Re: [hlds] Team Fortress 2 Update Released

2010-09-02 Thread Joel R.
Wouldn't be so bad if it was server only update.  The player count stagnates
after an update.

On Thu, Sep 2, 2010 at 5:33 PM, DarthNinja darthni...@darthninja.comwrote:

 *Team Fortress 2:
 - Fixed a bug in the Steamworks internal stats reporting.*

 When it rains it pours.
 **



 On Thu, Sep 2, 2010 at 6:05 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:

  A required update to Team Fortress 2 is now available.  Please run
  hldsupdatetool to receive the update.  The specific changes include:
 
  Engine (CS:S, DoD:S, TF2):
  - Fixed a server crash caused by spamming the server with invalid rcon
  passwords.
 
  Team Fortress 2:
  - Fixed a bug in the Steamworks internal stats reporting.
 
  Jason
 
 
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Re: [hlds] Team Fortress 2 Update Released

2010-09-02 Thread Joel R.
Stagnates on updates for client that is, since we're forced to update.

On Thu, Sep 2, 2010 at 5:36 PM, Joel R. joelru...@gmail.com wrote:

 Wouldn't be so bad if it was server only update.  The player count
 stagnates after an update.

 On Thu, Sep 2, 2010 at 5:33 PM, DarthNinja darthni...@darthninja.comwrote:

 *Team Fortress 2:
 - Fixed a bug in the Steamworks internal stats reporting.*

 When it rains it pours.
 **



 On Thu, Sep 2, 2010 at 6:05 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:

  A required update to Team Fortress 2 is now available.  Please run
  hldsupdatetool to receive the update.  The specific changes include:
 
  Engine (CS:S, DoD:S, TF2):
  - Fixed a server crash caused by spamming the server with invalid rcon
  passwords.
 
  Team Fortress 2:
  - Fixed a bug in the Steamworks internal stats reporting.
 
  Jason
 
 
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[hlds] TF2 Hitboxes

2010-05-06 Thread Joel R.
Anyone else noticing a big difference on the hitbox lag, compared to a few
months ago?  TF2 uses code for server to lag compensate, but it's always
very off now.
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Re: [hlds] Map Time and Round Ending on Gorge

2010-03-12 Thread Joel R.
Oh, and this isn't the right place for this topic.  Use the steam forums.


On Fri, Mar 12, 2010 at 9:13 AM, Joel R. joelru...@gmail.com wrote:

 He's talking about when *map* time ends, it instantly finishes instead of
 waiting for *round* time to complete.  Since the point captures are 1 way,
 it should be until *round* time ends.


 On Fri, Mar 12, 2010 at 12:13 AM, Cooltad cool...@gmail.com wrote:

 On 3/11/2010 8:08 PM, msleeper wrote:
  Why does cp_gorge behaving like a CP Push map when the time limit is
  reached, and not like other Attack/Defend maps like Dustbowl? When the
  timer ends, the one team immediately wins and the map changes. Is this a
  bug with the map? Did they set the map entities wrong?
 
 
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 Actually, on dustbowl, when blue has a red point partially capped, the
 game does not completely end until it is either fully capped, giving
 blue more time, or red defends it off, and red wins.

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Re: [hlds] Map Time and Round Ending on Gorge

2010-03-12 Thread Joel R.
He's talking about when *map* time ends, it instantly finishes instead of
waiting for *round* time to complete.  Since the point captures are 1 way,
it should be until *round* time ends.

On Fri, Mar 12, 2010 at 12:13 AM, Cooltad cool...@gmail.com wrote:

 On 3/11/2010 8:08 PM, msleeper wrote:
  Why does cp_gorge behaving like a CP Push map when the time limit is
  reached, and not like other Attack/Defend maps like Dustbowl? When the
  timer ends, the one team immediately wins and the map changes. Is this a
  bug with the map? Did they set the map entities wrong?
 
 
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 Actually, on dustbowl, when blue has a red point partially capped, the
 game does not completely end until it is either fully capped, giving
 blue more time, or red defends it off, and red wins.

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Re: [hlds] Client interp on servers

2010-01-09 Thread Joel R.
cl_interp is the amount of latency the client lags the models they see in
their screen.  This is necessary to smooth the position updates client
receives from server.  Changing it will cause no hit performance at all.
The server will automatically compensate for this lag based on the players
cl_interp value.  Lowering or raising it will not give you better results.
The complaints about hit registry is because the server and client will
always have different results, because numbers can go into infinite
(example: pi) and we can only network a number the size of -2,147,483,648 to
+2,147,483,648.  So you see the predicament.


On Fri, Jan 8, 2010 at 10:13 PM, Alec Sanger eclyp...@hotmail.com wrote:


 So I've got a client saying that he wants to set his cl_interp to something
 lower than 100, but the servers prevent him from changing it. I'll be
 honest, I don't know a damn thing about this interp crap. So my questions
 are:

 Will reducing the client interp cause a hit in performance? What are the
 side-effects?
 How the hell did I limit it to 100?
 Do you limit your interp? What's yours at?

 This is for TF2, btw.

 Thank you,
 Alec Sanger



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Re: [hlds] Team Fortress 2 Update Released

2009-12-10 Thread Joel R.
I'd be prepared for servers running mods to be excluded from the War Effort.



On Thu, Dec 10, 2009 at 9:44 PM, Don Williams d...@precdata.com wrote:

 Pure chaos... 100% crits so much win.

 Sent from my iPhone

 On Dec 10, 2009, at 10:20 PM, Dog gecla...@gmail.com wrote:

  We run MM and SM...all fine
  BTW, this is a genius idea :)
 
  -eVaDog
 
  TheVille.Org
 
  -
  Sent from my Sinclair ZX80
  -
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-12-09 Thread Joel R.
Was the Scouts 6 shot shotgun damage tweaked by accident?  Seems to be doing
more damage.

On Wed, Dec 9, 2009 at 1:15 PM, f0rkz h...@f0rkznet.net wrote:

 That wasn't really my point exactly.  I know teens play this and
 everything else.  Hell, I played computer games when I was a teen.

 It was more of a, if teens play this they know its an M rated game and I
 believe thats why those disclaimers say Online interactions are not
 rated by the ESRB or whatever.  They know what they are getting their
 selves into.  If you want to ban for bad language, its your server.  I
 am just saying I don't think there is a specific list floating out there
 with people using foul language.

 On Wed, 2009-12-09 at 13:26 -0500, Mark wrote:
  1. Unfortunately, I would imagine teens being a large part of the user
  base. Nevermind teens, most players cuss in general regardless of age
  (if you're a nay-sayer, you'd be surprised).
 
  Banning for bad language is an over-reaction in my opinion and there
  are better ways to deal with the use of profanities. Fortunately,
  there are SM plugins; a simple search yielded the following:
  http://forums.alliedmods.net/showthread.php?p=499584
 
  2. What does this have to do with the recent update?
 
 
  On Wed, Dec 9, 2009 at 1:20 PM, Ook ooksser...@zootal.com wrote:
   That really isn't for you to decide now, is it? I run a PG-13 OP4
 server,
   and my admins are pretty militant about enforcing that. It's working
 well
   and has for a while now, and there are plenty of teens that play there
 and
   respect the no profanity rules.
  
   Seriously, what percentage of players do you think are teens? Do adults
 drop
   their IQ by 30 points and develop a potty mouth simply be being
 in-game? Or
   are many/most of them mouthy immature teens to start with? I vote for
 the
   latter...
  
   - Original Message -
   From: f0rkz h...@f0rkznet.net
   To: Half-Life dedicated Win32 server mailing list
   hlds@list.valvesoftware.com
   Sent: Wednesday, December 09, 2009 10:08 AM
   Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
 Released
  
  
  I mean... It is an M rated game.  Teens shouldn't be playing in the
   first place.
  
