Re: [hlds] L4D: TK'ing becoming more of an issue

2008-12-07 Thread Eric van Beesten
You have a point that there is a lot of TA on servers. Last week I just
joined one of my server and got TA because they don't want to play with me
(I cant imagion why :) ). I don't have sourcemod installed, so I did not
kick them. Anyway.. I just left and find a server where I could play.

But to come ontopic. I really think this is something sourcemod has to do. 

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens [EMAIL PROTECTED]
Verzonden: maandag 8 december 2008 0:24
Aan: hlds@list.valvesoftware.com
Onderwerp: [hlds] L4D: TK'ing becoming more of an issue

I rent a server, but occasionally I have to join other servers without  
active administrators. In the past couple of days I've run across game  
degrading behavior stemming from pairs of team killers. They aren't  
autokicked nor vote kicked. Typically I just leave and find another lobby,  
but it happened twice in a gaming session and feel that it could be  
resolved fairly easily and quickly by Valve.

If a player chooses not to leave a spawn area within 45 seconds, they  
should be auto-kicked.
If a player chooses to shoot at a team player for 30 seconds (or a total of

25 health), they should be auto-kicked.

There are probably other harsher rules, but should control some of the  
behavior in the game. It's become a more frequent problem and one that  
can't be resolved by a team that can't get a majority of the votes for a  
vote kick.
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Re: [hlds] Left 4 Dead Update Available

2008-12-04 Thread Eric van Beesten
Maybe a stupid question, but hldsupdatetool capable of updating multiple
directory's? This can spare valve a lot of bandwidth and is quicker and
easy-er to download. 

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jason Ruymen
Verzonden: vrijdag 5 december 2008 0:54
Aan: Half-Life dedicated Win32 server mailing list;
[EMAIL PROTECTED]; [EMAIL PROTECTED]
Onderwerp: [hlds] Left 4 Dead Update Available

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

- Finding a dedicated server when starting the game from a lobby is now
faster and more reliable
- Versus mode is now locked to Normal difficulty
- Difficulty on a server is now locked to the one set by the lobby
reservation
- Fixed lagouts/spikes after level transition
- Fixed directory issue with spray logs in some cases
- Fixed video settings not saving after closing video options dialog
- Corrected a boomer suicide exploit
- Several minor localization fixes
- Fixed a error were disabling cheats would incorrectly reset data

Jason

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[hlds] Small bug in log of l4d

2008-12-01 Thread Eric van Beesten
I found something strange in the log. 

After a few round of l4d it was time to do other things, so I disconnected.
A other person is falling in for me and continue with the other 3. But after
I disconnect and check the log I see that I'm still in the server:

00:10:36 L 12/02/2008 - 00:17:52: |Le†haL| Eric gets respawn pos
-6573.546387 12025.00 157.306412

Or:

00:15:04 L 12/02/2008 - 00:22:21: TAB|Le†haL| Eric(7), state 2

I'm getting this log after I disconnected

If I'm checking hlsw I see that I'm not on the server anymore. Also I see
that the person who joined for me is killing infected:

0:12:53 L 12/02/2008 - 00:20:10: (DEATH)[L-TF2]
Johnny_Blaze666349STEAM_1:0:1564778SurvivorNamVetALIVE66+0setpo
s_exact -4411.84 9575.90 -147.97; setang -0.55 24.00 0.00Area 17248
killed infected210InfectedinfectedDEAD-27setpos_exact -3486.90
9986.88 -191.97; setang 0.00 213.49 0.00Area 29884 with rifle
(headshot)

Now this isn’t a really big bug, but it could be a problem for a stats. 


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Re: [hlds] Enabling Tracking of Rank and Number of Players?

2008-11-28 Thread Eric van Beesten
I noticed that too, but i think it cannot be fixed by us. I also see that
the steamcommunity server (in main menu) are sometimes faster than other
times. Maybe a valve server is serving this to the clients.. and it's
sometimes slow (or down). But I'm not sure of that...

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Tom Richardson
Verzonden: vrijdag 28 november 2008 12:16
Aan: hlds@list.valvesoftware.com
Onderwerp: [hlds] Enabling Tracking of Rank and Number of Players?

On most servers I join, under the This 3rd party server provided by..
banner it says the server rank, and amount of players served. However on
mine these numbers seem resolutely stuck on 0. Does anyone know how to
enable this feature?
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Re: [hlds] How about some server instructions and server.cfg files?

2008-11-25 Thread Eric van Beesten
To be honnest, i think he is right. We don't whine, but instead we give
feedback (some feedback is a little negative formulated.. but its feedback).
I'm sure they all read the mailinglist (hi, guys!!!), but its sometimes
annoying when you don't know a roadmap. For example, all the feedback we
have given.. when does it gets updated? And most important, does it get
updated? Game is out for almost a week now and we still haven't got a
update. We don't know when the update is coming.

We indeed contribute to the success of the left4dead games. I'm sure that
valve won't going to host lots of left4dead servers. Giving support to game
buyers is a really important factor, but giving support to servermanagers
(like update info/ roadmaps and maybe server.cfg instruction) is also a
important factor!

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Olly
Verzonden: dinsdag 25 november 2008 11:55
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: Re: [hlds] How about some server instructions and server.cfg
files?

They don't make it a pain.. If you don't know how to setup servers, then
maybe you shouldn't be doing so. There are 1000's of other servers that are
up and working fine without posting a whine thread.

2008/11/25 ccfan4326 [EMAIL PROTECTED]

 What I meant is that those who rent and host L4D servers are helping
 to support the game. I guess it's not as significant as with
 CSS/TF2/etc, but yeah. It's not just Valve either. Why developers tend
 to make it a pain for server admins to setup a server for MP-centric
 games I do not know.

 On Mon, Nov 24, 2008 at 9:27 PM, Dr.Stinglock [EMAIL PROTECTED]
 wrote:
  We are not paying them (valve) a cent to host servers.
 
  There is a once payment  for the client install though.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of ccfan4326
  Sent: Tuesday, 25 November 2008 2:01 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] How about some server instructions and server.cfg
 files?
 
  We're the ones paying them and paying for servers to support their
  game, is it too much to ask for some decent documentation?
 
  On Mon, Nov 24, 2008 at 7:57 PM, John Du Hart [EMAIL PROTECTED]
 wrote:
  Indeed. Everyone needs to stop whining about this.
 
  On Mon, Nov 24, 2008 at 8:28 PM, msleeper [EMAIL PROTECTED]
 wrote:
 
  I bet the Valve guys don't either.
 
  http://instantrimshot.com/
 
  On Mon, 2008-11-24 at 17:07 -0800, Midnight wrote:
   I'd be happy to.  My consulting fees are $250/hr, 50% in advance.  I
   don't work for free sorry.
  
  
   gulfy wrote:
Sounds like you're up to the challenge.
   
On Mon, Nov 24, 2008 at 5:53 PM, Midnight [EMAIL PROTECTED]
 wrote:
   
   
Like he said though, there is not a central consolidated and up
to
  date
list of information about running L4D servers.  It shouldn't take
  more
than 30 minutes to put together and add to a wiki or forum page.
Leaving everyone to their own devices to scour mailing lists and
  forums
looking for answers is pretty unprofessional frankly.
   
   
Kevin Ottalini wrote:
   
There have been qute a few posts from valve on the linux email
 list
   
(about
   
L4D), look there too.
   
   
   
   
 
 

http://www.mail-archive.com/[EMAIL PROTECTED]/maillist.html
   
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[hlds] Connecting to a server is just terrible with l4d

2008-11-23 Thread Eric van Beesten
After the full version release i have big troubles with connecting to a
server. I have installed 14 servers on a good server in my country, with a
really low latency/ping on that server. But I never play on of that servers
if I connect form the lobby (even when the servers are empty). Instead I
play on france/Italy/german servers. I know about the sv_search_max_key, but
I have the feeling it have no influence on the search. 

Beside the high ping I have the following problems:

- server timeouts when connecting. 9 out of 10 I get a connection time out
when I join a game. This way I have to retry to connect again. They only
problem with the reconnecting is that my steamid is still active on the
server. So I have to wait a few minutes to retry.
- no connection (when the lobby is connecting I get 5 out of 10 the error
that the client has connect 20 times to the server, but can't find a
connection.. a strange thing is that I can see the server running in hlsw)
- the laggy server... did I mention the laggy server? Owhh god.. it seems
that my client only wants a laggy server to play on.
- There is a other strange thing about the connection with l4d. When I get
the timeout message I see all my gameserver go down in hlsw for 30 seconds.
Even the counterstrike source/team fortress 2/counterstrike servers. My
internet isn't down, because I stay connected with teamspeak or can browse
the internet.

I'm living in a country with a descent connection (the Netherlands) and I
usually don't have any troubles with connection to server (hosting multiple
games like tf2/css).. but when I play l4d I need to reconnect at least 2 or
3 times before I can play on a france/Italy/german server...

I know this has mostly to do with client side, but I still think I'm not the
only one with this problem. If you just a person who plays a game now and
then, it is just frustrating (and not funny) to connect multiple times to a
server before getting a descent one.

I just want to feedback my experience to make left4dead a beter game. 

Greetz,

Eric


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Re: [hlds] Connecting to a server is just terrible with l4d

2008-11-23 Thread Eric van Beesten
Crap, its late here.. so there are some typo's in my mail! Sorry about that.

Just a correction. With sv_search_max_key I mean sv_search_max_ping

Greets,

Eric

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Eric van Beesten
Verzonden: maandag 24 november 2008 0:01
Aan: 'Half-Life dedicated Win32 server mailing list'
Onderwerp: [hlds] Connecting to a server is just terrible with l4d

After the full version release i have big troubles with connecting to a
server. I have installed 14 servers on a good server in my country, with a
really low latency/ping on that server. But I never play on of that servers
if I connect form the lobby (even when the servers are empty). Instead I
play on france/Italy/german servers. I know about the sv_search_max_key, but
I have the feeling it have no influence on the search. 

Beside the high ping I have the following problems:

- server timeouts when connecting. 9 out of 10 I get a connection time out
when I join a game. This way I have to retry to connect again. They only
problem with the reconnecting is that my steamid is still active on the
server. So I have to wait a few minutes to retry.
- no connection (when the lobby is connecting I get 5 out of 10 the error
that the client has connect 20 times to the server, but can't find a
connection.. a strange thing is that I can see the server running in hlsw)
- the laggy server... did I mention the laggy server? Owhh god.. it seems
that my client only wants a laggy server to play on.
- There is a other strange thing about the connection with l4d. When I get
the timeout message I see all my gameserver go down in hlsw for 30 seconds.
Even the counterstrike source/team fortress 2/counterstrike servers. My
internet isn't down, because I stay connected with teamspeak or can browse
the internet.

I'm living in a country with a descent connection (the Netherlands) and I
usually don't have any troubles with connection to server (hosting multiple
games like tf2/css).. but when I play l4d I need to reconnect at least 2 or
3 times before I can play on a france/Italy/german server...

I know this has mostly to do with client side, but I still think I'm not the
only one with this problem. If you just a person who plays a game now and
then, it is just frustrating (and not funny) to connect multiple times to a
server before getting a descent one.

I just want to feedback my experience to make left4dead a beter game. 

Greetz,

Eric


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Re: [hlds] Left 4 Dead Win32 Update

2008-11-18 Thread Eric van Beesten
Just a question, what is the starup line? +maxplayers 8?

Because without it, it's a 4 players server.

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jason Ruymen
Verzonden: dinsdag 18 november 2008 7:38
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: [hlds] Left 4 Dead Win32 Update

The Win32 Left 4 Dead Dedicated Server has been updated.  Please run
hldsupdatetool to receive the update.  This should fix the missing files
when downloading from hldsupdatetool.

Jason

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Re: [hlds] Left 4 Dead Demo Update Available

2008-11-16 Thread Eric van Beesten
Maybe a stupid question,

Yesterday i have added sv_steamgroup groupid to my server.cfg. rebooted
the server and when I connected to my l4d demo I saw, in the main menu, my
servers. But now I can't find them anymore ingame. Even when I search for
them. I'm sure the sv_steamgroup is set and has the correct groupid. Really
strange..

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Patrick Shelley
Verzonden: zondag 16 november 2008 12:52
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: Re: [hlds] Left 4 Dead Demo Update Available

Is this right for multiple steam groups?

sv_steamgroup 123456,23456,45678

or

sv_steamgroup 123456

sv_steamgroup 23456

Thx,

Patrick

On 11/15/08, Brian D'Arcy [EMAIL PROTECTED] wrote:

 This was not an issue 2.. 3 updates ago, something in the last week of
 updates has caused it.  I'm sure valve will get it fixed before launch
 (hopefully).



 On Sat, Nov 15, 2008 at 2:51 PM, AnAkIn . [EMAIL PROTECTED] wrote:

  Rate can be changed.
 
  cl_updaterate and cl_cmdrate are just limited to 30 because server's FPS
 is
  30, so it's useless to put them higher.
 
  and there's no sv_maxupdaterate/sv_minupdaterate (would be useless
anyway
 I
  think, since the max updaterate is 30 and the min is 10)
 
  2008/11/15 bl4nk [EMAIL PROTECTED]
 
   What about updaterate and cmdrate? The post I saw involved changing
the
   rate (which you said can't be changed, so that doesn't matter), and
   those two as well.
  
   Cc2iscooL wrote:
Thing is, your rates are locked to 10,000, and aren't manage-able by
  the
server...thus we have the problem.
   
On Sat, Nov 15, 2008 at 12:13 PM, bl4nk [EMAIL PROTECTED] wrote:
   
   
I've had this problem a few times as well. I saw a fix posted
  somewhere
(mailing list or elsewhere, I don't remember) that involved
cranking
  up
your rates on the client.
   
Cc2iscooL wrote:
   
Alright, there's a problem going on since two updates ago. Every
 time
  I
reach the subway level, until I get to the lower subway (just past
  the
escalators), my net_graph looks like the following... and other
  players
   
are
   
experiencing this too.
   
http://www.1337gaming.com/l4dpics/
   
This situation loops over and over...it seems to be a client
 problem,
   
some
   
clients get it all the time, some get it occasionally, and some
get
  it
   
not
   
at all. Very strange. I've reinstalled my server from scratch,
  verified
   
my
   
client files, and all sorts of other changes, with no result. Has
   anyone
else seen this or is it just me?
   
   
   
On Fri, Nov 14, 2008 at 8:09 PM, Jason Ruymen 
   [EMAIL PROTECTED]
wrote:
   
   
   
A required update for the Left 4 Dead Demo has been released.
   Please
   
run
   
hldspdatetool to receive the update.  The specific changes
 include:
   
- Added the ability to tie game servers to Steam Community
groups.
   Group
administrators can now see the GroupID on the group's
 administrative
   
page,
   
which can be used as the value for sv_steamgroup. Users that are
 in
   that
group will then be able to browse directly to them from the main
  menu
- Fixed setinfo exploit
- Fixed a crash when exiting the game
- Fixed a few cases where the game would crash when using ALT-TAB
- Fixed a problem that could cause texture corruption on some ATI
   video
cards
- Fixed a bug that could cause infected horde to disappear
   
And we've added more documentation for dedicated servers in the
 file
dedicatedserver_readme.txt
   
Jason
   
   
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Re: [hlds] Left 4 Dead Demo Update Available

2008-11-16 Thread Eric van Beesten
Correction,

I see my servers after 30 seconds/1 minute in the main menu. This is the
same problem already posted by other people on the mailinglist. So problem
is already known.


Greetz,

eric

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Eric van Beesten
Verzonden: zondag 16 november 2008 13:57
Aan: 'Half-Life dedicated Win32 server mailing list'
Onderwerp: Re: [hlds] Left 4 Dead Demo Update Available

Maybe a stupid question,

Yesterday i have added sv_steamgroup groupid to my server.cfg. rebooted
the server and when I connected to my l4d demo I saw, in the main menu, my
servers. But now I can't find them anymore ingame. Even when I search for
them. I'm sure the sv_steamgroup is set and has the correct groupid. Really
strange..

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Patrick Shelley
Verzonden: zondag 16 november 2008 12:52
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: Re: [hlds] Left 4 Dead Demo Update Available

Is this right for multiple steam groups?

sv_steamgroup 123456,23456,45678

or

sv_steamgroup 123456

sv_steamgroup 23456

Thx,

Patrick

On 11/15/08, Brian D'Arcy [EMAIL PROTECTED] wrote:

 This was not an issue 2.. 3 updates ago, something in the last week of
 updates has caused it.  I'm sure valve will get it fixed before launch
 (hopefully).



 On Sat, Nov 15, 2008 at 2:51 PM, AnAkIn . [EMAIL PROTECTED] wrote:

  Rate can be changed.
 
  cl_updaterate and cl_cmdrate are just limited to 30 because server's FPS
 is
  30, so it's useless to put them higher.
 
  and there's no sv_maxupdaterate/sv_minupdaterate (would be useless
anyway
 I
  think, since the max updaterate is 30 and the min is 10)
 
  2008/11/15 bl4nk [EMAIL PROTECTED]
 
   What about updaterate and cmdrate? The post I saw involved changing
the
   rate (which you said can't be changed, so that doesn't matter), and
   those two as well.
  
   Cc2iscooL wrote:
Thing is, your rates are locked to 10,000, and aren't manage-able by
  the
server...thus we have the problem.
   
On Sat, Nov 15, 2008 at 12:13 PM, bl4nk [EMAIL PROTECTED] wrote:
   
   
I've had this problem a few times as well. I saw a fix posted
  somewhere
(mailing list or elsewhere, I don't remember) that involved
cranking
  up
your rates on the client.
   
Cc2iscooL wrote:
   
Alright, there's a problem going on since two updates ago. Every
 time
  I
reach the subway level, until I get to the lower subway (just past
  the
escalators), my net_graph looks like the following... and other
  players
   
are
   
experiencing this too.
   
http://www.1337gaming.com/l4dpics/
   
This situation loops over and over...it seems to be a client
 problem,
   
some
   
clients get it all the time, some get it occasionally, and some
get
  it
   
not
   
at all. Very strange. I've reinstalled my server from scratch,
  verified
   
my
   
client files, and all sorts of other changes, with no result. Has
   anyone
else seen this or is it just me?
   
   
   
On Fri, Nov 14, 2008 at 8:09 PM, Jason Ruymen 
   [EMAIL PROTECTED]
wrote:
   
   
   
A required update for the Left 4 Dead Demo has been released.
   Please
   
run
   
hldspdatetool to receive the update.  The specific changes
 include:
   
- Added the ability to tie game servers to Steam Community
groups.
   Group
administrators can now see the GroupID on the group's
 administrative
   
page,
   
which can be used as the value for sv_steamgroup. Users that are
 in
   that
group will then be able to browse directly to them from the main
  menu
- Fixed setinfo exploit
- Fixed a crash when exiting the game
- Fixed a few cases where the game would crash when using ALT-TAB
- Fixed a problem that could cause texture corruption on some ATI
   video
cards
- Fixed a bug that could cause infected horde to disappear
   
And we've added more documentation for dedicated servers in the
 file
dedicatedserver_readme.txt
   
Jason
   
   
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Re: [hlds] HLDS L4D, 2 full versions?

2008-11-14 Thread Eric van Beesten
Think we will soon get a announce. You can start pre-order l4d client now on
steam.. so server files will also be available. I really hope valve is
releasing all the serverfiles a day earlier then the game unlocks. This way
I'm sure my server is running before the release. We all remember the
release of the demo files 

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jonah Hirsch
Verzonden: vrijdag 14 november 2008 9:37
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: Re: [hlds] HLDS L4D, 2 full versions?

l4d_full is still there, just not in the list

hldsupdatetool -command update -game l4d_full -dir whatever

It installs fine, but it looks like not all the files are there yet

L L wrote:
 Guess they took l4d_full out, I saw it earlier and installed it.

 But the left4dead is just a demo, wonder whats different... oh well.
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Re: [hlds] Left 4 Dead Demo Update Available

2008-11-11 Thread Eric van Beesten
[offtopic]

Pff who wants to play on specialattack ;)

[ontopic]

I see now 1 server filled the last hour. All other server stay empty.

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Saint K.
Verzonden: dinsdag 11 november 2008 12:25
Aan: 'Half-Life dedicated Win32 server mailing list'
Onderwerp: Re: [hlds] Left 4 Dead Demo Update Available

Noticed the same here on Linux. All servers remain empty this morning.

Cheers,

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Eric van Beesten
Sent: Tuesday, November 11, 2008 11:56 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Left 4 Dead Demo Update Available

Owhhh is the demo deserted? Because I don't see any players on my 7 servers
:( 

To my server.cfg I have added:
setmaster add 68.142.72.250:27011
setmaster add 72.165.61.189:27011

I can join my own server, but nobody is playing :(

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Eric van Beesten
Verzonden: dinsdag 11 november 2008 10:44
Aan: 'Half-Life dedicated Win32 server mailing list'
Onderwerp: Re: [hlds] Left 4 Dead Demo Update Available

From the last update i get many disconnects during the game. I can connect
to my server, but when I begin to play I get a message that the server is
timed out (in the right upper screen I get a message that it will
autoconnect again.. in red). The reconnection is only 1 or 2 sec's. But I
get it more than once during the game.



-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jason Ruymen
Verzonden: dinsdag 11 november 2008 1:57
Aan: Half-Life dedicated Win32 server mailing list;
[EMAIL PROTECTED]; [EMAIL PROTECTED]
Onderwerp: [hlds] Left 4 Dead Demo Update Available

A required update for the Left 4 Dead Demo Dedicated Server has been
released.  Please run hldsupdatetool to receive the update.  The specific
changes include:

- Tuned matchmaking to provide better search results
- Added UI to host a game on a local server
- Improvements and performance optimizations to network layer
- Improved handling of unsupported graphics hardware
- Fixed a rare crash when kicking people from lobby
- Fixes for demo exploits
- Localization fixes
- Increase automatic port range when running a Linux dedicated server with
-fork

Jason

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Re: [hlds] Left 4 Dead Demo Update Available

2008-11-11 Thread Eric van Beesten
From the last update i get many disconnects during the game. I can connect
to my server, but when I begin to play I get a message that the server is
timed out (in the right upper screen I get a message that it will
autoconnect again.. in red). The reconnection is only 1 or 2 sec's. But I
get it more than once during the game.



-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jason Ruymen
Verzonden: dinsdag 11 november 2008 1:57
Aan: Half-Life dedicated Win32 server mailing list;
[EMAIL PROTECTED]; [EMAIL PROTECTED]
Onderwerp: [hlds] Left 4 Dead Demo Update Available

A required update for the Left 4 Dead Demo Dedicated Server has been
released.  Please run hldsupdatetool to receive the update.  The specific
changes include:

- Tuned matchmaking to provide better search results
- Added UI to host a game on a local server
- Improvements and performance optimizations to network layer
- Improved handling of unsupported graphics hardware
- Fixed a rare crash when kicking people from lobby
- Fixes for demo exploits
- Localization fixes
- Increase automatic port range when running a Linux dedicated server with
-fork

Jason

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Re: [hlds] Left 4 Dead Demo Update Available

2008-11-11 Thread Eric van Beesten
Owhhh is the demo deserted? Because I don't see any players on my 7 servers
:( 

To my server.cfg I have added:
setmaster add 68.142.72.250:27011
setmaster add 72.165.61.189:27011

I can join my own server, but nobody is playing :(

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Eric van Beesten
Verzonden: dinsdag 11 november 2008 10:44
Aan: 'Half-Life dedicated Win32 server mailing list'
Onderwerp: Re: [hlds] Left 4 Dead Demo Update Available

From the last update i get many disconnects during the game. I can connect
to my server, but when I begin to play I get a message that the server is
timed out (in the right upper screen I get a message that it will
autoconnect again.. in red). The reconnection is only 1 or 2 sec's. But I
get it more than once during the game.



-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jason Ruymen
Verzonden: dinsdag 11 november 2008 1:57
Aan: Half-Life dedicated Win32 server mailing list;
[EMAIL PROTECTED]; [EMAIL PROTECTED]
Onderwerp: [hlds] Left 4 Dead Demo Update Available

A required update for the Left 4 Dead Demo Dedicated Server has been
released.  Please run hldsupdatetool to receive the update.  The specific
changes include:

- Tuned matchmaking to provide better search results
- Added UI to host a game on a local server
- Improvements and performance optimizations to network layer
- Improved handling of unsupported graphics hardware
- Fixed a rare crash when kicking people from lobby
- Fixes for demo exploits
- Localization fixes
- Increase automatic port range when running a Linux dedicated server with
-fork

Jason

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[hlds] Explanation of hosting lobby's

2008-11-09 Thread Eric van Beesten
Is it just me or is there something wrong with hosting the lobby's? I played
the demo for a few hours now, but I never get assigned to a decent server
nearby me. Most of my connection is poor. Sometimes all the 4 persons player
have poor connection. If I look at my hlsw I see that a few servers of mine
are waiting for a new lobby. Why do I get assigned to a server far, far, far
away, while my servers are empty. Yesterday I played on a France server,
while I'm dutch. I don't believe that there wasn't any dutch lobby available
during the search.

Halve of my community is play l4d, but I never see anybody on 1 of my 7 l4d
servers.

So my question. How does the assignment is going? Is the leader of the lobby
responsible for the choice of dedicated server? Or does this work?


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Re: [hlds] Explanation of hosting lobby's

2008-11-09 Thread Eric van Beesten
People are connecting to my server... but not me :( 

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Matthew Gottlieb
Verzonden: zondag 9 november 2008 16:08
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: Re: [hlds] Explanation of hosting lobby's

Add this to your server's server.cfg:
setmaster add 68.142.72.250:27011
setmaster add 72.165.61.189:27011

The moment I added those lines, people started to join my servers :)

~ Matt

On Sun, Nov 9, 2008 at 6:56 AM, AnAkIn . [EMAIL PROTECTED] wrote:

 (you have to set that on your client, not on the server)


 2008/11/9 AnAkIn . [EMAIL PROTECTED]

  sv_search_max_ping 90
 
  or lower, depending of the max ping you can get on your servers.
 
  2008/11/9 Eric van Beesten [EMAIL PROTECTED]
 
  Is it just me or is there something wrong with hosting the lobby's? I
  played
  the demo for a few hours now, but I never get assigned to a decent
 server
  nearby me. Most of my connection is poor. Sometimes all the 4 persons
  player
  have poor connection. If I look at my hlsw I see that a few servers of
  mine
  are waiting for a new lobby. Why do I get assigned to a server far,
far,
  far
  away, while my servers are empty. Yesterday I played on a France
server,
  while I'm dutch. I don't believe that there wasn't any dutch lobby
  available
  during the search.
 
  Halve of my community is play l4d, but I never see anybody on 1 of my 7
  l4d
  servers.
 
  So my question. How does the assignment is going? Is the leader of the
  lobby
  responsible for the choice of dedicated server? Or does this work?
 
 
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Re: [hlds] Left 4 Dead Demo Updated Released

2008-11-07 Thread Eric van Beesten
Tnx.. this is fixing my problem too. No players connecting after the update.
Adding those 2 masterserver will fix the problem.!



-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens bl4nk
Verzonden: vrijdag 7 november 2008 8:16
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: Re: [hlds] Left 4 Dead Demo Updated Released

I'm not sure if all Windows servers are having the same problem that 
mine were, but they're not adding the master servers to their list. I 
remedied it by adding the following lines to my server.cfg:

setmaster add 68.142.72.250:27011
setmaster add 72.165.61.189:27011

Once I put those two lines in there and executed the server.cfg, they 
showed right back up on the server list again.

Cc2iscooL wrote:
 -Facepalms-

 Windows servers drop to 10FPS when they're in hibernation AKA no
players.
 I watched my servers this morning, and as they jumped out of hibernation
FPS
 went to 29.xx. Once back in hibernation they go down to 10FPS. This is
 normal.

 On Fri, Nov 7, 2008 at 1:07 AM, Saint K. [EMAIL PROTECTED] wrote:

   
 I applied this update on both windows and Linux.

 Linux servers get populated, windows servers are in a 10FPS deadlock
again.

 Saint K.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
 Sent: Friday, November 07, 2008 5:09 AM
 To: Half-Life dedicated Win32 server mailing list;
 [EMAIL PROTECTED]; [EMAIL PROTECTED]
 Subject: [hlds] Left 4 Dead Demo Updated Released

 The Left 4 Dead Demo has been updated.  Please run hldsupdatetool to
 receive
 it.  The specific changes include:

 - Fixed several issues with matchmaking and password protected servers
 - Tuned matchmaking to provide better search results
 - Fixed bug where servers could stay reserved by matchmaking forever
 - Performance optimizations and fixes to networking layer
 - Fixed issue where game could cause Steam executable to use too much CPU
 - Fixed music resetting when changing video settings
 - Fixed some issues with not being able to chat and/or connect to other
 users

 In addition to those, we've also added some early features to help enable
 private servers.  There are two ways to enable this:

 Set a sv_search_key to a unique string on the server
 Do the same on each client that will want to connect
 Start a map on the server
 Searches for games should be restricted to only finding servers with that
 search key

 Or

 Set sv_allow_lobby_connect_only 0
 Set sv_password to a non-empty string
 Start a map on the server
 Tell the client the IP address of the server
 Client uses console to connect ip just like the good old days
 Should result in password prompt during connect to server

 These features are still a work in progress.

 Jason

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Re: [hlds] Dedicated Servers Hosting Console Players?

2008-11-07 Thread Eric van Beesten
Maybe those server files are used to host a xbox server. But I don't think
it's a cross dedicated server. I really hope not, because a mouse beats the
controller on FPS games. I can find only 2 reasons why valve wanted to bring
left4dead to the xbox.. 1ste money aspect and 2nd pressure from EA. But that
is still my opinion, because I think the zombies are way too fast for a
controller (atleast for a casual gamer)... sorry about the xbox frustration
;)

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Brad
Verzonden: vrijdag 7 november 2008 10:34
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: [hlds] Dedicated Servers Hosting Console Players?

I really haven't found any proof of this or anything (it really is hard to
get a firm grip on whether this is the case or not because the server files
include a whole bunch of client code), but does anyone know for sure if our
dedicated servers are being used to host Xbox 360 players?  Obviously, there
is the line SupportsXbox360 1 in gameinfo.txt that leads one to this
conclusion.  Even if this isn't the case, does anyone have any idea what
that file is talking about?  It clearly is a file intended for PCs, but
there are console references in it.  I feel like something fishy is going
on, but I hope I am wrong.
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Re: [hlds] Left 4 Dead dedicated servers

2008-11-06 Thread Eric van Beesten
Before anybody is screeming.. is there somebody that already have succesfull
started the server? So with text etc? 

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Kitteny Berk
Verzonden: donderdag 6 november 2008 16:27
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: Re: [hlds] Left 4 Dead dedicated servers

I'm not so sure about that.

connect IP:port seems to work in the console, but as my server won't 
bloody start, I can't confirm.

Matt Lyons wrote:
 Brian D'Arcy wrote:
   
 Same, srcds.exe just exits with nothing.

 

 Same, win2k boxes, left4dead.exe dies with an error:

 Application load error: 5:0065434

 srcds.exe just exits with no error, log or dump.

 Err... you did release everything right?

 In other news there are servers up and it appears you cannot connect to 
 a specific server :(

   


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Re: [hlds] Left 4 Dead Demo Dedicated Server updated

2008-11-06 Thread Eric van Beesten
Tnx,

I'm getting console now.. but now i got a error unable to load steam
library :)

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jason Ruymen
Verzonden: donderdag 6 november 2008 17:14
Aan: Half-Life dedicated Linux server mailing list; Half-Life dedicated
Win32 server mailing list; [EMAIL PROTECTED]
Onderwerp: [hlds] Left 4 Dead Demo Dedicated Server updated

A small fix for the Linux and Win32 L4D Demo Dedicated Servers have been
released.  Please run hldsupdatetool (with either the game parameter of
l4d_demo, or left4dead) to get the new files.  This should allow dedicated
servers to run.

Jason

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Re: [hlds] Left 4 Dead Demo Dedicated Server updated

2008-11-06 Thread Eric van Beesten
Had the same problem.. try it now! 

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Matt Lyons
Verzonden: donderdag 6 november 2008 17:20
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: Re: [hlds] Left 4 Dead Demo Dedicated Server updated

Some progress, I now get a normal console output however I get the 
following errors on it:

Unable to load Steam support library.
This server will operate in LAN mode only.
Unable to load Steam library



Jason Ruymen wrote:
 A small fix for the Linux and Win32 L4D Demo Dedicated Servers have been
released.  Please run hldsupdatetool (with either the game parameter of
l4d_demo, or left4dead) to get the new files.  This should allow dedicated
servers to run.
 
 Jason
 
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-- 
Matt Lyons (Bsc CS  Soft Eng)
Content Administrator, Internode Systems
Level 3, 132 Grenfell St, Adelaide SA 5000
Ph: (08) 8228 2877
E-mail: [EMAIL PROTECTED]
WWW: www.internode.com.au
In theory, there is no difference between theory and practice; In 
practice, there is.

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Re: [hlds] Left 4 Dead dedicated servers

2008-11-06 Thread Eric van Beesten
Just to set things clear.

This server is different from the other valve server. You can see your
server is a 14 slots, but you can not play with that lot. I think a
dedicated server can host more then 1 game at the same time. If a player is
making a lobby he needs to host it at a random dedicated server. So starting
up with +map blablabla is, what I think, useless. 

My server is running, but I don't see actually players  on my server. So I
don't now if this is a good or bad thing. Can anybody tell me if he/she has
actual players on his dedicated server?

My start.bat:

@echo off
cls
echo ** Protecting srcds from crashes...
echo ** If you want to close srcds and this script, close the srcds window 
echo ** and type Y depending on your language followed by Enter.


:srcds

echo mod_server (%time%,%date%) update started.
D:\lethal\l4d\HldsUpdateTool.exe -command update -game l4d_demo -dir . 

echo mod_server (%time%,%date%) srcds started.  
cmd /c srcds.exe -console -game left4dead +ip my ip -port 27015
echo (%time%) WARNING: srcds closed or crashed, restarting.

goto srcds


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Re: [hlds] Left 4 Dead dedicated servers

2008-11-06 Thread Eric van Beesten
Mmm strange.. my server is working, but nobody is connecting. I can even
connect myself though console.

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Brian D'Arcy
Verzonden: donderdag 6 november 2008 18:21
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: Re: [hlds] Left 4 Dead dedicated servers

Mind elaborating on your settings/os etc?

On Thu, Nov 6, 2008 at 12:18 PM, J T [EMAIL PROTECTED] wrote:

 I've gotten my server working, and its on gametracker.

 http://www.gametracker.com/server_info/64.40.113.135:27016/

 On Thu, Nov 6, 2008 at 9:10 AM, Eric van Beesten [EMAIL PROTECTED]
 wrote:

  Just to set things clear.
 
  This server is different from the other valve server. You can see your
  server is a 14 slots, but you can not play with that lot. I think a
  dedicated server can host more then 1 game at the same time. If a player
 is
  making a lobby he needs to host it at a random dedicated server. So
  starting
  up with +map blablabla is, what I think, useless.
 
  My server is running, but I don't see actually players  on my server. So
 I
  don't now if this is a good or bad thing. Can anybody tell me if he/she
 has
  actual players on his dedicated server?
 
  My start.bat:
 
  @echo off
  cls
  echo ** Protecting srcds from crashes...
  echo ** If you want to close srcds and this script, close the srcds
 window
  echo ** and type Y depending on your language followed by Enter.
 
 
  :srcds
 
  echo mod_server (%time%,%date%) update started.
  D:\lethal\l4d\HldsUpdateTool.exe -command update -game l4d_demo -dir .
 
  echo mod_server (%time%,%date%) srcds started.
  cmd /c srcds.exe -console -game left4dead +ip my ip -port 27015
  echo (%time%) WARNING: srcds closed or crashed, restarting.
 
  goto srcds
 
 
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Re: [hlds] Left 4 Dead dedicated servers

2008-11-06 Thread Eric van Beesten
I also cant connect to your server.. so I think the connect commando isn't
working (yet).. or I am doing something wrong :)

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens J T
Verzonden: donderdag 6 november 2008 18:19
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: Re: [hlds] Left 4 Dead dedicated servers

I've gotten my server working, and its on gametracker.

http://www.gametracker.com/server_info/64.40.113.135:27016/

On Thu, Nov 6, 2008 at 9:10 AM, Eric van Beesten
[EMAIL PROTECTED]wrote:

 Just to set things clear.

 This server is different from the other valve server. You can see your
 server is a 14 slots, but you can not play with that lot. I think a
 dedicated server can host more then 1 game at the same time. If a player
is
 making a lobby he needs to host it at a random dedicated server. So
 starting
 up with +map blablabla is, what I think, useless.

 My server is running, but I don't see actually players  on my server. So I
 don't now if this is a good or bad thing. Can anybody tell me if he/she
has
 actual players on his dedicated server?

 My start.bat:

 @echo off
 cls
 echo ** Protecting srcds from crashes...
 echo ** If you want to close srcds and this script, close the srcds window
 echo ** and type Y depending on your language followed by Enter.


 :srcds

 echo mod_server (%time%,%date%) update started.
 D:\lethal\l4d\HldsUpdateTool.exe -command update -game l4d_demo -dir .

 echo mod_server (%time%,%date%) srcds started.
 cmd /c srcds.exe -console -game left4dead +ip my ip -port 27015
 echo (%time%) WARNING: srcds closed or crashed, restarting.

 goto srcds


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Re: [hlds] Left 4 Dead dedicated servers

2008-11-06 Thread Eric van Beesten
Atleast you ping is jumping.. my servers is running but I don't see him in
hlsw. This problem is only from the last 5 minutes. Before that I see my
server in hlsw.

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Chris Brunelle
Verzonden: donderdag 6 november 2008 20:04
Aan: 'Half-Life dedicated Win32 server mailing list'
Onderwerp: Re: [hlds] Left 4 Dead dedicated servers

Yeah 10fps here as well and my ping is jumping from 6ms-100ms+ in HLSW ON
the actual dedicated server.

Could someone try and connect to this server for me, I'm at work and can't
load up the client to test the connection myself.

69.65.58.125:27015



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Don Williams
Sent: Thursday, November 06, 2008 12:01 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Left 4 Dead dedicated servers

I see the unable to load steam library message but I do connect to VAC and 
all and 10fps is FAIL!
- Original Message - 
From: Alec Sanger [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: 2008-11-06 1:59 PM
Subject: Re: [hlds] Left 4 Dead dedicated servers



O_o

fps is at 10!?

yikes Date: Thu, 6 Nov 2008 18:56:47 + From: [EMAIL PROTECTED] To: 
hlds@list.valvesoftware.com Subject: Re: [hlds] Left 4 Dead dedicated 
servers  10 while empty.  And yeah, valve policy now (apparently) 
dictates that we can't join our  own servers.  Chris Brunelle wrote:  
I'm curious, what's your FPS sitting at in console?   I don't think we 
can connect directly.yet.   -Original Message-  From: 
[EMAIL PROTECTED]  
[mailto:[EMAIL PROTECTED] On Behalf Of Brian D'Arcy  
Sent: Thursday, November 06, 2008 11:50 AM  To: Half-Life dedicated Win32 
server mailing list  Subject: Re: [hlds] Left 4 Dead dedicated servers 

  This update works! The server launches and runs properly.   I'm still

unable to connect directly to a server however. Client reports:   Server

using lobbies yes, requiring pw no, lobby id 0  Connection to 
xx.xx.xx.xx:27015 failed, server requires lobby reservation  but is 
unreserved.   How can I connect to individual servers to ensure 
everything's working?  ___  
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Re: [hlds] Left 4 Dead Demo Dedicated Server files available

2008-11-05 Thread Eric van Beesten
Is that all what you think?

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



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

Exactly what i was thinking while browsing the file.

2008/11/6 Tony Paloma [EMAIL PROTECTED]

 Thanks for this!

 Was it really necessary to include the 257MB intro movie?

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

 Most of the files for the Left 4 Dead Demo Dedicated Server are now
 available.  This is basically a preload for the Demo dedicated server, as
 we
 have not released all the binaries required to run a server just yet.  So
 if
 you would like to run a server use the game parameter of l4d_demo from
 hldsupdatetool.

 Jason

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Re: [hlds] How to incrase Tickrate

2008-10-20 Thread Eric van Beesten
The tickrate is sometimes hard to explain. But its not only server sided. In
crowded areas a tickrate can easy drop till 45-50. There are lots of things
that can cause this. 

More info.. read this:

http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Basic_
Networking


-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Arek Madej
Verzonden: maandag 20 oktober 2008 17:14
Aan: hlds@list.valvesoftware.com
Onderwerp: [hlds] How to incrase Tickrate

Hi
Is there a way to incrase tickrate at serwer? i have setted up tr 66 but
when serwer is full(32 players on it) tick goes to 45-50. i have quad core
xeon 4x3.0Ghz 4gb ram and linux OS. its dedicated machine only my serwer is
running there so cpu should be fine i saw many serwers that have worst cpu
and they have stable tick.. i installed mani admin plugin at server and few
sourcemod plugins but it doesnt metter to tick when sm/map is running or
not, tick goes down anyway :/
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Re: [hlds] Problems with vac?

2008-10-15 Thread Eric van Beesten
Oeps.. sorry about the messup! I have checked the link in a other tab :)

Pictures:

http://ericjuh.nl/dreamer.jpg
http://ericjuh.nl/thommy_gun.jpg

again.. I'm sure the server was vac secured at that time.

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens bl4nk
Verzonden: woensdag 15 oktober 2008 22:58
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: Re: [hlds] Problems with vac?

 You are not authorised to download this attachment.
Could we get some links that we don't have to register to see, please? :)

Eric van Beesten wrote:
 Do you guys also have problems with VAC lately? The last week our admins
 have spotted players on our server that are vac banned. I am sure that our
 servers are vac secured:

 Proof:


http://www.lethal-zone.eu/download/file.php?id=261mode=view/thommy%20gun.jp
 g

 http://www.lethal-zone.eu/download/file.php?id=260mode=view/dreamer.jpg

 Those are 2 examples of players on our server which we have spotted. Those
 players were connected on different times. 


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[hlds] uploading files

2008-09-26 Thread Eric van Beesten
Maybe somebody else can help me with a small problem.

Our community has 6 different servers with all sourcemod and customs maps on
it. If I want to adjust some advertisement (sourcemod plugin) I need to
upload 6 times 1 .txt files to the different servers. So basicly I do the
following handlings:

Connect to server 1
Go to sourcemod config map
Upload advertisement.txt
Disconnect from server 1
Connect to server 2
Go to sourcemod config map
Upload advertisement.txt
Disconnect from server 2
Connect to server 3
Go to sourcemod config map
Upload advertisement.txt
Disconnect from server 3

Etc...

Although the files are really small, sometimes a few kb or less, its really
annoying to do all this handling to every server. 

Isnt there some sort of program where you can upload those files without all
those handlings? Where you can only add 1 file and the program connects
automaticly to all those server and upload it to the sourcemod config map?

Greetz,

eric 


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[hlds] Google orange box

2008-09-17 Thread Eric van Beesten
Yehhh, who doesn't love google :) :

http://www.ericjuh.nl/the_orange_box_pc_dvd_box_art.jpg

source: http://www.theinquirer.net/gb/inquirer/news/2008/09/17/google-valve

[note]

I know it really really reallyy offtopic :)


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Re: [hlds] New Heavy Update

2008-08-16 Thread Eric van Beesten
Btw, http://steamgames.com/tf2/heavy/kgb.htm

I see that we have a lot of archievementbox archievements:

So expect a half hour after the release players are walking with all guns
unlocked!

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Yatin Vadhia
Verzonden: vrijdag 15 augustus 2008 21:34
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: Re: [hlds] New Heavy Update

New Minigun: http://steamgames.com/tf2/heavy/natascha.htm

Regards

Yatin


2008/8/14 Yatin Vadhia [EMAIL PROTECTED]

 New PL map!! http://steamgames.com/tf2/heavy/badwater.htm

 Regards

 Yatin


 2008/8/13 Steve [EMAIL PROTECTED]

 http://steamgames.com/tf2/heavy/kgb.htm


   I want to see the next Meet the .. Video
  - Original Message -
  From: 1nsane [EMAIL PROTECTED]
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Sent: Tuesday, August 12, 2008 5:53 PM
  Subject: Re: [hlds] New Heavy Update
 
 
  So the Arena mode has finally been announced?
 
  tf_arena_max_teamsize
  tf_arena_required_teamsize
  tf_arena_preround_time
  tf_arena_round_time
  tf_arena_force_class
  tf_arena_change_limit
 
  These cvars have been bugging me for a while now :D.
 
  On Tue, Aug 12, 2008 at 5:07 PM, David Ulbrich
  [EMAIL PROTECTED]wrote:
 
  I love the maps that Vilepickle makes like CP_CASTLE.  Another new
one
  that
  he made that is great is DOM_CANALZONE_B3 which is an old school
  quakewars
  Team Fortress map.
 
  As for the update, I can't wait for it to come out as that is my main
  class.
 
  -Video Master
 
 
 
   From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com
 Date:
  Tue, 12 Aug 2008 23:00:10 +0200 Subject: Re: [hlds] New Heavy
Update
  
  I
  always think the next community map will be cp_castle. But I don't
  think
  valve is going to release it! If I'm not wrong valve is going to
  release
  a
  pl or ctf (because they just release a cp map). Because there aren't
  really
  good pl community maps around there it will be a ctf map. There are
  some
  good ctf maps around :) so guys suggest before we will hear it
 tomorrow
  :)
   [offtopic]  Jason, can you wait with the update for 4 weeks ;)
I'm
  on
  vacation then :)  -Oorspronkelijk bericht- Van:
  [EMAIL PROTECTED] [mailto:
  [EMAIL PROTECTED] Namens Yatin Vadhia Verzonden:
  dinsdag 12 augustus 2008 22:21 Aan: Half-Life dedicated Win32 server
  mailing list Onderwerp: [hlds] New Heavy Update  Just FYI, More
 info
  was
  posted on the offical TF2 Blog:  http://steamgames.com/tf2/heavy/
  ___ To unsubscribe, edit
  your
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Re: [hlds] New Heavy Update

2008-08-16 Thread Eric van Beesten
I'm not sure, but the achievements are part of the steamworks. I really
think steamworks can more then implanted in tf2. How hard is it to filter
bots for archievements? Every server that isn't standard is going to a
custom tab.. but it is still possible to change settings to get
archievements faster. I'm almost sure there are more reasons for not
blocking from getting achievements on those achievementsboxes.

I think that more of 50 procent of the fun is gone when a few seconds after
the update everybody is walking with there new guns unlocked. You can ask
yourself if using a file to unlock guns is part of cheating? 

But maybe I'm a too die-hard gamer...

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens 1nsane
Verzonden: zaterdag 16 augustus 2008 23:23
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: Re: [hlds] New Heavy Update

Half hour? 30 seconds... there are files floating around that unlock
everything and apparently Valve is not stopping them :/.

On Sat, Aug 16, 2008 at 3:31 AM, Eric van Beesten
[EMAIL PROTECTED]wrote:

 Btw, http://steamgames.com/tf2/heavy/kgb.htm

 I see that we have a lot of archievementbox archievements:

 So expect a half hour after the release players are walking with all guns
 unlocked!

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens Yatin Vadhia
 Verzonden: vrijdag 15 augustus 2008 21:34
 Aan: Half-Life dedicated Win32 server mailing list
 Onderwerp: Re: [hlds] New Heavy Update

 New Minigun: http://steamgames.com/tf2/heavy/natascha.htm

 Regards

 Yatin


 2008/8/14 Yatin Vadhia [EMAIL PROTECTED]

  New PL map!! http://steamgames.com/tf2/heavy/badwater.htm
 
  Regards
 
  Yatin
 
 
  2008/8/13 Steve [EMAIL PROTECTED]
 
  http://steamgames.com/tf2/heavy/kgb.htm
 
 
I want to see the next Meet the .. Video
   - Original Message -
   From: 1nsane [EMAIL PROTECTED]
   To: Half-Life dedicated Win32 server mailing list
   hlds@list.valvesoftware.com
   Sent: Tuesday, August 12, 2008 5:53 PM
   Subject: Re: [hlds] New Heavy Update
  
  
   So the Arena mode has finally been announced?
  
   tf_arena_max_teamsize
   tf_arena_required_teamsize
   tf_arena_preround_time
   tf_arena_round_time
   tf_arena_force_class
   tf_arena_change_limit
  
   These cvars have been bugging me for a while now :D.
  
   On Tue, Aug 12, 2008 at 5:07 PM, David Ulbrich
   [EMAIL PROTECTED]wrote:
  
   I love the maps that Vilepickle makes like CP_CASTLE.  Another new
 one
   that
   he made that is great is DOM_CANALZONE_B3 which is an old school
   quakewars
   Team Fortress map.
  
   As for the update, I can't wait for it to come out as that is my
 main
   class.
  
   -Video Master
  
  
  
From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com
  Date:
   Tue, 12 Aug 2008 23:00:10 +0200 Subject: Re: [hlds] New Heavy
 Update
   
   I
   always think the next community map will be cp_castle. But I don't
   think
   valve is going to release it! If I'm not wrong valve is going to
   release
   a
   pl or ctf (because they just release a cp map). Because there
aren't
   really
   good pl community maps around there it will be a ctf map. There are
   some
   good ctf maps around :) so guys suggest before we will hear it
  tomorrow
   :)
[offtopic]  Jason, can you wait with the update for 4 weeks ;)
 I'm
   on
   vacation then :)  -Oorspronkelijk bericht- Van:
   [EMAIL PROTECTED] [mailto:
   [EMAIL PROTECTED] Namens Yatin Vadhia
 Verzonden:
   dinsdag 12 augustus 2008 22:21 Aan: Half-Life dedicated Win32
 server
   mailing list Onderwerp: [hlds] New Heavy Update  Just FYI, More
  info
   was
   posted on the offical TF2 Blog:  http://steamgames.com/tf2/heavy/
 
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Re: [hlds] New Heavy Update

2008-08-15 Thread Eric van Beesten
Ahhh poor sasha!

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Yatin Vadhia
Verzonden: vrijdag 15 augustus 2008 21:34
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: Re: [hlds] New Heavy Update

New Minigun: http://steamgames.com/tf2/heavy/natascha.htm

Regards

Yatin


2008/8/14 Yatin Vadhia [EMAIL PROTECTED]

 New PL map!! http://steamgames.com/tf2/heavy/badwater.htm

 Regards

 Yatin


 2008/8/13 Steve [EMAIL PROTECTED]

 http://steamgames.com/tf2/heavy/kgb.htm


   I want to see the next Meet the .. Video
  - Original Message -
  From: 1nsane [EMAIL PROTECTED]
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Sent: Tuesday, August 12, 2008 5:53 PM
  Subject: Re: [hlds] New Heavy Update
 
 
  So the Arena mode has finally been announced?
 
  tf_arena_max_teamsize
  tf_arena_required_teamsize
  tf_arena_preround_time
  tf_arena_round_time
  tf_arena_force_class
  tf_arena_change_limit
 
  These cvars have been bugging me for a while now :D.
 
  On Tue, Aug 12, 2008 at 5:07 PM, David Ulbrich
  [EMAIL PROTECTED]wrote:
 
  I love the maps that Vilepickle makes like CP_CASTLE.  Another new
one
  that
  he made that is great is DOM_CANALZONE_B3 which is an old school
  quakewars
  Team Fortress map.
 
  As for the update, I can't wait for it to come out as that is my main
  class.
 
  -Video Master
 
 
 
   From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com
 Date:
  Tue, 12 Aug 2008 23:00:10 +0200 Subject: Re: [hlds] New Heavy
Update
  
  I
  always think the next community map will be cp_castle. But I don't
  think
  valve is going to release it! If I'm not wrong valve is going to
  release
  a
  pl or ctf (because they just release a cp map). Because there aren't
  really
  good pl community maps around there it will be a ctf map. There are
  some
  good ctf maps around :) so guys suggest before we will hear it
 tomorrow
  :)
   [offtopic]  Jason, can you wait with the update for 4 weeks ;)
I'm
  on
  vacation then :)  -Oorspronkelijk bericht- Van:
  [EMAIL PROTECTED] [mailto:
  [EMAIL PROTECTED] Namens Yatin Vadhia Verzonden:
  dinsdag 12 augustus 2008 22:21 Aan: Half-Life dedicated Win32 server
  mailing list Onderwerp: [hlds] New Heavy Update  Just FYI, More
 info
  was
  posted on the offical TF2 Blog:  http://steamgames.com/tf2/heavy/
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Re: [hlds] GMod sever crash at start

2008-08-06 Thread Eric van Beesten
Can you post your startup commando? And do you see your console or do you
see only your batch windows?

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jake E
Verzonden: woensdag 6 augustus 2008 18:32
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: Re: [hlds] GMod sever crash at start

I'm not using metamod... its a standalone dedicated server. Maxplayers 6,
map: gm_flatgrass.., it's pretty standard. I haven't even made my config
file yet (btw, where can I make one? like for the server name and RCON
password?)

On Wed, Aug 6, 2008 at 11:57 AM, [ЯтR] The-/iller [EMAIL PROTECTED]
 wrote:

 GMod is on OB engine now is it not? If your using metamod with it you
 prolly just need the latest version of metamod

 Its been a while since I last did a gmod server but could you give us
 some specifics on what settings you have in gmod and any extra things
 you are trying to use.

 Jake E wrote:
  and here's some proof... the console crashes a split second after the
 print
  screen. A bunch of lines pop up for a split second saying something
about
  failure. Then it crashes.
 
  On Tue, Aug 5, 2008 at 10:57 PM, Jake E [EMAIL PROTECTED] wrote:
 
 
  My sister closed the console unexpectedly and now the console won't
 start.
  The last line of text in the console is maxplayers set to 6 and then
 it
  crashes. And it's not a big crash, the window just closes. Can anyone
 help
  me fix this?
 
  --
  I don't have a sig -_-
 
 
 
 
 
 

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Re: [hlds] Team Fortress 2 Update Released

2008-07-29 Thread Eric van Beesten
Tnx, already saw my steam updating ;) bug update btw..

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jason Ruymen
Verzonden: woensdag 30 juli 2008 1:37
Aan: Half-Life dedicated Win32 server mailing list;
[EMAIL PROTECTED]; [EMAIL PROTECTED]
Onderwerp: [hlds] Team Fortress 2 Update Released

A new required update for Team Fortress 2 has been released.  Please run
hldsupdatetool to receive it.  The specific changes include:
 
- Fixed team switches on Attack/Defense maps spamming the console
- Fixed the Kritzkrieg not working on servers with crits turned off
- Fixed some clipped localized strings in various in-game dialogs
- Fixed several cases where files were synchronously loaded while the
game was running
- Fixed a shutdown crash in the material system
- Cached rendering of item model panels to improve performance, in
particular while weapon selection was visible
- Added a gear symbol behind the health bar for Engineer buildings, in
both target IDs and freeze panels
- Players killing themselves will now give a kill credit to the last
enemy who damaged them
- Fixed grenades, rockets, and flamethrower being able to fire through
grates at round starts
- Fixed players being killed and creating ragdolls during team switches
- Fixed various exploits and performance problems in CP_Badlands,
CP_Well, and CP_Fastlane
- Removed health bonus from the Backburner

Jason


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Re: [hlds] Team Fortress 2 Update Released

2008-07-29 Thread Eric van Beesten
Crap.. my server is crashing! :(

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jason Ruymen
Verzonden: woensdag 30 juli 2008 1:37
Aan: Half-Life dedicated Win32 server mailing list;
[EMAIL PROTECTED]; [EMAIL PROTECTED]
Onderwerp: [hlds] Team Fortress 2 Update Released

A new required update for Team Fortress 2 has been released.  Please run
hldsupdatetool to receive it.  The specific changes include:
 
- Fixed team switches on Attack/Defense maps spamming the console
- Fixed the Kritzkrieg not working on servers with crits turned off
- Fixed some clipped localized strings in various in-game dialogs
- Fixed several cases where files were synchronously loaded while the
game was running
- Fixed a shutdown crash in the material system
- Cached rendering of item model panels to improve performance, in
particular while weapon selection was visible
- Added a gear symbol behind the health bar for Engineer buildings, in
both target IDs and freeze panels
- Players killing themselves will now give a kill credit to the last
enemy who damaged them
- Fixed grenades, rockets, and flamethrower being able to fire through
grates at round starts
- Fixed players being killed and creating ragdolls during team switches
- Fixed various exploits and performance problems in CP_Badlands,
CP_Well, and CP_Fastlane
- Removed health bonus from the Backburner

Jason


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Re: [hlds] Team Fortress 2 Update Released

2008-07-29 Thread Eric van Beesten
Yep, old buggy.. its because of a lag issue that get some things out of
place. I have it most often when I alt + tab or have a lag spike on the
server! Sometimes you solid door are they way on your picture.. so basicly
you have a valve-made-wallhack ;)

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Alex Richards
Verzonden: woensdag 30 juli 2008 2:29
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: Re: [hlds] Team Fortress 2 Update Released

anybody had any problems with the grating being turned around now?
http://vlad.yoclanmail.com/images/tf2/cp_dustbowl0056.jpg

also, the pyro you can see in that screenshot burnt me through the grating.

