Re: [hlds_linux] Release MvM soon ?

2012-08-15 Thread Brent Veal
It's 5:25PM at Valve right now so it's not that late for them yet.



On Wed, Aug 15, 2012 at 5:21 PM, Jacques Ahlers wrote:

> Hello, Just wondering if I am at the right day. It,s 02:20 here in europe
> and I am waiting for the update.
> It is this night (my time) right ? Or am I trying to stay awake for nothing
> ?
>
> Jacques
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Re: [hlds_linux] Left 4 Dead 1 & 2 servers losing Steam connection

2012-01-04 Thread Brent Veal
Steam has been going down for me personally quite a bit for the past couple
of hours. Maybe it's related.


On Wed, Jan 4, 2012 at 10:06 AM, Ronny Schedel wrote:

> Hi,
>
> our L4D 1 & 2 servers losing the Steam connection and don't receive any
> players anymore. What happend?
>
> Best regards
>
> Ronny Schedel
>
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Re: [hlds_linux] Mandatory updates coming later today

2011-05-05 Thread Brent Veal
It's just past 4pm at Valve right now so, yes, I'd say it's still afternoon
there

On Thu, May 5, 2011 at 4:12 PM, John Marbury  wrote:

> Is it still afternoon in valve-land Eric?
>
> I think you guys need to put batteries in your clocks.
>
>
>
> On Thu, May 5, 2011 at 2:01 PM, Eric Smith 
> wrote:
>
> > We're getting ready to release mandatory updates for TF2, CS:S, DoD:S,
> and
> > HL2:DM* this afternoon.* This is just a heads-up that they're coming.
> >
> > -Eric
> >
> >
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-02-22 Thread Brent Veal
Valve works 9am-6pm pst so I dont think they're going to be releasing
updates at 1am their time


On Tue, Feb 22, 2011 at 1:44 PM, Vathral  wrote:

> They could always release updates at like 1am PST. Most of North/South
> America is asleep/going to sleep and most of Europe are still asleep/waking
> up.
>
>
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Re: [hlds_linux] Left 4 Dead 2 + sv_password + fps_max

2011-01-16 Thread Brent Veal
If you change sv_search_key then no public lobbies will join. I find that's
the best way to keep my servers private.


On Sun, Jan 16, 2011 at 2:30 AM, ics  wrote:

> Skipped one line..
>
> As close as private server you can get is, set these on the server:
>
> sv_steamgroup_exclusive 1
> sv_steamgroup XX
>
> Where the steamgroup is some group you assign to server to. Create new if
> you want really private and then just use it's id. Then the server stays
> pretty much empty,
>
> -ics
>
> 16.1.2011 12:23, ics kirjoitti:
>
>  1. Propably not
>> 2-3. Fps_max does not exist as server convar. Server FPS is limited on
>> L4D2 to 30 max, there is no control over it.
>>
>> -ics
>>
>>
>> 16.1.2011 11:00, Никита Булаев [Nikita Bulaev] kirjoitti:
>>
>>> Hello, friends!
>>>
>>> I've got 2 questions:
>>>
>>> 1) Will sv_password be fixed in L4D2 someday? And what is the way to
>>> make private server with password for L4D2 for now?
>>> 2) How can I control fps_max of server without rcon and rcon_password?
>>> Is there someting like Source query to find out current fps_max?
>>>
>>> Thanx =))
>>>
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>>
>>
>
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Re: [hlds_linux] l4d2 errors

2010-10-17 Thread Brent Veal
I've seen this happen a few times before on my server. The only solution
I've found is to give the server a restart and everything should be fine.


On Sun, Oct 17, 2010 at 7:38 AM, petja  wrote:

> Hi
>
> After last update there are a strange issues which complicate the game:
>
>
> 1.  When we are the special infected we need about 3m-5m distance from the
> humans to get into the game
> 2.  After we kick out the infected form our body we need to wait 2 times
> longer in order to stand up (melee/knockback' issue)
> 3.  Smoker tongue loads very long
>
>
> Any help would be appreciate
>
>
> Piotr
>
> W dniu 2010-10-17 14:25, petja pisze:
>
>  Hi
>>
>> After last update there are a strange issues which complicate the game:
>>
>>
>> 1.  When we are the special infected we need about 3m-5m distance from the
>> humans to get into the game
>> 2.  After we kick out the infected form our body we need to wait 2 times
>> longer in order to stand up (melee/knockback' issue)
>> 3.  Smoker tongue loads very long
>>
>>
>> Any help would be appreciate
>>
>>
>> Piotr
>>
>
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Re: [hlds_linux] anything wrong with l4d2 master server?

2010-10-13 Thread Brent Veal
I've had multiple players mention invisible survivors & tanks since the
Sacrifice update. Alt-tabbing or start/stoping a demo doesnt correct the
issue.


On Wed, Oct 13, 2010 at 9:21 AM, ics  wrote:

>  There was short outage on the Steam network yesterday, if you looked the
> list at that time, then it might be the reason. Never seen the survivors
> being invisible. If it's alt+tab related, try starting demo record (record
> blabla) and then stopping it (stop). It fixes tons of issues related to
> invisible players on Counter-Strike Source, Day of Defeat Source and Team
> Fortress 2. Since L4D2 is based on the same engine, it's priopably inherited
> into it too.
>
> Just that, these problems have existed in TF2 over 1,5 years, where they
> first time surfaced and since then have been spreading to these other games.
> I'm sure Valve has looked into the matter but perhaps not found the culprit.
> Something happens on alt+tab and things just don't return to normal after
> that. Same issue can happen due to network lag and never returns to normal.
> Funny how demo record fixes it completely.
>
> -ics
>
>
> 13.10.2010 19:02, realdreams kirjoitti:
>
>  Hi,
>> Last night I only have 45 l4d2 servers(both official and community
>> servers, including my own servers) listed in my server browser.
>> Usually there are around 1775 servers. I figured something was wrong
>> with master server. Can someone confirm this?
>>
>> BTW since the dlc update, sometimes players get invisible. When this
>> happens, I can only see the weapon/medkit of survivors and special
>> infected including witch are completely invisible. I've also noticed
>> survivors without weapon(imagine in CS:S how players without weapons
>> look like..). Does it have something to do with the server?
>>
>> Any information about when dedicated servers can run addons again?
>>
>> Thanks.
>>
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>
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Re: [hlds_linux] sourcemod

2010-09-10 Thread Brent Veal
try www.sourcemod.com

On Fri, Sep 10, 2010 at 7:11 PM, tom nikitopoulos wrote:

> Is there any links for sourcemod so that you dont have to give arm/leg?
> After registering with one online source I cannot find sourcemod files
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[hlds_linux] [L4D2] Server crashes on map change somewhat regularly

2010-08-02 Thread Brent Veal
It seems that on every map change, there's a 10% chance that the server will
crash and give this error:

Mon Aug 2 16:47:23 CDT 2010: Server restart in 10 seconds
email debug.log to li...@valvesoftware.com
cat: hlds.14132.pid: No such file or directory
./srcds_run: line 336: 23490 Segmentation fault(core dumped) $HL_CMD

This happens with or without my addons on, I've done a fresh install a
couple of times but it still happens every now and then when the map
changes. Anyone seen this before or know of a solution?
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Re: [hlds_linux] The passing crashes servers after yesterdays L4D2 update on Linux

2010-04-29 Thread Brent Veal
I can recreate this error when I have this VPK loaded in addons:
http://ll4d.net/infectedforl4d1maps.zip

That addon in particular fixes zombies looking incorrect when playing L4D1
custom maps in L4D2. With this VPK loaded, the model error occurs most of
the time when loading the map in coop mode, but sometimes I was able to load
the map on the server with no problems.



On Wed, Apr 28, 2010 at 3:49 PM, Zoid Kirsch  wrote:

> If anyone could provide a link or email me the vpk that is causing this
> issue, I would greatly appreciate it.
>
> We corrected an issue with add-ons in Monday's update that allows models to
> be overridden in coop mode (as we allowed before The Passing update).  I'm
> wondering if there is some sort of conflict with add-ons that include models
> and how we load the L4D1 Survivor models in The Passing.
>
> Does this precache error occur in Versus mode?  We don't allow model
> overrides from vpk add-ons in competitive game modes (versus/scavenge).
>
> --
> /// Zoid.
>
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of oGre
> Sent: Wednesday, April 28, 2010 11:27 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] The passing crashes servers after yesterdays L4D2
> update on Linux
>
> My servers won't start the passing in co-op mode after the latest
> update unless I remove all custom vpk files in the addons folder.
>
> I hope Valve fixes this soon.
>
>
>
> 2010/4/28 ics :
> > So i tried with a bunch of people to get passing on today. Some of them
> > hadn't played it yet so we set up a lobby, used
> > mm_dedicated_force_servers to get into our own servers. Every time we
> > connected with the passing, server crashed. All other campaigns worked
> fine.
> >
> > It crashes after this error appears on console:
> >
> > 5/ - survivor_bot:  UTIL_SetModel:  not precached:
> > models/survivors/survivor_teenangst.mdl
> > 5/ - survivor_bot:  UTIL_SetModel:  not precached:
> > models/survivors/survivor_teenangst.mdl
> >
> > before you say anything, it also crashes if the model is
> > survivor_biker.mdl (francis). Here is the full server log after it got
> > reservation and i would appreciate if someone else could verify this. I
> > have ran -verify_all multiple times but the problem won't go away.
> >
> > -ics
> > -> Reservation cookie 18406c9ae546800:  reason ReplyReservationRequest
> > L 04/28/2010 - 20:29:23: Preventing spawning
> > L 04/28/2010 - 20:29:23: server_message: "quit"
> > L 04/28/2010 - 20:29:23: Log file closed
> > L 04/28/2010 - 20:29:23: server_message: "restart"
> >  Host_NewGame 
> > Server logging data to file
> logs/L089_166_050_111_27105_201004282029_001.log
> > L 04/28/2010 - 20:29:23: Log file started (file
> > "logs/L089_166_050_111_27105_201004282029_001.log") (game
> > "/home/game/l4d2_priv/left4dead2/left4dead2") (version "4188")
> > L 04/28/2010 - 20:29:23: Loading map "c6m1_riverbank"
> > L 04/28/2010 - 20:29:23: server cvars start
> > L 04/28/2010 - 20:29:23: "sv_maxspeed" = "1000.00"
> > L 04/28/2010 - 20:29:23: "sv_rollangle" = "0"
> > L 04/28/2010 - 20:29:23: "tauntfrequency" = "1"
> > L 04/28/2010 - 20:29:23: "r_AirboatViewZHeight" = "0.0"
> > L 04/28/2010 - 20:29:23: "sv_cheats" = "0"
> > L 04/28/2010 - 20:29:23: "r_VehicleViewDampen" = "1"
> > L 04/28/2010 - 20:29:23: "mp_allowNPCs" = "1"
> > L 04/28/2010 - 20:29:23: "god" = "0"
> > L 04/28/2010 - 20:29:23: "mp_tournament" = "0"
> > L 04/28/2010 - 20:29:23: "buddha" = "0"
> > L 04/28/2010 - 20:29:23: "mp_flashlight" = "1"
> > L 04/28/2010 - 20:29:23: "mp_maxrounds" = "0"
> > L 04/28/2010 - 20:29:23: "sv_tags" = ""
> > L 04/28/2010 - 20:29:23: "sv_stepsize" = "18"
> > L 04/28/2010 - 20:29:23: "mp_teamlist" = "hgrunt;scientist"
> > L 04/28/2010 - 20:29:23: "sv_alltalk" = "0"
> > L 04/28/2010 - 20:29:23: "survivor_limit" = "4"
> > L 04/28/2010 - 20:29:23: "mp_footsteps" = "1"
> > L 04/28/2010 - 20:29:23: "sv_noclipaccelerate" = "5"
> > L 04/28/2010 - 20:29:23: "sv_wateraccelerate" = "10"
> > L 04/28/2010 - 20:29:23: "mp_autocrosshair" = "1"
> > L 04/28/2010 - 20:29:23: "mp_stalemate_enable" = "0"
> > L 04/28/2010 - 20:29:23: "sv_rollspeed" = "200"
> > L 04/28/2010 - 20:29:23: "sv_airaccelerate" = "10"
> > L 04/28/2010 - 20:29:23: "mp_teams_unbalance_limit" = "1"
> > L 04/28/2010 - 20:29:23: "mp_timelimit" = "0"
> > L 04/28/2010 - 20:29:23: "mp_fadetoblack" = "0"
> > L 04/28/2010 - 20:29:23: "sv_noclipfriction" = "4"
> > L 04/28/2010 - 20:29:23: "sv_waterfriction" = "1"
> > L 04/28/2010 - 20:29:23: "sv_steamgroup" = "18548"
> > L 04/28/2010 - 20:29:23: "coop" = "0"
> > L 04/28/2010 - 20:29:23: "nextlevel" = ""
> > L 04/28/2010 - 20:29:23: "sv_stopspeed" = "75"
> > L 04/28/2010 - 20:29:23: "sv_specaccelerate" = "5"
> > L 04/28/2010 - 20:29:23: "deathmatch" = "1"
> > L 04/28/2010 - 20:29:23: "tv_enable" = "0"
> > L 04/28/2010 - 20:29:23: "mp_falldamage" = "0"
> > L 04/28/2010 

Re: [hlds_linux] The passing crashes servers after yesterdays L4D2 update on Linux

2010-04-28 Thread Brent Veal
Definitely see if removing all your custom campaigns out of the addons
folder works. There have been a few issues with custom campaigns since the
original Passing update and it seems like not all of those issues have been
fixed yet.

