Re: [hlds] Very early betas of Source engine SDK tools released
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 >>> >>> >> >> >> ___ >> 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 > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > > -- Cheers Terry Wrennall ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Very early betas of Source engine SDK tools released
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 >> >> > ___ > 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
Re: [hlds] Very early betas of Source engine SDK tools released
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. ___ 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 ___ 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
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. >> >> ___ >> 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 > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Dynamic Slots & the Policy of Truth
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. ___ 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
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. > > ___ > 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
[hlds] Dynamic Slots & the Policy of Truth
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