is unchanged
   - Defense buff time during taunt lowered from 12 seconds to 10 seconds
 - Updated arena_nucleus
   - Fixed z-fighting bug on lower platform
 - Community Requests
   - Added player_carryobject and player_dropobject game events
 - http://media.steampowered.com/apps/tf2/blog/7535.png

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Re: [hlds] Hackers on the rise

2012-03-02 Thread DontWannaName!
I thought something similar was already included in smac.

Sent from my iPhone 4

On Mar 2, 2012, at 2:54 PM, Russell Smith ve...@tinylittlerobots.us wrote:

 My server hasn't had any incidents that I'm aware of since I started using 
 SourceMod Anti-Cheat a couple months back.  If you're not running that you 
 can try it out.  Also check out Powerlord's plugin that will kick/ban anyone 
 with the fast name change scripts:
 http://forums.alliedmods.net/showthread.php?t=161320
 
 On 3/2/2012 2:52 PM, Aerolite Gaming wrote:
 The amount of hackers is rising bigtime, ones with name change scripts and 
 ones that stop the status command from working, basically making banning 
 them complicated. Since it's gone F2P people can just make a new account, 
 i've noticed this because they Haven't set up their steam profile yet. 
 Speedhackers + Aimbotters etc coming in every day.
 
 Anyone else faced with this?
 
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Re: [hlds] Hackers on the rise

2012-03-02 Thread DontWannaName!
True and unfortunate but the general detections are hard to get around due to 
the number of ways to actually do something. Such as aim bot, it detects the 
degrees in change, most aimbots jump from one player to another and there's not 
many ways to do that... Unless they change their aimbot to be less suspicious 
making it less useful.

Sent from my iPhone 4

On Mar 2, 2012, at 2:59 PM, AnAkIn . anakin...@gmail.com wrote:

 SMAC and other plugins won't detect all cheaters. Many cheat coders
 are testing their cheats against SMAC and change their code to remain
 undetectable.
 
 2012/3/2 Russell Smith ve...@tinylittlerobots.us:
 Oh?  Good to know.  Thanks.
 
 
 On 3/2/2012 2:56 PM, Ross Bemrose wrote:
 
 SMAC has its own version of the fast name change kicker, so you shouldn't
 need mine as well.
 
 
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 -- 
 Best regards,
 AnAkIn
 
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[hlds] Replay Crashing Me

2012-03-01 Thread DontWannaName!
I cant seem to get my replay system to work correctly. When my website goes
down, it completely crashes me servers and they do not recover until the
website comes back online. I dont think this is intended, however I am
trying to avoid this problem. I am trying to setup a local http server and
that is also causing the same crashes, the error I get doesnt make sense. I
dont know what empty means because I set my host name correctly in the
local http config. It does in fact generate minidumps. Also, every web host
has downtime eventually, so no comment...

*   Testing file publisher...
*
L 03/01/2012 - 20:57:07: *  Fileserver type:Remote Web server
L 03/01/2012 - 20:57:07: *  Upload protocol:ftp
L 03/01/2012 - 20:57:07: *
Validating...L 03/01/2012 - 20:57:07: OK
L 03/01/2012 - 20:57:07: *
*L 03/01/2012 - 20:57:07: *  Hostname:
L 03/01/2012 - 20:57:07: *
Validating...L 03/01/2012 - 20:57:07: FAILED
*
L 03/01/2012 - 20:57:07: *
**
* ** ERROR: Empty!*
*
L 03/01/2012 - 20:57:07: *
L 03/01/2012 - 20:57:07: *
L 03/01/2012 - 20:57:07: *   FAILURE - REPLAY DISABLED! replay_enable is
now 0.
L 03/01/2012 - 20:57:07: *
L 03/01/2012 - 20:57:07: *
L 03/01/2012 - 20:57:07: *   Address any failures above and re-exec
replay.cfg.
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Re: [hlds] [hlds_linux] Replay Crashing Me

2012-03-01 Thread DontWannaName!
My webhost is Dreamhost which seems to be down at the moment for me...
lovely...

I have tried both, the domain name is just an A record pointing to the IP
anyways. Both gave me that error.

On Thu, Mar 1, 2012 at 9:08 PM, Cameron Munroe cmun...@cameronmunroe.comwrote:

 are you using a DNS name, if so change this to a direct ip. Also who hosts
 your webserver?
 On Mar 1, 2012, at 9:05 PM, DontWannaName! wrote:

  I cant seem to get my replay system to work correctly. When my website
 goes
  down, it completely crashes me servers and they do not recover until the
  website comes back online. I dont think this is intended, however I am
  trying to avoid this problem. I am trying to setup a local http server
 and
  that is also causing the same crashes, the error I get doesnt make
 sense. I
  dont know what empty means because I set my host name correctly in the
  local http config. It does in fact generate minidumps. Also, every web
 host
  has downtime eventually, so no comment...
 
  *   Testing file publisher...
  *
  L 03/01/2012 - 20:57:07: *  Fileserver type:Remote Web server
  L 03/01/2012 - 20:57:07: *  Upload protocol:ftp
  L 03/01/2012 - 20:57:07: *
  Validating...L 03/01/2012 - 20:57:07: OK
  L 03/01/2012 - 20:57:07: *
  *L 03/01/2012 - 20:57:07: *  Hostname:
  L 03/01/2012 - 20:57:07: *
  Validating...L 03/01/2012 - 20:57:07:
 FAILED
  *
  L 03/01/2012 - 20:57:07: *
  **
  * ** ERROR: Empty!*
  *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *   FAILURE - REPLAY DISABLED! replay_enable
 is
  now 0.
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *   Address any failures above and re-exec
  replay.cfg.
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 please visit:
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Re: [hlds] [hlds_linux] Replay Crashing Me

2012-03-01 Thread DontWannaName!
I run my own hardware. Game server hosts are not my thing after running
servers for so long. If it helps the IIS server works fine.



On Thu, Mar 1, 2012 at 9:12 PM, Cameron Munroe cmun...@cameronmunroe.comwrote:

 Is this TF2 server a server that you host on a vps or deadicated server or
 is this a server that you purchase via slot?
 On Mar 1, 2012, at 9:10 PM, DontWannaName! wrote:

  My webhost is Dreamhost which seems to be down at the moment for me...
  lovely...
 
  I have tried both, the domain name is just an A record pointing to the IP
  anyways. Both gave me that error.
 
  On Thu, Mar 1, 2012 at 9:08 PM, Cameron Munroe 
 cmun...@cameronmunroe.comwrote:
 
  are you using a DNS name, if so change this to a direct ip. Also who
 hosts
  your webserver?
  On Mar 1, 2012, at 9:05 PM, DontWannaName! wrote:
 
  I cant seem to get my replay system to work correctly. When my website
  goes
  down, it completely crashes me servers and they do not recover until
 the
  website comes back online. I dont think this is intended, however I am
  trying to avoid this problem. I am trying to setup a local http server
  and
  that is also causing the same crashes, the error I get doesnt make
  sense. I
  dont know what empty means because I set my host name correctly in the
  local http config. It does in fact generate minidumps. Also, every web
  host
  has downtime eventually, so no comment...
 
  *   Testing file publisher...
  *
  L 03/01/2012 - 20:57:07: *  Fileserver type:Remote Web server
  L 03/01/2012 - 20:57:07: *  Upload protocol:ftp
  L 03/01/2012 - 20:57:07: *
  Validating...L 03/01/2012 - 20:57:07:
 OK
  L 03/01/2012 - 20:57:07: *
  *L 03/01/2012 - 20:57:07: *  Hostname:
  L 03/01/2012 - 20:57:07: *
  Validating...L 03/01/2012 - 20:57:07:
  FAILED
  *
  L 03/01/2012 - 20:57:07: *
  **
  * ** ERROR: Empty!*
  *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *   FAILURE - REPLAY DISABLED! replay_enable
  is
  now 0.
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *   Address any failures above and re-exec
  replay.cfg.
  ___
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  please visit:
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Re: [hlds] [hlds_linux] Replay Crashing Me

2012-03-01 Thread DontWannaName!
Turns out my web host's server is down for a file check, the one server im
on... This same kind of crash has happened when replay cant connect to my
website. The fail safe of disabling replay doesnt stop the crash, however
replay being disabled is logged. The crash comes after. Local http is
better anyways, its not that much bandwidth.

On Thu, Mar 1, 2012 at 9:14 PM, DontWannaName! ad...@topnotchclan.comwrote:

 I run my own hardware. Game server hosts are not my thing after running
 servers for so long. If it helps the IIS server works fine.




 On Thu, Mar 1, 2012 at 9:12 PM, Cameron Munroe 
 cmun...@cameronmunroe.comwrote:

 Is this TF2 server a server that you host on a vps or deadicated server
 or is this a server that you purchase via slot?
 On Mar 1, 2012, at 9:10 PM, DontWannaName! wrote:

  My webhost is Dreamhost which seems to be down at the moment for me...
  lovely...
 
  I have tried both, the domain name is just an A record pointing to the
 IP
  anyways. Both gave me that error.
 
  On Thu, Mar 1, 2012 at 9:08 PM, Cameron Munroe 
 cmun...@cameronmunroe.comwrote:
 
  are you using a DNS name, if so change this to a direct ip. Also who
 hosts
  your webserver?
  On Mar 1, 2012, at 9:05 PM, DontWannaName! wrote:
 
  I cant seem to get my replay system to work correctly. When my website
  goes
  down, it completely crashes me servers and they do not recover until
 the
  website comes back online. I dont think this is intended, however I am
  trying to avoid this problem. I am trying to setup a local http server
  and
  that is also causing the same crashes, the error I get doesnt make
  sense. I
  dont know what empty means because I set my host name correctly in the
  local http config. It does in fact generate minidumps. Also, every web
  host
  has downtime eventually, so no comment...
 
  *   Testing file publisher...
  *
  L 03/01/2012 - 20:57:07: *  Fileserver type:Remote Web server
  L 03/01/2012 - 20:57:07: *  Upload protocol:ftp
  L 03/01/2012 - 20:57:07: *
  Validating...L 03/01/2012 - 20:57:07:
 OK
  L 03/01/2012 - 20:57:07: *
  *L 03/01/2012 - 20:57:07: *  Hostname:
  L 03/01/2012 - 20:57:07: *
  Validating...L 03/01/2012 - 20:57:07:
  FAILED
  *
  L 03/01/2012 - 20:57:07: *
  **
  * ** ERROR: Empty!*
  *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *   FAILURE - REPLAY DISABLED!
 replay_enable
  is
  now 0.
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *   Address any failures above and re-exec
  replay.cfg.
  ___
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  please visit:
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Re: [hlds] [hlds_linux] Replay Crashing Me

2012-03-01 Thread DontWannaName!
Yes, they are going to hear it from me. But for future stability I want to
get this to work. I already run IIS and id like to get this working. That
error message doesnt mean much to me at all. Especially when everything
else checks out before it just fine.

On Thu, Mar 1, 2012 at 9:17 PM, Cameron Munroe cmun...@cameronmunroe.comwrote:

 You can always host an apache server on that box to host the replays if
 you are having massive outages from dreamhost. I would suggest getting in
 contact with them and informing them of your outages and how it is not on
 par with what they should be providing.

 If it is windows server I suggest WAMP.
 On Mar 1, 2012, at 9:14 PM, DontWannaName! wrote:

  I run my own hardware. Game server hosts are not my thing after running
  servers for so long. If it helps the IIS server works fine.
 
 
 
  On Thu, Mar 1, 2012 at 9:12 PM, Cameron Munroe 
 cmun...@cameronmunroe.comwrote:
 
  Is this TF2 server a server that you host on a vps or deadicated server
 or
  is this a server that you purchase via slot?
  On Mar 1, 2012, at 9:10 PM, DontWannaName! wrote:
 
  My webhost is Dreamhost which seems to be down at the moment for me...
  lovely...
 
  I have tried both, the domain name is just an A record pointing to the
 IP
  anyways. Both gave me that error.
 
  On Thu, Mar 1, 2012 at 9:08 PM, Cameron Munroe 
  cmun...@cameronmunroe.comwrote:
 
  are you using a DNS name, if so change this to a direct ip. Also who
  hosts
  your webserver?
  On Mar 1, 2012, at 9:05 PM, DontWannaName! wrote:
 
  I cant seem to get my replay system to work correctly. When my
 website
  goes
  down, it completely crashes me servers and they do not recover until
  the
  website comes back online. I dont think this is intended, however I
 am
  trying to avoid this problem. I am trying to setup a local http
 server
  and
  that is also causing the same crashes, the error I get doesnt make
  sense. I
  dont know what empty means because I set my host name correctly in
 the
  local http config. It does in fact generate minidumps. Also, every
 web
  host
  has downtime eventually, so no comment...
 
  *   Testing file publisher...
  *
  L 03/01/2012 - 20:57:07: *  Fileserver type:Remote Web server
  L 03/01/2012 - 20:57:07: *  Upload protocol:ftp
  L 03/01/2012 - 20:57:07: *
  Validating...L 03/01/2012 - 20:57:07:
  OK
  L 03/01/2012 - 20:57:07: *
  *L 03/01/2012 - 20:57:07: *  Hostname:
  L 03/01/2012 - 20:57:07: *
  Validating...L 03/01/2012 - 20:57:07:
  FAILED
  *
  L 03/01/2012 - 20:57:07: *
  **
  * ** ERROR: Empty!*
  *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *   FAILURE - REPLAY DISABLED!
 replay_enable
  is
  now 0.
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *   Address any failures above and re-exec
  replay.cfg.
  ___
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 archives,
  please visit:
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Re: [hlds] [hlds_linux] Replay Crashing Me

2012-03-01 Thread DontWannaName!
Ok I think its .dmx and application/octet-stream so I added that... unsure
if that would fix it though. The error sounds like some domain issue.

On Thu, Mar 1, 2012 at 9:29 PM, netshr...@gmail.com wrote:

 While I'm not sure what the error is exactly based on what you pasted into
 the first email, make sure you have a MIME mapping set in IIS for the file
 extensions the replay system uses.

 On 02/03/2012, at 4:26 PM, Cameron Munroe cmun...@cameronmunroe.com
 wrote:

  Here is an example of how powerful apache is.
 
  http://apache.org/server-status
 
 
  Even if you dont use it for your other sites it would be great for tf2
 replays.
 
 
  On Mar 1, 2012, at 9:14 PM, DontWannaName! wrote:
 
  I run my own hardware. Game server hosts are not my thing after running
  servers for so long. If it helps the IIS server works fine.
 
 
 
  On Thu, Mar 1, 2012 at 9:12 PM, Cameron Munroe 
 cmun...@cameronmunroe.comwrote:
 
  Is this TF2 server a server that you host on a vps or deadicated
 server or
  is this a server that you purchase via slot?
  On Mar 1, 2012, at 9:10 PM, DontWannaName! wrote:
 
  My webhost is Dreamhost which seems to be down at the moment for me...
  lovely...
 
  I have tried both, the domain name is just an A record pointing to
 the IP
  anyways. Both gave me that error.
 
  On Thu, Mar 1, 2012 at 9:08 PM, Cameron Munroe 
  cmun...@cameronmunroe.comwrote:
 
  are you using a DNS name, if so change this to a direct ip. Also who
  hosts
  your webserver?
  On Mar 1, 2012, at 9:05 PM, DontWannaName! wrote:
 
  I cant seem to get my replay system to work correctly. When my
 website
  goes
  down, it completely crashes me servers and they do not recover until
  the
  website comes back online. I dont think this is intended, however I
 am
  trying to avoid this problem. I am trying to setup a local http
 server
  and
  that is also causing the same crashes, the error I get doesnt make
  sense. I
  dont know what empty means because I set my host name correctly in
 the
  local http config. It does in fact generate minidumps. Also, every
 web
  host
  has downtime eventually, so no comment...
 
  *   Testing file publisher...
  *
  L 03/01/2012 - 20:57:07: *  Fileserver type:Remote Web
 server
  L 03/01/2012 - 20:57:07: *  Upload protocol:ftp
  L 03/01/2012 - 20:57:07: *
  Validating...L 03/01/2012 -
 20:57:07:
  OK
  L 03/01/2012 - 20:57:07: *
  *L 03/01/2012 - 20:57:07: *  Hostname:
  L 03/01/2012 - 20:57:07: *
  Validating...L 03/01/2012 -
 20:57:07:
  FAILED
  *
  L 03/01/2012 - 20:57:07: *
  **
  * ** ERROR: Empty!*
  *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *   FAILURE - REPLAY DISABLED!
 replay_enable
  is
  now 0.
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *
  L 03/01/2012 - 20:57:07: *   Address any failures above and re-exec
  replay.cfg.
  ___
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 archives,
  please visit:
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Re: [hlds] TF2 Servers Randomly Drop Off Master Server List - WHY?

2012-01-24 Thread DontWannaName!
Is your master server list ini up to date? You could try deleting the 
directories that aren't in the tf folder. The only thing that's there that 
matters is the sv pure white list. Then you can dl a fresh copy of those steam 
files from the tool.

Sent from my iPhone 4

On Jan 24, 2012, at 1:38 AM, Mike @ BOOM! teamb...@comcast.net wrote:

 Fellow Server Operators and Valve Readers,
  
 I have gotten into the habit of checking my TF2 servers to make sure they are 
 appearing in the Valve master server list because about every week or so they 
 just stop showing up and my player counts fall through the floor. At least 
 one or more of my servers will just randomly stop showing up in the server 
 list while the others show up just fine. It's not always the same one(s)  and 
 I have no idea why it happens.
  
 If I simply restart the server(s), they still won't show again until I run 
 the HLDSupdatetool on them, even when there's nothing to be updated. After 
 running the update tool and seeing no updates, the broken servers begin to 
 show up in the list again after they restart. I just ran an experiment and 
 copied the InstallRecord.blob file from a working server I had just run the 
 empty update on to one that still didn't show up in the server list. I 
 restarted it and it showed up correctly after receiving the new 
 InstallRecord.blob file from the other server. WTF?
  
 Has anyone else noticed this and/or know how to stop it from happening? It's 
 very frustrating to find my servers simply gone from the list and running 
 empty.
  
 Thanks in advance for any advice.
  
 Mike V.
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Re: [hlds] [hlds_announce] Mandatory Team Fortress 2 Update Released

2012-01-11 Thread DontWannaName!
I think the delay between the news and when the files are actually put on
the servers or are accessible is quite long. I just was able to start
updating both my client and server. My client and server started at the
same time, both were getting errors before. This happens with most large
updates.

On Wed, Jan 11, 2012 at 5:47 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update to Team Fortress 2. The notes for the
 update are below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Limit the effective FOV of players using wide-screen resolutions with
 aspect ratios wider than 1.85:1. The sv_restrict_aspect_ratio_fov ConVar
 can be changed to remove the restriction or make the restriction also apply
 to full-screen players.

 Team Fortress 2
 - Fixed Cp_Foundry not ending the map in the middle of a round when
 mp_timelimit is hit
 - Fixed the Spy saying 'Prego' for one of his 'Thanks!' lines
 - Fixed incorrect player animations for the Buff Banner and the
 Battalion's Backup
 - Fixed some cases where strange Ullapool Cabers and wrenches would fail
 to correctly count kills
 - Improvements for client stability
 - Updated the localization files
 - Crafting changes:
   - Added crafting recipes for weapons introduced during the holiday update
   - When selecting items for use in crafting, the items selected will show
 their quality in addition to the item name
   - Ellis's Cap can now be used as a crafting reagent
 - Item changes
   - Added The Lucky Shot helmet
   - Added The Killer Exclusive to the Mann Co. store
   - Added Mask of the Shaman to the item drop list
   - Fixed particle display problems for items with multiple effects
   - Fixed the Dr. Whoa paint not drawing correctly for the Blue team
   - Updated the Desert Marauder and the Villain's Veil so they can be
 equipped together
   - Updated the Fancy Dress Uniform and the Kringle Collection so they can
 be equipped together
   - The Bombinomicon no longer shakes the screen and has a delay before
 the explosion so that Snipers, Spies, and others can get better feedback on
 the actual cause of death
   - The Bazaar Bargain functionality has changed: only one stored head is
 lost on a miss or a bodyshot and no heads are gained when missing while
 crit-boosted


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Re: [hlds] [hlds_linux] Policy of truth

2012-01-04 Thread DontWannaName!
Well that is good news, however a month is a very liberal punishment for groups 
that have been doing this for 3 years. 

Sent from my iPhone 4

On Jan 4, 2012, at 1:15 PM, Fletcher Dunn fletch...@valvesoftware.com wrote:

 Today the Team Fortress team took action to bring certain server operators 
 into compliance with our previously announced honest server policy.  
 Examples of server modifications that resulted in this policy include:
 * Running bots and trying to make them appear that they were human players
 * Running bots and circumventing or modifying the usual mechanisms that the 
 bots are advertised to the server browser
 * Running with significant gameplay modifications, such as respawn times, 
 without having the proper tags on their server designed to alert quickplay 
 and automated searches about those modifications.
 
