Re: [hlds] Current stable sourcemod?

2009-07-04 Thread [ЯтR] The-/iller
yeah 1.2.1 has been awesome, release or dev

Cc2iscooL wrote:
 I've been using a dev of 1.2.1 like forever with no issues. All
 crashes have been either bad plugins or valve related.

 On 7/4/09, Karl Weckstrom k...@weckstrom.com wrote:
   
 What's the most current Stable version of Sourcemod in everyone's opinion?

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[hlds] Master Server hiccups

2009-07-01 Thread [ЯтR] The-/iller
Was just doing a test of a new server and noticed none of my servers are 
popping up on the list. It also seems many servers are not showing up 
and the only ones i see have 400+ pings, anyone else noticing issues?

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[hlds] L4D client retry command fails

2009-06-07 Thread [ЯтR] The-/iller
] connect 67.201.48.163
Connecting to public(67.201.48.163:27015)
Sending UDP connect to public IP 67.201.48.163:27015
Server using lobbies #0, requiring pw no, lobby id 0
RememberIPAddressForLobby: lobby 0 from address 67.201.48.163:27015
CSteam3Client::InitiateConnection: 67.201.48.163:27015
Connected to 67.201.48.163:27015

] retry
Commencing connection retry to public(67.201.48.163)
Bad server address public(67.201.48.163)
] retry
Commencing connection retry to public(67.201.48.163)
Bad server address public(67.201.48.163)
] retry
Commencing connection retry to public(67.201.48.163)
Bad server address public(67.201.48.163)

Notice every time it adds a new set of quotes to the server address...

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Re: [hlds] Left 4 Dead Update Released

2009-04-24 Thread [ЯтR] The-/iller
TF2 desperately needs multi-threading, even at 24 players a server will 
just sit on one core losing tick, 32 players even worse. DoDS isn't as 
nasty but can get pretty cpu intensive.

Adam Nowacki wrote:
 msleeper wrote:
   
 Are you talking about TF2? I am pretty sure L4D's server is already
 multithreaded.
 

 $ ps m -p 25096
PID TTY  STAT   TIME COMMAND
 25096 pts/0-  1:06 ./srcds_i486 +map l4d_hospital01_apartment 
 +hostport 27015 +clientport 27115 -fork +map l4d_hospital01_apartment 
 -game left4dead
  - -Sl+0:52 -
  - -Sl+0:00 -
  - -Sl+0:09 -

 Sure, there are 3 threads but only one is running the simulation (see 
 cpu time). Multithreaded but with no performance benefits over single 
 thread.

   
 # mpstat -P ALL
 Linux 2.6.25.10-grsec (sc-002)  04/23/09

 20:09:48 CPU   %user   %nice%sys %iowait%irq   %soft  %steal
 %idleintr/s
 20:09:48 all   25.090.002.390.180.030.750.00
 71.56   1898.72
 20:09:48   0   26.490.002.480.970.050.900.00
 69.11242.07
 20:09:48   1   27.040.002.390.140.030.880.00
 71.20236.66
 20:09:48   2   25.880.002.460.080.030.820.00
 72.17236.66
 20:09:48   3   26.030.002.350.050.030.760.00
 71.79236.66
 20:09:48   4   24.630.002.450.060.030.700.00
 72.82236.66
 20:09:48   5   24.580.002.340.050.020.670.00
 72.81236.66
 20:09:48   6   23.810.002.440.050.020.660.00
 73.39236.66
 20:09:48   7   23.790.002.350.050.020.640.00
 73.51236.66
 

 How is that supposed to show multithreading? A single thread can be 
 migrated many times a second between different cpus and many threads can 
 be executed serially on the same cpu. Thats also most likely not one but 
 many separate processes.

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Re: [hlds] Anyone with active servers move to new IP addresses?

2009-04-24 Thread [ЯтR] The-/iller
We just did that this past week, after being on the same ips for almost 
2 years... It sucks but definitely put the word out as far ahead as you 
can. And people are not always smart enough to connect to ips so we put 
on a reserved slot redirection plugin that had the number of slots as 
full server so it would immediately ask someone to move to the new 
server with the little redirect F3 message.

One of the harder things has actually been getting the community to put 
the effort in to getting the servers started, people want to pub so much 
they wont commit the time. But in the end if you run good servers your 
population should recover, weve changed ips almost 5 times across 5 
years now and every time it sucked but we have only grown bigger and better.

Alec Sanger wrote:
 it sucks, but (almost) everyone has to do it at some point...

 What we did was announce the new IP a couple weeks before making the move. If 
 possible, keep the new server as well as the old server up for a week or so. 
 Change the name of the old server to Community HAS MOVED TO IP. Add all 
 of your regulars to your friends list, and ensure that you keep in contact 
 with as many people as possible. If you have a community group, make sure to 
 post multiple announcements about the move.

 You'll definitely lose a bunch, but you should rebound quickly if you do it 
 right.

 Thank you,
 Alec Sanger
 P: 248.941.3813
 F: 313.286.8945



   
 Date: Fri, 24 Apr 2009 11:56:28 -0500
 From: dustin.wy...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Anyone with active servers move to new IP addresses?

 Looking to get thoughts from people with the experience of moving their game
 server(s) to a new IP.

 Specifically I'm concerned about the effect on your community and on your
 server popularity.

 Discuss!
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Re: [hlds] Left 4 Dead Update Released

2009-04-21 Thread [ЯтR] The-/iller
previous working command line now gets

Adding master server 69.28.140.246:27011
Adding master server 72.165.61.189:27011
Sending heartbeat to master server...
Could not establish connection to Steam servers.
cminterface.cpp (599) : Assertion Failed: NULL != m_hConnection


Yaakov Smith wrote:
 Happening on Linux?

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of K Jarrett
 Sent: Wednesday, 22 April 2009 8:27 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Left 4 Dead Update Released

 Also happening here on our windows servers.

 Regards,

 K Jarrett
 KINGJ.NET Game Servers


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of turb0z
 Sent: 21 April 2009 23:26
 To: 'Half-Life dedicated Win32 server mailing list';
 hlds_li...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
 Subject: Re: [hlds] Left 4 Dead Update Released

 Confirmed on my Windows-based server as well.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Robert Whelan
 Sent: Tuesday, April 21, 2009 5:23 PM
 To: Half-Life dedicated Win32 server mailing list;
 hlds_li...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
 Subject: Re: [hlds] Left 4 Dead Update Released

 Same problem as last nights tf2 update jason:-

 
 *  Unable to load Steam support library.   *
 *  This server will operate in LAN mode only.  *
 




 
 From: Jason Ruymen jas...@valvesoftware.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
 hlds_li...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
 hlds_annou...@list.valvesoftware.com
 Sent: Tuesday, April 21, 2009 4:50:39 PM
 Subject: [hlds] Left 4 Dead Update Released

 A required update for Left 4 Dead is now available.  Please run
 hldsupdatetool to receive it.  The specific changes include:

 Survival Mode:
 - New gameplay Mode
 - 16 maps including Last Stand
 - Leaderboards
 - 7 new achievements

 Versus Changes:
 - Fixed a case where versus team score would continue to be recalculated
 after the score panel was displayed
 - Fixed an issue with recalculating the versus score health bonus for a
 player when they are rescued from being incapacitated
 - Fixed being able to start a swing as an infected, then teleport to the
 survivors and have the claw swing hit a survivor
 - Fixed a case where teleporting to the survivors would not reset the
 ability timer
 - Fixed an exploit where you could load the chamber of a weapon with bullets
 by holding down the melee key
 - Fixed a case where it was not possible to join a game while it was in a
 finale
 - Fixed a rare case where listen servers would speed up the game over time
 - Removed convars related to melee fatigue
 - Fixed a case where infected players would get a respawn time on their
 initial spawn into a map

 Server Changes:
 - Made ms_force_dedicated_server not require cheats
 - Add a message when queuing a heartbeat
 - Simplified setting of game mode
 - Removed convars director_no_human_zombies and director_holdout_mode
 - Added mp_gamemode [coop,versus,survival]

 General:
 - Added lobby join and leave messages

 Jason

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 http://www.eset.com
  
  

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Re: [hlds] TF2 Team Scramble after X rounds.

2009-04-15 Thread [ЯтR] The-/iller
We made a plugin if a team wins X rounds in a row it will auto scramble, 
don't think its been posted in the sm forums, Ill try to get the author to.

Alex wrote:
 Is there a cvar or something that I can use to scramble the teams after 
 so many rounds or so many teamswitches? I cannot find any sourcemod 
 plugins for this.

 Thanks


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Re: [hlds] TF2 Build Blocking Addon/plugin

2009-04-14 Thread [ЯтR] The-/iller
Also it cannot be changed on the fly, requires server restart. Multiple 
teles is real fun tho...

CLAN RCR wrote:
 Excellent! Thanks guys! I had no idea there was that kind of
 configurability!  wow

 -Matt

 On Tue, Apr 14, 2009 at 5:56 PM, msleeper mslee...@cyberwurx.com wrote:

   
 Remove write permissions from the file and problem solved.


 On Tue, 2009-04-14 at 15:49 -0700, Robert Whelan wrote:
 
 Keep in mind... using this method you will probably have to redo your
   
 edits after every update I believe.
 


 
 From: CLAN RCR clan...@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
   
 hlds@list.valvesoftware.com
 
 Sent: Tuesday, April 14, 2009 4:40:37 PM
 Subject: Re: [hlds] TF2 Build Blocking Addon/plugin

 Hmm, Is there any way I could get an example of what I would write in
 objects.txt to allow all but Sentries?

 Thanks for the help guys, I appreciate it.

 -Matt

 On Tue, Apr 14, 2009 at 3:45 PM, Matthew Gottlieb 
 matthew.j.gottl...@gmail.com wrote:

   
 You can ban the weapon via a SM plugin.

 On Tue, Apr 14, 2009 at 3:17 PM, Robert Whelan mrrjwhe...@yahoo.com
 wrote:
 
 I used beetlesmod in the past and it enabled you to restrict sentry
   
 building during sudden death or remove sentry's altogether. Also, it
 
 had a
 
 setting for melee only and would do this automatically.
 
 Have at it...




 
 From: CLAN RCR clan...@gmail.com
 To: hlds@list.valvesoftware.com
 Sent: Tuesday, April 14, 2009 2:54:11 PM
 Subject: [hlds] TF2 Build Blocking Addon/plugin

 Has anyone come across an addon/plugin that blocks specifically the
   
 build
 
 commands from engineers? I'd like to set it so engineers can only
   
 build
 
 teleporters and dispensers. Any ideas?

 Thanks guys. :-)

 -Matt
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Re: [hlds] HL1 Map Collections wanted

2009-04-04 Thread [ЯтR] The-/iller
Yes PAF was the the best thing for HL1, fpsbanna cant even compare in my 
book.

And who asks why would you want HL1 maps, it started it all, not to 
mention hl1 mods like NS that still have a big following. And hell i 
mean people still play doom so go figure.


Saul Rennison wrote:
 OMG I remember PAF! Awesome skins and weapon models :D Punk Ass  
 Fraggers FTW. RIP PAF.

 Sent from my iPhone

 On 3 Apr 2009, at 23:55, Rick Payton r...@mai-hawaii.com wrote:

   
 My guess is, when a game get's its hooks into you, some people just
 can't let go. Which is why I still play Counter-Strike to this day -
 even if it's not as much as I used to. I even resurrected my old
 stomping ground called Spacemonkeys, just because I could. That game
 will always have a place in my collection, (relatively) shit graphics
 and all. So maybe this is his way of keeping a personal resource for  
 his
 games before all internet resource finally stop serving related files?

 If I recall, Ook has had his Op4 server up for ... 8 or 9 YEARS now?

 -mauirixxx

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dustin Wyatt
 Sent: Friday, April 03, 2009 12:20 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] HL1 Map Collections wanted

 Out of curiosity...If HL1 and OP4 are about dead, what is your  
 interest
 in
 gathering maps for them?




 On Fri, Apr 3, 2009 at 5:15 PM, Ook ooksser...@zootal.com wrote:

 
 A lot of the old web sites are gone. Alas, HL1 and OP4 are just about
   
 dead
 
 :(. HL1MP:Source was been abandoned by Valve a long time ago, and
   
 HL2MP is
 
 a
 lost soul looking for a cause.

 - Original Message -
 From: Rick Payton r...@mai-hawaii.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Friday, April 03, 2009 2:54 PM
 Subject: Re: [hlds] HL1 Map Collections wanted


   
 I remember PAF had quite the collection for a long time, but sadly
 they're no longer around. I would say to check the usual file
 
 depot's
 
 and see what's available there as far as map packs are concerned.

 Sorry I couldn't be of any more help Ook.

 -mauirixxx

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ook
 Sent: Friday, April 03, 2009 11:31 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] HL1 Map Collections wanted

 Does anyone know of any HL1 map collections available for download?
 
 I
 
 don't
 really have the time to download them one at a time from file
 
 planet,
 
 file
 banana, etc. I'm looking for collections - multiple maps in a zip
 
 file,
 
 or
 http/ftp access to listings of maps that can be mass downloaded.

 I'd be willing to put mine online if anyone is interested - I
 
 currently
 
 have
 2,226 HL1 maps that run without crashing, though I suspect a few
 
 dozen
 
 are
 trash maps, test maps, etc. I'm still in the processing of cleaning
 
 them
 
 up,
 and so far have eliminated maps that crash the server or are missing
 resources.


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Re: [hlds] HL1 Map Collections wanted

2009-04-04 Thread [ЯтR] The-/iller
Gamespy fails
http://www.game-monitor.com/search.php?=undefinedvars=game=ns

Dustin Wyatt wrote:
 Yes, it's got a huge playerbase.

 http://archive.gamespy.com/stats/mods.asp?id=15s=1

 (no it doesnt)

 On Sat, Apr 4, 2009 at 12:37 PM, Spencer 'voogru' MacDonald 
 voo...@voogru.com wrote:

   
 People still play NS?

 I thought I killed it cause I fixed mp_blockscripts...

 Least that's what I've heard.



 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of [??R]
 The-/iller
 Sent: Saturday, April 04, 2009 3:40 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] HL1 Map Collections wanted

 Yes PAF was the the best thing for HL1, fpsbanna cant even compare in my
 book.

 And who asks why would you want HL1 maps, it started it all, not to
 mention hl1 mods like NS that still have a big following. And hell i
 mean people still play doom so go figure.


 Saul Rennison wrote:
 
 OMG I remember PAF! Awesome skins and weapon models :D Punk Ass
 Fraggers FTW. RIP PAF.

 Sent from my iPhone

 On 3 Apr 2009, at 23:55, Rick Payton r...@mai-hawaii.com wrote:


   
 My guess is, when a game get's its hooks into you, some people just
 can't let go. Which is why I still play Counter-Strike to this day -
 even if it's not as much as I used to. I even resurrected my old
 stomping ground called Spacemonkeys, just because I could. That game
 will always have a place in my collection, (relatively) shit graphics
 and all. So maybe this is his way of keeping a personal resource for
 his
 games before all internet resource finally stop serving related files?

 If I recall, Ook has had his Op4 server up for ... 8 or 9 YEARS now?

 -mauirixxx

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dustin Wyatt
 Sent: Friday, April 03, 2009 12:20 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] HL1 Map Collections wanted

 Out of curiosity...If HL1 and OP4 are about dead, what is your
 interest
 in
 gathering maps for them?




 On Fri, Apr 3, 2009 at 5:15 PM, Ook ooksser...@zootal.com wrote:


 
 A lot of the old web sites are gone. Alas, HL1 and OP4 are just about

   
 dead

 
 :(. HL1MP:Source was been abandoned by Valve a long time ago, and

   
 HL2MP is

 
 a
 lost soul looking for a cause.

 - Original Message -
 From: Rick Payton r...@mai-hawaii.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Friday, April 03, 2009 2:54 PM
 Subject: Re: [hlds] HL1 Map Collections wanted



   
 I remember PAF had quite the collection for a long time, but sadly
 they're no longer around. I would say to check the usual file

 
 depot's

 
 and see what's available there as far as map packs are concerned.

 Sorry I couldn't be of any more help Ook.

 -mauirixxx

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ook
 Sent: Friday, April 03, 2009 11:31 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] HL1 Map Collections wanted

 Does anyone know of any HL1 map collections available for download?

 
 I

 
 don't
 really have the time to download them one at a time from file

 
 planet,

 
 file
 banana, etc. I'm looking for collections - multiple maps in a zip

 
 file,

 
 or
 http/ftp access to listings of maps that can be mass downloaded.

 I'd be willing to put mine online if anyone is interested - I

 
 currently

 
 have
 2,226 HL1 maps that run without crashing, though I suspect a few

 
 dozen

 
 are
 trash maps, test maps, etc. I'm still in the processing of cleaning

 
 them

 
 up,
 and so far have eliminated maps that crash the server or are missing
 resources.


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Re: [hlds] 2003 or 2008

2009-03-01 Thread [ЯтR] The-/iller
Also the cpu number in the stats query isn't the best

Midnight wrote:
 That's kinda the point.  You don't want to go over 40-50% CPU usage or 
 you will soon start seeing bad performance.

 You can add 2GB so you have 4GB and then run 8-10 servers, but you'll be 
 pushing your luck.


 Blood Letter wrote:
   
 Are you joking?
 I ran 4 L4D servers on an old dual core athlon, and it never got over 50% 
 CPU usage.

 L4D does not tax the CPU at all, despite all the hype about the amazingly 
 complex (yeah, right) AI Director.

 1000 FPS!!! servers are a joke.
   
 
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Re: [hlds] TF2 Memory Leak

2009-02-24 Thread [ЯтR] The-/iller
14 days? thats nothing, it used to do that in a matter of minutes. Most 
srcds arent up for a solid 14 days... maybe 2-3 days, things crash or 
need maintenece.

Chris wrote:
 When you say Valve fixed the major leak - what do you mean?

 Going from ~200MB to ~800MB (highest I've seen and forced to killl the
 process) in the space of 14 days seems major to me.

 On Tue, Feb 24, 2009 at 8:05 PM, Cc2iscooL cc2isc...@gmail.com wrote:

   
 Always has been always will be. Valve fixed the major leak but tf2
 keeps a lot cached.


 On 2/24/09, Chris headad...@gmail.com wrote:
 
 I know this has been discussed before indepth, many times in the past,
   
 but
 
 it has never been addressed - as far as I know?

 Is everyone else still seeing their srcds instances eating 600MB+ each of
 RAM over time?

 This was brought up maybe a year ago? I cannot recall exactly, but a fix
 would be nice...!

 Noticed this on Vanilla server i.e. no pluggins at all...
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Re: [hlds] Scout update release

2009-02-24 Thread [ЯтR] The-/iller
Check version date in console, still Feb13

CLAN RCR wrote:
 I'm sure it wasn't the scout update that I downloaded.

 -Matt

 On Tue, Feb 24, 2009 at 7:40 PM, Steven J. Sumichrast 
 packh...@gmail.comwrote:

   
 Sure that wasn't the optional updates from a few days ago?  They only
 changes a few files for that, and it wasn't mandatory.

 Sent from my iPhone

 On Feb 24, 2009, at 8:25 PM, CLAN RCR clan...@gmail.com wrote:

 
 I just ran updates, and there were a few to grab.. Namely server.dll
 and
 server_i486.so  ..among a few others. I wonder what the fixes were..

 -Matt

 On Tue, Feb 24, 2009 at 2:13 PM, ServerAlex servera...@gmail.com
 wrote:

   
 You mean it's in 2010? :D

 2009/2/24 Spencer 'voogru' MacDonald voo...@voogru.com:
 
 12PM VST

 (Valve Standard Time)

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alec
 Sanger
 Sent: Tuesday, February 24, 2009 7:58 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Scout update release


 probably late afternoon. I don't think there's an official time
 for this
   
 one
 
 (even if there was, it probably wouldn't be released then)

 Thank you,
 Alec Sanger
 P: 248.941.3813
 F: 313.286.8945



   
 From: sai...@specialattack.net
 To: hlds@list.valvesoftware.com
 Date: Tue, 24 Feb 2009 13:48:53 +0100
 Subject: [hlds] Scout update release

 Does anyone know when to expect the scout update? Will this be
 today
 
 after
 
 the last new info will be added, or will the update be
 tomorrow(or any
 
 time
   
 after)?

 Cheers,


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Re: [hlds] Scout update release

2009-02-24 Thread [ЯтR] The-/iller
Actually hes not come have fun

DontWannaName! wrote:
 Jason is far too busy to join an IRC server :D

 On Tue, Feb 24, 2009 at 6:39 PM, Nephyrin Zey nephy...@doublezen.netwrote:

   
 On 02/24/2009 06:34 PM, Jason Ruymen wrote:
 
 The Scout update should be live in about an hour or hopefully less from
   
 now.
 
 Jason

   
 Jason! irc.gamesurge.net/#hlserveradmins

 Keep us company ;)

 - Neph

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Re: [hlds] Win7 and High FPS

2009-02-13 Thread [ЯтR] The-/iller
Google srcdsfps boost, theres exes or metamod plugins, but they will get 
the fps to atleast 500 if not around 1K, srcdsfpsboost gets me 1K on a 
vista64 box running on a q6600

turb0z wrote:
 So now that I’ve got the TF2 DS server up, it looks like the normal high FPS
 tricks used in source games aren’t working.

  

 I’m only able to achieve the 80fps max default setting.  I’d like to run
 500fps.  I have WMP open and +fps_max 600 in my command line.

  

 If I run sv_lan 1 – the fps goes to 250 max.

  

 Does anyone have any other thoughts on this?

  

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Re: [hlds] Demos crashing server

2009-02-11 Thread [ЯтR] The-/iller
Ive seen it happen unexplainably a time or two on a TF2 Scrim with 
SourceTV running with autorecord, the not liking multiple demo streams. 
Haven't tried this with multiple clients in a standard public server.

Alec Sanger wrote:
 I remember that incident, and it was not fun. I haven't run into this issue 
 and want to make check and see if people have narrowed down what is causing it

 Thank you,
 Alec Sanger
 P: 248.941.3813
 F: 313.286.8945



   
 Date: Wed, 11 Feb 2009 11:32:58 -0700
 From: crazydog...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Demos crashing server

 This happened a while back on TF2 servers running mani...

 Alec Sanger wrote:
 
 is this happening with the neph plugin or for everyone in general?

 Thank you,
 Alec Sanger
 P: 248.941.3813
 F: 313.286.8945



   
   
 Date: Tue, 10 Feb 2009 23:05:23 -0500
 From: devgrus...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Demos crashing server

 Yeah I would understand if its the client who starts the demo that crashes,
 but my friend on ventrilo said he also dropped connection.

 I haven't tried reproducing it consistently yet, though it seems to only
 happen after the client has been connected for a lengthy amount of time.
 Starting it shortly after joining the server won't do anything, but waiting
 20-30 minutes and starting a demo does seem to do it.

 I'll have a try at reproducing it next time I play for a while.

 On Tue, Feb 10, 2009 at 10:47 PM, ServerAlex servera...@gmail.com wrote:

 
 
 I've seen this problem too. But it wasn't the server that crashed.
 Just the recording client that lost connection somehow.

 2009/2/11 Nephyrin Zey nephy...@doublezen.net:
   
   
 The server does do some things differently for clients recording demos
 (they're not 100% clientside) so this is possible.

 Can you reproduce this consistently?

 - Neph

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Re: [hlds] Important notice regarding the HLDS mailing lists

2009-02-09 Thread [ЯтR] The-/iller
Sub-categories could hopefully keep the chatter organized, i mean going 
to forums will be more organized than the mailing list but still

Mike Stiehm wrote:
 You could have the best FAQ in the world setup and you will still get  
 15 year old kids skipping right over it and posting the same questions  
 over and over.

 The more I think about it the more I don't like the forums idea...  Ugh



 Sent from my iPhone

 On Feb 10, 2009, at 12:39 AM, Andrew Armstrong  
 and...@mammoth.com.au wrote:

   
 I think the forum system could work well if it is moderated  
 appropriately.

 The main concern with this discussion seems to be that a lot of  
 noise will
 be generated from letting 'everyone' in to the forum.

 If someone wants to know how to setup a server; why not let them in  
 and find
 out how to do so?

 The concern about it becoming too noisy or having the forum filled  
 with
 simple questions that could have been answered had the person read a
 stickied FAQ could be avoided/reduced through good moderation and  
 helpful
 posters I think.

 - Plasma

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
 Sent: Tuesday, 10 February 2009 5:05 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Important notice regarding the HLDS mailing lists

 This is the biggest problem I have with the forums. Too many people  
 on the
 forums are trying to find out how to get srcds working or why
 hldsupdatetool.exe doesn't work in Linux or how to get mani mod  
 working.
 This list is way beyond that and you hardly ever see that sort of  
 thing
 here. Finding the valuable information on this list would be  
 difficult in
 the forums because of all the sifting that would need to be done.

 Also, I like this list because everyone at Valve subscribed to it  
 has to do
 something with the emails (delete/read/set up rules to filter out bad
 threads) whereas in the forums there is no guarantee someone at  
 Valve even
 saw my OMG VALVE READ NOW: TIMEOUTS ON MAP CHANGE thread.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of SmOoThEm
 Sent: Monday, February 09, 2009 8:08 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Important notice regarding the HLDS mailing lists

 This list is one of the few resources admins have to combat the  
 problems and
 exploits srcds servers attract. If you take this away then  we are  
 reduced
 to 50 clicks of navigation around countless webpages filled with  
 How do I
 install a dedicated server. Here there is no logins, no issues of  
 mods
 deleting our posts and everyone gets a fair word. Please valve,  
 don't take
 away our mailing list. I strongly dislike forums, logging in just  
 for a
 quick reply gets very old, opening my inbox to find what I need is  
 just what
 we all need, hence our reason for being here.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Stiehm
 Sent: Monday, February 09, 2009 7:23 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Important notice regarding the HLDS mailing lists

 I love the fact that I can get updates from the list via email. It
 looks like a lot of admins use blackbarrys or iPhones and the ability
 to use that to interact with the list is crucial.

 Another nice thing about this list is that it's made up of mostly
 mature server admins and not a lot of the general public so as bad as
 it gets we don't have to deal with to many non-stop B.S. sessions.

 A section where you have to be a member would be a great idea. Now we
 would just need some way to qualify someone that wants to join



 On Feb 9, 2009, at 7:41 PM, Burton Johnsey bur...@valvesoftware.com
 wrote:

 
 Given the feedback received from the list, we are holding off
 migrating the mailing lists to the forums.

 The intent of migrating to the forums was to leverage the benefits
 and features of the forums to further strengthen the community,
 giving us a central spot to gather feedback. The forum software is
 continually being updated by vBulletin and is flexible enough to
 also allow us to add our own features.

 To address a couple of specific concerns about the forums:

 - Membership - We can keep the membership in the DS forums private
 so that random forum users cannot post.
 - Moderation - We can assign moderators for specific forums.
 Moderators would be volunteers from the current mailing list
 participants.
 - Forum server performance - We have upgraded the system that runs
 the forums and we do not experience the lag we were experiencing in
 the past
 - The forums are accessible to more people than the mailing list.

 We want to make things better, not worse.  We appreciate any further
 feedback you have to offer.


 -Original 

Re: [hlds] VMware Advise

2009-02-07 Thread [ЯтR] The-/iller
What OS do you run on the VM and are you running standard centos kernel 
or RT on host and guest if applicable?
Chris_be wrote:
 I've run both a GMod and a TF2 server on a VM, and I've found that they run
 quite fine.

 The host box being a Q6600 running CentOS.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chad Austin
 Sent: Sunday, 8 February 2009 4:20 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] VMware Advise

 I am trying it our now on VMware server, so worst case, I can run the 
 servers on the host operating system, I will let you know what I find.

 DLinkOZ wrote:
   
 I'm trying this right now, running ESXi on an IBM x-series box.  I haven't
 really spent any time on looking into it, but initial results do show
 reduced and erratic frame rates within the server.



 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matthew Gottlieb
 Sent: Saturday, February 07, 2009 5:37 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] VMware Advise

 I have a lot of VM EXP.  However, I have never run a server under a VM.  I
 would be interested to see what really happens.

 On Sat, Feb 7, 2009 at 5:32 PM, Chad Austin c...@pcchemical.com wrote:

   
 
 Does anyone have experience using VMware with source engine game
 servers? I have heard it has timing issues and would not be acceptable
 for scrim servers due to lag spikes, is this true?

 -Chad

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Re: [hlds] Win7 HLDS?

2009-02-07 Thread [ЯтR] The-/iller
Listen servers work fine, haven't tried hlds/srcds. I would assume so.

Jake E wrote:
 Hi,

 I was just about to (literally) install Windows 7 on another partition so I
 could dual-boot Vista and Win7. I was wondering if HLDS works with Win7
 because when my friends and I play on small servers together, I'm the one to
 host it. So can I still run HLDS on Win7 (All the client programs work
 fine).

 When I install Win7 later I'll post an update. But I just wanted to know if
 anyone tried it already.
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Re: [hlds] Suggestion for new scout update (public servers owners)

2009-02-02 Thread [ЯтR] The-/iller
How many bans does it take before the banfile gets too large to 
load

Neil Voutt wrote:
 You care enough to set up a server JUST to ban people.

 On Mon, Feb 2, 2009 at 7:58 PM, msleeper mslee...@cyberwurx.com wrote:

   
 Maybe, but I don't respect or care about farmers.


 On Mon, 2009-02-02 at 19:54 -0500, Neil Voutt wrote:
 
 Thats kinda mean lol

 On Mon, Feb 2, 2009 at 7:41 PM, msleeper mslee...@cyberwurx.com wrote:

   
 Personally I setup a honeypot server running one of the achievement box
 maps that lets people connect for about 5 minutes, then I have a
 SourceMod plugin auto ban them. Fun times to be had by all.

 On Tue, 2009-02-03 at 02:31 +0200, Alex wrote:
 
 Try to put a class limit, so there won't be a farming server !

 Also Valve: You said that you will ban people which are farming, am i
   
 right
 
 ?
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Re: [hlds] New inexplicable rate restriction making 26x+servers laggy.

2009-01-30 Thread [ЯтR] The-/iller
It is a error with sv_minrate not sv_maxrate, upon setting sv_minrate 0 
you can set your client rate to anything you want (but also not force a 
minrate), sv_maxrate will still limit the max value to whatever you have 
set.


AnAkIn . wrote:
 VALVe added two new cvars with the last update, which are already in L4D
 engine, so you might want to check them:

 net_splitrate
 net_splitpacket_maxrate

 2009/1/30 Chris headad...@gmail.com

   
 +1 to all of the above complaints.

 Valve, please fix++;

 On Fri, Jan 30, 2009 at 9:59 AM, Tony Paloma drunkenf...@hotmail.com
 
 wrote:
   
 Doesn't change anything. Rate is still limited on the client to 30,000.
   
 You
 
 see this when you query the value by typing rate in the player console.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel
 Sent: Friday, January 30, 2009 1:40 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] New inexplicable rate restriction making 26x+servers
 laggy.

 Try sv_maxrate 0


   
 Ya, at least one of my servers had sv_maxrate 3 and it was better
 before
 the patch. It seems like in addition to making a max rate, they also
 botched
 something else up.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ryan Mannion
 Sent: Friday, January 30, 2009 1:21 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] New inexplicable rate restriction making 26x+
 
 servers
 
 laggy.

 I want to confirm that this patch has caused my 31-player servers to
 exhibit lag/warping players. All players can see the effects and are
 (understandably) very angry about it. net_graph 3 confirms frequent
 high choke values (40-60) when they're typically 0 prior to the patch.
 FWIW, my sv_maxrate was 3 before the patch and performance was
 fine.

 Please address this issue (and the timeout bug, and the team change
 
 bug)!
 
 Ryan

 On Fri, Jan 30, 2009 at 1:02 AM, Coldorak coldorak@gmail.com
 
 wrote:
   
 I run a 27 players server (two hidden slots and sourcetv) and
   
 yesterday
 
 I
   
 thought it was me who was laggy, even with my great internet
   
 connection.
 
 So it would have been my TF2 server itself?

 Cold

 On Fri, Jan 30, 2009 at 9:09 AM, Nephyrin Zey
   
 nephy...@doublezen.netwrote:
 
 Well i've been looking at it, and the combined in: and out: k/s rates
 never seen to hit 30... buuut, i'm getting a lot of 'faded' colors on
 the net graph and update rate is dropping way below 66 even though
 server is maintaining its FPS just fine.

 I'm assuming it's hitting its rate limit, but i could be mistaken.
 Valve, can you please take a look at this and give us word?

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Re: [hlds] Timeout Issues (Just some info)

2009-01-16 Thread [ЯтR] The-/iller
Don't know if this is the same issue but getting timeout issues out of 
nowhere now. Ran the server from manual command line and the fps still 
runs but nothing happens in the console when the timeouts occur, cpu 
hits hard, drops starts to climb then nearly bottoms out and suddenly 
everything is back to normal for a few seconds to minutes at a time 
before the next spike. Thankfully our servers had not experienced the 
previous issues everyone had been talking about, now the flu has been 
spread!


msleeper wrote:
 At least you are not making bomb threats to Valve like someone else
 has...


 On Fri, 2009-01-16 at 19:34 -0500, Karl Weckstrom wrote:
   
 DAMMIT VALVE WOULD YOU FIX THIS DAMN TIMEOU... oh wait...

 Never mind. 

 Thanks for the update :) 

 I will stay silent until the week after next unless coerced into posting :)

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of SakeFox
 Sent: Friday, January 16, 2009 3:49 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] Timeout Issues (Just some info)

 I sent a email out about the issues and got a reply on the issue and 
 asked to send it here so I thought I would.

 I asked if there was any info he could give on the issues and was given 
 this response

 We *should* have a fix ready for release next week, unless any problems 
 arise during testing.

 Now lets just hope that no problems arise during testing and it will be 
 released around when they expect it to. We know that delays can happen 
 so if it doesn't come next week, we at least know it should come soon.

 Also, lets not spark the flame war on this issue. This email was just to 
 pass on information.

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[hlds] TF2 bugs

2008-12-21 Thread [ЯтR] The-/iller
There are 2 quite annoying but random bugs dealing with spawning:
1. Spawn timer constantly loops until you (re)select a class
   - Cannot determine what triggers this
2. Changing class in spawn just reloads your current class
   - Happens a lot but not 100% of the time

The cart's dispenser still has its bounding box which will absorb 
rockets and bullets occasionally.

Teleporters' animations do not spool up anymore, no matter what level, 
as well as the already reported still active look when no exit is present.

Burning through gates is still possible on Goldrush, 2nd stage mostly 
but also possible on the 1st. 2nd stage Goldrush gates can still be 
sniped through.

Buildings can still be built next to the left-middle gate for blue on 
Badwater.
While very rare all gates on badwater will still stop you randomly.
Is the death temp map for Badwater ever going to be put on the TF2 stats 
page?
( http://storefront.steampowered.com/status/tf2/tf2_stats.php )



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Re: [hlds] TF2 bugs

2008-12-21 Thread [ЯтR] The-/iller
Its when you try to change to a different class, meaning you don't 
actually change classes it just reloads your current class when you want 
to be a different class.

AnAkIn . wrote:
 2. is not  a bug.

 You have to wait 2 seconds to change class again. This was to fix the crash
 exploit that people were using by spamming the class change.

 2008/12/21 [ЯтR] The-/iller kil...@righttorule.com

   
 There are 2 quite annoying but random bugs dealing with spawning:
 1. Spawn timer constantly loops until you (re)select a class
   - Cannot determine what triggers this
 2. Changing class in spawn just reloads your current class
   - Happens a lot but not 100% of the time

 The cart's dispenser still has its bounding box which will absorb
 rockets and bullets occasionally.

 Teleporters' animations do not spool up anymore, no matter what level,
 as well as the already reported still active look when no exit is present.

 Burning through gates is still possible on Goldrush, 2nd stage mostly
 but also possible on the 1st. 2nd stage Goldrush gates can still be
 sniped through.

 Buildings can still be built next to the left-middle gate for blue on
 Badwater.
 While very rare all gates on badwater will still stop you randomly.
 Is the death temp map for Badwater ever going to be put on the TF2 stats
 page?
 ( http://storefront.steampowered.com/status/tf2/tf2_stats.php )



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Re: [hlds] TF2 bugs

2008-12-21 Thread [ЯтR] The-/iller
Nope, and it only happens to one or two people maybe once every hour or 
two. Respawn timer just counts down and says preparing to spawn, then 
starts counting down from 9 again. Notice it seems to be happening more 
on Badwater but have seen it on pretty much any map.

bl4nk wrote:
 For #1 are you running any class-limiting plugins? I've seen this happen 
 on servers where they limit classes where I try to become a class, but 
 it rejects me, and then the next time I'm to respawn, it keeps 
 restarting my respawn timer until I change my class to the one I 
 currently am.

 [??R] The-/iller wrote:
   
 There are 2 quite annoying but random bugs dealing with spawning:
 1. Spawn timer constantly loops until you (re)select a class
- Cannot determine what triggers this
 2. Changing class in spawn just reloads your current class
- Happens a lot but not 100% of the time

 The cart's dispenser still has its bounding box which will absorb 
 rockets and bullets occasionally.

 Teleporters' animations do not spool up anymore, no matter what level, 
 as well as the already reported still active look when no exit is present.

 Burning through gates is still possible on Goldrush, 2nd stage mostly 
 but also possible on the 1st. 2nd stage Goldrush gates can still be 
 sniped through.

 Buildings can still be built next to the left-middle gate for blue on 
 Badwater.
 While very rare all gates on badwater will still stop you randomly.
 Is the death temp map for Badwater ever going to be put on the TF2 stats 
 page?
 ( http://storefront.steampowered.com/status/tf2/tf2_stats.php )



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Re: [hlds] [L4D]rescue survivor crashes server

2008-12-21 Thread [ЯтR] The-/iller
I'd seen it happen a while back on vanilla servers, but not recently, 
check the sourcemod logs to see if theres any more info there.

Gregory Matherne wrote:
 I've never seen this on my servers nor have I seen it on any other server I
 play on.  My server is vanilla so I would put some money on it being an
 issue with source mod.

 On Sun, Dec 21, 2008 at 7:17 AM, george crocker geo9...@comcast.net wrote:

   
 i would say about 50% of the time when a player rescues a survivor  the
 server crashes.
 is this common on most servers or could it be something on my server.
 i am running sourcemod and HLStats premium.

 sorry if this has been settled before,but i couldnt find any posts
 mentioning this.
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Re: [hlds] Team Fortress 2 Update Available

2008-12-16 Thread [ЯтR] The-/iller
The hitbox for the dispenser is still there and will explode rockets and 
absorb bullets still.

Jason Ruymen wrote:
 A required update for Team Fortress 2 has been released.  Please run 
 hldsupdatetool to receive the update.  The specific changes include:

 - Fixed overheal particle effect showing up incorrectly on disguised or 
 cloaked spies
 - Changed the achievement tracker to only be available in Team Fortress 2
 - Added new teleporter sounds for upgrade levels 2 and 3
 - Fixed engineers being able to upgrade the bomb cart's dispenser found in 
 Payload levels
 - Fixed bomb cart's dispenser being solid to players and projectiles

 Jason

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[hlds] Hldsupdatetool times

2008-12-15 Thread [ЯтR] The-/iller
Noticed hldsupdatetool was taking forever, checked it out with process 
explorer and its checking almost every file against the servers version, 
thought thats what the blob files were for so it didn't have to? I have 
used -verify_all a few times in the past but not recently, if you use it 
once does it remember this as it does the directory?
command line was just
hldsupdatetool.exe -command update -game tf -dir .
Anyone else seeing this?

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Re: [hlds] Team Fortress 2 Update Available

2008-12-15 Thread [ЯтR] The-/iller
In practice I've seen, required = blacklist or update, optional = no 
blacklist. Correct me if I'm wrong?

Jonah Hirsch wrote:
 I'm guessing this is an update or your server is delisted update? Our 
 server wasn't filling up and I only saw about 200 servers in the 
 browser...I guess this is why. :P

 Jason Ruymen wrote:
   
 A required update for Team Fortress 2 has been released.  Please run 
 hldsupdatetool to receive the update.  The specific changes include:

 - Fixed overheal particle effect showing up incorrectly on disguised or 
 cloaked spies
 - Changed the achievement tracker to only be available in Team Fortress 2
 - Added new teleporter sounds for upgrade levels 2 and 3
 - Fixed engineers being able to upgrade the bomb cart's dispenser found in 
 Payload levels
 - Fixed bomb cart's dispenser being solid to players and projectiles

 Jason

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Re: [hlds] [TF2] Time out at map change

2008-12-13 Thread [ЯтR] The-/iller
The latest update seemed to make it a little better, we have just made 
our map times ~4 hours being that its 24/7, usually complete crashes do 
not happen but extremely long map changes happen semi often.

Yatin Vadhia wrote:
 This just happened to me as a client and it definatly seems to be the  
 larger ( payload) maps.

 Regards

 Yatin

 On 13 Dec 2008, at 23:44, dave foster imthed...@gmail.com wrote:

   
 Started experiencing this is as well on my linux server as well.  
 Sometimes
 it simply throws the timeout error and switches to the nextmap  
 without a
 problem (very slow mapchange though), sometimes it disconnects  
 everyone from
 the server before changing the maps, and once I had to reset the  
 server
 because the entire process just hung.

 For reference:

 [SM] Listing 24 plugins:
  01 Fun Votes (1.0.1.2147) by AlliedModders LLC
  02 Vote Scramble Teams (1.0.500) by KevLaR/Seb/Snipa
  03 SlapSlay Commands (1.0.1.2147) by AlliedModders LLC
  04 Admin Menu (1.0.1.2147) by AlliedModders LLC
  05 HLstatsX Plugin (2.3) by Tobi17
  06 Admin Help (1.0.1.2147) by AlliedModders LLC
  07 Spray Tracer (5.2a) by Nican132, CptMoore, Lebson506th
  08 Weapon Logging (2.1) by Tobi17
  09 Basic Comm Control (1.0.1.2147) by AlliedModders LLC
  10 TF2 Class Restrictions (0.4.5) by Tsunami
  11 Basic Ban Commands (1.0.1.2147) by AlliedModders LLC
  12 Basic Commands (1.0.1.2147) by AlliedModders LLC
  13 Nextmap (1.0.1.2147) by AlliedModders LLC
  14 Admin File Reader (1.0.1.2147) by AlliedModders LLC
  15 TF2 Fast Respawns (1.0.5) by WoZeR
  16 Anti-Flood (1.0.1.2147) by AlliedModders LLC
  17 Basic Votes (1.0.1.2147) by AlliedModders LLC
  18 Rock The Vote (1.0.1.2147) by AlliedModders LLC
  19 Basic Info Triggers (1.0.1.2147) by AlliedModders LLC
  20 Anti-Micspam (0.3) by Ryan FLOOR_MASTER Mannion
  21 Basic Chat (1.0.1.2147) by AlliedModders LLC
  22 Server Crontab Module (1.0.1.0) by dubbeh
  23 Server Crontab (1.0.1.0) by dubbeh
  24 Community Reserved Slots (1.0.1.2) by CaffeinePowered

 - Fast respawn is just for bball :)

 On Sat, Dec 13, 2008 at 18:22, Philip Bembridge
 philipbembri...@gmail.comwrote:

 
 this has started happening more and more recently on my two windows  
 servers

 Upto 5 times a day!

 It seems to be the bigger maps that causes it?

 Phil

 -Original Message-
   
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
 Sent: Tuesday, December 09, 2008 10:16 AM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] [TF2] Time out at map change

 We're experiancing timeouts aswell on our TF2 servers (linux) at map
 change
 sometimes. Its completely random, but *always* at a map change if it
 happends.

 
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Re: [hlds] Team Fortress 2 Update Available

2008-12-12 Thread [ЯтR] The-/iller
Didn't get to test it fully but multiple clients were reporting it to 
happen and almost always happenend unless the engie destroyed the tele 
himself

Kveri wrote:
 turn off antialiasing

 [ЯтR] The-/iller wrote / napísal(a):
   
 Teleporters are quite often still having the spinning white aura when 
 their exit is destroyed, tried to screenshot and jpeg or screenshot both 
 pics come out totally black windowed or fullscreen so i guess thats 
 broken now too...

 Dan Offord wrote:
   
 
 Dog wrote:
   
 
   
 Yeahseems to be a Linux issue
 No mods...won't even start up
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 doing:
 vi srcds_run
 :set fileformat=unix
 :wq
 Fixes it here.


 
 This e.mail is private and confidential between Multiplay (UK) Ltd. and the 
 person or entity to whom it is addressed. In the event of misdirection, the 
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 In the event of misdirection, illegible or incomplete transmission please 
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Re: [hlds] any idea what this is?

2008-12-11 Thread [ЯтR] The-/iller
Ive done it on my own server before but i think they removed the 
connect_splitscreen command,
it still may be possible

find split screen
ss_enable = 0
 client
 - Enables Split Screen support. Play Single Player now launches into 
split screen mode. NO ONLINE SUPPORT
host_writeconfig_ss
 - Store current settings to config.cfg (or specified .cfg file) with 
first param as splitscreen index.

in_forceuser = 0
 cheat
 - Force user input to this split screen player.

ss_map
 - Start playing on specified map with max allowed splitscreen players.

cmd1
 - sets userinfo string for split screen player in slot 1
cmd3
 - sets userinfo string for split screen player in slot 3
cmd2
 - sets userinfo string for split screen player in slot 2
cmd4
 - sets userinfo string for split screen player in slot 4

So people use ss_enable 1( maybe 2 for 2 players etc etc)
Then i guess they connect from the single player game into a server and 
theyre connecting as a splits screen player but as one steamid to the 
server,  I believe all of this is left over from the 360 version where 
split screen happens all the time, splitscreen is possible on the PC i 
believe if you have a 360 controller, wether its legitimate or not who 
knows.

Maybe even the possibility of cross platform gaming?? did this person 
figure out how to on the console of the 360 version?

Yay or Nay dont see why it shouldnt be possible.

turb0z wrote:
 Saw this the other night too.

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

 More like awesome. I need this config!

 On Wed, 2008-12-10 at 22:05 -0600, Cc2iscooL wrote:
   
 Sounds like someone figured out how to use splitscreen on multiplayer
 servers.

 Oops.

 On Wed, Dec 10, 2008 at 8:51 PM, george crocker [EMAIL PROTECTED]
 
 wrote:
   
 he showed up as ninth player on server according to HLSW.
 showed 9/8 playing,he was listed as bot in HLSW too.
 wasnt sure what it was so i kicked him.
 # 1145 5 Kevin_HairyBALLSACK_Quinn BOT 03:29 0 0 active 5000 0.0.0.0:0

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


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Re: [hlds] Team Fortress 2 Update Available

2008-12-11 Thread [ЯтR] The-/iller
Teleporters are quite often still having the spinning white aura when 
their exit is destroyed, tried to screenshot and jpeg or screenshot both 
pics come out totally black windowed or fullscreen so i guess thats 
broken now too...

Dan Offord wrote:
 Dog wrote:
   
 Yeahseems to be a Linux issue
 No mods...won't even start up
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 doing:
 vi srcds_run
 :set fileformat=unix
 :wq
 Fixes it here.


 
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Re: [hlds] Orangebox srcds.exe makes Steam show In-Game DIPRIP

2008-12-02 Thread [ЯтR] The-/iller
Are you running it as a lan server or net?

Tony Paloma wrote:
 This isn't happening for me.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Nicholas Hastings
 Sent: Tuesday, December 02, 2008 7:46 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] Orangebox srcds.exe makes Steam show In-Game DIPRIP

 Whenever I run any OrangeBox dedicated server (on Windows, primarily for 
 testing), Steam shows me as In-Game D.I.P.R.I.P Warmup.

 The dedicated server is opened independent of Steam, downloaded with 
 hldsupdatetool.

 I've narrowed it down to just OrangeBox game servers that do it.
 AoC
 DIPRIP
 DoDS
 TF2
 ZPS

 Does not happen with CS:S, Insurgency, L4D, or any HL1 servers.



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Re: [hlds] How about some server instructions and server.cfg files?

2008-11-24 Thread [ЯтR] The-/iller
I still cant find any reliable options on the command line switches for 
logsdir bansdir cfgsdir, which if at any exist I know people asked for these

Blood Letter wrote:
 It's not my first server.
 Fairly straightforward?  Not a chance.
 A lot of conflicting, incomplete info, in many places.  It should be a lot of 
 complete, consistent, official info in one place.
 The point is there ARE no answers - from Valve or anyone - for a lot of the 
 problems people are having.

 My server's running fine now, except for the fact that it somehow loads a 
 versus map, even though none are in the rotation.
 And there's no way in the gui for people to vote for a map of a different 
 type.

   
 Date: Mon, 24 Nov 2008 11:48:34 -0500
 From: [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] How about some server instructions and server.cfg files?

 You know from time to time we all need help. I see no reason to flame valve
 though. The dedicated servers are fairly straight forward, there is a lot of
 info that can be found in many places about commands etc. All it takes is
 your time to go look as opposed to having the answers just handed to ya. If
 this is your first server ever I can understand that it seems daunting but
 dont be afraid to experiment on the servers, worst case scenario is you
 would have to re install but uh its not brain science or rocket surgery.

 On Tue, Nov 18, 2008 at 3:10 PM, Blood Letter [EMAIL PROTECTED]wrote:

 
 What?  You mean Valve's comments about supporting the server admins aren't
 enough?  You want actual support?
 Valve, you suck at supporting server admins, despite what you say.

 I think Valve should host some sample servers, with public config files,
 and throw up some more public config files once in a while to show how to
 do random neat thing.  Seems like an HLDS developer blog is in order...

 Barring that, documentation (complete, correct, and unambiguous) please.
 No, not a wiki.
 No, not a list of cvars with missing and ambiguous definitions.
 Documentation.  I'm sure some intern was tasked with compiling napkin
 scrawls and white board scribbles into a semi-cohesive document.

 Hell, I still haven't figured out how the actual resolution of the banner
 display space.  It varies according to resolution apparently...
 I could stretch it to fill the space, but then it looks ugly.
 I could pad it, but that looks ugly too.
 (Granted, my mobo died 8 days ago, so I haven't messed with my servers
 since.)

 I'll be setting up a server again this weekend.  Hopefully by then the dust
 will have settled, but I doubt it.


   
 Date: Tue, 18 Nov 2008 14:56:55 -0500
 From: [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]; hlds@list.valvesoftware.com
 Subject: Re: [hlds] How about some server instructions and server.cfg
 
 files?
  
   
 Careful, frank :) I said the same thing a few weeks ago only to be
 
 barraged with waah waaah wh what a crybaby type emails flooding the
 list.
   
 But yeah. I agree with you. 100%. Valve *NEEDS* to develop some
 
 documentation. Rule #1 - Documentation should accompany development, not be
 done after the fact.
   
 -Original Message-
 From: [EMAIL PROTECTED] [mailto:
 
 [EMAIL PROTECTED] On Behalf Of Frank Hotte
   
 Sent: Tuesday, November 18, 2008 2:50 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] How about some server instructions and server.cfg files?

 Been through HUNDREDS of emails and it's like a guessing game for most
 people to figure out what's what with setting up the servers the way we
 
 want
   
 them.

 Is it too much to ask to get proper instructions on what commands we need
 for our servers?

 I really find this very poorly organized.  You create a multiplayer game,
 
 at
   
 least provide us with proper guidance instead of a quick blurp here and
 there.


 Thanks in advance.



 Busterking
 10-78 Clan Boss
 Visit our website
 Join our forums
 www.10-78.com
 - Original Message -
 From: Alec Sanger [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Tuesday, November 18, 2008 2:37 PM
 Subject: Re: [hlds] Mapcycle and VS mode in L4D


 
 I can't seem to get VS only to work, even though I removed the non vs
   
 maps
   
 from the mapcycle file. Any ideas?


 Thanks Date: Tue, 18 Nov 2008 11:17:12 -0700 From:
 [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: Re:
 [hlds] Mapcycle and VS mode in L4D  So far removing the maps has
   
 worked
   
 for me, there is also this  director_no_human_zombies = 1 -
 Prevents humans from joining the zombie team  okay, sorry if
 this has been answered already.   I'm looking to set up a dedicated
   
 VS
   
 server and a dedicated COOP server.  Do we know exactly how the cycle
 works in regards to maps? It just  removing vs maps from mapcycle
   
 going
   
 to make it coop only? 

Re: [hlds] HLSW+log/logaddress_add on L4D server

2008-11-23 Thread [ЯтR] The-/iller
Ive noticed this too, usually only takes a logaddress_delall and then 
readd using hlsw buttons or manual reentry.

[EMAIL PROTECTED] wrote:
 I'm having trouble with a gameservers.com-hosted L4D server regarding the  
 log/logaddress_add feature. The only way to fix it is to restart the  
 server. Basically HLSW will work for a few hours and then stops. Attempts  
 at re-enabling it produce timeouts.

 I've added a ticket to gameservers.com but maybe someone else is having the  
 same problem?

 I've verified that my IP is correct... Maybe HLSW is the culprit?

 Thanks.
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[hlds] VAC problems and L4D steamids

2008-11-23 Thread [ЯтR] The-/iller
Been getting lots of reports from people that servers are getting almost 
all the clients dropped because of connections to steam/VAC being 
lost... thinking this is due to the massive traffic increase from L4D... 
but didn't notice until now that in L4D all steam id's begin with 
STEAM_1 instead of STEAM_0 but the remaining numbers are the same, so is 
there a new cluster of master servers? If so, then why are games like 
tf2 and dods being hard hit with disconnect waves?

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Re: [hlds] VAC problems and L4D steamids

2008-11-23 Thread [ЯтR] The-/iller
Yeah I figured it was linked to L4D traffic, but then whats with STEAM_1 IDs

Tom Leighton wrote:
 Because right now I think valve made an update which has screwed the 
 steam system over. (That is my personal view anyway).

 I got gifted L4D, and couldn't download for 3 hours, because every time 
 i tried to install it I was promped for my password because my ticket 
 expired. This happens every time the download stalls, and requires the 
 blobs to be deleted and me to relogin again to get the download moving.

 Also happens for other games, so I think its to do with Steam servers 
 rather than any game engine itself or VAC.

 [??R] The-/iller wrote:
   
 Been getting lots of reports from people that servers are getting almost 
 all the clients dropped because of connections to steam/VAC being 
 lost... thinking this is due to the massive traffic increase from L4D... 
 but didn't notice until now that in L4D all steam id's begin with 
 STEAM_1 instead of STEAM_0 but the remaining numbers are the same, so is 
 there a new cluster of master servers? If so, then why are games like 
 tf2 and dods being hard hit with disconnect waves?

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Re: [hlds] Windows 2008

2008-11-21 Thread [ЯтR] The-/iller
Use srvstart.exe with config file to run servers as windows services... 
then no overhead of being logged in.

[EMAIL PROTECTED] wrote:
 Hey Guys I am renting a Ded box and choose to have 2008 installed instead of 
 2003
 I have noticed that the games run great however the OS seems to be very 
 resource hungry.  Does any one have any good infomation or resources about 
 how to trim down 2008.

 Core2Duo E6600 (2 x 2.4Ghz)
 2048MB DDR2 RAM -- Needs ram I know but I still need to trim 2008 I if can
 100Mbit Uplink






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Re: [hlds] 10 Years of Half-Life

2008-11-19 Thread [ЯтR] The-/iller
Do you own hl2 and hl1? i think you have to have both

Ronny Schedel wrote:
 Is there some way to buy Half-Life: Source only? I own all the other HL 
 games, but not HL Source.

   
 Noticed this on Slashdot good job Valve:

 intenscia [EMAIL PROTECTED] writes

 After 10 years of Half-Life and dealing with its silent protagonist 
 Gordon
 Freeman, ModDB looks back at everything that Valve made possible with the
 release of its first game. The freedom and flexibility the Gldsource
 platform gave modders resulted in a plethora of user-generated
 contenthttp://www.moddb.com/features/10-years-of-half-lifesuch as
 Counter-Strike and Team Fortress. In this article they take a brief
 look at the mods that made the jump to retail as well as the top
 non-commercial mods that have become perennial classics.

 Planet Half-Life used the occasion to look back at the history of
 Valvehttp://planethalflife.gamespy.com/View.php?view=Articles.Detailid=121.
 Valve is celebrating by offering the original Half-Life for less than a
 dollar http://store.steampowered.com/app/70/ on Steam.
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Re: [hlds] L4D Versus Mode?

2008-11-18 Thread [ЯтR] The-/iller
Also zombies never win technically, even if you kill all of the humans 
it moves the level forward not repeat the same step?

Dr.Stinglock wrote:
 Exactly.

 I have just tested this and it seems that's how it works.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of DontWannaName!
 Sent: Tuesday, 18 November 2008 3:52 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] L4D Versus Mode?

 So what happens when you have 8 slots and play a co op map, will it just
 hide the 4 slots and make it 4 then make it 8 when it goes to versus.




 
 From: Cc2iscooL [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Monday, November 17, 2008 10:49:04 PM
 Subject: Re: [hlds] L4D Versus Mode?

 I'm pretty sure it's controlled by the lobby.

 On Tue, Nov 18, 2008 at 12:42 AM, Jeff Sugar [EMAIL PROTECTED] wrote:

   
 I've seen it asked a few times amidst the other emails and on the forums,
 but no one's answered (and there's no documentation for it). How do you
 switch your server over to Versus mode?
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[hlds] Admin Panel

2008-11-18 Thread [ЯтR] The-/iller
Noticed the admin folder is still in /l4d/platform. is there going 
to be an admin panel?

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Re: [hlds] Status

2008-11-12 Thread [ЯтR] The-/iller
Hopefully its only nibbling in ignorance, as we are they're bread and 
butter, and hopefully it will be balanced in the end, keep console as 
console and PC above it all.

Timothy L Havener wrote:
 Where once Valve was an innovator in the way we play online games they 
 have no become a force of complete destruction to the way we play PC 
 games.  By reverting to a console style server browser they have 
 devolved their game into an Idoit's Guide to Online Gaming.  This is 
 just another move on the chess board to marginalize server admins and 
 take complete control of the gaming experience.  Anyone who doesn't see 
 that is blind.  I had a little respect for them left after TF2 and it is 
 now gone. Keep pissing off admins, Valve, its always good to bite the 
 hand that feeds you.  I'm sure those uneducated gamers out there that 
 you are catering to will step up to the plate when all of us are gone.  
 Good luck with that.



 Dj Satane wrote:
   
 Let me get something straight, Erik wrote:  When a player or two leaves
 Left 4 Dead the game suffers quite a bit, and we were worried that the
 server browser model wasn't the right one for this game.

 Erik, you don't explain the matchmaking how it solves the problem you
 are talking about. How does console style matchmaking solves the problem
 of people leaving a left 4 dead game? How does server browser supposedly
 does not solve this problem?

 On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson [EMAIL PROTECTED]wrote:

   
 
 First off, thanks to everyone for running servers for the demo. We knew
 going into the release that we were going to need to figure out some ways to
 make it worth it for server administrators, and now we have a ton of
 feedback to work with.

 Right now we're looking at ways that server administrators can both build a
 community around their game server (by subscribing to matchmaking) as well
 as service their group of regulars that play on their server. Hooking game
 servers into Steam Community is going to be our first step, and we're
 working on that now.

 There is a key difference between Left 4 Dead and games like Counter-Strike
 and Team Fortress in terms of matchmaking that we wanted to solve, and
 didn't think the server browser could accomplish. In CS and TF2, you can
 have 2 or 3 players leave in the middle of a game, have their slots filled
 by new people, and everyone else's experience doesn't completely suffer.
 When a player or two leaves Left 4 Dead the game suffers quite a bit, and we
 were worried that the server browser model wasn't the right one for this
 game. In hindsight, there are a number of cases where the server browser
 does a better job than the new matchmaking system does, so it is highly
 likely that we'll be adding it back in soon. It isn't trivially easy to turn
 back on, but there is overlap between it and the Steam Community work we'd
 like to do.

 Right now we're working toward getting that release out within a week or
 so.

 There are a number of Valve employees reading all of the posts on this
 list, and while we can't reply to every question that comes across, the
 discussions here are ones we reference commonly when talking about what to
 do next internally.

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[hlds] L4d vote kicking

2008-11-12 Thread [ЯтR] The-/iller
Had fun getting vote kicked from my own server today by 2 pubbers, just 
a suggestion to have a whitelist for steamids that can't be voted off?

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Re: [hlds] L4d vote kicking

2008-11-12 Thread [ЯтR] The-/iller
i just gave them a friendly kick, esp because they said their friends 
were coming but never did, at minimum a vote cancel command, along with 
this people mentioned that admin res files in the resource folder but 
theres no explantion on how server admins should put this to use?
[EMAIL PROTECTED] wrote:
 Thats when you ban them ;)


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of [??R]
 The-/iller
 Sent: Thursday, 13 November 2008 2:00 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] L4d vote kicking


 Had fun getting vote kicked from my own server today by 2 pubbers, just 
 a suggestion to have a whitelist for steamids that can't be voted off?

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Re: [hlds] Setmaster no longer working and sv_search_key

2008-11-09 Thread [ЯтR] The-/iller
Browser works fine, but haven't be able to do sv_search_key since the 
start, tried anything from 1 character to 20 and none of them work, they 
get the unable to locate popup immediately

J T wrote:
 Post your command line and config?

 My only suggestion is to start over from scratch, might be a typo.

 On Sat, Nov 8, 2008 at 3:36 PM, Dustin Peacock [EMAIL PROTECTED]wrote:

   
 The setmaster (ip) commands in server.cfg were working for a time. My
 servers were showing up in the browser just fine but all of a sudden they
 are no longer showing up and I haven't changed my server.cfg at all or my
 command lines.

 Also, I cannot get sv_search_key to work. I have set it in my server.cfg
 but
 my clients report that when they set the same key from their console they
 immediately get the error window unable to locate a dedicated server.

 Any help would be appreciated.


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Re: [hlds] Left 4 Dead Demo Dedicated Server files available

2008-11-06 Thread [ЯтR] The-/iller
Do people not understand the PRELOAD not RELEASE..

Coldorak wrote:
 On a debian etch:

 ./srcds_run -console -game left4dead +ip x -fork 2 -netport 90##
 Auto detecting CPU
 Using SSE2 Optimised binary.
 Server will auto-restart if there is a crash.
 *Failed to open bin/dedicated_i486.so (/lib32/libc.so.6: version `GLIBC_2.4'
 not found (required by bin/dedicated_i486.so))*
 Add -debug to the ./srcds_run command line to generate a debug.log to help
 with solving this problem
 jeudi 6 novembre 2008, 09:51:18 (UTC+0100): Server restart in 10 seconds

 Any idea on how to install glibc 2.4 on a debian etch without going to
 lenny?
 I've heard of backports, but I don't really have a clue about that yet

 Thanks

 Cold

 On Thu, Nov 6, 2008 at 2:37 AM, Tony Paloma [EMAIL PROTECTED] wrote:

   
 That's nothing new. Look at your orangebox or ep1 dir.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Eric van Beesten
 Sent: Wednesday, November 05, 2008 5:32 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Left 4 Dead Demo Dedicated Server files available

 Is that all what you think?

