RE: [hlds] SiN 1 update released

2006-04-18 Thread Alfred Reynolds
I haven't heard about this problem. The logaddress_* functions are what
they should use.

- Alfred

Darrel wrote:
> Alfred,
>
> Is there any work being done regarding the update that broke log
> pulling
> from 3rd party mods?  I can't seem to get a straight answer from the
> HLSW
> team, and as I've said, it hamstrings my ability to admin my server
> remotely.
>
> Thanks.
>
> PS...  I don't care who fixes it on what end, I just want it fixed.
> They're claiming no communication from Valve, you guys claim you
> don't support 3rd
> party mods, and it just ends up being extremely frustrating trying to
> simply
> run a server because it seems like you guys randomly break things,
> sigh.
>
>
>
>
>> We have released an update SiN 1. Run the hldsupdatetool to get this
>> update.
>>
>> The changes for this update are:
>> - Added new deathmatch map Spool
>> - Fixed incorrect game name being reported to Steam
>> - Fixed French version of the game dropping the player to the
>> console in the Chemical Plant and Mountain Gorge levels
>> - Civilian females no longer turn bright red when shot
>> - Unused map name removed from multiplayer map list
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds

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


Re: [hlds] SiN 1 update released

2006-04-18 Thread Darrel

Alfred,

Is there any work being done regarding the update that broke log pulling
from 3rd party mods?  I can't seem to get a straight answer from the HLSW
team, and as I've said, it hamstrings my ability to admin my server
remotely.

Thanks.

PS...  I don't care who fixes it on what end, I just want it fixed.  They're
claiming no communication from Valve, you guys claim you don't support 3rd
party mods, and it just ends up being extremely frustrating trying to simply
run a server because it seems like you guys randomly break things, sigh.





We have released an update SiN 1. Run the hldsupdatetool to get this
update.

The changes for this update are:
- Added new deathmatch map Spool
- Fixed incorrect game name being reported to Steam
- Fixed French version of the game dropping the player to the console in
the Chemical Plant and Mountain Gorge levels
- Civilian females no longer turn bright red when shot
- Unused map name removed from multiplayer map list



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


[hlds] SiN 1 update released

2006-04-18 Thread Alfred Reynolds
We have released an update SiN 1. Run the hldsupdatetool to get this
update.

The changes for this update are:
- Added new deathmatch map Spool
- Fixed incorrect game name being reported to Steam
- Fixed French version of the game dropping the player to the console in
the Chemical Plant and Mountain Gorge levels
- Civilian females no longer turn bright red when shot
- Unused map name removed from multiplayer map list


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


RE: [hlds] can hlstatsx ban ppl???? coz i think it told vac to do so (logs contained)

2006-04-18 Thread Frazer
Hell Phoenix nailed this one, I think.  HLStatX will most certainly ban
EVERY player that disconnects from your server, for 5 minutes, if
AutoBanRetry is set to "1".  This one drove me crazy, not because I couldn't
find the setting, but because I had hlstats.pl set up as a Windows server -
which is actually perl.exe running the hlstats.pl runtime script as a
service.  So - I found my config problem - fixed the setting - and restarted
my windows service wrapper.  And voila - users STILL were getting banned.
Stopped the service and tested again - and no luck - still happening.
Finally, had the presence of mind to check my running processes - and there
was perl.exe just chunking along - regardless of what my service manager was
reporting re: my service wrapper.

So - a lesson learned - be careful with using tools like srvany and
firedaemon to wrap things as services.  Just because you think they are
stopped - ain't necessarily so.

Cheers all,
Frazer



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Stuart Stegall
Sent: Tuesday, March 21, 2006 1:00 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] can hlstatsx ban ppl coz i think it told vac to do
so (logs contained)

hlstatsx would have to issue the ban through rcon as that is it's only
access to the running game.  hlstatsx doesn't use a plugin (though it can
work with Beetles, Mani, and the small statsme plugin)

Now I believe you can use GlobalBanning 1 to enforce global bans on your
server, but it's just a setting and I believe it is 0 by default.  You could
probably go to www.hlstatsx.com and find out all this info.

