Re: [hlds] I wish they didn't announce it early...

2010-08-17 Thread syates20
People complain we don't get announcements early and now people are complaining 
they don't want to get them early.  Ffs people, make up your minds.
Sent via BlackBerry from T-Mobile

-Original Message-
From: Steven Polley zellers.shi...@gmail.com
Sender: hlds-boun...@list.valvesoftware.com
Date: Tue, 17 Aug 2010 13:14:29 
To: hlds@list.valvesoftware.com
Reply-To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Subject: [hlds] I wish they didn't announce it early...

Normally they don't, and that's the way i like it :P   I have an SSH client
and email on my phone, so normally if they announce it right when it comes
out, I'm able to update my servers right then and there... and I normally
get most or all of them done before the big load comes on from everyone
else.
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[hlds] TF2 servers kill notificatons vanishing

2010-05-19 Thread syates20
We have 6 windows servers that are running the latest version of SM and a 
variety of plugins.  Recently, the kill notifications have started to vanish. 
They will come back after a map change or a restart and it usually affects 
everyone who is on the server.   We don't run any crazy plugins and I disabled 
a few to see if that helped and we still had that problem. 

I posted a question at allied modders regarding SM but I was wondering if 
anyone else was having this problem.


Sent via BlackBerry from T-Mobile

-Original Message-
From: Steven Hartland kill...@multiplay.co.uk
Date: Tue, 18 May 2010 10:28:26 
To: hlds@list.valvesoftware.com
Subject: [hlds] TF2 servers reporting players via Query when empty

Seems TF2 servers are reporting players via the query protocol
even though the console says 0 players and the server is using
0 CPU.

Like most GSP's we use the query results to monitor performance
and perform restarts when idle so its important that this
information is correct.

So really could do with this being fixed.

Regards
Steve


This e.mail is private and confidential between Multiplay (UK) Ltd. and the 
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recipient is prohibited from using, copying, printing or otherwise 
disseminating it or any information contained in it. 

In the event of misdirection, illegible or incomplete transmission please 
telephone +44 845 868 1337
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Re: [hlds] TF2 servers kill notificatons vanishing

2010-05-19 Thread syates20
Lol. 

Sent via BlackBerry from T-Mobile

-Original Message-
From: Nicholas Hastings nshasti...@gmail.com
Date: Wed, 19 May 2010 08:50:38 
To: Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.com
Subject: Re: [hlds] TF2 servers kill notificatons vanishing

You have a plugin blocking the player_death event or at least the 
broadcasting of it. Do the work and narrow it down rather than whining 
to the list about a plugin issue (not a server problem).

On 5/19/2010 8:46 AM, syate...@cfl.rr.com wrote:
 We have 6 windows servers that are running the latest version of SM and a 
 variety of plugins.  Recently, the kill notifications have started to vanish. 
 They will come back after a map change or a restart and it usually affects 
 everyone who is on the server.   We don't run any crazy plugins and I 
 disabled a few to see if that helped and we still had that problem.

 I posted a question at allied modders regarding SM but I was wondering if 
 anyone else was having this problem.


 Sent via BlackBerry from T-Mobile

 -Original Message-
 From: Steven Hartlandkill...@multiplay.co.uk
 Date: Tue, 18 May 2010 10:28:26
 To:hlds@list.valvesoftware.com
 Subject: [hlds] TF2 servers reporting players via Query when empty

 Seems TF2 servers are reporting players via the query protocol
 even though the console says 0 players and the server is using
 0 CPU.

 Like most GSP's we use the query results to monitor performance
 and perform restarts when idle so its important that this
 information is correct.

 So really could do with this being fixed.

  Regards
  Steve

 
 This e.mail is private and confidential between Multiplay (UK) Ltd. and the 
 person or entity to whom it is addressed. In the event of misdirection, the 
 recipient is prohibited from using, copying, printing or otherwise 
 disseminating it or any information contained in it.

 In the event of misdirection, illegible or incomplete transmission please 
 telephone +44 845 868 1337
 or return the E.mail to postmas...@multiplay.co.uk.


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Re: [hlds] TF2 servers kill notificatons vanishing

2010-05-19 Thread syates20
Thanks!  

Sent via BlackBerry from T-Mobile

-Original Message-
From: Keeper hl2li...@afksoftware.com
Date: Wed, 19 May 2010 09:07:52 
To: 'Half-Life dedicated Win32 server mailing list'hlds@list.valvesoftware.com
Subject: Re: [hlds] TF2 servers kill notificatons vanishing

Gee, a server operator was having an issue with his server.  So he posted it
on the dedicated servers mailing list.  True, it might have something to do
with the SM plugins, but this list is a good resource for those answers as
well, seeing how other server operators might have come across the same
issue.

If you don't approve of a thread, just mark it as read and ignore it.  Just
because the topic might not pertain to you or your situation, doesn't mean
it won't be helpful to others.

Back to the original question.  Disable all of your SM plugins and add them
in one by one to discover which one is causing the issue.  Then find the
proper place on the SM forums and ask about that particular plugin.

Keeper

Sent from my Soapbox

-Original Message-
From: Nicholas Hastings [mailto:nshasti...@gmail.com] 
Sent: Wednesday, May 19, 2010 8:51 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 servers kill notificatons vanishing

You have a plugin blocking the player_death event or at least the 
broadcasting of it. Do the work and narrow it down rather than whining 
to the list about a plugin issue (not a server problem).

On 5/19/2010 8:46 AM, syate...@cfl.rr.com wrote:
 We have 6 windows servers that are running the latest version of SM and a
variety of plugins.  Recently, the kill notifications have started to
vanish. They will come back after a map change or a restart and it usually
affects everyone who is on the server.   We don't run any crazy plugins and
I disabled a few to see if that helped and we still had that problem.

 I posted a question at allied modders regarding SM but I was wondering if
anyone else was having this problem.




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Re: [hlds] TF2 servers kill notificatons vanishing

2010-05-19 Thread syates20
Yup.  I can handle the SM side of it, I was just curious if anyone else was 
experiencing this problem.  With all of the updates, was wondering if it was a 
bug.

Thanks for the help. 
Sent via BlackBerry from T-Mobile

-Original Message-
From: Allan Button abut...@netaccess.ca
Date: Wed, 19 May 2010 09:16:00 
To: Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.com
Subject: Re: [hlds] TF2 servers kill notificatons vanishing

Also,

You can test this quickly without moving all plug-ins to the disabled folder. 
If you remove the .vdf for sourcemod and metamod and restart, the server will 
come up clean. Then if your problem is gone, you know its sourcemod.

If you have the .sp of all the plug-ins, you can run this Linux command:

grep player_death *.sp

in the folder that has all the .sp files. You should see a hit with every file 
that references player_death . This may help you narrow it down. Sometimes 
plug-in authors will use events to trigger actions instead of using timers that 
may be wasteful. For example, why check every second to see if an entire team 
is dead when you can just check every time there is a player death.

Allan

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Keeper
Sent: Wednesday, May 19, 2010 9:08 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF2 servers kill notificatons vanishing

Gee, a server operator was having an issue with his server.  So he posted it
on the dedicated servers mailing list.  True, it might have something to do
with the SM plugins, but this list is a good resource for those answers as
well, seeing how other server operators might have come across the same
issue.

If you don't approve of a thread, just mark it as read and ignore it.  Just
because the topic might not pertain to you or your situation, doesn't mean
it won't be helpful to others.

Back to the original question.  Disable all of your SM plugins and add them
in one by one to discover which one is causing the issue.  Then find the
proper place on the SM forums and ask about that particular plugin.

