Re: [hlds] Source Engine Update Available
-- [ Picked text/plain from multipart/alternative ] Whats the deal with usage for custom maps? Is it simply a case of adding: maps\de_season.bspallow_from_disk+check_crc maps\de_season.navallow_from_disk+check_crc And that is it? I was of the understanding that we wouldn't have to do anything for custom content? The whitelist could get pretty messy for servers that run custom maps, correct? On 6/13/07, Jason Ruymen <[EMAIL PROTECTED]> wrote: > > Updates to the Source Engine are now available. Previously this was in > Beta, behind srcds0407. Please run hldsupdatetool to receive this > update. The specific changes include: > > Pure Servers: > Servers can now force the client to match the server's files, by > becoming a pure server. When a server enables sv_pure, clients who > connect and play on the server cannot gain an advantage by modifying the > game content. For more information about Pure Servers, click here: > http://developer.valvesoftware.com/wiki/Pure_Servers. > > Source Engine: > - In-game server browser only shows human players in the player counts > column. Bots column now shows number of bots instead of a "some bots" or > "no bots" icon > - Fixed servers with bots reporting incorrect number of bots when > sv_master_legacy_mode is set to 0 > - Fixed a server performance problem with queued packets > - Increased the maximum rate to 1 megabyte > - Added a findflags console command, which can list all cvars with a > specified flag. For example: 'findflags server_can_execute' will find > all console variables and commands marked with FCVAR_SERVER_CAN_EXECUTE > - Cheat protected many cvars and commands > - Removed cl_restrict_server_commands to prevent clients from being > redirected > - Fixed user names reported as "unconnected" when greater than 32k > players had connected to the server > - Fixed a client crash during authentication > - Fixed a crash when mashing the ~ key on disconnect > - Fixed a bug with sv_minrate and sv_maxrate not applying properly on > the client > - Fixed the free roaming camera in SourceTV demos > - Fixed cl_language archiving itself and not updating correctly when the > language changed > - Fixed a voice recording bug that could cause voice dropouts > - Fixed a rare crash when spectating in Counter-Strike: Source > > We'd also ask that everyone please set sv_master_legacy_mode 0 again and > report any problems. > > 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
Re: [hlds] Source Engine Update Available
Nevermind, I set fps_max to 600 and they're running where they used to. -- Original message -- From: [EMAIL PROTECTED] (NaughtyGeek) > I'm running three DOD:S servers and 1 SC:S server. I updated all but 1. The > three I updated are all now running at 28-29 FPS where they were at 515 > before. > Is this a product of the update, or did something get overwritten in my .cfg. > I > have fps_max set to 0. > > NaughtyGeek > T3GamingCommunity.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Pure Servers
Hi mathew - I can see no reason why you cant just add +sv_pure 1 (or 2) to your command line. It is basically doing the same as putting it in your server.cfg or autoexec.cfg Regards Adam Heath www.Power-Frag.co.uk The Power to Frag, for LESS! Adam Sando wrote: Hi Matthew, I hope this answers your questions: 2. You should be able to edit the whitelist.txt file within the hl2 directory and any edits will be applied to both /hl2 and /cstrike (from my experience). I do not think you need to copy this file to the /cstrike folder at all, as testing I have done shows that cstrike settings are applied when the file ONLY exists under /hl2. 3. Were you running the sv_pure command using RCON? Or were you simply running it from your client as if you were hosting a local server? I'm not sure what the behaviour is meant to be for a client hosted server as opposed to a dedicated SRCDS instance, however I would have thought they would be similar. In relation to question 1, Can you also add sv_pure 1 (or 2) to the commandline parameters for the SRCDS startup? Regards, Adam. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matthew Kerswill Sent: Wednesday, 13 June 2007 11:40 AM To: hlds@list.valvesoftware.com Subject: [hlds] Pure Servers Hi, I'd like to provide a tip, ask a question, and raise an issue regarding the new pure server functionality. [1.] First up, I'd like to give other server operators a tip regarding pure servers. Here is a quote from the Pure Servers page on the Valve Developer Wiki: "To use pure server mode on a server, set the sv_pure console variable to 1. Then, the next time a map is loaded the server will begin ensuring that the content (materials, models, and sounds) on client machines matches the content on the server." This is an important point when it comes to configuring your server. From my experiments, I learned that typing sv_pure 1 or sv_pure 2 in your server.cfg file will result in the setting taking effect after the first map change. If you want your server to run in pure mode from the word go, you should place sv_pure 1 or sv_pure 2 in your autoexec.cfg file. [2.] Secondly - a question. After updating my Counter-Strike: Source server to the latest version, I noticed that the pure_server_whitelist.txt file was located in the hl2 directory. There was no copy in the cstrike directory, though. If I want to customise the whitelist, should I edit the copy that is located in the hl2 directory or should I copy it into the cstrike directory and make my changes to that copy? [3.] Finally, I noticed a possible oversight in the pure server console commands. Here is another quote from the Pure Servers page on the Valve Developer Wiki: "If you set sv_pure to 2, then the server will not even load the pure_server_whitelist.txt file. Instead, it will apply the from_steam attribute to all materials, models, and sounds. This can be useful for competitive matches where one team is hosting the game. The team who is not hosting the game can look in their console at round start and see which sv_pure mode the server is using. If the server is using sv_pure 2, then the non-hosting team can know that the players on the hosting team are not using custom content." I set sv_pure 2 in my autoexec.cfg and started my server. After I joined it, I noticed that the value for sv_pure was not replicating to my client. The value remained at the default of 0 and I could change the value in my client console. I would have expected it to display the server's value if I typed sv_pure in the console without any parameter. In addition, if I supplied a parameter, I would have expected it to say: "Can't change replicated ConVar sv_pure from console of client, only server operator can change its value". I do realise that the console displays the line: "Got pure server whitelist: sv_pure = 2." when you join the server. However, I still feel that sv_pure should be replicated. Maybe this is something to put on the to-do list for the next Source Engine update. Ciao. Matthew Kerswill. "WildCat" ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Pure Servers
Hi Matthew, I hope this answers your questions: 2. You should be able to edit the whitelist.txt file within the hl2 directory and any edits will be applied to both /hl2 and /cstrike (from my experience). I do not think you need to copy this file to the /cstrike folder at all, as testing I have done shows that cstrike settings are applied when the file ONLY exists under /hl2. 3. Were you running the sv_pure command using RCON? Or were you simply running it from your client as if you were hosting a local server? I'm not sure what the behaviour is meant to be for a client hosted server as opposed to a dedicated SRCDS instance, however I would have thought they would be similar. In relation to question 1, Can you also add sv_pure 1 (or 2) to the commandline parameters for the SRCDS startup? Regards, Adam. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matthew Kerswill Sent: Wednesday, 13 June 2007 11:40 AM To: hlds@list.valvesoftware.com Subject: [hlds] Pure Servers Hi, I'd like to provide a tip, ask a question, and raise an issue regarding the new pure server functionality. [1.] First up, I'd like to give other server operators a tip regarding pure servers. Here is a quote from the Pure Servers page on the Valve Developer Wiki: "To use pure server mode on a server, set the sv_pure console variable to 1. Then, the next time a map is loaded the server will begin ensuring that the content (materials, models, and sounds) on client machines matches the content on the server." This is an important point when it comes to configuring your server. >From my experiments, I learned that typing sv_pure 1 or sv_pure 2 in your server.cfg file will result in the setting taking effect after the first map change. If you want your server to run in pure mode from the word go, you should place sv_pure 1 or sv_pure 2 in your autoexec.cfg file. [2.] Secondly - a question. After updating my Counter-Strike: Source server to the latest version, I noticed that the pure_server_whitelist.txt file was located in the hl2 directory. There was no copy in the cstrike directory, though. If I want to customise the whitelist, should I edit the copy that is located in the hl2 directory or should I copy it into the cstrike directory and make my changes to that copy? [3.] Finally, I noticed a possible oversight in the pure server console commands. Here is another quote from the Pure Servers page on the Valve Developer Wiki: "If you set sv_pure to 2, then the server will not even load the pure_server_whitelist.txt file. Instead, it will apply the from_steam attribute to all materials, models, and sounds. This can be useful for competitive matches where one team is hosting the game. The team who is not hosting the game can look in their console at round start and see which sv_pure mode the server is using. If the server is using sv_pure 2, then the non-hosting team can know that the players on the hosting team are not using custom content." I set sv_pure 2 in my autoexec.cfg and started my server. After I joined it, I noticed that the value for sv_pure was not replicating to my client. The value remained at the default of 0 and I could change the value in my client console. I would have expected it to display the server's value if I typed sv_pure in the console without any parameter. In addition, if I supplied a parameter, I would have expected it to say: "Can't change replicated ConVar sv_pure from console of client, only server operator can change its value". I do realise that the console displays the line: "Got pure server whitelist: sv_pure = 2." when you join the server. However, I still feel that sv_pure should be replicated. Maybe this is something to put on the to-do list for the next Source Engine update. Ciao. Matthew Kerswill. "WildCat" ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Source Engine Update Available
My primary instance reads the following: Protocol version 7 Exe version 1.0.0.34 (cstrike) Exe build: 19:11:27 Jun 10 2007 (3137) I take it this is the right version? Regards, Adam. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Whisper Sent: Wednesday, 13 June 2007 10:53 AM To: hlds@list.valvesoftware.com; [EMAIL PROTECTED] Subject: Re: [hlds] Source Engine Update Available -- [ Picked text/plain from multipart/alternative ] What version number should come up when you do an rcon status? Windows & Linux please Thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Pure Servers
Hi, I'd like to provide a tip, ask a question, and raise an issue regarding the new pure server functionality. [1.] First up, I'd like to give other server operators a tip regarding pure servers. Here is a quote from the Pure Servers page on the Valve Developer Wiki: "To use pure server mode on a server, set the sv_pure console variable to 1. Then, the next time a map is loaded the server will begin ensuring that the content (materials, models, and sounds) on client machines matches the content on the server." This is an important point when it comes to configuring your server. From my experiments, I learned that typing sv_pure 1 or sv_pure 2 in your server.cfg file will result in the setting taking effect after the first map change. If you want your server to run in pure mode from the word go, you should place sv_pure 1 or sv_pure 2 in your autoexec.cfg file. [2.] Secondly - a question. After updating my Counter-Strike: Source server to the latest version, I noticed that the pure_server_whitelist.txt file was located in the hl2 directory. There was no copy in the cstrike directory, though. If I want to customise the whitelist, should I edit the copy that is located in the hl2 directory or should I copy it into the cstrike directory and make my changes to that copy? [3.] Finally, I noticed a possible oversight in the pure server console commands. Here is another quote from the Pure Servers page on the Valve Developer Wiki: "If you set sv_pure to 2, then the server will not even load the pure_server_whitelist.txt file. Instead, it will apply the from_steam attribute to all materials, models, and sounds. This can be useful for competitive matches where one team is hosting the game. The team who is not hosting the game can look in their console at round start and see which sv_pure mode the server is using. If the server is using sv_pure 2, then the non-hosting team can know that the players on the hosting team are not using custom content." I set sv_pure 2 in my autoexec.cfg and started my server. After I joined it, I noticed that the value for sv_pure was not replicating to my client. The value remained at the default of 0 and I could change the value in my client console. I would have expected it to display the server's value if I typed sv_pure in the console without any parameter. In addition, if I supplied a parameter, I would have expected it to say: "Can't change replicated ConVar sv_pure from console of client, only server operator can change its value". I do realise that the console displays the line: "Got pure server whitelist: sv_pure = 2." when you join the server. However, I still feel that sv_pure should be replicated. Maybe this is something to put on the to-do list for the next Source Engine update. Ciao. Matthew Kerswill. "WildCat" ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Engine Update Available
I'm running three DOD:S servers and 1 SC:S server. I updated all but 1. The three I updated are all now running at 28-29 FPS where they were at 515 before. Is this a product of the update, or did something get overwritten in my .cfg. I have fps_max set to 0. NaughtyGeek T3GamingCommunity.com -- Original message -- From: "Jason Ruymen" <[EMAIL PROTECTED]> > Updates to the Source Engine are now available. Previously this was in > Beta, behind srcds0407. Please run hldsupdatetool to receive this > update. The specific changes include: > > Pure Servers: > Servers can now force the client to match the server's files, by > becoming a pure server. When a server enables sv_pure, clients who > connect and play on the server cannot gain an advantage by modifying the > game content. For more information about Pure Servers, click here: > http://developer.valvesoftware.com/wiki/Pure_Servers. > > Source Engine: > - In-game server browser only shows human players in the player counts > column. Bots column now shows number of bots instead of a "some bots" or > "no bots" icon > - Fixed servers with bots reporting incorrect number of bots when > sv_master_legacy_mode is set to 0 > - Fixed a server performance problem with queued packets > - Increased the maximum rate to 1 megabyte > - Added a findflags console command, which can list all cvars with a > specified flag. For example: 'findflags server_can_execute' will find > all console variables and commands marked with FCVAR_SERVER_CAN_EXECUTE > - Cheat protected many cvars and commands > - Removed cl_restrict_server_commands to prevent clients from being > redirected > - Fixed user names reported as "unconnected" when greater than 32k > players had connected to the server > - Fixed a client crash during authentication > - Fixed a crash when mashing the ~ key on disconnect > - Fixed a bug with sv_minrate and sv_maxrate not applying properly on > the client > - Fixed the free roaming camera in SourceTV demos > - Fixed cl_language archiving itself and not updating correctly when the > language changed > - Fixed a voice recording bug that could cause voice dropouts > - Fixed a rare crash when spectating in Counter-Strike: Source > > We'd also ask that everyone please set sv_master_legacy_mode 0 again and > report any problems. > > 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
Re: [hlds] Source Engine Update Available
Very nice no problems at all :) - Original Message - From: "James Gray" <[EMAIL PROTECTED]> To: Sent: Tuesday, June 12, 2007 6:39 PM Subject: Re: [hlds] Source Engine Update Available Very nice update! Definitely got it right with this one. Looking forward to whatever else you have in store for Source. On 6/12/07, Whisper <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] What version number should come up when you do an rcon status? Windows & Linux please Thanks On 6/13/07, Jason Ruymen <[EMAIL PROTECTED]> wrote: > > Updates to the Source Engine are now available. Previously this was in > Beta, behind srcds0407. Please run hldsupdatetool to receive this > update. The specific changes include: > > Pure Servers: > Servers can now force the client to match the server's files, by > becoming a pure server. When a server enables sv_pure, clients who > connect and play on the server cannot gain an advantage by modifying > the > game content. For more information about Pure Servers, click here: > http://developer.valvesoftware.com/wiki/Pure_Servers. > > Source Engine: > - In-game server browser only shows human players in the player counts > column. Bots column now shows number of bots instead of a "some bots" > or > "no bots" icon > - Fixed servers with bots reporting incorrect number of bots when > sv_master_legacy_mode is set to 0 > - Fixed a server performance problem with queued packets > - Increased the maximum rate to 1 megabyte > - Added a findflags console command, which can list all cvars with a > specified flag. For example: 'findflags server_can_execute' will find > all console variables and commands marked with FCVAR_SERVER_CAN_EXECUTE > - Cheat protected many cvars and commands > - Removed cl_restrict_server_commands to prevent clients from being > redirected > - Fixed user names reported as "unconnected" when greater than 32k > players had connected to the server > - Fixed a client crash during authentication > - Fixed a crash when mashing the ~ key on disconnect > - Fixed a bug with sv_minrate and sv_maxrate not applying properly on > the client > - Fixed the free roaming camera in SourceTV demos > - Fixed cl_language archiving itself and not updating correctly when > the > language changed > - Fixed a voice recording bug that could cause voice dropouts > - Fixed a rare crash when spectating in Counter-Strike: Source > > We'd also ask that everyone please set sv_master_legacy_mode 0 again > and > report any problems. > > 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Engine Update Available
My servers all report: version : 1.0.0.34/7 3137 secure for CS:S on Windows server 2003 On 6/12/07, Whisper <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] What version number should come up when you do an rcon status? Windows & Linux please Thanks On 6/13/07, Jason Ruymen <[EMAIL PROTECTED]> wrote: > > Updates to the Source Engine are now available. Previously this was in > Beta, behind srcds0407. Please run hldsupdatetool to receive this > update. The specific changes include: > > Pure Servers: > Servers can now force the client to match the server's files, by > becoming a pure server. When a server enables sv_pure, clients who > connect and play on the server cannot gain an advantage by modifying the > game content. For more information about Pure Servers, click here: > http://developer.valvesoftware.com/wiki/Pure_Servers. > > Source Engine: > - In-game server browser only shows human players in the player counts > column. Bots column now shows number of bots instead of a "some bots" or > "no bots" icon > - Fixed servers with bots reporting incorrect number of bots when > sv_master_legacy_mode is set to 0 > - Fixed a server performance problem with queued packets > - Increased the maximum rate to 1 megabyte > - Added a findflags console command, which can list all cvars with a > specified flag. For example: 'findflags server_can_execute' will find > all console variables and commands marked with FCVAR_SERVER_CAN_EXECUTE > - Cheat protected many cvars and commands > - Removed cl_restrict_server_commands to prevent clients from being > redirected > - Fixed user names reported as "unconnected" when greater than 32k > players had connected to the server > - Fixed a client crash during authentication > - Fixed a crash when mashing the ~ key on disconnect > - Fixed a bug with sv_minrate and sv_maxrate not applying properly on > the client > - Fixed the free roaming camera in SourceTV demos > - Fixed cl_language archiving itself and not updating correctly when the > language changed > - Fixed a voice recording bug that could cause voice dropouts > - Fixed a rare crash when spectating in Counter-Strike: Source > > We'd also ask that everyone please set sv_master_legacy_mode 0 again and > report any problems. > > 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Engine Update Available
version : 1.0.0.34/7 3128 secure Regards Adam Heath www.Power-Frag.co.uk The Power to Frag, for LESS! Whisper wrote: -- [ Picked text/plain from multipart/alternative ] What version number should come up when you do an rcon status? Windows & Linux please Thanks On 6/13/07, Jason Ruymen <[EMAIL PROTECTED]> wrote: Updates to the Source Engine are now available. Previously this was in Beta, behind srcds0407. Please run hldsupdatetool to receive this update. The specific changes include: Pure Servers: Servers can now force the client to match the server's files, by becoming a pure server. When a server enables sv_pure, clients who connect and play on the server cannot gain an advantage by modifying the game content. For more information about Pure Servers, click here: http://developer.valvesoftware.com/wiki/Pure_Servers. Source Engine: - In-game server browser only shows human players in the player counts column. Bots column now shows number of bots instead of a "some bots" or "no bots" icon - Fixed servers with bots reporting incorrect number of bots when sv_master_legacy_mode is set to 0 - Fixed a server performance problem with queued packets - Increased the maximum rate to 1 megabyte - Added a findflags console command, which can list all cvars with a specified flag. For example: 'findflags server_can_execute' will find all console variables and commands marked with FCVAR_SERVER_CAN_EXECUTE - Cheat protected many cvars and commands - Removed cl_restrict_server_commands to prevent clients from being redirected - Fixed user names reported as "unconnected" when greater than 32k players had connected to the server - Fixed a client crash during authentication - Fixed a crash when mashing the ~ key on disconnect - Fixed a bug with sv_minrate and sv_maxrate not applying properly on the client - Fixed the free roaming camera in SourceTV demos - Fixed cl_language archiving itself and not updating correctly when the language changed - Fixed a voice recording bug that could cause voice dropouts - Fixed a rare crash when spectating in Counter-Strike: Source We'd also ask that everyone please set sv_master_legacy_mode 0 again and report any problems. 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Engine Update Available
Very nice update! Definitely got it right with this one. Looking forward to whatever else you have in store for Source. On 6/12/07, Whisper <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] What version number should come up when you do an rcon status? Windows & Linux please Thanks On 6/13/07, Jason Ruymen <[EMAIL PROTECTED]> wrote: > > Updates to the Source Engine are now available. Previously this was in > Beta, behind srcds0407. Please run hldsupdatetool to receive this > update. The specific changes include: > > Pure Servers: > Servers can now force the client to match the server's files, by > becoming a pure server. When a server enables sv_pure, clients who > connect and play on the server cannot gain an advantage by modifying the > game content. For more information about Pure Servers, click here: > http://developer.valvesoftware.com/wiki/Pure_Servers. > > Source Engine: > - In-game server browser only shows human players in the player counts > column. Bots column now shows number of bots instead of a "some bots" or > "no bots" icon > - Fixed servers with bots reporting incorrect number of bots when > sv_master_legacy_mode is set to 0 > - Fixed a server performance problem with queued packets > - Increased the maximum rate to 1 megabyte > - Added a findflags console command, which can list all cvars with a > specified flag. For example: 'findflags server_can_execute' will find > all console variables and commands marked with FCVAR_SERVER_CAN_EXECUTE > - Cheat protected many cvars and commands > - Removed cl_restrict_server_commands to prevent clients from being > redirected > - Fixed user names reported as "unconnected" when greater than 32k > players had connected to the server > - Fixed a client crash during authentication > - Fixed a crash when mashing the ~ key on disconnect > - Fixed a bug with sv_minrate and sv_maxrate not applying properly on > the client > - Fixed the free roaming camera in SourceTV demos > - Fixed cl_language archiving itself and not updating correctly when the > language changed > - Fixed a voice recording bug that could cause voice dropouts > - Fixed a rare crash when spectating in Counter-Strike: Source > > We'd also ask that everyone please set sv_master_legacy_mode 0 again and > report any problems. > > 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Engine Update Available
-- [ Picked text/plain from multipart/alternative ] What version number should come up when you do an rcon status? Windows & Linux please Thanks On 6/13/07, Jason Ruymen <[EMAIL PROTECTED]> wrote: > > Updates to the Source Engine are now available. Previously this was in > Beta, behind srcds0407. Please run hldsupdatetool to receive this > update. The specific changes include: > > Pure Servers: > Servers can now force the client to match the server's files, by > becoming a pure server. When a server enables sv_pure, clients who > connect and play on the server cannot gain an advantage by modifying the > game content. For more information about Pure Servers, click here: > http://developer.valvesoftware.com/wiki/Pure_Servers. > > Source Engine: > - In-game server browser only shows human players in the player counts > column. Bots column now shows number of bots instead of a "some bots" or > "no bots" icon > - Fixed servers with bots reporting incorrect number of bots when > sv_master_legacy_mode is set to 0 > - Fixed a server performance problem with queued packets > - Increased the maximum rate to 1 megabyte > - Added a findflags console command, which can list all cvars with a > specified flag. For example: 'findflags server_can_execute' will find > all console variables and commands marked with FCVAR_SERVER_CAN_EXECUTE > - Cheat protected many cvars and commands > - Removed cl_restrict_server_commands to prevent clients from being > redirected > - Fixed user names reported as "unconnected" when greater than 32k > players had connected to the server > - Fixed a client crash during authentication > - Fixed a crash when mashing the ~ key on disconnect > - Fixed a bug with sv_minrate and sv_maxrate not applying properly on > the client > - Fixed the free roaming camera in SourceTV demos > - Fixed cl_language archiving itself and not updating correctly when the > language changed > - Fixed a voice recording bug that could cause voice dropouts > - Fixed a rare crash when spectating in Counter-Strike: Source > > We'd also ask that everyone please set sv_master_legacy_mode 0 again and > report any problems. > > 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
RE: [hlds] Half-Life 2 Team Deathmatch
Oops, I guess that link would only work if you're logged into Steam. :( -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael R. Matheson Sent: Tuesday, June 12, 2007 6:36 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Half-Life 2 Team Deathmatch Oh, if only dedicated servers were simple! I liked the distinction of "switches" using the hyphen and "console commands" requiring the plus. But this "official" guide located in Steam support shows two "switches" as using the plus sign, namely +maxplayers and +map. Although, I also realize that -maxplayers works as well. Does it ultimately come down to trial and error, or are these things clearly listed or explained anywhere? http://support.steampowered.com/cgi-bin/steampowered.cfg/php/enduser/std_adp .php?p_faqid=638&p_created=1176949884&p_sid=kLowUZDi&p_lva=&p_sp=cF9zcmNoPTE mcF9zb3J0X2J5PSZwX2dyaWRzb3J0PSZwX3Jvd19jbnQ9MjAmcF9wcm9kcz0mcF9jYXRzPSZwX3B 2PSZwX2N2PSZwX3NlYXJjaF90eXBlPWFuc3dlcnMuc2VhcmNoX25sJnBfcGFnZT0xJnBfc2VhcmN oX3RleHQ9c3dpdGNoZXM*&p_li=&p_topview=1 Thanks. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matthew Kerswill Sent: Tuesday, June 12, 2007 5:35 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Half-Life 2 Team Deathmatch Hi, I can answer your first question quickly. The - (hyphen) is for command line switches of the dedicated server. Examples: -maxplayers 20 -game cstrike -tickrate 66 -port 27016 You use the + (plus sign) in the command line when you are adding a console command to the command line, in order to execute it immediately on startup. Any console command can be set this way. For example: +sv_lan 1 +hostname "1337 Server" +tv_port 27021 More information: http://developer.valvesoftware.com/wiki/Command_Line_Options Ciao, WildCat. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael R. Matheson Sent: Wednesday 13 June 2007 0:56 To: hlds@list.valvesoftware.com Subject: RE: [hlds] Half-Life 2 Team Deathmatch Thanks! Putting +mp_teamplay 1 in the target fixed my glitch. Is there any guidance on when a switch should use - or +? Also, I've discovered another problem I can't seem to fix. When running a CSS server with bots, one team always has one more player than the other team. I have max players set to 16. I also have bot_quota set to 16. One team will have 7, the other 8. I have auto team balance set to 1. I've messed around with bot_quota_mode, but don't really understand the difference between "normal", "fill" and "match". What have I missed? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dan E Sent: Tuesday, June 12, 2007 11:37 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Half-Life 2 Team Deathmatch -- [ Picked text/plain from multipart/alternative ] Try putting it in the autoexec.cfg, or using +mp_teamplay 1 instead of - "Michael R. Matheson" <[EMAIL PROTECTED]> wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I just started using the "standalone" source dedicated server for hosting LAN parties at my house. I'm using the latest official server, nothing beta. I've set up both CSS and HL2DM servers that seem to work well except for one glitch. Whenever I start a team deathmatch server in HL2DM, the first map loads as deathmatch only. Teams do not appear until restarting or changing to the second map. I have "mp_teamplay 1" in my server.cfg file. I even tried adding "-mp_teamplay 1" to the target line of my shortcut. I have noticed two other settings in the server.cfg file. I don't know if these should be changed: "teamserver coop 0" and "deathmatch 1". Can anyone help me eliminate this glitch? 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, 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 -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.472 / Virus Database: 269.8.14/845 - Release Date: 12/06/2007 6:39 ___ 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 ___ To unsubscr
RE: [hlds] Half-Life 2 Team Deathmatch
Oh, if only dedicated servers were simple! I liked the distinction of "switches" using the hyphen and "console commands" requiring the plus. But this "official" guide located in Steam support shows two "switches" as using the plus sign, namely +maxplayers and +map. Although, I also realize that -maxplayers works as well. Does it ultimately come down to trial and error, or are these things clearly listed or explained anywhere? http://support.steampowered.com/cgi-bin/steampowered.cfg/php/enduser/std_adp .php?p_faqid=638&p_created=1176949884&p_sid=kLowUZDi&p_lva=&p_sp=cF9zcmNoPTE mcF9zb3J0X2J5PSZwX2dyaWRzb3J0PSZwX3Jvd19jbnQ9MjAmcF9wcm9kcz0mcF9jYXRzPSZwX3B 2PSZwX2N2PSZwX3NlYXJjaF90eXBlPWFuc3dlcnMuc2VhcmNoX25sJnBfcGFnZT0xJnBfc2VhcmN oX3RleHQ9c3dpdGNoZXM*&p_li=&p_topview=1 Thanks. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matthew Kerswill Sent: Tuesday, June 12, 2007 5:35 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Half-Life 2 Team Deathmatch Hi, I can answer your first question quickly. The - (hyphen) is for command line switches of the dedicated server. Examples: -maxplayers 20 -game cstrike -tickrate 66 -port 27016 You use the + (plus sign) in the command line when you are adding a console command to the command line, in order to execute it immediately on startup. Any console command can be set this way. For example: +sv_lan 1 +hostname "1337 Server" +tv_port 27021 More information: http://developer.valvesoftware.com/wiki/Command_Line_Options Ciao, WildCat. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael R. Matheson Sent: Wednesday 13 June 2007 0:56 To: hlds@list.valvesoftware.com Subject: RE: [hlds] Half-Life 2 Team Deathmatch Thanks! Putting +mp_teamplay 1 in the target fixed my glitch. Is there any guidance on when a switch should use - or +? Also, I've discovered another problem I can't seem to fix. When running a CSS server with bots, one team always has one more player than the other team. I have max players set to 16. I also have bot_quota set to 16. One team will have 7, the other 8. I have auto team balance set to 1. I've messed around with bot_quota_mode, but don't really understand the difference between "normal", "fill" and "match". What have I missed? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dan E Sent: Tuesday, June 12, 2007 11:37 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Half-Life 2 Team Deathmatch -- [ Picked text/plain from multipart/alternative ] Try putting it in the autoexec.cfg, or using +mp_teamplay 1 instead of - "Michael R. Matheson" <[EMAIL PROTECTED]> wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I just started using the "standalone" source dedicated server for hosting LAN parties at my house. I'm using the latest official server, nothing beta. I've set up both CSS and HL2DM servers that seem to work well except for one glitch. Whenever I start a team deathmatch server in HL2DM, the first map loads as deathmatch only. Teams do not appear until restarting or changing to the second map. I have "mp_teamplay 1" in my server.cfg file. I even tried adding "-mp_teamplay 1" to the target line of my shortcut. I have noticed two other settings in the server.cfg file. I don't know if these should be changed: "teamserver coop 0" and "deathmatch 1". Can anyone help me eliminate this glitch? 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, 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 -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.472 / Virus Database: 269.8.14/845 - Release Date: 12/06/2007 6:39 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Half-Life 2 Team Deathmatch
I didn't realize there was a difference between switches and console commands. Is there a complete listing of possible "switches" and "console commands"? I've found various "cvar" lists, but they never seem complete, and I've even found mistakes or conflicting "values" at times. For example, one list I found had the values for bot_difficulty as "0,1,2". Another list had "0,1,2,3". A third list had "easy, normal, hard, expert". -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matthew Kerswill Sent: Tuesday, June 12, 2007 5:35 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Half-Life 2 Team Deathmatch Hi, I can answer your first question quickly. The - (hyphen) is for command line switches of the dedicated server. Examples: -maxplayers 20 -game cstrike -tickrate 66 -port 27016 You use the + (plus sign) in the command line when you are adding a console command to the command line, in order to execute it immediately on startup. Any console command can be set this way. For example: +sv_lan 1 +hostname "1337 Server" +tv_port 27021 More information: http://developer.valvesoftware.com/wiki/Command_Line_Options Ciao, WildCat. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael R. Matheson Sent: Wednesday 13 June 2007 0:56 To: hlds@list.valvesoftware.com Subject: RE: [hlds] Half-Life 2 Team Deathmatch Thanks! Putting +mp_teamplay 1 in the target fixed my glitch. Is there any guidance on when a switch should use - or +? Also, I've discovered another problem I can't seem to fix. When running a CSS server with bots, one team always has one more player than the other team. I have max players set to 16. I also have bot_quota set to 16. One team will have 7, the other 8. I have auto team balance set to 1. I've messed around with bot_quota_mode, but don't really understand the difference between "normal", "fill" and "match". What have I missed? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dan E Sent: Tuesday, June 12, 2007 11:37 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Half-Life 2 Team Deathmatch -- [ Picked text/plain from multipart/alternative ] Try putting it in the autoexec.cfg, or using +mp_teamplay 1 instead of - "Michael R. Matheson" <[EMAIL PROTECTED]> wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I just started using the "standalone" source dedicated server for hosting LAN parties at my house. I'm using the latest official server, nothing beta. I've set up both CSS and HL2DM servers that seem to work well except for one glitch. Whenever I start a team deathmatch server in HL2DM, the first map loads as deathmatch only. Teams do not appear until restarting or changing to the second map. I have "mp_teamplay 1" in my server.cfg file. I even tried adding "-mp_teamplay 1" to the target line of my shortcut. I have noticed two other settings in the server.cfg file. I don't know if these should be changed: "teamserver coop 0" and "deathmatch 1". Can anyone help me eliminate this glitch? 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, 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 -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.472 / Virus Database: 269.8.14/845 - Release Date: 12/06/2007 6:39 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Source Engine Update Available
I've installed the update on my primary SRCDS instance, and everything appears to be working at first glance. - Mani works correctly. - Mattie's Eventscripts work correctly. - Haven't tested zBlock. No players have joined yet, so hard to say whether its stable or not. Regards, Adam. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ray Sent: Wednesday, 13 June 2007 8:01 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Source Engine Update Available ok..cool...alot of people said it would be broken...must be urban legend. Ray At 06:25 PM 6/12/2007, you wrote: >-- >[ Picked text/plain from multipart/alternative ] Definately not. Mani >working fine for us in Linux on all four servers. > >On 6/12/07, Ray <[EMAIL PROTECTED]> wrote: > > > > This update will effectively stop mani's mod from working. > > > > Beetlesmod is working fine with it. > > http://www.beetlesmod.com/forums/ > > > > > > > > > > ___ > > 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 > > > >-- >No virus found in this incoming message. >Checked by AVG Free Edition. >Version: 7.5.472 / Virus Database: 269.8.13/844 - Release Date: >6/11/2007 5:10 PM ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Half-Life 2 Team Deathmatch
Normal means it will have the amount of bots in bot_quota no matter what. Fill means it will start out with the number of bots in bot_quota, then will decreasee as people join (essentially keeps the number of players at bot_quota). Match means the bots will join as people join. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael R. Matheson Sent: Tuesday, June 12, 2007 6:56 PM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Half-Life 2 Team Deathmatch Thanks! Putting +mp_teamplay 1 in the target fixed my glitch. Is there any guidance on when a switch should use - or +? Also, I've discovered another problem I can't seem to fix. When running a CSS server with bots, one team always has one more player than the other team. I have max players set to 16. I also have bot_quota set to 16. One team will have 7, the other 8. I have auto team balance set to 1. I've messed around with bot_quota_mode, but don't really understand the difference between "normal", "fill" and "match". What have I missed? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dan E Sent: Tuesday, June 12, 2007 11:37 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Half-Life 2 Team Deathmatch -- [ Picked text/plain from multipart/alternative ] Try putting it in the autoexec.cfg, or using +mp_teamplay 1 instead of - "Michael R. Matheson" <[EMAIL PROTECTED]> wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I just started using the "standalone" source dedicated server for hosting LAN parties at my house. I'm using the latest official server, nothing beta. I've set up both CSS and HL2DM servers that seem to work well except for one glitch. Whenever I start a team deathmatch server in HL2DM, the first map loads as deathmatch only. Teams do not appear until restarting or changing to the second map. I have "mp_teamplay 1" in my server.cfg file. I even tried adding "-mp_teamplay 1" to the target line of my shortcut. I have noticed two other settings in the server.cfg file. I don't know if these should be changed: "teamserver coop 0" and "deathmatch 1". Can anyone help me eliminate this glitch? 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, 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Half-Life 2 Team Deathmatch
Hi, I can answer your first question quickly. The - (hyphen) is for command line switches of the dedicated server. Examples: -maxplayers 20 -game cstrike -tickrate 66 -port 27016 You use the + (plus sign) in the command line when you are adding a console command to the command line, in order to execute it immediately on startup. Any console command can be set this way. For example: +sv_lan 1 +hostname "1337 Server" +tv_port 27021 More information: http://developer.valvesoftware.com/wiki/Command_Line_Options Ciao, WildCat. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael R. Matheson Sent: Wednesday 13 June 2007 0:56 To: hlds@list.valvesoftware.com Subject: RE: [hlds] Half-Life 2 Team Deathmatch Thanks! Putting +mp_teamplay 1 in the target fixed my glitch. Is there any guidance on when a switch should use - or +? Also, I've discovered another problem I can't seem to fix. When running a CSS server with bots, one team always has one more player than the other team. I have max players set to 16. I also have bot_quota set to 16. One team will have 7, the other 8. I have auto team balance set to 1. I've messed around with bot_quota_mode, but don't really understand the difference between "normal", "fill" and "match". What have I missed? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dan E Sent: Tuesday, June 12, 2007 11:37 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Half-Life 2 Team Deathmatch -- [ Picked text/plain from multipart/alternative ] Try putting it in the autoexec.cfg, or using +mp_teamplay 1 instead of - "Michael R. Matheson" <[EMAIL PROTECTED]> wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I just started using the "standalone" source dedicated server for hosting LAN parties at my house. I'm using the latest official server, nothing beta. I've set up both CSS and HL2DM servers that seem to work well except for one glitch. Whenever I start a team deathmatch server in HL2DM, the first map loads as deathmatch only. Teams do not appear until restarting or changing to the second map. I have "mp_teamplay 1" in my server.cfg file. I even tried adding "-mp_teamplay 1" to the target line of my shortcut. I have noticed two other settings in the server.cfg file. I don't know if these should be changed: "teamserver coop 0" and "deathmatch 1". Can anyone help me eliminate this glitch? 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, 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 -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.472 / Virus Database: 269.8.14/845 - Release Date: 12/06/2007 6:39 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Engine Update Available
Mani only works if you are using source metamod - Original Message - From: "tsuehpsyde" <[EMAIL PROTECTED]> To: Sent: Tuesday, June 12, 2007 6:25 PM Subject: Re: [hlds] Source Engine Update Available -- [ Picked text/plain from multipart/alternative ] Definately not. Mani working fine for us in Linux on all four servers. On 6/12/07, Ray <[EMAIL PROTECTED]> wrote: This update will effectively stop mani's mod from working. Beetlesmod is working fine with it. http://www.beetlesmod.com/forums/ ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Half-Life 2 Team Deathmatch
Thanks! Putting +mp_teamplay 1 in the target fixed my glitch. Is there any guidance on when a switch should use - or +? Also, I've discovered another problem I can't seem to fix. When running a CSS server with bots, one team always has one more player than the other team. I have max players set to 16. I also have bot_quota set to 16. One team will have 7, the other 8. I have auto team balance set to 1. I've messed around with bot_quota_mode, but don't really understand the difference between "normal", "fill" and "match". What have I missed? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dan E Sent: Tuesday, June 12, 2007 11:37 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Half-Life 2 Team Deathmatch -- [ Picked text/plain from multipart/alternative ] Try putting it in the autoexec.cfg, or using +mp_teamplay 1 instead of - "Michael R. Matheson" <[EMAIL PROTECTED]> wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I just started using the "standalone" source dedicated server for hosting LAN parties at my house. I'm using the latest official server, nothing beta. I've set up both CSS and HL2DM servers that seem to work well except for one glitch. Whenever I start a team deathmatch server in HL2DM, the first map loads as deathmatch only. Teams do not appear until restarting or changing to the second map. I have "mp_teamplay 1" in my server.cfg file. I even tried adding "-mp_teamplay 1" to the target line of my shortcut. I have noticed two other settings in the server.cfg file. I don't know if these should be changed: "teamserver coop 0" and "deathmatch 1". Can anyone help me eliminate this glitch? 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, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Engine Beta Update
the wireframe...wasnt like he could see thru them.it was just on the pieces of walls that had the bspdecals. again ..its cleared by adding allow_from_disk on decals. http://www.beetlesmod.com/cssource/beetles.jpg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Engine Update Available
ok..cool...alot of people said it would be broken...must be urban legend. Ray At 06:25 PM 6/12/2007, you wrote: -- [ Picked text/plain from multipart/alternative ] Definately not. Mani working fine for us in Linux on all four servers. On 6/12/07, Ray <[EMAIL PROTECTED]> wrote: > > This update will effectively stop mani's mod from working. > > Beetlesmod is working fine with it. > http://www.beetlesmod.com/forums/ > > > > > ___ > 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 -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.472 / Virus Database: 269.8.13/844 - Release Date: 6/11/2007 5:10 PM ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Engine Beta Update
I asked him for one..he will send it to me.. Now he says its just where custom bspdecals were.. Ive added the materials\decals\custom\... to allow_from_disk..and it stopped.. when I get the screenshot..ill email a link. Ray At 06:23 PM 6/12/2007, you wrote: -- [ Picked text/plain from multipart/alternative ] Most likely not, getting that effect with custom files is pretty hard. Could he take a screenshot? On 6/13/07, Ray <[EMAIL PROTECTED]> wrote: > > we have a guy on the server that he says all he sees is wireframes.. > server is sv_pure 1..sv_pure_kick_clients 1 > sv_pure_trace 0 > > they were not kicked...does this mean he has custom textures or something? > Ray > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.472 / Virus Database: 269.8.13/844 - Release Date: 6/11/2007 5:10 PM ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Engine Beta Update
-- [ Picked text/plain from multipart/alternative ] It appears the 100% CPU usage on -20 nice values has returned. Great. On 6/12/07, Wim Barelds <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Most likely not, getting that effect with custom files is pretty hard. > Could > he take a screenshot? > > On 6/13/07, Ray <[EMAIL PROTECTED]> wrote: > > > > we have a guy on the server that he says all he sees is wireframes.. > > server is sv_pure 1..sv_pure_kick_clients 1 > > sv_pure_trace 0 > > > > they were not kicked...does this mean he has custom textures or > something? > > Ray > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > > > > -- > ___ > Wim 'TheUnknownFactor' Barelds > [EMAIL PROTECTED] > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Engine Update Available
-- [ Picked text/plain from multipart/alternative ] Definately not. Mani working fine for us in Linux on all four servers. On 6/12/07, Ray <[EMAIL PROTECTED]> wrote: > > This update will effectively stop mani's mod from working. > > Beetlesmod is working fine with it. > http://www.beetlesmod.com/forums/ > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Engine Beta Update
-- [ Picked text/plain from multipart/alternative ] Most likely not, getting that effect with custom files is pretty hard. Could he take a screenshot? On 6/13/07, Ray <[EMAIL PROTECTED]> wrote: > > we have a guy on the server that he says all he sees is wireframes.. > server is sv_pure 1..sv_pure_kick_clients 1 > sv_pure_trace 0 > > they were not kicked...does this mean he has custom textures or something? > Ray > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Engine Update Available
Mani 1.2 R is working fine. Windows Server 2003 On 6/12/07, Adam Heath <[EMAIL PROTECTED]> wrote: Way to break zblock once and for all! lol nice release though! Regards Adam Heath www.Power-Frag.co.uk The Power to Frag, for LESS! Jason Ruymen wrote: > Updates to the Source Engine are now available. Previously this was in > Beta, behind srcds0407. Please run hldsupdatetool to receive this > update. The specific changes include: > > Pure Servers: > Servers can now force the client to match the server's files, by > becoming a pure server. When a server enables sv_pure, clients who > connect and play on the server cannot gain an advantage by modifying the > game content. For more information about Pure Servers, click here: > http://developer.valvesoftware.com/wiki/Pure_Servers. > > Source Engine: > - In-game server browser only shows human players in the player counts > column. Bots column now shows number of bots instead of a "some bots" or > "no bots" icon > - Fixed servers with bots reporting incorrect number of bots when > sv_master_legacy_mode is set to 0 > - Fixed a server performance problem with queued packets > - Increased the maximum rate to 1 megabyte > - Added a findflags console command, which can list all cvars with a > specified flag. For example: 'findflags server_can_execute' will find > all console variables and commands marked with FCVAR_SERVER_CAN_EXECUTE > - Cheat protected many cvars and commands > - Removed cl_restrict_server_commands to prevent clients from being > redirected > - Fixed user names reported as "unconnected" when greater than 32k > players had connected to the server > - Fixed a client crash during authentication > - Fixed a crash when mashing the ~ key on disconnect > - Fixed a bug with sv_minrate and sv_maxrate not applying properly on > the client > - Fixed the free roaming camera in SourceTV demos > - Fixed cl_language archiving itself and not updating correctly when the > language changed > - Fixed a voice recording bug that could cause voice dropouts > - Fixed a rare crash when spectating in Counter-Strike: Source > > We'd also ask that everyone please set sv_master_legacy_mode 0 again and > report any problems. > > 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Source Engine Beta Update
we have a guy on the server that he says all he sees is wireframes.. server is sv_pure 1..sv_pure_kick_clients 1 sv_pure_trace 0 they were not kicked...does this mean he has custom textures or something? Ray ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Engine Update Available
-- [ Picked text/plain from multipart/alternative ] zblock was already updated. Nice try though. http://zblock.cs-resourced.net/ Already downloaded 500 times also :) On 6/13/07, Adam Heath <[EMAIL PROTECTED]> wrote: > > Way to break zblock once and for all! lol nice release though! > > Regards > Adam Heath > > www.Power-Frag.co.uk > The Power to Frag, for LESS! > > > > Jason Ruymen wrote: > > Updates to the Source Engine are now available. Previously this was in > > Beta, behind srcds0407. Please run hldsupdatetool to receive this > > update. The specific changes include: > > > > Pure Servers: > > Servers can now force the client to match the server's files, by > > becoming a pure server. When a server enables sv_pure, clients who > > connect and play on the server cannot gain an advantage by modifying the > > game content. For more information about Pure Servers, click here: > > http://developer.valvesoftware.com/wiki/Pure_Servers. > > > > Source Engine: > > - In-game server browser only shows human players in the player counts > > column. Bots column now shows number of bots instead of a "some bots" or > > "no bots" icon > > - Fixed servers with bots reporting incorrect number of bots when > > sv_master_legacy_mode is set to 0 > > - Fixed a server performance problem with queued packets > > - Increased the maximum rate to 1 megabyte > > - Added a findflags console command, which can list all cvars with a > > specified flag. For example: 'findflags server_can_execute' will find > > all console variables and commands marked with FCVAR_SERVER_CAN_EXECUTE > > - Cheat protected many cvars and commands > > - Removed cl_restrict_server_commands to prevent clients from being > > redirected > > - Fixed user names reported as "unconnected" when greater than 32k > > players had connected to the server > > - Fixed a client crash during authentication > > - Fixed a crash when mashing the ~ key on disconnect > > - Fixed a bug with sv_minrate and sv_maxrate not applying properly on > > the client > > - Fixed the free roaming camera in SourceTV demos > > - Fixed cl_language archiving itself and not updating correctly when the > > language changed > > - Fixed a voice recording bug that could cause voice dropouts > > - Fixed a rare crash when spectating in Counter-Strike: Source > > > > We'd also ask that everyone please set sv_master_legacy_mode 0 again and > > report any problems. > > > > 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 > -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Engine Update Available
This update will effectively stop mani's mod from working. Beetlesmod is working fine with it. http://www.beetlesmod.com/forums/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Engine Update Available
Way to break zblock once and for all! lol nice release though! Regards Adam Heath www.Power-Frag.co.uk The Power to Frag, for LESS! Jason Ruymen wrote: Updates to the Source Engine are now available. Previously this was in Beta, behind srcds0407. Please run hldsupdatetool to receive this update. The specific changes include: Pure Servers: Servers can now force the client to match the server's files, by becoming a pure server. When a server enables sv_pure, clients who connect and play on the server cannot gain an advantage by modifying the game content. For more information about Pure Servers, click here: http://developer.valvesoftware.com/wiki/Pure_Servers. Source Engine: - In-game server browser only shows human players in the player counts column. Bots column now shows number of bots instead of a "some bots" or "no bots" icon - Fixed servers with bots reporting incorrect number of bots when sv_master_legacy_mode is set to 0 - Fixed a server performance problem with queued packets - Increased the maximum rate to 1 megabyte - Added a findflags console command, which can list all cvars with a specified flag. For example: 'findflags server_can_execute' will find all console variables and commands marked with FCVAR_SERVER_CAN_EXECUTE - Cheat protected many cvars and commands - Removed cl_restrict_server_commands to prevent clients from being redirected - Fixed user names reported as "unconnected" when greater than 32k players had connected to the server - Fixed a client crash during authentication - Fixed a crash when mashing the ~ key on disconnect - Fixed a bug with sv_minrate and sv_maxrate not applying properly on the client - Fixed the free roaming camera in SourceTV demos - Fixed cl_language archiving itself and not updating correctly when the language changed - Fixed a voice recording bug that could cause voice dropouts - Fixed a rare crash when spectating in Counter-Strike: Source We'd also ask that everyone please set sv_master_legacy_mode 0 again and report any problems. 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
[hlds] Source Engine Update Available
Updates to the Source Engine are now available. Previously this was in Beta, behind srcds0407. Please run hldsupdatetool to receive this update. The specific changes include: Pure Servers: Servers can now force the client to match the server's files, by becoming a pure server. When a server enables sv_pure, clients who connect and play on the server cannot gain an advantage by modifying the game content. For more information about Pure Servers, click here: http://developer.valvesoftware.com/wiki/Pure_Servers. Source Engine: - In-game server browser only shows human players in the player counts column. Bots column now shows number of bots instead of a "some bots" or "no bots" icon - Fixed servers with bots reporting incorrect number of bots when sv_master_legacy_mode is set to 0 - Fixed a server performance problem with queued packets - Increased the maximum rate to 1 megabyte - Added a findflags console command, which can list all cvars with a specified flag. For example: 'findflags server_can_execute' will find all console variables and commands marked with FCVAR_SERVER_CAN_EXECUTE - Cheat protected many cvars and commands - Removed cl_restrict_server_commands to prevent clients from being redirected - Fixed user names reported as "unconnected" when greater than 32k players had connected to the server - Fixed a client crash during authentication - Fixed a crash when mashing the ~ key on disconnect - Fixed a bug with sv_minrate and sv_maxrate not applying properly on the client - Fixed the free roaming camera in SourceTV demos - Fixed cl_language archiving itself and not updating correctly when the language changed - Fixed a voice recording bug that could cause voice dropouts - Fixed a rare crash when spectating in Counter-Strike: Source We'd also ask that everyone please set sv_master_legacy_mode 0 again and report any problems. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Half-Life 2 Team Deathmatch
-- [ Picked text/plain from multipart/alternative ] Try putting it in the autoexec.cfg, or using +mp_teamplay 1 instead of - "Michael R. Matheson" <[EMAIL PROTECTED]> wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I just started using the "standalone" source dedicated server for hosting LAN parties at my house. I'm using the latest official server, nothing beta. I've set up both CSS and HL2DM servers that seem to work well except for one glitch. Whenever I start a team deathmatch server in HL2DM, the first map loads as deathmatch only. Teams do not appear until restarting or changing to the second map. I have "mp_teamplay 1" in my server.cfg file. I even tried adding "-mp_teamplay 1" to the target line of my shortcut. I have noticed two other settings in the server.cfg file. I don't know if these should be changed: "teamserver coop 0" and "deathmatch 1". Can anyone help me eliminate this glitch? 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, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Half-Life 2 Team Deathmatch
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I just started using the "standalone" source dedicated server for hosting LAN parties at my house. I'm using the latest official server, nothing beta. I've set up both CSS and HL2DM servers that seem to work well except for one glitch. Whenever I start a team deathmatch server in HL2DM, the first map loads as deathmatch only. Teams do not appear until restarting or changing to the second map. I have "mp_teamplay 1" in my server.cfg file. I even tried adding "-mp_teamplay 1" to the target line of my shortcut. I have noticed two other settings in the server.cfg file. I don't know if these should be changed: "teamserver coop 0" and "deathmatch 1". Can anyone help me eliminate this glitch? Thanks. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Source Engine Beta Update
You can ignore those two net.cpp asserts, depending on your particular kernel and network card they may fire but they can be ignored. [EMAIL PROTECTED] wrote: > Looking good so far, just a few errors (which resolved themselves) at > least > worth mentioning: > > First time I ran it: > ./srcds_run: line 426: 2509 Segmentation fault (core dumped) > $HL_CMD > cat: hlds.2495.pid: No such file or directory > email debug.log to [EMAIL PROTECTED] > # > > After this crash it restarted (obviously related to MetaMod : Source, > strangely enough it DID work): > GameBin|gameinfo_path|addons/metamod/bin > Unknown command "GameBin|gameinfo_path|addons/metamod/bin" > > After killing the process yet again and restarting, everything worked > fine. > Just one error that is still existing, not causing any errors as far > as I can > see: > > net.cpp (960) : Assertion Failed: 0 == iRet && iValLen == sizeof( > iVal ) && cSendBufSize <= iVal > net.cpp (968) : Assertion Failed: 0 == iRet && iValLen == sizeof( > iVal ) && cRecvBufSize <= iVal > > It shows up even with every plugin etc disabled and fresh > installation? > > > This message was sent using IMP, the Internet Messaging Program. > > > ___ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Engine Beta Update
It happens also on Linux, it's a long known error message, you can safely ignore it. Best regards Ronny - Original Message - From: <[EMAIL PROTECTED]> After killing the process yet again and restarting, everything worked fine. Just one error that is still existing, not causing any errors as far as I can see: net.cpp (960) : Assertion Failed: 0 == iRet && iValLen == sizeof( iVal ) && cSendBufSize <= iVal net.cpp (968) : Assertion Failed: 0 == iRet && iValLen == sizeof( iVal ) && cRecvBufSize <= iVal As a guess I'd say you where running under FreeBSD and as such this can be simply fixed by setting kern.ipc.maxsockbuf=524288 Steve This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Engine Beta Update
- Original Message - From: <[EMAIL PROTECTED]> After killing the process yet again and restarting, everything worked fine. Just one error that is still existing, not causing any errors as far as I can see: net.cpp (960) : Assertion Failed: 0 == iRet && iValLen == sizeof( iVal ) && cSendBufSize <= iVal net.cpp (968) : Assertion Failed: 0 == iRet && iValLen == sizeof( iVal ) && cRecvBufSize <= iVal As a guess I'd say you where running under FreeBSD and as such this can be simply fixed by setting kern.ipc.maxsockbuf=524288 Steve This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Source Engine Beta Update
Looking good so far, just a few errors (which resolved themselves) at least worth mentioning: First time I ran it: ./srcds_run: line 426: 2509 Segmentation fault (core dumped) $HL_CMD cat: hlds.2495.pid: No such file or directory email debug.log to [EMAIL PROTECTED] # After this crash it restarted (obviously related to MetaMod : Source, strangely enough it DID work): GameBin|gameinfo_path|addons/metamod/bin Unknown command "GameBin|gameinfo_path|addons/metamod/bin" After killing the process yet again and restarting, everything worked fine. Just one error that is still existing, not causing any errors as far as I can see: net.cpp (960) : Assertion Failed: 0 == iRet && iValLen == sizeof( iVal ) && cSendBufSize <= iVal net.cpp (968) : Assertion Failed: 0 == iRet && iValLen == sizeof( iVal ) && cRecvBufSize <= iVal It shows up even with every plugin etc disabled and fresh installation? This message was sent using IMP, the Internet Messaging Program. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Gamers Against Cancer
Actually sounds like a nice idea... I'm curious what you are looking for developers, for though. On 6/11/07, CyberGameZone.com <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] Hopefully vALVE helps out in some way for this. I ran across it at.. http://gamingagainstcancer.com/ To Our Fellow Gaming Groups: We, the members of Trust-Company, under the leadership of Christopher Mitchell (Soloknight), are planning a special event coming this October. We would honor and appreciate any and all help from fellow gamers like you. The event, Gaming Against Cancer Weekend, will help to heighten individuals' awareness of cancer and give participants around the world an opportunity to donate to the cancer charity of their choice. The idea is simple: get as many servers as possible to change their names for the weekend to GamingAgainstCancer.com, post in-game messages asking players to visit gamingagainstcancer.com and ask them to access the links where they can donate to cancer related charities, provide links on your clan's sites to gamingagainstcancer.com. We invite you to join us in a discussion about the ways in which you can help organize and build the Gaming Against Cancer Weekend. Among other things, we are especially looking for help from persons with PHP and programming knowledge. Our plan is to contact numerous game developers, publishers and news organizations about the Gaming Against Cancer Weekend. As you can start to imagine, this could turn into something well worth being a part of. All participating clans and individuals will receive recognition on the website. Looking forward to your replies, The Trust-Company - "Where real soldiers play" We are not an organization, merely gamers just like you. All work put into this is voluntary and we will not accept nor pay any money for this purpose. All links to charities will be to the websites of known and established cancer research centers, hospitals and organizations/associations. CyberGameZone.com and all their affiliates will be taking part. Thank you. -DOA YIM: cybergamezone2002 Gaming Portal and Clan Website: http://www.cybergamezone.com Main email: [EMAIL PROTECTED] - Take the Internet to Go: Yahoo!Go puts the Internet in your pocket: mail, news, photos & more. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Gamers Against Cancer
Nevermind, just realized you are just passing the message along. :S On 6/12/07, James Gray <[EMAIL PROTECTED]> wrote: Actually sounds like a nice idea... I'm curious what you are looking for developers, for though. On 6/11/07, CyberGameZone.com <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > Hopefully vALVE helps out in some way for this. > > I ran across it at.. > http://gamingagainstcancer.com/ > > To Our Fellow Gaming Groups: > > We, the members of Trust-Company, under the leadership of Christopher Mitchell (Soloknight), are planning a special event coming this October. We would honor and appreciate any and all help from fellow gamers like you. > > The event, Gaming Against Cancer Weekend, will help to heighten individuals' awareness of cancer and give participants around the world an opportunity to donate to the cancer charity of their choice. > > The idea is simple: > >get as many servers as possible to change their names for the weekend to GamingAgainstCancer.com, >post in-game messages asking players to visit gamingagainstcancer.com and ask them to access the links where they can donate to cancer related charities, >provide links on your clan's sites to gamingagainstcancer.com. > > We invite you to join us in a discussion about the ways in which you can help organize and build the Gaming Against Cancer Weekend. Among other things, we are especially looking for help from persons with PHP and programming knowledge. > > Our plan is to contact numerous game developers, publishers and news organizations about the Gaming Against Cancer Weekend. As you can start to imagine, this could turn into something well worth being a part of. > > All participating clans and individuals will receive recognition on the website. > > Looking forward to your replies, > The Trust-Company - "Where real soldiers play" > > We are not an organization, merely gamers just like you. All work put into this is voluntary and we will not accept nor pay any money for this purpose. All links to charities will be to the websites of known and established cancer research centers, hospitals and organizations/associations. > > > > CyberGameZone.com and all their affiliates will be taking part. > > Thank you. > > > > -DOA > > > > > > > YIM: cybergamezone2002 > > Gaming Portal and Clan Website: http://www.cybergamezone.com > > Main email: [EMAIL PROTECTED] > > > > > > > > > > > > > > > - > Take the Internet to Go: Yahoo!Go puts the Internet in your pocket: mail, news, photos & more. > -- > > ___ > 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