Re: [hlds] VMware ESX

2008-10-03 Thread JDoc0512
I don't have any experience with ESX but I use workstation 6 and I don't notice 
any loss
As long as you have powerful enough CPU, you should be fine

--- On Fri, 10/3/08, Saint K. [EMAIL PROTECTED] wrote:

From: Saint K. [EMAIL PROTECTED]
Subject: [hlds] VMware ESX
To: 'Half-Life dedicated Win32 server mailing list' 
hlds@list.valvesoftware.com, 'Half-Life dedicated Linux server mailing 
list' [EMAIL PROTECTED]
Date: Friday, October 3, 2008, 4:25 AM

Hi,

Is there anyone who has experience with running gameservers on an OS which
is installed on top of a VMware ESX install?

If so, could you tell something about the performance (loss?) etc.

We're thinking of installing VMware ESX on a new machine so we can run
win2k3 and Debian etch side by side as some games don't have Linux support
straight away, in that case we could fall back on windows if there is no
significant performance loss.


Cheers,


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Re: [hlds] Fast DL server zipping

2008-09-09 Thread JDoc0512
you can use bz2 to compress any file as long as you maintain the directory 
structure
 
and I don't think you can use zip but why would you use it anyway when bz2 does 
the same thing
 
by the way, you don't really have to compress sound files. bz2 reduces sizes of 
sound files only little bit

--- On Tue, 9/9/08, Patrick Shelley [EMAIL PROTECTED] wrote:

From: Patrick Shelley [EMAIL PROTECTED]
Subject: [hlds] Fast DL server zipping
To: HLDS Mail List hlds@list.valvesoftware.com
Date: Tuesday, September 9, 2008, 3:55 PM

Can i bz2 everything in my fast dl server or just maps? can i zip models and
sounds up and the client will get them ok?
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Re: [hlds] when will these be fixed?

2008-07-10 Thread JDoc0512
why do you all bitch about small stuff like this? they just fixed serious 
stuff. give them a break.

--- On Thu, 7/10/08, Jake Skenna [EMAIL PROTECTED] wrote:

From: Jake Skenna [EMAIL PROTECTED]
Subject: Re: [hlds] when will these be fixed?
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Date: Thursday, July 10, 2008, 1:19 AM

And being able to cap last point from behind on badlands

On Thu, Jul 10, 2008 at 2:36 AM, Ronny Schedel [EMAIL PROTECTED]
wrote:

 Sentries tracking through walls should not be fixed. The engineer is
 already
 the worst character right now, the sentries are too weak to fight back
 against Pyros, Heavys and Demomans. Also with the upcoming Heavy patch, it
 will go worse for the Engineer. He even cannot fight back in a close
combat
 against a Medic with Blutsauger.


 - Original Message -
 From: SakeFox [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Thursday, July 10, 2008 8:23 AM
 Subject: Re: [hlds] when will these be fixed?


 so we have:

 1) badlands vis blocker on the red spawn (since map release)
 2) goldrush burning through the wall, stage 1 near cap 2 top building
 across the red spawn building (since map release)
 3) sentries tracking through walls
 4) shooting through gates
 5) pyro taunt doesn't work when lost
 6) crits actually being crits
 7) pyro crit flame getting stuck on when not firing
 8) badlands last progressive spawn should not have buildable areas by
 crouching

 anymore?

 to be honest i can't belive i forgot the pyro crit flame bug. its been
 there so long its kinda like part of the game. would have thought that
 would have been fixed a long time ago.

 Blood Letter wrote:
  I'd actually like to see all classes get a killing taunt.
 
  It's your last line of defense if your team loses and you're
being chased
  down in the bonus round.
  Plus, it's hilarious.
 
  Also, the pyro taunt isn't instant kill - a heavy with a medic on
him
 will
  survive it quite easily.
  I think it (and all kill taunts) should truly be instant kill.
 
 
  Date: Wed, 9 Jul 2008 13:58:57 -0400
  From: [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] when will these be fixed?
 
  i have noticed this too. it seems that with the last fix for this
that
  its actually gotten worse and happens more and with almost every
class.
 
  another thing that could be fixed is the pyro taunt killing
people after
  they lose and the taunts working while you fall off a edge,
leaving you
  able to walk around and kill while taunting
 
  George Devgru Seal wrote:
 
  I too would like to see all of those fixed.
 
  I'd like to bring up something that me and a few friends
have noticed,
  not
  sure if any one else has.
 
  Pretend you're a sniper, firing SMG rounds down range on
a scout
 running
  directly towards you (No transversal direction), when your
stream turns
  critical. The tracers appear to be hitting the scout
directly, but no
  Critical Hit or schpank noises come
from them. I've noticed it for
  almost every non-explosive, non-shotgun crit. (Pistols, SMG,
etc)
 
  Perhaps someone else has noticed this more lately?
 
  On Wed, Jul 9, 2008 at 10:33 AM, SakeFox
[EMAIL PROTECTED]
  wrote:
 
 
 
  oh yes, i forgot about them. them ones are annoying
epically the
  capping
  one
 
  Jake Skenna wrote:
 
 
  I'd also like to see them fix being able to build
in the farthest
  forward
  spawn by crouching, the one that is on the bridge,
and being able to
  cap
 
 
  the
 
 
  last point from behind in badlands
 
  On Wed, Jul 9, 2008 at 3:31 AM, AnAkIn .
[EMAIL PROTECTED]
 wrote:
 
 
 
 
  2. You can burn through any tiny wall/roof, etc
  4. is not an issue with gates. Rockets/Grenades
can go through any
  tiny
  block (wall/gates) in any map.
 
  Yea, would be nice to see them fixed.
 
  2008/7/9 SakeFox [EMAIL PROTECTED]:
 
 
 
 
  I really have to question when these will be
fixed. They been a
  issue
  for months. The sentry tracking i could
understand being a problem
  but
  the rest, no. The map ones i think valve is
just being lazy. The
  been
  there for months and have known about it but
seem to refuse to fix
 
 
  them.
 
 
  The shooting through the gate one they tried
to fix with adding the
  metal around the gates, but then when they
release goldrush forgot
  all
  about it and went back to the old way. I left
off the one with
 demos
 
 
  and
 
 
  others shooting when they get close to the
gate because thats kind
  of a
  clipping issue and that along with the
sentries i can understand
  being
  difficult to fix.
 
  I hate to bash valve, but its starting to
seem that support for
 some
  issues is dropping off, kinda like QA for
server releases.
 
  1) badlands vis blocker on the red spawn
(since map release)
  2) goldrush burning through the wall, stage 1
near cap 2 top
  building
  across the red spawn building (since map
release)
  3) sentries tracking through 

Re: [hlds] when will these be fixed?

2008-07-10 Thread JDoc0512
hlds mailing list is for server owners I believe. not for normal users to bitch 
about misc. bugs. tired of getting all these bullshit complaints about how cart 
disappears from the radar on goldrush or whatever. the map only has one 
freaking track and the cart has only one direction it can go for god's sake. 
and what's wrong with sentry gun tracking players? just because you don't like 
it, doens't mean that valve has to fix it.
 

--- On Thu, 7/10/08, Saint K. [EMAIL PROTECTED] wrote:

From: Saint K. [EMAIL PROTECTED]
Subject: Re: [hlds] when will these be fixed?
To: 'Half-Life dedicated Win32 server mailing list' 
hlds@list.valvesoftware.com
Date: Thursday, July 10, 2008, 11:35 AM

No, because the SG also fires, and ignores other enemy's in its view.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of JT
Sent: Thursday, July 10, 2008 6:17 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] when will these be fixed?

I guess the tracking can be an advantage sometimes if the sentry is
already aimed directly at the enemy the moment they come out from
behind a wall.  Following them after they go back behind a wall would
be a problem though..  I think they should just get rid of the
through-wall tracking and make them swivel faster.


On Thu, Jul 10, 2008 at 9:14 AM, Dustin Wyatt [EMAIL PROTECTED]
wrote:
 So you're saying the best way to address a dubious shortcoming is to
 not fix a bug?

 Dustin

 On Thu, Jul 10, 2008 at 1:36 AM, Ronny Schedel
[EMAIL PROTECTED]
wrote:
 Sentries tracking through walls should not be fixed. The engineer is
already
 the worst character right now, the sentries are too weak to fight back
 against Pyros, Heavys and Demomans. Also with the upcoming Heavy
patch,
it
 will go worse for the Engineer. He even cannot fight back in a close
combat
 against a Medic with Blutsauger.

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No virus found in this incoming message.
Checked by AVG - http://www.avg.com 
Version: 8.0.138 / Virus Database: 270.4.7/1541 - Release Date: 7/8/2008
7:50 PM




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Re: [hlds] when will these be fixed?

2008-07-10 Thread JDoc0512
you are in this server running business a little too deep
 
do all of us a favor and send bugs directly to valve personnel instead of 
spamming the hlds mailing list. none of us can do anything about bugs you 
mentioned.

--- On Thu, 7/10/08, SakeFox [EMAIL PROTECTED] wrote:

From: SakeFox [EMAIL PROTECTED]
Subject: Re: [hlds] when will these be fixed?
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Date: Thursday, July 10, 2008, 2:26 PM

The bugs in the list i have created have all been bugs that have been 
reported several times over again and ones that are months old. I had a 
forum topic for this, 
http://forums.steampowered.com/forums/showthread.php?t=661131 but after 
months of bumping and adding more and more to the point where out ran 
out of room in the original post, then to watch patch after patch with 
non of the issues fixed kind detours someone from wanting to help. I 
even mailed it to valve several times without a reply. I could have 
understood no reply for a small bug or not, but a page list of them, 
something would have been nice.

I will continue on updating this and hope you guys keep sending more 
bugs, epically the ones that have been around forever that still have 
not been fixed.

@jdoc, I am a server owner, so under your own idea i have a right to use 
the mailing list for this and these bug affect the game in negitive ways 
and in return affect the servers. I'm not going to make any snyd 
comments to start a some issue that isn't there, but feel free to add a 
filter to trash this thread on mail client.

Saint K. wrote:
 For your sake, unsubscribe! 

 The bugs are noticeable for every client, so from my point of view, this
 makes it either a general issue, or a server issue. Either way, both fit
the
 profile to be reported here. We, the server owners, provide the place to
 play at for the clients, so we, the server owners, have all rights to
 complain here on bugs.

 So, do your self a favor, be a good lad, visit this link;
 http://list.valvesoftware.com/mailman/listinfo/hlds

 And work your magic on the unsubscribe section. 



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of JDoc0512
 Sent: Thursday, July 10, 2008 8:21 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] when will these be fixed?

 hlds mailing list is for server owners I believe. not for normal users to
 bitch about misc. bugs. tired of getting all these bullshit complaints
about
 how cart disappears from the radar on goldrush or whatever. the map only
has
 one freaking track and the cart has only one direction it can go for
god's
 sake. and what's wrong with sentry gun tracking players? just because
you
 don't like it, doens't mean that valve has to fix it.
  

 --- On Thu, 7/10/08, Saint K. [EMAIL PROTECTED] wrote:

 From: Saint K. [EMAIL PROTECTED]
 Subject: Re: [hlds] when will these be fixed?
 To: 'Half-Life dedicated Win32 server mailing list'
 hlds@list.valvesoftware.com
 Date: Thursday, July 10, 2008, 11:35 AM

 No, because the SG also fires, and ignores other enemy's in its view.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of JT
 Sent: Thursday, July 10, 2008 6:17 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] when will these be fixed?

 I guess the tracking can be an advantage sometimes if the sentry is
 already aimed directly at the enemy the moment they come out from
 behind a wall.  Following them after they go back behind a wall would
 be a problem though..  I think they should just get rid of the
 through-wall tracking and make them swivel faster.


 On Thu, Jul 10, 2008 at 9:14 AM, Dustin Wyatt
[EMAIL PROTECTED]
 wrote:
   
 So you're saying the best way to address a dubious shortcoming is
to
 not fix a bug?

 Dustin

 On Thu, Jul 10, 2008 at 1:36 AM, Ronny Schedel
 
 [EMAIL PROTECTED]
 wrote:
   
 Sentries tracking through walls should not be fixed. The engineer
is
   
 already
   
 the worst character right now, the sentries are too weak to fight
back
 against Pyros, Heavys and Demomans. Also with the upcoming Heavy
   
 patch,
 it
   
 will go worse for the Engineer. He even cannot fight back in a
close
   
 combat
   
 against a Medic with Blutsauger.
   

 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


 No virus found in this incoming message.
 Checked by AVG - http://www.avg.com 
 Version: 8.0.138 / Virus Database: 270.4.7/1541 - Release Date: 7/8/2008
 7:50 PM




 ___
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 please
 visit:
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Re: [hlds] when will these be fixed?

2008-07-10 Thread JDoc0512
so why spam the goddamn hlds mailing list? I'm subscribed to to the list to get 
info on server updates, not to get thousands of useless bug complaint emails

--- On Thu, 7/10/08, SakeFox [EMAIL PROTECTED] wrote:

From: SakeFox [EMAIL PROTECTED]
Subject: Re: [hlds] when will these be fixed?
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Date: Thursday, July 10, 2008, 2:37 PM

i have done this several times and i know others have aswell. a lot of 
these bugs are several months old. heck the pyro crit fire bug has been 
there since game launch. I don't have much faith in the bug tracker for 
the reason that a lot of submitted bugs seem to be forgotten.

Phillip Vector wrote:
 Perhaps you should use the Submit Bug on the main menu? I
found that
 to work well.

 On Thu, Jul 10, 2008 at 1:26 PM, SakeFox [EMAIL PROTECTED]
wrote:
   
 The bugs in the list i have created have all been bugs that have been
 reported several times over again and ones that are months old. I had
a
 forum topic for this,
 http://forums.steampowered.com/forums/showthread.php?t=661131 but
after
 months of bumping and adding more and more to the point where out ran
 out of room in the original post, then to watch patch after patch with
 non of the issues fixed kind detours someone from wanting to help. I
 even mailed it to valve several times without a reply. I could have
 understood no reply for a small bug or not, but a page list of them,
 something would have been nice.

 I will continue on updating this and hope you guys keep sending more
 bugs, epically the ones that have been around forever that still have
 not been fixed.

 @jdoc, I am a server owner, so under your own idea i have a right to
use
 the mailing list for this and these bug affect the game in negitive
ways
 and in return affect the servers. I'm not going to make any snyd
 comments to start a some issue that isn't there, but feel free to
add a
 filter to trash this thread on mail client.

 Saint K. wrote:
 
 For your sake, unsubscribe!

 The bugs are noticeable for every client, so from my point of
view, this
 makes it either a general issue, or a server issue. Either way,
both fit the
 profile to be reported here. We, the server owners, provide the
place to
 play at for the clients, so we, the server owners, have all rights
to
 complain here on bugs.

 So, do your self a favor, be a good lad, visit this link;
 http://list.valvesoftware.com/mailman/listinfo/hlds

 And work your magic on the unsubscribe section.



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of JDoc0512
 Sent: Thursday, July 10, 2008 8:21 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] when will these be fixed?

 hlds mailing list is for server owners I believe. not for normal
users to
 bitch about misc. bugs. tired of getting all these bullshit
complaints about
 how cart disappears from the radar on goldrush or whatever. the
map only has
 one freaking track and the cart has only one direction it can go
for god's
 sake. and what's wrong with sentry gun tracking players? just
because you
 don't like it, doens't mean that valve has to fix it.


 --- On Thu, 7/10/08, Saint K. [EMAIL PROTECTED]
wrote:

 From: Saint K. [EMAIL PROTECTED]
 Subject: Re: [hlds] when will these be fixed?
 To: 'Half-Life dedicated Win32 server mailing
list'
 hlds@list.valvesoftware.com
 Date: Thursday, July 10, 2008, 11:35 AM

 No, because the SG also fires, and ignores other enemy's in
its view.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of JT
 Sent: Thursday, July 10, 2008 6:17 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] when will these be fixed?

 I guess the tracking can be an advantage sometimes if the sentry
is
 already aimed directly at the enemy the moment they come out from
 behind a wall.  Following them after they go back behind a wall
would
 be a problem though..  I think they should just get rid of the
 through-wall tracking and make them swivel faster.


 On Thu, Jul 10, 2008 at 9:14 AM, Dustin Wyatt
[EMAIL PROTECTED]
 wrote:

   
 So you're saying the best way to address a dubious
shortcoming is to
 not fix a bug?

 Dustin

 On Thu, Jul 10, 2008 at 1:36 AM, Ronny Schedel

 
 [EMAIL PROTECTED]
 wrote:

   
 Sentries tracking through walls should not be fixed. The
engineer is

   
 already

   
 the worst character right now, the sentries are too weak
to fight back
 against Pyros, Heavys and Demomans. Also with the upcoming
Heavy

   
 patch,
 it

   
 will go worse for the Engineer. He even cannot fight back
in a close

   
 combat

   
 against a Medic with Blutsauger.

   
 ___
 To unsubscribe, edit your list preferences, or view the list
archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


 No virus

Re: [hlds] when will these be fixed?

2008-07-10 Thread JDoc0512
so do you get responses from valve personnel when you spam the shit out of hlds 
mailing list? oh you get hate responses from me for sure
 
like I said earlier, try contacting valve personnel directly...

--- On Thu, 7/10/08, Saint K. [EMAIL PROTECTED] wrote:

From: Saint K. [EMAIL PROTECTED]
Subject: Re: [hlds] when will these be fixed?
To: 'Half-Life dedicated Win32 server mailing list' 
hlds@list.valvesoftware.com
Date: Thursday, July 10, 2008, 2:43 PM

I've tried this on several occasions, but never got a response (and yes, the
bug report was extended and decent).

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Phillip Vector
Sent: Thursday, July 10, 2008 10:34 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] when will these be fixed?

Perhaps you should use the Submit Bug on the main menu? I found
that
to work well.

On Thu, Jul 10, 2008 at 1:26 PM, SakeFox [EMAIL PROTECTED] wrote:
 The bugs in the list i have created have all been bugs that have been
 reported several times over again and ones that are months old. I had a
 forum topic for this,
 http://forums.steampowered.com/forums/showthread.php?t=661131 but after
 months of bumping and adding more and more to the point where out ran
 out of room in the original post, then to watch patch after patch with
 non of the issues fixed kind detours someone from wanting to help. I
 even mailed it to valve several times without a reply. I could have
 understood no reply for a small bug or not, but a page list of them,
 something would have been nice.

 I will continue on updating this and hope you guys keep sending more
 bugs, epically the ones that have been around forever that still have
 not been fixed.

 @jdoc, I am a server owner, so under your own idea i have a right to use
 the mailing list for this and these bug affect the game in negitive ways
 and in return affect the servers. I'm not going to make any snyd
 comments to start a some issue that isn't there, but feel free to add
a
 filter to trash this thread on mail client.

 Saint K. wrote:
 For your sake, unsubscribe!

 The bugs are noticeable for every client, so from my point of view,
this
 makes it either a general issue, or a server issue. Either way, both
fit
the
 profile to be reported here. We, the server owners, provide the place
to
 play at for the clients, so we, the server owners, have all rights to
 complain here on bugs.

 So, do your self a favor, be a good lad, visit this link;
 http://list.valvesoftware.com/mailman/listinfo/hlds

 And work your magic on the unsubscribe section.



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of JDoc0512
 Sent: Thursday, July 10, 2008 8:21 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] when will these be fixed?

 hlds mailing list is for server owners I believe. not for normal users
to
 bitch about misc. bugs. tired of getting all these bullshit complaints
about
 how cart disappears from the radar on goldrush or whatever. the map
only
has
 one freaking track and the cart has only one direction it can go for
god's
 sake. and what's wrong with sentry gun tracking players? just
because you
 don't like it, doens't mean that valve has to fix it.


 --- On Thu, 7/10/08, Saint K. [EMAIL PROTECTED] wrote:

 From: Saint K. [EMAIL PROTECTED]
 Subject: Re: [hlds] when will these be fixed?
 To: 'Half-Life dedicated Win32 server mailing
list'
 hlds@list.valvesoftware.com
 Date: Thursday, July 10, 2008, 11:35 AM

 No, because the SG also fires, and ignores other enemy's in its
view.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of JT
 Sent: Thursday, July 10, 2008 6:17 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] when will these be fixed?

 I guess the tracking can be an advantage sometimes if the sentry is
 already aimed directly at the enemy the moment they come out from
 behind a wall.  Following them after they go back behind a wall would
 be a problem though..  I think they should just get rid of the
 through-wall tracking and make them swivel faster.


 On Thu, Jul 10, 2008 at 9:14 AM, Dustin Wyatt
[EMAIL PROTECTED]
 wrote:

 So you're saying the best way to address a dubious shortcoming
is to
 not fix a bug?

 Dustin

 On Thu, Jul 10, 2008 at 1:36 AM, Ronny Schedel

 [EMAIL PROTECTED]
 wrote:

 Sentries tracking through walls should not be fixed. The
engineer is

 already

 the worst character right now, the sentries are too weak to
fight back
 against Pyros, Heavys and Demomans. Also with the upcoming
Heavy

 patch,
 it

 will go worse for the Engineer. He even cannot fight back in a
close

 combat

 against a Medic with Blutsauger.


