Re: [hlds] hlds Digest, Vol 47, Issue 4

2015-03-06 Thread Albert Davis
Oh god, I agree so much. These hats and shit, IMO, have for the most part
ruined the game.

On Fri, Mar 6, 2015 at 12:50 PM, annarack 
wrote:

> If only we could roll back to before hats and weapons started dropping.
> I've never really enjoyed playing TF2 as much as I did back then when
> achievements meant something rather than waiting for a weapon or a hat to
> drop.
>
> Does someone fancy Greenlighting TF2 original so that we can all play TF2
> with real skill again??
>  On 4 Mar 2015 21:37, Robert Paulson  wrote:
>
> Before Valve started funneling all the new players to their servers, there
> were many community servers with vanilla settings with different maps. What
> you see now is the direct consequence of Valve's changes, this was not how
> it was.
>
> There is a reason why the only communities left are running mods and the
> same few maps. It is because those are the only servers you can fill
> without quickplay now. No one can compete with the numerous official
> servers clogging up the browser list and being fed all the players from
> quickplay.
>
> And while "most" community servers may not be that great, there were at
> least 200 of them that were according to gametracker, so this isn't just a
> dozen servers that will get killed. This was also a complete betrayal of
> the players/customers who bought TF2, expecting to be able to join or run
> their own servers. You may not understand since you don't seem to care very
> much about the quality of the servers you play on, but to me, this is
> almost as offensive as turning a game pay-to-win after getting everyone
> hooked on it for a few years. I refuse to play on official servers, and
> knowing how much better community servers can be, I'd rather quit than
> downgrade.
>
> I for one will never host another Valve game after putting thousands of
> dollars and hours into TF2, and I will refrain from buying any games or
> microtransactions from them due to this.
>
> On Wed, Mar 4, 2015 at 12:48 PM, Lucas Wagner  wrote:
>
> I think this thread drastically underestimates the new user. I would argue
> that most new users are new to this game but not new to FPS gaming. I would
> argue most understand that there are thousands of servers out there but
> just don't care to sift through a list when all they want to do is connect
> and play. It's a crapshoot anyway, I'm sure many of them have to connect
> through quickplay several times to find a decent game. I use the server
> browser to try and find good games and it's a hassle.
>
> Further, I think the community servers are far from great. Most run the
> same 3-4 maps (2fort, dustbowl, turbine, badwater) and jack with the
> settings (instant respawn, 32 player dustbowl anyone?) and then come on
> here and complain that Valve is killing their communities. Sure there are
> some good communities, and some good mods, but most community servers
> aren't all that great and I highly doubt there is any real tragedy here.
> Further I think many people underestimate the impact of the age of the game
> in the declining numbers. Has anyone looked at traffic on Valve's servers?
> Either way I'm not convinced the experience would be any better if all the
> traffic on Valve's servers were redirected to community servers.
>
> That's my 2 cents, feel free to tell me I'm wrong.
>
> On Wed, Mar 4, 2015 at 2:12 PM, Chad Hedstrom 
> wrote:
>
> I do like that idea.
>
> Artificially "soft locking" the server browser button, and having users
> unlock it via an achievement (dominate one player, for example) gives new
> users an easy incentive and helps advertise the existence of community
> servers rather even-handidly. Since it's something you unlock, there's an
> incentive to go check out what you've unlocked, and at least try out
> connecting to a community Server. Right now there are likely many new users
> who never realize there's an option b outside of quick play.
>
> I say soft locking, as users could still connect through the console or
> steam server browser.
>
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Re: [hlds] Rethinking the community quickplay ban

2015-02-06 Thread Albert Davis
It doesn't have staying power? How so?

On Fri, Feb 6, 2015 at 6:01 PM, spacebur...@gmail.com  wrote:

> A large part of the fact community is waning comes from the natural life
> cycle of a game. TF2 has been around for almost 7 years now, and truth be
> told, it doesn't have the staying power that games like CS do. That is not
> to say Valve's mishandling of quickplay doesn't contribute to it, though.
>
> On 6 February 2015 at 23:10, E. Olsen  wrote:
>
>> I agree that going out of our way to abuse quickplay & break the rules is
>> pretty shortsighted and ill-conceived.
>>
>> Having said that, there are always people that say "it was not about ads"
>> or "they made the change because of THIS", but the truth is no one really
>> knows, because the TF2 team never TOLD US why they thought the drastic
>> change was necessarily. The most I heard from Fletcher Dunn at the time was
>> that it was "getting bad for the players". Of course, he said that in the
>> same sentence that he told us that the change was a temporary solution (I'm
>> paraphrasing here, as I don't have the direct quote saved).
>>
>> I have my theories, and I'm sure they conflict with those that love the
>> idea of pinion ads plastered all over their servers, but that's neither
>> here nor there.
>>
>> I like the idea of Valve charging for a server hosting license, I've
>> never thought of that before, but it would probably be a great way to keep
>> the more nefarious folks from throwing up those terrible anonymous "TF2
>> ad-farms" (the ones that used fake clients/bots to trick quickplay, etc.)
>> that plagued quickplay prior to the change.
>>
>> Even if they only charged $5 per year per server, it would probably do
>> the trick (the same way charging for TF2 kept more hackers out, etc.)
>>
>> The thing that gets rattles me most about quickplay is that TF2 was
>> flourishing before it came along, with the "good" community servers rising
>> to the top (traffic-wise) while the "premium" and low-quality servers
>> languished. It wasn't until the "easy" quickplay traffic came along that we
>> had the 100+ server "ad-farms" and "premium" operators launching server
>> after server in order to cash in on the easy traffic.
>>
>> I think they need to really step back and ask themselves if quickplay has
>> actually improved the game. There is a "culture" that TF2 brought with it
>> in its first few years of operation that the "random games with random
>> strangers" that quickplay encourages is destroying. The days of server
>> "regulars" are on the wane, and all the high-quality teamwork & camaraderie
>> that it created is going with it.
>>
>> New players never get to see how great TF2 can really be, and that's the
>> biggest casualty of the quickplay system. I wish there were some member of
>> the TF2 team that still understood that and would advocate for it, but the
>> lack of any kind of communication from the TF2 team outside of update
>> announcements make me doubt it.
>>
>> On Fri, Feb 6, 2015 at 4:47 PM, Robert Paulson 
>> wrote:
>>
>>> Abusing quickplay is the dumbest idea I ever heard. The entire point of
>>> these complaints is that almost no one is using community quickplay because
>>> the UI is so bad and skewed in favor of official servers.
>>>
>>> Since everyone else is putting forth their own solutions and theories, I
>>> will repeat mine. Default to community servers after 1 hour of gameplay.
>>> After 1 hour new players should know how vanilla TF2 is and be able to find
>>> a proper community server.
>>>
>>> This is not about the complete distrust in community servers for all
>>> players because they would not have bothered to add a community servers
>>> option. \
>>>
>>> This is not about ads because they were already completely blocked from
>>> people joining through quickplay long before the official servers change.
>>>
>>> Short of removing community servers completely or charging for a hosting
>>> license, someone will always have something to complain about. Everything
>>> is a trade-off and having community servers is better than idiot-proofing
>>> the game for the whiners who can't even figure out how to use the server
>>> browser.
>>>
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Re: [hlds] Rethinking the community quickplay ban

2015-02-05 Thread Albert Davis
I agree as well, Valve has ruined this game and had done so long ago.


On Thu, Feb 5, 2015 at 4:20 PM, Jordan Olling 
wrote:

> I'm essentially no one, but I agree as well.
>
> On Thu, Feb 5, 2015 at 1:17 PM, Paul  wrote:
>
>> I agree, unfortunately I doubt Valve will comment or change this despite
>> whether a majority might want this or not :(. But I certainly agree with
>> what you've said.
>>
>> On 5 February 2015 at 21:11, Tim Anderson  wrote:
>>
>>> To the TF2 team,
>>>
>>> It has now been over a year since the decision to essentially ban
>>> community servers from quickplay by defaulting to official ones. Here are
>>> some facts of what has happened since then.
>>>
>>> - Player gain dropped 4% from the year before.
>>> - UGC highlander teams dropped 17%
>>> - Highly reduced map variety from community servers.
>>> - Even top non-quickplay servers have drastically fewer players than in
>>> 2013.
>>>
>>> You may have guaranteed new players a vanilla experience, but this is
>>> ruining the experience for the rest.
>>>
>>> Maybe nothing is being done because you do not see enough complaints
>>> about this from reddit or spuf. This is because the problem is obvious when
>>> someone connects to a pay to win server while it is not as obvious when a
>>> server is dying over the span of several months because official ones are
>>> getting all the new players.
>>>
>>> Most of the people that I talked to even knew about this change so the
>>> thought about complaining about it never crossed their minds. But just
>>> because they never knew about it doesn't mean it wasn't a problem.
>>>
>>> I hope you realize that this change is doing more harm than good. It may
>>> have stopped some complaints but this is hurting TF2 in the long run.
>>>
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>>>
>>
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Re: [hlds] Optional TF2 dedicated server update released

2014-12-10 Thread Albert Davis
It may not be Valves responsibility to SM, but considering it's the biggest
tool people use on servers, IMO, it should be worked with them to make sure
it doesn't get broken with every other update.

On Wed, Dec 10, 2014 at 10:09 AM, Albert Davis 
wrote:

> Updates may keep some games alive, but I know many people who have quit
> playing TF2 BECAUSE of the updates, they flat out refuse.
>
> On Wed, Dec 10, 2014 at 9:42 AM, Spencer 'Voogru' MacDonald <
> voo...@voogru.com> wrote:
>
>> “The constant updates breaking shit like SM”
>>
>> Not valves responsibility.
>>
>>
>>
>> *From:* hlds-boun...@list.valvesoftware.com [mailto:
>> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Albert Davis
>> *Sent:* Wednesday, December 10, 2014 9:21 AM
>> *To:* Half-Life dedicated Win32 server mailing list
>> *Subject:* Re: [hlds] Optional TF2 dedicated server update released
>>
>>
>>
>> It is server related since I run one, and I have played tf2 since the
>> beginning. The constant updates breaking shit like SM and the like, it's
>> getting rather tiresome.
>>
>>
>>
>> On Wed, Dec 10, 2014 at 8:59 AM, Anthony Duncan <
>> anth...@kinevonetwork.com> wrote:
>>
>> You could always 'not' play the game. Also not server related so you
>> should probably use the community forums to vent instead.
>>
>>
>>
>> On Wed, Dec 10, 2014 at 1:52 PM, Albert Davis 
>> wrote:
>>
>> Can't you guys just STOP with all these updates? It's getting ridiculous.
>> You are ruining the game. What's even worse, is that shit tons of people
>> paid for this game originally, you then make itf F2P, and just keep killing
>> it more week by week with these silly updates. Fix broken stuff, sure, but
>> adding all these additional stuff, it's justugh
>>
>>
>>
>>
>>
>> On Tue, Dec 9, 2014 at 8:21 PM, 1nsane <1nsane...@gmail.com> wrote:
>>
>> And when quickplay doesn't find any valve servers it just tells players
>> to try again later. Nothing about using the server browser or community
>> quickplay.
>>
>>
>>
>> Seems they would rather have new players not play at all than play on
>> community servers.
>>
>>
>>
>> Would be nice if they edited that message. Eh valve? Please? Pretty
>> please? :D
>>
>>
>>
>> On Tue, Dec 9, 2014 at 6:13 PM, wickedplayer494 <
>> wickedplayer...@gmail.com> wrote:
>>
>> If Valve wanted to do that, they'd just outright say "yeah hey we're done
>> with this game, see ya" and/or shut off all their servers leaving only
>> community ones running.
>>
>>
>>
>> On 12/9/2014 5:09 PM, Paul wrote:
>>
>> A wild theory, but erhaps Valve are intentionally wanting players to
>> slowly lose interest in Team Fortress 2 for some reason?
>>
>>
>>
>> On 9 December 2014 at 23:01, Robert Paulson 
>> wrote:
>>
>> I would argue that it is related to third party dedicated servers.
>>
>>
>>
>> The people left in charge of TF2 have been out of touch with players for
>> a while and only now is it becoming more obvious. We face the brunt of
>> these bad policies because we don't have a stream of new mann co store
>> fodder from quickplay. A few years ago the thought of making a major patch
>> locked behind an uncraftable purchase would not even have crossed their
>> minds.
>>
>>
>>
>> Despite 3 major non-MvM patches, global player counts are again on their
>> way to declining back to beginning of the year levels. With the amount of
>> developer time spent on the game, TF2 should not be 1/5th the size of CS.
>> I've seen many quality servers die out this year. Custom servers are also
>> dying because new players aren't being exposed enough to the fact that
>> custom servers exist.
>>
>>
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>> please visit:
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>>
>>
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Re: [hlds] Optional TF2 dedicated server update released

2014-12-10 Thread Albert Davis
Updates may keep some games alive, but I know many people who have quit
playing TF2 BECAUSE of the updates, they flat out refuse.

On Wed, Dec 10, 2014 at 9:42 AM, Spencer 'Voogru' MacDonald <
voo...@voogru.com> wrote:

> “The constant updates breaking shit like SM”
>
> Not valves responsibility.
>
>
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Albert Davis
> *Sent:* Wednesday, December 10, 2014 9:21 AM
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] Optional TF2 dedicated server update released
>
>
>
> It is server related since I run one, and I have played tf2 since the
> beginning. The constant updates breaking shit like SM and the like, it's
> getting rather tiresome.
>
>
>
> On Wed, Dec 10, 2014 at 8:59 AM, Anthony Duncan 
> wrote:
>
> You could always 'not' play the game. Also not server related so you
> should probably use the community forums to vent instead.
>
>
>
> On Wed, Dec 10, 2014 at 1:52 PM, Albert Davis 
> wrote:
>
> Can't you guys just STOP with all these updates? It's getting ridiculous.
> You are ruining the game. What's even worse, is that shit tons of people
> paid for this game originally, you then make itf F2P, and just keep killing
> it more week by week with these silly updates. Fix broken stuff, sure, but
> adding all these additional stuff, it's justugh
>
>
>
>
>
> On Tue, Dec 9, 2014 at 8:21 PM, 1nsane <1nsane...@gmail.com> wrote:
>
> And when quickplay doesn't find any valve servers it just tells players to
> try again later. Nothing about using the server browser or community
> quickplay.
>
>
>
> Seems they would rather have new players not play at all than play on
> community servers.
>
>
>
> Would be nice if they edited that message. Eh valve? Please? Pretty
> please? :D
>
>
>
> On Tue, Dec 9, 2014 at 6:13 PM, wickedplayer494 
> wrote:
>
> If Valve wanted to do that, they'd just outright say "yeah hey we're done
> with this game, see ya" and/or shut off all their servers leaving only
> community ones running.
>
>
>
> On 12/9/2014 5:09 PM, Paul wrote:
>
> A wild theory, but erhaps Valve are intentionally wanting players to
> slowly lose interest in Team Fortress 2 for some reason?
>
>
>
> On 9 December 2014 at 23:01, Robert Paulson  wrote:
>
> I would argue that it is related to third party dedicated servers.
>
>
>
> The people left in charge of TF2 have been out of touch with players for a
> while and only now is it becoming more obvious. We face the brunt of these
> bad policies because we don't have a stream of new mann co store fodder
> from quickplay. A few years ago the thought of making a major patch locked
> behind an uncraftable purchase would not even have crossed their minds.
>
>
>
> Despite 3 major non-MvM patches, global player counts are again on their
> way to declining back to beginning of the year levels. With the amount of
> developer time spent on the game, TF2 should not be 1/5th the size of CS.
> I've seen many quality servers die out this year. Custom servers are also
> dying because new players aren't being exposed enough to the fact that
> custom servers exist.
>
>
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>
>
>
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Re: [hlds] Optional TF2 dedicated server update released

2014-12-10 Thread Albert Davis
It is server related since I run one, and I have played tf2 since the
beginning. The constant updates breaking shit like SM and the like, it's
getting rather tiresome.

On Wed, Dec 10, 2014 at 8:59 AM, Anthony Duncan 
wrote:

> You could always 'not' play the game. Also not server related so you
> should probably use the community forums to vent instead.
>
> On Wed, Dec 10, 2014 at 1:52 PM, Albert Davis 
> wrote:
>
>> Can't you guys just STOP with all these updates? It's getting ridiculous.
>> You are ruining the game. What's even worse, is that shit tons of people
>> paid for this game originally, you then make itf F2P, and just keep killing
>> it more week by week with these silly updates. Fix broken stuff, sure, but
>> adding all these additional stuff, it's justugh
>>
>>
>> On Tue, Dec 9, 2014 at 8:21 PM, 1nsane <1nsane...@gmail.com> wrote:
>>
>>> And when quickplay doesn't find any valve servers it just tells players
>>> to try again later. Nothing about using the server browser or community
>>> quickplay.
>>>
>>> Seems they would rather have new players not play at all than play on
>>> community servers.
>>>
>>> Would be nice if they edited that message. Eh valve? Please? Pretty
>>> please? :D
>>>
>>> On Tue, Dec 9, 2014 at 6:13 PM, wickedplayer494 <
>>> wickedplayer...@gmail.com> wrote:
>>>
>>>>  If Valve wanted to do that, they'd just outright say "yeah hey we're
>>>> done with this game, see ya" and/or shut off all their servers leaving only
>>>> community ones running.
>>>>
>>>>
>>>> On 12/9/2014 5:09 PM, Paul wrote:
>>>>
>>>> A wild theory, but erhaps Valve are intentionally wanting players to
>>>> slowly lose interest in Team Fortress 2 for some reason?
>>>>
>>>> On 9 December 2014 at 23:01, Robert Paulson 
>>>> wrote:
>>>>
>>>>>  I would argue that it is related to third party dedicated servers.
>>>>>
>>>>>  The people left in charge of TF2 have been out of touch with players
>>>>> for a while and only now is it becoming more obvious. We face the brunt of
>>>>> these bad policies because we don't have a stream of new mann co store
>>>>> fodder from quickplay. A few years ago the thought of making a major patch
>>>>> locked behind an uncraftable purchase would not even have crossed their
>>>>> minds.
>>>>>
>>>>>  Despite 3 major non-MvM patches, global player counts are again on
>>>>> their way to declining back to beginning of the year levels. With the
>>>>> amount of developer time spent on the game, TF2 should not be 1/5th the
>>>>> size of CS. I've seen many quality servers die out this year. Custom
>>>>> servers are also dying because new players aren't being exposed enough to
>>>>> the fact that custom servers exist.
>>>>>
>>>>> ___
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>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>>>
>>>>>
>>>>
>>>>
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>>>>
>>>
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Re: [hlds] Optional TF2 dedicated server update released

2014-12-10 Thread Albert Davis
Can't you guys just STOP with all these updates? It's getting ridiculous.
You are ruining the game. What's even worse, is that shit tons of people
paid for this game originally, you then make itf F2P, and just keep killing
it more week by week with these silly updates. Fix broken stuff, sure, but
adding all these additional stuff, it's justugh


On Tue, Dec 9, 2014 at 8:21 PM, 1nsane <1nsane...@gmail.com> wrote:

> And when quickplay doesn't find any valve servers it just tells players to
> try again later. Nothing about using the server browser or community
> quickplay.
>
> Seems they would rather have new players not play at all than play on
> community servers.
>
> Would be nice if they edited that message. Eh valve? Please? Pretty
> please? :D
>
> On Tue, Dec 9, 2014 at 6:13 PM, wickedplayer494  > wrote:
>
>>  If Valve wanted to do that, they'd just outright say "yeah hey we're
>> done with this game, see ya" and/or shut off all their servers leaving only
>> community ones running.
>>
>>
>> On 12/9/2014 5:09 PM, Paul wrote:
>>
>> A wild theory, but erhaps Valve are intentionally wanting players to
>> slowly lose interest in Team Fortress 2 for some reason?
>>
>> On 9 December 2014 at 23:01, Robert Paulson 
>> wrote:
>>
>>>  I would argue that it is related to third party dedicated servers.
>>>
>>>  The people left in charge of TF2 have been out of touch with players
>>> for a while and only now is it becoming more obvious. We face the brunt of
>>> these bad policies because we don't have a stream of new mann co store
>>> fodder from quickplay. A few years ago the thought of making a major patch
>>> locked behind an uncraftable purchase would not even have crossed their
>>> minds.
>>>
>>>  Despite 3 major non-MvM patches, global player counts are again on
>>> their way to declining back to beginning of the year levels. With the
>>> amount of developer time spent on the game, TF2 should not be 1/5th the
>>> size of CS. I've seen many quality servers die out this year. Custom
>>> servers are also dying because new players aren't being exposed enough to
>>> the fact that custom servers exist.
>>>
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Re: [hlds] Mandatory TF2 update released

2014-12-02 Thread Albert Davis
No response from support*

On Tue, Dec 2, 2014 at 9:09 AM, Albert Davis  wrote:

> How is it dead? Hasn't been updated in years, can't login properly. No
> forums on the HLSW site, no response support or anyone, It's dead. Same for
> the smartphone app, hasn't been updated in years, even the paid for
> version.
>
> On Tue, Dec 2, 2014 at 2:50 AM, Peter Jerde  wrote:
>
>>
>> > On Dec 1, 2014, at 17:55 PM, Albert Davis 
>> wrote:
>> >
>> > Kind of off topic, but since HLSW is dead, any recommendations for a
>> good RCON tool?
>>
>> How is it that HLSW is "dead"? I still use v1.4.0.2 of it daily.
>>
>>  - Peter
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Re: [hlds] Mandatory TF2 update released

2014-12-02 Thread Albert Davis
How is it dead? Hasn't been updated in years, can't login properly. No
forums on the HLSW site, no response support or anyone, It's dead. Same for
the smartphone app, hasn't been updated in years, even the paid for
version.

On Tue, Dec 2, 2014 at 2:50 AM, Peter Jerde  wrote:

>
> > On Dec 1, 2014, at 17:55 PM, Albert Davis 
> wrote:
> >
> > Kind of off topic, but since HLSW is dead, any recommendations for a
> good RCON tool?
>
> How is it that HLSW is "dead"? I still use v1.4.0.2 of it daily.
>
>  - Peter
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Re: [hlds] Mandatory TF2 update released

2014-12-01 Thread Albert Davis
Kind of off topic, but since HLSW is dead, any recommendations for a good
RCON tool?


On Wed, Nov 26, 2014 at 5:11 PM, Eric Smith  wrote:

> We've released a mandatory update for TF2. The notes for the update are
> below. The new version number is 2520915.
>
> -Eric
>
> -
>
> - Fixed a client crash related to achievements
> - Fixed a client crash related to Spy animations
> - Fixed a client crash related to the Spectator HUD
> - Fixed changes to video settings not being saved between sessions
> - Fixed not being able to block control points from being captured
> - Fixed not respawning instantly after changing loadout in a respawn room
> - Fixed Medi Gun prediction stuttering when using tf_medigun_autoheal
> - Fixed the Necro Smasher not falling into the world properly when dropped
> - Fixed Killstreak sheen effects for the Necro Smasher
> - Fixed The Lone Star not using the correct Blue team material
> - Fixed the Brim-Full Of Bullets not being held by the Sniper during the
> melee taunt
> - Added the Gamers Assembly tournament medals
> - Added the TF2mixup 2014 medal
>
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Re: [hlds] Mandatory TF2 update released

2014-10-30 Thread Albert Davis
Anyone getting crashes every few min? Is it related to SourceMod?

On Thu, Oct 30, 2014 at 11:41 AM, Gabriel Klinefelter <
gabe.klinefel...@gmail.com> wrote:

> Was it intentional to stop someone from forward spawning by changing to
> their current loadout without touching resup?
>
> On Thu, Oct 30, 2014 at 1:28 AM, John 
> wrote:
>
>> On 10/29/2014 6:01 PM, Ross Bemrose wrote:
>>
>>> Which explains the issues I was seeing on servers hosted by NFO.
>>>
>>
>> On our managed/standalone servers, the systems rolled that new file out
>> properly as far as I can tell. If you are still having problems, please
>> contact us ASAP.
>>
>> -John
>>
>>
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Re: [hlds] Mandatory TF2 update coming

2014-10-23 Thread Albert Davis
Seriously? Another update?

On Thu, Oct 23, 2014 at 3:48 PM, big john  wrote:

> Ask SPUF
> On Oct 23, 2014 3:47 PM, "Jordan Olling"  wrote:
>
>> I want to know whoever voices any new characters we might be hearing, and
>> perhaps also if Nolan North voiced the HHH/Eyelander.
>>
>> On Thu, Oct 23, 2014 at 12:42 PM, Azarus X  wrote:
>>
>>> Halloween update right?
>>>
>>> On 23 October 2014 21:37, Eric Smith  wrote:
>>>
 We're working on a mandatory update for TF2. We should have it ready
 soon.

 -Eric


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>>>
>>>
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Re: [hlds] Mandatory TF2 update coming

2014-10-22 Thread Albert Davis
Sure, updates are nice, but when you have this many and it seems like every
other update breaks something, that's quite annoying.

