Re: [hlds] Re: CEF broken in Valve games

2019-01-14 Thread Aaron Pearson
Was that vrad fix (the one for multi-core CPUs) ever implemented?

On Jan 14, 2019 7:46 PM, Ook  wrote:
--> still waiting for HL3...

On 1/13/19 8:14 PM, Trent brick wrote:
Yeah, it's just us now. Isn't the future grand?

On Sun, Jan 13, 2019, 6:50 PM Ook 
mailto:ooksser...@zootal.com> wrote:
Yeah, but they were dead long before that. Isn't this the new
post-migration list?

On 1/13/19 4:42 PM, Calvin J wrote:
> Weren't the lists moved fairly recently? I think most people just
> didn't migrate over. (probably the valve staff as well :P)
>
> On 1/13/2019 6:39 PM, Ook wrote:
>> People still play TF2? I remember when this mail list was huge, lots
>> of traffic. But that was a long time ago ...
>>
>> 23 people playing OP4 right now. And most of those are bots
>>
>> I am still the official custodian of the THWACK stick, but does
>> anyone here even remember that?
>
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Re: [hlds] hlds Digest, Vol 25, Issue 68

2013-04-19 Thread Aaron D
I have little info as this did not happen to me personally. However, I have
messaged a few of my server owner friends and some of my players. It seems
like 3 out of 10 people are having this issue. Some even reporting that
only a few servers were deleted and not all of them.

Please don't derail this topic to DNS/ID support. This is very serious and
we need to get info on why this is happening.


On Fri, Apr 19, 2013 at 2:47 PM, wrote:

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> Today's Topics:
>
>1. Re: CS:S Server Favorites Deleted (Max Krivanek)
>2. Re: CS:S Server Favorites Deleted (Fletcher Dunn)
>3. Re: CS:S Server Favorites Deleted (Gamers Exile)
>
>
> --
>
> Message: 1
> Date: Fri, 19 Apr 2013 13:45:04 -0500
> From: Max Krivanek 
> To: Half-Life dedicated Win32 server mailing list
> 
> Subject: Re: [hlds] CS:S Server Favorites Deleted
> Message-ID:
>  puf_fr7p17f1pe7gyiwx2k...@mail.gmail.com>
> Content-Type: text/plain; charset="iso-8859-1"
>
> The problem is servers are transient in nature.  Server IDs would be hard
> to implement.
>
> The short term and easy solution is to allow DNS to be saved.  Like "
> ccsdm.mycommunity.com:27015" instead of always saving it as an IP.
>
>
> On Fri, Apr 19, 2013 at 1:40 PM, E. Olsen  wrote:
>
> > I had actually sent Valve a suggestions a couple of years ago that they
> > tie the server favorites to the server ID, as opposed to the server's IP
> > address, so as to allow server operators to upgrade/move their servers
> > without losing all the regulars we had worked so hard to build. At the
> > time, they had replied that it was a good idea and they would see about
> > adding that to the client/engine, but nothing ever came of it so I guess
> it
> > was dismissed as unimportant.
> >
> > I agree that it absolutely sucks to have to start again from square one
> > every time we want to change a server's IP address and/or favorites get
> > deleted for some reason. I would love it if they would make our server
> more
> > "portable" and not tied to an IP address. There are a ton of great deals
> on
> > new (more powerful) servers popping up, but if your current host
> > isn't competitive, your forced to either stick with what you've got, or
> > move to a new host and start back at square one.
> >
> >
> > On Fri, Apr 19, 2013 at 2:23 PM, Aaron D 
> wrote:
> >
> >> After this update I noticed that my servers have been dead of the past
> >> few days. I was going crazy trying to figure out why when a few of my
> >> members reported to me that their favorites list got deleted.
> >>
> >> If this is true this is a freaking disaster and needs to be fixed right
> >> away. This is worse than having to move your IP to a new location,
> because
> >> at least then you could let people know a head of time what was going
> on.
> >>
> >> Please if anyone else is also having this problem make Valve aware so
> >> something can be done, we don't want this also happening during the TF2
> >> update.
> >>
> >> Thanks.
> >>
> >> ___
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> >>
> >>
> >
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> >
> -- next part --
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> https://list.valvesoftware.com/cgi-bin/mailman/private/hlds/attachments/20130419/86abc387/attachment-0001.html
> >
>
> --
>
> Message: 2
> Date: Fri, 19 Apr 2013 18:46:01 +
> From: Fletcher Dunn 
> To: Half-Life dedicated Win32 serve

[hlds] CS:S Server Favorites Deleted

2013-04-19 Thread Aaron D
After this update I noticed that my servers have been dead of the past few
days. I was going crazy trying to figure out why when a few of my members
reported to me that their favorites list got deleted.

If this is true this is a freaking disaster and needs to be fixed right
away. This is worse than having to move your IP to a new location, because
at least then you could let people know a head of time what was going on.

Please if anyone else is also having this problem make Valve aware so
something can be done, we don't want this also happening during the TF2
update.

Thanks.
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Re: [hlds] Normal srcds FPS Behavior?

2010-11-10 Thread Aaron Ramsey
I rent from NFO aswell ... You SHOULD be able to run much more on that VPS than 
what you have tried this far.  I have several 2000 fps servers, a lot of mods, 
and 68 slots total and they never dip below 1800 fps and CPU utilization stays 
below 30% ...

Mobile e-mail via iPhone.

On Nov 10, 2010, at 3:52 PM, hlds-requ...@list.valvesoftware.com wrote:

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> 
> Today's Topics:
> 
>   1. Re: On another note... (Justin)
>   2. Re: Normal srcds FPS Behavior? (unrealized)
>   3. Re: Normal srcds FPS Behavior? (ohn...@maxpowergc.com)
>   4. Re: Normal srcds FPS Behavior? (unrealized)
>   5. Re: Normal srcds FPS Behavior? (ohn...@maxpowergc.com)
>   6. Re: Normal srcds FPS Behavior? (unrealized)
>   7. Re: Normal srcds FPS Behavior? (John)
>   8. Re: Normal srcds FPS Behavior? (ja...@pctoolbin.com)
>   9. Re: Normal srcds FPS Behavior? (ohn...@maxpowergc.com)
>  10. Re: Normal srcds FPS Behavior? (ja...@pctoolbin.com)
>  11. Re: Normal srcds FPS Behavior? (ohn...@maxpowergc.com)
> 
> 
> --
> 
> Message: 1
> Date: Wed, 10 Nov 2010 15:29:50 -0500
> From: Justin 
> Subject: Re: [hlds] On another note...
> To: Half-Life dedicated Win32 server mailing list
>
> Message-ID: <4cdb00be.1070...@gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
> 
> With HLXCE it wouldn't be a very good idea to host the mysql remotely.
> Although you can host a mysql on the server with the daemon and then 
> have a remote web server if you'd like.
> On 11/10/2010 11:27 AM, ohn...@maxpowergc.com wrote:
>> Does anybody know about what type of hardware it'd actually take to run a
>> 
>> 24 person TF2 and a 12 person TF2, with 5 sourcetv slots (including
>> 
>> constant 2 recording slots), and to run hlstatsx:ce for the 24 person TF2
>> 
>> on the same machine, but have the web server and database on a different
>> 
>> machine... on windows most likely? Is there any scaling guide for this type
>> 
>> of thing?
>> 
>> ___
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>> please visit:
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> 
> 
> 
> --
> 
> Message: 2
> Date: Wed, 10 Nov 2010 12:42:24 -0800
> From: unrealized 
> Subject: Re: [hlds] Normal srcds FPS Behavior?
> To: Half-Life dedicated Win32 server mailing list
>
> Message-ID:
>
> Content-Type: text/plain; charset=UTF-8
> 
> FPS fluctuations are normal, as long as the FPS does not dip below the
> tickrate, you shouldn't experience any lag.
> 
> On Wed, Nov 10, 2010 at 9:12 AM,  wrote:
> 
>> 
>> Does anybody know if these problems occur for the old engine, like with
>> 
>> CS:S (non-beta)? I'm also thinking if this is an issue with the
>> 
>> TF2/orangebox engine, the new CS:S will probably be affected in the same
>> 
>> way.
>> 
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> 
> --
> 
> Message: 3
> Date: Wed, 10 Nov 2010 12:46:43 -0800
> From: 
> Subject: Re: [hlds] Normal srcds FPS Behavior?
> To: 
> Message-ID: <93181fb03f55535baaf2fefe8059b...@mail.nfoservers.com>
> Content-Type: text/plain; charset=UTF-8
> 
> 
> That's the problem though... We can have a freshly formatted machine,
> 
> install practically any OS to it... nothing else but the OS and the srcds
> 
> stuff... and load up 24 slots, fill them, and that fps does drop below 66
> 
> at times; with no addons, plugins, stats, or anything else going on.
> 
> 
> 
> --
> 
> Message: 4
> Date: Wed, 10 Nov 2010 12:53:45 -0800
> From: unrealized 
> Subject: Re: [hlds] Normal srcds FPS Behavior?
> To: Half-Life dedicated Win32 server mailing list
>
> Message-ID:
>
> Content-Type: text/plain; charset=UTF-8
> 
> What hardware are you running?
> 
> Have you tried messing with priority?
> 
> On Wed, Nov 10, 2010 at 12:46 PM,  wrote:
> 
>> 
>> That's the problem though... We can have a freshly formatted machine,
>> 
>> install practically any OS to it... nothing else but the OS and the srcds
>> 
>> stuff... and load up 24 slots, fill them, and that fps does drop below 66
>> 
>> at times; with no addons, plugins, stats, or anything else going on.
>> 
>> ___
>> To unsubscribe, ed

Re: [hlds] L4D2 update

2010-11-05 Thread Aaron Henry

It's true, for all my clients

Sent from my iPhone

On Nov 5, 2010, at 2:29 PM, "D3vilfish - Simiancage.org" > wrote:


Apparently I'm getting reports from Admins and clients that client  
update is

bugged and can't be run since the update!
Can anyone confirm this?
Regards
D3v


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Re: [hlds] Left 4 Dead 2 Update Released

2010-02-19 Thread Aaron A. Maricic
Hello,

You can correct that issue by creating separate host.txt and motd.txt 
files, and then placing two lines in your server.cfg file pointing to 
those alternate file names (whatever they may be).

hostfile "host_custom.txt"
motdfile "motd_custom.txt"

Hope this helps!

Joeri van der Velden wrote:
> I notice that every L4D2 update, it overwrites the host.txt and motd.txt in
> the left4dead2 folder. It's a minor issue but it's pretty annoying that I
> have to replace every time again.
>
> 2010/2/20 AJ King 
>
>   
>> Nice one.
>>
>> Thanks,
>>
>> Alex King
>>
>>
>>
>>
>>
>> 
>>> From: jas...@valvesoftware.com
>>> To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com;
>>>   
>> hlds_annou...@list.valvesoftware.com
>> 
>>> Date: Fri, 19 Feb 2010 14:55:12 -0800
>>> Subject: [hlds] Left 4 Dead 2 Update Released
>>>
>>> A required update for Left 4 Dead 2 is now available.  Please run
>>>   
>> hldsupdatetool to receive the update.  The specific changes include:
>> 
>>> - Fixed all bot teams not leaving the starting area if sb_all_bot_team 1
>>>   
>> was set
>> 
>>> - Fixed a case where survivor bots would fail to rescue a friend from
>>>   
>> charger attacks
>> 
>>> - Updated Thai translations
>>> - Fixed an issue where servers wouldn't relist after the master server
>>>   
>> was bounced
>> 
>>> - Fixed Charger jumping exploit
>>> - Fixed Spitter bug where spit could emit from a location several inches
>>>   
>> from the head, causing the spit to unexpectedly strike nearby objects and
>> fall
>> 
>>> Jason
>>>
>>> ___
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>> 
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Re: [hlds] Source Engine Upload/Download POC

2009-11-29 Thread Aaron A. Maricic
Does this apply to L4D / L4D2?

AzuiSleet wrote:
> It seems the upload/download exploits aren't dead yet, and Valve
> didn't do a good job at patching them. A blacklist didn't work too
> well. Here is a serverplugin POC to upload and download files. It's
> fairly trivial to use:
>
> download_file cfg/server.cfg
> upload_file addons/serverplugin_sample.dll
>
> upload_file doesn't work in TF2, but download_file does. I'm told you
> can upload DLLs in Gmod and L4D2. Credit to Chrisaster and the rest of
> the Gmod scene.
>
> Codename "Source Engine Suck Server Pwner" in memory of nitro2o:
> http://dl.dropbox.com/u/759758/sourcenginesuck_serverowner.7z
>
> Source:
> http://azu.pastebin.com/m1cd1ab0b
>
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Re: [hlds] Server Key

2009-11-20 Thread Aaron A. Maricic
How can you use mm_dedicated_force_servers if you can't get to the 
console from a lobby? Does it work if you enter that before you get into 
a lobby? I've generally always used that as lobby leader to take my 
friends and me into our own server.

Thanks.

msleeper wrote:
> You can set your search key before joining a lobby. You can also use the
> "mm_dedicated_force_servers" to manually specify your IPs to search for.
>
>
> On Fri, 2009-11-20 at 12:51 -0800, shoskins73 wrote:
>   
>> So I'm contemplating ordering a server for L4D2 as it's getting really
>> frustrating constantly being thrown into servers where all 4 (or 8) of us
>> have 200+ ping. Call Vote, Return to Lobby, Search for Best Dedicated Server
>> again only to be put back on the same server, or another server that's just
>> as bad.
>>
>> But the console seems to be disabled in the Lobby screen and they still have
>> not implemented any UI in the Lobby to select the server you want to goto.
>>
>> So how exactly is sv_search_key supposed to work now when you can't open the
>> console in the Lobby?
>>
>> Can someone please explain to me how this is supposed to work now before I
>> waste any money on a server I can't use?
>>
>> thanks,
>> Sean
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Re: [hlds] Left 4 Dead 2 Dedicated Server Available

2009-11-16 Thread Aaron Rapp
This has got to be the quietest I've seen this list after a game release. 

This is a legitimate congrats to the Valve team for a good full game
release.

Regards, 

Aaron Rapp


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Stephen Yates
Sent: Monday, November 16, 2009 11:13 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Left 4 Dead 2 Dedicated Server Available

Lol... ffs... needed to update.  Wth.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Stephen Yates
Sent: Tuesday, November 17, 2009 2:07 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Left 4 Dead 2 Dedicated Server Available

I'm getting this error when trying to connect to our servers...


Invalid protocol, expecting 2000, got 1012
BinkOpen( c:\program files\steam\steamapps\common\left 4 dead
2\left4dead2\media\l4d2_background04.bik )



-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of shoskins73
Sent: Tuesday, November 17, 2009 1:02 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Left 4 Dead 2 Dedicated Server Available

>From L4D2 Community chat.

mikeblas: We've found a crashing bug at the last moment.
mikeblas: We think it's fixed, but aren't sure, and are testing.
mikeblas: We'll release the game when we're sure we have a fix.


They are testing...
http://steamcommunity.com/groups/Valve/members


On Mon, Nov 16, 2009 at 9:55 PM, Eric Pan  wrote:

> Game hasn't been released yet, and probably won't be until tomorrow.
>
> On Mon, Nov 16, 2009 at 11:51 PM, Steven Sumichrast  >wrote:
>
>
>
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Re: [hlds] Left 4 Dead 2 Dedicated Server Available

2009-11-16 Thread Aaron Rapp
Sorry about the double post. That makes things a little better. 

I have to say...there's a lot of confusion on the community sides. I'm
telling everyone that the servers are up and they're scrambling to make sure
it has or has not been released to the clients...lol

Aaron Rapp


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matthew Gottlieb
Sent: Monday, November 16, 2009 9:40 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Left 4 Dead 2 Dedicated Server Available

Clients have not unlocked yet.

On Mon, Nov 16, 2009 at 11:26 PM, Aaron Rapp  wrote:
> I have the servers up and running but no connections. I just want to
confirm
> (as I haven't setup servers in a while) that it is because they have
> released the client yet. Is this correct?
>
> Regards,
>
> Aaron Rapp
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven
Sumichrast
> Sent: Monday, November 16, 2009 9:22 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Left 4 Dead 2 Dedicated Server Available
>
> No, rcon on Linux servers is still not working for me.  I did e-mail
> Jason directly requesting they put a fix in for that during release,
> but I'm not going to hold my breath.
>
> On Mon, Nov 16, 2009 at 11:17 PM, Eric Pan  wrote:
>> http://lmgtfy.com/?q=Valve+time
>>
>> On Mon, Nov 16, 2009 at 11:06 PM, gulfy32  wrote:
>>
>>> Updating 'left 4 dead 2 common' from version 1 to version 3
>>> Updating 'left 4 dead 2 linux dedicated server' from version 0 to
version
> 2
>>>
>>> On Mon, Nov 16, 2009 at 11:01 PM, Matthew Gottlieb <
>>> matthew.j.gottl...@gmail.com> wrote:
>>>
>>> > L4D2 out on the dot.
>>> >
>>> > On Mon, Nov 16, 2009 at 10:29 PM, Craig H 
wrote:
>>> > > Nice, I'm eager to get this set up and running.
>>> > >
>>> > > On Mon, Nov 16, 2009 at 8:17 PM, Matthew Gottlieb <
>>> > > matthew.j.gottl...@gmail.com> wrote:
>>> > >
>>> > >> Gamers are whiney little girls.  One of the many reasons why it's
> hard
>>> > >> to take them seriously.
>>> > >>
>>> > >> If we gamers did HALF the crap we said we would do, we would be a
>>> > >> force to be reckoned with.  But no one really cares at the end of
> the
>>> > >> day.
>>> > >>
>>> > >> On Mon, Nov 16, 2009 at 8:31 PM, Eric Pan 
>>> > wrote:
>>> > >> > I'm not talking about a 2+ hour delay, I'm talking about a 24+
> hour
>>> > delay
>>> > >> > like Valve pulled with the demo.
>>> > >> >
>>> > >> > On Mon, Nov 16, 2009 at 8:26 PM, Ook 
> wrote:
>>> > >> >
>>> > >> >> 2 hours, 35 minutes...not that I'm counting...plenty of time for
> us
>>> > to
>>> > >> get
>>> > >> >> our servers up and running!
>>> > >> >>
>>> > >> >> - Original Message -
>>> > >> >> From: "DontWannaName!" 
>>> > >> >> To: "Half-Life dedicated Win32 server mailing list"
>>> > >> >> 
>>> > >> >> Sent: Monday, November 16, 2009 6:13 PM
>>> > >> >> Subject: Re: [hlds] Left 4 Dead 2 Dedicated Server Available
>>> > >> >>
>>> > >> >>
>>> > >> >> >3 more hours until they are considered late.
>>> > >> >> >
>>> > >> >> > On Mon, Nov 16, 2009 at 6:10 PM, Eric Pan
> >> >
>>> > >> wrote:
>>> > >> >> >
>>> > >> >> >> Hopefully the game gets released on time.
>>> > >> >> >> That, or I'm going postal.
>>> > >> >> >>
>>> > >> >> >> On Mon, Nov 16, 2009 at 7:12 PM, Jason Ruymen <
>>> > >> jas...@valvesoftware.com
>>> > >> >> >> >wrote:
>>> > >> >> >>
>>> > >> >> >> > The Left 4 Dead 2 Dedicated Server files are now available
> on
>>> > >> Steam.
>>> > >> >> >&g

Re: [hlds] Left 4 Dead 2 Dedicated Server Available

2009-11-16 Thread Aaron Rapp
I have the servers up and running but no connections. I just want to confirm
(as I haven't setup servers in a while) that it is because they have
released the client yet. Is this correct?

Regards, 

Aaron Rapp

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matthew Gottlieb
Sent: Monday, November 16, 2009 9:32 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Left 4 Dead 2 Dedicated Server Available

Clearing the blobs doesn't work.

On Mon, Nov 16, 2009 at 11:27 PM, Ook  wrote:
> Me neither. "When the game is officially released, you'll be abel to play
it
> immediately". Un huh...that was supposed to be 27 minutes ago...
>
>
> - Original Message -
> From: "Matthew Gottlieb" 
> To: "Half-Life dedicated Win32 server mailing list"
> 
> Sent: Monday, November 16, 2009 9:14 PM
> Subject: Re: [hlds] Left 4 Dead 2 Dedicated Server Available
>
>
> The group said that L4D2 was released but I can't force the decrypt. :-\
>
> On Mon, Nov 16, 2009 at 11:10 PM, Ben B  wrote:
>> it'll prolly be 11:59:59pm on tuesday
>>
>> On Mon, Nov 16, 2009 at 10:06 PM, 1nsane <1nsane...@gmail.com> wrote:
>>
>>> Here's a video of a Katana, to pass your time.
>>> http://www.youtube.com/watch?v=kFh_JDCajFA&fmt=22
>>>
>>> On Tue, Nov 17, 2009 at 12:03 AM, gulfy32  wrote:
>>>
>>> > tick tock...
>>> >
>>> > On Mon, Nov 16, 2009 at 10:29 PM, Craig H 
wrote:
>>> >
>>> > > Nice, I'm eager to get this set up and running.
>>> > >
>>> > > On Mon, Nov 16, 2009 at 8:17 PM, Matthew Gottlieb <
>>> > > matthew.j.gottl...@gmail.com> wrote:
>>> > >
>>> > > > Gamers are whiney little girls. One of the many reasons why it's
>>> hard
>>> > > > to take them seriously.
>>> > > >
>>> > > > If we gamers did HALF the crap we said we would do, we would be a
>>> > > > force to be reckoned with. But no one really cares at the end of
>>> > > > the
>>> > > > day.
>>> > > >
>>> > > > On Mon, Nov 16, 2009 at 8:31 PM, Eric Pan 
>>> > wrote:
>>> > > > > I'm not talking about a 2+ hour delay, I'm talking about a 24+
>>> > > > > hour
>>> > > delay
>>> > > > > like Valve pulled with the demo.
>>> > > > >
>>> > > > > On Mon, Nov 16, 2009 at 8:26 PM, Ook 
>>> wrote:
>>> > > > >
>>> > > > >> 2 hours, 35 minutes...not that I'm counting...plenty of time
for
>>> us
>>> > to
>>> > > > get
>>> > > > >> our servers up and running!
>>> > > > >>
>>> > > > >> - Original Message -
>>> > > > >> From: "DontWannaName!" 
>>> > > > >> To: "Half-Life dedicated Win32 server mailing list"
>>> > > > >> 
>>> > > > >> Sent: Monday, November 16, 2009 6:13 PM
>>> > > > >> Subject: Re: [hlds] Left 4 Dead 2 Dedicated Server Available
>>> > > > >>
>>> > > > >>
>>> > > > >> >3 more hours until they are considered late.
>>> > > > >> >
>>> > > > >> > On Mon, Nov 16, 2009 at 6:10 PM, Eric Pan <
>>> mahzorim...@gmail.com>
>>> > > > wrote:
>>> > > > >> >
>>> > > > >> >> Hopefully the game gets released on time.
>>> > > > >> >> That, or I'm going postal.
>>> > > > >> >>
>>> > > > >> >> On Mon, Nov 16, 2009 at 7:12 PM, Jason Ruymen <
>>> > > > jas...@valvesoftware.com
>>> > > > >> >> >wrote:
>>> > > > >> >>
>>> > > > >> >> > The Left 4 Dead 2 Dedicated Server files are now available
>>> > > > >> >> > on
>>> > > > Steam.
>>> > > > >> >> > Use
>>> > > > >> >> > the game name "left4dead2" from hldsupdatetool to download
>>> > them.
>>> > > > >> These
>>> 

Re: [hlds] Left 4 Dead 2 Dedicated Server Available

2009-11-16 Thread Aaron Rapp
I have the servers up and running but no connections. I just want to confirm
(as I haven't setup servers in a while) that it is because they have
released the client yet. Is this correct?

