Re: [hlds] Source Dedicated Server Beta Update

2007-05-28 Thread Whisper
--
[ 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

2007-05-27 Thread James Gray

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
>
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RE: [hlds] Source Dedicated Server Beta Update

2007-05-25 Thread Adam Sando
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
>
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Re: [hlds] Source Dedicated Server Beta Update

2007-05-25 Thread Benjamin Lange
--
[ 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
>
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RE: [hlds] Source Dedicated Server Beta Update

2007-05-24 Thread Adam Sando
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

--

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Re: [hlds] Source Dedicated Server Beta Update

2007-05-16 Thread Benjamin Lange
--
[ 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:
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Re: [hlds] Source Dedicated Server Beta Update

2007-05-16 Thread Whisper
--
[ 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
>
>
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RE: [hlds] Source Dedicated Server Beta Update

2007-05-16 Thread Chris Barnett
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

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RE: [hlds] Source Dedicated Server Beta Update

2007-05-16 Thread Alfred Reynolds
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

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Re: [hlds] Source Dedicated Server Beta Update

2007-05-16 Thread Steven Hartland

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]


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RE: [hlds] Source Dedicated Server Beta Update

2007-05-16 Thread Bart King
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

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Re: [hlds] Source Dedicated Server Beta Update

2007-05-15 Thread Joey

--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
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Re: [hlds] Source Dedicated Server Beta Update

2007-05-15 Thread Whisper
--
[ 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
> >
>
> ___
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Re: [hlds] Source Dedicated Server Beta Update

2007-05-15 Thread James Gray

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?




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RE: [hlds] Source Dedicated Server Beta Update

2007-05-15 Thread Keeper
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?




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Re: [hlds] Source Dedicated Server Beta Update

2007-05-15 Thread James Gray

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

--

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Re: [hlds] Source Dedicated Server Beta Update

2007-05-15 Thread Yo Mama's A Chump
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




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RE: [hlds] Source Dedicated Server Beta Update

2007-05-15 Thread Keeper
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

--

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Re: [hlds] Source Dedicated Server Beta Update

2007-05-15 Thread Joshua Handelsman-Woolf (DogGunn)

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


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RE: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Adam Sando
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

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Re: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Benjamin Lange
--
[ 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

2007-05-14 Thread Adam Sando
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
>>
>
> ___
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> please visit:
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RE: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Alfred Reynolds
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:
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>>
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Re: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Michael Jones-Evans

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

--

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RE: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Alfred Reynolds
>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
>>
> --
>
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>
>
> -
> Expecting? Get great news right away with email Auto-Check.
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RE: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Alfred Reynolds
"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
>>
>
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RE: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Mark Chandler
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
>
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Re: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread James Gray

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

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Re: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Wim Barelds
--
[ 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
>



--
___
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[EMAIL PROTECTED]
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Re: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Robert Whelan
--
[ 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
>
--

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Re: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Dominick Orefice
--
[ 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
>
--

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Re: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Ryan Veltidi

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]
--

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Re: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Wim Barelds
--
[ 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
>



--
___
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[EMAIL PROTECTED]
--

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Re: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Mick

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

--

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