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


 No virus found

Re: [hlds] Cant spawn vehicles and thrusters in gmod 10

2008-07-10 Thread JDoc0512
reinstall for the third time then? or stop spamming and contact valve?

--- On Thu, 7/10/08, dan [EMAIL PROTECTED] wrote:

From: dan [EMAIL PROTECTED]
Subject: Re: [hlds] Cant spawn vehicles and thrusters in gmod 10
To: 'Half-Life dedicated Win32 server mailing list' 
hlds@list.valvesoftware.com
Date: Thursday, July 10, 2008, 3:34 PM

Thats been done twice already incase you haven’t read my second e-mail

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: 10 July 2008 17:06
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Cant spawn vehicles and thrusters in gmod 10

reinstall

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of dan
Sent: Thursday, July 10, 2008 6:06 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Cant spawn vehicles and thrusters in gmod 10

Any one got an idear on how i can fix this?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of dan
Sent: 10 July 2008 02:19
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Cant spawn vehicles and thrusters in gmod 10

Yea even with no addons

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton
Sent: 10 July 2008 01:00
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Cant spawn vehicles and thrusters in gmod 10

Even with no addons installed?

dan wrote:
 Ive already done this and there is no conflict cause this happened even
 after my server was reinstalled twice and it still does it

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton
 Sent: 09 July 2008 21:51
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Cant spawn vehicles and thrusters in gmod 10

 PHX 2 and 3 together will CLASH. Only install PHX3.

 Do you get any errors in the server-side or client-side console? Is your 
 prop protector setup correctly?

 Remove all mods and then add them one by one.

 dan wrote:
   
 Hey guys. This is just a small question, i am running an 18 man
dedicated
 server (standalone) and no one can spawn vehicles or thrusters and i
cant
 figure out why, if you have any idear or wanna check the server please
 connection to 77.74.199.14:27015 -mods on this server are - spacebuild
2
 (game mode) PHX2,PHX3,Spacebuildmodelpackalpha23 ULX/Ulib, amraan
missile
 mod, wire, wire model pack 1, life support 2, Resorce distrib 2,
 
 doorstool,
   
 prop protection, again please if you have any idears please reply to
this
 e-mail or if you wanna check the server again connect to
 
 77.74.199.14:27015
   
 No virus found in this outgoing message.
 Checked by AVG - http://www.avg.com 
 Version: 8.0.138 / Virus Database: 270.4.7/1542 - Release Date:
09/07/2008
 06:50



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 No virus found in this incoming message.
 Checked by AVG - http://www.avg.com 
 Version: 8.0.138 / Virus Database: 270.4.7/1542 - Release Date: 09/07/2008
 06:50



 No virus found in this incoming message.
 Checked by AVG - http://www.avg.com 
 Version: 8.0.138 / Virus Database: 270.4.7/1542 - Release Date: 09/07/2008
 06:50

 No virus found in this outgoing message.
 Checked by AVG - http://www.avg.com 
 Version: 8.0.138 / Virus Database: 270.4.7/1542 - Release Date: 09/07/2008
 06:50



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No virus found in this incoming message.
Checked by AVG - http://www.avg.com 
Version: 8.0.138 / Virus Database: 270.4.7/1543 - Release Date: 09/07/2008
18:32


No virus found in this incoming message.
Checked by AVG - http://www.avg.com 
Version: 8.0.138 / Virus Database: 270.4.7/1543 - Release Date: 09/07/2008
18:32

No virus found in this outgoing message.
Checked by AVG - http://www.avg.com 
Version: 8.0.138 / Virus Database: 270.4.7/1543 - Release Date: 09/07/2008
18:32



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No virus found in this incoming message.
Checked by AVG - http://www.avg.com 
Version: 8.0.138 / Virus Database: 270.4.7/1543 - Release Date: 

[hlds] Immaturity of Saink K.

2008-07-10 Thread JDoc0512
now this kid is sending me unsubscribe requests using my email
I guess I'll do the same back to him since I like to play with minors
 
except he doesn't know that only hlds emails are saved in my inbox and rest go 
to spam lol


  
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Re: [hlds] when will these be fixed?

2008-07-10 Thread JDoc0512
get them out


--- On Thu, 7/10/08, Tom Leighton [EMAIL PROTECTED] wrote:

From: Tom Leighton [EMAIL PROTECTED]
Subject: Re: [hlds] when will these be fixed?
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Date: Thursday, July 10, 2008, 4:47 PM

No fighting please, I don't particularly want to get my gloves out...

Ferenc Kovacs wrote:
 2008/7/11 JDoc0512 [EMAIL PROTECTED]:
   
 yeah I know it's fun

 --- On Thu, 7/10/08, Patrick Shelley [EMAIL PROTECTED]
wrote:

 From: Patrick Shelley [EMAIL PROTECTED]
 Subject: Re: [hlds] when will these be fixed?
 To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
 Date: Thursday, July 10, 2008, 4:19 PM

 FIGHT FIGHT FIGHT !!!
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 or grow up. :)

 Tyrael

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Re: [hlds] Immaturity of Saink K.

2008-07-10 Thread JDoc0512
I doubt it
 
that saint k kid along with several other kids using this mailing list are just 
teenagers
they first spam the mailing list by reporting a bunch of bugs and when scolded, 
they get mad and try to get even with you
 
actually it's amusing now


--- On Thu, 7/10/08, Mike Stiehm [EMAIL PROTECTED] wrote:

From: Mike Stiehm [EMAIL PROTECTED]
Subject: RE: [hlds] Immaturity of Saink K.
To: [EMAIL PROTECTED]
Date: Thursday, July 10, 2008, 5:10 PM




#yiv1252373099 .hmmessage P
{
margin:0px;padding:0px;}
#yiv1252373099 {
FONT-SIZE:10pt;FONT-FAMILY:Tahoma;}


I think most of the people on this list are in their mid to early 30's




  
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[hlds] ok seriously stop sending goddamn emails if they are useless

2008-07-10 Thread JDoc0512
I first scolded saint k kid for sending too many emails reporting bug
 
now you all start sending emails and add more spamming to this mailing list
 
just great isn't it


  
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Re: [hlds] Immaturity of Saink K.

2008-07-10 Thread JDoc0512
then fucking stay out of it
you are also adding more spam

--- On Thu, 7/10/08, SakeFox [EMAIL PROTECTED] wrote:

From: SakeFox [EMAIL PROTECTED]
Subject: Re: [hlds] Immaturity of Saink K.
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Date: Thursday, July 10, 2008, 5:18 PM

there is no need for this kind of language on these forums and can we 
please not make flame topic, they are useless on the mailing list

JDoc0512 wrote:
 no you little fucker
 I'm making fun of him just like I'm making fun of you

 --- On Thu, 7/10/08, Craig Collinson
[EMAIL PROTECTED] wrote:

 From: Craig Collinson [EMAIL PROTECTED]
 Subject: Re: [hlds] Immaturity of Saink K.
 To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
 Date: Thursday, July 10, 2008, 5:00 PM

 LOL you moan at others becouse of spam WTF is this ?

 2008/7/10 Procyon [EMAIL PROTECTED]:

   
 We are not interested. Just drop it JDoc0512.


 JDoc0512 wrote:
 
 now this kid is sending me unsubscribe requests using my email
 I guess I'll do the same back to him since I like to play with
   
 minors
   
 except he doesn't know that only hlds emails are saved in my
   
 inbox and
   
 rest go to spam lol
 

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Re: [hlds] Team Fortress 2 Update Coming

2008-07-08 Thread JDoc0512
think before you ask lol
 
new weapons are always coupled with free tf2 weekend
 
better marketing, more profit

--- On Tue, 7/8/08, Andreas Grimm [EMAIL PROTECTED] wrote:

From: Andreas Grimm [EMAIL PROTECTED]
Subject: Re: [hlds] Team Fortress 2 Update Coming
To: 'Half-Life dedicated Win32 server mailing list' 
hlds@list.valvesoftware.com
Date: Tuesday, July 8, 2008, 11:38 AM

this time the Heavy pack ? :D

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Tuesday, July 08, 2008 7:32 PM
To: [EMAIL PROTECTED]; Half-Life dedicated Win32 server
mailing list
Subject: [hlds] Team Fortress 2 Update Coming

A required update for Team Fortress 2 will be released sometime later
today.
 
Jason
 
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Re: [hlds] Team Fortress 2 Update Released

2008-07-08 Thread JDoc0512
it's still not fucking fixed
 
ran update 3 times with -verify_all

--- On Tue, 7/8/08, Eric Smith [EMAIL PROTECTED] wrote:

From: Eric Smith [EMAIL PROTECTED]
Subject: Re: [hlds] Team Fortress 2 Update Released
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com, Half-Life dedicated Linux server mailing list 
[EMAIL PROTECTED]
Date: Tuesday, July 8, 2008, 5:49 PM

We've released a fix for people having problems with the
/scripts/talker/tf.txt file preventing their server from starting.  Run
the update again to get the change.

Sorry for the problems.

-Eric

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Re: [hlds] Team Fortress 2 Update Released

2008-07-08 Thread JDoc0512
just had to delete the folder and run update again...

--- On Tue, 7/8/08, Eric Smith [EMAIL PROTECTED] wrote:

From: Eric Smith [EMAIL PROTECTED]
Subject: Re: [hlds] Team Fortress 2 Update Released
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com, Half-Life dedicated Linux server mailing list 
[EMAIL PROTECTED]
Date: Tuesday, July 8, 2008, 5:49 PM

We've released a fix for people having problems with the
/scripts/talker/tf.txt file preventing their server from starting.  Run
the update again to get the change.

Sorry for the problems.

-Eric

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Re: [hlds] Flare exploit on 2Fort

2008-07-05 Thread JDoc0512
man that's c00L

--- On Sat, 7/5/08, P. Bhandal [EMAIL PROTECTED] wrote:

From: P. Bhandal [EMAIL PROTECTED]
Subject: [hlds] Flare exploit on 2Fort
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Date: Saturday, July 5, 2008, 12:35 AM

I'm not sure whether this issue is limited to 2fort, but I've been
having
some problems with people coming onto my server and getting a ton of flares
stuck which ends up lagging the server out. Here's an example:

http://upload.theqclan.com/2474995ctf_2fort0003.jpg

Rebooting the server or changing the map fixes the issue.
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Re: [hlds] Team Fortress 2/Dedicated Server Update Released

2008-07-04 Thread JDoc0512
200~300MB lower usage on average
doing good so far

--- On Fri, 7/4/08, Mike Stiehm [EMAIL PROTECTED] wrote:

From: Mike Stiehm [EMAIL PROTECTED]
Subject: Re: [hlds] Team Fortress 2/Dedicated Server Update Released
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Date: Friday, July 4, 2008, 3:32 PM

How is everyone doing with the memory leak?
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Re: [hlds] Timeout issues since 07/04/08 patch.

2008-07-04 Thread JDoc0512
now my server randomly times out on mapchange
I had to get rid of timelimit on my servers to prevent this
 
when I change map manually, server doesn't time out

--- On Fri, 7/4/08, P. Bhandal [EMAIL PROTECTED] wrote:

From: P. Bhandal [EMAIL PROTECTED]
Subject: Re: [hlds] Timeout issues since 07/04/08 patch.
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Date: Friday, July 4, 2008, 9:20 PM

Very interesting Ryan, I had the exact same experience with Mach4. I have a
24/7 Mach4 server that had to be temporarily shut down it got so bad, there
just wasn't any point in playing with lag spikes every 10 seconds or so.

Really looking forward to a resolution to the problem.

On Fri, Jul 4, 2008 at 7:53 PM, Ryan Mannion [EMAIL PROTECTED]
wrote:

 I'm running Linux TF2 servers and can confirm this behavior, both with
 and without mods (namely MM:S and SM).

 Certain maps are completely unplayable. Try ctf_mach4.

 Ryan

 On Fri, Jul 4, 2008 at 5:41 PM, P. Bhandal [EMAIL PROTECTED]
wrote:
  Has anyone been experiencing odd lag issues/time out countdown
problems
  since the last patch?
 
  On some maps when players join a server (that time between joining a
team
  and spawning) they get a timeout countdown for a few seconds, then it
 goes
  away. It does this randomly throughout the game for people, which
 manifests
  as lag spikes. It's definitely not a load issue, and it only
started
 since
  the most recent patch. There have been some users attributing it to
  SourceMod on the AlliedModders forums, but I ran a vanilla server and
it
 was
  affected by it as well.
 
  The issue is roughly outlined this thread:
 
  http://forums.alliedmods.net/showthread.php?t=73679page=2
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Re: [hlds] Upcoming Dedicated Server/Team Fortress 2 update

2008-07-03 Thread JDoc0512
it's (X)
its (O)

--- On Thu, 7/3/08, Jason Ruymen [EMAIL PROTECTED] wrote:

From: Jason Ruymen [EMAIL PROTECTED]
Subject: [hlds] Upcoming Dedicated Server/Team Fortress 2 update
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com, [EMAIL PROTECTED]
Date: Thursday, July 3, 2008, 4:43 PM

A required update for Team Fortress 2, along with updates to it's
dedicated server will be available later today.  Hopefully live within
an hour.
 
Jason
 
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Re: [hlds] dod:s server crash exploit

2008-07-02 Thread JDoc0512
oh it's so hard to register?
I just noticed that I had an account there since Aug 2004 with 0 post
 
well now 1 post
 
O_O!!!

--- On Wed, 7/2/08, DontWannaName! [EMAIL PROTECTED] wrote:

From: DontWannaName! [EMAIL PROTECTED]
Subject: Re: [hlds] dod:s server crash exploit
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Date: Wednesday, July 2, 2008, 1:21 PM

You have to register to see anything in that forum... its one way to hide from
us.


- Original Message 
From: Wiktor Deresz [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Sent: Wednesday, July 2, 2008 12:13:30 PM
Subject: Re: [hlds] dod:s server crash exploit

http://forums.myg0t.com/showthread.php?t=46415
huh D:

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Re: [hlds] dod:s server crash exploit

2008-07-02 Thread JDoc0512
I don't think the exploit works when you just change to the same class

--- On Wed, 7/2/08, Dog [EMAIL PROTECTED] wrote:

From: Dog [EMAIL PROTECTED]
Subject: Re: [hlds] dod:s server crash exploit
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Date: Wednesday, July 2, 2008, 2:01 PM

If you change to the same class, nothing happens because the game does not
return an event.
If you change between different classes, it works.

-Dog

2008/7/2 Cc2iscooL [EMAIL PROTECTED]:

 Works like a charm. Tested it a few times.

 Dog wrote:
  Doh
 
  http://www.theville.org/files/sm_class_spam.sp
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-- 
-eVaDog
TheVille.Org
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[hlds] Can't init func_buyzone

2008-07-02 Thread JDoc0512
Attempted to create unknown entity type func_buyzone!
Can't init func_buyzone
Attempted to create unknown entity type func_buyzone!
Can't init func_buyzone
 
and then the server just froze lol


  
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Re: [hlds] MOTD chalkboard how-to (TF2) (Live server view added)

2008-06-30 Thread JDoc0512
will the space for the list of servers expand accordingly if I add more than   
say 8 servers?

--- On Mon, 6/30/08, Saint K. [EMAIL PROTECTED] wrote:

From: Saint K. [EMAIL PROTECTED]
Subject: [hlds] MOTD chalkboard how-to (TF2) (Live server view added)
To: 'Half-Life dedicated Win32 server mailing list' 
hlds@list.valvesoftware.com, 'Half-Life dedicated Linux server mailing 
list' [EMAIL PROTECTED]
Date: Monday, June 30, 2008, 2:28 PM

Hi,

We have released a how-to on how to add the live server view to your MOTD.

http://www.specialattack.net/node/54

Enjoy



 On 6/12/08, Saint K. [EMAIL PROTECTED] wrote:
 
  Hi,
 
  We released a small how-to + example files on how to create a shared
motd
  keeping the original TF2 design intact. (This is usefull for hosts
who
 have
  multiple servers reading the motd from one location).
 
  http://www.specialattack.net/node/39
 
  Enjoy,
 
  Saint K.
 
 
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Re: [hlds] TF2/OB memory leak

2008-06-28 Thread JDoc0512
oh that gave me a good laugh

--- On Sat, 6/28/08, Steve Stifler [EMAIL PROTECTED] wrote:

From: Steve Stifler [EMAIL PROTECTED]
Subject: Re: [hlds] TF2/OB memory leak
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Date: Saturday, June 28, 2008, 1:15 PM

Valve doesn't post on this list except to say Bend over, here somes
another
update!!!

On 6/28/08, Benjamin Lange [EMAIL PROTECTED] wrote:

 There is no leak.
 A memory leak leads to an increasing amount of memory without new events
 happening.
 As we can see, this not the case.
 srcds is simply not giving resources free, after once taken them.

 Servers near 1GB of memory usage are definitely not acceptable after just
 2-3days.
 Best solution would be to unload unused content on mapchange again.
 Any official word from Valve on this?

 2008/6/28 Mike Stiehm [EMAIL PROTECTED]:

  As for the memory leak on map change. Most of my servers run the
  same map and never once change map. maxrounds 50.. I see the
  leak progress as people leave/join the server. As the player ID
  goes up so does the ram on my box. On day 3 its nothing to see
  the server sucking up 1.5G and not change map once.
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Re: [hlds] TF2/OB memory leak

2008-06-27 Thread JDoc0512
I know I also have slight memory leak problem now. But not as dramatic as to 
going over 750MB

--- On Fri, 6/27/08, Tony Paloma [EMAIL PROTECTED] wrote:

From: Tony Paloma [EMAIL PROTECTED]
Subject: Re: [hlds] TF2/OB memory leak
To: 'Half-Life dedicated Win32 server mailing list' 
hlds@list.valvesoftware.com
Date: Friday, June 27, 2008, 9:49 AM

Maybe your servers don't get much traffic or switch maps often? There does
seem to be some leak there but not as dramatic as some other people are
seeing.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Keeper
Sent: Friday, June 27, 2008 8:39 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2/OB memory leak

Ok, on my server that's been running 48 hours I get the following:

Private Bytes: 273,336K
Virtual Size: 737,668K
Working Set: 22,068K

After a fresh restart I have this:

Private Bytes: 209,708K
Virtual Size: 667,084K
Working Set: 3,722K

-Original Message-
From: Steven Hartland [mailto:[EMAIL PROTECTED] 
Sent: Friday, June 27, 2008 11:17 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2/OB memory leak

A base line TF2 server starts here at 64MB after full
startup. Grab yourself a copy of Process Explorer from
MS's site and enable Private Bytes, Virtual Size and
Working Set.

Private Bytes is the generally the key figure but
Working Set and Virtual Size can also come into play
depending on the situation.

Regards
Steve


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Re: [hlds] hlds, Yatin Vadhia recommends that you use Google Calendar

2008-06-27 Thread JDoc0512
that's still not embarrasing
everyone watches porn
people just deny it

--- On Fri, 6/27/08, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote:

From: Spencer 'voogru' MacDonald [EMAIL PROTECTED]
Subject: Re: [hlds] hlds, Yatin Vadhia recommends that you use Google Calendar
To: 'Half-Life dedicated Win32 server mailing list' 
hlds@list.valvesoftware.com
Date: Friday, June 27, 2008, 3:55 PM

Nah, it's not really embarrassing.

Now if you would have accidentally sent the confirmation email from that new
porn site you just signed up on... that would be embarrassing.

- voogru.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Yatin Vadhia
Sent: Friday, June 27, 2008 4:32 PM
To: hlds
Subject: Re: [hlds] hlds, Yatin Vadhia recommends that you use Google
Calendar

Oh My God, how embarrassing, please disregard this e-mail, I sent it to the
wrong e-mail address.

2008/6/27 Yatin Vadhia [EMAIL PROTECTED]:

 I have been using Google Calendar to organise my calendar, find
 interesting events and share my schedule with friends and family
 members. I thought you might like to use Google Calendar, too.

 Yatin Vadhia recommends that you use Google Calendar.

 To accept this invitation and register for an account, please visit: [

https://www.google.com/calendar/render?cid=Zm5iMjIxaW04cWdrb2F2YWxqdDJndWV0a
WtAZ3JvdXAuY2FsZW5kYXIuZ29vZ2xlLmNvbQinvEmailKey=hlds%40list.valvesoftware.
com%3Abed93d8bd92792a07f59480a71288663eb6a58c1
 ]

 Google Calendar helps you keep track of everything going on in your
 life and that of the important people around you, and also helps you
 discover interesting things to do with your time.
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business.
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Re: [hlds] TF2/OB memory leak

2008-06-26 Thread JDoc0512
but this doesn't happen to everyone and certainly not me so it's very myserious

--- On Thu, 6/26/08, bl4nkeh [EMAIL PROTECTED] wrote:

From: bl4nkeh [EMAIL PROTECTED]
Subject: Re: [hlds] TF2/OB memory leak
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Date: Thursday, June 26, 2008, 3:01 PM

I come home today to see that my most popular server is offline. I 
couldn't log into it to restart it, but I could still ping the box. I 
called up my host, and apparently the box was using 4gb+ of ram, which 
caused it to sieze up. This is the first time I've seen it get this bad, 
but something is definitely wrong.

Mike Stiehm wrote:
 I have also had this problem since day one. I am to the point now that i
just let them 
 crash and also try to restart the servers if i notice them empty. I would
love it if this issue
 was fixed!!
  
 Win2003 x64
  
 -Matrix
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Re: [hlds] TF2/OB memory leak

2008-06-25 Thread JDoc0512
hmm that's weird
 
I'm running all of my servers in windows server 2003 and I've never had that 
kind of problem
 
In this screenshot, all of my servers have been running for at least 2 days 
since the last update. Not all of these servers have been full but at least 
half of these servers were full during peak time and I haven't restarted them.
 
www.exunited.com/temp/pic/memusage.jpg
 
The only server that's using the most memory is the server at the top and it 
never uses more than 500MB even after running full 24/7 for about 3~5days. I 
had problem with some of these servers crashing before but that was because I 
had unstable plugins.
 
So I'm assuming that this memory leak problem some of you guys are having where 
each instance of TF2 server is using more than 750MB is unusual and it's 
probably due to doing something wrong. If this happened to everybody, then 
there wouldn't be any game hosting company out there that sell TF2 servers =/

--- On Wed, 6/25/08, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote:

From: Spencer 'voogru' MacDonald [EMAIL PROTECTED]
Subject: [hlds] TF2/OB memory leak
To: 'Half-Life dedicated Win32 server mailing list' 
hlds@list.valvesoftware.com
Date: Wednesday, June 25, 2008, 1:42 AM

Is there going to be any progress on the absolutely massive memory leak in
TF2? The srcds instance cannot even run for 24 hours before it consumes so
much memory that the process virtually freezes.

It's getting to the point where I will have to make a plug-in to monitor
the
memory usage and when it exceeds 750MB of usage, restart the server during
next level change.

- voogru.


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Re: [hlds] TF2/OB memory leak

2008-06-25 Thread JDoc0512
BeetlesMod v0.0.0.68B, MetaMod:Source v1.6.1.671, SourceMod v1.0.2.2236
 
they are all 66 tickrate 32 slots
 
I only use a few custom plugins that I made or edited for sourcemod


--- On Wed, 6/25/08, Serge Baranov [EMAIL PROTECTED] wrote:

From: Serge Baranov [EMAIL PROTECTED]
Subject: Re: [hlds] TF2/OB memory leak
To: 'Half-Life dedicated Win32 server mailing list' 
hlds@list.valvesoftware.com
Date: Wednesday, June 25, 2008, 5:33 AM

What mods/plugins do you have installed? How many slots?

Wednesday, June 25, 2008, 2:09:12 PM, you wrote:

J So I'm assuming that this memory leak problem some of you guys are
J having where each instance of TF2 server is using more than 750MB
J is unusual and it's probably due to doing something wrong. If this
J happened to everybody, then there wouldn't be any game hosting
J company out there that sell TF2 servers =/


-- 
Best regards,
 Serge


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Re: [hlds] TF2/OB memory leak

2008-06-25 Thread JDoc0512
well first of all, 100 tickrate doesn't exist for TF2
 
maybe you should try running a server without any mod
if you still get the same problem, then valve really has to do something to fix 
it
 
fyi, I used to run my TF2 server with meta mod, sourcemod, beetlesmod, and mani 
mod all at the same time and never had any of my server go above 350MB
 
but yeah I think last few updates messed thing up since now I see a few servers 
above 350MB

--- On Wed, 6/25/08, Serge Baranov [EMAIL PROTECTED] wrote:

From: Serge Baranov [EMAIL PROTECTED]
Subject: Re: [hlds] TF2/OB memory leak
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Date: Wednesday, June 25, 2008, 6:28 AM

Same versions of MetaMod and SourceMod, following plug-ins:

   01 Admin File Reader (1.0.2.2236) by AlliedModders LLC
   02 Admin Help (1.0.2.2236) by AlliedModders LLC
   03 Admin Menu (1.0.2.2236) by AlliedModders LLC
   04 Anti-Flood (1.0.2.2236) by AlliedModders LLC
   05 Basic Chat (1.0.2.2236) by AlliedModders LLC
   06 Basic Comm Control (1.0.2.2236) by AlliedModders LLC
   07 Basic Commands (1.0.2.2236) by AlliedModders LLC
   08 Basic Info Triggers (1.0.2.2236) by AlliedModders LLC
   09 Basic Votes (1.0.2.2236) by AlliedModders LLC
   10 HLstatsX Plugin (2.3) by Tobi17
   11 Nextmap (1.0.2.2236) by AlliedModders LLC
   12 Players Votes (1.2.5) by pZv!, The Resident
   13 Reserved Slots (1.0.2.2236) by AlliedModders LLC
   14 SourceBans (1.1.0) by SteamFriends Development Team
   15 SourceBans Sample Plugin (1.0.0 RC2) by SteamFriends
Development Team
   16 TeamSwitch (1.3) by MistaGee
   17 TF2 Fast Respawns (1.0.5) by WoZeR

Servers leak memory and I have to run custom memory watchdog to
restart them when it goes too high.

It happened on Windows XP SP3 and now the same on the clean
installation of Vista 32-bit.

The same happened when I used no MetaMod and SourceMod, only Mani
Admin plug-in, so it's unlikely to be related to some particular
plug-in.

32 slots, tickrate doesn't matter, occurred with both 66 and 100.

No other modifications, just pure servers installed via
HldsUpdateTool.


Wednesday, June 25, 2008, 3:46:37 PM, you wrote:

J BeetlesMod v0.0.0.68B, MetaMod:Source v1.6.1.671, SourceMod v1.0.2.2236
J they are all 66 tickrate 32 slots
J I only use a few custom plugins that I made or edited for sourcemod

-- 
Best regards,
 Serge


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Re: [hlds] Team Fortress 2 Update Available

2008-06-24 Thread JDoc0512
just press up arrow key, hit enter, and run the update again
it should end in a few seconds with an update complete message
 
plus, if you get a new srcds.exe, that means the update has been successful 
whether it says winsock error or not.

--- On Tue, 6/24/08, Robert Whelan [EMAIL PROTECTED] wrote:

From: Robert Whelan [EMAIL PROTECTED]
Subject: Re: [hlds] Team Fortress 2 Update Available
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com, [EMAIL PROTECTED], [EMAIL PROTECTED]
Date: Tuesday, June 24, 2008, 8:06 AM

Here I am 9am the following morning after the update was released and as always
the update appears to complete yet I'm thrown the winsock error. This always
happens now matter when I run an update.
blablabla...
15109233600.00% c:\srcds4/orangebox\tf\whitelist.cfg
Checking/Installing 'Team Fortress 2 Materials' version 17

Checking/Installing 'Base Source Shared Materials' version 8

Checking/Installing 'Base Source Shared Models' version 4

Checking/Installing 'Base Source Shared Sounds' version 4

Checking/Installing 'Team Fortress 2 Dedicated Server' version 42

Connection Reset, WinSock Error 10054 Connection reset by peer
C:\SRCDS4time/t
08:54 AM
Press any key to continue . . .

09:06:04 Protocol version 14
 Exe version 1.0.3.4 (tf)
 Exe build: 16:34:34 Jun 12 2008 (3505) (440)

- Original Message 
From: Jason Ruymen [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com; [EMAIL PROTECTED];
[EMAIL PROTECTED]
Sent: Monday, June 23, 2008 7:10:10 PM
Subject: [hlds] Team Fortress 2 Update Available

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

- Reduced Medic's unlockable requirements to match that of the Pyro's.
Medic players now meeting the requirements will receive their
unlockables shortly after joining a server
- Fixed Spy sapper viewmodel animation popping
- Fixed another issue with the Hot on your Heels achievement
- Incorporated the new Russian fonts into the base Team Fortress 2
fonts. Fixes the missing fonts problem when running in Russian with
English VO

Jason

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Re: [hlds] HLStastX usage

2008-06-23 Thread JDoc0512
would you explain in more detail? so what exactly am I supposed to type to 
trick hlstatsx? I've honestly never heard of this from lart or anyone 
involved in custom hlstatsx script so I don't really think this problem exists 
but just in case it does, I would like to learn about the details. thanks.

--- On Mon, 6/23/08, Keeper [EMAIL PROTECTED] wrote:

From: Keeper [EMAIL PROTECTED]
Subject: [hlds] HLStastX usage
To: 'Half-Life dedicated Win32 server mailing list' 
hlds@list.valvesoftware.com, 'Half-Life dedicated Linux server mailing 
list' [EMAIL PROTECTED]
Date: Monday, June 23, 2008, 10:22 AM

Ok, here is the exploit ... and one way to fix it.

If you are playing in a server that has HLStatsX installed, you can put log
output in chat to create fake events.

You can just say or say_team the following to trick HLStatsX:

L 06/23/2008 - 01:00:00: Started map dm_no_such_map (CRC
-123456789)

The log output would be:

L 06/23/2008 - 01:00:00:
Keeper1STEAM_0:1:12345678Unassigned say
L
06/23/2008 - 01:00:00: Started map dm_no_such_map (CRC
-123456789)

The way the current hlstats.pl perl script parses this, is it looks for the
last occurrence of the date stamp.  In this case, it would show that
dm_no_such_map was loaded on your server ... even though it doesn't exist.
So you could logically put in headshot kills with crowbars in hl2dm.  Create
fake captures and kills in TF2.  You could even mimic VAC Bans that would
eliminate players from being able to join servers with HLStatsX installed.

These exploits could range from being a small nuisance, to being a huge
headache for server operators. 

To fix this, and I'm no regex expert, I found the following to work with
both streaming servers and importing logs from the command shell:

In your hlstats.pl files do the following two things:

[#1 - SEARCH] ( around line 1494 )
my $last_attacker  = ;
my $last_attacker_hitgroup = ;
[ADD AFTER]
my $is_streamed= 0;
my $test_for_date  = 0;
[END]

[#2 - SEARCH] ( around line 1821 )
# Get the datestamp (or complain)
if ($s_output =~ s/^.*L (\d\d)\/(\d\d)\/(\d{4}) -
(\d\d):(\d\d):(\d\d):\s*//)
{
[REPLACE WITH]
# Get the datestamp (or complain)
$is_streamed = 0;
$test_for_date = 0;
$is_streamed = ($s_output !~ m/^L\s*/);

if ( !$is_streamed ) {
$test_for_date = ($s_output =~ s/^L
(\d\d)\/(\d\d)\/(\d{4}) -
(\d\d):(\d\d):(\d\d):\s*//);
} else {
$test_for_date = ($s_output =~ s/^\S*L
(\d\d)\/(\d\d)\/(\d{4}) -
(\d\d):(\d\d):(\d\d):\s*//);
}

if ($test_for_date)
{
[END]

This will allow the hlstats.pl parser to get the full event after the FIRST
log stamp, and will stop this method of spoofing.

Let me state, that I in no way support HLStatsX, nor will I do so in the
future.  But I wanted to post about this so server operators could keep the
integrity of their databases.

Keeper


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Re: [hlds] Master Server List

2008-06-22 Thread JDoc0512
2505 TF2 servers returned

--- On Sun, 6/22/08, Neil Voutt [EMAIL PROTECTED] wrote:

From: Neil Voutt [EMAIL PROTECTED]
Subject: Re: [hlds] Master Server List
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Date: Sunday, June 22, 2008, 12:41 PM

i get 2489 servers when i look

On Sun, Jun 22, 2008 at 1:30 PM, Cc2iscooL [EMAIL PROTECTED] wrote:

 Your internet speed setting in Steam might be set too high. If
your
 router/modem can't handle the amount of connections going out you
won't
 get the entire list of servers. Try setting your internet speed to 56k
 and try again.

 Scott Tuttle wrote:
  Refresh the list once get 895 servers.  Refresh again get 905. 
Refresh
  again get 915.
 
  Come back a few minutes later refresh get a low number like 898. 
Refresh
  again get higher numbers.  Rinse repeat.  Something doesn't seem
right
 with
  this  I understand servers can go down.  Or maybe it is because
of
 map
  changes.  Anyways I tried heartbeat.  Our server doesn't show on
the list
 at
  all right now and I have no sv_tags.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Olly
  Sent: Sunday, June 22, 2008 11:10 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Master Server List
 
  custom tab?
 
  if not, try typing 'heartbeat' into the server console
(Without quotes
 ofc)
 
  2008/6/22 Clyde cide [EMAIL PROTECTED]:
 
 
  Hi,
 
  Since the update my servers have not shown up in the master
server list.
 
  My
 
  server have stayed full but still not in the list. I also see
that the
 
  over
 
  all list appears to be down some what. I am wondering if any one
knows
  about
  this or is experiencing it themselves. I did run the server
update twice
 
  to
 
  make sure I didn't miss anything.
 
  Thanks
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Re: [hlds] Team Fortress 2 Update Released

2008-06-20 Thread JDoc0512
you are comparing pyro achievment farming with cheats and exploits. are you 
just dumb or what...

--- On Thu, 6/19/08, Patrick Shelley [EMAIL PROTECTED] wrote:

From: Patrick Shelley [EMAIL PROTECTED]
Subject: Re: [hlds] Team Fortress 2 Update Released
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Date: Thursday, June 19, 2008, 8:41 PM

I'm not sure in understand your point clearly.

If i'm correct in thinking - you mean that we can basically do what we
want?  So if the player playing as a class - say, the demoman - wants to use
wall hacks (a cheat/exploit), then anything to restrict him from doing so
breaks their mechanic (game model)?

I havent just exploited the game by doing what i did - then i'm a
monkey's
uncle.

Look at the effort some of these lads here on the list put in to preventing
cheaters/exploiters gaining from un-fair practises. In life, when i achieve
something, its because i put in some damn hard work - not by taking shorts
cuts just becuase circunstances or bad planning allow me to.

A regularon my server turned me onto using the bots and today i went and
took the easy way out, becasue it was there. I wanted to see if the exploit
('cos thats what it is - no doubt in my mind what-so-ever) stil worked.

If i was some nipper with no spine or maturity, i wouldnt have brought it
up.

I really, honestly believe that if they want these achievements to be a
challenge, they should plug the hole up - like these lads do on here when
they bring their plugins out for various exploits (sometimes within hours)


On 6/20/08, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

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
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Re: [hlds] Random 100% CPU Usage Spike Across All Cores [Need Help]

2008-06-20 Thread JDoc0512
I have this problem too but it doesn't cause any lag
here's a screenshot
 
http://www.exunited.com/temp/trash/hugespike.jpg

--- On Fri, 6/20/08, 1nsane [EMAIL PROTECTED] wrote:

From: 1nsane [EMAIL PROTECTED]
Subject: [hlds] Random 100% CPU Usage Spike Across All Cores [Need Help]
To: hlds@list.valvesoftware.com
Date: Friday, June 20, 2008, 3:21 PM

Hi Guys,

I'm getting these random lag spikes on one of my boxes. It's caused by
SRCDS
somehow magically going into 100% CPU usage and lagging down all the other
servers on the box. (Ussualy lats 1-4 seconds, rather annoying)

Here is a screenshot to illustrate the problem.
http://img168.imageshack.us/img168/3594/srcdsspikekz1.png

At first I thought it might be a plugin... but now that the free weekend has
hit I restarted the servers whit out any plugins and I am still getting
them. I have watched every single SRCDS process and I do know that SRCDS is
causing this... not some other process. So far this seems to happen on
Goldrush (atleast that's what I have noticed).

Any one has any ideas? Thanks!
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Re: [hlds] off topic - steam community

2008-06-20 Thread JDoc0512
you can do a few things here
add his ip address to the ban list or add his name to bad name list (using 
sourcemod plugin) or you can use beetlesmod to ban people with certain words in 
their names
 
I had to do this to because some kid kept coming back with different steam 
accounts
I banned him 12 times

--- On Fri, 6/20/08, SakeFox [EMAIL PROTECTED] wrote:

From: SakeFox [EMAIL PROTECTED]
Subject: [hlds] off topic - steam community
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Date: Friday, June 20, 2008, 11:27 PM

I know this is really off topic from the HLDS list, but thought it would 
be better then the answers that seem to come from the forums.

is there better way to ban then right click on there name and ban?

have banned the same guy 30times now and just keeps recreating accounts

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Re: [hlds] SourceMod patches for the Pyro update.

2008-06-19 Thread JDoc0512
don't have any problem with SourceMod v1.0.1.2166


--- On Thu, 6/19/08, Matt Woodrow [EMAIL PROTECTED] wrote:

From: Matt Woodrow [EMAIL PROTECTED]
Subject: [hlds] SourceMod patches for the Pyro update.
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com, [EMAIL PROTECTED]
Date: Thursday, June 19, 2008, 4:23 PM

Hi All.

I have fixed all the known problems with SourceMod and the new pyro update.

Available here: http://forums.alliedmods.net/showthread.php?p=641071

Please post a bug report, reply in the post, or contact me on IRC 
(#sourcemod on gamesurge) if you still experience problems.
Note, your server requires a restart for the changes to take affect.

Cheers

pRED*

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Re: [hlds] Team Fortress 2 Update Released

2008-06-19 Thread JDoc0512
it's up to the players. they paid for the game just like you did and I don't 
think you have any right to say what they are doing is a waste. obviously, they 
are doing it because they want to try the new weapons asap. 

--- On Thu, 6/19/08, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

From: [EMAIL PROTECTED] [EMAIL PROTECTED]
Subject: Re: [hlds] Team Fortress 2 Update Released
To: hlds@list.valvesoftware.com
Date: Thursday, June 19, 2008, 8:24 PM

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? 
 ___ To unsubscribe, edit
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 The i'm Talkathon starts 6/24/08. For now, give amongst yourselves. 
 http://www.imtalkathon.com?source=TXT_EML_WLH_LearnMore_GiveAmongst 
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Re: [hlds] Civilian Class Killing Servers

2008-06-17 Thread JDoc0512
they look funny as hell if you ask me

--- On Tue, 6/17/08, Tony Paloma lt;[EMAIL PROTECTED]gt; wrote:

From: Tony Paloma lt;[EMAIL PROTECTED]gt;
Subject: Re: [hlds] Civilian Class Killing Servers
To: 'Half-Life dedicated Win32 server mailing list' 
lt;hlds@list.valvesoftware.comgt;
Date: Tuesday, June 17, 2008, 12:14 AM

It's not so much a turn into civilian thing. More like a stop wielding a
weapon thing.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Aaron Rapp
Sent: Monday, June 16, 2008 9:25 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Civilian Class Killing Servers

Yea...so the title says it all. Ever since the guys on our servers found out
how to do the civilian class, it seems that it's all they want to do. Run
around like idiots not being able to shoot. 

So..I understand that it would not be in their best interest to play
civilian class...but why is this even in the game? What exactly is the point
of this particular class anyway? 

Does anyone else have this problem? Or..does someone else agree/disagree
with this? Is there a way to force stop this maybe?

Aaron Rapp


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Re: [hlds] Civilian Class Killing Servers

2008-06-17 Thread JDoc0512
just sent you the details

--- On Tue, 6/17/08, Eric Smith lt;[EMAIL PROTECTED]gt; wrote:

From: Eric Smith lt;[EMAIL PROTECTED]gt;
Subject: Re: [hlds] Civilian Class Killing Servers
To: Half-Life dedicated Win32 server mailing list 
lt;hlds@list.valvesoftware.comgt;
Date: Tuesday, June 17, 2008, 12:22 AM

Please send me the details, too.

-Eric
 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Monday, June 16, 2008 11:14 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Civilian Class Killing Servers

It's not so much a turn into civilian thing. More like a stop wielding a
weapon thing.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Aaron Rapp
Sent: Monday, June 16, 2008 9:25 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Civilian Class Killing Servers

Yea...so the title says it all. Ever since the guys on our servers found
out
how to do the civilian class, it seems that it's all they want to do.
Run
around like idiots not being able to shoot. 

So..I understand that it would not be in their best interest to play
civilian class...but why is this even in the game? What exactly is the
point
of this particular class anyway? 

Does anyone else have this problem? Or..does someone else agree/disagree
with this? Is there a way to force stop this maybe?

Aaron Rapp


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

2008-06-17 Thread JDoc0512
another nightmare...

--- On Tue, 6/17/08, John McCollor lt;[EMAIL PROTECTED]gt; wrote:

From: John McCollor lt;[EMAIL PROTECTED]gt;
Subject: [hlds] Team Fortress 2 Pyro Update Coming This Thursday; Free Weekend 
Kicks Off Friday
To: 'Half-Life dedicated Win32 server mailing list' 
lt;hlds@list.valvesoftware.comgt;
Date: Tuesday, June 17, 2008, 1:53 PM

Oh no,
Free Weekend Kicks Off Friday


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[hlds] Old jump exploit is still not patched

2008-06-17 Thread JDoc0512
I just found out about it today but I heard that this jump exploit is very old
But since it's not patched, I guess people don't really know about it
nbsp;
pictures are worth thousand words so I just recorded and uploaded a small demo 
file
I recorded it today
nbsp;
http://www.exunited.com/temp/trash/jumpexploit.dem


  
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Re: [hlds] Civilian Class Killing Servers

2008-06-16 Thread JDoc0512
you can use beetlesmod to block civilian class

--- On Mon, 6/16/08, Aaron Rapp lt;[EMAIL PROTECTED]gt; wrote:

From: Aaron Rapp lt;[EMAIL PROTECTED]gt;
Subject: [hlds] Civilian Class Killing Servers
To: hlds@list.valvesoftware.com
Date: Monday, June 16, 2008, 10:25 PM

Yea...so the title says it all. Ever since the guys on our servers found out
how to do the civilian class, it seems that it's all they want to do. Run
around like idiots not being able to shoot. 