Regards, 

Aaron Rapp

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven Sumichrast
Sent: Monday, November 16, 2009 9:22 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Left 4 Dead 2 Dedicated Server Available

No, rcon on Linux servers is still not working for me.  I did e-mail
Jason directly requesting they put a fix in for that during release,
but I'm not going to hold my breath.

On Mon, Nov 16, 2009 at 11:17 PM, Eric Pan  wrote:
> http://lmgtfy.com/?q=Valve+time
>
> On Mon, Nov 16, 2009 at 11:06 PM, gulfy32  wrote:
>
>> Updating 'left 4 dead 2 common' from version 1 to version 3
>> Updating 'left 4 dead 2 linux dedicated server' from version 0 to version
2
>>
>> On Mon, Nov 16, 2009 at 11:01 PM, Matthew Gottlieb <
>> matthew.j.gottl...@gmail.com> wrote:
>>
>> > L4D2 out on the dot.
>> >
>> > On Mon, Nov 16, 2009 at 10:29 PM, Craig H  wrote:
>> > > Nice, I'm eager to get this set up and running.
>> > >
>> > > On Mon, Nov 16, 2009 at 8:17 PM, Matthew Gottlieb <
>> > > matthew.j.gottl...@gmail.com> wrote:
>> > >
>> > >> Gamers are whiney little girls.  One of the many reasons why it's
hard
>> > >> to take them seriously.
>> > >>
>> > >> If we gamers did HALF the crap we said we would do, we would be a
>> > >> force to be reckoned with.  But no one really cares at the end of
the
>> > >> day.
>> > >>
>> > >> On Mon, Nov 16, 2009 at 8:31 PM, Eric Pan 
>> > wrote:
>> > >> > I'm not talking about a 2+ hour delay, I'm talking about a 24+
hour
>> > delay
>> > >> > like Valve pulled with the demo.
>> > >> >
>> > >> > On Mon, Nov 16, 2009 at 8:26 PM, Ook 
wrote:
>> > >> >
>> > >> >> 2 hours, 35 minutes...not that I'm counting...plenty of time for
us
>> > to
>> > >> get
>> > >> >> our servers up and running!
>> > >> >>
>> > >> >> - Original Message -
>> > >> >> From: "DontWannaName!" 
>> > >> >> To: "Half-Life dedicated Win32 server mailing list"
>> > >> >> 
>> > >> >> Sent: Monday, November 16, 2009 6:13 PM
>> > >> >> Subject: Re: [hlds] Left 4 Dead 2 Dedicated Server Available
>> > >> >>
>> > >> >>
>> > >> >> >3 more hours until they are considered late.
>> > >> >> >
>> > >> >> > On Mon, Nov 16, 2009 at 6:10 PM, Eric Pan
> >
>> > >> wrote:
>> > >> >> >
>> > >> >> >> Hopefully the game gets released on time.
>> > >> >> >> That, or I'm going postal.
>> > >> >> >>
>> > >> >> >> On Mon, Nov 16, 2009 at 7:12 PM, Jason Ruymen <
>> > >> jas...@valvesoftware.com
>> > >> >> >> >wrote:
>> > >> >> >>
>> > >> >> >> > The Left 4 Dead 2 Dedicated Server files are now available
on
>> > >> Steam.
>> > >> >> >> > Use
>> > >> >> >> > the game name "left4dead2" from hldsupdatetool to download
>> them.
>> > >> >>  These
>> > >> >> >> are
>> > >> >> >> > not the final set of files, so there will be another small
>> > update
>> > >> >> >> > before
>> > >> >> >> the
>> > >> >> >> > game is released.
>> > >> >> >> >
>> > >> >> >> > Jason
>> > >> >> >> >
>> > >> >> >> > ___
>> > >> >> >> > To unsubscribe, edit your list preferences, or view the list
>> > >> archives,
>> > >> >> >> > please visit:
>> > >> >> >> > http://list.valvesoftware.com/mailman/listinfo/hlds
>> > >> >&

Re: [hlds] HLstatsX

2009-06-04 Thread Aaron Rapp
For TF2: http://forums.alliedmods.net/showthread.php?t=63058

Works fine on our server. 

Aaron Rapp

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of HoundDawg
Sent: Thursday, June 04, 2009 5:34 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] HLstatsX

There are a few other options listed here:
http://wiki.unitedadmins.com/Player_Stats

I'm sure you can find more via Google.

-- 
HoundDawg

UnitedAdmins.com
Forums: http://forums.unitedadmins.com
Steam: http://steam.unitedadmins.com
Wiki: http://wiki.unitedadmins.com


Robert Smieja wrote:
> So I finally am setting up a server, and I have a question for all you
wise,
> experienced, and mature, server admins out there:
> Is there a free alternative to HLstatsX Premium? I see that there is a
> premium, and that you don't have to pay for the not premium, but is that
> sufficient enough for basic "my-server-only" tracking?
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>   


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Re: [hlds] [L4D]Server wont allow any more connections after a gameconcludes.

2009-05-06 Thread Aaron Rapp
This is issue was fixed in the last L4D update. 

Aaron Rapp


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dr Stinglock
Sent: Wednesday, May 06, 2009 9:01 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] [L4D]Server wont allow any more connections after a
gameconcludes.

I have had the same problems, I always thought the lobby system was used
because the server wasn't stable enough to keep players connected for a long
period of time. The thing is it doesn't restart after the players leave,
which would probably fix this problem.

On a side note, thanks to the joys of sourcemod using the mapcycle plugin
for vs I've had 8 players connected without going back to the lobby and
having connection times of 5+ hours in hslw.

-Stinglock

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of MjrNuT
Sent: Saturday, 25 April 2009 2:32 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] [L4D]Server wont allow any more connections after a
gameconcludes.

I've encountered this same issue recently.  Only way I was able to reconnect
my lobby to the server, was to kill the Lobby and remake it.  WTF??  A bit
annoying especially if you can't get your same crew back.

[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com



> -Original Message-
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of Nick Ekstr?m
> Sent: Friday, April 24, 2009 4:50 AM
> To: hlds@list.valvesoftware.com
> Subject: [hlds] [L4D]Server wont allow any more connections after a
> gameconcludes.
>
> I've rented a server through Gameservers.com and I've had it for about a
> month.
> However every time a game concludes (either normally or everyone returning
> to lobby or disconnecting) my server then won't allow a new game/lobby to
> connect.
> The only way I have figured out, is to restart the server every time.
There
> has to be a way around this, or even a fix for this.
>
>
> server.cfg:
>
> hostname "Stumpy's Corner"
>
> exec banned_user.cfg
> exec banned_ip.cfg
>
> rcon_password "754731"
>
> sv_search_key stnp
>
> sv_steamgroup 657532
> sv_steamgroup_exclusive 0
> sv_allow_lobby_connect_only 1
>
>
> mp_disable_autokick 1
> sv_consistency 1
>
>
> sv_region 3
>
> sv_log_onefile 0
> sv_logbans 1
> sv_gametypes "coop,versus,survival"
>
> mp_disable_autokick 1
> mp_teams_unbalance_limit 0
> mp_chattime 20
>
> setmaster add 68.142.72.250:27011
> setmaster add 72.165.61.189:27011
>
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Re: [hlds] Quick question about sv_search_key

2009-05-03 Thread Aaron Rapp
OkI'm not getting anything new, but I think I need to understand a bit
more the use of each of these cvars. 

With just sv_steamgroupthat should automatically put a member of that
steamgroup into one of our servers, correct? Or no?

With sv_search_key...that is just another way of doing it? Either one,
should put a member of our steam group, or someone putting in our search
key, into one of our servers, if it's open. 



Aaron Rapp


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of chris bernard
Sent: Sunday, May 03, 2009 5:55 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Quick question about sv_search_key


I use sv_search_key "yourkeyhere" (with quotes) in the sever.cfg.  I do not
use sv_steamgroup.  Then on my end(client side) I have a autoexec.cfg in
C:\Program Files\Steam\steamapps\common\left 4 dead\left4dead\cfg folder
with sv_search_key "yourkeyhere" (with quotes).  Not sure if this matters or
not but I also have sv_allow_lobby_connect_only 0 in the server.cfg.  When I
start a game from the lobby it finds my server and connects with in a few
seconds.  IMHO it finds and connects to the server faster after the latest
patch.  I hope that helps.

> From: crazydog...@gmail.com
> Date: Sun, 3 May 2009 04:52:03 -0700
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Quick question about sv_search_key
> 
> That works fine for me too, except for getting random people.
> 
> It might be an issue with the server since I removed the searchkey and the
> steamgroup (just to be safe. It's not exclusive), and left it that way for
a
> few hours, and nobody connected...
> This is probably a question for a different conversation, but what could
> cause that? I can see the server fine through the server browser (in
> favorites), and myself and everyone I play with are able to connect to it
> just fine. Could something in sourcemod be doing this?
> 
> 
> On Sun, May 3, 2009 at 2:57 AM, Mike Zimmermann  wrote:
> 
> > It works fine for me though. I have the exact thing set on my server's
> > server.cfg:
> > *sv_search_key 1013,key:KEYHERE*
> >
> > And in my client's autoexec.cfg:
> > *sv_search_key KEYHERE*
> >
> > And I gets tons of random people and I can connect fine using just the
> > search key. It's full 90% of the time; I usually have to kick people off
so
> > I can get on. What do you get when you run sv_showtags? My server shows:
> >
> > Tags:
> >   Public :  empty,key:KEYHERE1013,coop,versus,survival
> >   Private:  empty,key:1013,key:KEYHERE1013,coop,versus,survival
> >
> > -Mike
> >
> >
> > On Sun, May 3, 2009 at 4:08 AM, Jonah Hirsch 
> > wrote:
> >
> > > Here's a quick update...
> > >
> > > I have sv_search_key is this:
> > >
> > > sv_search key "1013,key:MYKEYGOESHERE"
> > >
> > > both in the server *AND* in my client.
> > >
> > > I can connect to my server just fine (~80% of the time?) doing this.
> > >
> > > HOWEVER:
> > > I have only had a few (one or two) instances in the past week in which
> > > random people joined my server. Not even during the free couple of
days
> > > did I have people in my server except for people I knew.
> > >
> > >
> > >
> > > So, it seems that sv_search key "1013,key:MYKEYGOESHERE" does not work
> > > like intended. You will mostly get your server, but you will never
find
> > > another server if you're in a lobby when your server is being used,
and
> > > you will barely ever get other people in your server.
> > >
> > > Jonah Hirsch wrote:
> > > > I know this has been answered before, but it's a bit too specific to
> > > > read through all the sv_search_key messages for.
> > > >
> > > > True or false: When you have sv_search_key set, people who do NOT
have
> > > > it set can still connect to your server through a lobby.
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> 
> 
> 
> -- 
> Jonah Hirsch
> ---
> Sent from my Blackberry
> ___

Re: [hlds] Quick question about sv_search_key

2009-05-02 Thread Aaron Rapp
I've been working all morning on trying to rectify our server's Search Key
problem. 

I've followed everyone's advice in fixing the search key problem, but it
hasn't been fixed. 

This is what I've tried so far:

- sv_search_key "x" and sv_steamgroup x in the server.cfg
- just sv_search_key "" without steamgroup
- just sv_steamgroup  without search key
- sv_search_key  without using quotation marks
- tried the "1013,key:x" and that hasn't worked either

In the game, I've tried using the lobby matchmaking sv_search_key  with
and without quotation marks. 

I seriously can't get anything to work. I run 5 open servers and 1 private
servers, and the lobby won't find any of them. It'll just sit and search
forever and never stop. 

If anyone can shed some light, I'd be grateful. 

Thanks, 

Aaron Rapp

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Robert Whelan
Sent: Tuesday, April 28, 2009 6:32 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Quick question about sv_search_key

They still havn't adressed alltalk, you'd think it would be a priority or at
least get a nod

Mar 22 14:44:30 PDT 2009 [hlds] l4d sv_alltalk convar





From: Jonah Hirsch 
To: Half-Life dedicated Win32 server mailing list

Sent: Tuesday, April 28, 2009 12:08:40 AM
Subject: Re: [hlds] Quick question about sv_search_key

That was it. I installed a snapshot of SourceMod 1.2.1 without the 
Sourcemod tag, and I removed sv_alltalk 0 from my server.cfg, and that 
made enough room for this:

empty,grp:##i,key:1013,key:keey1013,coop,versus,survival


Roman S wrote:
> It's the issue with server tag string. When you specify both steamgroup
and
> search key, it may become too long (longer than 63 symbols) so some tags
get
> truncated - either steamgroup or key one. They have promised to fix it in
> SDK update by enabling more data to be sent to master servers (read the
> Survival DLC patch notes here). To view a list of tags, assigned to a
> running server, use sv_showtags - it only shows the working ones, so you
may
> find the missing.
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>  

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Re: [hlds] Harddrives which to choose

2009-04-30 Thread Aaron Rapp
I'm a noob when it comes to mailing lists, but is it possible to have a
filter, so to speak, that a moderator would allow a message through or
wouldn't allow it through? I know it sounds like a lot of work for a
moderator, but if there were 3 or 4 per list...it might ease up. 

I just think it's gotten incredibly ridiculous lately. I have a rule set in
my Outlook for all HLDS to go to one folder, but it's when it comes into my
blackberry that things get bogged down with pointless messages. 


Aaron Rapp


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
Sent: Thursday, April 30, 2009 3:30 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Harddrives which to choose

This is why we still can't have nice things.

I almost wish Valve would go to a forum now so I wouldn't have to read all
this crap in my inbox. People wonder why they were even considering it. I'd
rather deal with the slowness of the forums than deal with this crap.

Valve, can we get some administration here and terminate some failures from
our (once) nice mailing list?

Thanks!

On Thu, Apr 30, 2009 at 5:21 PM, Patrick Shelley wrote:

> On this occassion im not drunk, but i find it sooo amusing to see you
> defend
> your boyfriend i almost cant stop.
>
> You didnt like it when i mocked him did you? But as he does it on a
regular
> basis to other people i'll chime in and mock like he does to others.
>
> I think you need to get some perspective about being self centered, best
> off
> going to sleeper for that advice. The only selfishness im displaying here
> is
> a dis-courtesy to the others on the list by clogging them up with shite.
>
> I'll stop out of courtesy for the others, not because i dont want to spar
> with you all night.
>
> I wouldnt want to see you unsubscribe deary, or sleeper for that matter -
> after all, his contributions are as valuable as a chocolate tea pot.
>
> Go ahead, get the last word in - i'll let have that. Now is that being
self
> centered?
>
> By the way, how does sleeper's ass taste these days?
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
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Re: [hlds] Harddrives which to choose

2009-04-30 Thread Aaron Rapp
Valve...It would be very nice for you to get involved here. Remove these
people from the list and implement moderators. 

It would do a huge amount of good to the quality of feedback you would get
from this list. 

Aaron Rapp


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of f0rkz
Sent: Thursday, April 30, 2009 3:10 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Harddrives which to choose

Oooor I can just sit here and see how long it takes for you to pull  
out of your drunken stuper.  You were the one to start this and I am  
quite the stubborn ass when it comes to pricks like you.  Maybe I  
should just unsubscribe from this list since its you waving your dick  
around at everyone that doesn't join your cool club.  Oh pease can  
I become a self centered prick like you? Please?

On Apr 30, 2009, at 6:04 PM, Patrick Shelley wrote:

> Well , when you unsubscribe, can you take sleeper with you too?
>
> On Thu, Apr 30, 2009 at 10:59 PM, f0rkz  wrote:
>
>> Seeing as all you do is sit on here and bitch, yeah I am the real
>> girl.  I don't even know why I subscribe to the Win32 lists seems
>> nothing but bullshit flying around.  Mostly from your mouth.
>>
>> On Apr 30, 2009, at 5:57 PM, Patrick Shelley wrote:
>>
>>> Yeah, im sorry F0rkz, your a decent girl and i dont wanna hurt your
>>> feelings. You and sleeper make a great couple.
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list
>>> archives, please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>> f0rkz
>> f7lans.com - Not your moms marble madness
>>
>>
>> ___
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>> archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
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> archives, please visit:
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f0rkz
f7lans.com - Not your moms marble madness


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Re: [hlds] Harddrives which to choose

2009-04-30 Thread Aaron Rapp
Just stop. Seriously. You both could do this individually. Copy and paste
the people you hate and their email address...and flame away. 

Otherwise, you're just annoying the rest of us. 

Aaron Rapp


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of f0rkz
Sent: Thursday, April 30, 2009 2:33 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Harddrives which to choose

Seriously?? Piss off.  Aren't you the drunkard that apologized for  
being a drunk asshat on here? Yeah I think that is right.  Go do some  
shots and flame some more because thats all it will amount down to.   
You being a prick and us just dealing with you being a prick.

On Apr 30, 2009, at 3:48 PM, Patrick Shelley wrote:

> I promise to ***TRY** my hardest to ignore him and his girlfriend  
> F0rkz
> ___
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> archives, please visit:
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f0rkz
f7lans.com - Not your moms marble madness


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Re: [hlds] Harddrives which to choose

2009-04-30 Thread Aaron Rapp
Damn it...I wish this list had moderators. No post gets sent to the list,
unless a moderator approves it. 

That's the way to do it. 

Aaron Rapp


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kitteny Berk
Sent: Thursday, April 30, 2009 12:37 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Harddrives which to choose

lol, lovers.

f0rkz wrote:
> I can form my own opinions, thanks.  Piss off.
> Also, being as I am one of sleeper's IRL coworkers and friends there  
> is no fan club.  So piss off there as well.
> You in fact have been nothing but rude yourself, and for that piss off.
>
> On Apr 30, 2009, at 2:36 PM, Patrick Shelley wrote:
>
>   
>> Oh sorry, there seems to be some list members that actually enjoy  
>> sleepers
>> rudeness -
>>
>> Add 2 more to the obnoxious sleeper fanclub - Dustin Wyatt and F0rkz
>>
>> You're up to 3 people on the list who like you sleeper!! Well done!!
>> ___
>> To unsubscribe, edit your list preferences, or view the list  
>> archives, please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>> 
>
> f0rkz
> f7lans.com - Not your moms marble madness
>
>
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please visit:
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>   


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Re: [hlds] L4D bots after hibernation

2009-04-29 Thread Aaron Rapp
It sounded to me that they genuinely didn't know about this bug at all until
a couple days ago. He stated that they hadn't found this bug in their
testing, and had asked us for server logs showing the servers going into
this "bot hibernation" state. 

Aaron Rapp


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Wednesday, April 29, 2009 3:02 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] L4D bots after hibernation

And here we go. It's the TF2 mapchange bug all over again! Where's Karl?
These kids need some schooling on how to properly repeat the same
problem daily.


On Wed, 2009-04-29 at 17:56 -0400, Munra wrote:
> It be nicer If they did some testing before releasing Don't you think?
> 
> - Original Message - 
> From: "Aaron Rapp" 
> To: "'Half-Life dedicated Win32 server mailing list'" 
> 
> Sent: Wednesday, April 29, 2009 5:16 PM
> Subject: Re: [hlds] L4D bots after hibernation
> 
> 
> >I know this is being looked into at Valve. There's no ETA yet, though.
> >
> > They've procured some server logs from a couple people on the list.
> >
> > Aaron Rapp
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
> > Sent: Wednesday, April 29, 2009 2:10 PM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] L4D bots after hibernation
> >
> > Agreed. I took Sourcemod off my servers because I thought it might have 
> > been
> > causing issues.
> >
> > Even on vanilla servers it does this.
> >
> > Fix pl0x.
> >
> > On Wed, Apr 29, 2009 at 3:56 PM, Johan Andersson
> > wrote:
> >
> >> Bumping this issue to the top because it's very annoying.
> >>
> >> It happens every few hours now.
> >>
> >> --
> >> From: "-xL-Trinidad" 
> >> Sent: Tuesday, April 28, 2009 7:31 PM
> >> To: "Half-Life dedicated Win32 server mailing list"
> >> 
> >> Subject: Re: [hlds] L4D bots after hibernation
> >>
> >> > happens 1-3 times a day since the last big update. It's very annoying
> >> > cause the server shows full and no human palyers can join anymore.
Hope
> >> > Valve will fix this "soon"...
> >> >
> >> >  - Original Message -
> >> >  From: Adam Nowacki
> >> >  To: hlds@list.valvesoftware.com
> >> >  Sent: Tuesday, April 28, 2009 6:46 PM
> >> >  Subject: [hlds] L4D bots after hibernation
> >> >
> >> >
> >> >  Dropped xes1986(PL) from server (Disconnect by user.)
> >> >  Dropped Gardenian from server (Disconnect by user.)
> >> >  Dropped Wulfgar from server (Disconnect by user.)
> >> >  Entity 207 (class 'inferno') reported ENTITY_CHANGE_NONE but
> >> >  'm_hOwnerEntity' changed.
> >> >  Dropped ;-) from server (Disconnect by user.)
> >> >  Dropped [PL] mrTerdex from server (Disconnect by user.)
> >> >  Switching Survivor Bot 'Bill' from team 2 to SPECTATOR
> >> >  -> Player is now on team 1
> >> >  Switching Survivor Bot 'Francis' from team 2 to SPECTATOR
> >> >  -> Player is now on team 1
> >> >  Switching Survivor Bot 'Zoey' from team 2 to SPECTATOR
> >> >  -> Player is now on team 1
> >> >  Switching Survivor Bot 'Louis' from team 2 to SPECTATOR
> >> >  -> Player is now on team 1
> >> >  Switching Zombie 'o7' from team 3 to SURVIVOR
> >> >  -> Player is now on team 2
> >> >  Adding a survivor bot to fill out Survivor team
> >> >  Adding a survivor bot to fill out Survivor team
> >> >  Adding a survivor bot to fill out Survivor team
> >> >  Couldn't find any entities named shotgun1, which point_template
> >> >  guns_position1 is specifying.
> >> >  Couldn't find any entities named rifle1, which point_template
> >> >  guns_position1 is specifying.
> >> >  Couldn't find any entities named sniper1, which point_template
> >> >  guns_position1 is specifying.
> >> >  Couldn't find any entities named rifle3, which point_template
> >> >  guns_position3 is specifying.
>

Re: [hlds] L4D bots after hibernation

2009-04-29 Thread Aaron Rapp
I know this is being looked into at Valve. There's no ETA yet, though. 

They've procured some server logs from a couple people on the list. 

Aaron Rapp

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
Sent: Wednesday, April 29, 2009 2:10 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] L4D bots after hibernation

Agreed. I took Sourcemod off my servers because I thought it might have been
causing issues.

Even on vanilla servers it does this.

Fix pl0x.

On Wed, Apr 29, 2009 at 3:56 PM, Johan Andersson
wrote:

> Bumping this issue to the top because it's very annoying.
>
> It happens every few hours now.
>
> --
> From: "-xL-Trinidad" 
> Sent: Tuesday, April 28, 2009 7:31 PM
> To: "Half-Life dedicated Win32 server mailing list"
> 
> Subject: Re: [hlds] L4D bots after hibernation
>
> > happens 1-3 times a day since the last big update. It's very annoying
> > cause the server shows full and no human palyers can join anymore. Hope
> > Valve will fix this "soon"...
> >
> >  - Original Message -
> >  From: Adam Nowacki
> >  To: hlds@list.valvesoftware.com
> >  Sent: Tuesday, April 28, 2009 6:46 PM
> >  Subject: [hlds] L4D bots after hibernation
> >
> >
> >  Dropped xes1986(PL) from server (Disconnect by user.)
> >  Dropped Gardenian from server (Disconnect by user.)
> >  Dropped Wulfgar from server (Disconnect by user.)
> >  Entity 207 (class 'inferno') reported ENTITY_CHANGE_NONE but
> >  'm_hOwnerEntity' changed.
> >  Dropped ;-) from server (Disconnect by user.)
> >  Dropped [PL] mrTerdex from server (Disconnect by user.)
> >  Switching Survivor Bot 'Bill' from team 2 to SPECTATOR
> >  -> Player is now on team 1
> >  Switching Survivor Bot 'Francis' from team 2 to SPECTATOR
> >  -> Player is now on team 1
> >  Switching Survivor Bot 'Zoey' from team 2 to SPECTATOR
> >  -> Player is now on team 1
> >  Switching Survivor Bot 'Louis' from team 2 to SPECTATOR
> >  -> Player is now on team 1
> >  Switching Zombie 'o7' from team 3 to SURVIVOR
> >  -> Player is now on team 2
> >  Adding a survivor bot to fill out Survivor team
> >  Adding a survivor bot to fill out Survivor team
> >  Adding a survivor bot to fill out Survivor team
> >  Couldn't find any entities named shotgun1, which point_template
> >  guns_position1 is specifying.
> >  Couldn't find any entities named rifle1, which point_template
> >  guns_position1 is specifying.
> >  Couldn't find any entities named sniper1, which point_template
> >  guns_position1 is specifying.
> >  Couldn't find any entities named rifle3, which point_template
> >  guns_position3 is specifying.
> >  Couldn't find any entities named shotgun3, which point_template
> >  guns_position3 is specifying.
> >  Couldn't find any entities named sniper3, which point_template
> >  guns_position3 is specifying.
> >  Couldn't find any entities named rifle4, which point_template
> >  guns_position4 is specifying.
> >  Couldn't find any entities named shotgun4, which point_template
> >  guns_position4 is specifying.
> >  Couldn't find any entities named sniper4, which point_template
> >  guns_position4 is specifying.
> >  CreateInstance called on a point_template that has no templates:
> >  guns_position1
> >  Dropped o7 from server (Disconnect by user.)
> >  Switching Survivor Bot 'Francis' from team 2 to SPECTATOR
> >  -> Player is now on team 1
> >  Switching Survivor Bot 'Zoey' from team 2 to SPECTATOR
> >  -> Player is now on team 1
> >  Switching Survivor Bot 'Bill' from team 2 to SPECTATOR
> >  -> Player is now on team 1
> >  Switching Survivor Bot 'Louis' from team 2 to SPECTATOR
> >  -> Player is now on team 1
> >  Adding a survivor bot to fill out Survivor team
> >  Adding a survivor bot to fill out Survivor team
> >  Adding a survivor bot to fill out Survivor team
> >  Adding a survivor bot to fill out Survivor team
> >  Couldn't find any entities named shotgun1, which point_template
> >  guns_position1 is specifying.
> >  Couldn't find any entities named rifle1, which point_template
> >  guns_position1 is specifying.
> >  Couldn't find any entities named sniper1, which point_template
> >

Re: [hlds] Left 4 Dead update available

2009-04-27 Thread Aaron Rapp
Do you have a link to that plugin? And I haven't seen Neph on here for quite
a while. Last message I have from him in end of March. 

Aaron Rapp


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Brent Veal
Sent: Monday, April 27, 2009 8:02 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Left 4 Dead update available

My servers are running fine with the new update. Although I have the NephDSU
plugin installed that prevents timeouts between map changes. Perhaps that's
making a difference

On Mon, Apr 27, 2009 at 7:54 PM, Aaron Rapp  wrote:

> Yea...this update even more fubar'd our servers. Once the server pings the
> reservation cookie...it freezes. Takes about 5-10 minutes before it
> happens,
> but it happens.
>
> Win2003 server. Vanilla L4D servers. Help
>
> Regards,
>
> Aaron Rapp
>
>
> -Original Message-
> From:
hlds-boun...@list.valvesoftware.com<https://mail.google.com/mail?view=cm&tf=
0&to=hlds-boun...@list.valvesoftware.com>
>
[mailto:hlds-boun...@list.valvesoftware.com<https://mail.google.com/mail?vie
w=cm&tf=0&to=hlds-boun...@list.valvesoftware.com>]
> On Behalf Of chris bernard
> Sent: Monday, April 27, 2009 7:37 PM
> To:
hlds@list.valvesoftware.com<https://mail.google.com/mail?view=cm&tf=0&to=hld
s...@list.valvesoftware.com>
> Subject: Re: [hlds] Left 4 Dead update available
>
>
> I just updated my L4d server with todays patch and my friends and I jumped
> on it to play versus mode.  There was 7 of us.  After finishing the 2nd
> level on Blood Harvest srcds.exe crashed and everyone went CI then
> disconnected.  Its never done that before.  Is it doing this for anyone
> else?
>
> > From:
jas...@valvesoftware.com<https://mail.google.com/mail?view=cm&tf=0&to=jasonr
@valvesoftware.com>
> > To:
hlds@list.valvesoftware.com<https://mail.google.com/mail?view=cm&tf=0&to=hld
s...@list.valvesoftware.com>;
>
hlds_li...@list.valvesoftware.com<https://mail.google.com/mail?view=cm&tf=0&;
to=hlds_li...@list.valvesoftware.com>
> > Date: Mon, 27 Apr 2009 18:00:12 -0700
> > Subject: [hlds] Left 4 Dead update available
> >
> > A recommended update for Left 4 Dead is now available.  Please run
> hldsupdatetool to receive it.  The specific changes include:
> >
> > - Removed a survival related command exploit
> > - Achievements with multiple criteria can now be expanded to show
> progress
> > - mp_gamemode is now included with other console variables for server
> logging
> >
> > Jason
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
>
> _
> Rediscover HotmailR: Get quick friend updates right in your inbox.
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ates2_042009<http://windowslive.com/RediscoverHotmail?ocid=TXT_TAGLM_WL_HM_R
ediscover_Upd%0Aates2_042009>
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Re: [hlds] Left 4 Dead update available

2009-04-27 Thread Aaron Rapp
Yea...this update even more fubar'd our servers. Once the server pings the
reservation cookie...it freezes. Takes about 5-10 minutes before it happens,
but it happens. 

Win2003 server. Vanilla L4D servers. Help

Regards, 

Aaron Rapp


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of chris bernard
Sent: Monday, April 27, 2009 7:37 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Left 4 Dead update available


I just updated my L4d server with todays patch and my friends and I jumped
on it to play versus mode.  There was 7 of us.  After finishing the 2nd
level on Blood Harvest srcds.exe crashed and everyone went CI then
disconnected.  Its never done that before.  Is it doing this for anyone
else?

> From: jas...@valvesoftware.com
> To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
> Date: Mon, 27 Apr 2009 18:00:12 -0700
> Subject: [hlds] Left 4 Dead update available
> 
> A recommended update for Left 4 Dead is now available.  Please run
hldsupdatetool to receive it.  The specific changes include:
> 
> - Removed a survival related command exploit
> - Achievements with multiple criteria can now be expanded to show progress
> - mp_gamemode is now included with other console variables for server
logging
> 
> Jason
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds

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Re: [hlds] Left 4 Dead update available

2009-04-27 Thread Aaron Rapp
Hi Jason, 

Any word on the fix for idle servers being filled by bots?

Aaron Rapp

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Monday, April 27, 2009 6:00 PM
To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
Subject: [hlds] Left 4 Dead update available

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

- Removed a survival related command exploit
- Achievements with multiple criteria can now be expanded to show progress
- mp_gamemode is now included with other console variables for server
logging

Jason

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Re: [hlds] Much more Server Crashes since DLC Update (windows)

2009-04-26 Thread Aaron Rapp
Ditto. I'm having to restart servers all the time just to get them filled up
again. 

Aaron Rapp

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of -xL-Trinidad
Sent: Sunday, April 26, 2009 7:18 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Much more Server Crashes since DLC Update (windows)

Yes, same here.

  - Original Message - 
  From: TheNob HLDS 
  To: HLDS Mailing List 
  Sent: Sunday, April 26, 2009 2:44 PM
  Subject: [hlds] Much more Server Crashes since DLC Update (windows)


  Hi,

  I am noticing much more server crashes since the DLC Update this week.
  (beside the bug, that sometimes a server stays "used" by 4 NPC (Louic,
  Francis, Bill) )

  WinS 2008 Std.

  I have one installation running multiple l4d-server instances.

  Anybody else?

  Thx, Greetings
  TheNob
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Re: [hlds] Team Fortress 2 Update Released

2009-04-20 Thread Aaron Rapp
I'm getting a "Lan Servers are restricted to local clients only."

Server is set to sv_lan 0   but still can't get clients to connect. 

Aaron Rapp

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Yaakov Smith
Sent: Monday, April 20, 2009 5:45 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Team Fortress 2 Update Released

Sounds dangerous. You can delete unlocks, and never get them back? And what
is the Backpack menu?

Thanks for Reset Stats :D

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Tuesday, 21 April 2009 10:33 AM
To: Half-Life dedicated Win32 server mailing list;
hlds_li...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
Subject: [hlds] Team Fortress 2 Update Released

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

Game Changes:
- Reworked the character loadout screens to support future features.
- Added the ability for players to permanently delete items from their
inventory using the new Backpack menu. This does not reset achievements.
Once an item has been deleted it can never be re-earned
- Added the ability for players to reset their player stats using the Reset
Stats button on the Stats menu. This does not reset achievements
- Added a "player_teleported" game event that is sent when a player is
teleported
- Updated cp_junction_final to score per-capture instead of per-round. This
fixes the map not working correctly with Tournament mode and the stopwatch
- Scouts now drop the flag if they're carrying it when they start phasing

Fixes:
- Fixed instances where Steam connection problems would cause some unlocked
items to be unusable
- Fixed the custom crosshair menu not clearing itself when "None" is
selected for non-English clients
- Fixed warning about not being able to execute skill1.cfg when starting the
dedicated server

Jason



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__ Information from ESET Smart Security, version of virus signature
database 4021 (20090420) __

The message was checked by ESET Smart Security.

http://www.eset.com
 
 

__ Information from ESET Smart Security, version of virus signature
database 4021 (20090420) __

The message was checked by ESET Smart Security.

http://www.eset.com
 


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Re: [hlds] PING (2)

2009-04-06 Thread Aaron Rapp
Haha Ha HaI almost died laughing. >_> (Sarcasm present)

Aaron Rapp

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Spencer 'voogru'
MacDonald
Sent: Monday, April 06, 2009 3:20 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] PING (2)

Strange, valve posted a few announcements in the last 30 hours.

TF2 is being bought by EA and they will be selling the unlocks for
$1.99/monthly subscription. I locked in a 6 month subscription for just 5.99
though. I highly recommend it.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of MeZelf
Sent: Monday, April 06, 2009 6:15 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: [hlds] PING (2)

Strangely(?) not receiving emails for the past 30hrs...
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Re: [hlds] Half-Life dedicated Win32 server mailing list

2009-03-25 Thread Aaron Rapp
Someone please ban this person. 

Aaron Rapp


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of h...@f0rkznet.net
Sent: Wednesday, March 25, 2009 1:14 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Half-Life dedicated Win32 server mailing list

More, SHUT THE FUCK UP YOU NIGGER:
http://www.youtube.com/watch?v=VZFtzNbAR3s
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Re: [hlds] L4D Client Update

2009-03-15 Thread Aaron Rapp
Richard, 

Let me ask you. What game, from Valve, has been run without the need of
server admins? I'm not sure I can name any. 

Then...all of a sudden, when a game developed by Valve, but published by
EAnow they have their own servers?

It definitely doesn't sound like something Valve would have come up with.
There is no hard evidence that shows that EA is a part of these shenanigans,
but...let's look at it with common sense. EA is the publisher, and now there
is no need for server admins. 

2+2=4

Aaron Rapp

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Richard Eid
Sent: Sunday, March 15, 2009 3:38 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] L4D Client Update

gameadmin,

I disagree.  I can't tell you how many times I started a Lobby, filled it,
let the Lobby being a server search, then ended up on some random, modified
server.  I could probably count on one hand the number of times I played on
an official Valve server before this recent change.

Now I'm not trying to bash every Left 4 Dead server out there, because I
ended up on  more good ones than bad ones.  But I know for a fact that
official servers were not the default choice of the Lobby system.  Not even
from day one.  On release day, as soon as the issues with Windows Left 4
Dead servers were corrected, I fired up two of them and they stayed packed
for a few days straight.

I believe that before this change, the option of "Best Available Dedicated"
was the default(and only) setting.  In this case, you may still end up on a
Valve server, but definitely no guarantees.  This is what I experienced
throughout all of my Left 4 Dead playtime.

Robert,

I see your point and can definitely attest to running into a lot of
undesirables out there in the random public games.  The thing is, unless you
have your own server and choose to play on it through the use of a
search_key or whatever method you use to get to it, you'll run into this on
any server you go to unless you only and always play games with your
friends.  You're never guaranteed to see an admin anywhere.  Not in Left 4
Dead, not in TF2, not anywhere.  At least we have the Vote Kick system
available by default, though this is also a well abused feature in public
servers.  So it's good that you won't be in public servers because who needs
a headache like that, right?  Play on your own server.  That's why you have
it!

You have to start looking towards the future anyway.  The SDK will be out
soon and all sorts of changes will be made to the base gameplay of Left 4
Dead without anybody ever knowing until they just run into it and declare
Left 4 Dead a horrible game.  With the default being Official Dedicated, you
will at least know that you're getting into a plain old regular game instead
of possibly(most likely) an ultra-modified game.  This is simply a way for
Valve to protect their investment, without really harming anybody in the
process.

Think about it...who really cares if your Left 4 Dead server sits empty?  If
you got one, it's more than likely that you got it so that you and some
friends could get together and play on it.  I don't know what the obsession
is with having your server packed full all the time.  Yeah, I noticed it
during release, cool.  But if I wanted to actually play on it, I'd have to
kick someone else that may have already invested a bunch of time into a
campaign.  Or maybe they were playing with friends.  Or whatever.  But it
was never really empty so I could start a new game on it.  I sometimes
prayed that it would empty out so I didn't have to feel bad about kicking
someone so I could join an in-progress game.

Seriously, could someone please answer the following question for me?

What is the obsession with having your server, no matter the game, packed
full all day and all night?  Is this that much a measure of your
self-worth?  I always thought people started servers so they had their own
place to play with their own rules.  What does it matter if people come
around or not?  If you don't have enough friends to have a friendly game of
whatever, why did you start one in the first place?

This is seriously something that's bugging me and I'm trying to find out why
having a full server is so important.  It's been consuming me lately and I
have yet to find an answer.

Aaron,

You're going to have to explain to me where EA sits in all this.  This is a
Valve game with servers hosted by Valve(and a lot of us).  Could you please
provide some linkage to where EA fits into any of this besides distribution
at retail?

Steve,

I'm not sure where you got the idea that I, personally, wrote what you
quoted.  That's taken directly from the news page on the Steam site.  I
merely linked to it.

And as far as "better", what is your definition of t

Re: [hlds] L4D Client Update

2009-03-15 Thread Aaron Rapp
I'd like to consider it, but I'm not sure you know the answer to it either. 

So, the question still remains. How many servers are ran out of the
somebody's basement on a shitty connection?

Wouldn't it be smarter to give the user the ability to select their region?
I've been assigned to many servers that were nowhere near where I'm playing
and that was the reason behind the bad connections. 

There has to be a better way to do this, besides making our servers second
rate. Because EA is in charge of this (and you know that's how they're
getting their own "official servers"), the rest of us don't get to take part
in it? Sounds fubar'd to me. 

Aaron Rapp


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Robert Whelan
Sent: Sunday, March 15, 2009 11:24 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] L4D Client Update

Quote: "Yea...it's not official but it's definitely the same as the
officials."


Consider how many servers are vanilla yet are ran out of somebodies basement
on a shitty connection though...





From: Aaron Rapp 
To: Half-Life dedicated Win32 server mailing list

Sent: Sunday, March 15, 2009 12:13:32 PM
Subject: Re: [hlds] L4D Client Update

Wellas if this game couldn't get any worse, at least in terms of
community building. Yes, we can have servers that our own community members
can use, but now we can't attract new members. There's already a vote on our
forums on taking down the L4D servers. 

Shouldn't there be a way to, like TF2 servers, to be seen as a vanilla
server, if, in fact, you are a vanilla server? Yea...it's not official but
it's definitely the same as the officials.

Valve, it would be nice if you never work with EA again please. Somehow,
I've always had this feeling that the reason this game is the way it
is...comes from some low IQ people over there at EA. You guys are smarter
than that.  

Aaron Rapp

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Richard Eid
Sent: Sunday, March 15, 2009 10:02 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] L4D Client Update

http://store.steampowered.com/news/2349/

That's what is going on.  Left 4 Dead players are now going to official
servers by default.  Since the nature of the lobby system would allow for
people to end up on any random server out there, the Left 4 Dead experience
was being ruined by modded servers.  If you create a lobby and look under
Game Settings, you now have the options of Official Dedicated(default), Best
Available Dedicated and Local Server.  It's now up to the player to decide
which type of server he or she wants to end up on.

My guess, which can't be all that far off just by noticing what's been
mentioned here on HLDS, is that players are using the default of Official
Dedicated because it guarantees them the cleanest experience possible.

                                                    -Richard Eid


On Sun, Mar 15, 2009 at 7:17 AM, Mark Edwards
wrote:

> Zero players on our three L4D servers in the 48 hours or so since the
> second
> update.  What is going on?
>
> >> > From: Admin Bob 
> >> > To: Half-Life dedicated Win32 server mailing list
> >> > 
> >> > Sent: Saturday, March 14, 2009 7:48:41 AM
> >> > Subject: Re: [hlds] L4D Client Update
> >> >
> >> > Still empty. Still getting errors:
> >> > A2C_print from 68.142.72.250:2701
> >> > Bad challenge
> >> >
> >> > -Original Message-
> >> > From: hlds-boun...@list.valvesoftware.com
> >> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Adam
> Nowacki
> >> > Sent: Saturday, March 14, 2009 2:09 AM
> >> > To: Half-Life dedicated Win32 server mailing list
> >> > Subject: Re: [hlds] L4D Client Update
> >> >
> >> > Blood Letter wrote:
> >> > > So did this update fix the empty server issue for anyone?
> >> > > Mine is still bone dry.
> >> >
> >> > Maybe because people want to play on official servers? The search
> works
> >> > now and will actually fall back to non-official servers thanks to a
> >> > longer search timeout.
> >> >
> >> > ___
> >> > To unsubscribe, edit your list preferences, or view the list
archives,
> >> > please visit:
> >> > http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
>
> __

Re: [hlds] L4D Client Update

2009-03-15 Thread Aaron Rapp
Wellas if this game couldn't get any worse, at least in terms of
community building. Yes, we can have servers that our own community members
can use, but now we can't attract new members. There's already a vote on our
forums on taking down the L4D servers. 

Shouldn't there be a way to, like TF2 servers, to be seen as a vanilla
server, if, in fact, you are a vanilla server? Yea...it's not official but
it's definitely the same as the officials.

Valve, it would be nice if you never work with EA again please. Somehow,
I've always had this feeling that the reason this game is the way it
is...comes from some low IQ people over there at EA. You guys are smarter
than that.  

