Re: [hlds] TF MvM hosting questions

2012-08-14 Thread munra
I would also like to know the answer to this. 


-Original message-
From: Saint K. sai...@specialattack.net
Date: Tue, 14 Aug 2012 06:51:04 -0400
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Subject: Re: [hlds] TF MvM hosting questions

 Will we be able to restrict a MvM server to people in the steamgroup only, 
 like in L4D2?
 
 Saint K.
 
 From: hlds-boun...@list.valvesoftware.com 
 [hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn 
 [fletch...@valvesoftware.com]
 Sent: 14 August 2012 08:52
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Win32 
 server mailing list (hlds@list.valvesoftware.com)
 Subject: Re: [hlds] TF MvM hosting questions
 
 MvM matchmaking will be restricted to 6 players at launch.
 
 The matchmaking also supports joining games in progress to fill an empty 
 slot, in which case of course the current map will not be changed.
 
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Agro
 Sent: Monday, August 13, 2012 11:40 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF MvM hosting questions
 
 Is MvM matchmaking going to be limited to 6 players or was the 6 players 
 join, map changes logic just an indicator of server behavior to expect?
 - Reply message -
 From: Fletcher Dunn 
 fletch...@valvesoftware.commailto:fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list 
 (hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com)
  
 hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com,
  Half-Life dedicated Win32 server mailing list 
 (hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com) 
 hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com
 Subject: [hlds] TF MvM hosting questions
 Date: Tue, Aug 14, 2012 06:39
 
 Here are some answers to questions regarding hosting MvM servers:
 
 * Players can join your server through any means they can join PvP games: the 
 server browser, ad hoc joins, or the new matchmaking system (quickplay beta).
 * To accept matchmaking traffic, you must select which sort of traffic you 
 want.  (Regular PvP traffic or MvM traffic.)  Set “tf_mm_servermode 2” to be 
 placed in the MvM pool.
 * For MvM matchmaking, if 6 players are sent to your server to start a new 
 game, it will switch to whatever map the players selected.
 * You will need a TF gameserver account to accept matchmaking traffic.
 * You can switch the server in and out of any matchmaking mode pool or back 
 to any regular game mode at any time.
 * The CPU usage for a 6 player MvM game is about the same as for a regular TF 
 server.  (Yep, this mode requires significantly more CPU cycles per player 
 than the PvP mode, that’s an unfortunate fact.)
 
 Given the surge of players that comes with any major release, and the player 
 / server ratio of this game mode, the demand for MvM servers will probably be 
 high.  We expect that a large number of players will want to try out the new 
 mode, so we will be converting most of our servers to host MvM, and then 
 adjust the allocation based on what players are playing.
 
 I, for one, DO NOT welcome our new robot overlords!
 
 - Fletch
 
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Re: [hlds] [hlds_linux] [hlds_announce] Mandatory TF2updatereleased

2012-08-02 Thread munra
Crashes for me when set in the server.cfg as well. 


-Original message-
From: Fletcher Dunn fletch...@valvesoftware.com
Date: Thu, 02 Aug 2012 19:23:43 -0400
To: Half-Life dedicated Linux server mailing 
listhlds_li...@list.valvesoftware.com,  Half-Life dedicated Win32 
servermailing list hlds@list.valvesoftware.com
Subject: Re: [hlds] [hlds_linux] [hlds_announce] Mandatory TF2updatereleased

 OK, I think putting it in a server.cfg is the workaround for now.
 
 We'll fix it to make it legal to set it in autoexec in a later update.
 
 Thanks for the bug report.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Claudio 
 Beretta
 Sent: Thursday, August 02, 2012 5:21 PM
 To: Half-Life dedicated Win32 server mailing list
 Cc: Eric Smith; hlds_annou...@list.valvesoftware.com; Half-Life dedicated 
 Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] [hlds_announce] Mandatory TF2 update released
 
 setting it later from rcon doesn't crash
 
 
 On Fri, Aug 3, 2012 at 2:17 AM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:
 
  Thanks, we'll look into it.  Try setting it later, does it still crash 
  for you?
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Claudio 
  Beretta
  Sent: Thursday, August 02, 2012 5:15 PM
  To: Eric Smith
  Cc: hlds_annou...@list.valvesoftware.com; Half-Life dedicated Win32 
  server mailing list; Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] [hlds_announce] Mandatory TF2 update 
  released
 
  having tf_mm_servermode 1 in autoexec.cfg will make the server crash 
  at startup verified on a dozen windows and linux servers
 
 
 
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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-05-11 Thread munra
Looks like you are running TCadmin V1 which I think as a batch update 
option(But you have the program in rdp) v2 does not but I have requested a 
couple times this year. 
-Original message-
From: Team BOOM!  teamb...@comcast.net
Date: Thu, 10 May 2012 17:43:28 -0400
To: 'Half-Life dedicated Win32 server mailing list'hlds@list.valvesoftware.com
Subject: Re: [hlds] Mandatory Team Fortress 2 Update Released

 I sure wish the updates would run the first time I try. I'm constantly
 getting messages like this and have to restart them after 10 mins of
 waiting, over and over again:
 
 
 Starting the Steam Update...
 Don't close this window. If you close this window the update will still
 be executed on the server
 
 
 Stopping the game server...
 Game server has been stopped.
 Checking bootstrapper version ...
 Updating Installation
 Command aborted
 Starting the game server...
 Game server has been started.
 The Steam update has completed. You may close this window.
 
 
 I know the Content servers are busy, but this just shouldn't happen these
 days. The jobs shouldn't abort. G!!!
 
 
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
 Sent: Thursday, May 10, 2012 3:21 PM
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux
 server mailing list; 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds] Mandatory Team Fortress 2 Update Released
 
 We've released a mandatory update to Team Fortress 2. The notes for the
 update are below.
 
 -Eric
 
 --
 
 Team Fortress 2
 - Added The Front Runner
 - Added new promotional items
 - Added the UGC Highlander Season 6 medals
 - Fixed a bug that sometimes prevented servers from reconnecting to the item
 server after dropping connection
 - Fixed a client crash when using custom main menu .res files
 - Fixed a bug that allowed buildings to be built in nobuild/respawn volumes
 - Updated the localisation files
 - Added Enabled/Disabled inputs for the mapobj_cart_dispenser entity
 - Added ability to add custom colors in chat messages. Use either:
   - \x07 followed by a hex code in RRGGBB format
   - \x08 followed by a hex code with alpha in RRGGBBAA format   
 
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Re: [hlds] Fwd: Re: Experience with Virtualization

2012-04-25 Thread munra
If you are running windows (which I assume you are or at some point were 
because this is the windows mailing list) Tcadmin has implemented a vm system 
which actually seems to work without actually installing vm software.   It 
works pretty well with some of the testing I have done. 


-Original message-
From: Steven Sumichrast packh...@gmail.com
Date: Wed, 25 Apr 2012 15:20:28 -0400
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Subject: Re: [hlds] Fwd: Re: Experience with Virtualization

 I run all of my servers on ESXi 4 currently.  Absolutely no issues.
 
 On Wed, Apr 25, 2012 at 2:15 PM, Cameron Munroe
 cmun...@cameronmunroe.comwrote:
 
  All of my servers run on XenServer with no issue, however they have a CPU
  cost to run, so make less VMs with more game servers on that vm. You also
  need to make sure that this hardware is dedicated to you if you are running
  a event as generally I have found 1 core = 1 game server. BTW make sure you
  run this as 64bit and you will get a bonus in performance.
 
 
   Original Message 
  Subject: Re: [hlds] Experience with Virtualization
  Date: 2012-04-25 09:49
  From: Ken Bateman novadeni...@gmail.com
  To: hlds@list.valvesoftware.com
  Reply-To: Half-Life dedicated Win32 server mailing list 
  hlds@list.valvesoftware.com
 
  On 4/25/2012 12:31 PM, Charles Mabbott wrote:
 
  In a general sense, the issue you will see with Virtualization is if the
  hardware itself gets busy, you're VM will not get CPU cycles it needs.
  (%ACTIVE is the VMware term) If you can guarantee the hardware won't get
  that busy, you should be alright, but if there is a chance, it mgiht or you
  don't have direct control over the actual hardware, you could run into
  issues down the road.
 
   My experience with a TF2 server running on a Xen VPS (
  http://www.linode.com/ ) has been that I/O was the limiting factor.  I
  got much choppier performance when I had replays and SourceTV demos enabled.
 
  Also, you can dramatically reduce the memory footprint of multiple servers
  running on the same box if you make smart use of symlinks or directory
  junctions.
 
  -Ken
 
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  --
  -- Cameron Munroe
 
  http://www.cameronmunroe.com/
  http://www.munroenet.com/
  http://www.gaming-servers.net/
 
 
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Re: [hlds] Running A Dedi Server on CS:GO

2012-04-16 Thread munra
It really wouldn't help valve to beta test if they releases the server.dll.  
Because they need pure installations of cs:go not modified servers with 
sourcemod.   
-Original message-
From: Kip Kinnunen kinnunen...@gmail.com
Date: Sun, 15 Apr 2012 22:56:28 -0400
To: hlds@list.valvesoftware.com,  hlds_li...@list.valvesoftware.com
Subject: [hlds] Running A Dedi Server on CS:GO

 I have access to CS:GO, I've tried running a listen server before
 testing this, but my listen server wouldn't update to the master list.
 So I decided to try and run a dedicated server, unluckily there is
 currently no option for us to install a CS:GO SRCDS, meaning it's
 impossible to get on the master list.
 
 We have the server.dll files, so why aren't we allowed to host our own
 servers? Right now the only populated servers are for east coast users
 anyway, and most of the servers are run by germans and the pings are
 150ms.  I know it's a beta but if anything it would make it easier
 for Valve to address bugs if the public were to get a hold of the
 srcds and not to mention allow us to have a lot more fun :)
 
 Thanks,
 kinnnunen...@gmail.com
 
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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-03-01 Thread munra
Initializing Steam...
Checking bootstrapper version ...
Updating Installation
Command aborted

I keep getting this
Assuming this is a steam problem? anyone else?


-Original message-
From: Eric Smith er...@valvesoftware.com
Date: Thu, 01 Mar 2012 20:23:35 -0500
To: Half-Life dedicated Win32 server mailing listh...@list.valvesoftware.com, 
Half-Life dedicated Linux server mailing listhlds_li...@list.valvesoftware.com, 
'hlds_annou...@list.valvesoftware.com'hlds_annou...@list.valvesoftware.com
Subject: [hlds] Mandatory Team Fortress 2 Update Released

 We've released a mandatory update to Team Fortress 2. The notes for the 
 update are below.
 
 -Eric
 
 --
 
 Team Fortress 2
 - Added The Teufort Tooth Kicker
 - Fixed being able to call server votes for training maps
 - Fixed a case where capturing a point in overtime would end the round before 
 time could be added
 - Fixed not hearing the third-person weapon sounds for The Gloves of Running 
 Urgently, The Overdose, and The Wrap Assassin
 - Fixed unusual particles appearing in the wrong place for the Desert Marauder
 - Improved bot behaviors
 - Updated cp_mountainlab
- Fixed several clipping issues
 - Updated the gamehaptics file:
- Added draw/swing/stab forces to the Black Rose
- Added missing forces for Three Rune Blade
- Added more detail to butterfly knife draw forces
- Modified Overdose recoil force to more accurately reflect new sound 
 effect
- Refined Huntsman  Minigun recoil forces
- Refined Jarate throw force
- Refined Syringe Gun crit recoil forces
 - Arquivos de localização atualizados
 
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Re: [hlds] Let's be honest

2011-12-08 Thread munra
Players can't make the choice if the server is giving false information.   
That's why there is a tags system.  I can't choose to play in a server with no 
bots in the server is incorrectly reporting those bots as humans, or 
artificially increasing their server score by sending incorrect information to 
the master server.  


-Original message-
From: Bajdechi \Nightbox\ Alexandru alexandrualexa...@gmail.com
Date: Thu, 08 Dec 2011 17:45:02 -0500
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Subject: Re: [hlds] Let's be honest

 I agree with Olsen, it should be about choice. However we need to say NO to
 Fake clients servers and other harmful strategies.
 
 2011/12/9 E. Olsen ceo.eol...@gmail.com
 
  I think you missed my point. It should be all about player choice, and
  trying to deliver what they're looking for. By giving the player the OPTION
  of being placed in a modified server, they would (IMO) be helping the TF2
  community in the long run by showing the players the variety that's out
  there.
 
  There can be no doubt that Quickplay itself can (and most likely is)
  limiting the experience of some players who don't use (or might not even
  know how to use) the server browser itself. There is a reason that the
  modding communites for these types of games have flourished, and it's
  certainly NOT because all people want is the vanilla experience.
 
  Again, I'm not even saying one is better than the other - every player
  develops their own preferencesbut it's clear that the moddable nature
  of  the game give it LEGS. How many people woudl ahve never exprienced the
  Gun Game mod on CSS if the only way they ever joined a server was by
  getting sent to a vanilla server via a matchmaking button?
 
  I fully understand the voices out there who say give all that Quickplay
  traffic to us - we'll homogenize our servers however we have to to get it,
  as their probably the same folsk who throw up servers and expect them to
  fill up on theri own with little to no active server seeding by real
  players, etc. However, a modified server is not a negative, it's simply
  DIFFERENT. While most of my server will never benefit from Quickplay due to
  the over 70 custom maps that we run, it's really a shame that they don't,
  because those players are missing out on a ton of high-quality maps (we
  were among the very first servers to host hoodoo, frontier, and a plethora
  of other maps that were in varous stages of development, and we still host
  a couple of dozen in various stages of beta) that they'll most likely
  never get to see by hitting that button.
 
  Again, I'm not turning my nose up at Vanilla, or any game mode/style for
  that matter - to each their own. I'm simply saying that by building
  vanilla walls around quickplay players, without even giving them the
  OPTION of being matched to a modified server and/or a custom map, we are
  denying them what has made TF2 great in the first place. Personally, I'd
  like TF2 to be around indefinitely, and I'm only interested in what I think
  will keep both new and veteran players interested in the game in the
  long-term.
 
 
  On Thu, Dec 8, 2011 at 5:19 PM, Rob Liu robl...@gmail.com wrote:
 
  Quickplay is for vanilla servers.  If you choose to go nocrits/nospread
  to cater for the competitive crowd, that's your choice.
 
  Why should Valve give in and give you the quick play traffic?  I can't
  speak for Valve, but I assumed the whole point of quickplay is to reward
  servers that provide the true TF2 experience Valve intended to be.
 
  I know I sounded like a spoiled child who won't share his toys.  But if
  that's the direction we're heading with quickplay. We might as well put
  instant spawn, fast spawn and bots servers to the quick play filter too.
  Where do we draw the line is what I'm trying to say here.
 
  On Fri, Dec 9, 2011 at 10:07 AM, T Marler bloodyi...@shaw.ca wrote:
 
  Hi Fletcher,
 
  Does this change in stance mean we will some day see quick
  matching/quickplay for nocrits/disable damage spread/disable weapon spread
  servers? Competitive people like fresh blood too.
 
 
 
 
  - Original Message -
  From: Fletcher Dunn fletch...@valvesoftware.com
  Date: Thursday, December 8, 2011 2:00 pm
  Subject: [hlds] Let's be honest
  To: Half-Life dedicated Linux server mailing list (
  hlds_li...@list.valvesoftware.com) hlds_li...@list.valvesoftware.com,
  Half-Life dedicated Win32 server mailing list (
  hlds@list.valvesoftware.com) hlds@list.valvesoftware.com
 
   We all know that some server operators run mods specifically
   designed to falsify information sent to the Valve backend and to
   their players.  These mods inaccurately report the player
   count and whether players are human or not.  They conceal
   that significant modifications to gameplay have been made.
   This is detrimental to players' experience.
  
   Perhaps some server operators would actually prefer to not 

Re: [hlds] problem with the server

2011-11-18 Thread munra
I think his confusion came from this is the Half-Life dedicated Win32 server 
mailing list   There is a another list of linux. 


-Original message-
From: alex satern...@gmail.com
Date: Fri, 18 Nov 2011 08:41:49 -0500
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] problem with the server

 Thank you that responded
 No, the server on Linux (Debian)
 How to update Steam client on Linux?
 In the past, just start the server and I created a folder Steam. Now the 
 folder
 is not created and a UDP port that the server no (269**).
  Can I then blocked that and it prevents the server to connect to the server
 Steam? Or the rights of a file is missing?
 
 
 
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Re: [hlds] Max FPS

2011-10-17 Thread munra
This maybe useful to some people.

I was running higher FPS servers (500 fps) 0n my win 2008R2 server with 
sourcefpsbooster running.  After the update I noticed lots of lag but once I 
disabled the fps booster the lag went away.  As there is no need for it when 
the tick/fps is locked at 66.  So maybe that will help some of you.  I 
personally now can't tell a difference.


-Original message-
From: Dominik Friedrichs d...@forlix.org
Date: Mon, 17 Oct 2011 11:22:06 -0400
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Subject: Re: [hlds] Max FPS

 I too couldn't care less about the raging nerds who try to squeeze the 
 last bit of performance out of their game, even if it gives them an 
 unfair advantage over the majority of other players. The game should be 
 fun and fair for everyone. Believe it or not, I'm still playing with a 
 PC dated 2005 and my client FPS drop below 20 quite often in TF2. I 
 highly doubt that anyone would notice any difference in server FPS 
 playing from such a machine, and I'm quite happy that Valve levels the 
 playing field in this regard. If - for some people - the in-game 
 experience isn't smooth enough, I recommend getting a life.
 
 On 2011/10/17 16:54, Drogen Viech wrote:
  Just one thing - keep going valve, i really appreciate the changes you
  guys are doing regarding fps and tickrate! I might even start playing
  css again because of this :)
  (Please don't start flaming me for spamming your inboxes, i'm just
  trying to give valve a heads up instead of raging about locked server
  side fps sucks :(
 
 
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Re: [hlds] Small Required Update for RO2 Dedicated Server released-final update before launch

2011-09-14 Thread munra
Don't delete the ini just change the settings in the defaultweb.ini .  When 
ever the server overwrites the roweb.ini  it will be pull the settings from the 
defaultweb.ini. 
-Original message-
From: Flubber flub...@gmail.com
Date: Wed, 14 Sep 2011 08:21:20 -0400
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Subject: Re: [hlds] Small Required Update for RO2 Dedicated Server 
released-final update before launch

 Yesterday, server won't allowed players to get in unless i restore the
 deleted default*.ini.
 
 2011/9/14 Steven Hartland kill...@multiplay.co.uk
 
  **
  Doesn't here, deleting defaultweb.ini and creating an roweb.ini with the
  wanted settings works just fine.
 
  Regards
  Steve
 
  - Original Message -
  *From:* Bobby bobby3...@gmail.com
  *To:* 'Half-Life dedicated Win32 server mailing 
  list'hlds@list.valvesoftware.com
  *Sent:* Tuesday, September 13, 2011 11:15 PM
  *Subject:* Re: [hlds] Small Required Update for RO2 Dedicated Server
  released- final update before launch
 
   If you rename defaultweb.ini it will still generate a new one and turn
  off web.
 
  -bobby
 
  ** **
 
 
  
  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.
 
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Re: [hlds] Unable to load steam support library..

2011-08-17 Thread munra
I can verifiy what the servant is saying. I have a steam client installed on my 
2008r2 box and even it its not running the steam client needs to be started and 
updated before the servers works or in my case is visible on the steam browser. 
 Its happened twice to me, this last update and the quick play update.   
-Original message-
From: Fletcher Dunn fletch...@valvesoftware.com
Date: Wed, 17 Aug 2011 13:41:05 -0400
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Subject: Re: [hlds] Unable to load steam support library..

 To clarify, if you have an old steam client installed, you can have problems. 
  It does not need to be running to interfere.
 
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jonathan Zakay
 Sent: Wednesday, August 17, 2011 10:34 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Unable to load steam support library..
 
 Thanks for the reply and advise Mike, I have tried the suggestions you posted 
 bellow but the server is still having the issue.
 
 I double checked and -verify_all  did have the correct syntax in the batch 
 file we use to update.
 
 I did remove the InstallRecord.blob, as far as I am aware it had no affect.
 
 I did double look into the bin folder and I did as you said and 
 re-named/re-downloaded the contents of the folder but I am still having the 
 same issue
 The box that runs the servers is not really used for much else, no steam 
 client was running and the only (significant) other things It has running is 
 Filezilla (Server/Client), ServerDoc, multiple Garry's Mod servers and also a 
 Terraria server. Also, to be more precise - The server is running Window's 
 Server 2008 R2 Datacenter-Edition, though I doubt this is the problem.
 
 I have just now installed a completely fresh install of TF2, its completely 
 vanilla and is being launched through a basic batch file. The vanilla-fresh 
 installed server is still having the same issue where it is Unble to load 
 steam support libraries.
 
 
 Thanks for the help,
 Jon
 
 
 On 17 Aug 2011, at 15:59, Team BOOM! wrote:
 
 
 Dear Jon,
 
 I just wanted to confirm you're using the correct syntax for the verify
 option in the command line, which should be -verify_all
 
 If that is correct and the files are still out of wack, perhaps you should
 try the following:
 
 1. Force an version check on the server by deleting the 
 InstallRecord.blob file found in the game server's root folder might get
 things moving?
 
 2. If the above doesn't fix any mismatched files, then I would shutdown the
 game server, rename the /orangebox/bin folder to bin.old, then run the
 update again so it loads a fresh copy of the bin folder. I believe the files
 you are having trouble with are all in that folder.
 
 You might also wish to be sure Steam is not running on the box during the
 update process. There have been mixed reports that having a Steam client
 running on the same box as the game servers has been causing some problems
 with updates when valve makes changes to the Steam binaries within the SRCDS
 software.
 
 Please keep us posted so other may benefit if you fix it.
 
 Good luck bud, you'll get it!
 Mike
 
 
 
 

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[hlds] Server rates for low bandwidth consumption

2011-08-05 Thread munra


Any one get any hints on what kind of server rates I should be using for a 
trade server for the lowest bandwidth consumption?



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Re: [hlds] Crash on mapchange

2011-06-17 Thread munra
I am seeing something similar to this on a windows servers with replay enabled. 
  However its not constant or every map change for me.   Talking to a friend 
running linux servers removing replay helped with his issue. 
-Original message-
From: Jonah Hirsch crazydog...@gmail.com
Date: Fri, 17 Jun 2011 15:52:50 -0400
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Subject: [hlds] Crash on mapchange

 Not sure what's happened here.
 
 Got a notice from one of our admins that when they change the map to
 pl_goldrush, the server crashes. After turning off all addons, and testing
 some more. ANY mapchange crashes the server.
 
 In order to do a verify_all I have to send in a support ticket to my GSP, so
 in the meantime, any ideas?
 ---
 Jonah Hirsch
 
 

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[hlds] Monday Night Combat Server Download

2011-03-17 Thread Munra
Anyone else having issues downloading/updating Monday Night Combat with the
HLDSUPDATETOOL?

 

C:\Gameservers\Master\hldsupdatetool -command update -game mondaynightcombat
-dir C:\Gameservers\MNC\216.231.142.14 -retry -verify_all

 

All I get is 

 

Retrying in 30 Seconds..

 

Ran like that all night last night.

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Re: [hlds] 2008 R2 Timer Resolution

2011-03-12 Thread Munra
Yup Thanks

The server is on its way to the data center now.  Once it is there I will
use the drac to take a quick peak in the bios.  I am 90% just from googling
that the dell 1950 does support HPET if not the fps boaster will fine. 

Thanks again

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of turb0z
Sent: Saturday, March 12, 2011 10:03 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] 2008 R2 Timer Resolution

Munra,

Looks like you got what you wanted, you set?  If not I can zip up and attach
the file here that I use.

I also use HPET and run 2 1000fps private TF2 servers and people generally
see a difference. I'm not sure it's the 1000fps more than it's the fact that
this server runs only 6 servers. 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of HooTs
Administrator
Sent: Thursday, March 10, 2011 2:26 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] 2008 R2 Timer Resolution

Very true, plus you'll only see the difference on very large servers at 32
players or more.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Team BOOM! 
Sent: Thursday, March 10, 2011 12:16 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] 2008 R2 Timer Resolution

In most cases, in order to get 1000 FPS in a Source server under Windows,
you need to have a processor and motherboard that supports High Precision
Event Timer(HPET) - http://en.wikipedia.org/wiki/High_Precision_Event_Timer
on its chipset and BIOS features, run a timer booster program and set your
server's rates accordingly (I have not tried it with just HPET enabled and
no timer software, so I cannot attest it working with HPET only).

I have successfully run 1000 FPS servers but honestly, in spite of all the
hype about 1000 FPS from some gamers, no one I personally know has ever been
able to tell the difference between 500 FPS and 1000 FPS while playing
games. 

As for what we get for FPS with booster software, as long as you set your
rates (fps_max setting) properly, a Source server should get a consistent
512 fps.

Take care...


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Munra
Sent: Thursday, March 10, 2011 4:33 AM
To: d...@forlix.org; 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] 2008 R2 Timer Resolution

With 2003 or 2008 I have never gotten more than 64 fps without a booster.  

The file listed on whispers tikirate wiki page works fine on 2008
http://whisper.ausgamers.com/wiki/index.php/Tickrate#Instructions

I am not try to get 1000 fps because that is just useless but again I see
forum posts and other mailing list claiming they are doing it without a 3rd
party program running so I guess I was just more curious then anything,  

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominik Friedrichs
Sent: Thursday, March 10, 2011 6:47 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] 2008 R2 Timer Resolution

Wow, 5 lines of code for the HiRes Timer and someone pastes them into a
project that requires .NET and builds an installer... Had he used VC6 he'd
have a single EXE file Windows-Service that'd run on Win 3.11 and up. (just
kidding)

Anyway, how much FPS do you guys actually get with this thing? Up to 512? At
least thats what I've always been getting on all my 2003 servers, without
running a booster.
I tried it once and it didnt make a difference.

On 2011/03/10 12:14, Team BOOM! wrote:
 Below a link to the one I use on my Windows 2008 64-bit dedicated server.

 http://www.boomgaming.net/downloads/HiResTimer.zip

 This timer requires the Microsoft .net 1.1 framework package be loaded 
 on your box first. It can be found here:
 http://www.microsoft.com/downloads/en/details.aspx?FamilyId=262D25E3-F
 589-4842-8157-034D1E7CF3A3displaylang=en
 http://www.microsoft.com/downloads/en/details.aspx?FamilyId=262D25E3-
 F589-4842-8157-034D1E7CF3A3displaylang=en

 Once installed, the timer runs as a Windows Service so there's no 
 need to logon and start it each time the box is rebooted. It works 
 perfectly for me and has for several years.

 Just a quick note about the Microsoft.net 1.1 framework installer. 
 When installing the .net package, you will likely get a warning from 
 Windows that the package is not designed to run under Windows 2008, 
 but it will allow you to ignore the warning and continue with the 
 install. I have loaded Microsoft.net 1.1 on at least 25 Windows 2008 
 dedicated server boxes and never once had an issue with it screwing
anything up.

 Have a good one

Re: [hlds] 2008 R2 Timer Resolution

2011-03-12 Thread Munra
What's resource usage on say an 600 fps server with HPET enable compared to
it disabled.   Or will resource usage be simply based on the configuration
of the game server itself? 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of turb0z
Sent: Saturday, March 12, 2011 1:49 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] 2008 R2 Timer Resolution

I'm almost positive (just a caution) that you'll need the fps booster
regardless of HPET.  HPET just lets you set the fps value at startup to 0,
which puts the fps at 1,000.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Munra
Sent: Saturday, March 12, 2011 12:31 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] 2008 R2 Timer Resolution

Yup Thanks

The server is on its way to the data center now.  Once it is there I will
use the drac to take a quick peak in the bios.  I am 90% just from googling
that the dell 1950 does support HPET if not the fps boaster will fine. 

Thanks again

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of turb0z
Sent: Saturday, March 12, 2011 10:03 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] 2008 R2 Timer Resolution

Munra,

Looks like you got what you wanted, you set?  If not I can zip up and attach
the file here that I use.

I also use HPET and run 2 1000fps private TF2 servers and people generally
see a difference. I'm not sure it's the 1000fps more than it's the fact that
this server runs only 6 servers. 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of HooTs
Administrator
Sent: Thursday, March 10, 2011 2:26 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] 2008 R2 Timer Resolution

Very true, plus you'll only see the difference on very large servers at 32
players or more.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Team BOOM! 
Sent: Thursday, March 10, 2011 12:16 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] 2008 R2 Timer Resolution

In most cases, in order to get 1000 FPS in a Source server under Windows,
you need to have a processor and motherboard that supports High Precision
Event Timer(HPET) - http://en.wikipedia.org/wiki/High_Precision_Event_Timer
on its chipset and BIOS features, run a timer booster program and set your
server's rates accordingly (I have not tried it with just HPET enabled and
no timer software, so I cannot attest it working with HPET only).

I have successfully run 1000 FPS servers but honestly, in spite of all the
hype about 1000 FPS from some gamers, no one I personally know has ever been
able to tell the difference between 500 FPS and 1000 FPS while playing
games. 

As for what we get for FPS with booster software, as long as you set your
rates (fps_max setting) properly, a Source server should get a consistent
512 fps.

Take care...


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Munra
Sent: Thursday, March 10, 2011 4:33 AM
To: d...@forlix.org; 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] 2008 R2 Timer Resolution

With 2003 or 2008 I have never gotten more than 64 fps without a booster.  

The file listed on whispers tikirate wiki page works fine on 2008
http://whisper.ausgamers.com/wiki/index.php/Tickrate#Instructions

I am not try to get 1000 fps because that is just useless but again I see
forum posts and other mailing list claiming they are doing it without a 3rd
party program running so I guess I was just more curious then anything,  

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominik Friedrichs
Sent: Thursday, March 10, 2011 6:47 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] 2008 R2 Timer Resolution

Wow, 5 lines of code for the HiRes Timer and someone pastes them into a
project that requires .NET and builds an installer... Had he used VC6 he'd
have a single EXE file Windows-Service that'd run on Win 3.11 and up. (just
kidding)

Anyway, how much FPS do you guys actually get with this thing? Up to 512? At
least thats what I've always been getting on all my 2003 servers, without
running a booster.
I tried it once and it didnt make a difference.

On 2011/03/10 12:14, Team BOOM! wrote:
 Below a link to the one I use on my Windows 2008 64-bit dedicated server.

 http://www.boomgaming.net/downloads/HiResTimer.zip

 This timer requires the Microsoft .net 1.1 framework package be loaded 
 on your box first. It can be found here:
 http://www.microsoft.com/downloads/en

Re: [hlds] 2008 R2 Timer Resolution

2011-03-10 Thread Munra
With 2003 or 2008 I have never gotten more than 64 fps without a booster.  

The file listed on whispers tikirate wiki page works fine on 2008
http://whisper.ausgamers.com/wiki/index.php/Tickrate#Instructions

I am not try to get 1000 fps because that is just useless but again I see
forum posts and other mailing list claiming they are doing it without a 3rd
party program running so I guess I was just more curious then anything,  

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominik Friedrichs
Sent: Thursday, March 10, 2011 6:47 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] 2008 R2 Timer Resolution

Wow, 5 lines of code for the HiRes Timer and someone pastes them into a
project that requires .NET and builds an installer... Had he used VC6 he'd
have a single EXE file Windows-Service that'd run on Win 3.11 and up. (just
kidding)

Anyway, how much FPS do you guys actually get with this thing? Up to 512? At
least thats what I've always been getting on all my 2003 servers, without
running a booster.
I tried it once and it didnt make a difference.

On 2011/03/10 12:14, Team BOOM! wrote:
 Below a link to the one I use on my Windows 2008 64-bit dedicated server.

 http://www.boomgaming.net/downloads/HiResTimer.zip

 This timer requires the Microsoft .net 1.1 framework package be loaded 
 on your box first. It can be found here:
 http://www.microsoft.com/downloads/en/details.aspx?FamilyId=262D25E3-F
 589-4842-8157-034D1E7CF3A3displaylang=en
 http://www.microsoft.com/downloads/en/details.aspx?FamilyId=262D25E3-
 F589-4842-8157-034D1E7CF3A3displaylang=en

 Once installed, the timer runs as a Windows Service so there's no 
 need to logon and start it each time the box is rebooted. It works 
 perfectly for me and has for several years.

 Just a quick note about the Microsoft.net 1.1 framework installer. 
 When installing the .net package, you will likely get a warning from 
 Windows that the package is not designed to run under Windows 2008, 
 but it will allow you to ignore the warning and continue with the 
 install. I have loaded Microsoft.net 1.1 on at least 25 Windows 2008 
 dedicated server boxes and never once had an issue with it screwing
anything up.

 Have a good one.

 --
 --

 *From:*hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of 
 *violentcrimes
 *Sent:* Thursday, March 10, 2011 1:38 AM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] 2008 R2 Timer Resolution

 Can I get a link to that. I can't seem to get mine to work with 2008.

 On 3/9/2011 11:08 PM, turb0z wrote:

 I'm still running srcdsfpsboost on 2k8 r2

 Any reason why you don't want to run it? Uses no resources and gets 
 the job done.

 *From:*hlds-boun...@list.valvesoftware.com
 mailto:hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Munra
 *Sent:* Wednesday, March 09, 2011 9:31 PM
 *To:* 'Half-Life dedicated Win32 server mailing list'
 *Subject:* [hlds] 2008 R2 Timer Resolution

 Hey guys,

 I have read in many places that you can run source servers with higher 
 fps right out of the box with 2008. This does not seem to be the case 
 with me, 2008 on fresh install still limits fps at 64.

 Any suggestions on how do this without using pingbooster/srcdsfpsboost?

 Box Specs

 Windows 2008 R2

 Dell 1950

 2x Xeon 5460 Quad Core

 16 gb memory

 *Thanks*





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[hlds] 2008 R2 Timer Resolution

2011-03-09 Thread Munra
Hey guys,

 

I have read in many places that you can run source servers with higher fps 
right out of the box with 2008.  This does not seem to be the case with me,  
2008 on fresh install still limits fps at 64.  

 

Any suggestions on how do this without using pingbooster/srcdsfpsboost? 

 

Box Specs

Windows 2008 R2

Dell 1950 

2x Xeon 5460 Quad Core

16 gb memory 

 

 

Thanks

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Re: [hlds] COUNTER-STRIKE: SOURCE BETA

2010-05-11 Thread Munra
I agree If you are going to do a limited beta wtf would you make a huge
announcement? 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Roman Hatsiev
Sent: Tuesday, May 11, 2010 5:11 PM
To: Half-Life dedicated Win32 server mailing list
Cc: hlds_annou...@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA

And now it says Thanks for your interest. We've filled the available
slots.
What is the point of releasing beta which is available only for a couple
hours?
I'm still downloading a server but it is useless now since there are quite a
few players in our community who managed to grab the client - it is late
night here...

On Tue, May 11, 2010 at 11:11 PM, Eric Smith er...@valvesoftware.comwrote:

 COUNTER-STRIKE: SOURCE UPDATE NOW IN BETA

 Available immediately, Valve has launched an extensive update to
 Counter-Strike: Source, now in beta.

 The update includes a host of new features and functionality developed 
 in collaboration with Hidden Path Studios. These include 144 new 
 achievements, a new domination and revenge system, player stats, and more.

 This beta will run for a limited time, and once complete, the update 
 will be deployed to all Counter-Strike: Source owners for free via Steam.

 The dedicated server files are available via the HLDSUpdateTool using 
 -game cssbeta in the command line.

 For more information, please visit www.steamgames.com 
 http://www.steamgames.com.

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Re: [hlds] Team Fortress 2 Update Available

2010-04-30 Thread Munra

I tried this also and it does not work on linux

This is the error I get

[META] Failed to load plugin addons/sourcemod/bin/sourcemod_mm:
vstdlib_i486.so: cannot open shared object file: No such file or directory
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of In Hyuk Seo
Sent: Friday, April 30, 2010 4:51 PM
To: syate...@cfl.rr.com; Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

I tried many combinations of the latest snapshots of MM and SM and none of
them worked.
(1.4. + 1.9, 1.3 + 1.9, etc.)
Servers are both Linux and Windows and I used separate SM and MM files (for
appropriate OS) No matter what I install sourcemod isn't recognized at all
and sometimes metamod is but it says 1.8 when I installed 1.9. Could anyone
help me please? I'm completely lost.

On Fri, Apr 30, 2010 at 4:30 PM, syate...@cfl.rr.com wrote:

 Are you running RCON locker?


 Sent via BlackBerry from T-Mobile

 -Original Message-
 From: DarthNinja darthni...@darthninja.com
 Date: Fri, 30 Apr 2010 16:04:37
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] Team Fortress 2 Update Available

 My server has been running MM 1.8.1-hg702 and SM 1.3.2-hg2954 all 
 night/today and it hasn't crashed once, yay!


 On Fri, Apr 30, 2010 at 12:51 AM, Jeff Sugar jeffsu...@gmail.com wrote:

  For what it's worth, a new snapshot of SM dropped 30-ish minutes ago 
  that is working for everyone so far in #hlserveradmins 
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[hlds] 1 server lagging when full

2010-04-17 Thread Munra

I am running 3 gameservers on one box. 

1 tf2 idle server (26 slot)
1 24/7 island PVKII server (15 slot)
1 standard PVKII server (15 slot)

The problem I am having is when all the servers are full the last one listed
drops to ~15-20 fps and lags like hell.  I really am not sure why its only
the one server.  The other PVKII server will be fine and I don't really care
if the tf2 idle server lags.  

I don't seem to be maxing out my server,  CPU stays at about 60-75% when all
servers are full.

Box specs 
Dell 1750
Windows 2003
 Dual 3 Ghz Xeons. (Single core but windows does show them as dual cores)
4 gigs of ram 
100 Mbit connection.
All server run SM 1.3 and sourcebans

The command line I am using

C:\pvkii\orangebox\srcds.exe -console -game pvkii -ip xx.xx.x.xxx -ticrate
66 -maxplayers 15 +fps_max 600 +map bt_island +exec server.cfg

Server.cfg
hostname   [Hlds list is the best]

mp_timelimit 20
mp_timelimit_waitroundend 1

mp_roundtime 3
mp_roundlimit 0
mp_winlimit 0
sv_community_groupid x
sv_admin_groupid 0
sv_community_grouptag 
rcon_password xx
sv_downloadurl xx
sv_minupdaterate 20
sv_maxupdaterate 100
sv_maxrate 2

// sv_region tells the Steam servers where your server is located, possible
values are:
// 0 - US East coast
// 1 - US West coast
// 2 - South America
// 3 - Europe
// 4 - Asia
// 5 - Australia
// 6 - Middle East
// 7 - Africa

sv_region -1

Any ideas?   I just find it odd that only one server lags. 


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Re: [hlds] 1 server lagging when full

2010-04-17 Thread Munra
Yes I understand that

According to windows task manager the idle server alone uses ~2.5 Mbits a
second.

The server is in a peak10 data center.   


I use scrdsfpsbooster found on whisper's ticrate wiki page.

Idle server cfg

hostname xxcvxcvsdvsdvsdv
rcon_password !sdfdfsdfd#$#
sv_pure 0
mp_timelimit 0
mp_idledealmethod 0
mp_idledealmethod 
mp_waitingforplayers_cancel 1
mp_respawnwavetime 0
sv_password 
mp_winlimit 0
sv_alltalk 1
sv_cheats 0
sv_downloadurl 
sv_tags idle,instaspawn
//3rd party

log on

C:\TF2\idle\orangebox\srcds.exe -console -game tf -maxplayers 27 -ip x.x.x.x
-port 27015 -ticrate 66 +exec server.cfg +map achievement_idle_inferno_b2
+fps_max 300

The 27th never fills

I find it odd that its network traffic.  I can be in the game I and see no
lose or choke in the net graph.  It also only happens on the one server. 

I will lower fps and rate for the idle server and see if that helps any.
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Charles Mabbott
Sent: Saturday, April 17, 2010 1:53 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] 1 server lagging when full

Unless my math is off this is my guess

A full 15 slots at sv_maxrate 100 will take about a 2.4mbs connection of
bandwidth. (This formula)

Bandwidth (bytes/sec) = Player Slots * sv_maxrate (bit/s) value * 8

Explanation of the formula is here
http://www.bluesnews.com/cgi-bin/finger.pl?id=182

So from my guess is your hitting the limits of your bandwidth..

Since it's an idle server, I would drop sv_maxrate on the idle server
significantly, but worst case scenario you have a total of 56 slots * 100
updates/second which is 5600 packets per second which might be overloading
the network card (some are VERY cheap and choke relatively quickly)..

Verify your bandwith with a rate checker, test it from various locations and
pick the worst one to base your number off of.


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Munra
Sent: Saturday, April 17, 2010 9:12 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: [hlds] 1 server lagging when full


I am running 3 gameservers on one box. 

1 tf2 idle server (26 slot)
1 24/7 island PVKII server (15 slot)
1 standard PVKII server (15 slot)

The problem I am having is when all the servers are full the last one listed
drops to ~15-20 fps and lags like hell.  I really am not sure why its only
the one server.  The other PVKII server will be fine and I don't really care
if the tf2 idle server lags.  

I don't seem to be maxing out my server,  CPU stays at about 60-75% when all
servers are full.

Box specs
Dell 1750
Windows 2003
 Dual 3 Ghz Xeons. (Single core but windows does show them as dual cores)
4 gigs of ram
100 Mbit connection.
All server run SM 1.3 and sourcebans

The command line I am using

C:\pvkii\orangebox\srcds.exe -console -game pvkii -ip xx.xx.x.xxx -ticrate
66 -maxplayers 15 +fps_max 600 +map bt_island +exec server.cfg

Server.cfg
hostname   [Hlds list is the best]

mp_timelimit 20
mp_timelimit_waitroundend 1

mp_roundtime 3
mp_roundlimit 0
mp_winlimit 0
sv_community_groupid x
sv_admin_groupid 0
sv_community_grouptag 
rcon_password xx
sv_downloadurl xx
sv_minupdaterate 20
sv_maxupdaterate 100
sv_maxrate 2

// sv_region tells the Steam servers where your server is located, possible
values are:
// 0 - US East coast
// 1 - US West coast
// 2 - South America
// 3 - Europe
// 4 - Asia
// 5 - Australia
// 6 - Middle East
// 7 - Africa

sv_region -1

Any ideas?   I just find it odd that only one server lags. 


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Re: [hlds] Windows Control Panel

2010-04-08 Thread Munra
Agreed I still use server doc and it is easy to write a simple HTML page to
start and stop the servers or change config options. 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
Sent: Wednesday, April 07, 2010 11:07 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Windows Control Panel

Serverdoc used to work pretty good...used to use it quite often. Free
version is good enough for most people, though you have to update it once a
month, or you can donate a few buck and update (minimum) once a year. The
update process is streamlined and will not shut down currently running
servers.

http://serverdoc.com/

On Wed, Apr 7, 2010 at 9:59 PM, DontWannaName!
ad...@topnotchclan.comwrote:

 I have been using Server Checker for a while now but its becoming very 
 dated since its no longer being developed. It has been randomly 
 turning my servers off at random times. Once off they dont come back 
 up. Does anyone know of a replacement for Server Checker? Something 
 software based that will restart the servers automatically and is 
 similar to server checker. I know of firedaemon but its not made 
 specifically for game servers. I am trying to stay away from TCadmin 
 and online control panels in general.
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Re: [hlds] Visibility of CS 1.6 Dedicated Server

2010-03-31 Thread Munra
What ever happened to having a windows list and a linux list?

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of pizzahut
Sent: Wednesday, March 31, 2010 3:02 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Visibility of CS 1.6 Dedicated Server

Is the server currently connected to the internet and/or did you add an ip
parameter? Then this might be the problem.

Quote:

Now the server should be visible in your game-browser - except for 2 cases:

1) either your server or/and your client has internetaccess at the same time

2) you're trying to use the +ip - switch with a LAN-server End of Quote

http://server.counter-strike.net/server.php?cmd=howtoshow=linux#lan
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Re: [hlds] Windows or linux why

2010-03-27 Thread Munra
Who care this is the windows list.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jake Eisenman
Sent: Saturday, March 27, 2010 10:28 AM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] Windows or linux  why

Just curious. Personally I use Linux because I know how to setup everything
quickly from ssh

Sent from my iPod

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Re: [hlds] Good bye, farewell, thanks for the help, and go to hell

2010-02-17 Thread Munra

List of 12 year olds 

And you really list FTP as one if your technical skills?  And then it's not
even mark as *Good Working knowledge.  I think I'll take Msleeper advice
over yours. 


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Patrick Shelley
Sent: Wednesday, February 17, 2010 7:52 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Good bye, farewell, thanks for the help, and go to hell

it's so beautiful to see how despised you still are sleeper - after a year
away from this list, i'm crying with happiness.

--
Regards,

Patrick Shelley

www.SideSteal.com

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Re: [hlds] Clients timing out

2010-02-17 Thread Munra
Seeing this as well in TF2 , PVKII and saw it while I was playing WWI source

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: Wednesday, February 17, 2010 9:16 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Clients timing out

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.comwrote:

 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?
 
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Re: [hlds] Team Fortress 2 Update Available

2010-01-27 Thread Munra
Should the version be 1.0.8.1 for both windows and linux?

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Violent Crimes
Sent: Wednesday, January 27, 2010 8:33 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

No ctf_doublecross map never ending fix?   FAIL


Jason Ruymen 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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 --
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 No virus found in this incoming message.
 Checked by AVG - www.avg.com
 Version: 9.0.733 / Virus Database: 271.1.1/2650 - Release Date: 
 01/27/10 14:36:00

   


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Re: [hlds] Server Key

2009-11-20 Thread Munra
Add +sv_search_key key to launch options 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Johan Andersson
Sent: Friday, November 20, 2009 5:04 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Server Key

bind F8 mm_dedicated_force_servers IPADRESS

Press F8 before starting the search for a server.

Couldn't be any easier tbh.

--
From: Blood Letter bw_bloodlet...@hotmail.com
Sent: Friday, November 20, 2009 10:41 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Server Key


 Terrible solution.
 Nothing bugs me more than being a member of a bunch of pointless steam 
 groups.
 (Well, automagically being joined to random steam groups for no reaosn 
 bugs me a lot too.)

 I don't want that crap cluttering up my friends list.
 I don't want shitty updates about your steam group has an event in 5 
 minutes! popping up all the time.

 I shouldn't have to put up with that crap to maintain a list of servers I 
 like.
 This is what server favorites was for.

 Would love to see the following:

 - An extra button on the UI - Favorite Servers
 - A Favorite Servers page which lists servers you have tagged as 
 favorite, their ping, map, player count, game mode, and lobby status.
 - Ability to select a server from the list and remove it from your 
 favorites or connect to it (if lobby restrictions and player count allow).
 - A UI button to add server to favorites.  Show it on the server info 
 popup in game.

 I'm not even asking for a full server browser - just a favorite's list.



 From: matthew.j.gottl...@gmail.com
 Date: Fri, 20 Nov 2009 15:32:03 -0600
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Server Key

 Make a steam group called Joebob's L4D Servers and invite everyone.


 On Fri, Nov 20, 2009 at 3:25 PM, shoskins73 shoskin...@gmail.com wrote:
  I'm assuming that only works if I'm the Lobby Leader?  What happens if 
  I'm
  in someone elses Lobby and they start the game, will it take me to my 
  server
  while everyone else goes to another server?
 
  Long story short, I had a server for the first 2 months L4D was out and
  stopped using it as it was such a PITA to get a Lobby connected to it 
  (at
  that time there was no sv_search_key function at all.  This whole setup

  for
  using specific servers is crap, especially when not everyone on your 
  friends
  list is in any one particular Steam Group.
 
 
 
  On Fri, Nov 20, 2009 at 1:09 PM, Jake Skenna halflife...@gmail.com 
  wrote:
 
  I'd put the command in an autoexec.cfg so you can get your own server 
  every
  time without having to enter it once you get in game.
 
 
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Re: [hlds] Left4Dead 2 Dedicated Servers?

2009-11-15 Thread Munra
With steam it might of gone gold already but that's doesn't mean they are
finished as steam can download additional updates/ files when the game is
unlocked. 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Sean Pushckor
Sent: Sunday, November 15, 2009 3:50 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Left4Dead 2 Dedicated Servers?

If it's already gold than why don't they give us the Dedicated Servers Ahead
of time, would be nice so i can tune in my server for the release. oh and
Any word on SourceMod compatibility yet.
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Re: [hlds] Team Fortress 2 Update Released

2009-10-29 Thread Munra
Took a long time but it did update but my servers are just crashing, even
with addons disabled *windows 2003

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shizzle Nizzle
Sent: Thursday, October 29, 2009 10:11 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Released

is it updating for anyone? i keep getting

Retrying in 30 seconds...


for the last 20 minutes

On Thu, Oct 29, 2009 at 8:52 PM, Don Williams d...@precdata.com wrote:

 OK THNX TO YOU!

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
 Sent: Thursday, October 29, 2009 9:22 PM
 To: 'hlds@list.valvesoftware.com'; 'Half-Life dedicated Linux server
 mailing
 list'; 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds] Team Fortress 2 Update Released

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

 Team Fortress 2
 - Added a new community map: Koth_Harvest
 - Added a Halloween edition called Koth_Harvest_Event
- Contains a variety of Halloween related features: New hats,
 achievements, exploding pumpkins, ghosts, and more!
 - Updated the CTF, Arena, and KOTH versions of Sawmill
- Fixed Engineer exploit
 - Added check to prevent clients from sending empty or all whitespace
names
 to the server
 - Fixed item_found announcements coloring the player names if the player
 has :: in their name
 - QuickSwitch improvements
- Added key input so you can cycle through it using the slot input
 keys
- Added all loadout slots (not just primary, secondary, and melee)
- Removed duplicate entries (should only see 1 flaregun, etc.)
- Fixed a few small layout  empty slot bugs

 Community requests:
 - Updated item_teamflag with flags to toggle the trail effects: 0 none, 1
 all, 2 paper only, 3 color only
 - Added a both selection to the invalid winners field for
 team_control_point_master and team_control_point_round entities

 Jason


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Re: [hlds] Team Fortress 2 Update Released

2009-10-29 Thread Munra
I don't know

 I am trying to update with -verify_all however looks like I am at the back
of the line again. 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Thursday, October 29, 2009 10:19 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Released

I'm not running Windows so I can't discredit this, but it could just be
that players are basically DDOS'ing the system trying to get it. It
happened to me and Neph, and I'm sure others.

Though again since it's Windows it might be a legit crash.


On Thu, 2009-10-29 at 22:16 -0400, Munra wrote:
 Took a long time but it did update but my servers are just crashing, even
 with addons disabled *windows 2003
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shizzle Nizzle
 Sent: Thursday, October 29, 2009 10:11 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Released
 
 is it updating for anyone? i keep getting
 
 Retrying in 30 seconds...
 
 
 for the last 20 minutes
 
 On Thu, Oct 29, 2009 at 8:52 PM, Don Williams d...@precdata.com wrote:
 
  OK THNX TO YOU!
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
  Sent: Thursday, October 29, 2009 9:22 PM
  To: 'hlds@list.valvesoftware.com'; 'Half-Life dedicated Linux server
  mailing
  list'; 'hlds_annou...@list.valvesoftware.com'
  Subject: [hlds] Team Fortress 2 Update Released
 
  A required update for Team Fortress 2 is now available.  Please run
  hldsudpatetool to receive it.  The specific changes include:
 
  Team Fortress 2
  - Added a new community map: Koth_Harvest
  - Added a Halloween edition called Koth_Harvest_Event
 - Contains a variety of Halloween related features: New hats,
  achievements, exploding pumpkins, ghosts, and more!
  - Updated the CTF, Arena, and KOTH versions of Sawmill
 - Fixed Engineer exploit
  - Added check to prevent clients from sending empty or all whitespace
 names
  to the server
  - Fixed item_found announcements coloring the player names if the
player
  has :: in their name
  - QuickSwitch improvements
 - Added key input so you can cycle through it using the slot
input
  keys
 - Added all loadout slots (not just primary, secondary, and
melee)
 - Removed duplicate entries (should only see 1 flaregun, etc.)
 - Fixed a few small layout  empty slot bugs
 
  Community requests:
  - Updated item_teamflag with flags to toggle the trail effects: 0 none,
1
  all, 2 paper only, 3 color only
  - Added a both selection to the invalid winners field for
  team_control_point_master and team_control_point_round entities
 
  Jason
 
 
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Re: [hlds] L4D2 Demo DS Files Today?

2009-10-27 Thread Munra
It freeze for anyone else at the motd.txt file been sitting there for about
5 minutes now

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jonah Hirsch
Sent: Tuesday, October 27, 2009 8:34 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] L4D2 Demo DS Files Today?

Well, it's a different server installation.

Jonah Hirsch
---
Sent from Flagstaff, AZ, United States

On Tue, Oct 27, 2009 at 5:29 PM, Alec Sanger eclyp...@hotmail.com wrote:


 will someone see if you can still play the original L4D once the servers
 have been updated?

 Thank you,
 Alec Sanger
 P: 248.941.3813
 F: 313.286.8945



  From: matthew.j.gottl...@gmail.com
  Date: Tue, 27 Oct 2009 19:18:52 -0500
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] L4D2 Demo DS Files Today?
 
  left4dead2_demo
 
  On Tue, Oct 27, 2009 at 7:16 PM, Derek Denholm xfactorserv...@live.ca
 wrote:
  
   files are out.
  
  
  
   c:\hldsupdatetool.exe -command update -game left4dead2_demo -dir
 C:\GameFiles
  
   From: matthew.j.gottl...@gmail.com
   Date: Tue, 27 Oct 2009 18:46:42 -0500
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] L4D2 Demo DS Files Today?
  
   I asked Mike about the DS release and he said that is should be
   simultaneous with the game client. Just an FYI.
  
   On Tue, Oct 27, 2009 at 6:42 PM, gulfy32 gulf...@gmail.com wrote:
First it said 3pm central the 27th, then when it went an hour
 overdue, it
changed to 1am central the 28th.
   
On Tue, Oct 27, 2009 at 6:08 PM, DontWannaName! 
 ad...@topnotchclan.comwrote:
   
Perhaps in your timezone but here 11pm is nothing new for valve.
   
On Tue, Oct 27, 2009 at 3:43 PM, Matthew Gottlieb 
matthew.j.gottl...@gmail.com wrote:
   
 October 28 @ 1am... aka midnight.
 http://steamcommunity.com/games/L4D2/events/55327883716288366

 So that means the game will likely come out tomorrow night or
 next
week...


 On Tue, Oct 27, 2009 at 5:40 PM, Matthew Gottlieb
 matthew.j.gottl...@gmail.com wrote:
  Then again the word of Gabe is hardly the actual time.
 
 
  On Tue, Oct 27, 2009 at 5:33 PM, msleeper 
mslee...@ismsleeperwrong.com
 wrote:
  No official word on the time for released. That 11pm PST is
 just
hearsay
  from the timestamp on a Steam event. Hardly the word of
 Gabe.
 
 
  On Tue, 2009-10-27 at 17:30 -0500, turb0z wrote:
  Anyone hear what time this is going to happen?
 
  Couple people in my community mentioned they thought it was
 going to
be
 at
  11pm PDT... that would be pretty shitty.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
 Jake
Skenna
  Sent: Monday, October 26, 2009 10:03 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] L4D2 Demo DS Files Today?
 
  I spoke to both Chet  Mike today, they said the dedicated
 server
would
 be
  for Linux would be out after Tuesday, but the windows
 dedicated
 server
  would be out at the same time as the demo
 
  Regrds,
 
  Dan
 
  On Mon, Oct 26, 2009 at 10:50 PM, Timothy Sadleir 
tsadl...@gmail.com
 wrote:
 
   Well, I guess it wasn't today.  Was looking forward to
 getting
things
 set
   early.  Oh well...
  
   How come you all aren't being really chatty today?  Is
 there
 something I'm
   missing?
  
   On Mon, Oct 26, 2009 at 3:21 PM, Timothy Sadleir 
tsadl...@gmail.com
 
   wrote:
  
Do you guys think we can expect some dedicated server
 files
today?
  For
   the
L4D demo, they released most of the Dedicated Server
 files a day
 before
   they
released the actual demo.
   
5th of November, 2008:
   
   
  
 

   

http://list.valvesoftware.com/mailman/private/hlds_announce/2008-November/00
  0306.html
   
6th of November, 2008:
http://store.steampowered.com/news/1985/
   
I'm hoping we get something today.  :)
   
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[hlds] [Non HLDS related] Port Fowarding

2009-10-25 Thread Munra
Sorry guys I couldn't find the answer using google ( I might of found it
just didn't understand) so I figured I would ask here

I need some ports forward on my box to run some gameservers so I gave the
host a ports I needed, both udp and tcp.  What this did is forwarded all the
ports under TCP/ip and none under UDP.  They tell me that TCP also includes
UDP forwarding however I am still having problems with stuff like games
sorry up in a server browser and hlstatsx connecting.

So my question is if that statement is true if forwards port under tcp will
also forward UDP?   


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[hlds] Steam server list

2009-10-12 Thread Munra

Anyone have any idea on why my server would show up in the server list but
not in my favorites? I am assume that is it just a steam error but just in
case I figured I ask incase someone else has seen this.  

TF2 server 
Win 2003


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Re: [hlds] Steam server list

2009-10-12 Thread Munra
No its hosted at a data center with a static ip

What is also weird is sometimes I'll see it in the steam list with a ping of
2000 but in HLSW it's ping is fine. 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ook
Sent: Monday, October 12, 2009 9:42 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Steam server list

Do you have a dynamic IP? I do, and that causes my server to drop out of 
favorites when my ip cycles. Are you adding it by internal IP? I've not 
found that to be very reliable.

FWIW, I've never found favorites to be very reliable regardless - I think 
the steam client randomly drops entries from it, just to mess with us.


- Original Message - 
From: Munra mu...@anbservers.net
To: 'Half-Life dedicated Win32 server mailing list' 
hlds@list.valvesoftware.com
Sent: Monday, October 12, 2009 4:00 PM
Subject: [hlds] Steam server list



 Anyone have any idea on why my server would show up in the server list but
 not in my favorites? I am assume that is it just a steam error but just in
 case I figured I ask incase someone else has seen this.

 TF2 server
 Win 2003


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Re: [hlds] Server list problems

2009-07-14 Thread Munra
Oh how I miss the WON days.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shane Arnold
Sent: Tuesday, July 14, 2009 3:53 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Server list problems

It's been happening for as far back as CS:S. Sometimes the master 
servers don't return all the servers in a query.

Gets very bloody annoying when you know a GSP has hundreds of servers 
yet only 30 or so show up in the list...

___

Shane Arnold-   clontar...@iinet.net.au

For want of a nail, the horseshoe was lost. For want of a horseshoe, the
horse was lost. For want of a horse, the messenger was lost. For want of a
messenger, the message was not delivered. For want of an undelivered message
the war was lost.



shorec...@comcast.net wrote:
 I had a friend check and his Steam was doing the same thing. My servers
are showing up again. Maybe it was a temporary problem. I also had problems
connecting to Steam cloud last night. 

 Maybe it's part of the North Korean army's cyberattacks that have recently
been going on.. you know how it goes... they attack the White House,
Homeland Security, the stock market and Steam. 

 Still only showing 3221 TF2 servers out of more than 4800, though. 

 - Original Message - 
 From: Dayle Flowers da...@tripwireinteractive.com 
 To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com 
 Sent: Tuesday, July 14, 2009 2:15:07 PM GMT -05:00 US/Canada Eastern 
 Subject: Re: [hlds] Server list problems 

 I just noticed this with Killing Floor, today, as well. I assumed it 
 was a problem with our game, but it sounds like it's a larger problem, eh?


 Thanks, 
 Dayle Flowers 
 Senior Programmer 
 Tripwire Interactive, LLC. 
 Makers of Killing Floor and Red Orchestra 

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Re: [hlds] Timeout On Mapchange

2009-07-13 Thread Munra


I also this these issues

the cmdline parameter i think is -serve browser 
-Original message-
From: Robert Whelan mrrjwhe...@yahoo.com
Date: Mon, 13 Jul 2009 12:34:06 -0400
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Subject: Re: [hlds] Timeout On Mapchange

 Yeah, I understand and have used the ms_force cvar though trying to explain 
 it all to a mixed community can be quite tedious. Up until 2 updates ago 
 everything was fine, then Valve broke it.
 
 You commented I use the command line parameter in Steam that adds the 
 Server Browser to the menu options
 
 What cmdline parameter?
 
 
 
 
 
 From: shorec...@comcast.net shorec...@comcast.net
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Monday, July 13, 2009 9:27:55 AM
 Subject: Re: [hlds] Timeout On Mapchange
 
 Oh, I use the command line parameter in Steam that adds the Server Browser 
 to the menu options, which makes it so Steam group servers aren't listed at 
 all on the menu. I start a lobby, set things up, then use a config file with 
 the following lines in it to join my server (you can also type the commands 
 manually), then start the game from the Lobby: 
 
 sv_cheats 1 
 ms_force_dedicated_server ip:port 
 
 As long as you have your Steam group and exclusive cvars set properly, you 
 can always join your Steam group server. I have never used the search key to 
 join my servers. This also has the added advantage of returning you to the 
 lobby when the campaign is over to set up another game. 
 
 - Original Message - 
 From: Robert Whelan mrrjwhe...@yahoo.com 
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com 
 Sent: Monday, July 13, 2009 10:12:44 AM GMT -05:00 US/Canada Eastern 
 Subject: Re: [hlds] Timeout On Mapchange 
 
 Refer to the other topics I mentioned for more detail... 
 
 I could have 6 l4d servers going and they'd all be listed in the 'steam group 
 servers' area. From the lobby we could use the search key to play a campaign 
 though once we do all the servers would no longer be listed under 'steam 
 group servers'. On the other hand... the same 6 servers over time would 
 gradually drop off the list of 'steam group servers' regardless. 
 
 This leaves one alternative... connect directly which is a PITA when your 
 trying to assemble a game of versus. 
 
 This happens with or without (vanilla) addons 
 
 /* off topic, sry */ 
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Re: [hlds] Timeout On Mapchange

2009-07-13 Thread Munra
How about I try that in English.

I also see these issues

cmdline parameter i think is -serverbrowser
 
-Original message-
From: Munra mu...@anbservers.net
Date: Mon, 13 Jul 2009 12:42:56 -0400
To: Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.com
Subject: Re: [hlds] Timeout On Mapchange

 
 
 I also this these issues
 
 the cmdline parameter i think is -serve browser 
 -Original message-
 From: Robert Whelan mrrjwhe...@yahoo.com
 Date: Mon, 13 Jul 2009 12:34:06 -0400
 To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
 Subject: Re: [hlds] Timeout On Mapchange
 
  Yeah, I understand and have used the ms_force cvar though trying to explain 
  it all to a mixed community can be quite tedious. Up until 2 updates ago 
  everything was fine, then Valve broke it.
  
  You commented I use the command line parameter in Steam that adds the 
  Server Browser to the menu options
  
  What cmdline parameter?
  
  
  
  
  
  From: shorec...@comcast.net shorec...@comcast.net
  To: Half-Life dedicated Win32 server mailing list 
  hlds@list.valvesoftware.com
  Sent: Monday, July 13, 2009 9:27:55 AM
  Subject: Re: [hlds] Timeout On Mapchange
  
  Oh, I use the command line parameter in Steam that adds the Server 
  Browser to the menu options, which makes it so Steam group servers aren't 
  listed at all on the menu. I start a lobby, set things up, then use a 
  config file with the following lines in it to join my server (you can also 
  type the commands manually), then start the game from the Lobby: 
  
  sv_cheats 1 
  ms_force_dedicated_server ip:port 
  
  As long as you have your Steam group and exclusive cvars set properly, you 
  can always join your Steam group server. I have never used the search key 
  to join my servers. This also has the added advantage of returning you to 
  the lobby when the campaign is over to set up another game. 
  
  - Original Message - 
  From: Robert Whelan mrrjwhe...@yahoo.com 
  To: Half-Life dedicated Win32 server mailing list 
  hlds@list.valvesoftware.com 
  Sent: Monday, July 13, 2009 10:12:44 AM GMT -05:00 US/Canada Eastern 
  Subject: Re: [hlds] Timeout On Mapchange 
  
  Refer to the other topics I mentioned for more detail... 
  
  I could have 6 l4d servers going and they'd all be listed in the 'steam 
  group servers' area. From the lobby we could use the search key to play a 
  campaign though once we do all the servers would no longer be listed under 
  'steam group servers'. On the other hand... the same 6 servers over time 
  would gradually drop off the list of 'steam group servers' regardless. 
  
  This leaves one alternative... connect directly which is a PITA when your 
  trying to assemble a game of versus. 
  
  This happens with or without (vanilla) addons 
  
  /* off topic, sry */ 
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Re: [hlds] Impractical l4d download solution ( was: l4d sv_downloadurl )

2009-06-27 Thread Munra
That's what I am talking about not a traditional server browser.  A server
browser in the lobby that just listed community servers and then if you
really wanted it private then you could input the search key as the password
(or similar) to that private server Then allow the server to handle the url
for custom content.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jonah Hirsch
Sent: Saturday, June 27, 2009 1:52 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Impractical l4d download solution ( was: l4d
sv_downloadurl )

If the leader could choose a server from a browser, that would be a nice
integration.

On Sat, Jun 27, 2009 at 10:46 AM, Brent Veal
naslund.fan...@gmail.comwrote:

 Using a server browser primarily really wouldnt work that well. The game
 could really use some kind of lobby browser though.

 On Sat, Jun 27, 2009 at 10:28 AM, 1nsane 1nsane...@gmail.com wrote:

   People are dealing OK without an officially accessible server browser
 
  Read the whole thing next time.
 
  On Sat, Jun 27, 2009 at 8:20 AM, Shane Arnold clontar...@iinet.net.au
 https://mail.google.com/mail?view=cmtf=0to=clontar...@iinet.net.au
  wrote:
 
   1nsane wrote
  
 It doesn't look like Valve wants to add a server browser. LFD has
   been out for a while.
  
   openserverbrowser
  
   ___
  
   Shane Arnold-   clontar...@iinet.net.au
 https://mail.google.com/mail?view=cmtf=0to=clontar...@iinet.net.au
  
   For want of a nail, the horseshoe was lost. For want of a horseshoe,
 the
   horse was lost. For want of a horse, the messenger was lost. For want
 of
  a
   messenger, the message was not delivered. For want of an undelivered
  message
   the war was lost.
  
  
  
   1nsane wrote:
Wow wow...slow down buddy.
   
Lets not scare valve into ignoring this thread. People are dealing
OK
without an officially accessible server browser but the lack of a
nice/automatic way to download custom campaigns is a bit of a more
   immediate
problem.
   
It doesn't look like Valve wants to add a server browser. LFD has
 been
   out
for a while.
   
On Fri, Jun 26, 2009 at 8:08 PM, Munra mu...@anbservers.net
 https://mail.google.com/mail?view=cmtf=0to=mu...@anbservers.net
  wrote:
   
   
Why Not allow people to choose the server that want to join in the
   lobby.
AKA a community server or have some type or server browser. Then
 allow
   the
users to download the pk Via sv_downloadurl when they connect.
   
   
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com

https://mail.google.com/mail?view=cmtf=0to=hlds-boun...@list.valvesoftware
.com
 
[mailto:hlds-boun...@list.valvesoftware.com

https://mail.google.com/mail?view=cmtf=0to=hlds-boun...@list.valvesoftware
.com
 ]
  On Behalf Of msleeper
Sent: Friday, June 26, 2009 4:19 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Impractical l4d download solution ( was: l4d
sv_downloadurl )
   
   
2) vpk author could just link to a google search with mapname vpk
   
download
   
hahaha Worst idea of all time award goes to...
   
   
On Fri, 2009-06-26 at 22:05 +0200, Adam Nowacki wrote:
   
Steven Hartland wrote:
   
That really is a majorly stupid way of doing it, what happens
 when:-
1. In a few months when siteX that the mapper included as the
 source
expires or gets shutdown?
2. A good campaign gets popular and the people downloading it
  overload
the origin server?
   
Why not use the tried an tested redirect system like every other
  game?
   
Seriously Valve you need to revisit this and make a workable
  solution.
   
TBH I dont see any better way ... but:
1) let lobby host specify a different download url with a cvar,
2) vpk author could just link to a google search with mapname vpk
   
download
   
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Re: [hlds] Impractical l4d download solution ( was: l4d sv_downloadurl )

2009-06-26 Thread Munra


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Friday, June 26, 2009 4:19 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Impractical l4d download solution ( was: l4d
sv_downloadurl )

 2) vpk author could just link to a google search with mapname vpk
download

hahaha Worst idea of all time award goes to...


On Fri, 2009-06-26 at 22:05 +0200, Adam Nowacki wrote:
 Steven Hartland wrote:
  That really is a majorly stupid way of doing it, what happens when:-
  1. In a few months when siteX that the mapper included as the source
  expires or gets shutdown?
  2. A good campaign gets popular and the people downloading it overload
  the origin server?
  
  Why not use the tried an tested redirect system like every other game?
  
  Seriously Valve you need to revisit this and make a workable solution.
 
 TBH I dont see any better way ... but:
 1) let lobby host specify a different download url with a cvar,
 2) vpk author could just link to a google search with mapname vpk
download
 
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Re: [hlds] Impractical l4d download solution ( was: l4d sv_downloadurl )

2009-06-26 Thread Munra

Why Not allow people to choose the server that want to join in the lobby.
AKA a community server or have some type or server browser. Then allow the
users to download the pk Via sv_downloadurl when they connect.


 
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Friday, June 26, 2009 4:19 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Impractical l4d download solution ( was: l4d
sv_downloadurl )

 2) vpk author could just link to a google search with mapname vpk
download

hahaha Worst idea of all time award goes to...


On Fri, 2009-06-26 at 22:05 +0200, Adam Nowacki wrote:
 Steven Hartland wrote:
  That really is a majorly stupid way of doing it, what happens when:-
  1. In a few months when siteX that the mapper included as the source
  expires or gets shutdown?
  2. A good campaign gets popular and the people downloading it overload
  the origin server?
  
  Why not use the tried an tested redirect system like every other game?
  
  Seriously Valve you need to revisit this and make a workable solution.
 
 TBH I dont see any better way ... but:
 1) let lobby host specify a different download url with a cvar,
 2) vpk author could just link to a google search with mapname vpk
download
 
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[hlds] L4D/L4D2 run as the same server?

2009-06-03 Thread Munra
First I like to say this is not a debate topic on if L4D2 should be DLC or not. 
 It is what it is.

My request is that L4D1 server supports L4D2 also.  As one one trying to 
keep/create a better l4d community I think it would be great if my already 
existing server L4D servers would support lobby connects from both L4D1 and 
L4D2 games. 

I know A gsp would rather see the servers separate as to the can sell more 
which is fine a GSP does business to make money.

I am just curios about what you guys think.  

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Re: [hlds] L4D/L4D2 run as the same server?

2009-06-03 Thread Munra
Well I don't know why it wouldn't be possible because its the same engine and 
both games will support the same custom maps.  So really then the only thing 
that changes is  AID 2.0 Which if supports custom maps for both games will run 
the l4D1 maps then then just a mass a files for the added content.

I know that sounds simple(Its never simple) and I hope that's the way it turns 
out.


-Original message-
From: Brent Veal naslund.fan...@gmail.com
Date: Wed, 03 Jun 2009 14:33:36 -0400
To: Munra mu...@anbservers.net, Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Subject: Re: [hlds] L4D/L4D2 run as the same server?

 I'm not sure if that would be possible if L4D2 is going to be a stand-alone
 game. It seems like the majority of the L4D community is going to move on to
 L4D2 anyways, but who knows.
 
 
 On Wed, Jun 3, 2009 at 11:25 AM, Munra mu...@anbservers.net wrote:
 
  First I like to say this is not a debate topic on if L4D2 should be DLC or
  not.  It is what it is.
 
  My request is that L4D1 server supports L4D2 also.  As one one trying to
  keep/create a better l4d community I think it would be great if my already
  existing server L4D servers would support lobby connects from both L4D1 and
  L4D2 games.
 
  I know A gsp would rather see the servers separate as to the can sell more
  which is fine a GSP does business to make money.
 
  I am just curios about what you guys think.
 
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Re: [hlds] L4D/L4D2 run as the same server?

2009-06-03 Thread Munra
 By the way, I am disappointed that a completely new game will be released
 instead of a mappack for L4D, lets say with another 4 Levels like the
 included ones for, let say, 20 to 25 bucks.

Not to sound like msleeper on this but please don't start.  This is not the 
place and

I couldn't care less

-Original message-
From: Markus Rübekohl mruebek...@googlemail.com
Date: Wed, 03 Jun 2009 14:44:32 -0400
To: Munra mu...@anbservers.net, Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Subject: Re: [hlds] L4D/L4D2 run as the same server?

 If I look in my installed L4D-Server directory by HLDS, I say it will be a
 new/seperate server installation.
 
 By the way, I am disappointed that a completely new game will be released
 instead of a mappack for L4D, lets say with another 4 Levels like the
 included ones for, let say, 20 to 25 bucks.
 
 
 
 2009/6/3 Munra mu...@anbservers.net
 
  First I like to say this is not a debate topic on if L4D2 should be DLC or
  not.  It is what it is.
 
  My request is that L4D1 server supports L4D2 also.  As one one trying to
  keep/create a better l4d community I think it would be great if my already
  existing server L4D servers would support lobby connects from both L4D1 and
  L4D2 games.
 
  I know A gsp would rather see the servers separate as to the can sell more
  which is fine a GSP does business to make money.
 
  I am just curios about what you guys think.
 
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Re: [hlds] L4D/L4D2 run as the same server?

2009-06-03 Thread Munra
Man I am really sorry I even started this topic now.  

My concern is not if you are going to buy it or not.

My concern is if I have 300 community members l4D2 comes out they are not all 
going to switch over night. Yes some will but I don't know if  its going be 
half or 3/4 or whatever.  It would be great if servers supported both games 
that way I wouldnt have to worry about taking my 8 severs changing  6  to l4d2 
and leave the other 2 L4D1.  That is my concern i wouldnt really like losing 
the people how don't but it right away from my community.  



-Original message-
From: Cc2iscooL cc2isc...@gmail.com
Date: Wed, 03 Jun 2009 14:53:52 -0400
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Subject: Re: [hlds] L4D/L4D2 run as the same server?

 I am very disappointed that I paid 50 for a game that lasted me two
 weeks and then got boring. I guess they're getting back at me for
 playing TF2 so much. What's up with that, though? I'm NOT spending 50
 on another L4D game. I'll take my chances and not buy it.
 
 On 6/3/09, TheNob HLDS h...@thenob.de wrote:
  If I look in my installed L4D-Server directory by HLDS, I say it will be a
  new/seperate server installation.
 
  By the way, I am disappointed that a completely new game will be released
  instead of a mappack for L4D, lets say with another 4 Levels like the
  included ones for, let say, 20 to 25 bucks.
 
 
  2009/6/3 Munra mu...@anbservers.net
 
  First I like to say this is not a debate topic on if L4D2 should be DLC or
  not.  It is what it is.
 
  My request is that L4D1 server supports L4D2 also.  As one one trying to
  keep/create a better l4d community I think it would be great if my already
  existing server L4D servers would support lobby connects from both L4D1
  and
  L4D2 games.
 
  I know A gsp would rather see the servers separate as to the can sell more
  which is fine a GSP does business to make money.
 
  I am just curios about what you guys think.
 
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  please visit:
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 Head Admin/Owner
 http://www.cc2iscool.com
 
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Re: [hlds] Team Fortress 2 Update Available

2009-05-21 Thread Munra
I been on 97% downloaded for 15 minutes lol its Fantastic.
- Original Message - 
From: Flubber flub...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Thursday, May 21, 2009 9:33 PM
Subject: Re: [hlds] Team Fortress 2 Update Available


 That's just another great update, no problem for downloading it was even
 pretty fast, but no master connection so noone can test any new weapons, 
 so
 borring...

 2009/5/22 Mike O'Laughlen molaugh...@gmail.com

 Yah, know, I just realized what you were saying.  Hrm, still the demoman
 would have to make it to the spawn and place all those stickies... then
 move
 to the 1st floor Yeah it would not be as bad as you think even with 
 the
 bad camera clipping code.

 On Thu, May 21, 2009 at 9:24 PM, Mike O'Laughlen molaugh...@gmail.com
 wrote:

  I've misunderstood something.
 
 
  That.
 
  Let's wait and see what the update has in store for us.
 
  On Thu, May 21, 2009 at 9:19 PM, Donnie Newlove 
 donnie.newl...@gmail.comwrote:
 
  Sorry, I don't think I'm sure what you mean.
 
