Re: [hlds] Team Fortress 2 Update Available

2009-03-05 Thread Richard Eid
That happens when updates end sometimes. Really, as long as you see the 100%, you're good. I've never run into a problem afterwards, but I'll always run the update again to be sure and it never downloads anything else. After that second run, you'll get 100% complete and the message: HLDS instal

Re: [hlds] Team Fortress 2 Update Available

2009-03-05 Thread Yaakov Smith
I think the HLDSUpdateTool's errorchecking it slightly off: 95.79% ./orangebox\bin\stdshader_dx7.dll 96.31% ./orangebox\bin\stdshader_dx8.dll 97.00% ./orangebox\bin\stdshader_dx9.dll 97.66% ./orangebox\bin\studiorender.dll 97.99% ./orangebox\bin\tier0.dll 98.52% ./orangebox\bin\vgui2.dll 99.

Re: [hlds] Team Fortress 2 Update Available

2009-03-05 Thread Robert C
I notice in the update it pulls down a new version of the base orangebox package (which you announced to us the other day to use to fix obox mods). Since this update has come out using -game orangebox in hldsupdate no longer pulls down a version which works with mods. Any tips? Rob C. Jason R

Re: [hlds] Duck in Midair "Fix" Needs to be Reverted or Retooled

2009-03-05 Thread msleeper
Followed by 3 pages of people saying how that isn't good enough. Gotta love Valve game "fans"! On Thu, 2009-03-05 at 18:17 -0800, Ryan Mannion wrote: > http://forums.steampowered.com/forums/showthread.php?t=816875 > > Quote: > === > Crouch jump will be fixed, <3 u valve > I sent an e-mail to Ro

Re: [hlds] Duck in Midair "Fix" Needs to be Reverted or Retooled

2009-03-05 Thread Ryan Mannion
http://forums.steampowered.com/forums/showthread.php?t=816875 Quote: === Crouch jump will be fixed, <3 u valve I sent an e-mail to Robin Walker and, being the ninja that he is, he replied within minutes. The reply stated "It was a side effect of the changes we made to ensure the bounding box mor

Re: [hlds] Duck in Midair "Fix" Needs to be Reverted or Retooled

2009-03-05 Thread Ryan Mannion
The jump timing has been altered somehow, though. A few examples: * Engineers cannot jump on top of their sentries * On cp_badlands, you can no longer jump on top of the crates on the center point trains * On pl_frontier_b2, in BLU spawn, you can no longer jump from the track area to the train pla

Re: [hlds] Team Fortress 2 Update Available

2009-03-05 Thread msleeper
I am having this problem, but strangely only on 1 of 4 servers. All 4 are running linux and all 4 on are on separate machines. The one that is erroring is a 24/7 2fort server if that makes any difference to anyone. On Thu, 2009-03-05 at 20:44 -0500, 1nsane wrote: > I too am experiencing this prob

Re: [hlds] Team Fortress 2 Update Available

2009-03-05 Thread 1nsane
I too am experiencing this problem. Happens with or without plugins. On Thu, Mar 5, 2009 at 8:33 PM, Ryan Mannion wrote: > I'm experiencing the same - players lose their connection immediately > after joining a team. I have not yet isolated the conditions under > which this happens (one TF2 serv

Re: [hlds] Team Fortress 2 Update Available

2009-03-05 Thread Ryan Mannion
I'm experiencing the same - players lose their connection immediately after joining a team. I have not yet isolated the conditions under which this happens (one TF2 server is working fine, two are not), but at this point, I am unable to run more than one server. Ryan On Thu, Mar 5, 2009 at 5:13 P

Re: [hlds] Team Fortress 2 Update Available

2009-03-05 Thread Bengt Rosenberger
Is NephDSU still working? Even if they now upload the stats asynchronously the mapchange takes a LOT longer than with Neph's plugin. Sometimes the whole srcds just freezes and I have to restart it, sometimes it almost hits the 60 seconds timeout the most clients use (default). Flubber schrieb:

Re: [hlds] Team Fortress 2 Update Available

2009-03-05 Thread Flubber
We have strange lags and client crash, not on a few people but on 10-12 players at the same time, (maybe more but we were 10 on teamspeak). 2009/3/6 Bengt Rosenberger > Yay, they fixed the timeout bug on mapchange. But now EACH mapchange > crashes for me... > > Rick Payton schrieb: > > Content s

Re: [hlds] Duck in Midair "Fix" Needs to be Reverted or Retooled

2009-03-05 Thread Cc2iscooL
You can duck ONCE in midair. On 3/5/09, Ryan Mannion wrote: > The duck in midair change makes it impossible to jump on top of > crates, ledges, and many other map elements that are meant to be > reachable by this method. These aren't exploitable areas - just normal > parts of maps that take advan

Re: [hlds] how does sv_downloadurl work?

2009-03-05 Thread Adam Nowacki
Works but sadly not for the map. If client has the map ('.bsp' file) then any other required file will be downloaded, like '.nav'. Brent Veal wrote: > Does anyone know if sv_downloadurl works for Left 4 Dead servers? I have > everything set up the same way that CLAN RCR described (but with the l4

[hlds] Duck in Midair "Fix" Needs to be Reverted or Retooled

2009-03-05 Thread Ryan Mannion
The duck in midair change makes it impossible to jump on top of crates, ledges, and many other map elements that are meant to be reachable by this method. These aren't exploitable areas - just normal parts of maps that take advantage of the delay involved in a crouch-jump as a tradeoff to using tha

Re: [hlds] Team Fortress 2 Update Available

2009-03-05 Thread Bengt Rosenberger
Yay, they fixed the timeout bug on mapchange. But now EACH mapchange crashes for me... Rick Payton schrieb: > Content servers = hammered at the moment. Business as usual after an > update. > > -mauirixxx > - Sent from my #hlserveradmins IRC fanboyism > > -Original Message- > From: hlds-b

Re: [hlds] how does sv_downloadurl work?

2009-03-05 Thread Arg!
i believe it does not, ive tried to use sourcemod to get it to add files to the download table, has never worked. On Fri, Mar 6, 2009 at 11:18 AM, Brent Veal wrote: > Does anyone know if sv_downloadurl works for Left 4 Dead servers? I have > everything set up the same way that CLAN RCR described

Re: [hlds] how does sv_downloadurl work?

2009-03-05 Thread msleeper
I don't think content downloading even works for L4D. I know that at one point the sv_allowdownload and sv_allowupload were unknown cvars. That may be different now though. On Thu, 2009-03-05 at 16:18 -0800, Brent Veal wrote: > Does anyone know if sv_downloadurl works for Left 4 Dead servers? I h

Re: [hlds] how does sv_downloadurl work?

2009-03-05 Thread Brent Veal
Does anyone know if sv_downloadurl works for Left 4 Dead servers? I have everything set up the same way that CLAN RCR described (but with the l4d folder structure, of course) but whenever the server switches to a custom map, anyone who doesnt have the map gets booted to the main menu. On Thu, Ma

Re: [hlds] Team Fortress 2 Update Available

2009-03-05 Thread Rick Payton
Content servers = hammered at the moment. Business as usual after an update. -mauirixxx - Sent from my #hlserveradmins IRC fanboyism -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of turb0z Sent: Thursday, March 05, 200

Re: [hlds] Team Fortress 2 Update Available

2009-03-05 Thread turb0z
I can't get it, it says "trying again in 30 seconds" -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jeff Sugar Sent: Thursday, March 05, 2009 5:54 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds

Re: [hlds] Team Fortress 2 Update Available

2009-03-05 Thread Alec Sanger
hopefully it works. thanks for the update! Thank you, Alec Sanger P: 248.941.3813 F: 313.286.8945 > From: jas...@valvesoftware.com > To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com; > hlds_annou...@list.valvesoftware.com > Date: Thu, 5 Mar 2009 15:41:16 -0800 > Subject: [hl

