RE: [hlds] Half-Life 2: Deathmatch Update Released

2007-06-15 Thread Tony Paloma
Upon further investigation, it seems if the server is running version 28 (or
lower?) of HL2MP, that the players will be correctly colored in chat,
however, color doesn't work in the newest version (29). Can anyone confirm?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Friday, June 15, 2007 8:19 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Half-Life 2: Deathmatch Update Released

Now chat color doesn't work. Everybody shows up normal default color no
matter what team they are on.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steve Kovack
Sent: Friday, June 15, 2007 8:09 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Half-Life 2: Deathmatch Update Released

I thank you guys and my users thank you guys for such a quick fix.

Steve


>From: "Jason Ruymen" <[EMAIL PROTECTED]>
>Reply-To: hlds@list.valvesoftware.com
>To:
><[EMAIL PROTECTED]>,,
>Subject: [hlds] Half-Life 2: Deathmatch Update Released
>Date: Fri, 15 Jun 2007 18:10:06 -0700
>
>Updates to Half-Life 2: Deathmatch have been released. Please run
>hldsupdatetool to receive the updates. The specific changes include:
>
>- Fixed in-game chat
>
>Jason
>
>
>
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>To unsubscribe, edit your list preferences, or view the list archives,
>please visit:
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RE: [hlds] Half-Life 2: Deathmatch Update Released

2007-06-15 Thread Tony Paloma
Now chat color doesn't work. Everybody shows up normal default color no
matter what team they are on.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steve Kovack
Sent: Friday, June 15, 2007 8:09 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Half-Life 2: Deathmatch Update Released

I thank you guys and my users thank you guys for such a quick fix.

Steve


>From: "Jason Ruymen" <[EMAIL PROTECTED]>
>Reply-To: hlds@list.valvesoftware.com
>To:
><[EMAIL PROTECTED]>,,
>Subject: [hlds] Half-Life 2: Deathmatch Update Released
>Date: Fri, 15 Jun 2007 18:10:06 -0700
>
>Updates to Half-Life 2: Deathmatch have been released. Please run
>hldsupdatetool to receive the updates. The specific changes include:
>
>- Fixed in-game chat
>
>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: Deathmatch Update Released

2007-06-15 Thread Steve Kovack

I thank you guys and my users thank you guys for such a quick fix.

Steve



From: "Jason Ruymen" <[EMAIL PROTECTED]>
Reply-To: hlds@list.valvesoftware.com
To:
<[EMAIL PROTECTED]>,,<[EMAIL PROTECTED]>
Subject: [hlds] Half-Life 2: Deathmatch Update Released
Date: Fri, 15 Jun 2007 18:10:06 -0700

Updates to Half-Life 2: Deathmatch have been released. Please run
hldsupdatetool to receive the updates. The specific changes include:

- Fixed in-game chat

Jason



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Re: [hlds] Source Engine Update Available

2007-06-15 Thread Kevin Ottalini

Thank you Alfred, the update fixed it!


- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Friday, June 15, 2007 4:06 PM
Subject: RE: [hlds] Source Engine Update Available



We should have a fix out in an hour or two for this.

Tony Paloma wrote:

I can confirm that this is an issue. Chat isn't working on any server
that I
join.


Couldn't dispatch user message (24)
Netchannel: failed processing message svc_UserMessage.
Couldn't dispatch user message (24)
Netchannel: failed processing message svc_UserMessage.
Couldn't dispatch user message (24)
Netchannel: failed processing message svc_UserMessage.




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Re: [hlds] Half-Life 2: Deathmatch Update Released

2007-06-15 Thread Mick

Thanks guys - appreciated


- Original Message -
From: "Jason Ruymen" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>; ;
<[EMAIL PROTECTED]>
Sent: Saturday, June 16, 2007 2:10 AM
Subject: [hlds] Half-Life 2: Deathmatch Update Released



Updates to Half-Life 2: Deathmatch have been released. Please run
hldsupdatetool to receive the updates. The specific changes include:

- Fixed in-game chat

Jason



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[hlds] Half-Life 2: Deathmatch Update Released

2007-06-15 Thread Jason Ruymen
Updates to Half-Life 2: Deathmatch have been released. Please run
hldsupdatetool to receive the updates. The specific changes include:

- Fixed in-game chat

Jason



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Re: [hlds] Half-Life 2 Team Deathmatch

2007-06-15 Thread kgosselin
--
[ Picked text/plain from multipart/alternative ]
I believe you could use mp_humanteam to force the humans to join a specific 
team.

-- Original message --
From: "Ryan Veltidi" <[EMAIL PROTECTED]>

> No, see, when you set the quota to 12 after you tell them to go CT,
> the four more that will join (12-8=4) will join the CT team.
>
> As far as humans, you could just tell them? I don't know of a way to
> restrict it. Of course, you could use eventscripts for it. Which would
> make this whole thing a lot easier.
>
> On 6/15/07, Michael R. Matheson wrote:
> > In my example for the counter terrorists shouldn't it be bot_join_team ct
> > bot_quota 4? I assume these commands each go on a separate line? My e-mail
> > displayed them as one long single command. Also, how do you make the humans
> > that join always go to one team or the other? Thanks a lot!
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of LDuke
> > Sent: Friday, June 15, 2007 8:41 AM
> > To: hlds@list.valvesoftware.com
> > Subject: Re: [hlds] Half-Life 2 Team Deathmatch
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > bot_join_team t
> > bot_quota 8
> > bot_join_team ct
> > bot_quota 12
> >
> >
> > On 6/13/07, Michael R. Matheson wrote:
> > >
> > > Aaaahh! A light bulb turns on! I guess bot_quota_mode match was working
> > > properly. I noticed 16 bots with one human at bot_quota 16 and 4 bots
> > > with
> > > one human at bot_quota 4. I mistakenly expected the ratio to always be 1
> > > human to 1 bot. I like the variability better.
> > >
> > > Is there a way to predetermine the number of bots that join terrorists or
> > > counter terrorists? I know you can add one at a time in the server
> > > console
> > > with bot_add_t or bot_add_ct, but can you just have a server start with
> > > say
> > > 8 terrorists and 4 counter terrorists. And then maybe just have humans
> > > join
> > > the counter terrorists?
> > >