Alex

2008/7/30 Jason Ruymen [EMAIL PROTECTED]

 A new required update for Team Fortress 2 has been released.  Please run
 hldsupdatetool to receive it.  The specific changes include:

 - Fixed team switches on Attack/Defense maps spamming the console
 - Fixed the Kritzkrieg not working on servers with crits turned off
 - Fixed some clipped localized strings in various in-game dialogs
 - Fixed several cases where files were synchronously loaded while the
 game was running
 - Fixed a shutdown crash in the material system
 - Cached rendering of item model panels to improve performance, in
 particular while weapon selection was visible
 - Added a gear symbol behind the health bar for Engineer buildings, in
 both target IDs and freeze panels
 - Players killing themselves will now give a kill credit to the last
 enemy who damaged them
 - Fixed grenades, rockets, and flamethrower being able to fire through
 grates at round starts
 - Fixed players being killed and creating ragdolls during team switches
 - Fixed various exploits and performance problems in CP_Badlands,
 CP_Well, and CP_Fastlane
 - Removed health bonus from the Backburner

 Jason


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Re: [hlds] menus and bound slot keys

2008-07-06 Thread Eric van Beesten
A few days later.. is there any update yet? Because we can't use our admin
menu at this moment!



-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens DontWannaName!
Verzonden: vrijdag 4 juli 2008 18:55
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: Re: [hlds] menus and bound slot keys

Yes, but that was before the last update... It must have not gotten in.


- Original Message 
From: Nicholas Hastings [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Sent: Friday, July 4, 2008 9:42:24 AM
Subject: Re: [hlds] menus and bound slot keys

According to the sourcemod forums, someone at ValVe already knows about 
the issue and wrote a fix. Said it should be in the next update.



  
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Re: [hlds] menus and bound slot keys

2008-07-06 Thread Eric van Beesten
But the last input will count as 2 inputs? So basicly if I press:

1-2-1

I will get:

1-2-1-1

Or am I wrong? Because this isn't a good solution if you want to ban
somebody. It will ban the person on the first place :) But I could be wrong!

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Patrick Shelley
Verzonden: maandag 7 juli 2008 1:32
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: Re: [hlds] menus and bound slot keys

Beetles mod seems ok with the menu's. Although on occasion it cycles
thru 2 menu's at a time, but yeah, if you tap the keys quick its ok on
the whole.

On 06/07/2008, Robert Whelan [EMAIL PROTECTED] wrote:
 Sure ya can.. just tap the key quickly



 - Original Message 
 From: Eric van Beesten [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Sunday, July 6, 2008 4:34:12 PM
 Subject: Re: [hlds] menus and bound slot keys

 A few days later.. is there any update yet? Because we can't use our admin
 menu at this moment!



 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens DontWannaName!
 Verzonden: vrijdag 4 juli 2008 18:55
 Aan: Half-Life dedicated Win32 server mailing list
 Onderwerp: Re: [hlds] menus and bound slot keys

 Yes, but that was before the last update... It must have not gotten in.


 - Original Message 
 From: Nicholas Hastings [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Friday, July 4, 2008 9:42:24 AM
 Subject: Re: [hlds] menus and bound slot keys

 According to the sourcemod forums, someone at ValVe already knows about
 the issue and wrote a fix. Said it should be in the next update.




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Re: [hlds] Team Fortress 2 Update Released

2008-07-01 Thread Eric van Beesten
See this in the update:

 - Selectable menus can now be operated with number keys even if they 
 are not bound to slot1, slot2, etc.

Maybe if you unbind slot1,slot2, etc it will function proper!

I didn't test it! But I'm gone test it now

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Cc2iscooL
Verzonden: woensdag 2 juli 2008 0:49
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: Re: [hlds] Team Fortress 2 Update Released

Whoohoo! Now my radio buttons no longer work properly!

Thanks Valve!

Jason Ruymen wrote:
 The required update for Team Fortress 2 has now been released.  Please
 run hldsupdatetool to receive it.  The specific changes include:
  
 - Fixed backburner's flame critical hits not being recalculated after
 collision. This meant that it would check if the target was looking away
 once and after that the flame could score a critical hit again even if
 the orientation changed
 - Added back some damage falloff to the Pyro's flamethrower. Not nearly
 as extreme as it was before the Pyro class pack
 - Fixed bug that caused Demomen to take a small amount of extra damage
 from their own grenades and fly farther using them
 - Fixed spy getting stuck in players after removing his disguise
 - Fixed spy stabbing and being able to go invisible instantly
 - Fixed spy disguised as enemy medic being able to spam voice commands
 - Fixed buffed health not decaying properly after being healed by a
 dispenser
 - Selectable menus can now be operated with number keys even if they are
 not bound to slot1, slot2, etc.
 - Removed the remaining speed adjustments for carrying intelligence (a
 couple of game modes still reduced your maxspeed)
 - Fixed a buildable item placement bug where the object would not rotate
 after the user tried to place in an invalid location
  
 Jason

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Re: [hlds] Team Fortress 2 Update Released

2008-07-01 Thread Eric van Beesten
Yehh noticed myself... but in that case the updatenotes is a bit strange. I
have deleted all bindings to slot1 to slot0, but if I play the game I cant
select a weapon! And the menu is still bugging! But if I read the
updatenotes, it will say that we can select 1 till 0 without any slot1/slot0
binding..

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Cc2iscooL
Verzonden: woensdag 2 juli 2008 1:09
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: Re: [hlds] Team Fortress 2 Update Released

Doesn't work. Already thought of that one.

;)

Eric van Beesten wrote:
 See this in the update:

   
 - Selectable menus can now be operated with number keys even if they 
 are not bound to slot1, slot2, etc.
 

 Maybe if you unbind slot1,slot2, etc it will function proper!

 I didn't test it! But I'm gone test it now

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens Cc2iscooL
 Verzonden: woensdag 2 juli 2008 0:49
 Aan: Half-Life dedicated Win32 server mailing list
 Onderwerp: Re: [hlds] Team Fortress 2 Update Released

 Whoohoo! Now my radio buttons no longer work properly!

 Thanks Valve!

 Jason Ruymen wrote:
   
 The required update for Team Fortress 2 has now been released.  Please
 run hldsupdatetool to receive it.  The specific changes include:
  
 - Fixed backburner's flame critical hits not being recalculated after
 collision. This meant that it would check if the target was looking away
 once and after that the flame could score a critical hit again even if
 the orientation changed
 - Added back some damage falloff to the Pyro's flamethrower. Not nearly
 as extreme as it was before the Pyro class pack
 - Fixed bug that caused Demomen to take a small amount of extra damage
 from their own grenades and fly farther using them
 - Fixed spy getting stuck in players after removing his disguise
 - Fixed spy stabbing and being able to go invisible instantly
 - Fixed spy disguised as enemy medic being able to spam voice commands
 - Fixed buffed health not decaying properly after being healed by a
 dispenser
 - Selectable menus can now be operated with number keys even if they are
 not bound to slot1, slot2, etc.
 - Removed the remaining speed adjustments for carrying intelligence (a
 couple of game modes still reduced your maxspeed)
 - Fixed a buildable item placement bug where the object would not rotate
 after the user tried to place in an invalid location
  
 Jason

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Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread Eric van Beesten
Agree with you here... half hour after the update half our server was
already having all 3 guns.. I seriues don't think this was the intention of
valve... Beside that.. I say yesterday somebody posting a archievementsmap
here on valve's mailingslist..

I'm not saying its valve fault (because it isn't) but those archievementsbox
are spoiling the whole meaning of the archievents/new guns.

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens [EMAIL PROTECTED]
Verzonden: vrijdag 20 juni 2008 4:25
Aan: hlds@list.valvesoftware.com
Onderwerp: Re: [hlds] Team Fortress 2 Update Released

The key part is quoted here:
Why would valve go to all this trouble - creating new models, new code, new

this, new that - only to allow someone playing on their local machine within

2 hours to 'achieve' 22 our of 38 achievements WITHOUT coming into contact 
with a real player in the real world? 

In effect - it just puts their hard work to waste imho. 

All they have to do is write some code that stops achievements being 
recognised on bots and/or on a local machine. Then it FORCES 
cheaters/exploiters to achieve them in the way they were meant. 

This is a company that created its flagship game with a silent protagonist.
Why?  How the player thinks is how the character thinks.  Doing something
that restricts the achievements would break that entire mechanic and I don't
see that happening.

-- Jason

-- Forwarded Message: -- 
From: Patrick Shelley [EMAIL PROTECTED] 
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com 
Subject: Re: [hlds] Team Fortress 2 Update Released 
Date: Fri, 20 Jun 2008 02:12:49 + 

Dan - hilarious! No, really, I mean that.yawn ;) 

hwkiller - Are you taking the p**s !! 

I'm pretty good with the english language - and as far as i can gather from 
my own post i'm not laying blame at anyone's door. I think my post makes 
that pretty clear. 

As per the purpose of this list - amongst other purposes - i'm simply 
passing on vulnerabilities that occur. Please dont insult me by trying to 
think for me. 

Why would valve go to all this trouble - creating new models, new code, new 
this, new that - only to allow someone playing on their local machine within

2 hours to 'achieve' 22 our of 38 achievements WITHOUT coming into contact 
with a real player in the real world? 

In effect - it just puts their hard work to waste imho. 

All they have to do is write some code that stops achievements being 
recognised on bots and/or on a local machine. Then it FORCES 
cheaters/exploiters to achieve them in the way they were meant. 

Sure you can lock your server down, grab a few mates and stat pad it out - i

dont think you could stop that. But really and truly, these updates takes a 
lot of thought, work and testing before we get it. Why would they allow it 
to be so easy? I say its an oversight. Blame is too strong a word in this 
scenario. 

WTF do u mean it not like its a challenge? Of course it is supposed to be a 
challenge!!! I cant believe you said that. But u did - and its there for 
the world to see. If i can get 22 out of 38 in 2 hours using bots and my 
machine - then its a waste of the programmers time and skill. 


On 6/20/08, [EMAIL PROTECTED] wrote: 
 
 Are you blaming valve for your using bots to gain achievements? Seriously?

 That makes no sense. Someone in the forum said that as well... they said 
 valve made it too easy to gain achievements using bots which is just 
 ridiculous. It's not like it's a challenge, it's just not getting it in
the 
 way that is intended. Not valve's fault I'd say. Most of these you can get

 in normal play, so I see no reason to farm them out. 
 
 Alt-fire means alternative firing mode... which is rightclick by default I

 believe. 
 
 
 
  Date: Fri, 20 Jun 2008 01:58:36 +0100 From: [EMAIL PROTECTED] To: 
 hlds@list.valvesoftware.com Subject: Re: [hlds] Team Fortress 2 Update 
 Released  OK - yes, great update. Good work Valve!  But, I've managed
to 
 get 20 out of the 38 achievemnts on my local machine using bots of 
 different classes, using mimic aswell. I have written about this before.
 
 I would have another 5 if i knew what alt-fire is!  What is alt-fire? 
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Re: [hlds] the up coming patch

2008-06-20 Thread Eric van Beesten
[really really realy offtopic]

At my point mani is dead. The last thing they did was porting it to tf2, but
personal I think that was a bad plan. Mani was great in the old sourceengine
days, but with sourcemod I really can advise you to upgrade to sourcemod

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Serge Baranov
Verzonden: vrijdag 20 juni 2008 12:02
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: Re: [hlds] the up coming patch

Hello Dan,

Friday, June 20, 2008, 2:26:22 AM, you wrote:

D the spray tag tracker is about the only thing that breaks on a 
D consistent basis, it was the same way when I had mani installed.

I have spray tracker disabled in Mani, but got already 6 crashes on my
3 servers, all because of the Mani plug-in since the Pyro update. I've
posted it on the Mani forums but got no reply so far:

http://www.mani-admin-plugin.com/index.php?option=com_smfItemid=26topic=13
260.0

-- 
Best regards,
 Serge


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Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread Eric van Beesten
OMG, they are uploading lots of porn at that moment!

anyway.. just ontopic..

There is a small bug i didnt see mentioned in here. After a roundswitch
every players got slayed when they spawn. I dont know if sourcemod is the
problem or tf2 is causing this..

for example: if you capture the last CP and the round is staring. Before
you could move everybody gots slayed (with message that player dead
because of the world in top right screen). 1 sec later everybody is
getting respawned.. It doesnt effect the gameplay, but it is looking
strange.. because if the team got 12 players.. then there are 12 body's on
the floor on spawn!

 Though you guys might want to see the effect the Pyro Update had on the
 internet:

 [image:
 http://i182.photobucket.com/albums/x218/venemous-fatal1ty/PyroUPD8Stats.jpg]

 2008/6/20 Robert Whelan [EMAIL PROTECTED]:

 I disagree...
 Its been doing it for a month now... any time of day and no matter when
 I
 try it. I could certainly understand it happening today, but not
 everyday
 for the last month and its alway right at the end on srcds.exe


 - Original Message 
 From: localhost [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Thursday, June 19, 2008 6:04:01 PM
 Subject: Re: [hlds] Team Fortress 2 Update Released

 Given that the winsock error essentially means some sort of
 communication
 error, it's unlikely to have only one cause and only one solution.  In
 this
 case I'd guess it's simply due to the servers being busy

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Robert Whelan
 Sent: 19 June 2008 23:27
 To: Half-Life dedicated Win32 server mailing list;
 [EMAIL PROTECTED]; [EMAIL PROTECTED]
 Subject: Re: [hlds] Team Fortress 2 Update Released

 I'm not going into detail again, seems we get ignored anyway. At the end
 of
 the update I'm still getting the winsock error, is this the norm now?



 - Original Message 
 From: Jason Ruymen [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com; [EMAIL PROTECTED];
 [EMAIL PROTECTED]
 Sent: Thursday, June 19, 2008 4:30:42 PM
 Subject: [hlds] Team Fortress 2 Update Released

 A new required Team Fortress 2 update has been released, now with pryo
 achievements.  Please run hldsupdatetool to receive it.  The specific
 changes include:

 - Added 2 community maps: cp_fastlane and ctf_turbine

 Pyro
 - Added alt-fire compression blast to the basic flamethrower
 - Added The Axtinguisher, The Backburner, and The Flare Gun
 - Hadouken taunt now kills people it hits
 - Tuned the flamethrower hit detection to improve detection versus
 retreating opponents
 - Removed Flamethrower's damage falloff (was falling off to 25% by the
 end)

 cp_well
 - Added a route from the forward central foyer up to the battlements
 - Redistributed health and ammunition throughout the bases

 ctf_well
 - Added a route from the forward central foyer up to the battlements
 - Removed central building, reduced overall map length
 - Redistributed health and ammunition throughout the bases

 Other Notes
 - Removed Soldier's 40% damage reduction from his own rockets. Does not
 affect rocket jumps
 - In-game avatar images will now have a badge around them if the player
 is your friend
 - Fixed bug that allowed players to move around in a reference pose
 - Added custom death icons for unlockable weapons
 - The player join team message now specifies whether the player used the
 auto team option
 - Payload maps now support four control points per stage
 - Achievement dialog will stay open when you're moving in  out of the
 game and the main menu
 - Added full Russian localization, with both fonts  speech
 - Returned the Report a Bug option to the main menu

 Jason

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Re: [hlds] Team Fortress 2 Pyro Update Coming This Thursday; Free Weekend Kicks Off Friday

2008-06-17 Thread Eric van Beesten
Valve,

Give the guys that created the meet the.. movie's a salary raise ;) Its in 1
word great!

http://www.gametrailers.com/player/35249.html


-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jason Bodycott
Verzonden: dinsdag 17 juni 2008 23:44
Aan: hlds@list.valvesoftware.com
Onderwerp: Re: [hlds] Team Fortress 2 Pyro Update Coming This Thursday; Free
Weekend Kicks Off Friday

Rumor has it the two are cp_redstone and cp_fastlane.  If it ends up being
convoy, I'm uninstalling.

-- Jason

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Wiktor Deresz
Sent: Tuesday, June 17, 2008 5:07 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Pyro Update Coming This Thursday; Free
Weekend Kicks Off Friday

I am thinking about cp_redstone and ctf_convoy.

2008/6/17 Patrick Shelley [EMAIL PROTECTED]:
 Plus 2 new community maps - i wonder which ones?

 Any guess?
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Re: [hlds] tf2 material wallhacks

2008-06-13 Thread Eric van Beesten
Maybe its best to stay ontopic guys...

Anyway to answer your question.. you can download lots of skins @
http://www.fpsbanana.com/skins beware that most those skins are cheats.. if
office is on and every T is choicing the white dude and you did replace the
white dude for a uber cool dark dude.. then you have a pro and its cheating
;)

@ others.. you wont beleave how much of your community is using (or atleast
did use) different skins without knowing. Testing sv_pure is really a good
thing to do if your server admin.

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Andreas Grimm
Verzonden: vrijdag 13 juni 2008 6:37
Aan: 'Half-Life dedicated Win32 server mailing list'
Onderwerp: [hlds] tf2 material wallhacks

Hi,
 
does someone know a link, where i can download the material wallhacks for
TF2?
I want to setup my servers with sv_pure 1 and need to know, which files are
involved there.
 
Or does someone already have a whitelist which stops that kind of hack?
 
thanks in advance 
Andi
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[hlds] Sourcebans-webpage arent working proper

2008-06-13 Thread Eric van Beesten
Maybe its the wrong place to post it, but i have a problem with sourcebans.
I just installed it, but the webpage has some problems.

First of all, the addon is working fine and I have no problems with this.
But if I go to the webpage, some pages aren't working proper. For example:

The protest page is empty: http://www.lethal-bans.nl/index.php?p=protest

Also other pages are empty:
- manage/add group
- manage mod (I can see all the mods. But when clicking on it the page is
empty again)
- the your account page.

Webserver is btw IIS with php5 and mysql(i)

I really don't now where the problem is! My webserver is running my
php-pages fine... so I'm don't know if it's a webserversetting! Hope I'm not
the only one with the problem.

Tnx,

Eric


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Re: [hlds] tf2 material wallhacks

2008-06-13 Thread Eric van Beesten
[offtopic]

Really funny to read those comments. There are still players that think
cheating is having skills and think its normal!

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens JDoc0512
Verzonden: vrijdag 13 juni 2008 13:22
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: Re: [hlds] tf2 material wallhacks

nice find but that won't stop people from hacking... but yeah it will help
nbsp;
anyone wanting to hack will just get an aimbot with ESP hack
nbsp;
http://youtube.com/watch?v=sebqxvhY6vY


--- On Fri, 6/13/08, Andreas Grimm lt;[EMAIL PROTECTED]gt; wrote:

From: Andreas Grimm lt;[EMAIL PROTECTED]gt;
Subject: Re: [hlds] tf2 material wallhacks
To: Half-Life dedicated Win32 server mailing list
lt;hlds@list.valvesoftware.comgt;
Date: Friday, June 13, 2008, 4:56 AM

Ok,

i have found a material hack pack which includes the following
features:
- Colored Player Wallhack  (Red team Has Red player models amp; Blue Team
Has
Blue player models)
- Weapon Wallhack
- Briefcase amp; Flag Wallhack
- ammokit amp; mediclekit Wallhack  
- colored sentrygun wallhack (Green)
- colored Spawn Turrits wallhack (Green)
- Medic Beams Wallhack  
- Teleport Wallhack
- Dispenser Wallhack  
- Pipe bombs wallhack
- No Scope

I created a whitelist for all hacked files which can be downloaded here:
http://pfiles.saigns.de/pure_server_whitelist.txt

In my server.cfg I set:
sv_pure 1
sv_consistency 1

I installed the material hack pack on my test system and it doesn't work
anymore ...
All other custom files are running fine.

Andreas

 Original-Nachricht 
gt; Datum: Fri, 13 Jun 2008 11:31:50 +0100
gt; Von: Tom Leighton lt;[EMAIL PROTECTED]gt;
gt; An: [EMAIL PROTECTED], Half-Life dedicated Win32 server mailing list
lt;hlds@list.valvesoftware.comgt;
gt; Betreff: Re: [hlds] tf2 material wallhacks

gt; sv_pure 1 is just irritating, i leave if i can't use my custom gun
models.
gt; 
gt; If you're going to use sv_pure, set it to 2 so i can join and turn

gt; sv_consistency off
gt; 
gt; JDoc0512 wrote:
gt; gt; try sv_pure_kick_clients 0
gt; gt;
gt; gt; --- On Fri, 6/13/08, Mike Stiehm
amp;lt;[EMAIL PROTECTED]amp;gt;
wrote:
gt; gt;
gt; gt; From: Mike Stiehm amp;lt;[EMAIL PROTECTED]amp;gt;
gt; gt; Subject: Re: [hlds] tf2 material wallhacks
gt; gt; To: Half-Life dedicated Win32 server mailing list
gt; amp;lt;hlds@list.valvesoftware.comamp;gt;
gt; gt; Date: Friday, June 13, 2008, 3:36 AM
gt; gt;
gt; gt; When i turn on sv_pure 1 is am still kicked for files that are
listed
in
gt; my
gt; gt; whitelist...
gt; gt; Its a simple audio file in the sounds\myfolder\...
gt; gt; ___
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archives,
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-- 
Pt! Schon vom neuen GMX MultiMessenger gehört?
Der kann`s mit allen: http://www.gmx.net/de/go/multimessenger

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Re: [hlds] TF2 Orangebox Dir is Gone?

2008-06-08 Thread Eric van Beesten
Delete? Just rename ;)

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Patrick Shelley
Verzonden: zondag 8 juni 2008 15:52
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: Re: [hlds] TF2 Orangebox Dir is Gone?

I have a full duplicate of the OB dir now. Can i delete the one that isnt
being used without any hassles?

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

2008-06-08 Thread Eric van Beesten
Think this is just sourcebans with a custom made overview.. but I could be
wrong!

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Kevin Ottalini
Verzonden: zondag 8 juni 2008 23:11
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: Re: [hlds] Another command to crash servers. Fuckyay.

very nice summary there voo, would be nice to have something like that for 
all my servers.


 On Sun, Jun 8, 2008 at 12:17 PM, Spencer 'voogru' MacDonald wrote:

 I've setup my server to ban people who run the command.

 http://www.voogru.com/?v=v

 Would be cool to score another 50+ bans like I did with the past exploit.



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[hlds] dedicated server call of duty 4 without steam

2008-05-29 Thread Eric van Beesten
He guys,

Just a question. I wanted to test out a call of duty 4 server. I have
installed steam on my server and downloaded the call of duty 4 gamefiles.
Because it is my steamaccount I don't wanted to let it run long on my
server.. But when I wanted to start cod4 server without steam, I get a
message that the server isn't available because of steam. 

Is there a way to bypass this? So that I can play @ my home with my
steamaccount and don't have to enable steam on my server but still run a cod
4 server?

Tnx,

Eric


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Re: [hlds] dedicated server call of duty 4 without steam

2008-05-29 Thread Eric van Beesten
Wait... crap.. Sorry about the spam guys! It's fixed! Let me say it
different.. it wasn't a problem. Only a user problem :)



-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Eric van Beesten
Verzonden: donderdag 29 mei 2008 13:45
Aan: 'Half-Life dedicated Win32 server mailing list'
Onderwerp: [hlds] dedicated server call of duty 4 without steam

He guys,

Just a question. I wanted to test out a call of duty 4 server. I have
installed steam on my server and downloaded the call of duty 4 gamefiles.
Because it is my steamaccount I don't wanted to let it run long on my
server.. But when I wanted to start cod4 server without steam, I get a
message that the server isn't available because of steam. 

Is there a way to bypass this? So that I can play @ my home with my
steamaccount and don't have to enable steam on my server but still run a cod
4 server?

Tnx,

Eric


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

2008-05-21 Thread Eric van Beesten
I just wanted to forfill my job and post the following vids. Those I have
found, but aren't actually exploits:

http://www.youtube.com/watch?v=I_WsvXIaGxI

http://www.youtube.com/watch?v=KEbBwi7CMQ4

http://www.youtube.com/watch?v=zX3ayhTtJfE

Only the teleport @ goldrush is a exploit, witch will player lockup inside a
cage.

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Richard Eid
Verzonden: dinsdag 20 mei 2008 16:02
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: Re: [hlds] new exploit tf2 in dustbowl stage 3?

On Goldrush 2-1, last night, there were two BLU Snipers on a server I was
playing on who were headshotting people through the gates during setup.

1.  Demomen launching nades through the gates.
2.  Soldiers firing rockets through the gates.
3.  Pyros buring people through the gates.
4.  Snipers headshotting people through the gates.

I'd get used to it.  I doubt this will change.  Hey, it's not like RED can't
use a Soldier to keep BLU tucked away.

On Tue, May 20, 2008 at 2:31 AM, Cc2iscooL [EMAIL PROTECTED] wrote:

 This has been there since they fixed the gates to not allow snipers to
 shoot through them, as far as I know.

 I just tell people to stay away from the gate. Everyone knows about the
 exploit already. Pyro can still shoot under the gate, so what's the
 point of banning for it at this point?

 GZ Coldorak wrote:
  Got the same thing on my server. A blue demoman lauching stickies and
  grenades through the same iron door on goldrush. He got warned. When he
 did
  it on tier2, again, he got banned.
 
  Cold
 
  On Tue, May 20, 2008 at 4:31 AM, Nephyrin Zey [EMAIL PROTECTED]
 wrote:
 
 
  I did watch the video - shooting through gates ends up killing medics,
  getting annoying people undue kills, and is generally just an asshat
  thing to do. You're not *supposed* to blow people up during setup. I
  do get the over-zealous complaint though. I don't just instaban people
  who do it, at least.
 
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Re: [hlds] Upcoming Team Fortress 2 Update

2008-05-21 Thread Eric van Beesten
Yehhh.. this is what we want :) tnx guys!

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jason Ruymen
Verzonden: woensdag 21 mei 2008 23:29
Aan: Half-Life dedicated Win32 server mailing list;
[EMAIL PROTECTED]; [EMAIL PROTECTED]
Onderwerp: [hlds] Upcoming Team Fortress 2 Update

A required update for Team Fortress 2 and it's dedicated servers should
be available within an hour.  I'll send another email once it is
available though.  Here's the list of changes:
 
- Fixed mat_queue_mode crash during level transitions
- Fixed rapid weapon switching allowing Medics to prevent deployed
UberCharges from draining
- Improved prediction of Spy's speed changes when disguising
- Fixed Stopwatch panel not updating if level designer ends round by
hand instead of letting the gamerules end it
- Optimized particle traces on multi-core machines
- Fixed tracers sometimes firing with the wrong team color
- Fixed rapid-fire weaponry critical hit checks getting out of synch
between the server and client
- Fixed map exploits in Gold Rush

Jason


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Re: [hlds] Team Fortress 2 Update Released

2008-05-21 Thread Eric van Beesten
Its seems that the flametrower of the pyro is stuttering when you do a crit.
Have played pyro sinds update.. but everytime i'm flaming a crit the gun is
stuttering :)

Greetz,

Eric

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jason Ruymen
Verzonden: donderdag 22 mei 2008 0:25
Aan: Half-Life dedicated Win32 server mailing list;
[EMAIL PROTECTED]; [EMAIL PROTECTED]
Onderwerp: [hlds] Team Fortress 2 Update Released

And the required Team Fortress 2 update is now available.  Please run
hldsupdatetool to receive it.  The specific changes include:
 
- Fixed mat_queue_mode crash during level transitions
- Fixed rapid weapon switching allowing Medics to prevent deployed
UberCharges from draining
- Improved prediction of Spy's speed changes when disguising
- Fixed Stopwatch panel not updating if level designer ends round by
hand instead of letting the gamerules end it
- Optimized particle traces on multi-core machines
- Fixed tracers sometimes firing with the wrong team color
- Fixed rapid-fire weaponry critical hit checks getting out of synch
between the server and client
- Fixed map exploits in Gold Rush

Jason

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[hlds] new exploit tf2 in dustbowl stage 3?

2008-05-18 Thread Eric van Beesten
Just banned a few guys from our server because of using exploits on the 3th
stage of dustbowl. It's a red (defending) exploit and with this exploit its
really easy for RED to kill the blue guys after they left the spawn room. I
did search on youtube if there is a video about it.. but I cant find nothing
(only old exploits that are fixed). The problem is that I'm too fast with
banning.. so I did not see where they have entered the exploit or where they
are hiding!


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

2008-05-18 Thread Eric van Beesten
Can you tell a bit more? I'm thinking you mean the teleportbug..

I have found a few exploits 

http://www.youtube.com/watch?v=2m6lYS7AYmo 
http://www.youtube.com/watch?v=lIZnBzeu1nIfeature=related

There is another one, where attacking (blue) can build a sentry behind the
fence (with the boxes) at warmuptime.. but I cant find any vid about it.

Still I haven't found my dustbowl stage 3 exploits.. and that one is running
the gameplay! So if someone find it.. please post it!

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Ronny Schedel
Verzonden: zondag 18 mei 2008 19:57
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: Re: [hlds] new exploit tf2 in dustbowl stage 3?

There is also an exploit on stage 1 of pl_goldrush. I have send an e-mail to

Jason Ruymen.


 Wooo 3 emails ftw :D




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Re: [hlds] mmm CS:S update

2008-05-15 Thread Eric van Beesten
In my community there is a story about a whole new CSS game. I don't trust
that, because else we have noticed it already. CSS isn't a new game and to
attract more players it should indeed be updated. The only thing I do not
know is why valve wanted to update css to a new engine... because the
current engine is running fine for css. So it can easly that there will lots
of changes to css. Ifso, it can easly be 2009 before it comes out.

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Keeper
Verzonden: donderdag 15 mei 2008 14:41
Aan: 'Half-Life dedicated Win32 server mailing list'
Onderwerp: Re: [hlds] mmm CS:S update

My understanding is that they are doing more than just putting it on the new
engine.  From what I've seen from the TF2 updates, I would also bet sometime
in the Fall or early 2009.

-Original Message-
From: DontWannaName! [mailto:[EMAIL PROTECTED] 
Sent: Thursday, May 15, 2008 1:21 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] mmm CS:S update

The plan so far was to move all Source games to the new engine is what I
have heard. Including DODS and CSS. I doubt they will till Fall or later.


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[hlds] Banlist is empty again

2008-05-12 Thread Eric van Beesten
Hee guys,

I have a really strange thingy (bug?). I have multiple gameservers. 2x tf2
and 3x css. But on 1 of my Tf2 server and 1 of my css server the banlist is
empty everytime. I mean, if I ban a person (through mani admin (css) and
sourcemod (tf2)) they actually get banned and cant connect again. If I check
the banfile in a few days some banlist files are just empty. 

There is nobody cleaning the banlist file. That I know for sure... but still
its empty after a few days. The strangest thing is that this problem is not
on all servers. 

Hope you guys can help me with this problem :)

Greetz,

Eric  


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Re: [hlds] Banlist is empty again

2008-05-12 Thread Eric van Beesten
Tnx for the quick reply. I have removed from 1 server the writeid out of the
server.cfg. So I hope that will be fixed on that server.. anyway.. the
server mather the most isn't solved with your solution. I cant find any
writeid or writecfg in the server.cfg file (or other cfg files). Personally
I think it because the program hlsw... but I cant confirm that for sure! 

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Graham M
Verzonden: maandag 12 mei 2008 12:33
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: Re: [hlds] Banlist is empty again

Make sure that neither

writeid

nor

writecfg

are in your server.cfg or autoexec.cfg

Eric van Beesten wrote:
 Hee guys,

 I have a really strange thingy (bug?). I have multiple gameservers. 2x tf2
 and 3x css. But on 1 of my Tf2 server and 1 of my css server the banlist
is
 empty everytime. I mean, if I ban a person (through mani admin (css) and
 sourcemod (tf2)) they actually get banned and cant connect again. If I
check
 the banfile in a few days some banlist files are just empty. 

 There is nobody cleaning the banlist file. That I know for sure... but
still
 its empty after a few days. The strangest thing is that this problem is
not
 on all servers. 

 Hope you guys can help me with this problem :)

 Greetz,

 Eric  


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Re: [hlds] Please consider add HUD messages in CS:S DOD:S

2008-05-12 Thread Eric van Beesten
What's wrong with the say commandos/advert methodes from sourcemod/mani
admin? They work great on our server! Think sending mail to valve is
useless, because this is more a thingy for sourcemod/mani admin.

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens raydan
Verzonden: maandag 12 mei 2008 12:51
Aan: hlds@list.valvesoftware.com
Onderwerp: [hlds] Please consider add HUD messages in CS:S  DOD:S

 i was sent this email at 2008-4-26 and 2008-5-5, but i haven't got any
reply.

Can Valve consider add HUD messages in CS:S  DOD:S in client side?

like cs 1.6, it can display any colour message on client screen at any
position.

HL2 DM already have HUD messages display, but why remove in CS:S  DOD:S?

I had hear about font definition in HUD messages, but HL2 DM haven't that
problem?

Also, CS:S have a Center HUD message, so i think it not a font definition
problem.

In cs 1.6 HUD message can provide many informations,effects to client and it
very powerful. Although, CS:S include HintText, it can't send large
information, change the colour, display message in any loction on the
screen.

Finally, can Valve reconsider to add HUD messages in CS:S  DOD:S in client
side?

Please email to me what Valve consider about this.

-raydan
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[hlds] lag + screwing things up

2008-04-21 Thread Eric van Beesten
Recently i have posted a message about a big lag spike. No reaction to my
post means I'm the only one having this problem (or nobody want to reply :)
). But it occurs me that after a lag spike things aren't in place in the
map. For example, the closed gates (at the warmup time) at dustbowl are
turned 90 degrees. You cant actually shoot through it.. but it looks likes
the doors are open.

Another strange thing I see is that some models (the players) are invisible
after that. They get visible after killing them once (most of the time they
got killed lucky by a pyro or something). 

Personally I think the lag is server sided, but the textures that are out of
place are client side.. because not all players have problems with it.

I really hope valve can fix the lag problem. My server can easily handle the
tf2 server, so that isn't the problem.


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Re: [hlds] lag + screwing things up

2008-04-21 Thread Eric van Beesten
Hee quicksilver,

Tnx for the reply. I can look what the program does on my server. About your
other questions. I have a E5345 quad core cpu with 3 GB memory and a 15K SAS
drive. I'm running a 24 slots tf2, a 10 slots css warserver (almost empty
24/7) and a 32 slots trackmania (lag was even before I installed trackmania
server). My highest cpu peak is 33 %. I have runned process explorer for a
few hours, but I didn't see any strange memory/cpu/disk activity. I'm
running windows 2003 rc1 and hosting the whole server at a datacenter with a
100mbit line.

Beside the gameservers I have installed IIS with php en mysql. But the
webtrafic is, same as the css warserver, almost zero. I don't run important
sites on it. The lag is on all the server, but I think the source is the tf2
server.

Tnx for the help... I'm gone test the pingplotter ;)

Greetz,

Eric

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Kevin Ottalini
Verzonden: maandag 21 april 2008 14:29
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: Re: [hlds] lag + screwing things up

Eric,
Get a copy of pingplotter (www.pingplotter.com) and run it on your 
server to a clean destination (perhaps your client machine) and let it run 
for a few days or a few weeks.

See if there is any network outage that is in sync with your lag spikes - 
you may have to use a 10 second or faster rate to get enough samples but 
start with 10.

Put pingplotter on your client machine as well and ping your game server so 
you can see if there is a related in-coming outage.

Pingplotter is low overhead and should run on both client and server boxes 
with no visible impact to you or to players.

The client side behavior after a lag spike that you describe is typical 
for a client with a bad update and requires a reconnect for the client or 
I've seen starting a demo and stopping it to also fix this sort of problem -

alt tabbing to the desktop and back might also fix this (I didn't find this 
as reliable a fix as starting a demo).

If you do see a network outage, let pingplotter run long enough to see if 
there is some internal or external event that is related.

For example, I've occasionally see lag spikes in servers on the same server 
box being caused by my CSS server changing maps, especially with some 
high-demand maps like militia with a lot of bots.

One thing you did not mention in your email was if you are running a 
high-res timer or not (I'm assuming this is a Win32 server since you are 
posting on the Win32 server email list).

It would help to know what cpu you're using, your network connection and how

many servers you have on that box, also if you are running IIS or any other 
web apps on that server box.

qUiCkSiLvEr


- Original Message - 
From: Eric van Beesten
To: 'Half-Life dedicated Win32 server mailing list' 
hlds@list.valvesoftware.com
Sent: Monday, April 21, 2008 2:37 AM
Subject: [hlds] lag + screwing things up


 Recently i have posted a message about a big lag spike. No reaction to my
 post means I'm the only one having this problem (or nobody want to reply 
 :)
 ). But it occurs me that after a lag spike things aren't in place in the
 map. For example, the closed gates (at the warmup time) at dustbowl are
 turned 90 degrees. You cant actually shoot through it.. but it looks likes
 the doors are open.

 Another strange thing I see is that some models (the players) are 
 invisible
 after that. They get visible after killing them once (most of the time 
 they
 got killed lucky by a pyro or something).

 Personally I think the lag is server sided, but the textures that are out 
 of
 place are client side.. because not all players have problems with it.

 I really hope valve can fix the lag problem. My server can easily handle 
 the
 tf2 server, so that isn't the problem.



 ... original email ...

 Just a question,

 During the day i have a few lagg spikes on my tf2 servers. Those 
 laggspikes
 causes to freeze my server for approximus 2 a 3 sec's completely. The
 problem is that I can't monitor the laggspikes, because they only a few
 times a day. I am positive that the laggspike is becoming from my tf2
 server, because if the server is down other server on the same machine
 (warserver css) don't have any freezes anymore. Besides that, my second
 server (also tf2) has the same problem and my third and fourth (no tf2, 
 but
 only css) don't have this problem. All those servers have the same
 configuration and almost the same hardware. So I don't think the 
 laggspikes
 are coming from the hardware itself. On the server with the laggspike my
 average cpu/mem uses is really low (cpu constantly 12 % and memusage 1 gb 
 of
 4 gb and the harddisk can handle easly the write/read speed). The server 
 is
 running, beside some crashes and a few laggspike, really fine!

 Hope someone else can confirm this problem/bug!
 Greetz,
 Eric


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[hlds] lagg spike

2008-04-04 Thread Eric van Beesten
Just a question, 

During the day i have a few lagg spikes on my tf2 servers. Those laggspikes
causes to freeze my server for approximus 2 a 3 sec's completely. The
problem is that I can't monitor the laggspikes, because they only a few
times a day. I am positive that the laggspike is becoming from my tf2
server, because if the server is down other server on the same machine
(warserver css) don't have any freezes anymore. Besides that, my second
server (also tf2) has the same problem and my third and fourth (no tf2, but
only css) don't have this problem. All those servers have the same
configuration and almost the same hardware. So I don't think the laggspikes
are coming from the hardware itself. On the server with the laggspike my
average cpu/mem uses is really low (cpu constantly 12 % and memusage 1 gb of
4 gb and the harddisk can handle easly the write/read speed). The server is
running, beside some crashes and a few laggspike, really fine! 

