Re: [hlds] vac bypass glitch?

2017-02-16 Thread scott biszmaier
I normally don't respond to these but since I play MVM a lot I can tell 
by the scoreboard that the item servers were down during this. The MOTD 
also says Happy Valentines day which was on a Tuesday and we all know 
there's maintenance every Tuesday. I'm going to go out on a limb here 
and say it has something to do with the maintenance downtime. You can 
tell the item servers were reset by the scoreboard cause there's no Tour 
count for any player - assuming all 6 players aren't 0 tours.



On 2/16/2017 7:53 AM, N-Gon wrote:
Video creator said it works only in Valve MVM servers, but as you can 
see all he did was try to rejoin over and over until he somehow got 
into the game.

https://www.youtube.com/watch?v=S3XJoDvpPUM

Even if it does only affect MVM I'm sure it'll run a few games for people


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Re: [hlds] [hlds_announce] Mandatory Team Fortress 2 update released

2016-08-23 Thread Scott Biszmaier

Sorry if I double send this..


Any plans to update your official servers? Every time I try to join an 
MVM server it's making me abandon and telling me the server is running 
an older version of the game.



On 8/23/2016 6:48 PM, Eric Smith wrote:

We've released a mandatory update for Team Fortress 2. The notes for the update 
are below. The new version is 3584964.

Apologies for the short notice.
  
-Eric




- Added "Party Hat" and "Noise Maker - TF Birthday" item grants to players who 
don't already have them during TF2's birthday
- Fixed some classes not displaying the particles when using the "Noise Maker - TF 
Birthday" item



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Re: [hlds] TF2 Client Crash Exploit

2015-06-10 Thread scott biszmaier
and by disabling sprays server side you are referring to setting these 
cvars:

sv_allowupload 0
sv_allowdownload 0

?
Thanks

On 6/10/2015 2:05 PM, Nathaniel Theis wrote:
I reported this (well, two independent ways of accomplishing this) to 
Valve about a month ago. Apparently, it's still unpatched.


Disabling sprays on your client will prevent you from crashing, and 
disabling sprays on the server will prevent attackers from crashing 
your server's players.



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Re: [hlds] Mandatory TF2 update released

2014-12-22 Thread Scott Biszmaier
How exactly does one enabled Mannpower mode on the given maps. I've 
tried both maps and I cannot see anything special. Is there a command?


Thanks

On 12/22/2014 8:11 PM, Eric Smith wrote:

We've released a mandatory update for TF2. The notes for the update are below. 
The new version number is 2559181.

-Eric

-

Happy Smissmas 2014!

- All Players who play TF2 during the event will receive a Gift: a Stuffed 
Stocking! Stockings contain goodies for good little Mercenaries.
- Added 29 Limited community-contributed winter items to the Nice crate.
- Added new Limited Festive weapons to the Naughty crate.
- Limited time items can only be found during a limited window of time.  The 
Naughty and Nice crate items will no longer be available after February 16, 
2015.
- Added Naughty and Nice winter keys to the Mann Co. Store.
- Naughty and Nice winter crates cannot be opened after February 16, 2015.
- Premium Players will receive a Secret Saxton to give to another player.
- Item grants from previous events (including the Spirit of Giving and the 
Winter Holiday noise maker) have been re-enabled for all players, including 
those who deleted their earlier grants.

Weapons
Added The Iron Bomber
- Demoman Grenade Launcher
- Grenades do not bounce or roll
- Damage radius reduced by 20%
- Grenades that self-detonate deal 10% less damage
- Added The Iron Bomber to the Mann Co. Store, craft list, and item drop list

Added The Quickiebomb Launcher
- Demoman Stickybomb Launcher
- Stickybomb arm time reduced by 0.2 seconds
- Stickybombs can destroy enemy stickybombs
- Charge time decreased by 50%
- Stickybombs fizzle after 2 seconds
- -15% damage penalty
- -25% clip size
- Added The Quickiebomb Launcher to the Mann Co. Store, craft list, and item 
drop list

Added The Panic Attack
- Multiclass Shotgun
- 34% Faster reload time
- Hold fire to load up to 4 shells
- Fire rate increases as health decreases
- Weapon spread increases as health decreases
- Added The Panic Attack to the Mann Co. Store, craft list, and item drop list

Demoman Changes
- Damage variance on grenades and stickybombs reduced from +/- 10% damage to 
+/-2%.
- Grenades and Stickybombs now have the same base blast radius as rockets. 
Changed to 146 from 159.

Grenade Launcher
- Direct hit grenades now deal full damage to target regardless of where it 
struck the enemy. Previously full damage would only occur when grenades 
exploded closer to the targets feet.

Stickybomb  Launcher
- Stickybombs that detonate in the air now have a radius ramp up, starting at 
85% at base arm time (0.8s) going back to 100% over 2 seconds. Stickybombs that 
touch the world will have full radius.
- Stickybombs now have a more visible trail while traveling through the air
- Stickybombs arm particle is slightly more visible

Loose Cannon
- Double donk explosive damage now deal full radius damage to victims. 
Previously double donk explosive damage was reduced by radius distance from the 
explosion.
- Removed a hidden penalty where Cannonballs that touched the world would deal 
50% less damage in addition to regular grenade damage reduction on world touch.

Loch-n-Load
- Changes to base grenade damage variance now ensure the Loch-n-Load does not 
exceed 124 damage on a single hit.
- Removed +25% self-damage penalty
- Added -25% radius penalty
- Changed clipsize penalty to -25% (3 grenades per clip) from -50% (2 grenades 
per clip)
- Loch-n-load grenades no longer visually tumble when fired

Bootlegger / Ali Baba's Wee Booties
- Added +25% Demo Charge meter on charge kill

Tide Turner
- Added Penalty: Taking damage while shield charging reduces remaining charging 
time
- Kills while charging now only add 75% meter on charge kills instead of 100%

Scottish Resistance
- It is now slightly easier to do sticky jumps with the Scottish Resistance.  
Increased range check for stickybomb jumping to sticky damage radius of 146 
from 100.

Scotsman's Skullcutter
- Movement speed penalty now only applies when weapon is active

Claidheamh Mor
- Added +25% Demo Charge meter on charge kill

Added new game mode Mannpower to the TF2 Beta
Mannpower Mode
- To Play. Click on Play Multiplayer, enable Play Beta Maps checkbox, and then 
choose Mannpower Mode.
- The Following is a list of features in the initial launch of Mannpower and is 
subject to changes in future updates.  Feedback is highly encouraged
- Contains 8 permanent power ups players can find in the map.
- Players can only hold 1 permanent power up at a time.
- Killing a player with a permanent power up forces the power up to drop.
- Contains 1 temporary power that can be found in the map.
- Use the 'dropitem' command to drop the currently held permanent power up
- Added new Default Stock Action Item Grappling Hook.  Grappling hooks are 
usable in Mannpower mode and servers that enable it.  Once equipped, press and 
hold the action key to use it.  Use to move the player toward the hooked object.
- 

Re: [hlds] mp_stalemate_enable/mp_stalemate_meleeonly Causing Crashes

2013-07-22 Thread scott biszmaier
same with my TF2 servers running on windows 2008r2
 

 


scott biszmaier

 

 

-Original Message-
From: Jason Tango jtrun...@outlook.com
To: hlds hlds@list.valvesoftware.com
Sent: Mon, Jul 22, 2013 3:06 pm
Subject: [hlds] mp_stalemate_enable/mp_stalemate_meleeonly Causing Crashes



Hello,


Ever since the July 10 balancing update, setting mp_stalemate_enable 1  
mp_stalemate_meleeonly 1 causes our windows 2008R2 TF2 servers to crash every 
time.


Our players really miss melee-only sudden death - is a fix for this in the 
works?
  


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Re: [hlds] Mandatory TF2 update released

2013-06-05 Thread scott biszmaier
my server keeps crashing since the update, when it's time to join a team after
the MOTD this is what i see; http://i.imgur.com/qAV6rG0.jpg
there's no background, it isn't there... i have no idea what would be causing 
this
and i've tried disabling sourcemod, metamod and replays. i've also tried to do
a validated update but still no dice.

i've also got another server that is working perfectly fine, no issues with the
background on the working server, just the one that is crashing.. any ideas?

both servers are windows


 

 


scott biszmaier

 

 

-Original Message-
From: Eric Smith er...@valvesoftware.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com; Half-Life dedicated Linux server mailing list
 (hlds_li...@list.valvesoftware.com) hlds_li...@list.valvesoftware.com
Sent: Wed, Jun 5, 2013 5:56 pm
Subject: Re: [hlds] Mandatory TF2 update released



We’re fixing a client crash for clients that use custom HUDs. Some of the 
custom HUD authors have already released fixes, but we’ll have a client fix 
released soon.
 
-Eric
 
 
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com]On Behalf Of Mitch Navetta
Sent: Wednesday, June 05, 2013 5:53 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update released
 
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

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Re: [hlds] Optional update for TF2 released

2013-05-20 Thread scott biszmaier
how do i opt out of the beta? i forgot, i read your other instruction for 
opting for the beta but how do i opt out?
 

 


scott biszmaier

 

 

-Original Message-
From: Fletcher Dunn fletch...@valvesoftware.com
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Mon, May 20, 2013 4:55 pm
Subject: Re: [hlds] Optional update for TF2 released



Is it still happening with this update?  There was a hammer fix, it didn’t make 
it into the release notes.
 
There’s no need to opt into the sdk beta branch anymore.  The tools are just 
shipping with the game.  Opt out of all betas, sync the latest, and run the 
hammer.bat.  Does it work.
 
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com]On Behalf Of big john
Sent: Monday, May 20, 2013 4:16 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Optional update for TF2 released
 
Hey fletcher, on the tf2 sdk beta the compilers are broken, they are  showing 
tool brushes as regular brushes and compiling full bright.
Some people are using the old sdk to compile and the beta to map. Unfortunately 
the workaround needed to compile with the old sdk doesn't work for everyone.

On May 20, 2013 7:06 PM, Fletcher Dunn fletch...@valvesoftware.com wrote:

Hi, Big.
 
You’ll need to be more specific.  What is the problem you’re seeing?  Has it 
been reported before?
 
- Fletch
 
 
From:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com]On Behalf Of big john
Sent: Monday, May 20, 2013 4:00 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Optional update for TF2 released
 
Did you fix hammer? 

On May 20, 2013 6:59 PM, Eric Smith er...@valvesoftware.com wrote:
We've released an optional update for TF2 that all clients will receive when 
they restart. You may update your dedicated servers, but it's not required. The 
notes for the update are below.

-Eric

---

- Added support for VR mode on OSX
- Fixed a bad material on the HDMI Patch
- Fixed a server crash on changelevel when the Replay system has been 
initialized but is not currently running
- Fixed the Soldier's grenades being hidden when equipping the Full Metal Drill 
Hat and the Soldier's Sparkplug
- Removed replay.cfg from depot and added replay_example.cfg to avoid 
clobbering user's replay.cfg

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Re: [hlds] Who do we send netspike.txt log too?

2013-05-15 Thread scott biszmaier
thanks for reporting back - ill be updating my servers to the prerelease
in hopes to make the issue go away until they release the update to
resolve it.

has anyone else tested the new sv_ commands with success?

 

 


scott biszmaier

 

 

-Original Message-
From: DragonLight ad...@ponyfortress2.com
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Wed, May 15, 2013 2:11 pm
Subject: Re: [hlds] Who do we send netspike.txt log too?


Theres still slight hitches during player joins, but thats always been  
there and not noticeable unless your watching the net graph.

Has anyone else tried the temp fix and has it worked?


Quoting Kyle Sanderson kyle.l...@gmail.com:

 Is there any chance we can get the shim too? CS:S has been on Steam| for
 two weeks longer, so any test to fix the problem would be appreciated.

 Thanks,
 Kyle.
 On 15 May 2013 13:45, DragonLight ad...@ponyfortress2.com wrote:

 Hey Fletcher,

 On my TF2 servers I did update all of them to the prerelease and used:

 sv_compressfragments 0
 sv_**compressstringtablebaselines 0

 And the SV spike issues went away, even up to 32 players its smooth as
 butter again like it was pre-steampipe. While it uses more bandwidth, its a
 small sacrifice to get gameplay smooth again.

 Very happy and so are the players :)

 -DL

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

  We?ll confirm the fix in TF2.  Then release with the other games soon
 after.

 From:  
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[mailto:
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com]
 On Behalf Of Jeff Sugar
 Sent: Wednesday, May 15, 2013 11:45 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Who do we send netspike.txt log too?


 I'm relatively sure it is just TF2 right now.

 I'm sure it'll make its way to the other games once the fix is confirmed
 to work, but whether it's brought sooner (in its current workaround-y form
 /w these cvars) or later (once the issue itself is genuinely fixed) is
 anybody's guess.
 On May 15, 2013 11:40 AM, Charlie sprayp...@gmail.commailto:sp**
 rayp...@gmail.com sprayp...@gmail.com wrote:
 Was this prerelease just pushed for TF2 or all Steampipe converted Source
 games? Will the new compression scheme (if switched) be rolled out to all?

 On Wed, May 15, 2013 at 11:26 AM, Jeff Sugar jeffsu...@gmail.commailto:
 je**ffsu...@gmail.com jeffsu...@gmail.com wrote:
 I just updated mine, and both commands are showing up fine. Try doing a
 validate on the server you updated to make sure it didn't miss anything

 Also, I'm not sure how many other people are trying out this prerelease,
 but if I find anything out from my regulars before others get some idea
 whether this works/helps or not, I'll definitely contribute the info.

 On Wed, May 15, 2013 at 11:12 AM, DragonLight ad...@ponyfortress2.com**
 mailto:ad...@ponyfortress2.com** wrote:
 Updated one of my servers to the prerelease beta version but its not
 recognizing the new sv_ commands.

 Quoting Fletcher Dunn fletch...@valvesoftware.com**mailto:fletcherd@**
 valvesoftware.com fletch...@valvesoftware.com:
 These are temporary measures to help diagnose and workaround the problem.

 Once we confirm that this is the issue, we'll switch to Snappy or some
 other fast compression library.  Our own hand-rolled LZSS compressor is
 known to be slow.

 From:  
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com
 mailto:hlds-**boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com
 **  
 [mailto:hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com
 mailto:hlds-**boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com
 **] On Behalf Of D Bauhmz
 Sent: Wednesday, May 15, 2013 9:51 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Who do we send netspike.txt log too?

 I forgot to ask you Fletcher.

 Will sv_compressfragments and sv_**compressstringtablebaselines serve as
 a permanent fix for this issue or is there more optimizations and a
 different fix for this on the way? Are player spawns causing a spike (Which
 I've always thought was normal, heh) something that is planned to be
 fixed/optimized as well?

 Thanks
 On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn 
 fletch...@valvesoftware.com**mailto:fletcherd@**valvesoftware.comfletch...@valvesoftware.com
 mailto:flet**ch...@valvesoftware.com fletch...@valvesoftware.com**
 mailto:fletcherd@**valvesoftware.com fletch...@valvesoftware.com
 wrote:
 No need to send any netspike files.  We have enough good data and further
 netspike files or vprof files are not likely to help right now.  It anybody
 wants to send in more windows traces, however, feel free to do so.

 For some reason the servers are spending huge amounts of time in
 compression code.  The data from the traces and vprof is very consistent.
  Specifically, compressing string tables

Re: [hlds] Who do we send netspike.txt log too?

2013-05-15 Thread scott biszmaier
so i've updated my server to the pre-release version and i'm getting this
when i try to test the new commands;

 Unknown command sv_compressfragments
 Unknown command sv_compressstringtablebaselines

 
 i get this when i run the version command;

 Protocol version 24
 Exe version 1756932 (tf)
 Exe build: 10:36:54 May 14 2013 (5287) (440)

which is the pre-release version according to  Peter
this in the command line i used to update the tf2 server;

 steamcmd.exe +login anonymous +force_install_dir 
 c:\games\tf2\test\SRCDS\orangebox +app_update 232250 -beta prerelease +quit

suggestions?




scott biszmaier

 

 

-Original Message-
From: Peter Jerde peter-h...@jerde.net
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Wed, May 15, 2013 11:26 am
Subject: Re: [hlds] Who do we send netspike.txt log too?


Are you sure you actually updated it?

cvarlist comp should show you the two variables if you have the prerelease 
version.

Use the version command to make sure you're actually running the prerelease 
version. My Windows test server shows this on the pre-release version:

  Protocol version 24
  Exe version 1756932 (tf)
  Exe build: 10:36:54 May 14 2013 (5287) (440)

whereas my production servers show:

  Protocol version 24
  Exe version 1756932 (tf)
  Exe build: 12:02:13 May  7 2013 (5287) (440)
 


If you used the all-on-one-line method of invoking steamcmd, maybe you didn't 
quote the beta flag properly?

The command line I used was:

 steamcmd +login anonymous +force_install_dir c:\path +app_update 232250 
-beta prerelease +quit

 - Peter

On May 15, 2013, at 13:12 PM, DragonLight ad...@ponyfortress2.com wrote:

 Updated one of my servers to the prerelease beta version but its not 
recognizing the new sv_ commands.
 
 Quoting Fletcher Dunn fletch...@valvesoftware.com:
 
 These are temporary measures to help diagnose and workaround the problem.
 
 Once we confirm that this is the issue, we'll switch to Snappy or some other 
fast compression library.  Our own hand-rolled LZSS compressor is known to be 
slow.
 
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] 
On Behalf Of D Bauhmz
 Sent: Wednesday, May 15, 2013 9:51 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Who do we send netspike.txt log too?
 
 I forgot to ask you Fletcher.
 
 Will sv_compressfragments and sv_compressstringtablebaselines serve as a 
permanent fix for this issue or is there more optimizations and a different fix 
for this on the way? Are player spawns causing a spike (Which I've always 
thought was normal, heh) something that is planned to be fixed/optimized as 
well?
 
 Thanks
 
 On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn 
 fletch...@valvesoftware.commailto:fletch...@valvesoftware.com 
wrote:
 No need to send any netspike files.  We have enough good data and further 
netspike files or vprof files are not likely to help right now.  It anybody 
wants to send in more windows traces, however, feel free to do so.
 
 For some reason the servers are spending huge amounts of time in compression 
code.  The data from the traces and vprof is very consistent.  Specifically, 
compressing string tables and fragments can sometimes take a very large amount 
of time.  The LZSS compression code has not changed in ages.  The contents of 
the string tables, as far as I can tell, did not change significantly in the 
SteamPipe update.  I am still at a loss to explain what changed in the 
SteamPipe 
update.
 
 There are also occasionally mini-spikes when a player spawns, but I don't 
think that's new.
 
 I have a new prerelease beta that adds two convars that can be used to 
totally disable compression:
 
 sv_compressfragments - defaults ON (existing behavior to try to compress all 
fragments by default)
 sv_compressstringtablebaselines - default OFF (new beahvior to turn off 
compression by default)
 
 You can switch these at any time, but sv_compressfragments is sticky --- 
 it 
takes effect on a per-client basis, at the time when a client connects.
 
 You might try turning both of those off and see how performance changes or 
 if 
any problems occur.  Of course, this will increase bandwidth.  But it would 
help 
to confirm that this is indeed the problem.
 
 If anybody wants to do their own data gathering to see where the time is 
going, without the data gathering itself causing spikes that might not have 
otherwise occurred, I'd recommend the following netspike / vprof settings:
 
 vprof_on
 vprof_dump_spikes 20
 sv_netspike 0
 sv_netspike_sendtime_ms 2
 sv_netspike_output 2
 
 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 Essay Tew Phaun
 Sent: Wednesday, May 15, 2013 12:15 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re

Re: [hlds] Who do we send netspike.txt log too?

2013-05-15 Thread scott biszmaier
perfect! thanks for the prompt reply, got it working and the commands
are working fine now... will report shortly with results!

 

 


scott biszmaier

 

 

-Original Message-
From: DragonLight ad...@ponyfortress2.com
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Wed, May 15, 2013 2:47 pm
Subject: Re: [hlds] Who do we send netspike.txt log too?


Had the exact same problem, had to add the quotes to get it to work. Example:

steamcmd.exe +login anonymous +force_install_dir  
C:\yourserver\server1 +app_update 232250 -beta prerelease validate  
quit

Notice the quotes between app_update and prerelease section, thats  
what I was missing. It should only download like 1 or 2 small files,  
start it up and try the commands again.

-DragonLight

Quoting scott biszmaier sc...@aol.jp:

 so i've updated my server to the pre-release version and i'm getting this
 when i try to test the new commands;

 Unknown command sv_compressfragments
 Unknown command sv_compressstringtablebaselines


  i get this when i run the version command;

 Protocol version 24
 Exe version 1756932 (tf)
 Exe build: 10:36:54 May 14 2013 (5287) (440)

 which is the pre-release version according to  Peter
 this in the command line i used to update the tf2 server;

 steamcmd.exe +login anonymous +force_install_dir  
 c:\games\tf2\test\SRCDS\orangebox +app_update 232250 -beta  
 prerelease +quit

 suggestions?




 scott biszmaier





 -Original Message-
 From: Peter Jerde peter-h...@jerde.net
 To: Half-Life dedicated Win32 server mailing list  
 hlds@list.valvesoftware.com
 Sent: Wed, May 15, 2013 11:26 am
 Subject: Re: [hlds] Who do we send netspike.txt log too?


 Are you sure you actually updated it?

 cvarlist comp should show you the two variables if you have the prerelease
 version.

 Use the version command to make sure you're actually running the prerelease
 version. My Windows test server shows this on the pre-release version:

  Protocol version 24
  Exe version 1756932 (tf)
  Exe build: 10:36:54 May 14 2013 (5287) (440)

 whereas my production servers show:

  Protocol version 24
  Exe version 1756932 (tf)
  Exe build: 12:02:13 May  7 2013 (5287) (440)



 If you used the all-on-one-line method of invoking steamcmd, maybe you didn't
 quote the beta flag properly?

 The command line I used was:

 steamcmd +login anonymous +force_install_dir c:\path +app_update 232250
 -beta prerelease +quit

  - Peter

 On May 15, 2013, at 13:12 PM, DragonLight ad...@ponyfortress2.com wrote:

 Updated one of my servers to the prerelease beta version but its not
 recognizing the new sv_ commands.

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

 These are temporary measures to help diagnose and workaround the problem.

 Once we confirm that this is the issue, we'll switch to Snappy or  
 some other
 fast compression library.  Our own hand-rolled LZSS compressor is known to be
 slow.

 From: hlds-boun...@list.valvesoftware.com  
 [mailto:hlds-boun...@list.valvesoftware.com]
 On Behalf Of D Bauhmz
 Sent: Wednesday, May 15, 2013 9:51 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Who do we send netspike.txt log too?

 I forgot to ask you Fletcher.

 Will sv_compressfragments and sv_compressstringtablebaselines serve as a
 permanent fix for this issue or is there more optimizations and a  
 different fix
 for this on the way? Are player spawns causing a spike (Which I've always
 thought was normal, heh) something that is planned to be fixed/optimized as
 well?

 Thanks

 On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn  
 fletch...@valvesoftware.commailto:fletch...@valvesoftware.com
 wrote:
 No need to send any netspike files.  We have enough good data and further
 netspike files or vprof files are not likely to help right now.  It anybody
 wants to send in more windows traces, however, feel free to do so.

 For some reason the servers are spending huge amounts of time in  
 compression
 code.  The data from the traces and vprof is very consistent.  Specifically,
 compressing string tables and fragments can sometimes take a very  
 large amount
 of time.  The LZSS compression code has not changed in ages.  The contents of
 the string tables, as far as I can tell, did not change significantly in the
 SteamPipe update.  I am still at a loss to explain what changed in  
 the SteamPipe
 update.