So..I understand that it would not be in their best interest to play
civilian class...but why is this even in the game? What exactly is the point
of this particular class anyway? 

Does anyone else have this problem? Or..does someone else agree/disagree
with this? Is there a way to force stop this maybe?

Aaron Rapp


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Re: [hlds] Civilian Class Killing Servers

2008-06-16 Thread JDoc0512
but anyone can decide to join a server, choose a class and not do anything
same as people who are afk

--- On Mon, 6/16/08, Aaron Rapp lt;[EMAIL PROTECTED]gt; wrote:

From: Aaron Rapp lt;[EMAIL PROTECTED]gt;
Subject: Re: [hlds] Civilian Class Killing Servers
To: 'Half-Life dedicated Win32 server mailing list' 
lt;hlds@list.valvesoftware.comgt;
Date: Monday, June 16, 2008, 10:43 PM

Yea.the one mod that we don't currently use. We have mani mod and source
mod on the server. I've been searching for something with one of those two,
but I've been unable to find one. Either that.or I will be forced to
install beetlesmod for only this purpose. 

I really wish Valve would get rid of this though. It just seems so
pointless. Makes the game look bad too. Walking around the map with no
motion at all. Looks like glitching. 

Aaron 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of JDoc0512
Sent: Monday, June 16, 2008 9:31 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Civilian Class Killing Servers

you can use beetlesmod to block civilian class




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

2008-06-15 Thread JDoc0512
so the plugin logs disconnects/names/IPs/etc in a MySQL database? can it also 
be used to ban?

--- On Sat, 6/14/08, bl4nkeh lt;[EMAIL PROTECTED]gt; wrote:

From: bl4nkeh lt;[EMAIL PROTECTED]gt;
Subject: Re: [hlds] Another command to crash servers. Fuckyay.
To: Half-Life dedicated Win32 server mailing list 
lt;hlds@list.valvesoftware.comgt;
Date: Saturday, June 14, 2008, 10:50 PM

Just so you guys don't think I forgot all about this, I've finished the 
plugin, but I'm testing it right now on one of my servers before 
releasing it. If anyone wants to help out with the testing, go ahead and 
send me a direct email and I'll send you a working copy. Keep in mind 
that this is for SourceMod, so don't be expecting a generic server 
addon, which I believe Voogru is using. It currently only supports 
MySQL, but if enough people ask for a working SQLite version upon 
release, I suppose I can make the plugin work for that as well.

bl4nkeh wrote:
gt; It definitely is. I'll be making a SM plugin that basically does what 
gt; Voogru described in his previous reply (log disconnects/names/IPs/etc 
gt; in a MySQL DB), and will release it on the SM forums when I finish it. 
gt; If enough people want, I'll reply again with a link when it's
finished.
gt;
gt; Spencer 'voogru' MacDonald wrote:
gt;gt; I don't use SourceMod though, a lot of what I do can't be done
with
gt;gt; SourceMod.
gt;gt;
gt;gt; All of the SQL stuff though, can be done though SourceMod, if 
gt;gt; SourceMod's
gt;gt; MySQL stuff is threaded so that it doesn't lock the server when it
runs
gt;gt; queries.
gt;gt;
gt;gt; - voogru.
gt;gt;
gt;gt; -Original Message-
gt;gt; From: [EMAIL PROTECTED]
gt;gt; [mailto:[EMAIL PROTECTED] On Behalf Of Patrick 
gt;gt; Shelley
gt;gt; Sent: Tuesday, June 10, 2008 7:05 PM
gt;gt; To: Half-Life dedicated Win32 server mailing list
gt;gt; Subject: Re: [hlds] Another command to crash servers. Fuckyay.
gt;gt;
gt;gt; I use Beetles Mod and I totally agree that it rocks.
gt;gt;
gt;gt; But I am deffo getting into SM after seeing Voogru's gear.
gt;gt;
gt;gt;
gt;gt; On 6/10/08, Timothy L Havener lt;[EMAIL PROTECTED]gt;
wrote:
gt;gt;  
gt;gt;gt; I went to sourcemod from mani and I haven't looked back.
gt;gt;gt;
gt;gt;gt; Patrick Shelley wrote:
gt;gt;gt;
gt;gt;gt;gt; This is all done using sourcemod?
gt;gt;gt;gt;
gt;gt;gt;gt; I've gotta get into this!
gt;gt;gt;gt;   
gt;gt;gt; 
gt;gt; ___
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gt;gt; please visit:
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gt;
gt;


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

2008-06-15 Thread JDoc0512
hmm... but I don't think there's a reason to treat running game servers as a 
job or they take itnbsp;too seriously
nbsp;
I set up hlstatsx on my server and get enough donations every month to pay for 
the bandwidth and savenbsp;surplus in my personal bank account. That's as far 
as I'll go lol.

--- On Sun, 6/15/08, Spencer 'voogru' MacDonald lt;[EMAIL PROTECTED]gt; wrote:

From: Spencer 'voogru' MacDonald lt;[EMAIL PROTECTED]gt;
Subject: Re: [hlds] Another command to crash servers. Fuckyay.
To: 'Half-Life dedicated Win32 server mailing list' 
lt;hlds@list.valvesoftware.comgt;
Date: Sunday, June 15, 2008, 6:18 PM

Heh, I'm a statistical whore. I like to know everything I can, and it's
particularly useful against players who abuse my server.

For example, in one instance, Tony Paloma had some jackass lagging his
server with an exploit, a quick check of the source of the malicious traffic
coupled with the players IP instantly available with a simple query resulted
in him finding out who the culprit was.

That is why I store everything I possibly can, it always comes in handy
later.

Besides, every server logs this data in the server logs, I just make it
accessible easily.

- voogru.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rian Brooks-Kane
Sent: Sunday, June 15, 2008 7:00 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Another command to crash servers. Fuckyay.

Everyone loves stats and data.

Rian
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Re: [hlds] tf2 material wallhacks

2008-06-13 Thread JDoc0512
try sv_pure_kick_clients 0

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

From: Mike Stiehm 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, 3:36 AM

When i turn on sv_pure 1 is am still kicked for files that are listed in my
whitelist...
Its a simple audio file in the sounds\myfolder\...
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Re: [hlds] tf2 material wallhacks

2008-06-13 Thread JDoc0512
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,
gt; please
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-- 
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Der kann`s mit allen: http://www.gmx.net/de/go/multimessenger

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Re: [hlds] tf2 material wallhacks

2008-06-12 Thread JDoc0512
so you are asking us to give you tf2 hacks? haha you are one funny dude

--- On Thu, 6/12/08, Andreas Grimm lt;[EMAIL PROTECTED]gt; wrote:

From: Andreas Grimm lt;[EMAIL PROTECTED]gt;
Subject: [hlds] tf2 material wallhacks
To: 'Half-Life dedicated Win32 server mailing list' 
lt;hlds@list.valvesoftware.comgt;
Date: Thursday, June 12, 2008, 10:37 PM

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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Re: [hlds] tf2 material wallhacks

2008-06-12 Thread JDoc0512
at any rate, there's hacks that bypass sv_pure 2 and using secure whitelist
so what's your point? share hacks so they get spread even more to the public?


--- On Thu, 6/12/08, Cc2iscooL lt;[EMAIL PROTECTED]gt; wrote:

From: Cc2iscooL lt;[EMAIL PROTECTED]gt;
Subject: Re: [hlds] tf2 material wallhacks
To: Half-Life dedicated Win32 server mailing list 
lt;hlds@list.valvesoftware.comgt;
Date: Thursday, June 12, 2008, 11:04 PM

The discussion wasn't about hacks. The discussion was about
materials 
that are modified.

:)

JDoc0512 wrote:
gt; oh and there's tf2 hacks that work perfectly fine on sv_pure 2 
gt; servers. so there's no point following messing with whitelist
really...
gt;
gt; --- On *Thu, 6/12/08, Cc2iscooL /lt;[EMAIL PROTECTED]gt;/* wrote:
gt;
gt; From: Cc2iscooL lt;[EMAIL PROTECTED]gt;
gt; Subject: Re: [hlds] tf2 material wallhacks
gt; To: [EMAIL PROTECTED], Half-Life dedicated Win32 server mailing
gt; list lt;hlds@list.valvesoftware.comgt;
gt; Date: Thursday, June 12, 2008, 10:50 PM
gt;
gt; Don't be stupid. A proper server admin would test these sorts of
things. 
gt; Maybe he is just a player looking for the materials but it's still

gt; highly doubtful seeing as he knows what the sv_pure 1 whitelist -is-. 
gt; Don't point blame.
gt;
gt; JDoc0512 wrote:
gt; gt; so you are asking us to give you tf2 hacks? haha you are one
funny dude
gt; gt;
gt; gt; --- On Thu, 6/12/08, Andreas Grimm amp;lt;[EMAIL 
PROTECTED]amp;gt;
wrote:
gt; gt;
gt; gt; From: Andreas Grimm amp;lt;[EMAIL PROTECTED]amp;gt;
gt; gt; Subject: [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: Thursday, June 12, 2008, 10:37 PM
gt; gt;
gt; gt; Hi,
gt; gt;  
gt; gt; does someone know a link, where i can download the material
wallhacks for
gt; gt; TF2?
gt; gt; I want to setup my servers with sv_pure 1 and need to know, which
files
gt; are
gt; gt; involved there.
gt; gt;  
gt; gt; Or does someone already have a whitelist which stops that kind of
hack?
gt; gt;  
gt; gt; thanks in advance 
gt; gt; Andi
gt; gt; ___
gt; gt; To unsubscribe, edit your list preferences, or view the list
archives,
gt; please
gt; gt; visit:
gt; gt; http://list.valvesoftware.com/mailman/listinfo/hlds
gt; gt;
gt; gt;
gt; gt;   
gt; gt; ___
gt; gt; To unsubscribe, edit your list preferences, or view the list
archives,
gt; please visit:
gt; gt; http://list.valvesoftware.com/mailman/listinfo/hlds
gt; gt;
gt;
gt;

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Re: [hlds] tf2 material wallhacks

2008-06-12 Thread JDoc0512
uh no I didn't miss the point and you should stop replying with obnoxious 
remarks
I see that you are very ignorant and in expereinced about hacks...
nbsp;
admins deserve to know if there's any new exploits but they shouldn't attempt 
to get hacks to test if their servers are secured or not
nbsp;
hacks are not the same thing as exploits...nbsp;illegitnbsp;custom models are 
hacks not exploits
nbsp;

--- On Thu, 6/12/08, Cc2iscooL lt;[EMAIL PROTECTED]gt; wrote:

From: Cc2iscooL lt;[EMAIL PROTECTED]gt;
Subject: Re: [hlds] tf2 material wallhacks
To: Half-Life dedicated Win32 server mailing list 
lt;hlds@list.valvesoftware.comgt;
Date: Thursday, June 12, 2008, 11:16 PM

You've missed the point since the first email. Do yourself a favor and 
stop replying.

At any rate, admins deserve to know about new exploits coming out so 
they can watch for them.

JDoc0512 wrote:
gt; at any rate, there's hacks that bypass sv_pure 2 and using
secure whitelist
gt; so what's your point? share hacks so they get spread even more to the
public?
gt;
gt;
gt; --- On Thu, 6/12/08, Cc2iscooL amp;lt;[EMAIL PROTECTED]amp;gt; wrote:
gt;
gt; From: Cc2iscooL amp;lt;[EMAIL PROTECTED]amp;gt;
gt; Subject: Re: [hlds] tf2 material wallhacks
gt; To: Half-Life dedicated Win32 server mailing list
amp;lt;hlds@list.valvesoftware.comamp;gt;
gt; Date: Thursday, June 12, 2008, 11:04 PM
gt;
gt; The discussion wasn't about hacks. The discussion was
about
gt; materials 
gt; that are modified.
gt;
gt; :)
gt;
gt; JDoc0512 wrote:
gt; amp;gt; oh and there's tf2 hacks that work perfectly fine on sv_pure
2 
gt; amp;gt; servers. so there's no point following messing with whitelist
gt; really...
gt; amp;gt;
gt; amp;gt; --- On *Thu, 6/12/08, Cc2iscooL
/amp;lt;[EMAIL PROTECTED]amp;gt;/* wrote:
gt; amp;gt;
gt; amp;gt; From: Cc2iscooL amp;lt;[EMAIL PROTECTED]amp;gt;
gt; amp;gt; Subject: Re: [hlds] tf2 material wallhacks
gt; amp;gt; To: [EMAIL PROTECTED], Half-Life dedicated Win32 server
mailing
gt; amp;gt; list amp;lt;hlds@list.valvesoftware.comamp;gt;
gt; amp;gt; Date: Thursday, June 12, 2008, 10:50 PM
gt; amp;gt;
gt; amp;gt; Don't be stupid. A proper server admin would test these
sorts of
gt; things. 
gt; amp;gt; Maybe he is just a player looking for the materials but
it's still
gt;
gt; amp;gt; highly doubtful seeing as he knows what the sv_pure 1
whitelist -is-. 
gt; amp;gt; Don't point blame.
gt; amp;gt;
gt; amp;gt; JDoc0512 wrote:
gt; amp;gt; amp;gt; so you are asking us to give you tf2 hacks? haha you
are one
gt; funny dude
gt; amp;gt; amp;gt;
gt; amp;gt; amp;gt; --- On Thu, 6/12/08, Andreas Grimm
amp;amp;lt;[EMAIL PROTECTED]amp;amp;gt;
gt; wrote:
gt; amp;gt; amp;gt;
gt; amp;gt; amp;gt; From: Andreas Grimm
amp;amp;lt;[EMAIL PROTECTED]amp;amp;gt;
gt; amp;gt; amp;gt; Subject: [hlds] tf2 material wallhacks
gt; amp;gt; amp;gt; To: 'Half-Life dedicated Win32 server
mailing
gt; list'
gt; amp;gt; amp;amp;lt;hlds@list.valvesoftware.comamp;amp;gt;
gt; amp;gt; amp;gt; Date: Thursday, June 12, 2008, 10:37 PM
gt; amp;gt; amp;gt;
gt; amp;gt; amp;gt; Hi,
gt; amp;gt; amp;gt;  
gt; amp;gt; amp;gt; does someone know a link, where i can download the
material
gt; wallhacks for
gt; amp;gt; amp;gt; TF2?
gt; amp;gt; amp;gt; I want to setup my servers with sv_pure 1 and need
to know, which
gt; files
gt; amp;gt; are
gt; amp;gt; amp;gt; involved there.
gt; amp;gt; amp;gt;  
gt; amp;gt; amp;gt; Or does someone already have a whitelist which stops
that kind of
gt; hack?
gt; amp;gt; amp;gt;  
gt; amp;gt; amp;gt; thanks in advance 
gt; amp;gt; amp;gt; Andi
gt; amp;gt; amp;gt; ___
gt; amp;gt; amp;gt; To unsubscribe, edit your list preferences, or view
the list
gt; archives,
gt; amp;gt; please
gt; amp;gt; amp;gt; visit:
gt; amp;gt; amp;gt; http://list.valvesoftware.com/mailman/listinfo/hlds
gt; amp;gt; amp;gt;
gt; amp;gt; amp;gt;
gt; amp;gt; amp;gt;   
gt; amp;gt; amp;gt; ___
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the list
gt; archives,
gt; amp;gt; please visit:
gt; amp;gt; amp;gt; http://list.valvesoftware.com/mailman/listinfo/hlds
gt; amp;gt; amp;gt;
gt; amp;gt;
gt; amp;gt;
gt;
gt; ___
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please
gt; visit:
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gt;
gt;
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Re: [hlds] Team Fortress 2 Update Released

2008-06-11 Thread JDoc0512
are you sure it's a required update?
I could still join my servers without updating them
I've updated client side

--- On Wed, 6/11/08, Jason Ruymen lt;[EMAIL PROTECTED]gt; wrote:

From: Jason Ruymen lt;[EMAIL PROTECTED]gt;
Subject: [hlds] Team Fortress 2 Update Released
To: Half-Life dedicated Win32 server mailing list 
lt;hlds@list.valvesoftware.comgt;, [EMAIL PROTECTED], [EMAIL PROTECTED]
Date: Wednesday, June 11, 2008, 6:28 PM

The required update for Team Fortress 2 is now available.  Please run
hldsupdatetool to receive it.  The specific changes include:
 
- Allow Mods to set which ConVars control the sv_tags settings
 -Support custom Russian TF2 fonts

Jason


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Re: [hlds] Team Fortress 2 Update Released

2008-06-11 Thread JDoc0512
I don't think anyone will fall into this trap
Everyone talks about everything on sourcemod forum

--- On Wed, 6/11/08, Spencer 'voogru' MacDonald lt;[EMAIL PROTECTED]gt; wrote:

From: Spencer 'voogru' MacDonald lt;[EMAIL PROTECTED]gt;
Subject: Re: [hlds] Team Fortress 2 Update Released
To: 'Half-Life dedicated Win32 server mailing list' 
lt;hlds@list.valvesoftware.comgt;
Date: Wednesday, June 11, 2008, 6:48 PM

Sounds to me it's a feature so mod authors can tap into the tags system.

So now, mod authors can define their own tags, and server operators that are
foolish enough to run the plug-ins will have their server traffic reduced by
90% or more.

- voogru.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nephyrin Zey
Sent: Wednesday, June 11, 2008 8:41 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Released

Could you elablorate on what exactly that first one means? That would
make sense in the context of an SDK update..

On Wed, Jun 11, 2008 at 5:28 PM, Jason Ruymen lt;[EMAIL PROTECTED]gt;
wrote:
gt; The required update for Team Fortress 2 is now available.  Please run
gt; hldsupdatetool to receive it.  The specific changes include:
gt;
gt; - Allow Mods to set which ConVars control the sv_tags settings
gt;  -Support custom Russian TF2 fonts
gt;
gt; Jason
gt;
gt;
gt; ___
gt; To unsubscribe, edit your list preferences, or view the list archives,
please visit:
gt; http://list.valvesoftware.com/mailman/listinfo/hlds
gt;

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Re: [hlds] Team Fortress 2 Update Released

2008-06-11 Thread JDoc0512
dual x5355 windows 2k3 as well
no memory leak whatsoever
nbsp;
none of my servers exceed 300~350MB now

--- On Wed, 6/11/08, P. Bhandal lt;[EMAIL PROTECTED]gt; wrote:

From: P. Bhandal lt;[EMAIL PROTECTED]gt;
Subject: Re: [hlds] Team Fortress 2 Update Released
To: Half-Life dedicated Win32 server mailing list 
lt;hlds@list.valvesoftware.comgt;
Date: Wednesday, June 11, 2008, 7:03 PM

On a less sarcastic note from Voogru, has any progress been made in
diagnosing and fixing the memory leaks? I've seen some of my processes
exceed over 1 gig of ram used :O Server performance gradually worsens until
it becomes a lagfest.

We run two machines per box (E6850 with 2 gigs of ram on Windows 2k3) and we
find that after two days or so the server only has about 100 - 200 megs of
ram left. I can only wonder how bad it is for large scale GSPs.