Aaron Rapp

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Richard Eid
Sent: Sunday, March 15, 2009 10:02 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] L4D Client Update

http://store.steampowered.com/news/2349/

That's what is going on.  Left 4 Dead players are now going to official
servers by default.  Since the nature of the lobby system would allow for
people to end up on any random server out there, the Left 4 Dead experience
was being ruined by modded servers.  If you create a lobby and look under
Game Settings, you now have the options of Official Dedicated(default), Best
Available Dedicated and Local Server.  It's now up to the player to decide
which type of server he or she wants to end up on.

My guess, which can't be all that far off just by noticing what's been
mentioned here on HLDS, is that players are using the default of Official
Dedicated because it guarantees them the cleanest experience possible.

-Richard Eid


On Sun, Mar 15, 2009 at 7:17 AM, Mark Edwards
wrote:

> Zero players on our three L4D servers in the 48 hours or so since the
> second
> update.  What is going on?
>
> >> > From: Admin Bob 
> >> > To: Half-Life dedicated Win32 server mailing list
> >> > 
> >> > Sent: Saturday, March 14, 2009 7:48:41 AM
> >> > Subject: Re: [hlds] L4D Client Update
> >> >
> >> > Still empty. Still getting errors:
> >> > A2C_print from 68.142.72.250:2701
> >> > Bad challenge
> >> >
> >> > -Original Message-
> >> > From: hlds-boun...@list.valvesoftware.com
> >> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Adam
> Nowacki
> >> > Sent: Saturday, March 14, 2009 2:09 AM
> >> > To: Half-Life dedicated Win32 server mailing list
> >> > Subject: Re: [hlds] L4D Client Update
> >> >
> >> > Blood Letter wrote:
> >> > > So did this update fix the empty server issue for anyone?
> >> > > Mine is still bone dry.
> >> >
> >> > Maybe because people want to play on official servers? The search
> works
> >> > now and will actually fall back to non-official servers thanks to a
> >> > longer search timeout.
> >> >
> >> > ___
> >> > To unsubscribe, edit your list preferences, or view the list
archives,
> >> > please visit:
> >> > http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
>
> ___
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> please visit:
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Re: [hlds] Team Fortress 2 Update Released

2009-03-13 Thread Aaron Rapp
Unfortunately, I think it broke MA/SM. Not sure which one. With those
enabled, I'm getting the following error. 

(SERVER) LoadItems on Account 25424108 returned FAILCODE of 3
(k_EItemRequestRes
ultTimeout).

Otherwise, without the mods enabled, vanilla server, is running fine. 

Regards, 

Aaron Rapp


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: Friday, March 13, 2009 3:30 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Team Fortress 2 Update Released

It doesn't seem like this fixed the need for -NoQueuedPacketThread.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Friday, March 13, 2009 3:26 PM
To: Half-Life dedicated Win32 server mailing list;
hlds_li...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
Subject: [hlds] Team Fortress 2 Update Released

The required update to Team Fortress 2 has been released.  Please run
hldsupdatetool to receive it.  The specific changes include:

- Players who are stunned by a Scout now take 50% less damage
- Increased the minimum distance to stun a player with the Sandman
- Fixed problem where clients were unable to join a team or maintain a
connection to the server
- Fixed Scout taunt kill achievement firing for people who didn't actually
qualify
- Fixed client crash in when creating muzzle flash effects
- Fixed client crash when determining which disguise weapon to use for a spy
- Fixed Natascha's chain not being drawn on the view model
- Fixed stun code regression that resulted in a subtle reduction of
Natascha's slowdown effect
- Fixed rocket & grenade jumps not propelling players as far as they're
supposed to

And again, you no longer and should not be running your server with
"-NoQueuedPacketThread".

Jason

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Re: [hlds] Left 4 Dead Update Available

2009-03-13 Thread Aaron Rapp
Msleeper, 

You were right. We still had the setmaster in there, so I took it out. I ran
the update on the server, again. 

Unfortunately, I'm not getting the original "A2C_PRINT" issue, but the
servers are still sitting empty. 

Aaron Rapp

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Stiehm
Sent: Friday, March 13, 2009 2:38 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Left 4 Dead Update Available

Ok sounds good thank you guys for your input on this.

Kenny Loggins
ClanAO.com

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Friday, March 13, 2009 4:27 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Left 4 Dead Update Available

NIO DEWD WE MUST BLAME TEH PLUGINZ

Running 19 servers here all with MM+SM, they are all getting traffic at
normal Lobby rates. Make sure you don't have any of that setmaster crap
in your configs that was posted a few days ago. It worked before this
patch but it might not now.

Also, make sure you actually updated to the most recent version, version
number won't change. It wasn't a required update for some reason, but if
you don't then your shit is still broke.


On Fri, 2009-03-13 at 16:20 -0500, Admin Bob wrote:
> I don't believe it is sourcemod that is causing this.  I decided to delete
> and reinstall my server.  I did not install sourcemod, and I'm still not
> getting any players.
> 
> Some people claim that their server are still up and running and it's
> because they are vanilla, but I've played on sourcemod servers since this
> has been going on.  It seems to be happening to some, but not all servers.
> 
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Stiehm
> Sent: Friday, March 13, 2009 4:04 PM
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: Re: [hlds] Left 4 Dead Update Available
> 
> So what's the deal with sourcemod and L4D? I have about 22 servers that
are
> always full. Have been online since day one and they all site empty now?!?
> Not even one player in all 22 servers? Did I miss something? Is the
> sourcemod tag affecting the ability for the lobby to send me players? This
> was all working great up till last night and I made no changes
> 
> Any information would much appreciated and thank you in advance.
> 
> 
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of TheNob
> Sent: Friday, March 13, 2009 11:17 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Left 4 Dead Update Available
> 
> Yes! Some feedback from Valve would be nice :(
> 
> Some active threads in the steam forum:
> 
> http://forums.steampowered.com/forums/showthread.php?t=821502
> http://forums.steampowered.com/forums/showthread.php?p=9392051
> http://forums.steampowered.com/forums/showthread.php?p=9389611
> 
> 
> 
> 2009/3/13 Robert Whelan 
> 
> > Hell, I'd be happy if they just acknowledge the damn problem.
> >
> >
> >
> >
> 
> 
> 
> ___
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> please visit:
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> 
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Re: [hlds] Left 4 Dead Update Available

2009-03-12 Thread Aaron Rapp
Sothe question is now. Why isn't every L4D admin screaming about this?
My servers are vanilla as well, so I'm not sure what else there could be
that could be causing it. 

Nephdoes any of this make sense? Should we try putting in a convar that
manually connects to the master servers?

Aaron Rapp

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Marlon Wolterink
Sent: Thursday, March 12, 2009 6:07 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Left 4 Dead Update Available

Exactly the same behavior here.
All l4d servers empty.
Running sourcemod 1.2.0, metamod source 1.7.1.
On Both linux and win2003 servers.


Adding master server 69.28.140.247:27011
Adding master server 72.165.61.189:27011
Connection to Steam servers successful.
?? VAC secure mode is activated.

A2C_PRINT from 69.28.140.247:27011 :
Bad challenge.
A2C_PRINT from 72.165.61.189:27011 :
Bad challenge.
A2C_PRINT from 72.165.61.189:27011 :
Bad challenge.
A2C_PRINT from 72.165.61.189:27011 :


-Oorspronkelijk bericht-
Van: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] Namens
hlds-requ...@list.valvesoftware.com
Verzonden: Friday, March 13, 2009 2:04 AM
Aan: hlds@list.valvesoftware.com
Onderwerp: hlds Digest, Vol 13, Issue 74

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Today's Topics:

   1. Re: Left 4 Dead Update Available (Aaron Rapp)
   2. Re: TF2 Blog Post: Server Scoring (1nsane)
   3. Re: TF2 Blog Post: Server Scoring (Nephyrin Zey)
   4. Re: TF2 Blog Post: Server Scoring (Nephyrin Zey)
   5. Re: TF2 Blog Post: Server Scoring (1nsane)


--

Message: 1
Date: Fri, 13 Mar 2009 00:59:24 +
From: "Aaron Rapp" 
Subject: Re: [hlds] Left 4 Dead Update Available
To: "Half-Life dedicated Win32 server mailing list"

Message-ID:

<1605132566-1236905960-cardhu_decombobulator_blackberry.rim.net-1462185578-@
bxe1025.bisx.prod.on.blackberry>

Content-Type: text/plain; charset="Windows-1252"

I'm getting the same exact behavior. Is everyone else getting the same
thing?
Sent from my Verizon Wireless BlackBerry

-Original Message-
From: Robert Whelan 

Date: Thu, 12 Mar 2009 17:21:04 
To: Half-Life dedicated Win32 server mailing
list
Subject: Re: [hlds] Left 4 Dead Update Available


I'm in the same boat... all my server are usually full though after todays
update there all empty. I to a peak in the console and it isn't pretty!


?
Adding master server 69.28.140.247:27011
Adding master server 72.165.61.189:27011
Connection to Steam servers successful.
?? VAC secure mode is activated.

A2C_PRINT from 69.28.140.247:27011 :
Bad challenge.
A2C_PRINT from 72.165.61.189:27011 :
Bad challenge.
A2C_PRINT from 72.165.61.189:27011 :
Bad challenge.
A2C_PRINT from 72.165.61.189:27011 :


And it goes on and on and on



From: Admin Bob 
To: Half-Life dedicated Win32 server mailing list

Sent: Thursday, March 12, 2009 7:05:32 PM
Subject: Re: [hlds] Left 4 Dead Update Available

Even after the update we had last night, I was getting traffic on my server.
After the update we had today, I haven't had any traffic since.? I don't
even have sv_search_key set.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Thursday, March 12, 2009 3:31 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Left 4 Dead Update Available

Looks like this works for me, my servers are slowly getting traffic. It
also looks like you guys fixed the AI Bots showing up and possibly
keeping real players from joining. Great work!


On Thu, 2009-03-12 at 13:16 -0700, Jason Ruymen wrote:
> Left 4 Dead has been updated.? This is not required, but certainly
recommended.? Please run hldsupdatetool to receive it.? The specific changes
include:
> 
> - Fixed sv_search_key appearing in server browser
> - Fixed issue where changing the sv_search_key did not update the master
correctly
> - Fixed master server issue with Linux fork mode that affected
availability of Valve dedicated servers
> - Tank melee attack can now hit multiple Survivors in one swing
> 
> 
> Jason
> 
>___
> To uns

Re: [hlds] Left 4 Dead Update Available

2009-03-12 Thread Aaron Rapp
I'm getting the same exact behavior. Is everyone else getting the same thing?
Sent from my Verizon Wireless BlackBerry

-Original Message-
From: Robert Whelan 

Date: Thu, 12 Mar 2009 17:21:04 
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Left 4 Dead Update Available


I'm in the same boat... all my server are usually full though after todays 
update there all empty. I to a peak in the console and it isn't pretty!


 
Adding master server 69.28.140.247:27011
Adding master server 72.165.61.189:27011
Connection to Steam servers successful.
   VAC secure mode is activated.

A2C_PRINT from 69.28.140.247:27011 :
Bad challenge.
A2C_PRINT from 72.165.61.189:27011 :
Bad challenge.
A2C_PRINT from 72.165.61.189:27011 :
Bad challenge.
A2C_PRINT from 72.165.61.189:27011 :


And it goes on and on and on



From: Admin Bob 
To: Half-Life dedicated Win32 server mailing list 
Sent: Thursday, March 12, 2009 7:05:32 PM
Subject: Re: [hlds] Left 4 Dead Update Available

Even after the update we had last night, I was getting traffic on my server.
After the update we had today, I haven't had any traffic since.  I don't
even have sv_search_key set.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Thursday, March 12, 2009 3:31 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Left 4 Dead Update Available

Looks like this works for me, my servers are slowly getting traffic. It
also looks like you guys fixed the AI Bots showing up and possibly
keeping real players from joining. Great work!


On Thu, 2009-03-12 at 13:16 -0700, Jason Ruymen wrote:
> Left 4 Dead has been updated.  This is not required, but certainly
recommended.  Please run hldsupdatetool to receive it.  The specific changes
include:
> 
> - Fixed sv_search_key appearing in server browser
> - Fixed issue where changing the sv_search_key did not update the master
correctly
> - Fixed master server issue with Linux fork mode that affected
availability of Valve dedicated servers
> - Tank melee attack can now hit multiple Survivors in one swing
> 
> 
> Jason
> 
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Re: [hlds] Team Fortress 2 Update Released

2009-03-06 Thread Aaron Rapp
I am getting frequent freezes. Server freezes and doesn't shut down, keeping
TCAdmin from restarting it. Vanilla Server. I am using
-NoQueuedUpdateThread. I've restarted the server without it to see if it
helps, but there is something definitely wrong here. 

Please fix this before the weekend. 

Aaron Rapp

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ryan Mannion
Sent: Friday, March 06, 2009 6:56 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Released

With -NoQueuedUpdateThread, players are also frequently dropped with a
Net Buffer Overflow error.

Ryan

On Fri, Mar 6, 2009 at 6:51 PM, Ryan Mannion  wrote:
> I can confirm EXTREME lag spikes with NoQueuedUpdateThread.
> Unfortunately, it's lag spikes or no gameplay at all.
>
> Ryan
>
> On Fri, Mar 6, 2009 at 6:30 PM, Tony Paloma 
wrote:
>> NoQueuedUpdateThread makes large amounts of action incredibly laggy.
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
>> Sent: Friday, March 06, 2009 5:50 PM
>> To: Half-Life dedicated Win32 server mailing list;
>> hlds_li...@list.valvesoftware.com; hlds_annou...@list.valvesoftware.com
>> Subject: [hlds] Team Fortress 2 Update Released
>>
>> The required update for Team Fortress 2 has been released.  Please run
>> hldsupdatetool to receive it.  The specific changes include:
>>
>>  - You can now duck twice in the air. Scout double jumps reset the in-air
>> jump counts
>>  - Increased the jump velocity to account for the tuned bounding box
sizes.
>> Jump height should now match the prior-to-last-update heights
>> Added "tf_clamp_airducks" convar, set to 1 by default
>>   - Setting it to 0 will remove all constraints on ducking while in the
>> air. Useful for servers running RJ challenge maps.
>>
>> Jason
>>
>>
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Re: [hlds] Team Fortress 2 Update Available

2009-02-24 Thread Aaron Rapp
Been sitting here for 10 minutesand the update has not begun. It's just
sitting there doing nothing. I've restarted the updated on one of our
servers, but that didn't make any difference. 

It was slow before, on the other big updates, but not like this. 

Aaron Rapp

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Ferraro
Sent: Tuesday, February 24, 2009 7:28 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2 Update Available


W00t!


http://www.kodakgallery.com/MyGallery.jsp?UV=857854016401_435421107306
 



 

> From: jas...@valvesoftware.com
> To: hlds@list.valvesoftware.com; hlds_li...@list.valvesoftware.com;
hlds_annou...@list.valvesoftware.com
> Date: Tue, 24 Feb 2009 19:19:32 -0800
> Subject: [hlds] Team Fortress 2 Update Available
> 
> The required update for Team Fortress 2 is now live. Please run
hldsupdatetool to receive it. The specific changes include:
> 
> New features:
> - Added The Force-A-Nature, The Sandman, and Bonk!
> - Added 35 new Scout achievements.
> - Added crit boosted on/off sound effects.
> - Added new sounds for upgraded teleporters.
> - Added new sound for a fully charged medic dying.
> - Add bonus points section to scores.
> - Scouts earn a bonus point for killing Medics who are actively healing a
target.
> - Added several new speech concepts, mostly hooked up to new Scout lines.
> - Added new "Remember last weapon between lives" option to the Multiplayer
Advanced dialog.
> - Spies can now control which weapon the enemy team sees them holding.
Hitting the "last disguise" key while disguised updates the disguise to show
the Spy's currently held weapon.
> - Added several new Arena mode announcer speech events.
> - Added "First Blood" to Arena mode.
> - Removed 2x item respawn times in arena.
> - Changed backstab handling to fix facestabs.
> - Spies disguised as enemy team can now see player IDs for enemies.
> 
> New maps:
> - Added community maps: cp_egypt, arena_watchtower, and cp_junction.
> - Updated cp_fastlane with Arttu's new version.
> 
> Mapmaker requests:
> - Added new input for forward speed modifier to FuncTrainTrain.
> - Added TeleportToPathTrack input to func_tracktrain.
> 
> Bugfixes:
> - Fixed a bug where players would sometimes gib from non-gib damage kills.
> - Fixed stat screen showing an entry for a class called "map."
> - Fixed item model panels not using team skins.
> - Fixed obscure bug where spectators were able to carry the flag.
> 
> Jason
> 
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Re: [hlds] Important notice regarding the HLDS mailing lists

2009-02-09 Thread Aaron Rapp
I agree, Plasma. Proper moderation could make this work. I don't know that
it would make a huge difference whether this information was on a mailing
list or the forums. As long as the moderators were cognizant of issues that
have already been solved and were able to fix someone's problem with a link
to another thread on their subjectI think the general "mess" could be
kept under control. 

Aaron Rapp


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andrew Armstrong
Sent: Monday, February 09, 2009 10:39 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Important notice regarding the HLDS mailing lists

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




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

2009-02-09 Thread Aaron Rapp
WellI thought a little farther on the idea, and it could be as follows:

- We set up moderators beforehand. Seeing as the moderators will be picked
in the beginning, there could end up being a probationary period for them. 
- The job of the moderators will be two fold. It will take time, but that's
what it takes to be a Valve moderator. 
- The moderators will upkeep any usergroup requests. The requests
will need to contain some info about the server they run. (i.e. Server Name,
IP, company or community if applicable). If the server is only up sometimes,
maybe a link to gametracker.com will show us how legit the server is. 
- And then, of course, the moderators will, in fact, moderate the
forums. 

- Server admins will be required to keep at least one of their server IP's
within their signature to stay on the list. This will allow moderators to
purge the list, if need be. 
- A PM to a moderator with the request of being removed from the
listwill be the easy way to be removed. 

I think there's a certain harmony with this. Linking email to the forums is
a good idea toobut I don't think it's possible. I've not heard of this
before, and I think it would be a big "security breach" within the Steam
forums as well. (i.e. not having to be logged in to make a post, etc.)

Aaron Rapp


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Stephen Micheals
Sent: Monday, February 09, 2009 6:53 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Important notice regarding the HLDS mailing lists

the membership idea sounds good to keep kidies away but it also sounds
like it can be bad also what method will be used to allow a members
access to the section.

i'm all for keeping idiots out but not making it hard for admins and
server operators to get access.

On Mon, Feb 9, 2009 at 5:41 PM, Burton Johnsey 
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.

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

2009-02-09 Thread Aaron Rapp
Thanks for the reply Burton. This is good news to hear. These are my
thoughts:

- Membership--yes...I do like the membership idea. I think it's most of our
fears that this list gets thrown in with all of the forum trollers that are
out there. 
- Moderation--Also yesIf we keep this list, I would like to see more
moderation, if possible. But...if the move to forums must be made, the
proper moderation will keep things on point and helpful to all of us. 
- Forum Server Performance--I have seen an improvement to the forums and can
understand why you would want to take advantage of that. 
- I think the main idea behind the mailing list (at least for me) was the
ability to get an email when Valve posted on it. We used to get "heads up's"
when a update was incoming. To be able to get this on my blackberry and
inform my staff to get readywell, that was very very useful in keeping a
busy set of servers. Having forumsit will be more difficult.

Unlessthere was a usergroup on the forums devoted to Server Admins...in
which, a Valve employee could send an email to that usergroup so that
everyone gets a "no-reply" email informing us of the update. I just thought
of that. Might be a good idea. 

Either wayI love Valve games and love running servers, so I'll go where
you guys go. 

Regards, 

Aaron Rapp

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Burton Johnsey
Sent: Monday, February 09, 2009 5:42 PM
To: 'hlds@list.valvesoftware.com'
Subject: Re: [hlds] Important notice regarding the HLDS mailing lists

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 Message-
From: Burton Johnsey
Date: Mon, Feb 9, 2009 at 12:38 PM
Subject: Important notice regarding the HLDS mailing lists
To:
hlds_a...@list.valvesoftware.com<mailto:hlds_a...@list.valvesoftware.com>,
Half-Life dedicated Win32 server mailing list
mailto:hlds@list.valvesoftware.com>>,
hlds_li...@valvesoftware.com<mailto:hlds_li...@valvesoftware.com>


We will be shutting down the HLDS mailing lists on Friday, February 20th.

After February 20th, all server discussions should take place in one of the
forums listed below.

Windows server discussion should be conducted here:
http://forums.steampowered.com/forums/forumdisplay.php?f=44 (Source)
http://forums.steampowered.com/forums/forumdisplay.php?f=16 (Gldsrc)

Linux server discussion should be conducted here:
http://forums.steampowered.com/forums/forumdisplay.php?f=45 (Source)
http://forums.steampowered.com/forums/forumdisplay.php?f=19 (Gldsrc)

If you have not already done so, please register a forum
account<http://forums.steampowered.com/forums/register.php>.

NOTE: The mailing list archives will still be available for viewing.

-BurtonJ
Valve Software

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Re: [hlds] [not server related]Steam Cloud, L4D lobby and Friends

2009-02-09 Thread Aaron A. Maricic
Yes... which is very annoying since it basically makes L4D unplayable...

Donnie Newlove wrote:
> It's down again.
>
> On Fri, Feb 6, 2009 at 2:48 AM, Patrick Shelley  wrote:
>   
>> Thats tongue in cheek right?
>>
>> Sleeper, you put the guy on to a train of thought that will benefit him - to
>> have a check around before asking on the list. God knows i look about all
>> the time, and if, if i cant anything i need elsewhere, i'll ask on here.
>>
>> People have pointed me in the right direction loads of times to save the
>> same questions getting asked on here. - and i get the sense in doing that.
>>
>> Nowt wrong wiv his reply imho!
>>
>> On 2/6/09, Mike Stiehm  wrote:
>> 
>>> Really dude. Msleeper you are a jerk to everyone you come in contact
>>> with
>>>
>>>
>>>
>>> On Feb 5, 2009, at 7:14 PM, "Bill Turner"
>>>
>>>  wrote:
>>>
>>>   
 Munra - Just because some over inflated egotist soft-flames you, don't
 lose heart.

