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

2006-12-11 Thread artiecs
Yeah i did fix the gameinfo.txt, but servers wouldn't boot with the MM
startup line in there (with all plugins disabled in the MM config). Got the
new version now and it seems to be running good.

Artie

- Original Message -
From: "Dan E" <[EMAIL PROTECTED]>
To: 
Sent: Monday, December 11, 2006 10:59 PM
Subject: Re: [hlds] Counter-Strike: Source Update Released


> Updates always replace the gameinfo.txt file, so you
> have to remember to put the GameBin line back in there
> so that MM loads correctly after an update.  And Bailo
> released it, so far so good :) w00t.
>
> Dan
>
> --- artiecs <[EMAIL PROTECTED]> wrote:
>
> > It breaks Source Metamod, at least on 2 of our
> > servers that were running it,
> > one of which was a Gungame server so that's hosed.
> >
> > Valve would you PLEASE make that god forsaken POS
> > API in Source and make it
> > something usefull so that people will actually use
> > it. It's getting old
> > having to troubleshoot and fix servers everytime
> > there's an update. Broken
> > servers for what?? Broken so that 3 pistols can be
> > stronger and the leaf
> > quality in Militia can be improved!! What a sad
> > joke, and we're the
> > punchline. How I long for the old days when updates
> > came once every 6
> > months.
> >
> > Here's an idea.How about not messing with the
> > leafs in Militia, cause
> > noone gives a shit what they look likeand
> > instead make the API usefull.
> > Yeah yeah I know, I'm askin for way too much here.
> >
> > Artie
> >
> >
> > - Original Message -
> > From: "{MDA} Spotta" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Monday, December 11, 2006 6:12 PM
> > Subject: RE: [hlds] Counter-Strike: Source Update
> > Released
> >
> >
> > > Does it break mani?!?!?!
> > >
> > > Sorry!
> > >
> > > Spotta
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On
> > Behalf Of Jason Ruymen
> > > Sent: 11 December 2006 22:40
> > > To: hlds_linux@list.valvesoftware.com;
> > hlds@list.valvesoftware.com;
> > > hlds_announce@list.valvesoftware.com
> > > Subject: [hlds] Counter-Strike: Source Update
> > Released
> > >
> > > A required update for Counter-Strike: Source has
> > been released.  Please
> > > run hldsupdatetool to get the update.  The
> > specific changes include:
> > >
> > > Counter-Strike: Source:
> > > - Increased ES57, Compact 228 and Dual Elites
> > damage by 25%
> > > - Lowered allowed number of dropped weapons in a
> > level to prevent gun
> > > spamming
> > > - Updated foliage quality in cs_militia
> > >
> > > Jason
> > >
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or
> > view the list archives,
> > > please visit:
> > >
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or
> > view the list archives,
> > please visit:
> > >
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view
> > the list archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
>
>
>
>
>


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

2006-12-11 Thread artiecs
Oh sweet, glad to hear they fixed it so quick.

- Original Message -
From: "john @ GamersCoalition" <[EMAIL PROTECTED]>
To: 
Sent: Monday, December 11, 2006 10:25 PM
Subject: Re: [hlds] Counter-Strike: Source Update Released


> Also upgrade to mms 1.3d.
>
> On 12/11/06, Dan E <[EMAIL PROTECTED]> wrote:
> > Update:  The newest CSSDM beta (not released
> > officially but on the forums in a random post) will
> > work, not sure if it still crashes on mapchange
> > though.  So if you're running .96e it's fine so far.
> >
> >
> > --- {MDA} Spotta <[EMAIL PROTECTED]> wrote:
> >
> > > Balls
> > >
> > > I run that too.
> > >
> > > =]
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf
> > > Of Dan E
> > > Sent: 11 December 2006 23:43
> > > To: hlds@list.valvesoftware.com
> > > Subject: RE: [hlds] Counter-Strike: Source Update
> > > Released
> > >
> > > It broke CSSDM.. again.  Yay.  I fear the day that
> > > they actually release updates ahead of time to let
> > > developers test on it, for it may be the apocalypse.
> > >
> > > --- {MDA} Spotta <[EMAIL PROTECTED]> wrote:
> > >
> > > > Does it break mani?!?!?!
> > > >
> > > > Sorry!
> > > >
> > > > Spotta
> > > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] On
> > > Behalf
> > > > Of Jason Ruymen
> > > > Sent: 11 December 2006 22:40
> > > > To: hlds_linux@list.valvesoftware.com;
> > > > hlds@list.valvesoftware.com;
> > > > hlds_announce@list.valvesoftware.com
> > > > Subject: [hlds] Counter-Strike: Source Update
> > > > Released
> > > >
> > > > A required update for Counter-Strike: Source has
> > > > been released.  Please
> > > > run hldsupdatetool to get the update.  The
> > > specific
> > > > changes include:
> > > >
> > > > Counter-Strike: Source:
> > > > - Increased ES57, Compact 228 and Dual Elites
> > > damage
> > > > by 25%
> > > > - Lowered allowed number of dropped weapons in a
> > > > level to prevent gun
> > > > spamming
> > > > - Updated foliage quality in cs_militia
> > > >
> > > > Jason
> > > >
> > > >
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or
> > > view
> > > > the list archives,
> > > > please visit:
> > > >
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or
> > > view
> > > > the list archives, please visit:
> > > >
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >
> > >
> > >
> > >
> > >
> > >
> >

> > > 
> > > Want to start your own business?
> > > Learn how on Yahoo! Small Business.
> > > http://smallbusiness.yahoo.com/r-index
> > >
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> > > please visit:
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> > >
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> > >
> >
> >
> >
> >
> >


> > Do you Yahoo!?
> > Everyone is raving about the all-new Yahoo! Mail beta.
> > http://new.mail.yahoo.com
> >
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>
>
> --
> [Mmmm]stuttering.john .gc
> "Together we spawn."
> [EMAIL PROTECTED]
> http://www.gamerscoalition.com
>
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Re: [hlds] Counter-Strike: Source Update Released

2006-12-11 Thread artiecs
It breaks Source Metamod, at least on 2 of our servers that were running it,
one of which was a Gungame server so that's hosed.

Valve would you PLEASE make that god forsaken POS API in Source and make it
something usefull so that people will actually use it. It's getting old
having to troubleshoot and fix servers everytime there's an update. Broken
servers for what?? Broken so that 3 pistols can be stronger and the leaf
quality in Militia can be improved!! What a sad joke, and we're the
punchline. How I long for the old days when updates came once every 6
months.

Here's an idea.How about not messing with the leafs in Militia, cause
noone gives a shit what they look likeand instead make the API usefull.
Yeah yeah I know, I'm askin for way too much here.

Artie


- Original Message -
From: "{MDA} Spotta" <[EMAIL PROTECTED]>
To: 
Sent: Monday, December 11, 2006 6:12 PM
Subject: RE: [hlds] Counter-Strike: Source Update Released


> Does it break mani?!?!?!
>
> Sorry!
>
> Spotta
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
> Sent: 11 December 2006 22:40
> To: hlds_linux@list.valvesoftware.com; hlds@list.valvesoftware.com;
> hlds_announce@list.valvesoftware.com
> Subject: [hlds] Counter-Strike: Source Update Released
>
> A required update for Counter-Strike: Source has been released.  Please
> run hldsupdatetool to get the update.  The specific changes include:
>
> Counter-Strike: Source:
> - Increased ES57, Compact 228 and Dual Elites damage by 25%
> - Lowered allowed number of dropped weapons in a level to prevent gun
> spamming
> - Updated foliage quality in cs_militia
>
> Jason
>
>
>
> ___
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> please visit:
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>
>
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Re: Re: [hlds] VALVe wants advertisements in CS 1.6

2006-12-08 Thread artiecs
Was Valve quietly bought out by EA? Or do they just hope to be?


- Original Message -
From: "[DMA]RocketUSA" <[EMAIL PROTECTED]>
To: 
Sent: Friday, December 08, 2006 4:03 PM
Subject: RE: Re: [hlds] VALVe wants advertisements in CS 1.6


> IF this all is true, Valve is waffling more than John Kerry. Think about
> this. They disable the content server loading banner for all of us that
> provide servers for this game, AT NO CHARGE TO THEM, and now they see that
> they can make revenue off of not just that but IN GAME also so it's o.k.?
>
> I'm not liking this ride if it's true.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> [EMAIL PROTECTED]
> Sent: Friday, December 08, 2006 1:08 PM
> To: hlds@list.valvesoftware.com
> Subject: Re: Re: [hlds] VALVe wants advertisements in CS 1.6
>
> Some of you seem to "get it". For the others, corporations are all about
> making money and they will continually try to come up with ways to make
> more. As long as what they do continues to make them money (or in this
case
> even more money), they will not change. They would not implement a change
> unless they believed that their gains (in advertising revenues) would
> outweigh any losses (in gamers). Alot of people like to play this game and
> will continue to play no matter what. Most GSP's will continue to host
until
> they are  no longer making money. In the end, its a waiting game. Does
their
> gamble pay off or not? Only the players, the GSP's and time will tell.
>
> Me? I shut my server down. Time to move on to another game and see if I
can
> find some of the fun that I use to have playing CS.
>
> Just my .02
> >
> > From: Wojciech H <[EMAIL PROTECTED]>
> > Date: 2006/12/08 Fri AM 11:28:57 CST
> > To: hlds@list.valvesoftware.com
> > Subject: Re: [hlds] VALVe wants advertisements in CS 1.6
> >
> > In game ads have already been done, and Valve is just following the
> > 'trend' I guess.  For instance, BF2142 has in game ads, and a lot of
> > people did not buy the game based on it.
> >
> > I think some arguments for having in game advertising is to pay for
> > maintaining: the games, the update system, the many more updates/addons
> > that people have started to expect, the master server lists, etc.
> >
> >
> > Dan E wrote:
> > > As far as region specific, don't you specify what
> > > language you speak when you install Steam?
> > >
> > > I'm personally ticked off that they want us to look at
> > > ads in a game which we have already paid for.  A demo
> > > I can understand, but this is just rediculous.
> > >
> > > --- Steven Hartland <[EMAIL PROTECTED]> wrote:
> > >
> > >
> > >> This brings some interesting questions:
> > >> * How are they going the ensure the adds are region
> > >> specific
> > >> This is required to ensure that the language is
> > >> correct and
> > >> local laws adhered to.
> > >> * How are they going to deal with the case that the
> > >> ad's
> > >> may go against sponsorship deals for the servers or
> > >> tournaments etc.
> > >>
> > >> Its not going to go down well if a Intel sponsored
> > >> tourney
> > >> started displaying adds for AMD processors in the
> > >> middle
> > >> of the match.
> > >>
> > >> By the same reasoning if provider X started
> > >> advertising
> > >> and this where to show up on provider Y's servers
> > >> they
> > >> would be understandably pissed.
> > >>
> > >> These are just two logistical issues which spring to
> > >> mind.
> > >>
> > >> Steve
> > >>
> > >>
> > >> 
> > >> This e.mail is private and confidential between
> > >> Multiplay (UK) Ltd. and the person or entity to whom
> > >> it is addressed. In the event of misdirection, the
> > >> recipient is prohibited from using, copying,
> > >> printing or otherwise disseminating it or any
> > >> information contained in it.
> > >>
> > >> In the event of misdirection, illegible or
> > >> incomplete transmission please telephone +44 845 868
> > >> 1337
> > >> or return the E.mail to [EMAIL PROTECTED]
> > >>
> > >>
> > >> ___
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> > >>
> > >>
> > >
> > >
> > >
> > >
> > >
>

> 
> > > Do you Yahoo!?
> > > Everyone is raving about the all-new Yahoo! Mail beta.
> > > http://new.mail.yahoo.com
> > >
> > >
> > >
> > >
>

> 
> > > Do you Yahoo!?
> > > Everyone is raving about the all-new Yahoo! Mail beta.
> > > http://new.mail.yahoo.com
> > >
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> > >
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> >

Re: [hlds] No email for source engine update?

2006-12-05 Thread artiecs
Just one thing about that last client update. The last server update was not
mandatory, so we hadn't done it right away. But after the last client update
noone could join our server until we applied the last 'optional' server
update, then it was all good. No big deal, just an FYI.

Artie
- Original Message -
From: "Roman Hatsiev" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, December 05, 2006 1:47 AM
Subject: Re: [hlds] No email for source engine update?


> This seems to be a client-side update. No need to bother with servers
> apart from the fact that zblock is completely broken now :)
>
> On 05/12/06, Biscuits <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Updates to the Source Engine have been released. The updates will be
applied
> > automatically when your Steam client is restarted. The specific changes
> > include:
> >
> > *Source Engine*
> >
> >   - Removed *revert* command, as it was being used to change restricted
> >   cvars
> >   - Enabled friends in the in-game player list
> >   - Fixed server browser to allow banned users in Counter-Strike 1.6 to
> >   play Garry's Mod online
> >
> >
> >
> > Zblock now does not work even with cl_restrict_server_commands 0
> > Getting kicked for Illegal Alias still.
> >
> > We have removed zblock from the servers and this fixed the problem.
> >
> > Why wasn't an email sent out about this update?
> > --
> >
> > ___
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Re: [hlds] Sourcetv relay

2006-12-02 Thread artiecs
> BTW the port that the server uses if I dont have it set up to a relay
looks
> like this: 64095 even though I have -port 27015. Plus it changes every
once
> in a while.
>
> BTW the server.cfg looks like this:
>
> tv_relay 69.xx.88.1x7:27020
> tv_maxclients 50
> tv_name xxx
> tv_title xxx
> rcon_password xxx
> tv_transmitall 1
> tv_chat 0
>
> If I launch the server with the server.cfg as asdas.cfg or w/e then it
shows
> up on the list as a game server, but then if I rename it back to
> server.cfgand exec it, when I refresh the server info on steam...it
> shows as 2000 ping
> I.E non existent.

I'm fairly sure that if you don't specify in the valve.rc folder that
asdas.cfg should be executed, it won't be. server.cfg is always exec'd
(without being listed in valve.rc), and autoexec.cfg is listed in valve.rc
so it always gets used as well. When you change the server.cfg name to
asdas.cfg it's probably being ignored, and the server just runs as it's set
to by the command line.

-Artie



- Original Message -
From: "Rafael Lopez" <[EMAIL PROTECTED]>
To: 
Sent: Friday, December 01, 2006 7:19 PM
Subject: [hlds] Sourcetv relay


> --
> [ Picked text/plain from multipart/alternative ]
> OK well basically I have one of those dlink routers which makes the port
> 6 and stuff. But whatever. That's minor. I can run a SERVER and it
shows
> up on the internet list...however when I make it a relay it does not. I
have
> tried setting the -tv_port parameter to 27020, 27015, 5700, 6 and
> nothing works.
>
> Any idea??
>
> BTW the port that the server uses if I dont have it set up to a relay
looks
> like this: 64095 even though I have -port 27015. Plus it changes every
once
> in a while.
>
> BTW the server.cfg looks like this:
>
> tv_relay 69.xx.88.1x7:27020
> tv_maxclients 50
> tv_name xxx
> tv_title xxx
> rcon_password xxx
> tv_transmitall 1
> tv_chat 0
>
> If I launch the server with the server.cfg as asdas.cfg or w/e then it
shows
> up on the list as a game server, but then if I rename it back to
> server.cfgand exec it, when I refresh the server info on steam...it
> shows as 2000 ping
> I.E non existent.
>
> Any ideas??
>
>
> and in the shortcut I have this:
>
> C:\srcds\source\srcds.exe -console -game cstrike +map de_dust2 -tv_port
> 27020 -port 27020
>
> If I take of the +map then the console wont say that the relay is active
or
> anything like it would if I do have the +map.
> --
>
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Re: [hlds] CS HLDS server not showing up in steam server browser

2006-12-02 Thread artiecs
> I have opened the correct ports

Wouldn't hurt to list here which ports you've opened, just incase you don't
actually have all the necessary ports open

-Artie.



- Original Message -
From: "Micah Dunham" <[EMAIL PROTECTED]>
To: "HLDS Forums" 
Sent: Friday, December 01, 2006 12:52 PM
Subject: [hlds] CS HLDS server not showing up in steam server browser


> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Hey
>
>
>
> As I posted once before, I believe my dedicated server running AMXX for
> counter-strike is not functioning right.  I believe that people can only
see
> my server if I give them the IP or they connect through friends. I don't
> believe it's showing up in the steam server list.  I believe this because
> I've had 1 to around 6 people at my server from a clan of my friends, and
> nobody we didn't know connected, so I'm almost POSITIVE that its not
showing
> up in browser. I have opened the correct ports, set sv_region, set sv_lan,
> and configured and ran the HLDS update tool, with no effect.  Speaking of
> the HLDS update tool, where am I supposed to install the updates for CS.in
> the dedicated server\cstrike folder, or counterstrike\cstrike folder?
>
>
>
> So to sum up my questions:
>
> 1. What can be done about the fact that my server isn't showing up in
> the steam browser, besides doing what I have already done?
> 2. Where do I install the updates from the HLDS update tool, in the
> dedicated server\cstrike folder, or counterstrike\cstrike folder?
>
>
>
> Thanks so much,
>
> ~M~
>
> --
>
>
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Re: [hlds] Alfred PTBx considerations? ALFRED PLEASE READ THIS ABOUT CL_INTERP

2006-11-24 Thread artiecs
I misspoke about "HLDS CS", that should read "HL CS", as cl_interp is
strictly a client side setting.

Artie

- Original Message -
From: "artiecs" <[EMAIL PROTECTED]>
To: 
Sent: Friday, November 24, 2006 4:43 PM
Subject: Re: [hlds] Alfred PTBx considerations? ALFRED PLEASE READ THIS
ABOUT CL_INTERP


> ..I know that back on the HLDS CS there's an equivelent cvar, and that
you
> were never supposed to set it below (1/cl_updaterate)...
>
>
>
>
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
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Re: [hlds] Alfred PTBx considerations? ALFRED PLEASE READ THIS ABOUT CL_INTERP

2006-11-24 Thread artiecs
Sweet!! Thanks Alfred!!

Artie

- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Friday, November 24, 2006 4:48 PM
Subject: RE: [hlds] Alfred PTBx considerations? ALFRED PLEASE READ THIS
ABOUT CL_INTERP


> We will be addressing the range of network configuration variables so
> servers can define the valid range they wish.
>
> - Alfred
>
> 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. 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. 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). 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.
> >
> > 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.
> >
> > I know that back on the HLDS CS there's an equivelent cvar, and that
> > you
> > were never supposed to set it below (1/cl_updaterate), or more
> > specifically (1/# of incoming packets/second), since clients can
> > often recieve fewer
> > packets/sec than cl_updaterate is set for, for a variety of reasons.
> > Even if
> > that 'rule' is still true for SRCDS, the default of 0.1 for cl_interp
> > it
> > much too high. That would assume recieving 10 packets/second (1/10 =
> > 0.1).
> > Since most all servers run tickrate 33 or greater, and especially if
> > Valve
> > ups the default cl_updaterate to 33 or higher, as suggested in the
> > article
> > that the OP linked to, then cl_interp should be set by default at
> > least down
> > to 0.05 (which requires only 20 packets/sec and would be fine even
> > for the
> > current default value of cl_updaterate) or 0.04 (which requires only
> > 25 packets/sec). Additionally, cl_interp should have a hard coded
> > maximum limit
> > of 0.05, so that players can't just turn it up, allowing them to shoot
> > people's hitboxes after that person has ducked behind cover that
> > can't be penetrated by shots, or around corners.
> >
> > A few of us have messed around with this extensively, and it's easily
> > reproducable by 2 people. Player 1 adjusts cl_interp and shoots at
> > player 2.
> > Player 2 strafes back and forth being a test target. The higher
> > player 1
> > adjust's cl_interp, the further behind the model of player 2 he must
> > shoot
> > to hit. At high values of cl_interp (0.1 and especially higher)
> > shooting the
> > model accurately results in no hits cause while player 2 is strafing
> > his hit
> > boxed and 'lagging' x-feet behind hit. When Player 1 sets cl_interp
> > around
> > 0.02 to 0.03, the hitboxes for Player 2 stay almost perfectly aligned
> > to the
> > model, so shooting the model (while Player 2 is still
> > strafing)results in
> > hits, and shooting behind the model no longer results in hits (as it
> > does
> > with the default cl_interp setting). This also makes Player 2
> > impossible to
> > hit the intsant he ducks behind solid cover, or disappears around a
> > corner,
> > as should be the case.
> >
> > So if Valve is going to take steps to inprove the whole 'rates'
> > situation, addressing cl_interp is essential, otherwise at least half
> > of the problem is
> > going to be overlooked, and still exist in the game even after it has
> > 

Re: [hlds] CZ server

2006-11-24 Thread artiecs
are you talking about running the server at higher fps, or setting the
server somehow so all actions happen much faster than they 'normally' would
(like hitting the FF button on your VCR)? if it's the latter, what are you
changing to achieve this?


- Original Message -
From: "Steve Richards" <[EMAIL PROTECTED]>
To: 
Sent: Friday, November 24, 2006 9:37 AM
Subject: Re: [hlds] CZ server


> --
> [ Picked text/plain from multipart/alternative ]
> As in, the server timer is running twice as fast
>
> reloading weapons is nearly instant, round time is running 2-3x faster
than
> normal
>
> now i rember there were bugs with AMD and dual core processor set ups, im
> just want to know if theres a fix or solution to this
>
> the only thing in console that can provide any help is this
>
> reliabletimer.h (98) : Assertion failed: nPerformanceCountNow >-
> m_nPerformanceCounterStart
>
> command line is as follows
>
> C:\HLServer\Live\17015\hlds.exe -console -game czero +ip 84.234.26.19
+port
> 17015 +maxplayers 18 +map de_dust_cz +exec server.cfg
> --
>
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Re: [hlds] Alfred PTBx considerations? ALFRED PLEASE READ THIS ABOUT CL_INTERP

2006-11-24 Thread artiecs
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. 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. 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). 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.

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.

I know that back on the HLDS CS there's an equivelent cvar, and that you
were never supposed to set it below (1/cl_updaterate), or more specifically
(1/# of incoming packets/second), since clients can often recieve fewer
packets/sec than cl_updaterate is set for, for a variety of reasons. Even if
that 'rule' is still true for SRCDS, the default of 0.1 for cl_interp it
much too high. That would assume recieving 10 packets/second (1/10 = 0.1).
Since most all servers run tickrate 33 or greater, and especially if Valve
ups the default cl_updaterate to 33 or higher, as suggested in the article
that the OP linked to, then cl_interp should be set by default at least down
to 0.05 (which requires only 20 packets/sec and would be fine even for the
current default value of cl_updaterate) or 0.04 (which requires only 25
packets/sec). Additionally, cl_interp should have a hard coded maximum limit
of 0.05, so that players can't just turn it up, allowing them to shoot
people's hitboxes after that person has ducked behind cover that can't be
penetrated by shots, or around corners.

A few of us have messed around with this extensively, and it's easily
reproducable by 2 people. Player 1 adjusts cl_interp and shoots at player 2.
Player 2 strafes back and forth being a test target. The higher player 1
adjust's cl_interp, the further behind the model of player 2 he must shoot
to hit. At high values of cl_interp (0.1 and especially higher) shooting the
model accurately results in no hits cause while player 2 is strafing his hit
boxed and 'lagging' x-feet behind hit. When Player 1 sets cl_interp around
0.02 to 0.03, the hitboxes for Player 2 stay almost perfectly aligned to the
model, so shooting the model (while Player 2 is still strafing)results in
hits, and shooting behind the model no longer results in hits (as it does
with the default cl_interp setting). This also makes Player 2 impossible to
hit the intsant he ducks behind solid cover, or disappears around a corner,
as should be the case.

So if Valve is going to take steps to inprove the whole 'rates' situation,
addressing cl_interp is essential, otherwise at least half of the problem is
going to be overlooked, and still exist in the game even after it has been
'fixed'. If you're not already very familiar with this cl_interp behaviour,
please have a couple of your people mess around with it as I described in
the previous paragraph, just to see how much effect this setting has on shot
registration location for moving targets, how far off the shot registration
is for moving targets at the default setting (particularly in the case of
the target moving perpendicular to the shooter), how it can be abused by
setting it even higher, and how simply it can be fixed (and shot
registration Greatly improved) by lowering the default and capping the value
it can be set to.

Thanks
Artie


- Original Message -
From: "Gamer" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, November 23, 2006 12:41 PM
Subject: [hlds] Alfred PTBx considerations?


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
This was so great to see, everyone take a look.
http://www.tcmagazine.com/comments.php?id=12979&catid=12

Alfred I am very encouraged seeing that correspondence, the last week has
been very discouraging from both the players and admins point of view.

Unfortunately XAD has left the Steam game community so there is nobody to
stick up for PTBx

Alfred if you can also look into to allow plugins and server to better deal
with team balancing on public servers.

PTBx was also crippled with this new cvar, it would be great to have a
sv_autojoin
sv_

Re: [hlds] Server counterpart for cl_restrict_server_commands

2006-11-22 Thread artiecs
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: 
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: 
> 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 change a lot, if only
> > the mails were written, which came from admins, really dedicated to
> what
> > they do, interesstred in solutions. This "bashing" doesn't help a
> thing
> > and just kills motivation on both sides.
>

Re: [hlds] Re: Release: plugin to reset cl_restrict_server_commands

2006-11-22 Thread artiecs
We use BeetlesMod, and the admin_rates  command will show you that
players rate, cl_updaterate, cl_cmdrate, cl_interpolation and cl_interp
settings. I'm fairly sure Mani does this in his admin tool as well.


- Original Message -
From: "Roger Stumbaugh" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, November 22, 2006 1:32 PM
Subject: RE: [hlds] Re: Release: plugin to reset cl_restrict_server_commands


> How can you see the players rates?
>
> Roger Stumbaugh
> CCNA, MCSE
> Cumberland Computer & Network Services
> 606a North Centre Street
> Cumberland, MD 21502
> 301-777-1874
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Edward Luna
> Sent: Wednesday, November 22, 2006 9:08 AM
> To: hlds@list.valvesoftware.com
> Subject: RE: [hlds] Re: Release: plugin to reset
cl_restrict_server_commands
>
> Agreed.
>
> -Original Message-
> From: artiecs [mailto:[EMAIL PROTECTED]
> Sent: Tuesday, November 21, 2006 4:03 PM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Re: Release: plugin to reset
> cl_restrict_server_commands
>
>
> It's only useless with respect to players who want to exploit stuff. Rate
> hackers and the like will immediately change it back. So if people want to
> play with shitty rates, and interp set at like 0.3 so they can still kill
> someone 5 seconds after that person goes around a corner, we will not be
> able to force their rates/interp/etc to something reasonable, and instead
> will just ban them and move on. Even if they change that cl_restrict cvar
> back, we can see what they're runnin their settings at, and take any
> appropriate action if needed.We have a lot of cool peeps who play on our
> servers and don't need shitheads like that to fill the place up, so no
loss.
>
> It's very usefull with respect to the admins and legit players on our
> servers who want to know "when will the server be fixed?". These people
> aren't looking to exploit anything, they just want to play a game, and the
> admins want to know why various commands won't work, and everyone wants to
> know why some or all of the functionallity of various game enhancing
plugins
> we run doesn't work I tell them that the server is running perfect, that
> Valve broke their client, and explain how to fix it. For the technically
> oriented peeps this is a simple matter. But we also have everyday folk who
> maybe are firefighters, or cut fish for a living etc. You start talking
> about changing stuff, no matter how simple it is (one setting change in
this
> case) and it's a long drawn out conversation, especially when you're
trying
> to do it in a game server that only allows you to write a couple lines of
> text at a time, and that text gets quickly lost in the flow of what else
is
> going on in the game. Multipy that by many dozens of users and it goes far
> beyond being a pain in the ass.
>
> If running our servers was something I got paid for (which it IS NOT) then
> I'd love the extra job security brought by this fiasco. But since I
operate
> servers for free (and some of us PAY to provide them to everyone in
general
> for free) I'de prefer to not have to become a full time volunteer help
desk
> operator in order to do so. So on that note, a BIG BIG THANKS to Lduke for
> closing my helpdesk (at least for now) and automating for us something
that
> has been consuming a ton of my time these past few days, manually walking
> any endless number of people through how to 'unbreak' their clients.
>
> LDuke is da man!!!
>
> Artie
>
>
>
> - Original Message -
> From: "Jason Smith" <[EMAIL PROTECTED]>
> To: 
> Sent: Tuesday, November 21, 2006 12:59 PM
> Subject: RE: [hlds] Re: Release: plugin to reset
cl_restrict_server_commands
>
>
> --
>
> [ Picked text/plain from multipart/alternative ]
> this is useless if they can change it back.
>
> > From: [EMAIL PROTECTED]> To: hlds@list.valvesoftware.com> Subject: Re:
> [hlds] Re: Release: plugin to reset cl_restrict_server_commands> Date:
Mon,
> 20 Nov 2006 14:13:08 -0700> > --> [ Picked text/plain from
> multipart/alternative ]> It should, although there is no way to stop the
> player from changing it back> to 1 after saying OK or aliasing it before
> they join. It will probably be> more helpful for things like GunGame where
> the plugin functionality relies> on client commands.> > There are probably
> things that could make it harder to get around, but I> hate joining a
server
> and having cl_cmdrate and cl_updaterate set to 101> which is way too high
> for my home connection. :)> > 

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

2006-11-17 Thread artiecs
Is there any particular reason why, instead of breaking the functionallity
of numerous plugins, Valve couldn't have simply made the configuration files
of clients 'READ ONLY' by default??? This would protect clients from any
permanent changes to their settings, while allowing server operators to run
their servers as they like, and allowing useful programs to keep people from
doin undesireable stuff like 'rate hacking' and 'script cheating', and would
break NOTHING in the process.

When a client's config is read-only, any commands executed on them while in
a server only have an effect for as long as they are in that server (cvars
are only changed in memory on the client, not in the actual configuration
file). This allows 'good natured' plugins like cvarx to do their thing for
the duration of time which a client is connected in a server that's running
it, without making any permanent changes on the client. There's plenty of
scripts out there that are effectively cheats, like the 'zoom all weapons'
script (which is done client side using only ingame cvars/settings) which
can no longer be blocked. Why are people who use crap like this being
protected by Valve?

As for those who viamently hate things such as slowhack, and admins changing
other settings just to be dicks.Having the clients config files set to
read-only by default would also effectively take care of this problem. Yes,
they could still slowhack you or change other settings, but only for the
duration of time that you remain in their server (which I suspect wouldn't
be long after they do something like that). None of those things could be
applied as permanent changes on your client. You simply leave and go
somewhere else and all your settings are normal.

Now I know Valve "isn't responsible for the functionallity of 3rd party
plugins", but that pompous attitude needs to be adjusted. Last I checked
Valve doesn't provide many servers for it's online multiplayer games, and
the community does. And most of us in the community who do, are sick of
paying money and spending time to provide good fun servers only to have them
broken over and over again, requiring a LOT of time (for which we DO NOT GET
PAID) keeping them working right. The server boycott is not a bad idea.
Problem with CSS is that Valve has already sold it to almost everyone who's
gonna ever buy it. But they do have TF2 in the works and noone's bought that
yet. We were planning on putting up a 32 player TF2 server as soon as it
came out, in addition to the 2-32 player CSS servers we already run, but if
the community see's fit to not provide TF2 servers we could probably go
along with that. Just a thought.

-- Artie

P.S. Setting your config.cfg to read-only is common knowledge out in the
gaming community, even on the Valve forums, where the average user IQ is
about the same as their age (not all, but most). Is this really a difficult
thing for even the most illiterate computer user to do? If someone can
figure out how to install a game on their machine, they should be
knowledgeable enough to right click on a file and select 'read-only'. Valve
could easily include a readme.txt that explains this for those who are too
stupid to figure it out, and then too bad for them if they don't choose to
do it. And if that still isn't good enough Valve could just force read-only
configs on clients, and then let clients undo the read-only if they choose
to do so. This update is 100% unnecessary, and given the level of pain it's
causing in the community for a needless purpose it is absolutely pathetic.
'Biting the hand that feeds you' would be a complete understatement on this
one.

- Original Message - > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> --
>
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Re: [hlds] Server Clan to Inform Valve of their Mistake

2006-11-17 Thread artiecs
Beetlesmod is already doing this in the latest beta version.

And the method he uses to check the cvar can't be blocked unless Valve
removes text chat from the game :)

Artie

- Original Message -
From: "Graham Robinson" <[EMAIL PROTECTED]>
To: 
Sent: Friday, November 17, 2006 3:39 PM
Subject: Re: [hlds] Server Clan to Inform Valve of their Mistake


Fortunately

How many public server use mani or beetle? I guess 80%.

How many out of 36,000 players won't be able to join once mani places
an autokick on people without the right setting (see mani frontpage).

How many days until Valve do something then? I guess 2

What will valve do? Probably change the server code so mani can't
check to see what the setting is. Who wants to bet against me?

On 17/11/06, Ðåñ Offord <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Problem with this is idea is:
> CS:S Players: 62,396 and there is 36,096 servers (taken from
> steampowered.com @ 20.29 GMT)
>
> - Who wants to contact over 36000+ server admins, to shut there server
down,
> with risk of user loss, decreasted advertisment and more, to prove a
point?
>
> Dan

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Re: [hlds] Phishing Attack through CS1.6 Server ?

2006-04-23 Thread artiecs
Well phishing usually refers to someone pretending to be someone they really
are not, in hopes of getting an unsuspecting person to yield them personal
information such as credit card numbers or the like, so that the phisher can
then go abuse this info and rip off the unsuspecting person. Or something
like that. Not to be confused with a hacking attack.

Don't know the specifics of the incident you're talking about Abrachius, but
we had an incident recently on our CSS server that i would categorize as a
phishing attempt. Some dickhead was in the server when I joined, he was
using the name  |ADMIN| U.S. Army   and was telling peeps in the server how
he was an admin on all CSS servers, that his brother worked for Valve and
hooked him up. I knew instantly he was full of shit cause noone is admin on
our server but who WE say is admin. So i verbally played with him and asked
if i could be admin, and how can we set that up etc., and he told me that if
i payed him he would get me hooked up too. Assuming he had already been
trying this with others in the server, i promptly banned his steamID and IP.
I should have played along a little further and gotten info like where he
would want me to send money, but it pissed me off that he was in there doing
that.

Alfred, would you guys be interested in having a look at the log file from
this incident, and if so, where should I send it?

-Artie

- Original Message -
From: "Abrachius Doo" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, April 23, 2006 11:48 AM
Subject: [hlds] Phishing Attack through CS1.6 Server ?


Hiho,
my friend whos running a server where our dedicated CS1.6 Server is running
on, just got mail from his provider the other day. In this email, he was
informed that his server was used for phishing. So my friend shut down
everything and put up a everything for new.
No we are wondering, how the phishing was done through his server and how
the came in.
For now he doesnt want the CS Server to be back up again, cause he's not
sure what caused the securitylack on his server. I am tending more to
psychostats, if even software really caused the lack, it was an older kernel
which had some known security issues, but my question is:

Can someone find his way into a server through a running hlds?

Thx for your help...
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Re: [hlds] Counter-Strike: Source update released

2006-04-12 Thread artiecs
Disregard my last post.

Just saw LDukes post bout VIPmod and Mani (among others) forcing this client
cvar change to make custom models display properly. We were running VIPmod
until todays update. We haven't had VIPmod on since today's update, cause we
can't start the server with MetaMod:Source enabled (haven't yet tracked down
which MM:S plugin doesn't like the new update). Apparently stock models
would display ok with 'cl_minmodels 1' before the update, but now they
don't. So that makes sence of what I've seen here.

Artie

- Original Message -
From: "artiecs" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, April 12, 2006 9:05 PM
Subject: Re: [hlds] Counter-Strike: Source update released


The only mod we currently have running is BeetleMod, and it's not set to
change any client cvars. And i haven't played on any other servers. Seems
odd that if it were something to do with BM or the SRCDS/CSS code, that it
would force that change the first time i joined, but not in any subsequent
times that i joined. I don't have my config set to read-only, so BM or SRCDS
would be able to change it everytime i joined if either was trying to do so
to clients, but that's not happening.

Artie



- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, April 12, 2006 8:07 PM
Subject: RE: [hlds] Counter-Strike: Source update released


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: 
> 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
>>>>>>
>>>>>> ___
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
&g

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

2006-04-12 Thread artiecs
The only mod we currently have running is BeetleMod, and it's not set to
change any client cvars. And i haven't played on any other servers. Seems
odd that if it were something to do with BM or the SRCDS/CSS code, that it
would force that change the first time i joined, but not in any subsequent
times that i joined. I don't have my config set to read-only, so BM or SRCDS
would be able to change it everytime i joined if either was trying to do so
to clients, but that's not happening.

Artie



- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, April 12, 2006 8:07 PM
Subject: RE: [hlds] Counter-Strike: Source update released


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

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

2006-04-12 Thread artiecs
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: 
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
>
> ___
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
>
 ___
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

>>> ___
>>> To unsubscribe, edit your list preferences, or view the list
>>> archives, please visit:
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>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list
>>> archives, please visit:
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>>>
>>
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>>
>>
>
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Re: [hlds] can hlstatsx ban ppl???? coz i think it told vac to do so (logs contained)

2006-03-20 Thread artiecs
so you were swearing at VAC and all the staff at Valve (with the exception
of Alfred) for something that Valve is totally unresponsible for cause your
plugins function correctly as they were written to do, and you simply had
not properly configured them? least you could do is apologize to Valve for
the stuff u called em, instead of making lame excuses about your sleeping
patterns. sheesh.

If mani is anything like beetlemod there's several reasons it can ban
people, not just the built in 'anti-cheat'. Beetle can be set to kick or ban
for too many tk's, can be set to ban for too many times being kicked. Peeps
can be auto-kicked if afk too many rounds, and if ban-for-x-kicks is set,
they can get banned for being afk-kicked too many times. Clearly you do not
have it configured properly. As for hlstatsx showing the ban as a VAC ban,
that is incorrect. Why does it do that? Well you'd have to go ask the peeps
who wrote that addon. The server logs do not lie, and do not show a VAC ban.

Phoenix's statements might seem harsh, but they are correct. If your first
reaction is to start swearing at him, making fun of his name etc. you
certainly belong on the Steam forums along with the rest of the twits there,
not here spamming everyone's mailboxes with your rubbish.

- Original Message -
From: "David Williams" <[EMAIL PROTECTED]>
To: 
Sent: Monday, March 20, 2006 2:49 PM
Subject: Re: [hlds] can hlstatsx ban ppl coz i think it told vac to do
so (logs contained)


> hey this noob had been up for 24 hours and when i wrote that i was
> passing out. I might not be good at this kinda stuff but hey i do it for
> fun. Mebbe you might wanna try the same kind of dedication i put in when
> you have a problem. All i wanna do is learn and get better and working
> with srcds. I am shocked that some of the ppl in this list can be so
> arrogant and selfish. I'm not 15 and i've been on this list nearly a
> year. oh and i did fix it after 26 hours. i then slept for 3 and
> starting working on learning some more commands. i've now been up for 13
> hours and i'm passing out again.
>
> go fuck yourself pheonix. oh btw why do you have a girls name anyway?
>
> Hell Phoenix wrote:
>
> > People must not be paying attention to this noob.  Those are the only
> > two plugins eh?  Then tell us why this line is in your log?
> >
> > L 03/19/2006 - 23:45:10: "Console<0>" say "Player [
> > {NQA:S} Malfurion *T* ] - zBlock Authenticated"
> >
> > This list is not meant to cater to people who join and straight away say
> > that we are all idiots.  Good way of getting help.  Also a great way of
> > getting help is to swear in all your posts, makes people really want to
> > help a 15 year old.  GG!  =/
> >
> > David Williams wrote:
> >
> >> well the only mods/plugns i have are mani beta L and hlstats. Since i
> >> posted the logs i have rechecked all the possible ban list's and come
up
> >> with nothing. And hlstats is definielty reporting a vac ban. so all i
> >> can say is wtf and if it's not a vac ban and i am postivie it's not my
> >> plugins so what is it
> >>
> >> Joshua Handelsman-Woolf (DogGunn) wrote:
> >>
> >>> --
> >>> [ Picked text/plain from multipart/alternative ]
> >>> It looks like something else is banning him, not VAC. Must be some
> >>> random
> >>> plugin. But you said earlier that he could play for a bit, and then
VAC
> >>> would kick him. That sounds a bit like a VAC ban.
> >>>
> >>> Hello trog :)
> >>>
> >>> On 3/20/06, David Williams <[EMAIL PROTECTED]> wrote:
> >>>
> >>>
>  This is a multi-part message in MIME format.
>  --
>  [ Picked text/plain from multipart/alternative ]
>  the log for the original instance is
>  http://www.noquestionsasked.co.uk/downloads/l0319075.log this
>  contains 2
>  instances for 2 seperate ppl (1 each)
> 
>  then it repeats but instead of 5 min bans they become permenant
> 
>  here's the
>  log
>  of the second instance.
> 
>  L 03/19/2006 - 23:38:45: "{NQA:S} Malfurion
>  *T*<54>" disconnected (reason "{NQA:S}
>  Malfurion
>  *T* timed out")
>  L 03/19/2006 - 23:39:39: "{NQA:S} Malfurion
>  *T*<62><>"
>  connected, address "222.153.231.100:10661"
>  L 03/19/2006 - 23:39:39: "{NQA:S} Malfurion
>  *T*<62><>" disconnected (reason "STEAM UserID
>  STEAM_0:0:2237506 is banned")
> 
>  [at this point problem had been brought to my attention and i check
>  the
>  ban_list.cfg file and removed 2 entries which had magically appeared]
> 
>  L 03/19/2006 - 23:43:56: "gapontiac97<63><>"
>  connected, address "172.131.229.68:27005"
>  L 03/19/2006 - 23:43:58: "gapontiac97<63><>"
STEAM
>  USERID validated
>  L 03/19/2006 - 23:44:32: server_cvar: "mp_timelimit" "40"
>  L 03/19/2006 - 23:44:32: CONSOLE :  System vote extended map by 20
>  minutes
>  L 03/19/2006 - 23:44:43: "{NQA:S} Malfurion
> 

Re: [hlds] Steam Updates

2006-01-19 Thread artiecs
interesting idea, but the thought of my server's update coming from
somewhere like the myg0t's server isn't very appealing :)


- Original Message -
From: "sprout" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, January 19, 2006 9:41 AM
Subject: Re: [hlds] Steam Updates


> I agree with u or have some system that is like bittorrent in the way that
> once u have downloaded x ammount u redistribute it out personally that
would
> be kinda cool
> - Original Message -
> From: "Dan Sorenson" <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, January 18, 2006 6:13 PM
> Subject: Re: [hlds] Steam Updates
>
>
> > At 06:52 PM 1/18/2006 -0800, Leo wrote:
> >
> >> Instead of Valve choosing to update in the middle of
> >>the night the updates always come out during the
> >>"Prime time" when people are getting home from work
> >>and trying to hit their servers 4pm - 7pm which no one
> >>can get to because all the servers are "Out of
> >>Date".
> >
> > You bring up a couple of interesting thoughts.
> >
> > If the servers are out of date, then a gazillion clients
> > have managed to download the updates just fine but the
> > servers haven't.
> >
> > Prime time for your area may not be prime time for the rest
> > of the world.  Valve has said they time their updates for
> > the fewest users on-line.  Perhaps 4pm CST really is just the
> > calm before the storm and adjusting to 2pm CST would allow
> > everybody a little more breathing room, to use one time zone?
> > As somebody once said, no matter how great you think you are,
> > there are approximately three billion Chinese who couldn't
> > care less.  That might be true with Steam usage.
> >
> > Perhaps Valve ought to use GMT as the baseline, and
> > since servers register by region they could update on a
> > time-zone basis instead of trying to feed the world with
> > one big spoon?
> >
> > Mirrors: the updates aren't that big.  If the updates
> > can be fed via DNS entries rather than IP's that allows places
> > like FilePlanet and the like to be brought in for major updates
> > only, which only lasts a couple of days.
> >
> > Alfred?  Any thoughts on these ideas?
> >
> > - Dan
> >
> > * Dan Sorenson  DoD #1066  A.H.M.C. #35 [EMAIL PROTECTED] *
> > * Vikings?  There ain't no vikings here.  Just us honest farmers.   *
> > * The town was burning, the villagers were dead.  They didn't need  *
> > * those sheep anyway.  That's our story and we're sticking to it.   *
> >
> >
> > ___
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
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Re: [hlds] RE: unannounced updates

2005-12-27 Thread artiecs
well it could be set to do American time zones, then Pacific time zones
later, Asian time zones later (maybe split Asia in 2 cause of size),
European time zones later etc. Most peeps play on servers that aren't too
distant, for lower pings. So if each continent got updated during "early
hours" it wouldn't cause many peeps to reach servers that haven't been
updated yet. If they updated the Americas at 10am pacific, that's only 1pm
Eastern time which is still quiet time. Then go around the world doing the
same thing.

I could never understand the 6pm PST updates anyways. Isn't that when
they're all going home from work? Forget (for a moment) the inconvenience of
a properly working update, if it's a broken update then it hoses everyone
during primetime and support is essentially gone til tomorrow. Why not
finish an update one day, then release it at the start of the next day? That
way, if there's problems with the update that don't appear til it gets out
on a lot of machines, there's a whole staff available to immediately jump on
making the necessary corrections.

- Original Message -
From: "Marcelo Bezerra (mailpass)" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, December 27, 2005 9:13 AM
Subject: Re: [hlds] RE: unannounced updates


> So you create a complete mess where players can't connect to servers on
> a different timezone because they didn't get the update yet.
>
> This idea is non sense.
>
> On Sun, 2005-12-25 at 13:18 -0500, Chris | FatPipeServer.com wrote:
> > I'm sure Valve is sophisticated enough to push an update to a certain
> > timezone at a certain time of the day.  If you don't think so, then
maybe
> > you're the ignorant wretch.
> >
> > Go back to your hole unless you have something useful to say.  People
like
> > you are the reason that progress on issues like this is so hard to come
by.
> >
> > My company runs Steam updates overnight every night and also allows
users to
> > manually update their servers at any time using our control panel.  But
when
> > a patch comes out at 8pm it just sucks.  If I'm not allowed to say
something
> > about that, without a moron like you throwing in your useless remark,
then
> > so be it.
> >
> > Go to hell, and merry christmas, if that's even possible for someone as
> > bitter as you!
> >
> > Chris
> >
> > ---
> > Message: 2
> > Date: Sun, 25 Dec 2005 18:25:32 +1100
> > From: Whisper <[EMAIL PROTECTED]>
> > To: hlds@list.valvesoftware.com
> > Subject: Re: [hlds] RE: Unannounced updates
> > Reply-To: hlds@list.valvesoftware.com
> >
> > --
> > [ Picked text/plain from multipart/alternative ] Thats right, its 3am to
5am
> > every in the world at the same time you ignorant wretch.
> >
> > On 12/25/05, Chris | FatPipeServer.com <[EMAIL PROTECTED]> wrote:
> > >
> > > I don't have a problem with unannounced updates... But it would be
> > > courteous if they weren't done in the evening.  Do them at 3am or 5am.
> > > Doing them at midday or later on during the 6pm-midnight timeframe
> > > just screws everyone up.  Seriously.
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > --
> >
> >
> > --__--__--
> >
> > Message: 3
> > From: "Mick" <[EMAIL PROTECTED]>
> > To: 
> > Subject: Re: [hlds] RE: Unannounced updates
> > Date: Sun, 25 Dec 2005 13:26:35 -
> > Reply-To: hlds@list.valvesoftware.com
> >
> > He he, qualifies for reply of the year...well said Whisper  :)
> >
> > Seasons Greetings
> >
> > - Original Message -
> > From: "Whisper" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Sunday, December 25, 2005 7:25 AM
> > Subject: Re: [hlds] RE: Unannounced updates
> >
> >
> > > --
> > > [ Picked text/plain from multipart/alternative ] Thats right, its 3am
> > > to 5am every in the world at the same time you ignorant wretch.
> > >
> > > On 12/25/05, Chris | FatPipeServer.com <[EMAIL PROTECTED]>
wrote:
> > >>
> > >> I don't have a problem with unannounced updates... But it would be
> > >> courteous if they weren't done in the evening.  Do them at 3am or
> > >> 5am.  Doing them at midday or later on during the 6pm-midnight
> > >> timeframe just screws everyone up.  Seriously.
> >
> >
> >
> > --__--__--
> >
> > Message: 4
> > From: <[EMAIL PROTECTED]>
> > Subject: Re: [hlds] RE: Unannounced updates
> > To: hlds@list.valvesoftware.com
> > Date: Sun, 25 Dec 2005 08:42:58 -0500
> > Reply-To: hlds@list.valvesoftware.com
> >
> > we all know they update at about 3pm to 5pm on the west coast time.
Now,
> > that puts it about 7a to 9a or earlier in Eastern Asia where Valve's
major
> > market is.  Or it could be that they finalize there stuff just before
the
> > first shift crew leaves for the day.
> >
> > Which ever you prefer...  Merry Christmas
> >
> >
> >   He he, qualifies for reply of the year...well said Whisper  :)
> >
> >   Seasons Greetings
> >
> >   - Original Message -
> >

Re: [hlds] unannounced updates

2005-12-26 Thread artiecs
As a renter of a game server I'll say this. A couple peeps came in our
forums saying "i can't get in the server looks like it needs to be updated".
So i logged into our server control page, ran the updater, and all was good.
Our GSP never heard from us cause we've been given the tools to take care of
simple matters like that ourselves. For something like that i'de rather just
do it myself cause it literally takes less time to do the update than it
would to fill out a ticket.

Yes Valve should provide notice of a mandatory update that's coming, and
they usually do. But at the same time, you should set yourself up Ray so
that your customers can do what we do, log into a webpage, click the update
server button, and get back to the game. Will at least cut down your tickets
a lot in situations like this (yeah some peeps are too stupid to click one
button, but most will manage just fine.)


- Original Message -
From: <[EMAIL PROTECTED]>
To: 
Sent: Friday, December 23, 2005 10:45 PM
Subject: [hlds] unannounced updates


> Alright, this is getting old. For the guys at Valve that don't have a
> clue
>
> WINDOWS DOES NOT AUTOUPDATE OUR CLIENT'S SERVERS!!!
>
> I don't care what cool new tool you guys add or fix to these server files
> but Windows server operators need some god damned NOTICE!! When the
> customers that bought your game have to come to us to ask why their server
> is down and we find out there has been an update and that's why the Linux
> servers aren't restarting for 20+ minutes you create support issues for
> GSPs. Whoever you got in there authorizing these unannounced updates needs
> to get in this list and NOTIFY US of this shit. Years of running your
> servers and still we have to put up with this bullshit. Either run ALL the
> world's servers or have some respect for the companies, businesses, and
> people that actually give your customers a place to play.
>
> The group here can flame all you want and I promise not to respond but
we've
> absolutely had it with Alfred being the ONLY Valve staff member who
actually
> posts to this list and when he's gone we have piles of support contacts
> because the monkeys in Valve take the opportunity before a major holiday
to
> run updates (in the last case a mandatory one). Get your shit together or
> get out of the business. You shoved this STEAM shit down our throats and
> provide no way for Windows admins to autoupdate our servers. Your choices
> are fairly simple. Either code something into the binaries to autoupdate
> these things or give some god damn warning before you release shit.
>
> GRR!!
>
> Rayne
>
>
> ___
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Re: [hlds] servers crashing

2005-12-01 Thread artiecs
yeah same prob here, after the update the server would crash within 5 rounds
of a restart, over and over. Removed BeetleMod and it seems to be running
ok. Does anyone know if there is there probs with ManiMod and this update
too, or is it just BeetleMod?


- Original Message -
From: "infexXxiousservers" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, December 01, 2005 11:24 PM
Subject: Re: [hlds] servers crashing


> yes it was the darn beetlemod again .
> i dont believe he has a fix for it yet, so i think its hi time i moved
over
> to manin mod.
> thx guys for the fast reply.
> - Original Message -
> From: "infexXxiousservers" <[EMAIL PROTECTED]>
> To: 
> Cc: 
> Sent: Thursday, December 01, 2005 9:49 PM
> Subject: [hlds] servers crashing
>
>
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > ok i must be doing something seriously wrong.
> > all my game servers are crashing after the update.
> > here are my specs:
> >
> > dual xeon 3.0
> > windows 2003 web edition
> > 80 gig
> > 1.5 gig ram
> > hop one internet 100mbps line
> >
> > ok i have just updated all of my srevers assuming the first wouldnt
> restart because of its own problems, but now i have 9 game servers , all
of
> which keep crashing as soon as they are started.
> > i use this commandline and have for almost a year now
> > srcds.exe -console -game cstrike +map de_dust2 +maxplayers 32
> > --
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
>
>
>
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Re: [hlds] Disabled Steam accounts

2005-08-09 Thread artiecs
and just a curiosity on my part.what exactly differentiates a tournament
from a bunch of friends gettin togather and playing on a LAN? if 'x' number
of peeps get togather in one physical location to play togather they need to
get a special license to do so?


- Original Message -
From: "Matthew White" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, July 27, 2005 4:16 PM
Subject: Re: [hlds] Disabled Steam accounts


> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> just to throw in my 0.02 but could it be because of the lan party
> agreement they just brought out.
> http://www.steampowered.com/?area=tourney_limited
>
> could it be that valve have seen the LANFrag as a tourney and taken
> action accordingly?
>
> ---
>
> Matt White
> [ [EMAIL PROTECTED] ]
>
>
>
> Vadim Kotlyar wrote:
>
> > No, since the point of it is to cost less rather than more when you
> > buy each
> > account individually.
> >
> > - Original Message -
> > From: "Ian mu" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Wednesday, July 27, 2005 2:34 PM
> > Subject: Re: [hlds] Disabled Steam accounts
> >
> >
> >> Would it possibly be because you didn't have a lan cafe license that
> >> valve do? Know nothing really about it just can remember reading about
> >> it and wondered if they have some checks for x amount of accounts from
> >> the same place.
> >>
> >> On 7/27/05, Ian <[EMAIL PROTECTED]> wrote:
> >>
> >>> --
> >>> [ Picked text/plain from multipart/alternative ]
> >>> wow... why not buy DoD source for me. Im a newb too :)
> >>>
> >>> On 7/27/05, Kevin Ottalini <[EMAIL PROTECTED]> wrote:
> >>> >
> >>> > If the CC information or card was bad or charges refused this might
> >>> > happen,
> >>> > contact Steam support and submit a ticket:
> >>> >
> >>> > http://steampowered.custhelp.com/
> >>> >
> >>> >
> >>> > - Original Message -
> >>> > From: "Ashley Legg" <[EMAIL PROTECTED]>
> >>> > To: 
> >>> > Sent: Wednesday, July 27, 2005 7:10 AM
> >>> > Subject: [hlds] Disabled Steam accounts
> >>> >
> >>> >
> >>> > > I setup and ran a VAC secured server last night and purchased 7
new
> >>> > > steam CS Source Accounts for 7 newbies that were going to join
> >>> us for
> >>> > > a
> >>> > > LAN frag. 11 players were on the server and all was fine until
> >>> > > everybody
> >>> > > tried to sign into their steam accounts the following morning.
> >>> Every
> >>> > > player who had participated in the frag had had their steam
account
> >>> > > disabled. Nobody cheated, no accounts were hijacked, all the
> >>> accounts
> >>> > > were legit. Has this happened to any one else and if so why?
> >>> > >
> >>> > > Ashley Legg
> >>> > >
> >>> >
> >>> >
> >>> > ___
> >>> > To unsubscribe, edit your list preferences, or view the list
> >>> archives,
> >>> > please visit:
> >>> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >>> >
> >>>
> >>>
> >>>
> >>> --
> >>> Sincerely,
> >>> Ian
> >>> --
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> --
>
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Re: [hlds] sv_downloadurl

2005-08-04 Thread artiecs
I've noticed that there's still a small bug with sound files that they don't
all unizp or download if they're in .bz2 format. Rejoin the server again and
it seems to work ok. So on our server i just left all the sound files
uncompressed, which is no big deal cause you don't save a lot of space on
.wav files as they're already quite compressed, and .mp3 files actually get
larger when 'compressed' to .bz2 lol (.mp3 being a super compressed format
already), so it makes no sense to try and compress them. For all other file
types the html downloading is working great for us with the files zipped to
.bz2. So if its just the sounds you're having trouble with, i'de suggest
uploading them uncompressed and compress everything else to .bz2

As for the slash at the end of your sv_downloadurl path, I'de say try it
both with and without and see which works for you. Some people swear it
won't work with a slash at the end, yet for us it simply will not work
without it and works great with it. I think it may have to do with the
platform/system that your html download site is set up on.

-Artie
- Original Message -
From: "Johan Brandhorst" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, July 28, 2005 2:17 AM
Subject: [hlds] sv_downloadurl


> [ Converted text/html to text/plain ]
>
> Hi guys.
>
> I have tried to install an webserver now in about a week to make the
server
> faster an the downloading times faster. so. I uploaded everything i got,
in
> bzip2 format, to the webserver. I created the directories exactly as they
> should be (e.g cstrike/maps/de_contra.bsp.bz2) and uploaded it to my site.
It
> looks like this: http://mysite.com/cstrike/[1] and so on. now what I put
in my
> server.cfg is this line: sv_downloadurl "http://mysite.com/cstrike/[2]";
>
> Now when I go into the server to test this it says im downloading it, but
when
> I get in i cant play the sounds for example, they arent in my steam
account
> directory.
>
> What could I have done wrong? Is it the bzip2 files? or? Please help im in
> urgent need of an webserver
>
>
>
> ===References:===
>   1. http://mysite.com/cstrike/
>   2. http://mysite.com/cstrike/
>
> ___
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Re: [hlds] VAC2 Beta information

2005-06-18 Thread artiecs
Forgot to mention, we're running CS:S

-Artie

- Original Message -
From: "artiecs" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, June 19, 2005 12:53 AM
Subject: Re: [hlds] VAC2 Beta information


> Alfred
>
> We enabled VAC2 beta today. So far i've seen a couple peeps disconnected
> with the message (reason: No Steam Logon), after they had already joined
and
> were playing. They were non-regs, so prolly can't get any further info
> unless they stumble into our website and post about it. We also have 2
regs
> that have had probs, from whom i can get more info, one of them posted on
> our forums that::
>
> "I got booted twice with a message that said I had no steam id even though
I
> had been playing for several minutes. How could I play if I didn't have an
> ID?"
>
> and the other:
>
> "All of the sudden when I try to log onto the server i get some VAC error
> about can't get a secure connection"
>
> I'm trying to get more specific info from each of them, but at the same
time
> i don't know exactly what info would be helpful, so beyond getting the
exact
> error messages, which i've asked of them, what would you like to know? Our
> server has the latest updates on it, if you need more info about it I can
> get that for you too.
>
> -Artie
>
>
> - Original Message -
> From: "Alfred Reynolds" <[EMAIL PROTECTED]>
> To: ; ;
> <[EMAIL PROTECTED]>
> Sent: Thursday, June 16, 2005 6:04 PM
> Subject: [hlds] VAC2 Beta information
>
>
> > We are  particularly interested in hearing about any issues regarding
> connection
> > problems.
> >
> > Things to watch for:
> > - "No Steam Logon" errors reported by clients. If a user gets this
> > consistently across a couple day period then get them to go to our
> > support site for help.
> > - "steamclient.dll not found, server communication disabled." printed
> > out on startup. For linux users make sure you have at least GLIBC 2.3.2
> > or above. You also need to allow outbound UDP traffic on port 27014 from
> > your server. If you do have the correct GLIBC version or run under win32
> > then contact me to debug the problem.
> >
> > Thanks for your help.
> >
> > - Alfred
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
>
>
>
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Re: [hlds] VAC2 Beta information

2005-06-18 Thread artiecs
Alfred

We enabled VAC2 beta today. So far i've seen a couple peeps disconnected
with the message (reason: No Steam Logon), after they had already joined and
were playing. They were non-regs, so prolly can't get any further info
unless they stumble into our website and post about it. We also have 2 regs
that have had probs, from whom i can get more info, one of them posted on
our forums that::

"I got booted twice with a message that said I had no steam id even though I
had been playing for several minutes. How could I play if I didn't have an
ID?"

and the other:

"All of the sudden when I try to log onto the server i get some VAC error
about can't get a secure connection"

I'm trying to get more specific info from each of them, but at the same time
i don't know exactly what info would be helpful, so beyond getting the exact
error messages, which i've asked of them, what would you like to know? Our
server has the latest updates on it, if you need more info about it I can
get that for you too.

-Artie


- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: ; ;
<[EMAIL PROTECTED]>
Sent: Thursday, June 16, 2005 6:04 PM
Subject: [hlds] VAC2 Beta information


> We are  particularly interested in hearing about any issues regarding
connection
> problems.
>
> Things to watch for:
> - "No Steam Logon" errors reported by clients. If a user gets this
> consistently across a couple day period then get them to go to our
> support site for help.
> - "steamclient.dll not found, server communication disabled." printed
> out on startup. For linux users make sure you have at least GLIBC 2.3.2
> or above. You also need to allow outbound UDP traffic on port 27014 from
> your server. If you do have the correct GLIBC version or run under win32
> then contact me to debug the problem.
>
> Thanks for your help.
>
> - Alfred
>
>
> ___
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please visit:
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Re: [hlds] VAC2 Beta information

2005-06-16 Thread artiecs
Alfred i noticed a funny behaviour yesterday with the sv_secure cvar (playin
with it before today's announcement). I had set it to 'sv_secure 1' in our
server.cfg, and that had no effect. In the server I checked it with 'rcon
sv_secure' and it returned a '0'. Then I used the command 'rcon sv_secure
1', and when the map changed the dialog box going into the next map was the
VAC2 dialog box, saying that the server was VAC2 protected and that cheating
would result in a permanent ban. And -vacbeta is not on our command line. I
dunno if it was really running, and next map load after that just showed the
normal non-VAC2 dialog box while loading. I repeated this 3 times and saw
the same behaviour each time at the next map load (showing VAC2 dialog box),
so it's easily reproducable.

Not a big deal, but wanted to pass it along anyway cause it seemed that
there might be a slight glitch somewhere in the code that you guys may wanna
check out.

-Artie


- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, June 16, 2005 8:36 PM
Subject: RE: [hlds] VAC2 Beta information


> sv_secure is a read only var (it tells you the secure status of the
> server), setting it won't achieve anything.
>
> - Alfred
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Mikee
> Sent: Thursday, June 16, 2005 5:01 PM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] VAC2 Beta information
>
> Alfred, I thought you also had to enable the CVAR (in autoexec.cfg)
> sv_secure 1  in addition to the -vacbeta command line switch.  That's
> the word on all the forums about it anyway.
>
>
>
> ___
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Re: [hlds] IP Spoofing hlds server?

2005-06-13 Thread artiecs
Forward the email to the 'abuse' people at his isp. If they do save copies
of outgoing email (which they probably do), and can look on their own system
and see that he sent it, there's no disputing the authenticity of it. If
that's the case then they might do something like yank his account etc.
Worst that can happen is you'll waste your time forwarding an email, so not
much to lose if you do.


- Original Message -
From: "OoksServer" <[EMAIL PROTECTED]>
To: 
Sent: Monday, June 13, 2005 4:42 PM
Subject: Re: [hlds] IP Spoofing hlds server?


> If I could find something that his ISP would respect, I would, but I'm not
> sure that IM messages or email would be good enough. After all, anyone
could
> fake an email/IM in an attempt to get revenge at someone.
>
> Which brings up the question - what kind of evidences would ISPs accept?
> What does it take to get the attention of an ISP or law enforcement? This
> person has bragged that he has hacked several Steam accounts, and has
> threatened to hack mine. But all I have are server and IM logs.
>
> - Original Message -
> From: "Rick Payton" <[EMAIL PROTECTED]>
> To: 
> Sent: Monday, June 13, 2005 1:23 PM
> Subject: RE: [hlds] IP Spoofing hlds server?
>
>
> > If you still have that e-mail you should notify the authorities and his
> > ISP. Maybe nothing will come of it, but who knows, maybe something will
> > (like losing his RR connection - hey I can dream right?) :)
> >
> > Rick Payton, IT Support
> > Morikawa & Associates
> > (808) 572-1745
> > http://www.mai-hawaii.com/
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of OoksServer
> > Sent: Monday, June 13, 2005 10:06 AM
> > To: hlds@list.valvesoftware.com
> > Subject: Re: [hlds] IP Spoofing hlds server?
> >
> > Supposedly, one is in Houston, the other in Austin. If they lived close
> > together, I'd buy it. What I discovered is that one person was
> > masquerading
> > as 3 or 4 different people, using 3 or 4 different Steam IDs, but always
> > from the same IP address - it was the IP address that gave it all away,
> > as
> > it is a residential account. After I banned him, he IM'd me several
> > times
> > telling me about how he has hacked this or that steam account, and how
> > he
> > was gong to hack my server and my network, etc. I ended up banning both
> > of
> > them for trying to jerk me around. When in doubt, ban the lout.
> >
> > ___
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
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Re: [hlds] Status of VAC2 Beta

2005-06-12 Thread artiecs
Well there was an email from Doug Lombardi a couple weeks ago saying release
was 'Imminent'. I'de have to guess from that, that the connectivity issues
are the last major item to sort out. Detection testing must already be
complete, if it wasn't and they were starting it after the connectivity
issues, there's no way that the release could be 'imminent'. But this is all
speculation on my part.

- Original Message -
From: "Matthew White" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, June 12, 2005 5:47 PM
Subject: Re: [hlds] Status of VAC2 Beta


> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> from what i remember reading the announcement of connectivity testing
> was the last official word before the system went live.
>
> correct me if im wrong.
>
> ---
>
> Matt White
> [ [EMAIL PROTECTED] ]
>
>
>
> Jonathan wrote:
>
> > Apologies if I've somehow missed this in an earlier message from someone
> > else (or Alfred, even), but the last I knew of VAC2, it was still in
> > connectivity testing.  This was several weeks, I believe, before the
> > recent update that seems to have expanded the beta to 1.6.
> >
> > So, where exactly are we with the beta test?  Still connectivity, or
> > have we moved along to cheat detection testing?
> >
> > Just curious to see how it's progressing.
> >
> > ___
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> > please visit:
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> >
> --
>
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Re: [hlds] Re: Questions about Tic rate

2005-06-04 Thread artiecs
Martin could you also double check the numbers in the diagram box that says:

"Server at Tick 130
-Simulates world 33 times per second
-Send 20 snapshots per second"

Is this info correct? Seems that for the CSS default tickrate of 33 clients
get the 20+ snapshots/second. If i set the tickrate on my test server to 100
i get 70-80 updates a second on my client.

Maybe i'm misinterpreting numbers though, i'm watching the far right number
on the "In" line of netgraph 3. Is that number updates(snapshots) per
second? (i think it is, but reading your doc i'm wondering if i got it
wrong)

Also it seems that the tickrate functions different on the Source engine
than on the HL1 engine. In HL1, tickrate would control the fps generated
server side, and only sv_maxupdaterate would control the max # of
updates/sec to clients. In Source, fps_max controls the server-side fps
(updates generated per second server-side?), and -tickrate seems to be a
command-line override of sv_maxupdaterate in the case where if -tickrate is
set to allow fewer updates/sec than sv_maxupdaterate. Am i seeing that
right? Any insight you can share would be appreciated.

Thanks -Artie


 - Original Message -
From: "Martin Otten" <[EMAIL PROTECTED]>
To: 
Sent: Friday, June 03, 2005 11:29 AM
Subject: RE: [hlds] Re: Questions about Tic rate


> Yes, that sould be sv_minupdaterate. Will be corrected, thanks.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
> Sent: Thursday, June 02, 2005 10:30 PM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Re: Questions about Tic rate
>
> --
> [ Picked text/plain from multipart/alternative ] BTW, does anybody know
> what Eric really meant when he said in
> http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html at
> the end of the 2nd paragraph under *Basic Networking*  "Also the server
> admin can limit the data and snapshot rate values requested by clients
> with *sv_maxrate, sv_maxupdaterate* and * sv_maxupdaterate*."
>  Is one of those supposed to be sv_minupdaterate?
>  Thanks
>  On 6/3/05, Whisper <[EMAIL PROTECTED]> wrote:
> >
> > OMG some documentation, FINALLY
> >  When did you find this Martin?
> >
> >  On 6/3/05, Martin Otten <[EMAIL PROTECTED]> wrote:
> > >
> > > The default tickrate for CS:S is 33, for HL2 & HL2DM 66.
> > >
> > > With tickrate 100, a CS:S server runs 3 times more simulation steps
> > > then
> > >
> > > a 33 tickrate server, which may cause a 3 times higher CPU usage.
> > > Also the client to server bandwidth increases by 300% since the
> > > client samples 3 times more input command than usual. I think with
> > > the recent fixes for lag compesentaion tickrate 100 isn't really
> > > needed, maybe 66 if people are hypersensitive about that.
> > >
> > > So also
> > > http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] ] On Behalf Of leo bounds
> > > Sent: Thursday, June 02, 2005 8:08 AM
> > > To: hlds@list.valvesoftware.com
> > > Subject: [hlds] Re: Questions about Tic rate
> > >
> > > I have some questions about Tic rate.
> > >
> > > The default Tic rate is 33 correct ?
> > >
> > > Why is CAL requiring servers to be locked at a Tic rate of 100 and
> > > does this mean that the slice or percentage of CPU usage 100 Tic
> > > rate servers will be locked down or reserved?
> > >
> > > I mean does a 100 Tic rate server lock down a percentage of CPU to
> > > use for that server on a machine running multiple servers ?
> > >
> > > Is there any more information available about how 100 Tic rate
> > > affects CPU usage ?
> > >
> > > Thank you for any info about this. I have many people asking me
> > > about it.
> > >
> > >
> > >
> > > __
> > > Discover Yahoo!
> > > Get on-the-go sports scores, stock quotes, news and more. Check it
> out!
> > > http://discover.yahoo.com/mobile.html
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> >
> >
> --
>
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Re: [hlds] .bz2 Compression

2005-05-28 Thread artiecs
Yes you can 'mix and match'. I bzip'd everything on our html server but the
sounds files, because most .wav's don't get much smaller and .mp3's actually
get larger. (I too had to reupload, so I wouldn't gain enough doin the wav
files to be worth the upload time.) Working great set up like this. You also
do not have to change the .res files at all. The bz2 version of a file is
looked for first, if it's not there then the normal version is looked for
automatically.

Oompa, start by bzip'ing the files for 1 or 2 maps and uploading them. Then
delete the non-bzip files that you just replaced, and verify that it works
ok for you (i.e. test it without changing all 2GB of your files). Then when
you're comfortable with it, go to town on the rest of the maps. At that
point, you can do all the .bsp files first if your goal is to immediately
save as much space as quickly as possible. Or just go map-by-map bzip'ing
all/most files for each map.

-Artie

- Original Message -
From: "Clayton Macleod" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, May 28, 2005 12:48 AM
Subject: Re: [hlds] .bz2 Compression


> I don't think it matters if you mix and match, should work fine. Might
> as well compress it all though, faster is faster.
>
> On 5/27/05, Oompa <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > So as long as I bzip2 everything then it will download it all? So I
can't
> > just bzip2 the maps and not everything else?
>
>
> --
> Clayton Macleod
>
> ___
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Re: [hlds] HOLY CRAP WTF?!

2005-05-24 Thread artiecs
Lay off the Viagra!!! :)
- Original Message -
From: "Rafael Lopez" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, May 24, 2005 8:41 PM
Subject: [hlds] HOLY CRAP WTF?!


> SOME OF YOU ARE EXTREMELY RETARDED. WHEN REPLYING MAKE SURE THAT YOU
> ONLY QUOTE THE PART YOU'RE REPLYING TO, NOT THE WHOLE DAMN DIGEST, IT
> MAKES IT LONGER AND GETS ME CONFISED OF WHEN THE NEXT MESSAGE IS.
> GODAMIT JESUS CHRIST.
>
> Yes, i put it on caps lock on purpose.
>
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Re: [hlds] Server Listings

2005-05-24 Thread artiecs
Well after i set the Internet setting to ISDN from T1/LAN, and joined our
CSS server, i realized that my 'rate' had been reset down to 5000, and i got
choke like crazy. I reset rate to 2, and it stayed there after multiple
exits/joins from the server, and game was playin great as usual. So it seems
that changing the Steam-->Internet setting changes your rate, but
one-time-only (per setting change) which is good, it doesn't force it to a
value permanantly, or cap it. None of my other network settings in CSS (i.e.
updaterate, cmdrate etc.) were affected by changing the Internet setting,
only Rate.

Good call on that one Alfred. My main server list is showing pings correctly
now. Some clarification on that Steam-->Internet dialog box, for the general
public, would definately help a lot of people out.


- Original Message -
From: "[DinoBot]Sidmind" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, May 24, 2005 8:41 PM
Subject: RE: [hlds] Server Listings


> WOW ALfred, Good Informationb, I didn't know this,
> and I consider myself Very Technical ( 8 years as sys
> admin)
> People always come to me for CS troublshooting, and
> the first thing I tell them is to set there "internet
> speed" to LAN/T1 and reset there rates to default.
> because most everyone has DSL or CABLE that is
> generally above 1.5mb..
>
> Now from what you have just stated, it is apparent
> that I am telling people incorectly.  You need to have
> some more options for download/upload speeds so that
> it gives people the best expierence possible.
> example:
>
> 56k Modem
> DSL 600/128
> DSL  1000/256
> Cable 1500/200
> Cable 3000/300
>
> SO  ON AND SO ON
>
> Many of us have always known that the internet speed
> settings, and running default .cfg's always work best.
>  Other than cl_cmdrate, cl_updaterate and rate, what
> cvars does the internet settings affect?
>
>
>
>
> --- Alfred Reynolds <[EMAIL PROTECTED]> wrote:
>
> > The upload speed is the important value.
> > Specifically, we assume your
> > upload speed be the same as the value you selected
> > in that drop down (as
> > does the game, it does NOT take into account any
> > asymmetry in your
> > bandwidth).
> >
>
>
>
> __
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> Yahoo! Small Business - Try our new Resources site
> http://smallbusiness.yahoo.com/resources/
>
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Re: [hlds] Server Listings

2005-05-24 Thread artiecs
Makes sense, where the client is uploading packets to all those servers to
ping them. I just adjusted my Steam->Internet setting down to 'ISDN 112k'
(could also prolly do DSL > 256, but used ISDN to be safe), and am seeing
much more reasonable numbers. Haven't found our specific server yet, but
seeing tons more sub-100 ping servers.

Alfred, maybe on that Steam-->Internet dialog box it should explicitly tell
clients to set that to their upload speed, not download speed? Currently it
only says:

"To provide the best possible gaming experience, Steam needs to know the
approximate speed of your Internet connection". And it asks for "Internet
connection speed" (most peeps know their connection speed as their download
speed, and most connections are not symetrical). When i set that i was only
thinking about gaming (becasue of the "best possible gaming experience"
phrase), so set it to my download speed, not thinking about pinging servers
and how it would affect that (most casual users wouldn't even know how it
affects pinging even if they wanted to). So maybe the "Internet connection
speed" on that dialog should be changed to "Internet upload speed"?

Also, will setting that lower affect in-game performance, or does that
setting pertain only to the steam client? I have all my rates turned up
(maxed) in my config for CSS, and I've had mostly good performance with CSS,
even with that >1Mb/s setting in the steam Internet dialog box (so I'm
guessing it has little to do with the actual games?). No loss, little choke
ever. Hitboxes seem to be ok for me, even though i hear a lot of peeps
complain bout em (seems to me that when peeps miss a shot they like to blame
the hitboxes).


- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, May 24, 2005 7:27 PM
Subject: RE: [hlds] Server Listings


> The upload speed is the important value. Specifically, we assume your
> upload speed be the same as the value you selected in that drop down (as
> does the game, it does NOT take into account any asymmetry in your
> bandwidth).
>
> - Alfred
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of artiecs Sent:
> Tuesday, May 24, 2005 4:23 PM To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Server Listings
>
> > I have a 4.4Mb/s connection, on which i can consistently download
> > 500kB/s, so i have my client set to 'Lan/T1 > 1M'. And i see many
> > server's who's pings are 20-50 show up in the main server list
> > between 200 and 500.
> >
> > Do clients need to also take into account their upload speed when
> > setting the Steam-->Internet setting? I only have 368kb/s upload so
> > could that be part of the problem?
> >
> >
> > - Original Message -
> > From: "Alfred Reynolds" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Tuesday, May 24, 2005 3:28 PM
> > Subject: RE: [hlds] Server Listings
> >
> >
> > > Servers are stored in the master server in numerical order based
> > > upon IP address. When a user requests a server list we start from
> > > the clients IP address and move both up and down the list at the
> > > same time (fanning out from their position in the list). For
> > > example, if your IP address is
> > > 80.1.1.1 then you get servers in the range 79.0.0.0 -> 81.0.0.0
> > > first, then 78.0.0.0->79.0.0.0 and 81.0.0.0->82.0.0.0 next time,
> > > and so on.
> > >
> > > The server ping is based upon the client pinging each remote server.
> > > IF they have the incorrect speed set in steam (under the
> > > Settings->Internet dialog) then this could saturate their net
> > > connection and cause the pings to be delayed.
> > >
> > > - Alfred
> > >
> > > Original Message
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of paul Sent:
> > > Tuesday, May 24, 2005 11:24 AM To: 'hlds@list.valvesoftware.com'
> > > Subject: RE: [hlds] Server Listings
> > >
> > > > Alfred
> > > >
> > > > Can you shed any light on my post about server listings please ?
> > > >
> > > > Thanks
> > > > Paul
> > > >
> > > > -Original Message-
> > > > From: paul [mailto:[EMAIL PROTECTED]
> > > > Sent: 24 May 2005 16:20
> > > > To: 'hlds@list.valvesoftware.com'
> > > > Subject: RE: [hlds] Server Listings
> > > >
> > > >
> > > > Thanks for that Grant

Re: [hlds] Server Listings

2005-05-24 Thread artiecs
I have a 4.4Mb/s connection, on which i can consistently download 500kB/s,
so i have my client set to 'Lan/T1 > 1M'. And i see many server's who's
pings are 20-50 show up in the main server list between 200 and 500.

Do clients need to also take into account their upload speed when setting
the Steam-->Internet setting? I only have 368kb/s upload so could that be
part of the problem?


- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, May 24, 2005 3:28 PM
Subject: RE: [hlds] Server Listings


> Servers are stored in the master server in numerical order based upon IP
> address. When a user requests a server list we start from the clients IP
> address and move both up and down the list at the same time (fanning out
> from their position in the list). For example, if your IP address is
> 80.1.1.1 then you get servers in the range 79.0.0.0 -> 81.0.0.0 first,
> then 78.0.0.0->79.0.0.0 and 81.0.0.0->82.0.0.0 next time, and so on.
>
> The server ping is based upon the client pinging each remote server. IF
> they have the incorrect speed set in steam (under the Settings->Internet
> dialog) then this could saturate their net connection and cause the
> pings to be delayed.
>
> - Alfred
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of paul Sent:
> Tuesday, May 24, 2005 11:24 AM To: 'hlds@list.valvesoftware.com'
> Subject: RE: [hlds] Server Listings
>
> > Alfred
> >
> > Can you shed any light on my post about server listings please ?
> >
> > Thanks
> > Paul
> >
> > -Original Message-
> > From: paul [mailto:[EMAIL PROTECTED]
> > Sent: 24 May 2005 16:20
> > To: 'hlds@list.valvesoftware.com'
> > Subject: RE: [hlds] Server Listings
> >
> >
> > Thanks for that Grant
> > Ignore the word Range , my mistake , all servers are on one IP
> > address its a dedicated box that I rent from a server hosting company
> > here in the UK so the IP address isnt going to change :)
> >
> > Keep em coming lads :)
> >
> > Paul
> >
> > -Original Message-
> > From: Suck. [mailto:[EMAIL PROTECTED]
> > Sent: 24 May 2005 16:16
> > To: hlds@list.valvesoftware.com
> > Subject: RE: [hlds] Server Listings
> >
> >
> > Paul:
> >
> > Building up server usage is something that takes a lot of work.
> > Hell, we've got three servers and have been around since the beta,
> > and since the winter holidays crowd has tapered off, we're still
> > struggling getting that third to fill.
> >
> > It takes a while to build up a base of players that will regularly
> > play on your server, so be patient.  Also, people hate joining an
> > empty server, so in order to start attracting players each day,
> > you'll need to either use bots (not preferred), or have yourself or
> > your admin(s) sit in the server to attract a crowd, or perhaps a
> > combination of the two.  Also, make sure that the map is set to one
> > of the extremely popular stock maps, most likely dust or dust2.
> >
> > I don't know what to tell you about the ping issue, since it sounds
> > like a problem with how STEAM is challenging your server.  Do you
> > know if the same issue occurs from other server lists, such as HLSW
> > or web-based viewers?
> > Another issue is that you mention an IP RANGE.  This means you're not
> > on a static IP, which is going to make it a LOT more difficult to
> > build up a player base.  If you're on someone's favorites list and
> > your IP changes, your entry won't adjust and it'll show your server
> > as dead.  If you're serious about this, you need to consider getting
> > a dynamic DNS and tying your server to it, so that there will be
> > consistency there.
> >
> >
> > -Grant
> >
> >
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of paul
> > Sent: Tuesday, May 24, 2005 8:38 AM
> > To: 'hlds@list.valvesoftware.com'
> > Subject: [hlds] Server Listings
> >
> > Can any of you knowledgable guys provide an explanation please.
> > Basically I am having difficulty getting my servers to fill up (or be
> > used at all). Refreshing the main steam list does list my servers but
> > no one seems to join.
> > when I do a full refresh of the list there are quite a few servers
> > listed with the correct ping for me , around 30 - 70. these servers
> > all seem to have a low first Ip octet (around 80). The ip range of my
> > servers starts at 217. Could this have an effect?
> >
> > Not sure what to do , I have fiddled with loads of things and nothing
> > has made a difference. (sv_region is set to 3 )
> >
> > Also does anyone know how the master list is organised when someone
> > refreshes it , is it done by lowest IP address first , which might
> > explain the ping to lower IP servers being better and therefore
> > filling up.
> >
> > TA
> >
> > Paul
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.c

Re: [hlds] Server Listings

2005-05-24 Thread artiecs
The wierd thing is, if you have a low ping server and it shows up in the
server list as a much-higher ping you can then right-click on it, select
'refresh server', and the ping will show correctly after doin that once or
twice. Happens for a lot of servers bit not all.

To my clan's server i usually get a ping between 20 and 40. It shows that
way in my favorites list (my fav list only has like 6 servers in it). But on
the main server list it shows as being between 200 and 350 ping when i do a
refresh of the whole list. If I manage to find it way down there,
right-click and 'refresh server' once or twice, then the right ping shows
and it moves near the top of the list. A couple of our admins have confirmed
that the same thing happens to them.


- Original Message -
From: "paul" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, May 24, 2005 9:37 AM
Subject: [hlds] Server Listings


> Can any of you knowledgable guys provide an explanation please.
> Basically I am having difficulty getting my servers to fill up (or be used
> at all). Refreshing the main steam list does list my servers but no one
> seems to join.
> when I do a full refresh of the list there are quite a few servers listed
> with the correct ping for me , around 30 - 70. these servers all seem to
> have a low first Ip octet (around 80). The ip range of my servers starts
at
> 217. Could this have an effect?
>
> Not sure what to do , I have fiddled with loads of things and nothing has
> made a difference. (sv_region is set to 3 )
>
> Also does anyone know how the master list is organised when someone
> refreshes it , is it done by lowest IP address first , which might explain
> the ping to lower IP servers being better and therefore filling up.
>
> TA
>
> Paul
>
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Re: [hlds] server crashes w/ new update

2005-05-20 Thread artiecs
That sounds cool. I passed word along to Beetle to come discuss the matter
in here, to see if you guys can come up with some cool solution. Maybe some
folks here can pass the word on to other Mod authors like Mani as well?

And just for feedback purposes, most, if not all, players on our server very
much like the menu system Beetle has implemented for votes, tk punishment,
betting etc. It definately seems to be a positive enhancement to the game.
We recently had BeetleMod off for a short time, troubleshooting a prob on
the server and everyone was disappointed that the menu based stuff was gone
(even for just a short time). So hopefully you guys can work out some kind
of solution on this that satisfies everyone's needs.

-Artie

- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Friday, May 20, 2005 2:00 PM
Subject: RE: [hlds] server crashes w/ new update


I would love the authors of these programs to contact me and discuss their
needs. We are trying to minimise the visual clutter that plugins introduce
in the game, but we are always flexible (we will not tie ourselves to
maintaining out of date code just because they found a way to trigger it
however).

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of artiecs Sent:
Friday, May 20, 2005 10:41 AM To: hlds@list.valvesoftware.com
Subject: Re: [hlds] server crashes w/ new update

> Alfred, would it be possible for you guys to provide to the plugin
> writers, via the API, the ability to continue creating the menus they
> currently use, in addition to the ESC menu capabilities? I know it
> sounds like you don't appreciate their current implementation method,
> which is understandable, but if something could be added to the API
> to allow this functionality to be 'legal', it would prolly make all
> parties involved happy. Then they wouldnt' be 'hackin' the server
> code, and everyone would still have the menu's they like. Just a
> thought.
>
> - Artie
>
> - Original Message -
> From: "Alfred Reynolds" <[EMAIL PROTECTED]>
> To: 
> Sent: Friday, May 20, 2005 4:15 AM
> Subject: RE: [hlds] server crashes w/ new update
>
>
> They were warned multiple times to not use the hacks they were, so it
> is upon their own heads.
>
> - Alfred
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of PiTaGoRaS
> Sent:
> Friday, May 20, 2005 1:10 AM To: hlds@list.valvesoftware.com
> Subject: RE: [hlds] server crashes w/ new update
>
> > I will never understand why Valve make this this kind of "fixes"
> > that broke something else without any warning. Is it so dificult to
> > contact with the Mani/AMX plugin devs, for example, some days
> > before relase so they are able to update their code and everybody
> > is happy?
> >
> > ... really tired of this.
> >
> > Alfred Reynolds escribió (Fri, 20 May 2005 00:49:04 -0700):
> > > They are using an undocumented hack to display those menus, this
> > > update removes the hack and so they can no longer use it (because
> > > the last subsystem that was using it, radio menus, has finally
> > > been fixed to be client side). They have a plugin API to display
> > > messages to users and get feedback, they should use that.
> > >
> > > - Alfred
> > >
> > > Original Message
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of K2 Sent:
> > > Friday, May 20, 2005 12:43 AM To: hlds@list.valvesoftware.com
> > > Subject: RE: [hlds] server crashes w/ new update
> > >
> > > > Thx Alfred for staying on top of this and offering a roll-back.
> > > > Looking forward to the fix.
> > > >
> > > > Something else tho that I believe needs to be addressed. The
> > > > Mani plugin as well as Beetles plugin no longer work as
> > > > intended - the AMX-style menus no longer function. A quote from
> > > > Beetle: 'valve stopped any commands from the menus being sent
> > > > to the server... I have no idea of any way to do it now..'
> > > >
> > > > Was this intentional or part of the problem with the new binary?
> > > >
> > > > - K2
> > > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> > > > Reynolds Sent: Thursday, May 19, 2005 7:35 PM To:
> > > > hlds@list.valvesoftware.com Subject: RE: [hlds] server crashes
> > > > w/ new update
> > > >
>

Re: [hlds] server crashes w/ new update

2005-05-20 Thread artiecs
Alfred, would it be possible for you guys to provide to the plugin writers,
via the API, the ability to continue creating the menus they currently use,
in addition to the ESC menu capabilities? I know it sounds like you don't
appreciate their current implementation method, which is understandable, but
if something could be added to the API to allow this functionality to be
'legal', it would prolly make all parties involved happy. Then they wouldnt'
be 'hackin' the server code, and everyone would still have the menu's they
like. Just a thought.

- Artie

- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Friday, May 20, 2005 4:15 AM
Subject: RE: [hlds] server crashes w/ new update


They were warned multiple times to not use the hacks they were, so it is
upon their own heads.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of PiTaGoRaS Sent:
Friday, May 20, 2005 1:10 AM To: hlds@list.valvesoftware.com
Subject: RE: [hlds] server crashes w/ new update

> I will never understand why Valve make this this kind of "fixes" that
> broke something else without any warning. Is it so dificult to
> contact with the Mani/AMX plugin devs, for example, some days before
> relase so they are able to update their code and everybody is happy?
>
> ... really tired of this.
>
> Alfred Reynolds escribió (Fri, 20 May 2005 00:49:04 -0700):
> > They are using an undocumented hack to display those menus, this
> > update removes the hack and so they can no longer use it (because
> > the last subsystem that was using it, radio menus, has finally been
> > fixed to be client side). They have a plugin API to display
> > messages to users and get feedback, they should use that.
> >
> > - Alfred
> >
> > Original Message
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of K2 Sent:
> > Friday, May 20, 2005 12:43 AM To: hlds@list.valvesoftware.com
> > Subject: RE: [hlds] server crashes w/ new update
> >
> > > Thx Alfred for staying on top of this and offering a roll-back.
> > > Looking forward to the fix.
> > >
> > > Something else tho that I believe needs to be addressed. The Mani
> > > plugin as well as Beetles plugin no longer work as intended - the
> > > AMX-style menus no longer function. A quote from Beetle: 'valve
> > > stopped any commands from the menus being sent to the server... I
> > > have no idea of any way to do it now..'
> > >
> > > Was this intentional or part of the problem with the new binary?
> > >
> > > - K2
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> > > Reynolds Sent: Thursday, May 19, 2005 7:35 PM To:
> > > hlds@list.valvesoftware.com Subject: RE: [hlds] server crashes
> > > w/ new update
> > >
> > > I am going to do an update soon that will roll the binary back
> > > (but keep the new de_inferno, it had a couple valuable fixes perf
> > > wise). The de_inferno update made the whole update mandatory.
> > >
> > > - Alfred
> > >
> > > Original Message
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Simon
> > > Garner Sent: Thursday, May 19, 2005 10:26 PM To:
> > > hlds@list.valvesoftware.com Subject: Re: [hlds] server crashes
> > > w/ new update
> > >
> > > > On 20/05/2005 3:47 p.m., Alfred Reynolds wrote:
> > > > > I have had a couple reports of this happening on de_port.
> > > > > Does anyone get it on any other Valve maps? (not third party
> > > > > ones).
> > > > >
> > > > > - Alfred
> > > > >
> > > >
> > > > Seems to be happening on all maps.
> > > >
> > > > Save us Alfred, teh servers are dyiinng!
> > > >
> > > > On a related note, why was this a required update anyway? I
> > > > wasn't even going to bother updating as I hadn't had any
> > > > trouble with the two issues it was fixing, but unfortunately I
> > > > was forced to. :(
> > > >
> > > > -Simon
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> > > > archives, please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
>
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> archives, please visit:
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Re: [hlds] Hey everyone

2005-05-20 Thread artiecs
No worry Max. The mailing list seems to be for both server types, HLDS and
SRCDS.

- Artie
- Original Message -
From: "Max Strzelecki" <[EMAIL PROTECTED]>
To: 
Sent: Friday, May 20, 2005 12:27 PM
Subject: Re: [hlds] Hey everyone


> Doh! I just realized that this is an HLDS mailing list, not Source. My
> apologies, I was having my terminologies confused, I do not in fact
> have HLDS at all, just SRCDS. Thanks for the great link, I will read
> through it. Is there perhaps a mailing list for SRCDS like this one?
>
>
> Max
>
>
>
>
> On 5/20/05, DarkJedi <[EMAIL PROTECTED]> wrote:
> > Hi Max!
> >
> > I think the main problem you're experiencing is that you're using the
> > wrong program!! ;)
> >
> > HLDS is the dedicated server for Half Life 1 based gamesfor HL2DM
> > and Counterstrike Source you need SRCDS (Source Dedicated Server).
> >
> > You need to install that in a different directory structure from your
> > HLDS install, otherwise things will go very wrong for you ;)
> >
> > Here's some info which might help you down the right path:
> > http://www.srcds.com/db/engine.php?subaction=showfull&id=1097362093
> >
> > Regards,
> >
> > Dan
> >
> >
> >
> > Max Strzelecki wrote:
> >
> > >Hey guys, I'm a newcomer to this list and HL servers. I was trying to
> > >get some support from Valve, but I was directed here. It seems you
> > >guys are very knowledgable, so here's my question:
> > >
> > >I noticed there aren't that many HL2DM servers available, so I'm
> > >attempting to host my own. However, as soon as I start hlds, I get the
> > >"c:\program\gameinfo.txt" cannot be found" messege and the server
> > >quits. I googled this for a few hours, but I'm finding nothing
> > >helpful. I even tried copying the gameinfo.txt from my Steam folders,
> > >but to no avail.
> > >
> > >(The hlds Cstrike server works perfectly, so I know hlds works).
> > >
> > >Thanks!
> > >
> > >___
> > >To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> > >http://list.valvesoftware.com/mailman/listinfo/hlds
> > >.
> > >
> > >
> > >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
>
> ___
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please visit:
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Re: [hlds] [EMAIL PROTECTED]

2005-05-20 Thread artiecs
ditto

at least get him to turn that crap off.
- Original Message -
From: "T3XAN" <[EMAIL PROTECTED]>
To: 
Sent: Friday, May 20, 2005 11:20 AM
Subject: [hlds] [EMAIL PROTECTED]


> We really need to get this guy off this list. [EMAIL PROTECTED]
> . Everytime I send a message to the news letter I get some kind of
> antispam comfirmation crap that expects me to reply to it.
>
> [EMAIL PROTECTED] wrote:
>
> >Send hlds mailing list submissions to
> > hlds@list.valvesoftware.com
> >
> >To subscribe or unsubscribe via the World Wide Web, visit
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >or, via email, send a message with subject or body 'help' to
> > [EMAIL PROTECTED]
> >
> >You can reach the person managing the list at
> > [EMAIL PROTECTED]
> >
> >When replying, please edit your Subject line so it is more specific
> >than "Re: Contents of hlds digest..."
> >
> >
> >Today's Topics:
> >
> >   1. Re: RE: server crashes w/ new update -Solution (Stephen Moretti)
> >
> >--__--__--
> >
> >Message: 1
> >Date: Fri, 20 May 2005 13:48:29 +0100
> >From: Stephen Moretti <[EMAIL PROTECTED]>
> >To:  hlds@list.valvesoftware.com
> >Subject: Re: [hlds] RE: server crashes w/ new update -Solution
> >Reply-To: hlds@list.valvesoftware.com
> >
> >T3XAN wrote:
> >
> >
> >
> >>Guys,
> >>I hate to say it but for me it seems to be BeetlesMod (and ManiMod)
> >>causing this issue for us. I will be temporarily removing it from both
> >>of our servers to see if this fixes the problem. When I woke up 2 of my
> >>servers were down both had beetlesmod the match server which has no
> >>admin type mods was up and running fine. I am including the last log
> >>entries before the servers died last night.
> >>
> >>
> >
> >Texan - you know that there have been 2 updates today, right?
> >
> >
> >
> >
> >--__--__--
> >
> >___
> >To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> >http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> >
> >End of hlds Digest
> >
> >
>
> ___
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Re: [hlds] RE: [hlds_linux] Counter-Strike: Source update

2005-05-20 Thread artiecs
Alfred, many thanks to you and the team for implementing the .bz2 support,
and for then straightening the .bz2 bug out quickly. I tested it here last
night after the update and it seemed to be working real good, both with 'all
files compressed' and with 'many but not all files compressed' (worst case
condition). Tested with de_westwood_s which has the .bsp, 56 texture files,
1 wav file and 1 txt file. For worst case i left 16 random (unordered)
textures uncompressed so the download alternated between .bz2 and non-.bz2
files quite a few times.

Downloading several times with all files compressed worked perfect.

2 of 4 times downloading 'worst case' setup, a single texture (out of 56)
failed to download, but it was a different one each time so i'm thinking it
was maybe the html server itself. Reconnecting got the last texture each
time.

Very glad to see the fix stayed too after the update rollback!! After
testing went good, i uploaded .bz2's of everything for all our multi-file
maps, and deleted the originals, spent the whole night on it til the
wee-hours. Only after that did i realize the server probs goin on, heard
about the rollback etc.

Still got a little more to go, mainly folders of textures, but we got our
space usage down from about 900MB to 410MB. Our limit is 1GB, so was perfect
timing for us that this feature was included :)

- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: ; ;
<[EMAIL PROTECTED]>
Sent: Friday, May 20, 2005 3:38 AM
Subject: [hlds] RE: [hlds_linux] Counter-Strike: Source update


> We have released an update that rolls back the Counter-Strike: Source
> changes made in this last update (apart from the de_inferno changes).
> You need to run hldsupdatetool to get this update.
>
> - Alfred
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> Reynolds Sent: Thursday, May 19, 2005 5:33 PM To:
> hlds@list.valvesoftware.com; hlds_linux@list.valvesoftware.com;
> [EMAIL PROTECTED] Subject: [hlds_linux]
> Counter-Strike: Source update
>
> > We have released an update to Counter-Strike: Source and the Source
> > engine. Run the hldsupdatetool to get this update.
> >
> > This update includes a fix for the .bz2 HTTP download mode only
> > downloading one file at a time and for bots filling a server on round
> > change, preventing clients from joining a team. More details can be
> > found here: http://www.steampowered.com/index.php?area=news&id=417
> >
> >
> > - Alfred
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
> ___
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please visit:
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