   On Wed, 2009-12-09 at 10:02 -0800, Ook wrote:
   I parse my server logs on a regular basis, and I can look up any
 player
   by
   steam id, name, or IP and see all names and IPs they have used. You
 want
   to
   ban people that swear a lot? That is probably 90% of your user base.
   There
   are a lot of people out there that just can't control their mouths.
  
   - Original Message -
   From: w4rezz w4r...@gmail.com
   To: Half-Life dedicated Win32 server mailing list
   hlds@list.valvesoftware.com
   Sent: Wednesday, December 09, 2009 9:17 AM
   Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
 Released
  
  
   Does anyone have a list of known people what use fuck too much? I
   dont wanna use swear filter.
  
   2009/12/9 Don Williams d...@precdata.com:
Does anyone have a running list of known people that have or tried
 to
perform this exploit steam id's IP addresses?
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
 Maximilian L.
Sent: 2009-12-08 11:49 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
Released
   
Ah ok, just was a little bit confused. Thanks for clearing.
There is already a list of banned extensions that includes .dll,
 vdf,
exe,
and yes, ini
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
 Maximilian
L.
Sent: Tuesday, December 08, 2009 9:31 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
Released
   
Quote myself from IRC:
[ Added checks to prevent transferring .smx, .gcf, and .sys
 files
between client/server - does that mean i can still remotely
 download
my .ini including my SQL logins?]
   
I think .ini's are more importand to secure than .smx?!!
   
   
   
   
--
Mailing List Conversations - mail...@ml86.de - Please don´t spam
 :)
   
   
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Re: [hlds] Its the law!

2009-11-16 Thread Joel R.
I thought you get auto-banned after like 3 missed rcon password attempts. I
remember this happening to me on my own server and it would last for hours!

On Mon, Nov 16, 2009 at 4:37 PM, JäKë T can_kic...@hotmail.com wrote:


 It's just cracking rcon password, then they set it to private and change
 the name.
 So just having rcon locker and a nice password fixes it.


  From: i...@ronny-schedel.de
  To: hlds@list.valvesoftware.com
  Date: Mon, 16 Nov 2009 23:32:24 +0100
  Subject: Re: [hlds] Its the law!
 
  The big question is: how is it done? Let's hope there is backdoor in the
  fake player app and not a bug in the server code.
 
   http://img692.imageshack.us/img692/4728/71956486.jpg
   I lay money on Lotusclan getting there comeuppance!
  
  
  
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Re: [hlds] TF2 repeatable crash exploit posted to the forums

2009-10-29 Thread Joel R.
Ouch, this is going to spread like wildfire.

On Thu, Oct 29, 2009 at 12:51 PM, Shawn Somers shawn.som...@gmail.comwrote:

 This needs fixed ASAP!

 http://forums.steampowered.com/forums/showthread.php?t=1004137

 Shawn Somers

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Re: [hlds] Team Fortress 2 Update Available

2009-10-14 Thread Joel R.
Where is my Guard Dog at?

On Wed, Oct 14, 2009 at 4:12 PM, turb0z tur...@undergamer.com wrote:

 Working good so far... nothing crazy going on.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
 Sent: Wednesday, October 14, 2009 3:58 PM
 To: 'Half-Life dedicated Linux server mailing list'; '
 hlds@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds] Team Fortress 2 Update Available

 A required update for Team Fortress 2 is now available.  Please run
 hldsupdatetool to receive the update.  The specific changes include:

 Team Fortress 2:
 - Added +quickswitch command, which brings up a small panel allowing you
 to rapidly change the loadout of your current class  active weapon slot
 - Added server ConVar tf_teamtalk to allow alive/dead teammates to talk
 with each other during a match (default is 0)
 - Added 1/2 Bonus Point for healing a teammate with a dropped sandvich
 - Updated the class menu to show the local player's current class
 - Updated server ConVar tf_playergib to have 3 settings for player gibs:
 0: never, 1: normal, 2: always (default is 1)
 - Updated player_hurt game event to include damageamount and crit
 values
 - Fixed a rare crash in particle system
 - Fixed being able to eat your sandvich (via taunt) and drop it in the same
 frame
 - Fixed not correctly remembering the last weapon if you're using remember
 active weapon and the last weapon was the weapon in slot 0
 - Fixed Medic not being able to release his ÃœberCharge if his team won the
 previous round and the Medigun was his last active weapon (while using
 remember last active weapon)
 - Fixed not remembering the last active weapon correctly if the player
 didn't die before the next round restart
 - Prevented servers from using steam:// commands in their MOTD text
 - Fixed using the regen cabinets to get more health than you should when
 you switch between weapons with/without max health reduction attributes
 - Fixed friendly-fire/spectator exploit using projectiles
 - Fixed disguised spies not getting ammo from enemy dispensers
 - Fixed thrown sandvich traveling through players before being activated
 - Fixed sandviches sometimes spawning inside walls, or being thrown through
 thin walls
 - Fixed fire overlay drawing on hats in DX80
 - Fixed an exploit that allowed servers to corrupt client's item database
 - Fixed full packet updates showing cloaked Spies for an instant
 - Fixed a prediction error resulting in mis-predictions of crits

 Community requests:
 - Added new func_flag_alert entity that fires an alert when a player
 carrying a flag starts touching the entity
 - Added server ConVar bot_crouch to make bots crouch
 - Added model override for item_teamflag entity
 - Added ability to turn off particle trail for players carrying the
 item_teamflag entity
 - Updated team_train_watcher to support 8 cp/track links (was previously 4)

 Jason

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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-16 Thread Joel R.
What was the point of removing FAN's push in the opposite direction of
shooting?  The triple jumps it created were invaluable.  Nevermind removing
the juggling, removing the way it pushed you is far worse a nerf than
anything.



On Fri, Aug 14, 2009 at 8:08 AM, turb0z tur...@undergamer.com wrote:

 Anyone else notice that the HLTV servers are broadcasting oddly?

 Right now I'm looking at HLTV on my HLSW app and I'm watching the server
 bounce between the HLTV info (slots and hostname) to the match server
 info... very odd.

 This link shows the HLTV hostname and slots:

 http://blackhole.midwest-gaming.org/uploads/update.jpg

 This link shows game server hostname and slots but as you'll see, the IP
 hasn't changed.

 http://blackhole.midwest-gaming.org/uploads/update_1.jpg

 The switch happens once every second (possibly limited to the update query
 of HLSW).

 I don't see any performance drops due to this, but figured everyone (and
 valve) should see and recognize this as an issue.  Players were still able
 to join the HLTV and watch the matches last night.

 b0z

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie Newlove
 Sent: Thursday, August 13, 2009 7:58 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

 Wait a minute, it is Friday here after all. In your face msleeper!

 On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com wrote:
  It's Friday 2h51.
 
  2009/8/14 Midnight mido...@gmail.com
 
  Seems someone doesn't have a job and doesn't know what day it is.
  Join the crowd.
 
 
  msleeper wrote:
   Today is Thursday, hope this helps.
  
  
   On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote:
  
   They probably just entered their test server all wearing the
   viking helmet and thus quickly decided that testing is for the
   weak and releasing a major update on a Friday is not only a good
   idea, it's the most manly thing a manly man can do.
  
   On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote:
  
   Just one tiny question, are you really testing the maps? Because
   i just
  want
   to say overtime overtime overtime overtime overtime overtime
   overtime overtime overtime overtime overtime overtime overtime
   overtime overtime overtime overtime overtime since i tried the koth
 mode.
  
   2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com
  
  
   hey thanks valve for letting the sourcemod/addons communities
   know
  about
   all
   the stuff you changed. =]
  
   On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com
 wrote:
  
  
   Ok as usual my fixes aren't applied.
   If you wanna get a better info you can search for ulimit in
   srcds_run, an change the value to 3 for example.
  
