Re: [hlds] Team Fortress 2 Update Released

2010-12-07 Thread Matt Hoffman
http://store.steampowered.com//treasurehunt/

Check the right side of the page.

On Tue, Dec 7, 2010 at 6:02 PM, Josh Bost dislexs...@dislexsick.com wrote:

 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.com
 wrote:

  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
 
 
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Re: [hlds] Team Fortress 2 Beta?

2010-12-02 Thread Matt Hoffman
May I refer you to Jason's email to this list:

A Team Fortress 2 Beta is now available.  If you would like to run a
dedicated server for it, please run hldsupdatetool and use the game name
'tf_beta'.  Please visit this thread on the Steam forums for all of the
details and to post any suggestions, comments or issues about the Beta.

http://forums.steampowered.com/forums/forumdisplay.php?f=1038

Jason

Or to the latest TF2 blog post?

http://tf2.com/post.php?id=4721p=1

:)

On Thu, Dec 2, 2010 at 7:36 PM, Mike Stiehm mikesti...@gmail.com wrote:

 Does anyone have any idea what this TF2 beta is?


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Re: [hlds] TF2 Engineer building exploit

2010-10-17 Thread Matt Hoffman
http://forums.alliedmods.net/showthread.php?p=642578

Supposedly this one works, as instead of preventing the command
they're using, it limits the number of sentries/exits/etc.

On Sun, Oct 17, 2010 at 10:56 AM, [MP] Oh Noes!
ohn...@maxpowergaming.xfactorservers.com wrote:
 Do you know how this exploit works? If so, please email me directly and I
 will do what I can to prevent it.

 Oh Noes!
 MAX POWER Gaming Community

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Thomas
 Sent: Sunday, October 17, 2010 1:53 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] TF2 Engineer building exploit

  Seems as a new exploit has come up that allows you to build multiple
 buildings as an engineer.
 The plugin that prevented it last time
 http://forums.alliedmods.net/showthread.php?t=125548 doesn't seem to
 help anymore.

 Does anyone else have any ideas?

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Re: [hlds] TF2 SkillBalance

2010-10-14 Thread Matt Hoffman
Unfortunately, this sounds like a very inaccurate way of balance. What
happens when people's stats  are mucked up from idling or farming, and
the have 50,000 points as medic and 500 hours as scout from sitting in
an idle server?

Glad to see a replacement for the default balancer though.

On Thu, Oct 14, 2010 at 6:26 AM,  ja...@pctoolbin.com wrote:
 Very interested in this, but like Shizzle asks, how often do the balances
 occur?  We tried other mods where folks got switched like 6 times in one
 map...that sucks for anyone.  And as someone else asked, how does this fare
 for Medics and those classes where K:D isn't their strong suit?

 Thank you for your time as well as effort with this plugin!

 On Thu, 14 Oct 2010 08:04:44 -0500, Shizzle Nizzle infl...@gmail.com
 wrote:
 i am interested in this but how often do these balances occur? and is
 there a possibility that the same person maybe balanced over and over
 like the other skillbased balancers?

 On Thu, Oct 14, 2010 at 7:35 AM, Kaspars kasp...@micro.lv wrote:
  Sounds sexy, will try this on my 32slot server right away...

 On 2010.10.14. 15:08, Tom Edwards wrote:

  I'm not sure that this is the best place to announce plugins, but for
 those written with the Valve API there doesn't seem to be anywhere
 else.

 http://steamreview.org/external/tf2/tf2_skillbalance.zip

 This plugin will grab the Steam TF2 stats of connecting players and
 rank
 them according to time played and accumulated points. It then keeps
 each
 team's overall ranking score within a configurable limit by forcing
 assignment to teams and also by rebalancing between rounds. It
 replaces
 the
 game's own mid-round autobalance system.

 I'm looking for a few brave souls who are willing to be guinea pigs:
 the
 code is stable, but the accuracy of the ranking equation hasn't been
 put to
 the test in large games yet. Is anyone up for it?

 (Linux is supported as well as Windows, but I don't want to cross-post
 to
 the other list.)

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

2010-10-06 Thread Matt Hoffman
Upset that Valve removed the penetration from the Sydney Sleeper.
(The Sydney Sleeper no longer penetrates targets.) :(

Ambassador also used to have it before they removed it, and it was a
skill/luck based thing. I very rarely saw a double kill/hit from it
but when you did it left you feeling quite exhilarated. Now obviously
that's gone :(

On Wed, Oct 6, 2010 at 3:12 PM, 1nsane 1nsane...@gmail.com wrote:
 Once again none of my TF2 servers are showing a Master Request Restart
 message.

 However my DODS server does.

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

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

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

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

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

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

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

 Counter-Strike: Source
 * Fixed a bug where the player crouching/standing animations were delayed
 until after (from the player's local viewpoint).
 

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

2010-10-06 Thread Matt Hoffman
So upon starting up a listen server shortly after the update, I was
flooded with almost constant user connections.

I've never had this before, curious as to why my server showed up as a
prime target for so many people? Once people got connected on 2fort,
it was a ~100ping server so I doubt it would have shown up at the top
of the list unless it was only looking at my local ping of 5 and
sorting based off of that?


On Wed, Oct 6, 2010 at 3:54 PM, Claudio Beretta
beretta.clau...@gmail.com wrote:
 tf2
 http://www.megaupload.com/?d=7FDN8ABG

 css
 http://www.megaupload.com/?d=KT3Q6H70

 On Thu, Oct 7, 2010 at 12:23 AM, Shizzle Nizzle infl...@gmail.com wrote:

 anyone been able to get the update that can link it? sitting here waiting
 20min on 3 different servers, just retrying every 30 seconds

 On Wed, Oct 6, 2010 at 5:18 PM, Matt Hoffman 
 lord.matt.hoff...@gmail.comwrote:

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

Re: [hlds] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source/Half-Life 2: Deathmatch Updates Available

2010-09-30 Thread Matt Hoffman
Stuck at school, how's trading work?

Do you trade with specific people or is it I want X and willing to
give up Y for it?

Does it put a message in chat when you trade and what you traded with/for?

On Thu, Sep 30, 2010 at 2:42 PM, KrAzYeTy krazy...@gmail.com wrote:
 Disabled plugins, servers working now.  No in game admin, reserved
 slots etc etc but no crashing.  People are trading like krazy.

 On Thu, Sep 30, 2010 at 1:55 PM, Mike Vail mike_v...@boomgaming.net wrote:
 I have no problems with adding or removing bots on a generic TF2 server
 under Windows 2008 running without any plugins or Sourcemod. However kicking
 bots / adding bots, or if a player joins the server which causes a bot to
 auto-vacate, our CSS servers will crash immediately. We are using the latest
 SourceMod 1.3.5 snapshot for Windows.

 Mike

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of clad iron
 Sent: Thursday, September 30, 2010 1:14 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2/Counter-Strike: Source/Day of Defeat:
 Source/Half-Life 2: Deathmatch Updates Available

 can anyone else verify adding a bot will crash the server in tf2

 16:10:29 tf_bot_quota 2
 16:10:37 tf_bot_join_after_player 0
 16:10:46 tf_bot_add

 server crashes.




 On Thu, Sep 30, 2010 at 3:59 PM, Mike Kurfis mkur...@gmail.com wrote:

 If you have SourceMod, update to the latest snapshot if you can.
 Worked for me.  1.3.5-hg3040
 http://www.sourcemod.net/smdrop/1.3/sourcemod-1.3.5-hg3040-windows.zip
 

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

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

2010-08-20 Thread Matt Hoffman
This is interesting... Looks like a beachball... (The Model)

24th may bring trading and ...volleyball gamemode? Heh.

On Fri, Aug 20, 2010 at 10:16 PM, Lane Eckley l...@hypernia.com wrote:

 Looks like a small update:

 Checking bootstrapper version ...
 Updating Installation
 Updating 'Team Fortress 2 Content' from version 164 to version 165

 15.73% downloading /orangebox\tf\bin\server.dll
 40.39% downloading /orangebox\tf\bin\server.dylib
 82.83% downloading /orangebox\tf\bin\server.so
 99.87% downloading /orangebox\tf\maps\graphs\ctf_2fort.ain
 99.88% downloading /orangebox\tf\models\props_gameplay\ball001.dx90.vtx
 99.89% downloading /orangebox\tf\models\props_gameplay\ball001.mdl
 99.93% downloading /orangebox\tf\models\props_gameplay\ball001.phy
 99.99% downloading /orangebox\tf\models\props_gameplay\ball001.vvd
 100.00% downloading /orangebox\tf\scripts\surfaceproperties_tf.txt

 Updating 'Team Fortress 2 Materials' from version 68 to version 69

 100.00% downloading
 /orangebox\tf\materials\models\props_gameplay\ball001.vmt
 100.00% downloading
 /orangebox\tf\materials\models\props_gameplay\ball001_birthday.vmt

 Checking/Installing 'Base Source Shared Materials' version 8
 Checking/Installing 'Base Source Shared Models' version 4
 Checking/Installing 'Base Source Shared Sounds' version 4
 Checking/Installing 'OB Dedicated Server' version 57
 HLDS installation up to date

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane
 Sent: Saturday, August 21, 2010 1:12 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Released

 Checking bootstrapper version ...
 Updating Installation
 Command aborted

 Well if you say so.

 Doesn't seem like its actually required? Server's don't say their out of
 date.


 On Sat, Aug 21, 2010 at 1:05 AM, Emil Larsson ail...@gmail.com wrote:

  Has been? How did it die? ;)
 
  On Sat, Aug 21, 2010 at 7:00 AM, Alfred Reynolds
  alf...@valvesoftware.comwrote:
 
   A required update to the Team Fortress 2 has been.  Please run
   hldsupdatetool to receive the update.  The specific changes include:
  
   - Fixed bug with holiday date computation that turned on Birthday Mode
 a
   few days too soon.
  
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Re: [hlds] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source Update Coming

2010-08-17 Thread Matt Hoffman
I'm inclined to agree with MarkP, as the crafting server is down right now..
Not that I craft very often so this could be a common occurrence.

On Tue, Aug 17, 2010 at 10:08 AM, DontWannaName! ad...@topnotchclan.comwrote:

 A morning update is rare, sounds good!

 Sent from my iPhone 4

 On Aug 17, 2010, at 9:59 AM, Jason Ruymen jas...@valvesoftware.com
 wrote:

  Required updates for Team Fortress 2, Counter-Strike: Source and Day of
 Defeat: Source are on the way.  The current plan is to have them live in
 about at about 11:30 AM PST.
 
  Jason
 
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Re: [hlds] Counter-Strike: Source Update Available

2010-07-23 Thread Matt Hoffman
Consider the flip side of the coin; It reduces server load on Steam when not
everyone tries to update at once.

On Fri, Jul 23, 2010 at 5:30 PM, Mike Vail mike_v...@boomgaming.net wrote:

 Jason, Thanks so much for the update.

 Will you good folks over at Valve ever give advanced notice of these
 updates
 to us? CSS is now just like TF2 with regular updates and no warning at all
 to Admins that they are coming. We all knew this was coming when the game
 was ported over to the new engine.

 I was at work and came home to find a ton of messages from players and saw
 my servers were empty for the past 3 hrs because people couldn't connect
 until I updated them. It just doesn't seem like it would be that hard to
 post a 24-hour notice on this list that updates are coming so the hundreds
 of Admins, Sysdevs, coders and GSPs can be prepared to deal with the
 fallout
 or run the updatetool when the time comes.

 Add to the fact that now we've been waiting for 40 minutes for updates from
 overwhelmed Steam content servers on the west coast of the US, the whole
 regular update thing is getting old. Now I see we have to update yet again!
 I sure hope the updating slows down soon or we can get some advanced
 notice.
 It sure would help those of us who care for our servers.

 Regardless, thanks for the good work on the game. It's much appreciated.
 M. Vail

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Niels Meijer
 Sent: Friday, July 23, 2010 2:19 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Counter-Strike: Source Update Available

 Awesome.. really like the tick100 and fire-rates fix :D

 Niels Meijer.

 -Oorspronkelijk bericht-
 Van: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] Namens Jason Ruymen
 Verzonden: vrijdag 23 juli 2010 22:56
 Aan: 'Half-Life dedicated Linux server mailing list';
 'hlds@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
 Onderwerp: [hlds] Counter-Strike: Source Update Available

 A required update for Counter-Strike: Source is now available.  The
 specific
 changes include:

 - Added Steam Clan Tag support ( Set yours in
 Options-Multiplayer-Advanced
 )
 - Added new achievement CLAN WARFARE: Win a match of at least 10 players
 where the entirety of each team is composed of a single clan.
 - All weapon fire rates now tuned to match their pre-update, tickrate 100
 equivalents.
 (http://forums.steampowered.com/forums/showthread.php?t=1368659)
 - Added automatic server tagging for some server convars ( mp_startmoney,
 mp_friendlyfire, bot_quota, sv_nostats, sv_allowminmodels )
 - Fixed some issues for players who were experiencing stat corruption.
 - Fixed several server crash exploits.
 - Fixed server commands sv_disablefreezecam and sv_nowinpanel not
 working on dedicated servers.
 - Adjusted some DX9 shaders to look more like their DX8 counterparts, e.g.
 flashbang effect.
 - Community Requests:
- Fixed entity I/O messages OnPlayerPickup and OnPlayerUse.
- Restored UTF-8 support in the console.
- Added env_hudhint entity, for use in custom maps (The allplayers
 flag must be set for the hint to work in Counter-Strike.)
- Added client convar sv_hudhint_sound to turn off emit sound for
 hud hints.
- Restored the cl_minmodels client convar.
- Added server convar sv_allowminmodels that allows them to
 prevent clients from using cl_minmodels.
- Added a button to Options-Multiplayer that allows players to
 reset their in-game stats.
- Note:  Due to the nature of stats corruption, it is not
 possible to automatically fix all types of stats (such as weapon statistics
 reflecting usage of the wrong weapon).  Players who suspect their stats are
 incorrect and wish to start fresh may want to use the new stat reset
 feature.

 Jason


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Re: [hlds] Alien Swarm is now available

2010-07-21 Thread Matt Hoffman
Just be incredibly alert and carry the tesla coil as point.

On Wed, Jul 21, 2010 at 11:54 AM, DarthNinja darthni...@darthninja.comwrote:

 Yeah, I tried using asw_camera_shake 0 last night and none of my players
 had the camera lag, so yay for that.
 The facehugger level still needs some balancing imo.  It's almost
 impossible
 to get through on hard, so I'm not sure impossible is even, err, possible.

 On Wed, Jul 21, 2010 at 11:47 AM, Original Skod skods...@gmail.com
 wrote:

  This will help you.
  http://forums.steampowered.com/forums/showthread.php?t=1371124
 
  On Wed, Jul 21, 2010 at 3:28 PM, Michael Krasnow mnk...@gmail.com
 wrote:
 
   iv seen the spinning on normal as well, cool ammo bug ;)
  
   On Wed, Jul 21, 2010 at 7:59 AM, Dominic Marciano
   lambda1_...@hotmail.comwrote:
  
   
i have experienced this as well, i think its either lagor intentional
  as
you did just get smacked by a creeper.
Dunno, seeing as its only Clients (and not host) makes me think its
  lag.
   
 Date: Wed, 21 Jul 2010 01:00:08 -0400
 From: darthni...@darthninja.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Alien Swarm is now available

 Just wanted to report a very annoying bug to you guys:

 Bug:
 Player's camera spins out of control

 Steps:
 Load up the parasite level on hard (seems to show up every time on
   hard,
not
 sure about other settings).
 Play as a client (this does not happen to the game's host).
 At some points when attacked, your camera will spin out of control,
   also
 preventing you from shooting.

 Notes:
 I've been seeing this on listen servers, I have not played on a
   dedicated
 one yet.

 Thanks!

 --
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 http://www.DarthNinja.com
 http://www.GoRClan.com
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Re: [hlds] Alien Swarm is now available

2010-07-21 Thread Matt Hoffman
Anyone know if they're looking into the crash that seems related to the GTX
260's?

On Wed, Jul 21, 2010 at 12:17 PM, Michael Krasnow mnk...@gmail.com wrote:

 Updates to Alien Swarm have been released. The updates will be applied
 automatically when your Steam client is restarted. The major changes
 include:

 *Alien Swarm*

   - Fixed weapon switch key in the 360 controller config
   - XP and level are stored in the Steam Cloud
   - Fixed duplicate rows in the Find Public Games screen
   - Reduced screen shake when you have high ping
   - Fixed dedicated server always starting in LAN mode
   - Fixed custom item button binds not displaying properly on HUD
   - Fixed full network updates causing duplicate client ragdolls to spawn
   - Added console commands to change game access on the fly
   (make_game_public and make_game_friends_only)
   - Fixed welding icon sometimes getting stuck above player's head
   - Fixed HUD elements being cut off in ultra wide resolutions
   - Removed cheat flag from a number of cosmetic console commands
   - Now firing, meleeing, or reloading while welding will break you out of
   the weld
   - Fixed spectators earning achievements
   - Fixed infinite ammo exploit
   - Fixed XP exploit


 On Wed, Jul 21, 2010 at 3:16 PM, Michael Krasnow mnk...@gmail.com wrote:

  update just came out?
 
 
  On Wed, Jul 21, 2010 at 3:10 PM, Matt Hoffman 
 lord.matt.hoff...@gmail.com
   wrote:
 
  Just be incredibly alert and carry the tesla coil as point.
 
  On Wed, Jul 21, 2010 at 11:54 AM, DarthNinja darthni...@darthninja.com
  wrote:
 
   Yeah, I tried using asw_camera_shake 0 last night and none of my
  players
   had the camera lag, so yay for that.
   The facehugger level still needs some balancing imo.  It's almost
   impossible
   to get through on hard, so I'm not sure impossible is even, err,
  possible.
  
   On Wed, Jul 21, 2010 at 11:47 AM, Original Skod skods...@gmail.com
   wrote:
  
This will help you.
http://forums.steampowered.com/forums/showthread.php?t=1371124
   
On Wed, Jul 21, 2010 at 3:28 PM, Michael Krasnow mnk...@gmail.com
   wrote:
   
 iv seen the spinning on normal as well, cool ammo bug ;)

 On Wed, Jul 21, 2010 at 7:59 AM, Dominic Marciano
 lambda1_...@hotmail.comwrote:

 
  i have experienced this as well, i think its either lagor
  intentional
as
  you did just get smacked by a creeper.
  Dunno, seeing as its only Clients (and not host) makes me think
  its
lag.
 
   Date: Wed, 21 Jul 2010 01:00:08 -0400
   From: darthni...@darthninja.com
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] Alien Swarm is now available
  
   Just wanted to report a very annoying bug to you guys:
  
   Bug:
   Player's camera spins out of control
  
   Steps:
   Load up the parasite level on hard (seems to show up every
 time
  on
 hard,
  not
   sure about other settings).
   Play as a client (this does not happen to the game's host).
   At some points when attacked, your camera will spin out of
  control,
 also
   preventing you from shooting.
  
   Notes:
   I've been seeing this on listen servers, I have not played on
 a
 dedicated
   one yet.
  
   Thanks!
  
   --
   ¤Ψ[GoR]|Ω|Ďaŗŧh_ÑiñjaΨ¤
   http://www.DarthNinja.com
   http://www.GoRClan.com
   ___
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archives,
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   http://www.GoRClan.com
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Re: [hlds] Alien Swarm is now available

2010-07-20 Thread Matt Hoffman
Another: When using an ammo kit, get down to 1 kit and then tap reload.
Tada, full ammo kit! :D

On Tue, Jul 20, 2010 at 10:00 PM, DarthNinja darthni...@darthninja.comwrote:

 Just wanted to report a very annoying bug to you guys:

 Bug:
 Player's camera spins out of control

 Steps:
 Load up the parasite level on hard (seems to show up every time on hard,
 not
 sure about other settings).
 Play as a client (this does not happen to the game's host).
 At some points when attacked, your camera will spin out of control, also
 preventing you from shooting.

 Notes:
 I've been seeing this on listen servers, I have not played on a dedicated
 one yet.

 Thanks!

 --
 ¤Ψ[GoR]|Ω|Ďaŗŧh_ÑiñjaΨ¤
 http://www.DarthNinja.com
 http://www.GoRClan.com
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Re: [hlds] alien swarm released

2010-07-19 Thread Matt Hoffman
Miami?

On Mon, Jul 19, 2010 at 1:58 PM, Lane Eckley l...@hypernia.com wrote:

 I feel bad for you guys, grabbing it at 2.0MB/s :P

 -Lane

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael Krasnow
 Sent: Monday, July 19, 2010 4:57 PM
 To: Half-Life dedicated Win32 server mailing list
 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 .
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Re: [hlds] alien swarm released

2010-07-19 Thread Matt Hoffman
250 Kb/s :s... I could play the jump-around-content-servers game some more
but sometimes I just lose it and it's like blah.

On Mon, Jul 19, 2010 at 2:00 PM, Michael Krasnow mnk...@gmail.com wrote:

 wow finally got it goin at 1mb/s! from washington DC, go capital!

 On Mon, Jul 19, 2010 at 4:57 PM, Michael Krasnow mnk...@gmail.com wrote:

  :'( 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.com
   wrote:
 
 
  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 .
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Re: [hlds] Team Fortress 2, Counter-Strike: Source and Day of Defeat: Source Updates Available

2010-07-12 Thread Matt Hoffman
That's wrong on both accounts.

On Mon, Jul 12, 2010 at 8:36 PM, M33CROB ad...@phoenixrisingtf2.com wrote:

 Doesn't Valve update/optimize community maps before they ship them out.  I
 was under the impression that Valve purchases community maps and the
 original creator has nothing to do with them after that point. Is that not
 correct?

 On Mon, Jul 12, 2010 at 8:09 PM, Justin Shumate halflife...@gmail.com
 wrote:

  Coldfront issue should be fixed in the next patch. The creator said he
 had.
 
  On Mon, Jul 12, 2010 at 11:03 PM, Shizzle Nizzle infl...@gmail.com
  wrote:
 
   we use to run cp_coldfront before it was a valve map.. one of our
 servers
   runs a very small rotation of about 4 maps that has coldfront in it..
 it
   has
   about a 80% crash rate on cp_coldfront out of about 36 times played on
  that
   map. so yea something is definately wrong with that map :) took it out
  and
   the crashes went away.
  
   On Fri, Jul 9, 2010 at 9:46 PM, k e mfnt...@gmail.com wrote:
  
better so far
   
On Fri, Jul 9, 2010 at 8:16 PM, 1nsane 1nsane...@gmail.com wrote:
   
 Update out.

 On Fri, Jul 9, 2010 at 6:44 PM, DontWannaName! 
  ad...@topnotchclan.com
 wrote:

  No dumps there either. Uptime is 1326. This server rotates only
 the
  3
new
  payload maps, not the CP.
 
  On Fri, Jul 9, 2010 at 3:34 PM, 1nsane 1nsane...@gmail.com
  wrote:
 
   stats in console, what's your uptime?
   Is it ~1260? If not, it crashed.
  
   Also minidumps go to bin/dumps now.
  
   On Fri, Jul 9, 2010 at 6:28 PM, DontWannaName! 
ad...@topnotchclan.com
   wrote:
  
My Engi update server that runs SM 1.4 and MM 1.9 has not
  crashed
 once
since
the update. Or at least hasnt created any minidumps. :P
   
On Fri, Jul 9, 2010 at 3:05 PM, k e mfnt...@gmail.com
 wrote:
   
 My arena is crashing several times a day. Normal servers
   crashing
 sporadically.

 On Fri, Jul 9, 2010 at 2:38 PM, Tony Paloma 
 drunkenf...@hotmail.com
  
 wrote:

  How about crashes? Anybody else's server crashing like
  crazy?
My
   arena
  server always seems to be crashing when it gets to the
  second
map
  in
 cycle
  (sawmill) and my rotation server crashes on coldfront.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf
 Of
1nsane
  Sent: Thursday, July 08, 2010 9:31 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2, Counter-Strike:
 Source
   and
 Day
   of
  Defeat: Source Updates Available
 
  Yeah I'm seeing this too.
 
  On Thu, Jul 8, 2010 at 11:57 PM, Robert Whelan 
  mrrjwhe...@yahoo.com
   
  wrote:
 
   Anyone seeing this in their console? Dunno if they are
material
errors
   or what.
   2 updates later and I'm still seeing them and didn't
 know
   if
it
  was
   normal behaviour.
  
   Anyone?
  
   Thx...
  
  
   Executing dedicated server config file material
   models/player/items/medic/medic_mirror has a normal map
  and
   $basealphaenvmapmask.
 Must use $normalmapalphaenvmapmask to get specular.
   material models/player/items/all_class/all_halo has a
   normal
 map
   and
   $basealphaenvmapmask.
 Must use $normalmapalphaenvmapmask to get specular.
   material models/player/items/all_class/id_badge_gold
 has
  a
 normal
   map
   and $basealphaenvmap mask.  Must use
$normalmapalphaenvmapmask
 to
   get
   specular.
   material models/player/items/all_class/id_badge_silver
  has
   a
  normal
   map and $basealphaenvm apmask.  Must use
  $normalmapalphaenvmapmask
   to
   get specular.
   material
 models/player/items/all_class/id_badge_platinum
   has
a
   normal
   map and $basealphaen vmapmask.  Must use
  $normalmapalphaenvmapmask
   to
   get specular.
   Failed to load Steam ServiceServiceStart: started as
   Windows
   service
   exec banned_user.cfg: file size larger than 1 MB!
   exec banned_ip.cfg: file size larger than 1 MB!
   Writing cfg/banned_user.cfg.
   Writing cfg/banned_ip.cfg.
   Adding master server 216.207.205.99:27011 Adding
 master
server
   216.207.205.98:27011 Connection to Steam servers
   successful.
  VAC secure mode is activated.
  
  
  
  
   
   From: Jason Ruymen 

Re: [hlds] Team Fortress 2, Counter-Strike: Source and Day of Defeat: Source Updates Available

2010-07-12 Thread Matt Hoffman
He was talking about it in chat, basically he was running about 1600
edicts... Limit's 2048. Add in players, particles, game logic and all that
runtime such and he was going over the 2048 limit, thus causing crashes.

On Mon, Jul 12, 2010 at 10:22 PM, Justin Shumate halflife...@gmail.comwrote:

 Valve just buys the maps, but they don't do anything beyond that. They can
 ask the creators if they would like something changed before they buy it.
 Youme updated hoodoo himself after testing it. You can find Icarus talking
 about it on tf2maps.

 http://forums.tf2maps.net/showpost.php?p=177386postcount=285

 On Mon, Jul 12, 2010 at 11:41 PM, HL-SDK Synths syntron...@gmail.com
 wrote:

  Remove adds, buy games from another company, etc
 
  On Monday, July 12, 2010, Shizzle Nizzle infl...@gmail.com wrote:
   alright cool. another complaint are players on my server randomly
  crashing
   out.. quite excessively since the engie update, sometimes just
 connecting
  to
   the server and coming onto motd.. sometimes on round end, sometimes on
   mapchange. server stays up they just crash out, and its not everybody
  just a
   few select people. but from the look on the steamforums there have been
   atleast a hundred other people reporting these issues on their client
 as
   well in the last few days.
  
   On Mon, Jul 12, 2010 at 10:09 PM, Justin Shumate 
 halflife...@gmail.com
  wrote:
  
   Coldfront issue should be fixed in the next patch. The creator said he
  had.
  
   On Mon, Jul 12, 2010 at 11:03 PM, Shizzle Nizzle infl...@gmail.com
   wrote:
  
we use to run cp_coldfront before it was a valve map.. one of our
  servers
runs a very small rotation of about 4 maps that has coldfront in
 it..
  it
has
about a 80% crash rate on cp_coldfront out of about 36 times played
 on
   that
map. so yea something is definately wrong with that map :) took it
 out
   and
the crashes went away.
   
On Fri, Jul 9, 2010 at 9:46 PM, k e mfnt...@gmail.com wrote:
   
 better so far

 On Fri, Jul 9, 2010 at 8:16 PM, 1nsane 1nsane...@gmail.com
 wrote:

  Update out.
 
  On Fri, Jul 9, 2010 at 6:44 PM, DontWannaName! 
   ad...@topnotchclan.com
  wrote:
 
   No dumps there either. Uptime is 1326. This server rotates
 only
  the
   3
 new
   payload maps, not the CP.
  
   On Fri, Jul 9, 2010 at 3:34 PM, 1nsane 1nsane...@gmail.com
   wrote:
  
stats in console, what's your uptime?
Is it ~1260? If not, it crashed.
   
Also minidumps go to bin/dumps now.
   
On Fri, Jul 9, 2010 at 6:28 PM, DontWannaName! 
 ad...@topnotchclan.com
wrote:
   
 My Engi update server that runs SM 1.4 and MM 1.9 has not
   crashed
  once
 since
 the update. Or at least hasnt created any minidumps. :P

 On Fri, Jul 9, 2010 at 3:05 PM, k e mfnt...@gmail.com
  wrote:

  My arena is crashing several times a day. Normal servers
crashing
  sporadically.
 
  On Fri, Jul 9, 2010 at 2:38 PM, Tony Paloma 
  drunkenf...@hotmail.com
   
  wrote:
 
   How about crashes? Anybody else's server crashing like
   crazy?
 My
arena
   server always seems to be crashing when it gets to the
   second
 map
   in
  cycle
   (sawmill) and my rotation server crashes on coldfront.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On
 Behalf
  Of
 1nsane
   Sent: Thursday, July 08, 2010 9:31 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Team Fortress 2, Counter-Strike:
  Source
and
  
 
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Re: [hlds] [TF2] No Auto-Join Prompt on Server Full

2010-07-09 Thread Matt Hoffman
Having this issue. Can't auto-join on anything, servers showing 23/24 and
then reporting full, etc.

On Fri, Jul 9, 2010 at 12:11 PM, Andre Coelho andre.du...@gmail.com wrote:

 Mine was working fine yesterday

 André Coelho
 lensitives.com.br http://www.lensitives.com.br
 Cel. +5521 8836.7622
 My profiles: [image: LinkedIn] http://www.linkedin.com/in/andrebrait
 [image:
 Flickr] http://www.flickr.com/photos/lensitives[image:
 Twitter]http://www.twitter.com/decomush


 On Fri, Jul 9, 2010 at 4:07 PM, MjrNuT mjr...@gmail.com wrote:

  Appears this happened again.
 
  I hope it gets re-instituted
 
  Auto join when slot immediately opens and the other option.
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Re: [hlds] Test

2010-07-09 Thread Matt Hoffman
Did you guys consider he could be testing something on Valve's side or the
mailinglist side, and this is done on purpose?



On Fri, Jul 9, 2010 at 10:46 PM, Alinay Gomez alin...@hotmail.com wrote:


 Look what you have done Bryn Moslow (b...@valvesoftware.com).

 Maybe you should tell your team to set up someone to stop spam messages?

 -Naso



  Date: Fri, 9 Jul 2010 21:48:01 -0700
  From: michael.fan...@gmail.com
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Test
 
  Eat my ass.
 
  On Jul 9, 2010 9:25 PM, HL-SDK Synths syntron...@gmail.com wrote:
 
  I love nosteam. In fact, I still use ppatcher to unlock games. Remember
 when
  that was cool, 6 years ago? Nosteam servers are only good for cheating
 in. I
  justify it because the other users haven't paid for the game.
 
 
  On Jul 9, 2010 11:04 PM, Justin mysteriousjus...@gmail.com wrote:
 
  Oh, please lemme remind you ...
   On Fri, 2010-07-09 at 22:06 -0400, Justin wrote...
 
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Re: [hlds] Counter-Strike: Source Update Available

2010-07-06 Thread Matt Hoffman
Engine update.

On Tue, Jul 6, 2010 at 3:49 PM, DontWannaName! ad...@topnotchclan.comwrote:

 Tf2 was updated as well. Waiting for news on that.

 On Tue, Jul 6, 2010 at 3:45 PM, HL-SDK Synths syntron...@gmail.com
 wrote:

  Very good, and thank you for the effort. I have a feeling you will see
 some
  protest w.r.t. developer being marked as a cheat. I like my console
  output
  on-screen, for instance .
 
  On Jul 6, 2010 6:33 PM, Jason Ruymen jas...@valvesoftware.com wrote:
 
  An optional update for Counter-Strike: Source is now available.  Please
 run
  hldsupdatetool to receive the update.  The specific changes include:
 
  Counter-Strike: Source:
  - Fixed a crash that could occur after the bomb exploded.
  - Fixed a crash that could occur when attempting to exit the game.
  - Changed default values of the following server variables to reflect the
  increase of the default tick rate from 33 to 66:
- sv_mincmdrate - 10
- sv_maxcmdrate - 66
- sv_maxupdaterate - 66
  - Marked 'developer' cvar as cheat.
  - Corrected kill/death reporting in gun games.  Deaths were not being
  properly counted in games using instant respawn.
  - Marked test_round_winpanel, test_match_winpanel, test_freezepanel
  commands
  as cheats.
  - Added sv_nowinpanel and cl_nowinpanel options that can be used to
 disable
  the win panel that displays the team winner, MVP, and fun fact at the end
  of
  a round.
  - Clamped ladder dampen values.
  - Fixed jointeam cvar so giving it invalid values no longer spams the
  server
  console.
  - Removed functionality of cl_minmodels.
  - Fixed voice indicators to display at all times rather than just after
  their respective players have come into contact when -alltalk is on.
  - Fixed scoreboard to display correct number of SourceTV viewers.
  - Adjusted death notices to display under scoreboard.
  - Defaulted 'Simplified list' to OFF and made the setting persistent.
  - Fixed an issue that could make it appear as if a player already had one
  or
  more MVP stars upon joining a server.
  - Made text on loading bar more legible.
  - Added more materials that were missing for community maps.
 
  Engine:
  - Fixed disconnect exploit causing players to be forced off of a server
 due
  to an overflowed packet.
  - Fixed players being able to start the game using a DirectX level less
  than
  DirectX8.
 
  Windows Dedicated Server:
  - Added Counter-Strike: Source to the list of games for the dedicated
  server
  when running through the Steam client.
 
 
  An update on the Update
  The reason for the recent update was to move Counter-Strike Source (CSS)
  from the older HL2 version of the Source engine to the most recent
  version. This brings the CSS codebase in-line with our other games. This
  resolves long standing issues associated with the older engine and allows
  us
  to benefit from features and bug fixes in other source games as they come
  online, such as improved graphic effects and more accurate hit
  registration.
 
  During this process we created some unintended side effects, these are
  bugs. We are actively investigating all reports.
 
  A good example of this is bullet penetration changing on Linux Servers
  only;
  not Windows Servers. This was a subtle bug to track down and understand.
   It
  has been fixed.
 
  Rest assured we will continue to fix old and new CSS bugs. We want to
  retain
  the CSS gameplay experience that you know and love. We would also like to
  thank everyone reporting bugs and posting constructive feedback. This is
 an
  invaluable part of the process.
 
  The CSS Team
 
 
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Re: [hlds] Team Fortress 2 Update Available

2010-07-01 Thread Matt Hoffman
I think the other flaw in this warning system besides what Voogru pointed
out is the lack of accounting for SourceTV. (To my knowledge)

On Thu, Jul 1, 2010 at 7:12 PM, Karl Labrador karlicio...@gmail.com wrote:

 What happens to the servers with real 33rd slots? :o

 2010/7/2 Spencer 'voogru' MacDonald voo...@voogru.com

  Added a warning dialog that pops up to warn players joining games with
  more
  than the recommended number of players.
 
  1. The server shows the max player count next to the number of players
  currently on the server.
  2. The servers usually keep the increased_maxplayers tag when they have
  more than 24 players on the server.
 
  Players know how many players can be on the server when joining, they
 don't
  need yet another warning. The only thing that this may encourage is some
  malicious server ops to do the exact opposite of what they are doing now,
  show their servers as 23/24 when in fact they are 32/33.
 
  The warning would be far more useful if it warned about impossible
  servers, such as 34/36 etc servers, because those are actually somewhat
  malicious.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
  Sent: Thursday, July 01, 2010 9:27 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2 Update Available
 
  They should just delist servers over 33 slots, they just run fake clients
  to
  fill the extra 4 slots. Stupid and deceiving. Shame on those server ops.
 
  On Thu, Jul 1, 2010 at 6:21 PM, M33CROB ad...@phoenixrisingtf2.com
  wrote:
 
   Does anyone know how the warning message works for players connecting
 to
   server with more than the recommended number? Is this all servers with
  more
   than 24 players, or just servers with more than 32.  Is there some
   arbitrary
   number depending on the type of map?
  
   Thanks
  
   On Thu, Jul 1, 2010 at 6:08 PM, DontWannaName! ad...@topnotchclan.com
   wrote:
  
Download was pain free. :) I downloaded before I could start my
 client,
   it
said the servers were too busy. :P
   
On Thu, Jul 1, 2010 at 5:53 PM, Saul Rennison 
 saul.renni...@gmail.com
wrote:
   
 /me passes cookie

 On Friday, July 2, 2010, Allan Button abut...@netaccess.ca
 wrote:
  Hmm. Looks like the Linux build and the windows build was
  different Cookie please.
 
  Sent from my mobile.
 
  On Jul 1, 2010, at 8:31 PM, Jason Ruymen 
  jas...@valvesoftware.com
   
  wrote:
 
  A required update for Team Fortress 2 is now available.  This is
  also an optional update for Counter-Strike: Source, since it
 fixes
  a
  bullet penetration problem on Linux servers.  The specific
 changes
  are:
 
  Server Browser
  - Server browser now starts centered onscreen when it opens up.
  - Filter panel now starts expanded, instead of hidden.
  - Added a warning dialog that pops up to warn players joining
  games
  with more than the recommended number of players.
  - Added a max player count filter setting.
  - Renamed quick list checkbox from Show Map List to
 Simplified
  List.
 - Mouseover the checkbox now explains the simplified list in
  the
  status bar.
  - Quicklist now shows the number of other servers running each
  map.
  - Fixed a couple of bugs related to toggling the quick list,
 which
  were resulting in you needing to refresh again.
 
  Team Fortress 2
  - Added missing earbud particles for DX8 players.
  - Added new ConVar mp_windifference_min to be used with
  mp_windifference.
  - Added Engineer to the list of classes that can equip Max's
  Pistol.
  - Rebuilt sound cache files that were out of date.
  - Source TV:
  - Fixed unlockable items not being visible.
  - Stopped player is carrying X messages looping forever.
  - Fixed overhealed particle effect being visible on your
  current
  view target when in first-person spectator mode.
  - Changed in-game button colors to be less eyepoppingly bright.
  - Improved Steam Web APIs for TF2 items (see
 http://www.teamfortress.com/
  )
 
  Engine
  - Fixed some graphical issues when alt-tabbing during a game.
  - Fixed bullet penetration problems with Linux dedicated server.
  - Removed an exploit that allowed people to change their names
 to
  something other than their Steam profile name.
 
  Jason
 
 
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Re: [hlds] [CSS] some map cause vphysics.dll crash, proof

2010-06-28 Thread Matt Hoffman
I haven't looked at the map, nor tried it, but this sounds somewhat like the
displacement crash that was introduced in OB. Mappers have yet to track down
an exact cause but it's either power of 4 displacements or vertex density
that causes the game to crash when you step on them.

On Mon, Jun 28, 2010 at 6:52 AM, raydan rayda...@gmail.com wrote:

 new css update map some map can cause server crash/freeze

 the following map will cause vhpysics.dll crash  server will freeze,
 but no crash dump!

 http://www.2shared.com/file/oXUhUfKB/crash.html

 start srcds  join the server, then join CT, walk around the map,
 server will crash/freeze within 5 seconds

 tested in win2003, clear install, no sourcemod, no metamod, very clear!

 the big problem is the server freeze, it make firedaemon useless

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Re: [hlds] (no subject)

2010-05-17 Thread Matt Hoffman
Matt: Wouldn't they see the emails coming in/being replied to in their
own inbox? (Thus tipping them off that something is up)

On Mon, May 17, 2010 at 7:02 PM, Sam Horn supersammyfl...@gmail.com wrote:
 Subject: [hlds] (no subject)
 Move to trash

 - Sam

 On 18 May 2010 06:44, Olly oli...@gmail.com wrote:

  thank YOU for spamming my inbox... I have blocked this guy, but people
 _still_ feel the need to reply to them, and we all get the emails anyway.

 Can't you just drop it and simply NOT reply?

 On 17 May 2010 21:39, myself last name goes here rageph...@gmail.com
 wrote:

  you there, shut it up with your ads
  this is supposed to be a CLEAN inbox
 
  On Mon, May 17, 2010 at 9:24 AM, Dustin wizards 
 turbowiz2...@hotmail.com
  wrote:
 
   http://www.radio-4fun.eu/home.php
  
   _
   Looking for a place to manage all your online stuff? Download the new
   Windows Live
   http://download.live.com
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Re: [hlds] Team Fortress 2 Update Available

2010-05-08 Thread Matt Hoffman
Or how they fixed some weapons (Flaregun, Huntsman, etc) only spawning
with half the proper clip size in Arena... Right?

On Fri, May 7, 2010 at 11:25 PM, Dominic Marciano
lambda1_...@hotmail.com wrote:

 You forgot the Bit about the Parenting entities, like how you fixed that.. 
 Right?

 From: jas...@valvesoftware.com
 To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com; 
 hlds_annou...@list.valvesoftware.com
 Date: Fri, 7 May 2010 16:42:01 -0700
 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:

 - Fixed players seeing cloaked Spies when they should be fully cloaked
 - Updated the Homewrecker
                 - It now damages enemy sappers on friendly buildings
 - Fixed items not displaying correctly while playing back a demo
 - Badge hire dates now display the time in GMT

 Jason

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Re: [hlds] Please

2010-05-05 Thread Matt Hoffman
There's some of us who just lurk in the chat curious as to what's
going on with the servers, but don't actually run one...

On Wed, May 5, 2010 at 3:51 PM, Jake Eisenman ad...@oneskylitnight.org wrote:
 Maybe something like if you want to join, you have to specify your
 server IP and the email being used on the list in sv_contact

 On 5/5/2010 4:42 PM, Cc2iscooL wrote:
 Not sure if invite only would be a good idea. What about a new server host
 who's not affiliated with any other groups and may need help? If it were
 invite they'd have to know someone to get on.

 On Wed, May 5, 2010 at 3:36 PM, John Barrettshamb...@oldunreal.com  wrote:


 One of the Unreal mailing lists years ago was made invite-only to keep
 the amount of useless/troll posts down.
 It might be a good idea to lock the current list of subscribers, keeping
 to invite only, and remove the subscription of anyone spamming/trolling
 etc..

 ~ John

 On 05/05/2010 17:57, Saint K. wrote:

 VALVe suggested to close this mailing list a while back. I've been on

 this list many many years, and it always has been a great resource. Lately
 it just became another trashplace for the same scum I ban on my servers for
 behaving like under aged kids. For over 8 years we managed to keep this list
 clean of trashtalk and childish behavior. From what it looks like this list
 cannot be cleaned out anymore. Remove the trolls and they'll just return
 with different accounts. I know I could resign from this list and be done
 with it, but I won't, because I won't have a decent alternative. Perhaps by
 closing this list and moving this to the official forums we can have some
 more moderation and cleaner, useful topics for people to help one and other.

 You people ought to be ashamed of yourselves.

 Saint K.

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Re: [hlds] Team Fortress 2 Update Available

2010-04-30 Thread Matt Hoffman
Yep, crashing on every server I connect to. (As a client obviously)

On Fri, Apr 30, 2010 at 7:15 PM, Justin Fortin fortinj1...@gmail.com wrote:
 So you got everything serverwide working, but it seems like anyone Jo
 has updated the client will crash when they try to connect.

 Sent from my iPod

 On Apr 30, 2010, at 10:04 PM, Noel phre...@gmail.com wrote:

 My Windows servers are both up and running and joinable now.
 Updates seemed
 to take a minute or so longer than usual, but no problems with MM/SM
 running.
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Re: [hlds] Team Fortress 2 Update Available

2010-04-29 Thread Matt Hoffman
As far as I know, everyone did. They are looking into it right now.

On Thu, Apr 29, 2010 at 8:06 PM, mfan michael.fan...@gmail.com wrote:
 I wish the soldier badges worked. Got weekend warrior, playing since beta.

 Tom Grant wrote:
 Wish the engy exploit was saved as a cheat. Had a lot of fun with that (on a
 LAN!!).

 On Thu, Apr 29, 2010 at 10:59 PM, Shizzle Nizzle infl...@gmail.com wrote:


 ya servers are crashing. disabled soucemod. seemed to stop the crashing for
 now.

 On Thu, Apr 29, 2010 at 9:54 PM, Brian Simon bluebriansi...@gmail.com

 wrote:

 Try testing your updates first, Valve. You've screwed up far too many
 times.
 You've even made it so the server doesn't even start!

 On Thu, Apr 29, 2010 at 10:50 PM, Nathan Wong nathan.ran...@gmail.com

 wrote:

 Thank you :)

 On 30 April 2010 03:46, 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:

 - Added new items to commemorate our 119th (or so) update.
 - Fixed several issues with the Source SDK
 - Scout's Retire the Runner achievement updated to be:
        - Kill a Scout while they are under the effect of

 Crit-a-Cola.

 - Added a 20% damage bonus to The Backburner
 - Fixed the Flare Gun's afterburn duration being lowered by the

 Flamethrower's duration reduction

 - Fixed the teleporter exit using the wrong particle effect
 - Fixed HUD damage indicators not appearing
 - Fixed Teleporters not reverting to level 1 when their other side is

 destroyed

 - Fixed receiving damage not causing view-kicks on players
 - Fixed Engineers  Spies being able to circumvent build restrictions
 - Fixed Server Browser not saving filter settings properly
 - Fixed a client crash in the targetID on clients running custom HUDs

 Jason


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Re: [hlds] Plugin Loading on clients, enough is enough.

2010-03-30 Thread Matt Hoffman
The same way taking the entire 225 person company to Hawaii is profitable.
:P

On Tue, Mar 30, 2010 at 6:44 PM, Steven Crothers
steven.croth...@gmail.comwrote:

 I'm sure Valve will fix it immediately... once you show them how fixing the
 HLDS is profitable and worth the man-hours at $50-$60/man-hour.

 $0.02

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael Krasnow
 Sent: Tuesday, March 30, 2010 9:31 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

 doesn't VAC check the memory? but +1 to the option for server admins, but
 somehow someone would find a way to change that or spoof it, idk, its weird

 On Tue, Mar 30, 2010 at 9:26 PM, Keeper hl2li...@afksoftware.com wrote:

  Once code is loaded into memory, it's open game.  It doesn't matter what
  the
  server/client relationship is.  If I have a binary/application that hunts
  for that code in memory, then I can change any value I want.
 
  I have written some code in my plugin that locks down certain values that
 I
  know people are using to alter game play, but to figure out all of the
  holes
  people are trying to exploit would be fruitless.  Then you have 5
 different
  games ( well L4D and L4D2 are pretty close so maybe 4 ), there's no way
 to
  handle that reasonably.
 
  If VALVe gave the server operators the choice to keep clients that have
  plugins running, that would cut some of them out.  But even as COD6 has
  proved, you definitely don't need a client side plugin to cheat.
 
  Keeper
 
  -Original Message-
  From: Arg! [mailto:chillic...@gmail.com]
  Sent: Tuesday, March 30, 2010 8:31 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
 
  Im certainly no expert on how the libraries are being used here, but
  shouldnt the code explicitly state that certain cvars are to only come
 from
  the replicated source, eg the game server? Sure there might be ways
 around
  this with injection as mentioned but shouldnt the listen server (to cover
  the lan side) be using a seperate copy of the engine binaries which are
  affected here so when plugins are run in that context, they do not
 override
  the cvars being replicated from the actual gameserver the client is
  connected to?
 
  I was under the impression this problem existed because the client was
  sharing binaries with another server running on the local machine, so
  seperating the binaries being used would fix this surely.
 
 
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Re: [hlds] A Proposal

2010-03-29 Thread Matt Hoffman
They do run TF2 and L4D servers as far as I know.

On Mon, Mar 29, 2010 at 8:57 PM, Carl aidsf...@gmail.com wrote:

 I have noticed that a lot of server admins here are somewhat displeased
 with Valve's lax approach to some of the more recent server exploits.
 While this may be hogwash, I think it might be due to Valve not being
 able to replicate the the bugs.  I also have noticed that debugging
 srcds is not very fruitful for us since we don't have a special debug
 version of srcds.

 Thus, I propose that Valve starts a few honeypot servers, that get
 regular traffic.  These honeypot servers would allow Valve to run the
 special debug version of srcds so that when crashes and other exploits
 occur, they have all the information they need to properly investigate
 the bug.  I realize this is easier said than done, but it would allow
 for Valve to see that said bugs DO in fact exist.

 Just an Idea

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Re: [hlds] Orangebox (mods) engine update

2010-03-01 Thread Matt Hoffman
Dinosaur sounds... That's what the new sound files are named.

On Mon, Mar 1, 2010 at 3:14 PM, msleeper mslee...@ismsleeperwrong.comwrote:

 It's a Portal update. Check to see what new files there are, maybe a
 drop about Portal 2 or something.


 On Mon, 2010-03-01 at 18:08 -0500, Michael Krasnow wrote:
  yea i can't find anything on it, all i can find is this on portal:
  http://store.steampowered.com/news/3533/
 
  little offtopic but from the portal update: Changed radio transmission
  frequency to comply with federal and state spectrum management
 regulations
 
  wtf? radio?
 
 
  On Mon, Mar 1, 2010 at 6:00 PM, Nicholas Hastings nshasti...@gmail.com
 wrote:
 
   It's been about 15 minutes with no news posted to the list for it, so
   for those who don't know, there was an engine update for OB mods (aoc,
   zps, pvkii, etc.) released about 15 minutes ago. No clue if it's
   required or not since there's no news posted anywhere.
  
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Re: [hlds] List Server Downtime, T minus 2 hours and 10 minutes(-ish)

2010-02-25 Thread Matt Hoffman
Just when I need an answer :P

Well thanks for the heads up anyways. Will this effect all of the mailing
lists? (HLDS, HLCoders, etc)

On Thu, Feb 25, 2010 at 1:32 PM, Alec Sanger eclyp...@hotmail.com wrote:


 Thanks for the heads up!

 Thank you,
 Alec Sanger




  From: b...@valvesoftware.com
  To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com;
 hlcod...@list.valvesoftware.com; steamwo...@list.valvesoftware.com
  Date: Thu, 25 Feb 2010 13:18:40 -0800
  Subject: [hlds] List Server Downtime, T minus 2 hours and 10
 minutes(-ish)
 
  Hello everyone,
 
  The Valve mailing list server is going to be down for about a day while
 we move it over to a new facility. This will be happening today, Thursday
 Feb. 25, around 3:30PM US Pacific time. The exact duration of the outage is
 not certain but we're shooting for sometime Friday evening.
 
  See you all on the other side!
 
  -Bryn
 
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Re: [hlds] Team Fortress 2 Update Released

2010-02-23 Thread Matt Hoffman
Why in the world would you do that? It's a very valid tactic and one that
takes some skill to use well.

On Tue, Feb 23, 2010 at 2:40 PM, Michael Krasnow mnk...@gmail.com wrote:

 wasn't deflecting flares deliberately removed?

 On Tue, Feb 23, 2010 at 5:33 PM, DontWannaName! ad...@topnotchclan.com
 wrote:

  No more delisting to get your servers full, I hope they empty and die.
 
  On Tue, Feb 23, 2010 at 2:23 PM, Jason Ruymen jas...@valvesoftware.com
  wrote:
 
   A required update for Team Fortress 2 is now available.  The specific
   changes include:
  
   Engine:
   - Fixed servers being inappropriately delisted from the master server
  
   Team Fortress 2:
   - Updated CTF_Doublecross
   - Improved clipping to prevent players from getting to unintended
 places
   - Updated CTF_2Fort
   - Fixed Blue players being able to block the Blue spawn room doors to
  lock
   in teammates
   - Moved the Blue team Sniper wall down to match the Red team Sniper
 wall
   - Updated Russian localization strings
   - Fixed the Pyro not being able to deflect enemy flares
   - Fixed pipebombs not being removed if they explode in a
 func_nogrenades
   zone
  
   Jason
  
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Re: [hlds] Team Fortress 2 Update Released

2010-02-23 Thread Matt Hoffman
Are they lump files? (lmp)

On Tue, Feb 23, 2010 at 2:49 PM, Mike Stiehm mikesti...@gmail.com wrote:

 Should we not see a full updated .bsp for the maps? I only have about 5
 files in my update

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
 Sent: Tuesday, February 23, 2010 4:23 PM
 To: 'Half-Life dedicated Linux server mailing list';
 'hlds@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds] Team Fortress 2 Update Released

 A required update for Team Fortress 2 is now available.  The specific
 changes include:

 Engine:
 - Fixed servers being inappropriately delisted from the master server

 Team Fortress 2:
 - Updated CTF_Doublecross
 - Improved clipping to prevent players from getting to unintended places
 - Updated CTF_2Fort
 - Fixed Blue players being able to block the Blue spawn room doors to lock
 in teammates
 - Moved the Blue team Sniper wall down to match the Red team Sniper wall
 - Updated Russian localization strings
 - Fixed the Pyro not being able to deflect enemy flares
 - Fixed pipebombs not being removed if they explode in a func_nogrenades
 zone

 Jason

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Re: [hlds] Mani site down / DNS problem

2010-02-22 Thread Matt Hoffman
Isn't there also an issue in SM with clients running SM and overriding
server variables?

On Mon, Feb 22, 2010 at 11:26 AM, Michael Krasnow mnk...@gmail.com wrote:

 what matt said is correct there is a vulnerability that allows rcon access.

 and kyle what do you mean?

 Mike

 On Mon, Feb 22, 2010 at 2:17 PM, Matthew Gottlieb 
 matthew.j.gottl...@gmail.com wrote:

  The problem with Mani, as I've been told, is the security issues.
 
  ~Matt
 
  On Mon, Feb 22, 2010 at 12:50 PM, Kyle Sanderson kyle.l...@gmail.com
  wrote:
   My only issue with SourceMod is the fact that the menu's don't exactly
  fit
   to the number of options (There can be tons of white space which
 makes
  the
   mod look not that professional in my opinion.
  
  
   Besides that, ditch Mani entirely (His site is back up now).
   Kyle.
  
   On Mon, Feb 22, 2010 at 5:24 AM, Keeper hl2li...@afksoftware.com
  wrote:
  
   XFactorServers was doing some website moving.  We are back up and
  running.
  
   As far as noobish, well to each their own.  Mani did a great job for
 a
   long time keeping his plugin going with little or no contributions.
   SourceMod has a great team of developers behind them, so of course
 their
   stuff is of course up to date and more diverse.  We now have a team in
   place
   and are moving forward on the next MAP.  Will it be better than some
   options
   of SourceMod?  Dunno.  But it will give people a choice, and in the
 end
   that's best IMO.
  
   Keeper
  
  
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Re: [hlds] Clients timing out

2010-02-17 Thread Matt Hoffman
I didn't have to register but whatever: Copy/Paste for you, I haven't read
it.

Some of you may have had the error *Error Verifying STEAM Ticket* when
trying to join a CS: Source or TF2 server. Others are getting*Client Timed
Out: Disconnected*If you have, you know how frustrating it can be.

The problem you're having is not related to the game server or your
software. This is a STEAM client issue related to a STEAM server
connectivity problem. More than likely the main STEAM server you connected
to when your STEAM client first logged on has gone down, is updating or is
extremely busy. This often occurs when STEAM Releases Game updates.
Basically the game server is saying that it can't confirm you're a
legitimate CS: Source licensee because it can't talk to the STEAM
authentication server consistently.

There are two things you can do that will likely to fix it.

OPTION 1: The first is try logging off and then back into STEAM (this is not
the same as restarting STEAM)

To logout and back in to STEAM, do the following:

1. Make sure you remember you're password. (Your username should be saved in
the login screen after you logoff)
2. Right-click on the STEAM icon on the lower right corner of your screen
and select Games
3. Select File
4. Select Change user
5. A message will come up saying this will log you out of STEAM.
6. Click Ok
7. Re-enter your username and password.
8. Log in.

This will disconnect you from the STEAM Authentication server that won't
validate your STEAM tickets and then log you into a new validation server.
It usually works the first time, but if not, log out and back in using the
above process and see if it will let you back in. Often times just waiting a
few minutes will allow the STEAM authentication server to catch up and it
will start working again without you doing anything at all.

If this doesn't work, the next way will.

OPTION 2: Delete and automatically re-create the ClientRegistry.blob

To delete and automatically re-create the ClientRegistry.blob file, do the
following

1. Close STEAM down.
2. Navigate to the following folder:
 - On Windows XP: c:\program files\steam
 - On Windows Vista and Windows 7: c:\program files(x86)\steam
3. Delete the ClientRegistry.blob file from the above folder and close the
explorer
4. Restart STEAM. This will cause STEAM to check for an update and
automatically create a new ClientRegistry.blob file.
5. Go play your game.

Good luck!
Mav

On Wed, Feb 17, 2010 at 7:56 PM, Allan Button abut...@netaccess.ca wrote:

 Can you just post the content. I am not signing up for that site.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Vail
 Sent: Wednesday, February 17, 2010 10:55 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Clients timing out

 Hello Guys,

 Try this.

 http://www.boomgaming.net/smf/index.php/topic,753.msg3461.html#msg3461

 It fixed my timeout problem. Hope it helps at least some of you

 Regards,
 Mike Vail
 www.boomgaming.net

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
 Sent: Wednesday, February 17, 2010 6:57 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Clients timing out

 It's a timeout to Steam/VAC servers, not the local server although they
 have the same disconnect message.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael Krasnow
 Sent: Wednesday, February 17, 2010 6:30 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Clients timing out

 yea i was hosting a local server at one point (same machine) and i timed
 out... how the hell can i time out!!!

 iv seen it say stuff like no steam logon, connection closing, etc

 On Wed, Feb 17, 2010 at 9:22 PM, Tom Grant aksu...@gmail.com wrote:

  Well this would explain why my shitty idle server is empty for the
  first time in a while...
 
  On Wed, Feb 17, 2010 at 9:16 PM, DontWannaName!
  ad...@topnotchclan.com
  wrote:
 
   Its 6pm, perhaps an update tomorrow but usually its just valve
   messing
  with
   the steam back end.
  
   On Wed, Feb 17, 2010 at 6:12 PM, Alexander Baade
   alx.ba...@gmail.com
   wrote:
  
I wonder if an update is coming? This has started happening to me
   yesterday
as well. At first I thought it might be my internet connection.
   
On Wed, Feb 17, 2010 at 5:47 PM, Tony Paloma
drunkenf...@hotmail.com
wrote:
   
 Noticing lots of players getting disconnected with Client timed
  out.
 Doesn't seem to affect all players, but is affecting a large set
 of
   them.
 Also found this thread on SPUF:

 http://forums.steampowered.com/forums/showthread.php?t=1150385



 Known issue? Workaround?

 

Re: [hlds] (no subject)

2010-02-06 Thread Matt Hoffman
I forget.


Sent via Twitter via the ISS.

On Sat, Feb 6, 2010 at 11:10 PM, Connor the Vampire 
radioactivepotato...@live.com wrote:

 me.
 interesting, no?

 --
 From: Mike Stiehm mikesti...@gmail.com
 Sent: Sunday, February 07, 2010 12:08 AM
 To: 'Half-Life dedicated Win32 server mailing list'
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] (no subject)

  How many people have been on this list for less then 6 months?
 
 
  Sent from a septic tank
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kitteny Berk
  Sent: Sunday, February 07, 2010 12:59 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] (no subject)
 
  Oooh, Famicom Modem? Impressive.
 
 
  On 07/02/2010 06:23, Kyle Sanderson wrote:
  Hmm...
 
  Sent from my NES
 
  On Sat, Feb 6, 2010 at 2:31 PM, adam spurginadam.spur...@gmail.com
  wrote:
 
 
  i've been butt-dialed
  http://www.urbandictionary.com/define.php?term=butt+dialbefore,
  this may be the first time i've been butt-emailed though.
 
  On Sat, Feb 6, 2010 at 9:13 AM, Mike Stiehmmikesti...@gmail.com
  wrote:
 
 
  yawn...
 
  (waits for msleeper to step in)
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominic
 
  Marciano
 
  Sent: Saturday, February 06, 2010 10:52 AM
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] (no subject)
 
 
  I think your right, i retract my previous statement.
 
 
  Date: Sat, 6 Feb 2010 08:50:48 -0800
  From: tgnwe...@gmail.com
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] (no subject)
 
  no i feel as though we all need to sit down and discuss this some
 more
 
  Dominic Marciano wrote:
 
  Moving on.
 
 
 
  Date: Sat, 6 Feb 2010 22:07:34 +0800
  From: clontar...@iinet.net.au
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] (no subject)
 
  Saxton Hale's first attempt at using email. From an iPhone of all
  things. I'm impressed.
 
  On 6/02/2010 9:25 PM, Chris Murphy wrote:
 
 
  Sent from my iPhone
 
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Re: [hlds] Team Fortress 2 Update Available

2010-01-27 Thread Matt Hoffman
That is what Korn was complaining about Jeff.

On Wed, Jan 27, 2010 at 5:17 PM, Jeff Sugar jeffsu...@gmail.com wrote:

 I think they mean they fixed others being able to destroy them before being
 stuck. you can still detonate them before hitting something, as far as i
 know

 On Wed, Jan 27, 2010 at 5:12 PM, Kornelijus Survila kornhol...@gmail.com
 wrote:

  Fixed stickies being destructible before they're stuck to something.
 
  :(
 
  On Wed, Jan 27, 2010 at 7:03 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:
  
   Added 3 new hats that can be worn by any class.
 - Towering Pillar of Hats
 - Noble Amassment of Hats
 - Modest Pile of Hat
   Added Propaganda contest winners' hats for First Place, First
 Runner-up,
   and Second Runner-up.
   Added Edit Loadout button to the class menu.
   Changed the main menu background to randomly use the Red, Blue, and
   Soldier/Demo background images.
   Fixed Snipers being able to shoot enemies through gates.
   Fixed Linux servers not properly reconnecting to Steam when they lose
  their
   connection.
   Fixed stickies being destructible before they're stuck to something.
   Fixed the return progress bar above a dropped flag not animating if the
   return time on the flag is less than 30 seconds.
   Fixed the CTF HUD not properly handling flags being disabled/enabled
  during
   the round.
   Fixed player health panels sometimes using the wrong animations for
  buffed
   or low health values.
   Updated the net_showevents convar to be marked as a cheat.
   Updated the main menu news buttons to direct players to the most recent
  TF2
   update and the TF2 blog.
   Updated Italian localization strings.
   Updated the custom TF2 fonts with Polish characters.
   Updated CP_Gorge.
 - Added more cover outside of the initial BLU spawn area.
 - Added a forward spawn for the BLU team after Cap1 is captured.
 - Added another access point to the upper level from the front of the
  RED
   base
 - Added more cover in the room just before Cap2.
 - Decreased RED team's respawn time while they own Cap1.
 - Fixed a few areas where players would sometimes become stuck.
  
   Community requests:
   Added new options for the Invade CTF game mode flag. Default is 1.
 - 0 : No neutral time
 - 1 : Flag goes neutral in 30 seconds (current behavior)
 - 2 : Flag goes neutral in 1/2 the return time
   Added scoring choice for the Invade CTF game mode. Default is 0.
 - 0 : Increment score (current behavior)
 - 1 : Increment capture count
   Added new inputs to item_teamflag
 - ForceDrop : Force the flag to be dropped if it's being carried by a
   player.
 - ForceReset : Force the flag to be dropped if it's being carried by
 a
   player, then reset the flag to its original location.
 - SetReturnTime : Set the length of time (in seconds) before a
 dropped
   flag returns to base.
   Added new output to item_teamflag
 - OnTouchSameTeam : Sent when the flag is touched by a player on the
  same
   team.
  
   Jason
  
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Re: [hlds] [TF2] No Loadout.

2010-01-13 Thread Matt Hoffman
Zover Mirklo / izvrash...@inbox.lv

He's on TPB distributing the torrents... Least the username matches his
email and it's also TF2 so I gurantee it's the game guy.

On Wed, Jan 13, 2010 at 3:33 PM, Marc Wustrack muffe...@googlemail.comwrote:

 Whose servers are nosteam? o.o

 2010/1/14 Mike Stiehm mikesti...@gmail.com

  spend the $10 and buy the game you jackass!
 
  DontWannaName! ad...@topnotchclan.com wrote:
 
  PWNT :P No steam no support...
  
  On Wed, Jan 13, 2010 at 2:12 PM, Spencer 'voogru' MacDonald 
  voo...@voogru.com wrote:
  
   Your servers are NOSTEAM anyway so why would you want to connect to
  Steam?
  
   - voogru.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Zover
 Mirklo
   Sent: Wednesday, January 13, 2010 4:08 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] [TF2] No Loadout.
  
   Yeah auto-reconnection to loadout servers is broken since
   soldier/demoman update. It looks like this in connection logs:
   StartAutoReconnect() will start in 3 seconds
   Connect() starting connection (eNetQOSLevelMedium,
   68.142.91.34:27017, UDP)
   ConnectFailed('Connection Failed') (68.142.91.34:27017, UDP)
   StartAutoReconnect() will start in 4 seconds
   Connect() starting connection (eNetQOSLevelMedium,
   68.142.91.34:27017, UDP)
   ConnectFailed('Connection Failed') (68.142.91.34:27017, UDP)
   StartAutoReconnect() will start in 4 seconds
   Connect() starting connection (eNetQOSLevelMedium,
   68.142.91.34:27017, UDP)
   ConnectFailed('Connection Failed') (68.142.91.34:27017, UDP)
   StartAutoReconnect() will start in 3 seconds
   Connect() starting connection (eNetQOSLevelMedium,
   68.142.91.34:27017, UDP)
   ConnectFailed('Connection Failed') (68.142.91.34:27017, UDP)
   StartAutoReconnect() will start in 5 seconds
   Connect() starting connection (eNetQOSLevelMedium,
   68.142.91.34:27017, TCP)
Quoting ics : No no, this issue is Valve's doing right now. Last
   night (or day where
ever you live) there was maintenance at Steam. Since then, our
   servers
have losing connection to Steam by every hour and we have restarted
   them
multiple times to fix this issue. They do not connect back to Steam
   at
any point. Everything else (vac, steam master servers connect etc)
   works
fine but unlockables are missing.
-ics
Marc Wustrack kirjoitti:
 Its seems like its working for now without this joinclass plugin.
 But my server still loses his connection after a few hours and
 doesn't reconnect on it self, always have to restart the whole
   server :/
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   Links:
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   [1] mailto:i...@ics-base.net
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Re: [hlds] [TF2] No Loadout.

2010-01-12 Thread Matt Hoffman
I don't know how to help you, but I'm curious as to your decisions on the
two plugins.

1: Is that so you can show how sad of a state the drop system is based on
how few hats it gives? :P
2: Why put them in a team? Nothing frustrates players more than afk people
on the team, because it prevents the game from doing auto-balance right.

On Tue, Jan 12, 2010 at 3:00 PM, Marc Wustrack muffe...@googlemail.comwrote:

 Sourcemod with standard plugins and 2 extra plugins.

 1. Writes every item drop in a textfile
 2. Joines the Player into random team so nobody stays spectator.

 Thats all.

 2010/1/12 Kyle Sanderson kyle.l...@gmail.com

  Interesting, is your server running any sort of fake players plugin or
  anything that the TF2 developers would consider... cheating?
 
  Kyle
  On Tue, Jan 12, 2010 at 2:33 PM, Marc Wustrack muffe...@googlemail.com
  wrote:
 
   Different IP doesnt help too.
   iptables isn't installed.
  
   2010/1/12 Kahos kahos...@gmail.com
  
On Jan 12, 2010 3:49 PM, Marc Wustrack muffe...@googlemail.com
   wrote:
   
I'll try to assign the server to a different IP.
If its a network issue it is probably not my fault cuz i havent
 changed
anything
and i don't use iptables.
The box is running debian.
   
2010/1/12 Allan Button abut...@netaccess.ca
   
 Do you have any firewall? If this is Linux, what is the output of 
 
Iptables -L  
   
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Re: [hlds] Team Fortress 2 Update Available

2010-01-06 Thread Matt Hoffman
There's already http://tf2app.com/blacklist/ which is an active list. I
believe it is designed for Peer Guardian/Peer Block/etc, so I second the
option to import IP's and not have it be formatted.


On Wed, Jan 6, 2010 at 5:56 PM, Spencer 'voogru' MacDonald 
voo...@voogru.com wrote:

 The issue with the fake bot pings would probably have become more of an
 issue now that bots are becoming more available. Malicious server operators
 could disguise the valve tf2 bots as real players.

 Combine that with fake players in queries and you have one more problem to
 deal with.

 I've seen some of these servers actually disable the status command so you
 can't see their BOT steamids as well.

 With the creation of blacklists hopefully some people come up with a decent
 blacklist. I would have liked to see the blacklist option be able to import
 IP's from a website (even if it's just a txt file on the website) like
 PeerGuardian, perhaps it can be in a future update.


 -voogru


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dislexsick
 Sent: Wednesday, January 06, 2010 6:44 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Available

 The update states it is people changing the word BOT in the ping column on
 the scoreboard...

 This does not address fake player counts, a far more widespread and
 malicious tactic imo.

 Cheers,

 Joshua Bost

 -Original Message-
 From: Andy C grossk...@flotgaming.net
 Sent: Thursday, 7 January 2010 09:37
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] Team Fortress 2 Update Available

 The bot issue you are refering to has to do with server admins running
 fake
 clients plugins. These report more players in the server than there
 actually is. Apparently Valve has come up with bots that actually play the
 game, just like in L4D/L4D2.

 On Wed, Jan 6, 2010 at 5:18 PM, Josh Bost dislexs...@dislexsick.com
 wrote:

  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.com
  wrote:
 
   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
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