Re: [hlds] Valve's secret update

2009-07-15 Thread Robert C
How good would an rss feed displaying all the lastest version numbers 
for everything available via hldsupdate be?

Please Valve,
Rob C.

k e wrote:
 had to do 7 servers again...great
 
 On Tue, Jul 14, 2009 at 11:00 PM, Tony Paloma drunkenf...@hotmail.comwrote:
 
 I wouldn't worry about the server rank. It's not like your servers were the
 only ones.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane
 Sent: Tuesday, July 14, 2009 7:44 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Valve's secret update

 Must be great for the server rank.

 I just simply disabled consistency until the map changes... Hopefully it
 will see that the particle has been updated when it does change.

 On Tue, Jul 14, 2009 at 10:31 PM, Tony Paloma
 drunkenf...@hotmail.comwrote:

 They updated one of the particle files a short while ago after today's
 announced update and forgot to tell us server operators. Players were
 unable
 to enter my servers.
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Re: [hlds] Timeout On Mapchange

2009-07-05 Thread Robert C
We've also been seeing this issue for months. We run over 100 servers, 
all stock standard. They run on a cross section of win2k3 and win2k8 
servers.

Rob C.

Midnight wrote:
 Can someone from Valve respond to this?  Has been a problem for months 
 on end.
 
 
 
 Chris Brunelle wrote:
 I've been having timeout issues as well.  I've also used Neph's plugin but
 that hasn't stopped them for me. Windows server.


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Midnight
 Sent: Sunday, July 05, 2009 12:34 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] Timeout On Mapchange

 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] Smashball Update Released

2009-06-30 Thread Robert C
Excellent. Thx for announcing on here, I wish all steamworks modders 
would do this.

Well, I actually wish valve would create an rss feed or ALL updates 
available via hldsupdate... but emails to the list from the mod teams is 
a decent alternative.

Rob C.

Justin Krenz wrote:
 An optional update for Smashball is now available.  Please run
 hldsupdatetool to receive it.  This update addresses server
 instability issues.
 
 Justin Krenz
 Lead Coder
 Smashball Labs LLC
 
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Re: [hlds] Darkest Hour Server Update Released

2009-06-19 Thread Robert C
Just so you're aware, requiring this means that its impossible to run an 
RO server and a DH server out of the same dir on the same host. That is 
quite a pain in the butt in our environment.

Rob C.

John Gibson wrote:
 A small addition to my previous e-mail. After updating a Darkest Hour
 dedicated server through HLDS you must set the number in the
 steam_appid.txt in the base \System folder to 1280.
 
 Regards,
 
 John Gibson
 President
 Tripwire Interactive LLC
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John Gibson
 Sent: Friday, June 19, 2009 7:17 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] Darkest Hour Server Update Released
 
 A required update for Darkest Hour has been released. All dedicated
 servers must be updated to be compatible with the client version now on
 Steam (and to show in the server browser). This update fixes many issues
 with bugs and balance in the game's levels.  
  
 Regards,
  
 John Gibson
 President
 Tripwire Interactive LLC
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Re: [hlds] Question for Map Makers

2009-06-16 Thread Robert C
Or use a system like www.gamecreate.com

Yaakov Smith wrote:
 You could make a webpage which writes requests and bookings to a timeslot,
 then create a cron job to run at a specified time interval, which reads info
 from the database and writes a maplist and additional cfg (tags/hostname
 change, etc). Then get it to RCON to the server and restart it. You could do
 it quite simply in PHP (, probably simpler in Python, I dunno, I've never
 used Python).
 
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of CLAN RCR
 Sent: Tuesday, 16 June 2009 5:43 PM
 To: philipbembri...@gmail.com; Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Question for Map Makers
 
 Yeah, I checked at FPS Banana but their posting rules specifically prohibit
 any type of post like that in at least 4 different ways. lol
 
 But yeah, unless there was someone willing to help setup the backend, it
 would all have to be run manually unfortunately. :(
 
 -Matt
 
 On Tue, Jun 16, 2009 at 1:51 AM, Philip Bembridge philipbembri...@gmail.com
 wrote:
 
 Sounds like a great idea to me!
 See if you can get some attention over on fpsbanana.
 Also agree with Arg! it would be great from a mappers perspective to be
 automated and easy as well.

 You may also like to ask these guys: Discussion of Half-Life Mapping 
 hlmapp...@list.valvesoftware.com

 Phil
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 database 4157 (20090615) __
 
 The message was checked by ESET Smart Security.
 
 http://www.eset.com
  
  
 
 __ Information from ESET Smart Security, version of virus signature
 database 4157 (20090615) __
 
 The message was checked by ESET Smart Security.
 
 http://www.eset.com
  
 
 
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Re: [hlds] Autoupdate on windows servers

2009-05-31 Thread Robert C
Valve could actually provided an rss feed of updates for any dedicated 
servers available on steam (steamworks mods too!).

This would allow a bunch of neat things..

Rob C.

Dustin Wyatt wrote:
 When I was on windows I wrote a python script that scanned the RSS for
 the Valve news feed and then did the same as you.
 
 On Sun, May 31, 2009 at 3:15 PM, Chris ch...@pingdemons.com wrote:
 Ive made a batch script that  connect to this mail list via telnet and
 scans for emails with the subject  [hlds] Team Fortress 2 Update
 Available. When it detects that email in the pop box the script stops
 all the TF2 services and updates them then restarts them when they are
 finished updating.


 Its pretty basic batch scripting that any novice should be able to
 figure out.


 TheNob HLDS wrote:
 Hi EvilMacGuyver,

 I am using Windows
 Powershellhttp://www.microsoft.com/windowsserver2003/technologies/management/powershell/default.mspxtogether
 with the Windows Task Scheduler to automate it. The task is started
 every morning at 7 o'clock and does the following:

 *Stop all L4D server instances*
 [Powershell: stop-service l4d*]

 *Delete all content in the sprays-upload-and-download directory*
 (Working directory: *:\...\l4d\left4dead\downloads\)
 [Powershell: remove-item *]

 *Check for HLDS Update*
 [Command: HldsUpdateTool.exe -command update -game left4dead -dir
 *:\...\Left4Dead -verify_all]

 *Start all L4D server instances*
 [Powershell: start-service l4d*]


 More 
 Powershellhttp://www.microsoft.com/technet/scriptcenter/hubs/msh.mspx.

 Kind regards
 TheNob
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Re: [hlds] Upcoming Left 4 Dead Server Changes

2009-04-20 Thread Robert C
Zoid, please to be making 3wave CTF for L4D :)

Zoid Kirsch wrote:
 I'm a developer at Valve who is working on the Left 4 Dead Survival pack 
 update.  We've made several changes to server operation that we'd like to 
 give our server operators a heads up on.

 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.

 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.

 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.


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Re: [hlds] Team Fortress 2 Update Available

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

Any tips?

Rob C.

Jason Ruymen wrote:
 A required update for Team Fortress 2 is now available.  Please run 
 hldsupdatetool to receive it.  The specific changes include:

 Gameplay changes:
  - Added a duck timer that prevents duck spamming while running around 
 on-ground.
  - In-air, players are only allowed to duck once before they touch ground 
 again.
  - Fixed several bounding box issues with jumping, falling, and rocket jump 
 air-walking. Bounding box should be much more accurate there now.
  - Increased backstab check so that Spies can side-stab again.
  - When disguising, Spies now always start showing the primary weapon in 
 their disguise, and can then switch it with the last-disguise key.

 TF2 Fixes:
  - Fixed flamethrower loophole that resulted in the flame effect being stuck 
 on while the flamethrower wasn't really firing.
  - Fixed exploit that allowed players to circumvent the force-fire timeout on 
 the pipebomb launcher.
  - Fixed a bug that caused Natasha's slow on hit effect to be inverted from 
 75% to 25%.
  - Restored sawmill_logs.mdl file, fixing some user maps that used it.
  - Fixed some localization issues with Scout achievement strings.
  - Removed the Final phrasing in the map loading screen.

 Engine fixes:
  - Fixed a server crash on startup under Linux.
  - Fixed a buffer overflow issue related to network string tables.
  - Gamestats uploading is now done asynchronously. This fixes the client 
 timeout issues on map changes.

 CP_Junction:
  - Fixed an exploit where engineers could build a teleporter exit in an 
 invalid area.
  - Fixed a few bad overlay assignments and other minor issues.

 Jason


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

2009-03-04 Thread Robert C
We've continued having this problem even when running only a single 
instance on a host.

Another strange observation is that L4D servers run fine on the same 
hosts, but have a similar error displayed in the console:

cminterface.cpp (940) : Assertion Failed: NULL != m_hConnection

Chad Austin wrote:
 I think I had the same issue, and it went away after I left more room 
 inbetween the ports for each gameserver, an I did not use anything in 
 the 2702x range.

 I know its not a good solution, but its worth a try.

 Andrew Armstrong wrote:
   
 Hi,

  

 We are experiencing some problems trying to run a few Team Fortress 2
 servers on a new Windows Server 2008 64bit machine.

  

 While the server attempts to start, the following error messages appear in
 the server console:

  

 --

 WARNING: NNET_OpenSocket: bind: WSAEINVAL

 other log lines

 steamservice.cpp (275) : Assertion Failed: Failed to start in-process Steam
 Service

 CreateBoundSocket: ::bind returned Win32 error 10022

 cminterface.cpp (598) : Assertion Failed: NULL != m_hConnection

 --

  

 We also receive the following error at times:

  

 --

 A dialog box appears with an OK button saying: Couldn't allocate any hltv
 IP port

 --

  

 I know someone is going to suggest the tv_port variable, and so we tried
 setting that to a unique, free port. This removes the Couldn't allocate any
 hltv IP port error. We have had hltv support disabled though the entire
 time.

  

 However, the server still boots up with the WARNING: NN_NET.. Log lines as
 above, and the server remains insecure:  1.0.4.9/14 3755 insecure (secure
 mode enabled, disconnected from Steam 3)

  

 Please note we run the exact same server configuration on Windows 2003 32bit
 without any problems.

  

 Is this a known issue at Valve (a quick google indicates a few other people
 have the same problem), or is there a fix available?

  

 Thanks,

 Andrew

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[hlds] [Fwd: steamworks mods update rss feed?]

2009-03-01 Thread Robert C
Hey someone at valve, please listen to me.

An rss feed listing updates to steamworks mods would be so handy. Having 
to manually keep track of what mods are updating when is a massive pain 
in the butt. Especially considering that you guys HAVE to be aware of 
when something is pushed out via steamworks. Please please please create 
some public facing system which announces these updates!

Rob C.

 Original Message 
Subject:steamworks mods update rss feed?
Date:   Wed, 17 Dec 2008 13:05:03 +1100
From:   Robert C rob...@mammoth.com.au
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com, ga...@valvesoftware.com



Is there any chance that valve could expose a public list of updates 
which are available on steam for the HL2 mods which are on steamworks. 
Server updates are of most interest to me (and the rest of this mailing 
list, I'm guessing), but something like an rss feed for all steamworks 
updates would be excellent for the gaming community at large.

Rob C
aka Fuzzy





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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Robert C
We are getting steam entry point SteamAPI_GetHSteamPipe could not be 
located errors when trying to start servers after applying this update. 
Any tips?

Rob C.

Jason Ruymen wrote:
 A required update for Team Fortress 2, along with an optional update for Day 
 of Defeat: Source has been released.  Please run hldsupdatetool to receive 
 the update.  The specific changes include:

 - Pipebombs now get a reduced close range damage ramp up (like Rocket 
 Launcher  Syringe Gun)
 - Ultimately reduces damage done by pipebombs to enemies 512 units 
 from the Demoman
 - Moved the unlockable system over to the new item backend:
 - Added a warning dialog to the loadout screen telling clients when 
 the server they're on could not get their loadout
 - Made tf_damage_disablespread a replicated convar, so clients can see the 
 value of it on the server they're connected to
 - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit, to 
 better explain its function now that stalemate is optional
 - Protected several more commands from client exploitation
 - Fixed muzzle flashes  shell ejections still playing when viewmodels are 
 hidden
 - Server tags can now be used to include or exclude servers from the list

 Jason

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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Robert C
Thanks! Yeah I messed something up while pushig the update to our hosts. 
All good now.

Alfred Reynolds wrote:
 Make sure the steam_api.dll file was updated properly, that export is in that 
 file.

 - Alfred

   
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
 boun...@list.valvesoftware.com] On Behalf Of Robert C
 Sent: Monday, February 16, 2009 6:30 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
 Available

 We are getting steam entry point SteamAPI_GetHSteamPipe could not be
 located errors when trying to start servers after applying this
 update.
 Any tips?

 Rob C.

 Jason Ruymen wrote:
 
 A required update for Team Fortress 2, along with an optional update
   
 for Day of Defeat: Source has been released.  Please run hldsupdatetool
 to receive the update.  The specific changes include:
 
 - Pipebombs now get a reduced close range damage ramp up (like Rocket
   
 Launcher  Syringe Gun)
 
 - Ultimately reduces damage done by pipebombs to enemies 512
   
 units from the Demoman
 
 - Moved the unlockable system over to the new item backend:
 - Added a warning dialog to the loadout screen telling
   
 clients when the server they're on could not get their loadout
 
 - Made tf_damage_disablespread a replicated convar, so clients can
   
 see the value of it on the server they're connected to
 
 - Renamed mp_stalemate_at_timelimit to mp_match_end_at_timelimit,
   
 to better explain its function now that stalemate is optional
 
 - Protected several more commands from client exploitation
 - Fixed muzzle flashes  shell ejections still playing when
   
 viewmodels are hidden
 
 - Server tags can now be used to include or exclude servers from the
   
 list
 
 Jason

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[hlds] steamworks mods update rss feed?

2008-12-16 Thread Robert C
Is there any chance that valve could expose a public list of updates 
which are available on steam for the HL2 mods which are on steamworks. 
Server updates are of most interest to me (and the rest of this mailing 
list, I'm guessing), but something like an rss feed for all steamworks 
updates would be excellent for the gaming community at large.

Rob C
aka Fuzzy



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Re: [hlds] L4D Versus Mode?

2008-11-18 Thread Robert C
Having no control over whether a server is maxclients 4 or 8 kind of sucks.
If I set up our hosts how they can comfortably run 10 4player servers and
then end up with 10 8player servers it totally hoses performance.

If I set them up expecting 8players and they all only load up as 4players
I'm left with extra resources which I could be using to host more
servers

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [??R]
The-/iller
Sent: Tuesday, 18 November 2008 7:08 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] L4D Versus Mode?

Also zombies never win technically, even if you kill all of the humans 
it moves the level forward not repeat the same step?

Dr.Stinglock wrote:
 Exactly.

 I have just tested this and it seems that's how it works.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of DontWannaName!
 Sent: Tuesday, 18 November 2008 3:52 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] L4D Versus Mode?

 So what happens when you have 8 slots and play a co op map, will it just
 hide the 4 slots and make it 4 then make it 8 when it goes to versus.




 
 From: Cc2iscooL [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Monday, November 17, 2008 10:49:04 PM
 Subject: Re: [hlds] L4D Versus Mode?

 I'm pretty sure it's controlled by the lobby.

 On Tue, Nov 18, 2008 at 12:42 AM, Jeff Sugar [EMAIL PROTECTED] wrote:

   
 I've seen it asked a few times amidst the other emails and on the forums,
 but no one's answered (and there's no documentation for it). How do you
 switch your server over to Versus mode?
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Re: [hlds] L4D Server update

2008-11-17 Thread Robert C
The files in that steam.zip are the same as what I've gotten down using
hldsupdate.

Still results in servers coming up in LAN mode only.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of 1nsane
Sent: Tuesday, 18 November 2008 5:21 PM
To: [EMAIL PROTECTED]; Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] L4D Server update

Try this:
http://forums.gamingterritory.com/index.php?showtopic=5701

On Tue, Nov 18, 2008 at 1:03 AM, [EMAIL PROTECTED] wrote:

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

  No Same problem here and my Steam group doesn't see it.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Richard Eid
  Sent: Tuesday, November 18, 2008 1:14
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] L4D Server update
 
  Anyone able to get it out of LAN mode?  It says Unable to load Steam
  library
  and goes to LAN mode.
 
  -Richard Eid
 
 
  On Tue, Nov 18, 2008 at 1:10 AM, Robert Whelan [EMAIL PROTECTED]
  wrote:
 
  no... watching tv waiting for an announcement and laffing at all the
  emails
 
 
 
 
  
  From: James McKenna [EMAIL PROTECTED]
  To: Half-Life dedicated Win32 server mailing list 
  hlds@list.valvesoftware.com
  Sent: Tuesday, November 18, 2008 12:06:27 AM
  Subject: Re: [hlds] L4D Server update
 
  Anyone else just slamming on the update tool until something changes?
 
  On Mon, Nov 17, 2008 at 10:03 PM, 1nsane [EMAIL PROTECTED] wrote:
 
   I meant the maps folder, anyway the soundcache folder is enough.
  Worked
  for
   me:
   http://www.gamingterritory.com/soundcache.zip
  
   Try it out
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Re: [hlds] Left 4 Dead Win32 Update

2008-11-17 Thread Robert C
Fixes the sound cache woes but not the LAN mode woes

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Tuesday, 18 November 2008 5:38 PM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] Left 4 Dead Win32 Update

The Win32 Left 4 Dead Dedicated Server has been updated.  Please run
hldsupdatetool to receive the update.  This should fix the missing files
when downloading from hldsupdatetool.

Jason

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Re: [hlds] POSSIBLE FIX Left 4 Dead Win32 Update

2008-11-17 Thread Robert C
Getting DNS error when trying to get to that URL.

http://l4d.fghost.org/fix/steam.zip

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeff Sugar
Sent: Tuesday, 18 November 2008 5:54 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] POSSIBLE FIX Left 4 Dead Win32 Update

This worked for me. It seems to be different from the other steam files
linked earlier.

Thanks!


On Mon, Nov 17, 2008 at 10:50 PM, Christopher Bass [EMAIL PROTECTED]
 wrote:

 What OS are you running? I did that but I'm running x64

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
 Sent: Tuesday, November 18, 2008 1:37
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] POSSIBLE FIX Left 4 Dead Win32 Update

 If you guys didnt see... Try to download this:
 http://l4d.fghost.org/fix/steam.zip
 And put those DLLs in your l4d/bin directory. It fixed it for me.



  Yeah, LAN only here as well.
 
  On Mon, Nov 17, 2008 at 10:46 PM, Richard Eid [EMAIL PROTECTED]
  wrote:
 
  I'm still getting LAN only, too.
 
 -Richard Eid
 
 
  On Tue, Nov 18, 2008 at 1:41 AM, John McBroom [EMAIL PROTECTED]
 wrote:
 
   Thanks Jason!
  
   2008/11/18 Jason Ruymen [EMAIL PROTECTED]:
The Win32 Left 4 Dead Dedicated Server has been updated.  Please
run
   hldsupdatetool to receive the update.  This should fix the missing
  files
   when downloading from hldsupdatetool.
   
Jason
   
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