Re: [hlds] SteamCMD: Failed to receive license info
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 __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds] Mandatory TF2 update coming
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ** ** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ** ** ** ** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ** ** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds] [TF2] Mass client timeouts since last update
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] TF2: Grenade projectiles fly trough walls
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] CSS: changelevel2 causes server crash
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
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 __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hldshttp://list.valvesoftware.com/mailman/listinfo/hlds __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hldshttp://list.valvesoftware.com/mailman/listinfo/hlds __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hldshttp://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Regarding the server mod that kicks free TF2 players...
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] NS2 Alpha Release Tonight
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Max players filter and SourceTV does not mix
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Max players filter and SourceTV does not mix
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} ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [TF2] Client Demo Issues
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [TF2] Multiple Servers, one set of files
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [TF2] Sudden death doesn't work
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] ping
Pong. Rick Payton wrote: did I get kicked off the list, or has it really been dead since monday? :( --mauirixxx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Available
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 repeatable crash exploit posted to the forums
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ 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: http://list.valvesoftware.com/mailman/listinfo/hlds __ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ Windows 7: I wanted more reliable,
Re: [hlds] TF2 repeatable crash exploit posted to the forums
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ 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: http://list.valvesoftware.com/mailman/listinfo/hlds __ 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
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, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ 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: http://list.valvesoftware.com/mailman/listinfo/hlds __ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Demoman Pipe exploit (Teamkill)
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?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] soundscape_flush
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] soundscape_flush
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D mod search - laser sight, faster reload, etc.
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] HLDSUpdateTool crashing explorer
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds Checked by AVG - www.avg.com Version: 8.5.375 / Virus Database: 270.13.13/2237 - Release Date: 07/14/09 18:03:00 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Any way to disable the crash dialog in Win3k/8k ?
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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds] Any way to disable the crash dialog in Win3k/8k ?
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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds] Looking for solution regarding CS:S server crashing exploit / tool
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] sudden death mod
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.. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds __ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] 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.. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] SDK update and server downloads
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ Lauren found her dream laptop. Find the PC that’s right for you. http://www.microsoft.com/windows/choosepc/?ocid=ftp_val_wl_290 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] [TF2] Jarate events not firing server-side
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 - New Events / Log line quirks
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Cc2iscooL Head Admin/Owner http://www.cc2iscool.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Team balancer
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Cc2iscooL Head Admin/Owner http://www.cc2iscool.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds No virus found in this incoming message. Checked by AVG - www.avg.com Version: 8.5.339 / Virus Database: 270.12.34/2122 - Release Date: 05/19/09 17:59:00 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Stealing Accounts
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 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). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 Team Scramble after X rounds.
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). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds No virus found in this incoming message. Checked by AVG - www.avg.com Version: 8.5.285 / Virus Database: 270.11.57/2060 - Release Date: 04/15/09 19:52:00 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Hide the displaying of player names, connect times, and scores in the server info window and etc.
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] [SourceMod] SteamIDs to 64bit integers
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] After update error
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [CSS] Rcon Hack designed for sv_cheats 1 servers works with cheats off
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] The count down begins.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Available
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Dods/Tf2 unannouced update
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??? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] tf2 bonus time
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 bugs
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 ) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2 bugs
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 ) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Available
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead Update Available
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead Update Available
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead Update Available
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2: Players locking up
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [L4D] How to prevent Vote Kicking
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [TF2] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds __ Information from ESET NOD32 Antivirus, version of virus signature database 3651 (20081129) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [TF2] Time out at map change
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo
[hlds] 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 servers with one set? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D - sv_search_key
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D - sv_search_key
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 servers with one set? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _ Access your email online and on the go with Windows Live Hotmail. http://windowslive.com/Explore/Hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_access_112008 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead Demo Update Available
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead Demo Update Available
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] where are the updated maps
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] How do servers handle checksum mismatch?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead Demo Update Available
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead Demo Update Available
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Steam community group features
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your
Re: [hlds] Setmaster no longer working and sv_search_key
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] More players with no server.cfg
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 _ Win £1000 John Lewis shopping sprees with BigSnapSearch.com http://clk.atdmt.com/UKM/go/117442309/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] More players with no server.cfg
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 _ Win £1000 John Lewis shopping sprees with BigSnapSearch.com http://clk.atdmt.com/UKM/go/117442309/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives
Re: [hlds] L4D dedicated server config guide
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead Demo Updated Released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead -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: 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Matt Lyons (Bsc CS Soft Eng) Content Administrator, Internode Systems 150 Grenfell
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?). 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
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?). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead -Matchmaking
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?). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead dedicated servers
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D Beta Servers?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] TF2: Web Control used during MOTD
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] [HLDS] Crashes under FreeBSD 6.3 after latest Update for CS1.6/CZero
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* ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] New Scam Website
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Problems with vac?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds