Re: [hlds] Source Engine Update Available

2007-06-12 Thread Whisper
--
[ 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
>
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Re: [hlds] Source Engine Update Available

2007-06-12 Thread NaughtyGeek
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

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Re: [hlds] Pure Servers

2007-06-12 Thread Adam Heath

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"





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RE: [hlds] Pure Servers

2007-06-12 Thread Adam Sando
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"





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RE: [hlds] Source Engine Update Available

2007-06-12 Thread Adam Sando
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

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[hlds] Pure Servers

2007-06-12 Thread Matthew Kerswill
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"





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Re: [hlds] Source Engine Update Available

2007-06-12 Thread 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
 -- 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


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Re: [hlds] Source Engine Update Available

2007-06-12 Thread Scumbucket

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
>
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Re: [hlds] Source Engine Update Available

2007-06-12 Thread Ryan Veltidi

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
>
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Re: [hlds] Source Engine Update Available

2007-06-12 Thread Adam Heath


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

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Re: [hlds] Source Engine Update Available

2007-06-12 Thread James Gray

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
>
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Re: [hlds] Source Engine Update Available

2007-06-12 Thread Whisper
--
[ 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
>
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RE: [hlds] Half-Life 2 Team Deathmatch

2007-06-12 Thread Michael R. Matheson
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.

--


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--
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



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RE: [hlds] Half-Life 2 Team Deathmatch

2007-06-12 Thread Michael R. Matheson
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.

--


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--
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



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RE: [hlds] Half-Life 2 Team Deathmatch

2007-06-12 Thread Michael R. Matheson
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.

--


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please visit:
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--
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



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RE: [hlds] Source Engine Update Available

2007-06-12 Thread Adam Sando
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:
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>
>
>
>--
>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



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RE: [hlds] Half-Life 2 Team Deathmatch

2007-06-12 Thread Dan E
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.

--


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RE: [hlds] Half-Life 2 Team Deathmatch

2007-06-12 Thread Matthew Kerswill
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.

--


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--
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



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Re: [hlds] Source Engine Update Available

2007-06-12 Thread Munra -hlds

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/




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RE: [hlds] Half-Life 2 Team Deathmatch

2007-06-12 Thread Michael R. Matheson
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.

--


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Re: [hlds] Source Engine Beta Update

2007-06-12 Thread Ray

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



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Re: [hlds] Source Engine Update Available

2007-06-12 Thread Ray

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:
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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




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Re: [hlds] Source Engine Beta Update

2007-06-12 Thread Ray

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
>



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[EMAIL PROTECTED]
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--
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




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Re: [hlds] Source Engine Beta Update

2007-06-12 Thread tsuehpsyde
--
[ 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:
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>
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Re: [hlds] Source Engine Update Available

2007-06-12 Thread tsuehpsyde
--
[ 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
>
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Re: [hlds] Source Engine Beta Update

2007-06-12 Thread Wim Barelds
--
[ 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
>



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[EMAIL PROTECTED]
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Re: [hlds] Source Engine Update Available

2007-06-12 Thread Ryan Veltidi

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
>

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RE: [hlds] Source Engine Beta Update

2007-06-12 Thread Ray

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


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Re: [hlds] Source Engine Update Available

2007-06-12 Thread Wim Barelds
--
[ 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:
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Re: [hlds] Source Engine Update Available

2007-06-12 Thread Ray

This update will effectively stop mani's mod from working.

Beetlesmod is working fine with it.
http://www.beetlesmod.com/forums/




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Re: [hlds] Source Engine Update Available

2007-06-12 Thread Adam Heath

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

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[hlds] Source Engine Update Available

2007-06-12 Thread Jason Ruymen
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

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Re: [hlds] Half-Life 2 Team Deathmatch

2007-06-12 Thread Dan E
--
[ 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.

--


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[hlds] Half-Life 2 Team Deathmatch

2007-06-12 Thread Michael R. Matheson
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.

--


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RE: [hlds] Source Engine Beta Update

2007-06-12 Thread Alfred Reynolds
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.
>
>
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Re: [hlds] Source Engine Beta Update

2007-06-12 Thread Ronny Schedel


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




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disseminating it or any information contained in it.

In the event of misdirection, illegible or incomplete transmission please
telephone +44 845 868 1337
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Re: [hlds] Source Engine Beta Update

2007-06-12 Thread Steven Hartland


- 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]


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[hlds] Source Engine Beta Update

2007-06-12 Thread killahinstinct
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.


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Re: [hlds] Gamers Against Cancer

2007-06-12 Thread James Gray

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.
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Re: [hlds] Gamers Against Cancer

2007-06-12 Thread James Gray

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.
> --
>
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> To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
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