Re: [hlds] Voice not working

2005-12-07 Thread Bob Smalls
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I'll try that, thanks

  -Mordeen

Whisper <[EMAIL PROTECTED]> wrote:
  --
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Remove the sv_voicecodec vaudio_miles line

Its not required, hell it could be completly incorrect.

sv_voiceenable 1 is correct

On 12/8/05, Bob Smalls wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I've tested the mic in the game options successfully, and have these cvars
> in my server.cfg:
>
> sv_voiceenable 1
> sv_voicecodec vaudio_miles
>
> Any idea why voice still doesn't work? Something stupid that I just don't
> know?
>
> -Mordeen
>
>
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[hlds] Voice not working

2005-12-07 Thread Bob Smalls
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I've tested the mic in the game options successfully, and have these cvars in 
my server.cfg:

  sv_voiceenable 1
  sv_voicecodec vaudio_miles

  Any idea why voice still doesn't work? Something stupid that I just don't 
know?

  -Mordeen


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[hlds] cvars coming up as unknown after the update

2005-12-01 Thread Bob Smalls
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bot_quota_match
  sv_hltv


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[hlds] Cycling maps automatically

2005-12-01 Thread Bob Smalls
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what's the command line (or lines) to get the map to cycle on it's own? My 
server stays on the same map endlessly.

  -Mordeen


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Re: [hlds] Re: Dedicated Server: Changing skins?

2005-12-01 Thread Bob Smalls
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Thta's strange, because I dumped some custom skins into one of my client 
machines using the instructions in the skin's readme, and it didn't work. Bleh.


Dan Sorenson <[EMAIL PROTECTED]> wrote:
  At 11:19 PM 11/29/2005 -0500, Tyler wrote:

> Ok, now I want to change the defualt skins to some custom skins. Where to
> these files go in my dedicated server install, and how do I force them onto
> the players?

You can put them in your normal skins location, but it won't
make any difference -- skins are client-side, not server-side. The
clients will download them, but the choice to use them is entirely
theirs. Witness the high-def pack and the Cold Fusion skins as
proof.

- Dan

* Dan Sorenson DoD #1066 A.H.M.C. #35 [EMAIL PROTECTED] *
* Vikings? There ain't no vikings here. Just us honest farmers. *
* The town was burning, the villagers were dead. They didn't need *
* those sheep anyway. That's our story and we're sticking to it. *


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Re: [hlds] Dedicated Server: Changing skins?

2005-11-29 Thread Bob Smalls
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so no changing skins at all, eh?

Tyler Cook <[EMAIL PROTECTED]> wrote:  --
[ Picked text/plain from multipart/alternative ]
impossible... unless you make a plugin that does this...

On 11/29/05, Bob Smalls wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Ok, now I want to change the defualt skins to some custom skins. Where to
> these files go in my dedicated server install, and how do I force them onto
> the players?
>
>
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Re: [hlds] Stupid Question w/ Preface

2005-11-29 Thread Bob Smalls
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great, thanks!

Robert Whelan <[EMAIL PROTECTED]> wrote:  Dump this info to your server.cfg and 
set it up to meet your needs:

///
// Bot Specific Tweaks //
///

// allow bots to use (1 = on 0 = off)
bot_allow_grenades "1"

// allow bots to use (1 = on 0 = off)
bot_allow_machine_guns "0"

// allow bots to use (1 = on 0 = off)
bot_allow_pistols "1"

// allow bots to use (1 = on 0 = off)
bot_allow_rifles "0"

// allows bots to go off on their own (1 = on 0 = off)
bot_allow_rogues "1"

// allow bots to use (1 = on 0 = off)
bot_allow_shield "1"

// allow bots to use (1 = on 0 = off)
bot_allow_shotguns "0"

// allow bots to use (1 = on 0 = off)
bot_allow_snipers "0"

// allow bots to use (1 = on 0 = off)
bot_allow_sub_machine_guns "1"

// what kind of communication they use
bot_chatter "normal"

// set there level of difficulty (0 easy, 1 norm, 2 hard, 3 expert)
bot_difficulty "0"

// 0 = bots will always join
// 1 = bots will only join after a player joins
bot_join_after_player "0"

// how many bots will join (reference bot_join_after_player)
bot_quota "10"

// this will a tag infront of there name
// ie: [bot]shawn
bot_prefix ""

// set bot_auto_vacate to 1, the system will always keep one player
slot open
// kicking bots if necessary
bot_auto_vacate "1"

// If 4 humans vs 4 bots isn't a challenge, you can set bot_quota_match
to 1.5
// play 4 humans vs 6 bots, as humans join and leave, the number of
bots will be adjusted accordingly
bot_quota_match "0"

// determines which team the bots join, ct, t, any
bot_join_team "any"

// determines which team humans join, ct, t, any
// humans_join_team "any"

