Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Timothy Sadleir
I'm getting this again while trying to update like I did the last
update...  Something wrong with the DS file content server?


C:\Program Files (x86)\Valve\HLServerHldsUpdateTool.exe -command update
-game t
f -dir c:\TF2Server -verify_all
Checking bootstrapper version ...
Updating Installation
Determining which depot(s) to install/update...
6 depot(s) will be installed/updated
  0:37 Checking local files and building download list for depot 441 'Team
Fortr
ess 2 Content' version 351
  0:37 Patching from version 350; connecting to content server
  0:37 [209.197.6.232:27030] Connecting...
  0:40 [209.197.6.232:27030] Failed.  Failed to connect to
209.197.6.232:270
30, WinSock Error 0 No error
  0:40 [63.145.224.22:27030] Connecting...
  0:43 [63.145.224.22:27030] Failed.  Failed to connect to
63.145.224.22:270
30, WinSock Error 0 No error
  0:43 [209.197.6.231:27030] Connecting...
  0:46 [209.197.6.231:27030] Failed.  Failed to connect to
209.197.6.231:270
30, WinSock Error 0 No error
  0:46 [65.113.32.98:27030] Connecting...
  0:49 [65.113.32.98:27030] Failed.  Failed to connect to
65.113.32.98:27030
, WinSock Error 0 No error
  0:49 [4.28.20.42:27030] Connecting...
  0:52 [4.28.20.42:27030] Failed.  Failed to connect to 4.28.20.42:27030,
Wi
nSock Error 0 No error
  0:52 [4.28.151.210:27030] Connecting...
  0:55 [4.28.151.210:27030] Failed.  Failed to connect to
4.28.151.210:27030
, WinSock Error 0 No error
  0:55 [208.64.203.16:27030] Connecting...
  0:58 [208.64.203.16:27030] Failed.  Failed to connect to
208.64.203.16:270
30, WinSock Error 0 No error
  0:58 [65.115.96.238:27030] Connecting...
  1:01 [65.115.96.238:27030] Failed.  Failed to connect to
65.115.96.238:270
30, WinSock Error 0 No error


On Fri, Aug 17, 2012 at 3:34 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory update to TF2. The notes for the update are
 below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Updated client rate value to default to 3 to improve network
 performance for most players
- Rate was previously set by Steam's Internet connection speed setting
 - Updated client rate value to be stored in the config.cfg file

 Team Fortress 2
 - Fixed a crash caused by a string table overflow
 - Fixed a client crash related to the freeze panel
 - Fixed a client crash related to ragdolls
 - Fixed a client crash related to the Mann vs. Machine upgrade panel
 - Fixed a client crash related to Mann vs. Machine stats
 - Fixed a crash related to server plug-ins spawning a Mann vs. Machine
 Tank before the game is ready
 - Updated the dedicated server to exit when attempting to start a Mann vs.
 Machine map with less than 32 maxplayers
 - Fixed mp_timelimit causing Mann vs. Machine mode to not reset properly
 when the defenders lose
 - Fixed the Mann vs. Machine wave loss/victory dialog buttons not being
 clickable sometimes
 - Fixed the Mann vs. Machine victory dialog getting stuck on the screen
 - Fixed the Mann vs. Machine wave summary dialog showing up at the
 beginning of the first wave
 - Fixed seeing incorrect upgrades in the Mann vs. Machine upgrade panel
 - Updated upgrade icons to remove numbers
 - Fixed Sentry Busters picking disposable buildings as valid targets
 - Fixed an instance of the Sentry Buster sound looping endlessly
 - Updated the backpack image for Archimedes to fix an alpha channel problem
 - Updated the colors for The Battery Bandolier
 - Fixed the disconnect reason not being localized properly for Mann vs.
 Machine mode
 - Fixed player glow colors not based on player health in some community
 mods outside of Mann vs. Machine mode
 - Removed console spew related to missing movement warnings
 - Updated the matchmaking ConVar tf_mm_strict
- A value of 2 will hide the server from the server browser but will
 still allow direct connections
 - Updated Mvm_Mannworks
- Adjusted clipping on left side drop down where bots may become stuck
- Fixed lighting seam near base
- Fixed vphysics prop error in console
- Minor clipping pass on areas players may become hung up on


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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Timothy Sadleir
Well, it did eventually connect so I guess that much is good.  :)

On Fri, Aug 17, 2012 at 3:39 PM, Timothy Sadleir tsadl...@gmail.com wrote:

 I'm getting this again while trying to update like I did the last
 update...  Something wrong with the DS file content server?


 C:\Program Files (x86)\Valve\HLServerHldsUpdateTool.exe -command update
 -game t
 f -dir c:\TF2Server -verify_all
 Checking bootstrapper version ...
 Updating Installation
 Determining which depot(s) to install/update...
 6 depot(s) will be installed/updated
   0:37 Checking local files and building download list for depot 441 'Team
 Fortr
 ess 2 Content' version 351
   0:37 Patching from version 350; connecting to content server
   0:37 [209.197.6.232:27030] Connecting...
   0:40 [209.197.6.232:27030] Failed.  Failed to connect to
 209.197.6.232:270
 30, WinSock Error 0 No error
   0:40 [63.145.224.22:27030] Connecting...
   0:43 [63.145.224.22:27030] Failed.  Failed to connect to
 63.145.224.22:270
 30, WinSock Error 0 No error
   0:43 [209.197.6.231:27030] Connecting...
   0:46 [209.197.6.231:27030] Failed.  Failed to connect to
 209.197.6.231:270
 30, WinSock Error 0 No error
   0:46 [65.113.32.98:27030] Connecting...
   0:49 [65.113.32.98:27030] Failed.  Failed to connect to
 65.113.32.98:27030
 , WinSock Error 0 No error
   0:49 [4.28.20.42:27030] Connecting...
   0:52 [4.28.20.42:27030] Failed.  Failed to connect to
 4.28.20.42:27030, Wi
 nSock Error 0 No error
   0:52 [4.28.151.210:27030] Connecting...
   0:55 [4.28.151.210:27030] Failed.  Failed to connect to
 4.28.151.210:27030
 , WinSock Error 0 No error
   0:55 [208.64.203.16:27030] Connecting...
   0:58 [208.64.203.16:27030] Failed.  Failed to connect to
 208.64.203.16:270
 30, WinSock Error 0 No error
   0:58 [65.115.96.238:27030] Connecting...
   1:01 [65.115.96.238:27030] Failed.  Failed to connect to
 65.115.96.238:270
 30, WinSock Error 0 No error



 On Fri, Aug 17, 2012 at 3:34 PM, Eric Smith er...@valvesoftware.comwrote:

 We've released a mandatory update to TF2. The notes for the update are
 below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Updated client rate value to default to 3 to improve network
 performance for most players
- Rate was previously set by Steam's Internet connection speed setting
 - Updated client rate value to be stored in the config.cfg file

 Team Fortress 2
 - Fixed a crash caused by a string table overflow
 - Fixed a client crash related to the freeze panel
 - Fixed a client crash related to ragdolls
 - Fixed a client crash related to the Mann vs. Machine upgrade panel
 - Fixed a client crash related to Mann vs. Machine stats
 - Fixed a crash related to server plug-ins spawning a Mann vs. Machine
 Tank before the game is ready
 - Updated the dedicated server to exit when attempting to start a Mann
 vs. Machine map with less than 32 maxplayers
 - Fixed mp_timelimit causing Mann vs. Machine mode to not reset properly
 when the defenders lose
 - Fixed the Mann vs. Machine wave loss/victory dialog buttons not being
 clickable sometimes
 - Fixed the Mann vs. Machine victory dialog getting stuck on the screen
 - Fixed the Mann vs. Machine wave summary dialog showing up at the
 beginning of the first wave
 - Fixed seeing incorrect upgrades in the Mann vs. Machine upgrade panel
 - Updated upgrade icons to remove numbers
 - Fixed Sentry Busters picking disposable buildings as valid targets
 - Fixed an instance of the Sentry Buster sound looping endlessly
 - Updated the backpack image for Archimedes to fix an alpha channel
 problem
 - Updated the colors for The Battery Bandolier
 - Fixed the disconnect reason not being localized properly for Mann vs.
 Machine mode
 - Fixed player glow colors not based on player health in some community
 mods outside of Mann vs. Machine mode
 - Removed console spew related to missing movement warnings
 - Updated the matchmaking ConVar tf_mm_strict
- A value of 2 will hide the server from the server browser but will
 still allow direct connections
 - Updated Mvm_Mannworks
- Adjusted clipping on left side drop down where bots may become stuck
- Fixed lighting seam near base
- Fixed vphysics prop error in console
- Minor clipping pass on areas players may become hung up on


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Re: [hlds] Mandatory TF2 update released

2012-08-17 Thread Timothy Sadleir
I've never seen it before the last update.  Weird...

On Fri, Aug 17, 2012 at 3:41 PM, Ryan Stecker voidedwea...@gmail.comwrote:

 What you're seeing is completely normal during the update rush.


 On Fri, Aug 17, 2012 at 5:40 PM, Timothy Sadleir tsadl...@gmail.comwrote:

 Well, it did eventually connect so I guess that much is good.  :)


 On Fri, Aug 17, 2012 at 3:39 PM, Timothy Sadleir tsadl...@gmail.comwrote:

 I'm getting this again while trying to update like I did the last
 update...  Something wrong with the DS file content server?


 C:\Program Files (x86)\Valve\HLServerHldsUpdateTool.exe -command update
 -game t
 f -dir c:\TF2Server -verify_all
 Checking bootstrapper version ...
 Updating Installation
 Determining which depot(s) to install/update...
 6 depot(s) will be installed/updated
   0:37 Checking local files and building download list for depot 441
 'Team Fortr
 ess 2 Content' version 351
   0:37 Patching from version 350; connecting to content server
   0:37 [209.197.6.232:27030] Connecting...
   0:40 [209.197.6.232:27030] Failed.  Failed to connect to
 209.197.6.232:270
 30, WinSock Error 0 No error
   0:40 [63.145.224.22:27030] Connecting...
   0:43 [63.145.224.22:27030] Failed.  Failed to connect to
 63.145.224.22:270
 30, WinSock Error 0 No error
   0:43 [209.197.6.231:27030] Connecting...
   0:46 [209.197.6.231:27030] Failed.  Failed to connect to
 209.197.6.231:270
 30, WinSock Error 0 No error
   0:46 [65.113.32.98:27030] Connecting...
   0:49 [65.113.32.98:27030] Failed.  Failed to connect to
 65.113.32.98:27030
 , WinSock Error 0 No error
   0:49 [4.28.20.42:27030] Connecting...
   0:52 [4.28.20.42:27030] Failed.  Failed to connect to
 4.28.20.42:27030, Wi
 nSock Error 0 No error
   0:52 [4.28.151.210:27030] Connecting...
   0:55 [4.28.151.210:27030] Failed.  Failed to connect to
 4.28.151.210:27030
 , WinSock Error 0 No error
   0:55 [208.64.203.16:27030] Connecting...
   0:58 [208.64.203.16:27030] Failed.  Failed to connect to
 208.64.203.16:270
 30, WinSock Error 0 No error
   0:58 [65.115.96.238:27030] Connecting...
   1:01 [65.115.96.238:27030] Failed.  Failed to connect to
 65.115.96.238:270
 30, WinSock Error 0 No error



 On Fri, Aug 17, 2012 at 3:34 PM, Eric Smith er...@valvesoftware.comwrote:

 We've released a mandatory update to TF2. The notes for the update are
 below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Updated client rate value to default to 3 to improve network
 performance for most players
- Rate was previously set by Steam's Internet connection speed
 setting
 - Updated client rate value to be stored in the config.cfg file

 Team Fortress 2
 - Fixed a crash caused by a string table overflow
 - Fixed a client crash related to the freeze panel
 - Fixed a client crash related to ragdolls
 - Fixed a client crash related to the Mann vs. Machine upgrade panel
 - Fixed a client crash related to Mann vs. Machine stats
 - Fixed a crash related to server plug-ins spawning a Mann vs. Machine
 Tank before the game is ready
 - Updated the dedicated server to exit when attempting to start a Mann
 vs. Machine map with less than 32 maxplayers
 - Fixed mp_timelimit causing Mann vs. Machine mode to not reset
 properly when the defenders lose
 - Fixed the Mann vs. Machine wave loss/victory dialog buttons not being
 clickable sometimes
 - Fixed the Mann vs. Machine victory dialog getting stuck on the screen
 - Fixed the Mann vs. Machine wave summary dialog showing up at the
 beginning of the first wave
 - Fixed seeing incorrect upgrades in the Mann vs. Machine upgrade panel
 - Updated upgrade icons to remove numbers
 - Fixed Sentry Busters picking disposable buildings as valid targets
 - Fixed an instance of the Sentry Buster sound looping endlessly
 - Updated the backpack image for Archimedes to fix an alpha channel
 problem
 - Updated the colors for The Battery Bandolier
 - Fixed the disconnect reason not being localized properly for Mann vs.
 Machine mode
 - Fixed player glow colors not based on player health in some community
 mods outside of Mann vs. Machine mode
 - Removed console spew related to missing movement warnings
 - Updated the matchmaking ConVar tf_mm_strict
- A value of 2 will hide the server from the server browser but will
 still allow direct connections
 - Updated Mvm_Mannworks
- Adjusted clipping on left side drop down where bots may become
 stuck
- Fixed lighting seam near base
- Fixed vphysics prop error in console
- Minor clipping pass on areas players may become hung up on


 ___
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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds




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Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-08-15 Thread Timothy Sadleir
Unable to download the TF2 update.  :(

On Wed, Aug 15, 2012 at 6:28 PM, T Marler bloodyi...@shaw.ca wrote:

 I don't think you quite understand what I am getting at...

