Re: [hlds] Its the law!

2009-11-17 Thread [??R] The-/iller
It seems they probably hit a bunch of servers but only picked on runs 
running fakeclients, 4/5 of our tf2 servers had the cfgs downloaded 3 of 
those had the fakeclients plugin and of which only 1 was hit, all had 
the same rcons too.

Violent Crimes wrote:
 My server has that file in it. But the thing is I do not run Fake 
 Clients nor have I ever.

 Octo wrote:
   
 On Mon, Nov 16, 2009 at 09:35:14PM -0800, SmOoThEm wrote:
   
 
 The spaces were in the file name, that is an exact copy and paste of the
 file name. And to reply about admins trying to get their servers started
 if you have been doing this for as long as I have you find it gets really
 old populating servers every day for years on end, especially when you have
 20+.
 
   
 Oh I know, I have had between 2 and 10 servers since tf2 beta (currently
 8) but I still don't think that having a bunch of servers makes it ok to
 trick users or try to gain an advantage by faking information about your
 servers.  Since people do cheat the system, that forces all the honest
 server operators to have to choose between also being dishonest or having
 to work even harder to get their servers going.  This is the same garbage
 excuse that people spewed when they lied about their server tags - and
 it stunk then and it stinks now.  I'll keep hoping that some day there
 is a blacklist, and then you can really experience empty servers. 

 I like having players on my server as much as the next admin, but unless
 you're doing some sort of a money grab by selling admin or have found a 
 way to convert server popularity into something useful IRL I honestly
 don't understand why there is such a drive to race to the bottom.

 -octo
  
   
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Octo
 Sent: Monday, November 16, 2009 9:14 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Its the law!

 On Mon, Nov 16, 2009 at 07:44:58PM -0800, SmOoThEm wrote:
 
   
 These people downloaded everyone's server configs, and my rcon password
   
 
 was
 
   
 unhackable due to the complexity of it. Only one of my servers were
 affected. If you look in your cfg folder and you see a server.cfg.
   
 
 .ztmp
 
   
 then you have been hacked too. I have a feeling there is a major exploit
   
 
 in
 
   
 the wild that will soon hit more than fakeclient servers.
   
 
 Are those spaces or a tab trailing the .cfg?
  
 
   
 And for the record we run fake clients for one reason, so our server shows
 up on the list when you refresh. By default empty servers will not show up
 in the master list, no one will ever see the empty server to populate it.
   
 
 We
 
   
 only have 1 client running because we know how much the community hates
 them.
   
 
 So why not lobby for that setting to be changed, or maybe sit on your server
 like other admins do trying to get them going?  As an admin who does take
 the
 time to try to get his servers going and rewards users who take the time to
 make the servers visible I'm glad to see that your community believes that
 the
 best way of achieving the same result is dishonesty.  

 -octo

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Re: [hlds] Its the law!

2009-11-17 Thread [??R] The-/iller
Google it and theres almost the same exploit from 7 years ago?

Ronny Schedel wrote:
 But didn't they fix this file download bug some months ago?


 - Original Message - 
 From: Spencer 'voogru' MacDonald voo...@voogru.com
 To: 'Half-Life dedicated Win32 server mailing list' 
 hlds@list.valvesoftware.com
 Sent: Tuesday, November 17, 2009 4:14 PM
 Subject: Re: [hlds] Its the law!


 Here is a possible patch for the new found exploit. It hasn't been fully
 tested yet though since I am only speculating on how this exploit is being
 performed.

 This plug-in will output a log event every time someone requests a file from
 the server, whether it be a spray logo file or your server.cfg.

 http://forums.alliedmods.net/showthread.php?p=992047

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel
 Sent: Tuesday, November 17, 2009 2:06 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Its the law!

 Under which conditions?


 - Original Message - 
 From: 1nsane 1nsane...@gmail.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Tuesday, November 17, 2009 12:31 AM
 Subject: Re: [hlds] Its the law!


 Under certain conditions It is possible to download files from the server.
 Server.cfg being a good one.

 Also the reverse is true.

 On Mon, Nov 16, 2009 at 5:37 PM, JäKë T can_kic...@hotmail.com wrote:

   
 It's just cracking rcon password, then they set it to private and change
 the name.
 So just having rcon locker and a nice password fixes it.


 
 From: i...@ronny-schedel.de
 To: hlds@list.valvesoftware.com
 Date: Mon, 16 Nov 2009 23:32:24 +0100
 Subject: Re: [hlds] Its the law!

 The big question is: how is it done? Let's hope there is backdoor in the
 fake player app and not a bug in the server code.

   
 http://img692.imageshack.us/img692/4728/71956486.jpg
 I lay money on Lotusclan getting there comeuppance!



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Re: [hlds] Team Fortress 2 Update Released

2009-08-31 Thread [??R] The-/iller
I haven't tried in a while but it used to be fun as a spy to sit there 
cloaked and just spam the use key and everyone would still hear the 
non-usable sound.

Spencer 'voogru' MacDonald wrote:
 Probably disables +use all together.

 I think this is quite silly. This is the first I've heard of a +use exploit.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
 Sent: Monday, August 31, 2009 9:04 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Released

 Does tf_allow_player_use 0 disallow the use of buttons and other  
 things that require +use? If so then you've broken a lot of maps. If  
 not then why is it there?

 Thanks,
 - Saul.

 On 1 Sep 2009, at 01:50, 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:

 Team Fortress 2:
 - Added tf_allow_player_use server ConVar to control players  
 executing +use while playing (defaults to 0)
 - Fixed a bug where full backpacks resulted in an item being  
 repeatedly found each time the game is started
 - Fixed being able to burn players/buildings that are in the water  
 while standing outside the water
 - Fixed teleporting Spies getting stuck in enemy players standing on  
 the exit
 - Fixed server log not listing telefrag kills as weapon telefrag
 - Fixed the Pyro's airblast pushing Spectators in free-look mode
 - Fixed Pyro's Hadouken killing Scouts that have used Bonk! and are  
 phasing
 - Fixed freezecam screenshots sometimes being saved outside the  
 Screenshots folder
 - Fixed deathnotice and server log entries not using the unique item  
 names/icons when buildings are destroyed
 - Fixed a case where the weapon selection menu wasn't drawing the  
 images of non-standard items if the player was using hud_fastswitch  
 1 and using slot7-10 to view the panel
 - Fixed CTF HUD not centering the flag panel if there is only one  
 active flag

 Community requests:
 - Added the ability to set a parent for the item_teamflag entity
 - Added OnPickUpTeam1 and OnPickUpTeam2 outputs to the item_teamflag  
 entity
 - Added intro movie .mp3 files to the sound/misc folder

 Jason


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Re: [hlds] server crashing in the last week or so

2009-06-20 Thread [??R] The-/iller
We had some issues with sourcemod with out of date gamedatas after last 
tf2 update, update sourcemod to 1.2.1 release or latest rev and see.

k e wrote:
 I have not changed any configs/addons, but my servers are crashing
 more than ever. Sometimes they lock up at map change, once in a while
 it's a random crash. Anyone else? Just wondering if all of a sudden
 Sourcemod has a bad file or if it's Valve... thanks

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Re: [hlds] dDos attacs

2009-05-24 Thread [??R] The-/iller
We were getting tcp rcon spammed, try wireshark to see what theyre 
spamming it will point it out pretty easily with malformed packets, if 
its just TCP 27015 block that, you will lose rcon but save your server.

Cc2iscooL wrote:
 Unfortunately people are finding ways around this plugin using basic UDP
 packet spamming. This plugin will block the script kiddies but not the more
 advanced users.

 --
 Cc2iscooL
 Head Admin/Owner
 http://www.cc2iscool.com


 On Sun, May 24, 2009 at 4:53 PM, Mike Stiehm mikesti...@gmail.com wrote:

   
 Tony Paloma has a plugin that should help out.

 http://www.sourceop.com/modules.php?name=Downloads

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of admin
 Sent: Sunday, May 24, 2009 4:50 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] dDos attacs

 our server i under some heavy ddos attacks every 45min to an hour. any
 one know a good method on how to prevent this from happening or make
 them less frequent

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Re: [hlds] Server Crashing After Update

2009-05-22 Thread [??R] The-/iller
Check your plugins we were using a medic quick uber charging plugin that 
is only on at certain times, and boom when that time hit server crashed, 
other than that sm has been running great.

CLAN RCR wrote:
 I'm using Windows 2008, and previously had absolutally no issues with this
 server. I am running the SourceMod 1.1.0 and am unsure what is causing this
 error. We have an identical server that has been solid as a rock. The server
 with the issue will stay up for 30 minutes .. 1hr and then just die.

 The error I'm getting is in a dialog box as follows:

 Bad entity in IndexOfEdict() index -642056 pEdict 0F5B0F70 sv.edicts
 101F0010

 If anyone has any ideas.. It would be great to hear them.

 Also, our 2fort server is crashing also, but I think it's a different error.
 The 2forr server will only stay up for 3 minutes before crashing.

 Thanks guys!

 -Matt
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Re: [hlds] Associate Names with a Steam ID?

2009-05-07 Thread [??R] The-/iller
Theres a plugin that when a player connects Current name AKA name1 
name2 name3.. I tried to find it but i know it was a big thing for 
sourceforts. Also many stats scripts(hlstatsx i know) keep name history, 
but one of the best I've seen is HLSW's global ID database.


Steve Colebourne wrote:
 Hi Jake,

 There's a mathematical relationship between the Steam ID and the
 community ID. You'll find lots by googling: steam id to community id.

 As far as I know, there's no way of determining the account name.

 Someone else might shed more light than me, though!

 Jake E wrote:
   
 Hi,
 Is there any plugin where you type in a Steam ID or ID's, and it shows the
 display names / account names associated with it?
 We've decided to create a master ban list so that we can keep track of who
 we ban, why, and how long. I've already dug through the log files and found
 a few.
 Here's the problem: Our server got moved on April 24th. No log files before
 then.

 So.. yeah.
 Also the Steam id's part is important as our perma-ban list is 165 players
 long.

 Any help would be great.
 Thanks
 Zomb
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Re: [hlds] New srcds exploit

2009-02-02 Thread [??R] The-/iller
Seems we just need a block on *dump*
NO dumping allowed! as the tf signs read

1nsane wrote:
 Yet another one:
 Client: STEAM_0:0:16216315 called: dump_entity_sizes

 On Mon, Feb 2, 2009 at 6:41 PM, AzuiSleet azuisl...@gmail.com wrote:

   
 These exploits have been around for a very long time, it's just nobody
 really abused them like they have been now. The obvious commands are
 physics_select and friends. The reason they crash a server is because the
 player is NULL during connect. As for the console spam, that's a side
 effect of having a NULL player, the game thinks the say is coming from the
 console. Most of this stuff is obvious when you look in the SDK.

 On Mon, Feb 2, 2009 at 4:10 PM, Tom Leighton tomrleigh...@googlemail.com
 
 wrote:
   
 VAC is fully automated, and VALVe do not accept any cheater's steam id
 submissions.

 However, you could report them to www.steambans.com if you run
   
 steambans.
 
 Andrey Titov wrote:
   
 sorry..
 can i ask hire?
 need adress to sent cheat players steam id's.. piss me off that's
 
 little
 
 bastards ))
 valve adress better. ban by server is too liitle trouble for thouse
 
 players.
   
 sorr for bad eng

 2009/2/2 Justin mysteriousjus...@gmail.com


 
 True, but we have alot of time on our hands aswell seeing as most of
   
 us
 
 have
 10+ game servers, and are pissed off because this plugin affects the
   
 hard
   
 work put into them.

 On Mon, Feb 2, 2009 at 2:50 PM, Timothy L Havener 
 timotheus_have...@earthlink.net wrote:


   
 that's an epic parenting fail right there.  these kids have way too
 
 much
   
 free time on their hands to come up with this crap.