On Wed, Jun 11, 2008 at 8:55 PM, Spencer 'voogru' MacDonald lt;
[EMAIL PROTECTED]gt; wrote:

gt; I take that back, it might be a fix for servers getting massive memory
gt; leaks
gt; after only a few hours.
gt;
gt; The memory leaks don't happen if there are no players on the server,
and
gt; since tags on servers usually results in empty servers, massive memory
leak
gt; fixed.
gt;
gt; - voogru.
gt;
gt; -Original Message-
gt; From: [EMAIL PROTECTED]
gt; [mailto:[EMAIL PROTECTED] On Behalf Of JDoc0512
gt; Sent: Wednesday, June 11, 2008 8:53 PM
gt; To: Half-Life dedicated Win32 server mailing list
gt; Subject: Re: [hlds] Team Fortress 2 Update Released
gt;
gt; I don't think anyone will fall into this trap
gt; Everyone talks about everything on sourcemod forum
gt;
gt; --- On Wed, 6/11/08, Spencer 'voogru' MacDonald
amp;lt;[EMAIL PROTECTED]lt;[EMAIL PROTECTED]gt;
gt; amp;gt;
gt; wrote:
gt;
gt; From: Spencer 'voogru' MacDonald
amp;lt;[EMAIL PROTECTED]lt;[EMAIL PROTECTED]gt;
gt; amp;gt;
gt; Subject: Re: [hlds] Team Fortress 2 Update Released
gt; To: 'Half-Life dedicated Win32 server mailing list'
gt; amp;lt;hlds@list.valvesoftware.com
lt;[EMAIL PROTECTED]gt;amp;gt;
gt; Date: Wednesday, June 11, 2008, 6:48 PM
gt;
gt; Sounds to me it's a feature so mod authors can tap into the tags
system.
gt;
gt; So now, mod authors can define their own tags, and server operators that
gt; are
gt; foolish enough to run the plug-ins will have their server traffic reduced
gt; by
gt; 90% or more.
gt;
gt; - voogru.
gt;
gt; -Original Message-
gt; From: [EMAIL PROTECTED]
gt; [mailto:[EMAIL PROTECTED] On Behalf Of Nephyrin Zey
gt; Sent: Wednesday, June 11, 2008 8:41 PM
gt; To: Half-Life dedicated Win32 server mailing list
gt; Subject: Re: [hlds] Team Fortress 2 Update Released
gt;
gt; Could you elablorate on what exactly that first one means? That would
gt; make sense in the context of an SDK update..
gt;
gt; On Wed, Jun 11, 2008 at 5:28 PM, Jason Ruymen
gt; amp;lt;[EMAIL PROTECTED]
lt;[EMAIL PROTECTED]gt;amp;gt;
gt; wrote:
gt; amp;gt; The required update for Team Fortress 2 is now available.  Please
run
gt; amp;gt; hldsupdatetool to receive it.  The specific changes include:
gt; amp;gt;
gt; amp;gt; - Allow Mods to set which ConVars control the sv_tags settings
gt; amp;gt;  -Support custom Russian TF2 fonts
gt; amp;gt;
gt; amp;gt; Jason
gt; amp;gt;
gt; amp;gt;
gt; amp;gt; ___
gt; amp;gt; To unsubscribe, edit your list preferences, or view the list
archives,
gt; please visit:
gt; amp;gt; http://list.valvesoftware.com/mailman/listinfo/hlds
gt; amp;gt
lt;http://list.valvesoftware.com/mailman/listinfo/hldsamp;gtgt;;
gt;
gt; ___
gt; To unsubscribe, edit your list preferences, or view the list archives,
gt; please visit:
gt; http://list.valvesoftware.com/mailman/listinfo/hlds
gt;
gt;
gt; ___
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gt; please
gt; visit:
gt; http://list.valvesoftware.com/mailman/listinfo/hlds
gt;
gt;
gt;
gt; ___
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gt; please visit:
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gt;
gt;
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Re: [hlds] Team Fortress 2 Update Released

2008-06-11 Thread JDoc0512
I take that back
nbsp;
my servers have problems with memory leak but only a few times in a week or two
I usually restart them

--- On Wed, 6/11/08, P. Bhandal lt;[EMAIL PROTECTED]gt; wrote:

From: P. Bhandal lt;[EMAIL PROTECTED]gt;
Subject: Re: [hlds] Team Fortress 2 Update Released
To: Half-Life dedicated Win32 server mailing list 
lt;hlds@list.valvesoftware.comgt;
Date: Wednesday, June 11, 2008, 7:03 PM

On a less sarcastic note from Voogru, has any progress been made in
diagnosing and fixing the memory leaks? I've seen some of my processes
exceed over 1 gig of ram used :O Server performance gradually worsens until
it becomes a lagfest.

We run two machines per box (E6850 with 2 gigs of ram on Windows 2k3) and we
find that after two days or so the server only has about 100 - 200 megs of
ram left. I can only wonder how bad it is for large scale GSPs.

On Wed, Jun 11, 2008 at 8:55 PM, Spencer 'voogru' MacDonald lt;
[EMAIL PROTECTED]gt; wrote:

gt; I take that back, it might be a fix for servers getting massive memory
gt; leaks
gt; after only a few hours.
gt;
gt; The memory leaks don't happen if there are no players on the server,
and
gt; since tags on servers usually results in empty servers, massive memory
leak
gt; fixed.
gt;
gt; - voogru.
gt;
gt; -Original Message-
gt; From: [EMAIL PROTECTED]
gt; [mailto:[EMAIL PROTECTED] On Behalf Of JDoc0512
gt; Sent: Wednesday, June 11, 2008 8:53 PM
gt; To: Half-Life dedicated Win32 server mailing list
gt; Subject: Re: [hlds] Team Fortress 2 Update Released
gt;
gt; I don't think anyone will fall into this trap
gt; Everyone talks about everything on sourcemod forum
gt;
gt; --- On Wed, 6/11/08, Spencer 'voogru' MacDonald
amp;lt;[EMAIL PROTECTED]lt;[EMAIL PROTECTED]gt;
gt; amp;gt;
gt; wrote:
gt;
gt; From: Spencer 'voogru' MacDonald
amp;lt;[EMAIL PROTECTED]lt;[EMAIL PROTECTED]gt;
gt; amp;gt;
gt; Subject: Re: [hlds] Team Fortress 2 Update Released
gt; To: 'Half-Life dedicated Win32 server mailing list'
gt; amp;lt;hlds@list.valvesoftware.com
lt;[EMAIL PROTECTED]gt;amp;gt;
gt; Date: Wednesday, June 11, 2008, 6:48 PM
gt;
gt; Sounds to me it's a feature so mod authors can tap into the tags
system.
gt;
gt; So now, mod authors can define their own tags, and server operators that
gt; are
gt; foolish enough to run the plug-ins will have their server traffic reduced
gt; by
gt; 90% or more.
gt;
gt; - voogru.
gt;
gt; -Original Message-
gt; From: [EMAIL PROTECTED]
gt; [mailto:[EMAIL PROTECTED] On Behalf Of Nephyrin Zey
gt; Sent: Wednesday, June 11, 2008 8:41 PM
gt; To: Half-Life dedicated Win32 server mailing list
gt; Subject: Re: [hlds] Team Fortress 2 Update Released
gt;
gt; Could you elablorate on what exactly that first one means? That would
gt; make sense in the context of an SDK update..
gt;
gt; On Wed, Jun 11, 2008 at 5:28 PM, Jason Ruymen
gt; amp;lt;[EMAIL PROTECTED]
lt;[EMAIL PROTECTED]gt;amp;gt;
gt; wrote:
gt; amp;gt; The required update for Team Fortress 2 is now available.  Please
run
gt; amp;gt; hldsupdatetool to receive it.  The specific changes include:
gt; amp;gt;
gt; amp;gt; - Allow Mods to set which ConVars control the sv_tags settings
gt; amp;gt;  -Support custom Russian TF2 fonts
gt; amp;gt;
gt; amp;gt; Jason
gt; amp;gt;
gt; amp;gt;
gt; amp;gt; ___
gt; amp;gt; To unsubscribe, edit your list preferences, or view the list
archives,
gt; please visit:
gt; amp;gt; http://list.valvesoftware.com/mailman/listinfo/hlds
gt; amp;gt
lt;http://list.valvesoftware.com/mailman/listinfo/hldsamp;gtgt;;
gt;
gt; ___
gt; To unsubscribe, edit your list preferences, or view the list archives,
gt; please visit:
gt; http://list.valvesoftware.com/mailman/listinfo/hlds
gt;
gt;
gt; ___
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gt; please
gt; visit:
gt; http://list.valvesoftware.com/mailman/listinfo/hlds
gt;
gt;
gt;
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gt; please visit:
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Re: [hlds] All Crit's exploit/hack

2008-06-03 Thread JDoc0512
I bet it's just an exploit in game
nbsp;
It was possible tonbsp;have 100% critnbsp;chance several months ago but valve 
patched it
Now it came back -_-

--- On Tue, 6/3/08, GZ Coldorak lt;[EMAIL PROTECTED]gt; wrote:

From: GZ Coldorak lt;[EMAIL PROTECTED]gt;
Subject: Re: [hlds] All Crit's exploit/hack
To: Half-Life dedicated Win32 server mailing list 
lt;hlds@list.valvesoftware.comgt;
Date: Tuesday, June 3, 2008, 1:48 AM

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

Cold

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

gt; I've made a wild guess to what I believe to be the cybercafé account
gt; ranges.
gt;
gt; Note: To retrieve account ids from a STEAM ID, see
gt; http://forums.alliedmods.net/showthread.php?t=60899
gt;
gt; Account IDS between 1510 and 1515
gt; Account IDS between 1550 and 1555
gt;
gt; However, not all accounts that fall into this range are café accounts,
but
gt; all café accounts appear to be in this range. Out of nearly 150,000
players
gt; in my database I had a few regulars that fell into this ID range, the rest
gt; of the players who fell into this range were flagged for speed hacking or
gt; had lamer looking names or were in myg0t, and various other scumbag
groups.
gt; I log all rejected connections, and I get about 9-10 rejections a day per
gt; server.
gt;
gt; Most importantly, most (90%) players who I flagged for cheating and most
gt; players who were banned for cheating, had ID's in this range.
gt;
gt; To resolve the problem with losing any regulars, my server keeps data on
gt; every player who ever connected to my server, so I just made it reject
gt; connections from unknown ids in this range.
gt;
gt; The amount of cheaters dropped considerably since I've implemented
this. I
gt; was getting about 2-3 speed hackers a day.
gt;
gt; I might take it off though so my admins can put our new admin rage cheater
gt; commands to use, perhaps only using it when there are no admins on the
gt; server.
gt;
gt; To valve, it makes sense for café accounts to be immune to VAC bans, it
gt; would be unfair for some jerkoff to go into a café, install hacks, and
get
gt; the café banned from 99% of servers, but there is massive abuse of the
gt; system to where people who do not operate cafés are using the accounts as
gt; unlimited cheat accounts.
gt;
gt; I personally think that café account steamids should be a single ID per
gt; steam café, immune to VAC bans, but if they get banned from a server,
they
gt; need to take it up with the server admin, another thing that would be a
gt; step
gt; in the right direction would be limiting steam café accounts to 1 single
gt; static IP. Any legitimate internet café has a business line which has a
gt; static IP.
gt;
gt; Until then, I will attempt to keep them off my server by detecting trends
gt; in
gt; their ID ranges.
gt;
gt; - voogru.
gt;
gt;
gt; -Original Message-
gt; From: [EMAIL PROTECTED]
gt; [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
gt; Sent: Tuesday, June 03, 2008 2:22 AM
gt; To: Half-Life dedicated Win32 server mailing list
gt; Subject: Re: [hlds] All Crit's exploit/hack
gt;
gt; How do you detect Cafe accounts? Is there some special format of Steam ID?
gt; How do you ban these people? I have heard it's not possible to ban
Cafe
gt; accounts.
gt;
gt;
gt;
gt; - Original Message -
gt; From: Spencer 'voogru' MacDonald
lt;[EMAIL PROTECTED]gt;
gt; To: 'Half-Life dedicated Win32 server mailing list'
gt; lt;hlds@list.valvesoftware.comgt;
gt; Sent: Tuesday, June 03, 2008 3:35 AM
gt; Subject: Re: [hlds] All Crit's exploit/hack
gt;
gt;
gt; They won't get VAC banned because they are probably using café
accounts
gt; anyway.
gt;
gt; Hence why I have been outright deny presumed café accounts access to my
gt; servers.
gt;
gt; I have yet to see or hear about this happening on my servers.
gt;
gt; - voogru.
gt;
gt; -Original Message-
gt; From: [EMAIL PROTECTED]
gt; [mailto:[EMAIL PROTECTED] On Behalf Of Nephyrin Zey
gt; Sent: Monday, June 02, 2008 8:01 PM
gt; To: Half-Life dedicated Win32 server mailing list
gt; Subject: Re: [hlds] All Crit's exploit/hack
gt;
gt; They could lessen the blow of VAC Bans with some Rick Astley, is all
I'm
gt; saying.
gt;
gt; - Neph
gt;
gt; On Mon, Jun 2, 2008 at 3:39 PM, Timothy L Havener
gt; lt;[EMAIL PROTECTED]gt; wrote:
gt; gt; Is that the steam version of being Rickrolled? ;-)
gt; gt;
gt; gt; Nephyrin Zey wrote:
gt; gt;gt; This is definitely achievable through hacks, so that's where
my money
gt; gt;gt; is for now. Hopefully they get vacrolled soon.
gt; gt;gt;
gt; gt;gt; - Neph
gt; gt;gt;
gt; gt;gt; ___
gt; gt;gt; To unsubscribe, edit your list preferences, or view the 

Re: [hlds] All Crit's exploit/hack

2008-06-02 Thread JDoc0512
instant permanent ban from VAC secured servers sounds cruel but effective

--- On Mon, 6/2/08, Tom Leighton lt;[EMAIL PROTECTED]gt; wrote:

From: Tom Leighton lt;[EMAIL PROTECTED]gt;
Subject: Re: [hlds] All Crit's exploit/hack
To: Half-Life dedicated Win32 server mailing list 
lt;hlds@list.valvesoftware.comgt;
Date: Monday, June 2, 2008, 9:57 PM

I wasn't saying go instaban, delayed ban is incredibly good :P

Just saying about adding some more detection methods in...

Neil Voutt wrote:
gt; Also, it allows the hack to spread more and more.. so more bad users get 
gt; the BOOT..
gt;
gt; if it insta banned it would take out like a few people before word got 
gt; out..  if people go for a week or a month and thinks all is good then... 
gt; BAM hit with a parking ticket they didnt know they had and its GONE
gt;
gt; Cc2iscooL wrote:
gt;   
gt;gt; The big point about VAC being a delayed banning system is that the 
gt;gt; people creating these hack programs can't be sure 100% that they
won't 
gt;gt; get caught by using whatever program they've created. If it was an

gt;gt; insta-ban system like Punkbuster, they could just play with it until 
gt;gt; they were to get around the system, which would make the system 
gt;gt; virtually useless anyway.
gt;gt;
gt;gt; Plus, we get to ban more people later! :D
gt;gt;
gt;gt; Tom Leighton wrote:
gt;gt;   
gt;gt; 
gt;gt;gt; Or get some more interesting cheat detection methods online.
gt;gt;gt;
gt;gt;gt; I know it may up the amount of false positives, but I don't
see how 
gt;gt;gt; logging the modules that are loaded during the games
startup/random 
gt;gt;gt; intervals, and then comparing the amount of players using them.
gt;gt;gt;
gt;gt;gt; If it's a legitimate program, valve can revert the bans, etc.
gt;gt;gt;
gt;gt;gt; Not a good idea, but we could do with a more proactive approach to

gt;gt;gt; anti-cheat (Maybe even screenshots? :P)
gt;gt;gt;
gt;gt;gt; Nephyrin Zey wrote:
gt;gt;gt;   
gt;gt;gt; 
gt;gt;gt;   
gt;gt;gt;gt; This is definitely achievable through hacks, so that's
where my money
gt;gt;gt;gt; is for now. Hopefully they get vacrolled soon.
gt;gt;gt;gt;
gt;gt;gt;gt; - Neph
gt;gt;gt;gt;
gt;gt;gt;gt; ___
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archives, please visit:
gt;gt;gt;gt; http://list.valvesoftware.com/mailman/listinfo/hlds
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gt;gt;gt;gt;   
gt;gt;gt;gt; 
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Re: [hlds] tf2 exploits/hacks

2008-06-01 Thread JDoc0512
I'm not sure why you sent me a private e-mail apart from the hlds mailing list
but this is the reply I sent
nbsp;
the last thing you said was CS 1.4 didn't have VAC.nbsp; Nice attempt at a 
troll though
nbsp;
nbsp;
CS 1.4 had VAC
nbsp;
you sure are very knowledgeable
nbsp;
so much for being a mod at steam forum (mods are all just volunteers anyway, 
not trained or anything)

--- On Sun, 6/1/08, Shawn Zipay lt;[EMAIL PROTECTED]gt; wrote:

From: Shawn Zipay lt;[EMAIL PROTECTED]gt;
Subject: Re: [hlds] tf2 exploits/hacks
To: [EMAIL PROTECTED]
Date: Sunday, June 1, 2008, 9:12 AM


CS 1.4 didn't have VAC.nbsp; Nice attempt at a troll though.

And how do I know?nbsp; Let's see, I used to be a mod on the Steam forums and 
I still run a community site that grants me access to speaking with Valve staff 
members on a regular basis.nbsp; How do I know?nbsp; Put 2 and 2 together.


On Sat, May 31, 2008 at 10:29 PM, JDoc0512 lt;[EMAIL PROTECTED]gt; wrote:






and what makes you think that you have a better understanding of VAC than I do?
care to explain how VAC was like back in cs 1.4? that's of course if you have 
any experience running cs servers back then


--- On Sat, 5/31/08, Shawn Zipay lt;[EMAIL PROTECTED]gt; wrote:


From: Shawn Zipay lt;[EMAIL PROTECTED]gt;
Subject: Re: [hlds] tf2 exploits/hacks
To: [EMAIL PROTECTED]
Date: Saturday, May 31, 2008, 1:37 PM 





I don't believe you have much of an understanding how VAC works then for you to 
make that request/claim then.


On Sat, May 31, 2008 at 8:47 AM, JDoc0512 lt;[EMAIL PROTECTED]gt; wrote:






that means make it more secure so that it can detect more hacks faster and 
better
nbsp;
but your question is pointless

-- 
Shawn Zipay
CS-Nation
http://www.csnation.net 



-- 
Shawn Zipay
CS-Nation



  
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Re: [hlds] tf2 exploits/hacks

2008-06-01 Thread JDoc0512
no, yahoonbsp;sends replies to hlds list
he just sent me a private e-mail saying that he has a better understanding of 
VAC because he's a mod at steam forum. 
nbsp;
I never expected volunteer mods at steam forum to be helpful but I certainly 
didn't expect one of them to come to hlds list and call someone a troll for 
making a valid point.
nbsp;
now I gotta make another point:
nbsp;
they really need to train volunteer mods andnbsp;recruit people that listen to 
others
not someone who looks down on others because he thinks he's better than others
nbsp;

--- On Sun, 6/1/08, Neil Voutt lt;[EMAIL PROTECTED]gt; wrote:

From: Neil Voutt lt;[EMAIL PROTECTED]gt;
Subject: Re: [hlds] tf2 exploits/hacks
To: Half-Life dedicated Win32 server mailing list 
lt;hlds@list.valvesoftware.comgt;
Date: Sunday, June 1, 2008, 1:25 PM

or he sent it personally to be a Ooo lookit me i used to be a mod, i speak
with staff lol

On Sun, Jun 1, 2008 at 3:17 PM, Tom Leighton
lt;[EMAIL PROTECTED]gt;
wrote:

gt; He replied personally because your email client / webmail is setting a
gt; Reply-to address. When you hit Reply on your email client it
sets up
gt; an email to both or just one of the reply-to addresses.
gt;
gt; JDoc0512 wrote:
gt; gt; I'm not sure why you sent me a private e-mail apart from the hlds
mailing
gt; list
gt; gt; but this is the reply I sent
gt; gt; amp;nbsp;
gt; gt; the last thing you said was CS 1.4 didn't have
VAC.amp;nbsp; Nice attempt
gt; at a troll though
gt; gt; amp;nbsp;
gt; gt; amp;nbsp;
gt; gt; CS 1.4 had VAC
gt; gt; amp;nbsp;
gt; gt; you sure are very knowledgeable
gt; gt; amp;nbsp;
gt; gt; so much for being a mod at steam forum (mods are all just volunteers
gt; anyway, not trained or anything)
gt; gt;
gt; gt; --- On Sun, 6/1/08, Shawn Zipay
amp;lt;[EMAIL PROTECTED]lt;[EMAIL PROTECTED]gt;amp;gt;
gt; wrote:
gt; gt;
gt; gt; From: Shawn Zipay amp;lt;[EMAIL PROTECTED]
lt;[EMAIL PROTECTED]gt;amp;gt;
gt; gt; Subject: Re: [hlds] tf2 exploits/hacks
gt; gt; To: [EMAIL PROTECTED]
gt; gt; Date: Sunday, June 1, 2008, 9:12 AM
gt; gt;
gt; gt;
gt; gt; CS 1.4 didn't have VAC.amp;nbsp; Nice attempt at a troll though.
gt; gt;
gt; gt; And how do I know?amp;nbsp; Let's see, I used to be a mod on the
Steam
gt; forums and I still run a community site that grants me access to speaking
gt; with Valve staff members on a regular basis.amp;nbsp; How do I
know?amp;nbsp; Put
gt; 2 and 2 together.
gt; gt;
gt; gt;
gt; gt; On Sat, May 31, 2008 at 10:29 PM, JDoc0512
amp;lt;[EMAIL PROTECTED]lt;[EMAIL PROTECTED]gt;amp;gt;
gt; wrote:
gt; gt;
gt; gt;
gt; gt;
gt; gt;
gt; gt;
gt; gt;
gt; gt; and what makes you think that you have a better understanding of VAC
than
gt; I do?
gt; gt; care to explain how VAC was like back in cs 1.4? that's of course
if you
gt; have any experience running cs servers back then
gt; gt;
gt; gt;
gt; gt; --- On Sat, 5/31/08, Shawn Zipay
amp;lt;[EMAIL PROTECTED]lt;[EMAIL PROTECTED]gt;amp;gt;
gt; wrote:
gt; gt;
gt; gt;
gt; gt; From: Shawn Zipay amp;lt;[EMAIL PROTECTED]
lt;[EMAIL PROTECTED]gt;amp;gt;
gt; gt; Subject: Re: [hlds] tf2 exploits/hacks
gt; gt; To: [EMAIL PROTECTED]
gt; gt; Date: Saturday, May 31, 2008, 1:37 PM
gt; gt;
gt; gt;
gt; gt;
gt; gt;
gt; gt;
gt; gt; I don't believe you have much of an understanding how VAC works
then for
gt; you to make that request/claim then.
gt; gt;
gt; gt;
gt; gt; On Sat, May 31, 2008 at 8:47 AM, JDoc0512
amp;lt;[EMAIL PROTECTED]lt;[EMAIL PROTECTED]gt;amp;gt;
gt; wrote:
gt; gt;
gt; gt;
gt; gt;
gt; gt;
gt; gt;
gt; gt;
gt; gt; that means make it more secure so that it can detect more hacks
faster
gt; and better
gt; gt; amp;nbsp;
gt; gt; but your question is pointless
gt; gt;
gt; gt;
gt;
gt; ___
gt; To unsubscribe, edit your list preferences, or view the list archives,
gt; please visit:
gt; http://list.valvesoftware.com/mailman/listinfo/hlds
gt;
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Re: [hlds] tf2 exploits/hacks