 We have not taken action against individual servers, but rather against an 
 entire related server group.  Hopefully the necessity for this policy is 
 clear.  We took two different actions, depending on the severity of 
 modification we found:
 * Preventing IP addresses from logging a TF gameserver account, which 
 excludes them from quickplay.
 * Delisting IP addresses from the master server (server browser and Quick 
 Match system) for one month.
 
 Finally, we would like to say thanks to the server operators who have 
 continued to run honest servers, and to those who heeded our earlier warning 
 and subsequently changed their practices.  We thank you for that.  We hope 
 that our actions today show that we want to help you compete for player 
 traffic on the basis of providing a good environment for players.
 
 Thank you,
 The Team Fortress Team
 
 
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Re: [hlds] Mandatory Team Fortress 2 update released

2011-11-10 Thread DontWannaName!
I am being plagued with command aborted. :(

Sent from my iPhone 4

On Nov 10, 2011, at 4:24 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update for Team Fortress 2. The notes for the 
 update are below.
 
 Thanks.
 
 -Eric
 
 
 
 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Added rate limiting for connections and added the following ConVars to 
 support that:
   - sv_max_connects_sec
   - sv_max_connects_window
   - sv_max_connects_sec_global
 
 Team Fortress 2
 - Added a full moon background for the main menu
 - Added new promo items
 - Fixed a Linux dedicated server crash when using +randommap on the command 
 line
 - Fixed some bugs with the way items appear in the Steam Community and Steam 
 Trading
 - Optimized several materials to improvement performance
 - Updated the localization files
 
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Re: [hlds] Valve Security Breach

2011-11-08 Thread DontWannaName!
Im sure Steam Support will get to it as soon as they can. They dont let
these guys get away.

On Tue, Nov 8, 2011 at 9:59 AM, Mattie Casper mat...@mattie.net wrote:

 I won't discuss further here, because it's not HLDS related. But see this
 thread about reaper0628's account that got hacked:
 http://sourceop.com/modules.php?name=Forumsfile=viewtopict=90261

 Here is the before and after of the fellow's items:
   Before:
http://www.tf2items.com/id/reaper0268?time=1320668218

   After:
http://www.tf2items.com/id/reaper0268?time=1320739158

 This trader had massive reputation and buys/sells thousands of dollars in
 unusuals every month, so with the hijacked account, the hacker then
 proceeded to try to scam dozens if not 100+ people out of their
 collectables. He came to me and offered $1100 for two of mine, which is
 market value for them, but it seemed suspicious. Other people didn't get
 their spider-sense in time, and I know of at least ~$3,000 more items that
 they scammed away.

 I know Valve is overloaded right now, and so I guess the hijackers took
 the opportunity to hit hard on the TF2 collector economy. Now there are a
 whole lot more Steam Support tickets rolling in for this stuff. :(
 -Mattie


 On Tue, Nov 8, 2011 at 11:44 AM, Jake Haldeman 
 jake.halde...@neumont.eduwrote:

 Yeah to continue flooding this mailing list with something unrelated to
 HLDS…

 ** **

 Is there a source to the claim that that account was hijacked?

 ** **

 kthxbai

 ** **

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Noel
 *Sent:* Tuesday, November 08, 2011 10:19 AM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Valve Security Breach

 ** **

 Hey now, it's not spam, he told a good joke:

  (probably $30,000+ in value) 

 ** **

 On a more serious note, if anyone is re-using their credentials such that
 this creates some sort of security liability for their HLDS they are doing
 it wrong wrong wrong.

 ** **

 ** **

 On Tue, Nov 8, 2011 at 9:16 AM, Saul Rennison saul.renni...@gmail.com
 wrote:

 Hi Mattie.
 

 ** **

 ** **

 Kind regards,

 *Saul Rennison*



 

 On 8 November 2011 17:11, Mattie Casper mat...@mattie.net wrote:

 Possibly unrelated, but the highest profile TF2 account with regards to
 unusual hats (probably $30,000+ in value) was hijacked last night. May just
 be opportunists taking advantage of the Steam forum chaos to make the
 biggest collectable heist in TF2 history, but it's probably wise to change
 your passwords.

 I'm not sure if Steam Support has locked the hijacked account yet, but
 it's causing incredible amounts of concern. :( Crummy situation all around.
 -Mattie

 ** **

 On Tue, Nov 8, 2011 at 11:06 AM, eugenio.motanu...@gmail.com wrote:

 If you use the same username and password, it might be a good idea to
 change your password for steam. Although steam guard would keep you
 generally safe
 Enviado desde mi oficina móvil BlackBerry® de Telcel

 -Original Message-
 From: James Ives ja...@jimo.co.uk
 Sender: hlds-boun...@list.valvesoftware.com
 Date: Tue, 8 Nov 2011 08:02:56
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Reply-To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
 Cc: Half-Life dedicated Linux server mailing list
 hlds_li...@list.valvesoftware.com

 Subject: Re: [hlds] Valve Security Breach

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Re: [hlds] Report abusive servers from the main menu

2011-11-05 Thread DontWannaName!
They should be shut down or delisted. They have been faking crap for way
too long.

On Sat, Nov 5, 2011 at 9:34 PM, Drogen Viech drogenvi...@googlemail.comwrote:

 The saigns.de guys banned me for whatever reason, probably for calling
 their servers pay-to-win-infested bullshit - so i'd wanted to join and
 report them for giving out items to players they don't have (obviously
 valve didn't want this days back when purposely denying
 player-attachments?)

 (Also, they seem to fake alot of messages to trick people into
 thinking their bots are real players - they even managed to modify the
 status command output afaik)

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Re: [hlds] Plea to Valve: Fix STV For DODS

2011-11-04 Thread DontWannaName!
I just got a 4mb download for DODS. Try updating your server, are there any
updated files?

On Fri, Nov 4, 2011 at 6:13 PM, Chet Michals the.drki...@gmail.com wrote:

 I just remembered something, this is actually broken for TF2 also. Or at
 the very least, it is a bug that I have encountered. A server I am an admin
 on has source TV set up, but I can't connect to it when the game is full,
 which makes it a bit redundant for us (It was set up for players to be able
 to view the server when it is full). Could it be something wrong with the
 way the server operator set it up?

 On Thu, Nov 3, 2011 at 8:20 PM, John Moroney morone...@bigpond.comwrote:

 I know it is an old  forgotten game to most but for those that do still
 play the game would like updates to TF2 not to screw the game too much. STV
 has been broken for an eternity. We had a workaround using the
 sv_master_legacy_mode 1 command but that has even been removed now. STV is
 only shown as an IP:Port now without the set STV name. In fact most STV
 commands are now useless. The actual game server slots are displayed
 instead of STV slots. So in other words if a 100 slot STV channel is setup
 for a game server with 12 slots the STV will be 12 slots only. IT USES THE
 ACTUAL GAME SERVER SLOTS!!! Passwords also migrate from the fame
 server. A vast amount of DODS server operators would like to see DODS move
 off the TF2 update schedule as CSS has even. Just fix the STV at least or
 give us a workaround as we had before.

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Re: [hlds] TF2 Player Count Drop After Halloween

2011-11-04 Thread DontWannaName!
Maybe valve turned off their extra event servers :p

Sent from my iPhone 4

On Nov 4, 2011, at 8:05 PM, RSS List User li...@redspeedservers.com wrote:

 Same just happened to me!
 
 On 11/4/2011 11:04 PM, Team BOOM! wrote:
 
 ALL 7 my servers are full again! How bizarre!
  
  
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason
 Sent: Friday, November 04, 2011 12:51 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 Player Count Drop After Halloween
  
 Followed the latest Tribes (in Dec)and then first quarter 2012 will be 
 CS:GO.so   is this the inevitable slow and painful TF2 
 death?  Who knowsbut 4 years for a popular FPS with constant updates?  I 
 say it's still here for a bit longer and hats off to Valve for it.
 
 On Fri, Nov 4, 2011 at 3:41 PM, 1nsane 1nsane...@gmail.com wrote:
 Modern Warfare 3 is next. That should give us a nice drop as well.
  
 
 On Fri, Nov 4, 2011 at 3:14 PM, Herover leon.l.a.niel...@gmail.com wrote:
 I think I can confirm that as a css server operator.
 I believed it was because of the new tf2 update, but I guess BF3 and
 other games have some influence too.
 
 2011/11/4 E. Olsen ceo.eol...@gmail.com:
  Actually, if you'll look at the Steam stats, it's pretty obvious that
  overall TF2 traffic has taken a downturn. Add to that all the additional
  servers that went up after F2P went live, along with a pretty cluttered
  release schedule of new PC games (BF3, etc.), and I think what most
  operators are seeing is simply a symptom of less public players overall, 
  and
  too many servers - not a problem with quickplay. With only 40k or so TF2
  players to go around, if you haven't built up a relatively large group of
  regulars, you're going to be struggling.
 
  We've seen a downturn as well (although, not in our UK-based servers, only
  in the US), but it's simply moving toward where traffic levels were prior 
  to
  F2P/quickplay. Personally, I think operators that have been relying solely
  on quickplay to fill their servers are going to have a tough go at keeping
  full servers from now on (unless, of course, Valve has another big update 
  up
  their sleeve to kick TF2 in the pants again). TF2 is a 4 year old game - 
  and
  without a large group of regulars already built up, I doubt I would launch
  and TF2 servers today. Building consistent traffic takes a ton of time and
  dedication - even when a game is new. Quickplay is a crutch, and if your
  servers can't fill without it, you're already sunk.
 
  On Fri, Nov 4, 2011 at 12:57 PM, Tyler Davies tyler.k.dav...@gmail.com
  wrote:
 
  I'm having the same ordeal with my servers. And I know that it's totally
  unrelated to the amount of time people have been playing in it because 
  over
  10 people (almost constantly) had been connected for more than one hour on
  the day of the most recent update. Everyone who connected to the three of 
  my
  servers stayed in for an avg. of 45 minutes to an hour and a half. Yet the
  next day, not a single soul from quickplay to be found, only the regular
  players. This all started happening after the Halloween update. This is 
  very
  bizarre because we're normally full and people stay on for an extended
  amount of time (I'd say about 45 min - 1 1/2 hours) give or take 65-70% of
  the time. Maybe this should be looked into? I don't know. But I will say
  that people play on the servers quite a bit and now quickplay is
  discriminating my servers. I've seen other servers that cannot hold a 
  single
  person in for more than 45 minutes yet quickplay keeps them full all day 
  and
  night. I don't like saying there is something wrong but I think there 
  is
  something wrong.
 
  On Fri, Nov 4, 2011 at 1:12 AM, Team BOOM! teamb...@comcast.net wrote:
 
  I'm seeing the same thing as msleeper. I have 7 TF2 servers and all of
  them
  were running totally full of players until the day after Halloween. In
  fact
  they've been running full for months. Now all but one or two usually sit
  empty. It's like quickplay is not directing traffic to them anymore.
  Something is weird here. I don't get it. Is anyone else seeing something
  goofy like this.
 
  Mike
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
  Sent: Thursday, November 03, 2011 3:09 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] TF2 Quickplay Server Capacity Penalty
 
  So I'm not sure if this is related to quickplay or not, but I've
  noticed the past 2 days that my (pure vanilla, no SM or anything)
  quickplay servers have gotten next to no traffic. Which is very
  strange considering at least 1 of them usually is full of players, and
  since the start of the Halloween event they've been full nearly 20
  hours a day. Am I just drawing the short stick getting quickplay
  players, or 

Re: [hlds] Team Fortress 2 Update Released

2011-10-27 Thread DontWannaName!
I am getting...

L 10/27/2011 - 19:34:51: [TF2] GetHoliday detour failed
L 10/27/2011 - 19:34:51: [TF2] Sigscan for GetHoliday failed - Disabling
detour to prevent crashes

with the new SM 1.4 Snapshot.

On Thu, Oct 27, 2011 at 7:47 PM, RSS List User li...@redspeedservers.comwrote:

  For quickplay/matchmaking, friendly fire needs to be on or off?


 On 10/27/2011 10:36 PM, Andrew DeMerse wrote:

 No crashes with SM off (unless you go to harvest)

 On Thu, Oct 27, 2011 at 10:21 PM, msleeper 
 mslee...@ismsleeperwrong.comwrote:

 I'm getting this spew again on cp_manor_event:


 DataTable warning: player: Out-of-range value (346.00) in
 SendPropFloat 'm_angEyeAngles[0]', clamping.



 On Thu, Oct 27, 2011 at 10:20 PM, Andrew DeMerse ademe...@gmail.com
 wrote:
  Yep, my servers are crashing. i just disabled all plugins to see if
 that'll
  fix it.
 
  On Thu, Oct 27, 2011 at 10:17 PM, formologi...@cynicalgamers.com
 wrote:
 
  My server crashed once already. I'm still investigating and have a
 backup
  server with no plugins to try to rule out that. Anyone else having
 issues?
 
  Sent from my Verizon Wireless BlackBerry
 
  -Original Message-
  From: Jason Ruymen jas...@valvesoftware.com
  Sender: hlds-boun...@list.valvesoftware.com
  Date: Fri, 28 Oct 2011 01:23:47
  To:
  'hlds_li...@list.valvesoftware.com'hlds_li...@list.valvesoftware.com
 ;
  'Half-Life dedicated Win32 server mailing
  list'hlds@list.valvesoftware.com;
  'hlds_annou...@list.valvesoftware.com'
 hlds_annou...@list.valvesoftware.com
  Reply-To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
  Subject: [hlds] Team Fortress 2 Update Released
 
  Required updates for Team Fortress 2 are now available.  The specific
  changes include:
 
  - Halloween 2011 Event
- Viaduct has been haunted and is now... Eyeaduct!
- One full multi-piece costume set has been added for each class
- Random gifts containing costume pieces drop in Eyeaduct on
 registered
  servers
- 2 new Halloween 2011 achievements
- Any unusual hats uncrated during the event will be Halloween-themed
- New Halloween-themed items are available in the Mann Co. store, but
  only for a limited time!
  - Updated effects for The Cow Mangler 5000
  - Updated in-game abuse reporting tool to include option for reporting
  abusive game servers
  - Added mapcycle_halloween containing all Halloween event maps
  - Fixed team colors and styles not updating properly in store previews
  - Fixed bug in reputation trend status display for registered servers
  - Fixed a problem that could cause repeated stutters after joining a
  server
  - Fixed the Spine-Chilling Skull not appearing when equipped by
 soldiers
  - New Halloween-themed community-created items submitted to the
 Workshop
  are now available in the Mann Co. store!
 
  Jason
 
 
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Re: [hlds] Halloween 2011

2011-10-21 Thread DontWannaName!
Are you going to whitelist cp_manor_event for just Halloween? Its currently
not enabled for match making in the FAQ.

On Fri, Oct 21, 2011 at 7:32 PM, Jon Lippincott j...@valvesoftware.comwrote:

 We’re going to be launching some new Halloween content in the near future
 and wanted to give you all a quick heads-up.  There will be random gift
 drops, but this year we are requiring that participants register their
 servers.  If you choose not to register, you can still run the Halloween
 maps, but no gifts will drop on your server.  By registering, your server
 will also be included in matchmaking, which will potentially drive
 traffic to you.  Note that cheating or otherwise abusing the gift drop
 system will result in losing your registration, access to gift drops and
 other potential value-adds in the future.

 ** **

 You still have plenty of time, as this change won’t be going live until
 next week.  Registration is quick and simple, and is outlined 
 herehttps://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513#how
 .

 ** **

 -Jon

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Re: [hlds] [hlds_linux] Reminder: your posts are public and permanent

2011-10-20 Thread DontWannaName!
Maybe it's time to appoint a volunteer moderator so there is less garbage on 
the list and more helpful information. It would help all of us! :)

Sent from my iPhone 4

On Oct 20, 2011, at 10:27 AM, Fletcher Dunn fletch...@valvesoftware.com wrote:

 This post is a reminder to everybody that this email distribution list has a 
 standard language that everybody should use.  I'm not talking about using 
 Portuguese or English.  I'm talking about being nice instead of being a jerk.
 
 
 
 New people come and go all the time.  Sometimes they repeat questions that 
 have already been answered before they subscribed.  Sometimes they don't know 
 what is on topic or off topic.  There's a way to let them know politely if 
 their question is off topic, or should be directed elsewhere.  If is too 
 difficult for you to use kind words, then of course there's also the option 
 of just ignoring it.
 
 
 
 Your posts (like most things on the Internet) are both public and permanent.  
 By bearing this in mind, some people could save themselves embarrassment and 
 regret by refraining from posting childishly.  Even better would be to act 
 kindly and help the person get to the correct place where they can find the 
 answer they are seeking.
 
 
 
 Please just be kind and helpful.
 
 Try to relax.
 
 
 
 Your humble servant,
 
 - Fletch
 
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Re: [hlds] [hlds_linux] Reminder: your posts are public and permanent

2011-10-20 Thread DontWannaName!
If we all remember, the lists were going to be moved to the forums for 
archiving, readability and for easy moderation. This wasn't done because we all 
prefer the mailing list. However, we should find a balance with more 
moderation. You don't even have to run a server to be on this list.

Sent from my iPhone 4

On Oct 20, 2011, at 10:43 AM, Chad Hedstrom chad.hedst...@gmail.com wrote:

 That's not a bad idea. In the last six months this went from a high
 quality, low traffic list to something similar in appearance to a
 tier-2 steam customer service support thread. While I definitely do
 appreciate this under-the-radar outreach to the community of server
 administrators, perhaps it is time to think about expanding to a
 moderated style mailing list.
 
 Thanks again for all your (Valve employees!) hard work and prompt
 replies to questions posed in this thread.
 
 On Thu, Oct 20, 2011 at 12:34 PM, DontWannaName! ad...@topnotchclan.com 
 wrote:
 Maybe it's time to appoint a volunteer moderator so there is less garbage on 
 the list and more helpful information. It would help all of us! :)
 
 Sent from my iPhone 4
 
 On Oct 20, 2011, at 10:27 AM, Fletcher Dunn fletch...@valvesoftware.com 
 wrote:
 
 This post is a reminder to everybody that this email distribution list has 
 a standard language that everybody should use.  I'm not talking about using 
 Portuguese or English.  I'm talking about being nice instead of being a 
 jerk.
 
 
 
 New people come and go all the time.  Sometimes they repeat questions that 
 have already been answered before they subscribed.  Sometimes they don't 
 know what is on topic or off topic.  There's a way to let them know 
 politely if their question is off topic, or should be directed elsewhere.  
 If is too difficult for you to use kind words, then of course there's also 
 the option of just ignoring it.
 
 
 
 Your posts (like most things on the Internet) are both public and 
 permanent.  By bearing this in mind, some people could save themselves 
 embarrassment and regret by refraining from posting childishly.  Even 
 better would be to act kindly and help the person get to the correct place 
 where they can find the answer they are seeking.
 
 
 
 Please just be kind and helpful.
 
 Try to relax.
 
 
 
 Your humble servant,
 
 - Fletch
 
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Re: [hlds] [hlds_linux] Reminder: your posts are public and permanent

2011-10-20 Thread DontWannaName!
I was thinking more like a ban from posting on the list type of moderation. A 
moderation queue works too. Maybe for certain users only. Newer users? Ruder 
users?

Sent from my iPhone 4

On Oct 20, 2011, at 10:56 AM, gamead...@127001.org wrote:

 Actually, archiving is the one reason I _prefer_ this list - I have a copy
 of everything ever posted, I don't have to worry about a thread derailment
 causing useful info to be possibly deleted.  That being said, moderation
 would be easier on a forum, because you can do it after the fact - a
 moderated email list requires pre-approval of every post, which basically
 means you need round-the-clock mods available.  Not practical imo
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
 boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
 Sent: 20 October 2011 18:47
 To: Half-Life dedicated Win32 server mailing list
 Cc: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [hlds_linux] Reminder: your posts are public and
 permanent
 
 If we all remember, the lists were going to be moved to the forums for
 archiving, readability and for easy moderation. This wasn't done
 because we all prefer the mailing list. However, we should find a
 balance with more moderation. You don't even have to run a server to be
 on this list.
 
 Sent from my iPhone 4
 
 On Oct 20, 2011, at 10:43 AM, Chad Hedstrom chad.hedst...@gmail.com
 wrote:
 
 That's not a bad idea. In the last six months this went from a high
 quality, low traffic list to something similar in appearance to a
 tier-2 steam customer service support thread. While I definitely do
 appreciate this under-the-radar outreach to the community of server
 administrators, perhaps it is time to think about expanding to a
 moderated style mailing list.
 
 Thanks again for all your (Valve employees!) hard work and prompt
 replies to questions posed in this thread.
 
 On Thu, Oct 20, 2011 at 12:34 PM, DontWannaName!
 ad...@topnotchclan.com wrote:
 Maybe it's time to appoint a volunteer moderator so there is less
 garbage on the list and more helpful information. It would help all of
 us! :)
 
 Sent from my iPhone 4
 
 On Oct 20, 2011, at 10:27 AM, Fletcher Dunn
 fletch...@valvesoftware.com wrote:
 
 This post is a reminder to everybody that this email distribution
 list has a standard language that everybody should use.  I'm not
 talking about using Portuguese or English.  I'm talking about being
 nice instead of being a jerk.
 