   Then You'll have an output like that :
  
   Auto detecting CPU
   Using AMD Optimised binary.
   Enabling debug mode
   Server will auto-restart if there is a crash.
  
   Console initialized.
   ./srcds_run: line 352:  2902 Bus error   (core
   dumped)
  
   $HL_CMD
  
   warning: Can't read pathname for load map: Input/output error.
   Error while mapping shared library sections:
   /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable
  format:
   File format not recognized.
   Error while reading shared library symbols:
   /srv/rab3/orangebox/tf/bin/server_i486.so: can't read
   symbols: File format not recognized.
   Error while reading shared library symbols:
   /srv/rab3/orangebox/tf/bin/server_i486.so: can't read
   symbols: File format not recognized.
   email debug.log to li...@valvesoftware.com Fri Aug 14 02:09:05
   CEST 2009: Server restart in 1 seconds Fri Aug 14 02:09:06 CEST
   2009: Server Quit
  
  
   On 8/14/09, Matt Lyons mly...@internode.com.au wrote:
  
   On 14/08/2009, at 9:17 AM, MjrNuT wrote:
  
   Renamed the addons folder.
  
   33 times :(
  
   --
   Matt Lyons (Bsc CS  Soft Eng) Media Group, Internode 150
   Grenfell St, Adelaide SA 5000
   Ph: (08) 8228 2877
   E-mail: mly...@internode.com.au
   WWW: www.internode.on.net
   In theory, there is no difference between theory and
   practice; In practice, there is.
  
  
  
  
  
  
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-16 Thread Joel R.
I know that, but thats the only method now.  Before I could do a really long
jump by jumping forward, and shooting backwards, then double jump in the air
or vice-versa.


On Sun, Aug 16, 2009 at 1:04 PM, Jake Skenna halflife...@gmail.com wrote:

 Shoot the FAN straight down to do a triple jump.

 On Sun, Aug 16, 2009 at 1:37 PM, Joel R. joelru...@gmail.com wrote:

  What was the point of removing FAN's push in the opposite direction of
  shooting?  The triple jumps it created were invaluable.  Nevermind
 removing
  the juggling, removing the way it pushed you is far worse a nerf than
  anything.
 
 
 
  On Fri, Aug 14, 2009 at 8:08 AM, turb0z tur...@undergamer.com wrote:
 
   Anyone else notice that the HLTV servers are broadcasting oddly?
  
   Right now I'm looking at HLTV on my HLSW app and I'm watching the
 server
   bounce between the HLTV info (slots and hostname) to the match server
   info... very odd.
  
   This link shows the HLTV hostname and slots:
  
   http://blackhole.midwest-gaming.org/uploads/update.jpg
  
   This link shows game server hostname and slots but as you'll see, the
 IP
   hasn't changed.
  
   http://blackhole.midwest-gaming.org/uploads/update_1.jpg
  
   The switch happens once every second (possibly limited to the update
  query
   of HLSW).
  
   I don't see any performance drops due to this, but figured everyone
 (and
   valve) should see and recognize this as an issue.  Players were still
  able
   to join the HLTV and watch the matches last night.
  
   b0z
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie
 Newlove
   Sent: Thursday, August 13, 2009 7:58 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
 Released
  
   Wait a minute, it is Friday here after all. In your face msleeper!
  
   On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com wrote:
It's Friday 2h51.
   
2009/8/14 Midnight mido...@gmail.com
   
Seems someone doesn't have a job and doesn't know what day it is.
Join the crowd.
   
   
msleeper wrote:
 Today is Thursday, hope this helps.


 On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote:

 They probably just entered their test server all wearing the
 viking helmet and thus quickly decided that testing is for the
 weak and releasing a major update on a Friday is not only a good
 idea, it's the most manly thing a manly man can do.

 On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com
 wrote:

 Just one tiny question, are you really testing the maps? Because
 i just
want
 to say overtime overtime overtime overtime overtime overtime
 overtime overtime overtime overtime overtime overtime overtime
 overtime overtime overtime overtime overtime since i tried the
  koth
   mode.

 2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com


 hey thanks valve for letting the sourcemod/addons communities
 know
about
 all
 the stuff you changed. =]

 On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com
   wrote:


 Ok as usual my fixes aren't applied.
 If you wanna get a better info you can search for ulimit in
 srcds_run, an change the value to 3 for example.

 Then You'll have an output like that :

 Auto detecting CPU
 Using AMD Optimised binary.
 Enabling debug mode
 Server will auto-restart if there is a crash.

 Console initialized.
 ./srcds_run: line 352:  2902 Bus error   (core
 dumped)

 $HL_CMD

 warning: Can't read pathname for load map: Input/output error.
 Error while mapping shared library sections:
 /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable
format:
 File format not recognized.
 Error while reading shared library symbols:
 /srv/rab3/orangebox/tf/bin/server_i486.so: can't read
 symbols: File format not recognized.
 Error while reading shared library symbols:
 /srv/rab3/orangebox/tf/bin/server_i486.so: can't read
 symbols: File format not recognized.
 email debug.log to li...@valvesoftware.com Fri Aug 14
 02:09:05
 CEST 2009: Server restart in 1 seconds Fri Aug 14 02:09:06
 CEST
 2009: Server Quit


 On 8/14/09, Matt Lyons mly...@internode.com.au wrote:

 On 14/08/2009, at 9:17 AM, MjrNuT wrote:

 Renamed the addons folder.

 33 times :(

 --
 Matt Lyons (Bsc CS  Soft Eng) Media Group, Internode 150
 Grenfell St, Adelaide SA 5000
 Ph: (08) 8228 2877
 E-mail: mly...@internode.com.au
 WWW: www.internode.on.net
 In theory, there is no difference between theory and
 practice; In practice, there is.






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 To unsubscribe

Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-16 Thread Joel R.
It's like taking away the spy's cloak. It's a huge thing that made the FaN
what it is.



On Sun, Aug 16, 2009 at 3:06 PM, Joel R. joelru...@gmail.com wrote:

 I know that, but thats the only method now.  Before I could do a really
 long jump by jumping forward, and shooting backwards, then double jump in
 the air or vice-versa.



 On Sun, Aug 16, 2009 at 1:04 PM, Jake Skenna halflife...@gmail.comwrote:

 Shoot the FAN straight down to do a triple jump.

 On Sun, Aug 16, 2009 at 1:37 PM, Joel R. joelru...@gmail.com wrote:

  What was the point of removing FAN's push in the opposite direction of
  shooting?  The triple jumps it created were invaluable.  Nevermind
 removing
  the juggling, removing the way it pushed you is far worse a nerf than
  anything.
 
 
 
  On Fri, Aug 14, 2009 at 8:08 AM, turb0z tur...@undergamer.com wrote:
 
   Anyone else notice that the HLTV servers are broadcasting oddly?
  
   Right now I'm looking at HLTV on my HLSW app and I'm watching the
 server
   bounce between the HLTV info (slots and hostname) to the match server
   info... very odd.
  
   This link shows the HLTV hostname and slots:
  
   http://blackhole.midwest-gaming.org/uploads/update.jpg
  
   This link shows game server hostname and slots but as you'll see, the
 IP
   hasn't changed.
  
   http://blackhole.midwest-gaming.org/uploads/update_1.jpg
  
   The switch happens once every second (possibly limited to the update
  query
   of HLSW).
  
   I don't see any performance drops due to this, but figured everyone
 (and
   valve) should see and recognize this as an issue.  Players were still
  able
   to join the HLTV and watch the matches last night.
  
   b0z
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie
 Newlove
   Sent: Thursday, August 13, 2009 7:58 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
 Released
  
   Wait a minute, it is Friday here after all. In your face msleeper!
  
   On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com wrote:
It's Friday 2h51.
   
2009/8/14 Midnight mido...@gmail.com
   
Seems someone doesn't have a job and doesn't know what day it is.
Join the crowd.
   
   
msleeper wrote:
 Today is Thursday, hope this helps.


