Re: [hlds] RCON Crash work on some condition

2010-01-27 Thread Saul Rennison
Actually it was a few months ago when they fixed some exploits :p

On Wednesday, January 27, 2010, Christoffer Pedersen
christof...@scanservers.eu wrote:
 Wow, an update for CSS? Its years ago since we last had an update for that
 lol

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
 Sent: 27. januar 2010 08:30
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] RCON Crash work on some condition

 I relation to this, i talked with a Valve person, asking about the recent
 exploits and he said to me that there will be update for CSS soon that will
 fix the same exploit that was fixed for OB over a month ago.
 (upload/download one). So the Soon has not changed. Meanwhile, hundreds of
 servers go down due to this.

 -ics

 27.1.2010 9:10, John kirjoitti:
 They can't reproduce it, and people that can never supply crash dumps.

 I sent them crash dumps and complete packet dumps for the rcon crash
 many months ago, so they have plenty of data on it. Our system
 continues to catch many of these crashes every day, so further
 specifics would be very easy to obtain.

 I have been told by Valve that a new release is on the way for CS:S
 that should include a fix for this and many other bugs. Its ETA is
 soon, but it has also been soon for a few months now..

 -John


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-- 

Thanks,
 - Saul.

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Re: [hlds] RCON Crash work on some condition

2010-01-27 Thread ics
August 25th '09 was the last bugfix. See update news for the game on 
your Steam. I'll just clarify that the promised fix will include the 
same changes as they did for OB on 7th of Dec '09 and the mail i got was 
almost a week ago. The update propably does not have a fix for the rcon 
flood sefgault that some have. I've seen it happen on CentOS and Debian.

-ics

27.1.2010 9:49, Christoffer Pedersen kirjoitti:
 Wow, an update for CSS? Its years ago since we last had an update for that
 lol

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
 Sent: 27. januar 2010 08:30
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] RCON Crash work on some condition

 I relation to this, i talked with a Valve person, asking about the recent
 exploits and he said to me that there will be update for CSS soon that will
 fix the same exploit that was fixed for OB over a month ago.
 (upload/download one). So the Soon has not changed. Meanwhile, hundreds of
 servers go down due to this.

 -ics

 27.1.2010 9:10, John kirjoitti:

 They can't reproduce it, and people that can never supply crash dumps.


 I sent them crash dumps and complete packet dumps for the rcon crash
 many months ago, so they have plenty of data on it. Our system
 continues to catch many of these crashes every day, so further
 specifics would be very easy to obtain.

 I have been told by Valve that a new release is on the way for CS:S
 that should include a fix for this and many other bugs. Its ETA is
 soon, but it has also been soon for a few months now..

 -John


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Re: [hlds] RCON Crash work on some condition

2010-01-27 Thread Christoffer Pedersen
Oh well, that's only a half year ago then.

VALVe seems a bit non-professional for me, especially because there's still
so many bugs with this game. You've might have seen the huge topic about the
bugs on the steam forums.

Why won't they fix it?

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
Sent: 27. januar 2010 09:00
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] RCON Crash work on some condition

Actually it was a few months ago when they fixed some exploits :p

On Wednesday, January 27, 2010, Christoffer Pedersen
christof...@scanservers.eu wrote:
 Wow, an update for CSS? Its years ago since we last had an update for 
 that lol

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
 Sent: 27. januar 2010 08:30
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] RCON Crash work on some condition

 I relation to this, i talked with a Valve person, asking about the 
 recent exploits and he said to me that there will be update for CSS 
 soon that will fix the same exploit that was fixed for OB over a month
ago.
 (upload/download one). So the Soon has not changed. Meanwhile, 
 hundreds of servers go down due to this.

 -ics

 27.1.2010 9:10, John kirjoitti:
 They can't reproduce it, and people that can never supply crash dumps.

 I sent them crash dumps and complete packet dumps for the rcon crash 
 many months ago, so they have plenty of data on it. Our system 
 continues to catch many of these crashes every day, so further 
 specifics would be very easy to obtain.

 I have been told by Valve that a new release is on the way for CS:S 
 that should include a fix for this and many other bugs. Its ETA is 
 soon, but it has also been soon for a few months now..

 -John


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 archives,
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-- 

Thanks,
 - Saul.

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Re: [hlds] RCON Crash work on some condition

2010-01-27 Thread John
 August 25th '09 was the last bugfix. See update news for the game on
 your Steam. I'll just clarify that the promised fix will include the
 same changes as they did for OB on 7th of Dec '09 and the mail i got was
 almost a week ago. The update propably does not have a fix for the rcon
 flood sefgault that some have. I've seen it happen on CentOS and Debian.

From my correspondence, I got the definite impression that it would include 
a fix for the rcon exploit (as I said in my previous post). That is, I asked 
them if fixes for the rcon bug and another crashing bug were forthcoming, 
and they mentioned the upcoming large CS:S update. This was in multiple 
emails, this year and last.

If the rollup doesn't include a fix for the rcon crash exploit, that would 
be a real head-scratcher. It's well-documented at this point, and very easy 
to obtain more information on.

The big question is: When will this big update come out? And nobody, there 
or here, seems to have any idea.

-John 


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[hlds] Changes in Dedicated Server Capacity After Updates

2010-01-27 Thread Terry Robinson
Through September our dedicated server seemed capable of handling 150+
people TF2 participants without pegging the processor but after the WAR
update, 90 people seems to put the processor at 95+% uage.  Have recent
updates causes changes in anyone else's server resource consumption? Are
there optimizations available that don't exist out of the box to maintain
server capacity?
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Re: [hlds] RCON Crash work on some condition

2010-01-27 Thread DontWannaName!
We should just bake a cake that says 'Your Updates are a Lie' and send it to
Valve. :D

On Wed, Jan 27, 2010 at 12:39 AM, John lists.va...@nuclearfallout.netwrote:

  August 25th '09 was the last bugfix. See update news for the game on
  your Steam. I'll just clarify that the promised fix will include the
  same changes as they did for OB on 7th of Dec '09 and the mail i got was
  almost a week ago. The update propably does not have a fix for the rcon
  flood sefgault that some have. I've seen it happen on CentOS and Debian.

 From my correspondence, I got the definite impression that it would include
 a fix for the rcon exploit (as I said in my previous post). That is, I
 asked
 them if fixes for the rcon bug and another crashing bug were forthcoming,
 and they mentioned the upcoming large CS:S update. This was in multiple
 emails, this year and last.

 If the rollup doesn't include a fix for the rcon crash exploit, that would
 be a real head-scratcher. It's well-documented at this point, and very easy
 to obtain more information on.

 The big question is: When will this big update come out? And nobody, there
 or here, seems to have any idea.

 -John


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[hlds] Console Log From Server Lag

2010-01-27 Thread Violent Crimes
Anyone have an idea what this person is doing to lag out servers and how 
to block it. http://gator.ampaste.net/m3e2c0ec3 It only shows up in 
console logs not servers logs.
No virus found in this outgoing message.
Checked by AVG - www.avg.com
Version: 9.0.733 / Virus Database: 271.1.1/2648 - Release Date: 01/27/10 
02:36:00
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Re: [hlds] RCON Crash work on some condition

2010-01-27 Thread Christoffer Pedersen
Fantastic idea :) can we bake 2? I also want one!

Christoffer Pedersen
Adm. Direktør
ScanServers
christof...@scanservers.eu
www.scanservers.eu


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: 27. januar 2010 19:42
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] RCON Crash work on some condition

We should just bake a cake that says 'Your Updates are a Lie' and send it to
Valve. :D

On Wed, Jan 27, 2010 at 12:39 AM, John
lists.va...@nuclearfallout.netwrote:

  August 25th '09 was the last bugfix. See update news for the game on 
  your Steam. I'll just clarify that the promised fix will include the 
  same changes as they did for OB on 7th of Dec '09 and the mail i got 
  was almost a week ago. The update propably does not have a fix for 
  the rcon flood sefgault that some have. I've seen it happen on CentOS
and Debian.

 From my correspondence, I got the definite impression that it would 
 include a fix for the rcon exploit (as I said in my previous post). 
 That is, I asked them if fixes for the rcon bug and another crashing 
 bug were forthcoming, and they mentioned the upcoming large CS:S 
 update. This was in multiple emails, this year and last.

 If the rollup doesn't include a fix for the rcon crash exploit, that 
 would be a real head-scratcher. It's well-documented at this point, 
 and very easy to obtain more information on.

 The big question is: When will this big update come out? And nobody, 
 there or here, seems to have any idea.

 -John


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 please visit:
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Re: [hlds] Console Log From Server Lag

2010-01-27 Thread Allan Button
Looks like this is not the first time, unless this is also you.

http://bans.xpgaming.net/index.php?p=banlisthideinactive=truesearchText=STEAM_0:0:23454622

I see the name I blame Gator on that steam ID on a couple hlstats online 
aswell.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Violent Crimes
Sent: Wednesday, January 27, 2010 1:48 PM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] Console Log From Server Lag

Anyone have an idea what this person is doing to lag out servers and how to 
block it. http://gator.ampaste.net/m3e2c0ec3 It only shows up in console logs 
not servers logs.

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Re: [hlds] Console Log From Server Lag

2010-01-27 Thread Ronny Schedel
Could be the bug when a connecting player sends alot of say commands to the 
server but is not fully connected.


 Anyone have an idea what this person is doing to lag out servers and how
 to block it. http://gator.ampaste.net/m3e2c0ec3 It only shows up in
 console logs not servers logs.






No virus found in this outgoing message.
Checked by AVG - www.avg.com
Version: 9.0.733 / Virus Database: 271.1.1/2648 - Release Date: 01/27/10 
02:36:00






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Re: [hlds] Console Log From Server Lag

2010-01-27 Thread Violent Crimes

He was fully connected and playing.


Ronny Schedel wrote:
Could be the bug when a connecting player sends alot of say commands to the 
server but is not fully connected.



  

Anyone have an idea what this person is doing to lag out servers and how
to block it. http://gator.ampaste.net/m3e2c0ec3 It only shows up in
console logs not servers logs.








No virus found in this outgoing message.
Checked by AVG - www.avg.com
Version: 9.0.733 / Virus Database: 271.1.1/2648 - Release Date: 01/27/10 
02:36:00







  

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No virus found in this incoming message.
Checked by AVG - www.avg.com 
Version: 9.0.733 / Virus Database: 271.1.1/2648 - Release Date: 01/27/10 02:36:00


  

He was
No virus found in this outgoing message.
Checked by AVG - www.avg.com
Version: 9.0.733 / Virus Database: 271.1.1/2648 - Release Date: 01/27/10 
02:36:00
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Re: [hlds] Console Log From Server Lag

2010-01-27 Thread Ronny Schedel
Disable any server plugins to go sure its not a bug in one of your plugins.


 He was fully connected and playing.


 Ronny Schedel wrote:
 Could be the bug when a connecting player sends alot of say commands to 
 the
 server but is not fully connected.



 Anyone have an idea what this person is doing to lag out servers and how
 to block it. http://gator.ampaste.net/m3e2c0ec3 It only shows up in
 console logs not servers logs.



 



 No virus found in this outgoing message.
 Checked by AVG - www.avg.com
 Version: 9.0.733 / Virus Database: 271.1.1/2648 - Release Date: 01/27/10
 02:36:00



 



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 No virus found in this incoming message.
 Checked by AVG - www.avg.com
 Version: 9.0.733 / Virus Database: 271.1.1/2648 - Release Date: 01/27/10 
 02:36:00


 He was






No virus found in this outgoing message.
Checked by AVG - www.avg.com
Version: 9.0.733 / Virus Database: 271.1.1/2648 - Release Date: 01/27/10 
02:36:00






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Re: [hlds] Console Log From Server Lag

2010-01-27 Thread Violent Crimes

I have same setup on 8 ZPS servers.