 There are also occasionally mini-spikes when a player spawns, but I don't
 think that's new.

 I have a new prerelease beta that adds two convars that can be used to
 totally disable compression:

 sv_compressfragments - defaults ON (existing behavior to try to  
 compress all
 fragments by default)
 sv_compressstringtablebaselines - default OFF (new beahvior to turn off
 compression by default)

 You can switch these at any time, but sv_compressfragments is  
 sticky --- it
 takes effect on a per-client basis, at the time when

Re: [hlds] Steampipe and /custom directory

2013-05-08 Thread scott biszmaier
i didnt have time to read all everything through cause im on my way to work 
however i ran into the same problem
and was informed to put all my materials/models in the same structure as they 
were before the update. meaning
put your materials/models back in the tf/materials  tf/models and ignore the 
tf/custom  tf/download directories.
do not change anything with your fastdl URL or fastdl file structure and if you 
use the download precacher, do not
touch anything the downloads.ini either. the only thing you need to do it copy 
the files back to their original location
as they were never moved by the update.

 

 worked for me. good luck, and report back please.




scott biszmaier

 

 

-Original Message-
From: CTScrivener ctscrive...@gmail.com
To: hlds hlds@list.valvesoftware.com
Sent: Tue, May 7, 2013 8:37 pm
Subject: [hlds]  Steampipe and /custom directory




I thought I had the /custom directory figured out but I guess not. Why do 
players technically have a /custom folder as well as a /download folder?
 
Our server uses a fastdl server to get files to client quicker and I need to 
figure out the file structure so custom files and folders are read properly by 
the game. Frankly, the /custom folder is pointless from what I can tell because 
the TF2 game atleast downloads all files to the /download folder THEN to 
respective folder such as custom, models, materials, etc.
 
Is the /custom directory ONLY used if you are distributing mods/models/custom 
files via direct file download OUTSIDE of the game client?
 
Do I need to change all my plugins so they are directly pointing into players’ 
/download folder?
 
Granted, all my files and custom vpks are downloading just fine, but just to a 
directory that even the readme.txt file says, “can be deleted at any time”.
 
Horribly worded but here is exactly what I am trying to do:
 
Dodgeball Plugin points to the following file as a custom model: 
/materials/models/dodgeball_nuke/nuke.mdl
 
I have a vpk built around the following directory within the custom folder 
(which includes all the vmts, mdls, etc.): 
dodgeball_nuke/materials/models/dodgeball_nuke/nuke.mdl so my vpk is 
dodgeball_nuke.vpk
 
I even have the dodgeball_nuke.vpk file uploaded to my fastdl server under the 
/custom directory as well as under my game server under the /custom directory.
 
The server downloads the vpk fine but it gets placed under 
download/custom/dodgeball_nuke.vpk
 
The plugin cannot see that directory so do I need to change the directory it 
points to, or is this just a bad way for tf2 to be downloading files? Did you 
do this as a way for security so servers couldn’t FORCE models/skins/etc unto 
players?
 
I am just trying to figure out what exactly I would need to do to get plugins 
like this (any plugins like freak fortress, dodgeball, etc that use custom 
models) to work with those custom models.
 
Long post, probably repeated myself multiple times and I’m sorryhopefully 
someone can help me out as this would effect all custom models across game 
servers for everyone. What am I not doing right?


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Re: [hlds] Very early betas of Source engine SDK tools released

2013-05-05 Thread scott biszmaier
open command prompt and type

set VPROJECT=C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf

then change directory to your tf2 bin directory which is

C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin

and type

hammer.exe

 

 


scott biszmaier

 

 

-Original Message-
From: big john brewskii...@gmail.com
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Sun, May 5, 2013 2:27 pm
Subject: Re: [hlds] Very early betas of Source engine SDK tools released


Where is the VPROJECT environment variable?



On Fri, May 3, 2013 at 9:09 PM, List User l...@redspeedservers.com wrote:

  
Can you run multiple betas? sdk and prerelease?



On 5/3/2013 8:21 PM, Kyle Sanderson  wrote:


  
Thanks Fletcher!

Kyle.

  



On Fri, May 3, 2013 at 5:13 PM,  Fletcher Dunn 
fletch...@valvesoftware.com  wrote:
  

  

This is not really gameserver  admin related, but several 
people on this list  were asking, so I am posting here.

 

We’ve released some very early  betas of the SDK tools that 
have been broken by  the SteamPipe filesystem changes.  
They are now  going to go in the same folder as the game.  
The  separate Source SDK app is not used for these  
tools.  Please see this bug in github:

 

https://github.com/ValveSoftware/Source-1-Games/issues/8

 

That bug has the instructions  for how to install the 
tools, and comments about  what may or may not work.  
(There are probably  also some problems getting hammer to 
figure out  where the .FGD files are.)  That bug will also  
serve as the location where you can give feedback.

 

Thanks for your patience.
  


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Re: [hlds] ETA on the fix for hammer?

2013-05-03 Thread scott biszmaier
i second this request. ive personally heard a couple different rumors so if 
someone
knew the answer to this id love to know.

 

 


scott biszmaier

 

 

-Original Message-
From: The Mighty Gerbil themightyger...@agapegraphics.com
To: hlds hlds@list.valvesoftware.com
Sent: Thu, May 2, 2013 10:49 pm
Subject: [hlds] ETA on the fix for hammer?


Hi I tried the mapping mailing list first but didn't get a response so I 
was wondered if you guys know. Is if there an ETA on the fix for hammer
and the SDK tools after Steampipe broke them? I just want to know so I 
can decide if I should go through
the trouble of hunting for a workaround which may or may not exist or 
just wait a few days for the official fix. Thank you.

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Re: [hlds] Ad Company

2013-04-07 Thread scott biszmaier
ive been contacted by them myself, he was telling me that the plugin needs to 
be on 'custom' type TF2 servers over vanilla due to the latest update blocking 
the motd in vanilla type servers or something other... it sounds too good to be 
true. offered $7 CPM, said that he gets paid $10 CPM and he keeps $3 and pays 
me $7.

i declined for multiple reasons, the main being he wouldn't send me the source 
of this plugin so i have no idea what this plugin is capable of and i dont want 
to get blacklisted in any way by valve. another reason was that he's obviously 
found a loophole of some sort making all that money without anyone seeing the 
ads, they only hear them and id hate to see the repercussions when this ad 
company finds out.

 

 


scott biszmaier

 

 

-Original Message-
From: Harsh Baid harshbai...@gmail.com
To: hlds hlds@list.valvesoftware.com
Sent: Sun, Apr 7, 2013 12:58 pm
Subject: [hlds] Ad Company


Now i hate to bring this up again, but i got contacted today a few minutes ago 
at the time of writing and i just want to see if any1 else got contacted.


A guy by the name of Satish contacted me on steam telling me about this ad 
company and how he wants to put ads on my server? Seems a bit strange but i go 
along. He gives me a link to this page. 


http://elitepowered.org/ads/



Just by looking at the page, i can tell it is in beta or still being worked on 
because none of the links actually lead to anything. Now he apparently says to 
contact Mamo the owner of Elite Powered. Elite Mamo added me and we are 
discussing things, but i really am confused as to what is it.



What is exactly going on and has anyway else been contacted like this?

 
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Re: [hlds] New TF2 server exploit?

2012-12-24 Thread scott biszmaier
looks like a simple solution would be to set up overrides with sourcemod. set 
the known cvars
to the root override, wonder if this would work or not?

 

 


scott biszmaier

 

 

-Original Message-
From: infiniteloop infinitel...@cox.net
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Mon, Dec 24, 2012 1:16 pm
Subject: Re: [hlds] New TF2 server exploit?


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/

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

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Re: [hlds] Server Crashs

2012-12-23 Thread scott biszmaier
i myself had crashing issues immediately after the mecha update because SM 
dropped a new snapshot
which at the time was the most recent update but also contained a error with 1 
of the new weapons. so
once SM released its second snapshot since the mecha update (3719) the crashing 
for me as ceased.
so id recommend updating to SM 1.5.0-hg3719 if you arent using it already.

just my .02

 

 


scott biszmaier

 

 

-Original Message-
From: Olly Fisher o.fishe...@gmail.com
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Sun, Dec 23, 2012 2:06 pm
Subject: Re: [hlds] Server Crashs


I've had the same issue on windows running default MvM servers.


Its been happening for a while but has worsened since the mecha update.


The servers cant stay upright for more than about 8 hrs. All the servers were 
full during this time and all had an issue with overflows, each server 
overflowing with different messages.


On Sun, Dec 23, 2012 at 10:02 PM, Mike Vail supp...@boomgaming.net wrote:


Is it all of them or just certain ones? Whne did this start happeneing. Are you 
running the latest version of sourceMod snapshot? 
 
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Harsh Baid
Sent: Sunday, December 23, 2012 1:57 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Server Crashs

 
So i have no idea what is going on, but my servers are randomly crashing. Is 
there any way to read crash .dmp files? Here are the last few console readings 
i got before the crash.

 

rcon from 81.169.139.249:51476: command gameme_psay 
480,436,348,23,489,485,470 1 x04gameME:x01 x079ACDFFDesumassacrex01 (Pos 
883, 1,049 points) disconnected (Pos -1, 0 points)
Usage:  log  on | off 
currently logging to: file, console, udp
rcon from 81.169.139.249:51476: command log
logaddress_list: 1 entry
81.169.139.249:29618
rcon from 81.169.139.249:51476: command logaddress_list
L 12/22/2012 - 19:26:06: Kritler's Black Dildo517STEAM_0:1:53787430 
connected, address 108.41.160.150:27005
Client Kritler's Black Dildo connected (108.41.160.150:27005).
Host_Error: Overflow error writing string table baseline GameRulesCreation


L 12/22/2012 - 19:26:06: Engine error: Host_Error: Overflow error writing 
string table baseline GameRulesCreation


Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20121222192606_1.dmp
success = no
error:  Failed to open/read local data from file/application
./exec_ratedtrade.run: line 372: 25639 Segmentation fault  (core dumped) 
$HL_CMD

 

Any idea what is going on? Any Help will be appreciated!!



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Re: [hlds] TF2 MOTD Browser

2012-12-19 Thread scott biszmaier
im just curious to know, what other options are available to the average server 
operator for us to
make a little extra cash every month as far as advertising goes? im aware of 
pinion and google
adsense, anything else worth using or taking a look at?

thanks for your response and time,
gooday!

 


scott biszmaier

 

 

-Original Message-
From: Doctor McKay li...@doctormckay.com
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Wed, Dec 19, 2012 6:01 pm
Subject: Re: [hlds] TF2 MOTD Browser



I’m trying out http://adf.ly via a custom-built system. Players click the Skip 
Ad button after the 5-second timer expires and it closes the MOTD window that 
way. It appears fine for most people most of the time, but not for others.
 
Kinda annoying though, as closing the window relies on the page actually 
displaying. I had to build a 15-second failsafe timer into it to automatically 
close it.
 
 
Dr. McKay
http://www.doctormckay.com



 

From: David Unreal 
Sent: Wednesday, December 19, 2012 5:04 PM
To: Half-Life dedicated Win32 server mailing list 
Subject: Re: [hlds] TF2 MOTD Browser

 
Yeah I noticed that sometime it just takes a few sec to load. However, in terms 
of pinion ads, there will be a new system for them enforced that may cause 
server owners to force you to want the whole ad. The idea is that they will 
only pay for ads that have been completely watched. Anyways, what is the URL 
you are trying to McKay? Maybe its an error with the page?
On Dec 19, 2012 4:59 PM, byteframe bytefr...@gmail.com wrote:

I might add that sometimes if you wait (several) seconds, it   _might_ appear. 
I tend to click as fast as I can so as not to see the pinion   ads. Client side 
issue for sure, though.

  
On Wed, Dec 19, 2012 at 7:16 AM, Essay Tew Phaun sc2p...@gmail.com wrote:
  
Incredibly annoying. I get the same issue, please fix.

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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-06-11 Thread Scott Allred
Only some of them, huh?

On Mon, Jun 11, 2012 at 1:51 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 The Liquor Locker
 - Fixed a rare case where the offensive/defensive buff particle effects
 could get stuck on players
 - Fixed the Spy's cloak effect not working properly for The Texas
 Half-Pants and the Something Special For Someone Special
 - Fixed the Gentle Manne's Service Medal not being drawn when equipped
 - Updated some of the localization files

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Re: [hlds] TF2 Server on Windows Server 2008

2012-05-25 Thread Scott Highland
Don't think this is true actually, pretty sure I see any internet servers I
have hosting on my box/network whenever I pass through the LAN tab.

On Fri, May 25, 2012 at 6:33 PM, Cc2iscooL cc2isc...@gmail.com wrote:

 Correct me if I'm wrong but I think that it won't show up in the lan
 browser unless sv_lan 1 is set. Only issue is then Internet clients cannot
 connect.
 On May 25, 2012 9:31 PM, Mike Bohde mikebo...@gmail.com wrote:

 I've added a startup map and removed the -ip command and now it works
 in LAN. It still isn't in view on the LAN tab. I can connect directly
 using the
 debug command menu. It is not accessible outside the local network.
 I've checked all my firewall settings and the router. Though my ISP
 denies blocking
 the server state that seems the be the only other variable.


 On Fri, May 25, 2012 at 11:50 AM, T Marler bloodyi...@shaw.ca wrote:
  Hi Mike,
 
  1) I recommend you do a -ip xx.xx.xx.xx in your init as rcon typically
  doesn't work properly unless you bind it to an ip, be it a public or
 private
  ip
 
  2) Have you tried actually manually connecting via the command line? If
 you
  can connect, then it may be a broadcast issue of the server, not that it
  isn't accepting connections.
 
 
  BloodyIron
 
 
  - Original Message -
  From: Mike Bohde mikebo...@gmail.com
  Date: Friday, May 25, 2012 9:34 am
  Subject: [hlds] TF2 Server on Windows Server 2008
  To: hlds@list.valvesoftware.com
 
  I'm having issues getting my server seen from my LAN, I'll worry about
  internet accessibility later. Checked back into the archives
  back to
  2010 and didn't see anything about this.
 
  I have installed the server with these the instructions found here.
  http://forums.srcds.com/viewtopic/5315
  One minor difference in my installation.
  Directory:  C:\Program Files (x86)\Valve\HLServer\tf2\
 
  I've added 3 incoming and outgoing firewall rules for the game.
  Rule 1  TCP  27014-27050 for local and remote
  Rule 2  UDP  27000-27030 for local and remote
  Rule 3  UDP  3478-4380 for local and remote
 
  I use a batch file to start the server:
  srcds.exe -console -game tf -hostport 27015 +maxplayers 24
 
  The ports have also been forwarded on my router as well (D-Link
  DIR-655)
  Host machine: Windows 2008 Server R2
  IP: 192.168.0.10
 
  Client machine: Windows 7
  IP: 192.168.0.3
 
  When I attempt to enter the server into the favorite on the game
  client and search for games it responds with Server is not
  Responding. The address entered in the search is 192.168.0.10:27015.
 
  Any help getting this server to be accessible would be appreciated.
 
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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-03-22 Thread Scott Allred
One of these days that last update line will instead be a catalyst for an
ARG, and no one will know it.
On Mar 22, 2012 5:43 PM, Davis Silverman sinistersn...@gmail.com wrote:

 before anyone asks:  Lokalisointitiedostot päivitetty means updated
 localisation files

 On Thu, Mar 22, 2012 at 8:30 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 The Waxy Wayfinder
 - Added a new promotional item
 - Added Strange Parts that can be used to upgrade existing
 Strange-quality weapons
 - Updated The Cozy Camper to allow it to be used in Medieval Mode
 - Double-clicking on a tool in the backpack view will now use that tool
 - Fixed a bug that would sometimes cause weapons dropped after death to
 render with incorrect skins
 - Fixed a bug that would sometimes cause The Manmelter to display
 incorrect kill icons
 - Fixed a bug that would cause certain in-game notification sounds to
 play even if cl_notifications_show_ingame was false
 - Fixed a bug that would cause chat-text strange weapon rank up
 notifications to sometimes display player names as unknown
 - Increased Steam Workshop item description to 8000 characters
 - Updated arena_ravine
- Minor visual and performance improvements
 - Updated cp_well
- Performance improvements
 - Lokalisointitiedostot päivitetty


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Re: [hlds] [TF2] Bizarre Physics Behavior

2012-02-05 Thread Scott Highland

I can definitely see a difference.

On Tuesday, January 31, 2012 7:23:28 PM, Grant McFerrin wrote:
I'm noticed similar reactions with rockets, demoman charges, and 
pipebombs/stickybombs. It's rather annoying, glad to know I'm not the 
only one noticing strange behavior.


On Mon, Jan 30, 2012 at 9:02 PM, brandon johnson pirate...@gmail.com 
mailto:pirate...@gmail.com wrote:


Over the past month I've noticed some bizarre physics behavior on
my server, namely rocket explosions seem to be launching people
further than expected. Here's a video detailing exactly what i
mean: http://www.youtube.com/watch?v=e7J22JCIBPA as you can see
the scout is launched far over the shed on harvest.

The only mod on the server is sourcemod, and we've seen the
problem with a default server.cfg file. All of the relevant
variables I've found still seem to be set to their default. After
restarting the server, everything seems normal but as maps change
it seems to build up to excessive levels.

Is this an issue anyone has experienced or knows how to resolve?

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Re: [hlds] Cheat Engine Report

2011-12-25 Thread Scott Highland
Vac is an old system that never really worked at preventing cheats. 
I've never thought of delayed bans as a good idea, I can see the logic 
behind it, but it's just so outweighed by the fact that it basically 
lets people cheat, get caught, and continue to cheat for quite some 
time after being caught. Sometimes I don't think it even matters, Valve 
just ends up making more money off cheaters than regular players, I 
don't see how they'd care either.


On Sunday, December 25, 2011 7:33:16 AM, AnAkIn . wrote:
F2P or not, the players are not even getting VAC banned for known 
public cheats, so it doesn't really matter.


2011/12/25 Mart-Jan Reeuwijk mreeu...@yahoo.com 
mailto:mreeu...@yahoo.com


I'd agree that I'm a nutter, but not on this case. the female in
question was the spouse of one of the admins and we review all
our bans anyways.


*From:* hasser css hasserva...@gmail.com
mailto:hasserva...@gmail.com

*To:* Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
mailto:hlds@list.valvesoftware.com
*Sent:* Saturday, 24 December 2011, 23:47

*Subject:* Re: [hlds] Cheat Engine  Report

24/12/2011 Mart-Jan Reeuwijk sagt:
 Another approach can be to give those female players
miniadmin rights, so
 they can ban someone for a short time. Had to deal with
about the same kind
 of stuff, where 1 player made it bad by cajoling up the
others, this lasted
 some time, and went out of hand. We banned the guy, but the
rest kept at it.
 We decided to give her admin,  and  then she could ban any
herself, which
 ended the situation fast, because then as soon as it
happened, she banned
 them.

Giving special rights to people on your server just because
they are a
female and can't ignore people herself? You're a bloody
nutter! Please
post your server name so I may add it to my blacklist and
never have
the misfortune of joining it.

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--
Best regards,
AnAkIn



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Re: [hlds] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-12-15 Thread Scott
thanks!

On Fri, Dec 16, 2011 at 12:32 AM, John Moroney morone...@bigpond.comwrote:

 The fix for STV doesn't work, not for DODS anyway. It is still reporting
 the game server slots in the Spectate tab. The STV bot also doesn't show
 until on the server.


 On 16/12/2011 2:26 PM, Jason Ruymen wrote:

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

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Fixed a bug which caused Windows Aero Extensions video option to always
 be enabled, regardless of setting. Disabling this can improve compatibility
 with third-party programs and overlays, but may also affect performance.
 - Fixed SourceTV showing player counts for the game server instead of the
 number of clients connected to the SourceTV server

 Jason


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Re: [hlds] Halloween 2011

2011-10-22 Thread Scott Highland

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 listhlds@list.valvesoftware.com
Cc: TF Teamtft...@valvesoftware.com
Sent: Friday, October 21, 2011 10:32 PM
Subject: [hlds] Halloween 2011

We’re going to be launching some new Halloween content in the near future
and wanted to give you all a quick heads-up.  There will be random gift
drops, but this year we are requiring that participants register their
servers.  If you choose not to register, you can still run the Halloween
maps, but no gifts will drop on your server.  By registering, your server
will also be included in matchmaking, which will potentially drive
traffic to you.  Note that cheating or otherwise abusing the gift drop
system will result in losing your registration, access to gift drops and
other potential value-adds in the future.

You still have plenty of time, as this change won’t be going live until
next week.  Registration is quick and simple, and is outlined here.

-Jon
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Re: [hlds] [hlds_linux] Reminder: your posts are public and permanent

2011-10-20 Thread Scott Highland

Waste of time for a problem that isn't really that big of a problem at all.

On 10/20/2011 11:00 AM, EHG wrote:
It wouldn't necessarily have to be round-the-clock moderation. You 
could enforce that mailing list subscriptions be linked to your steam 
ID and simply ban repeat problem users after the fact.


On 10/20/2011 1:56 PM, gamead...@127001.org wrote:
Actually, archiving is the one reason I _prefer_ this list - I have a 
copy
of everything ever posted, I don't have to worry about a thread 
derailment

causing useful info to be possibly deleted.  That being said, moderation
would be easier on a forum, because you can do it after the fact - a
moderated email list requires pre-approval of every post, which 
basically

means you need round-the-clock mods available.  Not practical imo


-Original Message-
From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: 20 October 2011 18:47
To: Half-Life dedicated Win32 server mailing list
Cc: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Reminder: your posts are public and
permanent

If we all remember, the lists were going to be moved to the forums for
archiving, readability and for easy moderation. This wasn't done
because we all prefer the mailing list. However, we should find a
balance with more moderation. You don't even have to run a server to be
on this list.

Sent from my iPhone 4

On Oct 20, 2011, at 10:43 AM, Chad Hedstromchad.hedst...@gmail.com
wrote:


That's not a bad idea. In the last six months this went from a high
quality, low traffic list to something similar in appearance to a
tier-2 steam customer service support thread. While I definitely do
appreciate this under-the-radar outreach to the community of server
administrators, perhaps it is time to think about expanding to a
moderated style mailing list.

Thanks again for all your (Valve employees!) hard work and prompt
replies to questions posed in this thread.

On Thu, Oct 20, 2011 at 12:34 PM, DontWannaName!

ad...@topnotchclan.com  wrote:

Maybe it's time to appoint a volunteer moderator so there is less

garbage on the list and more helpful information. It would help all of
us! :)

Sent from my iPhone 4

On Oct 20, 2011, at 10:27 AM, Fletcher Dunn

fletch...@valvesoftware.com  wrote:

This post is a reminder to everybody that this email distribution

list has a standard language that everybody should use.  I'm not
talking about using Portuguese or English.  I'm talking about being
nice instead of being a jerk.



New people come and go all the time.  Sometimes they repeat

questions that have already been answered before they subscribed.
Sometimes they don't know what is on topic or off topic.  There's a way
to let them know politely if their question is off topic, or should be
directed elsewhere.  If is too difficult for you to use kind words,
then of course there's also the option of just ignoring it.



Your posts (like most things on the Internet) are both public and

permanent.  By bearing this in mind, some people could save themselves
embarrassment and regret by refraining from posting childishly.  Even
better would be to act kindly and help the person get to the correct
place where they can find the answer they are seeking.



Please just be kind and helpful.

Try to relax.



Your humble servant,

- Fletch

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Re: [hlds] Pending RO2 Update Today

2011-10-06 Thread Scott Highland

Will we get hats?

On 10/6/2011 2:39 PM, John Gibson wrote:

Everyone,

We're planning on releasing an update for RO2 today. We're in the 
final phases of testing the update, and if things go well it could be 
out within the next couple of hours.


Regards,

John


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Re: [hlds] Required Final RO2 Beta Server Update Released

2011-09-12 Thread Scott Highland

Can't wait to play :D

On 9/12/2011 5:06 PM, John Gibson wrote:
The final update to the RO2 beta server has been released. This update 
includes many changes, fixes, and improvements , but we're too busy 
getting ready for the game to ship tommorow to list them all :) See 
you all on the battlefield tomorrow!


John


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Re: [hlds] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-07-25 Thread Scott Highland
Cow mangler still needs a nerf, I don't get why a soldier would be able 
to ignite people and deal fire damage on his own...
This is a gameplay centric observation, completely ignoring the fact 
that this Dr. Grordbort's pack is the stupidest and most damaging cross 
promotion the TF team has pulled. Do they not care at all about game 
design anymore? Why not discontinue the product entirely rather than 
keep hashing out updates that totally ruin the look and feel of the 
game. I mean the model doesn't look even remotely like something that 
would exist in the TF environment, it's a glaringly obvious problem for 
that reason alone. Are the standards for community content just going to 
get lower and lower as time goes on?


On 7/22/2011 5:40 PM, Jason Ruymen wrote:

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

Shared Changes (CS:S, DoD:S, TF2, HL2:DM)
- Fixed a bug in SourceTV that would sometimes corrupt demo data.

Team Fortress 2
- Cow Mangler changes:
- Fixed the charged shot sometimes doing more damage than intended.
- Fixed a bug that caused the projectiles to stay in the world after a team 
change.
- Slowed reload rate by 5%.

Jason


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Re: [hlds] Team Fortress 2 Update Released

2011-05-18 Thread Scott Highland

Now, was that so hard? :3

On 5/18/2011 4:14 PM, Jason Ruymen wrote:

- Updated the materials used on models to ignore the $ignorez flag, to make it 
harder to create wallhacks on sv_pure 0 servers



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Re: [hlds] Counter-Strike: Source Update Available

2010-08-30 Thread Scott Highland



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 )


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Re: [hlds] Party Mode is ON when tf_birthday=0

2010-08-21 Thread Scott Highland

jesus was a p cool guy

Saul Rennison wrote:

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.

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Re: [hlds] Easiest way to start server with no mods?

2010-07-04 Thread Scott Marshall
Yes just a simple rename does the trick, I have done it multiple times.

On Mon, Jul 5, 2010 at 9:01 AM, Brent Veal naslund.fan...@gmail.com wrote:

 I believe you can simply rename your addons folder then restart the server.

 On Sun, Jul 4, 2010 at 1:24 PM, Jeremy D. Pavleck jer...@pavleck.net
 wrote:

  Hey gang,
   We're trying to troubleshoot an issue - is there an easy to restart a
  server with no mods at all (Using MM/SM, etc) on our TF2 server, or do I
  need to go and disable them all manually?
 
 
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Re: [hlds] Counter-Strike: Source Update Available

2010-06-23 Thread Scott Highland
Downloading the update on steam at a whopping 20kb/s average... Maybe 
you shouldve put the update on more than just one content server? :/

Mark P wrote:
 2010/6/23 Jake Eisenman h...@oneskylitnight.org

   
 oooh Shiny.
 hope nothing breaks.

 Sent from my iPod

 On Jun 23, 2010, at 2:52 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:

 
 A required update for Counter-Strike: Source has been updated.
 Please run hldsupdatetool to receive the updates.  The major changes
 include:

 UI:
 - Added the following cvars to allow players to customize their
 scoreboards.
 - cl_scoreboard_ct_color_red
 - cl_scoreboard_ct_color_green
 - cl_scoreboard_ct_color_blue
 - cl_scoreboard_t_color_red
 - cl_scoreboard_t_color_green
 - cl_scoreboard_t_color_blue
 - cl_scoreboard_dead_color_red
 - cl_scoreboard_dead_color_green
 - cl_scoreboard_dead_color_blue
 - Changed the screen that appears when the message of the day fails
 to load to display proper error text.
 - Made the CT silhouette for the auto-select option in the Choose a
 Class screen smaller and corrected its aspect ratio.
 - Addressed a problem that occasionally caused characters to be
 colored incorrectly on the Change a Class screen.

 Gameplay:
 - Made ladders easier to climb. Added cvars sv_ladder_dampen and
 sv_ladder_angle.
 - Fixed issue that awarded three points when the bomb explodes after
 the round ends by elimination criteria instead.
 - Fixed issue in which you weren't given credit for grenade damage
 if you fired a weapon at someone then hit them with a grenade (in
 that order). Also fixed problem in which grenading a player and then
 killing them with another weapon showed as '*** in 1' on console.
 - There's now a priority order for displaying win conditions when
 multiple win conditions are set.
 - If timelimit exists and is not 0, then show timelimit.
 - If timelimit does not exist, show maxrounds if not 0.
 - If both timelimit and maxrounds are 0, show winlimit.
 - If timelimit, maxrounds, and winlimit are all 0, show nothing.
 - Added a cvar to ignore win conditions:
 mp_ignore_round_win_conditions.

 General:
 - Disallowed the use of arbitrary command strings for the message of
 the day screen. Now only a specific list of commands is allowed.
 - Addressed issue in which AWPs and Scouts sometimes did not make
 the zooming sound.
 - cvar mat_showlowresimage is now a cheat command.
 - Many development console commands which would crash the server
 removed.
 - Updated source engine addresses many issues:
 - Better flashlight effect
 - Better HDR behavior
 - Multicore rendering support
 - Added sv_disablefreezecam cvar to turn off the freezecam on a
 server.
 - Added sv_nonemesis cvar to turn off domination/revenge on a server.
 - Added sv_nomvp cvar to turn off MVP stars on a server.
 - Added sv_nostats cvar to turn off stats on a server.
 - Removed -tickrate command line option and defaulted tick rate to
 66 rather than 33. This addressed a number of issues, including:
- Tick rate affecting how fast doors open / close
- Tick rate causing players hitting the ground to stutter
- Tick rate affecting the firing mechanisms of certain guns

 Jason


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Re: [hlds] Team Fortress 2 Update Available

2010-05-08 Thread Scott Highland
I'm glad we had this talk.

Dog wrote:
 And of course, as with all TF2 updates, it broke a part of DoDS.

 It is beyond belief.
 This time, it's the flashlight causing client crashes.  They turn on the
 flashlight and their client dies.
 A month or two ago, they removed the flames for ignited entities.  Players
 would get ignited with no flames.

 Gets very depressing every time Jason announces a TF2 update.
 It's like Oh Jeez...what the hell has broken now?

 I appreciate that TF2 is way more important than DoDS.
 I understand it's fun and exciting to release new stuff for TF2.
 But please, please oh please can you figure out a way of removing DoDS from
 OB updates?

 It's 1.20am and I'm tired spending my valuable time fixing stuff after an
 update.

 --Dog
 TheVille.Org

 -
 Sent from my Sinclair ZX80
 -
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Re: [hlds] Team Fortress 2 Update Available

2010-05-03 Thread Scott
What games on the pc were you playing 30 years ago?

Sent from my iPhone

On May 2, 2010, at 6:30 PM, Flubber flub...@gmail.com wrote:

 Ohhh an asshole, usual iguess. You're so far away from the truth  
 that's so
 funny (can't say i'm suprised anyway seeing where this list is  
 going). Our
 community is 25-30 years old, i don't need anyone from the outside  
 on our
 customs servers 'till it's full from morning to midnight. We got a  
 hundred
 of players in slot reserved, and aroun 200 waiting for one. You see  
 i don't
 give a shit about random players.I've autobanned asshole who spam  
 and moroon
 with hlss. The facts is that we got talented modeler and they made  
 great
 effort making our server a continuitty from the paper magazine it  
 came from.
 So if your small develloped brain could see further that random  
 players
 joining a random server, you may discover what is a true community.  
 For now
 i can just counseil to you to stop playing full crit orange X with  
 Kevin
 from Utah and go PVE les chialeuses.


 2010/5/2 mfan michael.fan...@gmail.com

 OH MAN THEY STOPPED MY SHITTY CUSTOM HATS THAT ATTRACTED AN  
 ADDITIONAL
 4% OF USERS, MAINLY 13 YEAR OLD MIC SPAMMERS. SHIRLY THEY WON'T  
 RECTIFY
 THIS IN ANY WAY.


 somebody make a petition.

 Flubber wrote:
 Then just give the ability to make custom hats, that's just fucking
 ridiculous to block every creative idea people got. More, Valve  
 clearly
 used
 or at least inspired themselfs from existing community hats for  
 almost
 all
 the first wave. Why worked for money when others do it for free  
 for you.
 Valve used to be reprsentative of a quality of service towards  
 community,
 now it's just EA Bis.

 2010/5/2 1nsane 1nsane...@gmail.com


 Perhaps Valve is getting ready to sell hats themselves, and as  
 such they
 do
 not want people to get their hats free from servers with a hat  
 plugin.

 On Sun, May 2, 2010 at 7:24 AM, Joeri van der Velden 
 joerivdvel...@gmail.com wrote:

 Why was the functionality removed anyway?

 - Clavus

 2010/5/2 Spencer 'voogru' MacDonald voo...@voogru.com


 Are there any other mods/plugins that are effected by this  
 other than

 the

 2
 listed on the petition.

 It breaks anything that wants to attach a model to a player.  
 Not just

 hats

 or weapons.

 There is a variety of ways this can be used for creativity and  
 this
 essentially breaks it, purposely. I usually don't ever complain  
 when

 they

 make changes to the game and break plug-ins, usually those are

 side-effects

 of them making other changes, this changed was targeted and

 intentional.

 The petition was just an alternative use of my time, either I was
 going

 to

 spend time circumventing the existing restriction (which would
 probably

 get

 fixed if they kept this policy), or I could spend the time  
 asking them
 nicely to reverse this policy and get the community involved.

 Also, this doesn't prevent server ops from issuing overpowered  
 weapons

 or

 other things that drastically affect game play. All that  
 happens is
 the
 client doesn't render the model.

 I wasn't going to post this petition to the list (prefer to do  
 so on

 other

 community sites), but since it's here I figured I'd explain it a

 little.

 In the end, I hope valve reconsiders.

 - voogru.


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of  
 Alexander

 Baade

 Sent: Saturday, May 01, 2010 4:54 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Available

 Are there any other mods/plugins that are effected by this  
 other than

 the

 2

 listed on the petition.  I personally don't care about these  
 because a

 lot

 of server admins will use the hat mod and charge players for  
 them.  It
 angers me to no end that I have to download a boat load of custom

 content

 and then I cant use it unless I donate to the server.  These  
 servers
 typically go on my blacklist.  I could over look this fact but  
 I'm not
 going
 to because there are a lot of servers out there who have stolen  
 custom
 maps/content from my clan and heavily rely on these plugins.

 On Sat, May 1, 2010 at 1:15 PM, Justin mysteriousjus...@gmail.com 
 

 wrote:

 https://secure.voogru.com/petition/index.php
 On Sat, May 1, 2010 at 9:07 AM, Justin Fortin fortinj1...@gmail.com

 wrote:


 Any word on a fix for this yet?

 Sent from my iPod

 On Apr 30, 2010, at 11:41 PM, Msilbys12 msilby...@righttorule.com

 wrote:


 Sounds like a client problem

 Sent from the best phone ever

 On Apr 30, 2010, at 9:24 PM, Matt Hoffman
 lord.matt.hoff...@gmail.com wrote:


 Yep, crashing on every server I connect to. (As a client

 obviously)

 On Fri, Apr 30, 2010 at 7:15 PM, Justin Fortin
 fortinj1...@gmail.com wrote:

 So you got everything serverwide working, but it seems like

 anyone

 Jo
 has updated the client will crash when they try to 

Re: [hlds] [TF2] Is it possible to replace sound files?

2010-04-08 Thread Scott Highland
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.
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Re: [hlds] Windows Control Panel

2010-04-07 Thread Scott Highland
If you're making your own service, you should be able to check if the DS 
becomes unresponsive, I don't see why not. I'd probably do something 
like this, if I were still running servers that is.

Cc2iscooL wrote:
 The only problem with user services is it won't be able to tell if your
 server has locked up. Same with task scheduler, only if it crashes.

 On Apr 7, 2010 10:10 PM, dmex dme...@gmail.com wrote:


 Task Scheduler?

 Just tick If the task fails, Restart every xx and  untick Stop Task if it
 runs longer than 3 days.


 -Original Message-
 From: DontWannaName!
 Sent: Thursday, April 08, 2010 10:59 AM
 To: Half-L...

 I have been using Server Checker for a while now but its becoming very dated
 since its no longer bei...
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Re: [hlds] Windows Control Panel

2010-04-07 Thread Scott Highland
Cause no one wants to play with a bunch of dumb furries, thats why.

DontWannaName! wrote:
 Why? :P

 On Wed, Apr 7, 2010 at 8:38 PM, Cc2iscooL cc2isc...@gmail.com wrote:

   
 Stopped hosting on my own box.

 On Apr 7, 2010 10:27 PM, DontWannaName! ad...@topnotchclan.com wrote:

 Well why did you move away from it?


 On Wed, Apr 7, 2010 at 8:06 PM, Cc2iscooL cc2isc...@gmail.com wrote:

 
 Serverdoc used to work pr...
   
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Re: [hlds] Plugin Loading on clients, enough is enough.

2010-04-02 Thread Scott Highland
How would disabling it be best? Again, no one on the list seems to get 
it. I don't doubt that it's possible to load addons on the client, I'm 
very sure it is. You guys seem to want to make the assumption that 
anything that could be loaded into the client that can be malicious, IS 
in fact malicious. Server administrators can install malicious plugins 
that can do things 100x worse than any plugin on the client could do. Am 
I going to make the argument that the whole system that allows servers 
to load custom plugins should be removed, obviously not.
Why is it servers should be immune to this kind of 'security' (it's a 
very false sense of security, what you guys are suggesting) and the game 
client should not?

1nsane wrote:
 Right, having it disabled entirely would be the best.

 As I said before, there's the Steam SRCDS that practically installs itself
 with Source engine games/mods if you need plugins and don't want standalone
 SRCDS.

 On Fri, Apr 2, 2010 at 12:53 PM, Saul Rennison saul.renni...@gmail.comwrote:

   
 They're loaded at launch, like any other DLL. It's basically treated like
 another game DLL (in terms of callbacks). If plugins are loaded when a
 listen server is created, what about after that? Even if the plugin is
 unloaded, the plugin could have injected anything into the engine without
 VAC noticing.

 Like I keep saying: the only way to prevent this is to have plugins for
 dedicated servers only.

 Thanks,
 - Saul.


 On 2 April 2010 16:40, 1nsane 1nsane...@gmail.com wrote:

 
 So tell me, if I make my own hacking plugin and have it privately shared
 with trusted people, how will any server admin be able to detect it?

 The server plugins that stop client plugins are only checking PUBLICALY
 known cvars such as sm_version,if those cvars are renamed or don't
   
 exit,
 
 you get to load any plugin you want and be a major HAXXOR besting this
 detection.

 Also the Source engine was just fine for years before people figured out
 how
 to make/use client plugins. Disabling client side plugin loading would
 probably be the easiest way of fixing this.
 Why should the game client load a VSP (Valve SERVER Plugin) unless it's a
 listen server?


 On Fri, Apr 2, 2010 at 12:52 AM, Scott Highland tgnwe...@gmail.com
 wrote:

   
 No offense, but this whole list sucks at problem solving, every single
 idea to deal with this issue suggested in this thread is just terrible,
 absolutely terrible.

 You can't disable clientside plugins just because a few admins are too
 lazy to want to install a plugin to block people using clientside
 plugins. People have the right to install clientside addons just as
 server administrators have the right to install whatever addons they
 want on their server. It's easy for you morons to want to impose this
 
 on
 
 everyone without seeing any consequences, Valve actually has to deal
 with the complaints from their customers who use legitimate uses for
 their plugins. Why don't you let professionals with their own companies
 reputation on the line deal with this intense decision making process.
 Suggesting valve should add a cvar to disable people with plugins is
 dumb, there's already plugins out there that does exactly this, go
 install it and quit complaining. Don't make Valve spent their time
 babying the few admins too stupid to know how to set up a serious
 dedicated server.

 This issue is basically the equivalent to the material hacks that are
 possible to use anywhere on servers that have sv_pure set to 0 still.
 It's not a big deal in the scope of things, and theres already ways of
 dealing with it. Now quit acting like this is Valve's fault and go back
 to blaming hackers and cheaters for your in-game shortcomings.

 Arg! wrote:
 
 I doubt making a cvar would work as the plugins could simply override
 it as they do now.

 On Thu, Apr 1, 2010 at 2:04 AM, Saul Rennison 
   
 saul.renni...@gmail.com
 
 wrote:
 
 If you aren't modifying game memory (i.e. hooking functions), then
 
 VAC
 
 won't
 
 mind.

 Thanks,
 - Saul.


 On 31 March 2010 16:00, Keeper hl2li...@afksoftware.com wrote:


 
 I don't know how VAC works, but if it's loaded via a client side
   
 plugin, I
 
 doubt VAC sees it as an external program altering the game's
   
 memory
 
 space.
 But not knowing how VAC works, there's no telling what they look
   
 for
 
 or
   
 how
 
 they are detecting it.

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

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

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

2010-04-02 Thread Scott Highland
Malicious as in using the plugin to cheat. There is ways to control 
damage dealt by bullets and projectiles, as well as controlling crit 
factor, player speed and a number of different important gameplay 
aspects using SourceMod. All you need is to know how to write a simple 
script.

And Cc that doesn't really do anything to justify the breaking of mods 
designed to be installed on the client.

You know what, this whole thread really just puzzles the pinkhearts out 
of me, I really can't be arsed to defend this position anymore, if 
theres any single person out there who believes in surviving developers 
rights then good luck.

msleeper wrote:
 Yeah, I seriously am failing to see what a malicious plugin could
 possibly be. To some people, this coming from me should be saying
 something. Some people might consider some plugins to be minorly
 annoying, but there really isn't any way for a game server to install
 spyware on your computer or something equally retarded. As somebody
 said, if you go to a server that is running malicious text ad spam or
 something... then leave.


 On Fri, 2010-04-02 at 19:13 -0400, Steven Crothers wrote:
   
 The most a plugin can do is change your name and a few other cvars. It's not
 like srcds is an open window to your harddrive or anything...

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
 Sent: Friday, April 02, 2010 7:09 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

 I've never run malicious plugins so I really don't know what's out there.

 Here's a good website where you might find some more examples for your
 reference.

 http://www.google.com

 On Fri, Apr 2, 2010 at 6:01 PM, Steven Crothers
 steven.croth...@gmail.comwrote:

 
 I honestly thought you were going to give a good reason.

 I guess slapping is pretty bad in the servers you visit eh?

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
 Sent: Friday, April 02, 2010 6:24 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

 In the instance where a player can leave a modded server he or she likes,
 it's not really that big of a deal. Now when you have people coming on to
 legitimate community servers and causing problems with modded files and
 plugins it's a different story, as in the first scenario, the person
 running
 the server has malicious intent, whereas in the second scenario, the
 malicious user is joining a server where plugins may give them an unfair
 advantage against other players.

 While I agree that server operators can load plugins that do nasty things,
 the player has the option to leave, whereas if a malicious client plugin
 user joins a server, the server operator has to ban that person, if they
 even know they're using a plugin in the first place. I agree with the
 notion
 that clients should not be able to load plugins. Why? Because if you
   
 really
 
 want a lan server for 20 minutes you can run the server tool off your
 computer, a VM, or something of that nature. The people who are using
 plugins for legitimate reasons (such as testing) KNOW how to setup a
 server.

 To Saul,

 A server owner can run malicious programs to spam users with text, sounds,
 slap the player, and just make the game unplayable to the person. It could
 be subtle as well, such as making clients do differing amounts of damage
 (way lower, way higher than usual, etc.)

 But the client has the option to leave said server without much toil.

 On Fri, Apr 2, 2010 at 5:03 PM, Scott Highland tgnwe...@gmail.com wrote:

   
 How would disabling it be best? Again, no one on the list seems to get
 it. I don't doubt that it's possible to load addons on the client, I'm
 very sure it is. You guys seem to want to make the assumption that
 anything that could be loaded into the client that can be malicious, IS
 in fact malicious. Server administrators can install malicious plugins
 that can do things 100x worse than any plugin on the client could do. Am
 I going to make the argument that the whole system that allows servers
 to load custom plugins should be removed, obviously not.
 Why is it servers should be immune to this kind of 'security' (it's a
 very false sense of security, what you guys are suggesting) and the game
 client should not?

 1nsane wrote:
 
 Right, having it disabled entirely would be the best.

 As I said before, there's the Steam SRCDS that practically installs
   
 itself
 
 with Source engine games/mods if you need plugins and don't want
   
 standalone
 
 SRCDS.

 On Fri, Apr 2, 2010 at 12:53 PM, Saul Rennison 
   
 saul.renni...@gmail.com
   
 wrote:


   
 They're loaded at launch, like any other DLL

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

2010-04-02 Thread Scott Highland
 In a general sense, there are a couple of client side plug-ins that do in
fact serve a valid purpose, POV-Recorder, the ESEA Client plug-in and a
couple of others.

Maybe you could explain why this whole list, and the company that runs it 
should all agree to completely remove the ability to incorporate modifications 
just because it would suit YOUR needs as an anti-cheat function to thwart the 
.3% of TF2 players that are abusing it in this fashion? That's a pretty 
self-centered way of thinking and kind of ridiculous, it's sad so many of you 
don't seem to see it this way.

ics wrote:
 Perhaps you could explain why client needs to load plugins in the first 
 place? Game runs just fine without any. Plugins really exist for servers 
 only. They either bring out extra features or gameplay changes. Clients 
 aka players need none of those.

 For Steve i would like to say that srcds can be open window to 
 harddrive. Just that it's the servers harddrive. Files can still be 
 uploaded to the server by clients and downloaded from the servers by 
 clients unless they have somekind of extra protection. It is true that 
 Valve fixed some of methods by preventing some files to be downloaded 
 but not all.

 -ics

 3.4.2010 1:03, Scott Highland kirjoitti:
   
 How would disabling it be best? Again, no one on the list seems to get
 it. I don't doubt that it's possible to load addons on the client, I'm
 very sure it is. You guys seem to want to make the assumption that
 anything that could be loaded into the client that can be malicious, IS
 in fact malicious. Server administrators can install malicious plugins
 that can do things 100x worse than any plugin on the client could do. Am
 I going to make the argument that the whole system that allows servers
 to load custom plugins should be removed, obviously not.
 Why is it servers should be immune to this kind of 'security' (it's a
 very false sense of security, what you guys are suggesting) and the game
 client should not?

 1nsane wrote:

 
 Right, having it disabled entirely would be the best.

 As I said before, there's the Steam SRCDS that practically installs itself
 with Source engine games/mods if you need plugins and don't want standalone
 SRCDS.

 On Fri, Apr 2, 2010 at 12:53 PM, Saul 
 Rennisonsaul.renni...@gmail.comwrote:


  
   
 They're loaded at launch, like any other DLL. It's basically treated like
 another game DLL (in terms of callbacks). If plugins are loaded when a
 listen server is created, what about after that? Even if the plugin is
 unloaded, the plugin could have injected anything into the engine without
 VAC noticing.

 Like I keep saying: the only way to prevent this is to have plugins for
 dedicated servers only.

