Re: [hlds] guest passes

2007-05-14 Thread Dan Offord
--
[ Picked text/plain from multipart/alternative ]
Hey Adam,

I can give you a guess pass if you like?

Regards,
Dan


On 13/05/07, Adam Heath [EMAIL PROTECTED] wrote:

 I would love to give ship a go. I just don't know anybody with it lol.

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RE: [hlds] Custom Model Not working in beta

2007-05-14 Thread ShadowMoses
No it is definitely not a cl_restrict issue.  I went ahead and installed the
beta on my home test machine.  My custom models work just fine.  I compiled
them myself so I know mine are right.  Perhaps you should check the source
of the skins you have.  This is build 3091.

Normally when you get the big red x error it is because the client did not
download the files correctly or you did not add the downloads correctly.

Hope this helps.

Regards,

Shadow

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Munky Judder
Sent: Sunday, May 13, 2007 10:05 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Custom Model Not working in beta

Its probably bad modelling then and the new beta is being funny about it.
Any errors relating to it in console?


From: Ray [EMAIL PROTECTED]
Reply-To: hlds@list.valvesoftware.com
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Custom Model Not working in beta
Date: Sun, 13 May 2007 12:59:17 -0400

I dont know if its a cl_restrict issue...cant imagine..but either way
valve will
get the model and check it on there side...and if need be fix it.,
Other CUSTOM models work fine..just not the one I was trying and it
did work in the non beta version of the client, and since it is
working in one version of the client I know (and I checked manually
as well) all the files are downloaded and in the right places.




At 11:47 AM 5/13/2007, you wrote:
It does if they have been modded ala Mattiescripts Grenade Launcher etc.

Anyway its worth considering as the keyword here is custom, regular
models
seem fine.

Munky


From: Chris Barnett [EMAIL PROTECTED]
Reply-To: hlds@list.valvesoftware.com
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Custom Model Not working in beta
Date: Sun, 13 May 2007 16:40:48 +0100

Munky,

Cl_restrict_server_commands does not need to be set to 0 for custom
models
to work.

Cheers.

Chris.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Munky Judder
Sent: 13 May 2007 16:34
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Custom Model Not working in beta


This might be because of the cl_restrict 0 issue.

Munky

 From: ShadowMoses [EMAIL PROTECTED]
 Reply-To: hlds@list.valvesoftware.com
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Custom Model Not working in beta
 Date: Sun, 13 May 2007 04:08:59 -0700
 
 I will look into this as well.  I have compiled many custom models for
our
 servers.  That would really break my heart if I could not use them
anymore.
 
 Regards,
 
 ShadowMoses
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Chris Barnett
 Sent: Saturday, May 12, 2007 6:02 PM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Custom Model Not working in beta
 
 Ray,
 
 I had REALLY better do some testing. I have 150 custom player models
 installed on my server.
 
 Cheers
 
 Chris.
 
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ray
 Sent: 13 May 2007 00:03
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Custom Model Not working in beta
 
 I have a custom model that works fine if the client is non beta..but
 in the beta srcds0407 it doesnt work.
 (show as big red error).
 the server is set up with sv_pure 0
 on my client is  I remove the beta and go in the model works fine,
 but If I put the beta back in
 it no longer works
 If it matters any the model was created such that the materials
 folder structure is not the same exact name as in the models folder
 
 Ray
 
 
 
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[hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Jason Ruymen
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Updates to the Source Dedicated Server, Source Engine, Counter-Strike:
Source and Half-Life 2: Deathmatch have been released as a Beta.  To
receive these updates run Steam or the hldsupdatetool with the command
-beta srcds0407.  The specific changes include:

- Added sv_pure 2.  When set, then pure_server_whitelist.txt is ignored
and all content files must come from Steam
- Changed ent_fire to only be useable from the host client on a listen
server

- Changed soundscape_flush to only be useable from the dedicated server
console or the listen server host
- Added sv_allow_wait_command. If set to 0, then clients can't use
wait
- Added sv_allow_color_correction. If set to 0, then clients can't use
mat_colorcorrection
- Fixed player count bugs in serverbrowser
- Added findflags console command, which can list all cvars with a
specified flag
- Fixed a bug with sv_minrate and sv_maxrate not applying properly on
the client
- Cheat protected the following commands:
  r_TransitionSensitivity, mat_bloomamount_rate,
mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
mat_debug_bloom, mem_force_flush, mod_forcedata,
mod_test_not_available, mod_test_mesh_not_available,
mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async,
mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load,
mat_leafvis, mat_debug,  mat_surfaceid, mat_surfacemat, flush, r_entity,
r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab,
mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture,
showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
r_modellodscale, m_pitch

Jason

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Re: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Mick

Excellent, thankyou, will be trying this later.


- Original Message -
From: Jason Ruymen [EMAIL PROTECTED]
To: [EMAIL PROTECTED]; hlds@list.valvesoftware.com
Sent: Tuesday, May 15, 2007 12:20 AM
Subject: [hlds] Source Dedicated Server Beta Update



This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Updates to the Source Dedicated Server, Source Engine, Counter-Strike:
Source and Half-Life 2: Deathmatch have been released as a Beta.  To
receive these updates run Steam or the hldsupdatetool with the command
-beta srcds0407.  The specific changes include:

- Added sv_pure 2.  When set, then pure_server_whitelist.txt is ignored
and all content files must come from Steam
- Changed ent_fire to only be useable from the host client on a listen
server

- Changed soundscape_flush to only be useable from the dedicated server
console or the listen server host
- Added sv_allow_wait_command. If set to 0, then clients can't use
wait
- Added sv_allow_color_correction. If set to 0, then clients can't use
mat_colorcorrection
- Fixed player count bugs in serverbrowser
- Added findflags console command, which can list all cvars with a
specified flag
- Fixed a bug with sv_minrate and sv_maxrate not applying properly on
the client
- Cheat protected the following commands:
 r_TransitionSensitivity, mat_bloomamount_rate,
mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
mat_debug_bloom, mem_force_flush, mod_forcedata,
mod_test_not_available, mod_test_mesh_not_available,
mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async,
mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load,
mat_leafvis, mat_debug,  mat_surfaceid, mat_surfacemat, flush, r_entity,
r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab,
mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture,
showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
r_modellodscale, m_pitch

Jason

--

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Re: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
3. Thanks for sv_cheating that list.

On 5/15/07, Jason Ruymen [EMAIL PROTECTED] wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Updates to the Source Dedicated Server, Source Engine, Counter-Strike:
 Source and Half-Life 2: Deathmatch have been released as a Beta.  To
 receive these updates run Steam or the hldsupdatetool with the command
 -beta srcds0407.  The specific changes include:

 - Added sv_pure 2.  When set, then pure_server_whitelist.txt is ignored
 and all content files must come from Steam
 - Changed ent_fire to only be useable from the host client on a listen
 server

 - Changed soundscape_flush to only be useable from the dedicated server
 console or the listen server host
 - Added sv_allow_wait_command. If set to 0, then clients can't use
 wait
 - Added sv_allow_color_correction. If set to 0, then clients can't use
 mat_colorcorrection
 - Fixed player count bugs in serverbrowser
 - Added findflags console command, which can list all cvars with a
 specified flag
 - Fixed a bug with sv_minrate and sv_maxrate not applying properly on
 the client
 - Cheat protected the following commands:
   r_TransitionSensitivity, mat_bloomamount_rate,
 mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
 mat_debug_bloom, mem_force_flush, mod_forcedata,
 mod_test_not_available, mod_test_mesh_not_available,
 mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async,
 mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load,
 mat_leafvis, mat_debug,  mat_surfaceid, mat_surfacemat, flush, r_entity,
 r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab,
 mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture,
 showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
 r_modellodscale, m_pitch

 Jason

 --

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Re: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Ryan Veltidi

If color correction is built in as an option in the video menu, why
the s-var for allowing it? Is there some kind of exploit?

-Ryan

On 5/14/07, Wim Barelds [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
3. Thanks for sv_cheating that list.

On 5/15/07, Jason Ruymen [EMAIL PROTECTED] wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Updates to the Source Dedicated Server, Source Engine, Counter-Strike:
 Source and Half-Life 2: Deathmatch have been released as a Beta.  To
 receive these updates run Steam or the hldsupdatetool with the command
 -beta srcds0407.  The specific changes include:

 - Added sv_pure 2.  When set, then pure_server_whitelist.txt is ignored
 and all content files must come from Steam
 - Changed ent_fire to only be useable from the host client on a listen
 server

 - Changed soundscape_flush to only be useable from the dedicated server
 console or the listen server host
 - Added sv_allow_wait_command. If set to 0, then clients can't use
 wait
 - Added sv_allow_color_correction. If set to 0, then clients can't use
 mat_colorcorrection
 - Fixed player count bugs in serverbrowser
 - Added findflags console command, which can list all cvars with a
 specified flag
 - Fixed a bug with sv_minrate and sv_maxrate not applying properly on
 the client
 - Cheat protected the following commands:
   r_TransitionSensitivity, mat_bloomamount_rate,
 mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
 mat_debug_bloom, mem_force_flush, mod_forcedata,
 mod_test_not_available, mod_test_mesh_not_available,
 mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async,
 mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load,
 mat_leafvis, mat_debug,  mat_surfaceid, mat_surfacemat, flush, r_entity,
 r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab,
 mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture,
 showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
 r_modellodscale, m_pitch

 Jason

 --

 ___
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 please visit:
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Re: [hlds] Master server reporting beta

2007-05-14 Thread Robert Whelan
--
[ Picked text/plain from multipart/alternative ]
Is this rolled into -beta srcds0407 or is this handled separately? Been 
awhile and I don't remember seeing any further updates, thx.

Alfred Reynolds [EMAIL PROTECTED] wrote:   We have new code in development 
that changes how servers report to the
server list (in anticipation of increasing the information in that
stream). The initial change has no feature changes, it is just a
different code path for reporting the same information.

We need in field testing of this feature, can you please put
sv_master_legacy_mode 0 in your server.cfg to test this feature and
then monitor the presence of your server on the Steam master server
lists (via the Steam serverbrowser ideally).

Once we have had this shake down cruise this setting will be made
default.

- Alfred

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Re: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Dominick Orefice
--
[ Picked text/plain from multipart/alternative ]
Where can I find an example of how to list files and directories in the
pure_server_whitelist.txt file.  I thought it was posted on this list a
while back, but I can't seem to find it.

Thanks

On 5/14/07, Jason Ruymen [EMAIL PROTECTED] wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Updates to the Source Dedicated Server, Source Engine, Counter-Strike:
 Source and Half-Life 2: Deathmatch have been released as a Beta.  To
 receive these updates run Steam or the hldsupdatetool with the command
 -beta srcds0407.  The specific changes include:

 - Added sv_pure 2.  When set, then pure_server_whitelist.txt is ignored
 and all content files must come from Steam
 - Changed ent_fire to only be useable from the host client on a listen
 server

 - Changed soundscape_flush to only be useable from the dedicated server
 console or the listen server host
 - Added sv_allow_wait_command. If set to 0, then clients can't use
 wait
 - Added sv_allow_color_correction. If set to 0, then clients can't use
 mat_colorcorrection
 - Fixed player count bugs in serverbrowser
 - Added findflags console command, which can list all cvars with a
 specified flag
 - Fixed a bug with sv_minrate and sv_maxrate not applying properly on
 the client
 - Cheat protected the following commands:
   r_TransitionSensitivity, mat_bloomamount_rate,
 mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
 mat_debug_bloom, mem_force_flush, mod_forcedata,
 mod_test_not_available, mod_test_mesh_not_available,
 mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async,
 mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load,
 mat_leafvis, mat_debug,  mat_surfaceid, mat_surfacemat, flush, r_entity,
 r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab,
 mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture,
 showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
 r_modellodscale, m_pitch

 Jason

 --

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Re: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Robert Whelan
--
[ Picked text/plain from multipart/alternative ]
Quoted from the whitelist:

   //
   // Three types of file specifications:
   //
   //   1. directory\*.* - refers to all files under the directory
   //   2. directory\... - refers to all files under the directory and 
all directories under that recursively)
   //   3. directory\filename  - refers to a single file

Best way and easiest would be to do the second one.

Like they show:

   //
   // By default, when in pure server mode, most content file types are only 
allowed to come from Steam.
   //
   materials\...  from_steam
   models\... from_steam
   sounds\... from_steam
   scripts\... from_steam



Dominick Orefice [EMAIL PROTECTED] wrote:  --
[ Picked text/plain from multipart/alternative ]
Where can I find an example of how to list files and directories in the
pure_server_whitelist.txt file. I thought it was posted on this list a
while back, but I can't seem to find it.

Thanks

On 5/14/07, Jason Ruymen wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Updates to the Source Dedicated Server, Source Engine, Counter-Strike:
 Source and Half-Life 2: Deathmatch have been released as a Beta. To
 receive these updates run Steam or the hldsupdatetool with the command
 -beta srcds0407. The specific changes include:

 - Added sv_pure 2. When set, then pure_server_whitelist.txt is ignored
 and all content files must come from Steam
 - Changed ent_fire to only be useable from the host client on a listen
 server

 - Changed soundscape_flush to only be useable from the dedicated server
 console or the listen server host
 - Added sv_allow_wait_command. If set to 0, then clients can't use
 wait
 - Added sv_allow_color_correction. If set to 0, then clients can't use
 mat_colorcorrection
 - Fixed player count bugs in serverbrowser
 - Added findflags console command, which can list all cvars with a
 specified flag
 - Fixed a bug with sv_minrate and sv_maxrate not applying properly on
 the client
 - Cheat protected the following commands:
 r_TransitionSensitivity, mat_bloomamount_rate,
 mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
 mat_debug_bloom, mem_force_flush, mod_forcedata,
 mod_test_not_available, mod_test_mesh_not_available,
 mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async,
 mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load,
 mat_leafvis, mat_debug, mat_surfaceid, mat_surfacemat, flush, r_entity,
 r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab,
 mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture,
 showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
 r_modellodscale, m_pitch

 Jason

 --

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Re: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
I'v just installed SrcDS on a local machine to play around with this beta,
however it doesn't appear to be updating to the beta at all (Yes I do have
the beta switch appended). Anyone else having the problem?

On 5/15/07, Robert Whelan [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Quoted from the whitelist:

//
// Three types of file specifications:
//
//   1. directory\*.* - refers to all files under the directory
//   2. directory\... - refers to all files under the directory
 and all directories under that recursively)
//   3. directory\filename  - refers to a single file

 Best way and easiest would be to do the second one.

 Like they show:

//
// By default, when in pure server mode, most content file types are
 only allowed to come from Steam.
//
materials\...  from_steam
models\... from_steam
sounds\... from_steam
scripts\... from_steam



 Dominick Orefice [EMAIL PROTECTED] wrote:  --
 [ Picked text/plain from multipart/alternative ]
 Where can I find an example of how to list files and directories in the
 pure_server_whitelist.txt file. I thought it was posted on this list a
 while back, but I can't seem to find it.

 Thanks

 On 5/14/07, Jason Ruymen wrote:
 
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  Updates to the Source Dedicated Server, Source Engine, Counter-Strike:
  Source and Half-Life 2: Deathmatch have been released as a Beta. To
  receive these updates run Steam or the hldsupdatetool with the command
  -beta srcds0407. The specific changes include:
 
  - Added sv_pure 2. When set, then pure_server_whitelist.txt is ignored
  and all content files must come from Steam
  - Changed ent_fire to only be useable from the host client on a listen
  server
 
  - Changed soundscape_flush to only be useable from the dedicated server
  console or the listen server host
  - Added sv_allow_wait_command. If set to 0, then clients can't use
  wait
  - Added sv_allow_color_correction. If set to 0, then clients can't use
  mat_colorcorrection
  - Fixed player count bugs in serverbrowser
  - Added findflags console command, which can list all cvars with a
  specified flag
  - Fixed a bug with sv_minrate and sv_maxrate not applying properly on
  the client
  - Cheat protected the following commands:
  r_TransitionSensitivity, mat_bloomamount_rate,
  mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
  mat_debug_bloom, mem_force_flush, mod_forcedata,
  mod_test_not_available, mod_test_mesh_not_available,
  mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async,
  mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load,
  mat_leafvis, mat_debug, mat_surfaceid, mat_surfacemat, flush, r_entity,
  r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab,
  mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture,
  showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
  r_modellodscale, m_pitch
 
  Jason
 
  --
 
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Re: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread James Gray

How will 'sv_pure 2' affect the use of custom maps? Will these not be
allowed, or will third party maps still be playable using this mode?

On 5/14/07, Jason Ruymen [EMAIL PROTECTED] wrote:

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Updates to the Source Dedicated Server, Source Engine, Counter-Strike:
Source and Half-Life 2: Deathmatch have been released as a Beta.  To
receive these updates run Steam or the hldsupdatetool with the command
-beta srcds0407.  The specific changes include:

- Added sv_pure 2.  When set, then pure_server_whitelist.txt is ignored
and all content files must come from Steam
- Changed ent_fire to only be useable from the host client on a listen
server

- Changed soundscape_flush to only be useable from the dedicated server
console or the listen server host
- Added sv_allow_wait_command. If set to 0, then clients can't use
wait
- Added sv_allow_color_correction. If set to 0, then clients can't use
mat_colorcorrection
- Fixed player count bugs in serverbrowser
- Added findflags console command, which can list all cvars with a
specified flag
- Fixed a bug with sv_minrate and sv_maxrate not applying properly on
the client
- Cheat protected the following commands:
  r_TransitionSensitivity, mat_bloomamount_rate,
mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
mat_debug_bloom, mem_force_flush, mod_forcedata,
mod_test_not_available, mod_test_mesh_not_available,
mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async,
mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load,
mat_leafvis, mat_debug,  mat_surfaceid, mat_surfacemat, flush, r_entity,
r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab,
mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture,
showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
r_modellodscale, m_pitch

Jason

--

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RE: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Mark Chandler
Does steam mean the gfc files on the server or from a steam server? I am
interested in running this for golden eye source which doesn't have any base
steam material map or model files.

Mark
Golden Eye Source.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert Whelan
Sent: Tuesday, May 15, 2007 8:21 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Source Dedicated Server Beta Update

--
[ Picked text/plain from multipart/alternative ]
Quoted from the whitelist:

   //
   // Three types of file specifications:
   //
   //   1. directory\*.* - refers to all files under the directory
   //   2. directory\... - refers to all files under the directory
and all directories under that recursively)
   //   3. directory\filename  - refers to a single file

Best way and easiest would be to do the second one.

Like they show:

   //
   // By default, when in pure server mode, most content file types are only
allowed to come from Steam.
   //
   materials\...  from_steam
   models\... from_steam
   sounds\... from_steam
   scripts\... from_steam



Dominick Orefice [EMAIL PROTECTED] wrote:  --
[ Picked text/plain from multipart/alternative ]
Where can I find an example of how to list files and directories in the
pure_server_whitelist.txt file. I thought it was posted on this list a
while back, but I can't seem to find it.

Thanks

On 5/14/07, Jason Ruymen wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Updates to the Source Dedicated Server, Source Engine, Counter-Strike:
 Source and Half-Life 2: Deathmatch have been released as a Beta. To
 receive these updates run Steam or the hldsupdatetool with the command
 -beta srcds0407. The specific changes include:

 - Added sv_pure 2. When set, then pure_server_whitelist.txt is ignored
 and all content files must come from Steam
 - Changed ent_fire to only be useable from the host client on a listen
 server

 - Changed soundscape_flush to only be useable from the dedicated server
 console or the listen server host
 - Added sv_allow_wait_command. If set to 0, then clients can't use
 wait
 - Added sv_allow_color_correction. If set to 0, then clients can't use
 mat_colorcorrection
 - Fixed player count bugs in serverbrowser
 - Added findflags console command, which can list all cvars with a
 specified flag
 - Fixed a bug with sv_minrate and sv_maxrate not applying properly on
 the client
 - Cheat protected the following commands:
 r_TransitionSensitivity, mat_bloomamount_rate,
 mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
 mat_debug_bloom, mem_force_flush, mod_forcedata,
 mod_test_not_available, mod_test_mesh_not_available,
 mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async,
 mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load,
 mat_leafvis, mat_debug, mat_surfaceid, mat_surfacemat, flush, r_entity,
 r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab,
 mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture,
 showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
 r_modellodscale, m_pitch

 Jason

 --

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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

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RE: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Alfred Reynolds
sv_pure 2 is mean for league play inparticular, so you can make sure
that the server is running in a trusted mode for the away team. It only
allows Steam content, no content from disk (i.e custom maps, etc) can be
used in this mode. It should only be used for league play, normal
internet servers should use sv_pure 1.

- Alfred

James Gray wrote:
 How will 'sv_pure 2' affect the use of custom maps? Will these not be
 allowed, or will third party maps still be playable using this mode?

 On 5/14/07, Jason Ruymen [EMAIL PROTECTED] wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Updates to the Source Dedicated Server, Source Engine,
 Counter-Strike:
 Source and Half-Life 2: Deathmatch have been released as a Beta.  To
 receive these updates run Steam or the hldsupdatetool with the
 command -beta srcds0407.  The specific changes include:

 - Added sv_pure 2.  When set, then pure_server_whitelist.txt is
 ignored
 and all content files must come from Steam
 - Changed ent_fire to only be useable from the host client on a
 listen
 server

 - Changed soundscape_flush to only be useable from the dedicated
 server
 console or the listen server host
 - Added sv_allow_wait_command. If set to 0, then clients can't use
 wait
 - Added sv_allow_color_correction. If set to 0, then clients can't
 use mat_colorcorrection
 - Fixed player count bugs in serverbrowser
 - Added findflags console command, which can list all cvars with a
 specified flag
 - Fixed a bug with sv_minrate and sv_maxrate not applying properly on
 the client
 - Cheat protected the following commands:
   r_TransitionSensitivity, mat_bloomamount_rate,
 mat_debug_process_halfscreen, mat_debug_autoexposure,
 mat_force_bloom, mat_debug_bloom, mem_force_flush, mod_forcedata,
 mod_test_not_available, mod_test_mesh_not_available,
 mod_test_verts_not_available, mod_load_mesh_async,
 mod_load_anims_async, mod_load_vcollide_async, mod_trace_load,
 mod_lock_mdls_on_load,
 mat_leafvis, mat_debug,  mat_surfaceid, mat_surfacemat, flush,
 r_entity, r_ambientfraction, lightcache_maxmiss, r_avglight,
 mat_debugalttab, mat_showlightmappage, mat_bumpbasis, showbudget,
 showbudget_texture, showbudget_texture_global,
 mat_hdroverbrightrange, mat_debugdepth,
 r_modellodscale, m_pitch

 Jason

 --

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


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RE: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Alfred Reynolds
From Steam means from the Steam gcf file. You should use the
allow_from_disk+check_crc for your mods directory.

- alfred

Mark Chandler wrote:
 Does steam mean the gfc files on the server or from a steam server? I
 am
 interested in running this for golden eye source which doesn't have
 any base
 steam material map or model files.

 Mark
 Golden Eye Source.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Robert Whelan
 Sent: Tuesday, May 15, 2007 8:21 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Source Dedicated Server Beta Update

 --
 [ Picked text/plain from multipart/alternative ]
 Quoted from the whitelist:

//
// Three types of file specifications:
//
//   1. directory\*.* - refers to all files under the
directory //   2. directory\... - refers to all files
 under the directory
 and all directories under that recursively)
//   3. directory\filename  - refers to a single file

 Best way and easiest would be to do the second one.

 Like they show:

//
// By default, when in pure server mode, most content file types
 are only allowed to come from Steam.
//
materials\...  from_steam
models\... from_steam
sounds\... from_steam
scripts\... from_steam



 Dominick Orefice [EMAIL PROTECTED] wrote:  --
 [ Picked text/plain from multipart/alternative ]
 Where can I find an example of how to list files and directories in
 the pure_server_whitelist.txt file. I thought it was posted on this
 list a
 while back, but I can't seem to find it.