 Justin wrote:

 
 http://www.sythe.org/showthread.php?t=558846
 He's selling it too..

 On Fri, Jan 30, 2009 at 2:18 PM, DontWannaName!
 dontwannaname...@yahoo.comwrote:



   
 I dont think there is a way to stop the attacks because he uses a
 
 few
 
 commands and such. He also crashes the server before the server can

 
 tell

   
 him

 
 that he is banned. I think IP banning him may work? 86.3.49.194 He
 
 has
   
 a

   
 lot

 
 of steamids so a steam ban wont work, wont authenticate either. He

 
 isnt

   
 really getting your rcon password from what I have seen.
 http://download.chrisaster.com/garrysmod/




 
 From: Chris headad...@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Friday, January 30, 2009 10:25:51 AM
 Subject: Re: [hlds] New srcds exploit

 ok, how to block this command?

 The sm command blocker plugin?

 On Fri, Jan 30, 2009 at 6:10 PM, Chad Austin c...@pcchemical.com

 
 wrote:

 
 dsplittber...@gmail.com wrote:


   
 thank god he gave us the link to where we can buy these exploits
 
 :p
 
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 anyone willing to buy the programs and provide a packet dump?

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Re: [hlds] Left 4 Dead Update Available

2009-01-24 Thread [??R] The-/iller
Its pretty much been like this since TF2 official release, if not in TF2 
Beta, back in the day when we just had css dods hl2mp the little kids 
only cared about css.

J T wrote:
 I joined this list just before l4d was released, when did all the cry babies
 show up?

 On Sat, Jan 24, 2009 at 4:27 AM, Patrick Shelley sidest...@gmail.comwrote:

   
 Valve - How dare you release an update. ;)
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Re: [hlds] Updating Servers etc

2009-01-12 Thread [??R] The-/iller
I was trying to find out how to run multiple servers off of one install, 
it was mentioned a while back about how to change the cfgs dir, logs 
dir, and other variables but I couldn't find any documentation on this 
or previous mailings. can anyone shed light on these, and are they 
only for nix of windows as well.

Kveri wrote:
 Hi,

 you can write a little script, but setting up -autoupdate and globally 
 rcon all servers with exit command is pretty straightforward.

 Kveri

 DontWannaName!  wrote / napísal(a):
   
 Hey,

 I was wondering how many people run several instances of TF2 on one install 
 of TF2? Also, what is the best way to update all the servers if you have 
 more than one install, would you just go through and update them each at a 
 time or is there a trick?

 Thanks,
 DWN



   
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[hlds] Dods/Tf2 unannouced update

2009-01-12 Thread [??R] The-/iller
dods/tf2 update, forced update for dods???

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Re: [hlds] Dods/Tf2 unannouced update

2009-01-12 Thread [??R] The-/iller
Forced update for dods clients, tf2 it seems didnt change anything 
different class tables error

msleeper wrote:
 This was clientside only wasn't it? I haven't had any heartbeat update
 request, and people are not having problems connecting to my TF2
 servers.


 On Mon, 2009-01-12 at 22:15 -0500, [??R] The-/
   
 dods/tf2 update, forced update for dods???

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Re: [hlds] Left 4 Dead dedicated servers

2008-10-30 Thread [??R] The-/iller
2 words
THANK YOU!

Eric Smith wrote:
 We'll be releasing the Left 4 Dead dedicated server files prior to the Left 4 
 Dead demo being released. More details will be sent to the mailing lists when 
 we have them.

 There are two things to keep in mind regarding running a Left 4 Dead server:

 1) The CPU load for the Left 4 Dead server will be higher than you're used to 
 for games like TF2. Left 4 Dead has a bunch of A.I. for the zombies, etc., 
 that games like TF2 don't have.

 2) Left 4 Dead uses a new matchmaking system we're developing. We'll be 
 working with the server admin community to make sure the new system operates 
 as smoothly as possible. More details on this later.

 -Eric


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Re: [hlds] Server browser shenanigans

2008-09-20 Thread [??R] The-/iller
Hah i just have a 6/1 connection running a old befsr41 router and use 
max settings on steam and works great, if i put it at the 768 setting i 
get lag in anything dealing with steam. i can see routers causing 
some issues but i think the root of the problem is steam

Dustin Wyatt wrote:
 Thanks guys.  I made the mistake of assuming that having a 15/2
 internet connection and what is generally considered one of the best
 consumer routers available (WRT54G running Tomato) would make querying
 server lists a non-issue.

 I had to set steam down to the 768kbps setting to get reliable server
 list refreshes...



 On Sat, Sep 20, 2008 at 12:49 PM, Kevin Ottalini
 [EMAIL PROTECTED] wrote:
   
 Dustin,
The serverbrowsers (both Steam and in-game) use the rate settings in
 your Steam  settings  downloads

 If the Steam download settings are set too fast for your router then you'll
 get fewer servers in the listings and there will usually be big pauses.

 The in-game ServerBrowser works a little slower then the Steam Serverbrowser
 since it has to look at tags and things, so counter-intuitively slower is
 better in the case where the Steam download rate is set too fast.

 If you set the Steam Download Rate properly, both serverbrowsers will work
 properly.
 You must exit Steam and restart for the change to the rate setting to take
 effect.

 big catch:
 If you change your rate settings in-game, it very nicely will ALSO change
 your Steam download rate setting for you too, even if it's wrong.
 You won't see the problem until you restart Steam or reboot your system.

 I wrote an app that will prevent the Steam download rate from ever changing
 (the settings is in the registry),  you can give that a try.
 http://qsextreme.com/SteamRate

 Just set it and lock it, restart Steam if you changed the setting, and
 minimize SteamRate to your tooltray.

 All this tool does is look occasionally at the registry setting and if it's
 different from the locked rate it will change it back.
 qUiCkSiLvEr



 - Original Message -
 From: Dustin Wyatt
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Saturday, September 20, 2008 9:08 AM
 Subject: [hlds] Server browser shenanigans


 
 Ok, take a look at this pic:

 http://www.smackcentral.net/files/server_count.jpg

 I refreshed the desktop server browser and then immediately refreshed
 the in-game server browser.  No matter how many times I do this, the
 in-game browser always returns many more servers than the desktop
 version.

 Why is this so?
   
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Re: [hlds] Does Left 4 Dead use srcds?

2008-09-13 Thread [??R] The-/iller
And with all the AI zombies, i doubt everyone could run listen servers.

DontWannaName! wrote:
 The servers will be 8 slots, 4 survivors and 4 zombies I believe. Im pretty 
 sure it will be SRCDS too though.



   
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Re: [hlds] How to make console send automated messages?

2008-09-08 Thread [??R] The-/iller
Would require a plugin of some sorts, a cron plugin or adverts

Jake E wrote:
 In-game, I see messages saying:
 Want to see the D3vine go on? Visit www.thed3vine.com to donate!
 or
 =DiG= Is recruiting. Type 'apply' for more info

 How do I make the console auto-generate these messages, or can I type
 something into RCON?

 Don't mean to prod. Sorry for sending frequent help messages.
 -Jake, Colin, Kris, Tyler
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[hlds] Tf2 Client Crash Causes Server Crash?

2008-08-28 Thread [??R] The-/iller
Whats with all these random client updates? Many of my members are 
reporting random crashes or temporary lockups.

Earlier had a guy said he locked up, so he asked someone to kill him and 
when they did the server crashed.

Seems these fun undocumented client updates are making havoc with the 
servers also.

Link to server mdmp from crash 
http://archives.righttorule.com/crashlogs/Steam__273447__2008_8_27T19_30_23C68287984.7z

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Re: [hlds] TF2 update

2008-08-22 Thread [??R] The-/iller
Something definitely did change, even the day after the update its still 
taking a good 2-5min just to start the update, so its not the load on 
the update servers?

Nephyrin Zey wrote:
 I've had longer DLs too, their servers might just be getting hammered a lot.

 On Wed, Aug 20, 2008 at 6:45 PM, Aaron Rapp [EMAIL PROTECTED] wrote:
   
 Is it meor are the downloads taking longer and longer to start. I've
 never had a problem before last night's update.

 Aaron

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Don Williams
 Sent: Wednesday, August 20, 2008 6:38 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] TF2 update

 Beats me last 2 updates I've had to fully re-install TF2 it will not launch
 nor does it show an error message.




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Re: [hlds] Lovin the Heavy Update

2008-08-19 Thread [??R] The-/iller
The sandvich heals in 4 parts i believe, with every munch or so? I'm not 
seeing an instant 120 health, I did notice it can easily stop you from 
dieing while on fire.

tgnwells wrote:
 I was looking forward to the update, but after playing it for only a 
 couple of hours I can easily say I'm not happy with it.
 It seems rushed. The sandvich might have been a good idea but the way 
 it's done makes no sense. Like it just instantly heals you at the start, 
 rather than it being a gradual process. Same with arena. It's like the 
 classes weren't designed for this kind of gameplay but Valve didn't care 
 and did nothing to compensate.
 The new maps are nice, but I hate payload, and am really not into arena 
 so it's like a waste to me. Oh, and I hate steel as well, so really 
 there's nothing I'm very impressed with. Well actually I like that the 
 custom tab is gone, but I probably won't be playing all that much after 
 this so... uh yeah.

   

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Re: [hlds] New Heavy Update

2008-08-17 Thread [??R] The-/iller
And unless you have the weapon listed on the weapons page people are not 
getting points for the kills. What we do is whenever updates are 
released goto an hlstatsx premium site and look for the new weapons, 
look at the url and it has the weapon name. Weapons are fine but some of 
the actions you cant track with the old hlstatsx script because it 
doesnt decypher the new logs(As it was made before OB engine) Really 
wish hlstatsx would release an updated version for public use, dont feel 
like paying for something we can run ourselves...


Timothy Sadleir wrote:
 Well, it tracks the kills but doesn't add the weapons to the weapons page.
 I had to add the new ones myself as they came.  Also, last time I just stole
 the weapon icons that the HLStatsX guys made and put it onto our webserver.

 On Fri, Aug 15, 2008 at 5:15 PM, Anthal [EMAIL PROTECTED] wrote:

   
 It's been my experience that when new weapon types are released, they
 are automatically added to the database, but lack a position in the
 weapon statistics and have no icons.

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[hlds] Goldrush exploit grenades over roofs

2008-08-17 Thread [??R] The-/iller
You can still shoot grenades from red spawn over the roof to just behind 
the first point, thought all of these exploits were fixed.

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[hlds] Memory leaks still after update

2008-07-08 Thread [??R] The-/iller
Just got servers updated vanilla or not they're using ~200MB of ram upon 
start before players even join... win2k3 box non-vanilla servers running 
Sourcemod

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Re: [hlds] Timeout issues since 07/04/08 patch

2008-07-07 Thread [??R] The-/iller
This is really weird, just reinstalled two servers vanilla, both had 
memory issues before now the one does and the other doesn't. One starts 
at 40-60MB memory usage, other starts at 200MB. This makes absolutely no 
sense, as i also have another tf2 server and a dods server that both 
haven't had any memory issues.

Olly wrote:
 If this was a perfect world, there would be no problem =)

 We are not having any such complaints on our TF2 servers.

 2008/7/7 Matthew Crain [EMAIL PROTECTED]:

   
 Has anyone heard if Valve is looking into fixing this TF2
 lag/choke/timeout issue?  I'm getting hundreds of complaints nightly and
 I'm becoming a little frustrating.  In a perfect world, a patch would be
 released this afternoon, but then again, that's in a perfect world.

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Re: [hlds] Day of Defeat: Source Update Released

2008-07-02 Thread [??R] The-/iller
Also bazooka sensitivity is still bugged.


Jason Ruymen wrote:
 The big required Day of Defeat: Source update has now been released.
 This means the Day of Defeat: Source Beta has also ended.  Please update
 your servers by running hldsupdatetool.  The specific changes include:
  
 - Switched to using the Orange Box engine
 - Added new map, Palermo
  
 Jason
  
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Re: [hlds] Sourcebans-webpage arent working proper

2008-06-13 Thread [??R] The-/iller
Reading the install notes ftw...

