Re: [hlds] Getting unwanted player traffic from certain countries

2013-07-21 Thread Saul Rennison
Why would you ever need this?



Kind regards,
Saul Rennison


On 21 July 2013 12:40, cls mega9900-...@yahoo.com wrote:

 Can we please get a country filter?

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

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


Re: [hlds] again...

2013-07-21 Thread Saul Rennison
If you're using plugins, ask for help on SourceMod forums to help pin down
the cause. If not, send the crash dumps to Valve.



Kind regards,
Saul Rennison


On 21 July 2013 20:41, Element elem...@idle.tf wrote:

 Whats the point of this mailing list if when we ask questions they get
 ignored? This is the 2nd time i've asked for help on here and my question
 has been overlooked because it was attached alongside an already popular
 topic


 I'm having issued with hlds crashing, yet people wanting to filter out
 certain nationalities from their servers is more important than srcds
 randomly crashing?




 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

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


Re: [hlds] Mandatory HL2:DM update released

2013-07-03 Thread Saul Rennison
Will this be sync'd to Source SDK 2013?

On Thu, Jul 4, 2013 at 1:53 AM, Eric Smith er...@valvesoftware.com
wrote:

 We've released a mandatory update for HL2:DM. The notes for the update are 
 below. The new version of the game is 1820980.
 -Eric
 --
 - Fixed a regression in the client prediction code
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] Can't get steamcmd to install hlds/gearbox

2013-06-06 Thread Saul Rennison
Shouldn't the +app_set_config value be in quotes?
For example: +app_set_config 90 mod gearbox


I'm pretty sure that's explicitly stated on the wiki. Also app update should be 
+app_update 90 validate

On Thu, Jun 6, 2013 at 5:35 PM, Ook ooksser...@zootal.com wrote:

 So once again it is fun and games with steamcmd. This time I'm trying to 
 get a clean install of hlds/gearbox. Using the example from 
 https://developer.valvesoftware.com/wiki/SteamCMD, I'm doing this:
 steamcmd +login anonymous +force_install_dir d:\gb1 +app_set_config 90 
 mod gearbox +app_update 90 validate +quit
 It does this:
 d:\steamcmdsteamcmd +login anonymous +force_install_dir d:\gb1 
 +app_set_config
 90 mod gearbox +app_update 90 validate +quit
 Redirecting stderr to 'd:\steamcmd\logs\stderr.txt'
 [  0%] Checking for available updates...
 [] Verifying installation...
 Steam_: BugslayerUtil.DLL not found
 Steam Console Client (c) Valve Corporation
 -- type 'quit' to exit --
 Loading Steam3...OK.
 Loading Steam2...OK.
 Connecting anonymously to Steam Public...Success.
   Initial App state (0x2) update required
   App state (0x10102) reconfiguring, progress: 0.00 (0 / 0)
   App state (0x10102) reconfiguring, progress: 0.00 (0 / 0)
   App state (0x300502) downloading, progress: 0.00 (0 / 20292666)
   App state (0x300502) downloading, progress: 22.90 (4647438 / 20292666)
   App state (0x300502) downloading, progress: 74.74 (15166594 / 20292666)
 Success! App '90' fully installed.
 d:\steamcmd
 At which point I have the basic hlds files in my root directory, but 
 neither valve nor gearbox content has been downloaded. If run it again 
 (and again...and again), the same things happens. It won't download 
 either valve or gearbox content.
 So, I remove the mod gearbox from the command line, and it does the same 
 thing. What am I missing? More specifically, how do you get steamcmd to 
 download hlds and gearbox content?
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] Mandatory TF2 update released

2013-06-05 Thread Saul Rennison
Your custom mapcycle overrides anything in the base tf/ folder anyway. Also
use +mapcyclefile



Kind regards,
Saul Rennison


On 6 June 2013 01:56, Albert Davis davis.alb...@gmail.com wrote:

 Ok, so, earlier put my mapcycle.txt in the custom folder, this update
 created a NEW one in the TF folder...with the default mapcycle ...
 



 On Wed, Jun 5, 2013 at 8:53 PM, Mitch Navetta mitch.nave...@gmail.comwrote:

 It might just be me, but now whenever I try to access any of my loadouts
 the game crashes. Something to do with the particle effects changes there
 maybe?


 On Wednesday, June 5, 2013, Eric Smith wrote:

 We've released a mandatory update for TF2. The notes for the update are
 below. The new version is 1787484.

 -Eric

 --

 Team Fortress 2
 - Unusual effects:
  - Attachment point and offset for particle effects on unusual
 hats can now be adjusted from the character loadout screen
  - Fixed a bug that would cause unusual effects to float in the
 air over dead players
  - Fixed a bug that would cause unusual effects to show
 incorrectly sometimes when spectating other players
 - Network interpolation and update convars can no longer be changed when
 playing. To configure these convars, players must not be connected to a
 server or must join the spectators
 - Fixed a server crash caused by out-of-range animation sequence numbers
 - Crates listed on the Community Market are now separated by series
  - Existing listings will be migrated over the next couple days

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


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



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


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


Re: [hlds] Disable blood

2013-05-14 Thread Saul Rennison
Blood particle effects are client-side, but blood from being shot/another
playing shooting another player is server-side, and can technically be
blocked with a plugin.



Kind regards,
Saul Rennison


On 14 May 2013 21:47, thesupremecommander thesupremec...@gmail.com wrote:

 tf_birthday 1 will do that, but it makes it more cartoonish as well.

 I don't think there's another way to do it as those effects are
 client-side IIRC.


 On Tue, May 14, 2013 at 12:28 PM, cls mega9900-...@yahoo.com wrote:

 I'd like to disable blood effects on my TF2 server.
 Is there a way to do that?


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




 --
 thesupremecommander (Steamhttp://steamcommunity.com/id/thesupremecommander
 )
 Chief Admin, SPUFserver http://steamcommunity.com/groups/spufpowered
 Chief Admin, OverPowered League http://comp.ovrpwrd.net/

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


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


Re: [hlds] [hlds_linux] TF2 server performance spikes

2013-05-13 Thread Saul Rennison
You can disable con_logfile by doing:
con_logfile 


(Note nothing between the quotes)

On Mon, May 13, 2013 at 6:14 PM, Kyle Sanderson kyle.l...@gmail.com
wrote:

 The problem with vprof is SRCDS has become very verbose with bogus data
 table warnings and clients flooding server messages by running commands
 without args. There's con_logfile, but once that starts, it cannot be
 stopped. I had a 90MB~ log file after a couple hours, which isn't fun on an
 SSD.
 vprof needs to write files/dumps automatically to disk in order to become
 useful for servers.
 Thanks,
 Kyle.
 On 13 May 2013 10:09, Fletcher Dunn fletch...@valvesoftware.com wrote:
 Has anybody used vprof spike mode?  This sort of problem is pretty much
 exactly what it was designed to investigate.

 E.g.

 vprof_on
 vprof_dump_spikes 20   // dump a vprof report if frame rate drops
 below 20

 If the problem is caused by network traffic, using the -netspike command
 line argument can also be used to dig deeper into exactly what entity data
 is being sent.

 If you have a report and you don't know how to interpret it, you can email
 it to me or post it here, I'm sure there are some people who can help
 analyze it.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bjorn Wielens
 Sent: Monday, May 13, 2013 9:42 AM
 To: Half-Life dedicated Win32 server mailing list;
 hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes

 Correct, I was one of the folks discussing this in the last round of
 messages and we run on Linux. Since my last message about having disabled
 replays I still get occasional hiccups in a full server, but nowhere near
 as bad as before, owing to the lack of replay overhead.

 I'd be happy to run diagnostics if they were available for Linux, but alas
 that's not the case.



 
  From: Alex Kowald abkow...@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Monday, May 13, 2013 1:16:04 PM
 Subject: Re: [hlds] TF2 server performance spikes



 You are only accepting traces for windows servers correct? Some of the
 people that have complained are running linux. I have the issue myself on
 two independent servers. We get this new game studder after upgrading,
 leaving everything else the same.



 On Mon, May 13, 2013 at 12:11 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

 I do have a theory about the cause of the CPU spikes.  I’ll release a
 build with the next mandatory update (which will probably be this
 afternoon) that I think could address the problem.  But since we are not
 reproducing the problem here, this is just a theory, not disciplined
 engineering.
 
 In order to conduct disciplined engineering, we need data from those who
 are able to reproduce it.  Judging by the amount of discussion this problem
 has generated and the relatively small amount of effort that is required in
 order to get the data to us,  I’m really surprised we haven’t received more
 traces.
 
 I have given out vtrace keys to every person who has asked for one.  So
 far we have received traces from exactly two (2) server operators.  One
 server operator had processor affinities set, the other was running a high
 number of instances per core, such that the average CPU utilization was
 high and there was no headroom for more than one process to spike.
 
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] Linux TF2 Beta + Steampipe issue

2013-05-12 Thread Saul Rennison
I'm pretty sure items in beta cannot be transferred over, and it's
explained in one of the update notes (probably when TF2 beta got active
again).



Kind regards,
Saul Rennison


On 12 May 2013 15:44, Alexander von Gluck IV kallis...@unixzen.com wrote:

 That's fine, it's all the other non-beta items i'm worried about :)


 On 05/12/2013 9:04 am, ics wrote:

 As i recall, beta items may be removed at any time. Only the items
 you gain in the actual game are permanent.

 -ics

 Alexander von Gluck IV kirjoitti:

 Ah.. That explains a lot then.

 I started the Linux betas early on and never even had a Team Fortress
 2 game item... I've only ever had Team Fortress 2 Beta.

 Think there is any chance that my stuff could be transferred over by
 technical support?

  -- Alex

 On 05/12/2013 4:53 am, AnAkIn wrote:

 TF2 Beta is supposed to be disabled. It's a bug that it still appears
 in the game list.

 2013/5/12 Alexander von Gluck IV kallis...@unixzen.com

  After the recent Steam pipe transition, the Linux TF2 Beta client is
 no longer working.

 After starting TF2 Beta, the user is greeted with a intro menu which
 is unclickable
 I was shoveled into the TF2 Beta early on in the Linux trials and have
 200+ hours logged :o

 There are several people mentioning issues here:
 https://github.com/**ValveSoftware/Source-1-Games/**issues/289https://github.com/ValveSoftware/Source-1-Games/issues/289[1]
 http://steamcommunity.com/app/**520/discussions/0/**
 828938532524288695/http://steamcommunity.com/app/520/discussions/0/828938532524288695/[2]
 http://steamcommunity.com/app/**520/discussions/0/**
 828936718636251055/http://steamcommunity.com/app/520/discussions/0/828936718636251055/[3]

 Thoughts?  I tested the normal TF2 and it is working as expected. It
 wouldn't be a big deal
 except for the fact that I can't transfer my 200+ hours of items in
 Beta over :)

  -- Alex

 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds[4]




 Links:
 --
 [1] 
 https://github.com/**ValveSoftware/Source-1-Games/**issues/289https://github.com/ValveSoftware/Source-1-Games/issues/289
 [2] http://steamcommunity.com/app/**520/discussions/0/**
 828938532524288695/http://steamcommunity.com/app/520/discussions/0/828938532524288695/
 [3] http://steamcommunity.com/app/**520/discussions/0/**
 828936718636251055/http://steamcommunity.com/app/520/discussions/0/828936718636251055/
 [4] 
 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

 __**_
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds



 __**_
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

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


Re: [hlds] Dynamic Slots the Policy of Truth

2013-05-05 Thread Saul Rennison
As long as you report increased_maxplayers when you increase your
maxplayers, you aren't lying whatsoever, and so complying with the Policy
of Truth.



Kind regards,
Saul Rennison


On 5 May 2013 13:46, Jason Tango jtrun...@outlook.com wrote:

 Fletcher Dunn and/or TF2 Team:

 Can we get a ruling on the use of Dynamic Slots with TF2/CS:S servers
 and their compliance with the Policy of Truth?

 Specifically, there are server operators using them to keep their servers
 at 24 slots (to gain the maximum benefit from quickplay, I assume) until
 they fill, and then switching them to a higher slot count, etc. I know that
 there are much fewer server operators using these anymore (and one of the
 major TF2 gaming communities stopped using them about 6 months ago simply
 because they didn't want to run afoul of the Policy of Truth), but there
 are still quite a few operators using them, and it gives them an advantage
 (when filling their servers) as a result.

 I asked Fletcher this question many months ago, but never received a
 reply. We were considering using a similar system to keep our servers at a
 slot count of 24 until one of our donators needed to join a full server, at
 which time we would have the system change to a 32 slot server (and report
 all appropriate tags, etc.). We had no intention to game the system, but
 we wanted to maximize server population while preventing as many players as
 possible from getting kicked due to reserved slots.

 In the end, since we never received an answer back, we decided to err on
 the side of caution and not use a such a system.

 I know this is kind of a grey area, because on one hand Fletcher has
 said the Policy of Truth says that all servers must report the correct
 sv_tags that are *actively* in use, so technically, as long as the server
 reports increased_maxplayers when they change to 25+ slots, then I
 suppose they are in compliance, but as I've never heard a definitive yes or
 no as to whether this type of system would cross the line, I just wanted to
 pose the question here so we can know if using the kind of system I
 described above (to prevent too many reserved-slot kicks) would be ok.

 To be clear - this is not meant to call anyone out who are
 using dynamic slots, I'm merely trying to finally get a ruling on their use
 and compliance with the Policy of Truth

 Thanks.

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


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


Re: [hlds] Optional updates available for CS:S, DoD:S, and HL2:DM

2013-04-29 Thread Saul Rennison
Asher you could probably parse the app manifest (its just KeyValues) now we're 
on Steampipe.

On Mon, Apr 29, 2013 at 7:56 PM, Asher Baker asher...@gmail.com wrote:

 This is a really welcome change to the release process, thanks.
 Is there a trivial way for a server plugin (C++) to get the current
 beta branch name, any chance it could be exposed somewhere if not
 (although I guess the engine itself doesn't really care, but a
 function on IVEngineServer or a simple text file in the root would be
 really handy)?
 On Mon, Apr 29, 2013 at 5:31 PM, Fletcher Dunn
 fletch...@valvesoftware.com wrote:
 The updates released on Friday in the prerelease branch have now shipped in
 the main branch.  The updates did not change the PatchVersion, so they are
 optional for servers.  Patch notes are below.



 Please note that there are some bugs in github tagged for “next release”
 which unfortunately were not merged over for this release.  We’ll have
 another update soon that pushes these fixes out.



 The prerelease branch is still active; it is currently the same build as the
 main branch.





 From: Fletcher Dunn
 Sent: Friday, April 26, 2013 10:49 AM
 To: Half-Life dedicated Linux server mailing list
 (hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server
 mailing list (hlds@list.valvesoftware.com);
 hlds_annou...@list.valvesoftware.com
 Subject: Pre-release updates available for CS:S, DoD:S, and HL2:DM



 We’re trying out different way to release updates that will hopefully reduce
 disruption to your communities.



 New builds are now available for the client and dedicated server for CS:S,
 DoD:S, and HL2:DM.  These builds have the same PatchVersion and are network
 compatible with the current build.  (It’s an “optional update” for servers.)
 To obtain these builds, you need to opt into the prerelease beta.



 To opt into the prerelease beta on the client, right click on the game in
 the game list and select Properties, select the “Betas” tab, and select the
 “prerelease” beta.  (This is a public beta and does not require a password.)



 To select which branch to sync the dedicated server to using steamcmd, you
 need to pass “-beta prerelease” to the app_update command.  For example, if
 you are using a SteamCmd script file, you might have something like this:



 login anonymous

 force_install_dir cstrike

 app_update 232330 -beta prerelease

 quit



 (I am told that it is possible to pass the -beta switch on the steamcmd
 command line, through some magic combination of quoting, so you can avoid
 having to create a script file.  Hopefully some kind soul will figure out
 how to do that and share it.)



 Switching between two steampipe branches is really fast and easy, so if
 there’s a problem, you can switch back quickly.  (Opting out of the
 “steampipe beta” was really painful because it was switching between two
 entirely different content distribution systems --- that will never apply
 again.)



 If no big problems are detected, we’ll make these builds the official build
 on Monday.



 Our current plan is to always keep the prerelease branch active, even if it
 is the same build as the main branch.  This way you can stay opted in.  In
 other words, “prerelease” actually means “the latest available build”.



 We’re not sure if every update we release needs to go out as a prerelease
 first.



 Here are the change notes for the builds we are releasing today:



 Source engine games:

 * mapcycle and motd files now reside in the cfg folder by default, or in the
 root as a fallback.

 * Default mapcycle and motd files are now shipped as cfg/xxx_default.txt,
 and will be used if the filename convar is at the default value and no
 custom file is found in the cfg folder or the root.

 * mapcycle file can contain blank lines and //-style comments

 * mapcycle file loaded from the custom folder.

 * Greatly reduced memory usage on the client and server

 * Added some hardcoded rules to the “end” of sv_pure rule list.

 * Fixed some filesystem calls not properly obeying pure server rules.

 * Fixed model bounds and simple materials consistency checking rules.
 (Fixed Counter-Strike server spew.)




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

 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] Optional updates available for CS:S, DoD:S, and HL2:DM

2013-04-29 Thread Saul Rennison
Why would you need to overhaul? For TF2 for example, can't you fake the game 
name. So load gamedata for tf2_prerelease instead of tf2?


The problem with using ISteamApps is you'll have to make it run from the 
steamcmd dir anyway, otherwise it'll think there's no install there/will have 
to validate every file to generate a new manifest in the gamedir.

On Mon, Apr 29, 2013 at 8:25 PM, Asher Baker asher...@gmail.com wrote:

 On Mon, Apr 29, 2013 at 8:14 PM, Fletcher Dunn
 fletch...@valvesoftware.com wrote:
 If you have your own update script, it wouldn't take too much work to have 
 the script write out a text or something file containing the name of the 
 branch that was synced.  That seems like the best place to do it.
 The idea here is so SourceMod is able to load appropriate gamedata, so
 that's out of the question.
 On Mon, Apr 29, 2013 at 8:18 PM, Saul Rennison saul.renni...@gmail.com 
 wrote:
 Asher you could probably parse the app manifest (its just KeyValues) now
 we're on Steampipe.
 Thanks, the overlord duck also suggested calling into ISteamApps.
 We'll toss around a few ideas internally, ideally gamedata-per-version
 would be nice, but it would mean a pretty significant overhaul of the
 system.
 A number of people have gotten pretty... vocal about SourceMod only
 supporting the current main branch release, so it would be nice to
 have some solution in place at some point in the future (maybe when we
 have more manpower! :P).
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] Pre-release updates available for CS:S, DoD:S, and HL2:DM

2013-04-26 Thread Saul Rennison
Only use quotes on the command line

On Fri, Apr 26, 2013 at 8:28 PM, List User l...@redspeedservers.com
wrote:

 I can't download the beta.
 app_update 232330 -beta prerelease validate
 Steam_: BugslayerUtil.DLL not found
 Redirecting stderr to 'C:\Tools\steamcmd\logs\stderr.txt'
 [ 0%] Checking for available updates...
 [ 0%] Download complete.
 [] Verifying installation...
 Do you need a login for this beta or something? I'm using anonymous atm.
 On 4/26/2013 3:20 PM, Ross Bemrose wrote:
 According to the patch notes Fletcher posted, yes.

 On Fri, Apr 26, 2013 at 3:18 PM, List User l...@redspeedservers.com 
 mailto:l...@redspeedservers.com wrote:

 Was this update supposed to fix this spam on CSS?

 ---
 ForceModelBounds no longer supported. (models/player/ct_urban.mdl)
 ForceModelBounds no longer supported. (models/player/ct_gsg9.mdl)
 ForceModelBounds no longer supported. (models/player/ct_sas.mdl)
 ForceModelBounds no longer supported. (models/player/ct_gign.mdl)
 ForceModelBounds no longer supported. (models/player/t_phoenix.mdl)
 ForceModelBounds no longer supported. (models/player/t_leet.mdl)
 ForceModelBounds no longer supported. (models/player/t_arctic.mdl)
 ForceModelBounds no longer supported. (models/player/t_guerilla.mdl)
 ForceSimpleMaterial no longer supported.
 (materials/models/player/ct_urban/ct_urban.vmt)
 ForceSimpleMaterial no longer supported.
 (materials/models/player/ct_urban/ct_urban_glass.vmt)
 ForceSimpleMaterial no longer supported.
 (materials/models/player/ct_sas/ct_sas.vmt)
 ForceSimpleMaterial no longer supported.
 (materials/models/player/ct_sas/ct_sas_glass.vmt)
 ForceSimpleMaterial no longer supported.
 (materials/models/player/ct_gsg9/ct_gsg9.vmt)
 ForceSimpleMaterial no longer supported.
 (materials/models/player/ct_gign/ct_gign.vmt)
 ForceSimpleMaterial no longer supported.
 (materials/models/player/ct_gign/ct_gign_glass.vmt)
 ForceSimpleMaterial no longer supported.
 (materials/models/player/t_phoenix/t_phoenix.vmt)
 ForceSimpleMaterial no longer supported.
 (materials/models/player/t_guerilla/t_guerilla.vmt)
 ForceSimpleMaterial no longer supported.
 (materials/models/player/t_leet/t_leet.vmt)
 ForceSimpleMaterial no longer supported.
 (materials/models/player/t_leet/t_leet_glass.vmt)
 ForceSimpleMaterial no longer supported.
 (materials/models/player/t_arctic/t_arctic.vmt)


 On 4/26/2013 3:17 PM, Fletcher Dunn wrote:

 We're actually not sure what will end up being the best use of
 this feature.  However, I think right now our goal is for
 prerelease builds to be more like release candidates rather
 than nightly builds.

