RE: [hlds] ooks server crash

2004-07-14 Thread spartibus
Lol, buddy, why do you think it's called Counter-Strike: Source? Because
its on the SOURCE engine.

From what I've read, there should be two packages available. 1, is
Half-Life 2, with no multiplayer, a lite package or whatever, and the
2nd is the full package, which is Half-Life 2 and CS: Source included.

Also, I think (not sure) I read that even though CS:Source is shipping
as HL2's multiplayer, that doesn't mean that there wont be any HL2 DM or
something in the future

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Benjamin
Woodie de Bos
Sent: Wednesday, July 14, 2004 1:02 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] ooks server crash

nonsense, its a totally different game. it wont be even running on the
HL2
engine

and you must pay seperate for it like CS:CZ

Regards,

Benjamin de Bos (Woodie)
- FRAGmania.net - Head Administrator
- Web: www.fragmania.net
- Email: [EMAIL PROTECTED]
- Irc: #fragmania.net @ quakenet
- Original Message -
From: spartibus [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, July 14, 2004 7:37 AM
Subject: RE: [hlds] ooks server crash


 YETH THIR, CS:S is said to be shipping as HL2's multiplayer.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of David Fencik
 Sent: Tuesday, July 13, 2004 10:10 PM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlds] ooks server crash

 I thought that hl2 multiplayer was going to be cs:s?

 Dave

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ooks Server
 Sent: Wednesday, July 14, 2004 12:49 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlds] ooks server crash

 If I do, I'll be spamming all of the lists with it :-)

 It really depends on what we can do with HL2 and whether or not the
 online
 play is well suited to Deathmatch, and how much interest there is, and
 how
 much time I have, etc. DM used to be very popular before the
 CounterShite
 infestation, but I'm not sure what HL2 multi-player will be like.

 - Original Message -
 From: Guido [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Tuesday, July 13, 2004 7:49 PM
 Subject: Re: [hlds] ooks server crash


  Ooks,
  IF  you are going to code it some time, send me a link
 when
 your
  done please.
 
 Thanks
 
  wee
  - Original Message -
  From: Ooks Server [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Tuesday, July 13, 2004 12:30 AM
  Subject: Re: [hlds] ooks server crash
 
 
   It's running on a PCChips mobo with an Athlon 1200. I'm not sure
 about
   crossing the boundary - this doesn't happen often enough, and I'm
 never
   there when it happens. I'll keep watching, maybe I'll spot
something
 of
   interest. However -with Won going away, my Cold Ice server will
 likewise
  go
   away because it won't run under Steam, and the coder took the code
 and
   vanished off of the face of the earth.
  
   I loved Cold Ice - maybe there will be a Steam version one day, if
I
 have
  to
   code it myself.
  
   - Original Message -
   From: Kevin Ottalini [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
   Sent: Monday, July 12, 2004 8:37 AM
   Subject: [hlds] ooks server crash
  
  
I might be able to correlate this for you ooks, by any chance is
 the
server motherboad an NFORCE2 based chipset?
   
Alternately, if you happen to have two DIMM memory modules,
if you monitor the memory usage, do they seem to crash the
instant they hit either 50% of the memory usage or cross the
first
DIMM boundary (if there are two different sized DIMMs)?
   
use perfmon.msc (start  run  perfmon.msc) and add
% cpu, page file bytes and virtual bytes for the HLDS process.
   
Here is a link to the CZ HLDS crash I just had (2nd time):
   
  
 

http://home.covad.net/~k25125/Server/FastReality_187hours_8250players_12
 0min
  ute_samples_crashed.htm
   
qUiCkSiLvEr
   
   
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 To 

RE: [hlds] ooks server crash

2004-07-14 Thread Napier, Kevin
oh I see double chaching. I doubt it, be point less to ship any version
without some form of or capability of multiplayer, the vast majority of
people don't purchase games today to play once or twice offline. (an
exception might be things like simcity, but not fps)

Anyway it's all pretty much speculation at this point.

-Original Message-
From: spartibus [mailto:[EMAIL PROTECTED]
Sent: Wednesday, July 14, 2004 4:13 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] ooks server crash


Lol, buddy, why do you think it's called Counter-Strike: Source? Because
its on the SOURCE engine.

From what I've read, there should be two packages available. 1, is
Half-Life 2, with no multiplayer, a lite package or whatever, and the
2nd is the full package, which is Half-Life 2 and CS: Source included.

Also, I think (not sure) I read that even though CS:Source is shipping
as HL2's multiplayer, that doesn't mean that there wont be any HL2 DM or
something in the future

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Benjamin
Woodie de Bos
Sent: Wednesday, July 14, 2004 1:02 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] ooks server crash

nonsense, its a totally different game. it wont be even running on the
HL2
engine

and you must pay seperate for it like CS:CZ

Regards,

Benjamin de Bos (Woodie)
- FRAGmania.net - Head Administrator
- Web: www.fragmania.net
- Email: [EMAIL PROTECTED]
- Irc: #fragmania.net @ quakenet
- Original Message -
From: spartibus [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, July 14, 2004 7:37 AM
Subject: RE: [hlds] ooks server crash


 YETH THIR, CS:S is said to be shipping as HL2's multiplayer.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of David Fencik
 Sent: Tuesday, July 13, 2004 10:10 PM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlds] ooks server crash

 I thought that hl2 multiplayer was going to be cs:s?

 Dave

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ooks Server
 Sent: Wednesday, July 14, 2004 12:49 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlds] ooks server crash

 If I do, I'll be spamming all of the lists with it :-)

 It really depends on what we can do with HL2 and whether or not the
 online
 play is well suited to Deathmatch, and how much interest there is, and
 how
 much time I have, etc. DM used to be very popular before the
 CounterShite
 infestation, but I'm not sure what HL2 multi-player will be like.

 - Original Message -
 From: Guido [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Tuesday, July 13, 2004 7:49 PM
 Subject: Re: [hlds] ooks server crash


  Ooks,
  IF  you are going to code it some time, send me a link
 when
 your
  done please.
 
 Thanks
 
  wee
  - Original Message -
  From: Ooks Server [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Tuesday, July 13, 2004 12:30 AM
  Subject: Re: [hlds] ooks server crash
 
 
   It's running on a PCChips mobo with an Athlon 1200. I'm not sure
 about
   crossing the boundary - this doesn't happen often enough, and I'm
 never
   there when it happens. I'll keep watching, maybe I'll spot
something
 of
   interest. However -with Won going away, my Cold Ice server will
 likewise
  go
   away because it won't run under Steam, and the coder took the code
 and
   vanished off of the face of the earth.
  
   I loved Cold Ice - maybe there will be a Steam version one day, if
I
 have
  to
   code it myself.
  
   - Original Message -
   From: Kevin Ottalini [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
   Sent: Monday, July 12, 2004 8:37 AM
   Subject: [hlds] ooks server crash
  
  
I might be able to correlate this for you ooks, by any chance is
 the
server motherboad an NFORCE2 based chipset?
   
Alternately, if you happen to have two DIMM memory modules,
if you monitor the memory usage, do they seem to crash the
instant they hit either 50% of the memory usage or cross the
first
DIMM boundary (if there are two different sized DIMMs)?
   
use perfmon.msc (start  run  perfmon.msc) and add
% cpu, page file bytes and virtual bytes for the HLDS process.
   
Here is a link to the CZ HLDS crash I just had (2nd time):
   
  
 

http://home.covad.net/~k25125/Server/FastReality_187hours_8250players_12
 0min
  ute_samples_crashed.htm
   
qUiCkSiLvEr
   
   
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[hlds] Protected message

2004-07-14 Thread Alfred
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Re: [hlds] ooks server crash

2004-07-14 Thread Agent|BeNt
U CS:S is run off the hl2 engine...thats why its called
sourcelol I thought they where gonne be offering like 2-3 different
packages.Like one thats offline hl2 only one thats hl2+multiplayer and a
Special Edition one that had some extras or something to that effect.
BeNt
Benjamin Woodie de Bos wrote:
nonsense, its a totally different game. it wont be even running on the HL2
engine
and you must pay seperate for it like CS:CZ
Regards,
Benjamin de Bos (Woodie)
- FRAGmania.net - Head Administrator
- Web: www.fragmania.net
- Email: [EMAIL PROTECTED]
- Irc: #fragmania.net @ quakenet
- Original Message -
From: spartibus [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, July 14, 2004 7:37 AM
Subject: RE: [hlds] ooks server crash


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[hlds] Server reference and a Master Server Listing Q.

2004-07-14 Thread Stephen Moretti (blueyonder)
First up... sorry for the newbie question. I'm sure its been asked time
and time again. :(
So on to my questions.
Firstly, where can I find a good complete reference for the standalone
HL dedicated server?
Specifically, I'm after an up to date reference for the command line
params for hlds, but a good config reference wouldn't go a miss either.
There are a million and one sites and faqs out there, but they all seem
to be either incomplete, totally out of date or specifically for Counter
Strike.
Secondly, I've done everything I can think of to get my server onto the
steam master lists; my port forwarding is set according to the steam
port number faq; I've set sv_lan to 0. I've checked, double check,
triple checked, hunted google, the steam forums everywhere to no avail.
The server can be found by me on the lan and I've had people connect to
it externally too, but no listing on the steam client server list.  Any
suggestions gratefully received.
If anyone wants to take a look - the server is currently running off the
gui (I'd rather it was on the console as a service - hence the reference
guide requirement), can be found at 82.39.131.243:27015 and is running
DoD with the new/updated maps and a couple of efrag/mardymouse custom
maps that I've played recently.  Be aware that this is just a test
server and may not be available at all times.
TIA
Stephen Moretti (aka Mr Nil)
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RE: [hlds] Server reference and a Master Server Listing Q.

2004-07-14 Thread David Fencik
Have you recently run the hldsupdatetool?  If you are not running the
most up to date version of dod, then your server will not show up on the
master list.

You could test if the problem is network based by just plugging your
server directly into your network connection and then checking the
server list.

Try with a clean installation first, without plugins.  It is not
necessary to set sv_lan 0 on a clean server installation.  Verify that
this server shows on the list, and then put your router back in place.

After verifying that the server shows up on the list, then try adding
your plugins, server.cfg, and whatever else you got.  While it is rare
that any of this stuff will stop your server from showing up on the
list, it's important to start from the ground up.

Dave

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Stephen Moretti
(blueyonder)
Sent: Wednesday, July 14, 2004 9:53 AM
To: HLDS
Subject: [hlds] Server reference and a Master Server Listing Q.

First up... sorry for the newbie question. I'm sure its been asked time
and time again. :(

So on to my questions.

Firstly, where can I find a good complete reference for the standalone
HL dedicated server?

Specifically, I'm after an up to date reference for the command line
params for hlds, but a good config reference wouldn't go a miss either.

There are a million and one sites and faqs out there, but they all seem
to be either incomplete, totally out of date or specifically for Counter
Strike.

Secondly, I've done everything I can think of to get my server onto the
steam master lists; my port forwarding is set according to the steam
port number faq; I've set sv_lan to 0. I've checked, double check,
triple checked, hunted google, the steam forums everywhere to no avail.
The server can be found by me on the lan and I've had people connect to
it externally too, but no listing on the steam client server list.  Any
suggestions gratefully received.

If anyone wants to take a look - the server is currently running off the
gui (I'd rather it was on the console as a service - hence the reference
guide requirement), can be found at 82.39.131.243:27015 and is running
DoD with the new/updated maps and a couple of efrag/mardymouse custom
maps that I've played recently.  Be aware that this is just a test
server and may not be available at all times.

TIA

Stephen Moretti (aka Mr Nil)


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Re: [hlds] Server reference and a Master Server Listing Q.

2004-07-14 Thread Stephen Moretti (blueyonder)

Secondly, I've done everything I can think of to get my server onto the
steam master lists; my port forwarding is set according to the steam
port number faq; I've set sv_lan to 0. I've checked, double check,
triple checked, hunted google, the steam forums everywhere to no avail.
The server can be found by me on the lan and I've had people connect to
it externally too, but no listing on the steam client server list.  Any
suggestions gratefully received.
If anyone wants to take a look - the server is currently running off the
gui (I'd rather it was on the console as a service - hence the reference
guide requirement), can be found at 82.39.131.243:27015 and is running
DoD with the new/updated maps and a couple of efrag/mardymouse custom
maps that I've played recently.  Be aware that this is just a test
server and may not be available at all times.
Perhaps I should also add that sv_region is set to 3 (europe) as part of
the dod server.cfg and the server name is Test Server |
[moretticonsulting.net]
regards
Stephen

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[hlds] Notification

2004-07-14 Thread Alfred
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RE: [hlds] ooks server crash

2004-07-14 Thread David Fencik
What the heck is the source engine?

Dave


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Napier, Kevin
Sent: Wednesday, July 14, 2004 11:42 AM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlds] ooks server crash

intense ___teamplay___ of Counter-Strike
...ROFL


-Original Message-
From: m0gely [mailto:[EMAIL PROTECTED]
Sent: Wednesday, July 14, 2004 12:40 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] ooks server crash


Benjamin Woodie de Bos wrote:
 it wont be even running on the HL2
 engine

http://www.steampowered.com/?area=css_b1

How will Counter-Strike: Source be different from the Half-Life 1 based
Counter-Strike?

CS: Source blends the intense teamplay of Counter-Strike with the
advance technology of Valve's Source engine.

 and you must pay seperate for it like CS:CZ

Numerous sites have posted that it will be included with HL2.

--
- m0gely
http://quake2.telestream.com/
Q2 | Q3A | Counter-strike

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RE: [hlds] ooks server crash

2004-07-14 Thread HLDS List
You're kidding, right?

-Original Message-
From: David Fencik [mailto:[EMAIL PROTECTED]
Sent: Wednesday, July 14, 2004 11:21 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] ooks server crash


What the heck is the source engine?

Dave



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RE: [hlds] ooks server crash

2004-07-14 Thread David Fencik
That's not an answer.

Dave

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of HLDS List
Sent: Wednesday, July 14, 2004 2:05 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] ooks server crash

You're kidding, right?

-Original Message-
From: David Fencik [mailto:[EMAIL PROTECTED]
Sent: Wednesday, July 14, 2004 11:21 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] ooks server crash


What the heck is the source engine?

Dave



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RE: [hlds] ooks server crash

2004-07-14 Thread Darren J. Mason
OMG, you are lucky you haven't been flamed to death already!

If you read the posts here you would have seen the answer to your question
already.

If you haven't been flamed already, you are lucky!

The answer to your question is here posted already before.

Sincerely,
Department of redundancy department.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of David Fencik
Sent: Wednesday, July 14, 2004 11:37 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] ooks server crash


That's not an answer.

Dave

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of HLDS List
Sent: Wednesday, July 14, 2004 2:05 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] ooks server crash

You're kidding, right?

-Original Message-
From: David Fencik [mailto:[EMAIL PROTECTED]
Sent: Wednesday, July 14, 2004 11:21 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] ooks server crash


What the heck is the source engine?

Dave



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RE: [hlds] ooks server crash

2004-07-14 Thread Andrew Simpson
http://www.valvesoftware.com/sourcelicense/

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David Fencik
Sent: 14 July 2004 17:21
To: [EMAIL PROTECTED]
Subject: RE: [hlds] ooks server crash

What the heck is the source engine?

Dave


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Napier, Kevin
Sent: Wednesday, July 14, 2004 11:42 AM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlds] ooks server crash

intense ___teamplay___ of Counter-Strike
...ROFL


-Original Message-
From: m0gely [mailto:[EMAIL PROTECTED]
Sent: Wednesday, July 14, 2004 12:40 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] ooks server crash


Benjamin Woodie de Bos wrote:
 it wont be even running on the HL2
 engine

http://www.steampowered.com/?area=css_b1

How will Counter-Strike: Source be different from the Half-Life 1 based
Counter-Strike?

CS: Source blends the intense teamplay of Counter-Strike with the
advance technology of Valve's Source engine.

 and you must pay seperate for it like CS:CZ

Numerous sites have posted that it will be included with HL2.

--
- m0gely
http://quake2.telestream.com/
Q2 | Q3A | Counter-strike

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RE: [hlds] ooks server crash

2004-07-14 Thread David Fencik
Actually, you're the only one who has flamed me, and that's not an
answer.  In that post, it doesn't offer any explanation to what the
source engine is, and I'd like to know.

Dave

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Darren J. Mason
Sent: Wednesday, July 14, 2004 3:07 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] ooks server crash

OMG, you are lucky you haven't been flamed to death already!

If you read the posts here you would have seen the answer to your
question
already.

If you haven't been flamed already, you are lucky!

The answer to your question is here posted already before.

Sincerely,
Department of redundancy department.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of David Fencik
Sent: Wednesday, July 14, 2004 11:37 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] ooks server crash


That's not an answer.

Dave

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of HLDS List
Sent: Wednesday, July 14, 2004 2:05 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] ooks server crash

You're kidding, right?

-Original Message-
From: David Fencik [mailto:[EMAIL PROTECTED]
Sent: Wednesday, July 14, 2004 11:21 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] ooks server crash


What the heck is the source engine?

Dave



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Re: [hlds] Request for configs/settings

2004-07-14 Thread James Nine
Make it 32 man, and sv_minrate 1, and sv_maxrate 25000.  Also, use
sv_downloadurl for cust maps.  Those pingbooster's don't really help, so
leave everything else the way it is.
- Original Message -
From: Mike Donahue [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, July 14, 2004 6:22 PM
Subject: [hlds] Request for configs/settings


 Hi...  I have a 20-man server on a (dedicated) dual 2.6 xeon box.  1 gig
 of ram.  Not sure what the bandwidth is throttled at (it's colocated),
 but its got to be at least 5mb/5mb.  Windows 2003.

 That said, it's pretty vanilla cs-wise.  Adminmod, and a listen plugin,
 with hlstats running on mysql.  Aside from the forums (which get very
 few hits), that's all the server is doing.

 Yes, I know it's grossly overpowered, but hey, I like to blow money.

 I'd like to ask for your recommendations for anything I can do to truly
 optimize the end-user experience.  With keeping in mind that if I run at
 99% CPU, full memory usage, etc, I'm ok with that.

 Specifically, settings regarding sys_ticrate, fps, rate, etc.  Anything
 I can do to improve registration, reduce choke, whatever.

 Thanks in advance,

 Mike


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RE: [hlds] Request for configs/settings

2004-07-14 Thread spartibus
That server sure would suck for anyone that doesn't have broadband

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Nine
Sent: Wednesday, July 14, 2004 5:12 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] Request for configs/settings

Make it 32 man, and sv_minrate 1, and sv_maxrate 25000.  Also, use
sv_downloadurl for cust maps.  Those pingbooster's don't really help, so
leave everything else the way it is.
- Original Message -
From: Mike Donahue [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, July 14, 2004 6:22 PM
Subject: [hlds] Request for configs/settings


 Hi...  I have a 20-man server on a (dedicated) dual 2.6 xeon box.  1
gig
 of ram.  Not sure what the bandwidth is throttled at (it's colocated),
 but its got to be at least 5mb/5mb.  Windows 2003.

 That said, it's pretty vanilla cs-wise.  Adminmod, and a listen
plugin,
 with hlstats running on mysql.  Aside from the forums (which get very
 few hits), that's all the server is doing.

 Yes, I know it's grossly overpowered, but hey, I like to blow money.

 I'd like to ask for your recommendations for anything I can do to
truly
 optimize the end-user experience.  With keeping in mind that if I run
at
 99% CPU, full memory usage, etc, I'm ok with that.

 Specifically, settings regarding sys_ticrate, fps, rate, etc.
Anything
 I can do to improve registration, reduce choke, whatever.

 Thanks in advance,

 Mike


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Re: [hlds] Request for configs/settings

2004-07-14 Thread James Nine
Screw dialupers.
- Original Message -
From: spartibus [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, July 14, 2004 8:39 PM
Subject: RE: [hlds] Request for configs/settings


 That server sure would suck for anyone that doesn't have broadband

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of James Nine
 Sent: Wednesday, July 14, 2004 5:12 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlds] Request for configs/settings

 Make it 32 man, and sv_minrate 1, and sv_maxrate 25000.  Also, use
 sv_downloadurl for cust maps.  Those pingbooster's don't really help, so
 leave everything else the way it is.
 - Original Message -
 From: Mike Donahue [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Wednesday, July 14, 2004 6:22 PM
 Subject: [hlds] Request for configs/settings


  Hi...  I have a 20-man server on a (dedicated) dual 2.6 xeon box.  1
 gig
  of ram.  Not sure what the bandwidth is throttled at (it's colocated),
  but its got to be at least 5mb/5mb.  Windows 2003.
 
  That said, it's pretty vanilla cs-wise.  Adminmod, and a listen
 plugin,
  with hlstats running on mysql.  Aside from the forums (which get very
  few hits), that's all the server is doing.
 
  Yes, I know it's grossly overpowered, but hey, I like to blow money.
 
  I'd like to ask for your recommendations for anything I can do to
 truly
  optimize the end-user experience.  With keeping in mind that if I run
 at
  99% CPU, full memory usage, etc, I'm ok with that.
 
  Specifically, settings regarding sys_ticrate, fps, rate, etc.
 Anything
  I can do to improve registration, reduce choke, whatever.
 
  Thanks in advance,
 
  Mike
 
 
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Re: [hlds] ooks server crash

2004-07-14 Thread Guido
Where can you preorder hl2?
- Original Message -
From: David Fencik [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, July 14, 2004 2:37 PM
Subject: RE: [hlds] ooks server crash


 That's not an answer.

 Dave

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of HLDS List
 Sent: Wednesday, July 14, 2004 2:05 PM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlds] ooks server crash

 You're kidding, right?

 -Original Message-
 From: David Fencik [mailto:[EMAIL PROTECTED]
 Sent: Wednesday, July 14, 2004 11:21 AM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlds] ooks server crash


 What the heck is the source engine?

 Dave



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Re: [hlds] Request for configs/settings

2004-07-14 Thread Ryan Lewis
Well, since you want to maximise performance and don't really care too much
about how inefficient you want things to be, just perform its best (much
like a fancy flashy sports car, then).

sys_ticrate 1 will tell the server to run as fast as it possibly can
fps-wise, from 100fps to 400-500 fps (or more). Pings would be noticably
lower by about 8ms for most people and bullets will register much more. If a
server is running at 100fps, there is 10ms still between each frame that
gets processed, so increasing the fps decreases the time between each frame
being processed.

So, my recommendations :-

sys_ticrate 1 // sets fps as fast as it will go
sv_maxrate 25000
sv_maxupdaterate 100
sv_minrate 2500
sv_minupdaterate 20

For total optimum bullet reg, don't run any mods on it at all, but thats
probably not favourable for public servers. I'd perhaps recommend AMXX over
adminmod, as I believe performance-wise its much faster then adminmod (don't
take that for gospel). Try and remove as much spam from the mod as possible
though, on-screen text displays, vox speech (like the voice telling you the
time, etc.), sounds (KILLING SPREE!) etc. all tend to lag some clients a
little bit, which some people then mistake the server for being at fault.

Use sv_downloadurl for all your custom stuff. This will help keep people on
your server when running custom stuff, such as new maps.

Regards,

Ryan Lewis
[EMAIL PROTECTED]


- Original Message -
From: Mike Donahue [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, July 14, 2004 11:22 PM
Subject: [hlds] Request for configs/settings


 Hi...  I have a 20-man server on a (dedicated) dual 2.6 xeon box.  1 gig
 of ram.  Not sure what the bandwidth is throttled at (it's colocated),
 but its got to be at least 5mb/5mb.  Windows 2003.

 That said, it's pretty vanilla cs-wise.  Adminmod, and a listen plugin,
 with hlstats running on mysql.  Aside from the forums (which get very
 few hits), that's all the server is doing.

 Yes, I know it's grossly overpowered, but hey, I like to blow money.

 I'd like to ask for your recommendations for anything I can do to truly
 optimize the end-user experience.  With keeping in mind that if I run at
 99% CPU, full memory usage, etc, I'm ok with that.

 Specifically, settings regarding sys_ticrate, fps, rate, etc.  Anything
 I can do to improve registration, reduce choke, whatever.

 Thanks in advance,

 Mike


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Re: [hlds] Request for configs/settings

2004-07-14 Thread Kevin Everhart
Just another reason I only allow dial up users in my servers. I have 10
servers on DS3 and Dual OC12's and no whiney low pingers, I saved my DSL
servers for them. :)

Justice finally served!!!

Tashi



- Original Message -
From: James Nine [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, July 14, 2004 7:58 PM
Subject: Re: [hlds] Request for configs/settings


 Screw dialupers.
 - Original Message -
 From: spartibus [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Wednesday, July 14, 2004 8:39 PM
 Subject: RE: [hlds] Request for configs/settings


  That server sure would suck for anyone that doesn't have broadband
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of James Nine
  Sent: Wednesday, July 14, 2004 5:12 PM
  To: [EMAIL PROTECTED]
  Subject: Re: [hlds] Request for configs/settings
 
  Make it 32 man, and sv_minrate 1, and sv_maxrate 25000.  Also, use
  sv_downloadurl for cust maps.  Those pingbooster's don't really help, so
  leave everything else the way it is.
  - Original Message -
  From: Mike Donahue [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Wednesday, July 14, 2004 6:22 PM
  Subject: [hlds] Request for configs/settings
 
 
   Hi...  I have a 20-man server on a (dedicated) dual 2.6 xeon box.  1
  gig
   of ram.  Not sure what the bandwidth is throttled at (it's colocated),
   but its got to be at least 5mb/5mb.  Windows 2003.
  
   That said, it's pretty vanilla cs-wise.  Adminmod, and a listen
  plugin,
   with hlstats running on mysql.  Aside from the forums (which get very
   few hits), that's all the server is doing.
  
   Yes, I know it's grossly overpowered, but hey, I like to blow money.
  
   I'd like to ask for your recommendations for anything I can do to
  truly
   optimize the end-user experience.  With keeping in mind that if I run
  at
   99% CPU, full memory usage, etc, I'm ok with that.
  
   Specifically, settings regarding sys_ticrate, fps, rate, etc.
  Anything
   I can do to improve registration, reduce choke, whatever.
  
   Thanks in advance,
  
   Mike
  
  
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Re: [hlds] ooks server crash

2004-07-14 Thread Ooks Server
I believe there will be TFC and CS to start with. What would it take to make
it Death Match? I can't answer that right now, only Valve can tell us. I
would very much hate to see DM go away. I despise CS, but rather enjoy TFC
from time to time. But DM is the game for me. Me against all of the rest of
you. If it moves, kill it. If it doesn't, piss on it (this is from the motd
of my server lol). Argh! guns! big guns! kill! kill! kill! None of this
pansy wansy team stuff..

However, the numbers favor CS, and DM is probably a low priority for Valve.
It's quite possible that it would not be that difficult to make a DM mod,
but again only Valve knows this at this time.


- Original Message -
From: spartibus [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, July 14, 2004 1:13 AM
Subject: RE: [hlds] ooks server crash


 Lol, buddy, why do you think it's called Counter-Strike: Source? Because
 its on the SOURCE engine.

 From what I've read, there should be two packages available. 1, is
 Half-Life 2, with no multiplayer, a lite package or whatever, and the
 2nd is the full package, which is Half-Life 2 and CS: Source included.

 Also, I think (not sure) I read that even though CS:Source is shipping
 as HL2's multiplayer, that doesn't mean that there wont be any HL2 DM or
 something in the future

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Benjamin
 Woodie de Bos
 Sent: Wednesday, July 14, 2004 1:02 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlds] ooks server crash

 nonsense, its a totally different game. it wont be even running on the
 HL2
 engine

 and you must pay seperate for it like CS:CZ

 Regards,

 Benjamin de Bos (Woodie)
 - FRAGmania.net - Head Administrator
 - Web: www.fragmania.net
 - Email: [EMAIL PROTECTED]
 - Irc: #fragmania.net @ quakenet
 - Original Message -
 From: spartibus [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Wednesday, July 14, 2004 7:37 AM
 Subject: RE: [hlds] ooks server crash


  YETH THIR, CS:S is said to be shipping as HL2's multiplayer.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of David Fencik
  Sent: Tuesday, July 13, 2004 10:10 PM
  To: [EMAIL PROTECTED]
  Subject: RE: [hlds] ooks server crash
 
  I thought that hl2 multiplayer was going to be cs:s?
 
  Dave
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Ooks Server
  Sent: Wednesday, July 14, 2004 12:49 AM
  To: [EMAIL PROTECTED]
  Subject: Re: [hlds] ooks server crash
 
  If I do, I'll be spamming all of the lists with it :-)
 
  It really depends on what we can do with HL2 and whether or not the
  online
  play is well suited to Deathmatch, and how much interest there is, and
  how
  much time I have, etc. DM used to be very popular before the
  CounterShite
  infestation, but I'm not sure what HL2 multi-player will be like.
 
  - Original Message -
  From: Guido [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Tuesday, July 13, 2004 7:49 PM
  Subject: Re: [hlds] ooks server crash
 
 
   Ooks,
   IF  you are going to code it some time, send me a link
  when
  your
   done please.
  
  Thanks
  
   wee
   - Original Message -
   From: Ooks Server [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
   Sent: Tuesday, July 13, 2004 12:30 AM
   Subject: Re: [hlds] ooks server crash
  
  
It's running on a PCChips mobo with an Athlon 1200. I'm not sure
  about
crossing the boundary - this doesn't happen often enough, and I'm
  never
there when it happens. I'll keep watching, maybe I'll spot
 something
  of
interest. However -with Won going away, my Cold Ice server will
  likewise
   go
away because it won't run under Steam, and the coder took the code
  and
vanished off of the face of the earth.
   
I loved Cold Ice - maybe there will be a Steam version one day, if
 I
  have
   to
code it myself.
   
- Original Message -
From: Kevin Ottalini [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, July 12, 2004 8:37 AM
Subject: [hlds] ooks server crash
   
   
 I might be able to correlate this for you ooks, by any chance is
  the
 server motherboad an NFORCE2 based chipset?

 Alternately, if you happen to have two DIMM memory modules,
 if you monitor the memory usage, do they seem to crash the
 instant they hit either 50% of the memory usage or cross the
 first
 DIMM boundary (if there are two different sized DIMMs)?

 use perfmon.msc (start  run  perfmon.msc) and add
 % cpu, page file bytes and virtual bytes for the HLDS process.

 Here is a link to the CZ HLDS crash I just had (2nd time):

   
  
 
 http://home.covad.net/~k25125/Server/FastReality_187hours_8250players_12
  0min
   ute_samples_crashed.htm

 qUiCkSiLvEr


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Re: [hlds] Counter-Strike:Condition Zero release

2004-07-14 Thread Edge100x
The old crashing problem appears to be back. As soon as I start a Windows CZ
server running the new version and load a map, the server crashes.
I would recommend against windows server operators loading this patch.
John
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: [EMAIL PROTECTED]; [EMAIL PROTECTED];
[EMAIL PROTECTED]
Sent: Wednesday, July 14, 2004 7:06 PM
Subject: [hlds] Counter-Strike:Condition Zero release

We have released a new version of Counter-Strike:Condition Zero. You
need to use the hldsupdatetool to get this update (use
hldsupdatetool.exe under win32 or steam under linux). This is a
required update, your Condition Zero server won't be listed until you
update. Under linux, if you have the -autoupdate parameter set your
server will update on its next level change. When updating you can use
the -retry flag in hldsupdatetool to get it to retry content server
connections until a slot become available.
This update also includes a fix for HLTV related to the split packet
exploit released earlier this week for HLDS (which was fixed last week).
The full list of changes for this version can be found here:
http://www.steampowered.com/index.php?area=newsid=108985410785926500
- Alfred
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Re: [hlds] Counter-Strike:Condition Zero release

2004-07-14 Thread Edge100x
This appears to have been silently fixed with the latest release as of 8:30pm
PDT.
-John
- Original Message -
From: Edge100x [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, July 14, 2004 7:47 PM
Subject: Re: [hlds] Counter-Strike:Condition Zero release

The old crashing problem appears to be back. As soon as I start a Windows CZ
server running the new version and load a map, the server crashes.
I would recommend against windows server operators loading this patch.
John
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: [EMAIL PROTECTED]; [EMAIL PROTECTED];
[EMAIL PROTECTED]
Sent: Wednesday, July 14, 2004 7:06 PM
Subject: [hlds] Counter-Strike:Condition Zero release

We have released a new version of Counter-Strike:Condition Zero. You
need to use the hldsupdatetool to get this update (use
hldsupdatetool.exe under win32 or steam under linux). This is a
required update, your Condition Zero server won't be listed until you
update. Under linux, if you have the -autoupdate parameter set your
server will update on its next level change. When updating you can use
the -retry flag in hldsupdatetool to get it to retry content server
connections until a slot become available.
This update also includes a fix for HLTV related to the split packet
exploit released earlier this week for HLDS (which was fixed last week).
The full list of changes for this version can be found here:
http://www.steampowered.com/index.php?area=newsid=108985410785926500
- Alfred
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[hlds] Cs1.5 Won errors

2004-07-14 Thread Bobby
Anyone getting these errors on CS1.5 tonight?
Nobody can join!!

Trying to authenticate with WON servers
Error connecting to Auth server: ES_INVALID_ADDR

-Bobby





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Re: [hlds] Cs1.5 Won errors

2004-07-14 Thread Noah Shaffer
Maybe this is the start of the phasing out of WON?
- Original Message -
From: Bobby [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, July 14, 2004 8:48 PM
Subject: [hlds] Cs1.5 Won errors


 Anyone getting these errors on CS1.5 tonight?
 Nobody can join!!

 Trying to authenticate with WON servers
 Error connecting to Auth server: ES_INVALID_ADDR

 -Bobby





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RE: [hlds] Cs1.5 Won errors

2004-07-14 Thread Napier, Kevin
little early dont you think. Pehaphs won just flaked out for an hour?


-Original Message-
From: Noah Shaffer [mailto:[EMAIL PROTECTED]
Sent: Thursday, July 15, 2004 12:35 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] Cs1.5 Won errors


Maybe this is the start of the phasing out of WON?
- Original Message -
From: Bobby [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, July 14, 2004 8:48 PM
Subject: [hlds] Cs1.5 Won errors


 Anyone getting these errors on CS1.5 tonight?
 Nobody can join!!

 Trying to authenticate with WON servers
 Error connecting to Auth server: ES_INVALID_ADDR

 -Bobby





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