 Thanks

 On 5/14/07, Jason Ruymen wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Updates to the Source Dedicated Server, Source Engine,
 Counter-Strike: Source and Half-Life 2: Deathmatch have been
 released as a Beta. To receive these updates run Steam or the
 hldsupdatetool with the command -beta srcds0407. The specific
 changes include:

 - Added sv_pure 2. When set, then pure_server_whitelist.txt is
 ignored and all content files must come from Steam
 - Changed ent_fire to only be useable from the host client on a
 listen server

 - Changed soundscape_flush to only be useable from the dedicated
 server console or the listen server host
 - Added sv_allow_wait_command. If set to 0, then clients can't use
 wait
 - Added sv_allow_color_correction. If set to 0, then clients can't
 use mat_colorcorrection
 - Fixed player count bugs in serverbrowser
 - Added findflags console command, which can list all cvars with a
 specified flag
 - Fixed a bug with sv_minrate and sv_maxrate not applying properly
 on the client
 - Cheat protected the following commands:
 r_TransitionSensitivity, mat_bloomamount_rate,
 mat_debug_process_halfscreen, mat_debug_autoexposure,
 mat_force_bloom, mat_debug_bloom, mem_force_flush, mod_forcedata,
 mod_test_not_available, mod_test_mesh_not_available,
 mod_test_verts_not_available, mod_load_mesh_async,
 mod_load_anims_async, mod_load_vcollide_async, mod_trace_load,
 mod_lock_mdls_on_load, mat_leafvis, mat_debug, mat_surfaceid,
 mat_surfacemat, flush, r_entity, r_ambientfraction,
 lightcache_maxmiss, r_avglight, mat_debugalttab,
 mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture,
 showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
 r_modellodscale, m_pitch

 Jason

 --

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

 --

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 please visit:
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 -
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 --

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Re: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Michael Jones-Evans

Problem is alfred that a lot of leagues use custom maps.

- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, May 15, 2007 2:47 PM
Subject: RE: [hlds] Source Dedicated Server Beta Update



sv_pure 2 is mean for league play inparticular, so you can make sure
that the server is running in a trusted mode for the away team. It only
allows Steam content, no content from disk (i.e custom maps, etc) can be
used in this mode. It should only be used for league play, normal
internet servers should use sv_pure 1.

- Alfred

James Gray wrote:

How will 'sv_pure 2' affect the use of custom maps? Will these not be
allowed, or will third party maps still be playable using this mode?

On 5/14/07, Jason Ruymen [EMAIL PROTECTED] wrote:

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Updates to the Source Dedicated Server, Source Engine,
Counter-Strike:
Source and Half-Life 2: Deathmatch have been released as a Beta.  To
receive these updates run Steam or the hldsupdatetool with the
command -beta srcds0407.  The specific changes include:

- Added sv_pure 2.  When set, then pure_server_whitelist.txt is
ignored
and all content files must come from Steam
- Changed ent_fire to only be useable from the host client on a
listen
server

- Changed soundscape_flush to only be useable from the dedicated
server
console or the listen server host
- Added sv_allow_wait_command. If set to 0, then clients can't use
wait
- Added sv_allow_color_correction. If set to 0, then clients can't
use mat_colorcorrection
- Fixed player count bugs in serverbrowser
- Added findflags console command, which can list all cvars with a
specified flag
- Fixed a bug with sv_minrate and sv_maxrate not applying properly on
the client
- Cheat protected the following commands:
  r_TransitionSensitivity, mat_bloomamount_rate,
mat_debug_process_halfscreen, mat_debug_autoexposure,
mat_force_bloom, mat_debug_bloom, mem_force_flush, mod_forcedata,
mod_test_not_available, mod_test_mesh_not_available,
mod_test_verts_not_available, mod_load_mesh_async,
mod_load_anims_async, mod_load_vcollide_async, mod_trace_load,
mod_lock_mdls_on_load,
mat_leafvis, mat_debug,  mat_surfaceid, mat_surfacemat, flush,
r_entity, r_ambientfraction, lightcache_maxmiss, r_avglight,
mat_debugalttab, mat_showlightmappage, mat_bumpbasis, showbudget,
showbudget_texture, showbudget_texture_global,
mat_hdroverbrightrange, mat_debugdepth,
r_modellodscale, m_pitch

Jason

--

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RE: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Alfred Reynolds
Then they should use sv_pure 1 and need to work out how to have the
away team be confident of the servers configuration.

- Alfred

Michael Jones-Evans wrote:
 Problem is alfred that a lot of leagues use custom maps.

 - Original Message -
 From: Alfred Reynolds [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Tuesday, May 15, 2007 2:47 PM
 Subject: RE: [hlds] Source Dedicated Server Beta Update


 sv_pure 2 is mean for league play inparticular, so you can make
 sure that the server is running in a trusted mode for the away team.
 It only allows Steam content, no content from disk (i.e custom maps,
 etc) can be used in this mode. It should only be used for league
 play, normal internet servers should use sv_pure 1.

 - Alfred

 James Gray wrote:
 How will 'sv_pure 2' affect the use of custom maps? Will these not
 be allowed, or will third party maps still be playable using this
 mode?

 On 5/14/07, Jason Ruymen [EMAIL PROTECTED] wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Updates to the Source Dedicated Server, Source Engine,
 Counter-Strike: Source and Half-Life 2: Deathmatch have been
 released as a Beta.  To receive these updates run Steam or the
 hldsupdatetool with the command -beta srcds0407.  The specific
 changes include:

 - Added sv_pure 2.  When set, then pure_server_whitelist.txt is
 ignored and all content files must come from Steam
 - Changed ent_fire to only be useable from the host client on a
 listen server

 - Changed soundscape_flush to only be useable from the dedicated
 server console or the listen server host
 - Added sv_allow_wait_command. If set to 0, then clients can't use
 wait
 - Added sv_allow_color_correction. If set to 0, then clients can't
 use mat_colorcorrection
 - Fixed player count bugs in serverbrowser
 - Added findflags console command, which can list all cvars with
 a specified flag
 - Fixed a bug with sv_minrate and sv_maxrate not applying properly
 on the client
 - Cheat protected the following commands:
   r_TransitionSensitivity, mat_bloomamount_rate,
 mat_debug_process_halfscreen, mat_debug_autoexposure,
 mat_force_bloom, mat_debug_bloom, mem_force_flush, mod_forcedata,
 mod_test_not_available, mod_test_mesh_not_available,
 mod_test_verts_not_available, mod_load_mesh_async,
 mod_load_anims_async, mod_load_vcollide_async, mod_trace_load,
 mod_lock_mdls_on_load, mat_leafvis, mat_debug,  mat_surfaceid,
 mat_surfacemat, flush, r_entity, r_ambientfraction,
 lightcache_maxmiss, r_avglight, mat_debugalttab,
 mat_showlightmappage, mat_bumpbasis, showbudget,
 showbudget_texture, showbudget_texture_global,
 mat_hdroverbrightrange, mat_debugdepth,
 r_modellodscale, m_pitch

 Jason

 --

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


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RE: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Adam Sando
Hi guys,

With the sv_pure options, does this setting behave similar to
sv_consistency, or does it simply block any attempt to load custom
content?

For example, does it return an error message when you have models or
materials that don't comply with the whitelist, or does it simply not
load them?

To word my question slightly differently, can players keep their custom
stuff and still join servers without having to delete their models and
materials folders?

Regards,
Adam.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Tuesday, 15 May 2007 2:18 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Source Dedicated Server Beta Update

sv_pure 2 is mean for league play inparticular, so you can make sure
that the server is running in a trusted mode for the away team. It only
allows Steam content, no content from disk (i.e custom maps, etc) can be
used in this mode. It should only be used for league play, normal
internet servers should use sv_pure 1.

- Alfred

James Gray wrote:
 How will 'sv_pure 2' affect the use of custom maps? Will these not be
 allowed, or will third party maps still be playable using this mode?

 On 5/14/07, Jason Ruymen [EMAIL PROTECTED] wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ] Updates to the
 Source Dedicated Server, Source Engine,
 Counter-Strike:
 Source and Half-Life 2: Deathmatch have been released as a Beta.  To
 receive these updates run Steam or the hldsupdatetool with the
 command -beta srcds0407.  The specific changes include:

 - Added sv_pure 2.  When set, then pure_server_whitelist.txt is
 ignored and all content files must come from Steam
 - Changed ent_fire to only be useable from the host client on a
 listen server

 - Changed soundscape_flush to only be useable from the dedicated
 server console or the listen server host
 - Added sv_allow_wait_command. If set to 0, then clients can't use
 wait
 - Added sv_allow_color_correction. If set to 0, then clients can't
 use mat_colorcorrection
 - Fixed player count bugs in serverbrowser
 - Added findflags console command, which can list all cvars with a
 specified flag
 - Fixed a bug with sv_minrate and sv_maxrate not applying properly on

 the client
 - Cheat protected the following commands:
   r_TransitionSensitivity, mat_bloomamount_rate,
 mat_debug_process_halfscreen, mat_debug_autoexposure,
 mat_force_bloom, mat_debug_bloom, mem_force_flush, mod_forcedata,
 mod_test_not_available, mod_test_mesh_not_available,
 mod_test_verts_not_available, mod_load_mesh_async,
 mod_load_anims_async, mod_load_vcollide_async, mod_trace_load,
 mod_lock_mdls_on_load, mat_leafvis, mat_debug,  mat_surfaceid,
 mat_surfacemat, flush, r_entity, r_ambientfraction,
 lightcache_maxmiss, r_avglight, mat_debugalttab,
 mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture,
 showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
 r_modellodscale, m_pitch

 Jason

 --

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


 ___
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 please visit:
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Re: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Benjamin Lange
--
[ Picked text/plain from multipart/alternative ]
I think sv_pure 2 works great with costum maps, as the whitelist already
forces the contect from the maps directory.
If the file isn' present in the gcf, the files from the cstrike directory
will be used, so there is no problem with additional files.

Just manipulated files aren't allowed.
I wonder how it behaves to costum GUIs, someone already tested? :)

Alfred, Mike told me the teamchange bug has been fixed, too?
Why isn't this in the changelog or hasn't this been fixed yet?

Could you please have a look at the Doorspeed at tickrates different than 33
and 66? (you can vary it with phys_timescale, even on Tick33/66 with some
doors, example: sqeaky door on de_nuke)

Go on with the good work :)

Any idea when this Update will come out?
I'm starting to think these will be the changes to come with Episode 2
Update :p

2007/5/15, Alfred Reynolds [EMAIL PROTECTED]:

 Then they should use sv_pure 1 and need to work out how to have the
 away team be confident of the servers configuration.