On Wed, Oct 22, 2014 at 2:45 PM, 1nsane <1nsane...@gmail.com> wrote:

> I like updates.
>
> We want valve to keep updating this game as often as possible. Especially
> with content.
>
> On Wed, Oct 22, 2014 at 2:16 PM, Albert Davis 
> wrote:
>
>> What is with all the updates? This is  insane.
>>
>>
>> On Wed, Oct 22, 2014 at 1:53 PM, Paul  wrote:
>>
>>> At least it's not coming out in the middle of the night (UK).
>>>
>>> On 22 October 2014 18:51, big john  wrote:
>>>
>>>> Crap its too early for my servers to crash. 
>>>> On Oct 22, 2014 1:43 PM, "Eric Smith"  wrote:
>>>>
>>>>> We're working on a mandatory update for TF2. We should have it ready
>>>>> soon.
>>>>>
>>>>> -Eric
>>>>>
>>>>>
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Re: [hlds] Mandatory TF2 update coming

2014-10-22 Thread Albert Davis
What is with all the updates? This is  insane.


On Wed, Oct 22, 2014 at 1:53 PM, Paul  wrote:

> At least it's not coming out in the middle of the night (UK).
>
> On 22 October 2014 18:51, big john  wrote:
>
>> Crap its too early for my servers to crash. 
>> On Oct 22, 2014 1:43 PM, "Eric Smith"  wrote:
>>
>>> We're working on a mandatory update for TF2. We should have it ready
>>> soon.
>>>
>>> -Eric
>>>
>>>
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Re: [hlds] Mandatory TF2 update coming

2014-09-17 Thread Albert Davis
Seriously? 3 days in a row now?

On Wed, Sep 17, 2014 at 8:15 PM, 1nsane <1nsane...@gmail.com> wrote:

> An update a day keeps the bugs away (hopefully).
>
> Thanks for the heads up.
>
> On Wed, Sep 17, 2014 at 8:14 PM, Eric Smith 
> wrote:
>
>> We're working on a mandatory update for TF2. We should have it ready soon.
>>
>> -Eric
>>
>>
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Re: [hlds] Mandatory TF2 update coming

2014-06-23 Thread Albert Davis
Le sigh...


On Mon, Jun 23, 2014 at 8:43 PM, Eric Smith  wrote:

> We're working on another mandatory update for TF2. We should have it ready
> very soon.
>
> -Eric
>
>
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Re: [hlds] [hlds_linux] Mandatory TF2 update released

2014-06-21 Thread Albert Davis
Ok, they have been renamed -_-



On Sat, Jun 21, 2014 at 11:34 AM, Valentin G.  wrote:

> The aimbot and eyetest modules of SMAC are currently broken. Don't use
> them.
>
> On Sat, Jun 21, 2014 at 5:31 PM, Albert Davis 
> wrote:
> > apparently, on my server, SM is banning people using the conga?
> >
> >
> > On Sat, Jun 21, 2014 at 10:35 AM, Nicola  wrote:
> >>
> >> how about this error ? overflowed reliable buffer  from Conga taunt , if
> >> is played too much all client crash.
> >>
> >>
> >>
> >>
> >>
> >>
> >> On 6/20/2014 7:28 PM, Eric Smith wrote:
> >> > We've released a mandatory update for TF2. The notes for the update
> are
> >> > below. The new version number is 2292213.
> >> >
> >> > -Eric
> >> >
> >> > -
> >> >
> >> > - Fixed a client crash related to the B.A.S.E. Jumper
> >> > - Updated the prioritization method used when choosing which partner
> >> > taunt to join such that players under the crosshair will have the
> highest
> >> > priority.
> >> > - Fixed The Classic scope not being drawn correctly in DirectX 8
> >> > - Fixed the Tide Turner and Chargin' Targe doing impact damage at any
> >> > range
> >> > - Fixed the Tide Turner refilling the Charge meter on any decapitation
> >> > - Updated the B.A.S.E. Jumper to prevent buying unusable upgrades in
> >> > Mann vs. Machine
> >> > - Fixed Lugermorph animations
> >> >
> >> >
> >> > ___
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> >>
> >
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Re: [hlds] [hlds_linux] Mandatory TF2 update released

2014-06-21 Thread Albert Davis
apparently, on my server, SM is banning people using the conga?


On Sat, Jun 21, 2014 at 10:35 AM, Nicola  wrote:

> how about this error ? *overflowed reliable buffer * from Conga taunt ,
> if is played too much all client crash.
>
>
>
>
>
>
> On 6/20/2014 7:28 PM, Eric Smith wrote:
> > We've released a mandatory update for TF2. The notes for the update are
> below. The new version number is 2292213.
> >
> > -Eric
> >
> > -
> >
> > - Fixed a client crash related to the B.A.S.E. Jumper
> > - Updated the prioritization method used when choosing which partner
> taunt to join such that players under the crosshair will have the highest
> priority.
> > - Fixed The Classic scope not being drawn correctly in DirectX 8
> > - Fixed the Tide Turner and Chargin' Targe doing impact damage at any
> range
> > - Fixed the Tide Turner refilling the Charge meter on any decapitation
> > - Updated the B.A.S.E. Jumper to prevent buying unusable upgrades in
> Mann vs. Machine
> > - Fixed Lugermorph animations
> >
> >
> > ___
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Re: [hlds] [hlds_linux] Mandatory TF2 update coming

2014-06-11 Thread Albert Davis
Another one?

2 in one day?



On Wed, Jun 11, 2014 at 4:43 PM, pilger  wrote:

> As usual I got the email saying it was going to be ready soon when it has
> already been released. So... yeah.
>
>
> _pilger
>
>
> On 11 June 2014 17:11, Denis Eliseev  wrote:
>
>> How soon is 'soon'? ;)
>>
>> 12.06.2014 0:06, Eric Smith:
>>
>>> We're working on a mandatory update for TF2. We should have it ready
>>> soon.
>>>
>>> -Eric
>>>
>>>
>>> ___
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>>
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Re: [hlds] Can we have a Quickplay Status report, please? 2

2014-06-05 Thread Albert Davis
TF got old is a lame excuse, it's a lot of these changes Valve keeps
making. I have had people in my clan quit playing because of all the
changes.


On Thu, Jun 5, 2014 at 8:38 PM, Robert Paulson 
wrote:

> Repeating the same overused quip is not a valid excuse to ignore all the
> evidence. "TF2 just got old" is not a valid explanation. 1 out of every 5
> players just decides to stop playing when summer vacation starts? Please...
> get real.
>
> This year
>
> http://www.steamgraph.net/index.php?action=graph&jstime=1&appid=440&from=138856320&to=End+Time
>
> Last Year
>
> http://www.steamgraph.net/index.php?action=graph&jstime=1&appid=440&from=135702720&to=137041560
>
>
>
>
> On Thu, Jun 5, 2014 at 5:16 PM, Phillip Vector 
> wrote:
>
>> >And that thing is Valve removing community servers from quickplay.
>>
>> Correlation does not imply causation.
>>
>> Player counts being lower does not mean that it's because of the
>> quickplay decision.
>>
>> Yeah, I know I said it before. You stop repeating that unsupported
>> assumption, I'll stop reminding you that you are committing a logical
>> falicy.
>>
>>
>> On Thu, Jun 5, 2014 at 5:11 PM, Robert Paulson 
>> wrote:
>>
>>> *Goes to search for Interstellar Marines*
>>> http://store.steampowered.com/stats/
>>> Not even in the list with the last game having 1000 players.
>>>
>>> Most people that prefer FPS can't stand MOBAs such as myself. People
>>> getting bored of a game means a slow decline, this decline looks fast to
>>> me.
>>>
>>> There is absolutely no reason for player counts to drop after summer
>>> this year when it has increased every other year before this unless
>>> something is really wrong. And that thing is Valve removing community
>>> servers from quickplay.
>>>
>>>
>>
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Re: [hlds] TF2 - Spawnprotection vs "Giving gameplay advantage to players"

2014-02-08 Thread Albert Davis
If someone comes into spawn and keeps killing people, I find that highly
annoying and consider it camping. Yes, they should be punished.



On Sat, Feb 8, 2014 at 3:42 AM, ics  wrote:

> Spawn protection .. if the other team is playing so bad or someone manages
> to sneak to enemy spawn and squash them, do you think they should be
> punished for being clever or give overpowers to the defending team? No.
>
> -ics
>
> Andreas Grimm kirjoitti:
>
>>
>> Something like https://forums.alliedmods.net/showthread.php?p=1977137
>>
>> vs.
>>
>> "Giving gameplay advantage to players"
>>
>> What do you think? Still allowed to use spawn protection systems?
>>
>>
>>
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Re: [hlds] Sound Folder

2013-12-10 Thread Albert Davis
I haven't


On Tue, Dec 10, 2013 at 3:26 PM, Jesse Oak  wrote:

> Have you tried using the custom folder? I was under the assumption that's
> what it in part was to be used for now.
>
>
> On Tue, Dec 10, 2013 at 10:09 AM, Albert Davis wrote:
>
>> another*
>>
>>
>>
>> On Tue, Dec 10, 2013 at 11:08 AM, Albert Davis wrote:
>>
>>> Ah, got it fixed!
>>>
>>> So the sound folder on my end, under TF was empty except for the sound
>>> cache file, there was under sound folder under download, moved all the
>>> files from the one in the download folder, to the one in the root of the tf
>>> folder, and it's working now, at least on my notebook, will need to test
>>> this at home too.
>>>
>>>
>>>
>>> On Tue, Dec 10, 2013 at 11:01 AM, Albert Davis 
>>> wrote:
>>>
>>>> So, it seems others can still hear them, but my end tells me it's not
>>>> missing :/ Sigh...
>>>>
>>>>
>>>> On Mon, Dec 9, 2013 at 10:46 PM, IBIS Customer Service <
>>>> ibis.serv...@gmail.com> wrote:
>>>>
>>>>> Sorry thought that was in response to my message as I have the issue
>>>>> on pure 0 servers.
>>>>>
>>>>>
>>>>> On Mon, Dec 9, 2013 at 10:27 PM, Ross Bemrose wrote:
>>>>>
>>>>>>  ...did you miss where Albert said his only recent change was
>>>>>> switching to sv_pure 1?
>>>>>>
>>>>>>
>>>>>> On 12/9/2013 10:22 PM, IBIS Customer Service wrote:
>>>>>>
>>>>>> Whitelist is not used with pure 0. Or does valve now require the
>>>>>> whitelist even if u have disabled the whitelist? B/c if that is the case
>>>>>> than we got a glitch if I ever seen one...
>>>>>> On Dec 9, 2013 10:13 PM, "Ross Bemrose"  wrote:
>>>>>>
>>>>>>>  You really need to copy cfg/pure_server_whitelist_example.txt to
>>>>>>> cfg/pure_server_whitelist.txt and then add this line somewhere before 
>>>>>>> the
>>>>>>> closing bracket:
>>>>>>> sound\admin_plugin\...any
>>>>>>>
>>>>>>> On 12/9/2013 8:20 PM, Albert Davis wrote:
>>>>>>>
>>>>>>> So created a file called pure_server_whitelist.txt and placed
>>>>>>> sound/admin_plugin and restarted but no go
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> On Mon, Dec 9, 2013 at 7:57 PM, Ross Bemrose wrote:
>>>>>>>
>>>>>>>>  Which would be the direct cause, because you need to add
>>>>>>>> sound/admin_plugin to the pure_server_whitelist.txt
>>>>>>>>
>>>>>>>>
>>>>>>>> On 12/9/2013 7:40 PM, Albert Davis wrote:
>>>>>>>>
>>>>>>>>  The issue is the folder and all my files are there, just when I
>>>>>>>> try to use them, it acts as if they aren't there
>>>>>>>>
>>>>>>>>
>>>>>>>> Failed to load sound "admin_plugin\english.wav", file probably
>>>>>>>> missing from disk/repository
>>>>>>>>
>>>>>>>>
>>>>>>>>  and it's been working for well over 6 months, the only thing I can
>>>>>>>> attribute to it, i changed to sv_pure 1 the other day but nothing else 
>>>>>>>> has
>>>>>>>> changed
>>>>>>>>
>>>>>>>>
>>>>>>>>  On Mon, Dec 9, 2013 at 7:04 PM, Kyle Sanderson <
>>>>>>>> kyle.l...@gmail.com> wrote:
>>>>>>>>
>>>>>>>>> We've been having trouble with cstrike since the Sept 16th update.
>>>>>>>>> Apparently it's client-side and something to do with caching. If
>>>>>>>>> you
>>>>>>>>> have any more information, I'd love to hear about it. Ryan Stecker
>>>>>>>>> found a temporary fix (have the client purge their
>>>>>>>>> tf/sound/sound.cache file), as to a permanent solution I haven't a
>>>>>>>>> clue. I don't believe se

Re: [hlds] Sound Folder

2013-12-10 Thread Albert Davis
another*



On Tue, Dec 10, 2013 at 11:08 AM, Albert Davis wrote:

> Ah, got it fixed!
>
> So the sound folder on my end, under TF was empty except for the sound
> cache file, there was under sound folder under download, moved all the
> files from the one in the download folder, to the one in the root of the tf
> folder, and it's working now, at least on my notebook, will need to test
> this at home too.
>
>
>
> On Tue, Dec 10, 2013 at 11:01 AM, Albert Davis wrote:
>
>> So, it seems others can still hear them, but my end tells me it's not
>> missing :/ Sigh...
>>
>>
>> On Mon, Dec 9, 2013 at 10:46 PM, IBIS Customer Service <
>> ibis.serv...@gmail.com> wrote:
>>
>>> Sorry thought that was in response to my message as I have the issue on
>>> pure 0 servers.
>>>
>>>
>>> On Mon, Dec 9, 2013 at 10:27 PM, Ross Bemrose wrote:
>>>
>>>>  ...did you miss where Albert said his only recent change was
>>>> switching to sv_pure 1?
>>>>
>>>>
>>>> On 12/9/2013 10:22 PM, IBIS Customer Service wrote:
>>>>
>>>> Whitelist is not used with pure 0. Or does valve now require the
>>>> whitelist even if u have disabled the whitelist? B/c if that is the case
>>>> than we got a glitch if I ever seen one...
>>>> On Dec 9, 2013 10:13 PM, "Ross Bemrose"  wrote:
>>>>
>>>>>  You really need to copy cfg/pure_server_whitelist_example.txt to
>>>>> cfg/pure_server_whitelist.txt and then add this line somewhere before the
>>>>> closing bracket:
>>>>> sound\admin_plugin\...any
>>>>>
>>>>> On 12/9/2013 8:20 PM, Albert Davis wrote:
>>>>>
>>>>> So created a file called pure_server_whitelist.txt and placed
>>>>> sound/admin_plugin and restarted but no go
>>>>>
>>>>>
>>>>>
>>>>> On Mon, Dec 9, 2013 at 7:57 PM, Ross Bemrose wrote:
>>>>>
>>>>>>  Which would be the direct cause, because you need to add
>>>>>> sound/admin_plugin to the pure_server_whitelist.txt
>>>>>>
>>>>>>
>>>>>> On 12/9/2013 7:40 PM, Albert Davis wrote:
>>>>>>
>>>>>>  The issue is the folder and all my files are there, just when I try
>>>>>> to use them, it acts as if they aren't there
>>>>>>
>>>>>>
>>>>>> Failed to load sound "admin_plugin\english.wav", file probably
>>>>>> missing from disk/repository
>>>>>>
>>>>>>
>>>>>>  and it's been working for well over 6 months, the only thing I can
>>>>>> attribute to it, i changed to sv_pure 1 the other day but nothing else 
>>>>>> has
>>>>>> changed
>>>>>>
>>>>>>
>>>>>>  On Mon, Dec 9, 2013 at 7:04 PM, Kyle Sanderson 
>>>>>> wrote:
>>>>>>
>>>>>>> We've been having trouble with cstrike since the Sept 16th update.
>>>>>>> Apparently it's client-side and something to do with caching. If you
>>>>>>> have any more information, I'd love to hear about it. Ryan Stecker
>>>>>>> found a temporary fix (have the client purge their
>>>>>>> tf/sound/sound.cache file), as to a permanent solution I haven't a
>>>>>>> clue. I don't believe servers can fix this.
>>>>>>>
>>>>>>> Kyle.
>>>>>>>
>>>>>>> On Mon, Dec 9, 2013 at 4:57 PM, Albert Davis 
>>>>>>> wrote:
>>>>>>> > This is still in the root of the TF folder correct? I have some
>>>>>>> sounds that
>>>>>>> > are in an admin_plugin folder and when I try to play them in the
>>>>>>> game, it
>>>>>>> > says they might be missing from the repository, this started
>>>>>>> within the last
>>>>>>> > few days, the files are in the proper folder
>>>>>>> >
>>>>>>> >
>>>>>>> >
>>>>>>>  > ___
>>>>>>> > To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives,
>>>>>&

Re: [hlds] Sound Folder

2013-12-10 Thread Albert Davis
Ah, got it fixed!

So the sound folder on my end, under TF was empty except for the sound
cache file, there was under sound folder under download, moved all the
files from the one in the download folder, to the one in the root of the tf
folder, and it's working now, at least on my notebook, will need to test
this at home too.



On Tue, Dec 10, 2013 at 11:01 AM, Albert Davis wrote:

> So, it seems others can still hear them, but my end tells me it's not
> missing :/ Sigh...
>
>
> On Mon, Dec 9, 2013 at 10:46 PM, IBIS Customer Service <
> ibis.serv...@gmail.com> wrote:
>
>> Sorry thought that was in response to my message as I have the issue on
>> pure 0 servers.
>>
>>
>> On Mon, Dec 9, 2013 at 10:27 PM, Ross Bemrose  wrote:
>>
>>>  ...did you miss where Albert said his only recent change was switching
>>> to sv_pure 1?
>>>
>>>
>>> On 12/9/2013 10:22 PM, IBIS Customer Service wrote:
>>>
>>> Whitelist is not used with pure 0. Or does valve now require the
>>> whitelist even if u have disabled the whitelist? B/c if that is the case
>>> than we got a glitch if I ever seen one...
>>> On Dec 9, 2013 10:13 PM, "Ross Bemrose"  wrote:
>>>
>>>>  You really need to copy cfg/pure_server_whitelist_example.txt to
>>>> cfg/pure_server_whitelist.txt and then add this line somewhere before the
>>>> closing bracket:
>>>> sound\admin_plugin\...any
>>>>
>>>> On 12/9/2013 8:20 PM, Albert Davis wrote:
>>>>
>>>> So created a file called pure_server_whitelist.txt and placed
>>>> sound/admin_plugin and restarted but no go
>>>>
>>>>
>>>>
>>>> On Mon, Dec 9, 2013 at 7:57 PM, Ross Bemrose wrote:
>>>>
>>>>>  Which would be the direct cause, because you need to add
>>>>> sound/admin_plugin to the pure_server_whitelist.txt
>>>>>
>>>>>
>>>>> On 12/9/2013 7:40 PM, Albert Davis wrote:
>>>>>
>>>>>  The issue is the folder and all my files are there, just when I try
>>>>> to use them, it acts as if they aren't there
>>>>>
>>>>>
>>>>> Failed to load sound "admin_plugin\english.wav", file probably missing
>>>>> from disk/repository
>>>>>
>>>>>
>>>>>  and it's been working for well over 6 months, the only thing I can
>>>>> attribute to it, i changed to sv_pure 1 the other day but nothing else has
>>>>> changed
>>>>>
>>>>>
>>>>>  On Mon, Dec 9, 2013 at 7:04 PM, Kyle Sanderson 
>>>>> wrote:
>>>>>
>>>>>> We've been having trouble with cstrike since the Sept 16th update.
>>>>>> Apparently it's client-side and something to do with caching. If you
>>>>>> have any more information, I'd love to hear about it. Ryan Stecker
>>>>>> found a temporary fix (have the client purge their
>>>>>> tf/sound/sound.cache file), as to a permanent solution I haven't a
>>>>>> clue. I don't believe servers can fix this.
>>>>>>
>>>>>> Kyle.
>>>>>>
>>>>>> On Mon, Dec 9, 2013 at 4:57 PM, Albert Davis 
>>>>>> wrote:
>>>>>> > This is still in the root of the TF folder correct? I have some
>>>>>> sounds that
>>>>>> > are in an admin_plugin folder and when I try to play them in the
>>>>>> game, it
>>>>>> > says they might be missing from the repository, this started within
>>>>>> the last
>>>>>> > few days, the files are in the proper folder
>>>>>> >
>>>>>> >
>>>>>> >
>>>>>>  > ___
>>>>>> > To unsubscribe, edit your list preferences, or view the list
>>>>>> archives,
>>>>>> > please visit:
>>>>>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>>>> >
>>>>>>
>>>>>> ___
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>>>>

Re: [hlds] Sound Folder

2013-12-10 Thread Albert Davis
So, it seems others can still hear them, but my end tells me it's not
missing :/ Sigh...


On Mon, Dec 9, 2013 at 10:46 PM, IBIS Customer Service <
ibis.serv...@gmail.com> wrote:

> Sorry thought that was in response to my message as I have the issue on
> pure 0 servers.
>
>
> On Mon, Dec 9, 2013 at 10:27 PM, Ross Bemrose  wrote:
>
>>  ...did you miss where Albert said his only recent change was switching
>> to sv_pure 1?
>>
>>
>> On 12/9/2013 10:22 PM, IBIS Customer Service wrote:
>>
>> Whitelist is not used with pure 0. Or does valve now require the
>> whitelist even if u have disabled the whitelist? B/c if that is the case
>> than we got a glitch if I ever seen one...
>> On Dec 9, 2013 10:13 PM, "Ross Bemrose"  wrote:
>>
>>>  You really need to copy cfg/pure_server_whitelist_example.txt to
>>> cfg/pure_server_whitelist.txt and then add this line somewhere before the
>>> closing bracket:
>>> sound\admin_plugin\...any
>>>
>>> On 12/9/2013 8:20 PM, Albert Davis wrote:
>>>
>>> So created a file called pure_server_whitelist.txt and placed
>>> sound/admin_plugin and restarted but no go
>>>
>>>
>>>
>>> On Mon, Dec 9, 2013 at 7:57 PM, Ross Bemrose  wrote:
>>>
>>>>  Which would be the direct cause, because you need to add
>>>> sound/admin_plugin to the pure_server_whitelist.txt
>>>>
>>>>
>>>> On 12/9/2013 7:40 PM, Albert Davis wrote:
>>>>
>>>>  The issue is the folder and all my files are there, just when I try
>>>> to use them, it acts as if they aren't there
>>>>
>>>>
>>>> Failed to load sound "admin_plugin\english.wav", file probably missing
>>>> from disk/repository
>>>>
>>>>
>>>>  and it's been working for well over 6 months, the only thing I can
>>>> attribute to it, i changed to sv_pure 1 the other day but nothing else has
>>>> changed
>>>>
>>>>
>>>>  On Mon, Dec 9, 2013 at 7:04 PM, Kyle Sanderson wrote:
>>>>
>>>>> We've been having trouble with cstrike since the Sept 16th update.
>>>>> Apparently it's client-side and something to do with caching. If you
>>>>> have any more information, I'd love to hear about it. Ryan Stecker
>>>>> found a temporary fix (have the client purge their
>>>>> tf/sound/sound.cache file), as to a permanent solution I haven't a
>>>>> clue. I don't believe servers can fix this.
>>>>>
>>>>> Kyle.
>>>>>
>>>>> On Mon, Dec 9, 2013 at 4:57 PM, Albert Davis 
>>>>> wrote:
>>>>> > This is still in the root of the TF folder correct? I have some
>>>>> sounds that
>>>>> > are in an admin_plugin folder and when I try to play them in the
>>>>> game, it
>>>>> > says they might be missing from the repository, this started within
>>>>> the last
>>>>> > few days, the files are in the proper folder
>>>>> >
>>>>> >
>>>>> >
>>>>>  > ___
>>>>> > To unsubscribe, edit your list preferences, or view the list
>>>>> archives,
>>>>> > please visit:
>>>>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>>> >
>>>>>
>>>>> ___
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>>>
>>>>
>>>>
>>>>
>>>> ___
>>>> To unsubscribe, edit your list preferences, or view the list archives, 
>>>> please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>>
>>>>
>>>>
>>>> ___
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>>
>>>>
>>>
>>>
>>> ___
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>>> please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>>
>>>
>>> ___
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>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>>
>>
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>> please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>>
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>> please visit:
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>>
>>
>
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Re: [hlds] Sound Folder

2013-12-09 Thread Albert Davis
So created a file called pure_server_whitelist.txt and placed
sound/admin_plugin and restarted but no go



On Mon, Dec 9, 2013 at 7:57 PM, Ross Bemrose  wrote:

>  Which would be the direct cause, because you need to add
> sound/admin_plugin to the pure_server_whitelist.txt
>
>
> On 12/9/2013 7:40 PM, Albert Davis wrote:
>
>  The issue is the folder and all my files are there, just when I try to
> use them, it acts as if they aren't there
>
>
> Failed to load sound "admin_plugin\english.wav", file probably missing
> from disk/repository
>
>
>  and it's been working for well over 6 months, the only thing I can
> attribute to it, i changed to sv_pure 1 the other day but nothing else has
> changed
>
>
>  On Mon, Dec 9, 2013 at 7:04 PM, Kyle Sanderson wrote:
>
>> We've been having trouble with cstrike since the Sept 16th update.
>> Apparently it's client-side and something to do with caching. If you
>> have any more information, I'd love to hear about it. Ryan Stecker
>> found a temporary fix (have the client purge their
>> tf/sound/sound.cache file), as to a permanent solution I haven't a
>> clue. I don't believe servers can fix this.
>>
>> Kyle.
>>
>> On Mon, Dec 9, 2013 at 4:57 PM, Albert Davis 
>> wrote:
>> > This is still in the root of the TF folder correct? I have some sounds
>> that
>> > are in an admin_plugin folder and when I try to play them in the game,
>> it
>> > says they might be missing from the repository, this started within the
>> last
>> > few days, the files are in the proper folder
>> >
>> >
>> >
>>  > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>> >
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>
>
>
> ___
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> visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
>
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Re: [hlds] Sound Folder

2013-12-09 Thread Albert Davis
Ok cool


On Mon, Dec 9, 2013 at 7:48 PM, Ryan Stecker  wrote:

> As Kyle S mentioned, this is happening (apparently randomly) to clients.
> This happened to my client as well until I deleted the sound.cache file.
> Pure setting also shouldn't have anything to do with it, as my servers run
> pure 0.
>
> I emailed Eric S at valve about it, and he forwarded it along to the
> appropriate people so that they could look at it. Hopefully they'll
> discover the issue.
>
>
> On Mon, Dec 9, 2013 at 6:40 PM, Albert Davis wrote:
>
>> The issue is the folder and all my files are there, just when I try to
>> use them, it acts as if they aren't there
>>
>>
>> Failed to load sound "admin_plugin\english.wav", file probably missing
>> from disk/repository
>>
>>
>> and it's been working for well over 6 months, the only thing I can
>> attribute to it, i changed to sv_pure 1 the other day but nothing else has
>> changed
>>
>>
>> On Mon, Dec 9, 2013 at 7:04 PM, Kyle Sanderson wrote:
>>
>>> We've been having trouble with cstrike since the Sept 16th update.
>>> Apparently it's client-side and something to do with caching. If you
>>> have any more information, I'd love to hear about it. Ryan Stecker
>>> found a temporary fix (have the client purge their
>>> tf/sound/sound.cache file), as to a permanent solution I haven't a
>>> clue. I don't believe servers can fix this.
>>>
>>> Kyle.
>>>
>>> On Mon, Dec 9, 2013 at 4:57 PM, Albert Davis 
>>> wrote:
>>> > This is still in the root of the TF folder correct? I have some sounds
>>> that
>>> > are in an admin_plugin folder and when I try to play them in the game,
>>> it
>>> > says they might be missing from the repository, this started within
>>> the last
>>> > few days, the files are in the proper folder
>>> >
>>> >
>>> >
>>> > ___
>>> > To unsubscribe, edit your list preferences, or view the list archives,
>>> > please visit:
>>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>> >
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>
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Re: [hlds] Sound Folder

2013-12-09 Thread Albert Davis
The issue is the folder and all my files are there, just when I try to use
them, it acts as if they aren't there


Failed to load sound "admin_plugin\english.wav", file probably missing from
disk/repository


and it's been working for well over 6 months, the only thing I can
attribute to it, i changed to sv_pure 1 the other day but nothing else has
changed


On Mon, Dec 9, 2013 at 7:04 PM, Kyle Sanderson  wrote:

> We've been having trouble with cstrike since the Sept 16th update.
> Apparently it's client-side and something to do with caching. If you
> have any more information, I'd love to hear about it. Ryan Stecker
> found a temporary fix (have the client purge their
> tf/sound/sound.cache file), as to a permanent solution I haven't a
> clue. I don't believe servers can fix this.
>
> Kyle.
>
> On Mon, Dec 9, 2013 at 4:57 PM, Albert Davis 
> wrote:
> > This is still in the root of the TF folder correct? I have some sounds
> that
> > are in an admin_plugin folder and when I try to play them in the game, it
> > says they might be missing from the repository, this started within the
> last
> > few days, the files are in the proper folder
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >
>
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[hlds] Sound Folder

2013-12-09 Thread Albert Davis
This is still in the root of the TF folder correct? I have some sounds that
are in an admin_plugin folder and when I try to play them in the game, it
says they might be missing from the repository, this started within the
last few days, the files are in the proper folder
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Re: [hlds] Why would this happen?