 MSleeper - sorry we're not all as astonishingly awesome as you. Please
 tolerate our idiocy while trying to aspire to your levels of all-being
 greatness.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
 mu...@anbservers.net
 Sent: 06 February 2009 01:09
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] [not server related]Steam Cloud, L4D lobby and
 Friends

 Okay no problem I'll never use the this list again

 Thanks for the reply any ways

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
 Sent: Thursday, February 05, 2009 8:06 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [not server related]Steam Cloud, L4D lobby and
 Friends

 How about checking all resources at your disposal?

 http://store.steampowered.com/stats/

 Looks like the network is having trouble, which means Friends - and by
 that, pretty much every aspect of L4D Matchmaking - is on the fritz!



 On Thu, 2009-02-05 at 19:51 -0500, mu...@anbservers.net wrote:
 
> Any else have issues with steam Cloud and the L4D lobbies not
> working?
>   
 Also
 
> friends is online but acting strange going on and offline and showing
>   
 all
 
> friends off line ect.
>
> Anyone else notice this?
>
> Thanks
>
>
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Re: [hlds] Left 4 Dead Update Available

2009-01-23 Thread Aaron Rapp
It is sad msleeper. First it's "WHERE ARE TEH UPDATES!??!".and then when
we get them, it's "OMG...WHY DID YOU RELEASE IT NOW?"

My head shakes in disgust more and more everyday at this mailing list. 

Aaron Rapp

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Friday, January 23, 2009 8:08 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Left 4 Dead Update Available

Are we seriously now complaining about WHEN Valve updates the game?
Really?

On Fri, 2009-01-23 at 20:00 -0800, Kyle Cassidy wrote:
> Friday afternoon is a really terrible time to release patches.
> 
> Release them on Wednesday morning, that way it can be taken care of before
> it's even any wear near the day or week peaks.
> --
> Kyle Cassidy
> 
> 949.340.7180 office
> 949.701.0759 cell
> http://Howies.com
> 
> 
> On Fri, Jan 23, 2009 at 7:25 PM, Cc2iscooL  wrote:
> 
> > From now on we will release patches whenever you are sleeping so your
> > servers are empty.
> >
> > Thanks,
> > Cc2iscooL
> >
> > On Fri, Jan 23, 2009 at 9:05 PM,  wrote:
> >
> > > Will you PLEASE quit releasing your patches on Friday afternoon
I'm
> > > getting sick of having to update my client and server before I can
play.
> > > This is getting ridiculous!
> > >
> > >
> > > On Fri, Jan 23, 2009 at 5:13 PM,  > > >wrote:
> > >
> > > >
> > > >
> > > >
--
> > > >
> > > > Message: 1
> > > > Date: Fri, 23 Jan 2009 13:53:11 -0800
> > > > From: Jason Ruymen 
> > > > Subject: [hlds] Left 4 Dead Update Available
> > > > To: Half-Life dedicated Win32 server mailing list
> > > >, "
> > hlds_li...@list.valvesoftware.com
> > > "
> > > >,
> > > >"hlds_annou...@list.valvesoftware.com"
> > > >
> > > > Message-ID:
> > > ><
> > > >
> > ec42140f113a234ea70d682a310d100a01d869e...@exchange07.valvesoftware.com>
> > > >
> > > > Content-Type: text/plain; charset="us-ascii"
> > > >
> > > > A required update for Left 4 Dead has been released.  Please use
> > > > hldsupdatetool to receive the update.  The specific changes include:
> > > >
> > > > - Fixed an exploit with melee where swapping weapons ignored the
> > intended
> > > > delay between swings.
> > > > - In Versus mode, the Tanks' health now reflects the damage he takes
> > from
> > > > burning.
> > > > - Fixed an exploit related to the "joinclass" command
> > > >
> > > > Jason
> > > >
> > > >
> > > >
> > > >
> > > ___
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> > > please visit:
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Re: [hlds] Valve It's Time To Listen And Answer!

2009-01-05 Thread Aaron Rapp
Hi SakeFox, 

I don't think that this is the place to post this. Again, this mailing list
is for information exchanging between server admins. It would be best if you
posted about your concern on a Valve forum. 

In light of that fact that others will post on this subject here, and I
can't prevent thatI will say the following:

Secondly, you should realize that it is just about every company's policy to
not admit fault. For a company the size of Valve, this is essential. It
keeps the amount of negative feedback from reviewers and writers alike, down
to a minimum...which gives the rest of us the illusion of "a good company".
Let me assure of thisthey are listening. They take everything we say
here or elsewhere and it gets put into an excel spreadsheet. In their weekly
meetings, they discuss each item and prioritize it. Unfortunately, their
position on each item might be different from yours and yours may be
different from mine. One thing you learn very quickly, in this business, is
that you will never make everyone happy. You have to make the most of the
resources you have at the moment.  

That's all I can say on that. I hope you understand. It's hard to see the
entire other side of the river until you're actually standing over there. 

Regards, 

Aaron Rapp

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of SakeFox
Sent: Monday, January 05, 2009 9:34 PM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] Valve It's Time To Listen And Answer!

I posted this in another thread, but it wouldn't be good to steal it or
really bring that thread down so i thought i would just make a new one.

I don't know how many people will post in this or if it will go anywhere,
but it's time to make a post to tell valve how we feel. I used to defend and
help them, but now it's almost like what's the point.

quoted from other post
"you guys haven't realized yet that valve has stopped caring about there 
games? We have been waiting for over a month for a fix for tf2 hell 
there are still some bugs from the beta that they still haven't fixed. I 
used to monitor my little bug list in the forums, but patch after patch 
maybe only 2-3 bugs would actually get fixed i started to realize valve 
doesn't give a crap about how there games run and that became overly 
noticed when they refuse to fix the map change error in TF2 and L4D.

Valve will not reply to your issue nor do they care. they will not 
reply to us about any other bug. just give up"


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Re: [hlds] Drop it already

2008-12-21 Thread Aaron Rapp
I have to agree with this. The conversations are starting to get out of
hand. This is not a forum. This is a mailing list used for information
sharing between server admins. 

Try and keep the conversation on point and on subject. Anything more than
that, it just starts filling up people's inbox. 

Regards, 

Aaron Rapp

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Edmund Valyer
Sent: Saturday, December 20, 2008 8:36 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Drop it already

Guys, please stfu about this kid and his pirated game.  If I wanted to
listen to people flame each other and post their beliefs on such topics, I
would subscribe to the fanboy forums.  I come here to get help with the
server, and watch for new updates, glitches, crashes, ect.

You guys want to talk shit to each other... your e-mails are right next to
your name, e-mail EACH OTHER. Do NOT bring it to a damn mailing list.  I
have better things to do than read 5 e-mails a day full of this crap looking
to see if anything is worth reading.
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Re: [hlds] Left 4 Dead Update Available

2008-12-06 Thread Aaron Rapp
I apologize for that. I'm getting the following error: (for real this time)

"String Table dictionary for downloadables should be rebuilt, only found 25
of 30
 strings in dictionary"

Regards, 

Aaron Rapp

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Yatin Vadhia
Sent: Saturday, December 06, 2008 3:30 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Left 4 Dead Update Available

That's the BEST. ERROR. EVER.



2008/12/6 tgnwells <[EMAIL PROTECTED]>

> What error? >_>
>
> Aaron Rapp wrote:
> > Hi Jason,
> >
> > I'm getting the following error pretty regularly within my server
> console. I
> > don't think it's effecting our server in any way, that I can tell, but I
> > just wanted to let you know that it's present.
> >
> > Regards,
> >
> > Aaron Rapp
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
> > Sent: Friday, December 05, 2008 6:09 PM
> > To: Half-Life dedicated Win32 server mailing list;
> > [EMAIL PROTECTED]; [EMAIL PROTECTED]
> > Subject: [hlds] Left 4 Dead Update Available
> >
> > A required update for Left 4 Dead has been released.  Please run
> > hldsupdatetool to receive it.  The specific changes include:
> >
> > - Fixed Infected Players melee pushing large objects to block the
> survivors
> > path
> > - Fixed +lobby exploit
> > - Fixed exploit of "hugging" the Witch from behind where she can't hit
> you
> > - Fixed players not being kicked from a vote by changing their name
> before
> > it succeeds
> > - Disabled difficulty change votes from the console in versus mode
> >
> > Jason
> >
> > ___
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> > please visit:
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> >
> >
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> >
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> >
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Re: [hlds] Left 4 Dead Update Available

2008-12-05 Thread Aaron Rapp
Hi Jason, 

I'm getting the following error pretty regularly within my server console. I
don't think it's effecting our server in any way, that I can tell, but I
just wanted to let you know that it's present. 

Regards, 

Aaron Rapp

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Friday, December 05, 2008 6:09 PM
To: Half-Life dedicated Win32 server mailing list;
[EMAIL PROTECTED]; [EMAIL PROTECTED]
Subject: [hlds] Left 4 Dead Update Available

A required update for Left 4 Dead has been released.  Please run
hldsupdatetool to receive it.  The specific changes include:

- Fixed Infected Players melee pushing large objects to block the survivors
path
- Fixed +lobby exploit
- Fixed exploit of "hugging" the Witch from behind where she can't hit you
- Fixed players not being kicked from a vote by changing their name before
it succeeds
- Disabled difficulty change votes from the console in versus mode

Jason

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Re: [hlds] L4D: Versus mode swapping players' team

2008-12-05 Thread Aaron A. Maricic
We had that occur, but only once and we were able to switch back to our 
original teams by hitting 'm'.

Mike O'Laughlen wrote:
> Has anyone else encountered players being forced to play as Infected or
> Survivor after a round begins/finishes?  I can't remember if it was during a
> map change or after the round was over.  It occurred after the patch
> yesterday.  The same players were repeated swapped throughout the session.
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Re: [hlds] Left 4 Dead Update Available

2008-12-04 Thread Aaron A. Maricic
In regards to "Fixed lagouts/spikes after level transition" ... I 
updated my server this evening and we still experienced this issue. On 
the airport campaign, we got the timeout countdown in the top right 
corner of the screen and could only continue once it hit about 5 seconds 
before disconnection. This was going from part 4 to part 5.

Jason Ruymen wrote:
> A required update for Left 4 Dead is now available.  Please run 
> hldsupdatetool to receive this update.  The specific changes include:
>
> - Finding a dedicated server when starting the game from a lobby is now 
> faster and more reliable
> - Versus mode is now locked to Normal difficulty
> - Difficulty on a server is now locked to the one set by the lobby reservation
> - Fixed lagouts/spikes after level transition
> - Fixed directory issue with spray logs in some cases
> - Fixed video settings not saving after closing video options dialog
> - Corrected a boomer suicide exploit
> - Several minor localization fixes
> - Fixed a error were disabling cheats would incorrectly reset data
>
> Jason
>
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Re: [hlds] [TF2] Time out at map change -question added

2008-12-01 Thread Aaron A. Maricic
I am not using SourceMod and my L4D server is experiencing this issue 
from time to time. I have changed nothing at all... just downloaded 
using HldsUpdateTool and ran it.

Karl Weckstrom wrote:
> Backrevving to SM1.0.3 fixed it for us it appears.
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Richard Eid
> Sent: Monday, December 01, 2008 1:47 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] [TF2] Time out at map change -question added
>
> Is anyone running SourceMod?  I've read that disabling the 'Client
> Preferences' plugin can help to alleviate this problem, though it's not a
> guaranteed fix as others have experienced some issues with the latest build
> of SourceMod.
>
> -Richard Eid
>
>
> On Sun, Nov 30, 2008 at 8:01 PM, SakeFox <[EMAIL PROTECTED]> wrote:
>
>   
>> yeah i'm sure. it's why i said it was a long shot. but it is something
>> to rule out.
>>
>> Damien Tombs wrote:
>> 
>>> Yeah no STV here either. I would imagine most people will say the same.
>>>
>>>
>>>   
 Date: Sun, 30 Nov 2008 19:40:41 -0500> From: [EMAIL PROTECTED]>
 
>> To: hlds@list.valvesoftware.com> Subject: Re: [hlds] [TF2] Time out at map
>> change -question added> > any of you that are having this issue not running
>> sourcetv?> > I know its a long shot, but just something else to rule out.> >
>> Kim Olesen Baarsch wrote:> > Hi> >> > Sometimes when my server changes from
>> one map to another, instead of going to the 'server is changing map'-screen,
>> it will just give all clients the> > Lost connection to server thing in the
>> top right corner of the screen, while the scoreboard is shown.> > When it is
>> finally done counting down from 30 seconds, everybody gets disconnected, and
>> then a couple of seconds later it has finally loaded the next map.> > Are
>> anyone else experiencing this issue, and does anyone have a solution to this
>> problem?> > The server is running a couple of addons, but we've only
>> rescently experiencing this problem.> >> > Thanks in advance,> > Kim O.
>> Baarsch> > ___> > To
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Re: [hlds] L4D Server update

2008-11-17 Thread Aaron Rapp
I'm going to take a guess and say that the reason they're doing this is to
give their servers a chance to be "one up" on the ranking. 

Just a guess. 

Aaron


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Formologic23
Sent: Monday, November 17, 2008 9:18 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] L4D Server update

Yeah, mines doing the same thing.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alex Smith
Sent: Monday, November 17, 2008 9:09 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] L4D Server update

Mine is crashing as well.  Leaving the minidump too.

On Tue, Nov 18, 2008 at 12:05 AM, Jeff Sugar <[EMAIL PROTECTED]> wrote:

> Mine's crashing as soon as I try to run it, and leaves a minidump file.
> Anyone else getting this?
>
>
>
> On Mon, Nov 17, 2008 at 9:01 PM, gulfy <[EMAIL PROTECTED]> wrote:
>
> > Downloading files as we speak.
> >
> > On Mon, Nov 17, 2008 at 10:58 PM, Matthew Gottlieb <
> > [EMAIL PROTECTED]> wrote:
> >
> > > Same here
> > >
> > > On Mon, Nov 17, 2008 at 10:52 PM, Kitteny Berk <[EMAIL PROTECTED]>
> > > wrote:
> > >
> > > > Looks like we're getting there,  l4d_full is updating to version 2
> for
> > me
> > > >
> > > > ___
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Re: [hlds] Steam community group features

2008-11-15 Thread Aaron Edgington
I've noticed a slight bug in the Steam Community Server Join feature. I am
the admin of our group, but also belong to a couple of other groups. When I
click on the "Play Campaign/Steam Community" option, it brings me to the
"browser" and my server pops up in the list. The bug is that it shows one of
my other groups icons, instead of my primary group. It does eventually
change to my groups icon, but I thought that was kind of odd. Has anyone
else experienced something like this?



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Re: [hlds] Status

2008-11-10 Thread Aaron Edgington
I don't use the sv_search_key because there are 3 backdoors right now that
work well with our community. I also don't have any issues with servers
being full or not showing up in the server browser. I would also say that so
far of my 3 servers that I have running, that half of the traffic is from
pubs coming in a game after a couple people have left after matchmaking.
When the server empties, within a minute the servers will be back full with
players, and will usually sit full. 

I should also mention that 2 of my dedicated servers are running from 2
computers on my 1.5mbps upload. One on Q9300 and another on a Prescott 3.0
processor. 1 of them is hosted via a hosting company.

I would like more integration to the server browser than using the
sv_search_key command.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alex Smith
Sent: Monday, November 10, 2008 11:20 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Status

Would it be possible to add a feature, so that we could select our own
server in the match making system?  Rather than using someone else's server.
That way some of us that like matchmaking can still use the matchmaking
system with our own server.



The sv_search_key feature is already in place.  Why not add an option to the
matchmaking lobby, so the lobby leader can select a server based on its
sv_search_key setting.



That alone would give me a lot more incentive to keep my dedicated servers
up after the game is released.  Its nice to be able to use our own servers.


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 Bandwidth Anomaly

2008-11-08 Thread Aaron Rapp
Hi All, 

 

I've been trying to track down the reason for our bandwidth anomaly we're
experiencing. We're currently running 10 L4D servers, in which, together,
they use about 44% of the CPU. 

 

However, that's not the problem. For some reason, our 100Mbps uplink is
peaking out, but not all the time. Now, I would think an uplink like that
would only peak if all 10 servers, at the same time, were to be querying
with the client. 

 

Here's a screenshot of what I'm seeing. If you look, you'll see some crazy
peakage and then it only uses like 4% of the bandwidth. 

 

Again, I can't track down the problem. Was hoping you guys could help or
confirm the same anomaly. 

 

http://welderxf.com/imageup/images/big/welderxf.com601817605.JPG 

 

Regards, 

 

Aaron

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Re: [hlds] Lobby Joins Working?

2008-11-08 Thread Aaron Edgington
I also forgot to mention that as soon as I start the server, people are on
it within seconds. I mean seconds.

This is on my home CPU on my home connection. I have a hosted server that I
can connect via all the backdoors, but no one can join the server via
"friends". It says that the game is "not joinable". I have both server
configs set up the same, but I can't figure it out. My mind is going to
explode.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alec Sanger
Sent: Saturday, November 08, 2008 12:32 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Lobby Joins Working?


can someone with a server that is full 24/7 post their exact server.cfg? I
have 2 vanilla servers and 2 browser join servers and neither fill 24/7. not
even close. just curious if it's something wrong with my configs

> Date: Sat, 8 Nov 2008 14:14:13 -0600
> From: [EMAIL PROTECTED]
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Lobby Joins Working?
> 
> Good point. You're probably right.
> 
> On Sat, Nov 8, 2008 at 2:00 PM, <[EMAIL PROTECTED]> wrote:
> 
> > Sv_unreserve kicks out any pending lobby connections.  It's not a
setting
> > that changes something about the way the server works, it's a one-off
> > command.  Assuming you do have the master servers as per the other reply
> > (setmaster on its own should tell you what master servers are listed),
then
> > I'd assume that's the problem.  I don't know how the execution of
> > server.cfg
> > and hibernation mode interacts, but what could very well be happening is
> > that the lobby system reserves some slots for some players, the server
> > wakes
> > up, executes server.cfg which promptly unreserves them again.
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED] [mailto:hlds-
> > > [EMAIL PROTECTED] On Behalf Of Blood Letter
> > > Sent: 08 November 2008 18:16
> > > To: hlds@list.valvesoftware.com
> > > Subject: [hlds] Lobby Joins Working?
> > >
> > >
> > > I've got sv_allow_lobby_only 0 (or whatever it is) and sv_unreserve in
> > > my server.cfg.
> > >
> > > I see it in the list
> > > Other people see it in the list
> > > I can join manually
> > > Other people can join manually
> > > I can join manually when people are already in game
> > > Other people can join manually when people are already in game
> > > I can join manually after the server has emptied out
> > > Other people can join manually after the server has emptied out
> > >
> > > I have no idea however if people are able to join from the lobby
> > > matchmaking thing
> > > My server is empty, and I'm concerned that people aren't being matched
> > > to it via the matchmaker.
> > >
> > > Anyway to test this?
> > > If you've been auto-joined to "Love Me Sexy", let me know.
> > >
> > > _
> > > Get 5 GB of storage with Windows Live Hotmail.
> > >
http://windowslive.com/Explore/Hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_5g
> > > b_112008
> > > ___
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Re: [hlds] Lobby Joins Working?

2008-11-08 Thread Aaron Edgington
//Startup Information
//-console -game left4dead -maxplayers 4 -autoupdate +map
l4d_dem_hospital01_apartment +sv_lan 0

//Server Name
hostname CynicalGamers.com L4D #1 Co-Op

//Rcon Password
rcon_password 

//Server password
//sv_password "cg"

// this option will allow for players to directly connect without using the
lobby
sv_allow_lobby_connect_only 0

//this is a one time flag
sv_unreserve

//Server tag
sv_tags "IP Connect ENABLED"

//Difficulty
z_difficulty Impossible

//Server browser
setmasteradd 24.14.114.124:27015

ALSO, here is my launch options:

-console -game left4dead -maxplayers 4 -autoupdate +map
l4d_dem_hospital01_apartment +sv_lan 0


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alec Sanger
Sent: Saturday, November 08, 2008 12:32 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Lobby Joins Working?


can someone with a server that is full 24/7 post their exact server.cfg? I
have 2 vanilla servers and 2 browser join servers and neither fill 24/7. not
even close. just curious if it's something wrong with my configs

> Date: Sat, 8 Nov 2008 14:14:13 -0600
> From: [EMAIL PROTECTED]
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Lobby Joins Working?
> 
> Good point. You're probably right.
> 
> On Sat, Nov 8, 2008 at 2:00 PM, <[EMAIL PROTECTED]> wrote:
> 
> > Sv_unreserve kicks out any pending lobby connections.  It's not a
setting
> > that changes something about the way the server works, it's a one-off
> > command.  Assuming you do have the master servers as per the other reply
> > (setmaster on its own should tell you what master servers are listed),
then
> > I'd assume that's the problem.  I don't know how the execution of
> > server.cfg
> > and hibernation mode interacts, but what could very well be happening is
> > that the lobby system reserves some slots for some players, the server
> > wakes
> > up, executes server.cfg which promptly unreserves them again.
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED] [mailto:hlds-
> > > [EMAIL PROTECTED] On Behalf Of Blood Letter
> > > Sent: 08 November 2008 18:16
> > > To: hlds@list.valvesoftware.com
> > > Subject: [hlds] Lobby Joins Working?
> > >
> > >
> > > I've got sv_allow_lobby_only 0 (or whatever it is) and sv_unreserve in
> > > my server.cfg.
> > >
> > > I see it in the list
> > > Other people see it in the list
> > > I can join manually
> > > Other people can join manually
> > > I can join manually when people are already in game
> > > Other people can join manually when people are already in game
> > > I can join manually after the server has emptied out
> > > Other people can join manually after the server has emptied out
> > >
> > > I have no idea however if people are able to join from the lobby
> > > matchmaking thing
> > > My server is empty, and I'm concerned that people aren't being matched
> > > to it via the matchmaker.
> > >
> > > Anyway to test this?
> > > If you've been auto-joined to "Love Me Sexy", let me know.
> > >
> > > _
> > > Get 5 GB of storage with Windows Live Hotmail.
> > >
http://windowslive.com/Explore/Hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_5g
> > > b_112008
> > > ___
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> > > please visit:
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> >
> >
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Re: [hlds] Left 4 Dead dedicated servers

2008-11-06 Thread Aaron Rapp
My server is always hibernating. I restarted the server, instantly put in a
status, and it still says hibernating. I don't know that that is the issue. 

Aaron


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Anthal
Sent: Thursday, November 06, 2008 12:12 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Left 4 Dead dedicated servers

Via rcon, issue a 'status'. If it shows as "hibernating" you'll need to 
restart that server. Typing 'exit' via rcon should work.




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Re: [hlds] Left 4 Dead dedicated servers

2008-11-06 Thread Aaron Rapp
Can someone confirm that they are getting no connects on their servers
through the matchmaking system?

I can connect to my server through the console, but I'm not getting anyone
from the matchmaking system to connect andin the game...I'm still
getting the error that there are no servers available, do you want to make
it a LAN?

I just need confirmation that I'm not the only one with a seemingly dead and
useless server, at the moment. 

Thanks, 

Aaron 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris Brunelle
Sent: Thursday, November 06, 2008 11:50 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Left 4 Dead dedicated servers

Actually the difficulty level may be selected during the match making
process?  I haven't tested the client out yet, so I'm not sure.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris Brunelle
Sent: Thursday, November 06, 2008 12:48 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Left 4 Dead dedicated servers

>From the cvarlist.

z_difficulty  : 0: , "sv", "rep": Difficulty of the current game
(Easy, Normal, Hard, Impossible)


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of alexhard
Sent: Thursday, November 06, 2008 12:44 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Left 4 Dead dedicated servers

Any idea as to how to set the difficulty level?

On Thu, Nov 6, 2008 at 8:34 PM, Chris Brunelle <[EMAIL PROTECTED]> wrote:
> My server is working.  Players can connect directly and no issues so far
> with the game hanging/locking up.
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Wolfie -
> Cybernetic
> Sent: Thursday, November 06, 2008 12:18 PM
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: Re: [hlds] Left 4 Dead dedicated servers
>
> We were just playing with the same variables after seeing an error in the
> console on the client while trying to connect.
>
> The good news is you are right, you are in the server with 3 survivor
bots,
> the bad news for me seems to be that as soon as you move the game bugs and
> locks your character.
>
> HLSW works as well as connect ip:port in console. FYI
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Brian D'Arcy
> Sent: 06 November 2008 19:00
> To: Frank Hotte; Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Left 4 Dead dedicated servers
>
> *sv_allow_lobby_connect_only 0* ftw =)
>
> Can connect directly!
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Re: [hlds] TF2 update

2008-08-20 Thread Aaron Rapp
Is it meor are the downloads taking longer and longer to start. I've
never had a problem before last night's update. 

Aaron

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

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




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Re: [hlds] A Heavy Update

2008-08-19 Thread Aaron Rapp
Thank you for the update, Jason. Looking forward to it. 

Thanks

Aaron

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Tuesday, August 19, 2008 11:31 AM
To: Half-Life dedicated Win32 server mailing list;
[EMAIL PROTECTED]
Subject: Re: [hlds] A Heavy Update

And it is going to happen today.  Hopefully around 2:30 PM PDT.

Jason

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Keeper
Sent: Tuesday, August 19, 2008 10:51 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] A Heavy Update

There have been many posts by Alfred, Mike, Jason, and Eric.

Jason usually tells us that it's going to happen soon, so when you see
his
post you know you have a couple of hours at most to finish your sammich.

No worries :)

Keeper

-Original Message-
From: Leonard L. Church [mailto:[EMAIL PROTECTED] 
Sent: Tuesday, August 19, 2008 1:46 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] A Heavy Update

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.



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Re: [hlds] Team Fortress 2 Update Coming

2008-07-29 Thread Aaron Rapp
Something having to do with the pyro, is my guess. 

Aaron Rapp

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of SakeFox
Sent: Tuesday, July 29, 2008 3:16 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Coming

solves world hunger...it could happen

Blood Letter wrote:
> I guess I'll bite.
>
> What changes can we look forward to?
>
>
>   
>> Date: Tue, 29 Jul 2008 14:47:12 -0700
>> From: [EMAIL PROTECTED]
>> To: hlds@list.valvesoftware.com; [EMAIL PROTECTED]
>> Subject: [hlds] Team Fortress 2 Update Coming
>>
>> Sometime later today we'll have a new required update for Team Fortress
>> 2.
>>  
>> Jason
>>  
>> ___
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>
> _
> Stay in touch when you're away with Windows Live Messenger.
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Re: [hlds] Team Fortress 2 Update Coming

2008-07-08 Thread Aaron Rapp
Sometime I wonder about some of you guys. Wow.we just got done with the
pyro pack. Why are we pushing the heavy pack already? Let's let everything
cool down for a while. 

Chill out. 

Aaron Rapp

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andreas Grimm
Sent: Tuesday, July 08, 2008 10:39 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Team Fortress 2 Update Coming

this time the Heavy pack ? :D

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Tuesday, July 08, 2008 7:32 PM
To: [EMAIL PROTECTED]; Half-Life dedicated Win32 server
mailing list
Subject: [hlds] Team Fortress 2 Update Coming

A required update for Team Fortress 2 will be released sometime later
today.
 
Jason
 
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Re: [hlds] Team Fortress 2 Update

2008-07-07 Thread Aaron Rapp
Wait..you're fixing it or there is an update right now that will fix it?

Aaron Rapp


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Eric Smith
Sent: Monday, July 07, 2008 4:59 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
server mailing list
Subject: Re: [hlds] Team Fortress 2 Update

We're fixing the rcon crash bug and the timeout issues.

-Eric
 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of 1nsane
Sent: Monday, July 07, 2008 4:52 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update
.
.
.
What about the RCON crash bug? Or the Time Out Issues? :D It happens on
Windows too :/

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Re: [hlds] Team Fortress 2/Dedicated Server Update Released

2008-07-03 Thread Aaron Rapp
Thank you! I really hope this works!

Aaron Rapp


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Thursday, July 03, 2008 4:23 PM
To: Half-Life dedicated Win32 server mailing list;
[EMAIL PROTECTED]; [EMAIL PROTECTED]
Subject: [hlds] Team Fortress 2/Dedicated Server Update Released

The required update for Team Fortress 2 and its dedicated server are now
available.  Please run hldsupdatetool to receive it.  The specific
changes include:
 
- Fixed a memory leak affecting both clients and servers
- Fixed a malicious packet exploit
 
Jason

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Re: [hlds] TF2/OB memory leak

2008-07-01 Thread Aaron Rapp
Yea..it continuously gets worse throughout the day. It gets up to 700MB
than crashes and resets itself. I would just like to do without the leak so
we can lessen the crashes. 

Aaron Rapp

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Stiehm
Sent: Tuesday, July 01, 2008 10:54 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2/OB memory leak

WOW maybe a plugin to fix this Hmmm :)
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Re: [hlds] Team Fortress 2 Update Available

2008-06-24 Thread Aaron
I just deleted all the .blob files and restarted the update. I was getting that 
winsock error as well, deleting the .blob files seems to fix it.


--- On Tue, 6/24/08, Scott Tuttle <[EMAIL PROTECTED]> wrote:

> From: Scott Tuttle <[EMAIL PROTECTED]>
> Subject: Re: [hlds] Team Fortress 2 Update Available
> To: "'Half-Life dedicated Win32 server mailing list'" 
> 
> Date: Tuesday, June 24, 2008, 10:04 AM
> > you realize when the percentage doesnt change that
> means the file
> > wasnt downloaded just verified. if it changes then
> that file was
> > updated.
> 
> I would know this because of all the immense documentation
> on the hlds
> update tool?  Why hit it at all if it wasn't updated? 
> Why bother reading it
> period?
> 
> 
> 
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Re: [hlds] Automatic Startup

2008-06-18 Thread Aaron Rapp
TCAdmin..gives us the ability to start and stop the servers, change
files, upload files, IP's.everything we need to do if we're not able to
get into the box on the run. 

It also give you the ability to have the servers start up manually after a
box restart or automatically after a box restart. 

We currently have it starting manually for two reasons. 1)we're usually
there when it restarts 2) and we have 5 servers that startup and it brings
the server to its knees when it tries to do it all at once. 

Aaron Rapp


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris Brunelle
Sent: Wednesday, June 18, 2008 7:20 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: [hlds] Automatic Startup

Just curious what everyone is using in order to automatically start their
servers up after a box reboot.

 

 

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Re: [hlds] Civilian Class Killing Servers

2008-06-16 Thread Aaron Rapp
Yeabut there's an easy way to fix that. Every mod has some kind of AFK
kicker. Herethey're actually running around the map, most of the time,
getting in the way so than it becomes where everyone else wants to know how
to do it and then it just becomes a snowball. One turns into 2 turns into 6,
so on and so on. 

AndI don't think it's a cvar exploit. They've found a way to do it
without entering a command. 

Aaron Rapp


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of JDoc0512
Sent: Monday, June 16, 2008 9:49 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Civilian Class Killing Servers

but anyone can decide to join a server, choose a class and not do anything
same as people who are afk

--- On Mon, 6/16/08, Aaron Rapp <[EMAIL PROTECTED]> wrote:

From: Aaron Rapp <[EMAIL PROTECTED]>
Subject: Re: [hlds] Civilian Class Killing Servers
To: "'Half-Life dedicated Win32 server mailing list'"
<hlds@list.valvesoftware.com>
Date: Monday, June 16, 2008, 10:43 PM

Yea.the one mod that we don't currently use. We have mani mod and source
mod on the server. I've been searching for something with one of those two,
but I've been unable to find one. Either that.or I will be forced to
install beetlesmod for only this purpose. 

I really wish Valve would get rid of this though. It just seems so
pointless. Makes the game look bad too. Walking around the map with no
motion at all. Looks like glitching. 

Aaron 




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Re: [hlds] Civilian Class Killing Servers

2008-06-16 Thread Aaron Rapp
Yea.the one mod that we don't currently use. We have mani mod and source
mod on the server. I've been searching for something with one of those two,
but I've been unable to find one. Either that.or I will be forced to
install beetlesmod for only this purpose. 

I really wish Valve would get rid of this though. It just seems so
pointless. Makes the game look bad too. Walking around the map with no
motion at all. Looks like glitching. 

Aaron 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of JDoc0512
Sent: Monday, June 16, 2008 9:31 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Civilian Class Killing Servers

you can use beetlesmod to block civilian class




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[hlds] Civilian Class Killing Servers

2008-06-16 Thread Aaron Rapp
Yea...so the title says it all. Ever since the guys on our servers found out
how to do the civilian class, it seems that it's all they want to do. Run
around like idiots not being able to shoot. 

So..I understand that it would not be in their best interest to play
civilian class...but why is this even in the game? What exactly is the point
of this particular class anyway? 

Does anyone else have this problem? Or..does someone else agree/disagree
with this? Is there a way to force stop this maybe?

Aaron Rapp


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Re: [hlds] Team Fortress 2 Update Released

2008-05-06 Thread Aaron Rapp
I'm going to be brutally honest here. 

Neph.I would much rather have you outside of Valve then
insidebecause on the inside, you can't easily make fixes without going
through the corporate mess that most of the current developers have to go
through. 

If Valve were to give you a job, their best bet would be to pay you but
leave you at home with no one to answer to, except to cover their ass when
the S*** hits the fan. 

And thanks again Neph. I have to say that you've made a lot of these server
admins' jobs a bit easier. One day of problems may not seem like a long time
for Valve, but when you constantly have to watch your server for exploiters
and hackers.it seems like a lifetime.  

Regards, 

Aaron Rapp


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of JDoc0512
Sent: Tuesday, May 06, 2008 12:47 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Released

yeah Neph needs a job at valve
   
  he fixed the problem before valve released an update yesterday which
didn't fix anything and another one tonight which might or might not fix
anything again

Nephyrin Zey <[EMAIL PROTECTED]> wrote:
  This isn't an issue that requires 'many types of computer' or anything
else.

You bind a certain command to a key, charge, uber someone, press that
key, you're infinitely ubered. Every time. And, looking at the way the
exploit works, it's clear they're just not properly 'resetting' people
who's loadout changes in the spawn. So whatever patch they tried to
apply was not addressed at the root cause.

So what I'm getting at is, give me a job. =D

- Neph

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now.
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No virus found in this incoming message.
Checked by AVG. 
Version: 7.5.524 / Virus Database: 269.23.9/1417 - Release Date: 5/6/2008
8:07 AM
 

No virus found in this outgoing message.
Checked by AVG. 
Version: 7.5.524 / Virus Database: 269.23.9/1417 - Release Date: 5/6/2008
8:07 AM
 


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[hlds] Valve Servers Down?

2008-05-02 Thread Aaron Rapp
Anyone getting a lot of people dropping for “No Steam Logon”?

 

Are the Valve Servers down maybe? I don’t think it’s us. 

 

Any help would be good. 

 

Aaron Rapp

 


No virus found in this outgoing message.
Checked by AVG. 
Version: 7.5.524 / Virus Database: 269.23.7/1411 - Release Date: 5/2/2008
8:02 AM
 
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Re: [hlds] Team Fortress 2 Update Released

2008-04-30 Thread Aaron Rapp
I'm not sure I understand CC2. Did they do something for the people who
already used the commands?

Aaron 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cc2iscooL
Sent: Wednesday, April 30, 2008 12:31 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Released

Nevermind, I spoke too soon. :)

Cc2iscooL wrote:
> Is anything to be done about the people that already used the 
> achievement console commands?
>
> Jason Ruymen wrote:
>> An optional update for Team Fortress 2 is now available.  Please use
>> hldsupdatetool to receive it.  The specific changes include:
>>  
>> Team Fortress 2 Client
>> - Removed TF2 achievement console commands
>>
>> Team Fortress 2 Server
>> - Fixed clients being able to trigger sv_soundscape_printdebuginfo on
>> the server   
>> - Fixed potential "nuke" exploit in rcon subsystem
>>
>> Jason
>>
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Re: [hlds] Goldrush makes Server Crash!!!

2008-04-29 Thread Aaron Rapp
I'm getting massive "CreateFragmentsFromFile" errors spamming our
console.

Can I get a confirm on this?

Aaron Rapp


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jon Leissler
Sent: Tuesday, April 29, 2008 7:56 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Goldrush makes Server Crash!!!

Just tried it. Ran ok until 6 ppl got on. and crashed.




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Re: [hlds] What's the story with server delisting?

2008-04-29 Thread Aaron Rapp
QFT

Aaron Rapp

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of DontWannaName!
Sent: Tuesday, April 29, 2008 6:45 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] What's the story with server delisting?

At the moment the topic is our servers crashing. Who cares about the custom
tab if our servers wont even stay up for 2 seconds to get onto a tab at all!



 


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Re: [hlds] The big TF2 update

2008-04-24 Thread Aaron Rapp
No, I didn't make an ass out of myself. As you said, I asked a valid
question and got jumped on. 

If you have time to write something like "So what's your problem with
HLDS?", then you have time to think why I would ask when the update is
coming out. 

There are so many other stupid questions on this mailing list, yet those
don't get Richard's question? 

Only mine? I don't think so. 

Aaron Rapp

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Thursday, April 24, 2008 11:15 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] The big TF2 update

Well, you did have a valid question, I though. As a server administrator, it
would be useful to know when the update is going to be released so that I
can make sure that I'm available. However, now you've just gone and made an
ass out of yourself.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Aaron Rapp
Sent: Thursday, April 24, 2008 10:55 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] The big TF2 update

Well, 2 things really.

1) This mailing list has never been and never will be a place to "only" talk
about HLDS problems. Even if there was some kind of rule that said it was,
most people here would not listen to it. 
2) People named Richard I thought were banned from this list...what
happened?

Aaron 


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Richard Eid
Sent: Thursday, April 24, 2008 10:43 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] The big TF2 update

So what's the issue with HLDS here?

On Thu, Apr 24, 2008 at 1:34 PM, Aaron Rapp <[EMAIL PROTECTED]> wrote:

 

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Re: [hlds] The big TF2 update

2008-04-24 Thread Aaron Rapp
Well, 2 things really.

1) This mailing list has never been and never will be a place to "only" talk
about HLDS problems. Even if there was some kind of rule that said it was,
most people here would not listen to it. 
2) People named Richard I thought were banned from this list...what
happened?

Aaron 


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Richard Eid
Sent: Thursday, April 24, 2008 10:43 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] The big TF2 update

So what's the issue with HLDS here?

On Thu, Apr 24, 2008 at 1:34 PM, Aaron Rapp <[EMAIL PROTECTED]> wrote:

 

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Re: [hlds] The big TF2 update

2008-04-24 Thread Aaron Rapp
Is today the big day? I believe most of the updates that we've gotten have
been on Tuesday's and Thursday's. 

The last news story I saw said "The week of the 20th"so, it should be
today or tomorrow, I hope. 

Aaron Rapp


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of GZ Coldorak
Sent: Monday, April 21, 2008 12:03 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] The big TF2 update

The update is for today, right?

On Mon, Apr 21, 2008 at 8:35 AM, Andreas Grimm <[EMAIL PROTECTED]> wrote:

> Hopefully the changelog will include something like this:
>
> - Removal of the custom tab
>
> otherwise it wouldn't be a "big" update for me ... come on valve, do
> something great for your community!
>
>
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Re: [hlds] cp_dustbowl Exploit Not Fixed (Please Confirm)

2008-03-20 Thread Aaron Rapp
We've come up with the fix and posted it with instructions on fixing it. 

http://forums.steampowered.com/forums/showthread.php?p=7425420

Let me know if anyone is able to still pass this up. 

There is no longer an ugly barrel. All fixes are out of sight. 

Regards, 

Aaron 


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Aaron Rapp
Sent: Thursday, March 20, 2008 8:34 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] cp_dustbowl Exploit Not Fixed (Please Confirm)

The Dustbowl exploit was not fixed. We updated our servers and had our best
guys go try it again. 

Sure enough, they were still able to do this exploit. It took them about 5
times longer, but practice makes perfect. 

I have my mappers coming up with some temporary fixes for this. We figure
that if we start putting props up on top of that ceiling, they will hit the
prop and not be able to peak over. We will test this out and confirm that
the temporary fix works, and will post the instructions to adding this to
your dustbowl maps hopefully within a day. 

Regards, 

Aaron Rapp

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Re: [hlds] cp_dustbowl Exploit Not Fixed (Please Confirm)

2008-03-20 Thread Aaron Rapp
Sorry bud.they can get past that big ugly barrel too. Our guys did it
the first night I put it on there. 

We'll come up with something better and post it up. Should have it up
tomorrow. 

Regards, 

Aaron


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of StrontiumDog
Sent: Thursday, March 20, 2008 9:03 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] cp_dustbowl Exploit Not Fixed (Please Confirm)

Confirmed.
Was able to do it.

The Big Ugly Barrel is back!

Adding this will create a barrel in the spot where the exploiter has to
stand.

So try this:

1. Download Ented
http://www.serverwiki.org/index.php/EntEd

2. Make a copy of cp_dustbowl and store it somewhere.

3. Open cp_dustbowl

4. At the end of the list of entities, add:

{
"origin" "1185 1638 21"
"targetname" "prop_deathbarrel"
"StartDisabled" "0"
"spawnflags" "0"
"solid" "6"
"skin" "0"
"SetBodyGroup" "0"
"rendercolor" "128 128 0"
"renderamt" "150"
"RandomAnimation" "0"
"pressuredelay" "0"
"PerformanceMode" "0"
"model" "models/props_badlands/barrel01.mdl"
"mindxlevel" "0"
"MinAnimTime" "5"
"maxdxlevel" "0"
"MaxAnimTime" "10"
"fadescale" "1"
"fademindist" "-1"
"fademaxdist" "0"
"ExplodeRadius" "0"
"ExplodeDamage" "0"
"disableshadows" "0"
"angles" "0 90 0"
"classname" "prop_dynamic"
}

Sticks a big ugly barrel in the same spot.

5. Save and re-upload to server.

This creates a big ugly barrel in the spot where you have to stand in that
spot to plant the teleporter. It is a temp fix until VALVe get the map
repaired.

On 20/03/2008, 1nsane . <[EMAIL PROTECTED]> wrote:
>
> That or you could just have them get killed by going on those spots... ;)
> By
> say getting burned?
>
>
> On Thu, Mar 20, 2008 at 11:33 PM, Aaron Rapp <[EMAIL PROTECTED]> wrote:
>
> > The Dustbowl exploit was not fixed. We updated our servers and had our
> > best
> > guys go try it again.
> >
> > Sure enough, they were still able to do this exploit. It took them about
> 5
> > times longer, but practice makes perfect.
> >
> > I have my mappers coming up with some temporary fixes for this. We
> figure
> > that if we start putting props up on top of that ceiling, they will hit
> > the
> > prop and not be able to peak over. We will test this out and confirm
> that
> > the temporary fix works, and will post the instructions to adding this
> to
> > your dustbowl maps hopefully within a day.
> >
> > Regards,
> >
> > Aaron Rapp
> >
> > No virus found in this outgoing message.
> > Checked by AVG.
> > Version: 7.5.519 / Virus Database: 269.21.7/1335 - Release Date:
> 3/19/2008
> > 9:54 AM
> >
> >
> >
> > ___
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> > please visit:
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> >
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[hlds] cp_dustbowl Exploit Not Fixed (Please Confirm)

2008-03-20 Thread Aaron Rapp
The Dustbowl exploit was not fixed. We updated our servers and had our best
guys go try it again. 

Sure enough, they were still able to do this exploit. It took them about 5
times longer, but practice makes perfect. 

I have my mappers coming up with some temporary fixes for this. We figure
that if we start putting props up on top of that ceiling, they will hit the
prop and not be able to peak over. We will test this out and confirm that
the temporary fix works, and will post the instructions to adding this to
your dustbowl maps hopefully within a day. 

Regards, 

Aaron Rapp

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RE: [hlds] Maintenance Notice: Valve List Server Down this Afternoon

2008-03-13 Thread Aaron Rapp
QUICK!!!

Take off all your 32 player servers from the Internet list!!!

Aaron Rapp

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bryn Moslow
Sent: Thursday, March 13, 2008 12:48 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Maintenance Notice: Valve List Server Down this Afternoon

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
The list server is going to be taken down for a bit this afternoon
sometime between 1:30PM and 2:00PM (US/Pacific) for some upgrades.

Hopefully this should only take an hour or two, I'll do my best to keep
the downtime short. Thanks for your patience...

Bryn Moslow
Valve Software
(425) 889-9642
http://www.valvesoftware.com
--

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

2008-03-11 Thread Aaron Rapp
Hi Valve,

SoI've obliged and played by your rules. I reluctantly took the delist
bypass off my server and my servers have been on the custom tab since
Thursday last week. My servers have suffered ever since. I followed your
instructions in hopes that you might actually act upon your words. Here we
are, close to a week since the update and I have seen nothing.

Is there any end in sight. Will you be acting on your words or have we heard
the last of this subject until the next update?

I think we give it until Thursday (exactly a week) and we will probably put
the delist bypass back on.

Would love to hear some feedback. I don't mean for this to be sarcastic but
we're not sure what we have to do to get your attention.

Regards.

Aaron


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rodge Stumbaugh
Sent: Friday, March 07, 2008 7:16 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Team Fortress 2/Dedicated Server updated

I agree with this 100% this is a great idea if it will work!

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru'
MacDonald
Sent: Thursday, March 06, 2008 10:57 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Team Fortress 2/Dedicated Server updated

I think it would be better to protest the two lists and have everyone add
"protest" to their sv_tags.

Use valves own system against them when they start getting spam from all of
the newbies complaining that they only see a few servers.

If every server implements their own tags, all of the players will just have
to start using the custom tab and it will just make the people who don't
know what they are doing go complain to valve and valve will have lots of
fun with that.

I think it'll work great.

- voogru.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Stiehm
Sent: Thursday, March 06, 2008 10:44 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Team Fortress 2/Dedicated Server updated

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

Holy 32 player servers batman. They have a lot of
servers to banvon the internet tab. If they don't do
that soon i'm join to join the others on the internet tab



> From: [EMAIL PROTECTED]> To: hlds@list.valvesoftware.com> Subject: RE:
[hlds] Team Fortress 2/Dedicated Server updated> Date: Thu, 6 Mar 2008
22:37:07 -0500> > Lovely.> > Thanks.> > - voogru.> > -Original
Message-> From: [EMAIL PROTECTED]>
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma> Sent:
Thursday, March 06, 2008 10:11 PM> To: hlds@list.valvesoftware.com> Subject:
RE: [hlds] Team Fortress 2/Dedicated Server updated> > Yes,> > If you have
something uncapping the 24 player limit (e.g. PLR), this will> happen.> >
-Original Message-> From: [EMAIL PROTECTED]>
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru'>
MacDonald> Sent: Thursday, March 06, 2008 6:52 PM> To:
hlds@list.valvesoftware.com> Subject: RE: [hlds] Team Fortress 2/Dedicated
Server updated> > Can valve please explain this:> > hostname: Team Fortress>
version : 1.0.2.1/14 3407 secure> udp/ip : 192.168.1.100:27025> map : hunted
at: 0 x, 0 y, 0 z> players : 0 (16 max)> > # userid name uniqueid connected
ping loss state adr> sv_tags> "sv_tags" = "increased_maxplayers" ( def. ""
)> Notify> > Thanks.> > -Original Message-> From:
[EMAIL PROTECTED]>
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen> Sent:
Thursday, March 06, 2008 9:01 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 updated.
Please run hldsupdatetool to receive these updates. The> specific changes
include:> > - Removed sv_alltalk from the list of convars that affect custom
server> tags> - Fixed Demoman grenades not hurting the shooter if fired at
point blank> range against a target> - Fixed critical modifier for explosive
weapons (rockets, pipe bombs)> increasing critical chance more than
intended> - Fixed Sudden Death "seconds have passed" string not including
the> amount of seconds that have passed> - Fixed Internet and Custom tabs in
the Server Browser not correctly> displaying the server information for
servers when going back and forth> between the two tabs> - Updated the URL
used for the "Click for more info on custom servers"> link on the Custom
tab> - Fixed a crash for a sound channel getting created without wavedata> -
Fixed Setup timer not showing the correct percentage in the circular>
progress bar> - Fixed being a

RE: [hlds] TF2 update coming later today

2008-03-06 Thread Aaron Rapp
I agree with this completely. Gamers are creatures of habit, and no amount
of PR is going to change that.

Please take our concerns seriously. It is ok to second guess an idea that
you have come up with.

We won't think any less of you for listening to the general public. ButI
do think we will think less if you didn't.

Aaron

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland
Sent: Thursday, March 06, 2008 2:55 PM
To: hlds@list.valvesoftware.com; [EMAIL PROTECTED]
Subject: Re: [hlds] TF2 update coming later today

- Original Message -
From: "Eric Smith" <[EMAIL PROTECTED]>

> We'll be doing some work to educate players on the new Custom servers
> tab, using both PR and user interface changes. Now that the
> Internet/Custom servers system is in place, we'd like server admin to
> work within it. We'll be delisting servers with custom rule sets that
> deliberately work around the system.

Unfortunately we can tell you from many years of experience it doesn't
matter how much PR or education you put behind something like this,
it simply wont work as gamers are:-
1. Lazy
2. Creatures of habit
3. Quite stupid

As I previously mentioned this is from bitter experience with Epic's
failed attempt at a similar feature which was very much simpler, a
tick box for "Standard servers only" that was selected by default.

We look forward to the changes you propose to the UI and hope this
takes into account the information we have all provided since its
release.

In short creating a single search interface which allows users to
quickly and easily filter servers from a default show all list is
the only option. Splitting XYZ servers over here and the rest over
there is simply too confusing / complicated for your average joe.

As an annalogy, you dont see Google only listing XHTML compliant web
pages in their main search and forcing users to go another page to
search all none conforming sites. Yes XHTML compliant sites will
likely provide a better more consitent user experience, but when it
all comes down to it 99% of users simply dont care. They want to
sample whats out there, if they try something and it doesnt work
for them they will go somewhere else.

Regards
Steve



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

2008-03-02 Thread Aaron Rapp
Valve,

There are some of us that understand what has happened here with the latest
update. We make decisions to better our server on a daily basis. From
personal experience, there are times when a change is made, looks good on
paper, but becomes a disaster when implemented, and we hear about it from
our regulars.

Unfortunately, when something is not beta tested before the release, and
feedback has not been collected, there is a good chance that the idea has
failed. I come in contact with this every day. Software development is a
very strenuous job to undertake. You continuously fall under criticism for
every move you make.

Bottom line, the custom tab was a brilliant idea the first time I read about
it. There are a lot of different servers; however, we were not able to beta
test this before hand to see what kind of impact it would have made. For a
good portion of us, the work we've put into our servers has been devastated
by this.

I know that some of these server admins can get on your case pretty bad, and
I don't support that at all, but I feel, this time, we're giving some pretty
valuable feedback on this. Users are continuing to search for a server on
the internet tab and there is a likely chance that they will not change.

I hope some constructive criticism is a refreshing change of pace for you.

Regards,

Aaron



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

2008-03-01 Thread Aaron Rapp
This is just an idea, but I think we should level the playing field again.
We get one of the people that have been able to bypass the custom list, and
ask them to release it. Everyone uses it, everyone gets back on the internet
tab, and we're back to normal again.

I understand the power that those people must be feeling right now. Knowing
that their servers will always be full, but I try to give everyone the
benefit of the doubt. I'm sure their servers were popular before, and with
releasing the bypass, I'm sure they will still be popular now.

It's up to them, but let's just level the playing field once again.

Aaron

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
Sent: Saturday, March 01, 2008 8:10 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Custom tab is / will kill of popular servers :(

If the players really cared about playing on your modified servers,
they'd manage to find you.  Judging by all the complaining about empty
servers, they obviously don't.  If having full servers is important to
you, and you believe all the players are joining standard servers, run
a standard server.


Quoting James McKenna <[EMAIL PROTECTED]>:

>> I have to agree. Our once popular servers now sit empty after the custom
tab
>> addition.
>> - Original Message -
>> From: "Garry Newman" <[EMAIL PROTECTED]>
>> To: 
>> Sent: Saturday, March 01, 2008 2:25 AM
>> Subject: Re: [hlds] Custom tab is / will kill of popular servers :(
>>
>>
>>> Can't you just make your server normal and have it shown on the Internet
>>> tab?
>>>
>>> Surely servers with mods should be niche and people should go looking
for
>>> them.
>>>
>>> garry
>>>
>>> On Sat, Mar 1, 2008 at 8:26 AM, Tony Paloma <[EMAIL PROTECTED]>
>>> wrote:
>>>> Ya, but that's basically the same thing. They'll make "Standard" the
>>>> default
>>>> and we'll have pretty much the same issue we have now.
>>>>
>>>>



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

2008-02-28 Thread Aaron Rapp
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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RE: [hlds] Valve testing servers

2008-02-26 Thread Aaron Rapp
Exactly the same thing that is happening with ours. We have a massive memory
leak that gives out about every 2 - 3 days. The server will start reporting
snapshot overflows and start dropping everyone. I get about 300,000K memory
usage before the server goes down.

I didn't have this problem for about 2 months, and now we're back to it.
What happened?


Aaron

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Stiehm
Sent: Tuesday, February 26, 2008 11:24 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Valve testing servers

--
[ Picked text/plain from multipart/alternative ]
I can give you info on this already. The server will just
slowly eat up more and more RAM until you run out. About
3 or 4 days for me = about 1Gig ram



> From: [EMAIL PROTECTED]> To: hlds@list.valvesoftware.com> Subject:
[hlds] Valve testing servers> Date: Tue, 26 Feb 2008 11:18:35 -0800> > This
is a multi-part message in MIME format.> --> [ Picked text/plain from
multipart/alternative ]> We're running a bunch of games servers right now to
get some performance> data, but we need to get a bunch more clients to
connected to make it> worthwhile. Our goal is to make the servers pretty
much fall over from> the load, or crash from lack of memory.> > If people
have any spare cycles, connect to one of the 16 servers> running at:> >
207.173.176.220:27045 through 207.173.176.220:27060> > They will be running
all the time, so getting a good sample of data> would be really useful.> >
Thanks> > Erik> --> > ___> To
unsubscribe, edit your list preferences, or view the list archives, please
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RE: [hlds] Team Fortress 2/Dedicated Server Updated

2008-02-14 Thread Aaron Rapp
Constant crashes here. Only on my custom map server. My 24/7 dustbowl server
is just fine.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steve S.
Sent: Thursday, February 14, 2008 2:57 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2/Dedicated Server Updated

don't know why but metamod decided to load all the sudden.. after a crash
with no plugins on badlands


> --
> [ Picked text/plain from multipart/alternative ]
> Is anyone getting constant server side crashes since the patch? Or is it
> one
> of my addons?
>
> On Thu, Feb 14, 2008 at 5:24 PM, Jason Ruymen <[EMAIL PROTECTED]>
> wrote:
>
>> Required updates for Team Fortress 2 and it's dedicated servers have
>> finally been released.  Please run hldsupdatetool to receive these
>> updates.  The specific changes include:
>>
>> Source Engine:
>> - Refactored how lightmaps are downloaded to the graphics card at level
>> load. On some hardware configurations this can lower level load times
>> significantly
>> - Optimized some particle systems to improve performance on some
>> hardware configurations
>> - Player stats are now sent up as they change, rather than when the
>> player dies
>> - Improved playback of sub-frame sounds
>> - Fixed a crash caused by alt-tabs during map load
>> - Eliminated unnecessary temporary memory allocation in scenefilecache
>>
>> Team Fortress 2:
>> - Badlands released
>> - Changes to Dustbowl
>>- Added a new access point to the stage2 attacker gates
>> (drop-down left from spawn), allowing attackers a way to reach the left
>> route without being subjected to the spam and sentry gun fire
>>- Fixed a gap in stage 3, cap 1 that allowed a player with to
>> wiggle above the "ceiling" clip
>>- Fixed a gap behind stage 1, cap 1 house
>>- Fixed a high perch on stage1 cap1 house roof
>>- Fixed a perch offering view of nodraw textures and the skybox
>> (stage1 cap2 rock barrier)
>>- Fixed a few places where rockets/demoman pipes could pass
>> through non-solid models
>>- Sealed up a gap over stage1 lower startgate
>>- Clipped off tall windows in stage 3 to prevent sentry guns
>> from behind built behind them
>>- Changes to Capture the Flag Well
>>- Fixed trains not starting on map spawn
>>- Removed cap association from red spawns that were
>> spamming console
>>- Changes to Granary
>>- Removed spawn timing advantage from the middle (from
>> -3 to 0)
>>- Fixed several model perch exploits (red, blue cp1 gate
>> and blue cp2 gate pipe)
>>- Fixed a few places where players could get stuck
>> between containers and silos
>>- Adjusted playerclips on red container that made it
>> appear like players were floating
>>- Added a small delay (200 ms) before a zoomed sniper shot can
>> get a critical hit
>>- Added server side convar mp_fadetoblack. Same functionality as
>> Counter-Strike, used mainly during in-person tournaments and LAN events
>>- Added flamethrower "sizzle" sound when the Pyro is hitting a
>> target
>>- Updated explosion debris to be a bit darker
>>- Fixed idle players not being kicked from the server if
>> mp_allowspectators was set to 0
>>- Added ctf_well to the default mapcycle.txt file
>>- Added ctf_well to the default motd.txt file
>>- Fixed floor tile material type
>>- Fixed some weapon damage info missing from TF2 game stats
>>- Made some small changes to the Demoman viewmodel that were
>> causing performance problems
>>- Added a new timer to the HUD to show the value of
>> mp_timelimit. This is useful if you're playing a timed match on 2Fort,
>> where you only set a timelimit on the server and no other win
>> conditions.
>>- Added server log entry for buildings destroyed by their owner
>>- Fixed sentry gun shadows being clipped
>>- Updated glass material
>>
>> SourceTV:
>> - SourceTV now uses a hidden slot on the game server. This allows for 24
>> player servers to also have a SourceTV proxy connected to it
>> - Fixed Pyro's flamethrower flames not showing up in SourceTV
>>
>> Jason
>>
>>
>>
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>> please visit:
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>>
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[hlds] mp_teststalemate

2008-02-13 Thread Aaron Rapp
I wanted to make a line of emails just about this topic. I might be doing
something wrong, and I hope you guys can help me out on this, but.our
server is all custom maps.

We have a lot of maps that are very popular.in moderation. It seems that
they don't play by the sv_timelimit rules. We get to the point where a map
can go on for hours and never stop until an admin gets on a runs a vote. Is
there anything I can do to get these maps to play by the rules? We have
suddendeath on as well in the server, but that doesn't make any difference
either. Just goes on forever.

Thanks for the help.

Aaron


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Prezident
Sent: Wednesday, February 13, 2008 5:45 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2 Server Tags Coming Soon

--
[ Picked text/plain from multipart/alternative ]
That's very nice.  What are the chances of us getting back the
mp_teststalemate cvar so that server operators can invoke suddendeath when
needed on some of these unpolished custom maps?

Thanks for the good news, please keep it coming, and PLEASE PLEASE PLEASE
put back mp_teststalemate

Take care,

Prez



On Feb 13, 2008 6:17 PM, Spencer 'voogru' MacDonald <[EMAIL PROTECTED]>
wrote:

> Sounds a bit like re-inventing the wheel to me.
>
> Hostnames are far more easy to remember and more customizable then...
>
> STEAM_0:SERVER:37984729847
>
> "sv_domain" "tf.voogru.net"
>
> if(strlen(sv_domain.value) > 0)
>use_domain_name_instead_of_ip_kthx;
>
> On top of that, I don't think it would take more than an hour to
> implement.
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Andreas Grimm
> Sent: Wednesday, February 13, 2008 7:59 PM
> To: hlds@list.valvesoftware.com
> Subject: RE: [hlds] Team Fortress 2 Server Tags Coming Soon
>
> Alfred told me, that they are already working on it. But they want to use
> a
> steamid based system instead of hostnames ... but it's the same ...
>
> that was a half year ago and it's still on their todo list :P
>
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of
> > Spencer 'voogru' MacDonald
> > Sent: Thursday, February 14, 2008 1:50 AM
> > To: hlds@list.valvesoftware.com
> > Subject: RE: [hlds] Team Fortress 2 Server Tags Coming Soon
> >
> > Jason,
> >
> > While you're improving the client server browser, could you
> > please allow servers to specify a "hostname" to be used
> > rather than an IP address? So that when a player adds a
> > server to their favorites, it adds that hostname instead of
> > the IP address, and when they view details on the server it
> > shows the hostname as well as the IP.
> >
> > When I say hostname, I mean like tf.voogru.net.
> >
> > The point is simply, in case the server changes it's IP
> > somewhere down the road, all of the players old favorites are
> > not invalidated.
> >
> > I heard that they tried this a few years back with websites
> > (using domain names instead of memorizing IP's), and I hear
> > it works pretty good for them.
> > Maybe it'll work for game servers too?
> >
> > ;)
> >
> > Thanks.
> >
> > - voogru.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
> > Sent: Wednesday, February 13, 2008 6:51 PM
> > To: hlds@list.valvesoftware.com; [EMAIL PROTECTED]
> > Subject: [hlds] Team Fortress 2 Server Tags Coming Soon
> >
> > One of the things that customers have been consistently
> > requesting from us a better method of finding game servers
> > with the specific settings that they like. Some players want
> > servers with friendly-fire on, or TF2 birthday mode, or 24/7
> > Dustbowl, and so on. Other players specifically want none of
> > these, asking us how they can find servers with no changes.
> > At the same time, we've watched as server operators have
> > increasingly filled out their server names with descriptions
> > of their custom settings.
> >
> > We've been working on a solution to these problems that we
> > hope will make sense, solving the player's desire to search
> > for specific settings, and the server operator's desire to
> > have better descriptive tools for their server. The concept
> > is similar to web page metatags, where server operators can
> > specify descriptive tags in any manner, and clients can
> > s

RE: [hlds] Team Fortress 2 Server Tags Coming Soon

2008-02-13 Thread Aaron Rapp
That is a really awesome idea!!! This will definitely make it easy to search
for custom map or custom mod type servers. This has been an issue with our
server on a regular basis. There has been an increase in needs for custom
servers to survive.

Good work Jason & Team!

Aaron

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Wednesday, February 13, 2008 3:51 PM
To: hlds@list.valvesoftware.com; [EMAIL PROTECTED]
Subject: [hlds] Team Fortress 2 Server Tags Coming Soon

One of the things that customers have been consistently requesting from
us a better method of finding game servers with the specific settings
that they like. Some players want servers with friendly-fire on, or TF2
birthday mode, or 24/7 Dustbowl, and so on. Other players specifically
want none of these, asking us how they can find servers with no changes.
At the same time, we've watched as server operators have increasingly
filled out their server names with descriptions of their custom
settings.

We've been working on a solution to these problems that we hope will
make sense, solving the player's desire to search for specific settings,
and the server operator's desire to have better descriptive tools for
their server. The concept is similar to web page metatags, where server
operators can specify descriptive tags in any manner, and clients can
search for servers by specifying the tags they're interested in. Some
tags are automatically filled in, based on server convars. For example,
in TF2 we've removed the restrictions on a variety of server options
(like friendly fire & respawn wave times), and now the tag system will
automatically add a tag when they're changed, so that customers who want
to play on these servers can easily find them.

Click here: http://www.steamgames.com/v/img/whatsnew/serverTags.jpg for
a screenshot of the new server browser interface that players will have.
As you can see, we've put a new tab onto it called "Custom". Servers
with tags will appear in this list, where the player can specify a list
of tags they're interested in. The "Add Common Tags" button will give
them a list of the top 20 tags in use across all the servers, so they're
able to easily choose the popular tags. Untagged servers will show up in
the old Internet games list.

Jason

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

2008-01-25 Thread Aaron Rapp
Thanks Jason!

However, I just wanted to check to see if anyone else is getting a console
error on a more regular basis.

"CreateFragmentsFromFile: 'downloads/d36c487e.dat' doesn't exist"

The 8 alphanumeric number varies from map to map, but I'm getting it on a
very very regular basis since the update and I haven't changed anything to
the server itself since the update. The error tends to spam the console
about 30 or so times. From past experiences.enough of these errors would
crash the server. Do I have a setting wrong or is this a common problem
since the update?

Regards,

Aaron


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Friday, January 25, 2008 2:58 PM
To: hlds@list.valvesoftware.com; [EMAIL PROTECTED];
[EMAIL PROTECTED]
Subject: [hlds] Team Fortress 2/Dedicated Server Updated

Required updates for Team Fortress 2 and it's dedicated servers have
been released.  Please run hldsupdatetool to receive these updates.  The
specific changes include:

- Added new capture the flag map CTF_Well
- Added Spanish map descriptions
- Added new option to auto-save a scoreboard screenshot at the end of a
map to the Multiplayer->Advanced dialog
- Added more particle optimizations for mid range and low end hardware
- Updated CP_GravelPit to fix all known exploits and changed the scoring
method to score per capture rather than per round
- Updated "nextlevel" CVAR to trigger a changelevel at the end of the
current round (not mini-round)
- Fixed SourceTV demo recording problem
- Fixed mp_stalemate_enable not preventing Sudden Death mode on some
maps
- Fixed a couple cases where player stats were not being recorded
correctly
- Fixed some log entries being truncated
- Fixed crash caused by trying to import a custom player spray
- Removed the "Reset Stats" button from the Player Stats screen

Jason



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7:44 PM


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Re: [hlds] Problem with server listing

2007-02-09 Thread Aaron M.

I think if you're on a natted network, this may also be the cause of
your server not being listed. I have the same problem when I try to host
a dedicated server at my house behind my linux firewall. The dedicated
server doesn't know what it's public IP is, so when it tells valve's
servers "hey, my IP address is 192.168.1.5" for example, the master
server probably ignores it since it's an unroutable IP address. This
would be my guess.