 So ideally, we would release just one prerelease before the real
 update, and we'll send an announcement with what's changed, so
 you can decide whether to be in or out.

 *From:*hlds-boun...@list.valvesoftware.com
 mailto:hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *List User
 *Sent:* Friday, April 26, 2013 12:09 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Pre-release updates available for CS:S,
 DoD:S, and HL2:DM

 My specific question is how often would this build be updated
 compared to the official build? Should I expect multiple updates
 per day?

 On 4/26/2013 3:07 PM, Fletcher Dunn wrote:

 I'm not sure what the question is.  Does this not answer it?

 Our current plan is to always keep the prerelease branch
 active, even if it is the same build as the main branch. 
 This way you can stay opted in.  In other words, prerelease
 actually means the latest available build.

 *From:*hlds-boun...@list.valvesoftware.com
 mailto:hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of
 *List User
 *Sent:* Friday, April 26, 2013 12:04 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Pre-release updates available for CS:S,
 DoD:S, and HL2:DM

 So will this pre-release build be updated all the time and
 then you will do a single update on let's say Monday?


 On 4/26/2013 1:48 PM, Fletcher Dunn wrote:

 We're trying out different way to release updates that
 will hopefully reduce disruption to your communities.

 New builds are now available for the client and dedicated
 server for CS:S, DoD:S, and HL2:DM.  These builds have
 the same PatchVersion and are network compatible with the
 current build.  (It's an optional update for servers.) 
 To obtain these builds, you need to opt into the
 prerelease beta.

 To opt into the prerelease beta on the 

Re: [hlds] SMAC is banning SteamPipe beta clients

2013-04-24 Thread Saul Rennison
Fletch,

SMAC uses the StartQueryCvarValue method of IServerPluginHelpers to
determine if the client has sv_consistency set to 1 (if the server has it
enabled). It's basically a check to ensure that the client is not faking
replicated convar values.

Because the sv_consistency ConVar no longer exists, the SteamPipe clients
are returning eQueryCvarValueStatus_CvarNotFound for the query. SMAC is not
expecting this, and kicks the client.

You are correct in saying that if clients are getting kicked by SMAC for
this, the server needs to update their SMAC installation.



Kind regards,
Saul Rennison


On 25 April 2013 00:13, Fletcher Dunn fletch...@valvesoftware.com wrote:

  Thanks for that info.

 ** **

 Please clarify for the mailing list: you are saying that if any server is
 kicking SteamPipe beta clients, they are probably not running the most
 recent version of SMAC?

 ** **

 And if you could please help me understand exactly what is happening.
 Does this message ( SMAC: ConVar sv_consistency violation (bad query
 result) ) mean that there is some problem checking the sv_consistency
 convar itself?  Or does it mean that there is some problem with the file
 CRC’s being sent, i.e. part of the consistency enforcement?

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Ross Bemrose
 *Sent:* Wednesday, April 24, 2013 4:01 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] SMAC is banning SteamPipe beta clients

 ** **

 SMAC's convar checking module was updated several weeks ago to remove the
 consistency check.

 On 4/24/2013 6:52 PM, Fletcher Dunn wrote:

 Just a heads up, SMAC is banning SteamPipe clients.

  

 http://forums.steampowered.com/forums/showpost.php?p=34328428postcount=32
 

  

 The functionality of sv_consistency has been combined with sv_pure as part
 of the SteamPipe change.

  

 - Fletch




 

 ___

 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:

 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

  ** **

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


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


Re: [hlds] DOD:S source sdk

2013-04-17 Thread Saul Rennison
Is there any chance of a source code update and a Source SDK Base 2013? Or am I 
dreaming?

On Wed, Apr 17, 2013 at 4:49 PM, Fletcher Dunn
fletch...@valvesoftware.com wrote:

 We’re going to release new SDK’s within the next week or two.
 We’ll get everything put back together.
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ak47sp
 Sent: Tuesday, April 16, 2013 10:07 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] DOD:S source sdk
 Hey after steam pipe update source sdk dont work any more for day of Defeat 
 source. What can be done? Help...
 Von Samsung Mobile gesendet___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] Optional updates to Source engine betas released

2013-03-21 Thread Saul Rennison
Wouldn't using  +sv_pure -1  fix the parsing problem? It's just a bit of
a big gotcha, would it make more sense to push all the sv_pure values up 1?
(i.e., sv_pure 2 = 3, sv_pure 1 = 2, etc.)



Kind regards,
Saul Rennison


On 21 March 2013 21:53, Fletcher Dunn fletch...@valvesoftware.com wrote:

  Adding HLDS_Linux to that answer.

 ** **

 *From:* Fletcher Dunn
 *Sent:* Thursday, March 21, 2013 2:53 PM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* RE: [hlds] Optional updates to Source engine betas released

  ** **

 Ah.  I think because “-1” begins with a dash, it is being interpreted as
 its own option, not as an argument to the +sv_pure.

 ** **

 So I think your command line is actually being interpreted as “+sv_pure
 1”, because 1 is the default option when parsing the command line.  If you
 just put +sv_pure with no option, that’s what you get --- which is not the
 same as if you don’t put sv_pure on the command line!  So that’s a bit
 confusing.

 ** **

 NOTE: You CAN change sv_pure after boot, provided that you start with it
 on.  The only thing you cannot do is turn it on, when it started off.  The
 reason is that there is extra work involved in maintaining some hashes, and
 they need to start happening from the very beginning.  By the time the
 server parses the config file, it is too late for many important files.
 So, for example, GSP’s would probably force this option on, and then allow
 server operators to lower the setting or turn it off if they wanted.

 ** **

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [
 mailto:hlds-boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com]
 *On Behalf Of *Charlie
 *Sent:* Thursday, March 21, 2013 2:43 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Optional updates to Source engine betas released

 ** **

 For DoD:S, I can't get the server to correctly set sv_pure -1 on launch.**
 **

 ** **

 Server: Server 2008 R2

 ** **

 Command line: -console  -game dod -ip x.x.x.x -port 27015 +maxplayers 32
 +sv_pure -1 +map dod_donner

 ** **

 If I set it to -1 in the command line, I get sv_pure 1 in game. If I don't
 set it, I get sv_pure 0. Even on mapchange, sv_pure remains 1 with -1 set
 in the command line.

 On Wed, Mar 20, 2013 at 4:16 PM, 1nsane 1nsane...@gmail.com wrote:

 Client: Windows 8

 Server: Debian Squeeze

 ** **

 command line:

 -game dod -ip x.x.x.x -port 27015 -nobreakpad +maxplayers 32
 +servercfgfile dods.cfg +motdfile motd_dods.txt +log on +fps_max 0 +sv_pure
 -1 +map dod_donner +rcon_password blah

 ** **

 It is also set in the server.cfg:

 // Pure

 sv_pure -1

 sv_pure_kick_clients 0

 ** **

 On Wed, Mar 20, 2013 at 6:30 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

 I’m not reproducing this.

  

 What is your server command line?

 Where does sv_pure appear in your config?

 What OS are you using for the client / server?

  

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *1nsane
 *Sent:* Wednesday, March 20, 2013 3:03 PM


 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Optional updates to Source engine betas released

  

 I think I see a bug. Spotted in DODS:


 Server:

 Current sv_pure value is -1.

  

 Client:

 The server is using sv_pure 2.  (Fully pure)

  

 On Wed, Mar 20, 2013 at 4:47 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

 Betas for TF2, CS:S, DoD:S, and HL2:DM:

 * Linux client: Fixed crash trying to connect to server with any setting
 other than sv_pure -1.

 * Linux client: VPK tool now supports signature functionality

 * Client and dedicated server: fixed sv_pure command not showing current
 pure status


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

  


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

 ** **


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

 ** **

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


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


Re: [hlds] Alias Existing Commands

2013-02-05 Thread Saul Rennison
This has been fixed in a few engine branches (CSGO definitely) as far as I
know.

On Tuesday, 5 February 2013, Joseph Miller wrote:

 Is it by design that it's possible to make an alias over the top of an
 existing command? In the event that you accidentally make an alias over an
 existing command, you have to completely restart the game, whereas it seems
 like you shouldn't be able to overwrite an existing command in the first
 place.



-- 


Kind regards,
Saul Rennison
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] New TF2 server exploit?

2012-12-24 Thread Saul Rennison
I don't understand how a client can change a server-side convar, I thought
they could only execute FCVAR_GAMEDLL commands? Sounds like a very strange
bug on Valve's part.



Kind regards,
Saul Rennison


On 24 December 2012 21:15, infiniteloop infinitel...@cox.net wrote:

 Confirmed, it has something to do with these 2 vars:

 mp_tournament_allow_non_admin_**restart
 and
 mp_tournament_restart

 Tried on my own server, and I can toggle the non_admin_restart back and
 forth, even if I don't have admin privs in the first place.  But the real
 kicker is the mp_tournament_restart.  Just as the reddit thread states,
 when exec'd during setup phase, everyone gets unreadied and timer resets.
  If exec'd during a wave, when a bot with the bomb gets killed + drops it,
 no other bot can pick it up for the rest of the wave.


 On 12/24/2012 1:55 PM, Ross Bemrose wrote:

 I just saw this on Reddit: http://www.reddit.com/r/tf2/**
 comments/15dacx/psamajor_mann_**vs_machine_exploit/http://www.reddit.com/r/tf2/comments/15dacx/psamajor_mann_vs_machine_exploit/

 Apparently it's possible for clients to alter tournament settings that
 they shouldn't be able to change in MvM mode.

 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds



 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

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


Re: [hlds] New WebAPI: Is my server listed on the master server?

2012-08-12 Thread Saul Rennison
Do the DNS lookup yourself and then pass the returned IP to the WebAPI. It
shouldn't be Valve's responsibility to resolve domain names for you ;)


Kind regards,
*Saul Rennison*


On 12 August 2012 18:53, Damir Butmir d4m1...@hotmail.com wrote:

  Thanks Fletcher! Works great...Boot up multiple servers with the same IP,
 refresh the page, and it instantly picks them up :)

 The one recommendation I'd make is to add DNS name support instead of just
 IP.We have a subdomain created for our server box and using it instead
 of the IP directly returns status = false.


 Thanks again, Damir.

 --
 From: fletch...@valvesoftware.com
 To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com;
 hlds_annou...@list.valvesoftware.com
 Date: Thu, 9 Aug 2012 16:32:58 +
 Subject: [hlds] New WebAPI: Is my server listed on the master server?


  A new WebAPI was made available yesterday that is intended to help
 server admins answer for themselves a frequently-asked question: “Is my
 server listed on the master servers?”.  Here’s an example:




 http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=208.64.202.209format=json


 http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=208.64.202.209format=xml



 To avoid the temptation for abuse, the output does not list all server
 fields, but it should provide enough information to help troubleshoot a
 situation where your server is not showing up in the server browser.  Most
 importantly, if you see a “reject” field, the status code indicates why
 your server was rejected.  The most common reason is being out of date,
 less common is being banned.  (Currently numeric codes are used, these will
 be replaced with human readable codes shortly.)

  Please note: This WebAPI is intended for troubleshooting purposes only.
 Automated use of this WebAPI to scrape the server list or make excessively
 frequent checks (more frequent than once every 10 minutes or so) is
 considered abusive.



 - Fletch

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

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


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


Re: [hlds] cl_trade and cl_trade_steamid

2012-08-03 Thread Saul Rennison
It can, just with various workarounds/exploits to bypass the
FCVAR_SERVER_CAN_EXECUTE check.

However, I think for reasons such as these, such commands should be well
hidden.


Kind regards,
*Saul Rennison*


On 4 August 2012 01:24, Dr. McKay li...@doctormckay.com wrote:

 When these commands were added, this was in the patch notes:

 - Added console commands to initiate trades directly
  (cl_trade/cl_trade_steamid) to help people running trading servers.

 Servers cannot execute these commands on clients, for good reason.
 However, there are a lot of possibilities for interesting mods if these
 commands can be executed by the server.

 Proposal: Add a checkbox in Advanced Options to allow servers to send
 trade requests on your behalf.

 For a while, I've wanted to be able to create a simple plugin that allows
 you to type !trade client, which cannot be done currently.
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

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


Re: [hlds] hl2master.steampowered.com no longer works

2012-07-26 Thread Saul Rennison
You'll probably have to use the Steamworks API, but I'm not sure if the
necessary interfaces are exposed.

On Thursday, July 26, 2012, Serge Baranov wrote:

 None of the resolved IPs of hl2master.steampowered.com respond on port
 27011 or 27015.

 It used to work, then it was down often, now it's completely down for
 several days.

 My tool is using this server to detect when server update is released
 (as Windows servers still don't have automatic updates).

 I recall MasterServers.vdf in srcds installation used to contain master
 server addresses, but now it's emptry.

 Does anybody know a new address or a new way to detect if your server
 requires update from the external application?

 --
 Best regards,
  Serge


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



-- 


Kind regards,
*Saul Rennison*
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] New quickplay is in the real Team Fortress, not TF beta

2012-07-23 Thread Saul Rennison
Contact Fletcher directly, or press F7 when in-game.


Kind regards,
*Saul Rennison*


On 23 July 2012 22:01, Smellyfeetyouhave .
smelly.feet.you.h...@gmail.comwrote:

 Where would we report these servers?  Here on the list?

 On Mon, Jul 23, 2012 at 4:13 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

  Actually, if a server bots appear like real players in the server
 browser or in game, we just ban them.  We don’t take any action particular
 to quickplay for those types of hacks, it is a global ban.  We have banned
 people for this in the past and can certainly do it in the future.

 ** **

 If anybody wants to gather evidence of a server operator using these
 plugins, we will investigate it.  We cannot police things to keep all
 15,000 servers spotless.  But we can follow up on the biggest offenders.*
 ***

 ** **

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *ics
 *Sent:* Monday, July 23, 2012 12:47 PM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] New quickplay is in the real Team Fortress, not TF
 beta

  ** **

 I guess i should elaborate before someone says something. With
 fakeplayers, i mean the plugin that lies to players that there are players
 on the server. I do not mean mask bots as faked players etc, faking tags
 and such. No, i don't use that plugin but some people do and it is allowed
 since they aren't getting boot from quickplay.

 -ics

 23.7.2012 22:44, ics kirjoitti:

  Sounds, models, decals whatever are fine. Also fakeplayers are fine and
 plugins and addons that do not rapidly change the game or affect in it at
 all. There is a thin line that is allowed and what is not.
 https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

 -ics

 23.7.2012 22:13, HyperionGaming.org Admin kirjoitti:

 Hello, 

 ** **

 I just tried forcing the quickplay beta on my computer to test the
 system. It sent me to a UK based TF2 server (I'm in CA; I'm guessing the
 quickplay beta server pool is so small that's why it sent me there), and I
 had to download a whole bunch of sound files (at least 30), which I'm
 guessing are used to play random sounds in-game or at round end. Is Valve
 OK with that? I was under the impression that a server labelled Quickplay
 had to be as Vanilla as possible, including not having to download extra
 sound/models. 

 ** **

 I'm not saying it shouldn't be allowed, I'm just curious since it's
 probably a bit strange for new TF2 players (we get so many new-ish players
 that are amazed there's a Respawn Timer in TF2 Payload mode.) (Maybe the
 current quickplay already works like this? I admit I don't use it at all).
 

 ** **

 Thanks.

 HG

 ** **

 On Mon, Jul 23, 2012 at 11:18 AM, Devin O'Malley omalley@gmail.com
 wrote:

 Thank you, I had a moment of stupidity. Sorry about that. ** **

 ** **

 On Mon, Jul 23, 2012 at 3:16 PM, Ross Bemrose rbemr...@gmail.com wrote:
 

 One is a server cvar and the other is a client cvar... ** **



 On 7/23/2012 2:15 PM, Devin O'Malley wrote:

 What is the difference, rather.

 On Mon, Jul 23, 2012 at 3:15 PM, Devin O'Malley omalley@gmail.com
 wrote:

 That is the difference between that one and tf_mm_servermode? 

 ** **

 On Mon, Jul 23, 2012 at 3:12 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

 Since the weekend went without any significant problems, we're going to
 increase the percentage of people who are asked if they want to participate
 to 100 soon.  Also, we'll increase the number of players needed to seed a
 server, since the player pool will be a bit bigger.  (It's really low right
 now.)

 In the meantime, you can set the client convar

 tf_quickplay_beta_preference = 1

 to force into the beta.


 -Original Message-
 From: Michael Tharp [mailto:g...@partiallystapled.com]
 Sent: Monday, July 23, 2012 11:05 AM
 To: Half-Life dedicated Win32 server mailing list
 Cc: Fletcher Dunn
 Subject: Re: [hlds] New quickplay is in the real Team Fortress, not TF
 beta

 On 07/23/2012 12:41 PM, Fletcher Dunn wrote:
  Correct.  Shipping this particular feature to beta would not get us
  the type of testing we need.  So we ship it as a beta feature.  If
  it's broken, server operators and users can opt out, and we can
  quickly turn down the percentage of people who get prompted do you
  want to participate to zero.

 Hey Fletch,

 Is there a way to opt in to the client side of this feature? It sounds
 very interesting and solves the #1 problem I had with quickplay, which is
 that it punishes servers that are already empty except when there's a
 supply shortage (e.g. immediately after an update). I'd like to play with
 it, but it seems like right now only a few randomly-chosen players get the
 golden ticket. My #2 issue is that there's no love for nocrits, but
 hopefully a lobby system will pave the way to having more knobs

Re: [hlds] Steam CMD

2012-07-06 Thread Saul Rennison
I believe all games will move to it soon. It uses the HTTP content delivery
method if I recall correctly.

On Friday, July 6, 2012, Vader_666 wrote:

 Natural Selection 2 use Steam CMD too I think since the last build.
 Le 6 juil. 2012 04:02, 1nsane 1nsane...@gmail.com javascript:_e({},
 'cvml', '1nsane...@gmail.com'); a écrit :

 Different games get updates at the same time. Especially games with shared
 engines.

 On Thu, Jul 5, 2012 at 9:03 PM, Ryan Stecker voidedwea...@gmail.comwrote:

 Having to update more than one server at a time with an update tool is
 awful practice. Please do all other server operators a favor and use rsync
 or similar.


 On Thu, Jul 5, 2012 at 7:46 PM, Bobby bobby3...@gmail.com wrote:

 How is this progress? Seems like it going back 5 yrs. HLDS update and
 done. Now we have to sign in and hope you signed out of the game. Can’t
 update more than one server at a time. It’s the worst idea ever!!

 -bobby

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Jared
 *Sent:* Thursday, July 05, 2012 7:55 PM
 *To:* hlds@list.valvesoftware.com
 *Subject:* Re: [hlds] Steam CMD

 ** **

 CS:GO, Killing Floor, and Red Orchestra 2: Heroes of Stalingrad

 

 Jared Creasy

 Community Relations

 Tripwire Interactive

 On 7/5/2012 7:48 PM, Nomaan Ahmad wrote:

 CS:GO Beta

 On 6 July 2012 00:32, RSS List User l...@redspeedservers.com wrote:

 Hello all,

 I don't really keep up to date on steamcmd, but what games are currently
 using steamcmd?

 Thanks!

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





 

 ___

 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:

 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

 ** **

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



 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/chttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds



-- 


Kind regards,
*Saul Rennison*
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-07-05 Thread Saul Rennison
You do understand they released at 6pm their time? That's not a ridiculous
time for them to update whatsoever, especially if they've been testing the
build all day. Give them a break.


Kind regards,
*Saul Rennison*


On 6 July 2012 03:11, Lord_Jeremy Xavier lord.jer...@gmail.com wrote:

 Bugfixes the next morning would be even more appreciated.

 -J

 On Jul 5, 2012, at 10:04 PM, 1nsane wrote:

 Well I, for one, appreciate bugfixes.


 On Thu, Jul 5, 2012 at 10:04 PM, Alan Kennedy kenne...@3dgames.com.arwrote:


 Everybody's having fun after a hard working day, it's gaming night, oh
 wait, what?...not anymore...another TF2 Update.