 On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote:

 They probably just entered their test server all wearing the
 viking helmet and thus quickly decided that testing is for the
 weak and releasing a major update on a Friday is not only a good
 idea, it's the most manly thing a manly man can do.

 On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com
 wrote:

 Just one tiny question, are you really testing the maps?
 Because
 i just
want
 to say overtime overtime overtime overtime overtime overtime
 overtime overtime overtime overtime overtime overtime overtime
 overtime overtime overtime overtime overtime since i tried the
  koth
   mode.

 2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com


 hey thanks valve for letting the sourcemod/addons communities
 know
about
 all
 the stuff you changed. =]

 On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com
 
   wrote:


 Ok as usual my fixes aren't applied.
 If you wanna get a better info you can search for ulimit in
 srcds_run, an change the value to 3 for example.

 Then You'll have an output like that :

 Auto detecting CPU
 Using AMD Optimised binary.
 Enabling debug mode
 Server will auto-restart if there is a crash.

 Console initialized.
 ./srcds_run: line 352:  2902 Bus error   (core
 dumped)

 $HL_CMD

 warning: Can't read pathname for load map: Input/output
 error.
 Error while mapping shared library sections:
 /srv/rab3/orangebox/tf/bin/server_i486.so: not in
 executable
format:
 File format not recognized.
 Error while reading shared library symbols:
 /srv/rab3/orangebox/tf/bin/server_i486.so: can't read
 symbols: File format not recognized.
 Error while reading shared library symbols:
 /srv/rab3/orangebox/tf/bin/server_i486.so: can't read
 symbols: File format not recognized.
 email debug.log to li...@valvesoftware.com Fri Aug 14
 02:09:05
 CEST 2009: Server restart in 1 seconds Fri Aug 14 02:09:06
 CEST
 2009: Server Quit


 On 8/14/09, Matt Lyons mly...@internode.com.au wrote:

 On 14/08/2009, at 9:17 AM, MjrNuT wrote:

 Renamed the addons folder.

 33 times :(

 --
 Matt Lyons (Bsc CS  Soft Eng) Media Group, Internode 150
 Grenfell St, Adelaide SA 5000
 Ph: (08) 8228 2877
 E-mail: mly...@internode.com.au
 WWW: www.internode.on.net
 In theory

Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-14 Thread Joel R.
Was there any damage values changed?

On Fri, Aug 14, 2009 at 7:29 PM, Adam Nowacki no...@xpam.de wrote:

 Jason Ruymen wrote:
  A required update for Team Fortress 2 and Day of Defeat: Source* is now
 available.  Please run hldsupdatetool to receive the update.  The specific
 changes include:

 I just noticed that you can connect to previous server version with
 updated client ... so is it really a required update?

 
  Team Fortress 2
   - Fixed r_rootlod being marked as a cheat, which prevented it from
 being changed and caused a significant performance loss for some GPUs.
   - Changed The Big Hurt Scout achievement to be Stun 2 Medics that are
 ready to deploy an ÜberCharge.
   - Fixed Announcer overtime bug on KOTH servers using mp_timelimit.
- Due to many requests, added server ConVar tf_overtime_nag. When
 set to 1, it keeps the broken announcer behavior.
   - Fixed tournament stopwatch not displaying the time in the HUD.
   - Fixed a bug with cloak meter regen and drain rates.
   - Fixed Spies not being able to go invis while reloading.
   - Fixed pipebombs sticking to saw blades.
   - Fixed weapons not being hidden properly during loser state anims.
   - Fixed a case where radius damage didn't reduce damage to self.
- Fixes Demomen taking too much damage from their pipebombs.
   - Fixed a case where items would never show up in the backpack, even
 though they were available to equip.
   - Fixed a case where items weren't being validated properly in class
 loadout slots.
 
  Community requests:
   - Removed centerprint texts for TF_FLAGTYPE_ATTACK_DEFEND CTF game mode.
   - Changed TF_FLAGTYPE_ATTACK_DEFEND capture reward from 30 kills to 1
 capture.
 
  * The Day of Defeat: Source update is required due to engine changes.
 
  Jason
 
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 please visit:
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Re: [hlds] Team Fortress 2 Update Coming

2009-07-14 Thread Joel R.
Hopefully the FAN gets it's own weapon icon for death messages =D.

On Tue, Jul 14, 2009 at 5:40 PM, 1nsane 1nsane...@gmail.com wrote:

 Hopefully this fixes the steam connection issues on Linux servers.

 On Tue, Jul 14, 2009 at 6:29 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:

  A required update for Team Fortress 2 is on the way.  Should be live in
  about an hour.
 
  Jason
 
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Re: [hlds] New crash exploit

2009-07-09 Thread Joel R.
This is going on in alot of the more popular servers.

On Thu, Jul 9, 2009 at 2:37 PM, Nightbox alexandrualexa...@gmail.comwrote:

 can we submit this to steambans?

 2009/7/9 Tony Paloma drunkenf...@hotmail.com

 
  The second guy you mention was already banned on my servers for some kind
  of exploit that freezed one of my servers.
 
  http://www.sourceop.com/modules.php?name=SOPBanso=id_detailsid=2133
 
  
   Date: Thu, 9 Jul 2009 12:06:31 -0700
   From: nephy...@doublezen.net
   To: hlds@list.valvesoftware.com
   Subject: [hlds] New crash exploit
  
   Sometime early this morning this fellow:
   http://steamcommunity.com/profiles/76561198005902725
   crashed one of my servers and bragged about it, since his buddy:
   http://steamcommunity.com/profiles/76561197995252712
   was banned for speedhacking. He rejoined, presumably to crash the
 server
   again, and was instantly banned for connecting as 'unconnected'.
  
   Log files just end, no crash dump. I was asleep, so i didn't get a
   chance to check the console. I've turned on much more logging and
   console dumping, so if it happens again i'll track it down. If anyone
   knows of this exploit, send me a email and i can work on a block
 plugin.
  
   It was not the rcon exploit, i have a block in place for that.
  
   - Neph
  
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Re: [hlds] Team Fortress 2 Update Released

2009-07-01 Thread Joel R.
As a request for next update.

Scout:
Doubling Jumping 2 times extinguishes fire.  They are a fast class, they
should be able to run fast enough to disengage the fire.



On Mon, Jun 29, 2009 at 10:13 AM, CLAN RCR clan...@gmail.com wrote:

 I'd love to see that.

 -Matt

 On Thu, Jun 25, 2009 at 8:32 PM, Michael Krasnow mnk...@gmail.com wrote:

  hmm that would be good
 
  On Thu, Jun 25, 2009 at 6:43 PM, Donnie Newlove 
 donnie.newl...@gmail.com
  wrote:
 
   That would 1. look really awkward, what, is he going to pull out a new
   one out of his pocket and more importantly 2. it would suck bad for
   spies that are just about to attack when the thing respawns.
  
   But instead don't break it at all and just do a cooldown and no
   respawning, but because the battery needs to recharge, not because it
   magically breaks and then magically pops up again. There would also
   have to be some indication for the spy, maybe a small kritzkrieg like
   effect on the battery while it's charging the capacitors.
  
   On Fri, Jun 26, 2009 at 12:31 AM, Michael Krasnowmnk...@gmail.com
  wrote:
it should have a cooldown like Jarate and then it comes back
   
On Thu, Jun 25, 2009 at 5:44 PM, Donnie Newlove 
   donnie.newl...@gmail.comwrote:
   
No, it was a good change. Razorback was very, and may still be
slightly underpowered compared to both jarate and smg.
   
Personally I think they should remove the breaking as well because
once it's broken you got nothing, no smg, no jarate. If you
 sacrifice
your secondary weapon as sniper to become stab-proof, at least let
 the
sniper be stab-proof until he dies, but maybe that would be too
 good.
Still, snipers and heavies are very easy and cheap targets for
backstabbing.
   
