Re: [hlds] EventScripts 2.0 Public Beta released for Source games

2007-10-21 Thread Wim Barelds
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Awesome stuff Mattue, keep up the great work.
Awe
On 10/22/07, Chris Barnett [EMAIL PROTECTED] wrote:

 Cheers Mattie!


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Mattie Casper
 Sent: 22 October 2007 02:24
 To: hlds@list.valvesoftware.com
 Subject: [hlds] EventScripts 2.0 Public Beta released for Source games

 --
 [ Picked text/plain from multipart/alternative ]
 October has been a stellar month for Source! Orange box releases, Mani
 returns and SourceMod announced TF2 support and lots of new features.

 Just to keep the fun rolling here's some more news:

 I'm happy to announce that EventScripts 2.0 is ready for public beta.

 This new version of ES is a huge leap in features and performance over ES
 1.x. The biggest change is that we've added full Python 2.5 scripting
 support to Source. In addition, we will be introducing  easy/automatic
 addon
 downloads, and a full eXtensible Admin addon coming standard with ES2. Our
 goal is to continue to make the lives of admins as easy as possible.

 Our latest public beta doesn't have TF2 support yet-- but we're working on
 that. (I love that game.)

 For more information visit the announcement thread:
 http://forums.mattie.info/cs/forums/viewtopic.php?t=17891

 Or visit the ES Python homepage:
 http://python.eventscripts.com

 Thanks for your time,
 -Mattie
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Re: [hlds] Source Engine Updates Release

2007-09-12 Thread Wim Barelds
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Thanks for the update :)
Th
On 9/12/07, Kevin Ottalini [EMAIL PROTECTED] wrote:

 The version numbers for this update appear to be the same as with the
 -beta
 community but remember to remove that switch from your hldsupdatetool
 command line if you used it.

 Win32 server versions after update (linux might be slightly different):

 hldsupdatetool -command version
 Bootstrapper version: 18
 Versions installed in 'SourceServer':
 Source Dedicated Server: 92
 Base Source Shared Materials: 8
 Base Source Shared Models: 4
 Base Source Shared Sounds: 4
 Counter-Strike Source Shared Content: 67
 Day of Defeat Source Base Content: 23
 Half-Life 2 Deathmatch: 33



 - Original Message -
 From: Jason Ruymen [EMAIL PROTECTED]
 Sent: Wednesday, September 12, 2007 1:34 PM
 Subject: [hlds] Source Engine Updates Release


  Updates to the Source Engine/Dedicated Server have been released.
  Previously these were under the community beta.  Please run
  hldsupdatetool to receive them.  The specific changes include:
 
  - Fixed custom level sound lists under sv_pure.
  - Remove friends details from player list.
  - Fixed occasional scrunched-up columns in the serverbrowser.
  - Fixed a Linux-only crash when loading certain custom maps.
  - Memory leak fixes.
  - Fixed an hl2mp bug where a spectator could freeze a live player when
  mp_forcerespawn was 0.
  - Fixed master server queries being truncated if too many players with
  long names.
  - Fixed hl2mp bug where if you +used a weapon it would not respawn
  anymore
  - Fixed a CS:S smoke grenade exploit
  - Added a way for server plugins to ask players if they'd like to
  connect to a different server
  - Made materials handle sv_pure correctly when they've included other
  materials
  - Fixed Windows dedicated server bug slowing down Steam updates
  - Fixed IVEngineServer::FadeClientVolume
  - Fixed certain models showing up all white when sv_pure flushed them
  - Made the server print a client's steam ID and show sv_pure warnings if
  sv_pure_kick_clients is 0
  - Fixed a bug preventing sv_pure CRCs from verifying correctly on
  certain custom maps
 
  Jason


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Re: [hlds] Reducing Cheats on Servers

2007-09-10 Thread Wim Barelds
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If you make netcafe ban's instant, you'll have to make all bans instant as
you've already removed the advantage of delayed bans as a whole (not knowing
whether a certain thing is detected). It would be better to simply ban the
netcafe instead.
If
On 9/10/07, Whisper [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Perhaps Valve can vac ban Net Cafe accounts immediately instead of delayed
 banning them.

 That would solve 1 problem. :)

 Or even better for us and most pub players, if net cafe gets vac banned on
 a
 reduced delay, say a few hours, then the whole netcafe gets locked out.
 That
 would sure incentivize (did I just make a word upo then?) Net Cafes to
 keep
 their machines cheat free!

 Cheers

 On 9/10/07, Adam Sando [EMAIL PROTECTED] wrote:
 
  Agreed. It is a server operators right to ban based on a clients
  behaviour. If that client happens to share an IP with many other people,
  then it is not the server operators problem, really.
 
  It's like workplace policies that seem to appear, such as when one
  person decides he will start calling in sick on Monday's and Fridays, so
  the workplace puts in a policy to enforce doctors certificates for all
  sick days, period. The blanket approach will cover every staff member,
  even those that are doing the right thing, however it means that the
  sick days are then controlled to minimise unproductive workers. The hard
  part is then managing the negative repercussions that follow afterwards
  - same as with the IP ban example above.
 
  Regards,
  Adam.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
  Sent: Friday, 7 September 2007 2:09 PM
  To: [EMAIL PROTECTED]; HLDS
  Subject: [hlds] Reducing Cheats on Servers
 
  --
  [ Picked text/plain from multipart/alternative ]
  The following is only our point of view, your mileage may vary.
 
  It is becoming increasingly apparent to us that the majority of the
  cheats
  we see on our Counter-Strike:Source servers are coming from NetCafe
  Accounts.
 
  VAC for the most part seems to be working as a deterrent to the majority
  of
  normal users. I do not have access to VAC banning stats, but for all I
  know
  it maybe banning boatloads of players.
 
  The main problem here is, VAC's delayed banning system has no effect
  whatsoever on NetCafe Accounts, as it is a simple case for a NetCafe
  users
  to log out of the STEAM account they are using at the NetCafe and then
  log
  back in when they have been banned from a server by an admins and renter
  the
  server with a new STEAM_ID, and in any case, who cares about being VAC
  banned if you effectively have unlimited access to STEAM_ID's that
  aren't
  yours any how?
 
  Here is the thing though, most Netcafes are connected to the Internet
  via
  Static IP's.
 
  It is a rather trivial task to go through the logs with a program like
  HLStatsX and run a query that generates a list of STEAM_ID's on a per IP
  basis.
 
  Then you check to see which IP's have lots of STEAM_ID's attached to
  them,
  and then you add those IP addresses to your banned_ip.cfg file and run
  it at
  server start, instant mass reduction of cheats you will see on your
  server.
 
  If you want to be sure, just do a traceroute to the IP in question just
  to
  be sure you are not wiping a college or university out, but most often
  you
  will find that these are not going to have Netcafe accounts associated
  with
  them anyhow.
 
  But you can be almost certain that if you see more than 20 STEAM_ID's
  originating from the 1 IP address, you have found a NetCafe that is
  using
  your servers.
 
  Now the problem for Valve, is if lots of Game Server Providers start IP
  banning NetCafes from their servers, it instantly devalues Valves
  NetCafe
  program, since the NetCafe users will find it increasingly difficult to
  find
  servers to play on the Internet. In fact it is my understanding that if
  you
  IP ban, then your servers will no longer even come up on that IP's
  server
  browser, they will either not show up at all, or they show up as not
  responding, in either case the result is the same.
 
  I do not have a simple answer to this, but whilst delayed banning
  exists,
  there is no other way to stop cheats on servers who have effectively
  unlimited access to STEAM Accounts, other than to IP ban them.
 
  Thoughts?
  --
 
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Re: [hlds] Source Engine Beta update

2007-09-06 Thread Wim Barelds
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Does this also fix the lack of purity enforcement on *non*-custom
soundscapes, and the broken purity check for dynamically referenced
materials?

On 9/6/07, Jason Ruymen [EMAIL PROTECTED] wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Updates to the Community Beta for the Source Engine and Source Dedicated
 Server are now available.  Please run hldsupdatetool with the command
 -beta community to receive them.  The specific changes include:

 - Fixed custom level sound lists under sv_pure
 - Remove friends details from player list
 - Fixed occasional scrunched-up columns in the serverbrowser
 - Fixed a Linux-only crash when loading certain custom maps
 - Minor memory leak fix
 - Fixed the askconnect panel showing under the spectator GUI

 Jason

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Re: [hlds] + command line parameter

2007-08-23 Thread Wim Barelds
--
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Perhaps a missing valve.rc? that file triggers stuffcmds which is what
triggers the commandline + parameters.

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

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

 The Problem is that it seems to skip any + parameters

 The cmd line I use is

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

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

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

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


 Thanks Munra

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Re: [hlds] sv_cheats for demo recording

2007-08-17 Thread Wim Barelds
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Probably because he wants to see whether the client has sv_cheats enabled.
Note, I'm saying client, that doesnt mean the server. Yes the client value
is forced
by the server value, that is aslong as the client isn't using a memory hack
to
enforce his own value. Basically, he wants to know if the client was using a
memory
hack to force it's local value of sv_cheats.

Or atleast, that's my best bet.

On 8/17/07, Eirik Nilssen [EMAIL PROTECTED] wrote:


 sv_cheats is only necassery during post-recording analyze, where you might
 want to turn of interpolation, enable bullet-impacts to be marked and
 adjust
 mat_wireframe to be able to see through walls.

 While recording, I don't see any purpose of change sv_cheats, as a demo
 always needs to be ananlyzed properly afterwards.

 From: Roman Hatsiev [EMAIL PROTECTED]
 Reply-To: hlds@list.valvesoftware.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] sv_cheats for demo recording
 Date: Fri, 17 Aug 2007 11:29:31 +0400
 
 I wonder why you might want to change sv_cheats during demo recording.
 
 On 17/08/07, Sean Rowswell [EMAIL PROTECTED] wrote:
   This is a multipart message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ]
   When you record a demo (for an admin to ban a cheater) it is NOT
 possible to
   SECURELY tell what sv_cheats is set to (either on the client or on the
   server).
  
  
  
   For example:
  
  
  
   Rcon Sv_cheats 0
  
   Record demotest
  
   Sv_cheats (when you play back the demo it will show sv_cheats = 0
 here)
  
   Sv_cheats 1 (in game this wont change anything but..)
  
   Sv_cheats (when you play back the demo it will show sv_cheats = 1
 here)
  
   ...
  
   Sv_cheats 0 (just to reset it)
  
   ...
  
   Rcon sv_cheats 1
  
   Sv_cheats (when you play back the demo it will show sv_cheats = 1
 here)
  
   Sv_cheats 0 (in game this wont change anything but..)
  
   Sv_cheats (when you play back the demo it will show sv_cheats = 0
 here)
  
   ...
  
   stop
  
  
  
   EVEN though the server still has sv_cheats 0 and ingame the client
 ALSO
 has
   sv_cheats 0 it will STILL show sv_cheats = 1 when you play the demo.
 Thus
   making it impossible to tell what sv_cheats is set to when playing
 back
 a
   demo.
  
  
  
   My suggestion is to add a few variables to the status command.
  
  
  
   hostname:  #WALinerz #1 - SEASON 2 STARTING SOON!
  
   version : 1.0.0.34/7 3140 secure
  
   udp/ip  :  202.53.7.202:27045
  
   map :  de_dust2 at: 0 x, 0 y, 0 z
  
   sourcetv:  port 27025, delay 120.0s
  
   players :  2 (16 max)
  
   cheats: enabled (1)
  
   pure: enabled (2)
  
  
  
   # userid name uniqueid connected ping loss state
  
   # 4 WALinerz TV #1 BOT active
  
   #  5 seaNN STEAM_0:1:9879898 00:15 57 0 active
  
  
  
   Easy enough yeah?
  
  
  
   Unless of course someone else has a better way to (currently) tell if
 the
   server from a demo has sv_cheats enabled. : )
  
   --
  
  
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Re: [hlds] REMOVE ME

2007-06-17 Thread Wim Barelds
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lol'd.

On 6/17/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

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Re: [hlds] Source Engine Update Available

2007-06-12 Thread Wim Barelds
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zblock was already updated. Nice try though.
http://zblock.cs-resourced.net/

Already downloaded 500 times also :)

On 6/13/07, Adam Heath [EMAIL PROTECTED] wrote:

 Way to break zblock once and for all! lol nice release though!

 Regards
 Adam Heath

 www.Power-Frag.co.uk
 The Power to Frag, for LESS!



 Jason Ruymen wrote:
  Updates to the Source Engine are now available.  Previously this was in
  Beta, behind srcds0407.  Please run hldsupdatetool to receive this
  update.  The specific changes include:
 
  Pure Servers:
  Servers can now force the client to match the server's files, by
  becoming a pure server. When a server enables sv_pure, clients who
  connect and play on the server cannot gain an advantage by modifying the
  game content. For more information about Pure Servers, click here:
  http://developer.valvesoftware.com/wiki/Pure_Servers.
 
  Source Engine:
  - In-game server browser only shows human players in the player counts
  column. Bots column now shows number of bots instead of a some bots or
  no bots icon
  - Fixed servers with bots reporting incorrect number of bots when
  sv_master_legacy_mode is set to 0
  - Fixed a server performance problem with queued packets
  - Increased the maximum rate to 1 megabyte
  - Added a findflags console command, which can list all cvars with a
  specified flag. For example: 'findflags server_can_execute' will find
  all console variables and commands marked with FCVAR_SERVER_CAN_EXECUTE
  - Cheat protected many cvars and commands
  - Removed cl_restrict_server_commands to prevent clients from being
  redirected
  - Fixed user names reported as unconnected when greater than 32k
  players had connected to the server
  - Fixed a client crash during authentication
  - Fixed a crash when mashing the ~ key on disconnect
  - Fixed a bug with sv_minrate and sv_maxrate not applying properly on
  the client
  - Fixed the free roaming camera in SourceTV demos
  - Fixed cl_language archiving itself and not updating correctly when the
  language changed
  - Fixed a voice recording bug that could cause voice dropouts
  - Fixed a rare crash when spectating in Counter-Strike: Source
 
  We'd also ask that everyone please set sv_master_legacy_mode 0 again and
  report any problems.
 
  Jason
 
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Re: [hlds] Source Engine Beta Update

2007-06-12 Thread Wim Barelds
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Most likely not, getting that effect with custom files is pretty hard. Could
he take a screenshot?

On 6/13/07, Ray [EMAIL PROTECTED] wrote:

 we have a guy on the server that he says all he sees is wireframes..
 server is sv_pure 1..sv_pure_kick_clients 1
 sv_pure_trace 0

 they were not kicked...does this mean he has custom textures or something?
 Ray


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Re: [hlds] Blocking Client Commands

2007-05-17 Thread Wim Barelds
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It's nice to hear they won't be adding connect that shit was annoying :)

On 5/17/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

 Transcript from a conversation with Alfred.

 Start at bottom.
 
 From: Alfred Reynolds
 Sent: Wednesday, May 09, 2007 7:15 PM
 To: Daniel
 Subject: RE: cl_restrict_server_commands (white-list)

 We will be adding functionality to the engine to list cvars/commands based
 on the flags they have set, this will let you ask the engine for the list
 of
 commands/cvars you can run from a plugin.

 
 From: Daniel
 Sent: Friday, May 04, 2007 10:20 AM
 To: Alfred Reynolds
 Subject: RE: cl_restrict_server_commands (white-list)
 Hi Alfred,

 Thanks for your response. Its unfortunate you feel that this could break
 the
 trust of users, as I've only every used it to enhance their play
 experience.
 Is there a list of current commands that *WILL* be allowed?

 Many Thanks.

 Daniel

 
 From: Alfred Reynolds
 Sent: Friday, May 04, 2007 6:51 PM
 To: Daniel
 Subject: RE: cl_restrict_server_commands (white-list)

 Connect will not be added, we want users to have confidence that the
 server
 they choose to join is the one they end up on.

 - Alfred

 
 From: Daniel
 Sent: Friday, May 04, 2007 7:18 AM
 To: Alfred
 Subject: cl_restrict_server_commands (white-list)

 Hi Alfred,

 I read on the following post  http://www.csnation.net/comments.php?id=8720
 that you would be taking suggestions for client commands that will be
 white
 listed under the new perma-cl_restrict_server_commands 1 implementation of
 the source engine. I am currently unaware of which commands *ARE* on the
 white-list, however I would like to suggest the following command be added
 and apologize if it has already made the list.

 We have a large number of server and the connect command is used in order
 to
 move people between our hosts to balance loads (or based on location, such
 as moving a player to lower latency server). We've used it pretty
 successfully in the past and have not had any complaints. I feel it meets
 your won't let you exploit a user's game process standard and I can't
 think of a malicious use of the command. I would appreciate your
 consideration of this command on the white-list.

 Many thanks

 Daniel




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Re: AW: [hlds] Source Dedicated Server Beta Update

2007-05-15 Thread Wim Barelds
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No you dont need the wait command for buyscripts, buyscripts operate
entirely without wait commands. Wait commands are usually used for recoil
control scripts or similar. As for color correction, even though its fairly
innocent in itself, you can use the colorcorrectionui (sv_cheat command) on
a listen server, set up some freaky shit that makes everything much easier
to see, and connect to another server.
As for the xploit stuff, most of that comes from zBloc :)
As for sv_pure, if sv_pure 2 won't work for custom maps, we'll simply use
zBlock to enforce a specific whitelist file on the server, and use sv_pure
1.

On 5/15/07, Joshua Handelsman-Woolf (DogGunn) [EMAIL PROTECTED] wrote:

 Ahh right, okay - thanks for clearing that up for me.
 Matthias Wieloch wrote:
  From my little knowledge:
  The wait command is usually used in buyscripts. But unfortunately you
 can
  also find it in cheat scripts.
 
  For the colorcorrection: I could imagine this being used for wallhacks.
 
  So from my point it's a good way to reduce cheating on a server.
 
  Btw: can is someone still working on hlds or is this project frozen?
 
  -Ursprüngliche Nachricht-
  Von: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Im Auftrag von Joshua
  Handelsman-Woolf (DogGunn)
  Gesendet: Dienstag, 15. Mai 2007 10:28
  An: hlds@list.valvesoftware.com
  Betreff: Re: [hlds] Source Dedicated Server Beta Update
 
  Wow... How is that useful?
  Jason Ruymen wrote:
 
  - Added sv_allow_wait_command. If set to 0, then clients can't use
  wait
  - Added sv_allow_color_correction. If set to 0, then clients can't use
  mat_colorcorrection
 
 
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Re: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Wim Barelds
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[ Picked text/plain from multipart/alternative ]
3. Thanks for sv_cheating that list.

On 5/15/07, Jason Ruymen [EMAIL PROTECTED] wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Updates to the Source Dedicated Server, Source Engine, Counter-Strike:
 Source and Half-Life 2: Deathmatch have been released as a Beta.  To
 receive these updates run Steam or the hldsupdatetool with the command
 -beta srcds0407.  The specific changes include:

 - Added sv_pure 2.  When set, then pure_server_whitelist.txt is ignored
 and all content files must come from Steam
 - Changed ent_fire to only be useable from the host client on a listen
 server

 - Changed soundscape_flush to only be useable from the dedicated server
 console or the listen server host
 - Added sv_allow_wait_command. If set to 0, then clients can't use
 wait
 - Added sv_allow_color_correction. If set to 0, then clients can't use
 mat_colorcorrection
 - Fixed player count bugs in serverbrowser
 - Added findflags console command, which can list all cvars with a
 specified flag
 - Fixed a bug with sv_minrate and sv_maxrate not applying properly on
 the client
 - Cheat protected the following commands:
   r_TransitionSensitivity, mat_bloomamount_rate,
 mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
 mat_debug_bloom, mem_force_flush, mod_forcedata,
 mod_test_not_available, mod_test_mesh_not_available,
 mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async,
 mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load,
 mat_leafvis, mat_debug,  mat_surfaceid, mat_surfacemat, flush, r_entity,
 r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab,
 mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture,
 showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
 r_modellodscale, m_pitch

 Jason

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Re: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
I'v just installed SrcDS on a local machine to play around with this beta,
however it doesn't appear to be updating to the beta at all (Yes I do have
the beta switch appended). Anyone else having the problem?

On 5/15/07, Robert Whelan [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Quoted from the whitelist:

//
// Three types of file specifications:
//
//   1. directory\*.* - refers to all files under the directory
//   2. directory\... - refers to all files under the directory
 and all directories under that recursively)
//   3. directory\filename  - refers to a single file

 Best way and easiest would be to do the second one.

 Like they show:

//
// By default, when in pure server mode, most content file types are
 only allowed to come from Steam.
//
materials\...  from_steam
models\... from_steam
sounds\... from_steam
scripts\... from_steam



 Dominick Orefice [EMAIL PROTECTED] wrote:  --
 [ Picked text/plain from multipart/alternative ]
 Where can I find an example of how to list files and directories in the
 pure_server_whitelist.txt file. I thought it was posted on this list a
 while back, but I can't seem to find it.

 Thanks

 On 5/14/07, Jason Ruymen wrote:
 
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  Updates to the Source Dedicated Server, Source Engine, Counter-Strike:
  Source and Half-Life 2: Deathmatch have been released as a Beta. To
  receive these updates run Steam or the hldsupdatetool with the command
  -beta srcds0407. The specific changes include:
 
  - Added sv_pure 2. When set, then pure_server_whitelist.txt is ignored
  and all content files must come from Steam
  - Changed ent_fire to only be useable from the host client on a listen
  server
 
  - Changed soundscape_flush to only be useable from the dedicated server
  console or the listen server host
  - Added sv_allow_wait_command. If set to 0, then clients can't use
  wait
  - Added sv_allow_color_correction. If set to 0, then clients can't use
  mat_colorcorrection
  - Fixed player count bugs in serverbrowser
  - Added findflags console command, which can list all cvars with a
  specified flag
  - Fixed a bug with sv_minrate and sv_maxrate not applying properly on
  the client
  - Cheat protected the following commands:
  r_TransitionSensitivity, mat_bloomamount_rate,
  mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
  mat_debug_bloom, mem_force_flush, mod_forcedata,
  mod_test_not_available, mod_test_mesh_not_available,
  mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async,
  mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load,
  mat_leafvis, mat_debug, mat_surfaceid, mat_surfacemat, flush, r_entity,
  r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab,
  mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture,
  showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
  r_modellodscale, m_pitch
 
  Jason
 
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Re: [hlds] RE: [hlds_linux] Source Engine Dedicated server beta (cl_restrict_server_commands)

2007-05-02 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
The alias command, however there's no chance on valve unlocking that
due to it's potentially unsafe nature. This is why it was ideal to have the
end user be able to choose.

There's a huge difference between enforcing a certain cvar and policing
every certain cvar at an interval. Not only in safety, also in efficiency
and
performance. On top of that, it's entirely impossible to do anything at all
about concommands. So things like spike or snd_restart will be
impossible to do anything against.

On 5/2/07, LDuke [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 I can think of only 2 major plugin functions affected by this.

 One is server forwarding. I've heard from people operating 50 servers that
 all forward to one, and I've joined many of these types of servers, so I'm
 not unhappy about this change at all.

 The other is changing players' rates. Since those can now be limited by
 the
 new cvars (which Valve provided in response to the original restrict
 server
 commands outcry) there is no problem there either.

 I can't think of another valid reason to use a client exec from a plugin.
 I
 don't understand why there is so much outcry. What client commands (other
 than those listed above) are you execing on players that you miss so much
 with the restrictions?

 Grant
 (L. Duke)


 On 5/2/07, Yo Mama's A Chump [EMAIL PROTECTED] wrote:
 
  First of all it is the users responsibility to protect themselves from
  such
  attacks seeing as they can come from anywhere. The MOTD can point to a
  malicious website... what does that have to do with client exec?
 
  Secondly this is a pattern by Valve. They add these great features
 that
  break mods and plugins without any thought or care of how it will affect
  the
  community. Seeing as SourceMod is right around the corner and it will
  circumvent the need for executing client commands, why can they not wait
  until those projects flesh out first?
 
  Alfred, how much help are you providing to Bailoplan et. all in getting
  SourceMod complete and tested? This is a critical evolution that is
 going
  to
  take time for things to be ported. Why not wait until these things are
 off
  the ground to remove client exec? Is there some massive rash of abuse
 that
  I
  have not heard of? What is the rush?
 
  -YMAC
 
 
  On 5/2/07 5:36 AM, James Tucker [EMAIL PROTECTED] wrote:
 
   The question is, are you willing to take responsibility for security
   breaches on client machines as a result of executable code you have
 sent
   those machines via the Source network system?
  
   The simplest example would be to point the internal browser at a site
   which contains IE exploits, there are many far more complicated
 exploit
   vectors also.
  
   [EMAIL PROTECTED] wrote:
   Amen. What is going on here? It seems that Valve thinks that all the
   people that operate servers are clueless children that can not be
  trusted
   with anything. If players do not like the way they are treated on a
   server, they can leave. My server relies on plugins that are able to
   execute client commands, if that is taken away I am done running a
  server
   for Valve.
  
   Alfred, we are still waiting for an explanation of the reason behind
  this.
   What are you trying to stop exactly that is so critical that you are
   willing to ruin so many things that people have worked long and hard
  on?
  
   -YMAC
  
  
  
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Re: [hlds] RE: [hlds_linux] Source Engine Dedicated server beta (cl_restrict_server_commands)

2007-04-27 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
How does this improve anything at all? The only thing that's changed is
removing a
perfectly functional feature. How can you honestly consider this a good
thing in any
way? I could see why they created the need for cl_restrict_server_commands,
and
hell, I even agreed with them that the cvar was a good thing when they
introduced it.
This however does not in any way improve security, while it does
significantly cripple
functionality.

On 4/27/07, Joshua Handelsman-Woolf (DogGunn) [EMAIL PROTECTED] wrote:

 Explain how? You can't even use echo...

 James Gray wrote:
  This quite honestly does not affect many plugins at all...this move is
  much better in the long run for Source.
 
 
  On 4/26/07, Wim Barelds [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  This is why I never included such a feature into zblock :/
  FCVAR_SERVER_CAN_EXECUTE prevented server running command: alias
 
  No server plugins cant still execute commands on clients... Atleast,
 not
  properly.
  To execute a command on a client, that command requires the
  FCVAR_SERVER_CAN_EXECUTE flag, it's very rare for cvars to have
  this, one
  of the few examples that does have this is the play console command
  (which
  plays an audio file).
 
  On 4/27/07, Cc2iscooL [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   People kept finding ways to get people to disable it without them
  actually
   wanting to change it themselves, through the MOTD I believe was the
  most
   recent one. They probably just got tired of people exploiting it,
  so they
   decided to hardcode it. Maybe Alfred can shed some light as to the
  reason,
   but a lot of things will be different now. Zblock will probably
  have to
   just
   tell the client what to change.
  
   Heh.
  
   On 4/26/07, Wim Barelds [EMAIL PROTECTED] wrote:
   
--
[ Picked text/plain from multipart/alternative ]
Yup, it means that for some rediculous reason, it's become entirely
impossible
to execute commands on clients. Why this is not permitted with the
   active
consent of the end user (as it was previously) is beyond me.
   
VALVe is completely screwing over a truckload of server plugins
  because,
well
probably because it seemed like more fun then fixing things that
 are
actually
broken... I really don't see how you can remove a perfectly
  functional
   and
save
feature out of the blue.
   
On 4/26/07, Affordablegameservers.com [EMAIL PROTECTED]
  wrote:

 So does that mean it no longer is able to be set to 0 (ie we
  have no
 choice
 now its always on) or that its been removed period so now
  servers are
able
 to run commands on clients (ie plugins will work now without
  the cvar
set
 to
 0)
 thanks
 dex

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Alfred
  Reynolds
 Sent: Thursday, April 26, 2007 5:28 PM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] RE: [hlds_linux] Source Engine Dedicated
  server
   beta
 (cl_restrict_server_commands)


 The restrict cvar has been removed, zBlock needs to be updated.

 - Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of MaydaX
 Sent: Thursday, April 26, 2007 2:12 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] RE: [hlds_linux] Source Engine Dedicated server
  beta
 (cl_restrict_server_commands)

 The cl_restrict_server_commands cvar is not found in the beta
  version
   I
 get kicked from zBlock enabled servers for not having it set to
 0.
   Also
 server plug ins can exec client commands.


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Re: [hlds] Pure Server Mode Question / Request

2007-04-27 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
You should be able to do most of what you want simply by modifying the
whitelist.

On 4/27/07, Will [EMAIL PROTECTED] wrote:

 We want to lock all default game content to use only steam files,
 everything
 no replacement allowed at all for default game content.
 We run servers that plays many default maps but also many custom maps, we
 want to allow files from disk only for custom maps with the crc checks as
 there will be no steam files for these. Will this be possible or are we
 left
 out of all this by running custom maps?

 Can there be a var for all default content from Steam but allow files from
 disk with crc for content that was not delivered from Steam?
 if in steam use steam if not use from disk and crc

 Looking at the whitelist I don't see a way to do this without adding all
 the
 files for 150 custom maps file by file to the whitelist, many custom map
 files do not path to /custommapname/


 Also a viewable var for this?
 I would think many league and community type servers would want to run in
 such a mode, with a viewable var so it can be checked by players in game
 or
 hlsw.
 I think the viewable vars is important to remove suspicion.
 sv_pure 0/1/2
 say 2 for default = use whitelist
 say 1 From Steam only for all default files and allow_from_disk+check_crc
 for any non steam content
 0 off

 I recall awhile back you saying you were going to look into removing some
 unneeded vars from the server query, can you please make room in the
 server
 query for vars from plugins by removing some like:
 r_VehicleViewDampen
 r_JeepViewDampenFreq
 r_JeepViewDampenDamp
 r_JeepViewZHeight
 r_AirboatViewDampenFreq
 r_AirboatViewDampenDamp
 r_AirboatViewZHeight


 Thank you



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Re: [hlds] RE: [hlds_linux] Source Engine Dedicated server beta (cl_restrict_server_commands)

2007-04-27 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
So instead of fixing a problem, you're going to just hide from it?
Can't that exact same 'exploit' still be used to triiger fps_max 2 on
clients?
Can't that exact same exploit still trigger client commands?

No it's not acceptable to check cvars and kick offenders, for one because
people will change variables after changign the server, and checking the
value
every few seconds is neither efficient, nor save, nor should it be needed.
Players should not be required to know exactly which cvars we block, sure
some of them have an exploit nature, but some are also blocked since they
should have no place in competitive play. A player simply executing his
config, or setting a competition blocked cvar to something else should not
be kicked from the server. He should be prevented from changing said cvar.

zBlock specifically supported the restrict_server_commands convariable as
quite simply it's only fair. zBlock however can not function *properly*without
any abbility of preventive protection.

As a final question, in previous emails you've stated that you would also
provide
an interface that would not only allow plugins to query client variables,
but also
to effectively restrict certain convariables to set values, which would then
not be
saved into the config. While the need for this has been minor with the
abbility of
triggering client commands, it would certainly be something that's going to
be
needed if VALVe indeed intends to keep the abbility to trigger client
commands
'removed'. Assuming that it will indeed remain removed, are there any plans
to
follow up on this instead (ofcourse preferably before this gets out of
beta)?

On 4/27/07, Alfred Reynolds [EMAIL PROTECTED] wrote:

 The convar was removed as we had no effective way to otherwise protect
 it. Large numbers of servers were using exploits to set the value of
 this cvar without the users permission.

 If you write a plugin that runs client commands and you believe you have
 a command that won't let you exploit a users game process (i.e rebind
 keys, kills them, etc) then mail me (offlist) the details and we can
 talk about adding it to the allowed list.

 Zblock in particular can still function perfectly, they can use the API
 we specially added for them to query CVAR values and then kick users
 with cvars outside of their configuration ranges.

 - Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Dan E
 Sent: Friday, April 27, 2007 8:45 AM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] RE: [hlds_linux] Source Engine Dedicated server beta
 (cl_restrict_server_commands)

 Yes, I commend Valve for getting betas out now instead of having things
 come
 out broken.  I've already tried to help by letting Alfred know about
 some
 issues with the new release.  I'm just curious as to what the missing
 cl_restrict... is about.

 Dan

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of NaughtyGeek
 Sent: Friday, April 27, 2007 11:24 AM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] RE: [hlds_linux] Source Engine Dedicated server beta
 (cl_restrict_server_commands)

 I'm really going to have to disagree with you on this one. We all jumped
 up
 and down and said we needed betas before releases and here we are with a
 beta to test. Change is a necessary evil and most of the people here
 seem to
 have made assumptions with the information that was provided. The
 cl_restrict may have been removed, but Alfred has yet to reply to
 this
 list stating if it's been replaced, revised or otherwise. Everyone seems
 to
 be eager to jump down Valve's throat without acknowledging the fact that
 they are making an effort to work with us. Where's the big shout out to
 Valve from you guys that were spamming this list after every update you
 didn't get a beta for. We all know that updates will likely break things
 and
 it sucks to have to always find a new way to skin the same cat, but
 that's
 the way software works and most of you know that.

 Alfred, thanks from those of us who appreciate the steps you're making
 at
 trying to work with the community rather than against it.




 -- Original message --
 From: Keeper [EMAIL PROTECTED]
  Plugin makers work hard to make plugins that help server operators as
 well
  as bring some new fun into the game for players without having to
  redistribute a mod. Valve is falling over itself to keep us from doing
 this.
  It's the community support and creativity that keep a game alive, and
 they
  have never gotten this.
 
  I'll tell you this, when HL2DM dies for me, steam will disappear from
 my
  computer for good. I will never buy another thing from them again.
 Unless
  they change their outlook towards the existing community and put some
 effort
  into supporting us.
 

 ___
 To unsubscribe, edit your 

Re: [hlds] RE: [hlds_linux] Source Engine Dedicated server beta (cl_restrict_server_commands)

2007-04-26 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
zBlock is currently not compatible with the most recent SrcDS beta, we'll
try to have a working version done before it's out of beta,
however it seems like VALVe is making it pretty hard.

On 4/26/07, Alfred Reynolds [EMAIL PROTECTED] wrote:

 The restrict cvar has been removed, zBlock needs to be updated.

 - Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of MaydaX
 Sent: Thursday, April 26, 2007 2:12 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] RE: [hlds_linux] Source Engine Dedicated server beta
 (cl_restrict_server_commands)

 The cl_restrict_server_commands cvar is not found in the beta version I
 get kicked from zBlock enabled servers for not having it set to 0. Also
 server plug ins can exec client commands.


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Re: [hlds] RE: [hlds_linux] Source Engine Dedicated server beta (cl_restrict_server_commands)

2007-04-26 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Yup, it means that for some rediculous reason, it's become entirely
impossible
to execute commands on clients. Why this is not permitted with the active
consent of the end user (as it was previously) is beyond me.

VALVe is completely screwing over a truckload of server plugins because,
well
probably because it seemed like more fun then fixing things that are
actually
broken... I really don't see how you can remove a perfectly functional and
save
feature out of the blue.

On 4/26/07, Affordablegameservers.com [EMAIL PROTECTED] wrote:

 So does that mean it no longer is able to be set to 0 (ie we have no
 choice
 now its always on) or that its been removed period so now servers are able
 to run commands on clients (ie plugins will work now without the cvar set
 to
 0)
 thanks
 dex

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Alfred Reynolds
 Sent: Thursday, April 26, 2007 5:28 PM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] RE: [hlds_linux] Source Engine Dedicated server beta
 (cl_restrict_server_commands)


 The restrict cvar has been removed, zBlock needs to be updated.

 - Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of MaydaX
 Sent: Thursday, April 26, 2007 2:12 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] RE: [hlds_linux] Source Engine Dedicated server beta
 (cl_restrict_server_commands)

 The cl_restrict_server_commands cvar is not found in the beta version I
 get kicked from zBlock enabled servers for not having it set to 0. Also
 server plug ins can exec client commands.


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Re: [hlds] RE: [hlds_linux] Source Engine Dedicated server beta (cl_restrict_server_commands)

2007-04-26 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
This is why I never included such a feature into zblock :/
FCVAR_SERVER_CAN_EXECUTE prevented server running command: alias

No server plugins cant still execute commands on clients... Atleast, not
properly.
To execute a command on a client, that command requires the
FCVAR_SERVER_CAN_EXECUTE flag, it's very rare for cvars to have this, one
of the few examples that does have this is the play console command (which
plays an audio file).

On 4/27/07, Cc2iscooL [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 People kept finding ways to get people to disable it without them actually
 wanting to change it themselves, through the MOTD I believe was the most
 recent one. They probably just got tired of people exploiting it, so they
 decided to hardcode it. Maybe Alfred can shed some light as to the reason,
 but a lot of things will be different now. Zblock will probably have to
 just
 tell the client what to change.

 Heh.

 On 4/26/07, Wim Barelds [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Yup, it means that for some rediculous reason, it's become entirely
  impossible
  to execute commands on clients. Why this is not permitted with the
 active
  consent of the end user (as it was previously) is beyond me.
 
  VALVe is completely screwing over a truckload of server plugins because,
  well
  probably because it seemed like more fun then fixing things that are
  actually
  broken... I really don't see how you can remove a perfectly functional
 and
  save
  feature out of the blue.
 
  On 4/26/07, Affordablegameservers.com [EMAIL PROTECTED] wrote:
  
   So does that mean it no longer is able to be set to 0 (ie we have no
   choice
   now its always on) or that its been removed period so now servers are
  able
   to run commands on clients (ie plugins will work now without the cvar
  set
   to
   0)
   thanks
   dex
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] Behalf Of Alfred Reynolds
   Sent: Thursday, April 26, 2007 5:28 PM
   To: hlds@list.valvesoftware.com
   Subject: RE: [hlds] RE: [hlds_linux] Source Engine Dedicated server
 beta
   (cl_restrict_server_commands)
  
  
   The restrict cvar has been removed, zBlock needs to be updated.
  
   - Alfred
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of MaydaX
   Sent: Thursday, April 26, 2007 2:12 PM
   To: hlds@list.valvesoftware.com
   Subject: [hlds] RE: [hlds_linux] Source Engine Dedicated server beta
   (cl_restrict_server_commands)
  
   The cl_restrict_server_commands cvar is not found in the beta version
 I
   get kicked from zBlock enabled servers for not having it set to 0.
 Also
   server plug ins can exec client commands.
  
  
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Re: [hlds] Question about sv_airaccelerate property in CS Source

2007-04-23 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
I have no idea of the max value or alike, however with values above 100 it
becomes notably easier to go up against a ramp. mid air there doesn't seem
to be a notable difference.

On 4/23/07, Neil Rajani [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Right, as some will know for surf servers, sv_airaccelerate needs to be
 above a certain value in order to fly through the air competently on a 66
 tick server . Most pundits give sv_airaccelerate at the minimum value at 100

   I have however, seen servers with airaccelerate set to 500, 999 and
 other unusual values.

   From what i heard years ago, the maximum value which makes a difference
 in air control is 100, but i forgot who told me this. Anything above 100
 wont make any difference compared to a value of 100

   Is this source true? If not, what is the maximum airaccelerate value
 which can actually make a difference to air control?


 -
 Yahoo! Answers - Got a question? Someone out there knows the answer. Tryit
 now.
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Re: [hlds] There really is information of Cs:s and Cs

2007-03-06 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Not even english. Waste of time.

On 3/6/07, Whisper [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Ok

 Who is game enough to click on the link

 Please let us know what happens :)

 On 3/7/07, matti ruuska [EMAIL PROTECTED] wrote:
 
  There:
 
  http://www.invisiom.net/index.php?ip=62.216.118.79
 
  Is really information, and help of those games (cs 1.6 and cs:source) go
  and
  check !
  Im really greatfull if you do that, tnx : )
 
  _
  Uutisista turhaan tietoon. Mitä ikinä etsitkin, MSN Search löytää
  hakemasi.
  http://search.msn.fi
 
 
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Re: [hlds] Ingame adds, who will remove them?

2007-03-06 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
LDuke, what about placing textures to conviniantly overlay said adds?

On 3/6/07, Saint K. [EMAIL PROTECTED] wrote:

 Which project will that be on?


 - Original Message -
 From: Edward Luna [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Tuesday, March 06, 2007 5:52 PM
 Subject: RE: [hlds] Ingame adds, who will remove them?


 After many years of being an enthusiastic server admin running Valve
 games,
 I've reluctantly thrown in the towel on hosting SRC games.  I probably
 just
 don't know enough to be able to keep up with all the nonsense and as much
 help as most guys are on this list... I just don't have the time to deal
 with all the issues that surround Valve and the SRC games.  I've converted
 my two servers the old school Half-Life Valve and I am enjoying the lack
 of
 problems very much.
 Peace.

 -Original Message-
 From: Saint K. [mailto:[EMAIL PROTECTED]
 Sent: Tuesday, March 06, 2007 11:22 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Ingame adds, who will remove them?


 Even more gay is, that VALVe hasnt put anythin on their website on the
 last
 update which enables the ingame ads.

 - Original Message -
 From: [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Cc: Saint K. [EMAIL PROTECTED]
 Sent: Tuesday, March 06, 2007 12:36 PM
 Subject: Re: [hlds] Ingame adds, who will remove them?


  If it can not connect to the ad server, it automatically provides you
 with
  the viewing pleasure of VALVe game ads.
   Saint K. [EMAIL PROTECTED] wrote:
  I'll give a cookie to the first one to write a tweak to block the ads.
 
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Re: [hlds] IVEngineServer::ForceExactFile and Custom Content

2007-02-19 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Dont have a good idea about your problem, but I would like to add another
problem to the list.
(As opposed to the default consistancy checks of sv_consistancy)
ForceExactFile only checks for the files on disk, if the inconsistant file
is loaded into memory but removed or moved from the harddrive,
then the server will let the player connect with the inconsistant
files, aswell as play with them (duh).


On 2/19/07, James Gray [EMAIL PROTECTED] wrote:

 Is it just me or does the consistency check imposed by ForceExactFile
 too early for custom content? What seems to happen is that consistency
 is checked before custom content has even had a chance to download.
 Also, I would like to mention that IVEngineServer::ForceSimpleMaterial
 seems to have no effect.

 Anyways, I would greatly appreciate it if Valve took a look at this
 problem.

 Thanks,
 James

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Re: [hlds] To protect against cheaters and abusive admins, why not destroy the ability for CS:S to be played on the internet?

2007-01-24 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Because your lack of intelect and sense of humor is terrible. Please proceed
to castrate yourself using a spoon now, followed by suicide. Thank you. Good
Bye.

On 1/24/07, Chris Barnett [EMAIL PROTECTED] wrote:

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



 If functionality (e.g. to be able to run server commands on the client)
 can
 be placed on the altar to be sacrificed (needlessly) in order to protect
 the
 casual CS:S player against abusive admins, then why not follow that to
 it's
 logical conclusion and remove the ability for CS:S to be played on the
 internet?



 Cheers!



 Chris Barnett



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Re: [hlds] zBlock 3.0.0 RC3 - What are others using?

2007-01-09 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Not at all irony, people who don't want to have clientcommands executed on
them don't need to. People who wish to use their servers as forwarders can
use that exact same option. I'm not asking VALVe or anyone to give me access
to the clientcommands without the use of cl_restrict_server_commands 0.
Unless you mean that the irony is that people who connect to zblock servers
can also be redirected; yes I'd love for that to not be true, good thing
most server admins competent enough to use zBlock are rarely incompetent
enough to use their servers as forwarders.

On 1/9/07, Roman Hatsiev [EMAIL PROTECTED] wrote:

 It kicks players with cl_restrict_server_commands 1. As simple as
 that. And few weeks ago zblock author argued against server executed
 connect command right on this list, what an irony...

 On 09/01/07, Adam Sando [EMAIL PROTECTED] wrote:
  Hi guys,
 
  I just downloaded and installed zBlock v3.0.0 RC3 on our CS:S server, in
  the hopes to replace what was CVAR-X (before the
  cl_restrict_server_commands update).
 
  From all accounts, the new version works quite well and does not hinder
  performance at all. I have yet to personally test it in a 5v5 scrim, or
  when the server is full, however it will be interesting to know how it
  has circumvented the server commands restriction feature.
 
  What do you all use to protect your server against exploiting or
  malicious users?
  Does anyone make use of Mattie's Eventscripts for this at all?
 
  Regards,
  Adam.
 
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Re: [hlds] zBlock 3.0.0 RC3 - What are others using?

2007-01-09 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
We do plan to add similar functionality in the future (unless VALVe
implements sv_pure before that time).

On 1/9/07, Roman Hatsiev [EMAIL PROTECTED] wrote:

 Putting aside your funny needles about competence of those who do not
 agree with your opinion, I wonder if zBlock perform files consitency
 check the way cvarblock does? If not, any plans to implement this in
 the future?

 On 09/01/07, Wim Barelds [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Not at all irony, people who don't want to have clientcommands executed
 on
  them don't need to. People who wish to use their servers as forwarders
 can
  use that exact same option. I'm not asking VALVe or anyone to give me
 access
  to the clientcommands without the use of cl_restrict_server_commands 0.
  Unless you mean that the irony is that people who connect to zblock
 servers
  can also be redirected; yes I'd love for that to not be true, good thing
  most server admins competent enough to use zBlock are rarely incompetent
  enough to use their servers as forwarders.
 
  On 1/9/07, Roman Hatsiev [EMAIL PROTECTED] wrote:
  
   It kicks players with cl_restrict_server_commands 1. As simple as
   that. And few weeks ago zblock author argued against server executed
   connect command right on this list, what an irony...
  
   On 09/01/07, Adam Sando [EMAIL PROTECTED] wrote:
Hi guys,
   
I just downloaded and installed zBlock v3.0.0 RC3 on our CS:S
 server, in
the hopes to replace what was CVAR-X (before the
cl_restrict_server_commands update).
   
From all accounts, the new version works quite well and does not
 hinder
performance at all. I have yet to personally test it in a 5v5 scrim,
 or
when the server is full, however it will be interesting to know how
 it
has circumvented the server commands restriction feature.
   
What do you all use to protect your server against exploiting or
malicious users?
Does anyone make use of Mattie's Eventscripts for this at all?
   
Regards,
Adam.
   
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Re: [hlds] zBlock 3.0.0 RC3 - What are others using?

2007-01-09 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
An easier way would be to just type alias in console.
Either way, we may later list a number of cvars that we block, however we
will not list all, due to exploitable issues (You only have to look at MPC
to see what I mean).

On 1/9/07, Roman Hatsiev [EMAIL PROTECTED] wrote:

 Thanks. Any plans to provide more details about blocked cvars on the
 site? Looking through binary is pretty boring to be honest.

 On 09/01/07, Wim Barelds [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  We do plan to add similar functionality in the future (unless VALVe
  implements sv_pure before that time).
 
  On 1/9/07, Roman Hatsiev [EMAIL PROTECTED] wrote:
  
   Putting aside your funny needles about competence of those who do not
   agree with your opinion, I wonder if zBlock perform files consitency
   check the way cvarblock does? If not, any plans to implement this in
   the future?
  
   On 09/01/07, Wim Barelds [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ]
Not at all irony, people who don't want to have clientcommands
 executed
   on
them don't need to. People who wish to use their servers as
 forwarders
   can
use that exact same option. I'm not asking VALVe or anyone to give
 me
   access
to the clientcommands without the use of cl_restrict_server_commands
 0.
Unless you mean that the irony is that people who connect to zblock
   servers
can also be redirected; yes I'd love for that to not be true, good
 thing
most server admins competent enough to use zBlock are rarely
 incompetent
enough to use their servers as forwarders.
   
On 1/9/07, Roman Hatsiev [EMAIL PROTECTED] wrote:

 It kicks players with cl_restrict_server_commands 1. As simple as
 that. And few weeks ago zblock author argued against server
 executed
 connect command right on this list, what an irony...

 On 09/01/07, Adam Sando [EMAIL PROTECTED] wrote:
  Hi guys,
 
  I just downloaded and installed zBlock v3.0.0 RC3 on our CS:S
   server, in
  the hopes to replace what was CVAR-X (before the
  cl_restrict_server_commands update).
 
  From all accounts, the new version works quite well and does not
   hinder
  performance at all. I have yet to personally test it in a 5v5
 scrim,
   or
  when the server is full, however it will be interesting to know
 how
   it
  has circumvented the server commands restriction feature.
 
  What do you all use to protect your server against exploiting or
  malicious users?
  Does anyone make use of Mattie's Eventscripts for this at all?
 
  Regards,
  Adam.
 
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Re: [hlds] Valve...can we get the connect command for redirect in SCRDS?

2006-12-20 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
No, VAC isn't in place to police your servers real-time. It's in place to
remove
as many hackers as possible, and does this with a delay. Unless you really
really love cheaters, it should be obvious that you would like a cheater to
be
removed from your server after less then a month time, as that's how long it
will take to get him VAC banned (often longer).

As said, removing a player is not abuse, servers are private property (as
said) which means that you do not have the right to be there, you have the
priveledge, and that priveledge can be removed at any time by the owner
of the property (game server admin).
When you connect to a server, you however do not become the server
admin's property, meaning that even though the admin can tell you what to
do to maintain your priveledge to stay, he can not (or should not be able
to)
make you do whatever he wishes, without your consent.

On 12/20/06, Hell Phoenix [EMAIL PROTECTED] wrote:

 [ Converted text/html to text/plain ]
 x3
 I mean..why do server ops need kick and ban?  Thats what VAC is for right?
 There arent any asshats or cheaters in our servers.



-Original Message-
 From: Roman Hatsiev [mailto:[EMAIL PROTECTED]
 Sent: Wednesday, December 20, 2006 1:02 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlds] Valve...can we get the connect command for redirect
 in SCRDS?


 Everyone hate being kicked or banned. I suggest removing kick and
 banid commands from the game. It must be a player's choice whether to
 play on this server, not server operator's. Also kick and ban are
 widely abused by many server operators, we must do something to
 protect players! The freedom of choice for players is everything,
 while server operators deserve no choice at all.

 On 20/12/06, Joshua Handelsman-Woolf (DogGunn) [EMAIL PROTECTED][3]
 wrote:


 Oh noes, please not the redirect, that annoyed me. I hated being
 switched to another server without actually being given the option.
 john @ GamersCoalition wrote:


 No reason to be afraid; thanks for the recommendation.

 On 12/19/06, Graham Robinson [EMAIL PROTECTED][4] wrote:


 But they might also find it annoying to not be able to connect to a
 server showing 20/23
 because of 3 reserve slots.

 I'm afraid to say this but you are doing your reserve slot system
 wrong then. You want sv_visiblemaxplayers set to 20

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 ===References:===
   1. mailto:[EMAIL PROTECTED]
   2. mailto:hlds@list.valvesoftware.com
   3. mailto:[EMAIL PROTECTED]
   4. mailto:[EMAIL PROTECTED]
   5. http://list.valvesoftware.com/mailman/listinfo/hlds
   6. mailto:[EMAIL PROTECTED]
   7. http://www.gamerscoalition.com
   8. http://list.valvesoftware.com/mailman/listinfo/hlds
   9. http://list.valvesoftware.com/mailman/listinfo/hlds
 10. http://list.valvesoftware.com/mailman/listinfo/hlds
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Re: [hlds] Valve...can we get the connect command for redirect in SCRDS?

2006-12-19 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
As previously noted, the reserved slots issue could be resolved fairly
easily,
past that. Please don't get me wrong, I really wouldn't mind a this server
recommends these alternatives approach, or link server network kind of
solution.
I however do oppose to giving admins the connect console command back
as it previously were.

On 12/19/06, john @ GamersCoalition [EMAIL PROTECTED] wrote:

 Don't forget, we need to pay taxes =)

 Pubbers may find it annoying to be redirected, but they might also
 find it annoying to not be able to connect to a server showing 20/23
 because of 3 reserve slots. We use redirects to help players find a
 server to play on. We use(d) redirects to distribute players, not
 alter players rates, etc. I'm not entirely susre how this would be
 abused, though I can see it being annoying.

 I'll stop using quotes when you start acknowledging the other POV,
 wim. And thanks for zBlock, it was a very useful plugin.

 Cheers,

 SJ

 On 12/18/06, Chris Barnett [EMAIL PROTECTED] wrote:
 
  Wim,
 
  Please stop telling people they don't need stuff.
 
  Sorry to those who have read this before.
 
  We don't need to play CS:S
 
  We don't need to play DOD:S
 
  We don't need mods.
 
  We don't need food.
 
  We don't need air.
 
  The only thing in life we need to do is die. That's why we all pay so
 much
  money to practice killing people.
 
  People say that automatic redirects are annoying as hell. Fine.
 
  Server admins recognise that therefore we want a COMPROMISE solution
 which
  redirects people with their PERMISSION.
 
  Cheers.
 
  Chris.
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Wim Barelds
  Sent: 18 December 2006 18:11
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Valve...can we get the connect command for redirect
 in
  SCRDS?
 
  --
  [ Picked text/plain from multipart/alternative ]
  I do give a crap about admin problems and alike, if I didn't I wouldn't
 have
  been 1 of the co-authors of zBlock, among a crapload of other stuff.
 IMO;
  it's important to not have the feature from a player's point of view,
 and
  it's not all that important to have the feature from a server admin
 point of
  view.
 
  On 12/18/06, Newbie [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   The guy speaks from the player's POV and simply doesn't give a thing
 about
   admins' problems like servers migration or load balancing.
  
   Newbie
  
   -Original Message-
  
   From: Roman Hatsiev [EMAIL PROTECTED]
  
   To: hlds@list.valvesoftware.com
  
   Date: Mon, 18 Dec 2006 14:42:43 +0300
  
   Subject: Re: [hlds] Valve...can we get the connect command for
 redirect in
   SCRDS?
  
  
  
  
   Now I see. There must be only two opinions about everything - yours
  
   and wrong one. Let me stick to the wrong one please as I'm pretty
  
   happy with it :)
  
  
  
   On 18/12/06, Wim Barelds [EMAIL PROTECTED] wrote:
  
--
  
[ Picked text/plain from multipart/alternative ]
  
You don't need it either, plus pretty much every player that ever
  
gets redirected finds it annoying as fuck. I'm not saying you
 couldn't
  
find ways to use/abuse it, I'm sure you could and would. But you
 don't
  
need it.
  
   
  
On 12/18/06, Roman Hatsiev [EMAIL PROTECTED] wrote:
  

  
 Looks like your only argument presented in different wordings is
 I
  
 don't need it, . The fact that you don't need this tool or don't
 know
  
 how to properly apply this tool does not make it less valuable to
  
 other admins. And I'm not going to waste my time convincing you
 that
  
 you need it because with your single server you don't :)
  

  
 On 18/12/06, Wim Barelds [EMAIL PROTECTED] wrote:
  
  --
  
  [ Picked text/plain from multipart/alternative ]
  
  Regulars knew the domain name, and it was no problem at all.
  
  I did not see any kind of player drop on our server when we
  
  relocated.
  
 
  
   (would you rather join an empty or populated server?).
  
  I would rather join a populated server, which I would expect to
  
  join when I do.
  
 
  
   I think by load balancing it's more meant to keep the two or
  
   more servers full.. (correct me if I'm wrong).
  
  Do you actually play this game? You barely, if ever, get moved
  
  to a server worth while. Either the server is empty, has some
  
  fucked up gameplay mods, or has piranesi kind of map. No
  
  thanks.
  
 
  
 
  
  On 12/18/06, Chris Barnett [EMAIL PROTECTED] wrote:
  
  
  
   Oppss
  
  
  
   I meant:
  
  
  
   Once the client resolves an IP to that subdomain, the client
 saves
   the
  
 IP
  
   addy in it's favourites and not the domain name.
  
  
  
  
  
   -Original Message-
  
   From

Re: [hlds] Valve...can we get the connect command for redirect in SCRDS?

2006-12-18 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
I do give a crap about admin problems and alike, if I didn't I wouldn't have
been 1 of the co-authors of zBlock, among a crapload of other stuff. IMO;
it's important to not have the feature from a player's point of view, and
it's not all that important to have the feature from a server admin point of
view.

On 12/18/06, Newbie [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 The guy speaks from the player's POV and simply doesn't give a thing about
 admins' problems like servers migration or load balancing.

 Newbie

 -Original Message-

 From: Roman Hatsiev [EMAIL PROTECTED]

 To: hlds@list.valvesoftware.com

 Date: Mon, 18 Dec 2006 14:42:43 +0300

 Subject: Re: [hlds] Valve...can we get the connect command for redirect in
 SCRDS?




 Now I see. There must be only two opinions about everything - yours

 and wrong one. Let me stick to the wrong one please as I'm pretty

 happy with it :)



 On 18/12/06, Wim Barelds [EMAIL PROTECTED] wrote:

  --

  [ Picked text/plain from multipart/alternative ]

  You don't need it either, plus pretty much every player that ever

  gets redirected finds it annoying as fuck. I'm not saying you couldn't

  find ways to use/abuse it, I'm sure you could and would. But you don't

  need it.

 

  On 12/18/06, Roman Hatsiev [EMAIL PROTECTED] wrote:

  

   Looks like your only argument presented in different wordings is I

   don't need it, . The fact that you don't need this tool or don't know

   how to properly apply this tool does not make it less valuable to

   other admins. And I'm not going to waste my time convincing you that

   you need it because with your single server you don't :)

  

   On 18/12/06, Wim Barelds [EMAIL PROTECTED] wrote:

--

[ Picked text/plain from multipart/alternative ]

Regulars knew the domain name, and it was no problem at all.

I did not see any kind of player drop on our server when we

relocated.

   

 (would you rather join an empty or populated server?).

I would rather join a populated server, which I would expect to

join when I do.

   

 I think by load balancing it's more meant to keep the two or

 more servers full.. (correct me if I'm wrong).

Do you actually play this game? You barely, if ever, get moved

to a server worth while. Either the server is empty, has some

fucked up gameplay mods, or has piranesi kind of map. No

thanks.

   

   

On 12/18/06, Chris Barnett [EMAIL PROTECTED] wrote:



 Oppss



 I meant:



 Once the client resolves an IP to that subdomain, the client saves
 the

   IP

 addy in it's favourites and not the domain name.





 -Original Message-

 From: [EMAIL PROTECTED]

 [mailto:[EMAIL PROTECTED] On Behalf Of Chris
 Barnett

 Sent: 18 December 2006 01:32

 To: hlds@list.valvesoftware.com

 Subject: RE: [hlds] Valve...can we get the connect command for

   redirect in

 SCRDS?





 Automatic server redirects are gone for good. As an admin that
 never

 abused

 them, I'm quite angry at those that did. Such people even used to
 brag

   on

 various forums that their servers were full, but at whose expense?



 I hope some kind of redirect that asks the user, will be
 implemented.

   As

 for

 using a sub-domain for a server, it doesn't work...once the client

 resolves

 an IP to that subdomain, the client saves the IP addy in it's

   favourites

 and

 not the IP address.



 Chris.





 -Original Message-

 From: [EMAIL PROTECTED]

 [mailto:[EMAIL PROTECTED] On Behalf Of Wim
 Barelds

 Sent: 18 December 2006 00:39

 To: hlds@list.valvesoftware.com

 Subject: Re: [hlds] Valve...can we get the connect command for

   redirect in

 SCRDS?



 --

 [ Picked text/plain from multipart/alternative ]

  Seems like you never had an experience of migrating your servers
 to

  another ISP. Not to mention other cases when redirection can be
 very

  useful - load balancing and promoting new server just to name a
 few.

  Fortunately, as far as I know, Mani promised to restore this

  functionality in next version of his mod.



 I sure did, you should consider getting a subdomain to refer to
 your

 server.

 I had deathmatch.BoooM.co.uk, when we needed to change IP, we

 could do that without any problem at all. Load balancing? Are
 you

 kidding?

 If a server can't handle 18 players, it should simply not have 18

   slots,

 there

 is no problem here. Promoting new servers? Why? Why should these

 servers get any additional promotion over any other new server out

   there?

 If the server is good, it'll get it's own crowd.



 On 12/17/06, [GS]Admin [EMAIL PROTECTED] wrote

Re: [hlds] Valve...can we get the connect command for redirect in SCRDS?

2006-12-17 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
 Seems like you never had an experience of migrating your servers to
 another ISP. Not to mention other cases when redirection can be very
 useful - load balancing and promoting new server just to name a few.
 Fortunately, as far as I know, Mani promised to restore this
 functionality in next version of his mod.

I sure did, you should consider getting a subdomain to refer to your server.
I had deathmatch.BoooM.co.uk, when we needed to change IP, we
could do that without any problem at all. Load balancing? Are you kidding?
If a server can't handle 18 players, it should simply not have 18 slots,
there
is no problem here. Promoting new servers? Why? Why should these
servers get any additional promotion over any other new server out there?
If the server is good, it'll get it's own crowd.

On 12/17/06, [GS]Admin [EMAIL PROTECTED] wrote:


 - Original Message -
 From: Thortok2000 [EMAIL PROTECTED]
 Sent: Sunday, December 17, 2006 5:54 AM

  What I'd like to see:  In the 'this server is full, auto-retry' dialog
  box,
  have a 'this server recommends' and have a button to push to go to the
  server it recommends.  Also, if you attempt to connect to the server and
  they don't want you playing there, it could be a 'this server is closed,
  go
  here instead, please update your favorites' and again have the button.
 
  Automatically redirecting you...no, I don't like that, I don't like that
  at
  all.

 I actually like this idea and think it should be implemented.Then you
 could
 have a cvar kinda like the fast download in your server.cfg which you
 could
 advertise for friendly servers or yours or even other servers you own.Or
 make it to where gaming communites could put multiple servers in there and
 it would advertise what map and how many players are on it with join
 buttons
 along side them.Basically you could make a community over view join
 button.The reason I like it is because of how many people go oh I didn't
 know you had that server!

 And Frazer what you said was just funny.But you have a point.But it would
 be
 nice to have the ability.Or maybe even put it into another tab, like you
 have the recent servers make a list from that server config file that
 lists
 in blue offset alittle the other servers they suggest.Like upto 10 servers
 or something to that effect.Just my $.02 .

 -BeNt-
 http://www.gorillazsouth.com



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




--
___
Wim 'TheUnknownFactor' Barelds
[EMAIL PROTECTED]
--

___
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visit:
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Re: [hlds] Valve...can we get the connect command for redirect in SCRDS?

2006-12-17 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Regulars knew the domain name, and it was no problem at all.
I did not see any kind of player drop on our server when we
relocated.

 (would you rather join an empty or populated server?).
I would rather join a populated server, which I would expect to
join when I do.

 I think by load balancing it's more meant to keep the two or
 more servers full.. (correct me if I'm wrong).
Do you actually play this game? You barely, if ever, get moved
to a server worth while. Either the server is empty, has some
fucked up gameplay mods, or has piranesi kind of map. No
thanks.


On 12/18/06, Chris Barnett [EMAIL PROTECTED] wrote:

 Oppss

 I meant:

 Once the client resolves an IP to that subdomain, the client saves the IP
 addy in it's favourites and not the domain name.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Chris Barnett
 Sent: 18 December 2006 01:32
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Valve...can we get the connect command for redirect in
 SCRDS?


 Automatic server redirects are gone for good. As an admin that never
 abused
 them, I'm quite angry at those that did. Such people even used to brag on
 various forums that their servers were full, but at whose expense?

 I hope some kind of redirect that asks the user, will be implemented. As
 for
 using a sub-domain for a server, it doesn't work...once the client
 resolves
 an IP to that subdomain, the client saves the IP addy in it's favourites
 and
 not the IP address.

 Chris.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Wim Barelds
 Sent: 18 December 2006 00:39
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Valve...can we get the connect command for redirect in
 SCRDS?

 --
 [ Picked text/plain from multipart/alternative ]
  Seems like you never had an experience of migrating your servers to
  another ISP. Not to mention other cases when redirection can be very
  useful - load balancing and promoting new server just to name a few.
  Fortunately, as far as I know, Mani promised to restore this
  functionality in next version of his mod.

 I sure did, you should consider getting a subdomain to refer to your
 server.
 I had deathmatch.BoooM.co.uk, when we needed to change IP, we
 could do that without any problem at all. Load balancing? Are you
 kidding?
 If a server can't handle 18 players, it should simply not have 18 slots,
 there
 is no problem here. Promoting new servers? Why? Why should these
 servers get any additional promotion over any other new server out there?
 If the server is good, it'll get it's own crowd.

 On 12/17/06, [GS]Admin [EMAIL PROTECTED] wrote:
 
 
  - Original Message -
  From: Thortok2000 [EMAIL PROTECTED]
  Sent: Sunday, December 17, 2006 5:54 AM
 
   What I'd like to see:  In the 'this server is full, auto-retry' dialog
   box,
   have a 'this server recommends' and have a button to push to go to the
   server it recommends.  Also, if you attempt to connect to the server
 and
   they don't want you playing there, it could be a 'this server is
 closed,
   go
   here instead, please update your favorites' and again have the button.
  
   Automatically redirecting you...no, I don't like that, I don't like
 that
   at
   all.
 
  I actually like this idea and think it should be implemented.Then you
  could
  have a cvar kinda like the fast download in your server.cfg which you
  could
  advertise for friendly servers or yours or even other servers you own.Or
  make it to where gaming communites could put multiple servers in there
 and
  it would advertise what map and how many players are on it with join
  buttons
  along side them.Basically you could make a community over view join
  button.The reason I like it is because of how many people go oh I
 didn't
  know you had that server!
 
  And Frazer what you said was just funny.But you have a point.But it
 would
  be
  nice to have the ability.Or maybe even put it into another tab, like you
  have the recent servers make a list from that server config file that
  lists
  in blue offset alittle the other servers they suggest.Like upto 10
 servers
  or something to that effect.Just my $.02 .
 
  -BeNt-
  http://www.gorillazsouth.com
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 



 --
 ___
 Wim 'TheUnknownFactor' Barelds
 [EMAIL PROTECTED]
 --

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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 ___
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 please visit:
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Re: [hlds] Valve...can we get the connect command for redirect in SCRDS?

2006-12-16 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Lets hope the anwser is no, when players connect to a server, they connect
to that server. If I wanted to be on any other server, I would connect to
another server.

On 12/17/06, Hell Phoenix [EMAIL PROTECTED] wrote:

 Since we no longer can run commands on the client its not possible to do
 server redirection.  Im sure I am not alone missing this key feature on
 the DS.  Would it be possible for you to add in the abilty for servers
 to execute the connect command on the client or something similar?

 HP

 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds




--
___
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[EMAIL PROTECTED]
--

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Re: [hlds] Alfred PTBx considerations? ALFRED PLEASE READ THIS ABOUT CL_INTERP

2006-11-28 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
The things you're nothing are not issues, they're by design. Or atleast,
they should be by design. It may indeed not be perfect that the last few
actions you performed before being killed  are not being processed,
however it would be significantly more annoying if kills you make are
later undone due to players with high latency and/or interpolation delay.

Also when you say max interp, make sure to keep it below sv_maxunlag.

The issues that currently do exist in the netcode are that the interpolation
delay imposed on clients is ~66ms on top of the cl_interp value (when
cl_interpolate is 1)
And that with interpolation disabled, bullets are registered to the wrong
history tick. See the following link for further reference:
http://forums.steampowered.com/forums/showthread.php?t=420665highlight=final+quirks%22

On 11/28/06, James Tucker [EMAIL PROTECTED] wrote:

 artiecs wrote:
  That article is definately a good start.
 
  Alfred, one other tremendously important cvar that needs to be addressed
 is
  cl_interp. The default value of 0.1 for cl_interp causes hitboxes to
 'lag'
  behind player models a significant amount.
 If one also adjusts cl_interpolate 0 only. If not, the hitboxes viewed
 on the client do in fact lie in the correct place with respect to all of
 the other network subroutines, and indeed where the texture will be seen.

  This is why players who run
  around corners can still be hit by other players, even though they have
 been
  out of that other players view long enough that they shouldn't be hit.
 No, this is because cl_interp, as you know is a delay. With a higher
 value of cl_interp, when that player hit's you in the past, you will
 only 'see' the effects once his data has been processed by the server
 (on some servers, 60-100fps this could be almost 0.2s) and sent back
 (ping/2) having been through your cl_interp - with the exception of the
 caveat I speak about below.

  When
  cl_interp is lowered, it keeps the hitboxes more closely alligned to the
  player models. When it is raised, it makes the hitboxes lag even further
  behind the models (which is how some of the rediculous Bash Valve about
 the
  hitboxes videos on the web made the hitboxes lag 10-20 feet behind the
  models).
 Indeed the videos you speak of were made with cl_interpolate 0 and
 cl_interp 0.1 or higher.

  We've seen players actually have this cvar set to 0.2 and higher,
  which allows them to shoot the hitboxes of players a significant time
 after
  that player hs run behind cover or around a corner, this should not be
  allowed in any situation. Even the default of 0.1 allows this, tho not
 as
  bad as higher settings.
 
 Indeed it should be restricted in a way which resembles some kind of
 judgement of players ping times and server performance. This could be
 suitably handled by server operators, although as has been discussed
 many times on this list - it should be possible to create 'optimal'
 values server side and push them to clients in order to optimise a fair
 timeline delta for all players.

  Most of the regulars on our server run cl_interp between 0.02 and 0.04.
 This
  keeps the hitboxes closely aligned with the actual player models (ideal
 case
  would be that they're Exactly aligned 100% of the time) which results in
  great shot registration when a player accurately shoots at a model he
 sees.
 
 If what you claim was true, that the hitboxes (server's view of the
 model) lag behind the model (your view of the model) then there should
 be some mathematical relationship for this deviation. Indeed you suggest
 it is linear (as many have), I ask why this does not suggest that in
 fact 0.01 (the minimum setting) would not produce the least deviation?

 On a server which is performing well (at least a few hundred fps
 sustained) you will generally see a marked impovement in 'accuracy', and
 again you will see improvements when you increase the tickrate of the
 server (provided the prior doesn't drop significantly). The reason for
 this is the age and accuracy of the data you are viewing.

 There is indeed one side effect of cl_interpolate 1 and cl_interp values
 above the minimum value which is a very very important effect.

 Put very succinctly, players which have died on the server timeline,
 which are not yet dead on the client timeline can no longer make
 gameworld interactions.

 There is a simple test for this:
 1. Load up a map, set no target and add a high skill bot with bot
 lagging on.
 2. Hand the bot an awp and stand in plain vision.
 3. Aim at the bot and pause the game
 4. bind unpause
 5. reset bot target
 6. set cl_interp to max
 7. unpause and commence fire

 Observe no registered hits for the client.

 Second test:
 Two models, one stationary, one sidestepping into view. Sidestepping
 model on a minimum cl_interp, attacks for a kill (deagle). Second,
 stationary model takes accurate shot after the sidestepping model has
 stopped, 

Re: [hlds] Server counterpart for cl_restrict_server_commands

2006-11-22 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
I strongly recommend reading:
http://enemydown.co.uk/forumreplies.php?id=83321

On 11/22/06, artiecs [EMAIL PROTECTED] wrote:

 Oh nice, so when you're told not to be a jerkoff you turn around and try
 to
 send everyone on the list a virus. Let me guess.your name is Ray.

 Too bad this thread was so pathetically hijacked by Ray. The original idea
 was worth discussion.

 - Original Message -
 From: kyle [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Wednesday, November 22, 2006 2:47 PM
 Subject: RE: [hlds] Server counterpart for cl_restrict_server_commands


  This is a multi-part message in MIME format.
  --
  This message has been processed by Symantec's AntiVirus Technology.
 
  Unknown.data was not scanned for viruses because too many nested
 levels of files were found.
 
 
  For more information on antivirus tips and technology, visit
  http://ses.symantec.com/
  --
  Date: Wed, 22 Nov 2006 11:47:39 -0800 (Pacific Standard Time)
  From: kyle [EMAIL PROTECTED]
  References: [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Subject: RE: [hlds] Server counterpart for cl_restrict_server_commands
  X-Plaintext: Picked text/plain from multipart/alternative
 
  --
  [ Picked text/plain from multipart/alternative ]
  ;) :)
 
  ---Original Message---
 
  From: Jason O. Washburn
  Date: 11/22/2006 10:26:36 AM
  To: hlds@list.valvesoftware.com
  Subject: RE: [hlds] Server counterpart for cl_restrict_server_commands
 
  Kyle you crack me up:-)
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of kyle
  Sent: Wednesday, November 22, 2006 10:12 AM
  To: hlds@list.valvesoftware.com
  Subject: RE: [hlds] Server counterpart for cl_restrict_server_commands
 
  --
  [ Picked text/plain from multipart/alternative ]
  You don't even know the definition of forum Troll do you retard.
 
  #1: I post on this forum maybe twice a month so im no forum troll you
  pathetic cum drinker.
  #2:  Lod is and always has been a bunch of total losers.  fuck off
  scumbag.
  After having stated my thoughts,  i will no longer respond to you or any
  other retard who post on this topic.   and 3rd:  If Alfred wants to
  remove
  me from this thread thats his right to do so and i respect that which is
  more then i can say for you.
 
  Now proceed to stick a rag into your cars gas tank and light it on fire
  and
  stand really close to it.
  P.S. if you have any relatives get them crowded around the vehicle also.
 
  ---Original Message---
 
  From: L.o.D.
  Date: 11/22/2006 7:58:34 AM
  To: hlds@list.valvesoftware.com
  Subject: RE: [hlds] Server counterpart for cl_restrict_server_commands
 
  --
  [ Picked text/plain from multipart/alternative ]
  Oh look, the king troll is calling someone else a troll.
  Talk about calling the kettle black.
  Kyle, why don't you just unsubscribe  leave the mature people alone
  since
  you're not possibly able to not lash out like a child.
  I'm surprised Alfred hasn't removed you.
 
  ---Original Message---
 
  From: kyle
  Date: 11/22/06 10:51:06
  To: hlds@list.valvesoftware.com
  Subject: RE: [hlds] Server counterpart for cl_restrict_server_commands
 
  --
  [ Picked text/plain from multipart/alternative ]
  Wow your a fucking major TROLL Edward.  I count at least 8 or more
  thread
  replies in the last hour or so.  You must be the biggest loser with no
  fucking life at all to have to skim through every single post and reply
  to
  them.One of your replies just says Agreed   you have to comment on
  everything dont you.
  You must have ZERO friends nerd.
  I guess your boyfriend isn't around or your mouth would be full with his
  cock and you wouldn't be posting useless nonsense you lame fucking cunt.
  STFU AND go die you loser.   I'm fucking tired of getting your lame
  responses to other losers lame posts.this isn't your personal chat
  room.
  please just kill yourself. your a complete  total loser at life.
 
  ---Original Message---
 
  From: Edward Luna
  Date: 11/22/2006 7:30:58 AM
  To: hlds@list.valvesoftware.com
  Subject: RE: [hlds] Server counterpart for cl_restrict_server_commands
 
  I really don't see why they waste time and money even trying to change
  their old software at all. Just what is the goal? 
 
  Can I assume your not in sales or advertising?  New... Improved... even
  more
  effective... and 20% off.
 
 
  -Original Message-
  From: James Tucker [mailto:[EMAIL PROTECTED]
  Sent: Wednesday, November 22, 2006 7:27 AM
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Server counterpart for cl_restrict_server_commands
 
 
 
   To the point with Valve itself in this and other discussions on the
   list. Yes I have seen other big software companies, which habe been
  more
   concerning, reasoning, etc... to the community. But the same thing is
   true for the community itself. I guess it could 

Re: [hlds] Re: hlds digest, Vol 1 #5042 - 6 msgs

2006-11-19 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Quoting:
You do realize it's idiot server operators
setting rates like that, that make 75% of the players online lag like all
hell.I guess you never thought about people on anything less than a 1.5Mb
cable connection?

Are you serious? 75%? For one, you don't need anything near
1.5Mbps, you only need 256Kbps to properly support a 3 rate.
Looking at the survey results; There appears to be under 5% of all people
in that category.
http://www.steampowered.com/status/survey.html

Don't get me wrong, I'm not about to tell you those would be ideal rates
to enforce, for one because you don't need a rate setting anywhere near
that level for that updaterate, second; because there's a whole truckload
of people who do not get that much FPS, and the bandwidth would be
wasted on them. Something I'd personally encourage are rates along the
lines of 15000/50/50, or 12500/50/50.

Either way, what I'm trying to say is that, to try and make someone
look bad based on his information, while trying to do so with clearly
incorrect information is quite a bad way to do so.

On 11/19/06, [GS]Admin [EMAIL PROTECTED] wrote:


 - Original Message -
 From: [xXx] con [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Saturday, November 18, 2006 5:46 PM
 Subject: [hlds] Re: hlds digest, Vol 1 #5042 - 6 msgs


  The CVAR plugins are also used to do things like set my rate,
 cl_cmdrate,
  and cl_updaterate to settings that are not appropriate for my internet
  connection. I hate joining a server and having it set my cl_cmdrate and
  cl_updaterate to 101 every time I spawn.
 
  FOR YOUR INFORMATION, IDIOT CLIENTS JUST LIKE YOU COME INTO OUR 45 MAN
 66
  TIC SERVER ALL THE TIME CRYING OH MY GOD IM LAGGING SETTING THE
  PLAYERS
  RATES IS A COURTESY TO CLIENTS SO THEY DONT LAG
 
  CL_CMDRATE 67
  CL_UPDATERATE 67
  RATE 3
  THIS RUNS ALL PLAYERS TO MY PUB PERFECTLY, BUT THANKS TO VALVE I GUESS
 ILL
  JUST HAVE TO LET THE NEW PLAYERS WHO BUY THE GAME KEEP THEIR  RATE
 IN
  SOURCE.
  THANKS VALVE!
  YOU ALL ARE BEING ASSES TO THE OPERATORS AND YOU WILL BE REWARDED... IM
  SURE
  OF THAT

 For one thing, I would suggest buying a new keyboard since yours seems to
 have a broken caps lock key.You do realize it's idiot server operators
 setting rates like that, that make 75% of the players online lag like all
 hell.I guess you never thought about people on anything less than a 1.5Mb
 cable connection?And how do you know it run all your players
 perfectly?Obviously not or you wouldn't have people complaining.

 And one other thing you do realize that EVERYONE here is an operator, as
 you
 say dumbass, considering this is the HLDS list.I would almost bet that
 with an attitude like that it's a hard issue in your server to keep
 regulars
 who don't have admin.but that's just my opinion with idiots who do not
 think their posts through.He made a simple pointed at no one post.Your
 response?Immaturity.GG you make this list look better and better by the
 day.

 /troll_food
 BeNt



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Re: [hlds] Workaround for cl_restrict_server_commands ?

2006-11-18 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
After a few emails back and forth to VALVe, I didn't get anything else out
of it other then I might bring up the idea of querying users for the value
of their convars. Fucking useless.

On 11/18/06, LDuke [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 The CVAR plugins are also used to do things like set my rate, cl_cmdrate,
 and cl_updaterate to settings that are not appropriate for my internet
 connection. I hate joining a server and having it set my cl_cmdrate and
 cl_updaterate to 101 every time I spawn.

 I am against the new CVAR though.


 On 11/17/06, Whisper [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Oh no Wim, zBlock is evil
 
  It ruins peoples choice
 
  The choice to be a rating retard
  The choice to use see through models and walls
  The choice to not be flashed
  The choice not have to deal with pesky smoke grenades
  The choice not have to run pesky 3rd party programs that could get you
 VAC
  banned
 
  See, its all about the clients right to choose!
 
  Gawd forbid people have the right to choose to play
 Counter-Strike:Source
  against other people online the way the original creators intended.
 
  On 11/18/06, Wim Barelds [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   http://img374.imageshack.us/img374/2339/detrain0002mh5.jpg
   Go zBlock-less servers.
  
   On 11/17/06, Frazer [EMAIL PROTECTED] wrote:
   
Beetlemod seems to have nailed a decent solution - and I expect that
   Mani
will follow suit shortly.  Pity that Valve continues to rely on mod
developers for implementing things it is too complacent to undertake
itself.
   
Having slagged Valve one more time, I will now make a suggestion to
   them:
   
It is reasonable to allow clients to control how client-side
 settings
   are
manipulated.  It is also entirely reasonable that game server hosts
 be
able
to establish and enforce rules of admittance.  Valve has addressed
  the
needs of the client-side part of the community - but has neglected
 the
server side.  This is really very simple - implement a change -
  quickly
   -
that allow game admins to establish configurations that insist on
 the
ability to modify certain client settings.  Give them the tools to
  deny
   or
accept players based on the client's choice to allow the
 changes.  The
default setting can still be restrictive - as long as the server
 side
solution provides a means to clearly notify the player why his or
 her
connection has been closed.  This way, the player is protected and
  given
choice - and the game hoster is able to deliver an enhanced and
  balanced
play experience to those who CHOOSE to join.
   
If the mod developers can nail this solution with hours of this
 fiasco
unfolding then it can't be that difficult.
   
Frazer
   
   
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Re: [hlds] Workaround for cl_restrict_server_commands ?

2006-11-18 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
That's not a work around, that's a I give up. zBlock will already kick
everyone who has it disabled from the server,
so it's quite pointless to run the addition of this (besides a custom
message, which isnt worth much to me)

On 11/18/06, Graham Robinson [EMAIL PROTECTED] wrote:

 Best workaround for the moment seems to be

 http://forums.mattie.info/cs/forums/viewtopic.php?t=9940

 Only problem with it was with bots but that has been fixed in the last
 hour. Also worth noting that the mattie beta is now not required.
 Running on my warcraft mod at the moment.

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Re: [hlds] Workaround for cl_restrict_server_commands ?

2006-11-17 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
http://img374.imageshack.us/img374/2339/detrain0002mh5.jpg
Go zBlock-less servers.

On 11/17/06, Frazer [EMAIL PROTECTED] wrote:

 Beetlemod seems to have nailed a decent solution - and I expect that Mani
 will follow suit shortly.  Pity that Valve continues to rely on mod
 developers for implementing things it is too complacent to undertake
 itself.

 Having slagged Valve one more time, I will now make a suggestion to them:

 It is reasonable to allow clients to control how client-side settings are
 manipulated.  It is also entirely reasonable that game server hosts be
 able
 to establish and enforce rules of admittance.  Valve has addressed the
 needs of the client-side part of the community - but has neglected the
 server side.  This is really very simple - implement a change - quickly -
 that allow game admins to establish configurations that insist on the
 ability to modify certain client settings.  Give them the tools to deny or
 accept players based on the client's choice to allow the changes.  The
 default setting can still be restrictive - as long as the server side
 solution provides a means to clearly notify the player why his or her
 connection has been closed.  This way, the player is protected and given
 choice - and the game hoster is able to deliver an enhanced and balanced
 play experience to those who CHOOSE to join.

 If the mod developers can nail this solution with hours of this fiasco
 unfolding then it can't be that difficult.

 Frazer


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Re: [hlds] Counter-Strike: Source and Source Engine Update Released

2006-11-16 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
As you've seen noted on these lists before. Valve shouldn't have to hold
the hand of the 3rd party plugin creators if they are unwilling to create
plugins that integrate into the provided API from Valve.

That's exactly what all of us were doing. VALVe however just made their API
useless.

On 11/17/06, Scott Pettit [EMAIL PROTECTED] wrote:

 That's exactly what it does.

 By all means - I utterly hate the little bastard admins out there who take
 delight in client exec'ing bind all kill and so on, and by all means
 clients
 should have every right to block this. On the other hand, clients
 misbehaving by rating - server admins should have the choice to exclude
 these people from their servers.

 I absolutely support having this command available, but it should NOT be
 defaulted to 1. As I said in my previous post, if clients want to elect
 not
 to have my rates forced on them, then they can play on other servers - by
 defaulting it to on, the average user on our servers who was quite happy
 with having rates forced can't join.

 Remember your average CS player isn't going to think to turn this off,
 they're just going to join the server and find CVARX or zBlock or whatever
 your plugin of choice bans them. Within 5 minutes of this update being out
 I
 had three angry emails accusing me of banning people without reason.

 Leave this command there, but for sanity's sake, default it to be off.

 -Scott


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Re: [hlds] zblock and the new cs:s update.

2006-08-26 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Fixed:
http://zblock.eurocss.net/

On 8/26/06, Dave Williams [EMAIL PROTECTED] wrote:

 It may just be me but. Has anyone noticed that zblock doesn't work
 with the new update for cs:s. i have fixed all the other problems i
 mentioned earlier in the update thread.

 I would like a confirmation and a solution, if there is one, quick.
 Simply becasue my server see's alot of ppl trying to cheat and i need a
 way of keeping the numbers of hackers down and i found zblock very
 effective when run along side steam bans and ace rates.

 cheers for the info, if any, you can give.

 Meph (ignore the authors name. i recently changed from Dave to Meph)


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Re: [hlds] Sdk update

2006-08-07 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Dave, shut up. Windows has been improving siginificantly in terms os
stability and security.
The only one being significantly ignorant here is you and your linux
fan-boy-ish ass.
A) Linux distributions also have security issues
B) Linux distributions are also released with major bugs.
C) Microsoft shouldn't have to pay the bill your your lacking abbility of
maintaining a computer.

Alfred has already said that the supposed error, was not an error but was
in fact simply a change.
Your they can't support both statement clearly is built on pretty much
nothing. On top of that
SrcDS.exe and the Source SDK both cost you no money what-so-ever. Valve owes
you nothing.
This includes, but is not limited to; Valve doesn't owe you a bug-free SDK.

On 8/8/06, Dave Williams [EMAIL PROTECTED] wrote:

 this is a quote from the link bush gave .

 At Microsoft's Tech Ed conference in Amsterdam on Wednesday, a session
 was devoted to how, according to one Microsoft fan at least, the Linux
 kernel is beginning to resemble, well -- Windows.

 that person is a blithering idiot. the 2 os's are aimed at two very
 different markets. the fact that he claims the gap in securtiy in the
 two is closing is laughable. Microsoft couldn't build a secure safe, let
 alone an operating system.

 that whole article served only one purpose. to try and rubbish linux to
 the home windows user. tbf until microsoft actually produces a product
 that

 A) has a security system that can be trusted

 B) isn't released with major bugs in it

 C) generally works with out me having to spend hundreds if not thousands
 of pounds a year extra to keep my machine in a state where i don't have
 to format the hard drive every week just so i know there isn't any
 lingering malware/spyware hiding deep down in the os. i'll stick to my
 linux box.

 One of the reasons i switched was because i had had enough of ignorant
 bastards such as yourself pushing windows even with all its major flaws,
 trying to persuade ppl that even though it [windows] is blatantly
 inadequate, it is a better product that everything else.

 Once again MS has succeeded in brain washing another poor innocent. Go
 back to your beloved pile of shite and keep you opinions to yourself.

 Nobody like being attacked for voicing their views and doug didn't
 deserve it, he made a valid point. how did you like being flamed for
 being an incorrect, arrogant knob? not fun was it?

 Bush wrote:
  Here you got mr. know-it-all; read this.
 
  http://news.zdnet.co.uk/0,39020330,39159290,00.htm
 
  Just to give you a little more of an idea why its so difficult to manage
 and
  debug such a huge project as this.
 
  Next time do a little more research before you come looking for cattle
 to
  slaughter mr. map maker.
 
  BTW.. aren't there enough maps for this game already?
 
 
 
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Re: [hlds] [OT]Whisper's Tick rate Wiki

2006-06-16 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
You really have no idea David Williams.
Valve does actually care, valve does actually fix problems. But like it or
not, they do not actually have four hundred million programmers on the pay
list. Want to know what that means? It means they can't fix all issues in an
instant.
On top of that, like it or not, butValve is a business that needs to make a
profit. Without making a profit, they'll have to fire employees which
results in even slower bug fixing. Adding features to the source
engine is big money (selling engine licenses is big money).

Please refrain from narrowmindedness. Besides, I'v pointed valve to a
significant amount of issues (a lot of which have now been fixed), and I'll
continue to do so. But me and whisper, while both good at pointing out bugs,
are not programmers good enough to replace valve's. At best we'd make good
assets to the team of directors deciding what will and what won't happen to
the game.

SteamPowered forum MODERATORS are NOT on the Valve payroll either. While
they try to help they're obviously occasionally stupid. Bottom line: They're
not valve employees, theyre volunteers, just trying to help out, giving away
their own free time for nothing.

On 6/15/06, Bush [EMAIL PROTECTED] wrote:

 Have you ever made a multiplayer game? Wait.. have you coded anything?

 Have you ever done anything but complain?

 Please remove this FAG from the list, as he doesn't understand the
 difference between his brains from his asshole.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of David Williams
 Sent: Thursday, June 15, 2006 3:18 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] [OT]Whisper's Tick rate Wiki

 hell if the steam forums mod 9and what a bunch of morons they are) think
 it's cool to remove post from the most informative SRCDS man on the
 planet then they can ALL GET FUCKED. Whisper should be consulting valve
 on their shitty half ass programmed game. to tell them how to program
 and make an online games. TBH i think this is a disgrace and this could
 be the final straw in the cap for me as far a valve is concerned. I have
 watched valve decend from great hights to become what is no better than
 microsoft for gamers. Everyone associated with valve should be ashamed
 and disgusted at what has been done under their name.

 You make think that this is melodramtic, i disagree, because at the end
 of the day we are all customer's, server admin or player, WE ARE STILL
 VALVES CUSTOMERS. i have a retail background and if i had a track record
 similar to valve i would lose my job.

 FYI i am now considering with drawing support for all valve game
 permantly. in protest at the disgraceful way vlave deals with it's
 customers, and fore most, the ppl that run it's gaming network for it.

 Evo wrote:

 That sucks. You're always welcome at CSE, please continue to keep us
 informed of your publications.
 
 -Evo
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
 Sent: Wednesday, June 14, 2006 9:22 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] [OT]Whisper's Tick rate Wiki
 
 --
 [ Picked text/plain from multipart/alternative ]
 Since I could not be 100% sure which STEAM Forum moderator locked the
 perfectly legitmate thread, I'm afraid you all get tarred with the same
 brush, even if you did not agree with the actions of the moderator in
 question.
 
 Hell, the existance of the thread explained to a great deal of people,
 which
 many of them thanked me for in the thread, for explaining to them
 something
 were not aware of, and more importantly, an issue 95% of the respondants
 thought was a very serious issue in a FIRST PERSON SHOOTING game.
 
 This is the issue I raised in the forums with proof below so those of you
 will know what the hell it is I am talking about:
 
 The original version of this thread had not degenerated into spam.
 
 
 Many people were not aware of the issue and the thread served an
 important
 purpose of informing those people of what the issue was.
 
 Funnily enough, when it was clearly demonstrated to them what the issue
 was, most of them wanted the issue fixed.
 
 The only purpose served by locking the orginal version of the thread,
 was
 to save Valve from the embarrasment of having a [b]BUG[/b] that may be
 difficult from Valve's Point Of View to fix!
 
 Locking threads is not going to make this issue go away, no matter how
 much some of you wish it would, or are you all just happy to bury your
 
 
 heads
 
 
 in the sand and keep locking threads on this issue in the hopes people
 
 
 will
 
 
 just forget about it?
 
 Well the previous [url=
 
 
 
 
 http://forums.steampowered.com/forums/showthread.php?s=threadid=395733]The
 O
 fficial Crouched Point of View Change Petition Thread[/url] was locked
 with
 
 
 no explanation or official announcement whatsoever, although funnily
 
 
 enough
 
 
 it was 

Re: [hlds] Win32 Source Dedicated Server update released

2006-05-26 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Thanks for the update Alfred.

However...
Toggle still doesn't update convar (FCVAR_USERINFO) changes to the server
(Similar to how Revert doesn't..

On 5/27/06, Alfred Reynolds [EMAIL PROTECTED] wrote:

 A update for the Source Dedicated server on win32 platforms has been
 released. Run the hldsupdatetool to get this update. This update is
 optional.

 The update fixes the wrong skill file being loaded by default
 (skill2.cfg rather than skill1.cfg). A side effect of that problem
 caused acceleration speeds in Counter-Strike: Source to be increased.

 - Alfred

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Re: [hlds] Source Dedicated server update released

2006-05-24 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
In the old engine, the file skill1.cfg would be executed every round, this
file contained sv_accelerate 5 and sv_stopspeed 75. After updating my server
I noticed that sv_accelerate is no longer being (re?) set to 5, instead it's
set to 10. Is this an intended change, or a minor muck-up?

On 5/25/06, Alfred Reynolds [EMAIL PROTECTED] wrote:

 We have released an update to the Source Dedicated server. Run the
 hldsupdatetool to get this update. The update applies to Counter-Strike:
 Source, Day of Defeat: Source, Half-Life 2: Deathmatch and any Source
 Mod. The update is optional but recommended.

 This update has several SourceTV improvements and general engine fixes,
 more details can be found here:
 http://steampowered.com/index.php?area=newsid=630


 - Alfred

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Re: [hlds] Source Dedicated server update released

2006-05-24 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Is this going to stay this way? (IE: By default, much faster movement
acceleration)

On 5/25/06, Alfred Reynolds [EMAIL PROTECTED] wrote:

 The game server loads skillX.cfg, where X is the value of the skill
 cvar. The default value of skill is now 2, so you need to change that
 file to skill2.cfg.

 - Alfred

 Wim Barelds wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  In the old engine, the file skill1.cfg would be executed every
  round, this
  file contained sv_accelerate 5 and sv_stopspeed 75. After updating my
  server
  I noticed that sv_accelerate is no longer being (re?) set to 5,
  instead it's
  set to 10. Is this an intended change, or a minor muck-up?
 
  On 5/25/06, Alfred Reynolds [EMAIL PROTECTED] wrote:
 
  We have released an update to the Source Dedicated server. Run the
  hldsupdatetool to get this update. The update applies to
  Counter-Strike: Source, Day of Defeat: Source, Half-Life 2:
  Deathmatch and any Source Mod. The update is optional but
  recommended.
 
  This update has several SourceTV improvements and general engine
  fixes, more details can be found here:
  http://steampowered.com/index.php?area=newsid=630
 
 
  - Alfred
 
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Re: [hlds] Re: Server tickrate suggestions

2006-04-27 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Or es_rates, the one I have posted there isn't really up to date, I should
update it.
http://www.BoooM.co.uk/downloads/es_Ratez.zip

On 4/28/06, WaLLy3K [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
  Date: Thu, 27 Apr 2006 20:02:57 +0100
  From: Dave Williams [EMAIL PROTECTED]
  To:  hlds@list.valvesoftware.com
  Subject: Re: [hlds] Re: Server tickrate suggestions
  Reply-To: hlds@list.valvesoftware.com
 
  dumb question but how do you force the clients netcode settings? put it
  in the autoexec? or use mani?


 Matties Event Scripts - http://mattie.info/cs
 Then use one of the popular rate controlling scriptpacks avaliable at the
 forums located over there.
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Re: [hlds] Re: Server tickrate suggestions

2006-04-27 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Did I actually really write es_Ratez? Wow, Maybe I should go to bed earlier.
The correct link is:
http://www.booom.co.uk/downloads/es_Rates.zip

However I also updates the scriptpack on the forums, so you could download
it from there too.

On 4/28/06, Stuart Stegall [EMAIL PROTECTED] wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 So not up to date that it simply isn't there. :)

 Wim Barelds wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Or es_rates, the one I have posted there isn't really up to date, I
 should
  update it.
  http://www.BoooM.co.uk/downloads/es_Ratez.zip
 
  On 4/28/06, WaLLy3K [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
 
  Date: Thu, 27 Apr 2006 20:02:57 +0100
  From: Dave Williams [EMAIL PROTECTED]
  To:  hlds@list.valvesoftware.com
  Subject: Re: [hlds] Re: Server tickrate suggestions
  Reply-To: hlds@list.valvesoftware.com
 
  dumb question but how do you force the clients netcode settings? put
 it
  in the autoexec? or use mani?
 
  Matties Event Scripts - http://mattie.info/cs
  Then use one of the popular rate controlling scriptpacks avaliable at
 the
  forums located over there.
  --
 
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Re: [hlds] Counter-Strike: Source update released

2006-04-19 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Great update, nice to see some of my bugreports being put to good use :)

On 4/20/06, Alfred Reynolds [EMAIL PROTECTED] wrote:

 We have released an update to Counter-Strike: Source and the Source
 Engine. Run the hldsupdatetool to get this update. The update is
 recommended but not required.

 This update fixes several bugs in both Counter-Strike: Source and the
 Source Engine, details can be found here:
 http://steampowered.com/index.php?area=newsid=581

 - Alfred

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Re: [hlds] Counter-Strike: Source update released

2006-04-19 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Since my gameinfo.txt for my server was left in tact, im going to guess its
purely client.

On 4/20/06, Bush [EMAIL PROTECTED] wrote:

 Is this both a server and client update?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
 Sent: Wednesday, April 19, 2006 7:19 PM
 To: hlds@list.valvesoftware.com; [EMAIL PROTECTED];
 hlds_linux@list.valvesoftware.com
 Subject: [hlds] Counter-Strike: Source update released

 We have released an update to Counter-Strike: Source and the Source
 Engine. Run the hldsupdatetool to get this update. The update is
 recommended but not required.

 This update fixes several bugs in both Counter-Strike: Source and the
 Source Engine, details can be found here:
 http://steampowered.com/index.php?area=newsid=581

 - Alfred

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Re: [hlds] Counter-Strike: Source update released

2006-04-19 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
When just doing a very short test if my plugin was still working, I noticed
bullets seemed to be taking a lot longer to register( blood took really look
to spray from the head ), I tried it without the plugin and it was still the
same. Like I said, it was a very short test, but maybe something worth
noting.

On 4/20/06, Bush [EMAIL PROTECTED] wrote:

 Thx :)

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
 Sent: Wednesday, April 19, 2006 7:30 PM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Counter-Strike: Source update released

 Update announcements to this list only refer to server updates. This
 update is both a client and server update (which is the typical case).

 - Alfred

 Bush wrote:
  Is this both a server and client update?
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
  Reynolds
  Sent: Wednesday, April 19, 2006 7:19 PM
  To: hlds@list.valvesoftware.com; [EMAIL PROTECTED];
  hlds_linux@list.valvesoftware.com
  Subject: [hlds] Counter-Strike: Source update released
 
  We have released an update to Counter-Strike: Source and the Source
  Engine. Run the hldsupdatetool to get this update. The update is
  recommended but not required.
 
  This update fixes several bugs in both Counter-Strike: Source and the
  Source Engine, details can be found here:
  http://steampowered.com/index.php?area=newsid=581
 
  - Alfred
 
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Re: [hlds] CAL Server Plugin 1.1

2006-04-16 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
There will be an official statement at the end of the CAL season, until than
we'd prefer to prevent any kind of publicity on the issue. If you're running
a public server with CSP on it, I recommend replacing it with the new build
of zBlock.
http://www.sourceforums.net/viewtopic.php?t=359

On 4/17/06, Bush [EMAIL PROTECTED] wrote:

 How do you know of this? Is there an official statement somewhere?

 Thanks
 Ken

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of John McCollor
 Sent: Sunday, April 16, 2006 9:35 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] CAL Server Plugin 1.1



 FYI  There is a CSP rcon hack going around for CSS.
 I won't say what it is but all admins who use this should be aware. And
 shut it off.


 John





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Re: [hlds] Counter-Strike: Source update released

2006-04-12 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
This is done by mani servers with custom models, they used to force cl_min_t
and cl_min_ct to 4, and cl_minmodels to
1, now these settings will be saved into your config, however model 4
didnt use to exist before, meaning it would still use every
regular model, now that model 4 exists, this issue kicks in. Simply
fix it by typing 'revert cl_minmodels'  in
client console.

On 4/13/06, Graham Robinson [EMAIL PROTECTED] wrote:

 You could, but I set my cl_minmodels so that it only shows one model
 and I wouldn't want a server changing it without my knowledge, just
 because it's the way they think it should be.

 2 cents.

 Graham

 On 13/04/06, Adam Sando [EMAIL PROTECTED] wrote:
  I am pretty sure this is a client-based command isn't it?
 
  I would have thought you would have to set this on the client machine
 with Mattie's or something??
 
  Cheers,
  Adam

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Re: [hlds] Counter-Strike: Source update released

2006-04-12 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Somehow this was helping the manimod server plugin support custom player
skins, cl_min_t and cl_min_ct used to be forced to 4 (since there weren't 4
skins back than, this wasnt an
issue), now because a 4th skin exists, this issue arises.

@ Alfred:
As co-creator of zBlock I have obvious intrest in being abled to change a
players settings, something that would be ideal, or beyond ideal :), is if
the server can have a convar list thats enforced on clients that connect,
these would be temporary and disabled as soon as the player leaves the
server. If you wan't more of an explanation of how I imagine this, i'll
email you directly, or send it here, whichever works best.

On 4/13/06, Alfred Reynolds [EMAIL PROTECTED] wrote:

 The cvar is being slammed to 1 by several 3rd party plugins (I am not sure
 why), and once it is set the setting stays with you until you manually
 change it. We are looking at ways of preventing plugins for breaking clients
 like this but in the meantime please review any plugins you have installed
 and make sure they do not do this behavior.

 - Alfred

 artiecs wrote:
  I don't think it's the server's Alfred. I was seeing this problem
  (one model
  per team only) on our server immediately after the update. Found the
  cl_minmodels 0 fix in the steam forums, and since i've changed it to
  0 I've rejoined our server several times and all the models display
  fine without
  having to re-enter the cvar manually each time i rejoin. So it
  doesn't look
  like the server's forcing a cvar change. Looks more like the update is
  forcing the cl_minmodels cvar to 1 on clients when they get todays
  update,
  and once it's changed back to 0 it's fine from there.
 
  Artie
 
 
  - Original Message -
  From: Alfred Reynolds [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Sent: Wednesday, April 12, 2006 5:33 PM
  Subject: RE: [hlds] Counter-Strike: Source update released
 
 
  So it looks like some servers are forcing cl_minmodels to one, and
  when you
  join servers after that you only see the two models. The work around
  for now
  is to manually reset that cvar.
 
  - Alfred
 
  milchworld wrote:
  seems to be cl_minmodels 1 default now !?
 
 
  Alfred Reynolds schrieb:
  Remove any plugins you have and see if that fixes the problem.
 
  - Alfred
 
  Andreas Grimm wrote:
 
  Im server admin and got the same problem ...
 
  Update is up to date and on all servers (linux and windows) and the
  models are only Guerrilla and GIGN
 
  -Ursprüngliche Nachricht-
  Von: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Im Auftrag von Alfred
  Reynolds Gesendet: Mittwoch, 12. April 2006 23:00
  An: hlds@list.valvesoftware.com
  Betreff: RE: [hlds] Counter-Strike: Source update released
 
  I don't see that on the handful of servers I sampled. Make sure you
  are joining an updated server.
 
  - Alfred
 
  Stuart Stegall wrote:
 
  All terrorists appear as Guerrilla and all counter-terrorists
  appear as GIGN no matter what is selected.
 
  Alfred Reynolds wrote:
 
  An update to Counter-Strike: Source has been released. To get the
  update run the hldsupdatetool.
 
  This update brings HDR to de_dust and adds two new player
  models, the GSG9 and Arctic.
 
  - Alfred
 
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Re: [hlds] Counter-Strike: Source update released

2006-04-12 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
So far, i'v only seen people have problems with outdated versions of zblock,
beyond that, I have yet to receive any real negative feedback. With most
european leagues using it, both australian leagues using it, and next season
of CAL using it's codebase, I can definitely say that the good feedback
easily outweighs the bad.

On 4/13/06, Ian mu [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Heh, someone who admits to being co-creator of zblock? Had so many fecking
 issues from people using zblock breaking servers its not funny. First
 thing
 we do now when there's a problem with someone screwing up a server is ask
 if
 someone has added zblock, 99% of the time its yes and the fix is almost
 instant, no doubt people can guess what that is.


 On 4/13/06, Wim Barelds [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Somehow this was helping the manimod server plugin support custom player
  skins, cl_min_t and cl_min_ct used to be forced to 4 (since there
 weren't
  4
  skins back than, this wasnt an
  issue), now because a 4th skin exists, this issue arises.
 
  @ Alfred:
  As co-creator of zBlock I have obvious intrest in being abled to change
 a
  players settings, something that would be ideal, or beyond ideal :), is
 if
  the server can have a convar list thats enforced on clients that
 connect,
  these would be temporary and disabled as soon as the player leaves the
  server. If you wan't more of an explanation of how I imagine this, i'll
  email you directly, or send it here, whichever works best.
 
  On 4/13/06, Alfred Reynolds [EMAIL PROTECTED] wrote:
  
   The cvar is being slammed to 1 by several 3rd party plugins (I am not
  sure
   why), and once it is set the setting stays with you until you manually
   change it. We are looking at ways of preventing plugins for breaking
  clients
   like this but in the meantime please review any plugins you have
  installed
   and make sure they do not do this behavior.
  
   - Alfred
  
   artiecs wrote:
I don't think it's the server's Alfred. I was seeing this problem
(one model
per team only) on our server immediately after the update. Found the
cl_minmodels 0 fix in the steam forums, and since i've changed it to
0 I've rejoined our server several times and all the models display
fine without
having to re-enter the cvar manually each time i rejoin. So it
doesn't look
like the server's forcing a cvar change. Looks more like the update
 is
forcing the cl_minmodels cvar to 1 on clients when they get todays
update,
and once it's changed back to 0 it's fine from there.
   
Artie
   
   
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, April 12, 2006 5:33 PM
Subject: RE: [hlds] Counter-Strike: Source update released
   
   
So it looks like some servers are forcing cl_minmodels to one, and
when you
join servers after that you only see the two models. The work around
for now
is to manually reset that cvar.
   
- Alfred
   
milchworld wrote:
seems to be cl_minmodels 1 default now !?
   
   
Alfred Reynolds schrieb:
Remove any plugins you have and see if that fixes the problem.
   
- Alfred
   
Andreas Grimm wrote:
   
Im server admin and got the same problem ...
   
Update is up to date and on all servers (linux and windows) and
 the
models are only Guerrilla and GIGN
   
-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von Alfred
Reynolds Gesendet: Mittwoch, 12. April 2006 23:00
An: hlds@list.valvesoftware.com
Betreff: RE: [hlds] Counter-Strike: Source update released
   
I don't see that on the handful of servers I sampled. Make sure
 you
are joining an updated server.
   
- Alfred
   
Stuart Stegall wrote:
   
All terrorists appear as Guerrilla and all counter-terrorists
appear as GIGN no matter what is selected.
   
Alfred Reynolds wrote:
   
An update to Counter-Strike: Source has been released. To get
 the
update run the hldsupdatetool.
   
This update brings HDR to de_dust and adds two new player
models, the GSG9 and Arctic.
   
- Alfred
   
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Re: [hlds] Counter-Strike: Source update released

2006-04-12 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Could you give me the specifics of the servers you run? Since the plugin is
required in several leagues and I have yet to hear a single complaint about
crashing, it's likely a platform specific issue. Having more information
about the systems that it seems to have issues with would help me towards
possibly finding / fixing the issue.

As for error handling, it's hard to 'handle an error'
that, as far as I'm aware, isn't even occuring. Ask other server
providers such as Whisper, he'll also tell you that zBlock runs
perfectly stable.


On 4/13/06, Ian mu [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 You're welcome to that feedback. I'm just giving mine from people who have
 no idea what the error messages are as they give no indication that its
 zblock at fault. Hence probably why no-one thinks there's any problem with
 it and why you think everything is good (always cunning).

 90% of the people we get coming to us think its Valve, as soon as we
 remove
 zblock its fine. Now that _could_ be outdated versions, but 1) it
 shouldn't
 make the server crash under _any_ circumstances and 2) you should give a
 clear indication its zblock and not some random error that takes mind
 readers to figure and not Valve.

 You really do neither properly.

 Fortunately for us, we are now used to the problems with zblock after so
 many occurances with its errors and can relatively quickly point people in
 the right direction to the best fix.


 On 4/13/06, Wim Barelds [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  So far, i'v only seen people have problems with outdated versions of
  zblock,
  beyond that, I have yet to receive any real negative feedback. With most
  european leagues using it, both australian leagues using it, and next
  season
  of CAL using it's codebase, I can definitely say that the good feedback
  easily outweighs the bad.
 
  On 4/13/06, Ian mu [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   Heh, someone who admits to being co-creator of zblock? Had so many
  fecking
   issues from people using zblock breaking servers its not funny. First
   thing
   we do now when there's a problem with someone screwing up a server is
  ask
   if
   someone has added zblock, 99% of the time its yes and the fix is
 almost
   instant, no doubt people can guess what that is.
  
  
   On 4/13/06, Wim Barelds [EMAIL PROTECTED] wrote:
   
--
[ Picked text/plain from multipart/alternative ]
Somehow this was helping the manimod server plugin support custom
  player
skins, cl_min_t and cl_min_ct used to be forced to 4 (since there
   weren't
4
skins back than, this wasnt an
issue), now because a 4th skin exists, this issue arises.
   
@ Alfred:
As co-creator of zBlock I have obvious intrest in being abled to
  change
   a
players settings, something that would be ideal, or beyond ideal :),
  is
   if
the server can have a convar list thats enforced on clients that
   connect,
these would be temporary and disabled as soon as the player leaves
 the
server. If you wan't more of an explanation of how I imagine this,
  i'll
email you directly, or send it here, whichever works best.
   
On 4/13/06, Alfred Reynolds [EMAIL PROTECTED] wrote:

 The cvar is being slammed to 1 by several 3rd party plugins (I am
  not
sure
 why), and once it is set the setting stays with you until you
  manually
 change it. We are looking at ways of preventing plugins for
 breaking
clients
 like this but in the meantime please review any plugins you have
installed
 and make sure they do not do this behavior.

 - Alfred

 artiecs wrote:
  I don't think it's the server's Alfred. I was seeing this
 problem
  (one model
  per team only) on our server immediately after the update. Found
  the
  cl_minmodels 0 fix in the steam forums, and since i've changed
 it
  to
  0 I've rejoined our server several times and all the models
  display
  fine without
  having to re-enter the cvar manually each time i rejoin. So it
  doesn't look
  like the server's forcing a cvar change. Looks more like the
  update
   is
  forcing the cl_minmodels cvar to 1 on clients when they get
 todays
  update,
  and once it's changed back to 0 it's fine from there.
 
  Artie
 
 
  - Original Message -
  From: Alfred Reynolds [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Sent: Wednesday, April 12, 2006 5:33 PM
  Subject: RE: [hlds] Counter-Strike: Source update released
 
 
  So it looks like some servers are forcing cl_minmodels to one,
 and
  when you
  join servers after that you only see the two models. The work
  around
  for now
  is to manually reset that cvar.
 
  - Alfred

Re: [hlds] SRCDS Windows Server Best Practices

2006-03-24 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
sv_maxrate 1, are you kidding?

On 3/24/06, kyle [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 First off get another 512 of good ram.   you really need a gig of ram to
 run
 any decent amount of players.

 then make sure you read the two threads at steam support titled,  How do I
 install and update a stand-alone Dedicated Server for Windows? And  How
 do
 I get the most from my Dedicated Server? these will tell you
 everything
 you need to know.

 for instance.  the most important thing about running a smooth server, is
 the servers rate settings.

 sv_maxrate  1 you cant go wrong with this setting for internet
 servers,  you may want to try 2 if your not capped by the data center
 or
 your game server provider.

 sv_minrate   0   or 500   i have found that either of these settings do
 well
   leagues use 7500.
 sv_maxupdatrate  i wouldnt set this any higher then 60 for HL1 mods for
 SRCDS i guess 101.
 sys_tickrate  for HL1 mods 66  or 100 if you want better hit reg, the
 higher
 the more CPU used.  you can boost this using a highres timer such as media
 player minimized or a swf file opned in IE minimized. (windows only)
 FPS_max   SRCDS only   300 fps i believe is default.

 that should get you started but make sure to read those threads.  good
 luck.

 ---Original Message---

 From: Adam Sando
 Date: 03/23/06 19:12:36
 To: hlds@list.valvesoftware.com
 Subject: [hlds] SRCDS Windows Server Best Practices

 Hi guys,

 I run SRCDS on a Windows XP machine with a P4 2.6GHz CPU, and around
 512MB RAM.

 I am curious to know from all the server admins out there, what you see
 are the best practices for installing/configuring/running a SRCDS
 machine running on a Windows based Operating system.

 Best practices for XP and Server 2003 Std/Enterprise would be good :)

 I believe our server runs quite good with great rego, however half of
 that is potentially due to the data-centre it runs in.

 Your feedback would be greatly appreciated guys and girls!

 Regards,
 Adam.

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Re: [hlds] SRCDS Windows Server Best Practices

2006-03-24 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
In my humble opinion :)
Yes your hardware might not be abled to sustain an sv_maxrate above 1,
in this case I recommend not reselling SRCDS services, as you are duping
your customers (unless you give it explicit mentioning in your terms of
agreement. Personally I'd be incredably pissed if some GSP pulled that trick
on me)

On 3/25/06, Sgt.Rock -=GOM=- [EMAIL PROTECTED] wrote:

 Wim..  Are YOU kidding..?
 sv_maxrate 1 is a conservative, but SAFE setting...!

 The best setting for this value depends on things like bandwidth available
 for the server and how many players(slots) your server is expected to host.
 Also the sv_maxupdaterate interacts with the above value, and should also
 be calculated according to above parameters..

 I can only recommend you (Adam) to go read a guide that Drek wrote on the
 Steam-forum:

 http://forums.steampowered.com/forums/showthread.php?s=threadid=98416perpage=15pagenumber=1

 Here he explains some of the math to calculate the values above, from
 desired numbers of slots and available bandwidth, to get a good lag-free
 server.
 I used his approach after having hosted 5 servers with 70 slots total on
 same box for ½ a year, but with some reoccuring lag-issues.
 After doing the math, and adjusting the values according to this, lag was
 gone...

 With the given hardware-info, you should be able to host a good 24 slot
 server...
 If memory was added to 1GB, it should be able to host a 32 slot server or
 a couple of servers, 16 slot each...


 Regards,
 Sgt.Rock


 -Oprindelig meddelelse-
 Fra: Wim Barelds [mailto:[EMAIL PROTECTED]
 Sendt: 24. marts 2006 23:36
 Til: hlds@list.valvesoftware.com
 Emne: Re: [hlds] SRCDS Windows Server Best Practices


 --
 [ Picked text/plain from multipart/alternative ]
 sv_maxrate 1, are you kidding?

 On 3/24/06, kyle [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  First off get another 512 of good ram.   you really need a gig of ram to
  run
  any decent amount of players.
 
  then make sure you read the two threads at steam support titled,  How
  do I install and update a stand-alone Dedicated Server for Windows?
  And  How do
  I get the most from my Dedicated Server? these will tell you
  everything
  you need to know.
 
  for instance.  the most important thing about running a smooth server,
  is the servers rate settings.
 
  sv_maxrate  1 you cant go wrong with this setting for internet
  servers,  you may want to try 2 if your not capped by the data
  center or your game server provider.
 
  sv_minrate   0   or 500   i have found that either of these settings do
  well
leagues use 7500.
  sv_maxupdatrate  i wouldnt set this any higher then 60 for HL1 mods
  for SRCDS i guess 101. sys_tickrate  for HL1 mods 66  or 100 if you
  want better hit reg, the higher
  the more CPU used.  you can boost this using a highres timer such as
 media
  player minimized or a swf file opned in IE minimized. (windows only)
  FPS_max   SRCDS only   300 fps i believe is default.
 
  that should get you started but make sure to read those threads.  good
  luck.
 
  ---Original Message---
 
  From: Adam Sando
  Date: 03/23/06 19:12:36
  To: hlds@list.valvesoftware.com
  Subject: [hlds] SRCDS Windows Server Best Practices
 
  Hi guys,
 
  I run SRCDS on a Windows XP machine with a P4 2.6GHz CPU, and around
  512MB RAM.
 
  I am curious to know from all the server admins out there, what you
  see are the best practices for installing/configuring/running a SRCDS
  machine running on a Windows based Operating system.
 
  Best practices for XP and Server 2003 Std/Enterprise would be good :)
 
  I believe our server runs quite good with great rego, however half of
  that is potentially due to the data-centre it runs in.
 
  Your feedback would be greatly appreciated guys and girls!
 
  Regards,
  Adam.
 
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Re: [hlds] source compatible rcon tools

2006-03-17 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Errr, could you tell me any problems you had with HLSW? Interaction works as
well as it gets as far as I know.

On 3/18/06, David Williams [EMAIL PROTECTED] wrote:

 hey guys.

 i just had a source server come online and i was wondering if there was
 a good tool to send rcon commands to it. I've tried hlsw but it's to
 much aimed at monitoring rather than interatcion. any one got any ideas.

 p.s free is good ver good :)

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Re: [hlds] favorites list for CSS

2006-02-27 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Richard, several significant elements of the system have been broken for
ages now, implications of 1 or 2 things being fixed on short notice
before don't say much IMO.

On 2/27/06, Chorizo Omelet [EMAIL PROTECTED] wrote:

 My precious... Yes, give us a link... Just a little link...

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Dan Stevens
 (IAmAI)
 Sent: Monday, February 27, 2006 12:58 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] favorites list for CSS

  There is a whole wiki about it on the Valve Developer Site

 I couldn't find a *whole* thread. Care to give a link for us, please?

 Thanks

 On 27/02/06, Whisper [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ] There is a whole wiki

  about it on the Valve Developer Site
 
  On 2/27/06, Keith [EMAIL PROTECTED] wrote:
  
   Many thanks.
  
   However, I'm sure we all agree that we shouldn't have to use a
   workaround to get the favorites list to work. Would still like to
   hear from Valve if a fix is forthcoming anytime soon.
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Ghost
   Sent: Sunday, February 26, 2006 12:20 PM
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] favorites list for CSS
  
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ] There is a thread
   in the steampowered forums with instructions to fix it.
  
   http://forums.steampowered.com/forums/showthread.php?s=threadid=396
   283
  
   Regards,
   Fred
  
  
   Keith wrote:
Just curious, but when will the favorites list be fixed (again)
 Valve?
   Next
update maybe? Or is this considered low priority?
   
- K2
   
   
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Re: [hlds] favorites list for CSS

2006-02-26 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
The question was, when does valve fix it.

On 2/26/06, Gerald Hefty [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 http://forums.steampowered.com/forums/

 On 2/26/06, Keith [EMAIL PROTECTED] wrote:
 
  Just curious, but when will the favorites list be fixed (again) Valve?
  Next
  update maybe? Or is this considered low priority?
 
  - K2
 
 
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Re: [hlds] zBlock Updated to take care of STEAM Beta Client Issues

2006-02-14 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
The equivilant of it would be exec config.cfg, however this does not refresh
alias's, aliases your server couldv previously had wouldnt be refreshed
either.

On 2/14/06, Visitor Rodgers [EMAIL PROTECTED] wrote:

 On my CS HLDS box I make changes to my server.cfg and then input exec
 server.cfg to reload the new values.  Is it not possible to do the same
 in the game client?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Wim Barelds
 Sent: Monday, February 13, 2006 7:11 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] zBlock Updated to take care of STEAM Beta Client
 Issues

 --
 [ Picked text/plain from multipart/alternative ] To put it simple, there
 is no way what-so-ever to delete an alias, once it's been created.
 this means that once you've created an alias on top of a command, you
 are entirely incapable of using the command again.

 When you disconnect from a server, your alias's etc keep existing, so
 sadly, thas not an option.
 The reason that restarting the game does work is because, unlike
 binds, aliases do not get saved to your config.cfg

 On 2/14/06, WaLLy3K [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ] It would be nice for
  it to revert your settings, but re-aliasing the cvars to be default is

  next to impossible.
 
  Lets say we tried 'alias cl_interp cl_interp'. You'd think that'd
  work because it's currently 'alias cl_interp echo Blocked
  Command', but it doesn't work like that because when you go to use
  the command, the game is stuck in a loop with that Cvar, so you have
  to forcibly quit it to regain control.
 
  So unless the answer lies in the revert cvar which I doubt, then yes
  it is impossible to unblock them without restarting CSS.
 
 
  --__--__--
 
  Message: 4
  Subject: RE: [hlds] zBlock Updated to take care of STEAM Beta Client
  Issues
  Date: Tue, 14 Feb 2006 08:49:20 +1030
  From: Adam Sando [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com 
  Reply-To: hlds@list.valvesoftware.com
 
  What I'm curious about is how can you re-alias your settings after
  zBlock screws with them.
 
  The way I think things should work, is that zBlock should check your
  CVAR settings, and then set them to what they should be. If you then
  join a server say running zBlock Max (after playing on a Min server),
  it will set your CVARs to the Max settings.
 
  This would save the hassle of having to quit your game and re-load it.
 
  Why can't this be done? Is it impossible to re-alias the CVAR's once
  you set them to 'this command is blocked'?
 
  Regards,
  Adam
  --
 
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Re: [hlds] zBlock Updated to take care of STEAM Beta Client Issues

2006-02-13 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Erm, CSP enforces cl_interp aswell? Unless you mean cl_interpolate and
EuroCSP.

On 2/13/06, Stuart Stegall [EMAIL PROTECTED] wrote:

 Yeah if only they'd make the cl_interp part optional.  Oh well ... Till
 this
 it's CSP for me.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
 Sent: Sunday, February 12, 2006 9:50 PM
 To: HLDS
 Subject: [hlds] zBlock Updated to take care of STEAM Beta Client Issues

 --
 [ Picked text/plain from multipart/alternative ]
 http://zblock.eurocss.net/index.htm

 There is a problem with zBlock and the BETA STEAM Client

 You need the latest version of zBlock to fix it

 Cheers
 --

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Re: [hlds] zBlock Updated to take care of STEAM Beta Client Issues

2006-02-13 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
It DOES enforce cl_interp at a value of 0.01, it however does not REVERT
cl_interp, this is because it's forcing it on something that isn't it's
default value.

On 2/13/06, Stuart Stegall [EMAIL PROTECTED] wrote:

 CSP (not the euro, I have no clue as I don't even have EU hosting yet ;)
 does NOT enforce any cl_interp setting as you have to adjust it for for
 lag.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Wim Barelds
 Sent: Monday, February 13, 2006 8:09 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] zBlock Updated to take care of STEAM Beta Client
 Issues

 --
 [ Picked text/plain from multipart/alternative ] Erm, CSP enforces
 cl_interp
 aswell? Unless you mean cl_interpolate and EuroCSP.

 On 2/13/06, Stuart Stegall [EMAIL PROTECTED] wrote:
 
  Yeah if only they'd make the cl_interp part optional.  Oh well ...
  Till this it's CSP for me.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
  Sent: Sunday, February 12, 2006 9:50 PM
  To: HLDS
  Subject: [hlds] zBlock Updated to take care of STEAM Beta Client
  Issues
 
  --
  [ Picked text/plain from multipart/alternative ]
  http://zblock.eurocss.net/index.htm
 
  There is a problem with zBlock and the BETA STEAM Client
 
  You need the latest version of zBlock to fix it
 
  Cheers
  --
 
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Re: [hlds] zBlock Updated to take care of STEAM Beta Client Issues

2006-02-13 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
No, the ideal cl_interp is not latency + 0.01, as latency is not deducted
from your interp for the delay, it however can be very useful to have ~ the
amount of ms your ping fluctuates (difference between highest and lowest
ping) added to your cl_interp, if you've got a stable connection, this would
be negliable.

For competitive play a fixed version of cl_interpolate 0 is ideal, and this
will become a legal cvar as soon as the bug is fixed.

On 2/13/06, Stuart Stegall [EMAIL PROTECTED] wrote:

 And this is the problem.  Ideal values of cl_interp should be (.01 + your
 ping / 1000) (somepeople go with .02)

 On a public server this isn't that big of a deal, but for competitive play
 some players find turning on interpolate and assigning a correct cl_interp
 to be very valuable.






 As a side note, I've noticed that there must be some code to hand pings in
 excess of 100ms (maybe 120ms) as when I play on UK servers (generally at
 around 130-140ms) I have little problem with accurate registration, but
 when
 I have 50 but 100, I have a great deal of problem with accurate
 registration.  Could just be my brain, or it could be something in the
 netcode of the source engine.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Wim Barelds
 Sent: Monday, February 13, 2006 11:52 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] zBlock Updated to take care of STEAM Beta Client
 Issues

 --
 [ Picked text/plain from multipart/alternative ] It DOES enforce cl_interp
 at a value of 0.01, it however does not REVERT cl_interp, this is because
 it's forcing it on something that isn't it's default value.

 On 2/13/06, Stuart Stegall [EMAIL PROTECTED] wrote:
 
  CSP (not the euro, I have no clue as I don't even have EU hosting yet
  ;) does NOT enforce any cl_interp setting as you have to adjust it for
  for lag.
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Wim Barelds
  Sent: Monday, February 13, 2006 8:09 AM
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] zBlock Updated to take care of STEAM Beta Client
  Issues
 
  --
  [ Picked text/plain from multipart/alternative ] Erm, CSP enforces
  cl_interp aswell? Unless you mean cl_interpolate and EuroCSP.
 
  On 2/13/06, Stuart Stegall [EMAIL PROTECTED] wrote:
  
   Yeah if only they'd make the cl_interp part optional.  Oh well ...
   Till this it's CSP for me.
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
   Sent: Sunday, February 12, 2006 9:50 PM
   To: HLDS
   Subject: [hlds] zBlock Updated to take care of STEAM Beta Client
   Issues
  
   --
   [ Picked text/plain from multipart/alternative ]
   http://zblock.eurocss.net/index.htm
  
   There is a problem with zBlock and the BETA STEAM Client
  
   You need the latest version of zBlock to fix it
  
   Cheers
   --
  
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Re: [hlds] zBlock Updated to take care of STEAM Beta Client Issues

2006-02-13 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
You are right about what zBlock does adam.
(@Stuart, zBlock cant constantly monitor client settings, for
 1, half the settings CANT be read, and 2, this would cause lag.)
Adam, I would definitly do this if it were at all possible, but sadly, it's
not possible to  do this, all we can really do is execute client commands
and  read the value of a select few client convars, if I could do more, I
immediatly would

On 2/14/06, Adam Sando [EMAIL PROTECTED] wrote:

 What I mean is that zBlock aliases those 'cheat' type CVARS that it
 deems as inappropriate, and doesn't allow you to modify them. It doesn't
 update on the fly, because if you type alias cl_interp in console, I
 am pretty sure it comes back with echo Blocked command or something
 similar.

 What I was getting at, was it would be nice if zBlock simply modified
 this value, and then monitored it so that if someone decided to change
 it, it would simply change it back auto magically.

 This will stop users that are jumping between servers running different
 zBlock versions, to not be issued with the Illegal Interp Value and
 what not. My understanding as to why you get kicked is because zBlock
 has aliased the command to be echo Blocked Command on one server, and
 now when it tries to set it, it can't, so it thinks you are hacking, and
 kicks you. This forces you to quit the app, and reload it.

 All I'm saying is it would be nicer to have it more dynamic in the sense
 of just setting it and then monitoring for when these values change. I
 understand there could/would be a potential bandwidth overhead to do
 this monitoring, however I think it's a lot less intrusive to the user.

 This is mainly from complaints I have had from people who are
 experiencing this problem.

 Regards,
 Adam

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Stuart Stegall
 Sent: Tuesday, 14 February 2006 09:00 AM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] zBlock Updated to take care of STEAM Beta Client
 Issues

 Not sure what you mean, but zBlock sets your CVAR in this case and then
 if you change your value, the server is updated by the client and the
 zBlock plugin then immediate sets your client back to the settings and
 outputs something like CVAR Locked by zBlock.  (Well this is essentially
 how it
 works)

 The original zBlock took the cvars enforced by CAL's CSP plugin and made
 sure they were enforced.  They did this due a problem in CSP whereas
 some people figured out how to get around the CVAR locking in CSP.  Plus
 they restricted some additional mat_ cvars that allowed wallhacking even
 if cheats were turned off.  Mind you from CAL's standpoint, the
 circumventing of those CVARs is recorded in the demo, so then their
 anti-cheat catches you.

 Remember the CSP plugin is just for CAL matches and not designed to work
 with any other plugins.

 On public servers you still have to admin on VAC servers due to the
 delayed banning. (vs PunkBuster where they get banned instantly)

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] ] On Behalf Of Adam Sando
 Sent: Monday, February 13, 2006 4:19 PM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] zBlock Updated to take care of STEAM Beta Client
 Issues

 What I'm curious about is how can you re-alias your settings after
 zBlock screws with them.

 The way I think things should work, is that zBlock should check your
 CVAR settings, and then set them to what they should be. If you then
 join a server say running zBlock Max (after playing on a Min server), it
 will set your CVARs to the Max settings.

 This would save the hassle of having to quit your game and re-load it.

 Why can't this be done? Is it impossible to re-alias the CVAR's once you
 set them to 'this command is blocked'?

 Regards,
 Adam

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Wim Barelds
 Sent: Tuesday, 14 February 2006 04:22 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] zBlock Updated to take care of STEAM Beta Client
 Issues

 --
 [ Picked text/plain from multipart/alternative ] It DOES enforce
 cl_interp at a value of 0.01, it however does not REVERT cl_interp, this
 is because it's forcing it on something that isn't it's default value.

 On 2/13/06, Stuart Stegall [EMAIL PROTECTED] wrote:
 
  CSP (not the euro, I have no clue as I don't even have EU hosting yet
  ;) does NOT enforce any cl_interp setting as you have to adjust it for

  for lag.
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Wim Barelds
  Sent: Monday, February 13, 2006 8:09 AM
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] zBlock Updated to take care of STEAM Beta Client
  Issues
 
  --
  [ Picked text/plain from multipart/alternative ] Erm, CSP enforces
  cl_interp aswell? Unless you mean cl_interpolate and EuroCSP.
 
  On 2

Re: [hlds] zBlock Updated to take care of STEAM Beta Client Issues

2006-02-13 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
To put it simple, there is no way what-so-ever to delete an alias, once
it's been created.
this means that once you've created an alias on top of a command,
you are entirely incapable of using the command again.

When you disconnect from a server, your alias's etc keep existing, so sadly,
thas not an option.
The reason that restarting the game does work is because, unlike binds,
aliases do not get saved to your config.cfg

On 2/14/06, WaLLy3K [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 It would be nice for it to revert your settings, but re-aliasing the
 cvars to be default is next to impossible.

 Lets say we tried 'alias cl_interp cl_interp'. You'd think that'd
 work because it's currently
 'alias cl_interp echo Blocked Command', but it doesn't work like
 that because when you go to use the command, the game is stuck in a
 loop with that Cvar, so you have to forcibly quit it to regain
 control.

 So unless the answer lies in the revert cvar which I doubt, then yes
 it is impossible to unblock them without restarting CSS.


 --__--__--

 Message: 4
 Subject: RE: [hlds] zBlock Updated to take care of STEAM Beta Client
 Issues
 Date: Tue, 14 Feb 2006 08:49:20 +1030
 From: Adam Sando [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com 
 Reply-To: hlds@list.valvesoftware.com

 What I'm curious about is how can you re-alias your settings after
 zBlock screws with them.

 The way I think things should work, is that zBlock should check your
 CVAR settings, and then set them to what they should be. If you then
 join a server say running zBlock Max (after playing on a Min server), it
 will set your CVARs to the Max settings.

 This would save the hassle of having to quit your game and re-load it.

 Why can't this be done? Is it impossible to re-alias the CVAR's once you
 set them to 'this command is blocked'?

 Regards,
 Adam
 --

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Re: [hlds] Friends Beta and zBlock Incompatibility

2006-02-02 Thread Wim Barelds
More or less, I am 1 of the 2 zBlock creators, a hybrid version will
be out, probally tomorrow.
On 2/3/06, Adam Sando [EMAIL PROTECTED] wrote:
 So the ver of zBlock for the friends beta doesn't allow you to connect
 correctly without having the friends commands enabled?

 (hope that sentence made sense)

 Regards,
 Adam.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
 Sent: Friday, 3 February 2006 09:26 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Friends Beta and zBlock Incompatibility

 --
 [ Picked text/plain from multipart/alternative ] Its a known problem
 with zBlock

 They have a fix, but its an all or nothing solution, either everybody
 runs the Beta and you use the new ZBlock or everybody doesn't run the
 Beta and you run the current zBlock.

 On 2/3/06, Stuart Stegall [EMAIL PROTECTED] wrote:
 
  Go to the wiki ... Make friends with the wiki ... Edit the page and
  add this.  Then they will fix this (maybe).
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Adam Sando
  Sent: Thursday, February 02, 2006 3:56 PM
  To: hlds@list.valvesoftware.com
  Subject: [hlds] Friends Beta and zBlock Incompatibility
 
  For all those interested, I have found that when you have the -beta
  steam3friends switches enabled, you cannot connect to any server
  running zBlock v1.0a Max. The error you receive is Illegal Alias.
 
  I have not confirmed whether the same results are obtained from
  connecting to servers running the v1.0a Min version, however I will be

  testing this tonight hopefully.
 
  I will be contacting the developers of zBlock to let them know,
  however given the early stages of friends development I might just sit

  on it for a little while.
 
  Anyone else experiencing the same problems?
 
  Regards,
  Adam
 
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[hlds] -beta steam3friends. Games dont work

2006-02-01 Thread Wim Barelds
It's great that the friends thing is getting some work done, but I
can't get past the Loading screen in any of my games (CS S, HL2, CS
 HL), it just stops doing anything at all. Any ideas/suggestions?
When I roll back to the regular steam (without the steam3friends beta)
all my games work fine.

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Re: [hlds] (no subject)

2006-01-19 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
You can type this in console once you're in game alias name echo namechange
blocked, this can be used for protecting yourself of having admins bind
your keys aswell alias bind echo bind altering blocked.

On 1/19/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

 Which OP4 server was it?

 - Original Message -
 From: Visitor Rodgers [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Thursday, January 19, 2006 8:16 AM
 Subject: [hlds] (no subject)


  My son was playing OP and another player was able change my son's name
  at will.  Has anyone heard of this?  If so, does anyone know of a
  defense?
 
  I have not had any complaints from visitors to my CS server about this
  type of behavior.
 
  Although, I did get visited by the same problem mentioned by Dan last
  week.  The maps on my server changed.  What I noticed was outstanding
  updates from the system had yet to be applied.  My guess is this error
  happens whenever they update the maps on the content servers and that
  checksum information is passed to our game servers.
 
  Thanks,
 
  Chorizo Omelet
 
  Come and play! http://gs1.ender.us
 
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Re: [hlds] zBlock Plug-in

2006-01-17 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Yes it blocks the mentioned command.

On 1/18/06, Tom French [EMAIL PROTECTED] wrote:

 mat_slopescaledepthbias_normal .0001

 If your plugin guards against this command being used, I am loading it
 on all 250 of our servers...
 I could not believe what i saw today, people using that command.

 Thanks for helping us .
 Tom

 #Rtb.uk | MarkyPark wrote:

 Hi,
 
 Recently two people have been working on a plug-in for Source.
 
 This plug-in is called zBlock Max, it is to replace CSP1.1 as it is hack
 able and easy to bypass, where as zBlock Max is more difficult to bypass
 than CSP (if at all possible), uses fewer CPU cycles and also blocks the
 2
 mat_ commands that make walls see through which can be enabled without
 sv_cheats set to 1.
 
 There is a video of it being enabled /disabled with a bind but the
 website
 hosting it is currently having a couple of problems.
 
 There are screenshots available here:
 http://i19.photobucket.com/albums/b172/harisowns/de_dust20007.jpg
 http://i19.photobucket.com/albums/b172/harisowns/de_dust20015.jpg
 http://i19.photobucket.com/albums/b172/harisowns/de_dust20018.jpg
 http://i19.photobucket.com/albums/b172/harisowns/de_dust20012.jpg
 
 It is available for download at this address:
 http://eurocss.net/zblock-release
 
 This was made by:
 BoooM|TUF (TheUnknownFactor)
 www.BoooM.co.uk
 #BoooM @ Qnet
 
 And
 +/- Trepje
 http://www.team-polarity.com/
 #polarity @ Qnet
 
 --
 
 Cheers,
 #Rtb.uk | MarkyPark
 [EMAIL PROTECTED]
 www.TeamRtb.co.uk
 #TeamRtb @ Qnet
 
 
 
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