Re: [hlds] CS:S update and custom maps

2006-08-25 Thread Lewis Baxter
--
[ Picked text/plain from multipart/alternative ]
It seems to be the nav files that are causing the problem. I turned off
bots, backed up all my navs, then deleted all of them except for the ones
for cs_ maps. As far as I know, all my custom maps are running fine now.

Hope that helps!!!
tHe LaW
www.lawgiver.us
--

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RE: [hlds] ogsWatcher now Supports HLDS

2006-08-25 Thread Edward Luna
Thanks.

-Original Message-
From: Frazer [mailto:[EMAIL PROTECTED]
Sent: Friday, August 25, 2006 5:37 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] ogsWatcher now Supports HLDS


Enclose it in xml comment tags, thus:




Frazer



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Edward Luna
Sent: Friday, August 25, 2006 2:09 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] ogsWatcher now Supports HLDS

I do... I do...

But, please look into restoring the  tag... I would
save me money on my next hardware upgrade. :)

One more question... how do I differentiate between commands and
comments in
the config file.  I thought I understood how but for some reason I can't
eliminate the password cvar.  I could just delete the line but I want to
comment it out instead.


-Original Message-
From: Frazer [mailto:[EMAIL PROTECTED]
Sent: Friday, August 25, 2006 11:59 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] ogsWatcher now Supports HLDS


Sadly no - had too much trouble figuring out the Windows Miraculous
Behavior
API  and had to remove the  tag from the configs.
Glad
you like it though.

;-)

Frazer





-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Edward Luna
Sent: Friday, August 25, 2006 12:51 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] ogsWatcher now Supports HLDS

Am I crazy or does ogsWatcher actually make your server run better?  How
can
that be?  I installed ogsWatcher this morning... followed the setup
instructions... started the service... and everything worked perfectly.
The server runs better than ever.  I'm waiting for the other shoe to
drop.
lol.

-Original Message-
From: Frazer [mailto:[EMAIL PROTECTED]
Sent: Friday, August 25, 2006 9:05 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] ogsWatcher now Supports HLDS


No problem.  ogsWatcher allows you to configure and run as many games as
your machine can handle.  You can mix both mods and engines.  The sample
config in the install shows exactly that scenario - the first GameConfig
is
for DOD Source, and the second one is for CS 1.6, on the hlds engine.


Cheers,
Frazer


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Edward Luna
Sent: Friday, August 25, 2006 8:50 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] ogsWatcher now Supports HLDS

Frazer,
I've dnloaded ogsWatcher and I've installing it on my server but I just
realized something I should have thought of before I started... My
server
runs two instances of hl... one DoD Src and one standard hl1 Valve.
Will
this present a problem?

-Original Message-
From: Frazer [mailto:[EMAIL PROTECTED]
Sent: Wednesday, August 23, 2006 6:49 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] ogsWatcher now Supports HLDS


ogsWatcher 1.0.7, now with support for the hlds game engine, is
available
for download.

http://gearbox.oathill.com/cbb/files/default.aspx

You can read more about it here:

http://gearbox.oathill.com/cbb/blogs/dawgs_blawg/archive/2006/08/23/74.a
spx


Frazer



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Re: [hlds] Counter-Strike: Source update released

2006-08-25 Thread Dave Williams
[ Converted text/html to text/plain ]
fyi metamod wasn't running beacuse the game_info.txt file got updated. also
zblock does use the specified valve plugin api and that [zblock] is certainly
broken.
bush we have had an argument before and i don't want another but i feel valve
do have a responsibility to make sure that their plugin api works ok if they
are going to complain that plugin devs are lazy for not using it [srcds plugin
api] and should. See this quote

The problem is that these plugins are hacking into hard coded offsets in
the game server, one tiny code change from us and the plugin blows up.
The solution is for them to use the plugin API we provide which doesn't
have this problem. If you don't like fragile plugins that crash your
game server then please don't use them.

- Alfred


so you see, i think valve need to go back and check THEIR code and makes the
changes that are needed so THEIR api is usable and thenthat would give them
something to support their, frankly limp, argument. until then i'd rather use
metamod :-P
Bush wrote:

Not valves problem that people who build off of their code and it breaks
when the code is changed.

-Original Message-
From: Dave Williams [mailto:[EMAIL PROTECTED]
Sent: Friday, August 25, 2006 6:27 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] Counter-Strike: Source update released

i haven't finished catching up yet but my server is reporting metamod is
not running. and it was before the update. Also my copy of zblock is not
loaded either. FFS valve sort yourselves out.

Adam Sando wrote:


I'm finding my server only seems to bite the bullet when it tries to
load "some" non-valve maps.

I'm just going through some maps during my lunch break to try work out
what the trigger is. If its occurring on vanilla servers with no 3rd
party mods, I'd assume people on this list have already tried disabling
Metamod, etc?

Regards,
Adam "fLAiL" Sando.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Whisper
Sent: Friday, 25 August 2006 12:00 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] Counter-Strike: Source update released

--
[ Picked text/plain from multipart/alternative ] Mani is fixed afaik

Its just a changed gametypes.txt

http://www.mani-admin-plugin.com/mani_admin_plugin/gametypes/gametypes.t[6]
xt

Cheers

On 8/25/06, Matt Albiniak <[EMAIL PROTECTED]>[7] wrote:



actually, we're running a naked server (disabled /addons) with no
customs in rotation on windows. it crashes, oh, every other map.
rented from nuclearfallout for those keeping score at home.

On 8/24/06, [DumB]TeXas <[EMAIL PROTECTED]>[8] wrote:



Well 1.1.0zi does 'work', as in; it will start and everything will



appear to



be working - admin menu works and most admin commands (not slay)
works



from



what I could see. However, the second a player dies the server dies
with



it.



So in other words, its not exactly of much use... :P

The new update was not too bad; the new radar is kind of nice if you






ask me... I would however not say that a new and fancy radar is
worth



breaking



just about any 3rd party plugin running at any server out there



though...



Surely you know by now that probably the majority of



counter-strike:source



servers out there is running the mani admin plugin for an example.
Has



it



not occurred to you that it might be worth putting a bit extra time
into making sure that at least the major ones will be working with
your new updates?

You could for an example have a dev section at your forums, where



registered



developers for the major 3rd party plugins could get access to new



updates



and information a few days in advance so that they could debug and



update



their plugins before the update was released to the general public.
Just throwing an idea out there, Imo _something_ should be done to
improve



this



either way. (The issue with updates breaking everything happens just



about



every time)

It wouldn't kill you to postpone the full release a few extra days,
nor would it kill you to take better care of your customers and the
people



that



is actually developing for your games and running the servers making



your



games the success they are! Remember that in the end valve wouldn't
be



this



great if there were no people interested in running game servers out



there



and coding plugins and mods. Spending some extra time, effort and
money



to



make life a bit easier for those could be a good idea. ;)

My 2 cents...

TeX.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt
Albiniak
Sent: 25. august 2006 01:52
To: [EMAIL PROTECTED]
Subject: Re: [hlds] Counter-Strike: Source update released

rumor is 1.1.0zi works, but the beta series is having trouble. i'm
running 1.2betaN rc2, and it's definitely having trouble.

On 8/24/06, Link Pankratz <[EMAIL PROTECTED]>[12] wrote:



Does Mani have a fix out yet?

Link

Matt Albinia

[hlds] zblock and the new cs:s update.

2006-08-25 Thread Dave Williams
It may just be me but. Has anyone noticed that zblock doesn't work
with the new update for cs:s. i have fixed all the other problems i
mentioned earlier in the update thread.

I would like a confirmation and a solution, if there is one, quick.
Simply becasue my server see's alot of ppl trying to cheat and i need a
way of keeping the numbers of hackers down and i found zblock very
effective when run along side steam bans and ace rates.

cheers for the info, if any, you can give.

Meph (ignore the authors name. i recently changed from Dave to Meph)


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RE: [hlds] Counter-Strike: Source update released

2006-08-25 Thread Bush
Not valves problem that people who build off of their code and it breaks
when the code is changed.

-Original Message-
From: Dave Williams [mailto:[EMAIL PROTECTED]
Sent: Friday, August 25, 2006 6:27 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Counter-Strike: Source update released

i haven't finished catching up yet but my server is reporting metamod is
not running. and it was before the update. Also my copy of zblock is not
loaded either. FFS valve sort yourselves out.