On Wed, Apr 28, 2010 at 11:26 AM, oGre  wrote:

> My servers won't start the passing in co-op mode after the latest
> update unless I remove all custom vpk files in the addons folder.
>
> I hope Valve fixes this soon.
>
>
>
> 2010/4/28 ics :
> > So i tried with a bunch of people to get passing on today. Some of them
> > hadn't played it yet so we set up a lobby, used
> > mm_dedicated_force_servers to get into our own servers. Every time we
> > connected with the passing, server crashed. All other campaigns worked
> fine.
> >
> > It crashes after this error appears on console:
> >
> > 5/ - survivor_bot:  UTIL_SetModel:  not precached:
> > models/survivors/survivor_teenangst.mdl
> > 5/ - survivor_bot:  UTIL_SetModel:  not precached:
> > models/survivors/survivor_teenangst.mdl
> >
> > before you say anything, it also crashes if the model is
> > survivor_biker.mdl (francis). Here is the full server log after it got
> > reservation and i would appreciate if someone else could verify this. I
> > have ran -verify_all multiple times but the problem won't go away.
> >
> > -ics
> > -> Reservation cookie 18406c9ae546800:  reason ReplyReservationRequest
> > L 04/28/2010 - 20:29:23: Preventing spawning
> > L 04/28/2010 - 20:29:23: server_message: "quit"
> > L 04/28/2010 - 20:29:23: Log file closed
> > L 04/28/2010 - 20:29:23: server_message: "restart"
> >  Host_NewGame 
> > Server logging data to file
> logs/L089_166_050_111_27105_201004282029_001.log
> > L 04/28/2010 - 20:29:23: Log file started (file
> > "logs/L089_166_050_111_27105_201004282029_001.log") (game
> > "/home/game/l4d2_priv/left4dead2/left4dead2") (version "4188")
> > L 04/28/2010 - 20:29:23: Loading map "c6m1_riverbank"
> > L 04/28/2010 - 20:29:23: server cvars start
> > L 04/28/2010 - 20:29:23: "sv_maxspeed" = "1000.00"
> > L 04/28/2010 - 20:29:23: "sv_rollangle" = "0"
> > L 04/28/2010 - 20:29:23: "tauntfrequency" = "1"
> > L 04/28/2010 - 20:29:23: "r_AirboatViewZHeight" = "0.0"
> > L 04/28/2010 - 20:29:23: "sv_cheats" = "0"
> > L 04/28/2010 - 20:29:23: "r_VehicleViewDampen" = "1"
> > L 04/28/2010 - 20:29:23: "mp_allowNPCs" = "1"
> > L 04/28/2010 - 20:29:23: "god" = "0"
> > L 04/28/2010 - 20:29:23: "mp_tournament" = "0"
> > L 04/28/2010 - 20:29:23: "buddha" = "0"
> > L 04/28/2010 - 20:29:23: "mp_flashlight" = "1"
> > L 04/28/2010 - 20:29:23: "mp_maxrounds" = "0"
> > L 04/28/2010 - 20:29:23: "sv_tags" = ""
> > L 04/28/2010 - 20:29:23: "sv_stepsize" = "18"
> > L 04/28/2010 - 20:29:23: "mp_teamlist" = "hgrunt;scientist"
> > L 04/28/2010 - 20:29:23: "sv_alltalk" = "0"
> > L 04/28/2010 - 20:29:23: "survivor_limit" = "4"
> > L 04/28/2010 - 20:29:23: "mp_footsteps" = "1"
> > L 04/28/2010 - 20:29:23: "sv_noclipaccelerate" = "5"
> > L 04/28/2010 - 20:29:23: "sv_wateraccelerate" = "10"
> > L 04/28/2010 - 20:29:23: "mp_autocrosshair" = "1"
> > L 04/28/2010 - 20:29:23: "mp_stalemate_enable" = "0"
> > L 04/28/2010 - 20:29:23: "sv_rollspeed" = "200"
> > L 04/28/2010 - 20:29:23: "sv_airaccelerate" = "10"
> > L 04/28/2010 - 20:29:23: "mp_teams_unbalance_limit" = "1"
> > L 04/28/2010 - 20:29:23: "mp_timelimit" = "0"
> > L 04/28/2010 - 20:29:23: "mp_fadetoblack" = "0"
> > L 04/28/2010 - 20:29:23: "sv_noclipfriction" = "4"
> > L 04/28/2010 - 20:29:23: "sv_waterfriction" = "1"
> > L 04/28/2010 - 20:29:23: "sv_steamgroup" = "18548"
> > L 04/28/2010 - 20:29:23: "coop" = "0"
> > L 04/28/2010 - 20:29:23: "nextlevel" = ""
> > L 04/28/2010 - 20:29:23: "sv_stopspeed" = "75"
> > L 04/28/2010 - 20:29:23: "sv_specaccelerate" = "5"
> > L 04/28/2010 - 20:29:23: "deathmatch" = "1"
> > L 04/28/2010 - 20:29:23: "tv_enable" = "0"
> > L 04/28/2010 - 20:29:23: "mp_falldamage" = "0"
> > L 04/28/2010 - 20:29:23: "mp_freezetime" = "6"
> > L 04/28/2010 - 20:29:23: "sv_voiceenable" = "1"
> > L 04/28/2010 - 20:29:23: "tf_arena_max_streak" = "5"
> > L 04/28/2010 - 20:29:23: "sv_bounce" = "0"
> > L 04/28/2010 - 20:29:23: "mp_disable_respawn_times" = "0"
> > L 04/28/2010 - 20:29:23: "r_AirboatViewDampenFreq" = "7.0"
> > L 04/28/2010 - 20:29:23: "mp_weaponstay" = "0"
> > L 04/28/2010 - 20:29:23: "mp_friendlyfire" = "1"
> > L 04/28/2010 - 20:29:23: "sv_noclipspeed" = "5"
> > L 04/28/2010 - 20:29:23: "r_JeepViewDampenDamp" = "1.0"
> > L 04/28/2010 - 20:29:23: "mp_c4timer" = "45"
> > L 04/28/2010 - 20:29:23: "r_AirboatViewDampenDamp" = "1.0"
> > L 04/28/2010 - 20:29:23: "mp_stalemate_at_timelimit" = "0"
> > L 04/28/2010 - 20:29:23: "sv_footsteps" = "1"
> > L 04/28/2010 - 20:29:23: "mp_limitteams" = "2"
> > L 04/28/2010 - 20:29:23: "tv_relaypassword" = ""
> > L 04/28/2010 - 20:29:23: "tf_arena_round_time" = "0"
> > L 04/28/2010 - 20:29:23: "mp_teamplay" = "0"
> > L 04/28/2010 - 20:29:23: "r_JeepViewDampenFreq" = "7.0"
> > L 04/28/2010 - 20:29:23: "sv_specnoclip"

Re: [hlds_linux] L4D2 mutation cvar

2010-04-24 Thread Brent Veal
the command 'map c1m1_hotel mutation12' will start a realism vs on Dead
Center. You can also currently use mutation3, mutation9, and mutation13 if
you want to test out some future mutations

On Sat, Apr 24, 2010 at 2:49 AM, Joonas Lehtolahti <
joonas.lehtola...@lehtopuu.fi> wrote:

> It's enough for someone to start a lobby for mutation and then use the
> server for playing it. For the current "Realism Versus", it is enough to
> have the server accept gametype versus so that the mutation can be played
> on it.
>
>
> On Sat, 24 Apr 2010 12:19:50 +0300,  wrote:
>
> > What is the cvar for mutations in L4D2 dedicated server?
> > I want to turn on versus realism, but dont know the cvar
> > Thanks!
> >
> > ___
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Re: [hlds_linux] Left 4 Dead 2 Update Available

2010-04-23 Thread Brent Veal
Retrying in 30 seconds...
Retrying in 30 seconds...
then it downloads nothing and says it's 100%. Really weird.

On Fri, Apr 23, 2010 at 7:47 PM, Ross Bemrose  wrote:

> Is there any way to change which download servers our hlds steam
> installation uses?
>
> Because frankly, the ones my servers use now SUCK.  I have to run the
> update command 2 dozen or so times for it to actually grab all the files
> it needs.
>
> P.S. The "Retrying in 30 seconds. . ." message is more often wrong than
> it is right, as the steam command line updater tends to skip the current
> package and try the next one.
>
> On 4/23/2010 9:59 PM, Jason Ruymen wrote:
> > A required update to Left 4 Dead 2 is now available.  Please run
> hldsupdatetool to receive the update.  The specific changes include:
> >
> > Left 4 Dead 2:
> > - Fixed the localization sound caches
> > - Fixed AI tanks sometimes not getting assigned to human players
> > - Fixed exploit in C6M2 where players could jump through a gap in the
> fence
> > - Fixed commentary maps crashing on load
> >
> > Jason
> >
> > ___
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> please visit:
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> >
>
>
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Re: [hlds_linux] L4D2 dedicated server not being populated

2010-02-18 Thread Brent Veal
sv_search_key will limit your server to only allow lobbies that either have
that key set, or use the mm_force_dedicated command. If you want your server
to be open to the public, you should remove the search key.

On Thu, Feb 18, 2010 at 6:20 AM, David A. Parker  wrote:

> Hello,
>
> I think that having sv_search_key set removes your server from the
> matchmaking system, so public lobbies will not see it when they search
> for a server.
>
> - Dave
>
> pat w wrote:
> > Hello,
> >
> > I've set up a dedicated server, following basic instructions I've found
> on
> > the web.  Unfortunately, I have yet to see any lobbies connect when I
> > haven't been the lobby leader using sv_search_key or
> > mm_dedicated_force_servers.  I am wondering what might be causing this
> > issue.  It seems unlikely that most dedicated servers would be ignored.
> > Someone said that perhaps it is my firewall, but I have added rules to
> > iptables that would allow the ports needed.  I'm stumped!!
> >
> > My information is as follows:
> > OS: Debian Lenny i386
> > CPU: Pentium D 3GHz
> > RAM: 4GB DDR2-667
> > GAME: L4D2
> > Start up command:
> > ./srcds_run -game left4dead2 -autoupdate -ip 207.246.157.196 -port 27015
> > -maxplayers 8 +exec server.cfg
> > MODS: MetaMod/SourceMod
> >
> > // Server Name
> > hostname ""
> > sv_search_key ""
> >
> > // Admin and Server Passsword
> > rcon_password ""
> > //sv_password ""
> >
> > // Server Admin Email
> > sv_contact ""
> >
> > // Server Operation Cvars
> > sm_cvar mp_gamemode versus
> > sv_gametypes "versus"
> > sv_lan 0
> > sv_allow_lobby_connect_only 0
> > sv_steamgroup_exclusive 0
> > sv_steamgroup xx
> > sv_region 1
> > sv_pausable 0
> > sv_cheats 0
> > sv_consistency 1
> > sv_maxcmdrate 80
> > sv_mincmdrate 33
> > sv_maxrate 3
> > sv_minrate 1
> > sv_visiblemaxplayers 8
> > mp_disable_autokick 1
> >
> > // Server Sounds
> > sv_alltalk 0
> > sv_voiceenable 1
> >
> > // Server Logging
> > sv_log_onefile 0 //Log server information to only one file.
> > sv_logbans 1 //Log server bans in the server logs.
> > sv_logecho 1 //Echo log information to the console.
> > sv_logfile 1 //Log server information in the log file.
> > sv_logflush 0 //Flush the log file to disk on each write (slow).
> > sv_logsdir logs //Folder in the game directory where server logs will be
> > stored.
> >
> > // Executable Config Files
> > exec banned_user.cfg
> > exec banned_ip.cfg
> >
> >
>
> --
>
> Dave Parker
> Systems Administrator
> Utica College
> Integrated Information Technology Services
> (315) 792-3229
> Registered Linux User #408177
>
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Re: [hlds_linux] No-clip Left 4 dead props in Left 4 Dead 2 a server issue?

2010-01-19 Thread Brent Veal
I ran the update and got the new pak02 files, however it made things worse
when trying to run campaigns that use those extra props. Running them on the
server has everything showing wireframes and none of the props are solid.

On Mon, Jan 18, 2010 at 8:16 PM, ics  wrote:

> Not sure why (my servers were up-to-date) but i get those files too.
> There seems to have been some hidden voluntary update for the l4d2
> dedicated server.
>
> -ics
>
> Brent Veal kirjoitti:
> > I believe that the addon tool you get through Steam adds thosee pak02
> files
> > so perhaps that is what those are. I'll have to check it out when I get
> home
> > from work.
> >
> >
> > On Mon, Jan 18, 2010 at 5:24 PM, Fredrik Duprez <
> fredrik.dup...@gmail.com>wrote:
> >
> >
> >> The reason I asked was that these files dropped into my dedicated
> servers
> >> today:
> >>
> >> Checking/Installing 'Left 4 Dead 2 Add-on Support' version 5
> >>
> >> 0.01%   ..\left4dead2\materials\cubemaps\urban_cube01.hdr.vtf
> >> 0.01%   ..\left4dead2\models\extras\info_speech.sw.vtx
> >> 0.01%   ..\left4dead2\models\props_doors\null.dx80.vtx
> >> 0.01%   ..\left4dead2\models\props_doors\null.sw.vtx
> >> 0.01%   ..\left4dead2\models\props_lighting\corner_light_180.dx80.vtx
> >> 0.02%   ..\left4dead2\models\props_lighting\corner_light_180.sw.vtx
> >> 0.02%   ..\left4dead2\models\props_unique\generator_switch_01.dx80.vtx
> >> 0.03%   ..\left4dead2\models\props_unique\generator_switch_01.sw.vtx
> >> 24.62%  ..\left4dead2\pak02_000.vpk
> >> 49.19%  ..\left4dead2\pak02_001.vpk
> >> 73.80%  ..\left4dead2\pak02_002.vpk
> >> 79.87%  ..\left4dead2\pak02_003.vpk
> >> 97.67%  ..\left4dead2\pak02_004.vpk
> >> 97.77%  ..\left4dead2\pak02_005.vpk
> >> 99.10%  ..\left4dead2\pak02_006.vpk
> >> 99.59%  ..\left4dead2\pak02_007.vpk
> >> 99.94%  ..\left4dead2\pak02_008.vpk
> >> 100.00% ..\left4dead2\pak02_dir.vpk
> >>
> >>
> >> 2010/1/19 Brent Veal 
> >>
> >>
> >>> Some L4D2 custom campaigns require the L4D2 Add-on Tools that you can
> get
> >>> locally through Steam, but as far as I know these files arent available
> >>>
> >> for
> >>
> >>> dedicated servers. So some of those maps become unplayable on a
> dedicated
> >>> server since some important objects such as doors can be walked right
> >>> through by players and zombies.
> >>>
> >>>
> >>> On Mon, Jan 18, 2010 at 3:48 PM, Fredrik Duprez <
> >>>
> >> fredrik.dup...@gmail.com
> >>
> >>>> wrote:
> >>>>
> >>>> Hi,
> >>>>
> >>>> When playing some custom campaigns with Left 4 Dead props in them
> >>>>
> >>> (notably
> >>>
> >>>> some types of indoor doors) gets noclip when running on a dedicated
> >>>>
> >> l4d2
> >>
> >>>> server. Are there Left 4 Dead 2 addons missing on the dedicated server
> >>>> files?
> >>>>
> >>>> I noticed that we got some of the addon files today on the server, but
> >>>> probably not all that's needed?
> >>>> ___
> >>>> To unsubscribe, edit your list preferences, or view the list archives,
> >>>> please visit:
> >>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>>>
> >>>>
> >>> ___
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> >>> please visit:
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> >>>
> >>>
> >>
> >> --
> >> Fredrik Duprez |  fredrik.dup...@gmail.com | http://www.duprez.org
> >> ___
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> >> please visit:
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> >>
> >>
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> please visit:
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> >
>
>
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Re: [hlds_linux] No-clip Left 4 dead props in Left 4 Dead 2 a server issue?

2010-01-18 Thread Brent Veal
I believe that the addon tool you get through Steam adds thosee pak02 files
so perhaps that is what those are. I'll have to check it out when I get home
from work.


On Mon, Jan 18, 2010 at 5:24 PM, Fredrik Duprez wrote:

> The reason I asked was that these files dropped into my dedicated servers
> today:
>
> Checking/Installing 'Left 4 Dead 2 Add-on Support' version 5
>
> 0.01%   ..\left4dead2\materials\cubemaps\urban_cube01.hdr.vtf
> 0.01%   ..\left4dead2\models\extras\info_speech.sw.vtx
> 0.01%   ..\left4dead2\models\props_doors\null.dx80.vtx
> 0.01%   ..\left4dead2\models\props_doors\null.sw.vtx
> 0.01%   ..\left4dead2\models\props_lighting\corner_light_180.dx80.vtx
> 0.02%   ..\left4dead2\models\props_lighting\corner_light_180.sw.vtx
> 0.02%   ..\left4dead2\models\props_unique\generator_switch_01.dx80.vtx
> 0.03%   ..\left4dead2\models\props_unique\generator_switch_01.sw.vtx
> 24.62%  ..\left4dead2\pak02_000.vpk
> 49.19%  ..\left4dead2\pak02_001.vpk
> 73.80%  ..\left4dead2\pak02_002.vpk
> 79.87%  ..\left4dead2\pak02_003.vpk
> 97.67%  ..\left4dead2\pak02_004.vpk
> 97.77%  ..\left4dead2\pak02_005.vpk
> 99.10%  ..\left4dead2\pak02_006.vpk
> 99.59%  ..\left4dead2\pak02_007.vpk
> 99.94%  ..\left4dead2\pak02_008.vpk
> 100.00% ..\left4dead2\pak02_dir.vpk
>
>
> 2010/1/19 Brent Veal 
>
> > Some L4D2 custom campaigns require the L4D2 Add-on Tools that you can get
> > locally through Steam, but as far as I know these files arent available
> for
> > dedicated servers. So some of those maps become unplayable on a dedicated
> > server since some important objects such as doors can be walked right
> > through by players and zombies.
> >
> >
> > On Mon, Jan 18, 2010 at 3:48 PM, Fredrik Duprez <
> fredrik.dup...@gmail.com
> > >wrote:
> >
> > > Hi,
> > >
> > > When playing some custom campaigns with Left 4 Dead props in them
> > (notably
> > > some types of indoor doors) gets noclip when running on a dedicated
> l4d2
> > > server. Are there Left 4 Dead 2 addons missing on the dedicated server
> > > files?
> > >
> > > I noticed that we got some of the addon files today on the server, but
> > > probably not all that's needed?
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >
> > ___
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
>
>
>
> --
> Fredrik Duprez |  fredrik.dup...@gmail.com | http://www.duprez.org
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Re: [hlds_linux] No-clip Left 4 dead props in Left 4 Dead 2 a server issue?