 Thanks,
 - Saul.


 On 2 April 2010 16:40, 1nsane1nsane...@gmail.com  wrote:



 
 So tell me, if I make my own hacking plugin and have it privately shared
 with trusted people, how will any server admin be able to detect it?

 The server plugins that stop client plugins are only checking PUBLICALY
 known cvars such as sm_version,if those cvars are renamed or don't

  
   
 exit,


 
 you get to load any plugin you want and be a major HAXXOR besting this
 detection.

 Also the Source engine was just fine for years before people figured out
 how
 to make/use client plugins. Disabling client side plugin loading would
 probably be the easiest way of fixing this.
 Why should the game client load a VSP (Valve SERVER Plugin) unless it's a
 listen server?


 On Fri, Apr 2, 2010 at 12:52 AM, Scott Highlandtgnwe...@gmail.com
 wrote:


  
   
 No offense, but this whole list sucks at problem solving, every single
 idea to deal with this issue suggested in this thread is just terrible,
 absolutely terrible.

 You can't disable clientside plugins just because a few admins are too
 lazy to want to install a plugin to block people using clientside
 plugins. People have the right to install clientside addons just as
 server administrators have the right to install whatever addons they
 want on their server. It's easy for you morons to want to impose this


 
 on


 
 everyone without seeing any consequences, Valve actually has to deal
 with the complaints from their customers who use legitimate uses for
 their plugins. Why don't you let professionals with their own companies
 reputation on the line deal with this intense decision making process.
 Suggesting valve should add a cvar to disable people with plugins is
 dumb, there's already plugins out there that does exactly this, go
 install it and quit complaining. Don't make Valve spent their time
 babying the few admins too stupid to know how to set up a serious
 dedicated server.

 This issue is basically the equivalent to the material hacks that are
 possible to use anywhere on servers that have sv_pure set to 0 still.
 It's not a big deal in the scope of things

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

2010-04-01 Thread Scott Highland
No offense, but this whole list sucks at problem solving, every single 
idea to deal with this issue suggested in this thread is just terrible, 
absolutely terrible.

You can't disable clientside plugins just because a few admins are too 
lazy to want to install a plugin to block people using clientside 
plugins. People have the right to install clientside addons just as 
server administrators have the right to install whatever addons they 
want on their server. It's easy for you morons to want to impose this on 
everyone without seeing any consequences, Valve actually has to deal 
with the complaints from their customers who use legitimate uses for 
their plugins. Why don't you let professionals with their own companies 
reputation on the line deal with this intense decision making process.
Suggesting valve should add a cvar to disable people with plugins is 
dumb, there's already plugins out there that does exactly this, go 
install it and quit complaining. Don't make Valve spent their time 
babying the few admins too stupid to know how to set up a serious 
dedicated server.

This issue is basically the equivalent to the material hacks that are 
possible to use anywhere on servers that have sv_pure set to 0 still. 
It's not a big deal in the scope of things, and theres already ways of 
dealing with it. Now quit acting like this is Valve's fault and go back 
to blaming hackers and cheaters for your in-game shortcomings.

Arg! wrote:
 I doubt making a cvar would work as the plugins could simply override
 it as they do now.

 On Thu, Apr 1, 2010 at 2:04 AM, Saul Rennison saul.renni...@gmail.com wrote:
   
 If you aren't modifying game memory (i.e. hooking functions), then VAC won't
 mind.

 Thanks,
 - Saul.


 On 31 March 2010 16:00, Keeper hl2li...@afksoftware.com wrote:

 
 I don't know how VAC works, but if it's loaded via a client side plugin, I
 doubt VAC sees it as an external program altering the game's memory
 space.
 But not knowing how VAC works, there's no telling what they look for or how
 they are detecting it.

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

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


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Re: [hlds] Owner of RUS Coop-16 ?

2010-02-19 Thread Scott
Shh, don't ruin it. ;)

Sent from my iPhone

On Feb 19, 2010, at 7:15 AM, Midnight mido...@gmail.com wrote:

 Wow someone got something done without a flamewar / spamfest  
 breaking out.



 Saint K. wrote:
 Awsome, thanks a lot!

 Roman thanks as well!


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:hlds- 
 boun...@list.valvesoftware.com] On Behalf Of Kaspars
 Sent: Friday, February 19, 2010 12:39 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Owner of RUS Coop-16 ?

 1. Search google Rus Coop-16
 2. Open up the game-monitor link and check the ip of the server  
 which is
 217.76.183.79:27019
 3. Find this ip on the google. Various links will come up, one of  
 them
 will be http://steamcommunity.com/groups/gamesolympus (the l4d  
 servers
 are listed there)
 4. If you read some announcements, then you will find out that the
 webpage for the olympus games is http://games.olympus.ru
 5. L4D servers are not listed on the front page, but you can find  
 some
 info at the forum if you understand russian :) Try this one:
 http://games.olympus.ru/forum/showthread.php?t=36292
 6. The lead admin for L4D servers seems to be this one:
 http://games.olympus.ru/forum/member.php?u=20016


 Saint K. wrote:

 Hi,

 The gametype is left4dead2. I don't see this at that page, allthou  
 my Russian is a little bit rusty lately ;)

 Could you point it out more specific were on the page these  
 servers are listed? (so I can ensure I contact the correct person).

 Cheers,

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:hlds- 
 boun...@list.valvesoftware.com] On Behalf Of Kaspars
 Sent: Friday, February 19, 2010 12:06 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Owner of RUS Coop-16 ?

 http://games.olympus.ru/support.html

 Saint K. wrote:


 Yes I've tried that but its blank on the servers.

 Neither can I relate it to a steamcommunity or find anything on  
 google relating the servers to a clan or something.

 Cheers,

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:hlds- 
 boun...@list.valvesoftware.com] On Behalf Of Joshua 'Dislexsick'  
 Bost
 Sent: Friday, February 19, 2010 11:54 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Owner of RUS Coop-16 ?

 Sv_contact

 Sent from my iPhone

 On 19/02/2010, at 9:18 PM, Saint K. sai...@specialattack.net  
 wrote:




 Is de owner of the RUS Coop-16 servers on this list by any  
 chance?
 Or does anyone know how to reach its owner(s) ?

 Cheers,

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

2010-02-17 Thread Scott
Gmails email threading works on my pc, not the iphone email app. unless
there is some way I currently don’t know of.


On Wed, Feb 17, 2010 at 9:31 PM, Michael Krasnow mnk...@gmail.com wrote:

 GO GMAIL it has email threading! all these emails=1 gmail email

 Lets Troll!

 On Wed, Feb 17, 2010 at 9:01 PM, Joshua 'Dislexsick' Bost 
 dislexs...@dislexsick.com wrote:

  I just looked at my phone and saw 16 new emails.  I didn't find that
  annoying. it is not hard to manage them on the iPhone...
 
  Sent from my iPhone
 
  On 18/02/2010, at 11:26 AM, Scott scottish2c...@gmail.com wrote:
 
   Can you guys just shut the heck up and only post if you need help
   with an
   issue about the topic at hand (Valve servers). No more I’m leaving
emails
   please, nobody cares, just keep this list reserved for server news
   and help.
   I have been on this list for 6 years and have only made a few posts
   because
   I know it’s annoying to get your inbox spammed (its terribly annoyin
   g on my
   iphone inbox) with useless replies. This list has and keeps being
   incredibly
   useful though. Lets please just stay on topic from here on out.
   -Scott S.
  
   On Wed, Feb 17, 2010 at 1:57 PM, Shawn P. Zipay
   digitalz...@gmail.comwrote:
  
   Whoa, Munra.  Let's not get crazy here.
  
  
   Shawn P. Zipay
   Community Manager
  
   MyInternetServices -- http://www.myinternetservices.com
   CS-Nation -- http://www.csnation.net
   Total Gaming Network -- http://www.totalgamingnetwork.com
  
  
   On Wed, Feb 17, 2010 at 9:44 AM, Munra mu...@anbservers.net wrote:
  
  
   List of 12 year olds
  
   And you really list FTP as one if your technical skills?  And then
   it's
   not
   even mark as *Good Working knowledge.  I think I'll take Msleeper
   advice
   over yours.
  
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Patrick
   Shelley
   Sent: Wednesday, February 17, 2010 7:52 AM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Good bye, farewell, thanks for the help, and
   go to
   hell
  
   it's so beautiful to see how despised you still are sleeper -
   after a
   year
   away from this list, i'm crying with happiness.
  
   --
   Regards,
  
   Patrick Shelley
  
   www.SideSteal.com http://www.sidesteal.com/ 
 http://www.sidesteal.com/
  
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Re: [hlds] (no subject)

2010-02-06 Thread Scott Highland
no i feel as though we all need to sit down and discuss this some more

Dominic Marciano wrote:
 Moving on.

   
 Date: Sat, 6 Feb 2010 22:07:34 +0800
 From: clontar...@iinet.net.au
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] (no subject)

 Saxton Hale's first attempt at using email. From an iPhone of all 
 things. I'm impressed.

 On 6/02/2010 9:25 PM, Chris Murphy wrote:
 
 Sent from my iPhone

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 _
 Shopping Trolley Mechanic If It Exists, You'll Find it on SEEK
 http://clk.atdmt.com/NMN/go/157639755/direct/01/
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Re: [hlds] Team Fortress 2 Update Available

2009-12-18 Thread Scott
runs good on my server :)

On Sat, Dec 19, 2009 at 12:14 AM, Jeff Sugar jeffsu...@gmail.com wrote:

 : I'm glad I'm not the only one who has that

 On Fri, Dec 18, 2009 at 9:07 PM, Alex chewy_s...@hotmail.com wrote:

  This is the most broken update yet. I continue to crash every single map
  change and sometimes randomly ingame. So many others with this all
  running win7 x64 too. Nice valve, nice.
 
  Flubber wrote:
   Just love the achievement.
   Got 5 get eyelander
   Got 11 get nothing
   Got 14 get Crappy Sticky Launcher
  
   hmmm, something wrong here.
  
   2009/12/19 Tony Paloma drunkenf...@hotmail.com
  
  
   Thank you.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nicholas
   Hastings
   Sent: Friday, December 18, 2009 6:54 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Team Fortress 2 Update Available
  
   Updating Installation
   Updating 'Team Fortress 2 Content' from version 122 to version 123
  
   62.68%  source/orangebox\tf\bin\server.dll
   98.42%  source/orangebox\tf\bin\server_i486.so
   98.49%  source/orangebox\tf\maps\graphs\ctf_2fort.ain
   99.52%  source/orangebox\tf\resource\modevents.res
   99.99%  source/orangebox\tf\resource\tf_english.txt
   100.00% source/orangebox\tf\scripts\items\items_game.ctx
   100.00% source/orangebox\tf\scripts\tf_weapon_minigun.ctx
  
   Updating 'Team Fortress 2 Materials' from version 44 to version 45
  
   100.00% source/orangebox\tf\steam.inf
   100.00% source/orangebox\tf\materials\backpack\crafting\token_pda.vmt
  
   Checking/Installing 'Base Source Shared Materials' version 8
  
  
   Checking/Installing 'Base Source Shared Models' version 4
  
  
   Checking/Installing 'Base Source Shared Sounds' version 4
  
  
   Checking/Installing 'OB Dedicated Server' version 22
  
   On 12/18/2009 9:44 PM, Tony Paloma wrote:
  
   Anybody have the list of changed files? I usually save it, but I
 goofed
  
   this
  
   time.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason
 Ruymen
   Sent: Friday, December 18, 2009 5:44 PM
   To: 'hlds@list.valvesoftware.com'; 'Half-Life dedicated Linux server
  
   mailing
  
   list'; 'hlds_annou...@list.valvesoftware.com'
   Subject: [hlds] Team Fortress 2 Update Available
  
   A required update to Team Fortress 2 is now available.  Please run
   hldsupdatetool to receive the update.  The specific changes include:
  
   - Fixed a client crash related to arrows
   - Fixed a server crash related to items
   - Fixed a server crash caused by the Demo taunt kill
   - Fixed a server crash caused by using the Equalizer
   - Fixed client ragdoll commands resulting in ragdolls standing around
   - Restored the missing point_teleport entity
   - Fixed stats and achievements being tracked while using sv_cheats
   - Fixed Spies being able to build dispensers
   - Fixed clients not fixing up inventory items in bad backpack
 positions
   - Added a new chat message when players craft an item
   - Fixed Bloody Merry and Second Eye achievements being achieved
   incorrectly
   - Updated the description of the Bravehurt achievement
   - Fixed Blutsauger attributes
   - Fixed the Direct Hit having an incorrect short range damage curve
  (now
   matches the normal Rocket Launcher curve)
   - Fixed the Spy's unlockables watches using the wrong
 consume/recharge
  
   rates
  
   Jason
  
  
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Re: [hlds] Team Fortress 2 Update Coming

2009-12-17 Thread Scott
they need to hurry up i want to go to bed!

On Thu, Dec 17, 2009 at 4:01 PM, Flubber flub...@gmail.com wrote:

 GIVE US DODGEBA 

 2009/12/18 Spencer 'voogru' MacDonald voo...@voogru.com

  Update will be released at 1:30 PM VST
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of KrAzYeTy
  Sent: Thursday, December 17, 2009 6:48 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2 Update Coming
 
  The suspense is palpable :)
 
  /me is excited!
 
  On Thu, Dec 17, 2009 at 3:44 PM, arreo...@gmail.com wrote:
 
   Absolutely, I like getting the listserv notifications because the blog
  only
   informs us of major major updates.  I just wish they would give an
   aproximate time. Even just in the next 6 hours would be good enough.
  
   And my bet for a time is 8:30 CST.
  
  
   On Thu, Dec 17, 2009 at 5:39 PM, Brent Veal naslund.fan...@gmail.com
   wrote:
  
Yes, but it's nice to get announcements sent to the list as well.
   
On Thu, Dec 17, 2009 at 3:34 PM, Eric Pan mahzorim...@gmail.com
  wrote:
   
 We already know this a la the TF2 blog.

 On Thu, Dec 17, 2009 at 5:32 PM, Jason Ruymen 
   jas...@valvesoftware.com
 wrote:

  A required update for Team Fortress 2 is coming later today.
 
  Jason
 
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Re: [hlds] Team Fortress 2 Update Coming

2009-12-17 Thread Scott
but but i need TF2 first!

On Thu, Dec 17, 2009 at 4:15 PM, Jake Eisenman ad...@oneskylitnight.orgwrote:

 Take a nap  :-P

 Scott wrote:
  they need to hurry up i want to go to bed!
 
  On Thu, Dec 17, 2009 at 4:01 PM, Flubber flub...@gmail.com wrote:
 
 
  GIVE US DODGEBA 
 
  2009/12/18 Spencer 'voogru' MacDonald voo...@voogru.com
 
 
  Update will be released at 1:30 PM VST
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of KrAzYeTy
  Sent: Thursday, December 17, 2009 6:48 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2 Update Coming
 
  The suspense is palpable :)
 
  /me is excited!
 
  On Thu, Dec 17, 2009 at 3:44 PM, arreo...@gmail.com wrote:
 
 
  Absolutely, I like getting the listserv notifications because the blog
 
  only
 
  informs us of major major updates.  I just wish they would give an
  aproximate time. Even just in the next 6 hours would be good enough.
 
  And my bet for a time is 8:30 CST.
 
 
  On Thu, Dec 17, 2009 at 5:39 PM, Brent Veal naslund.fan...@gmail.com
 
  wrote:
 
  Yes, but it's nice to get announcements sent to the list as well.
 
  On Thu, Dec 17, 2009 at 3:34 PM, Eric Pan mahzorim...@gmail.com
 
  wrote:
 
  We already know this a la the TF2 blog.
 
  On Thu, Dec 17, 2009 at 5:32 PM, Jason Ruymen 
 
  jas...@valvesoftware.com
 
  wrote:
 
  A required update for Team Fortress 2 is coming later today.
 
  Jason
 
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Re: [hlds] Team Fortress 2 Update Coming

2009-12-17 Thread Scott
Heh... I disagree with you on more issues than just sleep

Sent from my iPhone

On Dec 17, 2009, at 7:21 PM, Andrew Leach m...@luaduck.co.uk wrote:

 mime-attachment.txt

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Re: [hlds] Team Fortress 2 Update Available

2009-12-17 Thread Scott
yay i can now go to bed!

On Thu, Dec 17, 2009 at 5:32 PM, KrAzYeTy krazy...@gmail.com wrote:

 OMG YES!

 Thanks for making my day Valve!

 3

 On Thu, Dec 17, 2009 at 5:28 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:
 
  New Content
   - Added new control point map Gorge
   - Added new capture the flag map Double Cross
   - Added item crafting
   - Added work-in-progress TF Bots for beta testing in KOTH maps (blog
 post
  coming with more info)
   - Added headshot death animations
   - Added more backstab animations
 
  Soldier
   - Added 35 new Soldier achievements
   - Added 4 new Soldier items
   - Added new Soldier Domination lines
 
  Demoman
   - Added 35 new Demoman achievements
   - Added 3 new Demoman items
   - Added new Demoman Domination lines
 
  Spy
   - Now pretends to be carrying the weapons  wearables of the target he's
  disguised as
   - Moved the Spy's camera-beard to the Misc loadout slot so he can equip
 it
  with a hat
 
  Scout
   - The Sandman now only stuns on a max range hit (when you hear the
  cheering)
   - All shorter hits now force the enemy into the thirdperson fleeing
 state
  (also removed the damage reduction on them)
 
  Minor changes
  - Added new options to the Multiplayer-Advanced dialog:
 - Combat text, which displays damage amounts you do to enemies.
 - Medic auto caller, which automatically shows you nearby friends
 at
  low health.
 - Heal target marker, which better highlights the target your
  medigun is locked onto.
 - Alternative Spy disguise menu, which lets you choose disguises
  using just the 1-3 keys.
   - Fixed being able to affect friendly pipes with airblast (they would
  unstick)
   - Added recharge sound to abilities with a recharge bar
   - Fixed attachable wearables not staying on ragdolls
   - Players no longer see the wearables that are a part of a friendly
 spy's
  disguise, fixing various graphical glitches
   - Added jiggle bones for Pyro's chicken hat
   - Added 2 new game startup songs
 
  Community Mapmaker requests:
   - Implemented InputSetSetupTime() for team_round_timer (was in the .fgd
  but never implemented)
   - Added SetDispenserLevel input to cart dispenser (1, 2, or 3)
 
  Jason
 
 
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Re: [hlds] Left 4 Dead 2 Demo Dedicated Server Available

2009-10-28 Thread Scott Marshall
Cheers for the link Mike

On Thu, Oct 29, 2009 at 8:28 AM, Mike Vail mike_v...@boomgaming.net wrote:

 For those of you wanting to use TCAdmin to setup and control your Left4Dead
 Demo Servers, I have created a working TCA config you can import to create
 the game config on your TCA servers. Here's the link to download it:

 http://boomgaming.net/smf/index.php?action=tpmod;dl=item18

 Hope this helps some of you.
 Mike Vail

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andrew Armstrong
 Sent: Tuesday, October 27, 2009 9:11 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Left 4 Dead 2 Demo Dedicated Server Available

 Okay I just got it working for me; make sure you're not setting a
 'password'
 (oops) and also make sure 'status' says your running a map (+map on the
 command line).

 - Andrew

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nicholas
 Hastings
 Sent: Wednesday, 28 October 2009 2:36 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Left 4 Dead 2 Demo Dedicated Server Available

 Does not show in HLSW here, running on Windows.

 Whatever server.cfg comes with it (haven't looked) and all manually set is
 rcon_password, log on, sv_logflush 1, and logaddress_add

 Brian Farrell wrote:
  HLSW working just fine over here as well
 
  --
  Brian Farrell
  Velocity Servers Inc.
  Office: +1 (800) 518-9716 ext 102
  Mobile: +1 (716) 861-2235
  Fax: +1 (716) 335-9628
  - Original Message -
  From: jimbomcb jimbo...@gmail.com
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Sent: Tuesday, October 27, 2009 10:24 PM
  Subject: Re: [hlds] Left 4 Dead 2 Demo Dedicated Server Available
 
 
  It's all showing up fine for me in HLSW
 
  2009/10/28 Stephen Yates syate...@cfl.rr.com:
 
  Should I be able to see it at this point in HLSW? Added new
  server.cfg
 and
  from TCADMIN it looks fine in Server Status and Information but it is
  not showing up in HLSW. Normal?
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John
  Sent: Tuesday, October 27, 2009 11:09 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Left 4 Dead 2 Demo Dedicated Server Available
 
  My (Windows) servers seem to be responding normally to A2S_INFO,
  using server.cfg files copied straight over from L4D.
 
  However, I see a separate bug -- rcon commands (including stats,
  status,
 
  and cvars) are accepted and can change the state of the server, but
  they only return the log line as a response, and not the appropriate
  information.
 
  e.g, if I send rcon status, it responds only with something like:
 
  L 10/27/2009 - 23:07:38: rcon from xxx.xxx.xxx.xxx:x: command
  status
 
  -John
 
  - Original Message -
  From: Tony Paloma drunkenf...@hotmail.com
  To: 'Half-Life dedicated Win32 server mailing list'
  hlds@list.valvesoftware.com
  Sent: Tuesday, October 27, 2009 7:41 PM
  Subject: Re: [hlds] Left 4 Dead 2 Demo Dedicated Server Available
 
 
 
  My servers are up, but not responding to A2S_INFO queries. Expected?
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason
  Ruymen
  Sent: Tuesday, October 27, 2009 5:42 PM
  To: 'hlds@list.valvesoftware.com'; 'Half-Life dedicated Linux server
  mailing list'; 'hlds_annou...@list.valvesoftware.com'
  Subject: [hlds] Left 4 Dead 2 Demo Dedicated Server Available
 
  As you've already seen, the dedicated server files for the Left 4
  Dead 2 Demo are now available. The game name is left4dead2_demo.
  We're still doing some final checks for the client, but that should
  be going live soon.
 
  Jason
 
 
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Re: [hlds] No dedi files CoD MW2

2009-10-24 Thread Scott Marshall
As interesting and disappointing as it may be, i agree with Shane here,

The list is a list for the valve dedicated server, anything else will
clutter it up and make it hard to use for its purpose.

On Sun, Oct 25, 2009 at 2:34 AM, Steven Hartland kill...@multiplay.co.ukwrote:

 It is actually Valve related as its being launched on the steam
 platform, which on the sales page has nothing about this critical
 flaw. So letting potential server admins for this game know, who
 will be on this list, that there is going to be no server is a
 relevant point.

 Anyone not aware of this could buy the game, from steam, rightly
 assuming it works in the same manor as any other well designed
 FPS, especially given its heritage. The result being a total
 waste of their money, so the more people that are aware of this
 retarded decision by IW the better IMO.

 That's before you consider the fact that if IW are allowed to get
 away with this then others like Valve etc may think its also a
 good idea; and your next iteration of CS may also ditch the ability
 to run quality dedicated servers. I don't think anyone at Value
 would be quite that stupid, but 1 week ago I would have said the
 same thing about IW, and now look where we are!

 All gamers, both PC and console, need stick together and support
 each other, that means spreading the word about this utter failure.

 Hit IW the only place that will make them look up and think, their
 wallet! This needs as many customers as possible to be are aware of
 the facts, so they can avoid buying what will be one of the worst
 online FPS experience ever released on the PC platform :(

Regards
Steve

 - Original Message -
 From: Shane Arnold clontar...@iinet.net.au


  It's neither HLDS, SRCDS or VALVe related.


 
 This e.mail is private and confidential between Multiplay (UK) Ltd. and the
 person or entity to whom it is addressed. In the event of misdirection, the
 recipient is prohibited from using, copying, printing or otherwise
 disseminating it or any information contained in it.

 In the event of misdirection, illegible or incomplete transmission please
 telephone +44 845 868 1337
 or return the E.mail to postmas...@multiplay.co.uk.


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Re: [hlds] Any new CSS exploits?

2009-10-20 Thread Scott Marshall
You could use a proxy to forward your game data. This in turn would give you
a different ip.

I think this is where he is coming from =)

On Tue, Oct 20, 2009 at 10:10 PM, w4rezz w4r...@gmail.com wrote:

 You cant use proxy ingame lol

 2009/10/20 Bobby35ny bobby3...@gmail.com

  Started last week. Person comes in the server and boom the server
 crashes.
  No warning no nothing. Guy with the same ip does it all the time. Prolly
 a
  proxy, changes ip once hes nailed.
 
  -bobby
 
 
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Re: [hlds] Dos Attack Fix Plugin Updated

2009-05-04 Thread Scott
Thanks for the fix seams to be working. :D

On Sun, May 3, 2009 at 8:50 PM, Tony Paloma drunkenf...@hotmail.com wrote:

 Hey all,

 Since there seems to be a script kiddie going around and abusing A2C_PRINT
 I've updated my DoS Attack Fix plugin to block A2C_PRINT spam. The plugin
 is
 a Valve server plugin, and does not require metamod or Sourcemod. It can be
 loaded in the middle of a game with no noticeable load time. You can
 download it from my website:
 http://www.sourceop.com/modules.php?name=Downloadsd_op=viewdownloadcid=9

 Direct link:
 http://www.sourceop.com/modules.php?name=Downloadsd_op=getitlid=35

 Both Linux and Windows binaries are included. Extract the contents of the
 ZIP file to your addons directory.

 Here is an example from the HLDS list of what the update is designed to
 block:
 http://screencast.com/t/JRYs3LglN

 Contents of the README file:
 DoS Attack Fix
 Version: 3 for TF2
 Date: 5/3/09
 Creator: Drunken F00l, www.sourceop.com

 This plugin blocks the denial of service attacks released into the wild
 recently.

 Console commands:
 daf_status
  - Returns the status of the DoS Attack Fix plugin and prints the IP
 address
 of any blocked offenders
 daf_reset
  - Resets the banned IP list

 CVARs:
 daf_version
  - The version of the DoS Attack Fix plugin
 daf_enable
  - Enables the DoS Attack Fix plugin (defaults to on)
 daf_log
  - Enables logging of new attackers to file (defaults to off; saves to
 addons/daf/log.txt)
 daf_block_alla2cprint
  - Enables blocking of all A2C_PRINT packets (defaults to off)
 daf_block_a2cprint_spam
  - Enables blocking of high volumes of A2C_PRINT packets (defaults to on)
 daf_block_a2cprint_nonprintable
  - Enables blocking of A2C_PRINT packets with strange characters (defaults
 to on)


 I hope this helps!
  - Tony


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Re: [hlds] Important notice regarding the HLDS mailing lists

2009-02-11 Thread Scott
no this cant be happening.

2009/2/11 DontWannaName! dontwannaname...@yahoo.com

 Ya Burton has always been tonjohn. He must have forgoten to use his
 official email to post on here or something.




 
 From: Alex alexandrualexa...@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Monday, February 9, 2009 1:37:06 PM
 Subject: Re: [hlds] Important notice regarding the HLDS mailing lists

 de laBurton Johnsey sp.tonj...@gmail.comrăspunde laHalf-Life dedicated
 Win32 server mailing list hlds@list.valvesoftware.com
 is he real ? = from Burton ...

 2009/2/9 Evan Kaufman evan.kauf...@gmail.com

  Ditto, since that's really THE most useful thing about this list.
 
  On Mon, Feb 9, 2009 at 3:19 PM, Mike Stiehm mikesti...@gmail.com
 wrote:
 
   I would also like to know this
  
  
   On Feb 9, 2009, at 3:02 PM, Alec Sanger eclyp...@hotmail.com wrote:
  
   
Well, Burton. What about receiving notification of updates? Please
tell me we will still be able to receive these via email.
   
Thank you,
Alec Sanger
P: 248.941.3813
F: 313.286.8945
   
   
   
  
  
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Re: [hlds] Important notice regarding the HLDS mailing lists

2009-02-11 Thread Scott
oh great i just went and looked at the forums to see if they are that bad!
and yes they are. its a bunch of kids saying why my server no wrk on my
computor. ahhh valve why do you do this stuff to us. these emails were
vital to me they showed me that i wasn't alone in issues i was having and
gave me fixes normaily way before i had a problem. also over all, most
everyone on here knows what they are doing so it was a quick way i could
find out what was going on every day with out the spam of 12 year olds
asking how to run a server on there home computer over and over again.
er

2009/2/11 Scott scottish2c...@gmail.com

 no this cant be happening.

 2009/2/11 DontWannaName! dontwannaname...@yahoo.com

 Ya Burton has always been tonjohn. He must have forgoten to use his
 official email to post on here or something.




 
 From: Alex alexandrualexa...@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Monday, February 9, 2009 1:37:06 PM
 Subject: Re: [hlds] Important notice regarding the HLDS mailing lists

 de laBurton Johnsey sp.tonj...@gmail.comrăspunde laHalf-Life dedicated
 Win32 server mailing list hlds@list.valvesoftware.com
 is he real ? = from Burton ...

 2009/2/9 Evan Kaufman evan.kauf...@gmail.com

  Ditto, since that's really THE most useful thing about this list.
 
  On Mon, Feb 9, 2009 at 3:19 PM, Mike Stiehm mikesti...@gmail.com
 wrote:
 
   I would also like to know this
  
  
   On Feb 9, 2009, at 3:02 PM, Alec Sanger eclyp...@hotmail.com wrote:
  
   
Well, Burton. What about receiving notification of updates? Please
tell me we will still be able to receive these via email.
   
Thank you,
Alec Sanger
P: 248.941.3813
F: 313.286.8945
   
   
   
  
  
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Re: [hlds] Timeout fix plugin, v1.1 - Now with more left4dead support

2009-02-11 Thread Scott
sounds good! i will try this one out

On Tue, Feb 10, 2009 at 11:04 PM, Ignitor igni...@5e-community.com wrote:

 I'm going to give this a try tomorrow. Just had 2 full servers do it
 tonight. :-(

 On Tue, Feb 10, 2009 at 8:42 PM, Nephyrin Zey nephy...@doublezen.net
 wrote:

  After ~24hours of running the plugin, many people have reported
  experiencing *no* timeouts, and nobody has reported an issue. I'll go
  ahead and say that this is no longer experimental, though you should
  still use it with caution :-P
 
  Here's a 1.1 version of my plugin that has a left4dead compile, and
  includes public domain source code for those of you who are adverse to
  installing my undocumented binary blobs in their production servers.
 
  (note for source code: it's the stub_mm plugin with a cvar and a hook
  on CUploadGameStats::UploadGameStats, nothing more interesting than
  that)
 
  The l4d part of this is still experimental, so let me know if it works
  for you or you encounter issues.
 
  http://nephyrin.net/tools/NephDSU/NephDSU_v1.1-r1.zip
 
  To quote the 1.0 release:
 
   This is an MM:S plugin, that adds a cvar: neph_nostats.
   Setting neph_nostats to 1 blocks stats upload, which has been shown to
 be
  causing timeouts (or, at least, the most common cause).
  
   -nogamestats was shown to actually do what it says, tf_track_stats 0
 does
  nothing. So i made this. It hooks the game stats code and blocks it if
  neph_nostats is 1.
  
   To clarify: I'm not entirely sure this will work, but give it a try!
  Report back if things are/arn't working. And read the readme!!!
 
  - Neph
 
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Re: [hlds] TF2 Hacker

2008-11-21 Thread Scott Highland
I have a VAC ban on my record (hl1).I am not a hacker.
Banning me because I'm banned on a different system would be unjustified,
and accomplish absolutely nothing other than having 1 less player on your
server.

Like someone said, if you want to stop hackers from playing on your servers,
either catch them in the act or let VAC do its thing because there's no way
you'll ever know otherwise.

On Fri, Nov 21, 2008 at 6:23 AM, Dustin Wyatt [EMAIL PROTECTED]wrote:

 What did you say besides what boils down to I don't agree to prove
 that the logic is bullshit?


 On Fri, Nov 21, 2008 at 3:04 AM, tgnwells [EMAIL PROTECTED] wrote:
  Well I am someone who happens to be VAC banned on the HL1 engine, on the
  same account I keep all my Source engine games no less. FYI, I have
  never used hacks, so if you're going to ban me from your dedicated
  servers (which I probably won't even notice or care) you should at least
  know your logic is bullshit.
 
  Tony Paloma wrote:
  I'm definitely in favor. Banning people who cheated in other engines
 will
  suffice in the mean time.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Dustin Wyatt
  Sent: Thursday, November 20, 2008 3:04 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] TF2 Hacker
 
  That's not true, I actually can think of better deterrents but I don't
  think most people would be in favor of jail time for cheaters.
 
  On Thu, Nov 20, 2008 at 5:03 PM, Dustin Wyatt [EMAIL PROTECTED]
  wrote:
 
  If you hack on one engine, you're likely to hack on another.  Even if
  that wasn't true, I can't think of a better deterrent than thread of
  banning from all Valve games.
 
  On Thu, Nov 20, 2008 at 4:30 PM, tgnwells [EMAIL PROTECTED] wrote:
 
  That's a stupid idea. Hey, I'm vac banned on the HL1 engine, therefore
 I
  must hack in every game I own, right?
 
  Donnie Newlove wrote:
 
  Well, his VAC status does not look good for him so its true that he
 is
  a cheater, but he has probably not been caught by VAC on the Source
  engine.
 
  This plugin still does not exist yet, but when it does it will change
  that, I'm looking forward to it.
  http://www.vacbanned.com/plugin.php
 
  On Thu, Nov 20, 2008 at 1:10 AM, Ben B [EMAIL PROTECTED]
 
  wrote:
 
  So I wanted to play on my server, 18 poeple on it, filling up... so
 
  while I
 
  load, this hacker gets on with his aimbot/speed hack as sniper, and
  basically makes most people quit, there are only 5 people remaining
 
  when I
 
  get in game.
 
  You have no Idea how enraged I was over this, I told him I was
 giving
 
  his ID
 
  to anyone I can find, so here I go.
 
  nicknames: Pitty: like 1000? lol, [COTB]austantacious
  Steam Page: http://steamcommunity.com/profiles/76561197997419331
  STEAM_ID: STEAM_0:1:18576801
  IP: 24.2.199.151
 
  Please ban this pile of crap from all your servers until vac gets
 him
 
  or
 
  something D:.
 
  --
  From Ben B. (Goerge)
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Re: [hlds] Team Fortress 2 Update Available

2008-06-24 Thread Scott Tuttle
 you realize when the percentage doesnt change that means the file
 wasnt downloaded just verified. if it changes then that file was
 updated.

I would know this because of all the immense documentation on the hlds
update tool?  Why hit it at all if it wasn't updated?  Why bother reading it
period?



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Re: [hlds] Team Fortress 2 Update Available

2008-06-23 Thread Scott Tuttle
Why does my download look like this

1.  Fix the freaking percentage downloaded
2.  Does it appear I downloaded all those wave files?  Are you telling me
all those wave files have been updated?

Wish you would get your act together and fix this update tool.  At least it
hasn't crashed on me trying to update since I installed this server. (knock
on wood)  But I suspect I downloaded more content here than was really
updated.

I see you still updated gameinfo.txt  Glad source mod doesn't install with
it any longer.  But as I stated above I highly doubt it or 90% of the files
copied were changed.

15109236700.00% ./orangebox\tf\sound\vo\spy_specialcompleted07.wav
15109236700.00% ./orangebox\tf\sound\vo\spy_specialcompleted08.wav
15109236700.00% ./orangebox\tf\sound\vo\spy_specialcompleted09.wav
15109236700.00% ./orangebox\tf\sound\vo\spy_specialcompleted10.wav
15109236700.00% ./orangebox\tf\sound\vo\spy_specialcompleted11.wav
15109236700.00% ./orangebox\tf\sound\vo\spy_specialcompleted12.wav
15109236700.00% ./orangebox\tf\sound\vo\spy_standonthepoint01.wav
15109236700.00% ./orangebox\tf\sound\vo\spy_standonthepoint02.wav
15109236700.00% ./orangebox\tf\sound\vo\spy_standonthepoint03.wav
15109236700.00% ./orangebox\tf\sound\vo\spy_standonthepoint04.wav
15109236700.00% ./orangebox\tf\sound\vo\spy_thanks01.wav
15109236700.00% ./orangebox\tf\sound\vo\spy_thanks02.wav
15109236700.00% ./orangebox\tf\sound\vo\spy_thanks03.wav
15109236700.00% ./orangebox\tf\sound\vo\spy_thanksfortheheal01.wav
15109236700.00% ./orangebox\tf\sound\vo\spy_thanksfortheheal02.wav
15109236700.00% ./orangebox\tf\sound\vo\spy_thanksfortheheal03.wav
15109236700.00% ./orangebox\tf\sound\vo\spy_thanksfortheteleporter01.wav
15109236700.00% ./orangebox\tf\sound\vo\spy_thanksfortheteleporter02.wav
15109236700.00% ./orangebox\tf\sound\vo\spy_thanksfortheteleporter03.wav
15109236700.00% ./orangebox\tf\sound\vo\spy_yes01.wav
15109236700.00% ./orangebox\tf\sound\vo\spy_yes02.wav
15109236700.00% ./orangebox\tf\sound\vo\spy_yes03.wav
15109236700.00% ./orangebox\tf\sound\vo\test_one.wav
15109236700.00% ./orangebox\tf\sound\vo\test_two.wav
15109236700.00% ./orangebox\tf\sound\weapons\fx\nearmiss\bulletltor08.wav
15109236700.00% ./orangebox\tf\sound\weapons\fx\nearmiss\bulletltor09.wav
15109236700.00% ./orangebox\tf\sound\weapons\fx\nearmiss\bulletltor10.wav
15109236700.00% ./orangebox\tf\sound\weapons\fx\nearmiss\bulletltor11.wav
15109236700.00% ./orangebox\tf\sound\weapons\fx\nearmiss\bulletltor13.wav
15109236700.00% ./orangebox\tf\sound\weapons\fx\nearmiss\bulletltor14.wav
15109236700.00% ./orangebox\tf\sound\weapons\fx\rics\ric1.wav
15109236700.00% ./orangebox\tf\sound\weapons\fx\rics\ric2.wav
15109236700.00% ./orangebox\tf\sound\weapons\fx\rics\ric3.wav
15109236700.00% ./orangebox\tf\sound\weapons\fx\rics\ric4.wav
15109236700.00% ./orangebox\tf\sound\weapons\fx\rics\ric5.wav
15109236700.00% ./orangebox\tf\sound\weapons\axe_hit_flesh1.wav
15109236700.00% ./orangebox\tf\sound\weapons\axe_hit_flesh2.wav
15109236700.00% ./orangebox\tf\sound\weapons\axe_hit_flesh3.wav
15109236700.00% ./orangebox\tf\sound\weapons\bat_draw.wav
15109236700.00% ./orangebox\tf\sound\weapons\bat_draw_swoosh1.wav
15109236700.00% ./orangebox\tf\sound\weapons\bat_draw_swoosh2.wav
15109236700.00% ./orangebox\tf\sound\weapons\bat_hit.wav
15109236700.00% ./orangebox\tf\sound\weapons\blade_hit1.wav
15109236700.00% ./orangebox\tf\sound\weapons\blade_hit2.wav
15109236700.00% ./orangebox\tf\sound\weapons\blade_hit3.wav
15109236700.00% ./orangebox\tf\sound\weapons\blade_hit4.wav
15109236700.00% ./orangebox\tf\sound\weapons\blade_hitworld.wav
15109236700.00% ./orangebox\tf\sound\weapons\bottle_break.wav
15109236700.00% ./orangebox\tf\sound\weapons\bottle_broken_hit_flesh1.wav
15109236700.00% ./orangebox\tf\sound\weapons\bottle_broken_hit_flesh2.wav
15109236700.00% ./orangebox\tf\sound\weapons\bottle_broken_hit_flesh3.wav
15109236700.00% ./orangebox\tf\sound\weapons\bottle_broken_hit_world1.wav
15109236700.00% ./orangebox\tf\sound\weapons\bottle_broken_hit_world2.wav
15109236700.00% ./orangebox\tf\sound\weapons\bottle_broken_hit_world3.wav
15109236700.00% ./orangebox\tf\sound\weapons\bottle_hit1.wav
15109236700.00% ./orangebox\tf\sound\weapons\bottle_hit2.wav
15109236700.00% ./orangebox\tf\sound\weapons\bottle_hit3.wav
15109236700.00% ./orangebox\tf\sound\weapons\bottle_hit_flesh1.wav
15109236700.00% ./orangebox\tf\sound\weapons\bottle_hit_flesh2.wav
15109236700.00% ./orangebox\tf\sound\weapons\bottle_hit_flesh3.wav
15109236700.00% ./orangebox\tf\sound\weapons\bottle_intact_hit_flesh1.wav
15109236700.00% ./orangebox\tf\sound\weapons\bottle_intact_hit_flesh2.wav
15109236700.00% ./orangebox\tf\sound\weapons\bottle_intact_hit_flesh3.wav
15109236700.00% ./orangebox\tf\sound\weapons\bottle_intact_hit_world1.wav
15109236700.00% ./orangebox\tf\sound\weapons\bottle_intact_hit_world2.wav
15109236700.00% ./orangebox\tf\sound\weapons\cbar_hit1.wav
15109236700.00% 

Re: [hlds] Master Server List

2008-06-22 Thread Scott Tuttle
I was off the list found it was because of sv_tags

I fixed that.  Was on the list.  Now appears I am off the list again.  Does
changing the server name make you have to do heartbeat?

What is so hard about just returning a list of ip addresses to the client?
It is not like my ip address changed.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Olly
Sent: Sunday, June 22, 2008 11:10 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Master Server List

custom tab?

if not, try typing 'heartbeat' into the server console (Without quotes ofc)

2008/6/22 Clyde cide [EMAIL PROTECTED]:

 Hi,

 Since the update my servers have not shown up in the master server list.
My
 server have stayed full but still not in the list. I also see that the
over
 all list appears to be down some what. I am wondering if any one knows
 about
 this or is experiencing it themselves. I did run the server update twice
to
 make sure I didn't miss anything.

 Thanks
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Re: [hlds] Master Server List

2008-06-22 Thread Scott Tuttle
Refresh the list once get 895 servers.  Refresh again get 905.  Refresh
again get 915.

Come back a few minutes later refresh get a low number like 898.  Refresh
again get higher numbers.  Rinse repeat.  Something doesn't seem right with
this  I understand servers can go down.  Or maybe it is because of map
changes.  Anyways I tried heartbeat.  Our server doesn't show on the list at
all right now and I have no sv_tags.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Olly
Sent: Sunday, June 22, 2008 11:10 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Master Server List

custom tab?

if not, try typing 'heartbeat' into the server console (Without quotes ofc)

2008/6/22 Clyde cide [EMAIL PROTECTED]:

 Hi,

 Since the update my servers have not shown up in the master server list.
My
 server have stayed full but still not in the list. I also see that the
over
 all list appears to be down some what. I am wondering if any one knows
 about
 this or is experiencing it themselves. I did run the server update twice
to
 make sure I didn't miss anything.

 Thanks
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Re: [hlds] Master Server List

2008-06-22 Thread Scott Tuttle
Tried 56K no go.

 Your internet speed setting in Steam might be set too high. If your 
 router/modem can't handle the amount of connections going out you won't 
 get the entire list of servers. Try setting your internet speed to 56k 
 and try again.

I don't.

 I get 2489 servers when i look




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Re: [hlds] affinity issue

2008-06-18 Thread Scott Tuttle
The problem on windows as it was for me if I didn't set affinity they would
all auto bind to core 1.  Causing the second core to not be used at all.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of localhost
Sent: Wednesday, June 18, 2008 11:05 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] affinity issue


I know this is the win32 list, but to compare and contrast, I get 1/2
second freezes on linux if I _DO_ set affinity

We noticed the server jumping cores every few minutes via gkrellm, so we
set affinity... and got freezes every few minutes instead.  By contrast if
we leave scheduling up to the machine it'll jump cores (if we have 2
servers running, they swap cores) but stay smooth

On Tue, 17 Jun 2008 22:41:28 -0400, Scott Tuttle [EMAIL PROTECTED]
wrote:
 I have been setting affinity for a long time now.  For the past couple
 years.  The problem started a long time ago.  I found the only solution
 was
 just to set the affinity.
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
 Sent: Tuesday, June 17, 2008 9:14 PM
 To: [EMAIL PROTECTED]; 'Half-Life dedicated Win32 server mailing
 list'
 Subject: Re: [hlds] affinity issue
 
 I'm having the same problems on one linux server.
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
 Sent: Wednesday, 18 June 2008 10:50 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] affinity issue
 
 
   I've been having an issue with my servers since the beta was
 released.  I have to set them to a single core otherwise I get tons of
 time-outs, round-restart lag/crashes, map change crashes etc.  I have
 uninstalled all mods, tried different providers and still experience the
 same issues until I can get them to set the server to a single core.
 Does anyone else running window servers experience this?
 
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Re: [hlds] Team Fortress 2 Update Released

2008-06-17 Thread Scott Tuttle
I am getting the following too.  It has been a while since I last tried to
install a tf2 server.  It was doing this during the last release.  Is there
some new freaking magic secret to getting a good download of tf2???

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert Whelan
Sent: Wednesday, June 11, 2008 9:09 PM
To: Half-Life dedicated Win32 server mailing list;
[EMAIL PROTECTED]; [EMAIL PROTECTED]
Subject: Re: [hlds] Team Fortress 2 Update Released

After the last 2 updates I've been seeing winsock errors whenever verify all
is ran, as far as I can tell i'm up-to-date. I see the message across all my
servers on both win2k3 and vista. The last few lines in the update read:
...
Checking/Installing 'Team Fortress 2 Dedicated Server' version 41
blablabla...
2728571800.00%  c:\srcds/orangebox\hlds_steamgames.vdf
2728571800.00%  c:\srcds/orangebox\srcds.exe
Connection Reset, WinSock Error 10054 Connection reset by peer
C:\SRCDStime/t
07:52 PM
Press any key to continue . . .
=
C:\Windows\system32cd C:\srcds\
C:\SRCDShldsupdatetool -command version -dir c:\srcds
Bootstrapper version: 30
Versions installed in 'c:\srcds':
    Source Dedicated Server: 94
    Base Source Shared Materials: 8
    Base Source Shared Models: 4
    Base Source Shared Sounds: 4
    Counter-Strike Source Shared Content: 68
    Day of Defeat Source Base Content: 24
    Team Fortress 2 Dedicated Server: 41
    Half-Life 2 Deathmatch: 35
    Team Fortress 2 Content: 49
    Team Fortress 2 Materials: 16
Press any key to continue . . .

