Re: [hlds] L4D SourceTV?

2009-01-31 Thread gulfy
I have tried to get SourceTV to work with L4D with no avail, same with
trying to get more people in a server than 4 or 8.

On Sat, Jan 31, 2009 at 2:55 AM, Cc2iscooL  wrote:

> Is there a way to actually use SourceTV in L4D yet? I seem to
> have...planned
> something that I need it for...but SourceTV doesn't work worth a damn.
> Setting it up yields no results...put the convars in server.cfg as well as
> autoexec but it doesn't take.
>
> Or is there a way we can get a client to join the server as a spectator
> (force) even though the server is 8/8 or 4/4 or whatever so we can get one
> player watching the match, so we can broadcast it?
>
> -Cc2iscooL
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Re: [hlds] Left 4 Dead Update Available

2009-01-23 Thread gulfy
I'm not sure if that was an attempt at sarcasm or not, but you still have to
update your client and server before you can, no matter what day of the week
it is.

On Fri, Jan 23, 2009 at 3:53 PM, Jason Ruymen wrote:

> A required update for Left 4 Dead has been released.  Please use
> hldsupdatetool to receive the update.  The specific changes include:
>
> - Fixed an exploit with melee where swapping weapons ignored the intended
> delay between swings.
> - In Versus mode, the Tanks' health now reflects the damage he takes from
> burning.
> - Fixed an exploit related to the "joinclass" command
>
> Jason
>
>
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[hlds] [L4D] Players intentionally lagging server

2009-01-18 Thread gulfy
Just a few minutes ago, we started a versus game, and this person asked if
we wanted to see some lag.  They then proceeded to make the game extremly
lagging, and then we all got disconnected.

Boxxy :  Don't make me ruin this game
Boxxy :  k 1 sex
Boxxy :  Feel that lag?
Boxxy :  Yeah
Boxxy :  You like that

Profile: http://steamcommunity.com/profiles/76561197998375660

Not sure what they did to cause everyone in the game to lag out.  Anyone
else have this happen to them or their server.
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Re: [hlds] L4D Bugs

2009-01-11 Thread gulfy
Can you confirm any of this? When a player is in the yellow or red, they run
slower, the tank doesn't run faster.  I don't think hosting the game locally
changes any cvars for the amount of infected spawning, but I could be wrong.

On Sun, Jan 11, 2009 at 8:52 AM, Ronny Schedel wrote:

> Hello,
>
> I got L4D now, but it seems there are some big problems which affects
> gameplay dramatically:
>
> The tank runs on different speeds, depending on the player. Example: we had
> a situation where a player had 3 health points, but the tank was not able
> to
> approach the player, the tank was at the same slow speed. Maybe it's the
> same problem like in Counter-Strike Source, if you have lower FPS, you run
> slower.
>
> If you don't find a free game server, which is normal, and you host the
> game
> locally, then the amount of NPC zombies is different. If the hosting player
> is infected, the amount of NPC zombies is very low and the survivors can go
> straight to the exit without any problems. If the hosting player is
> survivor, you get alot of enemy NPC zombies.
>
> Hope this will be fixed soon.
>
> Best regards
>
> Ronny Schedel
>
>
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Re: [hlds] [l4d] sv_steamgroup_exclusive

2008-12-09 Thread gulfy
I think it is working as intended.  If I remember correctly 1 was supposed
to make it where the first person that joined had to be in the steamgroup,
but once that person joined, the public could join.  Either Valve said or
someone suggested have another option as 2 and setting it where everyone
that joined had to be in the steamgroup.

On Tue, Dec 9, 2008 at 9:28 AM, Alec Sanger <[EMAIL PROTECTED]> wrote:

>
> I know this has been discussed countless times, but I can't find the
> specific emails in the thousands i've gotten over the past month.
>
> I have the following in my server.cfg
>
> sv_steamgroup "627393"
> sv_steamgroup_exclusive 1
>
> I created a new steam group so and invited individuals who I wanted to
> allow access to this server. It shows up for them just fine, but the
> exclusivity does not remain. Once someone joins, people can follow them in
> through friends lists and such. Was this ever fixed? Am I missing something?
>
> Thanks
> _
> Send e-mail faster without improving your typing skills.
>
> http://windowslive.com/Explore/hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_speed_122008
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Re: [hlds] L4D: Versus mode swapping players' team

2008-12-05 Thread gulfy
This seems like it is happening more often after the latest patch, every map
change the teams get jumbled up.

On Fri, Dec 5, 2008 at 11:15 PM, Aaron A. Maricic <[EMAIL PROTECTED]>wrote:

> We had that occur, but only once and we were able to switch back to our
> original teams by hitting 'm'.
>
> Mike O'Laughlen wrote:
> > Has anyone else encountered players being forced to play as Infected or
> > Survivor after a round begins/finishes?  I can't remember if it was
> during a
> > map change or after the round was over.  It occurred after the patch
> > yesterday.  The same players were repeated swapped throughout the
> session.
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Re: [hlds] Petition: Lobbies for Group Servers

2008-12-01 Thread gulfy
Hell yeah!!

On Tue, Dec 2, 2008 at 12:15 AM, Brad <[EMAIL PROTECTED]> wrote:

> What I am calling for (The reasons should be self explanatory):
>
>   1. A method for creating a lobby "on" a particular server.
>   2. The ability to restrict (using Steam Groups) who can initially create
>   that lobby.
>   3. Those who can create lobbies on my server should be able to have full
>   lobby leader power over my server, including making it public if they
> need
>   to fill spots.  (Or should only have powers granted by server admins)
>   4. No need to set any settings in console (such as sv_search_key) for the
>   clients, and no need to set such settings on the server as well.
> Everything
>   should be able to done using steam groups only (as a supplement to the
>   existing system)
>
> If this sounds like something you would like to see implemented, sign on.
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Re: [hlds] [L4D] sv_cheats in server.cfg affecting abilities of players

2008-11-30 Thread gulfy
Very interesting, I have noticed all of these changed abilities on some
servers.  I just assumed the owners changed them.

On Sun, Nov 30, 2008 at 6:03 PM, Matt Lyons <[EMAIL PROTECTED]> wrote:

> One of our forum users has figured out that if you put "sv_cheats 0" in
> your server config the following abilities are changed:
>
> * Melee nerf. It gets progressivly slower after the first 6-7 swings
> * Smoker tounge reset is longer for a miss (10-15? seconds)
> * Zombies have a spawn cap of 3
> * Zombie minimiun spawn radius is larger (20-30 ingame metres)
>
> More details here: http://games.on.net/forums/viewtopic.php?f=240&t=157826
>
> Removing the cvar setting removes the ability changes.
>
> Bug?
>
> I've removed the line from my configs for now.
>
> --
> Matt Lyons (Bsc CS & Soft Eng)
> Content Administrator, Internode Systems
> 150 Grenfell St, Adelaide SA 5000
> Ph: (08) 8228 2877
> E-mail: [EMAIL PROTECTED]
> WWW: www.internode.com.au
> "In theory, there is no difference between theory and practice; In
> practice, there is."
>
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Re: [hlds] How about some server instructions and server.cfg files?

2008-11-25 Thread gulfy
If anyone wants to help I am setting up a wiki for L4D server documentation
here http://gulfy32.com/l4d/tiki-index.php

On Tue, Nov 25, 2008 at 3:44 PM, shoskins73 <[EMAIL PROTECTED]> wrote:

> Hey Mike, and everyone else defending the lack of documentation...
>
> All of those things that you just responded with answers for...were all
> figured out by admins, not you, nor Valve.  Valve changed how the server
> setup works for Left 4 Dead when it has been essentially the same for 10
> years or so with their MP games.  A little heads up on how to setup
> properly
> would have been nice.
>
> You know like telling us things like  director_no_human_zombies  set in the
> server.cfg will have adverse effects as they did not intend for people to
> setup servers with specific game modes.  This cvar alone causes all sorts
> of
> issues if you try to force the server to go into Versus mode as players
> will
> still be able to connect from a Lobby even if they are playing Campaign.
>
> Or that setting z_difficulty  should also not be used in the server.cfg
> either and is irrelevant when players connect from Lobbies with specified
> difficulty setting anyways. And that if the difficulty gets voted on to
> change in the game, once the map change, it will revert back to the default
> difficulty, messing with peoples Achievements and the game overall.
>
> The list goes on.  A simple short guide/explanation by Valve would have
> been
> really easy to get out to the community and would have prevented sooo much
> frustration with Admins and Game server hosting companies.
>
> Sean
>
>
> On Tue, Nov 25, 2008 at 1:04 PM, Mike O'Laughlen <[EMAIL PROTECTED]
> >wrote:
>
> > Inline responses.
> >
> > > What about maplists and map cycles?  Or mission cycles?
> >
> > Typically you should drive the cycle of maps on the server based on the
> > lobby system and restrict your dedicated server search using
> sv_search_key
> > cvar.  This is good if you want to create a public lobby but use your
> > dedicated server.  If you're finished playing and want to let others find
> > your dedicated server you can disable it by clearing the sv_search_key
> cvar
> > via rcon (e.g. rcon sv_search_key "").
> >
> > > What about switching between versus and coop maps?
> > > Why is my server currently on a versus map, when I only have coop maps
> > > in the maplist, and it starts on the hospital coop mission (via command
> > > line)?
> >
> > Again it should be controlled by the lobby system, but if you joined and
> > want to switch maps as an admin use the changelevel command.
> >
> > For a versus map:
> >
> > rcon changelevel l4d_vs_farm01_hilltop
> >
> > For a coop map:
> >
> > rcon changelevel l4d_hospital01_apartment
> >
> > Notice the coop maps don't have _vs_ in the name.  If you're interested
> in
> > the complete list of maps start typing the changelevel command to let the
> > console autocomplete with the available maps.  Once you've found the
> > desired
> > map, prepend the command with rcon and you're good to go.
> >
> > > There is no way for users to vote for a different map type in the gui.
> > > There should be.  (Then there should be an option for server admins to
> > > restrict their servers to a specific type or not.)
> >
> > Wy?? Lobby system should dictate the gamemode.
> >
> > > What about controlling team balance between survivors and zombies in a
> > > versus map?  Too many times I've seen it be 4 survivors vs 2 infected.
> > > What about controlling the behavior of the director, the hitbox values,
> > > the max number of infected spawned at any given time, etc.?
> >
> > I've seen a good strategy for evening team skill.  Change the difficulty
> > when the stronger team is playing as survivors.  This can be done using
> the
> > z_difficulty cvar.  There are other z_* commands that affect the zombies,
> > but I haven't used them.
> >
> > > My server is up and running fine, except for it randomly switching to
> > > versus maps when I want coop only.
> >
> > So you're fatal flaw here is that you're doing it wrong.  Valve wants
> > everyone to use the lobby system.  I know that the steam group server
> > concept doesn't reflect that, but if you're looking to kick start your
> > server try creating a public lobby and using the sv_search_key cvar.  If
> > that's not the approach use the changelevel command when you're connected
> > to
> > the server.
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Re: [hlds] How about some server instructions and server.cfg files?

2008-11-24 Thread gulfy
Sounds like you're up to the challenge.

On Mon, Nov 24, 2008 at 5:53 PM, Midnight <[EMAIL PROTECTED]> wrote:

> Like he said though, there is not a central consolidated and up to date
> list of information about running L4D servers.  It shouldn't take more
> than 30 minutes to put together and add to a wiki or forum page.
> Leaving everyone to their own devices to scour mailing lists and forums
> looking for answers is pretty unprofessional frankly.
>
>
> Kevin Ottalini wrote:
> > There have been qute a few posts from valve on the linux email list
> (about
> > L4D), look there too.
> >
> >
> http://www.mail-archive.com/[EMAIL PROTECTED]/maillist.html
> >
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Re: [hlds] L4D group excluse and public players

2008-11-24 Thread gulfy
exclusive, not excluse. :)

On Mon, Nov 24, 2008 at 3:39 PM, gulfy <[EMAIL PROTECTED]> wrote:

> I was wondering if anyone else was having this problem.  I have the steam
> group excluse cvar set to 1 so it lets the first person to join have to be
> in the steam group.  From my understanding after the first person joins,
> public players should be able to.  I can't seem to get any players other
> than from the steam group to join.  I don't know if it is matchmaking issue
> or what.
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[hlds] L4D group excluse and public players

2008-11-24 Thread gulfy
I was wondering if anyone else was having this problem.  I have the steam
group excluse cvar set to 1 so it lets the first person to join have to be
in the steam group.  From my understanding after the first person joins,
public players should be able to.  I can't seem to get any players other
than from the steam group to join.  I don't know if it is matchmaking issue
or what.
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Re: [hlds] sv_alltalk in Left4Dead

2008-11-20 Thread gulfy
I've been wondering the same thing.  In my server, alltalk is set to 1, and
as infected I could hear the survivors, but in another friends server,
alltalk was set to 1, but I could not the other team.

On 11/20/08, Jonah Hirsch <[EMAIL PROTECTED]> wrote:
>
> Hey everyone.
> By default, in left4dead, sv_alltalk is set to 1.
> Whenever I played versus, I haven't been able to hear the other team (or
> the teams I've played against just never talked). I went in one server
> the other night, and while playing as the infected, I could hear the
> survivors talking. sv_alltalk was set to 1 in that server too.
>
> So, does sv_alltalk actually affect anything in Left4Dead?
>
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Re: [hlds] TF2 Hacker

2008-11-20 Thread gulfy
Right.

On 11/20/08, tgnwells <[EMAIL PROTECTED]> wrote:
>
> That's a stupid idea. Hey, I'm vac banned on the HL1 engine, therefore I
> must hack in every game I own, right?
>
>
> Donnie Newlove wrote:
> > Well, his VAC status does not look good for him so its true that he is
> > a cheater, but he has probably not been caught by VAC on the Source
> > engine.
> >
> > This plugin still does not exist yet, but when it does it will change
> > that, I'm looking forward to it.
> > http://www.vacbanned.com/plugin.php
> >
> > On Thu, Nov 20, 2008 at 1:10 AM, Ben B <[EMAIL PROTECTED]>
> wrote:
> >
> >> So I wanted to play on my server, 18 poeple on it, filling up... so
> while I
> >> load, this hacker gets on with his aimbot/speed hack as sniper, and
> >> basically makes most people quit, there are only 5 people remaining when
> I
> >> get in game.
> >>
> >> You have no Idea how enraged I was over this, I told him I was giving
> his ID
> >> to anyone I can find, so here I go.
> >>
> >> nicknames: Pitty: like 1000? lol, [COTB]austantacious
> >> Steam Page: http://steamcommunity.com/profiles/76561197997419331
> >> STEAM_ID: STEAM_0:1:18576801
> >> IP: 24.2.199.151
> >>
> >> Please ban this pile of crap from all your servers until vac gets him or
> >> something D:.
> >>
> >> --
> >> From Ben B. (Goerge)
> >> ___
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> >>
> >
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Re: [hlds] Left 4 Dead is now available

2008-11-17 Thread gulfy
Same here, running win 2k3

On Mon, Nov 17, 2008 at 11:21 PM, Alex Smith <[EMAIL PROTECTED]> wrote:

> The dedicated server is crashing.  It's leaving a minidump behind.
>
> On Tue, Nov 18, 2008 at 12:18 AM, Jason Ruymen <[EMAIL PROTECTED]
> >wrote:
>
> > Left 4 Dead is now available, which also means that the demo is no long
> > available.  So if you would like to run a dedicated server, please run
> > hldsupdatetool with the game parameter with "left4dead".
> >
> > Jason
> >
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Re: [hlds] L4D Server update

2008-11-17 Thread gulfy
Yes, and have launched the game. Waiting for my server to finish
downloading, 60%

On Mon, Nov 17, 2008 at 11:13 PM, J T <[EMAIL PROTECTED]> wrote:

> Has anyone gotten the client preload unlocked yet?
>
> On Mon, Nov 17, 2008 at 9:13 PM, J T <[EMAIL PROTECTED]> wrote:
>
> > 9% done the dl
> >
> >
> > On Mon, Nov 17, 2008 at 9:08 PM, Alex Smith <[EMAIL PROTECTED]>
> wrote:
> >
> >> Mine is crashing as well.  Leaving the minidump too.
> >>
> >> On Tue, Nov 18, 2008 at 12:05 AM, Jeff Sugar <[EMAIL PROTECTED]>
> wrote:
> >>
> >> > Mine's crashing as soon as I try to run it, and leaves a minidump
> file.
> >> > Anyone else getting this?
> >> >
> >> >
> >> >
> >> > On Mon, Nov 17, 2008 at 9:01 PM, gulfy <[EMAIL PROTECTED]> wrote:
> >> >
> >> > > Downloading files as we speak.
> >> > >
> >> > > On Mon, Nov 17, 2008 at 10:58 PM, Matthew Gottlieb <
> >> > > [EMAIL PROTECTED]> wrote:
> >> > >
> >> > > > Same here
> >> > > >
> >> > > > On Mon, Nov 17, 2008 at 10:52 PM, Kitteny Berk <
> [EMAIL PROTECTED]
> >> >
> >> > > > wrote:
> >> > > >
> >> > > > > Looks like we're getting there,  l4d_full is updating to version
> 2
> >> > for
> >> > > me
> >> > > > >
> >> > > > > ___
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> >> > archives,
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> >> > > > >
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> >> > > >
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> >> > >
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> >
> >
> >
> > --
> > -
> > [EMAIL PROTECTED]
> >
>
>
>
> --
> -
> [EMAIL PROTECTED]
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Re: [hlds] L4D Server update

2008-11-17 Thread gulfy
Yeah mine said the same, but thats for the binaries base 2, which I don't
think was in the preload.

On Mon, Nov 17, 2008 at 11:00 PM, Formologic23 <
[EMAIL PROTECTED]> wrote:

> My install said no installation found. I'm having to re-download the files.
> But anyways, they're released.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Kitteny Berk
> Sent: Monday, November 17, 2008 8:52 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: [hlds] L4D Server update
>
> Looks like we're getting there,  l4d_full is updating to version 2 for me
>
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Re: [hlds] L4D Server update

2008-11-17 Thread gulfy
Downloading files as we speak.

On Mon, Nov 17, 2008 at 10:58 PM, Matthew Gottlieb <
[EMAIL PROTECTED]> wrote:

> Same here
>
> On Mon, Nov 17, 2008 at 10:52 PM, Kitteny Berk <[EMAIL PROTECTED]>
> wrote:
>
> > Looks like we're getting there,  l4d_full is updating to version 2 for me
> >
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Re: [hlds] Left 4 Dead Full Game Server Files Available

2008-11-17 Thread gulfy
This has already been announced.

On Mon, Nov 17, 2008 at 5:53 PM, Alex Olinger <[EMAIL PROTECTED]>wrote:

>
> Anyone who is planning to host a Left 4 Dead can now start to preload the
> full game server files by using:
> HldsUpdateTool.exe -command update -game "l4d_full" -dir (whatever
> directory you want)
>
>
> http://forums.steampowered.com/forums/showthread.php?t=751771
>
> _
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Re: [hlds] External/Public IP, NATing firewall

2008-11-17 Thread gulfy
I am running a l4d demo server and have dyndns running because I have a
dynamic IP address.  When the server starts it assigns it a local IP e.g.
192.168.1.xxx.  I can have people connect to my server using my dynamic dns
name just fine. e.g. test.gotdns.com.

On Mon, Nov 17, 2008 at 4:28 PM, Rick Payton <[EMAIL PROTECTED]> wrote:

> With as long as this type of behavior has been going on, I would go with
> option 4, not likely to be implemented. And there was also an update a
> little earlier today that fixes having a steamgroup exclusive L4D
> server.
>
> I agree being able to specify to the world what your external IP is
> would be a treat, as it is now you can tell if someone is running a NAT
> server via a simple status command in the client console (provided you
> know all the dedicated private IP ranges).
>
> mauirixxx
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jevon
> Sent: Monday, November 17, 2008 12:02 PM
> To: hlds@list.valvesoftware.com
> Subject: [hlds] External/Public IP, NATing firewall
>
> Hi all,
>
>
>
> Apologies if I've missed a discussion about this somewhere, I've looked
> many
> different places and come up blank. I run a DS (specifically L4D) for
> some
> friends on my desktop machine. I am behind a router which does NAT so
> have a
> private/internal IP (10.0.0.2). Naturally, my friends need my public
> address, and I make use of dyndns for ease (port forwarding is working
> fine).
>
>
>
> I can't see an easy way to get this set up working cleanly but I can't
> imagine it's a rare configuration. Is it possible to specify separate
> "external" IPs and internal IPs?
>
> If I let the server pick up the IP, it detects 10.0.0.2, as expected,
> and
> although people can connect in the console ("connect l4d.dyndns.org" for
> example) it won't show up correctly anywhere else - people can't browse
> it
> in any way (and with sv_password not working at the moment, it's open to
> anyone as the sv_steamgroup stuff doesn't appear to work either).
>
>
>
> If I specify my external ip, either on the command line or in my
> autoexec.cfg, the server starts barfing and doesn't talk to the VAC
> servers
> - the following is all that gets shown:
>
> ...
>
> NET_GetBindAddresses found 10.0.0.2: 'NETGEAR 108 Mbps Wireless PCI
> Adapter
> WG311T'
>
> WARNING: NET_OpenSocket: bind: WSAEADDRNOTAVAIL
>
> Trying to open socket on 10.0.0.2
>
> WARNING: NET_OpenSocket: bind: WSAEADDRNOTAVAIL
>
> WARNING: NET_OpenSocket: bind: WSAEADDRNOTAVAIL
>
> Trying to open socket on 10.0.0.2
>
> WARNING: NET_OpenSocket: bind: WSAEADDRNOTAVAIL
>
> Trying to open socket on 10.0.0.2
>
> Socket bind failed (WSAEADDRNOTAVAIL)
>
> Network: IP xx.xx.xx.xx, mode MP, dedicated Yes, ports 27020 SV / 27015
> CL
>
>  Host_NewGame 
>
> Compact released 131072 bytes to the backing store
>
> Host_NewGame on map l4d_dem_hospital01_apartment
>
> Executing dedicated server config file
>
> Commentary: Could not find commentary data file
> 'maps/l4d_dem_hospital01_apartment_commentary.txt'.
>
> CreateBoundSocket: ::bind returned Win32 error 10049
>
> cminterface.cpp (932) : Assertion Failed: NULL != m_hConnection
>
>
>
> It looks like the server tries to bind to the external IP, which
> naturally
> is assigned to the router, not the computer, so it bugs out (as you'd
> expect). Ideally, I need to be able to tell the server to bind to the
> "internal" IP, but publicise a specified external IP (e.g. a new server
> variable along the lines of external_ip which I could set to either a
> DNS
> entry or an IP like with the existing ip variable) to the Steam
> servers/other users. Obviously there might be a slight issue if other
> people
> were on my internal network but it should still play ball connecting to
> the
> external IP.
>
>
>
> Is such a thing:
>
> 1)  Possible now, just differently
>
> 2)  Should be possible similar to above but broken
>
> 3)  Planned but not implemented
>
> 4)  Unlikely to be implemented
>
>
>
> Hopefully having written all that it's not going to be something
> blindingly
> obvious that I've overlooked and which makes me look like an idiot :-(
>
>
>
> Cheers,
>
>
>
> Jevon
>
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[hlds] L4D Dedicated Server Files

2008-11-17 Thread gulfy
Any ETA when the rest of the files will be ready to download?  Only 10 hours
before the game releases.
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Re: [hlds] HLDS L4D, 2 full versions?

2008-11-14 Thread gulfy
Can we get some official clarification on what to download for the dedicated
server for the full game?
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Re: [hlds] Status

2008-11-12 Thread gulfy
It seems like they could integrate the matchmaking and the server browser.
Have the lobby leader click search for game and it could come up a list of
all servers that are within a certain latency range.  The host could then
click on one and have the whole team join it.  That way people who have
certain servers they like can still join them, and people who don't care
what server they join could still have the function of join a random server
through the matchmaker.  A server browser not associated with the
matchmaking system would still be a nice addon for people that don't want to
join a lobby and then a game.

2008/11/12 Jake Skenna <[EMAIL PROTECTED]>

> Erik has already explained what valve is doing and why they are doing it.
> They are not changing it because you don't like matchmaking. This is not a
> list to whine about you losing faith in a company. Feel free to make a
> comment on what they are trying to do at the moment, but people are not
> here
> to listen to whining.
>
> On Wed, Nov 12, 2008 at 3:43 PM, Timothy L Havener <
> [EMAIL PROTECTED]> wrote:
>
>  > Fine.  You want constructive criticism?  Here it is.  Keep it simple.
> > Stop trying to reinvent the wheel.  Give us  a simple single tabbed
> > server browser with a filter system and stop with this console copycat
> > garbage.  I am a PC gamer for a reason.  If I wanted an xbox I would go
> > out out and buy one.
> >
> >
> > Erik Johnson wrote:
> > > For these lists to be useful, both to admins and us, these kinds of
> > threads need to stop. If you want to get super angry in e-mail, people
> > should send it directly to me and not to a list with over a thousand
> e-mail
> > addresses on it.
> > >
> > > Criticism is completely OK on this list as long as it is constructive,
> > which 90% of it has been. Grandstanding and talking about how much you
> hate
> > Valve is not really useful to anyone.
> > >
> > > I'm going to try the 1 strike and you're out policy for a while on the
> > list and see how that goes. If people are really upset about something
> and
> > want to shoot me an e-mail, that is OK and won't get you banned.
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED] [mailto:
> > [EMAIL PROTECTED] On Behalf Of Timothy L Havener
> > > Sent: Wednesday, November 12, 2008 11:04 AM
> > > To: Half-Life dedicated Win32 server mailing list
> > > Subject: Re: [hlds] Status
> > >
> > > I overreact when I'm frustrated...as I am with Valve.  I love their
> > > games but I am getting really tired of hosting servers for their games
> > > when they are continually twisting my arm as an admin to accept things
> > > which make it harder to build a community around those same games.  It
> > > just feels like they have forgotten what got them where they are.
> > >
> > > Leonard L. Church wrote:
> > >
> > >> So why are you still on this list? Give up already.
> > >>
> > >> Timothy L Havener wrote:
> > >>
> > >>
> > >>> I had that hope after the custom tab debacle. I now no longer hold
> onto
> > >>> it. I give up on Valve.
> > >>>
> > >>> [ЯтR] The-/ > >>>
> > >>>
> >  Hopefully its only nibbling in ignorance, as we are they're bread
> and
> >  butter, and hopefully it will be balanced in the end, keep console
> as
> >  console and PC above it all.
> > 
> >  Timothy L Havener wrote:
> > 
> > 
> > 
> > > Where once Valve was an innovator in the way we play online games
> > they
> > > have no become a force of complete destruction to the way we play
> PC
> > > games.  By reverting to a console style server browser they have
> > > devolved their game into an Idoit's Guide to Online Gaming.  This
> is
> > > just another move on the chess board to marginalize server admins
> and
> > > take complete control of the gaming experience.  Anyone who doesn't
> > see
> > > that is blind.  I had a little respect for them left after TF2 and
> it
> > is
> > > now gone. Keep pissing off admins, Valve, its always good to bite
> the
> > > hand that feeds you.  I'm sure those uneducated gamers out there
> that
> > > you are catering to will step up to the plate when all of us are
> > gone.
> > > Good luck with that.
> > >
> > >
> > >
> > > Dj Satane wrote:
> > >
> > >
> > >
> > >
> > >> Let me get something straight, Erik wrote: " When a player or two
> > leaves
> > >> Left 4 Dead the game suffers quite a bit, and we were worried that
> > the
> > >> server browser model wasn't the right one for this game."
> > >>
> > >> Erik, you don't explain the matchmaking how it solves the problem
> > you
> > >> are talking about. How does "console style" matchmaking solves the
> > problem
> > >> of people leaving a left 4 dead game? How does server browser
> > supposedly
> > >> does not solve this problem?
> > >>
> > >> On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson <
> > [EMAIL PROTECTED]>wrote:
> > >>
> > >>
> >

Re: [hlds] Stop lobby connections?

2008-11-06 Thread gulfy
In my server.cfg that is.

On Thu, Nov 6, 2008 at 11:21 PM, gulfy <[EMAIL PROTECTED]> wrote:

> I have "setmaster disable" without the quotes on my server and it doesn't
> seem to show up for lobby people, the only ones who join are direct IP thru
> console.
>
>
> On Thu, Nov 6, 2008 at 10:12 PM, Robert Whelan <[EMAIL PROTECTED]>wrote:
>
>> rather big update just released... client/server
>>
>>
>>
>>
>> 
>> From: Kitteny Berk <[EMAIL PROTECTED]>
>> To: Half-Life dedicated Win32 server mailing list <
>> hlds@list.valvesoftware.com>
>> Sent: Thursday, November 6, 2008 10:05:57 PM
>> Subject: [hlds] Stop lobby connections?
>>
>> Well, now my servers work, and I can, in theory, join them manually.
>>
>> Only as soon as I unpassword one to join it, a lobby grabs it from under
>> my nose,  anyone have any bright ideas to fix it?
>>
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>> please visit:
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>>
>>
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Re: [hlds] Stop lobby connections?

2008-11-06 Thread gulfy
I have "setmaster disable" without the quotes on my server and it doesn't
seem to show up for lobby people, the only ones who join are direct IP thru
console.

On Thu, Nov 6, 2008 at 10:12 PM, Robert Whelan <[EMAIL PROTECTED]> wrote:

> rather big update just released... client/server
>
>
>
>
> 
> From: Kitteny Berk <[EMAIL PROTECTED]>
> To: Half-Life dedicated Win32 server mailing list <
> hlds@list.valvesoftware.com>
> Sent: Thursday, November 6, 2008 10:05:57 PM
> Subject: [hlds] Stop lobby connections?
>
> Well, now my servers work, and I can, in theory, join them manually.
>
> Only as soon as I unpassword one to join it, a lobby grabs it from under
> my nose,  anyone have any bright ideas to fix it?
>
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>
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Re: [hlds] Left 4 Dead dedicated servers

2008-11-05 Thread gulfy
"Most of the files for the Left 4 Dead Demo Dedicated Server are now
available.  This is basically a preload for the Demo dedicated server, as we
have not released all the binaries required to run a server just yet.  So if
you would like to run a server use the game parameter of "l4d_demo" from
hldsupdatetool."

On Wed, Nov 5, 2008 at 6:33 PM, Cc2iscooL <[EMAIL PROTECTED]> wrote:

> It probably won't run properly until release.
>
> Matthew Gottlieb wrote:
> > Yes... Trying to boot the server with no luck yet.
> > I've tried:
> > srcds.exe -console -game l4d_beta -port 27035
> > left4dead.exe -console -game l4d_beta -port 27035
> >
> > I've also tried with game name as l4d and without console.
> > srcds.exe does nothing, left4dead.exe blows up.
> >
> > ~ Matt
> >
> > On Wed, Nov 5, 2008 at 6:20 PM, Philip Bembridge
> > <[EMAIL PROTECTED]>wrote:
> >
> >
> >> Thanks!!! =D
> >>
> >> Anyone else feel like a small child at Christmas?!
> >>
> >> 2008/11/6 Matthew Gottlieb <[EMAIL PROTECTED]>
> >>
> >>
> >>> DS out NOW:
> >>> C:\hldsupdatetool>HldsUpdateTool.exe -command update -game list
> >>> Checking bootstrapper version ...
> >>> Updating Installation
> >>> ** 'game' options for Source DS Install:
> >>>
> >>>"Counter-Strike Source"
> >>>"ageofchivalry"
> >>>"diprip"
> >>>"dods"
> >>>"garrysmod"
> >>>"hl2mp"
> >>>"insurgency"
> >>>"l4d_demo"
> >>>"synergy"
> >>>"tf"
> >>>"zps"
> >>>
> >>> ** 'game' options for HL1 DS Install:
> >>>
> >>>"cstrike"
> >>>"cstrike_beta"
> >>>"czero"
> >>>"dmc"
> >>>"dod"
> >>>"gearbox"
> >>>"ricochet"
> >>>"tfc"
> >>>"valve"
> >>>
> >>> ** 'game' options for Third-Party game servers:
> >>>
> >>>"ageofchivalry"
> >>>"darkmessiah"
> >>>"diprip"
> >>>"garrysmod"
> >>>"insurgency"
> >>>"marenostrum"
> >>>"redorchestra"
> >>>"ship"
> >>>"sin"
> >>>"synergy"
> >>>"tshb"
> >>>"zps"
> >>> HLDS installation up to date
> >>>
> >>> Enjoy :)
> >>>
> >>> On Wed, Nov 5, 2008 at 5:51 PM, Damien Tombs <[EMAIL PROTECTED]>
> >>> wrote:
> >>>
> >>>
>  http://store.steampowered.com/news/1977/
>  The early demo access is scheduled to begin around 2 am PST on the
> Xbox
> 
> >>> 360
> >>>
>  and 7 am PST on the PC.
> 
> 
>  So 3pm GMT I guess :)
> 
> 
> > Date: Wed, 5 Nov 2008 19:38:31 +> From: [EMAIL PROTECTED]> To:
> >
>  hlds@list.valvesoftware.com> Subject: Re: [hlds] Left 4 Dead
> dedicated
>  servers> > About an hour before the release probobly.> > 2008/11/5
> 
> >>> Kitteny
> >>>
>  Berk <[EMAIL PROTECTED]>> > > So, any idea when we're actually
> gonna
> 
> >>> see
> >>>
>  the server files?> >> > Eric Smith wrote:> > > 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,
> >>
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> >>
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