2010-01-18 Thread Brent Veal
Some L4D2 custom campaigns require the L4D2 Add-on Tools that you can get
locally through Steam, but as far as I know these files arent available for
dedicated servers. So some of those maps become unplayable on a dedicated
server since some important objects such as doors can be walked right
through by players and zombies.


On Mon, Jan 18, 2010 at 3:48 PM, Fredrik Duprez wrote:

> Hi,
>
> When playing some custom campaigns with Left 4 Dead props in them (notably
> some types of indoor doors) gets noclip when running on a dedicated l4d2
> server. Are there Left 4 Dead 2 addons missing on the dedicated server
> files?
>
> I noticed that we got some of the addon files today on the server, but
> probably not all that's needed?
> ___
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Re: [hlds_linux] Left 4 Dead 2 Update Available

2009-12-20 Thread Brent Veal
A lot of people were having issues with the L4D1 mappack. All the other
addon maps seem to be fine.



On Sun, Dec 20, 2009 at 2:08 PM, Fredrik Duprez wrote:

> Seems like I have solved my own problem. I got a tip from the forum to
> empty
> the addons folder. I forgot that I put a vpk from l4dmods in there, so I
> removed it. Just thought I'd mention it if somebody else runs across this
> problem.
>
>
>
>
> 2009/12/20 Fredrik Duprez 
> https://mail.google.com/mail?view=cm&tf=0&to=fredrik.dup...@gmail.com>
> >
>
> > Hi,
> >
> > Thanks for that.
> >
> > However it seems to be isolated to when I join a hibernating server. If
> > people are playing on it it works, otherwise the client crashes.
> >
> > Can reproduce this on a vanilla server, and latest snapshot of sourcemod
> > 1.3 and 1.4. It's more likely a bug introduced by Valve in the latest
> patch
> > I guess. Very annoying nonetheless.
> >
> > Can anyone else reproduce this?
> >
> > Use the console to connect to a forked linux server that's hibernating
> and
> > see if the client crashes to desktop after loading the map.
> >
> >
> > 2009/12/20 D4rKr0W 
> > https://mail.google.com/mail?view=cm&tf=0&to=dark...@dpi-clan.org>
> >
> >
> > Il 20/12/2009 13:10, Fredrik Duprez ha scritto:
> >> > Anyone else getting client crashes to desktop after this update? Every
> >> time
> >> > I try to connect to our linux dedicated servers, the map loads, but
> >> there is
> >> > a looping sound and the game crashes to desktop.
> >> >
> >> > Joining random games through lobbies seem to work most of the time.
> >> >
> >>
> >> I had this issue too on my forks, updating to the latest sourcemod 1.4.0
> >> snapshot seems to work.
> >>
> >> ___
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> >> please visit:
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> >>
> >
> >
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Re: [hlds_linux] What happend to the TF2 update?

2009-12-17 Thread Brent Veal
The post was referring to the blog update, which was posted an hour later.

On Wed, Dec 16, 2009 at 11:34 PM, Nikolay Shopik  wrote:

> On 17.12.2009 10:05, Ronny Schedel wrote:
> > Hello,
> >
> > the official TF2 blog says:
> >
> > Today's update will be live...
> > December 16, 2009 - TF2 Team
> >
> > ...in about an hour. Thanks for your patience.
> >
> > When will this hour end?
> >
> > Best regards
> >
> > Ronny Schedel
> >
>
> http://store.steampowered.com/news/3248/
> Said it will be Thursday. You know Valve Thursday.
>
>
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Re: [hlds_linux] search keys/steam group horribly unreliable

2009-12-12 Thread Brent Veal
Have you tried using 'mm_dedicated_force_servers' instead of the search key?
I use that all the time and have no issues connecting to my server.

On Sat, Dec 12, 2009 at 4:21 PM, Joshua Smith  wrote:

> Hello everyone, it seems that the search key and steam group functions are
> horribly unreliable. For example i am often unable to join the server via
> search key unless i first restart the server then join, this seems to
> refresh it with the steam servers somehow? Anyways, i don't believe I'm
> doing anything horribly wrong, here is the launch line and config currently
> being used on 64bit debian lenny with no firewall.
>
> ./srcds_run -console +ip ip-here +port 27015 -game left4dead2 +map
> c5m1_waterfront +maxplayers 8 +exec server.cfg -autoupdate
>
> // Name Of Server
> hostname "fake"
> //sv_password "" // password required to join the server--currently broken
> in l4d2
> rcon_password "changeme" //this is the password you need to enter to
> control
> the server
> sv_search_key blah12 //When searching for a dedicated server from lobby,
> restrict search to only dedicated servers having the same sv_search_key.
>
>
> // l4d specific; some of these may also need to be in autoexec.cfg so they
> are set before the first map is loaded.
> sv_allow_lobby_connect_only 0 // allow direct connections: 0
> //z_difficulty Hard// set the difficulty of the current game
> //sv_unreserve // remove the server from the reservation system for some
> period of time
> // set this to restrict the lobby search to only those clients specifying a
> key
> sv_steamgroup "123123" //to set as a steam group server
>
>
>
> // General HL Cvars (based on other Source engines; many don't work in l4d
> yet)
> //sv_contact "y...@email.address"
> decalfrequency 60
> mp_decals 100
> mp_falldamage 1
> sv_cheats 0 //enables or disables "cheats" such as noclip
> sv_maxrate 0 //this is the max data rate you can recieve from the server,
> set to 0 to uncap.
> sv_minrate 5 //this is the minimum data rate you can recieve from the
> server.
> sv_timeout 120
> sv_allowupload 1
> sv_allowdownload 1
> sv_stats 0
> sv_region 1 //This tells steam where your server is, 0 = eastcoast, 1 =
> westcoast, 2 = south america, 3 = europe, 4 = asia, 5 = austrailia, 6 =
> middle east, 7 = africa, world = 255
> fps_max 0
> sv_parallel_packentities 0
> sv_parallel_sendsnapshot 0
>
>
> // Make sure the right people are banned
> exec banned_user.cfg
> exec banned.cfg
> writeid
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Re: [hlds_linux] sv_steamgroup => terribly pain

2009-12-01 Thread Brent Veal
If you dont want public people joining, then give your server a search_key.
That'll make it available only to lobbies that have that search key set.

On Tue, Dec 1, 2009 at 1:38 PM, Matt Ford  wrote:

> So my, as I see it, very simple server.cfg fails utterly to do what I
> want it to.
>
> I can't stop public people joining the server and no one in the steam group
> can ever see it.
>
> Anyone any ideas?  Show tags has some interesting properties...notice
> the i at the end of the grp: also the Public always has coop set.  The
> empty
> tag disappears when public peeps enjoy my paid for server!
>
> sv_showtags
> Tags:
> Public :  coop,empty
> Private:
>
> g:l4d2,coop,realism,survival,versus,teamversus,scavenge,teamscavenge,grp:23762i,
>
>
>
> //Server Info
> hostname "Dancingfrog"
> rcon_password "pass"
>
> //Client Config
> sv_alltalk 0
>
> //Lan, region, and network
> sv_lan 0
> sv_region 3
>
> //Steam group
> //sv_search_key df
> sv_steamgroup 23762
> sv_steamgroup_exclusive 1
> sv_allow_lobby_connect_only 1
>
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Re: [hlds_linux] sv_password l4dead2

2009-11-24 Thread Brent Veal
As far as I know, there is no workaround to get a proper password on a
server. Best you can do is set an sv_search_key so public lobbies cannot
gain access to your server. We need an update from valve to fix the password
option, but it's probably not very high on the list of priority fixes.

On Tue, Nov 24, 2009 at 9:06 AM, Joseph Laws  wrote:

> Shockingly, VALVe released a game that wasn't fully finished.  It's
> never happened before.  ;p
>
> pet wrote:
> > Hallo
> >
> > Has anybody any idea how to solve the problem with sv_password issue in
> > left 4 dead 2. When lam trying to put this in server.cfg, server doesn't
> > appears on the server list and nobody can connect, any help would be
> > appreciate.
> >
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> > 
> >
> >
> > No virus found in this incoming message.
> > Checked by AVG - www.avg.com
> > Version: 9.0.709 / Virus Database: 270.14.80/2523 - Release Date:
> 11/24/09 02:46:00
> >
> >
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Re: [hlds_linux] Left 4 Dead 2 Update Released

2009-11-21 Thread Brent Veal
I had all my achievements wiped out yesterday, but they all reappeared in
the first game I played after this update. Could be a complete coincidence
though.

On Sat, Nov 21, 2009 at 3:48 PM, Chris Boot  wrote:

> Jason,
>
> What I'd really like to know is when achievements will be fixed. It
> appears most of the members in my Steam group have their achievements
> regularly wiped off Steam Community (though they remain in game) and we
> have to earn them all over again almost on a daily basis. It's a bit
> demoralising when you get some of the more challenging ones like
> Guardin' Gnome or Bridge Burner...
>
> Cheers,
> Chris
>
> Jason Ruymen wrote:
> > A required update for Left 4 Dead 2 is now available.  Please run
> hldsupdatetool to receive the update.  The specific changes include:
> >
> > - Fixed performance problem when rendering lots of decals, notably when
> fighting tanks with shotguns
> > - Fixed rcon response not working on Linux dedicated servers
> > - Fixed matchmaking problem matching into Advanced and Expert games
> > - Fix bug that would cause other specials to try to pummel a player a
> Charger disconnects or reconnects
> > - Fixed versus mode results panel being cut off in transition stats
> screen in non-english
> > - Found games: fixed non-player entries drawing the wrong type of icon in
> the selected item name label
> > - Game mode selector on main menu now takes keyboard input
> >
> > Jason
> >
> >
> > ___
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> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
>
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Re: [hlds_linux] L4D2 sv_cheats?

2009-11-20 Thread Brent Veal
For whatever reason, Valve patched out cheats in the demo shortly after it
was released. The only way to have cheats on is to just load a map locally.

On Fri, Nov 20, 2009 at 3:05 PM, E3pO  wrote:

> I'm running a L4D2 Demo server, and for some reason sv_cheats will not
> engage?
>
> sv_cheats 1
> Can't use cheats now; please exit to main menu and start your own listen
> server with "map mapname" so that you could enable cheats.
>
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Re: [hlds_linux] L4D2 Assertion Failed

2009-11-20 Thread Brent Veal
There is a beta SourceMod out for donors and some plugins are working for it

On Fri, Nov 20, 2009 at 12:07 PM, D3vilfish - Simiancage.org <
priv...@caterhamhill.net> wrote:

> There are no plugins available for l4d2, yes you can run metamod but with
> no
> sourcemod whats the point?
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of f0rkz
> Sent: 20 November 2009 19:36
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] L4D2 Assertion Failed
>
> What plugins are you using?
>
> -f0rkz
>
> On Fri, 2009-11-20 at 19:20 +, D3vilfish - Simiancage.org wrote:
> > Anyone getting assertion failed infite loop crashing there servers and
> any
> > idea what it is with the utlmemory?
> >
> > utlmemory.h (322) : Assertion Failed: IsIdxValid(i)
> > D3v
> >
> >
> > ___
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>
>
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Re: [hlds_linux] L4D2 host banner

2009-11-19 Thread Brent Veal
Yes, I believe that's what they're talking about. However, it seems that the
host.txt banner no longer displays on the scoreboard after the player
initially joins the server. I could be wrong on that, I havent looked very
closely myself.

On Thu, Nov 19, 2009 at 12:18 PM, E3pO  wrote:

> Nightbox wrote:
> > Would to be good to do something for TF2.
> >
> > 2009/11/19 Kyle Sanderson 
> >
> >
> >> This would motivate me to put a couple servers up for L4D and L4D2.
> >>
> >> Kyle.
> >>
> >> On Thu, Nov 19, 2009 at 9:35 AM, Zuko  wrote:
> >>
> >>
> >>> +1 ;-)
> >>>
> >>> 2009/11/19 Steffen Tronstad 
> >>>
> >>>
>  Signed.
> 
>  I am tired of playing L4D2 on 100ms+ servers, but I cant get my self
> to
> 
> >>> put
> >>>
>  some local norwegian servers unless we get something back for doing
> so.
> 
> 
> 
> 
>  -Opprinnelig melding-
>  Fra: hlds_linux-boun...@list.valvesoftware.com [mailto:
>  hlds_linux-boun...@list.valvesoftware.com] På vegne av Saint K.
>  Sendt: 19. november 2009 11:41
>  Til: Half-Life dedicated Linux server mailing list
>  Emne: [hlds_linux] L4D2 host banner
> 
>  Hi VALVe,
> 
>  We run a lot of public L4D2 servers. In return for this we'd really
>  appreciate our host banner to return on the scoreboard tab. It's the
> 
> >> only
> >>
>  decent "advertisement" way.
> 
>  If the host banner does not return for whatever reason we'll have to
> go
>  back to spamming text based adverts every few minutes in the chat,
> 
> >> prolly
> >>
>  not a situation you and I would like very much.
> 
>  Thanks for your time,
> 
>  Saint K.
> 
>  ___
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>  please visit:
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> 
> >>>
> >>> --
> >>> Żuko
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>>
> >>>
> >> ___
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> >> please visit:
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> >>
> >>
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> please visit:
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> >
> I'm not 100% sure what you mean by banner? Don't they already have a
> "third party hosting provided by" build into the motd?
> srcds_628\left4dead2_demo\left4dead2\host.txt
>
> i'm new here, you can call me will.
>
> -Will
>
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Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

2009-11-17 Thread Brent Veal
Setting a search key will block a normal lobby, yes. Take the search_key out
of the cfg and you'll get lots of random lobbies joining your servers

On Tue, Nov 17, 2009 at 7:46 AM, Brian Stolz  wrote:

> From what I have read, sv_search_key makes it so your server is not
> available for matchmaking.  I could be wrong (documentation on this is
> really sketchy), but try without your sv_search_key and see what
> happens :)
>
> - Brian
>
>
>
> On Tue, Nov 17, 2009 at 7:37 AM, D4rKr0W 
> https://mail.google.com/mail?view=cm&tf=0&to=dark...@dpi-clan.org>>
> wrote:
> > On Tue, Nov 17, 2009 at 3:16 PM, Eric Riemers 
> > https://mail.google.com/mail?view=cm&tf=0&to=riem...@binkey.nl>>
> wrote:
> >>
> >> dont set a game mode in the config, just connect to it with the lobby
> and
> >> it will change to what you want to play..
> >>
> >> just like it was in l4d..
> >>
> >> my simplistic config:
> >>
> >> --- snip ---
> >> hostname "[EU] Lethal-Zone.eu L4D2"
> >>
> >> rcon_password "xx"
> >> sv_steamgroup 
> >> --- snip ---
> >>
> >> and then they started to fill up rapidly, with coop and versus games.
> >>
> >
> > Any reasonable explaination for the fact that adding more settings to
> > the server.cfg blocks them from getting new clients connecting?
> >
> > I accidentally started 3 forks without specifying a .cfg to load, and
> > they became immediately full. Once i got rid of the "error" and put up
> > a better .cfg (attached) and started up the forks again, well..
> > they've been empty since now.
> >
> > //Host Name
> > hostname "my fork #1"
> > // Rcon Cvars
> > rcon_password "xx" //Set.s remote
> > control password
> >
> > // Server password
> > sv_password ""
> >
> > // Difficulty of the current game  (easy, normal, hard, impossible)
> > z_difficulty "normal"
> >
> > sv_search_key "dpiclan"
> > sv_contact 
> > "i...@dpi-clan.org"
> //Contact email for server sysop
> > sv_downloadurl "" //Location from which clients can download missing
> files
> >
> > sv_steamgroup "mysteamgroupid" //this is your group.s steam group id..
> > allows members to join from main menu add
> > //sv_steamgroup_exclusive 1 //to make it exclusive and private
> > sv_allow_lobby_connect_only 0 //if set, players may only join this
> > server from matchmaking lobby, may not connect directly.
> >
> > // Server Cvars
> > mp_disable_autokick 0 //Prevents a userid from being auto-kicked
> > sv_allow_color_correction 1 //Allow or disallow clients to use color
> > correction on this server.
> > sv_allow_wait_command 0 //Allow or disallow the wait command on
> > clients connected to this server.
> > sv_alltalk 0 //Players can hear all other players, no team restrictions
> > sv_alternateticks 0 //If set, server only simulates entities on even
> > numbered ticks.
> > sv_cheats 0 //Allow cheats on server
> > sv_clearhinthistory 1 //Clear memory of server side hints displayed to
> > the player.
> > sv_consistency 1 //Whether the server enforces file consistency for
> > critical files
> >
> > // Lan or internet play, Server region cvars
> > sv_lan 0 //Server is a lan server ( no heartbeat, no authentication,
> > no non-class C addresses )
> > //sv_region 3  // Region Codes: 0 - US East coast, 1 - US West coast,
> > 2 - South America, 3 - Europe, 4 - Asia, 5 - Australia, 6 - Middle
> > East, 7 - Africa, 255 - world
> >
> > // Server Logging
> > sv_log_onefile 0 //Log server information to only one file.
> > sv_logbans 1 //Log server bans in the server logs.
> > sv_logecho 0 //Echo log information to the console.
> > sv_logfile 1 //Log server information in the log file.
> > sv_logflush 0 //Flush the log file to disk on each write (slow).
> > sv_logsdir "logs" //Folder in the game directory where server logs
> > will be stored.
> >
> > //Server Rates
> > sv_maxcmdrate 66 //(If sv_mincmdrate is > 0), this sets the maximum
> > value for cl_cmdrate.
> > sv_unlag 1
> > sv_maxunlag .5
> >
> > // Exec configs
> > exec banned.cfg
> > exec listip.cfg
> >
> > --
> > Davide Mirtillo aka DPI - D4rKr0W
> > http://www.dpi-clan.org
> > http://steamcommunity.com/groups/DemolitionandPyromaniac
> >
> > ___
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> please visit:
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> >
>
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Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

2009-11-16 Thread Brent Veal
My server is responding to HLSW just fine

On Mon, Nov 16, 2009 at 9:16 PM, Ryan Davis  wrote:

> HLSW access is still broken.
>
> -Original Message-
> From: 
> hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com]
> On Behalf Of Joshua Smith
> Sent: Tuesday, November 17, 2009 12:12 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available
>
> Is rcon working for anyone else? I'm able to start the server, get VAC
> secured no problem at console but rcon at least through hlsw is
> non-existent?
>
> On Mon, Nov 16, 2009 at 8:59 PM, David Parker 
> https://mail.google.com/mail?view=cm&tf=0&to=dpar...@utica.edu>>
> wrote:
>
> > If you put sv_gametypes in the config file for a fork and only specify
> one
> > game type, I think that will work.
> >
> > - Dave
> >
> > - Original Message -
> > From: Ryan Davis 
> > https://mail.google.com/mail?view=cm&tf=0&to=rdavis...@verizon.net>
> >
> > Date: Monday, November 16, 2009 11:27 pm
> > Subject: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available
> > To: 'Half-Life dedicated Linux server mailing list' <
> > hlds_linux@list.valvesoftware.com
> >
> >
> > > Why did you guys disable
> > >
> > > mp_gamemode "versus" or whatever etc. again?
> > >
> > > I can't seem to figure out how to spawn forks with certain game modes.
> > >
> > >
> > >
> > > -Original Message-
> > > From: 
> > > hlds_linux-boun...@list.valvesoftware.com
> > > [mailto:hlds_linux-boun...@list.valvesoftware.com]
> On Behalf Of
> > > Ryan Davis
> > > Sent: Monday, November 16, 2009 10:59 PM
> > > To: 'Half-Life dedicated Linux server mailing list'
> > > Subject: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available
> > >
> > > Much love.
> > >
> > > Have they moved that to the command line startup with the
> > > sv_gametypes?
> > >
> > >
> > >
> > > -Original Message-
> > > From: 
> > > hlds_linux-boun...@list.valvesoftware.com
> > > [mailto:hlds_linux-boun...@list.valvesoftware.com]
> On Behalf Of
> > > Richard Eid
> > > Sent: Monday, November 16, 2009 10:51 PM
> > > To: Half-Life dedicated Linux server mailing list
> > > Subject: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available
> > >
> > > I heard you like pastebins, so here's the console output of cvarlist:
> > >
> > > http://pastebin.com/m2a45fcbd
> > >
> > > As for the modes, if you mean sv_gametypes, your selections are:
> > >
> > > coop,realism,survival,versus,teamversus,scavenge,teamscavenge
> > >
> > >
> > > -Richard Eid
> > >
> > >
> > > On Mon, Nov 16, 2009 at 10:37 PM, Ryan Davis
> > > https://mail.google.com/mail?view=cm&tf=0&to=rdavis...@verizon.net>>
> wrote:
> > >
> > > > Any ideas on new cvars and how to launch servers with the
> > > different modes?
> > > >
> > > > -Original Message-
> > > > From: 
> > > > hlds_linux-boun...@list.valvesoftware.com
> > > > [mailto:hlds_linux-boun...@list.valvesoftware.com]
> On Behalf
> > > Of Jason
> > > > Ruymen
> > > > Sent: Monday, November 16, 2009 8:13 PM
> > > > To: 
> > > > 'h...@list.valvesoftware.com';
> 'Half-Life dedicated Linux server
> > > > mailing
> > > > list'
> > > > Subject: [hlds_linux] Left 4 Dead 2 Dedicated Server Available
> > > >
> > > > The Left 4 Dead 2 Dedicated Server files are now available on
> > > Steam.  Use
> > > > the game name "left4dead2" from hldsupdatetool to download
> > > them.  These
> > > are
> > > > not the final set of files, so there will be another small
> > > update before
> > > > the
> > > > game is released.
> > > >
> > > > Jason
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> > > archives,> please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > > > No virus found in this incoming message.
> > > > Checked by AVG - www.avg.com
> > > > Version: 9.0.707 / Virus Database: 270.14.67/2505 - Release
> > > Date: 11/16/09
> > > > 14:53:00
> > > >
> > > >
> > > > 

Re: [hlds_linux] L4D2 demo bots take up player slots

2009-10-29 Thread Brent Veal
I've noticed the same, however when it's 4/4 with less than 4 human players,
there's no problem with other people joining. It will temporarily bump up to
5/4, then the survivor bot will be booted once the player takes over.

On Thu, Oct 29, 2009 at 8:14 AM, David A. Parker  wrote:

> Hello,
>
> I've had several people mention to me that L4D2 bots seem to take up
> player slots on a server once a game has started.  For example, if I am
> playing on a server by myself (with 3 AI bots) and then one of my
> friends tries to join, he gets a message saying that the server is full.
>  Has anyone else seen this?
>
> - Dave
>
> --
>
> Dave Parker
> Utica College
> Integrated Information Technology Services
> (315) 792-3229
> Registered Linux User #408177
>
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Re: [hlds_linux] Left 4 Dead 2 server pre-load availability?

2009-10-27 Thread Brent Veal
Well the PC boxart for the presale that was printed weeks ago said the demo
goes live at 11PM PST. It's possible that the 1PM PST time listed on the
events page was a typo.


On Tue, Oct 27, 2009 at 4:07 PM, DontWannaName! wrote:

> I doubt that they are going to release the demo at 11pm, I suspect they did
> that because its still considered today and they can change it to be
> earlier
> so the popup comes up at the right time. 11pm PDT at the latest.
>
> On Tue, Oct 27, 2009 at 3:38 PM, Richard GrosJean <
> richard.grosj...@gmail.com> wrote:
>
> > Hey stupid, know your timezone!
> >
> > So the new release is eight hours away I take it. Not enough time to get
> > the
> > Linux bins out I take it. :'-(
> >
> > On Wed, Oct 28, 2009 at 12:30 AM, Richard GrosJean <
> > richard.grosj...@gmail.com> wrote:
> >
> > > New release date of the pre-order demo appears to be the 28th of
> October
> > at
> > > 8:00.
> > >
> > > http://steamcommunity.com/games/L4D2/events/55327883716288366
> > >
> > > Valve time. Always loved. Always pesky.
> > >
> > >
> > > On Tue, Oct 27, 2009 at 10:58 PM, Jay Deiman 
> > wrote:
> > >
> > >> Dan Offord wrote:
> > >> > I spoke to both Chet & Mike today, they said the dedicated server
> > would
> > >> be
> > >> > for Linux would be out "after Tuesday", but the windows dedicated
> > server
> > >> > would be out at the same time as the demo
> > >>
> > >> Good to know.  Thanks Dan.
> > >>
> > >> Jay
> > >>
> > >> --
> > >> Jay Deiman
> > >>
> > >> \033:wq!
> > >>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >>
> > >
> > >
> > >
> > > --
> > > Richard GrosJean
> > > richard.grosj...@gmail.com
> > >
> >
> >
> >
> > --
> > Richard GrosJean
> > richard.grosj...@gmail.com
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Re: [hlds_linux] Allowing spectators

2009-10-23 Thread Brent Veal
The Left 4 Downtown sourcemod extension will allow you to accomplish what
you want


On Fri, Oct 23, 2009 at 2:48 PM, Russell Jones  wrote:

> What's the secret cvar formula for allowing spectators in a coop game
> that is full? I've tried changing sv_visiblemaxplayers to 5 but still
> cannot join a server that has 4 people in it.
>
> Thanks
>
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Re: [hlds_linux] L4D Versus server

2009-10-22 Thread Brent Veal
if you're setting sv_gametypes, I believe the value should be "versus", not
"vs". Also try setting mp_gamemode to "versus" and see if that works.
Although it should really switch to versus right away as soon as you join
from a vs lobby

On Thu, Oct 22, 2009 at 12:44 PM, "[ЯтR] The-/ wrote:

> Are you connecting directly or through a lobby?
>
> Nevermore wrote:
> > My sv_gametypes is set to "vs"
> >
> >
> > El jue, 22-10-2009 a las 15:32 -0400, "[ЯтR] The-/
> >
> >> check your sv_gametypes variable
> >> Nevermore wrote:
> >>
> >>> Hi!
> >>> I spent last evening trying to get my l4d server in versus mode.
> >>>
> >>> I first changed to a vs map, and nothing... It was still coop.
> >>> Then changed mapcycle, maplist and missioncycle only with vs maps.
> >>>
> >>> But server is still in coop mode.
> >>> How do i setup my server for Versus?
> >>> And once it is versus, how do i setup it to do not allow other modes?
> >>>
> >>> Thank you
> >>>
> >>>
> >>>
> >>> ___
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> please visit:
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> >>>
> >>>
> >>>
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> >>
> >
> >
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Re: [hlds_linux] sv_gametypes not obeyed in L4D?

2009-10-07 Thread Brent Veal
It appears that's been broken since the Crash Course update

On Wed, Oct 7, 2009 at 11:43 AM, Mikael Pedersen wrote:

> Hi.
> I've just seen two of my L4D servers running survival mode, despite
> having it set to this:
> sv_gametypes "coop,versus"
>
> Is this a known bug after the last update?
>
> Regards,
> Mikael
>
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Re: [hlds_linux] Friends-only option in L4D

2009-10-06 Thread Brent Veal
Make sure all the slots are filled with friends and that no one leaves.

On Tue, Oct 6, 2009 at 2:48 PM, David A. Parker  wrote:

> That could be.  I assumed the option was for a friends-only game, not
> just the lobby, but I could be mistaken.  So is there no good way to
> only play with friends, short of creating a Steam group and putting up
> an exclusive server for it?
>
> Thanks,
> Dave
>
> gulfy32 wrote:
> > I always thought that the friends only option was for the lobby only.
> Every
> > time I have used it random people join throughout the match.
> >
> > On Tue, Oct 6, 2009 at 4:25 PM, David A. Parker 
> wrote:
> >
> >> Hello,
> >>
> >> A few days ago, I created a friends-only versus game on one of our L4D
> >> servers (I used mm_dedicated_force_servers to force my lobby to search
> >> our servers).  I was playing with two of my friends.  We played for
> >> about 15 minutes, and then a bunch of public players suddenly starting
> >> joining.  The other 5 player slots were all filled in about 15 seconds.
> >>  I thought perhaps I had messed up a setting, so when the game ended we
> >> left and I created a new lobby, made damn sure it was friends-only,
> >> started the game, and the exact same thing happened.  We were alone for
> >> a while, and then there was a sudden and fast influx of public players,
> >> right in the middle of the game.
> >>
> >> So, does "friends-only" not mean what I think it means (that only
> >> friends can join your game)?  Or could it be that our reservation ticket
> >> expired for some reason?  Has anyone else had this happen?
> >>
> >> Any ideas or suggestions would be appreciated.
> >>
> >> Thanks,
> >> Dave
> >>
> >> --
> >>
> >> Dave Parker
> >> Utica College
> >> Integrated Information Technology Services
> >> (315) 792-3229
> >> Registered Linux User #408177
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> > ___
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> please visit:
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> >
>
> --
>
> Dave Parker
> Utica College
> Integrated Information Technology Services
> (315) 792-3229
> Registered Linux User #408177
>
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Re: [hlds_linux] Recent update broke all TEN of my l4d servers

2009-10-02 Thread Brent Veal
I've had no problems at all since I updated sourcemod to 1.3-2809. Try
running the server without sourcemod or metamod and see if it stays up.

