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
> 
>  --
> 
>  ___
>  To unsubscribe, edit your list preferences, or view the list
>  archives, please visit:
>  http://list.valvesoftware.com/mailman/listinfo/hlds
> 
> >>>
> >>> ___
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> >>
> >> ___
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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

>>>
>>> ___
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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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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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> archives, please visit:
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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] Master server reporting beta

2007-05-14 Thread Robert Whelan
--
[ Picked text/plain from multipart/alternative ]
Is this rolled into "-beta srcds0407" or is this handled separately? Been 
awhile and I don't remember seeing any further updates, thx.

Alfred Reynolds <[EMAIL PROTECTED]> wrote:   We have new code in development 
that changes how servers report to the
server list (in anticipation of increasing the information in that
stream). The initial change has no feature changes, it is just a
different code path for reporting the same information.

We need in field testing of this feature, can you please put
"sv_master_legacy_mode 0" in your server.cfg to test this feature and
then monitor the presence of your server on the Steam master server
lists (via the Steam serverbrowser ideally).

Once we have had this "shake down cruise" this setting will be made
default.

- Alfred

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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
>



--
___
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[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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[hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Jason Ruymen
This is a multi-part message in MIME format.
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[ 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] Custom Model Not working in beta

2007-05-14 Thread ShadowMoses
No it is definitely not a cl_restrict issue.  I went ahead and installed the
beta on my home test machine.  My custom models work just fine.  I compiled
them myself so I know mine are right.  Perhaps you should check the source
of the skins you have.  This is build 3091.

Normally when you get the big red x error it is because the client did not
download the files correctly or you did not add the downloads correctly.

Hope this helps.

Regards,

Shadow

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Munky Judder
Sent: Sunday, May 13, 2007 10:05 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Custom Model Not working in beta

Its probably bad modelling then and the new beta is being funny about it.
Any errors relating to it in console?


>From: Ray <[EMAIL PROTECTED]>
>Reply-To: hlds@list.valvesoftware.com
>To: hlds@list.valvesoftware.com
>Subject: RE: [hlds] Custom Model Not working in beta
>Date: Sun, 13 May 2007 12:59:17 -0400
>
>I dont know if its a cl_restrict issue...cant imagine..but either way
>valve will
>get the model and check it on there side...and if need be fix it.,
>Other CUSTOM models work fine..just not the one I was trying and it
>did work in the non beta version of the client, and since it is
>working in one version of the client I know (and I checked manually
>as well) all the files are downloaded and in the right places.
>
>
>
>
>At 11:47 AM 5/13/2007, you wrote:
>>It does if they have been modded ala Mattiescripts Grenade Launcher etc.
>>
>>Anyway its worth considering as the keyword here is "custom", regular
>>models
>>seem fine.
>>
>>Munky
>>
>>
>>>From: "Chris Barnett" <[EMAIL PROTECTED]>
>>>Reply-To: hlds@list.valvesoftware.com
>>>To: 
>>>Subject: RE: [hlds] Custom Model Not working in beta
>>>Date: Sun, 13 May 2007 16:40:48 +0100
>>>
>>>Munky,
>>>
>>>Cl_restrict_server_commands does not need to be set to 0 for custom
>>>models
>>>to work.
>>>
>>>Cheers.
>>>
>>>Chris.
>>>
>>>-Original Message-
>>>From: [EMAIL PROTECTED]
>>>[mailto:[EMAIL PROTECTED] On Behalf Of Munky Judder
>>>Sent: 13 May 2007 16:34
>>>To: hlds@list.valvesoftware.com
>>>Subject: RE: [hlds] Custom Model Not working in beta
>>>
>>>
>>>This might be because of the cl_restrict "0" issue.
>>>
>>>Munky
>>>
>>> >From: "ShadowMoses" <[EMAIL PROTECTED]>
>>> >Reply-To: hlds@list.valvesoftware.com
>>> >To: 
>>> >Subject: RE: [hlds] Custom Model Not working in beta
>>> >Date: Sun, 13 May 2007 04:08:59 -0700
>>> >
>>> >I will look into this as well.  I have compiled many custom models for
>>>our
>>> >servers.  That would really break my heart if I could not use them
>>>anymore.
>>> >
>>> >Regards,
>>> >
>>> >ShadowMoses
>>> >
>>> >-Original Message-
>>> >From: [EMAIL PROTECTED]
>>> >[mailto:[EMAIL PROTECTED] On Behalf Of Chris Barnett
>>> >Sent: Saturday, May 12, 2007 6:02 PM
>>> >To: hlds@list.valvesoftware.com
>>> >Subject: RE: [hlds] Custom Model Not working in beta
>>> >
>>> >Ray,
>>> >
>>> >I had REALLY better do some testing. I have 150 custom player models
>>> >installed on my server.
>>> >
>>> >Cheers
>>> >
>>> >Chris.
>>> >
>>> >
>>> >-Original Message-
>>> >From: [EMAIL PROTECTED]
>>> >[mailto:[EMAIL PROTECTED] On Behalf Of Ray
>>> >Sent: 13 May 2007 00:03
>>> >To: hlds@list.valvesoftware.com
>>> >Subject: [hlds] Custom Model Not working in beta
>>> >
>>> >I have a custom model that works fine if the client is non beta..but
>>> >in the beta srcds0407 it doesnt work.
>>> >(show as big red error).
>>> >the server is set up with sv_pure 0
>>> >on my client is  I remove the beta and go in the model works fine,
>>> >but If I put the beta back in
>>> >it no longer works
>>> >If it matters any the model was created such that the materials
>>> >folder structure is not the same exact name as in the models folder
>>> >
>>> >Ray
>>> >
>>> >
>>> >
>>> >___
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>>> >please visit:
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>>> >
>>> >
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>>> >
>>> >
>>> >
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>>>
>>>_
>>>Play your part in making history - Email Britain!
>>>http://www.emailbritain.co.uk/
>>>
>>>
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Re: [hlds] guest passes

2007-05-14 Thread Dan Offord
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Hey Adam,

I can give you a guess pass if you like?

Regards,
Dan


On 13/05/07, Adam Heath <[EMAIL PROTECTED]> wrote:
>
> I would love to give ship a go. I just don't know anybody with it lol.
>
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