Re: [hlds] TF2 Polycount vulnerability

2010-10-12 Thread Brent Veal
Someone just mentioned it on the HLDS Linux list too

On Tue, Oct 12, 2010 at 11:49 AM, Jon cooney c4rn...@blueyonder.co.ukwrote:

 Sorry if this has been mentioned already, but i noticed a high rise in
 unusual server crashes over the last few days
 and after some research discovered and replicated a new vuln in tf2


 Scout 1:
 -Holy Mackerel
 -Bonk

 Scout 2:
 -Sandman

 its been made public on a well known site.


 just thought id ask if others had heard seen or replicated it aswell, held
 back the full details for obvious reasons, and mailed valve no responce yet

 Carn.
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Re: [hlds] Team Fortress 2 and Counter-Strike: Source Updates Coming

2010-08-26 Thread Brent Veal
I'd be surprised if it's trading, it's not like Valve to release something
early


On Thu, Aug 26, 2010 at 2:47 PM, DontWannaName! ad...@topnotchclan.comwrote:

 It must be trading this time :D

 Sent from my iPhone 4

 On Aug 26, 2010, at 2:42 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:

  Required update for Team Fortress 2 and Counter-Strike: Source are on the
 way.  Our plan is to have them live in about 45 minutes from now.
 
  Jason
 
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Re: [hlds] Team Fortress 2 Update Available

2010-07-13 Thread Brent Veal
We're having an issue where engineers can't pick up any buildings in Arena
mode. Anyone else noticing this or is it just our server?

On Tue, Jul 13, 2010 at 5:45 PM, Tom Grant aksu...@gmail.com wrote:

 Glad I'll be able to maybe check out my old demos again.

 On Tue, Jul 13, 2010 at 8:23 PM, Lane Eckley l...@hypernia.com wrote:

  I can see about setting up a VM when I get time so I can grab those too,
  but
  that won't be for at least day or so :/
 
  -Lane
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of HL-SDK Synths
  Sent: Tuesday, July 13, 2010 8:19 PM
  To: Half-Life dedicated Win32 server mailing list
  Cc: hlds_annou...@list.valvesoftware.com; Half-Life dedicated Linux
 server
  mailing list
  Subject: Re: [hlds] Team Fortress 2 Update Available
 
  Thx lane, does anyone also privately host Linux server updates too?
 
  On Jul 13, 2010 8:17 PM, Lane Eckley l...@hypernia.com wrote:
 
  Update Download:
  http://gs.gamerslifeline.com/team-fortress-2-windows-server-3/ - In case
  anyone needs it.
 
  -Lane
 
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valv...
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Re: [hlds] Easiest way to start server with no mods?

2010-07-04 Thread Brent Veal
I believe you can simply rename your addons folder then restart the server.

On Sun, Jul 4, 2010 at 1:24 PM, Jeremy D. Pavleck jer...@pavleck.netwrote:

 Hey gang,
  We're trying to troubleshoot an issue - is there an easy to restart a
 server with no mods at all (Using MM/SM, etc) on our TF2 server, or do I
 need to go and disable them all manually?


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[hlds] [L4D2] Server seems to be dropping sv_search_key after a while

2010-04-24 Thread Brent Veal
I have sv_search_key set to keep my server private for my community, however
since the last update it seems to be randomly dropping it from the tags
which then allows random public players to join. When I restart the server
and check sv_showtags, I get this:

Tags:
Public :  coop,empty
Private:
g:l4d2,coop,realism,survival,versus,scavenge,grp:###i,key:##2014


and that's great. However, after a while I'll notice that my server is being
played by random players. When I check the sv_showtags again it shows this:

Tags:
Public :  coop
Private:  g:l4d2,coop,realism,survival,versus,scavenge,grp:###i,

they key is just non-existant which is allowing public players to join. A
quick server restart fixes the issue temporarily, but it was working just
fine before the last update. Is there any reason that my server would be
dropping the key at what seems to be random intervals? This is happening on
a fresh install with no plugins.
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Re: [hlds] [L4D2] Server seems to be dropping sv_search_key after a while

2010-04-24 Thread Brent Veal
I'm setting it in my server.cfg

I've had the search_key, steamgroup, and steamgroup_exclusive set on all my
L4D and L4D2 servers and it's always worked perfectly keeping public lobbies
out of the server until now.



On Sat, Apr 24, 2010 at 9:55 AM, StevoTVR stevo...@sbcglobal.net wrote:

 Where are you setting sv_search_key?

 On 4/24/2010 7:08 AM, Brent Veal wrote:
  I have sv_search_key set to keep my server private for my community,
 however
  since the last update it seems to be randomly dropping it from the tags
  which then allows random public players to join. When I restart the
 server
  and check sv_showtags, I get this:
 
  Tags:
  Public :  coop,empty
  Private:
  g:l4d2,coop,realism,survival,versus,scavenge,grp:###i,key:##2014
 
 
  and that's great. However, after a while I'll notice that my server is
 being
  played by random players. When I check the sv_showtags again it shows
 this:
 
  Tags:
  Public :  coop
  Private:  g:l4d2,coop,realism,survival,versus,scavenge,grp:###i,
 
  they key is just non-existant which is allowing public players to join. A
  quick server restart fixes the issue temporarily, but it was working just
  fine before the last update. Is there any reason that my server would be
  dropping the key at what seems to be random intervals? This is happening
 on
  a fresh install with no plugins.
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Re: [hlds] [L4D2] Server seems to be dropping sv_search_key after a while

2010-04-24 Thread Brent Veal
I have a 2nd server which is pretty much set up exactly the same way and it
doesnt have this issue. I have no idea how this can effect one server but
not another.

On Sat, Apr 24, 2010 at 11:32 AM, DI misla...@gmail.com wrote:

 I've been having similar issues since the update came out. I rented a
 new server and my old config which restricted access via steamgroup
 refused to work. I completely reinstalled the server and redid the
 config from scratch, but no luck. Then, eventually, yesterday and for
 part of today i had the server protected by sv_searchkey, but that
 seems to have stopped since i rebooted it. The same settings no longer
 work and changing them around doesn't help any.

 So for me, currently, neither of these methods is working at all,
 public lobbies get straight onto the server, which is annoying as it
 sucks to have to kick people off mid-game, but when i've paid for the
 server, i want to be able to use the damn thing. :/

 I'm having issues clientside as well with no steamgroups showing, i
 don't know if this is related or not though.

 Server is hosted in the UK, i've currently got metamod/metamod souce
 on it, but the issue existed on a vanilla install as well.

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Re: [hlds] [L4D2] Server seems to be dropping sv_search_key after awhile

2010-04-24 Thread Brent Veal
Yes, anyone can join through the serverbrowser or through their friends
list, but those commands are supposed to keep public lobbies from selecting
the server which they always have until yesterday.

On Sat, Apr 24, 2010 at 3:48 PM, dmex dme...@gmail.com wrote:

 Guys, these configs dont/cant stop players using the built-in server
 browser
 (openserverbrowser command - custom/history tabs) to connecto and play on
 your server or players manually connecting via IP/Port if your server is
 listed on the web somewhere. Randoms can even join friend-only games using
 the server browser.

 I believe lobbies also check the lobby host's server history when finding a
 server.

 --
 From: Brent Veal naslund.fan...@gmail.com
 Sent: Sunday, April 25, 2010 6:00 AM
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] [L4D2] Server seems to be dropping sv_search_key after
 awhile

  I have a 2nd server which is pretty much set up exactly the same way and
  it
  doesnt have this issue. I have no idea how this can effect one server but
  not another.
 
  On Sat, Apr 24, 2010 at 11:32 AM, DI misla...@gmail.com wrote:
 
  I've been having similar issues since the update came out. I rented a
  new server and my old config which restricted access via steamgroup
  refused to work. I completely reinstalled the server and redid the
  config from scratch, but no luck. Then, eventually, yesterday and for
  part of today i had the server protected by sv_searchkey, but that
  seems to have stopped since i rebooted it. The same settings no longer
  work and changing them around doesn't help any.
 
  So for me, currently, neither of these methods is working at all,
  public lobbies get straight onto the server, which is annoying as it
  sucks to have to kick people off mid-game, but when i've paid for the
  server, i want to be able to use the damn thing. :/
 
  I'm having issues clientside as well with no steamgroups showing, i
  don't know if this is related or not though.
 
  Server is hosted in the UK, i've currently got metamod/metamod souce
  on it, but the issue existed on a vanilla install as well.
 
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Re: [hlds] [L4D2] Server seems to be dropping sv_search_key afterawhile

2010-04-24 Thread Brent Veal
I'm fine with people being able to join through the serverbrowser since that
pretty much never happens for me randomly. I just want to keep public
lobbies out which sv_search_key has always done for me in both L4D1 and L4D2
until yesterday.

As far as delisting from the master server list, how would I got about
trying that?


On Sat, Apr 24, 2010 at 5:23 PM, dmex dme...@gmail.com wrote:

 Searchkey acts like a server search preference, not a server search
 requirement (for example when all servers specifying that same searchkey
 are
 full it falls back to a generic server search), if you would prefer only
 your friends/group friends joining your server and no one else then you'll
 need to delist it from the master server list or otherwise clients will
 still get a listing and be able to join via lobby search/game search or the
 server browser.

 --
 From: DI misla...@gmail.com
 Sent: Sunday, April 25, 2010 7:41 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] [L4D2] Server seems to be dropping sv_search_key
 afterawhile

 Guys, these configs dont/cant stop players using the built-in server
 browser
 (openserverbrowser command - custom/history tabs) to connecto and play on
 your server or players manually connecting via IP/Port if your server is
 listed on the web somewhere. Randoms can even join friend-only games
 using
 the server browser.
 
 I believe lobbies also check the lobby host's server history when finding
 a
 server.
 
  I know the configs aren't full proof, but this isn't one person
  connecting and a game forming, it's anywhere between 2-8 people
  joining the server (so it's an actual lobby connecting) and it happens
  without fail, when i boot the server up. It's a rented server, so i
  can't speak for what it's been used for previously but i doubt the IP
  is overly well known.
 
  It just seems like right now the settings just aren't working as
  intended, completely random public lobbies, with no knowledge of my
  search key, nor anyone from my (very small) steamgroup being present
  in the lobby are getting punted straight onto my server.
 
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Re: [hlds] [L4D2] Server seems to be dropping sv_search_key afterawhile

2010-04-24 Thread Brent Veal
ok, that wouldn't be a good solution then. Talking with my server provider
and they say that they believe it's a problem that Valve needs to patch, so
I guess we wait for now.


On Sat, Apr 24, 2010 at 6:04 PM, Matt Stanton 
inflatablesoulm...@brothersofchaos.com wrote:

 If you delist your server from the master server, then you are no longer
 able to join your server with mm_dedicated_force_servers or
 sv_search_key from a lobby, and would also cause your server to not show
 up as a steam group server.  You would have to already have all the
 people who are going to play together ready to join the server via
 console connect or the server browser, both of which require that
 everyone who wants to join already knows the ip of the server and how to
 use the console.

 On 4/24/2010 7:31 PM, Brent Veal wrote:
  I'm fine with people being able to join through the serverbrowser since
 that
  pretty much never happens for me randomly. I just want to keep public
  lobbies out which sv_search_key has always done for me in both L4D1 and
 L4D2
  until yesterday.
 
  As far as delisting from the master server list, how would I got about
  trying that?
 
 
  On Sat, Apr 24, 2010 at 5:23 PM, dmexdme...@gmail.com  wrote:
 
 
  Searchkey acts like a server search preference, not a server search
  requirement (for example when all servers specifying that same searchkey
  are
  full it falls back to a generic server search), if you would prefer only
  your friends/group friends joining your server and no one else then
 you'll
  need to delist it from the master server list or otherwise clients will
  still get a listing and be able to join via lobby search/game search or
 the
  server browser.
 
  --
  From: DImisla...@gmail.com
  Sent: Sunday, April 25, 2010 7:41 AM
  To:hlds@list.valvesoftware.com
  Subject: Re: [hlds] [L4D2] Server seems to be dropping sv_search_key
  afterawhile
 
 
  Guys, these configs dont/cant stop players using the built-in server
  browser
  (openserverbrowser command - custom/history tabs) to connecto and play
 on
  your server or players manually connecting via IP/Port if your server
 is
  listed on the web somewhere. Randoms can even join friend-only games
 
  using
 
  the server browser.
 
  I believe lobbies also check the lobby host's server history when
 finding
  a
  server.
 
  I know the configs aren't full proof, but this isn't one person
  connecting and a game forming, it's anywhere between 2-8 people
  joining the server (so it's an actual lobby connecting) and it happens
  without fail, when i boot the server up. It's a rented server, so i
  can't speak for what it's been used for previously but i doubt the IP
  is overly well known.
 
  It just seems like right now the settings just aren't working as
  intended, completely random public lobbies, with no knowledge of my
  search key, nor anyone from my (very small) steamgroup being present
  in the lobby are getting punted straight onto my server.
 
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Re: [hlds] Left 4 Dead 2 Update Released

2010-04-22 Thread Brent Veal
My client started updating before this email arrived

On Thu, Apr 22, 2010 at 1:39 PM, Sean Pushckor thedude7...@gmail.comwrote:

 W any word on when the client will come jason

 On Thu, Apr 22, 2010 at 1:33 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:

  A required update for Left 4 Dead 2 is now available.  Please run
  hldsupdatetool to receive the update.  The specific changes include:
 
  - Added The Passing.  Includes 3 new maps, new weekly game modes
  (Mutations), a new 'uncommon common', new melee weapons and support for
  infected bot play in Versus mode
 
  Jason
 
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Re: [hlds] Steam and Valve sites down?

2010-03-02 Thread Brent Veal
working fine for me

On Tue, Mar 2, 2010 at 12:30 PM, Matthew Gottlieb 
matthew.j.gottl...@gmail.com wrote:

 steampowered.com
 and
 valvesoftware.com

 seems to be down:
 http://downforeveryoneorjustme.com/www.steampowered.com
 http://downforeveryoneorjustme.com/www.valvesoftware.com

 Any word from Valve?
 I'll be posting up on SRCDS.com in the news area if I find anything.

 ~ Matt

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Re: [hlds] [L4D2] I want to remove defibrilators from versus.

2010-02-23 Thread Brent Veal
I saw a sourcemod plugin that lets you turn on/off all the different items
in VS. Havent used it so I dont know how well it works.

On Tue, Feb 23, 2010 at 2:06 PM, Jake Skenna halflife...@gmail.com wrote:

 There isn't really a variable that is standard in the game. You'll have to
 use a custom cfg.

 Confogl does it.

 http://code.google.com/p/confogl/

 On Tue, Feb 23, 2010 at 4:57 PM, Cosmic Man cosmicma...@gmail.com wrote:

  Hello,
 
  Is there anyone who could tell me what variable to use to remove
  defibrilators from versus mode ? I don't mind it in coop so much but I
  just don't feel it's a right thing for versus.
 
  tx
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Re: [hlds] Left 4 Dead 2 Update Available

2010-02-05 Thread Brent Veal
I assume PZ = Player Zombie, but I could be incorrect

On Fri, Feb 5, 2010 at 1:24 PM, arreo...@gmail.com wrote:

 Dumb question, what are PZ's?

 By context I gather they mean 'special infected' or the boomer, smoker,
 hunter, charger etc...

 But what does PZ stand for? Inquiring minds want to know.

 On Fri, Feb 5, 2010 at 3:11 PM, Jonah Hirsch crazydog...@gmail.com
 wrote:

  Sweet update. Some nice changes in there. +1
 
  Jonah Hirsch
  ---
 
 
  On Fri, Feb 5, 2010 at 2:05 PM, Jason Ruymen jas...@valvesoftware.com
  wrote:
 
   Required updates for Left 4 Dead 2 are now available.  Please run
   hldsupdatetool to receive them.  The specific changes include:
  
   Gameplay:
   - Now ghost PZ's can never be staggered
   - Enabled PZ bots
   - PZ bots use their more aggressive survival mode behavior in versus
 and
   scavenge
   - Enabled finale manual spawn by default
   - Fixed human PZ players not getting counted when they were dead,
  allowing
   extra PZ bots to spawn
   - Reduced effectiveness of melee weapons against the Tank ( 5% of max
   health, from 10% )
   - Fixed a case where a player who dies, then is rescued from a rescue
   closet, and then is revived from a ledge hang receives the secondary
  weapon
   that he lost when he was initially killed
   - Improved SurvivorBot AI in cases where the bots refused to shoot
  through
   their teammates and became non-responsive
   - Fixed issue with witch sometimes taking on uncommon common properties
   - Fix for cheaters quitting before the vote to kick them would succeed
  and
   avoiding ban on server
   - VAC banned users can now play L4D2 single-player, commentary mode and
   credits
  
   Map Fixes:
   - Dark Carnival Fair Ground: added env_player_blocker to keep special
   infected from getting stuck
   - Dark Carnival Fair Ground: added navigation area that was missing
   - Dark Carnival Fair Ground: Disconnected drops that were blocked by
 the
   top of a fence
   - Swamp Fever Plank Country: Deleted 2 nav areas that connected between
   tree trunks you can't pass through
   - Swamp Fever Shanty Town: Redrew ladder thinner so special infected
  could
   climb up to the roof
   - The Parish Waterfront: Fixed various navigation areas
   - Mall: Tuned spawning for difficulty
  
   SDK Content:
   - Added missing nature/blend tooltextures added
   - Added missing cs models/textures
   - Added missing acunit01 model/texture
   - Added missing ammo_can_02 model/texture
   - Added missing patio_chair model/texture
  
   Jason
  
  
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Re: [hlds] Left 4 Dead 2 Update Available

2010-02-05 Thread Brent Veal
Mine updated surprisingly quickly

On Fri, Feb 5, 2010 at 2:06 PM, Chris Brunelle cbrunel...@cogeco.ca wrote:

 Is anyone else experiencing ridiculously slow speed trying to update their
 servers?

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
 Sent: Friday, February 05, 2010 2:06 PM
 To: 'Half-Life dedicated Linux server mailing list';
 'hlds@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds] Left 4 Dead 2 Update Available

 Required updates for Left 4 Dead 2 are now available.  Please run
 hldsupdatetool to receive them.  The specific changes include:

 Gameplay:
 - Now ghost PZ's can never be staggered
 - Enabled PZ bots
 - PZ bots use their more aggressive survival mode behavior in versus and
 scavenge
 - Enabled finale manual spawn by default
 - Fixed human PZ players not getting counted when they were dead, allowing
 extra PZ bots to spawn
 - Reduced effectiveness of melee weapons against the Tank ( 5% of max
 health, from 10% )
 - Fixed a case where a player who dies, then is rescued from a rescue
 closet, and then is revived from a ledge hang receives the secondary weapon
 that he lost when he was initially killed
 - Improved SurvivorBot AI in cases where the bots refused to shoot through
 their teammates and became non-responsive
 - Fixed issue with witch sometimes taking on uncommon common properties
 - Fix for cheaters quitting before the vote to kick them would succeed and
 avoiding ban on server
 - VAC banned users can now play L4D2 single-player, commentary mode and
 credits

 Map Fixes:
 - Dark Carnival Fair Ground: added env_player_blocker to keep special
 infected from getting stuck
 - Dark Carnival Fair Ground: added navigation area that was missing
 - Dark Carnival Fair Ground: Disconnected drops that were blocked by the
 top
 of a fence
 - Swamp Fever Plank Country: Deleted 2 nav areas that connected between
 tree
 trunks you can't pass through
 - Swamp Fever Shanty Town: Redrew ladder thinner so special infected could
 climb up to the roof
 - The Parish Waterfront: Fixed various navigation areas
 - Mall: Tuned spawning for difficulty

 SDK Content:
 - Added missing nature/blend tooltextures added
 - Added missing cs models/textures
 - Added missing acunit01 model/texture
 - Added missing ammo_can_02 model/texture
 - Added missing patio_chair model/texture

 Jason


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Re: [hlds] [L4D2] Server not switching to lobby settings

2010-01-29 Thread Brent Veal
Happens on my Windows server from time to time and I've seen it mentioned a
few times on the mailing list from both Windows and Linux. I've seen it
happen on a vanilla server so it seems to be a bug that will hopefully be
fixed one of these days.

On Fri, Jan 29, 2010 at 11:36 AM, Andy C grossk...@flotgaming.net wrote:

 I recently switched from one provider that had Windows server to another
 provider that has Linux servers. Now, I find that sometimes when I try
 connecting to my server via the lobby, the server doesn't switch to the
 lobby settings. For example, if me and my clanmates meet in a lobby, get a
 VS game set up in the lobby, then connect, it might kick 4 players and put
 us in a CoOp game on the default map and difficulty.

 This never happened with the Windows server. I copied the config file over
 from the old servers to the new ones. The only mods installed are Metamod,
 Sourcemod, Announcements, and L4D Stats.

 Sometimes if I join the server first through a coop lobby, then quit, the
 next time I join it'll go to the right settings, but even that isn't
 reliable.
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Re: [hlds] [L4D2] Server not switching to lobby config

2010-01-25 Thread Brent Veal
I've experienced this on my Windows server. Sometimes lobby configurations
aren't carried over, and certain values carry over from the last game on the
server. I've never seen it not switch to the correct map, but I frequently
see the difficulty be set to what was last in the serve, and not what the
lobby had specified.

On Mon, Jan 25, 2010 at 5:32 PM, Andy C grossk...@flotgaming.net wrote:

 I've recently changed from windows to linux servers. I don't know if this
 is
 specific to linux servers, but it seems like I frequently have a problem
 with the server not going to the lobby settings when connecting via lobby.

 I create a lobby and use the mm_dedicated_force_servers command to connect
 to my servers once all the game settings are configured and everyone is
 ready. Since I went to linux, I've noticed on a number of occasions the
 server fails to switch to the settings we set up in the lobby. For example,
 if my L4D2 server is on the campaign with the mall, but we select the
 carnival campaign, when we connect, it's still on the one with the mall.
 This never happened on my old server.

 Anyone experience this?
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Re: [hlds] L4D/L4D2 servers not loading right configs

2010-01-13 Thread Brent Veal
I've noticed that as well. Occasionally a game will hold over the difficulty
from a previous game. If a VS game was recently played, an Expert co-op
lobby will start out in Normal difficulty when they join the server.

On Wed, Jan 13, 2010 at 11:56 AM, Kerry Dorsey kdor...@dorseyinc.comwrote:

 Sometimes, if the server has gone idle from a different gametype, we
 have to change the map once and then it takes our changes from the
 lobby. I can't confirm that it's platform-specific on Linux, but
 that's what we have.

 --Kerry




 On Jan 10, 2010, at 10:40 AM, Andy C wrote:

  I used to run L4D and L4D2 servers on Windows but recently changed
  hosts and
  now I'm on Linux so I'm wondering if this is a Linux problem.
 
  I create a lobby and then join my server using the
  mm_dedicated_force_servers console command. Lately I've noticed that
  most of
  the time on both servers, the server does not switch to the settings
  that I
  specified in the lobby. When we connect, it's still running whatever
  had
  been running before.
 
  I copied the config from my old Windows servers to my new Linux
  servers so
  they are set up the same. I have Steamgroup Excluive and allow
  connections
  from lobbies. Any ideas?
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Re: [hlds] L4D/L4D2 servers not loading right configs

2010-01-10 Thread Brent Veal
Why wouldnt you allow connections from lobbies? It's the best way to join
your server. Having everyone connect individually doesnt make a lot of
sense.


On Sun, Jan 10, 2010 at 8:41 AM, Christoffer Pedersen 
christof...@scanservers.eu wrote:

 Just asking now, why would you have a server with steam group exclusive and
 allow connections from lobbies?

 Christoffer Pedersen
 CEO
 ScanServers
 christof...@scanservers.eu
 www.scanservers.eu


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andy C
 Sent: 10. januar 2010 16:41
 To: hlds@list.valvesoftware.com
 Subject: [hlds] L4D/L4D2 servers not loading right configs

 I used to run L4D and L4D2 servers on Windows but recently changed hosts
 and
 now I'm on Linux so I'm wondering if this is a Linux problem.

 I create a lobby and then join my server using the
 mm_dedicated_force_servers console command. Lately I've noticed that most
 of
 the time on both servers, the server does not switch to the settings that I
 specified in the lobby. When we connect, it's still running whatever had
 been running before.

 I copied the config from my old Windows servers to my new Linux servers so
 they are set up the same. I have Steamgroup Excluive and allow connections
 from lobbies. Any ideas?
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Re: [hlds] Left 4 Dead 1/2 sv_search_key

2010-01-08 Thread Brent Veal
All I have is sv_search_key key in my server.cfg and it works. Never have
had a problem with it

On Fri, Jan 8, 2010 at 9:55 AM, f0rkz h...@f0rkznet.net wrote:

 How did you configure it?

 -f0rkz

 On Fri, 2010-01-08 at 09:36 -0800, Brent Veal wrote:
  It's working properly on all my L4D1 and 2 servers
 
  On Fri, Jan 8, 2010 at 9:28 AM, f0rkz h...@f0rkznet.net wrote:
 
   Is sv_search_key broken at the present moment?
  
   -f0rkz
  
  
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Re: [hlds] Team Fortress 2 Update Available

2010-01-07 Thread Brent Veal
Only required updates will raise the version number

On Thu, Jan 7, 2010 at 5:08 PM, MONDO mondo...@gmail.com wrote:

 Odd that the version does not change, even after updating the files.
  Shouldn't it have gone to version 1.0.8.0 from 1.0.7.9?

 On Thu, Jan 7, 2010 at 6:27 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:

  An update for Team Fortress 2 is now available.  Please run
 hldsupdatetool
  to receive the update.  The specific changes include:
 
  - Fixed grounded players receiving falling damage from Force-A-Nature
 shots
  directly above them
  - Fixed the Force-A-Nature firing fewer pellets when
  tf_use_fixed_weaponspreads was 1
  - Updated the achievement icon for the May I Cut In? Spy achievement to
  match the achievement description
 
  Jason
 
 
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Re: [hlds] L4D2 Addon Support for servers

2009-12-30 Thread Brent Veal
I'm curious about this too. I assume we'll hear more about it after the
holidays, but maybe someone has found a work-around in the mean time?

On Wed, Dec 30, 2009 at 4:15 AM, Simon Humphrey extreme_...@hotmail.comwrote:


 Hi,

 I'm finding that some custom maps/campaigns aren't working correctly when
 uploaded to my server. (these work fine locally with Addon Support
 installed)

 I reckon we need a method of installing the pak02**vpk files to the server.

 Can HLSupdateTool do this? If so, how?

 ___
 Simon  aka  Extreme_One


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Re: [hlds] Team Fortress 2 Update Coming

2009-12-17 Thread Brent Veal
Yes, but it's nice to get announcements sent to the list as well.

On Thu, Dec 17, 2009 at 3:34 PM, Eric Pan mahzorim...@gmail.com wrote:

 We already know this a la the TF2 blog.

 On Thu, Dec 17, 2009 at 5:32 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:

  A required update for Team Fortress 2 is coming later today.
 
  Jason
 
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Re: [hlds] dear vavle

2009-12-10 Thread Brent Veal
Why ask? It'll be ready when it's ready

On Thu, Dec 10, 2009 at 1:22 PM, brzozikesl1 brzozike...@o2.pl wrote:

 i want to ask how long we need to wait for update? :)


 sory for that spam but i must to ask:)



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Re: [hlds] Left 4 Dead 2 Update Released

2009-12-09 Thread Brent Veal
It is rather annoying, but you can use some cvars in your server.cfg to
direct your motd and host files to something else:

hostfile yourhostfile.txt
motdfile yourmotdfile.txt

I use those so even though the originals get overwritten with each update,
it doesnt matter. I've read that you can also set your host and motd files
to be read-only, but I havent tried that.



On Wed, Dec 9, 2009 at 5:09 PM, arreo...@gmail.com wrote:

 So here is a dumb question...

 Why does ever single L4D2 update overwrite the MOTD file with the default
 that directs here: http://www.l4d.com/l4d2_servermessage/

 What is the point? Or did Valve just forget to unflag that file as included
 in the update?

 Or am I the only person who this annoys?
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Re: [hlds] L4D2 Servers Another Update?

2009-12-01 Thread Brent Veal
There was an update released earlier today, yes

On Tue, Dec 1, 2009 at 5:00 PM, Stephen Yates syate...@cfl.rr.com wrote:

 I don't know if there is something wrong with my servers, but they took
 another update.  Last time this happened, there was an update that was not
 announced.  Could just be a fluke, but if your servers are empty, you might
 want to check.

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Re: [hlds] Server not getting players

2009-11-25 Thread Brent Veal
setting sv_search_key will restrict the server to only lobbies that have
that key set. It's a pretty good way to make a server semi-private since
public lobbies wont connect.

On Wed, Nov 25, 2009 at 3:15 PM, shoskins73 shoskin...@gmail.com wrote:

 If I have a sv_search_key setup in the server.cfg can only people with the
 key use the server?  I didn't think that was the case, as that would be
 what
 the password variable is for.
 I do not have any Steam Groups setup, so it should be usable by all.

 Anyways I'm able to get Lobby groups to the server without a problem, but
 otherwise the server never seems to get used.  Thought I noticed some
 others
 stating they had noticed their servers weren't being used by random groups
 of players either, so figured I'd check in.

 thanks,
 Sean
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Re: [hlds] L4D2 DS files question.

2009-11-16 Thread Brent Veal
The demo files were released early. Although the client version being
delayed may have been the reason for that.

On Mon, Nov 16, 2009 at 10:54 AM, syate...@cfl.rr.com wrote:

 Do we think they might release the server files early?
 Sent via BlackBerry from T-Mobile

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

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

 On Mon, Nov 16, 2009 at 10:51 AM, f0rkz h...@f0rkznet.net wrote:
  Thanks for the tidbit of incorrect knowledge.  I can't think of any
  times where Valve changed a naming schema that was completely off the
  rocker.
 
  On a more constructive note, I found that the game files use left4dead2.
 
  # ls
  bin  hl2  hlds_steamgames.vdf  left4dead2  logs  platform  srcds_linux
  srcds_run  steam_appid.txt
 
  So its definitely possible its going to be left4dead2.
 
  On Mon, 2009-11-16 at 08:41 -0800, Brian Stolz wrote:
  Knowing how (in)consistent Valve is with naming srcds games, its
  probably going to be lford_2 because its completely different than
  everything else :P
  - Brian
 
 
 
  On Mon, Nov 16, 2009 at 7:49 AM, f0rkz h...@f0rkznet.net wrote:
   It was a complete reinstall when l4d launched.  I would assume this is
   the same case.
  
   PS: Does anyone know if the game's name will be left4dead2 for srcds?
  
   On Mon, 2009-11-16 at 15:33 +, syate...@cfl.rr.com wrote:
   I know there has been some discussion on this but with the release of
 the game tonight I am wondering if we have received any confirmation.  Will
 we be getting new server files or will this be an update to the demo files?
  
   I would imagine this will be a new install but a guy can always hope.
  :D.
   Sent via BlackBerry from T-Mobile
  
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Re: [hlds] Left 4 Dead 2 Dedicated Server Available

2009-11-16 Thread Brent Veal
In the main group. It's been full most of the evening though. And the game
has been released, its now decrypting for me

On Mon, Nov 16, 2009 at 10:10 PM, gulfy32 gulf...@gmail.com wrote:

 Where is this L4D2 community chat?

 On Tue, Nov 17, 2009 at 12:05 AM, Stephen Yates 
 syate...@cfl.rr.comhttps://mail.google.com/mail?view=cmtf=0to=syate...@cfl.rr.com
 wrote:

  This sucks.  I deleted all out demo servers ftw!
 
  -Original Message-
  From: 
  hlds-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds-boun...@list.valvesoftware.com]
 On Behalf Of Eric Pan
  Sent: Tuesday, November 17, 2009 12:55 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Left 4 Dead 2 Dedicated Server Available
 
  Game hasn't been released yet, and probably won't be until tomorrow.
 
  On Mon, Nov 16, 2009 at 11:51 PM, Steven Sumichrast
  packh...@gmail.comhttps://mail.google.com/mail?view=cmtf=0to=packh...@gmail.com
 wrote:
 
   I'm using about 70MB/fork with no users on.
  
   On Mon, Nov 16, 2009 at 11:48 PM, Brian Stolz 
   br...@tecnobrat.comhttps://mail.google.com/mail?view=cmtf=0to=br...@tecnobrat.com
 
  wrote:
Anyone notice that the srcds_linux process is using significantly
 more
memory than a srcds_i486 l4d process did?  I'm seeing 134.7MB used
with 0 users connected, where as the original l4d is using about 6MB
   
- Brian
   
   
   
On Mon, Nov 16, 2009 at 9:40 PM, Stephen Yates 
syate...@cfl.rr.comhttps://mail.google.com/mail?view=cmtf=0to=syate...@cfl.rr.com
 
   wrote:
I have 2 up and running with no connections.
   
-Original Message-
From: 
hlds-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds-boun...@list.valvesoftware.com]
 On Behalf Of Aaron Rapp
Sent: Tuesday, November 17, 2009 12:38 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Left 4 Dead 2 Dedicated Server Available
   
I have the servers up and running but no connections. I just want to
   confirm
(as I haven't setup servers in a while) that it is because they have
released the client yet. Is this correct?
   
Regards,
   
Aaron Rapp
   
-Original Message-
From: 
hlds-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds-boun...@list.valvesoftware.com]
 On Behalf Of Matthew
   Gottlieb
Sent: Monday, November 16, 2009 9:32 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Left 4 Dead 2 Dedicated Server Available
   
Clearing the blobs doesn't work.
   
On Mon, Nov 16, 2009 at 11:27 PM, Ook 
ooksser...@zootal.comhttps://mail.google.com/mail?view=cmtf=0to=ooksser...@zootal.com
 wrote:
Me neither. When the game is officially released, you'll be abel
 to
   play
it
immediately. Un huh...that was supposed to be 27 minutes ago...
   
   
- Original Message -
From: Matthew Gottlieb 
matthew.j.gottl...@gmail.comhttps://mail.google.com/mail?view=cmtf=0to=matthew.j.gottl...@gmail.com
 
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=h...@list.valvesoftware.com
 
Sent: Monday, November 16, 2009 9:14 PM
Subject: Re: [hlds] Left 4 Dead 2 Dedicated Server Available
   
   
The group said that L4D2 was released but I can't force the
 decrypt.
   :-\
   
On Mon, Nov 16, 2009 at 11:10 PM, Ben B 
brutalgoerge...@gmail.comhttps://mail.google.com/mail?view=cmtf=0to=brutalgoerge...@gmail.com
 
   wrote:
it'll prolly be 11:59:59pm on tuesday
   
On Mon, Nov 16, 2009 at 10:06 PM, 1nsane 1nsane...@gmail.com
  wrote:
   
Here's a video of a Katana, to pass your time.
http://www.youtube.com/watch?v=kFh_JDCajFAfmt=22
   
On Tue, Nov 17, 2009 at 12:03 AM, gulfy32 
gulf...@gmail.comhttps://mail.google.com/mail?view=cmtf=0to=gulf...@gmail.com
 
  wrote:
   
 tick tock...

 On Mon, Nov 16, 2009 at 10:29 PM, Craig H 
 robolea...@gmail.comhttps://mail.google.com/mail?view=cmtf=0to=robolea...@gmail.com
 
wrote:

  Nice, I'm eager to get this set up and running.
 
  On Mon, Nov 16, 2009 at 8:17 PM, Matthew Gottlieb 
  matthew.j.gottl...@gmail.comhttps://mail.google.com/mail?view=cmtf=0to=matthew.j.gottl...@gmail.com
 wrote:
 
   Gamers are whiney little girls. One of the many reasons why
   it's
hard
   to take them seriously.
  
   If we gamers did HALF the crap we said we would do, we
 would
  be
   a
   force to be 

Re: [hlds] Question about L4D2 Demo Slots

2009-10-28 Thread Brent Veal
On my server, bots appear to take up slots in HLSW. When a human player
joins, the limit goes up for a moment until the survivor bot disappears from
the player list. You're never getting more than 4 people in the server, it
just lists more with the bots included.

On Wed, Oct 28, 2009 at 8:01 PM, Lane Eckley l...@hypernia.com wrote:

 It is only a 4 player coop game, so why would you have 6 or even 8?

 -Lane

 -Original Message-
 From: 
 hlds-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds-boun...@list.valvesoftware.com]
 On Behalf Of Mike Vail
 Sent: Wednesday, October 28, 2009 10:54 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: [hlds] Question about L4D2 Demo Slots

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

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

 Thanks for any help,
 Mike Vail


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 __ Information from ESET Smart Security, version of virus signature
 database 4553 (20091028) __

 The message was checked by ESET Smart Security.

 http://www.eset.com




 __ Information from ESET Smart Security, version of virus signature
 database 4553 (20091028) __

 The message was checked by ESET Smart Security.

 http://www.eset.com



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Re: [hlds] L4D Force Dedicated Server

2009-10-25 Thread Brent Veal
mm_dedicated_force_servers

I believe you can list multiple servers separated by commas and it will put
you into the first available server

On Sun, Oct 25, 2009 at 5:15 PM, Chuck junkmailfro...@gmail.com wrote:

 Sorry if this has been covered before.  So it's been some time and I'm now
 playing L4D again however I see I can no longer do
 ms_force_dedicated_server
 anymore.  How do I go about creating a game through the lobby and having it
 connect to one of my servers?



 Thanks in advance,

  Chuck



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Re: [hlds] L4D Crash exploit?

2009-10-06 Thread Brent Veal
You need to have at least sourcemod 1.2.4 snapshot 2790 installed or else
msleepers stats plugin will crash the server

On Tue, Oct 6, 2009 at 5:12 PM, Ook ooksser...@zootal.com wrote:

 1.2.3. Did a fresh download about a week ago. Running msleeper's l4d stats
 1.1.1 (which is awesome, btw - I have the motd set to the stats page,
 people
 seem to like seeing not only stats, but their own name on the stats page
 :) ) and KrX's Survivor Upgrades 1.1.6. All of which has been rock solid
 for
 the last week. I'm gonna do a clean install and see what happens. The disk
 it runs on is a WD 160GB that has been in service for less then a year, but
 the boot disk for the OS is an old Maxtor 10GB that I'm going to replace as
 soon as I have a chance. This has to be one of the oldest Maxtors still
 running - which is saying a lot considering what pieces of sh*t Maxtor
 drives are...


 - Original Message -
 From: Warren Alpert warrenalp...@gmail.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Tuesday, October 06, 2009 4:52 PM
 Subject: Re: [hlds] L4D Crash exploit?


  Are you running SourceMod? If so, what version?
 
 
 
  Ook wrote:
   I did. No change. This isn't caused by someone having hacked my
   password.
  
   - Original Message -
   From: Mike O'Laughlen molaugh...@gmail.com
   To: Half-Life dedicated Win32 server mailing list
   hlds@list.valvesoftware.com
   Sent: Tuesday, October 06, 2009 4:02 PM
   Subject: Re: [hlds] L4D Crash exploit?
  
  
   You should try resetting your rcon password?
  
   On Tue, Oct 6, 2009 at 6:34 PM, Ook ooksser...@zootal.com wrote:
  
   Is there a L4D crash exploit going around? I'm watching my server,
  which
   normally runs for days without crashing, crash/restart every couple
   of
   minutes. The last few lines in the log file is:
  
   L 10/06/2009 - 15:09:49: Preventing spawning
   L 10/06/2009 - 15:09:49: server_message: quit
   L 10/06/2009 - 15:09:49: Log file closed
  
   This happens every couple of minutes. I don't see anything in the
   console,
   it just quits. It started doing this about 4.5 hours ago, and it's
   done
   it
   about 40 times since then. It leaves a log file of exactly 1272
   bytes.
 
 
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Re: [hlds] Left 4 Dead Update Available

2009-10-01 Thread Brent Veal
These updates are free, and any issues are typically fixed within a few days
so I don't really have any real complaints. The only suggestion I would have
is to release updates to dedicated servers 30-60 minutes before it goes live
for clients so server ops can at least get their servers updated before the
lines get clogged for hours.


On Thu, Oct 1, 2009 at 3:55 PM, Ook ooksser...@zootal.com wrote:

 And if they had released the release notes *before* the code went live, mod
 authors would have time to update their mods so that when the release goes
 live, we already have updated mods compatible with the release. Heaven
 forbid that Valve would release a beta so the mod authors could actually
 have live code to test their mods against...but that appears to be a bit of
 a can of worms around here for some reason.


 - Original Message -
 From: Jonah Hirsch crazydog...@gmail.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Thursday, October 01, 2009 3:44 PM
 Subject: Re: [hlds] Left 4 Dead Update Available


  In lieu of QA, there should at least be, like I stated before, COMPLETE
  release notes. If there are problems, usually the release notes can help.
  For example, in the case of Sourcemod. I'm not saying Valve should test
  Sourcemod, I'm saying that IF valve had published all the release notes,
  there wouldn't have been such a problem getting Sourcemod to be
  compatible.
  Jonah Hirsch
  ---
 
 
  On Thu, Oct 1, 2009 at 3:37 PM, Ook ooksser...@zootal.com wrote:
 
  It's not so much that devs are not so good at testing their own code.
  I've
  been writing code for 20 years, and I can test my code as well as the
  next
  person can. It's that we don't have the time to spend 10 hours testing a
  code change that only took us 20 minutes to make. I code it, I perform
  basic
  tests to make sure I didn't do something stupid, and I send it to the QA
  department to spend the next 10 hours testing the entire system to make
  sure
  I didn't break anything. We get paid to code - let someone who gets paid
  half as much as us spend their day testing code. It is a really stupid
  business practice to rely on devs to test code changes.
 
  In Valve's case, the devs perform preliminary testing and then they
  publish
  it to the world to let us, the QA team aka customers test it :)
 
  - Original Message -
  From: Keeper hl2li...@afksoftware.com
  To: 'Half-Life dedicated Win32 server mailing list'
  hlds@list.valvesoftware.com
  Sent: Thursday, October 01, 2009 2:11 PM
  Subject: Re: [hlds] Left 4 Dead Update Available
 
 
   Agreed.  100%
  
   -Original Message-
   From: Midnight [mailto:mido...@gmail.com]
   Sent: Thursday, October 01, 2009 5:04 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Left 4 Dead Update Available
  
   This is why software companies have QA teams, Developers are not good
   at
   finding bugs since they are too close to their own code.
  
  
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Re: [hlds] Left 4 Dead Update Available

2009-09-30 Thread Brent Veal
Unknown command mp_gamemode

hmmm


On Wed, Sep 30, 2009 at 8:53 PM, Robert Whelan mrrjwhe...@yahoo.com wrote:

 Steam Group Servers:

 Searching for Games...

 No Games Found!

 Thx for the update though the steam groups are still not populating... this
 was working great for so long and now its broke once again... hopefully it
 will be resolved soon.




 
 From: Jason Ruymen 
 jas...@valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=jas...@valvesoftware.com
 
 To: 
 hlds_li...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds_li...@list.valvesoftware.com
 hlds_li...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds_li...@list.valvesoftware.com;
 hlds@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=h...@list.valvesoftware.com
 hlds@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=h...@list.valvesoftware.com;
 hlds_annou...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds_annou...@list.valvesoftware.com
 hlds_annou...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds_annou...@list.valvesoftware.com
 
 Sent: Wednesday, September 30, 2009 10:07:25 PM
 Subject: [hlds] Left 4 Dead Update Available

 A highly recommended update for Left 4 Dead is now available.  Please run
 hldsupdatetool to receive the update.  The specific changes include:

 - Item density calculation corrected for Versus games
 - Fixed weapon density in Crash Course
 - mp_gamemode now a valid command
 - New localized audio for Crash Course now available
 - Fixed achievement issues in Crash Course
 - Fixed dedicated servers not updating correctly to master server
 - Increased the timeout to fallback to listen server when searching for a
 dedicated server to 45 seconds

 Jason


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Re: [hlds] Left 4 Dead Update Available

2009-09-29 Thread Brent Veal
getting the same error

On Tue, Sep 29, 2009 at 12:22 PM, Simon Humphrey extreme_...@hotmail.comwrote:



 Running several Windows installs here and none are launching after
 updating.

 I'm getting this error:

 *Failed to load the launcher DLL:
 The specified module could not be found.

 I've tried updating again to no avail.

 ___
 Simon  aka  Extreme_One



  From: mslee...@ismsleeperwrong.com
  To: hlds@list.valvesoftware.com
  Date: Tue, 29 Sep 2009 15:20:03 -0400
  Subject: Re: [hlds] Left 4 Dead Update Available
 
  Working fine here on Linux.
 
 
  On Tue, 2009-09-29 at 14:14 -0500, Drew LaPour wrote:
   I'm getting that same error in win2k3.
  
   Could not load library matchmaking
  
   On Tue, Sep 29, 2009 at 1:58 PM, turb0z tur...@undergamer.com wrote:
  
Jason/Valve,
   
The update is failing for many of us.  I was finally able to download
 the
content, the updater states my installation is up-to-date, but I
 receive
the
following message when launching this on my Win2k8 Server:
   
http://blackhole.midwest-gaming.org/uploads/faill4d.jpg
   
   
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason
 Ruymen
Sent: Tuesday, September 29, 2009 1:00 PM
To: 'hlds_li...@list.valvesoftware.com'; '
 hlds@list.valvesoftware.com';
'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Left 4 Dead Update Available
   
A required update for Left 4 Dead has been released.  Please run
hldsupdatetool to receive the update.  The specific changes include:
   
- A new campaign, Crash Course, is now available for play in
 Campaign,
Versus and Survival modes
- In Versus mode, all weapons, pills, health packs, molotovs, pipe
 bombs
and
other items will now be identical for the second round of a chapter
- Matchmaking has had several improvements to make finding and
 joining
games
even faster
- Ten all new Crash Course achievements have been added
   
Jason
   
   
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 archives,
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Re: [hlds] Left 4 Dead Update Available

2009-09-29 Thread Brent Veal
Where is that listed as a change

On Tue, Sep 29, 2009 at 12:41 PM, gulfy32 gulf...@gmail.com wrote:

 Can't use cheat cvar ms_force_dedicated_server in multiplayer, unless the
 server has sv_cheats set to 1.

 Why was this changed???

 On Tue, Sep 29, 2009 at 2:34 PM, TheGeekLord li...@thegeeklord.net
 wrote:

  Is this not a good enough reason for them to buy/rent more content
  servers? Considering the size and popularity of Valves games im pretty
  sure that it can be justified - even if they are only used a few times a
  month. =P
 
  -TheGeekLord
 
  msleeper wrote:
   Well if you can actually get them updated they come up with no problem.
   It should be no surprise that the content servers are slammed right
 now,
   Valve is doing more than double their normal bandwidth.
  
   http://store.steampowered.com/stats/content/
  
  
   On Tue, 2009-09-29 at 12:23 -0700, Jonah Hirsch wrote:
  
   I've attempted updating my Linux servers multiple times. They do not
   respond to any way I try to contact them.
  
   Jonah Hirsch
   ---
  
   On Tue, Sep 29, 2009 at 12:20 PM, msleeper
   mslee...@ismsleeperwrong.com wrote:
   Working fine here on Linux.
  
  
  
   On Tue, 2009-09-29 at 14:14 -0500, Drew LaPour wrote:
I'm getting that same error in win2k3.
   
Could not load library matchmaking
   
On Tue, Sep 29, 2009 at 1:58 PM, turb0z
   tur...@undergamer.com wrote:
   
 Jason/Valve,

 The update is failing for many of us.  I was finally able
   to download the
 content, the updater states my installation is up-to-date,
   but I receive
 the
 following message when launching this on my Win2k8 Server:

 http://blackhole.midwest-gaming.org/uploads/faill4d.jpg



 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
   Jason Ruymen
 Sent: Tuesday, September 29, 2009 1:00 PM
 To: 'hlds_li...@list.valvesoftware.com';
   'hlds@list.valvesoftware.com';
 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds] Left 4 Dead Update Available

 A required update for Left 4 Dead has been released.
Please run
 hldsupdatetool to receive the update.  The specific
   changes include:

 - A new campaign, Crash Course, is now available for
   play in Campaign,
 Versus and Survival modes
 - In Versus mode, all weapons, pills, health packs,
   molotovs, pipe bombs
 and
 other items will now be identical for the second round of
   a chapter
 - Matchmaking has had several improvements to make finding
   and joining
 games
 even faster
 - Ten all new Crash Course achievements have been added

 Jason


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Re: [hlds] Left 4 Dead Update Available

2009-09-29 Thread Brent Veal
Ran the update once more and the server is no longer crashing on startup

On Tue, Sep 29, 2009 at 1:14 PM, f7 f0rkz h...@f0rkznet.net wrote:

 Is anyone's server instances crashing with signal 11?

 Don't know why but things are just randomly crashing when players join.

 On Tue, Sep 29, 2009 at 3:53 PM, gulfy32 gulf...@gmail.com wrote:

  It isn't, but when I go into the game and try to force it to my server it
  gives me that message.
 
  On Tue, Sep 29, 2009 at 2:45 PM, Brent Veal naslund.fan...@gmail.com
  wrote:
 
   Where is that listed as a change
  
   On Tue, Sep 29, 2009 at 12:41 PM, gulfy32 gulf...@gmail.com wrote:
  
Can't use cheat cvar ms_force_dedicated_server in multiplayer,
 unless
   the
server has sv_cheats set to 1.
   
Why was this changed???
   
On Tue, Sep 29, 2009 at 2:34 PM, TheGeekLord li...@thegeeklord.net
wrote:
   
 Is this not a good enough reason for them to buy/rent more content
 servers? Considering the size and popularity of Valves games im
  pretty
 sure that it can be justified - even if they are only used a few
  times
   a
 month. =P

 -TheGeekLord

 msleeper wrote:
  Well if you can actually get them updated they come up with no
   problem.
  It should be no surprise that the content servers are slammed
 right
now,
  Valve is doing more than double their normal bandwidth.
 
  http://store.steampowered.com/stats/content/
 
 
  On Tue, 2009-09-29 at 12:23 -0700, Jonah Hirsch wrote:
 
  I've attempted updating my Linux servers multiple times. They do
  not
  respond to any way I try to contact them.
 
  Jonah Hirsch
  ---
 
  On Tue, Sep 29, 2009 at 12:20 PM, msleeper
  mslee...@ismsleeperwrong.com wrote:
  Working fine here on Linux.
 
 
 
  On Tue, 2009-09-29 at 14:14 -0500, Drew LaPour wrote:
   I'm getting that same error in win2k3.
  
   Could not load library matchmaking
  
   On Tue, Sep 29, 2009 at 1:58 PM, turb0z
  tur...@undergamer.com wrote:
  
Jason/Valve,
   
The update is failing for many of us.  I was finally
   able
  to download the
content, the updater states my installation is
   up-to-date,
  but I receive
the
following message when launching this on my Win2k8
   Server:
   
   
  http://blackhole.midwest-gaming.org/uploads/faill4d.jpg
   
   
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On
  Behalf
   Of
  Jason Ruymen
Sent: Tuesday, September 29, 2009 1:00 PM
To: 'hlds_li...@list.valvesoftware.com';
  'hlds@list.valvesoftware.com';
'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Left 4 Dead Update Available
   
A required update for Left 4 Dead has been released.
   Please run
hldsupdatetool to receive the update.  The specific
  changes include:
   
- A new campaign, Crash Course, is now available
 for
  play in Campaign,
Versus and Survival modes
- In Versus mode, all weapons, pills, health packs,
  molotovs, pipe bombs
and
other items will now be identical for the second
 round
   of
  a chapter
- Matchmaking has had several improvements to make
   finding
  and joining
games
even faster
- Ten all new Crash Course achievements have been
   added
   
Jason
   
   
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  the
  list archives,
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Re: [hlds] Left 4 Dead Update Available

2009-09-29 Thread Brent Veal
mp_gamemode isn't working on my servers either

On Tue, Sep 29, 2009 at 1:50 PM, msleeper mslee...@ismsleeperwrong.comwrote:

 Jason, was mp_gamemode removed, and if so why?


 On Tue, 2009-09-29 at 10:59 -0700, Jason Ruymen wrote:
  A required update for Left 4 Dead has been released.  Please run
 hldsupdatetool to receive the update.  The specific changes include:
 
  - A new campaign, Crash Course, is now available for play in Campaign,
 Versus and Survival modes
  - In Versus mode, all weapons, pills, health packs, molotovs, pipe bombs
 and other items will now be identical for the second round of a chapter
  - Matchmaking has had several improvements to make finding and joining
 games even faster
  - Ten all new Crash Course achievements have been added
 
  Jason
 
 
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 please visit:
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Re: [hlds] Left 4 Dead Update Available

2009-09-29 Thread Brent Veal
mp_gamemode has been working until the update. If it's gone, what do we use
to change the game mode?

On Tue, Sep 29, 2009 at 3:07 PM, Bobby35ny bobby3...@gmail.com wrote:

 That's been gone for a while now.
 -bobby

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
 Sent: Tuesday, September 29, 2009 4:50 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Left 4 Dead Update Available

 Jason, was mp_gamemode removed, and if so why?


 On Tue, 2009-09-29 at 10:59 -0700, Jason Ruymen wrote:
  A required update for Left 4 Dead has been released.  Please run
 hldsupdatetool to receive the update.  The specific changes include:
 
  - A new campaign, Crash Course, is now available for play in Campaign,
 Versus and Survival modes
  - In Versus mode, all weapons, pills, health packs, molotovs, pipe bombs
 and other items will now be identical for the second round of a chapter
  - Matchmaking has had several improvements to make finding and joining
 games even faster
  - Ten all new Crash Course achievements have been added
 
  Jason
 
 
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Re: [hlds] Left 4 Dead Update Available

2009-09-29 Thread Brent Veal
I'm also still getting Unknown command mp_gamemode


On Tue, Sep 29, 2009 at 6:31 PM, msleeper mslee...@ismsleeperwrong.comwrote:

 I am not seeing mp_gamemode as working, and I did in fact receive the
 update.

 
 21:30:02 mp_gamemode
 21:30:02 Unknown command mp_gamemode
 


 On Tue, 2009-09-29 at 18:28 -0700, Ryan Mannion wrote:
  Confirming sv_search_key still doesn't work, but mm_force_dedicated does.
 
  Ryan
 
  On Tue, Sep 29, 2009 at 6:21 PM, Jonah Hirsch 
  crazydog...@gmail.comhttps://mail.google.com/mail?view=cmtf=0to=crazydog...@gmail.com
 wrote:
   I still can't get my search key to work, but mm_dedicated_force_servers
   works beautifully. Just wish I could fit more than 7 servers into it.
 :P
   Jonah Hirsch
   ---
  
  
  
   On Tue, Sep 29, 2009 at 6:10 PM, msleeper 
 mslee...@ismsleeperwrong.comhttps://mail.google.com/mail?view=cmtf=0to=mslee...@ismsleeperwrong.com
 wrote:
  
   Thanks for the update Jason.
  
  
   On Tue, 2009-09-29 at 18:04 -0700, Jason Ruymen wrote:
A new, highly recommended Left 4 Dead update is now available.
  Please
   run hldsupdatetool to receive the update.  The specific changes
 include:
   
- Made the variable mp_gamemode available again. Note that you can
 also
   load maps directly with different game modes by specifying it in the
 map
   command. For example, map l4d_garage01_alleys versus will set
 mp_gamemode
   versus for you automatically and load the first map of Crash Course
- Added mm_dedicated_force_servers to allow specification of a
 list of
   dedicated server addresses manually used for searching
   (ms_force_dedicated_server is depreciated)
- Updated shared libraries and DLLs preventing dedicated servers
 listing
   correctly, appearing on Steam groups, and being found via
 sv_search_key
   
Jason
   
   
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Re: [hlds] Left 4 Dead Update Available

2009-09-29 Thread Brent Veal
My servers are definitely not showing up on the Group listing

On Tue, Sep 29, 2009 at 8:24 PM, Steven Sumichrast packh...@gmail.comwrote:

 Same here.  My servers are not showing up in the steam group, and
 search key doesnt work at all (getting random servers now...)

 On Tue, Sep 29, 2009 at 9:17 PM, Robert Whelan 
 mrrjwhe...@yahoo.comhttps://mail.google.com/mail?view=cmtf=0to=mrrjwhe...@yahoo.com
 wrote:
 
 
  With the initial update from ealier today our search key was working
 though after this recent update its now broken. We're still having trouble
 with Steam Group Servers being listed as well.
 
  mp_gamemode echos as an unknown command though seems to work from the
 commandline.
 
 
 
  
  From: Jonah Hirsch 
  crazydog...@gmail.comhttps://mail.google.com/mail?view=cmtf=0to=crazydog...@gmail.com
 
  To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=h...@list.valvesoftware.com
 
  Sent: Tuesday, September 29, 2009 8:21:12 PM
  Subject: Re: [hlds] Left 4 Dead Update Available
 
  I still can't get my search key to work, but mm_dedicated_force_servers
  works beautifully. Just wish I could fit more than 7 servers into it. :P
  Jonah Hirsch
  ---
 
 
 
  On Tue, Sep 29, 2009 at 6:10 PM, msleeper 
  mslee...@ismsleeperwrong.comhttps://mail.google.com/mail?view=cmtf=0to=mslee...@ismsleeperwrong.com
 wrote:
 
  Thanks for the update Jason.
 
 
  On Tue, 2009-09-29 at 18:04 -0700, Jason Ruymen wrote:
   A new, highly recommended Left 4 Dead update is now available.  Please
  run hldsupdatetool to receive the update.  The specific changes include:
  
   - Made the variable mp_gamemode available again. Note that you can
 also
  load maps directly with different game modes by specifying it in the map
  command. For example, map l4d_garage01_alleys versus will set
 mp_gamemode
  versus for you automatically and load the first map of Crash Course
   - Added mm_dedicated_force_servers to allow specification of a list
 of
  dedicated server addresses manually used for searching
  (ms_force_dedicated_server is depreciated)
   - Updated shared libraries and DLLs preventing dedicated servers
 listing
  correctly, appearing on Steam groups, and being found via sv_search_key
  
   Jason
  
  
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  please visit:
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Re: [hlds] Team Fortress 2 Update Released

2009-09-15 Thread Brent Veal
It probably means that if you're sitting in spec or at the player selection
screen, the game will recognize you as idle

On Tue, Sep 15, 2009 at 4:11 PM, Quentin SPEHNER shao...@gmail.com wrote:

 Changed idle player check to include spectators  players who haven't
 chosen a team

 I don't understand what this mean, can someone explain please?
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Re: [hlds] TF2 - Removing Halos

2009-09-03 Thread Brent Veal
The business model is that every time they release a big update, the game
gets a lot of press and sales spike for a period of time.


On Thu, Sep 3, 2009 at 2:16 PM, Keeper hl2li...@afksoftware.com wrote:

 What I was saying was ... future business.

 And who says these updates will always be free?  What kind of business
 model
 supports this level of work on a product for over 2 years (and going) past
 its initial release?

 Technically they could go the Blizzard method and charge to play the game
 for time period.

 Dunno, just thinking aloud.  Filter is off.

 Keeper

 -Original Message-
 From: Mike Zimmermann [mailto:rem...@gmail.com]
 Sent: Thursday, September 03, 2009 5:10 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 - Removing Halos

 What business will Valve lose? Last time I checked, all of these
 updates came free.

 -Mike



 On Thu, Sep 3, 2009 at 3:59 PM, Keeperhl2li...@afksoftware.com wrote:
  @Mike:
  LOL ... yeah I had to think about a decent analogy, even then I have to
  admit fail :(
 
  @msleeper:  that's not my point.  If I spent the money to play a game
 that
 I
  can no longer play due to the fact that there are REQUIRED UPDATES ...
 then
  I could construe this as theft.
 
  Nowhere in the original news was it mentioned that this game would
  constantly be evolving over the next couple of years.  I expected updates
  and bug fixes, but nothing like this.
 
  Now, I will think twice before ever purchasing software from VALVe again.
  I
  will have to watch the games I'm interested in to make sure they won't
  change.  If they do, VALVe will lose my business.
 
  Will it be enough to matter?  Probably not.  Will I feel better that I'm
 not
  charging windmills and arguing to VALVe that they fix stuff?  Certainly.
  I'm tired of going to the cleaners to find my dress shirts are now
 Hawaiian
  shirts.
 
  Keeper


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Re: [hlds] L4D Stats recommendations

2009-08-31 Thread Brent Veal
Do you have plans to potentially make a similar stats plugin for L4D2
eventually? I know my community would be very interested in keeping track of
those stats as well once it's released.




On Mon, Aug 31, 2009 at 12:39 PM, Alec Sanger eclyp...@hotmail.com wrote:


 yeah, unfortunately almost all of our servers now are versus or survivor.
 You definitely need to get stats working on those modes - then I'll see
 about reinstalling :)

 Thank you,
 Alec Sanger
 P: 248.941.3813
 F: 313.286.8945



  From: mslee...@cyberwurx.com
  To: hlds@list.valvesoftware.com
  Date: Mon, 31 Aug 2009 15:33:27 -0400
  Subject: Re: [hlds] L4D Stats recommendations
 
  I'm assuming your MySQL was on the same system? I have noticed that
  SourceMod likes to keep open MySQL users/sessions, and I have long since
  changed the code so that it opens and closes a MySQL connection when it
  needs to send a query, rather than keeping it open for the lifetime of
  the script. I went from having like 100+ connections to about 30 after
  the change. So that might have been the problem. As always you should
  run the latest version of stuff.
 
 
  On Mon, 2009-08-31 at 15:23 -0400, Alec Sanger wrote:
   The box was a Celeron 2.0 with 1GB. I can't remember exactly how many
 players we were tracking, but I believe it was under 250,000. We had quite a
 few websites running on the same box, though, so the stats may have just put
 it over the edge. Once we removed them things were back to running like
 normal. We were running 14 servers at the time.
  
   Thank you,
   Alec Sanger
   P: 248.941.3813
   F: 313.286.8945
  
  
  
From: mslee...@cyberwurx.com
To: hlds@list.valvesoftware.com
Date: Mon, 31 Aug 2009 14:58:08 -0400
Subject: Re: [hlds] L4D Stats recommendations
   
Thanks for the recommendations to my stats. I of course have to
 agree,
if you are looking for a L4D-specific stats plugin, I wrote my stats
from the ground up with L4D in mind.
   
I haven't had much time to work on this recently because of some Real
Life issues, but I've been going back to it the past few weeks. I'm
trying to get Survival and Versus stats working, and I have a basic
admin panel working as well. The admin panel is useful because you
 can
use it to generate a list of bad players based on behavior, and you
can also prune older players from the player list which should
 decrease
any slowdowns you might be experiencing.
   
I'm curious what sort of hardware your webserver is running on which
would make you think is slowing down. I'm using an ancient P3 1.8ghz
 I
believe and there's almost no slowdown for me, and I had about
 750,000
people in the database.
   
   
On Fri, 2009-08-28 at 19:18 -0400, Alec Sanger wrote:
 we used his stats for several months, but we started to see
 performance issues with the websites hosted on the same box. Not a huge
 deal, just slower website loads. Worked great until the db got huge. I would
 definitely give it a shot to see if you like it. I was using early builds,
 so it may have been optimized since then

 Thank you,
 Alec Sanger
 P: 248.941.3813
 F: 313.286.8945



  Date: Fri, 28 Aug 2009 15:53:46 -0700
  From: naslund.fan...@gmail.com
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] L4D Stats recommendations
 
  I use msleeper's l4d stats plugin as well. It's easy to setup and
 works
  well.
 
  On Fri, Aug 28, 2009 at 3:45 PM, Rick Payton 
 r...@mai-hawaii.com wrote:
 
   I 2nd this suggestion. It works with very minimal
 configuration, and
   still provides plenty of fun data to look at - my favorite
 being the
   death of zombies = to the population of various cities ... :)
  
   --mauirixxx
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
 Nightbox
   Sent: Thursday, August 27, 2009 9:35 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] L4D Stats recommendations
  
   msleeper rankign system ?
  
   2009/8/28 Hyphon hyp...@arcor.de
  
we are using HLstatsX. no problems till now.
   
Ook ooksser...@zootal.com schrieb:
   
What are you L4D server operators using for L4D stats? I'm
 currently
   using
HLStats for my OP4 server, but it doesn't support L4D. I
 don't know
   that I
like HLStatsx all that much, and am open to alternatives.


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 archives,

Re: [hlds] L4D Stats recommendations

2009-08-31 Thread Brent Veal
Would you not want to block cheaters from your server?


On Mon, Aug 31, 2009 at 2:06 PM, msleeper mslee...@cyberwurx.com wrote:

 Jesus christ you're retarded.


 On Mon, 2009-08-31 at 14:03 -0700, Phillip Vector wrote:
  and then promptly block them for cheating on your server. :)
 
  On Mon, Aug 31, 2009 at 1:56 PM, msleepermslee...@cyberwurx.com wrote:
   Yeah absolutely. In fact, assuming not too much is changed on a server
   level between the two, it would probably be a single plugin that would
   track stats between the 2 games. I'm working on changing the way it
   tracks campaign information so people can add custom campaign stat
   tracking, and I would just treat the L4D2 campaigns as addons
 campaigns.
  
  
   On Mon, 2009-08-31 at 13:49 -0700, Brent Veal wrote:
   Do you have plans to potentially make a similar stats plugin for L4D2
   eventually? I know my community would be very interested in keeping
 track of
   those stats as well once it's released.
  
  
  
  
   On Mon, Aug 31, 2009 at 12:39 PM, Alec Sanger eclyp...@hotmail.com
 wrote:
  
   
yeah, unfortunately almost all of our servers now are versus or
 survivor.
You definitely need to get stats working on those modes - then I'll
 see
about reinstalling :)
   
Thank you,
Alec Sanger
P: 248.941.3813
F: 313.286.8945
   
   
   
 From: mslee...@cyberwurx.com
 To: hlds@list.valvesoftware.com
 Date: Mon, 31 Aug 2009 15:33:27 -0400
 Subject: Re: [hlds] L4D Stats recommendations

 I'm assuming your MySQL was on the same system? I have noticed
 that
 SourceMod likes to keep open MySQL users/sessions, and I have long
 since
 changed the code so that it opens and closes a MySQL connection
 when it
 needs to send a query, rather than keeping it open for the
 lifetime of
 the script. I went from having like 100+ connections to about 30
 after
 the change. So that might have been the problem. As always you
 should
 run the latest version of stuff.


 On Mon, 2009-08-31 at 15:23 -0400, Alec Sanger wrote:
  The box was a Celeron 2.0 with 1GB. I can't remember exactly how
 many
players we were tracking, but I believe it was under 250,000. We had
 quite a
few websites running on the same box, though, so the stats may have
 just put
it over the edge. Once we removed them things were back to running
 like
normal. We were running 14 servers at the time.
 
  Thank you,
  Alec Sanger
  P: 248.941.3813
  F: 313.286.8945
 
 
 
   From: mslee...@cyberwurx.com
   To: hlds@list.valvesoftware.com
   Date: Mon, 31 Aug 2009 14:58:08 -0400
   Subject: Re: [hlds] L4D Stats recommendations
  
   Thanks for the recommendations to my stats. I of course have
 to
agree,
   if you are looking for a L4D-specific stats plugin, I wrote my
 stats
   from the ground up with L4D in mind.
  
   I haven't had much time to work on this recently because of
 some Real
   Life issues, but I've been going back to it the past few
 weeks. I'm
   trying to get Survival and Versus stats working, and I have a
 basic
   admin panel working as well. The admin panel is useful because
 you
can
   use it to generate a list of bad players based on behavior,
 and you
   can also prune older players from the player list which should
decrease
   any slowdowns you might be experiencing.
  
   I'm curious what sort of hardware your webserver is running on
 which
   would make you think is slowing down. I'm using an ancient P3
 1.8ghz
I
   believe and there's almost no slowdown for me, and I had about
750,000
   people in the database.
  
  
   On Fri, 2009-08-28 at 19:18 -0400, Alec Sanger wrote:
we used his stats for several months, but we started to see
performance issues with the websites hosted on the same box. Not a
 huge
deal, just slower website loads. Worked great until the db got huge.
 I would
definitely give it a shot to see if you like it. I was using early
 builds,
so it may have been optimized since then
   
Thank you,
Alec Sanger
P: 248.941.3813
F: 313.286.8945
   
   
   
 Date: Fri, 28 Aug 2009 15:53:46 -0700
 From: naslund.fan...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] L4D Stats recommendations

 I use msleeper's l4d stats plugin as well. It's easy to
 setup and
works
 well.

 On Fri, Aug 28, 2009 at 3:45 PM, Rick Payton 
r...@mai-hawaii.com wrote:

  I 2nd this suggestion. It works with very minimal
configuration, and
  still provides plenty of fun data to look at - my
 favorite
being the
  death of zombies = to the population of various cities
 ... :)
 
  --mauirixxx

Re: [hlds] Team Fortress 2 Update Coming

2009-08-31 Thread Brent Veal
It's only 5:30 at Valve right now

On Mon, Aug 31, 2009 at 5:24 PM, DontWannaName! ad...@topnotchclan.comwrote:

 Someones working the evening shift :)

 On Mon, Aug 31, 2009 at 5:17 PM, Saul Rennison saul.renni...@gmail.com
 wrote:

  Oh snap
 
  Thanks,
  - Saul.
 
  On 1 Sep 2009, at 01:08, Jason Ruymen jas...@valvesoftware.com wrote:
 
   A required update for Team Fortress 2 is on the way.  Should be live
   in about one hour.
  
   Jason
  
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Re: [hlds] L4D Stats recommendations

2009-08-28 Thread Brent Veal
I use msleeper's l4d stats plugin as well. It's easy to setup and works
well.

On Fri, Aug 28, 2009 at 3:45 PM, Rick Payton r...@mai-hawaii.com wrote:

 I 2nd this suggestion. It works with very minimal configuration, and
 still provides plenty of fun data to look at - my favorite being the
 death of zombies = to the population of various cities ... :)

 --mauirixxx

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nightbox
 Sent: Thursday, August 27, 2009 9:35 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] L4D Stats recommendations

 msleeper rankign system ?

 2009/8/28 Hyphon hyp...@arcor.de

  we are using HLstatsX. no problems till now.
 
  Ook ooksser...@zootal.com schrieb:
 
  What are you L4D server operators using for L4D stats? I'm currently
 using
  HLStats for my OP4 server, but it doesn't support L4D. I don't know
 that I
  like HLStatsx all that much, and am open to alternatives.
  
  
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Re: [hlds] Timeout On Mapchange

2009-07-13 Thread Brent Veal
Originally you needed cheats on to make ms_force work. But Valve fixed it a
while ago so you dont need cheats on any more


On Mon, Jul 13, 2009 at 7:37 AM, Shane Arnold clontar...@iinet.net.auwrote:

 Why do you use sv_cheats 1?

 ms_force does not require it (is not a cheat cvar).

 ___

 Shane Arnold-   
 clontar...@iinet.net.auhttps://mail.google.com/mail?view=cmtf=0to=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.



 shorec...@comcast.nethttps://mail.google.com/mail?view=cmtf=0to=shorec...@comcast.netwrote:
  Oh, I use the command line parameter in Steam that adds the Server
 Browser to the menu options, which makes it so Steam group servers aren't
 listed at all on the menu. I start a lobby, set things up, then use a config
 file with the following lines in it to join my server (you can also type the
 commands manually), then start the game from the Lobby:
 
  sv_cheats 1
  ms_force_dedicated_server ip:port
 
  As long as you have your Steam group and exclusive cvars set properly,
 you can always join your Steam group server. I have never used the search
 key to join my servers. This also has the added advantage of returning you
 to the lobby when the campaign is over to set up another game.
 
  - Original Message -
  From: Robert Whelan 
  mrrjwhe...@yahoo.comhttps://mail.google.com/mail?view=cmtf=0to=mrrjwhe...@yahoo.com
 
  To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=h...@list.valvesoftware.com
 
  Sent: Monday, July 13, 2009 10:12:44 AM GMT -05:00 US/Canada Eastern
  Subject: Re: [hlds] Timeout On Mapchange
 
  Refer to the other topics I mentioned for more detail...
 
  I could have 6 l4d servers going and they'd all be listed in the 'steam
 group servers' area. From the lobby we could use the search key to play a
 campaign though once we do all the servers would no longer be listed under
 'steam group servers'. On the other hand... the same 6 servers over time
 would gradually drop off the list of 'steam group servers' regardless.
 
  This leaves one alternative... connect directly which is a PITA when your
 trying to assemble a game of versus.
 
  This happens with or without (vanilla) addons
 
  /* off topic, sry */
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Re: [hlds] Timeout On Mapchange

2009-07-12 Thread Brent Veal
Our community servers are kept private and no one in the community ever has
any problems connecting to any of the servers whether and admin is present
or not.

On Sun, Jul 12, 2009 at 7:49 PM, Cc2iscooL cc2isc...@gmail.com wrote:

 Yes but it should just work™ instead of having to play with the server
 every
 time you want to join or make a game. For a community it's useless. Maybe
 for a group of friends it would work because you all decide you want to
 play, but what if your community members want to play and they don't have
 contact with you? Then they end up on a random server because yours doesn't
 allow them to connect because it's broken or something.

 --
 Cc2iscooL
 Head Admin/Owner
 http://www.cc2iscool.com


 On Sun, Jul 12, 2009 at 9:30 PM, 
 shorec...@comcast.nethttps://mail.google.com/mail?view=cmtf=0to=shorec...@comcast.net
 wrote:

  I have no problem getting on my L4D server. When I know I'll be playing,
 I
  change the sv_steamgroup_exclusive cvar to 1 and either kick the people
  playing or wait until they are done, then it'll only allow people in my
  Steamgroup to play unless we make it a public server via the lobby.
 
  - Original Message -
  From: Cc2iscooL 
  cc2isc...@gmail.comhttps://mail.google.com/mail?view=cmtf=0to=cc2isc...@gmail.com
 
  To: Half-Life dedicated Win32 server mailing list 
  hlds@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=h...@list.valvesoftware.com
 
  Sent: Sunday, July 12, 2009 8:29:42 PM GMT -05:00 US/Canada Eastern
  Subject: Re: [hlds] Timeout On Mapchange
 
  I've never noticed those issues with sourcemod.
 
  Also with all the issues L4D has been having I've pretty much given up
  trying to admin it. Too much a pain in the ass with all the problems and
  the
  horrid lobby/community system that doesn't really allow communities to
  really do anything with their servers besides hope that the servers allow
  people in when they're supposed to.
 
  Lots of longstanding exploit spots where players are nearly
  invulnerable...etc. I've pretty much stopped playing it all-together.
 
  --
  Cc2iscooL
  Head Admin/Owner
  http://www.cc2iscool.com
 
 
  On Sun, Jul 12, 2009 at 7:12 PM, Andrew Armstrong 
  and...@mammoth.com.auhttps://mail.google.com/mail?view=cmtf=0to=and...@mammoth.com.au
  wrote:
 
   The plugin requires sourcemod, which seems to really stuff up the
 servers
   (weird SI spawn locations that are out of bounds, multiple AI hunters
   running around, etc - just stupid problems that make the game
  unplayable).
  
   Could Valve *please* look at and acknowledge this problem in a reply to
   this
   email thread? TF2 already corrected this issue, it was due to the
  gameplay
   stats being synchronously uploaded during map change to Valve HQ (which
  may
   sometimes take too long).
  
   The problem has been raised numerous times (months ago) and now it's
  being
   raised again, but nothing ever happens, which is out of the ordinary.
  
   Thanks,
   - Andrew
  
   -Original Message-
   From: 
   hlds-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds-boun...@list.valvesoftware.com]
 On Behalf Of
   shorec...@comcast.nethttps://mail.google.com/mail?view=cmtf=0to=shorec...@comcast.net
   Sent: Tuesday, 7 July 2009 9:41 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Timeout On Mapchange
  
   His plugin comes with a version for L4D. I haven't had the timeout
 issue
  in
   quite a while but I still installed it just in case.
  
   - Original Message -
   From: Alec Sanger 
   eclyp...@hotmail.comhttps://mail.google.com/mail?view=cmtf=0to=eclyp...@hotmail.com
 
   To: 
   hlds@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=h...@list.valvesoftware.com
   Sent: Tuesday, July 7, 2009 6:36:04 AM GMT -05:00 US/Canada Eastern
   Subject: Re: [hlds] Timeout On Mapchange
  
  
   I'm almost positive that he said it *SHOULD* work for L4D. I was having
   timeout issues until I installed it on my servers. Seems to be working
  for
   me.
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Re: [hlds] Timeout On Mapchange

2009-07-05 Thread Brent Veal
I've been running Neph's plugin version 1.1 and I've never had timeouts on
my servers since then

On Sat, Jul 4, 2009 at 11:33 PM, Midnight mido...@gmail.com wrote:

 A lot of our players are still complaining of timeouts when changing
 maps on L4D.  Anyone else seeing this?  We run about 30 servers, so this
 is rather annoying to say the least.

 Some have a stock game, others have SourceMod + Cevo ReadyUp mod
 installed.  The bugfix included in SourceMod a while back didn't seem to
 do anything.

 We also tried Neph's plugin, which doesn't seem to work for L4D.  (Never
 got a conclusive answer on if it should or shouldn't work so we gave it
 a shot).

 Servers are running Windows.

 Thanks,

 Noel

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Re: [hlds] L4D: Preventing Spawning

2009-07-05 Thread Brent Veal
I agree that it's probably a plugin issue. Try connecting without SourceMod
on, and if you can join just fine, then go through your plugins enabling
them one by one until you find the problem. It could be that a plugin needs
to be updated, or there's just a conflict between one of your many plugins

On Sun, Jul 5, 2009 at 10:06 AM, Russell Jones rjo...@eggycrew.com wrote:

 You have a crap ton of plugins installed there. Try disabling all of
 your plugins so that its just a vanilla l4d install and see if the
 problem goes away.

 shorec...@comcast.nethttps://mail.google.com/mail?view=cmtf=0to=shorec...@comcast.netwrote:
  I am trying to join my server via a lobby and I keep getting booted back
 to the main menu after it tries connecting.
 
  Here's what the logs are saying:
 
 
 
  Quote:L 07/05/2009 - 10:52:05: server cvars end
  L 07/05/2009 - 10:52:05: Started map l4d_vs_smalltown01_caves (CRC
 -1522287106)
  L 07/05/2009 - 10:52:07: Preventing spawning
  L 07/05/2009 - 10:52:07: World triggered Round_Start
  L 07/05/2009 - 10:52:07: Preventing spawning
  L 07/05/2009 - 10:52:07: Log file closed
 
  Quote:L 07/05/2009 - 10:52:05: server_cvar: mp_gamemode
 versus
  L 07/05/2009 - 10:52:05: rcon from 67.19.89.18:49922: command 
  L 07/05/2009 - 10:52:05: [META] Loaded 0 plugins (1 already loaded)
  L 07/05/2009 - 10:52:05: Preventing spawning
  L 07/05/2009 - 10:52:05: server_message: quit
  L 07/05/2009 - 10:52:05: Log file closed meta list command:
 
 
 
  Quote:11:56:04 Listing 3 plugins:
  [01] SourceMod (1.2.1) by AlliedModders LLC
  [02] SDK Tools (1.2.1) by AlliedModders LLC
  [03] BinTools (1.2.1) by AlliedModders LLC Source mod plugins:
 
 
 
  Quote:11:56:32 [SM] Listing 29 plugins:
  01 Fun Commands (1.2.1) by AlliedModders LLC
  02 Vocalize Fatigue (0.9) by Mr. Zero
  03 Survivor Upgrades (1.4) by Jerrith
  04 Left 4 Dead Infected Spawner (1.0) by Fexii
  05 Basic Commands (1.2.1) by AlliedModders LLC
  06 L4D Vote Guard (1.0.2) by Crimson
  07 Basic Info Triggers (1.2.1) by AlliedModders LLC
  08 Fun Votes (1.2.1) by AlliedModders LLC
  09 Basic Comm Control (1.2.1) by AlliedModders LLC
  10 Reserved Slots (1.2.1) by AlliedModders LLC
  11 L4D Friendly Fire Limit (1.1.1) by -pk-
  12 L4DSwitchPlayers (1.3) by SkyDavid (djromero)
  13 Client Preferences (1.2.1) by AlliedModders LLC
  14 [L4D] Hidden Ability Hints (1.0) by Thraka
  15 Admin Menu (1.2.1) by AlliedModders LLC
  16 Anti-Flood (1.2.1) by AlliedModders LLC
  17 SnareSpeak (1.7) by n0limit
  18 Player Commands (1.2.1) by AlliedModders LLC
  19 SourceBans (1.4.3) by InterWave Studios Development Team
  20 Admin Help (1.2.1) by AlliedModders LLC
  21 Basic Chat (1.2.1) by AlliedModders LLC
  22 gameME Plugin (3.0) by TTS Oetzel  Goerz GmbH
  23 Advertisements (0.5.5) by Tsunami
  24 Nextmap (1.2.1) by AlliedModders LLC
  25 Sound Commands (1.2.1) by AlliedModders LLC
  26 Basic Votes (1.2.1) by AlliedModders LLC
  27 Admin File Reader (1.2.1) by AlliedModders LLC
  28 Left 4 Dead Infected Spawner (1.0) by Fexii
  29 [L4D] VS Auto-spectate on AFK (1.3.1) by djromero (SkyDavid, David
 Romero) It's a Windows server. Any suggestions?
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Re: [hlds] [L4D] Change to a another, random campaign after the finale is over

2009-07-02 Thread Brent Veal
http://forums.alliedmods.net/showthread.php?p=727428

I havent used it in a while, but the last version I had on my servers didn't
choose a random campaign, it chose from a set campaign list.


On Thu, Jul 2, 2009 at 10:08 AM, Donnie Newlove donnie.newl...@gmail.comwrote:

 What's the plugin that does that instead of sending everyone back to the
 lobby?

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Re: [hlds] TF 2 server scoring

2009-07-02 Thread Brent Veal
From my understanding, have an inactive server wont effect the score much at
all. When players connect then disconnect very quickly it will bring the
server score down, but just having little traffic shouldn't.

On Thu, Jul 2, 2009 at 3:36 PM, shorec...@comcast.net wrote:

 I recently read that Valve has some sort of server scoring system in place
 that removes servers from the TF2 master list if they score low. Apparently
 one way to get a low score (and to be removed from the list) is to not have
 much activity on the server. My clan has a TF2 server that we use about once
 a week. Usually when we all join, we get a good crowd but we simply don't
 have enough interest for the server to always be active.

 As a result of this, our IP has been delisted twice. I have a dedicated box
 and have used up 2 of our IP's already. Today I had to switch our server to
 a third IP for it to show up.

 My question is who can I contact about this so my other IP's can be
 re-listed? Is there a way to prevent this from happening besides having a
 more popular server? I know tech support is useless because they don't
 support their own dedicated server files...
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Re: [hlds] Rebalanced VS maps

2009-07-01 Thread Brent Veal
Sounds really interesting. I might try it out and see what people think

On Wed, Jul 1, 2009 at 9:12 AM, Donnie Newlove donnie.newl...@gmail.comwrote:

 Anyone been using these? It looks very nice and it does not actually
 require the client to download anything.

 http://forums.steampowered.com/forums/showthread.php?t=907695

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Re: [hlds] Rebalanced VS maps

2009-07-01 Thread Brent Veal
I installed it too, and there's definitely a delay in loading between maps.
Watching HLSW as the maps changed, and it will always timeout for 10-15
seconds between map changes now. It still goes through, but perhaps could
lead to problems.


On Wed, Jul 1, 2009 at 2:42 PM, Nikolay Shopik sho...@inblock.ru wrote:

 We just installed these on our server, only downside I've noticed
 increased load times for levels on server side.

 On 01.07.2009 20:12, Donnie Newlove wrote:
  Anyone been using these? It looks very nice and it does not actually
  require the client to download anything.
 
  http://forums.steampowered.com/forums/showthread.php?t=907695
 



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Re: [hlds] Impractical l4d download solution ( was: l4d sv_downloadurl )

2009-06-27 Thread Brent Veal
Using a server browser primarily really wouldnt work that well. The game
could really use some kind of lobby browser though.

On Sat, Jun 27, 2009 at 10:28 AM, 1nsane 1nsane...@gmail.com wrote:

  People are dealing OK without an officially accessible server browser

 Read the whole thing next time.

 On Sat, Jun 27, 2009 at 8:20 AM, Shane Arnold 
 clontar...@iinet.net.auhttps://mail.google.com/mail?view=cmtf=0to=clontar...@iinet.net.au
 wrote:

  1nsane wrote
 
It doesn't look like Valve wants to add a server browser. LFD has
  been out for a while.
 
  openserverbrowser
 
  ___
 
  Shane Arnold-   
  clontar...@iinet.net.auhttps://mail.google.com/mail?view=cmtf=0to=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.
 
 
 
  1nsane wrote:
   Wow wow...slow down buddy.
  
   Lets not scare valve into ignoring this thread. People are dealing OK
   without an officially accessible server browser but the lack of a
   nice/automatic way to download custom campaigns is a bit of a more
  immediate
   problem.
  
   It doesn't look like Valve wants to add a server browser. LFD has been
  out
   for a while.
  
   On Fri, Jun 26, 2009 at 8:08 PM, Munra 
   mu...@anbservers.nethttps://mail.google.com/mail?view=cmtf=0to=mu...@anbservers.net
 wrote:
  
  
   Why Not allow people to choose the server that want to join in the
  lobby.
   AKA a community server or have some type or server browser. Then allow
  the
   users to download the pk Via sv_downloadurl when they connect.
  
  
  
   -Original Message-
   From: 
   hlds-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds-boun...@list.valvesoftware.com]
 On Behalf Of msleeper
   Sent: Friday, June 26, 2009 4:19 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Impractical l4d download solution ( was: l4d
   sv_downloadurl )
  
  
   2) vpk author could just link to a google search with mapname vpk
  
   download
  
   hahaha Worst idea of all time award goes to...
  
  
   On Fri, 2009-06-26 at 22:05 +0200, Adam Nowacki wrote:
  
   Steven Hartland wrote:
  
   That really is a majorly stupid way of doing it, what happens when:-
   1. In a few months when siteX that the mapper included as the source
   expires or gets shutdown?
   2. A good campaign gets popular and the people downloading it
 overload
   the origin server?
  
   Why not use the tried an tested redirect system like every other
 game?
  
   Seriously Valve you need to revisit this and make a workable
 solution.
  
   TBH I dont see any better way ... but:
   1) let lobby host specify a different download url with a cvar,
   2) vpk author could just link to a google search with mapname vpk
  
   download
  
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Re: [hlds] l4d maps

2009-06-26 Thread Brent Veal
It may not be up to the quality of Valve campaigns, but Death Aboard is the
best custom campaign I've played so far
http://www.l4dmaps.com/details.php?file=33


On Fri, Jun 26, 2009 at 11:20 AM, Saint K. sai...@specialattack.net wrote:

 Can someone tell me some names of custom campaigns (versus) which match
 the quality of VALVe's maps?

 Pref. also with (download)url.

 I haven't gotten any time yet to do any research myself, so help would
 be appreciated a lot!

 Cheers,

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Re: [hlds] Upcoming Left 4 Dead Update

2009-06-25 Thread Brent Veal
I could be wrong, but it sounds like the VPKs are uploaded to a central
server or something, and then clients are prompted to download them if they
dont have them

On Thu, Jun 25, 2009 at 12:02 PM, Kris Byer kby...@gmail.com wrote:

 So, will this work with fast download or will the clients need the the VPK
 file?

 On Thu, Jun 25, 2009 at 12:46 PM, Nikolay Shopik sho...@inblock.ru
 wrote:

  Any words on SourceTV support in L4D? Will we see it in foreseeable
  future, before L4D2 release at least? Simple answer YES or NO will be
  sufficient.
 
  On 25.06.2009 21:33, Zoid Kirsch wrote:
   As mentioned on the Left 4 Dead blog recently, we're are going to
 release
  an update that adds support for third party custom campaigns.  For server
  operators, there are a few significant things to be aware of for this
  release.
  
   First off, we're giving authors of new campaigns the ability to put all
  their campaign data into a single .VPK file for easy distribution.  On
 the
  server, you just install these in the left4dead/addons folder just like
  clients do.  You can install one and activate it on the server without
  restarting by entering update_addon_paths;mission_reload into the
 server
  console after placing the .VPK file in the addons folder.
  
   Also, we have fixed the fact Left4Dead tends to hog the 63 character
  server tags.  We've extended the master servers and the steam API to
 allow
  servers to send up a list of keys separate from tags for matchmaking, up
 to
  1200 bytes in size.  We're moving the sv_search_key, sv_gametypes and
  sv_steamgroup tags out of the regular server tags and into this extended
  set.  The extended set will also be used by servers to send up a list of
 the
  names of the third party custom campaigns they have installed so players
 can
  find them.  The sv_showtags command will now list the normal tags as
  public and the extended matchmaking-only tags as private.  The private
  matchmaking tags are only communicated between your server and the master
  server.  We also extended sv_steamgroup to allow a server to be in
 multiple
  groups by specifying the group IDs separated by commas.
  
   When players now select a custom third party campaign add-on and search
  for a dedicated server, it will look at these extended tags for the name
 and
  version of the campaign installed.  Server operators will certainly want
 to
  keep an eye on the various Left 4 Dead add-on websites for popular third
  party campaigns and install them for people to play on their server.
  
   --
   /// Zoid
  
  
 
 
 
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Re: [hlds] SDK update and server downloads

2009-06-16 Thread Brent Veal
Clients will be kicked/not able to join at all unless they download the
version of the map being used on the server

On Tue, Jun 16, 2009 at 4:47 PM, Alec Sanger eclyp...@hotmail.com wrote:


 I believe if you make a change to a server and keep the name the same, the
 clients with the non-updated version will get an error and will not allow
 them to enter the server.

 Thank you,
 Alec Sanger
 P: 248.941.3813
 F: 313.286.8945



  Date: Tue, 16 Jun 2009 16:44:26 -0700
  From: ch...@pingdemons.com
  To: hlds@list.valvesoftware.com
  Subject: [hlds] SDK update and server downloads
 
  Question,
 
 
  With the new SDK update if i make a change to lets say ctf_2fort and the
  server is running that map does that mean the client would have to
  re-download the full map again? or just the new content.
 
 
 
 
  Thanks!
 
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Re: [hlds] [TF2] - Map Change not executing server.cfg

2009-06-15 Thread Brent Veal
I don't know 100%, but I would assume that autoexec only loads when the
server is started


On Mon, Jun 15, 2009 at 9:26 AM, Matthew Gottlieb 
matthew.j.gottl...@gmail.com wrote:

 Autoexec is only ran when the server is launched though, right?

 On Sun, Jun 14, 2009 at 11:01 PM, Michael Krasnowmnk...@gmail.com wrote:
  if the hostname was changed then it should revert back if not try putting
 it
  also in the autoexec.cfg
 
  On Sun, Jun 14, 2009 at 11:50 PM, turb0z tur...@undergamer.com wrote:
 
  I've noticed since the last update that when performing a map change
 after
  executing a league config (CEVO, TWL, etc) the hostname doesn't revert
 back
  to what the server.cfg file has configured.
 
 
 
  Wondering if anyone else notices this?  I have to explicitly exec
  server.cfg
  after a map change to fix things.  I don't mind specifically, but it is
  something that's changed over the last update and can be quite annoying.
  I've confirmed that server.cfg is not executing on a map change 9 times
 out
  of 10.  The servers I'm testing this on are vanilla TF2 servers, no
 extra
  mods loaded.
 
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Re: [hlds] How to force L4D server to coop only?

2009-06-12 Thread Brent Veal
Yes, it's sv_gametypes

On Fri, Jun 12, 2009 at 7:13 AM, Roman S rivenli...@gmail.com wrote:

 Isn't the cvar called sv_gametypes?
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Re: [hlds] How to force L4D server to coop only?

2009-06-12 Thread Brent Veal
March 11, 2009
Server Changes
Added convar sv_gametype that allows server operators to limit the types of
games that will start on their server. Default value is 'coop,versus'. Can
be changed to just 'coop' or just 'versus' to limit to those game types



sv_gametypes was already in when Valve added the Survival update. The
addition in the survival update was mp_gamemode which is the variable used
to change the game type of the server, not restrict the server to a certain
game type.





On Fri, Jun 12, 2009 at 10:27 AM, Robert Whelan mrrjwhe...@yahoo.comwrote:

 Hey Oook

 1. I'm pretty sure the update was around 4/20 sometime, not march like
 somebody mentioned.

 2. Here's the info I posted to out admins:-

 A developer at Valve who is working on the Left 4 Dead Survival pack gave
 us a heads up on the upcoming update. They've made several changes to server
 operations and are passing on the info to us server operators in
 preparation.

 Survival Mode
 QUOTE
 Since Left 4 Dead will now support three different game modes, we removed
 the console variable director_no_human_zombies and added a new variable
 called mp_gamemode which can be set to coop, versus and survival.
 This variable is set by lobby reservation, so a normal server running in
 lobby mode will require no changes by the server operator.  If you are
 running in LAN mode without lobbies, you will need to set mp_gamemode before
 you load a map.  For example, use mp_gamemode survival; map
 l4d_sv_lighthouse to load the new Lighthouse map in Survival mode.

 Game Types
 QUOTE
 We have extended sv_gamestypes to also include survival.  The default
 value is now coop,versus,survival.  This may cause issues for some servers
 that have a lot of tags in addition to the defaults. We realize this is
 problem and adjusted sv_showtags to show the truncated tags to help server
 operators see if they have reached the 63 character limit.

 Tags
 QUOTE
 The tags issue will be fixed in the forthcoming third party campaign
 matchmaking update.  We have extended the master servers so heartbeats will
 be sent as two distinct packets, one containing the existing server
 heartbeat, and another containing additional game data.  This game data
 will contain all the matchmaking server tags such as sv_gametypes, and the
 list of third party campaign missions installed.  This third party campaign
 list will be used by people searching for servers with third party campaigns
 installed.  Server operators will install the VPK file of the campaign that
 includes the maps (and associated models, etc) as well as a mission
 description file that describes the campaign and its name used for
 matchmaking. We hope that as various third party campaigns become popular,
 more server operators will install them giving a larger base for players to
 find servers for those campaigns.





 
 From: Ook ooksser...@zootal.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Friday, June 12, 2009 9:33:33 AM
 Subject: Re: [hlds] How to force L4D server to coop only?

 Unknown command sv_gametype

 Yah - I noticed that :). sv_gametypes seems to be correct, but if I put it
 in server.cfg:

 sv_gametypes coop

 and start server and type sv_gametypes in console, I get:

 sv_gametypes
 sv_gametypes = coop,versus,survival
 notify
 - Allowable game types, lobbies will search based on this.

 So I typed sv_gametypes in console:

 sv_gametypes coop
 Queuing heartbeat send to steam master server updater.
 sv_gametypes
 sv_gametypes = coop ( def. coop,versus,survival )
 notify
 - Allowable game types, lobbies will search based on this.

 Is sv_gametypes not recognized if it is in server.cfg?


 - Original Message -
 From: Brent Veal naslund.fan...@gmail.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Friday, June 12, 2009 7:24 AM
 Subject: Re: [hlds] How to force L4D server to coop only?


  The description is from the update notes when it was added in on March
 11.
  Although there was a typo in the original announcement and they forgot
 the
  's' on the end.
 
  On Fri, Jun 12, 2009 at 7:18 AM, Ook ooksser...@zootal.com wrote:
 
  Ahh...excellent...tnx ;-)
 
  Where did you find this description?
 
  - Original Message -
  From: Adam Smith
  absmi...@gmail.com
 https://mail.google.com/mail?view=cmtf=0to=absmi...@gmail.com
  
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
 https://mail.google.com/mail?view=cmtf=0to=h...@list.valvesoftware.com
  
  Sent: Friday, June 12, 2009 7:13 AM
  Subject: Re: [hlds] How to force L4D server to coop only?
 
 
   sv_gametype
  
   - Added convar sv_gametype that allows server operators to limit the
  types
   of games that will start on their server. Default value is
   'coop,versus'.
   Can be changed to just 'coop' or just 'versus' to limit to those game
   types
  
   On Fri, Jun 12, 2009 at 10:00

Re: [hlds] L4D/L4D2 run as the same server?

2009-06-03 Thread Brent Veal
I'm not sure if that would be possible if L4D2 is going to be a stand-alone
game. It seems like the majority of the L4D community is going to move on to
L4D2 anyways, but who knows.


On Wed, Jun 3, 2009 at 11:25 AM, Munra mu...@anbservers.net wrote:

 First I like to say this is not a debate topic on if L4D2 should be DLC or
 not.  It is what it is.

 My request is that L4D1 server supports L4D2 also.  As one one trying to
 keep/create a better l4d community I think it would be great if my already
 existing server L4D servers would support lobby connects from both L4D1 and
 L4D2 games.

 I know A gsp would rather see the servers separate as to the can sell more
 which is fine a GSP does business to make money.

 I am just curios about what you guys think.

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Re: [hlds] L4D/L4D2 run as the same server?

2009-06-03 Thread Brent Veal
Well the game engines might not be identical. We've only been told that
custom maps from L4D1 will be compatible, but the director is undergoing
quite a few upgrades and the current boss infected will have some additional
AI. And Valve mentioned that they might include the L4D1 campaigns with
L4D2, so if you're running just an L4D2 server you'll have access to pretty
much all the L4D1 content if they go through with that.


On Wed, Jun 3, 2009 at 11:39 AM, Munra mu...@anbservers.net wrote:

 Well I don't know why it wouldn't be possible because its the same engine
 and both games will support the same custom maps.  So really then the only
 thing that changes is  AID 2.0 Which if supports custom maps for both games
 will run the l4D1 maps then then just a mass a files for the added content.

 I know that sounds simple(Its never simple) and I hope that's the way it
 turns out.


 -Original message-
 From: Brent Veal naslund.fan...@gmail.com
 Date: Wed, 03 Jun 2009 14:33:36 -0400
 To: Munra mu...@anbservers.net, Half-Life dedicated Win32 server mailing
 list hlds@list.valvesoftware.com
 Subject: Re: [hlds] L4D/L4D2 run as the same server?

  I'm not sure if that would be possible if L4D2 is going to be a
 stand-alone
  game. It seems like the majority of the L4D community is going to move on
 to
  L4D2 anyways, but who knows.
 
 
  On Wed, Jun 3, 2009 at 11:25 AM, Munra mu...@anbservers.net wrote:
 
   First I like to say this is not a debate topic on if L4D2 should be DLC
 or
   not.  It is what it is.
  
   My request is that L4D1 server supports L4D2 also.  As one one trying
 to
   keep/create a better l4d community I think it would be great if my
 already
   existing server L4D servers would support lobby connects from both L4D1
 and
   L4D2 games.
  
   I know A gsp would rather see the servers separate as to the can sell
 more
   which is fine a GSP does business to make money.
  
   I am just curios about what you guys think.
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
 
 

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Re: [hlds] L4D/L4D2 run as the same server?

2009-06-03 Thread Brent Veal
The only reason would be for the few remaining L4D1 players. But I dont know
why anyone would still be playing it a year+ after release when there's a
new better version available


On Wed, Jun 3, 2009 at 11:53 AM, Midnight mido...@gmail.com wrote:

 If it is essentially the same game, there's no reason to keep L4D1
 servers around is there?


 Munra wrote:
  Well I don't know why it wouldn't be possible because its the same engine
 and both games will support the same custom maps.  So really then the only
 thing that changes is  AID 2.0 Which if supports custom maps for both games
 will run the l4D1 maps then then just a mass a files for the added content.
 
  I know that sounds simple(Its never simple) and I hope that's the way it
 turns out.
 
 
  -Original message-
  From: Brent Veal naslund.fan...@gmail.com
  Date: Wed, 03 Jun 2009 14:33:36 -0400
  To: Munra mu...@anbservers.net, Half-Life dedicated Win32 server mailing
 list hlds@list.valvesoftware.com
  Subject: Re: [hlds] L4D/L4D2 run as the same server?
 
 
  I'm not sure if that would be possible if L4D2 is going to be a
 stand-alone
  game. It seems like the majority of the L4D community is going to move
 on to
  L4D2 anyways, but who knows.
 
 
  On Wed, Jun 3, 2009 at 11:25 AM, Munra mu...@anbservers.net wrote:
 
 
  First I like to say this is not a debate topic on if L4D2 should be DLC
 or
  not.  It is what it is.
 
  My request is that L4D1 server supports L4D2 also.  As one one trying
 to
  keep/create a better l4d community I think it would be great if my
 already
  existing server L4D servers would support lobby connects from both L4D1
 and
  L4D2 games.
 
  I know A gsp would rather see the servers separate as to the can sell
 more
  which is fine a GSP does business to make money.
 
  I am just curios about what you guys think.
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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Re: [hlds] L4D/L4D2 run as the same server?

2009-06-03 Thread Brent Veal
With the full SDK being released soon, we could potentially see a lot of the
'new' content modded into the original game.


On Wed, Jun 3, 2009 at 4:23 PM, Donnie Newlove donnie.newl...@gmail.comwrote:

 The probably most important one, having to move up to stop events and
 not just camp could probably be done with a sourcemod for L4D1, could
 it not?

 On Thu, Jun 4, 2009 at 1:11 AM, admin ad...@firestormpcs.net wrote:
  i dont thik it will becuase l4d(2) has a new director and that would
  require a major update (not a problem) but that would mean that l4d1
  would need a major update too or else there would be no servers to run
  l4d(1) :(
  On Jun 3, 2009, at 3:11 PM, msleeper wrote:
 
  First I like to say this is not a debate topic on if L4D2 should be
  DLC
  or not.  It is what it is.
 
  First I like to say this is not a debate topic on if L4D2 should be
  DLC
  or not.  It is what it is.
 
  First I like to say this is not a debate topic on if L4D2 should be
  DLC
  or not.  It is what it is.
 
  First I like to say this is not a debate topic on if L4D2 should be
  DLC
  or not.  It is what it is.
 
 
  Nobody cares what your opinion on the game is here. Go to Steampowered
  or something. We're talking about how the servers are going to work,
  try
  to pay attention.
 
  As Brent Veal said, L4D2 has been said that it will include the L4D1
  content, so while we may be able to play the L4D1 campaigns in L4D2,
  that may not mean that L4D1 game clients will be able to access it. I
  think there's no point in speculating about it when we are like 5-6
  months away from release. Revisit this topic when release is imminent.
 
 
  On Wed, 2009-06-03 at 13:53 -0500, Cc2iscooL wrote:
  I am very disappointed that I paid 50 for a game that lasted me two
  weeks and then got boring. I guess they're getting back at me for
  playing TF2 so much. What's up with that, though? I'm NOT spending 50
  on another L4D game. I'll take my chances and not buy it.
 
  On 6/3/09, TheNob HLDS h...@thenob.de wrote:
  If I look in my installed L4D-Server directory by HLDS, I say it
  will be a
  new/seperate server installation.
 
  By the way, I am disappointed that a completely new game will be
  released
  instead of a mappack for L4D, lets say with another 4 Levels like
  the
  included ones for, let say, 20 to 25 bucks.
 
 
  2009/6/3 Munra mu...@anbservers.net
 
  First I like to say this is not a debate topic on if L4D2 should
  be DLC or
  not.  It is what it is.
 
  My request is that L4D1 server supports L4D2 also.  As one one
  trying to
  keep/create a better l4d community I think it would be great if
  my already
  existing server L4D servers would support lobby connects from
  both L4D1
  and
  L4D2 games.
 
  I know A gsp would rather see the servers separate as to the can
  sell more
  which is fine a GSP does business to make money.
 
  I am just curios about what you guys think.
 
  ___
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  archives,
  please visit:
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Re: [hlds] Valve doesn't delist servers according to support...

2009-05-30 Thread Brent Veal
I would assume that the delisting only occurs on the main server browser

On Sat, May 30, 2009 at 6:40 AM, shorec...@comcast.net wrote:



 No, because Valve doesn't delist servers, just like support says.



 If they DID delist servers (maybe there's a remote chance support was
 wrong?), it only removes the server from the main browser, not favorites,
 X-Fire, game-monitor.com, etc...


 - Original Message -
 From: Nightbox 
 alexandrualexa...@gmail.comhttps://mail.google.com/mail?view=cmtf=0to=alexandrualexa...@gmail.com
 
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=h...@list.valvesoftware.com
 
 Sent: Saturday, May 30, 2009 9:08:33 AM GMT -05:00 US/Canada Eastern
 Subject: Re: [hlds] Valve doesn't delist servers according to support...

 so delisting is working dan ?


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Re: [hlds] Team Fortress 2 Update Available

2009-05-30 Thread Brent Veal
If Valve tried to get rid of all the achievement farming servers, then all
those farmers would start grinding in servers where real games are going on.
It sucks when you're trying to play a game and half your team is attempting
to get random achievements. People are always going to farm when there are
unlockables so letting them have a place to do it is a good thing imo

On Sat, May 30, 2009 at 7:00 AM, 1nsane 1nsane...@gmail.com wrote:

 A pile of them are run locally by players. Delisting dynamic ips is not
 fun.

 On Sat, May 30, 2009 at 6:23 AM, 
 shorec...@comcast.nethttps://mail.google.com/mail?view=cmtf=0to=shorec...@comcast.net
 wrote:

 
 
  I'm curious why Valve hasn't delisted servers running those achivement
  maps... seems like it would be fair game to delist them.
 
 
  - Original Message -
  From: Philip Bembridge 
  philipbembri...@gmail.comhttps://mail.google.com/mail?view=cmtf=0to=philipbembri...@gmail.com
 
  To: Half-Life dedicated Win32 server mailing list 
  hlds@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=h...@list.valvesoftware.com
 
  Sent: Saturday, May 30, 2009 5:55:02 AM GMT -05:00 US/Canada Eastern
  Subject: Re: [hlds] Team Fortress 2 Update Available
 
  {watches everyone go sniper and spy and watches the achievement servers
  fill...}Anyone else prefer this new system?
  I think it would have been great had the probabability just been weighted
  towards playing well..
 
  I'm going to be interested in their next blog post...
 
  Phil
 
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Re: [hlds] Team Fortress 2 Update Available

2009-05-30 Thread Brent Veal
Then map makers would change their map name to something else. Or
achievement servers would grind with regular maps. Or those grinders would
all grind in normal servers

On Sat, May 30, 2009 at 7:23 AM, shorec...@comcast.net wrote:



 I wonder if they can dislist servers based on the map their are running,
 like blocking any with the name achievement in them.


 - Original Message -
 From: 1nsane 1nsane...@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=h...@list.valvesoftware.com
 
 Sent: Saturday, May 30, 2009 10:00:58 AM GMT -05:00 US/Canada Eastern
 Subject: Re: [hlds] Team Fortress 2 Update Available

 A pile of them are run locally by players. Delisting dynamic ips is not
 fun.
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Re: [hlds] L4D - Team Sramble on Map Change

2009-05-29 Thread Brent Veal
Before Valve fixed the team scrambling, there was a Sourcemod plugin that
prevented it. But since they patched it and claimed to have fixed it, I
rarely notice any problems. Every now and then you'll see 1 swap, but it's
rare. I don't know if that plugin still works, but it cant hurt to look for
it I guess.



On Fri, May 29, 2009 at 9:44 AM, turb0z tur...@undergamer.com wrote:

 Hey Everyone,



 I've got a few L4D servers running here at a LAN party I'm hosting and I'm
 wondering if anyone knows how to disable team scramble on map changes for
 L4D?



 We just played a game (we'll be starting a tournament in a few hours) where
 teams scrambled after we played one full round (one as survivor and one as
 infected and then the map changed) which basically makes it much harder to
 play the game with the same teams.



 I've played L4D versus on my public servers I run and have never had an
 issue.  These servers are running the same config, but I'm getting
 different
 results.  So far my google searching hasn't really turned anything up.
 Anyone have any ideas?  I didn't execute any commands that would have
 kicked
 off that scramble.



 Thanks,



 turb0z

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Re: [hlds] Lots of crashes since the newest update

2009-05-29 Thread Brent Veal
Are you talking about server crashes or client crashes

On Fri, May 29, 2009 at 5:33 PM, David J. Ulbrich david_ulbr...@hotmail.com
 wrote:

 Anyone else crashing since the newest update?

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Re: [hlds] Jarate is crashing servers

2009-05-26 Thread Brent Veal
Is it possible that the jarate is perhaps conflicting with plugins or
extensions on the servers? Has anyone seen confirmed jarate crashes on
vanilla servers?

On Tue, May 26, 2009 at 11:19 AM, HoundDawg houndd...@dawgpaw.com wrote:

  From what I understand, it's a random issue caused by players using
 Jarate.  If someone can create or post a link to an addon that can
 disable just Jarate, that would rock as we don't have to disable the
 whole sniper class.

 --
 HoundDawg

 UnitedAdmins.com
 Forums: http://forums.unitedadmins.com
 Steam: http://steam.unitedadmins.com
 Wiki: http://wiki.unitedadmins.com


 ServerAlex wrote:
  same crash here.
 
  2009/5/24 Clyde cide thedrunkenbraw...@gmail.com
 
 
  perhaps its an exploit similar to the flaregun exploit? is it on a
 specific
  map with the jarate?
 
  On Sun, May 24, 2009 at 4:53 PM, Ryan Mannion floormas...@gmail.com
  wrote:
 
 
  I can also confirm seeing crashes across all our TF2 servers since the
  update (10 on our main server, with no particular types of maps being
  susceptible to crashing). The servers were completely stable prior to
  the update.
 
  Ryan
 
  On Sun, May 24, 2009 at 12:37 PM, Spencer 'voogru' MacDonald
  voo...@voogru.com wrote:
 
  Yeah I'm getting this crash too it seems. It's really pissing me off.
 
 


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Re: [hlds] Team Fortress 2 Update Available

2009-05-26 Thread Brent Veal
Yeah it's the Dead Ringer apparently

On Tue, May 26, 2009 at 5:05 PM, FDL1 fiercedeityli...@gmail.com wrote:

 The Cloak  Dagger now fully drains the cloak meter, even if the Spy
 leaves cloak early

 Did they mean Dead Ringer?

 What does this even mean

 On Tue, May 26, 2009 at 7:58 PM, Robert Smieja robertsmi...@gmail.com
 wrote:
  All good, but no word on the unlock system? Is this how it is supposed to
  be? Or are the kinks still being fixed?
 
  On Tue, May 26, 2009 at 7:43 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:
 
  A required update for Team Fortress 2 is now available.  Please run
  hldsupdatetool to receive it.  The specific changes include:
 
  - The Ambassador now does full critical hits on headshots, instead of
 mini
  crits
  - The Cloak  Dagger now fully drains the cloak meter, even if the Spy
  leaves cloak early
  - Fixed Spy disguise menu not being visible in HUD minimal mode
  - Server log improvements:
 - Added player_extinguish event for servers to log when a
 Pyro
  extinguishes flame with the airburst
 - Fixed kill descriptions for Force-A-Nature  Sandman, so
  server logs can distinguish them
 - Identified feign deaths in the events sent to server logs
  - Fixed server crash related to the Jarate
 
  Jason
 
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Re: [hlds] Hat Drops

2009-05-25 Thread Brent Veal
Perhaps Valve is adjusting the drop frequencies

On Mon, May 25, 2009 at 11:22 AM, Didrole didr...@gmail.com wrote:

 Interesting

 2009/5/25 Claudio Beretta beretta.clau...@gmail.com

  Yeah, I use that plugin too (with nice results :-)), but this is not the
  case. Those items were really dropped by steam.
 
 
  On Mon, May 25, 2009 at 8:11 PM, Robert Smieja robertsmi...@gmail.com
  wrote:
 
   -- Forwarded message --
   From: Stephen Micheals stephen.miche...@gmail.com
   Date: Mon, May 25, 2009 at 1:59 PM
   Subject: Re: [hlds] New bug/hack to get multiple items in a very short
   time?
   To: Half-Life dedicated Win32 server mailing list 
   hlds@list.valvesoftware.com
  
  
   theres a sourcemod plugin that allows you to hook and use the item
   found event and make it Look like a player has received items.
  
   very fun to use and piss the hell off of other players and also fun to
   put other items in the item found prompt.
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Re: [hlds] BAN Spy Scripts Anyone?

2009-05-20 Thread Brent Veal
Yeah, I assumed that the sticky script that was being discussed involved
detonating them when the player himself was nearly dead, so you dont waste
the bombs.

On Wed, May 20, 2009 at 2:12 PM, Neil Voutt mr.neosty...@gmail.com wrote:

 I think the script was talking about detonating the players stickys when he
 was below 10 health.. like if hes getting shot running away and almost dies
 it triggers stickys  by default?


 On Wed, May 20, 2009 at 2:21 PM, CLAN RCR clan...@gmail.com wrote:

  But on a different note, you would be surprised how much of the game
  environment is all computed client-side. Aimbot functionality is quite a
  bit
  different from being able to tell the health of the opposing player.
 
  The model positioning/hitboxes are all viewable on the client-side of
  course. The health of the opposing player, is not. ..Unless you're a spy
  disguising as an enemy player. But still.. That function sounds more like
 a
  hack to me then a script.
 
  -Matt
 
  On Wed, May 20, 2009 at 1:11 PM, CLAN RCR clan...@gmail.com wrote:
 
   It sounds to me if someone is actually advertising that a script will
   auto-detonate stickies based upon the health of the opposing player
 isn't
  a
   script at all, but a program built to steal account information.
  
   Enjoy your trojan, and botnet.
  
   -Matt
  
  
   On Tue, May 19, 2009 at 5:16 PM, Yaakov Smith m4ngr...@gmail.com
  wrote:
  
   That's basically what I'm asking. How does the script know that there
 is
   an
   enemy in your crosshair? And someone else here mentioned
 auto-detonating
   stickies when their health  10.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of MjrNuT
   Sent: Wednesday, 20 May 2009 3:53 AM
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] BAN Spy Scripts Anyone?
  
   Yaakov,
  
   All scripts are triggered by a bind.  In general scripts can execute
   another
   single key or multiple keys, or further, sets of keys (i.e., alias').
Just
   as explained in more detail in this following reference, among many on
  the
   net, http://tf2wiki.net/wiki/Scripting
  
   Your last question seems to imply that a script will _auto_
 trigger...?
And
   for the record, my experience has enver come across one such as this.
   My
   experience has come across an auto aim, or aim assist of the scout
 that
   once
   the cross-hair crosses the body of the opponent, it fires.  The script
   here
   being just to turn ON or turn OFF that behavior.
  
  
   Anyone consider these publically available scripts unacceptable for
 the
   Spy?
  
   http://tf2wiki.net/wiki/Spy_scripts
  
   Thanks for any input as I'm just trying to be a smarter admin for my
   community, nothing more.
  
   [FLASH] MjrNuT
   Arise from Flames and Ash, Behold Immortality
  
   www.flamesandash.com
  
  
  
--
   
Message: 5
Date: Sat, 16 May 2009 21:26:44 +1000
From: Yaakov Smith m4ngr...@gmail.com
Subject: Re: [hlds] BAN Spy Scripts Anyone?
To: Half-Life dedicated Win32 server mailing list
   hlds@list.valvesoftware.com
Message-ID:
   6490fa8c0905160426o1b4c9d35yf4a0034c2bc0a...@mail.gmail.com
 
Content-Type: text/plain; charset=UTF-8
   
@David: A combined Sniper+Spy update has been rumored for ages.
@MjrNuT: How would you trigger a script, apart from binding it to a
  key?
how
would a script know you are below 10 HP, for example?
   
   
   
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Re: [hlds] L4D Disconnects on Map Change

2009-05-07 Thread Brent Veal
I dont believe that the issue has been addressed for L4D - just TF2. I have
the latest L4D version of Neph's plugin installed on all my servers and
havent had anyone report any disconnect issues.

On Thu, May 7, 2009 at 5:33 PM, Midnight mido...@gmail.com wrote:

 What is the latest status on this issue?

 I have Neph's plugin installed and people are still claiming they get
 disconnects.  One person told me the plugin is obsolete.  Is that true
 for L4D or just for TF2?

 It is pretty annoying trying to support a game with so many problems
 between random crashes and disconnects.
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Re: [hlds] Any official HLDS Material?

2009-05-06 Thread Brent Veal
1) Game mode is locked when you join from a lobby. If everyone just connects
directly to the server, you can change the game mode with mp_gamemode
survival/versus/coop

2) Direct downloads doesnt work at the moment. Everyone needs to download
and install custom maps before joining.

3) There might be some cvars that you can alter to get the spawn times you
want. I dont mess with them since it's fairly balanced as far as I'm
concerned.

4) There's a sourcemod plugin that will start a new campaign once another
ends in a rotation. I had it on my servers for a while, but it didnt really
work that well since most people just leave after a campaign ends since they
usually take an hour or so from beginning to end.


On Wed, May 6, 2009 at 4:20 AM, Dan Sorenson vik...@svtv.com wrote:

 At 10:37 AM 5/6/2009 -0500, Brandon Sharpe wrote:

 the one thing that really drives me insane is the lack of official
 documentation for the HLDS server or more specifically the Left4Dead
 variant.

 You're not the only one.  I manage about a half-dozen clan servers,
 and the teamwork needed in L4D has siphoned off probably 80% of our
 former core DoD:S players.  There's a real demand for this game,
 and I'm in the unenviable position of having to admit I have no
 idea what the heck I'm doing with the servers.

 Some issues I've found no resolution for (and I freely admit I've
 only spent perhaps five hours of looking, since I've that whole
 real job thing staring me in the face during the day):

 1) switching game-mode and maps.  If you're playing versus and the server
 was started on a co-op or survival map, the maps lose the areas where
 infected can climb the sides of buildings.  Likewise, a survival map can be
 changed
 to but the server remains in coop mode, thus the dreaded hordes never come.

 2) Map downloads.  I've not spent enough time on this debugging, but there
 has to be a way to get custom maps out to the players dynamically.  The
 standard sv_downloadurl doesn't appear to be the way, or maybe I've just
 pooched the URL as I cribbed it from the DoDS server.

 3) Game variables.  Respawn time for the infected are horrendous, given
 it's 30 seconds to respawn then another minute of running ahead of the
 survivors to find a spot to rejoin.  We'd like a more immediate return
 to the action.  It would also be kind of nice if we could limit ammunition
 or otherwise muck with things in versus mode to give the infected a
 shot at winning if there's not a tank on the level.

 4) Booted at the end of the round.  Campaign ends, everybody's
 disconnected.  Be kind of nice if we could stick around for the next
 campaign.

 You're on-target, these are simple, simple issues that could easily be
 taken care of if we pooled our knowledge and placed it in a convenient
 spot.  Looking through this mailing list and google-fu takes hours to
 uncover, well, not much.

- Dan

 * Dan Sorenson  DoD #1066  A.H.M.C. #35 vik...@svtv.com *
 * Vikings?  There ain't no vikings here.  Just us honest farmers.   *
 * The town was burning, the villagers were dead.  They didn't need  *
 * those sheep anyway.  That's our story and we're sticking to it.   *


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Re: [hlds] [L4D]Server wont allow any more connections after a gameconcludes.

2009-05-06 Thread Brent Veal
I havent seen the bot problem since the last patch claimed to have fixed it

On Wed, May 6, 2009 at 9:30 AM, Roman S rivenli...@gmail.com wrote:

 Actually, now there happen to be times when server again becomes filled
 with
 bots only. For some time after the recent patch the issue seemed resolved,
 but now it's back, at least for me. Anyone noticed the bot problem
 return?
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Re: [hlds] Any official HLDS Material?

2009-05-06 Thread Brent Veal
the Game mode didnt used to be locked when joining through the lobby. You
used to be able to change between coop/versus easily any time. I dont know
if it's a bug, or if this is how they intended the game to be, but the
gamemode gets locked through the lobby ever since Survival was introduced.

On Wed, May 6, 2009 at 9:33 AM, gamead...@127001.org wrote:

 I'd say #1 is a genuine bug, #4 is by design but maybe should be looked at
 (the idea is it's a lobby that's the primary unit, not the server - and the
 people maybe want to see if there's a better server after the current
 campaign has finished), #3 if implemented should be per-lobby/playervote,
 and no idea if #2 is a bug or not...

 but if you're not sure if the url is correct try checking the access logs
 for your webserver if it's a url problem the 404's should be self-evident,
 if it's not supported you'll just see nothing at all (if you don't have
 access to log files you could use wireshark or similar on your client)

  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
  boun...@list.valvesoftware.com] On Behalf Of Dan Sorenson
  Sent: 06 May 2009 11:20
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Any official HLDS Material?
 
  At 10:37 AM 5/6/2009 -0500, Brandon Sharpe wrote:
 
  the one thing that really drives me insane is the lack of official
  documentation for the HLDS server or more specifically the Left4Dead
  variant.
 
  You're not the only one.  I manage about a half-dozen clan servers,
  and the teamwork needed in L4D has siphoned off probably 80% of our
  former core DoD:S players.  There's a real demand for this game,
  and I'm in the unenviable position of having to admit I have no
  idea what the heck I'm doing with the servers.
 
  Some issues I've found no resolution for (and I freely admit I've
  only spent perhaps five hours of looking, since I've that whole
  real job thing staring me in the face during the day):
 
  1) switching game-mode and maps.  If you're playing versus and the
  server
  was started on a co-op or survival map, the maps lose the areas where
  infected can climb the sides of buildings.  Likewise, a survival map
  can be changed
  to but the server remains in coop mode, thus the dreaded hordes never
  come.
 
  2) Map downloads.  I've not spent enough time on this debugging, but
  there
  has to be a way to get custom maps out to the players dynamically.  The
  standard sv_downloadurl doesn't appear to be the way, or maybe I've
  just
  pooched the URL as I cribbed it from the DoDS server.
 
  3) Game variables.  Respawn time for the infected are horrendous, given
  it's 30 seconds to respawn then another minute of running ahead of the
  survivors to find a spot to rejoin.  We'd like a more immediate return
  to the action.  It would also be kind of nice if we could limit
  ammunition
  or otherwise muck with things in versus mode to give the infected a
  shot at winning if there's not a tank on the level.
 
  4) Booted at the end of the round.  Campaign ends, everybody's
  disconnected.  Be kind of nice if we could stick around for the next
  campaign.
 
  You're on-target, these are simple, simple issues that could easily be
  taken care of if we pooled our knowledge and placed it in a convenient
  spot.  Looking through this mailing list and google-fu takes hours to
  uncover, well, not much.
 
- Dan
 
  * Dan Sorenson  DoD #1066  A.H.M.C. #35 vik...@svtv.com *
  * Vikings?  There ain't no vikings here.  Just us honest farmers.   *
  * The town was burning, the villagers were dead.  They didn't need  *
  * those sheep anyway.  That's our story and we're sticking to it.   *
 
 
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  please visit:
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Re: [hlds] Any official HLDS Material?

2009-05-06 Thread Brent Veal
Whenever I try switching mp_gamemode after joining from a lobby, it gives me
a message saying that mp_gamemode is locked due to lobby reservation. I've
tried changing it and switching maps, but it only works when everyone
connects without a lobby. That's my experience with it so far, at least.



On Wed, May 6, 2009 at 9:50 AM, Mike Zimmermann rem...@remmiz.com wrote:

 This is because the gamemode used to be determined by the map name l4d_
 or
 l4d_vs_. Now it is determined by a cvar (mp_gamemode). This is because
 many Survival maps are just the co-op or versus maps with added entities to
 block off hallways and stuff. I've found that changing mp_gamemode and then
 reloading or switching to the new maps works fine. For instance, if I was
 playing on l4d_hospital01_apartment in Coop and I wanted to switch to Death
 Toll on VS, I would issue:

 mp_gamemode versus
 changelevel l4d_vs_smalltown01_caves

 In essence you could play Versus on any map but I wouldn't suggest it as
 not
 all maps are built for it.

 -Mike


 On Wed, May 6, 2009 at 11:42 AM, Brent Veal naslund.fan...@gmail.com
 wrote:

  the Game mode didnt used to be locked when joining through the lobby. You
  used to be able to change between coop/versus easily any time. I dont
 know
  if it's a bug, or if this is how they intended the game to be, but the
  gamemode gets locked through the lobby ever since Survival was
 introduced.
 
  On Wed, May 6, 2009 at 9:33 AM, gamead...@127001.org wrote:
 
   I'd say #1 is a genuine bug, #4 is by design but maybe should be looked
  at
   (the idea is it's a lobby that's the primary unit, not the server - and
  the
   people maybe want to see if there's a better server after the current
   campaign has finished), #3 if implemented should be
 per-lobby/playervote,
   and no idea if #2 is a bug or not...
  
   but if you're not sure if the url is correct try checking the access
 logs
   for your webserver if it's a url problem the 404's should be
  self-evident,
   if it's not supported you'll just see nothing at all (if you don't have
   access to log files you could use wireshark or similar on your client)
  
-Original Message-
From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
boun...@list.valvesoftware.com] On Behalf Of Dan Sorenson
Sent: 06 May 2009 11:20
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Any official HLDS Material?
   
At 10:37 AM 5/6/2009 -0500, Brandon Sharpe wrote:
   
the one thing that really drives me insane is the lack of official
documentation for the HLDS server or more specifically the Left4Dead
variant.
   
You're not the only one.  I manage about a half-dozen clan servers,
and the teamwork needed in L4D has siphoned off probably 80% of our
former core DoD:S players.  There's a real demand for this game,
and I'm in the unenviable position of having to admit I have no
idea what the heck I'm doing with the servers.
   
Some issues I've found no resolution for (and I freely admit I've
only spent perhaps five hours of looking, since I've that whole
real job thing staring me in the face during the day):
   
1) switching game-mode and maps.  If you're playing versus and the
server
was started on a co-op or survival map, the maps lose the areas where
infected can climb the sides of buildings.  Likewise, a survival map
can be changed
to but the server remains in coop mode, thus the dreaded hordes never
come.
   
2) Map downloads.  I've not spent enough time on this debugging, but
there
has to be a way to get custom maps out to the players dynamically.
  The
standard sv_downloadurl doesn't appear to be the way, or maybe I've
just
pooched the URL as I cribbed it from the DoDS server.
   
3) Game variables.  Respawn time for the infected are horrendous,
 given
it's 30 seconds to respawn then another minute of running ahead of
 the
survivors to find a spot to rejoin.  We'd like a more immediate
 return
to the action.  It would also be kind of nice if we could limit
ammunition
or otherwise muck with things in versus mode to give the infected a
shot at winning if there's not a tank on the level.
   
4) Booted at the end of the round.  Campaign ends, everybody's
disconnected.  Be kind of nice if we could stick around for the next
campaign.
   
You're on-target, these are simple, simple issues that could easily
 be
taken care of if we pooled our knowledge and placed it in a
 convenient
spot.  Looking through this mailing list and google-fu takes hours to
uncover, well, not much.
   
  - Dan
   
* Dan Sorenson  DoD #1066  A.H.M.C. #35 vik...@svtv.com*
* Vikings?  There ain't no vikings here.  Just us honest farmers.   *
* The town was burning, the villagers were dead.  They didn't need  *
* those sheep anyway.  That's our story and we're sticking

Re: [hlds] L4D servers sitting empty for ages, restart and fill instantly?

2009-04-27 Thread Brent Veal
Since the last update, sometimes a server will empty but will keep running
with 4 bots sitting it. With the 4 bots, lobbies wont find the server since
it appears to be active. A restart or even a simple map change fixes it I
think. I could be wrong, but this is based off my observations so far.


On Mon, Apr 27, 2009 at 10:19 AM, Philip Bembridge 
philipbembri...@gmail.com wrote:

 My L4D servers sit empty for ages and I can restart and fill instantly?
 Heartbeat doesn't seem to work, you have to restart
 Seems to happen on versus maps, and I can't figure out why..

 Phil
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Re: [hlds] Quick question about sv_search_key

2009-04-27 Thread Brent Veal
They can all have the same search_key, and you'll end up in one of them as
long as there's an empty server available.

On Mon, Apr 27, 2009 at 1:44 PM, Zach Tate z...@tomballtech.com wrote:

 I have a question, if I were to setup a search key would I be able to
 setup 5 servers with the same search key and just randomly connect to
 one that doesn't have players in it?  Or do you have to have a different
 search key for every server?

 Thanks,
 Zach Tate

 -Original Message-
 From: Jonah Hirsch [mailto:crazydog...@gmail.com]
 Sent: Monday, April 27, 2009 12:05 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Quick question about sv_search_key

 ok. Thanks mike. I'll try that in about an hour or so

 On 4/27/09, Mike Zimmermann rem...@remmiz.com wrote:
  sv_search_key = 1013,key:customkey
 
  -Mike
 
 
  On Mon, Apr 27, 2009 at 11:25 AM, Jonah Hirsch
 crazydog...@gmail.comwrote:
 
  Ditto.
 
  Can someone just show an example of an sv_search_key with both a
  custom key and the default key in it?
 
  On 4/27/09, Philip Bembridge philipbembri...@gmail.com wrote:
   wait, I'm confused now, what?
  
   2009/4/27 Adam Nowacki no...@xpam.de
  
   The complete tag should be:
   key: + your key + 1013 (its the game version, 1.0.1.3) and ,
 is
   the tag separator
   sv_search_key only takes care of the first key: and last version
  string
  
   similarly sv_steamgroup is just a grp: + group + i tag:
   sv_steamgroup 123i,grp:456
  
   Jonah Hirsch wrote:
So, I have my sv_search_key on my server set to this:
   
sv_search_key = MYKEYHERELOL,key:SEARCHKEY
   
I have my ingame search key set to this:
   
sv_search_key = MYKEYHERELOL ( def.  )
  
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  --
  Sent from my mobile device
 
  Jonah Hirsch
  ---
  Sent from my Blackberry
 
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Re: [hlds] Quick question about sv_search_key

2009-04-27 Thread Brent Veal
Why would it have to be unique for each server? Our group runs 6 servers
that all have the same search key, so our members can put in the search key
and know that they'll end up in one of our servers as long as one is open.

On Mon, Apr 27, 2009 at 1:56 PM, MjrNuT mjr...@gmail.com wrote:

 It must be unique for each server.  So, no you can't.  Unless there is some
 variation that I don't know about that someone else can clarify.


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

 www.flamesandash.com

 Message: 6
 Date: Mon, 27 Apr 2009 15:44:01 -0500
 From: Zach Tate z...@tomballtech.com
 Subject: Re: [hlds] Quick question about sv_search_key
 To: hlds@list.valvesoftware.com
 Message-ID:
   L8B9DFDE542E44f26A49C7FA97E2AE3F8.1240865021.scalix.rentadmin.net
 http://l8b9dfde542e44f26a49c7fa97e2ae3f8.1240865021.scalix.rentadmin.net/
 @MHS

 Content-Type: text/plain;   charset=US-ASCII

 I have a question, if I were to setup a search key would I be able to
 setup 5 servers with the same search key and just randomly connect to
 one that doesn't have players in it?  Or do you have to have a different
 search key for every server?

 Thanks,
 Zach Tate
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Re: [hlds] Left 4 Dead update available

2009-04-27 Thread Brent Veal
My servers are running fine with the new update. Although I have the NephDSU
plugin installed that prevents timeouts between map changes. Perhaps that's
making a difference

On Mon, Apr 27, 2009 at 7:54 PM, Aaron Rapp r...@iz3d.com wrote:

 Yea...this update even more fubar'd our servers. Once the server pings the
 reservation cookie...it freezes. Takes about 5-10 minutes before it
 happens,
 but it happens.

 Win2003 server. Vanilla L4D servers. Help

 Regards,

 Aaron Rapp


 -Original Message-
 From: 
 hlds-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds-boun...@list.valvesoftware.com]
 On Behalf Of chris bernard
 Sent: Monday, April 27, 2009 7:37 PM
 To: 
 hlds@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=h...@list.valvesoftware.com
 Subject: Re: [hlds] Left 4 Dead update available


 I just updated my L4d server with todays patch and my friends and I jumped
 on it to play versus mode.  There was 7 of us.  After finishing the 2nd
 level on Blood Harvest srcds.exe crashed and everyone went CI then
 disconnected.  Its never done that before.  Is it doing this for anyone
 else?

  From: 
  jas...@valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=jas...@valvesoftware.com
  To: 
  hlds@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=h...@list.valvesoftware.com;
 hlds_li...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds_li...@list.valvesoftware.com
  Date: Mon, 27 Apr 2009 18:00:12 -0700
  Subject: [hlds] Left 4 Dead update available
 
  A recommended update for Left 4 Dead is now available.  Please run
 hldsupdatetool to receive it.  The specific changes include:
 
  - Removed a survival related command exploit
  - Achievements with multiple criteria can now be expanded to show
 progress
  - mp_gamemode is now included with other console variables for server
 logging
 
  Jason
 
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 please visit:
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Re: [hlds] Left 4 Dead update available

2009-04-27 Thread Brent Veal
http://www.nephyrin.net/tools/NephDSU/NephDSU_v1.1-r1.zip

I have no idea if it's still needed, but it hasnt caused any conflicts so
I've never had reason to go out of my way to take it off my servers.



On Mon, Apr 27, 2009 at 8:09 PM, Aaron Rapp r...@iz3d.com wrote:

 Do you have a link to that plugin? And I haven't seen Neph on here for
 quite
 a while. Last message I have from him in end of March.

 Aaron Rapp


 -Original Message-
 From: 
 hlds-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds-boun...@list.valvesoftware.com]
 On Behalf Of Brent Veal
 Sent: Monday, April 27, 2009 8:02 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Left 4 Dead update available

 My servers are running fine with the new update. Although I have the
 NephDSU
 plugin installed that prevents timeouts between map changes. Perhaps that's
 making a difference

 On Mon, Apr 27, 2009 at 7:54 PM, Aaron Rapp 
 r...@iz3d.comhttps://mail.google.com/mail?view=cmtf=0to=r...@iz3d.com
 wrote:

  Yea...this update even more fubar'd our servers. Once the server pings
 the
  reservation cookie...it freezes. Takes about 5-10 minutes before it
  happens,
  but it happens.
 
  Win2003 server. Vanilla L4D servers. Help
 
  Regards,
 
  Aaron Rapp
 
 
  -Original Message-
  From:
 hlds-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds-boun...@list.valvesoftware.com
 https://mail.google.com/mail?view=cmtf=
 0to=hlds-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=%0A0to=hlds-boun...@list.valvesoftware.com
 
 
 [mailto:hlds-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds-boun...@list.valvesoftware.com
 https://mail.google.com/mail?vie
 w=cmtf=0to=hlds-boun...@list.valvesoftware.comhttps://mail.google.com/mail?vie%0Aw=cmtf=0to=hlds-boun...@list.valvesoftware.com
 ]
  On Behalf Of chris bernard
  Sent: Monday, April 27, 2009 7:37 PM
  To:
 hlds@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=h...@list.valvesoftware.com
 https://mail.google.com/mail?view=cmtf=0to=hld
 s...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0t...@list.valvesoftware.com
 
  Subject: Re: [hlds] Left 4 Dead update available
 
 
  I just updated my L4d server with todays patch and my friends and I
 jumped
  on it to play versus mode.  There was 7 of us.  After finishing the 2nd
  level on Blood Harvest srcds.exe crashed and everyone went CI then
  disconnected.  Its never done that before.  Is it doing this for anyone
  else?
 
   From:
 jas...@valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=jas...@valvesoftware.com
 https://mail.google.com/mail?view=cmtf=0to=jasonr
 @valvesoftware.com
   To:
 hlds@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=h...@list.valvesoftware.com
 https://mail.google.com/mail?view=cmtf=0to=hld
 s...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0t...@list.valvesoftware.com
 ;
 
 hlds_li...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds_li...@list.valvesoftware.com
 https://mail.google.com/mail?view=cmtf=0;
 to=hlds_li...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0%0ato=hlds_li...@list.valvesoftware.com
 
   Date: Mon, 27 Apr 2009 18:00:12 -0700
   Subject: [hlds] Left 4 Dead update available
  
   A recommended update for Left 4 Dead is now available.  Please run
  hldsupdatetool to receive it.  The specific changes include:
  
   - Removed a survival related command exploit
   - Achievements with multiple criteria can now be expanded to show
  progress
   - mp_gamemode is now included with other console variables for server
  logging
  
   Jason
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
 
  _
  Rediscover HotmailR: Get quick friend updates right in your inbox.
 
 

 http://windowslive.com/RediscoverHotmail?ocid=TXT_TAGLM_WL_HM_Rediscover_Upd
 
 ates2_042009
 http://windowslive.com/RediscoverHotmail?ocid=TXT_TAGLM_WL_HM_R
 ediscover_Upd%0Aates2_042009http://windowslive.com/RediscoverHotmail?ocid=TXT_TAGLM_WL_HM_R%0Aediscover_Upd%0Aates2_042009
 
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  please visit:
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Re: [hlds] Quick question about sv_search_key

2009-04-26 Thread Brent Veal
when you have a search key set on your server, it can only be accessed
through a lobby if the lobby uses that search key. Or if they connect
directly using ms_force_dedicated_server. Normal lobbies with no search key
wont access the server.

On Sun, Apr 26, 2009 at 5:05 PM, Jonah Hirsch crazydog...@gmail.com wrote:

 I know this has been answered before, but it's a bit too specific to
 read through all the sv_search_key messages for.

 True or false: When you have sv_search_key set, people who do NOT have
 it set can still connect to your server through a lobby.

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Re: [hlds] [L4D]Server wont allow any more connections after a gameconcludes.

2009-04-24 Thread Brent Veal
Ive noticed that my servers sometimes stay on with 4 survivor bots when all
the human players leave. Does that prevent lobbies from joining?


On Fri, Apr 24, 2009 at 8:54 AM, Kim Olesen Baarsch valvewind...@baarsch.dk
 wrote:

 I got the same issue with my servers (pre todays update at least).
 The server would fill it up with survivor bots, and it would just stay on
 the same map, seemingly forever.
 Changing map is an easy fix though.

 - Kimo

 --
 From: Nick Ekström stnp...@gmail.com
 Sent: Friday, April 24, 2009 4:50 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] [L4D]Server wont allow any more connections after a
 gameconcludes.

  I've rented a server through Gameservers.com and I've had it for about a
  month.
  However every time a game concludes (either normally or everyone
 returning
  to lobby or disconnecting) my server then won't allow a new game/lobby to
  connect.
  The only way I have figured out, is to restart the server every time.
  There
  has to be a way around this, or even a fix for this.
 
 
  server.cfg:
 
  hostname Stumpy's Corner
 
  exec banned_user.cfg
  exec banned_ip.cfg
 
  rcon_password 754731
 
  sv_search_key stnp
 
  sv_steamgroup 657532
  sv_steamgroup_exclusive 0
  sv_allow_lobby_connect_only 1
 
 
  mp_disable_autokick 1
  sv_consistency 1
 
 
  sv_region 3
 
  sv_log_onefile 0
  sv_logbans 1
  sv_gametypes coop,versus,survival
 
  mp_disable_autokick 1
  mp_teams_unbalance_limit 0
  mp_chattime 20
 
  setmaster add 68.142.72.250:27011
  setmaster add 72.165.61.189:27011
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Re: [hlds] Left 4 Dead: Map timeout issue?

2009-04-24 Thread Brent Veal
I dont remember seeing it listed in the update release notes, so I doubt it


On Fri, Apr 24, 2009 at 9:51 PM, Andrew Armstrong and...@mammoth.com.auwrote:

 Does anyone know whether this issue was resolved in the DLC release?

 Thanks!

 -Original Message-
 From: 
 hlds-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds-boun...@list.valvesoftware.com]
 On Behalf Of Andrew Armstrong
 Sent: Sunday, 19 April 2009 4:52 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Left 4 Dead: Map timeout issue?

 Ah great, thanks for that - so it's a known issue.

 I may just wait and see if the 21st update happens to fix the problem :)

 Cheers

 -Original Message-
 From: 
 hlds-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds-boun...@list.valvesoftware.com]
 On Behalf Of Brent Veal
 Sent: Sunday, 19 April 2009 4:40 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Left 4 Dead: Map timeout issue?

 It's a similar issue to the TF2 problem. Install this plugin and it should
 fix the issue: http://www.nephyrin.net/tools/NephDSU/NephDSU_v1.1-r1.zip

 I've had 0 timeouts on my L4D servers since having this installed for the
 past couple months.



 On Sat, Apr 18, 2009 at 11:26 PM, Andrew Armstrong
 and...@mammoth.com.auhttps://mail.google.com/mail?view=cmtf=0to=and...@mammoth.com.au
 wrote:

  Hi everyone,
 
 
 
  I read a while back that TF2 had a timeout on map change bug, where
 players
  would be dropped from the server with a 'Timeout' message, which was
 later
  fixed (According to the Steam website, early March 09).
 
 
 
  We've noticed several times some of our Left 4 Dead servers will drop all
  players due to a 'Timeout' (after reading the server console) during the
  map
  change. Players get the 'Lost connection to server, reconnecting.'
 message
  with a countdown timer of 30 seconds.
 
 
 
  Most of the time the servers are fine and have no issues.
 
 
 
  The actual server does not crash, and you can reconnect to it later,
 which
  reminded me of the problem experienced by TF2 servers where it uploaded
  game
  stats during map change.
 
 
 
  Is this still/was it ever a problem with Left 4 Dead servers? Does anyone
  know anything about this problem?
 
 
 
  Cheers,
 
  Andrew
 
 
 
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Re: [hlds] Survival Map Names

2009-04-23 Thread Brent Veal
As far as I know, they all just use the VS versions of those maps with some
invisible walls and objects placed in to keep the players fenced in. For the
most part, you can fly around the maps with noclip and the rest of the maps
are all there.



On Thu, Apr 23, 2009 at 4:09 PM, msleeper mslee...@cyberwurx.com wrote:

 Does anyone have a list of the maps used for Survival? I think all of
 the Finale maps use the Versus version of the maps, but I am not sure if
 any of the regular campaign ones do also. Thanks.


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Re: [hlds] No email about L4D update?

2009-04-21 Thread Brent Veal
Has the update been released yet?


On Tue, Apr 21, 2009 at 2:49 PM, gulfy32 gulf...@gmail.com wrote:

 No email about L4D update?
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Re: [hlds] Left 4 Dead Update Released

2009-04-21 Thread Brent Veal
Installed the update, and according to HLSW, the only new map is
l4d_sv_lighthouse. Im at work so I cant verify it for myself, but should
there be more sv_ maps?



On Tue, Apr 21, 2009 at 3:00 PM, Patrick Shelley sidest...@gmail.comwrote:

 16 maps - big work, nice, thank you!

 On Tue, Apr 21, 2009 at 10:57 PM, Victor Vergara vicp...@gmail.com
 wrote:

  Yes.
 
  On Tue, Apr 21, 2009 at 2:50 PM, Jason Ruymen jas...@valvesoftware.com
  wrote:
 
   A required update for Left 4 Dead is now available.  Please run
   hldsupdatetool to receive it.  The specific changes include:
  
   Survival Mode:
   - New gameplay Mode
   - 16 maps including Last Stand
   - Leaderboards
   - 7 new achievements
  
   Versus Changes:
   - Fixed a case where versus team score would continue to be
 recalculated
   after the score panel was displayed
   - Fixed an issue with recalculating the versus score health bonus for a
   player when they are rescued from being incapacitated
   - Fixed being able to start a swing as an infected, then teleport to
 the
   survivors and have the claw swing hit a survivor
   - Fixed a case where teleporting to the survivors would not reset the
   ability timer
   - Fixed an exploit where you could load the chamber of a weapon with
   bullets by holding down the melee key
   - Fixed a case where it was not possible to join a game while it was in
 a
   finale
   - Fixed a rare case where listen servers would speed up the game over
  time
   - Removed convars related to melee fatigue
   - Fixed a case where infected players would get a respawn time on their
   initial spawn into a map
  
   Server Changes:
   - Made ms_force_dedicated_server not require cheats
   - Add a message when queuing a heartbeat
   - Simplified setting of game mode
   - Removed convars director_no_human_zombies and director_holdout_mode
   - Added mp_gamemode [coop,versus,survival]
  
   General:
   - Added lobby join and leave messages
  
   Jason
  
   ___
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   please visit:
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Re: [hlds] Left 4 Dead Update Released

2009-04-21 Thread Brent Veal
My Linux server lists the game as L4D (Co-op Normal) while my Windows
server lists the game as HL2-L4D-Co-op - Normal

is there a reason for the difference?



On Tue, Apr 21, 2009 at 3:37 PM, [ЯтR] The-/iller kil...@righttorule.com
 wrote:

 previous working command line now gets

 Adding master server 69.28.140.246:27011
 Adding master server 72.165.61.189:27011
 Sending heartbeat to master server...
 Could not establish connection to Steam servers.
 cminterface.cpp (599) : Assertion Failed: NULL != m_hConnection


 Yaakov Smith wrote:
  Happening on Linux?
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of K Jarrett
  Sent: Wednesday, 22 April 2009 8:27 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Left 4 Dead Update Released
 
  Also happening here on our windows servers.
 
  Regards,
 
  K Jarrett
  KINGJ.NET Game Servers
 
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of turb0z
  Sent: 21 April 2009 23:26
  To: 'Half-Life dedicated Win32 server mailing list';
  hlds_li...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
  Subject: Re: [hlds] Left 4 Dead Update Released
 
  Confirmed on my Windows-based server as well.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Robert Whelan
  Sent: Tuesday, April 21, 2009 5:23 PM
  To: Half-Life dedicated Win32 server mailing list;
  hlds_li...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
  Subject: Re: [hlds] Left 4 Dead Update Released
 
  Same problem as last nights tf2 update jason:-
 
  
  *  Unable to load Steam support library.   *
  *  This server will operate in LAN mode only.  *
  
 
 
 
 
  
  From: Jason Ruymen jas...@valvesoftware.com
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
  hlds_li...@list.valvesoftware.com; 
 hlds_annou...@list.valvesoftware.com
  hlds_annou...@list.valvesoftware.com
  Sent: Tuesday, April 21, 2009 4:50:39 PM
  Subject: [hlds] Left 4 Dead Update Released
 
  A required update for Left 4 Dead is now available.  Please run
  hldsupdatetool to receive it.  The specific changes include:
 
  Survival Mode:
  - New gameplay Mode
  - 16 maps including Last Stand
  - Leaderboards
  - 7 new achievements
 
  Versus Changes:
  - Fixed a case where versus team score would continue to be recalculated
  after the score panel was displayed
  - Fixed an issue with recalculating the versus score health bonus for a
  player when they are rescued from being incapacitated
  - Fixed being able to start a swing as an infected, then teleport to the
  survivors and have the claw swing hit a survivor
  - Fixed a case where teleporting to the survivors would not reset the
  ability timer
  - Fixed an exploit where you could load the chamber of a weapon with
 bullets
  by holding down the melee key
  - Fixed a case where it was not possible to join a game while it was in a
  finale
  - Fixed a rare case where listen servers would speed up the game over
 time
  - Removed convars related to melee fatigue
  - Fixed a case where infected players would get a respawn time on their
  initial spawn into a map
 
  Server Changes:
  - Made ms_force_dedicated_server not require cheats
  - Add a message when queuing a heartbeat
  - Simplified setting of game mode
  - Removed convars director_no_human_zombies and director_holdout_mode
  - Added mp_gamemode [coop,versus,survival]
 
  General:
  - Added lobby join and leave messages
 
  Jason
 
  ___
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  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
 
  ___
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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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  __ Information from ESET Smart Security, version of virus
 signature
  database 4024 (20090421) __
 
  The message was checked by ESET Smart Security.
 
  http://www.eset.com
 
 
 
  __ Information from ESET Smart Security, version of virus
 signature
  database 4024 (20090421) __
 
  The message was 

Re: [hlds] Left 4 Dead Update Released

2009-04-21 Thread Brent Veal
When people join my linux server through the lobby, they're being taken to
No Mercy Co-Op instead of the Lighthouse Survival mode. No one can join my
Windows server at all


On Tue, Apr 21, 2009 at 3:50 PM, turb0z tur...@undergamer.com wrote:

 Hey Valve, can we get an update on when us Windows folks will get a patch
 to
 fix this?

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
 Sent: Tuesday, April 21, 2009 5:45 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Left 4 Dead Update Released

 21 servers here on Linux, all fine and dandy.


 On Wed, 2009-04-22 at 08:34 +1000, Yaakov Smith wrote:
  Happening on Linux?
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of K Jarrett
  Sent: Wednesday, 22 April 2009 8:27 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Left 4 Dead Update Released
 
  Also happening here on our windows servers.
 
  Regards,
 
  K Jarrett
  KINGJ.NET Game Servers
 
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of turb0z
  Sent: 21 April 2009 23:26
  To: 'Half-Life dedicated Win32 server mailing list';
  hlds_li...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
  Subject: Re: [hlds] Left 4 Dead Update Released
 
  Confirmed on my Windows-based server as well.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Robert Whelan
  Sent: Tuesday, April 21, 2009 5:23 PM
  To: Half-Life dedicated Win32 server mailing list;
  hlds_li...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
  Subject: Re: [hlds] Left 4 Dead Update Released
 
  Same problem as last nights tf2 update jason:-
 
  
  *  Unable to load Steam support library.   *
  *  This server will operate in LAN mode only.  *
  
 
 
 
 
  
  From: Jason Ruymen jas...@valvesoftware.com
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
  hlds_li...@list.valvesoftware.com;
 hlds_annou...@list.valvesoftware.com
  hlds_annou...@list.valvesoftware.com
  Sent: Tuesday, April 21, 2009 4:50:39 PM
  Subject: [hlds] Left 4 Dead Update Released
 
  A required update for Left 4 Dead is now available.  Please run
  hldsupdatetool to receive it.  The specific changes include:
 
  Survival Mode:
  - New gameplay Mode
  - 16 maps including Last Stand
  - Leaderboards
  - 7 new achievements
 
  Versus Changes:
  - Fixed a case where versus team score would continue to be recalculated
  after the score panel was displayed
  - Fixed an issue with recalculating the versus score health bonus for a
  player when they are rescued from being incapacitated
  - Fixed being able to start a swing as an infected, then teleport to the
  survivors and have the claw swing hit a survivor
  - Fixed a case where teleporting to the survivors would not reset the
  ability timer
  - Fixed an exploit where you could load the chamber of a weapon with
 bullets
  by holding down the melee key
  - Fixed a case where it was not possible to join a game while it was in a
  finale
  - Fixed a rare case where listen servers would speed up the game over
 time
  - Removed convars related to melee fatigue
  - Fixed a case where infected players would get a respawn time on their
  initial spawn into a map
 
  Server Changes:
  - Made ms_force_dedicated_server not require cheats
  - Add a message when queuing a heartbeat
  - Simplified setting of game mode
  - Removed convars director_no_human_zombies and director_holdout_mode
  - Added mp_gamemode [coop,versus,survival]
 
  General:
  - Added lobby join and leave messages
 
  Jason
 
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  please visit:
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  __ Information from ESET Smart Security, version of virus
 signature
  database 4024 (20090421) __
 
  The message was checked by ESET Smart Security.

Re: [hlds] Left 4 Dead Update Released

2009-04-21 Thread Brent Veal
wont that affect the ability to play VS and Co-op on the server?


On Tue, Apr 21, 2009 at 4:19 PM, msleeper mslee...@cyberwurx.com wrote:

 Put this in your autoexec.cfg and restart the server. Works like a charm
 for me:


 sv_gametypes survival
 mp_gamemode survival


 On Tue, 2009-04-21 at 15:58 -0700, Brent Veal wrote:
  When people join my linux server through the lobby, they're being taken
 to
  No Mercy Co-Op instead of the Lighthouse Survival mode. No one can join
 my
  Windows server at all
 
 
  On Tue, Apr 21, 2009 at 3:50 PM, turb0z tur...@undergamer.com wrote:
 
   Hey Valve, can we get an update on when us Windows folks will get a
 patch
   to
   fix this?
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
   Sent: Tuesday, April 21, 2009 5:45 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Left 4 Dead Update Released
  
   21 servers here on Linux, all fine and dandy.
  
  
   On Wed, 2009-04-22 at 08:34 +1000, Yaakov Smith wrote:
Happening on Linux?
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of K Jarrett
Sent: Wednesday, 22 April 2009 8:27 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Left 4 Dead Update Released
   
Also happening here on our windows servers.
   
Regards,
   
K Jarrett
KINGJ.NET Game Servers
   
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of turb0z
Sent: 21 April 2009 23:26
To: 'Half-Life dedicated Win32 server mailing list';
hlds_li...@list.valvesoftware.com;
 hlds_annou...@list.valvesoftware.com
Subject: Re: [hlds] Left 4 Dead Update Released
   
Confirmed on my Windows-based server as well.
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Robert
 Whelan
Sent: Tuesday, April 21, 2009 5:23 PM
To: Half-Life dedicated Win32 server mailing list;
hlds_li...@list.valvesoftware.com;
 hlds_annou...@list.valvesoftware.com
Subject: Re: [hlds] Left 4 Dead Update Released
   
Same problem as last nights tf2 update jason:-
   

*  Unable to load Steam support library.   *
*  This server will operate in LAN mode only.  *

   
   
   
   

From: Jason Ruymen jas...@valvesoftware.com
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
hlds_li...@list.valvesoftware.com;
   hlds_annou...@list.valvesoftware.com
hlds_annou...@list.valvesoftware.com
Sent: Tuesday, April 21, 2009 4:50:39 PM
Subject: [hlds] Left 4 Dead Update Released
   
A required update for Left 4 Dead is now available.  Please run
hldsupdatetool to receive it.  The specific changes include:
   
Survival Mode:
- New gameplay Mode
- 16 maps including Last Stand
- Leaderboards
- 7 new achievements
   
Versus Changes:
- Fixed a case where versus team score would continue to be
 recalculated
after the score panel was displayed
- Fixed an issue with recalculating the versus score health bonus for
 a
player when they are rescued from being incapacitated
- Fixed being able to start a swing as an infected, then teleport to
 the
survivors and have the claw swing hit a survivor
- Fixed a case where teleporting to the survivors would not reset the
ability timer
- Fixed an exploit where you could load the chamber of a weapon with
   bullets
by holding down the melee key
- Fixed a case where it was not possible to join a game while it was
 in a
finale
- Fixed a rare case where listen servers would speed up the game over
   time
- Removed convars related to melee fatigue
- Fixed a case where infected players would get a respawn time on
 their
initial spawn into a map
   
Server Changes:
- Made ms_force_dedicated_server not require cheats
- Add a message when queuing a heartbeat
- Simplified setting of game mode
- Removed convars director_no_human_zombies and director_holdout_mode
- Added mp_gamemode [coop,versus,survival]
   
General:
- Added lobby join and leave messages
   
Jason
   
___
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 archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds
   
   
   
   
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 archives,
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http

Re: [hlds] L4D - servers updated but no one can join

2009-04-21 Thread Brent Veal
I believe this is the same issue that the last TF2 update had, isnt it?


On Tue, Apr 21, 2009 at 4:23 PM, Brandon R. Miller b...@branzone.comwrote:

 Furthermore typing 'status' into the console causes the server to restart.
 (Windows)
 _
 Brandon R. Miller
 Branzone Incorporated
 http://www.branzone.com
   - Original Message -
  From: ro...@sunlitgames.net
  To: hlds@list.valvesoftware.com
  Sent: Tuesday, April 21, 2009 6:23 PM
  Subject: [hlds] L4D - servers updated but no one can join


  Windows 2003 servers
  Have run flawlessly since L4D original release
  Updated with DLC fully tonight
  Can see them in HLSW but can not add them to favourites in
 Openserverbrowser
  menu

  Server.cfg
  sv_search_key  (with no quotes around the key)
  sv_gametypes coop,versus,survival

  Launch
  -console -game left4dead +map l4d_hospital01_apartment +ip 69.28.221.148
 -port
  27065 +sv_lan 0

  Sv_search_key isnt working
  Get message that there are no dedicated servers available, do I want to
 start
  server locally

  :(

  Is there something I need to add to the server.cfg?

  Thanks
  Rosie the Riveter
  SunLit Games



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 please visit:
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Re: [hlds] Left 4 Dead Update Released

2009-04-21 Thread Brent Veal
People in the lobby want to play Survival mode on the lighthouse map. But
when they connect to the server they end up on No Mercy Co-op. If no one
else has the issue, then I'm guessing that it's maybe a conflict with a
plugin I have. I'll try turning all of them off and testing it then.



On Tue, Apr 21, 2009 at 4:26 PM, msleeper mslee...@cyberwurx.com wrote:

 I guess I misunderstood what you were trying to do then. Care to explain
 more about your setup and what is going wrong?


 On Tue, 2009-04-21 at 16:23 -0700, Brent Veal wrote:
  wont that affect the ability to play VS and Co-op on the server?
 
 
  On Tue, Apr 21, 2009 at 4:19 PM, msleeper mslee...@cyberwurx.com
 wrote:
 
   Put this in your autoexec.cfg and restart the server. Works like a
 charm
   for me:
  
  
   sv_gametypes survival
   mp_gamemode survival
  
  
   On Tue, 2009-04-21 at 15:58 -0700, Brent Veal wrote:
When people join my linux server through the lobby, they're being
 taken
   to
No Mercy Co-Op instead of the Lighthouse Survival mode. No one can
 join
   my
Windows server at all
   
   
On Tue, Apr 21, 2009 at 3:50 PM, turb0z tur...@undergamer.com
 wrote:
   
 Hey Valve, can we get an update on when us Windows folks will get a
   patch
 to
 fix this?

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
 Sent: Tuesday, April 21, 2009 5:45 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Left 4 Dead Update Released

 21 servers here on Linux, all fine and dandy.


 On Wed, 2009-04-22 at 08:34 +1000, Yaakov Smith wrote:
  Happening on Linux?
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of K
 Jarrett
  Sent: Wednesday, 22 April 2009 8:27 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Left 4 Dead Update Released
 
  Also happening here on our windows servers.
 
  Regards,
 
  K Jarrett
  KINGJ.NET Game Servers
 
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of turb0z
  Sent: 21 April 2009 23:26
  To: 'Half-Life dedicated Win32 server mailing list';
  hlds_li...@list.valvesoftware.com;
   hlds_annou...@list.valvesoftware.com
  Subject: Re: [hlds] Left 4 Dead Update Released
 
  Confirmed on my Windows-based server as well.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Robert
   Whelan
  Sent: Tuesday, April 21, 2009 5:23 PM
  To: Half-Life dedicated Win32 server mailing list;
  hlds_li...@list.valvesoftware.com;
   hlds_annou...@list.valvesoftware.com
  Subject: Re: [hlds] Left 4 Dead Update Released
 
  Same problem as last nights tf2 update jason:-
 
  
  *  Unable to load Steam support library.   *
  *  This server will operate in LAN mode only.  *
  
 
 
 
 
  
  From: Jason Ruymen jas...@valvesoftware.com
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com; 
 hlds_li...@list.valvesoftware.com
  hlds_li...@list.valvesoftware.com;
 hlds_annou...@list.valvesoftware.com
  hlds_annou...@list.valvesoftware.com
  Sent: Tuesday, April 21, 2009 4:50:39 PM
  Subject: [hlds] Left 4 Dead Update Released
 
  A required update for Left 4 Dead is now available.  Please run
  hldsupdatetool to receive it.  The specific changes include:
 
  Survival Mode:
  - New gameplay Mode
  - 16 maps including Last Stand
  - Leaderboards
  - 7 new achievements
 
  Versus Changes:
  - Fixed a case where versus team score would continue to be
   recalculated
  after the score panel was displayed
  - Fixed an issue with recalculating the versus score health bonus
 for
   a
  player when they are rescued from being incapacitated
  - Fixed being able to start a swing as an infected, then teleport
 to
   the
  survivors and have the claw swing hit a survivor
  - Fixed a case where teleporting to the survivors would not reset
 the
  ability timer
  - Fixed an exploit where you could load the chamber of a weapon
 with
 bullets
  by holding down the melee key
  - Fixed a case where it was not possible to join a game while it
 was
   in a
  finale
  - Fixed a rare case where listen servers would speed up the game
 over
 time
  - Removed convars related to melee fatigue
  - Fixed a case where infected players

Re: [hlds] L4D - servers updated but no one can join

2009-04-21 Thread Brent Veal
Run the update again and it should fix it right up

On Tue, Apr 21, 2009 at 10:33 PM, Coldorak coldorak@gmail.com wrote:

 I have the same problem :/

 On Wed, Apr 22, 2009 at 1:23 AM, 
 ro...@sunlitgames.nethttps://mail.google.com/mail?view=cmtf=0to=ro...@sunlitgames.net
 wrote:

  Windows 2003 servers
  Have run flawlessly since L4D original release
  Updated with DLC fully tonight
  Can see them in HLSW but can not add them to favourites in
  Openserverbrowser
  menu
 
  Server.cfg
  sv_search_key  (with no quotes around the key)
  sv_gametypes coop,versus,survival
 
  Launch
  -console -game left4dead +map l4d_hospital01_apartment +ip 69.28.221.148
  -port
  27065 +sv_lan 0
 
  Sv_search_key isnt working
  Get message that there are no dedicated servers available, do I want to
  start
  server locally
 
  :(
 
  Is there something I need to add to the server.cfg?
 
  Thanks
  Rosie the Riveter
  SunLit Games
 
 
 
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  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 



 --
 http://www.coldorak.net
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Re: [hlds] Left 4 Dead: Map timeout issue?

2009-04-19 Thread Brent Veal
It's a similar issue to the TF2 problem. Install this plugin and it should
fix the issue: http://www.nephyrin.net/tools/NephDSU/NephDSU_v1.1-r1.zip

I've had 0 timeouts on my L4D servers since having this installed for the
past couple months.



On Sat, Apr 18, 2009 at 11:26 PM, Andrew Armstrong and...@mammoth.com.auwrote:

 Hi everyone,



 I read a while back that TF2 had a timeout on map change bug, where players
 would be dropped from the server with a 'Timeout' message, which was later
 fixed (According to the Steam website, early March 09).



 We've noticed several times some of our Left 4 Dead servers will drop all
 players due to a 'Timeout' (after reading the server console) during the
 map
 change. Players get the 'Lost connection to server, reconnecting.' message
 with a countdown timer of 30 seconds.



 Most of the time the servers are fine and have no issues.



 The actual server does not crash, and you can reconnect to it later, which
 reminded me of the problem experienced by TF2 servers where it uploaded
 game
 stats during map change.



 Is this still/was it ever a problem with Left 4 Dead servers? Does anyone
 know anything about this problem?



 Cheers,

 Andrew



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Re: [hlds] Writing the code was typically less than half the problem.

2009-04-13 Thread Brent Veal
And if you hadn't made a reply, it wouldnt currently be cluttering our
mailboxes


On Mon, Apr 13, 2009 at 2:32 PM, msleeper mslee...@cyberwurx.com wrote:

 Normally you'd be right but in this case, no. The article has nothing at
 all to do with server administration.

  * The first paragraph is describing how before HL2, Valve's design
 process was not close-knit like they are now.
  * The second paragraph is describing how they fixed it when the
 developers started working closely together.
  * The third paragraph is the author whining that the SDK is too hard to
 learn.

 I see nothing that has to do with server administration. At all. It was
 posted here because whoever posted it thought it was interesting.
 Which it is. But what it's not is -relevent to the administration of
 game servers-.


 On Mon, 2009-04-13 at 22:22 +0100, Patrick Shelley wrote:
  I dont reward msleeper in any way.
 
  Like i said, if he had read the entire email, he would have answered his
 own
  question.
 
  My money is on that he *did* read the entire email, and knows full well
 why
  it ended up on hlds, and that his relevant to server administration
  comment was just to wind others up.
 
  But to quote one of his catchphrases ... i dont reward stupidity
 
  On Mon, Apr 13, 2009 at 10:16 PM, f0rkz h...@f0rkznet.net wrote:
 
   CLEVER
  
   f0rkz
  
   On Apr 13, 2009, at 5:13 PM, Patrick Shelley wrote:
  
Fork off
   
On Mon, Apr 13, 2009 at 10:11 PM, f0rkz h...@f0rkznet.net wrote:
   
Inb4internet bully.
   
Grow up.
   
f0rkz
   
   
On Apr 13, 2009, at 5:07 PM, Patrick Shelley wrote:
   
Its a pity you dont care enough about being a complete tosser.
   
Like i said, twat, if you'd have read the whole email you'd have
answered
your own fucking question.
   
Nice to see your still plumbing the depths of your own stupidity.
Looks like
your still coming up with fresh ways to show everyone what a prick
you are.
   
On Mon, Apr 13, 2009 at 9:59 PM, msleeper mslee...@cyberwurx.com
wrote:
   
If I cared about the hlmappers list I'd subscribe there.
   
   
On Mon, 2009-04-13 at 21:47 +0100, Patrick Shelley wrote:
Get a grip you twat - read the whole fucking email and you would
have
found
out why it ended up on the hlds.
   
This is hlmappers email and someone decided to post it on hlds -
but if
you'd have spared 1 ounze of common sense you'd have read what
happened.
   
On Mon, Apr 13, 2009 at 8:15 PM, msleeper 
 mslee...@cyberwurx.com
wrote:
   
Cool article but this has what to do with server administration?
   
   
On Sat, 2009-04-11 at 09:47 +0100, Philip Bembridge wrote:
Interesting post on the HLmappers mailing list :-)
   
Phil
   
2009/4/5 Nathan Voge hl2fr...@msn.com
   
   
I just thought I would throw up this quote from a Gamasutra
article
on
The
Cabal: Valve’s Design Process For Creating Half-Life found at
http://www.gamasutra.com/features/19991210/birdwell_01.htm
   
[
No Good Deed Goes Unpunished
   
Until the Cabal process got underway, technology was added to
Half-Life
freely. It was assumed that if we build it, they will come,
meaning
that
any new technology would just naturally find a creative use by
the
content
creation folks. A prime example of this fallacy was our beam
effect,
basically a technique for doing highly tunable squiggly
 glowing
lines
between two points; stuff like lightning, lasers, and
mysterious
glowing
beams of energy. It was added to the engine, the parameters
were
exposed,
and an e-mail was sent out explaining it. The result was …
nothing.
After
two months only one level designer had put it in a map.
Engineering
was
baffled.
   
During the Cabal process, we realized that although the level
designers
knew of the feature, they really had no clear idea of what it
was
for.
The
parameters were all very cryptic, and the wrong combinations
would
cause the
beams to have very ugly-looking effects. There were no decent
textures
to
apply to them, and setting them up was a bit of a mystery. It
became
very
clear the technology itself was only a small part of the work
and
integration, training, and follow-through were absolutely
necessary
to
make
the technology useful to the game. Writing the code was
typically
less
than
half the problem.
]
   
It still seems that this problem is still around Source
modding,
mapping,... The technology is there to do almost anything we
want,
but
we
still have to search and trial and error for hours to achieve
it.
I'm
speaking as someone who has left and returned to many of my
maps
over
and
over again because I don't have the time for another full time

Re: [hlds] INXgaming.co.uk

2009-04-08 Thread Brent Veal
If you dont like how you're treated when you're playing on someone's server,
then don't play on it. Simple really.

On Wed, Apr 8, 2009 at 2:09 PM, Kitteny Berk b...@hairy-arse.com wrote:

 It was more a question, given it seemed to be one of their offical
 servers, and the treatment we got was fucking lousy.

 Chris wrote:
  They're an GSP, not a clan - although I'm sure they have some servers
  run/admin's by some amatures.
 
  Was it really worth mentioning here though? :/
 
  On Wed, Apr 8, 2009 at 9:36 PM, Kitteny Berk b...@hairy-arse.com
 wrote:
 
 
  Anyone had any dealings with these *censored* retards?
 
  a few of my community just got banned for not being able to understand
  the admins terribly setup microphones.
 
  Wankers.
 
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