On Fri, Oct 2, 2009 at 11:02 AM, Russell Jones  wrote:

> Thanks Valve
>
> Sourcemod and Metamod are the latest versions. All ten of my l4d servers
> won't stay up past the first few minutes. The logs don't show anything
> worth posting, they just stop with no errors.
>
> Any ideas?
>
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Re: [hlds_linux] L4D bots showing up as players

2009-10-01 Thread Brent Veal
It's been happening in my servers ever since around the Survival update I
think

On Thu, Oct 1, 2009 at 5:39 PM, David A. Parker  wrote:

> I'm now seeing bots of both survivors and zombies sticking around in the
> A2S_PLAYER response.  It appears that some of them are staying in the
> list between game changes.  I have one fork which lists 8 bots and 4
> players, and the bots have all been connected for 1 hour and 30 minutes
> while the longest connection time for one of the players is 50 minutes.
>  It also looks like survivor bots aren't always removed from the list
> once they are taken over by players.  I have another fork running a
> co-op game which lists 4 players, and Zoey.  This definitely did not
> happen before the Crash Course update.
>
> - Dave
>
> David A. Parker wrote:
> > It's just odd that these bots do not get included in the player count
> > returned by A2S_INFO, but show up in the A2S_PLAYER response.  I look at
> > a server that says it has 4 players on it, and then I check the player
> > list and see six entries (4 players and 2 bots).
> >
> > Jonah Hirsch wrote:
> >> I've only seen this since the crash course update. It's rather
> >> annoying, since some stats services, like gametracker, think the
> >> server is always full on coop cause of the bots.
> >>
> >> It's also kind of annoying in HLSW, since you have to sift through all
> >> the bots (especially n survival) to find th humans. It's not SO
> >> annoying, but it's slightly inconvenient.
> >> On Thursday, October 1, 2009, Brent Veal 
> >> https://mail.google.com/mail?view=cm&tf=0&to=naslund.fan...@gmail.com>>
> wrote:
> >>> I've seen this for a long time now
> >>>
> >>> On Thu, Oct 1, 2009 at 1:52 PM, David A. Parker 
> >>> https://mail.google.com/mail?view=cm&tf=0&to=dpar...@utica.edu>>
> wrote:
> >>>
> >>>> Hello,
> >>>>
> >>>> I have had a few forks report bots as players in A2S_PLAYER queries
> >>>> today.  They show the four actual players, plus players like "Boomer"
> >>>> and "Hunter".  Each bot has a score of zero and looks like it has been
> >>>> connected since the beginning of the game.  The number of players is
> >>>> reported correctly in an A2S_INFO query.
> >>>>
> >>>> I never saw this happen before the last update.  Has anyone else seen
> this?
> >>>>
> >>>> - Dave
> >>>>
> >>>> --
> >>>>
> >>>> Dave Parker
> >>>> Utica College
> >>>> Integrated Information Technology Services
> >>>> (315) 792-3229
> >>>> Registered Linux User #408177
> >>>>
> >>>> ___
> >>>> To unsubscribe, edit your list preferences, or view the list archives,
> >>>> please visit:
> >>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>>
> >
>
> --
>
> Dave Parker
> Utica College
> Integrated Information Technology Services
> (315) 792-3229
> Registered Linux User #408177
>
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Re: [hlds_linux] L4D bots showing up as players

2009-10-01 Thread Brent Veal
I've seen this for a long time now

On Thu, Oct 1, 2009 at 1:52 PM, David A. Parker  wrote:

> Hello,
>
> I have had a few forks report bots as players in A2S_PLAYER queries
> today.  They show the four actual players, plus players like "Boomer"
> and "Hunter".  Each bot has a score of zero and looks like it has been
> connected since the beginning of the game.  The number of players is
> reported correctly in an A2S_INFO query.
>
> I never saw this happen before the last update.  Has anyone else seen this?
>
> - Dave
>
> --
>
> Dave Parker
> Utica College
> Integrated Information Technology Services
> (315) 792-3229
> Registered Linux User #408177
>
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Re: [hlds_linux] Left 4 Dead Update Available

2009-09-30 Thread Brent Veal
In VS mode, it seems that the server crashes 50% of the time when someone is
incapped, especially by a witch. Right before it crashes, the last line in
the console log is always someone getting incapped. This is happening with
the most recent SourceMod and no extra plugins at all.


On Wed, Sep 30, 2009 at 9:42 AM, Alexander Bienzeisler wrote:

> I tried to sum up what I did to fix all this, hope it works for you. Oh,
> and hi! ;)
>
> http://forums.steampowered.com/forums/forumdisplay.php?f=130
>
> > I pretty sure it's still broken.
> >
> > I received another update this morning, but it was only dll files (on a
> > linux server).
> >
> > Jonah Hirsch
> > ---
> >
> >
> > On Wed, Sep 30, 2009 at 9:17 AM, ics  wrote:
> >
> >
> >> mp_gamemode
> >> Unknown command "mp_gamemode"
> >>
> >> Are you sure it's made available? Fully updated server just now and
> >> still that command doesn't work. Also right now a server marked
> >> sv_gametypes "coop,survival" is running a versus game so is the lobby
> >> system really obeying gametypes properly?
> >>
> >> -ics
> >>
> >> Jason Ruymen kirjoitti:
> >>
> >>> A new, highly recommended Left 4 Dead update is now available.  Please
> >>>
> >> run hldsupdatetool to receive the update.  The specific changes include:
> >>
> >>> - Made the variable "mp_gamemode" available again. Note that you can
> also
> >>>
> >> load maps directly with different game modes by specifying it in the map
> >> command. For example, "map l4d_garage01_alleys versus" will set
> mp_gamemode
> >> versus for you automatically and load the first map of Crash Course
> >>
> >>> - Added "mm_dedicated_force_servers" to allow specification of a list
> of
> >>>
> >> dedicated server addresses manually used for searching
> >> (ms_force_dedicated_server is depreciated)
> >>
> >>> - Updated shared libraries and DLLs preventing dedicated servers
> listing
> >>>
> >> correctly, appearing on Steam groups, and being found via sv_search_key
> >>
> >>> Jason
> >>>
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>>
> >> please visit:
> >>
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>>
> >>>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >>
> > ___
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> please visit:
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> >
>
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Re: [hlds_linux] Left 4 Dead Update Available

2009-09-30 Thread Brent Veal
When I try to change the gamemode using mp_gamemode, it doesnt work and
returns "unknown command". However, I run a few plugins that use mp_gamemode
to function, and they're all operating properly as far as I can see.


On Wed, Sep 30, 2009 at 9:17 AM, ics  wrote:

> mp_gamemode
> Unknown command "mp_gamemode"
>
> Are you sure it's made available? Fully updated server just now and
> still that command doesn't work. Also right now a server marked
> sv_gametypes "coop,survival" is running a versus game so is the lobby
> system really obeying gametypes properly?
>
> -ics
>
> Jason Ruymen kirjoitti:
> > A new, highly recommended Left 4 Dead update is now available.  Please
> run hldsupdatetool to receive the update.  The specific changes include:
> >
> > - Made the variable "mp_gamemode" available again. Note that you can also
> load maps directly with different game modes by specifying it in the map
> command. For example, "map l4d_garage01_alleys versus" will set mp_gamemode
> versus for you automatically and load the first map of Crash Course
> > - Added "mm_dedicated_force_servers" to allow specification of a list of
> dedicated server addresses manually used for searching
> (ms_force_dedicated_server is depreciated)
> > - Updated shared libraries and DLLs preventing dedicated servers listing
> correctly, appearing on Steam groups, and being found via sv_search_key
> >
> > Jason
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
>
>
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Re: [hlds_linux] [hlds] Left 4 Dead Update Available

2009-09-29 Thread Brent Veal
Server is crashing randomly. Could possibly be a plugin issue, but nothing
is really saying anything in the logs

On Tue, Sep 29, 2009 at 8:56 PM, Ook  wrote:

> Crashes left and right under Winbloze. I haven't removed/updated my plugins
> to see if they are the cause. For now my server is shut off until I have
> time to deal with it.
>
> - Original Message -
> From: "Vaughan Reid" 
> https://mail.google.com/mail?view=cm&tf=0&to=vau...@gmail.com>
> >
> To: 
> https://mail.google.com/mail?view=cm&tf=0&to=hlds_li...@list.valvesoftware.com>
> >
> Sent: Tuesday, September 29, 2009 7:47 PM
> Subject: Re: [hlds_linux] [hlds] Left 4 Dead Update Available
>
>
> > Getting Segmentation Faults across all of our servers since this most
> > recent
> > update. Anyone else experiencing this issue?
> >
> > Vaughan
> >
> > -Original Message-
> > From: 
> > hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com]
> On Behalf Of Jason Ruymen
> > Sent: Wednesday, 30 September 2009 9:05 AM
> > To: 
> > 'hlds_linux@list.valvesoftware.com';
> 'h...@list.valvesoftware.com
> ';
> > 'hlds_annou...@list.valvesoftware.com
> '
> > Subject: [hlds] Left 4 Dead Update Available
> >
> > A new, highly recommended Left 4 Dead update is now available.  Please
> run
> > hldsupdatetool to receive the update.  The specific changes include:
> >
> > - Made the variable "mp_gamemode" available again. Note that you can also
> > load maps directly with different game modes by specifying it in the map
> > command. For example, "map l4d_garage01_alleys versus" will set
> > mp_gamemode
> > versus for you automatically and load the first map of Crash Course
> > - Added "mm_dedicated_force_servers" to allow specification of a list of
> > dedicated server addresses manually used for searching
> > (ms_force_dedicated_server is depreciated)
> > - Updated shared libraries and DLLs preventing dedicated servers listing
> > correctly, appearing on Steam groups, and being found via sv_search_key
> >
> > 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_linux] Search key broken again?

2009-09-29 Thread Brent Veal
I havent tested it, but I'm told that ms_force_dedicated_server has had the
cheat flag reapplied to it, so you just need to turn cheats to 1 again
before entering it into console.

On Tue, Sep 29, 2009 at 2:54 PM, Ommand  wrote:

> I'm having the very same issue.
>
> Jonah Hirsch wrote:
> > So it seems something's wrong with the search key again, at least for me.
> >
> > server: "sv_search_key" = "1015,key:MYKEYHERE"
> >
> > client: "sv_search_key" = "MYKEYHERE"
> >
> >
> > I have no luck finding any of my 25 forked servers.
> >
> > I tried ms_force (with sv_cheats on locally), to no effect.
> >
> >
> > What's REALLY annoying, is now instead of ASKING if you want to host a
> local
> > game, it just does it automatically.
> >
> > Anyone having any issues with their search key? or just me?
> >
> > Jonah Hirsch
> > ---
> > ___
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> please visit:
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> >
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Re: [hlds_linux] Left 4 Dead Update Available

2009-09-29 Thread Brent Veal
My server seems to have updated just fine, but now it wont come online at
all

On Tue, Sep 29, 2009 at 11:42 AM, Evaldas, GameConnect <
hlds_li...@gameconnect.lt> wrote:

> Auto detecting CPU
> Using SSE2 Optimised binary.
> Server will auto-restart if there is a crash.
> Running a benchmark to measure system clock frequency...
> Finished RDTSC test. To prevent the startup delay from this benchmark, set
> the environment variable RDTSC_FREQUENCY to 2826.00 on this system.
> This
> value is dependent upon the CPU clock speed and architecture and should be
> determined separately for each server. The use of this mechanism for timing
> can be disabled by setting RDTSC_FREQUENCY to 'disabled'.
> #
> #Console initialized.
> Unable to remove /data/game/l4d_1/l4d/left4dead/addonlist.txt!
> #Unable to remove /data/game/l4d_1/l4d/left4dead/addonlist.txt!
> #Shutdown function Sys_ShutdownAuthentication() not in list!!!
> #Shutdown function Host_Shutdown() not in list!!!
> #Shutdown function Decal_Shutdown() not in list!!!
> #Shutdown function modelloader->Shutdown() not in list!!!
> #Shutdown function ShutdownStudioRender() not in list!!!
> #Shutdown function StaticPropMgr()->Shutdown() not in list!!!
> #Shutdown function ShutdownMaterialSystem() not in list!!!
> #Shutdown function HLTV_Shutdown() not in list!!!
> #Shutdown function g_Log.Shutdown() not in list!!!
> #Shutdown function g_GameEventManager.Shutdown() not in list!!!
> #Shutdown function g_pMaster->Shutdown() not in list!!!
> #Shutdown function missionmanager->Shutdown() not in list!!!
> #Shutdown function g_pSteamSocketMgr->Shutdown() not in list!!!
> #Shutdown function sv.Shutdown() not in list!!!
> #Shutdown function NET_Shutdown() not in list!!!
> #Shutdown function Filter_Shutdown() not in list!!!
> #Shutdown function COM_Shutdown() not in list!!!
> #Shutdown function g_pCVar->Shutdown() not in list!!!
> #Shutdown function Cmd_Shutdown() not in list!!!
> #Shutdown function Cbuf_Shutdown() not in list!!!
> #Shutdown function Con_Shutdown() not in list!!!
> #Shutdown function Memory_Shutdown() not in list!!!
> #Shutdown function Sys_ShutdownMemory() not in list!!!
> #Shutdown function Sys_Shutdown() not in list!!!
> Tue Sep 29 21:38:54 EEST 2009: Server Quit
>
>
>
> Any ideas?
>
> - Original Message -
> From: "Jason Ruymen" 
> To: ; ;
> 
> Sent: Tuesday, September 29, 2009 8:59 PM
> Subject: [hlds_linux] Left 4 Dead Update Available
>
>
> >A required update for Left 4 Dead has been released.  Please run
> >hldsupdatetool to receive the update.  The specific changes include:
> >
> > - A new campaign, "Crash Course", is now available for play in Campaign,
> > Versus and Survival modes
> > - In Versus mode, all weapons, pills, health packs, molotovs, pipe bombs
> > and other items will now be identical for the second round of a chapter
> > - Matchmaking has had several improvements to make finding and joining
> > games even faster
> > - Ten all new "Crash Course" achievements have been added
> >
> > Jason
> >
> >
> > ___
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> > please visit:
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Re: [hlds_linux] L4D Versus Difficulty

2009-09-14 Thread Brent Veal
Very rarely. Doesn't happen enough for me to be able to figure out if it's a
bug in the game or if there's a conflict with one of my plugins

On Mon, Sep 14, 2009 at 6:41 AM, gulfy32  wrote:

> Has anyone else had issues with 2 or 3 tanks spawning per level in L4D.
> Either for both teams or just one?  We had this issue a while back but it
> hasn't happened in 3-4 months.  Running Debian 5 with L4D running
> sourcemod.  I don't have any cvars that would change any of these settings
> nor have I messed with any of the settings before.
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Re: [hlds_linux] Team Fortress 2 Update Available

2009-09-03 Thread Brent Veal
At the moment, Valve only cares if you use an external program to grind the
weapons. Sitting in a server should cause no problems

On Thu, Sep 3, 2009 at 1:21 PM, w4rezz  wrote:

> so all your weapons will be deleted. muhaha
>
> 2009/9/3 Philip Bembridge :
> > yep, already got my old laptop automatically idling when I'm not logged
> in
> > :-)
> >
> > 2009/9/3 Brent Veal 
> >
> >> achievement_idle makes its triumphant return
>
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Re: [hlds_linux] Team Fortress 2 Update Available

2009-09-02 Thread Brent Veal
achievement_idle makes its triumphant return

On Wed, Sep 2, 2009 at 4:00 PM, FPSB | Goerge wrote:

> now people are going to idle on normal servers... GG valve
>
> On Wed, Sep 2, 2009 at 4:56 PM, Nightbox  >wrote:
>
> > http://www.tf2.com/post.php?id=2787
> >
> > Anti Idle...
> >
> > 2009/9/3 Jason Ruymen 
> >
> > > A required update for Team Fortress 2 is now available.  Please run
> > > hldsupdatetool to receive it.  The specific changes include:
> > >
> > > - Fixed "not on camera object" particle effects appearing while
> > spectating
> > > in-eyes, and not appearing when in thirdperson
> > > - Fixed inventory bug that caused some item pickups not to be shown
> > > - Added support for client explanations of backend inventory
> manipulation
> > >
> > > Jason
> > >
> > >
> > > ___
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Re: [hlds_linux] Just out of curiosity

2009-08-24 Thread Brent Veal
I've heard people complain occasionally about the odd lag spike on my TF2
server this past weekend.



On Mon, Aug 24, 2009 at 10:08 AM, Ook  wrote:

> Is this something relatively new? Players on my OP4 server just this last
> week started complaining about lag spikes. I've watched it occur and there
> is no unusual cpu or bandwidth consumption that could explain it. Nothing
> that I can see - the server just lags for a brief period of time.
>
> - Original Message -
> From: "ics" 
> To: "Half-Life dedicated Linux server mailing list"
> 
> Sent: Monday, August 24, 2009 9:50 AM
> Subject: [hlds_linux] Just out of curiosity
>
>
> > Is anyone having somewhat random lag spikes on their CSS/TF2 servers?
> > Those of you who have followed up on this list are aware of the common
> > issue which we all still have, the VAC related 1-2 sec lag spikes with
> > every 5 mins that still occur. Now i have to wonder, is anyone of you
> > having similiar random lagspikes in addition to the every 5 min
> > lagspike? Because everything else seems fine, network, server and
> > everything in it. These are most detectable with servers having more
> > than 20+ players on TF2 and 30+ players on CS Source. Somehow i have
> > this feeling that there is something going on that i can't fix.
> >
> > -ics
> >
> > ___
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Re: [hlds_linux] versus server score 0

2009-07-27 Thread Brent Veal
what plugins are you using

On Mon, Jul 27, 2009 at 9:24 PM, Cc2iscooL  wrote:

> Have you tried with Sourcemod off? It's likely a plugin, I've not seen this
> issue before. Turn it off, try playing a few times without it, if it works,
> load up Sourcemod with default plugs only and add them until the problem
> recurs.
>
> Good luck!
>
> --
> Cc2iscooL
> Head Admin/Owner
> http://www.cc2iscool.com
>
>
> On Mon, Jul 27, 2009 at 11:13 PM, Russell Jones 
> https://mail.google.com/mail?view=cm&tf=0&to=rjo...@eggycrew.com>>
> wrote:
>
> > This is a left4dead dedicated vs server with only sourcemod installed.
> > For some reason on more matches than not, the scores will be 0 for the
> > survivors. Any idea what causes this?
> >
> > Thanks
> >
> > ___
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> > please visit:
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Re: [hlds_linux] Joining your own server for l4d vs game

2009-07-04 Thread Brent Veal
Are you changing sv_gametypes in your server config? Doesn't sound like
that'd be the problem though if random lobbies correctly change the
server...



On Sat, Jul 4, 2009 at 11:00 PM, Russell Jones  wrote:

> I don't want the servers to be exclusive. I don't mind the public using
> them, it's just that even when using ms_force_dedicated_server is set,
> or even a search key is set, when you join from the lobby it stays in
> coop mode instead of going to vs mode.
>
> That's the problem, I don't understand why it won't switch itself to vs
> mode.
>
>
>
> Ravnox wrote:
> > 1. Don't set the game type so that it is set by the lobby.
> > 2. Set your Steam group and make it exclusive so that the lobby won't
> > randomly send players to your server unless there is already a game in
> > progress.
> > ( sv_steamgroup 12345 and sv_steamgroup_exclusive 1 )
> >
> > I use ms_force... this way.
> >
> > --
> > Ravnox
> >
> >
> > Quoting Russell Jones 
> > https://mail.google.com/mail?view=cm&tf=0&to=rjo...@eggycrew.com>
> >:
> >
> >
> >> So, what is the correct way of joining your own server for an l4d vs
> >> game? I can't seem to get it to work right.
> >>
> >> When I make a lobby and set ms_force_dedicated_server to my server's IP
> >> address, if the server is in coop mode it won't switch itself over, it
> >> stays in coop and the last 4 people get put on as spectator.
> >>
> >> However, if it is in coop mode and random pubbers end up on it from a
> >> lobby, it switches itself over to vs mode correctly.
> >>
> >> What am I missing here?
> >>
> >> Thanks!
> >>
> >
> >
> >
> >
> >
> > ___
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> please visit:
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Re: [hlds_linux] l4d steamgroup exclusive behavior after 6/25 update

2009-06-28 Thread Brent Veal
No, if the server has a search key set, then the only way a lobby can access
it is if the leader inputs the correct key. No random lobby will find it
otherwise. It's been like that pretty much since day 1. Stevo was correct in
that if the lobby leader has a blank search key, he will only search for
servers that also have a blank search key. In fact there's been a number of
discussions on this list on how to work around having a search key on your
server as well as letting public lobbys access the server since it doesn't
work that way by default.


2009/6/28 Ronny Schedel 

>
> No, if the client has an empty search key, the master server will respond
> with any server. If the client sets a search key, the master server will
> only respond with servers with the same search key. It acts like the normal
> Steam game browser filters, where you can filter by map name, region or
> game. If you don't set the filter, you get every single server in the
> world.
> To understand it better, you should consider the search key as a filter.
>
>
> > Servers have a default search key of "" (blank), as do the clients.
> > Therefore, server search is restricted to servers with blank search
> > keys, since "" == "". So it does effectively make the server private to
> > those who know the key. That is until the game starts, which then lets
> > anyone join any free slots.
> >
> > Ronny Schedel wrote:
> >> If you don't trust me, you just have to read and understand the
> >> description
> >> of this variable:
> >>
> >> When searching for a dedicated server from lobby, restrict search to
> only
> >> dedicated servers having the same sv_search_key.
> >>
> >>
> >>
> >>
> >>> With the search key on, our servers are only used by our members. With
> >>> the
> >>> search key off, the server will fill with a public lobby pretty much
> >>> instantly. I'm not sure why it wouldn't work that way for your servers,
> >>> but
> >>> that's how it works for us and most other server admins I've talked to.
> >>>
> >>> 2009/6/28 Ronny Schedel 
> >>> https://mail.google.com/mail?view=cm&tf=0&to=i...@ronny-schedel.de>
> >
> >>>
> >>>
>  Everyone can access the servers with a search key set. It is only what
>  the
>  name says, a search key. We run 10 server with a search key set, and
>  the
>  servers are used from public players also. The search key offers the
>  lobby
>  leader to only search servers with this search key set, the servers
>  remains
>  still public and open to everyone.
> 
> 
> 
> > If you have a search key set, then a lobby can only access it if they
> >
>  know
> 
> > the key. Our group has 5 servers that are kept private just by simply
> > having
> > the search key enabled on them
> >
> > 2009/6/28 Ronny Schedel
> > https://mail.google.com/mail?view=cm&tf=0&to=i...@ronny-schedel.de>
> 
> >
> >
> >
> >> The search key has nothing to do with setting it private, it is just
> >> a
> >> search key for the lobby leader to find a suitable server. To make a
> >> server
> >> private there is only the variable sv_steamgroup_exclusive, which
> >> does
> >> not
> >> seem to work now.
> >>
> >>
> >>
> >>> There have been a few people saying that its not working since the
> >>>
>  last
> 
> >>> update. You could always set a sv_search_key to keep it private and
> >>> only
> >>> your private lobbys can access the server.
> >>>
> >>>
> >>> On Sun, Jun 28, 2009 at 9:08 AM, Никита Булаев [Nikita Bulaev] <
> >>> djfireb...@gmail.com
> 
> >>>
>  >
> 
> >> wrote:
> >>
>  After updating my l4d servers my steamgroup exclusive settings are
>  no
>  longer
>  working. After restart my servers immediately filled up with
> public
>  players.
>  \what's the problem?
> 
>  - Linux Dedicated server
>  - version 1.0.1.4 3881
>  sv_steamgroup set to my number
>  sv_steamgroup_exclusive 1
>  sv_allow_lobby_connect 0
>  sv_gametypes "coop,versus,survival"
> 
>  Nikita
>  ___
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> 
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> 
>  please visit:
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> 
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> >>> please visit:
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Re: [hlds_linux] l4d steamgroup exclusive behavior after 6/25 update

2009-06-28 Thread Brent Veal
With the search key on, our servers are only used by our members. With the
search key off, the server will fill with a public lobby pretty much
instantly. I'm not sure why it wouldn't work that way for your servers, but
that's how it works for us and most other server admins I've talked to.

2009/6/28 Ronny Schedel 

>
> Everyone can access the servers with a search key set. It is only what the
> name says, a search key. We run 10 server with a search key set, and the
> servers are used from public players also. The search key offers the lobby
> leader to only search servers with this search key set, the servers remains
> still public and open to everyone.
>
>
> > If you have a search key set, then a lobby can only access it if they
> know
> > the key. Our group has 5 servers that are kept private just by simply
> > having
> > the search key enabled on them
> >
> > 2009/6/28 Ronny Schedel 
> > https://mail.google.com/mail?view=cm&tf=0&to=i...@ronny-schedel.de>
> >
> >
> >>
> >> The search key has nothing to do with setting it private, it is just a
> >> search key for the lobby leader to find a suitable server. To make a
> >> server
> >> private there is only the variable sv_steamgroup_exclusive, which does
> >> not
> >> seem to work now.
> >>
> >>
> >> > There have been a few people saying that its not working since the
> last
> >> > update. You could always set a sv_search_key to keep it private and
> >> > only
> >> > your private lobbys can access the server.
> >> >
> >> >
> >> > On Sun, Jun 28, 2009 at 9:08 AM, Никита Булаев [Nikita Bulaev] <
> >> > djfireb...@gmail.com
> >
> >> wrote:
> >> >
> >> >> After updating my l4d servers my steamgroup exclusive settings are no
> >> >> longer
> >> >> working. After restart my servers immediately filled up with public
> >> >> players.
> >> >> \what's the problem?
> >> >>
> >> >> - Linux Dedicated server
> >> >> - version 1.0.1.4 3881
> >> >> sv_steamgroup set to my number
> >> >> sv_steamgroup_exclusive 1
> >> >> sv_allow_lobby_connect 0
> >> >> sv_gametypes "coop,versus,survival"
> >> >>
> >> >> Nikita
> >> >> ___
> >> >> To unsubscribe, edit your list preferences, or view the list
> archives,
> >> >> please visit:
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> >> >>
> >> > ___
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> >> > please visit:
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> >> >
> >>
> >>
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> >>
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Re: [hlds_linux] l4d steamgroup exclusive behavior after 6/25 update

2009-06-28 Thread Brent Veal
If you have a search key set, then a lobby can only access it if they know
the key. Our group has 5 servers that are kept private just by simply having
the search key enabled on them

2009/6/28 Ronny Schedel 

>
> The search key has nothing to do with setting it private, it is just a
> search key for the lobby leader to find a suitable server. To make a server
> private there is only the variable sv_steamgroup_exclusive, which does not
> seem to work now.
>
>
> > There have been a few people saying that its not working since the last
> > update. You could always set a sv_search_key to keep it private and only
> > your private lobbys can access the server.
> >
> >
> > On Sun, Jun 28, 2009 at 9:08 AM, Никита Булаев [Nikita Bulaev] <
> > djfireb...@gmail.com>
> wrote:
> >
> >> After updating my l4d servers my steamgroup exclusive settings are no
> >> longer
> >> working. After restart my servers immediately filled up with public
> >> players.
> >> \what's the problem?
> >>
> >> - Linux Dedicated server
> >> - version 1.0.1.4 3881
> >> sv_steamgroup set to my number
> >> sv_steamgroup_exclusive 1
> >> sv_allow_lobby_connect 0
> >> sv_gametypes "coop,versus,survival"
> >>
> >> Nikita
> >> ___
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> >> please visit:
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> >>
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> >
>
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Re: [hlds_linux] l4d steamgroup exclusive behavior after 6/25 update

2009-06-28 Thread Brent Veal
There have been a few people saying that its not working since the last
update. You could always set a sv_search_key to keep it private and only
your private lobbys can access the server.


On Sun, Jun 28, 2009 at 9:08 AM, Никита Булаев [Nikita Bulaev] <
djfireb...@gmail.com> wrote:

> After updating my l4d servers my steamgroup exclusive settings are no
> longer
> working. After restart my servers immediately filled up with public
> players.
> \what's the problem?
>
> - Linux Dedicated server
> - version 1.0.1.4 3881
> sv_steamgroup set to my number
> sv_steamgroup_exclusive 1
> sv_allow_lobby_connect 0
> sv_gametypes "coop,versus,survival"
>
> Nikita
> ___
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Re: [hlds_linux] update_addon_paths - not working?

2009-06-27 Thread Brent Veal
Yeah, I have it working with the files in Addons, not Add-ons

Really, Valve, do we need to have 2 very similarly named folders? I've
already seen a fair amount of confusion between them

On Sat, Jun 27, 2009 at 10:53 AM, Jonah Hirsch wrote:

> This readme even showed up in my "addons" folder.
>
> Install .VPK add-ons by placing them in this folder.
>
> View and manage add-ons from the main menu: Extras->Add-ons.
>
> On Sat, Jun 27, 2009 at 10:52 AM, Jonah Hirsch 
> https://mail.google.com/mail?view=cm&tf=0&to=crazydog...@gmail.com>
> >wrote:
>
> > What? I had to put mine in "addons". When I put mine in "add-ons", they
> > didn't work!
> >
> >
> > On Sat, Jun 27, 2009 at 12:50 AM, Nikolay Shopik 
> > https://mail.google.com/mail?view=cm&tf=0&to=sho...@inblock.ru>
> >wrote:
> >
> >> On 27.06.2009 1:34, Nikolay Shopik wrote:
> >> > Hey guys,
> >> >
> >> > Just trying to install some vpk files to my server. After coping files
> >> > I've entering update_addon_paths;mission_reload and it complains
> >> > Unable to remove ~/hlds/l4d/left4dead/addonlist.txt!
> >> > Unable to remove ~/hlds/l4d/left4dead/addonlist.txt!
> >> > File is really doesn't exist, if I create new one, it just delete it
> and
> >> > not produce such message. I suppose it should update file with name of
> >> > addons installed as it doing for example on mine desktop version of
> L4D.
> >> >
> >> > Anybody already face such problem?
> >> >
> >> >
> >> Damn, I just put it in wrong folder addons instead of add-ons
> >>
> >>
> >> ___
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> >> please visit:
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> >>
> >
> >
> >
> > --
> > Jonah Hirsch
> > ---
> > Sent from my BlackBerry
> >
>
>
>
> --
> Jonah Hirsch
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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Brent Veal
well of course

On Fri, Jun 26, 2009 at 3:29 PM, Mike Zimmermann  wrote:

> I don't believe they are adding any support for this into the 360 version.
> The PC and 360 versions are two different branches now.
>
> -Mike
>
>
> On Fri, Jun 26, 2009 at 5:28 PM, Brent Veal  >wrote:
>
> > The current system was picked because it works best for the 360 version.
> > They obviously didn't have the time to come up with an entirely different
> > system that would work best for the PC version
> >
> >
> > On Fri, Jun 26, 2009 at 3:19 PM, Adam Smith  wrote:
> >
> > > I really like that idea. I love to know what ideas where kicked around
> > why
> > > the current system was picked verses something like that.
> > >
> > > On Fri, Jun 26, 2009 at 6:07 PM, Jonah Hirsch 
> > > wrote:
> > >
> > > > If valve were to implement a system where the lobby grabbed a server
> > > BEFORE
> > > > the start game button was pressed, it could solve this problem, a
> > little.
> > > >
> > > > Let's say that as soon as you make a lobby, L4D will find a server
> for
> > > you,
> > > > and tell you that a server has been found and reserved, and it has a
> > > timer
> > > > showing how much time you have left in this reservation (5 minutes?).
> > > >
> > > > If that system was created and implemented, then people would be able
> > to
> > > > download the custom campaigns from the game server (or redirect
> server
> > > > specified in the game server)  that was grabbed WHILE IN THE LOBBY.
> > Their
> > > > progress could be shared with everyone, meaning the leader would know
> > > when
> > > > everyone was ready to start. Then, they could just hit "Start the
> > Game",
> > > > and
> > > > boom, connecting to a server, no time wasted searching for a server
> or
> > > > waiting for people to download the .vpk's, as they would be
> downloaded
> > > > while
> > > > the lobby is filling up.
> > > >
> > > > Before anyone points out holes in this system:
> > > > There could be a limit of how many people need to be in a lobby
> before
> > a
> > > > server is found.
> > > > As long as people are downloading the .vpk, the server reservation
> > would
> > > be
> > > > extended, and the leader could start the game before it runs out if
> > > people
> > > > haven't finished downloading.
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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Brent Veal
The current system was picked because it works best for the 360 version.
They obviously didn't have the time to come up with an entirely different
system that would work best for the PC version


On Fri, Jun 26, 2009 at 3:19 PM, Adam Smith  wrote:

> I really like that idea. I love to know what ideas where kicked around why
> the current system was picked verses something like that.
>
> On Fri, Jun 26, 2009 at 6:07 PM, Jonah Hirsch 
> wrote:
>
> > If valve were to implement a system where the lobby grabbed a server
> BEFORE
> > the start game button was pressed, it could solve this problem, a little.
> >
> > Let's say that as soon as you make a lobby, L4D will find a server for
> you,
> > and tell you that a server has been found and reserved, and it has a
> timer
> > showing how much time you have left in this reservation (5 minutes?).
> >
> > If that system was created and implemented, then people would be able to
> > download the custom campaigns from the game server (or redirect server
> > specified in the game server)  that was grabbed WHILE IN THE LOBBY. Their
> > progress could be shared with everyone, meaning the leader would know
> when
> > everyone was ready to start. Then, they could just hit "Start the Game",
> > and
> > boom, connecting to a server, no time wasted searching for a server or
> > waiting for people to download the .vpk's, as they would be downloaded
> > while
> > the lobby is filling up.
> >
> > Before anyone points out holes in this system:
> > There could be a limit of how many people need to be in a lobby before a
> > server is found.
> > As long as people are downloading the .vpk, the server reservation would
> be
> > extended, and the leader could start the game before it runs out if
> people
> > haven't finished downloading.
> > ___
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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Brent Veal
Scenerio 2 isnt impossible. If you try to join a server that has a map you
dont have, it can easily send you a message giving you the URL found in the
VPK

On Fri, Jun 26, 2009 at 2:22 PM, Dan Offord  wrote:

> Scenario 2 will never happen.
>
> You can't join the game, if you don't have the map, the join button is
> just greyed out.
> Ideally, you would still have an option to download it from the servers
> redirect.
>
> ics wrote:
> > I know i cannot download from the server while not connected into one.
> > Let me twist the wire:
> >
> > Scenario 1:
> > 1. Lobby leader has custom campaign installed.
> > 2. Other players join lobby which do not have the campaign
> > 3. Since the campaign has download URL, they get to download the
> > campaign _before_ lobby leader starts the game OR he can start the game
> > and others join whilst they download it from the URL.
> > 4. No one downloads from the lobby creator, only from the URL specified
> > in campaign VPK files.
> >
> > Scenario 2:
> > 1. Player direct connects to a server which as campaign on
> > 2. Player doesnt have the campaign but he gets a dl prompt to download
> > it from the campaign URL
> > 3. Player downloads the map from the associated URL specified in the
> > campaign files
> >
> > Got it?
> >
> > -ics
> >
> >
>
> 
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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Brent Veal
The lobby leader needs the VPK file first. Then they make the lobby for that
particular campaign. When people who dont have that campaign join, they are
offered the ability to download the VPK with the link that is in the file
the lobby leader has.

At least I think thats how it goes


On Fri, Jun 26, 2009 at 1:25 PM,  wrote:

> Wait what?
>
> The VPK package comes with a URL in it. Is it just me or do we have a
> case of the chicken and the egg?  You can not see the URL in the
> package unless you download the package first.
>
> So, can we assume that the URL in the package is just for convenience to
> the map maker and not for any of us to know where to fetch the package
> since we need to get the package to know where the package originated
> from? It's not like your average user will use the server browser in
> L4D to know which campaign exists that they don't have and unless you
> have the campaign in your addons folder, you can't start or join a
> lobby with it, which makes the whole sv_downloadurl not really useful.
>
> That's what I understand from all of this anyway.  We'll just find the
> campaign we want to play the old fashion way and I'm sure we can expect
> Valve to have updates with community campaign like they do with TF2.
>
> On our servers, we'll install the campaigns we want, and have them
> available as links or direct download on our web site.  That's how some
> people still download maps and while it's not the best system, it works.
>
> --
> Ravnox
>
> On Fri, 26 Jun 2009 10:02:43 -0700
> Jonah Hirsch  wrote:
>
> > When a mapmaker packages their VPK file, they have to make a
> > "missions.txt" file. This contains information such as campaign name,
> > version, author, which maps are for which type of game, and the
> > images.
> >
> > It also includes a download url. (Remember this!)
>
>
>
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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Brent Veal
How are map hosting sites going to feel about the new system? If they use a
bunch of bandwidth with people directly downloading the map files without
actually visiting the site, they're losing a lot of potential ad revenue. It
could potentially mean that they dont allow any downloads external to their
sites, which would put us in the exact same situation we were in before this
update.


On Fri, Jun 26, 2009 at 1:07 PM, ics  wrote:

> I would also like to add a word called bandwidth to this conversation.
> If every file is really downloaded through the URL specified by the
> mapper, there will be distribution issues regarding bandwidth for some
> maps and campaigns. Is the system really thought through? It would be
> better if the files would come from the actual game server itself where
> the map is on, on fast rate. This would nullify the need of
> sv_downloadurl completely.
>
> -ics
>
> Mike Zimmermann kirjoitti:
> > One could argue the fact that even if you could download VPKs from the
> > server, what would happen if the original site went down? How would you
> know
> > where the new updates for it are at? Afaik, if someone in the lobby has a
> > newer version of the VPK, everyone will be directed to the URL in the
> latest
> > version to download it. So if a site goes down (which really doesn't
> happen
> > often enough that it would be a nusaince), you just update the version in
> > the VPK and put in the new downloadurl. People will then have to
> redownload
> > the entire VPK but at least it will have the correct downloadurl.
> >
> > -Mike
> >
> >
> > On Fri, Jun 26, 2009 at 2:20 PM, Brent Veal  >wrote:
> >
> >
> >> The problem with making sv_downloadurl the primary source is that to
> access
> >> it, you need to have everyone join the server first. So if, say, 4 out
> of
> >> the 8 players need to download a 100MB VPK file first, you'd have a half
> >> full server until they all manage to download and install it
> >>
> >>
> >> On Fri, Jun 26, 2009 at 10:37 AM, Dan Offord 
> >> wrote:
> >>
> >>
> >>> The first major issue with this is the fact, that the internet is
> >>> changing & sites delete / remove links.
> >>>
> >>> What is going to happen once the site with the link on goes down /
> >>> becomes a site just full of adverts... or the file gets deleted?
> >>>
> >>> A better system, would have been to use sv_downloadurl from the server
> >>> first to download the vpk via a redirect site, and if that fails fall
> >>> back to the download url within the vpk file.
> >>>
> >>> Jonah Hirsch wrote:
> >>>
> >>>> It will not work. Here's how the VPK system works.
> >>>>
> >>>> When a mapmaker packages their VPK file, they have to make a
> >>>>
> >>> "missions.txt"
> >>>
> >>>> file. This contains information such as campaign name, version,
> author,
> >>>> which maps are for which type of game, and the images.
> >>>>
> >>>> It also includes a download url. (Remember this!)
> >>>>
> >>>> To start an add-on game, one person needs the addon. When anyone else
> >>>>
> >>> tries
> >>>
> >>>> to join their lobby, they are presented with a message saying they
> need
> >>>>
> >>> to
> >>>
> >>>> download the addon, and is presented with the download url that the
> >>>>
> >>> mapmaker
> >>>
> >>>> provided.
> >>>>
> >>>> It's very similar to how it used to work. The only advantage is
> >>>>
> >> starting
> >>
> >>> the
> >>>
> >>>> add-on campaign from the lobby, instead of changing the map once you
> >>>>
> >>> connect
> >>>
> >>>> to the server.
> >>>>
> >>>> Instead of making a lobby and giving people a link, l4d gives people
> >>>>
> >> the
> >>
> >>>> link for you.
> >>>>
> >>>> It'd be very nice if the server could push out the file, or you could
> >>>>
> >> use
> >>
> >>>> sv_downloadurl, but if it did people wouldn't be there for the
> >>>>
> >> beginning
> >>
> >>> of
> >>>
> >&

Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Brent Veal
The problem with making sv_downloadurl the primary source is that to access
it, you need to have everyone join the server first. So if, say, 4 out of
the 8 players need to download a 100MB VPK file first, you'd have a half
full server until they all manage to download and install it


On Fri, Jun 26, 2009 at 10:37 AM, Dan Offord  wrote:

> The first major issue with this is the fact, that the internet is
> changing & sites delete / remove links.
>
> What is going to happen once the site with the link on goes down /
> becomes a site just full of adverts... or the file gets deleted?
>
> A better system, would have been to use sv_downloadurl from the server
> first to download the vpk via a redirect site, and if that fails fall
> back to the download url within the vpk file.
>
> Jonah Hirsch wrote:
> > It will not work. Here's how the VPK system works.
> >
> > When a mapmaker packages their VPK file, they have to make a
> "missions.txt"
> > file. This contains information such as campaign name, version, author,
> > which maps are for which type of game, and the images.
> >
> > It also includes a download url. (Remember this!)
> >
> > To start an add-on game, one person needs the addon. When anyone else
> tries
> > to join their lobby, they are presented with a message saying they need
> to
> > download the addon, and is presented with the download url that the
> mapmaker
> > provided.
> >
> > It's very similar to how it used to work. The only advantage is starting
> the
> > add-on campaign from the lobby, instead of changing the map once you
> connect
> > to the server.
> >
> > Instead of making a lobby and giving people a link, l4d gives people the
> > link for you.
> >
> > It'd be very nice if the server could push out the file, or you could use
> > sv_downloadurl, but if it did people wouldn't be there for the beginning
> of
> > a map.
> >
> >
> > On Fri, Jun 26, 2009 at 9:17 AM, Brent Veal  >wrote:
> >
> >
> >> As far as I know, sv_downloadurl has never worked and I doubt it does
> now
> >> or
> >> else it would have been mentioned in the patch notes. I have yet to test
> >> the
> >> VPK system, so I really have no idea how that works exactly
> >>
> >>
> >> On Fri, Jun 26, 2009 at 8:47 AM, Kevin J. Anderson <
> >> les...@counter-strike.net> wrote:
> >>
> >>
> >>> Has anyone figured out a definitive answer as to whether this works, or
> >>> how the new system works when getting the custom campaigns downloaded
> >>> and installed?
> >>>
> >>> Kevin
> >>>
> >>> ___
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> >>> please visit:
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> >>>
> >>>
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> >>
> >>
> >
> >
> >
> >
>
>
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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Brent Veal
You could host the VPK file separately on your own hosting server, then give
out the link to anyone in the lobby if their default download is taking too
long. Thats what I do for custom maps right now, if l4dmaps.com is slow, I
give people a link to my own site with the files

On Fri, Jun 26, 2009 at 11:29 AM, Jay Deiman  wrote:

> Mike Zimmermann wrote:
> > I really don't think you should be touching a mapper's VPK archive. If
> they
> > update the version you will have to be checking that all the time and
> mirror
> > it on your host otherwise you will just run into problems.
>
> I see your point, but it doesn't change the fact the addon maps are
> useless if you can't download them to actually use them, which is
> currently the case since the only real source I've seen so far for maps
> is http://www.l4dmaps.com and it's almost impossible to get a download
> started there and when you do, it takes forever since you are chugging
> away at 30Kb/s.  I want to rectify that issue with better hosting and
> the most direct course of action is the modification of the download URL.
>
> Jay
>
> --
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>
> \033:wq!
>
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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Brent Veal
As far as I know, sv_downloadurl has never worked and I doubt it does now or
else it would have been mentioned in the patch notes. I have yet to test the
VPK system, so I really have no idea how that works exactly


On Fri, Jun 26, 2009 at 8:47 AM, Kevin J. Anderson <
les...@counter-strike.net> wrote:

> Has anyone figured out a definitive answer as to whether this works, or
> how the new system works when getting the custom campaigns downloaded
> and installed?
>
> Kevin
>
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Re: [hlds_linux] L4D sv_steamgroup_exclusive broken?

2009-06-25 Thread Brent Veal
Yeah, our group uses sv_searchkey to effectively make our servers
private/exclusive

On Thu, Jun 25, 2009 at 4:13 PM, Adam Nowacki  wrote:

> Yes, its broken, but you can get same as before behavior by setting
> sv_search_key to some very random string :D
>
> David A. Parker wrote:
> > Hello,
> >
> > Following the latest L4D update, my Steam-group-exclusive L4D servers
> > seem to be open to anyone.  Both server have these lines in their
> configs:
> >
> > sv_steamgroup XX
> > sv_steamgroup_exclusive 1
> >
> > (XX is substituted for the group ID, of course)
> >
> > When I type "find steamgroup" in each server's console, it returns this:
> >
> > "sv_steamgroup" = "XX" ( def. "" )
> >   notify
> >   - The IDs of the steam groups that this server belongs to, seperated
> > by commas. You can find group IDs on the admin profile pages in the
> > Steam community.
> > "sv_steamgroup_exclusive" = "1" ( def. "0" )
> >   - If set, only members of Steam group will be able to join the server
> > when it's empty, public people will be able to join the server only if
> > it has players.
> >
> > So, the cvars are set correctly, it just appears that
> > sv_steamgroup_exclusive is no longer being honored.  Is anyone else
> > seeing this?
> >
> >  Thanks,
> >  Dave
> >
>
>
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Re: [hlds_linux] Left 4 Dead Update Available

2009-06-25 Thread Brent Veal
It would be nice to at least have the option to download through whatever
the server has sv_downloadurl set to. So at least that way you'd know that
everyone in the game has the same map version as the server does.



