Re: [hlds] Source Dedicated Server Beta Update
-- [ Picked text/plain from multipart/alternative ] Valve are woking on quite a few issues with this beta, some have to do with the performance issues that many of us have raised over the past 12-18 months, and others to ensure that sv_pure actually works and won't be easily bypassed, at least not without a 3rd party program which VAC can detect anyhow, as well as any new issues that this beta has introduced that causes issues with sever stability. On 5/28/07, James Gray <[EMAIL PROTECTED]> wrote: > > Has the beta made any progress...? Will it be finalized soon as an > official update? > > On 5/25/07, Adam Sando <[EMAIL PROTECTED]> wrote: > > Greatly appreciated. Will test and see how it goes :) > > > > Regards, > > Adam > > > > -Original Message- > > From: "Benjamin Lange" <[EMAIL PROTECTED]> > > To: "hlds@list.valvesoftware.com" > > Sent: 25-May-07 17:19 > > Subject: Re: [hlds] Source Dedicated Server Beta Update > > > > -- > > [ Picked text/plain from multipart/alternative ] > > The client has to be run in the beta, too. > > How shall your client now that it has to use files from the gcf? > > > > You can use the same parameter for the client. -beta srcds0407 for your > > steam shortcut. > > > > 2007/5/25, Adam Sando <[EMAIL PROTECTED]>: > > > > > > Hi guys, > > > > > > I've tried to enable sv_pure 2 on my SRCDS CS:S instance, changed map > > > several times to ensure the setting was in effect, then tried joining > > > the server with custom models + materials. > > > > > > My connection was not terminated, my models were not reverted, and I > was > > > able to run around the levels without any restrictions. > > > > > > What is the default behaviour of enabling sv_pure 2 meant to be? > > > Are there any other settings aside from sv_pure that needs to be set? > > > If sv_pure 1 is set, does the pure_server_whitelist.txt need to reside > > > in both the \hl2 and \cstrike for this file to be read for each game > > > type? > > > > > > Is anyone else having difficulty with enabling the pure modes? > > > > > > Adam Sando > > > Technical Account Manager > > > Hostworks > > > Direct:+61 8 8461 4868 > > > > > > -Original Message- > > > From: [EMAIL PROTECTED] > > > [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen > > > Sent: Tuesday, 15 May 2007 9:21 AM > > > To: [EMAIL PROTECTED]; hlds@list.valvesoftware.com > > > Subject: [hlds] Source Dedicated Server Beta Update > > > > > > This is a multi-part message in MIME format. > > > -- > > > [ Picked text/plain from multipart/alternative ] Updates to the Source > > > Dedicated Server, Source Engine, Counter-Strike: > > > Source and Half-Life 2: Deathmatch have been released as a Beta. To > > > receive these updates run Steam or the hldsupdatetool with the command > > > "-beta srcds0407". The specific changes include: > > > > > > - Added sv_pure 2. When set, then pure_server_whitelist.txt is > ignored > > > and all content files must come from Steam > > > - Changed ent_fire to only be useable from the host client on a listen > > > server > > > > > > - Changed soundscape_flush to only be useable from the dedicated > server > > > console or the listen server host > > > - Added sv_allow_wait_command. If set to 0, then clients can't use > > > "wait" > > > - Added sv_allow_color_correction. If set to 0, then clients can't use > > > mat_colorcorrection > > > - Fixed player count bugs in serverbrowser > > > - Added "findflags" console command, which can list all cvars with a > > > specified flag > > > - Fixed a bug with sv_minrate and sv_maxrate not applying properly on > > > the client > > > - Cheat protected the following commands: > > > r_TransitionSensitivity, mat_bloomamount_rate, > > > mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom, > > > mat_debug_bloom, mem_force_flush, mod_forcedata, > mod_test_not_available, > > > mod_test_mesh_not_available, mod_test_verts_not_available, > > > mod_load_mesh_async, mod_load_anims_async, mod_load_vcollide_async, > > > mod_trace_load, mod_lock_mdls_on_load, mat_leafvis, mat_debug, > > > mat_surfaceid, mat_surfacemat, flush, r_entity, r_ambientfraction, > > > lightcache_maxmiss, r_avg
Re: [hlds] Source Dedicated Server Beta Update
Has the beta made any progress...? Will it be finalized soon as an official update? On 5/25/07, Adam Sando <[EMAIL PROTECTED]> wrote: Greatly appreciated. Will test and see how it goes :) Regards, Adam -Original Message- From: "Benjamin Lange" <[EMAIL PROTECTED]> To: "hlds@list.valvesoftware.com" Sent: 25-May-07 17:19 Subject: Re: [hlds] Source Dedicated Server Beta Update -- [ Picked text/plain from multipart/alternative ] The client has to be run in the beta, too. How shall your client now that it has to use files from the gcf? You can use the same parameter for the client. -beta srcds0407 for your steam shortcut. 2007/5/25, Adam Sando <[EMAIL PROTECTED]>: > > Hi guys, > > I've tried to enable sv_pure 2 on my SRCDS CS:S instance, changed map > several times to ensure the setting was in effect, then tried joining > the server with custom models + materials. > > My connection was not terminated, my models were not reverted, and I was > able to run around the levels without any restrictions. > > What is the default behaviour of enabling sv_pure 2 meant to be? > Are there any other settings aside from sv_pure that needs to be set? > If sv_pure 1 is set, does the pure_server_whitelist.txt need to reside > in both the \hl2 and \cstrike for this file to be read for each game > type? > > Is anyone else having difficulty with enabling the pure modes? > > Adam Sando > Technical Account Manager > Hostworks > Direct:+61 8 8461 4868 > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen > Sent: Tuesday, 15 May 2007 9:21 AM > To: [EMAIL PROTECTED]; hlds@list.valvesoftware.com > Subject: [hlds] Source Dedicated Server Beta Update > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] Updates to the Source > Dedicated Server, Source Engine, Counter-Strike: > Source and Half-Life 2: Deathmatch have been released as a Beta. To > receive these updates run Steam or the hldsupdatetool with the command > "-beta srcds0407". The specific changes include: > > - Added sv_pure 2. When set, then pure_server_whitelist.txt is ignored > and all content files must come from Steam > - Changed ent_fire to only be useable from the host client on a listen > server > > - Changed soundscape_flush to only be useable from the dedicated server > console or the listen server host > - Added sv_allow_wait_command. If set to 0, then clients can't use > "wait" > - Added sv_allow_color_correction. If set to 0, then clients can't use > mat_colorcorrection > - Fixed player count bugs in serverbrowser > - Added "findflags" console command, which can list all cvars with a > specified flag > - Fixed a bug with sv_minrate and sv_maxrate not applying properly on > the client > - Cheat protected the following commands: > r_TransitionSensitivity, mat_bloomamount_rate, > mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom, > mat_debug_bloom, mem_force_flush, mod_forcedata, mod_test_not_available, > mod_test_mesh_not_available, mod_test_verts_not_available, > mod_load_mesh_async, mod_load_anims_async, mod_load_vcollide_async, > mod_trace_load, mod_lock_mdls_on_load, mat_leafvis, mat_debug, > mat_surfaceid, mat_surfacemat, flush, r_entity, r_ambientfraction, > lightcache_maxmiss, r_avglight, mat_debugalttab, mat_showlightmappage, > mat_bumpbasis, showbudget, showbudget_texture, > showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth, > r_modellodscale, m_pitch > > Jason > > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Source Dedicated Server Beta Update
Greatly appreciated. Will test and see how it goes :) Regards, Adam -Original Message- From: "Benjamin Lange" <[EMAIL PROTECTED]> To: "hlds@list.valvesoftware.com" Sent: 25-May-07 17:19 Subject: Re: [hlds] Source Dedicated Server Beta Update -- [ Picked text/plain from multipart/alternative ] The client has to be run in the beta, too. How shall your client now that it has to use files from the gcf? You can use the same parameter for the client. -beta srcds0407 for your steam shortcut. 2007/5/25, Adam Sando <[EMAIL PROTECTED]>: > > Hi guys, > > I've tried to enable sv_pure 2 on my SRCDS CS:S instance, changed map > several times to ensure the setting was in effect, then tried joining > the server with custom models + materials. > > My connection was not terminated, my models were not reverted, and I was > able to run around the levels without any restrictions. > > What is the default behaviour of enabling sv_pure 2 meant to be? > Are there any other settings aside from sv_pure that needs to be set? > If sv_pure 1 is set, does the pure_server_whitelist.txt need to reside > in both the \hl2 and \cstrike for this file to be read for each game > type? > > Is anyone else having difficulty with enabling the pure modes? > > Adam Sando > Technical Account Manager > Hostworks > Direct:+61 8 8461 4868 > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen > Sent: Tuesday, 15 May 2007 9:21 AM > To: [EMAIL PROTECTED]; hlds@list.valvesoftware.com > Subject: [hlds] Source Dedicated Server Beta Update > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] Updates to the Source > Dedicated Server, Source Engine, Counter-Strike: > Source and Half-Life 2: Deathmatch have been released as a Beta. To > receive these updates run Steam or the hldsupdatetool with the command > "-beta srcds0407". The specific changes include: > > - Added sv_pure 2. When set, then pure_server_whitelist.txt is ignored > and all content files must come from Steam > - Changed ent_fire to only be useable from the host client on a listen > server > > - Changed soundscape_flush to only be useable from the dedicated server > console or the listen server host > - Added sv_allow_wait_command. If set to 0, then clients can't use > "wait" > - Added sv_allow_color_correction. If set to 0, then clients can't use > mat_colorcorrection > - Fixed player count bugs in serverbrowser > - Added "findflags" console command, which can list all cvars with a > specified flag > - Fixed a bug with sv_minrate and sv_maxrate not applying properly on > the client > - Cheat protected the following commands: > r_TransitionSensitivity, mat_bloomamount_rate, > mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom, > mat_debug_bloom, mem_force_flush, mod_forcedata, mod_test_not_available, > mod_test_mesh_not_available, mod_test_verts_not_available, > mod_load_mesh_async, mod_load_anims_async, mod_load_vcollide_async, > mod_trace_load, mod_lock_mdls_on_load, mat_leafvis, mat_debug, > mat_surfaceid, mat_surfacemat, flush, r_entity, r_ambientfraction, > lightcache_maxmiss, r_avglight, mat_debugalttab, mat_showlightmappage, > mat_bumpbasis, showbudget, showbudget_texture, > showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth, > r_modellodscale, m_pitch > > Jason > > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Dedicated Server Beta Update
-- [ Picked text/plain from multipart/alternative ] The client has to be run in the beta, too. How shall your client now that it has to use files from the gcf? You can use the same parameter for the client. -beta srcds0407 for your steam shortcut. 2007/5/25, Adam Sando <[EMAIL PROTECTED]>: > > Hi guys, > > I've tried to enable sv_pure 2 on my SRCDS CS:S instance, changed map > several times to ensure the setting was in effect, then tried joining > the server with custom models + materials. > > My connection was not terminated, my models were not reverted, and I was > able to run around the levels without any restrictions. > > What is the default behaviour of enabling sv_pure 2 meant to be? > Are there any other settings aside from sv_pure that needs to be set? > If sv_pure 1 is set, does the pure_server_whitelist.txt need to reside > in both the \hl2 and \cstrike for this file to be read for each game > type? > > Is anyone else having difficulty with enabling the pure modes? > > Adam Sando > Technical Account Manager > Hostworks > Direct:+61 8 8461 4868 > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen > Sent: Tuesday, 15 May 2007 9:21 AM > To: [EMAIL PROTECTED]; hlds@list.valvesoftware.com > Subject: [hlds] Source Dedicated Server Beta Update > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] Updates to the Source > Dedicated Server, Source Engine, Counter-Strike: > Source and Half-Life 2: Deathmatch have been released as a Beta. To > receive these updates run Steam or the hldsupdatetool with the command > "-beta srcds0407". The specific changes include: > > - Added sv_pure 2. When set, then pure_server_whitelist.txt is ignored > and all content files must come from Steam > - Changed ent_fire to only be useable from the host client on a listen > server > > - Changed soundscape_flush to only be useable from the dedicated server > console or the listen server host > - Added sv_allow_wait_command. If set to 0, then clients can't use > "wait" > - Added sv_allow_color_correction. If set to 0, then clients can't use > mat_colorcorrection > - Fixed player count bugs in serverbrowser > - Added "findflags" console command, which can list all cvars with a > specified flag > - Fixed a bug with sv_minrate and sv_maxrate not applying properly on > the client > - Cheat protected the following commands: > r_TransitionSensitivity, mat_bloomamount_rate, > mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom, > mat_debug_bloom, mem_force_flush, mod_forcedata, mod_test_not_available, > mod_test_mesh_not_available, mod_test_verts_not_available, > mod_load_mesh_async, mod_load_anims_async, mod_load_vcollide_async, > mod_trace_load, mod_lock_mdls_on_load, mat_leafvis, mat_debug, > mat_surfaceid, mat_surfacemat, flush, r_entity, r_ambientfraction, > lightcache_maxmiss, r_avglight, mat_debugalttab, mat_showlightmappage, > mat_bumpbasis, showbudget, showbudget_texture, > showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth, > r_modellodscale, m_pitch > > Jason > > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Source Dedicated Server Beta Update
Hi guys, I've tried to enable sv_pure 2 on my SRCDS CS:S instance, changed map several times to ensure the setting was in effect, then tried joining the server with custom models + materials. My connection was not terminated, my models were not reverted, and I was able to run around the levels without any restrictions. What is the default behaviour of enabling sv_pure 2 meant to be? Are there any other settings aside from sv_pure that needs to be set? If sv_pure 1 is set, does the pure_server_whitelist.txt need to reside in both the \hl2 and \cstrike for this file to be read for each game type? Is anyone else having difficulty with enabling the pure modes? Adam Sando Technical Account Manager Hostworks Direct:+61 8 8461 4868 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen Sent: Tuesday, 15 May 2007 9:21 AM To: [EMAIL PROTECTED]; hlds@list.valvesoftware.com Subject: [hlds] Source Dedicated Server Beta Update This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Updates to the Source Dedicated Server, Source Engine, Counter-Strike: Source and Half-Life 2: Deathmatch have been released as a Beta. To receive these updates run Steam or the hldsupdatetool with the command "-beta srcds0407". The specific changes include: - Added sv_pure 2. When set, then pure_server_whitelist.txt is ignored and all content files must come from Steam - Changed ent_fire to only be useable from the host client on a listen server - Changed soundscape_flush to only be useable from the dedicated server console or the listen server host - Added sv_allow_wait_command. If set to 0, then clients can't use "wait" - Added sv_allow_color_correction. If set to 0, then clients can't use mat_colorcorrection - Fixed player count bugs in serverbrowser - Added "findflags" console command, which can list all cvars with a specified flag - Fixed a bug with sv_minrate and sv_maxrate not applying properly on the client - Cheat protected the following commands: r_TransitionSensitivity, mat_bloomamount_rate, mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom, mat_debug_bloom, mem_force_flush, mod_forcedata, mod_test_not_available, mod_test_mesh_not_available, mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async, mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load, mat_leafvis, mat_debug, mat_surfaceid, mat_surfacemat, flush, r_entity, r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab, mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture, showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth, r_modellodscale, m_pitch Jason -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Dedicated Server Beta Update
-- [ Picked text/plain from multipart/alternative ] I don't know why costum maps shouldn't work with sv_pure 2 ? As far as I understood and tested the client just gets forced to use the content from the gcf. As long as there is no content in the gcf files, the files from the cstrike folder will be used! If this doesn't work this way, please implement it. It would be the easiest way to use costum maps and materials, as long as they don't override default content ;) 2007/5/16, Whisper <[EMAIL PROTECTED]>: > > -- > [ Picked text/plain from multipart/alternative ] > It would seem that season & lost_temple_pro would satisfy the bsp only > requirement > > Others though I am not so sure > > I know contra does not, which is no great loss since its a horrid excuse > for > a map anyhow. :) > > On 5/17/07, Chris Barnett <[EMAIL PROTECTED]> wrote: > > > > Hi, > > > > It's not possible to download anything and overwrite any existing files > on > > the client - be they Steam or custom files - least not with any known > > plugin > > or standard command, otherwise there would be anarchy. > > > > Right now, it is possible to have different BSPs on the server and > client, > > and I believe it depends on what the actual differences are. It's > possible > > to have a BSP on the server that refers to additional models and > materials > > that are outside the BSP (In the models and materials folder). > > > > I agree though, that if sv_pure 2 is to support custom maps, it would > > support the BSP and nothing outside of it. > > > > Chris. > > > > -----Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Bart King > > Sent: 16 May 2007 10:30 > > To: hlds@list.valvesoftware.com > > Subject: RE: [hlds] Source Dedicated Server Beta Update > > > > Hello, > > > > Allowing custom maps when sv_pure 2 is set introduces complications. > > Lots of custom maps have their own models, textures, sounds and various > > other assets, all of which would need to be downloaded, and it _could_ > > be possible for some of these assets to collide with (read: overwrite) > > authentic Steam assets. > > > > But, while I'm not a map maker and I don't fully understand how maps > > work in Source (aside from that they are huge BSP trees), I do know that > > assets can be included inside the actual BSP file (using bspzip from the > > SDK) and thus will not collide with authentic assets, since they remain > > inside the BSP file. > > > > Perhaps this is a compromise: allow the server to load any BSP file for > > the map, but as soon as it uses external (not inside the BSP file), > > non-authentic assets, it aborts. No idea whether or not that is > > possible, but would certainly allow the same flexibility of having > > custom maps (especially in league play) and also maintain the relative > > security of enforced consistency throughout the rest of the game(s). > > > > My two pence. > > > > Bart > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Dedicated Server Beta Update
-- [ Picked text/plain from multipart/alternative ] It would seem that season & lost_temple_pro would satisfy the bsp only requirement Others though I am not so sure I know contra does not, which is no great loss since its a horrid excuse for a map anyhow. :) On 5/17/07, Chris Barnett <[EMAIL PROTECTED]> wrote: > > Hi, > > It's not possible to download anything and overwrite any existing files on > the client - be they Steam or custom files - least not with any known > plugin > or standard command, otherwise there would be anarchy. > > Right now, it is possible to have different BSPs on the server and client, > and I believe it depends on what the actual differences are. It's possible > to have a BSP on the server that refers to additional models and materials > that are outside the BSP (In the models and materials folder). > > I agree though, that if sv_pure 2 is to support custom maps, it would > support the BSP and nothing outside of it. > > Chris. > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Bart King > Sent: 16 May 2007 10:30 > To: hlds@list.valvesoftware.com > Subject: RE: [hlds] Source Dedicated Server Beta Update > > Hello, > > Allowing custom maps when sv_pure 2 is set introduces complications. > Lots of custom maps have their own models, textures, sounds and various > other assets, all of which would need to be downloaded, and it _could_ > be possible for some of these assets to collide with (read: overwrite) > authentic Steam assets. > > But, while I'm not a map maker and I don't fully understand how maps > work in Source (aside from that they are huge BSP trees), I do know that > assets can be included inside the actual BSP file (using bspzip from the > SDK) and thus will not collide with authentic assets, since they remain > inside the BSP file. > > Perhaps this is a compromise: allow the server to load any BSP file for > the map, but as soon as it uses external (not inside the BSP file), > non-authentic assets, it aborts. No idea whether or not that is > possible, but would certainly allow the same flexibility of having > custom maps (especially in league play) and also maintain the relative > security of enforced consistency throughout the rest of the game(s). > > My two pence. > > Bart > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Source Dedicated Server Beta Update
Hi, It's not possible to download anything and overwrite any existing files on the client - be they Steam or custom files - least not with any known plugin or standard command, otherwise there would be anarchy. Right now, it is possible to have different BSPs on the server and client, and I believe it depends on what the actual differences are. It's possible to have a BSP on the server that refers to additional models and materials that are outside the BSP (In the models and materials folder). I agree though, that if sv_pure 2 is to support custom maps, it would support the BSP and nothing outside of it. Chris. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Bart King Sent: 16 May 2007 10:30 To: hlds@list.valvesoftware.com Subject: RE: [hlds] Source Dedicated Server Beta Update Hello, Allowing custom maps when sv_pure 2 is set introduces complications. Lots of custom maps have their own models, textures, sounds and various other assets, all of which would need to be downloaded, and it _could_ be possible for some of these assets to collide with (read: overwrite) authentic Steam assets. But, while I'm not a map maker and I don't fully understand how maps work in Source (aside from that they are huge BSP trees), I do know that assets can be included inside the actual BSP file (using bspzip from the SDK) and thus will not collide with authentic assets, since they remain inside the BSP file. Perhaps this is a compromise: allow the server to load any BSP file for the map, but as soon as it uses external (not inside the BSP file), non-authentic assets, it aborts. No idea whether or not that is possible, but would certainly allow the same flexibility of having custom maps (especially in league play) and also maintain the relative security of enforced consistency throughout the rest of the game(s). My two pence. Bart ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Source Dedicated Server Beta Update
We are investigating something like this, were a map using bspzip will work with pure mode 2. Bart King wrote: > Hello, > > Allowing custom maps when sv_pure 2 is set introduces complications. > Lots of custom maps have their own models, textures, sounds and > various > other assets, all of which would need to be downloaded, and it _could_ > be possible for some of these assets to collide with (read: overwrite) > authentic Steam assets. > > But, while I'm not a map maker and I don't fully understand how maps > work in Source (aside from that they are huge BSP trees), I do know > that > assets can be included inside the actual BSP file (using bspzip from > the > SDK) and thus will not collide with authentic assets, since they > remain > inside the BSP file. > > Perhaps this is a compromise: allow the server to load any BSP file > for > the map, but as soon as it uses external (not inside the BSP file), > non-authentic assets, it aborts. No idea whether or not that is > possible, but would certainly allow the same flexibility of having > custom maps (especially in league play) and also maintain the relative > security of enforced consistency throughout the rest of the game(s). > > My two pence. > > Bart > > ___ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Dedicated Server Beta Update
I wonder if valve would be willing to run a validate 3rd party map program where by sv_pure 3 for example would allow all steam content plus validated maps and their required textures etc. Im sure map makers would be willing to submit their work for this to enable them to become pure. Steve - Original Message - From: "Whisper" <[EMAIL PROTECTED]> This is my understanding of the problem An unsavoury Server Adminsitrator could in theory, whitelist certain textures as allowable, whilst still giving the apperance of being a pure server. When server admin or players who are aware of changes to the whitelist know this and other players do not, then changes in textures can be used to the advantage of 1 side and disadvantage of the other. sv_pure 2 is the quick fix, but at this stage I have not been made aware of the implications of sv_pure 2 + custom maps, i.e. de_season which is a very popular league/ladder map now as well as a few others. This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Source Dedicated Server Beta Update
Hello, Allowing custom maps when sv_pure 2 is set introduces complications. Lots of custom maps have their own models, textures, sounds and various other assets, all of which would need to be downloaded, and it _could_ be possible for some of these assets to collide with (read: overwrite) authentic Steam assets. But, while I'm not a map maker and I don't fully understand how maps work in Source (aside from that they are huge BSP trees), I do know that assets can be included inside the actual BSP file (using bspzip from the SDK) and thus will not collide with authentic assets, since they remain inside the BSP file. Perhaps this is a compromise: allow the server to load any BSP file for the map, but as soon as it uses external (not inside the BSP file), non-authentic assets, it aborts. No idea whether or not that is possible, but would certainly allow the same flexibility of having custom maps (especially in league play) and also maintain the relative security of enforced consistency throughout the rest of the game(s). My two pence. Bart ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Dedicated Server Beta Update
--Off topic This is truelly getting pathetic. I remember when source ran so smooth where lag was fixable with rate scripts and admins had full control over there servers. But ever since steam/valve started with there updates and the o' so special cl_restrict_server_commands 1 crap ,it isnt even worth putting up any sources server, i mean we the admins keep steam/valve alive dont we? I mean if they keep this up then they might as well host the game servers them selves. And maybe in the future not mess with something that worked just fine from the begining. Steam/valve really screwed up what were once such promising games :( I guess steam will fade away once Crysis & UT2007 come out at least thats the word that's going around. Anywayz best of luck. - Original Message - From: "Whisper" <[EMAIL PROTECTED]> To: Sent: Tuesday, May 15, 2007 9:34 PM Subject: Re: [hlds] Source Dedicated Server Beta Update -- [ Picked text/plain from multipart/alternative ] This is my understanding of the problem An unsavoury Server Adminsitrator could in theory, whitelist certain textures as allowable, whilst still giving the apperance of being a pure server. When server admin or players who are aware of changes to the whitelist know this and other players do not, then changes in textures can be used to the advantage of 1 side and disadvantage of the other. sv_pure 2 is the quick fix, but at this stage I have not been made aware of the implications of sv_pure 2 + custom maps, i.e. de_season which is a very popular league/ladder map now as well as a few others. On 5/16/07, James Gray <[EMAIL PROTECTED]> wrote: This is true, it would have to be restrictive.. I'm not sure how it would work. Perhaps it is best it be left untampered. On 5/15/07, Keeper <[EMAIL PROTECTED]> wrote: > As a plugin maker, I request this not be "touchable" by us. The idea > of > sv_pure would totally be useless if people such as myself were able to > "adjust" some of the pure settings. Some would argue that sv_pure 2 would > completely disable any interface for the plugins all together. > > I also think it would be a good idea if the pure server would show up > in the > server browsers so we would know what kind of server we were joining (ala > VAC). Some people I know won't play on non VAC servers. > > Keeper > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of James Gray > Sent: Tuesday, May 15, 2007 4:16 PM > To: hlds@list.valvesoftware.com > Subject: Re: [hlds] Source Dedicated Server Beta Update > > Hmm, okay.. will there be any interface or something of the sort that > allows plugins to toy with the pure mode system? > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Dedicated Server Beta Update
-- [ Picked text/plain from multipart/alternative ] This is my understanding of the problem An unsavoury Server Adminsitrator could in theory, whitelist certain textures as allowable, whilst still giving the apperance of being a pure server. When server admin or players who are aware of changes to the whitelist know this and other players do not, then changes in textures can be used to the advantage of 1 side and disadvantage of the other. sv_pure 2 is the quick fix, but at this stage I have not been made aware of the implications of sv_pure 2 + custom maps, i.e. de_season which is a very popular league/ladder map now as well as a few others. On 5/16/07, James Gray <[EMAIL PROTECTED]> wrote: > > This is true, it would have to be restrictive.. I'm not sure how it > would work. Perhaps it is best it be left untampered. > > On 5/15/07, Keeper <[EMAIL PROTECTED]> wrote: > > As a plugin maker, I request this not be "touchable" by us. The idea of > > sv_pure would totally be useless if people such as myself were able to > > "adjust" some of the pure settings. Some would argue that sv_pure 2 > would > > completely disable any interface for the plugins all together. > > > > I also think it would be a good idea if the pure server would show up in > the > > server browsers so we would know what kind of server we were joining > (ala > > VAC). Some people I know won't play on non VAC servers. > > > > Keeper > > > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of James Gray > > Sent: Tuesday, May 15, 2007 4:16 PM > > To: hlds@list.valvesoftware.com > > Subject: Re: [hlds] Source Dedicated Server Beta Update > > > > Hmm, okay.. will there be any interface or something of the sort that > > allows plugins to toy with the pure mode system? > > > > > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Dedicated Server Beta Update
This is true, it would have to be restrictive.. I'm not sure how it would work. Perhaps it is best it be left untampered. On 5/15/07, Keeper <[EMAIL PROTECTED]> wrote: As a plugin maker, I request this not be "touchable" by us. The idea of sv_pure would totally be useless if people such as myself were able to "adjust" some of the pure settings. Some would argue that sv_pure 2 would completely disable any interface for the plugins all together. I also think it would be a good idea if the pure server would show up in the server browsers so we would know what kind of server we were joining (ala VAC). Some people I know won't play on non VAC servers. Keeper -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of James Gray Sent: Tuesday, May 15, 2007 4:16 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Source Dedicated Server Beta Update Hmm, okay.. will there be any interface or something of the sort that allows plugins to toy with the pure mode system? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Source Dedicated Server Beta Update
As a plugin maker, I request this not be "touchable" by us. The idea of sv_pure would totally be useless if people such as myself were able to "adjust" some of the pure settings. Some would argue that sv_pure 2 would completely disable any interface for the plugins all together. I also think it would be a good idea if the pure server would show up in the server browsers so we would know what kind of server we were joining (ala VAC). Some people I know won't play on non VAC servers. Keeper -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of James Gray Sent: Tuesday, May 15, 2007 4:16 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Source Dedicated Server Beta Update Hmm, okay.. will there be any interface or something of the sort that allows plugins to toy with the pure mode system? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Dedicated Server Beta Update
Hmm, okay.. will there be any interface or something of the sort that allows plugins to toy with the pure mode system? On 5/14/07, Jason Ruymen <[EMAIL PROTECTED]> wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Updates to the Source Dedicated Server, Source Engine, Counter-Strike: Source and Half-Life 2: Deathmatch have been released as a Beta. To receive these updates run Steam or the hldsupdatetool with the command "-beta srcds0407". The specific changes include: - Added sv_pure 2. When set, then pure_server_whitelist.txt is ignored and all content files must come from Steam - Changed ent_fire to only be useable from the host client on a listen server - Changed soundscape_flush to only be useable from the dedicated server console or the listen server host - Added sv_allow_wait_command. If set to 0, then clients can't use "wait" - Added sv_allow_color_correction. If set to 0, then clients can't use mat_colorcorrection - Fixed player count bugs in serverbrowser - Added "findflags" console command, which can list all cvars with a specified flag - Fixed a bug with sv_minrate and sv_maxrate not applying properly on the client - Cheat protected the following commands: r_TransitionSensitivity, mat_bloomamount_rate, mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom, mat_debug_bloom, mem_force_flush, mod_forcedata, mod_test_not_available, mod_test_mesh_not_available, mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async, mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load, mat_leafvis, mat_debug, mat_surfaceid, mat_surfacemat, flush, r_entity, r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab, mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture, showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth, r_modellodscale, m_pitch Jason -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Dedicated Server Beta Update
Who said you were going to have a choice? As far as I have read Valve is going to hard lock values and the client exec. Locking the values is long over due, it is the client exec locking that I can not understand. YMAC On 5/15/07 1:45 AM, "Adam Sando" <[EMAIL PROTECTED]> wrote: > Secondly, the updates listed in the changelog below are brilliant. I am > glad the guys at valve are gathering statistics about exploits and > cheats, and putting methods in place to give server operators the choice > to stop or allow these from happening. > > Top work valve, well done :) > > Regards, > Adam. > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen > Sent: Tuesday, 15 May 2007 8:51 AM > To: [EMAIL PROTECTED]; hlds@list.valvesoftware.com > Subject: [hlds] Source Dedicated Server Beta Update > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] Updates to the Source > Dedicated Server, Source Engine, Counter-Strike: > Source and Half-Life 2: Deathmatch have been released as a Beta. To > receive these updates run Steam or the hldsupdatetool with the command > "-beta srcds0407". The specific changes include: > > - Added sv_pure 2. When set, then pure_server_whitelist.txt is ignored > and all content files must come from Steam > - Changed ent_fire to only be useable from the host client on a listen > server > > - Changed soundscape_flush to only be useable from the dedicated server > console or the listen server host > - Added sv_allow_wait_command. If set to 0, then clients can't use > "wait" > - Added sv_allow_color_correction. If set to 0, then clients can't use > mat_colorcorrection > - Fixed player count bugs in serverbrowser > - Added "findflags" console command, which can list all cvars with a > specified flag > - Fixed a bug with sv_minrate and sv_maxrate not applying properly on > the client > - Cheat protected the following commands: > r_TransitionSensitivity, mat_bloomamount_rate, > mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom, > mat_debug_bloom, mem_force_flush, mod_forcedata, mod_test_not_available, > mod_test_mesh_not_available, mod_test_verts_not_available, > mod_load_mesh_async, mod_load_anims_async, mod_load_vcollide_async, > mod_trace_load, mod_lock_mdls_on_load, mat_leafvis, mat_debug, > mat_surfaceid, mat_surfacemat, flush, r_entity, r_ambientfraction, > lightcache_maxmiss, r_avglight, mat_debugalttab, mat_showlightmappage, > mat_bumpbasis, showbudget, showbudget_texture, > showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth, > r_modellodscale, m_pitch > > Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Source Dedicated Server Beta Update
I concur. I personally know several people that are pissed at the moment. Guess they'll have to actually learn how to do some of that stuff now ;) Thanks for the help Valve! Keeper -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam Sando Sent: Tuesday, May 15, 2007 1:46 AM To: hlds@list.valvesoftware.com; [EMAIL PROTECTED] Subject: RE: [hlds] Source Dedicated Server Beta Update Secondly, the updates listed in the changelog below are brilliant. I am glad the guys at valve are gathering statistics about exploits and cheats, and putting methods in place to give server operators the choice to stop or allow these from happening. Top work valve, well done :) Regards, Adam. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen Sent: Tuesday, 15 May 2007 8:51 AM To: [EMAIL PROTECTED]; hlds@list.valvesoftware.com Subject: [hlds] Source Dedicated Server Beta Update This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Updates to the Source Dedicated Server, Source Engine, Counter-Strike: Source and Half-Life 2: Deathmatch have been released as a Beta. To receive these updates run Steam or the hldsupdatetool with the command "-beta srcds0407". The specific changes include: - Added sv_pure 2. When set, then pure_server_whitelist.txt is ignored and all content files must come from Steam - Changed ent_fire to only be useable from the host client on a listen server - Changed soundscape_flush to only be useable from the dedicated server console or the listen server host - Added sv_allow_wait_command. If set to 0, then clients can't use "wait" - Added sv_allow_color_correction. If set to 0, then clients can't use mat_colorcorrection - Fixed player count bugs in serverbrowser - Added "findflags" console command, which can list all cvars with a specified flag - Fixed a bug with sv_minrate and sv_maxrate not applying properly on the client - Cheat protected the following commands: r_TransitionSensitivity, mat_bloomamount_rate, mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom, mat_debug_bloom, mem_force_flush, mod_forcedata, mod_test_not_available, mod_test_mesh_not_available, mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async, mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load, mat_leafvis, mat_debug, mat_surfaceid, mat_surfacemat, flush, r_entity, r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab, mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture, showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth, r_modellodscale, m_pitch Jason -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Dedicated Server Beta Update
Wow... How is that useful? Jason Ruymen wrote: - Added sv_allow_wait_command. If set to 0, then clients can't use "wait" - Added sv_allow_color_correction. If set to 0, then clients can't use mat_colorcorrection ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Source Dedicated Server Beta Update
Secondly, the updates listed in the changelog below are brilliant. I am glad the guys at valve are gathering statistics about exploits and cheats, and putting methods in place to give server operators the choice to stop or allow these from happening. Top work valve, well done :) Regards, Adam. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen Sent: Tuesday, 15 May 2007 8:51 AM To: [EMAIL PROTECTED]; hlds@list.valvesoftware.com Subject: [hlds] Source Dedicated Server Beta Update This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Updates to the Source Dedicated Server, Source Engine, Counter-Strike: Source and Half-Life 2: Deathmatch have been released as a Beta. To receive these updates run Steam or the hldsupdatetool with the command "-beta srcds0407". The specific changes include: - Added sv_pure 2. When set, then pure_server_whitelist.txt is ignored and all content files must come from Steam - Changed ent_fire to only be useable from the host client on a listen server - Changed soundscape_flush to only be useable from the dedicated server console or the listen server host - Added sv_allow_wait_command. If set to 0, then clients can't use "wait" - Added sv_allow_color_correction. If set to 0, then clients can't use mat_colorcorrection - Fixed player count bugs in serverbrowser - Added "findflags" console command, which can list all cvars with a specified flag - Fixed a bug with sv_minrate and sv_maxrate not applying properly on the client - Cheat protected the following commands: r_TransitionSensitivity, mat_bloomamount_rate, mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom, mat_debug_bloom, mem_force_flush, mod_forcedata, mod_test_not_available, mod_test_mesh_not_available, mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async, mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load, mat_leafvis, mat_debug, mat_surfaceid, mat_surfacemat, flush, r_entity, r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab, mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture, showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth, r_modellodscale, m_pitch Jason -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Dedicated Server Beta Update
-- [ Picked text/plain from multipart/alternative ] I think sv_pure 2 works great with costum maps, as the whitelist already forces the contect from the maps directory. If the file isn' present in the gcf, the files from the cstrike directory will be used, so there is no problem with additional files. Just manipulated files aren't allowed. I wonder how it behaves to costum GUIs, someone already tested? :) Alfred, Mike told me the teamchange bug has been fixed, too? Why isn't this in the changelog or hasn't this been fixed yet? Could you please have a look at the Doorspeed at tickrates different than 33 and 66? (you can vary it with phys_timescale, even on Tick33/66 with some doors, example: sqeaky door on de_nuke) Go on with the good work :) Any idea when this Update will come out? I'm starting to think these will be the changes to come with Episode 2 Update :p 2007/5/15, Alfred Reynolds <[EMAIL PROTECTED]>: > > Then they should use "sv_pure 1" and need to work out how to have the > away team be confident of the servers configuration. > > - Alfred > > Michael Jones-Evans wrote: > > Problem is alfred that a lot of leagues use custom maps. > > > > - Original Message - > > From: "Alfred Reynolds" <[EMAIL PROTECTED]> > > To: > > Sent: Tuesday, May 15, 2007 2:47 PM > > Subject: RE: [hlds] Source Dedicated Server Beta Update > > > > > >> "sv_pure 2" is mean for league play inparticular, so you can make > >> sure that the server is running in a trusted mode for the away team. > >> It only allows Steam content, no content from disk (i.e custom maps, > >> etc) can be used in this mode. It should only be used for league > >> play, normal internet servers should use "sv_pure 1". > >> > >> - Alfred > >> > >> James Gray wrote: > >>> How will 'sv_pure 2' affect the use of custom maps? Will these not > >>> be allowed, or will third party maps still be playable using this > >>> mode? > >>> > >>> On 5/14/07, Jason Ruymen <[EMAIL PROTECTED]> wrote: > >>>> This is a multi-part message in MIME format. > >>>> -- > >>>> [ Picked text/plain from multipart/alternative ] > >>>> Updates to the Source Dedicated Server, Source Engine, > >>>> Counter-Strike: Source and Half-Life 2: Deathmatch have been > >>>> released as a Beta. To receive these updates run Steam or the > >>>> hldsupdatetool with the command "-beta srcds0407". The specific > >>>> changes include: > >>>> > >>>> - Added sv_pure 2. When set, then pure_server_whitelist.txt is > >>>> ignored and all content files must come from Steam > >>>> - Changed ent_fire to only be useable from the host client on a > >>>> listen server > >>>> > >>>> - Changed soundscape_flush to only be useable from the dedicated > >>>> server console or the listen server host > >>>> - Added sv_allow_wait_command. If set to 0, then clients can't use > >>>> "wait" > >>>> - Added sv_allow_color_correction. If set to 0, then clients can't > >>>> use mat_colorcorrection > >>>> - Fixed player count bugs in serverbrowser > >>>> - Added "findflags" console command, which can list all cvars with > >>>> a specified flag > >>>> - Fixed a bug with sv_minrate and sv_maxrate not applying properly > >>>> on the client > >>>> - Cheat protected the following commands: > >>>> r_TransitionSensitivity, mat_bloomamount_rate, > >>>> mat_debug_process_halfscreen, mat_debug_autoexposure, > >>>> mat_force_bloom, mat_debug_bloom, mem_force_flush, mod_forcedata, > >>>> mod_test_not_available, mod_test_mesh_not_available, > >>>> mod_test_verts_not_available, mod_load_mesh_async, > >>>> mod_load_anims_async, mod_load_vcollide_async, mod_trace_load, > >>>> mod_lock_mdls_on_load, mat_leafvis, mat_debug, mat_surfaceid, > >>>> mat_surfacemat, flush, r_entity, r_ambientfraction, > >>>> lightcache_maxmiss, r_avglight, mat_debugalttab, > >>>> mat_showlightmappage, mat_bumpbasis, showbudget, > >>>> showbudget_texture, showbudget_texture_global, > >>>> mat_hdroverbrightrange, mat_debugdepth, > >>>> r_modellodscale, m_pitch > >>>> > >>>> Jason > >>>> > &
RE: [hlds] Source Dedicated Server Beta Update
Hi guys, With the sv_pure options, does this setting behave similar to sv_consistency, or does it simply block any attempt to load custom content? For example, does it return an error message when you have models or materials that don't comply with the whitelist, or does it simply not load them? To word my question slightly differently, can players keep their custom stuff and still join servers without having to delete their models and materials folders? Regards, Adam. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Tuesday, 15 May 2007 2:18 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Source Dedicated Server Beta Update "sv_pure 2" is mean for league play inparticular, so you can make sure that the server is running in a trusted mode for the away team. It only allows Steam content, no content from disk (i.e custom maps, etc) can be used in this mode. It should only be used for league play, normal internet servers should use "sv_pure 1". - Alfred James Gray wrote: > How will 'sv_pure 2' affect the use of custom maps? Will these not be > allowed, or will third party maps still be playable using this mode? > > On 5/14/07, Jason Ruymen <[EMAIL PROTECTED]> wrote: >> This is a multi-part message in MIME format. >> -- >> [ Picked text/plain from multipart/alternative ] Updates to the >> Source Dedicated Server, Source Engine, >> Counter-Strike: >> Source and Half-Life 2: Deathmatch have been released as a Beta. To >> receive these updates run Steam or the hldsupdatetool with the >> command "-beta srcds0407". The specific changes include: >> >> - Added sv_pure 2. When set, then pure_server_whitelist.txt is >> ignored and all content files must come from Steam >> - Changed ent_fire to only be useable from the host client on a >> listen server >> >> - Changed soundscape_flush to only be useable from the dedicated >> server console or the listen server host >> - Added sv_allow_wait_command. If set to 0, then clients can't use >> "wait" >> - Added sv_allow_color_correction. If set to 0, then clients can't >> use mat_colorcorrection >> - Fixed player count bugs in serverbrowser >> - Added "findflags" console command, which can list all cvars with a >> specified flag >> - Fixed a bug with sv_minrate and sv_maxrate not applying properly on >> the client >> - Cheat protected the following commands: >> r_TransitionSensitivity, mat_bloomamount_rate, >> mat_debug_process_halfscreen, mat_debug_autoexposure, >> mat_force_bloom, mat_debug_bloom, mem_force_flush, mod_forcedata, >> mod_test_not_available, mod_test_mesh_not_available, >> mod_test_verts_not_available, mod_load_mesh_async, >> mod_load_anims_async, mod_load_vcollide_async, mod_trace_load, >> mod_lock_mdls_on_load, mat_leafvis, mat_debug, mat_surfaceid, >> mat_surfacemat, flush, r_entity, r_ambientfraction, >> lightcache_maxmiss, r_avglight, mat_debugalttab, >> mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture, >> showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth, >> r_modellodscale, m_pitch >> >> Jason >> >> -- >> >> ___ >> To unsubscribe, edit your list preferences, or view the list >> archives, please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlds >> > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Source Dedicated Server Beta Update
Then they should use "sv_pure 1" and need to work out how to have the away team be confident of the servers configuration. - Alfred Michael Jones-Evans wrote: > Problem is alfred that a lot of leagues use custom maps. > > - Original Message - > From: "Alfred Reynolds" <[EMAIL PROTECTED]> > To: > Sent: Tuesday, May 15, 2007 2:47 PM > Subject: RE: [hlds] Source Dedicated Server Beta Update > > >> "sv_pure 2" is mean for league play inparticular, so you can make >> sure that the server is running in a trusted mode for the away team. >> It only allows Steam content, no content from disk (i.e custom maps, >> etc) can be used in this mode. It should only be used for league >> play, normal internet servers should use "sv_pure 1". >> >> - Alfred >> >> James Gray wrote: >>> How will 'sv_pure 2' affect the use of custom maps? Will these not >>> be allowed, or will third party maps still be playable using this >>> mode? >>> >>> On 5/14/07, Jason Ruymen <[EMAIL PROTECTED]> wrote: >>>> This is a multi-part message in MIME format. >>>> -- >>>> [ Picked text/plain from multipart/alternative ] >>>> Updates to the Source Dedicated Server, Source Engine, >>>> Counter-Strike: Source and Half-Life 2: Deathmatch have been >>>> released as a Beta. To receive these updates run Steam or the >>>> hldsupdatetool with the command "-beta srcds0407". The specific >>>> changes include: >>>> >>>> - Added sv_pure 2. When set, then pure_server_whitelist.txt is >>>> ignored and all content files must come from Steam >>>> - Changed ent_fire to only be useable from the host client on a >>>> listen server >>>> >>>> - Changed soundscape_flush to only be useable from the dedicated >>>> server console or the listen server host >>>> - Added sv_allow_wait_command. If set to 0, then clients can't use >>>> "wait" >>>> - Added sv_allow_color_correction. If set to 0, then clients can't >>>> use mat_colorcorrection >>>> - Fixed player count bugs in serverbrowser >>>> - Added "findflags" console command, which can list all cvars with >>>> a specified flag >>>> - Fixed a bug with sv_minrate and sv_maxrate not applying properly >>>> on the client >>>> - Cheat protected the following commands: >>>> r_TransitionSensitivity, mat_bloomamount_rate, >>>> mat_debug_process_halfscreen, mat_debug_autoexposure, >>>> mat_force_bloom, mat_debug_bloom, mem_force_flush, mod_forcedata, >>>> mod_test_not_available, mod_test_mesh_not_available, >>>> mod_test_verts_not_available, mod_load_mesh_async, >>>> mod_load_anims_async, mod_load_vcollide_async, mod_trace_load, >>>> mod_lock_mdls_on_load, mat_leafvis, mat_debug, mat_surfaceid, >>>> mat_surfacemat, flush, r_entity, r_ambientfraction, >>>> lightcache_maxmiss, r_avglight, mat_debugalttab, >>>> mat_showlightmappage, mat_bumpbasis, showbudget, >>>> showbudget_texture, showbudget_texture_global, >>>> mat_hdroverbrightrange, mat_debugdepth, >>>> r_modellodscale, m_pitch >>>> >>>> Jason >>>> >>>> -- >>>> >>>> ___ >>>> To unsubscribe, edit your list preferences, or view the list >>>> archives, please visit: >>>> http://list.valvesoftware.com/mailman/listinfo/hlds >>>> >>> >>> ___ >>> To unsubscribe, edit your list preferences, or view the list >>> archives, please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlds >> >> ___ >> To unsubscribe, edit your list preferences, or view the list >> archives, please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlds > > > ___ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Dedicated Server Beta Update
Problem is alfred that a lot of leagues use custom maps. - Original Message - From: "Alfred Reynolds" <[EMAIL PROTECTED]> To: Sent: Tuesday, May 15, 2007 2:47 PM Subject: RE: [hlds] Source Dedicated Server Beta Update "sv_pure 2" is mean for league play inparticular, so you can make sure that the server is running in a trusted mode for the away team. It only allows Steam content, no content from disk (i.e custom maps, etc) can be used in this mode. It should only be used for league play, normal internet servers should use "sv_pure 1". - Alfred James Gray wrote: How will 'sv_pure 2' affect the use of custom maps? Will these not be allowed, or will third party maps still be playable using this mode? On 5/14/07, Jason Ruymen <[EMAIL PROTECTED]> wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Updates to the Source Dedicated Server, Source Engine, Counter-Strike: Source and Half-Life 2: Deathmatch have been released as a Beta. To receive these updates run Steam or the hldsupdatetool with the command "-beta srcds0407". The specific changes include: - Added sv_pure 2. When set, then pure_server_whitelist.txt is ignored and all content files must come from Steam - Changed ent_fire to only be useable from the host client on a listen server - Changed soundscape_flush to only be useable from the dedicated server console or the listen server host - Added sv_allow_wait_command. If set to 0, then clients can't use "wait" - Added sv_allow_color_correction. If set to 0, then clients can't use mat_colorcorrection - Fixed player count bugs in serverbrowser - Added "findflags" console command, which can list all cvars with a specified flag - Fixed a bug with sv_minrate and sv_maxrate not applying properly on the client - Cheat protected the following commands: r_TransitionSensitivity, mat_bloomamount_rate, mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom, mat_debug_bloom, mem_force_flush, mod_forcedata, mod_test_not_available, mod_test_mesh_not_available, mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async, mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load, mat_leafvis, mat_debug, mat_surfaceid, mat_surfacemat, flush, r_entity, r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab, mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture, showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth, r_modellodscale, m_pitch Jason -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Source Dedicated Server Beta Update
>From Steam means from the Steam gcf file. You should use the allow_from_disk+check_crc for your mods directory. - alfred Mark Chandler wrote: > Does steam mean the gfc files on the server or from a steam server? I > am > interested in running this for golden eye source which doesn't have > any base > steam material map or model files. > > Mark > Golden Eye Source. > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Robert Whelan > Sent: Tuesday, May 15, 2007 8:21 AM > To: hlds@list.valvesoftware.com > Subject: Re: [hlds] Source Dedicated Server Beta Update > > -- > [ Picked text/plain from multipart/alternative ] > Quoted from the whitelist: > >// >// Three types of file specifications: >// >// 1. directory\*.* - refers to all files under the >directory // 2. directory\... - refers to all files > under the directory > and all directories under that recursively) >// 3. directory\filename - refers to a single file > > Best way and easiest would be to do the second one. > > Like they show: > >// >// By default, when in pure server mode, most content file types > are only allowed to come from Steam. >// >materials\... from_steam >models\... from_steam >sounds\... from_steam >scripts\... from_steam > > > > Dominick Orefice <[EMAIL PROTECTED]> wrote: -- > [ Picked text/plain from multipart/alternative ] > Where can I find an example of how to list files and directories in > the pure_server_whitelist.txt file. I thought it was posted on this > list a > while back, but I can't seem to find it. > > Thanks > > On 5/14/07, Jason Ruymen wrote: >> >> This is a multi-part message in MIME format. >> -- >> [ Picked text/plain from multipart/alternative ] >> Updates to the Source Dedicated Server, Source Engine, >> Counter-Strike: Source and Half-Life 2: Deathmatch have been >> released as a Beta. To receive these updates run Steam or the >> hldsupdatetool with the command "-beta srcds0407". The specific >> changes include: >> >> - Added sv_pure 2. When set, then pure_server_whitelist.txt is >> ignored and all content files must come from Steam >> - Changed ent_fire to only be useable from the host client on a >> listen server >> >> - Changed soundscape_flush to only be useable from the dedicated >> server console or the listen server host >> - Added sv_allow_wait_command. If set to 0, then clients can't use >> "wait" >> - Added sv_allow_color_correction. If set to 0, then clients can't >> use mat_colorcorrection >> - Fixed player count bugs in serverbrowser >> - Added "findflags" console command, which can list all cvars with a >> specified flag >> - Fixed a bug with sv_minrate and sv_maxrate not applying properly >> on the client >> - Cheat protected the following commands: >> r_TransitionSensitivity, mat_bloomamount_rate, >> mat_debug_process_halfscreen, mat_debug_autoexposure, >> mat_force_bloom, mat_debug_bloom, mem_force_flush, mod_forcedata, >> mod_test_not_available, mod_test_mesh_not_available, >> mod_test_verts_not_available, mod_load_mesh_async, >> mod_load_anims_async, mod_load_vcollide_async, mod_trace_load, >> mod_lock_mdls_on_load, mat_leafvis, mat_debug, mat_surfaceid, >> mat_surfacemat, flush, r_entity, r_ambientfraction, >> lightcache_maxmiss, r_avglight, mat_debugalttab, >> mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture, >> showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth, >> r_modellodscale, m_pitch >> >> Jason >> >> -- >> >> ___ >> To unsubscribe, edit your list preferences, or view the list >> archives, please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlds >> > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > > > > - > Expecting? Get great news right away with email Auto-Check. > Try the Yahoo! Mail Beta. > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > > ___ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Source Dedicated Server Beta Update
"sv_pure 2" is mean for league play inparticular, so you can make sure that the server is running in a trusted mode for the away team. It only allows Steam content, no content from disk (i.e custom maps, etc) can be used in this mode. It should only be used for league play, normal internet servers should use "sv_pure 1". - Alfred James Gray wrote: > How will 'sv_pure 2' affect the use of custom maps? Will these not be > allowed, or will third party maps still be playable using this mode? > > On 5/14/07, Jason Ruymen <[EMAIL PROTECTED]> wrote: >> This is a multi-part message in MIME format. >> -- >> [ Picked text/plain from multipart/alternative ] >> Updates to the Source Dedicated Server, Source Engine, >> Counter-Strike: >> Source and Half-Life 2: Deathmatch have been released as a Beta. To >> receive these updates run Steam or the hldsupdatetool with the >> command "-beta srcds0407". The specific changes include: >> >> - Added sv_pure 2. When set, then pure_server_whitelist.txt is >> ignored >> and all content files must come from Steam >> - Changed ent_fire to only be useable from the host client on a >> listen >> server >> >> - Changed soundscape_flush to only be useable from the dedicated >> server >> console or the listen server host >> - Added sv_allow_wait_command. If set to 0, then clients can't use >> "wait" >> - Added sv_allow_color_correction. If set to 0, then clients can't >> use mat_colorcorrection >> - Fixed player count bugs in serverbrowser >> - Added "findflags" console command, which can list all cvars with a >> specified flag >> - Fixed a bug with sv_minrate and sv_maxrate not applying properly on >> the client >> - Cheat protected the following commands: >> r_TransitionSensitivity, mat_bloomamount_rate, >> mat_debug_process_halfscreen, mat_debug_autoexposure, >> mat_force_bloom, mat_debug_bloom, mem_force_flush, mod_forcedata, >> mod_test_not_available, mod_test_mesh_not_available, >> mod_test_verts_not_available, mod_load_mesh_async, >> mod_load_anims_async, mod_load_vcollide_async, mod_trace_load, >> mod_lock_mdls_on_load, >> mat_leafvis, mat_debug, mat_surfaceid, mat_surfacemat, flush, >> r_entity, r_ambientfraction, lightcache_maxmiss, r_avglight, >> mat_debugalttab, mat_showlightmappage, mat_bumpbasis, showbudget, >> showbudget_texture, showbudget_texture_global, >> mat_hdroverbrightrange, mat_debugdepth, >> r_modellodscale, m_pitch >> >> Jason >> >> -- >> >> ___ >> To unsubscribe, edit your list preferences, or view the list >> archives, please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlds >> > > ___ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Source Dedicated Server Beta Update
Does steam mean the gfc files on the server or from a steam server? I am interested in running this for golden eye source which doesn't have any base steam material map or model files. Mark Golden Eye Source. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Whelan Sent: Tuesday, May 15, 2007 8:21 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Source Dedicated Server Beta Update -- [ Picked text/plain from multipart/alternative ] Quoted from the whitelist: // // Three types of file specifications: // // 1. directory\*.* - refers to all files under the directory // 2. directory\... - refers to all files under the directory and all directories under that recursively) // 3. directory\filename - refers to a single file Best way and easiest would be to do the second one. Like they show: // // By default, when in pure server mode, most content file types are only allowed to come from Steam. // materials\... from_steam models\... from_steam sounds\... from_steam scripts\... from_steam Dominick Orefice <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] Where can I find an example of how to list files and directories in the pure_server_whitelist.txt file. I thought it was posted on this list a while back, but I can't seem to find it. Thanks On 5/14/07, Jason Ruymen wrote: > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > Updates to the Source Dedicated Server, Source Engine, Counter-Strike: > Source and Half-Life 2: Deathmatch have been released as a Beta. To > receive these updates run Steam or the hldsupdatetool with the command > "-beta srcds0407". The specific changes include: > > - Added sv_pure 2. When set, then pure_server_whitelist.txt is ignored > and all content files must come from Steam > - Changed ent_fire to only be useable from the host client on a listen > server > > - Changed soundscape_flush to only be useable from the dedicated server > console or the listen server host > - Added sv_allow_wait_command. If set to 0, then clients can't use > "wait" > - Added sv_allow_color_correction. If set to 0, then clients can't use > mat_colorcorrection > - Fixed player count bugs in serverbrowser > - Added "findflags" console command, which can list all cvars with a > specified flag > - Fixed a bug with sv_minrate and sv_maxrate not applying properly on > the client > - Cheat protected the following commands: > r_TransitionSensitivity, mat_bloomamount_rate, > mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom, > mat_debug_bloom, mem_force_flush, mod_forcedata, > mod_test_not_available, mod_test_mesh_not_available, > mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async, > mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load, > mat_leafvis, mat_debug, mat_surfaceid, mat_surfacemat, flush, r_entity, > r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab, > mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture, > showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth, > r_modellodscale, m_pitch > > Jason > > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds - Expecting? Get great news right away with email Auto-Check. Try the Yahoo! Mail Beta. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Dedicated Server Beta Update
How will 'sv_pure 2' affect the use of custom maps? Will these not be allowed, or will third party maps still be playable using this mode? On 5/14/07, Jason Ruymen <[EMAIL PROTECTED]> wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Updates to the Source Dedicated Server, Source Engine, Counter-Strike: Source and Half-Life 2: Deathmatch have been released as a Beta. To receive these updates run Steam or the hldsupdatetool with the command "-beta srcds0407". The specific changes include: - Added sv_pure 2. When set, then pure_server_whitelist.txt is ignored and all content files must come from Steam - Changed ent_fire to only be useable from the host client on a listen server - Changed soundscape_flush to only be useable from the dedicated server console or the listen server host - Added sv_allow_wait_command. If set to 0, then clients can't use "wait" - Added sv_allow_color_correction. If set to 0, then clients can't use mat_colorcorrection - Fixed player count bugs in serverbrowser - Added "findflags" console command, which can list all cvars with a specified flag - Fixed a bug with sv_minrate and sv_maxrate not applying properly on the client - Cheat protected the following commands: r_TransitionSensitivity, mat_bloomamount_rate, mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom, mat_debug_bloom, mem_force_flush, mod_forcedata, mod_test_not_available, mod_test_mesh_not_available, mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async, mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load, mat_leafvis, mat_debug, mat_surfaceid, mat_surfacemat, flush, r_entity, r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab, mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture, showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth, r_modellodscale, m_pitch Jason -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Dedicated Server Beta Update
-- [ Picked text/plain from multipart/alternative ] I'v just installed SrcDS on a local machine to play around with this beta, however it doesn't appear to be updating to the beta at all (Yes I do have the beta switch appended). Anyone else having the problem? On 5/15/07, Robert Whelan <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Quoted from the whitelist: > >// >// Three types of file specifications: >// >// 1. directory\*.* - refers to all files under the directory >// 2. directory\... - refers to all files under the directory > and all directories under that recursively) >// 3. directory\filename - refers to a single file > > Best way and easiest would be to do the second one. > > Like they show: > >// >// By default, when in pure server mode, most content file types are > only allowed to come from Steam. >// >materials\... from_steam >models\... from_steam >sounds\... from_steam >scripts\... from_steam > > > > Dominick Orefice <[EMAIL PROTECTED]> wrote: -- > [ Picked text/plain from multipart/alternative ] > Where can I find an example of how to list files and directories in the > pure_server_whitelist.txt file. I thought it was posted on this list a > while back, but I can't seem to find it. > > Thanks > > On 5/14/07, Jason Ruymen wrote: > > > > This is a multi-part message in MIME format. > > -- > > [ Picked text/plain from multipart/alternative ] > > Updates to the Source Dedicated Server, Source Engine, Counter-Strike: > > Source and Half-Life 2: Deathmatch have been released as a Beta. To > > receive these updates run Steam or the hldsupdatetool with the command > > "-beta srcds0407". The specific changes include: > > > > - Added sv_pure 2. When set, then pure_server_whitelist.txt is ignored > > and all content files must come from Steam > > - Changed ent_fire to only be useable from the host client on a listen > > server > > > > - Changed soundscape_flush to only be useable from the dedicated server > > console or the listen server host > > - Added sv_allow_wait_command. If set to 0, then clients can't use > > "wait" > > - Added sv_allow_color_correction. If set to 0, then clients can't use > > mat_colorcorrection > > - Fixed player count bugs in serverbrowser > > - Added "findflags" console command, which can list all cvars with a > > specified flag > > - Fixed a bug with sv_minrate and sv_maxrate not applying properly on > > the client > > - Cheat protected the following commands: > > r_TransitionSensitivity, mat_bloomamount_rate, > > mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom, > > mat_debug_bloom, mem_force_flush, mod_forcedata, > > mod_test_not_available, mod_test_mesh_not_available, > > mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async, > > mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load, > > mat_leafvis, mat_debug, mat_surfaceid, mat_surfacemat, flush, r_entity, > > r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab, > > mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture, > > showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth, > > r_modellodscale, m_pitch > > > > Jason > > > > -- > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > > > > - > Expecting? Get great news right away with email Auto-Check. > Try the Yahoo! Mail Beta. > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Dedicated Server Beta Update
-- [ Picked text/plain from multipart/alternative ] Quoted from the whitelist: // // Three types of file specifications: // // 1. directory\*.* - refers to all files under the directory // 2. directory\... - refers to all files under the directory and all directories under that recursively) // 3. directory\filename - refers to a single file Best way and easiest would be to do the second one. Like they show: // // By default, when in pure server mode, most content file types are only allowed to come from Steam. // materials\... from_steam models\... from_steam sounds\... from_steam scripts\... from_steam Dominick Orefice <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] Where can I find an example of how to list files and directories in the pure_server_whitelist.txt file. I thought it was posted on this list a while back, but I can't seem to find it. Thanks On 5/14/07, Jason Ruymen wrote: > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > Updates to the Source Dedicated Server, Source Engine, Counter-Strike: > Source and Half-Life 2: Deathmatch have been released as a Beta. To > receive these updates run Steam or the hldsupdatetool with the command > "-beta srcds0407". The specific changes include: > > - Added sv_pure 2. When set, then pure_server_whitelist.txt is ignored > and all content files must come from Steam > - Changed ent_fire to only be useable from the host client on a listen > server > > - Changed soundscape_flush to only be useable from the dedicated server > console or the listen server host > - Added sv_allow_wait_command. If set to 0, then clients can't use > "wait" > - Added sv_allow_color_correction. If set to 0, then clients can't use > mat_colorcorrection > - Fixed player count bugs in serverbrowser > - Added "findflags" console command, which can list all cvars with a > specified flag > - Fixed a bug with sv_minrate and sv_maxrate not applying properly on > the client > - Cheat protected the following commands: > r_TransitionSensitivity, mat_bloomamount_rate, > mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom, > mat_debug_bloom, mem_force_flush, mod_forcedata, > mod_test_not_available, mod_test_mesh_not_available, > mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async, > mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load, > mat_leafvis, mat_debug, mat_surfaceid, mat_surfacemat, flush, r_entity, > r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab, > mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture, > showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth, > r_modellodscale, m_pitch > > Jason > > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds - Expecting? Get great news right away with email Auto-Check. Try the Yahoo! Mail Beta. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Dedicated Server Beta Update
-- [ Picked text/plain from multipart/alternative ] Where can I find an example of how to list files and directories in the pure_server_whitelist.txt file. I thought it was posted on this list a while back, but I can't seem to find it. Thanks On 5/14/07, Jason Ruymen <[EMAIL PROTECTED]> wrote: > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > Updates to the Source Dedicated Server, Source Engine, Counter-Strike: > Source and Half-Life 2: Deathmatch have been released as a Beta. To > receive these updates run Steam or the hldsupdatetool with the command > "-beta srcds0407". The specific changes include: > > - Added sv_pure 2. When set, then pure_server_whitelist.txt is ignored > and all content files must come from Steam > - Changed ent_fire to only be useable from the host client on a listen > server > > - Changed soundscape_flush to only be useable from the dedicated server > console or the listen server host > - Added sv_allow_wait_command. If set to 0, then clients can't use > "wait" > - Added sv_allow_color_correction. If set to 0, then clients can't use > mat_colorcorrection > - Fixed player count bugs in serverbrowser > - Added "findflags" console command, which can list all cvars with a > specified flag > - Fixed a bug with sv_minrate and sv_maxrate not applying properly on > the client > - Cheat protected the following commands: > r_TransitionSensitivity, mat_bloomamount_rate, > mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom, > mat_debug_bloom, mem_force_flush, mod_forcedata, > mod_test_not_available, mod_test_mesh_not_available, > mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async, > mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load, > mat_leafvis, mat_debug, mat_surfaceid, mat_surfacemat, flush, r_entity, > r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab, > mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture, > showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth, > r_modellodscale, m_pitch > > Jason > > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Dedicated Server Beta Update
If color correction is built in as an option in the video menu, why the s-var for allowing it? Is there some kind of exploit? -Ryan On 5/14/07, Wim Barelds <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] <3. Thanks for sv_cheating that list. On 5/15/07, Jason Ruymen <[EMAIL PROTECTED]> wrote: > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > Updates to the Source Dedicated Server, Source Engine, Counter-Strike: > Source and Half-Life 2: Deathmatch have been released as a Beta. To > receive these updates run Steam or the hldsupdatetool with the command > "-beta srcds0407". The specific changes include: > > - Added sv_pure 2. When set, then pure_server_whitelist.txt is ignored > and all content files must come from Steam > - Changed ent_fire to only be useable from the host client on a listen > server > > - Changed soundscape_flush to only be useable from the dedicated server > console or the listen server host > - Added sv_allow_wait_command. If set to 0, then clients can't use > "wait" > - Added sv_allow_color_correction. If set to 0, then clients can't use > mat_colorcorrection > - Fixed player count bugs in serverbrowser > - Added "findflags" console command, which can list all cvars with a > specified flag > - Fixed a bug with sv_minrate and sv_maxrate not applying properly on > the client > - Cheat protected the following commands: > r_TransitionSensitivity, mat_bloomamount_rate, > mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom, > mat_debug_bloom, mem_force_flush, mod_forcedata, > mod_test_not_available, mod_test_mesh_not_available, > mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async, > mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load, > mat_leafvis, mat_debug, mat_surfaceid, mat_surfacemat, flush, r_entity, > r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab, > mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture, > showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth, > r_modellodscale, m_pitch > > Jason > > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Dedicated Server Beta Update
-- [ Picked text/plain from multipart/alternative ] <3. Thanks for sv_cheating that list. On 5/15/07, Jason Ruymen <[EMAIL PROTECTED]> wrote: > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > Updates to the Source Dedicated Server, Source Engine, Counter-Strike: > Source and Half-Life 2: Deathmatch have been released as a Beta. To > receive these updates run Steam or the hldsupdatetool with the command > "-beta srcds0407". The specific changes include: > > - Added sv_pure 2. When set, then pure_server_whitelist.txt is ignored > and all content files must come from Steam > - Changed ent_fire to only be useable from the host client on a listen > server > > - Changed soundscape_flush to only be useable from the dedicated server > console or the listen server host > - Added sv_allow_wait_command. If set to 0, then clients can't use > "wait" > - Added sv_allow_color_correction. If set to 0, then clients can't use > mat_colorcorrection > - Fixed player count bugs in serverbrowser > - Added "findflags" console command, which can list all cvars with a > specified flag > - Fixed a bug with sv_minrate and sv_maxrate not applying properly on > the client > - Cheat protected the following commands: > r_TransitionSensitivity, mat_bloomamount_rate, > mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom, > mat_debug_bloom, mem_force_flush, mod_forcedata, > mod_test_not_available, mod_test_mesh_not_available, > mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async, > mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load, > mat_leafvis, mat_debug, mat_surfaceid, mat_surfacemat, flush, r_entity, > r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab, > mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture, > showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth, > r_modellodscale, m_pitch > > Jason > > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Dedicated Server Beta Update
Excellent, thankyou, will be trying this later. - Original Message - From: "Jason Ruymen" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]>; Sent: Tuesday, May 15, 2007 12:20 AM Subject: [hlds] Source Dedicated Server Beta Update This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Updates to the Source Dedicated Server, Source Engine, Counter-Strike: Source and Half-Life 2: Deathmatch have been released as a Beta. To receive these updates run Steam or the hldsupdatetool with the command "-beta srcds0407". The specific changes include: - Added sv_pure 2. When set, then pure_server_whitelist.txt is ignored and all content files must come from Steam - Changed ent_fire to only be useable from the host client on a listen server - Changed soundscape_flush to only be useable from the dedicated server console or the listen server host - Added sv_allow_wait_command. If set to 0, then clients can't use "wait" - Added sv_allow_color_correction. If set to 0, then clients can't use mat_colorcorrection - Fixed player count bugs in serverbrowser - Added "findflags" console command, which can list all cvars with a specified flag - Fixed a bug with sv_minrate and sv_maxrate not applying properly on the client - Cheat protected the following commands: r_TransitionSensitivity, mat_bloomamount_rate, mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom, mat_debug_bloom, mem_force_flush, mod_forcedata, mod_test_not_available, mod_test_mesh_not_available, mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async, mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load, mat_leafvis, mat_debug, mat_surfaceid, mat_surfacemat, flush, r_entity, r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab, mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture, showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth, r_modellodscale, m_pitch Jason -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds