RE: [hlds] How to empty banned.cfg's cache

2005-02-24 Thread Alexander Kobbevik
My guess would be to shut down your server, edit the banned.cfg, then
restart the server.
Since the server reads from banned.cfg into the cache when it starts
(right?).

-Alex


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Agent 001Fox
Sent: 25. februar 2005 08:17
To: hlds@list.valvesoftware.com
Subject: [hlds] How to empty banned.cfg's cache


Because I sometimes manually update my banned.cfg I cannot get rid of some
Steam ID's.

Is there any way to empty the banned.cfg's cache? Some file I can
delete/rename or something like that?

//DiS|Fox
Homepage:
http://www.sweDiS.se/
Server:
http://dis1.hopto.org:27015

_
Chatt: Träffa nya nätkompisar på Habbo Hotel
http://habbohotel.msn.se/habbo/sv/channelizer


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[hlds] How to empty banned.cfg's cache

2005-02-24 Thread Agent 001Fox
Because I sometimes manually update my banned.cfg I cannot get rid of some
Steam ID's.
Is there any way to empty the banned.cfg's cache? Some file I can
delete/rename or something like that?
//DiS|Fox
Homepage:
http://www.sweDiS.se/
Server:
http://dis1.hopto.org:27015
_
Chatt: Träffa nya nätkompisar på Habbo Hotel
http://habbohotel.msn.se/habbo/sv/channelizer
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RE: [hlds] new command, -tickrate.

2005-02-24 Thread Alfred Reynolds
Don't let people tell you being able to tele-commute is a good thing ;-)

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of ironchef
Sent: Thursday, February 24, 2005 11:04 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] new command, -tickrate.

Alfred Reynolds wrote:
> The default tick rate for HL2DM is 66, for Counter-Strike: Source its
> 33. I would try 66 and 100. The higher the value the more CPU usage.
> Extreme values (less than 33 or more than 128) may cause simulation
> errors.

Dude, Alfred. It's after 11pm. Go home, grab a beer and relax :)



--
ironchef
http://www.dexworld.org/



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RE: [hlds] new command, -tickrate.

2005-02-24 Thread ironchef
Alfred Reynolds wrote:
> The default tick rate for HL2DM is 66, for Counter-Strike: Source its
> 33. I would try 66 and 100. The higher the value the more CPU usage.
> Extreme values (less than 33 or more than 128) may cause simulation
> errors.

Dude, Alfred. It's after 11pm. Go home, grab a beer and relax :)



--
ironchef
http://www.dexworld.org/



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RE: [hlds] new command, -tickrate.

2005-02-24 Thread Darren Mason
Alfred,

Big thanks to you and all the others working late tonight.

Cheers!

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Thursday, February 24, 2005 10:47 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] new command, -tickrate.

The default tick rate for HL2DM is 66, for Counter-Strike: Source its
33. I would try 66 and 100. The higher the value the more CPU usage.
Extreme values (less than 33 or more than 128) may cause simulation
errors.

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mikee
Sent: Thursday, February 24, 2005 10:42 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] new command, -tickrate.

When I query fps_max at console, it says 300, but tickrate does not
return a default value.  What is the default, and a good command line
suggestion?

Also, with this update HL2-DM tonight both my 16 person [K-9] Kibbles
and Bits servers are running really well.  Thanks again!

- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Friday, February 25, 2005 1:16 AM
Subject: RE: [hlds] new command, -tickrate.


> Tickrate is the number of simulation steps the game runs a second, FPS

> is the number of input loops run a second.
>
> - Alfred
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of List Keeper
> Sent: Thursday, February 24, 2005 10:05 PM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] new command, -tickrate.
>
> So how does -tickrate compare or relate to +fps_max?
>
> - Original Message -
> From: "Alfred Reynolds" <[EMAIL PROTECTED]>
> To: 
> Sent: Thursday, February 24, 2005 11:51 PM
> Subject: RE: [hlds] new command, -tickrate.
>
>
>> -tickrate 
>>
>> So you want
>> -tickrate 85
>>
>> Note that the raw FPS value displayed by the dedicated server is
>> decoupled from the tickrate (one frame may not equal one tick).
>>
>> - Alfred
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Team Pfeffer
>> Sent: Thursday, February 24, 2005 9:47 PM
>> To: hlds@list.valvesoftware.com
>> Subject: [hlds] new command, -tickrate.
>>
>> Can we have a hint the new command "-tickrate" use? I would like to
>> run our CSS game at 85 fps, not 66.
>>
>> -Tech
> ___
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RE: [hlds] new command, -tickrate.

2005-02-24 Thread Alfred Reynolds
The default tick rate for HL2DM is 66, for Counter-Strike: Source its
33. I would try 66 and 100. The higher the value the more CPU usage.
Extreme values (less than 33 or more than 128) may cause simulation
errors.

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mikee
Sent: Thursday, February 24, 2005 10:42 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] new command, -tickrate.

When I query fps_max at console, it says 300, but tickrate does not
return a default value.  What is the default, and a good command line
suggestion?

Also, with this update HL2-DM tonight both my 16 person [K-9] Kibbles
and Bits servers are running really well.  Thanks again!

- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Friday, February 25, 2005 1:16 AM
Subject: RE: [hlds] new command, -tickrate.


> Tickrate is the number of simulation steps the game runs a second, FPS

> is the number of input loops run a second.
>
> - Alfred
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of List Keeper
> Sent: Thursday, February 24, 2005 10:05 PM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] new command, -tickrate.
>
> So how does -tickrate compare or relate to +fps_max?
>
> - Original Message -
> From: "Alfred Reynolds" <[EMAIL PROTECTED]>
> To: 
> Sent: Thursday, February 24, 2005 11:51 PM
> Subject: RE: [hlds] new command, -tickrate.
>
>
>> -tickrate 
>>
>> So you want
>> -tickrate 85
>>
>> Note that the raw FPS value displayed by the dedicated server is
>> decoupled from the tickrate (one frame may not equal one tick).
>>
>> - Alfred
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Team Pfeffer
>> Sent: Thursday, February 24, 2005 9:47 PM
>> To: hlds@list.valvesoftware.com
>> Subject: [hlds] new command, -tickrate.
>>
>> Can we have a hint the new command "-tickrate" use? I would like to
>> run our CSS game at 85 fps, not 66.
>>
>> -Tech
> ___
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Re: [hlds] new command, -tickrate.

2005-02-24 Thread Mikee
When I query fps_max at console, it says 300, but tickrate does not return a
default value.  What is the default, and a good command line suggestion?
Also, with this update HL2-DM tonight both my 16 person [K-9] Kibbles and
Bits servers are running really well.  Thanks again!
- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Friday, February 25, 2005 1:16 AM
Subject: RE: [hlds] new command, -tickrate.

Tickrate is the number of simulation steps the game runs a second, FPS
is the number of input loops run a second.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of List Keeper
Sent: Thursday, February 24, 2005 10:05 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] new command, -tickrate.
So how does -tickrate compare or relate to +fps_max?
- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, February 24, 2005 11:51 PM
Subject: RE: [hlds] new command, -tickrate.

-tickrate 
So you want
-tickrate 85
Note that the raw FPS value displayed by the dedicated server is
decoupled from the tickrate (one frame may not equal one tick).
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Team Pfeffer
Sent: Thursday, February 24, 2005 9:47 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] new command, -tickrate.
Can we have a hint the new command "-tickrate" use? I would like to
run our CSS game at 85 fps, not 66.
-Tech
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Re: [hlds] new command, -tickrate.

2005-02-24 Thread Whisper
OMFG an insight into how the HLDS netcode works

Treasure the moment people!

On Thu, 24 Feb 2005 22:16:02 -0800, Alfred Reynolds
<[EMAIL PROTECTED]> wrote:
> Tickrate is the number of simulation steps the game runs a second, FPS
> is the number of input loops run a second.
>
> - Alfred
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of List Keeper
> Sent: Thursday, February 24, 2005 10:05 PM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] new command, -tickrate.
>
> So how does -tickrate compare or relate to +fps_max?
>
> - Original Message -
> From: "Alfred Reynolds" <[EMAIL PROTECTED]>
> To: 
> Sent: Thursday, February 24, 2005 11:51 PM
> Subject: RE: [hlds] new command, -tickrate.
>
> > -tickrate 
> >
> > So you want
> > -tickrate 85
> >
> > Note that the raw FPS value displayed by the dedicated server is
> > decoupled from the tickrate (one frame may not equal one tick).
> >
> > - Alfred
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Team Pfeffer
> > Sent: Thursday, February 24, 2005 9:47 PM
> > To: hlds@list.valvesoftware.com
> > Subject: [hlds] new command, -tickrate.
> >
> > Can we have a hint the new command "-tickrate" use? I would like to
> > run our CSS game at 85 fps, not 66.
> >
> > -Tech
> ___
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RE: [hlds] new command, -tickrate.

2005-02-24 Thread Alfred Reynolds
Tickrate is the number of simulation steps the game runs a second, FPS
is the number of input loops run a second.

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of List Keeper
Sent: Thursday, February 24, 2005 10:05 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] new command, -tickrate.

So how does -tickrate compare or relate to +fps_max?

- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, February 24, 2005 11:51 PM
Subject: RE: [hlds] new command, -tickrate.


> -tickrate 
>
> So you want
> -tickrate 85
>
> Note that the raw FPS value displayed by the dedicated server is
> decoupled from the tickrate (one frame may not equal one tick).
>
> - Alfred
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Team Pfeffer
> Sent: Thursday, February 24, 2005 9:47 PM
> To: hlds@list.valvesoftware.com
> Subject: [hlds] new command, -tickrate.
>
> Can we have a hint the new command "-tickrate" use? I would like to
> run our CSS game at 85 fps, not 66.
>
> -Tech
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RE: [hlds] new command, -tickrate.

2005-02-24 Thread Alfred Reynolds
No, you have to set it on the command line. The setting should still be
passed through to the GUI.

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Team Pfeffer
Sent: Thursday, February 24, 2005 10:05 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] new command, -tickrate.

Thanks!

Can you tweak it while the game is running in the console? We use the
GUI version, not the command line.

-Tech



On Thu, 24 Feb 2005 21:51:47 -0800, Alfred Reynolds
<[EMAIL PROTECTED]> wrote:
> -tickrate 
>
> So you want
> -tickrate 85
>
> Note that the raw FPS value displayed by the dedicated server is
> decoupled from the tickrate (one frame may not equal one tick).
>
> - Alfred
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Team Pfeffer
> Sent: Thursday, February 24, 2005 9:47 PM
> To: hlds@list.valvesoftware.com
> Subject: [hlds] new command, -tickrate.
>
> Can we have a hint the new command "-tickrate" use? I would like to
> run our CSS game at 85 fps, not 66.
>
> -Tech
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,

> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
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Re: [hlds] new command, -tickrate.

2005-02-24 Thread List Keeper
So how does -tickrate compare or relate to +fps_max?

- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, February 24, 2005 11:51 PM
Subject: RE: [hlds] new command, -tickrate.


> -tickrate 
>
> So you want
> -tickrate 85
>
> Note that the raw FPS value displayed by the dedicated server is
> decoupled from the tickrate (one frame may not equal one tick).
>
> - Alfred
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Team Pfeffer
> Sent: Thursday, February 24, 2005 9:47 PM
> To: hlds@list.valvesoftware.com
> Subject: [hlds] new command, -tickrate.
>
> Can we have a hint the new command "-tickrate" use? I would like to run
> our CSS game at 85 fps, not 66.
>
> -Tech
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Re: [hlds] new command, -tickrate.

2005-02-24 Thread Team Pfeffer
Thanks!

Can you tweak it while the game is running in the console? We use the
GUI version, not the command line.

-Tech



On Thu, 24 Feb 2005 21:51:47 -0800, Alfred Reynolds
<[EMAIL PROTECTED]> wrote:
> -tickrate 
>
> So you want
> -tickrate 85
>
> Note that the raw FPS value displayed by the dedicated server is
> decoupled from the tickrate (one frame may not equal one tick).
>
> - Alfred
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Team Pfeffer
> Sent: Thursday, February 24, 2005 9:47 PM
> To: hlds@list.valvesoftware.com
> Subject: [hlds] new command, -tickrate.
>
> Can we have a hint the new command "-tickrate" use? I would like to run
> our CSS game at 85 fps, not 66.
>
> -Tech
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlds] RE: [hlds_linux] Counter-Strike: Source, Half-Life 2: Deathmatch and Source engine update

2005-02-24 Thread List Keeper
V30 is for the SRCDS core components which is the 5th group of files during 
that are updated.

- Original Message -
From: "BlackYoda" <[EMAIL PROTECTED]>
To: 
Cc: 
Sent: Thursday, February 24, 2005 11:28 PM
Subject: Re: [hlds] RE: [hlds_linux] Counter-Strike: Source, Half-Life 2: 
Deathmatch and Source engine update


> Strange.. I must have missed an update it says mine is updating shared
> content from v24 to v25.
> Also, just letting Valve know that my update also stalled out on
> ./cstrike/bin/server_i486.so (in downloading state). It was on that file
> for more than an hour, I just cancelled it and started it again, it is
> stopping on the same file.  OHH wait a minute, this time it roared past
> it is downloading compound... So maybe the v30 version you were talking
> about was the counter stike stuff only... Also will I have to update
> again if I didn't get v29 or will it automatically grab it..?  Strange
> it does not say v30 anywhere so far, it still says v25.
>
> Thanks!
>
>
> Alfred Reynolds wrote:
>
>>A fix for this is released, run hldsupdatetool again to get it (only the
>>engine binaries have been updated). You MUST get this update (you will
>>update to v29 for Linux, v30 for win32) otherwise people will get "Bad
>>Challenge" errors when try to connect to your server.
>>
>>- Alfred
>>
>>-Original Message-
>>From: [EMAIL PROTECTED]
>>[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
>>Reynolds
>>Sent: Thursday, February 24, 2005 5:59 PM
>>To: hlds_linux@list.valvesoftware.com; hlds@list.valvesoftware.com
>>Subject: RE: [hlds_linux] Counter-Strike: Source, Half-Life 2:
>>Deathmatch and Source engine update
>>
>>I just found a bug in the engine from this release resulting in people
>>getting "Bad Challenge" errors when joining server. A fix is in the
>>pipe, you will need to update again once it is release (in the next hour
>>or so).
>>
>>- Alfred
>>
>>-Original Message-
>>From: [EMAIL PROTECTED]
>>[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
>>Reynolds
>>Sent: Thursday, February 24, 2005 5:25 PM
>>To: hlds_linux@list.valvesoftware.com; hlds@list.valvesoftware.com
>>Subject: [hlds_linux] Counter-Strike: Source, Half-Life 2: Deathmatch
>>and Source engine update
>>
>>We have released an update to Counter-Strike: Source, Half-Life 2:
>>Deathmatch and the Source engine. Run hldsupdatetool to apply the
>>update.
>>
>>Two new maps (de_train and cs_compound) have been added to
>>Counter-Strike: Source and the model bug in Half-Life 2: Deathmatch has
>>been fixed. A more detailed list of changes can be found here:
>>http://www.steampowered.com/index.php?area=news&id=399
>>
>>- Alfred
>>
>>___
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>>
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>>
>>
>
>
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RE: [hlds] new command, -tickrate.

2005-02-24 Thread Alfred Reynolds
-tickrate 

So you want
-tickrate 85

Note that the raw FPS value displayed by the dedicated server is
decoupled from the tickrate (one frame may not equal one tick).

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Team Pfeffer
Sent: Thursday, February 24, 2005 9:47 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] new command, -tickrate.

Can we have a hint the new command "-tickrate" use? I would like to run
our CSS game at 85 fps, not 66.

-Tech

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[hlds] new command, -tickrate.

2005-02-24 Thread Team Pfeffer
Can we have a hint the new command "-tickrate" use? I would like to
run our CSS game at 85 fps, not 66.

-Tech

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Re: [hlds] RE: [hlds_linux] Counter-Strike: Source, Half-Life 2: Deathmatch and Source engine update

2005-02-24 Thread BlackYoda
At the end, I rant it again, it quickly checked and says the Win32 HLDS
is v30.. I'm all good now, thank you.
BlackYoda wrote:
Strange.. I must have missed an update it says mine is updating shared
content from v24 to v25.
Also, just letting Valve know that my update also stalled out on
./cstrike/bin/server_i486.so (in downloading state). It was on that file
for more than an hour, I just cancelled it and started it again, it is
stopping on the same file.  OHH wait a minute, this time it roared past
it is downloading compound... So maybe the v30 version you were talking
about was the counter stike stuff only... Also will I have to update
again if I didn't get v29 or will it automatically grab it..?  Strange
it does not say v30 anywhere so far, it still says v25.
Thanks!
Alfred Reynolds wrote:
A fix for this is released, run hldsupdatetool again to get it (only the
engine binaries have been updated). You MUST get this update (you will
update to v29 for Linux, v30 for win32) otherwise people will get "Bad
Challenge" errors when try to connect to your server.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, February 24, 2005 5:59 PM
To: hlds_linux@list.valvesoftware.com; hlds@list.valvesoftware.com
Subject: RE: [hlds_linux] Counter-Strike: Source, Half-Life 2:
Deathmatch and Source engine update
I just found a bug in the engine from this release resulting in people
getting "Bad Challenge" errors when joining server. A fix is in the
pipe, you will need to update again once it is release (in the next hour
or so).
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, February 24, 2005 5:25 PM
To: hlds_linux@list.valvesoftware.com; hlds@list.valvesoftware.com
Subject: [hlds_linux] Counter-Strike: Source, Half-Life 2: Deathmatch
and Source engine update
We have released an update to Counter-Strike: Source, Half-Life 2:
Deathmatch and the Source engine. Run hldsupdatetool to apply the
update.
Two new maps (de_train and cs_compound) have been added to
Counter-Strike: Source and the model bug in Half-Life 2: Deathmatch has
been fixed. A more detailed list of changes can be found here:
http://www.steampowered.com/index.php?area=news&id=399
- Alfred
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Re: [hlds] Source Update

2005-02-24 Thread List Keeper
Interestingly enough the last big update we had -retry did not work when the 
following message showed.

no content servers available

It was something like that.

- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, February 24, 2005 10:54 PM
Subject: RE: [hlds] Source Update


> You can also add "-retry" on the command line to make it keep retrying
> content server connections when the system is busy.
>
> - Alfred
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of wArgOd
> Sent: Thursday, February 24, 2005 7:56 PM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Source Update
>
> stop it and restart it.
>
> when it finishes do it again on the same server.
>
> repeat this until it never verifies individual files.
>
> and be patient. there are only what, say 15,000+ servers all trying to
> update at the same time?
>
>
>
> [EMAIL PROTECTED] wrote:
>
>> Ya This is Starting to Get really Old You Guys siad last time you
>> Would fix this.  Same Thing is still happening
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Re: [hlds] RE: [hlds_linux] Counter-Strike: Source, Half-Life 2: Deathmatch and Source engine update

2005-02-24 Thread BlackYoda
Strange.. I must have missed an update it says mine is updating shared
content from v24 to v25.
Also, just letting Valve know that my update also stalled out on
./cstrike/bin/server_i486.so (in downloading state). It was on that file
for more than an hour, I just cancelled it and started it again, it is
stopping on the same file.  OHH wait a minute, this time it roared past
it is downloading compound... So maybe the v30 version you were talking
about was the counter stike stuff only... Also will I have to update
again if I didn't get v29 or will it automatically grab it..?  Strange
it does not say v30 anywhere so far, it still says v25.
Thanks!
Alfred Reynolds wrote:
A fix for this is released, run hldsupdatetool again to get it (only the
engine binaries have been updated). You MUST get this update (you will
update to v29 for Linux, v30 for win32) otherwise people will get "Bad
Challenge" errors when try to connect to your server.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, February 24, 2005 5:59 PM
To: hlds_linux@list.valvesoftware.com; hlds@list.valvesoftware.com
Subject: RE: [hlds_linux] Counter-Strike: Source, Half-Life 2:
Deathmatch and Source engine update
I just found a bug in the engine from this release resulting in people
getting "Bad Challenge" errors when joining server. A fix is in the
pipe, you will need to update again once it is release (in the next hour
or so).
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, February 24, 2005 5:25 PM
To: hlds_linux@list.valvesoftware.com; hlds@list.valvesoftware.com
Subject: [hlds_linux] Counter-Strike: Source, Half-Life 2: Deathmatch
and Source engine update
We have released an update to Counter-Strike: Source, Half-Life 2:
Deathmatch and the Source engine. Run hldsupdatetool to apply the
update.
Two new maps (de_train and cs_compound) have been added to
Counter-Strike: Source and the model bug in Half-Life 2: Deathmatch has
been fixed. A more detailed list of changes can be found here:
http://www.steampowered.com/index.php?area=news&id=399
- Alfred
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RE: [hlds] Source Update

2005-02-24 Thread Alfred Reynolds
You can also add "-retry" on the command line to make it keep retrying
content server connections when the system is busy.

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of wArgOd
Sent: Thursday, February 24, 2005 7:56 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Source Update

stop it and restart it.

when it finishes do it again on the same server.

repeat this until it never verifies individual files.

and be patient. there are only what, say 15,000+ servers all trying to
update at the same time?



[EMAIL PROTECTED] wrote:

> Ya This is Starting to Get really Old You Guys siad last time you
> Would fix this.  Same Thing is still happening
>
>


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[hlds] Help with setting up HL2-DM Stats

2005-02-24 Thread Mikee
Do you guys know if anyone has written a HL2-DM Source plugin to make a
server output log information either as a log file or live XML feed so we
can parse it into viewable stats?   I have a couple of programmers in my
clan that can put together a mod that we could share with the community, but
they are not familiar with how the Source plugin can output the information
for us to use for stats.
To my knowledge, there are no working stats programs so far for HL2-DM.
Thanks

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Re: [hlds] Re: hlds digest, Vol 1 #3451 - 13 msgs

2005-02-24 Thread Andrew Armstrong
America is not the center of the world you know (shock horror).

They just release updates when they feel they are ready, many people all
over the world are getting these updates at different times relative to
their timezone.

Just deal with it.

- Original Message -
From: "leo bounds" <[EMAIL PROTECTED]>
To: 
Sent: Friday, February 25, 2005 3:05 PM
Subject: [hlds] Re: hlds digest, Vol 1 #3451 - 13 msgs


> Question to the Valve Team:
>
> Why do you guys always release new Steam updates for
> servers late in the day like 5pm ?
>
> Don't you guys know that is when people start to get
> home from work and try to get on all the CS:Source
> servers ?
>  Meanwhile people that are game hosts are scrambling
> trying to update all the source servers on an
> overloaded Steam network.
>  I have been staring at a screen running an update for
> over an hour on the west coast and not a single file
> has been pulled down or moved. It's in the "updating
> mode"
>
> Please have a heart and release new updates in the
> morning instead of the end of the day to give server
> admins ample time to update servers before it hits
> prime gaming time.
>
> Either that or fix the problem with the Steam network
> getting overloaded and unable to supply updates
> quickly.
>
> I'd be fine with a slow network if the updates were
> released in the morning.
>
> I'm sure other game hosts would say the same thing.
> I hope someone actually reads this...
>
> - Watching Steam update is like watching the grass
> grow.. you look but you aren't really sure you are
> seeing something move...
>
>
> --- [EMAIL PROTECTED] wrote:
>
> > Send hlds mailing list submissions to
> > hlds@list.valvesoftware.com
> >
> > To subscribe or unsubscribe via the World Wide Web,
> > visit
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> > or, via email, send a message with subject or body
> > 'help' to
> > [EMAIL PROTECTED]
> >
> > You can reach the person managing the list at
> > [EMAIL PROTECTED]
> >
> > When replying, please edit your Subject line so it
> > is more specific
> > than "Re: Contents of hlds digest..."
> >
> >
> > Today's Topics:
> >
> >1. Re: HL2MP - new exception and crash after the
> > update, in vphysics.dll ([EMAIL PROTECTED])
> >2. Re: HL2MP - new exception and crash after the
> > update, in vphysics.dll (Whisper)
> >3. Re: HL2MP - new exception and crash after the
> > update, in vphysics.dll ([EMAIL PROTECTED])
> >4. Re: HL2MP - getting started with rcon (wArgOd)
> >5. Re: HL2MP - getting started with rcon (Mikee)
> >6. Counter-Strike: Source, Half-Life 2:
> > Deathmatch and Source engine update (Alfred
> > Reynolds)
> >7. RE: [hlds_linux] Counter-Strike: Source,
> > Half-Life 2: Deathmatch and Source engine update
> > (Alfred Reynolds)
> >8. Re: RE: [hlds_linux] Counter-Strike: Source,
> > Half-Life 2: Deathmatch and Source engine update
> > (Mikee)
> >9. Re: RE: [hlds_linux] Counter-Strike: Source,
> > Half-Life 2:
> >Deathmatch and Source engine update (Z
> > Teknology G-Mail)
> >   10. RE: [hlds_linux] Counter-Strike: Source,
> > Half-Life 2: Deathmatch and Source engine update
> > (Alfred Reynolds)
> >   11. Source Update (Ruiner)
> >   12. RE: RE: [hlds_linux] Counter-Strike: Source,
> > Half-Life 2: Deathmatch and Source engine update
> > (Spencer 'voogru' MacDonald)
> >
> > --__--__--
> >
> > Message: 1
> > From: <[EMAIL PROTECTED]>
> > To: 
> > Subject: Re: [hlds] HL2MP - new exception and crash
> > after the update, in vphysics.dll
> > Date: Thu, 24 Feb 2005 08:23:03 -0800
> > Reply-To: hlds@list.valvesoftware.com
> >
> > Are these model exploits anything new? Last night my
> > OP4 server crashed with
> > a mesage about some model not being found. Yet, I've
> > verified all maps to
> > ensure they have the necessary models, so I'm
> > wondering if HL1 servers are
> > also susceptible to this?
> >
> >
> > - Original Message -
> > From: "Mikee" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Wednesday, February 23, 2005 3:50 PM
> > Subject: Re: [hlds] HL2MP - new exception and crash
> > after the update, in
> > vphysics.dll
> >
> >
> > > WoW!  Thank God for ServerDoc, because Firedaemon
> > is not restarting the
> > > HL2-DM servers that are being intentionally
> > crashed with all of the model
> > > and other exploits.  The steam forums are full of
> > lists of bugs, exploits,
> > > crashing models using ### characters, invisible
> > player models, etc. etc..
> > >
> > > I have personally banned about 40 players in the
> > last 3-4 days just while
> > I
> > > am in the server seeing those who are playing as a
> > bullet, barrel,
> > headcrab,
> > > or invisible.  At first it was cute seeing a
> > headcrap running around with
> > an
> > > RPG, but this is really out of control now.  I can
> > no longer run the
> > > Steamlab map because there apparently are many
> > more things that can be
> > used
> > > for them to crash the server and cause trouble.  I
> > am surprised that 

[hlds] Re: hlds digest, Vol 1 #3451 - 13 msgs

2005-02-24 Thread leo bounds
Question to the Valve Team:

Why do you guys always release new Steam updates for
servers late in the day like 5pm ?

Don't you guys know that is when people start to get
home from work and try to get on all the CS:Source
servers ?
 Meanwhile people that are game hosts are scrambling
trying to update all the source servers on an
overloaded Steam network.
 I have been staring at a screen running an update for
over an hour on the west coast and not a single file
has been pulled down or moved. It's in the "updating
mode"

Please have a heart and release new updates in the
morning instead of the end of the day to give server
admins ample time to update servers before it hits
prime gaming time.

Either that or fix the problem with the Steam network
getting overloaded and unable to supply updates
quickly.

I'd be fine with a slow network if the updates were
released in the morning.

I'm sure other game hosts would say the same thing.
I hope someone actually reads this...

- Watching Steam update is like watching the grass
grow.. you look but you aren't really sure you are
seeing something move...


--- [EMAIL PROTECTED] wrote:

> Send hlds mailing list submissions to
>   hlds@list.valvesoftware.com
>
> To subscribe or unsubscribe via the World Wide Web,
> visit
>   http://list.valvesoftware.com/mailman/listinfo/hlds
> or, via email, send a message with subject or body
> 'help' to
>   [EMAIL PROTECTED]
>
> You can reach the person managing the list at
>   [EMAIL PROTECTED]
>
> When replying, please edit your Subject line so it
> is more specific
> than "Re: Contents of hlds digest..."
>
>
> Today's Topics:
>
>1. Re: HL2MP - new exception and crash after the
> update, in vphysics.dll ([EMAIL PROTECTED])
>2. Re: HL2MP - new exception and crash after the
> update, in vphysics.dll (Whisper)
>3. Re: HL2MP - new exception and crash after the
> update, in vphysics.dll ([EMAIL PROTECTED])
>4. Re: HL2MP - getting started with rcon (wArgOd)
>5. Re: HL2MP - getting started with rcon (Mikee)
>6. Counter-Strike: Source, Half-Life 2:
> Deathmatch and Source engine update (Alfred
> Reynolds)
>7. RE: [hlds_linux] Counter-Strike: Source,
> Half-Life 2: Deathmatch and Source engine update
> (Alfred Reynolds)
>8. Re: RE: [hlds_linux] Counter-Strike: Source,
> Half-Life 2: Deathmatch and Source engine update
> (Mikee)
>9. Re: RE: [hlds_linux] Counter-Strike: Source,
> Half-Life 2:
>Deathmatch and Source engine update (Z
> Teknology G-Mail)
>   10. RE: [hlds_linux] Counter-Strike: Source,
> Half-Life 2: Deathmatch and Source engine update
> (Alfred Reynolds)
>   11. Source Update (Ruiner)
>   12. RE: RE: [hlds_linux] Counter-Strike: Source,
> Half-Life 2: Deathmatch and Source engine update
> (Spencer 'voogru' MacDonald)
>
> --__--__--
>
> Message: 1
> From: <[EMAIL PROTECTED]>
> To: 
> Subject: Re: [hlds] HL2MP - new exception and crash
> after the update, in vphysics.dll
> Date: Thu, 24 Feb 2005 08:23:03 -0800
> Reply-To: hlds@list.valvesoftware.com
>
> Are these model exploits anything new? Last night my
> OP4 server crashed with
> a mesage about some model not being found. Yet, I've
> verified all maps to
> ensure they have the necessary models, so I'm
> wondering if HL1 servers are
> also susceptible to this?
>
>
> - Original Message -
> From: "Mikee" <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, February 23, 2005 3:50 PM
> Subject: Re: [hlds] HL2MP - new exception and crash
> after the update, in
> vphysics.dll
>
>
> > WoW!  Thank God for ServerDoc, because Firedaemon
> is not restarting the
> > HL2-DM servers that are being intentionally
> crashed with all of the model
> > and other exploits.  The steam forums are full of
> lists of bugs, exploits,
> > crashing models using ### characters, invisible
> player models, etc. etc..
> >
> > I have personally banned about 40 players in the
> last 3-4 days just while
> I
> > am in the server seeing those who are playing as a
> bullet, barrel,
> headcrab,
> > or invisible.  At first it was cute seeing a
> headcrap running around with
> an
> > RPG, but this is really out of control now.  I can
> no longer run the
> > Steamlab map because there apparently are many
> more things that can be
> used
> > for them to crash the server and cause trouble.  I
> am surprised that there
> > are not more server admin posts on this list about
> it.
> >
> > Valve Hel!
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or
> view the list archives,
> please visit:
> >
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
>
> --__--__--
>
> Message: 2
> Date: Fri, 25 Feb 2005 03:59:00 +1100
> From: Whisper <[EMAIL PROTECTED]>
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] HL2MP - new exception and crash
> after the update, in vphysics.dll
> Reply-To: hlds@list.valvesoftware.com
>
> Different Engine I thought
>
> On Thu, 24 Feb 2005 08:23:03 -0800,
> [EMAIL 

Re: [hlds] Source Update

2005-02-24 Thread wArgOd
stop it and restart it.
when it finishes do it again on the same server.
repeat this until it never verifies individual files.
and be patient. there are only what, say 15,000+ servers all trying to
update at the same time?

[EMAIL PROTECTED] wrote:
Ya This is Starting to Get really Old You Guys siad last time you
Would fix
this.  Same Thing is still happening


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RE: [hlds] RE: [hlds_linux] Counter-Strike: Source, Half-Life 2: Deathmatch and Source engine update

2005-02-24 Thread Spencer 'voogru' MacDonald
Guess I'll have to apply my own fixes until the next release since I use a
modified server dll.

- voogru.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Thursday, February 24, 2005 10:25 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] RE: [hlds_linux] Counter-Strike: Source, Half-Life 2:
Deathmatch and Source engine update

As was mentioned on the HLCoders list, the HL2DM code will be updated
with the next SDK release. If you want to keep abreast of the SDK and
its changes, subscribe to the list via:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru'
MacDonald
Sent: Thursday, February 24, 2005 7:28 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] RE: [hlds_linux] Counter-Strike: Source, Half-Life
2: Deathmatch and Source engine update

Was the SDK for hl2dm updated as well?

- voogru.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Thursday, February 24, 2005 9:54 PM
To: hlds_linux@list.valvesoftware.com; hlds@list.valvesoftware.com
Subject: [hlds] RE: [hlds_linux] Counter-Strike: Source, Half-Life 2:
Deathmatch and Source engine update

A fix for this is released, run hldsupdatetool again to get it (only the
engine binaries have been updated). You MUST get this update (you will
update to v29 for Linux, v30 for win32) otherwise people will get "Bad
Challenge" errors when try to connect to your server.

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, February 24, 2005 5:59 PM
To: hlds_linux@list.valvesoftware.com; hlds@list.valvesoftware.com
Subject: RE: [hlds_linux] Counter-Strike: Source, Half-Life 2:
Deathmatch and Source engine update

I just found a bug in the engine from this release resulting in people
getting "Bad Challenge" errors when joining server. A fix is in the
pipe, you will need to update again once it is release (in the next hour
or so).

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, February 24, 2005 5:25 PM
To: hlds_linux@list.valvesoftware.com; hlds@list.valvesoftware.com
Subject: [hlds_linux] Counter-Strike: Source, Half-Life 2: Deathmatch
and Source engine update

We have released an update to Counter-Strike: Source, Half-Life 2:
Deathmatch and the Source engine. Run hldsupdatetool to apply the
update.

Two new maps (de_train and cs_compound) have been added to
Counter-Strike: Source and the model bug in Half-Life 2: Deathmatch has
been fixed. A more detailed list of changes can be found here:
http://www.steampowered.com/index.php?area=news&id=399

- Alfred

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RE: [hlds] RE: [hlds_linux] Counter-Strike: Source, Half-Life 2: Deathmatch and Source engine update

2005-02-24 Thread Alfred Reynolds
As was mentioned on the HLCoders list, the HL2DM code will be updated
with the next SDK release. If you want to keep abreast of the SDK and
its changes, subscribe to the list via:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru'
MacDonald
Sent: Thursday, February 24, 2005 7:28 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] RE: [hlds_linux] Counter-Strike: Source, Half-Life
2: Deathmatch and Source engine update

Was the SDK for hl2dm updated as well?

- voogru.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Thursday, February 24, 2005 9:54 PM
To: hlds_linux@list.valvesoftware.com; hlds@list.valvesoftware.com
Subject: [hlds] RE: [hlds_linux] Counter-Strike: Source, Half-Life 2:
Deathmatch and Source engine update

A fix for this is released, run hldsupdatetool again to get it (only the
engine binaries have been updated). You MUST get this update (you will
update to v29 for Linux, v30 for win32) otherwise people will get "Bad
Challenge" errors when try to connect to your server.

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, February 24, 2005 5:59 PM
To: hlds_linux@list.valvesoftware.com; hlds@list.valvesoftware.com
Subject: RE: [hlds_linux] Counter-Strike: Source, Half-Life 2:
Deathmatch and Source engine update

I just found a bug in the engine from this release resulting in people
getting "Bad Challenge" errors when joining server. A fix is in the
pipe, you will need to update again once it is release (in the next hour
or so).

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, February 24, 2005 5:25 PM
To: hlds_linux@list.valvesoftware.com; hlds@list.valvesoftware.com
Subject: [hlds_linux] Counter-Strike: Source, Half-Life 2: Deathmatch
and Source engine update

We have released an update to Counter-Strike: Source, Half-Life 2:
Deathmatch and the Source engine. Run hldsupdatetool to apply the
update.

Two new maps (de_train and cs_compound) have been added to
Counter-Strike: Source and the model bug in Half-Life 2: Deathmatch has
been fixed. A more detailed list of changes can be found here:
http://www.steampowered.com/index.php?area=news&id=399

- Alfred

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Re: [hlds] Source Update

2005-02-24 Thread munra
Ya This is Starting to Get really Old You Guys siad last time you Would fix
this.  Same Thing is still happening
Munra
Les
- Original Message -
From: "Ruiner" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, February 24, 2005 10:14 PM
Subject: [hlds] Source Update

I was seriously waiting for someone to complain about the source update
(Again).. And since no one has yet, anyone else having trouble updating?
As
it is right now, I've been stuck at checking/installing for the past.. oh
1
hour.
Checking/Installing 'Counter-Strike Source Shared Content' version 25
Never does anything. Then when it does complete, you get to the models,
and
it does the following:
Checking/Installing 'Base Source Shared Models' version 3
No Steam Content Servers are available
... and then its a retry over and over.. same thing.
Seriously, we need a new way to get updates. Why not pre-load updates, and
unlock them somehow when then official launch time comes in, or something
like that. I don't know, but it'd just make sense.. Just an idea..
Steve

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RE: [hlds] RE: [hlds_linux] Counter-Strike: Source, Half-Life 2: Deathmatch and Source engine update

2005-02-24 Thread J Marcus
Bad Challenge reminds me of the cheating death message..say it isn't so...

jefe


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Thursday, February 24, 2005 9:54 PM
To: hlds_linux@list.valvesoftware.com; hlds@list.valvesoftware.com
Subject: [hlds] RE: [hlds_linux] Counter-Strike: Source, Half-Life 2:
Deathmatch and Source engine update

A fix for this is released, run hldsupdatetool again to get it (only the
engine binaries have been updated). You MUST get this update (you will
update to v29 for Linux, v30 for win32) otherwise people will get "Bad
Challenge" errors when try to connect to your server.

- Alfred


--
No virus found in this incoming message.
Checked by AVG Anti-Virus.
Version: 7.0.300 / Virus Database: 266.4.0 - Release Date: 2/22/2005


--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.300 / Virus Database: 266.4.0 - Release Date: 2/22/2005



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RE: [hlds] RE: [hlds_linux] Counter-Strike: Source, Half-Life 2: Deathmatch and Source engine update

2005-02-24 Thread Spencer 'voogru' MacDonald
Was the SDK for hl2dm updated as well?

- voogru.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Thursday, February 24, 2005 9:54 PM
To: hlds_linux@list.valvesoftware.com; hlds@list.valvesoftware.com
Subject: [hlds] RE: [hlds_linux] Counter-Strike: Source, Half-Life 2:
Deathmatch and Source engine update

A fix for this is released, run hldsupdatetool again to get it (only the
engine binaries have been updated). You MUST get this update (you will
update to v29 for Linux, v30 for win32) otherwise people will get "Bad
Challenge" errors when try to connect to your server.

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, February 24, 2005 5:59 PM
To: hlds_linux@list.valvesoftware.com; hlds@list.valvesoftware.com
Subject: RE: [hlds_linux] Counter-Strike: Source, Half-Life 2:
Deathmatch and Source engine update

I just found a bug in the engine from this release resulting in people
getting "Bad Challenge" errors when joining server. A fix is in the
pipe, you will need to update again once it is release (in the next hour
or so).

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, February 24, 2005 5:25 PM
To: hlds_linux@list.valvesoftware.com; hlds@list.valvesoftware.com
Subject: [hlds_linux] Counter-Strike: Source, Half-Life 2: Deathmatch
and Source engine update

We have released an update to Counter-Strike: Source, Half-Life 2:
Deathmatch and the Source engine. Run hldsupdatetool to apply the
update.

Two new maps (de_train and cs_compound) have been added to
Counter-Strike: Source and the model bug in Half-Life 2: Deathmatch has
been fixed. A more detailed list of changes can be found here:
http://www.steampowered.com/index.php?area=news&id=399

- Alfred

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[hlds] Source Update

2005-02-24 Thread Ruiner
I was seriously waiting for someone to complain about the source update
(Again).. And since no one has yet, anyone else having trouble updating? As
it is right now, I've been stuck at checking/installing for the past.. oh 1
hour.

Checking/Installing 'Counter-Strike Source Shared Content' version 25

Never does anything. Then when it does complete, you get to the models, and
it does the following:

Checking/Installing 'Base Source Shared Models' version 3
No Steam Content Servers are available

... and then its a retry over and over.. same thing.

Seriously, we need a new way to get updates. Why not pre-load updates, and
unlock them somehow when then official launch time comes in, or something
like that. I don't know, but it'd just make sense.. Just an idea..

Steve



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[hlds] RE: [hlds_linux] Counter-Strike: Source, Half-Life 2: Deathmatch and Source engine update

2005-02-24 Thread Alfred Reynolds
A fix for this is released, run hldsupdatetool again to get it (only the
engine binaries have been updated). You MUST get this update (you will
update to v29 for Linux, v30 for win32) otherwise people will get "Bad
Challenge" errors when try to connect to your server.

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, February 24, 2005 5:59 PM
To: hlds_linux@list.valvesoftware.com; hlds@list.valvesoftware.com
Subject: RE: [hlds_linux] Counter-Strike: Source, Half-Life 2:
Deathmatch and Source engine update

I just found a bug in the engine from this release resulting in people
getting "Bad Challenge" errors when joining server. A fix is in the
pipe, you will need to update again once it is release (in the next hour
or so).

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, February 24, 2005 5:25 PM
To: hlds_linux@list.valvesoftware.com; hlds@list.valvesoftware.com
Subject: [hlds_linux] Counter-Strike: Source, Half-Life 2: Deathmatch
and Source engine update

We have released an update to Counter-Strike: Source, Half-Life 2:
Deathmatch and the Source engine. Run hldsupdatetool to apply the
update.

Two new maps (de_train and cs_compound) have been added to
Counter-Strike: Source and the model bug in Half-Life 2: Deathmatch has
been fixed. A more detailed list of changes can be found here:
http://www.steampowered.com/index.php?area=news&id=399

- Alfred

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Re: [hlds] RE: [hlds_linux] Counter-Strike: Source, Half-Life 2: Deathmatch and Source engine update

2005-02-24 Thread Z Teknology G-Mail
Was VAC2 silently included in this release Alfred :)  PLEASE tell me it
was!!!  Otherwise get on the VAC2 teams butt and get that sucker out
already!!
Zack
Mikee wrote:
Alfred, you guys are wonderful!  Not only did you fix the model
problem, but
you added the weapon kill type in the stats.  That is so so great!
- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: ; 
Sent: Thursday, February 24, 2005 8:59 PM
Subject: [hlds] RE: [hlds_linux] Counter-Strike: Source, Half-Life 2:
Deathmatch and Source engine update

I just found a bug in the engine from this release resulting in people
getting "Bad Challenge" errors when joining server. A fix is in the
pipe, you will need to update again once it is release (in the next hour
or so).
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, February 24, 2005 5:25 PM
To: hlds_linux@list.valvesoftware.com; hlds@list.valvesoftware.com
Subject: [hlds_linux] Counter-Strike: Source, Half-Life 2: Deathmatch
and Source engine update
We have released an update to Counter-Strike: Source, Half-Life 2:
Deathmatch and the Source engine. Run hldsupdatetool to apply the
update.
Two new maps (de_train and cs_compound) have been added to
Counter-Strike: Source and the model bug in Half-Life 2: Deathmatch has
been fixed. A more detailed list of changes can be found here:
http://www.steampowered.com/index.php?area=news&id=399
- Alfred
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Re: [hlds] RE: [hlds_linux] Counter-Strike: Source, Half-Life 2: Deathmatch and Source engine update

2005-02-24 Thread Mikee
Alfred, you guys are wonderful!  Not only did you fix the model problem, but
you added the weapon kill type in the stats.  That is so so great!
- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: ; 
Sent: Thursday, February 24, 2005 8:59 PM
Subject: [hlds] RE: [hlds_linux] Counter-Strike: Source, Half-Life 2:
Deathmatch and Source engine update

I just found a bug in the engine from this release resulting in people
getting "Bad Challenge" errors when joining server. A fix is in the
pipe, you will need to update again once it is release (in the next hour
or so).
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, February 24, 2005 5:25 PM
To: hlds_linux@list.valvesoftware.com; hlds@list.valvesoftware.com
Subject: [hlds_linux] Counter-Strike: Source, Half-Life 2: Deathmatch
and Source engine update
We have released an update to Counter-Strike: Source, Half-Life 2:
Deathmatch and the Source engine. Run hldsupdatetool to apply the
update.
Two new maps (de_train and cs_compound) have been added to
Counter-Strike: Source and the model bug in Half-Life 2: Deathmatch has
been fixed. A more detailed list of changes can be found here:
http://www.steampowered.com/index.php?area=news&id=399
- Alfred
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[hlds] RE: [hlds_linux] Counter-Strike: Source, Half-Life 2: Deathmatch and Source engine update

2005-02-24 Thread Alfred Reynolds
I just found a bug in the engine from this release resulting in people
getting "Bad Challenge" errors when joining server. A fix is in the
pipe, you will need to update again once it is release (in the next hour
or so).

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, February 24, 2005 5:25 PM
To: hlds_linux@list.valvesoftware.com; hlds@list.valvesoftware.com
Subject: [hlds_linux] Counter-Strike: Source, Half-Life 2: Deathmatch
and Source engine update

We have released an update to Counter-Strike: Source, Half-Life 2:
Deathmatch and the Source engine. Run hldsupdatetool to apply the
update.

Two new maps (de_train and cs_compound) have been added to
Counter-Strike: Source and the model bug in Half-Life 2: Deathmatch has
been fixed. A more detailed list of changes can be found here:
http://www.steampowered.com/index.php?area=news&id=399

- Alfred

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[hlds] Counter-Strike: Source, Half-Life 2: Deathmatch and Source engine update

2005-02-24 Thread Alfred Reynolds
We have released an update to Counter-Strike: Source, Half-Life 2:
Deathmatch and the Source engine. Run hldsupdatetool to apply the
update.

Two new maps (de_train and cs_compound) have been added to
Counter-Strike: Source and the model bug in Half-Life 2: Deathmatch has
been fixed. A more detailed list of changes can be found here:
http://www.steampowered.com/index.php?area=news&id=399

- Alfred

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Re: [hlds] HL2MP - getting started with rcon

2005-02-24 Thread Mikee
That sounds great!
- Original Message -
From: "wArgOd" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, February 24, 2005 3:36 PM
Subject: Re: [hlds] HL2MP - getting started with rcon

Indeed. the class you can obtain in that forum is a good one.
I have already modified the class to include several other commands.
However, I froze work on the class until after the release of the
updated protocol.
Hows about this:
I'll sponsor a sourceforge.net project for this excellent effort by
providing web resources, testing/beta servers, etc..
I will post the original author's url and invite/hope he/she will join
the open source effort.
In addition, we need to bring into this effort the work around SWAT
(PHP/MySQL solution) and raise the bar on enterprise game server
managenet solutions.
What u tink folks?
and what is a good name for something like this?
Kris Sum wrote:
See http://www.kquery.com/forums/index.php?showtopic=1146
I believe there are already some classes floating about on the forums...
Kris.


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Re: [hlds] HL2MP - getting started with rcon

2005-02-24 Thread wArgOd
Indeed. the class you can obtain in that forum is a good one.
I have already modified the class to include several other commands.
However, I froze work on the class until after the release of the
updated protocol.
Hows about this:
I'll sponsor a sourceforge.net project for this excellent effort by
providing web resources, testing/beta servers, etc..
I will post the original author's url and invite/hope he/she will join
the open source effort.
In addition, we need to bring into this effort the work around SWAT
(PHP/MySQL solution) and raise the bar on enterprise game server
managenet solutions.
What u tink folks?
and what is a good name for something like this?
Kris Sum wrote:
See http://www.kquery.com/forums/index.php?showtopic=1146
I believe there are already some classes floating about on the forums...
Kris.


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Re: [hlds] HL2MP - new exception and crash after the update, in vphysics.dll

2005-02-24 Thread ooksserver
Definitely different engine - but I wonder how much old code they kept? Or
maybe both engines just happen to have the same susceptibilities?

- Original Message -
From: "Whisper" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, February 24, 2005 8:59 AM
Subject: Re: [hlds] HL2MP - new exception and crash after the update, in
vphysics.dll


> Different Engine I thought
>
> On Thu, 24 Feb 2005 08:23:03 -0800, [EMAIL PROTECTED]
> <[EMAIL PROTECTED]> wrote:
> > Are these model exploits anything new? Last night my OP4 server crashed
with
> > a mesage about some model not being found. Yet, I've verified all maps
to
> > ensure they have the necessary models, so I'm wondering if HL1 servers
are
> > also susceptible to this?
> >
> >
> > - Original Message -
> > From: "Mikee" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Wednesday, February 23, 2005 3:50 PM
> > Subject: Re: [hlds] HL2MP - new exception and crash after the update, in
> > vphysics.dll
> >
> > > WoW!  Thank God for ServerDoc, because Firedaemon is not restarting
the
> > > HL2-DM servers that are being intentionally crashed with all of the
model
> > > and other exploits.  The steam forums are full of lists of bugs,
exploits,
> > > crashing models using ### characters, invisible player models, etc.
etc..
> > >
> > > I have personally banned about 40 players in the last 3-4 days just
while
> > I
> > > am in the server seeing those who are playing as a bullet, barrel,
> > headcrab,
> > > or invisible.  At first it was cute seeing a headcrap running around
with
> > an
> > > RPG, but this is really out of control now.  I can no longer run the
> > > Steamlab map because there apparently are many more things that can be
> > used
> > > for them to crash the server and cause trouble.  I am surprised that
there
> > > are not more server admin posts on this list about it.
> > >
> > > Valve Hel!
> > >
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> > ___
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> >
>
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Re: [hlds] HL2MP - new exception and crash after the update, in vphysics.dll

2005-02-24 Thread Whisper
Different Engine I thought

On Thu, 24 Feb 2005 08:23:03 -0800, [EMAIL PROTECTED]
<[EMAIL PROTECTED]> wrote:
> Are these model exploits anything new? Last night my OP4 server crashed with
> a mesage about some model not being found. Yet, I've verified all maps to
> ensure they have the necessary models, so I'm wondering if HL1 servers are
> also susceptible to this?
>
>
> - Original Message -
> From: "Mikee" <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, February 23, 2005 3:50 PM
> Subject: Re: [hlds] HL2MP - new exception and crash after the update, in
> vphysics.dll
>
> > WoW!  Thank God for ServerDoc, because Firedaemon is not restarting the
> > HL2-DM servers that are being intentionally crashed with all of the model
> > and other exploits.  The steam forums are full of lists of bugs, exploits,
> > crashing models using ### characters, invisible player models, etc. etc..
> >
> > I have personally banned about 40 players in the last 3-4 days just while
> I
> > am in the server seeing those who are playing as a bullet, barrel,
> headcrab,
> > or invisible.  At first it was cute seeing a headcrap running around with
> an
> > RPG, but this is really out of control now.  I can no longer run the
> > Steamlab map because there apparently are many more things that can be
> used
> > for them to crash the server and cause trouble.  I am surprised that there
> > are not more server admin posts on this list about it.
> >
> > Valve Hel!
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
>
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Re: [hlds] HL2MP - new exception and crash after the update, in vphysics.dll

2005-02-24 Thread ooksserver
Are these model exploits anything new? Last night my OP4 server crashed with
a mesage about some model not being found. Yet, I've verified all maps to
ensure they have the necessary models, so I'm wondering if HL1 servers are
also susceptible to this?


- Original Message -
From: "Mikee" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, February 23, 2005 3:50 PM
Subject: Re: [hlds] HL2MP - new exception and crash after the update, in
vphysics.dll


> WoW!  Thank God for ServerDoc, because Firedaemon is not restarting the
> HL2-DM servers that are being intentionally crashed with all of the model
> and other exploits.  The steam forums are full of lists of bugs, exploits,
> crashing models using ### characters, invisible player models, etc. etc..
>
> I have personally banned about 40 players in the last 3-4 days just while
I
> am in the server seeing those who are playing as a bullet, barrel,
headcrab,
> or invisible.  At first it was cute seeing a headcrap running around with
an
> RPG, but this is really out of control now.  I can no longer run the
> Steamlab map because there apparently are many more things that can be
used
> for them to crash the server and cause trouble.  I am surprised that there
> are not more server admin posts on this list about it.
>
> Valve Hel!
>
>
>
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RE: [hlds] HL2MP - getting started with rcon

2005-02-24 Thread Kris Sum
See http://www.kquery.com/forums/index.php?showtopic=1146

I believe there are already some classes floating about on the forums...

Kris.

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED] Sent: 24 February 2005 13:10 To:
hlds@list.valvesoftware.com Subject: [hlds] HL2MP - getting started
with rcon

> This is a multi-part message in MIME format.
> --
> Just getting started with admin stuff and trying to build some .net
> classes for game stats and game control.  I have remote log listening
> more or less figured out - however, I am struggling a bit to find
> information around rcon.  Hoping someone can point me at some
> resources.  Specifically interested in:
>
> 1.  the protocol itself
> 2.  the ip stuff (for example - is it tcp or udp - and how is a
> typical "conversation" structured?) 3.  what commands can be
> triggered - and where to find a more or less comprehensive list.
>
> Thanks to anyone that can help..
>
> Pfraze.
> --
> [ winmail.dat of type application/ms-tnef deleted ]


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[hlds] HL2MP - getting started with rcon

2005-02-24 Thread pfsmith
This is a multi-part message in MIME format.
--
Just getting started with admin stuff and trying to build some .net classes for 
game stats and game control.  I have remote log listening more or less figured 
out - however, I am struggling a bit to find information around rcon.  Hoping 
someone can point me at some resources.  Specifically interested in:

1.  the protocol itself
2.  the ip stuff (for example - is it tcp or udp - and how is a typical 
"conversation" structured?)
3.  what commands can be triggered - and where to find a more or less 
comprehensive list.

Thanks to anyone that can help..

Pfraze.
--
[ winmail.dat of type application/ms-tnef deleted ]
--

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[hlds] ok

2005-02-24 Thread andre eu
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[ Picked text/plain from multipart/alternative ]
confirm 115656


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