Adam Sando wrote:
> I'm finding my server only seems to bite the bullet when it tries to
> load "some" non-valve maps.
>
> I'm just going through some maps during my lunch break to try work out
> what the trigger is. If its occurring on vanilla servers with no 3rd
> party mods, I'd assume people on this list have already tried disabling
> Metamod, etc?
>
> Regards,
> Adam "fLAiL" Sando.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
> Sent: Friday, 25 August 2006 12:00 PM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Counter-Strike: Source update released
>
> --
> [ Picked text/plain from multipart/alternative ] Mani is fixed afaik
>
> Its just a changed gametypes.txt
>
> http://www.mani-admin-plugin.com/mani_admin_plugin/gametypes/gametypes.t
> xt
>
> Cheers
>
> On 8/25/06, Matt Albiniak <[EMAIL PROTECTED]> wrote:
>
>> actually, we're running a naked server (disabled /addons) with no
>> customs in rotation on windows. it crashes, oh, every other map.
>> rented from nuclearfallout for those keeping score at home.
>>
>> On 8/24/06, [DumB]TeXas <[EMAIL PROTECTED]> wrote:
>>
>>> Well 1.1.0zi does 'work', as in; it will start and everything will
>>>
>> appear to
>>
>>> be working - admin menu works and most admin commands (not slay)
>>> works
>>>
>> from
>>
>>> what I could see. However, the second a player dies the server dies
>>> with
>>>
>> it.
>>
>>> So in other words, its not exactly of much use... :P
>>>
>>> The new update was not too bad; the new radar is kind of nice if you
>>>
>
>
>>> ask me... I would however not say that a new and fancy radar is
>>> worth
>>>
>> breaking
>>
>>> just about any 3rd party plugin running at any server out there
>>>
>> though...
>>
>>> Surely you know by now that probably the majority of
>>>
>> counter-strike:source
>>
>>> servers out there is running the mani admin plugin for an example.
>>> Has
>>>
>> it
>>
>>> not occurred to you that it might be worth putting a bit extra time
>>> into making sure that at least the major ones will be working with
>>> your new updates?
>>>
>>> You could for an example have a dev section at your forums, where
>>>
>> registered
>>
>>> developers for the major 3rd party plugins could get access to new
>>>
>> updates
>>
>>> and information a few days in advance so that they could debug and
>>>
>> update
>>
>>> their plugins before the update was released to the general public.
>>> Just throwing an idea out there, Imo _something_ should be done to
>>> improve
>>>
>> this
>>
>>> either way. (The issue with updates breaking everything happens just
>>>
>> about
>>
>>> every time)
>>>
>>> It wouldn't kill you to postpone the full release a few extra days,
>>> nor would it kill you to take better care of your customers and the
>>> people
>>>
>> that
>>
>>> is actually developing for your games and running the servers making
>>>
>> your
>>
>>> games the success they are! Remember that in the end valve wouldn't
>>> be
>>>
>> this
>>
>>> great if there were no people interested in running game servers out
>>>
>> there
>>
>>> and coding plugins and mods. Spending some extra time, effort and
>>> money
>>>
>> to
>>
>>> make life a bit easier for those could be a good idea. ;)
>>>
>>> My 2 cents...
>>>
>>> TeX.
>>>
>>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED]
>>> [mailto:[EMAIL PROTECTED] On Behalf Of Matt
>>> Albiniak
>>> Sent: 25. august 2006 01:52
>>> To: hlds@list.valvesoftware.com
>>> Subject: Re: [hlds] Counter-Strike: Source update released
>>>
>>> rumor is 1.1.0zi works, but the beta series is having trouble. i'm
>>> running 1.2betaN rc2, and it's definitely having trouble.
>>>
>>> On 8/24/06, Link Pankratz <[EMAIL PROTECTED]> wrote:
>>>
 Does Mani have a fix out yet?

 Link

 Matt Albiniak wrote:

> fyi - breaks mani-admin-plugin. please keep your hands and feet
>
>> inside
>>
> the car at all times..
>
> On 8/24/06, Whisper <[EMAIL PROTECTED]> wrote:
>
>> --
>> [ Picked text/plain from multipart/alternative ] My 1 man
>> campaign paid off
>>
>> Thanks guys
>>
>> On 8/25/06, Jason Ruymen <[EMAIL PROTECTED]> wrote:
>>
>>> Updates to Counter-Strike: Source have been released.  Unless
>>>
>> your
>>
>>> are
>>>
>>> running a Linux server that auto-updates, please
>>> hldsupdatetool
>>>
>> to
>>
>>> get
>>>
>>> the update.  The changes are:
>>>
>>> Counter-Strik

Re: [hlds] Counter-Strike: Source update released

2006-08-25 Thread Dave Williams
i haven't finished catching up yet but my server is reporting metamod is
not running. and it was before the update. Also my copy of zblock is not
loaded either. FFS valve sort yourselves out.

Adam Sando wrote:
> I'm finding my server only seems to bite the bullet when it tries to
> load "some" non-valve maps.
>
> I'm just going through some maps during my lunch break to try work out
> what the trigger is. If its occurring on vanilla servers with no 3rd
> party mods, I'd assume people on this list have already tried disabling
> Metamod, etc?
>
> Regards,
> Adam "fLAiL" Sando.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
> Sent: Friday, 25 August 2006 12:00 PM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Counter-Strike: Source update released
>
> --
> [ Picked text/plain from multipart/alternative ] Mani is fixed afaik
>
> Its just a changed gametypes.txt
>
> http://www.mani-admin-plugin.com/mani_admin_plugin/gametypes/gametypes.t
> xt
>
> Cheers
>
> On 8/25/06, Matt Albiniak <[EMAIL PROTECTED]> wrote:
>
>> actually, we're running a naked server (disabled /addons) with no
>> customs in rotation on windows. it crashes, oh, every other map.
>> rented from nuclearfallout for those keeping score at home.
>>
>> On 8/24/06, [DumB]TeXas <[EMAIL PROTECTED]> wrote:
>>
>>> Well 1.1.0zi does 'work', as in; it will start and everything will
>>>
>> appear to
>>
>>> be working - admin menu works and most admin commands (not slay)
>>> works
>>>
>> from
>>
>>> what I could see. However, the second a player dies the server dies
>>> with
>>>
>> it.
>>
>>> So in other words, its not exactly of much use... :P
>>>
>>> The new update was not too bad; the new radar is kind of nice if you
>>>
>
>
>>> ask me... I would however not say that a new and fancy radar is
>>> worth
>>>
>> breaking
>>
>>> just about any 3rd party plugin running at any server out there
>>>
>> though...
>>
>>> Surely you know by now that probably the majority of
>>>
>> counter-strike:source
>>
>>> servers out there is running the mani admin plugin for an example.
>>> Has
>>>
>> it
>>
>>> not occurred to you that it might be worth putting a bit extra time
>>> into making sure that at least the major ones will be working with
>>> your new updates?
>>>
>>> You could for an example have a dev section at your forums, where
>>>
>> registered
>>
>>> developers for the major 3rd party plugins could get access to new
>>>
>> updates
>>
>>> and information a few days in advance so that they could debug and
>>>
>> update
>>
>>> their plugins before the update was released to the general public.
>>> Just throwing an idea out there, Imo _something_ should be done to
>>> improve
>>>
>> this
>>
>>> either way. (The issue with updates breaking everything happens just
>>>
>> about
>>
>>> every time)
>>>
>>> It wouldn't kill you to postpone the full release a few extra days,
>>> nor would it kill you to take better care of your customers and the
>>> people
>>>
>> that
>>
>>> is actually developing for your games and running the servers making
>>>
>> your
>>
>>> games the success they are! Remember that in the end valve wouldn't
>>> be
>>>
>> this
>>
>>> great if there were no people interested in running game servers out
>>>
>> there
>>
>>> and coding plugins and mods. Spending some extra time, effort and
>>> money
>>>
>> to
>>
>>> make life a bit easier for those could be a good idea. ;)
>>>
>>> My 2 cents...
>>>
>>> TeX.
>>>
>>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED]
>>> [mailto:[EMAIL PROTECTED] On Behalf Of Matt
>>> Albiniak
>>> Sent: 25. august 2006 01:52
>>> To: hlds@list.valvesoftware.com
>>> Subject: Re: [hlds] Counter-Strike: Source update released
>>>
>>> rumor is 1.1.0zi works, but the beta series is having trouble. i'm
>>> running 1.2betaN rc2, and it's definitely having trouble.
>>>
>>> On 8/24/06, Link Pankratz <[EMAIL PROTECTED]> wrote:
>>>
 Does Mani have a fix out yet?

 Link

 Matt Albiniak wrote:

> fyi - breaks mani-admin-plugin. please keep your hands and feet
>
>> inside
>>
> the car at all times..
>
> On 8/24/06, Whisper <[EMAIL PROTECTED]> wrote:
>
>> --
>> [ Picked text/plain from multipart/alternative ] My 1 man
>> campaign paid off
>>
>> Thanks guys
>>
>> On 8/25/06, Jason Ruymen <[EMAIL PROTECTED]> wrote:
>>
>>> Updates to Counter-Strike: Source have been released.  Unless
>>>
>> your
>>
>>> are
>>>
>>> running a Linux server that auto-updates, please
>>> hldsupdatetool
>>>
>> to
>>
>>> get
>>>
>>> the update.  The changes are:
>>>
>>> Counter-Strike: Source:
>>> *   The radar display has been enhanced
>>> *   de_train has received a High Dynamic Range (HDR)
>>>
> lighting
>
>>> treatment, as well as some bug fixes and layout tweaks
>>> *   The player's eye height while crouching now matches
>>>
> their
>
>

RE: [hlds] ogsWatcher now Supports HLDS

2006-08-25 Thread Frazer
Enclose it in xml comment tags, thus:




Frazer



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Edward Luna
Sent: Friday, August 25, 2006 2:09 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] ogsWatcher now Supports HLDS

I do... I do...

But, please look into restoring the  tag... I would
save me money on my next hardware upgrade. :)

One more question... how do I differentiate between commands and comments in
the config file.  I thought I understood how but for some reason I can't
eliminate the password cvar.  I could just delete the line but I want to
comment it out instead.


-Original Message-
From: Frazer [mailto:[EMAIL PROTECTED]
Sent: Friday, August 25, 2006 11:59 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] ogsWatcher now Supports HLDS


Sadly no - had too much trouble figuring out the Windows Miraculous Behavior
API  and had to remove the  tag from the configs.
Glad
you like it though.

;-)

Frazer





-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Edward Luna
Sent: Friday, August 25, 2006 12:51 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] ogsWatcher now Supports HLDS

Am I crazy or does ogsWatcher actually make your server run better?  How can
that be?  I installed ogsWatcher this morning... followed the setup
instructions... started the service... and everything worked perfectly.
The server runs better than ever.  I'm waiting for the other shoe to drop.
lol.

-Original Message-
From: Frazer [mailto:[EMAIL PROTECTED]
Sent: Friday, August 25, 2006 9:05 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] ogsWatcher now Supports HLDS


No problem.  ogsWatcher allows you to configure and run as many games as
your machine can handle.  You can mix both mods and engines.  The sample
config in the install shows exactly that scenario - the first GameConfig is
for DOD Source, and the second one is for CS 1.6, on the hlds engine.


Cheers,
Frazer


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Edward Luna
Sent: Friday, August 25, 2006 8:50 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] ogsWatcher now Supports HLDS

Frazer,
I've dnloaded ogsWatcher and I've installing it on my server but I just
realized something I should have thought of before I started... My server
runs two instances of hl... one DoD Src and one standard hl1 Valve.
Will
this present a problem?

-Original Message-
From: Frazer [mailto:[EMAIL PROTECTED]
Sent: Wednesday, August 23, 2006 6:49 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] ogsWatcher now Supports HLDS


ogsWatcher 1.0.7, now with support for the hlds game engine, is available
for download.

http://gearbox.oathill.com/cbb/files/default.aspx

You can read more about it here:

http://gearbox.oathill.com/cbb/blogs/dawgs_blawg/archive/2006/08/23/74.a
spx


Frazer



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[hlds] Map configs Withou 3rd party Plugin

2006-08-25 Thread Munra -hlds

Hello

THis there any way to do map configs without a plugin installed?  I think I
have read that HLDS can do it so I would assume that srcds could do it. I am
just not sure were to put them??   cfg/map_conf??? or maps/cfg??

Thanks
Munra
www.anbservers.com


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Re: [hlds] CS:S update and custom maps

2006-08-25 Thread laurens koelewijn
--
[ Picked text/plain from multipart/alternative ]
same problems here.
normal maps runs fine then change and server is down and restarts.
hope the problem is fixed soon

On 8/25/06, ]FUSION[ Gray Death <[EMAIL PROTECTED]> wrote:
>
> Hello everyone,
>
> I wonder why neither here, nor in the Steam forums, I read about trouble
> with custom maps. Our server runs fine with the standard maps but if
> vote ends with a custom, it runs for a very short time, then stops
> loging in the configuration phase and restarts. I tried it locally,
> without a dedicated server. Steam just hangs up. Nobody else?
>
> With kind regards,
> Gray Death
>
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RE: [hlds] ogsWatcher now Supports HLDS

2006-08-25 Thread Edward Luna
I do... I do...

But, please look into restoring the  tag... I would
save me money on my next hardware upgrade. :)

One more question... how do I differentiate between commands and
comments in the config file.  I thought I understood how but for some
reason I can't eliminate the password cvar.  I could just delete the
line but I want to comment it out instead.


-Original Message-
From: Frazer [mailto:[EMAIL PROTECTED]
Sent: Friday, August 25, 2006 11:59 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] ogsWatcher now Supports HLDS


Sadly no - had too much trouble figuring out the Windows Miraculous
Behavior
API  and had to remove the  tag from the configs.
Glad
you like it though.

;-)

Frazer





-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Edward Luna
Sent: Friday, August 25, 2006 12:51 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] ogsWatcher now Supports HLDS

Am I crazy or does ogsWatcher actually make your server run better?  How
can
that be?  I installed ogsWatcher this morning... followed the setup
instructions... started the service... and everything worked perfectly.
The server runs better than ever.  I'm waiting for the other shoe to
drop.
lol.

-Original Message-
From: Frazer [mailto:[EMAIL PROTECTED]
Sent: Friday, August 25, 2006 9:05 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] ogsWatcher now Supports HLDS


No problem.  ogsWatcher allows you to configure and run as many games as
your machine can handle.  You can mix both mods and engines.  The sample
config in the install shows exactly that scenario - the first GameConfig
is
for DOD Source, and the second one is for CS 1.6, on the hlds engine.


Cheers,
Frazer


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Edward Luna
Sent: Friday, August 25, 2006 8:50 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] ogsWatcher now Supports HLDS

Frazer,
I've dnloaded ogsWatcher and I've installing it on my server but I just
realized something I should have thought of before I started... My
server
runs two instances of hl... one DoD Src and one standard hl1 Valve.
Will
this present a problem?

-Original Message-
From: Frazer [mailto:[EMAIL PROTECTED]
Sent: Wednesday, August 23, 2006 6:49 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] ogsWatcher now Supports HLDS


ogsWatcher 1.0.7, now with support for the hlds game engine, is
available
for download.

http://gearbox.oathill.com/cbb/files/default.aspx

You can read more about it here:

http://gearbox.oathill.com/cbb/blogs/dawgs_blawg/archive/2006/08/23/74.a
spx


Frazer



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RE: [hlds] ogsWatcher now Supports HLDS

2006-08-25 Thread Frazer
Sadly no - had too much trouble figuring out the Windows Miraculous Behavior
API  and had to remove the  tag from the configs.  Glad
you like it though.

;-)

Frazer





-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Edward Luna
Sent: Friday, August 25, 2006 12:51 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] ogsWatcher now Supports HLDS

Am I crazy or does ogsWatcher actually make your server run better?  How can
that be?  I installed ogsWatcher this morning... followed the setup
instructions... started the service... and everything worked perfectly.
The server runs better than ever.  I'm waiting for the other shoe to drop.
lol.

-Original Message-
From: Frazer [mailto:[EMAIL PROTECTED]
Sent: Friday, August 25, 2006 9:05 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] ogsWatcher now Supports HLDS


No problem.  ogsWatcher allows you to configure and run as many games as
your machine can handle.  You can mix both mods and engines.  The sample
config in the install shows exactly that scenario - the first GameConfig is
for DOD Source, and the second one is for CS 1.6, on the hlds engine.


Cheers,
Frazer


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Edward Luna
Sent: Friday, August 25, 2006 8:50 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] ogsWatcher now Supports HLDS

Frazer,
I've dnloaded ogsWatcher and I've installing it on my server but I just
realized something I should have thought of before I started... My server
runs two instances of hl... one DoD Src and one standard hl1 Valve.
Will
this present a problem?

-Original Message-
From: Frazer [mailto:[EMAIL PROTECTED]
Sent: Wednesday, August 23, 2006 6:49 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] ogsWatcher now Supports HLDS


ogsWatcher 1.0.7, now with support for the hlds game engine, is available
for download.

http://gearbox.oathill.com/cbb/files/default.aspx

You can read more about it here:

http://gearbox.oathill.com/cbb/blogs/dawgs_blawg/archive/2006/08/23/74.a
spx


Frazer



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RE: [hlds] ogsWatcher now Supports HLDS

2006-08-25 Thread Edward Luna
Am I crazy or does ogsWatcher actually make your server run better?  How
can that be?  I installed ogsWatcher this morning... followed the setup
instructions... started the service... and everything worked perfectly.
The server runs better than ever.  I'm waiting for the other shoe to
drop. lol.

-Original Message-
From: Frazer [mailto:[EMAIL PROTECTED]
Sent: Friday, August 25, 2006 9:05 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] ogsWatcher now Supports HLDS


No problem.  ogsWatcher allows you to configure and run as many games as
your machine can handle.  You can mix both mods and engines.  The sample
config in the install shows exactly that scenario - the first GameConfig
is
for DOD Source, and the second one is for CS 1.6, on the hlds engine.


Cheers,
Frazer


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Edward Luna
Sent: Friday, August 25, 2006 8:50 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] ogsWatcher now Supports HLDS

Frazer,
I've dnloaded ogsWatcher and I've installing it on my server but I just
realized something I should have thought of before I started... My
server
runs two instances of hl... one DoD Src and one standard hl1 Valve.
Will
this present a problem?

-Original Message-
From: Frazer [mailto:[EMAIL PROTECTED]
Sent: Wednesday, August 23, 2006 6:49 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] ogsWatcher now Supports HLDS


ogsWatcher 1.0.7, now with support for the hlds game engine, is
available
for download.

http://gearbox.oathill.com/cbb/files/default.aspx

You can read more about it here:

http://gearbox.oathill.com/cbb/blogs/dawgs_blawg/archive/2006/08/23/74.a
spx


Frazer



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RE: [hlds] Rcon Stats

2006-08-25 Thread Frazer
Yup and thanks to all - and thanks for the fishing lesson, versus the fish
:-)

F.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Whisper
Sent: Friday, August 25, 2006 11:43 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Rcon Stats