Keeper

Sent from my Soapbox

-Original Message-
From: Nicholas Hastings [mailto:nshasti...@gmail.com] 
Sent: Wednesday, May 19, 2010 8:51 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 servers kill notificatons vanishing

You have a plugin blocking the player_death event or at least the 
broadcasting of it. Do the work and narrow it down rather than whining 
to the list about a plugin issue (not a server problem).

On 5/19/2010 8:46 AM, syate...@cfl.rr.com wrote:
 We have 6 windows servers that are running the latest version of SM and a
variety of plugins.  Recently, the kill notifications have started to
vanish. They will come back after a map change or a restart and it usually
affects everyone who is on the server.   We don't run any crazy plugins and
I disabled a few to see if that helped and we still had that problem.

 I posted a question at allied modders regarding SM but I was wondering if
anyone else was having this problem.




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Re: [hlds] TF2 servers kill notificatons vanishing

2010-05-19 Thread syates20
Thanks for the help.  And I was laughing at him because he said I was whining 
to the list about my plugin problems even though I clearly spelled out that I 
was checking with allied modders for help with the plugins. 

Sent via BlackBerry from T-Mobile

-Original Message-
From: ics i...@ics-base.net
Date: Wed, 19 May 2010 16:27:27 
To: syate...@cfl.rr.com; Half-Life dedicated Win32 server mailing 
listhlds@list.valvesoftware.com
Subject: Re: [hlds] TF2 servers kill notificatons vanishing

I had this issue on the past at our server. The kills disappeared during 
one map and came back on the next. I recall it was sourcemod related, 
updating sourcemod itself fixed the issue back then.

PS: Don't lauch at people who are trying to help you.

-ics

19.5.2010 16:18, syate...@cfl.rr.com kirjoitti:
 Lol.

 Sent via BlackBerry from T-Mobile

 -Original Message-
 From: Nicholas Hastingsnshasti...@gmail.com
 Date: Wed, 19 May 2010 08:50:38
 To: Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.com
 Subject: Re: [hlds] TF2 servers kill notificatons vanishing

 You have a plugin blocking the player_death event or at least the
 broadcasting of it. Do the work and narrow it down rather than whining
 to the list about a plugin issue (not a server problem).

 On 5/19/2010 8:46 AM, syate...@cfl.rr.com wrote:

 We have 6 windows servers that are running the latest version of SM and a 
 variety of plugins.  Recently, the kill notifications have started to 
 vanish. They will come back after a map change or a restart and it usually 
 affects everyone who is on the server.   We don't run any crazy plugins and 
 I disabled a few to see if that helped and we still had that problem.

 I posted a question at allied modders regarding SM but I was wondering if 
 anyone else was having this problem.


 Sent via BlackBerry from T-Mobile

 -Original Message-
 From: Steven Hartlandkill...@multiplay.co.uk
 Date: Tue, 18 May 2010 10:28:26
 To:hlds@list.valvesoftware.com
 Subject: [hlds] TF2 servers reporting players via Query when empty

 Seems TF2 servers are reporting players via the query protocol
 even though the console says 0 players and the server is using
 0 CPU.

 Like most GSP's we use the query results to monitor performance
 and perform restarts when idle so its important that this
 information is correct.

 So really could do with this being fixed.

   Regards
   Steve

 
 This e.mail is private and confidential between Multiplay (UK) Ltd. and the 
 person or entity to whom it is addressed. In the event of misdirection, the 
 recipient is prohibited from using, copying, printing or otherwise 
 disseminating it or any information contained in it.

 In the event of misdirection, illegible or incomplete transmission please 
 telephone +44 845 868 1337
 or return the E.mail to postmas...@multiplay.co.uk.


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Re: [hlds] Team Fortress 2 Update Available

2010-04-30 Thread syates20
Are you running RCON locker?


Sent via BlackBerry from T-Mobile

-Original Message-
From: DarthNinja darthni...@darthninja.com
Date: Fri, 30 Apr 2010 16:04:37 
To: Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2 Update Available

My server has been running MM 1.8.1-hg702 and SM 1.3.2-hg2954 all
night/today and it hasn't crashed once, yay!


On Fri, Apr 30, 2010 at 12:51 AM, Jeff Sugar jeffsu...@gmail.com wrote:

 For what it's worth, a new snapshot of SM dropped 30-ish minutes ago that
 is
 working for everyone so far in #hlserveradmins
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Re: [hlds] TF2 multiple sentries exploit fix

2010-04-29 Thread syates20
Are you kidding?  Ban'm baby!
Sent via BlackBerry from T-Mobile

-Original Message-
From: DontWannaName! ad...@topnotchclan.com
Date: Thu, 29 Apr 2010 15:14:34 
To: Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.com
Subject: Re: [hlds] TF2 multiple sentries exploit fix

lol... you and banning people. Must be the thrill. This is not a bannable
offense in my eyes.

On Thu, Apr 29, 2010 at 3:14 PM, msleeper mslee...@ismsleeperwrong.comwrote:

 As a follow-up, I made a very simple edit to your source to
 automatically ban people who perform these exploits.

 http://www.msleeper.com/files/ms.tf2.buildingban.zip

 Enjoy!


 On Thu, 2010-04-29 at 21:55 +0100, Dave Kellaway wrote:
  For the benefit of people not on the hlds_linux list: there's an exploit
 in the new TF2 update that lets Engineers build multiple
 sentries/dispensers. It also brings back the bug that lets Spies build
 Dispensers.
 
  I have written a Sourcemod plugin that blocks those things from happening
 (source code included):
  http://davejk.net/crap/sourcemod/buildingfix.zip
 
  Hopefully this'll be of use to people.
 
  ---
  Dave Kellaway
 
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update

2010-04-28 Thread syates20
Yup
Sent via BlackBerry from T-Mobile

-Original Message-
From: Violent Crimes violentcri...@convictgaming.com
Date: Wed, 28 Apr 2010 21:15:07 
To: Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update

Anyone having issues getting this update to download?

On 4/28/2010 8:32 PM, Jason Ruymen wrote:
 Required updates to Team Fortress 2 and Day of Defeat: Source have been 
 released.  Please run hldsupdatetool to receive the updates.  The specific 
 changes include:

 Dedicated server
 - Linux optimizations.
 - Fixed Linux servers not relisting correctly after a master server restart.
 - Fixed a case where servers could have ghost players consuming player 
 slots.

 Engine
 - Marked the snd_show convar as a cheat.

 Team Fortress 2
 New content:
 - Added new community map cp_freight.
 - Added missing physics models for several items.
 - Added jiggle bones to the Sam  Max items, and The Buff Banner.
 - Added Crit-a-Cola.

 Gameplay Changes:
 - Pyro changes:
 - Flamethrower direct damage reduced 20%.
 - Burn duration reduced (10 -  6 seconds).
 - Airblast re-fire delay reduced by 25%.
 - Airblast ammo usage reduced by 20%.
 - All reflected rockets/grenades/arrows now mini-crit.
 - Airblasting enemies into environmental deaths now awards the death credit 
 to the Pyro.
 - Heavy changes:
 - Minigun spin-up/down time reduced by 25%
 - Minigun firing movement speed increased to just under half-normal (from 80 
 to 110).
 - Throwing a sandvich to a teammate now earns a full bonus point (was half a 
 point).
 - Bonk! changes:
 - Post-use movement penalty removed.
 - Now has a re-use cooldown time, like The Sandman.
 - The Chargin' Target changes:
 - Direct charge hit now does 50 damage + 10 per head (up to 5 
 heads).
 - Capped the turn rate from +left and +right while charging.
 - The Huntsman changes:
 - Removed restriction that arrows need to be aimed before they can be lit by 
 a Pyro.
 - Bow can now be lowered without losing the lit arrow.
 - Changed bow so you can start charging it while you're jumping, but you 
 can't fire until you're on the ground.
 - Fixed bug where flame effect would get stuck on if you change weapons with 
 a lit arrow.
 - Backpack changes:
 - Moved Crafting button out to the root class/backpack selection panel.
 - Dragging and dropping items in your backpack now makes appropriate sounds.
 - Bot changes:
 - Bots don't retreat to gather health as readily if they are in combat.
 - Bots no longer retreat when moving to block a point capture.
 - Bots should now equip an appropriate combat weapon and fight while moving 
 to collect health.
 - Bots who are roaming the map and hunting now chase down their victims, 
 following them around corners.
 - Bots That fire projectiles (ie: rockets/grenades/etc) don't hold down their 
 fire button for a minimum time. This was causing Soldier bots to fire rockets 
 into nearby walls as they strafed, killing themselves.
 - Soldiers bots now switch to their shotgun after firing all four rockets 
 when engaging an enemy.
 - Added a few more bot names from community suggestions.
 - Fixed a behavior loop with Engineer metal gathering.
 - The Sandman change:
  - Added a slight speed reduction to stunned players.
 - Community requests
 - Added ConVars log_verbose_enable and log_verbose_interval to report player 
 positions in the server log at regular intervals
- log_verbose_enable default: 0
- log_verbose_interval   default:  3 secs
  - Last-weapon initialization on respawn now sets itself to 
 be the melee weapon if you don't have a selectable secondary weapon (like The 
 Razorback).