 If find the directory platform\admin stranger.. valve's own admin mod?



 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens Flubber
 Verzonden: donderdag 6 november 2008 1:51
 Aan: Half-Life dedicated Win32 server mailing list
 Onderwerp: Re: [hlds] Left 4 Dead Demo Dedicated Server files available

 Exactly what i was thinking while browsing the file.

 2008/11/6 Tony Paloma [EMAIL PROTECTED]

 
 Thanks for this!

 Was it really necessary to include the 257MB intro movie?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
 Sent: Wednesday, November 05, 2008 4:32 PM
 To: [EMAIL PROTECTED]; Half-Life dedicated Win32 server
 mailing list; [EMAIL PROTECTED]
 Subject: [hlds] Left 4 Dead Demo Dedicated Server files available

 Most of the files for the Left 4 Dead Demo Dedicated Server are now
 available.  This is basically a preload for the Demo dedicated server, as
 we
 have not released all the binaries required to run a server just yet.  So
 if
 you would like to run a server use the game parameter of l4d_demo from
 hldsupdatetool.

 Jason

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 __ NOD32 3588 (20081105) Informatie __

 Dit bericht is gecontroleerd door het NOD32 Antivirus Systeem.
 http://www.nod32.nl



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Re: [hlds] [hlds_linux] Left 4 Dead -Matchmaking - please bring back the server list

2008-11-06 Thread [ЯтR] The-/iller
Also to note for consoles, sure go ahead this is a proven way to do 
online games, but for PC gaming don't abandon us VALVe. Please!

Steven Hartland wrote:
 Why oh why drop the server browser?

 Forgive me, but that sounds like a console port which is a massive
 step back. It eliminates any incentive GSP's like ourselves have to
 run servers as there is no promotion point.

 Yes there's MOTD with a banner, but that only displays to players
 joining the server, and as we have no control or even influence over
 the joining process, it makes it almost pointless.

 An analogy to this would be to start a new TV channel that you
 couldn't advertise and there was no channel list, only if a viewer
 happened to switch to your channel would they watch. On one
 would create channels if this where the case would they?

 Match making systems by their very design prevent real communities,
 and will never have the flexibility provided by a standard server
 list. Look at the longevity of Sven Coop, do you think that would
 have lasted this long had their been no community, absolutely not!

 Add a match making component to complement the server list yes,
 but remove it absolutely not! You simply loose too many key features:-
 * Joining communities you know from existing games due to recognising
 them by their server name in the list
 * Custom server identification
 * Brand promotion for GSP's, Companies and Clans
 * Removes GSP's incentive to run servers, no promotion point
 * Match making doesn't suite everyone, picks unsuitable servers.

 Regards
 Steve

 - Original Message - 
 From: Eric Smith [EMAIL PROTECTED]


   
 Left 4 Dead will use the new matchmaking system we've been working on.

 The new matchmaking system replaces the traditional server browser.  By 
 running a public dedicated server your server will be 
 added to a list of servers available for clients to use when playing.  Games 
 are started from a Game Lobby by clients, who are 
 then connected to a dedicated server when they start the game.  When they're 
 done, your server is added back to the list of 
 available servers.  Clients will be able to Quick Match, Play Online, 
 and Play With Friends when they want to play a game.

 You will still have access to the traditional Message of the Day for your 
 server.  For Left 4 Dead, we've added a banner ad you 
 can create that will be displayed to clients when they're playing on your 
 server.  There is also a ranking system to show the 
 popularity of your server.

 This is the first version of what we've been working on, and we're going to 
 want feedback from all of you once things start 
 turning up tomorrow.

 -Eric



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Re: [hlds] Left 4 Dead dedicated servers

2008-11-06 Thread [ЯтR] The-/iller
What about for windows, seems the only way you can get it to start is to 
run it via gui?

Alfred Reynolds wrote:
 For the:
   
 *  Unable to load Steam support library.   *
 
 *  This server will operate in LAN mode only.  *
 
 

 error make sure you have the most recent update, in particular the md5um
 of bin/steamclient_linux.so should be:
 1959a19791cf70bf0f58ce4b3aeb6c6e  bin/steamclient_linux.so

 - Alfred

   

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[hlds] Allow non lobby connecting

2008-11-06 Thread [ЯтR] The-/iller
sv_allow_lobby_connect_only = 1
  - If set, players may only join this server from matchmaking 
lobby, may not connect directly.
Set this to 0, connect via ip/dns and it allows you in, question is, is 
it still joinable via lobby

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Re: [hlds] L4D Win32 Dedicated Servers Updated

2008-11-06 Thread [ЯтR] The-/iller
Ran into this bug too, guy had to join through steam friends, new 
connection system fails

Brian D'Arcy wrote:
 I already have sv_allow_lobby_connect_only 0.   I was one of the first to
 figure that out and post to this list.  I'm asking if there's a way to join
 a free slot on your own server when people joined it from a lobby.

 On Thu, Nov 6, 2008 at 3:38 PM, Jonah Hirsch [EMAIL PROTECTED] wrote:

   
 If it's YOUR server run this command
 v_allow_lobby_connect_only 0
 The connect through console, then
 v_allow_lobby_connect_only 1
 And others will join

 Brian D'Arcy wrote:
 
 Has anyone figured out how to join a server that has slots free?  One of
   
 my
 
 servers has 2 people on it, but when I try and connect directly it
   
 basically
 
 says sorry, it's reserved, you hafta join from a lobby.

 I tried the sv_unreserve thing, but no love.
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Re: [hlds] HLSW - L4D support?

2008-11-06 Thread [ЯтR] The-/iller
Since all hlsw uses really is rcon, and l4d runs on srcds. no just 
the rcon password like usual

Rick Payton wrote:
 I read that some people were able to get this tool to work - was there
 anything specific that needs to be done?

  

 My demo server runs on 157.238.213.185:27020 (via the +port command), or
 is +port not used?

  

 mauirixxx

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[hlds] l4d_demo version 4?

2008-11-06 Thread [ЯтR] The-/iller
was doing another instance of a l4d server and just did update to make 
sure everything was fine and when was version 4 published? the only 
thing that was updated was \bin\steam.dll?

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Re: [hlds] l4d_demo version 4?

2008-11-06 Thread [ЯтR] The-/iller
No, that was update 3, because all my currently running servers are 
running v3, and juts fine

Matthew Gottlieb wrote:
 It gave -console support for windows :)

 On Thu, Nov 6, 2008 at 7:57 PM, Chris Brunelle [EMAIL PROTECTED] wrote:

   
 Update 4 was out earlier this afternoon.



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of [??R]
 The-/iller
 Sent: Thursday, November 06, 2008 6:56 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] l4d_demo version 4?

 was doing another instance of a l4d server and just did update to make
 sure everything was fine and when was version 4 published? the only
 thing that was updated was \bin\steam.dll?

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Re: [hlds] l4d banner size

2008-11-06 Thread [ЯтR] The-/iller
What filetype are you trying to use and believe it does has to be on the 
web... considering their example.

Steven Barker wrote:
 Ahh can't get the host.txt to recognise my banner image, does anyone know if 
 the file has to be on the servers ftp or can i host it on my webspace apache?

 Thanks

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Re: [hlds] Left 4 Dead -Matchmaking

2008-11-05 Thread [ЯтR] The-/iller
Is it possible to pick what dedicated server you play on? i.e the 
community you play on/run?

Eric Smith wrote:
 Left 4 Dead will use the new matchmaking system we've been working on.

 The new matchmaking system replaces the traditional server browser.  By 
 running a public dedicated server your server will be added to a list of 
 servers available for clients to use when playing.  Games are started from a 
 Game Lobby by clients, who are then connected to a dedicated server when they 
 start the game.  When they're done, your server is added back to the list of 
 available servers.  Clients will be able to Quick Match, Play Online, and 
 Play With Friends when they want to play a game.

 You will still have access to the traditional Message of the Day for your 
 server.  For Left 4 Dead, we've added a banner ad you can create that will be 
 displayed to clients when they're playing on your server.  There is also a 
 ranking system to show the popularity of your server.

 This is the first version of what we've been working on, and we're going to 
 want feedback from all of you once things start turning up tomorrow.

 -Eric



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Re: [hlds] Left 4 Dead -Matchmaking

2008-11-05 Thread [ЯтR] The-/iller
Yeah we bitched and bitched about the custom tab for how long before 
they finally removed it?

Flubber wrote:
 2008/11/6 Alec Sanger [EMAIL PROTECTED]

   
 Valve is VERY good at listening to...admins .
 


 I laught.
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Re: [hlds] Left 4 Dead -Matchmaking

2008-11-05 Thread [ЯтR] The-/iller
Yeah this all seems great for console... but for PC whats the point of 
having your own servers if you cant play on them.

...why the hell does everyone cater to consoles now and not pc.

Matthew Gottlieb wrote:
 This is worse then the Custom Tab.
 The custom tab could be avoided...

 The problem is that people pay a LOT of money for a dedicated server to run
 game servers.  If there is no way to get any benefits from a L4D server,
 people will be less likely to host.  Plus, companies that only sell server
 wont be able to sell server if people can't play on their own server.

 Seems like a whole lot of problems.  It's a shame this is all last min :(

 ~ Matt

 On Wed, Nov 5, 2008 at 8:10 PM, Cc2iscooL [EMAIL PROTECTED] wrote:

   
 It reminds me of the custom tab system for TF2. ;)

 Mischa Silden wrote:
 
 I don't want to be an a55 but.. you guys at valve have failed for the
   
 first time in a long period.I bought a new server because of this game, I
 enjoy playing with my friends on my own server with our own rules, and now
 you give us this..Please, tell me that you WILL include the server browser.
 
 I don't have an answer for this yet, but your feedback is noted.  
   
 -Eric
 
 _
 Ota nyt käyttöösi uuden sukupolven Windows Live palvelut!
 http://get.live.com
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Re: [hlds] Left 4 Dead -Matchmaking

2008-11-05 Thread [ЯтR] The-/iller
How-to tutorials on connecting via console will be quite valuable to 
clans/communities, and even the average player

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Re: [hlds] Left 4 Dead -Matchmaking

2008-11-05 Thread [ЯтR] The-/iller
Wish we'd get some response about the new fuckover tab/system for 
server admins

Kevin Ottalini wrote:
 Valve is working with Eset to resolve the NOD false positive.


 - Original Message - 
 From: bl4nk
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Wednesday, November 05, 2008 8:19 PM
 Subject: Re: [hlds] Left 4 Dead -Matchmaking


   
 Hmm, that makes some more sense. I'd still like to be able to have the
 option to play on my servers.

 Also, this gave me a bit of a shock:
 http://www.joe.to/~bl4nk/imgs/l4d-ohnoes.png

 Yay, false-positives (or is it?).

 


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Re: [hlds] Left 4 Dead dedicated servers

2008-10-30 Thread [ЯтR] The-/iller
I would guess 8slot l4d ~~ 20slot tf2.
Unless L4D on pc will have more players? :( doubt it will

bl4nk wrote:
 I'm pretty sure he meant that an 8 player TF2 server would use less CPU 
 than an 8 player L4D server. Hopefully he's NOT saying that a 8 player 
 L4D server would require more CPU than a 32 player TF2 server.

 Tony Paloma wrote:
   
 If L4D uses more CPU than a TF2 server and holds substantially less players,
 then hopefully somebody has a ton of cash to blow on tons of servers or
 there are going to be lots of people unable to play (especially right after
 release).

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Eric Smith
 Sent: Thursday, October 30, 2008 12:59 PM
 To: Half-Life dedicated Win32 server mailing list;
 [EMAIL PROTECTED]
 Subject: [hlds] Left 4 Dead dedicated servers

 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] TF2: Web Control used during MOTD

2008-10-28 Thread [ЯтR] The-/iller
Does it have to be only that person? you could just put an iframe in 
your motd to a page with the server's current player statistics from 
hlstatsx.

If the user doesnt look for their own name then its their fault...


bl4nk wrote:
 Hah, yeah, you're right. I have no idea why I thought you would need to 
 redirect, seeing as how you already have the IP address.

 Tony Paloma wrote:
   
 You wouldn't need the IP in the URL and thus wouldn't need custom URLs for
 each player. The server is already aware of the user's IP and can be access
 in php with a variable.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of bl4nk
 Sent: Tuesday, October 28, 2008 11:05 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2: Web Control used during MOTD

 On client auth, have their steamid and ip shoved into a sql table. Then 
 have the motd redirect to another page with user browsing's ip in the 
 url (blah.com/motd?ip=255.255.255.255). Then it's just a simple case of 
 grabbing the row from the sql table using their IP to get their steamid 
 and then their stats/whatever you want.

 Karl Weckstrom wrote:
   
 
 Have a snippet of code as an example? Which connect event? Where can the
 
   
 web control grab it?
   
 
 -Original Message-
 From: [EMAIL PROTECTED]
 
   
 [mailto:[EMAIL PROTECTED] On Behalf Of P. Bhandal
   
 
 Sent: Tuesday, October 28, 2008 11:05 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2: Web Control used during MOTD

 You grab their SteamID from the connect event, and then you force another
 window open in the place of the MOTD. On the client's end, it just looks
 like another MOTD, but it's actually customized based on their SteamID.

 On Tue, Oct 28, 2008 at 11:02 AM, Karl Weckstrom [EMAIL PROTECTED]
 
   
 wrote:
   
 
   
 
   
 It may - but it's a whole chicken/egg scenario. If you've connected and
   
 
 are
   
 
 staring at the MOTD, where do you pull the user's Steam ID from? There
   
 
 would
   
 
 have to be some way to get it programmatically via js/vbs or what not...

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] On Behalf Of Olly
 Sent: Tuesday, October 28, 2008 10:58 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2: Web Control used during MOTD

 Doesnt hlstatsx (or maybe psychostats) already do this?
 2008/10/28 P. Bhandal [EMAIL PROTECTED]

 
   
 
 You could use the player connect event to grab their SteamID, then use
 their
 SteamID as an argument to grab their stats.

 It would probably require that you force a browser window open on them
 
   
 as
   
 
 soon as they get in game to override the default motd.

 On Tue, Oct 28, 2008 at 10:33 AM, Karl Weckstrom [EMAIL PROTECTED]
 wrote:

   
 
   
 Here's an interesting question.

 Over at www.TrashedGamers.com, we have a custom MOTD. That in and of
 itself isn't interesting, but I was thinking - is there a way to read
 
   
 
 the
   
 
   
 current steam ID of the person who's connected and reading the MOTD?

 I could write up some dynamic html and/or vbscript that could look up
 
   
 
 their
   
 
   
 current ranking in hlstatsx and have the MOTD say something like You
 
   
 
 are
 
   
 
 currently ranked XXX of  players... I'm already putting the top 10
 there, but adding the player's current ranking sure would be a nice
 
   
 
 touch.
   
 
   
 Thanks in advance!
 -karl

 www.TrashedGamers.com






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Re: [hlds] L4D Beta Servers?

2008-10-28 Thread [ЯтR] The-/iller
This is really agonizing for server operators... Valve why do you hate 
us so! :(

Pray to god it will be at least like TF2 prerelease and a day early but 
hopefully with less disconnecting and less headaches

William Stillwell - KI4SWY wrote:
 Dunno, my 20/20 home connection should be able to handle it, along with my 
 100/100 @ my office i can put a sv_download server on..
 -Original Message-
 From: Cc2iscooL [EMAIL PROTECTED]
 Sent 10/28/2008 7:53:59 PM
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] L4D Beta Servers?Not to mention the amount of home 
 connections able to handle 8 players
 on the Source2 engine is pretty sparse.
 Arg! wrote:
   
 I really hope its not going to be some kind of p2p style system, will make
 for lots of headaches.