2008-06-01 Thread JDoc0512
yahoo sends replies to hlds list
http://img76.imageshack.us/img76/4296/yahooau8.gif
nbsp;
here's an e-mail from the almighty volunteer mod from the steam forum
http://img89.imageshack.us/img89/7613/mailwg6.gif


--- On Sun, 6/1/08, Tom Leighton lt;[EMAIL PROTECTED]gt; wrote:

From: Tom Leighton lt;[EMAIL PROTECTED]gt;
Subject: Re: [hlds] tf2 exploits/hacks
To: Half-Life dedicated Win32 server mailing list 
lt;hlds@list.valvesoftware.comgt;
Date: Sunday, June 1, 2008, 1:35 PM

Erm, no :P

http://upload.xer0.info/uploads/m37k6/email.JPG

LOL :3

Neil Voutt wrote:
gt; or he sent it personally to be a Ooo lookit me i used to be a mod, i speak
gt; with staff lol
gt;
gt; On Sun, Jun 1, 2008 at 3:17 PM, Tom Leighton
lt;[EMAIL PROTECTED]gt;
gt; wrote:
gt;
gt;   
gt;gt; He replied personally because your email client / webmail is setting a
gt;gt; Reply-to address. When you hit Reply on your email client
it sets up
gt;gt; an email to both or just one of the reply-to addresses.
gt;gt;
gt;gt; JDoc0512 wrote:
gt;gt; 
gt;gt;gt; I'm not sure why you sent me a private e-mail apart from the
hlds mailing
gt;gt;gt;   
gt;gt; list
gt;gt; 
gt;gt;gt; but this is the reply I sent
gt;gt;gt; amp;nbsp;
gt;gt;gt; the last thing you said was CS 1.4 didn't have
VAC.amp;nbsp; Nice attempt
gt;gt;gt;   
gt;gt; at a troll though
gt;gt; 
gt;gt;gt; amp;nbsp;
gt;gt;gt; amp;nbsp;
gt;gt;gt; CS 1.4 had VAC
gt;gt;gt; amp;nbsp;
gt;gt;gt; you sure are very knowledgeable
gt;gt;gt; amp;nbsp;
gt;gt;gt; so much for being a mod at steam forum (mods are all just
volunteers
gt;gt;gt;   
gt;gt; anyway, not trained or anything)
gt;gt; 
gt;gt;gt; --- On Sun, 6/1/08, Shawn Zipay
amp;lt;[EMAIL PROTECTED]lt;[EMAIL PROTECTED]gt;amp;gt;
gt;gt;gt;   
gt;gt; wrote:
gt;gt; 
gt;gt;gt; From: Shawn Zipay amp;lt;[EMAIL PROTECTED]
lt;[EMAIL PROTECTED]gt;amp;gt;
gt;gt;gt; Subject: Re: [hlds] tf2 exploits/hacks
gt;gt;gt; To: [EMAIL PROTECTED]
gt;gt;gt; Date: Sunday, June 1, 2008, 9:12 AM
gt;gt;gt;
gt;gt;gt;
gt;gt;gt; CS 1.4 didn't have VAC.amp;nbsp; Nice attempt at a troll
though.
gt;gt;gt;
gt;gt;gt; And how do I know?amp;nbsp; Let's see, I used to be a mod on
the Steam
gt;gt;gt;   
gt;gt; forums and I still run a community site that grants me access to
speaking
gt;gt; with Valve staff members on a regular basis.amp;nbsp; How do I
know?amp;nbsp; Put
gt;gt; 2 and 2 together.
gt;gt; 
gt;gt;gt; On Sat, May 31, 2008 at 10:29 PM, JDoc0512
amp;lt;[EMAIL PROTECTED]lt;[EMAIL PROTECTED]gt;amp;gt;
gt;gt;gt;   
gt;gt; wrote:
gt;gt; 
gt;gt;gt;
gt;gt;gt;
gt;gt;gt;
gt;gt;gt;
gt;gt;gt; and what makes you think that you have a better understanding of
VAC than
gt;gt;gt;   
gt;gt; I do?
gt;gt; 
gt;gt;gt; care to explain how VAC was like back in cs 1.4? that's of
course if you
gt;gt;gt;   
gt;gt; have any experience running cs servers back then
gt;gt; 
gt;gt;gt; --- On Sat, 5/31/08, Shawn Zipay
amp;lt;[EMAIL PROTECTED]lt;[EMAIL PROTECTED]gt;amp;gt;
gt;gt;gt;   
gt;gt; wrote:
gt;gt; 
gt;gt;gt; From: Shawn Zipay amp;lt;[EMAIL PROTECTED]
lt;[EMAIL PROTECTED]gt;amp;gt;
gt;gt;gt; Subject: Re: [hlds] tf2 exploits/hacks
gt;gt;gt; To: [EMAIL PROTECTED]
gt;gt;gt; Date: Saturday, May 31, 2008, 1:37 PM
gt;gt;gt;
gt;gt;gt;
gt;gt;gt;
gt;gt;gt;
gt;gt;gt;
gt;gt;gt; I don't believe you have much of an understanding how VAC
works then for
gt;gt;gt;   
gt;gt; you to make that request/claim then.
gt;gt; 
gt;gt;gt; On Sat, May 31, 2008 at 8:47 AM, JDoc0512
amp;lt;[EMAIL PROTECTED]lt;[EMAIL PROTECTED]gt;amp;gt;
gt;gt;gt;   
gt;gt; wrote:
gt;gt; 
gt;gt;gt;
gt;gt;gt;
gt;gt;gt;
gt;gt;gt;
gt;gt;gt; that means make it more secure so that it can detect more hacks
faster
gt;gt;gt;   
gt;gt; and better
gt;gt; 
gt;gt;gt; amp;nbsp;
gt;gt;gt; but your question is pointless
gt;gt;gt;
gt;gt;gt;
gt;gt;gt;   
gt;gt; ___
gt;gt; To unsubscribe, edit your list preferences, or view the list archives,
gt;gt; please visit:
gt;gt; http://list.valvesoftware.com/mailman/listinfo/hlds
gt;gt;
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Re: [hlds] tf2 exploits/hacks

2008-05-30 Thread JDoc0512
but everyone knows about mpc anyway
and anyone can get tf2 hacks if they wanted to just by searching google
nbsp;
about time to secure VAC...

--- On Fri, 5/30/08, Schleiden Ridleneranopocken lt;[EMAIL PROTECTED]gt; 
wrote:

From: Schleiden Ridleneranopocken lt;[EMAIL PROTECTED]gt;
Subject: Re: [hlds] tf2 exploits/hacks
To: Half-Life dedicated Win32 server mailing list 
lt;hlds@list.valvesoftware.comgt;
Date: Friday, May 30, 2008, 6:09 PM

This is the first time I've used the mailing list, so bare with me.
I am Hwkiller from the steam forums; please submit any cheats, exploits,
phishers, or sites of any malicious content to me through the forum if you can.
Just PM 'hwkiller' and I'm always online. It's better, I'd
say, to contact the moderators there with any such content than to post it in a
public mailing list.



gt; Date: Fri, 30 May 2008 19:55:38 -0400gt; From: [EMAIL PROTECTED]gt; To:
hlds@list.valvesoftware.comgt; Subject: [hlds] tf2 exploits/hacksgt; gt; does
valve know about the exploits listed at mpcdownloads.com orgt;
game-hackers.com?gt; gt; you can still see players, stickes, engy objects,
sniper dots, etc. throughgt; walls and modify the sniper scope to have no
black areasgt; gt; you can still hack for wireframe mode.gt; gt; my tail
pipe is a little sore right now, would like those tf2 hacks sincegt;
11/26/2007 to go awaygt; ___gt;
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Re: [hlds] New Medic items not working on your server...

2008-05-29 Thread JDoc0512
lol at an attempt to strike up a conversation with eric


Tony Paloma [EMAIL PROTECTED] wrote:  Not in Washington. Where are you?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Eric Smith
Sent: Thursday, May 29, 2008 12:05 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] New Medic items not working on your server...

It's 10am somewhere...


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of DontWannaName!
Sent: Wednesday, May 28, 2008 11:59 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] New Medic items not working on your server...

Your up late Eric :D Hows CSS Beta coming?


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Re: [hlds] Scrap the custome server tab

2008-05-25 Thread JDoc0512
the problem is that valve couldn't come up with a better system 
   
  they should have put all servers in the same tab and place several buttons in 
the search window for players convenience to separate vanilla servers from the 
custom servers with a simple click, not going back and forth between the 
internet tab and the custom tab or never go to the custom tab

Nephyrin Zey [EMAIL PROTECTED] wrote:
  Impeccable logic. Sure people may SEEM to be 10/1 against it, but look
at how that internet petition failed!

You're not suggesting any solutions or even arguments for why it's
still a good or feasible idea. The only impression i get from reading
your posts is that you run a vanilla server and think any
modifications are insipid and deserved to be shunned to another tab
where you couldn't care less if players don't find them, more traffic
for you and the version of the game you support, yes? Or was that
horribly bias? I'm sorry, I'm just assuming things based on flimsy
evidence, but it seems to be working quite well for you.

Not that any of that are anti-custom-tab are any less guilty of just
putting forth flimsy reasons for your case that arn't helping
anything. I personally think alltalk is retarded in a game highly
based on strategic teamwork. And that anyone running a gravity mod
shouldn't be hard to distinguish from a serious damn server. So maybe
you ALL should look at both sides of the argument and try to discuss
what you think the solution should be in more detail. There *IS* a
problem with a bunch of non-game-representative crazy servers being on
the list. There *are* issues with implementing a good single-tab
filter (think: custom hidden by default? same issues if it is or
isn't?).

Going 'learn to work with it!' (it's horribly broken and unfixable) or
'single tab, it's easy!' (i'm more in favor of this, but still major
issues) isn't helping shit guys. You're destroying (or have destroyed)
any chance that valve cares about what is said on this list about the
subject, they probably regard these lists as a bunch of kids angry
about their servers standings (and they're mostly right)

tl;dr: It's just a damn game. Talk about it if you have a good idea or
solution, or just let Valve do what they will about it. If you want to
keep the discussion going so valve hears you, at least think of
something to bring to it. All of you.

- Neph

On Sun, May 25, 2008 at 2:40 AM, Thomas Morton
wrote:
 Well it seems that the few of you still commenting on this are in a severe
 minority.. I'm not worried by the custom tab at all.. if it comes to CSS so
 be it..

 I for one can work with it and dont expect to lose peeps from my servers.

 --- http://www.ipetitions.com/petition/tf2customtab/signatures.html

 That got 62 signatures after being posted to the list here I imagine
 that a LOT more people than that read the list. Even if it's not a 100%
 accurate guide the general feeling it does tend to suggest that the custom
 tab has gone down well with - or at least is being accepted by - the
 majority.

 --
 From: Craig Collinson 
 Sent: Sunday, May 25, 2008 6:28 AM
 To: Half-Life dedicated Win32 server mailing list
 
 Subject: Re: [hlds] Scrap the custome server tab

 the majority of people on this list are gsp's or community leaders etc
 which
 lets face it valve dont care what we think we need some way of letting the
 public vote on this matter maybe valve should release a new survey like
 there pc spec one to see what the gamers want instead ?
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Re: [hlds] Scrap the custome server tab

2008-05-25 Thread JDoc0512
I agree that's exactly what should be done

Andreas Grimm [EMAIL PROTECTED] wrote:
  all i can say is:

- remove the custom tab
- create one list with one good filter for all servers
- give vanilla-server-admins the possibility to use sv_tags to
advert/describe their servers, too

please valve, listen to your community

- andreas

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru'
MacDonald
Sent: Sunday, May 25, 2008 6:38 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Scrap the custome server tab

Yeah, I wanted to do the same.

The entire idea is flawed, there is no way for valve to be aware of plug-ins
or modifications installed on a server, any system they do try and come up
with will be ruthlessly countered before they can say custom tab, and I
seriously doubt they are going to hire moderators to go delist custom
servers in the wrong place, when the solution is so much easier.

I ran an experiment, I took 2 fake servers, put one on the custom tab, and
one of them on the internet tab. The server on the custom tab received
roughly 90% fewer queries. (Queries being players loading up the list and
the server sending data to the client).

- voogru.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ryan
Sent: Sunday, May 25, 2008 12:23 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Scrap the custome server tab

The one other thing I think everybody can agree on is the idea that
people do not use sv_tags properly because of the custom tab. For
example, if the tag search was available for all servers, I would set
my sv_tags to a2gaming, the name of my gaming community. Even if the
servers were 100% pure without ANY form of mod or adminmod on it, I
would go to the custom tab. Why? There are no mods.

I would use this feature to help people find my servers quickly and
easily, since filter search by name is not possible (other than A-Z
Z-A). But I would never do it now, since it would put my on custom.

[My servers are actually 32 players, but that's the only mod. But what
I said does apply to other people.]

On Sun, May 25, 2008 at 10:27 AM, Timothy L Havener
wrote:
 Does anyone else see what this is all a precursor to? Ranked and
 unranked servers. Valve is trying to push us all into that direction
 using things like the custom tab to soften us up to the idea. This
 whole run a server like we want you to or else attitude is something I
 never expected from Valve. They are killing the great community they
 have built with this crap. The tighter your grip around the content of
 servers grows the more players slip through your fingers.(little star
 wars reference) ;-)

 Carl . wrote:
 The thing that makes me mad is Valve always decide to implement these
silly things long after
 the game is released.

 I bought 6 TF2 servers for a year and they were always full and had
players then Valve
 decide to release the silly custom tab and now i have no players.

 All i have done to my server is took the gravity from 800 to 600 and
because of that i get punished and
 moved to the custom tab.
 I bought these Servers under the impression they would always be full and
now i am tied to
 a 12 month contract and i cant get rid of the servers.

 Thanks for wasting my money Valve i would like some compensation, on the
other hand just scrap the
 custom server tab, put us back in the internet tab, and apply filters as
many have suggested.
 _

 All new Live Search at Live.com

 http://clk.atdmt.com/UKM/go/msnnkmgl001006ukm/direct/01/
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 Checked by AVG.
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Re: [hlds] Scrap the custome server tab

2008-05-25 Thread JDoc0512
much better in what way? I don't see anything wrong with traditional way of 
doing it

Duod enum [EMAIL PROTECTED] wrote:   I'm sure everyone on the list agrees 
that the custom tab doesn't work.?
We're running this plugin 

http://forums.alliedmods.net/showthread.php?p=630058

on our servers.?It's much better than modifying the sv_tags convar 
repeatedly.

 It should work on any orangebox game.

? Duodenum

?lt;br - Original Message -
 From: Andreas Grimm
 Sent: 01:18 pm
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Scrap the custome server tab
 
 all i can say is:
 
 - remove the custom tab
 - create one list with one good filter for all servers
 - give vanilla-server-admins the possibility to use sv_tags to
 advert/describe their servers, too
 
 please valve, listen to your community
 
 - andreas
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Spencer 
 'voogru'
 MacDonald
 Sent: Sunday, May 25, 2008 6:38 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Scrap the custome server tab
 
 Yeah, I wanted to do the same.
 
 The entire idea is flawed, there is no way for valve to be aware of 
 plug-ins
 or modifications installed on a server, any system they do try and come 
 up
 with will be ruthlessly countered before they can say custom tab, and I
 seriously doubt they are going to hire moderators to go delist custom
 servers in the wrong place, when the solution is so much easier.
 
 I ran an experiment, I took 2 fake servers, put one on the custom tab, 
 and
 one of them on the internet tab. The server on the custom tab received
 roughly 90% fewer queries. (Queries being players loading up the list and
 the server sending data to the client).
 
 - voogru.
 
 
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ryan
 Sent: Sunday, May 25, 2008 12:23 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Scrap the custome server tab
 
 The one other thing I think everybody can agree on is the idea that
 people do not use sv_tags properly because of the custom tab. For
 example, if the tag search was available for all servers, I would set
 my sv_tags to a2gaming, the name of my gaming community. Even if the
 servers were 100% pure without ANY form of mod or adminmod on it, I
 would go to the custom tab. Why? There are no mods.
 
 I would use this feature to help people find my servers quickly and
 easily, since filter search by name is not possible (other than A-Z
 Z-A). But I would never do it now, since it would put my on custom.
 
 [My servers are actually 32 players, but that's the only mod. But what
 I said does apply to other people.]
 
 On Sun, May 25, 2008 at 10:27 AM, Timothy L Havener
 wrote:
  Does anyone else see what this is all a precursor to? Ranked and
  unranked servers. Valve is trying to push us all into that direction
  using things like the custom tab to soften us up to the idea. This
  whole run a server like we want you to or else attitude is something 
 I
  never expected from Valve. They are killing the great community they
  have built with this crap. The tighter your grip around the content of
  servers grows the more players slip through your fingers.(little star
  wars reference) ;-)
 
  Carl . wrote:
  The thing that makes me mad is Valve always decide to implement these
 silly things long after
  the game is released.
 
  I bought 6 TF2 servers for a year and they were always full and had
 players then Valve
  decide to release the silly custom tab and now i have no players.
 
  All i have done to my server is took the gravity from 800 to 600 and
 because of that i get punished and
  moved to the custom tab.
  I bought these Servers under the impression they would always be full 
 and
 now i am tied to
  a 12 month contract and i cant get rid of the servers.
 
  Thanks for wasting my money Valve i would like some compensation, on 
 the
 other hand just scrap the
  custom server tab, put us back in the internet tab, and apply filters 
 as
 many have suggested.
  _
 
  All new Live Search at Live.com
 
  http://clk.atdmt.com/UKM/go/msnnkmgl001006ukm/direct/01/
  ___
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 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
  
 
 
 
  No virus found in this incoming message.
  Checked by AVG.
  Version: 8.0.100 / Virus Database: 269.24.1/1464 - Release Date:
 5/24/2008 8:56 AM
 
 
 
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Re: [hlds] Day of Defeat: Source Beta Dedicated Server

2008-05-24 Thread JDoc0512
and I'm getting could not establish connection to steam servers
   
  is there something going on? changing steam.info version to 1.0.0.7 did 
nothing because
   
  my server doesn't even start

Matt Boone [EMAIL PROTECTED] wrote:
  To fix your server not appearing in the server list, change your
steam.inf to use version 1.0.0.7


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
Sent: Friday, May 23, 2008 4:16 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Day of Defeat: Source Beta Dedicated Server

Valve needs to release another update for this... To get this fixed.

On Fri, May 23, 2008 at 7:10 PM, Greg Williams 
wrote:

 After MANY MANY attempts mine is also fuxored. I can connect an play 
 on it just fine, but it still says out of date, and doesn't show on 
 the server browser.

 - Original Message 
 From: Timothy Sadleir 
 To: Half-Life dedicated Win32 server mailing list  
 hlds@list.valvesoftware.com
 Sent: Friday, May 23, 2008 5:52:48 PM
 Subject: Re: [hlds] Day of Defeat: Source Beta Dedicated Server

 My server is still out of date and I cannot update it to a correct 
 version even with -verify_all. It still get's stuck at updating the 
 srcds.exe and then loses connection... *Connection Reset, Winsock 
 Error 10054 Connection reset by peer* 
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Re: [hlds] Day of Defeat: Source Beta Dedicated Server

2008-05-24 Thread JDoc0512
nvm finally fixed it

JDoc0512 [EMAIL PROTECTED] wrote:  and I'm getting could not establish 
connection to steam servers

is there something going on? changing steam.info version to 1.0.0.7 did nothing 
because

my server doesn't even start

Matt Boone wrote:
To fix your server not appearing in the server list, change your
steam.inf to use version 1.0.0.7


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
Sent: Friday, May 23, 2008 4:16 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Day of Defeat: Source Beta Dedicated Server

Valve needs to release another update for this... To get this fixed.

On Fri, May 23, 2008 at 7:10 PM, Greg Williams 
wrote:

 After MANY MANY attempts mine is also fuxored. I can connect an play 
 on it just fine, but it still says out of date, and doesn't show on 
 the server browser.

 - Original Message 
 From: Timothy Sadleir 
 To: Half-Life dedicated Win32 server mailing list  
 hlds@list.valvesoftware.com
 Sent: Friday, May 23, 2008 5:52:48 PM
 Subject: Re: [hlds] Day of Defeat: Source Beta Dedicated Server

 My server is still out of date and I cannot update it to a correct 
 version even with -verify_all. It still get's stuck at updating the 
 srcds.exe and then loses connection... *Connection Reset, Winsock 
 Error 10054 Connection reset by peer* 
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Re: [hlds] DoD:S Beta Sensitivity Cvars classified as cheat?

2008-05-24 Thread JDoc0512
another idea would be to not touch any cvar

Cc2iscooL [EMAIL PROTECTED] wrote:  BETA.

Here's an idea for you. Why don't you report the incorrect ones so that 
Valve can fix them?

[EMAIL PROTECTED] wrote:
 Clearly because VALVe said so. Argh, it's annoying - either classify every 
 cvar as cheats, or only classify the cheat ones. It's getting annoying having 
 every cvar classified as cheats one by one.

  \[Я?R] The-/ wrote: 
 
 The bazooka sensitivity is more than standard sensitivity even though 
 the cvar looks as if it should be less, also why are the bazooka and mg 
 sensitivity cvars classified as cheats?

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Re: [hlds] DoD:S Beta Custom Tab woes start already

2008-05-24 Thread JDoc0512
and people don't believe when I say valve did this to save bandwidth and money
   
  
Timothy L Havener [EMAIL PROTECTED] wrote:
  Christ...this custom tag BS blows. Its maddening that some dummy at 
valve thinks its a good idea and is refusing to just make a single tab 
with filter options. god almighty...just simply get in touch with 
people who play your games and f'ing LISTEN!!!

[ñÔR] The-/ We are in the midst of the Tf2 custom tab also... made a plugin to 
 legally use visiblemaxplayers to get on the internet tab to help 
 populate but cant really do that too well with FF
 Don Williams wrote:
 
 Welcome to OUR life ! :D *hugs*

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Daron Dodd
 Sent: Friday, May 23, 2008 11:16 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] DoD:S Beta Custom Tab woes start already

 its not a bug its a feature, welcome to custom tab dods and css!

 On Fri, May 23, 2008 at 8:09 PM, [ñÔR] The-/ wrote:
 
 
 So friendlyfire gets you put on the custom tab, what sense does that
 make? Could these issues be put to a valve survey to see what the people
 want? We already dealt with the custom tab nearly destroying our TF2
 community now your trying to take what little stake we have left in dods
 and css, why do you hate server ops valve? please do tell

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Re: [hlds] DoD: S Beta Released?

2008-05-23 Thread JDoc0512
maybe the custom tab is there to filter out servers running bots and whatnot
  

Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote:
  But one thing is in the way, the tags system can't possibly detect all of
the different CS:S mods... and server admins have to voluntarily delist
I mean tag their server.

- voogru.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru'
MacDonald
Sent: Friday, May 23, 2008 11:04 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] DoD: S Beta Released?

Oh goodie goodie. I can't wait to see the outrage from the massive CS:S
community.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
Sent: Friday, May 23, 2008 2:57 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] DoD: S Beta Released?

I see the custom tab! Can't wait to see how happy them CSS guys will be with
this :).

On Fri, May 23, 2008 at 1:29 AM, Spencer 'voogru' MacDonald 
[EMAIL PROTECTED] wrote:

 Cool, looks like CS:S/DOD:S server ops can look forward to massive memory
 leaks. Perhaps this will get them fixed faster.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Andrew Armstrong
 Sent: Friday, May 23, 2008 1:20 AM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] DoD: S Beta Released?

 Also noticed 'Counter-Strike: Source Beta' listed in the browser.

 - Andrew

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Joshua
 Handelsman-Woolf (DogGunn)
 Sent: Friday, 23 May 2008 3:11 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] DoD: S Beta Released?


 My server appears to be up: 208.43.143.57:27015

 Interestingly enough, I'm getting the server is out of date errors:
 MasterRequestRestart Your server will be restarted on map change. Your
 server will be restarted on map change.

 I guess that is VALVe's way of making sure no server makes it onto the
 Steam server browser yet. If you updated to the Steam Client Candidate
 verison, both DoD: S Beta and CS: S Beta are listed in the Steam Server
 Browser.

 Files for CS: S 07 Beta anyone?

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Re: [hlds] DoD: S Beta Released?

2008-05-23 Thread JDoc0512
oh please

Neil Voutt [EMAIL PROTECTED] wrote:  Signed lol

Patrick Shelley wrote:
 I started this a while ago.

 http://www.ipetitions.com/petition/tf2customtab/signatures-1.html

 Check signature 17 LOOOL
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[hlds] DoD:S Beta - Could not establish connection to steam servers

2008-05-23 Thread JDoc0512
It doesn't seem like I can get my dods:s beta server to come online
  Does anyone have solution to this problem?

   
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Re: [hlds] DoD:S Beta - Could not establish connection to steam servers

2008-05-23 Thread JDoc0512
yeah I did that
   
  PatchVersion=1.0.0.7
ProductName=dod
appID=302
   
  still not working
  

Steven Hartland [EMAIL PROTECTED] wrote:
  Yes already been posted edit the version in steam.inf to be 1.0.0.7
- Original Message - 
From: JDoc0512 


 It doesn't seem like I can get my dods:s beta server to come online
 Does anyone have solution to this problem?



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Re: [hlds] No new medic weapons

2008-05-22 Thread JDoc0512
not having this problem at all
   
  I just want my servers to stop crashing lol

Timothy Sadleir [EMAIL PROTECTED] wrote:
  This is happening to our servers too as of recently. I think it started at
the beggining of the day of the last update. I would like some help in this
issue as well. Thanks!
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Re: [hlds] srcds memory leak.

2008-05-21 Thread JDoc0512
one of my servers that has been running full for almost 20 hours now uses 185MB 
and another server that's been empty for a few days is using 320MB
   
  both are on the same map lol...
   
  and since the last update, it seems like my servers crash more often 
especially during mapchange. maybe this has more do with memory leak than mods 
I'm using...

AnAkIn . [EMAIL PROTECTED] wrote:
  Our server was running for like 3 days (was 1 week ago) with people on it,
and it had like 20 FPS...it was using all the ram (it was 512 MB max at that
time...now we moved to 2GB). Yes it uses more and more ram when players
connect and it happens since we have our server (november 2007 or around).

2008/5/21 Saint K. :

 Confirmed for our Linux machines aswell.

 The TF2 srcds currently eats more and more ram, and sometimes I find the
 server just being deathlocked with 100% CPU useage and 800+ MB mem in
 use...

 Happends sinds the last update round.

 Cheers,

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Nephyrin Zey
 Sent: Wednesday, May 21, 2008 10:57 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] srcds memory leak.

 I'm seeing this problem on my linux servers as well. 6am reboots ftw.

 Also, the linux srcds performance is still getting worse per patch.
 I'm looking at one almost empty server taking 20% CPU with four people
 + sourceTV. Jesus christ.

 - Neph

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Re: [hlds] banished to the custom tab...

2008-05-21 Thread JDoc0512
because it's not blank like I said before

Steve [EMAIL PROTECTED] wrote:  I'll have to try that this evening when I get 
home. Still the base problem
remains though.. Why the heck is my server on the custom tab when the only
sv_tag is alltalk?


 After changing the tags, you have to wait for the server to sync with the
 master server. You can force this by running the heartbeat command.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Steve
 Sent: Wednesday, May 21, 2008 7:36 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] banished to the custom tab...

 Dood I am seriously thinking about doing it..


 I am definitely up to date, Just did a verify all and doesn't seem to
 affect it at all.

 I was able to play around with it a bit this morning.

 When I set alltalk to zero, I checked my tags and it still had alltalk
 enabled. So I threw in a sv_tags  to clear that out. I then jumped into
 the game and ran a full refresh on both tabs.

 servers - nada
 custom - nada

 ???

 but it does show on the steam server browser outside of the game.

 here's my plugin setup

 MM
 -sroucemod
 -steambans
 -ping kicker

 SM plugs
 -SoDStats
 -TF2: Killer's Info
 -Fair Team Balancer



 You could slap on one of the sv_tags block plugins...

 haha

 But seriously, try -verify_all, and give some details on how the
 sv_tags thing seems to function - does turning alltalk off remove it
 from sv_tags properly? Do you have any plugins that are related? What
 are you setting alltalk to? (1, 2, 3?)

 - Neph

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Re: [hlds] banished to the custom tab...

2008-05-21 Thread JDoc0512
no I read that
  you are the one can't understand the line
   
  because it's not blank like I said before
   
  if alltalk is added to sv_tags, they haven't fixed it obviously so why are 
you trying to turn on alltalk and hope that it goes back to the internet tab?
  

Steve [EMAIL PROTECTED] wrote:
  and you obviously didn't read the reply where it was stated that alltalk
is the only allowed feature that wont put you on the custom tab.


 because it's not blank like I said before

 Steve wrote: I'll have to try that this evening
 when I get home. Still the base problem
 remains though.. Why the heck is my server on the custom tab when the only
 sv_tag is alltalk?


 After changing the tags, you have to wait for the server to sync with
 the
 master server. You can force this by running the heartbeat command.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Steve
 Sent: Wednesday, May 21, 2008 7:36 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] banished to the custom tab...

 Dood I am seriously thinking about doing it..


 I am definitely up to date, Just did a verify all and doesn't seem to
 affect it at all.

 I was able to play around with it a bit this morning.

 When I set alltalk to zero, I checked my tags and it still had alltalk
 enabled. So I threw in a sv_tags  to clear that out. I then jumped
 into
 the game and ran a full refresh on both tabs.

 servers - nada
 custom - nada

 ???

 but it does show on the steam server browser outside of the game.

 here's my plugin setup

 MM
 -sroucemod
 -steambans
 -ping kicker

 SM plugs
 -SoDStats
 -TF2: Killer's Info
 -Fair Team Balancer



 You could slap on one of the sv_tags block plugins...

 haha

 But seriously, try -verify_all, and give some details on how the
 sv_tags thing seems to function - does turning alltalk off remove it
 from sv_tags properly? Do you have any plugins that are related? What
 are you setting alltalk to? (1, 2, 3?)

 - Neph

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Re: [hlds] Random Crashes since 5/21 update?

2008-05-21 Thread JDoc0512
One of my servers crashed on mapchange again
   
  I'm used to it now so it doesn't raise my eyebrows anymore

Ben B [EMAIL PROTECTED] wrote:
  all of my tf2 servers seem to be crashing every so often randomly.

I am using linux

I tried disabling metamod, and that did not prevent the crash.

I didn't see any comments bout it, so I hope I am not the only one getting
these crashes :(

-- 
From Ben. B (Goerge)
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Re: [hlds] srcds memory leak.

2008-05-20 Thread JDoc0512
I never see any of my servers use more than 400MB but after running full for 
many hours, usually a few days, they just crash randomly on mapchange
   
  I don't know if this has to do with any of the mods and plugins I'm running 
but it's very frustrating...

1nsane . [EMAIL PROTECTED] wrote:
  Yes I have noticed this as well, Pagefile has been steadily increasing.
Guess i'll have to nuke them at night more often.

On Tue, May 20, 2008 at 6:35 PM, Mike Stiehm wrote:

 I have a few servers that never change maps just runs the
 same map till i need to restart does not even cycle the same map.
 I still see memory leaks. For me as the user id's go up so does the memory
 usage.

  From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Date:
 Tue, 20 May 2008 14:48:34 -0700 Subject: Re: [hlds] srcds memory leak. 
 Yes, I'm seeing this on my TF2 servers as well. It seems that the leak may
 occur on map changes. I say this because I have three servers, and the one
 that rotates maps more frequently always has a higher memory usage over
 time.
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Re: [hlds] banished to the custom tab...

2008-05-20 Thread JDoc0512
if sv_tags is not blank, your server will be placed in the custom tab

Steve [EMAIL PROTECTED] wrote:  My server still seems to be the only alltalk 
server that has been
wrongfully banished to the custom tab.

http://xstreamlan.com/images/temp/custom.JPG

sv_tags
sv_tags = alltalk ( def.  )

here is the console output... and as you can see from the screenie..
alltalk is the only tag listed for my server and interestingly enough the
only server with that flag alone.

what gives?


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

2008-05-19 Thread JDoc0512
haha you call this an exploit?
  this has been around since the times of dinosaurs
   
  I rather call it a nice feature...

Kveri [EMAIL PROTECTED] wrote:
  Hello,

so here I am, this exploit is not just on dustbowl stage3, but 
everywhere where iron barriers are. I made video, and posted on youtube. 
Here is link:

http://www.youtube.com/watch?v=V6T1B5wm-sU

If somebody wants demo, contact me on my mail: [EMAIL PROTECTED], I'll 
gladly upload it. But I think this bug is very easy to reproduce.
You have to crouch and fire 0,5m behind barrier.

Martin

[EMAIL PROTECTED] wrote / nap?al(a):
 Send hlds mailing list submissions to
 hlds@list.valvesoftware.com

 To subscribe or unsubscribe via the World Wide Web, visit
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 When replying, please edit your Subject line so it is more specific
 than Re: Contents of hlds digest...


 Today's Topics:

 1. new exploit tf2 in dustbowl stage 3? (Eric van Beesten)
 2. Re: new exploit tf2 in dustbowl stage 3? (DontWannaName!)
 3. Re: new exploit tf2 in dustbowl stage 3? (Ronny Schedel)
 4. Re: new exploit tf2 in dustbowl stage 3? (George Devgru Seal)


 --

 Message: 1
 Date: Sun, 18 May 2008 11:24:48 +0200
 From: Eric van Beesten 
 Subject: [hlds] new exploit tf2 in dustbowl stage 3?
 To: 'Half-Life dedicated Win32 server mailing list'
 
 Message-ID: [EMAIL PROTECTED]
 Content-Type: text/plain; charset=us-ascii

 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!




 --

 Message: 2
 Date: Sun, 18 May 2008 08:54:01 -0700 (PDT)
 From: DontWannaName! 
 Subject: Re: [hlds] new exploit tf2 in dustbowl stage 3?
 To: Half-Life dedicated Win32 server mailing list
 
 Message-ID: [EMAIL PROTECTED]
 Content-Type: text/plain; charset=us-ascii

 Wooo 3 emails ftw :D



 

 --

 Message: 3
 Date: Sun, 18 May 2008 19:56:59 +0200
 From: Ronny Schedel 
 Subject: Re: [hlds] new exploit tf2 in dustbowl stage 3?
 To: Half-Life dedicated Win32 server mailing list
 
 Message-ID: 
 Content-Type: text/plain; format=flowed; charset=iso-8859-1;
 reply-type=original

 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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 --

 Message: 4
 Date: Sun, 18 May 2008 14:40:52 -0400
 From: George \Devgru Seal\ 
 Subject: Re: [hlds] new exploit tf2 in dustbowl stage 3?
 To: Half-Life dedicated Win32 server mailing list
 
 Message-ID:
 [EMAIL PROTECTED]
 Content-Type: text/plain; charset=ISO-8859-1

 Since you didn't mention any explanation of -how- it is an exploit, that
 just sounds like spawn camping to me...

 On Sun, May 18, 2008 at 5:24 AM, Eric van Beesten 
 wrote:

 
 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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 End of hlds Digest, Vol 3, Issue 57
 ***

 


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

2008-05-19 Thread JDoc0512
you should watch the youtube video Kveri uploaded
  that exploit doesn't belong in the same category as where skywalking 
exploit belongs

Nephyrin Zey [EMAIL PROTECTED] wrote:
  It's irresponsible to ban people for exploiting now? Or are you saying
that if it's common enough of an exploit then it becomes ok? :-P

I should unban a few thousand skywalkers, in that case.

- Neph

On Mon, May 19, 2008 at 6:56 PM, Robert Whelan wrote:
 sad thing is that many irresponsible admins ban for it, el oh el



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[hlds] fake client cheat needs to be fixed

2008-05-19 Thread JDoc0512
would you please fix the fake client cheat in team fortress 2?
  some people made plugins that bypass bot detection system and made bots look 
like real humans
   
  I think this should be fixed becuase as some modders sell this plugin for 
money and as more people get it, there will be no server that shows true player 
counts anymore
   
  here's a few servers that run this plugin
   
  74.54.24.200:27015 SourceOP.com TF2 24/7 2fort [INSTANT RESPAWN]
  72.233.5.210:27015   LotusClan.com | 24/7 Dustbowl | Central US | [XXL]
   
  and there's about a dozen more

Jason Ruymen [EMAIL PROTECTED] wrote:
  An update to the Source Dedicated Server has been released. Previously
this was a beta update. So if you haven't already, please run
hldsupdatetool to download it. The specific changes include:

- Fixed potential nuke exploit in rcon subsystem

Jason



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Re: [hlds] fake client cheat needs to be fixed

2008-05-19 Thread JDoc0512
haha good one neph
   
  since you provided some info, other people can learn about it too

Nephyrin Zey [EMAIL PROTECTED] wrote:
  The problem is that the number of players, their status, etc, comes
from the server - there is no foolproof way (aside from locking the
whole thing down with encryption and such, which would still be broken
and present huge problems elsewhere) to prevent spoofing like this.
This is a smaller part of the larger problem: the server browser is
far too dependent on what the servers report (or lie about) in the way
it lists servers. Servers that are in front are the ones that claim to
be non-custom and 33 slot (don't look into what servers I run). I
think the browser needs a much more 'zen' makeover - maybe put in
(master-server implemented) ratings, or comments, or some such, and
encourage communities (perhaps let steam communities put together
'community servers' that show up in all the players stuff) - have the
'favourites' system be the *default* server list, then have a 'find
other servers' button for looking for more - that helps you look by
criteria other than current players online - through the ratings, your
communities, friends, etc.

- Neph totally doesn't have 33 slots Zey

On Mon, May 19, 2008 at 7:13 PM, JDoc0512 wrote:
 would you please fix the fake client cheat in team fortress 2?
 some people made plugins that bypass bot detection system and made bots look 
 like real humans

 I think this should be fixed becuase as some modders sell this plugin for 
 money and as more people get it, there will be no server that shows true 
 player counts anymore

 here's a few servers that run this plugin

 74.54.24.200:27015 SourceOP.com TF2 24/7 2fort [INSTANT RESPAWN]
 72.233.5.210:27015 LotusClan.com | 24/7 Dustbowl | Central US | [XXL]

 and there's about a dozen more

 Jason Ruymen wrote:
 An update to the Source Dedicated Server has been released. Previously
 this was a beta update. So if you haven't already, please run
 hldsupdatetool to download it. The specific changes include:

 - Fixed potential nuke exploit in rcon subsystem

 Jason



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

2008-05-18 Thread JDoc0512
none of these exploits interfere with normal gameplay
  I don't think there will be a fix anytime soon
  
Rian Brooks-Kane [EMAIL PROTECTED] wrote:
  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.

It can still be destroyed, so not really major.



On Mon, May 19, 2008 at 6:57 AM, Eric van Beesten 
wrote:

 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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 __ NOD32 3106 (20080516) Information __

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



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-- 
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M:0433812355
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Re: [hlds] Please add the option customize bans file save location

2008-05-16 Thread JDoc0512
or make a batch file
  

Cc2iscooL [EMAIL PROTECTED] wrote:
  I agree that a user-set config directory would be nice...running 
multiple servers off the same installation would be much easier in that 
regard, and most other games already support a base config directory. 
Why not source?

Steven Hartland wrote:
 Its that time again where I request the option to customise
 the location where bans are stored.

 Every other part of a hlds server can be configured except
 this, please please add it.

 If you want to be really nice and make admins life much
 easier add an option to root the servers config directory
 so the server will look in a specified directory for all
 config related files before it goes to /cfg.

 For more info on both these see my posts in the archive
 titled:-
 1. A quick fix to make Source infinitely more GSP friendly
 ( posted 27 February 2008 21:42 )
 2. banlists still broken + config system enhancement request
 ( posted 25 October 2007 01:47 )
 3. CSS Hardcoded banlist path
 ( 17 October 2005 14:58 )

 Alfred has responded to at least one of these but we still
 to date haven't had a fix. I really should be a simple one
 and would be most appreciated so I hope it can get added.

 Regards
 Steve

 
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Re: [hlds] Please add the option customize bans file save location

2008-05-16 Thread JDoc0512
hey Steve
  you don't even run multiplay game servers :)
   
  and making a batch file is not stupid :)
   
  take care
   
  
Steven Hartland [EMAIL PROTECTED] wrote:
  Someone always comes up with something stupid like this
every time I raise this bug :(

You cannot fix this with any script, it can only be fixed
in the game engine!!

Regards
Steve

- Original Message - 
From: JDoc0512 
To: Half-Life dedicated Win32 server mailing list 
Sent: Friday, May 16, 2008 11:45 PM
Subject: Re: [hlds] Please add the option customize bans file save location


 or make a batch file



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Re: [hlds] Please add the option customize bans file save location

2008-05-16 Thread JDoc0512
Parva doesn't run 1500 servers
   
  I run 15 tf2 servers and I already have my own batch file which unifies all 
banned_user.cfg
  All I have to do is ban someone from one server and he's automatically banned 
from the rest of my servers

Steven Hartland [EMAIL PROTECTED] wrote:
  No of course not the 1500 servers on the machines here are
just a figment of my imagination :P

Making a batch file is stupid as it cant solve the problem
if you think it can please go right ahead and try to create
it but I warn you now you will be wasting your time.