Ronny Schedel wrote:

Disable any server plugins to go sure its not a bug in one of your plugins.


  

He was fully connected and playing.


Ronny Schedel wrote:

Could be the bug when a connecting player sends alot of say commands to 
the

server but is not fully connected.



  

Anyone have an idea what this person is doing to lag out servers and how
to block it. http://gator.ampaste.net/m3e2c0ec3 It only shows up in
console logs not servers logs.







No virus found in this outgoing message.
Checked by AVG - www.avg.com
Version: 9.0.733 / Virus Database: 271.1.1/2648 - Release Date: 01/27/10
02:36:00







  

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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 9.0.733 / Virus Database: 271.1.1/2648 - Release Date: 01/27/10 
02:36:00



  

He was








No virus found in this outgoing message.
Checked by AVG - www.avg.com
Version: 9.0.733 / Virus Database: 271.1.1/2648 - Release Date: 01/27/10 
02:36:00







  

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No virus found in this incoming message.
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Version: 9.0.733 / Virus Database: 271.1.1/2648 - Release Date: 01/27/10 02:36:00


  

I ha
No virus found in this outgoing message.
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02:36:00
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Re: [hlds] RCON Crash work on some condition

2010-01-27 Thread DontWannaName!
I wouldnt mind doing it, Valves just around the corner. Whats that cake
place that they used for Portal :P

On Wed, Jan 27, 2010 at 11:17 AM, Christoffer Pedersen 
christof...@scanservers.eu wrote:

 Fantastic idea :) can we bake 2? I also want one!

 Christoffer Pedersen
 Adm. Direktør
 ScanServers
 christof...@scanservers.eu
 www.scanservers.eu


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
 Sent: 27. januar 2010 19:42
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] RCON Crash work on some condition

 We should just bake a cake that says 'Your Updates are a Lie' and send it
 to
 Valve. :D

 On Wed, Jan 27, 2010 at 12:39 AM, John
 lists.va...@nuclearfallout.netwrote:

   August 25th '09 was the last bugfix. See update news for the game on
   your Steam. I'll just clarify that the promised fix will include the
   same changes as they did for OB on 7th of Dec '09 and the mail i got
   was almost a week ago. The update propably does not have a fix for
   the rcon flood sefgault that some have. I've seen it happen on CentOS
 and Debian.
 
  From my correspondence, I got the definite impression that it would
  include a fix for the rcon exploit (as I said in my previous post).
  That is, I asked them if fixes for the rcon bug and another crashing
  bug were forthcoming, and they mentioned the upcoming large CS:S
  update. This was in multiple emails, this year and last.
 
  If the rollup doesn't include a fix for the rcon crash exploit, that
  would be a real head-scratcher. It's well-documented at this point,
  and very easy to obtain more information on.
 
  The big question is: When will this big update come out? And nobody,
  there or here, seems to have any idea.
 
  -John
 
 
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  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
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[hlds] Console Log From Server Lag

2010-01-27 Thread Drogen Viech
A2C_PRINT looks like this on windows, dunno about linux:
A2C_PRINT from 127.0.0.1 : Message goes here.

2010/1/27 Nephyrin Zey nephy...@doublezen.net:
 It could be an exploit in one of your plugins, or he could be abusing
 A2C_PRINT, which still works. Are you on windows?

 On 01/27/2010 10:47 AM, Violent Crimes wrote:
 Anyone have an idea what this person is doing to lag out servers and
 how to block it. http://gator.ampaste.net/m3e2c0ec3 It only shows up
 in console logs not servers logs.



 No virus found in this outgoing message.
 Checked by AVG - www.avg.com
 Version: 9.0.733 / Virus Database: 271.1.1/2648 - Release Date: 01/27/10 
 02:36:00



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Re: [hlds] Console Log From Server Lag

2010-01-27 Thread Allan Button
On a server I was on, I was able to have it print my name to the console by 
using none standard letters in my name, and calling rank with a hlstats plugin.

Not sure if its related. I had a Unicode style gun, so I don't know what the 
letters are exactly, but hlstats would output the first few letters of my name, 
then it would just break. Since it uses rcon to transmit the message to the 
server, I figured it may be relevant.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Drogen Viech
Sent: Wednesday, January 27, 2010 5:20 PM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] Console Log From Server Lag

A2C_PRINT looks like this on windows, dunno about linux:
A2C_PRINT from 127.0.0.1 : Message goes here.

2010/1/27 Nephyrin Zey nephy...@doublezen.net:
 It could be an exploit in one of your plugins, or he could be abusing
 A2C_PRINT, which still works. Are you on windows?

 On 01/27/2010 10:47 AM, Violent Crimes wrote:
 Anyone have an idea what this person is doing to lag out servers and
 how to block it. http://gator.ampaste.net/m3e2c0ec3 It only shows up
 in console logs not servers logs.



 No virus found in this outgoing message.
 Checked by AVG - www.avg.com
 Version: 9.0.733 / Virus Database: 271.1.1/2648 - Release Date: 01/27/10 
 02:36:00



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Re: [hlds] Console Log From Server Lag

2010-01-27 Thread Saul Rennison
If you use \b you can backspace over that message :D

On Wednesday, January 27, 2010, Drogen Viech drogenvi...@googlemail.com wrote:
 A2C_PRINT looks like this on windows, dunno about linux:
 A2C_PRINT from 127.0.0.1 : Message goes here.

 2010/1/27 Nephyrin Zey nephy...@doublezen.net:
 It could be an exploit in one of your plugins, or he could be abusing
 A2C_PRINT, which still works. Are you on windows?

 On 01/27/2010 10:47 AM, Violent Crimes wrote:
 Anyone have an idea what this person is doing to lag out servers and
 how to block it. http://gator.ampaste.net/m3e2c0ec3 It only shows up
 in console logs not servers logs.



 No virus found in this outgoing message.
 Checked by AVG - www.avg.com
 Version: 9.0.733 / Virus Database: 271.1.1/2648 - Release Date: 01/27/10 
 02:36:00



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-- 

Thanks,
 - Saul.

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Re: [hlds] Changes in Dedicated Server Capacity After Updates

2010-01-27 Thread Mike O'Laughlen
Wouldn't high res timers increase CPU utilization?

On Wed, Jan 27, 2010 at 4:55 PM, Mike Stiehm mikesti...@gmail.com wrote:

 No changes that I can see we handle 375+ and seems to be just as it always
 was.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Terry Robinson
 Sent: Wednesday, January 27, 2010 12:32 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Changes in Dedicated Server Capacity After Updates

 Through September our dedicated server seemed capable of handling 150+
 people TF2 participants without pegging the processor but after the WAR
 update, 90 people seems to put the processor at 95+% uage.  Have recent
 updates causes changes in anyone else's server resource consumption? Are
 there optimizations available that don't exist out of the box to maintain
 server capacity?
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Re: [hlds] Changes in Dedicated Server Capacity After Updates

2010-01-27 Thread Mike Stiehm
We don't use a high res timer no need for it.

Just a waste of CPU power if you ask me.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike O'Laughlen
Sent: Wednesday, January 27, 2010 5:05 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Changes in Dedicated Server Capacity After Updates

Wouldn't high res timers increase CPU utilization?

On Wed, Jan 27, 2010 at 4:55 PM, Mike Stiehm mikesti...@gmail.com wrote:

 No changes that I can see we handle 375+ and seems to be just as it always
 was.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Terry Robinson
 Sent: Wednesday, January 27, 2010 12:32 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Changes in Dedicated Server Capacity After Updates

 Through September our dedicated server seemed capable of handling 150+
 people TF2 participants without pegging the processor but after the WAR
 update, 90 people seems to put the processor at 95+% uage.  Have recent
 updates causes changes in anyone else's server resource consumption? Are
 there optimizations available that don't exist out of the box to maintain
 server capacity?
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[hlds] Team Fortress 2 Update Coming

2010-01-27 Thread Jason Ruymen
A required update for Team Fortress 2 is on the way.  It should be available in 
about 10 minutes.

Jason

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[hlds] Team Fortress 2 Update Available

2010-01-27 Thread Jason Ruymen
A required update for Team Fortress 2 is now available.  Please run 
hldsupdatetool to receive the update.  The specific changes include:

Added 3 new hats that can be worn by any class.
   - Towering Pillar of Hats
   - Noble Amassment of Hats
   - Modest Pile of Hat
Added Propaganda contest winners' hats for First Place, First Runner-up, and 
Second Runner-up.
Added Edit Loadout button to the class menu.
Changed the main menu background to randomly use the Red, Blue, and 
Soldier/Demo background images.
Fixed Snipers being able to shoot enemies through gates.
Fixed Linux servers not properly reconnecting to Steam when they lose their 
connection.
Fixed stickies being destructible before they're stuck to something.
Fixed the return progress bar above a dropped flag not animating if the return 
time on the flag is less than 30 seconds.
Fixed the CTF HUD not properly handling flags being disabled/enabled during the 
round.
Fixed player health panels sometimes using the wrong animations for buffed or 
low health values.
Updated the net_showevents convar to be marked as a cheat.
Updated the main menu news buttons to direct players to the most recent TF2 
update and the TF2 blog.
Updated Italian localization strings.
Updated the custom TF2 fonts with Polish characters.
Updated CP_Gorge.
   - Added more cover outside of the initial BLU spawn area.
   - Added a forward spawn for the BLU team after Cap1 is captured.
   - Added another access point to the upper level from the front of the RED 
base
   - Added more cover in the room just before Cap2.
   - Decreased RED team's respawn time while they own Cap1.
   - Fixed a few areas where players would sometimes become stuck.

Community requests:
Added new options for the Invade CTF game mode flag. Default is 1.
   - 0 : No neutral time
   - 1 : Flag goes neutral in 30 seconds (current behavior)
   - 2 : Flag goes neutral in 1/2 the return time
Added scoring choice for the Invade CTF game mode. Default is 0.
   - 0 : Increment score (current behavior)
   - 1 : Increment capture count
Added new inputs to item_teamflag
   - ForceDrop : Force the flag to be dropped if it's being carried by a player.
   - ForceReset : Force the flag to be dropped if it's being carried by a 
player, then reset the flag to its original location.
   - SetReturnTime : Set the length of time (in seconds) before a dropped flag 
returns to base.
Added new output to item_teamflag
   - OnTouchSameTeam : Sent when the flag is touched by a player on the same 
team.

Jason

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Re: [hlds] [hlds_linux] Team Fortress 2 Update Available

2010-01-27 Thread Moe
[S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.
Continuing with current version anyway.
srcds_i486: tpp.c:63: __pthread_tpp_change_priority: Assertion `new_prio ==
-1 || (new_prio = __sched_fifo_min_prio  new_prio =
__sched_fifo_max_prio)' failed.
./srcds_run: line 335:  9249 Aborted $HL_CMD
Add -debug to the ./srcds_run command line to generate a debug.log to help
with solving this problem
Thu Jan 28 12:07:54 EST 2010: Server restart in 10 seconds


Another great update, 


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Thursday, January 28, 2010 12:04 PM
To: 'hlds@list.valvesoftware.com'; 'Half-Life dedicated Linux server mailing
list'; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds_linux] Team Fortress 2 Update Available


A required update for Team Fortress 2 is now available.  Please run
hldsupdatetool to receive the update.  The specific changes include:

Added 3 new hats that can be worn by any class.
   - Towering Pillar of Hats
   - Noble Amassment of Hats
   - Modest Pile of Hat
Added Propaganda contest winners' hats for First Place, First Runner-up, and
Second Runner-up.
Added Edit Loadout button to the class menu.
Changed the main menu background to randomly use the Red, Blue, and
Soldier/Demo background images.
Fixed Snipers being able to shoot enemies through gates.
Fixed Linux servers not properly reconnecting to Steam when they lose their
connection.
Fixed stickies being destructible before they're stuck to something.
Fixed the return progress bar above a dropped flag not animating if the
return time on the flag is less than 30 seconds.
Fixed the CTF HUD not properly handling flags being disabled/enabled during
the round.
Fixed player health panels sometimes using the wrong animations for buffed
or low health values.
Updated the net_showevents convar to be marked as a cheat.
Updated the main menu news buttons to direct players to the most recent TF2
update and the TF2 blog.
Updated Italian localization strings.
Updated the custom TF2 fonts with Polish characters.
Updated CP_Gorge.
   - Added more cover outside of the initial BLU spawn area.
   - Added a forward spawn for the BLU team after Cap1 is captured.
   - Added another access point to the upper level from the front of the RED
base
   - Added more cover in the room just before Cap2.
   - Decreased RED team's respawn time while they own Cap1.
   - Fixed a few areas where players would sometimes become stuck.

Community requests:
Added new options for the Invade CTF game mode flag. Default is 1.
   - 0 : No neutral time
   - 1 : Flag goes neutral in 30 seconds (current behavior)
   - 2 : Flag goes neutral in 1/2 the return time
Added scoring choice for the Invade CTF game mode. Default is 0.
   - 0 : Increment score (current behavior)
   - 1 : Increment capture count
Added new inputs to item_teamflag
   - ForceDrop : Force the flag to be dropped if it's being carried by a
player.
   - ForceReset : Force the flag to be dropped if it's being carried by a
player, then reset the flag to its original location.
   - SetReturnTime : Set the length of time (in seconds) before a dropped
flag returns to base.
Added new output to item_teamflag
   - OnTouchSameTeam : Sent when the flag is touched by a player on the same
team.

Jason

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Re: [hlds] Team Fortress 2 Update Available

2010-01-27 Thread Kornelijus Survila
Fixed stickies being destructible before they're stuck to something.

:(

On Wed, Jan 27, 2010 at 7:03 PM, Jason Ruymen jas...@valvesoftware.comwrote:

 A required update for Team Fortress 2 is now available.  Please run
 hldsupdatetool to receive the update.  The specific changes include:

 Added 3 new hats that can be worn by any class.
   - Towering Pillar of Hats
   - Noble Amassment of Hats
   - Modest Pile of Hat
 Added Propaganda contest winners' hats for First Place, First Runner-up,
 and Second Runner-up.
 Added Edit Loadout button to the class menu.
 Changed the main menu background to randomly use the Red, Blue, and
 Soldier/Demo background images.
 Fixed Snipers being able to shoot enemies through gates.
 Fixed Linux servers not properly reconnecting to Steam when they lose their
 connection.
 Fixed stickies being destructible before they're stuck to something.
 Fixed the return progress bar above a dropped flag not animating if the
 return time on the flag is less than 30 seconds.
 Fixed the CTF HUD not properly handling flags being disabled/enabled during
 the round.
 Fixed player health panels sometimes using the wrong animations for buffed
 or low health values.
 Updated the net_showevents convar to be marked as a cheat.
 Updated the main menu news buttons to direct players to the most recent TF2
 update and the TF2 blog.
 Updated Italian localization strings.
 Updated the custom TF2 fonts with Polish characters.
 Updated CP_Gorge.
   - Added more cover outside of the initial BLU spawn area.
   - Added a forward spawn for the BLU team after Cap1 is captured.
   - Added another access point to the upper level from the front of the RED
 base
   - Added more cover in the room just before Cap2.
   - Decreased RED team's respawn time while they own Cap1.
   - Fixed a few areas where players would sometimes become stuck.

 Community requests:
 Added new options for the Invade CTF game mode flag. Default is 1.
   - 0 : No neutral time
   - 1 : Flag goes neutral in 30 seconds (current behavior)
   - 2 : Flag goes neutral in 1/2 the return time
 Added scoring choice for the Invade CTF game mode. Default is 0.
   - 0 : Increment score (current behavior)
   - 1 : Increment capture count
 Added new inputs to item_teamflag
   - ForceDrop : Force the flag to be dropped if it's being carried by a
 player.
   - ForceReset : Force the flag to be dropped if it's being carried by a
 player, then reset the flag to its original location.
   - SetReturnTime : Set the length of time (in seconds) before a dropped
 flag returns to base.
 Added new output to item_teamflag
   - OnTouchSameTeam : Sent when the flag is touched by a player on the same
 team.

 Jason

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 please visit:
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Re: [hlds] Changes in Dedicated Server Capacity After Updates

2010-01-27 Thread Nephyrin Zey
I haven't extensively tested non-hires kernels or stable lower FPS 
configurations, but I wouldn't think so; It allows you to set dynamic 
tic and very low kernel resolution without getting wildly inaccurate 
sleeps. Without hi res timers, sleep can only wakeup as fast as the 
kernel resolution, meaning you'd need 1000hz to get the high fps 
everyone craves so much. If you hook the sleep() events on the main loop 
and make the engine sleep more/longer, you dont get much CPU savings for 
the performance hit. (see: windows boosted vs non-boosted). You're just 
generating 1000hz interupts when they're not necessary, rather than 
simply sleeping as desired and waking up as desired, generally using tsc 
or hpet. I'll add it to my experimentation list though

On 01/27/2010 03:24 PM, Mike Stiehm wrote:
 We don't use a high res timer no need for it.

 Just a waste of CPU power if you ask me.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike O'Laughlen
 Sent: Wednesday, January 27, 2010 5:05 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Changes in Dedicated Server Capacity After Updates

 Wouldn't high res timers increase CPU utilization?