 I'm talking about as assets (large stuff) move to a completed state,
 background update the clients leading up to release and have those things
 encrypted, then day of release just download the rest and decrpt the
 previous assets. I'm sure this could cut the package size in half or less,
 making download sessions way shorter and in turn delivering it faster.
 Pretty much the same thing as pre-loading a pre-ordered game, except for
 one that is already released.

 It seems to me the technology is already there?


 - Original Message -
 From: David Weitz dabbak...@gmail.com
 Date: Wednesday, August 15, 2012 7:24 pm
 Subject: Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
 To: tmar...@shaw.ca, Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com

  I have a feeling they are pushing the update as soon as it's packaged.
 
  On Wed, Aug 15, 2012 at 9:23 PM, T Marler
  bloodyi...@shaw.ca wrote:
 
   It would be really nice if players could pre-load game assets
  even if they
   are encrypted. I'm pretty sure this would help streamline this
  process, not
   sure if I'm asking too much here.
  
  
   - Original Message -
   From: Eric Smith er...@valvesoftware.com
   Date: Wednesday, August 15, 2012 7:03 pm
   Subject: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
   To: 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
  
We've released a mandatory update to TF2. The notes for the TF2
update are below. There are shared engine changes that affect
DoD:S and HL2:DM.
   
-Eric
   
--
   
Team Fortress 2
- Added Mann vs. Machine
- Added Archimedes
- Added The Soldier's Stogie
- Added The Robro 3000
- Updated The Helmet Without a Home to be paintable
- Fixed some clipping issues with The Salty Dog
- Removed player penetration from The Pomson 6000 and boosted
the damage to compensate
   
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  archives, please visit:
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  --
  Regards,
 
  David Weitz
 

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Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-08-15 Thread Timothy Sadleir
Mine is just failing to connect altogether...  Something is obviously wonky
with their servers.  No way that they are just bogged down because I
started the update the second it was said to be live.

On Wed, Aug 15, 2012 at 6:34 PM, Danh Pham danhpham...@gmail.com wrote:

 I'm downloading it at a relatively slow rate.


 On Wed, Aug 15, 2012 at 9:33 PM, Daniel Barreiro 
 smelly.feet.you.h...@gmail.com wrote:

 Same

 On Wed, Aug 15, 2012 at 9:31 PM, Damir Butmir d4m1...@hotmail.com
 wrote:
  Is the update failing for anyone else? Looks like th update servers are
  crashing under load...Neither my client or server will update as the
 Valve
  update servers keep going down
 
  From: er...@valvesoftware.com
  To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com;
  hlds_annou...@list.valvesoftware.com
  Date: Thu, 16 Aug 2012 01:01:26 +
 
  Subject: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
 
  We've released a mandatory update to TF2. The notes for the TF2 update
 are
  below. There are shared engine changes that affect DoD:S and HL2:DM.
 
  -Eric
 
  --
 
  Team Fortress 2
  - Added Mann vs. Machine
  - Added Archimedes
  - Added The Soldier's Stogie
  - Added The Robro 3000
  - Updated The Helmet Without a Home to be paintable
  - Fixed some clipping issues with The Salty Dog
  - Removed player penetration from The Pomson 6000 and boosted the
 damage
  to compensate
 
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  please visit:
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Re: [hlds] Server Delisting, does it need some changes?

2012-08-11 Thread Timothy Sadleir
What are you guys talking about when you say ADs?  Are we talking about
those annoying servers that play AD videos in their MOTD?  What the heck is
the benefit of running those annoying things on your servers anyways?  I
don't understand...
On Aug 11, 2012 5:30 PM, Cameron Munroe cmun...@cameronmunroe.com wrote:

 My point is that if I chose to run Ads I shouldn't get ransacked by the
email lists' High Priest.  If I chose to run my server with ads so that I
don't need to go to the steps of nighteam and it works then why does this
email thread solely based on ads. I for one don't like having to sell
donator rights to my players just so that they can have above a 1.00 kd.

 Once again my point is that both ends of the stick can be used to stab
you and you.  So Stop making the thread all about you use ads then your
BAD, as I am not. I simply have used something that worked best for us.


 On Aug 11, 2012, at 3:35 PM, Todd Pettit wrote:

  How about reporting clans who are actually in violation of Valves
Policy of Truth instead of inciting a witch hunt of clans and steam
groups more successful than yours.
 
  Nightteam and other clans may have crazy benefits for their members and
they may be for sale too but they are not in violation of any policies and
the members would be upset if you shut them down.
  Just cause you think something is abusive doesn't make it so. The
players determine what is and is not abusive.
 
  There is a huge difference between running ADs and selling perks and
admin rights than violating Valves policy of truth.
 
  Fake Clients, Bot Pings, Bot Avatars manipulate the quickplay system
and fool newer players into thinking they are playing with humans.
  The player is never aware of this and it takes traffic away from
servers who are obeying the policy.
 
  If you don't like Ads, perks and selling admin just don't do it. It is
not abusive just cause you think it is. Stick to the policy, please.
 
 
  - Original Message -
  From: Daniel Barreiro smelly.feet.you.h...@gmail.com
  To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
  Sent: Saturday, August 11, 2012 2:25:11 PM
  Subject: Re: [hlds] Server Delisting, does it need some changes?
 
  How about this:  we all go on a reporting spree of the abusive clans.
 
  On Sat, Aug 11, 2012 at 1:55 PM, Cameron Munroe
  cmun...@cameronmunroe.com wrote:
  Once again this conversation hits a wall, no one will talk and then we
get
  to revisit it in a week. Why don't we just hash through and finally
get it
  done and over with?
 
 
 
  On 8/11/2012 8:36 AM, Cameron Munroe wrote:
 
  If per say my servers ran on quickplay they wouldn't be full 24/7. It
is a
  general idea that quickplay is local and most people are in bed by
11:30 if
  not earlier.
 
  The fact is that my community really doesn't need quickplay. It would
  probably take my two ctf servers into the ground which frankly I don't
care
  about too much. The other 9 servers would still be here. Also when I
mean
  into the ground and I don't care, please don't give me the speal
since you
  don't care about them that is why they aren't full and your a shitty
  operator I mean that it wouldn't kill me. I love my ctf servers and
wish I
  could draw more traffic to them.
 
  Your whole hype about ads seems to be about they are going to dry up
and
  die. It can also happen to donations. What if someone got a hold of
all your
  setup for donator rights and threw them into the ground. You would be
bound
  to lose a lot of your donators. Let say that idea is just too far out
of
  mind though, and another tf2 update breaks all donator rights. You
tell me
  then what?
 
  Both ads and donator rights can be abused. If you don't think donator
rights
  can be abused and are abused then please by god go look at nighteam's
  donator rights. http://nighteam.com/index.php?do=premium
 
  For me I would rather not to give people donator rights like the above
to
  generate simple donations. Its not my cup of tea and I'm afraid of the
above
  being a slippery slope.  I've also played on servers with this donator
  rights where donators were gods and I and everyone else was nothing
more
  then there subjects. If they didn't like you then boom instant voteban
  prompt. You head shot them 10+ time boom instant instant voteban. Well
  everyone voted for you? Yeah, but that is because all the rest have
been
  trained to do so. The regulars.
 
  I for one want all my players on the same playing field. level, fair,
fun.
 
  Yet if you look at most of the serves with the point of this topic
FAKE
  CLIENTS you will find that most have donator rights and ads. BOTH, so
it
  isn't a sole ads issue.
 
  Ban players under 100 hours from everything else on the internet. What
if
  they came along and said I hate standard ctf, cp, and the rest. They go
  watch a vid and say OMG SAXTON HALE! I want to go play that, but they
  can't because of your stupid block. Lets say they wanted to go play 

Re: [hlds] Server Delisting, does it need some changes?

2012-08-11 Thread Timothy Sadleir
Ahhh okay. Thanks for the info.
On Aug 11, 2012 6:16 PM, Todd Pettit pettit.t...@gmail.com wrote:

 You get $1.50 for every 1000 views. Its a company called pinion. If you
 have a solid server it should cover the operating cost of the server.

 - Original Message -
 From: Timothy Sadleir tsadl...@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Saturday, August 11, 2012 9:11:33 PM
 Subject: Re: [hlds] Server Delisting, does it need some changes?




 What are you guys talking about when you say ADs? Are we talking about
 those annoying servers that play AD videos in their MOTD? What the heck is
 the benefit of running those annoying things on your servers anyways? I
 don't understand...
 On Aug 11, 2012 5:30 PM, Cameron Munroe  cmun...@cameronmunroe.com 
 wrote:
 
  My point is that if I chose to run Ads I shouldn't get ransacked by the
 email lists' High Priest. If I chose to run my server with ads so that I
 don't need to go to the steps of nighteam and it works then why does this
 email thread solely based on ads. I for one don't like having to sell
 donator rights to my players just so that they can have above a 1.00 kd.
 
  Once again my point is that both ends of the stick can be used to stab
 you and you. So Stop making the thread all about you use ads then your
 BAD, as I am not. I simply have used something that worked best for us.
 
 
  On Aug 11, 2012, at 3:35 PM, Todd Pettit wrote:
 
   How about reporting clans who are actually in violation of Valves
 Policy of Truth instead of inciting a witch hunt of clans and steam
 groups more successful than yours.
  
   Nightteam and other clans may have crazy benefits for their members
 and they may be for sale too but they are not in violation of any policies
 and the members would be upset if you shut them down.
   Just cause you think something is abusive doesn't make it so. The
 players determine what is and is not abusive.
  
   There is a huge difference between running ADs and selling perks and
 admin rights than violating Valves policy of truth.
  
   Fake Clients, Bot Pings, Bot Avatars manipulate the quickplay system
 and fool newer players into thinking they are playing with humans.
   The player is never aware of this and it takes traffic away from
 servers who are obeying the policy.
  
   If you don't like Ads, perks and selling admin just don't do it. It is
 not abusive just cause you think it is. Stick to the policy, please.
  
  
   - Original Message -
   From: Daniel Barreiro  smelly.feet.you.h...@gmail.com 
   To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com 
   Sent: Saturday, August 11, 2012 2:25:11 PM
   Subject: Re: [hlds] Server Delisting, does it need some changes?
  
   How about this: we all go on a reporting spree of the abusive clans.
  
   On Sat, Aug 11, 2012 at 1:55 PM, Cameron Munroe
cmun...@cameronmunroe.com  wrote:
   Once again this conversation hits a wall, no one will talk and then
 we get
   to revisit it in a week. Why don't we just hash through and finally
 get it
   done and over with?
  
  
  
   On 8/11/2012 8:36 AM, Cameron Munroe wrote:
  
   If per say my servers ran on quickplay they wouldn't be full 24/7. It
 is a
   general idea that quickplay is local and most people are in bed by
 11:30 if
   not earlier.
  
   The fact is that my community really doesn't need quickplay. It would
   probably take my two ctf servers into the ground which frankly I
 don't care
   about too much. The other 9 servers would still be here. Also when I
 mean
   into the ground and I don't care, please don't give me the speal
 since you
   don't care about them that is why they aren't full and your a shitty
   operator I mean that it wouldn't kill me. I love my ctf servers and
 wish I
   could draw more traffic to them.
  
   Your whole hype about ads seems to be about they are going to dry up
 and
   die. It can also happen to donations. What if someone got a hold of
 all your
   setup for donator rights and threw them into the ground. You would be
 bound
   to lose a lot of your donators. Let say that idea is just too far out
 of
   mind though, and another tf2 update breaks all donator rights. You
 tell me
   then what?
  
   Both ads and donator rights can be abused. If you don't think donator
 rights
   can be abused and are abused then please by god go look at nighteam's
   donator rights. http://nighteam.com/index.php?do=premium
  
   For me I would rather not to give people donator rights like the
 above to
   generate simple donations. Its not my cup of tea and I'm afraid of
 the above
   being a slippery slope. I've also played on servers with this donator
   rights where donators were gods and I and everyone else was nothing
 more
   then there subjects. If they didn't like you then boom instant voteban
   prompt. You head shot them 10+ time boom instant instant voteban.
 Well
   everyone voted for you? Yeah

Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-07-05 Thread Timothy Sadleir
Whats going on with downloading the client?  It kept stopping on me in the
middle of downloading and now wont let me continue when I'm at 96%.  Also,
now it's saying that the game is currently unavailable...  Does Valve need
better hosting or something?