Olly wrote:
 This isn't really for here, but as i'm here, Ill tell you that you need to
 chmod themes_c to 777

 2008/6/13 Eric van Beesten [EMAIL PROTECTED]:

   
 Maybe its the wrong place to post it, but i have a problem with sourcebans.
 I just installed it, but the webpage has some problems.

 First of all, the addon is working fine and I have no problems with this.
 But if I go to the webpage, some pages aren't working proper. For example:

 The protest page is empty: http://www.lethal-bans.nl/index.php?p=protest

 Also other pages are empty:
 - manage/add group
 - manage mod (I can see all the mods. But when clicking on it the page is
 empty again)
 - the your account page.

 Webserver is btw IIS with php5 and mysql(i)

 I really don't now where the problem is! My webserver is running my
 php-pages fine... so I'm don't know if it's a webserversetting! Hope I'm
 not
 the only one with the problem.

 Tnx,

 Eric


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Re: [hlds] Remote reboot/Server Reset

2008-04-30 Thread [??R] The-/iller
Tony Paloma wrote:
 If all you need is a way to restart the process, serverdoc has a web
 interface.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Mike Stiehm
 Sent: Wednesday, April 30, 2008 5:01 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] Remote reboot/Server Reset

  
  
 I'm looking for a free/cheep solution to allow my clan members
 to reset the server from a remote location. I have seen the 
 game control panel (I can not remember the name of it)
 but we operate our server via donations and need something
 that will cost little or nothing. Web based would be a plus any ideas?
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yeah if all you need is start/stop then serverdoc is pretty good and 
free, lil confusing for first time setup but powerful nonetheless

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Re: [hlds] Team Fortress 2 Update Coming

2008-04-29 Thread [??R] The-/iller
Process locks doesnt actually crash.

Eric Smith wrote:
 We're looking into the problem.  If you get any .mdmp files from the
 crashes, please send them to me.

 -Eric
  

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of [??R]
 The-/iller
 Sent: Tuesday, April 29, 2008 6:54 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Coming

 Fresh vanilla download tried 1, 2, 24, 32 all crash any map
 Fudgstu wrote:
   
 Yep...both our servers crashed with timeout errorswin 2003 server

 On Tue, Apr 29, 2008 at 8:38 PM, Timothy L Havener 
 [EMAIL PROTECTED] wrote:

   
 
 Don Williams wrote:
 
   
 Valve is the epic fail.  Forgot to remove the custom tab too.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of James
 
 McKenna
   
 Sent: Tuesday, April 29, 2008 9:30 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Coming

 Steam forums have ignited. I smell disaster on the horizon.

 On Tue, Apr 29, 2008 at 6:27 PM, dexion [EMAIL PROTECTED]
 
 wrote:
   
   
 
 Yup windows here. Im doing a verify_all update now to see if I
   
 missed a
   
 file
 on the 3 servers Im testing it on heh

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Don
   
 Williams
   
 Sent: Tuesday, April 29, 2008 9:22 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Team Fortress 2 Update Coming

 I get 2 people on and it goes boom.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Timothy L
 Havener
 Sent: Tuesday, April 29, 2008 9:19 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Coming

 Anyone having trouble and running sourcemod?

 I am crashing like crazy

 John McBroom wrote:

 
   
 I'm currently running around Goldrush, it's out.

 FYI Valve, it's missing a new taunt animation when you have the
   
 
 healing
 
   
 gun out

 
   
 2008/4/30 James McKenna [EMAIL PROTECTED]:


   
 
 It is? My client isn't updating (restarted numerous times)

  On Tue, Apr 29, 2008 at 6:04 PM, 1nsane . [EMAIL PROTECTED]
 
   
 wrote:
 
   
   It's out!
  
   On Tue, Apr 29, 2008 at 8:57 PM, DontWannaName! 
   [EMAIL PROTECTED]




 
   
 wrote:


   
 
  
You scared me there haha. Thought it said it was out :P Engi
   achievements
FTW!
   
   
- Original Message 
From: Tom Leighton [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Tuesday, April 29, 2008 5:52:34 PM
Subject: Re: [hlds] Team Fortress 2 Update Coming
   
I'm waiting
   
   
   
   
   
   
   

   
Jason Ruymen wrote:
 The long-waited required Team Fortress 2 update will be
 
   
 arriving
 
   
 soon.

 
   
 Should be live in about an hour from now.

 Jason

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Be a better friend, newshound, and
know-it-all with Yahoo! Mobile.  Try it now.
http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ
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Re: [hlds] Win32 Team Fortress 2 Server Update Released

2008-04-29 Thread [??R] The-/iller
New update, running 32 players sourcemod with a few plugins, hlstatsx 
and running fine, win2k3 box with lots of servers.

Fudgstu wrote:
 I'm running Mani mod...it's running, but now, everyone keeps getting moved
 to spec randomly.


 On Tue, Apr 29, 2008 at 10:07 PM, Don Williams [EMAIL PROTECTED] wrote:

   
 You're right Eric it is beetlesmod

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Eric Smith
 Sent: Tuesday, April 29, 2008 11:03 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Win32 Team Fortress 2 Server Update Released

 I've had people sending me .mdmp files and, other than the crashes that
 our latest update just fixed, all the crashes have been the result of
 BeetlesMod or SourceMod.  If your server is crashing, try removing the
 addons to see if that fixes the problem.  If it doesn't, then send me
 the .mdmp files.

 Thanks.

 -Eric

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Re: [hlds] Valve testing servers

2008-03-23 Thread [??R] The-/iller
LouLou Bizou wrote:
 The new fakeclients plugin (v2) by L.Duke:

 http://forums.alliedmods.net/showpost.php?p=597572postcount=537

 ] meta list
   [01] Mani Admin Plugin (1.2BetaS SMM) by Mani
   [02] fakeclients2 (1) by L. Duke

 This plugin by pass the bot system count and generate real fake players !!!

 Please Valve, block it !

 Thanks !
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This is perfectly legit no reason to block it.

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[hlds] Blacklist

2008-03-14 Thread [??R] The-/iller
All my servers have been delisted, i was complying with the custom list 
and even had a 24 slot server to still have a presence in the internet 
list. I could see maybe my 32s getting delisted but no reason for my 24 
slot some information please.
wtf valve?

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Re: [hlds] Blacklist

2008-03-14 Thread [??R] The-/iller
Now one shows up sometimes on the custom tab, other times when i refresh 
the custom tab im only getting like 10 servers. They are on consecutive ips.

Steve wrote:
 Were all your servers using the same public IP?


   
 All my servers have been delisted, i was complying with the custom list
 and even had a 24 slot server to still have a presence in the internet
 list. I could see maybe my 32s getting delisted but no reason for my 24
 slot some information please.
 wtf valve?

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Re: [hlds] Valve, thank you for virtually destroying my TF2 community.

2008-03-14 Thread [??R] The-/iller
No one complained about 32 player servers in beta and in early release I 
don't see why they're such a problem, if you don't like them don't join 
them its as simple as that. Other servers shouldn't be censored just 
because some people don't like 32 player servers in general. It's not 
like your computer is going to shit itself just because it sees a 32 
player server on the list, its your fault if you connect to it not the 
server operator's.

Steve wrote:
 + 2

   
 Amen..

 I also like the tabs, sucks I'm still seeing these 32 slot noob fests in
 the internet tab though. I don't see the tabs harming the mod in general.
 I do think in fairness a notation should be shown in both the internet and
 custom tabs and not just the custom tab as it is now.

 $.02

 - Original Message 
 From: StrontiumDog [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Friday, March 14, 2008 3:22:39 PM
 Subject: Re: [hlds] Valve, thank you for virtually destroying my TF2
 community.

 I like the tabs.
 A lot of people are vocal about not liking them.  I thought I'd just say
 that I do like them and thought they were a good idea.
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 Never miss a thing.  Make Yahoo your home page.
 http://www.yahoo.com/r/hs
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Re: [hlds] Blacklist

2008-03-14 Thread [??R] The-/iller
I was getting drastically different numbers everytime i refreshed the 
serverlist for about 2 hours seems to be fine now.

Cc2iscooL wrote:
 I'm pretty sure Valve haven't delisted anyone yet, as the server count on
 the internet tab from yesterday is about the same as today.

 On Fri, Mar 14, 2008 at 3:27 PM, [??R] The-/iller [EMAIL PROTECTED]
 wrote:

   
 Now one shows up sometimes on the custom tab, other times when i refresh
 the custom tab im only getting like 10 servers. They are on consecutive
 ips.

 Steve wrote:
 
 Were all your servers using the same public IP?



   
 All my servers have been delisted, i was complying with the custom list
 and even had a 24 slot server to still have a presence in the internet
 list. I could see maybe my 32s getting delisted but no reason for my 24
 slot some information please.
 wtf valve?

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Re: [hlds] gameinfo.txt

2008-03-12 Thread [??R] The-/iller

Yeah, the vdf is awesome, seems to load on server startup almost twice
as fast.

StrontiumDog wrote:

--
[ Picked text/plain from multipart/alternative ]
The VDF method for loading MetaMod works the best.
Goodbye gameinfo.txt.you will not be missed..lol


-Dog
--

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Re: [hlds] TF2 SourceTV Problem

2008-03-04 Thread [??R] The-/iller
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Dustin Wyatt wrote:
 This is related to the bug I've mentioned here earlier but didnt get
 any help on.  Apparently, there is a bug where when clients try to
 connect to either the server ip (say 27015) or sourcetv (on say 27020)
 they will randomly get connected to one or the other.

 I was just getting ready to report another instance of this bug.  Our
 clan was playing a match on another clan's server and they had
 SourceTV running on 27020, but when I tried connecting it consistently
 dropped me onto the live server.  I'll reply to my earlier email
 thread with this info...

 Dustin

 On Sun, Mar 2, 2008 at 10:49 PM, [??R] The-/iller
 [EMAIL PROTECTED] wrote:

 Have source tv enabled for a passworded scrim server, sourcetv is on
  port 27020 and is not passworded. However when a client connected to
  that port with no password he was stuck as a live player into the game.
  cvarlist tv_ is as follows

 tv_allow_camera_man  : 1: ,
  sv   : Auto director allows spectators to become camera man
  tv_allow_static_shots: 1: ,
  sv   : Auto director uses fixed level cameras for shots
  tv_autorecord: 1
  :  : Automatically records all games as SourceTV demos.
  tv_autoretry : 1
  :  : Relay proxies retry connection after network timeout
  tv_chatgroupsize : 0
  :  : Set the default chat group size
  tv_chattimelimit : 8
  :  : Limits spectators to chat only every n seconds
  tv_clients   : cmd
  :  : Shows list of connected SourceTV clients.
  tv_debug : 0
  :  : SourceTV debug info.
  tv_delay : 90   : ,
  sv   : SourceTV broadcast delay in seconds
  tv_delaymapchange: 0: ,
  sv   : Delays map change until broadcast is complete
  tv_deltacache: 2
  :  : Enable delta entity bit stream cache
  tv_dispatchmode  : 1
  :  : Dispatch clients to relay proxies: 0=never, 1=if
  appropriate, 2=always
  tv_enable: 1: ,
  nf   : Activates SourceTV on server.
  tv_maxclients: 10
  :  : Maximum client number on SourceTV server.
  tv_maxrate   : 15000
  :  : Max SourceTV spectator bandwidth rate allowed, 0 ==
  unlimited
  tv_msg   : cmd
  :  : Send a screen message to all clients.
  tv_name  : 0
  :  : SourceTV host name
  tv_nochat: 0: , a,
  user: Don't receive chat messages from other SourceTV spectators
  tv_overridemaster: 0
  :  : Overrides the SourceTV master root address.
  tv_password  : 0: , nf,
  prot, norecord : SourceTV password for all clients
  tv_port  : 27020
  :  : Host SourceTV port
  tv_record: cmd
  :  : Starts SourceTV demo recording.
  tv_relay : cmd
  :  : Connect to SourceTV server and relay broadcast.
  tv_relaypassword : 0: , nf,
  prot, norecord : SourceTV password for relay proxies
  tv_relayvoice: 1
  :  : Relay voice data: 0=off, 1=on
  tv_retry : cmd
  :  : Reconnects the SourceTV relay proxy.
  tv_snapshotrate  : 16
  :  : Snapshots broadcasted per second
  tv_status: cmd
  :  : Show SourceTV server status.
  tv_stop  : cmd
  :  : Stops the SourceTV broadcast.
  tv_stoprecord: cmd
  :  : Stops SourceTV demo recording.
  tv_timeout   : 30
  :  : SourceTV connection timeout in seconds.
  tv_title : 0
  :  : Set title for SourceTV spectator UI
  tv_transmitall   : 1: ,
  rep  : Transmit all entities (not only director view

Re: [hlds] Request for next DoDS update

2008-03-03 Thread [??R] The-/iller

Yea, there are limit cvars for british classes but are they added yet?
Are they coming out in the future then?

Timothy L Havener wrote:

I am really hoping for some more dod content.  Alot of people have
written
it of but I still love this game and want to see some development.

- Original Message -
From: StrontiumDog [EMAIL PROTECTED]
To: hlds hlds@list.valvesoftware.com
Sent: Sunday, March 02, 2008 7:25 PM
Subject: [hlds] Request for next DoDS update



--
[ Picked text/plain from multipart/alternative ]
Hi

Could any of the guys working on the next update for DoDS maybe get time
to
fix the event dod_capture_point?
Right now it is not returning anything for cappers.

   dod_point_captured
   {
   cpbyte// index of the point that was
captured
   cpnamestring// name of the point
   cappersstring// string where each character is a
player index of someone that capped  NOT WORKING
   bombbool// was this a bomb exploding
   }

Thanks!
--

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Re: [hlds] Custom tab is / will kill of popular servers :(

2008-03-02 Thread [??R] The-/iller

Yea would be helpful if valve did a little notice saying Hey if you
cant find some servers you were looking for, look at this spiffy new
custom tab right (HERE).

Timothy L Havener wrote:

I have 3 servers that are in the custom tab and even though i think it
took
a while for people to figure out where they went they are doing fine now.
Not everyone keeps up on this stuff like we do.  I think once everyone
figures out what the custom tab is for those servers will be just as
popular.
- Original Message -
From: Steven Hartland [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Saturday, March 01, 2008 1:02 AM
Subject: [hlds] Custom tab is / will kill of popular servers :(


This new custom tab is killing once VERY popular servers.

Most players are stupid they either don't notice the tabs
or don't know what it means, hence don't even bother clicking
it.

Internet should list ALL Internet servers, if you want
to enable a filter for standard servers surely a tickbox
in the same way as Server is not full, which hides and
blanks the tags box, is a much better way to go?

Internet and Custom simply doesn't make any sense.

If your going to have separate tabs:
1. Obvious names, internet = all internet servers not
just standard internet servers.
2. Make is consistent, not one interface for in game
and one interface for the steam global list as that just
adds to the confusion.

Personally I really don't think two tabs is the way to go
as that means for example I couldn't filter LAN servers for
just standard servers. So in my book this simply has to be
a just a filters option: Only standard rules or
something similar.

This should NOT be filtered by default as doing so would
be in contra to the rest of the design i.e. nothing is
filtered unless the client specifically requests it.

I understand that Valve wants users to have a good experience
but custom rules are the least of your worries here. This
comes from bitter experience when Epic enforced as similar
default filter in UT which killed off a large portion of
servers which where once the staple part of the community.

Choice is good, informed choice is even better, which is
what tags provides :) Its just the Internet vs. Custom tab
which needs a serious revisit.

   Regards
   Steve


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[hlds] TF2 SourceTV Problem

2008-03-02 Thread [??R] The-/iller

Have source tv enabled for a passworded scrim server, sourcetv is on
port 27020 and is not passworded. However when a client connected to
that port with no password he was stuck as a live player into the game.
cvarlist tv_ is as follows

   tv_allow_camera_man  : 1: ,
sv   : Auto director allows spectators to become camera man
tv_allow_static_shots: 1: ,
sv   : Auto director uses fixed level cameras for shots
tv_autorecord: 1
:  : Automatically records all games as SourceTV demos.
tv_autoretry : 1
:  : Relay proxies retry connection after network timeout
tv_chatgroupsize : 0
:  : Set the default chat group size
tv_chattimelimit : 8
:  : Limits spectators to chat only every n seconds
tv_clients   : cmd
:  : Shows list of connected SourceTV clients.
tv_debug : 0
:  : SourceTV debug info.
tv_delay : 90   : ,
sv   : SourceTV broadcast delay in seconds
tv_delaymapchange: 0: ,
sv   : Delays map change until broadcast is complete
tv_deltacache: 2
:  : Enable delta entity bit stream cache
tv_dispatchmode  : 1
:  : Dispatch clients to relay proxies: 0=never, 1=if
appropriate, 2=always
tv_enable: 1: ,
nf   : Activates SourceTV on server.
tv_maxclients: 10
:  : Maximum client number on SourceTV server.
tv_maxrate   : 15000
:  : Max SourceTV spectator bandwidth rate allowed, 0 ==
unlimited
tv_msg   : cmd
:  : Send a screen message to all clients.
tv_name  : 0
:  : SourceTV host name
tv_nochat: 0: , a,
user: Don't receive chat messages from other SourceTV spectators
tv_overridemaster: 0
:  : Overrides the SourceTV master root address.
tv_password  : 0: , nf,
prot, norecord : SourceTV password for all clients
tv_port  : 27020
:  : Host SourceTV port
tv_record: cmd
:  : Starts SourceTV demo recording.
tv_relay : cmd
:  : Connect to SourceTV server and relay broadcast.
tv_relaypassword : 0: , nf,
prot, norecord : SourceTV password for relay proxies
tv_relayvoice: 1
:  : Relay voice data: 0=off, 1=on
tv_retry : cmd
:  : Reconnects the SourceTV relay proxy.
tv_snapshotrate  : 16
:  : Snapshots broadcasted per second
tv_status: cmd
:  : Show SourceTV server status.
tv_stop  : cmd
:  : Stops the SourceTV broadcast.
tv_stoprecord: cmd
:  : Stops SourceTV demo recording.
tv_timeout   : 30
:  : SourceTV connection timeout in seconds.
tv_title : 0
:  : Set title for SourceTV spectator UI
tv_transmitall   : 1: ,
rep  : Transmit all entities (not only director view)

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[hlds] TF2 explosives splash damage

2008-02-26 Thread [??R] The-/iller

Meant to talk about this 2 patches ago but seems that the explosives'
splash damage has almost increased double fold since it was before.
Really notice it with stickies, a sticky before you had to be ~3-6 ft to
get severly damaged, now that has gone up to almost 15. Same for
rockets, they seem to be reaching around corners especially on 2fort
battlements and lots of places on dustbowl.

Now maybe I'm just crazy but a lot of people have noticed it, just
wondering why this was done?

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Re: [hlds] Temporary cp_badlands fix

2008-02-17 Thread [??R] The-/iller

Heres a plugin that can do it on the fly called stripper source(
http://www.bailopan.net/stripper/ ), you just make a cp_badlands.cfg in
the maps folder and put
add:

{
origin 40 1816 199
targetname prop_deathbarrel
StartDisabled 0
spawnflags 0
solid 6
skin 0
SetBodyGroup 0
rendercolor 128 128 0
renderamt 150
RandomAnimation 0
pressuredelay 0
PerformanceMode 0
model models/props_badlands/barrel01.mdl
mindxlevel 0
MinAnimTime 5
maxdxlevel 0
MaxAnimTime 10
fadescale 1
fademindist -1
fademaxdist 0
ExplodeRadius 0
ExplodeDamage 0
disableshadows 0
angles 0 90 0
classname prop_dynamic
}
{
origin -40 -1816 199
targetname prop_deathbarrel
StartDisabled 0
spawnflags 0
solid 6
skin 0
SetBodyGroup 0
rendercolor 128 128 0
renderamt 150
RandomAnimation 0
pressuredelay 0
PerformanceMode 0
model models/props_badlands/barrel01.mdl
mindxlevel 0
MinAnimTime 5
maxdxlevel 0
MaxAnimTime 10
fadescale 1
fademindist -1
fademaxdist 0
ExplodeRadius 0
ExplodeDamage 0
disableshadows 0
angles 0 90 0
classname prop_dynamic
}


Greg Williams wrote:

Can you send me a copy of the edited map?

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Re: [hlds] Looking for suggestions

2008-01-22 Thread [??R] The-/iller

Christopher M. Bass wrote:

Is everyone complaining of choke on one server or is it few people on
all servers? If it's a few people across all servers, I'm likely to
blame something client side or network related. Generally when the
server is choking, EVERYONE sees it.

Chris Bass

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Greg Williams
Sent: Tuesday, January 22, 2008 13:52
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Looking for suggestions

Yes I am running, scrdsfpsbooster as a service.  The main thing I get is
some players complaining of choke. No Lag really just Choke.

Any suggestions there?



-
Go ahead and put more servers on there. It shouldn't be a problem. I
have found there isn't some set in stone formula for X amount of players
per y server. It all depends on mods, tickrate, FPS among others.

As for network, my guess based on hardware is your at either Softlayer
or ThePlanet. Both of them have fine networks and it can easily handle
the network load.

As Roman said earlier, make sure your running scrdsfpsbooster. You can
download it here:
http://whisper.ausgamers.com/downloads/srcdsfpsboost.zip Set it as a
service so it runs when server starts up.

Chris Bass
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Greg Williams
Sent: Tuesday, January 22, 2008 10:47
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Looking for suggestions

Strange you should say that.

With 32 players on DOD and 24 on COD last night I was using 3% of the
100mb Network connection.

As for stability. I am no where touching the CPU or memory with the
above
load?

What do you base your remarks on? I am not bashing, I am trying to
learn.

And so far the data from the box fully substantiates 6 sever instances.

I am looking for Rate Settings. DTMS, did they recommend 33 tick for 32
players?

Thanks again all.


---
If what he's saying is correct it does appear that the machine could
handle
2 more servers loaded on it.

Jason

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Eric van Beesten
Sent: Tuesday, January 22, 2008 2:17 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Looking for suggestions


Good luck with running 6 servers on 1 machine. Hope you enjoy lagg. No
offence, but why do you want to run that much gameservers on one
machine?
If
you have a decent community buy another server to run those servers
stable.

I don't know if you are starting a new community or that one exist, but
I
shall rather focus on 2 gameserver on one machine then 6 of them. Beside
that, your creating a hell of datatrafic!

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Greg Williams
Verzonden: dinsdag 22 januari 2008 6:12
Aan: hlds@list.valvesoftware.com
Onderwerp: [hlds] Looking for suggestions

Hey all,

Looking for some suggestions here. Maybe it can help everyone.

I just got a new dedicate server for our community to use.

Stats:
2 Quad Core Intel Xeons 1.6GHZ
8Gigs 533DDR2
Windows 2003 Server Enterprise
250 Gig Raid0 (I think)
100Gig Ethernet
Good DataCenter.

I wan to run
1 - DOD:s 32 Slot.
1- DOD:s 24 Slot.
2 - TF2 - 24 Slot
2 Cod4 - 24 Slot.

So far I have the 2 Cod4, and 2 DOD:s on the box, and am using 2GB of
the
Ram, and 10% Cpu with 50 player total across the COD  DOD servers.