 Bug Fixes:
 - Fixed an case where The Gunboats didn't apply their damage reduction 
 properly.
 - The amount count in the HUD now flashes red when you're low on ammo.
 - Extinguishing a burning teammate now earns a full bonus point (was half a 
 point).
 - Fixed a permanent overheal exploit involving dispensers.
 - Fixed a bug in spectator mode where the user aborted out of freezecam, 
 setup a spec mode (like IN_EYE), and would then have the setting stomped 
 after the freezecam timer expired.
 - Fixed bug with disguised spy sometimes seeing his own name in the disguise 
 status HUD.
 - Fixed a client crash that could result from players with arrows embedded in 
 them.
 - Fixed items that can be worn by any class having the wrong model when worn 
 by a disguised Spy.
 - Added missing map prefixes to server browser game types.
 - Killing yourself with your own sentry no longer increments the sentry's 
 kill counter.
 - Fixed dropped hats sometimes having the wrong team color.
 - Fixed crit-boosted players not getting critical hits if their weapon has 
 custom no-crit behavior.
 - Fixed the achievement dialog taking a long time to pop up, and completed 
 achievements now 

Re: [hlds] Problem after updating to the new release

2010-04-23 Thread syates20
If you have SM, you have to disable.
Sent via BlackBerry from T-Mobile

-Original Message-
From: Craz c...@chilloutcrew.com
Date: Fri, 23 Apr 2010 14:35:38 
To: hlds@list.valvesoftware.com
Subject: [hlds] Problem after updating to the new release

Windows server is crashing repeatedly.

 

When I updated the server, I get the normal responses:

 

Checking/Installing `left 4 dead 2 common' version 22

 

Checking/Installing `left 4 dead 2 win32 dedicated server' version 6

 

Checking/Installing `left 4 dead 2 Add-on Support' version 6

 

HLDS installation up to date

 

But. when I try to run the game, it starts dumping crash files .MDMP in
the main folder, and never starts up.

 

Any ideas ??

 

Craz

 

http://www.chilloutcrew.com

http://www.chillindomains.com

 

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Re: [hlds] configuring pure_server_whitelist.txt

2010-03-09 Thread syates20
We tried this on our servers for a while and it is a pain.  You have to 
manually add each item you want to allow.  Our policy was to only allow skin 
changes and no changes to any models but still, people were using particles and 
who knows what else.  We were never really comfortable with this and eventually 
went back to 2.  
--Original Message--
From: Alexander Baade
Sender: hlds-boun...@list.valvesoftware.com
To: Half-Life Dedicated Win32 server mailing list
ReplyTo: Half-Life Dedicated Win32 server mailing list
Subject: [hlds] configuring pure_server_whitelist.txt
Sent: Mar 9, 2010 06:14

Hi Everyone,

  I have always been using sv_pure 1 on my servers with the default config
file, shrugging off the occasional complaint about not being able to use
custom models. Recently I noticed a rather lengthy and detailed post on the
steam forums about this topic which provoked me to look into it more.  Would
anyone be willing to provide me with their suggestions and/or links to
resources on configuring this.

I have found an example config on fpsbanana here:

http://www.fpsbanana.com/scripts/5125?page=2mn=8_body

Should I use this config? Do you have any modifications to this config that
you would suggest?

Thanks!
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Re: [hlds] Is it possible to increase acceptable vote percangefor sourcemod?

2010-02-01 Thread syates20
I have to agree with msleeper here.  However (and this is not directed at 
anyone in particular)there is nothing wrong with politely redirecting folks to 
the right place.  We don't have to make a huge deal out of these things 
everytime it happens.
Sent via BlackBerry from T-Mobile

-Original Message-
From: msleeper mslee...@ismsleeperwrong.com
Date: Mon, 01 Feb 2010 15:56:28 
To: Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.com
Subject: Re: [hlds] Is it possible to increase acceptable vote percange
for sourcemod?

Yeah here's the thing, if you post questions where they belong (IE,
SourceMod questions on the SourceMod forums) you will get an answer from
someone who actually knows what the hell they're talking about. I am
pretty sure few if none of the SM devs are on this list, and if they are
I bet they'll tell you to post on their boards also.

You want to talk about sharing information and helping others? Someone
with a similar question will probably read the SM board, and will
benefit from your question being in it's proper place.


On Mon, 2010-02-01 at 10:01 +1030, Josh Bost wrote:
 Can we all agree that basic sourcemod issues can be answered here?  I figure
 99% of servers have it, and it is *practically* essential to any HLDS
 installation.
 
 We are a group of professionals, lets start acting like it shall we?  (I
 actually do wonder why some of you are actually on this list - if it is ONLY
 for update warnings you would be better of creating filters so you don't see
 any others)
 
 Cheers,
 
 Joshua 'Dislexsick' Bost
 
 On Mon, Feb 1, 2010 at 3:59 AM, Mike Stiehm mikesti...@gmail.com wrote:
 
  Don't worry peter its not a problem.
 
  ClanAO.com
 
  On Jan 31, 2010 6:57 AM, Peter Powell li...@ppowell.co.uk wrote:
 
  Oh i'm /so/ sorry. Next time someone asks for support i'll make sure I
  follow the list etiquette and either ignore them totally or tell them to
  STFU and RTFM.
 
  It doesnt hurt to help someone, this is still a board for information
  relating to hlds last time I checked _.
 
  ~Peter Powell
 
 
  Michael A Fanoni wrote:
   this isn't a message board. stop.
  
   Peter Powell wrote:
  
   Look at...
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Re: [hlds] Team Fortress 2 Update Available

2010-01-07 Thread syates20
I know.  Ffs.  Poor admins.  Any banned idiot can report a server.
Sent via BlackBerry from T-Mobile

-Original Message-
From: Ronny Schedel i...@ronny-schedel.de
Date: Thu, 7 Jan 2010 16:51:09 
To: Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2 Update Available


So Poor admins will include all good servers...
Which dumbass made this website?



 http://tf2app.com/blacklist/

 2010/1/7 Shane Arnold clontar...@iinet.net.au

 But *you* are not *everyone*. It only takes one malicious/incorrect
 entry to start screwing things up.

 On 7/01/2010 10:42 PM, Spencer 'voogru' MacDonald wrote:
  If you have a centralized blacklist that people trust, maintain it and
  verify submitted servers to prevent abuse, I think it's better than not
  having a blacklist at all.
 
  This is also why I would only blacklist malicious servers, it's not too
  difficult to verify malicious servers.
 