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Ryan Veltidi
> > > Sent: Wednesday, June 13, 2007 11:51 AM
> > > To: hlds@list.valvesoftware.com
> > > Subject: Re: [hlds] Half-Life 2 Team Deathmatch
> > >
> > > If you use bot_quota_mode match, it will keep a ratio of 1:N of humans
> > > to bots where bot_quota is N. For example, if you set bot_quota to 2
> > > and bot_quota_mode match, and had 5 human players, there would be ten
> > > bots in. If you set bot_quota to 1, and had 5 humans in, then 5 bots
> > > would be in.
> > >
> > > On 6/13/07, Michael R. Matheson wrote:
> > > > This is a multi-part message in MIME format.
> > > > --
> > > > Here is what I've observed. When both -maxplayers and bot_quota were
> > > set
> > > to
> > > > 16, teams would be 7 vs. 8. By changing -maxplayers to 18 and keeping
> > > > bot_quota at 16, teams are now 8 vs. 8. I don't understand why this is
> > > so,
> > > > since in both cases I had bot_auto_vacate set to 1 and
> > > mp_autoteambalance
> > > > set to 1. I thought that with bot_auto_vacate set to 1, all player
> > > positions
> > > > could be filled, and a bot would drop out automatically when a human
> > > tried
> > > > to join. So I'm not sure why I couldn't have 8 vs. 8 when -maxplayers
> > > was
> > > > set the same as bot_quota. By the way, HLTV was turned off.
> > > >
> > > > I've discovered something else that doesn't seem to work or make sense
> > > to
> > > > me. I appreciated the explanation of the differences between normal,
> > > fill
> > > > and match for the cvar bot_quota_mode. My understanding is that in
> > > normal,
> > > > you should always have the number of bots specified by bot_quota. And
> > > in
> > > > fill, you will have the number of bots specified by bot_quota minus any
> > > > human players that join. In other words, you will always have a mixture
> > > of
> > > > bots and humans that total the bot_quota setting. First question:
> > > Wouldn't
> > > > "fill" be the same as using bot_quota_mode normal and bot_auto_vacate 1?
> > > I
> > > > don't see a subtle difference here.
> > > >
> > > > Second question: bot_quota_mode match doesn't seem to work. My
> > > > understanding was that when a human joined, one bot would join to
> > > "match"
> > > > him. When I had bot_quota set to 16, I would get 16 bots. If I
> > > eliminated
> > > > the bot_quota variable, I would get no bots. How do you properly use
> > > the
> > > > bot_quota_match setting?
> > > >
> > > > Thanks again.
> > > >
> > > >
> > > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] On Behalf Of Dan E
> > > > Sent: Wednesday, June 13, 2007 5:04 AM
> > > > To: hlds@list.valvesoftware.com
> > > > Subject: RE: [hlds] Half-Life 2 Team Deathmatch
> > > >
> > > > Bots will NOT completely fill a server (gotta allow for players to
> > > connect
> > > > :P). Probably better to lower the bot_quota to 14 and

