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

2009-12-09 Thread Don Williams
Does anyone have a running list of known people that have or tried to
perform this exploit steam id's IP addresses?

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
Sent: 2009-12-08 11:49 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

Ah ok, just was a little bit confused. Thanks for clearing.
 There is already a list of banned extensions that includes .dll, vdf, exe,
 and yes, ini

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
 Sent: Tuesday, December 08, 2009 9:31 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

 Quote myself from IRC:
 [ Added checks to prevent transferring .smx, .gcf, and .sys files 
 between client/server - does that mean i can still remotely download 
 my .ini including my  SQL logins?]

 I think .ini's are more importand to secure than .smx?!!

   


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

2009-12-09 Thread w4rezz
Does anyone have a list of known people what use fuck too much? I
dont wanna use swear filter.

2009/12/9 Don Williams d...@precdata.com:
 Does anyone have a running list of known people that have or tried to
 perform this exploit steam id's IP addresses?

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
 Sent: 2009-12-08 11:49 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

 Ah ok, just was a little bit confused. Thanks for clearing.
 There is already a list of banned extensions that includes .dll, vdf, exe,
 and yes, ini

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
 Sent: Tuesday, December 08, 2009 9:31 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

 Quote myself from IRC:
 [ Added checks to prevent transferring .smx, .gcf, and .sys files
 between client/server - does that mean i can still remotely download
 my .ini including my  SQL logins?]

 I think .ini's are more importand to secure than .smx?!!




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 Mailing List Conversations - mail...@ml86.de - Please don´t spam :)


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

2009-12-09 Thread f0rkz
Thats like finding a needle in a stack of needles...

Don't think there is a comprehensive list for using the word fuck too
much out there.

On Wed, 2009-12-09 at 18:17 +0100, w4rezz wrote:
 Does anyone have a list of known people what use fuck too much? I
 dont wanna use swear filter.
 
 2009/12/9 Don Williams d...@precdata.com:
  Does anyone have a running list of known people that have or tried to
  perform this exploit steam id's IP addresses?
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
  Sent: 2009-12-08 11:49 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
 
  Ah ok, just was a little bit confused. Thanks for clearing.
  There is already a list of banned extensions that includes .dll, vdf, exe,
  and yes, ini
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
  Sent: Tuesday, December 08, 2009 9:31 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
 
  Quote myself from IRC:
  [ Added checks to prevent transferring .smx, .gcf, and .sys files
  between client/server - does that mean i can still remotely download
  my .ini including my  SQL logins?]
 
  I think .ini's are more importand to secure than .smx?!!
 
 
 
 
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-12-09 Thread Phillip Vector
Yeah. Fuck a Fucking Fuck List. ;)

On Wed, Dec 9, 2009 at 9:21 AM, f0rkz h...@f0rkznet.net wrote:
 Thats like finding a needle in a stack of needles...

 Don't think there is a comprehensive list for using the word fuck too
 much out there.

 On Wed, 2009-12-09 at 18:17 +0100, w4rezz wrote:
 Does anyone have a list of known people what use fuck too much? I
 dont wanna use swear filter.

 2009/12/9 Don Williams d...@precdata.com:
  Does anyone have a running list of known people that have or tried to
  perform this exploit steam id's IP addresses?
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
  Sent: 2009-12-08 11:49 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
 
  Ah ok, just was a little bit confused. Thanks for clearing.
  There is already a list of banned extensions that includes .dll, vdf, exe,
  and yes, ini
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
  Sent: Tuesday, December 08, 2009 9:31 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
 
  Quote myself from IRC:
  [ Added checks to prevent transferring .smx, .gcf, and .sys files
  between client/server - does that mean i can still remotely download
  my .ini including my  SQL logins?]
 
  I think .ini's are more importand to secure than .smx?!!
 
 
 
 
  --
  Mailing List Conversations - mail...@ml86.de - Please don´t spam :)
 
 
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  please visit:
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-12-09 Thread -xL-Trinidad
yea, Id like to have a big list of steam ids to import to my sourcebans.

  - Original Message - 
  From: w4rezz 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Wednesday, December 09, 2009 6:17 PM
  Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released


  Does anyone have a list of known people what use fuck too much? I
  dont wanna use swear filter.

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

2009-12-09 Thread Matthew Gottlieb
I just ban all IP addresses.
0.0.0.0 DENY

On Wed, Dec 9, 2009 at 11:32 AM, -xL-Trinidad
trini...@extreme-losers.org wrote:
 yea, Id like to have a big list of steam ids to import to my sourcebans.

  - Original Message -
  From: w4rezz
  To: Half-Life dedicated Win32 server mailing list
  Sent: Wednesday, December 09, 2009 6:17 PM
  Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released


  Does anyone have a list of known people what use fuck too much? I
  dont wanna use swear filter.

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

2009-12-09 Thread Don Williams
Hey that's a great idea... sigh.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matthew Gottlieb
Sent: 2009-12-09 12:38 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

I just ban all IP addresses.
0.0.0.0 DENY

On Wed, Dec 9, 2009 at 11:32 AM, -xL-Trinidad
trini...@extreme-losers.org wrote:
 yea, Id like to have a big list of steam ids to import to my sourcebans.

  - Original Message -
  From: w4rezz
  To: Half-Life dedicated Win32 server mailing list
  Sent: Wednesday, December 09, 2009 6:17 PM
  Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released


  Does anyone have a list of known people what use fuck too much? I
  dont wanna use swear filter.

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

2009-12-09 Thread Ook
I parse my server logs on a regular basis, and I can look up any player by 
steam id, name, or IP and see all names and IPs they have used. You want to 
ban people that swear a lot? That is probably 90% of your user base. There 
are a lot of people out there that just can't control their mouths.

- Original Message - 
From: w4rezz w4r...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Wednesday, December 09, 2009 9:17 AM
Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released


Does anyone have a list of known people what use fuck too much? I
dont wanna use swear filter.

2009/12/9 Don Williams d...@precdata.com:
 Does anyone have a running list of known people that have or tried to
 perform this exploit steam id's IP addresses?

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
 Sent: 2009-12-08 11:49 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

 Ah ok, just was a little bit confused. Thanks for clearing.
 There is already a list of banned extensions that includes .dll, vdf, 
 exe,
 and yes, ini

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
 Sent: Tuesday, December 08, 2009 9:31 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

 Quote myself from IRC:
 [ Added checks to prevent transferring .smx, .gcf, and .sys files
 between client/server - does that mean i can still remotely download
 my .ini including my SQL logins?]

 I think .ini's are more importand to secure than .smx?!!




 --
 Mailing List Conversations - mail...@ml86.de - Please don´t spam :)


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

2009-12-09 Thread f0rkz
I mean... It is an M rated game.  Teens shouldn't be playing in the
first place.

On Wed, 2009-12-09 at 10:02 -0800, Ook wrote:
 I parse my server logs on a regular basis, and I can look up any player by 
 steam id, name, or IP and see all names and IPs they have used. You want to 
 ban people that swear a lot? That is probably 90% of your user base. There 
 are a lot of people out there that just can't control their mouths.
 
 - Original Message - 
 From: w4rezz w4r...@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Wednesday, December 09, 2009 9:17 AM
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
 
 
 Does anyone have a list of known people what use fuck too much? I
 dont wanna use swear filter.
 
 2009/12/9 Don Williams d...@precdata.com:
  Does anyone have a running list of known people that have or tried to
  perform this exploit steam id's IP addresses?
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
  Sent: 2009-12-08 11:49 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
 
  Ah ok, just was a little bit confused. Thanks for clearing.
  There is already a list of banned extensions that includes .dll, vdf, 
  exe,
  and yes, ini
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
  Sent: Tuesday, December 08, 2009 9:31 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
 
  Quote myself from IRC:
  [ Added checks to prevent transferring .smx, .gcf, and .sys files
  between client/server - does that mean i can still remotely download
  my .ini including my SQL logins?]
 
  I think .ini's are more importand to secure than .smx?!!
 
 
 
 
  --
  Mailing List Conversations - mail...@ml86.de - Please don´t spam :)
 
 
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  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-12-09 Thread Jake Eisenman
Agreed.
The only true family-friendly server I've ever played was eGO (CS:S). 
And they have an admin on like 24/7.
Too much effort, imo.

f0rkz wrote:
 I mean... It is an M rated game.  Teens shouldn't be playing in the
 first place.

 On Wed, 2009-12-09 at 10:02 -0800, Ook wrote:
   
 I parse my server logs on a regular basis, and I can look up any player by 
 steam id, name, or IP and see all names and IPs they have used. You want to 
 ban people that swear a lot? That is probably 90% of your user base. There 
 are a lot of people out there that just can't control their mouths.

 - Original Message - 
 From: w4rezz w4r...@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Wednesday, December 09, 2009 9:17 AM
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released


 Does anyone have a list of known people what use fuck too much? I
 dont wanna use swear filter.

 2009/12/9 Don Williams d...@precdata.com:
 
 Does anyone have a running list of known people that have or tried to
 perform this exploit steam id's IP addresses?

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
 Sent: 2009-12-08 11:49 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

 Ah ok, just was a little bit confused. Thanks for clearing.
   
 There is already a list of banned extensions that includes .dll, vdf, 
 exe,
 and yes, ini

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
 Sent: Tuesday, December 08, 2009 9:31 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

 Quote myself from IRC:
 [ Added checks to prevent transferring .smx, .gcf, and .sys files
 between client/server - does that mean i can still remotely download
 my .ini including my SQL logins?]

 I think .ini's are more importand to secure than .smx?!!


 
 --
 Mailing List Conversations - mail...@ml86.de - Please don´t spam :)


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 please visit:
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-12-09 Thread Ook
That really isn't for you to decide now, is it? I run a PG-13 OP4 server, 
and my admins are pretty militant about enforcing that. It's working well 
and has for a while now, and there are plenty of teens that play there and 
respect the no profanity rules.

Seriously, what percentage of players do you think are teens? Do adults drop 
their IQ by 30 points and develop a potty mouth simply be being in-game? Or 
are many/most of them mouthy immature teens to start with? I vote for the 
latter...

- Original Message - 
From: f0rkz h...@f0rkznet.net
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Wednesday, December 09, 2009 10:08 AM
Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released


I mean... It is an M rated game.  Teens shouldn't be playing in the
 first place.

 On Wed, 2009-12-09 at 10:02 -0800, Ook wrote:
 I parse my server logs on a regular basis, and I can look up any player 
 by
 steam id, name, or IP and see all names and IPs they have used. You want 
 to
 ban people that swear a lot? That is probably 90% of your user base. 
 There
 are a lot of people out there that just can't control their mouths.

 - Original Message - 
 From: w4rezz w4r...@gmail.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Wednesday, December 09, 2009 9:17 AM
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released


 Does anyone have a list of known people what use fuck too much? I
 dont wanna use swear filter.

 2009/12/9 Don Williams d...@precdata.com:
  Does anyone have a running list of known people that have or tried to
  perform this exploit steam id's IP addresses?
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
  Sent: 2009-12-08 11:49 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update 
  Released
 
  Ah ok, just was a little bit confused. Thanks for clearing.
  There is already a list of banned extensions that includes .dll, vdf,
  exe,
  and yes, ini
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian 
  L.
  Sent: Tuesday, December 08, 2009 9:31 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update 
  Released
 
  Quote myself from IRC:
  [ Added checks to prevent transferring .smx, .gcf, and .sys files
  between client/server - does that mean i can still remotely download
  my .ini including my SQL logins?]
 
  I think .ini's are more importand to secure than .smx?!!
 
 
 
 
  --
  Mailing List Conversations - mail...@ml86.de - Please don´t spam :)
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-12-09 Thread Mark
1. Unfortunately, I would imagine teens being a large part of the user
base. Nevermind teens, most players cuss in general regardless of age
(if you're a nay-sayer, you'd be surprised).

Banning for bad language is an over-reaction in my opinion and there
are better ways to deal with the use of profanities. Fortunately,
there are SM plugins; a simple search yielded the following:
http://forums.alliedmods.net/showthread.php?p=499584

2. What does this have to do with the recent update?


On Wed, Dec 9, 2009 at 1:20 PM, Ook ooksser...@zootal.com wrote:
 That really isn't for you to decide now, is it? I run a PG-13 OP4 server,
 and my admins are pretty militant about enforcing that. It's working well
 and has for a while now, and there are plenty of teens that play there and
 respect the no profanity rules.

 Seriously, what percentage of players do you think are teens? Do adults drop
 their IQ by 30 points and develop a potty mouth simply be being in-game? Or
 are many/most of them mouthy immature teens to start with? I vote for the
 latter...

 - Original Message -
 From: f0rkz h...@f0rkznet.net
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Wednesday, December 09, 2009 10:08 AM
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released


I mean... It is an M rated game.  Teens shouldn't be playing in the
 first place.

 On Wed, 2009-12-09 at 10:02 -0800, Ook wrote:
 I parse my server logs on a regular basis, and I can look up any player
 by
 steam id, name, or IP and see all names and IPs they have used. You want
 to
 ban people that swear a lot? That is probably 90% of your user base.
 There
 are a lot of people out there that just can't control their mouths.

 - Original Message -
 From: w4rezz w4r...@gmail.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Wednesday, December 09, 2009 9:17 AM
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released


 Does anyone have a list of known people what use fuck too much? I
 dont wanna use swear filter.

 2009/12/9 Don Williams d...@precdata.com:
  Does anyone have a running list of known people that have or tried to
  perform this exploit steam id's IP addresses?
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
  Sent: 2009-12-08 11:49 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
  Released
 
  Ah ok, just was a little bit confused. Thanks for clearing.
  There is already a list of banned extensions that includes .dll, vdf,
  exe,
  and yes, ini
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian
  L.
  Sent: Tuesday, December 08, 2009 9:31 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
  Released
 
  Quote myself from IRC:
  [ Added checks to prevent transferring .smx, .gcf, and .sys files
  between client/server - does that mean i can still remotely download
  my .ini including my SQL logins?]
 
  I think .ini's are more importand to secure than .smx?!!
 
 
 
 
  --
  Mailing List Conversations - mail...@ml86.de - Please don´t spam :)
 
 
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  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-12-09 Thread Don Williams
Nothing I had a question directed if anyone had a known list of people  
crashing servers an it turned into this.

Sent from my iPhone

On Dec 9, 2009, at 1:26 PM, Mark bigb...@gmail.com wrote:

 1. Unfortunately, I would imagine teens being a large part of the user
 base. Nevermind teens, most players cuss in general regardless of age
 (if you're a nay-sayer, you'd be surprised).

 Banning for bad language is an over-reaction in my opinion and there
 are better ways to deal with the use of profanities. Fortunately,
 there are SM plugins; a simple search yielded the following:
 http://forums.alliedmods.net/showthread.php?p=499584

 2. What does this have to do with the recent update?


 On Wed, Dec 9, 2009 at 1:20 PM, Ook ooksser...@zootal.com wrote:
 That really isn't for you to decide now, is it? I run a PG-13 OP4  
 server,
 and my admins are pretty militant about enforcing that. It's  
 working well
 and has for a while now, and there are plenty of teens that play  
 there and
 respect the no profanity rules.

 Seriously, what percentage of players do you think are teens? Do  
 adults drop
 their IQ by 30 points and develop a potty mouth simply be being in- 
 game? Or
 are many/most of them mouthy immature teens to start with? I vote  
 for the
 latter...

 - Original Message -
 From: f0rkz h...@f0rkznet.net
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Wednesday, December 09, 2009 10:08 AM
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update  
 Released


 I mean... It is an M rated game.  Teens shouldn't be playing in the
 first place.

 On Wed, 2009-12-09 at 10:02 -0800, Ook wrote:
 I parse my server logs on a regular basis, and I can look up any  
 player
 by
 steam id, name, or IP and see all names and IPs they have used.  
 You want
 to
 ban people that swear a lot? That is probably 90% of your user  
 base.
 There
 are a lot of people out there that just can't control their mouths.

 - Original Message -
 From: w4rezz w4r...@gmail.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Wednesday, December 09, 2009 9:17 AM
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update  
 Released


 Does anyone have a list of known people what use fuck too much? I
 dont wanna use swear filter.

 2009/12/9 Don Williams d...@precdata.com:
 Does anyone have a running list of known people that have or  
 tried to
 perform this exploit steam id's IP addresses?

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of  
 Maximilian L.
 Sent: 2009-12-08 11:49 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
 Released

 Ah ok, just was a little bit confused. Thanks for clearing.
 There is already a list of banned extensions that  
 includes .dll, vdf,
 exe,
 and yes, ini

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of  
 Maximilian
 L.
 Sent: Tuesday, December 08, 2009 9:31 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
 Released

 Quote myself from IRC:
 [ Added checks to prevent transferring .smx, .gcf,  
 and .sys files
 between client/server - does that mean i can still remotely  
 download
 my .ini including my SQL logins?]

 I think .ini's are more importand to secure than .smx?!!




 --
 Mailing List Conversations - mail...@ml86.de - Please don´t  
 spam :)


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 please visit:
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-12-09 Thread Mark
My post was intended for w4rezz, not you Don. ;)

On Wed, Dec 9, 2009 at 1:32 PM, Don Williams d...@precdata.com wrote:
 Nothing I had a question directed if anyone had a known list of people
 crashing servers an it turned into this.

 Sent from my iPhone

 On Dec 9, 2009, at 1:26 PM, Mark bigb...@gmail.com wrote:

 1. Unfortunately, I would imagine teens being a large part of the user
 base. Nevermind teens, most players cuss in general regardless of age
 (if you're a nay-sayer, you'd be surprised).

 Banning for bad language is an over-reaction in my opinion and there
 are better ways to deal with the use of profanities. Fortunately,
 there are SM plugins; a simple search yielded the following:
 http://forums.alliedmods.net/showthread.php?p=499584

 2. What does this have to do with the recent update?


 On Wed, Dec 9, 2009 at 1:20 PM, Ook ooksser...@zootal.com wrote:
 That really isn't for you to decide now, is it? I run a PG-13 OP4
 server,
 and my admins are pretty militant about enforcing that. It's
 working well
 and has for a while now, and there are plenty of teens that play
 there and
 respect the no profanity rules.

 Seriously, what percentage of players do you think are teens? Do
 adults drop
 their IQ by 30 points and develop a potty mouth simply be being in-
 game? Or
 are many/most of them mouthy immature teens to start with? I vote
 for the
 latter...

 - Original Message -
 From: f0rkz h...@f0rkznet.net
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Wednesday, December 09, 2009 10:08 AM
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
 Released


 I mean... It is an M rated game.  Teens shouldn't be playing in the
 first place.

 On Wed, 2009-12-09 at 10:02 -0800, Ook wrote:
 I parse my server logs on a regular basis, and I can look up any
 player
 by
 steam id, name, or IP and see all names and IPs they have used.
 You want
 to
 ban people that swear a lot? That is probably 90% of your user
 base.
 There
 are a lot of people out there that just can't control their mouths.

 - Original Message -
 From: w4rezz w4r...@gmail.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Wednesday, December 09, 2009 9:17 AM
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
 Released


 Does anyone have a list of known people what use fuck too much? I
 dont wanna use swear filter.

 2009/12/9 Don Williams d...@precdata.com:
 Does anyone have a running list of known people that have or
 tried to
 perform this exploit steam id's IP addresses?

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
 Maximilian L.
 Sent: 2009-12-08 11:49 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
 Released

 Ah ok, just was a little bit confused. Thanks for clearing.
 There is already a list of banned extensions that
 includes .dll, vdf,
 exe,
 and yes, ini

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
 Maximilian
 L.
 Sent: Tuesday, December 08, 2009 9:31 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
 Released

 Quote myself from IRC:
 [ Added checks to prevent transferring .smx, .gcf,
 and .sys files
 between client/server - does that mean i can still remotely
 download
 my .ini including my SQL logins?]

 I think .ini's are more importand to secure than .smx?!!




 --
 Mailing List Conversations - mail...@ml86.de - Please don´t
 spam :)


 ___
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 archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


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

2009-12-09 Thread f0rkz
That wasn't really my point exactly.  I know teens play this and
everything else.  Hell, I played computer games when I was a teen.

It was more of a, if teens play this they know its an M rated game and I
believe thats why those disclaimers say Online interactions are not
rated by the ESRB or whatever.  They know what they are getting their
selves into.  If you want to ban for bad language, its your server.  I
am just saying I don't think there is a specific list floating out there
with people using foul language.

On Wed, 2009-12-09 at 13:26 -0500, Mark wrote:
 1. Unfortunately, I would imagine teens being a large part of the user
 base. Nevermind teens, most players cuss in general regardless of age
 (if you're a nay-sayer, you'd be surprised).
 
 Banning for bad language is an over-reaction in my opinion and there
 are better ways to deal with the use of profanities. Fortunately,
 there are SM plugins; a simple search yielded the following:
 http://forums.alliedmods.net/showthread.php?p=499584
 
 2. What does this have to do with the recent update?
 
 
 On Wed, Dec 9, 2009 at 1:20 PM, Ook ooksser...@zootal.com wrote:
  That really isn't for you to decide now, is it? I run a PG-13 OP4 server,
  and my admins are pretty militant about enforcing that. It's working well
  and has for a while now, and there are plenty of teens that play there and
  respect the no profanity rules.
 
  Seriously, what percentage of players do you think are teens? Do adults drop
  their IQ by 30 points and develop a potty mouth simply be being in-game? Or
  are many/most of them mouthy immature teens to start with? I vote for the
  latter...
 
  - Original Message -
  From: f0rkz h...@f0rkznet.net
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Sent: Wednesday, December 09, 2009 10:08 AM
  Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
 
 
 I mean... It is an M rated game.  Teens shouldn't be playing in the
  first place.
 
  On Wed, 2009-12-09 at 10:02 -0800, Ook wrote:
  I parse my server logs on a regular basis, and I can look up any player
  by
  steam id, name, or IP and see all names and IPs they have used. You want
  to
  ban people that swear a lot? That is probably 90% of your user base.
  There
  are a lot of people out there that just can't control their mouths.
 
  - Original Message -
  From: w4rezz w4r...@gmail.com
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Sent: Wednesday, December 09, 2009 9:17 AM
  Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
 
 
  Does anyone have a list of known people what use fuck too much? I
  dont wanna use swear filter.
 
  2009/12/9 Don Williams d...@precdata.com:
   Does anyone have a running list of known people that have or tried to
   perform this exploit steam id's IP addresses?
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
   Sent: 2009-12-08 11:49 AM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
   Released
  
   Ah ok, just was a little bit confused. Thanks for clearing.
   There is already a list of banned extensions that includes .dll, vdf,
   exe,
   and yes, ini
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian
   L.
   Sent: Tuesday, December 08, 2009 9:31 AM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
   Released
  
   Quote myself from IRC:
   [ Added checks to prevent transferring .smx, .gcf, and .sys files
   between client/server - does that mean i can still remotely download
   my .ini including my SQL logins?]
  
   I think .ini's are more importand to secure than .smx?!!
  
  
  
  
   --
   Mailing List Conversations - mail...@ml86.de - Please don´t spam :)
  
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
  
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   please visit:
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  please visit:
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-12-09 Thread Joel R.
Was the Scouts 6 shot shotgun damage tweaked by accident?  Seems to be doing
more damage.

On Wed, Dec 9, 2009 at 1:15 PM, f0rkz h...@f0rkznet.net wrote:

 That wasn't really my point exactly.  I know teens play this and
 everything else.  Hell, I played computer games when I was a teen.

 It was more of a, if teens play this they know its an M rated game and I
 believe thats why those disclaimers say Online interactions are not
 rated by the ESRB or whatever.  They know what they are getting their
 selves into.  If you want to ban for bad language, its your server.  I
 am just saying I don't think there is a specific list floating out there
 with people using foul language.

 On Wed, 2009-12-09 at 13:26 -0500, Mark wrote:
  1. Unfortunately, I would imagine teens being a large part of the user
  base. Nevermind teens, most players cuss in general regardless of age
  (if you're a nay-sayer, you'd be surprised).
 
  Banning for bad language is an over-reaction in my opinion and there
  are better ways to deal with the use of profanities. Fortunately,
  there are SM plugins; a simple search yielded the following:
  http://forums.alliedmods.net/showthread.php?p=499584
 
  2. What does this have to do with the recent update?
 
 
  On Wed, Dec 9, 2009 at 1:20 PM, Ook ooksser...@zootal.com wrote:
   That really isn't for you to decide now, is it? I run a PG-13 OP4
 server,
   and my admins are pretty militant about enforcing that. It's working
 well
   and has for a while now, and there are plenty of teens that play there
 and
   respect the no profanity rules.
  
   Seriously, what percentage of players do you think are teens? Do adults
 drop
   their IQ by 30 points and develop a potty mouth simply be being
 in-game? Or
   are many/most of them mouthy immature teens to start with? I vote for
 the
   latter...
  
   - Original Message -
   From: f0rkz h...@f0rkznet.net
   To: Half-Life dedicated Win32 server mailing list
   hlds@list.valvesoftware.com
   Sent: Wednesday, December 09, 2009 10:08 AM
   Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
 Released
  
  
  I mean... It is an M rated game.  Teens shouldn't be playing in the
   first place.
  
   On Wed, 2009-12-09 at 10:02 -0800, Ook wrote:
   I parse my server logs on a regular basis, and I can look up any
 player
   by
   steam id, name, or IP and see all names and IPs they have used. You
 want
   to
   ban people that swear a lot? That is probably 90% of your user base.
   There
   are a lot of people out there that just can't control their mouths.
  
   - Original Message -
   From: w4rezz w4r...@gmail.com
   To: Half-Life dedicated Win32 server mailing list
   hlds@list.valvesoftware.com
   Sent: Wednesday, December 09, 2009 9:17 AM
   Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
 Released
  
  
   Does anyone have a list of known people what use fuck too much? I
   dont wanna use swear filter.
  
   2009/12/9 Don Williams d...@precdata.com:
Does anyone have a running list of known people that have or tried
 to
perform this exploit steam id's IP addresses?
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
 Maximilian L.
Sent: 2009-12-08 11:49 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
Released
   
Ah ok, just was a little bit confused. Thanks for clearing.
There is already a list of banned extensions that includes .dll,
 vdf,
exe,
and yes, ini
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
 Maximilian
L.
Sent: Tuesday, December 08, 2009 9:31 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
Released
   
Quote myself from IRC:
[ Added checks to prevent transferring .smx, .gcf, and .sys
 files
between client/server - does that mean i can still remotely
 download
my .ini including my SQL logins?]
   
I think .ini's are more importand to secure than .smx?!!
   
   
   
   
--
Mailing List Conversations - mail...@ml86.de - Please don´t spam
 :)
   
   
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 archives,
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-12-08 Thread Violent Crimes
Remove cbaseservertest.smx restart server good to go. Had same issue.

Dog wrote:
 Linux servers are fine.

 Windows servers produce the 'Bad Challenge' message

 -eVaDog
 TheVille.Org

 -
 Sent from my Sinclair ZX80
 -
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 No virus found in this incoming message.
 Checked by AVG - www.avg.com 
 Version: 9.0.709 / Virus Database: 270.14.98/2551 - Release Date: 12/07/09 
 14:34:00

   


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

2009-12-08 Thread Maximilian L.
Quote myself from IRC:
[ Added checks to prevent transferring .smx, .gcf, and .sys files 
between client/server - does that mean i can still remotely download 
my .ini including my  SQL logins?]

I think .ini's are more importand to secure than .smx?!!

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

2009-12-08 Thread Spencer 'voogru' MacDonald
There is already a list of banned extensions that includes .dll, vdf, exe,
and yes, ini

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
Sent: Tuesday, December 08, 2009 9:31 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

Quote myself from IRC:
[ Added checks to prevent transferring .smx, .gcf, and .sys files 
between client/server - does that mean i can still remotely download 
my .ini including my  SQL logins?]

I think .ini's are more importand to secure than .smx?!!

-- 
Mailing List Conversations - mail...@ml86.de - Please don´t spam :)


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

2009-12-08 Thread Maximilian L.
Ah ok, just was a little bit confused. Thanks for clearing.
 There is already a list of banned extensions that includes .dll, vdf, exe,
 and yes, ini

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
 Sent: Tuesday, December 08, 2009 9:31 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

 Quote myself from IRC:
 [ Added checks to prevent transferring .smx, .gcf, and .sys files 
 between client/server - does that mean i can still remotely download 
 my .ini including my  SQL logins?]

 I think .ini's are more importand to secure than .smx?!!

   


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

2009-12-08 Thread Don Williams
Just FYI, that problem isn't fixed I'm having a guy crash my server right
now since I caught him and banned him.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
Sent: Tuesday, December 08, 2009 11:49 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

Ah ok, just was a little bit confused. Thanks for clearing.
 There is already a list of banned extensions that includes .dll, vdf, exe,
 and yes, ini

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
 Sent: Tuesday, December 08, 2009 9:31 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

 Quote myself from IRC:
 [ Added checks to prevent transferring .smx, .gcf, and .sys files 
 between client/server - does that mean i can still remotely download 
 my .ini including my  SQL logins?]

 I think .ini's are more importand to secure than .smx?!!

   


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

2009-12-08 Thread msleeper
Post SteamID please.


On Tue, 2009-12-08 at 19:05 -0500, Don Williams wrote:
 Just FYI, that problem isn't fixed I'm having a guy crash my server right
 now since I caught him and banned him.
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
 Sent: Tuesday, December 08, 2009 11:49 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
 
 Ah ok, just was a little bit confused. Thanks for clearing.
  There is already a list of banned extensions that includes .dll, vdf, exe,
  and yes, ini
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
  Sent: Tuesday, December 08, 2009 9:31 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
 
  Quote myself from IRC:
  [ Added checks to prevent transferring .smx, .gcf, and .sys files 
  between client/server - does that mean i can still remotely download 
  my .ini including my  SQL logins?]
 
  I think .ini's are more importand to secure than .smx?!!
 

 
 


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

2009-12-08 Thread Don Williams
STEAM_0:1:25096875

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Tuesday, December 08, 2009 7:11 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

Post SteamID please.


On Tue, 2009-12-08 at 19:05 -0500, Don Williams wrote:
 Just FYI, that problem isn't fixed I'm having a guy crash my server right
 now since I caught him and banned him.
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
 Sent: Tuesday, December 08, 2009 11:49 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
 
 Ah ok, just was a little bit confused. Thanks for clearing.
  There is already a list of banned extensions that includes .dll, vdf,
exe,
  and yes, ini
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
  Sent: Tuesday, December 08, 2009 9:31 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
Released
 
  Quote myself from IRC:
  [ Added checks to prevent transferring .smx, .gcf, and .sys files 
  between client/server - does that mean i can still remotely download 
  my .ini including my  SQL logins?]
 
  I think .ini's are more importand to secure than .smx?!!
 

 
 


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please visit:
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-12-08 Thread Don Williams
http://commonwealthgaming.net/sourcebans/index.php?p=banlistsearchText=STEA
M_0:1:25096875Submit

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Don Williams
Sent: Tuesday, December 08, 2009 7:28 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

STEAM_0:1:25096875

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Tuesday, December 08, 2009 7:11 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

Post SteamID please.


On Tue, 2009-12-08 at 19:05 -0500, Don Williams wrote:
 Just FYI, that problem isn't fixed I'm having a guy crash my server right
 now since I caught him and banned him.
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
 Sent: Tuesday, December 08, 2009 11:49 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
 
 Ah ok, just was a little bit confused. Thanks for clearing.
  There is already a list of banned extensions that includes .dll, vdf,
exe,
  and yes, ini
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
  Sent: Tuesday, December 08, 2009 9:31 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
Released
 
  Quote myself from IRC:
  [ Added checks to prevent transferring .smx, .gcf, and .sys files 
  between client/server - does that mean i can still remotely download 
  my .ini including my  SQL logins?]
 
  I think .ini's are more importand to secure than .smx?!!
 

 
 


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please visit:
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-12-08 Thread Don Williams
And apparently this guy says it's a non-fixable hack..  Welll.. Good job.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Don Williams
Sent: Tuesday, December 08, 2009 7:33 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

http://commonwealthgaming.net/sourcebans/index.php?p=banlistsearchText=STEA
M_0:1:25096875Submit

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Don Williams
Sent: Tuesday, December 08, 2009 7:28 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

STEAM_0:1:25096875

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Tuesday, December 08, 2009 7:11 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

Post SteamID please.


On Tue, 2009-12-08 at 19:05 -0500, Don Williams wrote:
 Just FYI, that problem isn't fixed I'm having a guy crash my server right
 now since I caught him and banned him.
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
 Sent: Tuesday, December 08, 2009 11:49 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
 
 Ah ok, just was a little bit confused. Thanks for clearing.
  There is already a list of banned extensions that includes .dll, vdf,
exe,
  and yes, ini
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
  Sent: Tuesday, December 08, 2009 9:31 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
Released
 
  Quote myself from IRC:
  [ Added checks to prevent transferring .smx, .gcf, and .sys files 
  between client/server - does that mean i can still remotely download 
  my .ini including my  SQL logins?]
 
  I think .ini's are more importand to secure than .smx?!!
 

 
 


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please visit:
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-12-08 Thread Michael Krasnow
if you look at that guy's profile

http://steamcommunity.com/id/Summary/

http://steamcommunity.com/id/Summary/half of it is glitched up you see
that a lot with hacking communities

On Tue, Dec 8, 2009 at 7:39 PM, Don Williams d...@precdata.com wrote:

 And apparently this guy says it's a non-fixable hack..  Welll.. Good job.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Don Williams
 Sent: Tuesday, December 08, 2009 7:33 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released


 http://commonwealthgaming.net/sourcebans/index.php?p=banlistsearchText=STEA
 M_0:1:25096875Submit

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Don Williams
 Sent: Tuesday, December 08, 2009 7:28 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

 STEAM_0:1:25096875

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
 Sent: Tuesday, December 08, 2009 7:11 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

 Post SteamID please.


 On Tue, 2009-12-08 at 19:05 -0500, Don Williams wrote:
  Just FYI, that problem isn't fixed I'm having a guy crash my server right
  now since I caught him and banned him.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
  Sent: Tuesday, December 08, 2009 11:49 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
 
  Ah ok, just was a little bit confused. Thanks for clearing.
   There is already a list of banned extensions that includes .dll, vdf,
 exe,
   and yes, ini
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian
 L.
   Sent: Tuesday, December 08, 2009 9:31 AM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
 Released
  
   Quote myself from IRC:
   [ Added checks to prevent transferring .smx, .gcf, and .sys files
   between client/server - does that mean i can still remotely download
   my .ini including my  SQL logins?]
  
   I think .ini's are more importand to secure than .smx?!!
  
  
 
 


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


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

2009-12-08 Thread Don Williams
I love IPsec.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael Krasnow
Sent: Tuesday, December 08, 2009 7:49 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

if you look at that guy's profile

http://steamcommunity.com/id/Summary/

http://steamcommunity.com/id/Summary/half of it is glitched up you see
that a lot with hacking communities

On Tue, Dec 8, 2009 at 7:39 PM, Don Williams d...@precdata.com wrote:

 And apparently this guy says it's a non-fixable hack..  Welll.. Good job.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Don Williams
 Sent: Tuesday, December 08, 2009 7:33 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released



http://commonwealthgaming.net/sourcebans/index.php?p=banlistsearchText=STEA
 M_0:1:25096875Submit

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Don Williams
 Sent: Tuesday, December 08, 2009 7:28 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

 STEAM_0:1:25096875

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
 Sent: Tuesday, December 08, 2009 7:11 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

 Post SteamID please.


 On Tue, 2009-12-08 at 19:05 -0500, Don Williams wrote:
  Just FYI, that problem isn't fixed I'm having a guy crash my server
right
  now since I caught him and banned him.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
  Sent: Tuesday, December 08, 2009 11:49 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
Released
 
  Ah ok, just was a little bit confused. Thanks for clearing.
   There is already a list of banned extensions that includes .dll, vdf,
 exe,
   and yes, ini
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian
 L.
   Sent: Tuesday, December 08, 2009 9:31 AM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
 Released
  
   Quote myself from IRC:
   [ Added checks to prevent transferring .smx, .gcf, and .sys files
   between client/server - does that mean i can still remotely download
   my .ini including my  SQL logins?]
  
   I think .ini's are more importand to secure than .smx?!!
  
  
 
 


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


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

2009-12-08 Thread Nightbox
Im 14 years old
My birthday is 11-04-95

This made me lol.

2009/12/9 Don Williams d...@precdata.com

 I love IPsec.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael Krasnow
 Sent: Tuesday, December 08, 2009 7:49 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

 if you look at that guy's profile

 http://steamcommunity.com/id/Summary/

 http://steamcommunity.com/id/Summary/half of it is glitched up you see
 that a lot with hacking communities

 On Tue, Dec 8, 2009 at 7:39 PM, Don Williams d...@precdata.com wrote:

  And apparently this guy says it's a non-fixable hack..  Welll.. Good job.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Don Williams
  Sent: Tuesday, December 08, 2009 7:33 PM
  To: 'Half-Life dedicated Win32 server mailing list'
  Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
 
 
 

 http://commonwealthgaming.net/sourcebans/index.php?p=banlistsearchText=STEA
  M_0:1:25096875Submit
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Don Williams
  Sent: Tuesday, December 08, 2009 7:28 PM
  To: 'Half-Life dedicated Win32 server mailing list'
  Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
 
  STEAM_0:1:25096875
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
  Sent: Tuesday, December 08, 2009 7:11 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released
 
  Post SteamID please.
 
 
  On Tue, 2009-12-08 at 19:05 -0500, Don Williams wrote:
   Just FYI, that problem isn't fixed I'm having a guy crash my server
 right
   now since I caught him and banned him.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian
 L.
   Sent: Tuesday, December 08, 2009 11:49 AM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
 Released
  
   Ah ok, just was a little bit confused. Thanks for clearing.
There is already a list of banned extensions that includes .dll, vdf,
  exe,
and yes, ini
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Maximilian
  L.
Sent: Tuesday, December 08, 2009 9:31 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
  Released
   
Quote myself from IRC:
[ Added checks to prevent transferring .smx, .gcf, and .sys
 files
between client/server - does that mean i can still remotely
 download
my .ini including my  SQL logins?]
   
I think .ini's are more importand to secure than .smx?!!
   
   
  
  
 
 
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  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
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  please visit:
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  please visit:
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  please visit:
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[hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-12-07 Thread Jason Ruymen
Required updates for Team Fortress 2 and Day of Defeat: Source are now 
available.  Please run hldsupdatetool to receive the updates.  The specific 
changes include:

Engine:
- Added checks to prevent transferring .smx, .gcf, and .sys files between 
client/server
- Fixed upload/download exploits with spaces in the file extension or a path 
separator at the beginning of the requested file (as reported on the HLDS 
mailing lists)

Team Fortress 2:
- Fixed custom particle systems inside maps causing particles to break in 
successive maps
- Fixed a rare vphysics crash 
- Fixed background highlight for KOTH timers not being aligned properly in 
minmode
- Fixed the Heavy's fists being hidden while taunting
- Fixed cloaked Spies having the critboost effect on their weapon
- Fixed banned clients being able to spamming a server with the joined chat 
text
- Fixed seeing the wrong class counts if the game swapped teams while the class 
menu was open
- Fixed Spies being able to disguise while performing a taunt
- Fixed having to press the voice menu key twice if the menu timed out and 
closed itself last time it was open
- Fixed the Confirm Delete dialog in the Items menu not handling the key 
correctly
- Fixed dispenser not healing players at the correct rate if it's upgraded 
while the players are already touching the dispenser
- Fixed exec'ing the .cfg file for a class change before the player has 
actually changed class

Jason


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

2009-12-07 Thread Nephyrin Zey

 Engine:
 - Added checks to prevent transferring .smx, .gcf, and .sys files between 
 client/server
 - Fixed upload/download exploits with spaces in the file extension or a path 
 separator at the beginning of the requested file (as reported on the HLDS 
 mailing lists)


This is sad. You can still upload/download random files as long as their 
extension isn't blacklisted? There's so many ways to cause problems with 
this... even if you switch to an extension WHITELIST there'd still be 
problems. Whose to say addons dont use other extensions to store 
settings? Or bash/apache/other services dont read certain files? Is 
.bashrc blocked? What if someone uses their home directory as the server 
root? What if someone doesn't want script kiddies uploading 
special_note_from_valve.readme to their server?

Why not replace this interface with something that doesn't allow 
arbitrary file uploads/downloads with something as laughable as a 
extension blacklist making 'safe'. When someone finds yet another way to 
abuse this (I can think of two separate ways to continue to use this 
exploit for remote code execution) its going to come up again, years 
after the issues with it was first noted...

- Neph


On 12/07/2009 06:20 PM, Jason Ruymen wrote:
 Required updates for Team Fortress 2 and Day of Defeat: Source are now 
 available.  Please run hldsupdatetool to receive the updates.  The specific 
 changes include:

 Engine:
 - Added checks to prevent transferring .smx, .gcf, and .sys files between 
 client/server
 - Fixed upload/download exploits with spaces in the file extension or a path 
 separator at the beginning of the requested file (as reported on the HLDS 
 mailing lists)

 Team Fortress 2:
 - Fixed custom particle systems inside maps causing particles to break in 
 successive maps
 - Fixed a rare vphysics crash
 - Fixed background highlight for KOTH timers not being aligned properly in 
 minmode
 - Fixed the Heavy's fists being hidden while taunting
 - Fixed cloaked Spies having the critboost effect on their weapon
 - Fixed banned clients being able to spamming a server with the joined chat 
 text
 - Fixed seeing the wrong class counts if the game swapped teams while the 
 class menu was open
 - Fixed Spies being able to disguise while performing a taunt
 - Fixed having to press the voice menu key twice if the menu timed out and 
 closed itself last time it was open
 - Fixed the Confirm Delete dialog in the Items menu not handling the key 
 correctly
 - Fixed dispenser not healing players at the correct rate if it's upgraded 
 while the players are already touching the dispenser
 - Fixed exec'ing the .cfg file for a class change before the player has 
 actually changed class

 Jason


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

2009-12-07 Thread Ben B
after update, i get 'Bad Challenge' message when trying to connect to my
windows server

On Mon, Dec 7, 2009 at 7:20 PM, Jason Ruymen jas...@valvesoftware.comwrote:

 Required updates for Team Fortress 2 and Day of Defeat: Source are now
 available.  Please run hldsupdatetool to receive the updates.  The specific
 changes include:

 Engine:
 - Added checks to prevent transferring .smx, .gcf, and .sys files between
 client/server
 - Fixed upload/download exploits with spaces in the file extension or a
 path separator at the beginning of the requested file (as reported on the
 HLDS mailing lists)

 Team Fortress 2:
 - Fixed custom particle systems inside maps causing particles to break in
 successive maps
 - Fixed a rare vphysics crash
 - Fixed background highlight for KOTH timers not being aligned properly in
 minmode
 - Fixed the Heavy's fists being hidden while taunting
 - Fixed cloaked Spies having the critboost effect on their weapon
 - Fixed banned clients being able to spamming a server with the joined
 chat text
 - Fixed seeing the wrong class counts if the game swapped teams while the
 class menu was open
 - Fixed Spies being able to disguise while performing a taunt
 - Fixed having to press the voice menu key twice if the menu timed out and
 closed itself last time it was open
 - Fixed the Confirm Delete dialog in the Items menu not handling the key
 correctly
 - Fixed dispenser not healing players at the correct rate if it's upgraded
 while the players are already touching the dispenser
 - Fixed exec'ing the .cfg file for a class change before the player has
 actually changed class

 Jason


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 please visit:
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-12-07 Thread Ben B
and the server crashes after i get the bad challenge message

On Mon, Dec 7, 2009 at 7:43 PM, Ben B brutalgoerge...@gmail.com wrote:

 after update, i get 'Bad Challenge' message when trying to connect to my
 windows server


 On Mon, Dec 7, 2009 at 7:20 PM, Jason Ruymen jas...@valvesoftware.comwrote:

 Required updates for Team Fortress 2 and Day of Defeat: Source are now
 available.  Please run hldsupdatetool to receive the updates.  The specific
 changes include:

 Engine:
 - Added checks to prevent transferring .smx, .gcf, and .sys files between
 client/server
 - Fixed upload/download exploits with spaces in the file extension or a
 path separator at the beginning of the requested file (as reported on the
 HLDS mailing lists)

 Team Fortress 2:
 - Fixed custom particle systems inside maps causing particles to break in
 successive maps
 - Fixed a rare vphysics crash
 - Fixed background highlight for KOTH timers not being aligned properly in
 minmode
 - Fixed the Heavy's fists being hidden while taunting
 - Fixed cloaked Spies having the critboost effect on their weapon
 - Fixed banned clients being able to spamming a server with the joined
 chat text
 - Fixed seeing the wrong class counts if the game swapped teams while the
 class menu was open
 - Fixed Spies being able to disguise while performing a taunt
 - Fixed having to press the voice menu key twice if the menu timed out and
 closed itself last time it was open
 - Fixed the Confirm Delete dialog in the Items menu not handling the key
 correctly
 - Fixed dispenser not healing players at the correct rate if it's upgraded
 while the players are already touching the dispenser
 - Fixed exec'ing the .cfg file for a class change before the player has
 actually changed class

 Jason


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 please visit:
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-12-07 Thread 1nsane
I can't seem to be able to update my DODS server. Nor can I update my DODS
client.   No Steam content servers are currently configured to deliver
content for this game.

On Mon, Dec 7, 2009 at 9:45 PM, Ben B brutalgoerge...@gmail.com wrote:

 and the server crashes after i get the bad challenge message

 On Mon, Dec 7, 2009 at 7:43 PM, Ben B brutalgoerge...@gmail.com wrote:

  after update, i get 'Bad Challenge' message when trying to connect to my
  windows server
 
 
  On Mon, Dec 7, 2009 at 7:20 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:
 
  Required updates for Team Fortress 2 and Day of Defeat: Source are now
  available.  Please run hldsupdatetool to receive the updates.  The
 specific
  changes include:
 
  Engine:
  - Added checks to prevent transferring .smx, .gcf, and .sys files
 between
  client/server
  - Fixed upload/download exploits with spaces in the file extension or a
  path separator at the beginning of the requested file (as reported on
 the
  HLDS mailing lists)
 
  Team Fortress 2:
  - Fixed custom particle systems inside maps causing particles to break
 in
  successive maps
  - Fixed a rare vphysics crash
  - Fixed background highlight for KOTH timers not being aligned properly
 in
  minmode
  - Fixed the Heavy's fists being hidden while taunting
  - Fixed cloaked Spies having the critboost effect on their weapon
  - Fixed banned clients being able to spamming a server with the joined
  chat text
  - Fixed seeing the wrong class counts if the game swapped teams while
 the
  class menu was open
  - Fixed Spies being able to disguise while performing a taunt
  - Fixed having to press the voice menu key twice if the menu timed out
 and
  closed itself last time it was open
  - Fixed the Confirm Delete dialog in the Items menu not handling the
 key
  correctly
  - Fixed dispenser not healing players at the correct rate if it's
 upgraded
  while the players are already touching the dispenser
  - Fixed exec'ing the .cfg file for a class change before the player has
  actually changed class
 
  Jason
 
 
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  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-12-07 Thread Dog
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] 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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Sent via BlackBerry from T-Mobile

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

2009-08-17 Thread Mike O'Laughlen
You realize you're posting to a server admin mailing list.  Steam forums are
where you should be putting your two cents.

On Sun, Aug 16, 2009 at 10:50 PM, Joel R. joelru...@gmail.com wrote:

 It's like taking away the spy's cloak. It's a huge thing that made the FaN
 what it is.



 On Sun, Aug 16, 2009 at 3:06 PM, Joel R. joelru...@gmail.com wrote:

  I know that, but thats the only method now.  Before I could do a really
  long jump by jumping forward, and shooting backwards, then double jump in
  the air or vice-versa.
 
 
 
  On Sun, Aug 16, 2009 at 1:04 PM, Jake Skenna halflife...@gmail.com
 wrote:
 
  Shoot the FAN straight down to do a triple jump.
 
  On Sun, Aug 16, 2009 at 1:37 PM, Joel R. joelru...@gmail.com wrote:
 
   What was the point of removing FAN's push in the opposite direction of
   shooting?  The triple jumps it created were invaluable.  Nevermind
  removing
   the juggling, removing the way it pushed you is far worse a nerf than
   anything.
  
  
  
   On Fri, Aug 14, 2009 at 8:08 AM, turb0z tur...@undergamer.com
 wrote:
  
Anyone else notice that the HLTV servers are broadcasting oddly?
   
Right now I'm looking at HLTV on my HLSW app and I'm watching the
  server
bounce between the HLTV info (slots and hostname) to the match
 server
info... very odd.
   
This link shows the HLTV hostname and slots:
   
http://blackhole.midwest-gaming.org/uploads/update.jpg
   
This link shows game server hostname and slots but as you'll see,
 the
  IP
hasn't changed.
   
http://blackhole.midwest-gaming.org/uploads/update_1.jpg
   
The switch happens once every second (possibly limited to the update
   query
of HLSW).
   
I don't see any performance drops due to this, but figured everyone
  (and
valve) should see and recognize this as an issue.  Players were
 still
   able
to join the HLTV and watch the matches last night.
   
b0z
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie
  Newlove
Sent: Thursday, August 13, 2009 7:58 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
  Released
   
Wait a minute, it is Friday here after all. In your face msleeper!
   
On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com wrote:
 It's Friday 2h51.

 2009/8/14 Midnight mido...@gmail.com

 Seems someone doesn't have a job and doesn't know what day it is.
 Join the crowd.


 msleeper wrote:
  Today is Thursday, hope this helps.
 
 
  On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote:
 
  They probably just entered their test server all wearing the
  viking helmet and thus quickly decided that testing is for the
  weak and releasing a major update on a Friday is not only a
 good
  idea, it's the most manly thing a manly man can do.
 
  On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com
  wrote:
 
  Just one tiny question, are you really testing the maps?
  Because
  i just
 want
  to say overtime overtime overtime overtime overtime overtime
  overtime overtime overtime overtime overtime overtime
 overtime
  overtime overtime overtime overtime overtime since i tried
 the
   koth
mode.
 
  2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com
 
 
  hey thanks valve for letting the sourcemod/addons
 communities
  know
 about
  all
  the stuff you changed. =]
 
  On Thu, Aug 13, 2009 at 6:11 PM, Wobak 
 tperrinh...@gmail.com
  
wrote:
 
 
  Ok as usual my fixes aren't applied.
  If you wanna get a better info you can search for ulimit
 in
  srcds_run, an change the value to 3 for example.
 
  Then You'll have an output like that :
 
  Auto detecting CPU
  Using AMD Optimised binary.
  Enabling debug mode
  Server will auto-restart if there is a crash.
 
  Console initialized.
  ./srcds_run: line 352:  2902 Bus error   (core
  dumped)
 
  $HL_CMD
 
  warning: Can't read pathname for load map: Input/output
  error.
  Error while mapping shared library sections:
  /srv/rab3/orangebox/tf/bin/server_i486.so: not in
  executable
 format:
  File format not recognized.
  Error while reading shared library symbols:
  /srv/rab3/orangebox/tf/bin/server_i486.so: can't read
  symbols: File format not recognized.
  Error while reading shared library symbols:
  /srv/rab3/orangebox/tf/bin/server_i486.so: can't read
  symbols: File format not recognized.
  email debug.log to li...@valvesoftware.com Fri Aug 14
  02:09:05
  CEST 2009: Server restart in 1 seconds Fri Aug 14 02:09:06
  CEST
  2009: Server Quit
 
 
  On 8/14/09, Matt Lyons mly

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

2009-08-17 Thread ShoreCogs
I don't run a DOD:S server, only TF2 and L4D, but I can't believe they haven't 
fixed this. Are all DOD:S servers crashing? 

- Original Message - 
From: CLAN RCR clan...@gmail.com 
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com 
Sent: Monday, August 17, 2009 3:04:01 PM GMT -05:00 US/Canada Eastern 
Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released 

I've tried everything I can think of to get my servers back up and running. 

I'll post a crash log here if someone can tell me what I need to do to it 
after I get it open in the debugging tool. 

-Matt 

On Mon, Aug 17, 2009 at 12:24 PM, Mike O'Laughlen molaugh...@gmail.comwrote: 

 You realize you're posting to a server admin mailing list. Steam forums 
 are 
 where you should be putting your two cents. 
 
 On Sun, Aug 16, 2009 at 10:50 PM, Joel R. joelru...@gmail.com wrote: 
 
  It's like taking away the spy's cloak. It's a huge thing that made the 
 FaN 
  what it is. 
  
  
  
  On Sun, Aug 16, 2009 at 3:06 PM, Joel R. joelru...@gmail.com wrote: 
  
   I know that, but thats the only method now. Before I could do a really 
   long jump by jumping forward, and shooting backwards, then double jump 
 in 
   the air or vice-versa. 
   
   
   
   On Sun, Aug 16, 2009 at 1:04 PM, Jake Skenna halflife...@gmail.com 
  wrote: 
   
   Shoot the FAN straight down to do a triple jump. 
   
   On Sun, Aug 16, 2009 at 1:37 PM, Joel R. joelru...@gmail.com wrote: 
   
What was the point of removing FAN's push in the opposite direction 
 of 
shooting? The triple jumps it created were invaluable. Nevermind 
   removing 
the juggling, removing the way it pushed you is far worse a nerf 
 than 
anything. 



On Fri, Aug 14, 2009 at 8:08 AM, turb0z tur...@undergamer.com 
  wrote: 

 Anyone else notice that the HLTV servers are broadcasting oddly? 
 
 Right now I'm looking at HLTV on my HLSW app and I'm watching the 
   server 
 bounce between the HLTV info (slots and hostname) to the match 
  server 
 info... very odd. 
 
 This link shows the HLTV hostname and slots: 
 
 http://blackhole.midwest-gaming.org/uploads/update.jpg 
 
 This link shows game server hostname and slots but as you'll see, 
  the 
   IP 
 hasn't changed. 
 
 http://blackhole.midwest-gaming.org/uploads/update_1.jpg 
 
 The switch happens once every second (possibly limited to the 
 update 
query 
 of HLSW). 
 
 I don't see any performance drops due to this, but figured 
 everyone 
   (and 
 valve) should see and recognize this as an issue. Players were 
  still 
able 
 to join the HLTV and watch the matches last night. 
 
 b0z 
 
 -Original Message- 
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie 
   Newlove 
 Sent: Thursday, August 13, 2009 7:58 PM 
 To: Half-Life dedicated Win32 server mailing list 
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update 
   Released 
 
 Wait a minute, it is Friday here after all. In your face msleeper! 
 
 On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com 
 wrote: 
  It's Friday 2h51. 
  
  2009/8/14 Midnight mido...@gmail.com 
  
  Seems someone doesn't have a job and doesn't know what day it 
 is. 
  Join the crowd. 
  
  
  msleeper wrote: 
   Today is Thursday, hope this helps. 
   
   
   On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote: 
   
   They probably just entered their test server all wearing the 
   viking helmet and thus quickly decided that testing is for 
 the 
   weak and releasing a major update on a Friday is not only a 
  good 
   idea, it's the most manly thing a manly man can do. 
   
   On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com 
   wrote: 
   
   Just one tiny question, are you really testing the maps? 
   Because 
   i just 
  want 
   to say overtime overtime overtime overtime overtime 
 overtime 
   overtime overtime overtime overtime overtime overtime 
  overtime 
   overtime overtime overtime overtime overtime since i tried 
  the 
koth 
 mode. 
   
   2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com 
   
   
   hey thanks valve for letting the sourcemod/addons 
  communities 
   know 
  about 
   all 
   the stuff you changed. =] 
   
   On Thu, Aug 13, 2009 at 6:11 PM, Wobak  
  tperrinh...@gmail.com 

 wrote: 
   
   
   Ok as usual my fixes aren't applied. 
   If you wanna get a better info you can search for 
 ulimit 
  in 
   srcds_run, an change the value to 3 for example. 
   
   Then You'll have an output like that : 
   
   Auto detecting CPU 
   Using AMD Optimised

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

2009-08-16 Thread Joel R.
What was the point of removing FAN's push in the opposite direction of
shooting?  The triple jumps it created were invaluable.  Nevermind removing
the juggling, removing the way it pushed you is far worse a nerf than
anything.



On Fri, Aug 14, 2009 at 8:08 AM, turb0z tur...@undergamer.com wrote:

 Anyone else notice that the HLTV servers are broadcasting oddly?

 Right now I'm looking at HLTV on my HLSW app and I'm watching the server
 bounce between the HLTV info (slots and hostname) to the match server
 info... very odd.

 This link shows the HLTV hostname and slots:

 http://blackhole.midwest-gaming.org/uploads/update.jpg

 This link shows game server hostname and slots but as you'll see, the IP
 hasn't changed.

 http://blackhole.midwest-gaming.org/uploads/update_1.jpg

 The switch happens once every second (possibly limited to the update query
 of HLSW).

 I don't see any performance drops due to this, but figured everyone (and
 valve) should see and recognize this as an issue.  Players were still able
 to join the HLTV and watch the matches last night.

 b0z

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie Newlove
 Sent: Thursday, August 13, 2009 7:58 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

 Wait a minute, it is Friday here after all. In your face msleeper!

 On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com wrote:
  It's Friday 2h51.
 
  2009/8/14 Midnight mido...@gmail.com
 
  Seems someone doesn't have a job and doesn't know what day it is.
  Join the crowd.
 
 
  msleeper wrote:
   Today is Thursday, hope this helps.
  
  
   On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote:
  
   They probably just entered their test server all wearing the
   viking helmet and thus quickly decided that testing is for the
   weak and releasing a major update on a Friday is not only a good
   idea, it's the most manly thing a manly man can do.
  
   On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote:
  
   Just one tiny question, are you really testing the maps? Because
   i just
  want
   to say overtime overtime overtime overtime overtime overtime
   overtime overtime overtime overtime overtime overtime overtime
   overtime overtime overtime overtime overtime since i tried the koth
 mode.
  
   2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com
  
  
   hey thanks valve for letting the sourcemod/addons communities
   know
  about
   all
   the stuff you changed. =]
  
   On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com
 wrote:
  
  
   Ok as usual my fixes aren't applied.
   If you wanna get a better info you can search for ulimit in
   srcds_run, an change the value to 3 for example.
  
   Then You'll have an output like that :
  
   Auto detecting CPU
   Using AMD Optimised binary.
   Enabling debug mode
   Server will auto-restart if there is a crash.
  
   Console initialized.
   ./srcds_run: line 352:  2902 Bus error   (core
   dumped)
  
   $HL_CMD
  
   warning: Can't read pathname for load map: Input/output error.
   Error while mapping shared library sections:
   /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable
  format:
   File format not recognized.
   Error while reading shared library symbols:
   /srv/rab3/orangebox/tf/bin/server_i486.so: can't read
   symbols: File format not recognized.
   Error while reading shared library symbols:
   /srv/rab3/orangebox/tf/bin/server_i486.so: can't read
   symbols: File format not recognized.
   email debug.log to li...@valvesoftware.com Fri Aug 14 02:09:05
   CEST 2009: Server restart in 1 seconds Fri Aug 14 02:09:06 CEST
   2009: Server Quit
  
  
   On 8/14/09, Matt Lyons mly...@internode.com.au wrote:
  
   On 14/08/2009, at 9:17 AM, MjrNuT wrote:
  
   Renamed the addons folder.
  
   33 times :(
  
   --
   Matt Lyons (Bsc CS  Soft Eng) Media Group, Internode 150
   Grenfell St, Adelaide SA 5000
   Ph: (08) 8228 2877
   E-mail: mly...@internode.com.au
   WWW: www.internode.on.net
   In theory, there is no difference between theory and
   practice; In practice, there is.
  
  
  
  
  
  
   ___
   To unsubscribe, edit your list preferences, or view the list
  archives,
   please visit:
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-16 Thread Joel R.
I know that, but thats the only method now.  Before I could do a really long
jump by jumping forward, and shooting backwards, then double jump in the air
or vice-versa.


On Sun, Aug 16, 2009 at 1:04 PM, Jake Skenna halflife...@gmail.com wrote:

 Shoot the FAN straight down to do a triple jump.

 On Sun, Aug 16, 2009 at 1:37 PM, Joel R. joelru...@gmail.com wrote:

  What was the point of removing FAN's push in the opposite direction of
  shooting?  The triple jumps it created were invaluable.  Nevermind
 removing
  the juggling, removing the way it pushed you is far worse a nerf than
  anything.
 
 
 
  On Fri, Aug 14, 2009 at 8:08 AM, turb0z tur...@undergamer.com wrote:
 
   Anyone else notice that the HLTV servers are broadcasting oddly?
  
   Right now I'm looking at HLTV on my HLSW app and I'm watching the
 server
   bounce between the HLTV info (slots and hostname) to the match server
   info... very odd.
  
   This link shows the HLTV hostname and slots:
  
   http://blackhole.midwest-gaming.org/uploads/update.jpg
  
   This link shows game server hostname and slots but as you'll see, the
 IP
   hasn't changed.
  
   http://blackhole.midwest-gaming.org/uploads/update_1.jpg
  
   The switch happens once every second (possibly limited to the update
  query
   of HLSW).
  
   I don't see any performance drops due to this, but figured everyone
 (and
   valve) should see and recognize this as an issue.  Players were still
  able
   to join the HLTV and watch the matches last night.
  
   b0z
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie
 Newlove
   Sent: Thursday, August 13, 2009 7:58 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
 Released
  
   Wait a minute, it is Friday here after all. In your face msleeper!
  
   On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com wrote:
It's Friday 2h51.
   
2009/8/14 Midnight mido...@gmail.com
   
Seems someone doesn't have a job and doesn't know what day it is.
Join the crowd.
   
   
msleeper wrote:
 Today is Thursday, hope this helps.


 On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote:

 They probably just entered their test server all wearing the
 viking helmet and thus quickly decided that testing is for the
 weak and releasing a major update on a Friday is not only a good
 idea, it's the most manly thing a manly man can do.

 On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com
 wrote:

 Just one tiny question, are you really testing the maps? Because
 i just
want
 to say overtime overtime overtime overtime overtime overtime
 overtime overtime overtime overtime overtime overtime overtime
 overtime overtime overtime overtime overtime since i tried the
  koth
   mode.

 2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com


 hey thanks valve for letting the sourcemod/addons communities
 know
about
 all
 the stuff you changed. =]

 On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com
   wrote:


 Ok as usual my fixes aren't applied.
 If you wanna get a better info you can search for ulimit in
 srcds_run, an change the value to 3 for example.

 Then You'll have an output like that :

 Auto detecting CPU
 Using AMD Optimised binary.
 Enabling debug mode
 Server will auto-restart if there is a crash.

 Console initialized.
 ./srcds_run: line 352:  2902 Bus error   (core
 dumped)

 $HL_CMD

 warning: Can't read pathname for load map: Input/output error.
 Error while mapping shared library sections:
 /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable
format:
 File format not recognized.
 Error while reading shared library symbols:
 /srv/rab3/orangebox/tf/bin/server_i486.so: can't read
 symbols: File format not recognized.
 Error while reading shared library symbols:
 /srv/rab3/orangebox/tf/bin/server_i486.so: can't read
 symbols: File format not recognized.
 email debug.log to li...@valvesoftware.com Fri Aug 14
 02:09:05
 CEST 2009: Server restart in 1 seconds Fri Aug 14 02:09:06
 CEST
 2009: Server Quit


 On 8/14/09, Matt Lyons mly...@internode.com.au wrote:

 On 14/08/2009, at 9:17 AM, MjrNuT wrote:

 Renamed the addons folder.

 33 times :(

 --
 Matt Lyons (Bsc CS  Soft Eng) Media Group, Internode 150
 Grenfell St, Adelaide SA 5000
 Ph: (08) 8228 2877
 E-mail: mly...@internode.com.au
 WWW: www.internode.on.net
 In theory, there is no difference between theory and
 practice; In practice, there is.






 ___
 To unsubscribe

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

2009-08-16 Thread Joel R.
It's like taking away the spy's cloak. It's a huge thing that made the FaN
what it is.



On Sun, Aug 16, 2009 at 3:06 PM, Joel R. joelru...@gmail.com wrote:

 I know that, but thats the only method now.  Before I could do a really
 long jump by jumping forward, and shooting backwards, then double jump in
 the air or vice-versa.



 On Sun, Aug 16, 2009 at 1:04 PM, Jake Skenna halflife...@gmail.comwrote:

 Shoot the FAN straight down to do a triple jump.

 On Sun, Aug 16, 2009 at 1:37 PM, Joel R. joelru...@gmail.com wrote:

  What was the point of removing FAN's push in the opposite direction of
  shooting?  The triple jumps it created were invaluable.  Nevermind
 removing
  the juggling, removing the way it pushed you is far worse a nerf than
  anything.
 
 
 
  On Fri, Aug 14, 2009 at 8:08 AM, turb0z tur...@undergamer.com wrote:
 
   Anyone else notice that the HLTV servers are broadcasting oddly?
  
   Right now I'm looking at HLTV on my HLSW app and I'm watching the
 server
   bounce between the HLTV info (slots and hostname) to the match server
   info... very odd.
  
   This link shows the HLTV hostname and slots:
  
   http://blackhole.midwest-gaming.org/uploads/update.jpg
  
   This link shows game server hostname and slots but as you'll see, the
 IP
   hasn't changed.
  
   http://blackhole.midwest-gaming.org/uploads/update_1.jpg
  
   The switch happens once every second (possibly limited to the update
  query
   of HLSW).
  
   I don't see any performance drops due to this, but figured everyone
 (and
   valve) should see and recognize this as an issue.  Players were still
  able
   to join the HLTV and watch the matches last night.
  
   b0z
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie
 Newlove
   Sent: Thursday, August 13, 2009 7:58 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
 Released
  
   Wait a minute, it is Friday here after all. In your face msleeper!
  
   On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com wrote:
It's Friday 2h51.
   
2009/8/14 Midnight mido...@gmail.com
   
Seems someone doesn't have a job and doesn't know what day it is.
Join the crowd.
   
   
msleeper wrote:
 Today is Thursday, hope this helps.


 On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote:

 They probably just entered their test server all wearing the
 viking helmet and thus quickly decided that testing is for the
 weak and releasing a major update on a Friday is not only a good
 idea, it's the most manly thing a manly man can do.

 On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com
 wrote:

 Just one tiny question, are you really testing the maps?
 Because
 i just
want
 to say overtime overtime overtime overtime overtime overtime
 overtime overtime overtime overtime overtime overtime overtime
 overtime overtime overtime overtime overtime since i tried the
  koth
   mode.

 2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com


 hey thanks valve for letting the sourcemod/addons communities
 know
about
 all
 the stuff you changed. =]

 On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com
 
   wrote:


 Ok as usual my fixes aren't applied.
 If you wanna get a better info you can search for ulimit in
 srcds_run, an change the value to 3 for example.

 Then You'll have an output like that :

 Auto detecting CPU
 Using AMD Optimised binary.
 Enabling debug mode
 Server will auto-restart if there is a crash.

 Console initialized.
 ./srcds_run: line 352:  2902 Bus error   (core
 dumped)

 $HL_CMD

 warning: Can't read pathname for load map: Input/output
 error.
 Error while mapping shared library sections:
 /srv/rab3/orangebox/tf/bin/server_i486.so: not in
 executable
format:
 File format not recognized.
 Error while reading shared library symbols:
 /srv/rab3/orangebox/tf/bin/server_i486.so: can't read
 symbols: File format not recognized.
 Error while reading shared library symbols:
 /srv/rab3/orangebox/tf/bin/server_i486.so: can't read
 symbols: File format not recognized.
 email debug.log to li...@valvesoftware.com Fri Aug 14
 02:09:05
 CEST 2009: Server restart in 1 seconds Fri Aug 14 02:09:06
 CEST
 2009: Server Quit


 On 8/14/09, Matt Lyons mly...@internode.com.au wrote:

 On 14/08/2009, at 9:17 AM, MjrNuT wrote:

 Renamed the addons folder.

 33 times :(

 --
 Matt Lyons (Bsc CS  Soft Eng) Media Group, Internode 150
 Grenfell St, Adelaide SA 5000
 Ph: (08) 8228 2877
 E-mail: mly...@internode.com.au
 WWW: www.internode.on.net
 In theory

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

2009-08-15 Thread ServerAlex
my dods server is crashing again and again after these updates. no
plugins running anymore, but still crashing randomly. os is linux.

#0  0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from
/srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
(gdb) bt
#0  0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from
/srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
#1  0xf5b662f5 in CWeaponDODBase::ItemBusyFrame () from
/srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
#2  0xf5692038 in CBasePlayer::ItemPostFrame () from
/srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
#3  0xf58d0888 in CBasePlayer::PostThink () from
/srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
#4  0xf5b3ad8e in CDODPlayer::PostThink () from
/srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
#5  0xf58e5252 in CPlayerMove::RunPostThink () from
/srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
#6  0xf58e6d9a in CPlayerMove::RunCommand () from
/srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
#7  0xf58c211d in CBasePlayer::PlayerRunCommand () from
/srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
#8  0xf5b2db74 in CDODPlayer::PlayerRunCommand () from
/srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
#9  0xf58da14c in CBasePlayer::PhysicsSimulate () from
/srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
#10 0xf586f9f9 in Physics_SimulateEntity () from
/srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
#11 0xf586ff76 in Physics_RunThinkFunctions () from
/srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
#12 0xf578e3b1 in CServerGameDLL::GameFrame () from
/srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
#13 0xf758a5f2 in CServerPlugin::GameFrame () from
/srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
#14 0xf756e5dd in SV_Think () from
/srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
#15 0xf7570360 in SV_Frame () from
/srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
#16 0xf7636dc4 in _Host_RunFrame_Server () from
/srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
#17 0xf7637e21 in _Host_RunFrame () from
/srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
#18 0xf7638308 in Host_RunFrame () from
/srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
#19 0xf7644290 in CHostState::State_Run () from
/srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
#20 0xf7644b1a in CHostState::FrameUpdate () from
/srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
#21 0xf7644bf5 in HostState_Frame () from
/srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
#22 0xf76ca1db in CEngine::Frame () from
/srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
#23 0xf76c66d6 in CDedicatedServerAPI::RunFrame () from
/srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
#24 0xf78472ee in RunServer () from bin/dedicated_i486.so
#25 0xf7847024 in CDedicatedExports::RunServer () from bin/dedicated_i486.so
#26 0xf76c6f40 in CModAppSystemGroup::Main () from
/srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
#27 0xf772e275 in CAppSystemGroup::Run () from
/srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
#28 0xf76c70df in CDedicatedServerAPI::ModInit () from
/srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
#29 0xf784768a in CDedicatedAppSystemGroup::Main () from bin/dedicated_i486.so
#30 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so
#31 0xf78a164b in CSteamApplication::Main () from bin/dedicated_i486.so
#32 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so
#33 0xf7847c0b in main () from bin/dedicated_i486.so
#34 0xf7840003 in DedicatedMain () from bin/dedicated_i486.so
#35 0x0804949d in main ()

0xf5b66000 _ZN14CWeaponDODBase16ShouldAutoReloadEv+0: sub$0xc,%esp
0xf5b66003 _ZN14CWeaponDODBase16ShouldAutoReloadEv+3: mov%ebx,0x4(%esp)
0xf5b66007 _ZN14CWeaponDODBase16ShouldAutoReloadEv+7: mov0x10(%esp),%eax
0xf5b6600b _ZN14CWeaponDODBase16ShouldAutoReloadEv+11:call
0xf54875c7 __i686.get_pc_thunk.bx
0xf5b66010 _ZN14CWeaponDODBase16ShouldAutoReloadEv+16:add
$0x2b6524,%ebx
0xf5b66016 _ZN14CWeaponDODBase16ShouldAutoReloadEv+22:mov
%esi,0x8(%esp)
0xf5b6601a _ZN14CWeaponDODBase16ShouldAutoReloadEv+26:mov
%eax,(%esp)
0xf5b6601d _ZN14CWeaponDODBase16ShouldAutoReloadEv+29:call
0xf5481834 _znk14cweapondodbase14getplayerowne...@plt
0xf5b66022 _ZN14CWeaponDODBase16ShouldAutoReloadEv+34:test   %eax,%eax
0xf5b66024 _ZN14CWeaponDODBase16ShouldAutoReloadEv+36:mov%eax,%esi
0xf5b66026 _ZN14CWeaponDODBase16ShouldAutoReloadEv+38:je
0xf5b66039 _ZN14CWeaponDODBase16ShouldAutoReloadEv+57
0xf5b66028 _ZN14CWeaponDODBase16ShouldAutoReloadEv+40:mov
(%eax),%eax
0xf5b6602a _ZN14CWeaponDODBase16ShouldAutoReloadEv+42:mov
%esi,(%esp)
0xf5b6602d _ZN14CWeaponDODBase16ShouldAutoReloadEv+45:call
*0x13c(%eax)
0xf5b66033 

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

2009-08-15 Thread Chris
Same here, constant crashing. Most noticeable on colmar, and jagd...

On Sat, Aug 15, 2009 at 8:33 PM, ServerAlex servera...@gmail.com wrote:

 my dods server is crashing again and again after these updates. no
 plugins running anymore, but still crashing randomly. os is linux.

 #0  0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 (gdb) bt
 #0  0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #1  0xf5b662f5 in CWeaponDODBase::ItemBusyFrame () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #2  0xf5692038 in CBasePlayer::ItemPostFrame () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #3  0xf58d0888 in CBasePlayer::PostThink () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #4  0xf5b3ad8e in CDODPlayer::PostThink () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #5  0xf58e5252 in CPlayerMove::RunPostThink () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #6  0xf58e6d9a in CPlayerMove::RunCommand () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #7  0xf58c211d in CBasePlayer::PlayerRunCommand () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #8  0xf5b2db74 in CDODPlayer::PlayerRunCommand () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #9  0xf58da14c in CBasePlayer::PhysicsSimulate () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #10 0xf586f9f9 in Physics_SimulateEntity () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #11 0xf586ff76 in Physics_RunThinkFunctions () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #12 0xf578e3b1 in CServerGameDLL::GameFrame () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #13 0xf758a5f2 in CServerPlugin::GameFrame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #14 0xf756e5dd in SV_Think () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #15 0xf7570360 in SV_Frame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #16 0xf7636dc4 in _Host_RunFrame_Server () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #17 0xf7637e21 in _Host_RunFrame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #18 0xf7638308 in Host_RunFrame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #19 0xf7644290 in CHostState::State_Run () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #20 0xf7644b1a in CHostState::FrameUpdate () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #21 0xf7644bf5 in HostState_Frame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #22 0xf76ca1db in CEngine::Frame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #23 0xf76c66d6 in CDedicatedServerAPI::RunFrame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #24 0xf78472ee in RunServer () from bin/dedicated_i486.so
 #25 0xf7847024 in CDedicatedExports::RunServer () from
 bin/dedicated_i486.so
 #26 0xf76c6f40 in CModAppSystemGroup::Main () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #27 0xf772e275 in CAppSystemGroup::Run () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #28 0xf76c70df in CDedicatedServerAPI::ModInit () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #29 0xf784768a in CDedicatedAppSystemGroup::Main () from
 bin/dedicated_i486.so
 #30 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so
 #31 0xf78a164b in CSteamApplication::Main () from bin/dedicated_i486.so
 #32 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so
 #33 0xf7847c0b in main () from bin/dedicated_i486.so
 #34 0xf7840003 in DedicatedMain () from bin/dedicated_i486.so
 #35 0x0804949d in main ()

 0xf5b66000 _ZN14CWeaponDODBase16ShouldAutoReloadEv+0: sub$0xc,%esp
 0xf5b66003 _ZN14CWeaponDODBase16ShouldAutoReloadEv+3: mov
  %ebx,0x4(%esp)
 0xf5b66007 _ZN14CWeaponDODBase16ShouldAutoReloadEv+7: mov
  0x10(%esp),%eax
 0xf5b6600b _ZN14CWeaponDODBase16ShouldAutoReloadEv+11:call
 0xf54875c7 __i686.get_pc_thunk.bx
 0xf5b66010 _ZN14CWeaponDODBase16ShouldAutoReloadEv+16:add
 $0x2b6524,%ebx
 0xf5b66016 _ZN14CWeaponDODBase16ShouldAutoReloadEv+22:mov
 %esi,0x8(%esp)
 0xf5b6601a _ZN14CWeaponDODBase16ShouldAutoReloadEv+26:mov
 %eax,(%esp)
 0xf5b6601d _ZN14CWeaponDODBase16ShouldAutoReloadEv+29:call
 0xf5481834 _znk14cweapondodbase14getplayerowne...@plt
 0xf5b66022 _ZN14CWeaponDODBase16ShouldAutoReloadEv+34:test
 %eax,%eax
 0xf5b66024 _ZN14CWeaponDODBase16ShouldAutoReloadEv+36:mov
  %eax,%esi
 0xf5b66026 _ZN14CWeaponDODBase16ShouldAutoReloadEv+38:je
 0xf5b66039 _ZN14CWeaponDODBase16ShouldAutoReloadEv+57
 0xf5b66028 

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

2009-08-15 Thread Nightbox
Fix rocket jump please !

2009/8/15 Chris headad...@gmail.com

 Same here, constant crashing. Most noticeable on colmar, and jagd...

 On Sat, Aug 15, 2009 at 8:33 PM, ServerAlex servera...@gmail.com wrote:

  my dods server is crashing again and again after these updates. no
  plugins running anymore, but still crashing randomly. os is linux.
 
  #0  0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  (gdb) bt
  #0  0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #1  0xf5b662f5 in CWeaponDODBase::ItemBusyFrame () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #2  0xf5692038 in CBasePlayer::ItemPostFrame () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #3  0xf58d0888 in CBasePlayer::PostThink () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #4  0xf5b3ad8e in CDODPlayer::PostThink () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #5  0xf58e5252 in CPlayerMove::RunPostThink () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #6  0xf58e6d9a in CPlayerMove::RunCommand () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #7  0xf58c211d in CBasePlayer::PlayerRunCommand () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #8  0xf5b2db74 in CDODPlayer::PlayerRunCommand () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #9  0xf58da14c in CBasePlayer::PhysicsSimulate () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #10 0xf586f9f9 in Physics_SimulateEntity () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #11 0xf586ff76 in Physics_RunThinkFunctions () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #12 0xf578e3b1 in CServerGameDLL::GameFrame () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #13 0xf758a5f2 in CServerPlugin::GameFrame () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #14 0xf756e5dd in SV_Think () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #15 0xf7570360 in SV_Frame () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #16 0xf7636dc4 in _Host_RunFrame_Server () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #17 0xf7637e21 in _Host_RunFrame () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #18 0xf7638308 in Host_RunFrame () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #19 0xf7644290 in CHostState::State_Run () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #20 0xf7644b1a in CHostState::FrameUpdate () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #21 0xf7644bf5 in HostState_Frame () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #22 0xf76ca1db in CEngine::Frame () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #23 0xf76c66d6 in CDedicatedServerAPI::RunFrame () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #24 0xf78472ee in RunServer () from bin/dedicated_i486.so
  #25 0xf7847024 in CDedicatedExports::RunServer () from
  bin/dedicated_i486.so
  #26 0xf76c6f40 in CModAppSystemGroup::Main () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #27 0xf772e275 in CAppSystemGroup::Run () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #28 0xf76c70df in CDedicatedServerAPI::ModInit () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #29 0xf784768a in CDedicatedAppSystemGroup::Main () from
  bin/dedicated_i486.so
  #30 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so
  #31 0xf78a164b in CSteamApplication::Main () from bin/dedicated_i486.so
  #32 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so
  #33 0xf7847c0b in main () from bin/dedicated_i486.so
  #34 0xf7840003 in DedicatedMain () from bin/dedicated_i486.so
  #35 0x0804949d in main ()
 
  0xf5b66000 _ZN14CWeaponDODBase16ShouldAutoReloadEv+0: sub$0xc,%esp
  0xf5b66003 _ZN14CWeaponDODBase16ShouldAutoReloadEv+3: mov
   %ebx,0x4(%esp)
  0xf5b66007 _ZN14CWeaponDODBase16ShouldAutoReloadEv+7: mov
   0x10(%esp),%eax
  0xf5b6600b _ZN14CWeaponDODBase16ShouldAutoReloadEv+11:call
  0xf54875c7 __i686.get_pc_thunk.bx
  0xf5b66010 _ZN14CWeaponDODBase16ShouldAutoReloadEv+16:add
  $0x2b6524,%ebx
  0xf5b66016 _ZN14CWeaponDODBase16ShouldAutoReloadEv+22:mov
  %esi,0x8(%esp)
  0xf5b6601a _ZN14CWeaponDODBase16ShouldAutoReloadEv+26:mov
  %eax,(%esp)
  0xf5b6601d _ZN14CWeaponDODBase16ShouldAutoReloadEv+29:call
  0xf5481834 _znk14cweapondodbase14getplayerowne...@plt
  0xf5b66022 _ZN14CWeaponDODBase16ShouldAutoReloadEv+34:test
  %eax,%eax
  0xf5b66024 _ZN14CWeaponDODBase16ShouldAutoReloadEv+36:mov
   %eax,%esi

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

2009-08-15 Thread Ronny Schedel

Crashes are on all maps, we have also crashes on avalanche, kalt, argentan, 
...


- Original Message - 
From: Chris headad...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Saturday, August 15, 2009 10:40 PM
Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released


Same here, constant crashing. Most noticeable on colmar, and jagd...

On Sat, Aug 15, 2009 at 8:33 PM, ServerAlex servera...@gmail.com wrote:

 my dods server is crashing again and again after these updates. no
 plugins running anymore, but still crashing randomly. os is linux.

 #0  0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 (gdb) bt
 #0  0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #1  0xf5b662f5 in CWeaponDODBase::ItemBusyFrame () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #2  0xf5692038 in CBasePlayer::ItemPostFrame () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #3  0xf58d0888 in CBasePlayer::PostThink () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #4  0xf5b3ad8e in CDODPlayer::PostThink () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #5  0xf58e5252 in CPlayerMove::RunPostThink () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #6  0xf58e6d9a in CPlayerMove::RunCommand () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #7  0xf58c211d in CBasePlayer::PlayerRunCommand () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #8  0xf5b2db74 in CDODPlayer::PlayerRunCommand () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #9  0xf58da14c in CBasePlayer::PhysicsSimulate () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #10 0xf586f9f9 in Physics_SimulateEntity () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #11 0xf586ff76 in Physics_RunThinkFunctions () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #12 0xf578e3b1 in CServerGameDLL::GameFrame () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #13 0xf758a5f2 in CServerPlugin::GameFrame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #14 0xf756e5dd in SV_Think () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #15 0xf7570360 in SV_Frame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #16 0xf7636dc4 in _Host_RunFrame_Server () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #17 0xf7637e21 in _Host_RunFrame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #18 0xf7638308 in Host_RunFrame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #19 0xf7644290 in CHostState::State_Run () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #20 0xf7644b1a in CHostState::FrameUpdate () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #21 0xf7644bf5 in HostState_Frame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #22 0xf76ca1db in CEngine::Frame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #23 0xf76c66d6 in CDedicatedServerAPI::RunFrame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #24 0xf78472ee in RunServer () from bin/dedicated_i486.so
 #25 0xf7847024 in CDedicatedExports::RunServer () from
 bin/dedicated_i486.so
 #26 0xf76c6f40 in CModAppSystemGroup::Main () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #27 0xf772e275 in CAppSystemGroup::Run () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #28 0xf76c70df in CDedicatedServerAPI::ModInit () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #29 0xf784768a in CDedicatedAppSystemGroup::Main () from
 bin/dedicated_i486.so
 #30 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so
 #31 0xf78a164b in CSteamApplication::Main () from bin/dedicated_i486.so
 #32 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so
 #33 0xf7847c0b in main () from bin/dedicated_i486.so
 #34 0xf7840003 in DedicatedMain () from bin/dedicated_i486.so
 #35 0x0804949d in main ()

 0xf5b66000 _ZN14CWeaponDODBase16ShouldAutoReloadEv+0: sub$0xc,%esp
 0xf5b66003 _ZN14CWeaponDODBase16ShouldAutoReloadEv+3: mov
  %ebx,0x4(%esp)
 0xf5b66007 _ZN14CWeaponDODBase16ShouldAutoReloadEv+7: mov
  0x10(%esp),%eax
 0xf5b6600b _ZN14CWeaponDODBase16ShouldAutoReloadEv+11:call
 0xf54875c7 __i686.get_pc_thunk.bx
 0xf5b66010 _ZN14CWeaponDODBase16ShouldAutoReloadEv+16:add
 $0x2b6524,%ebx
 0xf5b66016 _ZN14CWeaponDODBase16ShouldAutoReloadEv+22:mov
 %esi,0x8(%esp)
 0xf5b6601a _ZN14CWeaponDODBase16ShouldAutoReloadEv+26:mov
 %eax,(%esp)
 0xf5b6601d _ZN14CWeaponDODBase16ShouldAutoReloadEv+29:call
 0xf5481834

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

2009-08-15 Thread CLAN RCR
Does anyone know if the Sourcemod snapshot
sourcemod-1.3.0-hg2767http://www.sourcemod.net/smdrop/1.3/sourcemod-1.3.0-hg2767.zipfixes
the crashing problem?

I've been unable to even start my servers since like Thrusday..

-Matt

On Sat, Aug 15, 2009 at 4:01 PM, Ronny Schedel i...@ronny-schedel.dewrote:


 Crashes are on all maps, we have also crashes on avalanche, kalt, argentan,
 ...


 - Original Message -
 From: Chris headad...@gmail.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Saturday, August 15, 2009 10:40 PM
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released


 Same here, constant crashing. Most noticeable on colmar, and jagd...

 On Sat, Aug 15, 2009 at 8:33 PM, ServerAlex servera...@gmail.com wrote:

  my dods server is crashing again and again after these updates. no
  plugins running anymore, but still crashing randomly. os is linux.
 
  #0  0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  (gdb) bt
  #0  0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #1  0xf5b662f5 in CWeaponDODBase::ItemBusyFrame () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #2  0xf5692038 in CBasePlayer::ItemPostFrame () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #3  0xf58d0888 in CBasePlayer::PostThink () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #4  0xf5b3ad8e in CDODPlayer::PostThink () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #5  0xf58e5252 in CPlayerMove::RunPostThink () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #6  0xf58e6d9a in CPlayerMove::RunCommand () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #7  0xf58c211d in CBasePlayer::PlayerRunCommand () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #8  0xf5b2db74 in CDODPlayer::PlayerRunCommand () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #9  0xf58da14c in CBasePlayer::PhysicsSimulate () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #10 0xf586f9f9 in Physics_SimulateEntity () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #11 0xf586ff76 in Physics_RunThinkFunctions () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #12 0xf578e3b1 in CServerGameDLL::GameFrame () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #13 0xf758a5f2 in CServerPlugin::GameFrame () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #14 0xf756e5dd in SV_Think () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #15 0xf7570360 in SV_Frame () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #16 0xf7636dc4 in _Host_RunFrame_Server () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #17 0xf7637e21 in _Host_RunFrame () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #18 0xf7638308 in Host_RunFrame () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #19 0xf7644290 in CHostState::State_Run () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #20 0xf7644b1a in CHostState::FrameUpdate () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #21 0xf7644bf5 in HostState_Frame () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #22 0xf76ca1db in CEngine::Frame () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #23 0xf76c66d6 in CDedicatedServerAPI::RunFrame () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #24 0xf78472ee in RunServer () from bin/dedicated_i486.so
  #25 0xf7847024 in CDedicatedExports::RunServer () from
  bin/dedicated_i486.so
  #26 0xf76c6f40 in CModAppSystemGroup::Main () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #27 0xf772e275 in CAppSystemGroup::Run () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #28 0xf76c70df in CDedicatedServerAPI::ModInit () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #29 0xf784768a in CDedicatedAppSystemGroup::Main () from
  bin/dedicated_i486.so
  #30 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so
  #31 0xf78a164b in CSteamApplication::Main () from bin/dedicated_i486.so
  #32 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so
  #33 0xf7847c0b in main () from bin/dedicated_i486.so
  #34 0xf7840003 in DedicatedMain () from bin/dedicated_i486.so
  #35 0x0804949d in main ()
 
  0xf5b66000 _ZN14CWeaponDODBase16ShouldAutoReloadEv+0: sub$0xc,%esp
  0xf5b66003 _ZN14CWeaponDODBase16ShouldAutoReloadEv+3: mov
   %ebx,0x4(%esp)
  0xf5b66007 _ZN14CWeaponDODBase16ShouldAutoReloadEv+7: mov
   0x10(%esp),%eax
  0xf5b6600b _ZN14CWeaponDODBase16ShouldAutoReloadEv+11

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

2009-08-15 Thread ServerAlex
doesnt fix it for me. but crashes without any sourcemod either. so its
a valve issue ..

2009/8/15 CLAN RCR clan...@gmail.com:
 Does anyone know if the Sourcemod snapshot
 sourcemod-1.3.0-hg2767http://www.sourcemod.net/smdrop/1.3/sourcemod-1.3.0-hg2767.zipfixes
 the crashing problem?

 I've been unable to even start my servers since like Thrusday..

 -Matt

 On Sat, Aug 15, 2009 at 4:01 PM, Ronny Schedel i...@ronny-schedel.dewrote:


 Crashes are on all maps, we have also crashes on avalanche, kalt, argentan,
 ...


 - Original Message -
 From: Chris headad...@gmail.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Saturday, August 15, 2009 10:40 PM
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released


 Same here, constant crashing. Most noticeable on colmar, and jagd...

 On Sat, Aug 15, 2009 at 8:33 PM, ServerAlex servera...@gmail.com wrote:

  my dods server is crashing again and again after these updates. no
  plugins running anymore, but still crashing randomly. os is linux.
 
  #0  0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  (gdb) bt
  #0  0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #1  0xf5b662f5 in CWeaponDODBase::ItemBusyFrame () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #2  0xf5692038 in CBasePlayer::ItemPostFrame () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #3  0xf58d0888 in CBasePlayer::PostThink () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #4  0xf5b3ad8e in CDODPlayer::PostThink () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #5  0xf58e5252 in CPlayerMove::RunPostThink () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #6  0xf58e6d9a in CPlayerMove::RunCommand () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #7  0xf58c211d in CBasePlayer::PlayerRunCommand () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #8  0xf5b2db74 in CDODPlayer::PlayerRunCommand () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #9  0xf58da14c in CBasePlayer::PhysicsSimulate () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #10 0xf586f9f9 in Physics_SimulateEntity () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #11 0xf586ff76 in Physics_RunThinkFunctions () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #12 0xf578e3b1 in CServerGameDLL::GameFrame () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #13 0xf758a5f2 in CServerPlugin::GameFrame () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #14 0xf756e5dd in SV_Think () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #15 0xf7570360 in SV_Frame () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #16 0xf7636dc4 in _Host_RunFrame_Server () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #17 0xf7637e21 in _Host_RunFrame () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #18 0xf7638308 in Host_RunFrame () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #19 0xf7644290 in CHostState::State_Run () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #20 0xf7644b1a in CHostState::FrameUpdate () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #21 0xf7644bf5 in HostState_Frame () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #22 0xf76ca1db in CEngine::Frame () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #23 0xf76c66d6 in CDedicatedServerAPI::RunFrame () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #24 0xf78472ee in RunServer () from bin/dedicated_i486.so
  #25 0xf7847024 in CDedicatedExports::RunServer () from
  bin/dedicated_i486.so
  #26 0xf76c6f40 in CModAppSystemGroup::Main () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #27 0xf772e275 in CAppSystemGroup::Run () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #28 0xf76c70df in CDedicatedServerAPI::ModInit () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #29 0xf784768a in CDedicatedAppSystemGroup::Main () from
  bin/dedicated_i486.so
  #30 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so
  #31 0xf78a164b in CSteamApplication::Main () from bin/dedicated_i486.so
  #32 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so
  #33 0xf7847c0b in main () from bin/dedicated_i486.so
  #34 0xf7840003 in DedicatedMain () from bin/dedicated_i486.so
  #35 0x0804949d in main ()
 
  0xf5b66000 _ZN14CWeaponDODBase16ShouldAutoReloadEv+0: sub    $0xc,%esp
  0xf5b66003 _ZN14CWeaponDODBase16ShouldAutoReloadEv+3: mov
   %ebx,0x4(%esp

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

2009-08-15 Thread CLAN RCR
...FFF

thx for the info.

-Matt

On Sat, Aug 15, 2009 at 5:22 PM, ServerAlex servera...@gmail.com wrote:

 doesnt fix it for me. but crashes without any sourcemod either. so its
 a valve issue ..

 2009/8/15 CLAN RCR clan...@gmail.com:
  Does anyone know if the Sourcemod snapshot
  sourcemod-1.3.0-hg2767
 http://www.sourcemod.net/smdrop/1.3/sourcemod-1.3.0-hg2767.zipfixes
  the crashing problem?
 
  I've been unable to even start my servers since like Thrusday..
 
  -Matt
 
  On Sat, Aug 15, 2009 at 4:01 PM, Ronny Schedel i...@ronny-schedel.de
 wrote:
 
 
  Crashes are on all maps, we have also crashes on avalanche, kalt,
 argentan,
  ...
 
 
  - Original Message -
  From: Chris headad...@gmail.com
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Sent: Saturday, August 15, 2009 10:40 PM
  Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
 Released
 
 
  Same here, constant crashing. Most noticeable on colmar, and jagd...
 
  On Sat, Aug 15, 2009 at 8:33 PM, ServerAlex servera...@gmail.com
 wrote:
 
   my dods server is crashing again and again after these updates. no
   plugins running anymore, but still crashing randomly. os is linux.
  
   #0  0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from
   /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
   (gdb) bt
   #0  0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from
   /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
   #1  0xf5b662f5 in CWeaponDODBase::ItemBusyFrame () from
   /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
   #2  0xf5692038 in CBasePlayer::ItemPostFrame () from
   /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
   #3  0xf58d0888 in CBasePlayer::PostThink () from
   /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
   #4  0xf5b3ad8e in CDODPlayer::PostThink () from
   /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
   #5  0xf58e5252 in CPlayerMove::RunPostThink () from
   /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
   #6  0xf58e6d9a in CPlayerMove::RunCommand () from
   /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
   #7  0xf58c211d in CBasePlayer::PlayerRunCommand () from
   /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
   #8  0xf5b2db74 in CDODPlayer::PlayerRunCommand () from
   /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
   #9  0xf58da14c in CBasePlayer::PhysicsSimulate () from
   /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
   #10 0xf586f9f9 in Physics_SimulateEntity () from
   /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
   #11 0xf586ff76 in Physics_RunThinkFunctions () from
   /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
   #12 0xf578e3b1 in CServerGameDLL::GameFrame () from
   /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
   #13 0xf758a5f2 in CServerPlugin::GameFrame () from
   /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
   #14 0xf756e5dd in SV_Think () from
   /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
   #15 0xf7570360 in SV_Frame () from
   /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
   #16 0xf7636dc4 in _Host_RunFrame_Server () from
   /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
   #17 0xf7637e21 in _Host_RunFrame () from
   /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
   #18 0xf7638308 in Host_RunFrame () from
   /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
   #19 0xf7644290 in CHostState::State_Run () from
   /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
   #20 0xf7644b1a in CHostState::FrameUpdate () from
   /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
   #21 0xf7644bf5 in HostState_Frame () from
   /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
   #22 0xf76ca1db in CEngine::Frame () from
   /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
   #23 0xf76c66d6 in CDedicatedServerAPI::RunFrame () from
   /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
   #24 0xf78472ee in RunServer () from bin/dedicated_i486.so
   #25 0xf7847024 in CDedicatedExports::RunServer () from
   bin/dedicated_i486.so
   #26 0xf76c6f40 in CModAppSystemGroup::Main () from
   /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
   #27 0xf772e275 in CAppSystemGroup::Run () from
   /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
   #28 0xf76c70df in CDedicatedServerAPI::ModInit () from
   /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
   #29 0xf784768a in CDedicatedAppSystemGroup::Main () from
   bin/dedicated_i486.so
   #30 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so
   #31 0xf78a164b in CSteamApplication::Main () from
 bin/dedicated_i486.so
   #32 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so
   #33 0xf7847c0b in main () from bin/dedicated_i486.so
   #34

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

2009-08-15 Thread Michael Krasnow
the latest 2.2 snapshot works fine

On Sat, Aug 15, 2009 at 7:00 PM, CLAN RCR clan...@gmail.com wrote:

 ...FFF

 thx for the info.

 -Matt

 On Sat, Aug 15, 2009 at 5:22 PM, ServerAlex servera...@gmail.com wrote:

  doesnt fix it for me. but crashes without any sourcemod either. so its
  a valve issue ..
 
  2009/8/15 CLAN RCR clan...@gmail.com:
   Does anyone know if the Sourcemod snapshot
   sourcemod-1.3.0-hg2767
  http://www.sourcemod.net/smdrop/1.3/sourcemod-1.3.0-hg2767.zipfixes
   the crashing problem?
  
   I've been unable to even start my servers since like Thrusday..
  
   -Matt
  
   On Sat, Aug 15, 2009 at 4:01 PM, Ronny Schedel i...@ronny-schedel.de
  wrote:
  
  
   Crashes are on all maps, we have also crashes on avalanche, kalt,
  argentan,
   ...
  
  
   - Original Message -
   From: Chris headad...@gmail.com
   To: Half-Life dedicated Win32 server mailing list
   hlds@list.valvesoftware.com
   Sent: Saturday, August 15, 2009 10:40 PM
   Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
  Released
  
  
   Same here, constant crashing. Most noticeable on colmar, and jagd...
  
   On Sat, Aug 15, 2009 at 8:33 PM, ServerAlex servera...@gmail.com
  wrote:
  
my dods server is crashing again and again after these updates. no
plugins running anymore, but still crashing randomly. os is linux.
   
#0  0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from
/srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
(gdb) bt
#0  0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from
/srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
#1  0xf5b662f5 in CWeaponDODBase::ItemBusyFrame () from
/srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
#2  0xf5692038 in CBasePlayer::ItemPostFrame () from
/srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
#3  0xf58d0888 in CBasePlayer::PostThink () from
/srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
#4  0xf5b3ad8e in CDODPlayer::PostThink () from
/srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
#5  0xf58e5252 in CPlayerMove::RunPostThink () from
/srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
#6  0xf58e6d9a in CPlayerMove::RunCommand () from
/srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
#7  0xf58c211d in CBasePlayer::PlayerRunCommand () from
/srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
#8  0xf5b2db74 in CDODPlayer::PlayerRunCommand () from
/srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
#9  0xf58da14c in CBasePlayer::PhysicsSimulate () from
/srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
#10 0xf586f9f9 in Physics_SimulateEntity () from
/srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
#11 0xf586ff76 in Physics_RunThinkFunctions () from
/srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
#12 0xf578e3b1 in CServerGameDLL::GameFrame () from
/srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
#13 0xf758a5f2 in CServerPlugin::GameFrame () from
/srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
#14 0xf756e5dd in SV_Think () from
/srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
#15 0xf7570360 in SV_Frame () from
/srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
#16 0xf7636dc4 in _Host_RunFrame_Server () from
/srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
#17 0xf7637e21 in _Host_RunFrame () from
/srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
#18 0xf7638308 in Host_RunFrame () from
/srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
#19 0xf7644290 in CHostState::State_Run () from
/srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
#20 0xf7644b1a in CHostState::FrameUpdate () from
/srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
#21 0xf7644bf5 in HostState_Frame () from
/srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
#22 0xf76ca1db in CEngine::Frame () from
/srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
#23 0xf76c66d6 in CDedicatedServerAPI::RunFrame () from
/srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
#24 0xf78472ee in RunServer () from bin/dedicated_i486.so
#25 0xf7847024 in CDedicatedExports::RunServer () from
bin/dedicated_i486.so
#26 0xf76c6f40 in CModAppSystemGroup::Main () from
/srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
#27 0xf772e275 in CAppSystemGroup::Run () from
/srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
#28 0xf76c70df in CDedicatedServerAPI::ModInit () from
/srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
#29 0xf784768a in CDedicatedAppSystemGroup::Main () from
bin/dedicated_i486.so
#30 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so

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

2009-08-15 Thread 1nsane
My dods server is also crashing. I have disabled all the plugins hours ago
yet the crashes persist.

On Sat, Aug 15, 2009 at 3:33 PM, ServerAlex servera...@gmail.com wrote:

 my dods server is crashing again and again after these updates. no
 plugins running anymore, but still crashing randomly. os is linux.

 #0  0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 (gdb) bt
 #0  0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #1  0xf5b662f5 in CWeaponDODBase::ItemBusyFrame () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #2  0xf5692038 in CBasePlayer::ItemPostFrame () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #3  0xf58d0888 in CBasePlayer::PostThink () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #4  0xf5b3ad8e in CDODPlayer::PostThink () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #5  0xf58e5252 in CPlayerMove::RunPostThink () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #6  0xf58e6d9a in CPlayerMove::RunCommand () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #7  0xf58c211d in CBasePlayer::PlayerRunCommand () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #8  0xf5b2db74 in CDODPlayer::PlayerRunCommand () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #9  0xf58da14c in CBasePlayer::PhysicsSimulate () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #10 0xf586f9f9 in Physics_SimulateEntity () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #11 0xf586ff76 in Physics_RunThinkFunctions () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #12 0xf578e3b1 in CServerGameDLL::GameFrame () from
 /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
 #13 0xf758a5f2 in CServerPlugin::GameFrame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #14 0xf756e5dd in SV_Think () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #15 0xf7570360 in SV_Frame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #16 0xf7636dc4 in _Host_RunFrame_Server () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #17 0xf7637e21 in _Host_RunFrame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #18 0xf7638308 in Host_RunFrame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #19 0xf7644290 in CHostState::State_Run () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #20 0xf7644b1a in CHostState::FrameUpdate () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #21 0xf7644bf5 in HostState_Frame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #22 0xf76ca1db in CEngine::Frame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #23 0xf76c66d6 in CDedicatedServerAPI::RunFrame () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #24 0xf78472ee in RunServer () from bin/dedicated_i486.so
 #25 0xf7847024 in CDedicatedExports::RunServer () from
 bin/dedicated_i486.so
 #26 0xf76c6f40 in CModAppSystemGroup::Main () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #27 0xf772e275 in CAppSystemGroup::Run () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #28 0xf76c70df in CDedicatedServerAPI::ModInit () from
 /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
 #29 0xf784768a in CDedicatedAppSystemGroup::Main () from
 bin/dedicated_i486.so
 #30 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so
 #31 0xf78a164b in CSteamApplication::Main () from bin/dedicated_i486.so
 #32 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so
 #33 0xf7847c0b in main () from bin/dedicated_i486.so
 #34 0xf7840003 in DedicatedMain () from bin/dedicated_i486.so
 #35 0x0804949d in main ()

 0xf5b66000 _ZN14CWeaponDODBase16ShouldAutoReloadEv+0: sub$0xc,%esp
 0xf5b66003 _ZN14CWeaponDODBase16ShouldAutoReloadEv+3: mov
  %ebx,0x4(%esp)
 0xf5b66007 _ZN14CWeaponDODBase16ShouldAutoReloadEv+7: mov
  0x10(%esp),%eax
 0xf5b6600b _ZN14CWeaponDODBase16ShouldAutoReloadEv+11:call
 0xf54875c7 __i686.get_pc_thunk.bx
 0xf5b66010 _ZN14CWeaponDODBase16ShouldAutoReloadEv+16:add
 $0x2b6524,%ebx
 0xf5b66016 _ZN14CWeaponDODBase16ShouldAutoReloadEv+22:mov
 %esi,0x8(%esp)
 0xf5b6601a _ZN14CWeaponDODBase16ShouldAutoReloadEv+26:mov
 %eax,(%esp)
 0xf5b6601d _ZN14CWeaponDODBase16ShouldAutoReloadEv+29:call
 0xf5481834 _znk14cweapondodbase14getplayerowne...@plt
 0xf5b66022 _ZN14CWeaponDODBase16ShouldAutoReloadEv+34:test
 %eax,%eax
 0xf5b66024 _ZN14CWeaponDODBase16ShouldAutoReloadEv+36:mov
  %eax,%esi
 0xf5b66026 _ZN14CWeaponDODBase16ShouldAutoReloadEv+38:je
 0xf5b66039 _ZN14CWeaponDODBase16ShouldAutoReloadEv+57
 

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

2009-08-15 Thread DontWannaName!
Ya, I have only heard of crashes with DODS, the only game they probably 100%
didnt test for this update.

On Sat, Aug 15, 2009 at 6:47 PM, 1nsane 1nsane...@gmail.com wrote:

 My dods server is also crashing. I have disabled all the plugins hours ago
 yet the crashes persist.

 On Sat, Aug 15, 2009 at 3:33 PM, ServerAlex servera...@gmail.com wrote:

  my dods server is crashing again and again after these updates. no
  plugins running anymore, but still crashing randomly. os is linux.
 
  #0  0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  (gdb) bt
  #0  0xf5b6603b in CWeaponDODBase::ShouldAutoReload () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #1  0xf5b662f5 in CWeaponDODBase::ItemBusyFrame () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #2  0xf5692038 in CBasePlayer::ItemPostFrame () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #3  0xf58d0888 in CBasePlayer::PostThink () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #4  0xf5b3ad8e in CDODPlayer::PostThink () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #5  0xf58e5252 in CPlayerMove::RunPostThink () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #6  0xf58e6d9a in CPlayerMove::RunCommand () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #7  0xf58c211d in CBasePlayer::PlayerRunCommand () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #8  0xf5b2db74 in CDODPlayer::PlayerRunCommand () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #9  0xf58da14c in CBasePlayer::PhysicsSimulate () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #10 0xf586f9f9 in Physics_SimulateEntity () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #11 0xf586ff76 in Physics_RunThinkFunctions () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #12 0xf578e3b1 in CServerGameDLL::GameFrame () from
  /srv/virtual/dods-decendants/orangebox/dod/bin/server_i486.so
  #13 0xf758a5f2 in CServerPlugin::GameFrame () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #14 0xf756e5dd in SV_Think () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #15 0xf7570360 in SV_Frame () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #16 0xf7636dc4 in _Host_RunFrame_Server () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #17 0xf7637e21 in _Host_RunFrame () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #18 0xf7638308 in Host_RunFrame () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #19 0xf7644290 in CHostState::State_Run () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #20 0xf7644b1a in CHostState::FrameUpdate () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #21 0xf7644bf5 in HostState_Frame () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #22 0xf76ca1db in CEngine::Frame () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #23 0xf76c66d6 in CDedicatedServerAPI::RunFrame () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #24 0xf78472ee in RunServer () from bin/dedicated_i486.so
  #25 0xf7847024 in CDedicatedExports::RunServer () from
  bin/dedicated_i486.so
  #26 0xf76c6f40 in CModAppSystemGroup::Main () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #27 0xf772e275 in CAppSystemGroup::Run () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #28 0xf76c70df in CDedicatedServerAPI::ModInit () from
  /srv/virtual/dods-decendants/orangebox/bin/engine_i486.so
  #29 0xf784768a in CDedicatedAppSystemGroup::Main () from
  bin/dedicated_i486.so
  #30 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so
  #31 0xf78a164b in CSteamApplication::Main () from bin/dedicated_i486.so
  #32 0xf78a7115 in CAppSystemGroup::Run () from bin/dedicated_i486.so
  #33 0xf7847c0b in main () from bin/dedicated_i486.so
  #34 0xf7840003 in DedicatedMain () from bin/dedicated_i486.so
  #35 0x0804949d in main ()
 
  0xf5b66000 _ZN14CWeaponDODBase16ShouldAutoReloadEv+0: sub$0xc,%esp
  0xf5b66003 _ZN14CWeaponDODBase16ShouldAutoReloadEv+3: mov
   %ebx,0x4(%esp)
  0xf5b66007 _ZN14CWeaponDODBase16ShouldAutoReloadEv+7: mov
   0x10(%esp),%eax
  0xf5b6600b _ZN14CWeaponDODBase16ShouldAutoReloadEv+11:call
  0xf54875c7 __i686.get_pc_thunk.bx
  0xf5b66010 _ZN14CWeaponDODBase16ShouldAutoReloadEv+16:add
  $0x2b6524,%ebx
  0xf5b66016 _ZN14CWeaponDODBase16ShouldAutoReloadEv+22:mov
  %esi,0x8(%esp)
  0xf5b6601a _ZN14CWeaponDODBase16ShouldAutoReloadEv+26:mov
  %eax,(%esp)
  0xf5b6601d _ZN14CWeaponDODBase16ShouldAutoReloadEv+29:call
  0xf5481834 _znk14cweapondodbase14getplayerowne...@plt
  0xf5b66022 

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

2009-08-14 Thread Coldorak
Do you have problems with the mapcycle? At the end of the map, instead of
going to the next map, it reloads the same that was running. Did it twice
already.

Cold

PS: I had to disable metamod too and not just sourcemod

On Fri, Aug 14, 2009 at 4:49 AM, k e mfnt...@gmail.com wrote:

 Beetlesmod is working fine on my Window's servers.

 On Thu, Aug 13, 2009 at 10:46 PM, Aj Collins gamerzwo...@gmail.com
 wrote:

  It sounds like Valve changed engine headers without a public beta,
 without
  describing the changes, and without an SDK change.
 
  We're working on a fix. In the meantime, you will have to disable
  SourceMod.
  Metamod will work fine. 
  http://forums.alliedmods.net/showpost.php?p=899001postcount=8
 
  *sigh*
 
  On Thu, Aug 13, 2009 at 10:40 PM, Shane Arnold clontar...@iinet.net.au
  wrote:
 
   What he said. The SM team develops for TF2, not the other way around.
  
   ___
  
   Shane Arnold-   clontar...@iinet.net.au
  
   For want of a nail, the horseshoe was lost. For want of a horseshoe,
 the
   horse was lost. For want of a horse, the messenger was lost. For want
 of
  a
   messenger, the message was not delivered. For want of an undelivered
  message
   the war was lost.
  
  
  
   Matt Stanton wrote:
Still the significance of the 'Friday Update' is misplaced, here, as
  for
the part of the world that has advanced into Friday before the United
States, Valve works and releases updates on Saturdays.
   
If they release a broken update on Friday in the United States, then
 we
are broken all weekend.  If they release a broken update on Friday
slightly west of the international date line, then you can hope for
 an
early Saturday update fix.
   
Regardless, the update isn't really broken, they just released it
without warning anyone that it was going to break SourceMod.  While
 it
would likely be in their best interests to allow the SM dev team to
  know
about what is going to be changed, it is not an obligation, and there
  is
no reason for Valve to have to keep up with what may or may not break
SourceMod in one of the updates.
   
So, when SM is working again, I think this update will be fantastic,
  and
props to the SM team for getting rolling on this so quickly.  I look
forward to biting the bullet and and finally updating SM on our
 servers
to the 1.3-dev branch.
   
   
Clyde cide wrote:
   
oh gawd Ive got to do this.. Msleeper is only aware of people
  caught
   in
his honeypot.. Lame I know, but fun non the less. :|  :/ :\
 :|
   :D
   
On Thu, Aug 13, 2009 at 9:15 PM, Kyle Sanderson 
 kyle.l...@gmail.com
   wrote:
   
   
   
Msleeper didn't realize that there people outside of the United
  States
   such
as... Britain, Romania, Canada, etc that are subscribed to this
 list.
   
I'm just happy they've gotten the bandwidth requirements down,
Kyle
   
On Thu, Aug 13, 2009 at 5:58 PM, Donnie Newlove 
   donnie.newl...@gmail.com
   
   
wrote:
   
Wait a minute, it is Friday here after all. In your face msleeper!
   
On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com
 wrote:
   
   
It's Friday 2h51.
   
2009/8/14 Midnight mido...@gmail.com
   
   
   
Seems someone doesn't have a job and doesn't know what day it
 is.
   
   
 Join
   
   
the crowd.
   
   
msleeper wrote:
   
   
Today is Thursday, hope this helps.
   
   
On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote:
   
   
   
They probably just entered their test server all wearing the
   viking
helmet and thus quickly decided that testing is for the weak
 and
releasing a major update on a Friday is not only a good idea,
  it's
   
   
the
   
   
most manly thing a manly man can do.
   
On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com
   wrote:
   
   
   
Just one tiny question, are you really testing the maps?
  Because
   i
   
   
just
   
   
want
   
   
to say overtime overtime overtime overtime overtime overtime
   
   
overtime
   
   
overtime overtime overtime overtime overtime overtime
 overtime
   
   
overtime
   
   
overtime overtime overtime since i tried the koth mode.
   
2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com
   
   
   
   
hey thanks valve for letting the sourcemod/addons
 communities
   
   
know
   
   
about
   
   
all
the stuff you changed. =]
   
On Thu, Aug 13, 2009 at 6:11 PM, Wobak 
 tperrinh...@gmail.com
  
   
   
wrote:
   
   
   
   
Ok as usual my fixes aren't applied.
If you wanna get a better info you can search for ulimit
 in
srcds_run, an change the value to 3 for example.
   
Then You'll have an output like that :
   
Auto detecting CPU
Using AMD Optimised binary.
Enabling debug mode
Server will 

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

2009-08-14 Thread Flubber
Any news, for the new old seg fault bug?
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-14 Thread Charles Mabbott
https://bugs.alliedmods.net/show_bug.cgi?id=3948

That's the as it happens gory details. Watch sourcemod.net for when they
have something concrete to say.



-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Flubber
Sent: Friday, August 14, 2009 4:35 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

Any news, for the new old seg fault bug?
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-14 Thread Chris
Latest SM snapshot on 1.2 branch is working for me on Windows.

Great work SM devs!

On Fri, Aug 14, 2009 at 10:09 AM, Charles Mabbott cmabb...@verizon.netwrote:

 https://bugs.alliedmods.net/show_bug.cgi?id=3948

 That's the as it happens gory details. Watch sourcemod.net for when they
 have something concrete to say.



 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Flubber
 Sent: Friday, August 14, 2009 4:35 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

 Any news, for the new old seg fault bug?
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-14 Thread turb0z
Anyone else notice that the HLTV servers are broadcasting oddly?

Right now I'm looking at HLTV on my HLSW app and I'm watching the server
bounce between the HLTV info (slots and hostname) to the match server
info... very odd.

This link shows the HLTV hostname and slots:

http://blackhole.midwest-gaming.org/uploads/update.jpg

This link shows game server hostname and slots but as you'll see, the IP
hasn't changed.

http://blackhole.midwest-gaming.org/uploads/update_1.jpg

The switch happens once every second (possibly limited to the update query
of HLSW).

I don't see any performance drops due to this, but figured everyone (and
valve) should see and recognize this as an issue.  Players were still able
to join the HLTV and watch the matches last night.

b0z

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Donnie Newlove
Sent: Thursday, August 13, 2009 7:58 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

Wait a minute, it is Friday here after all. In your face msleeper!

On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com wrote:
 It's Friday 2h51.

 2009/8/14 Midnight mido...@gmail.com

 Seems someone doesn't have a job and doesn't know what day it is. 
 Join the crowd.


 msleeper wrote:
  Today is Thursday, hope this helps.
 
 
  On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote:
 
  They probably just entered their test server all wearing the 
  viking helmet and thus quickly decided that testing is for the 
  weak and releasing a major update on a Friday is not only a good 
  idea, it's the most manly thing a manly man can do.
 
  On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote:
 
  Just one tiny question, are you really testing the maps? Because 
  i just
 want
  to say overtime overtime overtime overtime overtime overtime 
  overtime overtime overtime overtime overtime overtime overtime 
  overtime overtime overtime overtime overtime since i tried the koth
mode.
 
  2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com
 
 
  hey thanks valve for letting the sourcemod/addons communities 
  know
 about
  all
  the stuff you changed. =]
 
  On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com
wrote:
 
 
  Ok as usual my fixes aren't applied.
  If you wanna get a better info you can search for ulimit in 
  srcds_run, an change the value to 3 for example.
 
  Then You'll have an output like that :
 
  Auto detecting CPU
  Using AMD Optimised binary.
  Enabling debug mode
  Server will auto-restart if there is a crash.
 
  Console initialized.
  ./srcds_run: line 352:  2902 Bus error               (core
  dumped)
 
  $HL_CMD
 
  warning: Can't read pathname for load map: Input/output error.
  Error while mapping shared library sections:
  /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable
 format:
  File format not recognized.
  Error while reading shared library symbols:
  /srv/rab3/orangebox/tf/bin/server_i486.so: can't read
  symbols: File format not recognized.
  Error while reading shared library symbols:
  /srv/rab3/orangebox/tf/bin/server_i486.so: can't read
  symbols: File format not recognized.
  email debug.log to li...@valvesoftware.com Fri Aug 14 02:09:05 
  CEST 2009: Server restart in 1 seconds Fri Aug 14 02:09:06 CEST
  2009: Server Quit
 
 
  On 8/14/09, Matt Lyons mly...@internode.com.au wrote:
 
  On 14/08/2009, at 9:17 AM, MjrNuT wrote:
 
  Renamed the addons folder.
 
  33 times :(
 
  --
  Matt Lyons (Bsc CS  Soft Eng) Media Group, Internode 150 
  Grenfell St, Adelaide SA 5000
  Ph: (08) 8228 2877
  E-mail: mly...@internode.com.au
  WWW: www.internode.on.net
  In theory, there is no difference between theory and 
  practice; In practice, there is.
 
 
 
 
 
 
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[hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-14 Thread Jason Ruymen
A required update for Team Fortress 2 and Day of Defeat: Source* is now 
available.  Please run hldsupdatetool to receive the update.  The specific 
changes include:

Team Fortress 2
 - Fixed r_rootlod being marked as a cheat, which prevented it from being 
changed and caused a significant performance loss for some GPUs.
 - Changed The Big Hurt Scout achievement to be Stun 2 Medics that are ready 
to deploy an ÜberCharge.
 - Fixed Announcer overtime bug on KOTH servers using mp_timelimit.
  - Due to many requests, added server ConVar tf_overtime_nag. When set 
to 1, it keeps the broken announcer behavior.
 - Fixed tournament stopwatch not displaying the time in the HUD.
 - Fixed a bug with cloak meter regen and drain rates.
 - Fixed Spies not being able to go invis while reloading.
 - Fixed pipebombs sticking to saw blades.
 - Fixed weapons not being hidden properly during loser state anims.
 - Fixed a case where radius damage didn't reduce damage to self.
  - Fixes Demomen taking too much damage from their pipebombs.
 - Fixed a case where items would never show up in the backpack, even though 
they were available to equip.
 - Fixed a case where items weren't being validated properly in class loadout 
slots.

Community requests:
 - Removed centerprint texts for TF_FLAGTYPE_ATTACK_DEFEND CTF game mode.
 - Changed TF_FLAGTYPE_ATTACK_DEFEND capture reward from 30 kills to 1 capture.

* The Day of Defeat: Source update is required due to engine changes.

Jason

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

2009-08-14 Thread msleeper
Thanks for the fast patch. And tf_overtime_nag should default to 1, tbh.

Best cvar ever.


On Fri, 2009-08-14 at 17:03 -0700, Jason Ruymen wrote:
 A required update for Team Fortress 2 and Day of Defeat: Source* is now 
 available.  Please run hldsupdatetool to receive the update.  The specific 
 changes include:
 
 Team Fortress 2
  - Fixed r_rootlod being marked as a cheat, which prevented it from being 
 changed and caused a significant performance loss for some GPUs.
  - Changed The Big Hurt Scout achievement to be Stun 2 Medics that are 
 ready to deploy an ÜberCharge.
  - Fixed Announcer overtime bug on KOTH servers using mp_timelimit.
   - Due to many requests, added server ConVar tf_overtime_nag. When set 
 to 1, it keeps the broken announcer behavior.
  - Fixed tournament stopwatch not displaying the time in the HUD.
  - Fixed a bug with cloak meter regen and drain rates.
  - Fixed Spies not being able to go invis while reloading.
  - Fixed pipebombs sticking to saw blades.
  - Fixed weapons not being hidden properly during loser state anims.
  - Fixed a case where radius damage didn't reduce damage to self.
   - Fixes Demomen taking too much damage from their pipebombs.
  - Fixed a case where items would never show up in the backpack, even though 
 they were available to equip.
  - Fixed a case where items weren't being validated properly in class loadout 
 slots.
 
 Community requests:
  - Removed centerprint texts for TF_FLAGTYPE_ATTACK_DEFEND CTF game mode.
  - Changed TF_FLAGTYPE_ATTACK_DEFEND capture reward from 30 kills to 1 
 capture.
 
 * The Day of Defeat: Source update is required due to engine changes.
 
 Jason
 
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-14 Thread Adam Nowacki
Jason Ruymen wrote:
 A required update for Team Fortress 2 and Day of Defeat: Source* is now 
 available.  Please run hldsupdatetool to receive the update.  The specific 
 changes include:

I just noticed that you can connect to previous server version with 
updated client ... so is it really a required update?

 
 Team Fortress 2
  - Fixed r_rootlod being marked as a cheat, which prevented it from being 
 changed and caused a significant performance loss for some GPUs.
  - Changed The Big Hurt Scout achievement to be Stun 2 Medics that are 
 ready to deploy an ÜberCharge.
  - Fixed Announcer overtime bug on KOTH servers using mp_timelimit.
   - Due to many requests, added server ConVar tf_overtime_nag. When set 
 to 1, it keeps the broken announcer behavior.
  - Fixed tournament stopwatch not displaying the time in the HUD.
  - Fixed a bug with cloak meter regen and drain rates.
  - Fixed Spies not being able to go invis while reloading.
  - Fixed pipebombs sticking to saw blades.
  - Fixed weapons not being hidden properly during loser state anims.
  - Fixed a case where radius damage didn't reduce damage to self.
   - Fixes Demomen taking too much damage from their pipebombs.
  - Fixed a case where items would never show up in the backpack, even though 
 they were available to equip.
  - Fixed a case where items weren't being validated properly in class loadout 
 slots.
 
 Community requests:
  - Removed centerprint texts for TF_FLAGTYPE_ATTACK_DEFEND CTF game mode.
  - Changed TF_FLAGTYPE_ATTACK_DEFEND capture reward from 30 kills to 1 
 capture.
 
 * The Day of Defeat: Source update is required due to engine changes.
 
 Jason
 
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-14 Thread Joel R.
Was there any damage values changed?

On Fri, Aug 14, 2009 at 7:29 PM, Adam Nowacki no...@xpam.de wrote:

 Jason Ruymen wrote:
  A required update for Team Fortress 2 and Day of Defeat: Source* is now
 available.  Please run hldsupdatetool to receive the update.  The specific
 changes include:

 I just noticed that you can connect to previous server version with
 updated client ... so is it really a required update?

 
  Team Fortress 2
   - Fixed r_rootlod being marked as a cheat, which prevented it from
 being changed and caused a significant performance loss for some GPUs.
   - Changed The Big Hurt Scout achievement to be Stun 2 Medics that are
 ready to deploy an ÜberCharge.
   - Fixed Announcer overtime bug on KOTH servers using mp_timelimit.
- Due to many requests, added server ConVar tf_overtime_nag. When
 set to 1, it keeps the broken announcer behavior.
   - Fixed tournament stopwatch not displaying the time in the HUD.
   - Fixed a bug with cloak meter regen and drain rates.
   - Fixed Spies not being able to go invis while reloading.
   - Fixed pipebombs sticking to saw blades.
   - Fixed weapons not being hidden properly during loser state anims.
   - Fixed a case where radius damage didn't reduce damage to self.
- Fixes Demomen taking too much damage from their pipebombs.
   - Fixed a case where items would never show up in the backpack, even
 though they were available to equip.
   - Fixed a case where items weren't being validated properly in class
 loadout slots.
 
  Community requests:
   - Removed centerprint texts for TF_FLAGTYPE_ATTACK_DEFEND CTF game mode.
   - Changed TF_FLAGTYPE_ATTACK_DEFEND capture reward from 30 kills to 1
 capture.
 
  * The Day of Defeat: Source update is required due to engine changes.
 
  Jason
 
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[hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-13 Thread Jason Ruymen
Required updates for Team Fortress 2 and Day of Defeat: Source* have been 
released.  Please use hldsupdatetool to receive them.  The specific changes 
include:

New Content
 - Added King Of The Hill game mode.
 - Added custom animations played by the losing team during the post-win state. 
They are moved into third person camera to enjoy them.
 - Added lots of new hats.

Additions / Changes:
 - Added Auto Reload option to the multiplayer advanced options.
  - Clip-based weapons that reload a full clip at a time can now have their 
reloads aborted by firing.
 - Pistol now fires at a fixed rate, not based on the speed at which you press 
the firing button.
 - Added a color blind option to add a Jarate icon above enemies who are busy 
accepting a terrifying existence where they have no dignity.
 - Significantly reduced the amount of network traffic being sent.
 - Capturing the flag in a CTF game mode gives the entire capturing team 10 
seconds of critboost.
 - Sappers attached to a teleporter automatically place another Sapper on the 
other end of the teleporter, if it exists.
  - Engineers wrenching a teleporter will repair the other end as well, and 
remove Sappers from both if they exist.
 - Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's 
heal).
 - Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having 
ineffective rocket/grenade jumps.
 - Added an item panel to the spectator cam that shows non-standard items being 
carried by the player you're spectating.
 - Added an Inspect key that allows you to look at items being carried by 
your team mates.
 - Backpack improvements:
  - Added drag  drop to move items around. Item positions are maintained 
on the backend.
  - Added multi-select, allowing you to delete multiple items at once.
  - Added a new key to the key binding page that opens your inventory 
directly to your backpack.
  - Fixed mouseover panel being incorrectly position when the backpack 
first appears.
 - Cloaked Spies standing in valid backstab positions no longer raise their 
knife.
 - Added current map name and gametype to the bottom right of scoreboard.
 - Added class icons to tips on the loadout and loading screens.
 - Improved visuals around flags when they're being carried by a player.
 - Improved critboosted visuals, making it much clearer when an enemy has 
critboost.
 - Updated the loading panel to show the game type under the map name during 
level transition.
 - In-game chat dialog now supports full Unicode characters.
 - Added BLU main menu background.
 - Added response caching for some server queries to help reduce the CPU load 
from DOS attacks.
 - Teammates no longer block friendly radius damage. Prevents nearby teammates 
causing rocket/grenade jumps to fail.

Map Changes:
 - Update PLR_Pipeline
  - Increased the starting advantage in the third round if a team has won 
the first two rounds.
  - Fixed carts not continuing to the second round if they're capped at the 
same time in the first round.
  - Fixed being able to shoot pipebombs over the starting gates in the 
first round.
  - Fixed being able to open the doors in the first round before the setup 
time was finished.
  - Fixed players getting stuck in some doors.
  - Fixed players being able to get onto rooftops and out of the map 
boundaries.
  - Fixed other minor bugs and exploits.
 - Added community map Arena_Offblast
 - Added community map Cp_Yukon
 - Update Arena_Sawmill
  - Fixed DirectX8 bug where some models would not be visible.
  - Fixed exploit with building teleporters outside of the map.
 - Updated CP_Granary
  - Made a few changes to improve balance based on competitive community 
feedback.

Item Reworks:
 - The Force of Nature
  - The enemy knockback now only `works in close range and behaves more 
like the Pyro's air blast.
  - Enemies cannot be juggled by the FaN's effect.
  - The self-knockback has also changed to respect the firer's view angle. 
Looking up while shooting will no longer propel the enemy upwards.
  - Knockback is now scaled by damage done.
 - The Sandman:
  - A Scout will receive 1 point for stunning an enemy and 2 points for a 
long range stun.
  - Stunned players now take 75% of all incoming damage instead of 50%.
  - Übercharged players can no longer be stunned.
  - Heavies spinning their mini-guns will continue to spin when stunned 
(whether the left or right mouse button is pressed).
  - The minimum distance to stun a target has been reduced.
  - The negative attribute has changed from no double jump to -25 max 
health.

Fixes:
 - Fixed various issues around layout  presentation of items inside the 
Backpack and X is carrying item dialogs.
 - Fixed an exploit that allowed players to work around sv_pure.
 - Particle files are now protected by sv_pure.
 - Fixed critboost effect getting stuck on when you die while critboosted.
 - Fixed Timer 

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

2009-08-13 Thread Flubber
Got an :
Checking bootstrapper version ...
Segmentation fault

when trying to update Oo

2009/8/14 Jason Ruymen jas...@valvesoftware.com

 Required updates for Team Fortress 2 and Day of Defeat: Source* have been
 released.  Please use hldsupdatetool to receive them.  The specific changes
 include:

 New Content
  - Added King Of The Hill game mode.
  - Added custom animations played by the losing team during the post-win
 state. They are moved into third person camera to enjoy them.
  - Added lots of new hats.

 Additions / Changes:
  - Added Auto Reload option to the multiplayer advanced options.
  - Clip-based weapons that reload a full clip at a time can now have
 their reloads aborted by firing.
  - Pistol now fires at a fixed rate, not based on the speed at which you
 press the firing button.
  - Added a color blind option to add a Jarate icon above enemies who are
 busy accepting a terrifying existence where they have no dignity.
  - Significantly reduced the amount of network traffic being sent.
  - Capturing the flag in a CTF game mode gives the entire capturing team 10
 seconds of critboost.
  - Sappers attached to a teleporter automatically place another Sapper on
 the other end of the teleporter, if it exists.
  - Engineers wrenching a teleporter will repair the other end as well,
 and remove Sappers from both if they exist.
  - Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's
 heal).
  - Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having
 ineffective rocket/grenade jumps.
  - Added an item panel to the spectator cam that shows non-standard items
 being carried by the player you're spectating.
  - Added an Inspect key that allows you to look at items being carried by
 your team mates.
  - Backpack improvements:
  - Added drag  drop to move items around. Item positions are
 maintained on the backend.
  - Added multi-select, allowing you to delete multiple items at once.
  - Added a new key to the key binding page that opens your inventory
 directly to your backpack.
  - Fixed mouseover panel being incorrectly position when the backpack
 first appears.
  - Cloaked Spies standing in valid backstab positions no longer raise their
 knife.
  - Added current map name and gametype to the bottom right of scoreboard.
  - Added class icons to tips on the loadout and loading screens.
  - Improved visuals around flags when they're being carried by a player.
  - Improved critboosted visuals, making it much clearer when an enemy has
 critboost.
  - Updated the loading panel to show the game type under the map name
 during level transition.
  - In-game chat dialog now supports full Unicode characters.
  - Added BLU main menu background.
  - Added response caching for some server queries to help reduce the CPU
 load from DOS attacks.
  - Teammates no longer block friendly radius damage. Prevents nearby
 teammates causing rocket/grenade jumps to fail.

 Map Changes:
  - Update PLR_Pipeline
  - Increased the starting advantage in the third round if a team has
 won the first two rounds.
  - Fixed carts not continuing to the second round if they're capped at
 the same time in the first round.
  - Fixed being able to shoot pipebombs over the starting gates in the
 first round.
  - Fixed being able to open the doors in the first round before the
 setup time was finished.
  - Fixed players getting stuck in some doors.
  - Fixed players being able to get onto rooftops and out of the map
 boundaries.
  - Fixed other minor bugs and exploits.
  - Added community map Arena_Offblast
  - Added community map Cp_Yukon
  - Update Arena_Sawmill
  - Fixed DirectX8 bug where some models would not be visible.
  - Fixed exploit with building teleporters outside of the map.
  - Updated CP_Granary
  - Made a few changes to improve balance based on competitive community
 feedback.

 Item Reworks:
  - The Force of Nature
  - The enemy knockback now only `works in close range and behaves more
 like the Pyro's air blast.
  - Enemies cannot be juggled by the FaN's effect.
  - The self-knockback has also changed to respect the firer's view
 angle. Looking up while shooting will no longer propel the enemy upwards.
  - Knockback is now scaled by damage done.
  - The Sandman:
  - A Scout will receive 1 point for stunning an enemy and 2 points for
 a long range stun.
  - Stunned players now take 75% of all incoming damage instead of 50%.
  - Übercharged players can no longer be stunned.
  - Heavies spinning their mini-guns will continue to spin when stunned
 (whether the left or right mouse button is pressed).
  - The minimum distance to stun a target has been reduced.
  - The negative attribute has changed from no double jump to -25 max
 health.

 Fixes:
  - Fixed various issues around layout  presentation of items inside the
 Backpack and X is carrying item dialogs.
  - Fixed an exploit that 

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

2009-08-13 Thread Anthal
That's ok, it looks like the patch is corrupt, anyways...

--
CRASH: Thu Jun 25 17:32:40 EDT 2009
Start Line: ./srcds_i486 -command update -console -game tf +map 
cp_dustbowl -debug
#0  0xb805ab9f in ?? ()
No symbol table info available.
End of Source crash report
--
--
CRASH: Thu Aug 13 18:48:18 EDT 2009
Start Line: ./srcds_i486 -game tf +map cp_dustbowl -debug
End of Source crash report
--


Flubber wrote:
 Got an :
 Checking bootstrapper version ...
 Segmentation fault

 when trying to update Oo

 2009/8/14 Jason Ruymen jas...@valvesoftware.com

   
 Required updates for Team Fortress 2 and Day of Defeat: Source* have been
 released.  Please use hldsupdatetool to receive them.  The specific changes
 include:

 New Content
  - Added King Of The Hill game mode.
  - Added custom animations played by the losing team during the post-win
 state. They are moved into third person camera to enjoy them.
  - Added lots of new hats.

 Additions / Changes:
  - Added Auto Reload option to the multiplayer advanced options.
  - Clip-based weapons that reload a full clip at a time can now have
 their reloads aborted by firing.
  - Pistol now fires at a fixed rate, not based on the speed at which you
 press the firing button.
  - Added a color blind option to add a Jarate icon above enemies who are
 busy accepting a terrifying existence where they have no dignity.
  - Significantly reduced the amount of network traffic being sent.
  - Capturing the flag in a CTF game mode gives the entire capturing team 10
 seconds of critboost.
  - Sappers attached to a teleporter automatically place another Sapper on
 the other end of the teleporter, if it exists.
  - Engineers wrenching a teleporter will repair the other end as well,
 and remove Sappers from both if they exist.
  - Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's
 heal).
  - Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having
 ineffective rocket/grenade jumps.
  - Added an item panel to the spectator cam that shows non-standard items
 being carried by the player you're spectating.
  - Added an Inspect key that allows you to look at items being carried by
 your team mates.
  - Backpack improvements:
  - Added drag  drop to move items around. Item positions are
 maintained on the backend.
  - Added multi-select, allowing you to delete multiple items at once.
  - Added a new key to the key binding page that opens your inventory
 directly to your backpack.
  - Fixed mouseover panel being incorrectly position when the backpack
 first appears.
  - Cloaked Spies standing in valid backstab positions no longer raise their
 knife.
  - Added current map name and gametype to the bottom right of scoreboard.
  - Added class icons to tips on the loadout and loading screens.
  - Improved visuals around flags when they're being carried by a player.
  - Improved critboosted visuals, making it much clearer when an enemy has
 critboost.
  - Updated the loading panel to show the game type under the map name
 during level transition.
  - In-game chat dialog now supports full Unicode characters.
  - Added BLU main menu background.
  - Added response caching for some server queries to help reduce the CPU
 load from DOS attacks.
  - Teammates no longer block friendly radius damage. Prevents nearby
 teammates causing rocket/grenade jumps to fail.

 Map Changes:
  - Update PLR_Pipeline
  - Increased the starting advantage in the third round if a team has
 won the first two rounds.
  - Fixed carts not continuing to the second round if they're capped at
 the same time in the first round.
  - Fixed being able to shoot pipebombs over the starting gates in the
 first round.
  - Fixed being able to open the doors in the first round before the
 setup time was finished.
  - Fixed players getting stuck in some doors.
  - Fixed players being able to get onto rooftops and out of the map
 boundaries.
  - Fixed other minor bugs and exploits.
  - Added community map Arena_Offblast
  - Added community map Cp_Yukon
  - Update Arena_Sawmill
  - Fixed DirectX8 bug where some models would not be visible.
  - Fixed exploit with building teleporters outside of the map.
  - Updated CP_Granary
  - Made a few changes to improve balance based on competitive community
 feedback.

 Item Reworks:
  - The Force of Nature
  - The enemy knockback now only `works in close range and behaves more
 like the Pyro's air blast.
  - Enemies cannot be juggled by the FaN's effect.
  - The self-knockback has also changed to respect the firer's view
 angle. Looking up while shooting will no longer propel the enemy upwards.
  - Knockback is now scaled by damage done.
  - The Sandman:
  - A Scout will receive 1 point for stunning an enemy 

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

2009-08-13 Thread hlds
I am seg faulting as well.. stock config





 That's ok, it looks like the patch is corrupt, anyways...

 --
 CRASH: Thu Jun 25 17:32:40 EDT 2009
 Start Line: ./srcds_i486 -command update -console -game tf +map
 cp_dustbowl -debug
 #0  0xb805ab9f in ?? ()
 No symbol table info available.
 End of Source crash report
 --
 --
 CRASH: Thu Aug 13 18:48:18 EDT 2009
 Start Line: ./srcds_i486 -game tf +map cp_dustbowl -debug
 End of Source crash report
 --


 Flubber wrote:
 Got an :
 Checking bootstrapper version ...
 Segmentation fault

 when trying to update Oo

 2009/8/14 Jason Ruymen jas...@valvesoftware.com


 Required updates for Team Fortress 2 and Day of Defeat: Source* have
 been
 released.  Please use hldsupdatetool to receive them.  The specific
 changes
 include:

 New Content
  - Added King Of The Hill game mode.
  - Added custom animations played by the losing team during the
 post-win
 state. They are moved into third person camera to enjoy them.
  - Added lots of new hats.

 Additions / Changes:
  - Added Auto Reload option to the multiplayer advanced options.
  - Clip-based weapons that reload a full clip at a time can now
 have
 their reloads aborted by firing.
  - Pistol now fires at a fixed rate, not based on the speed at which
 you
 press the firing button.
  - Added a color blind option to add a Jarate icon above enemies who
 are
 busy accepting a terrifying existence where they have no dignity.
  - Significantly reduced the amount of network traffic being sent.
  - Capturing the flag in a CTF game mode gives the entire capturing
 team 10
 seconds of critboost.
  - Sappers attached to a teleporter automatically place another Sapper
 on
 the other end of the teleporter, if it exists.
  - Engineers wrenching a teleporter will repair the other end as
 well,
 and remove Sappers from both if they exist.
  - Disguised Spies no longer trigger On-Hit effects (like the
 Blutsauger's
 heal).
  - Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen
 having
 ineffective rocket/grenade jumps.
  - Added an item panel to the spectator cam that shows non-standard
 items
 being carried by the player you're spectating.
  - Added an Inspect key that allows you to look at items being
 carried by
 your team mates.
  - Backpack improvements:
  - Added drag  drop to move items around. Item positions are
 maintained on the backend.
  - Added multi-select, allowing you to delete multiple items at
 once.
  - Added a new key to the key binding page that opens your
 inventory
 directly to your backpack.
  - Fixed mouseover panel being incorrectly position when the
 backpack
 first appears.
  - Cloaked Spies standing in valid backstab positions no longer raise
 their
 knife.
  - Added current map name and gametype to the bottom right of
 scoreboard.
  - Added class icons to tips on the loadout and loading screens.
  - Improved visuals around flags when they're being carried by a
 player.
  - Improved critboosted visuals, making it much clearer when an enemy
 has
 critboost.
  - Updated the loading panel to show the game type under the map name
 during level transition.
  - In-game chat dialog now supports full Unicode characters.
  - Added BLU main menu background.
  - Added response caching for some server queries to help reduce the
 CPU
 load from DOS attacks.
  - Teammates no longer block friendly radius damage. Prevents nearby
 teammates causing rocket/grenade jumps to fail.

 Map Changes:
  - Update PLR_Pipeline
  - Increased the starting advantage in the third round if a team
 has
 won the first two rounds.
  - Fixed carts not continuing to the second round if they're capped
 at
 the same time in the first round.
  - Fixed being able to shoot pipebombs over the starting gates in
 the
 first round.
  - Fixed being able to open the doors in the first round before the
 setup time was finished.
  - Fixed players getting stuck in some doors.
  - Fixed players being able to get onto rooftops and out of the map
 boundaries.
  - Fixed other minor bugs and exploits.
  - Added community map Arena_Offblast
  - Added community map Cp_Yukon
  - Update Arena_Sawmill
  - Fixed DirectX8 bug where some models would not be visible.
  - Fixed exploit with building teleporters outside of the map.
  - Updated CP_Granary
  - Made a few changes to improve balance based on competitive
 community
 feedback.

 Item Reworks:
  - The Force of Nature
  - The enemy knockback now only `works in close range and behaves
 more
 like the Pyro's air blast.
  - Enemies cannot be juggled by the FaN's effect.
  - The self-knockback has also changed to respect the firer's view
 angle. Looking up while shooting will no longer propel the enemy
 upwards.
  - Knockback is now scaled by 

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

2009-08-13 Thread Chris
DODS servers not starting up either... win2k3

On Thu, Aug 13, 2009 at 11:53 PM, h...@kikazz.com wrote:

 I am seg faulting as well.. stock config





  That's ok, it looks like the patch is corrupt, anyways...
 
  --
  CRASH: Thu Jun 25 17:32:40 EDT 2009
  Start Line: ./srcds_i486 -command update -console -game tf +map
  cp_dustbowl -debug
  #0  0xb805ab9f in ?? ()
  No symbol table info available.
  End of Source crash report
  --
  --
  CRASH: Thu Aug 13 18:48:18 EDT 2009
  Start Line: ./srcds_i486 -game tf +map cp_dustbowl -debug
  End of Source crash report
  --
 
 
  Flubber wrote:
  Got an :
  Checking bootstrapper version ...
  Segmentation fault
 
  when trying to update Oo
 
  2009/8/14 Jason Ruymen jas...@valvesoftware.com
 
 
  Required updates for Team Fortress 2 and Day of Defeat: Source* have
  been
  released.  Please use hldsupdatetool to receive them.  The specific
  changes
  include:
 
  New Content
   - Added King Of The Hill game mode.
   - Added custom animations played by the losing team during the
  post-win
  state. They are moved into third person camera to enjoy them.
   - Added lots of new hats.
 
  Additions / Changes:
   - Added Auto Reload option to the multiplayer advanced options.
   - Clip-based weapons that reload a full clip at a time can now
  have
  their reloads aborted by firing.
   - Pistol now fires at a fixed rate, not based on the speed at which
  you
  press the firing button.
   - Added a color blind option to add a Jarate icon above enemies who
  are
  busy accepting a terrifying existence where they have no dignity.
   - Significantly reduced the amount of network traffic being sent.
   - Capturing the flag in a CTF game mode gives the entire capturing
  team 10
  seconds of critboost.
   - Sappers attached to a teleporter automatically place another Sapper
  on
  the other end of the teleporter, if it exists.
   - Engineers wrenching a teleporter will repair the other end as
  well,
  and remove Sappers from both if they exist.
   - Disguised Spies no longer trigger On-Hit effects (like the
  Blutsauger's
  heal).
   - Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen
  having
  ineffective rocket/grenade jumps.
   - Added an item panel to the spectator cam that shows non-standard
  items
  being carried by the player you're spectating.
   - Added an Inspect key that allows you to look at items being
  carried by
  your team mates.
   - Backpack improvements:
   - Added drag  drop to move items around. Item positions are
  maintained on the backend.
   - Added multi-select, allowing you to delete multiple items at
  once.
   - Added a new key to the key binding page that opens your
  inventory
  directly to your backpack.
   - Fixed mouseover panel being incorrectly position when the
  backpack
  first appears.
   - Cloaked Spies standing in valid backstab positions no longer raise
  their
  knife.
   - Added current map name and gametype to the bottom right of
  scoreboard.
   - Added class icons to tips on the loadout and loading screens.
   - Improved visuals around flags when they're being carried by a
  player.
   - Improved critboosted visuals, making it much clearer when an enemy
  has
  critboost.
   - Updated the loading panel to show the game type under the map name
  during level transition.
   - In-game chat dialog now supports full Unicode characters.
   - Added BLU main menu background.
   - Added response caching for some server queries to help reduce the
  CPU
  load from DOS attacks.
   - Teammates no longer block friendly radius damage. Prevents nearby
  teammates causing rocket/grenade jumps to fail.
 
  Map Changes:
   - Update PLR_Pipeline
   - Increased the starting advantage in the third round if a team
  has
  won the first two rounds.
   - Fixed carts not continuing to the second round if they're capped
  at
  the same time in the first round.
   - Fixed being able to shoot pipebombs over the starting gates in
  the
  first round.
   - Fixed being able to open the doors in the first round before the
  setup time was finished.
   - Fixed players getting stuck in some doors.
   - Fixed players being able to get onto rooftops and out of the map
  boundaries.
   - Fixed other minor bugs and exploits.
   - Added community map Arena_Offblast
   - Added community map Cp_Yukon
   - Update Arena_Sawmill
   - Fixed DirectX8 bug where some models would not be visible.
   - Fixed exploit with building teleporters outside of the map.
   - Updated CP_Granary
   - Made a few changes to improve balance based on competitive
  community
  feedback.
 
  Item Reworks:
   - The Force of Nature
   - The enemy knockback now only `works in close range and behaves
  more
  like the Pyro's air blast.
 

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

2009-08-13 Thread Nightbox
Great.. i have to wait for my host to update my server.

2009/8/14 h...@kikazz.com

 I am seg faulting as well.. stock config





  That's ok, it looks like the patch is corrupt, anyways...
 
  --
  CRASH: Thu Jun 25 17:32:40 EDT 2009
  Start Line: ./srcds_i486 -command update -console -game tf +map
  cp_dustbowl -debug
  #0  0xb805ab9f in ?? ()
  No symbol table info available.
  End of Source crash report
  --
  --
  CRASH: Thu Aug 13 18:48:18 EDT 2009
  Start Line: ./srcds_i486 -game tf +map cp_dustbowl -debug
  End of Source crash report
  --
 
 
  Flubber wrote:
  Got an :
  Checking bootstrapper version ...
  Segmentation fault
 
  when trying to update Oo
 
  2009/8/14 Jason Ruymen jas...@valvesoftware.com
 
 
  Required updates for Team Fortress 2 and Day of Defeat: Source* have
  been
  released.  Please use hldsupdatetool to receive them.  The specific
  changes
  include:
 
  New Content
   - Added King Of The Hill game mode.
   - Added custom animations played by the losing team during the
  post-win
  state. They are moved into third person camera to enjoy them.
   - Added lots of new hats.
 
  Additions / Changes:
   - Added Auto Reload option to the multiplayer advanced options.
   - Clip-based weapons that reload a full clip at a time can now
  have
  their reloads aborted by firing.
   - Pistol now fires at a fixed rate, not based on the speed at which
  you
  press the firing button.
   - Added a color blind option to add a Jarate icon above enemies who
  are
  busy accepting a terrifying existence where they have no dignity.
   - Significantly reduced the amount of network traffic being sent.
   - Capturing the flag in a CTF game mode gives the entire capturing
  team 10
  seconds of critboost.
   - Sappers attached to a teleporter automatically place another Sapper
  on
  the other end of the teleporter, if it exists.
   - Engineers wrenching a teleporter will repair the other end as
  well,
  and remove Sappers from both if they exist.
   - Disguised Spies no longer trigger On-Hit effects (like the
  Blutsauger's
  heal).
   - Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen
  having
  ineffective rocket/grenade jumps.
   - Added an item panel to the spectator cam that shows non-standard
  items
  being carried by the player you're spectating.
   - Added an Inspect key that allows you to look at items being
  carried by
  your team mates.
   - Backpack improvements:
   - Added drag  drop to move items around. Item positions are
  maintained on the backend.
   - Added multi-select, allowing you to delete multiple items at
  once.
   - Added a new key to the key binding page that opens your
  inventory
  directly to your backpack.
   - Fixed mouseover panel being incorrectly position when the
  backpack
  first appears.
   - Cloaked Spies standing in valid backstab positions no longer raise
  their
  knife.
   - Added current map name and gametype to the bottom right of
  scoreboard.
   - Added class icons to tips on the loadout and loading screens.
   - Improved visuals around flags when they're being carried by a
  player.
   - Improved critboosted visuals, making it much clearer when an enemy
  has
  critboost.
   - Updated the loading panel to show the game type under the map name
  during level transition.
   - In-game chat dialog now supports full Unicode characters.
   - Added BLU main menu background.
   - Added response caching for some server queries to help reduce the
  CPU
  load from DOS attacks.
   - Teammates no longer block friendly radius damage. Prevents nearby
  teammates causing rocket/grenade jumps to fail.
 
  Map Changes:
   - Update PLR_Pipeline
   - Increased the starting advantage in the third round if a team
  has
  won the first two rounds.
   - Fixed carts not continuing to the second round if they're capped
  at
  the same time in the first round.
   - Fixed being able to shoot pipebombs over the starting gates in
  the
  first round.
   - Fixed being able to open the doors in the first round before the
  setup time was finished.
   - Fixed players getting stuck in some doors.
   - Fixed players being able to get onto rooftops and out of the map
  boundaries.
   - Fixed other minor bugs and exploits.
   - Added community map Arena_Offblast
   - Added community map Cp_Yukon
   - Update Arena_Sawmill
   - Fixed DirectX8 bug where some models would not be visible.
   - Fixed exploit with building teleporters outside of the map.
   - Updated CP_Granary
   - Made a few changes to improve balance based on competitive
  community
  feedback.
 
  Item Reworks:
   - The Force of Nature
   - The enemy knockback now only `works in close range and behaves
  more
  like the Pyro's air blast.
   - Enemies 

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

2009-08-13 Thread 1nsane
Server took 2 tries but updated fine. Sourcemod is borked *I think* so I
disabled it for now and everything started ok (Server 2008, CentOs 5.2).

...Now back into the lake.

On Thu, Aug 13, 2009 at 7:00 PM, Chris headad...@gmail.com wrote:

 DODS servers not starting up either... win2k3

 On Thu, Aug 13, 2009 at 11:53 PM, h...@kikazz.com wrote:

  I am seg faulting as well.. stock config
 
 
 
 
 
   That's ok, it looks like the patch is corrupt, anyways...
  
   --
   CRASH: Thu Jun 25 17:32:40 EDT 2009
   Start Line: ./srcds_i486 -command update -console -game tf +map
   cp_dustbowl -debug
   #0  0xb805ab9f in ?? ()
   No symbol table info available.
   End of Source crash report
   --
   --
   CRASH: Thu Aug 13 18:48:18 EDT 2009
   Start Line: ./srcds_i486 -game tf +map cp_dustbowl -debug
   End of Source crash report
   --
  
  
   Flubber wrote:
   Got an :
   Checking bootstrapper version ...
   Segmentation fault
  
   when trying to update Oo
  
   2009/8/14 Jason Ruymen jas...@valvesoftware.com
  
  
   Required updates for Team Fortress 2 and Day of Defeat: Source* have
   been
   released.  Please use hldsupdatetool to receive them.  The specific
   changes
   include:
  
   New Content
- Added King Of The Hill game mode.
- Added custom animations played by the losing team during the
   post-win
   state. They are moved into third person camera to enjoy them.
- Added lots of new hats.
  
   Additions / Changes:
- Added Auto Reload option to the multiplayer advanced options.
- Clip-based weapons that reload a full clip at a time can now
   have
   their reloads aborted by firing.
- Pistol now fires at a fixed rate, not based on the speed at which
   you
   press the firing button.
- Added a color blind option to add a Jarate icon above enemies who
   are
   busy accepting a terrifying existence where they have no dignity.
- Significantly reduced the amount of network traffic being sent.
- Capturing the flag in a CTF game mode gives the entire capturing
   team 10
   seconds of critboost.
- Sappers attached to a teleporter automatically place another
 Sapper
   on
   the other end of the teleporter, if it exists.
- Engineers wrenching a teleporter will repair the other end as
   well,
   and remove Sappers from both if they exist.
- Disguised Spies no longer trigger On-Hit effects (like the
   Blutsauger's
   heal).
- Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen
   having
   ineffective rocket/grenade jumps.
- Added an item panel to the spectator cam that shows non-standard
   items
   being carried by the player you're spectating.
- Added an Inspect key that allows you to look at items being
   carried by
   your team mates.
- Backpack improvements:
- Added drag  drop to move items around. Item positions are
   maintained on the backend.
- Added multi-select, allowing you to delete multiple items at
   once.
- Added a new key to the key binding page that opens your
   inventory
   directly to your backpack.
- Fixed mouseover panel being incorrectly position when the
   backpack
   first appears.
- Cloaked Spies standing in valid backstab positions no longer raise
   their
   knife.
- Added current map name and gametype to the bottom right of
   scoreboard.
- Added class icons to tips on the loadout and loading screens.
- Improved visuals around flags when they're being carried by a
   player.
- Improved critboosted visuals, making it much clearer when an enemy
   has
   critboost.
- Updated the loading panel to show the game type under the map name
   during level transition.
- In-game chat dialog now supports full Unicode characters.
- Added BLU main menu background.
- Added response caching for some server queries to help reduce the
   CPU
   load from DOS attacks.
- Teammates no longer block friendly radius damage. Prevents nearby
   teammates causing rocket/grenade jumps to fail.
  
   Map Changes:
- Update PLR_Pipeline
- Increased the starting advantage in the third round if a team
   has
   won the first two rounds.
- Fixed carts not continuing to the second round if they're
 capped
   at
   the same time in the first round.
- Fixed being able to shoot pipebombs over the starting gates in
   the
   first round.
- Fixed being able to open the doors in the first round before
 the
   setup time was finished.
- Fixed players getting stuck in some doors.
- Fixed players being able to get onto rooftops and out of the
 map
   boundaries.
- Fixed other minor bugs and exploits.
- Added community map Arena_Offblast
- Added community map Cp_Yukon
- Update Arena_Sawmill
- Fixed DirectX8 

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

2009-08-13 Thread msleeper
Looks like SourceMod is the issue. Disable it and servers will start.
Any crashes should be directed to them, not Valve.


On Fri, 2009-08-14 at 02:03 +0300, Nightbox wrote:
 Great.. i have to wait for my host to update my server.
 
 2009/8/14 h...@kikazz.com
 
  I am seg faulting as well.. stock config
 
 
 
 
 
   That's ok, it looks like the patch is corrupt, anyways...
  
   --
   CRASH: Thu Jun 25 17:32:40 EDT 2009
   Start Line: ./srcds_i486 -command update -console -game tf +map
   cp_dustbowl -debug
   #0  0xb805ab9f in ?? ()
   No symbol table info available.
   End of Source crash report
   --
   --
   CRASH: Thu Aug 13 18:48:18 EDT 2009
   Start Line: ./srcds_i486 -game tf +map cp_dustbowl -debug
   End of Source crash report
   --
  
  
   Flubber wrote:
   Got an :
   Checking bootstrapper version ...
   Segmentation fault
  
   when trying to update Oo
  
   2009/8/14 Jason Ruymen jas...@valvesoftware.com
  
  
   Required updates for Team Fortress 2 and Day of Defeat: Source* have
   been
   released.  Please use hldsupdatetool to receive them.  The specific
   changes
   include:
  
   New Content
- Added King Of The Hill game mode.
- Added custom animations played by the losing team during the
   post-win
   state. They are moved into third person camera to enjoy them.
- Added lots of new hats.
  
   Additions / Changes:
- Added Auto Reload option to the multiplayer advanced options.
- Clip-based weapons that reload a full clip at a time can now
   have
   their reloads aborted by firing.
- Pistol now fires at a fixed rate, not based on the speed at which
   you
   press the firing button.
- Added a color blind option to add a Jarate icon above enemies who
   are
   busy accepting a terrifying existence where they have no dignity.
- Significantly reduced the amount of network traffic being sent.
- Capturing the flag in a CTF game mode gives the entire capturing
   team 10
   seconds of critboost.
- Sappers attached to a teleporter automatically place another Sapper
   on
   the other end of the teleporter, if it exists.
- Engineers wrenching a teleporter will repair the other end as
   well,
   and remove Sappers from both if they exist.
- Disguised Spies no longer trigger On-Hit effects (like the
   Blutsauger's
   heal).
- Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen
   having
   ineffective rocket/grenade jumps.
- Added an item panel to the spectator cam that shows non-standard
   items
   being carried by the player you're spectating.
- Added an Inspect key that allows you to look at items being
   carried by
   your team mates.
- Backpack improvements:
- Added drag  drop to move items around. Item positions are
   maintained on the backend.
- Added multi-select, allowing you to delete multiple items at
   once.
- Added a new key to the key binding page that opens your
   inventory
   directly to your backpack.
- Fixed mouseover panel being incorrectly position when the
   backpack
   first appears.
- Cloaked Spies standing in valid backstab positions no longer raise
   their
   knife.
- Added current map name and gametype to the bottom right of
   scoreboard.
- Added class icons to tips on the loadout and loading screens.
- Improved visuals around flags when they're being carried by a
   player.
- Improved critboosted visuals, making it much clearer when an enemy
   has
   critboost.
- Updated the loading panel to show the game type under the map name
   during level transition.
- In-game chat dialog now supports full Unicode characters.
- Added BLU main menu background.
- Added response caching for some server queries to help reduce the
   CPU
   load from DOS attacks.
- Teammates no longer block friendly radius damage. Prevents nearby
   teammates causing rocket/grenade jumps to fail.
  
   Map Changes:
- Update PLR_Pipeline
- Increased the starting advantage in the third round if a team
   has
   won the first two rounds.
- Fixed carts not continuing to the second round if they're capped
   at
   the same time in the first round.
- Fixed being able to shoot pipebombs over the starting gates in
   the
   first round.
- Fixed being able to open the doors in the first round before the
   setup time was finished.
- Fixed players getting stuck in some doors.
- Fixed players being able to get onto rooftops and out of the map
   boundaries.
- Fixed other minor bugs and exploits.
- Added community map Arena_Offblast
- Added community map Cp_Yukon
- Update Arena_Sawmill
- Fixed DirectX8 bug where some models would not be visible.
- Fixed exploit with building 

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

2009-08-13 Thread msleeper
I should clarify, SM seems to be the issue for Linux. Windows is having
other problems besides SM.


On Thu, 2009-08-13 at 19:08 -0400, 1nsane wrote:
 Server took 2 tries but updated fine. Sourcemod is borked *I think* so I
 disabled it for now and everything started ok (Server 2008, CentOs 5.2).
 
 ...Now back into the lake.
 
 On Thu, Aug 13, 2009 at 7:00 PM, Chris headad...@gmail.com wrote:
 
  DODS servers not starting up either... win2k3
 
  On Thu, Aug 13, 2009 at 11:53 PM, h...@kikazz.com wrote:
 
   I am seg faulting as well.. stock config
  
  
  
  
  
That's ok, it looks like the patch is corrupt, anyways...
   
--
CRASH: Thu Jun 25 17:32:40 EDT 2009
Start Line: ./srcds_i486 -command update -console -game tf +map
cp_dustbowl -debug
#0  0xb805ab9f in ?? ()
No symbol table info available.
End of Source crash report
--
--
CRASH: Thu Aug 13 18:48:18 EDT 2009
Start Line: ./srcds_i486 -game tf +map cp_dustbowl -debug
End of Source crash report
--
   
   
Flubber wrote:
Got an :
Checking bootstrapper version ...
Segmentation fault
   
when trying to update Oo
   
2009/8/14 Jason Ruymen jas...@valvesoftware.com
   
   
Required updates for Team Fortress 2 and Day of Defeat: Source* have
been
released.  Please use hldsupdatetool to receive them.  The specific
changes
include:
   
New Content
 - Added King Of The Hill game mode.
 - Added custom animations played by the losing team during the
post-win
state. They are moved into third person camera to enjoy them.
 - Added lots of new hats.
   
Additions / Changes:
 - Added Auto Reload option to the multiplayer advanced options.
 - Clip-based weapons that reload a full clip at a time can now
have
their reloads aborted by firing.
 - Pistol now fires at a fixed rate, not based on the speed at which
you
press the firing button.
 - Added a color blind option to add a Jarate icon above enemies who
are
busy accepting a terrifying existence where they have no dignity.
 - Significantly reduced the amount of network traffic being sent.
 - Capturing the flag in a CTF game mode gives the entire capturing
team 10
seconds of critboost.
 - Sappers attached to a teleporter automatically place another
  Sapper
on
the other end of the teleporter, if it exists.
 - Engineers wrenching a teleporter will repair the other end as
well,
and remove Sappers from both if they exist.
 - Disguised Spies no longer trigger On-Hit effects (like the
Blutsauger's
heal).
 - Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen
having
ineffective rocket/grenade jumps.
 - Added an item panel to the spectator cam that shows non-standard
items
being carried by the player you're spectating.
 - Added an Inspect key that allows you to look at items being
carried by
your team mates.
 - Backpack improvements:
 - Added drag  drop to move items around. Item positions are
maintained on the backend.
 - Added multi-select, allowing you to delete multiple items at
once.
 - Added a new key to the key binding page that opens your
inventory
directly to your backpack.
 - Fixed mouseover panel being incorrectly position when the
backpack
first appears.
 - Cloaked Spies standing in valid backstab positions no longer raise
their
knife.
 - Added current map name and gametype to the bottom right of
scoreboard.
 - Added class icons to tips on the loadout and loading screens.
 - Improved visuals around flags when they're being carried by a
player.
 - Improved critboosted visuals, making it much clearer when an enemy
has
critboost.
 - Updated the loading panel to show the game type under the map name
during level transition.
 - In-game chat dialog now supports full Unicode characters.
 - Added BLU main menu background.
 - Added response caching for some server queries to help reduce the
CPU
load from DOS attacks.
 - Teammates no longer block friendly radius damage. Prevents nearby
teammates causing rocket/grenade jumps to fail.
   
Map Changes:
 - Update PLR_Pipeline
 - Increased the starting advantage in the third round if a team
has
won the first two rounds.
 - Fixed carts not continuing to the second round if they're
  capped
at
the same time in the first round.
 - Fixed being able to shoot pipebombs over the starting gates in
the
first round.
 - Fixed being able to open the doors in the first round before
  the
setup time was finished.
 - Fixed players 

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

2009-08-13 Thread Chris
Checking bootstrapper version ...
Updating Installation

This application has requested the Runtime to terminate it in an unusual
way.
Please contact the application's support team for more information.
Interesting...
On Fri, Aug 14, 2009 at 12:03 AM, Nightbox alexandrualexa...@gmail.comwrote:

 Great.. i have to wait for my host to update my server.

 2009/8/14 h...@kikazz.com

  I am seg faulting as well.. stock config
 
 
 
 
 
   That's ok, it looks like the patch is corrupt, anyways...
  
   --
   CRASH: Thu Jun 25 17:32:40 EDT 2009
   Start Line: ./srcds_i486 -command update -console -game tf +map
   cp_dustbowl -debug
   #0  0xb805ab9f in ?? ()
   No symbol table info available.
   End of Source crash report
   --
   --
   CRASH: Thu Aug 13 18:48:18 EDT 2009
   Start Line: ./srcds_i486 -game tf +map cp_dustbowl -debug
   End of Source crash report
   --
  
  
   Flubber wrote:
   Got an :
   Checking bootstrapper version ...
   Segmentation fault
  
   when trying to update Oo
  
   2009/8/14 Jason Ruymen jas...@valvesoftware.com
  
  
   Required updates for Team Fortress 2 and Day of Defeat: Source* have
   been
   released.  Please use hldsupdatetool to receive them.  The specific
   changes
   include:
  
   New Content
- Added King Of The Hill game mode.
- Added custom animations played by the losing team during the
   post-win
   state. They are moved into third person camera to enjoy them.
- Added lots of new hats.
  
   Additions / Changes:
- Added Auto Reload option to the multiplayer advanced options.
- Clip-based weapons that reload a full clip at a time can now
   have
   their reloads aborted by firing.
- Pistol now fires at a fixed rate, not based on the speed at which
   you
   press the firing button.
- Added a color blind option to add a Jarate icon above enemies who
   are
   busy accepting a terrifying existence where they have no dignity.
- Significantly reduced the amount of network traffic being sent.
- Capturing the flag in a CTF game mode gives the entire capturing
   team 10
   seconds of critboost.
- Sappers attached to a teleporter automatically place another
 Sapper
   on
   the other end of the teleporter, if it exists.
- Engineers wrenching a teleporter will repair the other end as
   well,
   and remove Sappers from both if they exist.
- Disguised Spies no longer trigger On-Hit effects (like the
   Blutsauger's
   heal).
- Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen
   having
   ineffective rocket/grenade jumps.
- Added an item panel to the spectator cam that shows non-standard
   items
   being carried by the player you're spectating.
- Added an Inspect key that allows you to look at items being
   carried by
   your team mates.
- Backpack improvements:
- Added drag  drop to move items around. Item positions are
   maintained on the backend.
- Added multi-select, allowing you to delete multiple items at
   once.
- Added a new key to the key binding page that opens your
   inventory
   directly to your backpack.
- Fixed mouseover panel being incorrectly position when the
   backpack
   first appears.
- Cloaked Spies standing in valid backstab positions no longer raise
   their
   knife.
- Added current map name and gametype to the bottom right of
   scoreboard.
- Added class icons to tips on the loadout and loading screens.
- Improved visuals around flags when they're being carried by a
   player.
- Improved critboosted visuals, making it much clearer when an enemy
   has
   critboost.
- Updated the loading panel to show the game type under the map name
   during level transition.
- In-game chat dialog now supports full Unicode characters.
- Added BLU main menu background.
- Added response caching for some server queries to help reduce the
   CPU
   load from DOS attacks.
- Teammates no longer block friendly radius damage. Prevents nearby
   teammates causing rocket/grenade jumps to fail.
  
   Map Changes:
- Update PLR_Pipeline
- Increased the starting advantage in the third round if a team
   has
   won the first two rounds.
- Fixed carts not continuing to the second round if they're
 capped
   at
   the same time in the first round.
- Fixed being able to shoot pipebombs over the starting gates in
   the
   first round.
- Fixed being able to open the doors in the first round before
 the
   setup time was finished.
- Fixed players getting stuck in some doors.
- Fixed players being able to get onto rooftops and out of the
 map
   boundaries.
- Fixed other minor bugs and exploits.
- Added community map Arena_Offblast
- Added community map Cp_Yukon
- Update 

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

2009-08-13 Thread Redh3ad
I wonder how you will be able to achieve The Big Hurt, if it isn't
possible to stun charged enemies...

On Fri, 14 Aug 2009 02:03:08 +0300, Nightbox alexandrualexa...@gmail.com
wrote:
 Great.. i have to wait for my host to update my server.
 
 2009/8/14 h...@kikazz.com
 
 I am seg faulting as well.. stock config





  That's ok, it looks like the patch is corrupt, anyways...
 
  --
  CRASH: Thu Jun 25 17:32:40 EDT 2009
  Start Line: ./srcds_i486 -command update -console -game tf +map
  cp_dustbowl -debug
  #0  0xb805ab9f in ?? ()
  No symbol table info available.
  End of Source crash report
  --
  --
  CRASH: Thu Aug 13 18:48:18 EDT 2009
  Start Line: ./srcds_i486 -game tf +map cp_dustbowl -debug
  End of Source crash report
  --
 
 
  Flubber wrote:
  Got an :
  Checking bootstrapper version ...
  Segmentation fault
 
  when trying to update Oo
 
  2009/8/14 Jason Ruymen jas...@valvesoftware.com
 
 
  Required updates for Team Fortress 2 and Day of Defeat: Source* have
  been
  released.  Please use hldsupdatetool to receive them.  The specific
  changes
  include:
 
  New Content
   - Added King Of The Hill game mode.
   - Added custom animations played by the losing team during the
  post-win
  state. They are moved into third person camera to enjoy them.
   - Added lots of new hats.
 
  Additions / Changes:
   - Added Auto Reload option to the multiplayer advanced options.
   - Clip-based weapons that reload a full clip at a time can now
  have
  their reloads aborted by firing.
   - Pistol now fires at a fixed rate, not based on the speed at which
  you
  press the firing button.
   - Added a color blind option to add a Jarate icon above enemies who
  are
  busy accepting a terrifying existence where they have no dignity.
   - Significantly reduced the amount of network traffic being sent.
   - Capturing the flag in a CTF game mode gives the entire capturing
  team 10
  seconds of critboost.
   - Sappers attached to a teleporter automatically place another
   Sapper
  on
  the other end of the teleporter, if it exists.
   - Engineers wrenching a teleporter will repair the other end as
  well,
  and remove Sappers from both if they exist.
   - Disguised Spies no longer trigger On-Hit effects (like the
  Blutsauger's
  heal).
   - Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen
  having
  ineffective rocket/grenade jumps.
   - Added an item panel to the spectator cam that shows non-standard
  items
  being carried by the player you're spectating.
   - Added an Inspect key that allows you to look at items being
  carried by
  your team mates.
   - Backpack improvements:
   - Added drag  drop to move items around. Item positions are
  maintained on the backend.
   - Added multi-select, allowing you to delete multiple items at
  once.
   - Added a new key to the key binding page that opens your
  inventory
  directly to your backpack.
   - Fixed mouseover panel being incorrectly position when the
  backpack
  first appears.
   - Cloaked Spies standing in valid backstab positions no longer
raise
  their
  knife.
   - Added current map name and gametype to the bottom right of
  scoreboard.
   - Added class icons to tips on the loadout and loading screens.
   - Improved visuals around flags when they're being carried by a
  player.
   - Improved critboosted visuals, making it much clearer when an
enemy
  has
  critboost.
   - Updated the loading panel to show the game type under the map
name
  during level transition.
   - In-game chat dialog now supports full Unicode characters.
   - Added BLU main menu background.
   - Added response caching for some server queries to help reduce the
  CPU
  load from DOS attacks.
   - Teammates no longer block friendly radius damage. Prevents nearby
  teammates causing rocket/grenade jumps to fail.
 
  Map Changes:
   - Update PLR_Pipeline
   - Increased the starting advantage in the third round if a team
  has
  won the first two rounds.
   - Fixed carts not continuing to the second round if they're
   capped
  at
  the same time in the first round.
   - Fixed being able to shoot pipebombs over the starting gates
in
  the
  first round.
   - Fixed being able to open the doors in the first round before
   the
  setup time was finished.
   - Fixed players getting stuck in some doors.
   - Fixed players being able to get onto rooftops and out of the
   map
  boundaries.
   - Fixed other minor bugs and exploits.
   - Added community map Arena_Offblast
   - Added community map Cp_Yukon
   - Update Arena_Sawmill
   - Fixed DirectX8 bug where some models would not be visible.
   - Fixed exploit with building teleporters outside of the map.
   - Updated CP_Granary
   - Made a few changes to improve balance based 

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

2009-08-13 Thread DontWannaName!
My server just started on Windows without SM, it wouldnt with SM.

On Thu, Aug 13, 2009 at 4:12 PM, Chris headad...@gmail.com wrote:

 Checking bootstrapper version ...
 Updating Installation

 This application has requested the Runtime to terminate it in an unusual
 way.
 Please contact the application's support team for more information.
 Interesting...
 On Fri, Aug 14, 2009 at 12:03 AM, Nightbox alexandrualexa...@gmail.com
 wrote:

  Great.. i have to wait for my host to update my server.
 
  2009/8/14 h...@kikazz.com
 
   I am seg faulting as well.. stock config
  
  
  
  
  
That's ok, it looks like the patch is corrupt, anyways...
   
--
CRASH: Thu Jun 25 17:32:40 EDT 2009
Start Line: ./srcds_i486 -command update -console -game tf +map
cp_dustbowl -debug
#0  0xb805ab9f in ?? ()
No symbol table info available.
End of Source crash report
--
--
CRASH: Thu Aug 13 18:48:18 EDT 2009
Start Line: ./srcds_i486 -game tf +map cp_dustbowl -debug
End of Source crash report
--
   
   
Flubber wrote:
Got an :
Checking bootstrapper version ...
Segmentation fault
   
when trying to update Oo
   
2009/8/14 Jason Ruymen jas...@valvesoftware.com
   
   
Required updates for Team Fortress 2 and Day of Defeat: Source*
 have
been
released.  Please use hldsupdatetool to receive them.  The specific
changes
include:
   
New Content
 - Added King Of The Hill game mode.
 - Added custom animations played by the losing team during the
post-win
state. They are moved into third person camera to enjoy them.
 - Added lots of new hats.
   
Additions / Changes:
 - Added Auto Reload option to the multiplayer advanced options.
 - Clip-based weapons that reload a full clip at a time can now
have
their reloads aborted by firing.
 - Pistol now fires at a fixed rate, not based on the speed at
 which
you
press the firing button.
 - Added a color blind option to add a Jarate icon above enemies
 who
are
busy accepting a terrifying existence where they have no dignity.
 - Significantly reduced the amount of network traffic being sent.
 - Capturing the flag in a CTF game mode gives the entire capturing
team 10
seconds of critboost.
 - Sappers attached to a teleporter automatically place another
  Sapper
on
the other end of the teleporter, if it exists.
 - Engineers wrenching a teleporter will repair the other end
 as
well,
and remove Sappers from both if they exist.
 - Disguised Spies no longer trigger On-Hit effects (like the
Blutsauger's
heal).
 - Removed self-inflicted minicrits. Fixes Jarate'd
 Soldiers/Demomen
having
ineffective rocket/grenade jumps.
 - Added an item panel to the spectator cam that shows non-standard
items
being carried by the player you're spectating.
 - Added an Inspect key that allows you to look at items being
carried by
your team mates.
 - Backpack improvements:
 - Added drag  drop to move items around. Item positions are
maintained on the backend.
 - Added multi-select, allowing you to delete multiple items at
once.
 - Added a new key to the key binding page that opens your
inventory
directly to your backpack.
 - Fixed mouseover panel being incorrectly position when the
backpack
first appears.
 - Cloaked Spies standing in valid backstab positions no longer
 raise
their
knife.
 - Added current map name and gametype to the bottom right of
scoreboard.
 - Added class icons to tips on the loadout and loading screens.
 - Improved visuals around flags when they're being carried by a
player.
 - Improved critboosted visuals, making it much clearer when an
 enemy
has
critboost.
 - Updated the loading panel to show the game type under the map
 name
during level transition.
 - In-game chat dialog now supports full Unicode characters.
 - Added BLU main menu background.
 - Added response caching for some server queries to help reduce
 the
CPU
load from DOS attacks.
 - Teammates no longer block friendly radius damage. Prevents
 nearby
teammates causing rocket/grenade jumps to fail.
   
Map Changes:
 - Update PLR_Pipeline
 - Increased the starting advantage in the third round if a
 team
has
won the first two rounds.
 - Fixed carts not continuing to the second round if they're
  capped
at
the same time in the first round.
 - Fixed being able to shoot pipebombs over the starting gates
 in
the
first round.
 - Fixed being able to open the doors in the first round before
  the
setup time was 

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

2009-08-13 Thread Flubber
Finally got a server updated, to find my lovely
./srcds_run: line 352: 22364 Segmentation fault  $HL_CMD

is back.

2009/8/14 DontWannaName! ad...@topnotchclan.com

 My server just started on Windows without SM, it wouldnt with SM.

 On Thu, Aug 13, 2009 at 4:12 PM, Chris headad...@gmail.com wrote:

  Checking bootstrapper version ...
  Updating Installation
 
  This application has requested the Runtime to terminate it in an unusual
  way.
  Please contact the application's support team for more information.
  Interesting...
  On Fri, Aug 14, 2009 at 12:03 AM, Nightbox alexandrualexa...@gmail.com
  wrote:
 
   Great.. i have to wait for my host to update my server.
  
   2009/8/14 h...@kikazz.com
  
I am seg faulting as well.. stock config
   
   
   
   
   
 That's ok, it looks like the patch is corrupt, anyways...

 --
 CRASH: Thu Jun 25 17:32:40 EDT 2009
 Start Line: ./srcds_i486 -command update -console -game tf +map
 cp_dustbowl -debug
 #0  0xb805ab9f in ?? ()
 No symbol table info available.
 End of Source crash report
 --
 --
 CRASH: Thu Aug 13 18:48:18 EDT 2009
 Start Line: ./srcds_i486 -game tf +map cp_dustbowl -debug
 End of Source crash report
 --


 Flubber wrote:
 Got an :
 Checking bootstrapper version ...
 Segmentation fault

 when trying to update Oo

 2009/8/14 Jason Ruymen jas...@valvesoftware.com


 Required updates for Team Fortress 2 and Day of Defeat: Source*
  have
 been
 released.  Please use hldsupdatetool to receive them.  The
 specific
 changes
 include:

 New Content
  - Added King Of The Hill game mode.
  - Added custom animations played by the losing team during the
 post-win
 state. They are moved into third person camera to enjoy them.
  - Added lots of new hats.

 Additions / Changes:
  - Added Auto Reload option to the multiplayer advanced
 options.
  - Clip-based weapons that reload a full clip at a time can
 now
 have
 their reloads aborted by firing.
  - Pistol now fires at a fixed rate, not based on the speed at
  which
 you
 press the firing button.
  - Added a color blind option to add a Jarate icon above enemies
  who
 are
 busy accepting a terrifying existence where they have no dignity.
  - Significantly reduced the amount of network traffic being
 sent.
  - Capturing the flag in a CTF game mode gives the entire
 capturing
 team 10
 seconds of critboost.
  - Sappers attached to a teleporter automatically place another
   Sapper
 on
 the other end of the teleporter, if it exists.
  - Engineers wrenching a teleporter will repair the other end
  as
 well,
 and remove Sappers from both if they exist.
  - Disguised Spies no longer trigger On-Hit effects (like the
 Blutsauger's
 heal).
  - Removed self-inflicted minicrits. Fixes Jarate'd
  Soldiers/Demomen
 having
 ineffective rocket/grenade jumps.
  - Added an item panel to the spectator cam that shows
 non-standard
 items
 being carried by the player you're spectating.
  - Added an Inspect key that allows you to look at items being
 carried by
 your team mates.
  - Backpack improvements:
  - Added drag  drop to move items around. Item positions are
 maintained on the backend.
  - Added multi-select, allowing you to delete multiple items
 at
 once.
  - Added a new key to the key binding page that opens your
 inventory
 directly to your backpack.
  - Fixed mouseover panel being incorrectly position when the
 backpack
 first appears.
  - Cloaked Spies standing in valid backstab positions no longer
  raise
 their
 knife.
  - Added current map name and gametype to the bottom right of
 scoreboard.
  - Added class icons to tips on the loadout and loading screens.
  - Improved visuals around flags when they're being carried by a
 player.
  - Improved critboosted visuals, making it much clearer when an
  enemy
 has
 critboost.
  - Updated the loading panel to show the game type under the map
  name
 during level transition.
  - In-game chat dialog now supports full Unicode characters.
  - Added BLU main menu background.
  - Added response caching for some server queries to help reduce
  the
 CPU
 load from DOS attacks.
  - Teammates no longer block friendly radius damage. Prevents
  nearby
 teammates causing rocket/grenade jumps to fail.

 Map Changes:
  - Update PLR_Pipeline
  - Increased the starting advantage in the third round if a
  team
 has
 won the first two rounds.
   

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

2009-08-13 Thread Hutch
Win boxes on server 2008 give bad engine error Engine.dll is not 
designed to run on windows...
hutch


At 06:12 PM 8/13/2009, you wrote:
Send hlds mailing list submissions to
 hlds@list.valvesoftware.com

To subscribe or unsubscribe via the World Wide Web, visit
 http://list.valvesoftware.com/mailman/listinfo/hlds
or, via email, send a message with subject or body 'help' to
 hlds-requ...@list.valvesoftware.com

You can reach the person managing the list at
 hlds-ow...@list.valvesoftware.com

When replying, please edit your Subject line so it is more specific
than Re: Contents of hlds digest...


Today's Topics:

1. Re: Team Fortress 2/Day of Defeat: Source Update Released (1nsane)
2. Re: Team Fortress 2/Day of Defeat: Source Update Released
   (msleeper)
3. Re: Team Fortress 2/Day of Defeat: Source Update Released (Chris)


--

Message: 1
Date: Thu, 13 Aug 2009 19:08:47 -0400
From: 1nsane 1nsane...@gmail.com
Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
 Released
To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
Message-ID:
 6a7129440908131608x2faecd9v71123f42472a8...@mail.gmail.com
Content-Type: text/plain; charset=ISO-8859-1

Server took 2 tries but updated fine. Sourcemod is borked *I think* so I
disabled it for now and everything started ok (Server 2008, CentOs 5.2).

...Now back into the lake.

On Thu, Aug 13, 2009 at 7:00 PM, Chris headad...@gmail.com wrote:

  DODS servers not starting up either... win2k3
 
  On Thu, Aug 13, 2009 at 11:53 PM, h...@kikazz.com wrote:
 
   I am seg faulting as well.. stock config
  
  
  
  
  
That's ok, it looks like the patch is corrupt, anyways...
   
--
CRASH: Thu Jun 25 17:32:40 EDT 2009
Start Line: ./srcds_i486 -command update -console -game tf +map
cp_dustbowl -debug
#0  0xb805ab9f in ?? ()
No symbol table info available.
End of Source crash report
--
--
CRASH: Thu Aug 13 18:48:18 EDT 2009
Start Line: ./srcds_i486 -game tf +map cp_dustbowl -debug
End of Source crash report
--
   
   
Flubber wrote:
Got an :
Checking bootstrapper version ...
Segmentation fault
   
when trying to update Oo
   
2009/8/14 Jason Ruymen jas...@valvesoftware.com
   
   
Required updates for Team Fortress 2 and Day of Defeat: Source* have
been
released.  Please use hldsupdatetool to receive them.  The specific
changes
include:
   
New Content
 - Added King Of The Hill game mode.
 - Added custom animations played by the losing team during the
post-win
state. They are moved into third person camera to enjoy them.
 - Added lots of new hats.
   
Additions / Changes:
 - Added Auto Reload option to the multiplayer advanced options.
 - Clip-based weapons that reload a full clip at a time can now
have
their reloads aborted by firing.
 - Pistol now fires at a fixed rate, not based on the speed at which
you
press the firing button.
 - Added a color blind option to add a Jarate icon above enemies who
are
busy accepting a terrifying existence where they have no dignity.
 - Significantly reduced the amount of network traffic being sent.
 - Capturing the flag in a CTF game mode gives the entire capturing
team 10
seconds of critboost.
 - Sappers attached to a teleporter automatically place another
  Sapper
on
the other end of the teleporter, if it exists.
 - Engineers wrenching a teleporter will repair the other end as
well,
and remove Sappers from both if they exist.
 - Disguised Spies no longer trigger On-Hit effects (like the
Blutsauger's
heal).
 - Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen
having
ineffective rocket/grenade jumps.
 - Added an item panel to the spectator cam that shows non-standard
items
being carried by the player you're spectating.
 - Added an Inspect key that allows you to look at items being
carried by
your team mates.
 - Backpack improvements:
 - Added drag  drop to move items around. Item positions are
maintained on the backend.
 - Added multi-select, allowing you to delete multiple items at
once.
 - Added a new key to the key binding page that opens your
inventory
directly to your backpack.
 - Fixed mouseover panel being incorrectly position when the
backpack
first appears.
 - Cloaked Spies standing in valid backstab positions no longer raise
their
knife.
 - Added current map name and gametype to the bottom right of
scoreboard.
 - Added class icons

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

2009-08-13 Thread Joeri van der Velden
SourceMod is borked yeah. Confirmed this.
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-13 Thread k e
Only server I can get to come back up is our private server...6 public ones
all dead.

On Thu, Aug 13, 2009 at 7:21 PM, Joeri van der Velden 
joerivdvel...@gmail.com wrote:

 SourceMod is borked yeah. Confirmed this.
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-13 Thread Fyren
On Thu, Aug 13, 2009 at 18:33, Jason Ruymenjas...@valvesoftware.com wrote:
 Required updates for Team Fortress 2 and Day of Defeat: Source* have been 
 released.  Please use hldsupdatetool to receive them.  The specific changes 
 include:

I am having problems simply updating my servers.  The first time I
tried, after sitting through a few minutes of retrying in 30
seconds... it finally updated... none of the TF2 files.  It only
checked the engine binaries and base content.  No mention of checking
any TF2 content or binaries.

So I tried it again.  This time I walked away and came back to see it
updating TF2 textures.  I don't know what else it did, but my server
would not start, even without an addons directory.  So I ran
-verify_all (and waited several more minutes), to have it only check
engine/base content again.  I wondered if the game binaries updated,
so...

Ess000522:~/steam$ ls orangebox/tf/bin/
Ess000522:~/steam$

Nice.  Another -verify_all only did base content again.  A third
-verify_all is now checking TF2 binaries.

-Fyren

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

2009-08-13 Thread Flubber
On 5 server got 2 with the seg fault.

2009/8/14 k e mfnt...@gmail.com

 Only server I can get to come back up is our private server...6 public ones
 all dead.

 On Thu, Aug 13, 2009 at 7:21 PM, Joeri van der Velden 
 joerivdvel...@gmail.com wrote:

  SourceMod is borked yeah. Confirmed this.
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-13 Thread MjrNuT
TF2

win2K3x64

Confirmed no go with SM.

Renamed the addons folder.

Everything is Vanilla right now and good to go.

Looking forward to the bad ass devs of SM b/c this is a hefty update.

Thank you Valve, regardless.

[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com

[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-13 Thread David Anderson
Hi All,

We'll spin SourceMod builds/releases on all branches as soon as we have 
a fix. Metamod should be fine.

Regards,
--
David Anderson
http://www.bailopan.net/

On 8/13/09 4:47 PM, MjrNuT wrote:
 TF2

 win2K3x64

 Confirmed no go with SM.

 Renamed the addons folder.

 Everything is Vanilla right now and good to go.

 Looking forward to the bad ass devs of SM b/c this is a hefty update.

 Thank you Valve, regardless.

 [FLASH] MjrNuT
 Arise from Flames and Ash, Behold Immortality

 www.flamesandash.com

 [FLASH] MjrNuT
 Arise from Flames and Ash, Behold Immortality

 www.flamesandash.com
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-13 Thread Timothy Sadleir
I think BM is causing crashes as well.  My server just crashed.  Can anyone
confirm this?

On Thu, Aug 13, 2009 at 4:07 PM, msleeper mslee...@cyberwurx.com wrote:

 Looks like SourceMod is the issue. Disable it and servers will start.
 Any crashes should be directed to them, not Valve.


 On Fri, 2009-08-14 at 02:03 +0300, Nightbox wrote:
  Great.. i have to wait for my host to update my server.
 
  2009/8/14 h...@kikazz.com
 
   I am seg faulting as well.. stock config
  
  
  
  
  
That's ok, it looks like the patch is corrupt, anyways...
   
--
CRASH: Thu Jun 25 17:32:40 EDT 2009
Start Line: ./srcds_i486 -command update -console -game tf +map
cp_dustbowl -debug
#0  0xb805ab9f in ?? ()
No symbol table info available.
End of Source crash report
--
--
CRASH: Thu Aug 13 18:48:18 EDT 2009
Start Line: ./srcds_i486 -game tf +map cp_dustbowl -debug
End of Source crash report
--
   
   
Flubber wrote:
Got an :
Checking bootstrapper version ...
Segmentation fault
   
when trying to update Oo
   
2009/8/14 Jason Ruymen jas...@valvesoftware.com
   
   
Required updates for Team Fortress 2 and Day of Defeat: Source*
 have
been
released.  Please use hldsupdatetool to receive them.  The specific
changes
include:
   
New Content
 - Added King Of The Hill game mode.
 - Added custom animations played by the losing team during the
post-win
state. They are moved into third person camera to enjoy them.
 - Added lots of new hats.
   
Additions / Changes:
 - Added Auto Reload option to the multiplayer advanced options.
 - Clip-based weapons that reload a full clip at a time can now
have
their reloads aborted by firing.
 - Pistol now fires at a fixed rate, not based on the speed at
 which
you
press the firing button.
 - Added a color blind option to add a Jarate icon above enemies
 who
are
busy accepting a terrifying existence where they have no dignity.
 - Significantly reduced the amount of network traffic being sent.
 - Capturing the flag in a CTF game mode gives the entire capturing
team 10
seconds of critboost.
 - Sappers attached to a teleporter automatically place another
 Sapper
on
the other end of the teleporter, if it exists.
 - Engineers wrenching a teleporter will repair the other end
 as
well,
and remove Sappers from both if they exist.
 - Disguised Spies no longer trigger On-Hit effects (like the
Blutsauger's
heal).
 - Removed self-inflicted minicrits. Fixes Jarate'd
 Soldiers/Demomen
having
ineffective rocket/grenade jumps.
 - Added an item panel to the spectator cam that shows non-standard
items
being carried by the player you're spectating.
 - Added an Inspect key that allows you to look at items being
carried by
your team mates.
 - Backpack improvements:
 - Added drag  drop to move items around. Item positions are
maintained on the backend.
 - Added multi-select, allowing you to delete multiple items at
once.
 - Added a new key to the key binding page that opens your
inventory
directly to your backpack.
 - Fixed mouseover panel being incorrectly position when the
backpack
first appears.
 - Cloaked Spies standing in valid backstab positions no longer
 raise
their
knife.
 - Added current map name and gametype to the bottom right of
scoreboard.
 - Added class icons to tips on the loadout and loading screens.
 - Improved visuals around flags when they're being carried by a
player.
 - Improved critboosted visuals, making it much clearer when an
 enemy
has
critboost.
 - Updated the loading panel to show the game type under the map
 name
during level transition.
 - In-game chat dialog now supports full Unicode characters.
 - Added BLU main menu background.
 - Added response caching for some server queries to help reduce
 the
CPU
load from DOS attacks.
 - Teammates no longer block friendly radius damage. Prevents
 nearby
teammates causing rocket/grenade jumps to fail.
   
Map Changes:
 - Update PLR_Pipeline
 - Increased the starting advantage in the third round if a
 team
has
won the first two rounds.
 - Fixed carts not continuing to the second round if they're
 capped
at
the same time in the first round.
 - Fixed being able to shoot pipebombs over the starting gates
 in
the
first round.
 - Fixed being able to open the doors in the first round before
 the
setup time was finished.
 - Fixed players getting stuck in some doors.
 - Fixed players being able to get onto 

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

2009-08-13 Thread Matt Lyons
On 14/08/2009, at 9:17 AM, MjrNuT wrote:
 Renamed the addons folder.


33 times :(

--
Matt Lyons (Bsc CS  Soft Eng)
Media Group, Internode
150 Grenfell St, Adelaide SA 5000
Ph: (08) 8228 2877
E-mail: mly...@internode.com.au
WWW: www.internode.on.net
In theory, there is no difference between theory and practice; In  
practice, there is.






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

2009-08-13 Thread Wobak
Ok as usual my fixes aren't applied.
If you wanna get a better info you can search for ulimit in
srcds_run, an change the value to 3 for example.

Then You'll have an output like that :

Auto detecting CPU
Using AMD Optimised binary.
Enabling debug mode
Server will auto-restart if there is a crash.

Console initialized.
./srcds_run: line 352:  2902 Bus error   (core dumped) $HL_CMD

warning: Can't read pathname for load map: Input/output error.
Error while mapping shared library sections:
/srv/rab3/orangebox/tf/bin/server_i486.so: not in executable format:
File format not recognized.
Error while reading shared library symbols:
/srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File
format not recognized.
Error while reading shared library symbols:
/srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File
format not recognized.
email debug.log to li...@valvesoftware.com
Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds
Fri Aug 14 02:09:06 CEST 2009: Server Quit


On 8/14/09, Matt Lyons mly...@internode.com.au wrote:
 On 14/08/2009, at 9:17 AM, MjrNuT wrote:
 Renamed the addons folder.


 33 times :(

 --
 Matt Lyons (Bsc CS  Soft Eng)
 Media Group, Internode
 150 Grenfell St, Adelaide SA 5000
 Ph: (08) 8228 2877
 E-mail: mly...@internode.com.au
 WWW: www.internode.on.net
 In theory, there is no difference between theory and practice; In
 practice, there is.






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

2009-08-13 Thread Wobak
http://paste.debian.net/44113/ for a real crashlog :)

On 8/14/09, Wobak tperrinh...@gmail.com wrote:
 Ok as usual my fixes aren't applied.
 If you wanna get a better info you can search for ulimit in
 srcds_run, an change the value to 3 for example.

 Then You'll have an output like that :

 Auto detecting CPU
 Using AMD Optimised binary.
 Enabling debug mode
 Server will auto-restart if there is a crash.

 Console initialized.
 ./srcds_run: line 352:  2902 Bus error   (core dumped) $HL_CMD

 warning: Can't read pathname for load map: Input/output error.
 Error while mapping shared library sections:
 /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable format:
 File format not recognized.
 Error while reading shared library symbols:
 /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File
 format not recognized.
 Error while reading shared library symbols:
 /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File
 format not recognized.
 email debug.log to li...@valvesoftware.com
 Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds
 Fri Aug 14 02:09:06 CEST 2009: Server Quit


 On 8/14/09, Matt Lyons mly...@internode.com.au wrote:
 On 14/08/2009, at 9:17 AM, MjrNuT wrote:
 Renamed the addons folder.


 33 times :(

 --
 Matt Lyons (Bsc CS  Soft Eng)
 Media Group, Internode
 150 Grenfell St, Adelaide SA 5000
 Ph: (08) 8228 2877
 E-mail: mly...@internode.com.au
 WWW: www.internode.on.net
 In theory, there is no difference between theory and practice; In
 practice, there is.






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 please visit:
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-13 Thread FPSB | Goerge
hey thanks valve for letting the sourcemod/addons communities know about all
the stuff you changed. =]

On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com wrote:

 Ok as usual my fixes aren't applied.
 If you wanna get a better info you can search for ulimit in
 srcds_run, an change the value to 3 for example.

 Then You'll have an output like that :

 Auto detecting CPU
 Using AMD Optimised binary.
 Enabling debug mode
 Server will auto-restart if there is a crash.

 Console initialized.
 ./srcds_run: line 352:  2902 Bus error   (core dumped) $HL_CMD

 warning: Can't read pathname for load map: Input/output error.
 Error while mapping shared library sections:
 /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable format:
 File format not recognized.
 Error while reading shared library symbols:
 /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File
 format not recognized.
 Error while reading shared library symbols:
 /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File
 format not recognized.
 email debug.log to li...@valvesoftware.com
 Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds
 Fri Aug 14 02:09:06 CEST 2009: Server Quit


 On 8/14/09, Matt Lyons mly...@internode.com.au wrote:
  On 14/08/2009, at 9:17 AM, MjrNuT wrote:
  Renamed the addons folder.
 
 
  33 times :(
 
  --
  Matt Lyons (Bsc CS  Soft Eng)
  Media Group, Internode
  150 Grenfell St, Adelaide SA 5000
  Ph: (08) 8228 2877
  E-mail: mly...@internode.com.au
  WWW: www.internode.on.net
  In theory, there is no difference between theory and practice; In
  practice, there is.
 
 
 
 
 
 
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  please visit:
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-13 Thread Flubber
Just one tiny question, are you really testing the maps? Because i just want
to say overtime overtime overtime overtime overtime overtime overtime
overtime overtime overtime overtime overtime overtime overtime overtime
overtime overtime overtime since i tried the koth mode.

2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com

 hey thanks valve for letting the sourcemod/addons communities know about
 all
 the stuff you changed. =]

 On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com wrote:

  Ok as usual my fixes aren't applied.
  If you wanna get a better info you can search for ulimit in
  srcds_run, an change the value to 3 for example.
 
  Then You'll have an output like that :
 
  Auto detecting CPU
  Using AMD Optimised binary.
  Enabling debug mode
  Server will auto-restart if there is a crash.
 
  Console initialized.
  ./srcds_run: line 352:  2902 Bus error   (core dumped)
 $HL_CMD
 
  warning: Can't read pathname for load map: Input/output error.
  Error while mapping shared library sections:
  /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable format:
  File format not recognized.
  Error while reading shared library symbols:
  /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File
  format not recognized.
  Error while reading shared library symbols:
  /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File
  format not recognized.
  email debug.log to li...@valvesoftware.com
  Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds
  Fri Aug 14 02:09:06 CEST 2009: Server Quit
 
 
  On 8/14/09, Matt Lyons mly...@internode.com.au wrote:
   On 14/08/2009, at 9:17 AM, MjrNuT wrote:
   Renamed the addons folder.
  
  
   33 times :(
  
   --
   Matt Lyons (Bsc CS  Soft Eng)
   Media Group, Internode
   150 Grenfell St, Adelaide SA 5000
   Ph: (08) 8228 2877
   E-mail: mly...@internode.com.au
   WWW: www.internode.on.net
   In theory, there is no difference between theory and practice; In
   practice, there is.
  
  
  
  
  
  
   ___
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   please visit:
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-13 Thread Donnie Newlove
They probably just entered their test server all wearing the viking
helmet and thus quickly decided that testing is for the weak and
releasing a major update on a Friday is not only a good idea, it's the
most manly thing a manly man can do.

On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote:
 Just one tiny question, are you really testing the maps? Because i just want
 to say overtime overtime overtime overtime overtime overtime overtime
 overtime overtime overtime overtime overtime overtime overtime overtime
 overtime overtime overtime since i tried the koth mode.

 2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com

 hey thanks valve for letting the sourcemod/addons communities know about
 all
 the stuff you changed. =]

 On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com wrote:

  Ok as usual my fixes aren't applied.
  If you wanna get a better info you can search for ulimit in
  srcds_run, an change the value to 3 for example.
 
  Then You'll have an output like that :
 
  Auto detecting CPU
  Using AMD Optimised binary.
  Enabling debug mode
  Server will auto-restart if there is a crash.
 
  Console initialized.
  ./srcds_run: line 352:  2902 Bus error               (core dumped)
 $HL_CMD
 
  warning: Can't read pathname for load map: Input/output error.
  Error while mapping shared library sections:
  /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable format:
  File format not recognized.
  Error while reading shared library symbols:
  /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File
  format not recognized.
  Error while reading shared library symbols:
  /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File
  format not recognized.
  email debug.log to li...@valvesoftware.com
  Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds
  Fri Aug 14 02:09:06 CEST 2009: Server Quit
 
 
  On 8/14/09, Matt Lyons mly...@internode.com.au wrote:
   On 14/08/2009, at 9:17 AM, MjrNuT wrote:
   Renamed the addons folder.
  
  
   33 times :(
  
   --
   Matt Lyons (Bsc CS  Soft Eng)
   Media Group, Internode
   150 Grenfell St, Adelaide SA 5000
   Ph: (08) 8228 2877
   E-mail: mly...@internode.com.au
   WWW: www.internode.on.net
   In theory, there is no difference between theory and practice; In
   practice, there is.
  
  
  
  
  
  
   ___
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   please visit:
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-13 Thread msleeper
Today is Thursday, hope this helps.


On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote:
 They probably just entered their test server all wearing the viking
 helmet and thus quickly decided that testing is for the weak and
 releasing a major update on a Friday is not only a good idea, it's the
 most manly thing a manly man can do.
 
 On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote:
  Just one tiny question, are you really testing the maps? Because i just want
  to say overtime overtime overtime overtime overtime overtime overtime
  overtime overtime overtime overtime overtime overtime overtime overtime
  overtime overtime overtime since i tried the koth mode.
 
  2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com
 
  hey thanks valve for letting the sourcemod/addons communities know about
  all
  the stuff you changed. =]
 
  On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com wrote:
 
   Ok as usual my fixes aren't applied.
   If you wanna get a better info you can search for ulimit in
   srcds_run, an change the value to 3 for example.
  
   Then You'll have an output like that :
  
   Auto detecting CPU
   Using AMD Optimised binary.
   Enabling debug mode
   Server will auto-restart if there is a crash.
  
   Console initialized.
   ./srcds_run: line 352:  2902 Bus error   (core dumped)
  $HL_CMD
  
   warning: Can't read pathname for load map: Input/output error.
   Error while mapping shared library sections:
   /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable format:
   File format not recognized.
   Error while reading shared library symbols:
   /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File
   format not recognized.
   Error while reading shared library symbols:
   /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File
   format not recognized.
   email debug.log to li...@valvesoftware.com
   Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds
   Fri Aug 14 02:09:06 CEST 2009: Server Quit
  
  
   On 8/14/09, Matt Lyons mly...@internode.com.au wrote:
On 14/08/2009, at 9:17 AM, MjrNuT wrote:
Renamed the addons folder.
   
   
33 times :(
   
--
Matt Lyons (Bsc CS  Soft Eng)
Media Group, Internode
150 Grenfell St, Adelaide SA 5000
Ph: (08) 8228 2877
E-mail: mly...@internode.com.au
WWW: www.internode.on.net
In theory, there is no difference between theory and practice; In
practice, there is.
   
   
   
   
   
   
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-13 Thread Midnight
Seems someone doesn't have a job and doesn't know what day it is.  Join 
the crowd.


msleeper wrote:
 Today is Thursday, hope this helps.


 On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote:
   
 They probably just entered their test server all wearing the viking
 helmet and thus quickly decided that testing is for the weak and
 releasing a major update on a Friday is not only a good idea, it's the
 most manly thing a manly man can do.

 On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote:
 
 Just one tiny question, are you really testing the maps? Because i just want
 to say overtime overtime overtime overtime overtime overtime overtime
 overtime overtime overtime overtime overtime overtime overtime overtime
 overtime overtime overtime since i tried the koth mode.

 2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com

   
 hey thanks valve for letting the sourcemod/addons communities know about
 all
 the stuff you changed. =]

 On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com wrote:

 
 Ok as usual my fixes aren't applied.
 If you wanna get a better info you can search for ulimit in
 srcds_run, an change the value to 3 for example.

 Then You'll have an output like that :

 Auto detecting CPU
 Using AMD Optimised binary.
 Enabling debug mode
 Server will auto-restart if there is a crash.

 Console initialized.
 ./srcds_run: line 352:  2902 Bus error   (core dumped)
   
 $HL_CMD
 
 warning: Can't read pathname for load map: Input/output error.
 Error while mapping shared library sections:
 /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable format:
 File format not recognized.
 Error while reading shared library symbols:
 /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File
 format not recognized.
 Error while reading shared library symbols:
 /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File
 format not recognized.
 email debug.log to li...@valvesoftware.com
 Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds
 Fri Aug 14 02:09:06 CEST 2009: Server Quit


 On 8/14/09, Matt Lyons mly...@internode.com.au wrote:
   
 On 14/08/2009, at 9:17 AM, MjrNuT wrote:
 
 Renamed the addons folder.
   
 33 times :(

 --
 Matt Lyons (Bsc CS  Soft Eng)
 Media Group, Internode
 150 Grenfell St, Adelaide SA 5000
 Ph: (08) 8228 2877
 E-mail: mly...@internode.com.au
 WWW: www.internode.on.net
 In theory, there is no difference between theory and practice; In
 practice, there is.






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

2009-08-13 Thread Matt Lyons
On 14/08/2009, at 10:12 AM, msleeper wrote:
 Today is Thursday, hope this helps.


Not everywhere its not ;)

10am Friday here.

--
Matt Lyons (Bsc CS  Soft Eng)
Media Group, Internode
150 Grenfell St, Adelaide SA 5000
Ph: (08) 8228 2877
E-mail: mly...@internode.com.au
WWW: www.internode.on.net
In theory, there is no difference between theory and practice; In  
practice, there is.






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

2009-08-13 Thread Flubber
It's Friday 2h51.

2009/8/14 Midnight mido...@gmail.com

 Seems someone doesn't have a job and doesn't know what day it is.  Join
 the crowd.


 msleeper wrote:
  Today is Thursday, hope this helps.
 
 
  On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote:
 
  They probably just entered their test server all wearing the viking
  helmet and thus quickly decided that testing is for the weak and
  releasing a major update on a Friday is not only a good idea, it's the
  most manly thing a manly man can do.
 
  On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote:
 
  Just one tiny question, are you really testing the maps? Because i just
 want
  to say overtime overtime overtime overtime overtime overtime overtime
  overtime overtime overtime overtime overtime overtime overtime overtime
  overtime overtime overtime since i tried the koth mode.
 
  2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com
 
 
  hey thanks valve for letting the sourcemod/addons communities know
 about
  all
  the stuff you changed. =]
 
  On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com wrote:
 
 
  Ok as usual my fixes aren't applied.
  If you wanna get a better info you can search for ulimit in
  srcds_run, an change the value to 3 for example.
 
  Then You'll have an output like that :
 
  Auto detecting CPU
  Using AMD Optimised binary.
  Enabling debug mode
  Server will auto-restart if there is a crash.
 
  Console initialized.
  ./srcds_run: line 352:  2902 Bus error   (core dumped)
 
  $HL_CMD
 
  warning: Can't read pathname for load map: Input/output error.
  Error while mapping shared library sections:
  /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable
 format:
  File format not recognized.
  Error while reading shared library symbols:
  /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File
  format not recognized.
  Error while reading shared library symbols:
  /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File
  format not recognized.
  email debug.log to li...@valvesoftware.com
  Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds
  Fri Aug 14 02:09:06 CEST 2009: Server Quit
 
 
  On 8/14/09, Matt Lyons mly...@internode.com.au wrote:
 
  On 14/08/2009, at 9:17 AM, MjrNuT wrote:
 
  Renamed the addons folder.
 
  33 times :(
 
  --
  Matt Lyons (Bsc CS  Soft Eng)
  Media Group, Internode
  150 Grenfell St, Adelaide SA 5000
  Ph: (08) 8228 2877
  E-mail: mly...@internode.com.au
  WWW: www.internode.on.net
  In theory, there is no difference between theory and practice; In
  practice, there is.
 
 
 
 
 
 
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 archives,
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-13 Thread Donnie Newlove
Yeah, but you live upside down, mate. :P Such pesky details should not
stop anyone from getting drunk with friends, coming home ...alone...
and write drunk emails. It's good for the economy so I live to work
another day. Talking about work... yes... it does help. Thank you. Now
stop looking at me like that.


Anywaaay... they're still not going to get the fixes done, the
false crit bug is still around for crying out loud. How long as it
been anyway, a year?

On Fri, Aug 14, 2009 at 2:49 AM, Matt Lyonsmly...@internode.com.au wrote:
 On 14/08/2009, at 10:12 AM, msleeper wrote:
 Today is Thursday, hope this helps.


 Not everywhere its not ;)

 10am Friday here.

 --
 Matt Lyons (Bsc CS  Soft Eng)
 Media Group, Internode
 150 Grenfell St, Adelaide SA 5000
 Ph: (08) 8228 2877
 E-mail: mly...@internode.com.au
 WWW: www.internode.on.net
 In theory, there is no difference between theory and practice; In
 practice, there is.






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

2009-08-13 Thread Donnie Newlove
Wait a minute, it is Friday here after all. In your face msleeper!

On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com wrote:
 It's Friday 2h51.

 2009/8/14 Midnight mido...@gmail.com

 Seems someone doesn't have a job and doesn't know what day it is.  Join
 the crowd.


 msleeper wrote:
  Today is Thursday, hope this helps.
 
 
  On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote:
 
  They probably just entered their test server all wearing the viking
  helmet and thus quickly decided that testing is for the weak and
  releasing a major update on a Friday is not only a good idea, it's the
  most manly thing a manly man can do.
 
  On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote:
 
  Just one tiny question, are you really testing the maps? Because i just
 want
  to say overtime overtime overtime overtime overtime overtime overtime
  overtime overtime overtime overtime overtime overtime overtime overtime
  overtime overtime overtime since i tried the koth mode.
 
  2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com
 
 
  hey thanks valve for letting the sourcemod/addons communities know
 about
  all
  the stuff you changed. =]
 
  On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com wrote:
 
 
  Ok as usual my fixes aren't applied.
  If you wanna get a better info you can search for ulimit in
  srcds_run, an change the value to 3 for example.
 
  Then You'll have an output like that :
 
  Auto detecting CPU
  Using AMD Optimised binary.
  Enabling debug mode
  Server will auto-restart if there is a crash.
 
  Console initialized.
  ./srcds_run: line 352:  2902 Bus error               (core dumped)
 
  $HL_CMD
 
  warning: Can't read pathname for load map: Input/output error.
  Error while mapping shared library sections:
  /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable
 format:
  File format not recognized.
  Error while reading shared library symbols:
  /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File
  format not recognized.
  Error while reading shared library symbols:
  /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File
  format not recognized.
  email debug.log to li...@valvesoftware.com
  Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds
  Fri Aug 14 02:09:06 CEST 2009: Server Quit
 
 
  On 8/14/09, Matt Lyons mly...@internode.com.au wrote:
 
  On 14/08/2009, at 9:17 AM, MjrNuT wrote:
 
  Renamed the addons folder.
 
  33 times :(
 
  --
  Matt Lyons (Bsc CS  Soft Eng)
  Media Group, Internode
  150 Grenfell St, Adelaide SA 5000
  Ph: (08) 8228 2877
  E-mail: mly...@internode.com.au
  WWW: www.internode.on.net
  In theory, there is no difference between theory and practice; In
  practice, there is.
 
 
 
 
 
 
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 archives,
  please visit:
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-13 Thread Kyle Sanderson
Msleeper didn't realize that there people outside of the United States such
as... Britain, Romania, Canada, etc that are subscribed to this list.

I'm just happy they've gotten the bandwidth requirements down,
Kyle

On Thu, Aug 13, 2009 at 5:58 PM, Donnie Newlove donnie.newl...@gmail.comwrote:

 Wait a minute, it is Friday here after all. In your face msleeper!

 On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com wrote:
  It's Friday 2h51.
 
  2009/8/14 Midnight mido...@gmail.com
 
  Seems someone doesn't have a job and doesn't know what day it is.  Join
  the crowd.
 
 
  msleeper wrote:
   Today is Thursday, hope this helps.
  
  
   On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote:
  
   They probably just entered their test server all wearing the viking
   helmet and thus quickly decided that testing is for the weak and
   releasing a major update on a Friday is not only a good idea, it's
 the
   most manly thing a manly man can do.
  
   On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote:
  
   Just one tiny question, are you really testing the maps? Because i
 just
  want
   to say overtime overtime overtime overtime overtime overtime
 overtime
   overtime overtime overtime overtime overtime overtime overtime
 overtime
   overtime overtime overtime since i tried the koth mode.
  
   2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com
  
  
   hey thanks valve for letting the sourcemod/addons communities know
  about
   all
   the stuff you changed. =]
  
   On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com
 wrote:
  
  
   Ok as usual my fixes aren't applied.
   If you wanna get a better info you can search for ulimit in
   srcds_run, an change the value to 3 for example.
  
   Then You'll have an output like that :
  
   Auto detecting CPU
   Using AMD Optimised binary.
   Enabling debug mode
   Server will auto-restart if there is a crash.
  
   Console initialized.
   ./srcds_run: line 352:  2902 Bus error   (core dumped)
  
   $HL_CMD
  
   warning: Can't read pathname for load map: Input/output error.
   Error while mapping shared library sections:
   /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable
  format:
   File format not recognized.
   Error while reading shared library symbols:
   /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols:
 File
   format not recognized.
   Error while reading shared library symbols:
   /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols:
 File
   format not recognized.
   email debug.log to li...@valvesoftware.com
   Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds
   Fri Aug 14 02:09:06 CEST 2009: Server Quit
  
  
   On 8/14/09, Matt Lyons mly...@internode.com.au wrote:
  
   On 14/08/2009, at 9:17 AM, MjrNuT wrote:
  
   Renamed the addons folder.
  
   33 times :(
  
   --
   Matt Lyons (Bsc CS  Soft Eng)
   Media Group, Internode
   150 Grenfell St, Adelaide SA 5000
   Ph: (08) 8228 2877
   E-mail: mly...@internode.com.au
   WWW: www.internode.on.net
   In theory, there is no difference between theory and practice;
 In
   practice, there is.
  
  
  
  
  
  
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-13 Thread Hutch
Kyle,
What is this Canada you speak of? Are you referencing North North America?

At 08:16 PM 8/13/2009, you wrote:
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 hlds@list.valvesoftware.com

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Today's Topics:

1. Re: Team Fortress 2/Day of Defeat: Source Update Released
   (Midnight)
2. Re: Team Fortress 2/Day of Defeat: Source Update Released
   (Matt Lyons)
3. Re: Team Fortress 2/Day of Defeat: Source Update Released
   (Flubber)
4. Re: Team Fortress 2/Day of Defeat: Source Update Released
   (Donnie Newlove)
5. Re: Team Fortress 2/Day of Defeat: Source Update Released
   (Donnie Newlove)
6. Re: Team Fortress 2/Day of Defeat: Source Update Released
   (Kyle Sanderson)


--

Message: 1
Date: Thu, 13 Aug 2009 17:46:46 -0700
From: Midnight mido...@gmail.com
Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
 Released
To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
Message-ID: 4a84b3f6.6070...@gmail.com
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

Seems someone doesn't have a job and doesn't know what day it is.  Join
the crowd.


msleeper wrote:
  Today is Thursday, hope this helps.
 
 
  On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote:
 
  They probably just entered their test server all wearing the viking
  helmet and thus quickly decided that testing is for the weak and
  releasing a major update on a Friday is not only a good idea, it's the
  most manly thing a manly man can do.
 
  On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote:
 
  Just one tiny question, are you really testing the maps? 
 Because i just want
  to say overtime overtime overtime overtime overtime overtime overtime
  overtime overtime overtime overtime overtime overtime overtime overtime
  overtime overtime overtime since i tried the koth mode.
 
  2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com
 
 
  hey thanks valve for letting the sourcemod/addons communities know about
  all
  the stuff you changed. =]
 
  On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com wrote:
 
 
  Ok as usual my fixes aren't applied.
  If you wanna get a better info you can search for ulimit in
  srcds_run, an change the value to 3 for example.
 
  Then You'll have an output like that :
 
  Auto detecting CPU
  Using AMD Optimised binary.
  Enabling debug mode
  Server will auto-restart if there is a crash.
 
  Console initialized.
  ./srcds_run: line 352:  2902 Bus error   (core dumped)
 
  $HL_CMD
 
  warning: Can't read pathname for load map: Input/output error.
  Error while mapping shared library sections:
  /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable format:
  File format not recognized.
  Error while reading shared library symbols:
  /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File
  format not recognized.
  Error while reading shared library symbols:
  /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File
  format not recognized.
  email debug.log to li...@valvesoftware.com
  Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds
  Fri Aug 14 02:09:06 CEST 2009: Server Quit
 
 
  On 8/14/09, Matt Lyons mly...@internode.com.au wrote:
 
  On 14/08/2009, at 9:17 AM, MjrNuT wrote:
 
  Renamed the addons folder.
 
  33 times :(
 
  --
  Matt Lyons (Bsc CS  Soft Eng)
  Media Group, Internode
  150 Grenfell St, Adelaide SA 5000
  Ph: (08) 8228 2877
  E-mail: mly...@internode.com.au
  WWW: www.internode.on.net
  In theory, there is no difference between theory and practice; In
  practice, there is.
 
 
 
 
 
 
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  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-13 Thread msleeper
I'd say America's Hat, but I haven't gotten that item drop yet.


On Thu, 2009-08-13 at 20:29 -0500, Hutch wrote:
 Kyle,
 What is this Canada you speak of? Are you referencing North North America?
 
 At 08:16 PM 8/13/2009, you wrote:
 Send hlds mailing list submissions to
  hlds@list.valvesoftware.com
 
 To subscribe or unsubscribe via the World Wide Web, visit
  http://list.valvesoftware.com/mailman/listinfo/hlds
 or, via email, send a message with subject or body 'help' to
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  hlds-ow...@list.valvesoftware.com
 
 When replying, please edit your Subject line so it is more specific
 than Re: Contents of hlds digest...
 
 
 Today's Topics:
 
 1. Re: Team Fortress 2/Day of Defeat: Source Update Released
(Midnight)
 2. Re: Team Fortress 2/Day of Defeat: Source Update Released
(Matt Lyons)
 3. Re: Team Fortress 2/Day of Defeat: Source Update Released
(Flubber)
 4. Re: Team Fortress 2/Day of Defeat: Source Update Released
(Donnie Newlove)
 5. Re: Team Fortress 2/Day of Defeat: Source Update Released
(Donnie Newlove)
 6. Re: Team Fortress 2/Day of Defeat: Source Update Released
(Kyle Sanderson)
 
 
 --
 
 Message: 1
 Date: Thu, 13 Aug 2009 17:46:46 -0700
 From: Midnight mido...@gmail.com
 Subject: Re: [hlds] Team Fortress 2/Day of Defeat: Source Update
  Released
 To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
 Message-ID: 4a84b3f6.6070...@gmail.com
 Content-Type: text/plain; charset=ISO-8859-1; format=flowed
 
 Seems someone doesn't have a job and doesn't know what day it is.  Join
 the crowd.
 
 
 msleeper wrote:
   Today is Thursday, hope this helps.
  
  
   On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote:
  
   They probably just entered their test server all wearing the viking
   helmet and thus quickly decided that testing is for the weak and
   releasing a major update on a Friday is not only a good idea, it's the
   most manly thing a manly man can do.
  
   On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote:
  
   Just one tiny question, are you really testing the maps? 
  Because i just want
   to say overtime overtime overtime overtime overtime overtime overtime
   overtime overtime overtime overtime overtime overtime overtime overtime
   overtime overtime overtime since i tried the koth mode.
  
   2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com
  
  
   hey thanks valve for letting the sourcemod/addons communities know 
   about
   all
   the stuff you changed. =]
  
   On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com wrote:
  
  
   Ok as usual my fixes aren't applied.
   If you wanna get a better info you can search for ulimit in
   srcds_run, an change the value to 3 for example.
  
   Then You'll have an output like that :
  
   Auto detecting CPU
   Using AMD Optimised binary.
   Enabling debug mode
   Server will auto-restart if there is a crash.
  
   Console initialized.
   ./srcds_run: line 352:  2902 Bus error   (core dumped)
  
   $HL_CMD
  
   warning: Can't read pathname for load map: Input/output error.
   Error while mapping shared library sections:
   /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable format:
   File format not recognized.
   Error while reading shared library symbols:
   /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File
   format not recognized.
   Error while reading shared library symbols:
   /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols: File
   format not recognized.
   email debug.log to li...@valvesoftware.com
   Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds
   Fri Aug 14 02:09:06 CEST 2009: Server Quit
  
  
   On 8/14/09, Matt Lyons mly...@internode.com.au wrote:
  
   On 14/08/2009, at 9:17 AM, MjrNuT wrote:
  
   Renamed the addons folder.
  
   33 times :(
  
   --
   Matt Lyons (Bsc CS  Soft Eng)
   Media Group, Internode
   150 Grenfell St, Adelaide SA 5000
   Ph: (08) 8228 2877
   E-mail: mly...@internode.com.au
   WWW: www.internode.on.net
   In theory, there is no difference between theory and practice; In
   practice, there is.
  
  
  
  
  
  
   ___
   To unsubscribe, edit your list preferences, or view the list 
   archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
  
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   please visit:
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   please visit:
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update Released

2009-08-13 Thread Clyde cide
oh gawd Ive got to do this.. Msleeper is only aware of people caught in
his honeypot.. Lame I know, but fun non the less. :|  :/ :\ :| :D

On Thu, Aug 13, 2009 at 9:15 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 Msleeper didn't realize that there people outside of the United States such
 as... Britain, Romania, Canada, etc that are subscribed to this list.

 I'm just happy they've gotten the bandwidth requirements down,
 Kyle

 On Thu, Aug 13, 2009 at 5:58 PM, Donnie Newlove donnie.newl...@gmail.com
 wrote:

  Wait a minute, it is Friday here after all. In your face msleeper!
 
  On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com wrote:
   It's Friday 2h51.
  
   2009/8/14 Midnight mido...@gmail.com
  
   Seems someone doesn't have a job and doesn't know what day it is.
  Join
   the crowd.
  
  
   msleeper wrote:
Today is Thursday, hope this helps.
   
   
On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote:
   
They probably just entered their test server all wearing the viking
helmet and thus quickly decided that testing is for the weak and
releasing a major update on a Friday is not only a good idea, it's
  the
most manly thing a manly man can do.
   
On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote:
   
Just one tiny question, are you really testing the maps? Because i
  just
   want
to say overtime overtime overtime overtime overtime overtime
  overtime
overtime overtime overtime overtime overtime overtime overtime
  overtime
overtime overtime overtime since i tried the koth mode.
   
2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com
   
   
hey thanks valve for letting the sourcemod/addons communities
 know
   about
all
the stuff you changed. =]
   
On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com
  wrote:
   
   
Ok as usual my fixes aren't applied.
If you wanna get a better info you can search for ulimit in
srcds_run, an change the value to 3 for example.
   
Then You'll have an output like that :
   
Auto detecting CPU
Using AMD Optimised binary.
Enabling debug mode
Server will auto-restart if there is a crash.
   
Console initialized.
./srcds_run: line 352:  2902 Bus error   (core
 dumped)
   
$HL_CMD
   
warning: Can't read pathname for load map: Input/output error.
Error while mapping shared library sections:
/srv/rab3/orangebox/tf/bin/server_i486.so: not in executable
   format:
File format not recognized.
Error while reading shared library symbols:
/srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols:
  File
format not recognized.
Error while reading shared library symbols:
/srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols:
  File
format not recognized.
email debug.log to li...@valvesoftware.com
Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds
Fri Aug 14 02:09:06 CEST 2009: Server Quit
   
   
On 8/14/09, Matt Lyons mly...@internode.com.au wrote:
   
On 14/08/2009, at 9:17 AM, MjrNuT wrote:
   
Renamed the addons folder.
   
33 times :(
   
--
Matt Lyons (Bsc CS  Soft Eng)
Media Group, Internode
150 Grenfell St, Adelaide SA 5000
Ph: (08) 8228 2877
E-mail: mly...@internode.com.au
WWW: www.internode.on.net
In theory, there is no difference between theory and practice;
  In
practice, there is.
   
   
   
   
   
   
___
To unsubscribe, edit your list preferences, or view the list
   archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds
   
   
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   archives,
please visit:
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  archives,
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   please visit:
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  archives,
   please visit:
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 archives,
   please visit:
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   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
   

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

2009-08-13 Thread Matt Stanton
Still the significance of the 'Friday Update' is misplaced, here, as for 
the part of the world that has advanced into Friday before the United 
States, Valve works and releases updates on Saturdays.

If they release a broken update on Friday in the United States, then we 
are broken all weekend.  If they release a broken update on Friday 
slightly west of the international date line, then you can hope for an 
early Saturday update fix.

Regardless, the update isn't really broken, they just released it 
without warning anyone that it was going to break SourceMod.  While it 
would likely be in their best interests to allow the SM dev team to know 
about what is going to be changed, it is not an obligation, and there is 
no reason for Valve to have to keep up with what may or may not break 
SourceMod in one of the updates.

So, when SM is working again, I think this update will be fantastic, and 
props to the SM team for getting rolling on this so quickly.  I look 
forward to biting the bullet and and finally updating SM on our servers 
to the 1.3-dev branch.


Clyde cide wrote:
 oh gawd Ive got to do this.. Msleeper is only aware of people caught in
 his honeypot.. Lame I know, but fun non the less. :|  :/ :\ :| :D

 On Thu, Aug 13, 2009 at 9:15 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

   
 Msleeper didn't realize that there people outside of the United States such
 as... Britain, Romania, Canada, etc that are subscribed to this list.

 I'm just happy they've gotten the bandwidth requirements down,
 Kyle

 On Thu, Aug 13, 2009 at 5:58 PM, Donnie Newlove donnie.newl...@gmail.com
 
 wrote:
   
 Wait a minute, it is Friday here after all. In your face msleeper!

 On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com wrote:
   
 It's Friday 2h51.

 2009/8/14 Midnight mido...@gmail.com

 
 Seems someone doesn't have a job and doesn't know what day it is.
   
  Join
 
 the crowd.


 msleeper wrote:
   
 Today is Thursday, hope this helps.


 On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote:

 
 They probably just entered their test server all wearing the viking
 helmet and thus quickly decided that testing is for the weak and
 releasing a major update on a Friday is not only a good idea, it's
   
 the
   
 most manly thing a manly man can do.

 On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote:

   
 Just one tiny question, are you really testing the maps? Because i
 
 just
   
 want
   
 to say overtime overtime overtime overtime overtime overtime
 
 overtime
   
 overtime overtime overtime overtime overtime overtime overtime
 
 overtime
   
 overtime overtime overtime since i tried the koth mode.

 2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com


 
 hey thanks valve for letting the sourcemod/addons communities
   
 know
 
 about
   
 all
 the stuff you changed. =]

 On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com
   
 wrote:
   
   
 Ok as usual my fixes aren't applied.
 If you wanna get a better info you can search for ulimit in
 srcds_run, an change the value to 3 for example.

 Then You'll have an output like that :

 Auto detecting CPU
 Using AMD Optimised binary.
 Enabling debug mode
 Server will auto-restart if there is a crash.

 Console initialized.
 ./srcds_run: line 352:  2902 Bus error   (core
 
 dumped)
 
 $HL_CMD

   
 warning: Can't read pathname for load map: Input/output error.
 Error while mapping shared library sections:
 /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable
 
 format:
   
 File format not recognized.
 Error while reading shared library symbols:
 /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols:
 
 File
   
 format not recognized.
 Error while reading shared library symbols:
 /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols:
 
 File
   
 format not recognized.
 email debug.log to li...@valvesoftware.com
 Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds
 Fri Aug 14 02:09:06 CEST 2009: Server Quit


 On 8/14/09, Matt Lyons mly...@internode.com.au wrote:

 
 On 14/08/2009, at 9:17 AM, MjrNuT wrote:

   
 Renamed the addons folder.

 
 33 times :(

 --
 Matt Lyons (Bsc CS  Soft Eng)
 Media Group, Internode
 150 Grenfell St, Adelaide SA 5000
 Ph: (08) 8228 2877
 E-mail: mly...@internode.com.au
 WWW: www.internode.on.net
 In theory, there is no difference between theory and practice;
   
 In
   
 practice, there is.






 ___
 To unsubscribe, edit your list preferences, or view the list

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

2009-08-13 Thread Shane Arnold
What he said. The SM team develops for TF2, not the other way around.

___

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

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



Matt Stanton wrote:
 Still the significance of the 'Friday Update' is misplaced, here, as for 
 the part of the world that has advanced into Friday before the United 
 States, Valve works and releases updates on Saturdays.

 If they release a broken update on Friday in the United States, then we 
 are broken all weekend.  If they release a broken update on Friday 
 slightly west of the international date line, then you can hope for an 
 early Saturday update fix.

 Regardless, the update isn't really broken, they just released it 
 without warning anyone that it was going to break SourceMod.  While it 
 would likely be in their best interests to allow the SM dev team to know 
 about what is going to be changed, it is not an obligation, and there is 
 no reason for Valve to have to keep up with what may or may not break 
 SourceMod in one of the updates.

 So, when SM is working again, I think this update will be fantastic, and 
 props to the SM team for getting rolling on this so quickly.  I look 
 forward to biting the bullet and and finally updating SM on our servers 
 to the 1.3-dev branch.


 Clyde cide wrote:
   
 oh gawd Ive got to do this.. Msleeper is only aware of people caught in
 his honeypot.. Lame I know, but fun non the less. :|  :/ :\ :| :D

 On Thu, Aug 13, 2009 at 9:15 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

   
 
 Msleeper didn't realize that there people outside of the United States such
 as... Britain, Romania, Canada, etc that are subscribed to this list.

 I'm just happy they've gotten the bandwidth requirements down,
 Kyle

 On Thu, Aug 13, 2009 at 5:58 PM, Donnie Newlove donnie.newl...@gmail.com
 
   
 wrote:
   
 Wait a minute, it is Friday here after all. In your face msleeper!

 On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com wrote:
   
 
 It's Friday 2h51.

 2009/8/14 Midnight mido...@gmail.com

 
   
 Seems someone doesn't have a job and doesn't know what day it is.
   
 
  Join
 
   
 the crowd.


 msleeper wrote:
   
 
 Today is Thursday, hope this helps.


 On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote:

 
   
 They probably just entered their test server all wearing the viking
 helmet and thus quickly decided that testing is for the weak and
 releasing a major update on a Friday is not only a good idea, it's
   
 
 the
   
 
 most manly thing a manly man can do.

 On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com wrote:

   
 
 Just one tiny question, are you really testing the maps? Because i
 
   
 just
   
 
 want
   
 
 to say overtime overtime overtime overtime overtime overtime
 
   
 overtime
   
 
 overtime overtime overtime overtime overtime overtime overtime
 
   
 overtime
   
 
 overtime overtime overtime since i tried the koth mode.

 2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com


 
   
 hey thanks valve for letting the sourcemod/addons communities
   
 
 know
 
   
 about
   
 
 all
 the stuff you changed. =]

 On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com
   
 
 wrote:
   
 
   
 
 Ok as usual my fixes aren't applied.
 If you wanna get a better info you can search for ulimit in
 srcds_run, an change the value to 3 for example.

 Then You'll have an output like that :

 Auto detecting CPU
 Using AMD Optimised binary.
 Enabling debug mode
 Server will auto-restart if there is a crash.

 Console initialized.
 ./srcds_run: line 352:  2902 Bus error   (core
 
   
 dumped)
 
   
 $HL_CMD

   
 
 warning: Can't read pathname for load map: Input/output error.
 Error while mapping shared library sections:
 /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable
 
   
 format:
   
 
 File format not recognized.
 Error while reading shared library symbols:
 /srv/rab3/orangebox/tf/bin/server_i486.so: can't read symbols:
 
   
 File
   
 
 format not 

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

2009-08-13 Thread Aj Collins
It sounds like Valve changed engine headers without a public beta, without
describing the changes, and without an SDK change.

We're working on a fix. In the meantime, you will have to disable SourceMod.
Metamod will work fine. 
http://forums.alliedmods.net/showpost.php?p=899001postcount=8

*sigh*

On Thu, Aug 13, 2009 at 10:40 PM, Shane Arnold clontar...@iinet.net.auwrote:

 What he said. The SM team develops for TF2, not the other way around.

 ___

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

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



 Matt Stanton wrote:
  Still the significance of the 'Friday Update' is misplaced, here, as for
  the part of the world that has advanced into Friday before the United
  States, Valve works and releases updates on Saturdays.
 
  If they release a broken update on Friday in the United States, then we
  are broken all weekend.  If they release a broken update on Friday
  slightly west of the international date line, then you can hope for an
  early Saturday update fix.
 
  Regardless, the update isn't really broken, they just released it
  without warning anyone that it was going to break SourceMod.  While it
  would likely be in their best interests to allow the SM dev team to know
  about what is going to be changed, it is not an obligation, and there is
  no reason for Valve to have to keep up with what may or may not break
  SourceMod in one of the updates.
 
  So, when SM is working again, I think this update will be fantastic, and
  props to the SM team for getting rolling on this so quickly.  I look
  forward to biting the bullet and and finally updating SM on our servers
  to the 1.3-dev branch.
 
 
  Clyde cide wrote:
 
  oh gawd Ive got to do this.. Msleeper is only aware of people caught
 in
  his honeypot.. Lame I know, but fun non the less. :|  :/ :\ :|
 :D
 
  On Thu, Aug 13, 2009 at 9:15 PM, Kyle Sanderson kyle.l...@gmail.com
 wrote:
 
 
 
  Msleeper didn't realize that there people outside of the United States
 such
  as... Britain, Romania, Canada, etc that are subscribed to this list.
 
  I'm just happy they've gotten the bandwidth requirements down,
  Kyle
 
  On Thu, Aug 13, 2009 at 5:58 PM, Donnie Newlove 
 donnie.newl...@gmail.com
 
 
  wrote:
 
  Wait a minute, it is Friday here after all. In your face msleeper!
 
  On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com wrote:
 
 
  It's Friday 2h51.
 
  2009/8/14 Midnight mido...@gmail.com
 
 
 
  Seems someone doesn't have a job and doesn't know what day it is.
 
 
   Join
 
 
  the crowd.
 
 
  msleeper wrote:
 
 
  Today is Thursday, hope this helps.
 
 
  On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote:
 
 
 
  They probably just entered their test server all wearing the
 viking
  helmet and thus quickly decided that testing is for the weak and
  releasing a major update on a Friday is not only a good idea, it's
 
 
  the
 
 
  most manly thing a manly man can do.
 
  On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com
 wrote:
 
 
 
  Just one tiny question, are you really testing the maps? Because
 i
 
 
  just
 
 
  want
 
 
  to say overtime overtime overtime overtime overtime overtime
 
 
  overtime
 
 
  overtime overtime overtime overtime overtime overtime overtime
 
 
  overtime
 
 
  overtime overtime overtime since i tried the koth mode.
 
  2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com
 
 
 
 
  hey thanks valve for letting the sourcemod/addons communities
 
 
  know
 
 
  about
 
 
  all
  the stuff you changed. =]
 
  On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com
 
 
  wrote:
 
 
 
 
  Ok as usual my fixes aren't applied.
  If you wanna get a better info you can search for ulimit in
  srcds_run, an change the value to 3 for example.
 
  Then You'll have an output like that :
 
  Auto detecting CPU
  Using AMD Optimised binary.
  Enabling debug mode
  Server will auto-restart if there is a crash.
 
  Console initialized.
  ./srcds_run: line 352:  2902 Bus error   (core
 
 
  dumped)
 
 
  $HL_CMD
 
 
 
  warning: Can't read pathname for load map: Input/output error.
  Error while mapping shared library sections:
  /srv/rab3/orangebox/tf/bin/server_i486.so: not in executable
 
 
  format:
 
 
  File format not recognized.
  Error while reading shared library symbols:
  /srv/rab3/orangebox/tf/bin/server_i486.so: can't read
 symbols:
 
 
  File
 
 
  format not recognized.
  Error while reading shared library symbols:
  /srv/rab3/orangebox/tf/bin/server_i486.so: can't read
 symbols:
 
 
  File
 
 
  format not recognized.
  email debug.log to li...@valvesoftware.com
  Fri Aug 14 02:09:05 CEST 2009: Server restart in 1 seconds
  Fri Aug 14 02:09:06 CEST 

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

2009-08-13 Thread k e
Beetlesmod is working fine on my Window's servers.

On Thu, Aug 13, 2009 at 10:46 PM, Aj Collins gamerzwo...@gmail.com wrote:

 It sounds like Valve changed engine headers without a public beta, without
 describing the changes, and without an SDK change.

 We're working on a fix. In the meantime, you will have to disable
 SourceMod.
 Metamod will work fine. 
 http://forums.alliedmods.net/showpost.php?p=899001postcount=8

 *sigh*

 On Thu, Aug 13, 2009 at 10:40 PM, Shane Arnold clontar...@iinet.net.au
 wrote:

  What he said. The SM team develops for TF2, not the other way around.
 
  ___
 
  Shane Arnold-   clontar...@iinet.net.au
 
  For want of a nail, the horseshoe was lost. For want of a horseshoe, the
  horse was lost. For want of a horse, the messenger was lost. For want of
 a
  messenger, the message was not delivered. For want of an undelivered
 message
  the war was lost.
 
 
 
  Matt Stanton wrote:
   Still the significance of the 'Friday Update' is misplaced, here, as
 for
   the part of the world that has advanced into Friday before the United
   States, Valve works and releases updates on Saturdays.
  
   If they release a broken update on Friday in the United States, then we
   are broken all weekend.  If they release a broken update on Friday
   slightly west of the international date line, then you can hope for an
   early Saturday update fix.
  
   Regardless, the update isn't really broken, they just released it
   without warning anyone that it was going to break SourceMod.  While it
   would likely be in their best interests to allow the SM dev team to
 know
   about what is going to be changed, it is not an obligation, and there
 is
   no reason for Valve to have to keep up with what may or may not break
   SourceMod in one of the updates.
  
   So, when SM is working again, I think this update will be fantastic,
 and
   props to the SM team for getting rolling on this so quickly.  I look
   forward to biting the bullet and and finally updating SM on our servers
   to the 1.3-dev branch.
  
  
   Clyde cide wrote:
  
   oh gawd Ive got to do this.. Msleeper is only aware of people
 caught
  in
   his honeypot.. Lame I know, but fun non the less. :|  :/ :\ :|
  :D
  
   On Thu, Aug 13, 2009 at 9:15 PM, Kyle Sanderson kyle.l...@gmail.com
  wrote:
  
  
  
   Msleeper didn't realize that there people outside of the United
 States
  such
   as... Britain, Romania, Canada, etc that are subscribed to this list.
  
   I'm just happy they've gotten the bandwidth requirements down,
   Kyle
  
   On Thu, Aug 13, 2009 at 5:58 PM, Donnie Newlove 
  donnie.newl...@gmail.com
  
  
   wrote:
  
   Wait a minute, it is Friday here after all. In your face msleeper!
  
   On Fri, Aug 14, 2009 at 2:52 AM, Flubberflub...@gmail.com wrote:
  
  
   It's Friday 2h51.
  
   2009/8/14 Midnight mido...@gmail.com
  
  
  
   Seems someone doesn't have a job and doesn't know what day it is.
  
  
Join
  
  
   the crowd.
  
  
   msleeper wrote:
  
  
   Today is Thursday, hope this helps.
  
  
   On Fri, 2009-08-14 at 02:34 +0200, Donnie Newlove wrote:
  
  
  
   They probably just entered their test server all wearing the
  viking
   helmet and thus quickly decided that testing is for the weak and
   releasing a major update on a Friday is not only a good idea,
 it's
  
  
   the
  
  
   most manly thing a manly man can do.
  
   On Fri, Aug 14, 2009 at 2:28 AM, Flubberflub...@gmail.com
  wrote:
  
  
  
   Just one tiny question, are you really testing the maps?
 Because
  i
  
  
   just
  
  
   want
  
  
   to say overtime overtime overtime overtime overtime overtime
  
  
   overtime
  
  
   overtime overtime overtime overtime overtime overtime overtime
  
  
   overtime
  
  
   overtime overtime overtime since i tried the koth mode.
  
   2009/8/14 FPSB | Goerge brutalgoerge...@gmail.com
  
  
  
  
   hey thanks valve for letting the sourcemod/addons communities
  
  
   know
  
  
   about
  
  
   all
   the stuff you changed. =]
  
   On Thu, Aug 13, 2009 at 6:11 PM, Wobak tperrinh...@gmail.com
 
  
  
   wrote:
  
  
  
  
   Ok as usual my fixes aren't applied.
   If you wanna get a better info you can search for ulimit in
   srcds_run, an change the value to 3 for example.
  
   Then You'll have an output like that :
  
   Auto detecting CPU
   Using AMD Optimised binary.
   Enabling debug mode
   Server will auto-restart if there is a crash.
  
   Console initialized.
   ./srcds_run: line 352:  2902 Bus error   (core
  
  
   dumped)
  
  
   $HL_CMD
  
  
  
   warning: Can't read pathname for load map: Input/output
 error.
   Error while mapping shared library sections:
   /srv/rab3/orangebox/tf/bin/server_i486.so: not in
 executable
  
  
   format:
  
  
   File format not recognized.
   Error while reading shared library symbols:
   /srv/rab3/orangebox/tf/bin/server_i486.so: can't 

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