  - voogru.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Don Williams
  Sent: Thursday, January 07, 2010 9:33 AM
  To: 'Half-Life dedicated Win32 server mailing list'
  Subject: Re: [hlds] Team Fortress 2 Update Available
 
  That's the damn truth..
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Peter Powell
  Sent: 2010-01-07 9:12 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2 Update Available
 
  The issue with allowing people to import blocklists is that they will
  rush on Google and use the first blocklist they find. That blocklist
  will most likely be full of servers that $RANDOM_LUSER added to get 
  back
  at $SERVER_OWNER for banning them for mic spamming.
 
  ~Peter Powell
 
  Spencer 'voogru' MacDonald wrote:
 
  Yeah I saw that, but generally I support the idea of a centralized
  blacklist.
 
  But only with really malicious servers.
 
  - voogru.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
 DontWannaName!
  Sent: Wednesday, January 06, 2010 10:36 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2 Update Available
 
  Hey look Voogru, you are on that list too for running 24+ max slots 
  lol
 :P
  24+ max players is part of the game now so that makes little sense...
 
  67.213.213.107voogru.com24+ Max Players
 
  On Wed, Jan 6, 2010 at 6:05 PM, Matt Hoffman
  lord.matt.hoff...@gmail.comwrote:
 
 
 
  There's already http://tf2app.com/blacklist/ which is an active list.
 I
  believe it is designed for Peer Guardian/Peer Block/etc, so I second
 the
  option to import IP's and not have it be formatted.
 
 
  On Wed, Jan 6, 2010 at 5:56 PM, Spencer 'voogru' MacDonald
  voo...@voogru.com  wrote:
 
 
 
  The issue with the fake bot pings would probably have become more 
  of
 
 
  an
 
 
  issue now that bots are becoming more available. Malicious server
 
 
  operators
 
 
  could disguise the valve tf2 bots as real players.
 
  Combine that with fake players in queries and you have one more
 problem
 
 
  to
 
 
  deal with.
 
  I've seen some of these servers actually disable the status command 
  so
 
 
  you
 
 
  can't see their BOT steamids as well.
 
  With the creation of blacklists hopefully some people come up with a
 
 
  decent
 
 
  blacklist. I would have liked to see the blacklist option be able to
 
 
  import
 
 
  IP's from a website (even if it's just a txt file on the website) 
  like
  PeerGuardian, perhaps it can be in a future update.
 
 
  -voogru
 
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dislexsick
  Sent: Wednesday, January 06, 2010 6:44 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2 Update Available
 
  The update states it is people changing the word BOT in the ping
 column
 
 
  on
 
 
  the scoreboard...
 
  This does not address fake player counts, a far more widespread and
  malicious tactic imo.
 
  Cheers,
 
  Joshua Bost
 
  -Original Message-
  From: Andy Cgrossk...@flotgaming.net
  Sent: Thursday, 7 January 2010 09:37
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Subject: Re: [hlds] Team Fortress 2 Update Available
 
  The bot issue you are refering to has to do with server admins 
  running
  fake
  clients plugins. These report more players in the server than there
  actually is. Apparently Valve has come up with bots that actually 
  play
 
 
  the
 
 
  game, just like in L4D/L4D2.
 
  On Wed, Jan 6, 2010 at 5:18 PM, Josh Bostdislexs...@dislexsick.com
  wrote:
 
 
 
  Tuned scoreboard logic to guard against malicious server operators
  spoofing
  bot pings to hide the BOT tag.
 
  As a 

Re: [hlds] Team Fortress 2 Update Coming Today

2009-12-10 Thread syates20
This game has gotten silly.  Lol. 
--Original Message--
From: Alec Sanger
Sender: hlds-boun...@list.valvesoftware.com
To: Half-Life Dedicated Win32 server mailing list
ReplyTo: Half-Life Dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Coming Today
Sent: Dec 10, 2009 14:24


friendship?



 From: jas...@valvesoftware.com
 To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
 Date: Thu, 10 Dec 2009 11:18:54 -0800
 Subject: [hlds] Team Fortress 2 Update Coming Today
 
 A required Team Fortress 2 will be arriving later today.
 
 Jason
 
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-12-07 Thread syates20
Our Windows servers are fine after the update.
--Original Message--
From: Dog
Sender: hlds-boun...@list.valvesoftware.com
To: Half-Life Dedicated Win32 server mailing list
ReplyTo: Half-Life Dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
Sent: Dec 7, 2009 22:59

Linux servers are fine.

Windows servers produce the 'Bad Challenge' message

-eVaDog
TheVille.Org

-
Sent from my Sinclair ZX80
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Re: [hlds] L4D2 Update?

2009-11-27 Thread syates20
That's how we figured it out.  Our servers stayed empty for a while so we 
updated.
--Original Message--
From: Drew LaPour
Sender: hlds-boun...@list.valvesoftware.com
To: Half-Life Dedicated Win32 server mailing list
ReplyTo: Half-Life Dedicated Win32 server mailing list
Subject: Re: [hlds] L4D2 Update?
Sent: Nov 27, 2009 15:08

I was wondering about this. I saw the update on the website but nothing in
the mailing list so i figured it was just a client-side update. Servers have
been dead since the update was released.

On Fri, Nov 27, 2009 at 3:01 PM, syate...@cfl.rr.com wrote:

 Our servers just needed to be updated.  But we never saw an email
 announcing it.  Anyone else experiencing this?

 We just noticed our servers were empty and ran an update.
 Sent via BlackBerry from T-Mobile

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Re: [hlds] TF2 Arena Configs - mapcyclefile

2009-11-23 Thread syates20
Just a general question regarding this  Is this common practice to run more 
than one server from one install?  I have an instance for every server.
Sent via BlackBerry from T-Mobile

-Original Message-
From: Charles Mabbott cmabb...@verizon.net
Date: Mon, 23 Nov 2009 08:39:15 
To: 'Half-Life dedicated Win32 server mailing list'hlds@list.valvesoftware.com
Subject: Re: [hlds] TF2 Arena Configs - mapcyclefile

Run SRCDS as a specific user account (not System which is default and not a
recommendation anyways) and deny rights to that particular user to any
file/directory you don't want the process to read or change.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shane Arnold
Sent: Monday, November 23, 2009 4:34 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Arena Configs - mapcyclefile

chmod 444? Unless of course you are actually using Windows for it, in 
which case I have no idea (security in Windows? That's unpossible!).

Nick Turner wrote:
 srcds recreates the file with the default config

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shane Arnold
 Sent: Monday, November 23, 2009 5:08 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 Arena Configs - mapcyclefile

 Remove/rename config_arena.cfg? If it's empty you don't need it anyway.

 Nick Turner wrote:
   
 How does one run multiple Arena servers from a single install directory?

 When I comment out the mapcyclefile entry in config_arena.cfg the server
loads arena_mapcycle.txt no matter what.

 I have mapcyclefile specified on the command line, and in the custom
server config I'm specifying (on the command line) but the server executes
config_arena.cfg after map load and - even if that file is completely empty
- changes the mapcyclefile to the arena one.

 If I specify a mapcyclefile inside config_arena.cfg then that one is
loaded correctly, but this means I can only have 1 arena maplist per SRCDS
install directory.

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Re: [hlds] TF2 Arena Configs - mapcyclefile

2009-11-23 Thread syates20
We run two mods beetles and SM.  Can you do this with both mods?  I never 
considerd having multiple configs but only using one set of game files.   It 
would certainly reduce the headaches!
Sent via BlackBerry from T-Mobile

-Original Message-
From: Shane Arnold clontar...@iinet.net.au
Date: Mon, 23 Nov 2009 23:51:45 
To: Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.com
Subject: Re: [hlds] TF2 Arena Configs - mapcyclefile

Yeah that makes sense from a GSP perspective, or specifically, one that 
rents or hires boxes to customers. However for those that don't need 
ultra-customisation usually running all out of the one installation is 
fine. SM can be enabled/disabled on a per-cfg basis, for example. And 
yeah, not having to update a million servers individually is kind of a 
plus too (although that being said, theres nothing that SSH and RSYNC 
can't fix :P

gamead...@127001.org wrote:
 The main technical issue with doing that is you have to shutdown all servers
 when an update comes out.  On the other hand, it also means you only have
 one thing to update...