  Well, imagine this scenario. A demoman is camping the main entrance to
  2fort with stickies all over the place and standing on the second
  floor with his back against the wall (and against the entrance). Now
  he can taunt with close to no risk of an enemy getting to him while he
  can see anyone trying to get in the main entrance and detonating while
  still taunting. The demoman will not even be in the victims sight.
  They might as well have unlocked r_drawothermodels for the demoman, or
  hopefully I've misunderstood something.
 
  On Fri, May 22, 2009 at 3:09 AM, Mike O'Laughlen 
  molaugh...@gmail.com
  wrote:
   I believe the functionality is that you can start a taunt then right
  click
   to detonate.  Plus taunts take 5 seconds to complete, so even if it
 were
  the
   other way around it wouldn't be as effective as not taunting and 
   just
   right-clicking.
  
   On Thu, May 21, 2009 at 9:05 PM, Donnie Newlove 
  donnie.newl...@gmail.comwrote:
  
   Awesome, only one thing...
  
   * Demomen can now detonate their stickies while taunting
  
   That seems like a very, very, very bad thing to do. A demoman could
   place stickies around a corner and run the sticky taunt over and 
   over
   again which is also very quiet while looking around the corner,
   basically giving him a wallhack. Or is that the idea?
  
  
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Re: [hlds] Team Fortress 2 Update Available

2009-05-21 Thread Munra
This is the first I noticed Official Valve TF2 Servers ummm


- Original Message - 
From: Flubber flub...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Thursday, May 21, 2009 10:08 PM
Subject: Re: [hlds] Team Fortress 2 Update Available


 No weapons for us, i mean no extra weapons in any class of course.

 2009/5/22 David J. Ulbrich david_ulbr...@hotmail.com

 Anyone get any of the weapons yet?

 --
 From: admin ad...@firestormpcs.net
 Sent: Thursday, May 21, 2009 7:55 PM
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] Team Fortress 2 Update Available

  wont up dater for me keeps checking and waiting 30 seconds
  :(
 
  On May 21, 2009, at 8:45 PM, Aj Collins wrote:
 
  - Spies can now use enemy teleporters
  Do not want.
 
  On Thu, May 21, 2009 at 8:41 PM, David J. Ulbrich
  david_ulbr...@hotmail.com
  wrote:
 
  Yay for having the update downloaded , but it is not connecting to
  steam so
  no achievements or loadouts.  Come on Jason, get this stuff fixed.
 
  -VM
 
  --
  From: Jason Ruymen jas...@valvesoftware.com
  Sent: Thursday, May 21, 2009 7:36 PM
  To: hlds_li...@list.valvesoftware.com;
  hlds@list.valvesoftware.com
  Subject: [hlds] Team Fortress 2 Update Available
 
  The required update to Team Fortress 2 is now released.  Please run
  hldsupdatetool to receive it.  The specific changes include:
 
  Maps
  - Added new map, Pipeline. Pipeline is the first map in a new game
  mode
  named payload race, which uses two carts in each map instead of
  only one
  like traditional payload maps
  - Added new arena map Sawmill
  - Added new arena map Nucleus
  - Added new community payload map Hoodoo
 
  Sniper Changes
  - Added new sniper rifle replacement, The Huntsman. Instead of a
  sniper
  rifle, you have a bow that allows you to move around faster while
  firing,
  and fire more quickly than the sniper rifle. Works better at
  medium range
  than the standard rifle
  - Added new SMG replacement, Jarate. If thrown on an enemy they
  will take
  more damage for short period of time. Also extinguishes flames on
  yourself
  or allies
  - Added new SMG replacement, The Razorback. Will protect you
  against a
  single spy backstab, and stun the spy for a short period of time.
  Comes
  with a 15% move speed penalty for the wearer
  - Standard sniper rifle now shoots through friendly players
  - Added 54 new Sniper voice lines
  - Added 35 new Sniper achievements
 
  Spy
  - Added new revolver replacement, The Ambassador. First shot is very
  accurate and will cause a critical hit if it hits an enemy's head.
  Accuracy is poor for a period after that
  - Added new watch replacement, the Dead Ringer. When armed, you will
  appear in all ways to die to the first damage you take from an
  enemy.
  You'll be cloaked for 8 second after taking this damage. Upon de-
  cloaking
  you'll make a loud, distinct sound
  - Added new watch replacement, the Cloak and Dagger. Your cloak
  meter is
  only depleted when you move, so you can stay invisible
  indefinitely if
  you're standing still
  - Spy name tags now show up properly when disguised as their own
  team
  - Fixed a bug that would cause spectators to see disguise weapons
  incorrectly
  - Fixed a bug where enemy spies disguised as friendly spies would
  have
  cigarettes that didn't burn
  - Fixed a bug where overhealing disguised spies would show the wrong
  overhealing amount to the medic
  - Made it more obvious on first person view model when your motion
  cloak
  is out of juice and you are partially visible
  - Also made it more obvious on first person view model when you're
  bumped
  while cloaked
  - Improved the way your disguise weapon is determined to make it
  clearer
  and fix a couple of rare issues
  - Spies disguised as enemy spies now get a random mask to help
  complete
  the disguise, and their target id will be set appropriately
  - Spies disguised as medics now have an Ubercharge: line in their
  disguise
  target info
  - Spies outward facing disguise health now matches their disguise
  target
  when they first apply the disguise
  - Spies can now pick up health kits for their disguise health,
  even
  when
  uninjured
  - Disguise UI doesn't show up in minimum UI mode (hud_minmode)
  - Spies that disguise as a player using an unlockable now show that
  unlockable in hand
  - Spies can now use enemy teleporters
  - Added 70 new Spy voice lines
  - Added 34 new Spy achievements
 
  Scoreboard changes
  - Dominations no longer get wiped when teams switch sides
  - Dead players draw slightly darker in scoreboard
  - Converted class labels to class icons
  - All players now display the total number of people they are
  dominating
 
  General
  - Fixed a bug that would cause the scout's ball to regenerate at
  inappropriate times
  

Re: [hlds] Killing Floor server name and other commands

2009-05-18 Thread Munra
I agree

They only problem I had setting up a tripwire game server was the redirect and 
it was because of an oversight on my part.


-Original message-
From: msleeper mslee...@cyberwurx.com
Date: Mon, 18 May 2009 16:22:16 -0400
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Subject: Re: [hlds] Killing Floor server name and other commands

 Don't bother, Karl is just bitching he's not being spoonfed again, this
 time about something he's not even running/caring about. I'm with you,
 having never ran an Unreal server before, it was exceedingly easy to
 setup.
 
 
 On Sat, 2009-05-16 at 23:27 +0100, David Kellaway wrote:
  It took me, at most, five minutes to figure out how to configure
  everything (including obscure settings like friendly fire). I've never
  played the mod, didn't own the game at the time, and have never hosted
  a UE-based game before.
  
  It's not that hard to figure out just from section headings and
  variable names in the .ini file. Besides, it's not like Valve's
  documentation is any better, and Killing Floor has a very nice web
  admin interface that removes the need to manually edit in most
  changes.
  
  2009/5/16 Karl Weckstrom k...@weckstrom.com:
   Heh and they're CHARGING for that mod, right?
  
   They don't deserve my money or support if they can't supply serverops a 
   proper config file.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com 
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kitteny Berk
   Sent: Saturday, May 16, 2009 5:47 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Killing Floor server name and other commands
  
   This,  especially with unreal engine games/mods,   bloody nightmare.
  
   Karl Weckstrom wrote:
   I love it when mods come out with no documentation :)
  
   Seriously, mod creators - if you're not going to at LEAST have a 
   commented server config available, why bother?
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com 
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven Hartland
   Sent: Saturday, May 16, 2009 5:08 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Killing Floor server name and other commands
  
   Please read the question before answering as this clearly targeted
   at a game which doesn't even have a server.cfg.
  
   Regards
   Steve
  
   - Original Message -
   From: Nightbox alexandrualexa...@gmail.com
  
  
  
   for hostname you put hostname in server.cfg
  
   2009/5/16 admin ad...@firestormpcs.net
  
  
   Three Questions.
  
   1. How do i set up the hostname for my server so its not Killing
   Floor Server?
   2. If you know can you include some other comands?
   3. How do i change difficulty?
  
  
  
   
   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.
  
  
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[hlds] Killing Floor Connection issue

2009-05-18 Thread Munra
I have having an issue connecting to a killing floor server

Just stay in the connecting to index.rom screen

I also notice this in console
 MasterServerGameStats not found - stats uploading disabled.
and it keeps scrolling
STEAMAUTH : Sending updated server details - edthosting.com Killing Floor 
Badword
s 0 | 6

I have tried ServerBehindNAT=True and all ports are forward

Windows 2003

Any suggestions?

Thanks
- Original Message - 
From: msleeper mslee...@cyberwurx.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Monday, May 18, 2009 5:28 PM
Subject: Re: [hlds] Killing Floor Linux Dedicated Server Update Released


 Wewt! Thanks John.


 On Mon, 2009-05-18 at 17:22 -0400, John Gibson wrote:
 An update for the Killing Floor Linux Dedicated server has been
 released. This fixes the issues admins were having with Linux servers
 not allowing perks.

 Regards,

 John Gibson
 President
 Tripwire Interactive LLC

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Re: [hlds] Killing Floor Connection issue

2009-05-18 Thread Munra
It would seem that below is normal I just can seem to get to allow players 
to connect
- Original Message - 
From: Munra mu...@anbservers.net
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Monday, May 18, 2009 8:36 PM
Subject: [hlds] Killing Floor Connection issue


I have having an issue connecting to a killing floor server

 Just stay in the connecting to index.rom screen

 I also notice this in console
 MasterServerGameStats not found - stats uploading disabled.
 and it keeps scrolling
 STEAMAUTH : Sending updated server details - edthosting.com Killing Floor
 Badword
 s 0 | 6

 I have tried ServerBehindNAT=True and all ports are forward

 Windows 2003

 Any suggestions?

 Thanks
 - Original Message - 
 From: msleeper mslee...@cyberwurx.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Monday, May 18, 2009 5:28 PM
 Subject: Re: [hlds] Killing Floor Linux Dedicated Server Update Released


 Wewt! Thanks John.


 On Mon, 2009-05-18 at 17:22 -0400, John Gibson wrote:
 An update for the Killing Floor Linux Dedicated server has been
 released. This fixes the issues admins were having with Linux servers
 not allowing perks.

 Regards,

 John Gibson
 President
 Tripwire Interactive LLC

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Re: [hlds] Killing Floor server name and other commands

2009-05-16 Thread Munra
Right Like valve as ever given us a proper cfg file.

BTW there are 2 files with killing floor with all the settings that you'll 
need

Its called killingfloor.ini

and there is also one called default.ini which store all the default values 
for killing floor.

As I said before I have yet to download a valve that even included a 
server.cfg file.


- Original Message - 
From: Karl Weckstrom k...@weckstrom.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Saturday, May 16, 2009 5:50 PM
Subject: Re: [hlds] Killing Floor server name and other commands


 Heh and they're CHARGING for that mod, right?

 They don't deserve my money or support if they can't supply serverops a 
 proper config file.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kitteny Berk
 Sent: Saturday, May 16, 2009 5:47 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Killing Floor server name and other commands

 This,  especially with unreal engine games/mods,   bloody nightmare.

 Karl Weckstrom wrote:
 I love it when mods come out with no documentation :)

 Seriously, mod creators - if you're not going to at LEAST have a 
 commented server config available, why bother?

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven Hartland
 Sent: Saturday, May 16, 2009 5:08 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Killing Floor server name and other commands

 Please read the question before answering as this clearly targeted
 at a game which doesn't even have a server.cfg.

 Regards
 Steve

 - Original Message - 
 From: Nightbox alexandrualexa...@gmail.com



 for hostname you put hostname in server.cfg

 2009/5/16 admin ad...@firestormpcs.net


 Three Questions.

 1. How do i set up the hostname for my server so its not Killing
 Floor Server?
 2. If you know can you include some other comands?
 3. How do i change difficulty?



 
 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.


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Re: [hlds] Killing Floor Win32 Dedicated Server files available

2009-05-13 Thread Munra
The answer is no.

I talked to Ramm-Jaeger from trip wire.  This was his answer.

10:24 PM - Munra: NP one guy asked if the server is multihreaded
10:24 PM - [TW]Ramm-Jaeger: Nope
10:24 PM - [TW]Ramm-Jaeger: Same as RO
10:24 PM - [TW]Ramm-Jaeger: Although, with only 6 players you don't really 
need it
10:25 PM - [TW]Ramm-Jaeger: 1 core of most modern CPUs can run lots of 
server instances
10:25 PM - Munra: Figured can I copy this as a respones? to him?
10:25 PM - [TW]Ramm-Jaeger: Sure



Thanks for the heads up.

Is the server (win or linux) going to be multithreaded? Just want to
know what machine to place this on. Thanks!



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Re: [hlds] L4D bots after hibernation

2009-04-29 Thread Munra
It be nicer If they did some testing before releasing Don't you think?

- Original Message - 
From: Aaron Rapp r...@iz3d.com
To: 'Half-Life dedicated Win32 server mailing list' 
hlds@list.valvesoftware.com
Sent: Wednesday, April 29, 2009 5:16 PM
Subject: Re: [hlds] L4D bots after hibernation


I know this is being looked into at Valve. There's no ETA yet, though.

 They've procured some server logs from a couple people on the list.

 Aaron Rapp

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
 Sent: Wednesday, April 29, 2009 2:10 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] L4D bots after hibernation

 Agreed. I took Sourcemod off my servers because I thought it might have 
 been
 causing issues.

 Even on vanilla servers it does this.

 Fix pl0x.

 On Wed, Apr 29, 2009 at 3:56 PM, Johan Andersson
 lasersh...@hotmail.comwrote:

 Bumping this issue to the top because it's very annoying.

 It happens every few hours now.

 --
 From: -xL-Trinidad trini...@extreme-losers.org
 Sent: Tuesday, April 28, 2009 7:31 PM
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] L4D bots after hibernation

  happens 1-3 times a day since the last big update. It's very annoying
  cause the server shows full and no human palyers can join anymore. Hope
  Valve will fix this soon...
 
   - Original Message -
   From: Adam Nowacki
   To: hlds@list.valvesoftware.com
   Sent: Tuesday, April 28, 2009 6:46 PM
   Subject: [hlds] L4D bots after hibernation
 
 
   Dropped xes1986(PL) from server (Disconnect by user.)
   Dropped Gardenian from server (Disconnect by user.)
   Dropped Wulfgar from server (Disconnect by user.)
   Entity 207 (class 'inferno') reported ENTITY_CHANGE_NONE but
   'm_hOwnerEntity' changed.
   Dropped ;-) from server (Disconnect by user.)
   Dropped [PL] mrTerdex from server (Disconnect by user.)
   Switching Survivor Bot 'Bill' from team 2 to SPECTATOR
   - Player is now on team 1
   Switching Survivor Bot 'Francis' from team 2 to SPECTATOR
   - Player is now on team 1
   Switching Survivor Bot 'Zoey' from team 2 to SPECTATOR
   - Player is now on team 1
   Switching Survivor Bot 'Louis' from team 2 to SPECTATOR
   - Player is now on team 1
   Switching Zombie 'o7' from team 3 to SURVIVOR
   - Player is now on team 2
   Adding a survivor bot to fill out Survivor team
   Adding a survivor bot to fill out Survivor team
   Adding a survivor bot to fill out Survivor team
   Couldn't find any entities named shotgun1, which point_template
   guns_position1 is specifying.
   Couldn't find any entities named rifle1, which point_template
   guns_position1 is specifying.
   Couldn't find any entities named sniper1, which point_template
   guns_position1 is specifying.
   Couldn't find any entities named rifle3, which point_template
   guns_position3 is specifying.
   Couldn't find any entities named shotgun3, which point_template
   guns_position3 is specifying.
   Couldn't find any entities named sniper3, which point_template
   guns_position3 is specifying.
   Couldn't find any entities named rifle4, which point_template
   guns_position4 is specifying.
   Couldn't find any entities named shotgun4, which point_template
   guns_position4 is specifying.
   Couldn't find any entities named sniper4, which point_template
   guns_position4 is specifying.
   CreateInstance called on a point_template that has no templates:
   guns_position1
   Dropped o7 from server (Disconnect by user.)
   Switching Survivor Bot 'Francis' from team 2 to SPECTATOR
   - Player is now on team 1
   Switching Survivor Bot 'Zoey' from team 2 to SPECTATOR
   - Player is now on team 1
   Switching Survivor Bot 'Bill' from team 2 to SPECTATOR
   - Player is now on team 1
   Switching Survivor Bot 'Louis' from team 2 to SPECTATOR
   - Player is now on team 1
   Adding a survivor bot to fill out Survivor team
   Adding a survivor bot to fill out Survivor team
   Adding a survivor bot to fill out Survivor team
   Adding a survivor bot to fill out Survivor team
   Couldn't find any entities named shotgun1, which point_template
   guns_position1 is specifying.
   Couldn't find any entities named rifle1, which point_template
   guns_position1 is specifying.
   Couldn't find any entities named sniper1, which point_template
   guns_position1 is specifying.
   Couldn't find any entities named rifle3, which point_template
   guns_position3 is specifying.
   Couldn't find any entities named shotgun3, which point_template
   guns_position3 is specifying.
   Couldn't find any entities named sniper3, which point_template
   guns_position3 is specifying.
   Couldn't find any entities named rifle4, which point_template
   guns_position4 is specifying.
   Couldn't find any entities named shotgun4, 

Re: [hlds] Left 4 Dead: Map timeout issue?

2009-04-19 Thread Munra
I installed neph's plugin and it may of slowed them down but did not 
eliminate them.

I also noticed a decrease in timeouts when I installed SM 1.3 dev branch 
instead of using 1.2
- Original Message - 
From: Brent Veal naslund.fan...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Sunday, April 19, 2009 2:39 AM
Subject: Re: [hlds] Left 4 Dead: Map timeout issue?


 It's a similar issue to the TF2 problem. Install this plugin and it should
 fix the issue: http://www.nephyrin.net/tools/NephDSU/NephDSU_v1.1-r1.zip

 I've had 0 timeouts on my L4D servers since having this installed for the
 past couple months.



 On Sat, Apr 18, 2009 at 11:26 PM, Andrew Armstrong 
 and...@mammoth.com.auwrote:

 Hi everyone,



 I read a while back that TF2 had a timeout on map change bug, where 
 players
 would be dropped from the server with a 'Timeout' message, which was 
 later
 fixed (According to the Steam website, early March 09).



 We've noticed several times some of our Left 4 Dead servers will drop all
 players due to a 'Timeout' (after reading the server console) during the
 map
 change. Players get the 'Lost connection to server, reconnecting.' 
 message
 with a countdown timer of 30 seconds.



 Most of the time the servers are fine and have no issues.



 The actual server does not crash, and you can reconnect to it later, 
 which
 reminded me of the problem experienced by TF2 servers where it uploaded
 game
 stats during map change.



 Is this still/was it ever a problem with Left 4 Dead servers? Does anyone
 know anything about this problem?



 Cheers,

 Andrew



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Re: [hlds] [L4D] Disconnection on mapchange

2009-04-07 Thread munra
Quoting Alec Sanger eclyp...@hotmail.com:

Yes I have had the same.


 Is anyone else experiencing frequent disconnects when the map   
 changes? Looks like my servers have been occasionally booting   
 players before finishing the entire movie, just want to see if   
 anyone else has the same problem.

 Thank you,
 Alec Sanger
 www.stompfest.com


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[hlds] L4D Search_key

2009-03-25 Thread munra
Does any one else still have the search_key issues with VS lobbies?

I still can not connect to a VS game with the search_key.  What is so  
odd and makes me upset is that coop will load on the spot.

Any one find a fix or workaround?  Or am I beating a dead horse?

Thanks


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Re: [hlds] L4D Search_key

2009-03-25 Thread munra

I Remember reading that but ignored it because they were talking about  
linux on the windows list. (or atleast at the point I was reading that.)


Any easy way for a noob like myself to query a windows server to find  
the whole sv_tags String?

Thanks

When people get help like this it makes the list useful again.


Quoting CmptrWz cmpt...@bstcon.com:

 Don't have a link handy, but I believe the issue was found to be a 64 char
 limit on what the master server sees in your tags string. Versus works fine,
 so long as you don't exceed that 64 chars before the word versus finishes
 in the tag string.

 A long search key, sourcemod, steam group ID, and other things that push the
 coop,versus part of the tag string past the 64 char mark will result in
 issues, apparently.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
 Sent: Wednesday, March 25, 2009 8:24 AM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] L4D Search_key

 Aye, the lobby system with sv_search_key is broken.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
 mu...@anbservers.net
 Sent: Wednesday, March 25, 2009 1:11 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] L4D Search_key

 Does any one else still have the search_key issues with VS lobbies?

 I still can not connect to a VS game with the search_key.  What is so
 odd and makes me upset is that coop will load on the spot.

 Any one find a fix or workaround?  Or am I beating a dead horse?

 Thanks

 
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Re: [hlds] L4D Search_key

2009-03-25 Thread munra
Thank you

empty,alltalk,grp:xxxi,sourcemod,sv_search_key_anbservers1010,coop,versus

Does it count commas? has part of the 64 chars if so I am way over @ 73 chars.

and even with out commas I am still at 67 chars.

And wtf is with the Empty and alltalk?

Thanks for the help I will try and shorten the search_key and make it  
VS only ans see what happens. And report back


Quoting CmptrWz cmpt...@bstcon.com:

 sv_showtags will tell you. The private string is the one you care about.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
 mu...@anbservers.net
 Sent: Wednesday, March 25, 2009 8:49 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] L4D Search_key


 I Remember reading that but ignored it because they were talking about
 linux on the windows list. (or atleast at the point I was reading that.)


 Any easy way for a noob like myself to query a windows server to find
 the whole sv_tags String?

 Thanks

 When people get help like this it makes the list useful again.


 Quoting CmptrWz cmpt...@bstcon.com:

 Don't have a link handy, but I believe the issue was found to be a 64 char
 limit on what the master server sees in your tags string. Versus works
 fine,
 so long as you don't exceed that 64 chars before the word versus
 finishes
 in the tag string.

 A long search key, sourcemod, steam group ID, and other things that push
 the
 coop,versus part of the tag string past the 64 char mark will result in
 issues, apparently.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
 Sent: Wednesday, March 25, 2009 8:24 AM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] L4D Search_key

 Aye, the lobby system with sv_search_key is broken.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
 mu...@anbservers.net
 Sent: Wednesday, March 25, 2009 1:11 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] L4D Search_key

 Does any one else still have the search_key issues with VS lobbies?

 I still can not connect to a VS game with the search_key.  What is so
 odd and makes me upset is that coop will load on the spot.

 Any one find a fix or workaround?  Or am I beating a dead horse?

 Thanks

 
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Re: [hlds] L4D Client Update

2009-03-18 Thread munra
Yes What about it?

Are you and I the only 2 having this issue??


Quoting Alec Sanger eclyp...@hotmail.com:


 Any updates on issues with sv_search_key in vs mode?

 Thank you,
 Alec Sanger
 P: 248.941.3813
 F: 313.286.8945



 Date: Tue, 17 Mar 2009 01:31:44 -0400
 From: mu...@anbservers.net
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] L4D Client Update

 I can Confirm this as well/

 windows 2008



  Same behavior here. Using sv_search_key, co-op starts immediately
  but versus never finds a server. I've tried setting sv_gametypes to
  coop,versus and just versus, but it doesn't work. Has anyone
  successfully used sv_search_key on versus since the latest update?

 Patrick Shelley wrote:
  Another thread mentioned that search key was connecting fine to 4 player
  campaigns but NOT 8 player VS - i can confirm this to be true (for me
  anyway) - set my search key up again - create a 4 player campaign lobby -
  start - im on to my server instatly.
 
  Quit, start a 8 player VS lobby (with me as leader) - start game - no
  connect. whats wrong here?


 
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Re: [hlds] L4D Client Update

2009-03-18 Thread munra
Yes What about it?

Are you and I the only 2 having this issue??


Quoting Alec Sanger eclyp...@hotmail.com:


 Any updates on issues with sv_search_key in vs mode?

 Thank you,
 Alec Sanger
 P: 248.941.3813
 F: 313.286.8945



 Date: Tue, 17 Mar 2009 01:31:44 -0400
 From: mu...@anbservers.net
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] L4D Client Update

 I can Confirm this as well/

 windows 2008



  Same behavior here. Using sv_search_key, co-op starts immediately
  but versus never finds a server. I've tried setting sv_gametypes to
  coop,versus and just versus, but it doesn't work. Has anyone
  successfully used sv_search_key on versus since the latest update?

 Patrick Shelley wrote:
  Another thread mentioned that search key was connecting fine to 4 player
  campaigns but NOT 8 player VS - i can confirm this to be true (for me
  anyway) - set my search key up again - create a 4 player campaign lobby -
  start - im on to my server instatly.
 
  Quit, start a 8 player VS lobby (with me as leader) - start game - no
  connect. whats wrong here?


 
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Re: [hlds] L4D Client Update

2009-03-16 Thread munra
I can Confirm this as well/

windows 2008



 Same behavior here. Using sv_search_key, co-op starts immediately  
 but versus never finds a server. I've tried setting sv_gametypes to  
 coop,versus and just versus, but it doesn't work. Has anyone  
 successfully used sv_search_key on versus since the latest update?

Patrick Shelley wrote:
 Another thread mentioned that search key was connecting fine to 4 player
 campaigns but NOT 8 player VS - i can confirm this to be true (for me
 anyway) - set my search key up again - create a 4 player campaign lobby -
 start - im on to my server instatly.

 Quit, start a 8 player VS lobby (with me as leader) - start game - no
 connect. whats wrong here?



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Re: [hlds] L4D Client Update

2009-03-15 Thread munra


That is what I said when I started this thread.  But I got Flamed for  
it.  My pub servers are vanilla and my search_key servers have  
sourcemod installed however I don't use it to change the game play at  
all just administration.

But it is what it is I guess I got untill the 26th if it is still the  
same I will canceling My ded boxes and renting 1 or 2 private servers.
Quoting Richard Eid richard@gmail.com:
 http://store.steampowered.com/news/2349/

 That's what is going on.  Left 4 Dead players are now going to official
 servers by default.  Since the nature of the lobby system would allow for
 people to end up on any random server out there, the Left 4 Dead experience
 was being ruined by modded servers.  If you create a lobby and look under
 Game Settings, you now have the options of Official Dedicated(default), Best
 Available Dedicated and Local Server.  It's now up to the player to decide
 which type of server he or she wants to end up on.

 My guess, which can't be all that far off just by noticing what's been
 mentioned here on HLDS, is that players are using the default of Official
 Dedicated because it guarantees them the cleanest experience possible.

 -Richard Eid


 On Sun, Mar 15, 2009 at 7:17 AM, Mark Edwards   
 sixtysixno...@hotmail.comwrote:

 Zero players on our three L4D servers in the 48 hours or so since the
 second
 update.  What is going on?

   From: Admin Bob admin_...@cox.net
   To: Half-Life dedicated Win32 server mailing list
   hlds@list.valvesoftware.com
   Sent: Saturday, March 14, 2009 7:48:41 AM
   Subject: Re: [hlds] L4D Client Update
  
   Still empty. Still getting errors:
   A2C_print from 68.142.72.250:2701
   Bad challenge
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Adam
 Nowacki
   Sent: Saturday, March 14, 2009 2:09 AM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] L4D Client Update
  
   Blood Letter wrote:
So did this update fix the empty server issue for anyone?
Mine is still bone dry.
  
   Maybe because people want to play on official servers? The search
 works
   now and will actually fall back to non-official servers thanks to a
   longer search timeout.
  
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Re: [hlds] TF2 Blog Post: Server Scoring

2009-03-15 Thread munra
Why Dont you make a group that says

Fix the L4D servers
Fix the Facestab in tF2
Update VAC
Add -autoupdate for windows
Many other thing you could complain about.

Why don't you make a group that matters

If you don't like his pluggin don't use it.  Don't join his server I  
mean  there are 1 million issues you should be more worried about then  
his pluggin.




Quoting f0rkz h...@f0rkznet.net:

 Im sorry, but you are a fucking idiot.  Thats totally unrelated to the
 topic at hand.  Sorry your 5th grader feelings got hurt, but spamming
 this shit is not ok.



 On Mar 13, 2009, at 10:57 PM, Clyde cide wrote:

 Here is what I love Msleeper

 http://steamcommunity.com/groups/nof7

 Hopefully more people will join!
 On Fri, Mar 13, 2009 at 5:07 PM, msleeper mslee...@cyberwurx.com
 wrote:

 Since it is such a hot topic, I'd figure I'd let you guys know that
 1.)
 I used a throwaway IP for it, 2.) it was only up for 44 hours - it
 went
 up right before the Scout update came out and went down 2 days later,
 and 3.) it won't be making a return until the next class update.

 I'm not really worried about it being delisted anyway since it's
 not a
 real server or real IP I use, and I'll just use another throwaway IP
 when it eventually does get delisted.


 On Fri, 2009-03-13 at 13:58 -0700, Nephyrin Zey wrote:
 That's a good point, is that server delisted yet?

 On Fri, Mar 13, 2009 at 1:38 PM, Bengt Rosenberger
 bengt.rosenber...@gmx.de wrote:
 And mass-banning servers aka honeypot servers.


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[hlds] weird sv_search_key problem

2009-03-15 Thread munra
I got this weird problem with sv_search_key

It only works with campaigns .

If I start a lobby on any campaign.  Type in the search_key then start  
the game it start insistently.

If I start a VS lobby then type in my search key when I start the game  
it times out every time.  Looking for a server and I am selecting beat  
available server when starting the lobby.

I have also tried
sv_cheats 1
ms_force_dedicated_server 75.102.10.133:27015

Still no luck in a VS lobby
I do have souremod installed on this server.

I have also tried rolling back to the to to updated on 3-11 Which has  
not worked.

Windows 2008

// Server Name
hostname AnBservers.net|!Smoker's Server!|

// RCON Password
rcon_password xxx

// Server Password
sv_password  // Sets a password

//Lobby Connection Only
sv_allow_lobby_connect_only 0

//Steamgroup Convars
sv_steamgroup 
sv_steamgroup_exclusive 0

//server browser settings
sv_search_key 
sv_gametypes coop,versus
setmaster add 68.142.72.250:27011
setmaster add 69.28.140.246:27011
setmaster add 69.28.140.247:27011
setmaster add 72.165.61.189:27011

//nostats
neph_nostats 1


Any Suggestions?

Thanks




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[hlds] Windows, Dedicated, Protocol 242

2009-03-14 Thread munra
Hey Guys I am running L4D server and I notice in HLSW that some of the  
servers say

Windows, Dedicated, Protocol 7

and the others say

Windows, Dedicated, Protocol 242

Should all the servers be the same?  Is it caused Ip range?  I got  
servers on 72.x.x.x and servers on the 205.x.x.x

Thanks Guys I do expect some flaming :)


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[hlds] Windows, Dedicated, Protocol 242

2009-03-14 Thread munra
Thanks

I had forgot I had rolled back a couple of servers to try and get players

I will say I am starting to get more traffic in both the 7 and 242 servers

Thank you.




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[hlds] L4D Client Update

2009-03-13 Thread munra
Lobby leaders can now specify in lobby settings whether to search for  
an official dedicated server or for the best available dedicated  
server. If the official dedicated search fails it will then default to  
the best available dedicated server automatically

In my Opinion this even more worthless then tf2 custom tab.

There went My ded box its useless if the only servers that are going  
to get players are the ones with a search_key

FAIL

Thanks.


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Re: [hlds] L4D Client Update

2009-03-13 Thread munra
None of my servers are modded. (Expect one Which has a search_key)
Explains why no one has had players the last 2 days.

Why I am even paying to host servers? To support their game? Just to  
have the Client default to one of their servers?

I don't like it I can have an opinion Right?

Well see what happens


 This is a GOOD idea. Why wouldn't you want a plain, untouched Left 4  
 Dead server over one that could be modded?

mu...@anbservers.net wrote:
 Lobby leaders can now specify in lobby settings whether to search  
 for  an official dedicated server or for the best available  
 dedicated  server. If the official dedicated search fails it will  
 then default to  the best available dedicated server automatically

 In my Opinion this even more worthless then tf2 custom tab.

 There went My ded box its useless if the only servers that are going  
  to get players are the ones with a search_key

 FAIL

 Thanks.



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Re: [hlds] L4D Client Update

2009-03-13 Thread munra
Quoting gamead...@127001.org:
Thanks For that information I will in fact Google it and I started  
reading about the white list in the steam forum.


 Search for valve dedicated server first, then try everyone else was
 already the default behaviour.  By giving people the ability to skip the
 search for valve servers, they have in fact increased the chance of your
 server having people in it.

 However, since the last l4d patch, and continuing in the (unannounced) patch
 tonight, my (Linux) servers have been empty.  Since the patch before _that_,
 typing setmaster has shown an empty list (despite the startup log
 mentioning 2 master servers), which I needed to workaround by setting them
 manually in server.cfg.  Are both these behaviours still the case for
 everyone else?

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
 boun...@list.valvesoftware.com] On Behalf Of mu...@anbservers.net
 Sent: 14 March 2009 05:59
 To: hlds@list.valvesoftware.com
 Subject: [hlds] L4D Client Update

 Lobby leaders can now specify in lobby settings whether to search for
 an official dedicated server or for the best available dedicated
 server. If the official dedicated search fails it will then default to
 the best available dedicated server automatically

 In my Opinion this even more worthless then tf2 custom tab.

 There went My ded box its useless if the only servers that are going
 to get players are the ones with a search_key

 FAIL

 Thanks.

 
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[hlds] 2003 or 2008

2009-03-01 Thread munra
If you were choosing an os for a new server would it be 2003 or 2008

Box specs are

Core2Duo E6600 (2 x 2.4Ghz)
2048MB DDR2 RAM
250GB 7200RPM SATA2 HD

I like 2008 but I would like to hear what the experts have to say.

P.S.

msleeper take it easy on a noob


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Re: [hlds] 2003 or 2008

2009-03-01 Thread munra

Sorry Forget to add I would be running l4d/TF2 servers

Quoting mu...@anbservers.net:

 If you were choosing an os for a new server would it be 2003 or 2008

 Box specs are

 Core2Duo E6600 (2 x 2.4Ghz)
 2048MB DDR2 RAM
 250GB 7200RPM SATA2 HD

 I like 2008 but I would like to hear what the experts have to say.

 P.S.

 msleeper take it easy on a noob

 
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Re: [hlds] 2003 or 2008

2009-03-01 Thread munra
Well let me ask you this.

How many l4d servers to you think I can run on this box with 2003/2008?

Off topic:
I know my ded server company is on this list and I assume they are  
reading this.

Please be advise you will be getting a call Monday about your response  
to ticket 5367.





Quoting MONDO mondo...@gmail.com:

 Server 2003 will do you fine - tried and true my friend... tried and true.
 Also - depending on how many gameservers you will be running from this box,
 you'll want much more RAM, at least 4096MB I would say.

 Good luck!

 On Sun, Mar 1, 2009 at 6:51 PM, mu...@anbservers.net wrote:


 Sorry Forget to add I would be running l4d/TF2 servers

 Quoting mu...@anbservers.net:

  If you were choosing an os for a new server would it be 2003 or 2008
 
  Box specs are
 
  Core2Duo E6600 (2 x 2.4Ghz)
  2048MB DDR2 RAM
  250GB 7200RPM SATA2 HD
 
  I like 2008 but I would like to hear what the experts have to say.
 
  P.S.
 
  msleeper take it easy on a noob
 
  
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Re: [hlds] 2003 or 2008

2009-03-01 Thread munra
Quoting Blood Letter bw_bloodlet...@hotmail.com:


Okay I already own this server with 2008

I agree with you.  I run 5 l4d servers and use 1.9 Gigs of my ram. But  
I dont think I ever used more then 40% of the CPU  So I agree that I  
need more ram.  So I am about to cancel this one and order the lower  
package which is an X2(2 x 2.3 GHz)  with 4 gigs I think that would be  
more value for my money.

I have another question snice it seems you guys are in a good mood tonight.

How bad is to overload little bit? What I mean is if I have 100 megs  
of ram left and I start another L4d server using ~ 200 megs (Assume  
these are all public l4d servers) Is it okay to over load the ram like  
that?


 Are you joking?
 I ran 4 L4D servers on an old dual core athlon, and it never got   
 over 50% CPU usage.

 L4D does not tax the CPU at all, despite all the hype about the   
 amazingly complex (yeah, right) AI Director.

 1000 FPS!!! servers are a joke.

 Date: Sun, 1 Mar 2009 16:23:36 -0800
 From: mido...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] 2003 or 2008

 4-5 concurrently.  I think your RAM is fine since your CPU is so small.


 mu...@anbservers.net wrote:
  Well let me ask you this.
 
  How many l4d servers to you think I can run on this box with 2003/2008?
 
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Re: [hlds] New Heavy Update

2008-08-12 Thread Munra
 I want to see the next Meet the .. Video
- Original Message - 
From: 1nsane [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Tuesday, August 12, 2008 5:53 PM
Subject: Re: [hlds] New Heavy Update


 So the Arena mode has finally been announced?

 tf_arena_max_teamsize
 tf_arena_required_teamsize
 tf_arena_preround_time
 tf_arena_round_time
 tf_arena_force_class
 tf_arena_change_limit

 These cvars have been bugging me for a while now :D.

 On Tue, Aug 12, 2008 at 5:07 PM, David Ulbrich 
 [EMAIL PROTECTED]wrote:

 I love the maps that Vilepickle makes like CP_CASTLE.  Another new one 
 that
 he made that is great is DOM_CANALZONE_B3 which is an old school 
 quakewars
 Team Fortress map.

 As for the update, I can't wait for it to come out as that is my main
 class.

 -Video Master



  From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Date:
 Tue, 12 Aug 2008 23:00:10 +0200 Subject: Re: [hlds] New Heavy Update  
 I
 always think the next community map will be cp_castle. But I don't think
 valve is going to release it! If I'm not wrong valve is going to release 
 a
 pl or ctf (because they just release a cp map). Because there aren't 
 really
 good pl community maps around there it will be a ctf map. There are some
 good ctf maps around :) so guys suggest before we will hear it tomorrow 
 :)
  [offtopic]  Jason, can you wait with the update for 4 weeks ;) I'm on
 vacation then :)  -Oorspronkelijk bericht- Van:
 [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] Namens Yatin Vadhia Verzonden:
 dinsdag 12 augustus 2008 22:21 Aan: Half-Life dedicated Win32 server
 mailing list Onderwerp: [hlds] New Heavy Update  Just FYI, More info 
 was
 posted on the offical TF2 Blog:  http://steamgames.com/tf2/heavy/
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[hlds] Server Browser

2008-06-12 Thread Munra
I am trying to verify that the steam will list server by starting with the 
clients home ip and fans up and down from there.

Is there any update on the when the server list will start to list by geo 
location?



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Re: [hlds] Server Browser

2008-06-12 Thread Munra
Thank you.

Right now I am try to get some infomation about this for my COLO company and 
I am have a hard time finding it on the HLDS archives.

Any chance you can give me a link to some good info about it or a website 
that will allow me to search the holds archives?


Thanks you so very much
- Original Message - 
From: Saint K. [EMAIL PROTECTED]
To: 'Half-Life dedicated Win32 server mailing list' 
hlds@list.valvesoftware.com
Sent: Thursday, June 12, 2008 8:19 AM
Subject: Re: [hlds] Server Browser


 This has been a point of discussion pretty much as long as I can remember.

 I doubt anything will change on this.

 Saint K.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Munra
 Sent: Thursday, June 12, 2008 2:12 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] Server Browser

 I am trying to verify that the steam will list server by starting with the
 clients home ip and fans up and down from there.

 Is there any update on the when the server list will start to list by geo
 location?



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Re: [hlds] Server Browser

2008-06-12 Thread Munra
Never Mind

Thank you I found it
http://www.mail-archive.com/hlds@list.valvesoftware.com/msg22087.html

- Original Message - 
From: Munra [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Thursday, June 12, 2008 6:18 PM
Subject: Re: [hlds] Server Browser


 Thank you.

 Right now I am try to get some infomation about this for my COLO company 
 and
 I am have a hard time finding it on the HLDS archives.

 Any chance you can give me a link to some good info about it or a website
 that will allow me to search the holds archives?


 Thanks you so very much
 - Original Message - 
 From: Saint K. [EMAIL PROTECTED]
 To: 'Half-Life dedicated Win32 server mailing list'
 hlds@list.valvesoftware.com
 Sent: Thursday, June 12, 2008 8:19 AM
 Subject: Re: [hlds] Server Browser


 This has been a point of discussion pretty much as long as I can 
 remember.

 I doubt anything will change on this.

 Saint K.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Munra
 Sent: Thursday, June 12, 2008 2:12 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] Server Browser

 I am trying to verify that the steam will list server by starting with 
 the
 clients home ip and fans up and down from there.

 Is there any update on the when the server list will start to list by geo
 location?



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

2008-05-16 Thread Munra
I think it you should be worried more about the 100 other bugs instead of 
your ban.cfg Use amx bans or source bans or some other sql base system.
- Original Message - 
From: Steven Hartland [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Friday, May 16, 2008 8:22 PM
Subject: Re: [hlds] Please add the option customize bans file save location


 No of course not the 1500 servers on the machines here are
 just a figment of my imagination :P

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


 - Original Message - 
 From: JDoc0512 [EMAIL PROTECTED]


 hey Steve
  you don't even run multiplay game servers :)

  and making a batch file is not stupid :)


 
 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
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Re: [hlds] Remote reboot/Server Reset

2008-04-30 Thread Munra
I aslo use it for simple restart page
- Original Message - 
From: Tony Paloma [EMAIL PROTECTED]
To: 'Half-Life dedicated Win32 server mailing list' 
hlds@list.valvesoftware.com
Sent: Wednesday, April 30, 2008 8:23 PM
Subject: Re: [hlds] Remote reboot/Server Reset


 Serverdoc has an affinity setting. I use it.

 Menu-Config-General. Priority  Affinity button.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Mike Stiehm
 Sent: Wednesday, April 30, 2008 5:11 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Remote reboot/Server Reset

 I was thinking of that but I use Fire daemon right now and server doc
 does not have an affinity setting.



 From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Date: 
 Wed,
 30 Apr 2008 17:05:34 -0700 Subject: Re: [hlds] Remote reboot/Server 
 Reset
 If all you need is a way to restart the process, serverdoc has a web
 interface.
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Re: [hlds] Goldrush makes Server Crash!!!

2008-04-29 Thread Munra
Any one notice that on the red team on Goldrush you can not Spawn?
- Original Message - 
From: [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Tuesday, April 29, 2008 9:55 PM
Subject: Re: [hlds] Goldrush makes Server Crash!!!


 windows and no plugins seems to crash as soon as someone begins to join.

 Tony Paloma wrote:
 I'm getting this as well. Same OS here. Works on my WinXP machine though.
 Hmm

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
 Sent: Tuesday, April 29, 2008 6:26 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Goldrush makes Server Crash!!!

 Crashes on Windows Server 2003. Multiple servers no plugins at all...

 On Tue, Apr 29, 2008 at 9:20 PM, James McKenna [EMAIL PROTECTED] 
 wrote:


 That's two reports so far...

 sv_fear 1

 On Tue, Apr 29, 2008 at 6:19 PM, Ben B [EMAIL PROTECTED] 
 wrote:


 I am on Linux CentOS.

 2 of my servers are updated, and I changed to goldrush, and both 
 crashed
 when people started joining!!!

 --
 From Ben. B (Goerge)
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Re: [hlds] Valve, thank you for virtually destroying my TF2 community.

2008-03-14 Thread Munra
My point was Valve will always do what they think is best and will not 
change it.

I would also really expect something like this for dods and css when they 
are rolled over to the orange box.  Which sucks cuase my gungames servers 
have the most population of players on reg basis.

And I am still more worried about of the server list displays the servers by 
pinging/fanning out from the clients ip.  My servers are in chicago but with 
a 205 ips I really only see Canadian players.
- Original Message - 
From: Timothy L Havener [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Thursday, March 13, 2008 9:02 PM
Subject: Re: [hlds] Valve,thank you for virtually destroying my TF2 
community.


 None of those examples have direct context to this situation.  Myself and
 others can provide proof of how this hurting our servers.  Two of which 
 have
 no alterattion other than they 8 slots larger than the standard of 24. 
 Why
 do 64 slot servers show up in CS:S which clearly isn't designed for that
 many players, but yet a 32 slot TF2 server is so bad it has to be put 
 on
 a boxcar and shipped to the custom server tab.  Just leave us be and let 
 the
 players have a fair server filtering system that allows ALL servers to be
 seen.

 - Original Message - 
 From: Munra [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Thursday, March 13, 2008 4:24 PM
 Subject: Re: [hlds] Valve,thank you for virtually destroying my TF2
 community.


 Valve always here your going kill the game Community

 They heard it when css came out
 They heard it when steam came out
 They heard it when they shut down the won servers.

 I am more worried about my servers havin ips in the 205 ranges rather 
 then
 the custom tab killing 32 player servers
 - Original Message - 
 From: Spencer 'voogru' MacDonald [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Thursday, March 13, 2008 4:23 PM
 Subject: RE: [hlds] Valve, thank you for virtually destroying my TF2
 community.


 You pulled the words right out of my mouth.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Timothy L 
 Havener
 Sent: Thursday, March 13, 2008 4:06 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Valve, thank you for virtually destroying my TF2
 community.

 PaaahlaseI have plenty of regulars.  You don't get two servers
 into
 the top 10 rankings without a lot of regulars. Two of my servers still
 get
 populated during peak gaming hours, but they empty out around 1-3 am and
 fill back up around lunchtime whereas they used to stay full 24/7.  Not
 being listed on the internet tab really hurts in the morning hours when
 most
 of my regulars aren't on.  And I posted to all my members about the
 customs
 tab and most didnt know what it was.  I got a crap load of pm's on steam
 asking me why I took my servers down after the update.  This stinks and 
 I
 don't like it.
 - Original Message -
 From: Cc2iscooL [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Thursday, March 13, 2008 2:35 PM
 Subject: Re: [hlds] Valve, thank you for virtually destroying my TF2
 community.


 --
 [ Picked text/plain from multipart/alternative ]
 If you had enough regulars, your servers would stay full.

 For instance, on Friday Night, I like to run party mode on my servers,
 which
 places them on the custom tab. I can still keep them full from the time
 it
 starts up until about dying gaming hours (around 4-5 AM CST)

 The custom tab is a deterrent to generic pubbers, but your regulars 
 will
 still see you on their favorites tab.

 I will agree though, pubbers generally won't even touch the custom tab.
 Maybe if people started actually using the custom tab, though, people
 would
 generally shift over to it based on their desire for gameplay. With all
 the
 server operators exploiting the internet listing as it is right now, no
 one
 will ever use the custom listing because the servers like that are 
 still
 in
 the internet list.

 If no server operators use the custom list, then neither will the
 players,
 thus why you see such a lack of use on it.

 To be honest, I think if more server operators used it and educated the
 players they play with on the use of it, I think there would be a lot
 more
 people using the custom tab.

 Now, granted, it will never compare to the usage of the internet tab,
 but
 all this cheating to get on the internet list isn't going to help the
 custom list at all. No one is going to use it if there aren't any good
 servers there.

 Just a thought.

 -Cc2iscooL

 On Thu, Mar 13, 2008 at 12:41 PM, Timothy L Havener 
 [EMAIL PROTECTED] wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 I had 3 servers full pretty much 24/7 and since the implementation of
 the
 customs tab I have had trouble even getting them populated during peak
 gaming hours

Re: [hlds] Valve, thank you for virtually destroying my TF2 community.

2008-03-13 Thread Munra
Valve always here your going kill the game Community

They heard it when css came out
They heard it when steam came out
They heard it when they shut down the won servers.

I am more worried about my servers havin ips in the 205 ranges rather then 
the custom tab killing 32 player servers
- Original Message - 
From: Spencer 'voogru' MacDonald [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Thursday, March 13, 2008 4:23 PM
Subject: RE: [hlds] Valve, thank you for virtually destroying my TF2 
community.


 You pulled the words right out of my mouth.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Timothy L Havener
 Sent: Thursday, March 13, 2008 4:06 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Valve, thank you for virtually destroying my TF2
 community.

 PaaahlaseI have plenty of regulars.  You don't get two servers 
 into
 the top 10 rankings without a lot of regulars. Two of my servers still get
 populated during peak gaming hours, but they empty out around 1-3 am and
 fill back up around lunchtime whereas they used to stay full 24/7.  Not
 being listed on the internet tab really hurts in the morning hours when 
 most
 of my regulars aren't on.  And I posted to all my members about the 
 customs
 tab and most didnt know what it was.  I got a crap load of pm's on steam
 asking me why I took my servers down after the update.  This stinks and I
 don't like it.
 - Original Message -
 From: Cc2iscooL [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Thursday, March 13, 2008 2:35 PM
 Subject: Re: [hlds] Valve, thank you for virtually destroying my TF2
 community.


 --
 [ Picked text/plain from multipart/alternative ]
 If you had enough regulars, your servers would stay full.

 For instance, on Friday Night, I like to run party mode on my servers,
 which
 places them on the custom tab. I can still keep them full from the time 
 it
 starts up until about dying gaming hours (around 4-5 AM CST)

 The custom tab is a deterrent to generic pubbers, but your regulars will
 still see you on their favorites tab.

 I will agree though, pubbers generally won't even touch the custom tab.
 Maybe if people started actually using the custom tab, though, people
 would
 generally shift over to it based on their desire for gameplay. With all
 the
 server operators exploiting the internet listing as it is right now, no
 one
 will ever use the custom listing because the servers like that are still
 in
 the internet list.

 If no server operators use the custom list, then neither will the 
 players,
 thus why you see such a lack of use on it.

 To be honest, I think if more server operators used it and educated the
 players they play with on the use of it, I think there would be a lot 
 more
 people using the custom tab.

 Now, granted, it will never compare to the usage of the internet tab, but
 all this cheating to get on the internet list isn't going to help the
 custom list at all. No one is going to use it if there aren't any good
 servers there.

 Just a thought.

 -Cc2iscooL

 On Thu, Mar 13, 2008 at 12:41 PM, Timothy L Havener 
 [EMAIL PROTECTED] wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 I had 3 servers full pretty much 24/7 and since the implementation of 
 the
 customs tab I have had trouble even getting them populated during peak
 gaming hours.  I have received complaint after complaint from members
 about
 the new system.  The majority of players did not even know there was a
 customs tab to find our servers.  My Dustbowl server was ranked in the
 top 3
 on game-monitor and has been dropping consistently since the last 
 update.
  Just wanted to say thanks.  Have a nice day.
 --


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Re: [hlds] TF2 update coming later today

2008-03-06 Thread Munra

We'll be delisting servers with custom rule sets that
deliberately work around the system

What does that mean?
- Original Message -
From: Eric Smith [EMAIL PROTECTED]
To: [EMAIL PROTECTED]; hlds@list.valvesoftware.com
Sent: Thursday, March 06, 2008 4:58 PM
Subject: [hlds] TF2 update coming later today



We're planning to ship a mandatory TF2 server/client update later today.
We'll have the list of changes for you when the update is ready.

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

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

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

Eric Smith
Valve


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Re: [hlds] Re: [hlds] Error: server failed to transmit file 'AYSY, W' Host_Error svc_bad kicking half the server -zone 8192

2008-01-14 Thread Munra

Ummm Sierra didn't make the game.  Please remove yourself from the list.

Sierra Just burned the cds and put them and in a box.  In other words they
just published the game.  Valve made the game.
- Original Message -
From: Pawel Majewski [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Monday, January 14, 2008 5:14 AM
Subject: Re: [hlds] Re: [hlds] Error: server failed to transmit file 'AYSY,
W' Host_Error svc_bad kicking half the server -zone 8192



--
[ Picked text/plain from multipart/alternative ]
Valve dont know anything about half life engine, thats the problem.
If you have some custom models etc. implented by plugins from amxx, you
should delete it.
Because HL engine is fucking bad, and valve havent changed anything since
they bought this game from sierra.



On Jan 14, 2008 4:44 AM, Kevin Ottalini [EMAIL PROTECTED] wrote:


The most common cause of this error is your router is getting overloaded
(assuming you have your server behind a router).

What you are showing there (Host_Error: CL_ParseServerMessage) is a
client
error which can be caused by the client's router as well.

In a nutshell, this is a network traffic error where messages are getting
garbled.


- Original Message -
From: frag
To: hlds@list.valvesoftware.com
Sent: Sunday, January 13, 2008 7:26 PM
Subject: [hlds] Error: server failed to transmit file 'AYSY, W'
Host_Error
svc_bad kicking half the server -zone 8192


 Hey all,  I have a huge problem that I have been dealing with for a
while
 now and was wondering if any of you are seeing this error.   I used to
get
 this error and THOUGHT I fixed it using the  -zone 8192 parameter in
my
 startup CMD line  but since my server now has 20 to 26 humans 24X7,
 the
 error has started once again.   It kind sucks to have half your clients
 kicked in the middle of a heated battle.
 The funny thing is that when it happens all of the clients get the same
 error in their console but the next time it happens the error is
slightly
 different but with the same result, Over half the server gets kicked to
 there DOD game menu.I have done a ton of research on this error but
no
 one seems to have any concrete evidence as to why it keeps happening.

 SPECS
 OS: fedora core 6 , Dual xeon , 3.0GIG with 2 GIGS ram on a 100 MB
uplink.


 Any and all help much appreciated in solving this horrible bug.


 Error: server failed to transmit file 'AYSY, W'
 Last 32 messages parsed.
 27891 0016 svc_deltapacketentit
 27891 0123 svc_voicedata
 27895 0008 svc_time
 27895 0013 svc_clientdata
 27895 0016 svc_deltapacketentities
 27895 0124 svc_sound
 27895 0137 svc_voicedata
 27895 0217 svc_voicedata
 27895 0259 svc_sound
 27897 0018 Spectator
 27897 0021 TeamScore
 27897 0025 TeamScore
 27897 0029 PStatus
 27897 0032 PClass
 27897 0035 svc_updateuserinfo
 27897 0232 svc_time
 27897 0237 svc_clientdata
 27897 0240 svc_deltapacketentities
 27897 0349 svc_voicedata
 27897 0391 svc_sound
 27898 0008 svc_time
 27898 0013 svc_clientdata
 27898 0016 svc_deltapacketentities
 27898 0132 svc_voicedata
 27901 0008 svc_time
 27901 0013 svc_clientdata
 27901 0016 svc_deltapacketentities
 27901 0132 svc_voicedata
 27905 0018 CurWeapon
 27905 0022 CurWeapon
 27905 0026 svc_filetxferfailed
 BAD: 37:svc_bad
 Host_Error: CL_ParseServerMessage: Il
 --


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RE: [hlds] TeamFortress 2 dedicated server update

2007-11-08 Thread Munra -hlds
Too bad this is the WINDOWS List

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kyrios
Sent: Thursday, November 08, 2007 4:36 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] TeamFortress 2 dedicated server update

For those with chrashing servers

- get new cpus (SSE2 capable)
- try another glibc


On Nov 8, 2007 9:22 AM, Mark Chandler [EMAIL PROTECTED] wrote:
 Well the update system may not work but be grateful that they release
 frequent patches.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Kyle Cassidy
 Sent: Thursday, November 08, 2007 5:16 PM
 To: hlds@list.valvesoftware.com

 Subject: Re: [hlds] TeamFortress 2 dedicated server update

 --
 [ Picked text/plain from multipart/alternative ]
 AGAIN
 the update system does not work

 time to re-download the entire tf2 ds and distribute it to my servers.

 thanks ;)

 On Nov 7, 2007 10:02 PM, Scott Tuttle [EMAIL PROTECTED] wrote:

  I am getting Failed to load the launcher DLL.  Specified module could
not
  be found. now after the update when I try to launch tf2.  Clearly the
  appropriate move is to shut my tf2 server down until 6 months pass so
  maybe
  that you have worked out some of the bugs.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
  Sent: Wednesday, November 07, 2007 10:23 PM
  To: hlds@list.valvesoftware.com; [EMAIL PROTECTED]
  Subject: [hlds] TeamFortress 2 dedicated server update
 
  A required update for Team Fortress 2 and it's dedicated have been
  released.  Please run the hldsupdatetool to update your server.  The
  specific changes include:
 
  - Improved paged pool memory tracking
  - Fixed crash on importing spray logo that claimed to be a valid jpeg
  file, but wasn't
  - Fixed Medic's uber-charge stats tracking
  - Fixed a bug in scoring Engineer building destruction
  - Engineers no longer earn points for using their own teleporters
  - Freezepanel hud improvements now trigger on usage of the jpeg
  command
  - Fixed Spies exploit enabling them to attack while disguising, without
  losing disguise
  - Fixed Spies being able to attach sappers through thin walls
  - Fixed several melee weapon switching exploits
  - Fixed exploit that allowed players to teleport with the intelligence
  - Fixed a client crash related to MP3 playing
  - Improved client handling of stats when a connection couldn't be made
  to the stat servers. Fixes several cases of stat loss
 
 
 
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  please visit:
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 --
 Kyle Cassidy

 949.701.0759 cell
 http://Howies.TV
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 --
 No virus found in this incoming message.
 Checked by AVG Free Edition.
 Version: 7.5.503 / Virus Database: 269.15.24/1117 - Release Date:
11/7/2007
 10:52 PM



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

2007-11-03 Thread Munra -hlds


My server keeps spaming it is out of date

I already ran the updatetool 100 times with -verify_all and still starts
telling me it is out of date win 2003 Anyone else seen this?