Hope someone else can confirm this problem/bug!

Greetz,

Eric


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[hlds] connection lost when first time connected

2008-04-02 Thread Eric van Beesten
I really hafve a annoying bug in TF2. Don't know if you guys have the same
props, but everytime I connect to a tf2 server (atleast our 2 tf2 server on
different locations/servers) I get a red message in the right upper corner
saying the connection is timed out. 

Its really strange, because the connection isn't timed out. I don't get
kicked from the internet and there are other players still playing on the
server. If I reconnect everyting is fine again.


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[hlds] exploit gravelpit

2008-03-21 Thread Eric van Beesten
Is the gravelpit exploit back again? Because I just banned somebody for
building a sentry under the ground.




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Re: [hlds] Please fix the Dustbowl Exploit

2008-03-18 Thread Eric van Beesten
You mean this one?

http://www.youtube.com/watch?v=TLzhpBEdQa4


-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens steve grout
Verzonden: dinsdag 18 maart 2008 11:48
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: [hlds] Please fix the Dustbowl Exploit

Hi all,

I dont know if this has already been mentioned so i'm sorry if it has

Can valve please fix the dustbowl exploit which allows people to run 
around in the sky on  cap 1 part b of the map.

You get into it  near the stairs on part b of the map (right hand 
building) by using a combination or engineer, dispenser, teleporters and 
crouch jump spamming. I'm not going to explain fully how to do it, i 
don't think i need to being as there are videos of how to do this about 
on the net.

Please fix this a.s.a.p. as its annoying as hell..lol

Thanks for all your time

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RE: [hlds] gameinfo.txt

2008-03-12 Thread Eric van Beesten
Just a quick question,

I have the new metamod installed also with mani admin plugin. But i see my
admin chat/hlstatsx 2 times. I have deleted metamod from gameinfo.txt, so
that can not be the problem.. is this just a bug (because i have it on all 4
servers) or am i doing something wrong?

Greetz,


-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Andreas Grimm
Verzonden: woensdag 12 maart 2008 17:58
Aan: hlds@list.valvesoftware.com
Onderwerp: RE: [hlds] gameinfo.txt

There are updates released for metamod, that you don't have to edit the
gameinfo.txt file anymore ...
check http://www.sourcemm.net to see how it works ...

Andi

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Timothy L Havener
Sent: Wednesday, March 12, 2008 5:52 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] gameinfo.txt

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Do the updates HAVE to overwite this file?  Its a small inconvenience to
have to save a copy and write over it everytime.  I have forgotten on more
than one occasion and because I use metamod and sourcemod none of my plugins
load and I have to go back and reboot the server.  I know its not a huge
issue but it would be nice not to have to do this on every update.
--


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RE: [hlds] TF2 update coming later today

2008-03-06 Thread Eric van Beesten
Don't know why you have alltalk on, but if you turn it off you server is in
the normal list again and your server is again full for the whole day. I
had the same problem. I was in the custom list. But after a Sunday of trail
and error, my server was back in the normal list. The next day and forward
where always 10 hours straight 24 players on the server.

If your really worrying you server.. put it back to the normal list. Your
regulars will understand it!

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Greg Williams
Verzonden: vrijdag 7 maart 2008 0:14
Aan: hlds@list.valvesoftware.com
Onderwerp: Re: [hlds] TF2 update coming later today

--Wow, This is going to create a storm!!

Just today I found a nifty little program to put our 3 Previously VERY
ACTIVE 24 slot servers back into the internet tab. Yep, I am getting
tagged as a custom because of alltalk.. LOL .. Alltalk..

But every since the update, the servers are vertual ghosttowns.

The only people we get are those that have us in there favorites, but even
those have started to play elsewhere as the servers will rarely get above
15 people.

This update has Killed our servers. It is a decent idea, just VERY POOR
execution.

I am pleased with this response today.. But I highly doubt it will be
enough.

Alltalk.



This sounds great --
Just to clarify, are you putting in additional filters against these
workaround servers or do people who abuse the system face
blacklisting?

I'm all for temporary delists to force people to play within the
rules, but if you permanently start killing IPs expect to get some
hueg backlash

- Neph

On Thu, Mar 6, 2008 at 3:58 PM, Eric Smith [EMAIL PROTECTED]
wrote:
 We're planning to ship a mandatory TF2 server/client update later today.
  We'll have the list of changes for you when the update is ready.

  There are a few items (below) we're working on that won't be ready for
  the release today. We're aware of these issues and are working to have
  them fixed for the next update.

 - SourceTV issues (port/connection problems, and servers with
  maxplayers 32)
 - mp_timelimit not functioning correctly on custom maps
 - FCVAR_NOTIFY broken on Linux servers

  We'll be doing some work to educate players on the new Custom servers
  tab, using both PR and user interface changes. Now that the
  Internet/Custom servers system is in place, we'd like server admin to
  work within it. We'll be delisting servers with custom rule sets that
  deliberately work around the system.

  Eric Smith
  Valve


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RE: [hlds] Custom tab is / will kill of popular servers :(

2008-03-02 Thread Eric van Beesten
I dont agree with you here. My two server are a lot less populated then
before the update. Normally my two server are full most of the day. In most
stats our two servers are one of the most popular server of the netherland.
But sinds the update the server is only full @ 20:30 in the evening and that
will only continue for a hour. After that the server is empty. Before the
update the server was full until late after midnight. But know the server is
empty @ 23:30

The only problem is that I don't have any customs things installed. Yes, if
have metamod and mani admin. But that is because I want to controle my
server of people that are abusing it. The problem here is that I can get my
server back to the internet tab. What I'm trying to do, its keep popping
up in the custom tab.

We don't have any other thing installed on the server: No alltalk, No fast
spawn, No 32 slots cracks, etc.. only Metamod and mani admin plugin!

Can anyone help me out how to get it back to the internet tab?



-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Timothy L Havener
Verzonden: zondag 2 maart 2008 5:54
Aan: hlds@list.valvesoftware.com
Onderwerp: Re: [hlds] Custom tab is / will kill of popular servers :(

I have 3 servers that are in the custom tab and even though i think it took
a while for people to figure out where they went they are doing fine now.
Not everyone keeps up on this stuff like we do.  I think once everyone
figures out what the custom tab is for those servers will be just as
popular.
- Original Message -
From: Steven Hartland [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Saturday, March 01, 2008 1:02 AM
Subject: [hlds] Custom tab is / will kill of popular servers :(


This new custom tab is killing once VERY popular servers.

Most players are stupid they either don't notice the tabs
or don't know what it means, hence don't even bother clicking
it.

Internet should list ALL Internet servers, if you want
to enable a filter for standard servers surely a tickbox
in the same way as Server is not full, which hides and
blanks the tags box, is a much better way to go?

Internet and Custom simply doesn't make any sense.

If your going to have separate tabs:
1. Obvious names, internet = all internet servers not
just standard internet servers.
2. Make is consistent, not one interface for in game
and one interface for the steam global list as that just
adds to the confusion.

Personally I really don't think two tabs is the way to go
as that means for example I couldn't filter LAN servers for
just standard servers. So in my book this simply has to be
a just a filters option: Only standard rules or
something similar.

This should NOT be filtered by default as doing so would
be in contra to the rest of the design i.e. nothing is
filtered unless the client specifically requests it.

I understand that Valve wants users to have a good experience
but custom rules are the least of your worries here. This
comes from bitter experience when Epic enforced as similar
default filter in UT which killed off a large portion of
servers which where once the staple part of the community.

Choice is good, informed choice is even better, which is
what tags provides :) Its just the Internet vs. Custom tab
which needs a serious revisit.

Regards
Steve


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RE: [hlds] Custom tab is / will kill of popular servers :(

2008-03-02 Thread Eric van Beesten
Tnx for the info, but how do you make sv_Tags empty? Because adding sv_tags
 in the server.cfg isn't helping. The server commes op with sv_tags
respawntimes,



-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Dan Offord
Verzonden: zondag 2 maart 2008 14:06
Aan: hlds@list.valvesoftware.com
Onderwerp: Re: [hlds] Custom tab is / will kill of popular servers :(

--
[ Picked text/plain from multipart/alternative ]
Make sure sv_tags has nothing in them.
--

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RE: [hlds] Custom tab is / will kill of popular servers :(

2008-03-02 Thread Eric van Beesten
Tnx, it worked. It was btw not the mp_respawnwavetime! That one was standing
on 10, but it was a other option :)

So guys that have troubles with switching back to the internet-tab. Look
at your server.cfg and check what values are in that file.



-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Ronny Schedel
Verzonden: zondag 2 maart 2008 15:33
Aan: hlds@list.valvesoftware.com
Onderwerp: Re: [hlds] Custom tab is / will kill of popular servers :(

You changed mp_respawnwavetime

An admin serverplugin is not a modification which brings your server to the
custom tab.

Best regards

Ronny Schedel

 Tnx for the info, but how do you make sv_Tags empty? Because adding
 sv_tags
  in the server.cfg isn't helping. The server commes op with sv_tags
 respawntimes,



 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens Dan Offord
 Verzonden: zondag 2 maart 2008 14:06
 Aan: hlds@list.valvesoftware.com
 Onderwerp: Re: [hlds] Custom tab is / will kill of popular servers :(

 --
 [ Picked text/plain from multipart/alternative ]
 Make sure sv_tags has nothing in them.
 --

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RE: [hlds] 32x servers all over! Yay!

2008-02-29 Thread Eric van Beesten
Am i the only one NOT seeing any custom tab in the server browser? I have 
restarted steam and it did update (atlease tf2) but I don’t see any custom tab 
at my steam server list.

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Timothy L Havener
Verzonden: vrijdag 29 februari 2008 9:50
Aan: hlds@list.valvesoftware.com
Onderwerp: Re: [hlds] 32x servers all over! Yay!

I think that the custom tab is the wrong way to approach it.  It would be
much better to use a more traditional filter that allows all servers to be
shown and then filtered by the player. Although, it is nice to see they are
at least trying to make an effort.

- Original Message -
From: [ЯтR] The-/iller [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Friday, February 29, 2008 2:47 AM
Subject: Re: [hlds] 32x servers all over! Yay!


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Up to you neph but maybe if you dont someone else will eventually, your
initial plugin although shortlived worked beautifully.

Nephyrin Zey wrote:
 I'm split on releasing this plugin myself. I'm very much pro a good
 tag/filter system so people can play on the servers they want, but
 when you segregate 32x servers in a way that lets them unsegregate
 themselves with ease... I mean what were they thinking?

 I am currently seeking a job in California, coincidentally. 3

 - Neph Z.

 On Fri, Feb 29, 2008 at 1:11 AM, Mike Stiehm [EMAIL PROTECTED] wrote:

 --
  [ Picked text/plain from multipart/alternative ]
  I hate this.. I'm not a programmer and only operate this server just as
 a
  free service to the people. I'm at a constant disadvantage to
 programmers
  that can wip up a quick plugin to give them the advantage or fix
 something
  valve did. I have even seen servers that fake the number of players on a
  real time basis in order to keep their server right at the top of the
 list...
  Don't get me wrong I love the plugins and mods I just wish people would
  share their work with the rest of the community. I always does come out
  at some point anyway. Now valve allows 32 player servers but we all have
 to
  fight the servers on the internet tab now this is just crazy. You are a
 great
  programmer I use your plugins right now(Thank you for the 32 player
 plugin :).
  Please release this internet tab plugin and help level the playing field
 for everyone.



   From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject:
 [hlds] 32x servers all over! Yay! Date: Fri, 29 Feb 2008 00:55:35 -0600
   Thanks for thinking this one through value. Another server-side change
 to effectively group 32x servers in with partymode/lolhats/norespawn
 servers that TOTALLY wont get worked around. Except for the 6 on the
 internet tab.  IDEA: Keep shit on one tab, make it easy to filter by
 max players. Yeah? No? I have a plugin that strips server tags, how long
 until someone more willing to publish it makes one?  My server is
 still on custom. It got WAY less players today. Weird.  - Neph. 
 ___ To unsubscribe, edit
 your list preferences, or view the list archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds
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[hlds] maxrounds, roundtimes

2008-02-29 Thread Eric van Beesten
Just a question,

How are you guys going on with the maxrounds and roundtimes on your tf2
server?

Because I have set the following things:

Maxrounds 2 (1 time blue, 1 time red)
Roundtimes 25 minutes

But if I look at dustbowl it fine. On dustbowl a players is playing first
blue and then red (or otherwise). But if you look at badlands the map can be
over in a few sec's (with a unbalanced team).

Is there a trick I don't know, where you play atleast 10 minutes on a map?
Or has everybody have this problem?

Greetz,

eric


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RE: [hlds] Upcoming Team Fortress 2/Dedicated Server Update

2008-02-28 Thread Eric van Beesten
I see in my hlsw that my tf2 server already has a sv_tags. Can I just insert
the tags now with this command?

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jason Ruymen
Verzonden: donderdag 28 februari 2008 22:35
Aan: hlds@list.valvesoftware.com; [EMAIL PROTECTED]
Onderwerp: [hlds] Upcoming Team Fortress 2/Dedicated Server Update

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
If all goes well, we'll be releasing a required Team Fortress 2 later
today.  I don't have the exact changlist yet, but one of the things
going live for clients will be the new Server Tags interface.  I know we
announced to you that we'd release this as a Beta, but we've been
testing it here with the tags you're already using and think it's ready
for the Public.

Jason

--

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[hlds] cp_badlands exploits

2008-02-17 Thread Eric van Beesten
Are there any exploits found on this map? I have found 2 exploits.. really
annoying!

http://www.youtube.com/watch?v=2a9fF-9qafY
http://www.youtube.com/watch?v=5ULY3Dr5ieY

ban worthy on my server...

maybe a good idea to share some exploits so it could be fixed faster by
valve and let other server admins now where they need to watch..



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RE: [hlds] Team Fortress 2 Server Tags Coming Soon

2008-02-14 Thread Eric van Beesten
Great addon! Only i have a question that you did not mention. Is there gone
be a advanced search? Like if I wanted to filter out all of the birthday
mod, or only 24/7 dustbowl?

Greetz,

Eric

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jason Ruymen
Verzonden: donderdag 14 februari 2008 0:51
Aan: hlds@list.valvesoftware.com; [EMAIL PROTECTED]
Onderwerp: [hlds] Team Fortress 2 Server Tags Coming Soon

One of the things that customers have been consistently requesting from
us a better method of finding game servers with the specific settings
that they like. Some players want servers with friendly-fire on, or TF2
birthday mode, or 24/7 Dustbowl, and so on. Other players specifically
want none of these, asking us how they can find servers with no changes.
At the same time, we've watched as server operators have increasingly
filled out their server names with descriptions of their custom
settings.

We've been working on a solution to these problems that we hope will
make sense, solving the player's desire to search for specific settings,
and the server operator's desire to have better descriptive tools for
their server. The concept is similar to web page metatags, where server
operators can specify descriptive tags in any manner, and clients can
search for servers by specifying the tags they're interested in. Some
tags are automatically filled in, based on server convars. For example,
in TF2 we've removed the restrictions on a variety of server options
(like friendly fire  respawn wave times), and now the tag system will
automatically add a tag when they're changed, so that customers who want
to play on these servers can easily find them.

Click here: http://www.steamgames.com/v/img/whatsnew/serverTags.jpg for
a screenshot of the new server browser interface that players will have.
As you can see, we've put a new tab onto it called Custom. Servers
with tags will appear in this list, where the player can specify a list
of tags they're interested in. The Add Common Tags button will give
them a list of the top 20 tags in use across all the servers, so they're
able to easily choose the popular tags. Untagged servers will show up in
the old Internet games list.

Jason

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RE: [hlds] Pro Plugin Release List.. Go hack free

2008-02-12 Thread Eric van Beesten
No offence from this side... but stop the whining! I did not sign up for the
mailing list to receive this sort of emails. To be honest, I don't like you
attitude about the 32 players hack. Go make yourself a nice website where
all you whiners can register to get the 32 slots hacks!

I'm getting today 34 emails of the discussion about the 32 slots hacks..
this discussion is been here many times before. If you want a hack from a
person, email him personally. You can find any individual emailadress in
every email sended to valve's mailing list.

I surely want to help out players with problems on there hlds server, but
please guys.. stop the whining about those stupid 32 slots hack!

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Mike Stiehm
Verzonden: dinsdag 12 februari 2008 21:36
Aan: hlds@list.valvesoftware.com
Onderwerp: [hlds] Pro Plugin Release List.. Go hack free

--
[ Picked text/plain from multipart/alternative ]
Free the 32 player admins from engine.dll hacks and use a plug-in

I want to start a topic so that everyone that would like to 32 player
plug-in to be released can add their name to the list. Maybe the author
can see that we don't want to use hacks to allow 32 players and
this plug-in would allow us to do so. Just reply and add your name.




--
#1 MaTrIx
#2
#3
#4
#5
#6
#7
#8
#9
#10
--

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RE: [hlds] Pro Plugin Release List.. Go hack free

2008-02-12 Thread Eric van Beesten
Think you guys are lost the point of the mailing list. The purpose is indeed
to discusses issues. This discussion is been playing before and everytime
the same conclusion comes in place. I really don't mind to see the same
discussion over again. But I getting tired of this discussion. We only
getting a discussion like:

- crappy program work of valve to not include server  24 slots
- 32 slots is better then a 24
- next person don't like the 32 slots but a 24 slots
- etc

The domain http://www.32slotshacktf2.com/ is free and can easily be used to
setup a forum to promote your 32 slots hack.

Today I see a mail coming by to sign a list for valve to get a 32 slot! I
think this isn't meant by you definition of the mailing list. I think I
shall start a list where players can sign to NOT implant the 32 slots..

Valve don't accept those 32 slots, otherwise you can easily set it to 32
slots. If you are using a 32 slots, valve doesn't do anything about it. But
what's next.. discussion how to install cheats? I don't know much about
those 32 slots hack, but basically you guys are doing the same. Instead of
altering the client you alternation the server. And trust me.. I know the
definition about cheating and I do realize that my example isn't that same!
But what is cheating, you install something that isn't original to have
advantage above a other client. This is basically what you do with the
server.. your altering a file to outsmart other 24 slots server. You guys
are lucky that the masterserver don't ban server for using those 32 slots
hack.. and what are you doing in return? Discussion how to get the latest 32
slots hacks on valve's mailing list!


-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens TeRmInAtEr2
Verzonden: dinsdag 12 februari 2008 23:43
Aan: hlds@list.valvesoftware.com
Onderwerp: Re: [hlds] Pro Plugin Release List.. Go hack free

--
[ Picked text/plain from multipart/alternative ]
Maybe you're a bit lost on the point of this mailing list. The purpose is so
people can discuss issues or try and figure out problems with HLDS/SRCDS. Is
this 32 player issue not a problem? And we're discussing a way to get past
it. As long as the topic is relevant to the mailing list, there is and will
be no problems.

If you don't like the fact you're reciving E-Mails on the subject of
whatever is bouncing back and forth, then just opt out of the list. If
anything your message is consitered spam because of what it is about and how
it isn't helping to solve anything. Like I said, don't like it? Opt out.
This is for server issues and this happens to be one. We're just asking if
he can release it for the benefit of everyone, which I do thank him for
doing. It's not very often we find kind people who take their time out to
help others.

On Feb 12, 2008 5:35 PM, Eric van Beesten [EMAIL PROTECTED] wrote:

 No offence from this side... but stop the whining! I did not sign up for
 the
 mailing list to receive this sort of emails. To be honest, I don't like
 you
 attitude about the 32 players hack. Go make yourself a nice website where
 all you whiners can register to get the 32 slots hacks!

 I'm getting today 34 emails of the discussion about the 32 slots hacks..
 this discussion is been here many times before. If you want a hack from a
 person, email him personally. You can find any individual emailadress in
 every email sended to valve's mailing list.

 I surely want to help out players with problems on there hlds server, but
 please guys.. stop the whining about those stupid 32 slots hack!

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens Mike Stiehm
 Verzonden: dinsdag 12 februari 2008 21:36
 Aan: hlds@list.valvesoftware.com
 Onderwerp: [hlds] Pro Plugin Release List.. Go hack free

 --
 [ Picked text/plain from multipart/alternative ]
 Free the 32 player admins from engine.dll hacks and use a plug-in

 I want to start a topic so that everyone that would like to 32 player
 plug-in to be released can add their name to the list. Maybe the author
 can see that we don't want to use hacks to allow 32 players and
 this plug-in would allow us to do so. Just reply and add your name.




 --
 #1 MaTrIx
 #2
 #3
 #4
 #5
 #6
 #7
 #8
 #9
 #10
 --

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RE: [hlds] Pro Plugin Release List.. Go hack free

2008-02-12 Thread Eric van Beesten
Again i want to point out that i don't have problems with the amount of
emails. I do have problem with the amount of useless emails!

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Mike Stiehm
Verzonden: dinsdag 12 februari 2008 23:51
Aan: hlds@list.valvesoftware.com
Onderwerp: RE: [hlds] Pro Plugin Release List.. Go hack free

--
[ Picked text/plain from multipart/alternative ]
No offence also but I think you are way off. first I don't see
anyone whining and second we are talking about a plug-in
that will allow us to NOT have to use hacks. We are not
pro hack we want a plug-in that will allow 32 player
servers WITHOUT the need for a hack. This list is for everyone
I suggest that if you do not like the volume of email you get
you may want to take a look at the server list settings or
just leave the list. This list does generate a lot of email. This
is an open forum and everyone has the right to get help
with any issues related to scrds



 From: [EMAIL PROTECTED] Subject: RE: [hlds] Pro Plugin Release
List.. Go hack free To: hlds@list.valvesoftware.com Date: Tue, 12 Feb 2008
23:35:23 +0100  No offence from this side... but stop the whining! I did
not sign up for the mailing list to receive this sort of emails. To be
honest, I don't like you attitude about the 32 players hack. Go make
yourself a nice website where all you whiners can register to get the 32
slots hacks!  I'm getting today 34 emails of the discussion about the 32
slots hacks.. this discussion is been here many times before. If you want a
hack from a person, email him personally. You can find any individual
emailadress in every email sended to valve's mailing list.  I surely want
to help out players with problems on there hlds server, but please guys..
stop the whining about those stupid 32 slots hack!  -Oorspronkelijk
bericht- Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Mike Stiehm Verzonden:
dinsdag 12 februari 2008 21:36 Aan: hlds@list.valvesoftware.com Onderwerp:
[hlds] Pro Plugin Release List.. Go hack free  -- [ Picked text/plain
from multipart/alternative ] Free the 32 player admins from engine.dll
hacks and use a plug-in  I want to start a topic so that everyone that
would like to 32 player plug-in to be released can add their name to the
list. Maybe the author can see that we don't want to use hacks to allow 32
players and this plug-in would allow us to do so. Just reply and add your
name.
-- #1 MaTrIx
#2 #3 #4 #5 #6 #7 #8 #9 #10 -- 
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RE: [hlds] Looking for suggestions

2008-01-22 Thread Eric van Beesten
Good luck with running 6 servers on 1 machine. Hope you enjoy lagg. No
offence, but why do you want to run that much gameservers on one machine? If
you have a decent community buy another server to run those servers stable.

I don't know if you are starting a new community or that one exist, but I
shall rather focus on 2 gameserver on one machine then 6 of them. Beside
that, your creating a hell of datatrafic!

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Greg Williams
Verzonden: dinsdag 22 januari 2008 6:12
Aan: hlds@list.valvesoftware.com
Onderwerp: [hlds] Looking for suggestions

Hey all,

Looking for some suggestions here. Maybe it can help everyone.

I just got a new dedicate server for our community to use.

Stats:
2 Quad Core Intel Xeons 1.6GHZ
8Gigs 533DDR2
Windows 2003 Server Enterprise
250 Gig Raid0 (I think)
100Gig Ethernet
Good DataCenter.

I wan to run
1 - DOD:s 32 Slot.
1- DOD:s 24 Slot.
2 - TF2 - 24 Slot
2 Cod4 - 24 Slot.

So far I have the 2 Cod4, and 2 DOD:s on the box, and am using 2GB of the
Ram, and 10% Cpu with 50 player total across the COD  DOD servers.

I am looking for the optimum setting for the DOD Server. I want to stay at
66 tick. I have no interest in 100. Lots of players experience choke.
Especially on the 32 slot server when we get above 20 players. The server
is running sourceboost.

// bandwidth rates/settings
sv_minrate 1
sv_maxrate 3
sv_mincmdrate 30
sv_maxcmdrate 66
sv_minupdaterate 30
sv_maxupdaterate 86
sv_client_predict 1
sv_client_interpolate 1
sv_client_cmdrate_difference 10
decalfrequency 10
fps_max 300  --- I have this in because the command line is set to 600..
Was testing the 300 setting.

Any help would be appreciated.

Here is my current setup.

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[hlds] [Tf2] Map doesnt switch

2008-01-21 Thread Eric van Beesten
Hee guys,

I just uploaded the map cp_toy_fort_beta2 to our server. But the map doesn't
change if we set this map on. So, if there is no admin we could play this
map the whole day without any change. Did I set something wring in my
server.cfg? or is it just a bug in the map?

If have set this in server.cfg:

mp_timelimit 25
mp_maxrounds 2

so basicly the server needs to change after 25 minutes and 2 rounds! But it
doesn't!

anyone have the same problem?



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RE: [hlds] Crashes (link to mdmps enclosed)

2008-01-02 Thread Eric van Beesten
Still have the same memory crashes! Too bad that the last update didn't fix
this. I was just jelling a half hour ago that the server was up for more
than a whole day..

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens MeZelf
Verzonden: maandag 31 december 2007 0:29
Aan: hlds@list.valvesoftware.com
Onderwerp: RE: [hlds] Crashes (link to mdmps enclosed)

Who doesn't remember the situation Valve tossed us all into during the last
week of 2006?

A great update after which all servers (linux only that I recall) screwed up
the handling of steamids, giving pubbers full admin over servers because the
steamid wasn't parsed properly to adminmod/AMX.
And yes, that was a steamissue and not 'just' an error in adminmod/AMX.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steve Stifler
Sent: Sunday, December 30, 2007 00:08
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Crashes (link to mdmps enclosed)


--
[ Picked text/plain from multipart/alternative ]
Oh cut it out. If they were doing a top notch job, they would know better
than to send an update just before the holiday started. Updates almost
always cause more problems.



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RE: [hlds] Crashes (link to mdmps enclosed)

2007-12-29 Thread Eric van Beesten
Dit is een meerdelig bericht met een MIME-indeling.
--
I don't know how to load the mdmps files, but i getting this error every
time:

http://www.hostfile.nl/images/8wlm8sdmj9/297/error.JPG

The server is running on a administrator account and has full privilege.
Memory is fine (no error's) this program is the only program that crashes.

I have included the mdmp file, maybe valve can do something with it. Not to
judge the work of Valve, because there doing one hell of a job here with
tf2, but I think they can communicate more with use. Lots of people are
getting this error and I don't know where the error comes from. I don't know
how to find a solution. The only thing I do is looking at hlsw and hoping
the server isn't crashed. I don't suspect a patch tomorrow, but I was hoping
to get a message that they are looking into it.

Greetz,

Eric

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Mike Dussault
Verzonden: vrijdag 28 december 2007 23:49
Aan: hlds@list.valvesoftware.com
Onderwerp: RE: [hlds] Crashes (link to mdmps enclosed)

Yep. This one's being looked into.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler
Sent: Thursday, December 27, 2007 9:35 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Crashes (link to mdmps enclosed)

Any chance we could get a fix for the link-list overflow error?
http://forums.steampowered.com/forums/showthread.php?t=635170

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Dussault
Sent: Friday, December 28, 2007 8:09 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Crashes (link to mdmps enclosed)

Thanks for the minidumps. There are crashes in two separate places here.
We'll get the fix(es) out as soon as we can.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Wednesday, December 26, 2007 1:13 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Crashes (link to mdmps enclosed)

I had two crashes within two hours on one of my servers earlier this
morning. It's been crashing more frequently since the last couple
updates.
That's why I posted a link to my mdmp files in another post in hopes
that Alfred or Mike Durand could look at them and find the problems.
Mdmps: http://server.adminop.org/tf2mdmps/


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ray
Sent: Tuesday, December 25, 2007 2:46 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Crashes

Is anyone else getting server crashs since last update??
Im getting them and so are some others.
I Load the mdmp file and it shows server.dll was last .
Anyone know anything about this?
Ray


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[ Steam__192875__2007_12_28T23_42_58C186748453.mdmp of type 
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RE: [hlds] 32 player support from Valve?

2007-12-27 Thread Eric van Beesten
I still don't know why valve doesn't support the 32 slots server. I have
runned it a few times, but the server isn't crashing more than a 24 slots.
If you look at CSS you can easily make more slot. But there is indeed a max
slots. If you look at a 64 slots css the server is laggy as hell. But I
don't see a restriction to that amount of slots.

All standard valve maps are easy running on a 32 slots. I think it's up to
the player what they like. If have heared several guys talking that a 32
slots it's just too much to play on. Some guys enjoy a 32 slots more than a
24 slots. So why not let the player decide where to play?



-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens 1nsane .
Verzonden: donderdag 27 december 2007 3:38
Aan: hlds@list.valvesoftware.com
Onderwerp: Re: [hlds] 32 player support from Valve?

--
[ Picked text/plain from multipart/alternative ]
I love my 32 player servers and I sure as hell know that if there are some
delistings done by Valve (be it clientside or totally separate new master
servers for the Orange Box engine games) I will still try and hopefully
eventually suceed in making some other hack. Or someone else will. For
examples 32 player servers that appear as 24 slotters but when joined are 32
slot servers.  A similar thing is already being done...

There will always be a way to bypass it if there is enough interest. And
Valve knows that. Why keep on pissing off the comunity when there is a good
chance that the community will keep on finding yet another way to do it. If
those servers don't work on Minimum spec PCs then Valve can just say those
servers are unsuported and tell people to play on 24 slot servers.

I haven't played on a 24 slot server since the 32 player servers showed up,
and I can't see coming back to them.

Also regarding getting the server IP banned:
1) It's not practical, the Ip wont be forever bound to that TF2 server
2) An IP can be changed per request - be it a dedicated server or one rented
from a game host (almost always for free)
3) As some of you already mentioned 32 player servers get popular rather
quick, so getting a new IP wont be a problem.

And now there is even a bypass plugin for the Linux servers, so it's all
good in my opinion.

:D

On Dec 26, 2007 8:22 PM, FatGamer.net [EMAIL PROTECTED] wrote:

 I think you misunderstood, I support 32 player servers. I am an idiot and
 didn't reply with quotes lol

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Mike Stiehm
 Sent: Wednesday, December 26, 2007 7:13 PM
 To: hlds@list.valvesoftware.com
 Subject: FW: [hlds] 32 player support from Valve?

 --
 [ Picked text/plain from multipart/alternative ]
 We run servers to provide the public with a service. If people don't like
 your
 service (i.e. your server) they are not going to join. If you start
 telling
 people
 in your server what they can and can't do what they can and can't say in
 your server people will not come back. They will not bring their friends.
 Its all about giving the public (Players) what they want if you do that
 people will come back i swear. If people want 32 players because the 24
 player servers are lacking in action on some maps then give the people
 32 player servers... it's simple. If you don't like to chase down a
 engine.dll
 heck even I don't like doing that. Hmm that's why i asked the question in
 the 1st place. To see if and I say IF they (valve) had any plans to move
 to 32 players officially. Just looking for a simple answer. Maybe to help
 all the other people that run a 32 player server admins.



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[hlds] Strange TF2 memory crash

2007-12-20 Thread Eric van Beesten
The last couple of days I'm getting strange tf2 server crashes.

I'm running windows 2003 with the latest updates and a 24 original (no 32
crack) tf2 server. I can run tf2 for like 1 day stable. After that the
server is crashing and ill get a error like:

-

Application popup: srcds.exe - Application Error : The instruction at
0x0d7212e3 referenced memory at 0x01ad. The memory could not be
read.

Click on OK to terminate the program

For more information, see Help and Support Center at
http://go.microsoft.com/fwlink/events.asp.

--

I cannot tell when the problem accurse, because restarting the server every
evening doesn't help. This is btw the only problem I getting this message.
The other programs I'm running on the server are running fine. This problem
accurse sinds the last weeks (think 3 weeks). Before that the server was
running fine for weeks.

Don't think it's a problem on the hardware side. Server is a quadcore with 3
gb memory.

Does anyone have the same problem or have a solution?

Greetz,

Eric


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RE: Re[2]: [hlds] Re: hlds digest, Vol 1 #5725 - 1 msg

2007-12-19 Thread Eric van Beesten
Maybe a stupid question, but why do you want more then 250 fps? Why should I
tray fps_max 0 to increase my, current, 250 fps to 512 fps?

Maybe I have a wrong fps definition (frames per second). If I'm right then
250 fps is more then enough?!?!

Greetz,

eric

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens dtms Levinchuk
Verzonden: woensdag 19 december 2007 2:26
Aan: hlds@list.valvesoftware.com
Onderwerp: Re[2]: [hlds] Re: hlds digest, Vol 1 #5725 - 1 msg

try this
fps_max 0
0 - unlimit fps number

Yesterday i experiment at virtual machine (at vmware) with win 2k3
and find out
if i put fps_max 600 - serv fps ~250-300
if i put fps_max 0 - serv fps 512, miracle -)


-- Wednesday, December 19, 2007 3:47:44 AM --
//
rb --
rb [ Picked text/plain from multipart/alternative ]
rb roger ty, old config and brand new win2k3 server :) (dual opteron 2 ghz
and
rb so on, not new new but almost :) )

rb //Rikard 'Zapy' Bremark - warzone.nu

rb On Dec 18, 2007 4:02 PM, chris wargo [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Simple you are trying to run the server at 1000fps that is impossible and
 that is what's causing your server not able to keep the min tick rate
thus
 giving you choke. Try dropping fps_max down to 600 and watch your choke
 vanish. 1000fps servers are and always have been a marketing ploy by
 server
 hosting companies trying to pretend they are better then the rest. It is
 impossible to have a windows server run at 1000fps.

 On Dec 18, 2007 9:31 AM, [EMAIL PROTECTED] wrote:

  Send hlds mailing list submissions to
 hlds@list.valvesoftware.com
 
  To subscribe or unsubscribe via the World Wide Web, visit
 http://list.valvesoftware.com/mailman/listinfo/hlds
  or, via email, send a message with subject or body 'help' to
 [EMAIL PROTECTED]
 
  You can reach the person managing the list at
 [EMAIL PROTECTED]
 
  When replying, please edit your Subject line so it is more specific
  than Re: Contents of hlds digest...
 
 
  Today's Topics:
 
1. choke on win2k3 server with one hlds server running (Rikard
 Bremark)
 
  --__--__--
 
  Message: 1
  Date: Mon, 17 Dec 2007 21:08:13 +0100
  From: Rikard Bremark [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Subject: [hlds] choke on win2k3 server with one hlds server running
  Reply-To: hlds@list.valvesoftware.com
 
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  Hi there, i don't know why, but when players pass a smoke grenade on
the
  server the choke increases dramatically for the client that passes the
  smoke.
 
  stats give aprox 400 fps on empty server
  win2k3 enterprise updated with all the latests updates, drivers from HP
  (hp rack server)
 
  thx in advance for any help.
 
  *server cfg:*
  pausable 0
  allow_spectators 1
  mp_autoteambalance 0
  mp_timelimit 30
  mp_c4timer 35
  mp_freezetime 5
  mp_friendlyfire 0
  mp_friendly_grenade_damage 0
  mp_roundtime 1.75
  mp_limitteams 0
  mp_tkpunish 1
  mp_autokick 1
  mp_buytime 0.25
  mp_startmoney 800
  mp_hostagepenalty 1
  mp_forcecamera 0
  mp_forcechasecam 0
  mp_maxrounds 0
  mp_flashlight 1
  mp_footsteps 1
  mp_fadetoblack 0
  mp_autocrosshair 0
  sv_lan 0
  sv_aim 0
  sv_cheats 0
  sv_airmove 1
  sv_airaccelerate 10
  sv_alltalk 0
  sv_proxies 0
 
 
  fps_max 1000
  sys_ticrate 1000
 
  sv_maxspeed 320
  sv_gravity 800
 
  sv_maxrate 25000
  sv_minrate 2
  sv_maxupdaterate 101
  sv_minupdaterate 60
 
  log on
  mp_logdetail 1
  mp_logmessages 1
 
  sv_contact www.warzone.nu
  sv_region 3
 
  *server bat start file:*
  d:
  cd steam/hlds
  hlds.exe -console -game cstrike +hostname
Warzone.nuhttp://warzone.nu/#1 | Dust2Only
  +ip 83.255.249.199 +port 27015 +maxplayers 20 +map de_dust2 -tos
 
  *metamod plugins:*
  win32 addons\amxmodx\dlls\amxmodx_mm.dll
  win32 addons\hlguard\dlls\hlguard_mm_optimized.dll
 
  *amxx 1.80 plugins:*
  ; AMX Mod X plugins
 
  ; Admin Base - Always one has to be activated
  ;admin.amxx; admin base (required for any admin-related)
  ;admin_sql.amxx; admin base - SQL version (comment admin.amxx)
  admin_amxbans.amxx
  amxbans.amxx
 
  ; Basic
  admincmd.amxx; basic admin console commands
  ;adminhelp.amxx; help command for admin console commands
  ;adminslots.amxx; slot reservation
  multilingual.amxx; Multi-Lingual management
 
  ; Menus
  menufront.amxx; front-end for admin menus
  cmdmenu.amxx; command menu (speech, settings)
  plmenu.amxx; players menu (kick, ban, client cmds.)
  ;telemenu.amxx; teleport menu (Fun Module required!)
  ;mapsmenu.amxx; maps menu (vote, changelevel)
 
  ; Chat / Messages
  adminchat.amxx; console chat commands
  ;antiflood.amxx; prevent clients from chat-flooding the server
  scrollmsg.amxx; 

RE: [hlds] Team Fortress 2/Dedicated Server Updated

2007-11-22 Thread Eric van Beesten

[quote]
- Took a more aggressive approach to solving the exploit that would allow
players to get underneath terrain in Team Fortress 2
[/quote]

Anyone a idea what the aggressive approach is?


-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jason Ruymen
Verzonden: donderdag 22 november 2007 2:46
Aan: hlds@list.valvesoftware.com; [EMAIL PROTECTED];
[EMAIL PROTECTED]
Onderwerp: [hlds] Team Fortress 2/Dedicated Server Updated

More required updates to Team Fortress 2 and it's dedicated servers have
been released.  Please run hldsupdatetool to update your server.  The
specific changes include:

- Took a more aggressive approach to solving the exploit that would
allow players to get underneath terrain in Team Fortress 2
- Fixed building bone merge cache from dormant entities. Fixes weapons
in SourceTV attached to wrong bones
- Pass over spectator UI and scoreboard in SourceTV mode,
disabled/changed some VGUI elements
- ALT will switch to Auto-Director mode in SourceTV

Jason

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RE: [hlds] HLDS not switching maps?

2007-11-13 Thread Eric van Beesten
This is not only with tf2. It's with all the games, for example CSS. If you
have a server empty (without bots) the maps stays on the whole night. If a
players connects in the morning the maps get switched.

Problem can easily be solved, add bots to the game (I know that TF2 doesn't
have bots at this moment)

Otherwise that this I think it cannot be resolved. Changing map is a
trigger. If the server is empty the trigger get never triggerd :)

Greetz,

Eric

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Robert Whelan
Verzonden: dinsdag 13 november 2007 20:08
Aan: hlds@list.valvesoftware.com
Onderwerp: Re: [hlds] HLDS not switching maps?

--
[ Picked text/plain from multipart/alternative ]
Thats a different story, an empty tf2 server won't cycle through the
mapcycle based on what I've seen. What I've experienced.. if I join an empty
server and the set timelimit has passed the server will then change maps.
Kinda of a pain in the ass because it does take time to connect then your
looking at a map change to boot.

Not sure if this is by design or what, maybe valve can tell us?


- Original Message 
From: Joseph H Harrison [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Monday, November 12, 2007 11:43:23 PM
Subject: RE: [hlds] HLDS not switching maps?

Its runnint TF2, have mapcycle in place too.  No addons.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Robert Whelan
Sent: Monday, November 12, 2007 8:49 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] HLDS not switching maps?


--
[ Picked text/plain from multipart/alternative ]
If your talking hlds tfc.. the map changes based on whatever time is set. It
doesn't matter if its empty or not. mapcycle in place? are you running any
addons?


- Original Message 
From: Andrew Armstrong [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Monday, November 12, 2007 10:17:59 PM
Subject: RE: [hlds] HLDS not switching maps?

The server may not rotate when its empty; I cant recall the exact behaviour.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Joseph H Harrison
Sent: Tuesday, 13 November 2007 3:05 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] HLDS not switching maps?

Yeah.  I have that in the server.cfg and when I type that command into the
console with no value it returns that its set to 30.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of P. Bhandal
Sent: Monday, November 12, 2007 7:21 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] HLDS not switching maps?


mp_timelimit 30

On Nov 12, 2007 7:10 PM, Joseph H Harrison [EMAIL PROTECTED]
wrote:
 This is a multi-part message in MIME format.
 --
 I just started up with hosting a server again after years of nothing.   I
 used to do TFC servers years ago.

 I can seem to get my server to switch maps after 30 minutes.  I'm new to
 this version of the dedicated server so I am hitting you guys up for
advice.

 -Joe
 --
 [ winmail.dat of type application/ms-tnef deleted ]
 --



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RE: [hlds] HLDS not switching maps?

2007-11-13 Thread Eric van Beesten
You can indeed add bots.. but then you need to turn sv_cheats to 1 ;)


-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Andreas Grimm
Verzonden: woensdag 14 november 2007 0:14
Aan: hlds@list.valvesoftware.com
Onderwerp: RE: [hlds] HLDS not switching maps?

Just a stupid question, but ...

how do you add that bots in TF2 ? oO
so that they are connected, but not ingame?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Col Grigson
 Sent: Wednesday, November 14, 2007 12:07 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] HLDS not switching maps?

 --
 [ Picked text/plain from multipart/alternative ]
 TF2 does have bots, not in the true sense of the word but
 they can join the game and join a team

 On Nov 13, 2007 10:03 PM, Eric van Beesten
 [EMAIL PROTECTED] wrote:

  This is not only with tf2. It's with all the games, for
 example CSS.
  If you have a server empty (without bots) the maps stays on
 the whole
  night. If a players connects in the morning the maps get switched.
 
  Problem can easily be solved, add bots to the game (I know that TF2
  doesn't have bots at this moment)
 
  Otherwise that this I think it cannot be resolved. Changing
 map is a
  trigger. If the server is empty the trigger get never triggerd :)
 
  Greetz,
 
  Eric
 
  -Oorspronkelijk bericht-
  Van: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Namens Robert Whelan
  Verzonden: dinsdag 13 november 2007 20:08
  Aan: hlds@list.valvesoftware.com
  Onderwerp: Re: [hlds] HLDS not switching maps?
 
  --
  [ Picked text/plain from multipart/alternative ] Thats a different
  story, an empty tf2 server won't cycle through the mapcycle
 based on
  what I've seen. What I've experienced.. if I join an empty
 server and
  the set timelimit has passed the server will then change maps.
  Kinda of a pain in the ass because it does take time to
 connect then
  your looking at a map change to boot.
 
  Not sure if this is by design or what, maybe valve can tell us?
 
 
  - Original Message 
  From: Joseph H Harrison [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Sent: Monday, November 12, 2007 11:43:23 PM
  Subject: RE: [hlds] HLDS not switching maps?
 
  Its runnint TF2, have mapcycle in place too.  No addons.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Behalf Of Robert Whelan
  Sent: Monday, November 12, 2007 8:49 PM
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] HLDS not switching maps?
 
 
  --
  [ Picked text/plain from multipart/alternative ] If your
 talking hlds
  tfc.. the map changes based on whatever time is set.
  It
  doesn't matter if its empty or not. mapcycle in place? are
 you running
  any addons?
 
 
  - Original Message 
  From: Andrew Armstrong [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Sent: Monday, November 12, 2007 10:17:59 PM
  Subject: RE: [hlds] HLDS not switching maps?
 
  The server may not rotate when its empty; I cant recall the exact
  behaviour.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Joseph H
  Harrison
  Sent: Tuesday, 13 November 2007 3:05 PM
  To: hlds@list.valvesoftware.com
  Subject: RE: [hlds] HLDS not switching maps?
 
  Yeah.  I have that in the server.cfg and when I type that
 command into
  the console with no value it returns that its set to 30.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Behalf Of P. Bhandal
  Sent: Monday, November 12, 2007 7:21 PM
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] HLDS not switching maps?
 
 
  mp_timelimit 30
 
  On Nov 12, 2007 7:10 PM, Joseph H Harrison
  [EMAIL PROTECTED]
  wrote:
   This is a multi-part message in MIME format.
   --
   I just started up with hosting a server again after years
 of nothing.
  I
   used to do TFC servers years ago.
  
   I can seem to get my server to switch maps after 30 minutes.  I'm
   new to this version of the dedicated server so I am
 hitting you guys
   up for
  advice.
  
   -Joe
   --
   [ winmail.dat of type application/ms-tnef deleted ]
   --
  
  
  
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   archives,
  please visit:
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 list archives,
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RE: [hlds] users timed out

2007-10-30 Thread Eric van Beesten
Happend again a few minutes ago. The server is full all day and we don't
have hardware issues. We can't seem to find the problem, because it happened
only 1 times a day with our server. Beside that the server is doing nothing
then hosting a tf2 server. The strangest thing is that not all players get
kicked.

If the kick is over the server is fine for a day. No more kickes etc.



-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens DontWannaName!
Verzonden: maandag 29 oktober 2007 22:24
Aan: hlds@list.valvesoftware.com
Onderwerp: Re: [hlds] users timed out

--
[ Picked text/plain from multipart/alternative ]
5 people timed out on one of the 4 servers on my box at once. It seems to
happen a lot too. I have 1 TF2 server on the box.


- Original Message 
From: P. Bhandal [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Monday, October 29, 2007 8:16:40 AM
Subject: Re: [hlds] users timed out

--
[ Picked text/plain from multipart/alternative ]
I was wondering the exact same thing, I've been getting it a lot on my TF2
servers.

Occasionally up to half of the server will get kicked out.

I don't use SourceMod myself, I use Mani. I also run metamod source on the
server.

I have three servers on the machine, a 24 man cs:s gungame, 32 man TF2 and
another 32 man TF2. Both of the 32 man TF2 servers are affected, but they
usually don't get the time out errors simultaneously.


On 10/29/07, Eric van Beesten [EMAIL PROTECTED] wrote:

 Dit is een meerdelig bericht met een MIME-indeling.
 --
 [ Picked text/plain from multipart/alternative ]
 Hee guys,



 Just a question. Sinds a few days our server has a little problem.
 Sometimes
 in the middle of the map players got kicked for time out. for example see
 below. This is only happening in the last few days and never happened
 before. The server is a amd 3000 and tf2 has been installed there from the
 beginning. The addon installed is sourcemod (but I don't think that is the
 problem).



 Anyway, this problems is happening in the last few days. Anyone know what
 the problem is? Or how it can be solved?



 Greetz,



 Eric



 Logfile of the event:



 L 10/29/2007 - 15:17:43: [MoX] Paulonski1496STEAM_0:1:xxRed
 disconnected (reason [MoX] Paulonski timed out)

 L 10/29/2007 - 15:17:43: Prometheux1539STEAM_0:0: xx Blue
 disconnected (reason Prometheux timed out)

 L 10/29/2007 - 15:17:43: Dae1378STEAM_0:1: xx Red disconnected
 (reason Dae timed out)

 L 10/29/2007 - 15:17:43: DasB1470STEAM_0:0: xx Red disconnected
 (reason DasB timed out)

 L 10/29/2007 - 15:17:43: a.C.e Lee`1448STEAM_0:0: xx Red
 disconnected (reason a.C.e Lee` timed out)

 L 10/29/2007 - 15:17:43: bs9105931485STEAM_0:1: xx Blue
 disconnected
 (reason bs910593 timed out)

 L 10/29/2007 - 15:17:43: woepsiepoespie_781511STEAM_0:0: xx Blue
 disconnected (reason woepsiepoespie_78 timed out)

 L 10/29/2007 - 15:17:43: a.C.e Juicy1441STEAM_0:0: xx Red
 disconnected (reason a.C.e Juicy timed out)

 L 10/29/2007 - 15:17:43: Zsolt1492STEAM_0:0: xx Blue disconnected
 (reason Zsolt timed out)

 L 10/29/2007 - 15:17:43: ADAMANDEVE1443STEAM_0:1: xx Red
 disconnected (reason ADAMANDEVE timed out)

 L 10/29/2007 - 15:17:43: xre1429STEAM_0:0: xx Red disconnected
 (reason xre timed out)

 L 10/29/2007 - 15:17:43: ChuChuTrain1455STEAM_0:1: xx Red
 disconnected (reason ChuChuTrain timed out)

 L 10/29/2007 - 15:17:43: Mambozaaa!1410STEAM_0:0: xx Blue
 disconnected (reason Mambozaaa! timed out)

 L 10/29/2007 - 15:17:43: Mulle1390STEAM_0:1: xx Blue disconnected
 (reason Mulle timed out)

 L 10/29/2007 - 15:17:43: PrezX1480STEAM_0:0: xx Blue disconnected
 (reason PrezX timed out)

 --

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__ NOD32 2624 (20071029) Information __

This message was checked by NOD32 antivirus system.
http://www.eset.com



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RE: [hlds] users timed out

2007-10-30 Thread Eric van Beesten
On the bothem of this email you see a part of the log. So its not the No
steam logon.


 Check the logs, my servers are having a problem too. Ingame it tells me
 'client timed out', in the console I see 'No steam logon'

 Cheers,
 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens Eric van Beesten
 Verzonden: Tuesday, October 30, 2007 3:16 PM
 Aan: hlds@list.valvesoftware.com
 Onderwerp: RE: [hlds] users timed out

 Happend again a few minutes ago. The server is full all day and we don't
 have hardware issues. We can't seem to find the problem, because it
 happened
 only 1 times a day with our server. Beside that the server is doing
 nothing
 then hosting a tf2 server. The strangest thing is that not all players get
 kicked.

 If the kick is over the server is fine for a day. No more kickes etc.



 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens DontWannaName!
 Verzonden: maandag 29 oktober 2007 22:24
 Aan: hlds@list.valvesoftware.com
 Onderwerp: Re: [hlds] users timed out

 --
 [ Picked text/plain from multipart/alternative ]
 5 people timed out on one of the 4 servers on my box at once. It seems to
 happen a lot too. I have 1 TF2 server on the box.


 - Original Message 
 From: P. Bhandal [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Monday, October 29, 2007 8:16:40 AM
 Subject: Re: [hlds] users timed out

 --
 [ Picked text/plain from multipart/alternative ]
 I was wondering the exact same thing, I've been getting it a lot on my TF2
 servers.

 Occasionally up to half of the server will get kicked out.

 I don't use SourceMod myself, I use Mani. I also run metamod source on the
 server.

 I have three servers on the machine, a 24 man cs:s gungame, 32 man TF2 and
 another 32 man TF2. Both of the 32 man TF2 servers are affected, but they
 usually don't get the time out errors simultaneously.


 On 10/29/07, Eric van Beesten [EMAIL PROTECTED] wrote:

 Dit is een meerdelig bericht met een MIME-indeling.
 --
 [ Picked text/plain from multipart/alternative ]
 Hee guys,



 Just a question. Sinds a few days our server has a little problem.
 Sometimes
 in the middle of the map players got kicked for time out. for example
 see
 below. This is only happening in the last few days and never happened
 before. The server is a amd 3000 and tf2 has been installed there from
 the
 beginning. The addon installed is sourcemod (but I don't think that is
 the
 problem).



 Anyway, this problems is happening in the last few days. Anyone know
 what
 the problem is? Or how it can be solved?



 Greetz,



 Eric



 Logfile of the event:



 L 10/29/2007 - 15:17:43: [MoX] Paulonski1496STEAM_0:1:xxRed
 disconnected (reason [MoX] Paulonski timed out)

 L 10/29/2007 - 15:17:43: Prometheux1539STEAM_0:0: xx Blue
 disconnected (reason Prometheux timed out)

 L 10/29/2007 - 15:17:43: Dae1378STEAM_0:1: xx Red disconnected
 (reason Dae timed out)

 L 10/29/2007 - 15:17:43: DasB1470STEAM_0:0: xx Red disconnected
 (reason DasB timed out)

 L 10/29/2007 - 15:17:43: a.C.e Lee`1448STEAM_0:0: xx Red
 disconnected (reason a.C.e Lee` timed out)

 L 10/29/2007 - 15:17:43: bs9105931485STEAM_0:1: xx Blue
 disconnected
 (reason bs910593 timed out)

 L 10/29/2007 - 15:17:43: woepsiepoespie_781511STEAM_0:0: xx Blue
 disconnected (reason woepsiepoespie_78 timed out)

 L 10/29/2007 - 15:17:43: a.C.e Juicy1441STEAM_0:0: xx Red
 disconnected (reason a.C.e Juicy timed out)

 L 10/29/2007 - 15:17:43: Zsolt1492STEAM_0:0: xx Blue
 disconnected
 (reason Zsolt timed out)

 L 10/29/2007 - 15:17:43: ADAMANDEVE1443STEAM_0:1: xx Red
 disconnected (reason ADAMANDEVE timed out)

 L 10/29/2007 - 15:17:43: xre1429STEAM_0:0: xx Red disconnected
 (reason xre timed out)

 L 10/29/2007 - 15:17:43: ChuChuTrain1455STEAM_0:1: xx Red
 disconnected (reason ChuChuTrain timed out)

 L 10/29/2007 - 15:17:43: Mambozaaa!1410STEAM_0:0: xx Blue
 disconnected (reason Mambozaaa! timed out)

 L 10/29/2007 - 15:17:43: Mulle1390STEAM_0:1: xx Blue
 disconnected
 (reason Mulle timed out)

 L 10/29/2007 - 15:17:43: PrezX1480STEAM_0:0: xx Blue
 disconnected
 (reason PrezX timed out)

 --

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 please visit:
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 __ NOD32 2624 (20071029) Information __

 This message

[hlds] users timed out

2007-10-29 Thread Eric van Beesten
Dit is een meerdelig bericht met een MIME-indeling.
--
[ Picked text/plain from multipart/alternative ]
Hee guys,



Just a question. Sinds a few days our server has a little problem. Sometimes
in the middle of the map players got kicked for time out. for example see
below. This is only happening in the last few days and never happened
before. The server is a amd 3000 and tf2 has been installed there from the
beginning. The addon installed is sourcemod (but I don't think that is the
problem).



Anyway, this problems is happening in the last few days. Anyone know what
the problem is? Or how it can be solved?



Greetz,



Eric



Logfile of the event:



L 10/29/2007 - 15:17:43: [MoX] Paulonski1496STEAM_0:1:xxRed
disconnected (reason [MoX] Paulonski timed out)

L 10/29/2007 - 15:17:43: Prometheux1539STEAM_0:0: xx Blue
disconnected (reason Prometheux timed out)

L 10/29/2007 - 15:17:43: Dae1378STEAM_0:1: xx Red disconnected
(reason Dae timed out)

L 10/29/2007 - 15:17:43: DasB1470STEAM_0:0: xx Red disconnected
(reason DasB timed out)

L 10/29/2007 - 15:17:43: a.C.e Lee`1448STEAM_0:0: xx Red
disconnected (reason a.C.e Lee` timed out)

L 10/29/2007 - 15:17:43: bs9105931485STEAM_0:1: xx Blue disconnected
(reason bs910593 timed out)

L 10/29/2007 - 15:17:43: woepsiepoespie_781511STEAM_0:0: xx Blue
disconnected (reason woepsiepoespie_78 timed out)

L 10/29/2007 - 15:17:43: a.C.e Juicy1441STEAM_0:0: xx Red
disconnected (reason a.C.e Juicy timed out)

L 10/29/2007 - 15:17:43: Zsolt1492STEAM_0:0: xx Blue disconnected
(reason Zsolt timed out)

L 10/29/2007 - 15:17:43: ADAMANDEVE1443STEAM_0:1: xx Red
disconnected (reason ADAMANDEVE timed out)

L 10/29/2007 - 15:17:43: xre1429STEAM_0:0: xx Red disconnected
(reason xre timed out)

L 10/29/2007 - 15:17:43: ChuChuTrain1455STEAM_0:1: xx Red
disconnected (reason ChuChuTrain timed out)

L 10/29/2007 - 15:17:43: Mambozaaa!1410STEAM_0:0: xx Blue
disconnected (reason Mambozaaa! timed out)

L 10/29/2007 - 15:17:43: Mulle1390STEAM_0:1: xx Blue disconnected
(reason Mulle timed out)

L 10/29/2007 - 15:17:43: PrezX1480STEAM_0:0: xx Blue disconnected
(reason PrezX timed out)

--

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