RE: [hlds] Source Engine Update Available

2007-06-15 Thread Alfred Reynolds
We should have a fix out in an hour or two for this.

Tony Paloma wrote:
> I can confirm that this is an issue. Chat isn't working on any server
> that I
> join.
>
>
> Couldn't dispatch user message (24)
> Netchannel: failed processing message svc_UserMessage.
> Couldn't dispatch user message (24)
> Netchannel: failed processing message svc_UserMessage.
> Couldn't dispatch user message (24)
> Netchannel: failed processing message svc_UserMessage.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Keeper
> Sent: Friday, June 15, 2007 4:52 AM
> To: hlds@list.valvesoftware.com
> Subject: RE: [hlds] Source Engine Update Available
>
> Oh, I was swearing alright :)  Just not using the keyboard for it...
>
> But no, I was just typing stuff like gg and lol ...
>
> The text works to trigger mani stuff and my plugin stuff it's just not
> showing up in the game area for newer clients.  Older clients can
> still see
> what I type as well as what they type.  I can't see anything :(
>
> Keeper
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Adam Sando
> Sent: Thursday, June 14, 2007 11:02 PM
> To: hlds@list.valvesoftware.com
> Subject: RE: [hlds] Source Engine Update Available
>
> Are you writing swear words? Because I have noticed that when putting
> swear words into the chat area, it doesn't display anything at all.
> Maybe I have a "no swear" option enabled in the filter section :)
>
> Regards,
> Adam
>
>
>
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RE: [hlds] Source Engine Update Available

2007-06-15 Thread Tony Paloma
I can confirm that this is an issue. Chat isn't working on any server that I
join.


Couldn't dispatch user message (24)
Netchannel: failed processing message svc_UserMessage.
Couldn't dispatch user message (24)
Netchannel: failed processing message svc_UserMessage.
Couldn't dispatch user message (24)
Netchannel: failed processing message svc_UserMessage.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Keeper
Sent: Friday, June 15, 2007 4:52 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Source Engine Update Available

Oh, I was swearing alright :)  Just not using the keyboard for it...

But no, I was just typing stuff like gg and lol ...

The text works to trigger mani stuff and my plugin stuff it's just not
showing up in the game area for newer clients.  Older clients can still see
what I type as well as what they type.  I can't see anything :(

Keeper


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam Sando
Sent: Thursday, June 14, 2007 11:02 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Source Engine Update Available

Are you writing swear words? Because I have noticed that when putting
swear words into the chat area, it doesn't display anything at all.
Maybe I have a "no swear" option enabled in the filter section :)

Regards,
Adam



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Re: [hlds] Half-Life 2 Team Deathmatch

2007-06-15 Thread Ryan Veltidi

No, see, when you set the quota to 12 after you tell them to go CT,
the four more that will join (12-8=4) will join the CT team.

As far as humans, you could just tell them? I don't know of a way to
restrict it. Of course, you could use eventscripts for it. Which would
make this whole thing a lot easier.

On 6/15/07, Michael R. Matheson <[EMAIL PROTECTED]> wrote:

In my example for the counter terrorists shouldn't it be bot_join_team ct
bot_quota 4?  I assume these commands each go on a separate line?  My e-mail
displayed them as one long single command.  Also, how do you make the humans
that join always go to one team or the other?  Thanks a lot!

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of LDuke
Sent: Friday, June 15, 2007 8:41 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Half-Life 2 Team Deathmatch

--
[ Picked text/plain from multipart/alternative ]
bot_join_team t
bot_quota 8
bot_join_team ct
bot_quota 12


On 6/13/07, Michael R. Matheson <[EMAIL PROTECTED]> wrote:
>
> Aaaahh!  A light bulb turns on!  I guess bot_quota_mode match was working
> properly.  I noticed 16 bots with one human at bot_quota 16 and 4 bots
> with
> one human at bot_quota 4.  I mistakenly expected the ratio to always be 1
> human to 1 bot.  I like the variability better.
>
> Is there a way to predetermine the number of bots that join terrorists or
> counter terrorists?  I know you can add one at a time in the server
> console
> with bot_add_t or bot_add_ct, but can you just have a server start with
> say
> 8 terrorists and 4 counter terrorists.  And then maybe just have humans
> join
> the counter terrorists?
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ryan Veltidi
> Sent: Wednesday, June 13, 2007 11:51 AM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Half-Life 2 Team Deathmatch
>
> If you use bot_quota_mode match, it will keep a ratio of 1:N of humans
> to bots where bot_quota is N. For example, if you set bot_quota to 2
> and bot_quota_mode match, and had 5 human players, there would be ten
> bots in. If you set bot_quota to 1, and had 5 humans in, then 5 bots
> would be in.
>
> On 6/13/07, Michael R. Matheson <[EMAIL PROTECTED]> wrote:
> > This is a multi-part message in MIME format.
> > --
> > Here is what I've observed.  When both -maxplayers and bot_quota were
> set
> to
> > 16, teams would be 7 vs. 8.  By changing -maxplayers to 18 and keeping
> > bot_quota at 16, teams are now 8 vs. 8.  I don't understand why this is
> so,
> > since in both cases I had bot_auto_vacate set to 1 and
> mp_autoteambalance
> > set to 1. I thought that with bot_auto_vacate set to 1, all player
> positions
> > could be filled, and a bot would drop out automatically when a human
> tried
> > to join.  So I'm not sure why I couldn't have 8 vs. 8 when -maxplayers
> was
> > set the same as bot_quota.  By the way, HLTV was turned off.
> >
> > I've discovered something else that doesn't seem to work or make sense
> to
> > me.  I appreciated the explanation of the differences between normal,
> fill
> > and match for the cvar bot_quota_mode.  My understanding is that in
> normal,
> > you should always have the number of bots specified by bot_quota.  And
> in
> > fill, you will have the number of bots specified by bot_quota minus any
> > human players that join.  In other words, you will always have a mixture
> of
> > bots and humans that total the bot_quota setting.  First question:
> Wouldn't
> > "fill" be the same as using bot_quota_mode normal and bot_auto_vacate 1?
> I
> > don't see a subtle difference here.
> >
> > Second question:  bot_quota_mode match doesn't seem to work.  My
> > understanding was that when a human joined, one bot would join to
> "match"
> > him.  When I had bot_quota set to 16, I would get 16 bots.  If I
> eliminated
> > the bot_quota variable, I would get no bots.  How do you properly use
> the
> > bot_quota_match setting?
> >
> > Thanks again.
> >
> >
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Dan E
> > Sent: Wednesday, June 13, 2007 5:04 AM
> > To: hlds@list.valvesoftware.com
> > Subject: RE: [hlds] Half-Life 2 Team Deathmatch
> >
> > Bots will NOT completely fill a server (gotta allow for players to
> connect
> > :P).  Probably better to lower the bot_quota to 14 and let players fill
> the
> > slots.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Roman Hatsiev
> > Sent: Wednesday, June 13, 2007 4:53 AM
> > To: hlds@list.valvesoftware.com
> > Subject: Re: [hlds] Half-Life 2 Team Deathmatch
> >
> > I'm not sure about it, but it seems to me that bots cannot fill all
> slots.
> >
> > On 13/06/07, Regime <[EMAIL PROTECTED]> wrote:
> > > You probably have source TV on. The source TV is also counted as one
> > > "slot".
> > > That would leave you 15 slots and the numbers would always have t