- Original Message - 
From: JDoc0512 


 hey Steve
 you don't even run multiplay game servers :)
 
 and making a batch file is not stupid :)



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Re: [hlds] Please add the option customize bans file save location

2008-05-16 Thread JDoc0512
and mike, msn/hotmail totally messed up previous messages lol
  I'm using yahoo when I reply to hlds mailing list

Mike Stiehm [EMAIL PROTECTED] wrote:
  Also if you run hlstats you can have it unify bans in real time





 Date: Fri, 16 May 2008 17:30:42 -0700 From: [EMAIL PROTECTED] To: 
 hlds@list.valvesoftware.com Subject: Re: [hlds] Please add the option 
 customize bans file save location  Parva doesn't run 1500 servers  I run 
 15 tf2 servers and I already have my own batch file which unifies all 
 banned_user.cfg All I have to do is ban someone from one server and he's 
 automatically banned from the rest of my servers  Steven Hartland wrote: 
 No of course not the 1500 servers on the machines here are just a figment of 
 my imagination :P  Making a batch file is stupid as it cant solve the 
 problem if you think it can please go right ahead and try to create it but 
 I warn you now you will be wasting your time.
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Re: [hlds] Team Fortress 2 Update Released

2008-05-11 Thread JDoc0512
I played two full rounds on goldrush today
  I didn't notice any problem some people were talking about earlier
   
  Plus, even if there was a problem, we've had enough updates already
  

AnAkIn . [EMAIL PROTECTED] wrote:
  There was no problem on the client either :)

2008/5/11 Richard Eid :

 I was more referring to the client site, not the server.

 On Sat, May 10, 2008 at 5:45 PM, AnAkIn . wrote:

  Our server didn't have any lag problem...the cart indicator was shown for
  the first stage, but when the round restarted for the second stage,
  nothing.
 
  2008/5/10 Richard Eid :
 
   I'm sure most of you have seen/heard about 'invisible' players.
 Happens
   mostly when you lag out but don't get disconnected. Upon un-lagging,
  some
   player models will appear(?) invisible. Other graphical anomalies also
   occur.
  
   Could the missing cart indicator be a symptom of lagging out? I've
 never
   experienced the problem of not seeing the indicator, but thought I'd
   mention
   lag as a possibility.
  
   On Sat, May 10, 2008 at 4:02 PM, George Devgru Seal 
  [EMAIL PROTECTED]
   wrote:
  
On Sat, May 10, 2008 at 1:42 PM, Tony Paloma 
 [EMAIL PROTECTED]
wrote:
   
 I do know that it will disappear for me if I change screen
 resolution
   and
 don't restart TF2. However, if I change resolution without
 restarting
   TF2
 there are other problems as well.

I should've mentioned this in my earlier comment, but one time I
  wondered
if
that's why the radar was broken - I started recording a demo, I
 think,
   and
some UI elements were messed up, including the radar not working.
   However,
at the time, I asked my friends over vent if they noticed the radar
 not
working, and both of them (2) noticed it as well. So I don't think
 its
  a
client issue.
   
   

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of bl4nkeh
 Sent: Saturday, May 10, 2008 10:25 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Released

 The cart meters works perfectly fine on my Windows Gold Rush
 server.

 1nsane . wrote:
  I have that on all my windows servers. The indicator that moves
  when
the
  cart moves.
 
  On Sat, May 10, 2008 at 11:57 AM, [EMAIL PROTECTED] 
  [EMAIL PROTECTED] wrote:
 
 
  is that the little progress bar at the bottom indicating how far
   along
  the track the cart has moved?
 
  Ronny Schedel wrote:
 
  This must be a Windows only problem, Linux servers are running
  fine
 with
 
  car
 
  indicator.
 
 
  - Original Message -
  From: Dustin Wyatt 
  To: Half-Life dedicated Win32 server mailing list
  
  Sent: Saturday, May 10, 2008 3:21 PM
  Subject: Re: [hlds] Team Fortress 2 Update Released
 
 
  I experience this sometimes as well.
 
 
  -Dustin
 
  On Sat, May 10, 2008 at 12:51 AM, George Devgru Seal
  wrote:
 
 
  I haven't played Goldrush enough to tell if I experience this,
  but
   I
 do
  experience something similar with the radar for the flag in
  2fort
 being
  broken (flag is on bridge but arrow points to the base, saying
  it
   is
  'home'). Not sure if its a server-side plugin bug, or just a
 server-side
  bug.
 
  On Fri, May 9, 2008 at 10:09 PM, Joseph Sullivan 
 
  [EMAIL PROTECTED]
 
  wrote:
 
 
 
  I get this a lot, I have no idea what causes it, though. Just
 randomly
  I'll
  have no cart indicator.
 
  On Fri, May 9, 2008 at 9:03 PM, Barry Au   gmail.com
 
  wrote:
 
 
  Hmmm, goldrush still has no cart indicator ?
 
  Is there a workaround that?
 
  Thanks.
 
 
  On 5/9/08, George Devgru Seal wrote:
 
 
  I'm still noticing on a couple of servers I cannot use new
   medic
  items.
 
 
  I
 
 
  never experienced the problem before, however.
 
  On Fri, May 9, 2008 at 4:56 PM, Jason Ruymen
   
  wrote:
 
 
 
  The required Team Fortress 2 has been released. Please
 run
  hldsupdatetool to receive it. The specific changes
 include:
 
  - Fixed several issues with the Family Practice
 achievement.
  Players
  with 10/10 progress that have not been awarded the
  achievement
 will
 
 
  get
 
 
  the achievement the next time they UberCharge any Steam
  friend
  - Fixed toggle-fire option for the Medigun preventing
  players
from
  earning the Second Opinion achievement
  - Fixed The Kritzkrieg not charging faster than the
 Medigun
  - Fixed issue that was preventing players from using their
  new
  Medic
  items on some servers
  - Fixed melee 

Re: [hlds] Team Fortress 2 Update Released

2008-05-10 Thread JDoc0512
I've never seen or heard about this problem and I use windows
  
AnAkIn . [EMAIL PROTECTED] wrote:
  When it happened, we were playing a match with mp_tournament, and it
happened only on stage 2  3 for all players. Maybe it's a conflict with the
tournament UI (for stopwatch at the top of the screen)?

2008/5/10 Tony Paloma :

 I run Windows servers as well and have not noticed this problem nor have I
 heard anyone on my server complain about it. It's probably just random. I
 don't see how a server plugin or the configuration of the server could
 affect something like that.

 I do know that it will disappear for me if I change screen resolution and
 don't restart TF2. However, if I change resolution without restarting TF2
 there are other problems as well.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of bl4nkeh
 Sent: Saturday, May 10, 2008 10:25 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Released

 The cart meters works perfectly fine on my Windows Gold Rush server.

 1nsane . wrote:
  I have that on all my windows servers. The indicator that moves when the
  cart moves.
 
  On Sat, May 10, 2008 at 11:57 AM, [EMAIL PROTECTED] 
  [EMAIL PROTECTED] wrote:
 
 
  is that the little progress bar at the bottom indicating how far along
  the track the cart has moved?
 
  Ronny Schedel wrote:
 
  This must be a Windows only problem, Linux servers are running fine
 with
 
  car
 
  indicator.
 
 
  - Original Message -
  From: Dustin Wyatt 
  To: Half-Life dedicated Win32 server mailing list
  
  Sent: Saturday, May 10, 2008 3:21 PM
  Subject: Re: [hlds] Team Fortress 2 Update Released
 
 
  I experience this sometimes as well.
 
 
  -Dustin
 
  On Sat, May 10, 2008 at 12:51 AM, George Devgru Seal
  wrote:
 
 
  I haven't played Goldrush enough to tell if I experience this, but I
 do
  experience something similar with the radar for the flag in 2fort
 being
  broken (flag is on bridge but arrow points to the base, saying it is
  'home'). Not sure if its a server-side plugin bug, or just a
 server-side
  bug.
 
  On Fri, May 9, 2008 at 10:09 PM, Joseph Sullivan 
 
  [EMAIL PROTECTED]
 
  wrote:
 
 
 
  I get this a lot, I have no idea what causes it, though. Just
 randomly
  I'll
  have no cart indicator.
 
  On Fri, May 9, 2008 at 9:03 PM, Barry Au 
 
  wrote:
 
 
  Hmmm, goldrush still has no cart indicator ?
 
  Is there a workaround that?
 
  Thanks.
 
 
  On 5/9/08, George Devgru Seal wrote:
 
 
  I'm still noticing on a couple of servers I cannot use new medic
  items.
 
 
  I
 
 
  never experienced the problem before, however.
 
  On Fri, May 9, 2008 at 4:56 PM, Jason Ruymen
   
  wrote:
 
 
 
  The required Team Fortress 2 has been released. Please run
  hldsupdatetool to receive it. The specific changes include:
 
  - Fixed several issues with the Family Practice achievement.
  Players
  with 10/10 progress that have not been awarded the achievement
 will
 
 
  get
 
 
  the achievement the next time they UberCharge any Steam friend
  - Fixed toggle-fire option for the Medigun preventing players from
  earning the Second Opinion achievement
  - Fixed The Kritzkrieg not charging faster than the Medigun
  - Fixed issue that was preventing players from using their new
  Medic
  items on some servers
  - Fixed melee weapons not being affected by The Kritzkrieg's
 
 
  critboost
 
 
  - Fixed Server Browser sometimes refreshing in the background on
 
 
  startup
 
 
  when it wasn't visible
 
  Jason
 
 
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  To unsubscribe, edit your list preferences, or view the list
 
 
  archives,
 
 
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
  --
  Devgru Seal
  - IT/Tech  PC Geek -
   June 1st: HL2:Episode 1 Release! 
   October 9th, 2007: The Orange Box Release! 
  http://ecsa-clan.com - Team #ECSA
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 archives,
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 archives,
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  --
  Devgru Seal
  - IT/Tech  PC Geek -
   June 1st: HL2:Episode 1 Release! 
   October 9th, 2007: The Orange Box Release! 
  http://ecsa-clan.com - Team #ECSA
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Re: [hlds] Team Fortress 2 Update Coming

2008-05-09 Thread JDoc0512
xcopy works much better

Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote:  Thanks, I thought of 
making a batch file but never got around to it.

@ Robert

why... that was phased out with newer versions of mms

I've had problems with that version of MMS.

- voogru.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert Whelan
Sent: Friday, May 09, 2008 3:01 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Coming

Handy...
1. make a copy of your gameinfo.txt and call it gameinfo.bak.txt
2. make a batch file called gameinfo.fix add:
date/t
time/t
cd C:\srcds\orangebox\tf
copy gameinfo.bak.txt gameinfo.txt
cd ..
time/t
@pause
Run batch file when an update screws with your gameinfo.txt  


- Original Message 
From: Spencer 'voogru' MacDonald 
To: Half-Life dedicated Win32 server mailing list

Sent: Friday, May 9, 2008 1:20:36 PM
Subject: Re: [hlds] Team Fortress 2 Update Coming

Oh goodie.

*Backs up gameinfo.txt*

- voogru.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Friday, May 09, 2008 1:44 PM
To: Half-Life dedicated Win32 server mailing list;
[EMAIL PROTECTED]; [EMAIL PROTECTED]
Subject: [hlds] Team Fortress 2 Update Coming

Sometime later today we'll have a required Team Fortress 2 update.

Jason

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Re: [hlds] Team Fortress 2 Update Coming

2008-05-09 Thread JDoc0512
Dan, you win
  
[EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
  or you can just create a vdf if you have the latest mm 
http://www.sourcemm.net/?go=vdf

JDoc0512 wrote:
 xcopy works much better

 Spencer 'voogru' MacDonald wrote: Thanks, I thought of making a batch file 
 but never got around to it.

 @ Robert

 why... that was phased out with newer versions of mms

 I've had problems with that version of MMS.

 - voogru.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Robert Whelan
 Sent: Friday, May 09, 2008 3:01 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Coming

 Handy...
 1. make a copy of your gameinfo.txt and call it gameinfo.bak.txt
 2. make a batch file called gameinfo.fix add:
 date/t
 time/t
 cd C:\srcds\orangebox\tf
 copy gameinfo.bak.txt gameinfo.txt
 cd ..
 time/t
 @pause
 Run batch file when an update screws with your gameinfo.txt 


 - Original Message 
 From: Spencer 'voogru' MacDonald 
 To: Half-Life dedicated Win32 server mailing list

 Sent: Friday, May 9, 2008 1:20:36 PM
 Subject: Re: [hlds] Team Fortress 2 Update Coming

 Oh goodie.

 *Backs up gameinfo.txt*

 - voogru.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
 Sent: Friday, May 09, 2008 1:44 PM
 To: Half-Life dedicated Win32 server mailing list;
 [EMAIL PROTECTED]; [EMAIL PROTECTED]
 Subject: [hlds] Team Fortress 2 Update Coming

 Sometime later today we'll have a required Team Fortress 2 update.

 Jason

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Re: [hlds] Windows server

2008-05-09 Thread JDoc0512
C:\hlds\hlds.exe -console -game cstrike +maxplayers 20 +map de_dust2
   
  if that works, start adding more commands

Richard Eid [EMAIL PROTECTED] wrote:
  You'll need to set up port forwarding on your router to send 27015 to the IP
address of that server.

On Fri, May 9, 2008 at 4:39 PM, wwe ewr wrote:

 Hi im trying to host a counter strike dedicated server on my computer. (On
 windows xp)
 Comp specs: q6700 2gb ram 320 gb 7200 rpm hard drive

 I used the steam updatetool to get the valve folder and the cstrike folder.

 When i create a shortcut on desktop to start server it runs an error
 it says couldn't allocate dedicated server ip port 27015

 I followed steps from here
 http://www.cstrike.ro/tutorial_cs16_steam_only_windows.php


 When i enter my command line in shortcut to start server thats where i get
 port error.

 C:\hlds\hlds.exe -console -game cstrike -port 27015 -autoupdate +secure
 +sport 27014 +ip 123.(myip).123 +maxplayers 20 +map de_dust2

 Once i get that working i want to know command to boost server side fps i
 heard command like -pingbooster 3 or -fpsmax 500

 Anways If you can give me help on getting server working and maybe a quick
 launch command for fps boost thank you.
 _
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Re: [hlds] Team Fortress 2 Update Coming

2008-05-09 Thread JDoc0512
it will prevent two medics from going into uber loop and destoring the game play

Redh3ad [EMAIL PROTECTED] wrote:
  Hm, I wrote this mail before I got the one from Jason

But it's a pity that melee weapons are no longer affected by the 
critzkrieg :(


Redh3ad wrote:
 My Steamclient is already downloading the update

 * Fixed several issues with the Family Practice achievement. Players
 with 10/10 progress that have not been awarded the achievement
 will get the achievement the next time they UberCharge any Steam
 friend
 * Fixed toggle-fire option for the Medigun preventing players from
 earning the Second Opinion achievement
 * Fixed The Kritzkrieg not charging faster than the Medigun
 * Fixed issue that was preventing players from using their new Medic
 items on some servers
 * Fixed melee weapons not being affected by The Kritzkrieg's critboost
 * Fixed Server Browser sometimes refreshing in the background on
 startup when it wasn't visible






 Jason Ruymen wrote:
 
 Sometime later today we'll have a required Team Fortress 2 update.
 
 Jason
 
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Re: [hlds] Team Fortress 2 Update Released

2008-05-08 Thread JDoc0512
so do we need another update to fix demos not working? 

Dog [EMAIL PROTECTED] wrote:  Ryan is correct.
Demos don't appear to work...
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Re: [hlds] Team Fortress 2 Update Released

2008-05-08 Thread JDoc0512
I'm personally just joking around
  

[EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
  are you guys grasping for something to complain about, old demos never 
work after an update.

JDoc0512 wrote:
 so do we need another update to fix demos not working? 

 Dog wrote: Ryan is correct.
 Demos don't appear to work...
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Re: [hlds] Beefy server

2008-05-07 Thread JDoc0512
so you only run good public servers for good players ?
  can you give me the IP addresses? I want to go check them out
   
  FireHazard [EMAIL PROTECTED] wrote:
  It depends on who your clients are. If you're trying to sell private
servers, no one in their right mind will purchase a 64 FPS server; it
is not suitable for competitive play. If you're just hosting some bad
pubs for bad players, then people probably won't complain much.


On Tue, May 6, 2008 at 5:07 PM, wrote:
 8 32 player servers here. No boost, they run flawless,

 -Original Message-
 From: Chris . 



 Date: Tue, 6 May 2008 21:58:27
 To:Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Beefy server


 So really, fps max is 64...

 On that subject I'd be interested to know if many of the Windows admins use
 any programs which initialise the multimedia timer? And their
 recommendations/suggestons... On my servers I've allways run something to
 intitialise it, be it serverchecker or srcdsboost, and try and get fps
 around a constant 200 mark across all game serevrs... However with JDoc's
 servers and results, I'd be tempted to stop boosting my fps and run more
 servers...

 On 5/6/08, JDoc0512 wrote:
 
  I'm not sure why you would use srcdsboost or windows media player if the
  servers are already running fine
 
  nobody complains about lag and nobody complains about low fps on my
  servers
  so even if it's possible to boost anything, I wouldn't try
 
  I've used both srcdsboost and wmp for CS:S servers before but I didn't
  notice any dramatic improvement
 
 
 
  Chris . wrote:
 
  Very impressive, and to clarify, that's with srcdsboost running? Or
  something which initialises the multimedia timer?
 
 
 
  On 5/6/08, JDoc0512 wrote:
  
   66tickrate
   fps_max 600
  
   taken at the same time
  
   http://www.exunited.com/temp/trash/players.jpg
  
   http://www.exunited.com/temp/trash/cpu.jpg
  
  
  
  
 
   Chris . wrote:
  
   You seem to have missed the point of my remark, and question aimed at
   JDoc.
  
   ServerChecker does the same thing (if enabled) as srcdsboost i.e.
   initialises the multimedia timer within Windows.
  
  
   On 5/6/08, Don Williams wrote:
   
I have no need to run srcdsboost or screw with affinity, my servers
  run
perfectly fine with high tick rates and stable high fps.
   
- Original Message -
From: Chris .
  
To: Half-Life dedicated Win32 server mailing list
   
   
  
Sent: 2008-05-06 12:24 PM
Subject: Re: [hlds] Beefy server
   
   
 Riiight, so you dont actually know about TF2 and the affects of
   affinity
 and
 srcdsboost.

 Thanks anyway .

  
 On 5/6/08, Don Williams wrote:

 I don't mess with affinity at all.. I run 2 32x server 66 tick
  500fps
   1
 64x
 cs:source 66 tick 500fps 1 24x 500fps 66tick Server checker ftw.

 - Original Message -
 From: Chris .
  
 To: Half-Life dedicated Win32 server mailing list


  
 Sent: 2008-05-06 12:06 PM
 Subject: Re: [hlds] Beefy server


  Well, I'm running:
 
  Serv1:
  Q6600 2.4Ghz
  4GB RAM
  250GB HDD
 
  Serv2:
  E6700 2.67Ghz
  2GB RAM
  150GB Rpator
 
  Both have 100mbit connection, both being upgraded to 2.66Ghz
  Quads
end
 of
  May...
 
  However, with regard to my first statement, if I set tf2 process
 affinity
  to
  use a single core, and dont run srcdsboost usage on the core is
around
  35-45%, so I could easily run 2 per core. However, opening up
  srcdsboost
  usage rockets to around 80%... Hence my initial doubt, I'd be
  interested
  to
  know if JDoc is using srcdsboost?
 
  Anyway, Don, you say it's easy to do... Care to share how?
 
  
  On 5/6/08, Don Williams wrote:
 
  Actually pretty easy to do. Not hard to belive either.
 
  - Original Message -
  From: Chris .
  
  To: Half-Life dedicated Win32 server mailing list
 
 
  
  Sent: 2008-05-06 11:20 AM
  Subject: Re: [hlds] Beefy server
 
 
   Uh, I find that hard to believe, unless you are running with
fps_max
 at
  64
   i.e. no srcdsboost...
  
  
   On 5/6/08, JDoc0512 wrote:
  
   2 x quad core Intel Xeon x5355 2.66GHz (8 cores total, each
  can
 handle
  2
   x
   32 slot tf2 servers running at 66 tickrate). Maybe it can
   handle
 more.
  I
   just haven't assigned 3 servers to one core.
  
   8GB RAM, 1TB hard drive, 100Mbps on Internap
  
  
  
  
   Kitteny Berk wrote:
   Home build from spares mostly.
  
   Q6600 @ 3.0 (B3, runs hotter than the sun, but stable)
   8GB OCZ PC2-6400C5 DDR2
   Gigabyte GA-P35-DS3L (decent mobo, cost fuckall)
   500GB WD RE2.
  
   Doesn't get that much load, never really gets maxed

Re: [hlds] Team Fortress 2 Update Coming

2008-05-07 Thread JDoc0512
thanks for the heads up
  

Jason Ruymen [EMAIL PROTECTED] wrote:
  This is definitely coming now. Should be live within an hour.

Jason 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Tuesday, May 06, 2008 3:57 PM
To: Half-Life dedicated Win32 server mailing list;
[EMAIL PROTECTED]; [EMAIL PROTECTED]
Subject: Re: [hlds] Team Fortress 2 Update Coming

Looks like this will not be released today. We're now planning to
release the update sometime tomorrow.

Jason 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Tuesday, May 06, 2008 12:19 PM
To: hlds@list.valvesoftware.com; [EMAIL PROTECTED];
[EMAIL PROTECTED]
Subject: [hlds] Team Fortress 2 Update Coming

Just in case you missed the update yesterday, there will be another
required TF 2 update later today.

Jason

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