--
[ Picked text/plain from multipart/alternative ] Yeah thats the one

On 8/26/06, Hell Phoenix <[EMAIL PROTECTED]> wrote:
>
> [ Converted text/html to text/plain ]
> http://www.mail-archive.com/hlds@list.valvesoftware.com/[1]
> and I think this is the thread you were looking for?
> http://www.mail-archive.com/hlds@list.valvesoftware.com/msg15606.html
> HP
> Frazer wrote:
>
> Thanks Whisper -
>
> Not quite sure how to search for old threads - pointers appreciated.
>
> F.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
> Sent: Friday, August 25, 2006 10:39 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlds] Rcon Stats
>
> --
> [ Picked text/plain from multipart/alternative ] Frazer we had a
> thread about this a while ago.
>
> One of the numbers is not what you think it is.
>
> I started it iirc, so have a look, I think I asked the same question
> you did and we did get and answer from Alfred
>
> On 8/25/06, Frazer <[EMAIL PROTECTED]>[6] wrote:
>
>
> I am trying to nail down the exact meaning of the rcon stats response.
>
> If someone knows where this might be documented, a link would be
> appreciated.
>
> Here's what I have gathered so far - please correct my assumptions, if
> wrong:
>
> CPU:  snap shot of current total CPU utilization on system.  There was
> a thread on this a long time ago where Whisper was questioning what
> this datum really means.  Was that ever resolved?
>
> In:  total number of inbound packets (?) since start up
>
> Out:  total number of outbound packets(?) since start up
>
> Uptime:  running time, in minutes(?) since start up
>
> Users:  I have no idea
>
> FPS:  snapshot of server FPS
>
> Players: snapshot of number of players, including specs and bots, on
> the server
>
>
> Any guidance would be appreciated.
>
>
> Frazer
>
>
>
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Edward Luna
> Sent: Friday, August 25, 2006 8:50 AM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlds] ogsWatcher now Supports HLDS
>
> Frazer,
> I've dnloaded ogsWatcher and I've installing it on my server but I
> just realized something I should have thought of before I started...
> My server runs two instances of hl... one DoD Src and one standard hl1
> Valve.  Will this present a problem?
>
> -Original Message-
> From: Frazer [mailto:[EMAIL PROTECTED]
> Sent: Wednesday, August 23, 2006 6:49 PM
> To: [EMAIL PROTECTED]
> Subject: [hlds] ogsWatcher now Supports HLDS
>
>
> ogsWatcher 1.0.7, now with support for the hlds game engine, is
> available for download.
>
> http://gearbox.oathill.com/cbb/files/default.aspx[12]
>
> You can read more about it here:
>
> http://gearbox.oathill.com/cbb/blogs/dawgs_blawg/archive/2006/08/23/74
> [13]
> .a
> spx
>
>
> Frazer
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds[14]
>
>
> ___
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> please visit:
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>
>
> ___
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> please visit:
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>
>
>
> --
>
> ___
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> please visit:
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>
>
> ___
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>
>
> ===References:===
>   1. http://www.mail-archive.com/hlds@list.valvesoftware.com/
>   2. http://www.mail-archive.com/hlds@list.valvesoftware.com/msg15606.html
>   3. mailto:[EMAIL PROTECTED]
>   4. mailto:[EMAIL PROTECTED]
>   5. mailto:hlds@list.valvesoftware.com
>   6. mailto:[EMAIL PROTECTED]
>   7. mailto:[EMAIL PROTECTED]
>   8. mailto:[EMAIL PROTECTED]
>   9. mailto:hlds@list.valvesoftware.com
> 10. mailto:[EMAIL PROTECTED]
> 11. mailto:hlds@list.valvesoftware.com
> 12. http://gearbox.oathill.com/cbb/files/default.aspx
> 13.
> http://gearbox.oathill.com/cbb/blogs/dawgs_blawg/archive/2006/08/23/74
> 14. http://list.valvesoftware.com/mailman/listinfo/hlds
> 15. http://list.valvesoftware.com/mailman/listinfo/hlds
> 16. http://list.valvesoftware.com/mailman/listinfo/hlds
> 17. http://list.valvesoftware.com/mailman/listinfo/hlds
> 18. http://list.valvesoftware.com

Re: [hlds] Counter-Strike: Source update released

2006-08-25 Thread Ghost
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
If this is a negative comment then I object - NuclearFallout is great.

They pro-actively went out and got all 3 of my AwpaholicA servers up and
running without me having to ask them.

That was amazing since I was at work and unable to spend time debugging
the servers until many hours after the release. At least my community
was able to play in the meantime.

Thanks NFO!


Matt Albiniak wrote:
> actually, we're running a naked server (disabled /addons) with no
> customs in rotation on windows. it crashes, oh, every other map.
> rented from nuclearfallout for those keeping score at home.
>
> On 8/24/06, [DumB]TeXas <[EMAIL PROTECTED]> wrote:
>> Well 1.1.0zi does 'work', as in; it will start and everything will
>> appear to
>> be working - admin menu works and most admin commands (not slay)
>> works from
>> what I could see. However, the second a player dies the server dies
>> with it.
>> So in other words, its not exactly of much use... :P
>>
>> The new update was not too bad; the new radar is kind of nice if you ask
>> me... I would however not say that a new and fancy radar is worth
>> breaking
>> just about any 3rd party plugin running at any server out there
>> though...
>>
>> Surely you know by now that probably the majority of
>> counter-strike:source
>> servers out there is running the mani admin plugin for an example.
>> Has it
>> not occurred to you that it might be worth putting a bit extra time into
>> making sure that at least the major ones will be working with your new
>> updates?
>>
>> You could for an example have a dev section at your forums, where
>> registered
>> developers for the major 3rd party plugins could get access to new
>> updates
>> and information a few days in advance so that they could debug and
>> update
>> their plugins before the update was released to the general public. Just
>> throwing an idea out there, Imo _something_ should be done to improve
>> this
>> either way. (The issue with updates breaking everything happens just
>> about
>> every time)
>>
>> It wouldn't kill you to postpone the full release a few extra days, nor
>> would it kill you to take better care of your customers and the
>> people that
>> is actually developing for your games and running the servers making
>> your
>> games the success they are! Remember that in the end valve wouldn't
>> be this
>> great if there were no people interested in running game servers out
>> there
>> and coding plugins and mods. Spending some extra time, effort and
>> money to
>> make life a bit easier for those could be a good idea. ;)
>>
>> My 2 cents...
>>
>> TeX.
>>
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Matt Albiniak
>> Sent: 25. august 2006 01:52
>> To: hlds@list.valvesoftware.com
>> Subject: Re: [hlds] Counter-Strike: Source update released
>>
>> rumor is 1.1.0zi works, but the beta series is having trouble. i'm
>> running 1.2betaN rc2, and it's definitely having trouble.
>>
>> On 8/24/06, Link Pankratz <[EMAIL PROTECTED]> wrote:
>> > Does Mani have a fix out yet?
>> >
>> > Link
>> >
>> > Matt Albiniak wrote:
>> > > fyi - breaks mani-admin-plugin. please keep your hands and feet
>> inside
>> > > the car at all times..
>> > >
>> > > On 8/24/06, Whisper <[EMAIL PROTECTED]> wrote:
>> > >> --
>> > >> [ Picked text/plain from multipart/alternative ]
>> > >> My 1 man campaign paid off
>> > >>
>> > >> Thanks guys
>> > >>
>> > >> On 8/25/06, Jason Ruymen <[EMAIL PROTECTED]> wrote:
>> > >> >
>> > >> > Updates to Counter-Strike: Source have been released.  Unless
>> your
>> are
>> > >> > running a Linux server that auto-updates, please
>> hldsupdatetool to
>> get
>> > >> > the update.  The changes are:
>> > >> >
>> > >> > Counter-Strike: Source:
>> > >> > *   The radar display has been enhanced
>> > >> > *   de_train has received a High Dynamic Range (HDR) lighting
>> > >> > treatment, as well as some bug fixes and layout tweaks
>> > >> > *   The player's eye height while crouching now matches their
>> > >> > in-game player model eye position more closely
>> > >> > *   SourceTV now shows the weapon in first-person view
>> > >> > *   SourceTV supports the tv_transmitall command
>> > >> > *   Assorted exploit fixes
>> > >> >
>> > >> > Jason
>> > >> >
>> > >> > ___
>> > >> > To unsubscribe, edit your list preferences, or view the list
>> archives,
>> > >> > please visit:
>> > >> > http://list.valvesoftware.com/mailman/listinfo/hlds
>> > >> >
>> > >> --
>> > >>
>> > >> ___
>> > >> To unsubscribe, edit your list preferences, or view the list
>> > >> archives, please visit:
>> > >> http://list.valvesoftware.com/mailman/listinfo/hlds
>> > >>
>> > >
>> > >
>> > > --
>> > > Matt Albiniak
>> > > [EMAIL PROTECTED]
>> > >
>> > > 

RE: [hlds] Counter-Strike: Source update released

2006-08-25 Thread [DumB]TeXas
Well I don't think we can expect valve to cooperate with these on new
releases as that would, as someone said previously, take a lot of extra
time. Why not do like I suggested - give them the possibility to download
the update a few days before it goes official so that the developers them
self can do the work and make sure its working? They could for an example
use a parameter like -downloadbeta or something with the hlds updatetool to
get it - I think that could work quite well.

What you said Alfred, that they "hack into hard coded offsets" and thus
breaks every time u do an update - is all fair and square - no one is
blaming you guys for that. All I am saying is that I think you could do more
to help these developers correct the errors before you release an update so
that the transition can be a bit smoother for all the people running game
servers out there. I'm afraid it's not as simple as "Just don't use them", a
lot of people rely on plugins such as mani in order to administrate their
servers - all the fancy futures are less important.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Frazer
Sent: 25. august 2006 15:33
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Counter-Strike: Source update released

This is a tough issue, on both sides.  Both Adam and Alfred make good
points, in defense of Valve - however, it would be interesting to hear from
the developers of such mods as Mani as to why they chose not to use the
documented SDK in the development of some features within their
applications.  It's clear to me, for example, that the author of the Mani
mod has his wits about him - so simply attributing his design decisions to
laziness or bad practice might be a bit facile.  Is there something he
needed to do that forced him to use hard-coded offsets?  Do the features he
developed pre-date the implementation of better support in a subsequent SDK
update?

