Re: [hlds] CS:S "last round" bs

2007-03-23 Thread Munra -hlds

Also I think mani will aslo switch maps for you also with no one playing
- Original Message -
From: "Cc2iscooL" <[EMAIL PROTECTED]>
To: 
Sent: Friday, March 23, 2007 9:15 PM
Subject: Re: [hlds] CS:S "last round" bs



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You could add two bots with a join quota...they'd keep the server
switching
maps if no one was on it.

On 3/23/07, Daniel <[EMAIL PROTECTED]> wrote:


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I've noticed that css will never switch maps until the magic "last round"
is
completed. This is dumb because the server won't rotate through maps when
no
ones on the server, and the first person that connects will have the map
change when they die or someone else joins and the round gets completed i
guess. I want the maps to rotate at the end of the last round.  I guess
the
problem lies in the fact that the last round can span indefinitely, and
doesn't abide by the mp_roundtime cvar (maybe just when theres no one
there)There should at least be an option for this. Could it be
implemented? And maybe I'm just missing something, so any
recommendations?
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Re: [hlds] CS:S "last round" bs

2007-03-23 Thread Joshua Handelsman-Woolf (DogGunn)

Plugins?

Daniel wrote:

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[ Picked text/plain from multipart/alternative ]
I've noticed that css will never switch maps until the magic "last round" is
completed. This is dumb because the server won't rotate through maps when no
ones on the server, and the first person that connects will have the map
change when they die or someone else joins and the round gets completed i
guess. I want the maps to rotate at the end of the last round.  I guess the
problem lies in the fact that the last round can span indefinitely, and
doesn't abide by the mp_roundtime cvar (maybe just when theres no one
there)There should at least be an option for this. Could it be
implemented? And maybe I'm just missing something, so any recommendations?
--

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Re: [hlds] CS:S "last round" bs

2007-03-23 Thread Cc2iscooL
--
[ Picked text/plain from multipart/alternative ]
You could add two bots with a join quota...they'd keep the server switching
maps if no one was on it.

On 3/23/07, Daniel <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I've noticed that css will never switch maps until the magic "last round"
> is
> completed. This is dumb because the server won't rotate through maps when
> no
> ones on the server, and the first person that connects will have the map
> change when they die or someone else joins and the round gets completed i
> guess. I want the maps to rotate at the end of the last round.  I guess
> the
> problem lies in the fact that the last round can span indefinitely, and
> doesn't abide by the mp_roundtime cvar (maybe just when theres no one
> there)There should at least be an option for this. Could it be
> implemented? And maybe I'm just missing something, so any recommendations?
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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[hlds] CS:S "last round" bs

2007-03-23 Thread Daniel
--
[ Picked text/plain from multipart/alternative ]
I've noticed that css will never switch maps until the magic "last round" is
completed. This is dumb because the server won't rotate through maps when no
ones on the server, and the first person that connects will have the map
change when they die or someone else joins and the round gets completed i
guess. I want the maps to rotate at the end of the last round.  I guess the
problem lies in the fact that the last round can span indefinitely, and
doesn't abide by the mp_roundtime cvar (maybe just when theres no one
there)There should at least be an option for this. Could it be
implemented? And maybe I'm just missing something, so any recommendations?
--

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[hlds] Client SRCDS Server Crash - Runtime Pure Virtual Function Call R6025

2007-03-23 Thread The Sherrill's
This is a multi-part message in MIME format.
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Hello,

I'm a server config newb experiencing a Client SRCDS server crash. I downloaded 
the Dedicated Source Server from "My Games" console in Steam. The server is on 
the same side as my Netgear RP114 4 port router and I am able to play on the 
server (DOD:S) from a client computer on the same network AND players can join 
the server from the internet. BUT...only ONE player can join relaibly. As soon 
as an internet connected player joins while I am in the server I get a Runtime 
Error, Pure Virtual Function Call R6025 and the server crashes. I get the same 
error when an internet connected player joins the server and then I join. An 
internet connected player cannot play reliably until the same error occurs. If 
I run HLSW 1.39 in the background of the server I am unable to play on the 
server from the network relaibly. Shutting down HLSW (with all other "normal" 
background apps running) allowed me to play relaibly from the network.

Settings and server details:
Windows XP Home SP2
IE 6.0
P4 Northwood 2.4 gHz socket 478 533 fsb
1Gig PC-3200 RAM
Gigabyte GA-8GS800 MB
30 Gig WD HD
Netgear NIC
ISP Speeds: 6Meg down / 500K up
SRCDS priority level set to "Above Normal"
All nonessential Background apps stopped
Ran Verification of Dedicated Server Download
Server Config thus far:
_
IP 68.187.19.59
port 27015

//minimum rate allowed
// use 5000 for SRCDS Servers
sv_minrate 5000

// no limit on maxrate for LAN only use 7500 for regular server
// this controls how fast maps can be downloaded by clients
//sv_maxrate 0 = unlimited
// Use  for SRCDS servers
sv_maxrate 

// this is the minimum playable updaterate, leave this at 13
sv_minupdaterate 13

// 60 for updaterate is LAN ONLY use 13 for internet
// 20 is default but will cut the maxplayers you can handle in 1/2
// for SRCDS Servers use 30 - you might be able to use 20
// sv_maxupdaterate 60

sv_maxupdaterate 30

fps_max 500

sv_alltalk 1

mp_friendlyfire 1
_

Everything else is default

Thanks for your help.
Don S.
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Re: [hlds] ZTMP and Bxipped files on web server

2007-03-23 Thread James Gray

That is very true.. I think that is one of the flaws with this system.

On 3/22/07, Kevin Ottalini <[EMAIL PROTECTED]> wrote:

This is true, it's a quirk of the fast download.

The only way for the client to get the d/l if the content is not on the web
server is to disable http downloads on the server:
(sv_downloadurl "")

It's an irksome thing when the expectation is that missing content will at
least always be available from the game server.


- Original Message -
From: "Munra -hlds"
To: 
Sent: Thursday, March 22, 2007 4:35 PM
Subject: Re: [hlds] ZTMP and Bxipped files on web server


> Also if you are using HTTP downloads for source and the file is not on the
> webserver it will not download the file from the game server. So if the
> client need aim_map.bsp and you have fast downloads active but failed to
> upload the map to the webserver then the clientt will get an error
> "Missing
> map aim_map.bsp"
>
> If this is not true then someone tell me what I am doing wrong?

> - Original Message -
> From: "Kevin Ottalini" To: 
> Sent: Thursday, March 22, 2007 12:16 PM
> Subject: Re: [hlds] ZTMP and Bxipped files on web server
>
>
>> Source Servers can use uncompressed as well as .BZ2 files in the HTTP
>> fast
>> download website (but not .ZTMP).
>>
>> HL1 (CZERO) servers can only support uncompressed content on the HTTP
>> website (.BSP, etc)
>> IE: HL1 clients are unable to HTTP fast download compressed content.
>>
>> The .ZTMP files are fine locally on either type of server (it will
>> automatically create these).
>>
>> HL1 servers must have the CVAR sv_filetransfercompression 1 set to allow
>> compressed content to be sent to clients (and to create the .ZTMP files).
>> This CVAR is not available on Source Servers (it's always enabled).
>>
>> Source servers and HL1 servers only use uncompressed files and .ZTMP
>> files
>> locally (not .BZ2).
>>
>> I have seen situations where files separately compressed with BZIP2 were
>> not
>> recognized as valid downloads from the HTTP webserver whereas the renamed
>> .ZTMP file worked fine.
>>


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