On Thu, Jun 25, 2009 at 3:43 PM, Da-Huntha  wrote:

> At first I thought that the VPK would be downloaded from the person(s)
> having the add-on in the lobby, kind of peer-to-peer like. Then again
> I see networking issues with this.
>
> On Fri, Jun 26, 2009 at 12:07 AM, Jonah Hirsch
> wrote:
> > The VPK files need to be downloaded out of game. When you join a lobby
> that
> > is for an add-on, it prompts you with a link that the mapmaker provided
> when
> > packaging the vpk.
> >
> > It's too bad you can't download it from the server, but it makes sense
> > because you wouldn't be there for the start of the game.
> > Also, it's really frustrating for mapmakers to have to provide a URL
> before
> > it's packaged, since you don't always know what the URL will be. i.e.
> when
> > you use a host like filefront.
> >
> > On Thu, Jun 25, 2009 at 2:42 PM, ics  wrote:
> >
> >> Seems to work, but how, that is the question. Single VPK file into
> >> download host addons-folder? Someone @ Valve could verify this since the
> >> method for downloading stuff is different in L4D than in other Source
> >> games.
> >>
> >> -ics
> >>
> >> Kevin J. Anderson kirjoitti:
> >> > Curious, does sv_downloadurl work currently in l4d?
> >> >
> >> > Kevin
> >> >
> >> > Jason Ruymen wrote:
> >> >
> >> >> A required update for Left 4 Dead is now available.  Please run
> >> hldsupdatetool to receive it.  The specific changes include:
> >> >>
> >> >> Client:
> >> >> - Removed an infinite ammo exploit for molotovs
> >> >>
> >> >> Add-on Campaign Support:
> >> >> - Players download third party campaigns as single .VPK file
> >> >> - Players can manage and select add-on maps and campaigns via game UI
> >> >> - Added matchmaking support and download/update prompt for add-on
> >> campaigns
> >> >> - Custom campaign support in Leader boards
> >> >> - If not already registered, left4dead.exe registers .VPK extension
> to
> >> allow automatic install of add-ons
> >> >> - Servers and the steam API have been extended to allow servers to
> send
> >> up a list of keys for matchmaking up to 1200 bytes in size
> >> >>
> >> >> Left 4 Dead Authoring Tools:
> >> >> - Fixed missing fgd error
> >> >> - Added vpk.exe command line tool for extracting, creating, and
> >> appending .VPK files
> >> >> - Removed info_versus (not used)
> >> >> - Added info_gamemode which fires outputs for Coop, Versus or
> Survival
> >> depending on what game mode the map is loaded in
> >> >> - Updated tutorial_standards example map, repackaged as 'Dead Line'
> >> campaign example add-on
> >> >> - Sample content now includes source files for official maps
> >> >>
> >> >> Jason
> >> >>
> >> >> ___
> >> >> To unsubscribe, edit your list preferences, or view the list
> archives,
> >> please visit:
> >> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >> >>
> >> >>
> >> >
> >> > ___
> >> > To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
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> >> >
> >>
> >>
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> >> please visit:
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> >>
> >
> >
> >
> > --
> > Jonah Hirsch
> > ---
> > Sent from my BlackBerry
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Re: [hlds_linux] Left 4 Dead Update Available

2009-06-25 Thread Brent Veal
It hasnt worked prior to this update, dont know if this update fixes it or
not

On Thu, Jun 25, 2009 at 2:34 PM, Kevin J. Anderson <
les...@counter-strike.net> wrote:

> Curious, does sv_downloadurl work currently in l4d?
>
> Kevin
>
> Jason Ruymen wrote:
> > A required update for Left 4 Dead is now available.  Please run
> hldsupdatetool to receive it.  The specific changes include:
> >
> > Client:
> > - Removed an infinite ammo exploit for molotovs
> >
> > Add-on Campaign Support:
> > - Players download third party campaigns as single .VPK file
> > - Players can manage and select add-on maps and campaigns via game UI
> > - Added matchmaking support and download/update prompt for add-on
> campaigns
> > - Custom campaign support in Leader boards
> > - If not already registered, left4dead.exe registers .VPK extension to
> allow automatic install of add-ons
> > - Servers and the steam API have been extended to allow servers to send
> up a list of keys for matchmaking up to 1200 bytes in size
> >
> > Left 4 Dead Authoring Tools:
> > - Fixed missing fgd error
> > - Added vpk.exe command line tool for extracting, creating, and appending
> .VPK files
> > - Removed info_versus (not used)
> > - Added info_gamemode which fires outputs for Coop, Versus or Survival
> depending on what game mode the map is loaded in
> > - Updated tutorial_standards example map, repackaged as 'Dead Line'
> campaign example add-on
> > - Sample content now includes source files for official maps
> >
> > Jason
> >
> > ___
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> please visit:
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Re: [hlds_linux] Specifying a dedicated server in L4D

2009-06-10 Thread Brent Veal
I believe that 1013 is the current version number for L4D. If there are
further updates that change the version number, you would probably have to
change your search key accordingly.


On Wed, Jun 10, 2009 at 12:03 PM, Nikolay Shopik  wrote:

> On 10.06.2009 21:40, Mike Zimmermann wrote:
> > However, doing this will prevent anyone from joining your server unless
> they
> > are using the same search key. If you wish to still allow random lobbies
> to
> > use your server, replace the line in your server.cfg with this:
> > sv_search_key "1013,key:someuniquekey"
>
> What is 1013, just special number (appears to be version of L4D) when
> L4D doing search for empty lobbies?
>
>
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Re: [hlds_linux] Still seeing the team scrambling bug?

2009-06-08 Thread Brent Veal
I believe that there's a Team Unscrambler plugin for Sourcemod. I havent
used it so I don't know how effective it is. There's also a Player Switch
plugin that lets an admin swap players to whatever team you like.

On Mon, Jun 8, 2009 at 8:40 AM, Kveri  wrote:

> the word "finale" tells it :).
>
> Kveri
>
> Ronny Schedel wrote:
> > A good start would be to tell us the game you are talking about.
> >
> >
> >
> >> I am still seeing team shuffling on my totally vanilla server. It most
> >> frequently happens when one team is getting a proper pasting, and
> >> especially
> >> prior to the finale the teams will be switched round. I am also pretty
> >> certain it is not happening due to people loading in faster and changing
> >> teams, since it has often happened to me and another person who was also
> >> not
> >> pleased about being swapped.
> >>
> >> Now that spectate has been disabled, is there an easy way of swapping
> two
> >> people over if both teams are full, or am I going to have to install
> some
> >> sort of plugin to fix this?
> >>
> >> Many thanks.
> >> ___
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> >>
> >
> >
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Re: [hlds_linux] TF2 idle achivement servers

2009-05-24 Thread Brent Veal
Valve has a lot more important things to do than figure out how to make
absolutely sure that people are playing the game 100% properly to get
unlocks. If people want to take the time to just sit there in an achievement
server to get a couple of weapons, I dont think that that's a huge issue.


On Sun, May 24, 2009 at 12:00 PM, 1nsane <1nsane...@gmail.com> wrote:

> The map could be made to move the player around automatically and even
> execute certain commands on the clients by the means of triggers.
>
> On Sun, May 24, 2009 at 2:04 PM, Andreas Grimm 
> https://mail.google.com/mail?view=cm&tf=0&to=...@gmx.net>>
> wrote:
>
> > then valve could check their position ... if their x y z coordinates
> didn't
> > change for a while -> not active..
> > they could also check the client input -> always the same? -> not
> active...
> > client aim vector always the same? -> not active...
> > client didn't fire his weapon for 12 seconds -> not active...
> > but all checks together -> who the hell want to spend x hours to find out
> > how to bypass that
> >
> > it's soo easy to find out, if a player is active or not. at least for
> > valve.
> >
> > -Original Message-
> > From: 
> > hlds_linux-boun...@list.valvesoftware.com<https://mail.google.com/mail?view=cm&tf=0&to=hlds_linux-boun...@list.valvesoftware.com>
> > [mailto:hlds_linux-boun...@list.valvesoftware.com<https://mail.google.com/mail?view=cm&tf=0&to=hlds_linux-boun...@list.valvesoftware.com>]
> On Behalf Of Brent Veal
> > Sent: Sunday, May 24, 2009 7:48 PM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] TF2 idle achivement servers
> >
> > Then people would go into achievement servers and put "+forward" in
> console
> > so they're constantly moving. It wouldn't change anything, really.
> >
> > On Sun, May 24, 2009 at 10:26 AM, Andreas Grimm 
> > https://mail.google.com/mail?view=cm&tf=0&to=...@gmx.net>>
> wrote:
> >
> > > valve should change the system so, that only playing/moving/active
> > players
> > > are able to find new weapons.
> > > and why they should do this:
> > >
> > > - as a spectator (better said a "ghost") i am not able to pick up a
> gun.
> > or
> > > can i slap living players, too??!
> > >
> > > - while standing around and looking to the floor i can't find a gun.
> only
> > > if
> > > the world would shit guns out of every hole. like the servers say "xxx
> > > found: ". to find something i have to do something ;D
> > >
> > > -Original Message-
> > > From:
> > hlds_linux-boun...@list.valvesoftware.com<https://mail.google.com/mail?view=cm&tf=0&to=hlds_linux-boun...@list.valvesoftware.com>
> <
> > https://mail.google.com/mail?view=
> > cm&tf=0&to=hlds_linux-boun...@list.valvesoftware.com<https://mail.google.com/mail?view=cm&tf=0&to=hlds_linux-boun...@list.valvesoftware.com>
> <
> https://mail.google.com/mail?view=%0Acm&tf=0&to=hlds_linux-boun...@list.valvesoftware.com
> >
> > >
> > >
> > [mailto:hlds_linux-boun...@list.valvesoftware.com<https://mail.google.com/mail?view=cm&tf=0&to=hlds_linux-boun...@list.valvesoftware.com>
> <
> > https://mail.google.com/ma
> > il?view=cm&tf=0&to=hlds_linux-boun...@list.valvesoftware.com<https://mail.google.com/mail?view=cm&tf=0&to=hlds_linux-boun...@list.valvesoftware.com>
> <
> https://mail.google.com/ma%0Ail?view=cm&tf=0&to=hlds_linux-boun...@list.valvesoftware.com
> >
> > >]
> > > On Behalf Of Stephen
> > > Micheals
> > > Sent: Sunday, May 24, 2009 7:10 PM
> > > To: Half-Life dedicated Linux server mailing list
> > > Subject: Re: [hlds_linux] TF2 idle achivement servers
> > >
> > > alot of players are epically pissed off already about the item drop
> > > system remove the ability to get unlocks while idle and its angry mobs
> > > with pitchforks and torches time.
> > >
> > > the system was good in theory and purpose but failed horribly in
> > > implementation.
> > >
> > > valve loves to release things incrementally but this system NEVER
> > > should have seen the light of day untill ALL of its planned features
> > > were finished.
> > >
> > > let alone the fact the system still seems bugged many people playing
> > > for hours so

Re: [hlds_linux] TF2 idle achivement servers

2009-05-24 Thread Brent Veal
Then people would go into achievement servers and put "+forward" in console
so they're constantly moving. It wouldn't change anything, really.

On Sun, May 24, 2009 at 10:26 AM, Andreas Grimm  wrote:

> valve should change the system so, that only playing/moving/active players
> are able to find new weapons.
> and why they should do this:
>
> - as a spectator (better said a "ghost") i am not able to pick up a gun. or
> can i slap living players, too??!
>
> - while standing around and looking to the floor i can't find a gun. only
> if
> the world would shit guns out of every hole. like the servers say "xxx
> found: ". to find something i have to do something ;D
>
> -Original Message-
> From: 
> hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com]
> On Behalf Of Stephen
> Micheals
> Sent: Sunday, May 24, 2009 7:10 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] TF2 idle achivement servers
>
> alot of players are epically pissed off already about the item drop
> system remove the ability to get unlocks while idle and its angry mobs
> with pitchforks and torches time.
>
> the system was good in theory and purpose but failed horribly in
> implementation.
>
> valve loves to release things incrementally but this system NEVER
> should have seen the light of day untill ALL of its planned features
> were finished.
>
> let alone the fact the system still seems bugged many people playing
> for hours some days and not getting any new items or only getting old
> items.
>
> just look at how many servers are running achievement_idle and other
> idle achievement maps that are FULL to see how broken the system is.
>
> on a personal sad note at the rate of witch i get items unless i were
> to use a achievement_idle server i will NEVER be able to try any of
> the new items unless i dedicate my life to playing TF2.
>
> a fun test of how crazy the it has gotten setup a achievement_idle
> server and see how long before the server gets full, last night i did
> it as a test the entire server filled up within 1 damn minute of
> launching the server. D:
>
> On Sun, May 24, 2009 at 9:51 AM, AnAkIn . 
> https://mail.google.com/mail?view=cm&tf=0&to=anakin...@gmail.com>>
> wrote:
> > It would be better to blacklist the servers faking clients than this (yes
> > there are still a lot of servers fake clients).
>
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Re: [hlds_linux] Achievement Servers

2009-05-21 Thread Brent Veal
where did you hear that?


On Thu, May 21, 2009 at 2:48 PM, Yaakov Smith  wrote:

> Achievement servers will be pointless, as Valve is delinking achievements
> and unlocks. Note that there are no Sniper or Spy Milestone achievements.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
> DontWannaName!
> Sent: Friday, 22 May 2009 7:40 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Achievement Servers
>
> No, im just stating the facts not trying to cause problems.
>
> On Thu, May 21, 2009 at 2:24 PM, f7 f0rkz  wrote:
>
> > You guys are still going on about that?
> >
> > On Thu, May 21, 2009 at 2:57 PM, Rodrigo Peña 
> > wrote:
> >
> > > +1
> > >
> > > Cc2iscooL escribió:
> > > > Stole the words from my mouth.
> > > >
> > > > On 5/21/09, DontWannaName!  wrote:
> > > >
> > > >> I would ask msleeper, hes the expert in that department.
> > > >>
> > > >> On Thu, May 21, 2009 at 10:43 AM, Miano, Steven M. <
> > > >> steven.mi...@mybrighthouse.com> wrote:
> > > >>
> > > >>
> > > >>> Has anyone seen or know of a good article/howto/tutorial/etc on
> > > creating
> > > >>> an
> > > >>> achievement server?
> > > >>>
> > > >>> I'd like to possibly set up a small private bot achievement server,
> > and
> > > >>> can't find much information on setting them up.
> > > >>>
> > > >>> Even a map + server.cfg would be a great start...
> > > >>>
> > > >>> Thanks guys,
> > > >>>
> > > >>> ~MianoSM
> > > >>>
> > > >>> CONFIDENTIALITY NOTICE: This e-mail may contain information that is
> > > >>> privileged, confidential or otherwise protected from disclosure. If
> > you
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> > > >>> immediately by return e-mail, purge it and do not disseminate or
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> > > it.
> > > >>>
> > > >>> ___
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> > > >>> please visit:
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> > > >>>
> > > >>>
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> > > >> please visit:
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> > > >>
> > > >>
> > > >
> > > >
> > > >
> > >
> > >
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Re: [hlds_linux] TF2 Sniper and Durty Spy Update Schedule

2009-05-20 Thread Brent Veal
The Scout update came out pretty late, didnt it? Maybe I'm not remembering
correctly



On Wed, May 20, 2009 at 4:29 PM, Yaakov Smith  wrote:

> And it would appear that they work 9AM-5PM, except for leaking videos on
> weekends.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
> DontWannaName!
> Sent: Thursday, 21 May 2009 9:28 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] TF2 Sniper and Durty Spy Update Schedule
>
> I would say 6pm PST the latest and 1pm PST the earliest. They dont do
> midnight releases for class updates...
>
> On Wed, May 20, 2009 at 4:07 PM, HoundDawg  wrote:
>
> > I think Matt was looking for a more exact time frame window.  As it
> > stands, it could be anywhere between midnight PST tonight to just before
> > midnight tomorrow night.  That isn't exactly a good window of
> > preparation for server admins.
> >
> > HoundDawg
> >
> >
> > Yaakov Smith wrote:
> > > 21st May Valve time. I would say its in 24-30 hours.
> > >
> > > -Original Message-
> > > From: hlds_linux-boun...@list.valvesoftware.com
> > > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
> MoggieX
> > > Sent: Thursday, 21 May 2009 8:28 AM
> > > To: hlds_linux@list.valvesoftware.com
> > > Subject: [hlds_linux] TF2 Sniper and Durty Spy Update Schedule
> > >
> > > Howdy,
> > > Is there an ETA for when this will be released, so I can make sure
> there
> > is
> > > a administrator around to update the game servers?
> > >
> > > Matt
> > > ___
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