Joshua Handelsman-Woolf (DogGunn) wrote:
> --
> [ Picked text/plain from multipart/alternative ] Oops. What I meant
> was ban people locally. I know how VAC works.
>
> On 3/21/06, Scott Tuttle <[EMAIL PROTECTED]> wrote:
>
>> It wasn't that hlstatsx can ban people it was you asking if it told
>> VAC to ban people.  Hlstatsx cannot VAC ban.  Only VAC can do VAC bans.
>>
>>
[SNIP]

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

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


Re: [hlds] HL1 Bandwidth requirements and recent updates

2006-04-18 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Thanks

On 4/19/06, Roman Hatsiev <[EMAIL PROTECTED]> wrote:
>
> Well, as far as I understand, the server-side number of updates per
> second is an upper limit for the client, regardless of cl_updaterate
> on client side. Thus, given that cl_updaterate is higher or equal to
> sv_maxupdaterate, lowering sv_maxupdaterate would decrease amount of
> updates server calculated by server and pushed to the client
> effectively reducing consumed bandwidth.
>
> By the way, found your wiki few weeks ago while searching the net for
> some netcode related issues. Unfortunately my issues are listed in
> remaining questions but still you've done great job by putting
> available pieces of information together. Bravo!
>
> Regards,
>
> Roman
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
--

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


Re: [hlds] HL1 Bandwidth requirements and recent updates

2006-04-18 Thread Roman Hatsiev
Well, as far as I understand, the server-side number of updates per
second is an upper limit for the client, regardless of cl_updaterate
on client side. Thus, given that cl_updaterate is higher or equal to
sv_maxupdaterate, lowering sv_maxupdaterate would decrease amount of
updates server calculated by server and pushed to the client
effectively reducing consumed bandwidth.

By the way, found your wiki few weeks ago while searching the net for
some netcode related issues. Unfortunately my issues are listed in
remaining questions but still you've done great job by putting
available pieces of information together. Bravo!

Regards,

Roman

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


Re: [hlds] New HLDM map ARMY2 released

2006-04-18 Thread Kevin Ottalini

Thank you Ook, OP4 appears to run the map very well.

The bots were a little confused by all the rockwork but perhaps there needs
to be some sort of nav file generated.  They were doing at least as good as
other bots though.

Performance looked good on the map and the server too, in net_graph I saw a
steady green ping with only a very few yellow (slow) pings.

I had forgotten about that terrible OP4 longjump sound lol.

Your support very much appreciated.


- Original Message -
From: "Ook"
To: 
Sent: Monday, April 17, 2006 10:31 PM
Subject: Re: [hlds] New HLDM map ARMY2 released



Wo 48MB download - a bit of a porker, eh? :-)

I stuck the whole mess on my web host, and you can mapvote/rockthevote the
map on my OP4 server. Ooks Steaming Pile of Crap,
OoksServer.no-ip.info:27015.

- Original Message -
From: "Kevin Ottalini" Sent: Monday, April 17, 2006 8:21 PM
Subject: [hlds] New HLDM map ARMY2 released



I know there aren't a lot of HLDM servers out there but with so few new
maps
these days I thought I'd toss this out.

Army2 - an original concept HLDM map ... about 11 months in the making.

Pic: http://www.qsextreme.com/army2/pics/army2f.jpg

Detailed Webpage and zip download: http://qsextreme.com/army2

I might do a conversion to HL2DM if there is enough interest.

qUiCkSiLvEr




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


Re: [hlds] HL1 Bandwidth requirements and recent updates

2006-04-18 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
sv_maxupdaterate is the maximum amount of updates per second, its not a
directly related bandwidth calculation

The maximum for both HLDS & SRCDS is effectively 100 now since the
corresponding client side command cl_updaterate has a hardcoded limit of
100, or at least as far as I am aware, without cheats, thats the highest you
can set it, i.e. If a client sets cl_updaterate to 1000 it will still only
go up to 100, or at least it did up until recently.

sv_maxrate does effect the maximum amount of bandwidth the each
client/server can use and in measured in bytes and at least for SRCDS has a
hardcoded maximum of 3, I think the hardcoded maximum for HLDS is 25000
for LAN and 2 for Interbet servers, but that may not be 100% correct.

http://whisper.ausgamers.com/wiki/index.php/Tickrate


On 4/18/06, Roman Hatsiev <[EMAIL PROTECTED]> wrote:
>
> From my experience with reasonably high sys_ticrate and
> sv_maxupdaterate on your server you should have 64k per player.
>
> Regards,
>
> Roman
>
> On 18/04/06, Ook <[EMAIL PROTECTED]> wrote:
> > Weird. It's quite noticeable. It used to be that 6 players would bounce
> > against my 220k limit. Now they are bouncing around 140-150k.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
--

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


Re: [hlds] HL1 Bandwidth requirements and recent updates

2006-04-18 Thread Roman Hatsiev
>From my experience with reasonably high sys_ticrate and
sv_maxupdaterate on your server you should have 64k per player.

Regards,

Roman

On 18/04/06, Ook <[EMAIL PROTECTED]> wrote:
> Weird. It's quite noticeable. It used to be that 6 players would bounce
> against my 220k limit. Now they are bouncing around 140-150k.

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