 --
 3DGames Argentina
 http://www.3dgames.com.ar

 --

 *From: *Leon Hunter l...@ozzyfurocity.net
 *To: *Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 *Sent: *Thursday, July 5, 2012 10:13:02 PM

 *Subject: *Re: [hlds] Mandatory Team Fortress 2 Update Released

 Any warning is better than no warning at all, nothing like that adrenalin
 rush when you find out Valve is going to be Breaking your Shit ™ in 15
 minutes.


 Though after years of this, everyone should be used to it. Just imagine
 if Sourcemod wasn’t run by such resilient developers.


 Cheers,


 *Leon Hunter*


 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Ryan Martin
 *Sent:* Friday, 6 July 2012 10:26 AM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Mandatory Team Fortress 2 Update Released


 I love the 16 minute warning between update coming and mandatory
 update released. Some might say it's pointless to announce update coming
 then release it in that span. Some may say why not just send the impending
 mand. update notice in the morning or yesterdayas to give enough time to
 actually know to be ready to reboot my server or make sure it took properly
 I say no. Nonsense. Why be prepared for anything in the world of valve3

 On Thu, Jul 5, 2012 at 8:45 PM, Eric Smith er...@valvesoftware.com
 wrote:

 We've released a mandatory update to Team Fortress 2. The notes for the
 update are below.

 -Eric

 --

 Team Fortress 2
 - Added new options for Pyrovision to the Advanced Options dialog
- Added enable/disable for the HUD border
- Added the ability to make the HUD border static
- Added the ability to turn off the skybox depth of field
 - Fixed The Sandvich and The Buffalo Steak Sandvich using the wrong
 models when thrown
 - Fixed not seeing the blue team skin for the Robot Chicken Hat
 - Fixed not seeing team colors on the sleeves for The Equalizer and The
 Escape Plan
 - Fixed The Escape Plan allowing medic calls
 - Fixed The Beggar's Bazooka exploding on random targets in the world
 when overloading
 - Fixed The Hitman's Heatmaker bodyshot damage penalty affecting the
 Sniper's other weapons
 - Fixed The Amputator's radius heal effect applying to players who have
 The Escape Plan deployed
 - Fixed the Rainblower taunt attacking players through walls
 - Optimized the Rainblower taunt particles
 - Updated Sd_Doomsday
- Fixed rocket lid staying open sometimes after a player drops the
 Australium on the lift
- Fixed case where the lift could continue traveling up when a player
 with the Australium died at the same time he touched the lift
 - Updated the localization files
 - Updated the gamehaptics file:
- Added recoil/reload/draw/crit forces for the Baby Face's Blaster
- Added new recoil forces for The Beggar's Bazooka, The Cleaner's
 Carbine, The Hitman's Heatmaker, The Pretty Boy's Pocket Pistol and The
 Scorch Shot
- Added more detail to the reloads for the Scattergun, the Baby Face's
 Blaster, the SMG, and The Cleaner's Carbine


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


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



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


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



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


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https

Re: [hlds] SRCDS memory leak?

2012-06-19 Thread Saul Rennison
Do you have srctv enabled?


Kind regards,
*Saul Rennison*


On 19 June 2012 12:46, AeroliteGaming.com
mailingli...@aerolitegaming.comwrote:

 Hi,

 I'm using both SM and MM too. The plugins on there are tried and tested.
 I'll have a search through them to see if there's any ancient ones though.

 All the maps are standard TF2 ones.  Two of the servers are 24/7 servers
 and reset map after 5 hours.

 I'm not doing anything retarded from what I can see though.


 On 19/06/2012 12:39, Leon Hunter wrote:

 My 30 TF2 servers use around the 400Mb of RAM mark. They run SM and MM.

 Using custom maps or poorly coded plugins ( This especially) will boost
 the
 memory footprint of a server. Not changing the map for  24 hours also
 results in memory usage creeping. There is something special (or retarded)
 about what you're doing to cause that kind of usage and it isn't SRCDS in
 itself.

 Cheers,

 Leon Hunter




 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

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


Re: [hlds] HLDS Update Tool released

2012-04-13 Thread Saul Rennison
If it's automated why do you care about the amount of output? Surely you
aren't going to be looking at the output, and if you are, then something
probably went wrong. In which case, the output is helpful.

I can see absolutely 0 advantages, and several disadvantages, to disabling
verbose output.


Kind regards,
*Saul Rennison*


On 13 April 2012 17:29, Dominik Friedrichs d...@forlix.org wrote:

 I dont suppose there is an option such as -nonverbose to prevent the huge
 amount of diagnostic lines from being displayed, for example for automated
 applications?


 On 2012/04/12 23:43, Fletcher Dunn wrote:

 A new version of the HLDS Update Tool has been released.  The tool should
 automatically self-update the next time you run it.  (Linux users may need
 to re-run the tool after it self-updates to complete the installation
 operation that was intended when launching the tool.)

 Changes:
 * Added significant diagnostic output
 * Fix bug causing the tool to restart the update process all over from
 the beginning if there was an error with a single depot.
 * Fix spurious connection reset by peer error when closing connection
 to content server, which could cause the update to restart from the
 beginning.
 * Tool will now reuse a connection to a depot, rather than disconnecting
 and reconnecting
 * If the determines in the first pass that no files would actually be
 updated from a particular depot, it will no longer needlessly connect to
 that depot in the second pass
 * Added -nobootstrapupdate option

 Basically, we fixed a few of the most egregious things the tool was doing
 that make a slow update much slower.  Queuing to connect to a content
 server still takes up the bulk of the update time during peak times after a
 major update is released; so don't expect miracles.  However, we are
 hopeful that most users will see modest speedup.

 We also added quite verbose diagnostic output, so at least you can tell
 what the tool is doing.  Be aware that this output may contain what appear
 to be errors, especially when the tool is trying to connect to a content
 server.  Failures to connect are normal and the tool has always experienced
 them and automatically retried.  The only thing new is that it is telling
 you what it is doing.

 Linux users: If you get the error message Bad uSizeOfSignature, then
 you probably have a bad version of the tool, which was posted mistakenly
 for a few hours yesterday.  To get unstuck, replace the executable named
 steam with this one:
 http://media.steampowered.com/**apps/440/linuxhldsupdatetool_**48/steamhttp://media.steampowered.com/apps/440/linuxhldsupdatetool_48/steam

 Thanks to those of you who helped beta test this tool.

 Thanks,
 Fletcher


 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds




 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

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


Re: [hlds] Why cheating isn't helping...

2012-04-08 Thread Saul Rennison
That's why you ban IP ranges.


Kind regards,
*Saul Rennison*


On 8 April 2012 18:44, IFA Gaming ad...@ifagaming.com wrote:

 IP bans work in most cases but anyone with half brain can get around that.
 Had a case yesterday where person created 10+ f2p accts in 2hrs and
 everytime he connected from a diff IP.


 Sent from my iPhone

 On Apr 8, 2012, at 11:59 AM, Albert Davis davis.alb...@gmail.com wrote:

 I think people cheat because they have a small penis and need  to feel
 big

 On Sun, Apr 8, 2012 at 10:03 AM, Emil Larsson  ail...@gmail.com
 ail...@gmail.com wrote:

 The trolling kind is usually the easiest one to spot at least,  since
 they usually want to make it obvious that they are cheating (going full
 spinhack/speedhack etc).


 On Sun, Apr 8, 2012 at 4:00 PM, Alexander Z  spacebur...@gmail.com
 spacebur...@gmail.com wrote:

 Some people cheat on servers just to troll the staff. They can persist
 in creating alts until you block their IP range.


 On 8 April 2012 15:49, Brodie  brodie7...@gmail.com
 brodie7...@gmail.com wrote:

 Can't always deduce the logic of others, you'll go crazy trying ;)
 On Apr 8, 2012 4:27 AM, Andrew de Jong  k.r.o.n@hotmail.com
 k.r.o.n@hotmail.com wrote:

 In vol 12 of this mailing forum was it mostly about hacking and
 cheating but what I don't get is why you want to cheat?
 I mean I know you want to win but cheating and hacking isn't good for
 your skills so thats why i don't get cheating.
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


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



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



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


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


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


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


Re: [hlds] Crit hacking + VAC?

2012-03-26 Thread Saul Rennison
It would be very, very easy to bypass SMAC's sv_cheats checks, and any
ConVar checks for that matter. Just make your cheat return default ConVar
values for CVar queries.


Kind regards,
*Saul Rennison*


On 26 March 2012 06:22, AnAkIn . anakin...@gmail.com wrote:

 There are some things you just can't find a way around. The game is just
 badly protected.
 Le 26 mars 2012 07:15, Cameron Munroe cmun...@cameronmunroe.com a
 écrit :

  Part of the reason for the success of SMAC and other anti-cheats is that
 it isn't on all servers. If it was these cheat producers would just find a
 way around it and all of us would be stuck.

 On 03/25/2012 09:58 PM, Team BOOM! wrote:

  How sweet would it be to have Kigen and the authors of SMAC work
 directly with Valve to integrate their anticheat features into VAC? If SMAC
 and Kigen’s AC can do it effectively, why not? I’ve been told that Valve is
 already working with the Gungame authors for CS:GO, and  in my opinion,
 dealing with cheaters is the single most frustrating and time-consuming
 part of being a Community Leader, Server Admin and for all the legit
 players who truly want to just play the game. Imagine a world where the
 minute you toggled a cheat, you lost your Steam account forever and the
 Admin never had to lift a finger to make it happen!



 * From: * hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com ] *On Behalf Of *ics
 *Sent:* Sunday, March 25, 2012 12:40 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Crit hacking + VAC?



 That 1-3 is an average. Some days there are 2-3 alone, some weeks only 1
 idiot.  There has been 7 this week that have gotten caught automatically,
 8  by admin on TF2 and CSS together.

 I'd really like to get to see some improvement to VAC also to detect
 these cheaters. Not even half are banned after a month of getting caught.

 -ics

 25.3.2012 20:25, hlds kirjoitti:

 Only 1-3 per week? I would say an average of 2-3 cheaters per day per
 server. This being the ones detected by SMAC or admins, because the real
 number is probably higher. It is incredible how many players have sv_cheats
 set to 1…



 * From: * hlds-boun...@list.valvesoftware.com [
 mailto:hlds-boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com]
 *On Behalf Of *ics
 *Sent:* Saturday, March 24, 2012 9:38 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Crit hacking + VAC?



 I've also noticed an definite increase on cheaters. Where before f2p i
 used to see 10 cheats for duration of 2 years, now there's 1-3 per week.

 You could try SourceMod Anti-Cheat (SMAC). It has automatic functions,
 such as aimbot detection that seems to catch about half of these cheaters
 automatically.

 -ics

 24.3.2012 21:05, Rowedahelicon kirjoitti:

 Any word on the possible increase of Vac effectivity to wean off f2p
 players? It's not a problem to me, just curious.
 Also, is there a way or source mod anti cheat that stops crit hooking?
 Hack

 --
 *Matthew (Rowedahelicon) Robinson*
 Web Designer / Artist / Writer
 Website - http://www.rowedahelicon.com/





   ___

  To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:

  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds






   ___

  To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:

  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds




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



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


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


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


Re: [hlds] CS GO BETA KEY

2012-03-19 Thread Saul Rennison
I would imagine either the same, or less, load as a TF2 server.

On Monday, March 19, 2012, hlds h...@kirby420.com wrote:
 I find it offensive you consider anything on SPUF to be a 'discussion' 3


 On topic: I wonder if anyone at Valve could comment on what the server
performance requirements for CS:GO dedi's will be versus srcds, or is this
just going to be another instance of hacking new 'features' into the
existing srcds tree and filling it with performance degrading bugs that
won't get fi nevermind.


 But yeah, is this going to put a comparable load on the server for say a
CS:GO 24 slot vs TF2 24 slot?



 On 3/19/2012 9:06 AM, Ivan wrote:

 I hope I am doing this right, this is my first time actually posting
here. Anyway, SPUF forums are usually clustered by a bunch of script
kiddies and isn't the best place for a constructive discussion, at least
from my experience. This mailing list allows for direct communication
between server admins and Valve, while SPUF are more focused on a
discussion between gamers. :)

 On Mon, 19 Mar 2012 13:58:28 +0100, hlds-requ...@list.valvesoftware.com
wrote:

 Date: Mon, 19 Mar 2012 12:58:17 +
 From: Yuki d...@dazzozo.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] CS GO BETA KEY
 Message-ID: cfb51c19-ba60-41b5-b8a4-da8d6a6db...@email.android.com
 Content-Type: text/plain; charset=utf-8

 I often question why the mailing list exists. I mean SPUF does the same
job right?

 -snip-

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


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


-- 


Kind regards,
*Saul Rennison*
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] 100 TICK SERVERS

2012-02-29 Thread Saul Rennison
No. It still only performed a game simulation every tick.

The other frames were an absolute waste of CPU time, and like you said,
just a gimmick.

On Wednesday, February 29, 2012, Emil Larsson wrote:

 Like with 1000 FPS servers, was there ever any point? ;) Seemed to be more
 for bragging/selling rights if anything.

 On Wed, Feb 29, 2012 at 10:51 AM, ics i...@ics-base.netjavascript:_e({}, 
 'cvml', 'i...@ics-base.net');
  wrote:

  No, there is no point anymore to have over 66 ticks.

 -ics

 29.2.2012 11:49, Sachin Sud kirjoitti:

  Hi



 Is any one able to have100 tick servers ??



 If yes then please let me know.



 Thanks

 Sachin


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



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




-- 


Kind regards,
*Saul Rennison*
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-15 Thread Saul Rennison
It looks quite difficult to update CEF:

http://code.google.com/p/chromiumembedded/wiki/ChromiumUpdate


Kind regards,
*Saul Rennison*


On 15 February 2012 07:41, netshr...@gmail.com wrote:

 It's the Chrome Embedded Framework, last I checked it was on par with
 Chrome 6.

 Chrome's now at version 17.

 On 15/02/2012, at 3:30 PM, Bruno Garcia wrote:

 I'm pretty sure its Embedded IE (Or a webkit / API / whatever built around
 IE)

 On Wed, Feb 15, 2012 at 12:50 AM, Mart-Jan Reeuwijk mreeu...@yahoo.comwrote:

 Aww, next time: deleted the localization files.

   --
 *From:* Jethro Seabridge jet2the...@gmail.com

 *To:* Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 *Sent:* Wednesday, 15 February 2012, 1:05
 *Subject:* Re: [hlds] Mandatory Team Fortress 2 Update Released

 It's part of the running joke. One was updated the localization files in
 german, one was Didn't update the localization files and one was
 Undocumented changes: Updated the localization files.

 On Tue, Feb 14, 2012 at 11:59 PM, Crazed Gunman 
 bsr.crazedgun...@gmail.com wrote:

  I've seen some people email while drunk, but never seen that. I'm
 assuming it was a mistake or a something that was localized for Cyrillic
 and got buggered in somehow.

 On 2/14/2012 5:58 PM, Clay Hansen wrote:

 Hcqngrq gur ybpnyvmngvba svyrf? Uhh...

 On Tue, Feb 14, 2012 at 6:52 PM, Eric Smith er...@valvesoftware.comwrote:

 We've released a mandatory update to Team Fortress 2. The notes for the
 update are below.

 -Eric

 --

 Team Fortress 2
 - Added Something Special For Someone Special
 - Added The Snapped Pupil
 - Added a new promo item
 - Updated the Heavy's sandvich so it will only resupply ammo if the owner
 picks it up after dropping it. This means the only way to gain health from
 the sandvich is by eating it.
 - Fixed the Red/Blue team skins not working on the Bonk Boy with the new
 styles
 - Updated the in-game trading system to use the Steam trading menus
 - Updated these items so they can be traded and crafted:
   - The Warsworn Helmet
   - The Bolgan
   - The Bolgan Family Crest
   - The Merc Medal
   - The Battle Bob
   - The Bushman's Boonie
 - Updated cp_gravelpit
   - Fixed z-fighting on the fan in the Red spawn building
   - Fixed Red Engineers building inside their spawn room
 - Hcqngrq gur ybpnyvmngvba svyrf

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




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



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



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



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


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



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


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


Re: [hlds] Item server, Steam Community, etc... down

2012-02-12 Thread Saul Rennison
As is Friends


Kind regards,
*Saul Rennison*


On 12 February 2012 19:17, Aerolite Gaming ad...@aerolitegaming.co.ukwrote:

 Quickplay is down too!


 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

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


Re: [hlds] CSS Radar

2012-02-08 Thread Saul Rennison
The employees decide what they work on, we just need to convince someone to
work on it.

On Wednesday, February 8, 2012, Dominik Friedrichs d...@forlix.org wrote:
 Quite frankly, I dont think Valve has any manpower at all allocated to
working on CS:S at the moment... but maybe something might happen after the
release of CS:GO?

 On 2012/02/08 14:00, Neil Rajani wrote:

 I just want to keeping this going. I’m surprised that Valve are not aware
 of this issue as I mentioned in the January digest. It is affecting
 nearly all CSS players.

 Here is the thread on the Steam forums:
 http://forums.steampowered.com/forums/showthread.php?t=2341103

 Ignoring the troll posts, but the bottom line is the radar has been
 messed up since the Christmas gifts update. Teammates can now appear as
 the enemy in radar and vice versa, there are funny objects in the radar
 appearing and most of the time , the radar does not even draw properly.



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


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


-- 


Kind regards,
*Saul Rennison*
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] Merry Christmas!

2011-12-24 Thread Saul Rennison
Merry Christmas Natha and all! Hope you all enjoy the holidays, and a happy
new year.

On Saturday, December 24, 2011, Nathanael Havez na...@me.com wrote:
 Merry Christmas to all of the users of the HLDS Mailing List!

 Natha

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


-- 


Kind regards,
*Saul Rennison*
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] TF2: rcon stops working

2011-12-10 Thread Saul Rennison
So put your server's RCON password in autoexec instead, is what Sebastian
is suggesting.

On Saturday, December 10, 2011, Sebastian Staudt korak...@gmail.com wrote:
 From users of my RCON library I know that setting rcon_password in the
server.cfg is sub-optimal. After a map change the server.cfg is reloaded
and will – although the password is not changed – reset any RCON
connections.
 Source uses TCP (and persistent connections) for RCON. It seems like
rcon_password will automatically reset all connected RCON clients.

 Am Samstag, 10. Dezember 2011 um 16:23 schrieb Brian:

 When I set a the rcon_password in console to use on my server, it seems
to stop working after the first command, or some length of time.

 Eg I do

 rcon_password password
 rcon exec etf2l

 then play some… then when wanting to go the next map I try

 rcon changelevel cp_snakewater

 … and it does nothing.

 I have to do

 rcon_password password
 rcon changelevel cp_snakewater

 to get it to work.

 The weird thing is, the stored value of rcon_password is still correct,
ie it shows “rcon_password password” as the tab-complete when I start
reentering the command.

 Is there like some kind of timeout as in sudo where you just have to
enter your password again?

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


-- 


Kind regards,
*Saul Rennison*
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] Required Killing Floor Update Coming Today - Twisted Christmas 2!!!

2011-12-07 Thread Saul Rennison
John you don't have to answer to these pretentious idiots.

If they really cared, they could have searched their mail to see the answer
to their question that's been asked dozens of times already.


Kind regards,
*Saul Rennison*


On 7 December 2011 18:07, John Gibson j...@tripwireinteractive.com wrote:

 I can't speak for Brink, but Killing Floor and RO2 both use the HLDS tool
 for their dedicated server downloads. Valve suggested we announce our
 dedicated server updates on this list, over 5 years ago. So that is what
 have been doing for these 5 years since then.

 Regards,

 John

 On Wed, Dec 7, 2011 at 1:03 PM, Alexander Z spacebur...@gmail.com wrote:

 Not to sound rude, but are all those Brink, KF and RO2 updates supposed
 to be on the mailing list for Valve games? Just wondering, is all.

 On 7 December 2011 18:38, John Gibson j...@tripwireinteractive.comwrote:

 A required update to Killing Floor is coming later today! The Twisted
 Christmas 2 event runs from December 7-January 4th. Additionally, we'll be
 running a free weekend this weekend on Steam from December 8th-11th. So
 please server admins if you can put up some extra servers to help handle
 the load please do! Here is the info or also check out the Twisted
 Christmas 2 website (http://www.killingfloorthegame.com/xmas2011/):

 Tripwire continues its long standing tradition of massive free content
 packs with the *Twisted Christmas 2 Content Pack*. The event an
 features an all new level, Ice Cave, as well as brand new Twisted Christmas
 music to get you in the holiday spirit. But wait - there's more! Santa is
 bringing even more gifts - the Winter Weapon Pack, with seven brand new
 weapons complete with new achievements, free to everyone who owns the
 game. Returning from last year's event we have Christmas themed specimens
 replacing all of the regular baddies, Santa’s Evil Lair, Christmas themed
 achievements and the chance for those who missed unlocking the
 special Baddest Santa character last year to grab him this time around.

 New Map

- *Ice Cave *- Evil Santa Clause has retreated underground to a
sprawling Ice Cave tunnel system. Battle it out with all of Santa's 
 Twisted
Christmas minions in this all new level.

  New Weapons

- *44 Magnum Revolver* - The Sharpshooter gets a shiny .44 Magnum
revolver - good for dual-wielding for even more stopping power.
- *M-4 Carbine* - The Commando picks up a US Army surplus M-4
Carbine, with a nice, new red dot sight fitted.
- *M-4 Carbine With Grenade Launcher* - For Demolitions, we've
removed the sight and added the under-slung M-203 single shot grenade
launcher. Wonderful all-purpose weapon!
- *Claymore Sword* - Berserkers can go all Scottish, with a massive
two-handed Claymore. Perfect for the holiday season...
- *MP5M Medic Sub Machine Gun *- Following on from Horzine's earlier
experiments with healing darts, they have now provided the Medic with an
MP5 machine pistol, mounting a dart-firing device.
- *Husk Gun Fireball Launcher* - Ripped from the arm of a dead Husk
the Firebug gets his asbestos-covered hands on the fireball launching
Huskgun!!! Charge this baby up and watch the zeds explode in a ball of
flames!

 The update also includes a couple of gameplay fixes including:

- Rocket and grenades no longer collide with your teammates (falling
to the ground and blowing you up in the process)
- Fixed a bug where players could get stuck unable to go into
ironsights when firing the Crossbow or M79 from the hip

 Cheers,

 John Gibson
 President
 Tripwire Interactive
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds



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



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


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


Re: [hlds] Hitbox Problem.

2011-12-04 Thread Saul Rennison
It'd be more helpful if you could tell us:

* what the server-side FPS was when the server just started
* what the server-side FPS was after an hour (when the accuracy gets better)


Kind regards,
*Saul Rennison*


On 4 December 2011 16:13, Saul Rennison saul.renni...@gmail.com wrote:

 Wow that is extremely strange.

 Are you running any FPS boosters?


 Kind regards,
 *Saul Rennison*


 On 4 December 2011 16:06, Олег Ивашкевич spin...@mail.ru wrote:

  Hello, members.

 ** **

 I have some problem with hlds, try to solve but can't. May be there is
 people, who saw and solved same one.

 To business: all weapons have different hitbox (spray), and glock's one
 is the least accurate. So this problem is more visible at this weapon.***
 *

 By the way, rates on the server provide players to set best rates
 (25000/101/101). Operation System of the server computer is Windows 2008.
 Hardware is good.

 ** **

 So, when i just start my hlds, hitbox of glock18 (if shoot as fast as
 possible) looks like:

 http://s017.radikal.ru/i410//fe/7da3fc0af065.jpg

 But after around 1 hour glock's hitbox become awesome! See there:

 http://s017.radikal.ru/i430//93/bd05d83dac0d.jpg

 *If you don't see photo, sorry, i don't know .com photohosts, tell me and
 i'll reshare it.*

 ** **

 I just want to know, why it's happening and how to fix it that hitbox of
 glock18 (so and other weapons) will be like on photo #2 always or like on
 photo #1 but permanently.

 ** **

 Thanks. Imba.

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



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


Re: [hlds] Recommended Settings for new TF2 Cvars

2011-11-11 Thread Saul Rennison
The default ones.


Kind regards,
*Saul Rennison*


On 11 November 2011 20:15, Terry Robinson terry.r.robin...@gmail.comwrote:

 The recent updated added:
   - sv_max_connects_sec
   - sv_max_connects_window
   - sv_max_connects_sec_global

 Do any of the wise ones have recommended settings for these?  I could find
 no information in Source or TF2 wiki.
 Terry Robinson

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


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


Re: [hlds] Client 0 overflowed reliable buffer

2011-11-09 Thread Saul Rennison
Don't even think the name has to have garbage characters, it would probably
work equally well if the player was just connecting with a long name.
Events are reliable, such as player_connect and player_disconnect. So
repeatedly connecting and disconnecting within a second will result in a
huge amount of events being distributed to all clients, and hence
overflowing the reliable buffer. I can't imagine this being fixed shortly,
without banning Steam IDs (you need a Steam auth ticket to connect to
servers).


Kind regards,
*Saul Rennison*


On 9 November 2011 19:57, Ryan Stecker voidedwea...@gmail.com wrote:

 The issue is legitimate, it's caused by having a client with garbage
 characters in their name connect and disconnect repeatedly.


 On Wed, Nov 9, 2011 at 1:54 PM, Herover leon.l.a.niel...@gmail.comwrote:

 Use old thread please.
 I believe people ended up with the conclusion: don't believe it,
 untill program released.

 2011/11/9 Joe Brown k1773r0nt3h...@hotmail.com:
  There seems to be a new program out there to boot everyone out of a
 server,
  one of my servers was hit with it yesterday. I searched around Google
 for a
  bit and came up with http://www.youtube.com/watch?v=i9E7QipxFIA ,
 which was
  uploaded a few hours after my server was hit. Looking at the logs
 around the
  time, I saw these lines repeated over x500:
 
  L 11/08/2011 - 19:44:26: ´_Ä1
  ;k¸µ”ï¤#ß×UÔͼÙpd|ôÈöGM·U397STEAM_0:1:11902529 connected,
 address
  215.112.144.210:7757
  L 11/08/2011 - 19:44:26: ´_Ä1
  ;k¸µ”ï¤#ß×UÔͼÙpd|ôÈöGM·U397STEAM_0:1:11902529 disconnected
 (reason
  )
  L 11/08/2011 - 19:44:26: Ør: d[ ˆu srëÝž½ßÖà²ÌN™û,Û
  P!G'398STEAM_0:1:11902529 connected, address 
 215.112.144.210:7757
  L 11/08/2011 - 19:44:26: Ør: d[ ˆu srëÝž½ßÖà²ÌN™û,Û
  P!G'398STEAM_0:1:11902529 disconnected (reason )
  L 11/08/2011 - 19:44:26: ÓMW§ ”ŽQ‡¿ §y ø1ßq’ì ½†Š
  C¤»399STEAM_0:1:11902529 connected, address 
 215.112.144.210:7757
 
  I was playing in my server at the time and right around the time of all
 the
  connects and disconnects, everyone was kicked with Client 0 overflowed
  reliable buffer
  The kicker is the IP 215.112.144.210 is a DoD address so it must be a
  spoofed packet.
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 

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



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


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


Re: [hlds] Valve Security Breach

2011-11-08 Thread Saul Rennison
Hi Mattie.


Kind regards,
*Saul Rennison*


On 8 November 2011 17:11, Mattie Casper mat...@mattie.net wrote:

 Possibly unrelated, but the highest profile TF2 account with regards to
 unusual hats (probably $30,000+ in value) was hijacked last night. May just
 be opportunists taking advantage of the Steam forum chaos to make the
 biggest collectable heist in TF2 history, but it's probably wise to change
 your passwords.

 I'm not sure if Steam Support has locked the hijacked account yet, but
 it's causing incredible amounts of concern. :( Crummy situation all around.
 -Mattie


 On Tue, Nov 8, 2011 at 11:06 AM, eugenio.motanu...@gmail.com wrote:

 If you use the same username and password, it might be a good idea to
 change your password for steam. Although steam guard would keep you
 generally safe
 Enviado desde mi oficina móvil BlackBerry® de Telcel

 -Original Message-
 From: James Ives ja...@jimo.co.uk
 Sender: hlds-boun...@list.valvesoftware.com
 Date: Tue, 8 Nov 2011 08:02:56
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Reply-To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
 Cc: Half-Life dedicated Linux server mailing list
 hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds] Valve Security Breach

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

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



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


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


Re: [hlds] [OT] Modern Warfare 3 server package broken or masters not up yet?

2011-11-08 Thread Saul Rennison
Dedicated servers aren't ranked


Kind regards,
*Saul Rennison*


On 8 November 2011 21:00, Bobby Broughton bo...@invehosting.com wrote:

 Is there a place to apply for ranking?

 Bobby Broughton

 Sent from my iPhone

 On Nov 8, 2011, at 3:59 PM, William Balkcom w.balk...@griffinrun.net
 wrote:

  It seems they have begun to load modern warfare 3 on the hldsupdatetool,
 but
  it doesn't seem to be complete:
 
  No installation record found at modernwarfare3
  Checking/Installing 'Call of Duty Modern Warfare 3 DS Binaries' version 1
 
  2.17%   downloading modernwarfare3\players2\ctf_default.dsr
  2.19%   downloading modernwarfare3\players2\default.dspl
  4.36%   downloading modernwarfare3\players2\dom_default.dsr
  6.53%   downloading modernwarfare3\players2\dz_default.dsr
  8.70%   downloading modernwarfare3\players2\ffa_default.dsr
  10.87%  downloading modernwarfare3\players2\gg_default.dsr
  13.04%  downloading modernwarfare3\players2\hq_default.dsr
  15.21%  downloading modernwarfare3\players2\inf_default.dsr
  17.38%  downloading modernwarfare3\players2\jug_default.dsr
  19.54%  downloading modernwarfare3\players2\kc_default.dsr
  21.72%  downloading modernwarfare3\players2\oic_default.dsr
  23.88%  downloading modernwarfare3\players2\sab_default.dsr
  26.05%  downloading modernwarfare3\players2\sd_default.dsr
  26.09%  downloading modernwarfare3\players2\server.cfg
  28.26%  downloading modernwarfare3\players2\tdef_default.dsr
  30.43%  downloading modernwarfare3\players2\tdm_default.dsr
  32.60%  downloading modernwarfare3\players2\tj_default.dsr
  100.00% downloading modernwarfare3\iw5mp_server.exe
 
  HLDS installation up to date
 
 
 
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of steve grout
  Sent: Tuesday, November 08, 2011 11:50 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] [OT] Modern Warfare 3 server package broken or
 masters
  not up yet?
 
  To get it listed in the steam browser copy steam.dll into the MW3 root
 dir
 
 
  Regards
 
  steve
 
  
  rotahn...@googlemail.co.uk
  hum...@nervousenergy.co.uk
 
  On 07/11/2011 21:39, Ant wrote:
  yes any input from anyone into your findings with MW3 would be
  fantastic!!!.
 
  (On another note, disclaimers like the one attached in this thread are
  pointless and hold about 2% legal merit))
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Lane Eckley
  Sent: Tuesday, 8 November 2011 7:19 AM
  To: 'Half-Life dedicated Win32 server mailing list';
  steve.gr...@gmail.com
  Subject: Re: [hlds] [OT] Modern Warfare 3 server package broken or
  masters not up yet?
 
  Hey Steve,
 
  May I ask how you got it to read your server.cfg?
 
  I can't for the life of me get it to read or if it is reading  to have
  the settings take effect.
 
  I also have the lan only issue.
 
  Lane Eckley
  Hypernia Hosting Corp
  Desk: 1.305.390.2124
  Toll Free: 1.800.284.6978 ext. 600
  http://www.hypernia.com
  l...@hypernia.com
 
  Confidentiality Note:  The information contained in this transmission
  is legally privileged and confidential, intended only for the use of
  the individual or entity named above. If the reader of this message is
  not the intended recipient, you are hereby notified that any
  dissemination, distribution, or copying of this communication is
  strictly prohibited. Thank you.
 
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Lane Eckley
  Sent: Monday, November 07, 2011 3:38 PM
  To: steve.gr...@gmail.com; 'Half-Life dedicated Win32 server mailing
 list'
  Subject: Re: [hlds] [OT] Modern Warfare 3 server package broken or
  masters not up yet?
 
  Steam.
 
  Lane Eckley
  Hypernia Hosting Corp
  Desk: 1.305.390.2124
  Toll Free: 1.800.284.6978 ext. 600
  http://www.hypernia.com
  l...@hypernia.com
 
  Confidentiality Note:  The information contained in this transmission
  is legally privileged and confidential, intended only for the use of
  the individual or entity named above. If the reader of this message is
  not the intended recipient, you are hereby notified that any
  dissemination, distribution, or copying of this communication is
  strictly prohibited. Thank you.
 
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of steve grout
  Sent: Monday, November 07, 2011 2:55 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] [OT] Modern Warfare 3 server package broken or
  masters not up yet?
 
  How are you getting the files?  hldsupdatetool doesn't show it in the
  games list though i thought it would be there by now!
 
  On 07/11/2011 19:46, Steven Hartland wrote:
  Trying to test a MW3

Re: [hlds] About the TF2 in-game abuse reporting tool

2011-11-01 Thread Saul Rennison
Come on guys I think you're all having a laugh now. Of course they're not
just going to delist you. Of course you'll be contacted. Of course they
take popularity into account.

Stop worrying if you're a good admin, nothing bad will happen to you.

On Monday, 31 October 2011, E. Olsen ceo.eol...@gmail.com wrote:
 * Human judgment is always used before any action is taken based on
abuse report data.

 IF any action is taken, will the server operator in question be notified,
and if so, will they be given an appeals process?

 * We only really care about servers who receive excessive reports of
abuse relative to other gameservers.  This is pretty effective at canceling
our the noise of uninformed or malicious users.

 Is that based on traffic levels? Our server TF2 fleet has been around for
a long time now (going into our 4th year). As any other long-term server
operator knowsif you run actively admin'd servers, and enforce basic
rules of conduct (in our case, no bigotry, sexual harassment, griefing or
cheating of any kind) you are bound to develop quite a few enemies over the
years. With over 20 servers that are full 18+ hours per day, I would
honestly expect more of those types of reports than other server operators,
and would hope the high-volume of our traffic would be taken into
consideration if the situation ever progressed to a point where our servers
received this extra level of scrutiny.

 I want to emphasize that we play within the rules and every thing we do
is meant to foster long-term, repeat traffic to our servers. My concerns
are simply that this system as described WILL be abused, of that you can be
certain. Anything and everything that is open to abuse by some players IS
definitely abused. Since F2P was implemented, we've had a virulent
minority of players who have made creating new accounts to circumvent
bans a rapid process (we've had one in particular that enjoys harassing our
female players who can be back on a server with a new account within 5
minutes - I believe he's on his 18th or 19th such account). I'm sure
players would like nothing more than to get back at our servers by filing
fraudulent reports from all of their multiple accounts. Even worse, those
Steam groups which we have banned en masse (groups that openly support
warez, hacking tools, racsim, etc) would most like also love to stage
little abuse-reporting raids.

 My hope is that, in the investigation of these reports, The TF2 team will
not only look at the reports at face value, but the community behind the
servers in question. While I fully understand TF2 is Valve's game to do
with as they wish, there are communities such as ours that have spent years
(and thousands of man-hours, and thousands in equipment costs) building
their membership and community around TF2 (among other Valve properties),
and I hope that if it ever became the case where a question was raised
about the administration of our servers, we could have an open and frank
discussion prior to any decisions being made.



 On Sun, Oct 30, 2011 at 11:00 PM, Stephen A Yates syate...@cfl.rr.com
wrote:

 So let's say we ban someone for racism,  which we do,  and this player
gets all of their friends to log on to our servers and register abuse.  How
would you handle that?  Can you tell?

 I am not trying to be difficult here but I want to understand.

 Fletcher Dunn fletch...@valvesoftware.com wrote:

 Wanted to clarify a few things about the new feature in the in-game
abuse reporting tool to report game servers:
 
 * Human judgment is always used before any action is taken based on
abuse report data.
 
 * The potential for malicious players (or competing game server
operators) to abuse the reporting mechanism is an obvious problem that we
have foreseen and taken basic measures to prevent.
 
 * We only really care about servers who receive excessive reports of
abuse relative to other gameservers.  This is pretty effective at canceling
our the noise of uninformed or malicious users.
 
 One last reminder: we are keeping the option open to apply any bans,
etc to an *IP*, not just to a game account.  This is a warning to anybody
setting up a throw-away server account created specifically to do
malicious things.
 
 - Fletch
 
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



-- 


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


Re: [hlds] About the TF2 in-game abuse reporting tool

2011-10-28 Thread Saul Rennison
No.

Let me reiterate so Fletcher isn't repeating himself. If your players are
having a good time, you won't be in trouble. The point is, it's mainly
targeted towards gift drop exploiters and other bullshit admins do to
advantage themselves against other players.


Kind regards,
*Saul Rennison*


On 28 October 2011 19:53, Jason pctool...@gmail.com wrote:

 Well, we have a set of rules and a lot of banned players who've tried
 hacking us, trolling us, etc to get us back.  What rules *WE* enforce should
 be our business, shouldn't it?  So we've got a large ban list of trolls,
 dicks, hackers, etc.  People often do not like us for actually enforcing our
 rulesand want to hate on us.  We have a decent player base who support
 us and like that we take an active and often hardline approach toward the
 isms (racism, sexism, ageism, etc.) as well as toward trolls/dicks in
 general.

 Will valve investigate and actually consult with the server
 owner/community?  Do I need to start doing demos, screenshots and recordings
 of folks spewing all of the hate speech and rule breaking just to cover my
 back?  I ask this because compared to some other servers, we *ARE* a little
 more strict than other servers.  So with this new subjective aspect, it has
 me wondering what's to come.

 And why now?  Free to play was implemented, which allows even more
 anonymous trolls to make account after account (and even change their IP as
 well), and now I gotta answer for banishing groups of them off my server?
 This may just be the end of our servers, as I never thought, as a server
 owner, I'd have to answer to Valve for the server I ran when I am not
 violating any terms of service in doing so.


 On Fri, Oct 28, 2011 at 2:33 PM, E. Olsen ceo.eol...@gmail.com wrote:

 That's a valid question - an abuse reporting system has been put in place,
 without telling the users what consittutes abuse (which I think would lead
 to many more false reports than not). Some guidelines (both for users and
 server operators) might be beneficial, both to keep down the number of
 nuisance reports, AND help the server operators to stay in compliance. It's
 all well and good to say that Valve reserves the right to ban servers/IP's
 for abuse, but without knowing what the rules/guidelines are, it's giving
 operators an invisible line and telling us don't cross this.

 On Fri, Oct 28, 2011 at 2:18 PM, doctor...@web.de wrote:

  What is considered as abusive behaviour?
 ___
 SMS schreiben mit WEB.DE FreeMail - einfach, schnell und
 kostenguenstig. Jetzt gleich testen! http://f.web.de/?mc=021192

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



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



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


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


Re: [hlds] Halloween 2011

2011-10-22 Thread Saul Rennison
He meant connect to your server from TF2, not ft2. You enter the console
variables (convars) in the TF2 console.

On Saturday, 22 October 2011, kelly joe whitenoi...@ntlworld.com wrote:
 Thankx thats cleared a few things up. Does that mean you have to let other
players on, or can it remain private and password protected?

 Also, what is ft2, and how do you connect via client, do I have to
download ft2? Where do the convars come from, and where do you get the
registration values from?

 Thanks

 Sorry about all the questions, this is only my second server!



 On 22 October 2011 13:49, James Botting bottswan...@googlemail.com
wrote:

 You Connect to your server via the ft2 client, open console and issue the
identity create command (off the top of my head I think it is
cl_create_server_identity, but check that on the valve docs) then copy the
two cvars outputted by the command to your server.cfg
 You need to do this for each one of your servers. They must all run with
unique registration values.

 On 22 Oct 2011, at 12:09, kelly joe whitenoi...@ntlworld.com wrote:

 How do you register your server?


 On 22 October 2011 09:29, Scott Highland tgnwe...@gmail.com wrote:

 Some clarification would still help.

 On Saturday, October 22, 2011 12:59:43 AM, msleeper wrote:

 There's nothing to be confused about. Stop trying to read between the
lines.

 In order to participate in the event, you have to REGISTER your
 servers. You don't have to make them quickplay valid. You JUST have to
 register them.

 How is there 20 replies to this thread.

 On Sat, Oct 22, 2011 at 2:46 AM, Jasonpctool...@gmail.com  wrote:

 Ok, I am confused.  The quickplay (and registration of servers) is for
 servers without mods, etc.  Which is why we only have one of our five
 servers in the quickplay registration.  Yet, the OTHER servers is where
we
 get most of our traffic.  Your quickplay registration rules say
something
 along the lines of either getting blacklisted or ignored if you have
modded
 servers.
 So people who have fun modded servers are simply shit out of luck?  If
 this is not the case, then please, explain and give DETAILS of what we
will
 need to do.  I don't mind registering my servers for the halloween event
 stuff, my community would love itbut if I get left out because we
 have mods, I think that's a bit crappy of valve.
 Let us know exactly what we need to do to participate please...thank
you
 in advance.
 Jason

 On Sat, Oct 22, 2011 at 2:33 AM, Rob Liurobl...@gmail.com  wrote:

 Why even bother trying to police it.  It's a holiday special events.
 People who's going to cheat/abuse it is still going get what they want in
 the end.

 On Sat, Oct 22, 2011 at 6:39 PM, Violent Crimes
 maxim_confus...@yahoo.com  wrote:

 Would setting up a 10 person private server for you and your friends to
 get the gifts and not have to deal with other people be abusing the
system?

 
 From: Jon Lippincottj...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list
 hlds_li...@list.valvesoftware.com; Half-Life dedicated Win32 server
 mailing listh...@list.va

-- 


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


Re: [hlds] Minimum system requirements for TF2 DS?

2011-10-22 Thread Saul Rennison
Since the update your server will run at the mod's tick rate (number of
world simulations that are executed per second). TF2 is 66 tick, so your
server will run at 66 fps. It's not runnin slower, this is the speed it
always ran at, but it's using less resources.

On Saturday, 22 October 2011, kelly joe whitenoi...@ntlworld.com wrote:
 That hadn't occured to me, because I read it was actually designed to run
off one core only.

 Is there any way to make the engine run smoother, use less memory, and
increase game performance, ever since the max_fps update my server has been
running slower.

 Thanks


 On 22 October 2011 14:14, James Botting bottswan...@googlemail.com
wrote:

 Even if you could I doubt the engine would utilise it properly, however, i
personally havnt looked into that much. Maybe someone else can spread better
light on it.

 On 22 Oct 2011, at 14:08, kelly joe whitenoi...@ntlworld.com wrote:

 How can you share it over cores manually, instead of running it one one
core?


 On 22 October 2011 14:00, James Botting bottswan...@googlemail.com
wrote:

 Only a small part of the engine is multithreaded. The majority of
calculation will be done on a single thread only.

 On 22 Oct 2011, at 13:59, Brian br...@doublejump.eu wrote:

 Would a lower-clocked dual-core suffice or is HLDS not suited to
multicore?

 Thanks

 On Oct 20, 2011 12:54 AM, Dave Rosca dave.ro...@gmail.com wrote:

 2 Ghz core, 1 GB ram, and 800 GB of bandwidth should do

 On Wed, Oct 19, 2011 at 4:37 PM, Brian br...@doublejump.eu wrote:

 Anybody?

 On Oct 18, 2011 3:34 PM, Wander wander...@gmail.com wrote:

 In case you werent sarcastic, hes talking about the Dedicated Server

 On Tue, Oct 18, 2011 at 16:30, T Marler bloodyi...@shaw.ca wrote:
 TF2 is coming to the DS? Wicked!

 Thanks VALVe ;D

 - Original Message -
 From: Brian br...@doublejump.eu
 Date: Tuesday, October 18, 2011 8:14 am
 Subject: [hlds] Minimum system requirements for TF2 DS?
 To: hlds@list.valvesoftware.com

 Could anyone give a rough estimate of what's needed for a
 standard 24 man
 server with minimal mods?

 Thanks,
 Brian

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



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

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

-- 


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


Re: [hlds] CSS: changelevel2 causes server crash

2011-10-20 Thread Saul Rennison
I think changelevel2 is only used for singleplayer.


Kind regards,
*Saul Rennison*


On 20 October 2011 19:31, Dusan Tomic d...@mojsajt.co.uk wrote:

  When i use changelevel2 to change map, my server crashes, there is no
 output to console.
 When i use changelevel it works normally.
 OS: Windows 2003 R2 + CSS + Zblock (latest)
 Any hints?

  --
 Kind regards,
 Dusan Tomic

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


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


Re: [hlds] Max FPS

2011-10-17 Thread Saul Rennison
Precisely. Try reducing sv_timeout to something like 5 or 10 and see if you
still have the issue.

On Monday, 17 October 2011, Ryan Stecker voidedwea...@gmail.com wrote:
 No Steam Logon, in this case, is simply a side effect of all of the
clients crashing. It would be better to qualify this type of disconnection
simply as a timeout.

 On Mon, Oct 17, 2011 at 5:18 PM, Andrew DeMerse ademe...@gmail.com
wrote:

 I've seen the taunt thing happen a few times on my servers. Instantly
half of the players drop from No Steam Logon without warning.
 The reason in the logs is Failure Code 6

 On Mon, Oct 17, 2011 at 5:43 PM, Rob Liu robl...@gmail.com wrote:

 Bit off topic here but,  are we going to see a patch today? Regarding to
TF2 hl2.exe crashing?
 Also, I heard there's some kind of high-five taunt crash, which will
instantly crash out half of the players on the server.

 http://forums.steampowered.com/forums/showthread.php?t=2179130

 On Tue, Oct 18, 2011 at 10:35 AM, Henry Goffin hen...@valvesoftware.com
wrote:

 On Windows, we use QueryPerformanceCounter and
QueryPerformanceFrequency to calculate elapsed time in the main server loop.
There is also some startup code which measures CPU clock speed by calling
QPC in a loop until 1/32 of a second has elapsed, but we only use this to
estimate CPU speed for crash reports.


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] On Behalf Of Gary Stanley
 Sent: Monday, October 17, 2011 2:23 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Max FPS

 At 04:11 PM 10/17/2011, Henry Goffin wrote:
 We rely on a stable OS timer, but we don't rely on CPU cycle counts
 or directly query the hardware clock. I don't know if that answers
 your question; I'm not familiar with these setups. We trust that
 when the OS gives us a high res timer value, that it is correct. I
 believe that modern Windows versions compensate for clock speed
 changes automatically. But please report if you think that you are
 having issues related to variable clock speed.
 

 Do you still use QueryPerformanceCounter() in a loop?






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

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


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



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




-- 


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


Re: [hlds] Max FPS

2011-10-16 Thread Saul Rennison
Yeah, so you might want to remove 1000FPS from your hostnames, now.


Kind regards,
*Saul Rennison*


On 16 October 2011 14:30, Cc2iscooL cc2isc...@gmail.com wrote:

 FPS is locked at 66 now.
 On Oct 16, 2011 8:27 AM, Sachin Sud ad...@crazyfreakgamers.com wrote:

 Hi,

 ** **

 With this update fps_max does not work anymore. The fps is based on the
 rates which we set on the server.

 Can someone tell me what max fps getting along with rates they have set on
 the server.

 ** **

 Thanks

 Sachin Sud

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


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


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


Re: [hlds] Max FPS

2011-10-16 Thread Saul Rennison
Your client FPS is completely separate to server FPS...


Kind regards,
*Saul Rennison*


On 16 October 2011 14:43, Sachin Sud ad...@crazyfreakgamers.com wrote:

 Some of my people are getting 250 to 290 fps in css.

 ** **

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Lane Eckley
 *Sent:* Sunday, October 16, 2011 7:10 PM

 *To:* 'Half-Life dedicated Win32 server mailing list'
 *Subject:* Re: [hlds] Max FPS

 ** **

 Advertise much?

 ** **

 -Lane

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Server.it - Zelatech
 srl
 *Sent:* Sunday, October 16, 2011 9:35 AM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Max FPS

 ** **

 Still have 1000fps for cs 1.6 and 100 for css on win 2008.

  

  

 www.Server.it

  

  

 *From:* Saul Rennison saul.renni...@gmail.com 

 *Sent:* Sunday, October 16, 2011 3:32 PM

 *To:* Half-Life dedicated Win32 server mailing 
 listhlds@list.valvesoftware.com
 

 *Subject:* Re: [hlds] Max FPS

 Yeah, so you might want to remove 1000FPS from your hostnames, now.
 

  

  

 Kind regards,

 *Saul Rennison*

 On 16 October 2011 14:30, Cc2iscooL cc2isc...@gmail.com wrote:

 FPS is locked at 66 now. 

 On Oct 16, 2011 8:27 AM, Sachin Sud ad...@crazyfreakgamers.com wrote:*
 ***

 Hi,

  

 With this update fps_max does not work anymore. The fps is based on the
 rates which we set on the server.

 Can someone tell me what max fps getting along with rates they have set on
 the server.

  

 Thanks

 Sachin Sud

  

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


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

 ** **
 --

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

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


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


Re: [hlds] Mandatory TF2 update coming Wednesday

2011-10-13 Thread Saul Rennison
You might want to be a bit more informative

On Thursday, 13 October 2011, Bubka3 bub...@gmail.com wrote:
 Tony,

 Would you be able to tell my why my TF2 Beta server is saying something
about .dlls and LAN MODE only?

 Thanks,
 - Bubka3

 On 10/13/2011 2:00 AM, Tony Paloma wrote:

 Also, as another heads-up, this update will be changing the whitespace in
the status command to improve formatting as well as adjusting the output of
the stats command. If you have scripts or plugins that depend on the
formatting of the output of these commands, then you may want to check that
they can handle the changes.

 I attached an example of the new output.

 Basically, the status output is formatted nicely into columns when
possible. The stats command added a new column called Connects measuring
total connections to the server since startup and renamed a misleading
column from Users to Map changes. Also, the In and Out columns on the
stats output are now measured in kilobytes per second.

 Thanks,
 Tony

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
 Sent: Wednesday, October 12, 2011 10:54 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Mandatory TF2 update coming Wednesday

 We're pushing today's planned update back a day so we can get some extra
testing in. Look for the update tomorrow.

 Thanks,
 Tony

 From: Tony Paloma
 Sent: Monday, October 10, 2011 6:32 PM
 To: hlds@list.valvesoftware.com
 Subject: Mandatory TF2 update coming Wednesday

 We're going to have a mandatory TF2 update coming Wednesday
afternoon/evening. This is just a heads-up that it's coming so that you can
be prepared.

 There is one change that might require a change to server configs:
 tf_show_voice_icons has been renamed to mp_show_voice_icons so that it's
more generic.

 Thanks,
 Tony


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


-- 


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


Re: [hlds] RO2 Customer Service Tactics

2011-10-13 Thread Saul Rennison
+1 for John, him and his company have excellent customer server.

Get off Bubka3, don't act like a douche.


Kind regards,
*Saul Rennison*


On 13 October 2011 20:49, Tom Weir tw...@geekwerks.ca wrote:

  Who said anything about not liking it. The majority of ppl subscribed to
 this list run public servers...trolls  douchebags are just part of any
 given day.

 You started off by crying about how John (politely) told you to piss off.

 Given your recent posts, I don't think anyone else on the list really
 cares. If anything, John has our sympathy for having to deal w/ douchebags
 like you.


 On 10/13/2011 12:46 PM, Bubka3 wrote:

 Don't like it? Get off the list.

 Thanks,
 - Bubka3


 On 10/13/2011 3:45 PM, Chris Brunelle wrote:

 He's stating the obvious.  Troll.  Now go away.

 On Thu, Oct 13, 2011 at 1:40 PM, Bubka3 bub...@gmail.com wrote:

 Here's how John, CEO of Tripwire Interactive does customer service. One
 can only imagine what his employees are like.

 If you don't care good for you.

 PS. I'm not stupid enough to get help with the same name.

 Thanks,
 - Bubka3


 On 10/13/2011 10:10 AM, John Gibson wrote:

 I apologize, I mistook you for someone that actually needed support and
 politely tried to help you. As it turns out you were just trying to be a
 troll with an axe to grind. I'll know to ignore you in the future.

 Regards,

 John


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




  --
 Sent from my Commodore64


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



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



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


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


Re: [hlds] RO2 Customer Service Tactics

2011-10-13 Thread Saul Rennison
He was told by Valve to post his updates here, just stfu now.


Kind regards,
*Saul Rennison*


On 13 October 2011 20:53, Bubka3 bub...@gmail.com wrote:

  Quite frankly, maybe John should take a hike as this is the Half-Life
 dedicated Win32 server mailing list. His game is not half life.

 kthxbyi

 Thanks,
 - Bubka3


 On 10/13/2011 3:49 PM, Tom Weir wrote:

 Who said anything about not liking it. The majority of ppl subscribed to
 this list run public servers...trolls  douchebags are just part of any
 given day.

 You started off by crying about how John (politely) told you to piss off.

 Given your recent posts, I don't think anyone else on the list really
 cares. If anything, John has our sympathy for having to deal w/ douchebags
 like you.

 On 10/13/2011 12:46 PM, Bubka3 wrote:

 Don't like it? Get off the list.

 Thanks,
 - Bubka3


 On 10/13/2011 3:45 PM, Chris Brunelle wrote:

 He's stating the obvious.  Troll.  Now go away.

 On Thu, Oct 13, 2011 at 1:40 PM, Bubka3 bub...@gmail.com wrote:

 Here's how John, CEO of Tripwire Interactive does customer service. One
 can only imagine what his employees are like.

 If you don't care good for you.

 PS. I'm not stupid enough to get help with the same name.

 Thanks,
 - Bubka3


 On 10/13/2011 10:10 AM, John Gibson wrote:

 I apologize, I mistook you for someone that actually needed support and
 politely tried to help you. As it turns out you were just trying to be a
 troll with an axe to grind. I'll know to ignore you in the future.

 Regards,

 John


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




  --
 Sent from my Commodore64


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



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




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


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


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


Re: [hlds] Update today?

2011-10-13 Thread Saul Rennison
Here you go boys:
http://store.steampowered.com/news/6510/


Kind regards,
*Saul Rennison*


On 13 October 2011 21:39, Andrew DeMerse ademe...@gmail.com wrote:

 The master servers are showing an update is available, but the files
 haven't been pushed yet. Soon!


 On Thu, Oct 13, 2011 at 4:31 PM, Nathanael Havez na...@me.com wrote:

 Tony said that the update will be released today.

 Sent from my iPad.

 Le 13 oct. 2011 à 22:26, RSS List User li...@redspeedservers.com a
 écrit :

 Did Tony say anything about the update getting pushed back today as well?
 Or are we still on plan?

 Thanks!

 On 10/13/2011 4:23 PM, Jonah Hirsch wrote:

 There has been no update released yet today.
 ---
 Jonah Hirsch



 On Thu, Oct 13, 2011 at 1:20 PM, RSS List User li...@redspeedservers.com
  wrote:

 Hello,

 Does anyone know if the update for source engine 2009 has been released?
 I believe it's the one which locks FPS.

 Thanks!

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




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

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


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



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


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


Re: [hlds] Mandatory TF2 update coming Wednesday (Tony Paloma)

2011-10-11 Thread Saul Rennison
He was lying. It was release last week. Muhhahahahaha


Kind regards,
*Saul Rennison*


On 11 October 2011 22:00, Richie Jones richiejonesisawes...@gmail.comwrote:

 Don't listen to him.


 On Tuesday, October 11, 2011, G. Hutchinson hu...@halsplayground.com
 wrote:
  It's just strange having a Valve employee telling us information such as
 an update coming out sufficiently in advanced and responding in a timely
 manner. You stop it Tony, you stop it right now. You're making me feel
 weird.
 
  Bubka3 for president 2012
 
  Hutch
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 

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


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


Re: [hlds] Mandatory TF2 update coming Wednesday

2011-10-11 Thread Saul Rennison
Valve employees. Casually discussing engine bugs through the hlds mailing
list.

Henry, out of interest, how long have you been at engine programmer at
Valve? I haven't seen your name before :o


Kind regards,
*Saul Rennison*


On 11 October 2011 22:03, Henry Goffin hen...@valvesoftware.com wrote:

 That is a bug; the initial sleep is undershooting due to an integer
 rounding error. Will be addressed in another update.

 -henry

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of John
 Sent: Tuesday, October 11, 2011 11:21 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Mandatory TF2 update coming Wednesday

 On 10/11/2011 2:25 AM, AnAkIn . wrote:
  Can anyone from Valve comment about host_timer_spin_ms?
 
  This seem to make the FPS more consistent when enabled, it always stay
  at 66. When it's disabled, it's mostly between 60-70.

 It's described in the server as Use CPU busy-loop for improved timer
 precision (dedicated only). Without it, it looks like the server runs
 nanosleep to wait 1300 ns or 1400 ns (at least, in an empty
 server -- with a busy one, I'd expect this to be less), then submits one
 or more 100 ns sleeps in order to align with its desired next tick
 time. With it enabled, it appears that the server just submits one
 nanosleep and then spins the rest of the time for its alignment.

 Modern Linux kernels are quite precise when it comes to timers, at least
 when slack is disabled (using chrt or other means). Are there plans to
 take advantage of this with more precise sleeps from the get-go?

 -John

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

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

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


Re: [hlds] Mandatory TF2 update coming Wednesday

2011-10-11 Thread Saul Rennison
He's not on there, that's why I've asked him over email :p

On Tuesday, 11 October 2011, Dominik Friedrichs d...@forlix.org wrote:
 On 2011/10/11 23:05, Saul Rennison wrote:

 Valve employees. Casually discussing engine bugs through the hlds
 mailing list.

 Henry, out of interest, how long have you been at engine programmer at
 Valve? I haven't seen your name before :o

 There's a list somewhere on the Valve website with information about all
of their employees, maybe you should check that out.


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


-- 


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


Re: [hlds] Servers are absent in Server Browser

2011-09-29 Thread Saul Rennison
Server-side Steam authentication is effectively disabled, so players who do
not legally own the game with Steam can play. These non-Steam servers are
listed on third-party master servers.

On Thursday, 29 September 2011, Ook ooksser...@zootal.com wrote:
 Is he running cracked servers? How can you tell? And what exactly is a
cracked server?


 On 09/29/2011 09:11 AM, Claudio Beretta wrote:

 they are cracked servers.

 On Thu, Sep 29, 2011 at 5:53 PM, Ook ooksser...@zootal.com wrote:

 How are these non steam servers???

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



-- 


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


Re: [hlds] Buna ziua

2011-08-15 Thread Saul Rennison
90% of Tom's message was irrelevant, please ignore it.

Do you mind elaborating on what exactly is the problem?

On Monday, 15 August 2011, Ssf Sandu ssfsa...@yahoo.com wrote:
 Hello
 I created a CS 1.6 server for several days and not working. Please help me
in this regard
 Thank you



-- 


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


Re: [hlds] TF2 Quickplay System Question - August Steam Update - Windows

2011-08-08 Thread Saul Rennison
As soon as Valve finds these servers, they'll probably be permanently
delisted though.

On Sunday, 7 August 2011, Eli Witt eliw...@gmail.com wrote:
 Yeah, and people are using plugins to stop from transmitting the flags as
such. Last night I tried quickplay, landed on a 24/7 koth_nucleus server
with lowgrav and instant respawn. The system is already broken and being
exploited by lame admins.

 On Sun, Aug 7, 2011 at 1:22 PM, Daron Dodd darond...@gmail.com wrote:

 Isnt crits off non vanilla?

 On Sun, Aug 7, 2011 at 4:37 AM, Neil Rajani nelion...@yahoo.co.uk
wrote:

 Remember that Quick-play does not equal Valve servers (but are vanilla
 servers). It is an optional tool for server admins to run by registering
 their server for potential quick-play traffic.

 I just want some understanding why our server can have near constant
traffic
 to be reduced to just a few people in a few days. The few regulars we
have
 started asking where is everyone as they are used to seeing the
servers
 full. I do not think it's a coincidence that this has happened after the
 latest TF2 update. Our server is vanilla (e.g. default crits, ff off,
 default respawn time) which should make it eligible for quick-play.


 No virus found in this outgoing message.
 Checked by AVG - www.avg.com
 Version: 9.0.901 / Virus Database: 271.1.1/3815 - Release Date: 08/06/11
 07:41:00


 No virus found in this outgoing message.
 Checked by AVG - www.avg.com
 Version: 9.0.901 / Virus Database: 271.1.1/3815 - Release Date: 08/06/11
07:41:00

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



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




-- 


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


Re: [hlds] TF2 update coming this afternoon

2011-07-28 Thread Saul Rennison
Good job all glad you fixed the problem.

What was the GCC error by the way? It'd be interesting to share with us
developers!

On Thursday, 28 July 2011, Fletcher Dunn fletch...@valvesoftware.com
wrote:
 We have fixed the crash related to the mantreads.  (We also found a
problem with the damage calculation.)  The problem was gcc-specific and thus
only affected Linux servers.  We are mostly sure (though not 100% sure) that
a similar problem was happening with the Dr. G weapons.



 This update will probably be an optional update, since it isn't critical
for clients.  But of course all the server operators will want to make sure
and get it.



 Further bulletins as events warrant.



 Your humble servant,

 Fletch



-- 


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


Re: [hlds] Lower server-side FPS with recent updates?

2011-07-05 Thread Saul Rennison
But ticks occur inside a frame, so if you have a constant FPS of 66, you
will also have a constant tick rate of 66. It makes no logical sense that
doing more frames in a second is useful, because no ticks will occur in
them. Hence, there is no change in hit detection, because no more network
updates are sent out, or no more client-server move packets are processed,
so the world doesn't change whatsoever between ticks/frames.

A Valve employee could prove me wrong here but the proof is all in the
Quake/Source Engine leak source code.

--
Kind regards,
*Saul Rennison*


On 5 July 2011 17:15, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote:

 fps_max  server tick rate

 --
 *From:* AnAkIn . anakin...@gmail.com
 *To:* tmar...@shaw.ca; Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 *Sent:* Tuesday, 5 July 2011, 17:25
 *Subject:* Re: [hlds] Lower server-side FPS with recent updates?

 It's just because fps_max doesn't set the fps limit correctly on the
 servers. If you put it on 100 you'll end up having 64 fps, etc.
 If fps_max would work correctly and you would get a constant 66 fps, then
 it's pointless to have anything above that.

 2011/7/5 TRISTAN MARLER bloodyi...@shaw.ca

 If you run fps_max 66 your hit detection will suffer. I've competed on
 servers which were 200ish compared to a 1000fps server and noticed a
 measurable difference in hit detection, both on the opponent and rocket
 jumping. However over 1000fps has no bonus as far as I can tell. However, 66
 fps server side limit is grossly short. I recommend against this completely.


 -BloodyIron


 - Original Message -
 From: Joseph Wu jos...@puregsp.com
 Date: Tuesday, July 5, 2011 12:58 am
 Subject: [hlds]  Lower server-side FPS with recent updates?
 To: hlds@list.valvesoftware.com

  Yes. They changed the code in SRCDS to lower idle cpu usage.
 
  First you want to check if HPET is enabled on your server box.
  And then run
  your servers with the fps_max at 500 thus you should be able to
  get a
  semi-stable 500FPS. But valve and I highly recommend you running your
  servers at the native 66fps/tick which is fps_max 66
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 

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




 --
 Best regards,
 AnAkIn,
 -
 ESL EU TF2 Admin
 http://www.esl.eu/eu/tf2


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



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


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


Re: [hlds] Regarding the server mod that kicks free TF2 players...

2011-07-04 Thread Saul Rennison
Yeah it would be pretty easy to implement. If a f2p client connects, then 2
seconds later is kicked, decrease the server's rep by 10 points or
something.

--
Kind regards,
*Saul Rennison*


On 4 July 2011 18:25, Spencer 'Voogru' MacDonald voo...@voogru.com wrote:

 **
 Valve can just penalize servers that ban f2p players if they so wish to.


 On 7/4/2011 3:39 AM, Victor Hawley Jr. wrote:

 Hi all,

  I don't want to start a debate or discussion on the mailing list, but I'm
 sure most of us have heard of the plugin that automatically kicks players
 that are detected as non-payers on TF2. Can we get an official word about
 whether Valve is planning to patch this plugin or not?  It has become a very
 heated discussion on the forums and it would be best for Valve to tell the
 community whether they are planning to patch this controversial mod (or if
 they even can).

  Once again, this email is NOT A PLACE FOR DISCUSSION ABOUT THE PLUGIN.
  I'm simply asking Valve for an official word on the topic.  They don't seem
 to be responding about this issue on the forums.

  Thank you.


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



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


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


Re: [hlds] Brink dedicated server 1.3.3 update

2011-05-24 Thread Saul Rennison
It uses hldsupdatetool, not srcds.

Plus he's right that this list is used for Steamworks games to post updates.

On Tuesday, 24 May 2011, TRISTAN MARLER bloodyi...@shaw.ca wrote:
 My assumption was that since it was using IDTech4's engine it didn't use 
 source technology. Considering it does use SRCDS (as you say) this would kind 
 of be the right channel, but I'm not sure. I guess it's up to VALVe,  maybe.

 - Original Message -
 From: Matt 'Anti' Lowe a...@splashdamage.com
 Date: Tuesday, May 24, 2011 3:37 am
 Subject: Re: [hlds] Brink dedicated server 1.3.3 update
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com, tmar...@shaw.ca tmar...@shaw.ca

 Hey Tristan,

 I was told this list was often used for updates on all manner of
 Steamworks dedicated servers that use srcdsupdate, and that GSPs
 and hosts appreciate getting notification ahead of the update,
 so I thought it'd be a good communication channel for us to use.

 If this list is reserved for the use of HL based games only then
 apologies, I can definitely avoid posting here in future and
 setup our own list.

 Cheers,
 Matt

 From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
 boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
 Sent: 24 May 2011 07:34
 To: tmar...@shaw.ca; Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Brink dedicated server 1.3.3 update

 Technically the queries run on the HL2 protocol and updates take
 place through srcdsupdate, so I don't see what the problem is
 with posting it here.
 On Tue, May 24, 2011 at 1:29 AM, TRISTAN MARLER
 bloodyi...@shaw.camailto:bloodyi...@shaw.ca wrote:
 Why is this going to the HALF LIFE mailing list exactly?


 - Original Message -
 From: Udosic, Goran goran@diabolic-
 servers.commailto:go...@diabolic-servers.com
 Date: Tuesday, May 24, 2011 12:19 am
 Subject: Re: [hlds] Brink dedicated server 1.3.3 update
 To: 'Half-Life dedicated Win32 server mailing list'
 hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com
  Appriciated! :)
 
 
 
  From: hlds-boun...@list.valvesoftware.commailto:hlds-
 boun...@list.valvesoftware.com [mailto:hlds-
 boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com] 
 On Behalf Of Cc2iscooL
  Sent: Tuesday, May 24, 2011 8:10 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Brink dedicated server 1.3.3 update
 
 
 
  http://www.splashdamage.com/content/brink-pc-update-and-new-
  dedicated-server
  -released
 
  On Tue, May 24, 2011 at 12:58 AM, Udosic, Goran
  go...@diabolic-servers.commailto:goran@diabolic-
 servers.com wrote:
 
  any changelog?
  I tried to find it on forums but no success.
 
 
 
  From: hlds-boun...@list.valvesoftware.commailto:hlds-
 boun...@list.valvesoftware.com [mailto:hlds-
 boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com] 
 On Behalf Of Matt
  'Anti' Lowe
  Sent: Monday, May 23, 2011 6:11 PM
 
 
  To: 'Half-Life dedicated Win32 server mailing list'
 
  Subject: [hlds] Brink dedicated server 1.3.3 update
 
 
 
  Hey,
 
 
 
  We'll be sending out a new version of the Brink dedicated server
  on Steam
  within the next few hours, ahead of a client patch shortly
 afterwards.
 
 
  The update will increment the game version, so the servers will
  have to be
  updated if they are to support the newer client version that
  will be
  released later. Unfortunately this patch requires new media
  hence the large
  size of the update, we're aiming to reduce the number of these going
  forwards.
 
 
 
  Thanks,
 
  Matt
 
  Matt 'Anti' Lowe | Associate Producer
  Description: Description: email_sig
  Splash Damage Ltd |  http://www.splashdamage.com
  http://www.splashdamage.com
  PO Box 830 | Bromley BR1 9WZ
 
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
 

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




-- 

Thanks,
- Saul

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


Re: [hlds] Brink dedicated server 1.3.3 update

2011-05-24 Thread Saul Rennison
It uses hldsupdatetool, not srcds.

Plus he's right that this list is used for Steamworks games to post updates.

On Tuesday, 24 May 2011, TRISTAN MARLER bloodyi...@shaw.ca wrote:
 My assumption was that since it was using IDTech4's engine it didn't use 
 source technology. Considering it does use SRCDS (as you say) this would kind 
 of be the right channel, but I'm not sure. I guess it's up to VALVe,  maybe.

 - Original Message -
 From: Matt 'Anti' Lowe a...@splashdamage.com
 Date: Tuesday, May 24, 2011 3:37 am
 Subject: Re: [hlds] Brink dedicated server 1.3.3 update
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com, tmar...@shaw.ca tmar...@shaw.ca

 Hey Tristan,

 I was told this list was often used for updates on all manner of
 Steamworks dedicated servers that use srcdsupdate, and that GSPs
 and hosts appreciate getting notification ahead of the update,
 so I thought it'd be a good communication channel for us to use.

 If this list is reserved for the use of HL based games only then
 apologies, I can definitely avoid posting here in future and
 setup our own list.

 Cheers,
 Matt

 From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
 boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
 Sent: 24 May 2011 07:34
 To: tmar...@shaw.ca; Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Brink dedicated server 1.3.3 update

 Technically the queries run on the HL2 protocol and updates take
 place through srcdsupdate, so I don't see what the problem is
 with posting it here.
 On Tue, May 24, 2011 at 1:29 AM, TRISTAN MARLER
 bloodyi...@shaw.camailto:bloodyi...@shaw.ca wrote:
 Why is this going to the HALF LIFE mailing list exactly?


 - Original Message -
 From: Udosic, Goran goran@diabolic-
 servers.commailto:go...@diabolic-servers.com
 Date: Tuesday, May 24, 2011 12:19 am
 Subject: Re: [hlds] Brink dedicated server 1.3.3 update
 To: 'Half-Life dedicated Win32 server mailing list'
 hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com
  Appriciated! :)
 
 
 
  From: hlds-boun...@list.valvesoftware.commailto:hlds-
 boun...@list.valvesoftware.com [mailto:hlds-
 boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com] 
 On Behalf Of Cc2iscooL
  Sent: Tuesday, May 24, 2011 8:10 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Brink dedicated server 1.3.3 update
 
 
 
  http://www.splashdamage.com/content/brink-pc-update-and-new-
  dedicated-server
  -released
 
  On Tue, May 24, 2011 at 12:58 AM, Udosic, Goran
  go...@diabolic-servers.commailto:goran@diabolic-
 servers.com wrote:
 
  any changelog?
  I tried to find it on forums but no success.
 
 
 
  From: hlds-boun...@list.valvesoftware.commailto:hlds-
 boun...@list.valvesoftware.com [mailto:hlds-
 boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com] 
 On Behalf Of Matt
  'Anti' Lowe
  Sent: Monday, May 23, 2011 6:11 PM
 
 
  To: 'Half-Life dedicated Win32 server mailing list'
 
  Subject: [hlds] Brink dedicated server 1.3.3 update
 
 
 
  Hey,
 
 
 
  We'll be sending out a new version of the Brink dedicated server
  on Steam
  within the next few hours, ahead of a client patch shortly
 afterwards.
 
 
  The update will increment the game version, so the servers will
  have to be
  updated if they are to support the newer client version that
  will be
  released later. Unfortunately this patch requires new media
  hence the large
  size of the update, we're aiming to reduce the number of these going
  forwards.
 
 
 
  Thanks,
 
  Matt
 
  Matt 'Anti' Lowe | Associate Producer
  Description: Description: email_sig
  Splash Damage Ltd |  http://www.splashdamage.com
  http://www.splashdamage.com
  PO Box 830 | Bromley BR1 9WZ
 
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
 

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




-- 

Thanks,
- Saul

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


Re: [hlds] Team Fortress 2 Update Released

2011-05-19 Thread Saul Rennison
That's what autoexec and config is for :/

On Thursday, 19 May 2011, Joeri van der Velden joerivdvel...@gmail.com wrote:
 Dear Valve,

 Please stop overwriting CSS game.cfg in the cstrike/cfg folder every time.

 Sincerely,

 Everyone who puts their settings in game.cfg

 2011/5/19 John Marbury barreltr...@gmail.com
 Awee YEAH!
 Another Required update that should have been optional!
 At least it's not at peak times... oh wait.




 On Wed, May 18, 2011 at 7:14 PM, Jason Ruymen jas...@valvesoftware.com 
 wrote:
 A required update for Team Fortress 2 is now available.  Please run 
 hldsupdatetool to receive the update.  The specific changes include:

 Important notes
 - If you were previously crashing on startup, please have Steam verify the 
 integrity of your game cache
    - Update your game to the most current version
    - Right-click on the game and select Properties
    - Click on the Local Files tab
    - Click on the Verify Integrity of Game Cache button

 - If you were previously crashing when connecting to a server, please run 
 once with -autoconfig to reset your graphics state
    - Update your game to the most current version
    - Right-click on the game and select Properties
    - Click on the General tab
    - Click on the Set Launch Options... button
    - Add -autoconfig to the launch options and click OK
    - Restart your game
    - After doing this, you should remove -autoconfig from your launch options

 Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
 - Fixed several client crashes on game startup, shutdown, and replay 
 interaction
 - Updated the materials used on models to ignore the $ignorez flag, to make 
 it harder to create wallhacks on sv_pure 0 servers

 Team Fortress 2
 - Added an Advanced Options button to the main menu to allow tweaking of many 
 gameplay options
 - Fixed server crashes related to replays and new items
 - Added per_class_loadout_slots and 
 attribute_controlled_attached_particles sections to the GetSchema WebAPI 
 call


 Jason


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


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




-- 

Thanks,
- Saul

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


Re: [hlds] Serverdoc gone?

2011-03-09 Thread Saul Rennison
Sounds like a routing problem.. try trace route?

On Wednesday, 9 March 2011, Ook ooksser...@zootal.com wrote:
 Very strange. I can't even ping them:

 ping www.serverdoc.com

 Pinging serverdoc.com [96.228.176.149] with 32 bytes of data:

 Request timed out.
 Request timed out.

 Interesting enough, I can access them from an OSU computer, but none of my 
 home computers can get there. Wonder if my ISP is being blocked somewhere?



 On 3/9/2011 1:40 PM, MeZelf wrote:

 http://www.serverdoc.com ?
 no problems here.

 MeZelf

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ook
 Sent: Wednesday, March 09, 2011 10:37 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] Serverdoc gone?

 I noticed that the serverdoc website has been offline for a while. Did they
 close up shop are are gone?



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



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


-- 

Thanks,
 - Saul.

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


Re: [hlds] Team Fortress 2 Update Available

2011-03-01 Thread Saul Rennison
Agreed.

I must admit with the SPE extension for ES, it's far more powerful
than SM in the terms that there's a massive standard library and all
functions that would need an extension in itself in SM can all be done
in Python via SPE.

On Tuesday, 1 March 2011,  eternal@gmail.com wrote:
 Wow, quite a response. Did you use all 2 brain cells to be so insulting? Come 
 on man there is no need for that kind of attitude. We are all entitled to our 
 opinions but we can also be respectful.



 -Original Message- From: msleeper
 Sent: Tuesday, March 01, 2011 3:41 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Available

 And I bet you still use Mani too, don't you? Stop living in 2005, there
 are better alternatives to the broken shitty addons you've been using.


 On Tue, 2011-03-01 at 14:36 -0500, eternal@gmail.com wrote:

 Event scripts is far from trash.
 Anything that gives us the opportunity to expand and utilize our servers as
 we see fit is a plus and anyone who has trouble with event scripts probably
 isn't doing it right. ;)



 -Original Message- From: msleeper
 Sent: Tuesday, March 01, 2011 3:13 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Available

 Seconding this. EventScript is garbage to begin with, anything to make
 terrible addons stop working is a positive change in my book.


 On Mon, 2011-02-28 at 21:47 -0500, Spencer 'Voogru' MacDonald wrote:
 Valve trashed EventScripts?

 THANK YOU!

 - Spencer.

 On 2/28/2011 7:56 PM, HooTs Administrator wrote:
  I'm just unhappy they trashed eventscripts to put a bandaid on an
  exploit that needs a hard fix. Get a real API valve. It's about time
  seriously.
 
  On Feb 28, 2011, at 7:52 PM, Dominik Friedrichsd...@forlix.org  wrote:
 
  But its so much easier to just ignore any existing bugs and focus on
  what matters most: Money, Money, Money!
 
  On 2011/03/01 01:26, Emil Larsson wrote:
  Valve, while I don't mind cosmetical items or promo items, it   
  probably
  would be appreciated to ship it together with a few other bug-fixes  
   at
  the same time.
 
  ___
  To unsubscribe, edit your list preferences, or view the list   
  archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds


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



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


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




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

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


-- 

Thanks,
 - Saul.

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


Re: [hlds] Improved engine handling of server queries ?

2011-01-31 Thread Saul Rennison
You can't help it. Tradeoff some players not being able to connect for
your server not going down.

On Monday, 31 January 2011, steve grout steve.gr...@gmail.com wrote:
 Since valve tried to do this we're still having issues if we do not hide the 
 servers.  Where as before the server was under attack it used to timeout for 
 everyone it now, so it seems, just stops responding the the ping (still can 
 be queried using status).  That's great in that is doesn't kill a game 
 however one side effect is that, when the server goes into this 'mode', if 
 someone should have a network problem and disconnect for any reason, they 
 cannot rejoin the server, in fact no one can join the server until it's been 
 restarted.

 This happens on both our windows and linux servers. Are other people 
 experiencing the same thing?

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


-- 

Thanks,
 - Saul.

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


Re: [hlds] Improved engine handling of server queries ?

2011-01-31 Thread Saul Rennison
You can't help it. Tradeoff some players not being able to connect for
your server not going down.

On Monday, 31 January 2011, steve grout steve.gr...@gmail.com wrote:
 Since valve tried to do this we're still having issues if we do not hide the 
 servers.  Where as before the server was under attack it used to timeout for 
 everyone it now, so it seems, just stops responding the the ping (still can 
 be queried using status).  That's great in that is doesn't kill a game 
 however one side effect is that, when the server goes into this 'mode', if 
 someone should have a network problem and disconnect for any reason, they 
 cannot rejoin the server, in fact no one can join the server until it's been 
 restarted.

 This happens on both our windows and linux servers. Are other people 
 experiencing the same thing?

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


-- 

Thanks,
 - Saul.

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


Re: [hlds] Team Fortress 2 Update Released

2011-01-24 Thread Saul Rennison
Because they haven't updated L4D

On Tuesday, 25 January 2011, raydan rayda...@gmail.com wrote:
 still unable start L4D2 server in win2K...


-- 

Thanks,
 - Saul.

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


Re: [hlds] srcds no longer work in 2000 server, RegisterRawInputDevices error

2011-01-16 Thread Saul Rennison
http://msdn.microsoft.com/en-us/library/ms645600(v=vs.85).aspx

Minimum supported client: Windows XP
Minimum supported server: Windows Server 2003

It looks like Windows 2000 is out of the question then; however, seeing as
dedicated servers don't take mouse input, it looks like an issue that needs
to be #ifndef SWDS in the engine. I'll send an email to a couple of VALVe
programmers for you :)

Thanks,
- Saul.


On 16 January 2011 16:05, raydan rayda...@gmail.com wrote:

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


Re: [hlds] Server crash reports

2011-01-12 Thread Saul Rennison
You're not running any plug-ins will definitely narrow down your potential
reports to about 5. Active servers need plugins for administration, and it's
probably the most active ones that are crashing. In case you hadn't already
seen it, Dominik sent some dumps in a few hours ago:

http://forlix.org/_res/host/dumps/engine_0b956292/

Good luck debugging!

Thanks,
 - Saul.


On 12 January 2011 21:02, Eric Smith er...@valvesoftware.com wrote:

  We’re hearing reports that servers hosting competitive matches are
 crashing on a regular basis and we’re trying to investigate the problem.  If
 your server is crashing regularly and you’re not running any plug-ins,
 please check to see if you have any .dmp or .mdmp files that you can send us
 to help diagnose the problem.  We’re not sure yet if this is related to
 using sv_pure or a whitelist.  Any details you can provide will be
 appreciated.



 Thanks.



 Eric Smith

 Valve



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


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


Re: [hlds] Server crash reports

2011-01-12 Thread Saul Rennison
I'm sure any dumps would be helpful, send them away anyway :D

On Wednesday, 12 January 2011, Dominik Friedrichs d...@forlix.org wrote:
 I'm pretty sure that the crashes I'm seeing on my server are not caused by 
 any of the installed plugins.
 They all occur inside Valves engine.dll and none of the dumps I've seen so 
 far contained anything related to SourceMod or Metamod in the calling stack...

 - Original Message - From: gamead...@127001.org
 To: 'Half-Life dedicated Win32 server mailing list' 
 hlds@list.valvesoftware.com
 Sent: Wednesday, January 12, 2011 22:52
 Subject: Re: [hlds] Server crash reports



 Yes, but he was specifically talking about match servers, which typically
 don't have plugins running anyway.



 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
 Sent: 12 January 2011 21:34
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Server crash reports



 You're not running any plug-ins will definitely narrow down your potential
 reports to about 5. Active servers need plugins for administration, and it's
 probably the most active ones that are crashing. In case you hadn't already
 seen it, Dominik sent some dumps in a few hours ago:



 http://forlix.org/_res/host/dumps/engine_0b956292/



 Good luck debugging!

 Thanks,
 - Saul.



 On 12 January 2011 21:02, Eric Smith er...@valvesoftware.com wrote:

 We're hearing reports that servers hosting competitive matches are crashing
 on a regular basis and we're trying to investigate the problem.  If your
 server is crashing regularly and you're not running any plug-ins, please
 check to see if you have any .dmp or .mdmp files that you can send us to
 help diagnose the problem.  We're not sure yet if this is related to using
 sv_pure or a whitelist.  Any details you can provide will be appreciated.



 Thanks.



 Eric Smith

 Valve




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







 



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





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


-- 

Thanks,
 - Saul.

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


Re: [hlds] SRCDS Protect Tips

2010-09-10 Thread Saul Rennison
No need to block your TCP port either because the crashes have been fixed :D

On Friday, September 10, 2010, Codeseer codes...@gmail.com wrote:
 You add the password to the startup parameters for RCON and that replaces
 the 'rcon locker' without any of the side effects that the 'rcon locker'
 has.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alon Gubkin
 Sent: Friday, September 10, 2010 6:45 AM
 To: Half-Life dedicated Linux server mailing list;
 hlds@list.valvesoftware.com
 Subject: [hlds] SRCDS Protect Tips

 I'm going to open 4 CS:S servers soon, and I need your help in blocking
 cheaters, crashers, etc.

 Currently, I am:

    - Blocking TCP port (no RCON)
    - Setting file permissions carefully, running SRCDS under a limited user
    - Installing the following plugins:
       - Kigen's Anti Cheat http://kigenac.com
       - DBlocker http://dblocker.didrole.com/
       - http://dblocker.didrole.com/Denial of Service
 Protecthttps://forums.alliedmods.net/showthread.php?t=95312
       -
 https://forums.alliedmods.net/showthread.php?t=95312D-FENShttps://forums.
 alliedmods.net/showthread.php?t=109453
       - https://forums.alliedmods.net/showthread.php?t=109453Rcon locker /
       exploit fix https://forums.alliedmods.net/showthread.php?t=93934

 I took this list mainly from
 herehttp://wiki.alliedmods.net/SRCDS_Hardening,
 but it's seems to be a little outdated now. There are many new defense
 plugins (like Query Cache), and I don't know what *should* I install and
 what's just unnecessary.

 What plugins aren't necessary anymore from this list? What plugins should I
 add? What else would you suggest to protect my servers?

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


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


-- 

Thanks,
 - Saul.

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


Re: [hlds] TF2 server crashing issue

2010-09-06 Thread Saul Rennison
Every server has a steamid, that's how server reputation is handled.

On Monday, September 6, 2010, ics i...@ics-base.net wrote:
  Every server seems to have that same SteamID, atleast all my servers have it 
 too. There has been discussion where every server will be assigned it's own 
 ID for several reasons but i don't think the system is fully implemented yet 
 or ever will be.

 -ics

 6.9.2010 5:16, Shizzle Nizzle kirjoitti:

 not sure how that is a clue :P doesn't really make much sense to me since a
 server doesn't have a steamid :P

 On Sun, Sep 5, 2010 at 6:54 PM, Shane Arnoldclontar...@iinet.net.auwrote:



 SetSteamID( [A:1:0:0] )

 It's a clue! :)



 On 6/09/2010 6:12 AM, MeZelf wrote:


 SetSteamID( [A:1:0:0] )


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


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



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


-- 

Thanks,
 - Saul.

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


Re: [hlds] Team Fortress 2 Update Released

2010-09-02 Thread Saul Rennison
Is this for real?!

On Thursday, September 2, 2010, Jason Ruymen jas...@valvesoftware.com wrote:
 A required update to Team Fortress 2 is now available.  Please run 
 hldsupdatetool to receive the update.  The specific changes include:

 Engine (CS:S, DoD:S, TF2):
 - Fixed a server crash caused by spamming the server with invalid rcon 
 passwords.

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

 Jason


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


-- 

Thanks,
 - Saul.

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


Re: [hlds] Counter-Strike: Source Update Available

2010-08-30 Thread Saul Rennison
Quote from the forums:
Running speed has not changed at all. Only walking speed. Instead of 100
it's now 130. (with pistol)

Thanks,
 - Saul.


On 30 August 2010 23:16, Scott Highland tgnwe...@gmail.com wrote:



 Anyone know what it used to be?




 On 8/30/2010 2:38 PM, Jason Ruymen wrote:

 - Changed walk speed to be 0.52x of run speed ( Counter-Strike 1.6 )


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

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


Re: [hlds] Party Mode is ON when tf_birthday=0

2010-08-20 Thread Saul Rennison
Jesus Christ you're a merry fellow.

On Friday, August 20, 2010, M33CROB ad...@phoenixrisingtf2.com wrote:
 Hello Valve,

   Would you please consider allowing admins to disable this feature? It's
 fun and all for you to do this once a year, but I for one cannot stand party
 mode and would rather take my servers offline than to subject my player base
 this.


 On Thu, Aug 19, 2010 at 10:17 PM, Harry Strongburg harry.h...@harry.luwrote:

 ] rcon tf_birthday
  tf_birthday = 0
  game notify replicated

 Ok, it's set at 0, the default. I have no party-mode plugins installed.
 So why are all the gibs on my server being turned into balloons and
 unicycles?! No one is wearing a birthday-hat like the wiki page says
 they should be.

 Client-side, I have:
 ] tf_birthday
 tf_birthday = 0
  game notify replicated

 So why is everyone turning into balloons and it's playing stupid party
 noises? It's happening to me on every server, even servers without any
 mods installed.

 I am cross-posting this to both hlds and hlds_linux lists (even though I
 know you dislike this), as it happens on both Linux and Windows servers.

 If anyone else has this problem or knows a fix, please reply. Thanks.

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

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


-- 

Thanks,
 - Saul.

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


Re: [hlds] Party Mode is ON when tf_birthday=0

2010-08-20 Thread Saul Rennison
Jesus Christ you're a merry fellow.

On Friday, August 20, 2010, M33CROB ad...@phoenixrisingtf2.com wrote:
 Hello Valve,

   Would you please consider allowing admins to disable this feature? It's
 fun and all for you to do this once a year, but I for one cannot stand party
 mode and would rather take my servers offline than to subject my player base
 this.


 On Thu, Aug 19, 2010 at 10:17 PM, Harry Strongburg harry.h...@harry.luwrote:

 ] rcon tf_birthday
  tf_birthday = 0
  game notify replicated

 Ok, it's set at 0, the default. I have no party-mode plugins installed.
 So why are all the gibs on my server being turned into balloons and
 unicycles?! No one is wearing a birthday-hat like the wiki page says
 they should be.

 Client-side, I have:
 ] tf_birthday
 tf_birthday = 0
  game notify replicated

 So why is everyone turning into balloons and it's playing stupid party
 noises? It's happening to me on every server, even servers without any
 mods installed.

 I am cross-posting this to both hlds and hlds_linux lists (even though I
 know you dislike this), as it happens on both Linux and Windows servers.

 If anyone else has this problem or knows a fix, please reply. Thanks.

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

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


-- 

Thanks,
 - Saul.

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


Re: [hlds] Counter-Strike: Source Beta Updated

2010-08-13 Thread Saul Rennison
Thanks that's great news!

On Friday, August 13, 2010, Ido Magal i...@valvesoftware.com wrote:
 http://forums.steampowered.com/forums/showthread.php?t=1380549


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
 Sent: Thursday, August 12, 2010 6:46 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Counter-Strike: Source Beta Updated

 Jason which exploits specifically?

 On Friday, August 13, 2010, Jason Ruymen jas...@valvesoftware.com wrote:
 A required update for the Counter-Strike: Source Beta has been released.  
 The specific changes include:

 - Fixed point contents not respecting detail brushes.  Fixes bullet 
 penetration bug in some community maps.
 - Gun sounds now match up with the framerate dependent sound timing except 
 without the framerate dependent jittering bugs
 - De_dust and De_dust2 updated.
   - Fixed exploits.
   - Fixed collisions on crenellation and domes.
   - Fixed minor visual glitches.

 Jason


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


 --

 Thanks,
  - Saul.

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

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


-- 

Thanks,
 - Saul.

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


Re: [hlds] Counter-Strike: Source Beta Updated

2010-08-12 Thread Saul Rennison
Jason which exploits specifically?

On Friday, August 13, 2010, Jason Ruymen jas...@valvesoftware.com wrote:
 A required update for the Counter-Strike: Source Beta has been released.  The 
 specific changes include:

 - Fixed point contents not respecting detail brushes.  Fixes bullet 
 penetration bug in some community maps.
 - Gun sounds now match up with the framerate dependent sound timing except 
 without the framerate dependent jittering bugs
 - De_dust and De_dust2 updated.
   - Fixed exploits.
   - Fixed collisions on crenellation and domes.
   - Fixed minor visual glitches.

 Jason


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


-- 

Thanks,
 - Saul.

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


Re: [hlds] Team Fortress 2 Update Available

2010-07-01 Thread Saul Rennison
/me passes cookie

On Friday, July 2, 2010, Allan Button abut...@netaccess.ca wrote:
 Hmm. Looks like the Linux build and the windows build was
 different Cookie please.

 Sent from my mobile.

 On Jul 1, 2010, at 8:31 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:

 A required update for Team Fortress 2 is now available.  This is
 also an optional update for Counter-Strike: Source, since it fixes a
 bullet penetration problem on Linux servers.  The specific changes
 are:

 Server Browser
 - Server browser now starts centered onscreen when it opens up.
 - Filter panel now starts expanded, instead of hidden.
 - Added a warning dialog that pops up to warn players joining games
 with more than the recommended number of players.
 - Added a max player count filter setting.
 - Renamed quick list checkbox from Show Map List to Simplified
 List.
    - Mouseover the checkbox now explains the simplified list in the
 status bar.
 - Quicklist now shows the number of other servers running each map.
 - Fixed a couple of bugs related to toggling the quick list, which
 were resulting in you needing to refresh again.

 Team Fortress 2
 - Added missing earbud particles for DX8 players.
 - Added new ConVar mp_windifference_min to be used with
 mp_windifference.
 - Added Engineer to the list of classes that can equip Max's Pistol.
 - Rebuilt sound cache files that were out of date.
 - Source TV:
     - Fixed unlockable items not being visible.
     - Stopped player is carrying X messages looping forever.
     - Fixed overhealed particle effect being visible on your current
 view target when in first-person spectator mode.
 - Changed in-game button colors to be less eyepoppingly bright.
 - Improved Steam Web APIs for TF2 items (see http://www.teamfortress.com/
 )

 Engine
 - Fixed some graphical issues when alt-tabbing during a game.
 - Fixed bullet penetration problems with Linux dedicated server.
 - Removed an exploit that allowed people to change their names to
 something other than their Steam profile name.

 Jason


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

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


-- 

Thanks,
 - Saul.

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


Re: [hlds] CSS OB first impressions?

2010-06-24 Thread Saul Rennison
Like.

Thanks,
- Saul.


On 24 June 2010 18:38, D3vilfish - Simiancage.org
priv...@caterhamhill.netwrote:

 As a community we derive from back in the days of cs1.2/3/4/5.
 When Source first came to our doors we embraced and shunned it at the same
 time, we all loved cs1.x but new source was the way forwards.
 So here we are source gone OB, love it or hate it, it's the way forwards.
 Lots will argue the 66 tick rule, the numerous faults and god knows what
 else but you know after 6 years of running and playing servers im quite
 happy css finaly made OB.
 It carries Valves support for hopefully plugging holes in what was a dated
 engine.
 This brings me to one observation that I have seen since CSS going OB.
 We run our servers as secure as possible, file perms set to a diff user,
 pure list kept tight and whatever sm/mm plugins are available to keep the
 servers safe. We have a good group of active admins with experience to
 clock
 dodgy players BUT
 Since last night we have seen a huge amount of players join then
 disconnect,
 maybe they have bad ping, maybe they don't like that pure list disabling
 skins but I have the feeling that nobody realised how many hackers there
 were out there.
 We used to ban maybe 2 to 5 players a day with the old engine over 3
 servers
 with dodgy/obvious hacks.
 Today we have banned 1 in 24hrs.
 I know they will eventually script there sad lives back into cheating but
 for now it's just a slice of heaven.
 So for the first time in my life I commend valve on bring CSS up to date
 and
 making it a viable game that will have more attention the same as TF2 
 L4D2.
 As for gaming as a client I'm now 37 and past my sell by date for all these
 younguns that have lightening quick reactions.


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

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


Re: [hlds] TF2 Server Benchmarking

2010-06-18 Thread Saul Rennison
Bots taken far, far more CPU cycles than real players. Even the best
servers can only handle about 16 bots before they begin to lag... many
GSPs ban the use of too many bots they're so resource intensive.

On Friday, June 18, 2010, Josh Bost dislexs...@dislexsick.com wrote:
 Hi All,

 I'm preparing a server to be used at a local LAN party next month, the
 server is pretty much enterprise specs (Dell PowerEdge 2950 - Intel
 Xeon 5365, 16GB RAM, 6x146GB 15K RPM SAS drives in RAID-5) and I plan
 to have several game servers running at once.  I want to figure out
 how many source servers I could run at once (Until now all my TF2
 servers have been through GSPs), and so I made a little benchmark - a
 32 man server, but since I can't populate that on my NAT'd (stupid
 landlord, fml) ADSL2 connection I decided to stick 32 bots in it,
 since I assume the AI would use just as many CPU cycles as a real
 player.

 Anyway, onto the questions:
 Has anybody tried this before?  Does the benchmark given by running
 bots translate easily into real world performance (Even if it is
 something like take the CPU usage and multiply it by 1.5 to get an
 approximation of how much a real player would use, etc)?

 I am only interested in CPU here, as that is the weak point of the
 system (Allocating 500MB RAM to each server would give me 30 servers +
 1GB RAM to the Host OS, and there is no way I would need that much -
 Similarly the RAID-5 Setup gives my 180-250MB/sec read speeds on the
 HDD - Dual Gigabit NICs will do just fine for a LAN party)

 Alternatively, is anybody using a similar setup and could give me some
 benchmarks for usage running TF2 (or L4D2, though it will only be
 running one or two L4D2) servers?

 Cheers,

 Joshua 'Dislexsick' Bost

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


-- 

Thanks,
 - Saul.

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


Re: [hlds] TF2 Server Benchmarking

2010-06-18 Thread Saul Rennison
Bots taken far, far more CPU cycles than real players. Even the best
servers can only handle about 16 bots before they begin to lag... many
GSPs ban the use of too many bots they're so resource intensive.

On Friday, June 18, 2010, Josh Bost dislexs...@dislexsick.com wrote:
 Hi All,

 I'm preparing a server to be used at a local LAN party next month, the
 server is pretty much enterprise specs (Dell PowerEdge 2950 - Intel
 Xeon 5365, 16GB RAM, 6x146GB 15K RPM SAS drives in RAID-5) and I plan
 to have several game servers running at once.  I want to figure out
 how many source servers I could run at once (Until now all my TF2
 servers have been through GSPs), and so I made a little benchmark - a
 32 man server, but since I can't populate that on my NAT'd (stupid
 landlord, fml) ADSL2 connection I decided to stick 32 bots in it,
 since I assume the AI would use just as many CPU cycles as a real
 player.

 Anyway, onto the questions:
 Has anybody tried this before?  Does the benchmark given by running
 bots translate easily into real world performance (Even if it is
 something like take the CPU usage and multiply it by 1.5 to get an
 approximation of how much a real player would use, etc)?

 I am only interested in CPU here, as that is the weak point of the
 system (Allocating 500MB RAM to each server would give me 30 servers +
 1GB RAM to the Host OS, and there is no way I would need that much -
 Similarly the RAID-5 Setup gives my 180-250MB/sec read speeds on the
 HDD - Dual Gigabit NICs will do just fine for a LAN party)

 Alternatively, is anybody using a similar setup and could give me some
 benchmarks for usage running TF2 (or L4D2, though it will only be
 running one or two L4D2) servers?

 Cheers,

 Joshua 'Dislexsick' Bost

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


-- 

Thanks,
 - Saul.

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


Re: [hlds] TF2 Server Benchmarking

2010-06-18 Thread Saul Rennison
Bots taken far, far more CPU cycles than real players. Even the best
servers can only handle about 16 bots before they begin to lag... many
GSPs ban the use of too many bots they're so resource intensive.

On Friday, June 18, 2010, Josh Bost dislexs...@dislexsick.com wrote:
 Hi All,

 I'm preparing a server to be used at a local LAN party next month, the
 server is pretty much enterprise specs (Dell PowerEdge 2950 - Intel
 Xeon 5365, 16GB RAM, 6x146GB 15K RPM SAS drives in RAID-5) and I plan
 to have several game servers running at once.  I want to figure out
 how many source servers I could run at once (Until now all my TF2
 servers have been through GSPs), and so I made a little benchmark - a
 32 man server, but since I can't populate that on my NAT'd (stupid
 landlord, fml) ADSL2 connection I decided to stick 32 bots in it,
 since I assume the AI would use just as many CPU cycles as a real
 player.

 Anyway, onto the questions:
 Has anybody tried this before?  Does the benchmark given by running
 bots translate easily into real world performance (Even if it is
 something like take the CPU usage and multiply it by 1.5 to get an
 approximation of how much a real player would use, etc)?

 I am only interested in CPU here, as that is the weak point of the
 system (Allocating 500MB RAM to each server would give me 30 servers +
 1GB RAM to the Host OS, and there is no way I would need that much -
 Similarly the RAID-5 Setup gives my 180-250MB/sec read speeds on the
 HDD - Dual Gigabit NICs will do just fine for a LAN party)

 Alternatively, is anybody using a similar setup and could give me some
 benchmarks for usage running TF2 (or L4D2, though it will only be
 running one or two L4D2) servers?

 Cheers,

 Joshua 'Dislexsick' Bost

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


-- 

Thanks,
 - Saul.

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


Re: [hlds] COUNTER-STRIKE: SOURCE BETA

2010-05-11 Thread Saul Rennison
Hype?

Thanks,
- Saul.


On 11 May 2010 22:52, Munra mu...@anbservers.net wrote:

 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.com
 wrote:

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


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

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


Re: [hlds] Team Fortress 2 Update Available

2010-04-30 Thread Saul Rennison
It's so nice seeing people help people with SourceMod issues, but kindly
directing them to the SM forums. Aw I'm welling up :')

Thanks,
- Saul.


On 30 April 2010 22:54, msleeper mslee...@ismsleeperwrong.com wrote:

 Make sure you also installed the new .vdf file, since that changed.

 You know you'd probably get better SM/MM support on their forum.


 On Fri, 2010-04-30 at 17:47 -0400, In Hyuk Seo wrote:
  I just tried the specific snapshots (hg701 and hg2969) but SM and MM are
 not
  even recognized.
  The server I tested them on was Linux. I really cannot figure out why
  nothing is working.
  Anyone having the same problem ?
 
  On Fri, Apr 30, 2010 at 5:08 PM, Alexander Baade alx.ba...@gmail.com
 wrote:
 
   I have everything up and running with the exception of an extension
 that I
   use to allow engies to build inside of spawn.
  
   Use MM 1.9.0-hg701
   http://www.sourcemm.net/mmsdrop/1.9/
  
   Use SM 1.4.0-hg2969
   http://www.sourcemod.net/snapshots.php
  
   SM Upgrade Instructions here:
   http://wiki.alliedmods.net/Upgrading_SourceMod
  
   On Fri, Apr 30, 2010 at 1:51 PM, In Hyuk Seo roadhous...@gmail.com
   wrote:
  
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
  ___
  To unsubscribe, edit your list preferences, or view the list
   archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 ___
 To unsubscribe, edit your list preferences, or view the list
 archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds
 ___
 To unsubscribe, edit your list preferences, or view the list
 archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

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


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

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


Re: [hlds] Left 4 Dead 2 Update Available

2010-04-30 Thread Saul Rennison
Damn L4D1 survivors... always giving out cheats!

Thanks,
- Saul.


On 30 April 2010 23:57, Jason Ruymen jas...@valvesoftware.com wrote:

 A required update to Left 4 Dead 2 is now available.  Please run
 hldsupdatetool to receive the update.  The specific changes include:

 - Fixed original survivors cheating in Bleed Out mode by throwing first aid
 kits

 Jason

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

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


Re: [hlds] Left 4 Dead 2 Update Released

2010-04-22 Thread Saul Rennison
Calm down ladies, I'm sure they're disassembling the new engine binaries as
we speak.

Thanks,
- Saul.