20:02:47 Protocol version 14
 Exe version 1.0.3.1 (tf)
 Exe build: 13:51:37 Jun 11 2008 (3504) (440)



- Original Message 
From: Jason Ruymen [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com; [EMAIL PROTECTED];
[EMAIL PROTECTED]
Sent: Wednesday, June 11, 2008 7:28:23 PM
Subject: [hlds] Team Fortress 2 Update Released

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

- Allow Mods to set which ConVars control the sv_tags settings
-Support custom Russian TF2 fonts

Jason


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Re: [hlds] affinity issue

2008-06-17 Thread Scott Tuttle
I have been setting affinity for a long time now.  For the past couple
years.  The problem started a long time ago.  I found the only solution was
just to set the affinity.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
Sent: Tuesday, June 17, 2008 9:14 PM
To: [EMAIL PROTECTED]; 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] affinity issue

I'm having the same problems on one linux server. 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Wednesday, 18 June 2008 10:50 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] affinity issue


  I've been having an issue with my servers since the beta was 
released.  I have to set them to a single core otherwise I get tons of 
time-outs, round-restart lag/crashes, map change crashes etc.  I have 
uninstalled all mods, tried different providers and still experience the 
same issues until I can get them to set the server to a single core.  
Does anyone else running window servers experience this?

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Re: [hlds] Team Fortress 2 Update Coming

2008-04-29 Thread Scott D
Yep, crashing after a minute or so.

On Tue, Apr 29, 2008 at 6:25 PM, Dustin Wyatt [EMAIL PROTECTED]
wrote:

 Yes, mine just freezes after a few second.

 -Dustin

 On Tue, Apr 29, 2008 at 8:17 PM, P. Bhandal [EMAIL PROTECTED] wrote:
  Anyone else having problems with their servers crashing?
 
 
 
   On Tue, Apr 29, 2008 at 6:13 PM, James McKenna [EMAIL PROTECTED]
 wrote:
 
Also, are there official patch notes?
   
On Tue, Apr 29, 2008 at 6:07 PM, James McKenna [EMAIL PROTECTED]
wrote:
   
 It is? My client isn't updating (restarted numerous times)


 On Tue, Apr 29, 2008 at 6:04 PM, 1nsane . [EMAIL PROTECTED]
 wrote:

  It's out!
 
  On Tue, Apr 29, 2008 at 8:57 PM, DontWannaName! 
  [EMAIL PROTECTED]
  wrote:
 
   You scared me there haha. Thought it said it was out :P Engi
  achievements
   FTW!
  
  
   - Original Message 
   From: Tom Leighton [EMAIL PROTECTED]
   To: Half-Life dedicated Win32 server mailing list 
   hlds@list.valvesoftware.com
   Sent: Tuesday, April 29, 2008 5:52:34 PM
   Subject: Re: [hlds] Team Fortress 2 Update Coming
  
   I'm waiting
  
  
  
  
  
  
  
   
  
   Jason Ruymen wrote:
The long-waited required Team Fortress 2 update will be
 arriving
  soon.
Should be live in about an hour from now.
   
Jason
   
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[hlds] Couter-Strike:Source Gun and Arm model stutter

2008-01-17 Thread Scott Haligowski
--
[ Picked text/plain from multipart/alternative ]
I just got my server up and running and noticed that the players arm and gun
models bounce or vibrate back and forth while playing. I think i am missing
somehting obvious but can think of it.
Any help would be great. I also would like to thank all of you for some of
the information that I have found reading the list. It has helped resolve
some issues.
Server address is 69.12.92.186:27015 if any one would like to see it for
them selves. You only notice it when watching another player move around or
after your dead.
Thanks Again
Scott
--

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RE: [hlds] TeamFortress 2 dedicated server update

2007-11-07 Thread Scott Tuttle
U..

Why are you updating gameinfo.txt with the exact same file that was pushed
out in the last update?

For the love of everything good implement the whitelist update change I
suggested or just don't update files such as this one unless a change REALLY
happened and needs to be pushed out



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Wednesday, November 07, 2007 10:23 PM
To: hlds@list.valvesoftware.com; [EMAIL PROTECTED]
Subject: [hlds] TeamFortress 2 dedicated server update

A required update for Team Fortress 2 and it's dedicated have been
released.  Please run the hldsupdatetool to update your server.  The
specific changes include:

- Improved paged pool memory tracking
- Fixed crash on importing spray logo that claimed to be a valid jpeg
file, but wasn't
- Fixed Medic's uber-charge stats tracking
- Fixed a bug in scoring Engineer building destruction
- Engineers no longer earn points for using their own teleporters
- Freezepanel hud improvements now trigger on usage of the jpeg
command
- Fixed Spies exploit enabling them to attack while disguising, without
losing disguise
- Fixed Spies being able to attach sappers through thin walls
- Fixed several melee weapon switching exploits
- Fixed exploit that allowed players to teleport with the intelligence
- Fixed a client crash related to MP3 playing
- Improved client handling of stats when a connection couldn't be made
to the stat servers. Fixes several cases of stat loss



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RE: [hlds] TeamFortress 2 dedicated server update

2007-11-07 Thread Scott Tuttle
I am getting Failed to load the launcher DLL.  Specified module could not
be found. now after the update when I try to launch tf2.  Clearly the
appropriate move is to shut my tf2 server down until 6 months pass so maybe
that you have worked out some of the bugs.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Wednesday, November 07, 2007 10:23 PM
To: hlds@list.valvesoftware.com; [EMAIL PROTECTED]
Subject: [hlds] TeamFortress 2 dedicated server update

A required update for Team Fortress 2 and it's dedicated have been
released.  Please run the hldsupdatetool to update your server.  The
specific changes include:

- Improved paged pool memory tracking
- Fixed crash on importing spray logo that claimed to be a valid jpeg
file, but wasn't
- Fixed Medic's uber-charge stats tracking
- Fixed a bug in scoring Engineer building destruction
- Engineers no longer earn points for using their own teleporters
- Freezepanel hud improvements now trigger on usage of the jpeg
command
- Fixed Spies exploit enabling them to attack while disguising, without
losing disguise
- Fixed Spies being able to attach sappers through thin walls
- Fixed several melee weapon switching exploits
- Fixed exploit that allowed players to teleport with the intelligence
- Fixed a client crash related to MP3 playing
- Improved client handling of stats when a connection couldn't be made
to the stat servers. Fixes several cases of stat loss



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RE: [hlds] Update overwrite

2007-11-06 Thread Scott Tuttle
How about its not nice to stomp around in my house without my permission.

If the files don't really need updating then don't update them.  I am
certain that valve doesn't have any major breaking changes with the
mapcycle.txt file that will stop the server from running properly.  Maybe
gameinfo.txt but probably not.  Clearly also maplist.txt changes are not
critically causing problems with an update.

Good customer service by leaving these files alone is a much better option.

Another option is to allow the server operator to create a file which lists
files for the update process to leave alone.  If one of the files listed in
this process needs to be updated it should place the new file into a manual
update folder where the server operator can then find out what is different
and if it really needs updating.

Fixing the updater so that it works properly would be nice as well.  Maybe a
little notice that some files must be updated manually please check the
manual update folder for new files at the end if it couldn't copy over a
file because of the leave alone list.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andreas Grimm
Sent: Tuesday, November 06, 2007 3:52 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Update overwrite

you could use a simple batch script to handle this...

here an example:
---
rem backup the four files
cd cstrike
copy /Y gameinfo.txt ..
copy /Y motd.txt ..
copy /Y mapcycle.txt ..
copy /Y maplist.txt ..
cd ..

rem run updatetool, get some winsock errors and overwrite my files
hldsupdatetool -command update -game Counter-Strike Source -dir .

rem backup my cake
copy /Y gameinfo.txt cstrike
copy /Y motd.txt cstrike
copy /Y mapcycle.txt cstrike
copy /Y maplist.txt cstrike
pause
---

done ;P

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 [??R] The-/iller
 Sent: Tuesday, November 06, 2007 9:32 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Update overwrite

 When you update your server it overwrites mapcycle, maplist,
 and motd. I can understand maplist and somewhat understand
 mapcycle. But why does the update have to overwrite motd?
 Could this possibly be removed from the update processing? I
 know theres ways around this but point being, Valve why?

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RE: [hlds] Update overwrite

2007-11-06 Thread Scott Tuttle
Sounds on par for many companies attitude about the product they put out
nowadays. :D

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Yo Mama's A Chump
Sent: Tuesday, November 06, 2007 7:06 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Update overwrite

How about Valve does not give a crap what you think? What have you done for
them? Write a batch file, use the little app that re-launches the updater
until it actually completes and just be happy that those are the only
workarounds that you have to use to gain the privilege of running a server
so Valve can make money.


On 11/6/07 5:03 PM, Scott Tuttle [EMAIL PROTECTED] wrote:

 How about its not nice to stomp around in my house without my permission.

 If the files don't really need updating then don't update them.  I am
 certain that valve doesn't have any major breaking changes with the
 mapcycle.txt file that will stop the server from running properly.  Maybe
 gameinfo.txt but probably not.  Clearly also maplist.txt changes are not
 critically causing problems with an update.

 Good customer service by leaving these files alone is a much better
option.

 Another option is to allow the server operator to create a file which
lists
 files for the update process to leave alone.  If one of the files listed
in
 this process needs to be updated it should place the new file into a
manual
 update folder where the server operator can then find out what is
different
 and if it really needs updating.

 Fixing the updater so that it works properly would be nice as well.  Maybe
a
 little notice that some files must be updated manually please check the
 manual update folder for new files at the end if it couldn't copy over a
 file because of the leave alone list.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Andreas Grimm
 Sent: Tuesday, November 06, 2007 3:52 PM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Update overwrite

 you could use a simple batch script to handle this...

 here an example:
 ---
 rem backup the four files
 cd cstrike
 copy /Y gameinfo.txt ..
 copy /Y motd.txt ..
 copy /Y mapcycle.txt ..
 copy /Y maplist.txt ..
 cd ..

 rem run updatetool, get some winsock errors and overwrite my files
 hldsupdatetool -command update -game Counter-Strike Source -dir .

 rem backup my cake
 copy /Y gameinfo.txt cstrike
 copy /Y motd.txt cstrike
 copy /Y mapcycle.txt cstrike
 copy /Y maplist.txt cstrike
 pause
 ---

 done ;P

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 [??R] The-/iller
 Sent: Tuesday, November 06, 2007 9:32 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Update overwrite

 When you update your server it overwrites mapcycle, maplist,
 and motd. I can understand maplist and somewhat understand
 mapcycle. But why does the update have to overwrite motd?
 Could this possibly be removed from the update processing? I
 know theres ways around this but point being, Valve why?

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RE: [hlds] Team Fortress 2 Server Install Questions

2007-10-30 Thread Scott Tuttle
I already did and it did not help.  I cannot use -verify_all it will not get
past the first block of downloads.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kerry Dorsey
Sent: Tuesday, October 30, 2007 2:19 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Team Fortress 2 Server Install Questions

The only time we've had missing files was immediately following a
Connection reset by peer event. Every time3, we followed up with
another -verify_all update and everything returned to normal. No .blob
deletion required. Granted, we probably had 5-10 successive failures,
but once it updated completely, all was good.

One other interesting note...

During the height of the Connection reset errors, at Alfred's request,
I ran -command ticketexplorer to generate some debug data. It revealed
a Steam authentication error, which shouldn't be of issue since we all
now use anonymous auth for the servers. On a whim, I added the -username
and -password fields to the update command for a valid Steam account and
the error went away. Interesting...

Scott, you might want to consider adding auth info to your update
command.



Kerry

- -Original Message-
- From: [EMAIL PROTECTED] [mailto:hlds-
- [EMAIL PROTECTED] On Behalf Of Scott Tuttle
- Sent: Sunday, October 28, 2007 12:23 AM
- To: hlds@list.valvesoftware.com
- Subject: RE: [hlds] Team Fortress 2 Server Install Questions
-
- Yes I do not think it is all downloaded.  Connection reset by peer
I
- did
- not notice it because I usually run from a shortcut but I suspected
it
- was
- not downloading everything and ran it from an open cmd window. :/
-
- -Original Message-
- From: [EMAIL PROTECTED]
- [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
- gaming.com
- Sent: Saturday, October 27, 2007 11:41 PM
- To: hlds@list.valvesoftware.com
- Subject: RE: [hlds] Team Fortress 2 Server Install Questions
-
- Exactly.
-
- As per the person with the problem:  There must be a problem with
your
- install.  Run the installer again with a -verify_all flag or scrub
the
- .blob file and try again.
-
-  Not to mention that the new scrds isn't the same server, it's built
- off
-  the
-  new source stuff. Just install it into it's own directory, what's
- the
-  point
-  of having them both in the same, except for saving space. But if
you
- can't
-  space that space you need to delete something or buy more space
from
- your
-  provider.
- 
-  -Original Message-
-  From: [EMAIL PROTECTED]
-  [mailto:[EMAIL PROTECTED] On Behalf Of
-  [EMAIL PROTECTED]
-  Sent: Saturday, October 27, 2007 10:10 PM
-  To: hlds@list.valvesoftware.com
-  Subject: Re: [hlds] Team Fortress 2 Server Install Questions
- 
-  It's a standalone directory.  The HLDS Update Tool will
- automatically
-  force the download of these two directories at the same level:  hl2
- and
-  orangebox.  Inside of orangebox will be the srcds_run and
srcds_i486
- you
-  need to operate the server.  Sadly, the orangebox name is FORCED
- despite
-  our cries.  I would assume since they are even forcing separate
- required
-  directories at the same outer root level that they are going to be
- using
-  some sort of share of content between future 'orangebox' games.
- Good
-  luck, it's a headache.
- 
-  Exactly how is a person suppose to install a TF2 dedicated server
?
- 
-  Are was suppose to update a css server and then update a tf2
server
- into
-  the
-  same directory?  Because after doing an update for tf2 i.e
-  HldsUpdateTool.exe -game tf -command update -dir D:\server\tf
-  -verify_all
- 
-  There is no srcds.exe
- 
-  If this is what we are suppose to do now to update a tf2 server we
- are
-  suppose to update it for css and then update it for tf2??
- 
-  Seems little is gained by doing this new orange box method
- directory
-  structure.  Unless I just don't understand something properly.
- This is
-  entirely impossible.  But I have been looking around everywhere to
-  determine
-  how to setup a tf dedicated server.  I suppose I could just copy
- the css
-  ded
-  server files then copy the tf files over and try it out.  But I
- prefer
-  to
-  know exactly how it is suppose to be setup and also exactly how it
- is
-  suppose to be updated, straight from the horses mouth so to speak
- :)
- 
-  Thanks for any answers.
- 
-  Scott
- 
- 
- 
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- archives,
-  please visit:
-  http://list.valvesoftware.com/mailman/listinfo/hlds
- 
- 
- 
- 
-  ___
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- archives,
-  please visit:
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- 
-  __ NOD32 2620 (20071027) Information __
- 
-  This message was checked by NOD32 antivirus system.
-  http://www.eset.com

RE: [hlds] Workaround for hldsupdatetool's 'Connection reset by peer' error

2007-10-29 Thread Scott Tuttle
Would be nice if you would release the source :)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Masher
Sent: Monday, October 29, 2007 8:44 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] Workaround for hldsupdatetool's 'Connection reset by peer'
error

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I got tired of having to baby sit the install/update process and wrote this
little util.  It runs hldsupdatetool.exe and monitors the output of the
program.  If the updatetool errors out, it will restart the updatetool.
Hope it helps until the updatetool issue is resolved.



http://www.brainless.us/downloads.aspx?cid=12



Masher





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RE: [hlds] Team Fortress 2 Server Install Questions

2007-10-29 Thread Scott Tuttle
I would like people to expand on this a bit.

I have downloaded the tf2 multiple times and I would like to know if you
right-click go to properties exactly the number of files, folders, and the
size of the items in the location.

I have two different sets of values :/

Install #1
27955 Files
743 Folders
1,723,857,714 bytes

Install #2
27955 Files
741 Folders
1,723,206,097 bytes

I am grabbing a 3rd server right now.  This would be so much easier if the
tool was working :)  Same number of files but different numbers of folders.
I suspect this was due to the download pulling files into weird locations so
I tried to move the folders to where they should go so that it would be
correct.  Maybe the 3rd server will shed some light on where things go.  If
they come down properly. :/

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Scott Tuttle
Sent: Saturday, October 27, 2007 10:24 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Team Fortress 2 Server Install Questions

Exactly how is a person suppose to install a TF2 dedicated server ?

Are was suppose to update a css server and then update a tf2 server into the
same directory?  Because after doing an update for tf2 i.e
HldsUpdateTool.exe -game tf -command update -dir D:\server\tf -verify_all

There is no srcds.exe

If this is what we are suppose to do now to update a tf2 server we are
suppose to update it for css and then update it for tf2??

Seems little is gained by doing this new orange box method directory
structure.  Unless I just don't understand something properly.  This is
entirely impossible.  But I have been looking around everywhere to determine
how to setup a tf dedicated server.  I suppose I could just copy the css ded
server files then copy the tf files over and try it out.  But I prefer to
know exactly how it is suppose to be setup and also exactly how it is
suppose to be updated, straight from the horses mouth so to speak :)

Thanks for any answers.

Scott



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RE: [hlds] Team Fortress 2 Server Install Questions

2007-10-29 Thread Scott Tuttle
Trying again.

I am going to do exactly what you suggest with your exact command lines.

However I suspect it will fail and then the -verify_all for me will cause it
to never get past the first section of downloads.

At this point it seems I cannot use -verify_all

I have been doing this in a batch file...

HldsUpdateTool.exe -game tf -command update -dir . -retry
Pause

But I updated the batch file to just this just for giggles

cd D:\stage\tf2_test
HldsUpdateTool.exe -command update -game tf -verify_all -dir
d:\stage\tf2_test
Pause

We shall see but I do not have high hopes...




-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert Whelan
Sent: Monday, October 29, 2007 4:17 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2 Server Install Questions

--
[ Picked text/plain from multipart/alternative ]
Since the v22.mst update its worked fine for me as long as I've kept the
tool in the root dir as I've commented on many occassions. I've chosen to
keep it simple and haven't had trouble since.

-command update -game tf -verify_all -dir c:\srcds1
-command update -game tf -verify_all -dir c:\srcds2
-command update -game tf -verify_all -dir c:\srcds3

etc.

Tool resides in root ie; srcds1,2,3

Not sure why people feel the need to move the tool around... \updater

Anyways..


- Original Message 
From: Scott Tuttle [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Monday, October 29, 2007 2:57:21 PM
Subject: RE: [hlds] Team Fortress 2 Server Install Questions

Thank you for the tip.  I ended up moving the hldsupdatetool into the
directory where I was downloading and now I just use dir .

It seems to be working.  I downloaded a 3rd server which also has different
stats than the other two.

Now I am downloading a 4th so I can compare it to eh 3rd.

It would be nice if Valve respond about these issues and when a fix might be
arriving.  Hard to understand why it stopped working correctly.  Maybe they
could source code control to compare what has changed and correct it.   I
suppose it is possible that some other infrastructure change has broken the
update process.  But a file to download files doesn't seem like should be
that difficult.  Even with new games hard to imagine its difficult to break.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason
Sent: Monday, October 29, 2007 1:42 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Team Fortress 2 Server Install Questions


I agree this could stand to be fixed on Valve's side.  A previous poster to
this list discovered the workaround:

cd \
cd updater
HldsUpdateTool.exe -command update -game tf -dir C:\tf2 -retry

This is my script, where HldsUpdateTool.exe is located in C:\updater.   The
game directory is in C:\tf2.

Notice that HldsUpdateTool.exe must be called in the directory it resides
in.  Otherwise, the tf folder is downloaded to \tf rather than
\orangebox\tf.

Testing on my end shows that if HldsUpdateTool.exe is not called from the
directory it resides in, it will download files correctly until the first
connection reset error.  Every subsequent attempt will download the tf
folder to the wrong location.

- Jason


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Scott Tuttle
Sent: Monday, October 29, 2007 2:19 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Team Fortress 2 Server Install Questions

I would like people to expand on this a bit.

I have downloaded the tf2 multiple times and I would like to know if you
right-click go to properties exactly the number of files, folders, and the
size of the items in the location.

I have two different sets of values :/

Install #1
27955 Files
743 Folders
1,723,857,714 bytes

Install #2
27955 Files
741 Folders
1,723,206,097 bytes

I am grabbing a 3rd server right now.  This would be so much easier if the
tool was working :)  Same number of files but different numbers of folders.
I suspect this was due to the download pulling files into weird locations so
I tried to move the folders to where they should go so that it would be
correct.  Maybe the 3rd server will shed some light on where things go.   If
they come down properly. :/



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RE: [HLDS] Workaround for hldsupdatetool's 'Connection reset by peer' error (Scott Tuttle)

2007-10-29 Thread Scott Tuttle
So I update forever :)  Nice

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kevin Karan
Sent: Monday, October 29, 2007 4:54 PM
To: hlds@list.valvesoftware.com
Subject: RE: [HLDS] Workaround for hldsupdatetool's 'Connection reset by
peer' error (Scott Tuttle)

ERm
:updateloop
Hldsupdatetool -blabla
goto updateloop


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RE: [hlds] Team Fortress 2 Server Install Questions

2007-10-29 Thread Scott Tuttle
So far I have downloaded 5 different servers.

All of which have the same amount of files.  One of which has 2 extra
directories.

None of which show the same amount of bytes of data...

Valve please give me an indication you are looking at this..

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Scott Tuttle
Sent: Monday, October 29, 2007 4:34 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Team Fortress 2 Server Install Questions

Trying again.

I am going to do exactly what you suggest with your exact command lines.

However I suspect it will fail and then the -verify_all for me will cause it
to never get past the first section of downloads.

At this point it seems I cannot use -verify_all

I have been doing this in a batch file...

HldsUpdateTool.exe -game tf -command update -dir . -retry
Pause

But I updated the batch file to just this just for giggles

cd D:\stage\tf2_test
HldsUpdateTool.exe -command update -game tf -verify_all -dir
d:\stage\tf2_test
Pause

We shall see but I do not have high hopes...




-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert Whelan
Sent: Monday, October 29, 2007 4:17 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2 Server Install Questions

--
[ Picked text/plain from multipart/alternative ]
Since the v22.mst update its worked fine for me as long as I've kept the
tool in the root dir as I've commented on many occassions. I've chosen to
keep it simple and haven't had trouble since.

-command update -game tf -verify_all -dir c:\srcds1
-command update -game tf -verify_all -dir c:\srcds2
-command update -game tf -verify_all -dir c:\srcds3

etc.

Tool resides in root ie; srcds1,2,3

Not sure why people feel the need to move the tool around... \updater

Anyways..


- Original Message 
From: Scott Tuttle [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Monday, October 29, 2007 2:57:21 PM
Subject: RE: [hlds] Team Fortress 2 Server Install Questions

Thank you for the tip.  I ended up moving the hldsupdatetool into the
directory where I was downloading and now I just use dir .

It seems to be working.  I downloaded a 3rd server which also has different
stats than the other two.

Now I am downloading a 4th so I can compare it to eh 3rd.

It would be nice if Valve respond about these issues and when a fix might be
arriving.  Hard to understand why it stopped working correctly.  Maybe they
could source code control to compare what has changed and correct it.   I
suppose it is possible that some other infrastructure change has broken the
update process.  But a file to download files doesn't seem like should be
that difficult.  Even with new games hard to imagine its difficult to break.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason
Sent: Monday, October 29, 2007 1:42 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Team Fortress 2 Server Install Questions


I agree this could stand to be fixed on Valve's side.  A previous poster to
this list discovered the workaround:

cd \
cd updater
HldsUpdateTool.exe -command update -game tf -dir C:\tf2 -retry

This is my script, where HldsUpdateTool.exe is located in C:\updater.   The
game directory is in C:\tf2.

Notice that HldsUpdateTool.exe must be called in the directory it resides
in.  Otherwise, the tf folder is downloaded to \tf rather than
\orangebox\tf.

Testing on my end shows that if HldsUpdateTool.exe is not called from the
directory it resides in, it will download files correctly until the first
connection reset error.  Every subsequent attempt will download the tf
folder to the wrong location.

