Re: [hlds] The End

2016-10-27 Thread byteframe
 boring!

On Thu, Oct 27, 2016 at 2:02 AM, Richard Green 
wrote:

>
>
> After years of watching our community dwindle to no more than a group of
> friends it’s time to put the last nail in the coffin, Simiancage.org has
> been around since pre 2004 and most of the founders like myself were cs
> 1.3/4/5/6 clan members who started Simiancage.
>
> This has always been cs/css/csgo based community and tf2 was a great
> community builder as was L4D2 however as we all know those days are gone
> and it is time to say adjure, valve have succeeded in killing 1 more cs/tf
> based community as we now look towards running new servers of a new style.
>
> Good luck valve in killing your own reputation further.
>
> This is not a moan just a statement of Simiancage’s refusal to prop valve
> in these games any further.
>
> Regards to all
>
> D3vilfish
>
> PS Ive enjoyed some of the helpful emails over the years to sort
> server/sourcemod problems out, I remember when updates to tf2 would come
> out on new years eve…..
>
> ICS you have been most helpful over the years too, good luck m8
>
>
>
>
>
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Re: [hlds] Steam Master Servers Major Issue

2014-12-15 Thread byteframe
boring.

On Mon, Dec 15, 2014 at 4:28 PM, Gamemann gamem...@gflclan.com wrote:

  Dear Valve and others, I want to talk about a major issue with the Steam
 Master Servers. For a while now, the CS:GO server browser would only
 display 1000 community servers in the server browser which is low
 especially for a very large game. The only people to blame were the CS:GO
 developers. Recently, I’ve been testing out the server browser, and I’ve
 concluded this isn’t a CS:GO specific issue, this issue impacts CS:GO more
 than other games due to the amount of Valve official servers.

 I’ve discovered that Valve official servers are not shown on the
 CS:GO in-game server browser. I’ve used a program called “Wireshark” and
 started a packet capture when I refreshed the server browser, in the
 detailed packet capture, all the tags are listed and for Valve official
 servers, there was a tag named “valve_ds”. I have set this tag for one of
 my servers on the server browser and it also disappeared immediately,
 removing the tag made the server reappear again. This shows that even
 though no Valve official servers are displayed on the in-game server
 browser, they are still being requested from the Steam Master Servers. The
 Steam server browser is different, it does not filter servers with the tag
 “valve_ds” and shows all servers the Steam Master Servers give you
 including Valve official servers.

 This leads to the problem with the Steam Master Servers. It is capped
 at 5000 maximum servers. On the Steam server browser (no filters), every
 game that I’ve tested, including Team-Fortress 2, Counter-Strike: Global
 Offensive, Counter-Strike 1.6, Counter-Strike: Source, etc (¾ of these
 games overall have 7000+ servers) will not display any more than 5000
 servers. The CS:GO server browser usually displays around 50-1000 servers
 because there are around 3000-4000+ Valve official servers. If there is a
 cap on the amount of servers it can give you, then this is a valid reason
 why it doesn’t display 1000+ community servers. Remember, the CS:GO in-game
 server browser still requests the Valve official servers but filters them
 in the browser itself.

 This should help Valve fix the issue. Another thing I would like to
 mention is that every game I listed uses the Steam Master Servers, I did a
 packet capture with Wireshark when I refreshed the in-game server browser
 and it gave me the same Steam server IP in Wireshark right before it
 requested all the game servers (the Steam server IP changes if you block
 the current Steam server IP through the Windows Firewall tool). One last
 thing I would like to mention is even if there isn’t exactly 5000 servers,
 doesn’t mean it isn’t capped at 5000 maximum servers, I’ve found that it
 sends a request to every IP the Steam Master Servers give you, if it
 doesn’t respond, it will not display on the server list (there were 50+
 servers not responding with my search which is the reason why I only got
 4911 servers on the Steam server browser for CS:GO instead of 5000 exactly).


 Valve should also consider setting Valve official servers to not
 report to the Steam Master Servers. CS:GO doesn't display any Valve
 official servers, but it still requests each server, therefore, the server
 browser will stop displaying new servers (server browser stops) for a
 period of time because it is filtering all the Valve official servers and
 it will take more time to display all the community servers after the Valve
 official servers.

 Overall, I hope Valve addresses this issue. Fixing this issue will
 benefit Valve and the community.

 Thanks for reading.

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Re: [hlds] Mandatory TF2 update coming

2014-12-15 Thread byteframe
no more content period, hence the recent 'end of the line' community crate.
only maintenance releases from hereafter.

On Mon, Dec 15, 2014 at 6:52 PM, Paul ubyu@gmail.com wrote:

 Not this time it seems. Maybe there's no Smissmas this year?

 On 15 December 2014 at 23:50, Agent Spy agentspy1...@gmail.com wrote:

 SWISSMAS HYPE ENGAGE!

 On Mon, Dec 15, 2014 at 6:48 PM, Eric Smith er...@valvesoftware.com
 wrote:

 We're working on a mandatory update for TF2. We should have it ready
 soon.

 -Eric


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Re: [hlds] Mandatory TF2 update coming

2014-10-01 Thread byteframe
praise jesus!

On Wed, Oct 1, 2014 at 7:43 PM, big john brewskii...@gmail.com wrote:

 Latest sm and mm snapshots fix it
 On Oct 1, 2014 6:56 PM, Mike Vail supp...@boomgaming.net wrote:

 Mine won't even boot with Metamod. Currently running Version
 1.10.3-Dev-V. Windows 2008 Server. Here we go again.

 On Wed, Oct 1, 2014 at 3:24 PM, E. Olsen ceo.eol...@gmail.com wrote:

 Nope - this broke Sourcemod again. Server boots without it.

 On Wed, Oct 1, 2014 at 6:20 PM, Emil Larsson ail...@gmail.com wrote:

 My gut feeling is that it's just simple more bugfixes, so no need to
 disable sourcemod ;). There was a couple of animation related glitches for
 one.

 On Thu, Oct 2, 2014 at 12:16 AM, Alexander Kolev sashko...@gmail.com
 wrote:

 Please do not break Sourcemod and TFTrue!!! :(

 2014-10-02 1:08 GMT+03:00 Eric Smith er...@valvesoftware.com:

 We're working on a mandatory update for TF2. We should have it ready
 in a few minutes.

 -Eric


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Re: [hlds] Can we have a Quickplay Status report, please? 2

2014-06-05 Thread byteframe
Valve does they have to in an effort to increase player value and fun.
Community servers are no fun, sub-standard, quirky, laggy, glitch-prone, or
are otherwise differentiated by one or more of these kinds of negative
characteristics. Whilst official server's (valve+pinion) and their
administrators produce dooky that smells of sparkling ice-water, community
servers are trashy and suspect. The primary driver of these deficiencies
are the immaturity, inexperience, ignorance, and poor disposition of the
vast majority of community server admins. Oftentimes, their use of foul
language, their upbringing, their general slovenliness, and inability to
grasp _many_ of the simple technical facets of server administration are
factors in their lack of success finding and sustaining a decent player
base. In response, the decision was made (apparently) to insert ads into
the player motd, a barely workable, but dubious method of support that was
needed by organizations with _way_ more servers then they could ever hope
to fill (short of just paying people to play on them). The furor and
hullabaloo surrounding client motds is the sole responsibility of wayward,
opportunistic community admins with little sense of honor, dignity, or
respect for their players. Furthermore, many resorted to fake player
plugins with ever increasingly complicated methods of feigning legitimate
player activity convincing the random joiner that, yes, the owner doesn't
really need to get a day job, he/she is doing just fine providing a
highly-valuable service to the members of a constantly-ballooning video
gaming community that will _clearly_ last forever. Honestly, if you we're
in Valve's loafers, wouldn't you have done the same thing: change one
_default_ checkbox in the qp dialog? In response to their action,
apparently the only thing that could be done was to spam a mailing list for
the better part of a year with inane drek (replete with emotion) about how
Valve has just made their existence meaningless. Resorting to this campaign
of whining clearly shows the lack of innovation and willingness to reinvent
as the primary reason why your servers are bare. So much fretting over the
lose of the random chance that your super-cool server might be selected to
entertain a random pleb who runs quick-play. Instead of being pissed that
new players (only by default, and when changed, this cvar is stored in the
user's cloud) will not be set to join your server when they quickplay,
maybe you should be thinking of more creative ways to win the allegiance of
the decreasing tf2 player base. Rather than offer
24/7Maps+SourceMod_Drengus+Lag, perchance, you could, I dunno, write server
plugins that automatically give away free items from the steam economy that
is totally tits and everybody loves? Hell, that would be require the
players to join your shitty steam group as well, furthering fostering
loyalty.

Firstly, shave and take a shower; y'all smell foul. Then, starting thinking
creatively, fools. TF2 is a chorizo party that is thinning out. Consider
this burst of sass to come from the inner subconscious thoughts of many a
Valve employee and stop making such a fuss about valve making the RIGHT
call. Hail GabeN: sex monster.


On Thu, Jun 5, 2014 at 9:07 PM, Phillip Vector t...@mostdeadlygame.com
wrote:

 It is a perfectly valid explanation to anyone who has actually played on
 community servers

 Prove it. Prove to me that this is a direct result of the quickplay change
 and nothing else. Not what you assume, but what you can prove is what I am
 after. For example, I can say that the amount of cars driven is the reason
 why there are more school shootings. Number of cars goes up.. Shootings go
 up.. So it must be the case. This is exactly what you are doing with the
 quickplay argument you are presenting. Numbers went down. Valve stopped
 sending new players to community servers around the same time.. That must
 be the reason.


 You appear to be someone who only plays on official servers so you have
 no idea how many people have just stopped playing because they realized
 Valve is draining all the new players and they can't stand official ones.

 and you don't have any idea as well. Personal comments aside, the
 community servers I hang around are going strong today as they ever were.
 I'm not seeing a loss of players (except some here or there, but we get new
 people in to replace those). But even with my findings, that still isn't
 enough for me to stand up and say, There is no loss of players because
 that's not evidence. That is personal observation of a limited sample size.


 Until you have a better explanation this one is the simplest and most
 obvious.

 Sorry. You don't get to put your guess up and say, Unless you can do
 better, this is what is the truth. Facts don't work like that. We should
 just agree that NEITHER of us know for SURE what is the cause, though we
 have our guesses (You, Quickplay. Me, Crappy Community servers).


 On Thu, Jun 5, 

Re: [hlds] All SteamCMD authenticated logins failing for me at this time

2014-03-11 Thread byteframe
PC LOAD LETTER


On Tue, Mar 11, 2014 at 8:45 PM, Jesse Molina je...@opendreams.net wrote:


 At this time, all SteamCMD authenticated logins are failing for me.

 Logging in user 'xx' to Steam Public...Login Failure: Try another
 CM
 Failed.
 ERROR! Failed to request AppInfo update, not online or not logged in to
 Steam.

 Updater exit code was 8


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Re: [hlds] Petition

2013-11-09 Thread byteframe
Y'all have been squawking about this issue for a year. Valve has made a
decision, after much thought and consideration, and another week of blather
is pointless. Stop it. In any event, the real travesty is that the seal
mask remains un-giftable.


On Sat, Nov 9, 2013 at 8:31 AM, AnAkIn anakin...@gmail.com wrote:

 Let's make a petition to keep it the way it is as well.


 2013/11/9 ElitePowered . elitepowe...@gmail.com

 Instead of arguing with each other... Why not make a petition in regards
 to your stance on MOTD HTML. Post a link on the mailing list and urge
 people to get involved. If it gets enough attention, Valve would have to
 respond. I'm sure that will accomplish much more than what seems to be
 going on in the mailing list. gg

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Re: [hlds] Mandatory TF2 update released

2013-10-10 Thread byteframe
For the love of God, I demand trade-able seal mask!


On Thu, Oct 10, 2013 at 6:51 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 1945435.

 -Eric

 --

 - Added the Fall 2013 Acorns Crate Key
 - Added the Fall 2013 Gourd Crate Key
 - Automated craft bots can no longer craft high-value items (i.e., hats)
 - Fixed Nessie's Nine Iron missing gameplay description
 - Fixed exploit that allowed dead players to attack living players
 - Fixed disguised Blue team Spies showing blue health particles over their
 heads when disguised as the Red team
 - Fixed the Sandvich meter being drawn in the HUD when the Sandvich is not
 equipped
 - Fixed a bug that would cause some players to be unable to change their
 active item preset
 - Strange Part: Kills with a Taunt Attack can now be applied to Strange
 Knives and Fists
 - Strange Part: Kills While Explosive-Jumping and Strange Part: Posthumous
 Kills can now be applied to The Loose Cannon


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Re: [hlds] Please Fix Exploit.

2013-08-24 Thread byteframe
bring back cvg 24/7 ZPS biotec


On Sat, Aug 24, 2013 at 2:23 AM, Violent Crimes 
violentcri...@convictgaming.com wrote:

 Can you please fix the exploit that allows players to attack use Split
 packet attacks to take down servers. It has been around for years it would
 be nice to have a update that included this instead of hats.

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Re: [hlds] Please Fix Exploit.

2013-08-24 Thread byteframe
dunno whichun' was best. the number 17 comes to mind.


On Sat, Aug 24, 2013 at 9:17 PM, Violent Crimes 
violentcri...@convictgaming.com wrote:

  Which version?



 On 8/24/2013 9:08 PM, byteframe wrote:

 bring back cvg 24/7 ZPS biotec


 On Sat, Aug 24, 2013 at 2:23 AM, Violent Crimes 
 violentcri...@convictgaming.com wrote:

 Can you please fix the exploit that allows players to attack use Split
 packet attacks to take down servers. It has been around for years it would
 be nice to have a update that included this instead of hats.

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Re: [hlds] [hlds_linux] SteamPipe Replay autoexec.cfg player count bug

2013-04-30 Thread byteframe
IIRC The only purpose of the -replay command line switch is to adjust the
player count.


On Tue, Apr 30, 2013 at 1:01 AM, Ross Bemrose rbemr...@gmail.com wrote:

 Before they added -replay, the only way you could enable replay was via
 exec replay.cfg in autoexec.cfg.

 More to the point, it worked fine pre-SteamPipe.  And since it requires
 adjusting the server command-line, a lot of server hosts won't allow it,
 unless you're leasing an entire server from them.


 On 4/30/2013 12:57 AM, DontWannaName! wrote:

 Aren't you only suppose to enable replay from the command line?

 Sent from my iPhone 5

 On Apr 29, 2013, at 6:18 PM, Ross Bemrose rbemr...@gmail.com wrote:

  So, I just ran into this neat little bug on a vanilla (no addons
 directory) Linux SteamPipe server I'm preparing as a backup for tomorrow's
 changeover.

 If replay is loaded from autoexec.cfg, it incorrect subtracts one from
 the displayed max players.

 That is, if sv_visiblemaxplayers is set to 24 or -1 (on a maxplayers 24
 server), it shows as 0/23 in the Steam and TF2 server browsers. This
 persists after a map change.

 Starting with -replay on the command line shows 0/24 as expected.
 Unfortunately, I don't have access to the command line on another server,
 and this issue WILL cause problems there because of it.

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Re: [hlds] source mod and tf2 steampipe

2013-04-23 Thread byteframe
I had to get the latest snapshots of both metamod and sourcemod to get sm
to boot on the tf beta. Gimma da Seal Mask!


On Tue, Apr 23, 2013 at 2:34 AM, Peter Jerde peter-h...@jerde.net wrote:

 I can't seem to get metamod/sourcemod going on the steampipe tf2 server
 (appid 232250).

 Is there a specific developer build required, or should the normal release
 versions work?

 Where should it go? /tf/addons? /tf/custom/mynamehere/addons?

 What should the metamod.vdf contain? ../tf/addons/metamod/bin/server or
 ../tf/custom/mynamehere/addons/metamod/bin/server?

 Thanks!

 - Peter
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Re: [hlds] Um… TF2 was updated to version 1.2.5.8? No announcement?

2013-03-05 Thread byteframe
y'all gotta stop yur squawkin'.

On Tue, Mar 5, 2013 at 8:30 PM, Albert Davis davis.alb...@gmail.com wrote:

 was emailed about 4:30 PM


 On Mon, Mar 4, 2013 at 8:54 PM, Peter Jerde peter-h...@jerde.net wrote:

 I found I couldn't connect to my TF2 servers just now because they were
 out of date. I see no messages from the list today... nothing on the
 twitter feed...

 Stealth update with version number change? (1.2.5.7 to 1.2.5.8)

 Grrr.

 - Peter
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Re: [hlds] TF2 MOTD Browser

2012-12-19 Thread byteframe
I might add that sometimes if you wait (several) seconds, it _might_
appear. I tend to click as fast as I can so as not to see the pinion ads.
Client side issue for sure, though.

On Wed, Dec 19, 2012 at 7:16 AM, Essay Tew Phaun sc2p...@gmail.com wrote:

 Incredibly annoying. I get the same issue, please fix.

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Re: [hlds] TF2 MOTD Browser

2012-12-19 Thread byteframe
Thank god the only server I play on doesn't stoop that low.

On Wed, Dec 19, 2012 at 5:04 PM, David Unreal unre...@usegaming.com wrote:

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

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

 On Wed, Dec 19, 2012 at 7:16 AM, Essay Tew Phaun sc2p...@gmail.comwrote:

 Incredibly annoying. I get the same issue, please fix.

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Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-11-29 Thread byteframe
Buying seal mask for 99 cents.

On Thu, Nov 29, 2012 at 5:19 PM, James Haikin jfrra...@gmail.com wrote:

- Cosmetic items purchased in the store moving forward can be used in
 crafting

 This seems like a terrible idea: I buy a bunch of 99c hats, then
 craft-rebuild them into other things that are potentially worth more.
 -James

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Re: [hlds] Update?

2012-11-06 Thread byteframe
A symlink appears to work, but while I'm running a very recent set of
sourcemod/metamod dev snapshotps, I otherwise am not using any plugins to
test.

On Mon, Nov 5, 2012 at 9:46 PM, Rob Nelson nexisentertainm...@gmail.comwrote:

 I wonder if a symlink will work...
 On Monday, November 05, 2012 6:40:09 PM, Matteo wrote:
  Il 06/11/2012 03:21, Jim Fasoline ha scritto:
  Matteo- yes, I'm experiencing the error that gtxi of reddit pointed
  out in wickedplayer494's response. Seems to be looping on that
  Failed to open dedicated.so message, but I need to look into it more.
 
  On Mon, Nov 5, 2012 at 9:19 PM, Matteo wingblac...@gmail.com
  mailto:wingblac...@gmail.com wrote:
 
  Is anyone having problems getting the Linux dedicated to run after
  this update?
 
 
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  Changing the file name back to dedicated.so (I believe it was changed
  to dedicated_srv.so a few days ago, if I'm not wrong) the server
  appears to start, but then I'm getting problems with plugins because
  of the missing library.
  So it's just an error in naming the libraries for this update.
  I just wonder how such easy errors may happen? Let's hope for a
  quick fix.
 
 
 
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Re: [hlds] Update?

2012-11-06 Thread byteframe
wait sm didnt even load. w/e. should all be sorted out soon.

On Tue, Nov 6, 2012 at 12:05 PM, byteframe bytefr...@gmail.com wrote:

 A symlink appears to work, but while I'm running a very recent set of
 sourcemod/metamod dev snapshotps, I otherwise am not using any plugins to
 test.


 On Mon, Nov 5, 2012 at 9:46 PM, Rob Nelson 
 nexisentertainm...@gmail.comwrote:

 I wonder if a symlink will work...
 On Monday, November 05, 2012 6:40:09 PM, Matteo wrote:
  Il 06/11/2012 03:21, Jim Fasoline ha scritto:
  Matteo- yes, I'm experiencing the error that gtxi of reddit pointed
  out in wickedplayer494's response. Seems to be looping on that
  Failed to open dedicated.so message, but I need to look into it more.
 
  On Mon, Nov 5, 2012 at 9:19 PM, Matteo wingblac...@gmail.com
  mailto:wingblac...@gmail.com wrote:
 
  Is anyone having problems getting the Linux dedicated to run after
  this update?
 
 
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  Changing the file name back to dedicated.so (I believe it was changed
  to dedicated_srv.so a few days ago, if I'm not wrong) the server
  appears to start, but then I'm getting problems with plugins because
  of the missing library.
  So it's just an error in naming the libraries for this update.
  I just wonder how such easy errors may happen? Let's hope for a
  quick fix.
 
 
 
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Re: [hlds] Friendly non-Valve reminder: Make sure your server is properly set up for Halloween!

2012-10-24 Thread byteframe
Incidentally, the Seal Mask is not gift-wrapable.

On Wed, Oct 24, 2012 at 2:16 PM, ics i...@ics-base.net wrote:

  I'm still waiting for the other benefits. Been a year.

 -ics

 24.10.2012 21:07, Jethro Seabridge kirjoitti:

 The Halloween gift drops are the first of hopefully many more benefits to
 come from registering your server.



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Re: [hlds] Another mandatory TF update coming in an hour or so

2012-09-21 Thread byteframe
Update that kills fall crates, and maybe makes seal mask wrapable?

On Fri, Sep 21, 2012 at 6:42 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

  There is a bug causing all gameservers to report that they are “full”,
 preventing them from receiving matchmaking traffic.

 ** **

 It should be a small patch, and will be available in about an hour or so.*
 ***

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Re: [hlds] It's not Broken YOUR JUST SPAM

2012-09-01 Thread byteframe
s/YOUR/YOU'RE/

Silly buns.

On Sat, Sep 1, 2012 at 3:18 PM, HLDS Digest h...@wonkagaming.com wrote:

 STOP SPAMMING HLDS

 Valve START BANNING em being on this list is almost pointless unless a
 valve employee says something.

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Re: [hlds] Steam Mobile IOS update?

2012-08-31 Thread byteframe
IOS is lame. Y'all should be squawkin' about Steam for linux!

On Fri, Aug 31, 2012 at 6:31 AM, Dominik Friedrichs d...@forlix.org wrote:

 On 2012/08/31 10:00, jeremiah johnson wrote:

   this is the dedicated server mailing list, not the steam general
 discussion list

 There is no such list. At least, not according to this page:
 https://list.valvesoftware.**com/mailman/listinfo/https://list.valvesoftware.com/mailman/listinfo/


 I think that was his point.



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Re: [hlds] Server Delisting, does it need some changes?

2012-08-10 Thread byteframe
Lil' overzealous.

On Fri, Aug 10, 2012 at 5:20 PM, Daniel Barreiro 
smelly.feet.you.h...@gmail.com wrote:

 I personally like all three of these ideas.

 On Fri, Aug 10, 2012 at 5:18 PM, Sampson Rogers 
 kritskring...@gmail.comwrote:

 It seems that some servers that have been delisted are able to somewhat
 sustain active servers by tricking their current community members and
 those who have favorited them with the same fake clients that got them
 banned in the first place.

 I had some ideas I thought could make delistment a more serious matter
 and the hope is that community owners wouldn't be so quick to break the
 rules that can result in a delistment. Here are just a few of the ideas:

 1. Banning or disabling the steam accounts of community owners who are
 repeat offenders.
 2. Doing a check on the favorites list. Query to see if the server is
 banned. If it is, do not return the server.
 3. Disable the Steam Group of communities who are delisted for the
 duration of their delistment. This will prevent the group owner or
 officers from pointing the members to a new group or updating the IP
 addresses in the profile to new servers and no more events. Right now,
 banned servers can sustain players just by posting events. Some of the more
 popular groups have upwards of 100k members.

 This also reminded me why allowing hostnames in the favorites list
 wouldn't be a good idea. Banned communities could easily route
 users to their new servers if the favorites list allowed hostnames.

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Re: [hlds] Hiding IP from Server List

2012-08-08 Thread byteframe
cvar hide_server can be toggled on an off.

On Tue, Aug 7, 2012 at 11:30 PM, Wander wander...@gmail.com wrote:

 as it sounds like you want to prevent random people from joining, you
 could also set an sv_password (for instance for when someone looks at
 steam friends game info)


 On Wed, Aug 8, 2012 at 5:24 AM, Nicholas Hastings
 psycho...@alliedmods.net wrote:
  Add the -nomaster parameter to the startup line.
 
 
  On 8/7/2012 11:22 PM, Brian Anthony Pereira wrote:
 
  Hello,
 
  I'm running a Synergy Dedicated Server for friends on my box.  I'd like
 to
  hide my IP from the server list to avoid possible harassment.  Is there a
  command to I can run on console to hide my IP from the Sever List?  Thank
  you in advance for any help!
 
 
  Best,
  Brian
 
 
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  --
  Nicholas Hastings
  AlliedMods.net
 
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Re: [hlds] Web API Inventory Permission

2012-08-04 Thread byteframe
It was botched, now it's not. Before, someone who wanted to show off their
profile, but not their inventory (to tf2b, etc) would be out of luck. Now
they can keep their profile public, and have their inventory permission
setting respected by webapi-using things like tf2b.

On Sat, Aug 4, 2012 at 6:30 AM, netshr...@gmail.com wrote:

 Before this update, the Web API *only* respected the profile privacy
 setting and not the inventory privacy setting. I haven't tested since, but
 if what you're saying is true it sounds like they botched the permissions.

 On 03/08/2012, at 3:23 AM, li...@doctormckay.com wrote:

 I just tested the inventory permission for use with the Web API, and it
 appears that both the profile privacy and the inventory privacy have to be
 public.

 I seem to recall that before this update, your profile could be private
 but your inventory could be public, and the inventory link would display on
 your profile. Why is it now that both have to be public for it to work
 correctly?


 Dr. McKay
 http://www.doctormckay.com

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Re: [hlds] Web API Inventory Permission

2012-08-04 Thread byteframe
 I see. Shucks. It makes a bit of sense for the profile permission to
supersede inventory. You should just make your profile public, I'll bet
it's great. Buying Seal Mask.

On Sat, Aug 4, 2012 at 11:54 PM, Dr. McKay li...@doctormckay.com wrote:

 But now you can't show off your inventory while keeping your profile
 private.

 Dr. McKay
 http://www.doctormckay.com


 On Aug 4, 2012, at 6:54 PM, byteframe bytefr...@gmail.com wrote:

 It was botched, now it's not. Before, someone who wanted to show off their
 profile, but not their inventory (to tf2b, etc) would be out of luck. Now
 they can keep their profile public, and have their inventory permission
 setting respected by webapi-using things like tf2b.

 On Sat, Aug 4, 2012 at 6:30 AM, netshr...@gmail.com wrote:

 Before this update, the Web API *only* respected the profile privacy
 setting and not the inventory privacy setting. I haven't tested since, but
 if what you're saying is true it sounds like they botched the permissions.

 On 03/08/2012, at 3:23 AM, li...@doctormckay.com wrote:

 I just tested the inventory permission for use with the Web API, and it
 appears that both the profile privacy and the inventory privacy have to be
 public.

 I seem to recall that before this update, your profile could be private
 but your inventory could be public, and the inventory link would display on
 your profile. Why is it now that both have to be public for it to work
 correctly?


 Dr. McKay
 http://www.doctormckay.com

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Re: [hlds] Two simple entities that can crash all Source server

2012-07-20 Thread byteframe
Most importantly, the Seal Mask is not wrap-able. For shame, world.

On Fri, Jul 20, 2012 at 4:17 PM, Dominik Friedrichs d...@forlix.org wrote:

 No kidding, I also doubt they ever fixed the crash in CS:S where it
 crashes when you deactivate an inactive game_ui.
 No one cares. Find a dirty workaround and get over it.


 On 2012/07/20 17:46, raydan wrote:

 using prop_physics_respawnable  trigger_hurt within some condition,
 server can crash instantly

 Proof 
 http://www.sendspace.com/file/**8x2l9hhttp://www.sendspace.com/file/8x2l9h

 create trigger_hurt, set damage 1000
 create prop_physics_respawnable above the trigger_hurt, use model
 models/props_junk/wood_**crate002a.mdl
 start server
 player join server
 server crash

 Tested on:
 TF2, CSS, DODS, Garrymod, HL2DM

 i think L4D happen too

 only obsidian conflict without crash


 Analyze:
 according hl2sdk,
 crash at HurtAllTouchers, touch link null pointer
 some releated functions
 -CTriggerHurt::HurtEntity
 -CPhysicsPropRespawnable::**Event_Killed (PhysicsRemoveTouchedList)




 VALVE fix this shit please :D



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Re: [hlds] Phantom Clients in Game Servers Since Last TF2 Update

2012-07-05 Thread byteframe
TeamBoom has alot of problems with their servers, evidently.

On Thu, Jul 5, 2012 at 9:26 PM, Franco Valerio franco@hotmail.comwrote:

 Now that you mention it, I think the same thing happened here D:

 -Mensaje original- From: Team BOOM!
 Sent: Thursday, July 05, 2012 7:03 PM

 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: [hlds] Phantom Clients in Game Servers Since Last TF2 Update

 I was wondering if anyone is seeing phantom clients in their servers since
 the last update. I see two via HLSW in my 24/7 Dustbowl server
 (64.120.99.43:27015 if you wanna look) and can't kick figure out how why
 they are their and how to kick them.

 One of these phantoms has the same exact connected time as another real
 client in the server like it's somehow tied to that client.

 If I restart the server, everything returns to normal but a couple of
 phantoms eventually come back again and still till I restart again.

 Another server I run had this issue too. It's like when a client
 disconnects, it somehow leaves the connection open to the server and uses
 up
 the slot they were in.

 This all started with the last update and I'm just curious if any of you
 are
 seeing it too.

 Hope you all had a good 4th of July...
 Mike


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Re: [hlds] TF2 Pyromania update coming soon!

2012-06-27 Thread byteframe
Yay! The seal mask is gonna be wrappable!

On Wed, Jun 27, 2012 at 8:17 PM, Nathanael Havez na...@me.com wrote:

 I believe in it! I believe in it!

 Natha - Multiplay Admin

 Le 28 juin 2012 à 02:13, Fletcher Dunn a écrit :

 The new map name in today’s update is “sd_doomsday”
 ** **
 Believe in magic!
 ** **
 - Fletcher Dunn
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Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM Updates Released

2012-06-27 Thread byteframe
eww, it's that guy.

On Wed, Jun 27, 2012 at 9:22 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 Not to be that guy, but can we get a CS:S sync for those Mac fixes? It's
 been an issue on every platform since launch, and it would be fantastic if
 it was included for Counter-Strike: Source as well.

 Thanks,
 Kyle.


 On Wed, Jun 27, 2012 at 6:15 PM, Eric Smith er...@valvesoftware.comwrote:

 We've released mandatory updates to Team Fortress 2, Day of Defeat:
 Source, and Half-Life 2: Deathmatch. The notes for the updates are below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Added ConVars sv_rcon_maxpacketsize and sv_rcon_maxpacketbans to allow
 server admins to control the maximum RCON packet size and whether or not
 users get banned for exceeding that limit. The defaults reflect the
 existing behavior.
 - Fixed not being able to import custom spray images on Macs
 - Fixed Macs cancelling http map downloads that take longer than 30
 seconds

 Team Fortress 2
 - Added Pyrovision!
 - Added new game mode Special Delivery and map Doomsday!
 - Friendly players glow when carrying the flag
 - Fixed rare cases where flag could fall out of the world
 - Fixed cases where the Payload HUD looked like the cart is still on a
 hill when it isn't
 - Fixed cases where some clients didn't receive broadcasts about long
 continuous particle effects being started or stopped
 - Updated the HTML renderer for displaying server MOTD
 - Votes created by a dedicated server no longer trigger a failed vote
 cooldown
 - Fixed map triggered annotation events not working on dedicated servers
 - Fixed the game crashing if tempents are created that use invalid
 materials
 - Using a Name Tag while in game notifies everyone of the name change
 - Fixed Strange Part: Projectiles Reflected not tracking grenade and
 sentry rocket deflections
 - Added new items
* City on Fire item sets
* Pyroland weapons and cosmetics
* Community-contributed cosmetic items for all classes
* Mysterious treasures have been incinerated, but are now craftable
* Added crafting recipe for Pile of Ash
* Scorched Keys are now available in the store for a limited time
* New promo item
 - Weapon balancing changes
* Gloves of Running Urgently
* Removed self-damage over time penalty
* Heavy takes mini-crits while active and for 3 seconds
 after switching away
* Attack damage penalty reduced from -50% to -25%
* Tomislav
* Spin-up speed bonus reduced from +40% to +10%
* Quick-Fix
* Medic mirrors blast jump of their heal target
* Crusader's Crossbow
* Reload speed time reduced by +40%
* Cozy Camper
* Regenerates 1 heath per second
* Reduced movement penalty from -90% to -80%
* Sticky Jumper and Rocket Jumper
* Added 'flying' sound to blast jumps
* The Concheror
* Changed rage building source from damage done and
 damage received to only damage done
* Increased the rate at which Rage builds for this item by
 +25%
* The Equalizer
* Removed player move speed modification and added it to a
 new item named The Escape Plan
* All owners of the Equalizer will be automatically
 granted The Escape Plan
* Crit-a-Cola
* Added +25% increased movement speed while active
* Increased duration from 6 to 8 seconds
* Atomic Bonk
* Increased duration from 6 to 8 seconds
* All Flamethrowers
* Increased base damage by +10%.
* Backburner
* Removed +10% damage bonus attribute
* Note: Because of base damage increase, damage remains
 unchanged
* Degreaser
* Added -10% damage penalty attribute
* Note: Because of base damage increase, damage remains
 unchanged
* Phlogistinator
* Damage defense while taunting reduced from -90% to -75%
 - Item bug fixes
* Fixed sentry sometimes spawning in shielded mode while the
 Wrangler was equipped, but not deployed
* Improved visual and audio cues for when the Manmelter is ready
 to fire
* Fixed Manmelter being able to earn crits via friendly Pyro
 self-damage
* Fixed Scotch Bonnet's blue team skin not showing
* Fixed Unarmed Combat's taunt not working
* Unarmed Combat's color now matches the team using it
* Fixed the Apparition's Aspect showing a burning texture in DX8



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Re: [hlds] [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM Updates Released

2012-06-27 Thread byteframe
/me needs to use -nod3dex9 on wine after update.

On Wed, Jun 27, 2012 at 9:45 PM, gamead...@127001.org wrote:

 Working for me without SM and MM

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Arthur Stelmach
 *Sent:* 28 June 2012 02:38

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM
 Updates Released

 ** **

 doomsday segfaulting for me on start, anyone else?


 

 On Thu, Jun 28, 2012 at 11:35 AM, Kellam Spencer kellam...@gmail.com
 wrote:

 I have not updated but I am still playing on a valve server...


 On Wed, Jun 27, 2012 at 9:33 PM, Eric Smith er...@valvesoftware.com
 wrote:
  Well update CS:S soon with the shared changes. Part of the reason we
 moved CS:S to its own Steam depots was to avoid disturbing the community
 every time we update any of the other games.
 
  -Eric
 
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
  Sent: Wednesday, June 27, 2012 6:23 PM
  To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
 Linux server mailing list
  Subject: Re: [hlds_linux] [hlds] Mandatory TF2, DoD:S, and HL2:DM
 Updates Released
 
  Not to be that guy, but can we get a CS:S sync for those Mac fixes? It's
  been an issue on every platform since launch, and it would be fantastic
 if
  it was included for Counter-Strike: Source as well.
 
  Thanks,
  Kyle.
 
  On Wed, Jun 27, 2012 at 6:15 PM, Eric Smith er...@valvesoftware.com
 wrote:
 
  We've released mandatory updates to Team Fortress 2, Day of Defeat:
  Source, and Half-Life 2: Deathmatch. The notes for the updates are
 below.
 
  -Eric
 
  --
 
  Source Engine Changes (TF2, DoD:S, HL2:DM)
  - Added ConVars sv_rcon_maxpacketsize and sv_rcon_maxpacketbans to allow
  server admins to control the maximum RCON packet size and whether or not
  users get banned for exceeding that limit. The defaults reflect the
  existing behavior.
  - Fixed not being able to import custom spray images on Macs
  - Fixed Macs cancelling http map downloads that take longer than 30
 seconds
 
  Team Fortress 2
  - Added Pyrovision!
  - Added new game mode Special Delivery and map Doomsday!
  - Friendly players glow when carrying the flag
  - Fixed rare cases where flag could fall out of the world
  - Fixed cases where the Payload HUD looked like the cart is still on a
  hill when it isn't
  - Fixed cases where some clients didn't receive broadcasts about long
  continuous particle effects being started or stopped
  - Updated the HTML renderer for displaying server MOTD
  - Votes created by a dedicated server no longer trigger a failed vote
  cooldown
  - Fixed map triggered annotation events not working on dedicated servers
  - Fixed the game crashing if tempents are created that use invalid
  materials
  - Using a Name Tag while in game notifies everyone of the name change
  - Fixed Strange Part: Projectiles Reflected not tracking grenade and
  sentry rocket deflections
  - Added new items
 * City on Fire item sets
 * Pyroland weapons and cosmetics
 * Community-contributed cosmetic items for all classes
 * Mysterious treasures have been incinerated, but are now
 craftable
 * Added crafting recipe for Pile of Ash
 * Scorched Keys are now available in the store for a limited time
 * New promo item
  - Weapon balancing changes
 * Gloves of Running Urgently
 * Removed self-damage over time penalty
 * Heavy takes mini-crits while active and for 3 seconds
  after switching away
 * Attack damage penalty reduced from -50% to -25%
 * Tomislav
 * Spin-up speed bonus reduced from +40% to +10%
 * Quick-Fix
 * Medic mirrors blast jump of their heal target
 * Crusader's Crossbow
 * Reload speed time reduced by +40%
 * Cozy Camper
 * Regenerates 1 heath per second
 * Reduced movement penalty from -90% to -80%
 * Sticky Jumper and Rocket Jumper
 * Added 'flying' sound to blast jumps
 * The Concheror
 * Changed rage building source from damage done and
 damage
  received to only damage done
 * Increased the rate at which Rage builds for this item
 by
  +25%
 * The Equalizer
 * Removed player move speed modification and added it to
 a
  new item named The Escape Plan
 * All owners of the Equalizer will be automatically
 granted
  The Escape Plan
 * Crit-a-Cola
 * Added +25% increased movement speed while active
 * Increased duration from 6 to 8 seconds
 * Atomic Bonk
 * Increased duration 

Re: [hlds] Steam Servers Offline?

2012-05-16 Thread byteframe
Wanton debauchery.

On Wed, May 16, 2012 at 9:08 PM, Team BOOM! teamb...@comcast.net wrote:

 Anyone know what's going on with the Steam system?

 Mike


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Re: [hlds] Steam Servers Offline?

2012-05-16 Thread byteframe
Maybe they're taking the whole thing down in an effort to make the seal
mask gift-wrappable.

On Wed, May 16, 2012 at 9:09 PM, wickedplayer494 . 
wickedplayer...@gmail.com wrote:

 +1 confirm.


 On Wed, May 16, 2012 at 8:08 PM, byteframe bytefr...@gmail.com wrote:

 Wanton debauchery.


 On Wed, May 16, 2012 at 9:08 PM, Team BOOM! teamb...@comcast.net wrote:

 Anyone know what's going on with the Steam system?

 Mike


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Re: [hlds] Mandatory TF2 update coming

2012-04-18 Thread byteframe
Woot. The seal mask is gonna be wrappable, I'll bet!

On Wed, Apr 18, 2012 at 5:56 PM, Eric Smith er...@valvesoftware.com wrote:

 We're working on a mandatory update for TF2. We should have it ready soon.

 -Eric


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Re: [hlds] TF2 Linux server will not update

2012-03-29 Thread byteframe
You might need to re-verify the content, and in my experiance, I have to
pass -steambin absolutepathtosteambinary to srcds_run.

On Thu, Mar 29, 2012 at 6:33 PM, Brian br...@doublejump.eu wrote:

 Connection to Steam servers successful.
Public IP is x.y.z
 Assigned anonymous gameserver Steam ID [A-1:12347574948218)].
 VAC secure mode is activated.
 tf_server_identity_account_id not set; not logging into registered account
 L 03/29/2012 - 22:23:07: tf_server_identity_account_id not set; not
 logging into registered account
 Fetched 1120701 bytes item schema version 61ECE005 via HTTP; update is
 queued.
 MasterRequestRestart
 Your server needs to be restarted in order to receive the latest update.
 Your server needs to be restarted in order to receive the latest update.

 try using _restart, no good. Try using -autoupdate, no good. So, as Eric
 suggested in a previous thread...

 srcds@vs2435:~$ rm InstallRecord.blob
 srcds@vs2435:~$ ./steam -command update -game tf -dir .
 Checking bootstrapper version ...
 Updating Installation
 No installation record found at ./orangebox
 No installation record found at ./orangebox
 No installation record found at .
 No installation record found at .
 No installation record found at .
 No installation record found at ./orangebox
 Checking/Installing 'Team Fortress 2 Content' version 321


 Checking/Installing 'Team Fortress 2 Materials' version 172


 Checking/Installing 'Base Source Shared Materials' version 8


 Checking/Installing 'Base Source Shared Models' version 4


 Checking/Installing 'Base Source Shared Sounds' version 4


 Checking/Installing 'OB Linux Dedicated Server' version 153


 Connection Reset, errno 104 Connection reset by peer
 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
 CAsyncIOManager: 120 single object sleeps, 0 multi object sleeps
 CAsyncIOManager: 0 single object alertable sleeps, 0 multi object
 alertable sleeps
 srcds@vs2435:~$ service srcds start

 ...

 VAC secure mode is activated.
 tf_server_identity_account_id not set; not logging into registered account
 L 03/29/2012 - 22:32:47: tf_server_identity_account_id not set; not
 logging into registered account
 Fetched 1120701 bytes item schema version 61ECE005 via HTTP; update is
 queued.
 MasterRequestRestart
 Your server needs to be restarted in order to receive the latest update.
 Your server needs to be restarted in order to receive the latest update.

 Same thing.

 Would really appreciate some help. My server has been out of action for a
 week now.

 Brian

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Re: [hlds] Mandatory TF2 update coming

2012-03-28 Thread byteframe
quick: make seal mask giftable...

On Wed, Mar 28, 2012 at 2:41 PM, Eric Smith er...@valvesoftware.com wrote:

 We're working on releasing a mandatory TF2 update. We should have it ready
 soon.

 -Eric


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Re: [hlds] [hlds_announce] Mandatory Team Fortress 2 Update Released

2012-03-15 Thread byteframe
Could the Seal Mask be made wrappable someday?

On Thu, Mar 15, 2012 at 7:21 PM, Emil Larsson ail...@gmail.com wrote:

 Don't feel bad. Eventually Valve will hide a message in there, just you
 wait. ;)

 On Fri, Mar 16, 2012 at 12:05 AM, DontWannaName! 
 ad...@topnotchclan.comwrote:

 I feel like a loser for getting my phone out to scan that haha.

 On Thu, Mar 15, 2012 at 4:02 PM, Eric Smith er...@valvesoftware.comwrote:

 We've released a mandatory update to Team Fortress 2. The notes for the
 update are below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Fixed IP bans not applying to RCON access

 Team Fortress 2
 - Added The Cozy Camper
 - Added a new TF2 sub-forum: Competitive Team Play and League discussion
 - Fixed Solider buffs and rage meters not always being reset
 - Updated The Black Rose so it can be gift wrapped
 - Updated The Phlogistinator:
   - Fixed a bug where Mmmph-crit flames could cause Mmmph to build fast
 enough to allow it to be infinitely chained
   - Direct damage reduced by 10%. Afterburn damage is unchanged
   - Defense buff time during taunt lowered from 12 seconds to 10 seconds
 - Updated arena_nucleus
   - Fixed z-fighting bug on lower platform
 - Community Requests
   - Added player_carryobject and player_dropobject game events
 - http://media.steampowered.com/apps/tf2/blog/7535.png

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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-02-19 Thread byteframe
The community overlay now needs to be enabled to trade tf2 dirt. Lovely.
Make it such that the lack of the enabled overlay is overcome by the fact
that I run the game in window mode. kthxbai

On Tue, Feb 14, 2012 at 6:52 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update to Team Fortress 2. The notes for the
 update are below.

 -Eric

 --

 Team Fortress 2
 - Added Something Special For Someone Special
 - Added The Snapped Pupil
 - Added a new promo item
 - Updated the Heavy's sandvich so it will only resupply ammo if the owner
 picks it up after dropping it. This means the only way to gain health from
 the sandvich is by eating it.
 - Fixed the Red/Blue team skins not working on the Bonk Boy with the new
 styles
 - Updated the in-game trading system to use the Steam trading menus
 - Updated these items so they can be traded and crafted:
   - The Warsworn Helmet
   - The Bolgan
   - The Bolgan Family Crest
   - The Merc Medal
   - The Battle Bob
   - The Bushman's Boonie
 - Updated cp_gravelpit
   - Fixed z-fighting on the fan in the Red spawn building
   - Fixed Red Engineers building inside their spawn room
 - Hcqngrq gur ybpnyvmngvba svyrf

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Re: [hlds] Merry Christmas!

2011-12-24 Thread byteframe
Santa is old hat. Kwanzaa Bot for president.
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Re: [hlds] Mandatory Team Fortress 2 Update Released

2011-11-29 Thread byteframe
New source client update makes all wine user's experience black screen
textures everywhere (menu included). Should hopefully be fixed by next wine
release in a few days or so.

Just putting it out there.

On Tue, Nov 29, 2011 at 5:21 PM, Brian br...@doublejump.eu wrote:

 Sorry, this is a TF2 game, I should have specified.


 On Tue, Nov 29, 2011 at 10:19 PM, Brian br...@doublejump.eu wrote:

 Nice update, thanks.

 Btw, are you guys aware of the STV relay audio bug? The audio for one
 player is played at max volume even when spec-ing other players. This
 persists through map changes and restarts by the STV client.

 An example can be seen in an ongoing game, Dignitas vs Epsilon :  connect
 relay.vanillatv.org:27100 with Epsilon.Stefan/schocky the particular
 player in this instance.



 On Tue, Nov 29, 2011 at 9:52 PM, Eric Smith er...@valvesoftware.comwrote:

 We've released a mandatory update for Team Fortress 2, Day of Defeat:
 Source, and Half-Life 2: Deathmatch. The notes for the update are below.

 Thanks.

 -Eric

 

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Dramatically improved the dynamic model loading system's memory usage,
 performance, and stability
 - Reduced memory usage on systems running Windows XP, Windows Vista, and
 Windows 7
 - Improved alt-tab handling under Windows Vista and Windows 7


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