On Thu, Jul 5, 2012 at 5:56 PM, Ryan Martin tunafiz...@gmail.com wrote:

 I love the 16 minute warning between update coming and mandatory update
 released. Some might say it's pointless to announce update coming then
 release it in that span. Some may say why not just send the impending
 mand. update notice in the morning or yesterdayas to give enough time to
 actually know to be ready to reboot my server or make sure it took properly
 I say no. Nonsense. Why be prepared for anything in the world of valve3


 On Thu, Jul 5, 2012 at 8:45 PM, Eric Smith er...@valvesoftware.comwrote:

 We've released a mandatory update to Team Fortress 2. The notes for the
 update are below.

 -Eric

 --

 Team Fortress 2
 - Added new options for Pyrovision to the Advanced Options dialog
- Added enable/disable for the HUD border
- Added the ability to make the HUD border static
- Added the ability to turn off the skybox depth of field
 - Fixed The Sandvich and The Buffalo Steak Sandvich using the wrong
 models when thrown
 - Fixed not seeing the blue team skin for the Robot Chicken Hat
 - Fixed not seeing team colors on the sleeves for The Equalizer and The
 Escape Plan
 - Fixed The Escape Plan allowing medic calls
 - Fixed The Beggar's Bazooka exploding on random targets in the world
 when overloading
 - Fixed The Hitman's Heatmaker bodyshot damage penalty affecting the
 Sniper's other weapons
 - Fixed The Amputator's radius heal effect applying to players who have
 The Escape Plan deployed
 - Fixed the Rainblower taunt attacking players through walls
 - Optimized the Rainblower taunt particles
 - Updated Sd_Doomsday
- Fixed rocket lid staying open sometimes after a player drops the
 Australium on the lift
- Fixed case where the lift could continue traveling up when a player
 with the Australium died at the same time he touched the lift
 - Updated the localization files
 - Updated the gamehaptics file:
- Added recoil/reload/draw/crit forces for the Baby Face's Blaster
- Added new recoil forces for The Beggar's Bazooka, The Cleaner's
 Carbine, The Hitman's Heatmaker, The Pretty Boy's Pocket Pistol and The
 Scorch Shot
- Added more detail to the reloads for the Scattergun, the Baby Face's
 Blaster, the SMG, and The Cleaner's Carbine


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Re: [hlds] TF2 Pyromania update coming soon!

2012-06-27 Thread Timothy Sadleir
Hiya!  I've been outta the TF2/CS:S server admin scene for a while now!  If
my memory serves me well, most of the time, these admin plugins break after
these big updates (or somehow crash the server sometimes), right?  Then,
it's up to the plugin authors to give it an update to work once again,
correct?

On Wed, Jun 27, 2012 at 5:32 PM, Lance Waidzunas lswa...@gmail.com wrote:

 It should probably be noted that this update will most likely not play
 very well with plugins (SourceMod, MetaMod, etc.).  Plan on removing those
 if you're having trouble before hitting up the list post-update.  Keep an
 eye on other sources for updates to those plugins.  Also, depending on what
 other game assets are modified, custom HUD's will probably break tonight so
 expect a lot of grumbling from your communities in regards to that -
 remember, just tell them to delete /Scrips and /Resources and re-launch the
 game.

 Good luck guys, should be a fun night.


 On Wed, Jun 27, 2012 at 7:28 PM, HLDS h...@mitchellhuang.net wrote:

 Ahhh you can always tell a TF2 update is in the works when the entire
 item server starts lagging and not responding.

 Updates are a wonderful thing!

 Mitchell Huang

 PS
 I DO BELIVE IN MAGIC

 On Jun 27, 2012, at 8:23 PM, Nathanael Havez na...@me.com wrote:

 And the localization files won't be updated.

 Natha - Multiplay Admin

 Le 28 juin 2012 à 02:21, byteframe a écrit :

 Yay! The seal mask is gonna be wrappable!

 On Wed, Jun 27, 2012 at 8:17 PM, Nathanael Havez na...@me.com wrote:

 I believe in it! I believe in it!

 Natha - Multiplay Admin

 Le 28 juin 2012 à 02:13, Fletcher Dunn a écrit :

 The new map name in today’s update is “sd_doomsday”
 ** **
 Believe in magic!
 ** **
 - Fletcher Dunn
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Re: [hlds] CS GO BETA KEY

2012-04-10 Thread Timothy Sadleir
I still need a CS:GO beta key!  I've been a CS/TF2 guy for quite a while
and would really like the chance to help shape the game with my feedback.
Anyone got a spare key?  The survey beta key handout is too random and
after 6 months of the beta I still haven't got a key...

On Mon, Mar 19, 2012 at 4:01 PM, AnAkIn . anakin...@gmail.com wrote:

 The tickrate is 102,4 on cs go
 Le 20 mars 2012 00:00, Saul Rennison saul.renni...@gmail.com a écrit :

 I would imagine either the same, or less, load as a TF2 server.

 On Monday, March 19, 2012, hlds h...@kirby420.com wrote:
  I find it offensive you consider anything on SPUF to be a 'discussion'
 3
 
 
  On topic: I wonder if anyone at Valve could comment on what the server
 performance requirements for CS:GO dedi's will be versus srcds, or is this
 just going to be another instance of hacking new 'features' into the
 existing srcds tree and filling it with performance degrading bugs that
 won't get fi nevermind.
 
 
  But yeah, is this going to put a comparable load on the server for say
 a CS:GO 24 slot vs TF2 24 slot?
 
 
 
  On 3/19/2012 9:06 AM, Ivan wrote:
 
  I hope I am doing this right, this is my first time actually posting
 here. Anyway, SPUF forums are usually clustered by a bunch of script
 kiddies and isn't the best place for a constructive discussion, at least
 from my experience. This mailing list allows for direct communication
 between server admins and Valve, while SPUF are more focused on a
 discussion between gamers. :)
 
  On Mon, 19 Mar 2012 13:58:28 +0100, 
 hlds-requ...@list.valvesoftware.com wrote:
 
  Date: Mon, 19 Mar 2012 12:58:17 +
  From: Yuki d...@dazzozo.com
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Subject: Re: [hlds] CS GO BETA KEY
  Message-ID: cfb51c19-ba60-41b5-b8a4-da8d6a6db...@email.android.com
  Content-Type: text/plain; charset=utf-8
 
  I often question why the mailing list exists. I mean SPUF does the
 same job right?
 
  -snip-
 
  ___
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 please visit:
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 please visit:
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 --


 Kind regards,
 *Saul Rennison*

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Re: [hlds] CS GO BETA KEY

2012-04-10 Thread Timothy Sadleir
You know that no one that has control over beta keys (Valve devs or anyone
else) ever really browse those forums regularly.  One step short of
emailing people that I think might be able to grant me one, I come here. I
remembered seeing this topic and figured I make use of it (I wouldn't have
started one).  There's no real good place but here (is there?) to
communicate with Valve/Source game fans such as us who run or have ran
servers before and know the games pretty well.  There's gotta be someone
here that has connections or perhaps a stockpile of keys unless Valve is
being real particular with them, giving them out to the most random people.

I've done a good amount of participating in these dedicated server
discussions in the past so I don't think it's too much to let me use this
already existing topic to ask about a key.  But... I suppose that since it
is a mailing list, it is kinda annoying if the same unrelated topic keeps
being bumped and people keep getting email notifications for this list when
its about something unrelated.  I just don't know how else to get my hands
on a CS:GO beta key to help shape the game of which I plan on hosting a DS
for...

On Tue, Apr 10, 2012 at 6:23 PM, Cc2iscooL cc2isc...@gmail.com wrote:

 This is a mailing list for support on servers, not for key exchanges or
 client issues that are unrelated to servers. Go to the steam forums.


 On Tue, Apr 10, 2012 at 9:19 PM, Timothy Sadleir tsadl...@gmail.comwrote:

 I still need a CS:GO beta key!  I've been a CS/TF2 guy for quite a while
 and would really like the chance to help shape the game with my feedback.
 Anyone got a spare key?  The survey beta key handout is too random and
 after 6 months of the beta I still haven't got a key...


 On Mon, Mar 19, 2012 at 4:01 PM, AnAkIn . anakin...@gmail.com wrote:

 The tickrate is 102,4 on cs go
 Le 20 mars 2012 00:00, Saul Rennison saul.renni...@gmail.com a
 écrit :

  I would imagine either the same, or less, load as a TF2 server.

 On Monday, March 19, 2012, hlds h...@kirby420.com wrote:
  I find it offensive you consider anything on SPUF to be a
 'discussion' 3
 
 
  On topic: I wonder if anyone at Valve could comment on what the
 server performance requirements for CS:GO dedi's will be versus srcds, or
 is this just going to be another instance of hacking new 'features' into
 the existing srcds tree and filling it with performance degrading bugs that
 won't get fi nevermind.
 
 
  But yeah, is this going to put a comparable load on the server for
 say a CS:GO 24 slot vs TF2 24 slot?
 
 
 
  On 3/19/2012 9:06 AM, Ivan wrote:
 
  I hope I am doing this right, this is my first time actually posting
 here. Anyway, SPUF forums are usually clustered by a bunch of script
 kiddies and isn't the best place for a constructive discussion, at least
 from my experience. This mailing list allows for direct communication
 between server admins and Valve, while SPUF are more focused on a
 discussion between gamers. :)
 
  On Mon, 19 Mar 2012 13:58:28 +0100, 
 hlds-requ...@list.valvesoftware.com wrote:
 
  Date: Mon, 19 Mar 2012 12:58:17 +
  From: Yuki d...@dazzozo.com
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Subject: Re: [hlds] CS GO BETA KEY
  Message-ID: cfb51c19-ba60-41b5-b8a4-da8d6a6db...@email.android.com
 
  Content-Type: text/plain; charset=utf-8
 
  I often question why the mailing list exists. I mean SPUF does the
 same job right?
 
  -snip-
 
  ___
  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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 archives, please visit:
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 --


 Kind regards,
 *Saul Rennison*

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Re: [hlds] Team Fortress 2 Update Released

2011-08-03 Thread Timothy Sadleir
I always get a hang on connection to the content server?  I never know if
it's best to keep the updater active and wait until it connects to the
content server or to restart it.  Does anyone know what is best?

On Wed, Aug 3, 2011 at 4:50 PM, Jason Ruymen jas...@valvesoftware.comwrote:

 Required updates for Team Fortress 2 are now available.  The specific
 changes include:

 Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
 - Added a check to prevent kicking Replay and SourceTV clients from servers

 Team Fortress 2
 - Added new items for upcoming promotions
 - Fixed a case where health overheal wasn't being applied when multiple
 healers were involved
 - Fixed the new Gravelpit backgrounds using the wrong filename
 - Updated the Mask of the Shaman
 - Updated the localization files

 Jason


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Re: [hlds] Team Fortress 2 Update Released

2011-08-03 Thread Timothy Sadleir
Still stuck at Updating Installation after letting it sit for a few
minutes, restarting the update, and letting it sit for 5 minutes...  Are the
servers super bogged down today?

On Wed, Aug 3, 2011 at 4:58 PM, Timothy Sadleir tsadl...@gmail.com wrote:

 I always get a hang on connection to the content server?  I never know if
 it's best to keep the updater active and wait until it connects to the
 content server or to restart it.  Does anyone know what is best?


 On Wed, Aug 3, 2011 at 4:50 PM, Jason Ruymen jas...@valvesoftware.comwrote:

 Required updates for Team Fortress 2 are now available.  The specific
 changes include:

 Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
 - Added a check to prevent kicking Replay and SourceTV clients from
 servers

 Team Fortress 2
 - Added new items for upcoming promotions
 - Fixed a case where health overheal wasn't being applied when multiple
 healers were involved
 - Fixed the new Gravelpit backgrounds using the wrong filename
 - Updated the Mask of the Shaman
 - Updated the localization files

 Jason


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Re: [hlds] Team Fortress 2 Update Released

2011-08-03 Thread Timothy Sadleir
I'm confused, though!  I started my update right when I say Jason send out
this email.  How would I get stuck if I should have been one of the first to
attempt updating?  Do other people have some sort of automatic check every x
minutes on the Valve servers for updates implemented on their dedicated
servers?  If so, I think I'm unaware of the protocol for automatically
checking the Valve servers for server updates.

On Wed, Aug 3, 2011 at 5:07 PM, David Schmieder dm_schmie...@hotmail.comwrote:

   I’m assuming the content servers are just jammed at the moment.  Servers
 still “updating installation” after 9 minutes, can’t even get the update to
 start downloading on client side.
  *From:* Timothy Sadleir tsadl...@gmail.com
 *Sent:* Wednesday, August 03, 2011 5:04 PM
 *To:* Half-Life dedicated Win32 server mailing 
 listhlds@list.valvesoftware.com
 *Subject:* Re: [hlds] Team Fortress 2 Update Released

 Still stuck at Updating Installation after letting it sit for a few
 minutes, restarting the update, and letting it sit for 5 minutes...  Are the
 servers super bogged down today?

 On Wed, Aug 3, 2011 at 4:58 PM, Timothy Sadleir tsadl...@gmail.comwrote:

 I always get a hang on connection to the content server?  I never know if
 it's best to keep the updater active and wait until it connects to the
 content server or to restart it.  Does anyone know what is best?


 On Wed, Aug 3, 2011 at 4:50 PM, Jason Ruymen jas...@valvesoftware.comwrote:

 Required updates for Team Fortress 2 are now available.  The specific
 changes include:

 Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
 - Added a check to prevent kicking Replay and SourceTV clients from
 servers

 Team Fortress 2
 - Added new items for upcoming promotions
 - Fixed a case where health overheal wasn't being applied when multiple
 healers were involved
 - Fixed the new Gravelpit backgrounds using the wrong filename
 - Updated the Mask of the Shaman
 - Updated the localization files

 Jason


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Re: [hlds] Team Fortress 2 Update Released

2011-08-03 Thread Timothy Sadleir
Same here!  They just NOW finally started downloading.  :)

On Wed, Aug 3, 2011 at 5:14 PM, Kameron Gasso kameron-li...@gasso.orgwrote:

 On 8/3/2011 5:08 PM, IBIS Customer Service wrote:

 5min is not long enough. In past css updates it has tanken 20min+. That
 is on a 10gb/s tier one line. If the dl servers in ur area r bogged down
 you got to scrafice your best goat to get a download to even start.


 For what it's worth, I kicked my updates off at 4:55 my local time, and it
 just started grabbing files at 5:14.

 Cheers!
 --
 Kameron Gasso | kame...@gasso.org


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Re: [hlds] [hlds_linux] Team Fortress 2 Update Released

2011-08-03 Thread Timothy Sadleir
Yeah, I'm unsure as to what he's talking about as well.  Is he trying to say
that Replay and SourceTV don't work anymore after this update?

On Wed, Aug 3, 2011 at 7:10 PM, gamead...@127001.org wrote:

 Any chance you can enlighten the rest of us, or is this a private snark
 between you and Valve?

  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
  boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
  Sent: 04 August 2011 02:18
  To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
  Win32 server mailing list
  Subject: Re: [hlds] [hlds_linux] Team Fortress 2 Update Released
 
   Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
   - Added a check to prevent kicking Replay and SourceTV clients from
  servers
 
  Thanks for breaking this in every game. I was starting to get worried
  that we weren't going to have any regressions for this week.
  Kyle.
 
  On Wed, Aug 3, 2011 at 4:50 PM, Jason Ruymen jas...@valvesoftware.com
  wrote:
   Required updates for Team Fortress 2 are now available.  The specific
  changes include:
  
   Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
   - Added a check to prevent kicking Replay and SourceTV clients from
  servers
  
   Team Fortress 2
   - Added new items for upcoming promotions
   - Fixed a case where health overheal wasn't being applied when
  multiple healers were involved
   - Fixed the new Gravelpit backgrounds using the wrong filename
   - Updated the Mask of the Shaman
   - Updated the localization files
  
   Jason
  
  
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Re: [hlds] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-07-22 Thread Timothy Sadleir
Yeah!  I was just about to ask the same thing!  I've really been curious as
to which items our players are finding but there has been no event displayed
in chat lately.  :(

On Fri, Jul 22, 2011 at 5:52 PM, DarthNinja hlds...@darthninja.com wrote:

 Any news on the item found event no longer working?



 On Fri, Jul 22, 2011 at 8:47 PM, Kyle Sanderson kyle.l...@gmail.comwrote:

 Options update?

 On Fri, Jul 22, 2011 at 5:40 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:
  Options updates to Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch are now available.  The specific
 changes include:
 
  Shared Changes (CS:S, DoD:S, TF2, HL2:DM)
  - Fixed a bug in SourceTV that would sometimes corrupt demo data.
 
  Team Fortress 2
  - Cow Mangler changes:
 - Fixed the charged shot sometimes doing more damage than intended.
 - Fixed a bug that caused the projectiles to stay in the world after
 a team change.
 - Slowed reload rate by 5%.
 
  Jason
 
 
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Re: [hlds] Valve on my L4D2 Demo Server

2009-10-29 Thread Timothy Sadleir
Seriously?  You have to be sarcastic like that?  Well, I thought it was
interesting...  oh well.

On Thu, Oct 29, 2009 at 6:18 AM, Olly oli...@gmail.com wrote:

 Great?

 2009/10/29 Timothy Sadleir tsadl...@gmail.com

  I hope this isn't considered spam but...  I just found this to be quite
  fun!  Didn't want this posted on the forums.
 
  It looks like 3 of the Valve guys were the first 3 of 4 on my server.  It
  was Captain Chaos, sgt philco, and Crash.  Dunno who the heck that
 Bakemono
  guy is...
 
 
 
 http://a2gaming.com/files/tim/l065_060_046_041_27015_200910281917_001.log.txt
 
  http://steamcommunity.com/groups/Valve/members
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Re: [hlds] Team Fortress 2 Update Coming

2009-10-29 Thread Timothy Sadleir
I've got to go to work in 2 hours.  Hopefully the update is released before
then.  :|

On Thu, Oct 29, 2009 at 2:02 PM, Shawn Somers shawn.som...@gmail.comwrote:

 Jason,

 Any ETA on the update?

 Shawn Somers

  On Thu, Oct 29, 2009 at 11:34 AM, Jason Ruymen 
 jas...@valvesoftware.com
 
  wrote:
  A required update for Team Fortress 2 is on the way.  Should be live
 in
  a
  couple of hours.
  Jason
 
 

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Re: [hlds] Team Fortress 2 Update Coming

2009-10-29 Thread Timothy Sadleir
Dang!  That's a lot of code for an auto updater!  How do you keep track of
all that?

On Thu, Oct 29, 2009 at 4:02 PM, Nephyrin Zey nephy...@doublezen.netwrote:

 I wrote this ages ago for linux servers, supports instant auto-update.

 http://nephyrin.net/tools/nemrun/latest/

 On 10/29/2009 03:39 PM, Y Smith wrote:
  I could see this being scripted
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ben B
  Sent: Friday, 30 October 2009 9:31 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Team Fortress 2 Update Coming
 
  oh god yes, i dont see why it hasn't happened yet. update comes out,
 srcds
  closes itself, runs update, and restarts itself.
  why not?! D:
 
  On Thu, Oct 29, 2009 at 4:27 PM, JäKë Tcan_kic...@hotmail.com  wrote:
 
 
  A working autoupdate would fix that.. :)
 
 
 
 


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Re: [hlds] Steam servers overloaded?

2009-10-28 Thread Timothy Sadleir
I almost didn't catch that.  Thanks for the heads up.

On Wed, Oct 28, 2009 at 12:29 PM, msleeper mslee...@ismsleeperwrong.comwrote:

 Why do they have to overwrite host.txt? :(


 On Wed, 2009-10-28 at 20:26 +0100, Christoffer Pedersen wrote:
  Both for linux and windows
 
  
  Checking bootstrapper version ...
  Updating Installation
  Updating 'left 4 dead 2 demo common' from version 2 to version 3
 
  9.53%   ./left4dead2_demo\bin\engine.dll
  9.58%   ./left4dead2_demo\left4dead2\host.txt
 
  Updating 'left 4 dead 2 demo linux dedicated server' from version 1 to
  version 2
 
  9.72%   ./left4dead2_demo\left4dead2\modelsounds.cache
  59.59%  ./left4dead2_demo\bin\engine_linux.so
  100.00% ./left4dead2_demo\bin\vphysics_linux.so
 
  HLDS installation up to date
  
 
  That is my output from all my linux servers, just some small stuff :)
 
  Best regards
  -
  Christoffer Pedersen
  Serveradministrator
  ScanServers.eu
  christof...@scanservers.eu

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[hlds] Valve on my L4D2 Demo Server

2009-10-28 Thread Timothy Sadleir
I hope this isn't considered spam but...  I just found this to be quite
fun!  Didn't want this posted on the forums.

It looks like 3 of the Valve guys were the first 3 of 4 on my server.  It
was Captain Chaos, sgt philco, and Crash.  Dunno who the heck that Bakemono
guy is...

http://a2gaming.com/files/tim/l065_060_046_041_27015_200910281917_001.log.txt

http://steamcommunity.com/groups/Valve/members
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[hlds] L4D2 Demo DS Files Today?

2009-10-26 Thread Timothy Sadleir
Do you guys think we can expect some dedicated server files today?  For the
L4D demo, they released most of the Dedicated Server files a day before they
released the actual demo.

5th of November, 2008:
http://list.valvesoftware.com/mailman/private/hlds_announce/2008-November/000306.html

6th of November, 2008:
http://store.steampowered.com/news/1985/

I'm hoping we get something today.  :)
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Re: [hlds] L4D2 Demo DS Files Today?

2009-10-26 Thread Timothy Sadleir
Well, I guess it wasn't today.  Was looking forward to getting things set
early.  Oh well...

How come you all aren't being really chatty today?  Is there something I'm
missing?

On Mon, Oct 26, 2009 at 3:21 PM, Timothy Sadleir tsadl...@gmail.com wrote:

 Do you guys think we can expect some dedicated server files today?  For the
 L4D demo, they released most of the Dedicated Server files a day before they
 released the actual demo.

 5th of November, 2008:

 http://list.valvesoftware.com/mailman/private/hlds_announce/2008-November/000306.html

 6th of November, 2008:
 http://store.steampowered.com/news/1985/

 I'm hoping we get something today.  :)

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Re: [hlds] Team Fortress 2 Update Coming

2009-09-15 Thread Timothy Sadleir
Dangit!  I gotta pick up my brother soon!  Hey, stall the release until 4:05
just for me!  :P

On Tue, Sep 15, 2009 at 3:13 PM, Jason Ruymen jas...@valvesoftware.comwrote:

 A required update for TF 2 is on the way.  It should be live within the
 hour.

 Jason

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Re: [hlds] Team Fortress 2 Update Released

2009-09-15 Thread Timothy Sadleir
Weird, my server isnt showing anymore.  Unless, was there one update after
another?

On Tue, Sep 15, 2009 at 3:30 PM, Jason Ruymen jas...@valvesoftware.comwrote:

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

 ENGINE
 * If the installation is an HLTV relay we allow clients to connect as HLTV
 clients even if tv_enable is set to false. A recent exploit fix made it such
 that we ignore the flag indicating that the client is an HLTV client if
 tv_enable is false, but it is possible that relays won't have this ConVar
 set

 TEAM FORTRESS 2
 Additions / Changes
 * Backpack improvement
- Added support for 100 slots in the backpack
- Backpack can now be sorted by type
- Multi-selection in the backpack is now done by holding down the Ctrl
 key
 * Alt-fire on the Sandvich now drops sandviches:
- A single sandvich can be dropped at a time. Dropping the sandvich
 removes it from the Heavy
- A Heavy can regain his sandvich by collecting a healthkit while
 already being at full health
- Eating a sandvich using the taunt method now heals a Heavy to full
 health
- Dropped sandviches heal 50% of the collector's health
 * Medic regen changes:
- Base regen amount increased from 1/sec to 3/sec
- Regen amount increase since time of last damage decreased from 3x to
 2x
- End result of above: Old healing scaled from 1/sec to 3/sec based on
 time since being damaged (maxed out at 10 seconds). New healing scales from
 3/sec to 6/sec
 * Blutsauger:
- Replaced No critical hits negative attribute with -2 health drained
 per second on wearer
- Health drain stacks on top of the above Medic regen changes, lowering
 the base regen by 2h/sec
 * Added mp_windifference server ConVar (default to 0)
- When set to X, matches will be considered won if a team gets X points
 ahead of the other team
 * Added a Remember the active weapon between lives option to the
 Multiplayer-Advanced options dialog
 * Added Disable weather effects option to the Multiplayer-Advanced
 options dialog
 * Added Show non-standard items on spectated player option to the
 Multiplayer-Advanced options dialog
- If set (default), it'll show non-standard items being carried by the
 player you're spectating
 * Tournament mode changes
- New item whitelist allowing tournaments to control what items can be
 used by players
- Added item_whitelist_example.txt
- Added item_show_whitelistable_definitions command to get a list
 of whitelistable items
- Added Tournament mode Spectator HUD
- Added Use advanced spectator HUD in tournament mode option to
 the Multiplayer-Advanced options dialog
- Shows all the members of your team (or both if you're a spectator)
 at the top of the screen, along with class/health/respawn time/charge level
- Spectator indices are now shown on the team members, and
 hitting the corresponding weapon selection key (slot1-slot12 commands) will
 spectate them
 * Changed idle player check to include spectators  players who haven't
 chosen a team

 Bug Fixes
 * Fixed explosive radius detection using an axially aligned box instead of
 a sphere
- Compensated by increasing the radius of grenades, pipes, and rockets
 to 50% of what they lost at the corners of the OBB
- Grenades/Pipes radius change: 132-159
- Rocket radius change: 121-146
- End result of above: Explosives have had their radius reduced at some
 angles, and increased at others. Radius is now consistent, angles are now
 irrelevant
 * Fixed Sniper using the reference pose if he has the Huntsman deployed
 when his team loses
 * Fixed Spies speaking their response rules lines after killing a player as
 the class they were disguised as
 * Fixed Medics getting MedicCallerPanels in their HUD for cloaked enemy
 Spies disguised as their team
 * Fixed the Huntsman not firing crit arrows when the Sniper is being
 CritBoosted
 * Fixed being able to fire the Huntsman under water if you jump into the
 water with the arrow charged
 * Added check to prevent clients using the firstperson command to get out
 of thirdperson view while they're phasing, taunting or control stunned
 * Fixed Halo glow effect not being hidden for cloak/disguised enemy Spies
 * Fixed wearables not destroying their attached particles when they're
 removed
 * Fixed several player  viewmodel simulation issues that occurred when the
 game was paused
 * Fixed a DX8-based exploit that allowed modified particle effects to work
 under sv_pure 2

 Community Requests
 * Added the entindex() of the object being built to the
 player_builtobject game event
 * Added flag to allow CTF map authors to turn off the Overtime mode when
 timers expire
 * Added IgnitePlayer input to TFPlayer

 Jason

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Re: [hlds] Team Fortress 2 Update Released

2009-09-15 Thread Timothy Sadleir
NM, all is good now.  :)

On Tue, Sep 15, 2009 at 3:41 PM, Timothy Sadleir tsadl...@gmail.com wrote:

 Weird, my server isnt showing anymore.  Unless, was there one update after
 another?



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Re: [hlds] [TF2] Valve using their special weapons

2009-09-09 Thread Timothy Sadleir
Exactly, msleeper!  Much how I feel about this.  People whine too much and
take this game too seriously.  Consider it an honor to have a Valve player
join your server.  It's not like they would have stayed for hours with their
overpowered weapon or dropped by your server every day.  Try accepting a bit
of a mix up here and there.

On Wed, Sep 9, 2009 at 12:32 PM, msleeper mslee...@ismsleeperwrong.comwrote:

 I agree completely.

 Valve Employees - Feel free to turn your special weapons on and come
 over and play at F7, we'll be glad to have you and your hilarious and
 elite Valve Weapons. Give me your SteamID before you join and I'll
 throw in a reserved slot too, you guys are more than welcome to come and
 mix things up any time.

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

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

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

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


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

Re: [hlds] Server crashes and mdmp files

2009-06-04 Thread Timothy Sadleir
I'm getting them too.  I haven't noticed any pattern as I only find out it
has crashed while out of game.  I assume we're talking about TF2, right?

On Thu, Jun 4, 2009 at 2:40 PM, Nightbox alexandrualexa...@gmail.comwrote:

 same

 2009/6/5 Ook ooksser...@zootal.com

  I've noticed that 10-15 seconds after switching maps my server sometimes
  crashes. The map itself seems to be ok - if it survives the first 15
  seconds, it will run for days. I have a bunch of mdmp files that get
  generated from the crash. Anyone know how to analyze the mdmp file to see
  what caused the server crash?
 
  Also - this frequently follows a map change triggered by executing
  changelevel on the server. Map changes caused by time/frag limit being
 met
  seldom does this. Not quite sure what this means.
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[hlds] Dead Ringer logging issue w/ HLstatsX

2009-05-29 Thread Timothy Sadleir
It seems that there is no difference between the log lines of a Dead Ringer
fake death and a real death.  This doesn't work well for Spy users and
HLstatsX.  Any time you get killed for your Dead Ringer fake death
HLstatsX subtracts points from you just as it would a normal death.  Is
there any way to make these log lines different?  I tested this out and here
are the two different log lines...

Fake Death - *2009-05-29 23:52:39: 65.60.46.39:27015 - E008: Rambler
P:1069,U:265,W:0:7320697,T:Red killed Tim λ²
P:25,U:295,W:1:7215241,T:Blue with natascha (location kill)*
Real Death - *2009-05-29 23:52:54: 65.60.46.39:27015 - E008: GunGrave
P:1049,U:234,W:0:9175303,T:Red killed Tim λ²
P:25,U:295,W:1:7215241,T:Blue with sniperrifle (location kill)*

I'm really not sure, are these lines the only things HLstatsX uses?  Or is
there more background info they take that makes this issue totally under
their control?  I've got a Premium account with them and am not using the
community edition.
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Re: [hlds] Server crashing after update (Beetle's MOD???)

2009-05-22 Thread Timothy Sadleir
Any more updates on this?  Anyone else crashing?  I just put beetlesmod on
so I'm not sure If I'm going to or not.

On Thu, May 21, 2009 at 8:11 PM, Steve Kovack Sr. ofcba...@hotmail.comwrote:


 We run a 24/7 ORANGE_X3 server.  Windows based, Beetle's MOD is the only
 plugin.
 Server is crashing with BM enabled, but runs fine without it.  Basically
 use it to set
 respawn times and class limits. Anyone else seeing something similar??

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Re: [hlds] Team Fortress 2 Update Coming

2009-05-22 Thread Timothy Sadleir
Haha, exactly what happened here!  I decided to stay home instead to get my
server updated up right away.  Don't want an empty server when I get back.
:|

On Fri, May 22, 2009 at 5:41 PM, Don Williams d...@precdata.com wrote:

 Of course you do this when I'm about to go out come on ;-)

 Sent from my iPhone

 On May 22, 2009, at 8:13 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:

  A required update for Team Fortress 2 is on the way.  Should be live
  in about an hour.
 
  Jason
 
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Re: [hlds] Team Fortress 2 Update Available

2009-05-22 Thread Timothy Sadleir
Woah, I'm getting this error on my server now!
http://img42.imageshack.us/img42/7268/83511649.jpg  Anyone else?!

On Fri, May 22, 2009 at 6:38 PM, Jason Ruymen jas...@valvesoftware.comwrote:

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

 - Fixed Ambassador not using hitboxes to trace against players. It now
 works like all other bullet-firing weapons in the game
 - Fixed Ambassador shooting through gates
 - Fixed Ambassador not critting during the round win period
 - Fixed control point not being named correctly on Arena Sawmill
 - Fixed cloaked Spies being able to taunt attack
 - Fixed Spy feign death not being reflected in scoreboard
 - Fixed Jarate effect on DX8 machines
 - Fixed rare crash in Spy A Cut Above achievement
 - Fixed the backpack icon appearing over the Could not connect to Steam
 message in the client inventory
 - Fixed German localization string for respawning players showing %1

 Jason

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Re: [hlds] Team Fortress 2 Update Available

2009-05-22 Thread Timothy Sadleir
Wait, i think that may have been BeetlesMod

On Fri, May 22, 2009 at 6:52 PM, Timothy Sadleir tsadl...@gmail.com wrote:

 Woah, I'm getting this error on my server now!
 http://img42.imageshack.us/img42/7268/83511649.jpg  Anyone else?!

 On Fri, May 22, 2009 at 6:38 PM, Jason Ruymen jas...@valvesoftware.comwrote:

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

 - Fixed Ambassador not using hitboxes to trace against players. It now
 works like all other bullet-firing weapons in the game
 - Fixed Ambassador shooting through gates
 - Fixed Ambassador not critting during the round win period
 - Fixed control point not being named correctly on Arena Sawmill
 - Fixed cloaked Spies being able to taunt attack
 - Fixed Spy feign death not being reflected in scoreboard
 - Fixed Jarate effect on DX8 machines
 - Fixed rare crash in Spy A Cut Above achievement
 - Fixed the backpack icon appearing over the Could not connect to Steam
 message in the client inventory
 - Fixed German localization string for respawning players showing %1

 Jason

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Re: [hlds] Team Fortress 2 Update Coming

2009-05-21 Thread Timothy Sadleir
Ohhh, yay!  Hey, I've been outta the TF2 admin scene for quite a while and I
think I might like to try to run one for this update.  Anything I need to
know that is different in running one of these servers?  I know we don't
need that 32 player plugin anymore.  I guess I'll still use Beetles admin
plugin.  Anything else?...

On Thu, May 21, 2009 at 2:51 PM, Jason Ruymen jas...@valvesoftware.comwrote:

 A required update for Team Fortress 2 is coming later today.  No specific
 ETA yet, but it should be out in the next few hours.

 Jason

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Re: [hlds] New Heavy Update

2008-08-17 Thread Timothy Sadleir
Exactly what I did before.  I just don't want to have to wait till other
servers' HLStatsX are populated with kills of the new weapons.  I also stole
their image icons and put em in our webserver for associated weapons.

On Sun, Aug 17, 2008 at 9:43 AM, [??R] The-/iller [EMAIL PROTECTED]
 wrote:

 And unless you have the weapon listed on the weapons page people are not
 getting points for the kills. What we do is whenever updates are
 released goto an hlstatsx premium site and look for the new weapons,
 look at the url and it has the weapon name. Weapons are fine but some of
 the actions you cant track with the old hlstatsx script because it
 doesnt decypher the new logs(As it was made before OB engine) Really
 wish hlstatsx would release an updated version for public use, dont feel
 like paying for something we can run ourselves...


 Timothy Sadleir wrote:
  Well, it tracks the kills but doesn't add the weapons to the weapons
 page.
  I had to add the new ones myself as they came.  Also, last time I just
 stole
  the weapon icons that the HLStatsX guys made and put it onto our
 webserver.
 
  On Fri, Aug 15, 2008 at 5:15 PM, Anthal [EMAIL PROTECTED]
 wrote:
 
 
  It's been my experience that when new weapon types are released, they
  are automatically added to the database, but lack a position in the
  weapon statistics and have no icons.
 
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Re: [hlds] New Heavy Update

2008-08-15 Thread Timothy Sadleir
Hey, can someone answer me this please?  As soon as the update comes out I
want to add all the new kill types to my HLStatsX for instance the last
update had deflect_flare, deflect_promode, deflect_rocket, deflect_sticky,
axtinguisher, flaregun, backburner and such.  I know most people are
registered with the HLStatsX guys but we've got our own database seperate
from them.  My question is how do you find out the implemented weapon kill
signifiers without actually killing with them and looking in the console for
the kill?  Is it within the server .DLL or what?  Thanks!

On Fri, Aug 15, 2008 at 3:51 PM, Eric van Beesten [EMAIL PROTECTED]wrote:

 Ahhh poor sasha!

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens Yatin Vadhia
 Verzonden: vrijdag 15 augustus 2008 21:34
 Aan: Half-Life dedicated Win32 server mailing list
 Onderwerp: Re: [hlds] New Heavy Update

 New Minigun: http://steamgames.com/tf2/heavy/natascha.htm

 Regards

 Yatin


 2008/8/14 Yatin Vadhia [EMAIL PROTECTED]

  New PL map!! http://steamgames.com/tf2/heavy/badwater.htm
 
  Regards
 
  Yatin
 
 
  2008/8/13 Steve [EMAIL PROTECTED]
 
  http://steamgames.com/tf2/heavy/kgb.htm
 
 
I want to see the next Meet the .. Video
   - Original Message -
   From: 1nsane [EMAIL PROTECTED]
   To: Half-Life dedicated Win32 server mailing list
   hlds@list.valvesoftware.com
   Sent: Tuesday, August 12, 2008 5:53 PM
   Subject: Re: [hlds] New Heavy Update
  
  
   So the Arena mode has finally been announced?
  
   tf_arena_max_teamsize
   tf_arena_required_teamsize
   tf_arena_preround_time
   tf_arena_round_time
   tf_arena_force_class
   tf_arena_change_limit
  
   These cvars have been bugging me for a while now :D.
  
   On Tue, Aug 12, 2008 at 5:07 PM, David Ulbrich
   [EMAIL PROTECTED]wrote:
  
   I love the maps that Vilepickle makes like CP_CASTLE.  Another new
 one
   that
   he made that is great is DOM_CANALZONE_B3 which is an old school
   quakewars
   Team Fortress map.
  
   As for the update, I can't wait for it to come out as that is my
 main
   class.
  
   -Video Master
  
  
  
From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com
  Date:
   Tue, 12 Aug 2008 23:00:10 +0200 Subject: Re: [hlds] New Heavy
 Update
   
   I
   always think the next community map will be cp_castle. But I don't
   think
   valve is going to release it! If I'm not wrong valve is going to
   release
   a
   pl or ctf (because they just release a cp map). Because there aren't
   really
   good pl community maps around there it will be a ctf map. There are
   some
   good ctf maps around :) so guys suggest before we will hear it
  tomorrow
   :)
[offtopic]  Jason, can you wait with the update for 4 weeks ;)
 I'm
   on
   vacation then :)  -Oorspronkelijk bericht- Van:
   [EMAIL PROTECTED] [mailto:
   [EMAIL PROTECTED] Namens Yatin Vadhia
 Verzonden:
   dinsdag 12 augustus 2008 22:21 Aan: Half-Life dedicated Win32
 server
   mailing list Onderwerp: [hlds] New Heavy Update  Just FYI, More
  info
   was
   posted on the offical TF2 Blog:  http://steamgames.com/tf2/heavy/
 
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   your
   list preferences, or view the list archives, please visit:
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   before.
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 Dit bericht is gecontroleerd door het NOD32 

Re: [hlds] New Heavy Update

2008-08-15 Thread Timothy Sadleir
Well, it tracks the kills but doesn't add the weapons to the weapons page.
I had to add the new ones myself as they came.  Also, last time I just stole
the weapon icons that the HLStatsX guys made and put it onto our webserver.

On Fri, Aug 15, 2008 at 5:15 PM, Anthal [EMAIL PROTECTED] wrote:

 It's been my experience that when new weapon types are released, they
 are automatically added to the database, but lack a position in the
 weapon statistics and have no icons.

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Re: [hlds] when will these be fixed?

2008-07-10 Thread Timothy Sadleir
I really don't think the pryo taunt thing should be fixed.  It's cool to
have some form of killing the team that beat you in the victory round.

On Wed, Jul 9, 2008 at 11:23 PM, SakeFox [EMAIL PROTECTED] wrote:

 so we have:

 1) badlands vis blocker on the red spawn (since map release)
 2) goldrush burning through the wall, stage 1 near cap 2 top building
 across the red spawn building (since map release)
 3) sentries tracking through walls
 4) shooting through gates
 5) pyro taunt doesn't work when lost
 6) crits actually being crits
 7) pyro crit flame getting stuck on when not firing
 8) badlands last progressive spawn should not have buildable areas by
 crouching

 anymore?

 to be honest i can't belive i forgot the pyro crit flame bug. its been
 there so long its kinda like part of the game. would have thought that
 would have been fixed a long time ago.

 Blood Letter wrote:
  I'd actually like to see all classes get a killing taunt.
 
  It's your last line of defense if your team loses and you're being chased
 down in the bonus round.
  Plus, it's hilarious.
 
  Also, the pyro taunt isn't instant kill - a heavy with a medic on him
 will survive it quite easily.
  I think it (and all kill taunts) should truly be instant kill.
 
 
  Date: Wed, 9 Jul 2008 13:58:57 -0400
  From: [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] when will these be fixed?
 
  i have noticed this too. it seems that with the last fix for this that
  its actually gotten worse and happens more and with almost every class.
 
  another thing that could be fixed is the pyro taunt killing people after
  they lose and the taunts working while you fall off a edge, leaving you
  able to walk around and kill while taunting
 
  George Devgru Seal wrote:
 
  I too would like to see all of those fixed.
 
  I'd like to bring up something that me and a few friends have noticed,
 not
  sure if any one else has.
 
  Pretend you're a sniper, firing SMG rounds down range on a scout
 running
  directly towards you (No transversal direction), when your stream turns
  critical. The tracers appear to be hitting the scout directly, but no
  Critical Hit or schpank noises come from them. I've noticed it for
  almost every non-explosive, non-shotgun crit. (Pistols, SMG, etc)
 
  Perhaps someone else has noticed this more lately?
 
  On Wed, Jul 9, 2008 at 10:33 AM, SakeFox [EMAIL PROTECTED]
 wrote:
 
 
 
  oh yes, i forgot about them. them ones are annoying epically the
 capping
  one
 
  Jake Skenna wrote:
 
 
  I'd also like to see them fix being able to build in the farthest
 forward
  spawn by crouching, the one that is on the bridge, and being able to
 cap
 
 
  the
 
 
  last point from behind in badlands
 
  On Wed, Jul 9, 2008 at 3:31 AM, AnAkIn . [EMAIL PROTECTED]
 wrote:
 
 
 
 
  2. You can burn through any tiny wall/roof, etc
  4. is not an issue with gates. Rockets/Grenades can go through any
 tiny
  block (wall/gates) in any map.
 
  Yea, would be nice to see them fixed.
 
  2008/7/9 SakeFox [EMAIL PROTECTED]:
 
 
 
 
  I really have to question when these will be fixed. They been a
 issue
  for months. The sentry tracking i could understand being a problem
 but
  the rest, no. The map ones i think valve is just being lazy. The
 been
  there for months and have known about it but seem to refuse to fix
 
 
  them.
 
 
  The shooting through the gate one they tried to fix with adding the
  metal around the gates, but then when they release goldrush forgot
 all
  about it and went back to the old way. I left off the one with
 demos
 
 
  and
 
 
  others shooting when they get close to the gate because thats kind
 of a
  clipping issue and that along with the sentries i can understand
 being
  difficult to fix.
 
  I hate to bash valve, but its starting to seem that support for
 some
  issues is dropping off, kinda like QA for server releases.
 
  1) badlands vis blocker on the red spawn (since map release)
  2) goldrush burning through the wall, stage 1 near cap 2 top
 building
  across the red spawn building (since map release)
  3) sentries tracking through walls
  4) shooting through gates
 
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Re: [hlds] Team Fortress 2 Update Released

2008-07-08 Thread Timothy Sadleir
LMAO, mine won't start either...

On Tue, Jul 8, 2008 at 3:39 PM, Jason Ruymen [EMAIL PROTECTED]
wrote:

 The required update for Team Fortress 2 has been released.  Please run
 hldsupdatetool to receive it.  The specific changes include:

 - Fixed rcon crash caused by too many incorrect password attempts
 - Fixed clients experiencing connection problems during round restarts
 - Fixed flares not always being removed on impact
 - Fixed 32 player servers not working correctly with SourceTV enabled
 - Fixed dropped flags sometimes falling through the world
 - Fixed number key menu input sending 2 key events
 - Fixed PING field being clipped in the scoreboard at 800x600 resolution
 - Fixed broken Medigun taunt
 - Changed mat_showmiplevels to only be allowed when cheats are on

 Jason

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Re: [hlds] Timeout issues since 07/04/08 patch

2008-07-07 Thread Timothy Sadleir
I'm having a feeling/prediction that they will release a fix to it
tomorrow.  I hope...

On Mon, Jul 7, 2008 at 3:17 PM, Matthew Crain [EMAIL PROTECTED]
wrote:

 Has anyone heard if Valve is looking into fixing this TF2
 lag/choke/timeout issue?  I'm getting hundreds of complaints nightly and
 I'm becoming a little frustrating.  In a perfect world, a patch would be
 released this afternoon, but then again, that's in a perfect world.

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Re: [hlds] Timeout issues since 07/04/08 patch.

2008-07-06 Thread Timothy Sadleir
Are you talking about a TF2 server or DoD:S server?  Let's specify what game
cause I mentioned getting this with DoD:S on my server and it's getting
irritating.

On Sat, Jul 5, 2008 at 10:57 PM, Craig Collinson 
[EMAIL PROTECTED] wrote:

 getting exactly the same problem with and without mods installed on win2k3

 2008/7/5 Ben B [EMAIL PROTECTED]:

  Bleh, forgot to mention I am on Linux too.
 
  On Sat, Jul 5, 2008 at 2:22 AM, Ben B [EMAIL PROTECTED] wrote:
 
   I notice it too during the WAITING FOR PLAYERS round, it usually lasts
 a
   few seconds, then goes away, then it's just fine for the rest of the
 map.
  
  
  
  
   On Sat, Jul 5, 2008 at 1:23 AM, Timothy Sadleir [EMAIL PROTECTED]
   wrote:
  
   So weird and irritating.  This happens on DoD:S TOO!  It JUST happened
  to
   my
   server!  I had 32 players in and every time the darned wehrmacht kept
   getting the last flag, once the new round was supposed to begin, it
   wouldn't
   for a while showing that time out in the upper right had corner.  The
  last
   time they took all the flags and the next round was supposed to start
  the
   timeout never went away.  The server was frozen after that.  :(
  
   On Fri, Jul 4, 2008 at 9:46 PM, JDoc0512 [EMAIL PROTECTED] wrote:
  
now my server randomly times out on mapchange
I had to get rid of timelimit on my servers to prevent this
   
when I change map manually, server doesn't time out
   
--- On Fri, 7/4/08, P. Bhandal [EMAIL PROTECTED] wrote:
   
From: P. Bhandal [EMAIL PROTECTED]
Subject: Re: [hlds] Timeout issues since 07/04/08 patch.
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Date: Friday, July 4, 2008, 9:20 PM
   
Very interesting Ryan, I had the exact same experience with Mach4. I
   have a
24/7 Mach4 server that had to be temporarily shut down it got so
 bad,
   there
just wasn't any point in playing with lag spikes every 10 seconds or
  so.
   
Really looking forward to a resolution to the problem.
   
On Fri, Jul 4, 2008 at 7:53 PM, Ryan Mannion [EMAIL PROTECTED]
 
wrote:
   
 I'm running Linux TF2 servers and can confirm this behavior, both
  with
 and without mods (namely MM:S and SM).

 Certain maps are completely unplayable. Try ctf_mach4.

 Ryan

 On Fri, Jul 4, 2008 at 5:41 PM, P. Bhandal [EMAIL PROTECTED]
wrote:
  Has anyone been experiencing odd lag issues/time out countdown
problems
  since the last patch?
 
  On some maps when players join a server (that time between
 joining
  a
team
  and spawning) they get a timeout countdown for a few seconds,
 then
   it
 goes
  away. It does this randomly throughout the game for people,
 which
 manifests
  as lag spikes. It's definitely not a load issue, and it only
started
 since
  the most recent patch. There have been some users attributing it
  to
  SourceMod on the AlliedModders forums, but I ran a vanilla
 server
   and
it
 was
  affected by it as well.
 
  The issue is roughly outlined this thread:
 
  http://forums.alliedmods.net/showthread.php?t=73679page=2
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   --
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  --
  From Ben B. (Goerge)
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Re: [hlds] Timeout issues since 07/04/08 patch.

2008-07-06 Thread Timothy Sadleir
Exactly!  That's what I've found.  It's whenever a round is complete and
once everyone respawns it does it immediately then all of a sudden after a
few seconds the red timeout message goes away and people can move.  It's
just dreadful when it doesn't go away and I have to log into the server box
to see the game server just sitting there frozen.  :(

On Sun, Jul 6, 2008 at 12:09 AM, Ben B [EMAIL PROTECTED] wrote:

 It happens both on TF2 and DODS.

 On tf2, it just seems to be when it's waiting for players, on DODS, it's at
 the end of every round when everyone gets respawned.

 On Sun, Jul 6, 2008 at 12:42 AM, Don Williams [EMAIL PROTECTED] wrote:

  I get the timeout thing as well..
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Craig
 Collinson
  Sent: Sunday, July 06, 2008 2:27 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Timeout issues since 07/04/08 patch.
 
  TF2 one server is running a map rotation goldrush and dustbowl the other
  server runs all maps aswell as a few custom ones and same thing happens
  there alltho i havent checked all maps
 
  2008/7/6 Timothy Sadleir [EMAIL PROTECTED]:
 
   Are you talking about a TF2 server or DoD:S server?  Let's specify what
   game
   cause I mentioned getting this with DoD:S on my server and it's getting
   irritating.
  
   On Sat, Jul 5, 2008 at 10:57 PM, Craig Collinson 
   [EMAIL PROTECTED] wrote:
  
getting exactly the same problem with and without mods installed on
   win2k3
   
2008/7/5 Ben B [EMAIL PROTECTED]:
   
 Bleh, forgot to mention I am on Linux too.

 On Sat, Jul 5, 2008 at 2:22 AM, Ben B [EMAIL PROTECTED]
   wrote:

  I notice it too during the WAITING FOR PLAYERS round, it usually
   lasts
a
  few seconds, then goes away, then it's just fine for the rest of
  the
map.
 
 
 
 
  On Sat, Jul 5, 2008 at 1:23 AM, Timothy Sadleir 
  [EMAIL PROTECTED]
  wrote:
 
  So weird and irritating.  This happens on DoD:S TOO!  It JUST
   happened
 to
  my
  server!  I had 32 players in and every time the darned wehrmacht
   kept
  getting the last flag, once the new round was supposed to begin,
  it
  wouldn't
  for a while showing that time out in the upper right had corner.
The
 last
  time they took all the flags and the next round was supposed to
   start
 the
  timeout never went away.  The server was frozen after that.  :(
 
  On Fri, Jul 4, 2008 at 9:46 PM, JDoc0512 [EMAIL PROTECTED]
  wrote:
 
   now my server randomly times out on mapchange
   I had to get rid of timelimit on my servers to prevent this
  
   when I change map manually, server doesn't time out
  
   --- On Fri, 7/4/08, P. Bhandal [EMAIL PROTECTED] wrote:
  
   From: P. Bhandal [EMAIL PROTECTED]
   Subject: Re: [hlds] Timeout issues since 07/04/08 patch.
   To: Half-Life dedicated Win32 server mailing list 
   hlds@list.valvesoftware.com
   Date: Friday, July 4, 2008, 9:20 PM
  
   Very interesting Ryan, I had the exact same experience with
  Mach4.
   I
  have a
   24/7 Mach4 server that had to be temporarily shut down it got
 so
bad,
  there
   just wasn't any point in playing with lag spikes every 10
  seconds
   or
 so.
  
   Really looking forward to a resolution to the problem.
  
   On Fri, Jul 4, 2008 at 7:53 PM, Ryan Mannion 
   [EMAIL PROTECTED]

   wrote:
  
I'm running Linux TF2 servers and can confirm this behavior,
   both
 with
and without mods (namely MM:S and SM).
   
Certain maps are completely unplayable. Try ctf_mach4.
   
Ryan
   
On Fri, Jul 4, 2008 at 5:41 PM, P. Bhandal 
  [EMAIL PROTECTED]
   wrote:
 Has anyone been experiencing odd lag issues/time out
  countdown
   problems
 since the last patch?

 On some maps when players join a server (that time between
joining
 a
   team
 and spawning) they get a timeout countdown for a few
  seconds,
then
  it
goes
 away. It does this randomly throughout the game for
 people,
which
manifests
 as lag spikes. It's definitely not a load issue, and it
 only
   started
since
 the most recent patch. There have been some users
  attributing
   it
 to
 SourceMod on the AlliedModders forums, but I ran a vanilla
server
  and
   it
was
 affected by it as well.

 The issue is roughly outlined this thread:


 http://forums.alliedmods.net/showthread.php?t=73679page=2
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Re: [hlds] Timeout issues since 07/04/08 patch.

2008-07-05 Thread Timothy Sadleir
So weird and irritating.  This happens on DoD:S TOO!  It JUST happened to my
server!  I had 32 players in and every time the darned wehrmacht kept
getting the last flag, once the new round was supposed to begin, it wouldn't
for a while showing that time out in the upper right had corner.  The last
time they took all the flags and the next round was supposed to start the
timeout never went away.  The server was frozen after that.  :(

On Fri, Jul 4, 2008 at 9:46 PM, JDoc0512 [EMAIL PROTECTED] wrote:

 now my server randomly times out on mapchange
 I had to get rid of timelimit on my servers to prevent this

 when I change map manually, server doesn't time out

 --- On Fri, 7/4/08, P. Bhandal [EMAIL PROTECTED] wrote:

 From: P. Bhandal [EMAIL PROTECTED]
 Subject: Re: [hlds] Timeout issues since 07/04/08 patch.
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Date: Friday, July 4, 2008, 9:20 PM

 Very interesting Ryan, I had the exact same experience with Mach4. I have a
 24/7 Mach4 server that had to be temporarily shut down it got so bad, there
 just wasn't any point in playing with lag spikes every 10 seconds or so.

 Really looking forward to a resolution to the problem.

 On Fri, Jul 4, 2008 at 7:53 PM, Ryan Mannion [EMAIL PROTECTED]
 wrote:

  I'm running Linux TF2 servers and can confirm this behavior, both with
  and without mods (namely MM:S and SM).
 
  Certain maps are completely unplayable. Try ctf_mach4.
 
  Ryan
 
  On Fri, Jul 4, 2008 at 5:41 PM, P. Bhandal [EMAIL PROTECTED]
 wrote:
   Has anyone been experiencing odd lag issues/time out countdown
 problems
   since the last patch?
  
   On some maps when players join a server (that time between joining a
 team
   and spawning) they get a timeout countdown for a few seconds, then it
  goes
   away. It does this randomly throughout the game for people, which
  manifests
   as lag spikes. It's definitely not a load issue, and it only
 started
  since
   the most recent patch. There have been some users attributing it to
   SourceMod on the AlliedModders forums, but I ran a vanilla server and
 it
  was
   affected by it as well.
  
   The issue is roughly outlined this thread:
  
   http://forums.alliedmods.net/showthread.php?t=73679page=2
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Re: [hlds] Flare exploit on 2Fort

2008-07-05 Thread Timothy Sadleir
I saw our 2Fort server crash and decided to look at the end of the logs b4
it crashed and saw people complaining about the flares at spawn and the lag
it was creating.  So for the record I guess I can say that this has crashed
our server once.  :(

On Sat, Jul 5, 2008 at 12:18 PM, Philip Bembridge [EMAIL PROTECTED]
wrote:

 I hvave got the flare thing to happen to me when I add too many bots {read
 too much memory} if I create a server on my computer (in game) it also
 happens with rockets

 2008/7/5 P. Bhandal [EMAIL PROTECTED]:

  Here's a fix:
 
  http://forums.alliedmods.net/showthread.php?p=647995
 
  On Fri, Jul 4, 2008 at 11:52 PM, JDoc0512 [EMAIL PROTECTED] wrote:
 
   man that's c00L
  
   --- On Sat, 7/5/08, P. Bhandal [EMAIL PROTECTED] wrote:
  
   From: P. Bhandal [EMAIL PROTECTED]
   Subject: [hlds] Flare exploit on 2Fort
   To: Half-Life dedicated Win32 server mailing list 
   hlds@list.valvesoftware.com
   Date: Saturday, July 5, 2008, 12:35 AM
  
   I'm not sure whether this issue is limited to 2fort, but I've been
   having
   some problems with people coming onto my server and getting a ton of
  flares
   stuck which ends up lagging the server out. Here's an example:
  
   http://upload.theqclan.com/2474995ctf_2fort0003.jpg
  
   Rebooting the server or changing the map fixes the issue.
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Re: [hlds] Flare exploit on 2Fort

2008-07-05 Thread Timothy Sadleir
okay nevermind, it seems like one of us just restarted the server.  But
still this could probably crash the server.

On Sat, Jul 5, 2008 at 1:20 PM, Timothy Sadleir [EMAIL PROTECTED] wrote:

 I saw our 2Fort server crash and decided to look at the end of the logs b4
 it crashed and saw people complaining about the flares at spawn and the lag
 it was creating.  So for the record I guess I can say that this has crashed
 our server once.  :(

 On Sat, Jul 5, 2008 at 12:18 PM, Philip Bembridge 
 [EMAIL PROTECTED] wrote:

 I hvave got the flare thing to happen to me when I add too many bots {read
 too much memory} if I create a server on my computer (in game) it also
 happens with rockets

 2008/7/5 P. Bhandal [EMAIL PROTECTED]:

  Here's a fix:
 
  http://forums.alliedmods.net/showthread.php?p=647995
 
  On Fri, Jul 4, 2008 at 11:52 PM, JDoc0512 [EMAIL PROTECTED] wrote:
 
   man that's c00L
  
   --- On Sat, 7/5/08, P. Bhandal [EMAIL PROTECTED] wrote:
  
   From: P. Bhandal [EMAIL PROTECTED]
   Subject: [hlds] Flare exploit on 2Fort
   To: Half-Life dedicated Win32 server mailing list 
   hlds@list.valvesoftware.com
   Date: Saturday, July 5, 2008, 12:35 AM
  
   I'm not sure whether this issue is limited to 2fort, but I've been
   having
   some problems with people coming onto my server and getting a ton of
  flares
   stuck which ends up lagging the server out. Here's an example:
  
   http://upload.theqclan.com/2474995ctf_2fort0003.jpg
  
   Rebooting the server or changing the map fixes the issue.
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Re: [hlds] Flare exploit on 2Fort

2008-07-05 Thread Timothy Sadleir
I take it back again, it WAS a crash.  Sorry, I wish I could just edit my
messages, lol.

On Sat, Jul 5, 2008 at 1:23 PM, Timothy Sadleir [EMAIL PROTECTED] wrote:

 okay nevermind, it seems like one of us just restarted the server.  But
 still this could probably crash the server.


 On Sat, Jul 5, 2008 at 1:20 PM, Timothy Sadleir [EMAIL PROTECTED]
 wrote:

 I saw our 2Fort server crash and decided to look at the end of the logs b4
 it crashed and saw people complaining about the flares at spawn and the lag
 it was creating.  So for the record I guess I can say that this has crashed
 our server once.  :(

 On Sat, Jul 5, 2008 at 12:18 PM, Philip Bembridge 
 [EMAIL PROTECTED] wrote:

 I hvave got the flare thing to happen to me when I add too many bots
 {read
 too much memory} if I create a server on my computer (in game) it also
 happens with rockets

 2008/7/5 P. Bhandal [EMAIL PROTECTED]:

  Here's a fix:
 
  http://forums.alliedmods.net/showthread.php?p=647995
 
  On Fri, Jul 4, 2008 at 11:52 PM, JDoc0512 [EMAIL PROTECTED] wrote:
 
   man that's c00L
  
   --- On Sat, 7/5/08, P. Bhandal [EMAIL PROTECTED] wrote:
  
   From: P. Bhandal [EMAIL PROTECTED]
   Subject: [hlds] Flare exploit on 2Fort
   To: Half-Life dedicated Win32 server mailing list 
   hlds@list.valvesoftware.com
   Date: Saturday, July 5, 2008, 12:35 AM
  
   I'm not sure whether this issue is limited to 2fort, but I've been
   having
   some problems with people coming onto my server and getting a ton of
  flares
   stuck which ends up lagging the server out. Here's an example:
  
   http://upload.theqclan.com/2474995ctf_2fort0003.jpg
  
   Rebooting the server or changing the map fixes the issue.
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Re: [hlds] Boosted Performance VS Nonboosted Performance

2008-06-11 Thread Timothy Sadleir
There's something wrong with your quotes.  You make it seem like it's what
you are saying and it goes on in one continuous line...

On Wed, Jun 11, 2008 at 9:16 AM, Mike Stiehm [EMAIL PROTECTED] wrote:

 Same exact thing for me.-I asked a friend to turn it off while
 I was playing TF2... Didn't notice anydifference, nor did anyone complain of
 any lag/worse performance. So in themeantime I will run a few servers whit
 out the boost and see if anyonecomplains.The weird thing about this is that
 fps_max 1 with the boost will use up thesame amount of cpu as fps_max 999...
 It would make sense to run servers at200/300 but as long as the boost is
 running you might as well run it at 999because both use the same amount of
 CPU :(.
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Re: [hlds] Upcoming Team Fortress 2 Update

2008-06-11 Thread Timothy Sadleir
Wow, a DoD:S Beta and a TF2 update both on the same day.  :D  I hope I can
update all my servers while populating them all with ease, heh.

On Wed, Jun 11, 2008 at 2:20 PM, Jason Ruymen [EMAIL PROTECTED]
wrote:

 Sometime later today we'll have a new required Team Fortress 2 update.

 Jason

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Re: [hlds] Upcoming Team Fortress 2 Update

2008-06-11 Thread Timothy Sadleir
It never went away...

On Wed, Jun 11, 2008 at 3:14 PM, Midnight [EMAIL PROTECTED] wrote:

 What happened to the /Orangebox directory?  Are you putting that back in
 place?


 Jason Ruymen wrote:
  Sometime later today we'll have a new required Team Fortress 2 update.
 
  Jason
 
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Re: [hlds] Another command to crash servers. Fuckyay.

2008-06-09 Thread Timothy Sadleir
So share or no share?  :)

On Sun, Jun 8, 2008 at 2:53 PM, Spencer 'voogru' MacDonald 
[EMAIL PROTECTED] wrote:

 No, it's a completely separate and custom built system.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Eric van Beesten
 Sent: Sunday, June 08, 2008 5:30 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Another command to crash servers. Fuckyay.

 Think this is just sourcebans with a custom made overview.. but I could be
 wrong!

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens Kevin Ottalini
 Verzonden: zondag 8 juni 2008 23:11
 Aan: Half-Life dedicated Win32 server mailing list
 Onderwerp: Re: [hlds] Another command to crash servers. Fuckyay.

 very nice summary there voo, would be nice to have something like that for
 all my servers.

 
  On Sun, Jun 8, 2008 at 12:17 PM, Spencer 'voogru' MacDonald wrote:
 
  I've setup my server to ban people who run the command.
 
  http://www.voogru.com/?v=v
 
  Would be cool to score another 50+ bans like I did with the past
 exploit.
 


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 __ NOD32 3165 (20080606) Information __

 This message was checked by NOD32 antivirus system.
 http://www.eset.com



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Re: [hlds] Team Fortress 2 Update Released

2008-06-09 Thread Timothy Sadleir
Is there gonna be an update for DoD:S beta soon?  The client crashing
exploit still exists in it.  :|

On Mon, Jun 9, 2008 at 5:23 PM, Jason Ruymen [EMAIL PROTECTED]
wrote:

 A required update for Team Fortress 2 has been released.  Please run
 hldsupdatetool to receive it.  The specific changes include:

 - Changed video options initialization to fix some HUD resolution
 problems in mods
 - Fixed crash issuing the last disguise command when not connected to a
 server
 - Fixed rare crash on exit
 - Fixed a couple of issues with gamestats reporting incorrect values
 - Fixed an exploit that allowed clients to crash servers

 Jason



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Re: [hlds] Team Fortress 2 Update Released

2008-06-09 Thread Timothy Sadleir
I know, I'm just really eager to see another update for DoD:S.  :)  Usin'
this as an excuse.

On Mon, Jun 9, 2008 at 7:23 PM, 1nsane . [EMAIL PROTECTED] wrote:

 You could use Neph's plugin in the meantime :).

 I'm sure it will get patched in the next DODS beta update though :D.

 On Mon, Jun 9, 2008 at 9:19 PM, Timothy Sadleir [EMAIL PROTECTED]
 wrote:

  Is there gonna be an update for DoD:S beta soon?  The client crashing
  exploit still exists in it.  :|
 
  On Mon, Jun 9, 2008 at 5:23 PM, Jason Ruymen [EMAIL PROTECTED]
  wrote:
 
   A required update for Team Fortress 2 has been released.  Please run
   hldsupdatetool to receive it.  The specific changes include:
  
   - Changed video options initialization to fix some HUD resolution
   problems in mods
   - Fixed crash issuing the last disguise command when not connected to a
   server
   - Fixed rare crash on exit
   - Fixed a couple of issues with gamestats reporting incorrect values
   - Fixed an exploit that allowed clients to crash servers
  
   Jason
  
  
  
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Re: [hlds] Another command to crash servers. Fuckyay.

2008-06-08 Thread Timothy Sadleir
Ooohh, is this part of your plugin and can you share this with us?  I want
to see how many people run the command on our servers and I want to get rid
of the ones that would offend our servers like that.

On Sun, Jun 8, 2008 at 12:17 PM, Spencer 'voogru' MacDonald 
[EMAIL PROTECTED] wrote:

 I've setup my server to ban people who run the command.

 http://www.voogru.com/?v=v

 Would be cool to score another 50+ bans like I did with the past exploit.

 -Original Message-
 From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Ben B
 Sent: Sunday, June 08, 2008 1:09 PM
 To: [EMAIL PROTECTED]; Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Another command to crash servers. Fuckyay.

 thanks for the plugins.  Just found out about this today. lol


 On Sun, Jun 8, 2008 at 3:18 AM, [EMAIL PROTECTED] 
 [EMAIL PROTECTED] wrote:

  very nice, it will work great with my 32 man dods beta server.
 
  maybe if you have time you could get this afk manager working it seems
  dubbeh took off. it doesnt work with the dod:s beta and
  afkm_min_players_kick_spec isnt working with tf2 and probably other mods.
 
  http://forums.alliedmods.net/showthread.php?t=59539
 
  Nephyrin Zey wrote:
   And he's now turned his profile private...
  
   Probably for the best.
  
   Coldorak: I don't quite have my community site jigger (doublezen.net)
   setup. But most of what i've posted have been exploit fixes that have
   long since been patched, and a few *cough* antidelist things. If
   you're looking for something interesting, check out:
   http://forums.alliedmods.net/showthread.php?t=72322
  
   I actually have tomorrow slated as 'do a bunch of doublezen work' day.
   You're all invited =D
  
  
   He's done *something* to his profile (since the last id is based on
  steamid and therefore unique to him)
  
  
   He removed his shortid (hence, cannot be found) and made his profile
   private (hence, the second message). If there's no 'make private'
   button it's possible that valve did it for him. At this point though,
   honestly, leave him be. I didn't expect you guys to all be as nutty as
   me to this extent :-P
  
   - Neph
  
   On Sun, Jun 8, 2008 at 1:03 AM, Tom Leighton
   [EMAIL PROTECTED] wrote:
  
   And he's now turned his profile private...
  
   Spencer 'voogru' MacDonald wrote:
  
   Quit beating around the bush and use his steam id.
  
   http://steamcommunity.com/profiles/76561197992698358
  
  
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Philip
  Bembridge
   Sent: Sunday, June 08, 2008 3:17 AM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Another command to crash servers. Fuckyay.
  
   lmao his new id is: http://steamcommunity.com/id/YOUSTOPEMAILING
  
   2008/6/8 Nephyrin Zey [EMAIL PROTECTED]:
  
  
  
   The command ai_test_los
   crashes a server when used in console. Block this command. If you
   don't have a way of blocking install my cvar protect plugin:
  
   http://nephyrin.net/NephCVUH_1.0.zip
   (instructions in zip)
  
   and add ncp ai_test_los to your server.cfg, and exec it in your
   console to block the command immediately. You can plugin_load this
   plugin, so you have no reason not to block this command now.
  
   Here's the asshole that just did it to my server:
   http://steamcommunity.com/id/Mysteryplaya
  
  
  
   STEAM_0:0:16216315
  http://steamcommunity.com/id/MysteryplayaSTEAM_0:0:162163
   15
  
  
   Yay.
  
   - Neph
  
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Re: [hlds] Day of Defeat: Source Beta Updated

2008-06-04 Thread Timothy Sadleir
I'm pretty sure the client version was released with the server.  It was
just a really fast download.  Jason said this was a required update
meaning the servers can't be viewed or connected to unless they were updated
just as the client was updated.

On Tue, Jun 3, 2008 at 11:18 PM, Wiktor Deresz [EMAIL PROTECTED] wrote:

 Now its for Dedicated servers, than for clients.

 2008/6/4  [EMAIL PROTECTED]:
   Yes, I don't seem to have a Steam  /  Client Update for the beta.
 
 
   Timothy Sadleir [EMAIL PROTECTED] wrote:
  Well, my client is updated and I still see every server running that was
  running before.  Even my server seems to still be @ 1.0.0.7 and is
 viewable
  in the ingame server list and joinable as well.  Is it supposed to be
 like
  this or is it just me?
 
  On Tue, Jun 3, 2008 at 6:21 PM, Jason Ruymen [EMAIL PROTECTED]
  wrote:
 
   And because we really need clients and servers running the updated
   version, we've just made this a required update.  So please run
   hldsupdatetool again.
  
   Jason
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Jason
 Ruymen
   Sent: Tuesday, June 03, 2008 5:14 PM
   To: Half-Life dedicated Win32 server mailing list;
   [EMAIL PROTECTED]
   Subject: [hlds] Day of Defeat: Source Beta Updated
  
   The Day of Defeat: Source Beta has been updated.  Please run
   hldsupdatetool to receive it.  The specific changes include:
  
   - Added Steamworks stats
   - New team identifier icons as rewards for completing achievements - 1
   per class achievement, and 1 for completing all achievements
   - Added cvar dod_friendlyfiresafezone - units around the player where
   they will do no direct damage on FF on servers ( default 100 units )
   - Dropping a weapon in the spawn and changing class will now fizzle
 out
   the dropped weapon
   - Fixed unducking while jumping potentially getting you stuck in the
   roof
   - Player model fixes to address the 'left peek' issue
   - Fixed kb_act default binding for large map being broken
   - Marked r_screenfademinsize and r_screenfademaxsize as cheats
   - Players now respawn even if they have the class menu up - changing
   class will respawn them instantly now
   - Fixed Don't Tread On Me achievement triggering off of bomb defuses
   - Fixed long range rocket achievement being awarded when you kill an
   ironsight k98 or garand
   - Achievement progress now stored in steam stats
   - Fixed picking up an mg42 with an empty clip playing the wrong
   animation
   - Color change to make the local player more visible in the scoreboard
   - Achievement progress now stored in steam
   - Added more default crosshairs
   - Adjusted scoreboard to make the local player a bit more readable
  
   Jason
  
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Re: [hlds] Day of Defeat: Source Beta Updated

2008-06-03 Thread Timothy Sadleir
Well, my client is updated and I still see every server running that was
running before.  Even my server seems to still be @ 1.0.0.7 and is viewable
in the ingame server list and joinable as well.  Is it supposed to be like
this or is it just me?

On Tue, Jun 3, 2008 at 6:21 PM, Jason Ruymen [EMAIL PROTECTED]
wrote:

 And because we really need clients and servers running the updated
 version, we've just made this a required update.  So please run
 hldsupdatetool again.

 Jason

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
 Sent: Tuesday, June 03, 2008 5:14 PM
 To: Half-Life dedicated Win32 server mailing list;
 [EMAIL PROTECTED]
 Subject: [hlds] Day of Defeat: Source Beta Updated

 The Day of Defeat: Source Beta has been updated.  Please run
 hldsupdatetool to receive it.  The specific changes include:

 - Added Steamworks stats
 - New team identifier icons as rewards for completing achievements - 1
 per class achievement, and 1 for completing all achievements
 - Added cvar dod_friendlyfiresafezone - units around the player where
 they will do no direct damage on FF on servers ( default 100 units )
 - Dropping a weapon in the spawn and changing class will now fizzle out
 the dropped weapon
 - Fixed unducking while jumping potentially getting you stuck in the
 roof
 - Player model fixes to address the 'left peek' issue
 - Fixed kb_act default binding for large map being broken
 - Marked r_screenfademinsize and r_screenfademaxsize as cheats
 - Players now respawn even if they have the class menu up - changing
 class will respawn them instantly now
 - Fixed Don't Tread On Me achievement triggering off of bomb defuses
 - Fixed long range rocket achievement being awarded when you kill an
 ironsight k98 or garand
 - Achievement progress now stored in steam stats
 - Fixed picking up an mg42 with an empty clip playing the wrong
 animation
 - Color change to make the local player more visible in the scoreboard
 - Achievement progress now stored in steam
 - Added more default crosshairs
 - Adjusted scoreboard to make the local player a bit more readable

 Jason

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[hlds] DoD:S Beta Server Map Rotation Problem

2008-06-02 Thread Timothy Sadleir
Is this just happening to me?  I've got a pretty good rotation going on my
server but... Sometimes it skips some of the maps that are set to be next.
I've noticed this to to be more of a problem when it's supposed to go to
dod_argentan next, it just skips right over it to dod_colmar.  :(  And it
actually just did it *right* now to avalanche.  It usually goes from
dod_palermo to dod_avalanche but it skipped over avalanche and went straight
to jagd (the one I have set after avalanche).

Would this maybe be a problem with the BeetlesMod installed or a standard
server issue? If it's a standard server issue can we please get this fixed?
:)  Thanks!
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Re: [hlds] All Crit's exploit/hack

2008-06-01 Thread Timothy Sadleir
Same here... Thos SAME EXACT guys.  Got demos of them doing this hack too.
:)

On Sun, Jun 1, 2008 at 6:26 PM, Dog [EMAIL PROTECTED] wrote:

 We banned those guys a couple of weeks ago for the same thing.


 2008/6/1 Tom Leighton [EMAIL PROTECTED]:

  I popped him an email anyway, but the link i have seems to have been
  already patched...
 
  Maybe theres a new one out that isnt listed :S
 
  SakeFox wrote:
   I believe Alfred Reynolds is one of the people deals with the exploits,
   [EMAIL PROTECTED]
  
   is there any dead give aways to look for if a person is going to do
 this
   exploit? Would be good to know what to look for when people are trying
   to do this.
  
   Tom Leighton wrote:
  
   I have a link to a howto on this, who do i need to send it to at
 Valve?
  
   SakeFox wrote:
  
  
   i intended to add them in the email, but forgot. there was two
  
   STEAM_0:0:1845101 - JUST SET IT AND FORGET IT, set it and forget it,
  F10
   for crits
   STEAM_0:1:2630 - fire n forget
  
   Patrick Shelley wrote:
  
  
  
   WOW - thats sick - and not the good sick..
  
   Blus couldnt even get out - whats the guys steam id and i'll add him
  to our
   ban list
  
  
   On 6/1/08, SakeFox [EMAIL PROTECTED] wrote:
  
  
  
  
   Just seen this on our servers and was the first we seen of it and
   thought would pass it on.
  
   it seems its possible now for players to have perma crits without a
   medic. not sure how its done and if its a hack or exploit, but non
  the
   less there able to do it.
  
   link for demo of player doing it.
   http://www.kingdomsend.com/files/allcrits.7z
  
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Re: [hlds] DoD:S Beta Server Update?

2008-05-27 Thread Timothy Sadleir
I'm sorry, I'm not trying to be pushy here but is there an ETA for the
update if there is one today?  It's just that I'd like to be around to
update my server.  :)

On Mon, May 26, 2008 at 5:02 PM, Matt Boone [EMAIL PROTECTED] wrote:

 The update won't be out before tomorrow morning.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Timothy
 Sadleir
 Sent: Monday, May 26, 2008 10:29 AM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] DoD:S Beta Server Update?

 Will there be a Day of Defeat: Source Beta update anytime soon?  I'm
 really wanting to enable rockets ASAP.  :)
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Re: [hlds] DoD: S Beta Released?

2008-05-23 Thread Timothy Sadleir
So, will the latest BM for TF2 truely work for this?
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Re: [hlds] Day of Defeat: Source Beta Dedicated Server

2008-05-23 Thread Timothy Sadleir
Well, when I try updating the servers they keep stopping at
c:\dods_main/orangebox\srcds.exe and then say...

Connection Reset, Winsock Error 10054 Connection reset by peer

Could that be why my server isn't fully starting up and exits when it's
about to start up?
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Re: [hlds] Day of Defeat: Source Beta Dedicated Server

2008-05-23 Thread Timothy Sadleir
My server is still out of date and I cannot update it to a correct version
even with -verify_all.  It still get's stuck at updating the srcds.exe and
then loses connection... *Connection Reset, Winsock Error 10054 Connection
reset by peer*
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Re: [hlds] Day of Defeat: Source Beta Dedicated Server

2008-05-23 Thread Timothy Sadleir
Yes, thanks a lot Matt!  :D

Now, how did you guys get the latest TF2 BeetlesMod to work with this?  I
can't seem to do it...

On Fri, May 23, 2008 at 4:50 PM, Steven Hartland [EMAIL PROTECTED]
wrote:

 Thanks Matt :)

 - Original Message -
 From: Matt Boone [EMAIL PROTECTED]


  To fix your server not appearing in the server list, change your
  steam.inf to use version 1.0.0.7


 
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Re: [hlds] No new medic weapons

2008-05-22 Thread Timothy Sadleir
This is happening to our servers too as of recently.  I think it started at
the beggining of the day of the last update.  I would like some help in this
issue as well.  Thanks!
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