Re: [hlds] Team Fortress 2 Update Released
I'm not seeing any info about TF2 hats on the Steam Store's Great Steam Treasure Hunt page... care to elaborate? -Dislexsick :) On Wed, Dec 8, 2010 at 12:27 PM, Jason Ruymen jas...@valvesoftware.comwrote: A required update for Team Fortress 2 is now available. The specific changes include: - Added the hats for The Great Steam Treasure Hunt. - Fixed a bug that enabled players to weapon switch away from the Iron Curtain during spin down. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
Disregard that, just found it... On Wed, Dec 8, 2010 at 12:32 PM, Josh Bost dislexs...@dislexsick.comwrote: I'm not seeing any info about TF2 hats on the Steam Store's Great Steam Treasure Hunt page... care to elaborate? -Dislexsick :) On Wed, Dec 8, 2010 at 12:27 PM, Jason Ruymen jas...@valvesoftware.comwrote: A required update for Team Fortress 2 is now available. The specific changes include: - Added the hats for The Great Steam Treasure Hunt. - Fixed a bug that enabled players to weapon switch away from the Iron Curtain during spin down. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Beta?
Http://tf2.com On 03/12/2010 2:08 PM, Mike Stiehm mikesti...@gmail.com wrote: Does anyone have any idea what this TF2 beta is? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] hlds Digest, Vol 33, Issue 27
No need for you elitism here. On Sat, Nov 27, 2010 at 3:53 PM, Harry Strongburg harry.h...@harry.luwrote: On Fri, Nov 26, 2010 at 08:58:56PM -0800, Micah Eulberg wrote: cool story bro Oh right, forgot this was HLDS Windows, not HLDS Linux, my bad. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Strange Server.dll issue.
Have you set sv_pure 1? You said this was for your neighbourhood-unless it is connected via lan cables try using your public ip On 17/11/2010 11:52 AM, Wyn10 ... wyn4212...@hotmail.com wrote: Sorry if this starts a new topic. But I couldn't figure out how to reply to my own question lmao. Anyway. I can tell it isn't connecting has I can't even find it lan off of my network. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Strange Server.dll issue.
Sorry, I was practically asleep when writing that, I meant to ask the value of sv_lan not sv_pure. Also try steam://connect/192.168.1.2 - assuming the IP is bound correctly. On Wed, Nov 17, 2010 at 12:04 PM, Josh Bost dislexs...@dislexsick.comwrote: Have you set sv_pure 1? You said this was for your neighbourhood-unless it is connected via lan cables try using your public ip On 17/11/2010 11:52 AM, Wyn10 ... wyn4212...@hotmail.com wrote: Sorry if this starts a new topic. But I couldn't figure out how to reply to my own question lmao. Anyway. I can tell it isn't connecting has I can't even find it lan off of my network. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Server info app for Android
Samsung Galaxy S. Willing to try out both :) On Sat, Oct 23, 2010 at 8:16 PM, Bajdechi Nightbox Alexandru alexandrualexa...@gmail.com wrote: David, I would like one :D 2010/10/22 David A. Parker dpar...@utica.edu Hello Everyone, I am just finishing up work on an Android app to query HLDS/SRCDS servers and display their information, and I was wondering if there is anyone out there who owns an Android phone and would be interested in testing the app. I only have a Droid to test it on, but I would love to know if it works well on other devices. The app uses A2S_INFO, A2A_PING, and A2S_PLAYER queries to get information about each server you have added to its list. Right now, this is just a proof-of-concept version and it does not do anything fancy, like refreshing the server list in the background or notifying you if one is down. It also cannot be used to control a server remotely (RCON, NETCON, etc.) at this time. Those are things that I hope to add later if I have the time. If you own an Android device and you are interested in trying my app, please e-mail me (either on or off list) and I'll get the app to you. Also, if anyone has any ideas for what it should be called, I'm open to suggestions. Right now it doesn't have a name. :-) If you have any questions, please let me know. Thanks, Dave -- Dave Parker Systems Administrator Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 and Counter-Strike: Source Updates Coming
The idiot on the steam forums who decided to post a link hee as a way to see unpublished patch notes in the 'OMFG 180MB UPDATE! RAGE!!' thread. Yes I raged when I saw it-i had to bite my you're and chose not to reply, I probably would have been banned for the number of times I called the post author an idiot On 27/08/2010 8:27 AM, Noel phre...@gmail.com wrote: Where do I direct my thank-you card for the latest crop of idiots on the mailing list? In other news, first Win server restarted and updated no problem, remains to be seen what this update will reverse-fix along the way.. cross your fingers! And watch out for that Mark guy's axe. ___ To unsubscribe, edit your list preferences, or view ... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] CounterStrike: Source update breaks box / wall stopping power on custom maps
I'm not fully understanding. You are saying the bullet penetration has changed (and thus broken certain maps)? On Fri, Jul 23, 2010 at 6:45 PM, Steven Hartland kill...@multiplay.co.ukwrote: In one of the recent CSS updates the stopping power of boxes has been significantly changed, this breaks a large number of popular custom maps as it makes it possible to kill people behind big / multiple boxes as well as being able to shoot through walls. Examples of effected maps are: de_tuscan, de_cpl_fire, de_cpl_mill. However de_contra is which appears to use the same style box is not effected. Obviously this is a serious issue as the maps above are popular tournament maps and with this bug they can't be used. If there is any more info required to fix this, lmk and we'll provide. Regards Steve This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to postmas...@multiplay.co.uk. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Available
Just use a Sourcemod plugin to strip the cheats flag from it? Or jus tuse sourcemod to change it? sm_cvar tf_bot_pyro_always_reflect 1 I know that's not a proper solution, but works as a stopgap solution until we get official word if it is intentional or not. On Wed, Jul 21, 2010 at 8:10 AM, Robert Whelan mrrjwhe...@yahoo.com wrote: I went to test out tf_bot_pyro_always_reflect and noted it was listed as a cheat cvar. 17:06:01 tf_bot_pyro_always_reflect = 1 game cheat Can't use cheat cvar tf_bot_pyro_always_reflect in multiplayer, unless the server has sv_c heats set to 1. I don't believe this was created just to run with cheats off? From: Jason Ruymen jas...@valvesoftware.com To: Half-Life dedicated Linux server mailing list hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com hlds@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com hlds_annou...@list.valvesoftware.com Sent: Mon, July 19, 2010 7:34:58 PM Subject: [hlds] Team Fortress 2 Update Available A required update for Team Fortress 2 is now available. The specific changes include: Team Fortress 2 - Added a Parasite hat to celebrate the release of Alien Swarm (http://www.alienswarm.com/) - Fixed a client crash when opening the backpack while running in a language other than English. - Fixed not being able to pick-up buildings in Arena mode. - Fixed an exploit that allowed team kills with Wrangled sentries. - Fixed a bug where teleporters could be given more than their normal amount of health. - Fixed old demos with different data tables thinking the SourceTV player entity was burning. - TF Bot Changes - Improved performance of bot computations that are done when a point is captured, a round starts, or a checkpoint reached. - Fixed Engineer bot infinite build-destroy behavior loop regression - Fixed Medic bots losing their charge if they touch a resupply cabinet - Fixed a crash due to having multiple types of bot systems running in-game simultaneously - Fixed bot behavior issue resulting in bot pile-ups near level 3 teleporter entrances - Bots no longer consider sapped sentries a dangerous threat - Bots will not try to navigate through enemy spawn rooms (unless they have won the round) - Bot Engineers will avoid building teleporters on steep slopes which can hinder teammate movement - Added tf_bot_pyro_always_reflect cvar. Set to 1 to make Pyro bots always reflect projectiles, regardless of difficulty level. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] alien swarm released
Australian servers always work fine during updates, IMO - last few TF2 updates mine have been delivered via Internode and/or 3FL just fine (and unmetered too - peering ftw :D) msleeper WAS talking for himself. I know I'm about 10 hours late, too. -Dislexsick On Tue, Jul 20, 2010 at 6:30 AM, Dominic Marciano lambda1_...@hotmail.comwrote: adsl+ 6.5 kms from the Exchange; Australia Date: Mon, 19 Jul 2010 16:57:28 -0400 From: mnk...@gmail.com To: hlds@list.valvesoftware.com Subject: Re: [hlds] alien swarm released :'( need moar bandwidth whats your location? anything is faster than 0kb/s :P On Mon, Jul 19, 2010 at 4:52 PM, Dominic Marciano lambda1_...@hotmail.comwrote: I'm downloading.. at 150kbps...D: Date: Mon, 19 Jul 2010 16:50:28 -0400 From: mnk...@gmail.com To: hlds@list.valvesoftware.com Subject: Re: [hlds] alien swarm released your my new favorite person :) but... STEAM is apparently too busy to handle my request On Mon, Jul 19, 2010 at 4:40 PM, Dominic Marciano lambda1_...@hotmail.comwrote: Was waiting for this From: kyle.l...@gmail.com Date: Mon, 19 Jul 2010 13:36:53 -0700 To: hlds@list.valvesoftware.com Subject: Re: [hlds] alien swarm released I love you. Thanks, Kyle. On Mon, Jul 19, 2010 at 1:30 PM, Claudio Beretta beretta.clau...@gmail.com wrote: since no announcement mail was made... http://store.steampowered.com/app/630/ HldsUpdateTool.exe -command update -game alienswarm -dir . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ If It Exists, You'll Find it on SEEK. Australia's #1 job site http://clk.atdmt.com/NMN/go/157639755/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Michael Krasnow http://mnkras.com mnk...@gmail.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ New, Used, Demo, Dealer or Private? Find it at CarPoint.com.au http://clk.atdmt.com/NMN/go/206222968/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Michael Krasnow http://mnkras.com mnk...@gmail.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ View photos of singles in your area! Looking for a hot date? http://clk.atdmt.com/NMN/go/150855801/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Available
Much appreciated :) 3 On Sat, Jul 10, 2010 at 10:42 AM, Lane Eckley l...@hypernia.com wrote: Server Update: http://fortress01.chicago.gamerslifeline.com/first-person-shooters/team-fort ress-2/server/Team-Fortress-2-Windows-Server-160-Update-Only.zip 16.36MB -Lane -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Joshua 'Dislexsick' Bost Sent: Friday, July 09, 2010 9:02 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2 Update Available Just server. Client files will be downloaded then the community will take care of distributing them among themselves. Sent from my iPhone On 10/07/2010, at 10:19 AM, Lane Eckley l...@hypernia.com wrote: Are you needing the client or server? Assuming server? -Lane -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Joshua 'Dislexsick' Bost Sent: Friday, July 09, 2010 8:49 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2 Update Available Is anybody able to tell me how big the files are and\or provide a zip of them. Currently away from a LAN party with 500 people sitting on a single 8mb connection trying to update tf2 and I have 6 servers running :S Sent from my iPhone On 10/07/2010, at 10:14 AM, DontWannaName! ad...@topnotchclan.com wrote: I got all the files but it simply didnt list them. I double checked with verify all too. On Fri, Jul 9, 2010 at 5:39 PM, Lane Eckley l...@hypernia.com wrote: Yeh, I ran the update 4 times, got new files on the first three - in case anyone else sees this. -Lane -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName! Sent: Friday, July 09, 2010 8:36 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2 Update Available Its not 2 files. It only showed 3 for me. It actually updated 20 files. :D On Fri, Jul 9, 2010 at 5:32 PM, Lane Eckley l...@hypernia.com wrote: Same here - downloaded 2 files and were dead. -Lane -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jonah Hirsch Sent: Friday, July 09, 2010 8:30 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2 Update Available D'oh. My windows server will NOT start, even without any addons. Jonah Hirsch --- On Fri, Jul 9, 2010 at 5:23 PM, Jonah Hirsch crazydog...@gmail.com wrote: No balancing on the movable buildings? :P Nonetheless, nice fixes. Fixed a server crash in the player death code, related to building carrying. might actually fix a crash related to a sourcemod plugin I was experiencing! Jonah Hirsch --- On Fri, Jul 9, 2010 at 5:21 PM, Craig H robolea...@gmail.com wrote: Nice, thanks. On Fri, Jul 9, 2010 at 5:16 PM, Jason Ruymen jas...@valvesoftware.com wrote: A required update for Team Fortress 2 is now available. Please run hldsupdatetool to receive the update. The specific changes include: Team Fortress 2 - Fixed an exploit that allowed Engineers to build level 2/3 mini sentries. - Fixed a bug that allowed sapped buildings to be picked up by the Engineer. - Fixed a bug where Wrangled level 3 sentryguns would still fire rockets when they were out of ammo. - Fixed a bug where players would go into reference poses when switching classes while carrying a building. - Fixed seeing the changeclass label in the spectator HUD when using cl_hud_minmode. - The amount of revenge crits a player can have at one time is now capped at 35. - The Wrangler no longer shows the shotgun's ammo count. - Engineers can no longer pick up buildings while stunned or in loser state. - Fixed Engineer shotgun and piston not using team skins for the Engineer's arms. - Fixed an issue where Wrangled sentrygun effects wouldn't be attached to the sentrygun. - The Gunslinger 3 hit combo now only increments the combo count when hitting enemy players. - Fixed a crash in the control point progress bar. - Fixed a server crash in the player death code, related to building carrying. - Fixing performance spikes that occur at round start, and after each point capture, when TFBots are present in the server. - Achievement fixes: - The Rio Grind achievement limit is now correctly set to 50. - Fixed a typo in Six-String Stinger achievement name. - Fixed a bug in the Death Metal achievement that caused it to rapidly complete itself. - Fixed getting the Six-String Stinger achievement without playing the guitar. - Fixed sentrygun detection code in Best Little Slaughterhouse in Texas and Deputized. - Missed notes from yesterday's release:
Re: [hlds] TF2 servers not reporting correct number of players in server browser
From what I have seen it appears to be players who have joined, however have not yet passed SteamID checks, etc It always seems to clear up after a few seconds to a minute. Also Matt, +1 to the count of people reporting it on your servers (TF2 #19 - Had it happen several times at 23/24 players, but as I said, it clears up after a minute and is fine) Cheers, Joshua 'Dislexsick' Bost On Fri, Jun 18, 2010 at 3:47 PM, Matthew Lyons mly...@internode.com.au wrote: On 18/06/2010, at 3:18 PM, Noel wrote: Just starting today, I've noticed behavior where a fully updated TF2 server is reporting 23/24 players in the server browser despite being filled to 24 players in-game. Because the server reports as 23/24, it does not allow auto-join -- players attempting to get in appear to be joining then immediately receive the Server is full error. Anyone else experiencing this at all? Yup I've had complaints about this on some of our more popular servers as well. -- Matt Lyons Content Administrator, games.on.net Email: m...@games.on.net Web: http://games.on.net In theory, there is no difference between theory and practice; In practice, there is. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] TF2 Server Benchmarking
Hi All, I'm preparing a server to be used at a local LAN party next month, the server is pretty much enterprise specs (Dell PowerEdge 2950 - Intel Xeon 5365, 16GB RAM, 6x146GB 15K RPM SAS drives in RAID-5) and I plan to have several game servers running at once. I want to figure out how many source servers I could run at once (Until now all my TF2 servers have been through GSPs), and so I made a little benchmark - a 32 man server, but since I can't populate that on my NAT'd (stupid landlord, fml) ADSL2 connection I decided to stick 32 bots in it, since I assume the AI would use just as many CPU cycles as a real player. Anyway, onto the questions: Has anybody tried this before? Does the benchmark given by running bots translate easily into real world performance (Even if it is something like take the CPU usage and multiply it by 1.5 to get an approximation of how much a real player would use, etc)? I am only interested in CPU here, as that is the weak point of the system (Allocating 500MB RAM to each server would give me 30 servers + 1GB RAM to the Host OS, and there is no way I would need that much - Similarly the RAID-5 Setup gives my 180-250MB/sec read speeds on the HDD - Dual Gigabit NICs will do just fine for a LAN party) Alternatively, is anybody using a similar setup and could give me some benchmarks for usage running TF2 (or L4D2, though it will only be running one or two L4D2) servers? Cheers, Joshua 'Dislexsick' Bost ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Server Benchmarking
Thanks for the info guys, much appreciated :) And now I can stop hunting down the source of my 45% choke on the LAN server while testing it. Didn't realize bots were so CPU hungry :yikes: (~45 FPS: 1 server with 1 human/31 bots) If anybody has benchmarks for similar setups though, I would still like to see them if possible, though I'm thinking 3x24 player TF2 + 1 stock + 1x16 player L4D2 server across 2 cores should run just fine (There will be other servers on the other cores, Trackmania, UT, etc) Cheers, Joshua 'Dislexsick' Bost On Fri, Jun 18, 2010 at 6:53 PM, Saul Rennison saul.renni...@gmail.com wrote: Bots taken far, far more CPU cycles than real players. Even the best servers can only handle about 16 bots before they begin to lag... many GSPs ban the use of too many bots they're so resource intensive. On Friday, June 18, 2010, Josh Bost dislexs...@dislexsick.com wrote: Hi All, I'm preparing a server to be used at a local LAN party next month, the server is pretty much enterprise specs (Dell PowerEdge 2950 - Intel Xeon 5365, 16GB RAM, 6x146GB 15K RPM SAS drives in RAID-5) and I plan to have several game servers running at once. I want to figure out how many source servers I could run at once (Until now all my TF2 servers have been through GSPs), and so I made a little benchmark - a 32 man server, but since I can't populate that on my NAT'd (stupid landlord, fml) ADSL2 connection I decided to stick 32 bots in it, since I assume the AI would use just as many CPU cycles as a real player. Anyway, onto the questions: Has anybody tried this before? Does the benchmark given by running bots translate easily into real world performance (Even if it is something like take the CPU usage and multiply it by 1.5 to get an approximation of how much a real player would use, etc)? I am only interested in CPU here, as that is the weak point of the system (Allocating 500MB RAM to each server would give me 30 servers + 1GB RAM to the Host OS, and there is no way I would need that much - Similarly the RAID-5 Setup gives my 180-250MB/sec read speeds on the HDD - Dual Gigabit NICs will do just fine for a LAN party) Alternatively, is anybody using a similar setup and could give me some benchmarks for usage running TF2 (or L4D2, though it will only be running one or two L4D2) servers? Cheers, Joshua 'Dislexsick' Bost ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Thanks, - Saul. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Server Benchmarking
Cores will be assigned manually, current plan is pretty much: Core 0: TF2 + L4D2 16 player Core 1: TF2 + TF2 Core 2: L4D2 + Trackmania + pending Core 3: Pending RAM will be managed by the OS. I hardly think I am going to blow 16GB. All will be running sourcemod for managment and the 16 slot L4D2 will need a few extras ofc. Running Windows Server 2008 R2. I was looking at TCAdmin as a serious candidate for management - It would allow rapid deployment and management of the servers, but I'm still tossing up over it :) @Synths: LAN isn't until July 9th, so I have plenty of time to test this all out - That is hy I am seeitng it all up now, I don't wanna spend the whole LAN managing whether my server is about to die. On Fri, Jun 18, 2010 at 9:33 PM, Androski, Matthew J (N-Maintech) matthew.j.andro...@lmco.com wrote: Are you manually assigning the cores and ram usage or letting the servers decide for themselves? Also what OS are you running and are you planning on running any plugins or mods I have been acquiring server hardware for a while now (dual X5550 Xeon server and a AMD Phenom x4 server) with a plan to set up a large scale lan party in a setup that is mobile for far less setup time. -Matt -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Josh Bost Sent: Friday, June 18, 2010 7:16 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 Server Benchmarking Thanks for the info guys, much appreciated :) And now I can stop hunting down the source of my 45% choke on the LAN server while testing it. Didn't realize bots were so CPU hungry :yikes: (~45 FPS: 1 server with 1 human/31 bots) If anybody has benchmarks for similar setups though, I would still like to see them if possible, though I'm thinking 3x24 player TF2 + 1 stock + 1x16 player L4D2 server across 2 cores should run just fine (There will be other servers on the other cores, Trackmania, UT, etc) Cheers, Joshua 'Dislexsick' Bost On Fri, Jun 18, 2010 at 6:53 PM, Saul Rennison saul.renni...@gmail.com wrote: Bots taken far, far more CPU cycles than real players. Even the best servers can only handle about 16 bots before they begin to lag... many GSPs ban the use of too many bots they're so resource intensive. On Friday, June 18, 2010, Josh Bost dislexs...