I am looking for the optimum setting for the DOD Server. I want to stay
at
66 tick. I have no interest in 100. Lots of players experience choke.
Especially on the 32 slot server when we get above 20 players. The
server
is
running sourceboost.

// bandwidth rates/settings
sv_minrate 1
sv_maxrate 3
sv_mincmdrate 30
sv_maxcmdrate 66
sv_minupdaterate 30
sv_maxupdaterate 86
sv_client_predict 1
sv_client_interpolate 1
sv_client_cmdrate_difference 10
decalfrequency 10
fps_max 300  --- I have this in because the command line is set to
600..
Was testing the 300 setting.

Any help would be appreciated.

Here is my current setup.

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Tell them to set their rates properly, depending on which game the
default rate is 1-25000 and at 66 tick that isnt always enough,
anyone that complains about that I tell them to put rate 5 and that
usually smooths it out, you can do this 

Re: [hlds] engine.dll site?

2008-01-07 Thread [??R] The-/iller
[ Converted text/html to text/plain ]
Give it a rest please.
ken h wrote:

--
[ Picked text/plain from multipart/alternative ]
Everyone on this list discussing this topic should be banned by valve from
the list.

Valve did not intend the servers to support 32 players nor do they condone
it.

Please stop discussing this issue on this public list, take it to a private
list or site.

Thank you.

On Jan 7, 2008 3:29 PM, 1nsane . [EMAIL PROTECTED][1] wrote:



--
[ Picked text/plain from multipart/alternative ]
http://battlerealms.cc/engine_January_07_2008.rar[2]
--

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===References:===
  1. mailto:[EMAIL PROTECTED]
  2. http://battlerealms.cc/engine_January_07_2008.rar
  3. http://list.valvesoftware.com/mailman/listinfo/hlds
  4. http://list.valvesoftware.com/mailman/listinfo/hlds

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Re: [hlds] Team Fortress 2/Dedicated Server updated

2007-12-20 Thread [??R] The-/iller

P. Bhandal wrote:

--
[ Picked text/plain from multipart/alternative ]
Anybody having a problem where on the final stage of dustbowl if blue caps
the first point they instantly win?

We've had it happen twice in a row now.

On Dec 20, 2007 4:32 PM, Kitteny Berk [EMAIL PROTECTED] wrote:



Just had a poke in HLSW, I think it might be

mp_stalemate_enable

Daron Dodd wrote:


when you say - Sudden Death mode is now a server option (a convar)
and defaults to
OFF whats the convar? so we can enable it

On Dec 20, 2007 3:15 PM, Jason Ruymen [EMAIL PROTECTED] wrote:



A required update to Team Fortress 2 and it's dedicated server have


been


released.  Please run hldsupdatetool to update.  The specific changes
include:

Team Fortress 2:
- Sudden Death mode is now a server option (a convar) and defaults to
OFF
- Sapped buildings now take slightly less damage from the Spy who


sapped


them
- The Medic's Medigun now charges at an increased rate during Setup
time, to remove the need for self-damage grinding
- Fixed an rcon/console command that could cause server crashes
- Prevented players from playing the civilian class
- Prevented players from hiding their name in the scoreboard
- Fixed exploit where the Medigun UberCharge wouldn't drain if you
switched weapons
- Fixed decals not being correctly applied to the world in some cases
- Fixed critical bullet tracers not being visible to players other than
the firer
- Fixed first person spectator view of the Spy watch not showing the
correct cloak value
- Fixed the teleporter's player shaped particles not drawing
- Fixed the flamethrower stuttering when firing directly into a


building


- Fixed a rare crash that can happen when a player being healed leaves
the server suddenly
- Fixed rocket trail effects sometimes existing permanently in world
- Added effects to players when they earn an achievement, visible to
other players nearby
- Tweaked achievement HUD fonts and color palette for more readability
- Improved stat gathering for map play times to increase accuracy
- Improved stat gathering around draws to better understand why they're
occurring
- Fixed occasional misreporting of syringe gun  fireaxe damage
distances to the stats system
- Fixed an occasional crash caused by an achievement not being found
during a game announcement

Dustbowl:
- Now waits until either team wins fully before changing to another map
on server timelimit expiring
- Teams now score a point per captured control point, rather than per
sub round
- Prevented Demomen being able to launch grenades into the stage three
alleys while standing at the final cap point
- Fixed gaps in stage gates that allowed snipers to kill defenders
during setup
- Fixed several model and brush perch exploits in stage three
- Added stair access to the upper area in stage three after the first
cap
- Limited line-of-sight at the first control point in stage 3 to remove
a griefable sniper spot

Source Engine:
- Fixed some audio buffer support issues with Vista
- WorldVertexTransition under dxlevel 80 + 81 now correctly uses vertex
alpha to blend the two textures
- Improved the console in the graphical UI version of the dedicated
server

SourceTV:
- Relay proxies can now record demos now with tv_autorecord 1
- Fixed an interpolation code bug during demo playback that was
resulting in view jitter
- Added several TF specific game events to SourceTV auto director logic
- Increased the average shot length by 2 seconds

Jason


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Nope, ive been through 5 cycles or so and been fine, are you using any
of the new cvars?

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[hlds] OrangeBox srcds affinity

2007-12-13 Thread [??R] The-/iller

A windows utility imagecfg could be used in the past to hardcode the
affinity of a exe, this worked with srcds up untill OB. Just wondering
is there any reason for this and is there a way to correct this or work
around it?

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Re: [hlds] Team Fortress 2 Dedicated Server update

2007-11-15 Thread [??R] The-/iller

Andreas Grimm wrote:

btw ...
on dustbowl, first stage, blue soldiers are still able to shoot rockets
though the fence on the left side at the stairs



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Jonathan Leissler
Sent: Friday, November 16, 2007 3:04 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2 Dedicated Server update

and No fix the Gravel Pit Exploit of players able to get
under the map and kill everyone above. :(

- Original Message 
From: Jason Ruymen [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com;
[EMAIL PROTECTED];
[EMAIL PROTECTED]
Sent: Thursday, November 15, 2007 8:24:14 PM
Subject: [hlds] Team Fortress 2 Dedicated Server update


Required updates to the Team Fortress 2 Dedicated Server have
been released.  Please run hldsupdatetool to receive these
updates.  The specific changes include:

Source Engine:
- Fixed a bug in networking that would cause long stalls (up to 10
seconds) when a split packets weren't be reassembled
properly, which forced a full update to the client(s)
- General optimization to tracelines
- Fix for broken .dem file playback
- Added backward compatibility code to allow demos recorded
with protocol 12 to continue to be playable under protocol version 13
- When showing WARNING: Connection Problem, now indicate
the number  of seconds remaining before an auto-disconnect will occur
- Fixed a bug that would cause NULLNAME to be shown as the
player's  name in the scoreboard for a short time.

Team Fortress 2:
- Fixed exploit where spectators could spawn into the world
without actually joining a team

Hydro map changes:
- Fixed an exploit that would allow players to jump out of the map

Granary map changes:
- Cover changes to the first capture points of both teams.
Reduces some of the sight lines for defenders, and should
make the area easier to capture
- Teams that are holding more points will receive a greater
spawn time bonus (spawn timer reduced for the winning team).
This should help attacking teams build momentum
- Minor visual tweaks to the BLU side between capture points 2 and 3
- Clipped off a super high (demo pipe jump) perch in the middle area
- Increased base round timer to 10 minutes
- Added windows overlooking the final cap from the capture
point 2 building (via new room next to conveyor route)
- Minor changes to lighting in the middle area
- Moved the middle spawn points farther forward (saves 6-7
seconds off  a Heavy's run from this spawn to enemy capture point 2)
- Reduced spawn advantage/penalty to a total of -/+ 6 seconds
when on the final cap (from 10 seconds)
- Fixed material alignment and model interpenetration issues
in home spawn rocket rooms

SourceTV:
- Increased default bandwidth rate from 5 to 8 KB/sec for
spectator clients
- Increased SourceTV demo buffer size for table class
descriptions from
64 to 96KB. Team Fortress 2 was running over this
- Performance improvement for copying unreliable data buffers
to SourceTV clients
- Updated the list of events in TF2 tagged for the director to play

Jason

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Also what about the teleport through the fence?

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Re: [hlds] Update overwrite

2007-11-06 Thread [??R] The-/iller

Andreas Grimm wrote:

you could use a simple batch script to handle this...

here an example:
---
rem backup the four files
cd cstrike
copy /Y gameinfo.txt ..
copy /Y motd.txt ..
copy /Y mapcycle.txt ..
copy /Y maplist.txt ..
cd ..

rem run updatetool, get some winsock errors and overwrite my files
hldsupdatetool -command update -game Counter-Strike Source -dir .

rem backup my cake
copy /Y gameinfo.txt cstrike
copy /Y motd.txt cstrike
copy /Y mapcycle.txt cstrike
copy /Y maplist.txt cstrike
pause
---

done ;P



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[??R] The-/iller
Sent: Tuesday, November 06, 2007 9:32 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Update overwrite

When you update your server it overwrites mapcycle, maplist,
and motd. I can understand maplist and somewhat understand
mapcycle. But why does the update have to overwrite motd?
Could this possibly be removed from the update processing? I
know theres ways around this but point being, Valve why?

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I already said i know theres ways to get around this and I already do
this. getting to the point why valve...? and yes not overwriting the
gameinfo.txt unless something has actually changed would be very nice too

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Re: [hlds] Map-specific config files for TF2?

2007-10-17 Thread [??R] The-/iller

Nolan Hurlburt wrote:

--
[ Picked text/plain from multipart/alternative ]
I'm not sure how its done in CS:S, i've never run one of those servers. In
TF2 you can use sourcemod with BAT to do this. I also believe beetlesmod can
handle this as well.

On 10/17/07, dackz [EMAIL PROTECTED] wrote:


Is there any chance the ability to have map-specific config files
could be added to the TF2 dedicated server? Specifically, the same
functionality that both CS:S and DoD:S have, where cfg/map_name.cfg
is executed when map_name.bsp is loaded.

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Yes you can easily do these with plugins I dont think that support was
ever added in base srcds

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Re: [hlds] Servers that will Valve will randomly remove from the steam master servers, without any annoucment.

2007-10-15 Thread [??R] The-/iller
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Jason O. Washburn wrote:
 Chris, your right we seem to hash and rehash a lot of the same complaints
 here regularly.  I just wish we knew if any of these complaints ever gets
 acted upon.

 Jason



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Chris Barnett
 Sent: Monday, October 15, 2007 3:11 PM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Servers that will Valve will randomly remove from the
 steam master servers, without any annoucment.


 Jason,

 I want way less than that and anyone who demands more is a total whiner.
 What the heck, why does Valve bother with multi-player games? I mean
 wouldn't it be a lot less hassle if they made just single player games?

 After all, user experience is paramount. In a single player game, we don't
 have to put up with hackers or childish people who ruin a players gaming
 experience.

 If Valve doesn’t believe that admins in the community are capable of
 delivering a good gaming experience, they should just shut up shop and
 forget about this multiplayer gaming business. Because I'm tired of the
 petty games they play.

 This community has been telling them for years simple and effective ways to
 stop servers from being broken and they listen carefully and devised ways to
 piss us off even more by ignoring us and making a bad situation worse.

 Chris.




 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jason O. Washburn
 Sent: 15 October 2007 20:13
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Servers that will Valve will randomly remove from the
 steam master servers, without any annoucment.

 I can live with all this I just want Valve Admin tools so we don't have to
 worry about updates breaking the server plug-ins.  Heck why can't they do
 all the cool plug-ins that people like?:-(

 Jason

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Chris Barnett
 Sent: Monday, October 15, 2007 2:02 PM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Servers that will Valve will randomly remove from the
 steam master servers, without any annoucment.


 Don't release it. You'll only artificially help keep a game going that
 doesn't deserve your attention.

 Valve don't want mods, so as far as I'm concerned, TF2 can die the slow and
 painful death it deserves.

 Chris.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
 Sent: 15 October 2007 19:15
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Servers that will Valve will randomly remove from the
 steam master servers, without any annoucment.

 The filter is in place on Valve's end. You can't just remove the filter. I
 have created a working plugin to allow 32 player servers to still be listed,
 but I am debating with myself whether or not I should release it. I have
 ethical concerns as well as liking the attention that owning one of the few
 32 player servers brings.

 Releasing the plugin will:
 a) Make Valve mad and find other ways to bring 32 player servers down that
 us server admins certainly will not appreciate.
 b) Diminish the value of the hard work that people like myself have done
 just to get on the list since there will certainly all of a sudden be a
 myriad of 32 player servers to choose from
 c) ???
 d) Profit.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Andreas Grimm
 Sent: Monday, October 15, 2007 11:00 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Servers that will Valve will randomly remove from the
 steam master servers, without any annoucment.

 Why not simply remove the filter?


 -Ursprüngliche Nachricht-
 Von: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Im Auftrag von Tony Paloma
 Gesendet: Montag, 15. Oktober 2007 19:55
 An: hlds@list.valvesoftware.com
 Betreff: RE: [hlds] Servers that will Valve will randomly remove from
 the steam master servers, without any annoucment.

 Third option: Be creative and do what the other 30-32 player servers
 did to get on the list.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Andreas Grimm
 Sent: Monday, October 15, 2007 10:50 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Servers that will Valve will randomly remove from
 the steam master servers, without any annoucment.

 I installed a plugin to have a 32 slot TF2 server. No hex edit/hack or
 something like that. It was a normal plugin -- And my server is still
 removed from the serverlist.

 Give a community the support to create addons/plugins/mod, but remove
 their servers if they use it... great!

 What should I do now? Live with it? ... No...

 Two options:
 - Shut down my server to run something else
 - Reduce to 24 slot with the known, that I will never play on my
 

Re: [hlds] Servers that will Valve will randomly remove from the steam master servers, without any annoucment.

2007-10-15 Thread [??R] The-/iller
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Patrick Shelley wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Valve have spoilt you lot in the past by allowing you to customise this that
 and the other.

 Now they are preventing x,y and z from happening you're all moaning and
 whinning like female dogs.

 Get some f***ing perspective ffs.


 On 10/15/07, Mike Munoz [EMAIL PROTECTED] wrote:

 The Silence from Valve is deafening...


 Mike ParaDOX

 www.paradisesgarage.com


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Chris Barnett
 Sent: Monday, October 15, 2007 3:11 PM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Servers that will Valve will randomly remove from the
 steam master servers, without any annoucment.

 Valve publicity ? You mean marketing? Don't tell me that Clown Lombardi
 is
 behind all of this. That man is responsible for the abomination that is
 the
 Steam forums, you know. Where they went out and found the worst trolling
 halfwits the internet has to offer and gave them the keys to the Valve
 forums. The sooner Valve get's shot of Lombardi better.

 Chris.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Thomas Morton
 Sent: 15 October 2007 19:16
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Servers that will Valve will randomly remove from the
 steam master servers, without any annoucment.



 I'm not trying to be rude. It's just that everyday in this community,
 there is always some joker, who thinks it's big and clever to post up
 Quit whinning, XXX isn't what I'm after, I'm alright Jack..yada yada
 yada

 Fair point :) I share your viewpoint (albeit from the other side) - and I
 did post something like that yesterday :(


 As far as I'm concerned, it might as well be random. No one knew what
 Valve was going to do then, so what makes you think you know what they
 are going to do tomorrow, with regards for the RANDOM REASON to why
 they are removing servers from the list?

 I dont think it's fair to hang this up with totally random stuff Valve
 might
 do.. It's not like it was totally unexpected, the hack / mod surfaced,
 people got excited and Valve publicly weren't happy with it. I dont think
 randomly killed is fair - perhaps unexpectedly. They are NOT going to turn
 round tomorrow and kill Eventscripts or MM:S and so on.. (when they get to
 OB source).


 With regards to metamod source. They might not remove metamod servers
 from the list, but you might find that your server has been removed
 because Valve didn't like a side effect of a particular metamod
 plugin. If they don't give us a clue as to what the rules are, then we
 have to assume that any plugin is a risk.

 Sorry that was a joke - Im not MM:S fan :)


 It doesn't matter how valid anyone thinks any reason the master list
 removal is. If server admins become scared to install plugins, because
 they don't know whether that plugin will incur the wrath of valves
 list server, then why bother writing and installing plugins?

 Yes, and also no. This is 1 thing that has been pulled. If Valve start
 pulling more I will reverse my opinion. But in this case they obviously
 dont
 want 32 man servers and are (regardless of what anyone says) well within
 their right to stop supporting them. Note they are NOT killing the servers
 -
 simply removing them from the lists There may still be a deeper reason
 for  it to be pulled.
 As a server admin I am not going to be scared to put mods on - and if I do
 and the server disappears from the list I will remove the mods (and
 probably
 bitch to high heaven about it if I feel it is unfair).
 Your right though there are those that will be scared though - should we
 not
 be reassuring them rather than bitching at Valve who are obviously
 deliberately not replying. If they remove more servers - then is the time
 to
 worry IMO and hit them with all the force the community has got.


 If you are happy with running 7 vanilla servers for the next 5 years,
 good for you. I'm not doing it and there are loads of others who
 won't. I'll feel sorry for you, when years down the line, they are all
 broken overnight, because Valve had petty reasons they deemed more
 important than you and your gaming community.

 I don't see it - there is worry over CSS servers all the time (I have run
 10
 of those for a long while by the way) - not to the same level agreed - and
 they have not died a major death.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Thomas Morton
 Sent: 15 October 2007 18:21
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Servers that will Valve will randomly remove from
 the steam master servers, without any annoucment.

 There's no need to be rude or offensive! If this has to be discussed
 then lets at least do it sensibly.

 Anyway.

 Valve dont appear to be 

Re: [hlds] Battle Summary

2007-10-15 Thread [??R] The-/iller

Spencer 'voogru' MacDonald wrote:

And what happens to the 32 player servers that show up on the list anyway?

If anything bad is going to happen to them (ie, master server blacklisting
the ips), please let us know so we can then take em off or change them
within range without the bad stuff happening.

The thing with servers, they have a self governing thing going on. If they
really suck, they crash and burn only to be empty 24/7

If a player has a lower end pc, maybe he should be the one to decide whether
he joins a 32 player server or not, not valve. There is astronomical demand
for 32 players and it's silly to try and hide them. By hiding them they are
effectively making them non-existent, and new players that can handle 32
players might not even know they exist.

I don't think valve needs to hold every players hand. If you lag in a 32
player server, go on a server with fewer people.

Not hard to solve now is it?

Btw, my 233mhz Pentium lags on a 32 player half-life 1 dm server, valve plz
hide 32 player half-life 1 dm servers so I don't accidentally join it and
lag.

Doesn't make much sense does it?

- voogru.



-Original Message-
From: Alfred Reynolds [mailto:[EMAIL PROTECTED]
Sent: Tuesday, October 16, 2007 12:29 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Battle Summary

Jub Jub?

The game was design for 24 players and was breaking for clients with
lower end PC's when more than that were added, so in the interest of
fair game play for all only 24 player or less servers are listed. You
are free to run a server with a higher player count.

- Alfred

Michael R. Matheson wrote:


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I have now read at least 35-40 posts just today regarding the removal
of the 32 man servers.  At brief times (and I do mean brief), the
back and forth
jousting between the Anti-Valve Forces (also known as the Rebel
Alliance)
and the Pro-Valve Forces (also known as the Imperial Storm Troopers)
has
been amusing.  If I may, I'd like to briefly summarize what I've
learned
thus far.  The clever Anti-Valve Forces, led by the vocal and somewhat
abrasive Chris Barnett, successfully created 32 man servers.  These
servers,
for a brief time, enjoyed some unique popularity.  However, the Evil
Valve
Empire, without any warning or even a hint of explanation, ruthlessly
and mercilessly filtered these servers.  Meanwhile, the Pro-Valve
Forces (whose
leader has not yet clearly emerged) recognize that the Evil Valve
Empire
could have shown more compassion towards the rogue servers.  But,
they also
realize that there is still good in Valve, and are not willing to
become
traitors just yet.  If the story ended here, there would still be
hope for
the future.  But alas, the battle continues and there is yet another
faction
that is forced to watch the bloodshed.  This faction, The Silent
Majority (also known by the term Ewoks) is typically a happy lot.
They're able to
put normal day to day trifles in perspective, and thus avoid the
attendant hypertension, stress and anxiety that the two fighting
forces must feel
constantly.  But now that the Ewoks are unable to stop watching the
battle,
their smiles have dimmed.  Their laughter has been silenced.  The
public
jousting is no longer amusing.  The Ewoks unanimously proclaim
Enough is
enough!



Now I ask Have I missed something important?  Might further
knowledge and
truth be gained by continuing to witness this fight?  Is there any
possibility that the Anti-Valve and Pro-Valve Forces could just kiss
and
make up (or at least move on)?  The Ewoks would like to watch the
Rockies'
game.  :-)

--


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Yea, crappy computers lag on 24 slots just as bad, granted there is more
chaos and things to render in 32 compared to 24 but in the end if your
computer is low end nothing is going to run great, even singleplayer.

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Re: [hlds] Servers that will Valve will randomly remove from the steam master servers, without any annoucment.

2007-10-15 Thread [??R] The-/iller
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
DontWannaName! wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 I think you have major issues... Why would I spend my free time on a Monday 
 night on here if I was working for Valve? I will actualy put in a nice ticket 
 so Valve can do somthing about you.


 - Original Message 
 From: Chris Barnett [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Monday, October 15, 2007 6:33:07 PM
 Subject: RE: [hlds] Servers that will Valve will randomly remove from the 
 steam master servers, without any annoucment.


 Yup. You definatly work for Valve support sweetheart. Xxx

 :-D


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of DontWannaName!
 Sent: 16 October 2007 01:56
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Servers that will Valve will randomly remove from the
 steam master servers, without any annoucment.

 --
 [ Picked text/plain from multipart/alternative ]
 That can be arranged.


 - Original Message 
 From: Chris Barnett [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Monday, October 15, 2007 5:34:51 PM
 Subject: RE: [hlds] Servers that will Valve will randomly remove from the
 steam master servers, without any annoucment.


 That would be as useful and as appropriate as me sending you a bunch of
 flowers and chocolates.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of DontWannaName!
 Sent: 16 October 2007 00:47
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Servers that will Valve will randomly remove from the
 steam master servers, without any annoucment.

 --
 [ Picked text/plain from multipart/alternative ]
 Why dont you send in a support ticket to valve and take it up with them
 there or call them. Either way works for me as long as its not here cause
 obviously they are on a break at the moment celebrating what they have been
 working on for almost 2 years.


 - Original Message 
 From: Chris Barnett [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Monday, October 15, 2007 3:10:53 PM
 Subject: RE: [hlds] Servers that will Valve will randomly remove from the
 steam master servers, without any annoucment.


 I suppose you would have to complain to Valve. Tell them you don't like me
 and that I'm a very nasty person...well probably a nasty person and ask them
 what mood they are in. Because they sure as hell don't listen to reasoned
 argument.

 Chris.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of DontWannaName!
 Sent: 15 October 2007 22:21
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Servers that will Valve will randomly remove from the
 steam master servers, without any annoucment.

 --
 [ Picked text/plain from multipart/alternative ]
 Is there a voteban option on this mailing list? Lets voteban Chris off this.


 - Original Message 
 From: Chris Barnett [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Monday, October 15, 2007 2:15:12 PM
 Subject: RE: [hlds] Servers that will Valve will randomly remove from the
 steam master servers, without any annoucment.


 It's in Valves interest to spoil us by allowing us to serve our gaming
 communities with varied and unique servers. Learn the history of the games
 and the countless mods that have kept those games alive for years.