Megatron wrote:

I think the problem may be that there is no distinction between inbound and
outbound ports. Usually all that is listed for most games is a port range.
We know that port forwarding is for inbound packets and just 27015 UDP is
the default port required. Most "home" firewall routers don't block outbound
ports so that's usually not a concern. If you have a dedicated firewall that
blocks everything inbound and outbound then some of the outbound ports need
to be opened as well.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ole Kristian Rosvold
Sent: Thursday, February 08, 2007 8:45 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] Problem with server listing

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

I have sat up an dedicated Counter-Strike: Source server.
It work almost OK, players can connect (if they use the IP adress) and play.
The problem is, my server don't appare in master server list. When I search
for my server on www.gametiger.net on IP, my server respond with a random
port, normally 500XX.
I have forwarded following ports to the server-computer:
UDP 1200
UDP 27000 - 27039 (every port in that range)
TCP 27015 - 27039 (every port in range)

I have sat the sv_region (3 - As in Europe) in the server.cfg
I start my server with the following command:
"srcds.exe -console -game cstrike -port 27015 +sv_lan 0 +map de_dust2
+maxplayers 16 -tickrate 100"

I hope you can help me, and would be very thankful for that.
Best regards Ole Kristian
--

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[hlds] Error I am getting

2006-10-01 Thread Aaron
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Players in my server are getting this error:


disconnected (reason "This Steam account does not own this game.
Please login to the correct Steam account")


Was curious if there was a way to fix this?
--


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Re: [hlds] hlds choke

2006-08-20 Thread Aaron

Hey Guys


Appreciating all the advice, I just thought it was odd that there is only
about 5-10 choke on dust2 but up to 50+ on office with the same server
settings on the same machine.
- Original Message -
From: "Whisper" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, August 20, 2006 9:38 PM
Subject: Re: [hlds] hlds choke



--
[ Picked text/plain from multipart/alternative ]
Dropping packets is a Server CPU issue

In any case, unless I've missed something, the OP said they were running 2
x
40 player 66 tickrate SRCDS

If that is the case, sv_maxrate 1 & sv_maxupdaterate 50 is woefully
inadequate.

But I am assuming that people on this list have paid attention to how much
bandwidth a client is capable if using on a 40 player 66 tickrate server.

In the end they are your servers, do whatever the hell you want.

On 8/21/06, Adam Sando <[EMAIL PROTECTED]> wrote:


I'm guessing you've checked this, but how is the server performing in
terms of memory, CPU and disk performance?

I have found from personal experience that on the start of every round,
if your machine cannot cope well (or is hitting it's ceiling on
performance), you sometimes get choppy gameplay and choke/loss. Are you
able to contact your host to get some type of real-time reporting on the
server at all to see if this is maybe a contributing factor?

I've noticed this on some of the GA servers too, Whisper. On occaision
when a 24 or 32 player server is full, it will drop IN packets a fair
bit until people start to die off. Not sure if this is bandwidth or
performance related though, as it gets better when there are less people
in the server.

Regards,
Adam

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Aaron
Sent: Monday, 21 August 2006 9:12 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] hlds choke

Thanks Kyle

I will try out those settings, keep in mind I do this for a hobby and
just got into computers in general so I may not get the grasp on this
stuff as quickly as yourself and find it hard squeezing in time to read
but I have read whispers wiki a couple of times.


By the way I do not host the server myself, it is housed at a datacenter
in texas.

- Original Message -
From: "kyle" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, August 20, 2006 4:23 PM
Subject: Re: [hlds] hlds choke


> --
> [ Picked text/plain from multipart/alternative ]
> You can try the rates I gave you or not.   I'm not going to give
myself
> carpal tunnel syndrome teaching you how to run your server.
>
> Its just so damn simple to run a well performing server, I have no
> idea how people can have so many problems.
>
> Your sv_maxrate 2  << wrong way to high by 1 points
> Sv_maxupdaterate 100  << wrong way to high by 50 points
>
> ---Original Message---
>
> From: Aaron
> Date: 08/20/06 15:04:30
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] hlds choke
>
>>>>> > // Set Rates
>>>>> > sv_maxrate 2
>>>>> > sv_minrate 5000
>>>>> > sv_maxupdaterate 100
>>>>> > sv_minupdaterate 20
>>>>> > sv_unlag 1
>>>>> > sv_maxunlag 1
>>>>> > fps_max 600
>
>
> Is what I currently have for my rates...Clients rates are set to rate
> 2, cl_updaterate 66 cl_cmdrate 66 asewll.
>
> At the begining of the rounds and in gun battles the choke with go up
> to about 50+ with no loss.
> - Original Message -
> From: "kyle" <[EMAIL PROTECTED]>
> To: 
> Sent: Sunday, August 20, 2006 1:49 PM
> Subject: Re: [hlds] hlds choke
>
>
>> --
>> [ Picked text/plain from multipart/alternative ] Well I don't run any

>> srcds but if your talking about just hlds, what cvars do you have for

>> rates in your server.cfg.
>>
>> I use these for my 26 slot day of defeat server and I never get any
>> choke.
>> They will work fine for any HL1 mod.   How much choke are you
getting.
>> Are you getting enough choke to cause loss or what.
>> Loss is what you don't want and choke higher then say 9.
>> Of course you always get some choke when you have died and are
>> respawning.
>> BTW, have you power cycled your modem and router.
>> You have to do that at least once ever other day.
>>
>>
>> Sv_allowdownload 1
>> Sv_allowupload 1
>> Sv_maxrate 1
>> Sv_minrate 4000
>> Sv_maxupdaterate 50
>> Sv_minupdaterate 20
>>
>> Decalfrequency 120
>> Fakelag 0
>> Fakeloss 0
>>
>> ---Original Message---
>>
>> From: Aaron
>> Date: 08/20/06 12:24:34
>> To: hlds@list.valvesoftware.com
>> Subject: R

Re: [hlds] hlds choke

2006-08-20 Thread Aaron

Thanks Kyle

I will try out those settings, keep in mind I do this for a hobby and just
got into computers in general so I may not get the grasp on this stuff as
quickly as yourself and find it hard squeezing in time to read but I have
read whispers wiki a couple of times.


By the way I do not host the server myself, it is housed at a datacenter in
texas.

- Original Message -
From: "kyle" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, August 20, 2006 4:23 PM
Subject: Re: [hlds] hlds choke



--
[ Picked text/plain from multipart/alternative ]
You can try the rates I gave you or not.   I'm not going to give myself
carpal tunnel syndrome teaching you how to run your server.

Its just so damn simple to run a well performing server, I have no idea
how
people can have so many problems.

Your sv_maxrate 2  << wrong way to high by 1 points
Sv_maxupdaterate 100  << wrong way to high by 50 points

---Original Message---

From: Aaron
Date: 08/20/06 15:04:30
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] hlds choke


> // Set Rates
> sv_maxrate 2
> sv_minrate 5000
> sv_maxupdaterate 100
> sv_minupdaterate 20
> sv_unlag 1
> sv_maxunlag 1
> fps_max 600



Is what I currently have for my rates...Clients rates are set to rate
2,
cl_updaterate 66 cl_cmdrate 66 asewll.

At the begining of the rounds and in gun battles the choke with go up to
about 50+ with no loss.
- Original Message -
From: "kyle" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, August 20, 2006 1:49 PM
Subject: Re: [hlds] hlds choke



--
[ Picked text/plain from multipart/alternative ]
Well I don't run any srcds but if your talking about just hlds, what
cvars
do you have for rates in your server.cfg.

I use these for my 26 slot day of defeat server and I never get any
choke.
They will work fine for any HL1 mod.   How much choke are you getting.
Are you getting enough choke to cause loss or what.
Loss is what you don't want and choke higher then say 9.
Of course you always get some choke when you have died and are
respawning.
BTW, have you power cycled your modem and router.
You have to do that at least once ever other day.


Sv_allowdownload 1
Sv_allowupload 1
Sv_maxrate 1
Sv_minrate 4000
Sv_maxupdaterate 50
Sv_minupdaterate 20

Decalfrequency 120
Fakelag 0
Fakeloss 0

---Original Message---

From: Aaron
Date: 08/20/06 12:24:34
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] hlds choke

I appreciate the concern gent's but like I sayd that was an older rcon
password from a previous backed up server.cfg.

If we could get back to my question and if anybody can give any helpfull
adive of input I would appreciate it.

Thanks
- Original Message -
From: "Jason O. Washburn" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, August 20, 2006 11:05 AM
Subject: RE: [hlds] hlds choke



I went to their web site just to make sure it was a actual site since I
couldn't believe someone would actually publish their password to the
world.  I didn't actually go to the game server though and try the
password.

Jason

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Megatron
Sent: Sunday, August 20, 2006 9:15 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] hlds choke


How many tried it?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Aaron
Sent: Sunday, August 20, 2006 12:49 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] hlds choke

No worries

That is was an older rcon password :)
- Original Message -
From: "Whisper" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, August 20, 2006 12:24 AM
Subject: Re: [hlds] hlds choke



--
[ Picked text/plain from multipart/alternative ]
Its a good password though :p

On 8/20/06, ShootMe <[EMAIL PROTECTED]> wrote:


That will not solve your actuall problem but the problem you'll get
soon.

CHANGE YOUR RCON PASSWORD ;-)

I didn't try if this rcon is realy working but i think so - maybe
better to change before someone else does it for you...


Aaron wrote:
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Hello
>
> I currently have a dedicated machine over at layeredtech thats:
>
> Dual opteron 254's
> 4gigs Memory
>
> 100mb pot with 3.3TB of bandwidth per month.
>
> I am currently runing one 44player 66 tickrate 24/7 office server
> and
one 40player 66 tickrate dust2 server. I and others have noticed alot



of choke on the office map but the dust2 seems fine. I was curious if



my settings were correct or what I should try out to help reduce
choke.
>
>
> Current server.cfg
>
> // Server Hostname
> hostname "24/7 Office N00B ReFuGe"
>
>
> // Rcon Password
> rcon_password RockRiverArms001345jensen0123454
>
&

Re: [hlds] hlds choke

2006-08-20 Thread Aaron

> // Set Rates
> sv_maxrate 2
> sv_minrate 5000
> sv_maxupdaterate 100
> sv_minupdaterate 20
> sv_unlag 1
> sv_maxunlag 1
> fps_max 600



Is what I currently have for my rates...Clients rates are set to rate 2,
cl_updaterate 66 cl_cmdrate 66 asewll.

At the begining of the rounds and in gun battles the choke with go up to
about 50+ with no loss.
- Original Message -
From: "kyle" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, August 20, 2006 1:49 PM
Subject: Re: [hlds] hlds choke



--
[ Picked text/plain from multipart/alternative ]
Well I don't run any srcds but if your talking about just hlds, what cvars
do you have for rates in your server.cfg.

I use these for my 26 slot day of defeat server and I never get any choke.
They will work fine for any HL1 mod.   How much choke are you getting.
Are you getting enough choke to cause loss or what.
Loss is what you don't want and choke higher then say 9.
Of course you always get some choke when you have died and are respawning.
BTW, have you power cycled your modem and router.
You have to do that at least once ever other day.


Sv_allowdownload 1
Sv_allowupload 1
Sv_maxrate 1
Sv_minrate 4000
Sv_maxupdaterate 50
Sv_minupdaterate 20

Decalfrequency 120
Fakelag 0
Fakeloss 0

---Original Message---

From: Aaron
Date: 08/20/06 12:24:34
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] hlds choke

I appreciate the concern gent's but like I sayd that was an older rcon
password from a previous backed up server.cfg.

If we could get back to my question and if anybody can give any helpfull
adive of input I would appreciate it.

Thanks
- Original Message -
From: "Jason O. Washburn" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, August 20, 2006 11:05 AM
Subject: RE: [hlds] hlds choke



I went to their web site just to make sure it was a actual site since I
couldn't believe someone would actually publish their password to the
world.  I didn't actually go to the game server though and try the
password.

Jason

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Megatron
Sent: Sunday, August 20, 2006 9:15 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] hlds choke


How many tried it?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Aaron
Sent: Sunday, August 20, 2006 12:49 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] hlds choke

No worries

That is was an older rcon password :)
- Original Message -
From: "Whisper" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, August 20, 2006 12:24 AM
Subject: Re: [hlds] hlds choke



--
[ Picked text/plain from multipart/alternative ]
Its a good password though :p

On 8/20/06, ShootMe <[EMAIL PROTECTED]> wrote:


That will not solve your actuall problem but the problem you'll get
soon.

CHANGE YOUR RCON PASSWORD ;-)

I didn't try if this rcon is realy working but i think so - maybe
better to change before someone else does it for you...


Aaron wrote:
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Hello
>
> I currently have a dedicated machine over at layeredtech thats:
>
> Dual opteron 254's
> 4gigs Memory
>
> 100mb pot with 3.3TB of bandwidth per month.
>
> I am currently runing one 44player 66 tickrate 24/7 office server
> and
one 40player 66 tickrate dust2 server. I and others have noticed alot



of choke on the office map but the dust2 seems fine. I was curious if



my settings were correct or what I should try out to help reduce
choke.
>
>
> Current server.cfg
>
> // Server Hostname
> hostname "24/7 Office N00B ReFuGe"
>
>
> // Rcon Password
> rcon_password RockRiverArms001345jensen0123454
>
>
> // Startup Exec
> exec banned_user.cfg
> exec banned_ip.cfg
> exec mani_server.cfg
>
>
> // Server Logging
> log on
> mp_logdetail 1
> mp_logmessages 1
>
>
> // Server Variables
> mp_timelimit 0
> mp_autokick 0
> mp_autoteambalance 1
> mp_c4timer 35
> mp_flashlight 1
> mp_footsteps 1
> mp_freezetime 0
> mp_friendlyfire 0
> mp_hostagepenalty 3
> mp_limitteams 2
> mp_roundtime 3
> mp_tkpunish 0
> mp_startmoney 16000
> mp_chattime 2
> mp_falldamage 1
> mp_buytime .5
> sv_allowupload 1
> sv_allowdownload 1
> sv_restartround 0
> sv_maxspeed 320
> decalfrequency 60
> allow_spectators 4
> sv_alltalk 1
> mp_forcecamera 0
> phys_pushscale 10
> sv_aim 0
> sv_cheats 0
> sv_lan 0
> sv_region 0
> sv_contact www.noobrefuge.com
>
> // Set Rates
> sv_maxrate 2
> sv_minrate 5000
> sv_maxupdaterate 100
> sv_minupdaterate 20
> sv_unlag 1
> sv_maxunlag 1
> fps_max 600
>
> exec autoexec.cfg
>
> both servers are

Re: [hlds] hlds choke

2006-08-20 Thread Aaron

I appreciate the concern gent's but like I sayd that was an older rcon
password from a previous backed up server.cfg.

If we could get back to my question and if anybody can give any helpfull
adive of input I would appreciate it.

Thanks
- Original Message -
From: "Jason O. Washburn" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, August 20, 2006 11:05 AM
Subject: RE: [hlds] hlds choke



I went to their web site just to make sure it was a actual site since I
couldn't believe someone would actually publish their password to the
world.  I didn't actually go to the game server though and try the
password.

Jason

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Megatron
Sent: Sunday, August 20, 2006 9:15 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] hlds choke


How many tried it?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Aaron
Sent: Sunday, August 20, 2006 12:49 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] hlds choke

No worries

That is was an older rcon password :)
- Original Message -
From: "Whisper" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, August 20, 2006 12:24 AM
Subject: Re: [hlds] hlds choke



--
[ Picked text/plain from multipart/alternative ]
Its a good password though :p

On 8/20/06, ShootMe <[EMAIL PROTECTED]> wrote:


That will not solve your actuall problem but the problem you'll get
soon.

CHANGE YOUR RCON PASSWORD ;-)

I didn't try if this rcon is realy working but i think so - maybe
better to change before someone else does it for you...


Aaron wrote:
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Hello
>
> I currently have a dedicated machine over at layeredtech thats:
>
> Dual opteron 254's
> 4gigs Memory
>
> 100mb pot with 3.3TB of bandwidth per month.
>
> I am currently runing one 44player 66 tickrate 24/7 office server
> and
one 40player 66 tickrate dust2 server. I and others have noticed alot



of choke on the office map but the dust2 seems fine. I was curious if



my settings were correct or what I should try out to help reduce
choke.
>
>
> Current server.cfg
>
> // Server Hostname
> hostname "24/7 Office N00B ReFuGe"
>
>
> // Rcon Password
> rcon_password RockRiverArms001345jensen0123454
>
>
> // Startup Exec
> exec banned_user.cfg
> exec banned_ip.cfg
> exec mani_server.cfg
>
>
> // Server Logging
> log on
> mp_logdetail 1
> mp_logmessages 1
>
>
> // Server Variables
> mp_timelimit 0
> mp_autokick 0
> mp_autoteambalance 1
> mp_c4timer 35
> mp_flashlight 1
> mp_footsteps 1
> mp_freezetime 0
> mp_friendlyfire 0
> mp_hostagepenalty 3
> mp_limitteams 2
> mp_roundtime 3
> mp_tkpunish 0
> mp_startmoney 16000
> mp_chattime 2
> mp_falldamage 1
> mp_buytime .5
> sv_allowupload 1
> sv_allowdownload 1
> sv_restartround 0
> sv_maxspeed 320
> decalfrequency 60
> allow_spectators 4
> sv_alltalk 1
> mp_forcecamera 0
> phys_pushscale 10
> sv_aim 0
> sv_cheats 0
> sv_lan 0
> sv_region 0
> sv_contact www.noobrefuge.com
>
> // Set Rates
> sv_maxrate 2
> sv_minrate 5000
> sv_maxupdaterate 100
> sv_minupdaterate 20
> sv_unlag 1
> sv_maxunlag 1
> fps_max 600
>
> exec autoexec.cfg
>
> both servers are boosted with windows media player runing in the
background.
>
> Any help or advice would be greatly appreciated.
> --
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list
> archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
>


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Re: [hlds] hlds choke

2006-08-20 Thread Aaron

No worries

That is was an older rcon password :)
- Original Message -
From: "Whisper" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, August 20, 2006 12:24 AM
Subject: Re: [hlds] hlds choke



--
[ Picked text/plain from multipart/alternative ]
Its a good password though :p

On 8/20/06, ShootMe <[EMAIL PROTECTED]> wrote:


That will not solve your actuall problem but the problem you'll get soon.

CHANGE YOUR RCON PASSWORD ;-)

I didn't try if this rcon is realy working but i think so - maybe better
to change before someone else does it for you...


Aaron wrote:
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Hello
>
> I currently have a dedicated machine over at layeredtech thats:
>
> Dual opteron 254's
> 4gigs Memory
>
> 100mb pot with 3.3TB of bandwidth per month.
>
> I am currently runing one 44player 66 tickrate 24/7 office server and
one 40player 66 tickrate dust2 server. I and others have noticed alot of
choke on the office map but the dust2 seems fine. I was curious if my
settings were correct or what I should try out to help reduce choke.
>
>
> Current server.cfg
>
> // Server Hostname
> hostname "24/7 Office N00B ReFuGe"
>
>
> // Rcon Password
> rcon_password RockRiverArms001345jensen0123454
>
>
> // Startup Exec
> exec banned_user.cfg
> exec banned_ip.cfg
> exec mani_server.cfg
>
>
> // Server Logging
> log on
> mp_logdetail 1
> mp_logmessages 1
>
>
> // Server Variables
> mp_timelimit 0
> mp_autokick 0
> mp_autoteambalance 1
> mp_c4timer 35
> mp_flashlight 1
> mp_footsteps 1
> mp_freezetime 0
> mp_friendlyfire 0
> mp_hostagepenalty 3
> mp_limitteams 2
> mp_roundtime 3
> mp_tkpunish 0
> mp_startmoney 16000
> mp_chattime 2
> mp_falldamage 1
> mp_buytime .5
> sv_allowupload 1
> sv_allowdownload 1
> sv_restartround 0
> sv_maxspeed 320
> decalfrequency 60
> allow_spectators 4
> sv_alltalk 1
> mp_forcecamera 0
> phys_pushscale 10
> sv_aim 0
> sv_cheats 0
> sv_lan 0
> sv_region 0
> sv_contact www.noobrefuge.com
>
> // Set Rates
> sv_maxrate 2
> sv_minrate 5000
> sv_maxupdaterate 100
> sv_minupdaterate 20
> sv_unlag 1
> sv_maxunlag 1
> fps_max 600
>
> exec autoexec.cfg
>
> both servers are boosted with windows media player runing in the
background.
>
> Any help or advice would be greatly appreciated.
> --
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
>


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[hlds] hlds choke

2006-08-19 Thread Aaron
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello

I currently have a dedicated machine over at layeredtech thats:

Dual opteron 254's
4gigs Memory

100mb pot with 3.3TB of bandwidth per month.

I am currently runing one 44player 66 tickrate 24/7 office server and one 
40player 66 tickrate dust2 server. I and others have noticed alot of choke on 
the office map but the dust2 seems fine. I was curious if my settings were 
correct or what I should try out to help reduce choke.


Current server.cfg

// Server Hostname
hostname "24/7 Office N00B ReFuGe"


// Rcon Password
rcon_password RockRiverArms001345jensen0123454


// Startup Exec
exec banned_user.cfg
exec banned_ip.cfg
exec mani_server.cfg


// Server Logging
log on
mp_logdetail 1
mp_logmessages 1


// Server Variables
mp_timelimit 0
mp_autokick 0
mp_autoteambalance 1
mp_c4timer 35
mp_flashlight 1
mp_footsteps 1
mp_freezetime 0
mp_friendlyfire 0
mp_hostagepenalty 3
mp_limitteams 2
mp_roundtime 3
mp_tkpunish 0
mp_startmoney 16000
mp_chattime 2
mp_falldamage 1
mp_buytime .5
sv_allowupload 1
sv_allowdownload 1
sv_restartround 0
sv_maxspeed 320
decalfrequency 60
allow_spectators 4
sv_alltalk 1
mp_forcecamera 0
phys_pushscale 10
sv_aim 0
sv_cheats 0
sv_lan 0
sv_region 0
sv_contact www.noobrefuge.com

// Set Rates
sv_maxrate 2
sv_minrate 5000
sv_maxupdaterate 100
sv_minupdaterate 20
sv_unlag 1
sv_maxunlag 1
fps_max 600

exec autoexec.cfg

both servers are boosted with windows media player runing in the background.

Any help or advice would be greatly appreciated.
--


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  1   2   >