 On Wed, Jan 27, 2010 at 4:55 PM, Mike Stiehmmikesti...@gmail.com  wrote:


 No changes that I can see we handle 375+ and seems to be just as it always
 was.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Terry Robinson
 Sent: Wednesday, January 27, 2010 12:32 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Changes in Dedicated Server Capacity After Updates

 Through September our dedicated server seemed capable of handling 150+
 people TF2 participants without pegging the processor but after the WAR
 update, 90 people seems to put the processor at 95+% uage.  Have recent
 updates causes changes in anyone else's server resource consumption? Are
 there optimizations available that don't exist out of the box to maintain
 server capacity?
 ___
 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] Team Fortress 2 Update Available

2010-01-27 Thread Jeff Sugar
I think they mean they fixed others being able to destroy them before being
stuck. you can still detonate them before hitting something, as far as i
know

On Wed, Jan 27, 2010 at 5:12 PM, Kornelijus Survila kornhol...@gmail.comwrote:

 Fixed stickies being destructible before they're stuck to something.

 :(

 On Wed, Jan 27, 2010 at 7:03 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:

  A required update for Team Fortress 2 is now available.  Please run
  hldsupdatetool to receive the update.  The specific changes include:
 
  Added 3 new hats that can be worn by any class.
- Towering Pillar of Hats
- Noble Amassment of Hats
- Modest Pile of Hat
  Added Propaganda contest winners' hats for First Place, First Runner-up,
  and Second Runner-up.
  Added Edit Loadout button to the class menu.
  Changed the main menu background to randomly use the Red, Blue, and
  Soldier/Demo background images.
  Fixed Snipers being able to shoot enemies through gates.
  Fixed Linux servers not properly reconnecting to Steam when they lose
 their
  connection.
  Fixed stickies being destructible before they're stuck to something.
  Fixed the return progress bar above a dropped flag not animating if the
  return time on the flag is less than 30 seconds.
  Fixed the CTF HUD not properly handling flags being disabled/enabled
 during
  the round.
  Fixed player health panels sometimes using the wrong animations for
 buffed
  or low health values.
  Updated the net_showevents convar to be marked as a cheat.
  Updated the main menu news buttons to direct players to the most recent
 TF2
  update and the TF2 blog.
  Updated Italian localization strings.
  Updated the custom TF2 fonts with Polish characters.
  Updated CP_Gorge.
- Added more cover outside of the initial BLU spawn area.
- Added a forward spawn for the BLU team after Cap1 is captured.
- Added another access point to the upper level from the front of the
 RED
  base
- Added more cover in the room just before Cap2.
- Decreased RED team's respawn time while they own Cap1.
- Fixed a few areas where players would sometimes become stuck.
 
  Community requests:
  Added new options for the Invade CTF game mode flag. Default is 1.
- 0 : No neutral time
- 1 : Flag goes neutral in 30 seconds (current behavior)
- 2 : Flag goes neutral in 1/2 the return time
  Added scoring choice for the Invade CTF game mode. Default is 0.
- 0 : Increment score (current behavior)
- 1 : Increment capture count
  Added new inputs to item_teamflag
- ForceDrop : Force the flag to be dropped if it's being carried by a
  player.
- ForceReset : Force the flag to be dropped if it's being carried by a
  player, then reset the flag to its original location.
- SetReturnTime : Set the length of time (in seconds) before a dropped
  flag returns to base.
  Added new output to item_teamflag
- OnTouchSameTeam : Sent when the flag is touched by a player on the
 same
  team.
 
  Jason
 
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  please visit:
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Re: [hlds] Team Fortress 2 Update Available

2010-01-27 Thread msleeper
Natascha doesn't have knock back, it has slow down. More importantly,
bitching about stuff being OP is for Steampowered, not the list. Hope
this helps.


On Wed, 2010-01-27 at 17:16 -0800, Matt Hoffman wrote:
 I'm with Korn on this one... Heavy nerf ftl.
 
 Unrelated but Natasha is OP with the knockback + firing cone tightening they
 did for all miniguns.
 
 On Wed, Jan 27, 2010 at 5:12 PM, Kornelijus Survila 
 kornhol...@gmail.comwrote:
 
  Fixed stickies being destructible before they're stuck to something.
 
  :(
 
  On Wed, Jan 27, 2010 at 7:03 PM, Jason Ruymen jas...@valvesoftware.com
  wrote:
 
   A required update for Team Fortress 2 is now available.  Please run
   hldsupdatetool to receive the update.  The specific changes include:
  
   Added 3 new hats that can be worn by any class.
 - Towering Pillar of Hats
 - Noble Amassment of Hats
 - Modest Pile of Hat
   Added Propaganda contest winners' hats for First Place, First Runner-up,
   and Second Runner-up.
   Added Edit Loadout button to the class menu.
   Changed the main menu background to randomly use the Red, Blue, and
   Soldier/Demo background images.
   Fixed Snipers being able to shoot enemies through gates.
   Fixed Linux servers not properly reconnecting to Steam when they lose
  their
   connection.
   Fixed stickies being destructible before they're stuck to something.
   Fixed the return progress bar above a dropped flag not animating if the
   return time on the flag is less than 30 seconds.
   Fixed the CTF HUD not properly handling flags being disabled/enabled
  during
   the round.
   Fixed player health panels sometimes using the wrong animations for
  buffed
   or low health values.
   Updated the net_showevents convar to be marked as a cheat.
   Updated the main menu news buttons to direct players to the most recent
  TF2
   update and the TF2 blog.
   Updated Italian localization strings.
   Updated the custom TF2 fonts with Polish characters.
   Updated CP_Gorge.
 - Added more cover outside of the initial BLU spawn area.
 - Added a forward spawn for the BLU team after Cap1 is captured.
 - Added another access point to the upper level from the front of the
  RED
   base
 - Added more cover in the room just before Cap2.
 - Decreased RED team's respawn time while they own Cap1.
 - Fixed a few areas where players would sometimes become stuck.
  
   Community requests:
   Added new options for the Invade CTF game mode flag. Default is 1.
 - 0 : No neutral time
 - 1 : Flag goes neutral in 30 seconds (current behavior)
 - 2 : Flag goes neutral in 1/2 the return time
   Added scoring choice for the Invade CTF game mode. Default is 0.
 - 0 : Increment score (current behavior)
 - 1 : Increment capture count
   Added new inputs to item_teamflag
 - ForceDrop : Force the flag to be dropped if it's being carried by a
   player.
 - ForceReset : Force the flag to be dropped if it's being carried by a
   player, then reset the flag to its original location.
 - SetReturnTime : Set the length of time (in seconds) before a dropped
   flag returns to base.
   Added new output to item_teamflag
 - OnTouchSameTeam : Sent when the flag is touched by a player on the
  same
   team.
  
   Jason
  
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   please visit:
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Re: [hlds] Team Fortress 2 Update Available

2010-01-27 Thread Matt Hoffman
That is what Korn was complaining about Jeff.

On Wed, Jan 27, 2010 at 5:17 PM, Jeff Sugar jeffsu...@gmail.com wrote:

 I think they mean they fixed others being able to destroy them before being
 stuck. you can still detonate them before hitting something, as far as i
 know

 On Wed, Jan 27, 2010 at 5:12 PM, Kornelijus Survila kornhol...@gmail.com
 wrote:

  Fixed stickies being destructible before they're stuck to something.
 
  :(
 
  On Wed, Jan 27, 2010 at 7:03 PM, Jason Ruymen jas...@valvesoftware.com
  wrote:
 
   A required update for Team Fortress 2 is now available.  Please run
   hldsupdatetool to receive the update.  The specific changes include:
  
   Added 3 new hats that can be worn by any class.
 - Towering Pillar of Hats
 - Noble Amassment of Hats
 - Modest Pile of Hat
   Added Propaganda contest winners' hats for First Place, First
 Runner-up,
   and Second Runner-up.
   Added Edit Loadout button to the class menu.
   Changed the main menu background to randomly use the Red, Blue, and
   Soldier/Demo background images.
   Fixed Snipers being able to shoot enemies through gates.
   Fixed Linux servers not properly reconnecting to Steam when they lose
  their
   connection.
   Fixed stickies being destructible before they're stuck to something.
   Fixed the return progress bar above a dropped flag not animating if the
   return time on the flag is less than 30 seconds.
   Fixed the CTF HUD not properly handling flags being disabled/enabled
  during
   the round.
   Fixed player health panels sometimes using the wrong animations for
  buffed
   or low health values.
   Updated the net_showevents convar to be marked as a cheat.
   Updated the main menu news buttons to direct players to the most recent
  TF2
   update and the TF2 blog.
   Updated Italian localization strings.
   Updated the custom TF2 fonts with Polish characters.
   Updated CP_Gorge.
 - Added more cover outside of the initial BLU spawn area.
 - Added a forward spawn for the BLU team after Cap1 is captured.
 - Added another access point to the upper level from the front of the
  RED
   base
 - Added more cover in the room just before Cap2.
 - Decreased RED team's respawn time while they own Cap1.
 - Fixed a few areas where players would sometimes become stuck.
  
   Community requests:
   Added new options for the Invade CTF game mode flag. Default is 1.
 - 0 : No neutral time
 - 1 : Flag goes neutral in 30 seconds (current behavior)
 - 2 : Flag goes neutral in 1/2 the return time
   Added scoring choice for the Invade CTF game mode. Default is 0.
 - 0 : Increment score (current behavior)
 - 1 : Increment capture count
   Added new inputs to item_teamflag
 - ForceDrop : Force the flag to be dropped if it's being carried by a
   player.
 - ForceReset : Force the flag to be dropped if it's being carried by
 a
   player, then reset the flag to its original location.
 - SetReturnTime : Set the length of time (in seconds) before a
 dropped
   flag returns to base.
   Added new output to item_teamflag
 - OnTouchSameTeam : Sent when the flag is touched by a player on the
  same
   team.
  
   Jason
  
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Re: [hlds] Team Fortress 2 Update Available

2010-01-27 Thread Violent Crimes

No ctf_doublecross map never ending fix?   FAIL


Jason Ruymen wrote:

A required update for Team Fortress 2 is now available.  Please run 
hldsupdatetool to receive the update.  The specific changes include:

Added 3 new hats that can be worn by any class.
   - Towering Pillar of Hats
   - Noble Amassment of Hats
   - Modest Pile of Hat
Added Propaganda contest winners' hats for First Place, First Runner-up, and 
Second Runner-up.
Added Edit Loadout button to the class menu.
Changed the main menu background to randomly use the Red, Blue, and 
Soldier/Demo background images.
Fixed Snipers being able to shoot enemies through gates.
Fixed Linux servers not properly reconnecting to Steam when they lose their 
connection.
Fixed stickies being destructible before they're stuck to something.
Fixed the return progress bar above a dropped flag not animating if the return 
time on the flag is less than 30 seconds.
Fixed the CTF HUD not properly handling flags being disabled/enabled during the 
round.
Fixed player health panels sometimes using the wrong animations for buffed or 
low health values.
Updated the net_showevents convar to be marked as a cheat.
Updated the main menu news buttons to direct players to the most recent TF2 
update and the TF2 blog.
Updated Italian localization strings.
Updated the custom TF2 fonts with Polish characters.
Updated CP_Gorge.
   - Added more cover outside of the initial BLU spawn area.
   - Added a forward spawn for the BLU team after Cap1 is captured.
   - Added another access point to the upper level from the front of the RED 
base
   - Added more cover in the room just before Cap2.
   - Decreased RED team's respawn time while they own Cap1.
   - Fixed a few areas where players would sometimes become stuck.

Community requests:
Added new options for the Invade CTF game mode flag. Default is 1.
   - 0 : No neutral time
   - 1 : Flag goes neutral in 30 seconds (current behavior)
   - 2 : Flag goes neutral in 1/2 the return time
Added scoring choice for the Invade CTF game mode. Default is 0.
   - 0 : Increment score (current behavior)
   - 1 : Increment capture count
Added new inputs to item_teamflag
   - ForceDrop : Force the flag to be dropped if it's being carried by a player.
   - ForceReset : Force the flag to be dropped if it's being carried by a 
player, then reset the flag to its original location.
   - SetReturnTime : Set the length of time (in seconds) before a dropped flag 
returns to base.
Added new output to item_teamflag
   - OnTouchSameTeam : Sent when the flag is touched by a player on the same 
team.

Jason

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No virus found in this incoming message.
Checked by AVG - www.avg.com 
Version: 9.0.733 / Virus Database: 271.1.1/2650 - Release Date: 01/27/10 14:36:00


  

No virus found in this outgoing message.
Checked by AVG - www.avg.com
Version: 9.0.733 / Virus Database: 271.1.1/2650 - Release Date: 01/27/10 
14:36:00
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Re: [hlds] Changes in Dedicated Server Capacity After Updates

2010-01-27 Thread Mike Stiehm
I run 375-400 people on a 2 x Quad Xeon's 2.66. If I turned on his res timer
I would be in the 200 range I have done a lot of testing on this when I
first setup. On and off you can't tell in game but the CPU hit is insane!

-Original Message-
From: Nephyrin Zey [mailto:nephy...@doublezen.net] 
Sent: Wednesday, January 27, 2010 7:18 PM
To: Half-Life dedicated Win32 server mailing list
Cc: Mike Stiehm
Subject: Re: [hlds] Changes in Dedicated Server Capacity After Updates

I haven't extensively tested non-hires kernels or stable lower FPS 
configurations, but I wouldn't think so; It allows you to set dynamic 
tic and very low kernel resolution without getting wildly inaccurate 
sleeps. Without hi res timers, sleep can only wakeup as fast as the 
kernel resolution, meaning you'd need 1000hz to get the high fps 
everyone craves so much. If you hook the sleep() events on the main loop 
and make the engine sleep more/longer, you dont get much CPU savings for 
the performance hit. (see: windows boosted vs non-boosted). You're just 
generating 1000hz interupts when they're not necessary, rather than 
simply sleeping as desired and waking up as desired, generally using tsc 
or hpet. I'll add it to my experimentation list though

On 01/27/2010 03:24 PM, Mike Stiehm wrote:
 We don't use a high res timer no need for it.

 Just a waste of CPU power if you ask me.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike O'Laughlen
 Sent: Wednesday, January 27, 2010 5:05 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Changes in Dedicated Server Capacity After Updates

 Wouldn't high res timers increase CPU utilization?

 On Wed, Jan 27, 2010 at 4:55 PM, Mike Stiehmmikesti...@gmail.com  wrote:


 No changes that I can see we handle 375+ and seems to be just as it
always
 was.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Terry Robinson
 Sent: Wednesday, January 27, 2010 12:32 PM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Changes in Dedicated Server Capacity After Updates

 Through September our dedicated server seemed capable of handling 150+
 people TF2 participants without pegging the processor but after the WAR
 update, 90 people seems to put the processor at 95+% uage.  Have recent
 updates causes changes in anyone else's server resource consumption? Are
 there optimizations available that don't exist out of the box to maintain
 server capacity?
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Re: [hlds] Team Fortress 2 Update Available

2010-01-27 Thread Munra
Should the version be 1.0.8.1 for both windows and linux?

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Violent Crimes
Sent: Wednesday, January 27, 2010 8:33 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

No ctf_doublecross map never ending fix?   FAIL


Jason Ruymen wrote:
 A required update for Team Fortress 2 is now available.  Please run
hldsupdatetool to receive the update.  The specific changes include:

 Added 3 new hats that can be worn by any class.
- Towering Pillar of Hats
- Noble Amassment of Hats
- Modest Pile of Hat
 Added Propaganda contest winners' hats for First Place, First Runner-up,
and Second Runner-up.
 Added Edit Loadout button to the class menu.
 Changed the main menu background to randomly use the Red, Blue, and
Soldier/Demo background images.
 Fixed Snipers being able to shoot enemies through gates.
 Fixed Linux servers not properly reconnecting to Steam when they lose
their connection.
 Fixed stickies being destructible before they're stuck to something.
 Fixed the return progress bar above a dropped flag not animating if the
return time on the flag is less than 30 seconds.
 Fixed the CTF HUD not properly handling flags being disabled/enabled
during the round.
 Fixed player health panels sometimes using the wrong animations for buffed
or low health values.
 Updated the net_showevents convar to be marked as a cheat.
 Updated the main menu news buttons to direct players to the most recent
TF2 update and the TF2 blog.
 Updated Italian localization strings.
 Updated the custom TF2 fonts with Polish characters.
 Updated CP_Gorge.
- Added more cover outside of the initial BLU spawn area.
- Added a forward spawn for the BLU team after Cap1 is captured.
- Added another access point to the upper level from the front of the
RED base
- Added more cover in the room just before Cap2.
- Decreased RED team's respawn time while they own Cap1.
- Fixed a few areas where players would sometimes become stuck.

 Community requests:
 Added new options for the Invade CTF game mode flag. Default is 1.
- 0 : No neutral time
- 1 : Flag goes neutral in 30 seconds (current behavior)
- 2 : Flag goes neutral in 1/2 the return time Added scoring choice 
 for the Invade CTF game mode. Default is 0.
- 0 : Increment score (current behavior)
- 1 : Increment capture count
 Added new inputs to item_teamflag
- ForceDrop : Force the flag to be dropped if it's being carried by a
player.
- ForceReset : Force the flag to be dropped if it's being carried by a
player, then reset the flag to its original location.
- SetReturnTime : Set the length of time (in seconds) before a dropped
flag returns to base.
 Added new output to item_teamflag
- OnTouchSameTeam : Sent when the flag is touched by a player on the
same team.

 Jason

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


 No virus found in this incoming message.
 Checked by AVG - www.avg.com
 Version: 9.0.733 / Virus Database: 271.1.1/2650 - Release Date: 
 01/27/10 14:36:00

   


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