 - Alfred

 Michael Jones-Evans wrote:
  Problem is alfred that a lot of leagues use custom maps.
 
  - Original Message -
  From: Alfred Reynolds [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Sent: Tuesday, May 15, 2007 2:47 PM
  Subject: RE: [hlds] Source Dedicated Server Beta Update
 
 
  sv_pure 2 is mean for league play inparticular, so you can make
  sure that the server is running in a trusted mode for the away team.
  It only allows Steam content, no content from disk (i.e custom maps,
  etc) can be used in this mode. It should only be used for league
  play, normal internet servers should use sv_pure 1.
 
  - Alfred
 
  James Gray wrote:
  How will 'sv_pure 2' affect the use of custom maps? Will these not
  be allowed, or will third party maps still be playable using this
  mode?
 
  On 5/14/07, Jason Ruymen [EMAIL PROTECTED] wrote:
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  Updates to the Source Dedicated Server, Source Engine,
  Counter-Strike: Source and Half-Life 2: Deathmatch have been
  released as a Beta.  To receive these updates run Steam or the
  hldsupdatetool with the command -beta srcds0407.  The specific
  changes include:
 
  - Added sv_pure 2.  When set, then pure_server_whitelist.txt is
  ignored and all content files must come from Steam
  - Changed ent_fire to only be useable from the host client on a
  listen server
 
  - Changed soundscape_flush to only be useable from the dedicated
  server console or the listen server host
  - Added sv_allow_wait_command. If set to 0, then clients can't use
  wait
  - Added sv_allow_color_correction. If set to 0, then clients can't
  use mat_colorcorrection
  - Fixed player count bugs in serverbrowser
  - Added findflags console command, which can list all cvars with
  a specified flag
  - Fixed a bug with sv_minrate and sv_maxrate not applying properly
  on the client
  - Cheat protected the following commands:
r_TransitionSensitivity, mat_bloomamount_rate,
  mat_debug_process_halfscreen, mat_debug_autoexposure,
  mat_force_bloom, mat_debug_bloom, mem_force_flush, mod_forcedata,
  mod_test_not_available, mod_test_mesh_not_available,
  mod_test_verts_not_available, mod_load_mesh_async,
  mod_load_anims_async, mod_load_vcollide_async, mod_trace_load,
  mod_lock_mdls_on_load, mat_leafvis, mat_debug,  mat_surfaceid,
  mat_surfacemat, flush, r_entity, r_ambientfraction,
  lightcache_maxmiss, r_avglight, mat_debugalttab,
  mat_showlightmappage, mat_bumpbasis, showbudget,
  showbudget_texture, showbudget_texture_global,
  mat_hdroverbrightrange, mat_debugdepth,
  r_modellodscale, m_pitch
 
  Jason
 
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RE: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Adam Sando
Secondly, the updates listed in the changelog below are brilliant. I am
glad the guys at valve are gathering statistics about exploits and
cheats, and putting methods in place to give server operators the choice
to stop or allow these from happening.

Top work valve, well done :)

Regards,
Adam.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Tuesday, 15 May 2007 8:51 AM
To: [EMAIL PROTECTED]; hlds@list.valvesoftware.com
Subject: [hlds] Source Dedicated Server Beta Update

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] Updates to the Source
Dedicated Server, Source Engine, Counter-Strike:
Source and Half-Life 2: Deathmatch have been released as a Beta.  To
receive these updates run Steam or the hldsupdatetool with the command
-beta srcds0407.  The specific changes include:

- Added sv_pure 2.  When set, then pure_server_whitelist.txt is ignored
and all content files must come from Steam
- Changed ent_fire to only be useable from the host client on a listen
server

- Changed soundscape_flush to only be useable from the dedicated server
console or the listen server host
- Added sv_allow_wait_command. If set to 0, then clients can't use
wait
- Added sv_allow_color_correction. If set to 0, then clients can't use
mat_colorcorrection
- Fixed player count bugs in serverbrowser
- Added findflags console command, which can list all cvars with a
specified flag
- Fixed a bug with sv_minrate and sv_maxrate not applying properly on
the client
- Cheat protected the following commands:
  r_TransitionSensitivity, mat_bloomamount_rate,
mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
mat_debug_bloom, mem_force_flush, mod_forcedata, mod_test_not_available,
mod_test_mesh_not_available, mod_test_verts_not_available,
mod_load_mesh_async, mod_load_anims_async, mod_load_vcollide_async,
mod_trace_load, mod_lock_mdls_on_load, mat_leafvis, mat_debug,
mat_surfaceid, mat_surfacemat, flush, r_entity, r_ambientfraction,
lightcache_maxmiss, r_avglight, mat_debugalttab, mat_showlightmappage,
mat_bumpbasis, showbudget, showbudget_texture,
showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
r_modellodscale, m_pitch

Jason

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