 On Wed, Oct 29, 2008 at 10:37 AM, Cc2iscooL [EMAIL PROTECTED] wrote:


 
 Would be nice, wouldn't it? :)

 DontWannaName! wrote:

   
 If anyone wants to know what im talking about look here:

 
 http://store.steampowered.com/news/1945/

   
 Will Valve give out SRCDS for L4D before the beta or when it comes out so

 
 we can host servers? Any info or updates on this as its only a week away...

   
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Re: [hlds] Come Join My Network at Digg

2008-10-28 Thread [ЯтR] The-/iller
This list has seriously gone to hell in the last year...

Ken wrote:
 wow.. this wasn't gay at all..

 Can this guy please be removed from the list.. thanks.

 On Tue, Oct 28, 2008 at 9:01 AM, via Digg Venemous-Fatal1ty 
 [EMAIL PROTECTED] wrote:

   
 Venemous-Fatal1ty is a member of Digg and would like to send you an
 invitation.
 With Digg you can help promote and share news to the millions of Digg
 viewers with a single click (Digging a story).

 It's free to join and only takes a minute to sign up! Just go to Digg to
 register: http://digg.com/invitefrom/Venemous?OTC-em-in1

 To verify that this email was sent by Digg user Venemous, visit:
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Re: [hlds] L4D Beta Servers?

2008-10-28 Thread [ЯтR] The-/iller
Yeah they don't unnecessarily hate us but don't help us much, while we 
run what?? most of their population...

Jake E wrote:
 Valve doesnt hate us! Well, they don't hate PLAYERS (free TF2 updates and
 other game updates, mod support, etc.). If there is a prerelease I won't be
 using it!
 Im hunting down a new video card and porcessor. That's time consuming
 enough. I'm looking at the NVIDIA 9600. Good or bad?

 On Tue, Oct 28, 2008 at 9:18 PM, [ЯтR] The-/iller [EMAIL PROTECTED]
   
 wrote:
 

   
 This is really agonizing for server operators... Valve why do you hate
 us so! :(

 Pray to god it will be at least like TF2 prerelease and a day early but
 hopefully with less disconnecting and less headaches

 William Stillwell - KI4SWY wrote:
 
 Dunno, my 20/20 home connection should be able to handle it, along with
   
 my 100/100 @ my office i can put a sv_download server on..
 
 -Original Message-
 From: Cc2iscooL [EMAIL PROTECTED]
 Sent 10/28/2008 7:53:59 PM
 To: Half-Life dedicated Win32 server mailing list 
   
 hlds@list.valvesoftware.com
 
 Subject: Re: [hlds] L4D Beta Servers?Not to mention the amount of home
   
 connections able to handle 8 players
 
 on the Source2 engine is pretty sparse.
 Arg! wrote:

   
 I really hope its not going to be some kind of p2p style system, will
 
 make
 
 for lots of headaches.

 On Wed, Oct 29, 2008 at 10:37 AM, Cc2iscooL [EMAIL PROTECTED]
 
 wrote:
 

 
 Would be nice, wouldn't it? :)

 DontWannaName! wrote:


   
 If anyone wants to know what im talking about look here:


 
 http://store.steampowered.com/news/1945/


   
 Will Valve give out SRCDS for L4D before the beta or when it comes out
 
 so
 
 
 we can host servers? Any info or updates on this as its only a week
   
 away...
 
   
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Re: [hlds] L4D Beta Servers?

2008-10-28 Thread [ЯтR] The-/iller
or that it even uses srcds...?

Arg! wrote:
 i can understand not wanting to release the game content, models etc, too
 early, but some simple information about configuration options or something
 might be nice.

 On Wed, Oct 29, 2008 at 1:18 PM, Cc2iscooL [EMAIL PROTECTED] wrote:

   
 Again, pretty sparse for most people. The average up is still only
 between 512-768kbps. I'd still rather they do it server based.

 William Stillwell - KI4SWY wrote:
 
 Dunno, my 20/20 home connection should be able to handle it, along with
   
 my 100/100 @ my office i can put a sv_download server on..
 
 -Original Message-
 From: Cc2iscooL [EMAIL PROTECTED]
 Sent 10/28/2008 7:53:59 PM
 To: Half-Life dedicated Win32 server mailing list 
   
 hlds@list.valvesoftware.com
 
 Subject: Re: [hlds] L4D Beta Servers?Not to mention the amount of home
   
 connections able to handle 8 players
 
 on the Source2 engine is pretty sparse.
 Arg! wrote:

   
 I really hope its not going to be some kind of p2p style system, will
 
 make
 
 for lots of headaches.

 On Wed, Oct 29, 2008 at 10:37 AM, Cc2iscooL [EMAIL PROTECTED]
 
 wrote:
 

 
 Would be nice, wouldn't it? :)

 DontWannaName! wrote:


   
 If anyone wants to know what im talking about look here:


 
 http://store.steampowered.com/news/1945/


   
 Will Valve give out SRCDS for L4D before the beta or when it comes out
 
 so
 
 
 we can host servers? Any info or updates on this as its only a week
   
 away...
 
   
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Re: [hlds] L4D Beta Servers?

2008-10-28 Thread [ЯтR] The-/iller
Hopefully, long as default events havent changed, you'll have to strip 
it down to core things most likely. And if they got it to work with INS 
dont see how it could get much harder.  i hate having to give and 
EXPLAIN how to use rcon to dumb admins

DontWannaName! wrote:
 I have a 9600GT, handles source games fine, the 9000 series is dirt cheap 
 right now, sell ya mine... All im looking for is estimated resources per 
 server and if they will release it before or at the time of the release. I 
 wonder if SM will run on it :D



   
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Re: [hlds] FPS questions windows 2k3

2008-10-25 Thread [ЯтR] The-/iller
I use and have been using metmod plugins and windows exes for years and 
they do theyre job, but what do you need to get higher than 512? 
Decompile the fpsbooster hacks and increase the hack?

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[hlds] Steam Stats - Valve Broke it!?!

2008-10-18 Thread [ЯтR] The-/iller
What happened to the pretty tf2 map temperature graphs and class stats, 
and and and
Valve broke it!
404 on these stats pages but not the main one or the others?
http://steampowered.com/status/tf2/tf2_stats.php
http://www.steampowered.com/status/ep2/ep2_stats.php

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Re: [hlds] DOD:S Voice Quality - sv_voicequality removed

2008-09-30 Thread [ЯтR] The-/iller
voice_speex has been used for a while, css still uses it even, it does 
seem however that dods voice comm has been crappier forever.

Richard Eid wrote:
 Off the top of my head, and I'm not sure this works in the Source engine,
 but sv_voicecodec voice_speex is the better option over sv_voicecodec
 voice_miles.  I know in GoldSource engine games, this made a world of
 difference, but I can't recall what the default for the Source engine is, or
 if it even uses these CVars anymore.  I know once you set these, then
 sv_voicequality let you further tune the quality of voice being output...but
 again, this was for GoldSource.

 I'll check it out once I get home, but wanted to give you something to start
 with.

 -Richard Eid


 On Tue, Sep 30, 2008 at 5:55 PM, Greg Williams [EMAIL PROTECTED] wrote:

   
 Does anyone have anything official from valve regarding the sv_voicequality
 command in relations to source based games?

 Reason being..

 In our TF2 servers the in game voice sounds MUCH better than our DOD:S
 servers.

 My immediate reaction was to go change the sv_voicequality. But it appears
 as though that command is now gone.

 Any ideas on what to look for in improving the DOD:s voice quality?

 Thanks,


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Re: [hlds] Does Left 4 Dead use srcds?

2008-09-21 Thread [ЯтR] The-/iller
Read the info for l4d, the player controlled zombies aren't your run of 
the mill zombies..

Jake E wrote:
 Why would they have 4 player-controlled zombies among hundreds of AI
 zombies?

 On Sun, Sep 14, 2008 at 2:43 AM, Ronny Schedel [EMAIL PROTECTED]wrote:

   
 If they cannot run, then they could not play a single player game. In fact
 it is a single player game, with a choice to play this single player game
 with your friends in coop mode.

 Besides this, I have never seen an intelligent zombie, did you?


 
 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] Give me a general idea on quad cores

2008-09-11 Thread [ЯтR] The-/iller
Dunno about your other specs but we did the same thing almost and went 
from 1x32 dods 1x24 css and 2x32 tf2 to 2x32 dods 1x24 css 2x32 tf2 1x24 
tf2 1x13 tf2(with tv) and even when theyre all full only get about 90% 
usage with pretty good tick rates still on full load

Luke Lewis wrote:
 I currently have a dual Xeon 2.8 machine, and I have added a Xeon Quad core
 to the mix it's a Xeon 3210 (2.1Ghz I believe) What kind of performance can
 I expect from this box compared to my current Dual 2.8? The current 2.8 is
 the old netburst style single core HT enabled if that matters much.

 I run a fairly small community with 2 CS servers, 1 COD4, and 1 TF2. I know
 some of you guys have to have this box. Thanks in advance for the advice,
 opinions, or general help!

 -BeNt-
  

 __ Information from ESET NOD32 Antivirus, version of virus signature
 database 3436 (20080911) __

 The message was checked by ESET NOD32 Antivirus.

 http://www.eset.com
  


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Re: [hlds] A Heavy Update

2008-08-19 Thread [ЯтR] The-/iller
I have seen it, though rare they do post on other issues at times.

Leonard L. Church wrote:
 Just curious..

 Has anyone from Valve EVER posted to this list except to tell us an 
 update is coming? I mean, has there ever been any 2 way communication 
 from them to us? I don't recall ever seeing it if so.

 Blood Letter wrote:
   
 Hey Valve,

 Can we get an update on the update?  Specifically...

 Are you still on track for releasing sometime today?
 Will we be given an advance warning as the time draws nearer?

 I fully expect to find out the update is released, drop my sandvich, and go 
 into typical panic mode updating servers and maplists and motds and making 
 sure beetle'smod / metamod / whatever doesn't crash, only to find out it 
 does.

 Users will be banging on the gates, sending me dozens of messages along the 
 lines of:
 Is it updated? (Almost...)
 When will it be updated? (When the updater finishes...)
 It crashed just now!  (I know, I know!)
 Is there a second update for the crash or is it the plugin's fault?  (I 
 don't know the patcher got stuck and then said 5746529852% and then I 
 patched again and it said it was fine.  It's probably the plugin.)
 Is it okay if we achievement farm? (No, but you're free to play like 
 morons and just have fun.)



 I know everyone (Developers, server admins, and players) is excited, and I 
 know everyone's hard at work making sure things go smoothly, so I appreciate 
 any info you can give us.

 _
 See what people are saying about Windows Live.  Check out featured posts.
 http://www.windowslive.com/connect?ocid=TXT_TAGLM_WL_connect2_082008
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Re: [hlds] GMod sever crash at start

2008-08-06 Thread [ЯтR] The-/iller
GMod is on OB engine now is it not? If your using metamod with it you 
prolly just need the latest version of metamod

Its been a while since I last did a gmod server but could you give us 
some specifics on what settings you have in gmod and any extra things 
you are trying to use.

Jake E wrote:
 and here's some proof... the console crashes a split second after the print
 screen. A bunch of lines pop up for a split second saying something about
 failure. Then it crashes.

 On Tue, Aug 5, 2008 at 10:57 PM, Jake E [EMAIL PROTECTED] wrote:

   
 My sister closed the console unexpectedly and now the console won't start.
 The last line of text in the console is maxplayers set to 6 and then it
 crashes. And it's not a big crash, the window just closes. Can anyone help
 me fix this?

 --
 I don't have a sig -_-

 



   

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Re: [hlds] valve, some feedback?

2008-07-26 Thread [ЯтR] The-/iller
Why argue about it? Valves not going to change it. Just let them slowly 
kill their game and then they will realize eventually when its too late. 
Valve has and always will slap server admins in the face, when we are 
players too, they just don't like catering to the more intelligent gamer.

James McKenna wrote:
 Can we run 64 player dod:s servers yet? ;)

 On Fri, Jul 25, 2008 at 7:25 PM, Timothy L Havener 
 [EMAIL PROTECTED] wrote:

   
 Amen, brother.

 Spencer 'voogru' MacDonald wrote:
 
 Not this bullshit again.

 The custom tab has to be scratched, all servers should be displayed by
 default. Players should then be allowed to filter tags they like or do
   
 not
 
 like.

 If a player learns to use tags, great. If they don't, they see all
   
 options.
 
 This is what's important, if you by default HIDE 'custom' servers, the
 majority of the players who don't care will never see the so called
   
 custom
 
 servers.

 The whole tag system is flawed, let's say I run a 24 server without fast
 respawn. No tags are added by valve without any kind of mods manipulating
 the tags.

 But I add a grapple hook for all players.

 What server operator in their right mind would voluntarily add a tag that
 results in their server effectively being delisted?

 NOBODY.

 And then what is valve going to do about that? Are they going to come
   
 tell
 
 server ops hey you HAVE to list tags.

 Is valve going to hire a bunch of people to look for servers to make sure
 they aren't modded? Doubtful.

 In its current implementation server operators have an incentive to avoid
 tags, if all servers are shown by default with their respective tags,
   
 server
 
 operators would have an incentive to SHOW their tags. It's basically
   
 saying
 
 hey! Look what we got!, but if players don't see this by default, it
   
 will
 
 be worthless.

 How hard is it to understand this?

 Valve probably realized their mistake and might be correcting it. At
   
 least I
 
 hope so. The custom tab will be an eternal cat and mouse game between
   
 server
 
 operators and valve. Valve can very easily solve the problem and make
 everyone happy just by having the servers all visible by default.

 Players who want custom, can find it.
 Players who want vanilla, can find it.
 Players who don't care or don't know what they want, or don't know how to
 use the filters, have all options shown to them so they can make their
   
 mind
 
 on the fly.

 If you go to a restaurant and the waiter gives you a menu, and without
   
 you
 
 knowing, there is two different menus, but they give you the standard
 menu, chances are, very few people will ever ask hey what's on the other
 menu

 Also, increased_maxplayers is probably one of the stupidest tags ever.
   
 It's
 
 like a bag of peanuts with the warning: Warning: contains peanuts. Like
 players can't tell it's a 32 player server without reading the tags.

 - voogru.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of SakeFox
 Sent: Wednesday, July 23, 2008 9:57 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] valve, some feedback?

 Well just because you pay for your servers doesn't give you rights to do
 whatever with there programs. Valve has been good about allowing people
 to modify there games, but i can see there point in what they are doing.
 They want people that are getting into the game to be able to play it as
 it was created and not with modified settings. There not limiting anyone
 from running there servers how they want. They are just looking at how
 new people experience the game. Now the game was designed for 24players
 in a server, so if you have a 32 person complaining about balancing
 issues in a game, that information is kinda scewed because the game is
 not played as intended.

 I really didn't want to create the bullshit from a few weeks ago either,
 however i think it was a few months ago, but since no one else has been
 calling Valve out on there short comings and completely ignoring issues
 with there games I thought I might as well start somewhere. This really
 wasn't intended to start the flame back up, but thought it to bring this
 bit up of there idle threats first and get it out of the way since its
 the most touchy of things.

 tgnwells wrote:

   
 I think the problem is valve set up the rules without thinking much
 about them, or more obviously, how the community would react to being
 forced to have to adapt to these changes when there's really no reason
 
 to.
 
 And a lot of people pay good money for their hosted servers, I don't
 think Valve should be moderating the servers people put up and start
 punishing people for something that doesn't really matter either way, I
 especially hope they don't think they should as well.

 And to think this whole custom tags argument bullshit 

Re: [hlds] TF2/OB memory leak

2008-06-26 Thread [ЯтR] The-/iller
I was going to add fuel to the fire but funny that i check my servers 
memory usage today and they're all in check, ~300MB for a full 32 player 
66 tick but then ~80-100 for empty 32s but ive had memory problems in 
the past.

--The-Killer

Ryan Mannion wrote:
 I haven't bothered to install a proper monitoring tool yet, so here
 are some hand samples taken via htop (apologies if the formatting is
 lost):

 10:00AM   144mb
 10:45AM   322mb
 2:42PM565mb
 3:40PM658mb
 4:55PM728mb
 7:01PM861mb
 8:06PM923mb
 10:51PM   1073mb
 12:53AM   1156mb
 2:43AM1287mb
 5:09AM1375mb
 5:57AM1424mb
 1:45PM1932mb

 Interestingly, a second server running on the same machine for the
 same amount of time with similar traffic is up to 472mb, however that
 server only runs one map continously.

 Ryan

 On Thu, Jun 26, 2008 at 2:07 PM, JDoc0512 [EMAIL PROTECTED] wrote:
   
 but this doesn't happen to everyone and certainly not me so it's very 
 myserious

 --- On Thu, 6/26/08, bl4nkeh [EMAIL PROTECTED] wrote:

 From: bl4nkeh [EMAIL PROTECTED]
 Subject: Re: [hlds] TF2/OB memory leak
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Date: Thursday, June 26, 2008, 3:01 PM

 I come home today to see that my most popular server is offline. I
 couldn't log into it to restart it, but I could still ping the box. I
 called up my host, and apparently the box was using 4gb+ of ram, which
 caused it to sieze up. This is the first time I've seen it get this bad,
 but something is definitely wrong.

 Mike Stiehm wrote:
 
 I have also had this problem since day one. I am to the point now that i
   
 just let them
 
 crash and also try to restart the servers if i notice them empty. I would
   
 love it if this issue
 
 was fixed!!

 Win2003 x64

 -Matrix
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Re: [hlds] Day of Defeat: Source Beta Updated

2008-05-27 Thread [ЯтR] The-/iller
Jason Ruymen wrote:
 The Day of Defeat: Source Beta has been updated.  Please run
 hldsupdatetool to receive the update.  The specific changes include:
  
 - Fixed possible crash when a rocket explodes
  
 Jason
  


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What about the rocket and mg sensitivity cvars being backwards?

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Re: [hlds] Scrap the custome server tab

2008-05-24 Thread [ЯтR] The-/iller
Aye, stop being lazy and use the system that has been long proven and 
works great... don't be a baby and have to have your hand guided for you...

Saint K. wrote:
 One word. Filters

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of SakeFox
 Sent: Sunday, May 25, 2008 1:23 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Scrap the custome server tab

 I personally love the custom tabs. I can't wait till its completely 
 integrated in and valve follows through and delists the servers that 
 willingly by pass the system. It's great not having to cycle through a 
 bunch of servers to find one that is set how the game was ment to be 
 played.

 Carl . wrote:
   
 I Agree scrap the custom server tab, i have 6 server now dead thanks to
 
 that
   
 tab.
  
 Beep Beep
 _

 http://clk.atdmt.com/UKM/go/msnnkmgl001009ukm/direct/01/
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[hlds] DoD:S Beta Sensitivity Cvars classified as cheat?

2008-05-23 Thread [ЯтR] The-/iller
The bazooka sensitivity is more than standard sensitivity even though 
the cvar looks as if it should be less, also why are the bazooka and mg 
sensitivity cvars classified as cheats?

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Re: [hlds] DoD:S Beta Custom Tab woes start already

2008-05-23 Thread [ЯтR] The-/iller
We are in the midst of the Tf2 custom tab also... made a plugin to 
legally use visiblemaxplayers to get on the internet tab to help 
populate but cant really do that too well with FF
Don Williams wrote:
 Welcome to OUR life !   :D *hugs*

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Daron Dodd
 Sent: Friday, May 23, 2008 11:16 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] DoD:S Beta Custom Tab woes start already

 its not a bug its a feature, welcome to custom tab dods and css!

 On Fri, May 23, 2008 at 8:09 PM, [ЯтR] The-/iller
 [EMAIL PROTECTED] wrote:
   
 So friendlyfire gets you put on the custom tab, what sense does that
 make? Could these issues be put to a valve survey to see what the people
 want? We already dealt with the custom tab nearly destroying our TF2
 community now your trying to take what little stake we have left in dods
 and css, why do you hate server ops valve? please do tell

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Re: [hlds] Goldrush makes Server Crash!!!

2008-04-29 Thread [ЯтR] The-/iller
running vanilla and still no good
P. Bhandal wrote:
 It's not the culprit.

 On Tue, Apr 29, 2008 at 6:31 PM, James McKenna [EMAIL PROTECTED] wrote:

   
 Can anyone confirm that metamod is the culprit? I want to disable that
 before I launch my servers again so we don't have a disaster.

 On Tue, Apr 29, 2008 at 6:30 PM, Ben B [EMAIL PROTECTED] wrote:

 
 I shut off metamod, and it's working now it seems.

 On Tue, Apr 29, 2008 at 7:25 PM, 1nsane . [EMAIL PROTECTED] wrote:

   
 Crashes on Windows Server 2003. Multiple servers no plugins at all...

 On Tue, Apr 29, 2008 at 9:20 PM, James McKenna [EMAIL PROTECTED]
 wrote:

 
 That's two reports so far...

 sv_fear 1

 On Tue, Apr 29, 2008 at 6:19 PM, Ben B [EMAIL PROTECTED]
   
 wrote:
 
 I am on Linux CentOS.

 2 of my servers are updated, and I changed to goldrush, and both
 
 crashed
 
 when people started joining!!!

 --
 From Ben. B (Goerge)
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Re: [hlds] Team Fortress 2 Update Coming

2008-04-29 Thread [ЯтR] The-/iller
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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know-it-all with Yahoo! Mobile.  Try it now.
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Re: [hlds] Goldrush makes Server Crash!!!

2008-04-29 Thread [ЯтR] The-/iller
Still crashes on update 2
StrontiumDog wrote:
 Ah...there is another update

 2008/4/29 Procyon [EMAIL PROTECTED]:

   
 Greg Williams wrote:
 
 Getting crashes on all maps, Vanilla server.

   
 Could it be a server side setting that is causing this. Has anyone tried
 to run a vanilla server with all settings set to their default value?

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Re: [hlds] Invalid STEAM UserID Ticket hell

2008-03-18 Thread [ЯтR] The-/iller
We don't get this error often but it does happen least 3-4 times a month 
and completely random, server is full and boom completely empty.

NukePaste wrote:
 I have been having these same issues for the last week or two.  It has 
 basically killed both my TF2 servers.  I have tried all the ideas here, and 
 everything listed in the steam forums.  I even tried running a server from a 
 different IP and a different machine.  Re-install, re-update, still no bueno. 
  New DNS servers didn't help either

 I get a lot of timeouts when trying to update and I get unsuccessful 
 connection to the VAC server when the server launches.  Having to retry 10 
 times to get in will make sure the server stays empty until there is a fix.




 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Saint K.
 Sent: Tuesday, March 18, 2008 12:57 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Invalid STEAM UserID Ticket hell

 Thanks for the suggestions, but the servers and network connection are 
 working flawlessly. So all we can do is hope for VALVe to fix it.

 Cheers,

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Kevin Ottalini
 Verzonden: Tuesday, March 18, 2008 8:26 PM
 Aan: Half-Life dedicated Win32 server mailing list
 Onderwerp: Re: [hlds] Invalid STEAM UserID Ticket hell

 There seem to be a few ways this happens.

 One is if the Steam servers are being twiddled or just need a bit of a kick.

 Another is where players need to log out of Steam and log back in to renew
 their ticket - might also be flagged as a no steam logon.

 Steam tickets seem to need to be renewed every few weeks, occasionally I'll
 see clusters of players all having this same problem at the same time -
 players will try joining the server over and over only to be kicked after a
 few seconds, not quite enough time to tell them what to do to fix the
 problem.

 If there is a big update being uploaded to the content servers there also
 occasionally seems to be a ticket problem that just clears up by itself
 after a little while.

 One thing you can check on is if all the players having problems have
 STEAM_0: or all STEAM_1: IDs
 If they are all one or the other then one of the AUTH servers might be
 having problems.

 I just today started seeing a bit of this on my HLDM (HL1) server today:

 Error verifying STEAM UserID Ticket(server was unable to contact the
 authentication server).

 I logged the client out and logged back in and the problem went away (for me
 anyway).

 If your server has a chronic problem with this happening (IE: none of the
 above apply) then your server or the server's network  might be having a
 problem of some kind.

 Try running pingplotter (www.pingplotter.com) from and to your server for a
 few days and see if you see a network outage along the way in sync with your
 players all dropping.  Pingplotter is very low overhead and won't affect the
 server (or client) performance.

 10 or 15 second intervals seem to work fine for this sort of checking.

 qUiCkSiLvEr


 - Original Message - 
 From: Saint K.
 To: 'Half-Life dedicated Win32 server mailing list'
 hlds@list.valvesoftware.com
 Sent: Tuesday, March 18, 2008 11:38 AM
 Subject: [hlds] Invalid STEAM UserID Ticket hell


   
 Hi,
 From about 2 weeks ago our servers keep experiencing this bug, and it
 keeps emptying the servers from time to time.

 Player wL.75 - Άямα left the game (Invalid STEAM UserID Ticket)

 Anyone knows if we can do something about this, or is this just pure a
 steam error?

 Cheers,

 Saint K.
 


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Re: [hlds] Invalid STEAM UserID Ticket hell

2008-03-18 Thread [ЯтR] The-/iller
Yea i take that back was happening constantly when i  was trying to get 
a server populated, told clients to restart their steam client and that 
fixed it for most of them

1nsane . wrote:
 Been happening a lot to me today. Guess some steam server exploded for a
 while. 5 people join... 6 get the error. And the story repeats. Luckily
 today is the only time it's been happening this bad to me.

 On Tue, Mar 18, 2008 at 9:16 PM, [ЯтR] The-/iller [EMAIL PROTECTED]
 wrote:

   
 We don't get this error often but it does happen least 3-4 times a month
 and completely random, server is full and boom completely empty.

 NukePaste wrote:
 
 I have been having these same issues for the last week or two.  It has
   
 basically killed both my TF2 servers.  I have tried all the ideas here, and
 everything listed in the steam forums.  I even tried running a server from a
 different IP and a different machine.  Re-install, re-update, still no
 bueno.  New DNS servers didn't help either
 
 I get a lot of timeouts when trying to update and I get unsuccessful
   
 connection to the VAC server when the server launches.  Having to retry 10
 times to get in will make sure the server stays empty until there is a fix.
 


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:
   
 [EMAIL PROTECTED] On Behalf Of Saint K.
 
 Sent: Tuesday, March 18, 2008 12:57 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Invalid STEAM UserID Ticket hell

 Thanks for the suggestions, but the servers and network connection are
   
 working flawlessly. So all we can do is hope for VALVe to fix it.
 
 Cheers,

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED] [mailto:
   
 [EMAIL PROTECTED] Namens Kevin Ottalini
 
 Verzonden: Tuesday, March 18, 2008 8:26 PM
 Aan: Half-Life dedicated Win32 server mailing list
 Onderwerp: Re: [hlds] Invalid STEAM UserID Ticket hell

 There seem to be a few ways this happens.

 One is if the Steam servers are being twiddled or just need a bit of a
   
 kick.
 
 Another is where players need to log out of Steam and log back in to
   
 renew
 
 their ticket - might also be flagged as a no steam logon.

 Steam tickets seem to need to be renewed every few weeks, occasionally
   
 I'll
 
 see clusters of players all having this same problem at the same time -
 players will try joining the server over and over only to be kicked
   
 after a
 
 few seconds, not quite enough time to tell them what to do to fix the
 problem.

 If there is a big update being uploaded to the content servers there
   
 also
 
 occasionally seems to be a ticket problem that just clears up by itself
 after a little while.

 One thing you can check on is if all the players having problems have
 STEAM_0: or all STEAM_1: IDs
 If they are all one or the other then one of the AUTH servers might be
 having problems.

 I just today started seeing a bit of this on my HLDM (HL1) server today:

 Error verifying STEAM UserID Ticket(server was unable to contact the
 authentication server).

 I logged the client out and logged back in and the problem went away
   
 (for me
 
 anyway).

 If your server has a chronic problem with this happening (IE: none of
   
 the
 
 above apply) then your server or the server's network  might be having a
 problem of some kind.

 Try running pingplotter (www.pingplotter.com) from and to your server
   
 for a
 
 few days and see if you see a network outage along the way in sync with
   
 your
 
 players all dropping.  Pingplotter is very low overhead and won't affect
   
 the
 
 server (or client) performance.

 10 or 15 second intervals seem to work fine for this sort of checking.

 qUiCkSiLvEr


 - Original Message -
 From: Saint K.
 To: 'Half-Life dedicated Win32 server mailing list'
 hlds@list.valvesoftware.com
 Sent: Tuesday, March 18, 2008 11:38 AM
 Subject: [hlds] Invalid STEAM UserID Ticket hell



   
 Hi,
 From about 2 weeks ago our servers keep experiencing this bug, and it
 keeps emptying the servers from time to time.

 Player wL.75 - Άямα left the game (Invalid STEAM UserID Ticket)

 Anyone knows if we can do something about this, or is this just pure a
 steam error?

 Cheers,

 Saint K.

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

2008-02-28 Thread [ЯтR] The-/iller

Aaron Rapp wrote:

I have the servers updated and I've tried setting them to 32
players..but

Is there a trick to it? Keeps saying my server is out of date. Why?

Aaron Rapp

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Thursday, February 28, 2008 4:48 PM
To: hlds@list.valvesoftware.com; [EMAIL PROTECTED];
[EMAIL PROTECTED]
Subject: [hlds] Team Fortress 2/Dedicated Server updated

A required update for Team Fortress 2 and it's dedicated server have
been released.  Please run hldsupdatetool to receive the updates.  The
specific changes include the following:

Added Custom tab to the server browser
- Servers can now specify metatags describing the custom rules they've
adopted
- Players can use tag filtering to find servers running the custom rules
they want to play
- Added options for servers who want to become custom games: Disable
critical hits (tf_weapon_criticals), eliminate respawn times
(mp_disable_respawn_times), and raise maxplayers above 24

Initial release of Tournament mode (mp_tournament)
- UI for handling team naming, ready mode, and win results
- Disables team player limits, autobalancing, and intermission

Class balancing
- Reduced Soldier's maximum rocket reserve ammo from 36 to 16
- Reduced Demoman's maximum sticky bomb reserve ammo from 30 to 16
- Reduced Demoman's maximum grenade launcher reserve ammo from 40 to 24

- Added protection against voice command spamming. Dramatic reduction in
teleporters needed
- Fixed mp_timelimit ending the map during the middle of a round on maps
like Dustbowl and GravelPit
- Fixed lastdisguise command not remembering if you were disguised as
your own team
- Added Toggle Disguise Team binding in Options-Keyboard to toggle
the disguise team for the Spy's PDA
- Changed PDA menus to accept keys bound to slot1, slot2, etc., and
slot10 cancels
- Fixed Spectator targetID not using team colors
- Changed team autobalance code to not balance the teams when the active
round timer shows less than 60 seconds
- Fixed -maxplayers on the command line not correctly setting the
maxplayers value for the server
- Fixed Badlands never having Sudden Death triggered
- Fixed Engineer being able to detonate buildings that are being sapped
- Changed Engineer buildings to detonate when a player disconnects
instead of blinking out
- Fixed potential client crash for players being healed by a Medic or
dispenser
- Made several improvements to server-side stat reporting (not related
to individual player stats)

Jason



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Yea my 32 still says out of date, someone forget to remove the delist
line of code?

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Re: [hlds] 32x servers all over! Yay!

2008-02-28 Thread [ЯтR] The-/iller
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Up to you neph but maybe if you dont someone else will eventually, your
initial plugin although shortlived worked beautifully.

Nephyrin Zey wrote:
 I'm split on releasing this plugin myself. I'm very much pro a good
 tag/filter system so people can play on the servers they want, but
 when you segregate 32x servers in a way that lets them unsegregate
 themselves with ease... I mean what were they thinking?

 I am currently seeking a job in California, coincidentally. 3

 - Neph Z.

 On Fri, Feb 29, 2008 at 1:11 AM, Mike Stiehm [EMAIL PROTECTED] wrote:

 --
  [ Picked text/plain from multipart/alternative ]
  I hate this.. I'm not a programmer and only operate this server just as a
  free service to the people. I'm at a constant disadvantage to programmers
  that can wip up a quick plugin to give them the advantage or fix something
  valve did. I have even seen servers that fake the number of players on a
  real time basis in order to keep their server right at the top of the 
 list...
  Don't get me wrong I love the plugins and mods I just wish people would
  share their work with the rest of the community. I always does come out
  at some point anyway. Now valve allows 32 player servers but we all have to
  fight the servers on the internet tab now this is just crazy. You are a 
 great
  programmer I use your plugins right now(Thank you for the 32 player plugin 
 :).
  Please release this internet tab plugin and help level the playing field 
 for everyone.



   From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: [hlds] 
 32x servers all over! Yay! Date: Fri, 29 Feb 2008 00:55:35 -0600  Thanks 
 for thinking this one through value. Another server-side change to 
 effectively group 32x servers in with partymode/lolhats/norespawn servers 
 that TOTALLY wont get worked around. Except for the 6 on the internet tab. 
  IDEA: Keep shit on one tab, make it easy to filter by max players. Yeah? 
 No? I have a plugin that strips server tags, how long until someone more 
 willing to publish it makes one?  My server is still on custom. It got WAY 
 less players today. Weird.  - Neph.  
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Re: [hlds] TF2 explosives splash damage

2008-02-27 Thread [ЯтR] The-/iller

Richard Eid wrote:

--
[ Picked text/plain from multipart/alternative ]
More of a question for the forums.  This has nothing to do with HLDS.

On Tue, Feb 26, 2008 at 11:17 PM, [??R] The-/iller 
[EMAIL PROTECTED] wrote:



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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Forums are ick and valve doesnt respond much on there so
Has anyone noticed this besides me?

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Re: [hlds] Upcoming Team Fortress 2 update

2008-02-19 Thread [ЯтR] The-/iller

Is this a new occurance or the problems weve had with backstabs since day1?
Jason Ruymen wrote:

- Fixed a case where a spy stabbing from the front of a player would score a 
backstab



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

2008-02-14 Thread [ЯтR] The-/iller
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Saint K. wrote:
 Nah, Linux is doing just fine.

 No crashes what so ever with sourcemod 'n all enabled.

 Saint K.

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens [DumB]TeXas
 Verzonden: Friday, February 15, 2008 1:59 AM
 Aan: hlds@list.valvesoftware.com
 Onderwerp: Re: [hlds] Team Fortress 2/Dedicated Server Updated

 This was under windows server 2003 and running the new badlands map.

 It seems people are getting it on both windows and linux servers,
 running any map and with or without plugins.

 Anyway, it's time for us European people to get some sleep.. I can
 barely keep my eyes open. :P

 Will be taking a closer look in the morning.

 - TeX.

 1nsane . wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Beetlesmod (Newest Beta)
 plr + another plugin running and no crashes here.

 You guys are running Windows or Linux here? I'm on Windows by the way.

 On Thu, Feb 14, 2008 at 7:21 PM, [DumB]TeXas [EMAIL PROTECTED] wrote:



 We seem to be getting it regardless of what we run. I've removed
 absolutely everything of plugins, no mmsource, no nothing - and the
 server is still crashing after a while once we populate it. We must have
 had half a dozen crashes at least before I gave up trying to fill it
 back up again. This is incredibly frustrating. =/

 Steve S. wrote:


 Same here, just crashed again.  The first crash was on badlands and this
 one was on a custom map. Nothing in the log files.






 Constant crashes here. Only on my custom map server. My 24/7 dustbowl
 server
 is just fine.






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I have 3 tf2 servers on Win2k3 box, all running sourcemod with some
various plugins, 2 are running plr, one standard 24slot and all are
running fine, only thing ive noticed is from the start they are eating
~200MB memory where usually that didn't happen till 30 min into a map.

Also, awesome job on Badlands, different and way better than the
original and the standard tf2 gameplay.

-The/iller
[Right to Rule]
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Re: [hlds] Please fix problem with many HLDS + more than 1 cpu \ core system!

2008-02-11 Thread [ЯтR] The-/iller
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
dtms Levinchuk wrote:
 you want that hlds work with all prossesors/cores? multithreading
 function?
 As i know hlds(source gold) and srcds(source) didn't have this
 function only tf2(source2007) have this thing

 -- Tuesday, February 12, 2008 1:40:02 PM --
 //
 I Firedaemon is not solution. It can’t change cores, only manual bind. And if
 I I bind all 4 - only first core will be used for real.


 I - Original Message -
 I From: dtms Levinchuk [EMAIL PROTECTED]
 I To: hlds@list.valvesoftware.com
 I Sent: Tuesday, February 12, 2008 6:27 AM
 I Subject: Re[2]: [hlds] Please fix problem with many HLDS + more than 1 cpu 
 \
 I core system!


 I try then firedaemon
 I or use linux it goes more smooter on it


 I -- Tuesday, February 12, 2008 11:08:54 AM --
 I //
 I Useless.

 I - Original Message -
 I From: Rob Poe [EMAIL PROTECTED]
 I To: hlds@list.valvesoftware.com
 I Sent: Monday, February 11, 2008 11:57 PM
 I Subject: Re: [hlds] Please fix problem with many HLDS + more than 1 cpu \
 I core system!



 http://www.beyondlogic.org/solutions/processutil/processutil.htm

 Ilya wrote:

 Do you know any good tools for this? I think it must change it
 dynamically,
 not just once after start.

 - Original Message -
 From: Roman Hatsiev [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Monday, February 11, 2008 11:28 PM
 Subject: Re: [hlds] Please fix problem with many HLDS + more than 1 cpu
 \
 core system!



 This is well known problem of Windows HLDS on multicore/multi-CPU
 systems. Since HLDS is no longer supported, the only choices are:
 migrate to Linux or use some utility which will change server process
 affinity AFTER it was started. End of story.

 On Feb 11, 2008 11:02 PM, Rob Poe [EMAIL PROTECTED] wrote:

 I was only asking all of those details, because people who can help
 are
 going to need them - and it would only speed you along in your
 effort to
 receive support.

 I haven't been watching EVERY post on this list, nor will I pretend to
 know everything about all of the various HLDS bugs .. however, if it
 were such a huge problem for everyone, then this list would be full of
 people complaining about it.

 Thus, my reason for asking the detailed questions


 Ilya wrote:

 Windows. This problem only on Windows systems. My hardware is like
 2x
 xeon
 3200 and 2Gb ram. It's not about hardware. It is all about that HLDS
 after
 Feb 2006 update can't choose right core well. It is well known

 problem

 and
 was discussed here a lot of time ago. I was using  5 Dec 2005
 version
 until
 now, and it was good, but now I can't use old version for some

 reason.

 So I
 have no idea why valve couldn't fix it for suck a long period of

 time.

 - Original Message -
 From: Rob Poe [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Monday, February 11, 2008 9:16 PM
 Subject: Re: [hlds] Please fix problem with many HLDS + more than

 1 cpu

 \
 core system!


 What kind of Server?  CPU / speed / memory / OS ?

 Start paramaters of the server (what is your command line) if it's
 linux, otherwise options.

 How many other servers on the box / processor utilization when users
 playing / swap status (if it's linux) / memory usage (either way)


 Ilya wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 It was released at 19 October 2006 and still working bad. Please
 fix
 it
 finally: Every updates which were released after 5 December 2005
 works so
 bad. I tried several tools for helping HLDS choose right CPU, but
 it
 is
 still working much worse than 5 Dec 2005 version (lags, server fps
 drops,
 etc).

 Valve, PLEASE FIX IT!
 --


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Re: [hlds] engine.dll site?

2008-01-07 Thread [ЯтR] The-/iller
[ Converted text/html to text/plain ]
Mike Stiehm wrote:

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

Ok i knew this was going to happen. Now you are interfering
with people using this board for its intended support purposes.
Please take your opinionated discussion to a private list or site.
You are wasting resources on this server-admin support site a
site that is for valve admin technical support. We just got over the
last 32 player flame war for the 2nd time now. We don't need a 3rd






From: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Subject: Re: [hlds] engine.dll 
site? Date: Mon, 7 Jan 2008 15:49:07 -0500  -- [ 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][3] wrote:   --  [ Picked 
text/plain from multipart/alternative ]  
http://battlerealms.cc/engine_January_07_2008.rar[4]  --   
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This does deal with support, the support does not have to come from valve it
can come from the people. And i agree don't start a new war.

===References:===
  1. mailto:[EMAIL PROTECTED]
  2. mailto:hlds@list.valvesoftware.com
  3. mailto:[EMAIL PROTECTED]
  4. http://battlerealms.cc/engine_Janu
ary_07_2008.rar
  5. http://list.valvesoftware.com/mailman/listinfo/hlds
  6. http://list.valvesoftware.com/mailman/listinfo/hlds
  7. http://list.valvesoftware.com/mailman/listinfo/hlds

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Re: [hlds] Crashes (link to mdmps enclosed)

2008-01-04 Thread [ЯтR] The-/iller
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Of course.

Nephyrin Zey wrote:
 Are any of you using a hex'd engine.dll, by chance?

 On Jan 4, 2008 5:21 AM, Ray [EMAIL PROTECTED] wrote:

 I just had one last nite..I dont know whats causing it.
 But loading the mdmp file points at engine.dll this time

 http://www.tf2right.com/Steam_mdmp.zip




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Re: [hlds] Crashes

2007-12-27 Thread [ЯтR] The-/iller

Mike Stiehm wrote:

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


Anyone see more crashes on dustbowl then any other map? I'm up 2 about 2 
crashes a day and my 2fort server runs for days before it crashes. I did not 
notice this before the last 2 updates also.
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Yes our dustbowl is crashing about 3 times as much as our 2fort

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Re: [hlds] Crashes

2007-12-26 Thread [ЯтR] The-/iller
[ Converted text/html to text/plain ]
I have sv_pure 0, still crashes, and don't have hackers, its also crashing
randomly full or barely anyone in the server. This is getting really annoying.
Cc2iscooL wrote:

--
[ Picked text/plain from multipart/alternative ]
My server's been up for about 56 hours now, full 24/7, and no crashes with
sv_pure 1. Take a look at your mods.

On Dec 26, 2007 10:34 AM, -xL-Trinidad [EMAIL PROTECTED][1] wrote:



nope, sry, if the server keeps crashing frequently you can take it offline
as well. i think no1 wants to play on such a server. and for a public fun
server i dont mind if there might be some who believe hacking is fun.


- Original Message -
From: Gregory Matherne [EMAIL PROTECTED][2]
To: hlds@list.valvesoftware.com[3]
Sent: Wednesday, December 26, 2007 12:30 PM
Subject: Re: [hlds] Crashes




--
[ Picked text/plain from multipart/alternative ]
Yes, but putting sv_pure to 0 opens up the hole for all the hacks again.
I
haven't noticed the crashes that others are reporting but I can tell you
that if I was I would take the crash over the hackers.

On Dec 26, 2007 4:58 AM, -xL-Trinidad [EMAIL PROTECTED][4]


wrote:


in case you have pure server set to 1 put it to 0 in your


server.cfg


file. that resolved my issues with crashes and freezes.

- Original Message -
From: Ray [EMAIL PROTECTED][5]
To: hlds@list.valvesoftware.com[6]
Sent: Tuesday, December 25, 2007 11:46 PM
Subject: [hlds] Crashes




Is anyone else getting server crashs since last update??
Im getting them and so are some others.
I Load the mdmp file and it shows server.dll was last .
Anyone know anything about this?
Ray


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===References:===
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  3. mailto:hlds@list.valvesoftware.com
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  7. http://list.valvesoftware.com/mailman/listinfo/hlds
  8. http://list.valvesoftware.com/mailman/listinfo/hlds
  9. http://list.valvesoftware.com/mailman/listinfo/hlds
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Re: [hlds] High res timers, flash, and cpu

2007-11-24 Thread [ЯтR] The-/iller

Col Grigson wrote:

--
[ Picked text/plain from multipart/alternative ]
Yup thats good too :)

On Nov 24, 2007 8:25 PM, Kitteny Berk [EMAIL PROTECTED] wrote:



Or the source fps booster

http://hairy-arse.com/srcdsfpsboost.zip

no overheads at all and works nicely, IME.

Col Grigson wrote:


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


  The answer is to run windows media player on the box, that removes the
fps


cap that windows imposes but without the processor overhead that a flash
movie may cause.

On Nov 24, 2007 7:00 PM, Ook [EMAIL PROTECTED] wrote:




So for the fun of it I ran a flash app on my server box to see what
happens.
Srcds jumps from 64fps to about 240fps, the two hlds servers jump from
64fps
to about 80fps, and cpu on the box jumps up 50% with only a few


players.


So,
my question to those who have experience with this - what real


difference


will it make, and if cpu on mostly empty servers if 50%, what will


happen


when the servers fill up?


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Mostly you don't need it unless you want to run greater than 64 tick.

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Re: [hlds] Customize the end of round scoreboard

2007-11-20 Thread [ЯтR] The-/iller

Valdimar Kristjansson wrote:

Hi,

How can I customize the end of round scoreboard in HL2DM?
I have one server where the scoreboard just flashes at the end of round
while others stay up long enough to read.
I have also seen servers where the scoreboard is smaller so that players
can read the chat messages while the scoreboard is up.

thanks,
 nisbus

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I believe its the cvar mp_chattime, default is 10 seconds but you can
set it as low as 1

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Re: [hlds] css- free sound list is full

2007-11-12 Thread [ЯтR] The-/iller

Mike Dussault wrote:

That happens when maxplayers is 50+ or so. The current srcds beta fixes
that problem and we'll un-beta it soon.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of joe mast
Sent: Saturday, November 10, 2007 8:12 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] css- free sound list is full

--
[ Picked text/plain from multipart/alternative ] can someone please help
me with the free sound list is full command that constantly runs in
the console of my css servers.this command runs even if i turn off all
mods and run a barebone server.

this error runs constantly causing lowers frames per second and i have
no idea what is causing it

my specs

conroe 2.4
2 gigs ram
100 mb port
2000 g traffic

mods
mani 1.2r
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Ive had this on 24 player css zombie mod, its been around for as long as
i can remember, happens when there is tons of sounds (shooting, bullet
impact, etc) being played and queued up at once

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[hlds] Update overwrite

2007-11-06 Thread [ЯтR] The-/iller

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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Re: [hlds] TF2 Lag issues still, Dual Xeon 2.8Ghz

2007-10-28 Thread [ЯтR] The-/iller

leo bounds wrote:

I have been trying to get this problem sorted out for
a while. I tried the suggestions people gave on this
list before and none have helped.

System specs:
Win 2003 Server
Dual Xeon 2.8Ghz (not dual core)
4GB memory

Server load: CPU, memory and network utilization
aren't an issue from what I have seen from hours of
looking.

I have been trying to sort this problem out for
several days now.

I have seen the issue on several different server
machines so it's not isolated to just one server box.

I have tried running the servers at both 66 and 100
tick, boosting the FPS to 600, fps_max 600

I have tried running them at the default rate settings
and also these that were suggested:
sv_minrate 4000
sv_maxrate 2
sv_maxupdaterate 85
sv_minupdaterate 10
sv_maxcmdrate 66

Description of Problem:
When above more than 14 or so players join the server,
This is the description of the problem: stuttering
across the map, rockets were skipping etc. Others were
complaining too. This is definately not the users end
since they say they can play on other servers without
this problem.

As I said I have been trying to get this problem
sorted out for several days and so far have been
unable to.

The strange thing is I have never had a problem with
CSS, DODS, or INS servers at all just TF2.

I would appreciate any helpful feedback.

Thanks much for your help,
LB

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I had the same issue on a dual xeon, not dual core, box only 2gb of ram,
ours were the p4 based Xeons, seems like that hardware is just aging and
can't keep up with current DS standards. By a chance is this from ThePlanet?
Isolating each ds process to is own core helped some but in the end we
just switched providers.

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