[hlds] [L4D] Log lines truncated

2008-12-10 Thread Paul Bowsher
I'm seeing some odd behaviour in my l4d log files. Lines involving people
using pills get truncated, and then the \n to end the line doesn't get
printed so we get two lines merged together. Example:

L 12/09/2008 - 23:39:29:
Ŕobtronic7756STEAM_1:0:10912946SurvivorBikerALIVE50+50setpos_exact
10672.54 8182.46 222.03; setang 18.06 30.96 0.00Area 28527 used pills on
Ŕobtronic7756STEAM_1:0:10912946SurvivorBikerALIVE50+50setpos_exact
10672.54 8182L 12/09/2008 - 23:39:29: (DEATH)Jester (Tank
Rapage)7758STEAM_1:0:6286577SurvivorTeenGirlALIVE83+0setpos_exact
12140.50 8185.27 78.03; setang 2.60 -11.86 0.00Area 50911 killed
infected220InfectedinfectedDEAD-5setpos_exact 12627.97 8094.58
16.03; setang -0.00 -139.77 0.00Area 4 with dual_pistols

That's one line. Anyone else seeing this?

Paul Bowsher
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[hlds] MOTD hang for Mobile GPUs

2008-12-10 Thread Karl Weckstrom
Anyone ever notice a problem with certain Mobile-based GPU's hanging on the 
MOTD screen if it's a custom html page? (The basic symptom is that you can't 
click Continue to get into the game).

I have a  bunch of people who are on notebooks and they all have this problem. 
They're all nvidia GPU's based on 8200M's, 8400GS's or 8600GT's varying from 
128MB to 256MB of video memory.

My own notebook (a Dell m1330) exhibits this behavior regardless of what driver 
I use. I've used Dell's Vista64 driver as well as standard nvidia drivers using 
custom INF's from Laptopvideo2go.com... The problem remains no matter what I do.

Anyone know of a fix for this besides going with a straight text MOTD (which 
does indeed fix it, but looks butt ugly)?

Thanks in advance,

-Karl
www.TrashedGamers.comhttp://www.TrashedGamers.com

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Re: [hlds] MOTD hang for Mobile GPUs

2008-12-10 Thread Yatin Vadhia
Do you have IDM installed?

If so in options uncheck the box saying something or other about IE  
based modules.

Regards

Yatin

On 10 Dec 2008, at 18:20, Karl Weckstrom [EMAIL PROTECTED] wrote:

 Anyone ever notice a problem with certain Mobile-based GPU's hanging  
 on the MOTD screen if it's a custom html page? (The basic symptom is  
 that you can't click Continue to get into the game).

 I have a  bunch of people who are on notebooks and they all have  
 this problem. They're all nvidia GPU's based on 8200M's, 8400GS's or  
 8600GT's varying from 128MB to 256MB of video memory.

 My own notebook (a Dell m1330) exhibits this behavior regardless of  
 what driver I use. I've used Dell's Vista64 driver as well as  
 standard nvidia drivers using custom INF's from  
 Laptopvideo2go.com... The problem remains no matter what I do.

 Anyone know of a fix for this besides going with a straight text  
 MOTD (which does indeed fix it, but looks butt ugly)?

 Thanks in advance,

 -Karl
 www.TrashedGamers.comhttp://www.TrashedGamers.com

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Re: [hlds] MOTD hang for Mobile GPUs

2008-12-10 Thread Karl Weckstrom
Nope, no IDM.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Yatin Vadhia
Sent: Wednesday, December 10, 2008 1:35 PM
To: Half-Life dedicated Win32 server mailing list
Cc: hlds@list.valvesoftware.com
Subject: Re: [hlds] MOTD hang for Mobile GPUs

Do you have IDM installed?

If so in options uncheck the box saying something or other about IE
based modules.

Regards

Yatin

On 10 Dec 2008, at 18:20, Karl Weckstrom [EMAIL PROTECTED] wrote:

 Anyone ever notice a problem with certain Mobile-based GPU's hanging
 on the MOTD screen if it's a custom html page? (The basic symptom is
 that you can't click Continue to get into the game).

 I have a  bunch of people who are on notebooks and they all have
 this problem. They're all nvidia GPU's based on 8200M's, 8400GS's or
 8600GT's varying from 128MB to 256MB of video memory.

 My own notebook (a Dell m1330) exhibits this behavior regardless of
 what driver I use. I've used Dell's Vista64 driver as well as
 standard nvidia drivers using custom INF's from
 Laptopvideo2go.com... The problem remains no matter what I do.

 Anyone know of a fix for this besides going with a straight text
 MOTD (which does indeed fix it, but looks butt ugly)?

 Thanks in advance,

 -Karl
 www.TrashedGamers.comhttp://www.TrashedGamers.com

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Re: [hlds] MOTD hang for Mobile GPUs

2008-12-10 Thread Yatin Vadhia
Any other download managers?

Regards

Yatin

On 10 Dec 2008, at 18:55, Karl Weckstrom [EMAIL PROTECTED] wrote:

 Nope, no IDM.

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] 
 ] On Behalf Of Yatin Vadhia
 Sent: Wednesday, December 10, 2008 1:35 PM
 To: Half-Life dedicated Win32 server mailing list
 Cc: hlds@list.valvesoftware.com
 Subject: Re: [hlds] MOTD hang for Mobile GPUs

 Do you have IDM installed?

 If so in options uncheck the box saying something or other about IE
 based modules.

 Regards

 Yatin

 On 10 Dec 2008, at 18:20, Karl Weckstrom [EMAIL PROTECTED] wrote:

 Anyone ever notice a problem with certain Mobile-based GPU's hanging
 on the MOTD screen if it's a custom html page? (The basic symptom is
 that you can't click Continue to get into the game).

 I have a  bunch of people who are on notebooks and they all have
 this problem. They're all nvidia GPU's based on 8200M's, 8400GS's or
 8600GT's varying from 128MB to 256MB of video memory.

 My own notebook (a Dell m1330) exhibits this behavior regardless of
 what driver I use. I've used Dell's Vista64 driver as well as
 standard nvidia drivers using custom INF's from
 Laptopvideo2go.com... The problem remains no matter what I do.

 Anyone know of a fix for this besides going with a straight text
 MOTD (which does indeed fix it, but looks butt ugly)?

 Thanks in advance,

 -Karl
 www.TrashedGamers.comhttp://www.TrashedGamers.com

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Re: [hlds] MOTD hang for Mobile GPUs

2008-12-10 Thread Karl Weckstrom
Nope. I've even tested it with a vanilla build (no other software installed but 
the OS and drivers, steam  tf2). Same result. I'd say it's around 50/50 (the 
chance for it to hang on the MOTD). Sometimes you can catch it by clicking 
continue before the page renders, but more often than not, if it's going to 
hang, it's going to hang.

Sometimes letting it sit there for 10 minutes or so will work and it will 
finally render. Other times it will eventually just crash out and throw an 
exception on hl2.exe. Sometimes it will render right away.

It almost makes it look like a network issue, but I know it's not that.

The only common link I have found thus far is that it all seems to be mobile 
GPU's based on 8200, 8400 and 8600 nvidia chips (it could be elsewhere, those 
are just the ones I've seen first hand).

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Yatin Vadhia
Sent: Wednesday, December 10, 2008 2:15 PM
To: Half-Life dedicated Win32 server mailing list
Cc: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] MOTD hang for Mobile GPUs

Any other download managers?

Regards

Yatin

On 10 Dec 2008, at 18:55, Karl Weckstrom [EMAIL PROTECTED] wrote:

 Nope, no IDM.

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
 ] On Behalf Of Yatin Vadhia
 Sent: Wednesday, December 10, 2008 1:35 PM
 To: Half-Life dedicated Win32 server mailing list
 Cc: hlds@list.valvesoftware.com
 Subject: Re: [hlds] MOTD hang for Mobile GPUs

 Do you have IDM installed?

 If so in options uncheck the box saying something or other about IE
 based modules.

 Regards

 Yatin

 On 10 Dec 2008, at 18:20, Karl Weckstrom [EMAIL PROTECTED] wrote:

 Anyone ever notice a problem with certain Mobile-based GPU's hanging
 on the MOTD screen if it's a custom html page? (The basic symptom is
 that you can't click Continue to get into the game).

 I have a  bunch of people who are on notebooks and they all have
 this problem. They're all nvidia GPU's based on 8200M's, 8400GS's or
 8600GT's varying from 128MB to 256MB of video memory.

 My own notebook (a Dell m1330) exhibits this behavior regardless of
 what driver I use. I've used Dell's Vista64 driver as well as
 standard nvidia drivers using custom INF's from
 Laptopvideo2go.com... The problem remains no matter what I do.

 Anyone know of a fix for this besides going with a straight text
 MOTD (which does indeed fix it, but looks butt ugly)?

 Thanks in advance,

 -Karl
 www.TrashedGamers.comhttp://www.TrashedGamers.com

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Re: [hlds] MOTD hang for Mobile GPUs

2008-12-10 Thread Ronny Schedel
No problems with nVidia 8700M GT.

 Nope. I've even tested it with a vanilla build (no other software 
 installed but the OS and drivers, steam  tf2). Same result. I'd say it's 
 around 50/50 (the chance for it to hang on the MOTD). Sometimes you can 
 catch it by clicking continue before the page renders, but more often than 
 not, if it's going to hang, it's going to hang.

 Sometimes letting it sit there for 10 minutes or so will work and it will 
 finally render. Other times it will eventually just crash out and throw an 
 exception on hl2.exe. Sometimes it will render right away.

 It almost makes it look like a network issue, but I know it's not that.

 The only common link I have found thus far is that it all seems to be 
 mobile GPU's based on 8200, 8400 and 8600 nvidia chips (it could be 
 elsewhere, those are just the ones I've seen first hand).

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of Yatin Vadhia
 Sent: Wednesday, December 10, 2008 2:15 PM
 To: Half-Life dedicated Win32 server mailing list
 Cc: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] MOTD hang for Mobile GPUs

 Any other download managers?

 Regards

 Yatin

 On 10 Dec 2008, at 18:55, Karl Weckstrom [EMAIL PROTECTED] wrote:

 Nope, no IDM.

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED]
 ] On Behalf Of Yatin Vadhia
 Sent: Wednesday, December 10, 2008 1:35 PM
 To: Half-Life dedicated Win32 server mailing list
 Cc: hlds@list.valvesoftware.com
 Subject: Re: [hlds] MOTD hang for Mobile GPUs

 Do you have IDM installed?

 If so in options uncheck the box saying something or other about IE
 based modules.

 Regards

 Yatin

 On 10 Dec 2008, at 18:20, Karl Weckstrom [EMAIL PROTECTED] wrote:

 Anyone ever notice a problem with certain Mobile-based GPU's hanging
 on the MOTD screen if it's a custom html page? (The basic symptom is
 that you can't click Continue to get into the game).

 I have a  bunch of people who are on notebooks and they all have
 this problem. They're all nvidia GPU's based on 8200M's, 8400GS's or
 8600GT's varying from 128MB to 256MB of video memory.

 My own notebook (a Dell m1330) exhibits this behavior regardless of
 what driver I use. I've used Dell's Vista64 driver as well as
 standard nvidia drivers using custom INF's from
 Laptopvideo2go.com... The problem remains no matter what I do.

 Anyone know of a fix for this besides going with a straight text
 MOTD (which does indeed fix it, but looks butt ugly)?

 Thanks in advance,

 -Karl
 www.TrashedGamers.comhttp://www.TrashedGamers.com

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[hlds] [L4D] Proper manual changelevel from Coop to Vs

2008-12-10 Thread msleeper
What commands, cvars, etc. do I need to run to fully changelevel from
Coop maps to Versus maps? Whenever I do a simple changelevel, the map
changes but the game is stuck at 4 players; it seems like the Lobby sets
variables on the server before or after changing level to allow the
extra 4 people to join. Thanks.


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Re: [hlds] [L4D] Log lines truncated

2008-12-10 Thread EKemp
My logs look fine. What OS are you running?

Example:
L 12/10/2008 - 06:55:07:
Caragen7STEAM_1:1:786881SurvivorNamVetALIVE38+50setpos_exact
4827.30 3482.02 -180.04; setang 12.60 161.77 0.00Area 32486 used pills
on
Caragen7STEAM_1:1:786881SurvivorNamVetALIVE38+50setpos_exact
4827.30 3482.02 -180.04; sL 12/10/2008 - 06:55:08: (DEATH)Vash
Stampede5STEAM_1:1:16582621SurvivorTeenGirlALIVE72+0setpos_exact
6051.94 3208.77 -273.97; setang 6.33 60.81 0.00Area 43037 killed
infected311InfectedinfectedDEAD-15setpos_exact 6123.90 3359.55
-312.27; setang -0.00 -126.49 0.00Area 34870 with rifle

2008/12/10 Paul Bowsher [EMAIL PROTECTED]

 I'm seeing some odd behaviour in my l4d log files. Lines involving people
 using pills get truncated, and then the \n to end the line doesn't get
 printed so we get two lines merged together. Example:

 L 12/09/2008 - 23:39:29:

 Ŕobtronic7756STEAM_1:0:10912946SurvivorBikerALIVE50+50setpos_exact
 10672.54 8182.46 222.03; setang 18.06 30.96 0.00Area 28527 used pills
 on

 Ŕobtronic7756STEAM_1:0:10912946SurvivorBikerALIVE50+50setpos_exact
 10672.54 8182L 12/09/2008 - 23:39:29: (DEATH)Jester (Tank

 Rapage)7758STEAM_1:0:6286577SurvivorTeenGirlALIVE83+0setpos_exact
 12140.50 8185.27 78.03; setang 2.60 -11.86 0.00Area 50911 killed
 infected220InfectedinfectedDEAD-5setpos_exact 12627.97
 8094.58
 16.03; setang -0.00 -139.77 0.00Area 4 with dual_pistols

 That's one line. Anyone else seeing this?

 Paul Bowsher
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Re: [hlds] [L4D] Proper manual changelevel from Coop to Vs

2008-12-10 Thread Neal Daringer
yes please someone answer this. i have been wondering the same thing 
myself. maybe put a vote function to switch to switch to vs or campaign?

msleeper wrote:
 What commands, cvars, etc. do I need to run to fully changelevel from
 Coop maps to Versus maps? Whenever I do a simple changelevel, the map
 changes but the game is stuck at 4 players; it seems like the Lobby sets
 variables on the server before or after changing level to allow the
 extra 4 people to join. Thanks.


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Re: [hlds] [L4D] Proper manual changelevel from Coop to Vs

2008-12-10 Thread Richard Eid
Because it's not on the Linux list, I'll assume this is Windows, but I use
changelevel through the console as well as through HLSW when I want to
switch and I never have to do anything further than that.  Switching from
co-op to versus always changes my clientmax to 8.  Switching back makes
clientmax 4.

For what it's worth, I've both changelevel and map commands.  Both methods
have never given me any trouble.  Do you have any mods installed?  Maybe
posting your launch line and your server.cfg might help.

-Richard Eid


On Wed, Dec 10, 2008 at 3:48 PM, msleeper [EMAIL PROTECTED] wrote:

 What commands, cvars, etc. do I need to run to fully changelevel from
 Coop maps to Versus maps? Whenever I do a simple changelevel, the map
 changes but the game is stuck at 4 players; it seems like the Lobby sets
 variables on the server before or after changing level to allow the
 extra 4 people to join. Thanks.


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 please visit:
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Re: [hlds] [L4D] Proper manual changelevel from Coop to Vs

2008-12-10 Thread Tom Richardson
Same here, I just change the map and the game modes changes accordingly.

2008/12/10 Richard Eid [EMAIL PROTECTED]

 Because it's not on the Linux list, I'll assume this is Windows, but I use
 changelevel through the console as well as through HLSW when I want to
 switch and I never have to do anything further than that.  Switching from
 co-op to versus always changes my clientmax to 8.  Switching back makes
 clientmax 4.

 For what it's worth, I've both changelevel and map commands.  Both methods
 have never given me any trouble.  Do you have any mods installed?  Maybe
 posting your launch line and your server.cfg might help.

-Richard Eid


 On Wed, Dec 10, 2008 at 3:48 PM, msleeper [EMAIL PROTECTED] wrote:

  What commands, cvars, etc. do I need to run to fully changelevel from
  Coop maps to Versus maps? Whenever I do a simple changelevel, the map
  changes but the game is stuck at 4 players; it seems like the Lobby sets
  variables on the server before or after changing level to allow the
  extra 4 people to join. Thanks.
 
 
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  please visit:
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Re: [hlds] [L4D] Proper manual changelevel from Coop to Vs

2008-12-10 Thread msleeper
I just did it through HLSW and I can see the max players is 8, but the
server is empty though so I'm not sure if that has any effect. I have
this trouble when I do it through rcon though while I am in-game, trying
to invite friends into a private server.

I have posted my server.cfg before if you think it is really relevant,
but there is nothing related to player count or anything like that.

On Wed, 2008-12-10 at 16:40 -0500, Richard Eid wrote:
 Because it's not on the Linux list, I'll assume this is Windows, but I use
 changelevel through the console as well as through HLSW when I want to
 switch and I never have to do anything further than that.  Switching from
 co-op to versus always changes my clientmax to 8.  Switching back makes
 clientmax 4.
 
 For what it's worth, I've both changelevel and map commands.  Both methods
 have never given me any trouble.  Do you have any mods installed?  Maybe
 posting your launch line and your server.cfg might help.
 
 -Richard Eid
 
 
 On Wed, Dec 10, 2008 at 3:48 PM, msleeper [EMAIL PROTECTED] wrote:
 
  What commands, cvars, etc. do I need to run to fully changelevel from
  Coop maps to Versus maps? Whenever I do a simple changelevel, the map
  changes but the game is stuck at 4 players; it seems like the Lobby sets
  variables on the server before or after changing level to allow the
  extra 4 people to join. Thanks.
 
 
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  please visit:
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Re: [hlds] [L4D] Proper manual changelevel from Coop to Vs

2008-12-10 Thread msleeper
It looks like L4D supports execution of map config files
in /maps/cfg/map_name.cfg, so I am going to put these values in map
configs and see if that does the trick. There are no other settings that
need to be set that you're aware of?

On Wed, 2008-12-10 at 16:29 -0500, Anthal wrote:
 You should have 2 cfg files inside ~/l4d/left4dead/cfg/ (sub your 
 install dir):
 infected.cfg
 infected_off.cfg
 
 In infected.cfg:
 director_no_human_zombies 0
 
 In infected_off.cfg
 director_no_human_zombies 1
 
 The default files have a few other commands (mine were missing, too), 
 but I believe those are the only necessary ones to change the max player 
 size.
 
 msleeper wrote:
  What commands, cvars, etc. do I need to run to fully changelevel from
  Coop maps to Versus maps? Whenever I do a simple changelevel, the map
  changes but the game is stuck at 4 players; it seems like the Lobby sets
  variables on the server before or after changing level to allow the
  extra 4 people to join. Thanks.
 
 
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  please visit:
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Re: [hlds] [L4D] Proper manual changelevel from Coop to Vs

2008-12-10 Thread Richard Eid
Oddly enough, just as soon as a versus campaign with 8 players finished on
my server, the map reset to l4d_vs_hospital01_apartment with a clientmax of
4.  I couldn't change it by using map or changelevel commands.  I had to
restart my server, but it looks OK for now.  I'll keep my eyes peeled to see
if I can find a pattern.

As far as map configs...can you set player counts in configs?  I thought
this was dictated by either the command line or the map.  And in L4D, do we
even really have that control?  No matter if the server is on a co-op or
versus map, the srcds console still reports a max of 14 players.  Bah...I'm
just talking out loud now.

-Richard Eid


On Wed, Dec 10, 2008 at 5:05 PM, msleeper [EMAIL PROTECTED] wrote:

 It looks like L4D supports execution of map config files
 in /maps/cfg/map_name.cfg, so I am going to put these values in map
 configs and see if that does the trick. There are no other settings that
 need to be set that you're aware of?

 On Wed, 2008-12-10 at 16:29 -0500, Anthal wrote:
  You should have 2 cfg files inside ~/l4d/left4dead/cfg/ (sub your
  install dir):
  infected.cfg
  infected_off.cfg
 
  In infected.cfg:
  director_no_human_zombies 0
 
  In infected_off.cfg
  director_no_human_zombies 1
 
  The default files have a few other commands (mine were missing, too),
  but I believe those are the only necessary ones to change the max player
  size.
 
  msleeper wrote:
   What commands, cvars, etc. do I need to run to fully changelevel from
   Coop maps to Versus maps? Whenever I do a simple changelevel, the map
   changes but the game is stuck at 4 players; it seems like the Lobby
 sets
   variables on the server before or after changing level to allow the
   extra 4 people to join. Thanks.
  
  
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Re: [hlds] [L4D] Proper manual changelevel from Coop to Vs

2008-12-10 Thread Anthal
I can't find the thread, but that's because I'm too lazy. Yeah, I said 
it, I'll be honest.

Anyways, as I stated before, you only do need infected.cfg and 
infected_off.cfg
What's supposed to happen is that when the map is changed to a vs map, 
infected.cfg is executed. When a map changes to a non vs map, 
infected_off.cfg is executed. It's alot easier than configs per map, 
since that will get confusion once more maps are released.

You can actually run 'director_no_human_zombies 0' on a non-vs map, 
which will change the max players to 8. You can join the game, but you 
can't change teams to the infected.

msleeper wrote:
 I just did it through HLSW and I can see the max players is 8, but the
 server is empty though so I'm not sure if that has any effect. I have
 this trouble when I do it through rcon though while I am in-game, trying
 to invite friends into a private server.

 I have posted my server.cfg before if you think it is really relevant,
 but there is nothing related to player count or anything like that.

 On Wed, 2008-12-10 at 16:40 -0500, Richard Eid wrote:
   
 Because it's not on the Linux list, I'll assume this is Windows, but I use
 changelevel through the console as well as through HLSW when I want to
 switch and I never have to do anything further than that.  Switching from
 co-op to versus always changes my clientmax to 8.  Switching back makes
 clientmax 4.

 For what it's worth, I've both changelevel and map commands.  Both methods
 have never given me any trouble.  Do you have any mods installed?  Maybe
 posting your launch line and your server.cfg might help.

 -Richard Eid


 On Wed, Dec 10, 2008 at 3:48 PM, msleeper [EMAIL PROTECTED] wrote:

 
 What commands, cvars, etc. do I need to run to fully changelevel from
 Coop maps to Versus maps? Whenever I do a simple changelevel, the map
 changes but the game is stuck at 4 players; it seems like the Lobby sets
 variables on the server before or after changing level to allow the
 extra 4 people to join. Thanks.


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Re: [hlds] [L4D] Proper manual changelevel from Coop to Vs

2008-12-10 Thread Robert Whelan
Seems to be working fine for us, the map dictates whats loaded and what files 
are getting executed. If I load a verses map the slots increase and the 
director is updated. Not sure what your looking to do with a map config that 
isn't already being done automatically.

16:38:50 changelevel l4d_vs_hospital01_apartment
16:39:06 director_no_human_zombies
16:39:07 director_no_human_zombies = 0 ( def. 1 )
  game replicated
  - Prevents humans from joining the zombie team
16:39:37 changelevel l4d_hospital01_apartment
16:39:43 director_no_human_zombies
16:39:44 director_no_human_zombies = 1
  game replicated
  - Prevents humans from joining the zombie team





From: msleeper [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Wednesday, December 10, 2008 4:05:56 PM
Subject: Re: [hlds] [L4D] Proper manual changelevel from Coop to Vs

It looks like L4D supports execution of map config files
in /maps/cfg/map_name.cfg, so I am going to put these values in map
configs and see if that does the trick. There are no other settings that
need to be set that you're aware of?

On Wed, 2008-12-10 at 16:29 -0500, Anthal wrote:
 You should have 2 cfg files inside ~/l4d/left4dead/cfg/ (sub your 
 install dir):
 infected.cfg
 infected_off.cfg
 
 In infected.cfg:
 director_no_human_zombies 0
 
 In infected_off.cfg
 director_no_human_zombies 1
 
 The default files have a few other commands (mine were missing, too), 
 but I believe those are the only necessary ones to change the max player 
 size.
 
 msleeper wrote:
  What commands, cvars, etc. do I need to run to fully changelevel from
  Coop maps to Versus maps? Whenever I do a simple changelevel, the map
  changes but the game is stuck at 4 players; it seems like the Lobby sets
  variables on the server before or after changing level to allow the
  extra 4 people to join. Thanks.
 
 
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[hlds] Server not using CPU properly

2008-12-10 Thread evalyer
Hello all,
I'm trying to host my first source server using a home machine (specs  
below) and I'm trying to figure out why it is not running as smooth as it  
seems it should.

The server is a Left4Dead server

Specs
Athlon 64 X2 Dual-Core 3800+
1Gb of DDR2 800 Ram
Windows XP Corp

The problem is that it appears to be struggling with enough power to run  
the server, averaging only 22 FPS, but in the resource manager it shows its  
only using a small amount of the CPU power available to it. Ram seems to be  
steady at 180MB to 240MB of the 1GB. I've tried boosting the priority of  
the server process, switching from GUI to console mode, but doesn't seem to  
make a difference.

If anyone knows why it shows such low CPU usage, but remains at such a low  
framerate, please let me know.

~Ed
[EMAIL PROTECTED]
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Re: [hlds] Server not using CPU properly

2008-12-10 Thread Justin
Have you tried boosting the FPS by running srcdsfpsboost.exe in the
background or windows media player?

On Wed, Dec 10, 2008 at 8:36 PM, [EMAIL PROTECTED] wrote:

 Hello all,
 I'm trying to host my first source server using a home machine (specs
 below) and I'm trying to figure out why it is not running as smooth as it
 seems it should.

 The server is a Left4Dead server

 Specs
 Athlon 64 X2 Dual-Core 3800+
 1Gb of DDR2 800 Ram
 Windows XP Corp

 The problem is that it appears to be struggling with enough power to run
 the server, averaging only 22 FPS, but in the resource manager it shows its
 only using a small amount of the CPU power available to it. Ram seems to be
 steady at 180MB to 240MB of the 1GB. I've tried boosting the priority of
 the server process, switching from GUI to console mode, but doesn't seem to
 make a difference.

 If anyone knows why it shows such low CPU usage, but remains at such a low
 framerate, please let me know.

 ~Ed
 [EMAIL PROTECTED]
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Re: [hlds] Server not using CPU properly

2008-12-10 Thread Cc2iscooL
You'll need to run the multimedia timer in order to get the best performance
out of the server. Either...

1.) Run Windows Media Player in the background.
2.) Run Internet Explorer with a flash in the background.
3.) Run a tidy little service. http://www.brainless.us/downloads.aspx?cid=9

Also, make sure you have the AMD driver for their CPU's, since you have a
dual core X2. There are known problems without the driver for Windows. (If
you don't know what that is, you don't have it installed.)

On Wed, Dec 10, 2008 at 7:36 PM, [EMAIL PROTECTED] wrote:

 Hello all,
 I'm trying to host my first source server using a home machine (specs
 below) and I'm trying to figure out why it is not running as smooth as it
 seems it should.

 The server is a Left4Dead server

 Specs
 Athlon 64 X2 Dual-Core 3800+
 1Gb of DDR2 800 Ram
 Windows XP Corp

 The problem is that it appears to be struggling with enough power to run
 the server, averaging only 22 FPS, but in the resource manager it shows its
 only using a small amount of the CPU power available to it. Ram seems to be
 steady at 180MB to 240MB of the 1GB. I've tried boosting the priority of
 the server process, switching from GUI to console mode, but doesn't seem to
 make a difference.

 If anyone knows why it shows such low CPU usage, but remains at such a low
 framerate, please let me know.

 ~Ed
 [EMAIL PROTECTED]
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Re: [hlds] Server not using CPU properly

2008-12-10 Thread Richard Eid
And just to follow up on these helpful comments...after running any of these
methods, you'll still only see a max of ~30.0fps from the server. Left 4
Dead is locked that way, so you won't be obtaining any higher value.  My
Windows server hovers at about 28.4fps with very few drops below that.  You
should see similar results.

I've noticed that Linux L4D servers seem to get a little closer to 30.0, but
1fps in the whole scheme of things will not make a bit of difference.(Don't
tell anybody that plays Counter-Strike I said that.)

-Richard Eid


On Wed, Dec 10, 2008 at 9:03 PM, Cc2iscooL [EMAIL PROTECTED] wrote:

 You'll need to run the multimedia timer in order to get the best
 performance
 out of the server. Either...

 1.) Run Windows Media Player in the background.
 2.) Run Internet Explorer with a flash in the background.
 3.) Run a tidy little service.
 http://www.brainless.us/downloads.aspx?cid=9

 Also, make sure you have the AMD driver for their CPU's, since you have a
 dual core X2. There are known problems without the driver for Windows. (If
 you don't know what that is, you don't have it installed.)

 On Wed, Dec 10, 2008 at 7:36 PM, [EMAIL PROTECTED] wrote:

  Hello all,
  I'm trying to host my first source server using a home machine (specs
  below) and I'm trying to figure out why it is not running as smooth as it
  seems it should.
 
  The server is a Left4Dead server
 
  Specs
  Athlon 64 X2 Dual-Core 3800+
  1Gb of DDR2 800 Ram
  Windows XP Corp
 
  The problem is that it appears to be struggling with enough power to run
  the server, averaging only 22 FPS, but in the resource manager it shows
 its
  only using a small amount of the CPU power available to it. Ram seems to
 be
  steady at 180MB to 240MB of the 1GB. I've tried boosting the priority of
  the server process, switching from GUI to console mode, but doesn't seem
 to
  make a difference.
 
  If anyone knows why it shows such low CPU usage, but remains at such a
 low
  framerate, please let me know.
 
  ~Ed
  [EMAIL PROTECTED]
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[hlds] any idea what this is?

2008-12-10 Thread george crocker
he showed up as ninth player on server according to HLSW.
showed 9/8 playing,he was listed as bot in HLSW too.
wasnt sure what it was so i kicked him.
# 1145 5 Kevin_HairyBALLSACK_Quinn BOT 03:29 0 0 active 5000 0.0.0.0:0

21:37:52 kick Kevin_HairyBALLSACK_Quinn
21:37:52 L 12/10/2008 - 21:37:47: 
Kevin_HairyBALLSACK_Quinn1145BOTSurvivor disconnected (reason 
leaving splitscreen) 


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Re: [hlds] Server not using CPU properly

2008-12-10 Thread Cc2iscooL
Shhhthe counter-strike kiddies are around every corner!

*puts on his spy mask*

I must have 30,000 FPS on the server in order to feel good about myself.

*backstabs counter-strike player*

Yay.

On Wed, Dec 10, 2008 at 8:37 PM, Richard Eid [EMAIL PROTECTED] wrote:

 And just to follow up on these helpful comments...after running any of
 these
 methods, you'll still only see a max of ~30.0fps from the server. Left 4
 Dead is locked that way, so you won't be obtaining any higher value.  My
 Windows server hovers at about 28.4fps with very few drops below that.  You
 should see similar results.

 I've noticed that Linux L4D servers seem to get a little closer to 30.0,
 but
 1fps in the whole scheme of things will not make a bit of difference.(Don't
 tell anybody that plays Counter-Strike I said that.)

-Richard Eid


 On Wed, Dec 10, 2008 at 9:03 PM, Cc2iscooL [EMAIL PROTECTED] wrote:

  You'll need to run the multimedia timer in order to get the best
  performance
  out of the server. Either...
 
  1.) Run Windows Media Player in the background.
  2.) Run Internet Explorer with a flash in the background.
  3.) Run a tidy little service.
  http://www.brainless.us/downloads.aspx?cid=9
 
  Also, make sure you have the AMD driver for their CPU's, since you have a
  dual core X2. There are known problems without the driver for Windows.
 (If
  you don't know what that is, you don't have it installed.)
 
  On Wed, Dec 10, 2008 at 7:36 PM, [EMAIL PROTECTED] wrote:
 
   Hello all,
   I'm trying to host my first source server using a home machine (specs
   below) and I'm trying to figure out why it is not running as smooth as
 it
   seems it should.
  
   The server is a Left4Dead server
  
   Specs
   Athlon 64 X2 Dual-Core 3800+
   1Gb of DDR2 800 Ram
   Windows XP Corp
  
   The problem is that it appears to be struggling with enough power to
 run
   the server, averaging only 22 FPS, but in the resource manager it shows
  its
   only using a small amount of the CPU power available to it. Ram seems
 to
  be
   steady at 180MB to 240MB of the 1GB. I've tried boosting the priority
 of
   the server process, switching from GUI to console mode, but doesn't
 seem
  to
   make a difference.
  
   If anyone knows why it shows such low CPU usage, but remains at such a
  low
   framerate, please let me know.
  
   ~Ed
   [EMAIL PROTECTED]
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   please visit:
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Re: [hlds] any idea what this is?

2008-12-10 Thread Cc2iscooL
Sounds like someone figured out how to use splitscreen on multiplayer
servers.

Oops.

On Wed, Dec 10, 2008 at 8:51 PM, george crocker [EMAIL PROTECTED] wrote:

 he showed up as ninth player on server according to HLSW.
 showed 9/8 playing,he was listed as bot in HLSW too.
 wasnt sure what it was so i kicked him.
 # 1145 5 Kevin_HairyBALLSACK_Quinn BOT 03:29 0 0 active 5000 0.0.0.0:0

 21:37:52 kick Kevin_HairyBALLSACK_Quinn
 21:37:52 L 12/10/2008 - 21:37:47:
 Kevin_HairyBALLSACK_Quinn1145BOTSurvivor disconnected (reason
 leaving splitscreen)


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Re: [hlds] any idea what this is?

2008-12-10 Thread msleeper
More like awesome. I need this config!

On Wed, 2008-12-10 at 22:05 -0600, Cc2iscooL wrote:
 Sounds like someone figured out how to use splitscreen on multiplayer
 servers.
 
 Oops.
 
 On Wed, Dec 10, 2008 at 8:51 PM, george crocker [EMAIL PROTECTED] wrote:
 
  he showed up as ninth player on server according to HLSW.
  showed 9/8 playing,he was listed as bot in HLSW too.
  wasnt sure what it was so i kicked him.
  # 1145 5 Kevin_HairyBALLSACK_Quinn BOT 03:29 0 0 active 5000 0.0.0.0:0
 
  21:37:52 kick Kevin_HairyBALLSACK_Quinn
  21:37:52 L 12/10/2008 - 21:37:47:
  Kevin_HairyBALLSACK_Quinn1145BOTSurvivor disconnected (reason
  leaving splitscreen)
 
 
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Re: [hlds] any idea what this is?

2008-12-10 Thread turb0z
Saw this the other night too.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of msleeper
Sent: Wednesday, December 10, 2008 10:18 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] any idea what this is?

More like awesome. I need this config!

On Wed, 2008-12-10 at 22:05 -0600, Cc2iscooL wrote:
 Sounds like someone figured out how to use splitscreen on multiplayer
 servers.
 
 Oops.
 
 On Wed, Dec 10, 2008 at 8:51 PM, george crocker [EMAIL PROTECTED]
wrote:
 
  he showed up as ninth player on server according to HLSW.
  showed 9/8 playing,he was listed as bot in HLSW too.
  wasnt sure what it was so i kicked him.
  # 1145 5 Kevin_HairyBALLSACK_Quinn BOT 03:29 0 0 active 5000 0.0.0.0:0
 
  21:37:52 kick Kevin_HairyBALLSACK_Quinn
  21:37:52 L 12/10/2008 - 21:37:47:
  Kevin_HairyBALLSACK_Quinn1145BOTSurvivor disconnected (reason
  leaving splitscreen)
 
 
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Re: [hlds] [L4D] Proper manual changelevel from Coop to Vs

2008-12-10 Thread Coldorak
Well I have those files on my linux server, and I often have to do a
changelevel with hlsw to reset the maxplayers to 8

Cold

On Wed, Dec 10, 2008 at 11:41 PM, Anthal [EMAIL PROTECTED] wrote:

 I can't find the thread, but that's because I'm too lazy. Yeah, I said
 it, I'll be honest.

 Anyways, as I stated before, you only do need infected.cfg and
 infected_off.cfg
 What's supposed to happen is that when the map is changed to a vs map,
 infected.cfg is executed. When a map changes to a non vs map,
 infected_off.cfg is executed. It's alot easier than configs per map,
 since that will get confusion once more maps are released.

 You can actually run 'director_no_human_zombies 0' on a non-vs map,
 which will change the max players to 8. You can join the game, but you
 can't change teams to the infected.

 msleeper wrote:
  I just did it through HLSW and I can see the max players is 8, but the
  server is empty though so I'm not sure if that has any effect. I have
  this trouble when I do it through rcon though while I am in-game, trying
  to invite friends into a private server.
 
  I have posted my server.cfg before if you think it is really relevant,
  but there is nothing related to player count or anything like that.
 
  On Wed, 2008-12-10 at 16:40 -0500, Richard Eid wrote:
 
  Because it's not on the Linux list, I'll assume this is Windows, but I
 use
  changelevel through the console as well as through HLSW when I want to
  switch and I never have to do anything further than that.  Switching
 from
  co-op to versus always changes my clientmax to 8.  Switching back makes
  clientmax 4.
 
  For what it's worth, I've both changelevel and map commands.  Both
 methods
  have never given me any trouble.  Do you have any mods installed?  Maybe
  posting your launch line and your server.cfg might help.
 
  -Richard Eid
 
 
  On Wed, Dec 10, 2008 at 3:48 PM, msleeper [EMAIL PROTECTED]
 wrote:
 
 
  What commands, cvars, etc. do I need to run to fully changelevel from
  Coop maps to Versus maps? Whenever I do a simple changelevel, the map
  changes but the game is stuck at 4 players; it seems like the Lobby
 sets
  variables on the server before or after changing level to allow the
  extra 4 people to join. Thanks.
 
 
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