// 0 - Teammates will accomplish goals themselves.
// 1 - Bots will accomplish goals themselves.
bot_defer_to_human "0"

// freeze all bots (1 = on 0 = off)
bot_stop "0"

// force the bots to walk
bot_walk "0"

// used for playtesting navmeshes (bots dont shoot)
bot_zombie "0"

// used in making nav files
bot_quicksave "0"

--- Bob Smalls wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> I'm new to the list (and new to running a CS:Source dedicated
> server), so after you have finished groaning, please help with the
> following (likely stupid) issue I'm having:
>
> On my CS:Source LAN dedicated server, I want to be able to set it
> up so that the missions involve a number of live players playing
> against a number of bots, and the bots are forced onto a particular
> side (CT or T). That's working fine for me, but once I try to
> increase the bot count to exceed the number of live players, nothing
> changes. Example: two live player, on the CT side, against two bots
> on the T side. If I try to increse the number of T bots, no luck. Is
> there a cvar (or series of them) that will allow this to work?
>
> Thanks in advance!
>
> -Mordeen
>
> __
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[hlds] Dedicated Server: Changing skins?

2005-11-29 Thread Bob Smalls
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[ Picked text/plain from multipart/alternative ]
Ok, now I want to change the defualt skins to some custom skins. Where to these 
files go in my dedicated server install, and how do I force them onto the 
players?


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Re: [hlds] Stupid Question w/ Preface

2005-11-28 Thread Bob Smalls
--
[ Picked text/plain from multipart/alternative ]
awesome, thank you


Tyler Cook <[EMAIL PROTECTED]> wrote:
  --
[ Picked text/plain from multipart/alternative ]
mp_limitteams 0
mp_autoteambalance 0


On 11/28/05, Bob Smalls wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> if this is the cvar in question:
>
> mp_autoteambalance
>
> Should the setting be 0, implying no forced balance?
>
>
> [EMAIL PROTECTED] wrote:
> Check the auto-balance setting ;)
>
> Rayne
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Bob Smalls
> Sent: Monday, November 28, 2005 9:38 PM
> To: hlds@list.valvesoftware.com
> Subject: [hlds] Stupid Question w/ Preface
>
> --
> [ Picked text/plain from multipart/alternative ]
> I'm new to the list (and new to running a CS:Source dedicated server), so
> after you have finished groaning, please help with the following (likely
> stupid) issue I'm having:
>
> On my CS:Source LAN dedicated server, I want to be able to set it up so
> that the missions involve a number of live players playing against a
> number
> of bots, and the bots are forced onto a particular side (CT or T). That's
> working fine for me, but once I try to increase the bot count to exceed
> the
> number of live players, nothing changes. Example: two live player, on the
> CT
> side, against two bots on the T side. If I try to increse the number of T
> bots, no luck. Is there a cvar (or series of them) that will allow this to
> work?
>
> Thanks in advance!
>
> -Mordeen
>
> __
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>
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RE: [hlds] Stupid Question w/ Preface

2005-11-28 Thread Bob Smalls
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[ Picked text/plain from multipart/alternative ]
if this is the cvar in question:

  mp_autoteambalance

  Should the setting be 0, implying no forced balance?


[EMAIL PROTECTED] wrote:
  Check the auto-balance setting ;)

Rayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bob Smalls
Sent: Monday, November 28, 2005 9:38 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Stupid Question w/ Preface

--
[ Picked text/plain from multipart/alternative ]
I'm new to the list (and new to running a CS:Source dedicated server), so
after you have finished groaning, please help with the following (likely
stupid) issue I'm having:

On my CS:Source LAN dedicated server, I want to be able to set it up so
that the missions involve a number of live players playing against a number
of bots, and the bots are forced onto a particular side (CT or T). That's
working fine for me, but once I try to increase the bot count to exceed the
number of live players, nothing changes. Example: two live player, on the CT
side, against two bots on the T side. If I try to increse the number of T
bots, no luck. Is there a cvar (or series of them) that will allow this to
work?

Thanks in advance!

-Mordeen

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[hlds] Stupid Question w/ Preface

2005-11-28 Thread Bob Smalls
--
[ Picked text/plain from multipart/alternative ]
I'm new to the list (and new to running a CS:Source dedicated server), so after 
you have finished groaning, please help with the following (likely stupid) 
issue I'm having:

  On my CS:Source LAN dedicated server, I want to be able to set it up so that 
the missions involve a number of live players playing against a number of bots, 
and the bots are forced onto a particular side (CT or T). That's working fine 
for me, but once I try to increase the bot count to exceed the number of live 
players, nothing changes. Example: two live player, on the CT side, against two 
bots on the T side. If I try to increse the number of T bots, no luck. Is there 
a cvar (or series of them) that will allow this to work?

  Thanks in advance!

  -Mordeen

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