 Glad that you acknowledge that we are all moaning, if a brain donor like
 you notices that, then perhaps Valve will.

 :-)


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Patrick Shelley
 Sent: 15 October 2007 21:50
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Servers that will Valve will randomly remove from the
 steam master servers, without any annoucment.

 --
 [ Picked text/plain from multipart/alternative ]
 Valve have spoilt you lot in the past by allowing you to customise this that
 and the other.

 Now they are preventing x,y and z from happening you're all moaning and
 whinning like female dogs.

 Get some f***ing perspective ffs.


 On 10/15/07, Mike Munoz [EMAIL PROTECTED] wrote:

 The Silence from Valve is deafening...


 Mike ParaDOX

 www.paradisesgarage.com


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Chris Barnett
 Sent: Monday, October 15, 2007 3:11 PM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Servers that will Valve will randomly remove from the
 steam master servers, without any annoucment.

 Valve publicity ? You mean marketing? Don't tell me that Clown Lombardi
 is
 behind all of this. That man is responsible for the abomination that is
 the
 Steam forums, you know. Where they went out and found the worst trolling
 halfwits the internet has to offer and gave them the keys to the Valve
 forums. The sooner Valve get's shot of Lombardi better.

 Chris.


 

Re: [hlds] TF2 ... All 32 player servers filtered out?

2007-10-14 Thread [??R] The-/iller

Dan E wrote:

--
[ Picked text/plain from multipart/alternative ]
Honestly, you are not helping the situation. If you don't like the bickering, 
there's always the delete button.  But, you decided to make matters worse with 
a rather long (and somewhat redundant) email complaining about people who are 
complaining.  Not to mention, you speak of ignorance when you yourself are 
being ignorant of the subject; there were legit server plugins that were doing 
this without the modifications of the server bins.

People are asking a reasonable question: Why impose just a 24 player limit and 
not let the server admins choose?  All Valve has to do is release a statement 
on it.  And it does have something to do with servers: when a plugin is being 
run to cause 32 player servers not to show up, your server will not get seen at 
all, therefore not played on.  Personally, I have not played the game nor run 
the client, but this is getting ridiculous.

And IMO, from a bystander's point on the situation, you appear more from the Steam forums 
than anybody else has.  Especially with that I'm right and I'm not listening to 
anything else you have to say lalalalala at the end.

John Porter [EMAIL PROTECTED] wrote: --
[ Picked text/plain from multipart/alternative ]
Your missing a whole load of points.  This is ..and I will say it again ... a 
HLDS mailing list, Half-Life Dedicated server mailing list. It's not a forum 
where you can join in and browse at leasure easily, not something you can 
search/find when your looking for specific help. Your sending out spam to a 
mailing list full of people who couldnt care less about an un-supported 
modification to TF2.

  And your probelm..Its a filter in the STEAM CLIENT right? IS that part of HLDS? Not 
its not is it right? For the record you do know the difference between the Steam Client 
and HLDS dont you? if you dont and think dedicated servers are mostly run through the 
steam client on the dedicated button I suggest you look into the matter 
further before responding.

  The changes which valve have decided to filter out in their STEAM CLIENT 
(Client being that nice little gui that runs on your home pc when you connect 
to your dedicated server remotely) were neither supported or approved so why 
should they listen to DEMANDS on why they decided to pull the plug on it, if 
they wanted to say somethign they would have, they havent so moaning and 
whining on about it serves what purpose exactly?
  Exactly the mentaility you get on the steam forums.. whine whine I DEMAND a 
right to know ... NO WE ARE RIGHT I WONT SHUTUP... for the love of money 
someone save me!

  So to bring to an end, your spamming us about something thats changed in the 
client in relation to a hacked un-supported modded server binarys which are 
neither approved OR supported by valve.
  A change in the Client that people have rightly pointed out neither stops you 
running the server, administrating the server, or joining the server therefor 
highly worthy of flooding the mailing list with post about right?

  Then when people pointed this out nicely that perhaps you shouldnt be posting this 
here, nor demanding an answer people got the hump and started ranting off stating we 
demand answers. Well good luck, if thats the tone you wish to adopt then kindly do it on 
the forums where problems like this SHOULD be posted and not spamming us with 
things that matter not to us.  If you cant see the difference between the HLDS mailing 
list and the steam forums then its pointless me even saying another word to you because 
its obvious to all of us who is posting whining pointless spam in the wrong place.

  PS lets net get childish about it, I never said I couldnt run a 32 man server 
I simply stated I didnt want to hack the server bins because I felt 24 player 
slots was plenrty.  I have 13 TF2 servers with space to run another 5/6 if I 
wanted, I could quite easily run a 32 man server if I wanted.

  Really if this is the type of reply your going to come up with then ill say 
it again you really really really are in the wrong place pal and all I can say 
is the mailing is worst off for it.

  I should not have to justify anything to anyone for conclusions they have 
drawn, I wont let myself be drawn further on such purile comments :)

  PPS I appreciate my comments are neither helping and equally contributing to 
the spam so as far as I am concerned on this subject im saying no more, if you 
cant see the logic in this post then its really not worth another moment of my 
time!

  John

  [You said]
  Doesn't sound like whining to me, its not unreasonable to expect to be
told whats in the contents of an update or the rational for making the
decision for locking the slots to 24 players, neither of which has
been provided in the last update(FYI No hexing of dll's was actually
required to run 32man as a helpful mod was actually posted to this
list) ..

If the next update stopped you from kicking  banning 

Re: [hlds] MountFilesystem(), SteamMountFilesystem() Issue with TF2 Dedicated Server

2007-10-13 Thread [??R] The-/iller
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Paul Kirby wrote:

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlds-
 [EMAIL PROTECTED] On Behalf Of [??R] The-/iller
 Sent: 13 October 2007 02:38
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] MountFilesystem(), SteamMountFilesystem() Issue with
 TF2 Dedicated Server

 Paul Kirby wrote:

 Hello All

 Haven't been in the list for ages :)

 Anyway I had brought the Orange Box the other day to get HL2 Ep2, TF2

 and

 the others that comes with it and found out that the TF2 Dedicated

 Server

 (Win32) crashes on start-up.

 I get the first screen where you set the first lot of server information

 but

 when I click on the [Start Server] button it then crashes with the

 following

 errors:
 1st Error:
 [Dedicated Server Error] -- Dialog Title.
 MountFilesystem(444) failed:
 SteamMountFilesystem(1576,444,0x1197fc74=,0x1197fd74) failed with error

 5:

 No Steam Content Servers are available

 2nd Error:
 [Error] -- Dialog Title.
 MountFilesystem(444) failed:
 SteamMountFilesystem(1576,444,0x1197fc74=,0x1197fd74) failed with error

 5:

 No Steam Content Servers are available

 And I am just asking if anyone else is or has had this problem in the

 past

 and if they have fixed it how?

 I think my brother said it works fine on our dedicated box (Linux) so

 maybe

 it's a Win32 issue.

 I have tried requesting support and was told the following which pointed

 to

 here:
 Unfortunately, we cannot offer direct support for setting up a dedicated
 server at this time. Here's a link to the best place to go for help with
 that:

 Thanks in advance.
 Paul Kirby



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 Are you running DS through steam? i think its been done with orangebox
 but generally easier to use stand-alone.

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 I am running it from the Tools tab within Steam.
 The Source Dedicated server for CS:S, HL2:DM and DOD:S works fine; I am just
 having issues running TF2 Dedicated Server :(
 The strange this is it runs fine as a Listen Server, which is run via the
 game client.

 Let me know if you need any more info.

 Thanks in advance
 Paul Kirby



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While the steam version may work, I would suggest the stand alone
console version, heres the info on how to get started
http://www.srcds.com/db/engine.php?subaction=showfullid=1097362093
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Re: [hlds] MountFilesystem(), SteamMountFilesystem() Issue with TF2 Dedicated Server

2007-10-12 Thread [??R] The-/iller

Paul Kirby wrote:

Hello All

Haven't been in the list for ages :)

Anyway I had brought the Orange Box the other day to get HL2 Ep2, TF2 and
the others that comes with it and found out that the TF2 Dedicated Server
(Win32) crashes on start-up.

I get the first screen where you set the first lot of server information but
when I click on the [Start Server] button it then crashes with the following
errors:
1st Error:
[Dedicated Server Error] -- Dialog Title.
MountFilesystem(444) failed:
SteamMountFilesystem(1576,444,0x1197fc74=,0x1197fd74) failed with error 5:
No Steam Content Servers are available

2nd Error:
[Error] -- Dialog Title.
MountFilesystem(444) failed:
SteamMountFilesystem(1576,444,0x1197fc74=,0x1197fd74) failed with error 5:
No Steam Content Servers are available

And I am just asking if anyone else is or has had this problem in the past
and if they have fixed it how?

I think my brother said it works fine on our dedicated box (Linux) so maybe
it's a Win32 issue.

I have tried requesting support and was told the following which pointed to
here:
Unfortunately, we cannot offer direct support for setting up a dedicated
server at this time. Here's a link to the best place to go for help with
that:

Thanks in advance.
Paul Kirby



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Are you running DS through steam? i think its been done with orangebox
but generally easier to use stand-alone.

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Re: [hlds] Very Tiresome

2007-10-08 Thread [??R] The-/iller

BeVar wrote:

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
This all seems so arcane. Right from the beginning, more than 10 years ago we 
had to make our servers this way and it's always the same; hours and hours of 
work figuring how to make the stuff work properly.

I still can't get mine up after 4 hours time yesterday. I keep getting 
SteamUserStats could not be located in the dynamic link library  when 
starting my server... getting fed up.



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What game/mod are you trying to run? and I'm guessing this is windows?
help us so we can help you

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Re: [hlds] TF2 server keeps skipping maps

2007-10-01 Thread [??R] The-/iller

If its only doing the odd ones, stick the background01 or whatever map
in the evens and if its never played then it should loop through the
file fine playing all the regular maps that you want.

Kevin Ottalini wrote:

The source engine will not allow duplicate map names in the mapcycle
files,
it will loop immediately on the first repeat.

Mike D. said he would look into it since it's a bug, but he's a little
busy
right now :)


- Original Message -
From: Brandon R. Miller [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Monday, October 01, 2007 12:42 AM
Subject: Re: [hlds] TF2 server keeps skipping maps



This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Have you tried adding each map twice as a quick fix?

Brandon R. Miller
Branzone Incorporated
http://www.branzone.com
 - Original Message -
 From: Kevin Ottalini
 To: hlds@list.valvesoftware.com
 Sent: Monday, October 01, 2007 2:38 AM
 Subject: [hlds] TF2 server keeps skipping maps


 My Win32 TF2 server has all the TF2 maps in the stock sequence but
since
the
 last update it keeps skipping every other map, the following table
shows
the
 order that the maps keep going in:

 cp_gravelpit 1,4,7
 cp_dustbowl
 cp_granary 2,5,8
 cp_well
 ctf_2fort 3,6,9
 tc_hydro

 I manually changed to cp_well but the skipping resumed immediately
on the
 next map change.

 SO, I created a mapcycle2.txt with a slight shuffle and now the maps
run:

 cp_dustbowl 1,4,7
 cp_granary
 cp_well 2,5,8
 ctf_2fort
 tc_hydro 3,6,9
 cp_gravelpit

 so TF2 only likes odd maps at the moment ...



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Re: [hlds] Player Limit Remover plugin

2007-10-01 Thread [??R] The-/iller
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Kyle Cassidy wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 According to Game-Monitor there are a lot of 32 player servers.
 Not sure how they're doing it, could be this monitor plugin, not sure.


 On 9/30/07, Tony Paloma [EMAIL PROTECTED] wrote:

 I have made a Linux version available from the same URL
 (
 http://www.sourceop.com/modules.php?name=Downloadsd_op=viewdownloadcid=4
 )


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
 Sent: Sunday, September 30, 2007 4:05 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Player Limit Remover plugin

 Hello,

 can you give us the source of this plugin?
 So we can compile a linux version!

 With friendly reguards

 Ratman2000

 - Original Message -
 From: Col Grigson [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Sunday, September 30, 2007 12:43 PM
 Subject: Re: [hlds] Player Limit Remover plugin



 --
 [ Picked text/plain from multipart/alternative ]
 Isn't the point of this plugin to allow you to run more than 32 or 24?

 On 9/30/07, P. Bhandal [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Both TF2 and DoD will crash if you try to run more than 32 players.

 On 9/30/07, Col Grigson [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Sorry to report, it also crashed the TF server after the 4th player

 joined

 -
 running Win2K3 on Core2Duo Conroe

 On 9/30/07, Tony Paloma [EMAIL PROTECTED] wrote:

 This is a multipart message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 I made a plugin (even works with TF2) to remove the player limit.

 You

 can

 download the plugin here:
 http://www.sourceop.com/modules.php?name=Downloads
 


 http://www.sourceop.com/modules.php?name=Downloadsd_op=viewdownloadcid=4

 d_op=viewdownloadcid=4



 Hopefully this will stop people from having to edit the server

 dll.

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 --
 Kyle Cassidy

 949.701.0759 cell
 http://Howies.TV
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No there is a modified server.dll. Just google it, its posted on forums
everywhere.
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Re: [hlds] TF2 not rotating to certain maps

2007-09-30 Thread [??R] The-/iller

Ray wrote:

I have the same problem...
windows server



At 12:07 AM 9/30/2007, you wrote:

This is a multi-part message in MIME format.
--
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tsuehpsyde wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 You could elaborate more on this? We are also having this issue.

 -tsuehpsyde
 SourceKills.com

 On 9/29/07, Saint K. [EMAIL PROTECTED] wrote:

 Hi,

 I had the same issue. I fixed it by propperly chmodding the content
 directories after the last update.

 Cheers,

 Saint K.
 - Original Message -
 From: [??R] The-/iller [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Sunday, September 30, 2007 1:05 AM
 Subject: [hlds] TF2 not rotating to certain maps



 Have a TF2 rotation server on the default rotation and its never
going
 to dustbowl or hydro unless a changelevel is given through rcon.
This
 seems really random but only happened after this latest update.
 Is anyone else experiencing this?

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Yes this is on 24/7 full servers, simply tc_hydro and cp_dustbown and
cp_well are not played unless switched to using changelevel.
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--
No virus found in this incoming message.
Checked by AVG Free Edition.
Version: 7.5.488 / Virus Database: 269.13.33/1036 - Release Date:
9/28/2007 3:40 PM




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Yea if he fixed it by chmod probably on linux... anyone having this
problem on linux or just everyone on win

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[hlds] TF2 not rotating to certain maps

2007-09-29 Thread [??R] The-/iller

Have a TF2 rotation server on the default rotation and its never going
to dustbowl or hydro unless a changelevel is given through rcon. This
seems really random but only happened after this latest update.
Is anyone else experiencing this?

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Re: [hlds] Firewall ports....

2007-09-24 Thread [??R] The-/iller

Stats might need some extra ports but generally 27000-27030

Noctaire wrote:

I'm getting ready to set up the HLDS for TF2.  Anyone know what firewall
ports I need to forward over to the box hosting the app?



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Re: [hlds] Clients stuck in connecting state

2007-09-24 Thread [??R] The-/iller

Daz @ Dustworld wrote:

Hi there,

I've noticed a strange problem which is that on my windows TF2
servers, it seems that clients can get stuck in a connecting state
and not time out from the server, occupying a slot but never joining.
On a server that has been up for 4 days or so, and very busy in general
maintaining 24/24, I now have 8 slots occupied by people who have
never joined. This is how the rcon status looks:

16:47:12 hostname: Dustworld.net | TF2 UK Server #1 | 2Fort
 version : 1.0.0.0/8 3236 secure
 udp/ip  :  193.238.84.97:27015
 map : ctf_2fort at: 0 x, 0 y, 0 z
 players : 24 (24 max)

 # userid name uniqueid connected ping loss state adr
 # 932 [HOP]SilentSimon STEAM_0:1:x 112:50:48 46 0
 connecting x:27005
 # 3860 bartosak STEAM_0:0:x 23:06 81 0 active x:27005
 # 3878 Rab STEAM_0:1:x 10:53 57 0 active 8x:27005
 # 3870 Markybhoy STEAM_0:1:x 16:04 81 0 active 82.x7:27005
 # 1621 Prefect STEAM_0:0:x 84:31:51 62 0 connecting 21x:27005
 # 1185 Danners STEAM_0:1:x 101:38:21 34 0 connecting 8x8.20:27005
 # 482 boggot STEAM_0:0:x 124:04:14 58 0 connecting 172x8.194:27005
 #  9 Aiken Drum STEAM_0:1:x 140:17:36 43 0 connecting 8x1:27005
 # 3881 [DDOC]brynz0rz STEAM_0:1:x 03:34 43 0 active 82x9.209:27005
 # 3871 ody STEAM_0:1:x 15:17 80 0 active 86.1x.247:27005
 # 3880 Lensign-USN STEAM_0:0:x 05:42 105 0 active 12x24:27005
 # 3864 Maddne$$ STEAM_0:0:x 19:48 62 0 active 17x2.166:27005
 # 3849 grayasin STEAM_0:0:x 32:56 83 0 active 8x1.218:58874
 # 3824 1447 STEAM_0:0:x  1:22:40 66 0 active 8x118:38686
 # 3882 SilverFalcon STEAM_0:1:x 00:32 163 74 spawning 24.x52:63551
 # 3873 Camper99 STEAM_0:1:x 14:05 54 0 active 84.x7:27005
 # 431 K.R. STEAM_0:1:x 125:36:57 61 1 connecting x08:27005
 # 1552 evilcookies STEAM_0:0:x 86:42:00 70 0 connecting
 85.x27005
 # 3875 Moony STEAM_0:0:x 13:53 80 0 active 84.x.10:27005
 # 3876 bbk STEAM_0:1:x 13:37 103 0 active 83x23385
 # 3862 Aye STEAM_0:1:x 20:14 62 0 active 8x71:27005
 # 827 AutoFodder STEAM_0:0:x 115:20:54 78 0 connecting 8x3:27005
 # 3863 TrIcKs STEAM_0:0:x 20:08 43 0 active 86x221:27005
 # 3877 PolarIce STEAM_0:0:x 13:32 60 0 active 35:27005


I've blocked out steamids and ips, but as you can see for example  #
827 AutoFodder STEAM_0:0:x 115:20:54 78 0 connecting 8x3:27005 thats
115 hours he's been in the connecting state. I can kick these people
off via console and free the slots up, but I just wondered if there
was any way to set a connecting timeout for instance, so people who
are connecting for more than 2 minutes are kicked? Or if anyone else
has experienced this/got a solution?

I'm not sure if this same problem occurs on linux as my linux publics
aren't really popular enough to see at the moment.

Cheers

Daz


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Are you running the latest tf DS install? I have 2 tf2 servers on win2k3
that are full almost all day

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[hlds] TF2 randomly causes all clients to crash at the same time

2007-09-24 Thread [??R] The-/iller

Updated my srcds for tf2 and now randomly causes all clients to crash at
the same time, doesn't happen often but does happen. Is anyone else
seeing this?

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Re: [hlds] TF2 server Affinity issue, Memory leak Performance stats

2007-09-21 Thread [??R] The-/iller

RTL-Servers wrote:

Hey guys,

Seeing VERY high CPU usage on a 24slot tf2 server running on Linux.

Up until 21 players the FPS is at a stable 990, from 21-24 players it
just seems to drop to 60FPS server side. Memory usage is fine and as
expected.

However, CPU usage is at 70 - 80% on one core of a core2duo 6400. This
is at 66tickrate / 1000fps.

Regards,
Lee Gardiner

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I was getting horrible tickrates up untill this last update. They're
just taking their time optimizing srcds again.

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Re: [hlds] Admin Mod Questions

2007-09-20 Thread [??R] The-/iller

TJ Hilton wrote:

Hey All

I'm recently re-subscribed to this list, I haven't been on the list
for about a year so please excuse me if these have already been
answered. (although I did search the archives first)

I run a CSS and TF2 server.

I have three questions:

1. I used to run Mani Admin Plugin on my CSS box, but it is my
understanding that Mani is no longer supported. What admin plugin
should I use?

2. What admin plugin would work best with TF2?

3. What is the best way to start srcds as a service under windows 2k3?

Thank you for your help.
--
TJ Hilton
[EMAIL PROTECTED]

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Nothing will work yet on TF2 cause of the engine updates but i would say
sourcemod, sourcemod.net

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Re: [hlds] Admin Mod Questions

2007-09-20 Thread [??R] The-/iller

[EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
I have sourcemod on my CSS server, but it's not as nice as mani...yet...
I went ahead and installed beetlesmod as well...very much like mani...I like it 
a lot.
http://www.beetlesmod.com/


- Original Message 
From: TJ Hilton [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Thursday, September 20, 2007 12:33:24 PM
Subject: [hlds] Admin Mod Questions

Hey All

I'm recently re-subscribed to this list, I haven't been on the list
for about a year so please excuse me if these have already been
answered. (although I did search the archives first)

I run a CSS and TF2 server.

I have three questions:

1. I used to run Mani Admin Plugin on my CSS box, but it is my
understanding that Mani is no longer supported. What admin plugin
should I use?

2. What admin plugin would work best with TF2?

3. What is the best way to start srcds as a service under windows 2k3?

Thank you for your help.
--
TJ Hilton
[EMAIL PROTECTED]

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ServerChecker works quite well but its not technically a service,
poosoft has some generic exe service wrappers that might work

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Re: [hlds] Orange Box Engine?

2007-09-18 Thread [??R] The-/iller

Micha wrote:

Nobody was talking about the server!?

Chris Barnett schrieb:

IIRC Orangebox is multicore on the client but not on the server.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Micha
Sent: 18 September 2007 14:02
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Orange Box Engine?

[ Converted text/html to text/plain ]
But EP2 was said to introduce Multicore support (am I wrong?), so
this would
be a new Source-Engine.
Robert Whelan schrieb:

--
[ Picked text/plain from multipart/alternative ]
Guess he didn't get the memo..


- Original Message 
From: ken h [EMAIL PROTECTED][1]
To: [EMAIL PROTECTED]
Sent: Tuesday, September 18, 2007 7:36:59 AM
Subject: Re: [hlds] Orange Box Engine?


--
[ Picked text/plain from multipart/alternative ]
What are you talking about? The current games are running on the new
engine.
Source is Source is Source is Source. There is not an OLD source
engine, or
a NEW source engine.. its just all the SAME source engine.

On 9/18/07, Dan E [EMAIL PROTECTED][3] wrote:


--
[ Picked text/plain from multipart/alternative ]
Yes, I know it's still very far away, but I was just wondering if we
could
get a comment on a VERY rough estimate of when we may expect to see
current
source games ported to the new engine? A week, a month, a year?  Just
wanna
have some sort of idea when I should start planning :)

Thanks

Benjamin Lange [EMAIL PROTECTED][4] wrote: --
[ Picked text/plain from multipart/alternative ]
The orangebox engine is the new source engine.
The older source games (css, dods, hl2dm etc.) will be ported some
weeks/months later to this new engine release.
So just be patient :)

2007/9/18, Ratman2000 :


Hello,

is the Orange Box Engine the NEW Source Engine, or is it only a Custom
Engine for other Games?

Please explain me, what are the new engine for?

With friendly Reguards

Ratman2000

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Need a vacation? Get great deals
to amazing places on Yahoo! Travel.
http://travel.yahoo.com/[9]
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As far as I've seen they have no plans for multicore for server anytime,
which makes no sense

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