[hlds] HLstatsx:ce broken since update TF2 update 3619588

2016-09-25 Thread Gamers Exile
  ‎Hey all,I'm looking to confirm or deny that the Sept 20 patch for TF2 broke something with hlstatsx:ce‎? The stats daemon gets all the game stats and the website is still real time, however the in game portion seems to no longer function. Points, rank, and broadcasts are no longer displayed.‎*Note: This setup has be in place for years so it's not a new config issue. Thanks,GE   Sent Via PigeonFrom: hl2mukkel .Sent: Wednesday, September 21, 2016 2:08 PMTo: Half-Life dedicated Win32 server mailing listReply To: Half-Life dedicated Win32 server mailing listSubject: Re: [hlds] hlds Digest, Vol 65, Issue 6ayyy who here hasn't switched to OVERWATCH yet ( ͡° ͜ʖ ͡°)?On Wed, Sep 21, 2016 at 9:38 PM, Lyrai  wrote:CATCHPHRASE!On Wed, Sep 21, 2016 at 12:30 PM, N-Gon  wrote:hey look, it's dat boiOn Wed, Sep 21, 2016 at 3:26 PM, Q Jo  wrote:hey dude
On Sep 21, 2016 12:10 PM, "E. Tuna Dökme"  wrote:hi guys
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-- Tee hee hee hee

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Re: [hlds] [hlds_announce] Mandatory TF2 update released

2015-09-10 Thread Gamers Exile
Looks like new Metamod builds are currently building.  YAY!From: Jan Date: Thu Sep 10 2015 16:23:38 GMT-0600 (Mountain Daylight Time)To: hlds@list.valvesoftware.com Subject: Re: [hlds] [hlds_announce] Mandatory TF2 update releasedMine has different library (tier0.dll)
  at the end, but otherwise the same error. But servers start
  nonetheless, just without metamod loaded.
  On 10.9.2015 23:45, Just a random guy wrote:
  Metamod is broken.http://i.spirit.re/NG1NO.png Четверг, 10 сентября 2015, 23:42 +02:00 от
Jan :Same here.
On 10.9.2015 23:40, Peter Jerde wrote:
>> On Sep 10, 2015, at 16:25 PM, Eric Smith 
wrote:
>>
>> We've released a mandatory update for TF2. The
update notes are below. The new version is 2959078.
> Anyone else seeing that addons don’t seem to be
loading? None of our TF2 servers on Windows are loading
metamod after this update. I see nothing in the logs
that indicates why...
>
> - Peter
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Re: [hlds] [hlds_announce] Mandatory TF2 update released

2015-09-10 Thread Gamers Exile
LOL, I get an entirely different error "The Procedure entry point commandline could not be located in the dynamic link library tier0.dll" on Win2K8R2From: Daniel Barreiro Date: Thu Sep 10 2015 15:55:28 GMT-0600 (Mountain Daylight Time)To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] [hlds_announce] Mandatory TF2 update releasedHe's demonstrating how it's broken and trying to load the wrong DLL?On Thu, Sep 10, 2015 at 5:52 PM, Weasels Lair  wrote:Wait. Why did that screencap mention CS:GO instead of TF2?___
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Re: [hlds] Optional TF2 update released

2015-07-05 Thread Gamers Exile
  Prime example Diablo 3's auction house. Blizzard shut it down due to bots farming and selling items. Now all higher level items are only tradeable ‎between players that were there when the item dropped for a set period of time, other items are simply account bound on drop and that's that.‎I'm sure there were other options that could have worked but ultimately we are at the mercy of developers.-GESentViaPigeonFrom: Alexander CornSent: Sunday, July 5, 2015 3:29 PMTo: Half-Life dedicated Win32 server mailing listReply To: Half-Life dedicated Win32 server mailing listSubject: Re: [hlds] Optional TF2 update releasedYou know what else would prevent fraud? Turning off trading entirely. That doesn't mean that it would be a good idea.On Sun, Jul 5, 2015 at 3:11 PM, Ross Bemrose rbemr...@gmail.com wrote:
  

  
  
Do you have some sort of data that
  shows the 30-day untradability for Steam Gifts and 7-day
  untradability for store-bought/market-bought items aren't
  preventing fraud?
  
  That's what those restrictions were put into place for. If they
  are managing to lower the fraud rate through those particular
  channels, then Valve wasn't wrong about them and they are working
  as intended.
  
  On 7/5/2015 2:58 PM, Alexander Corn wrote:


  
Paid mods are the only
  thing in recent memory that I can think of with Valve
  admitting they made a mistake. There are plenty of other
  negative changes that I can think of which are still alive and
  kicking (30-day untradability for Steam Gifts, 7-day
  untradability for store-bought/market-bought items, etc). As
  far as I can tell, Valve only admits they're wrong when they
  start to receive a large volume of negative emails.
  

If they want to bring
  community servers back to equal footing on the condition that
  nobody can run ads anymore, then so be it. I just think that
  they're treating a symptom and not the actual problem. The
  actual problem is that (apparently) players aren't able to
  easily find desirable servers. But is "desirable" really well
  defined? Is a server with a skippable ad okay? Is a server
  with a 5-second ad okay? 10 seconds? Is a server with
  round-end donor immunity okay? Desirability is really
  subjective. Personally, even as a non-server-op I think that
  Valve servers are completely undesirable for various reasons,
  including performance, skill level, and lack of moderation.
  

I think that Quickplay
  at its core is a flawed concept, but I'd be fine with them
  restoring all servers to Quickplay by default with the current
  Quickplay rules. The problem is that Valve is too lazy to
  moderate Quickplay at all. They'd rather cripple Quickplay to
  a point where it's unprofitable to put "undesirable" servers
  into its pool. Which also affects every other community server
  at the same time.

  
  
On Sun, Jul 5, 2015 at 2:49 PM, E.
  Olsen ceo.eol...@gmail.com
  wrote:
  

Are
we just ignoring the fact that for a long time,
Pinion hosted many of the CS:GO official matchmaking
servers, which had terrible performance issues (like
Valve servers now!) *and* ran MOTD ads? It's okay
for Valve, a multi-billion-dollar corporation to do
it, but not average Joe trying to make some money
back on what already isn't a negligible expense?


  
  The fact that valve did it sure as hell doesn't mean
it was a good idea. I'm sure they would be the first to
admit they're not infallible, and have made errors in
judgement.
  


Ads
really aren't a problem anymore in TF2 and if
players still have that delusion, then there's
really nothing that can be done about it.

 

Re: [hlds] Mandatory TF2 update released

2014-08-07 Thread Gamers Exile
Yes, instantaneous crash loading server on win2008r2.  Sent Via Pigeon From: big johnSent: Thursday, August 7, 2014 3:04 PMTo: Half-Life dedicated Win32 server mailing listReply To: Half-Life dedicated Win32 server mailing listSubject: Re: [hlds] Mandatory TF2 update releasedAnyone else crashing after update?
On Aug 7, 2014 4:54 PM, "Eric Smith" er...@valvesoftware.com wrote:
We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2351233.

-Eric

-

- Dedicated server performance/stability improvements
- Added a new startup music track from Expiration Date
- Added missing photos/thumb images for koth_badlands
- Fixed a client crash related to the snd_restart command for Linux clients
- Fixed a dedicated server crash related to arrows
- Fixed the Bolt Boy using the wrong material for the Blu team
- Improved memory usage for Linux clients
- Updated the Restart Game and Scramble Teams votes to always have a mandatory cool-down period
- Updated sv_memlimit to not be marked as a cheat convar
- Added sv_minuptimelimit and sv_maxuptimelimit to manage the server restart window
- Updated the equip_regions for the Mustachioed Mann, Ze Ubermensch, and Vive La France
- Updated the localization files
- Updated pl_cactuscanyon
- Removed rollback leading to the final capture point in stage 2
- Reworked fence position on forward spawn building in stage 2
- Expanded back alley near the final capture point in stage 2
- Expanded back pathway near the final capture point in stage 1
- Added small room inside building half way up the zig-zag in stage 1
- Adjusted health kits and ammo packs
- Adjusted spawn times in stage 1 and 2
- Updated rd_asteroid
- Widened left side spawn exit
- Players can no longer build inside the staircase near A robots
- Fixed sticky stair collision when coming out of the water near B robots
- Changed medium health kit near the C robots to a small health kit
- Removed "alert" from voice over lines that announce your team has dropped the reactor core
- Fixed missing patch overlay under small health near center bridge

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Re: [hlds] [hlds_linux] Mandatory TF2 update released

2014-06-21 Thread Gamers Exile
It's not source mod itself it's the smac_eyetest module and it's been noted on the forums.   Sent Via Pigeon From: Albert DavisSent: Saturday, June 21, 2014 9:33 AMTo: Half-Life dedicated Win32 server mailing listReply To: Half-Life dedicated Win32 server mailing listSubject: Re: [hlds] [hlds_linux] Mandatory TF2 update releasedapparently, on my server, SM is banning people using the conga?On Sat, Jun 21, 2014 at 10:35 AM, Nicola scavabu...@tin.it wrote:

how about this error ? overflowed reliable buffer from Conga taunt , if is played too much all client crash.



On 6/20/2014 7:28 PM, Eric Smith wrote:

 We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2292213.

 -Eric - - Fixed a client crash related to the B.A.S.E. Jumper - Updated the prioritization method used when choosing which partner taunt to join such that players under the crosshair will have the highest priority.

 - Fixed The Classic scope not being drawn correctly in DirectX 8 - Fixed the Tide Turner and Chargin' Targe doing impact damage at any range - Fixed the Tide Turner refilling the Charge meter on any decapitation

 - Updated the B.A.S.E. Jumper to prevent buying unusable upgrades in Mann vs. Machine - Fixed Lugermorph animations ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

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Re: [hlds] [hlds_linux] Important changes to TF2 coming soon

2014-02-07 Thread Gamers Exile
I'm unsure if this is a generate 1 token for upto 50 servers or 50 individual tokens‎?Anyone?‎Thanks GE Sent Via Pigeon From: Silencio DelgatoSent: Friday, February 7, 2014 2:32 PMTo: Half-Life dedicated Win32 server mailing listReply To: Half-Life dedicated Win32 server mailing listSubject: Re: [hlds] [hlds_linux] Important changes to TF2 coming soonThank you very much Ross, I'll be sure to use this when I finally get some time to myself later today.On Fri, Feb 7, 2014 at 1:13 PM, Ross Bemrose rbemr...@gmail.com wrote:
er... registering a server using an API key for my last post. Whoops.
On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn fletch...@valvesoftware.com wrote:

There are some changes coming that TF2 server operators should know about.

CHANGES TO QUICKPLAY
---

The next TF2 update will make two changes to quickplay:

* "Show servers" button. This runs the ordinary quickplay search, but instead of joining the server with the highest score, it presents the user with an ordered list of about 20 servers and lets them pick. This gives players much of the convenience of quickplay by finding servers with a good ping and players on them, but also an easy way to express a preference over the map, server community, etc.


* We've added an advanced options page that allows players to opt into the most commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant respawn.

There are no more scoring penalties for maxplayers or rule changes; your server either matches their search criteria or it doesn't.

At this time, we are keeping the default quickplay option to Valve servers. However, note that if a player wants to find a server with any of the supported modifications, then they must land on a community server, since Valve servers do not run with these settings.



We've updated the quickplay policy to more clearly specify what sorts of server modifications are allowed in quickplay:
https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513

STEAM GAMESERVER ACCOUNTS
-

Gameserver accounts are now a Steam feature. The feature is currently in beta.

Using a steam gameserver account provides one important advantage right now: client favorite lists are keyed by the Steam account if present. This means that you can move your server to another IP address, and clients who have your server in their favorites or history will follow you to your new location.



CREATING AN ACCOUNT:

Creating an account is currently only possible via WebAPI. (Remember, this feature is currently in beta. We'll add a nicer interface for this soon.) Make a HTTPS POST request to the following URL:
https://api.steampowered.com/IGameServersService/CreateAccount/v0001/

The POST arguments should be:
 appid=440 (for Team Fortress)
 key=your WebAPIKey

your WebAPIKey is the WebAPI key associated with the user account that will own the server accounts. See http://steamcommunity.com/dev for how to get one of these. (WARNING: Make sure and keep this key secret. This key is an authentication token in some respects and makes it possible to do certain actions on your behalf. Don't feed the key into anybody's nice convenient web page that automates this. With your WebAPI key they could impersonate you for some actions. If you don't want to go through the pain of making a WebAPI call, just wait until we have a nicer interface implemented.)



The output of the WebAPI will be the (permanent) SteamID of your gameserver, and a login token. The login token is a random string of text that allows you to actually login to your account.

You can view a list of the servers owned by a user account by making a HTTPS GET call to:
https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=yourkeyhttps://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey



LOGGING IN TO YOUR ACCOUNT (TF only for now):

Once you have a gameserver login token, you can specify your login credentials on a Source engine server by executing this console command sometime before it loads the first map:

sv_setsteamaccount login token

The server output should make it clear when you are using a Steam gameserver account and when you are logging in anonymously. (The ordinary gameserver login that has always been used.)

Remember, for now you will need to login to both your Steam gameserver account and also your TF account. The two accounts are not related. The TF account is the one that determines quickplay eligibility, and the Steam one does favorites migration. Eventually we will remove the TF 

Re: [hlds] (no subject)

2013-11-01 Thread Gamers Exile
 Joe,Register your server as per:https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513And for Halloween quick play you need sv_tags event247 or eventmix depending on the maps your running.GE  From: Joe KellySent: Friday, November 1, 2013 2:19 PMTo: hlds@list.valvesoftware.comReply To: Half-Life dedicated Win32 server mailing listSubject: [hlds] (no subject)


I run a small server, and was wondering how I register it for the TF2 Halloween Event? Also, do I need to modify my server.cfg file or any other files?ThanksJoe 		 	   		  
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Re: [hlds] [hlds_linux] Is sv_tags event247 broken after the update?

2013-10-31 Thread Gamers Exile
I too was seeing great traffic on our Halloween servers till late last night and now you could count the tumble weeds rolling through... and there are no disqualifying mods running...GE   From: Daniel BarreiroSent: Thursday, October 31, 2013 11:33 AMTo: Half-Life dedicated Win32 server mailing listReply To: Half-Life dedicated Win32 server mailing listSubject: Re: [hlds] [hlds_linux] Is sv_tags "event247" broken after the	update?So I I'd assume you guys just put up a ton of servers, spreading the traffic out.On Thu, Oct 31, 2013 at 1:30 PM, Fletcher Dunn fletch...@valvesoftware.com wrote:
There were no Valve event servers running until last night.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Barreiro

Sent: Thursday, October 31, 2013 10:13 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Is sv_tags "event247" broken after the update?

Never run any bots, all of my servers were full yesterday and are completely dead last night until now.
Only change was the update.
One of the servers wasn't registered until this event (converted it from a custom server temporarily just to get a 24/7 helltower server for the week), so it was a brand new ID.


On Thu, Oct 31, 2013 at 1:08 PM, Calvin Judy evo...@gmail.com wrote:

 None of my servers are running any sort of bots, and they all dropped
 quickplay traffic completely last night.

 Can you double check to verify this update didn't create an additional
 issue, as it sure does look like something is wrong.

 ~6000 players in 24h to 0 in 12h, doesn't really make any sense.


 - Original Message - From: "Fletcher Dunn" 
 fletch...@valvesoftware.com
 To: "Half-Life dedicated Linux server mailing list"
 hlds_linux@list.** valvesoftware.com
 hlds_li...@list.valvesoftware.com
 Cc: hlds@list.valvesoftware.com
 Sent: Thursday, October 31, 2013 12:32 PM

 Subject: Re: [hlds_linux] Is sv_tags "event247" broken after the update?


 We recently fixed a bug that has been giving servers running bots an
 unfair and unintended quickplay scoring advantage. This could change
 traffic patterns.

 -Original Message-
 From: hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:

 hlds_linux-bounces@**list.valvesoftware.comhlds_linux-bounces@list.v
 alvesoftware.com]
 On Behalf Of Marco Padovan
 Sent: Thursday, October 31, 2013 8:52 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Is sv_tags "event247" broken after the update?

 Same here... seeing the same issue on 12servers all where full
 yesterday :)


 On Thu, Oct 31, 2013 at 4:43 PM, Padraig Fahy padraig.f...@gmail.com
 wrote:

 Server was full last night before update..but no one has been on
 since
 the update.

 Thankfully I am not the only one with this issue!


 On Thu, Oct 31, 2013 at 3:41 PM, thesupremecommander 
 thesupremec...@gmail.com wrote:

  Seeing problems on my end as well. A server holding at 24/24
  constant before the update has seen all of its traffic vanish even
  with a few players to seed QuickPlay traffic.
 
 
  On Thu, Oct 31, 2013 at 11:36 AM, Calvin Judy evo...@gmail.com
 wrote:
 
   VAC secure mode is activated.
   Connection to game coordinator established.
   Current item schema is up-to-date with version 553324E3.
   Received auth challenge; signing into gameserver account...
   L 10/31/2013 - 06:01:08: Received auth challenge; signing into
 gameserver
   account...
   L 10/31/2013 - 06:01:08: Loading map "plr_hightower_event"
   Game server authentication: SUCCESS! Standing: Good. Trend:
   Upward Fast L 10/31/2013 - 06:01:08: Game server authentication:
   SUCCESS! 
  Standing:
   Good. Trend: Upward Fast
  
  
   I'm not seeing any bad ratings on mine, but quickplay traffic
   just vanished.
  
  
   - Original Message - From: "Lambda"
   lambdace...@gmail.com
   To: "Half-Life dedicated Linux server mailing list" hlds_linux@list.
 **
   valvesoftware.com
   hlds_linux@list.**valvesoftware.comhlds_linux@list.valvesoftwa
   re.com
 
   Sent: Thursday, October 31, 2013 11:29 AM
   Subject: Re: [hlds_linux] Is sv_tags "event247" broken after the
 update?
  
  
  
   Same here, i checked the quickplay status and it went from "Good"
   to
  "Bad"
   out of a sudden, funny thing is that the client command to list
   the identities and the status says that they're all good but
   upon server 

Re: [hlds] Mandatory TF2 update released

2013-10-03 Thread Gamers Exile
Eric,Can't seem to update my win2k8r2 servers... they sit "reconfiguring" for a few minutes then stops stating error 0x206.GE   From: Eric SmithSent: Thursday, October 3, 2013 1:50 PMTo: Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com); 'hlds_annou...@list.valvesoftware.com' (hlds_annou...@list.valvesoftware.com)Reply To: Half-Life dedicated Win32 server mailing listSubject: [hlds] Mandatory TF2 update releasedWe've released a mandatory update for TF2. The notes for the update are below. The new version is 1935725.-Eric--- Fixed the Demoman charge sound being played multiple times simultaneously___To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

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Re: [hlds] Mandatory TF2 update released

2013-10-03 Thread Gamers Exile
Disregard...Windows somehow was but wasn't connected to the network... there were players connect so not sure what happened. But a restart machine and it's all good now.GE   From: Gamers ExileSent: Thursday, October 3, 2013 2:18 PMTo: hlds@list.valvesoftware.comReply To: Half-Life dedicated Win32 server mailing listSubject: Re: [hlds] Mandatory TF2 update releasedEric,Can't seem to update my win2k8r2 servers... they sit "reconfiguring" for a few minutes then stops stating error 0x206.GE   From: Eric SmithSent: Thursday, October 3, 2013 1:50 PMTo: Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com); 'hlds_annou...@list.valvesoftware.com' (hlds_annou...@list.valvesoftware.com)Reply To: Half-Life dedicated Win32 server mailing listSubject: [hlds] Mandatory TF2 update releasedWe've released a mandatory update for TF2. The notes for the update are below. The new version is 1935725.-Eric--- Fixed the Demoman charge sound being played multiple times simultaneously___To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

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Re: [hlds] [hlds_linux] Recurring player clip issue on Windows TF2 servers?

2013-09-24 Thread Gamers Exile
personally i've had this issue randomly for over a year. However i've only ever had it occur as I spawn... I discovered the crouch remedy.GE  From: icsSent: Tuesday, September 24, 2013 11:57 AMTo: Half-Life dedicated Win32 server mailing listReply To: Half-Life dedicated Win32 server mailing listSubject: Re: [hlds] [hlds_linux] Recurring player clip issue on Windows TF2 servers?Usually it happens if you jump on right time at the end of the round. You might find yourself in the ground or above normal height (rare)  screen shaking.This has been issue for years in CSS, TF2 and now even on CSGO. Appeared in CSS when the game went into OrangeBox.-icsEric Smith kirjoitti: We've seen this issue (player view clipping into the ground) a few times internally but haven't been able to reproduce the problem enough to track it down and fix it. If you find yourself in this state, you can press the duck/crouch key and it will fix itself right away. If you find a way to reproduce the issue, please send me the steps. Thanks. -Eric -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Rudy Bleeker Sent: Tuesday, September 24, 2013 1:59 AM To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] Recurring player clip issue on Windows TF2 servers? I have actually encountered this myself as a player, although it might be a slightly different issue. I've had it happen a few times on my own server, which runs on Linux (hence the crosspost) and isn't symlinked or runs any mods. It's a single installation, completely vanilla. I haven't made an effort to do a bugreport through the game client yet. The symptoms I'm experiencing are that when I spawn I'm clipping through the floor of the map, resulting in a view as if I've sunken through the ground to the waist. I can play normally, only the vision is screwed up. Other players don't notice anything unusual about my avatar. The issue resolves itself when I get killed and respawn, or sometimes after I've been alive for a long time. I couldn't say on which maps it has occured, but at least on pl_goldrush. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds___To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

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[hlds] Medieval mode crashes

2013-07-26 Thread Gamers Exile
 Is anyone else getting crashes running bots balanced medieval mode? Mine has been crashing since the 24th update. It's usually on round restart or end or mapI ran though the usual SM And MM debugging but even with them fully disabled the server is still crashing...GE

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Re: [hlds] Medieval mode crashes

2013-07-26 Thread Gamers Exile
The server is on win2k8 r2, that said I did apply the optional update to no avail.It only runs cp_degrootkeep.  GE From: Mike VailSent: Friday, July 26, 2013 8:44 PMTo: 'Half-Life dedicated Win32 server mailing list'Reply To: Half-Life dedicated Win32 server mailing listSubject: Re: [hlds] Medieval mode crashesI believe this was corrected in an optional update released. Try to re-run Steam Command Update on your server and see if it fixes it.From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Gamers ExileSent: Friday, July 26, 2013 3:29 PMTo: HldsSubject: [hlds] Medieval mode crashesIs anyone else getting crashes running bots balanced medieval mode? Mine has been crashing since the 24th update. It's usually on round restart or end or mapI ran though the usual SM And MM debugging but even with them fully disabled the server is still crashing...GE___
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[hlds] MOTD caching?

2013-07-24 Thread Gamers Exile
 I'm having an issue with TF2 not displaying the correct MOTD.htmlIt was hosted at abc.com/motd.html but is now at def.com/motd.html. However when you view the MOTD in game it displays an error error and if I copy the url I can see it's still pointing to the old address...I've made sure that the correct url is in the motd.txt and any links within motd.html.Any ideas?ThanksGE

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Re: [hlds] MOTD caching?

2013-07-24 Thread Gamers Exile
The content of motd.txt is just the url (def.com/motd.html). It worked for years till I changed the domain.Yes, i've tried crtl+f5 and the right click reload option.   GE From: big johnSent: Wednesday, July 24, 2013 12:16 PMTo: Half-Life dedicated Win32 server mailing listReply To: Half-Life dedicated Win32 server mailing listSubject: Re: [hlds] MOTD caching?Can you post the contents of your motd.txt
On Jul 24, 2013 2:15 PM, "Lep Racy" lepracy77...@live.com wrote:



Have you tried the ctrl+f5 when viewing the in-game browser?Date: Wed, 24 Jul 2013 12:12:02 -0600From: gamersex...@shaw.ca
To: hlds@list.valvesoftware.comSubject: [hlds] MOTD caching?  I'm having an issue with TF2 not displaying the correct MOTD.html
It was hosted at abc.com/motd.html but is now at def.com/motd.html. However when you view the MOTD in game it displays an error error and if I copy the url I can see it's still pointing to the old address...
I've made sure that the correct url is in the motd.txt and any links within motd.html.Any ideas?ThanksGE

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Re: [hlds] MOTD caching?

2013-07-24 Thread Gamers Exile
Thanks I'll give that a go. Had no idea I could specify a custom motd.GE From: Abbas KhalilSent: Wednesday, July 24, 2013 12:24 PMTo: Half-Life dedicated Win32 server mailing listReply To: Half-Life dedicated Win32 server mailing listSubject: Re: [hlds] MOTD caching?Create a file in your game directoy where the motd.txt exists and lets call it custommotd.txt.add your weblink in that motd file.edit your server.cfg or whichever cfg file you execute on server startup and add this line to it.
motdfile "custommotd.txt"and let your server execute the server.cfg file and it will read the MOTD from the custommotd.txt file.This should fix the problem with the caching, thats how I avoided my caching problem with the motd.
Good luck.On Wed, Jul 24, 2013 at 9:19 PM, Gamers Exile gamersex...@shaw.ca wrote:

The content of motd.txt is just the url (def.com/motd.html). It worked for years till I changed the domain.
Yes, i've tried crtl+f5 and the right click reload option.  
 
GE
   
  From: big johnSent: Wednesday, July 24, 2013 12:16 PMTo: Half-Life dedicated Win32 server mailing listReply To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] MOTD caching?
Can you post the contents of your motd.txt
On Jul 24, 2013 2:15 PM, "Lep Racy" lepracy77...@live.com wrote:




Have you tried the ctrl+f5 when viewing the in-game browser?Date: Wed, 24 Jul 2013 12:12:02 -0600From: gamersex...@shaw.ca

To: hlds@list.valvesoftware.comSubject: [hlds] MOTD caching?  I'm having an issue with TF2 not displaying the correct MOTD.html

It was hosted at abc.com/motd.html but is now at def.com/motd.html. However when you view the MOTD in game it displays an error error and if I copy the url I can see it's still pointing to the old address...

I've made sure that the correct url is in the motd.txt and any links within motd.html.Any ideas?ThanksGE

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Re: [hlds] Mandatory TF2 update released

2013-07-24 Thread Gamers Exile
Servers updated and started - win2kr2Client loads - win7  From: wickedplayer494 .Sent: Wednesday, July 24, 2013 6:53 PMTo: 이진성; Half-Life dedicated Win32 server mailing listReply To: Half-Life dedicated Win32 server mailing listSubject: Re: [hlds] Mandatory TF2 update releasedSeems to have affected a client too (http://www.reddit.com/r/tf2/comments/1izqqb/tf2_update_for_72413_72513_utc/cb9nnv4). Quoting from the person:
Hmm, update seems to have broken my install of TF2, failing with "QueryFullProcessImageNameA could not be located in ... KERNEL32.DLL". After abit of reading, this may affect all those who use Windows Server 2008, Windows Vista, Windows Server 2003 and Windows XP due to the function occurring in a different DLL on those systems.
On Wed, Jul 24, 2013 at 7:50 PM, 이진성 jinsung0...@naver.com wrote:
me too
it seems kernel32.dll error-Original Message-
From: "Cody Woodson"xxwoodyman123...@sbcglobal.net To: "Half-Life dedicated Win32 server mailing list"hlds@list.valvesoftware.com; 
Cc: Sent: 2013-07-25 (목) 09:41:29Subject: Re: [hlds] Mandatory TF2 update releasedIs anyone else having issues with launching their server?  Mine won't even start up so I can't even see the cmd prompt.  I'm on windows 2003
Sent from my iPhoneOn Jul 24, 2013, at 4:53 PM, Eric Smith erics@valvesoftware.com wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version is 1844935.
  -Eric  --  - Ended the Mann Co. Store summer sale - The Summer Claim check is now a rare drop - Medics using the Quick-Fix will now take jump force from Pyros using the Detonator to explosive jump
 - Fixed a client crash related to missing particle systems - Fixed a server crash when entering Sudden Death mode with only melee weapons - Fixed players sometimes being damaged by doors when they are closing
 - Fixed soccer/beach balls sometimes blocking Payload carts and trains - Fixed paint can icons not showing the Red/Blue colors correctly - Fixed the Loch-n-Load gun sight not drawing in the correct place
 - Fixed the Bonk Boy model using the incorrect normals - Updated Cp_Badlands and Koth_Badlands   - Opened the windows around the center point   - Smoothed player clipping around doorways 
 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
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Re: [hlds] again...

2013-07-21 Thread Gamers Exile
I've fought with it crashing as i'm sure everyone here has.Disable the windows error gui and setup a watchdog script so when the server does crash it comes right back up.  Sent Via Pigeon From: ElementSent: Sunday, July 21, 2013 1:41 PMTo: hlds@list.valvesoftware.comReply To: Half-Life dedicated Win32 server mailing listSubject: [hlds] again...Whats the point of this mailing list if when we ask questions they get ignored? This is the 2nd time i've asked for help on here and my question has been overlooked because it was attached alongside an already popular topicI'm having issued with hlds crashing, yet people wanting to filter out certain nationalities from their servers is more important than srcds randomly crashing?___To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

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Re: [hlds] Anyone have a fix for server crashes?

2013-05-18 Thread Gamers Exile
I'm on windows and approaching 24hrs after the patch I'm seeing lots of mvm crashes and random pings 200-800 stillI've submitted a couple vtraces. Hopefully the new compression fixes this  Sent Via Pigeon From: ElitePowered .Sent: Saturday, May 18, 2013 2:56 PMTo: hlds@list.valvesoftware.comReply To: Half-Life dedicated Win32 server mailing listSubject: [hlds] Anyone have a fix for server crashes?Is there a fix for these crashes on linux servers? I think it's something in my server configs but i'm not sure. What do you guys think? There are also these really bad lag spikes. Thanks in advance.
https://www.dropbox.com/s/13p35epiq5bvcra/serverconfig.txt
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Re: [hlds] Steampipe and /custom directory

2013-05-10 Thread Gamers Exile
This is server side. Sorry it's TF/ not TF2/ Sent Via PigeonFrom: Albert DavisSent: Friday, May 10, 2013 9:30 AMTo: Half-Life dedicated Win32 server mailing listReply To: Half-Life dedicated Win32 server mailing listSubject: Re: [hlds] Steampipe and /custom directoryThis server side?  /tf2/custom/(custom folder name)/maps ? Or fast download? I don't have a TF2 folder on my server if that's the case. 

On Thu, May 9, 2013 at 9:25 PM, Gamers Exile gamersex...@shaw.ca wrote:

Albert,

Don't change anything on the fast download side.

Make sure all custom maps are in the /tf2/custom/(custom folder name)/maps and they well download from the fast download server just fine.

 

Sent Via Pigeon   

   

  From: Albert DavisSent: Thursday, May 9, 2013 7:02 PMTo: Half-Life dedicated Win32 server mailing listReply To: Half-Life dedicated Win32 server mailing list

Subject: Re: [hlds] Steampipe and /custom directory

I am apparently having trouble with people downloading maps from fast download as well, is there something special we need to do?

On Wed, May 8, 2013 at 3:37 PM, CScrivener . ctscrive...@gmail.com wrote:

Alright, thanks everyone. I do believe I have gotten the file directories correct now and the files are downloading and functioning properly. That was my bad on not fully comprehending that (even though EVERYONE told me to do it) adding a folder to the base tf folder was a valid option, I was trying to work through the folders shipped with the server only as I thought you weren't allowed to add additional base folders like models/sounds/etc into that folder after the conversion. Thanks for all the help!




Still wish I didn't have to FORCE the files to download but what can ya do. Thanks again folks!On Wed, May 8, 2013 at 1:57 PM, Weasel wea...@weaselslair.com wrote:




Another thing people forget is that for most games, every client is also potentially a "listen-server".
That probably dictates keeping the handling or presence of some of the folder be the same on both "clients"/"listen-servers" and "dedicated servers".

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Re: [hlds] Steampipe and /custom directory

2013-05-10 Thread Gamers Exile
It's obviously operator dependent.For myself aside from meta and source mod all custom content on my servers are under the /custom/ it makes sorting the files easier and a bit safer no need to worry about steamcmd overwriting files (ex. Replay configs). Sent Via PigeonFrom: Ross BemroseSent: Friday, May 10, 2013 9:42 AMTo: Half-Life dedicated Win32 server mailing listReply To: Half-Life dedicated Win32 server mailing listSubject: Re: [hlds] Steampipe and /custom directory/tf/maps/ and /tf/custom/[anything]/maps/ will all point to maps/ on the fast download server, as the client is never told about anything before maps/On Fri, May 10, 2013 at 11:29 AM, Albert Davis davis.alb...@gmail.com wrote:
This server side?  /tf2/custom/(custom folder name)/maps ? Or fast download? I don't have a TF2 folder on my server if that's the case. 


On Thu, May 9, 2013 at 9:25 PM, Gamers Exile gamersex...@shaw.ca wrote:


Albert,


Don't change anything on the fast download side.


Make sure all custom maps are in the /tf2/custom/(custom folder name)/maps and they well download from the fast download server just fine.


 


Sent Via Pigeon   


   


  From: Albert DavisSent: Thursday, May 9, 2013 7:02 PMTo: Half-Life dedicated Win32 server mailing listReply To: Half-Life dedicated Win32 server mailing list


Subject: Re: [hlds] Steampipe and /custom directory


I am apparently having trouble with people downloading maps from fast download as well, is there something special we need to do?

On Wed, May 8, 2013 at 3:37 PM, CScrivener . ctscrive...@gmail.com wrote:

Alright, thanks everyone. I do believe I have gotten the file directories correct now and the files are downloading and functioning properly. That was my bad on not fully comprehending that (even though EVERYONE told me to do it) adding a folder to the base tf folder was a valid option, I was trying to work through the folders shipped with the server only as I thought you weren't allowed to add additional base folders like models/sounds/etc into that folder after the conversion. Thanks for all the help!





Still wish I didn't have to FORCE the files to download but what can ya do. Thanks again folks!On Wed, May 8, 2013 at 1:57 PM, Weasel wea...@weaselslair.com wrote:





Another thing people forget is that for most games, every client is also potentially a "listen-server".
That probably dictates keeping the handling or presence of some of the folder be the same on both "clients"/"listen-servers" and "dedicated servers".

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-- Ross Bemrose
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Re: [hlds] Steampipe and /custom directory

2013-05-09 Thread Gamers Exile
Albert,Don't change anything on the fast download side.Make sure all custom maps are in the /tf2/custom/(custom folder name)/maps and they well download from the fast download server just fine. Sent Via PigeonFrom: Albert DavisSent: Thursday, May 9, 2013 7:02 PMTo: Half-Life dedicated Win32 server mailing listReply To: Half-Life dedicated Win32 server mailing listSubject: Re: [hlds] Steampipe and /custom directoryI am apparently having trouble with people downloading maps from fast download as well, is there something special we need to do?On Wed, May 8, 2013 at 3:37 PM, CScrivener . ctscrive...@gmail.com wrote:

Alright, thanks everyone. I do believe I have gotten the file directories correct now and the files are downloading and functioning properly. That was my bad on not fully comprehending that (even though EVERYONE told me to do it) adding a folder to the base tf folder was a valid option, I was trying to work through the folders shipped with the server only as I thought you weren't allowed to add additional base folders like models/sounds/etc into that folder after the conversion. Thanks for all the help!


Still wish I didn't have to FORCE the files to download but what can ya do. Thanks again folks!On Wed, May 8, 2013 at 1:57 PM, Weasel wea...@weaselslair.com wrote:


Another thing people forget is that for most games, every client is also potentially a "listen-server".
That probably dictates keeping the handling or presence of some of the folder be the same on both "clients"/"listen-servers" and "dedicated servers".

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Re: [hlds] Steampipe and /custom directory

2013-05-08 Thread Gamers Exile
My understanding (for vs Saxton Hale as an example) is you simply replicate the original folders underneath the /custom folder.Example. If you had /tf2/models then it's now /tf2/custom/customstuff/models. Any files here will take priority over the stock files shaped with the game. Sent Via PigeonFrom: CScrivener .Sent: Wednesday, May 8, 2013 7:09 AMTo: Half-Life dedicated Win32 server mailing listReply To: Half-Life dedicated Win32 server mailing listSubject: Re: [hlds] Steampipe and /custom directoryAlright, I am at work now so it'll have to wait until I get home to try testing it again. I was almost 100% sure I tried that last night and it just didn't want to force the download but I will try it again and see what happens, maybe I screwed up somewhere.
Oddly enough, users who joined the server pre-steampipe and downloaded the files on the old file structure, can still see the model because TF2 is actually still viewing the old TF2 file directories as well. Ofcourse new clients who have never joined the server before cannot, so I was trying to get working for all.
So bottom line, this is the following directory I should put all my files into, AND tell my plugin to look at:tf/materials/models/dodgeball_nuke/... (folder should house all my models and other various files relating)
materials/models/dodgeball_nuke/nuke.mdl (tell my plugin this is where model is at, it knows to look into base tf folder)download/custom/materials/models/dodgeball_nuke/ (this is where client will have the files downloaded to, but the gamesystem should read it as being the stock /materials/models/ folders)
Same goes for the fastdl server correct? The game should force the download properly, or will I be required to use my downloader plugin to force those downloads correctly?Thanks for the help so far, just not liking the fact that only half the players can see the nuke. And IF/WHEN compatibility with old TF2 file structure gets removed, or when a player decides to nuke his old directory, they wont see the files anymore. Thanks again! =)
On Wed, May 8, 2013 at 8:32 AM, scott biszmaier sc...@aol.jp wrote:
i didnt have time to read all everything through cause im on my way to work however i ran into the same problem
and was informed to put all my materials/models in the same structure as they were before the update. meaning
put your materials/models back in the tf/materials  tf/models and ignore the tf/custom  tf/download directories.

do not change anything with your fastdl URL or fastdl file structure and if you use the download precacher, do not
touch anything the downloads.ini either. the only thing you need to do it copy the files back to their original location
as they were never moved by the update.


 





 worked for me. good luck, and report back please.







scott biszmaier





 





 





-Original Message-

From: CTScrivener ctscrive...@gmail.com

To: hlds hlds@list.valvesoftware.com

Sent: Tue, May 7, 2013 8:37 pm

Subject: [hlds]  Steampipe and /custom directory





















I thought I had the /custom directory figured out but I guess not. Why do 
players technically have a /custom folder as well as a /download folder?









Our server uses a fastdl server to get files to client quicker and I need 
to figure out the file structure so custom files and folders are read properly 
by the game. Frankly, the /custom folder is pointless from what I can tell 
because the TF2 game atleast downloads all files to the /download folder THEN to 
respective folder such as custom, models, materials, etc.









Is the /custom directory ONLY used if you are distributing 
mods/models/custom files via direct file download OUTSIDE of the game 
client?









Do I need to change all my plugins so they are directly pointing into 
players’ /download folder?









Granted, all my files and custom vpks are downloading just fine, but just 
to a directory that even the readme.txt file says, “can be deleted at any 
time”.









Horribly worded but here is exactly what I am trying to do:









Dodgeball Plugin points to the following file as a custom model: 
/materials/models/dodgeball_nuke/nuke.mdl









I have a vpk built around the following directory within the custom folder 
(which includes all the vmts, mdls, etc.): 
dodgeball_nuke/materials/models/dodgeball_nuke/nuke.mdl so my vpk is 
dodgeball_nuke.vpk









I even have the dodgeball_nuke.vpk file uploaded to my fastdl server under 
the /custom directory as well as under my game server under the /custom 
directory.









The server downloads the vpk fine but it gets placed under 

Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP

2013-05-02 Thread Gamers Exile
Just add your replay configs to /custom/mystuff/cfg Sent Via PigeonFrom: FlubberSent: Thursday, May 2, 2013 6:02 PMTo: Half-Life dedicated Win32 server mailing listReply To: Half-Life dedicated Win32 server mailing listSubject: Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MPAs the previous one, this update keep overwriting the 3 replay related cfg file in /cfg.2013/5/2 Fletcher Dunn fletch...@valvesoftware.com









It doesn’t now. We’re working on a new executive script in Python.

From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com]
On Behalf Of big john
Sent: Thursday, May 02, 2013 2:19 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP

How does the auto update work with windows? 

On May 2, 2013 5:16 PM, "Fletcher Dunn" fletch...@valvesoftware.com wrote:
If the plugins are tightly coupled with particular builds, then they probably should be versioned. The ServerVersion field found in steam.inf uniquely identifies a build. It will change every update, even if the PatchVersion does not.
 (This field is currently only in TF, but if this is useful, we can easily add it to the other games.) I believe that somehow associating any tightly-coupled plugin data with that identifier is the best solution to this problem.



Also, I think this problem is not really exclusive to optional updates. Clients now only find servers with the matching version in the server browser. So the urgency to delist "out of date" servers is greatly reduced. In fact, the only real remaining reason
 we still do it is because it is the only mechanism we have by which to signal automatic updates!  Once we've improved that channel of communication, we will be in a position to make the transition across an update that requires changing the Patch Version
 much more graceful. We have had feedback on many occasions from this mailing list that the harsh transition that currently happens, including the scramble to be the first to get your server up, was not a desirable situation. It's definitely not a good experience
 for clients to be dumped from server and start downloading the update in unison.



-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose


Sent: Thursday, May 02, 2013 1:17 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP

Well, I'm glad something is being done so that we can tell when optional updates are pushed, because traditionally optional updates don't show up

However, there's still one problem: The last two optional TF2 updates have both required changes to mods (SourceMod and EventScripts to name two major ones). However, since they're optional updates, we now need 3 different sets of configurations for servers
 for these mods depending on which optional updates they have.

Oh, and there are 2 (or more?) different configurations for the other three games depending on which optional updates they have.

This becomes a serious problem very quickly.

On Thu, May 2, 2013 at 2:57 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 In general, I think our general policy is going to be to make all
 updates optional unless they need to be mandatory. Unless we know
 that a server crash is really widespread, we probably will not release
 it as mandatory and impose the attending disruption on the whole community.

 We are working on some mechanisms so that you can tell (and gracefully
 roll over to) a new version when an optional update is released.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
 Sent: Thursday, May 02, 2013 11:54 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S,
 DoD:S, and HL2:MP

 And on that note, can we please get server crash fixes as required
 updates rather than optional updates? Clients already auto-update to
 the optional updates, but servers *don't*.

 On Thu, May 2, 2013 at 2:50 PM, Kyle Sanderson kyle.l...@gmail.com
 wrote:

  Just a warning to those who update. There's a good chance due to the
  class changes in this update your server will not function properly
  with SourceMod and other addons that utilize static offsets. Until
  the majority of servers update to this (3rd) optional update, I
  don't believe there will be 

Re: [hlds] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game

2013-04-24 Thread Gamers Exile
Anyone else getting "The server you are trying to connect to is running an older version of the Game" after updating?I had a test steam pipe server running on windows that I could connect to before. But now I get that error... Sent Via PigeonFrom: Fletcher DunnSent: Wednesday, April 24, 2013 12:03 PMTo: Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com); hlds_annou...@list.valvesoftware.comReply To: Half-Life dedicated Win32 server mailing listSubject: [hlds] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game







We’ve released a mandatory update to the SteamPipe beta. Please note that your server will NOT automatically detect that it is out of date and restart; you will need to manually update it. (This should be the last such manual restart.)

We’ve also released an optional update to the non-SteamPipe version of TF2. If you restart your server you may get an update to engine.dll/.so, but there are no relevant changes to the dedicated server so updating is not necessary.

These changes make the SteamPipe server and client interoperable with the non-SteamPipe server and client. (Any client can connect with any server.) We expect many more clients to opt into the beta after this change. (And remember, we
 are planning on flipping the switch next Tuesday which forces all clients to convert.)

- Fletch



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Re: [hlds] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game

2013-04-24 Thread Gamers Exile
It was the client.I had verified it but there wasn't any changes and I wasn't prompted to wait for an update.Client just got the update notice and it's all good. Sent Via PigeonFrom: Peter JerdeSent: Wednesday, April 24, 2013 1:12 PMTo: Half-Life dedicated Win32 server mailing listReply To: Half-Life dedicated Win32 server mailing listSubject: Re: [hlds] Mandatory update released for TF2 SteamPipe beta;	now interoperable with regular gameOn Apr 24, 2013, at 14:09 PM, Gamers Exile gamersex...@shaw.ca wrote: Anyone else getting "The server you are trying to connect to is running an older version of the Game" after updating?   I had a test steam pipe server running on windows that I could connect to before. But now I get that error...Try verifying your local game files for your client... it might still have yesterday's version number which was one higher than today's. - Peter___To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

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Re: [hlds] CS:S Server Favorites Deleted

2013-04-19 Thread Gamers Exile
What about registering to the tokenid? Sent Via PigeonFrom: Max KrivanekSent: Friday, April 19, 2013 12:45 PMTo: Half-Life dedicated Win32 server mailing listReply To: Half-Life dedicated Win32 server mailing listSubject: Re: [hlds] CS:S Server Favorites DeletedThe problem is servers are transient in nature. Server IDs would be hard to implement.The short term and easy solution is to allow DNS to be saved. Like "ccsdm.mycommunity.com:27015" instead of always saving it as an IP.
On Fri, Apr 19, 2013 at 1:40 PM, E. Olsen ceo.eol...@gmail.com wrote:
I had actually sent Valve a suggestions a couple of years ago that they tie the server favorites to the server ID, as opposed to the server's IP address, so as to allow server operators to upgrade/move their servers without losing all the regulars we had worked so hard to build. At the time, they had replied that it was a good idea and they would see about adding that to the client/engine, but nothing ever came of it so I guess it was dismissed as unimportant.

I agree that it absolutely sucks to have to start again from square one every time we want to change a server's IP address and/or favorites get deleted for some reason. Iwouldlove it if they would make our server more "portable" and not tied to an IP address. There are a ton of great deals on new (more powerful) servers popping up, but if your current host isn'tcompetitive, your forced to either stick with what you've got, or move to a new host and start back at square one.

On Fri, Apr 19, 2013 at 2:23 PM, Aaron D joewatshis...@gmail.com wrote:

After this update I noticed that my servers have been dead of the past few days. I was going crazy trying to figure out why when a few of my members reported to me that their favorites list got deleted. 


If this is true this is a freaking disaster and needs to be fixed right away. This is worse than having to move your IP to a new location, because at least then you could let people know a head of time what was going on.


Please if anyone else is also having this problem make Valve aware so something can be done, we don't want this also happening during the TF2 update.Thanks.
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