 
 
 New people come and go all the time.  Sometimes they repeat
 questions that have already been answered before they subscribed.
 Sometimes they don't know what is on topic or off topic.  There's a way
 to let them know politely if their question is off topic, or should be
 directed elsewhere.  If is too difficult for you to use kind words,
 then of course there's also the option of just ignoring it.
 
 
 
 Your posts (like most things on the Internet) are both public and
 permanent.  By bearing this in mind, some people could save themselves
 embarrassment and regret by refraining from posting childishly.  Even
 better would be to act kindly and help the person get to the correct
 place where they can find the answer they are seeking.
 
 
 
 Please just be kind and helpful.
 
 Try to relax.
 
 
 
 Your humble servant,
 
 - Fletch
 
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Re: [hlds] SM Crash Info Related to the TF2 Patch on 10/20/11

2011-10-20 Thread DontWannaName!
The gamedata changed and when you updated SM you updated to the new
gamedata. Gamedata updates are only automatic on release builds of SM, not
the snapshot branches including 1.4.

On Thu, Oct 20, 2011 at 8:44 PM, Team BOOM! teamb...@comcast.net wrote:

 Fellow Admins and Sys-ops,

 The client crashes related to player class selection that appeared with
 today's update appears to have resolved itself for our players. Hopefully
 that's behind us. I did however discover another problem you may not be
 aware of.

 We were running a 1-2 week old Snapshot of SourceMod
 (sourcemod-1.4.0-hg3412-windows) and just discovered that when slaying
 someone using my SourceMod Admin menu, my server would crash immediately.
 Perhaps this issue is also causing other SourceMod related functions to
 fail
 as well?

 I'm now running the latest versions of MM:S (1.4.0-dev) and the latest SM
 snapshot (sourcemod-1.4.0-hg3419-windows) and the problem appears to be
 resolved. You may wish to check you versions as well to see if it helps
 stabilize your servers.

 Best of luck.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
 Sent: Thursday, October 20, 2011 5:16 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Team Fortress 2 Update Released

 Required updates for Team Fortress 2 are now available.  The specific
 changes include:

 - Improvements to client stability related to loading mesh content during
 gameplay
 - Fixed an engine error that mentioned CL_CallPostDataUpdates
 - Fixed Not Usable in Crafting text not appearing under certain
 conditions
 on item tooltips in the trading UI

 Thanks,
 Tony

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Re: [hlds] SM Crash Info Related to the TF2 Patch on 10/20/11

2011-10-20 Thread DontWannaName!
I can never quite keep up with you guys. :D

On Thu, Oct 20, 2011 at 9:12 PM, Nicholas Hastings nshasti...@gmail.comwrote:

  That's only half true as of five minutes ago.

 We've updated the updater to work with snapshots from the stable branch
 (1.3.x atm) now as well as releases.


 On 10/20/2011 11:52 PM, DontWannaName! wrote:

 The gamedata changed and when you updated SM you updated to the new
 gamedata. Gamedata updates are only automatic on release builds of SM, not
 the snapshot branches including 1.4.

 On Thu, Oct 20, 2011 at 8:44 PM, Team BOOM! teamb...@comcast.net wrote:

 Fellow Admins and Sys-ops,

 The client crashes related to player class selection that appeared with
 today's update appears to have resolved itself for our players. Hopefully
 that's behind us. I did however discover another problem you may not be
 aware of.

 We were running a 1-2 week old Snapshot of SourceMod
 (sourcemod-1.4.0-hg3412-windows) and just discovered that when slaying
 someone using my SourceMod Admin menu, my server would crash immediately.
 Perhaps this issue is also causing other SourceMod related functions to
 fail
 as well?

 I'm now running the latest versions of MM:S (1.4.0-dev) and the latest SM
 snapshot (sourcemod-1.4.0-hg3419-windows) and the problem appears to be
 resolved. You may wish to check you versions as well to see if it helps
 stabilize your servers.

 Best of luck.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
 Sent: Thursday, October 20, 2011 5:16 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Team Fortress 2 Update Released

 Required updates for Team Fortress 2 are now available.  The specific
 changes include:

 - Improvements to client stability related to loading mesh content during
 gameplay
 - Fixed an engine error that mentioned CL_CallPostDataUpdates
 - Fixed Not Usable in Crafting text not appearing under certain
 conditions
 on item tooltips in the trading UI

 Thanks,
 Tony

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Re: [hlds] Max FPS

2011-10-17 Thread DontWannaName!
Both! There is a meta mod version, an exe and a windows service version.

Sent from my iPhone 4

On Oct 17, 2011, at 11:47 AM, gamead...@127001.org wrote:

 Just to clarify, because I don't know the specific product: Is
 sourcefpsbooster an actual server mod, or just one of those programs people
 use in order to make windows use high resolution timers by default?
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
 boun...@list.valvesoftware.com] On Behalf Of Henry Goffin
 Sent: 17 October 2011 19:45
 To: mu...@anbservers.net; Half-Life dedicated Win32 server
 mailinglist
 Cc: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Max FPS
 
 Oh. I kind of assumed that people wouldn't still be running those FPS
 boost hacks now. I'm sure that they interact terribly with the new
 timing code. Please get rid of those. We probably should have called
 that out in the update notice.
 
 On Oct 17, 2011, at 11:21 AM, mu...@anbservers.net
 mu...@anbservers.net wrote:
 
 This maybe useful to some people.
 
 I was running higher FPS servers (500 fps) 0n my win 2008R2 server
 with sourcefpsbooster running.  After the update I noticed lots of lag
 but once I disabled the fps booster the lag went away.  As there is no
 need for it when the tick/fps is locked at 66.  So maybe that will help
 some of you.  I personally now can't tell a difference.
 
 
 -Original message-
 From: Dominik Friedrichs d...@forlix.org
 Date: Mon, 17 Oct 2011 11:22:06 -0400
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] Max FPS
 
 I too couldn't care less about the raging nerds who try to squeeze
 the
 last bit of performance out of their game, even if it gives them an
 unfair advantage over the majority of other players. The game should
 be
 fun and fair for everyone. Believe it or not, I'm still playing with
 a
 PC dated 2005 and my client FPS drop below 20 quite often in TF2. I
 highly doubt that anyone would notice any difference in server FPS
 playing from such a machine, and I'm quite happy that Valve levels
 the
 playing field in this regard. If - for some people - the in-game
 experience isn't smooth enough, I recommend getting a life.
 
 On 2011/10/17 16:54, Drogen Viech wrote:
 Just one thing - keep going valve, i really appreciate the changes
 you
 guys are doing regarding fps and tickrate! I might even start
 playing
 css again because of this :)
 (Please don't start flaming me for spamming your inboxes, i'm just
 trying to give valve a heads up instead of raging about locked
 server
 side fps sucks :(
 
 
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Re: [hlds] RO2 Customer Service Tactics

2011-10-13 Thread DontWannaName!
Lol how can you pin this on him when you provide no background on the rest of 
the important discussion.

Sent from my iPhone 4

On Oct 13, 2011, at 12:45 PM, Chris Brunelle warbuck...@gmail.com wrote:

 He's stating the obvious.  Troll.  Now go away.
 
 On Thu, Oct 13, 2011 at 1:40 PM, Bubka3 bub...@gmail.com wrote:
 Here's how John, CEO of Tripwire Interactive does customer service. One can 
 only imagine what his employees are like.
 
 If you don't care good for you.
 
 PS. I'm not stupid enough to get help with the same name.
 
 Thanks,
 - Bubka3
 
 
 On 10/13/2011 10:10 AM, John Gibson wrote:
 I apologize, I mistook you for someone that actually needed support and 
 politely tried to help you. As it turns out you were just trying to be a 
 troll with an axe to grind. I'll know to ignore you in the future.
 
 Regards,
 
 John
 
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 -- 
 Sent from my Commodore64
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Re: [hlds] Update today?

2011-10-13 Thread DontWannaName!
Be patient... I'm guessing 3-6 window pst.

Sent from my iPhone 4

On Oct 13, 2011, at 1:31 PM, Nathanael Havez na...@me.com wrote:

 Tony said that the update will be released today.
 
 Sent from my iPad.
 
 Le 13 oct. 2011 à 22:26, RSS List User li...@redspeedservers.com a écrit :
 
 Did Tony say anything about the update getting pushed back today as 
 well? Or are we still on plan?
 
 Thanks!
 
 On 10/13/2011 4:23 PM, Jonah Hirsch wrote:
 
 There has been no update released yet today.
 ---
 Jonah Hirsch
 
 
 
 On Thu, Oct 13, 2011 at 1:20 PM, RSS List User li...@redspeedservers.com 
 wrote:
 Hello,
 
 Does anyone know if the update for source engine 2009 has been   
 released? I believe it's the one which locks FPS.
 
 Thanks!
 
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Re: [hlds] TF2 Quickplay System Question - August Steam Update - Windows

2011-08-06 Thread DontWannaName!
I think they do it to offer uses a known place where players can expect to play 
the game totally vanilla.




From: IBIS Customer Service ibis.serv...@gmail.com
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Saturday, August 6, 2011 6:45 PM
Subject: Re: [hlds] TF2 Quickplay System Question - August Steam Update - 
Windows


Why does valve even need to b running servers? It just gives them incentives to 
try to push out compeating servers, so they can control the game more.
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Re: [hlds] TF2 Quickplay System Question - August Steam Update - Windows

2011-08-06 Thread DontWannaName!
1. it is very hard to know for sure if its a true vanilla server 2. you can set 
non vanilla settings and 3. Valve is a dependable reliable name that newer 
users can rely on




From: IBIS Customer Service ibis.serv...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com; DontWannaName! dontwannaname...@yahoo.com
Sent: Saturday, August 6, 2011 6:50 PM
Subject: Re: [hlds] TF2 Quickplay System Question - August Steam Update - 
Windows


If players wanted a particular type of server inviroment logically the 
independent server owners would launch more servers of that type to capatilize 
on demand. 
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Re: [hlds] Team Fortress 2 Update Released

2011-07-29 Thread DontWannaName!
It was a small update in size. Less stress on the servers and less time to 
download.





From: o k bigboomer...@gmail.com
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Fri, July 29, 2011 3:34:19 PM
Subject: Re: [hlds] Team Fortress 2 Update Released

The update went exceptionally fast today for once! i hope this continues :-) 
Usually I have to run it a few time before it goes, and then wait. Today it 
went 
right away :-)


On Fri, Jul 29, 2011 at 5:22 PM, Jason Ruymen jas...@valvesoftware.com wrote:

Required updates for Team Fortress 2 are now available.  Please run 
hldsupdatetool to receive the updates.  The specific changes include:

- Added From Dust promotional content.
- Fixed a problem with the application of team-colored paints.
- Fixed Mac-only replay editor crash.
- Meet the Medic startup music added.
- Definitely did not add cheats for upcoming Free-2-Play Invitational Cup.

Jason


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Re: [hlds] Team Fortress 2 Update Released

2011-02-07 Thread DontWannaName!
Is this update required? I got a new server.dll, a new items file and
version changes.

On Mon, Feb 7, 2011 at 3:17 PM, Jason Ruymen jas...@valvesoftware.comwrote:

 Updates to Team Fortress 2 are now available.  Please run hldsupdatetool to
 receive the updates.  The specific changes include:

 - Increased the base damage for the Scout's Sun-on-a-Stick, and changed it
 to always mini-crit against burning targets if the attack is not already
 critical.
 - Fixed burning deaths to always use the death notice icon for the weapon
 that started the burn.
 - Updated the RIFT pre-order items to be not-tradable until the RIFT
 pre-order period is over.
 - Updated the burn effect from the Pyro's Sharpened Volcano Fragment to
 only last for a limited time on enemies.
 - Updated the description of the Well Spun Hat claim code item.

 Jason


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Re: [hlds] TF2 Server being DDoS/Exploited

2011-01-05 Thread DontWannaName!
If that doesn't work you could try this one:

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

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

 My server is under attack from a DDoS/Exploit.

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

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

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



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

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





 Anyone have any ideas/suggestions on resolving this?

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



 Thanks,

 Chris

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Re: [hlds] TF2 Server being DDoS/Exploited

2011-01-05 Thread DontWannaName!
Did you restart the server and use the version I linked to?

Sent from my iPhone 4

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

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

2010-11-10 Thread DontWannaName!
Normal with TF2. FPS jumps around and players won't notice as long as you have 
a high enough max. 

Sent from my iPhone 4

On Nov 10, 2010, at 8:01 AM, フゴ☆ _ hfctavares-p...@hotmail.com wrote:

 
 Not Norrmal but it happens also with my server, same stuff
 
 To: hlds@list.valvesoftware.com
 Date: Wed, 10 Nov 2010 07:07:11 -0800
 From: ohn...@maxpowergc.com
 Subject: [hlds] Normal srcds FPS Behavior?
 
 
 OK, so I'm wondering if some people could share their experiences with me
 
 on this issue. I'm running a TF2 srcds server... and I've tried it on
 
 Ubuntu 10.10, Gentoo, Windows Server 2008, and Windows Server 2003, yet I
 
 get the same results in FPS. I've been noticing on my server that FPS can
 
 be like 1000.00, then 5 seconds later be 998.06, then 5 seconds later be
 
 210.74..., 1000.00, 985.37, 21.75, 30.58, 1000.00, 1000.00... and so forth;
 
 in other words, its high at times, but then has these brief periods of
 
 drops in FPS when the server has players. When the server is empty, it
 
 doesn't drop as low... but I can still see it drop down into the lower
 
 hundreds.
 
 
 
 So, in terms of FPS, is this normal?
 
 
 
 What is normal FPS behavior?
 
 
 
 If it drops below 66 on a 66 tick server config, does that mean there's
 
 prediction loss and/or lag?
 
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Re: [hlds] TF2 Engineer building exploit

2010-10-17 Thread DontWannaName!
Valve has been notified, im sure there will be a fix soon.

On Sun, Oct 17, 2010 at 12:15 PM, Chris Beesley kibeekir...@gmail.comwrote:

 Quoted from Facepunch, if and when they snip the exploit in an attempt to
 stop Valve noticing (ha).

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

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

   I can confirm too that it's working. I had everyone on my server try
  reproduce the exploit after the plugin was put on. No one was able to.
 
 
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Re: [hlds] Team Fortress 2 Update Available

2010-10-12 Thread DontWannaName!
Optional? :(

On Tue, Oct 12, 2010 at 5:37 PM, DarthNinja darthni...@darthninja.comwrote:

 *Added Automatically respawn after loadout changes in respawn zones
 option
 to the Options-Multiplayer-Advanced dialog*

 I am very happy for this addition.  Not to mention the sandman fix.



 On Tue, Oct 12, 2010 at 8:33 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:

  An optional update for Team Fortress 2 is now available.  The specific
  changes include:
 
  - Fixed server crash caused by a Scout using the Sandman on an enemy
 Scout
  who has used Bonk!
  - Made Ellis' Cap and the Frying Pan tradable
  - Added Automatically respawn after loadout changes in respawn zones
  option to the Options-Multiplayer-Advanced dialog
  - Fixed a problem with the Lugermorph model
 
  Jason
 
 
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Re: [hlds] TF2/CSS/DODS/HL2DM Updates Available

2010-10-06 Thread DontWannaName!
ServerBrowser now sorts by ping by default once again.

Woo, no more battle of the tags... play nice everyone.

On Wed, Oct 6, 2010 at 3:02 PM, Jason Ruymen jas...@valvesoftware.comwrote:

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

 Shared changes (CS:S, DoD:S, HL2:DM, and TF2)
 * ServerBrowser now sorts by ping by default once again.
 * Fixed Mac crash on launch when running Mac OSX 10.5.8.
 * Fixed spectator bug where spectating a Sniper looking through scope
 didn't zoom fov.

 Team Fortress 2
 General Fixes
   * Fixed an issue that caused some old demos to crash.
   * The server browser now sorts by ping by default.
   * The Trading dialog now starts with the chat window having focus.
   * Fixed a bug that caused overheal to not work properly.
   * Fixed the Sandvich cooldown not occurring when the Heavy is hurt.
   * Fixed the Heavy's hands being invisible.
   * Soldiers no longer maintain their rage level when changing loadout.
   * Alerts now sort on top of achievement status.
   * Prevented a bad state occurring when someone tried to trade with
 themselves.
   * Fixed a dueling related crash caused by custom scoreboard UIs.
   * Fixed players not being able to set their default FOV correctly.
   * Fixed being unable to equip customized shotguns  pistols on some
 classes.
   * Improved the explanation of the item set bonus in set item
 descriptions.
   * Fixed a bug where items with particle systems would show up at the
 player's feet or pelvis.
   * Fixed the wrench number for the Golden Wrench not displaying properly.
   * Fixed the medal number for the Gentle Manne's Service Medal not
 displaying properly.
   * Fixed client seeing incorrect message when changing team while
 participating in a duel.

 Economy Changes
   * Added Remove Name and Remove Paint features.
   * Achievement items and store promotion items are now usable in crafting.
   * Gifted items are now craftable and tradable.
   * Attempting to craft a non tradable item will result in a warning that
 the items produced by the craft will also be marked as non tradable.
   * Community, Self-Made, and Valve items are not tradable or usable in
 crafting.
   * Changed Not Craftable description to Not Usable in Crafting to
 increase clarity.

 Item Changes
   * The TF badge on the Glengarry Bonnet is no longer team colored.
   * Restored the missing PDA2 Slot Token.
   * Restored the appearance of the Tippler's Tricorne to the version prior
 to the Mannconomy Update. This item is now paintable.
   * Added a new paintable hat, the 'Rimmed Raincatcher' that has a new
 Tricorne style appearance.
   * The Earbuds are now nameable.
   * Duel fixes:
* Fixed Dueling badges using the wrong texture.
* Fixed an issue where dueling stats did not show up on dueling
 badges above Bronze.
* During a duel, the Dueling mini-game item used to initiate the
 duel cannot be deleted, traded or crafted.
* The following hats now allow the paint to affect their color more
 (colors should not be washed out):
* The Pugilist's Protector, The Hard Counter, The Bombing
 Run, Football Helmet, Fancy Fedora, Cowboy Hat, Engineer's Cap, Viking Helm,
 Respectless Rubber Glove, Batter's Helmet, Brigade Helm, Master's Yellow
 Belt, Killer's Kabuto, Backbiter's Billycock
   * Dueling Mini-Game now drops with 5 uses.

 Weapon Changes
   * The Battalion's Backup no longer gives rage for falling damage.
   * The Shortstop is now affected by tf_use_fixed_weaponspreads.
   * The Gloves of Running Urgently now using the boxing taunt and boxing
 glove weapons are now of the type Boxing Gloves instead of Fists.
   * Your Eternal Reward no longer disguises the Spy if the victim survives
 the backstabbing attempt (because of Ubercharge, The Razorback, etc)
   * Your Eternal Reward no longer disguises the Spy if they are carrying
 the flag.
   * The Holy Mackerel no longer displays a fish hit message when a Spy
 disguised as the attacker's team is hit.
   * The Holy Mackerel no longer triggers other death events (like
 achievements or stats mods) improperly.
   * The Sydney Sleeper no longer penetrates targets.
   * The Sydney Sleeper no longer randomly crits.
   * Milk will no longer spray from the barrels of other Scout weapons when
 switching from the Mad Milk.

 Counter-Strike: Source
 * Fixed a bug where the player crouching/standing animations were delayed
 until after (from the player's local viewpoint).
 * Changed the way that scope zooming works so that it is no longer affected
 by client-server latency, and zooming begins immediately for the local
 player. This fixes an issue that would give an advantage to lower ping
 players and penalize higher ping players.
 * Fixed animation problem caused by aborting bomb plant by switching
 weapons (crab walk).
 * Crosshairs now have customizable size, thickness, and 

Re: [hlds] TF2/CSS/DODS/HL2DM Updates Available

2010-10-06 Thread DontWannaName!
I just got it after taking off the DL location restrictionl.

On Wed, Oct 6, 2010 at 3:29 PM, JäKë Rawr can_kic...@hotmail.com wrote:


 Also sitting here stuck Wish one day shit would work right... Sucks
 having to take down our servers for 30+ minutes and still not have any %
 downloaded.


  Date: Wed, 6 Oct 2010 17:23:59 -0500
  From: infl...@gmail.com
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] TF2/CSS/DODS/HL2DM Updates Available
  
  anyone been able to get the update that can link it? sitting here waiting
  20min on 3 different servers, just retrying every 30 seconds
 
  On Wed, Oct 6, 2010 at 5:18 PM, Matt Hoffman 
 lord.matt.hoff...@gmail.comwrote:
 
   Upset that Valve removed the penetration from the Sydney Sleeper.
   (The Sydney Sleeper no longer penetrates targets.) :(
  
   Ambassador also used to have it before they removed it, and it was a
   skill/luck based thing. I very rarely saw a double kill/hit from it
   but when you did it left you feeling quite exhilarated. Now obviously
   that's gone :(
  
   On Wed, Oct 6, 2010 at 3:12 PM, 1nsane 1nsane...@gmail.com wrote:
Once again none of my TF2 servers are showing a Master Request
 Restart
message.
   
However my DODS server does.
   
On Wed, Oct 6, 2010 at 6:02 PM, Jason Ruymen 
 jas...@valvesoftware.com
   wrote:
   
Required updates for Team Fortress 2, Counter-Strike: Source, Day of
Defeat: Source and Half-Life 2: Deathmatch are now available.  The
   specific
changes include:
   
Shared changes (CS:S, DoD:S, HL2:DM, and TF2)
* ServerBrowser now sorts by ping by default once again.
* Fixed Mac crash on launch when running Mac OSX 10.5.8.
* Fixed spectator bug where spectating a Sniper looking through
 scope
didn't zoom fov.
   
Team Fortress 2
General Fixes
  * Fixed an issue that caused some old demos to crash.
  * The server browser now sorts by ping by default.
  * The Trading dialog now starts with the chat window having focus.
  * Fixed a bug that caused overheal to not work properly.
  * Fixed the Sandvich cooldown not occurring when the Heavy is
 hurt.
  * Fixed the Heavy's hands being invisible.
  * Soldiers no longer maintain their rage level when changing
 loadout.
  * Alerts now sort on top of achievement status.
  * Prevented a bad state occurring when someone tried to trade with
themselves.
  * Fixed a dueling related crash caused by custom scoreboard UIs.
  * Fixed players not being able to set their default FOV correctly.
  * Fixed being unable to equip customized shotguns  pistols on
 some
classes.
  * Improved the explanation of the item set bonus in set item
descriptions.
  * Fixed a bug where items with particle systems would show up at
 the
player's feet or pelvis.
  * Fixed the wrench number for the Golden Wrench not displaying
   properly.
  * Fixed the medal number for the Gentle Manne's Service Medal not
displaying properly.
  * Fixed client seeing incorrect message when changing team while
participating in a duel.
   
Economy Changes
  * Added Remove Name and Remove Paint features.
  * Achievement items and store promotion items are now usable in
   crafting.
  * Gifted items are now craftable and tradable.
  * Attempting to craft a non tradable item will result in a warning
   that
the items produced by the craft will also be marked as non tradable.
  * Community, Self-Made, and Valve items are not tradable or usable
 in
crafting.
  * Changed Not Craftable description to Not Usable in Crafting
 to
increase clarity.
   
Item Changes
  * The TF badge on the Glengarry Bonnet is no longer team colored.
  * Restored the missing PDA2 Slot Token.
  * Restored the appearance of the Tippler's Tricorne to the version
   prior
to the Mannconomy Update. This item is now paintable.
  * Added a new paintable hat, the 'Rimmed Raincatcher' that has a
 new
Tricorne style appearance.
  * The Earbuds are now nameable.
  * Duel fixes:
   * Fixed Dueling badges using the wrong texture.
   * Fixed an issue where dueling stats did not show up on
 dueling
badges above Bronze.
   * During a duel, the Dueling mini-game item used to initiate
 the
duel cannot be deleted, traded or crafted.
   * The following hats now allow the paint to affect their
 color
   more
(colors should not be washed out):
   * The Pugilist's Protector, The Hard Counter, The
 Bombing
Run, Football Helmet, Fancy Fedora, Cowboy Hat, Engineer's Cap,
 Viking
   Helm,
Respectless Rubber Glove, Batter's Helmet, Brigade Helm, Master's
 Yellow
Belt, Killer's Kabuto, Backbiter's Billycock
  * Dueling Mini-Game now drops with 5 uses.
   
Weapon Changes
  * The Battalion's Backup no longer gives rage for falling damage.
  * The Shortstop is now 

Re: [hlds] TF2/CSS/DODS/HL2DM Updates Available

2010-10-06 Thread DontWannaName!
We know all the hax

On Wed, Oct 6, 2010 at 3:49 PM, Luigi30 luig...@gmail.com wrote:

 Hey, that did it. Downloaded the update in about 30 seconds.

 On Wed, Oct 6, 2010 at 6:43 PM, ics i...@ics-base.net wrote:
   You can't take it off but you can select preferred content servers with
  doing Steam.cfg file next to the steam binary and put there one line:
 
  PreferredContentServerIDs = 23 46 150
 
  Where the numbers in tose are the content servers from this list:
  http://store.steampowered.com/stats/content/
 
  There is no guarantee that they are used but it should look into
 downloading
  updates from those first.
 
  -ics
 
  7.10.2010 1:38, o k kirjoitti:
 
  I would also like to know how to take off download location restriction?
 
  Thanks
 
  On Wed, Oct 6, 2010 at 6:35 PM, Shizzle Nizzleinfl...@gmail.com
  wrote:
 
  how do you take off download location restriction?
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Re: [hlds] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source/Half-Life 2: Deathmatch Updates Available

2010-09-30 Thread DontWannaName!
If SM is working on Linux in TF2 then only the Windows gamedata has changed,
not Linux.

On Thu, Sep 30, 2010 at 1:37 PM, k e mfnt...@gmail.com wrote:

 I've renamed my addons folder and all if fine, so you all can do that, but
 you'll lose all your plugins and admin mods and shit until they update, but
 at least you can run the server

 On Thu, Sep 30, 2010 at 4:34 PM, clad iron cladi...@gmail.com wrote:

  i think the only SM version working is the newest snapshot for linux
  version.
 
  On Thu, Sep 30, 2010 at 4:28 PM, k e mfnt...@gmail.com wrote:
 
   Updating SM snapshot did not work for my TF2 servers.. (Windows)
  
   On Thu, Sep 30, 2010 at 4:14 PM, clad iron cladi...@gmail.com wrote:
  
can anyone else verify adding a bot will crash the server in tf2
   
16:10:29 tf_bot_quota 2
16:10:37 tf_bot_join_after_player 0
16:10:46 tf_bot_add
   
server crashes.
   
   
   
   
On Thu, Sep 30, 2010 at 3:59 PM, Mike Kurfis mkur...@gmail.com
  wrote:
   
 If you have SourceMod, update to the latest snapshot if you can.
  Worked
for
 me.  1.3.5-hg3040

  http://www.sourcemod.net/smdrop/1.3/sourcemod-1.3.5-hg3040-windows.zip
   

 On Thu, Sep 30, 2010 at 12:44 PM, k e mfnt...@gmail.com wrote:

  Updated servers not allowing people to join
 
  :/
 
  On Thu, Sep 30, 2010 at 3:09 PM, Saint K. 
  sai...@specialattack.net
  wrote:
 
   Just add cfg's for pl_ maps with a higher number configured.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com [mailto:
   hlds-boun...@list.valvesoftware.com] On Behalf Of Nikolay
 Shopik
   Sent: Thursday, September 30, 2010 9:07 PM
   To: hlds@list.valvesoftware.com
   Cc: hlds_li...@list.valvesoftware.com
   Subject: Re: [hlds] Team Fortress 2/Counter-Strike: Source/Day
 of
 Defeat:
   Source/Half-Life 2: Deathmatch Updates Available
  
   On 30.09.2010 22:27, Jason Ruymen wrote:
Set mp_scrambleteams_auto_windifference to set the number of
   round
 wins
  a
   team must lead by in order to trigger an auto scramble (default
  is
   2)
  
   I think this will be ultimately broken on pl maps, where
 windiff
  is
   usually over 5.
  
  
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Re: [hlds] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source/Half-Life 2: Deathmatch Updates Available

2010-09-30 Thread DontWannaName!
If you would listen to me...

Simply delete the TF2 extension in the extensions folder when the server is
off. That will unload all plugins that use them and the TF2 gamedata. Once
the gamedata is updated you can reload the extension.

On Thu, Sep 30, 2010 at 2:42 PM, KrAzYeTy krazy...@gmail.com wrote:

 Disabled plugins, servers working now.  No in game admin, reserved
 slots etc etc but no crashing.  People are trading like krazy.

 On Thu, Sep 30, 2010 at 1:55 PM, Mike Vail mike_v...@boomgaming.net
 wrote:
  I have no problems with adding or removing bots on a generic TF2 server
  under Windows 2008 running without any plugins or Sourcemod. However
 kicking
  bots / adding bots, or if a player joins the server which causes a bot to
  auto-vacate, our CSS servers will crash immediately. We are using the
 latest
  SourceMod 1.3.5 snapshot for Windows.
 
  Mike
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of clad iron
  Sent: Thursday, September 30, 2010 1:14 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2/Counter-Strike: Source/Day of Defeat:
  Source/Half-Life 2: Deathmatch Updates Available
 
  can anyone else verify adding a bot will crash the server in tf2
 
  16:10:29 tf_bot_quota 2
  16:10:37 tf_bot_join_after_player 0
  16:10:46 tf_bot_add
 
  server crashes.
 
 
 
 
  On Thu, Sep 30, 2010 at 3:59 PM, Mike Kurfis mkur...@gmail.com wrote:
 
  If you have SourceMod, update to the latest snapshot if you can.
  Worked for me.  1.3.5-hg3040
  http://www.sourcemod.net/smdrop/1.3/sourcemod-1.3.5-hg3040-windows.zip
  
 
  On Thu, Sep 30, 2010 at 12:44 PM, k e mfnt...@gmail.com wrote:
 
   Updated servers not allowing people to join
  
   :/
  
   On Thu, Sep 30, 2010 at 3:09 PM, Saint K. sai...@specialattack.net
   wrote:
  
Just add cfg's for pl_ maps with a higher number configured.
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] On Behalf Of Nikolay Shopik
Sent: Thursday, September 30, 2010 9:07 PM
To: hlds@list.valvesoftware.com
Cc: hlds_li...@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2/Counter-Strike: Source/Day of
  Defeat:
Source/Half-Life 2: Deathmatch Updates Available
   
On 30.09.2010 22:27, Jason Ruymen wrote:
 Set mp_scrambleteams_auto_windifference to set the number of
 round
  wins
   a
team must lead by in order to trigger an auto scramble (default is
2)
   
I think this will be ultimately broken on pl maps, where windiff
is usually over 5.
   
   
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Re: [hlds] Massive TF2 Server Crashing

2010-09-19 Thread DontWannaName!
Valve is aware of the issue but it's the weekend now and it won't get fixed 
until the next update. Whether they choose to update just to fix this is up to 
them. 

Sent from my iPhone 4

On Sep 19, 2010, at 3:21 PM, 1nsane 1nsane...@gmail.com wrote:

 Seems they get deleted after being uploaded to Valve sometimes.
 
 On Sun, Sep 19, 2010 at 6:15 PM, Shizzle Nizzle infl...@gmail.com wrote:
 
 yea i know what a minidump is there arent any with this crash
 On Sun, Sep 19, 2010 at 4:45 PM, HL-SDK Synths syntron...@gmail.com
 wrote:
 
 To actually help valve, attach mdmp files. They went through the trouble
 of
 building minidump functionality in for a reason.
 
 On Sep 19, 2010 2:23 PM, Shizzle Nizzle infl...@gmail.com wrote:
 
 sorry for the doublepost.. another connectionlog for valve to look at.
 Those
 disconnects are within 5 minutes of massive server crashing
 
 [2010-09-16 20:14:48][0,0] : Log session started
 [2010-09-16 20:14:48][0,0] : SetSteamID( [A:1:0:0] )
 [2010-09-16 20:14:48][1,2] : Connect() starting connection
 (eNetQOSLevelLow,
 208.111.133.85:27017, UDP)
 [2010-09-16 20:14:49][1,2] : ConnectionCompleted() (72.165.61.174:27017,
 UDP)
 [2010-09-16 20:14:49][1,2] : RecvMsgClientLogOnResponse() : 'OK'
 [2010-09-17 10:37:44][3,2] : RecvMsgClientLoggedOff('Service
 Unavailable')
 [2010-09-17 10:37:44][3,2] : AsyncDisconnect()
 [2010-09-17 10:37:44][0,0] : ConnectionDisconnected('Disconnected By
 Remote
 Host') : 'Service Unavailable' (72.165.61.174:27017, UDP)
 [2010-09-17 10:37:44][0,0] : [2010-09-17 10:37:44][0,0] :
 StartAutoReconnect() will start in 5 seconds
 [2010-09-17 10:37:49][1,6] : Connect() starting connection
 (eNetQOSLevelMedium, 208.111.133.85:27017, UDP)
 [2010-09-17 10:37:49][1,6] : ConnectionCompleted() (72.165.61.175:27017,
 UDP)
 [2010-09-17 10:37:55][0,6] : RecvMsgClientLogOnResponse() : 'Service
 Unavailable'
 [2010-09-17 10:37:55][0,0] : ConnectionDisconnected('Disconnected By
 Remote
 Host') : 'Failure' (72.165.61.175:27017, UDP)
 [2010-09-17 10:37:55][0,0] : [2010-09-17 10:37:55][0,0] :
 StartAutoReconnect() will start in 3 seconds
 [2010-09-17 10:37:58][1,8] : Connect() starting connection
 (eNetQOSLevelMedium, 208.111.133.85:27017, UDP)
 [2010-09-17 10:38:00][1,8] : ConnectionCompleted() (72.165.61.176:27017,
 UDP)
 [2010-09-17 10:38:01][1,8] : RecvMsgClientLogOnResponse() : 'Service
 Unavailable'
 [2010-09-17 10:38:01][0,0] : ConnectionDisconnected('Disconnected By
 Remote
 Host') : 'Failure' (72.165.61.176:27017, UDP)
 [2010-09-17 10:38:01][0,0] : [2010-09-17 10:38:01][0,0] :
 StartAutoReconnect() will start in 7 seconds
 [2010-09-17 10:38:08][1,10] : Connect() starting connection
 (eNetQOSLevelMedium, 208.111.133.85:27017, UDP)
 [2010-09-17 10:38:09][1,10] : ConnectionCompleted() (
 68.142.116.178:27017,
 UDP)
 [2010-09-17 10:38:09][1,10] : RecvMsgClientLogOnResponse() : 'OK'
 [2010-09-17 10:40:33][3,10] : RecvMsgClientLoggedOff('Service
 Unavailable')
 [2010-09-17 10:40:33][3,10] : AsyncDisconnect()
 [2010-09-17 10:40:33][0,0] : ConnectionDisconnected('Disconnected By
 Remote
 Host') : 'Service Unavailable' (68.142.116.178:27017, UDP)
 [2010-09-17 10:40:33][0,0] : [2010-09-17 10:40:33][0,0] :
 StartAutoReconnect() will start in 3 seconds
 [2010-09-17 10:40:36][1,12] : Connect() starting connection
 (eNetQOSLevelMedium, 208.111.133.85:27017, UDP)
 [2010-09-17 10:40:38][1,12] : ConnectFailed('Disconnected By Remote
 Host')
 (
 72.165.61.187:27017, UDP)
 [2010-09-17 10:40:38][0,0] : StartAutoReconnect() will start in 3 seconds
 [2010-09-17 10:40:41][1,14] : Connect() starting connection
 (eNetQOSLevelMedium, 208.111.133.85:27017, UDP)
 [2010-09-17 10:40:42][1,14] : ConnectionCompleted() (72.165.61.175:27017
 ,
 UDP)
 [2010-09-17 10:40:42][1,14] : RecvMsgClientLogOnResponse() : 'OK'
 
 
 
 On Sun, Sep 19, 2010 at 1:17 PM, Shizzle Nizzle infl...@gmail.com
 wrote:
 
 it isn't sourcemod.
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Re: [hlds] script for transferring group members?

2010-09-16 Thread DontWannaName!
This crap is only going to make you look bad. Just because you will get 
potentially many new members to your steam group doesn't mean those people are 
going to give a hoot about what the group is about. This auto invite crap is 
abusing the system. I use to invite users one by one who I thought would want 
to join my group, not invite every single user who joins my server.

Sent from my iPhone 4

On Sep 16, 2010, at 8:36 AM, Nicholas Hastings nshasti...@gmail.com wrote:

 Which, frankly, should be lower. What real person has a need to manually 
 invite 300 users each day? Even 50 would per week should be more than a 
 'real' user should ever hit. All of the incoming group invite spam gets old 
 quick.
 
 On 9/16/2010 11:28 AM, ics wrote:
 I just want to say that this method sucks really. Due to tricks like this 
 there is a 300 invite limit per day in Steam these days.
 
 -ics
 
 16.9.2010 17:12, Allan Button kirjoitti:
 HL, I assume your your talking about my scripts.
 
 Mine worked as a bolt on to hlstatsx pulling new players and adding them to 
 our group. The secret was, using a different steam account then your main 
 to add them. To add users you need at least one game on your account.
 
 Once your set up, you just open a cookie jar, log in to steam powered, then 
 start firing the group invites in. I did 5 at a time, then I'd log out and 
 take a 5 second break.
 
 I'd be willing to sell the code, but not give it away. It did get us around 
 1000 new members to our group iirc.
 
 Sent from my iPad
 
 On Sep 16, 2010, at 6:55 AM, C-F Stridwor...@gmail.com  wrote:
 
 Check what the HTTP request looks like when you invite someone on
 steamcommunity.com, then automate it with cURL, HttpRequest (.NET) or
 whatever. Also you'll need to be able to log in.
 
 I'll post up some samples once I get home (~20ish GMT+1).
 
 2010/9/13 HL-SDK Synthssyntron...@gmail.com
 
 I know a guy who did this with php, yes. He reads this list too
 
 On Sep 11, 2010 2:34 AM, Bajdechi Nightbox Alexandru
 alexandrualexa...@gmail.com wrote:
 
 Tip: You can do it with PHP or C++. You will need HTTPRequest + a list of
 steam ids :P
 
 2010/9/11 Harry Strongburgharry.h...@harry.lu
 
 
 On Sat, Sep 11, 2010 at 12:51:49PM +1000, sten rulz wrote:
 How can i send group invites to ev...
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Re: [hlds] script for transferring group members?

2010-09-16 Thread DontWannaName!
That's what l duke said when he created fake clients. There should be 
punishment for abusing the system instead of fixes that band aid the real issue 
of the lack of good honest game server practices.

Sent from my iPhone 4

On Sep 16, 2010, at 8:57 AM, Allan Button abut...@netaccess.ca wrote:

 It is what it is. I do not come here to preach ethics today.
 
 Sent from my iPad
 
 On Sep 16, 2010, at 11:55 AM, DontWannaName! ad...@topnotchclan.com wrote:
 
 This crap is only going to make you look bad. Just because you will get 
 potentially many new members to your steam group doesn't mean those people 
 are going to give a hoot about what the group is about. This auto invite 
 crap is abusing the system. I use to invite users one by one who I thought 
 would want to join my group, not invite every single user who joins my 
 server.
 
 Sent from my iPhone 4
 
 On Sep 16, 2010, at 8:36 AM, Nicholas Hastings nshasti...@gmail.com wrote:
 
 Which, frankly, should be lower. What real person has a need to manually 
 invite 300 users each day? Even 50 would per week should be more than a 
 'real' user should ever hit. All of the incoming group invite spam gets old 
 quick.
 
 On 9/16/2010 11:28 AM, ics wrote:
 I just want to say that this method sucks really. Due to tricks like this 
 there is a 300 invite limit per day in Steam these days.
 
 -ics
 
 16.9.2010 17:12, Allan Button kirjoitti:
 HL, I assume your your talking about my scripts.
 
 Mine worked as a bolt on to hlstatsx pulling new players and adding them 
 to our group. The secret was, using a different steam account then your 
 main to add them. To add users you need at least one game on your account.
 
 Once your set up, you just open a cookie jar, log in to steam powered, 
 then start firing the group invites in. I did 5 at a time, then I'd log 
 out and take a 5 second break.
 
 I'd be willing to sell the code, but not give it away. It did get us 
 around 1000 new members to our group iirc.
 
 Sent from my iPad
 
 On Sep 16, 2010, at 6:55 AM, C-F Stridwor...@gmail.com  wrote:
 
 Check what the HTTP request looks like when you invite someone on
 steamcommunity.com, then automate it with cURL, HttpRequest (.NET) or
 whatever. Also you'll need to be able to log in.
 
 I'll post up some samples once I get home (~20ish GMT+1).
 
 2010/9/13 HL-SDK Synthssyntron...@gmail.com
 
 I know a guy who did this with php, yes. He reads this list too
 
 On Sep 11, 2010 2:34 AM, Bajdechi Nightbox Alexandru
 alexandrualexa...@gmail.com wrote:
 
 Tip: You can do it with PHP or C++. You will need HTTPRequest + a list 
 of
 steam ids :P
 
 2010/9/11 Harry Strongburgharry.h...@harry.lu
 
 
 On Sat, Sep 11, 2010 at 12:51:49PM +1000, sten rulz wrote:
 How can i send group invites to ev...
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