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

2007-11-03 Thread Munra -hlds
E:\Games\TGA\TF2\  is my install dir I have Hldsupdatetool.exe and
update.bat
 My update.bat has E:\Games\TGA\TF2\hldsupdatetool.exe -command update -game
tf -dir . -retry -verify_all

Do I get E:\Games\TGA\TF2\orangebox

RUN E:\Games\TGA\TF2\orangebox\srcds.exe -console -game tf -ip 2xx.24.xxx.58
-maxplayers 21 -tickrate 100 +fps_max 600 +map cp_dustbowl

Seems it would be right to me?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Me you
Sent: Saturday, November 03, 2007 7:10 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Team Fortress 2/Dedicated Server update

--
[ Picked text/plain from multipart/alternative ]
if your using /sourcedirectory/tf, change to
/sourcedirectory/orangebox/tf

Seems to change back and forth with each update.



 From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject:
RE: [hlds] Team Fortress 2/Dedicated Server update Date: Sat, 3 Nov 2007
18:53:54 -0400My server keeps spaming it is out of date  I already
ran the updatetool 100 times with -verify_all and still starts telling me
it is out of date win 2003 Anyone else seen this? 
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RE: [hlds] Binaries Released?

2007-09-18 Thread Munra -hlds
I have a server Running :)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
Sent: Tuesday, September 18, 2007 1:44 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Binaries Released?

--
[ Picked text/plain from multipart/alternative ]
Yeah, I'm getting nothing but

Checking bootstrapper version ...
Updating Installation
ContentServer rejected client session login

everytime I try... Whats wrong?

On 9/18/07, Munra -hlds [EMAIL PROTECTED] wrote:


 Been a long Night Man But that is Funny
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
 Sent: Tuesday, September 18, 2007 1:28 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Binaries Released?

 --
 [ Picked text/plain from multipart/alternative ]
 Haha, unsubrscibe then? :)

 On 9/18/07, Ateeb Kazmi [EMAIL PROTECTED] wrote:
 
 
  Assholes dont send me msgs again ur craps
  bloody asholes
 
  From: 1nsane . [EMAIL PROTECTED]
  Reply-To: hlds@list.valvesoftware.com
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Binaries Released?
  Date: Tue, 18 Sep 2007 01:15:32 -0400
  
  --
  [ Picked text/plain from multipart/alternative ]
  Yes I do:
  http://img476.imageshack.us/img476/3449/asdsadasdck3.png
  
  On 9/18/07, Munra -hlds [EMAIL PROTECTED] wrote:
   
   
No you don't You have a bin dir above tf but not in tf
   
Its like a CSS server you have gamedir/bin then you have
  gamedir/cs/bin
   
There is an orangebox/bin but no orangebox/tf/bin which is needed
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
Sent: Tuesday, September 18, 2007 12:59 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Binaries Released?
   
--
[ Picked text/plain from multipart/alternative ]
Yes there is, I have a server.dll
On 9/18/07, Munra -hlds [EMAIL PROTECTED] wrote:

 Could this be because there is no Game DLL?

 There is no tf/bin dir

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Brock
 Quinn
 Sent: Tuesday, September 18, 2007 12:45 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Binaries Released?

 I am having the exact same problem under Windows XP SP2

 Brian D'Arcy wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  I see there was an update which included the binaries, however
 I'm
only
  getting insta-crashes and mdmp files with the most basic launch
options
 of
  -console and -game tf.
 
  Windows 2003 SP2
  --
 
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RE: [hlds] TF2 Respawn Time

2007-09-18 Thread Munra -hlds
The respawn times Change Depending on what objectives your team holds.  At
least that is what the commentary said ;)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kevin Ottalini
Sent: Tuesday, September 18, 2007 1:03 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] TF2 Respawn Time

The only thing I found was:

mp_showrespawntimes

which gives a report for read and blue teams, it appears to be set at ~10
seconds right now.

Red:  Min Spawn 10.00, Scalar 0.36, Next Spawn In: 4.79
Blue: Min Spawn 10.00, Scalar 0.36, Next Spawn In: 4.79



- Original Message -
From: Andreas Grimm
To: hlds@list.valvesoftware.com
Sent: Tuesday, September 18, 2007 9:02 AM
Subject: Re: [hlds] TF2 Respawn Time


 Hello,

 im currently searching for a cvar, too.
 I want to have reduced respawn times. any infos would be great.

 Andreas

 PS: Are there no grenades in TF2 *just wondering*

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Daz @
 Dustworld
 Sent: Tuesday, September 18, 2007 5:56 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] TF2 Respawn Time

 Hiya,

 Just wondered if anyone knows if the respawn time is
 changeable with a server cvar? I haven't been able to find
 one yet but I'd like to try a slightly quicker respawn.

 Cheers

 --
 Best regards,

 Daz


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RE: [hlds] Team Fortress 2 Content Available

2007-09-17 Thread Munra -hlds
I agree It is a Very funny Very True Joke

I also to would like to know when the rest of the content will be available
right now I have the updatetool running once an hour.  But I am assuming
like every other release the server will not be available until the client
is released.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spotta
Sent: Monday, September 17, 2007 3:12 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Team Fortress 2 Content Available

It was a light hearted joke. Chill.

It's gone 8PM in the UK, I would also like to know when the server will be
ready to go - and the game for that matter

Spotta

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of RideGuy
Sent: 17 September 2007 20:05
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2 Content Available

This mailing list is meant for help with dedicated servers.  It's not
for complaining about how much mods cost, or how long they will take
to develop.  I think the steampowered/forum would be a better place
for that type of discussion.


Just my $0.02,
RideGuy

On 9/17/07, Spotta [EMAIL PROTECTED] wrote:
 Valve time!
 http://developer.valvesoftware.com/wiki/Valve_Time

 Spotta

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Dan Offord
 Sent: 17 September 2007 18:30
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Team Fortress 2 Content Available

 --
 [ Picked text/plain from multipart/alternative ]
 Anyone any idea when TF2 is being released?


 On 17/09/2007, Joey [EMAIL PROTECTED] wrote:
 
  Cool i dont mind paying $30.00 dollaars for something i would use beats
0
  or 80 bucks for a bunch of games which i really have no interest for.
  Thanx
  for the info.
  - Original Message -
  From: Dan Offord [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Sent: Monday, September 17, 2007 7:08 AM
  Subject: Re: [hlds] Team Fortress 2 Content Available
 
 
   --
   [ Picked text/plain from multipart/alternative ]
   Yes, but its $29.95
  
   On 17/09/2007, Joey [EMAIL PROTECTED] wrote:
  
   Going off  topic for a minute,
   Does anyone know if tf2 will be available as a seperate download,
just
   like
   they did with hl2 dm , or will this be exclusively an orangebox
product
   where if the person that wanted tf2 would have to purchase the entire
   orange
   box. Users in my forum were asking, if anyone could help answer that
it
   would be appreciated thanks in advance.
   - Original Message -
   From: Graham McMaster [EMAIL PROTECTED]
   To: hlds@list.valvesoftware.com
   Sent: Monday, September 17, 2007 2:38 AM
   Subject: Re: [hlds] Team Fortress 2 Content Available
  
  
Hrr It depends entirely on what folder the TF content
  downloads
into, if the folder is called tf then yes, it would be -game tf, if
  it
downloads into tf2 then it'd be -game tf2, it's THAT simple  ;)
   
Graham
   
Andrew Armstrong wrote:
Mike, could you please elaborate on how a TF2 server will be
  started?
   
Is it the same process of: srcds.exe -game tf
   
Or is there a new command line style? Which executable do we run,
  and
where
will it be located?
   
Thanks,
Andrew
   
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
Sent: Monday, 17 September 2007 9:47 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2 Content Available
   
--
[ Picked text/plain from multipart/alternative ]
So if I get this right the srcds.exe and all the other bin files
for
   TF2
will be located in the orangebox folder? And that the games in the
orangebox
folder will also be using the materials and models of the other
  games
outside the orangebox folder located in the root of the server
instalation?
   
My current TF2 instalation is like this:
   
root
-hl2
-orangebox
--tf
   
From my understanding we are able to run a HL2DM/CSS/DODS server
  from
the
root/srcds.exe
and the TF2 server from the
root/orangebox/srcds.exe
--
   
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RE: [hlds] Team Fortress 2 Content Available

2007-09-17 Thread Munra -hlds
I am Downloading Dlls :)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Vetwebhosting -
Administrator
Sent: Tuesday, September 18, 2007 12:37 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2 Content Available

Server files are out.

Jason F
[EMAIL PROTECTED]

- Original Message -
From: Mike Durand [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Sunday, September 16, 2007 6:21 PM
Subject: RE: [hlds] Team Fortress 2 Content Available


 The most significant fact here is that there have been interface changes
 so it is probable that many server plug-ins that work with CSS, DoD, and
 HL2MP will not work with the Orange Box engine. Once the beta is out the
 door and the initial fires are put out I will make the specific
 interface changes available on http://developer.valvesoftware.com so
 that when the new SDK comes out the mod/plugin community can quickly
 make Orange Box-compatible server plugins.

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of tsuehpsyde
 Sent: Sunday, September 16, 2007 10:53 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Team Fortress 2 Content Available

 --
 [ Picked text/plain from multipart/alternative ]
 Can you elaborate on what some of the core differences are between the
 two
 engines?

 -tsuehpsyde
 SourceKills.com

 On 9/16/07, Mike Durand [EMAIL PROTECTED] wrote:

 Yes, the TF (Orange Box) engine is not compatible with the one that is
 presently used for CSS, DoDS, and HL2MP. That is why we are
 segregating
 it into the the 'orangebox' directory under the root. In the coming
 months the other games will be moved to the Orange Box engine and
 their
 binaries will move under the 'orangebox' directory once this move is
 done. The content does not need to move to the 'orangebox' when the
 binaries for the games move and we hope that this represents some
 value
 for server admins since you will not need to download redundant
 content
 files into two different directory structures in order to support two
 different engine versions.

 Our hope is that this new directory structure will help avoid
 disruptions to existing dedicated servers for other mods and products
 when we make significant changes to the Source engine like the ones
 needed for TF and the other Orange Box games. We also hope that it
 makes
 updating your servers more convenient and less bandwidth intensive as
 we
 update our games for newer engine versions.

 I hope this has made it more clear, but if not please let me know.

 -Thanks,
 Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Steven
 Hartland
 Sent: Sunday, September 16, 2007 4:27 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Team Fortress 2 Content Available

 Can you expand on this please Mike are you going to be running
 different
 exe etc so this is not just a mod of the current source engine like
 cstrike
 or dod?

 If this is the case we us GSP's will need to treat it as a totally new
 game and not just a simple mod is why I ask.

 Regards
 Steve

 - Original Message -
 From: Mike Durand [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Saturday, September 15, 2007 5:30 AM
 Subject: RE: [hlds] Team Fortress 2 Content Available


  The reason for this is that we want to be able to support different
  generations of the source engine in one hlds installation. So
 Ep1-era
  games will remain off of the root directory but all OrangeBox-era
 games
  will be under the 'orangebox' directory. Goldsrc games will still
 need
  to be in a separate directory structure, however.


 
 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 [EMAIL PROTECTED]


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RE: [hlds] Binaries Released?

2007-09-17 Thread Munra -hlds
Could this be because there is no Game DLL?

There is no tf/bin dir

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brock Quinn
Sent: Tuesday, September 18, 2007 12:45 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Binaries Released?

I am having the exact same problem under Windows XP SP2

Brian D'Arcy wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 I see there was an update which included the binaries, however I'm only
 getting insta-crashes and mdmp files with the most basic launch options of
 -console and -game tf.

 Windows 2003 SP2
 --

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RE: [hlds] Binaries Released?

2007-09-17 Thread Munra -hlds

No you don't You have a bin dir above tf but not in tf

Its like a CSS server you have gamedir/bin then you have gamedir/cs/bin

There is an orangebox/bin but no orangebox/tf/bin which is needed
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
Sent: Tuesday, September 18, 2007 12:59 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Binaries Released?

--
[ Picked text/plain from multipart/alternative ]
Yes there is, I have a server.dll
On 9/18/07, Munra -hlds [EMAIL PROTECTED] wrote:

 Could this be because there is no Game DLL?

 There is no tf/bin dir

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Brock Quinn
 Sent: Tuesday, September 18, 2007 12:45 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Binaries Released?

 I am having the exact same problem under Windows XP SP2

 Brian D'Arcy wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  I see there was an update which included the binaries, however I'm only
  getting insta-crashes and mdmp files with the most basic launch options
 of
  -console and -game tf.
 
  Windows 2003 SP2
  --
 
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RE: [hlds] Binaries Released?

2007-09-17 Thread Munra -hlds

Been a long Night Man But that is Funny
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
Sent: Tuesday, September 18, 2007 1:28 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Binaries Released?

--
[ Picked text/plain from multipart/alternative ]
Haha, unsubrscibe then? :)

On 9/18/07, Ateeb Kazmi [EMAIL PROTECTED] wrote:


 Assholes dont send me msgs again ur craps
 bloody asholes

 From: 1nsane . [EMAIL PROTECTED]
 Reply-To: hlds@list.valvesoftware.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Binaries Released?
 Date: Tue, 18 Sep 2007 01:15:32 -0400
 
 --
 [ Picked text/plain from multipart/alternative ]
 Yes I do:
 http://img476.imageshack.us/img476/3449/asdsadasdck3.png
 
 On 9/18/07, Munra -hlds [EMAIL PROTECTED] wrote:
  
  
   No you don't You have a bin dir above tf but not in tf
  
   Its like a CSS server you have gamedir/bin then you have
 gamedir/cs/bin
  
   There is an orangebox/bin but no orangebox/tf/bin which is needed
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
   Sent: Tuesday, September 18, 2007 12:59 AM
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] Binaries Released?
  
   --
   [ Picked text/plain from multipart/alternative ]
   Yes there is, I have a server.dll
   On 9/18/07, Munra -hlds [EMAIL PROTECTED] wrote:
   
Could this be because there is no Game DLL?
   
There is no tf/bin dir
   
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brock Quinn
Sent: Tuesday, September 18, 2007 12:45 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Binaries Released?
   
I am having the exact same problem under Windows XP SP2
   
Brian D'Arcy wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 I see there was an update which included the binaries, however I'm
   only
 getting insta-crashes and mdmp files with the most basic launch
   options
of
 -console and -game tf.

 Windows 2003 SP2
 --

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 archives,
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[hlds] Windows server 2008

2007-09-13 Thread Munra -hlds
I just want to know if valve or anyone on this list as tried running servers
on a windows 2008 install.  If so does it work performance wise then 2003 or
even 2000?  What have you notice are some advantages with 2008 or anything
you don't Like.

Thanks
Munra

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[hlds] + command line parameter

2007-08-23 Thread Munra -hlds
I am helping test a Very early (alpha @ best) mod

The Problem is that it seems to skip any + parameters

The cmd line I use is

srcds.exe -console -game si2 +map si2_canyon -maxplayers 20 +ip
20x.234.249.xx +port 27015 +fps_max 500 -tickrate 66

So the above command line it will not load a map on start, it will not bind
to that Ip address and it will not change the fps value

I am assuming it is a problem with the mod because I can run hl2mp instead
and all of the command line works.

Any suggestions or any thing that I could do to Force it force it to load a
map right now I have to type map mapname


Thanks Munra

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RE: [hlds] + command line parameter

2007-08-23 Thread Munra -hlds
Thank you that was it :)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Wim Barelds
Sent: Thursday, August 23, 2007 11:58 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] + command line parameter

--
[ Picked text/plain from multipart/alternative ]
Perhaps a missing valve.rc? that file triggers stuffcmds which is what
triggers the commandline + parameters.

On 8/24/07, Munra -hlds [EMAIL PROTECTED] wrote:

 I am helping test a Very early (alpha @ best) mod

 The Problem is that it seems to skip any + parameters

 The cmd line I use is

 srcds.exe -console -game si2 +map si2_canyon -maxplayers 20 +ip
 20x.234.249.xx +port 27015 +fps_max 500 -tickrate 66

 So the above command line it will not load a map on start, it will not
 bind
 to that Ip address and it will not change the fps value

 I am assuming it is a problem with the mod because I can run hl2mp instead
 and all of the command line works.

 Any suggestions or any thing that I could do to Force it force it to load
 a
 map right now I have to type map mapname


 Thanks Munra

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--
___
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[EMAIL PROTECTED]
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Re: [hlds] Clarion needs a hud icon

2007-06-25 Thread Munra -hlds

lol
Theres not much more to be Said

What about those 2 maps they promised a year ago? Did you really think we
were going to see them befor hl2 ep2 came out? It will be atleast 6 months
after ep2 comes out befor we see any new (usefull) CSS content
How many of you guys run a server with DWP on???
- Original Message -
From: Peter M (Mashy) [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Monday, June 25, 2007 6:52 PM
Subject: Re: [hlds] Clarion needs a hud icon



--
[ Picked text/plain from multipart/alternative ]
Yeah - stop working on other non-important bug fixes, and fix this one
dammit!  Don't worry about the crazy gun whirling animation when they are
aiming at your head, the grenade toss when they are not tossing, the
random
flashing effects, the little cans causing you to squat, the noise you make
going down ramps walking, the net code, the little view box glitches in
most
maps, players still able to rate cheat, the kit on bomb can't defuse
trick,
the throwing of a grenade at defuser stops them defusing, the sound
glitches
in dust2, the ridiculous accuracy of guns while running, the ridiculous
size
of the head hitbox, the 20 seconds it takes a smoke grenade to develope,
the
SLOW walk speed and don't worry about any new maps like de_vertigo as
promised 1.5 years ago.  No, forget ALL that, just fix that GUI clarion
bug
- please.  I needs to rest now.
--

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Re: [hlds] Clarion needs a hud icon

2007-06-25 Thread Munra -hlds

Really I guess it must be nice to be able to buy an m249 for 1 dollar the
first round
http://steampowered.com/stats/csmarket/
- Original Message -
From: Whisper [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Monday, June 25, 2007 7:15 PM
Subject: Re: [hlds] Clarion needs a hud icon



--
[ Picked text/plain from multipart/alternative ]
We run 1 x 18 Player Dust2/Office 66 Tickrate Dynamic Pricing Server

By our standards its not what you would call massively popular, but it
does
get to see some use during the peak 4pm-12am period, which is surprisingly
better than what we were seeing initially with DWP.

On 6/25/07, Munra -hlds [EMAIL PROTECTED] wrote:


lol
Theres not much more to be Said

What about those 2 maps they promised a year ago? Did you really think we
were going to see them befor hl2 ep2 came out? It will be atleast 6
months
after ep2 comes out befor we see any new (usefull) CSS content
How many of you guys run a server with DWP on???
- Original Message -
From: Peter M (Mashy) [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Monday, June 25, 2007 6:52 PM
Subject: Re: [hlds] Clarion needs a hud icon


 --
 [ Picked text/plain from multipart/alternative ]
 Yeah - stop working on other non-important bug fixes, and fix this one
 dammit!  Don't worry about the crazy gun whirling animation when they
are
 aiming at your head, the grenade toss when they are not tossing, the
 random
 flashing effects, the little cans causing you to squat, the noise you
make
 going down ramps walking, the net code, the little view box glitches in
 most
 maps, players still able to rate cheat, the kit on bomb can't defuse
 trick,
 the throwing of a grenade at defuser stops them defusing, the sound
 glitches
 in dust2, the ridiculous accuracy of guns while running, the ridiculous
 size
 of the head hitbox, the 20 seconds it takes a smoke grenade to
 develope,
 the
 SLOW walk speed and don't worry about any new maps like de_vertigo as
 promised 1.5 years ago.  No, forget ALL that, just fix that GUI clarion
 bug
 - please.  I needs to rest now.
 --

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