Re: [hlds] Getting unwanted player traffic from certain countries
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...
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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?
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?
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
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
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
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
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
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?
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
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...
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?
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
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
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
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
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
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!
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
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!!!
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.
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
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
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
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?
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
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
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
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?
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
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
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
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
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
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
+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
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?
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)
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
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
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
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
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
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
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?
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...
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
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
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
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?
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
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 ?
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 ?
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
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
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
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
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
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
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
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
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
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
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
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
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
/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?
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
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
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
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
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
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
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
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
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
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
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
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.
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.
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
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.
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
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.
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?
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