@dislexsick.com wrote: Hi All, I'm preparing a server to be used at a local LAN party next month, the server is pretty much enterprise specs (Dell PowerEdge 2950 - Intel Xeon 5365, 16GB RAM, 6x146GB 15K RPM SAS drives in RAID-5) and I plan to have several game servers running at once. I want to figure out how many source servers I could run at once (Until now all my TF2 servers have been through GSPs), and so I made a little benchmark - a 32 man server, but since I can't populate that on my NAT'd (stupid landlord, fml) ADSL2 connection I decided to stick 32 bots in it, since I assume the AI would use just as many CPU cycles as a real player. Anyway, onto the questions: Has anybody tried this before? Does the benchmark given by running bots translate easily into real world performance (Even if it is something like take the CPU usage and multiply it by 1.5 to get an approximation of how much a real player would use, etc)? I am only interested in CPU here, as that is the weak point of the system (Allocating 500MB RAM to each server would give me 30 servers + 1GB RAM to the Host OS, and there is no way I would need that much - Similarly the RAID-5 Setup gives my 180-250MB/sec read speeds on the HDD - Dual Gigabit NICs will do just fine for a LAN party) Alternatively, is anybody using a similar setup and could give me some benchmarks for usage running TF2 (or L4D2, though it will only be running one or two L4D2) servers? Cheers, Joshua 'Dislexsick' Bost ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Thanks, - Saul. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
Get a real ISP. Internode/Adam/iiNet for example. On Wed, Jun 16, 2010 at 12:52 PM, Sam Horn supersammyfl...@gmail.com wrote: Sent from my ASUS N10J© via Optus Broadband Cable*™* On 16 June 2010 10:26, Michael Krasnow mnk...@gmail.com wrote: All this fun has made me join this conversation by saying that I really like pie On Tue, Jun 15, 2010 at 7:40 PM, Mike Kurfis mkur...@gmail.com wrote: msleeper should be here any minute to complain. On Tue, Jun 15, 2010 at 4:13 PM, HL-SDK Synths syntron...@gmail.com wrote: I lol'd at the signature wtb meme On Mon, Jun 14, 2010 at 9:11 PM, Allan Button abut...@netaccess.ca wrote: Thanks for clearing that up. Allan Button -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] On Behalf Of Willy Cordeiro Sent: Monday, June 14, 2010 8:20 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2 Update Released They're all one engine so Valve patches all of them at once. -Wellington Willy Cordeiro On Mon, Jun 14, 2010 at 5:22 PM, Nathan D. nathan...@cox.net wrote: It looks update CS:S-Beta, HL2 and DOD:S were updated as well. Any details? On 6/14/2010 7:10 PM, Jason Ruymen wrote: An optional update for Team Fortress 2 is now available. The major changes include: - Fixed client crash when rendering model panels - Fixed client crash when rendering text strings - Fixed client crash in the main menu - Fixed server crash related to bots and health kits Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] COUNTER-STRIKE: SOURCE BETA
Of course, you can't compare a large franchise of games to the indie games, these guys had no advertising and no intention to make a lot of money - MW2 was backed by advertising, hype, and was a sequel which naturally gave it an edge. For a more fair comparison however, how much did the first COD game released gross in its first 5 days? I was just drawing attention to the fact that, yes, a lower price CAN and WILL bring in the crowds, and earn you a lot of money - I'm sure each of those developers are now happy with their ~$200K each. I'm yet to look at actual figures, but I assume the $1.25M was after the charity donations? The point is more the VOLUME of sales given the situation. On Sat, May 15, 2010 at 12:20 PM, Alec Sanger eclyp...@hotmail.com wrote: They raised almost $1,000,000 for themselves. That's fantastic, and I fully support these guys. I'm a huge fan of indy developers and do what I can to support them. But come on, they raised a total of $1.25 million between 5 games. MW2 earned over half a billion dollars in sales in just 5 days. Yes, 550x more than that. I'm not trying to say that the highest price is always the best, I'm just saying that all business are here to make money, and they have found the price which the most people are willing to pay. Going lower may result in more sales but a lower revenue, and a higher cost may result in less sales and a lower revenue. Thank you, Alec Sanger From: dislexs...@dislexsick.com To: hlds@list.valvesoftware.com Date: Sat, 15 May 2010 11:11:49 +0930 Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA Go look up the 'humble indie bundle'. It kills your arguement pretty fast actually. Sent from my iPhone On 15/05/2010, at 4:47 AM, Alec Sanger eclyp...@hotmail.com wrote: Since you've put no lower bounds on your theory, are you asserting that valve would make more money by selling their games for $0.05 rather than $30? You have to realize that there are analysts hired to determine the most appropriate price point based on current and past trends. I would certainly trust their judgment over yours. While I would love valve games for as little money as possible, it's not always in their best interest to reduce the price. Why are we even talking about this on the HLDS mailing list? Thank you, Alec Sanger Date: Fri, 14 May 2010 15:09:09 -0400 From: gizmokid2...@gmail.com To: hlds@list.valvesoftware.com Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA Just to add my quick $0.02 since most people don't understand. And if it does make a sale more likely, does giving the game out for less money help Valve? ABSOLUTELY! Thinking otherwise leads you to the way of Adobe with CS. You're going to get more people to buy the game at $35 than you are at $50. You'll easily get enough extra sales to make more money selling more copies than you would by selling it to less people at $50/ea. Simple economics, yet most people and business owners don't understand. It's not like Valve has to spend extra money for each extra copy of the game sold...they aren't selling physical copies, it's all digital, and they already have the infrastructure in place to handle the downloads. -Michael -- Original Message --- Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA From: Ed Kellett e...@estc.demon.co.uk To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Date: 5/14/2010 2:51 PM EST Piracy is not defined by your moral outlook on the situation, the CS:S beta is copyright Valve and to download it (from their servers or otherwise) without their permission is illegal. Whether or not illegal downloading hardly hurts Valve is for Valve to decide, as is who they want to have access to it. The Subscriber Agreement gives them the right to ban anyone they like from Steam in any case. How can an increase in anticipation arise from more people already having the game anyway? And if it does make a sale more likely, does giving the game out for less money help Valve? - Original Message - From: Max Ssi3ila...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Friday, May 14, 2010 7:11 PM Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA If it were a paid DLC and none of the public had access, then yes, it would be piracy. You can only play on Beta servers if you've purchased a license of CS:S, thousands have already downloaded the client and posted videos online, and legitimate copies of the game will be updated next week. No core gameplay elements have been changed/added, and an increase in anticipation hardly hurts Valve (and increases the probability of a week(end) sale to celebrate the update). On Fri, May 14, 2010 at 4:06 AM, icsi...@ics-base.net wrote: Well it's like a copy of a game you
Re: [hlds] Plugin Loading on clients, enough is enough.