 Sourcemod's website insists you only run one instance from the one place,
 but you can copy the files and use sm_basepath on the commend-line to point
 each instance at a separate directory

 The other main reason people run them separately is for sandboxing of
 different users on a shared host.  And we run them from separate installs
 just to make the configs easier

   
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
 boun...@list.valvesoftware.com] On Behalf Of Shane Arnold
 Sent: 23 November 2009 14:07
 To: syate...@cfl.rr.com; Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 Arena Configs - mapcyclefile

 I run 2 or 3 instances of TF2 srcds on any occasion from the same
 installation. The only reason I can see for needing to run a seperate
 installation for each instance is when you are dealing with a mod that
 makes extensive changes to the files or the way in which the
 installation runs.

 syate...@cfl.rr.com wrote:
 
 Just a general question regarding this  Is this common practice
   
 to run more than one server from one install?  I have an instance for
 every server.
 
 Sent via BlackBerry from T-Mobile

 -Original Message-
 From: Charles Mabbott cmabb...@verizon.net
 Date: Mon, 23 Nov 2009 08:39:15
 To: 'Half-Life dedicated Win32 server mailing
   
 list'hlds@list.valvesoftware.com
 
 Subject: Re: [hlds] TF2 Arena Configs - mapcyclefile

 Run SRCDS as a specific user account (not System which is default and
   
 not a
 
 recommendation anyways) and deny rights to that particular user to
   
 any
 
 file/directory you don't want the process to read or change.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shane
   
 Arnold
 
 Sent: Monday, November 23, 2009 4:34 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 Arena Configs - mapcyclefile

 chmod 444? Unless of course you are actually using Windows for it, in
 which case I have no idea (security in Windows? That's unpossible!).

 Nick Turner wrote:

   
 srcds recreates the file with the default config

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com

 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shane
   
 Arnold
 
 Sent: Monday, November 23, 2009 5:08 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 Arena Configs - mapcyclefile

 Remove/rename config_arena.cfg? If it's empty you don't need it
 
 anyway.
 
 Nick Turner wrote:


 
 How does one run multiple Arena servers from a single install
   
 directory?
 
 When I comment out the mapcyclefile entry in config_arena.cfg the
   
 server
 
 loads arena_mapcycle.txt no matter what.

   
 I have mapcyclefile specified on the command line, and in the
   
 custom
 
 server config I'm specifying (on the command line) but the server
   
 executes
 
 config_arena.cfg after map load and - even if that file is completely
   
 empty
 
 - changes the mapcyclefile to the arena one.

   
 If I specify a mapcyclefile inside config_arena.cfg then that one
   
 is
 
 loaded correctly, but this means I can only have 1 arena maplist per
   
 SRCDS
 
 install directory.

   
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 archives,
 
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 archives,
 
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Re: [hlds] Server Key

2009-11-20 Thread syates20
You can also do a direct IP connect thru the console while on the game's main 
page and then once you get to the server, you can vote to make changes to 
settings. 

You can also setup a steam group and then link to it in your server config.  
Your server will then show up in the game menu for anyone in the group.  
sv_steamgroup 123456

Or you can do what msleeper suggested!  :D
Sent via BlackBerry from T-Mobile

-Original Message-
From: msleeper mslee...@ismsleeperwrong.com
Date: Fri, 20 Nov 2009 15:56:00 
To: Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.com
Subject: Re: [hlds] Server Key

You can set your search key before joining a lobby. You can also use the
mm_dedicated_force_servers to manually specify your IPs to search for.


On Fri, 2009-11-20 at 12:51 -0800, shoskins73 wrote:
 So I'm contemplating ordering a server for L4D2 as it's getting really
 frustrating constantly being thrown into servers where all 4 (or 8) of us
 have 200+ ping. Call Vote, Return to Lobby, Search for Best Dedicated Server
 again only to be put back on the same server, or another server that's just
 as bad.
 
 But the console seems to be disabled in the Lobby screen and they still have
 not implemented any UI in the Lobby to select the server you want to goto.
 
 So how exactly is sv_search_key supposed to work now when you can't open the
 console in the Lobby?
 
 Can someone please explain to me how this is supposed to work now before I
 waste any money on a server I can't use?
 
 thanks,
 Sean
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Re: [hlds] Server Key

2009-11-20 Thread syates20
You are clueless.
Sent via BlackBerry from T-Mobile

-Original Message-
From: Blood Letter bw_bloodlet...@hotmail.com
Date: Fri, 20 Nov 2009 17:02:10 
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Server Key


Oh shut up, you've been posting your dumb crap here for years, and you're why I 
left.  Yes you, specifically.
I came here for help about my problem, and all of one person has had the 
decency to even respond - luckily it was someone with the same problem.

 From: mslee...@ismsleeperwrong.com
 To: hlds@list.valvesoftware.com
 Date: Fri, 20 Nov 2009 20:00:09 -0500
 Subject: Re: [hlds] Server Key
 
 The point is that you're blowing hot air at a bunch of people that don't
 care. Get a blog or post your whining on steampowered.
 
 
 On Fri, 2009-11-20 at 16:56 -0800, Blood Letter wrote:
  And telling me to not complain on this list isn't going to stop me from 
  doing it.
  What's your point?
  
  
  
   Date: Fri, 20 Nov 2009 18:44:34 -0600
   From: gulf...@gmail.com
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] Server Key
   
   They should be GUI options, but they aren't.  And complaining on this list
   isn't going to get valve to add it to L4D2.
   
   On Fri, Nov 20, 2009 at 6:40 PM, Blood Letter 
   bw_bloodlet...@hotmail.comwrote:
   
   
I've already posted about it, and someone else has the same issue.
I have the most basic of configs.  It should work, and I have run many
servers in the past with no issue.
   
I don't get what you don't understand - these should all be GUI options 
-
not things I have to set in the console (which is inaccessible while in 
a
lobby) or bind to shortcut keys or to the startup options.
   
The issues I'm having with getting the server to properly accept my 
lobby
reservation are separate.
   
 From: mslee...@ismsleeperwrong.com
 To: hlds@list.valvesoftware.com
 Date: Fri, 20 Nov 2009 18:34:44 -0500
 Subject: Re: [hlds] Server Key

 This seems like a lot of user error then since all of that stuff works
 for everyone else, or at least works as much as it is supposed to. Why
 doesn't search key work for you? You should investigate that. Why 
 can't
 you actually connect to the server? That also seems like something
 that should be important to figure out.

 The search key and force dedicated servers lets you, as lobby leader,
 specify what servers you want to preference to. If the servers are 
 full
 then you'll go to another server, just like you normally would.

 I don't get what you're not understanding. I should have the direct
 option of choosing a server (mine and my favorites) as well as the
 option of being matched to one. That's exactly what search key and/or
 force dedicated servers does. You specify a server to use, and if it 
 is
 free then you go to it. Your little list of complains all work with
 minimal effort, except the first one which doesn't really make sense
 with the type of environment in L4D/L4D2.

 This isn't TF2 or CSS, you can't just join any server and start 
 playing.
 If you want to do that, then remove your server from the lobby system
 and connect directly via IP. If you want to use a lobby, then use some
 combination of the many server CVARs to make it possible. You can't 
 have
 it both ways, they conflict how eachother work.


 On Fri, 2009-11-20 at 15:24 -0800, Blood Letter wrote:
  Uh, search key doesn't work for me, and force dedicated server 
  requires
that I can actually connect to the server.
 
  I currently can not start a lobby and join the lobby to my server.
  I currently can not join my server directly from the steam group 
  server
list.
 
  I have to have someone outside of my lan join the server from the 
  steam
group list.
  Then and only then am I able to join the server (by joining their 
  lobby
explicitly or implicitly through the steam group server list).
 
  Joining the server normally results in a session no longer valid
error when it attempts to connect.
  Using a search key results in absolutely nothing - the server is 
  never
found, and I never attempt to connect.
 
  And why would I set a default search key or force dedicated servers
list?
  My server is public and I would only want to use it if it's free -
otherwise I'm content joining whatever server I'm matched with (when I'm
lobby leader).
 
  I can bind shortcuts.  I can set launch options.  I can get on my
server which isn't functioning as it should.
  But I should have the direct option of choosing a server (mine and 
  my
favorites) as well as the option of being matched to one.
 
  It's not rocket science.  I shouldn't have to jump through ANY hoops
to:
 
  Open the game, get directly 

Re: [hlds] Can't see groupserver in steamgroup listing ingame...

2009-11-17 Thread syates20
You can only see it if you are part of the group.
Sent via BlackBerry from T-Mobile

-Original Message-
From: Cosmic Man cosmicma...@gmail.com
Date: Tue, 17 Nov 2009 13:30:10 
To: Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.com
Subject: [hlds] Can't see groupserver in steamgroup listing ingame...

hello,

i've set the variable sv_steamgroup idnumber but if i start the game I 
dont see a grouplisting for the server, even when i choose the menu to 
play on steamgroups servers, it will say theres no groupserver present.

what could this be ? (the group owner says he can see it).

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[hlds] L4D2 DS files question.

2009-11-16 Thread syates20
I know there has been some discussion on this but with the release of the game 
tonight I am wondering if we have received any confirmation.  Will we be 
getting new server files or will this be an update to the demo files?

I would imagine this will be a new install but a guy can always hope.  :D. 
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Re: [hlds] L4D2 DS files question.

2009-11-16 Thread syates20
Do we think they might release the server files early?
Sent via BlackBerry from T-Mobile

-Original Message-
From: Matthew Gottlieb matthew.j.gottl...@gmail.com
Date: Mon, 16 Nov 2009 11:51:17 
To: Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.com
Subject: Re: [hlds] L4D2 DS files question.

I would also guess that l4d2_full will also work for installing... not
for running.

On Mon, Nov 16, 2009 at 10:51 AM, f0rkz h...@f0rkznet.net wrote:
 Thanks for the tidbit of incorrect knowledge.  I can't think of any
 times where Valve changed a naming schema that was completely off the
 rocker.

 On a more constructive note, I found that the game files use left4dead2.

 # ls
 bin  hl2  hlds_steamgames.vdf  left4dead2  logs  platform  srcds_linux
 srcds_run  steam_appid.txt

 So its definitely possible its going to be left4dead2.

 On Mon, 2009-11-16 at 08:41 -0800, Brian Stolz wrote:
 Knowing how (in)consistent Valve is with naming srcds games, its
 probably going to be lford_2 because its completely different than
 everything else :P
 - Brian



 On Mon, Nov 16, 2009 at 7:49 AM, f0rkz h...@f0rkznet.net wrote:
  It was a complete reinstall when l4d launched.  I would assume this is
  the same case.
 
  PS: Does anyone know if the game's name will be left4dead2 for srcds?
 
  On Mon, 2009-11-16 at 15:33 +, syate...@cfl.rr.com wrote:
  I know there has been some discussion on this but with the release of the 
  game tonight I am wondering if we have received any confirmation.  Will 
  we be getting new server files or will this be an update to the demo 
  files?
 
  I would imagine this will be a new install but a guy can always hope.  :D.
  Sent via BlackBerry from T-Mobile
 
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Re: [hlds] L4D2 DS files question.

2009-11-16 Thread syates20
Do we think they might release the server files early?
Sent via BlackBerry from T-Mobile

-Original Message-
From: Matthew Gottlieb matthew.j.gottl...@gmail.com
Date: Mon, 16 Nov 2009 11:51:17 
To: Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.com
Subject: Re: [hlds] L4D2 DS files question.

I would also guess that l4d2_full will also work for installing... not
for running.

On Mon, Nov 16, 2009 at 10:51 AM, f0rkz h...@f0rkznet.net wrote:
 Thanks for the tidbit of incorrect knowledge.  I can't think of any
 times where Valve changed a naming schema that was completely off the
 rocker.

 On a more constructive note, I found that the game files use left4dead2.

 # ls
 bin  hl2  hlds_steamgames.vdf  left4dead2  logs  platform  srcds_linux
 srcds_run  steam_appid.txt

 So its definitely possible its going to be left4dead2.

 On Mon, 2009-11-16 at 08:41 -0800, Brian Stolz wrote:
 Knowing how (in)consistent Valve is with naming srcds games, its
 probably going to be lford_2 because its completely different than
 everything else :P
 - Brian



 On Mon, Nov 16, 2009 at 7:49 AM, f0rkz h...@f0rkznet.net wrote:
  It was a complete reinstall when l4d launched.  I would assume this is
  the same case.
 
  PS: Does anyone know if the game's name will be left4dead2 for srcds?
 
  On Mon, 2009-11-16 at 15:33 +, syate...@cfl.rr.com wrote:
  I know there has been some discussion on this but with the release of the 
  game tonight I am wondering if we have received any confirmation.  Will 
  we be getting new server files or will this be an update to the demo 
  files?
 
  I would imagine this will be a new install but a guy can always hope.  :D.
  Sent via BlackBerry from T-Mobile
 
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Re: [hlds] L4D2 Server Activity

2009-10-29 Thread syates20
We had three servers packed most of the night from the moment the demo was 
released through about 2am.  We have them public but associated with a steam 
group.  Worked like a charm .   This morning, one server was full.  

Also, this game is not a resource hog!  Very happy about that!
--Original Message--
From: Alec Sanger
Sender: hlds-boun...@list.valvesoftware.com
To: hlds@list.valvesoftware.com
ReplyTo: Half-Life dedicated Win32 server mailing list
Subject: [hlds] L4D2 Server Activity
Sent: Oct 29, 2009 09:39


How's everyone's activity been with their servers this morning?

I wasn't getting anyone in the servers last night and when I woke up this 
morning I realized that I accidentally set them all to vs only. I removed that 
hours ago, but still no players. I know it's still early, though. The only 
other things I added were steam group and searchkey. Neither of these would 
prevent random players from joining, right? Sorry - been a while since I needed 
to configure my L4D servers...

Thank you,
Alec Sanger


  
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Re: [hlds] Hat Drops

2009-10-29 Thread syates20
Raining hats on our servers...

 Coldorak coldorak@gmail.com wrote: 
 Got nothing on mine, strange
 
 On Thu, Oct 29, 2009 at 8:24 PM, msleeper mslee...@ismsleeperwrong.comwrote:
 
  Item drops occur on all TF2 servers. I don't think you can disable them
  at all, unless if you do whatever trick to disconnect your server from
  the Steam cloud. This happens naturally sometimes with the friends
  network goes down, you get the in-game message about not being able to
  use backpack items. I don't know how to do it manually though. I don't
  know why you would want to, either.
 
 
  On Thu, 2009-10-29 at 12:12 -0700, MjrNuT wrote:
   Question about the hat drops.  Personally I have not cared too much about
   their prevalence.  They are pretty cool cosmetic features, that is for
   sure.
  
   Are hat drops occurring on all kinds of servers, regardless of mods,
   content, configurations, activity, etc.?
  
   I honestly do not know but was wondering if there are any effects I've
   mentioned related to them being dropped on a server.  I'm suspecting that
   there is no discrimination and that they occur across the board at
  whatever
   statistical means is calculated.  I just don't recall ever seeeing one
   dropped on our server.  O_o  (so yeah I'm a bit hurt lol, not really)
  
   Was wondering if any of you top of the line server admins might say about
   this from your experience.
  
   Thanks in advance,
  
   [FLASH] MjrNuT
   Arise from Flames and Ash, Behold Immortality
  
   www.flamesandash.com
  
  
   Message: 5
   Date: Thu, 29 Oct 2009 18:40:58 +
   From: Philip Bembridge philipbembri...@gmail.com
   Subject: [hlds] Hat Drops
   To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
   Message-ID:
  43c930020910291140i48f1fd1sfa8f9f871f362...@mail.gmail.com
   Content-Type: text/plain; charset=ISO-8859-1
  
   Err what is happening with hat drops? I don't know if it is the same for
   other server, but we have just got 15 hat drops on our server (different
   people) in about 10 minutes!
  
   It is unreal!
  
   Regards, Phil
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Re: [hlds] Question about L4D2 Demo Slots

2009-10-28 Thread syates20
I'm seeing the same thing. 
Sent via BlackBerry from T-Mobile

-Original Message-
From: Mike Vail mike_v...@boomgaming.net
Date: Wed, 28 Oct 2009 19:54:04 
To: 'Half-Life dedicated Win32 server mailing list'hlds@list.valvesoftware.com
Subject: [hlds] Question about L4D2 Demo Slots

I have a working vanilla L4D2 demo server up and running on a Windows 2008
box. HLSW only sees it as a 4-slot server but as many as 6 can join and
play. When 7 or 8 try, the last 2 people appear to join for just a moment
then are immediately kicked off and it goes back to 6 players and then
eventually 4. Is this normal? Do bots show up in HLSW? Any ideas what, if
anything I need to do to make it fill all 8 slots correctly or are they only
suppose to be 4 slots?

Sorry guys, this is my first attempt at running L4D servers, I'm a CSS guy.
If this is too lame of a question, just delete this message.

Thanks for any help,
Mike Vail


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Re: [hlds] Question about L4D2 Demo Slots

2009-10-28 Thread syates20
Wondered about that.  I noticed the names and thought they might be bots of 
some kind.  Thanks for the clarification.  

3 servers running full all night!
Sent via BlackBerry from T-Mobile

-Original Message-
From: msleeper mslee...@ismsleeperwrong.com
Date: Wed, 28 Oct 2009 23:04:34 
To: Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.com
Subject: Re: [hlds] Question about L4D2 Demo Slots

Look closer, the extra players are bots. Smoker, Boomer, Charger,
Jockey, etc. It's normal. The bots don't count toward the max player
count, but they will show up in the current players. It's safe to
ignore.


On Wed, 2009-10-28 at 19:54 -0700, Mike Vail wrote:
 I have a working vanilla L4D2 demo server up and running on a Windows 2008
 box. HLSW only sees it as a 4-slot server but as many as 6 can join and
 play. When 7 or 8 try, the last 2 people appear to join for just a moment
 then are immediately kicked off and it goes back to 6 players and then
 eventually 4. Is this normal? Do bots show up in HLSW? Any ideas what, if
 anything I need to do to make it fill all 8 slots correctly or are they only
 suppose to be 4 slots?
 
 Sorry guys, this is my first attempt at running L4D servers, I'm a CSS guy.
 If this is too lame of a question, just delete this message.
 
 Thanks for any help,
 Mike Vail
 
 
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Re: [hlds] hlds Digest, Vol 19, Issue 71

2009-09-28 Thread syates20
Dude.. Just unsubscribe.  
Sent via BlackBerry from T-Mobile

-Original Message-
From: f7 f0rkz h...@f0rkznet.net

Date: Mon, 28 Sep 2009 08:58:19 
To: Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.com
Subject: Re: [hlds] hlds Digest, Vol 19, Issue 71


*ahem* talking to me?

On Mon, Sep 28, 2009 at 8:52 AM, Alec Sanger eclyp...@hotmail.com wrote:


 I'm pretty sure he's aware :)

 Thank you,
 Alec Sanger




  From: smashman2...@hotmail.com
  To: hlds@list.valvesoftware.com
  Date: Mon, 28 Sep 2009 12:47:33 +
  Subject: Re: [hlds] hlds Digest, Vol 19, Issue 71
 
 
 
 
   You are aware that has been sent to everyone who subscribes to hlds,
 which i assume is quite a few...
 
 
 
 
 
   Date: Mon, 28 Sep 2009 08:45:54 -0400
   From: h...@f0rkznet.net
   To: philipbembri...@gmail.com; hlds@list.valvesoftware.com
   Subject: Re: [hlds] hlds Digest, Vol 19, Issue 71
  
   STOP SPAM OR I DELETE INTERNET. I MEEN BIZNEZZ.
  
   On Fri, Sep 25, 2009 at 9:07 AM, Philip Bembridge 
 philipbembri...@gmail.com
wrote:
  
The daily digest sends every five minutes? lol
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Re: [hlds] TF2 - Removing Halos

2009-09-03 Thread syates20
My group has talked about this many times.  I loved the game when it first came 
out.  Screw all these updates.
Sent via BlackBerry from T-Mobile

-Original Message-
From: Flubber flub...@gmail.com

Date: Thu, 3 Sep 2009 11:35:45 
To: Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.com
Subject: Re: [hlds] TF2 - Removing Halos


This game is getting so ridiculous, hats, halo, level on weapons one day or
another, i just loved tf2 when it was classic FPS with good gaming balance
and great fun, Why valve doesn't set cvar to disable all the crap they add
(i know because they don't care about admins, our anyone else but the us
forums whinner), at least server admins would have the choice and people
will know when they come to a classic clean server.

2009/9/3 Nightbox alexandrualexa...@gmail.com

 lol

 2009/9/3 Tony Paloma drunkenf...@hotmail.com

  Valve pulled an msleeper on all of us
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie Newlove
  Sent: Wednesday, September 02, 2009 11:48 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] TF2 - Removing Halos
 
  That would have been awesome but then everyone would have wished they
  were cheating.
 
  I used the idler so I lost my great sandvich collection and all my non
  existent hats. God dammit... well, I guess I deserve it. It was my own
  decision so there's only one person to put the blame on
  unfortunately... DRUNKEN F00L!! ;)
 
  On Thu, Sep 3, 2009 at 7:21 AM, Matthew
  Gottliebmatthew.j.gottl...@gmail.com wrote:
   I have no problems with the Halos.
  
   However, they should have given the cheaters irremovable horns or
   arrows pointing down for a week.  That would be even better ;)
  
   On Wed, Sep 2, 2009 at 10:04 PM, msleepermslee...@ismsleeperwrong.com
 
  wrote:
   You know, like the angels wear?
  
   http://img137.imageshack.us/img137/9049/clipboardimage1.png
  
  
   On Thu, 2009-09-03 at 04:47 +0200, Andreas Grimm wrote:
   stupid question, but ... what is a halo ? Oo
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alec Sanger
   Sent: Thursday, September 03, 2009 3:52 AM
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] TF2 - Removing Halos
  
  
   fair enough :)
  
   Thank you,
   Alec Sanger
   P: 248.941.3813
   F: 313.286.8945
  
  
  
Date: Thu, 3 Sep 2009 02:50:06 +0100
From: david.kella...@member.fsf.org
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] TF2 - Removing Halos
   
My reasoning for removing the halos is they're ugly and there's
 lots
of them. I'd have made a client-side mod, but I don't know the
 first
thing about modelling.
   
-Dave
   
2009/9/3 Alec Sanger eclyp...@hotmail.com:

 ?

 What's your reasoning for wanting them gone? I mean, nothing
  against
  your plugin, and I know some people will use it - just curious as to what
  issue you had with the halos

 Thank you,
 Alec Sanger
 P: 248.941.3813
 F: 313.286.8945
   
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Re: [hlds] TF2 - Removing Halos

2009-09-03 Thread syates20
I agree. Stuff like hats should be available to eveyone.  Silly.
Sent via BlackBerry from T-Mobile

-Original Message-
From: Flubber flub...@gmail.com

Date: Thu, 3 Sep 2009 20:15:05 
To: Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.com
Subject: Re: [hlds] TF2 - Removing Halos


What you don't get is that it's not only the hat it's the whole direction
the game is taking, the hat are just one crappy things; When the plugin
allowing everybody to wear any hat went out, i install it everywhere, cause
i don't see why people should get something randomly instead of having fun
wearing whatever the want. My biggest fear is the weapons ranks that will
someday means something. I just wish that valve allow people too choose, i
don't go on rtd/premium account or other crappy mod servers, and i just
don't want that my own server became a pityfull higher weapons rank contest.
What is the cost of a cvar that disallow hats or new weapons. Whatever we'll
go thru plugin that's why they're here for, but that's a shame. I'd love TF2
since the beta and i don't like the way it's going that's all, the right
balance between fun cartoon game and a minimum teamplay or class balance is
what make this game great, and that's why i'm still playing it every night
having fun.
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Re: [hlds] TF2 - Removing Halos

2009-09-03 Thread syates20
I think the update was silly.  I was not an idler, infact I had zero hats, but 
our servers struggled and I felt like I was waisting my time on a silly update. 
 I mean who really cares about hats?

Are they that slow over there at valve?  I mean L4D2 is about to be released, 
don't they need to focus on L4D3 so it will be ready for the holidays?

Seriously  Hats?
Sent via BlackBerry from T-Mobile

-Original Message-
From: Don Williams d...@precdata.com

Date: Thu, 3 Sep 2009 13:48:19 
To: Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.com
Subject: Re: [hlds] TF2 - Removing Halos


I think this entire update was great the people that are raged over loosing 
all there stuff due to the sourceop idle program amuses me.

- Original Message - 
From: Donnie Newlove donnie.newl...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: 2009-09-03 1:36 PM
Subject: Re: [hlds] TF2 - Removing Halos


 They will fix that, it should be done tomorrow.

 On Thu, Sep 3, 2009 at 6:23 PM, 1nsane1nsane...@gmail.com wrote:
 That would have meant extra work for Valve.You silly goose.

 On Thu, Sep 3, 2009 at 9:40 AM, TheGeekLord li...@thegeeklord.net 
 wrote:

 I have noticed that quite a lot of people I know who used the idler
 (including myself) have lost items which they got via doing the
 achievements. Maybe Valve should of checked what they were deleting
 BEFORE they deleted it? I find it fair to delete items found via the
 idler but NOT items got from doing the achievements.


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Re: [hlds] TF2 - Removing Halos

2009-09-03 Thread syates20
Amen and heck yeah!
Sent via BlackBerry from T-Mobile

-Original Message-
From: Keeper hl2li...@afksoftware.com

Date: Thu, 3 Sep 2009 14:40:53 
To: 'Half-Life dedicated Win32 server mailing list'hlds@list.valvesoftware.com
Subject: Re: [hlds] TF2 - Removing Halos


I'd like yes to say about Monday happening this me to.

I don't mind plugins or mods (of course), but what I don't understand and
seriously dislike is that I bought the game because of how it played.  I
didn't buy the game in hopes they would continually change it.  Even with
all the bugs in the original demo, I thought it was a rock solid game and I
bought it on the first day it came out.

Today's game is almost nothing like that game.  Sure they have the right to
update it, but IMO not at the cost of the original game.  It's almost like
buying bottled water for your company.  At first you find a company that
supplies what you like.  Then over the term of the contract they add fruit
flavors, oxegenate it, put food coloring in it because they think it makes
the water better.  When everybody complains, there is nothing you can do ...
you're locked in that contract.  If you stop drinking the water, you've
wasted the company's money.

That is what the steam platform has allowed VALVe to do.  Personally I think
it's wrong to allow people to buy into a game, and then update it without
letting them play it in the original form.  If they did have CVARs that made
it go back to the original then I don't think there would be many complaints
about all the additions.

Can we go back to the plain water  PLEASE?

Keeper
-Original Message-
From: Nephyrin Zey [mailto:nephy...@doublezen.net] 
Sent: Thursday, September 03, 2009 2:27 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 - Removing Halos

Has anyone really been far even as decided to use even go want to do 
look more like?

On 09/03/2009 11:24 AM, Mike Zimmermann wrote:
 I read this like 4 times and still barely understand what you're trying to
say.

 -Mike



 On Thu, Sep 3, 2009 at 1:15 PM, Flubberflub...@gmail.com  wrote:

 What you don't get is that it's not only the hat it's the whole direction
 the game is taking, the hat are just one crappy things; When the plugin
 allowing everybody to wear any hat went out, i install it everywhere,
cause
 i don't see why people should get something randomly instead of having
fun
 wearing whatever the want. My biggest fear is the weapons ranks that will
 someday means something. I just wish that valve allow people too choose,
i
 don't go on rtd/premium account or other crappy mod servers, and i just
 don't want that my own server became a pityfull higher weapons rank
contest.
 What is the cost of a cvar that disallow hats or new weapons. Whatever
we'll
 go thru plugin that's why they're here for, but that's a shame. I'd love
TF2
 since the beta and i don't like the way it's going that's all, the right
 balance between fun cartoon game and a minimum teamplay or class balance
is
 what make this game great, and that's why i'm still playing it every
night
 having fun.


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Re: [hlds] [TF2] Client Map Downloads sometime search for just .bsp

2009-05-28 Thread syates20
You have you copy the files and structure exactly. Google sourcercs. It is a 
program I use to sync the download server to the ds.  It solved all my problems.
Sent via BlackBerry from T-Mobile

-Original Message-
From: Chris Oryschak ch...@oryschak.com

Date: Thu, 28 May 2009 10:23:36 
To: Half-Life dedicated Win32 server mailing listhlds@list.valvesoftware.com
Subject: [hlds] [TF2] Client Map Downloads sometime search for just .bsp


Anyone have this problem where clients that are downloading maps from the 
sv_downloadurl sometimes don't look for the .bsp.bz2 and just look for the .bsp 
on the webserver.
 
Example: 
 
84.xx - - [28/May/2009:09:50:08 -0400] GET /maps/pl_mill_b5.bsp.bz2 
HTTP/1.1 200 33975300 hl2://71.251.204.27:27018 Half-Life 2
82.x- - [28/May/2009:09:52:17 -0400] GET /maps/pl_mill_b5.bsp HTTP/1.1 
404 289 hl2://71.251.204.27:27018 Half-Life 2
86.xx - - [28/May/2009:09:52:20 -0400] GET /maps/pl_mill_b5.bsp.bz2 
HTTP/1.1 206 32574468 hl2://71.251.204.27:27018 Half-Life 2
82.x - - [28/May/2009:09:52:33 -0400] GET /maps/pl_mill_b5.bsp HTTP/1.1 
404 289 hl2://71.251.204.27:27018 Half-Life 2
24.xx - - [28/May/2009:09:54:40 -0400] GET /maps/pl_mill_b5.bsp.bz2 
HTTP/1.1 200 33975300 hl2://71.251.204.27:27018 Half-Life 2
 
 
See how the ip address 82.x (both the same person) is trying to download 
the .bsp and not .bsp.bz2
Any idea why this happens and if there is a way to fix it?


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