On Thu, Jun 25, 2009 at 11:27 PM, Michael Krasnowmnk...@gmail.com
   wrote:
 i think you should have left the speed reduction on the razorback
 so
   spys
 can catch snipers easier
 bunt nice with the FAN and airblast

 On Thu, Jun 25, 2009 at 5:08 PM, Jason Ruymen 
   jas...@valvesoftware.com
wrote:

 A required update for Team Fortress 2 is now available.  Please
 use
 hldsupdatetool to receive it.  The specific changes include:

 Linux Dedicated Server:
 - Improved connection logic to help servers that aren’t
   automatically
 reconnecting to Steam, and added extra logging to track it
 - Added extra data gathering to help us understand and improve
  Linux
 performance

 Team Fortress 2:
 - Changed cl_flipviewmodels so it can no longer be set while
   connected
to a
 server
 - Fixed problem with Loadout Menu Back button not preserving
 the
 currently equipped weapon
 - Fixed a case where an observer could set the observed player's
  view
 models
 - Fixed the Heavy's punches not matching mouse button presses
 when
   the
view
 models are flipped
 - Fixed Bonk! ammo count exploit after using a regeneration
 locker
 - Fixed Dead Ringer damage reduction exploit involving Spy
 taunting
 - Reverted Force-A-Nature and airblast knockback on disguised
  Spies,
   so
 that they can once again be knocked back

 Missed notes from previous update:
 - The Ambassador no longer penetrates buildings
 - Removed the movement speed penalty on The Razorback

 Jason

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Re: [hlds] Team Fortress 2 Update Released

2009-07-01 Thread Joel R.
http://www.youtube.com/watch?v=qxu1BvTtH7w

my scout is the jet engine



On Wed, Jul 1, 2009 at 10:35 PM, Cc2iscooL cc2isc...@gmail.com wrote:

 I certainly hope not, either that or he never passed high school.

 --
 Cc2iscooL
 Head Admin/Owner
 http://www.cc2iscool.com


 On Wed, Jul 1, 2009 at 9:58 PM, Shane Arnold clontar...@iinet.net.au
 wrote:

  ...
 
  Please tell me you haven't done grade 6 science.
 
  ___
 
  Shane Arnold-   clontar...@iinet.net.au
 
  For want of a nail, the horseshoe was lost. For want of a horseshoe, the
  horse was lost. For want of a horse, the messenger was lost. For want of
 a
  messenger, the message was not delivered. For want of an undelivered
 message
  the war was lost.
 
 
 
  Joel R. wrote:
   As a request for next update.
  
   Scout:
   Doubling Jumping 2 times extinguishes fire.  They are a fast class,
 they
   should be able to run fast enough to disengage the fire.
  
  
  
   On Mon, Jun 29, 2009 at 10:13 AM, CLAN RCR clan...@gmail.com wrote:
  
  
   I'd love to see that.
  
   -Matt
  
   On Thu, Jun 25, 2009 at 8:32 PM, Michael Krasnow mnk...@gmail.com
  wrote:
  
  
   hmm that would be good
  
   On Thu, Jun 25, 2009 at 6:43 PM, Donnie Newlove 
  
   donnie.newl...@gmail.com
  
   wrote:
  
   That would 1. look really awkward, what, is he going to pull out a
 new
   one out of his pocket and more importantly 2. it would suck bad for
   spies that are just about to attack when the thing respawns.
  
   But instead don't break it at all and just do a cooldown and no
   respawning, but because the battery needs to recharge, not because
 it
   magically breaks and then magically pops up again. There would also
   have to be some indication for the spy, maybe a small kritzkrieg
 like
   effect on the battery while it's charging the capacitors.
  
   On Fri, Jun 26, 2009 at 12:31 AM, Michael Krasnowmnk...@gmail.com
  
   wrote:
  
   it should have a cooldown like Jarate and then it comes back
  
   On Thu, Jun 25, 2009 at 5:44 PM, Donnie Newlove 
  
   donnie.newl...@gmail.comwrote:
  
   No, it was a good change. Razorback was very, and may still be
   slightly underpowered compared to both jarate and smg.
  
   Personally I think they should remove the breaking as well because
   once it's broken you got nothing, no smg, no jarate. If you
  
   sacrifice
  
   your secondary weapon as sniper to become stab-proof, at least let
  
   the
  
   sniper be stab-proof until he dies, but maybe that would be too
  
   good.
  
   Still, snipers and heavies are very easy and cheap targets for
   backstabbing.
  
   On Thu, Jun 25, 2009 at 11:27 PM, Michael Krasnow
 mnk...@gmail.com
  
   wrote:
  
   i think you should have left the speed reduction on the razorback
  
   so
  
   spys
  
   can catch snipers easier
   bunt nice with the FAN and airblast
  
   On Thu, Jun 25, 2009 at 5:08 PM, Jason Ruymen 
  
   jas...@valvesoftware.com
  
   wrote:
  
  
   A required update for Team Fortress 2 is now available.  Please
  
   use
  
   hldsupdatetool to receive it.  The specific changes include:
  
   Linux Dedicated Server:
   - Improved connection logic to help servers that aren’t
  
   automatically
  
   reconnecting to Steam, and added extra logging to track it
   - Added extra data gathering to help us understand and improve
  
   Linux
  
   performance
  
   Team Fortress 2:
   - Changed cl_flipviewmodels so it can no longer be set while
  
   connected
  
   to a
  
   server
   - Fixed problem with Loadout Menu Back button not preserving
  
   the
  
   currently equipped weapon
   - Fixed a case where an observer could set the observed player's
  
   view
  
   models
   - Fixed the Heavy's punches not matching mouse button presses
  
   when
  
   the
  
   view
  
   models are flipped
   - Fixed Bonk! ammo count exploit after using a regeneration
  
   locker
  
   - Fixed Dead Ringer damage reduction exploit involving Spy
  
   taunting
  
   - Reverted Force-A-Nature and airblast knockback on disguised
  
   Spies,
  
   so
  
   that they can once again be knocked back
  
   Missed notes from previous update:
   - The Ambassador no longer penetrates buildings
   - Removed the movement speed penalty on The Razorback
  
   Jason
  
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   archives,
  
   please visit:
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Re: [hlds] Team Fortress 2 Update Released

2009-06-23 Thread Joel R.
damn i like hitting disguised spies with my FAN

On Tue, Jun 23, 2009 at 5:23 PM, Jason Ruymen jas...@valvesoftware.comwrote:

 A required update for Team Fortress 2 is now available.  Please run
 hldsupdatetool to receive it.  The specific changes include:

 General
 - Added an option to the advanced multiplayer menu to select left or right
 handed view models
 - Fixed a bug where a spectator's wearable items could be seen floating
 around the player they were spectating
 - Fixed a bug where a fake Spy hand would appear on the screen of other
 players
 - Custom death animations now only play 25% of the time
 - Fixed teleporters not being build-able in some places where they should
 be (such as within the pit at the end of Badwater Basin)
 - Fixed rare client crash on connection and level change
 - Removed refract from water ripples caused by bullet impacts for
 performance reasons
 - Added log entries for player extinguished events using the medigun,
 jarate, flamethrower and dispenser
 - Started tracking localization settings to help make decisions regarding
 localization in the future
 - Fixed the blank progress bar in the upper-left of the screen when the
 client scheme is reloaded

 Mapmaker requests
 - Added spawn flag to func_respawnroomvisualizer that allows it be
 non-solid to players
 - Added SetSolid input to func_respawnroomvisualizer to change solidity to
 players dynamically
 - Added OnWonByTeam1 and OnWonByTeam2 outputs to the TFGamerulesProxy

 Sniper
 - Fixed a bad detection case in the Friendship is Golden achievement
 - Changed the description of the Triple Prey achievement so it better
 describes how to get it
 - Critical arrows now have a trail and correctly deal enhanced damage
 - The Huntsman now defaults to be right handed
 - Friendly arrows will no longer trigger the near miss sound on you
 - Fixed several sources of floating arrows

 Spy
 - Fixed disguised Spies occasionally looking like they have
 invulnerability, instead of the correct fake Spy mask
 - Disguised spies will no longer lose their disguise weapon when they
 interact with a weapon locker
 - Fixed a bug where the spy's watch would randomly change models during
 play
 - Fixed uncloaked spies flickering in and out of the cloak effect when
 taking damage
 - The Cloak and Dagger now always regenerates at its intended rate.
 Previously it only regenerated at the correct rate when the spy was cloaked
 - Increased the Cloak and Dagger regeneration rate slightly
 - Capped the rate of energy loss from moving faster than run speed (falling
 / air toss) while cloaked with the Cloak and Dagger
 - The Dead Ringer's cloak consume rate has been slightly reduced, giving
 about an extra second of cloak time on a full meter
 - Emerging from the Dead Ringer's cloak now drains up to 40% of the cloak
 meter instead of 100%. This drain only happens if the meter is at least 60%
 full
 - The Dead Ringer's cloak meter can now be regenerated from ammo sources
 - The Ambassador now only crits when fully accurate and no longer
 penetrates enemies
 - The Spy can no longer change weapons from the knife while shocked by the
 Razorback
 - Force-A-Nature  Flamethrower air blast knockback effects no longer work
 on disguised spies
 - Fixed disguised Spies showing the wrong teleporter effects when using an
 enemy teleporter

 Jason

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Re: [hlds] TF2 required update released [Offtopic]

2009-06-09 Thread Joel R.
If Valve is changing damage values, they need to clearly specify this on the
update.  I also suspect the pyro flame distance was increased as well as the
damage, but I don't have numbers.

On Tue, Jun 9, 2009 at 3:04 PM, Michael Krasnow mnk...@gmail.com wrote:

 well on crits servers soldiers could 1 hit kill anyone i guess they wanted
 to make it 2 hit kill to make it less cheap

 On Tue, Jun 9, 2009 at 3:33 PM, Flubber flub...@gmail.com wrote:

  Got the same complain, but couldn't verify myself. The soldier has been
 so
  nerfed since the beginning of TF2, it was a prime class, now it looks
 like
  support for the demo.
 
  2009/6/9 Philip Bembridge philipbembri...@gmail.com
 
   Has anyone else found that the soldier does less damage?or the damages
  have
   been altered slightly for eveyone.
   Lots of people were complaining on the servers today.
  
   Any news valve?
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Re: [hlds] Team Fortress 2 Update Available

2009-05-30 Thread Joel R.
Is the clientside cloaking glitch going to be fixed? Everytime you cloak or
uncloak it flickers your uncloaked model.  This makes it really annoying to
figure out if your cloaking or uncloaking sometimes.  Also, I miss the You
are disguising message, it let me know i was changing and I didn't miss the
button.

On Sat, May 30, 2009 at 6:31 PM, Georg Zoeller georg.zoel...@gmail.comwrote:

 Which was exactly the point.
 People go voluntarily to achievement servers, they don't get 'conned' into
 joining them, wasting their time looking around on an empty server.


 On Sat, May 30, 2009 at 9:30 AM, gamead...@127001.org wrote:

  Also, achievement servers don't hurt other players.  It's very difficult
 to
  stumble into an achievement server and go hey, this isn't the game I
  thought it would be
 
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
   boun...@list.valvesoftware.com] On Behalf Of Brent Veal
   Sent: 30 May 2009 15:26
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Team Fortress 2 Update Available
  
   If Valve tried to get rid of all the achievement farming servers, then
   all
   those farmers would start grinding in servers where real games are
   going on.
   It sucks when you're trying to play a game and half your team is
   attempting
   to get random achievements. People are always going to farm when there
   are
   unlockables so letting them have a place to do it is a good thing imo
  
   On Sat, May 30, 2009 at 7:00 AM, 1nsane 1nsane...@gmail.com wrote:
  
A pile of them are run locally by players. Delisting dynamic ips is
   not
fun.
   
On Sat, May 30, 2009 at 6:23 AM,
   shorec...@comcast.net
 https://mail.google.com/mail?view=cmtf=0to=Sho
   rec...@comcast.net
wrote:
   


 I'm curious why Valve hasn't delisted servers running those
   achivement
 maps... seems like it would be fair game to delist them.


 - Original Message -
 From: Philip Bembridge
   philipbembri...@gmail.com
 https://mail.google.com/mail?view=cmtf=0to
   =philipbembri...@gmail.com

 To: Half-Life dedicated Win32 server mailing list 

   hlds@list.valvesoftware.com
 https://mail.google.com/mail?view=cmtf=0t
   o=h...@list.valvesoftware.com

 Sent: Saturday, May 30, 2009 5:55:02 AM GMT -05:00 US/Canada
   Eastern
 Subject: Re: [hlds] Team Fortress 2 Update Available

 {watches everyone go sniper and spy and watches the achievement
   servers
 fill...}Anyone else prefer this new system?
 I think it would have been great had the probabability just been
   weighted
 towards playing well..

 I'm going to be interested in their next blog post...

 Phil

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Re: [hlds] Team Fortress 2 Update Available

2009-05-29 Thread Joel R.
Yay, it's been a week and all I have is the crappiest unlockable, the
Ambastard.

On Fri, May 29, 2009 at 6:47 PM, Donnie Newlove donnie.newl...@gmail.comwrote:

 Sorry, what old queue behavior? I had no idea there was even a new
 queue behavior.

 On 5/30/09, Nightbox alexandrualexa...@gmail.com wrote:
  good job valve :D
 
  2009/5/30 Jason Ruymen jas...@valvesoftware.com
 
  A required update to Team Fortress 2 is now available.  Please run
  hldsupdatetool to receive it.  The specific changes include:
 
  - Added Sniper/Spy milestone achievements as an additional way players
 can
  get the new unlockables
  Arena Mode:
 - Added tf_arena_use_queue server convar. Turn this on to get
  the old queue behavior. Default is off
 - Added tf_arena_round_time to set a timelimit on the round
  - Added the userid of the player who built the teleporter to the
  player_teleported event
  - Fixed player killed event causing server crash
  - Fixed Spies not being telefragged when standing on an enemy teleporter
  exit with the Dead Ringer enabled
  - Fixed attackers seeing the mini-crit particle effect for full crits if
  the victim has the Jarate effect enabled
  - Fixed the Ambassador not doing damage to buildings
  - Fixed Spies disguised as their own team not drawing blood effects
  - Fixed players killed by flaming arrows not showing the appropriate
 death
  icon
 
  Jason
 
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Re: [hlds] Team Fortress 2 Update Available

2009-05-22 Thread Joel R.
Haha you got 3 things with that one taunt.

On Fri, May 22, 2009 at 11:19 AM, Spencer 'voogru' MacDonald 
voo...@voogru.com wrote:

 Valve forgot to mention the new spy taunt secret ability.

 http://www.youtube.com/watch?v=QX2AzHoouYI



 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Flubber
 Sent: Friday, May 22, 2009 10:31 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Available

 That's clearly a ridiculous system.

 2009/5/22 CLAN RCR clan...@gmail.com

  lol
 
  -Matt
 
  On Fri, May 22, 2009 at 9:13 AM, Chris headad...@gmail.com wrote:
 
   Have demomen running round with sniper rifles on my servers. (and
 various
   other classes equiping with other class weapons)
  
   Awesome.
  
   Good Game
  
   On Fri, May 22, 2009 at 11:08 AM, shorec...@comcast.net wrote:
  
   
   
Well then, I guess it would be good to enable it, huh? :)
   
   
- Original Message -
From: Donnie Newlove donnie.newl...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Friday, May 22, 2009 5:03:38 AM GMT -05:00 US/Canada Eastern
Subject: Re: [hlds] Team Fortress 2 Update Available
   
It waits. It's used in pretty much all almost-cheating-scripts, like
auto pistol and... well, I guess that is pretty much all there is.
   
On Fri, May 22, 2009 at 10:59 AM,  shorec...@comcast.net wrote:


 What does the wait command do?
   
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Re: [hlds] New Weapon Drops

2009-05-22 Thread Joel R.
I have to agree, I don't like this system at all.

It seems rushed and not very thought out.  I want the weapons now, not
later.  This backpack system does not fit into the TF2 world at all.
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Re: [hlds] BAN Spy Scripts Anyone?

2009-05-21 Thread Joel R.
Stickies don't detonate for 1-2 seconds after they are thrown.

On Thu, May 21, 2009 at 2:34 PM, Philip Bembridge philipbembri...@gmail.com
 wrote:

 Hurm, there should be a standard, like putting {sarcastic} after a
 sentence.
 Phil

 Sent from my sarcasm on wheels

 2009/5/21 Yaakov Smith m4ngr...@gmail.com

  I hope so too. Sarcasm gets hard to detect across the interwebs.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jeff Sugar
  Sent: Thursday, 21 May 2009 9:57 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] BAN Spy Scripts Anyone?
 
  I am pretty sure (at least, I hope) he was being sarcastic.
 
  Thanks,
  -Jeff
 
 
  On Thu, May 21, 2009 at 4:29 AM, Yaakov Smith m4ngr...@gmail.com
 wrote:
 
   Yes, that's a major part of playing demoman.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of matan nov
   Sent: Thursday, 21 May 2009 8:36 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] BAN Spy Scripts Anyone?
  
   Are you sure?
  
   On Thu, May 21, 2009 at 12:30 PM, Yaakov Smith m4ngr...@gmail.com
  wrote:
  
That happens by default anyway. MOUSE2 detonates all your stickies.
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of matan nov
Sent: Thursday, 21 May 2009 8:24 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] BAN Spy Scripts Anyone?
   
Maybe something like a script that, when you press, say, right click,
it detonates all your stickies at once.
   
On Thu, May 21, 2009 at 3:19 AM, Donnie Newlove
donnie.newl...@gmail.comwrote:
   
 It's much worse than that. Even the random generator for crits is
 client side, hence the 100% crit chance hacks.

 On Wed, May 20, 2009 at 8:21 PM, CLAN RCR clan...@gmail.com
 wrote:
  But on a different note, you would be surprised how much of the
  game
  environment is all computed client-side. Aimbot functionality is
   quite
a
 bit
  different from being able to tell the health of the opposing
  player.
 
  The model positioning/hitboxes are all viewable on the
 client-side
  of
  course. The health of the opposing player, is not. ..Unless
 you're
  a
spy
  disguising as an enemy player. But still.. That function sounds
  more
like
 a
  hack to me then a script.
 
  -Matt
 
  On Wed, May 20, 2009 at 1:11 PM, CLAN RCR clan...@gmail.com
  wrote:
 
  It sounds to me if someone is actually advertising that a script
   will
  auto-detonate stickies based upon the health of the opposing
  player
 isn't a
  script at all, but a program built to steal account information.
 
  Enjoy your trojan, and botnet.
 
  -Matt
 
 
  On Tue, May 19, 2009 at 5:16 PM, Yaakov Smith 
 m4ngr...@gmail.com
  
 wrote:
 
  That's basically what I'm asking. How does the script know that
   there
 is
  an
  enemy in your crosshair? And someone else here mentioned
 auto-detonating
  stickies when their health  10.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
 MjrNuT
  Sent: Wednesday, 20 May 2009 3:53 AM
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] BAN Spy Scripts Anyone?
 
  Yaakov,
 
  All scripts are triggered by a bind.  In general scripts can
   execute
  another
  single key or multiple keys, or further, sets of keys (i.e.,
   alias').
   Just
  as explained in more detail in this following reference, among
  many
on
 the
  net, http://tf2wiki.net/wiki/Scripting
 
  Your last question seems to imply that a script will _auto_
trigger...?
   And
  for the record, my experience has enver come across one such as
   this.
  My
  experience has come across an auto aim, or aim assist of the
  scout
that
  once
  the cross-hair crosses the body of the opponent, it fires.  The
script
  here
  being just to turn ON or turn OFF that behavior.
 
 
  Anyone consider these publically available scripts unacceptable
  for
the
  Spy?
 
  http://tf2wiki.net/wiki/Spy_scripts
 
  Thanks for any input as I'm just trying to be a smarter admin
 for
   my
  community, nothing more.
 
  [FLASH] MjrNuT
  Arise from Flames and Ash, Behold Immortality
 
  www.flamesandash.com
 
 
 
   --
  
   Message: 5
   Date: Sat, 16 May 2009 21:26:44 +1000
   From: Yaakov Smith m4ngr...@gmail.com
   Subject: Re: [hlds] BAN Spy Scripts Anyone?

Re: [hlds] Top Cheating Features Bypassing VAC? (was Voogru cheater plugin)

2009-05-19 Thread Joel R.
The problem lies with VAC not being updated as it should be.  Cheats have
far surpassed VAC in the war.  It would seem VAC hasn't been updated since
VAC2 was released several years ago.

On Tue, May 19, 2009 at 11:06 AM, Cc2iscooL cc2isc...@gmail.com wrote:

 VAC is a delayed banning system designed to keep people from coming out
 with
 a new aimbot/etc and testing it immediately to see if it triggers any VAC
 bannings.

 Probably catch a lot more people that way in the long run, seeing as the
 player doesn't get banned immediately.

 It's also kind of annoying as the admin has to instead deal with it, but
 well...we get maybe one aimbotter a week...couple keystrokes and he's gone.
 Not really a big deal.

 On Tue, May 19, 2009 at 10:55 AM, HoundDawg houndd...@dawgpaw.com wrote:

  Sorry, it's been a number of years since I've been an active server
  admin.  So, after all of these years, the VAC isn't sufficient enough
  still?  I'd think (or hoped) that if Valve was going to kill off
  projects like CDeath and HLGuard, they'd have a way better solution in
  place by now.
 
  What are the top cheating features that are getting past VAC today (I
  don't want cheat names, simply the styles... e.g. aimbot, wallhack,
 etc..)?
 
  HoundDawg
 
 
  MjrNuT wrote:
   Voogru,
  
   That makes alot of sense.  If you do seriously consider a stripped down
   version, I wouldn't mind contributing something for your time, and
 maybe
   others wouldn't either.  Not saying I'm speaking for them...but us
 laymen
   know that time is money, or its just fun.
  
   Feel free to contact me separately if you wish, like helping to prod
 you
   more, laymen or not, I'd be glad to as it couldn't hurt, right?
  
   Thanks for making this a _possibility_,
  
   [FLASH] MjrNuT
   Arise from Flames and Ash, Behold Immortality
  
   www.flamesandash.com
  
  
 
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 http://www.cc2iscool.com
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Re: [hlds] Fix for Loadout/Steam server bug with the Sniper update?

2009-05-14 Thread Joel R.
In HL1 I use to send a retry command to everyone just as I would restart the
server.  I don't know if this is at all possible in HL2.  But it would get
me about 80-90% of the players back.

On Thu, May 14, 2009 at 2:18 PM, msleeper mslee...@cyberwurx.com wrote:

 Yeah something like that. My idea was to have it reconnect on map
 change, I can deal with it losing connection for a single map iteration,
 but having to restart the server means a lot of people don't come back,
 even when I spam chat telling people it's going down for about 3
 seconds.


 On Thu, 2009-05-14 at 14:46 +1000, m...@bestgn.net.au wrote:
  Good suggestion, had this happen quite a few times! Seems server reboot
 is
  only solution at the moment :/
 
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
  Sent: Thursday, 14 May 2009 2:38 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Fix for Loadout/Steam server bug with the Sniper
 update?
 
 
  An auto-reconnection after x minutes, maybe? :)
 
  On Wed, May 13, 2009 at 11:31 PM, Dj Satane djsat...@gmail.com wrote:
 
   well if a server loses connection to steam, i dont think there is
 anythint
   that can be done, i mean what do you expect?
  
   On Wed, May 13, 2009 at 9:37 PM, msleeper mslee...@cyberwurx.com
 wrote:
  
Is there any word of if there will be a fix for a TF2 server losing
connection to the Steam servers and blocking the loadout? Thanks.
   
   
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Re: [hlds] The Sniper Update!

2009-05-12 Thread Joel R.
Yay, another way of stopping ubers.

On Tue, May 12, 2009 at 3:26 PM, Neil Voutt mr.neosty...@gmail.com wrote:

 Day One!

 http://www.teamfortress.com/sniperupdate/

 Neil Voutt - Administrator
 http://www.neilvoutt.com
 http://www.ipoststupidshit.com
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Re: [hlds] The Sniper Update!

2009-05-12 Thread Joel R.
Ahh Just read a previous blog entry, it says this is a medium range weapon,
so you can expect some sniper rambos =D

On Tue, May 12, 2009 at 3:34 PM, Saul Rennison saul.renni...@gmail.comwrote:

 Woot! Funny as usual :p

 2009/5/12 Neil Voutt mr.neosty...@gmail.com

  Day One!
 
  http://www.teamfortress.com/sniperupdate/
 
  Neil Voutt - Administrator
  http://www.neilvoutt.com
  http://www.ipoststupidshit.com
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Re: [hlds] TF2 Non-Unlockable Mode.

2009-04-21 Thread Joel R.
The only unlockable that has imbalance problems would be the Scout's Bonk,
but even that leveled out.

Your best bet is probably a plugin, but I'm unsure about the possibilities.
Valve, is expecting to add more than 2 weapons per character, so your SOL.
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Re: [hlds] TF2 Non-Unlockable Mode.

2009-04-21 Thread Joel R.
I meant the baseball and bat weapon, yes.

On Tue, Apr 21, 2009 at 2:41 PM, Nightbox alexandrualexa...@gmail.comwrote:

 The most unblanced weapon is Sandman, not BOnk

 2009/4/21 Joel R. joelru...@gmail.com

  The only unlockable that has imbalance problems would be the Scout's
 Bonk,
  but even that leveled out.
 
  Your best bet is probably a plugin, but I'm unsure about the
 possibilities.
  Valve, is expecting to add more than 2 weapons per character, so your
 SOL.
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Re: [hlds] FW: Team Fortress 2 Update Released

2009-04-20 Thread Joel R.
My client keeps crashing.

On Mon, Apr 20, 2009 at 8:39 PM, Alec Sanger eclyp...@hotmail.com wrote:


 looks like it's working for us now. Thank you sir!

 Thank you,
 Alec Sanger
 P: 248.941.3813
 F: 313.286.8945



  From: jas...@valvesoftware.com
  To: hlds@list.valvesoftware.com
  Date: Mon, 20 Apr 2009 18:32:33 -0700
  Subject: Re: [hlds] FW: Team Fortress 2 Update Released
 
  It was just Windows servers.  And we just released the update that fixes
 it.  So please run hldsupdatetool to get the new files.
 
  Jason
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Danny Heinrichs
  Sent: Monday, April 20, 2009 6:29 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] FW: Team Fortress 2 Update Released
 
  Is this affecting only windows? My two linux servers are up without any
  issues.
 
  On Mon, Apr 20, 2009 at 6:23 PM, 1nsane 1nsane...@gmail.com wrote:
 
   We knew this for ages. LEVEL 5 WRENCH or whatever it was.
  
   On Mon, Apr 20, 2009 at 9:18 PM, Yaakov Smith m4ngr...@gmail.com
 wrote:
  
test_itempickuppanel
client cheat
- Debugging tool to test the item pickup panel. Usage:
   test_itempickuppanel
weapon name
weapon id: 0 = primary, 1 = secondary, 2 = melee.
   
test_itemdiscardpanel
client cheat
- Debugging tool to test the item discard panel. Usage:
test_itemdiscardpanel weapon name
weapon id: 0 = primary, 1 = secondary, 2 = melee.
   
test_giveawayitem
client cheat
- Debugging tool to test the item giveaway panel. Usage:
   test_giveawayitem
weapon name
weapon id: 0 = primary, 1 = secondary, 2 = melee.
   
   
   
RPG on the way?
   
   
__ Information from ESET Smart Security, version of virus
   signature
database 4021 (20090420) __
   
The message was checked by ESET Smart Security.
   
http://www.eset.com
   
   
   
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Re: [hlds] FW: Team Fortress 2 Update Released

2009-04-20 Thread Joel R.
Crashes when I try to join a server, I think an older version.

Core2Duo 6300 1.86ghz
Radeon x1900
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Re: [hlds] FW: Team Fortress 2 Update Released

2009-04-20 Thread Joel R.
I think they celebrated 420 at valve today.

On Mon, Apr 20, 2009 at 9:18 PM, Yaakov Smith m4ngr...@gmail.com wrote:

 Is this an april fools prank on Valve time?


 __ Information from ESET Smart Security, version of virus signature
 database 4021 (20090420) __

 The message was checked by ESET Smart Security.

 http://www.eset.com



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Re: [hlds] BluOrb Beta - please help with assignment

2009-04-07 Thread Joel R.
Very nice work for a high-school project.  Most we did was print words.
They didn't teach us networking udp/tcp because it allows hacking.

On Tue, Apr 7, 2009 at 2:39 AM, Yaakov Smith m4ngr...@gmail.com wrote:

 BluOrb is a high-school project, designed to administer Source Dedicated
 and
 Listen servers. It retrieves data through the A2S queries, and through
 RCON,
 using UDP and TCP sockets. It allows you to change ConVars, change the map,
 view the player list, ban and kick players easily (no more complex
 name-typing), and view player's Community pages.

 Please can (at least some of) you test this and send me feedback? Thanks in
 advance.
 http://bluorb.bainlindsay.com/index.php?action=tpmod;dl=cat2


 __ Information from ESET Smart Security, version of virus signature
 database 3991 (20090407) __

 The message was checked by ESET Smart Security.

 http://www.eset.com



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Re: [hlds] Team Fortress 2 Update Coming

2009-03-13 Thread Joel R.
Awesome.

Could I suggest adding the revision or version # in the subject, to
differentiate other updates.

-Joel

On Fri, Mar 13, 2009 at 5:04 PM, msleeper mslee...@cyberwurx.com wrote:

 Threat level increased to D: or Severe Patch Threat.

 http://www.myphpsig.com/hldsthreat.jpg

 Thanks Jason!


 On Fri, 2009-03-13 at 14:55 -0700, Jason Ruymen wrote:
  A required update for Team Fortress 2 is coming.  It will probably be
 available in about 30 minutes.  The specific include:
 
  - Players who are stunned by a Scout now take 50% less damage
  - Increased the minimum distance to stun a player with the Sandman
  - Fixed problem where clients were unable to join a team or maintain a
 connection to the server
  - Fixed Scout taunt kill achievement firing for people who didn't
 actually qualify
  - Fixed client crash in when creating muzzle flash effects
  - Fixed client crash when determining which disguise weapon to use for a
 spy
  - Fixed Natascha's chain not being drawn on the view model
  - Fixed stun code regression that resulted in a subtle reduction of
 Natascha's slowdown effect
  - Fixed rocket  grenade jumps not propelling players as far as they're
 supposed to
 
  And with this update, you will no longer need to run with
 -NoQueuedPacketThread.
 
  Jason
 
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