Re: [hlds] Team Fortress 2 Update Available

2009-03-05 Thread Jeff Sugar
Beautiful! Fixed timeout bug AND the string tables all in one. On Thu, Mar 5, 2009 at 3:51 PM, Saul Rennison wrote: > Woo thanks Jason! > > Sent from my iPhone > > On 5 Mar 2009, at 23:41, Jason Ruymen wrote: > > > A required update for Team Fortress 2 is now available. Please run > > hldsupdat

Re: [hlds] Team Fortress 2 Update Available

2009-03-05 Thread Saul Rennison
Woo thanks Jason! Sent from my iPhone On 5 Mar 2009, at 23:41, Jason Ruymen wrote: > A required update for Team Fortress 2 is now available. Please run > hldsupdatetool to receive it. The specific changes include: > > Gameplay changes: > - Added a duck timer that prevents duck spamming whil

Re: [hlds] how does sv_downloadurl work?

2009-03-05 Thread SmOoThEm
Lookup .htaccess files. They can do all of these options and more with ease given your running "apache" as your web server and not IIS. If anyone is in need of a web sv_download url I would be happy to help if your email me personally. SmOoThEm Leader of Right To Rule www.RightToRule.com -Or

Re: [hlds] Team Fortress 2 Update Coming

2009-03-05 Thread msleeper
Well said. We're spoiled and we don't realize it. On Thu, 2009-03-05 at 13:40 -1000, Rick Payton wrote: > Every release, WE are the beta testers. Don't you know that by now? ;) > > Besides, it could be worse. We could be dealing with EA/Dice and that > horrid horrid BF2 v1.3 patch that was ultr

[hlds] Team Fortress 2 Update Available

2009-03-05 Thread Jason Ruymen
A required update for Team Fortress 2 is now available. Please run hldsupdatetool to receive it. The specific changes include: Gameplay changes: - Added a duck timer that prevents duck spamming while running around on-ground. - In-air, players are only allowed to duck once before they touch

Re: [hlds] Team Fortress 2 Update Coming

2009-03-05 Thread Rick Payton
Every release, WE are the beta testers. Don't you know that by now? ;) Besides, it could be worse. We could be dealing with EA/Dice and that horrid horrid BF2 v1.3 patch that was ultra crash happy for servers for what ... 6 MONTHS or so before there was a stable fix? It could be worse. -mauirix

Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors

2009-03-05 Thread Andrew Armstrong
Okay, so ive been looking in to this issue further. Here are some thoughts: According to http://msdn.microsoft.com/en-us/library/ms740532(VS.85).aspx under Windows Vista/Win2K8, setsockopt() will fail with WSAEINVAL (instead of WSAENOPROTOOPT) when the option is not supported - which is the case

Re: [hlds] Team Fortress 2 Update Coming

2009-03-05 Thread SmOoThEm
It could work, giving us the same beta options as the steam client and such. Imagine if we went into the steam options and enabled the "beta testing" option. Then we could see the client update intended for release and test it prior to being a mass problem for everyone. Right now they are shooting

Re: [hlds] Team Fortress 2 Update Coming

2009-03-05 Thread Aj Collins
1. You don't need an NDA to do a beta, especially if you have nothing not known by the public. 2. They have done beta updates to clients in the past and there is a beta option in the settings of Steam. On Thu, Mar 5, 2009 at 6:26 PM, Arg! wrote: > since the dedicated server is free and theres no

Re: [hlds] Team Fortress 2 Update Coming

2009-03-05 Thread Arg!
since the dedicated server is free and theres no NDA or similar licensing arrangement, and in the case of most updates the client has to be updated as well, this would never work. On Fri, Mar 6, 2009 at 10:17 AM, SmOoThEm wrote: > That's awesome, I didn't have anything else to do today besides t

Re: [hlds] Team Fortress 2 Update Coming

2009-03-05 Thread SmOoThEm
That's awesome, I didn't have anything else to do today besides try to fix mystery updates and problems being reintroduced into my servers. WE NEED A BETA PERIOD, MAKING PATCHES FINAL WITHOUT TESTING FORCES EVERYONE TO SCRAMBLE TO FIND SOLUTIONS NORMALLY ENDING IN HORRIBLE OUTCOMES! Im sure everyo

Re: [hlds] Team Fortress 2 Update Coming

2009-03-05 Thread Andrew Armstrong
Thanks for the heads up Jason -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen Sent: Friday, 6 March 2009 9:34 AM To: Half-Life dedicated Win32 server mailing list; hlds_li...@list.valvesoftware.com; hlds_an

Re: [hlds] Team Fortress 2 Update Coming

2009-03-05 Thread Aj Collins
The update updates some files to newer versions. On Thu, Mar 5, 2009 at 6:00 PM, Arg! wrote: > thanks for the advance heads up, now, wheres my debugging stick. > > On Fri, Mar 6, 2009 at 9:55 AM, wrote: > > > Fixing problems, then introducing new problems. > > > > --Original Message-- >

Re: [hlds] Team Fortress 2 Update Coming

2009-03-05 Thread Arg!
thanks for the advance heads up, now, wheres my debugging stick. On Fri, Mar 6, 2009 at 9:55 AM, wrote: > Fixing problems, then introducing new problems. > > --Original Message-- > From: Saul Rennison > Sender: hlds-boun...@list.valvesoftware.com > To: Half-Life dedicated Win32 server ma

Re: [hlds] Team Fortress 2 Update Coming

2009-03-05 Thread Neil Voutt
so true.. On Thu, Mar 5, 2009 at 5:55 PM, wrote: > Fixing problems, then introducing new problems. > > --Original Message-- > From: Saul Rennison > Sender: hlds-boun...@list.valvesoftware.com > To: Half-Life dedicated Win32 server mailing list > ReplyTo: Half-Life dedicated Win32 server

Re: [hlds] Team Fortress 2 Update Coming

2009-03-05 Thread voogru
Fixing problems, then introducing new problems. --Original Message-- From: Saul Rennison Sender: hlds-boun...@list.valvesoftware.com To: Half-Life dedicated Win32 server mailing list ReplyTo: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2 Update Coming Se

Re: [hlds] Team Fortress 2 Update Coming

2009-03-05 Thread msleeper
Payload fix, crossing my fingers. I am jonesing some Goldrush. On Thu, 2009-03-05 at 14:33 -0800, Jason Ruymen wrote: > A required update for Team Fortress 2 will be released later today, hopefully > within the next hour or two. > > Jason > > ___ > T

Re: [hlds] symlink multiple servers

2009-03-05 Thread Ook
Having multiple servers accessing the same files would actually be faster. The files will be in the cache, reducing reads to the hard drive. The disk i/o block scheduler may or may not be faster depending on what else is being read. If more then one process tries to read the same sector such tha

Re: [hlds] Team Fortress 2 Update Coming

2009-03-05 Thread CLAN RCR
Death and destruction to all but those affiliated with Tony Paloma who writes a patch for them so they may live another couple weeks. ;-) I look forward to the update, although.. I wish there was more of a changelog description given by Jason. -Matt On Thu, Mar 5, 2009 at 4:43 PM, Saul Rennison

Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors

2009-03-05 Thread Alec Sanger
h what could it be!? Thank you, Alec Sanger P: 248.941.3813 F: 313.286.8945 > From: and...@mammoth.com.au > To: hlds@list.valvesoftware.com > Date: Fri, 6 Mar 2009 09:35:45 +1100 > Subject: Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv > IP port / bind errors >

Re: [hlds] Team Fortress 2 Update Coming

2009-03-05 Thread Saul Rennison
Which will bring...? 2009/3/5 Jason Ruymen > A required update for Team Fortress 2 will be released later today, > hopefully within the next hour or two. > > Jason > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > pleas

Re: [hlds] how does sv_downloadurl work?

2009-03-05 Thread Patrick Shelley
Thats the info Arg, nice one, referral header. I CAN do this in IIS, but nice to know both sides aswell. On Thu, Mar 5, 2009 at 10:24 PM, Arg! wrote: > referal header. the client will send the following format referrer to the > download server > > hl2://0.0.0.0 > > where 0.0.0.0 is the ip addres

Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors

2009-03-05 Thread Andrew Armstrong
Hi Matt, Olly, I tried both +ip (address) and -ip (address), they both had the same result. I tried +ip 0.0.0.0 and had the same result. Interestingly this morning the server boots up, and I see the "Failed to start in-process Steam service" message still, but a status report says: version : 1.

[hlds] Team Fortress 2 Update Coming

2009-03-05 Thread Jason Ruymen
A required update for Team Fortress 2 will be released later today, hopefully within the next hour or two. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hl

Re: [hlds] symlink multiple servers

2009-03-05 Thread Arg!
im a bit of a linux noob, but wouldnt there be some potential latency involved with multiple server accessing the same files? i wonder if this would work with windows junction points as well :P On Fri, Mar 6, 2009 at 5:09 AM, f0rkz wrote: > You could share the source shared content as a single

Re: [hlds] how does sv_downloadurl work?

2009-03-05 Thread Arg!
referal header. the client will send the following format referrer to the download server hl2://0.0.0.0 where 0.0.0.0 is the ip address is the GAME servers ip address. You can use .htaccess in apache to limit connections by using SetEnvIfNoCase Referer hl2://0\.0\.0\.0 allow_download Order Deny,

Re: [hlds] how does sv_downloadurl work?

2009-03-05 Thread tgnwells
There was a discussion on this a while back I skimmed through, I think they said that Source engine games will send the information as to what server the client was trying to connect to through the HTTP referral header. Might want to try that. Patrick Shelley wrote: > However, if someone knows

Re: [hlds] how does sv_downloadurl work?

2009-03-05 Thread Rick Payton
To further protect yourself you could run apache instead of IIS. http://list.valvesoftware.com/mailman/private/hlds/2008-October/052140.h tml ^^^ contains what I did to secure mine. Granted that was under linux - dunno if the same setup works under apache + windows. -mauirixxx - Sent from my #hl

Re: [hlds] how does sv_downloadurl work?

2009-03-05 Thread msleeper
Don't publicly share your downloadurl then? Plus it would be kind of dumb to rip off someone else's content since you don't know what they may or may not have, or you might delete something altogether. You should also put a blank index file in each directory in your downloadurl, so people can't sno

Re: [hlds] how does sv_downloadurl work?

2009-03-05 Thread Patrick Shelley
However, if someone knows different... :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

Re: [hlds] how does sv_downloadurl work?

2009-03-05 Thread Patrick Shelley
As it is the client making a direct connection, theres no way you can prevent your sv_downloadurl being used by other server admins as their fast dl source - leeching from you? I was under the impression that even though the fast dl is a different source to the game server, the game server acted a

Re: [hlds] how does sv_downloadurl work?

2009-03-05 Thread Steven Sumichrast
Another tidbit: I think most of the games now support BZIP compression. So for all of my maps, I've BZ2'd them and put them in the sv_downloadurl path... That obviously shrinks the size dramatically on the map files -- the client downloads the compressed file and then uncompresses it. I do that

Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors

2009-03-05 Thread CLAN RCR
Yep, it shows it as being secure. -Matt On Thu, Mar 5, 2009 at 4:29 AM, Andrew Armstrong wrote: > Is your server VAC secured though Matt? Type 'status' and see if it says > its > secure/insecure. > > - Andrew > > -Original Message- > From: hlds-boun...@list.valvesoftware.com > [mailto:hl

Re: [hlds] how does sv_downloadurl work?

2009-03-05 Thread CLAN RCR
Also, to add.. When you add the sv_download URL you need to make a folder called maps and put all the maps in the maps folder on the fast download server. The TF2 client must see a maps folder on the download server in order to download the maps so recurse one level higher when you put the URL on

Re: [hlds] how does sv_downloadurl work?

2009-03-05 Thread Saul Rennison
Yes. 2009/3/5 Patrick Shelley > OK - so basically the **client** is making a direct connection to the fast > dl source? > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailm

Re: [hlds] symlink multiple servers

2009-03-05 Thread f0rkz
You could share the source shared content as a single symlink point. Getting any deeper into sharing content may get tricky, but its possible. For instance, you set up something like /home/serverfiles/hl2 You could then symlink that in your server's directory.. /home/myuser/mygameserver/ ln -

Re: [hlds] how does sv_downloadurl work?

2009-03-05 Thread Patrick Shelley
OK - so basically the **client** is making a direct connection to the fast dl source? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

[hlds] symlink multiple servers

2009-03-05 Thread Chris Oryschak
Currently i'm running multiple TF2 servers each from their own installation directory and have heard of people symlink'ing all the additional servers to one installation folder. This would probably clean up data along with making server updates much easier across all servers in one shot. Anyon

Re: [hlds] Server crash commands posted on myg0t.com

2009-03-05 Thread Didrole
These commands aren't in the engine, but in the server_i486.so/server.dll 2009/3/5 AnAkIn . > I was wrong about TF2. It seems that VALVe fixed it in TF2 already, > probably > with one of the last updates. Same for DoD S. > > I've tested on CSS and DIPRIP, and it did work. I think that they fixed

Re: [hlds] Server crash commands posted on myg0t.com

2009-03-05 Thread AnAkIn .
I was wrong about TF2. It seems that VALVe fixed it in TF2 already, probably with one of the last updates. Same for DoD S. I've tested on CSS and DIPRIP, and it did work. I think that they fixed them only on the last OB engine version, which OB engine mods don't use, that's why you can use it on D

Re: [hlds] how does sv_downloadurl work?

2009-03-05 Thread Bengt Rosenberger
Ok, here is how it works: - The client sees it doesn't have the files - The client starts to download the files - The player sees the downloadbar - The player stops the download and joins a different server with stock maps - Repeat for next player (Sry for a useless answer but thats the way it goe

Re: [hlds] how does sv_downloadurl work?

2009-03-05 Thread Keeper
Basically, when a map is loaded by the server, it adds a list of strings to a downloadables table. The client then sees if those files are currently on the client's system. If not, and the filter isn't set by the client, then they are downloaded to the client from the server. If the server has s

[hlds] how does sv_downloadurl work?

2009-03-05 Thread Patrick Shelley
When a client connects to a server that is playing a custom map with custom sounds, textures etc etc - and the client doesnt have any of the needed files, maps etc, what is the process for the client to obtain the needed files? Does the client connect to the game server and find out they dont have

Re: [hlds] Server crash commands posted on myg0t.com

2009-03-05 Thread Cc2iscooL
If I see nothing at all in the server console, did I spam all the commands right? :P Again, no effect. On Thu, Mar 5, 2009 at 10:27 AM, AnAkIn . wrote: > Did you look at the server console ? > > 2009/3/5 Cc2iscooL > - Show quoted text - > > > Tried spamming all these commands on my Windows se

Re: [hlds] Server crash commands posted on myg0t.com

2009-03-05 Thread AnAkIn .
Did you look at the server console ? 2009/3/5 Cc2iscooL > Tried spamming all these commands on my Windows server. > > No effect. Looks like a false positive. > > On Thu, Mar 5, 2009 at 6:45 AM, AnAkIn . wrote: > > > A guy posted those commands to lag/crash servers on the myg0t forums: > > > > d

Re: [hlds] Server crash commands posted on myg0t.com

2009-03-05 Thread Cc2iscooL
Tried spamming all these commands on my Windows server. No effect. Looks like a false positive. On Thu, Mar 5, 2009 at 6:45 AM, AnAkIn . wrote: > A guy posted those commands to lag/crash servers on the myg0t forums: > > dumpentityfactories > dump_entity_sizes > dumpeventqueue > dbghist_addline

Re: [hlds] Server crash commands posted on myg0t.com

2009-03-05 Thread Jarno Veuger
Oh sorry, didn't fully read it since I was only replying to that particular mail. But I will read it fully in the future :P . AnAkIn . wrote: > That's what I said in my first email, :P > > 2009/3/5 Jarno Veuger > ___ To unsubscribe, edit your list

Re: [hlds] Server crash commands posted on myg0t.com

2009-03-05 Thread AnAkIn .
That's what I said in my first email, :P 2009/3/5 Jarno Veuger > Garry's Mod got fixed for those commands a few days ago. That's all I know. > > > Ronny Schedel wrote: > > Which games are affected? > > > > > > > >> They print messages into the server console if a client uses them, so > yes > >>

Re: [hlds] Server crash commands posted on myg0t.com

2009-03-05 Thread Jarno Veuger
Garry's Mod got fixed for those commands a few days ago. That's all I know. Ronny Schedel wrote: > Which games are affected? > > > >> They print messages into the server console if a client uses them, so yes >> they do affect the server. If spammed they can probably lag the server I >> think.

Re: [hlds] Server crash commands posted on myg0t.com

2009-03-05 Thread AnAkIn .
TF2 is, dunno about others. 2009/3/5 Ronny Schedel > > Which games are affected? > > > > They print messages into the server console if a client uses them, so yes > > they do affect the server. If spammed they can probably lag the server I > > think. > > > > 2009/3/5 Clyde cide > > > >> I tried

Re: [hlds] Server crash commands posted on myg0t.com

2009-03-05 Thread Ronny Schedel
Which games are affected? > They print messages into the server console if a client uses them, so yes > they do affect the server. If spammed they can probably lag the server I > think. > > 2009/3/5 Clyde cide > >> I tried some of these out, on th server I tested they did not crash it >> out >

Re: [hlds] Server crash commands posted on myg0t.com

2009-03-05 Thread AnAkIn .
They print messages into the server console if a client uses them, so yes they do affect the server. If spammed they can probably lag the server I think. 2009/3/5 Clyde cide > I tried some of these out, on th server I tested they did not crash it out > ___

Re: [hlds] Server crash commands posted on myg0t.com

2009-03-05 Thread Clyde cide
I tried some of these out, on th server I tested they did not crash it out ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

Re: [hlds] Server crash commands posted on myg0t.com

2009-03-05 Thread Chris
these affect other games? On Thu, Mar 5, 2009 at 12:45 PM, AnAkIn . wrote: > A guy posted those commands to lag/crash servers on the myg0t forums: > > dumpentityfactories > dump_entity_sizes > dumpeventqueue > dbghist_addline > dbghist_dump > dump_entity_sizes > dump_globals > > > I guess he too

[hlds] Server crash commands posted on myg0t.com

2009-03-05 Thread AnAkIn .
A guy posted those commands to lag/crash servers on the myg0t forums: dumpentityfactories dump_entity_sizes dumpeventqueue dbghist_addline dbghist_dump dump_entity_sizes dump_globals I guess he took them from the garrymods update changelog ( http://store.steampowered.com/news/2306/). ___

Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors

2009-03-05 Thread Andrew Armstrong
Is your server VAC secured though Matt? Type 'status' and see if it says its secure/insecure. - Andrew -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of CLAN RCR Sent: Thursday, 5 March 2009 9:19 PM To: Half-Life dedicat

Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors

2009-03-05 Thread CLAN RCR
Everytime I start our server it always says: steamservice.cpp (275) : Assertion Failed: Failed to start in-process Steam Service It never seems to affect anything, and numerous research attempts on google have left me with nothing to try. I can say though, that the server will run despite that er

Re: [hlds] Windows Server 2008 64bit: Couldn't allocate any hltv IP port / bind errors

2009-03-05 Thread Olly
As far as I remember you should be using '-ip' rather than '+ip' Also, did you try -ip 0.0.0.0 ? 2009/3/5 Andrew Armstrong > The server only has one IP, and that's the public one. I tried starting it > without +ip as well, but the same error occurred. > > - Andrew > > -Original Message-