RE: [hlds] Half-Life 2 Team Deathmatch

2007-06-15 Thread Michael R. Matheson
In my example for the counter terrorists shouldn't it be bot_join_team ct
bot_quota 4?  I assume these commands each go on a separate line?  My e-mail
displayed them as one long single command.  Also, how do you make the humans
that join always go to one team or the other?  Thanks a lot!

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of LDuke
Sent: Friday, June 15, 2007 8:41 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Half-Life 2 Team Deathmatch

--
[ Picked text/plain from multipart/alternative ]
bot_join_team t
bot_quota 8
bot_join_team ct
bot_quota 12


On 6/13/07, Michael R. Matheson <[EMAIL PROTECTED]> wrote:
>
> Aaaahh!  A light bulb turns on!  I guess bot_quota_mode match was working
> properly.  I noticed 16 bots with one human at bot_quota 16 and 4 bots
> with
> one human at bot_quota 4.  I mistakenly expected the ratio to always be 1
> human to 1 bot.  I like the variability better.
>
> Is there a way to predetermine the number of bots that join terrorists or
> counter terrorists?  I know you can add one at a time in the server
> console
> with bot_add_t or bot_add_ct, but can you just have a server start with
> say
> 8 terrorists and 4 counter terrorists.  And then maybe just have humans
> join
> the counter terrorists?
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ryan Veltidi
> Sent: Wednesday, June 13, 2007 11:51 AM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Half-Life 2 Team Deathmatch
>
> If you use bot_quota_mode match, it will keep a ratio of 1:N of humans
> to bots where bot_quota is N. For example, if you set bot_quota to 2
> and bot_quota_mode match, and had 5 human players, there would be ten
> bots in. If you set bot_quota to 1, and had 5 humans in, then 5 bots
> would be in.
>
> On 6/13/07, Michael R. Matheson <[EMAIL PROTECTED]> wrote:
> > This is a multi-part message in MIME format.
> > --
> > Here is what I've observed.  When both -maxplayers and bot_quota were
> set
> to
> > 16, teams would be 7 vs. 8.  By changing -maxplayers to 18 and keeping
> > bot_quota at 16, teams are now 8 vs. 8.  I don't understand why this is
> so,
> > since in both cases I had bot_auto_vacate set to 1 and
> mp_autoteambalance
> > set to 1. I thought that with bot_auto_vacate set to 1, all player
> positions
> > could be filled, and a bot would drop out automatically when a human
> tried
> > to join.  So I'm not sure why I couldn't have 8 vs. 8 when -maxplayers
> was
> > set the same as bot_quota.  By the way, HLTV was turned off.
> >
> > I've discovered something else that doesn't seem to work or make sense
> to
> > me.  I appreciated the explanation of the differences between normal,
> fill
> > and match for the cvar bot_quota_mode.  My understanding is that in
> normal,
> > you should always have the number of bots specified by bot_quota.  And
> in
> > fill, you will have the number of bots specified by bot_quota minus any
> > human players that join.  In other words, you will always have a mixture
> of
> > bots and humans that total the bot_quota setting.  First question:
> Wouldn't
> > "fill" be the same as using bot_quota_mode normal and bot_auto_vacate 1?
> I
> > don't see a subtle difference here.
> >
> > Second question:  bot_quota_mode match doesn't seem to work.  My
> > understanding was that when a human joined, one bot would join to
> "match"
> > him.  When I had bot_quota set to 16, I would get 16 bots.  If I
> eliminated
> > the bot_quota variable, I would get no bots.  How do you properly use
> the
> > bot_quota_match setting?
> >
> > Thanks again.
> >
> >
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Dan E
> > Sent: Wednesday, June 13, 2007 5:04 AM
> > To: hlds@list.valvesoftware.com
> > Subject: RE: [hlds] Half-Life 2 Team Deathmatch
> >
> > Bots will NOT completely fill a server (gotta allow for players to
> connect
> > :P).  Probably better to lower the bot_quota to 14 and let players fill
> the
> > slots.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Roman Hatsiev
> > Sent: Wednesday, June 13, 2007 4:53 AM
> > To: hlds@list.valvesoftware.com
> > Subject: Re: [hlds] Half-Life 2 Team Deathmatch
> >
> > I'm not sure about it, but it seems to me that bots cannot fill all
> slots.
> >
> > On 13/06/07, Regime <[EMAIL PROTECTED]> wrote:
> > > You probably have source TV on. The source TV is also counted as one
> > > "slot".
> > > That would leave you 15 slots and the numbers would always have to be
> > > uneven. As it's HL2MP I don't think you can raise the slots to 17 as
> the
> > > max is 16 (correct me if I'm wrong), so your options are to either
> lower
> > > it to 15 slots and play 7 Vs 7 + 1 source TV bot, or turn source TV
> off
> > > and play 8 Vs 8..
> > > ---
> > > Regime
> > > http://www.livebythegun.com/
> > >
> > >
> > > Michael R. Matheson w

Re: [hlds] Half-Life 2 Team Deathmatch

2007-06-15 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
bot_join_team t
bot_quota 8
bot_join_team ct
bot_quota 12


On 6/13/07, Michael R. Matheson <[EMAIL PROTECTED]> wrote:
>
> Aaaahh!  A light bulb turns on!  I guess bot_quota_mode match was working
> properly.  I noticed 16 bots with one human at bot_quota 16 and 4 bots
> with
> one human at bot_quota 4.  I mistakenly expected the ratio to always be 1
> human to 1 bot.  I like the variability better.
>
> Is there a way to predetermine the number of bots that join terrorists or
> counter terrorists?  I know you can add one at a time in the server
> console
> with bot_add_t or bot_add_ct, but can you just have a server start with
> say
> 8 terrorists and 4 counter terrorists.  And then maybe just have humans
> join
> the counter terrorists?
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ryan Veltidi
> Sent: Wednesday, June 13, 2007 11:51 AM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Half-Life 2 Team Deathmatch
>
> If you use bot_quota_mode match, it will keep a ratio of 1:N of humans
> to bots where bot_quota is N. For example, if you set bot_quota to 2
> and bot_quota_mode match, and had 5 human players, there would be ten
> bots in. If you set bot_quota to 1, and had 5 humans in, then 5 bots
> would be in.
>
> On 6/13/07, Michael R. Matheson <[EMAIL PROTECTED]> wrote:
> > This is a multi-part message in MIME format.
> > --
> > Here is what I've observed.  When both -maxplayers and bot_quota were
> set
> to
> > 16, teams would be 7 vs. 8.  By changing -maxplayers to 18 and keeping
> > bot_quota at 16, teams are now 8 vs. 8.  I don't understand why this is
> so,
> > since in both cases I had bot_auto_vacate set to 1 and
> mp_autoteambalance
> > set to 1. I thought that with bot_auto_vacate set to 1, all player
> positions
> > could be filled, and a bot would drop out automatically when a human
> tried
> > to join.  So I'm not sure why I couldn't have 8 vs. 8 when -maxplayers
> was
> > set the same as bot_quota.  By the way, HLTV was turned off.
> >
> > I've discovered something else that doesn't seem to work or make sense
> to
> > me.  I appreciated the explanation of the differences between normal,
> fill
> > and match for the cvar bot_quota_mode.  My understanding is that in
> normal,
> > you should always have the number of bots specified by bot_quota.  And
> in
> > fill, you will have the number of bots specified by bot_quota minus any
> > human players that join.  In other words, you will always have a mixture
> of
> > bots and humans that total the bot_quota setting.  First question:
> Wouldn't
> > "fill" be the same as using bot_quota_mode normal and bot_auto_vacate 1?
> I
> > don't see a subtle difference here.
> >
> > Second question:  bot_quota_mode match doesn't seem to work.  My
> > understanding was that when a human joined, one bot would join to
> "match"
> > him.  When I had bot_quota set to 16, I would get 16 bots.  If I
> eliminated
> > the bot_quota variable, I would get no bots.  How do you properly use
> the
> > bot_quota_match setting?
> >
> > Thanks again.
> >
> >
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Dan E
> > Sent: Wednesday, June 13, 2007 5:04 AM
> > To: hlds@list.valvesoftware.com
> > Subject: RE: [hlds] Half-Life 2 Team Deathmatch
> >
> > Bots will NOT completely fill a server (gotta allow for players to
> connect
> > :P).  Probably better to lower the bot_quota to 14 and let players fill
> the
> > slots.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Roman Hatsiev
> > Sent: Wednesday, June 13, 2007 4:53 AM
> > To: hlds@list.valvesoftware.com
> > Subject: Re: [hlds] Half-Life 2 Team Deathmatch
> >
> > I'm not sure about it, but it seems to me that bots cannot fill all
> slots.
> >
> > On 13/06/07, Regime <[EMAIL PROTECTED]> wrote:
> > > You probably have source TV on. The source TV is also counted as one
> > > "slot".
> > > That would leave you 15 slots and the numbers would always have to be
> > > uneven. As it's HL2MP I don't think you can raise the slots to 17 as
> the
> > > max is 16 (correct me if I'm wrong), so your options are to either
> lower
> > > it to 15 slots and play 7 Vs 7 + 1 source TV bot, or turn source TV
> off
> > > and play 8 Vs 8..
> > > ---
> > > Regime
> > > http://www.livebythegun.com/
> > >
> > >
> > > Michael R. Matheson wrote:
> > > > I have max players set to 16.  I also have bot_quota set to 16.  One
> > > > team will have 7, the other 8.
> > >
> > >
> > >
> > > ___
> > > 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:

RE: [hlds] Source Engine Update Available

2007-06-15 Thread Keeper
Oh, I was swearing alright :)  Just not using the keyboard for it...

But no, I was just typing stuff like gg and lol ...

The text works to trigger mani stuff and my plugin stuff it's just not
showing up in the game area for newer clients.  Older clients can still see
what I type as well as what they type.  I can't see anything :(

Keeper


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam Sando
Sent: Thursday, June 14, 2007 11:02 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Source Engine Update Available

Are you writing swear words? Because I have noticed that when putting
swear words into the chat area, it doesn't display anything at all.
Maybe I have a "no swear" option enabled in the filter section :)

Regards,
Adam



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