2013-11-13 Thread Albert Davis
Oh wait, it must have...UGh...ok, that would explain it :)


On Wed, Nov 13, 2013 at 7:22 PM, Albert Davis wrote:

> Interesting, but mine hasn't changed.
>
>
> On Wed, Nov 13, 2013 at 7:02 PM, idpromnut  wrote:
>
>> I've sen this happen when I was giving steamcmd the wrong install
>> directory path for tf2.
>>
>> Chris
>>
>>
>> On Wed, Nov 13, 2013 at 6:40 PM, Albert Davis wrote:
>>
>>> Connecting anonymously to Steam Public...Success.
>>> applicationmanager.cpp (841) : Assertion Failed: Failed to write app
>>> state file
>>>
>>> e:\tf2_server\879b86d0d24b12bdeed1b28d5fb22defc6fa43a5\appmanifest_232250.acf
>>> applicationmanager.cpp (841) : Assertion Failed: Failed to write app
>>> state file
>>>
>>> e:\tf2_server\879b86d0d24b12bdeed1b28d5fb22defc6fa43a5\appmanifest_232250.acf
>>>  Initial App state (0x10102) reconfiguring
>>>  App state (0x10102) reconfiguring, progress: 0.00 (0 / 0)
>>> Error! App '232250' state is 0x1 after update job.
>>>
>>> ___
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>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>>
>>
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>>
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Re: [hlds] Why would this happen?

2013-11-13 Thread Albert Davis
Interesting, but mine hasn't changed.


On Wed, Nov 13, 2013 at 7:02 PM, idpromnut  wrote:

> I've sen this happen when I was giving steamcmd the wrong install
> directory path for tf2.
>
> Chris
>
>
> On Wed, Nov 13, 2013 at 6:40 PM, Albert Davis wrote:
>
>> Connecting anonymously to Steam Public...Success.
>> applicationmanager.cpp (841) : Assertion Failed: Failed to write app
>> state file
>>
>> e:\tf2_server\879b86d0d24b12bdeed1b28d5fb22defc6fa43a5\appmanifest_232250.acf
>> applicationmanager.cpp (841) : Assertion Failed: Failed to write app
>> state file
>>
>> e:\tf2_server\879b86d0d24b12bdeed1b28d5fb22defc6fa43a5\appmanifest_232250.acf
>>  Initial App state (0x10102) reconfiguring
>>  App state (0x10102) reconfiguring, progress: 0.00 (0 / 0)
>> Error! App '232250' state is 0x1 after update job.
>>
>> ___
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>> please visit:
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>>
>
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[hlds] Why would this happen?

2013-11-13 Thread Albert Davis
Connecting anonymously to Steam Public...Success.
applicationmanager.cpp (841) : Assertion Failed: Failed to write app state
file
e:\tf2_server\879b86d0d24b12bdeed1b28d5fb22defc6fa43a5\appmanifest_232250.acf
applicationmanager.cpp (841) : Assertion Failed: Failed to write app state
file
e:\tf2_server\879b86d0d24b12bdeed1b28d5fb22defc6fa43a5\appmanifest_232250.acf
 Initial App state (0x10102) reconfiguring
 App state (0x10102) reconfiguring, progress: 0.00 (0 / 0)
Error! App '232250' state is 0x1 after update job.
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Re: [hlds] SteamCMD "Failed to receive license info" error??

2013-10-30 Thread Albert Davis
Took me a few tries last night as well


On Wed, Oct 30, 2013 at 12:05 PM, Denis Eliseev  wrote:

> Just looked into console to find the reason of too long starting after
> crash (with -autoupdate)
>
> Looks like SteamCMD can't connect to the network, on both Linux & Win I see
>
> Steam>login anonymous
>
> Connecting anonymously to Steam Public...Failed to receive license info.
> Success.
>
> And timeout for the fail message is near two minutes. Then it randomly
> throw "failed to update" or updating normally.
>
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Re: [hlds] /me option in chat

2013-10-30 Thread Albert Davis
So explain how they would change the text using /me? Because I assume it's
hard coded to use a certain color and font type/size. And, if any one is
stupid enough to think that's a Steam Support and just blindly hand over
their shit, that's on them.



On Wed, Oct 30, 2013 at 2:33 PM, N-Gon  wrote:

> it was taken out because too many people were tricking unsuspecting users
> by typing in /me's bold blue text and claiming to be Steam Support and then
> urging the victim to hand over their Steam Account credentials or TF2 items.
>
>
> On Wed, Oct 30, 2013 at 2:26 PM, Derek Howard 
> wrote:
>
>> /me on Steam Chat was taken out months ago, and that's a very good thing.
>>
>> /me on game server chat has never (?) existed without the use of some
>> sort of third-party plugin/extension. Generally, 
>> this<https://forums.alliedmods.net/showthread.php?p=665771>is the plugin 
>> that I see providing the command (on TF2 servers).
>>
>>
>>
>> On Wed, Oct 30, 2013 at 11:20 AM, Bruno Garcia 
>> wrote:
>>
>>> It was used for scamming, and phishing.
>>> People used it to personate "Steam admins" by changing the color of
>>> their text, appearing it was a different "rank".
>>>
>>> I'm glad it was taken down.
>>>
>>>
>>> On Wed, Oct 30, 2013 at 3:12 PM, Travis Brown wrote:
>>>
>>>> I have a pretty good guess why. the /me is a irc action. My theory is
>>>> that each chat created a new irc channel and held the conversations. I
>>>> think they updated to a whole new system when they brought out the
>>>> emoticons. I could be completely wrong but this is my theory.
>>>>
>>>>
>>>> On Wed, Oct 30, 2013 at 1:59 PM, Albert Davis 
>>>> wrote:
>>>>
>>>>> Why was this taken out? Can we get it back? :/
>>>>>
>>>>> ___
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>>>>> please visit:
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>>>>>
>>>>>
>>>>
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>>>>
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Re: [hlds] /me option in chat

2013-10-30 Thread Albert Davis
I am talking about in Steam Chat, not in game


On Wed, Oct 30, 2013 at 2:30 PM, Albert Davis wrote:

> Useless for you...
>
> Also, no need to be a dickhead about it...
>
>
> On Wed, Oct 30, 2013 at 2:11 PM, David H  wrote:
>
>> This email list is not for steam problems/ useless feature request
>> Op 30 okt. 2013 19:00 schreef "Albert Davis" :
>>
>>>  Why was this taken out? Can we get it back? :/
>>>
>>> ___
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>>> please visit:
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>>>
>>>
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>>
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Re: [hlds] /me option in chat

2013-10-30 Thread Albert Davis
Useless for you...

Also, no need to be a dickhead about it...


On Wed, Oct 30, 2013 at 2:11 PM, David H  wrote:

> This email list is not for steam problems/ useless feature request
> Op 30 okt. 2013 19:00 schreef "Albert Davis" :
>
>>  Why was this taken out? Can we get it back? :/
>>
>> ___
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>> please visit:
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>>
>>
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[hlds] /me option in chat

2013-10-30 Thread Albert Davis
Why was this taken out? Can we get it back? :/
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Re: [hlds] Mandatory TF2 update released

2013-10-29 Thread Albert Davis
Anyone else not getting the client side update


On Tue, Oct 29, 2013 at 8:44 PM, Accid[e]nt  wrote:

> lol mailing lists down, itemserver down, update servers struggling. I did
> miss major update days ;)
>
>
> On 30 October 2013 00:36, wickedplayer494 wrote:
>
>> It's cool, stuff happens sometimes. The information still went out
>> through other methods.
>>
>> On 10/29/2013 7:35 PM, Eric Smith wrote:
>>
>>> Apologies for the lack of notice about the update today. The mailing
>>> lists were down when the update was released.
>>>
>>> -Eric
>>>
>>>
>>> -Original Message-
>>> From: 
>>> hlds_announce-bounces@list.**valvesoftware.com[mailto:
>>> hlds_announce-bounces@**list.valvesoftware.com]
>>> On Behalf Of Eric Smith
>>> Sent: Tuesday, October 29, 2013 4:44 PM
>>> To: 'Half-Life dedicated Linux server mailing list (hlds_linux@list.**
>>> valvesoftware.com )'; 'Half-Life
>>> dedicated Win32 server mailing list (hlds@list.valvesoftware.com)'**; ''
>>> hlds_announce@list.**valvesoftware.com'
>>> (hlds_announce@list.**valvesoftware.com
>>> )'
>>> Subject: Re: [hlds_announce] Mandatory TF2 update released
>>>
>>> Resending because the mailing lists were down.
>>>
>>> -Eric
>>>
>>>
>>> -Original Message-
>>> From: Eric Smith
>>> Sent: Tuesday, October 29, 2013 2:26 PM
>>> To: Half-Life dedicated Linux server mailing list (hlds_linux@list.**
>>> valvesoftware.com ); Half-Life
>>> dedicated Win32 server mailing list (hlds@list.valvesoftware.com); '
>>> hlds_announce@list.**valvesoftware.com'
>>> (hlds_announce@list.**valvesoftware.com
>>> )
>>> Subject: Mandatory TF2 update released
>>>
>>> We've released a mandatory TF2 update for Halloween. The notes for the
>>> update are below. The new version is 1976421.
>>>
>>> -Eric
>>>
>>> --
>>>
>>> Scream Fortress 2013 has arrived
>>> - Help settle the score in one of the longest running feuds in Mann
>>> history
>>> - Comic and additional information available on the website (
>>> http://www.teamfortress.com/**bazbobarrabus
>>> )
>>> - Scream Fortress 2013 runs until Nov 11, 2013
>>>
>>> - Added New Halloween Map Helltower
>>>  -- Equip a spell book and cast spells against your
>>> enemies
>>>  -- Spells can be found by pushing the cart, killing
>>> enemies and during the Witching hour
>>>  -- The Clocktower contains powerful magic during the
>>> Witching hour
>>>  -- Win the race to start mega healed in the final
>>> battle for your prize
>>>
>>> - Granting Spellbook Magazine to all players who launch TF2 during
>>> Scream Fortress
>>>
>>> - Added over 100 Halloween tagged items from the TF2 Steam workshop
>>> - Added Spooky Crate and Spooky Key to drop list and Mann co Store
>>> respectively
>>> - Added class Transmogrifier's to covert Scream Fortress 2013 items of
>>> one type to another
>>> - Added item Enchantment: Eternaween
>>>
>>> - Enabled Halloween event maps in quick play
>>> - Enabled Halloween gifts on Halloween event maps
>>> - Enabled Halloween Spell Potions
>>> - Enabled Mann Vs Machine event map Wave 666 in bootcamp
>>> - Enabled Halloween themed Unusual Effects to be found from Mann Co
>>> Supply Crates
>>> - Haunted Quality Items can now be listed on the Steam Market place
>>>
>>> Map : Ghost Fort
>>> - Lowered Merasmus's base health
>>>
>>> Weapon Changes
>>> - Medic's Crusader Crossbow now silently reloads when unholstered,
>>> similar to Pyro flaregun
>>> - Fixed the charge rate for the Bazaar Bargain when the player has 0
>>> heads
>>> - In PvP Medics can now see the clip status of a patient's active weapon
>>>
>>> Item Fixes
>>> - Updated The Air Raider so it can be painted correctly
>>> - Updated The Bone Dome so it doesn't hide Pyro backpack
>>> - Strange Part: Kills While Ubercharged  can no longer be applied to
>>> Strange Equalizers and Escape Plans
>>> - Fixed the backpack panel using the wrong "drop_sound" when items are
>>> moved around
>>>
>>> Virtual Reality changes
>>> - Improved readability of the UI in VR
>>> - Removed the IPD calibration tool. TF2 will now obey the Oculus
>>> configuration file. Use the Oculus calibration tool in your SDK or install
>>> and run "OpenVR" under Tools in Steam to calibrate your IPD.
>>> - Added dropdown to enable VR mode in the Video options. Removed the -vr
>>> command line option
>>> - Added the ability to switch in and out of VR mode without quitting the
>>> game
>>> - By default VR mode will run full screen. To switch back to a
>>> borderless window set the vr_force_windowed convar.
>>> - Added support for VR mode on Linux
>>>
>>> Misc Bug Fixes
>>> - Fixed an exploit that allowed unlimited uses of noisemaker items
>>> - Fixed not being able to earn the Brotherhood of Steel achievement in
>>> MvM (play with 5 friends)
>>> - Fixed the camera target not always being visible when using the replay
>>> editor
>>> - Removed some servers that forged pla

[hlds] New TF2 update?

2013-10-29 Thread Albert Davis
No email? Eh?
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Re: [hlds] [hlds_linux] TF2 update released during Steam maintenance?

2013-09-04 Thread Albert Davis
Anyone? I even deleted all instances of server related stuff, re-downloaded
steamcmd and started fresh and it's STILL doing this... wtf?


On Wed, Sep 4, 2013 at 8:32 AM, Albert Davis  wrote:

> My personal dedicated server is getting this when I try to reinstall or
> update.
>
>
> Connecting anonymously to Steam Public...Success.
> applicationmanager.cpp (792) : Assertion Failed: Failed to write app state
> file
>
> f:\tf2_server\d68fc0c4bef0c8e398f8d38c0555216aa8033aec\appmanifest_232250.acf
> applicationmanager.cpp (792) : Assertion Failed: Failed to write app state
> file
>
> f:\tf2_server\d68fc0c4bef0c8e398f8d38c0555216aa8033aec\appmanifest_232250.acf
>  Initial App state (0x10102) reconfiguring
>  App state (0x10102) reconfiguring, progress: 0.00 (0 / 0)
>  App state (0x10102) reconfiguring, progress: 0.00 (0 / 0)
> Error! App '232250' state is 0x1 after update job.
>
>
> How to fix?
>
>
> On Tue, Sep 3, 2013 at 9:35 PM, Violent Crimes <
> violentcri...@convictgaming.com> wrote:
>
>>  Can't update either in east coast.
>>
>>
>>
>> On 9/3/2013 8:58 PM, Albert Davis wrote:
>>
>> Seeing this myself
>>
>> Error! App '232250' state is 0x1 after update job
>>
>>
>> On Tue, Sep 3, 2013 at 8:49 PM, Weasel  wrote:
>>
>>> Well, getting a little closer  according to Steam Support Twitter
>>> account, they finished the Steam maintenance at 5:00 PM (Pacific).  My
>>> Asia/Pacific region servers won't update yet, but North America seems like
>>> it's trying to at least.
>>>
>>> Asia/Pacific server is throwing a time-out.
>>>
>>> I'll assume this is all load-related (now that Steam is back up again,
>>> everybody trying to update) and just keep trying.
>>>
>>> ...
>>>
>>> something-other-than-root@host2:~/steamcmd$ ./steamcmd.sh
>>> ./steamcmd.sh: line 11: ulimit: open files: cannot modify limit:
>>> Operation not permitted
>>> Redirecting stderr to
>>> '/home/something-other-than-root/Steam/logs/stderr.txt'
>>> [  0%] Checking for available updates...
>>> [] Verifying installation...
>>> Steam Console Client (c) Valve Corporation
>>> -- type 'quit' to exit --
>>> Loading Steam3...OK.
>>> Loading Steam2...OK.
>>>
>>> Steam>login anonymous
>>>
>>> Connecting anonymously to Steam Public...Failed to receive license info.
>>> Success.
>>>
>>> Steam>force_install_dir /home/something-other-than-root/game301
>>>
>>> Steam>app_update 232250 validate
>>> ERROR! AppInfo request for AppId 232250 returned error 16.
>>>
>>> Steam>app_update 232250 validate
>>> ERROR! AppInfo request for AppId 232250 returned error 16.
>>>
>>> Steam>app_update 232250
>>> ERROR! Timed out waiting for AppInfo update.
>>>
>>> 
>>>
>>> Re: [hlds_linux] TF2 update released during Steam maintenance?
>>> ElitePowered . Tue, 03 Sep 2013 17:41:44 -0700
>>>
>>> Servers can update.
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>
>>
>>
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>>
>>
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Re: [hlds] [hlds_linux] TF2 update released during Steam maintenance?

2013-09-04 Thread Albert Davis
So I installed to a different drive and now working, but I want it on the
drive I had it on originally


On Wed, Sep 4, 2013 at 10:08 AM, Albert Davis wrote:

> Anyone? I even deleted all instances of server related stuff,
> re-downloaded steamcmd and started fresh and it's STILL doing this... wtf?
>
>
> On Wed, Sep 4, 2013 at 8:32 AM, Albert Davis wrote:
>
>> My personal dedicated server is getting this when I try to reinstall or
>> update.
>>
>>
>> Connecting anonymously to Steam Public...Success.
>> applicationmanager.cpp (792) : Assertion Failed: Failed to write app
>> state file
>>
>> f:\tf2_server\d68fc0c4bef0c8e398f8d38c0555216aa8033aec\appmanifest_232250.acf
>> applicationmanager.cpp (792) : Assertion Failed: Failed to write app
>> state file
>>
>> f:\tf2_server\d68fc0c4bef0c8e398f8d38c0555216aa8033aec\appmanifest_232250.acf
>>  Initial App state (0x10102) reconfiguring
>>  App state (0x10102) reconfiguring, progress: 0.00 (0 / 0)
>>  App state (0x10102) reconfiguring, progress: 0.00 (0 / 0)
>> Error! App '232250' state is 0x1 after update job.
>>
>>
>> How to fix?
>>
>>
>> On Tue, Sep 3, 2013 at 9:35 PM, Violent Crimes <
>> violentcri...@convictgaming.com> wrote:
>>
>>>  Can't update either in east coast.
>>>
>>>
>>>
>>> On 9/3/2013 8:58 PM, Albert Davis wrote:
>>>
>>> Seeing this myself
>>>
>>> Error! App '232250' state is 0x1 after update job
>>>
>>>
>>> On Tue, Sep 3, 2013 at 8:49 PM, Weasel  wrote:
>>>
>>>> Well, getting a little closer  according to Steam Support Twitter
>>>> account, they finished the Steam maintenance at 5:00 PM (Pacific).  My
>>>> Asia/Pacific region servers won't update yet, but North America seems like
>>>> it's trying to at least.
>>>>
>>>> Asia/Pacific server is throwing a time-out.
>>>>
>>>> I'll assume this is all load-related (now that Steam is back up again,
>>>> everybody trying to update) and just keep trying.
>>>>
>>>> ...
>>>>
>>>> something-other-than-root@host2:~/steamcmd$ ./steamcmd.sh
>>>> ./steamcmd.sh: line 11: ulimit: open files: cannot modify limit:
>>>> Operation not permitted
>>>> Redirecting stderr to
>>>> '/home/something-other-than-root/Steam/logs/stderr.txt'
>>>> [  0%] Checking for available updates...
>>>> [] Verifying installation...
>>>> Steam Console Client (c) Valve Corporation
>>>> -- type 'quit' to exit --
>>>> Loading Steam3...OK.
>>>> Loading Steam2...OK.
>>>>
>>>> Steam>login anonymous
>>>>
>>>> Connecting anonymously to Steam Public...Failed to receive license info.
>>>> Success.
>>>>
>>>> Steam>force_install_dir /home/something-other-than-root/game301
>>>>
>>>> Steam>app_update 232250 validate
>>>> ERROR! AppInfo request for AppId 232250 returned error 16.
>>>>
>>>> Steam>app_update 232250 validate
>>>> ERROR! AppInfo request for AppId 232250 returned error 16.
>>>>
>>>> Steam>app_update 232250
>>>> ERROR! Timed out waiting for AppInfo update.
>>>>
>>>> 
>>>>
>>>> Re: [hlds_linux] TF2 update released during Steam maintenance?
>>>> ElitePowered . Tue, 03 Sep 2013 17:41:44 -0700
>>>>
>>>> Servers can update.
>>>>
>>>> ___
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>>
>>>
>>>
>>>
>>> ___
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>>> please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>>
>>>
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>>>
>>>
>>
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Re: [hlds] [hlds_linux] TF2 update released during Steam maintenance?

2013-09-04 Thread Albert Davis
My personal dedicated server is getting this when I try to reinstall or
update.


Connecting anonymously to Steam Public...Success.
applicationmanager.cpp (792) : Assertion Failed: Failed to write app state
file
f:\tf2_server\d68fc0c4bef0c8e398f8d38c0555216aa8033aec\appmanifest_232250.acf
applicationmanager.cpp (792) : Assertion Failed: Failed to write app state
file
f:\tf2_server\d68fc0c4bef0c8e398f8d38c0555216aa8033aec\appmanifest_232250.acf
 Initial App state (0x10102) reconfiguring
 App state (0x10102) reconfiguring, progress: 0.00 (0 / 0)
 App state (0x10102) reconfiguring, progress: 0.00 (0 / 0)
Error! App '232250' state is 0x1 after update job.


How to fix?


On Tue, Sep 3, 2013 at 9:35 PM, Violent Crimes <
violentcri...@convictgaming.com> wrote:

>  Can't update either in east coast.
>
>
>
> On 9/3/2013 8:58 PM, Albert Davis wrote:
>
> Seeing this myself
>
> Error! App '232250' state is 0x1 after update job
>
>
> On Tue, Sep 3, 2013 at 8:49 PM, Weasel  wrote:
>
>> Well, getting a little closer  according to Steam Support Twitter
>> account, they finished the Steam maintenance at 5:00 PM (Pacific).  My
>> Asia/Pacific region servers won't update yet, but North America seems like
>> it's trying to at least.
>>
>> Asia/Pacific server is throwing a time-out.
>>
>> I'll assume this is all load-related (now that Steam is back up again,
>> everybody trying to update) and just keep trying.
>>
>> ...
>>
>> something-other-than-root@host2:~/steamcmd$ ./steamcmd.sh
>> ./steamcmd.sh: line 11: ulimit: open files: cannot modify limit:
>> Operation not permitted
>> Redirecting stderr to
>> '/home/something-other-than-root/Steam/logs/stderr.txt'
>> [  0%] Checking for available updates...
>> [] Verifying installation...
>> Steam Console Client (c) Valve Corporation
>> -- type 'quit' to exit --
>> Loading Steam3...OK.
>> Loading Steam2...OK.
>>
>> Steam>login anonymous
>>
>> Connecting anonymously to Steam Public...Failed to receive license info.
>> Success.
>>
>> Steam>force_install_dir /home/something-other-than-root/game301
>>
>> Steam>app_update 232250 validate
>> ERROR! AppInfo request for AppId 232250 returned error 16.
>>
>> Steam>app_update 232250 validate
>> ERROR! AppInfo request for AppId 232250 returned error 16.
>>
>> Steam>app_update 232250
>> ERROR! Timed out waiting for AppInfo update.
>>
>> 
>>
>> Re: [hlds_linux] TF2 update released during Steam maintenance?
>> ElitePowered . Tue, 03 Sep 2013 17:41:44 -0700
>>
>> Servers can update.
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>
>
>
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Re: [hlds] Botched

2013-09-03 Thread Albert Davis
No kidding


On Tue, Sep 3, 2013 at 8:47 PM, Hutch  wrote:

> Boy, someone botched something eh?...
>
>
> __**_
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Re: [hlds] [hlds_linux] TF2 update released during Steam maintenance?

2013-09-03 Thread Albert Davis
Seeing this myself

Error! App '232250' state is 0x1 after update job


On Tue, Sep 3, 2013 at 8:49 PM, Weasel  wrote:

> Well, getting a little closer  according to Steam Support Twitter
> account, they finished the Steam maintenance at 5:00 PM (Pacific).  My
> Asia/Pacific region servers won't update yet, but North America seems like
> it's trying to at least.
>
> Asia/Pacific server is throwing a time-out.
>
> I'll assume this is all load-related (now that Steam is back up again,
> everybody trying to update) and just keep trying.
>
> ...
>
> something-other-than-root@host2:~/steamcmd$ ./steamcmd.sh
> ./steamcmd.sh: line 11: ulimit: open files: cannot modify limit: Operation
> not permitted
> Redirecting stderr to
> '/home/something-other-than-root/Steam/logs/stderr.txt'
> [  0%] Checking for available updates...
> [] Verifying installation...
> Steam Console Client (c) Valve Corporation
> -- type 'quit' to exit --
> Loading Steam3...OK.
> Loading Steam2...OK.
>
> Steam>login anonymous
>
> Connecting anonymously to Steam Public...Failed to receive license info.
> Success.
>
> Steam>force_install_dir /home/something-other-than-root/game301
>
> Steam>app_update 232250 validate
> ERROR! AppInfo request for AppId 232250 returned error 16.
>
> Steam>app_update 232250 validate
> ERROR! AppInfo request for AppId 232250 returned error 16.
>
> Steam>app_update 232250
> ERROR! Timed out waiting for AppInfo update.
>
> 
>
> Re: [hlds_linux] TF2 update released during Steam maintenance?
> ElitePowered . Tue, 03 Sep 2013 17:41:44 -0700
>
> Servers can update.
>
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Re: [hlds] Mandatory TF2 update released

2013-08-27 Thread Albert Davis
He said it once, then when someone asked if a fix was coming, he had to
throw it out again, I would say that is gloating.


On Tue, Aug 27, 2013 at 10:45 PM, Calvin Judy  wrote:

> **
> I don't think he was gloating, Debian based distros are working fine, it
> appears only CentOS is not working.
>
> - Original Message -----
> *From:* Albert Davis 
> *To:* Half-Life dedicated Win32 server mailing 
> list
> *Sent:* Tuesday, August 27, 2013 10:41 PM
> *Subject:* Re: [hlds] Mandatory TF2 update released
>
> That's great for you, for everyone, we need a fix, and gloating about
> working, kind of lame.
>
>
> On Tue, Aug 27, 2013 at 10:39 PM, Dill Bates  wrote:
>
>>  I'm on Linux and it works great
>>
>> Sent from my iPhone
>>
>> On Aug 27, 2013, at 7:35 PM, Seyhan AKDENIZ 
>> wrote:
>>
>>  Should we expect a hot fix for Linux startup fails. Eric?
>>
>> > From: dillbat...@gmail.com
>> > Date: Tue, 27 Aug 2013 19:19:17 -0700
>> > To: hlds@list.valvesoftware.com
>> > CC: hlds_annou...@list.valvesoftware.com; hlds@list.valvesoftware.com;
>> hlds_li...@list.valvesoftware.com
>> > Subject: Re: [hlds] Mandatory TF2 update released
>> >
>> > Update worked great for me. Thanks Eric!
>> >
>> > Sent from my iPhone
>> >
>> > On Aug 27, 2013, at 5:18 PM, Eric Smith 
>> wrote:
>> >
>> > > We've released a mandatory update for TF2. The notes for the update
>> are below. The new version is 1884404.
>> > >
>> > > -Eric
>> > >
>> > > --
>> > >
>> > > - Added Chemistry Sets as a bonus drop. Chemistry Sets are recipe
>> items that have varying inputs and varying outputs. You can complete a
>> Chemistry Set by fulfilling all of its inputs, which will then give you the
>> items it has listed in its outputs.
>> > > - The in-game player status panel has been updated to show an
>> animated image of your character with their current loadout
>> > > - Can be disabled in Advanced Options
>> > > - Added Romevision sharing: anyone playing Mann vs. Machine on the
>> same server with an owner of the Hardy Laurel can now opt-in to Romevision
>> > > - Manage your Romevision preference in the Advanced Options dialog
>> > > - Fixed a bug that would prevent Jarate and Mad Milk from applying to
>> all targets within range
>> > > - Fixed a bug that would cause the Marked For Death icon to stay in
>> the world after the owning player died
>> > > - Fixed a bug that would allow Spies to exploit the Kunai's higher
>> overheal limit
>> > > - Fixed a bug that prevented the Medigun's "Share Power Ups" upgrade
>> from working correctly in Mann vs. Machine mode
>> > > - Fixed a bug that would cause the last few characters of text to be
>> lost when copying text from input fields
>> > > - Fixed a client sv_cheats exploit related to the commentary dialog
>> > > - Fixed a problem that would cause the shotgun shell model to appear
>> incorrectly third-person when using the Family Business
>> > > - Improved bot pathing behavior around ramps
>> > > - Bots can now reflect energy-based projectiles
>> > > - Fixed incorrect alpha in the backpack images for the Valley Forge
>> and the Founding Father
>> > > - The Foppish Physician and the Distinguished Rogue are now paintable
>> and are team-colored by default
>> > > - Added server log entries for jarate_attack and milk_attack when
>> using Jarate, Mad Milk, or the Sydney Sleeper
>> > > - Fixed using an incorrect path for downloaded custom player sounds
>> > > - Fixed duplicate support/mission icons in the Mann vs. Machine HUD
>> > > - Don't allow players without admin access on the server to use the
>> various entity-creating commands to create point_servercommand entities
>> > > - Updated cp_egypt_final
>> > > - Fixed players building inside of Blu's first spawn
>> > > - Updated cp_manor_event
>> > > - Fixed players building in rafters
>> > > - Updated cp_mountainlab
>> > > - Fixed clip brush exploit above hallway leading toward final cap
>> > > - Fixed exploit where players could be trapped in small space near
>> final cap using teleporters
>> > > - Updated plr_hightower
>> > > - Added nobuild to cliff bottom to prevent engineers building in the
>> kill volume
>> > > - Updated the localizat

Re: [hlds] Mandatory TF2 update released

2013-08-27 Thread Albert Davis
everyone else*


On Tue, Aug 27, 2013 at 10:41 PM, Albert Davis wrote:

> That's great for you, for everyone, we need a fix, and gloating about
> working, kind of lame.
>
>
> On Tue, Aug 27, 2013 at 10:39 PM, Dill Bates  wrote:
>
>> I'm on Linux and it works great
>>
>> Sent from my iPhone
>>
>> On Aug 27, 2013, at 7:35 PM, Seyhan AKDENIZ 
>> wrote:
>>
>> Should we expect a hot fix for Linux startup fails. Eric?
>>
>> > From: dillbat...@gmail.com
>> > Date: Tue, 27 Aug 2013 19:19:17 -0700
>> > To: hlds@list.valvesoftware.com
>> > CC: hlds_annou...@list.valvesoftware.com; hlds@list.valvesoftware.com;
>> hlds_li...@list.valvesoftware.com
>> > Subject: Re: [hlds] Mandatory TF2 update released
>> >
>> > Update worked great for me. Thanks Eric!
>> >
>> > Sent from my iPhone
>> >
>> > On Aug 27, 2013, at 5:18 PM, Eric Smith 
>> wrote:
>> >
>> > > We've released a mandatory update for TF2. The notes for the update
>> are below. The new version is 1884404.
>> > >
>> > > -Eric
>> > >
>> > > --
>> > >
>> > > - Added Chemistry Sets as a bonus drop. Chemistry Sets are recipe
>> items that have varying inputs and varying outputs. You can complete a
>> Chemistry Set by fulfilling all of its inputs, which will then give you the
>> items it has listed in its outputs.
>> > > - The in-game player status panel has been updated to show an
>> animated image of your character with their current loadout
>> > > - Can be disabled in Advanced Options
>> > > - Added Romevision sharing: anyone playing Mann vs. Machine on the
>> same server with an owner of the Hardy Laurel can now opt-in to Romevision
>> > > - Manage your Romevision preference in the Advanced Options dialog
>> > > - Fixed a bug that would prevent Jarate and Mad Milk from applying to
>> all targets within range
>> > > - Fixed a bug that would cause the Marked For Death icon to stay in
>> the world after the owning player died
>> > > - Fixed a bug that would allow Spies to exploit the Kunai's higher
>> overheal limit
>> > > - Fixed a bug that prevented the Medigun's "Share Power Ups" upgrade
>> from working correctly in Mann vs. Machine mode
>> > > - Fixed a bug that would cause the last few characters of text to be
>> lost when copying text from input fields
>> > > - Fixed a client sv_cheats exploit related to the commentary dialog
>> > > - Fixed a problem that would cause the shotgun shell model to appear
>> incorrectly third-person when using the Family Business
>> > > - Improved bot pathing behavior around ramps
>> > > - Bots can now reflect energy-based projectiles
>> > > - Fixed incorrect alpha in the backpack images for the Valley Forge
>> and the Founding Father
>> > > - The Foppish Physician and the Distinguished Rogue are now paintable
>> and are team-colored by default
>> > > - Added server log entries for jarate_attack and milk_attack when
>> using Jarate, Mad Milk, or the Sydney Sleeper
>> > > - Fixed using an incorrect path for downloaded custom player sounds
>> > > - Fixed duplicate support/mission icons in the Mann vs. Machine HUD
>> > > - Don't allow players without admin access on the server to use the
>> various entity-creating commands to create point_servercommand entities
>> > > - Updated cp_egypt_final
>> > > - Fixed players building inside of Blu's first spawn
>> > > - Updated cp_manor_event
>> > > - Fixed players building in rafters
>> > > - Updated cp_mountainlab
>> > > - Fixed clip brush exploit above hallway leading toward final cap
>> > > - Fixed exploit where players could be trapped in small space near
>> final cap using teleporters
>> > > - Updated plr_hightower
>> > > - Added nobuild to cliff bottom to prevent engineers building in the
>> kill volume
>> > > - Updated the localization files
>> > >
>> > >
>> > > ___
>> > > To unsubscribe, edit your list preferences, or view the list
>> archives, please visit:
>> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>
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Re: [hlds] Mandatory TF2 update released

2013-08-27 Thread Albert Davis
That's great for you, for everyone, we need a fix, and gloating about
working, kind of lame.


On Tue, Aug 27, 2013 at 10:39 PM, Dill Bates  wrote:

> I'm on Linux and it works great
>
> Sent from my iPhone
>
> On Aug 27, 2013, at 7:35 PM, Seyhan AKDENIZ  wrote:
>
> Should we expect a hot fix for Linux startup fails. Eric?
>
> > From: dillbat...@gmail.com
> > Date: Tue, 27 Aug 2013 19:19:17 -0700
> > To: hlds@list.valvesoftware.com
> > CC: hlds_annou...@list.valvesoftware.com; hlds@list.valvesoftware.com;
> hlds_li...@list.valvesoftware.com
> > Subject: Re: [hlds] Mandatory TF2 update released
> >
> > Update worked great for me. Thanks Eric!
> >
> > Sent from my iPhone
> >
> > On Aug 27, 2013, at 5:18 PM, Eric Smith  wrote:
> >
> > > We've released a mandatory update for TF2. The notes for the update
> are below. The new version is 1884404.
> > >
> > > -Eric
> > >
> > > --
> > >
> > > - Added Chemistry Sets as a bonus drop. Chemistry Sets are recipe
> items that have varying inputs and varying outputs. You can complete a
> Chemistry Set by fulfilling all of its inputs, which will then give you the
> items it has listed in its outputs.
> > > - The in-game player status panel has been updated to show an animated
> image of your character with their current loadout
> > > - Can be disabled in Advanced Options
> > > - Added Romevision sharing: anyone playing Mann vs. Machine on the
> same server with an owner of the Hardy Laurel can now opt-in to Romevision
> > > - Manage your Romevision preference in the Advanced Options dialog
> > > - Fixed a bug that would prevent Jarate and Mad Milk from applying to
> all targets within range
> > > - Fixed a bug that would cause the Marked For Death icon to stay in
> the world after the owning player died
> > > - Fixed a bug that would allow Spies to exploit the Kunai's higher
> overheal limit
> > > - Fixed a bug that prevented the Medigun's "Share Power Ups" upgrade
> from working correctly in Mann vs. Machine mode
> > > - Fixed a bug that would cause the last few characters of text to be
> lost when copying text from input fields
> > > - Fixed a client sv_cheats exploit related to the commentary dialog
> > > - Fixed a problem that would cause the shotgun shell model to appear
> incorrectly third-person when using the Family Business
> > > - Improved bot pathing behavior around ramps
> > > - Bots can now reflect energy-based projectiles
> > > - Fixed incorrect alpha in the backpack images for the Valley Forge
> and the Founding Father
> > > - The Foppish Physician and the Distinguished Rogue are now paintable
> and are team-colored by default
> > > - Added server log entries for jarate_attack and milk_attack when
> using Jarate, Mad Milk, or the Sydney Sleeper
> > > - Fixed using an incorrect path for downloaded custom player sounds
> > > - Fixed duplicate support/mission icons in the Mann vs. Machine HUD
> > > - Don't allow players without admin access on the server to use the
> various entity-creating commands to create point_servercommand entities
> > > - Updated cp_egypt_final
> > > - Fixed players building inside of Blu's first spawn
> > > - Updated cp_manor_event
> > > - Fixed players building in rafters
> > > - Updated cp_mountainlab
> > > - Fixed clip brush exploit above hallway leading toward final cap
> > > - Fixed exploit where players could be trapped in small space near
> final cap using teleporters
> > > - Updated plr_hightower
> > > - Added nobuild to cliff bottom to prevent engineers building in the
> kill volume
> > > - Updated the localization files
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
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Re: [hlds] Mandatory TF2 update released

2013-08-27 Thread Albert Davis
Isn't it all Linux?


On Tue, Aug 27, 2013 at 9:58 PM, Calvin Judy  wrote:

> **
> Is this only Centos 5, or is it happening on 6 as well?
>
> - Original Message -
> *From:* Albert Davis 
> *To:* Half-Life dedicated Win32 server mailing 
> list
> *Sent:* Tuesday, August 27, 2013 9:25 PM
> *Subject:* Re: [hlds] Mandatory TF2 update released
>
> Thanks for breaking it again Valve great job!
>
>
> On Tue, Aug 27, 2013 at 9:15 PM, Seyhan AKDENIZ wrote:
>
>>  This error appear after new update. Os is Centos 5.8 x64
>>
>> ./srcds_linux: error while loading shared libraries: bin/lib
>> tcmalloc_minimal.so.4: ELF file OS ABI invalid
>> Add "-debug" to the ./srcds_run command line to generate a d
>> ebug.log to help with solving this problem
>> Wed Aug 28 03:50:08 EEST 2013:
>>
>> > From: er...@valvesoftware.com
>> > To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com;
>> hlds_annou...@list.valvesoftware.com
>> > Date: Wed, 28 Aug 2013 00:18:15 +
>> > Subject: [hlds] Mandatory TF2 update released
>>
>> >
>> > We've released a mandatory update for TF2. The notes for the update are
>> below. The new version is 1884404.
>> >
>> > -Eric
>> >
>> > --
>> >
>> > - Added Chemistry Sets as a bonus drop. Chemistry Sets are recipe items
>> that have varying inputs and varying outputs. You can complete a Chemistry
>> Set by fulfilling all of its inputs, which will then give you the items it
>> has listed in its outputs.
>> > - The in-game player status panel has been updated to show an animated
>> image of your character with their current loadout
>> > - Can be disabled in Advanced Options
>> > - Added Romevision sharing: anyone playing Mann vs. Machine on the same
>> server with an owner of the Hardy Laurel can now opt-in to Romevision
>> > - Manage your Romevision preference in the Advanced Options dialog
>> > - Fixed a bug that would prevent Jarate and Mad Milk from applying to
>> all targets within range
>> > - Fixed a bug that would cause the Marked For Death icon to stay in the
>> world after the owning player died
>> > - Fixed a bug that would allow Spies to exploit the Kunai's higher
>> overheal limit
>> > - Fixed a bug that prevented the Medigun's "Share Power Ups" upgrade
>> from working correctly in Mann vs. Machine mode
>> > - Fixed a bug that would cause the last few characters of text to be
>> lost when copying text from input fields
>> > - Fixed a client sv_cheats exploit related to the commentary dialog
>> > - Fixed a problem that would cause the shotgun shell model to appear
>> incorrectly third-person when using the Family Business
>> > - Improved bot pathing behavior around ramps
>> > - Bots can now reflect energy-based projectiles
>> > - Fixed incorrect alpha in the backpack images for the Valley Forge and
>> the Founding Father
>> > - The Foppish Physician and the Distinguished Rogue are now paintable
>> and are team-colored by default
>> > - Added server log entries for jarate_attack and milk_attack when using
>> Jarate, Mad Milk, or the Sydney Sleeper
>> > - Fixed using an incorrect path for downloaded custom player sounds
>> > - Fixed duplicate support/mission icons in the Mann vs. Machine HUD
>> > - Don't allow players without admin access on the server to use the
>> various entity-creating commands to create point_servercommand entities
>> > - Updated cp_egypt_final
>> > - Fixed players building inside of Blu's first spawn
>> > - Updated cp_manor_event
>> > - Fixed players building in rafters
>> > - Updated cp_mountainlab
>> > - Fixed clip brush exploit above hallway leading toward final cap
>> > - Fixed exploit where players could be trapped in small space near
>> final cap using teleporters
>> > - Updated plr_hightower
>> > - Added nobuild to cliff bottom to prevent engineers building in the
>> kill volume
>> > - Updated the localization files
>> >
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>  --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
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> please visit:
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Re: [hlds] Mandatory TF2 update released

2013-08-27 Thread Albert Davis
Thanks for breaking it again Valve great job!


On Tue, Aug 27, 2013 at 9:15 PM, Seyhan AKDENIZ wrote:

> This error appear after new update. Os is Centos 5.8 x64
>
> ./srcds_linux: error while loading shared libraries: bin/lib
> tcmalloc_minimal.so.4: ELF file OS ABI invalid
> Add "-debug" to the ./srcds_run command line to generate a d
> ebug.log to help with solving this problem
> Wed Aug 28 03:50:08 EEST 2013:
>
> > From: er...@valvesoftware.com
> > To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com;
> hlds_annou...@list.valvesoftware.com
> > Date: Wed, 28 Aug 2013 00:18:15 +
> > Subject: [hlds] Mandatory TF2 update released
>
> >
> > We've released a mandatory update for TF2. The notes for the update are
> below. The new version is 1884404.
> >
> > -Eric
> >
> > --
> >
> > - Added Chemistry Sets as a bonus drop. Chemistry Sets are recipe items
> that have varying inputs and varying outputs. You can complete a Chemistry
> Set by fulfilling all of its inputs, which will then give you the items it
> has listed in its outputs.
> > - The in-game player status panel has been updated to show an animated
> image of your character with their current loadout
> > - Can be disabled in Advanced Options
> > - Added Romevision sharing: anyone playing Mann vs. Machine on the same
> server with an owner of the Hardy Laurel can now opt-in to Romevision
> > - Manage your Romevision preference in the Advanced Options dialog
> > - Fixed a bug that would prevent Jarate and Mad Milk from applying to
> all targets within range
> > - Fixed a bug that would cause the Marked For Death icon to stay in the
> world after the owning player died
> > - Fixed a bug that would allow Spies to exploit the Kunai's higher
> overheal limit
> > - Fixed a bug that prevented the Medigun's "Share Power Ups" upgrade
> from working correctly in Mann vs. Machine mode
> > - Fixed a bug that would cause the last few characters of text to be
> lost when copying text from input fields
> > - Fixed a client sv_cheats exploit related to the commentary dialog
> > - Fixed a problem that would cause the shotgun shell model to appear
> incorrectly third-person when using the Family Business
> > - Improved bot pathing behavior around ramps
> > - Bots can now reflect energy-based projectiles
> > - Fixed incorrect alpha in the backpack images for the Valley Forge and
> the Founding Father
> > - The Foppish Physician and the Distinguished Rogue are now paintable
> and are team-colored by default
> > - Added server log entries for jarate_attack and milk_attack when using
> Jarate, Mad Milk, or the Sydney Sleeper
> > - Fixed using an incorrect path for downloaded custom player sounds
> > - Fixed duplicate support/mission icons in the Mann vs. Machine HUD
> > - Don't allow players without admin access on the server to use the
> various entity-creating commands to create point_servercommand entities
> > - Updated cp_egypt_final
> > - Fixed players building inside of Blu's first spawn
> > - Updated cp_manor_event
> > - Fixed players building in rafters
> > - Updated cp_mountainlab
> > - Fixed clip brush exploit above hallway leading toward final cap
> > - Fixed exploit where players could be trapped in small space near final
> cap using teleporters
> > - Updated plr_hightower
> > - Added nobuild to cliff bottom to prevent engineers building in the
> kill volume
> > - Updated the localization files
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlds] Mandatory TF2 update released

2013-06-05 Thread Albert Davis
Ok, so, earlier put my mapcycle.txt in the custom folder, this update
created a NEW one in the TF folder...with the default mapcycle ...




On Wed, Jun 5, 2013 at 8:53 PM, Mitch Navetta wrote:

> It might just be me, but now whenever I try to access any of my loadouts
> the game crashes. Something to do with the particle effects changes there
> maybe?
>
>
> On Wednesday, June 5, 2013, Eric Smith wrote:
>
>> We've released a mandatory update for TF2. The notes for the update are
>> below. The new version is 1787484.
>>
>> -Eric
>>
>> --
>>
>> Team Fortress 2
>> - Unusual effects:
>>  - Attachment point and offset for particle effects on unusual
>> hats can now be adjusted from the character loadout screen
>>  - Fixed a bug that would cause unusual effects to float in the
>> air over dead players
>>  - Fixed a bug that would cause unusual effects to show
>> incorrectly sometimes when spectating other players
>> - Network interpolation and update convars can no longer be changed when
>> playing. To configure these convars, players must not be connected to a
>> server or must join the spectators
>> - Fixed a server crash caused by out-of-range animation sequence numbers
>> - Crates listed on the Community Market are now separated by series
>>  - Existing listings will be migrated over the next couple days
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>
> ___
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> please visit:
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Re: [hlds] Mandatory TF2 update released

2013-06-05 Thread Albert Davis
Sure, I'll drop them in the custom folder and see what happens next update.


On Wed, Jun 5, 2013 at 2:44 PM, DontWannaName! wrote:

> No that's the solution. They will overwrite the files.
>
> Sent from my iPhone
>
> On Jun 5, 2013, at 11:42 AM, "CScrivener ."  wrote:
>
> Maybe I'm wrong, but wasn't this brought up awhile ago and the solution
> was to drop all modified versions of shipped files into the custom folder?
>
> That way you would have all the shipped files unmodified in their original
> location and have all your modified versions in a single location (custom
> folder), as well as updates NOT overwriting all the changes made?
>
> I thought Fletcher mentioned this awhile ago but perhaps I am wrong. Could
> have swore I saw this written out somewhere and sent through the mailing
> listif not, my bad. *shrug*
>
>
> On Wed, Jun 5, 2013 at 11:33 AM, Fletcher Dunn <
> fletch...@valvesoftware.com> wrote:
>
>>  This update will be the last time that happens.
>>
>> ** **
>>
>> We’re getting rid of all instances where we encourage people to modify
>> shipping files.  For all such customizations in the future, thingsa re
>> setup to encourage people to copy it to a new file and modify that one.**
>> **
>>
>> ** **
>>
>> *From:* hlds-boun...@list.valvesoftware.com [mailto:
>> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Brady Osborne
>> *Sent:* Monday, June 03, 2013 7:22 PM
>>
>> *To:* Half-Life dedicated Win32 server mailing list
>> *Subject:* Re: [hlds] Mandatory TF2 update released
>>
>> ** **
>>
>> Hey all,
>>
>> ** **
>>
>> Is it normal for SteamCMD to delete files during the conversion process
>> from HLDSUpdateTool?  I kept seeing files vanish, so I put SteamCMD on the
>> left side of my screen with my 'cfg' folder on the right, and after a few
>> seconds of running SteamCMD on a directory that was previously updated by
>> HLDSUpdateTool, the cfg files disappeared as if they were deleted.
>>
>> ** **
>>
>> According to this 
>> articleit
>>  says files will only be moved, not deleted, but I have not found this to
>> be true.  I have had several other users ask me about this issue, too.  I
>> did some research with Process Monitor and found that SteamCMD does in fact
>> overwrite the cfg files in addition to several others.
>>
>> ** **
>>
>> Note the highlighted line here (SetRenameInformationFile):
>> http://tinypic.com/r/9zn38m/5
>>
>> ** **
>>
>> So in the article's question "My XYZ file got deleted. Where did it go?
>>  The conversion process does not delete any user files." - this is
>> technically true, however, the conversion process* *does *overwrite* files.
>>  User files outside of a specific set are not modified, like the 'addons'
>> folder or 'server.cfg'.
>>
>> ** **
>>
>> Thoughts?
>>
>> ** **
>>
>> Thank you,
>>
>>
>> 
>>
>> *Brady Osborne*
>> m...@bradyosborne.com
>>
>> ** **
>>
>> On Mon, Jun 3, 2013 at 5:50 PM, AeroliteGaming.com <
>> ad...@aerolitegaming.co.uk> wrote:
>>
>> Thank you very much for that, it worked. 
>>
>>
>> On 03/06/2013 23:46, Nicholas Hastings wrote:
>>
>> If you have the Steam client installed on your server, launch it and
>> check for updates.
>>
>> That error can happen when they update the shipped steam_api (they did)
>> and you have an older steamclient installed on the machine.
>>
>> --
>> Nicholas Hastings
>> AlliedMods.net 
>>
>>
>>
>>
>> 
>>
>> 
>>
>> *AeroliteGaming.com* 
>>
>> Monday, June 03, 2013 6:43 PM
>>
>> Having troubles after this update:
>>
>> ** *
>> ** *
>> * Unable to load Steam support library. *
>> * Unable to load Steam support library. *
>> * This server will operate in LAN mode only. *
>> * This server will operate in LAN mode only. *
>> ** *
>> ** *
>>
>> Tried validating and still no luck.
>>
>> ** **
>>
>>
>> ___
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>> please visit:
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Re: [hlds] Mandatory TF2 update released

2013-06-05 Thread Albert Davis
Mine aren't in the CFG and aren't by default, they are in the root of the
TF folder and if you are talking to me Cc2, no idea who you are and telling
someone to "learn" something in a snide tone, no thanks, I should not need
to "learn" anything, my GSP uses a option in CP to update my main TF2
server. So piss off with your snide "learn" shit..


On Wed, Jun 5, 2013 at 1:52 PM, Cc2iscooL  wrote:

> Haven't I told you this before already? Learn to use -motdfile and
> -mapcylefile.
>
>
> On Wed, Jun 5, 2013 at 1:28 PM, Albert Davis wrote:
>
>> And the update before, and before, and so on.
>>
>>
>> On Wed, Jun 5, 2013 at 1:28 PM, Albert Davis wrote:
>>
>>> Oh really, then that it happened on this last update means it's fixed?
>>> Yea...ok
>>>
>>>
>>> On Wed, Jun 5, 2013 at 12:49 PM, Dominik Friedrichs wrote:
>>>
>>>> On 2013/06/05 18:36, Albert Davis wrote:
>>>>
>>>>> How about quitting overwriting files like MOTD and MAPCYCLE...that shit
>>>>> is annoying as hell...
>>>>>
>>>>
>>>> Fixed long ago.
>>>>
>>>>
>>>>
>>>> __**_
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds>
>>>>
>>>
>>>
>>
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Re: [hlds] Mandatory TF2 update released

2013-06-05 Thread Albert Davis
Oh really, then that it happened on this last update means it's fixed?
Yea...ok


On Wed, Jun 5, 2013 at 12:49 PM, Dominik Friedrichs  wrote:

> On 2013/06/05 18:36, Albert Davis wrote:
>
>> How about quitting overwriting files like MOTD and MAPCYCLE...that shit
>> is annoying as hell...
>>
>
> Fixed long ago.
>
>
>
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Re: [hlds] Mandatory TF2 update released

2013-06-05 Thread Albert Davis
And the update before, and before, and so on.


On Wed, Jun 5, 2013 at 1:28 PM, Albert Davis  wrote:

> Oh really, then that it happened on this last update means it's fixed?
> Yea...ok
>
>
> On Wed, Jun 5, 2013 at 12:49 PM, Dominik Friedrichs  wrote:
>
>> On 2013/06/05 18:36, Albert Davis wrote:
>>
>>> How about quitting overwriting files like MOTD and MAPCYCLE...that shit
>>> is annoying as hell...
>>>
>>
>> Fixed long ago.
>>
>>
>>
>> __**_
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>> please visit:
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>>
>
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Re: [hlds] Mandatory TF2 update released

2013-06-05 Thread Albert Davis
How about quitting overwriting files like MOTD and MAPCYCLE...that shit is
annoying as hell...


On Wed, Jun 5, 2013 at 11:33 AM, Fletcher Dunn
wrote:

>  This update will be the last time that happens.
>
> ** **
>
> We’re getting rid of all instances where we encourage people to modify
> shipping files.  For all such customizations in the future, thingsa re
> setup to encourage people to copy it to a new file and modify that one.***
> *
>
> ** **
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Brady Osborne
> *Sent:* Monday, June 03, 2013 7:22 PM
>
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] Mandatory TF2 update released
>
> ** **
>
> Hey all,
>
> ** **
>
> Is it normal for SteamCMD to delete files during the conversion process
> from HLDSUpdateTool?  I kept seeing files vanish, so I put SteamCMD on the
> left side of my screen with my 'cfg' folder on the right, and after a few
> seconds of running SteamCMD on a directory that was previously updated by
> HLDSUpdateTool, the cfg files disappeared as if they were deleted.
>
> ** **
>
> According to this 
> articleit 
> says files will only be moved, not deleted, but I have not found this to
> be true.  I have had several other users ask me about this issue, too.  I
> did some research with Process Monitor and found that SteamCMD does in fact
> overwrite the cfg files in addition to several others.
>
> ** **
>
> Note the highlighted line here (SetRenameInformationFile):
> http://tinypic.com/r/9zn38m/5
>
> ** **
>
> So in the article's question "My XYZ file got deleted. Where did it go?
>  The conversion process does not delete any user files." - this is
> technically true, however, the conversion process* *does *overwrite* files.
>  User files outside of a specific set are not modified, like the 'addons'
> folder or 'server.cfg'.
>
> ** **
>
> Thoughts?
>
> ** **
>
> Thank you,
>
>
> 
>
> *Brady Osborne*
> m...@bradyosborne.com
>
> ** **
>
> On Mon, Jun 3, 2013 at 5:50 PM, AeroliteGaming.com <
> ad...@aerolitegaming.co.uk> wrote:
>
> Thank you very much for that, it worked. 
>
>
> On 03/06/2013 23:46, Nicholas Hastings wrote:
>
> If you have the Steam client installed on your server, launch it and check
> for updates.
>
> That error can happen when they update the shipped steam_api (they did)
> and you have an older steamclient installed on the machine.
>
> --
> Nicholas Hastings
> AlliedMods.net 
>
>
>
>
> 
>
> 
>
> *AeroliteGaming.com* 
>
> Monday, June 03, 2013 6:43 PM
>
> Having troubles after this update:
>
> ** *
> ** *
> * Unable to load Steam support library. *
> * Unable to load Steam support library. *
> * This server will operate in LAN mode only. *
> * This server will operate in LAN mode only. *
> ** *
> ** *
>
> Tried validating and still no luck.
>
> ** **
>
>
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> please visit:
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Re: [hlds] [hlds_linux] Mandatory TF2 update released

2013-05-17 Thread Albert Davis
no, it didn't...grrr



On Fri, May 17, 2013 at 4:53 PM, Albert Davis wrote:

> looks to be working...
>
>
> On Fri, May 17, 2013 at 4:48 PM, Albert Davis wrote:
>
>> Question on creating a bat file to update my dedicated server :
>>
>> steamcmd +login anonymous +force_install_dir ../csgo_ds +app_update 740 
>> validate +quit
>>
>>
>> Do i need to use the force install part?
>>
>> I am thinking this should work?
>>
>> steamcmd +login anonymous +app_update 232250 validate +quit
>>
>>
>>
>>
>>
>> On Fri, May 17, 2013 at 2:34 PM, Ryan Stecker wrote:
>>
>>> Ah, I had only checked for the existence of sv_compressfragments.
>>>
>>> For what it's worth in my test of the prerelease build, the default
>>> convars didn't help to alleviate any issues. Only after I set
>>> sv_compressfragments to 0 did I see a visible improvement in performance.
>>> In fact the long frames had virtually disappeared other than the occasional
>>> one, but it performed much better than before.
>>>
>>> Hopefully the new compression scheme will be performant enough to not
>>> require disabling entirely.
>>>
>>>
>>> On Fri, May 17, 2013 at 1:27 PM, Fletcher Dunn <
>>> fletch...@valvesoftware.com> wrote:
>>>
>>>> sv_compressstringtablebaselines should still be present in this build,
>>>> and it is defaulted to false.  The baselines are not compressed at that
>>>> stage, instead we just compress them if desired like any other network data
>>>> at either the fragment or packet stage.
>>>>
>>>> You might try adjusting this convar and see if it makes any difference.
>>>>  In my tests it did not, but I would be interested in any real world data
>>>> on that question.
>>>>
>>>> From: hlds-boun...@list.valvesoftware.com [mailto:
>>>> hlds-boun...@list.valvesoftware.com] On Behalf Of Ryan Stecker
>>>> Sent: Friday, May 17, 2013 11:25 AM
>>>> To: Half-Life dedicated Win32 server mailing list
>>>> Subject: Re: [hlds] Mandatory TF2 update released
>>>>
>>>> Great, thanks Fletch!
>>>> Will definitely be on the lookout for any perf issues with these
>>>> changes.
>>>>
>>>> On Fri, May 17, 2013 at 1:22 PM, Fletcher Dunn <
>>>> fletch...@valvesoftware.com<mailto:fletch...@valvesoftware.com>> wrote:
>>>> A note regarding the CPU spikes:
>>>>
>>>> I would encourage server operators to revert any changes made to
>>>> disable compression, set all such convars to their default values, and
>>>> re-evaluate performance and bandwidth.  I believe that the switch to a
>>>> realtime compression library will fix the CPU spikes while getting the
>>>> reduction in bandwidth that the compression was intended to  achieve.
>>>>
>>>> The sv_compressfragments convar has been removed.  You can get the same
>>>> functionality simply by setting net_compresspackets_minsize to a large
>>>> value.
>>>>
>>>> You might experiment with net_compresspackets_minsize to see if a
>>>> larger or smaller value drastically effects performance and bandwidth.
>>>>
>>>> -Original Message-
>>>> From: hlds_linux-boun...@list.valvesoftware.com>>> hlds_linux-boun...@list.valvesoftware.com> [mailto:
>>>> hlds_linux-boun...@list.valvesoftware.com>>> hlds_linux-boun...@list.valvesoftware.com>] On Behalf Of Eric Smith
>>>> Sent: Friday, May 17, 2013 11:09 AM
>>>> To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
>>>> Linux server mailing list; 'hlds_annou...@list.valvesoftware.com
>>>> <mailto:hlds_annou...@list.valvesoftware.com>'
>>>> Subject: [hlds_linux] Mandatory TF2 update released
>>>>
>>>> We've released a mandatory update for Team Fortress 2. The notes for
>>>> the update are below.
>>>>
>>>> -Eric
>>>>
>>>> ==
>>>>
>>>> Source Engine Changes
>>>> - Fixed server CPU spikes caused by compression of string tables and
>>>> packets.
>>>> - Added sv_netspike, sv_netspike_sendtime_ms, and sv_netspike_output
>>>> convars for investigating server performance
>>>> - net_compresspackets_minsize default 

Re: [hlds] [hlds_linux] Mandatory TF2 update released

2013-05-17 Thread Albert Davis
looks to be working...


On Fri, May 17, 2013 at 4:48 PM, Albert Davis wrote:

> Question on creating a bat file to update my dedicated server :
>
> steamcmd +login anonymous +force_install_dir ../csgo_ds +app_update 740 
> validate +quit
>
> Do i need to use the force install part?
>
> I am thinking this should work?
>
> steamcmd +login anonymous +app_update 232250 validate +quit
>
>
>
>
>
> On Fri, May 17, 2013 at 2:34 PM, Ryan Stecker wrote:
>
>> Ah, I had only checked for the existence of sv_compressfragments.
>>
>> For what it's worth in my test of the prerelease build, the default
>> convars didn't help to alleviate any issues. Only after I set
>> sv_compressfragments to 0 did I see a visible improvement in performance.
>> In fact the long frames had virtually disappeared other than the occasional
>> one, but it performed much better than before.
>>
>> Hopefully the new compression scheme will be performant enough to not
>> require disabling entirely.
>>
>>
>> On Fri, May 17, 2013 at 1:27 PM, Fletcher Dunn <
>> fletch...@valvesoftware.com> wrote:
>>
>>> sv_compressstringtablebaselines should still be present in this build,
>>> and it is defaulted to false.  The baselines are not compressed at that
>>> stage, instead we just compress them if desired like any other network data
>>> at either the fragment or packet stage.
>>>
>>> You might try adjusting this convar and see if it makes any difference.
>>>  In my tests it did not, but I would be interested in any real world data
>>> on that question.
>>>
>>> From: hlds-boun...@list.valvesoftware.com [mailto:
>>> hlds-boun...@list.valvesoftware.com] On Behalf Of Ryan Stecker
>>> Sent: Friday, May 17, 2013 11:25 AM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] Mandatory TF2 update released
>>>
>>> Great, thanks Fletch!
>>> Will definitely be on the lookout for any perf issues with these changes.
>>>
>>> On Fri, May 17, 2013 at 1:22 PM, Fletcher Dunn <
>>> fletch...@valvesoftware.com<mailto:fletch...@valvesoftware.com>> wrote:
>>> A note regarding the CPU spikes:
>>>
>>> I would encourage server operators to revert any changes made to disable
>>> compression, set all such convars to their default values, and re-evaluate
>>> performance and bandwidth.  I believe that the switch to a realtime
>>> compression library will fix the CPU spikes while getting the reduction in
>>> bandwidth that the compression was intended to  achieve.
>>>
>>> The sv_compressfragments convar has been removed.  You can get the same
>>> functionality simply by setting net_compresspackets_minsize to a large
>>> value.
>>>
>>> You might experiment with net_compresspackets_minsize to see if a larger
>>> or smaller value drastically effects performance and bandwidth.
>>>
>>> -Original Message-
>>> From: hlds_linux-boun...@list.valvesoftware.com>> hlds_linux-boun...@list.valvesoftware.com> [mailto:
>>> hlds_linux-boun...@list.valvesoftware.com>> hlds_linux-boun...@list.valvesoftware.com>] On Behalf Of Eric Smith
>>> Sent: Friday, May 17, 2013 11:09 AM
>>> To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
>>> Linux server mailing list; 'hlds_annou...@list.valvesoftware.com>> hlds_annou...@list.valvesoftware.com>'
>>> Subject: [hlds_linux] Mandatory TF2 update released
>>>
>>> We've released a mandatory update for Team Fortress 2. The notes for the
>>> update are below.
>>>
>>> -Eric
>>>
>>> ==
>>>
>>> Source Engine Changes
>>> - Fixed server CPU spikes caused by compression of string tables and
>>> packets.
>>> - Added sv_netspike, sv_netspike_sendtime_ms, and sv_netspike_output
>>> convars for investigating server performance
>>> - net_compresspackets_minsize default value increased to 1024.  This
>>> convar now also determines the threshold to determine when a "fragment"
>>> (logical game network message, before being broken up into network packets)
>>> is compressed.
>>> - Added vprof_vtrace and vprof_report_oninterval convars, and tweaked
>>> vprof_dump_spikes and vprof_dump_oninterval to reduce output
>>>
>>> Team Fortress 2
>>> - Added the Robotic Boogaloo community update:
>&g

Re: [hlds] [hlds_linux] Mandatory TF2 update released

2013-05-17 Thread Albert Davis
Question on creating a bat file to update my dedicated server :

steamcmd +login anonymous +force_install_dir ../csgo_ds +app_update
740 validate +quit

Do i need to use the force install part?

I am thinking this should work?

steamcmd +login anonymous +app_update 232250 validate +quit





On Fri, May 17, 2013 at 2:34 PM, Ryan Stecker wrote:

> Ah, I had only checked for the existence of sv_compressfragments.
>
> For what it's worth in my test of the prerelease build, the default
> convars didn't help to alleviate any issues. Only after I set
> sv_compressfragments to 0 did I see a visible improvement in performance.
> In fact the long frames had virtually disappeared other than the occasional
> one, but it performed much better than before.
>
> Hopefully the new compression scheme will be performant enough to not
> require disabling entirely.
>
>
> On Fri, May 17, 2013 at 1:27 PM, Fletcher Dunn <
> fletch...@valvesoftware.com> wrote:
>
>> sv_compressstringtablebaselines should still be present in this build,
>> and it is defaulted to false.  The baselines are not compressed at that
>> stage, instead we just compress them if desired like any other network data
>> at either the fragment or packet stage.
>>
>> You might try adjusting this convar and see if it makes any difference.
>>  In my tests it did not, but I would be interested in any real world data
>> on that question.
>>
>> From: hlds-boun...@list.valvesoftware.com [mailto:
>> hlds-boun...@list.valvesoftware.com] On Behalf Of Ryan Stecker
>> Sent: Friday, May 17, 2013 11:25 AM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Mandatory TF2 update released
>>
>> Great, thanks Fletch!
>> Will definitely be on the lookout for any perf issues with these changes.
>>
>> On Fri, May 17, 2013 at 1:22 PM, Fletcher Dunn <
>> fletch...@valvesoftware.com> wrote:
>> A note regarding the CPU spikes:
>>
>> I would encourage server operators to revert any changes made to disable
>> compression, set all such convars to their default values, and re-evaluate
>> performance and bandwidth.  I believe that the switch to a realtime
>> compression library will fix the CPU spikes while getting the reduction in
>> bandwidth that the compression was intended to  achieve.
>>
>> The sv_compressfragments convar has been removed.  You can get the same
>> functionality simply by setting net_compresspackets_minsize to a large
>> value.
>>
>> You might experiment with net_compresspackets_minsize to see if a larger
>> or smaller value drastically effects performance and bandwidth.
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com> hlds_linux-boun...@list.valvesoftware.com> [mailto:
>> hlds_linux-boun...@list.valvesoftware.com> hlds_linux-boun...@list.valvesoftware.com>] On Behalf Of Eric Smith
>> Sent: Friday, May 17, 2013 11:09 AM
>> To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
>> Linux server mailing list; 'hlds_annou...@list.valvesoftware.com> hlds_annou...@list.valvesoftware.com>'
>> Subject: [hlds_linux] Mandatory TF2 update released
>>
>> We've released a mandatory update for Team Fortress 2. The notes for the
>> update are below.
>>
>> -Eric
>>
>> ==
>>
>> Source Engine Changes
>> - Fixed server CPU spikes caused by compression of string tables and
>> packets.
>> - Added sv_netspike, sv_netspike_sendtime_ms, and sv_netspike_output
>> convars for investigating server performance
>> - net_compresspackets_minsize default value increased to 1024.  This
>> convar now also determines the threshold to determine when a "fragment"
>> (logical game network message, before being broken up into network packets)
>> is compressed.
>> - Added vprof_vtrace and vprof_report_oninterval convars, and tweaked
>> vprof_dump_spikes and vprof_dump_oninterval to reduce output
>>
>> Team Fortress 2
>> - Added the Robotic Boogaloo community update:
>> http://www.teamfortress.com/roboticboogaloo/
>> - Fixed a chat exploit that would cause other clients to timeout from
>> dedicated servers
>> - Updated the Mann Co. Store
>>- Added RoboCrate Keys
>>- Added A Random RoboKey Gift
>>- Added Pile of RoboKey Gifts
>>- Backpack Expanders on sale at 80% off
>> - Updated the localization files
>>
>>
>> ___
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>> please visit:
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>>
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>
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Re: [hlds] Items server, etc.

2013-05-14 Thread Albert Davis
and how long shall this be going on? i keep getting dropped from my test
server with failure code 8 or 1, and it's non stop...



On Tue, May 14, 2013 at 7:38 PM, Weasel  wrote:

> Ooops, responded to wrong list before, but this still applies ...
>
> On Tue, 2013/05/14 04:37 PM, Weasel  wrote:
> > Weekly "Steam Maintenance" is probably still in progress.
> > They've been pretty-good about posting it on Twitter, etc.:
> >
> > https://twitter.com/Steam_Support/status/334429736535220224
>
>
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[hlds] item server

2013-05-14 Thread Albert Davis
is it down? i just installed a dedicated server for testing on my box and
my GSP hosted server both can't connect to it.
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Re: [hlds] Mandatory TF2 update coming

2013-05-13 Thread Albert Davis
I am using the update option through my GPS


On Mon, May 13, 2013 at 6:50 PM, Ross Bemrose  wrote:

>  They don't anymore.  Instead, they push out cfg/mapcycle_default.txt
>
> Having said that, a few config files are overwritten if you use validate,
> specifically all the replay configs and config_arena.cfg
>
> You are updating through SteamCMD, RIGHT?
>
>
> On 5/13/2013 6:46 PM, Albert Davis wrote:
>
> WHY when you guys put an update out, you insist on causing files such as
> MOTD/MAPCYCLE to default? I find that stupidly annoying. It just happened
> again. wtf?
>
>
>  On Mon, May 13, 2013 at 6:36 PM, Valentin G.  wrote:
>
>> It does happen. Updates take a while to distribute through the CDN.
>>
>>
>> On Tue, May 14, 2013 at 12:12 AM, Peter Jerde wrote:
>>
>>> Did today's different procedure somehow affect how the update was pushed
>>> out to clients? It took me several tries and restarting steam before my own
>>> client got updated, and I'm getting reports of other people unable to
>>> connect to our servers because their clients are out of date.
>>>
>>> I don't recall that ever happening before pre-steampipe.
>>>
>>>  - Peter
>>>
>>>
>>>
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>>> please visit:
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>>
>>
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Re: [hlds] Mandatory TF2 update coming

2013-05-13 Thread Albert Davis
WHY when you guys put an update out, you insist on causing files such as
MOTD/MAPCYCLE to default? I find that stupidly annoying. It just happened
again. wtf?


On Mon, May 13, 2013 at 6:36 PM, Valentin G.  wrote:

> It does happen. Updates take a while to distribute through the CDN.
>
>
> On Tue, May 14, 2013 at 12:12 AM, Peter Jerde wrote:
>
>> Did today's different procedure somehow affect how the update was pushed
>> out to clients? It took me several tries and restarting steam before my own
>> client got updated, and I'm getting reports of other people unable to
>> connect to our servers because their clients are out of date.
>>
>> I don't recall that ever happening before pre-steampipe.
>>
>>  - Peter
>>
>>
>>
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Re: [hlds] Mandatory TF2 update coming

2013-05-13 Thread Albert Davis
My server isn't updating...I have tried twice now. I am trying for a third
time.


On Mon, May 13, 2013 at 4:54 PM, E. Olsen  wrote:

> Not to worry, Fletcher - it's much adoo about nothing.
>
> It's a small change, folks. Adapt. Hell, I was able to update 15 servers
> in under 5 minutes. I would still be waiting for updates to finish an hour
> later in most cases on the old system.
>
> I'm sold. Steampipe rocks.
>
>
> On Mon, May 13, 2013 at 4:50 PM, Fletcher Dunn <
> fletch...@valvesoftware.com> wrote:
>
>>  The fact that the new server/client are not compatible with the
>> previous version is what makes the update a “mandatory” update.  If they
>> are compatible, the update is “optional.”
>>
>> ** **
>>
>> *From:* hlds-boun...@list.valvesoftware.com [mailto:
>> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Albert Davis
>> *Sent:* Monday, May 13, 2013 1:48 PM
>> *To:* Half-Life dedicated Win32 server mailing list
>> *Subject:* Re: [hlds] Mandatory TF2 update coming
>>
>> ** **
>>
>> Why not let the clients connect to an updated server even if the client
>> hasn't been? Is there some technical reason this couldn't happen?
>>
>> ** **
>>
>> On Mon, May 13, 2013 at 4:46 PM, Fletcher Dunn <
>> fletch...@valvesoftware.com> wrote:
>>
>> We're still working out the kinks.  It is a bit odd to sync a server and
>> the find it immediately not be compatible with the latest released client,
>> even if that window of time when they are out of sync is small.  Perhaps we
>> could release the new server on a different branch.  (Perhaps
>> "prerelease"?)  That way, syncing to the default branch would always sync
>> to whatever server is compatible with the latest client.  If you don't want
>> to download your server ahead of time, you don't have to mess with any of
>> this.
>>
>> Switching an installation between branches on steampipe is not a
>> complicated thing, it is exactly the same as doing an update.
>>
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com [mailto:
>> hlds-boun...@list.valvesoftware.com] On Behalf Of ics
>> Sent: Monday, May 13, 2013 1:38 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Mandatory TF2 update coming
>>
>> Actually in the past many server owners wanted server updates in advance
>> so that they were able to have a server online ready for players and not to
>> update at the same time when update hits to players. That was due to
>> content servers being too busy at those times and we were unable to update
>> servers. Personally i like the new way so far.
>>
>> -ics
>>
>> Mike Vail kirjoitti:
>> >
>> > Eric,
>> >
>> > I'm sorry, but I don't like this at all. Why are you changing the way
>> > releases are done? Please don't release future updates like this. It
>> > worked just fine before and after years of doing client and server
>> > updates at the same time, people know how to deal with them and this
>> > will create more confusion when it just isn't needed. And Lord help us
>> > if the Client update is delayed after the server update is released.
>> > People won't be able to play on a ton of updated servers. Thank you
>> > for your consideration.
>> >
>> > *From:*hlds-boun...@list.valvesoftware.com
>> > [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of
>> > *fiveofeight
>> > *Sent:* Monday, May 13, 2013 1:22 PM
>> > *To:* Half-Life dedicated Win32 server mailing list
>> > *Subject:* Re: [hlds] Mandatory TF2 update coming
>> >
>> > I'm pretty sure it will say "The server is running a newer version of
>> > the software.", since this is a mandatory update.
>> >
>> > On Mon, May 13, 2013 at 4:18 PM, Albert Davis > > <mailto:davis.alb...@gmail.com>> wrote:
>> >
>> > Will the clients still be able to join the updated server until the
>> > clients been updated?
>> >
>> > On Mon, May 13, 2013 at 4:06 PM, John > > <mailto:lists.va...@nuclearfallout.net>> wrote:
>> >
>> > Eric,
>> >
>> > We're working a mandatory update for Team Fortress 2. The dedicated
>> > server update is now available for you to download ahead of time...
>> >
>> >
>> > For those of us that have automated systems that look at 

Re: [hlds] Mandatory TF2 update coming

2013-05-13 Thread Albert Davis
Why not let the clients connect to an updated server even if the client
hasn't been? Is there some technical reason this couldn't happen?


On Mon, May 13, 2013 at 4:46 PM, Fletcher Dunn
wrote:

> We're still working out the kinks.  It is a bit odd to sync a server and
> the find it immediately not be compatible with the latest released client,
> even if that window of time when they are out of sync is small.  Perhaps we
> could release the new server on a different branch.  (Perhaps
> "prerelease"?)  That way, syncing to the default branch would always sync
> to whatever server is compatible with the latest client.  If you don't want
> to download your server ahead of time, you don't have to mess with any of
> this.
>
> Switching an installation between branches on steampipe is not a
> complicated thing, it is exactly the same as doing an update.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of ics
> Sent: Monday, May 13, 2013 1:38 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Mandatory TF2 update coming
>
> Actually in the past many server owners wanted server updates in advance
> so that they were able to have a server online ready for players and not to
> update at the same time when update hits to players. That was due to
> content servers being too busy at those times and we were unable to update
> servers. Personally i like the new way so far.
>
> -ics
>
> Mike Vail kirjoitti:
> >
> > Eric,
> >
> > I'm sorry, but I don't like this at all. Why are you changing the way
> > releases are done? Please don't release future updates like this. It
> > worked just fine before and after years of doing client and server
> > updates at the same time, people know how to deal with them and this
> > will create more confusion when it just isn't needed. And Lord help us
> > if the Client update is delayed after the server update is released.
> > People won't be able to play on a ton of updated servers. Thank you
> > for your consideration.
> >
> > *From:*hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of
> > *fiveofeight
> > *Sent:* Monday, May 13, 2013 1:22 PM
> > *To:* Half-Life dedicated Win32 server mailing list
> > *Subject:* Re: [hlds] Mandatory TF2 update coming
> >
> > I'm pretty sure it will say "The server is running a newer version of
> > the software.", since this is a mandatory update.
> >
> > On Mon, May 13, 2013 at 4:18 PM, Albert Davis  > <mailto:davis.alb...@gmail.com>> wrote:
> >
> > Will the clients still be able to join the updated server until the
> > clients been updated?
> >
> > On Mon, May 13, 2013 at 4:06 PM, John  > <mailto:lists.va...@nuclearfallout.net>> wrote:
> >
> > Eric,
> >
> > We're working a mandatory update for Team Fortress 2. The dedicated
> > server update is now available for you to download ahead of time...
> >
> >
> > For those of us that have automated systems that look at these
> > announcements and check for updates, this sort of pre-release can
> > cause servers to be upgraded too soon and kick a lot of clients who
> > then cannot reconnect. It may be better to send out pre-releases under
> > the optional update channel, or with some sort of other special tag.
> >
> > -John
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >
> >
> >
> > --
> > Sent from my Asus G53
> >
> >
> >
> > ___
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> please visit:
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Re: [hlds] Mandatory TF2 update coming

2013-05-13 Thread Albert Davis
I just ran the update option from my GSP CP and it didn't update the
server?


On Mon, May 13, 2013 at 4:26 PM, j m  wrote:

> No.
> On May 13, 2013 1:20 PM, "Albert Davis"  wrote:
>
>> Will the clients still be able to join the updated server until the
>> clients been updated?
>>
>>
>> On Mon, May 13, 2013 at 4:06 PM, John wrote:
>>
>>> Eric,
>>>
>>>  We're working a mandatory update for Team Fortress 2. The dedicated
>>>> server update is now available for you to download ahead of time...
>>>>
>>>
>>> For those of us that have automated systems that look at these
>>> announcements and check for updates, this sort of pre-release can cause
>>> servers to be upgraded too soon and kick a lot of clients who then cannot
>>> reconnect. It may be better to send out pre-releases under the optional
>>> update channel, or with some sort of other special tag.
>>>
>>> -John
>>>
>>> __**_
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds>
>>>
>>
>>
>> ___
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Re: [hlds] Mandatory TF2 update coming

2013-05-13 Thread Albert Davis
How you update it without rebooting? MY GSP reboots during the update.


On Mon, May 13, 2013 at 4:24 PM, ics  wrote:

> No. That's why you update the server but reboot it only when it is time to
> do so.
>
> -ics
>
> Albert Davis kirjoitti:
>
>> Will the clients still be able to join the updated server until the
>> clients been updated?
>>
>>
>> On Mon, May 13, 2013 at 4:06 PM, John 
>> > lists.valve@**nuclearfallout.net >>
>> wrote:
>>
>> Eric,
>>
>> We're working a mandatory update for Team Fortress 2. The
>> dedicated server update is now available for you to download
>> ahead of time...
>>
>>
>> For those of us that have automated systems that look at these
>> announcements and check for updates, this sort of pre-release can
>> cause servers to be upgraded too soon and kick a lot of clients
>> who then cannot reconnect. It may be better to send out
>> pre-releases under the optional update channel, or with some sort
>> of other special tag.
>>
>> -John
>>
>> __**_
>> To unsubscribe, edit your list preferences, or view the list
>> archives, please visit:
>> 
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds>
>>
>>
>>
>>
>> __**_
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>> please visit:
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>>
>
>
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Re: [hlds] Mandatory TF2 update coming

2013-05-13 Thread Albert Davis
Will the clients still be able to join the updated server until the clients
been updated?


On Mon, May 13, 2013 at 4:06 PM, John wrote:

> Eric,
>
>  We're working a mandatory update for Team Fortress 2. The dedicated
>> server update is now available for you to download ahead of time...
>>
>
> For those of us that have automated systems that look at these
> announcements and check for updates, this sort of pre-release can cause
> servers to be upgraded too soon and kick a lot of clients who then cannot
> reconnect. It may be better to send out pre-releases under the optional
> update channel, or with some sort of other special tag.
>
> -John
>
> __**_
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Re: [hlds] File keep downloading each map change

2013-05-13 Thread Albert Davis
Are now*


On Mon, May 13, 2013 at 8:32 AM, Albert Davis wrote:

> They do now, going to test it again
>
>
> On Sun, May 12, 2013 at 6:26 PM, Kyle Sanderson wrote:
>
>> Do the files exist on your fast download server? Are you able to transfer
>> them manually?
>>
>> Thanks,
>> Kyle.
>>
>>
>> On Sun, May 12, 2013 at 2:16 PM, Albert Davis wrote:
>>
>>> I have had this problem forever, the same files, every map change keep
>>> "downloading", I wiped my server yesterday and started new, not because of
>>> this but other reasons, and it STILL happens, this time it's different
>>> files from the previous times.
>>>
>>> Anyone experience this and any solution to stop this? It's quite
>>> annoying.
>>>
>>> Thanks,
>>>
>>> Albert
>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>>
>>
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Re: [hlds] File keep downloading each map change

2013-05-13 Thread Albert Davis
They do now, going to test it again


On Sun, May 12, 2013 at 6:26 PM, Kyle Sanderson  wrote:

> Do the files exist on your fast download server? Are you able to transfer
> them manually?
>
> Thanks,
> Kyle.
>
>
> On Sun, May 12, 2013 at 2:16 PM, Albert Davis wrote:
>
>> I have had this problem forever, the same files, every map change keep
>> "downloading", I wiped my server yesterday and started new, not because of
>> this but other reasons, and it STILL happens, this time it's different
>> files from the previous times.
>>
>> Anyone experience this and any solution to stop this? It's quite
>> annoying.
>>
>> Thanks,
>>
>> Albert
>>
>>
>> ___
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>> please visit:
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>>
>
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[hlds] File keep downloading each map change

2013-05-12 Thread Albert Davis
I have had this problem forever, the same files, every map change keep
"downloading", I wiped my server yesterday and started new, not because of
this but other reasons, and it STILL happens, this time it's different
files from the previous times.

Anyone experience this and any solution to stop this? It's quite annoying.

Thanks,

Albert
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Re: [hlds] VPK & /custom Directory Help

2013-05-12 Thread Albert Davis
I have my custom maps in the maps folder, seems to work fine.


On Sun, May 12, 2013 at 12:28 PM, Harsh Baid  wrote:

> Alright so its beens a while since i have payed attention to this list
> because of life issues and other problems. Currently because i host my
> servers with NFO, they have pretty much taken care of everything regarding
> SteamPipe and the whole custom section. However, now that i finally have
> time, i want to kind of refigure out steam pipe. I currently have been
> browsing around and i have a few questions.
>
> 1) So SteamPipe is this new file client system and apparently all the
> files go in a custom folder. However how do i tell my mapcycle.txt and
> maplist.txt where the new custom paths to my custom maps are?
>
> 2) Isn't this system inefficient in the sense that if more than 1 server
> in different communities are running the same custom files. Then the client
> has to download 2 copies of the same files?
>
> 3) What is gameinfo.txt? I read the file, but barely comprehended any of
> it.
>
> 4) VPK's, what are they? Would a correct analogy be that they are sort of
> zip files packing all content into one?
>
> 5) If so, can i use VPK's with maps?
>
>
> Thanks for anyones help in advance. I really do appreciate it!
>
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Re: [hlds] TF2/MVM Serves using more ram?

2013-05-11 Thread Albert Davis
This steampipe thing, just, irks the hell out of me.


On Sat, May 11, 2013 at 5:50 PM, Element  wrote:

> Since the steampipe switchover i've noticed my server instances are using
> a lot more ram.
>
>
> Before steampipe my 32slot idle servers where running at around 300-500
> mb, now they're 700-900 mb?
>
> MVM servers are 900-1000+mb?
>
> Is this normal? is there anything i can do to reduce ram usage? I've
> always had around 25% ram free on my dedi, since steampipe its now more
> like 10-5% free, i fear i'm going to have to either shutdown one of my
> servers or scrape together some more funds to upgrade my dedi
>
> - Element
>
>
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Re: [hlds] Steampipe and /custom directory

2013-05-10 Thread Albert Davis
Thanks


On Fri, May 10, 2013 at 11:40 AM, Gamers Exile  wrote:

> This is server side. Sorry it's TF/ not TF2/
>
> Sent Via Pigeon
>   *From: *Albert Davis
> *Sent: *Friday, May 10, 2013 9:30 AM
> *To: *Half-Life dedicated Win32 server mailing list
> *Reply To: *Half-Life dedicated Win32 server mailing list
> *Subject: *Re: [hlds] Steampipe and /custom directory
>
> This server side? /tf2/custom/(custom folder name)/maps ? Or fast
> download? I don't have a TF2 folder on my server if that's the case.
>
>
> On Thu, May 9, 2013 at 9:25 PM, Gamers Exile  wrote:
>
>> Albert,
>>
>> Don't change anything on the fast download side.
>>
>> Make sure all custom maps are in the /tf2/custom/(custom folder
>> name)/maps and they well download from the fast download server just fine.
>>
>>  Sent Via Pigeon
>>   *From: *Albert Davis
>> *Sent: *Thursday, May 9, 2013 7:02 PM
>> *To: *Half-Life dedicated Win32 server mailing list
>> *Reply To: *Half-Life dedicated Win32 server mailing list
>> *Subject: *Re: [hlds] Steampipe and /custom directory
>>
>> I am apparently having trouble with people downloading maps from fast
>> download as well, is there something special we need to do?
>>
>>
>> On Wed, May 8, 2013 at 3:37 PM, CScrivener . wrote:
>>
>>> Alright, thanks everyone. I do believe I have gotten the file
>>> directories correct now and the files are downloading and functioning
>>> properly. That was my bad on not fully comprehending that (even though
>>> EVERYONE told me to do it) adding a folder to the base tf folder was a
>>> valid option, I was trying to work through the folders shipped with the
>>> server only as I thought you weren't allowed to add additional base folders
>>> like models/sounds/etc into that folder after the conversion. Thanks for
>>> all the help!
>>>
>>> Still wish I didn't have to FORCE the files to download but what can ya
>>> do. Thanks again folks!
>>>
>>>
>>> On Wed, May 8, 2013 at 1:57 PM, Weasel  wrote:
>>>
>>>> Another thing people forget is that for most games, every client is
>>>> also potentially a "listen-server".
>>>> That probably dictates keeping the handling or presence of some of the
>>>> folder be the same on both "clients"/"listen-servers" and "dedicated
>>>> servers".
>>>>
>>>> ___
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>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>>
>>>
>>>
>>> ___
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>>> please visit:
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>>>
>>>
>>
>>
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Re: [hlds] Steampipe and /custom directory

2013-05-10 Thread Albert Davis
This server side? /tf2/custom/(custom folder name)/maps ? Or fast download?
I don't have a TF2 folder on my server if that's the case.


On Thu, May 9, 2013 at 9:25 PM, Gamers Exile  wrote:

> Albert,
>
> Don't change anything on the fast download side.
>
> Make sure all custom maps are in the /tf2/custom/(custom folder name)/maps
> and they well download from the fast download server just fine.
>
>  Sent Via Pigeon
>   *From: *Albert Davis
> *Sent: *Thursday, May 9, 2013 7:02 PM
> *To: *Half-Life dedicated Win32 server mailing list
> *Reply To: *Half-Life dedicated Win32 server mailing list
> *Subject: *Re: [hlds] Steampipe and /custom directory
>
> I am apparently having trouble with people downloading maps from fast
> download as well, is there something special we need to do?
>
>
> On Wed, May 8, 2013 at 3:37 PM, CScrivener . wrote:
>
>> Alright, thanks everyone. I do believe I have gotten the file directories
>> correct now and the files are downloading and functioning properly. That
>> was my bad on not fully comprehending that (even though EVERYONE told me to
>> do it) adding a folder to the base tf folder was a valid option, I was
>> trying to work through the folders shipped with the server only as I
>> thought you weren't allowed to add additional base folders like
>> models/sounds/etc into that folder after the conversion. Thanks for all the
>> help!
>>
>> Still wish I didn't have to FORCE the files to download but what can ya
>> do. Thanks again folks!
>>
>>
>> On Wed, May 8, 2013 at 1:57 PM, Weasel  wrote:
>>
>>> Another thing people forget is that for most games, every client is also
>>> potentially a "listen-server".
>>> That probably dictates keeping the handling or presence of some of the
>>> folder be the same on both "clients"/"listen-servers" and "dedicated
>>> servers".
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>
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Re: [hlds] Steampipe and /custom directory

2013-05-09 Thread Albert Davis
I am apparently having trouble with people downloading maps from fast
download as well, is there something special we need to do?


On Wed, May 8, 2013 at 3:37 PM, CScrivener .  wrote:

> Alright, thanks everyone. I do believe I have gotten the file directories
> correct now and the files are downloading and functioning properly. That
> was my bad on not fully comprehending that (even though EVERYONE told me to
> do it) adding a folder to the base tf folder was a valid option, I was
> trying to work through the folders shipped with the server only as I
> thought you weren't allowed to add additional base folders like
> models/sounds/etc into that folder after the conversion. Thanks for all the
> help!
>
> Still wish I didn't have to FORCE the files to download but what can ya
> do. Thanks again folks!
>
>
> On Wed, May 8, 2013 at 1:57 PM, Weasel  wrote:
>
>> Another thing people forget is that for most games, every client is also
>> potentially a "listen-server".
>> That probably dictates keeping the handling or presence of some of the
>> folder be the same on both "clients"/"listen-servers" and "dedicated
>> servers".
>>
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Re: [hlds] tf2 crashing

2013-05-03 Thread Albert Davis
it just works


On Fri, May 3, 2013 at 12:16 AM, john kindsvater wrote:

> cant get tf2 to load  kees crashing after updated today i have a older
> macbook pro 2009
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Re: [hlds] Map Help - dedicated server

2013-03-19 Thread Albert Davis
mapcycle.txt


On Tue, Mar 19, 2013 at 9:03 PM, Daniel Waugh
wrote:

> Hi I'm a beginner and I just set up my dedicated server.
>
> At the moment, the server cycles through all the maps.
>
> How do I set it to just one map 24/7? (ctf_turbine?)
>
> I already deleted all other maps in both the maplist.txt and mapcycle.txt
> (leaving turbine as the only one) and yet ctf_2fort still loads when I
> connect.
>
> Are there other things I have to do?
>
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Re: [hlds] Premium only servers

2013-03-15 Thread Albert Davis
I do run my own server but it's still frustrating.

On Fri, Mar 15, 2013 at 2:20 PM, Bruno Garcia wrote:

> Premium only servers are not an addition of VALVe.
> It's a thirdparty mod checking if they bought the game, or not.
>
> Meaning, you'll never get an answer here.
> Have fun bitching about F2P.
>
> Yours,
> Bruno
>
>
> On Fri, Mar 15, 2013 at 2:04 PM, Shane Matthews wrote:
>
>> Well the solution is simple then Albert
>>
>> Dont play TF2, nobody is forcing you to play it but if you want to play
>> you have to put up with the features of the game, you could always just run
>> your own server and boot anyone you dont like ofc :P
>>
>>
>> Quoting Albert Davis :
>>
>>  Valve is driving people away with these updates/items crap. I played the
>>> original QWTF in 96 and would have never played if it had all this crap.
>>> Can't stand all the little kids and trading bullshit.
>>>
>>> On Fri, Mar 15, 2013 at 12:04 PM, evan otten  wrote:
>>>
>>>  This list isn't the place for this. But I will say F2P is keeping this
>>>> game alive.
>>>>
>>>>
>>>> On Fri, Mar 15, 2013 at 8:51 AM, cls  wrote:
>>>>
>>>>  I cannot find any Premium only servers in TF2 that are not trade
>>>>> servers.
>>>>> Can't live without F2P?
>>>>>
>>>>>
>>>>> __**_
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>>>>> please visit:
>>>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds>
>>>>>
>>>>>
>>>>
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>>>>
>>>>
>>>>
>>>
>>
>>
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Re: [hlds] Premium only servers

2013-03-15 Thread Albert Davis
Valve is driving people away with these updates/items crap. I played the
original QWTF in 96 and would have never played if it had all this crap.
Can't stand all the little kids and trading bullshit.

On Fri, Mar 15, 2013 at 12:04 PM, evan otten  wrote:

> This list isn't the place for this. But I will say F2P is keeping this
> game alive.
>
>
> On Fri, Mar 15, 2013 at 8:51 AM, cls  wrote:
>
>> I cannot find any Premium only servers in TF2 that are not trade servers.
>> Can't live without F2P?
>>
>>
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Re: [hlds] Um… TF2 was updated to version 1.2.5.8? No announcement?

2013-03-05 Thread Albert Davis
was emailed about 4:30 PM


On Mon, Mar 4, 2013 at 8:54 PM, Peter Jerde  wrote:

> I found I couldn't connect to my TF2 servers just now because they were
> out of date. I see no messages from the list today... nothing on the
> twitter feed...
>
> Stealth update with version number change? (1.2.5.7 to 1.2.5.8)
>
> Grrr.
>
> - Peter
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Re: [hlds] Server bans

2013-02-25 Thread Albert Davis
How is it an issue if someone bans someone they don't like? And why would
they be a troll if they ban someone they don't like?

On Mon, Feb 25, 2013 at 1:52 PM, Ken Bateman  wrote:

> I think that would be a very hairy problem from Valve's perspective.  They
> would have to track ban requests, allow people to subscribe to others'
> bans, all while protecting against fraud.  This would require an enormous
> ongoing effort.
>
> The chief issue as I see it, what prevents a troll from banning legitimate
> players he doesn't like?  How do you stop this?
>
> -Ken
> On Feb 25, 2013 1:38 PM, "cls"  wrote:
>
>>  Can we please get a feature to ban across multiple servers without
>> using a plugin?
>>
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Re: [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread Albert Davis
I only ask because I don't have any of those installed and haven't for many
years either but I do play TF2

On Wed, Feb 20, 2013 at 9:50 AM, T Marler  wrote:

> Last I checked (years ago?) it wouldn't let me uninstall them if I had TF2
> installed as it relied on their assets.
>
> - Original Message -
> From: "Albert Davis" 
> To: "Half-Life dedicated Win32 server mailing list" <
> hlds@list.valvesoftware.com>
> Sent: Wednesday, February 20, 2013 7:18:18 AM
> Subject: Re: [hlds] SteamPipe is coming. Download the TF beta
>
>
> why would you need those installed to play tf2?
>
>
> On Wed, Feb 20, 2013 at 9:04 AM, T Marler < bloodyi...@shaw.ca > wrote:
>
>
> Does this mean we can finally not have HL2 + EP1 + EP2 installed just to
> play TF2? :D
>
>
> - Original Message -
> From: "Fletcher Dunn" < fletch...@valvesoftware.com >
> To: "Half-Life dedicated Linux server mailing list (
> hlds_li...@list.valvesoftware.com )" < hlds_li...@list.valvesoftware.com>, 
> "Half-Life dedicated Win32 server mailing list (
> hlds@list.valvesoftware.com )" < hlds@list.valvesoftware.com >, "hlds
> announce" < hlds_annou...@list.valvesoftware.com >
> Sent: Tuesday, February 19, 2013 7:36:01 PM
>
>
> Subject: [hlds] SteamPipe is coming. Download the TF beta
>
>
>
>
>
> The orangebox engine games (Team Fortress 2, Counter Strike:Source, Day of
> Defeat:Source, HL2:Deathmatch) are being upgraded to SteamPipe. Steam’s
> new-and-improved content delivery system. SteamPipe is currently used by
> most games on Steam.
>
>
>
> This change will impact server operators in at least two significant ways:
>
>
>
> · You will use steamcmd instead of the HLDSUpdateTool to install/update
> the server.
>
> · The conversion will entail significant changes to the way the files
> appear in the local filesystem on the server and client. The client no
> longer uses GCF files. Instead, most assets are packed up into VPK, and
> those VPKs are the same on the server and the client. The server no longer
> uses 1000’s of loose files.
>
>
>
> We’re using the TF beta to test these changes and identify the bugs, and
> give everybody a chance to make sure their favorite mod or plugin will work
> in the new system.
>
>
>
> Everybody is encouraged to download the TF beta!
>
>
>
> We’ve prepared an FAQ that discusses the details of the change and answers
> the questions we anticipate:
>
> https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491
>
>
>
> Please report gameserver related bugs in this mailing list.
>
>
>
> Client bugs can be reported through this mailing list, or in the TF beta
> forum.
>
> http://forums.steampowered.com/forums/forumdisplay.php?f=1038
>
>
>
> Thanks for your help, and happy testing!
>
>
>
> (And remember, playtime in the beta counts towards item drops in the
> release game.)
>
>
>
> - Fletch
>
>
>
>
> ___
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> please visit:
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Re: [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread Albert Davis
why would you need those installed to play tf2?

On Wed, Feb 20, 2013 at 9:04 AM, T Marler  wrote:

> Does this mean we can finally not have HL2 + EP1 + EP2 installed just to
> play TF2? :D
>
> - Original Message -
> From: "Fletcher Dunn" 
> To: "Half-Life dedicated Linux server mailing list (
> hlds_li...@list.valvesoftware.com)" ,
> "Half-Life dedicated Win32 server mailing list (
> hlds@list.valvesoftware.com)" , "hlds
> announce" 
> Sent: Tuesday, February 19, 2013 7:36:01 PM
> Subject: [hlds] SteamPipe is coming.  Download the TF beta
>
>
>
>
>
> The orangebox engine games (Team Fortress 2, Counter Strike:Source, Day of
> Defeat:Source, HL2:Deathmatch) are being upgraded to SteamPipe. Steam’s
> new-and-improved content delivery system. SteamPipe is currently used by
> most games on Steam.
>
>
>
> This change will impact server operators in at least two significant ways:
>
>
>
> · You will use steamcmd instead of the HLDSUpdateTool to install/update
> the server.
>
> · The conversion will entail significant changes to the way the files
> appear in the local filesystem on the server and client. The client no
> longer uses GCF files. Instead, most assets are packed up into VPK, and
> those VPKs are the same on the server and the client. The server no longer
> uses 1000’s of loose files.
>
>
>
> We’re using the TF beta to test these changes and identify the bugs, and
> give everybody a chance to make sure their favorite mod or plugin will work
> in the new system.
>
>
>
> Everybody is encouraged to download the TF beta!
>
>
>
> We’ve prepared an FAQ that discusses the details of the change and answers
> the questions we anticipate:
>
> https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491
>
>
>
> Please report gameserver related bugs in this mailing list.
>
>
>
> Client bugs can be reported through this mailing list, or in the TF beta
> forum.
>
> http://forums.steampowered.com/forums/forumdisplay.php?f=1038
>
>
>
> Thanks for your help, and happy testing!
>
>
>
> (And remember, playtime in the beta counts towards item drops in the
> release game.)
>
>
>
> - Fletch
>
>
> ___
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> please visit:
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Re: [hlds] Name Tags / Description Tags

2013-01-08 Thread Albert Davis
ICS, I am in complete agreement with the banning. That's how I deal with
stuff like that, can't tolerate ignorance like that.

On Tue, Jan 8, 2013 at 5:08 PM, ics  wrote:

> **
>
> No. I look things case by case. Usually i think that people who promote
> these names are just making a fool of themselves since they are a minority
> but if some name disturbs me, it willmdisturb someone else too.
>
> -ics
>
> - Alkuperäinen viesti -
> > That is a slippery slope there.
> >
> > For example, I have my demo afro painted white and I named it
> > "Whittie". Would that fit into your viewpoint of racial?
> >
> > On Tue, Jan 8, 2013 at 1:39 PM, ics  wrote:
> > > Haven't you ever seen miniguns named to "nigger killer" or bats "fuck
> > > you asshole" and the list goes on. I tend to ban these people as i
> > > have no other tools to deal with them.
> >
> > ___
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> > please visit:
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>
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Re: [hlds] TF2: mp_forceautoteam no longer working

2013-01-06 Thread Albert Davis
YOU are acting like the little KID... wow. ..

On Sun, Jan 6, 2013 at 5:24 PM, Pizza  wrote:

>  Get a life little kid.
>
> ** **
>  --
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Jeff Sugar
> *Sent:* Sunday, January 06, 2013 5:18 PM
> *To:* Half-Life dedicated Win32 server mailing list
>
> *Subject:* Re: [hlds] TF2: mp_forceautoteam no longer working
> 
>
>  ** **
>
> Maybe if you didn't initiate private conversations with us via instigatory
> emails such as "please dont spam the thread with tangents. Don’t be
> dumbass, dumbass", you wouldn't receive "personal spam" (aka replies). If
> that's what you send in response to someone *answering a question you
> asked*, I wouldn't want to see what happened if someone actually did
> something wrong.
>
> Between the instigatory comments, inflammatory statements, and "rhetorical
> questions", you send far more tangential emails than anyone you flame. I
> avoided responding to your other message in hopes of avoiding a situation
> where you'd reply again, but as you seem to do so regardless of how others
> react.
>
> Just let the thread get back on track. Don't bother sending me another
> inflammatory private email, or trying to flamebait me here. I've said my
> piece, and I'm done dealing with you.
>
> On Jan 6, 2013 2:07 PM, "Pizza"  wrote:
>
> Again, and I ask this only rhetorically (meaning, do not reply, only ask
> yourself in your head)… “WHY SPAM THIS MAILING LIST WITH THINGS THAT RELATE
> TO NO ONE ELSE?”
>
>  ****
>
> People that actually run real world gaming servers… Do not need or
> appreciate tangential and un-pertinent information.
>
>  
>
> As for the personal spam from: 
>
> Albert Davis, Dominik Friedrichs and Jeff Suger. 
>
>  
>
> Do not waste your time spamming my personal email address you have all
> been added to the junk mail list. You can all talk about it together at
> your next Chanukah Party.
>
>  
>  --
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Albert Davis
> *Sent:* Sunday, January 06, 2013 4:46 PM
> *To:* d...@forlix.org; Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] TF2: mp_forceautoteam no longer working
>
>  
>
> He said only on thier server, won't affect others, pretty clear if you ask
> me. 
>
> On Sun, Jan 6, 2013 at 4:40 PM, Dominik Friedrichs  wrote:*
> ***
>
> On 2013/01/06 22:32, Pizza wrote:
>
> No, it seems like you assume his meaning. Otherwise why spam this
> mailing list with things that relate to no one else? (rhetorical)
>
>  
>
> For what its worth: After reading it the second time, I too understand it
> in Jeffs way :P
>
>
>
>
> ___
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>  
>
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Re: [hlds] TF2: mp_forceautoteam no longer working

2013-01-06 Thread Albert Davis
Jeff, the original post I made here, was the ONLY post I made, I never
messaged him directly so not quit sure what his problem is.

On Sun, Jan 6, 2013 at 5:22 PM, Albert Davis  wrote:

> Also, WE aren't spamming YOUR email, you are in a MAILING LIST. Got it? If
> you don't LIKE it, unsubscribe. It's that simple.
>
> On Sun, Jan 6, 2013 at 5:21 PM, Albert Davis wrote:
>
>> Not quite sure who think dude thinks he is...
>>
>> On Sun, Jan 6, 2013 at 5:20 PM, Albert Davis wrote:
>>
>>> Exactly Jeff...
>>>
>>> On Sun, Jan 6, 2013 at 5:18 PM, Jeff Sugar  wrote:
>>>
>>>> Maybe if you didn't initiate private conversations with us via
>>>> instigatory emails such as "please dont spam the thread with tangents.
>>>> Don’t be dumbass, dumbass", you wouldn't receive "personal spam" (aka
>>>> replies). If that's what you send in response to someone *answering a
>>>> question you asked*, I wouldn't want to see what happened if someone
>>>> actually did something wrong.
>>>>
>>>> Between the instigatory comments, inflammatory statements, and
>>>> "rhetorical questions", you send far more tangential emails than anyone you
>>>> flame. I avoided responding to your other message in hopes of avoiding a
>>>> situation where you'd reply again, but as you seem to do so regardless of
>>>> how others react.
>>>>
>>>> Just let the thread get back on track. Don't bother sending me another
>>>> inflammatory private email, or trying to flamebait me here. I've said my
>>>> piece, and I'm done dealing with you.
>>>>  On Jan 6, 2013 2:07 PM, "Pizza"  wrote:
>>>>
>>>>>  Again, and I ask this only rhetorically (meaning, do not reply, only
>>>>> ask yourself in your head)… “WHY SPAM THIS MAILING LIST WITH THINGS THAT
>>>>> RELATE TO NO ONE ELSE?”
>>>>>
>>>>> ** **
>>>>>
>>>>> People that actually run real world gaming servers… Do not need or
>>>>> appreciate tangential and un-pertinent information.
>>>>>
>>>>> ** **
>>>>>
>>>>> As for the personal spam from: 
>>>>>
>>>>> Albert Davis, Dominik Friedrichs and Jeff Suger. 
>>>>>
>>>>> ** **
>>>>>
>>>>> Do not waste your time spamming my personal email address you have all
>>>>> been added to the junk mail list. You can all talk about it together at
>>>>> your next Chanukah Party.
>>>>>
>>>>> ** **
>>>>>  --
>>>>>
>>>>> *From:* hlds-boun...@list.valvesoftware.com [mailto:
>>>>> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Albert Davis
>>>>> *Sent:* Sunday, January 06, 2013 4:46 PM
>>>>> *To:* d...@forlix.org; Half-Life dedicated Win32 server mailing list
>>>>> *Subject:* Re: [hlds] TF2: mp_forceautoteam no longer working
>>>>>
>>>>> ** **
>>>>>
>>>>> He said only on thier server, won't affect others, pretty clear if you
>>>>> ask me.
>>>>>
>>>>> 
>>>>>
>>>>> On Sun, Jan 6, 2013 at 4:40 PM, Dominik Friedrichs 
>>>>> wrote:
>>>>>
>>>>> On 2013/01/06 22:32, Pizza wrote:
>>>>>
>>>>> No, it seems like you assume his meaning. Otherwise why spam this
>>>>> mailing list with things that relate to no one else? (rhetorical)
>>>>>
>>>>> ** **
>>>>>
>>>>> For what its worth: After reading it the second time, I too understand
>>>>> it in Jeffs way :P
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> ___
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>>>
>>>>> ** **
>>>>>
>>>>> ___
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>>>
>>>>>
>>>> ___
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>>
>>>>
>>>
>>
>
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Re: [hlds] TF2: mp_forceautoteam no longer working

2013-01-06 Thread Albert Davis
Also, WE aren't spamming YOUR email, you are in a MAILING LIST. Got it? If
you don't LIKE it, unsubscribe. It's that simple.

On Sun, Jan 6, 2013 at 5:21 PM, Albert Davis  wrote:

> Not quite sure who think dude thinks he is...
>
> On Sun, Jan 6, 2013 at 5:20 PM, Albert Davis wrote:
>
>> Exactly Jeff...
>>
>> On Sun, Jan 6, 2013 at 5:18 PM, Jeff Sugar  wrote:
>>
>>> Maybe if you didn't initiate private conversations with us via
>>> instigatory emails such as "please dont spam the thread with tangents.
>>> Don’t be dumbass, dumbass", you wouldn't receive "personal spam" (aka
>>> replies). If that's what you send in response to someone *answering a
>>> question you asked*, I wouldn't want to see what happened if someone
>>> actually did something wrong.
>>>
>>> Between the instigatory comments, inflammatory statements, and
>>> "rhetorical questions", you send far more tangential emails than anyone you
>>> flame. I avoided responding to your other message in hopes of avoiding a
>>> situation where you'd reply again, but as you seem to do so regardless of
>>> how others react.
>>>
>>> Just let the thread get back on track. Don't bother sending me another
>>> inflammatory private email, or trying to flamebait me here. I've said my
>>> piece, and I'm done dealing with you.
>>>  On Jan 6, 2013 2:07 PM, "Pizza"  wrote:
>>>
>>>>  Again, and I ask this only rhetorically (meaning, do not reply, only
>>>> ask yourself in your head)… “WHY SPAM THIS MAILING LIST WITH THINGS THAT
>>>> RELATE TO NO ONE ELSE?”
>>>>
>>>> ** **
>>>>
>>>> People that actually run real world gaming servers… Do not need or
>>>> appreciate tangential and un-pertinent information.
>>>>
>>>> ** **
>>>>
>>>> As for the personal spam from: 
>>>>
>>>> Albert Davis, Dominik Friedrichs and Jeff Suger. 
>>>>
>>>> ** **
>>>>
>>>> Do not waste your time spamming my personal email address you have all
>>>> been added to the junk mail list. You can all talk about it together at
>>>> your next Chanukah Party.
>>>>
>>>> ** **
>>>>  --
>>>>
>>>> *From:* hlds-boun...@list.valvesoftware.com [mailto:
>>>> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Albert Davis
>>>> *Sent:* Sunday, January 06, 2013 4:46 PM
>>>> *To:* d...@forlix.org; Half-Life dedicated Win32 server mailing list
>>>> *Subject:* Re: [hlds] TF2: mp_forceautoteam no longer working
>>>>
>>>> ** **
>>>>
>>>> He said only on thier server, won't affect others, pretty clear if you
>>>> ask me.
>>>>
>>>> 
>>>>
>>>> On Sun, Jan 6, 2013 at 4:40 PM, Dominik Friedrichs 
>>>> wrote:
>>>>
>>>> On 2013/01/06 22:32, Pizza wrote:
>>>>
>>>> No, it seems like you assume his meaning. Otherwise why spam this
>>>> mailing list with things that relate to no one else? (rhetorical)
>>>>
>>>> ** **
>>>>
>>>> For what its worth: After reading it the second time, I too understand
>>>> it in Jeffs way :P
>>>>
>>>>
>>>>
>>>>
>>>> ___
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>>
>>>> ** **
>>>>
>>>> ___
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>>
>>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>>
>>
>
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Re: [hlds] TF2: mp_forceautoteam no longer working

2013-01-06 Thread Albert Davis
Not quite sure who think dude thinks he is...

On Sun, Jan 6, 2013 at 5:20 PM, Albert Davis  wrote:

> Exactly Jeff...
>
> On Sun, Jan 6, 2013 at 5:18 PM, Jeff Sugar  wrote:
>
>> Maybe if you didn't initiate private conversations with us via
>> instigatory emails such as "please dont spam the thread with tangents.
>> Don’t be dumbass, dumbass", you wouldn't receive "personal spam" (aka
>> replies). If that's what you send in response to someone *answering a
>> question you asked*, I wouldn't want to see what happened if someone
>> actually did something wrong.
>>
>> Between the instigatory comments, inflammatory statements, and
>> "rhetorical questions", you send far more tangential emails than anyone you
>> flame. I avoided responding to your other message in hopes of avoiding a
>> situation where you'd reply again, but as you seem to do so regardless of
>> how others react.
>>
>> Just let the thread get back on track. Don't bother sending me another
>> inflammatory private email, or trying to flamebait me here. I've said my
>> piece, and I'm done dealing with you.
>>  On Jan 6, 2013 2:07 PM, "Pizza"  wrote:
>>
>>>  Again, and I ask this only rhetorically (meaning, do not reply, only
>>> ask yourself in your head)… “WHY SPAM THIS MAILING LIST WITH THINGS THAT
>>> RELATE TO NO ONE ELSE?”
>>>
>>> ** **
>>>
>>> People that actually run real world gaming servers… Do not need or
>>> appreciate tangential and un-pertinent information.
>>>
>>> ** **
>>>
>>> As for the personal spam from: 
>>>
>>> Albert Davis, Dominik Friedrichs and Jeff Suger. 
>>>
>>> ** **
>>>
>>> Do not waste your time spamming my personal email address you have all
>>> been added to the junk mail list. You can all talk about it together at
>>> your next Chanukah Party.
>>>
>>> ** **
>>>  --
>>>
>>> *From:* hlds-boun...@list.valvesoftware.com [mailto:
>>> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Albert Davis
>>> *Sent:* Sunday, January 06, 2013 4:46 PM
>>> *To:* d...@forlix.org; Half-Life dedicated Win32 server mailing list
>>> *Subject:* Re: [hlds] TF2: mp_forceautoteam no longer working
>>>
>>> ** **
>>>
>>> He said only on thier server, won't affect others, pretty clear if you
>>> ask me.
>>>
>>> 
>>>
>>> On Sun, Jan 6, 2013 at 4:40 PM, Dominik Friedrichs 
>>> wrote:
>>>
>>> On 2013/01/06 22:32, Pizza wrote:
>>>
>>> No, it seems like you assume his meaning. Otherwise why spam this
>>> mailing list with things that relate to no one else? (rhetorical)
>>>
>>> ** **
>>>
>>> For what its worth: After reading it the second time, I too understand
>>> it in Jeffs way :P
>>>
>>>
>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>> ** **
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>
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Re: [hlds] TF2: mp_forceautoteam no longer working

2013-01-06 Thread Albert Davis
Exactly Jeff...

On Sun, Jan 6, 2013 at 5:18 PM, Jeff Sugar  wrote:

> Maybe if you didn't initiate private conversations with us via instigatory
> emails such as "please dont spam the thread with tangents. Don’t be
> dumbass, dumbass", you wouldn't receive "personal spam" (aka replies). If
> that's what you send in response to someone *answering a question you
> asked*, I wouldn't want to see what happened if someone actually did
> something wrong.
>
> Between the instigatory comments, inflammatory statements, and "rhetorical
> questions", you send far more tangential emails than anyone you flame. I
> avoided responding to your other message in hopes of avoiding a situation
> where you'd reply again, but as you seem to do so regardless of how others
> react.
>
> Just let the thread get back on track. Don't bother sending me another
> inflammatory private email, or trying to flamebait me here. I've said my
> piece, and I'm done dealing with you.
>  On Jan 6, 2013 2:07 PM, "Pizza"  wrote:
>
>>  Again, and I ask this only rhetorically (meaning, do not reply, only
>> ask yourself in your head)… “WHY SPAM THIS MAILING LIST WITH THINGS THAT
>> RELATE TO NO ONE ELSE?”
>>
>> ** **
>>
>> People that actually run real world gaming servers… Do not need or
>> appreciate tangential and un-pertinent information.
>>
>> ** **
>>
>> As for the personal spam from: 
>>
>> Albert Davis, Dominik Friedrichs and Jeff Suger. 
>>
>> ** **
>>
>> Do not waste your time spamming my personal email address you have all
>> been added to the junk mail list. You can all talk about it together at
>> your next Chanukah Party.
>>
>> ** **
>>  --
>>
>> *From:* hlds-boun...@list.valvesoftware.com [mailto:
>> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Albert Davis
>> *Sent:* Sunday, January 06, 2013 4:46 PM
>> *To:* d...@forlix.org; Half-Life dedicated Win32 server mailing list
>> *Subject:* Re: [hlds] TF2: mp_forceautoteam no longer working
>>
>> ** **
>>
>> He said only on thier server, won't affect others, pretty clear if you
>> ask me.
>>
>> 
>>
>> On Sun, Jan 6, 2013 at 4:40 PM, Dominik Friedrichs  wrote:
>> 
>>
>> On 2013/01/06 22:32, Pizza wrote:
>>
>> No, it seems like you assume his meaning. Otherwise why spam this
>> mailing list with things that relate to no one else? (rhetorical)
>>
>> ** **
>>
>> For what its worth: After reading it the second time, I too understand it
>> in Jeffs way :P
>>
>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>> ** **
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
> ___
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> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
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Re: [hlds] TF2: mp_forceautoteam no longer working

2013-01-06 Thread Albert Davis
He said only on thier server, won't affect others, pretty clear if you ask
me.


On Sun, Jan 6, 2013 at 4:40 PM, Dominik Friedrichs  wrote:

> On 2013/01/06 22:32, Pizza wrote:
>
>> No, it seems like you assume his meaning. Otherwise why spam this
>> mailing list with things that relate to no one else? (rhetorical)
>>
>
> For what its worth: After reading it the second time, I too understand it
> in Jeffs way :P
>
>
>
> __**_
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds
>
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Re: [hlds] [hlds_announce] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-12-21 Thread Albert Davis
Sourcemod broken again after this update? Also, the tf_weapon_criticals 1
isn't turning on crits? I was using a plugin but it seems it's broke now.

On Thu, Dec 20, 2012 at 7:14 PM, Ross Bemrose  wrote:

> Any particular reason that the TF2 Item servers are down while the Portal
> 2 (among others) item server is still up?
>
>
> On 12/20/2012 6:12 PM, Eric Smith wrote:
>
>> Sorry, we forgot part of the notes:
>>
>> - Added three new community weapons
>> - The Vaccinator
>> - The Loose Cannon
>> - The Rescue Ranger
>>
>>
>> -Eric
>>
>>
>>
>> -Original Message-
>> From: 
>> hlds_announce-bounces@list.**valvesoftware.com[mailto:
>> hlds_announce-bounces@**list.valvesoftware.com]
>> On Behalf Of Eric Smith
>> Sent: Thursday, December 20, 2012 2:59 PM
>> To: Half-Life dedicated Win32 server mailing list; 'hlds_linux@list.**
>> valvesoftware.com '; '
>> hlds_announce@list.**valvesoftware.com
>> '
>> Subject: [hlds_announce] Mandatory TF2, DoD:S, and HL2:DM updates released
>>
>> We've released mandatory updates for TF2, DoD:S, and HL2:DM.  The notes
>> for the updates are below.
>>
>> -Eric
>>
>> --
>>
>> Source Engine Changes (TF2, DoD:S, HL2:DM)
>> - Updated some Big Picture features
>> - Additional improvements for client stability
>>
>> Team Fortress 2
>> - Australian Christmas has begun!
>> - Added community-contributed winter event items
>> - Added Naughty and Nice winter keys to the Mann Co. Store
>> - Mann Vs. Machine
>> - Added a new tour of duty with unique loot:
>>   - Operation Mecha Engine, with 3 new advanced skill missions
>>   - New map mvm_bigrock
>>   - New Engineer Botkiller items
>> - Added new Engineer robot
>> - Added new Strange Filter items to the Mann Co. Store to support
>> community map makers
>> - Added new checkout dialogs and taunt-activated effect to raise
>> awareness for Community Map Stamps
>> - Added +context_action command (defaults to X for controllers). This
>> will use the action slot if your Canteen contains a charge and will taunt
>> otherwise3
>> - Added +attack3 command (defaults to middle-mouse button)
>> - Added Adult Swim items to the Mann Co. Store
>> - Fixed an exploit that allowed players to be permanently invulnerable
>> - Fixed the Pyro's airblast not working correctly when facing downhill
>> - Made Force-A-Nature pushback more consistent
>> - Updated pl_barnblitz
>> - Fixed various map exploits
>> - Updated sd_doomsday
>> - Fixed various map exploits
>> - Updated the localization files
>>
>>
>> __**_
>> hlds_announce mailing list
>> hlds_announce@list.**valvesoftware.com
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_announce
>>
>> __**_
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>> hlds_announce@list.**valvesoftware.com
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_announce
>>
>
>
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Re: [hlds] Odd... Not server related, but Steam

2012-10-26 Thread Albert Davis
#1 *

On Fri, Oct 26, 2012 at 4:19 PM, Albert Davis wrote:

> LOL @ being number selling. That means jack. Lots of things are #1 that
> are complete trash. Norton being one of them.
>
> On Fri, Oct 26, 2012 at 3:59 PM, G. Hutchinson 
> wrote:
>
>> Yes, fail aside from it being the number one selling AV... I am sure your
>> free avast is better on your leeto AMD gaming rig..
>>
>> I run servers... Halloween... Train sim with Zombies. TF2 event with
>> Zombies... I see the relationship. But I will keep your kind, generous,
>> expert, rented server opinions in utmost highest regard. I have been taught
>> and taught well... You showed me.
>>
>> Fly by nighters... sigh...
>>
>>
>>
>> At 02:00 PM 10/26/2012, you wrote:
>>
>>> Send hlds mailing list submissions to
>>> hlds@list.valvesoftware.com
>>>
>>> To subscribe or unsubscribe via the World Wide Web, visit
>>> 
>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds>
>>> or, via email, send a message with subject or body 'help' to
>>> 
>>> hlds-request@list.**valvesoftware.com
>>>
>>> You can reach the person managing the list at
>>> 
>>> hlds-owner@list.valvesoftware.**com
>>>
>>> When replying, please edit your Subject line so it is more specific
>>> than "Re: Contents of hlds digest..."
>>>
>>>
>>> Today's Topics:
>>>
>>>1. Re: Odd... Not server related, but Steam. (G. Hutchinson)
>>>2. Re: Odd... Not server related, but Steam. (Cameron Munroe)
>>>3. Re: Odd... Not server related, but Steam. (wickedplayer494 .)
>>>4. Re: Odd... Not server related, but Steam. (Cameron Munroe)
>>>
>>>
>>> --**--**
>>> --
>>>
>>> Message: 1
>>> Date: Fri, 26 Oct 2012 13:00:10 -0500
>>> From: "G. Hutchinson" 
>>> To: hlds@list.valvesoftware.com
>>> Subject: Re: [hlds] Odd... Not server related, but Steam.
>>> Message-ID: 
>>> <201210261800.q9QI0H9D014476@**nlpi185.prodigy.net<201210261800.q9qi0h9d014...@nlpi185.prodigy.net>
>>> >
>>> Content-Type: text/plain; charset="us-ascii"; format=flowed
>>>
>>> Anyone ever have Norton alert to this? At the time I was downloading
>>> the Train Simulator 2013 Zombie game that was on sale and Source
>>> Filmmaker... Too lazy to look up that app id. I would presume that is
>>> the train sim app... First alert via Steam I have ever received.
>>>
>>>
>>> Full Path: d:\steam\steamapps\**downloading\1840\game\bin\**vvis_dll.dll
>>> Threat: Suspicious.Cloud.7.F
>>> 
>>> 
>>> On computers as of Not Available
>>> Last Used 10/26/2012 at 12:55:40 PM
>>> Startup Item No
>>> Launched No
>>> 
>>> 
>>> Unknown
>>> Number of users in the Norton Community that have used this file: Unknown
>>> 
>>> Unknown
>>> This file release is currently not known.
>>> 
>>> High
>>> This file risk is high.
>>> 
>>> Threat Details
>>> Threat type: Heuristic Virus. Detection of a threat based on malware
>>> heuristics.
>>> 
>>>
>>> 
>>> File Actions
>>> File: d:\steam\steamapps\**downloading\1840\game\bin\**vvis_dll.dll
>>> Removed
>>> 
>>> File Thumbprint - SHA:
>>> 3a29abadcf78c2258f3967e5c63989**dbfe147d70465f944d77df58252de9**a006
>>> 
>>> File Thumbprint - MD5:
>>> d693c48ec80041057bf7daf63252d1**13
>>> 
>>>
>>>
>>>
>>>
>>> --
>>>
>>> Message: 2
>>> Date: Fri, 26 Oct 2012 11:01:14 -0700
>>> From: Cameron Munroe 
>>> To: Half-Life dedicated Win32 server mailing list
>>> 
>>> Subject: Re: [hlds] Odd... Not server related, but Steam.
>>> Message-ID: 
>>> <508ACFEA.6040804@**cameronmunroe.com<508acfea.6040...@cameronmunr

Re: [hlds] Odd... Not server related, but Steam

2012-10-26 Thread Albert Davis
LOL @ being number selling. That means jack. Lots of things are #1 that are
complete trash. Norton being one of them.

On Fri, Oct 26, 2012 at 3:59 PM, G. Hutchinson wrote:

> Yes, fail aside from it being the number one selling AV... I am sure your
> free avast is better on your leeto AMD gaming rig..
>
> I run servers... Halloween... Train sim with Zombies. TF2 event with
> Zombies... I see the relationship. But I will keep your kind, generous,
> expert, rented server opinions in utmost highest regard. I have been taught
> and taught well... You showed me.
>
> Fly by nighters... sigh...
>
>
>
> At 02:00 PM 10/26/2012, you wrote:
>
>> Send hlds mailing list submissions to
>> hlds@list.valvesoftware.com
>>
>> To subscribe or unsubscribe via the World Wide Web, visit
>> 
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds
>> or, via email, send a message with subject or body 'help' to
>> 
>> hlds-request@list.**valvesoftware.com
>>
>> You can reach the person managing the list at
>> 
>> hlds-owner@list.valvesoftware.**com
>>
>> When replying, please edit your Subject line so it is more specific
>> than "Re: Contents of hlds digest..."
>>
>>
>> Today's Topics:
>>
>>1. Re: Odd... Not server related, but Steam. (G. Hutchinson)
>>2. Re: Odd... Not server related, but Steam. (Cameron Munroe)
>>3. Re: Odd... Not server related, but Steam. (wickedplayer494 .)
>>4. Re: Odd... Not server related, but Steam. (Cameron Munroe)
>>
>>
>> --**--**
>> --
>>
>> Message: 1
>> Date: Fri, 26 Oct 2012 13:00:10 -0500
>> From: "G. Hutchinson" 
>> To: hlds@list.valvesoftware.com
>> Subject: Re: [hlds] Odd... Not server related, but Steam.
>> Message-ID: 
>> <201210261800.q9QI0H9D014476@**nlpi185.prodigy.net<201210261800.q9qi0h9d014...@nlpi185.prodigy.net>
>> >
>> Content-Type: text/plain; charset="us-ascii"; format=flowed
>>
>> Anyone ever have Norton alert to this? At the time I was downloading
>> the Train Simulator 2013 Zombie game that was on sale and Source
>> Filmmaker... Too lazy to look up that app id. I would presume that is
>> the train sim app... First alert via Steam I have ever received.
>>
>>
>> Full Path: d:\steam\steamapps\**downloading\1840\game\bin\**vvis_dll.dll
>> Threat: Suspicious.Cloud.7.F
>> 
>> 
>> On computers as of Not Available
>> Last Used 10/26/2012 at 12:55:40 PM
>> Startup Item No
>> Launched No
>> 
>> 
>> Unknown
>> Number of users in the Norton Community that have used this file: Unknown
>> 
>> Unknown
>> This file release is currently not known.
>> 
>> High
>> This file risk is high.
>> 
>> Threat Details
>> Threat type: Heuristic Virus. Detection of a threat based on malware
>> heuristics.
>> 
>>
>> 
>> File Actions
>> File: d:\steam\steamapps\**downloading\1840\game\bin\**vvis_dll.dll
>> Removed
>> 
>> File Thumbprint - SHA:
>> 3a29abadcf78c2258f3967e5c63989**dbfe147d70465f944d77df58252de9**a006
>> 
>> File Thumbprint - MD5:
>> d693c48ec80041057bf7daf63252d1**13
>> 
>>
>>
>>
>>
>> --
>>
>> Message: 2
>> Date: Fri, 26 Oct 2012 11:01:14 -0700
>> From: Cameron Munroe 
>> To: Half-Life dedicated Win32 server mailing list
>> 
>> Subject: Re: [hlds] Odd... Not server related, but Steam.
>> Message-ID: 
>> <508ACFEA.6040804@**cameronmunroe.com<508acfea.6040...@cameronmunroe.com>
>> >
>> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>>
>> Wow, using norton... #Fail
>>
>>
>> On 10/26/2012 11:00 AM, G. Hutchinson wrote:
>> > Anyone ever have Norton alert to this? At the time I was downloading
>> > the Train Simulator 2013 Zombie game that was on sale and Source
>> > Filmmaker... Too lazy to look up that app id. I would presume that is
>> > the train sim app... First alert via Steam I have ever received.
>> >
>> >
>> > Full Path: d:\steam\steamapps\**downloading\1840\game\bin\**
>> vvis_dll.dll
>> > Threat: Suspicious.Cloud.7.F
>> > 
>> > 
>> > On computers as of Not Available
>> > Last Used 10/26/2012 at 12:55:40 PM
>> > Startup Item No
>> > Launched No
>> > 
>> > 
>> > Unknown
>> > Number of users in the Norton Community that have used this file:
>> Unknown
>> > 
>> > Unknown
>> > This file release is currently not known.
>> > 
>> > High
>> > This file risk is high.
>> > 
>> > Threat Details
>> > Threat type: Heuristic Virus. Detection of a threa

Re: [hlds] Steam backend is having issues.

2012-10-23 Thread Albert Davis
Ah, good.

On Tue, Oct 23, 2012 at 7:28 PM, wickedplayer494 . <
wickedplayer...@gmail.com> wrote:

> No, it was on Valve's end.
>
>
> On Tue, Oct 23, 2012 at 6:20 PM, Albert Davis wrote:
>
>> Do we need to do a server update to get the fix?
>>
>>
>>
>> On Tue, Oct 23, 2012 at 6:12 PM, Ross Bemrose  wrote:
>>
>>> For those of you who missed it, this was posted about 20 minutes ago to
>>> the Steam Downtime thread:
>>>
>>> "We've rolled out a fix to the affected servers and will monitor to
>>> ensure the problem is, in fact, resolved."
>>>
>>>
>>>
>>> On 10/23/2012 4:40 PM, RSS List User wrote:
>>>
>>>> "We're actively investigating a server outage that impacts
>>>> AuthenticateUserTicket (part of the multiplayer authentication system). I
>>>> will update this thread when we have more details or the issue is 
>>>> resolved."
>>>> This means our SourceMod does not work, since it won't accept invalid
>>>> client by default. Just a heads up! =)
>>>>
>>>> From:
>>>> http://forums.steampowered.**com/forums/showthread.php?p=**
>>>> 33169105#post33169105<http://forums.steampowered.com/forums/showthread.php?p=33169105#post33169105>
>>>>
>>>> __**_
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds>
>>>>
>>>
>>>
>>> __**_
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>>> please visit:
>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds>
>>>
>>
>>
>> ___
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>> please visit:
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>
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Re: [hlds] Steam backend is having issues.

2012-10-23 Thread Albert Davis
Do we need to do a server update to get the fix?


On Tue, Oct 23, 2012 at 6:12 PM, Ross Bemrose  wrote:

> For those of you who missed it, this was posted about 20 minutes ago to
> the Steam Downtime thread:
>
> "We've rolled out a fix to the affected servers and will monitor to ensure
> the problem is, in fact, resolved."
>
>
>
> On 10/23/2012 4:40 PM, RSS List User wrote:
>
>> "We're actively investigating a server outage that impacts
>> AuthenticateUserTicket (part of the multiplayer authentication system). I
>> will update this thread when we have more details or the issue is resolved."
>> This means our SourceMod does not work, since it won't accept invalid
>> client by default. Just a heads up! =)
>>
>> From:
>> http://forums.steampowered.**com/forums/showthread.php?p=**
>> 33169105#post33169105
>>
>> __**_
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds
>>
>
>
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Re: [hlds] [hlds_linux] Adding a steam friend

2012-08-30 Thread Albert Davis
Agreed


On Thu, Aug 30, 2012 at 10:53 AM, Spencer 'Voogru' MacDonald <
voo...@voogru.com> wrote:

> I wish they’d just allow users to accept chats from anyone so that we
> don’t have to add people to our friends list just to chat with them.
>
> ** **
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Mart-Jan Reeuwijk
> *Sent:* Thursday, August 30, 2012 10:05 AM
>
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] [hlds_linux] Adding a steam friend
>
> ** **
>
> 250 without facebook linked, 300 with facebook linked to your steam
> account.
>
> There is some glue, sometimes at 245/295 friends you get full, sometimes
> only at x over the max.
>
> Tip: make one or more groups, make it invite only and get them to be
> member. With up to 149 members you can directly chat with them via the
> groups tab in friendslist. At 150 this stops.
>
> --
>
> *From:* Gabriel Freitas 
> *To:* Half-Life dedicated Win32 server mailing list <
> hlds@list.valvesoftware.com>
> *Sent:* Thursday, 30 August 2012, 0:39
> *Subject:* Re: [hlds] [hlds_linux] Adding a steam friend
>
> ** **
>
> it looks like it was increased to 315
>
> On Wed, Aug 29, 2012 at 7:21 PM, Alexander Z 
> wrote:
>
> On a side note, you can't have more than 300 friends iirc.
>
> ** **
>
> On 30 August 2012 00:15, Benjamin Anderson 
> wrote:
>
> This is the HLDS/HLDS Linux mailing list. If you want to talk about this
> sort of stuff, go to the Steam forums.
>
> -Original Message- From: anna rack
> Sent: Wednesday, August 29, 2012 6:01 PM
> To: hlds_li...@list.valvesoftware.com ; hlds@list.valvesoftware.com
> Subject: Re: [hlds] [hlds_linux] Adding a steam friend
>
>
>
> Hey all
>
> Is anyone else getting an error when you try to add a friend to steam?
>
> This is the error I'm getting:
>
> #Profile_AddFriendYourListFull
> #Profile_AddFriendYourListFullDesc
>
> ...
> ...
> ... just tried it by clicking on + ADD A FRIEND at the bottom of the
> Friends window and it just came up with this:
>
> 'Could not invite this friend. Your limit is exceeded.'
>
> Really? Are you kidding me? I can't have anymore friends? Is this a joke?
>
> Kind Regards
>
> annarack aka miss popular :P
> ___
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> ** **
>
>
> ___
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> please visit:
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>
> ** **
>
>
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> please visit:
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> 
>
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Re: [hlds] [hlds_linux] Adding a steam friend

2012-08-30 Thread Albert Davis
I honestly think there should be no limit... I find it silly there is to
begin with


On Thu, Aug 30, 2012 at 10:04 AM, Mart-Jan Reeuwijk wrote:

> 250 without facebook linked, 300 with facebook linked to your steam
> account.
>
> There is some glue, sometimes at 245/295 friends you get full, sometimes
> only at x over the max.
>
> Tip: make one or more groups, make it invite only and get them to be
> member. With up to 149 members you can directly chat with them via the
> groups tab in friendslist. At 150 this stops.
>
>--
> *From:* Gabriel Freitas 
> *To:* Half-Life dedicated Win32 server mailing list <
> hlds@list.valvesoftware.com>
> *Sent:* Thursday, 30 August 2012, 0:39
>
> *Subject:* Re: [hlds] [hlds_linux] Adding a steam friend
>
> it looks like it was increased to 315
>
> On Wed, Aug 29, 2012 at 7:21 PM, Alexander Z wrote:
>
> On a side note, you can't have more than 300 friends iirc.
>
>
> On 30 August 2012 00:15, Benjamin Anderson wrote:
>
> This is the HLDS/HLDS Linux mailing list. If you want to talk about this
> sort of stuff, go to the Steam forums.
>
> -Original Message- From: anna rack
> Sent: Wednesday, August 29, 2012 6:01 PM
> To: hlds_li...@list.valvesoftware.com ; hlds@list.valvesoftware.com
> Subject: Re: [hlds] [hlds_linux] Adding a steam friend
>
>
> Hey all
>
> Is anyone else getting an error when you try to add a friend to steam?
>
> This is the error I'm getting:
>
> #Profile_AddFriendYourListFull
> #Profile_AddFriendYourListFullDesc
>
> ...
> ...
> ... just tried it by clicking on + ADD A FRIEND at the bottom of the
> Friends window and it just came up with this:
>
> 'Could not invite this friend. Your limit is exceeded.'
>
> Really? Are you kidding me? I can't have anymore friends? Is this a joke?
>
> Kind Regards
>
> annarack aka miss popular :P
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
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>
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>
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>
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Re: [hlds] [hlds_linux] Mann Co Servers?

2012-08-15 Thread Albert Davis
Pay to play on a server? LOL!

On Wed, Aug 15, 2012 at 8:15 PM, Damir Butmir  wrote:

>  There will be 2 kinds of servers;
>
> 1) Official "Mann Up" servers hosted ba Valve going up tonight I guess and
> you gotta pay to play on them
>
> 2) Unofficial servers hosted by the community (us)
>
> A full guide on how to accomplish #2 has not been presented yet, however a
> few individual details have been disclosed.
>
>
>
>
> Damir
>
> > Date: Wed, 15 Aug 2012 20:12:48 -0400
> > From: pettit.t...@gmail.com
> > To: hlds@list.valvesoftware.com
>
> > Subject: Re: [hlds] [hlds_linux] Mann Co Servers?
> >
> > Fletcher so we are not going to be able to run MvM servers tonight at
> all?
> >
> > If so why even release the instructions on how to do it? Am I just
> misunderstanding this conversation?
> >
> > I thought Valve would be hosting MvM servers in addition to any
> community servers...
> >
> > - Original Message -
> > From: "Fletcher Dunn" 
> > To: "Half-Life dedicated Linux server mailing list" <
> hlds_li...@list.valvesoftware.com>
> > Cc: "Half-Life dedicated Win32 server mailing list" <
> hlds@list.valvesoftware.com>
> > Sent: Wednesday, August 15, 2012 8:04:59 PM
> > Subject: Re: [hlds] [hlds_linux] Mann Co Servers?
> >
> > >At launch meaning eventually we'll be able to run them? If so what's
> the current expected timeframe of that happening?
> >
> > There is currently no timeline for this happening. By "at launch" I just
> intended to communicate that we have not determined that we would
> definitely never do this. But right now, and for the foreseeable future,
> Valve plans to host all the Mann Up servers.
> >
> > I expect there will be a very large population of players playing MvM in
> the regular mode. Probably larger than the number of people Manning Up.
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell Smith
> > Sent: Wednesday, August 15, 2012 4:53 PM
> > To: Half-Life dedicated Linux server mailing list
> > Cc: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds_linux] [hlds] Mann Co Servers?
> >
> > At launch meaning eventually we'll be able to run them? If so what's the
> current expected timeframe of that happening?
> >
> > On 15.08.2012 16:48, Fletcher Dunn wrote:
> > > Valve will host all Mann Up servers at launch.
> > >
> > > We're shipping the attached default mission cycle file. If you boot
> > > your server to any one of the following maps:
> > > mvm_decoy
> > > mvm_mannworks
> > > mvm_coaltown
> > >
> > > it will use that file. Hopefully the file is self-explanatory.
> > >
> > > Remember to add "-maxplayers 32" to the command line.
> > >
> > > tf_mm_servermode 2 to accept MvM matchmaking traffic tf_mm_strict 1 to
> > > ONLY accept MvM traffic
> > >
> > > Vote issues specific to MvM:
> > > sv_vote_issue_changelevel_allowed_mvm
> > > sv_vote_issue_kick_allowed_mvm
> > >
> > > We also suggest:
> > > sv_minrate 3
> > >
> > >
> > >
> > > From: hlds-boun...@list.valvesoftware.com
> > > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Freuden
> > > Sent: Wednesday, August 15, 2012 4:34 PM
> > > To: Half-Life dedicated Win32 server mailing list
> > > Subject: Re: [hlds] Mann Co Servers?
> > >
> > > I don't think the question is "what is Mann Up Mode?", the question is
> > > "how does this affect running a server?" Can only Valve run "Mann Co."
> > > servers? Can any server that qualifies for matchmaking be a Mann Co.
> > > server?
> > > ~Mike
> > > On Wed, Aug 15, 2012 at 4:33 PM, Damon Reece
> > > mailto:deman.r...@gmail.com>> wrote:
> > > I'd rather know when the update's coming out, to be honest. Hats
> > > shouldn't really matter to us (as server admins).
> > >
> > > -Damon
> > >
> > > "The speed of light sucks." -John D. Carmack
> > >
> > > On Thu, Aug 16, 2012 at 9:01 AM, Violent Crimes
> > >
> > > mailto:violentcri...@convictgaming.co
> > > m>>
> > > wrote:
> > > What is Mann Up Mode?
> > > When you play Mann vs. Machine on an official Mann Co. server, this is
> > > called Mann Up Mode. Mann Up Mode allows you to earn special item
> > > rewards and track your progress through various Missions. To enter
> > > Mann Up Mode, you must possess a Tour of Duty Ticket.
> > >
> > >
> > >
> > > On 8/15/2012 7:29 PM, Cameron Munroe wrote:
> > > Ughh? What?
> > >
> > > On 8/15/2012 4:29 PM, T Marler wrote:
> > > What is this? VALVe only servers, or ones that qualify for match
> > > making?
> > >
> > > D:
> > >
> > >
> > > ___
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> > >
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> > > please visit:
> > >
> > > https://list.valvesoftwar

Re: [hlds] Clients Crashing On Map Change

2012-08-15 Thread Albert Davis
Yep

On Wed, Aug 15, 2012 at 7:18 PM, Cameron Munroe
wrote:

>  So long story short the server doesn't crash it is the client?
>
>
> On 8/15/2012 3:26 PM, Albert Davis wrote:
>
> I'm not, when I am at work, I idle in the server, and alt tab to Windows,
> the only corellation I can see is the map changing. This is on my notebook,
> if I am home, my home machine doesn't seem to do it. I may format the
> notebook this weekend anyway, maybe that will help :)
>
> On Wed, Aug 15, 2012 at 4:42 PM, Cameron Munroe  > wrote:
>
>>  How are you changing maps? There is still a bug in linux where common
>> cmds crash the server.
>>
>>
>> On 8/15/2012 11:50 AM, Albert Davis wrote:
>>
>> My HL2.exe is crashing as well when my server changes map, sv_pure is
>> 0... any ideas?
>>
>> On Mon, Aug 13, 2012 at 10:48 AM, Leon Hunter wrote:
>>
>>> Yeah. That's an ages old bug where the whitelist of the previous server
>>> carries over to the new one (its either that or the pure setting).
>>>
>>> Clients complain about it all the time with VSH
>>>
>>> -Leon
>>>
>>>
>>> -Original Message-
>>> From: hlds-boun...@list.valvesoftware.com
>>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron Munroe
>>>  Sent: Monday, 13 August 2012 11:42 PM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] Clients Crashing On Map Change
>>>
>>> Well that is funny. I had some issues with Saxton Hale and CTF while
>>> serverhopping so I changed that to help make it so players could easily
>>> transition. =|
>>>
>>>
>>> On 8/13/2012 1:17 AM, Leon Hunter wrote:
>>> > After fiddling around with TF2 Settings for some time, I can announce
>>> > with near certainty that the cause of the mass client crash-out during
>>> > map changes is the result of issues with sv_pure 1.
>>> >
>>> > I have tested sv_pure 0 for the last 12 hours and the mass client
>>> > crash-outs are no longer occurring for us.
>>> >
>>> > -Leon
>>> >
>>> > -Original Message-
>>> > From: hlds-boun...@list.valvesoftware.com
>>> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron
>>> > Munroe
>>> > Sent: Monday, 13 August 2012 6:03 AM
>>> > To: Half-Life dedicated Win32 server mailing list
>>> > Subject: Re: [hlds] Clients Crashing On Map Change
>>> >
>>> > Sadly I think we are talking about the same issue, it just has gotten
>>> > much much bigger after the update.
>>> >
>>> >
>>> > On 8/12/2012 1:04 PM, Leon Hunter wrote:
>>> >> Cameron, you're sadly mistaken. Whilst I understand and know of the
>>> >> common problem that you're describing, Violent and I are describing a
>>> >> completely different and more severe issue.
>>> >>
>>> >> Most recently we have had cases on a very reguler basis where over a
>>> >> third of the clients on a server will crashout (to desktop) on a map
>>> change.
>>> > This
>>> >> only started happening after Valve's recent updates to TF2 and thanks
>>> >> to Violent I now know it is not an isolated issue.
>>> >>
>>> >> This is not a trivial matter of players quitting and then crashing or
>>> >> loosing connectivity during map change, so please do not misrepresent
>>> >> it
>>> > as
>>> >> one.
>>> >>
>>> >> -Leon
>>> >>
>>> >> -Original Message-
>>> >> From: hlds-boun...@list.valvesoftware.com
>>> >> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron
>>> >> Munroe
>>> >> Sent: Monday, 13 August 2012 4:42 AM
>>> >> To: Half-Life dedicated Win32 server mailing list
>>> >> Subject: Re: [hlds] Servers Crashing On Map Change
>>> >>
>>> >> Its called tf2 itself. All servers have this issue to varying degrees.
>>> >> It seems that on map change clients either quit out, or they lost
>>> >> connectivity with the servers in time. Nothing has been found on how
>>> >> to resolve the issue.
>>> >>
>>> >>
>>> >> On 8/12/2012 10:43 AM, Violent Crimes wrote:
>>> >>> I have 15 servers f

Re: [hlds] Clients Crashing On Map Change

2012-08-15 Thread Albert Davis
I'm not, when I am at work, I idle in the server, and alt tab to Windows,
the only corellation I can see is the map changing. This is on my notebook,
if I am home, my home machine doesn't seem to do it. I may format the
notebook this weekend anyway, maybe that will help :)

On Wed, Aug 15, 2012 at 4:42 PM, Cameron Munroe
wrote:

>  How are you changing maps? There is still a bug in linux where common
> cmds crash the server.
>
>
> On 8/15/2012 11:50 AM, Albert Davis wrote:
>
> My HL2.exe is crashing as well when my server changes map, sv_pure is 0...
> any ideas?
>
> On Mon, Aug 13, 2012 at 10:48 AM, Leon Hunter wrote:
>
>> Yeah. That's an ages old bug where the whitelist of the previous server
>> carries over to the new one (its either that or the pure setting).
>>
>> Clients complain about it all the time with VSH
>>
>> -Leon
>>
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron Munroe
>>  Sent: Monday, 13 August 2012 11:42 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Clients Crashing On Map Change
>>
>> Well that is funny. I had some issues with Saxton Hale and CTF while
>> serverhopping so I changed that to help make it so players could easily
>> transition. =|
>>
>>
>> On 8/13/2012 1:17 AM, Leon Hunter wrote:
>> > After fiddling around with TF2 Settings for some time, I can announce
>> > with near certainty that the cause of the mass client crash-out during
>> > map changes is the result of issues with sv_pure 1.
>> >
>> > I have tested sv_pure 0 for the last 12 hours and the mass client
>> > crash-outs are no longer occurring for us.
>> >
>> > -Leon
>> >
>> > -Original Message-
>> > From: hlds-boun...@list.valvesoftware.com
>> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron
>> > Munroe
>> > Sent: Monday, 13 August 2012 6:03 AM
>> > To: Half-Life dedicated Win32 server mailing list
>> > Subject: Re: [hlds] Clients Crashing On Map Change
>> >
>> > Sadly I think we are talking about the same issue, it just has gotten
>> > much much bigger after the update.
>> >
>> >
>> > On 8/12/2012 1:04 PM, Leon Hunter wrote:
>> >> Cameron, you're sadly mistaken. Whilst I understand and know of the
>> >> common problem that you're describing, Violent and I are describing a
>> >> completely different and more severe issue.
>> >>
>> >> Most recently we have had cases on a very reguler basis where over a
>> >> third of the clients on a server will crashout (to desktop) on a map
>> change.
>> > This
>> >> only started happening after Valve's recent updates to TF2 and thanks
>> >> to Violent I now know it is not an isolated issue.
>> >>
>> >> This is not a trivial matter of players quitting and then crashing or
>> >> loosing connectivity during map change, so please do not misrepresent
>> >> it
>> > as
>> >> one.
>> >>
>> >> -Leon
>> >>
>> >> -Original Message-
>> >> From: hlds-boun...@list.valvesoftware.com
>> >> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron
>> >> Munroe
>> >> Sent: Monday, 13 August 2012 4:42 AM
>> >> To: Half-Life dedicated Win32 server mailing list
>> >> Subject: Re: [hlds] Servers Crashing On Map Change
>> >>
>> >> Its called tf2 itself. All servers have this issue to varying degrees.
>> >> It seems that on map change clients either quit out, or they lost
>> >> connectivity with the servers in time. Nothing has been found on how
>> >> to resolve the issue.
>> >>
>> >>
>> >> On 8/12/2012 10:43 AM, Violent Crimes wrote:
>> >>> I have 15 servers for tf2 and they all seem to crash clients out on
>> >>> map change. I have removed sourcemod and metamod and they still crash.
>> >>> Is anyone else having this issue?
>> >>>
>> >>> ___
>> >>> To unsubscribe, edit your list preferences, or view the list
>> >>> archives, please visit:
>> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>> >> ___
>> >> To unsubscribe

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