- Jason


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Scott Tuttle
Sent: Monday, October 29, 2007 2:19 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Team Fortress 2 Server Install Questions

I would like people to expand on this a bit.

I have downloaded the tf2 multiple times and I would like to know if you
right-click go to properties exactly the number of files, folders, and the
size of the items in the location.

I have two different sets of values :/

Install #1
27955 Files
743 Folders
1,723,857,714 bytes

Install #2
27955 Files
741 Folders
1,723,206,097 bytes

I am grabbing a 3rd server right now.  This would be so much easier if the
tool was working :)  Same number of files but different numbers of folders.
I suspect this was due to the download pulling files into weird locations so
I tried to move the folders to where they should go so that it would be
correct.  Maybe the 3rd server will shed some light on where things go.   If
they come down properly. :/



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RE: [hlds] Team Fortress 2 Server Install Questions

2007-10-29 Thread Scott Tuttle
Thank you for the tip.  I ended up moving the hldsupdatetool into the
directory where I was downloading and now I just use dir .

It seems to be working.  I downloaded a 3rd server which also has different
stats than the other two.

Now I am downloading a 4th so I can compare it to eh 3rd.

It would be nice if Valve respond about these issues and when a fix might be
arriving.  Hard to understand why it stopped working correctly.  Maybe they
could source code control to compare what has changed and correct it.  I
suppose it is possible that some other infrastructure change has broken the
update process.  But a file to download files doesn't seem like should be
that difficult.  Even with new games hard to imagine its difficult to break.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason
Sent: Monday, October 29, 2007 1:42 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Team Fortress 2 Server Install Questions


I agree this could stand to be fixed on Valve's side.  A previous poster to
this list discovered the workaround:

cd \
cd updater
HldsUpdateTool.exe -command update -game tf -dir C:\tf2 -retry

This is my script, where HldsUpdateTool.exe is located in C:\updater.  The
game directory is in C:\tf2.

Notice that HldsUpdateTool.exe must be called in the directory it resides
in.  Otherwise, the tf folder is downloaded to \tf rather than
\orangebox\tf.

Testing on my end shows that if HldsUpdateTool.exe is not called from the
directory it resides in, it will download files correctly until the first
connection reset error.  Every subsequent attempt will download the tf
folder to the wrong location.

- Jason


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Scott Tuttle
Sent: Monday, October 29, 2007 2:19 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Team Fortress 2 Server Install Questions

I would like people to expand on this a bit.

I have downloaded the tf2 multiple times and I would like to know if you
right-click go to properties exactly the number of files, folders, and the
size of the items in the location.

I have two different sets of values :/

Install #1
27955 Files
743 Folders
1,723,857,714 bytes

Install #2
27955 Files
741 Folders
1,723,206,097 bytes

I am grabbing a 3rd server right now.  This would be so much easier if the
tool was working :)  Same number of files but different numbers of folders.
I suspect this was due to the download pulling files into weird locations so
I tried to move the folders to where they should go so that it would be
correct.  Maybe the 3rd server will shed some light on where things go.  If
they come down properly. :/



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RE: [hlds] Team Fortress 2 Server Install Questions

2007-10-29 Thread Scott Tuttle
I had hopes that it had been fixed.  The problem is still there. :(

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert Whelan
Sent: Monday, October 29, 2007 6:39 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2 Server Install Questions

--
[ Picked text/plain from multipart/alternative ]
Note: I see a new v23.mst was released...

I use a battch file as well:

date/t
time/t
hldsupdatetool -command update -game tf -retry -dir c:\srcds
time/t
@pause

BTW: I only use the verify all switch if I suspect something broken or was
missed.

17:34:01 Protocol version 12
 Exe version 1.0.0.6 (tf)
 Exe build: 16:55:12 Oct 23 2007 (3272)

C:\srcdsdate/t
Mon 10/29/2007
C:\srcdstime/t
05:35 PM
C:\srcdshldsupdatetool -command update -game tf -retry -dir c:\srcds
Checking bootstrapper version ...

Getting version 23 of Steam HLDS Update Tool
Downloading. . . . . . . . . . .

C:\HLSourcetime/t
05:35 PM

Press any key to continue . . . Checking bootstrapper version ...
Updating Installation

Checking/Installing 'Team Fortress 2 Content' version 13

Checking/Installing 'Team Fortress 2 Materials' version 6

Checking/Installing 'Base Source Shared Materials' version 8

Checking/Installing 'Base Source Shared Models' version 4

Checking/Installing 'Base Source Shared Sounds' version 4

Checking/Installing 'Team Fortress 2 Dedicated Server' version 11

HLDS installation up to date



- Original Message 
From: Scott Tuttle [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Monday, October 29, 2007 3:33:44 PM
Subject: RE: [hlds] Team Fortress 2 Server Install Questions

Trying again.

I am going to do exactly what you suggest with your exact command lines.

However I suspect it will fail and then the -verify_all for me will cause it
to never get past the first section of downloads.

At this point it seems I cannot use -verify_all

I have been doing this in a batch file...

HldsUpdateTool.exe -game tf -command update -dir . -retry
Pause

But I updated the batch file to just this just for giggles

cd D:\stage\tf2_test
HldsUpdateTool.exe -command update -game tf -verify_all -dir
d:\stage\tf2_test
Pause

We shall see but I do not have high hopes...




-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert Whelan
Sent: Monday, October 29, 2007 4:17 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2 Server Install Questions

--
[ Picked text/plain from multipart/alternative ]
Since the v22.mst update its worked fine for me as long as I've kept the
tool in the root dir as I've commented on many occassions. I've chosen to
keep it simple and haven't had trouble since.

-command update -game tf -verify_all -dir c:\srcds1
-command update -game tf -verify_all -dir c:\srcds2
-command update -game tf -verify_all -dir c:\srcds3

etc.

Tool resides in root ie; srcds1,2,3

Not sure why people feel the need to move the tool around... \updater

Anyways..


- Original Message 
From: Scott Tuttle [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Monday, October 29, 2007 2:57:21 PM
Subject: RE: [hlds] Team Fortress 2 Server Install Questions

Thank you for the tip.  I ended up moving the hldsupdatetool into the
directory where I was downloading and now I just use dir .

It seems to be working.  I downloaded a 3rd server which also has different
stats than the other two.

Now I am downloading a 4th so I can compare it to eh 3rd.

It would be nice if Valve respond about these issues and when a fix might be
arriving.  Hard to understand why it stopped working correctly.  Maybe they
could source code control to compare what has changed and correct it.  I
suppose it is possible that some other infrastructure change has broken the
update process.  But a file to download files doesn't seem like should be
that difficult.  Even with new games hard to imagine its difficult to break.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason
Sent: Monday, October 29, 2007 1:42 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Team Fortress 2 Server Install Questions


I agree this could stand to be fixed on Valve's side.  A previous poster to
this list discovered the workaround:

cd \
cd updater
HldsUpdateTool.exe -command update -game tf -dir C:\tf2 -retry

This is my script, where HldsUpdateTool.exe is located in C:\updater.  The
game directory is in C:\tf2.

Notice that HldsUpdateTool.exe must be called in the directory it resides
in.  Otherwise, the tf folder is downloaded to \tf rather than
\orangebox\tf.

Testing on my end shows that if HldsUpdateTool.exe is not called from the
directory it resides in, it will download files correctly until the first
connection reset error.  Every subsequent attempt will download the tf
folder to the wrong location.

- Jason


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED

RE: [hlds] Team Fortress 2 Server Install Questions

2007-10-28 Thread Scott Tuttle
Mine fails every single time it switches to a new group of downloads.

Checking/Installing 'Base Source Shared Sounds' version 4

Connection Reset, WinSock Error 10054 Connection reset by peer

Maybe this information will help valve figure out and fix the problem.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tim Renshaw
Sent: Sunday, October 28, 2007 8:21 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Team Fortress 2 Server Install Questions

Because we have found the update tool so unreiliable of late we have
been downloading a fresh install each time to a new dir.. then
deleting the blobs running the tool again with the verify switch
otherwise the scrds.exe is missing along with a load of the dll's
needed to run the server... This is the only safe methd we have found
until valve fix the bugs with the tool. We use batch files to run the
tool as we have many scrds installs so running the cmdline each time
is a pain in the arese.

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RE: [hlds] Team Fortress 2 Server Install Questions

2007-10-28 Thread Scott Tuttle
Using -verify_all will cause it to never get through.  You can run it 1 
thousand times.  Because once it verifies the first section of files it will 
crash.  Then -verify_all will start back at the beginning the next time you run 
it.  And crash yet again.

I guess this is why I updated 4 times but never got any of the necessary base 
files needed to run tf.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Scott Tuttle
Sent: Sunday, October 28, 2007 10:51 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Team Fortress 2 Server Install Questions

Mine fails every single time it switches to a new group of downloads.

Checking/Installing 'Base Source Shared Sounds' version 4

Connection Reset, WinSock Error 10054 Connection reset by peer

Maybe this information will help valve figure out and fix the problem.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tim Renshaw
Sent: Sunday, October 28, 2007 8:21 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Team Fortress 2 Server Install Questions

Because we have found the update tool so unreiliable of late we have
been downloading a fresh install each time to a new dir.. then
deleting the blobs running the tool again with the verify switch
otherwise the scrds.exe is missing along with a load of the dll's
needed to run the server... This is the only safe methd we have found
until valve fix the bugs with the tool. We use batch files to run the
tool as we have many scrds installs so running the cmdline each time
is a pain in the arese.

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[hlds] Team Fortress 2 Server Install Questions

2007-10-27 Thread Scott Tuttle
Exactly how is a person suppose to install a TF2 dedicated server ?

Are was suppose to update a css server and then update a tf2 server into the
same directory?  Because after doing an update for tf2 i.e
HldsUpdateTool.exe -game tf -command update -dir D:\server\tf -verify_all

There is no srcds.exe

If this is what we are suppose to do now to update a tf2 server we are
suppose to update it for css and then update it for tf2??

Seems little is gained by doing this new orange box method directory
structure.  Unless I just don't understand something properly.  This is
entirely impossible.  But I have been looking around everywhere to determine
how to setup a tf dedicated server.  I suppose I could just copy the css ded
server files then copy the tf files over and try it out.  But I prefer to
know exactly how it is suppose to be setup and also exactly how it is
suppose to be updated, straight from the horses mouth so to speak :)

Thanks for any answers.

Scott



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RE: [hlds] Team Fortress 2 Server Install Questions

2007-10-27 Thread Scott Tuttle
As I already stated there is no exe file at all in my tf2 download.  I
understand why the orangebox directory is there.  But I just updated and
there is no srcds.exe in any of the directories in my update download
location.

There must be something wrong with the download list or something because I
do not have enough content to run a game.  Like I said before unless I am
suppose to download a css server first?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
Sent: Saturday, October 27, 2007 11:10 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2 Server Install Questions

It's a standalone directory.  The HLDS Update Tool will automatically
force the download of these two directories at the same level:  hl2 and
orangebox.  Inside of orangebox will be the srcds_run and srcds_i486 you
need to operate the server.  Sadly, the orangebox name is FORCED despite
our cries.  I would assume since they are even forcing separate required
directories at the same outer root level that they are going to be using
some sort of share of content between future 'orangebox' games.  Good
luck, it's a headache.

 Exactly how is a person suppose to install a TF2 dedicated server ?

 Are was suppose to update a css server and then update a tf2 server into
 the
 same directory?  Because after doing an update for tf2 i.e
 HldsUpdateTool.exe -game tf -command update -dir D:\server\tf -verify_all

 There is no srcds.exe

 If this is what we are suppose to do now to update a tf2 server we are
 suppose to update it for css and then update it for tf2??

 Seems little is gained by doing this new orange box method directory
 structure.  Unless I just don't understand something properly.  This is
 entirely impossible.  But I have been looking around everywhere to
 determine
 how to setup a tf dedicated server.  I suppose I could just copy the css
 ded
 server files then copy the tf files over and try it out.  But I prefer to
 know exactly how it is suppose to be setup and also exactly how it is
 suppose to be updated, straight from the horses mouth so to speak :)

 Thanks for any answers.

 Scott



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RE: [hlds] Team Fortress 2 Server Install Questions

2007-10-27 Thread Scott Tuttle
Yes I do not think it is all downloaded.  Connection reset by peer I did
not notice it because I usually run from a shortcut but I suspected it was
not downloading everything and ran it from an open cmd window. :/

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
Sent: Saturday, October 27, 2007 11:41 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Team Fortress 2 Server Install Questions

Exactly.

As per the person with the problem:  There must be a problem with your
install.  Run the installer again with a -verify_all flag or scrub the
.blob file and try again.

 Not to mention that the new scrds isn't the same server, it's built off
 the
 new source stuff. Just install it into it's own directory, what's the
 point
 of having them both in the same, except for saving space. But if you can't
 space that space you need to delete something or buy more space from your
 provider.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
 Sent: Saturday, October 27, 2007 10:10 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Team Fortress 2 Server Install Questions

 It's a standalone directory.  The HLDS Update Tool will automatically
 force the download of these two directories at the same level:  hl2 and
 orangebox.  Inside of orangebox will be the srcds_run and srcds_i486 you
 need to operate the server.  Sadly, the orangebox name is FORCED despite
 our cries.  I would assume since they are even forcing separate required
 directories at the same outer root level that they are going to be using
 some sort of share of content between future 'orangebox' games.  Good
 luck, it's a headache.

 Exactly how is a person suppose to install a TF2 dedicated server ?

 Are was suppose to update a css server and then update a tf2 server into
 the
 same directory?  Because after doing an update for tf2 i.e
 HldsUpdateTool.exe -game tf -command update -dir D:\server\tf
 -verify_all

 There is no srcds.exe

 If this is what we are suppose to do now to update a tf2 server we are
 suppose to update it for css and then update it for tf2??

 Seems little is gained by doing this new orange box method directory
 structure.  Unless I just don't understand something properly.  This is
 entirely impossible.  But I have been looking around everywhere to
 determine
 how to setup a tf dedicated server.  I suppose I could just copy the css
 ded
 server files then copy the tf files over and try it out.  But I prefer
 to
 know exactly how it is suppose to be setup and also exactly how it is
 suppose to be updated, straight from the horses mouth so to speak :)

 Thanks for any answers.

 Scott



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 __ NOD32 2620 (20071027) Information __

 This message was checked by NOD32 antivirus system.
 http://www.eset.com



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RE: [hlds] [Fwd: [Fwd: NO GAS ON 15TH]]

2007-05-07 Thread Scott Tuttle
Stop with the urban myth perpetuation

http://www.snopes.com/politics/gasoline/nogas.asp

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlds-
 [EMAIL PROTECTED] On Behalf Of Dennis
 Sent: Monday, May 07, 2007 11:17 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] [Fwd: [Fwd: NO GAS ON 15TH]]





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RE: [hlds] Source Multiplayer Update Released

2007-03-12 Thread Scott Pettit
This is a multipart message in MIME format.
--
Mine have also gone into a crash loop and the debug.log is just showing the
command line I use to run the server and no useful information.

I don't have time to look at this at the moment though, hopefully someone
else can help.

--
CRASH: Tue Mar 13 14:46:32 NZDT 2007
Start Line: ./srcds_i686 +ip 58.28.96.41 -port 27015 -game cstrike
+maxplayers 16 +map cs_assault -tickrate 66 -autoupdate +mp_dynamicpricing 0
-debug
End of Source crash report
--
--
CRASH: Tue Mar 13 14:47:36 NZDT 2007
Start Line: ./srcds_i686 +ip 58.28.96.41 -port 27015 -game cstrike
+maxplayers 16 +map cs_assault -tickrate 66 -autoupdate +mp_dynamicpricing 0
-debug
End of Source crash report
--

-Scott


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Tuesday, 13 March 2007 2:38 p.m.
To: hlds@list.valvesoftware.com
Cc: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds] Source Multiplayer Update Released

Add -debug to the ./srcds_run command line to generate a debug.log to
help with solving this problem.

John wrote:
 and now my servers dont restart

 ./srcds_run: line 344:  1506 Segmentation fault  $HL_CMD
 Add -debug to the ./srcds_run command line to generate a debug.log
 to help with solving this problem
 Sat Dec  1 03:26:13 EST 2007: Server restart in 10 seconds
 Sat Dec  1 03:26:16 EST 2007: Server Quit


 On 3/12/07, Jason Ruymen [EMAIL PROTECTED] wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Required updates for Counter-Strike: Source, Day of Defeat: Source
 and
 Half-Life 2: Deathmatch have been released.  Please run
 hldsupdatetool
 to download these updates.  The specific changes include:

 - Improved multiplayer voice communication, now using a much clearer
 codec
 - First release of a completely reworked in game text chat to which
 now
 includes a chat history and a filter to only see important chat
 messages - Fixed not being able to use sounds, decals or models if
 they were
 downloaded from the server

 Jason

 --

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[ smime.p7s of type application/x-pkcs7-signature deleted ]
--

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RE: [hlds] Tell srcds which server.cfg to load?

2007-02-15 Thread Scott Tuttle
Clearly though you are not using the +servercfgfile test.cfg option to
start the server.  If you specify this then it will never go for server.cfg

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlds-
 [EMAIL PROTECTED] On Behalf Of Whisper
 Sent: Thursday, February 15, 2007 10:54 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Tell srcds which server.cfg to load?

 --
 [ Picked text/plain from multipart/alternative ]
 Here is the test I did:

 Deleted all files out of \srcds\Counter-Strike Source\cstrike\cfg\
 directory
 Ran a HldsUpdateTool.exe -command update -game Counter-Strike Source
 -verify_all
 Edited into every file in the \srcds\Counter-Strike Source\cstrike\cfg\
 directory say thefilenamehere loaded twice to make it easy to spot

 Important note: server.cfg is not created by running HLDSUpdatetool,
 you
 have to make it yourself.

 Then started SRCDS with this commandline:
 srcds.exe -console -game cstrike +mp_dynamicpricing 0 -tickrate 100
 +fps_max
 600 +maxplayers 12 +map de_dust +exec test.cfg

 After SRCDS loads I then execute a changelevel de_dust command via
 console

 As you can clearly see from the output below, console reports the files
 loading exactly as I state on my wiki.

 This is the console output I see:

 512.0 fps  0/12 on map  de_dust
 Console initialized.
 Game.dll loaded for Counter-Strike: Source
 maxplayers set to 32
 maxplayers set to 12
 Server logging enabled.
 Server logging data to file logs\L0216010.log
 L 02/16/2007 - 02:50:53: Log file started (file logs\L0216010.log)
 (game
 D:\srcds\Counter-Strike Source\cstrike) (version 2992)
 L 02/16/2007 - 02:50:53: server_cvar: mp_autoteambalance 0
 L 02/16/2007 - 02:50:53: server_cvar: mp_c4timer 35
 L 02/16/2007 - 02:50:53: server_cvar: mp_flashlight 1
 L 02/16/2007 - 02:50:53: server_cvar: mp_freezetime 15
 L 02/16/2007 - 02:50:53: server_cvar: mp_friendlyfire 1
 L 02/16/2007 - 02:50:53: server_cvar: mp_hostagepenalty 0
 L 02/16/2007 - 02:50:53: server_cvar: mp_limitteams 0
 L 02/16/2007 - 02:50:53: server_cvar: mp_maxrounds 0
 L 02/16/2007 - 02:50:53: server_cvar: mp_roundtime 1.75
 L 02/16/2007 - 02:50:53: server_cvar: mp_timelimit 0
 L 02/16/2007 - 02:50:53: server_cvar: mp_fraglimit 0
 Console: test.cfg loaded
 L 02/16/2007 - 02:50:53: Console0ConsoleConsole say
 test.cfgloaded
 Console: test.cfg loaded
 L 02/16/2007 - 02:50:53: Console0ConsoleConsole say
 test.cfgloaded
 Console: valve.rc loaded
 L 02/16/2007 - 02:50:53: Console0ConsoleConsole say
 valve.rcloaded
 Console: valve.rc loaded
 L 02/16/2007 - 02:50:53: Console0ConsoleConsole say
 valve.rcloaded
 Network: IP 172.25.255.2, mode MP, dedicated Yes, ports 27015 SV /
 27005 CL
 L 02/16/2007 - 02:50:53: server_cvar: sv_rollangle 0
 Console: game.cfg loaded
 L 02/16/2007 - 02:50:53: Console0ConsoleConsole say
 game.cfgloaded
 Console: game.cfg loaded
 L 02/16/2007 - 02:50:53: Console0ConsoleConsole say
 game.cfgloaded
 L 02/16/2007 - 02:50:53: Log file closed
 Server logging data to file logs\L0216011.log
 L 02/16/2007 - 02:50:53: Log file started (file logs\L0216011.log)
 (game
 D:\srcds\Counter-Strike Source\cstrike) (version 2992)
 L 02/16/2007 - 02:50:53: Loading map de_dust
 L 02/16/2007 - 02:50:53: server cvars start
 L 02/16/2007 - 02:50:53: mp_teamplay = 0
 L 02/16/2007 - 02:50:53: mp_fraglimit = 0
 L 02/16/2007 - 02:50:53: mp_falldamage = 0
 L 02/16/2007 - 02:50:53: mp_weaponstay = 0
 L 02/16/2007 - 02:50:53: mp_forcerespawn = 1
 L 02/16/2007 - 02:50:53: mp_footsteps = 1
 L 02/16/2007 - 02:50:53: mp_flashlight = 1
 L 02/16/2007 - 02:50:53: mp_autocrosshair = 1
 L 02/16/2007 - 02:50:53: decalfrequency = 10
 L 02/16/2007 - 02:50:53: mp_teamlist = hgrunt;scientist
 L 02/16/2007 - 02:50:53: mp_allowNPCs = 1
 L 02/16/2007 - 02:50:53: mp_friendlyfire = 1
 L 02/16/2007 - 02:50:53: sv_gravity = 800
 L 02/16/2007 - 02:50:53: sv_stopspeed = 100
 L 02/16/2007 - 02:50:53: sv_noclipaccelerate = 5
 L 02/16/2007 - 02:50:53: sv_noclipspeed = 5
 L 02/16/2007 - 02:50:53: sv_specaccelerate = 5
 L 02/16/2007 - 02:50:53: sv_specspeed = 3
 L 02/16/2007 - 02:50:53: sv_specnoclip = 1
 L 02/16/2007 - 02:50:53: sv_maxspeed = 320
 L 02/16/2007 - 02:50:53: sv_accelerate = 10
 L 02/16/2007 - 02:50:53: sv_airaccelerate = 10
 L 02/16/2007 - 02:50:53: sv_wateraccelerate = 10
 L 02/16/2007 - 02:50:53: sv_waterfriction = 1
 L 02/16/2007 - 02:50:53: sv_footsteps = 1
 L 02/16/2007 - 02:50:53: sv_rollspeed = 200
 L 02/16/2007 - 02:50:53: sv_rollangle = 0
 L 02/16/2007 - 02:50:53: sv_friction = 4
 L 02/16/2007 - 02:50:53: sv_bounce = 0
 L 02/16/2007 - 02:50:53: sv_stepsize = 18
 L 02/16/2007 - 02:50:53: r_VehicleViewDampen = 1
 L 02/16/2007 - 02:50:53: r_JeepViewDampenFreq = 7.0
 L 02/16/2007 - 02:50:53: r_JeepViewDampenDamp = 1.0
 L 02/16/2007 - 02:50:53: r_JeepViewZHeight = 10.0
 L 02/16/2007 - 02:50:53: r_AirboatViewDampenFreq = 7.0
 L 02/16/2007 - 02:50:53: r_AirboatViewDampenDamp = 1.0
 L 02/16/2007 - 02:50:53: r_AirboatViewZHeight = 0.0
 L 02/16/2007 - 

RE: [hlds] Problem with server listing

2007-02-09 Thread Scott Tuttle
http://support.steampowered.com/cgi-bin/steampowered.cfg/php/enduser/std_adp
.php?p_faqid=163p_created=1093388792p_sid=opCguQtip_lva=p_sp=cF9zcmNoPTE
mcF9zb3J0X2J5PSZwX2dyaWRzb3J0PSZwX3Jvd19jbnQ9MzQ5JnBfcHJvZHM9JnBfY2F0cz0mcF9
wdj0mcF9jdj0mcF9zZWFyY2hfdHlwZT1hbnN3ZXJzLnNlYXJjaF9ubCZwX3BhZ2U9MSZwX3NlYXJ
jaF90ZXh0PW1hc3RlciBsaXN0p_li=p_topview=1

The first thing to check is to make sure your firewall and router has port
27015 open and forwarded (or whatever port you are using for your server).
You have to have both UDP and TCP forwarded for the server to be listed and
accessible.

http://support.steampowered.com/cgi-bin/steampowered.cfg/php/enduser/std_adp
.php?p_faqid=165p_created=1093390525p_sid=opCguQtip_lva=163p_sp=cF9zcmNo
PTEmcF9zb3J0X2J5PSZwX2dyaWRzb3J0PSZwX3Jvd19jbnQ9MTkwJnBfcHJvZHM9MCZwX2NhdHM9
MCZwX3B2PSZwX2N2PSZwX3NlYXJjaF90eXBlPWFuc3dlcnMuc2VhcmNoX25sJnBfcGFnZT0xJnBf
c2VhcmNoX3RleHQ9c2VydmVyp_li=p_topview=1

Usually this is caused by one of several things:

1. You don't have both TCP and UDP forwarded for your server port (27015
typically).

2. Your uplink was congested when you started the server.

3. You used the map command more than once when you started the server.
You can only use one instance of map; after that all other map changes
must be invoked by the changelevel command.

4. Check to see if you have two NICs (network cards) in your system, you
might want to try disabling the one that isn't your active Internet
connection. You might need to flush the routing table after doing this, then
start your server and see if the problem is resolved.

5. Also try adding your external IP address in the Server launch properties
(-IP your external IP address).

Try these...

But to be listed unlike what someone else said you need to have the ports
forwarded for the server.  Only the 27015 ports.

If you are running the server and a client behind your router on the same
machine you may have other problems but if they are separate machines then
it will not be an issue.  The difference between the firewall ports for the
server and the client is for the server the 27015 port needs forwarded from
the router to your server machine and for the client you need the ports OPEN
so that the client can communicate on those ports. It would be like allowing
port 80 so that you can browse the web but you aren't forwarding port 80
from the router to the web browser machine.

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlds-
 [EMAIL PROTECTED] On Behalf Of Ole Kristian Rosvold
 Sent: Friday, February 09, 2007 2:58 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Problem with server listing

 --
 [ Picked text/plain from multipart/alternative ]
 Thanks for all the answares!

 To clear up a bit, I am on a NAT network.

 I have tried to set -port 27015 instead of +port, but no matter.

 To Dan E, I don't understand what you actually mean, can you try to
 re-explain it?
 --

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RE: [hlds] Problem with server listing

2007-02-08 Thread Scott Tuttle
You do not need to forward all of those ports to the server.  You only need
to forward tcp and udp 27015.

You might try removing all those forwards and then trying again.



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ole
 Kristian Rosvold
 Sent: Thursday, February 08, 2007 11:45 AM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Problem with server listing

 --
 [ Picked text/plain from multipart/alternative ]
 Hello!

 I have sat up an dedicated Counter-Strike: Source server.
 It work almost OK, players can connect (if they use the IP
 adress) and play.
 The problem is, my server don't appare in master server list.
 When I search
 for my server on www.gametiger.net on IP, my server respond
 with a random
 port, normally 500XX.
 I have forwarded following ports to the server-computer:
 UDP 1200
 UDP 27000 - 27039 (every port in that range)
 TCP 27015 - 27039 (every port in range)

 I have sat the sv_region (3 - As in Europe) in the server.cfg
 I start my server with the following command:
 srcds.exe -console -game cstrike -port 27015 +sv_lan 0 +map de_dust2
 +maxplayers 16 -tickrate 100

 I hope you can help me, and would be very thankful for that.
 Best regards Ole Kristian
 --

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RE: [hlds] Problem with server listing

2007-02-08 Thread Scott Tuttle
Regarding ports for a dedicated server the person that wrote that post is
wrong.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Dan E
 Sent: Thursday, February 08, 2007 1:55 PM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Problem with server listing

 Actually, it is recommended to forward a few more than just 27015:

 UDP 1200 (Friends Network)
 UDP 27000 to 27015 (Gameport)
 UDP 27020
 TCP 27030 to 27039
 TCP: 27015 (SRCDS Rcon port)

 http://forums.steampowered.com/forums/showthread.php?t=189717

 I've heard of that port problem on some D-Link routers
 however.  Do a search
 on the steampowered forums to see what you can come up with.
 I think it may
 have had something to do with UPnP, but I'm not entirely sure.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Scott Tuttle
 Sent: Thursday, February 08, 2007 12:10 PM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Problem with server listing

 You do not need to forward all of those ports to the server.
 You only need
 to forward tcp and udp 27015.

 You might try removing all those forwards and then trying again.



  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Ole
  Kristian Rosvold
  Sent: Thursday, February 08, 2007 11:45 AM
  To: hlds@list.valvesoftware.com
  Subject: [hlds] Problem with server listing
 
  --
  [ Picked text/plain from multipart/alternative ]
  Hello!
 
  I have sat up an dedicated Counter-Strike: Source server.
  It work almost OK, players can connect (if they use the IP
  adress) and play.
  The problem is, my server don't appare in master server list.
  When I search
  for my server on www.gametiger.net on IP, my server respond
  with a random
  port, normally 500XX.
  I have forwarded following ports to the server-computer:
  UDP 1200
  UDP 27000 - 27039 (every port in that range)
  TCP 27015 - 27039 (every port in range)
 
  I have sat the sv_region (3 - As in Europe) in the server.cfg
  I start my server with the following command:
  srcds.exe -console -game cstrike -port 27015 +sv_lan 0
 +map de_dust2
  +maxplayers 16 -tickrate 100
 
  I hope you can help me, and would be very thankful for that.
  Best regards Ole Kristian
  --
 
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RE: [hlds] The Ship Free Weekend 9th-11th Feb

2007-02-08 Thread Scott Pettit
This is a multipart message in MIME format.
--
Thanks for the configs - our servers are all go :)

Good luck with getting more people into The Ship.

-Scott


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ed Wilson
Sent: Friday, 9 February 2007 5:26 a.m.
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] The Ship Free Weekend 9th-11th Feb

As promised I've made some config files for some possible server
configurations which you can find at
http://www.outerlight.com/serverconfigs/.

We'll be setting our servers to Team VIP mode only, but hope that admins
will pick some different options to give a selection. Players will be
able to use the 'votemode' command to change the game mode if they want
anyway unless disabled at the server.

Ed

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RE: [hlds] The Ship Free Weekend 9th-11th Feb

2007-02-07 Thread Scott Pettit
This is a multipart message in MIME format.
--
I'll do my best to get some going for NZ/Aust.

Do you have a 'good' server.cfg somewhere with the settings most players
like?  Quite often the default configs for servers are pretty poor..

-Scott

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ed Wilson
Sent: Thursday, 8 February 2007 10:47 a.m.
To: hlds@list.valvesoftware.com; hlds_linux@list.valvesoftware.com
Subject: [hlds] The Ship Free Weekend 9th-11th Feb

Hi Everyone,

I'm sending out a request on behalf of Outerlight, creators of The Ship
for the community to host some dedicated servers for the Free Weekend
that is taking place over Steam this weekend coming.

We'd be very grateful if anyone with the resources could host some
server instances for the duration of the weekend to give trial players a
good experience as we've had too many listen servers running on previous
weekends distorting first impressions of the game.

We've just recently added a new map and our first team modes - Team
Elimination and Team VIP to add to the existing non-team Hunt,
Eliminiation and Deathmatch.

The dedicated server for The Ship works both on windows and linux,
delivered via the hlsupdatetool as per other Source servers. However, it
does not use the base source engine files and should not be installed on
top of a CS, HL2DM server etc.. but in a separate folder.

With the hldsupdatetool installed into a new folder the commands to
install the server are

Windows : HldsUpdateTool.exe -command update -game ship -dir
C:\theship\
Linux   : ./steam -command update -game ship -dir .

A server.cfg file lives in ship/cfg/ which can be tweaked - it should
look very familiar to other source config files. The server can then be
run via

Windows : C:\theship\srcds.exe -console +hostport 27015 -game ship +map
atalanta +maxplayers 16 +servercfgfile server.cfg +mapcyclefile
mapcycle.txt +log on
Linux   : ./srcds_run -game ship +map atalanta +maxplayers 16
-autoupdate +servercfgfile server.cfg +mapcyclefile mapcycle.txt +log on


If you have any questions or need help with setup and configuration feel
free to post to the list or reply to me directly.

Thanks for any help you can give and hope to see you on board :)

Ed

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RE: [hlds] Number of players advertised on server.

2007-01-26 Thread Scott Tuttle
You really don't need 6 reserved slots.

If you are using amxmodx the way it works is that someone with reserved slot
allowed joins they uses a hidden slot to join the server and then someone is
kicked from the server to open the reserved slot back up.  You just
configure with amxmodx it does everything you need to do with setting up
reserved slots.  If you are not using amxmodx then just ignore this message.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Chris Barnett
 Sent: Friday, January 26, 2007 9:14 AM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Number of players advertised on server.

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Hi,



 Not maxplayers - but another variable. There's another
 variable that you can
 set to help out with reserved slots.



 Does anyone know that command / variable?



 For instance, if I have 46 slots, but want to only have the
 server advertise
 40 of them?



 Cheers!



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RE: [hlds] server monitoring software

2007-01-25 Thread Scott Tuttle
Wine?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jason
 O. Washburn
 Sent: Thursday, January 25, 2007 1:07 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] server monitoring software

 Does anybody on the list use the Linux desktop.  I'm looking to switch
 from Windows to Ubuntu 6.10 but I need to monitor my servers.  I
 currently use HLSW in windows but they don't have a Linux
 version.  Does
 anybody know of or use a monitoring software with Linux?


 Jason


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RE: [hlds] server monitoring software

2007-01-25 Thread Scott Tuttle
Hlsw mailing list lag... I wasn't posting a question :)  I was posting a
suggestion :D

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Gigabit Nick
 Sent: Thursday, January 25, 2007 2:22 PM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] server monitoring software

 --
 [ Picked text/plain from multipart/alternative ]
 http://www.winehq.com/

 (or I suppose he could mean http://www.wine.com/ and has been
 seeing things)



  From: [EMAIL PROTECTED] To:
 hlds@list.valvesoftware.com Subject: RE: [hlds] server
 monitoring software Date: Thu, 25 Jan 2007 14:06:25 -0500 
 Wine?   -Original Message-  From:
 [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Jason  O. Washburn  Sent: Thursday, January 25, 2007 1:07
 PM  To: hlds@list.valvesoftware.com  Subject: Re: [hlds]
 server monitoring software   Does anybody on the list use
 the Linux desktop. I'm looking to switch  from Windows to
 Ubuntu 6.10 but I need to monitor my servers. I  currently
 use HLSW in windows but they don't have a Linux  version.
 Does  anybody know of or use a monitoring software with
 Linux?Jason   
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 unsubscribe, edit your list preferences, or view the list 
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RE: [hlds] Feature request: sv_serverdomain

2007-01-23 Thread Scott Tuttle
Probably what it should do is verify that the domain name resolves to the ip
address.  If it does then the system should just store the DNS entry.
Otherwise it should just store the ip address and maybe send a packet back
to the server that way the server can place into the log that the masterlist
is using the ip instead of a hostname.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of cbass
 Sent: Tuesday, January 23, 2007 11:09 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Feature request: sv_serverdomain

 I wear this shirt while reading this list.
 http://www.thinkgeek.com/tshirts/frustrations/31fb/

 Anyways, I agree that it would be nice to have
 SV_serverdomain to allow administrators to set what domain
 point to that server. Not everyone RDNS is going to match up
 (maybe they host their server with a GSP)

 However, that function would rely on in game server browser
 favorites and history properly working...
 -Original message-
 From: chad [EMAIL PROTECTED]
 Date: Tue, 23 Jan 2007 10:37:06 -0500
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Feature request: sv_serverdomain

  When tried to host my first server these applied to me:
  ~ Don't have access to your domain records? = you shouldn't
 be a server
  admin
  ~ Think a packet is what Kool Aid comes in? = you shouldn't
 be a server
  admin
  ~ Don't know your way around a *nix shell? = you shouldn't
 be a server
  admin
  ~ Intimidated by the idea of an SQL query? = you shouldn't
 be a server
  admin
  ~ Don't know how to set up port forwarding? = you shouldn't
 be a server
  admin
  ~ Think DHCP is just fine for static servers? = you shouldn't be a
  server admin
  ~ Don't understand u$oft at a kernel level? = you shouldn't
 be a server
  admin
  ~ Think a Colo is a guy into lowriders? = you shouldn't be
 a server admin
  ~ Can't script, can't install, velcro shoes? = you
 shouldn't be a server
  admin
 
  Now only the following apply:
  ~ Think DHCP is just fine for static servers? = you shouldn't be a
  server admin(However; I use a dynamic DNS provider and make my
  Domain name known to players)
  ~ Don't understand u$oft at a kernel level? = you shouldn't
 be a server
  admin (Never heard of it)
 
  I learned about many of them when trying to set up my first
 server, and
  others in different ways, so how am I supposed to become a
 server admin,
  read books until I am qualified, or have fun setting up a server and
  learn in the process?
 
  oh, you should add that you should have a T3 or better connection
  dedicated for game servers.
 
 
  Roman Hatsiev wrote:
   You missed one more item: if you don't call less IT
 educated people
   pathetic loosers - you shouldn't be a server admin. And I
 bet you wear
   a t-shirt with I'M A SERVER ADMIN on it, don't you?
  
   On 23/01/07, -Mike- [EMAIL PROTECTED] wrote:
   I don't know... there should be a basic checklist somewhere for
   'wannabe' server administrators.
  
   ~ Don't have access to your domain records? = you shouldn't be a
   server admin
   ~ Think a packet is what Kool Aid comes in? = you shouldn't be a
   server admin
   ~ Don't know your way around a *nix shell? = you shouldn't be a
   server admin
   ~ Intimidated by the idea of an SQL query? = you shouldn't be a
   server admin
   ~ Don't know how to set up port forwarding? = you shouldn't be a
   server admin
   ~ Think DHCP is just fine for static servers? = you
 shouldn't be a
   server admin
   ~ Don't understand u$oft at a kernel level? = you shouldn't be a
   server admin
   ~ Think a Colo is a guy into lowriders? = you shouldn't
 be a server
   admin
   ~ Can't script, can't install, velcro shoes? = you shouldn't be a
   server admin
  
   I understand a lot of administrators are 'hobbyists', but do
   understand a good deal of servers 'suck' just for that
 reason.  The
   s2n ratio around here would be better if the 'hobbyists'
 got a clue.
  
   -Mike-
   
   -Mike- is: Biker ~ Slacker ~ Iconoclast ~ Eclectic Thinker
  
   - Original Message 
   From: Cc2iscooL [EMAIL PROTECTED]
   To: hlds@list.valvesoftware.com
   Sent: Monday, January 22, 2007 11:26:06 PM
   Subject: Re: [hlds] Feature request: sv_serverdomain
  
   --
   [ Picked text/plain from multipart/alternative ]
   It's probably the Verizon FIOSfiber connections,
 still not static
   though. Fairly cheap.
  
   Wish they had it near Chicago.
  
   On 1/23/07, -Mike- [EMAIL PROTECTED] wrote:
   
Wait, you have a 30/5... and you can't pony up for
 static IP's?  I
   hope
you're getting a good deal on that pipe.
   

-Mike- is: Biker ~ Slacker ~ Iconoclast ~ Eclectic Thinker
   
   
- Original Message 
From: Dan E [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Monday, January 22, 2007 10:02:14 PM
Subject: Re: [hlds] Feature request: sv_serverdomain
   
   
--
[ Picked text/plain from multipart/alternative 

RE: [hlds] Feature request: sv_serverdomain

2007-01-23 Thread Scott Tuttle
I hold @Home in high regard because they were my first cable isp.  But put
your epeen back in your pants.

Just because someone doesn't have as much experience as you doesn't mean the
idea is not worthy.

I built 35 million dollar storage area networks in a now defunct startup
company that was brought down by sloppy management, yet I still think the
idea is worth merit.  Not everyone spends that much money on dedicated ips
and colocation.  Even if they do isps change and dns can be modified and, at
least in my vision (mostly), is future proof.  Occassionally even those of
us, due to cost or poor service, move our servers to other network providers
and this would save us from having to start over with a regular user base.
Don't be so close minded.  Maybe you will get more respect.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of -Mike-
 Sent: Tuesday, January 23, 2007 1:25 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Feature request: sv_serverdomain

 Ahh yes, the AARIS trials.



 I'll buy it when I see it in production and stable.  You know
 Nick, just
 because you get the hand-me-down technology from the colonies
 does not mean it's
 on todays cutting edge.  Take for example, pushing 100mb over
 HFC.  Hip back
 around 1999, and deemed far too unstable given the current
 evolution of
 deployed cable infrastructure technology, which evolves at a
 much slower rate
 than traditional IP network infrastructure.  But why knows,
 maybe AARIS got their buggy vaporware sorted out.  Doubt it.

 Obviously you don't know your history, Nick.  @Home Network
 was founded around 1994 with the intent of taking a then
 defunct military technology of IP over Hybrid Fiber Coax (the
 'cable modem') and with partnerships with major cable
 providers bringing the technology to market to the general
 consumer. (hi, I was there, worked on that bit)  We built a
 huge backbone infrastructure just to carry the amount of
 traffic the new 'broadband' technology would be pushing to
 the exchanges (AS6172, hi again, helped engineer it)   During
 the life of the company, we took over canada, hopped the pond
 into Europe, (@Home Benelux/Chello, hi there, was there for
 that) and was a smashing success, the UK... you name it.  The
 sun never set on the @Home empire.

 Those of us on the original team made stupid money, Nick...
 wish you could have been there.  There are good chunks of the
 late 90's that are just 'Scene Missing' in my memory thanks
 to loads of stock money.  We pulled our golden parachutes
 around 2000 and bailed, this was when ATT took over and
 diced all of @Home up into components and sold it off.  This
 is why the URL on the business card does not resolve.  The
 company is defunct.

 Warning game related content:  I hosted a stack of FPS
 servers from the rack in the NOC the entire time, it was grand.

 A current business card I do not have handy, never bothered
 to order them.  I will tell you I head up Operations for a
 rather large search engine.  We have an AS, we have a
 substantial presence in a datacenter very close to MAE West,
 and we were recelenty featured on MSNBC, the Wall Street
 Journal, etc...

 Cheers, Nick.

 
 -Mike- is: Biker ~
 Slacker ~ Iconoclast ~ Eclectic Thinker
 - Original Message 
 From: Gigabit Nick [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Tuesday, January 23, 2007 12:58:39 AM
 Subject: RE: [hlds] Feature request: sv_serverdomain

 --
 [ Picked text/plain from multipart/alternative ]
 You know the US ain't the only place in the world...

 http://www.theregister.co.uk/2006/02/10/ntl_trial/

 And that was nearly a year ago, so my guess is you don't have
 the best cable tech money can buy GLOBALLY.

 If you want to talk about real world deployments, read
 http://www.infomaticsonline.co.uk/vnunet/news/2152621/asia-mov
 es-beyond-broadband?page=2 which says

 Many Japanese urban residents, for example, have enjoyed $50
 per month 100Mbps fibre connections for several years.
 I don't have cable internet myself, but I doubt you
 personally would be responsible for it if I did (but it's
 nice to know your level of modesty, are your related to Al
 Gore?). Also try getting your ISP to advertise the average
 speed as opposed to peak theoretical throughput, I've yet to
 come accross an ISP salesman that says We can offer you a
 connection which averages 23MB/s.

 Now lets get back to talking about HL2

 (P.S. If you're going to post your business card, why not
 post the current one, not one where the URL resolves to a
 website that's now a link site offering The Best Real Estate
 Sources on the Web, and can be easily faked.)



  From: [EMAIL PROTECTED] Subject: Re: [hlds]
 Feature request: sv_serverdomain To:
 hlds@list.valvesoftware.com Date: Tue, 23 Jan 2007 00:29:15
 -0800  I don't know, Nick...  http://moike.net/proof.jpg
  ...you tell me.  It's no small thanks to me back in the
 early 90's that you 

RE: [hlds] [OT]Savvis Metwork

2007-01-23 Thread Scott Pettit
Your first hop is lagging - sort your own connection out first.

-Scott

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Munra -hlds
Sent: Wednesday, 24 January 2007 4:04 p.m.
To: hlds@list.valvesoftware.com
Subject: [hlds] [OT]Savvis Metwork

As any one notice or had anyone Complain about lag when hopping though
the
Savvis Network??  OR any other network on the East Coast?



  11 ms1 ms1 ms  192.168.1.1
  2   158 ms13 ms79 ms  74-130-80-1.dhcp.insightbb.com
[74.130.80.1]
  343 ms25 ms15 ms  74-128-22-97.dhcp.insightbb.com
[74.128.22.97]
  475 ms 7 ms44 ms  74.128.8.97
  531 ms32 ms46 ms  sl-gw25-atl-10-0.sprintlink.net
[144.232.212.249
]
  625 ms21 ms53 ms  sl-bb21-atl-5-0.sprintlink.net
[144.232.22.13]
  757 ms21 ms41 ms  144.232.8.182
  8   107 ms   111 ms   118 ms  dcr2-so-0-2-0.Atlanta.savvis.net
[208.172.65.246
]
  972 ms42 ms48 ms  dcr1-as0-0.Atlanta.savvis.net
[204.70.192.41]
 1040 ms   133 ms40 ms  bcs1-so-2-0-0.Washington.savvis.net
[204.70.192.
54]
 11   161 ms   158 ms83 ms  ber2-pos-7-0-0.Chicago.savvis.net
[208.175.10.25
4]
 1270 ms53 ms   185 ms  ber2-tenge-3-1.chicagoequinix.savvis.net
[204.70
.196.26]
 13   100 ms69 ms98 ms  208.173.176.214
 14   103 ms   194 ms   111 ms  po1-4G.ar1.ord1.us.scnet.net
[64.202.110.62]
 1594 ms   116 ms   155 ms  po1-4G.ar1.ord1.us.scnet.net
[64.202.110.62]
 16   126 ms   140 ms   171 ms  ge0-1.aggr201.ord1.us.scnet.net
[216.246.94.6]
 17   181 ms   121 ms   110 ms  unknown.ord.scnet.net [20x.xx.249.xx]

Trace complete.

The server in this Trace is in equinux data center in chicago

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RE: [hlds] [OT]Savvis Metwork

2007-01-23 Thread Scott Tuttle
Maybe if there was a rating feature of the mailing list we could weed out
the worthless replies

I will start with rating my current reply -1

 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of J.
 Laws - Hi-Definition Gaming
 Sent: Wednesday, January 24, 2007 12:39 AM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] [OT]Savvis Metwork

-1  Actually, it's Playskool.  http://www.hasbro.com/playskool/

 kisses


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