One thing I completely agree with is that there is a very important, if
unconscious, symbiotic relationship between Valve and the developers of
tools such as Mani.  The wide acceptance and use of these tools speaks to a
need in the gaming community that is not fulfilled by Valve directly.  This
is not a criticism, Valve does what they do quite well.   But for thousands
of players, Mani Mod makes the game more enjoyable and helps control
unwelcome behaviour.

Nevertheless, a bit of coordination with major admin-mod developers (of
which there are probably very few) leading up to the release of an update
might go a ways to making the upgrade transition smoother.  To the credit of
admin-mod developers like Mani, they are very quick to test and adjust to
problems.

I am curious - to what extent and how do most admins go about testing Valve
updates before turning them up on their "production" server(s)?

Frazer



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Edward Luna
Sent: Friday, August 25, 2006 10:07 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Counter-Strike: Source update released

Agreed.

-Original Message-
From: [DumB]TeXas [mailto:[EMAIL PROTECTED]
Sent: Friday, August 25, 2006 12:27 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Counter-Strike: Source update released


I don't think you have read what I said though Adam, I haven't said they
have any legal obligations and I haven't said that _they_ should make sure
things works with their updates.

What I suggested was that they do more of an effort to help the developers
to debug their own plugins before updates go official - by for an example
providing a test environment such as an update they can apply a few days
before the release. This way the _developers of the 3rd party plugins_ can
do their job and get it working with the new updates. This should only mean
extending the time before a new update by a few days which doesn't matter
when it comes to cosmetic updates such as this one.

If anything, this goes under a moral obligation, to help all the people out
there putting time, money and effort into running their games on servers and
developing 3rd party plugins that makes their games playable - such as
proper admin tools.

TeX. :)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam Sando
Sent: 25. august 2006 05:38
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Counter-Strike: Source update released

Just remember Tex, Valve have no legal or moral obligations to provide
support or compatibility with any 3rd party plugins not written by Valve.
Valve try to make their updates as flawless as possible, however they are
not able to make sure that every infinite combination of plugins work
together. Not unless you want 1 update per year perhaps? ;)

Regards,
Adam.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [DumB]TeXas
Sent: Friday, 25 August 2006 1:03 PM
To: hlds@list.valvesoftware.com

Re: [hlds] Rcon Stats

2006-08-25 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Yeah thats the one

On 8/26/06, Hell Phoenix <[EMAIL PROTECTED]> wrote:
>
> [ Converted text/html to text/plain ]
> http://www.mail-archive.com/hlds@list.valvesoftware.com/[1]
> and I think this is the thread you were looking for?
> http://www.mail-archive.com/hlds@list.valvesoftware.com/msg15606.html
> HP
> Frazer wrote:
>
> Thanks Whisper -
>
> Not quite sure how to search for old threads - pointers appreciated.
>
> F.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
> Sent: Friday, August 25, 2006 10:39 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlds] Rcon Stats
>
> --
> [ Picked text/plain from multipart/alternative ] Frazer we had a thread
> about this a while ago.
>
> One of the numbers is not what you think it is.
>
> I started it iirc, so have a look, I think I asked the same question you
> did
> and we did get and answer from Alfred
>
> On 8/25/06, Frazer <[EMAIL PROTECTED]>[6] wrote:
>
>
> I am trying to nail down the exact meaning of the rcon stats response.
>
> If someone knows where this might be documented, a link would be
> appreciated.
>
> Here's what I have gathered so far - please correct my assumptions, if
> wrong:
>
> CPU:  snap shot of current total CPU utilization on system.  There was
> a thread on this a long time ago where Whisper was questioning what
> this datum really means.  Was that ever resolved?
>
> In:  total number of inbound packets (?) since start up
>
> Out:  total number of outbound packets(?) since start up
>
> Uptime:  running time, in minutes(?) since start up
>
> Users:  I have no idea
>
> FPS:  snapshot of server FPS
>
> Players: snapshot of number of players, including specs and bots, on
> the server
>
>
> Any guidance would be appreciated.
>
>
> Frazer
>
>
>
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Edward Luna
> Sent: Friday, August 25, 2006 8:50 AM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlds] ogsWatcher now Supports HLDS
>
> Frazer,
> I've dnloaded ogsWatcher and I've installing it on my server but I
> just realized something I should have thought of before I started...
> My server runs two instances of hl... one DoD Src and one standard hl1
> Valve.  Will this present a problem?
>
> -Original Message-
> From: Frazer [mailto:[EMAIL PROTECTED]
> Sent: Wednesday, August 23, 2006 6:49 PM
> To: [EMAIL PROTECTED]
> Subject: [hlds] ogsWatcher now Supports HLDS
>
>
> ogsWatcher 1.0.7, now with support for the hlds game engine, is
> available for download.
>
> http://gearbox.oathill.com/cbb/files/default.aspx[12]
>
> You can read more about it here:
>
> http://gearbox.oathill.com/cbb/blogs/dawgs_blawg/archive/2006/08/23/74[13]
> .a
> spx
>
>
> Frazer
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds[14]
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds[15]
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
>
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds[17]
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds[18]
>
>
> ===References:===
>   1. http://www.mail-archive.com/hlds@list.valvesoftware.com/
>   2. http://www.mail-archive.com/hlds@list.valvesoftware.com/msg15606.html
>   3. mailto:[EMAIL PROTECTED]
>   4. mailto:[EMAIL PROTECTED]
>   5. mailto:hlds@list.valvesoftware.com
>   6. mailto:[EMAIL PROTECTED]
>   7. mailto:[EMAIL PROTECTED]
>   8. mailto:[EMAIL PROTECTED]
>   9. mailto:hlds@list.valvesoftware.com
> 10. mailto:[EMAIL PROTECTED]
> 11. mailto:hlds@list.valvesoftware.com
> 12. http://gearbox.oathill.com/cbb/files/default.aspx
> 13. http://gearbox.oathill.com/cbb/blogs/dawgs_blawg/archive/2006/08/23/74
> 14. http://list.valvesoftware.com/mailman/listinfo/hlds
> 15. http://list.valvesoftware.com/mailman/listinfo/hlds
> 16. http://list.valvesoftware.com/mailman/listinfo/hlds
> 17. http://list.valvesoftware.com/mailman/listinfo/hlds
> 18. http://list.valvesoftware.com/mailman/listinfo/hlds
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlds] Rcon Stats

2006-08-25 Thread Hell Phoenix

stupid html to text conversion...Here are the real URL's

http://www.mail-archive.com/hlds@list.valvesoftware.com/


http://www.mail-archive.com/hlds@list.valvesoftware.com/msg15606.html

HP


Hell Phoenix wrote:

[ Converted text/html to text/plain ]
http://www.mail-archive.com/hlds@list.valvesoftware.com/[1]
and I think this is the thread you were looking for?
http://www.mail-archive.com/hlds@list.valvesoftware.com/msg15606.html[2]
HP
Frazer wrote:

Thanks Whisper -

Not quite sure how to search for old threads - pointers appreciated.

F.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Whisper
Sent: Friday, August 25, 2006 10:39 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] Rcon Stats

--
[ Picked text/plain from multipart/alternative ] Frazer we had a thread
about this a while ago.

One of the numbers is not what you think it is.

I started it iirc, so have a look, I think I asked the same question you did
and we did get and answer from Alfred

On 8/25/06, Frazer <[EMAIL PROTECTED]>[6] wrote:


I am trying to nail down the exact meaning of the rcon stats response.

If someone knows where this might be documented, a link would be
appreciated.

Here's what I have gathered so far - please correct my assumptions, if
wrong:

CPU:  snap shot of current total CPU utilization on system.  There was
a thread on this a long time ago where Whisper was questioning what
this datum really means.  Was that ever resolved?

In:  total number of inbound packets (?) since start up

Out:  total number of outbound packets(?) since start up

Uptime:  running time, in minutes(?) since start up

Users:  I have no idea

FPS:  snapshot of server FPS

Players: snapshot of number of players, including specs and bots, on
the server


Any guidance would be appreciated.


Frazer






-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Edward Luna
Sent: Friday, August 25, 2006 8:50 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] ogsWatcher now Supports HLDS

Frazer,
I've dnloaded ogsWatcher and I've installing it on my server but I
just realized something I should have thought of before I started...
My server runs two instances of hl... one DoD Src and one standard hl1
Valve.  Will this present a problem?

-Original Message-
From: Frazer [mailto:[EMAIL PROTECTED]
Sent: Wednesday, August 23, 2006 6:49 PM
To: [EMAIL PROTECTED]
Subject: [hlds] ogsWatcher now Supports HLDS


ogsWatcher 1.0.7, now with support for the hlds game engine, is
available for download.

http://gearbox.oathill.com/cbb/files/default.aspx[12]

You can read more about it here:

http://gearbox.oathill.com/cbb/blogs/dawgs_blawg/archive/2006/08/23/74[13]
.a
spx


Frazer



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===References:===
  1. http://www.mail-archive.com/hlds@list.valvesoftware.com/
  2. http://www.mail-archive.com/hlds@list.valvesoftware.com/msg15606.html
  3. mailto:[EMAIL PROTECTED]
  4. mailto:[EMAIL PROTECTED]
  5. mailto:hlds@list.valvesoftware.com
  6. mailto:[EMAIL PROTECTED]
  7. mailto:[EMAIL PROTECTED]
  8. mailto:[EMAIL PROTECTED]
  9. mailto:hlds@list.valvesoftware.com
 10. mailto:[EMAIL PROTECTED]
 11. mailto:hlds@list.valvesoftware.com
 12. http://gearbox.oathill.com/cbb/files/default.aspx
 13. http://gearbox.oathill.com/cbb/blogs/dawgs_blawg/archive/2006/08/23/74
 14. http://list.valvesoftware.com/mailman/listinfo/hlds
 15. http://list.valvesoftware.com/mailman/listinfo/hlds
 16. http://list.valvesoftware.com/mailman/listinfo/hlds
 17. http://list.valvesoftware.com/mailman/listinfo/hlds
 18. http://list.valvesoftware.com/mailman/listinfo/hlds

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Re: [hlds] Rcon Stats

2006-08-25 Thread Hell Phoenix
[ Converted text/html to text/plain ]
http://www.mail-archive.com/hlds@list.valvesoftware.com/[1]
and I think this is the thread you were looking for?
http://www.mail-archive.com/hlds@list.valvesoftware.com/msg15606.html[2]
HP
Frazer wrote:

Thanks Whisper -

Not quite sure how to search for old threads - pointers appreciated.