On 22 April 2010 22:36, Jonah Hirsch crazydog...@gmail.com wrote:

 I'd be surprised if a 1 gig update DIDN'T fubar Sourcemod
 Jonah Hirsch
 ---


 On Thu, Apr 22, 2010 at 2:33 PM, Robert Whelan mrrjwhe...@yahoo.com
 wrote:

  Crashed off the bat... had to disable sourcemod for now :/
 
 
 
 
  
  From: Nightbox alexandrualexa...@gmail.com
  To: Half-Life dedicated Win32 server mailing list 
  hlds@list.valvesoftware.com
  Sent: Thu, April 22, 2010 3:38:11 PM
  Subject: Re: [hlds] Left 4 Dead 2 Update Released
 
  good news ;)
 
  2010/4/22 Jason Ruymen jas...@valvesoftware.com
 
   A required update for Left 4 Dead 2 is now available.  Please run
   hldsupdatetool to receive the update.  The specific changes include:
  
   - Added The Passing.  Includes 3 new maps, new weekly game modes
   (Mutations), a new 'uncommon common', new melee weapons and support for
   infected bot play in Versus mode
  
   Jason
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

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


Re: [hlds] Counter-Strike: Source/Counter-Strike 1.6 Beta Updat

2010-04-20 Thread Saul Rennison
Surround his name in quotes:

ma_kick quit;serverquit;

On Tuesday, April 20, 2010, Christoffer Pedersen
christof...@scanservers.eu wrote:
 Alright, im just wondering if this also fixes wierd names on servers.
 Sometimes my customer have experienced some player called something
 like quit;/serverquit;. Each time they tried to ban the player,
 through a plugin (Mani/SourceMod) the server got shut down. If i
 removed the player trough banid 0 id kick, it worked.

 BR

 /Chris

 On 20/04/2010, at 01.23, Jason Ruymen jas...@valvesoftware.com wrote:

 A beta update for CSS and CS 1.6 is now available.  To access the
 beta bits, use hldsupdatetool with the command -beta cs0419.  The
 specific changes for this beta include:

 - Fixes crash exploit on user connect

 Jason

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

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


-- 

Thanks,
 - Saul.

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


Re: [hlds] Team Fortress 2 Update Available

2010-04-15 Thread Saul Rennison
Thank god this is remotely useful!

Thanks,
- Saul.


On 15 April 2010 20:57, Jason Ruymen jas...@valvesoftware.com wrote:

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

 - Added Sam  Max items
 - Fixed the Demoman's Fro not cloaking properly when being used by a
 disguised Spy
 - Reduced the damage bonus the Equalizer receives as the player loses
 health
- The speed boost was not changed

 Community Request:
 - Added a flag to info_particle_system to mark particle systems as
 weather effects

 Jason

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

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


Re: [hlds] Team Fortress 2 Update Available

2010-04-15 Thread Saul Rennison
THAT'S IRRELEVANT! WE NOW HAVE THE WEATHER FLAG ON PARTICLE ENTITIES ZOMG0MG
I'VE BEEN WAITING FOR THIS 4 AG3Z FANKS TF2 TEAM11eleven

Thanks,
- Saul.


On 15 April 2010 21:20, k e mfnt...@gmail.com wrote:

 still no ghost  fix.

 On Thu, Apr 15, 2010 at 4:17 PM, Ronny Schedel i...@ronny-schedel.de
 wrote:

 
  Sorry, but Sam  Max items are a must have, how can you live without it?
 
 
   Thank god this is remotely useful!
  
   Thanks,
   - Saul.
  
  
   On 15 April 2010 20:57, Jason Ruymen jas...@valvesoftware.com wrote:
  
   A required update to Team Fortress 2 is now available.  Please run
   hldsupdatetool to receive the update.  The specific changes include:
  
   - Added Sam  Max items
   - Fixed the Demoman's Fro not cloaking properly when being used by a
   disguised Spy
   - Reduced the damage bonus the Equalizer receives as the player loses
   health
  - The speed boost was not changed
  
   Community Request:
   - Added a flag to info_particle_system to mark particle systems as
   weather effects
  
   Jason
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

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


Re: [hlds] Team Fortress 2 Update Available

2010-04-15 Thread Saul Rennison
Well that makes two of us, eh?

Thanks,
- Saul.


On 15 April 2010 21:31, mfan michael.fan...@gmail.com wrote:

 congrats on forever branding yourself as a retard

 Saul Rennison wrote:
  THAT'S IRRELEVANT! WE NOW HAVE THE WEATHER FLAG ON PARTICLE ENTITIES
 ZOMG0MG
  I'VE BEEN WAITING FOR THIS 4 AG3Z FANKS TF2 TEAM11eleven
 
  Thanks,
  - Saul.
 
 
  On 15 April 2010 21:20, k e mfnt...@gmail.com wrote:
 
 
  still no ghost  fix.
 
  On Thu, Apr 15, 2010 at 4:17 PM, Ronny Schedel i...@ronny-schedel.de
 
  wrote:
 
  Sorry, but Sam  Max items are a must have, how can you live without
 it?
 
 
 
  Thank god this is remotely useful!
 
  Thanks,
  - Saul.
 
 
  On 15 April 2010 20:57, Jason Ruymen jas...@valvesoftware.com
 wrote:
 
 
  A required update to Team Fortress 2 is now available.  Please run
  hldsupdatetool to receive the update.  The specific changes include:
 
  - Added Sam  Max items
  - Fixed the Demoman's Fro not cloaking properly when being used by a
  disguised Spy
  - Reduced the damage bonus the Equalizer receives as the player loses
  health
 - The speed boost was not changed
 
  Community Request:
  - Added a flag to info_particle_system to mark particle systems as
  weather effects
 
  Jason
 
  ___
  To unsubscribe, edit your list preferences, or view the list
 archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 

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

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


Re: [hlds] The reason for closing server plugin interface on clients.

2010-04-13 Thread Saul Rennison
They can't use surface externally because when do you know how to paint? You
can only paint when VGUI is painting. Plus how would that work for
non-Source games.

Side note: does SourceHook use VTable hooks?

Thanks,
- Saul.


On 13 April 2010 14:19, HL-SDK Synths syntron...@gmail.com wrote:

 I might have been mistaken, I don't know too much about vtables. I've heard
 some people talk of having to do it the hard way (taking the object-level
 vtable pointer and editing it to redirect to an entirely new table, as
 defined by the cheat/application/utility). Either way, my code does
 temporarily modify the memory protection on certain addresses in order to
 hook and unhook these tables. But like it has been mentioned before - so do
 programs that draw in-game like FRAPS. (steam overlay does not, to my
 knowledge. They use the surface interface, and may even create a panel, but
 I think they just use ISurface externally.)

 But what do you mean by untrusted code? Anything that wasn't created by
 Valve software? How would they add new modules to the whitelist, because I
 have heard (I don't use them) that antiviruses inject themselves into
 running processes to detect security threats.


 On Tue, Apr 13, 2010 at 3:23 AM, David Anderson dvan...@alliedmods.net
 wrote:

modifications to this static, read-only .code section. Checking .data
  for
modifications? You'll have your work cut out for you.
 
  vtables in my MSVC go in .rdata. Even if they were in .data, you could
  take the resulting PDBs and build verification inputs.
 
  -dvander
 
  On 4/12/10 7:25 PM, HL-SDK Synths wrote:
   Hi, memory editing under certain circumstances is safe.
  
   Since you asked: http://en.wikipedia.org/wiki/Virtual_method_table
   These are used as lookup tables of functions related to an entity or
   interface of sorts. The client (client.dll) provides an interface that
   contains a function that constructs a CUserCMD to send/sync to/with the
   server. Either way, suppose I have the base of this table (mind you,
 this
  is
   in the .data section while the program is running, not .code - I
 believe
   that may be the point of VMTs but I am no CS major), and I have the
  offset
   into the table of the function I want. It is not impossible to save the
   pointer to the original function, and detour the call through my own
  code
   (in a separate module loaded into the game process).
  
   Alternatively, if I were to get the spread calculation CODE and
 overwrite
   that in memory with NOPs, that would get me banned rather quickly (I
  hope!).
   The reason for this is that it shouldn't be hard for someone to check
 for
   modifications to this static, read-only .code section. Checking .data
 for
   modifications? You'll have your work cut out for you.
  
   Hooking VIA MS Detours (great for winAPI redirection and semi-legit
  uses):
   DETECTED
   VMT Hooks: UNDETECTED
  
   @Keeper - that is not the case, I have created (and there exist by
  others)
   legitimate programs that inject into games and hook D3D functions (in
  order
   to draw graphics in-game).
   Xfire does this, steamoverlay.exe (sort of...) does this, FRAPS does
  this,
   etc.
  
   On Mon, Apr 12, 2010 at 5:32 PM, Saul Rennisonsaul.renni...@gmail.com
  wrote:
  
   Well what does trigger VAC then.
  
   Thanks,
   - Saul.
  
  
   On 12 April 2010 22:09, w4rezzw4r...@gmail.com  wrote:
  
   Modifying game memory will NOT trigger in VAC ban. Proof:
   http://kartoffel-hack.com/
  
   2010/4/12 Saul Rennisonsaul.renni...@gmail.com:
   Yes, the point is: modifying game memory (hooking functions, etc.)
  will
   still trigger VAC.
  
   Thanks,
   - Saul.
  
  
   On 12 April 2010 21:10, HL-SDK Synthssyntron...@gmail.com  wrote:
  
   I have the hotdogs, let's now find some sticks on which to roast
  them.
  
   Hi, I am the author of the post on G-D you linked to. I appreciate
   what
   you
   have worked for, I truly do. It is unfortunate that more methods
 are
   not
   available to you (it seems that simple by-name querying is as far
 as
   it
   goes).
  
   As for bans, I'd like to clarify that using the plugin interface is
  no
   way
   at all ban proof. If I decide to overwrite game code, I can expect
 a
   ban.
   If
   this proofen status was the case, I would be acting like Hatter
  does
   on
   Assault Cube:
   http://forum.gamedeception.net/threads/19310-Assault-cube-Bo00om
  
   Headshotting the wntire team all at once without moving. Enough
   hyperbole.
  
   *My point: VSP IS EXACTLY LIKE LOADING VIA INJECTOR, IT IS NO
  SAFER.
   *The only benefit is the interface which provides load and unload.
 I
   can
   do
   all of that with an extra plugin emulating the VSP interface. You
  have
   done
   a good job of blocking namestealers and people who abuse sourcemod,
   and
   for
   that I am sure many servers are more playable.*
   *
   I have no analogies.
  
   On Mon, Apr 12, 2010 at 3:49 PM, 1nsane1nsane...@gmail.com
  wrote:
  

Re: [hlds] The reason for closing server plugin interface on clients.

2010-04-12 Thread Saul Rennison
For fuck sake it's not there by design. You're making it out like they've
done it on purpose. Plugins are just loaded when the engine initializes,
which happens on the client too. I'M SURE THEY'RE AWARE SO STOP POINTING OUT
STUFF WE ALREADY KNOW.

Thanks,
- Saul.


On 12 April 2010 17:57, Kigen theki...@gmail.com wrote:

 I've tried.  For the most part I've been ignored.

 On Mon, Apr 12, 2010 at 11:44 AM, Donnie Newlove
 donnie.newl...@gmail.com wrote:
  You should send this to someone at Valve, we already know.
 
  On Mon, Apr 12, 2010 at 6:29 PM, Kigen theki...@gmail.com wrote:
  Hello all, I'm Kigen (many may know me from my anti-cheat, Kigen's
 Anti-Cheat).
 
  I would like to list a few reasons for closing the VSP interface on
  clients.  While it can be useful at times its harm more than outweighs
  any good it does.  At present it provides a way for people to exploit
  the engine without the risk of getting a VAC ban for injecting a
  cheat.  So far from what I've witnessed over time people are now
  flocking to using the VSP interface because VALVe doesn't stop them
  from doing so, nor is there the risk of getting VAC banned either.
  Also, developing on the VSP interface for cheat makers is how they can
  make production time faster.  As seen in this URL:
  http://forum.gamedeception.net/threads/19573-C-TF2-Your-first-cheat
  The VSP interface has more usefulness to cheat developers than it does
  anybody else.  Using CVar detectors like KAC and zBlock won't continue
  to work to stop this.  At the rate of expansion of the use of VSP it
  will far exceed my capacity to fight it by myself.  Plus by leaving
  the VSP interface open wanna be cheat developers will have a easier
  time learning how to create cheats for Source engine games and test it
  with the client.  At present I cannot see a good reason to leave the
  VSP interface open on the client.
 
  Respecfully,
   - Kigen
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 

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

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


Re: [hlds] Fake servers

2010-04-12 Thread Saul Rennison
Players who bitch about change need to stfu and play something else. Go back
to 1.6 if you don't want updates. It's those ignorant, selfish bigots that
have made VALVe give up on CS:S. So good job.

Thanks,
- Saul.


On 12 April 2010 17:55, Matthew Gottlieb matthew.j.gottl...@gmail.comwrote:

 CSS will never and should never be moved over to OB.  Enough of us
 remember the bitching when DODS moved over.  The changes that OB makes
 will greatly upset CSS players who WANT the same old thing.


 On Sun, Apr 11, 2010 at 7:58 PM, DontWannaName! ad...@topnotchclan.com
 wrote:
  Counter strike is not part of the OB engine and therefore does not have
 the
  'fixes'/'preventions' that TF2 and DODS have. Until CS is updated to OB,
 if
  it ever is, servers can continue to redirect and use fake players.
 
  On Sun, Apr 11, 2010 at 5:43 PM, Drogen Viech 
 drogenvi...@googlemail.comwrote:
 
  Is there nothing we can do about them? How do they even still redirect
  people without popping up any questions? If i'm not mistaken i saw the
  server info window popping up once i connected to one of them.
  Removing the 'connect' command by doing 'alias connect' prevented the
  server from redirecting me. Seriously, look at this, they even have
  fake players and player counts still working:
 
 
 http://www.game-monitor.com/cstrike2_GameServer/87.117.217.129:27050/_C_S_S__K__-__O__-__M__-__B__-__A__-__T.html
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 

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

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


Re: [hlds] The reason for closing server plugin interface on clients.

2010-04-12 Thread Saul Rennison
Yes, the point is: modifying game memory (hooking functions, etc.) will
still trigger VAC.

Thanks,
- Saul.


On 12 April 2010 21:10, HL-SDK Synths syntron...@gmail.com wrote:

 I have the hotdogs, let's now find some sticks on which to roast them.

 Hi, I am the author of the post on G-D you linked to. I appreciate what you
 have worked for, I truly do. It is unfortunate that more methods are not
 available to you (it seems that simple by-name querying is as far as it
 goes).

 As for bans, I'd like to clarify that using the plugin interface is no way
 at all ban proof. If I decide to overwrite game code, I can expect a ban.
 If
 this proofen status was the case, I would be acting like Hatter does on
 Assault Cube:
 http://forum.gamedeception.net/threads/19310-Assault-cube-Bo00om

 Headshotting the wntire team all at once without moving. Enough hyperbole.

 *My point: VSP IS EXACTLY LIKE LOADING VIA INJECTOR, IT IS NO SAFER.
 *The only benefit is the interface which provides load and unload. I can do
 all of that with an extra plugin emulating the VSP interface. You have done
 a good job of blocking namestealers and people who abuse sourcemod, and for
 that I am sure many servers are more playable.*
 *
 I have no analogies.

 On Mon, Apr 12, 2010 at 3:49 PM, 1nsane 1nsane...@gmail.com wrote:

  Bad analogy?! Perfect analogy!
 
  On Mon, Apr 12, 2010 at 2:53 PM, ics i...@ics-base.net wrote:
 
   If you say that to an alzheimer patient, you have to say it again, and
   again, and again and they each time you say that, they forget it soon
   after. Ok ok, bad analogy but they aren't really paying attention or it
   would be fixed already, along with all the other exploits in the
 engine.
  
  
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

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


Re: [hlds] Fake servers

2010-04-12 Thread Saul Rennison
Never thought of that, I'm pretty sure the renderer DLLs are interchangable,
though.

Thanks,
- Saul.


On 12 April 2010 19:52, Nicholas Hastings nshasti...@gmail.com wrote:

 CSS will be on Orangebox very soon as the ep1 engine isn't being ported
 to mac.

 On 4/12/2010 12:55 PM, Matthew Gottlieb wrote:
  CSS will never and should never be moved over to OB.  Enough of us
  remember the bitching when DODS moved over.  The changes that OB makes
  will greatly upset CSS players who WANT the same old thing.
 
 
  On Sun, Apr 11, 2010 at 7:58 PM, DontWannaName!ad...@topnotchclan.com
  wrote:
 
  Counter strike is not part of the OB engine and therefore does not have
 the
  'fixes'/'preventions' that TF2 and DODS have. Until CS is updated to OB,
 if
  it ever is, servers can continue to redirect and use fake players.
 
  On Sun, Apr 11, 2010 at 5:43 PM, Drogen Viech
 drogenvi...@googlemail.comwrote:
 
 
  Is there nothing we can do about them? How do they even still redirect
  people without popping up any questions? If i'm not mistaken i saw the
  server info window popping up once i connected to one of them.
  Removing the 'connect' command by doing 'alias connect' prevented the
  server from redirecting me. Seriously, look at this, they even have
  fake players and player counts still working:
 
 
 http://www.game-monitor.com/cstrike2_GameServer/87.117.217.129:27050/_C_S_S__K__-__O__-__M__-__B__-__A__-__T.html
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 

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

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


Re: [hlds] The reason for closing server plugin interface on clients.

2010-04-12 Thread Saul Rennison
Well what does trigger VAC then.

Thanks,
- Saul.


On 12 April 2010 22:09, w4rezz w4r...@gmail.com wrote:

 Modifying game memory will NOT trigger in VAC ban. Proof:
 http://kartoffel-hack.com/

 2010/4/12 Saul Rennison saul.renni...@gmail.com:
  Yes, the point is: modifying game memory (hooking functions, etc.) will
  still trigger VAC.
 
  Thanks,
  - Saul.
 
 
  On 12 April 2010 21:10, HL-SDK Synths syntron...@gmail.com wrote:
 
  I have the hotdogs, let's now find some sticks on which to roast them.
 
  Hi, I am the author of the post on G-D you linked to. I appreciate what
 you
  have worked for, I truly do. It is unfortunate that more methods are not
  available to you (it seems that simple by-name querying is as far as it
  goes).
 
  As for bans, I'd like to clarify that using the plugin interface is no
 way
  at all ban proof. If I decide to overwrite game code, I can expect a
 ban.
  If
  this proofen status was the case, I would be acting like Hatter does
 on
  Assault Cube:
  http://forum.gamedeception.net/threads/19310-Assault-cube-Bo00om
 
  Headshotting the wntire team all at once without moving. Enough
 hyperbole.
 
  *My point: VSP IS EXACTLY LIKE LOADING VIA INJECTOR, IT IS NO SAFER.
  *The only benefit is the interface which provides load and unload. I can
 do
  all of that with an extra plugin emulating the VSP interface. You have
 done
  a good job of blocking namestealers and people who abuse sourcemod, and
 for
  that I am sure many servers are more playable.*
  *
  I have no analogies.
 
  On Mon, Apr 12, 2010 at 3:49 PM, 1nsane 1nsane...@gmail.com wrote:
 
   Bad analogy?! Perfect analogy!
  
   On Mon, Apr 12, 2010 at 2:53 PM, ics i...@ics-base.net wrote:
  
If you say that to an alzheimer patient, you have to say it again,
 and
again, and again and they each time you say that, they forget it
 soon
after. Ok ok, bad analogy but they aren't really paying attention or
 it
would be fixed already, along with all the other exploits in the
  engine.
   
   
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 

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

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


Re: [hlds] [TF2] Is it possible to replace sound files?

2010-04-08 Thread Saul Rennison
Block specific SVC_PlaySound's and then send out custom ones; would be
pretty easy.

On Thursday, April 8, 2010, Scott Highland tgnwe...@gmail.com wrote:
 You'd have to change the game to reference a new sound file that your
 clients download as a resource, I'm not quite sure how you'd do that though.

 ??? wrote:
 I've seen servers with replaced sound clips even for taunt and stuff like
 that, but I have no idea how it's done.




 2010/4/8 Dr.Stinglock ad...@hellrazor.net.au


 Unfortunately nobody will download the new sound files as they already have
 it on their client.
 I'm sure it could be achieved with sourcemod ,I just had a quick search and
 couldn't find anything other than endround and killstreak sounds but
 something like that is probably be what you're after.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of In Hyuk Seo
 Sent: Thursday, 8 April 2010 2:35 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] [TF2] Is it possible to replace sound files?

 Is it possible to replace sound files on the server so everyone hears the
 same replaced clip?
 I'd like to replace various sound files like pyro taunt, medic's
 ubercharge,
 etc. with my own clips and I am not sure if it's possible.
 I am sorry if this is sourcemod related, I don't even know if this requires
 a plugin to be honest.
 I'd appreciate any help. Thank you.
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


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


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



 __ Information from ESET NOD32 Antivirus, version of virus signature 
 database 5008 (20100407) __

 The message was checked by ESET NOD32 Antivirus.

 http://www.eset.com





 __ Information from ESET NOD32 Antivirus, version of virus signature 
 database 5008 (20100407) __

 The message was checked by ESET NOD32 Antivirus.

 http://www.eset.com



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


-- 

Thanks,
 - Saul.

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


  1   2   3   >