Re: [hlds] Very early betas of Source engine SDK tools released

2013-05-05 Thread [BT]Black V
be aware that doing it that way is only valid for things launched from that
command prompt if you close it you have to set that variable every time you
run it
might be better if you set up a environment variable via your system
properties

sysdm.cpl or windows key + pause or right click my computer > properties >
advanced > environment vaiables


On Mon, May 6, 2013 at 9:41 AM, scott biszmaier  wrote:

> open command prompt and type
>
> set VPROJECT=C:\Program Files (x86)\Steam\steamapps\common\Team Fortress
> 2\tf
>
> then change directory to your tf2 bin directory which is
>
> C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin
>
> and type
>
> hammer.exe
>
>
>  --
> scott biszmaier
>
>
>  -Original Message-
> From: big john 
> To: Half-Life dedicated Win32 server mailing list <
> hlds@list.valvesoftware.com>
> Sent: Sun, May 5, 2013 2:27 pm
> Subject: Re: [hlds] Very early betas of Source engine SDK tools released
>
>  Where is the VPROJECT environment variable?
>
>
> On Fri, May 3, 2013 at 9:09 PM, List User wrote:
>
>>  Can you run multiple betas? sdk and prerelease?
>>
>>
>> On 5/3/2013 8:21 PM, Kyle Sanderson wrote:
>>
>> Thanks Fletcher!
>>
>> Kyle.
>>
>>
>> On Fri, May 3, 2013 at 5:13 PM, Fletcher Dunn <
>> fletch...@valvesoftware.com> wrote:
>>
>>>  This is not really gameserver admin related, but several people on
>>> this list were asking, so I am posting here.
>>>
>>> We’ve released some very early betas of the SDK tools that have been
>>> broken by the SteamPipe filesystem changes.  They are now going to go in
>>> the same folder as the game.  The separate Source SDK app is not used for
>>> these tools.  Please see this bug in github:
>>>
>>> https://github.com/ValveSoftware/Source-1-Games/issues/8
>>>
>>> That bug has the instructions for how to install the tools, and comments
>>> about what may or may not work.  (There are probably also some problems
>>> getting hammer to figure out where the .FGD files are.)  That bug will also
>>> serve as the location where you can give feedback.
>>>
>>> Thanks for your patience.
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>>
>>
>>
>> ___
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>> please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>>
>> ___
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>> please visit:
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>>
>>
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-- 
Cheers

Terry Wrennall
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Re: [hlds] Very early betas of Source engine SDK tools released

2013-05-05 Thread big john
Thanks, I was able to do it by setting -vproject in a shortcut also.

But now im seeing Mike myers looking faces that say obsolete on all my
models and such. Anyone know how to fix that?


On Sun, May 5, 2013 at 5:41 PM, scott biszmaier  wrote:

> open command prompt and type
>
> set VPROJECT=C:\Program Files (x86)\Steam\steamapps\common\Team Fortress
> 2\tf
>
> then change directory to your tf2 bin directory which is
>
> C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin
>
> and type
>
> hammer.exe
>
>
>  --
> scott biszmaier
>
>
>  -Original Message-
> From: big john 
> To: Half-Life dedicated Win32 server mailing list <
> hlds@list.valvesoftware.com>
> Sent: Sun, May 5, 2013 2:27 pm
> Subject: Re: [hlds] Very early betas of Source engine SDK tools released
>
>  Where is the VPROJECT environment variable?
>
>
> On Fri, May 3, 2013 at 9:09 PM, List User wrote:
>
>>  Can you run multiple betas? sdk and prerelease?
>>
>>
>> On 5/3/2013 8:21 PM, Kyle Sanderson wrote:
>>
>> Thanks Fletcher!
>>
>> Kyle.
>>
>>
>> On Fri, May 3, 2013 at 5:13 PM, Fletcher Dunn <
>> fletch...@valvesoftware.com> wrote:
>>
>>>  This is not really gameserver admin related, but several people on
>>> this list were asking, so I am posting here.
>>>
>>> We’ve released some very early betas of the SDK tools that have been
>>> broken by the SteamPipe filesystem changes.  They are now going to go in
>>> the same folder as the game.  The separate Source SDK app is not used for
>>> these tools.  Please see this bug in github:
>>>
>>> https://github.com/ValveSoftware/Source-1-Games/issues/8
>>>
>>> That bug has the instructions for how to install the tools, and comments
>>> about what may or may not work.  (There are probably also some problems
>>> getting hammer to figure out where the .FGD files are.)  That bug will also
>>> serve as the location where you can give feedback.
>>>
>>> Thanks for your patience.
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>   ___
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>
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Re: [hlds] Very early betas of Source engine SDK tools released

2013-05-05 Thread scott biszmaier
open command prompt and type

set VPROJECT=C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf

then change directory to your tf2 bin directory which is

C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin

and type

hammer.exe

 

 


scott biszmaier

 

 

-Original Message-
From: big john 
To: Half-Life dedicated Win32 server mailing list 
Sent: Sun, May 5, 2013 2:27 pm
Subject: Re: [hlds] Very early betas of Source engine SDK tools released


Where is the VPROJECT environment variable?



On Fri, May 3, 2013 at 9:09 PM, List User  wrote:

  
Can you run multiple betas? sdk and prerelease?



On 5/3/2013 8:21 PM, Kyle Sanderson  wrote:


  
Thanks Fletcher!

Kyle.

  



On Fri, May 3, 2013 at 5:13 PM,  Fletcher Dunn 
  wrote:
  

  

This is not really gameserver  admin related, but several 
people on this list  were asking, so I am posting here.

 

We’ve released some very early  betas of the SDK tools that 
have been broken by  the SteamPipe filesystem changes.  
They are now  going to go in the same folder as the game.  
The  separate Source SDK app is not used for these  
tools.  Please see this bug in github:

 

https://github.com/ValveSoftware/Source-1-Games/issues/8

 

That bug has the instructions  for how to install the 
tools, and comments about  what may or may not work.  
(There are probably  also some problems getting hammer to 
figure out  where the .FGD files are.)  That bug will also  
serve as the location where you can give feedback.

 

Thanks for your patience.
  


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Re: [hlds] Very early betas of Source engine SDK tools released

2013-05-05 Thread big john
Where is the VPROJECT environment variable?


On Fri, May 3, 2013 at 9:09 PM, List User  wrote:

>  Can you run multiple betas? sdk and prerelease?
>
>
> On 5/3/2013 8:21 PM, Kyle Sanderson wrote:
>
> Thanks Fletcher!
>
> Kyle.
>
>
> On Fri, May 3, 2013 at 5:13 PM, Fletcher Dunn  > wrote:
>
>>  This is not really gameserver admin related, but several people on this
>> list were asking, so I am posting here.
>>
>>
>>
>> We’ve released some very early betas of the SDK tools that have been
>> broken by the SteamPipe filesystem changes.  They are now going to go in
>> the same folder as the game.  The separate Source SDK app is not used for
>> these tools.  Please see this bug in github:
>>
>>
>>
>> https://github.com/ValveSoftware/Source-1-Games/issues/8
>>
>>
>>
>> That bug has the instructions for how to install the tools, and comments
>> about what may or may not work.  (There are probably also some problems
>> getting hammer to figure out where the .FGD files are.)  That bug will also
>> serve as the location where you can give feedback.
>>
>>
>>
>> Thanks for your patience.
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>
>
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> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
>
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Re: [hlds] Dynamic Slots & the Policy of Truth

2013-05-05 Thread Jason Tango
I actually agree, in theory. In fact, the system we had been working on would 
have given the existing players on the server a 90-second "warning" that the 
server was going to change conditions (i.e. increase player slots), so they 
would be given fair warning if they wished to leave first. The system also 
performed checks to insure that the proper sv_tags were always set (to prevent 
any accidental omissions/glitches) when the slots were increased.
I also agree that as long as the sv-tags are correct and describe the 
current/active server conditions, then a server operator is staying within the 
letter of the "law".
However, I still think it's important that we get an "official" ruling on this 
issue from Fletcher & co. - if for no other reason than to prevent any 
misunderstandings with the TF2 team.


From: saul.renni...@gmail.com
Date: Sun, 5 May 2013 13:57:35 +0100
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Dynamic Slots & the Policy of Truth

As long as you report increased_maxplayers when you increase your maxplayers, 
you aren't lying whatsoever, and so complying with the Policy of Truth.



Kind regards,Saul Rennison


On 5 May 2013 13:46, Jason Tango  wrote:





Fletcher Dunn and/or TF2 Team:
Can we get a ruling on the use of "Dynamic Slots" with TF2/CS:S servers and 
their compliance with the Policy of Truth?
Specifically, there are server operators using them to keep their servers at 24 
slots (to gain the maximum benefit from quickplay, I assume) until they fill, 
and then switching them to a higher slot count, etc. I know that there are much 
fewer server operators using these anymore (and one of the major TF2 gaming 
communities stopped using them about 6 months ago simply because they didn't 
want to run afoul of the "Policy of Truth"), but there are still quite a few 
operators using them, and it gives them an advantage (when filling their 
servers) as a result.


I asked Fletcher this question many months ago, but never received a reply. We 
were considering using a similar system to keep our servers at a slot count of 
24 until one of our donators needed to join a full server, at which time we 
would have the system change to a 32 slot server (and report all appropriate 
tags, etc.). We had no intention to "game the system", but we wanted to 
maximize server population while preventing as many players as possible from 
getting kicked due to reserved slots. 


In the end, since we never received an answer back, we decided to err on the 
side of caution and not use a such a system.
I know this is kind of a "grey" area, because on one hand Fletcher has said the 
"Policy of Truth" says that all servers must report the correct sv_tags that 
are actively in use, so technically, as long as the server reports 
"increased_maxplayers" when they change to 25+ slots, then I suppose they are 
in compliance, but as I've never heard a definitive yes or no as to whether 
this type of system would cross the line, I just wanted to pose the question 
here so we can know if using the kind of system I described above (to prevent 
too many reserved-slot kicks) would be ok.


To be clear - this is not meant to "call anyone out" who are using dynamic 
slots, I'm merely trying to finally get a ruling on their use and compliance 
with the "Policy of Truth"


Thanks.   

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Re: [hlds] Dynamic Slots & the Policy of Truth

2013-05-05 Thread Saul Rennison
As long as you report increased_maxplayers when you increase your
maxplayers, you aren't lying whatsoever, and so complying with the Policy
of Truth.



Kind regards,
Saul Rennison


On 5 May 2013 13:46, Jason Tango  wrote:

> Fletcher Dunn and/or TF2 Team:
>
> Can we get a ruling on the use of "Dynamic Slots" with TF2/CS:S servers
> and their compliance with the Policy of Truth?
>
> Specifically, there are server operators using them to keep their servers
> at 24 slots (to gain the maximum benefit from quickplay, I assume) until
> they fill, and then switching them to a higher slot count, etc. I know that
> there are much fewer server operators using these anymore (and one of the
> major TF2 gaming communities stopped using them about 6 months ago simply
> because they didn't want to run afoul of the "Policy of Truth"), but there
> are still quite a few operators using them, and it gives them an advantage
> (when filling their servers) as a result.
>
> I asked Fletcher this question many months ago, but never received a
> reply. We were considering using a similar system to keep our servers at a
> slot count of 24 until one of our donators needed to join a full server, at
> which time we would have the system change to a 32 slot server (and report
> all appropriate tags, etc.). We had no intention to "game the system", but
> we wanted to maximize server population while preventing as many players as
> possible from getting kicked due to reserved slots.
>
> In the end, since we never received an answer back, we decided to err on
> the side of caution and not use a such a system.
>
> I know this is kind of a "grey" area, because on one hand Fletcher has
> said the "Policy of Truth" says that all servers must report the correct
> sv_tags that are *actively* in use, so technically, as long as the server
> reports "increased_maxplayers" when they change to 25+ slots, then I
> suppose they are in compliance, but as I've never heard a definitive yes or
> no as to whether this type of system would cross the line, I just wanted to
> pose the question here so we can know if using the kind of system I
> described above (to prevent too many reserved-slot kicks) would be ok.
>
> To be clear - this is not meant to "call anyone out" who are
> using dynamic slots, I'm merely trying to finally get a ruling on their use
> and compliance with the "Policy of Truth"
>
> Thanks.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
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[hlds] Dynamic Slots & the Policy of Truth

2013-05-05 Thread Jason Tango
Fletcher Dunn and/or TF2 Team:
Can we get a ruling on the use of "Dynamic Slots" with TF2/CS:S servers and 
their compliance with the Policy of Truth?
Specifically, there are server operators using them to keep their servers at 24 
slots (to gain the maximum benefit from quickplay, I assume) until they fill, 
and then switching them to a higher slot count, etc. I know that there are much 
fewer server operators using these anymore (and one of the major TF2 gaming 
communities stopped using them about 6 months ago simply because they didn't 
want to run afoul of the "Policy of Truth"), but there are still quite a few 
operators using them, and it gives them an advantage (when filling their 
servers) as a result.
I asked Fletcher this question many months ago, but never received a reply. We 
were considering using a similar system to keep our servers at a slot count of 
24 until one of our donators needed to join a full server, at which time we 
would have the system change to a 32 slot server (and report all appropriate 
tags, etc.). We had no intention to "game the system", but we wanted to 
maximize server population while preventing as many players as possible from 
getting kicked due to reserved slots. 
In the end, since we never received an answer back, we decided to err on the 
side of caution and not use a such a system.
I know this is kind of a "grey" area, because on one hand Fletcher has said the 
"Policy of Truth" says that all servers must report the correct sv_tags that 
are actively in use, so technically, as long as the server reports 
"increased_maxplayers" when they change to 25+ slots, then I suppose they are 
in compliance, but as I've never heard a definitive yes or no as to whether 
this type of system would cross the line, I just wanted to pose the question 
here so we can know if using the kind of system I described above (to prevent 
too many reserved-slot kicks) would be ok.
To be clear - this is not meant to "call anyone out" who are using dynamic 
slots, I'm merely trying to finally get a ruling on their use and compliance 
with the "Policy of Truth"
Thanks.   ___
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