F.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Whisper
Sent: Friday, August 25, 2006 10:39 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] Rcon Stats

--
[ Picked text/plain from multipart/alternative ] Frazer we had a thread
about this a while ago.

One of the numbers is not what you think it is.

I started it iirc, so have a look, I think I asked the same question you did
and we did get and answer from Alfred

On 8/25/06, Frazer <[EMAIL PROTECTED]>[6] wrote:


I am trying to nail down the exact meaning of the rcon stats response.

If someone knows where this might be documented, a link would be
appreciated.

Here's what I have gathered so far - please correct my assumptions, if
wrong:

CPU:  snap shot of current total CPU utilization on system.  There was
a thread on this a long time ago where Whisper was questioning what
this datum really means.  Was that ever resolved?

In:  total number of inbound packets (?) since start up

Out:  total number of outbound packets(?) since start up

Uptime:  running time, in minutes(?) since start up

Users:  I have no idea

FPS:  snapshot of server FPS

Players: snapshot of number of players, including specs and bots, on
the server


Any guidance would be appreciated.


Frazer






-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Edward Luna
Sent: Friday, August 25, 2006 8:50 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] ogsWatcher now Supports HLDS

Frazer,
I've dnloaded ogsWatcher and I've installing it on my server but I
just realized something I should have thought of before I started...
My server runs two instances of hl... one DoD Src and one standard hl1
Valve.  Will this present a problem?

-Original Message-
From: Frazer [mailto:[EMAIL PROTECTED]
Sent: Wednesday, August 23, 2006 6:49 PM
To: [EMAIL PROTECTED]
Subject: [hlds] ogsWatcher now Supports HLDS


ogsWatcher 1.0.7, now with support for the hlds game engine, is
available for download.

http://gearbox.oathill.com/cbb/files/default.aspx[12]

You can read more about it here:

http://gearbox.oathill.com/cbb/blogs/dawgs_blawg/archive/2006/08/23/74[13]
.a
spx


Frazer



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===References:===
  1. http://www.mail-archive.com/hlds@list.valvesoftware.com/
  2. http://www.mail-archive.com/hlds@list.valvesoftware.com/msg15606.html
  3. mailto:[EMAIL PROTECTED]
  4. mailto:[EMAIL PROTECTED]
  5. mailto:hlds@list.valvesoftware.com
  6. mailto:[EMAIL PROTECTED]
  7. mailto:[EMAIL PROTECTED]
  8. mailto:[EMAIL PROTECTED]
  9. mailto:hlds@list.valvesoftware.com
 10. mailto:[EMAIL PROTECTED]
 11. mailto:hlds@list.valvesoftware.com
 12. http://gearbox.oathill.com/cbb/files/default.aspx
 13. http://gearbox.oathill.com/cbb/blogs/dawgs_blawg/archive/2006/08/23/74
 14. http://list.valvesoftware.com/mailman/listinfo/hlds
 15. http://list.valvesoftware.com/mailman/listinfo/hlds
 16. http://list.valvesoftware.com/mailman/listinfo/hlds
 17. http://list.valvesoftware.com/mailman/listinfo/hlds
 18. http://list.valvesoftware.com/mailman/listinfo/hlds

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RE: [hlds] Rcon Stats

2006-08-25 Thread Frazer
I found this thread and Alfred's response - so I understand CPU now:

RE: [hlds] Re: What does RCON STATS CPU Really mean?

Still uncertain of the others.  Was there a thread that explained these?

Frazer.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Whisper
Sent: Friday, August 25, 2006 10:39 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Rcon Stats

--
[ Picked text/plain from multipart/alternative ] Frazer we had a thread
about this a while ago.

One of the numbers is not what you think it is.

I started it iirc, so have a look, I think I asked the same question you did
and we did get and answer from Alfred

On 8/25/06, Frazer <[EMAIL PROTECTED]> wrote:
>
> I am trying to nail down the exact meaning of the rcon stats response.
>
> If someone knows where this might be documented, a link would be
> appreciated.
>
> Here's what I have gathered so far - please correct my assumptions, if
> wrong:
>
> CPU:  snap shot of current total CPU utilization on system.  There was
> a thread on this a long time ago where Whisper was questioning what
> this datum really means.  Was that ever resolved?
>
> In:  total number of inbound packets (?) since start up
>
> Out:  total number of outbound packets(?) since start up
>
> Uptime:  running time, in minutes(?) since start up
>
> Users:  I have no idea
>
> FPS:  snapshot of server FPS
>
> Players: snapshot of number of players, including specs and bots, on
> the server
>
>
> Any guidance would be appreciated.
>
>
> Frazer
>
>
>
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Edward Luna
> Sent: Friday, August 25, 2006 8:50 AM
> To: hlds@list.valvesoftware.com
> Subject: RE: [hlds] ogsWatcher now Supports HLDS
>
> Frazer,
> I've dnloaded ogsWatcher and I've installing it on my server but I
> just realized something I should have thought of before I started...
> My server runs two instances of hl... one DoD Src and one standard hl1
> Valve.  Will this present a problem?
>
> -Original Message-
> From: Frazer [mailto:[EMAIL PROTECTED]
> Sent: Wednesday, August 23, 2006 6:49 PM
> To: hlds@list.valvesoftware.com
> Subject: [hlds] ogsWatcher now Supports HLDS
>
>
> ogsWatcher 1.0.7, now with support for the hlds game engine, is
> available for download.
>
> http://gearbox.oathill.com/cbb/files/default.aspx
>
> You can read more about it here:
>
> http://gearbox.oathill.com/cbb/blogs/dawgs_blawg/archive/2006/08/23/74
> .a
> spx
>
>
> Frazer
>
>
>
> ___
> 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:
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>
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> please visit:
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RE: [hlds] Rcon Stats

2006-08-25 Thread Frazer
Thanks Whisper -

Not quite sure how to search for old threads - pointers appreciated.

F.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Whisper
Sent: Friday, August 25, 2006 10:39 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Rcon Stats

--
[ Picked text/plain from multipart/alternative ] Frazer we had a thread
about this a while ago.

One of the numbers is not what you think it is.

I started it iirc, so have a look, I think I asked the same question you did
and we did get and answer from Alfred

On 8/25/06, Frazer <[EMAIL PROTECTED]> wrote:
>
> I am trying to nail down the exact meaning of the rcon stats response.
>
> If someone knows where this might be documented, a link would be
> appreciated.
>
> Here's what I have gathered so far - please correct my assumptions, if
> wrong:
>
> CPU:  snap shot of current total CPU utilization on system.  There was
> a thread on this a long time ago where Whisper was questioning what
> this datum really means.  Was that ever resolved?
>
> In:  total number of inbound packets (?) since start up
>
> Out:  total number of outbound packets(?) since start up
>
> Uptime:  running time, in minutes(?) since start up
>
> Users:  I have no idea
>
> FPS:  snapshot of server FPS
>
> Players: snapshot of number of players, including specs and bots, on
> the server
>
>
> Any guidance would be appreciated.
>
>
> Frazer
>
>
>
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Edward Luna
> Sent: Friday, August 25, 2006 8:50 AM
> To: hlds@list.valvesoftware.com
> Subject: RE: [hlds] ogsWatcher now Supports HLDS
>
> Frazer,
> I've dnloaded ogsWatcher and I've installing it on my server but I
> just realized something I should have thought of before I started...
> My server runs two instances of hl... one DoD Src and one standard hl1
> Valve.  Will this present a problem?
>
> -Original Message-
> From: Frazer [mailto:[EMAIL PROTECTED]
> Sent: Wednesday, August 23, 2006 6:49 PM
> To: hlds@list.valvesoftware.com
> Subject: [hlds] ogsWatcher now Supports HLDS
>
>
> ogsWatcher 1.0.7, now with support for the hlds game engine, is
> available for download.
>
> http://gearbox.oathill.com/cbb/files/default.aspx
>
> You can read more about it here:
>
> http://gearbox.oathill.com/cbb/blogs/dawgs_blawg/archive/2006/08/23/74
> .a
> spx
>
>
> Frazer
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
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> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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RE: [hlds] ogsWatcher now Supports HLDS

2006-08-25 Thread Frazer
No problem.  As well - there is a support forum at
http://gearbox.oathill.com/cbb

For direct mail questions:  gearbox(at)oathill(dot)com is better than the
hotmail account that I use for this list.

Frazer


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Edward Luna
Sent: Friday, August 25, 2006 10:15 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] ogsWatcher now Supports HLDS

Thanks... I guess it's wise to take any further questions I may have
directly to you rather than this list.  I've sent you an email.  Thanks
again for all your efforts.

-Original Message-
From: Frazer [mailto:[EMAIL PROTECTED]
Sent: Friday, August 25, 2006 9:05 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] ogsWatcher now Supports HLDS


No problem.  ogsWatcher allows you to configure and run as many games as
your machine can handle.  You can mix both mods and engines.  The sample
config in the install shows exactly that scenario - the first GameConfig is
for DOD Source, and the second one is for CS 1.6, on the hlds engine.


Cheers,
Frazer


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Edward Luna
Sent: Friday, August 25, 2006 8:50 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] ogsWatcher now Supports HLDS

Frazer,
I've dnloaded ogsWatcher and I've installing it on my server but I just
realized something I should have thought of before I started... My server
runs two instances of hl... one DoD Src and one standard hl1 Valve.
Will
this present a problem?

-Original Message-
From: Frazer [mailto:[EMAIL PROTECTED]
Sent: Wednesday, August 23, 2006 6:49 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] ogsWatcher now Supports HLDS


ogsWatcher 1.0.7, now with support for the hlds game engine, is available
for download.

http://gearbox.oathill.com/cbb/files/default.aspx

You can read more about it here:

http://gearbox.oathill.com/cbb/blogs/dawgs_blawg/archive/2006/08/23/74.a
spx


Frazer



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Re: [hlds] Mani and Matties and MetaMod Plugins

2006-08-25 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Thanks LDuke

I've got it now.

Now all I have to do is find some documentation on the issue regarding
Matties Event Scripts

On 8/25/06, LDuke <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Mani's plugin is available from
> http://forums.alliedmods.net/showthread.php?t=39448 as a Metamod plugin.
>
>
>
> On 8/24/06, Adam Sando <[EMAIL PROTECTED]> wrote:
> >
> > I think Mani releases his plug-in as both Metamod and SRCDS doesn't he?
> >
> > Might be something to take up on either the Matties or Metamod forums
> > perhaps?
> >
> > Not sure about Matties...
> >
> > Regards,
> > Adam.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
> > Sent: Friday, 25 August 2006 1:10 PM
> > To: HLDS
> > Subject: [hlds] Mani and Matties and MetaMod Plugins
> >
> > --
> > [ Picked text/plain from multipart/alternative ] Can you make Mani and
> > Matties MetaMod Plugins instead of SRCDS direct plugins?
> >
> > If so, how?
> >
> > Metamod does a lot better job of controlling plugins than SRCDS does
> > which is why I want to do it.
> >
> > Thanks
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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> >
> > ___
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Re: [hlds] Rcon Stats

2006-08-25 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Frazer we had a thread about this a while ago.

One of the numbers is not what you think it is.

I started it iirc, so have a look, I think I asked the same question you did
and we did get and answer from Alfred

On 8/25/06, Frazer <[EMAIL PROTECTED]> wrote:
>
> I am trying to nail down the exact meaning of the rcon stats response.
>
> If someone knows where this might be documented, a link would be
> appreciated.
>
> Here's what I have gathered so far - please correct my assumptions, if
> wrong:
>
> CPU:  snap shot of current total CPU utilization on system.  There was a
> thread on this a long time ago where Whisper was questioning what this
> datum
> really means.  Was that ever resolved?
>
> In:  total number of inbound packets (?) since start up
>
> Out:  total number of outbound packets(?) since start up
>
> Uptime:  running time, in minutes(?) since start up
>
> Users:  I have no idea
>
> FPS:  snapshot of server FPS
>
> Players: snapshot of number of players, including specs and bots, on the
> server
>
>
> Any guidance would be appreciated.
>
>
> Frazer
>
>
>
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Edward Luna
> Sent: Friday, August 25, 2006 8:50 AM
> To: hlds@list.valvesoftware.com
> Subject: RE: [hlds] ogsWatcher now Supports HLDS
>
> Frazer,
> I've dnloaded ogsWatcher and I've installing it on my server but I just
> realized something I should have thought of before I started... My server
> runs two instances of hl... one DoD Src and one standard hl1 Valve.  Will
> this present a problem?
>
> -Original Message-
> From: Frazer [mailto:[EMAIL PROTECTED]
> Sent: Wednesday, August 23, 2006 6:49 PM
> To: hlds@list.valvesoftware.com
> Subject: [hlds] ogsWatcher now Supports HLDS
>
>
> ogsWatcher 1.0.7, now with support for the hlds game engine, is available
> for download.
>
> http://gearbox.oathill.com/cbb/files/default.aspx
>
> You can read more about it here:
>
> http://gearbox.oathill.com/cbb/blogs/dawgs_blawg/archive/2006/08/23/74.a
> spx
>
>
> Frazer
>
>
>
> ___
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> please visit:
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RE: [hlds] Counter-Strike: Source update released

2006-08-25 Thread Frazer
This is a tough issue, on both sides.  Both Adam and Alfred make good
points, in defense of Valve - however, it would be interesting to hear from
the developers of such mods as Mani as to why they chose not to use the
documented SDK in the development of some features within their
applications.  It's clear to me, for example, that the author of the Mani
mod has his wits about him - so simply attributing his design decisions to
laziness or bad practice might be a bit facile.  Is there something he
needed to do that forced him to use hard-coded offsets?  Do the features he
developed pre-date the implementation of better support in a subsequent SDK
update?

One thing I completely agree with is that there is a very important, if
unconscious, symbiotic relationship between Valve and the developers of
tools such as Mani.  The wide acceptance and use of these tools speaks to a
need in the gaming community that is not fulfilled by Valve directly.  This
is not a criticism, Valve does what they do quite well.   But for thousands
of players, Mani Mod makes the game more enjoyable and helps control
unwelcome behaviour.

Nevertheless, a bit of coordination with major admin-mod developers (of
which there are probably very few) leading up to the release of an update
might go a ways to making the upgrade transition smoother.  To the credit of
admin-mod developers like Mani, they are very quick to test and adjust to
problems.

I am curious - to what extent and how do most admins go about testing Valve
updates before turning them up on their "production" server(s)?

Frazer



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Edward Luna
Sent: Friday, August 25, 2006 10:07 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Counter-Strike: Source update released

Agreed.

-Original Message-
From: [DumB]TeXas [mailto:[EMAIL PROTECTED]
Sent: Friday, August 25, 2006 12:27 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Counter-Strike: Source update released


I don't think you have read what I said though Adam, I haven't said they
have any legal obligations and I haven't said that _they_ should make sure
things works with their updates.

What I suggested was that they do more of an effort to help the developers
to debug their own plugins before updates go official - by for an example
providing a test environment such as an update they can apply a few days
before the release. This way the _developers of the 3rd party plugins_ can
do their job and get it working with the new updates. This should only mean
extending the time before a new update by a few days which doesn't matter
when it comes to cosmetic updates such as this one.

If anything, this goes under a moral obligation, to help all the people out
there putting time, money and effort into running their games on servers and
developing 3rd party plugins that makes their games playable - such as
proper admin tools.

TeX. :)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam Sando
Sent: 25. august 2006 05:38
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Counter-Strike: Source update released

Just remember Tex, Valve have no legal or moral obligations to provide
support or compatibility with any 3rd party plugins not written by Valve.
Valve try to make their updates as flawless as possible, however they are
not able to make sure that every infinite combination of plugins work
together. Not unless you want 1 update per year perhaps? ;)

Regards,
Adam.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [DumB]TeXas
Sent: Friday, 25 August 2006 1:03 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Counter-Strike: Source update released

Some of the metamod plugis appears not to be working - and my little rant
there still stands regardless. Not that anyone cares about it. I just don't
think I am the only one that is a 'tad' sick of updates breaking everything
from a to z - and tbh there could be more effort to prevent it than there is
today. Oh well...

Server with v1.2 beta and the new gametypes.txt, on a windows 2003 server
machine seems to work like a charm though. Cheers! :)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt Albiniak
Sent: 25. august 2006 04:50
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Counter-Strike: Source update released

link-
please let me know if your server stays up without a crash for more than
2 rounds or 60 minutes. ours isn't, even without mani. :(

On 8/24/06, Link Pankratz <[EMAIL PROTECTED]> wrote:
> Just as an addendum to my last post, the slay command *does* work with

> the new gametypes.txt but I have *not* tested everything else. I have
> also not experienced the server dying with the player.
>
> Link
>
> [DumB]TeXas wrote:
> > Well 1.1.0zi does 'work', as in; it will start and everything will
appear to
> > be working - admin menu works

Re: [hlds] Counter-Strike: Source update released

2006-08-25 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
You have to measure the tradeoff. Do you want a plugin that can record stats
and maybe do map votes (using an ESC menu that no one sees to use for
voting)? Or do you want a plugin that does all the things you're used to
using in Mani at the price of sometimes needing an update when srcds is
updated?

Each server operator has to decide that for themselves.

Grant
(L. Duke)


On 8/24/06, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
>
> The problem is that these plugins are hacking into hard coded offsets in
> the game server, one tiny code change from us and the plugin blows up.
> The solution is for them to use the plugin API we provide which doesn't
> have this problem. If you don't like fragile plugins that crash your
> game server then please don't use them.
>
> - Alfred
>
>
>
--

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Re: [hlds] Mani and Matties and MetaMod Plugins

2006-08-25 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
Mani's plugin is available from
http://forums.alliedmods.net/showthread.php?t=39448 as a Metamod plugin.



On 8/24/06, Adam Sando <[EMAIL PROTECTED]> wrote:
>
> I think Mani releases his plug-in as both Metamod and SRCDS doesn't he?
>
> Might be something to take up on either the Matties or Metamod forums
> perhaps?
>
> Not sure about Matties...
>
> Regards,
> Adam.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
> Sent: Friday, 25 August 2006 1:10 PM
> To: HLDS
> Subject: [hlds] Mani and Matties and MetaMod Plugins
>
> --
> [ Picked text/plain from multipart/alternative ] Can you make Mani and
> Matties MetaMod Plugins instead of SRCDS direct plugins?
>
> If so, how?
>
> Metamod does a lot better job of controlling plugins than SRCDS does
> which is why I want to do it.
>
> Thanks
> --
>
> ___
> 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,
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RE: [hlds] ogsWatcher now Supports HLDS

2006-08-25 Thread Edward Luna
Thanks... I guess it's wise to take any further questions I may have
directly to you rather than this list.  I've sent you an email.  Thanks
again for all your efforts.

-Original Message-
From: Frazer [mailto:[EMAIL PROTECTED]
Sent: Friday, August 25, 2006 9:05 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] ogsWatcher now Supports HLDS


No problem.  ogsWatcher allows you to configure and run as many games as
your machine can handle.  You can mix both mods and engines.  The sample
config in the install shows exactly that scenario - the first GameConfig
is
for DOD Source, and the second one is for CS 1.6, on the hlds engine.


Cheers,
Frazer


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Edward Luna
Sent: Friday, August 25, 2006 8:50 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] ogsWatcher now Supports HLDS

Frazer,
I've dnloaded ogsWatcher and I've installing it on my server but I just
realized something I should have thought of before I started... My
server
runs two instances of hl... one DoD Src and one standard hl1 Valve.
Will
this present a problem?

-Original Message-
From: Frazer [mailto:[EMAIL PROTECTED]
Sent: Wednesday, August 23, 2006 6:49 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] ogsWatcher now Supports HLDS


ogsWatcher 1.0.7, now with support for the hlds game engine, is
available
for download.

http://gearbox.oathill.com/cbb/files/default.aspx

You can read more about it here:

http://gearbox.oathill.com/cbb/blogs/dawgs_blawg/archive/2006/08/23/74.a
spx


Frazer



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RE: [hlds] Counter-Strike: Source update released

2006-08-25 Thread Edward Luna
Agreed.

-Original Message-
From: [DumB]TeXas [mailto:[EMAIL PROTECTED]
Sent: Friday, August 25, 2006 12:27 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Counter-Strike: Source update released


I don't think you have read what I said though Adam, I haven't said they
have any legal obligations and I haven't said that _they_ should make
sure
things works with their updates.

What I suggested was that they do more of an effort to help the
developers
to debug their own plugins before updates go official - by for an
example
providing a test environment such as an update they can apply a few days
before the release. This way the _developers of the 3rd party plugins_
can
do their job and get it working with the new updates. This should only
mean
extending the time before a new update by a few days which doesn't
matter
when it comes to cosmetic updates such as this one.

If anything, this goes under a moral obligation, to help all the people
out
there putting time, money and effort into running their games on servers
and
developing 3rd party plugins that makes their games playable - such as
proper admin tools.

TeX. :)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam Sando
Sent: 25. august 2006 05:38
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Counter-Strike: Source update released

Just remember Tex, Valve have no legal or moral obligations to provide
support or compatibility with any 3rd party plugins not written by
Valve. Valve try to make their updates as flawless as possible, however
they are not able to make sure that every infinite combination of
plugins work together. Not unless you want 1 update per year perhaps? ;)

Regards,
Adam.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [DumB]TeXas
Sent: Friday, 25 August 2006 1:03 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Counter-Strike: Source update released

Some of the metamod plugis appears not to be working - and my little
rant there still stands regardless. Not that anyone cares about it. I
just don't think I am the only one that is a 'tad' sick of updates
breaking everything from a to z - and tbh there could be more effort to
prevent it than there is today. Oh well...

Server with v1.2 beta and the new gametypes.txt, on a windows 2003
server machine seems to work like a charm though. Cheers! :)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt Albiniak
Sent: 25. august 2006 04:50
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Counter-Strike: Source update released

link-
please let me know if your server stays up without a crash for more than
2 rounds or 60 minutes. ours isn't, even without mani. :(

On 8/24/06, Link Pankratz <[EMAIL PROTECTED]> wrote:
> Just as an addendum to my last post, the slay command *does* work with

> the new gametypes.txt but I have *not* tested everything else. I have
> also not experienced the server dying with the player.
>
> Link
>
> [DumB]TeXas wrote:
> > Well 1.1.0zi does 'work', as in; it will start and everything will
appear to
> > be working - admin menu works and most admin commands (not slay)
> > works
from
> > what I could see. However, the second a player dies the server dies
> > with
it.
> > So in other words, its not exactly of much use... :P
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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--

Matt Albiniak
[EMAIL PROTECTED]

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No virus found in this incoming message.
Checked by AVG Free Edition.
Version: 7.1.405 / Virus Database: 268.11.5/426 - Release Date:
8/23/2006



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Checked by AVG Free Edition.
Version: 7.1.405 / Virus Database: 268.11.5/426 - Release Date:
8/23/2006



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[hlds] Rcon Stats

2006-08-25 Thread Frazer
I am trying to nail down the exact meaning of the rcon stats response.

If someone knows where this might be documented, a link would be
appreciated.

Here's what I have gathered so far - please correct my assumptions, if
wrong:

CPU:  snap shot of current total CPU utilization on system.  There was a
thread on this a long time ago where Whisper was questioning what this datum
really means.  Was that ever resolved?

In:  total number of inbound packets (?) since start up

Out:  total number of outbound packets(?) since start up

Uptime:  running time, in minutes(?) since start up

Users:  I have no idea

FPS:  snapshot of server FPS

Players: snapshot of number of players, including specs and bots, on the
server


Any guidance would be appreciated.


Frazer






-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Edward Luna
Sent: Friday, August 25, 2006 8:50 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] ogsWatcher now Supports HLDS

Frazer,
I've dnloaded ogsWatcher and I've installing it on my server but I just
realized something I should have thought of before I started... My server
runs two instances of hl... one DoD Src and one standard hl1 Valve.  Will
this present a problem?

-Original Message-
From: Frazer [mailto:[EMAIL PROTECTED]
Sent: Wednesday, August 23, 2006 6:49 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] ogsWatcher now Supports HLDS


ogsWatcher 1.0.7, now with support for the hlds game engine, is available
for download.

http://gearbox.oathill.com/cbb/files/default.aspx

You can read more about it here:

http://gearbox.oathill.com/cbb/blogs/dawgs_blawg/archive/2006/08/23/74.a
spx


Frazer



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RE: [hlds] ogsWatcher now Supports HLDS

2006-08-25 Thread Frazer
No problem.  ogsWatcher allows you to configure and run as many games as
your machine can handle.  You can mix both mods and engines.  The sample
config in the install shows exactly that scenario - the first GameConfig is
for DOD Source, and the second one is for CS 1.6, on the hlds engine.


Cheers,
Frazer


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Edward Luna
Sent: Friday, August 25, 2006 8:50 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] ogsWatcher now Supports HLDS

Frazer,
I've dnloaded ogsWatcher and I've installing it on my server but I just
realized something I should have thought of before I started... My server
runs two instances of hl... one DoD Src and one standard hl1 Valve.  Will
this present a problem?

-Original Message-
From: Frazer [mailto:[EMAIL PROTECTED]
Sent: Wednesday, August 23, 2006 6:49 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] ogsWatcher now Supports HLDS


ogsWatcher 1.0.7, now with support for the hlds game engine, is available
for download.

http://gearbox.oathill.com/cbb/files/default.aspx

You can read more about it here:

http://gearbox.oathill.com/cbb/blogs/dawgs_blawg/archive/2006/08/23/74.a
spx


Frazer



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RE: [hlds] ogsWatcher now Supports HLDS

2006-08-25 Thread Edward Luna
Frazer,
I've dnloaded ogsWatcher and I've installing it on my server but I just
realized something I should have thought of before I started... My
server runs two instances of hl... one DoD Src and one standard hl1
Valve.  Will this present a problem?

-Original Message-
From: Frazer [mailto:[EMAIL PROTECTED]
Sent: Wednesday, August 23, 2006 6:49 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] ogsWatcher now Supports HLDS


ogsWatcher 1.0.7, now with support for the hlds game engine, is
available
for download.

http://gearbox.oathill.com/cbb/files/default.aspx

You can read more about it here:

http://gearbox.oathill.com/cbb/blogs/dawgs_blawg/archive/2006/08/23/74.a
spx


Frazer



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[hlds] CS:S update and custom maps

2006-08-25 Thread ]FUSION[ Gray Death

Hello everyone,

I wonder why neither here, nor in the Steam forums, I read about trouble
with custom maps. Our server runs fine with the standard maps but if
vote ends with a custom, it runs for a very short time, then stops
loging in the configuration phase and restarts. I tried it locally,
without a dedicated server. Steam just hangs up. Nobody else?

With kind regards,
Gray Death

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[hlds] CS:S Update - All/Most custom de_ maps crashes CS:S-servers

2006-08-25 Thread Sgt.Rock -=GOM=-

Seems like any custom de_ map I start on my servers results in an
immidiate crash after load.
Only custom de_, not cs_

Any one to confirm my findings?
Alfred, are Valve aware of this?
Does this relate in any way to the new radar??

Regards,
Sgt.Rock

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