As part of the Steam TOS that you agree to EVERY time you purchase a game, you agree to letting VAC ban you if you cheat. Really, go read it - Given the SM does alter the game, a VAC ban is fair. Furthermore most of the dumb facepuncher's have no idea what they are talking about - I think half of them are convinced it was an exploit on the SERVER due to SM. On Thu, May 13, 2010 at 10:53 AM, Rick Payton r...@mai-hawaii.com wrote: eh, cheating is cheating, and he got caught. it don't matter how the ban was enacted, he got caught doing something he clearly knew he SHOULDN'T be, and got caught. Good for him. Next time, don't fuck with the system, and play by the rules. --mauirixxx -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson Sent: Wednesday, May 12, 2010 11:03 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Plugin Loading on clients, enough is enough. I completely agree with the player being automatically banned for cheating in a public secured server, however this was not the case. Regardless if the player was hacking or not, there should have been zero discussion ingame about the matter, especially from an Employee who clearly did something to get this player banned faster/manually. Regardless, I'm happy his account was VACed for hacking/exploiting, however it was not handled properly, at all. As well to that, Kigen/AnAkIn/ics seemed to have explained better what I was trying to get at. Kyle. On Wed, May 12, 2010 at 1:34 PM, ics i...@ics-base.net wrote: Maybe this isn't the whole truth in this matter. All we know maybe VAC already had signature from the player (and if it wasn't a sourcemod) and the ban was just speeded up to be more instant. In any case, in such clear cases as speedhacks, i don't mind if the jackasses get banned asap for once. However, if it was a manual ban just due to the guy seeing he was indeed speedhacking, it's bad policy because no one knows if someone gets accidentally banned and the innocent suffers. In this case though, there was no victims that did not deserve what they got. -ics 12.5.2010 22:51, Kyle Sanderson kirjoitti: Both http://forums.alliedmods.net/showthread.php?t=126487 and http://www.facepunch.com/showthread.php?t=935780 are interesting reads. The player was manually VAC banned by one Al or Professor Farnsworth for running SourceMod as a client plugin. VAC is supposed to be an automatic system, and not one that can be triggered manually by any Valve employee. This defunctionality really needs to be removed from the engine, as it's getting absolutely ridiculous. Kyle. On Wed, May 12, 2010 at 8:36 AM, icsi...@ics-base.net wrote: With that logic, a sourcemod in players pc isn't a cheat but you can override your own setting r_drawothermodels 2 and you see through walls even if the cheats are off on the server. This is exactly the reason why plugins in clients suck. Changing viewmodel isn't allowed in L4D2 by default, as those cvars are behind sv_cheats as far as i know. This plugin just bypasses it. -ics 12.5.2010 17:55, HL-SDK Synths kirjoitti: Apologies for the double post (I'm not sure how that works on a mailing list. This plugin doesn't change sv_cheats, it is not a cheat and deserves no special consideration. It will not be deleted either. On Wed, May 12, 2010 at 8:42 AM, AnAkIn .anakin...@gmail.com wrote: Now there is a client side L4D2 plugin to change cheat cvars like fov and viewmodel_fov. http://forums.steampowered.com/forums/showthread.php?t=1242368 For some reason it still hasn't been deleted, and it's been posted since 2 weeks. :/ -- Best regards, AnAkIn, - ESL EU TF2 Admin http://www.esl.eu/eu/tf2 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
[hlds] Incoming ban(s)
Hi all, Got a double ban for you all. Two SourceMod speedhackers. ] status hostname: games.on.net #19 (ctf_doublecross) version : 1.0.9.0/15 4197 secure udp/ip : 203.26.94.80:27015 map : ctf_doublecross at: 0 x, 0 y, 0 z players : 12 (24 max) # userid name uniqueid connected ping loss state # 477 kewldude STEAM_0:1:30181212 43:37 285 0 active # 482 Panasonic STEAM_0:1:25534361 42:09 193 0 active (Extra entries removed to avoid confusion) For anybody that requires evidence demo is here http://dislexsick.com/panasonic.dem but atm demo viewing is broken in the latest update, so I couldn't even review it (I see the first frame, then dropped to menu :|). Better luck to you all if you wish to watch it... Cheers, Dislexsick ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Incoming ban(s)
This is relevant to server administration. They were most likely using a client plugin, they wont get banned. Even if they do, it might be weeks before VAC takes effect. On Sun, May 9, 2010 at 12:42 AM, Mark Gunnett mgunnett4...@gmail.com wrote: Maybe. Valve believes in VAC, and if you haven't noticed they kind of like doing stuff their own way. AKA steampowered.com. XD On Sat, May 8, 2010 at 8:23 AM, Rikard Bremark rikard.brem...@warzone.nuwrote: great, but isn't this list for problems with the hlds installations? not a ban-list, i propose that you apply that ban to steambans.org instead and campaign that all the server providers for hlds / srcds joins up to steambans. i really wonder if valve/steampowered regret their decision in dumping punkbuster -- //Rikard 'Zapy' Bremark http://www.comhem.se - ComHem AB . http://www.warzone.nu - Warzone.nu Warzone Short Valley rikard.brem...@warzone.nu z...@warzone.nu rikard.brem...@gmail.com +46+0709853442 On 2010-05-08 16:02, Josh Bost wrote: Hi all, Got a double ban for you all. Two SourceMod speedhackers. ] status hostname: games.on.net #19 (ctf_doublecross) version : 1.0.9.0/15 4197 secure udp/ip : 203.26.94.80:27015 map : ctf_doublecross at: 0 x, 0 y, 0 z players : 12 (24 max) # userid name uniqueid connected ping loss state # 477 kewldude STEAM_0:1:30181212 43:37 285 0 active # 482 Panasonic STEAM_0:1:25534361 42:09 193 0 active (Extra entries removed to avoid confusion) For anybody that requires evidence demo is here http://dislexsick.com/panasonic.dem but atm demo viewing is broken in the latest update, so I couldn't even review it (I see the first frame, then dropped to menu :|). Better luck to you all if you wish to watch it... Cheers, Dislexsick ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- All programmers are playwrights and all computers are lousy actors. - Unknown When I do good, I feel good; when I do bad, I feel bad, and that is my religion. - Abraham Lincoln Mark J. Gunnett [EoE]SniperFodder{AL} ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Mirrors
And in Australia, this is a godsend. Take 100 games on steam multiplied by several GB each, and you have several months of downloading if it wasn't for unmetered content. I got the CodeMasters pack the other week ($17.50 for 5 racing games). Those games were 40GB in downloads. I am on a 60GB/month quota (And this is split 50/50 into on-peak and off-peak, too) - As you can see, this is one of the many reasons people do it. It is also value add, most ISPs (in Australia) advertise their content servers being unmetered as a selling point. On Sat, May 8, 2010 at 11:30 AM, Matthew Lyons mly...@internode.com.au wrote: We do it for our customers (ISP) so we call provide it as free quota (Australia uses a quota system for net acess). Running a local server will increase the likely hood of your client using it for updates, but doesn't guarantee it. To do that you need to use an ip filter like steamwatch. However as already pointed out not every content server has all content. -- Matt Lyons Media Group, Internode 150 Grenfell St, Adelaide SA 5000 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Available
I don't like to post off topic stuff here, but um, another update is comingsoon? (I suppose that is partially relevant :P) http://www.teamfortress.com/119/comingsoon.html Also off topic, @Mayy Lyons TF2 #19 needs nocrit. Apart fromt hat it's a perfect server :D Cheers, Joshua 'Dislexsick' Bost On Thu, May 6, 2010 at 11:09 AM, doc drga...@gmail.com wrote: Any chance someone can put up the changed linux files? Still waiting to start downloading... On Wed, May 5, 2010 at 6:28 PM, Ben B brutalgoerge...@gmail.com wrote: thanks for the link On Wed, May 5, 2010 at 7:19 PM, Matt Lyons mly...@internode.com.au wrote: Zip of the changed files for windows servers (19MB): http://files2.games.on.net/tf2/tf2_2010050600.zip I'll leave it up for a few hours. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
My question exactly If steam would stop dying I would find out On Thu, Apr 29, 2010 at 10:10 AM, Eric Pan mahzorim...@gmail.com wrote: What's Crits-A-Cola? On Wed, Apr 28, 2010 at 7:33 PM, Derek Denholm de...@xfactorservers.comwrote: Wow nice update. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen Sent: April-28-10 8:32 PM To: 'hlds@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com' Subject: [hlds] Team Fortress 2/Day of Defeat: Source Update Required updates to Team Fortress 2 and Day of Defeat: Source have been released. Please run hldsupdatetool to receive the updates. The specific changes include: Dedicated server - Linux optimizations. - Fixed Linux servers not relisting correctly after a master server restart. - Fixed a case where servers could have ghost players consuming player slots. Engine - Marked the snd_show convar as a cheat. Team Fortress 2 New content: - Added new community map cp_freight. - Added missing physics models for several items. - Added jiggle bones to the Sam Max items, and The Buff Banner. - Added Crit-a-Cola. Gameplay Changes: - Pyro changes: - Flamethrower direct damage reduced 20%. - Burn duration reduced (10 - 6 seconds). - Airblast re-fire delay reduced by 25%. - Airblast ammo usage reduced by 20%. - All reflected rockets/grenades/arrows now mini-crit. - Airblasting enemies into environmental deaths now awards the death credit to the Pyro. - Heavy changes: - Minigun spin-up/down time reduced by 25% - Minigun firing movement speed increased to just under half-normal (from 80 to 110). - Throwing a sandvich to a teammate now earns a full bonus point (was half a point). - Bonk! changes: - Post-use movement penalty removed. - Now has a re-use cooldown time, like The Sandman. - The Chargin' Target changes: - Direct charge hit now does 50 damage + 10 per head (up to 5 heads). - Capped the turn rate from +left and +right while charging. - The Huntsman changes: - Removed restriction that arrows need to be aimed before they can be lit by a Pyro. - Bow can now be lowered without losing the lit arrow. - Changed bow so you can start charging it while you're jumping, but you can't fire until you're on the ground. - Fixed bug where flame effect would get stuck on if you change weapons with a lit arrow. - Backpack changes: - Moved Crafting button out to the root class/backpack selection panel. - Dragging and dropping items in your backpack now makes appropriate sounds. - Bot changes: - Bots don't retreat to gather health as readily if they are in combat. - Bots no longer retreat when moving to block a point capture. - Bots should now equip an appropriate combat weapon and fight while moving to collect health. - Bots who are roaming the map and hunting now chase down their victims, following them around corners. - Bots That fire projectiles (ie: rockets/grenades/etc) don't hold down their fire button for a minimum time. This was causing Soldier bots to fire rockets into nearby walls as they strafed, killing themselves. - Soldiers bots now switch to their shotgun after firing all four rockets when engaging an enemy. - Added a few more bot names from community suggestions. - Fixed a behavior loop with Engineer metal gathering. - The Sandman change: - Added a slight speed reduction to stunned players. - Community requests - Added ConVars log_verbose_enable and log_verbose_interval to report player positions in the server log at regular intervals - log_verbose_enable default: 0 - log_verbose_interval default: 3 secs - Last-weapon initialization on respawn now sets itself to be the melee weapon if you don't have a selectable secondary weapon (like The Razorback). Bug Fixes: - Fixed an case where The Gunboats didn't apply their damage reduction properly. - The amount count in the HUD now flashes red when you're low on ammo. - Extinguishing a burning teammate now earns a full bonus point (was half a point). - Fixed a permanent overheal exploit involving dispensers. - Fixed a bug in spectator mode where the user aborted out of freezecam, setup a spec mode (like IN_EYE), and would then have the setting stomped after the freezecam timer expired. - Fixed bug with disguised spy sometimes seeing his own name in the disguise status HUD. - Fixed a client crash that could result from players with arrows embedded in them. - Fixed items that can be worn by any class having the wrong model when worn by a disguised Spy. - Added missing map prefixes to server browser game types. - Killing yourself with your own sentry no longer increments the sentry's kill counter. - Fixed dropped hats sometimes having the wrong team color. - Fixed crit-boosted players not getting critical
Re: [hlds] GSP Hosting Questions
@Nicholas: Yes. That is correct, as Lane mentioned however there are common items available in 'one-click' format (In the case of L4D2 last time I checked it was several versions of MM+SM, SDK Hooks, and a few others). It makes sense for me, given that if they didn't prevent it not only are the problems Lane mentioned present, however anybody can then add L4DToolz or L4Downtown and give themselves an increased slot count*, or other action like that. Lets not even go into what they could write themselves. *Though doing this without authorization gets your server disabled :P @Matt: Yes, however as it stands my server only runs MM, SM, L4Downtown, and SDK Hooks and the update for L4Downtown wasn't critical, all others were installed through management panel. @Cc2iscool: See previous points - those extensions could have easily been malicios. @Shane: Exactly. Cheers, Joshua 'Dislexsick' Bost On Sun, Feb 21, 2010 at 2:46 PM, Nicholas Hastings nshasti...@gmail.com wrote: So what you're saying is that Hypernia won't let you put extensions on yourself and that you have to wait hours for them to update them instead? On 2/20/2010 9:26 PM, Josh Bost wrote: To further my previous recommendation for Hypernia I would like to note I have submitted 3 support tickets so far: 1) Getting TF2 extensions added to the management panel to allow PropHunt: Done in 3 hours, even though after sending in initial ticket I had to get the server owner to send in a ticket allowing me to request stuff for them. (They don't allow clients to uplaod .dll files on their 'By the slot' servers) 2) Getting them to allow me to have a 16-slot L4D2 server. Resolved in 12 hours, though that was due to me sending the ticket and going to bed :P actual respose to the first ticket was like 45 minutes. 3) Getting L4Downtown updated. Done in an hour. Cheers, Joshua 'Dislexsick' Bost On Sun, Feb 21, 2010 at 4:41 AM, Johnlists.va...@nuclearfallout.net wrote: Investigate the server performance and flexibility. Then, to see their response times and knowledge levels, ask all of them questions about improving your routing and server performance, plugin questions, and server configuration questions through their support system, even if you already know the answers. Experiment with the control panel and different services. (If a company offers a free trial or money-back guarantee, you could also take advantage of that, but a month would give you a longer view on server stability and uptime.) The three company strategy is often used for interviews with contractors, and it's a solid one. -John ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [OT] Website builder for your server websites
Just imagine everyone here would come up with their offtopic questions like omg111 i´m 16 and my gf is pregnant! what should i do now???!, yeah exactly, the list would become as same retarded as the steamforums already are. Nobody needs that here. Again, logical fallacy (Reductio ad absurdum; reduction to the absurd - taking an argument to the extreme and criticizing the result doesn't make you right.) I don't think people understand exactly why people post OT stuff to this list. This list is a bunch of server OPs and other people running gaming communities. Between us we have a HUGE wealth of knowledge. Posting to this list allows people to ask the people MOST LIKELY to know the answers to their questions directly. Most of us do this stuff on a daily basis, and thus we can share our experiences and make gaming better as a whole (well, at least some parts of gaming) To answer the OP, the community I am involved in running uses vBulletin, it is not free but the big boss swears by it, so we have it. Cheers, Joshua 'Dislexsick' Bost ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Good bye, farewell, thanks for the help, and go to hell
Amen to that. I am still at a loss as to why people need to jump on off topic posts and flame them down. If you don't like lots of emails don't join mailing lists. If you are only here for announcements then filtering for emails with *update coming* and/or emails from Valve employees or join the hlds-announce list. That leave two groups of other people, people here for help and to learn, and to try and help if they can; and the bitter old trolls who is probably here for the announcements but cannot handle people *god forbid* discussing other matters that game operators may face in place that is convenient and knowledgeable. msleeper I like some of your work [I am a user of the L4D2 Sourcemod plugin based off your code], but you really do present yourself as being condescending and it does detract from that. Clearly you run in a community and in the time it took to write your response you could have instead said something such as We use x because y and helped instead of hindering. Don't take that as a personal attack, it applies to quite a few members of this list. Either ignore the threads or help them, stop spamming them with crap then complaining the list is full of spam. On Wed, Feb 17, 2010 at 9:23 AM, Michael R. Matheson d...@ourhumbleabode.com wrote: I've tried very hard to ignore this whole, stupid thread. And I really do not want to contribute to its length. But I think my contract allows me one post per year. :) One fact remains blatantly obvious to me. There really was NO PROBLEM until msleeper posted his usual sarcastic comment and how is this pertinent to this list? (I'm paraphrasing his original e-mail.) Granted, perhaps the topic of discussion didn't exactly fit the guidelines perfectly, but so what? I was learning something by reading and it was far more interesting than the subsequent bickering that has ensued. I submit that if msleeper had not tried to play mailing list police, like he always does, the topic would have ended quickly and no one would be terribly upset. I doubt very much anyone would have left the mailing list just because they had to endure a few more e-mail exchanges between people that were helping each other. It really wasn't a big deal! Msleeper, can you please just learn to ignore threads that you're not interested in, instead of always trying to moderate the mailing list? Your constant critiques of whether or not a post meets your approval do more harm than good. Life goes on just fine, even if someone happens to stray a little off topic. Please just keep your keen off topic observations to yourself. Until this list has a true moderator with clear editing instructions, this list is simply not going to be perfect. Please stop pointing out to the whole group every time it isn't perfect. Sincerely, X-ray Doc -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of D4rKr0W Sent: Tuesday, February 16, 2010 2:11 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Good bye, farewell, thanks for the help, and go to hell Il 16/02/2010 21:55, msleeper ha scritto: Yeah, that's the problem. Everyone has to. Everyone has to get their witty quips in, everyone has to post whatever dumb ass remark comes to mind, and before you know it there's 60+ responses to something that shouldn't have been posted in the first place. But go ahead and blame it on me for the lulz, right? I'm not blaming anybody, i'm just pointing out that flaming over such things is a waste of time and you guys keep doing it every time you got the chance. Get over it, this is a list dedicated to server OPs, you're not moderating it and even if you keep flaming people will still post things *you* think are OT. PROTIP: Ignore those threads and go on living your life like we all do. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Php echo server vars (hostname, players, etc)
- Sent from my Sinclair ZX80 - icwhutudidthar. Not sent from my iPhone 3GS Sent from my HP Mini But seriously staying on topic here, I was also thinking of giving my admins a web interface to monitor chat and post messages from a web interface, so I didn't have to give them my RCON pass. Of the ideas suggested so far, has anyone used a variety and have any gripes about any of them, or can provide information on which ones should be chosen. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [OT] Website builder for your server websites
On 16/02/2010, at 4:37 PM, mfan michael.fan...@gmail.com wrote: OFFTOPIC I am rebuilding an older tachometer meant for a 6V53 Detroit Diesel. I need the RPMs to go up to about 4000 or 4200 (for a 230 chrysler) and right now it tops out at 3000 RPMs. Anyone know a reputable tach rebuilder? Thanks so very much. Logical fallacy - Reductio ad Absurdum Now, lets all settle down, take some chill pills and sort out exaclty what is and what isn't acceptable conduct. This list is self moderating. This list does not have to match the description on the Valve website to the letter. Given we are all server OPs there is a good chance we also run communities too, and as such a question about gaming communities based around HLDS is acceptable. Anybody who disagrees is doing it for one of two reasons: 1) They are only here for update announcements - It is probably best if you leave and use the hlds-announce list instead, or filter the emails from this list. 2) They do not wish to help, but merely hinder the progress of the pseudo-community the HLDS mailing list forms. Same thing applies, just leave. Of the people left here, congrats, you are the role models - People willing to take a few minutes outta their lives to help other people. -Dislexsick ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] watch out lua script cheat available in CSS, may be all source game soon
For the record KAC also checks sv_pure, sv_consitancy, sv_cheats and other cvars like that on the client. On Wed, Feb 10, 2010 at 1:43 AM, Dominic Marciano lambda1_...@hotmail.comwrote: http://www.sarcasmdetector.com Date: Tue, 9 Feb 2010 16:11:07 +0100 From: didr...@gmail.com To: hlds@list.valvesoftware.com Subject: Re: [hlds] watch out lua script cheat available in CSS, may be all source game soon Sorry my sarcasm detector is broken, I will buy a new one. 2010/2/9 Dominic Marciano lambda1_...@hotmail.com Again, Smashed. Date: Tue, 9 Feb 2010 15:50:03 +0100 From: dark...@dpi-clan.org To: hlds@list.valvesoftware.com Subject: Re: [hlds] watch out lua script cheat available in CSS, may be all source game soon Il 09/02/2010 15:44, Didrole ha scritto: Rofl what's that then ? http://hg.alliedmods.net/sourcemod-central/file/3a73bbf60f34 rofl what's this then ? http://en.wikipedia.org/wiki/Sarcasm ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ View photos of singles in your area! Browse profiles for FREE http://clk.atdmt.com/NMN/go/150855801/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ Shopping Trolley Mechanic If It Exists, You'll Find it on SEEK http://clk.atdmt.com/NMN/go/157639755/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Changing spec_freeze_time without sv_cheats 1
You will need sourcemod, or you will need cheats - there is no other way. Can I suggest Sourcemod and use the 'War mode' stuff in SM? On Wed, Feb 10, 2010 at 5:20 AM, Radu Suciu radusu...@gmail.com wrote: I'm aware of sm_cvar spec_freeze_time -1, but is it possible to change on servers that aren't running sourcemod? I want to use this for bball match servers so I'd rather not use any plugins. Thanks! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] West Coast TF2 Servers Being Maliciously Delisted
I noticed my internet connection drops (Web browsing only, really) whenever I start L4D2 (or the Steam group server refresh), I knew there was something up with it, but cbf investigating. It is -really- annoying though. Modem model is Billion 404VGP-M Cheers, Joshua Bost On Fri, Feb 5, 2010 at 10:39 PM, Shane Arnold clontar...@iinet.net.auwrote: Most consumer-grade DSL/Internet hardware routers with built-in firewalls and DDoS protection with fuck with the server browser, as the connection literally gets flooded with responses. As for servers being blacklisted on a community-based database, I'd had to be the one yelling told you so. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Is it possible to increase acceptable vote percange for sourcemod?
Can we all agree that basic sourcemod issues can be answered here? I figure 99% of servers have it, and it is *practically* essential to any HLDS installation. We are a group of professionals, lets start acting like it shall we? (I actually do wonder why some of you are actually on this list - if it is ONLY for update warnings you would be better of creating filters so you don't see any others) Cheers, Joshua 'Dislexsick' Bost On Mon, Feb 1, 2010 at 3:59 AM, Mike Stiehm mikesti...@gmail.com wrote: Don't worry peter its not a problem. ClanAO.com On Jan 31, 2010 6:57 AM, Peter Powell li...@ppowell.co.uk wrote: Oh i'm /so/ sorry. Next time someone asks for support i'll make sure I follow the list etiquette and either ignore them totally or tell them to STFU and RTFM. It doesnt hurt to help someone, this is still a board for information relating to hlds last time I checked _. ~Peter Powell Michael A Fanoni wrote: this isn't a message board. stop. Peter Powell wrote: Look at... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Available
Tuned scoreboard logic to guard against malicious server operators spoofing bot pings to hide the BOT tag. As a follower of the SPUF I have seen threads about servers with bots with simulated pings, one just yesterday, in-fact. After reading this, the consensus seemed to be that although some people felt 'ripped off' it made a better experience for a few people. After reading about it I was curious, so I done a quick google search and sure enough there was a single plugin with something like 3 replies on the alliedmods forums. I don't really understand - Clearly this was not a completely widespread issue, and calling the server owners malicious is a little bit wrong I think. Personally, I wouldn't mind a server with a few bots as hosting a server locally, even with a fairly beefy CPU (Core2 Q9550) my game grinds to a screeching halt with 15 bots (9fps ftw). Anyway, since this is a controversial topic I realize this is not going to change, as it is for 'the better of the community' but really, I still think people are going to find a way around; I also think Valve would have been better off spending their time fixing a *real* problem, such as fake client counts - after all bots still contribute to the game. (For the record I don't even host a TF2 server [I used to help run one, now I have a L4D2 server], so my points are not coming from a bias pov) Cheers, Josh Bost On Thu, Jan 7, 2010 at 8:09 AM, Jason Ruymen jas...@valvesoftware.comwrote: A required update for Team Fortress 2 is now available. Please run hldsupdatetool to receive the update. The specific change include: Server Browser (for TF2 and DoD:S) - Added a client-side server blacklist: - Supports blacklisting of specific servers, all servers on an IP, and all servers on a class C range. - Saves the server list to a file, and has an Import button to allow easy sharing (cfg\server_blacklist.txt) Balance changes: - Reduced the health penalty on The Sandman. - The Force-A-Nature knockback on target now: - Only applies to hits that deal more than 30 damage and are in close range. - Factors in the firer's angle of attack when determining the knockback direction. - Has less of an effect on grounded targets. - The Dead Ringer now: - Reduces cloak to 40% when uncloaking early. - Has a 35% cap on the amount of cloak it can gain from an ammo pack. - Has a quieter de-cloak sound. Changes / Fixes: - Fixed a performance stability issue with AMD processors. - Improved the stability of the game server - item backend connection. - Fixed a rare server crash related to dispensers. - Added min/max values to viewmodel_fov convar to match the settings in the slider. - Reduced the number of moons in ctf_doublecross, sadly. - Demo playback now ignores sv_pure settings, allowing demos to easily contain custom content. - Fixed a crash related to sv_pure and the wireframe_dx6 shader. - Players can no longer shoot while stunned. - Fixed a bug that caused movement speed reductions to not work on stunned players. - Soldier Rage bar no longer resets when touching a resupply cabinet. Achievement fixes: - Fixed the Second Eye Demoman achievement. - Fixed a bug in the Play Doctor Medic achievement. - Changed the requirements for the Medals of Honor Soldier achievement. - Updated description for the Blind Fire Demoman achievement to better explain the requirements. - Fixed an issue that affected several achievements requiring the use of the Equalizer. Community requests: - Added skip_next_map server ConCommand to skip the next map in the map cycle. - Added Play a hit sound whenever you injure an enemy option to the Multiplayer-Advanced options menu. - Added server tf_use_fixedshotgunspreads convar. When set, shotgun scattergun pellet spreads will use a non-random distribution. - Added a show_htmlpage command to allow server operators to display custom web pages to clients. Changes to the TF Bots: - In KOTH mode, Bots are now: - More likely to roam around and hunt enemies if there is lots of time left. - Become more likely to push for the point as time runs down, or their teammates start to capture it. - Medic bots now: - Opportunistically overheal nearby friends when they can. - Prioritize healing of injured nearby friends more. - Don't focus on Heavies quite so exclusively. - Don't spam their Medigun continuously at round start. - Won't choose cover far below their heal target so much (koth_nucleus). - Fight back with their syringe-gun appropriately. - Various improvements to combat behaviors. - General bot improvements: - They no longer stand still on the point when capturing or defending it. - They choose more varied routes now. - They choose better defensive spots around captured points. - They fall back to another weapon when they entirely
[hlds] L4D2 Worldwide rank/Players served datasource.
Hi all, Just wondering where the data for worldwide rank/players served comes from. I am aware this data is not 100% reliable, but would still like to display it on the website for my community (I can extract the data from practically any source, so that is not too much of a problem) Cheers, Joshua Bost. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 and Left 4 Dead 2 Updates Coming
Any hints on content? I will assume bugfixes for TF2s latest major update (Personally, spy dispenser is win, it could be balanced by perma-removing sapper :P). I also noticed L4D auth. tools updated just before, L4D2 update has something to do with the SDK??!? (Please let it be the SDK!) Cheers, Joshua Bost On Sat, Dec 19, 2009 at 11:39 AM, Jason Ruymen jas...@valvesoftware.comwrote: Required update for Team Fortress 2 and Left 4 Dead 2 are on the way. They should be available in less than an hour. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead 2 Update Released
Is it really necessary to replace motd.txt and host.txt with updates :| I had just set them up last night, granted it isn't a huge task, and I could just use cvars to change the targeted files both methods are extra work :( On the subject, I know it is low priority, but it moots all my hard work at creating a really nice looking host image, are there any plans to fix the ugly black bar that cuts off the image. Not sure if it only affects certain resolutions - I am yet to find out if it widespread but just in-case I am running 1920x1080, and there is at least one other confirmed case, seen here: http://forums.steampowered.com/forums/showpost.php?p=12132646postcount=2. Cheers, Josh Bost On Sun, Dec 13, 2009 at 6:38 AM, Jason Ruymen jas...@valvesoftware.comwrote: A required update for Left 4 Dead 2 has been released. Please run hldsupdatetool to receive the update. The specific changes include: - Fixed players getting a bad spawn position after a level transition Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds