Re: [hlds] SteamCMD: Failed to receive license info

2013-09-11 Thread bl4nk
I'm pretty sure this is related to the Steam server maintenance. I was
getting that yesterday and today it's hit-or-miss with whether or not it
will connect. If it didn't, however, it would still go through (albeit this
was on Linux). What does your command line and steamcmd script(s) look like?


On Wed, Sep 11, 2013 at 1:55 PM, Element elem...@idle.tf wrote:

 Attempting a clean install of tf2 servers using steamcmd

 I'm using install/update scripts from another dedicated server i own so i
 know they're working, but on this machine which is a clone of the other as
 far as hardware/software is concerned i receive the following message when
 attempting to install tf2 dedicated server via SteamCMD:

 [code]
 Redirecting stderr to 'C:\Server\SteamCMD\logs\**stderr.txt'
 [  0%] Checking for available updates...
 [] Verifying installation...
 Steam Console Client (c) Valve Corporation
 -- type 'quit' to exit --
 Loading Steam3...OK.
 Loading Steam2...OK.
 login anonymous

 Connecting anonymously to Steam Public...Failed to receive license info.
 Success.
 force_install_dir D:\SteamCMD\servers\mvm1\
 app_update 232250 validate
 [/code]


 after which the console window exits.


 System spec:

 Intel Xeon E5504 2.4Ghz
 8GB Ram
 Windows Server 2008 R2 SP1




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Re: [hlds] Mandatory TF2 update released

2013-08-27 Thread bl4nk
Having problems where some props that use to be solid can now be walked
through.


On Tue, Aug 27, 2013 at 11:25 PM, Alex Kowald abkow...@gmail.com wrote:

 The ELF header of libtcmalloc_minimal.so.4 is branded Linux(3) instead
 of SVR4(0) like the others. My server isn't affected so I can't test but I
 forced it to 0 and uploaded here to try:
 http://www.sendspace.com/file/6c6q3s If you prefer, you can use a utility
 like brandelf and set it for yourself.


 On Tue, Aug 27, 2013 at 10:50 PM, Dill Bates dillbat...@gmail.com wrote:

 I don't mean to gloat... My machines usually tank after updates. I am on
 Ubuntu Server if that helps.

 Sent from my iPhone

 On Aug 27, 2013, at 7:41 PM, Albert Davis davis.alb...@gmail.com wrote:

 That's great for you, for everyone, we need a fix, and gloating about
 working, kind of lame.


 On Tue, Aug 27, 2013 at 10:39 PM, Dill Bates dillbat...@gmail.comwrote:

 I'm on Linux and it works great

 Sent from my iPhone

 On Aug 27, 2013, at 7:35 PM, Seyhan AKDENIZ s_akde...@hotmail.com
 wrote:

 Should we expect a hot fix for Linux startup fails. Eric?

  From: dillbat...@gmail.com
  Date: Tue, 27 Aug 2013 19:19:17 -0700
  To: hlds@list.valvesoftware.com
  CC: hlds_annou...@list.valvesoftware.com; hlds@list.valvesoftware.com;
 hlds_li...@list.valvesoftware.com
  Subject: Re: [hlds] Mandatory TF2 update released
 
  Update worked great for me. Thanks Eric!
 
  Sent from my iPhone
 
  On Aug 27, 2013, at 5:18 PM, Eric Smith er...@valvesoftware.com
 wrote:
 
   We've released a mandatory update for TF2. The notes for the update
 are below. The new version is 1884404.
  
   -Eric
  
   --
  
   - Added Chemistry Sets as a bonus drop. Chemistry Sets are recipe
 items that have varying inputs and varying outputs. You can complete a
 Chemistry Set by fulfilling all of its inputs, which will then give you the
 items it has listed in its outputs.
   - The in-game player status panel has been updated to show an
 animated image of your character with their current loadout
   - Can be disabled in Advanced Options
   - Added Romevision sharing: anyone playing Mann vs. Machine on the
 same server with an owner of the Hardy Laurel can now opt-in to Romevision
   - Manage your Romevision preference in the Advanced Options dialog
   - Fixed a bug that would prevent Jarate and Mad Milk from applying
 to all targets within range
   - Fixed a bug that would cause the Marked For Death icon to stay in
 the world after the owning player died
   - Fixed a bug that would allow Spies to exploit the Kunai's higher
 overheal limit
   - Fixed a bug that prevented the Medigun's Share Power Ups upgrade
 from working correctly in Mann vs. Machine mode
   - Fixed a bug that would cause the last few characters of text to be
 lost when copying text from input fields
   - Fixed a client sv_cheats exploit related to the commentary dialog
   - Fixed a problem that would cause the shotgun shell model to appear
 incorrectly third-person when using the Family Business
   - Improved bot pathing behavior around ramps
   - Bots can now reflect energy-based projectiles
   - Fixed incorrect alpha in the backpack images for the Valley Forge
 and the Founding Father
   - The Foppish Physician and the Distinguished Rogue are now
 paintable and are team-colored by default
   - Added server log entries for jarate_attack and milk_attack when
 using Jarate, Mad Milk, or the Sydney Sleeper
   - Fixed using an incorrect path for downloaded custom player sounds
   - Fixed duplicate support/mission icons in the Mann vs. Machine HUD
   - Don't allow players without admin access on the server to use the
 various entity-creating commands to create point_servercommand entities
   - Updated cp_egypt_final
   - Fixed players building inside of Blu's first spawn
   - Updated cp_manor_event
   - Fixed players building in rafters
   - Updated cp_mountainlab
   - Fixed clip brush exploit above hallway leading toward final cap
   - Fixed exploit where players could be trapped in small space near
 final cap using teleporters
   - Updated plr_hightower
   - Added nobuild to cliff bottom to prevent engineers building in the
 kill volume
   - Updated the localization files
  
  
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Re: [hlds] Mandatory TF2 update coming

2013-05-14 Thread bl4nk
Having problems updating my servers. I've ran the validate command multiple
times now, and SteamCMD keeps saying it's up to date. After starting up the
server, it says it's out of date. The 'version' command shows the server as
being at 1734532 (newest is 1756932 according to the UpToDateCheck WebAPI
script).

The script I'm using to validate:
@ShutdownOnFailedCommand 1
@NoPromptForPassword 1
login anonymous
force_install_dir /home/source/steamcmd/tf2
app_update 232250 validate
quit

And the output of the script (trimmed out the app info out of sync
messages and other garbage):
http://pastebin.com/yM9PBSbM



On Tue, May 14, 2013 at 7:33 AM, Jason pctool...@gmail.com wrote:

 2 Server reboots and still getting:

 Error! App '232250' state is 0x606 after update job.

 Don't know what I can do other than reinstalling my server.


 On Mon, May 13, 2013 at 8:04 PM, Jason pctool...@gmail.com wrote:

 I will try with validate -- but this happens even without it.


 On Mon, May 13, 2013 at 8:04 PM, Jason pctool...@gmail.com wrote:

 Not that I am aware of fletcher, I stopped the TF2 server I was
 updating, I have since rebooted the entire box just in case there was a
 process still being held onto and am still getting this error.


 On Mon, May 13, 2013 at 7:55 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

  Do you have any files in use, zombie processes, etc?

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Jason
 *Sent:* Monday, May 13, 2013 4:54 PM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Mandatory TF2 update coming

 ** **

 I have updated 4 of my 5 servers.  With the 5th one, I keep getting the
 following error -- and I know I have my install directory correct.it
 went through the update, got to 100% then continually gives out the
 following error:

 ** **

 [  0%] Checking for available updates...

 [] Verifying installation...

 Steam Console Client (c) Valve Corporation

 -- type 'quit' to exit --

 Loading Steam3...OK.

 Loading Steam2...OK.

 ** **

 Steam@ShutdownOnFailedCommand 1

 @ShutdownOnFailedCommand = 1

 ** **

 Steam@NoPromptForPassword 1

 @NoPromptForPassword = 1

 ** **

 Steamlogin anonymous

 ** **

 Connecting anonymously to Steam Public...Success.

 ** **

 Steamforce_install_dir tf2

 ** **

 Steamapp_update 232250 verify

  Initial App state (0x406) installed

  App state (0x10506) reconfiguring, progress: 0.00 (0 / 0)

 Error! App '232250' state is 0x606 after update job.

 ** **

 

 ** **

 I tried with and without verify and it's the same result.  Also, I am
 on Ubuntu 12.04 and don't know how to get past this.any help would be
 appreciated.  

 ** **

 On Mon, May 13, 2013 at 6:57 PM, Albert Davis davis.alb...@gmail.com
 wrote:

 I am using the update option through my GPS 

 ** **

 On Mon, May 13, 2013 at 6:50 PM, Ross Bemrose rbemr...@gmail.com
 wrote:

 They don't anymore.  Instead, they push out cfg/mapcycle_default.txt

 Having said that, a few config files are overwritten if you use
 validate, specifically all the replay configs and config_arena.cfg

 You are updating through SteamCMD, RIGHT?



 On 5/13/2013 6:46 PM, Albert Davis wrote:

  WHY when you guys put an update out, you insist on causing files such
 as MOTD/MAPCYCLE to default? I find that stupidly annoying. It just
 happened again. wtf?

 ** **

 On Mon, May 13, 2013 at 6:36 PM, Valentin G. nextra...@gmail.com
 wrote:

 It does happen. Updates take a while to distribute through the CDN.

 ** **

 On Tue, May 14, 2013 at 12:12 AM, Peter Jerde peter-h...@jerde.net
 wrote:

 Did today's different procedure somehow affect how the update was
 pushed out to clients? It took me several tries and restarting steam before
 my own client got updated, and I'm getting reports of other people unable
 to connect to our servers because their clients are out of date.

 I don't recall that ever happening before pre-steampipe.

  - Peter




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Re: [hlds] [TF2] Mass client timeouts since last update

2013-02-19 Thread bl4nk
Is this on a vanilla server or do you run plugins?
On Feb 19, 2013 4:35 PM, SneakySnow sneakys...@whatthefrag.net wrote:

 I've also noticed this. However, not just this update but since a few
 updates back. I thought nothing of it because it was just one or two
 people. However now it can be up to 8 people at a time, from what I've seen.


 On 19 February 2013 21:06, Alex Kowald abkow...@gmail.com wrote:

 Hey everyone, since last night's update I've been getting weird mass
 client disconnects. To the client, the game appears to just disappear.
 No crash dumps or freezing, it's just gone. To the server, most of
 everyone is dropped: 'Dropped player from server (player timed out)'.
 In console, the timeouts are usually preceded by messages like this:

 Entity 4 (class 'player') reported ENTITY_CHANGE_NONE but
 'm_hObserverTarget' changed.
 Entity 13 (class 'player') reported ENTITY_CHANGE_NONE but
 'm_nPlayerCondEx' changed.

 Anybody else seen a problem like this? It's happening somewhat
 frequently. Thanks for whatever help!

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Re: [hlds] TF2: Grenade projectiles fly trough walls

2012-05-16 Thread bl4nk
Any plugins on your server? Do you have any other servers on the same box?
Do they suffer from this problem?

On Tue, May 15, 2012 at 5:35 AM, Andreas Grimm l...@gmx.net wrote:

 Hi all,

 In two of my TF2 gameservers I saw the problem, that grenade projectiles
 fly
 trough walls.
 Video demonstration is available here:
 http://www.youtube.com/watch?v=6s-3EbECeJE

 mp_restartgame 1 and changelevel don't fix that problem, only a complete
 restart of the gameserver helps.

 Did anyone else here ever seen this problem, too?

  - Andreas




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Re: [hlds] CSS: changelevel2 causes server crash

2011-10-21 Thread bl4nk
A simple plugin can fix that.

2011/10/21 Dusan Tomic d...@mojsajt.co.uk

  Thx for trying to help. I didn't write this emails just because, i know i
 can change level with changelevel, but what if some kid finds exploit how to
 crash server. I mean, even if this command is for single player, it can be
 used in multiplayer as well. I have no problem using it on Linux box, only
 on windows one it produces server crash.


  --
 Kind regards,
 Dusan Tomic
   --
 *Od:* hlds-boun...@list.valvesoftware.com [
 hlds-boun...@list.valvesoftware.com] u ime korisnika Eli Witt [
 eliw...@gmail.com]
 *Poslato:* 20. oktobar 2011 23:35
 *Za:* d...@forlix.org; Half-Life dedicated Win32 server mailing list

 *Tema:* Re: [hlds] CSS: changelevel2 causes server crash

  Stop using changelevel2, it's not meant for multiplayer, why would you
 use a command you know crashes a server when there's a perfectly good
 command to not crash the server?

  Simply typing help changelevel2 into the console would have gotten you
 this:


  help changelevel2
 changelevel2
  - Transition to the specified map in single player


  No offence, but the most basic help yourself skills would have solved
 your problem.



 On Thu, Oct 20, 2011 at 4:11 PM, Dominik Friedrichs d...@forlix.org wrote:

 If you are triggering it via RCON or through the server console and you
 say changelevel2 crashes and changelevel works, why are you using
 changelevel2?


 On 2011/10/20 21:42, Dusan Tomic wrote:

 I am triggering the changelevel, please reread my first email.

 --
 Kind regards,
 Dusan Tomic
 __**__
 Od: 
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com]
 u ime korisnika eugenio.motanu...@gmail.com [eugenio.motanu...@gmail.com
 ]
 Poslato: 20. oktobar 2011 21:36
 Za: Half-Life dedicated Win32 server mailing list
 Tema: Re: [hlds] CSS: changelevel2 causes server crash

 Then the question is: what is triggering a change level?

 Some maps can cause a server to crash, due to several reasons. Such as
 reaching the limits of entities, brushes or having an I/O that is corrupted.

 Now, is the map wanting to trigger the changelevel? like players walk on
 an area, a door closes and it changes to the map2 to keep on the story. This
 is a dodgy event. It can be done but with experimentation and many tries.

 If it is the server because the timee reached 0, I can not help you, that
 is a server side issue if it happens every time with other maps.

 My reconemndation is to talk to the mapper if this issue occurs only with
 his maps.

 You could try launching some official maps to test if it is only his map
 that crashes.
 Enviado desde mi oficina móvil BlackBerry® de Telcel

 -Original Message-
 From: Dusan Tomicd...@mojsajt.co.uk
 Sender: 
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com
 Date: Thu, 20 Oct 2011 19:27:40
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.**com hlds@list.valvesoftware.com
 Reply-To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Subject: [hlds]  CSS: changelevel2 causes server crash

 I'm not that experienced, so i can't  use fades and teleport. I'm just
 sysadmin, not  css dev :(, so my knowledge goes as far as to read from logs
 and troubleshoot OS problems.

 This is output if I wait long enough :D

 rcon from *.*.*.*:: command changelevel2 de_dust2
  Host_Changelevel 
 pipes.cpp (733) : Assertion Failed: Stalled cross-thread pipe
 pipes.cpp (733) : Fatal assert failed: ...\common\pipes.cpp, line 733.
 Application exiting.

 Assert( Fatal assert ):..\common\pipes.cpp:733


 --
 Kind regards,
 Dusan Tomic
 __**__
 Od: eugenio.motanu...@gmail.com [eugenio.motanu...@gmail.com]
 Poslato: 20. oktobar 2011 20:49
 Za: Dusan Tomic
 Tema: Re: [hlds] CSS: changelevel2 causes server crash

 Yeah, but l4d can change maps on servers, so it can be helpful to look at
 to know how they did it. You might want to read my whole email and try to
 undeerstand what I said and why. Those are options you can try. In the end,
 you have to expeeriment with entities and I/O.

 If all fails, try to make it only one map and to use fades and teleport
 to simulate map transitions
 Enviado desde mi oficina móvil BlackBerry® de Telcel

 -Original Message-
 From: Dusan Tomicd...@mojsajt.co.uk
 Date: Thu, 20 Oct 2011 18:45:05
 To: 
 eugenio.motanu...@gmail.comeu**genio.motanu...@gmail.comeugenio.motanu...@gmail.com;
 Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.**
 com hlds@list.valvesoftware.com
 Subject: [hlds] CSS: changelevel2 causes server crash

 Hint eugenio : CSS = Counter-Strike: Source, not l4d :D


 --
 Kind regards,
 Dusan Tomic
 __**__
 Od: 
 

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

2011-07-26 Thread bl4nk
http://forums.alliedmods.net/showthread.php?t=162922
Problem solved.

On Mon, Jul 25, 2011 at 11:46 AM, Brian eternal@gmail.com wrote:

 We all knew this was coming as soon as they adopted the MMO method of mini
 transactions. At some point they will run out of good ideas but in order to
 keep the cash cow producing they must plod ever forward.


 -Original Message- From: Scott Highland
 Sent: Monday, July 25, 2011 11:14 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2, Counter-Strike: Source, Day of Defeat:
 Source and Half-Life 2: Deathmatch Updates Released


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

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

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

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

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

 Jason


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

2011-07-04 Thread bl4nk
It's their server, who cares what they do with it. As long as they don't
have quickplay enabled, causing people to randomly join it and then get
kicked for not being a premium user, I don't see the problem.

On Mon, Jul 4, 2011 at 4:13 AM, Emil Larsson ail...@gmail.com wrote:

 A mailing list is for discussion, if you wanted Valve's official word
 you're probably better off mailing a Valve employee directly.

 Most of those servers should probably just turn off quickplay instead, it's
 a much nicer way to keep out random players if that is the server owner's
 concerns. We did that on our most two active servers, not to keep the F2P
 players out, but more to make sure that our regulars was able to get into
 the server at all (while still letting F2P players join if they wish, they
 just need to find it through a server browser).

 Other than turning off plugins, it's impossible for valve to intervene
 here. You might want to ease people upset about this that players that
 people who gets kicked downvotes the score of a server, and in extreme
 cases can get the server delisted.

 On Mon, Jul 4, 2011 at 9:39 AM, Victor Hawley Jr. vghaw...@gmail.comwrote:

 Hi all,

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

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

 Thank you.

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Re: [hlds] NS2 Alpha Release Tonight

2010-07-26 Thread bl4nk
They've already said that they won't be releasing the server files early.
Just wait another hour and they should be released when the keys are sent
out.

On Mon, Jul 26, 2010 at 8:01 PM, Phillip Vector t...@mostdeadlygame.comwrote:

 or stuck in a honey pot.

 On Mon, Jul 26, 2010 at 4:55 PM, msleeper mslee...@ismsleeperwrong.com
 wrote:
  Not sure what your nope is in response to, because NS2 and the NS2
  Alpha are both being distributed through Steam. UWE has made mention of
  having Windows Dedicated Server being available, so my only assumption
  is that it will be also available through Steam.
 
  But there hasn't been anything official about it yet. It's like a 4 man
  operation over there so I'm sure they're a little swamped.
 
 
  On Mon, 2010-07-26 at 19:43 -0400, Michael Krasnow wrote:
  nope,
 
  On Mon, Jul 26, 2010 at 7:39 PM, Don Williams d...@precdata.com wrote:
 
   Have any of you guys heard how they are going to distribute the server
   files?  Steam update, etc?
  
  
  
   Don Williams
  
   Precision Data Solutions, Inc.
  
mailto:d...@precdata.com d...@precdata.com
  
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Re: [hlds] Max players filter and SourceTV does not mix

2010-06-26 Thread bl4nk
Why not just set the threshold to 25 then? I assume 
the only reason that a server would have 25 slots would be for either SourceTV 
or for a reserved slot, due to it making the teams uneven (13 vs 12).
Sent from my iPod

On Jun 25, 2010, at 11:27 PM, Emil Larsson ail...@gmail.com wrote:

 I'd assume this is more of a oversight than anything, but there's a new
 feature where you can search for a servers of certain amount of slots to
 filter out all those 32 player servers. All good for the players, but
 unfortunately it also counts the SourceTV slot as a player slot, and
 therefore a 24 player setting filters out 24 player servers with SourceTV
 active would be filtered away (due to counting as a 25 player server). And
 most servers with SourceTV uses SourceTV to catch cheaters.
 
 While we're not dependent on public players, it would be a shame if many
 players looking after 24 player servers would miss ours due to this
 feature.
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Re: [hlds] Max players filter and SourceTV does not mix

2010-06-26 Thread bl4nk
Oh, it should still be fixed. I was just giving a suggestion of how to deal 
with it until it is.

Sent from my iPod

On Jun 26, 2010, at 3:21 AM, Mark Gunnett mgunnett4...@gmail.com wrote:

 Indeed, he can set it to 25. But most pubber's won't. He's talking about the
 public to be exact.
 
 -- 
 All programmers are playwrights and all computers are lousy actors.
 - Unknown
 
 When I do good, I feel good; when I do bad, I feel bad, and that is my
 religion.
 - Abraham Lincoln
 
 Mark J. Gunnett
 [EoE]SniperFodder{AL}
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Re: [hlds] [TF2] Client Demo Issues

2010-06-23 Thread bl4nk
For the stutter issue, are you using a demo file from a previous TF2 version or 
does this happen when you use a demo from the current version?

Sent from my iPod

On Jun 23, 2010, at 11:33 PM, MjrNuT mjr...@gmail.com wrote:

 I have been trying to track this down on timeframe.  The best I can come up
 with is since the MAC update.
 
 I record a client demo and upon review, the playback is stutter.  This has
 not happened to me since game release.  I had not reviewed a client demo in
 about 3 weeks since this time.  I had reviewed a server demo more recently
 without any stutter issue, just for reference.
 
 
 I have updated graphics drivers just in case and w/o any resolution.  I have
 always run with default rates, interps, etc.  Vanilla pretty much.
 
 Now you're about to say this is not server issue related and maybe that is
 true, however I had provided my demos to other ppl for review.  I have a
 medic bind for voice call, which then overwrote those ppls binds.  I've
 never heard of this happening and thought to put that out there to see if
 anyone else has experienced this, either problem I'm having.
 
 These people now had their taunt key basically bound to what mine was.
 
 Thanks for any input.
 
 
 [FLASH] MjrNuT
 Arise from Flames and Ash, Behold Immortality
 
 www.flamesandash.com
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Re: [hlds] [TF2] Multiple Servers, one set of files

2010-01-16 Thread bl4nk
You won't be able to do that though because they're in use. The answer 
is what was already suggested; stop all of the servers, run the update, 
and then start them all back up.

On 1/16/2010 12:18 PM, 1nsane wrote:
 Unless you rename them.

 Simply renaming the bin folders to bin_old and running the update should do.

 On Sat, Jan 16, 2010 at 11:42 AM, Allan Buttonabut...@netaccess.ca  wrote:


 On a windows server, you can't update files that are in use.

 Allan

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Dislexsick
 Sent: Saturday, January 16, 2010 10:39 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [TF2] Multiple Servers, one set of files

 Try it.  The dll probably gets locked by the game during operation.

 Cheers,
 Joshua Bost

 Cheers,
 Joshua 'Dislexsick' Bost

 -Original Message-
 From: Stephen Yatessyate...@cfl.rr.com
 Sent: Sunday, 17 January 2010 02:00
 To: 'Half-Life dedicated Win32 server mailing list'
 hlds@list.valvesoftware.com
 Subject: [hlds] [TF2] Multiple Servers, one set of files

 A couple of months ago, I discovered through this mailing list, it was
 possible to run multiple servers off of one set of files.  We run 5 TF2
 servers and the thought of having to only run one update as well as saving
 on our resources was a pretty sexy idea.  So, I took three of the five and
 launched them from one set of files.  I created unique server.cfg files for
 them as well as unique mapcycle.txt and pointed to unique MOTD files and
 after a few initial kinks, they have been running swimmingly.  The only
 problem we seem to have is during updates.



 We update one of the three servers via TCAdmin and then restart the other
 two.  Everything seems to be working fine. the versions all change to the
 correct version, the correct config files are firing, etc. but for some
 reason, the update does not always take.  For example, during the last
 update, the Fixed the Gunboats absorbing damage from the Soldier's grenade
 kill taunt did not take.  We kept testing it and the Soldier was still
 immune.  The only thing we could do to fix it was to delete the .dll file,
 run the update again, and then restart all the servers.  This was the second
 time we have had to do this and it seems to work, but it is driving me nuts
 because it does not make any sense to me.   The only thing I can think of
 is
 that we should stop all instances of the servers running of the server
 files, then update one of them and then restart them all.



 Thoughts?

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Re: [hlds] [TF2] Sudden death doesn't work

2010-01-12 Thread bl4nk
Those are all of the necessary settings for it to work. Could you verify 
the cvars on your server to make sure they're not set somewhere else?

On 1/12/2010 8:59 PM, In Hyuk Seo wrote:
 I have

 mp_stalemate_timelimit 240
 mp_stalemate_enable 1
 mp_match_end_at_timelimit 1

 in my server.cfg and

 mp_timelimit in the map.cfg

 Timeleft command in the game works but when the time runs out, the game just
 goes on forever until
 one team actually wins.
 timelimit is 30 minutes and the map is pipeline.
 Any help would be greatly appreciated. Thank you.
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Re: [hlds] ping

2009-11-25 Thread bl4nk
Pong.

Rick Payton wrote:
 did I get kicked off the list, or has it really been dead since monday?
 :(

 --mauirixxx


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Re: [hlds] Team Fortress 2 Update Available

2009-11-03 Thread bl4nk
They're not going to remove that stuff. There are functions that are 
hardcoded with dates for holidays and events. With some trickery you 
could make it so that your server will still run with the halloween 
stuff (or other holidays) 24/7/365 even after the event has ended (not 
possible with a SM plugin, so don't ask - an extension, however, is a 
different story).

1nsane wrote:
 They could remove support for the ghost/pumpkins from the game (I'm guessing
 it's just an entity with some paths?). Also remove the dependent textures,
 sounds, models, anims. This wouldn't keep anyone from running the map but it
 would add some... annoyances for whoever wanted to bring it back in.

 On Mon, Nov 2, 2009 at 9:20 PM, m...@bestgn.net.au wrote:

   
 How do they plan on removing a map? Whats stopping anyone from keeping a
 copy.
 
 A Valve employee already posted on the forums that they're extending it
   
 to
 
 the 9th.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael
   
 Krasnow
 
 Sent: Monday, November 02, 2009 5:25 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Available

 your not removing the halloween event?

 On Mon, Nov 2, 2009 at 8:22 PM, Matthew Gottlieb 
 matthew.j.gottl...@gmail.com wrote:

   
 I'm confused... does steam now work with Linux?

 On Mon, Nov 2, 2009 at 7:09 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:
 
 A required update for Team Fortress 2 is now available.  Please run
   
 hldsupdatetool to receive it.  The specific issues include:
 
 - Fixed client-side perf problem after changing levels on
   
 Koth_Harvest_Event.
 
 Linux:
 - Add warning if +map is not specified on the command line
 - Steam is located by searching .., . and $PATH
 - Added -steambin option to specify location steam, overrides search
 - Added -steamverify option to add -verify_all when updating with
   
 steam
 
 Jason


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Re: [hlds] TF2 repeatable crash exploit posted to the forums

2009-10-30 Thread bl4nk
What OS is your server running on? I attempted this on Linux (going to 
test on Windows soon) and was unable to recreate the crash.

Alec Sanger wrote:
 was there ever a fix to this? It's been hitting us hard today

 Thank you,
 Alec Sanger




   
 Date: Fri, 30 Oct 2009 00:20:55 +0200
 From: wder...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] TF2 repeatable crash exploit posted to the forums

 Yeah, correct. It was moved. Mods and Admins can still access it.

 On Fri, Oct 30, 2009 at 12:05 AM, Y Smith m4ngr...@gmail.com wrote:

 
 It wasn't deleted, it was just moved to a non-public forum. Hence:

 username, you do not have permission to access this page. This could be
 due to one of several reasons:

   1. Your user account may not have sufficient privileges to access this
 page. Are you trying to edit someone else's post, access administrative
 features or some other privileged system?
   2. If you are trying to post, the administrator may have disabled your
 account, or it may be awaiting activation.


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ketil A
 Sent: Friday, 30 October 2009 5:21 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] TF2 repeatable crash exploit posted to the forums


 You can't access it because it got deleted

   
 From: saul.renni...@gmail.com
 Date: Thu, 29 Oct 2009 18:17:29 +
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] TF2 repeatable crash exploit posted to the forums

 Same.

 Thanks,
 - Saul.


 2009/10/29 Andre Coelho andre.du...@gmail.com

 
 Can you please post here teh forum content?
 I'm unable to access the forum now.

 André Coelho
 Cel. +5521 8836.7622
 DClick Web  Mobile Solutions

 LinkedIn: http://www.linkedin.com/in/andrebrait


 On Thu, Oct 29, 2009 at 4:04 PM, Phillip Vector 
   
 t...@mostdeadlygame.com
   
 wrote:
 
 I tried out what the forums said and it didn't work. It dropped a
 heavy without hands, yes. But it didn't crash the server.

 On Thu, Oct 29, 2009 at 11:01 AM, Shawn Somers
 
 shawn.som...@gmail.com
   
 wrote:
 
 The post is (as of right now) 40 minutes old. Making sure that a
   
 VALVe
   
 employee knows about it, as well as the people that actually
   
 operate
   
 the
   
 servers, just seems like a good idea to Me.

 Shawn Somers

 Phillip Vector wrote:
   
 Thank you for bringing even MORE attention to it.

 On Thu, Oct 29, 2009 at 10:51 AM, Shawn Somers 
 
 shawn.som...@gmail.com
   
 wrote:
 
 This needs fixed ASAP!

 http://forums.steampowered.com/forums/showthread.php?t=1004137

 Shawn Somers
   
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 archives,
   
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 archives,
   
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 _
 New Windows 7: Simplify what you do everyday. Find the right PC for you.
 http://www.microsoft.com/uk/windows/buy/
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 The message was checked by ESET Smart Security.

 http://www.eset.com



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 database 4556 (20091029) __

 The message was checked by ESET Smart Security.

 http://www.eset.com



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Re: [hlds] TF2 repeatable crash exploit posted to the forums

2009-10-30 Thread bl4nk
I just went through and tried again on both Windows and Linux and was 
unable to recreate the crash. If those who are experiencing this crash 
could attempt the same thing on their server to see if it crashes, that 
would be great. If it does crash, it's more than likely a plugin problem.

Kevin b er wrote:
 I attempted this crash as well on a windows 2003 server and was unable to do
 so.


 On Fri, Oct 30, 2009 at 8:23 PM, bl4nk bl4n...@gmail.com wrote:

   
 What OS is your server running on? I attempted this on Linux (going to
 test on Windows soon) and was unable to recreate the crash.

 Alec Sanger wrote:
 
 was there ever a fix to this? It's been hitting us hard today

 Thank you,
 Alec Sanger





   
 Date: Fri, 30 Oct 2009 00:20:55 +0200
 From: wder...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] TF2 repeatable crash exploit posted to the forums

 Yeah, correct. It was moved. Mods and Admins can still access it.

 On Fri, Oct 30, 2009 at 12:05 AM, Y Smith m4ngr...@gmail.com wrote:


 
 It wasn't deleted, it was just moved to a non-public forum. Hence:

 username, you do not have permission to access this page. This could
   
 be
 
 due to one of several reasons:

   1. Your user account may not have sufficient privileges to access
   
 this
 
 page. Are you trying to edit someone else's post, access administrative
 features or some other privileged system?
   2. If you are trying to post, the administrator may have disabled
   
 your
 
 account, or it may be awaiting activation.


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ketil A
 Sent: Friday, 30 October 2009 5:21 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] TF2 repeatable crash exploit posted to the forums


 You can't access it because it got deleted


   
 From: saul.renni...@gmail.com
 Date: Thu, 29 Oct 2009 18:17:29 +
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] TF2 repeatable crash exploit posted to the forums

 Same.

 Thanks,
 - Saul.


 2009/10/29 Andre Coelho andre.du...@gmail.com


 
 Can you please post here teh forum content?
 I'm unable to access the forum now.

 André Coelho
 Cel. +5521 8836.7622
 DClick Web  Mobile Solutions

 LinkedIn: http://www.linkedin.com/in/andrebrait


 On Thu, Oct 29, 2009 at 4:04 PM, Phillip Vector 

   
 t...@mostdeadlygame.com

   
 wrote:

 I tried out what the forums said and it didn't work. It dropped a
 heavy without hands, yes. But it didn't crash the server.

 On Thu, Oct 29, 2009 at 11:01 AM, Shawn Somers

 
 shawn.som...@gmail.com

   
 wrote:

 
 The post is (as of right now) 40 minutes old. Making sure that a

   
 VALVe

   
 employee knows about it, as well as the people that actually

   
 operate

   
 the

   
 servers, just seems like a good idea to Me.

 Shawn Somers

 Phillip Vector wrote:

   
 Thank you for bringing even MORE attention to it.

 On Thu, Oct 29, 2009 at 10:51 AM, Shawn Somers 

 
 shawn.som...@gmail.com

   
 wrote:

 
 This needs fixed ASAP!

 http://forums.steampowered.com/forums/showthread.php?t=1004137

 Shawn Somers

   
 ___
 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,

   
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 archives,
 
 please visit:
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 please visit:

   
 http://list.valvesoftware.com/mailman/listinfo/hlds

 
 _
 New Windows 7: Simplify what you do everyday. Find the right PC for
   
 you.
 
 http://www.microsoft.com/uk/windows/buy/
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 please visit:
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 __ Information from ESET Smart Security, version of virus
   
 signature
 
 database 4556 (20091029) __

 The message was checked by ESET Smart Security.

 http://www.eset.com

Re: [hlds] TF2 repeatable crash exploit posted to the forums

2009-10-29 Thread bl4nk
Could someone e-mail me how to do the exploit and I'll see if I can fix 
it with a plugin.

Y Smith wrote:
 It wasn't deleted, it was just moved to a non-public forum. Hence:

 username, you do not have permission to access this page. This could be
 due to one of several reasons:

1. Your user account may not have sufficient privileges to access this
 page. Are you trying to edit someone else's post, access administrative
 features or some other privileged system?
2. If you are trying to post, the administrator may have disabled your
 account, or it may be awaiting activation.


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ketil A
 Sent: Friday, 30 October 2009 5:21 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] TF2 repeatable crash exploit posted to the forums


 You can't access it because it got deleted

   
 From: saul.renni...@gmail.com
 Date: Thu, 29 Oct 2009 18:17:29 +
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] TF2 repeatable crash exploit posted to the forums

 Same.

 Thanks,
 - Saul.


 2009/10/29 Andre Coelho andre.du...@gmail.com

 
 Can you please post here teh forum content?
 I'm unable to access the forum now.

 André Coelho
 Cel. +5521 8836.7622
 DClick Web  Mobile Solutions

 LinkedIn: http://www.linkedin.com/in/andrebrait


 On Thu, Oct 29, 2009 at 4:04 PM, Phillip Vector t...@mostdeadlygame.com
   
 wrote:
 
 I tried out what the forums said and it didn't work. It dropped a
 heavy without hands, yes. But it didn't crash the server.

 On Thu, Oct 29, 2009 at 11:01 AM, Shawn Somers
 
 shawn.som...@gmail.com
   
 wrote:
 
 The post is (as of right now) 40 minutes old. Making sure that a
   
 VALVe
   
 employee knows about it, as well as the people that actually operate
   
 the
   
 servers, just seems like a good idea to Me.

 Shawn Somers

 Phillip Vector wrote:
   
 Thank you for bringing even MORE attention to it.

 On Thu, Oct 29, 2009 at 10:51 AM, Shawn Somers 
 
 shawn.som...@gmail.com
   
 wrote:
 
 This needs fixed ASAP!

 http://forums.steampowered.com/forums/showthread.php?t=1004137

 Shawn Somers
   
 ___
 To unsubscribe, edit your list preferences, or view the list
   
 archives,
   
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 please visit:
   
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 _
 New Windows 7: Simplify what you do everyday. Find the right PC for you.
 http://www.microsoft.com/uk/windows/buy/
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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 __ Information from ESET Smart Security, version of virus signature
 database 4556 (20091029) __

 The message was checked by ESET Smart Security.

 http://www.eset.com
  
  

 __ Information from ESET Smart Security, version of virus signature
 database 4556 (20091029) __

 The message was checked by ESET Smart Security.

 http://www.eset.com
  


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Re: [hlds] TF2 Demoman Pipe exploit (Teamkill)

2009-09-27 Thread bl4nk
I just wrote a SourceMod plugin to combat this:
http://forums.alliedmods.net/showthread.php?t=104806

It simply removes all pipebombs owned by a player once they switch teams 
to spectator. It's currently untested, but in theory it should work. If 
there are any problems with the plugin, please post them in the thread 
instead of doing so here.

DontWannaName! wrote:
 People have been doing this on my servers too, time to start banning.

 On Sun, Sep 27, 2009 at 11:35 AM, Justin Sandusky 
 mysteriousjus...@gmail.com wrote:

   
 lmao...

 On Sun, Sep 27, 2009 at 12:18 PM, Shane Arnold clontar...@iinet.net.au
 
 wrote:
   
 Dear VALVe,

 Shit's broken. Please fix it.

 Regards.

 Octo wrote:
   
 I'm very glad I asked then, I wouldn't want to get the wrong people.
 You can send me the id either on list or at this email address, as you
 pointed out my detective skills aren't very strong so any assistance
 from you would be appreciated.

 When you made your initial comment about doing it many many times I
 assumed you were just a random griefer who hangs out on the mailing
 
 list
 
 but seeing as that you are actually a Game and System admin I feel bad
 
 for
   
 your user base.  I hope that you're a bit more proactive about
 notifying vendors about problems in their software when you're wearing
 your system admin hat.

 -octo

 On Sun, Sep 27, 2009 at 11:51:06PM +0800, Shane Arnold wrote:
 
 At the risk of taking this email thread completely off topic, I am
 neither of those two accounts you have linked to (I'm Australian mate,
 g'day!). It is not my responsibility to advise VALVe of flaws in the
 game design rules of their software, as I don't work for them nor have
 anything to do with the game mechanics and the decisions made
   
 there-in.
 
 I'm pretty sure VALVe know about this design flaw. I'm also pretty
   
 damn
 
 sure they have more important bugs and changes to make before doing a
 quick-fix (and incidentally, forcing all TF2 servers in the world to
 update for something that is a relatively minor issue).

 But I do appreciate your concern regarding my use of a flaw in the
   
 game
 
 Octo, and I will quite happily provide you with my STEAMID so you can
 ban me from servers I will never play on. Ever.

 Kind Regards and Happy Posting!

   - Shane Arnold, Games/Systems Administrator of Nowhere Near the UK,
   
 Earth.
   
 (P.S awesome detective skills there Watson!)

 Octo wrote:
   
 I for one am quite happy that you've known about this for a long time
 but didn't let us (and presumably Valve) know so that it could be
 
 fixed
 
 or
   
 worked around.

 Since you admit to abusing this to grief servers I was going to ban
 
 you
 
 from my servers (we long ago hit our asshole quota) but I didn't see
 
 TF2
   
 on your game list.  If you could send me your proper TF2 steamid or
 community page I'd appreciate it.

 I found http://steamcommunity.com/profiles/76561197977227655 and
 http://steamcommunity.com/profiles/76561197996285534 .  I'm not sure
 
 if the
   
 second one is you or not.

 Thanks in advance.

 -octo

 On Sun, Sep 27, 2009 at 10:41:41PM +0800, Shane Arnold wrote:
 
 OK let me rephrase.

 It has been around for a very, very long time. I should know, I've
   
 used
   
 this flaw many many times.

 Regards.

 Ben Williams wrote:
   
 Nope.

 I've only ever heard about this exploit since the 15th.

 Everything that Octo linked to is POST 15th.

 It happend in the September 15th update.










 
 Date: Sun, 27 Sep 2009 22:14:58 +0800
 From: clontar...@iinet.net.au
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] TF2 Demoman Pipe exploit (Teamkill)

 I think you may find it's been around a *lot* longer than the
   
 15th.
 
 Ben Williams wrote:
   
 It's been a bug since the update on the 15th.

 I'm hoping Valve are working on it.

 It can be very annoying and the only way is to disable team
 
 'Unassigned'
   
 Cheers

 Smashman










 
 From: thunderfox19...@gmail.com
 To: hlds@list.valvesoftware.com
 Date: Sun, 27 Sep 2009 14:53:31 +0100
 Subject: Re: [hlds] TF2 Demoman Pipe exploit (Teamkill)

 Hi,

 This exploit can be done with multiple classes. I have tested it
   
 with clan
   
 mates on a private server with Soldier and pyro and it can be
   
 done
 
 with
   
 these classes but possibly many more.

 Cheers

 Tirrel


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Octo
 Sent: 27 September 2009 05:15
 To: hlds@list.valvesoftware.com
 Subject: [hlds] TF2 Demoman Pipe exploit (Teamkill)

 One of my users pointed me to a video on 

Re: [hlds] How do you launch your server?

2009-09-15 Thread bl4nk
On Windows I take the easy way out and just use FireDaemon Pro.

Nevermore wrote:
 Hi list.

 What is the better way to launch HLDS as a service on windows?
 I am planning to host many servers in a win2003 box.

 Also, it will be usefull if you can give me some command line switch, or
 utility, to avoid error messages to be displayed as message boxes.
 I am using a .bat that auto-restarts the server when it closes, but
 message boxes holds the batch, and then servers dont restart when they
 crash.

 Thank you

 Nevermore
 Imperium Games
 www.imperiumgames.com.ar


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Re: [hlds] soundscape_flush

2009-08-20 Thread bl4nk
I believe that command works like stopsound does in GoldSrc.

k e wrote:
 Is there any legit reason for someone to use soundscape_flush? Our server
 auto banned a player for using this. KAC plugin banned for it for
 attempting to crash this server. The player has appealed the ban, saying
 he used the soundscape_flush to remove a humming noise or some crap. I did
 Google this, but I'm still not sure. Thanks


 hkcentral.net
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Re: [hlds] soundscape_flush

2009-08-20 Thread bl4nk
People would use it to get an advantage in league play by muting 
background sounds and such to be able to hear footsteps and other sounds 
better. I assume Valve thought that wasn't cool and decided to make it a 
cheat command.

Jonah Hirsch wrote:
 That relates to a question I've always had; Why is stopsound a cheat in the
 source engine? At least now I know a command that should have the same
 effect.

 Jonah Hirsch



 On Wed, Aug 19, 2009 at 11:06 PM, bl4nk bl4n...@gmail.com wrote:

   
 I believe that command works like stopsound does in GoldSrc.

 k e wrote:
 
 Is there any legit reason for someone to use soundscape_flush? Our server
 auto banned a player for using this. KAC plugin banned for it for
 attempting to crash this server. The player has appealed the ban,
   
 saying
 
 he used the soundscape_flush to remove a humming noise or some crap. I
   
 did
 
 Google this, but I'm still not sure. Thanks


 hkcentral.net
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Re: [hlds] L4D mod search - laser sight, faster reload, etc.

2009-08-10 Thread bl4nk
SourceMod plugin called Survivor Upgrades:
http://forums.alliedmods.net/showthread.php?p=854630

Ook wrote:
 I ran across a server running a mod the other day that featured laser 
 sights - not just the read dot, but an actual laser line from your weapon 
 out to maybe 20-30 meters or so. It also featured faster reload times and 
 faster fire rates. This was a co-op server, not survival. Anyone know of a 
 mod that gives you those specific items? 


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Re: [hlds] HLDSUpdateTool crashing explorer

2009-07-15 Thread bl4nk
What exactly do you mean when you say you have this same problem on 
Linux? Explorer doesn't exist in *nix.

Saint K. wrote:
 When did this problem start occurring? 

 I have the same issue from this morning, on Linux thought.

 Saint K.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Yaakov Smith
 Sent: woensdag 15 juli 2009 9:30
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: [hlds] HLDSUpdateTool crashing explorer

 Roughly half the time I run HLDSUpdateTool, Explorer.exe crashes.

 Is anyone else getting this problem?

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Re: [hlds] Any way to disable the crash dialog in Win3k/8k ?

2009-07-13 Thread bl4nk
You could also use FireDaemon to hide the window and restart the server 
for you as well. It has options to handle dialog boxes as well.

P. Bhandal wrote:
 An alternative option is to use an AutoIt executable that will automatically
 close the dialog box. Here's the source:

 $var1=1
 While $var1=1
 WinWait (srcds.exe - Application Error)
 WinActivate(srcds.exe - Application Error)
 ControlClick(srcds.exe - Application Error,,Button1)
 send({ENTER})
 WEnd

 Pre-compiled versions as well:

 32 bit: http://209.160.59.190/Temp/srcdscrashclose.exe
 64 bit: http://209.160.59.190/Temp/srcdscrashclose-x64.exe

 On Mon, Jul 13, 2009 at 12:26 PM, Mike Olsen 
 administra...@echovoice.comwrote:

   
 I know at one time I had found a program posted on a random forum that ran
 in the background and it would automatically click ok when those crash
 messages came up, then using a modified version of this bat file:
 http://forums.srcds.com/viewtopic/2388 it would automatically reboot. I
 cannot find that program anywhere on any of my systems, if anyone can find
 it and post a link that would be awsome!

 Mike
 On Sun, Jul 12, 2009 at 5:25 PM, Cc2iscooL cc2isc...@gmail.com wrote:

 
 Unfortunately those engine errors have to be closed by an automated
 process.
 You can either use a program like ServerDoc, FireDaemon, or ServerChecker
 to
 make sure these are closed properly and run your game servers. I've had
 good
 luck with ServerDoc and FireDaemon.

 --
 Cc2iscooL
 Head Admin/Owner
 http://www.cc2iscool.com


 On Sun, Jul 12, 2009 at 4:17 PM, Andreas Grimm l...@gmx.net wrote:

   
 the gamefiles are ok btw - one of the errors is confirmed by valve,
 
 but
 
 they are not able to fix it.
 that's the reason why i need a way to disable that dialogs

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael
 
 Krasnow
   
 Sent: Sunday, July 12, 2009 10:43 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Any way to disable the crash dialog in Win3k/8k ?

 it seems that there is a problem with the gamefiles i would try using
 
 the
 
 -verifyall parameter

 On Sun, Jul 12, 2009 at 4:30 PM, Saint K. sai...@specialattack.net
 wrote:

 
 Sorry, not sure.

 When you start the program the first time it asks you if it needs to
 disable all errors etc. You won't have to use the program after.

 Cheers,

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas
   
 Grimm
   
 Sent: zondag 12 juli 2009 22:31
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Any way to disable the crash dialog in Win3k/8k ?

 @Jonah
 Read my post first, I wrote, that I already use the -nocrashdialog
 parameter ;D

 @Saint
 What do you mean with D/l ? But I need the option to set the process
 affinity, too.
 When i remember correct, serverchecker doesn't support it to set
 gameserver
 to a specific cpu core, does it?

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jonah
   
 Hirsch
 
 Sent: Sunday, July 12, 2009 10:14 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Any way to disable the crash dialog in Win3k/8k ?

 add -nocrashdialog to the startup command line.

 On Sun, Jul 12, 2009 at 12:48 PM, Andreas Grimm l...@gmx.net wrote:

   
 Hello,

 I start my gameservers in Windows 2003/2008 with the command line
 
 option
   
 -nocrashdialog which should disable all crash dialogs.
 But I have still some crashes in Team Fortress 2 which show that
 
 dialog.
   
 The bad thing is, I have to click ok first before my restart
 
 script
 
 is
   
 able to restart the gameserver.
 For that time the gameserver is dead. Here a few Screens:
 http://images.saigns.de/error1.jpg
 http://images.saigns.de/error2.jpg

 Does anyone know a workaround to get that fixed?
 Perhaps there is an option in Windows itself which disbales these
 
 kind
   
 of
   
 dialogs?

 Any help would be great

 Andi


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

 

 --
 Jonah Hirsch
 ---
 Sent from my BlackBerry
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 archives,
 
 please visit:
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 ___
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 archives,
 
 please visit:
 

Re: [hlds] Any way to disable the crash dialog in Win3k/8k ?

2009-07-13 Thread bl4nk
What version FireDaemon are you using? I'm using the Trinity version, 
and have a whole tab related to popup windows where I can easily 
configure that kind of stuff.

P. Bhandal wrote:
 An alternative option is to use an AutoIt executable that will automatically
 close the dialog box. Here's the source:

 $var1=1
 While $var1=1
 WinWait (srcds.exe - Application Error)
 WinActivate(srcds.exe - Application Error)
 ControlClick(srcds.exe - Application Error,,Button1)
 send({ENTER})
 WEnd

 Pre-compiled versions as well:

 32 bit: http://209.160.59.190/Temp/srcdscrashclose.exe
 64 bit: http://209.160.59.190/Temp/srcdscrashclose-x64.exe

 On Mon, Jul 13, 2009 at 12:26 PM, Mike Olsen 
 administra...@echovoice.comwrote:

   
 I know at one time I had found a program posted on a random forum that ran
 in the background and it would automatically click ok when those crash
 messages came up, then using a modified version of this bat file:
 http://forums.srcds.com/viewtopic/2388 it would automatically reboot. I
 cannot find that program anywhere on any of my systems, if anyone can find
 it and post a link that would be awsome!

 Mike
 On Sun, Jul 12, 2009 at 5:25 PM, Cc2iscooL cc2isc...@gmail.com wrote:

 
 Unfortunately those engine errors have to be closed by an automated
 process.
 You can either use a program like ServerDoc, FireDaemon, or ServerChecker
 to
 make sure these are closed properly and run your game servers. I've had
 good
 luck with ServerDoc and FireDaemon.

 --
 Cc2iscooL
 Head Admin/Owner
 http://www.cc2iscool.com


 On Sun, Jul 12, 2009 at 4:17 PM, Andreas Grimm l...@gmx.net wrote:

   
 the gamefiles are ok btw - one of the errors is confirmed by valve,
 
 but
 
 they are not able to fix it.
 that's the reason why i need a way to disable that dialogs

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael
 
 Krasnow
   
 Sent: Sunday, July 12, 2009 10:43 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Any way to disable the crash dialog in Win3k/8k ?

 it seems that there is a problem with the gamefiles i would try using
 
 the
 
 -verifyall parameter

 On Sun, Jul 12, 2009 at 4:30 PM, Saint K. sai...@specialattack.net
 wrote:

 
 Sorry, not sure.

 When you start the program the first time it asks you if it needs to
 disable all errors etc. You won't have to use the program after.

 Cheers,

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas
   
 Grimm
   
 Sent: zondag 12 juli 2009 22:31
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Any way to disable the crash dialog in Win3k/8k ?

 @Jonah
 Read my post first, I wrote, that I already use the -nocrashdialog
 parameter ;D

 @Saint
 What do you mean with D/l ? But I need the option to set the process
 affinity, too.
 When i remember correct, serverchecker doesn't support it to set
 gameserver
 to a specific cpu core, does it?

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jonah
   
 Hirsch
 
 Sent: Sunday, July 12, 2009 10:14 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Any way to disable the crash dialog in Win3k/8k ?

 add -nocrashdialog to the startup command line.

 On Sun, Jul 12, 2009 at 12:48 PM, Andreas Grimm l...@gmx.net wrote:

   
 Hello,

 I start my gameservers in Windows 2003/2008 with the command line
 
 option
   
 -nocrashdialog which should disable all crash dialogs.
 But I have still some crashes in Team Fortress 2 which show that
 
 dialog.
   
 The bad thing is, I have to click ok first before my restart
 
 script
 
 is
   
 able to restart the gameserver.
 For that time the gameserver is dead. Here a few Screens:
 http://images.saigns.de/error1.jpg
 http://images.saigns.de/error2.jpg

 Does anyone know a workaround to get that fixed?
 Perhaps there is an option in Windows itself which disbales these
 
 kind
   
 of
   
 dialogs?

 Any help would be great

 Andi


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

 

 --
 Jonah Hirsch
 ---
 Sent from my BlackBerry
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Re: [hlds] Looking for solution regarding CS:S server crashing exploit / tool

2009-06-26 Thread bl4nk
It looks like it might just be the failed rcon attempts or something. 
The program just seems to generate a cfg file that you execute via 
console, so that's about all I can think of.

Hans Vos wrote:
 Hello,

 I just found this video on YouTube which shows how to crash a 
 Counter-Strike: Source game server using some kind of tool. I work as 
 voltunteer for a large e-sports organization in The Netherlands 
 (Gamelux.nl) and we are having trouble with people using this during 
 official matches. Does anybody have more information and possibly a fix 
 for this?

  From what I've gathered so far that it is some kind of overflow script 
 which send a abnormal amount of connections to the game port. I have 
 confirmed there is a plugin which counts the amount of connections and 
 then blocks the IP. But I cannot convince this person to share this 
 plugin with me unfortunately.

 Nothing is shown in the server logs. Just a abrupt end of the log during 
 normal operation. No information to trace the user of the exploit.

 http://www.youtube.com/watch?v=Nj5zWNNuBdofmt=22

   


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Re: [hlds] sudden death mod

2009-06-23 Thread bl4nk
Unless it's changed since I wrote my Sudden Death Melee plugin long ago, 
it defaults to 0. 

Yaakov Smith wrote:
 I thought it defaulted to 1?

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of bl4nk
 Sent: Tuesday, 23 June 2009 2:19 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] sudden death mod

 Not by default, by setting mp_stalemate_enable to 1.

 Yaakov Smith wrote:
   
 cvarlist.

 And if you're talking TF2, sudden death is not a mod. it happens by
 
 default
   
 on maps where teams are tied, such as  no-one capping a stage on tc_hydro.

 On Tue, Jun 23, 2009 at 10:38 AM, Michael Krasnow mnk...@gmail.com
 
 wrote:
   
   
 
 in console to get the cvar list for your server you can put in cvar_list
   
 i
   
 think it was or cvarlist or cvar list

 On Mon, Jun 22, 2009 at 8:07 PM, Yaakov Smith m4ngr...@gmail.com wrote:

 
   
 why the radom caps?

 On Tue, Jun 23, 2009 at 8:45 AM, Shane Arnold clontar...@iinet.net.au
   
 
 wrote:
 
 http://www.google.com.au/search?q=Team+FORtress+2+CVAR+List
 http://www.google.com.au/search?q=SUdDen+DeAth+MOD

 You can thank me later ;)

 ___

 Shane Arnold-   clontar...@iinet.net.au

 For want of a nail, the horseshoe was lost. For want of a horseshoe,
 
   
 the
 
   
 horse was lost. For want of a horse, the messenger was lost. For want
 
   
 of
 
   
 a
   
 
 messenger, the message was not delivered. For want of an undelivered
 
   
 message
   
 
 the war was lost.



 gonen matias wrote:
 
   
 is the sudden death mod a valve one or i need to download it, and can
   
 
 you
   
 
 give me the whole CVR list of TF2?thanks..
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 __ Information from ESET Smart Security, version of virus signature
 database 4179 (20090622) __

 The message was checked by ESET Smart Security.

 http://www.eset.com
  
  

 __ Information from ESET Smart Security, version of virus signature
 database 4179 (20090622) __

 The message was checked by ESET Smart Security.

 http://www.eset.com
  


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Re: [hlds] sudden death mod

2009-06-22 Thread bl4nk
Not by default, by setting mp_stalemate_enable to 1.

Yaakov Smith wrote:
 cvarlist.

 And if you're talking TF2, sudden death is not a mod. it happens by default
 on maps where teams are tied, such as  no-one capping a stage on tc_hydro.

 On Tue, Jun 23, 2009 at 10:38 AM, Michael Krasnow mnk...@gmail.com wrote:

   
 in console to get the cvar list for your server you can put in cvar_list i
 think it was or cvarlist or cvar list

 On Mon, Jun 22, 2009 at 8:07 PM, Yaakov Smith m4ngr...@gmail.com wrote:

 
 why the radom caps?

 On Tue, Jun 23, 2009 at 8:45 AM, Shane Arnold clontar...@iinet.net.au
   
 wrote:
 
 http://www.google.com.au/search?q=Team+FORtress+2+CVAR+List
 http://www.google.com.au/search?q=SUdDen+DeAth+MOD

 You can thank me later ;)

 ___

 Shane Arnold-   clontar...@iinet.net.au

 For want of a nail, the horseshoe was lost. For want of a horseshoe,
 
 the
 
 horse was lost. For want of a horse, the messenger was lost. For want
 
 of
 
 a
   
 messenger, the message was not delivered. For want of an undelivered
 
 message
   
 the war was lost.



 gonen matias wrote:
 
 is the sudden death mod a valve one or i need to download it, and can
   
 you
   
 give me the whole CVR list of TF2?thanks..
 ___
 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] SDK update and server downloads

2009-06-17 Thread bl4nk
As long as you only change entities in the map, there will be no 
problems and players won't have to re-download the map. If there are any 
brush changes, then people will get errors and be kicked.

Richard Eid wrote:
 Here it is:

 http://developer.valvesoftware.com/wiki/Patching_levels_with_lump_files

 Support on that goes back to EP1, so if your changes can be done with lump
 files, you might consider that.  I guess the problem with that is if someone
 else decides to use the same method on the same map, the naming convention
 used will end up being a problem.

 On the other hand, if it works like .BSP files in that if one already exists
 with the same name, the client will get an error about mismatched files,
 then as long as you get your .LMP to the client before anyone else you have
 nothing to worry about. :)

 -Richard Eid


 On Wed, Jun 17, 2009 at 4:04 AM, Richard Eid richard@gmail.com wrote:

   
 Can you use the same method used in Left 4 Dead's Survival mode where they
 blocked off large portions of the maps?  Valve used .LMP files to achieve
 this.  Does that work in TF2(S2K7)I'm sure someone with more mapping
 experience can go further into detail on this than I can, but basically
 you're loading the same map, but with the .LMP on top of it adding those
 elements.  I'm not exactly sure how it's achieved, but someone here does and
 can probably be more articulate on the matter.

 LOL, my terminology.

 -Richard Eid



 On Tue, Jun 16, 2009 at 9:04 PM, Craig H robolea...@gmail.com wrote:

 
 It would just be best to add a tag to the end of the map name. say,
 CTF_2Fort_MyMap.

 On Tue, Jun 16, 2009 at 4:53 PM, Brent Veal naslund.fan...@gmail.com
   
 wrote:
 
 Clients will be kicked/not able to join at all unless they download the
 version of the map being used on the server

 On Tue, Jun 16, 2009 at 4:47 PM, Alec Sanger eclyp...@hotmail.com
 
 wrote:
   
 I believe if you make a change to a server and keep the name the same,
   
 the
 
 clients with the non-updated version will get an error and will not
   
 allow
   
 them to enter the server.

 Thank you,
 Alec Sanger
 P: 248.941.3813
 F: 313.286.8945



   
 Date: Tue, 16 Jun 2009 16:44:26 -0700
 From: ch...@pingdemons.com
 To: hlds@list.valvesoftware.com
 Subject: [hlds] SDK update and server downloads

 Question,


 With the new SDK update if i make a change to lets say ctf_2fort and
 
 the
 
 server is running that map does that mean the client would have to
 re-download the full map again? or just the new content.




 Thanks!

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[hlds] [TF2] Jarate events not firing server-side

2009-06-14 Thread bl4nk
It seems that the player_jarated and player_jarated_fade events 
don't fire server-side. They fire just fine on the client (shown by 
using net_showevents 2), but nothing on the server.

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Re: [hlds] TF2 - New Events / Log line quirks

2009-05-25 Thread bl4nk
For the FAN thing, hook the player_death event and if the attacker 
killed the player with a scattergun, look at some of the netprops like 
m_iEntityLevel and such. They differ for the scattergun and the FAN and 
are the same each time depending on which was used.

Octo wrote:
 I run a popular 3rd party stats package for TF2, after this latest update I 
 was investigating adding the new weapons and events to it so that my users 
 could see who got the most kills with this and that, and who hit someone 
 with jarate the most, etc.  While I was investigating I found a couple small
 quirks with events/logged messages that would make it easier on this third 
 party stats program if they were corrected.  

 FAN still logs as scattergun (when medic weapons were first released the 
 unlock names matched the items they replace, this was changed in a later 
 update) - if it could log with a unique name that'd be very useful.

 Dead Ringer - the 'death' line looks identical to a normal death line - the 
 'fake' can be detected in the player_death event by looking for 
 death_flag  32 (which is great) but if a property could be add to the death 
 log line that differentiated 'fake' eg: (customkill fake) or had any other 
 way of distinguishing from the just the logs so that it wouldn't require a 
 plugin to tell if it was a real death or not.

 The events player_jarated and player_jarated_fade and player_shield_blocked 
 don't seem to ever happen in game play (I couldn't get them to happen at 
 least) - I don't even see them with net_showevents 1, so they don't seem to 
 be client only.

 player_extinguished happens when you put out a teammate with the jarate, 
 but not for pyro (air blast) or medic extinguishes (medigun). The comments 
 in the modevents.res say:   

 player_extinguished // sent when a burning player is extinguished by a 
 medic.  

 Also vicim is always set to 0 in this event.  When this event does happen 
 (due to jarate) it sometimes happens a couple times for the same extinguish 
 this isn't that big a deal, but I thought it might be a symptom of a bigger 
 problem.

 -octo

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Re: [hlds] TF2 Team balancer

2009-05-20 Thread bl4nk
Give me a good formula to use and a description of how you want the team 
balancer to work (I already wrote a simple one here: 
https://forums.alliedmods.net/showthread.php?p=823288#post823288 that 
scrambles the teams based on scores at the beginning of a new round) and 
I'll happily make one.

Rick Payton wrote:
 Hahahaha OMGWTF MODE. I love it. Where's our SM coders? 

 Hell this could be one more way to truly fuck with a suspected cheater
  3

 -mauirixxx

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of FPSB | Goerge
 Sent: Tuesday, May 19, 2009 10:45 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 Team balancer

 sounds awesome.

 should also give that one guy a health drain + speed nerf.

 call it OMGWTF MODE

 On Tue, May 19, 2009 at 1:54 PM, Rick Payton r...@mai-hawaii.com
 wrote:

   
 Haha - make sure you turn off autoteambalance to you can end up with a
 31-1 server. That would be hell for the 1 guy. Instead of the team 
 scrambler name, call it the rape plugin :P I'd run it for awhile if 
 you made it, just for fun :P

 -mauirixxx

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
 Sent: Tuesday, May 19, 2009 9:46 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 Team balancer

 I think I'm going to get a plugin named that does the opposite of a 
 team scrambler and stacks the teams on purpose. That would be more
 
 fun.
   
 On Tue, May 19, 2009 at 2:36 PM, Clyde cide
 thedrunkenbraw...@gmail.comwrote:

 
 Honestly Brutal Georges plugin works great! I use it on my server 
 with
   
 no issues. one thing you need to do is let people know you have it 
 and
   
 how to make it work. After that it will take care of itself as the 
 team that is getting steamrolled will vote to scramble

 On Tue, May 19, 2009 at 1:42 PM, Nightbox 
 alexandrualexa...@gmail.com
   
 wrote:
 
 see:
 https://forums.alliedmods.net/showthread.php?p=830543#post830543

 we need really one with a skill formula 
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Re: [hlds] TF2 Team balancer

2009-05-20 Thread bl4nk
Nah, I just told you to post the request in the proper place. I still 
expect the same thing from everyone here once people have decided on 
what they want.

Saint K. wrote:
 :x last time I got told off when I said to you we can produce the
 formula's


 Saint K.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of bl4nk
 Sent: woensdag 20 mei 2009 15:48
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 Team balancer

 Give me a good formula to use and a description of how you want the team

 balancer to work (I already wrote a simple one here: 
 https://forums.alliedmods.net/showthread.php?p=823288#post823288 that 
 scrambles the teams based on scores at the beginning of a new round) and

 I'll happily make one.

 Rick Payton wrote:
   
 Hahahaha OMGWTF MODE. I love it. Where's our SM coders? 

 Hell this could be one more way to truly fuck with a suspected
 
 cheater
   
  3

 -mauirixxx

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of FPSB |
 
 Goerge
   
 Sent: Tuesday, May 19, 2009 10:45 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 Team balancer

 sounds awesome.

 should also give that one guy a health drain + speed nerf.

 call it OMGWTF MODE

 On Tue, May 19, 2009 at 1:54 PM, Rick Payton r...@mai-hawaii.com
 wrote:

   
 
 Haha - make sure you turn off autoteambalance to you can end up with
   
 a
   
 31-1 server. That would be hell for the 1 guy. Instead of the team 
 scrambler name, call it the rape plugin :P I'd run it for awhile if 
 you made it, just for fun :P

 -mauirixxx

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
 Sent: Tuesday, May 19, 2009 9:46 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 Team balancer

 I think I'm going to get a plugin named that does the opposite of a 
 team scrambler and stacks the teams on purpose. That would be more
 
   
 fun.
   
 
 On Tue, May 19, 2009 at 2:36 PM, Clyde cide
 thedrunkenbraw...@gmail.comwrote:

 
   
 Honestly Brutal Georges plugin works great! I use it on my server 
 with
   
 no issues. one thing you need to do is let people know you have it 
 and
   
 how to make it work. After that it will take care of itself as the 
 team that is getting steamrolled will vote to scramble

 On Tue, May 19, 2009 at 1:42 PM, Nightbox 
 alexandrualexa...@gmail.com
   
 
 wrote:
 
 see:
 https://forums.alliedmods.net/showthread.php?p=830543#post830543

 we need really one with a skill formula 
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Re: [hlds] Stealing Accounts

2009-04-25 Thread bl4nk
I think the list would work fine if you guys just ignored the shit that 
msleeper (and/or whoever else) said and moved on like mature people. Who 
cares if he says something that's not 100% relevant; just ignore it, and 
don't bother replying. You're just feeding the troll and adding more 
useless chatter to our inbox every time you do reply.

Patrick Shelley wrote:
 I think its evident that this list works just fine when msleeper doesnt
 chime in with the crap that he does.

 One minute he's championing the idea of this list as 'relevant to server
 admin' - the next he's chiming in with his l33t speak crap that reflects his
 truer colors - namely that he's an immature twat that THE MAJORITY dislike
 immensely.

 He causes more diversity amongst this list that anyone else here, more rows
 are caused by his input that anyone elses.
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Re: [hlds] TF2 Team Scramble after X rounds.

2009-04-16 Thread bl4nk
You do know that if you can't find a SM plugin, you can always post a 
request in the request forum, right? I've been more active lately and 
been writing requests for people who's requests spark my attention. You 
can also always PM me on the AM forums for a paid request as well (not 
to be greedy, just thought I would throw that out there).

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Re: [hlds] TF2 Team Scramble after X rounds.

2009-04-16 Thread bl4nk
I think you missed the point of what I was saying. Either post plugin 
requests on the proper SM forum or contact me via forum PM or email or 
something. This really isn't the place to be making plugin requests.

(Sorry if that came off as dickish, just stating what I think)

Saint K. wrote:
 Hi Bl4nk,

 Would you be interested in helping out on creating a team scramble for
 TF2 based on Psychostats skill? Something similar got created using
 ES(CSS).

 We have the brains to cook up the scramble rules on the various type of
 maps but currently lack the time to code it up.

 Cheers,

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of bl4nk
 Sent: Thursday, April 16, 2009 9:54 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 Team Scramble after X rounds.

 You do know that if you can't find a SM plugin, you can always post a 
 request in the request forum, right? I've been more active lately and 
 been writing requests for people who's requests spark my attention. You 
 can also always PM me on the AM forums for a paid request as well (not 
 to be greedy, just thought I would throw that out there).

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 Version: 8.5.285 / Virus Database: 270.11.57/2060 - Release Date:
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Re: [hlds] Hide the displaying of player names, connect times, and scores in the server info window and etc.

2009-04-11 Thread bl4nk
Are you sure there are actually clients connected and not that the 
server's just faking the amount clients connected?

Chris wrote:
 I have seen this on two servers already. The Steam server browser 
 (favorites), websites, and software used for displaying HLDS server info 
 and stats, shows the server name, game, map, and current and total 
 player numbers, and ping, but it does not show the names of the players, 
 their score, and their connect time. I tried Googling this, seeing if it 
 could be a plugin, and looking thru the cvarlist, and came up empty 
 handed. Any insight?

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[hlds] [SourceMod] SteamIDs to 64bit integers

2009-02-19 Thread bl4nk
With the controversy going on where the SteamIDs were being changed 
around a lot, voogru brought up the point about converting your SteamIDs 
to 64bit integers. With some help from him, I've made a SourceMod 
extension which will allow you to do this with ease. It currently only 
works on OB mods (I tested on TF2, but it should work fine on any other 
one), so for those wishing for this to work for CS:S and any other EP1 
mods, I'm sorry, but I'll try to get to you later.

The extension is mainly for plugin developers (or those that know how to 
modify plugins), and is really simple to use. I've made native functions 
for basically all you can think of as for converting SteamIDs to and 
from 64bit integers. You can get the extension here:

http://forums.alliedmods.net/showthread.php?t=86019

If you have any problems with the extension, please post them in the 
thread so that everything is in one place. I've included some more 
information in the thread (see the Notes section), so if you have any 
questions, check that out first before asking.

Big thanks to voogru for the help and inspiration for this whole thing.

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Re: [hlds] After update error

2009-01-29 Thread bl4nk
The file name doesn't matter as long as .vdf is the file extension. 
Making it metamod.vdf.bak or something would have worked, but just 
renaming anything before the .vdf doesn't actually stop it from loading.

Alex wrote:
 i renamed the metamod.vdf to metamo.vdf

 did not worked

 i renamed it again and now is working lol

 2009/1/29 Olly oli...@gmail.com

   
 There is a disabled folder inside /addons/sourcemod/plugins Move each
 plugin
 into that folder one by one

 2009/1/29 Alex alexandrualexa...@gmail.com

 
 yes, im using sourcemod/metamod

 how can i disable them without deleting ?

 2009/1/29 Olly oli...@gmail.com

   
 Are you running any extra plugins (inc. SourceMod/MetaMod plugins)?
 If you are, disable them one by one until it starts. If it still
 
 doesn't
 
 start, type the following into the linux shell (as root)  'ulimit
 unlimited'
 without quotes.

 Then next time it crashes, it will give you a core.xx file that is
 
 much
   
 bigger than the rest. You should somehow find a way to get that file to
 someone at valve.

 2009/1/29 Alex alexandrualexa...@gmail.com

 
 Console initialized.
 Game.dll loaded for Team Fortress
 ./srcds_run: line 352: 11005 Segmentation fault  $HL_CMD
 Add -debug to the ./srcds_run command line to generate a debug.log
   
 to
 
 help
 with solving this problem
 Thu Jan 29 12:32:16 EET 2009: Server restart in 10 seconds

 Today i've updated my server, and i've got this error, can someone
   
 help
 
 me
 
 ?

 I've also added -debug and see:


 Console initialized.
 Game.dll loaded for Team Fortress
 ./srcds_run: line 352: 11068 Segmentation fault  (core dumped)
   
 $HL_CMD
 
 cat: hlds.11041.pid: No such file or directory
 email debug.log to li...@valvesoftware.com
 Thu Jan 29 12:34:45 EET 2009: Server restart in 10 seconds
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Re: [hlds] [CSS] Rcon Hack designed for sv_cheats 1 servers works with cheats off

2009-01-29 Thread bl4nk
Definitely a problem with es_tools. Make sure you have the newest 
version of it in case it's just a problem with an outdated version.

Cc2iscooL wrote:
 Don't use a rcon password or block access to TCP 27015 if you have the
 access. You won't have rcon but you won't have this problem either.

 On Thu, Jan 29, 2009 at 8:55 PM, Jake E jackac...@gmail.com wrote:

   
 Hi list!

 Me and a friend recently put up a CSS Jailbreak server, located at
 69.12.76.13:27015 (just in case you want to test it).
 We have installed the Hosties mod, Metamod, Mani, ES_Tools and EventScripts
 2.0.
 Some people can hack our rcon apparently. They have managed to add
 themselves as a mani admin.
 We have sv_cheats 0, VAC on, and, yeah.
 The RCON password is complete gibberish that even I can't remember.

 So, what's the problem? Is there a plugin that can prevent list? My friend
 has a similar Jailbreak server, 20 slots instead of 16, and they have the
 same problem.

 Thanks for taking the time to read and maybe help =D
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Re: [hlds] The count down begins.

2009-01-28 Thread bl4nk
Today for the bug fix patch, sometime later for the Scout updates.

Neil Voutt wrote:
 wow, im a little bit of a nub, i thought i read today.



 On Wed, Jan 28, 2009 at 1:45 PM, AnAkIn . anakin...@gmail.com wrote:

   
 Today? lol

 Did you read the official TF2 blog? http://teamfortress.com/

 2009/1/28 Neil Voutt mr.neosty...@gmail.com

 
 The scout update hopefully today? Are we going to get some advanced
   
 notice?
 
 --
 Neil Voutt
 http://www.neilvoutt.com

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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Available

2009-01-28 Thread bl4nk
Just to keep things organized, please keep talk about Linux problems in 
the hlds_linux list.

Ben B wrote:
  srcds_run line 352: 13302 Segmentation fault  $HL_CMD

 On Wed, Jan 28, 2009 at 6:55 PM, Jonah Hirsch crazydog...@gmail.com wrote:

   
 The cloaked spy+particle effect was a bug?
 Aw.

 Nice update though! I like the HUD changes! Also, the multiple ctf
 points will greatly increase the variety of CTF maps (Do I sense a new
 official CTF map coming soon?).

 Jeff Sugar wrote:
 
 O, yes. Fantastic! Thanks :D



 On Wed, Jan 28, 2009 at 5:32 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:


   
 A required update for TF2 and DODS is now available.  Please run
 hldsupdatetool to receive the update.  The specific changes include:

 Team Fortress 2:
 - Added percentage to UberCharge HUD panel for the Medic
 - Added upgrade progress and levels to Engineer HUD panel for all
 
 buildings
 
 - Added mp_tournament_allow_non_admin_restart server ConVar to allow
 
 server
 
 admin to toggle whether non-admin players can issue the
 mp_tournament_restart ConCommand on the server. Default is 1 (current
 behavior)
 - Added flag to the gamerules entity so map authors can override the HUD
 type being used. Allows map authors to force CTF or CP HUD to be used if
 they mix CTF/CP entities in the map
 - Added check in CTF HUD to make sure it doesn't point at disabled
 
 capture
 
 zones when the player is carrying the flag. Allows map authors to have
 
 more
 
 than one capture zone for each team in the map
 - Changed AutoTeam to give new players to the attackers on attack/defend
 maps if the teams are even
 - Fixed Pyro model not animating in the class menu
 - Fixed players getting stuck in the prepare to respawn... countdown
 
 loop
 
 - Fixed Natascha not getting the proper 75% of damage and slightly
 increased the strength of Natascha's slowdown
 - Fixed teleporter entrance/exit effects being drawn when they don't
 
 have a
 
 matching teleporter entrance/exit
 - Fixed announcer saying the cart is nearing the checkpoint after the
 round has already been won
 - Fixed cloaked spies having a particle-beam effect while standing next
 
 to
 
 a dispenser that's healing them
 - Fixed server crash when trying to load a map that contains control
 
 points
 
 with duplicate index values
 - Fixed several materials warnings in the console
 - Fixed Cart.Explode sound script entry using an unknown sound channel
 - Marked the cl_bobcycle and cl_bobup ConVars as cheats

 Team Fortress 2 and Day of Defeat: Source:
 - Fixed clients using reloadresponsesystems, sv_soundemitter_flush,
 sv_soundemitter_filecheck, sv_findsoundname, and
 sv_soundscape_printdebuginfo to lag/crash servers

 Source Engine:
 - Fixed client timeout on mapchange problem
 - Fixed setinfo exploit
 - Marked the r_aspectratio ConVar as a cheat

 Server Browser:
 - Renamed Quick List to Map List
 - Removed minimum ping filter from Map List

 Jason


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Re: [hlds] Dods/Tf2 unannouced update

2009-01-12 Thread bl4nk
http://store.steampowered.com/news/2148/

Updates to Team Fortress 2 and Day of Defeat: Source have been released. 
The updates will be applied automatically when your Steam client is 
restarted. The specific changes include:

- Added a Quick List view to the serverbrowser


Darren Gordon wrote:
 And that, everyone is what you call wishful thinking.  ;)


 On Jan 12, 2009, at 7:32 PM, Cc2iscooL wrote:

   
 Server updated binaries. Maybe fixes the lockups on mapchange?

 Checking bootstrapper version ...
 Updating Installation
 Updating 'Team Fortress 2 Content' from version 70 to version 71

 98.26% /orangebox\tf\bin\server.dll
 98.26% /orangebox\tf\maps\graphs\cp_dustbowl.ain
 98.26% /orangebox\tf\maps\graphs\cp_granary.ain
 98.26% /orangebox\tf\maps\graphs\cp_gravelpit.ain
 98.26% /orangebox\tf\maps\graphs\cp_well.ain
 98.26% /orangebox\tf\maps\graphs\ctf_2fort.ain
 98.34% /orangebox\tf\maps\graphs\tc_hydro.ain
 99.10% /orangebox\tf\resource\ui\achievementsdialog.res
 99.23% /orangebox\tf\resource\clientscheme.res
 99.39% /orangebox\tf\resource\sourcescheme.res
 99.59% /orangebox\tf\servers\customgamespage.res
 99.73% /orangebox\tf\servers\customgamespage_filters.res
 99.90% /orangebox\tf\servers\internetgamespage.res
 99.96% /orangebox\tf\servers\internetgamespage_filters.res
 99.97% /orangebox\tf\servers\quicklistpanel.res

 Updating 'Team Fortress 2 Materials' from version 22 to version 23

 99.97% /orangebox\tf\servers\serverbrowsergametypes.txt
 99.98% /orangebox\tf\materials\vgui\maps\menu_thumb_arena_badlands.vmt
 99.98% /orangebox\tf\materials\vgui\maps\menu_thumb_arena_granary.vmt
 99.98% /orangebox\tf\materials\vgui\maps 
 \menu_thumb_arena_lumberyard.vmt
 99.98% /orangebox\tf\materials\vgui\maps\menu_thumb_arena_ravine.vmt
 99.99% /orangebox\tf\materials\vgui\maps\menu_thumb_arena_well.vmt
 99.99% /orangebox\tf\materials\vgui\maps\menu_thumb_cp_fastlane.vmt
 99.99% /orangebox\tf\materials\vgui\maps\menu_thumb_cp_steel.vmt
 99.99% /orangebox\tf\materials\vgui\maps\menu_thumb_ctf_turbine.vmt
 100.00% /orangebox\tf\materials\vgui\maps\menu_thumb_default.vmt
 100.00% /orangebox\tf\materials\vgui\maps 
 \menu_thumb_default_download.vmt
 100.00% /orangebox\tf\materials\vgui\maps\menu_thumb_pl_badwater.vmt

 Checking/Installing 'Base Source Shared Materials' version 8


 Checking/Installing 'Base Source Shared Models' version 4


 Checking/Installing 'Base Source Shared Sounds' version 4


 Checking/Installing 'Team Fortress 2 Dedicated Server' version 49

 HLDS installation up to date

 On Mon, Jan 12, 2009 at 9:23 PM, [??R] The-/iller kil...@righttorule.com
 
 wrote:
   
 Forced update for dods clients, tf2 it seems didnt change anything
 different class tables error

 msleeper wrote:
   
 This was clientside only wasn't it? I haven't had any heartbeat  
 update
 request, and people are not having problems connecting to my TF2
 servers.


 On Mon, 2009-01-12 at 22:15 -0500, [??R] The-/

 
 dods/tf2 update, forced update for dods???

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Re: [hlds] tf2 bonus time

2008-12-25 Thread bl4nk
Changing the cvar works, but players don't respawn during this time. 
You'll need a plugin or something to do that for you.

Robert Whelan wrote:
 I think I tried that long ago, just changing the cvar didn't work.




 
 From: Patrick Shelley sidest...@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Thursday, December 25, 2008 7:32:17 AM
 Subject: Re: [hlds] tf2 bonus time

 thanks - im setting it  to 10 mins then ;)

 On 12/25/08, Kim Olesen Baarsch valvewind...@baarsch.dk wrote:
   
 Yes.

 --
 From: Patrick Shelley sidest...@gmail.com
 Sent: Thursday, December 25, 2008 2:21 PM
 To: Half-Life Windows hlds@list.valvesoftware.com
 Subject: [hlds] tf2 bonus time


 
 is mp_bonusroundtime the bit where if a team wins they can steam about
 killing the other team with access to their spawn, with all crits , while
 the losers have no weps?
   
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Re: [hlds] TF2 bugs

2008-12-21 Thread bl4nk
For #1 are you running any class-limiting plugins? I've seen this happen 
on servers where they limit classes where I try to become a class, but 
it rejects me, and then the next time I'm to respawn, it keeps 
restarting my respawn timer until I change my class to the one I 
currently am.

[??R] The-/iller wrote:
 There are 2 quite annoying but random bugs dealing with spawning:
 1. Spawn timer constantly loops until you (re)select a class
- Cannot determine what triggers this
 2. Changing class in spawn just reloads your current class
- Happens a lot but not 100% of the time

 The cart's dispenser still has its bounding box which will absorb 
 rockets and bullets occasionally.

 Teleporters' animations do not spool up anymore, no matter what level, 
 as well as the already reported still active look when no exit is present.

 Burning through gates is still possible on Goldrush, 2nd stage mostly 
 but also possible on the 1st. 2nd stage Goldrush gates can still be 
 sniped through.

 Buildings can still be built next to the left-middle gate for blue on 
 Badwater.
 While very rare all gates on badwater will still stop you randomly.
 Is the death temp map for Badwater ever going to be put on the TF2 stats 
 page?
 ( http://storefront.steampowered.com/status/tf2/tf2_stats.php )



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Re: [hlds] TF2 bugs

2008-12-21 Thread bl4nk
I just experience a bug not too long ago while playing on my servers. 
Somehow a spy sapped my sentry and no matter how many times I hit my 
sentry, I couldn't get the sapper off. I managed to record a video of it 
happening with xfire so there's something to go by.

http://www.xfire.com/video/55a1b/ (Sorry, no sound - forgot to enable it 
for xfire after reformatting)

If you watch the video, you can see that my sentry acts like it doesn't 
have a sapper on it. The first few seconds of the video it's shooting at 
and kills a pyro. A few seconds after I die, the sentry is killed by the 
sapper, and the spy who put it on there was credited. The person who 
sapped my sentry isn't a hacker or wasn't aware of how he did the glitch 
(at least he acted like he didn't know how). A quick youtube search 
brought me up with these two videos also demonstrating the same glitch:

http://www.youtube.com/watch?v=5WFVdFR-N_g
http://www.youtube.com/watch?v=5KbYmK5BORk


Saint K. wrote:
 Hi,

 We experience this issue every now and then aswell. I kinda assumed it was
 the classlimiter we use playing up. But as you say you don't use any class
 limiter I start to wonder if this might be a general TF2 bug? The bug seems
 to be pretty rare thought, only experienced it once myself, but every now
 and then I hear someone complain about it.

 Cheers,


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of [??R]
 The-/iller
 Sent: Sunday, December 21, 2008 11:19 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 bugs

 Nope, and it only happens to one or two people maybe once every hour or 
 two. Respawn timer just counts down and says preparing to spawn, then 
 starts counting down from 9 again. Notice it seems to be happening more 
 on Badwater but have seen it on pretty much any map.

 bl4nk wrote:
   
 For #1 are you running any class-limiting plugins? I've seen this happen 
 on servers where they limit classes where I try to become a class, but 
 it rejects me, and then the next time I'm to respawn, it keeps 
 restarting my respawn timer until I change my class to the one I 
 currently am.

 [??R] The-/iller wrote:
   
 
 There are 2 quite annoying but random bugs dealing with spawning:
 1. Spawn timer constantly loops until you (re)select a class
- Cannot determine what triggers this
 2. Changing class in spawn just reloads your current class
- Happens a lot but not 100% of the time

 The cart's dispenser still has its bounding box which will absorb 
 rockets and bullets occasionally.

 Teleporters' animations do not spool up anymore, no matter what level, 
 as well as the already reported still active look when no exit is
   
 present.
   
 Burning through gates is still possible on Goldrush, 2nd stage mostly 
 but also possible on the 1st. 2nd stage Goldrush gates can still be 
 sniped through.

 Buildings can still be built next to the left-middle gate for blue on 
 Badwater.
 While very rare all gates on badwater will still stop you randomly.
 Is the death temp map for Badwater ever going to be put on the TF2 stats 
 page?
 ( http://storefront.steampowered.com/status/tf2/tf2_stats.php )



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Re: [hlds] Team Fortress 2 Update Available

2008-12-11 Thread bl4nk
Wrong list to be asking about the autoupdate fix.

Arg! wrote:
 And the autoupdate fix?

 On Fri, Dec 12, 2008 at 12:33 PM, P. Bhandal pbhan...@gmail.com wrote:

   
 Is there any comment on the map-to-map timeout disconnect issue?

 On Thu, Dec 11, 2008 at 8:13 PM, Jason Ruymen jas...@valvesoftware.com
 
 wrote:
   
 A required update for Team Fortress 2 has been released.  Please run
 hldsupdatetool to receive the update.  The specific changes include:

 - The Engineer's teleporters can now be upgraded to level three. It will
 recharge faster the higher level it is
 - The Engineer's dispensers can now be upgraded to level three. It will
 give out metal and heal faster as it is upgraded
 - Spies will be able to recharge their cloaking ability by picking up
   
 ammo
 
 off of the ground or from health cabinets
 - Some changes to the second part of the first stage of Goldrush to give
 the attackers more of an advantage
 - Any weapons that fire bullets (shotguns, sniper's machine gun, heavy's
 minigun, etc.) can now break apart the Demoman's stickybombs
 - The icon on the HUD for a person calling for Medic will now give more
 information to the medic (if the target is low on health, on fire, etc.)
 - Added an achievement tracker that will allow people to choose specific
 achievements that they are trying to get
 - There is now a custom icon for death messages when the player was
   
 killed
 
 from a critical hit
 - Added a new particle effect for when a player enters the water
 - Added smoke to the feet of a rocket jumping soldier
 - Players will now have some particles swirling around them so other
 players can see when they are overhealed

 Jason

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Re: [hlds] Left 4 Dead Update Available

2008-12-05 Thread bl4nk
I think it should be set to normal by default when you join a versus 
game through the lobby, and then you can vote to change. The vote should 
be displayed to all players, instead of just the four on the team that 
the vote was called from.

Tom Richardson wrote:
 Hi - there were two issues Valve were seeking to address with this:

 1. People starting versus games and being put into expert from the lobby
 when they wanted to play Normal.
 2. People could call a vote to change difficulty but only 1 team (i.e.
 survivors or infected) would actually see the vote. Hence this could be
 exploited by the team, votechanging the difficulty to easy when they were
 humans, then expert when they were infected, and their opponents wouldn't
 even know they were doing it.

 Now in fairness, issue 1 could have been addressed by simply adding a
 difficulty filter from the lobby in the same way that co-op does, and issue
 2 could have been fixed by removing the ability to votechange. My guess is
 that Valve have simply locked the difficulty as a quick fix while they
 work on better solutions.

 2008/12/5 P1cwh0r3 [EMAIL PROTECTED]

   
 C-mon folks. As if reactions like that are going to help.

 Jason / Valve,

 What was the main point behind Valve locking the difficulty?

 Same question... 2 different ways of asking.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Coldorak
 Sent: Saturday, 6 December 2008 12:53 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Left 4 Dead Update Available

 - Versus mode is now locked to Normal difficulty -- are you stupid?!
 What the hell is that? We can't set the difficulty we want?

 Cold




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Re: [hlds] Left 4 Dead Update Available

2008-12-04 Thread bl4nk
Get SourceMod, and make a plugin request.

Formologic23 wrote:
 Why on earth would you lock the Versus difficulty? That is a pretty lame
 forced update in my opinion. Normal is too easy, and most of the people I
 have talked with prefer to play Versus on Advanced. So why would you LOCK
 the difficulty? I really am considering shutting down my servers because if
 I can't have control over them (including the clients to a certain degree),
 then I really am not interested in supporting this particular game anymore.
 I love the game, but seriously, this is ludicrous.


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Re: [hlds] Left 4 Dead Update Available

2008-12-04 Thread bl4nk
To explain a bit more than Steve did, no. There was a glitch where 
turning cheats off would set some cvars to improper values (smoker 
tongue-miss to 15 seconds, spawn distance for zombies to greater than 10 
meters, etc), and this patch fixed that (they now reset to their proper 
values). Turning cheats on, setting cvars, and then turning it off will 
only reset those values to their defaults.

msleeper wrote:
 Wait, so does this mean I can do something like:

 -- autoexec.cfg --
 sv_cheats 1
 z_common_limit 200
 z_health 300
 other_cheat_commands_to
 make_zombies_stronger
 sv_cheats 0
 -- eof --

 And the changes will not be reversed when sv_cheats gets turned back
 off?


 On Thu, 2008-12-04 at 15:53 -0800, Jason Ruymen wrote:
   
 - Fixed a error were disabling cheats would incorrectly reset data
 


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Re: [hlds] TF2: Players locking up

2008-12-02 Thread bl4nk
That almost looks like a generic connection problem. The in-packets 
being large seems to be justified by the choke spiking and then dropping 
over and over. Is this only happening during map changes or in the 
middle of the round?

Tony Paloma wrote:
 Here's a couple of screenshots from another incident:
 http://www.sourceop.com/randomimages/lag_problems/cp_steel0093.jpg
 http://www.sourceop.com/randomimages/lag_problems/cp_steel0095.jpg

 The server time when these screenshots were taken was around 22:32:30.

 The log from around the incident is available here:
 http://www.sourceop.com/randomimages/lag_problems/log_segment.txt


 This particular incident happened five minutes after a prior one. It doesn't
 seem to affect everyone, but it does affect multiple people. The admin that
 took the screen shots said this:
 The first incident of this happened at 8:34pm server time and then again at
 8:39pm. I was healing a heavy, mic was silent, kritz was up and he said I
 need ammo and then I froze.
 People had been chatting periodically for that 5 minute timeframe but mic
 chat was lower than usual. At 8:39 it happened again but I don't recall
 anything specific happening before. For the first second or two that it
 starts, I can still look around and don't always notice it but by 5 seconds
 in, everything is completely locked up and then it's obvious.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
 Sent: Monday, December 01, 2008 8:52 AM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] TF2: Players locking up

 I'll try to get a console log from a player and the server when this
 happens.

 There are no custom sounds on the server. There are no downloads at all.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Haven Meyer
 Sent: Monday, December 01, 2008 6:34 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2: Players locking up

 Good Morning,
 More specific : See if you can get someone to send you a screenshot of
 the console when these lag outs / crashes occur, or pull that log.
 Reason I ask is that it looks to be another issue with Netchannel overflow.
 -Things to look for. Are you running any custom sounds in server? I can go
 into more details if requested, but simply put is that those custom sounds
 could be what is causing the server to run like this / dropping users but
 not crash the server. I have the logs / screenshots to back this up, as well
 as a way to fix it if that is the issue.
 -While I don't see anything in the screenshot, there are ways to crash other
 players using the same svc_VoiceData from someone playing custom sounds in
 server. If when a certain someone plays a .wave file and then things start
 going crazy, it could very well be that exploit at work.

 I could be incorrect for your specific situation, but it would match what we
 are seeing on the graph. Good luck, and feel free to contact me via email if
 needed.

 On Sun, Nov 30, 2008 at 10:38 PM, Tony Paloma
 [EMAIL PROTECTED]wrote:

   
 I've been getting reports of players locking up or lagging out in TF2. 
 I finally got someone to send me a screenshot while the problem was 
 occurring.

 http://www.sourceop.com/randomimages/cp_badlands0028.jpg
 (I have more but they look pretty much the same)

 Note the surge of incoming packets and crazyness on the netgraph. 
 Anyone seen this before or know what might be causing it? Any input
 
 appreciated.
   
 Thanks,
 Tony


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Re: [hlds] [L4D] How to prevent Vote Kicking

2008-12-01 Thread bl4nk
If you use SourceMod, you can use this plugin:
http://forums.alliedmods.net/showthread.php?p=718773

turb0z wrote:
 Several of the community members that play on my servers are getting
 irritated that pubbers are vote kicking them even if there's really no
 reason to do it.  It's a few friends playing together and don't want a
 random person (our community members) to be on the server so they vote
 kick.  Is there anything in place (admin mod or anything) that allows us to
 put SteamID's on a whitelist?

 For now, we're just kicking the people who vote kick.  Our servers are
 clearly marked that they're our community servers and these people
 votekicking blatantly don't realize who they're kicking.

 Anyway, thanks for the help in advance. If there is nothing in place, I
 request from Valve that they implement something in to the game to allow
 this.

 -turb0z
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Re: [hlds] [TF2] Time out at map change

2008-11-30 Thread bl4nk
I get this as well on some of my TF2 servers. It will normally time out 
for about 20 seconds right before map change and then finally it will 
start to change the map. I believe I've seen it in L4D as well, but it's 
nothing as bad as in TF2. In L4D it might hang for a second or two, but 
no more than that.

Kitteny Berk wrote:
 Either way,  it's probably worth exploring the fact it's apparently 
 happening on TF2 and L4D,  especially as TF2 hasn't been updated in a 
 fair while.


 Dustin Wyatt wrote:
   
 D'oh.

 On Sun, Nov 30, 2008 at 1:46 PM, Nicholas Hastings [EMAIL PROTECTED] wrote:
   
 
 Why? The OP didn't say it was TF2. 

 Look at the subject...


 Dustin Wyatt wrote:
 
   
 Why?  The OP didn't say it was TF2.

 Regardless, I get this on TF2 occasionally (since..well forever) and I
 also get it on L4D somewhat more frequently.  The TF2 server is
 running SM, but the L4D servers aren't running anything.  So unless
 this is a symptom of two separate problems (entirely possible) it
 sounds like it's a srcds issue.


 On Sun, Nov 30, 2008 at 11:56 AM, Cc2iscooL [EMAIL PROTECTED] wrote:

   
 
 Let's try to keep this to TF2 only.

 On Sun, Nov 30, 2008 at 11:44 AM, Tom Richardson
 [EMAIL PROTECTED]wrote:


 
   
 I had this on a server last night. It was switching to the finale of Dead
 Air :( Very annoying. It wasn't my server though so I can't really offer
 any
 useful information.

 2008/11/30 Cc2iscooL [EMAIL PROTECTED]


   
 
 What SQL-based addons are you running?

 Are you running Sourcebans?

 http://forums.alliedmods.net/showthread.php?t=80494

 On Sun, Nov 30, 2008 at 10:51 AM, Kim Olesen Baarsch 
 [EMAIL PROTECTED] wrote:


 
   
 Hi

 Sometimes when my server changes from one map to another, instead of

   
 
 going

 
   
 to the 'server is changing map'-screen, it will just give all clients

   
 
 the

   
 
 Lost connection to server thing in the top right corner of the screen,
 while the scoreboard is shown.
 When it is finally done counting down from 30 seconds, everybody gets
 disconnected, and then a couple of seconds later it has finally loaded

   
 
 the

 
   
 next map.
 Are anyone else experiencing this issue, and does anyone have a

   
 
 solution

   
 
 to

 
   
 this problem?
 The server is running a couple of addons, but we've only rescently
 experiencing this problem.

 Thanks in advance,
 Kim O. Baarsch
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Re: [hlds] [TF2] Time out at map change

2008-11-30 Thread bl4nk
It happens on both my Windows and Linux servers. :\

Saint K. wrote:
 I only had this behavior with windows. On Linux its all working fine.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of bl4nk
 Sent: Sunday, November 30, 2008 10:47 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [TF2] Time out at map change

 I get this as well on some of my TF2 servers. It will normally time out 
 for about 20 seconds right before map change and then finally it will 
 start to change the map. I believe I've seen it in L4D as well, but it's 
 nothing as bad as in TF2. In L4D it might hang for a second or two, but 
 no more than that.

 Kitteny Berk wrote:
   
 Either way,  it's probably worth exploring the fact it's apparently 
 happening on TF2 and L4D,  especially as TF2 hasn't been updated in a 
 fair while.


 Dustin Wyatt wrote:
   
 
 D'oh.

 On Sun, Nov 30, 2008 at 1:46 PM, Nicholas Hastings [EMAIL PROTECTED]
   
 wrote:
   
   
 
   
 Why? The OP didn't say it was TF2. 

 Look at the subject...


 Dustin Wyatt wrote:
 
   
 
 Why?  The OP didn't say it was TF2.

 Regardless, I get this on TF2 occasionally (since..well forever) and I
 also get it on L4D somewhat more frequently.  The TF2 server is
 running SM, but the L4D servers aren't running anything.  So unless
 this is a symptom of two separate problems (entirely possible) it
 sounds like it's a srcds issue.


 On Sun, Nov 30, 2008 at 11:56 AM, Cc2iscooL [EMAIL PROTECTED]
   
 wrote:
   
   
 
   
 Let's try to keep this to TF2 only.

 On Sun, Nov 30, 2008 at 11:44 AM, Tom Richardson
 [EMAIL PROTECTED]wrote:


 
   
 
 I had this on a server last night. It was switching to the finale of
   
 Dead
   
 Air :( Very annoying. It wasn't my server though so I can't really
   
 offer
   
 any
 useful information.

 2008/11/30 Cc2iscooL [EMAIL PROTECTED]


   
 
   
 What SQL-based addons are you running?

 Are you running Sourcebans?

 http://forums.alliedmods.net/showthread.php?t=80494

 On Sun, Nov 30, 2008 at 10:51 AM, Kim Olesen Baarsch 
 [EMAIL PROTECTED] wrote:


 
   
 
 Hi

 Sometimes when my server changes from one map to another, instead
   
 of
   
   
 
   
 going

 
   
 
 to the 'server is changing map'-screen, it will just give all
   
 clients
   
   
 
   
 the

   
 
   
 Lost connection to server thing in the top right corner of the
   
 screen,
   
 while the scoreboard is shown.
 When it is finally done counting down from 30 seconds, everybody
   
 gets
   
 disconnected, and then a couple of seconds later it has finally
   
 loaded
   
   
 
   
 the

 
   
 
 next map.
 Are anyone else experiencing this issue, and does anyone have a

   
 
   
 solution

   
 
   
 to

 
   
 
 this problem?
 The server is running a couple of addons, but we've only rescently
 experiencing this problem.

 Thanks in advance,
 Kim O. Baarsch
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[hlds] L4D - sv_search_key

2008-11-22 Thread bl4nk
I can't seem to find the thread where we were talking about
sv_search_key last, so I thought I'd just make a new one.

I last mentioned that the cvar didn't seem to work, but since then it
has been working just fine. The only thing is that my servers now seem
quite empty when I have the key set. Seeing as how players will only
join servers with their search key the same as the servers, does this
mean players with no search key will not be able to join servers with
one set?


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Re: [hlds] L4D - sv_search_key

2008-11-22 Thread bl4nk
Low and behold, I decided to shut down half of my servers to remove the 
search key, and what do you know; people joined instantly. Is this the 
intended functionality? I'd still like public lobby games (where users 
don't specify a search key) to be able to use my servers, but have users 
who do want to use my servers (by setting their search key to mine) be 
able to as well.

bl4nk wrote:
 I can't seem to find the thread where we were talking about
 sv_search_key last, so I thought I'd just make a new one.

 I last mentioned that the cvar didn't seem to work, but since then it
 has been working just fine. The only thing is that my servers now seem
 quite empty when I have the key set. Seeing as how players will only
 join servers with their search key the same as the servers, does this
 mean players with no search key will not be able to join servers with
 one set?




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Re: [hlds] L4D - sv_search_key

2008-11-22 Thread bl4nk
Yeah, but not everyone uses the server browser, and I run servers for a 
community, not just a few friends. I just set up some extra servers for 
the search key and left a good amount for public games.

fat_man_rocks @hotmail.com wrote:
 People will still be able to join the server directly through the server 
 browser.  That means it would be up to the player to open the server browser, 
 search through the list, find your server and decide to join it.
  
 Ever since I put sv_search_key on my server, all traffic has stopped.  Which 
 is what I wanted.  Now, my friends and I can create a lobby and join our 
 server at any time because it is always empty.  Well, unless someone from our 
 clan happens to already be using it, obvioulsy.  
  
   
 Date: Sat, 22 Nov 2008 15:27:56 -0500 From: [EMAIL PROTECTED] To: 
 hlds@list.valvesoftware.com Subject: [hlds] L4D - sv_search_key  I can't 
 seem to find the thread where we were talking about sv_search_key last, so 
 I thought I'd just make a new one.  I last mentioned that the cvar didn't 
 seem to work, but since then it has been working just fine. The only thing 
 is that my servers now seem quite empty when I have the key set. Seeing as 
 how players will only join servers with their search key the same as the 
 servers, does this mean players with no search key will not be able to join 
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Re: [hlds] Left 4 Dead Demo Update Available

2008-11-17 Thread bl4nk
Did they ever say they fixed that? I believe their solution to a 
private server was the whole community-exclusive thing.

Kevin Ottalini wrote:
 Erik,
 sv_password is still only partially working, I have a password on my 
 test server (Win32, latest update) and players are still joining.


 - Original Message - 
 From: Erik Johnson [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Monday, November 17, 2008 1:35 PM
 Subject: Re: [hlds] Left 4 Dead Demo Update Available


   
 Sv_steamgroup_exclusive should work for this now.

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of Flubber
 Sent: Monday, November 17, 2008 1:10 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Left 4 Dead Demo Update Available

 Still nothing for blocking connexion completely for players who are not 
 from
 the community linked with a server. Please let us have real private 
 server.

 


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Re: [hlds] Left 4 Dead Demo Update Available

2008-11-17 Thread bl4nk
They might have been able to join through friends or something. Does the 
exclusive command block queries from those not in the group or does it 
block connections?

Flubber wrote:
 Well i got at least 12 players (on our 13 servers) who are not in a
 community.

 Does password still blocking the server to appears in the community list?

 2008/11/17 Erik Johnson [EMAIL PROTECTED]

   
 Sv_steamgroup_exclusive should work for this now.

 
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Re: [hlds] where are the updated maps

2008-11-17 Thread bl4nk
Assuming you're talking about Left 4 Dead, update l4d_full instead of 
l4d_demo.

brian lyons wrote:
 I,ve been following these threads and enduring the never ending blog formats 
 to sift out information. at this point I am as frustrated as all of the 
 persons submitting their discontent.now after running update number eleven, I 
 scroll through the server files expecting to see the entire game. is there a 
 reasom why there are only 2 maps.
 is there some magic executable that I did not get. so its 9.00 pm three hrs 
 till launch please tell me how to fix this.


   
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Re: [hlds] How do servers handle checksum mismatch?

2008-11-16 Thread bl4nk
I'm pretty sure that unless a server is pure (without the proper 
whitelist) or enforces consistency that custom models and such are fine. 
Maps are different however; they're required to be the same. The server 
will check if the client has the map, and if they do, check the checksum 
against their map. If it's not the same, they'll be kicked with a 
message telling them that they're map differs from the server's.

Barc0de_ wrote:
 I ve been modelling for awhile now, and i kept telling all the download users 
 that they can modify the textures of the models i made. 

 so now, it comes to my concern that if a user/mapper modify the 
 texture(causing the texture into a different size, different checksum). How 
 well does server or client handle this? 

 This will be the same scenario as a player connecting to server A. Then 
 connecting to server B which has the same name of the map but different 
 version. Will the player keep downloading the current map everytime when he 
 connects to different server? 

 thanks for your patience, i appreciate any replies..

 Question passed on by Kat_Fish, original question @ 
 http://www.fpsbanana.com/threads/138989?1

 Note: Personally I am not even sure what he is talking about, it sounds just 
 like custom textures which would be perfectly fine if modified.
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Re: [hlds] Left 4 Dead Demo Update Available

2008-11-15 Thread bl4nk
I've had this problem a few times as well. I saw a fix posted somewhere 
(mailing list or elsewhere, I don't remember) that involved cranking up 
your rates on the client.

Cc2iscooL wrote:
 Alright, there's a problem going on since two updates ago. Every time I
 reach the subway level, until I get to the lower subway (just past the
 escalators), my net_graph looks like the following... and other players are
 experiencing this too.

 http://www.1337gaming.com/l4dpics/

 This situation loops over and over...it seems to be a client problem, some
 clients get it all the time, some get it occasionally, and some get it not
 at all. Very strange. I've reinstalled my server from scratch, verified my
 client files, and all sorts of other changes, with no result. Has anyone
 else seen this or is it just me?



 On Fri, Nov 14, 2008 at 8:09 PM, Jason Ruymen [EMAIL PROTECTED]wrote:

   
 A required update for the Left 4 Dead Demo has been released.  Please run
 hldspdatetool to receive the update.  The specific changes include:

 - Added the ability to tie game servers to Steam Community groups. Group
 administrators can now see the GroupID on the group's administrative page,
 which can be used as the value for sv_steamgroup. Users that are in that
 group will then be able to browse directly to them from the main menu
 - Fixed setinfo exploit
 - Fixed a crash when exiting the game
 - Fixed a few cases where the game would crash when using ALT-TAB
 - Fixed a problem that could cause texture corruption on some ATI video
 cards
 - Fixed a bug that could cause infected horde to disappear

 And we've added more documentation for dedicated servers in the file
 dedicatedserver_readme.txt

 Jason


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Re: [hlds] Left 4 Dead Demo Update Available

2008-11-15 Thread bl4nk
What about updaterate and cmdrate? The post I saw involved changing the 
rate (which you said can't be changed, so that doesn't matter), and 
those two as well.

Cc2iscooL wrote:
 Thing is, your rates are locked to 10,000, and aren't manage-able by the
 server...thus we have the problem.

 On Sat, Nov 15, 2008 at 12:13 PM, bl4nk [EMAIL PROTECTED] wrote:

   
 I've had this problem a few times as well. I saw a fix posted somewhere
 (mailing list or elsewhere, I don't remember) that involved cranking up
 your rates on the client.

 Cc2iscooL wrote:
 
 Alright, there's a problem going on since two updates ago. Every time I
 reach the subway level, until I get to the lower subway (just past the
 escalators), my net_graph looks like the following... and other players
   
 are
 
 experiencing this too.

 http://www.1337gaming.com/l4dpics/

 This situation loops over and over...it seems to be a client problem,
   
 some
 
 clients get it all the time, some get it occasionally, and some get it
   
 not
 
 at all. Very strange. I've reinstalled my server from scratch, verified
   
 my
 
 client files, and all sorts of other changes, with no result. Has anyone
 else seen this or is it just me?



 On Fri, Nov 14, 2008 at 8:09 PM, Jason Ruymen [EMAIL PROTECTED]
 wrote:


   
 A required update for the Left 4 Dead Demo has been released.  Please
 
 run
 
 hldspdatetool to receive the update.  The specific changes include:

 - Added the ability to tie game servers to Steam Community groups. Group
 administrators can now see the GroupID on the group's administrative
 
 page,
 
 which can be used as the value for sv_steamgroup. Users that are in that
 group will then be able to browse directly to them from the main menu
 - Fixed setinfo exploit
 - Fixed a crash when exiting the game
 - Fixed a few cases where the game would crash when using ALT-TAB
 - Fixed a problem that could cause texture corruption on some ATI video
 cards
 - Fixed a bug that could cause infected horde to disappear

 And we've added more documentation for dedicated servers in the file
 dedicatedserver_readme.txt

 Jason


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Re: [hlds] Steam community group features

2008-11-14 Thread bl4nk
It somewhat works for me. I currently have 6 L4D servers running, and it 
will take a few seconds before it displays one. I've never seen it 
display more than one (despite 2 or 3 being empty) at a time. It will 
display all of the servers eventually over time, but never more than one.

Fudgstu wrote:
 I've set the sv_steamgroup , but don't have the
 sv_steamgroup_exclusive in the config.  The steamgroup comes up, but it then
 goes to searching for the steamgroup and can't find any servers.  I did have
 it actually find and was able to get to the lobby, but then it kept
 searching for the dedicated server, while in lobby.  I was unable to
 actually connect to the server.  I do like this feature of having
 sv_steamgroup for our community.


 On Fri, Nov 14, 2008 at 10:45 PM, Andrew Armstrong [EMAIL PROTECTED]wrote:

   
 Are you aware of any problems with this group feature not working right?

 I just tried to look again for servers in a group I am in.

 Someone else reported the same problem: If I waited 30 seconds or so at the
 main menu, I eventually see servers scrolling by for 'Steam group servers',
 but this takes a while, as they do not appear immediately like friends
 playing on servers does.

 However when I click on them to go to the 'find games' screen, there are
 never any results for games to join, Ive tried waiting at this screen for
 several minutes too.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson
 Sent: Saturday, 15 November 2008 3:33 PM
 To: Half-Life dedicated Win32 server mailing list
 Cc: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Steam community group features

 It will work in most cases, just not all yet. We'd like people to test
 it though.




 On Nov 14, 2008, at 7:51 PM, Kitteny Berk [EMAIL PROTECTED] wrote:

 
 They said it's not completely implemented, which to me reads like test
 it, it might explode something amusingly.

 Was mostly just mentioning it doesn't work, and given the password
 doesn't appear to work quite right, We could be stuck without private
 servers, which is A Bad ThingT

 msleeper wrote:
   
 They said that the sv_steamgroup_exclusive is not functioning yet.

 On Sat, 2008-11-15 at 03:41 +, Kitteny Berk wrote:

 
 Also seems that sv_steamgroup_exclusive 1 doesn't work at all, the 2
 servers I tried removing the password on filled immediately.

 sv_password  seems to be buggered too (though it could be
 openserverbrowser related),  my remaining passworded server will
 let me
 connect from the server browser, puts me into a lobby that lasts
 about 3
 seconds,  loads a map and crashes my client.

 Andrew Armstrong wrote:

   
 Just another quick (bug?) report, if you click 'Create Lobby'
 from the 'Play
 on Steam Group Server' screen, it goes to a find lobby screen
 instead of one
 with the 'create lobby' button.

 - Andrew

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Erik
 Johnson
 Sent: Saturday, 15 November 2008 12:54 PM
 To: hlds@list.valvesoftware.com; [EMAIL PROTECTED]
 Subject: [hlds] Steam community group features

 Ok, we're getting ready to ship the first round of the group
 features we've
 been working on this week.

 There is a new cvar called sv_steamgroup, which takes the Steam
 group number
 (which is now visible on the group's administrative page). The
 server will
 still be part of matchmaking, but users that are in that group
 will be able
 to browse directly to it from the main menu. Also, if this value
 is set,
 there will be a button near the message of the day that allows
 users to go
 directly to that group's page. This allows them to join that
 group if they
 like, and then be able to browse back to it in the future.

 There is another convar in there called sv_steamgroup_exclusive,
 which isn't
 completely implemented yet. The goal if it will be to make a
 server only
 joinable by users within that group, but there are some edge
 cases where
 matchmaking could still potentially put users on there.  People
 are welcome
 to play around with it for now, and we should have it fully
 implemented in
 the next few days or so.

 Hopefully this addresses some of the concerns server admins have
 brought up.

 Erik
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Re: [hlds] Setmaster no longer working and sv_search_key

2008-11-09 Thread bl4nk
Try sending a heartbeat after setting the key on your server. If it 
works the way I think it does it's that the master servers don't know 
that your server has the key set yet. I can only assume that's how the 
system works.

Dustin Peacock wrote:
 Do you have sv_password in your server.cfg. I haven't tried sv_search_key
 without sv_password so I don't know if that's the problem. Has anyone tried
 and see if it works with out passwording the server?


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of [??R]
 The-/iller
 Sent: Sunday, November 09, 2008 10:04 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Setmaster no longer working and sv_search_key

 Browser works fine, but haven't be able to do sv_search_key since the 
 start, tried anything from 1 character to 20 and none of them work, they 
 get the unable to locate popup immediately

 J T wrote:
   
 Post your command line and config?

 My only suggestion is to start over from scratch, might be a typo.

 On Sat, Nov 8, 2008 at 3:36 PM, Dustin Peacock
 
 [EMAIL PROTECTED]wrote:
   
   
 
 The setmaster (ip) commands in server.cfg were working for a time. My
 servers were showing up in the browser just fine but all of a sudden they
 are no longer showing up and I haven't changed my server.cfg at all or my
 command lines.

 Also, I cannot get sv_search_key to work. I have set it in my server.cfg
 but
 my clients report that when they set the same key from their console they
 immediately get the error window unable to locate a dedicated server.

 Any help would be appreciated.


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Re: [hlds] More players with no server.cfg

2008-11-08 Thread bl4nk
I don't think you understand how it works. sv_unreserve only does 
something if the slot is reserved for lobby connections. The slots 
aren't (at least they shouldn't be) reserved until a lobby host attempts 
to join your server, so having it in your server.cfg isn't a requirement.

1nsane wrote:
 Well for starters you have sv_tags Server Browser Join Enabled but
 that's a lie because you do not have sv_unreserve anywhere in your
 server.cfg so your server is reserved only for the lobby and you're just
 annoying people who see those tags and can't join due to reservation.

 On Sat, Nov 8, 2008 at 4:47 PM, Steven Barker [EMAIL PROTECTED] wrote:

   
 WOW this is turning into some wiered shit, I have been having some problems
 with my L4D server, by that I mean a lack of players joining, on my home
 server I start it and people join with in seconds (literally 4/4 within
 about 5 seconds) however on my externally hosted server it can go for hours
 unpopulated. My hope server by default game with no server.cfg, no I decided
 to delete it on my external server too and what do you know, 4/4 in 5
 seconds after a restart. My server.cfg is:

 // Server Name
 hostname*=Consolespot.net=* 4Slot Kill Factory

 // Rcon Cvars
 rcon_password xx //Set's remote control password

 // Server Password
 sv_password  // Password protects server

 // Server Cvars
 mp_disable_autokick 1 //Prevents a userid from being auto-kicked
 sv_allow_color_correction 0 //Allow or disallow clients to use color
 correction on this server.
 sv_allow_wait_command 0 //Allow or disallow the wait command on clients
 connected to this server.
 sv_alltalk 1 //Players can hear all other players, no team restrictions
 sv_alternateticks 0 //If set, server only simulates entities on even
 numbered ticks.
 sv_cheats 0 //Allow cheats on server
 sv_clearhinthistory 0 //Clear memory of server side hints displayed to the
 player.
 sv_consistency 1 //Whether the server enforces file consistency for
 critical files
 sv_contact [EMAIL PROTECTED] //Contact email for server sysop
 sv_downloadurl  //Location from which clients can download missing files
 sv_pausable 0 //Is the server pausable.

 // Lan or internet play, Server region cvars
 sv_lan 0 //Server is a lan server ( no heartbeat, no authentication, no
 non-class C addresses )
 sv_region 3 // Region Codes: 0 - US East coast, 1 - US West coast, 2 -
 South America, 3 - Europe, 4 - Asia, 5 - Australia, 6 - Middle East, 7 -
 Africa, 255 - world

 // HTTP Redirect
 sv_downloadurl http://maps.killercreation.co.uk/maps/customers/eatit/L4D;

 // Server Logging
 sv_log_onefile 0 //Log server information to only one file.
 sv_logbans 1 //Log server bans in the server logs.
 sv_logecho 0 //Echo log information to the console.
 sv_logfile 1 //Log server information in the log file.
 sv_logflush 0 //Flush the log file to disk on each write (slow).
 sv_logsdir logs //Folder in the game directory where server logs will be
 stored.

 //Server Rates
 sv_maxcmdrate 100 //(If sv_mincmdrate is  0), this sets the maximum value
 for cl_cmdrate.

 // Show server in public server browser
 sv_allow_lobby_connect_only 0

 //Game Difficulty
 z_difficulty Hard

 //Additional Cvars
 sv_tags Server Browser Join Enabled

 //Add to Master Server
 setmaster add 68.142.72.250:27011
 setmaster add 72.165.61.189:27011
 setmaster add 69.28.151.162:27011
 setmaster add 68.142.72.250:27011

 Can anyone see if anything is wrong here which could cause my server not to
 be populated with it in?

 Thanks


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Re: [hlds] More players with no server.cfg

2008-11-08 Thread bl4nk
I'm pretty sure that reservations get dropped on map change. Just having 
it in the server.cfg wouldn't help you if a lobby host connected and 
then left. I believe they fixed that so that when that happens the 
reserved slots are timed out after a while.

1nsane wrote:
 Oh? But then once it's reserved the reservation lasts for negatives and it
 stays reserved even after people leave. That has been the case for me
 atleast. Unless there was some optional update that I missed?

 On Sat, Nov 8, 2008 at 5:08 PM, bl4nk [EMAIL PROTECTED] wrote:

   
 I don't think you understand how it works. sv_unreserve only does
 something if the slot is reserved for lobby connections. The slots
 aren't (at least they shouldn't be) reserved until a lobby host attempts
 to join your server, so having it in your server.cfg isn't a requirement.

 1nsane wrote:
 
 Well for starters you have sv_tags Server Browser Join Enabled but
 that's a lie because you do not have sv_unreserve anywhere in your
 server.cfg so your server is reserved only for the lobby and you're just
 annoying people who see those tags and can't join due to reservation.

 On Sat, Nov 8, 2008 at 4:47 PM, Steven Barker [EMAIL PROTECTED]
   
 wrote:
 
   
 WOW this is turning into some wiered shit, I have been having some
 
 problems
 
 with my L4D server, by that I mean a lack of players joining, on my home
 server I start it and people join with in seconds (literally 4/4 within
 about 5 seconds) however on my externally hosted server it can go for
 
 hours
 
 unpopulated. My hope server by default game with no server.cfg, no I
 
 decided
 
 to delete it on my external server too and what do you know, 4/4 in 5
 seconds after a restart. My server.cfg is:

 // Server Name
 hostname*=Consolespot.net=* 4Slot Kill Factory

 // Rcon Cvars
 rcon_password xx //Set's remote control password

 // Server Password
 sv_password  // Password protects server

 // Server Cvars
 mp_disable_autokick 1 //Prevents a userid from being auto-kicked
 sv_allow_color_correction 0 //Allow or disallow clients to use color
 correction on this server.
 sv_allow_wait_command 0 //Allow or disallow the wait command on clients
 connected to this server.
 sv_alltalk 1 //Players can hear all other players, no team restrictions
 sv_alternateticks 0 //If set, server only simulates entities on even
 numbered ticks.
 sv_cheats 0 //Allow cheats on server
 sv_clearhinthistory 0 //Clear memory of server side hints displayed to
 
 the
 
 player.
 sv_consistency 1 //Whether the server enforces file consistency for
 critical files
 sv_contact [EMAIL PROTECTED] //Contact email for server sysop
 sv_downloadurl  //Location from which clients can download missing
 
 files
 
 sv_pausable 0 //Is the server pausable.

 // Lan or internet play, Server region cvars
 sv_lan 0 //Server is a lan server ( no heartbeat, no authentication, no
 non-class C addresses )
 sv_region 3 // Region Codes: 0 - US East coast, 1 - US West coast, 2 -
 South America, 3 - Europe, 4 - Asia, 5 - Australia, 6 - Middle East, 7 -
 Africa, 255 - world

 // HTTP Redirect
 sv_downloadurl 
 
 http://maps.killercreation.co.uk/maps/customers/eatit/L4D;
 
 // Server Logging
 sv_log_onefile 0 //Log server information to only one file.
 sv_logbans 1 //Log server bans in the server logs.
 sv_logecho 0 //Echo log information to the console.
 sv_logfile 1 //Log server information in the log file.
 sv_logflush 0 //Flush the log file to disk on each write (slow).
 sv_logsdir logs //Folder in the game directory where server logs will
 
 be
 
 stored.

 //Server Rates
 sv_maxcmdrate 100 //(If sv_mincmdrate is  0), this sets the maximum
 
 value
 
 for cl_cmdrate.

 // Show server in public server browser
 sv_allow_lobby_connect_only 0

 //Game Difficulty
 z_difficulty Hard

 //Additional Cvars
 sv_tags Server Browser Join Enabled

 //Add to Master Server
 setmaster add 68.142.72.250:27011
 setmaster add 72.165.61.189:27011
 setmaster add 69.28.151.162:27011
 setmaster add 68.142.72.250:27011

 Can anyone see if anything is wrong here which could cause my server not
 
 to
 
 be populated with it in?

 Thanks


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Re: [hlds] L4D dedicated server config guide

2008-11-07 Thread bl4nk
Right. There's no GUI option for it currently. You have to type it into 
the client console.

Tom Leighton wrote:
 You put it on your server, and then set it on your client in your 
 console or whatever.

 Then when you do a lobby and create the game it searches for servers 
 with that key.

 Patrick Shelley wrote:
   
 ##  but only by people with a matching sv_search_key  ##

 where do these folk put their key? in a cfg? in the lobby somewhere?

 I've set mine, where do others search for me using the unique key?

 Patrick
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Re: [hlds] Left 4 Dead Demo Updated Released

2008-11-06 Thread bl4nk
I'm not sure if all Windows servers are having the same problem that 
mine were, but they're not adding the master servers to their list. I 
remedied it by adding the following lines to my server.cfg:

setmaster add 68.142.72.250:27011
setmaster add 72.165.61.189:27011

Once I put those two lines in there and executed the server.cfg, they 
showed right back up on the server list again.

Cc2iscooL wrote:
 -Facepalms-

 Windows servers drop to 10FPS when they're in hibernation AKA no players.
 I watched my servers this morning, and as they jumped out of hibernation FPS
 went to 29.xx. Once back in hibernation they go down to 10FPS. This is
 normal.

 On Fri, Nov 7, 2008 at 1:07 AM, Saint K. [EMAIL PROTECTED] wrote:

   
 I applied this update on both windows and Linux.

 Linux servers get populated, windows servers are in a 10FPS deadlock again.

 Saint K.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
 Sent: Friday, November 07, 2008 5:09 AM
 To: Half-Life dedicated Win32 server mailing list;
 [EMAIL PROTECTED]; [EMAIL PROTECTED]
 Subject: [hlds] Left 4 Dead Demo Updated Released

 The Left 4 Dead Demo has been updated.  Please run hldsupdatetool to
 receive
 it.  The specific changes include:

 - Fixed several issues with matchmaking and password protected servers
 - Tuned matchmaking to provide better search results
 - Fixed bug where servers could stay reserved by matchmaking forever
 - Performance optimizations and fixes to networking layer
 - Fixed issue where game could cause Steam executable to use too much CPU
 - Fixed music resetting when changing video settings
 - Fixed some issues with not being able to chat and/or connect to other
 users

 In addition to those, we've also added some early features to help enable
 private servers.  There are two ways to enable this:

 Set a sv_search_key to a unique string on the server
 Do the same on each client that will want to connect
 Start a map on the server
 Searches for games should be restricted to only finding servers with that
 search key

 Or

 Set sv_allow_lobby_connect_only 0
 Set sv_password to a non-empty string
 Start a map on the server
 Tell the client the IP address of the server
 Client uses console to connect ip just like the good old days
 Should result in password prompt during connect to server

 These features are still a work in progress.

 Jason

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Re: [hlds] Left 4 Dead -Matchmaking

2008-11-05 Thread bl4nk
Quoting the OP for this thread:
 Clients will be able to Quick Match, Play Online, and Play With Friends 
 when they want to play a game.
It sounds like Quick Match will put you directly into a random game 
(hopefully the best possible for you at the time), Play Online will be 
a sort of server browser like we have now, and Play With Friends will 
most likely be a list of servers that your friends are playing on.

That's just my views on how I think it will be. Whether or not it's like 
that is still in the air it seems.


[EMAIL PROTECTED] wrote:
 I bet valve are looking at the drawing board as we speak,



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Brian M. Frain
 Sent: Thursday, 6 November 2008 2:48 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Left 4 Dead -Matchmaking


 What if you have already pre-ordered it? This is like one of those EA
 surprises when they say oh, you can only install three times.
 On the other hand we shouldn't guess and get riled until we hear something
 from someone in the know.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
 Sent: Wednesday, November 05, 2008 9:40 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Left 4 Dead -Matchmaking

 Hope we are able to 'pick' which servers we can play on, otherwise I'm not
 gonna bother hosting or playing this game. 

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Alec Sanger
 Sent: Thursday, 6 November 2008 1:02 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Left 4 Dead -Matchmaking



 Well I appreciate you taking the time to listen.

 To reiterate what others are saying, us every day average joes who spend the
 money to run our own servers do it not only to give random people a place to
 play, but to form a community. This really isn't possible if players are
 randomly thrown in a server, as you get no chance to build/get to know
 regulars. If we can't use L4D to help build our own communities, then there
 isn't really a point in us paying for the hosting.

 Hopefully we are still able to join a game by IP or from a browser list, and
 if not at first, I hope this feature is implemented by the time the final
 game is released.

   
 From: [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Date: Wed, 5 Nov 2008 17:53:24 -0800
 Subject: Re: [hlds] Left 4 Dead -Matchmaking

 I don't have an answer for this yet, but your feedback is noted.

 -Eric


 -Original Message-
 From: [EMAIL PROTECTED]
 
 [mailto:[EMAIL PROTECTED] On Behalf Of Steve
   
 Sent: Wednesday, November 05, 2008 5:50 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Left 4 Dead -Matchmaking

 Agreed. This system sounds like a cool thing to have along with the
 regular server browser, but not as the only option. Taking away the
 choice of which server to play on regularly takes away a major incentive
 for people to host servers...

 Cc2iscooL wrote:
 
 I certainly hope they can be manually selected. I'm not paying for
 server space to play on someone else's server.

 Matthew Gottlieb wrote:

   
 I don't understand why server popularity would matter if servers are
 
 chosen
   
 at random?
 Can servers still be private or manually selected?

 Also, thanks all the info :)

 ~ Matt

 On Wed, Nov 5, 2008 at 7:34 PM, Matt Lyons [EMAIL PROTECTED]
 
 wrote:
   

 
 Can we get some specs on the banner please?

 Size, file type, size restrictions etc...

 Eric Smith wrote:


   
 Left 4 Dead will use the new matchmaking system we've been working
 on.

 The new matchmaking system replaces the traditional server browser.
 By running a public dedicated server your server will be added to a
 list of servers available for clients to use when playing.  Games are
 started from a Game Lobby by clients, who are then connected to a
 dedicated server when they start the game.  When they're done, your
 server is added back to the list of available servers.  Clients will
 be able to Quick Match, Play Online, and Play With Friends when
 they want to play a game.

 You will still have access to the traditional Message of the Day for
 your server.  For Left 4 Dead, we've added a banner ad you can create
 that will be displayed to clients when they're playing on your
 server.  There is also a ranking system to show the popularity of
 your server.

 This is the first version of what we've been working on, and we're
 going to want feedback from all of you once things start turning up
 tomorrow.

 -Eric



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 your list preferences, or view the list archives, please visit:
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 --
 Matt Lyons (Bsc CS  Soft Eng)
 Content Administrator, Internode Systems
 150 Grenfell 

Re: [hlds] Left 4 Dead -Matchmaking

2008-11-05 Thread bl4nk
Hmm, that makes some more sense. I'd still like to be able to have the 
option to play on my servers.

Also, this gave me a bit of a shock:
http://www.joe.to/~bl4nk/imgs/l4d-ohnoes.png

Yay, false-positives (or is it?).

Andrew Armstrong wrote:
 My understanding is that the dedicated servers are transparent, you don't
 know about them as players.

 Players join a lobby system, create a room/play with friends, and then when
 the game starts, are sent to a dedicated server within a pool - that server
 is removed from the pool while a game is in progress.

 There is no way to join a server directly (as I doubt you are able to join a
 game in progress), rather you create a room in a server lobby and click
 'Play' and you are then allocated a server to play on. Therefore, your
 server has no real configuration settings - those are decided by the players
 in the lobby system.

 You don't know which server you have been allocated until you are in game
 and see the MOTD.

 While this does deviate quite a lot from the usual server browser model;
 let's wait and give it a run through and then draw out some conclusions and
 provide feedback.

 I personally would find it handy to indicate a preference for a server group
 to play on (as the 'lobby room host') to be one of my ISP's game servers for
 both latency reasons and cost reasons (Free bandwidth to play on local
 servers), and I am guaranteed to be playing on a server that I will have a
 good time on rather than a possibly overloaded server I never want to play
 on.

 - Andrew

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of bl4nk
 Sent: Thursday, 6 November 2008 3:03 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Left 4 Dead -Matchmaking

 Quoting the OP for this thread:
   
 Clients will be able to Quick Match, Play Online, and Play With
 
 Friends when they want to play a game.
 It sounds like Quick Match will put you directly into a random game 
 (hopefully the best possible for you at the time), Play Online will be 
 a sort of server browser like we have now, and Play With Friends will 
 most likely be a list of servers that your friends are playing on.

 That's just my views on how I think it will be. Whether or not it's like 
 that is still in the air it seems.


 [EMAIL PROTECTED] wrote:
   
 I bet valve are looking at the drawing board as we speak,



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Brian M. Frain
 Sent: Thursday, 6 November 2008 2:48 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Left 4 Dead -Matchmaking


 What if you have already pre-ordered it? This is like one of those EA
 surprises when they say oh, you can only install three times.
 On the other hand we shouldn't guess and get riled until we hear something
 from someone in the know.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 
 [EMAIL PROTECTED]
   
 Sent: Wednesday, November 05, 2008 9:40 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Left 4 Dead -Matchmaking

 Hope we are able to 'pick' which servers we can play on, otherwise I'm not
 gonna bother hosting or playing this game. 

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Alec Sanger
 Sent: Thursday, 6 November 2008 1:02 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Left 4 Dead -Matchmaking



 Well I appreciate you taking the time to listen.

 To reiterate what others are saying, us every day average joes who spend
 
 the
   
 money to run our own servers do it not only to give random people a place
 
 to
   
 play, but to form a community. This really isn't possible if players are
 randomly thrown in a server, as you get no chance to build/get to know
 regulars. If we can't use L4D to help build our own communities, then
 
 there
   
 isn't really a point in us paying for the hosting.

 Hopefully we are still able to join a game by IP or from a browser list,
 
 and
   
 if not at first, I hope this feature is implemented by the time the final
 game is released.

   
 
 From: [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Date: Wed, 5 Nov 2008 17:53:24 -0800
 Subject: Re: [hlds] Left 4 Dead -Matchmaking

 I don't have an answer for this yet, but your feedback is noted.

 -Eric


 -Original Message-
 From: [EMAIL PROTECTED]
 
   
 [mailto:[EMAIL PROTECTED] On Behalf Of Steve
   
 
 Sent: Wednesday, November 05, 2008 5:50 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Left 4 Dead -Matchmaking

 Agreed. This system sounds like a cool thing to have along with the
 regular server browser, but not as the only option. Taking away the
 choice of which server to play on regularly takes away a major incentive
 for people to host servers...

 Cc2iscooL wrote

Re: [hlds] Left 4 Dead -Matchmaking

2008-11-05 Thread bl4nk
Nope, but you can apparently use the steam server browser and Left 4 
Dead is listed as a game.

Matthew Gottlieb wrote:
 Still no word from Valve?

 ~ Matt

 On Wed, Nov 5, 2008 at 10:28 PM, [ЯтR] The-/iller [EMAIL PROTECTED]
   
 wrote:
 

   
 Wish we'd get some response about the new fuckover tab/system for
 server admins

 Kevin Ottalini wrote:
 
 Valve is working with Eset to resolve the NOD false positive.


 - Original Message -
 From: bl4nk
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Wednesday, November 05, 2008 8:19 PM
 Subject: Re: [hlds] Left 4 Dead -Matchmaking



   
 Hmm, that makes some more sense. I'd still like to be able to have the
 option to play on my servers.

 Also, this gave me a bit of a shock:
 http://www.joe.to/~bl4nk/imgs/l4d-ohnoes.pnghttp://www.joe.to/%7Ebl4nk/imgs/l4d-ohnoes.png

 Yay, false-positives (or is it?).


 
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Re: [hlds] Left 4 Dead -Matchmaking

2008-11-05 Thread bl4nk
There's also a lot of stuff copied from CS:S, so that's not exactly 
proof of a server browser. :(

Dustin Peacock wrote:
 Finished downloading the l4d_demo server files. Was scouting through 
 l4d_demo\platform\servers and found serverbrowser_(language).txt files so 
 that's promising..
 - Original Message - 
 From: [ЯтR] The-/iller [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Wednesday, November 05, 2008 11:28 PM
 Subject: Re: [hlds] Left 4 Dead -Matchmaking


   
 Wish we'd get some response about the new fuckover tab/system for
 server admins

 Kevin Ottalini wrote:
 
 Valve is working with Eset to resolve the NOD false positive.


 - Original Message - 
 From: bl4nk
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Wednesday, November 05, 2008 8:19 PM
 Subject: Re: [hlds] Left 4 Dead -Matchmaking



   
 Hmm, that makes some more sense. I'd still like to be able to have the
 option to play on my servers.

 Also, this gave me a bit of a shock:
 http://www.joe.to/~bl4nk/imgs/l4d-ohnoes.png

 Yay, false-positives (or is it?).


 
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 please visit:
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Re: [hlds] Left 4 Dead dedicated servers

2008-10-30 Thread bl4nk
I'm pretty sure he meant that an 8 player TF2 server would use less CPU 
than an 8 player L4D server. Hopefully he's NOT saying that a 8 player 
L4D server would require more CPU than a 32 player TF2 server.

Tony Paloma wrote:
 If L4D uses more CPU than a TF2 server and holds substantially less players,
 then hopefully somebody has a ton of cash to blow on tons of servers or
 there are going to be lots of people unable to play (especially right after
 release).

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Eric Smith
 Sent: Thursday, October 30, 2008 12:59 PM
 To: Half-Life dedicated Win32 server mailing list;
 [EMAIL PROTECTED]
 Subject: [hlds] Left 4 Dead dedicated servers

 We'll be releasing the Left 4 Dead dedicated server files prior to the Left
 4 Dead demo being released. More details will be sent to the mailing lists
 when we have them.

 There are two things to keep in mind regarding running a Left 4 Dead server:

 1) The CPU load for the Left 4 Dead server will be higher than you're used
 to for games like TF2. Left 4 Dead has a bunch of A.I. for the zombies,
 etc., that games like TF2 don't have.

 2) Left 4 Dead uses a new matchmaking system we're developing. We'll be
 working with the server admin community to make sure the new system operates
 as smoothly as possible. More details on this later.

 -Eric


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Re: [hlds] L4D Beta Servers?

2008-10-29 Thread bl4nk
It all depends on how Valve decided to go with their server system. If 
they use SRCDS, we can put together something that will work.

[EMAIL PROTECTED] wrote:
 SM runs on everything





 Or atleast it better :D




 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of DontWannaName!
 Sent: Wednesday, 29 October 2008 2:41 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] L4D Beta Servers?


 I have a 9600GT, handles source games fine, the 9000 series is dirt cheap
 right now, sell ya mine... All im looking for is estimated resources per
 server and if they will release it before or at the time of the release. I
 wonder if SM will run on it :D



   
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Re: [hlds] TF2: Web Control used during MOTD

2008-10-28 Thread bl4nk
On client auth, have their steamid and ip shoved into a sql table. Then 
have the motd redirect to another page with user browsing's ip in the 
url (blah.com/motd?ip=255.255.255.255). Then it's just a simple case of 
grabbing the row from the sql table using their IP to get their steamid 
and then their stats/whatever you want.

Karl Weckstrom wrote:
 Have a snippet of code as an example? Which connect event? Where can the web 
 control grab it?

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of P. Bhandal
 Sent: Tuesday, October 28, 2008 11:05 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2: Web Control used during MOTD

 You grab their SteamID from the connect event, and then you force another
 window open in the place of the MOTD. On the client's end, it just looks
 like another MOTD, but it's actually customized based on their SteamID.

 On Tue, Oct 28, 2008 at 11:02 AM, Karl Weckstrom [EMAIL PROTECTED] wrote:

   
 It may - but it's a whole chicken/egg scenario. If you've connected and are
 staring at the MOTD, where do you pull the user's Steam ID from? There would
 have to be some way to get it programmatically via js/vbs or what not...

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] On Behalf Of Olly
 Sent: Tuesday, October 28, 2008 10:58 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2: Web Control used during MOTD

 Doesnt hlstatsx (or maybe psychostats) already do this?
 2008/10/28 P. Bhandal [EMAIL PROTECTED]

 
 You could use the player connect event to grab their SteamID, then use
 their
 SteamID as an argument to grab their stats.

 It would probably require that you force a browser window open on them as
 soon as they get in game to override the default motd.

 On Tue, Oct 28, 2008 at 10:33 AM, Karl Weckstrom [EMAIL PROTECTED]
 wrote:

   
 Here's an interesting question.

 Over at www.TrashedGamers.com, we have a custom MOTD. That in and of
 itself isn't interesting, but I was thinking - is there a way to read
 
 the
   
 current steam ID of the person who's connected and reading the MOTD?

 I could write up some dynamic html and/or vbscript that could look up
 
 their
   
 current ranking in hlstatsx and have the MOTD say something like You
 
 are
 
 currently ranked XXX of  players... I'm already putting the top 10
 there, but adding the player's current ranking sure would be a nice
 
 touch.
   
 Thanks in advance!
 -karl

 www.TrashedGamers.com






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Re: [hlds] [HLDS] Crashes under FreeBSD 6.3 after latest Update for CS1.6/CZero

2008-10-24 Thread bl4nk
That registry.cpp line isn't a problem; just ignore it.

Reuben Yap wrote:
 Wait, so would this be where the fault lies as to why it's crashing? Would
 this mean the devs need to issue a new update? (sorry kinda new at this, not
 even sure how to use this mailing list) :P


   
 That's just the source file that compiled into the steam bin. You shouldn't
 have that file on your server.
 I'm sure one of the valve devs can sort this out from that log.

 Another question:
 

 Is this a problem?

 *registry.cpp (216) : Assertion Failed: !Implement me*
   
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Re: [hlds] Team Fortress 2 Update Released

2008-10-22 Thread bl4nk
If you're not using the default balancing system, then there's nothing 
for Valve to fix. It was most likely something wrong with the plugin 
you're using.

Robert Whelan wrote:
 I tried to reproduce this today with myself and a handful of bots though I 
 was balanced to the correct team each time. I tested this about 6 times to be 
 sure though I didn't experience what I saw last night.
  
 Balance is handled via sourcemod v1.0.4 and Antithasys's pimp 
 simpleteambalancer v1.3.6
  
 LoL,
  
 3 teams... red vs blu vs civi!
  
 Any classic tfc player knows its red, blu, green, yellow!
  
 I'm still waiting for tfc:s, be nice to have all source servers on my box!
  
 :(
  
  
  

  
 - Original Message 
 From: Neil Voutt [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Wednesday, October 22, 2008 7:36:24 AM
 Subject: Re: [hlds] Team Fortress 2 Update Released

 That sounds like It would be a little bit fun. I smell a mod for a  
 third class. Three teams three spawns.  We need vugru or floor master  
 to to some coding as long as they give it to the rest of us LOL.

 Sent from my iPhone

 On 22-Oct-08, at 12:37 AM, Robert Whelan [EMAIL PROTECTED] wrote:

   
 Tonight I saw our team balance move somebody from blu to the red  
 team though he ended up in spectator. Steam listed him in spectator  
 though he was actually on red. He was able to kill red and blu  
 players and the death messages were white, lol. He had to rejoin to  
 get out of spectator...

 I havn't tried testing this further...



 - Original Message 
 From: Tony Paloma [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com 
 
 Sent: Tuesday, October 21, 2008 9:07:32 PM
 Subject: Re: [hlds] Team Fortress 2 Update Released

 A lot of players on my server are reporting that they get stuck in  
 spectator
 unable to join a team. This happens to players after a map change  
 and seems
 to only happen to the last few players joining teams.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
 Sent: Tuesday, October 21, 2008 4:47 PM
 To: [EMAIL PROTECTED]; Half-Life dedicated Win32  
 server
 mailing list; [EMAIL PROTECTED]
 Subject: [hlds] Team Fortress 2 Update Released

 A required update for Team Fortress 2 has been released.  Please run
 hldsupdatetool to receive the update.  The specific changes include:

 - Added rate limit for several client commands to prevent server  
 spamming
 - Added consistency checking for particle systems
 - Updated r_particle_timescale ConVar so it can only be changed if the
 server has sv_cheats set to 1
 - Updated loading/disconnect dialogs so they're easier to read
 - Updated Dustbowl, Granary, and Badwater Basin with several exploit  
 fixes
 - Updated Granary to remove the setup time and gates

 Jason

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[hlds] New Scam Website

2008-10-16 Thread bl4nk
There have been a few people from my community who have been hit by a 
new phising website meant to steal Steam accounts. I've received a few 
messages from random people with a link to the website, and a few 
messages from people on my friends list. I posted an announcement for my 
Steam group and on my forums, but I thought I should also post about it 
here. The current site that seems to be spreading around is this one:

http://steamcommunity-news.co.cc/

Again, DO NOT LOG IN TO THAT SITE. I thought this would be the best way 
to spread awareness to the server admins and Valve. Warn your users 
about sites like this, and tell them to never trust a website unless 
they know what it is, even if it's a good friend that they're getting 
the message from.

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Re: [hlds] New Scam Website

2008-10-16 Thread bl4nk
I just wanted to get word out there so people would be aware that sites 
like this still exist. This whole thing could easily be stopped if Valve 
made it so when you change the email your account is associated with, it 
would send a confirmation email to the original email. That way people 
could just use the password recovery system instead of having to go 
through Valve, just because the person who stole the account change the 
account's email.

Robert Whelan wrote:
 Looks like its already under review and has been locked down
  
 Thx though..



 - Original Message 
 From: bl4nk [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com; Half-Life dedicated Linux server mailing list 
 [EMAIL PROTECTED]
 Sent: Thursday, October 16, 2008 7:02:10 PM
 Subject: [hlds] New Scam Website

 There have been a few people from my community who have been hit by a 
 new phising website meant to steal Steam accounts. I've received a few 
 messages from random people with a link to the website, and a few 
 messages from people on my friends list. I posted an announcement for my 
 Steam group and on my forums, but I thought I should also post about it 
 here. The current site that seems to be spreading around is this one:

 http://steamcommunity-news.co.cc/

 Again, DO NOT LOG IN TO THAT SITE. I thought this would be the best way 
 to spread awareness to the server admins and Valve. Warn your users 
 about sites like this, and tell them to never trust a website unless 
 they know what it is, even if it's a good friend that they're getting 
 the message from.

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Re: [hlds] Problems with vac?

2008-10-15 Thread bl4nk
 You are not authorised to download this attachment.
Could we get some links that we don't have to register to see, please? :)

Eric van Beesten wrote:
 Do you guys also have problems with VAC lately? The last week our admins
 have spotted players on our server that are vac banned. I am sure that our
 servers are vac secured:

 Proof:

 http://www.lethal-zone.eu/download/file.php?id=261mode=view/thommy%20gun.jp
 g

 http://www.lethal-zone.eu/download/file.php?id=260mode=view/dreamer.jpg

 Those are 2 examples of players on our server which we have spotted. Those
 players were connected on different times. 


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