Re: [hlds] Another nothing email

2015-09-11 Thread Brandon Mulligan
potato

On Fri, Sep 11, 2015 at 6:42 PM, Eric Smith  wrote:

> Just working through some issues here. Sorry again.
>
>
>
> -Eric
>
>
>
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Re: [hlds] Community Servers and the Gun Mettle Update

2015-07-02 Thread Brandon Mulligan
Create a filter in gmail that dumps @list.valvesoftware.com to archive...
Problem solved.

On Thu, Jul 2, 2015 at 5:48 PM, Crazed Gunman bsr.crazedgun...@gmail.com
wrote:

 Oh, the maturity of this mailing list sometimes. I mention being unable to
 unsubscribe from the mailing list, so someone kindly signs me up for many,
 many more. Thanks.
 On Jul 2, 2015 5:41 PM, Robert Paulson thepauls...@gmail.com wrote:

 I've given up on this a while ago.

 When the 1 year mark passed with no concessions for communities except
 for quickpick that no one uses, it was safe to say that Valve doesn't care
 about communities anymore. There is no sense of urgency as they let
 player-bases carefully built up over several years be irreversibly
 destroyed in a few months.

 We were just there to foot their hosting bill before they found out they
 could make way more money by selling items. They have no sense of shame for
 betraying the people that helped drive their profit margin up before
 switching to microtransactions.

 The owner of TN now works at Valve, and I believe John here was the owner
 of Nemu's stomping grounds (which has gone unpunished for years for not
 labeling the bot Brutus as a bot in the browser). And we are still
 getting even more anti-community features. Maybe now they see the official
 servers as their own and the community ones as a threat to them now.

 The lesson here is clear and everyone should know: DO NOT invest your
 time and enthusiasm into anything related to Steam or Valve will screw you
 like they did with TF2.

 On Thu, Jul 2, 2015 at 2:42 PM, ics i...@ics-base.net wrote:

 I have to agree also, getting scraps instead of the goodies. Why am i
 paying for servers anymore when they get alienated by Valve policies?

 That image there is really the best solution i've seen so far.

 -ics


 E. Olsen kirjoitti:

 At this point, I have to agree with Alexander.

 I mean, cmon guys - in almost two years of looking at alternatives
 you've got nothing to announce when it comes to helping community servers?
 There have been quite a few viable alternative presented, to include this
 one:

 http://i.imgur.com/tAmWXj6.png

 I've really been a staunch defender of the TF2 team to this point, but
 this is just kicking all the good communities that are left while they're
 down.

 Honestly, by the time you guys make community support a priority again,
 it might be too late.

 On Thu, Jul 2, 2015 at 5:28 PM, Alexander Corn mc...@doctormckay.com
 mailto:mc...@doctormckay.com wrote:

 The blow would be lessened if you would go ahead and set any
 server as the default for Quickplay instead of official servers
 only. That was supposed to be a temporary, nuclear solution
 after all.

 On Thu, Jul 2, 2015 at 5:22 PM, John Schoenick
 jo...@valvesoftware.com mailto:jo...@valvesoftware.com wrote:

 Hey guys, with today's update we're introducing a few new
 features that will impact servers, and I just wanted to give
 you guys a heads up.

 There is a new quickplay category, featured, that represents
 the featured maps for a given campaign. In order to have your
 server in this category, you need to be running the mapcycle
 mapcycle_featured_maps.txt, and have the special string
 'featured' in your quickplay tags.

 Today's update also introduces contracts, which currently
 require players be on official servers to complete.
 Unfortunately, our current setup makes it very difficult to
 restrict features like this other than in an all-or-nothing
 manner, and we determined this was necessary to protect the
 system from immediate abuse.

 We agree this is not ideal. We are continuing the look at the
 situation with community servers and how we can better support
 passionate communities, but currently have nothing to announce.

 - JohnS

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Re: [hlds] Community Servers and the Gun Mettle Update

2015-07-02 Thread Brandon Mulligan
I think it was salt his dog...

On Thu, Jul 2, 2015 at 4:57 PM, Lyrai lyr...@gmail.com wrote:

 They can swag your door?
 On Jul 2, 2015 2:55 PM, Dill Bates dillbat...@gmail.com wrote:

 I dropped my servers after the last update! I lost all my users! Fuck
 Valve! They can S my D!!


  On Jul 2, 2015, at 2:50 PM, HD ad...@gamerscrib.net wrote:
 
  I said this on the other list..but I'll put it here too!
 
  Ok this is almost the last straw for me hosting TF2 servers - first you
  basically kill anything to do with the community but rather than deal
 with
  those few select that abuse something you take everything away from
  everyone. To not be able to run what introduces contracts and to
 require to
  play only on official servers really kills community servers that could
 host
  these much better than poorly run Valve servers.
 
  You say you are looking at the situation with Community servers but I
 find
  this very hard to believe and nothing more than propaganda to save face.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of ics
  Sent: Thursday, July 02, 2015 5:43 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Community Servers and the Gun Mettle Update
 
  I have to agree also, getting scraps instead of the goodies. Why am i
 paying
  for servers anymore when they get alienated by Valve policies?
 
  That image there is really the best solution i've seen so far.
 
  -ics
 
 
  E. Olsen kirjoitti:
  At this point, I have to agree with Alexander.
 
  I mean, cmon guys - in almost two years of looking at alternatives
  you've got nothing to announce when it comes to helping community
  servers? There have been quite a few viable alternative presented, to
  include this one:
 
  http://i.imgur.com/tAmWXj6.png
 
  I've really been a staunch defender of the TF2 team to this point, but
  this is just kicking all the good communities that are left while
  they're down.
 
  Honestly, by the time you guys make community support a priority
  again, it might be too late.
 
  On Thu, Jul 2, 2015 at 5:28 PM, Alexander Corn mc...@doctormckay.com
  mailto:mc...@doctormckay.com wrote:
 
 The blow would be lessened if you would go ahead and set any
 server as the default for Quickplay instead of official servers
 only. That was supposed to be a temporary, nuclear solution
 after all.
 
 On Thu, Jul 2, 2015 at 5:22 PM, John Schoenick
 jo...@valvesoftware.com mailto:jo...@valvesoftware.com wrote:
 
 Hey guys, with today's update we're introducing a few new
 features that will impact servers, and I just wanted to give
 you guys a heads up.
 
 There is a new quickplay category, featured, that represents
 the featured maps for a given campaign. In order to have your
 server in this category, you need to be running the mapcycle
 mapcycle_featured_maps.txt, and have the special string
 'featured' in your quickplay tags.
 
 Today's update also introduces contracts, which currently
 require players be on official servers to complete.
 Unfortunately, our current setup makes it very difficult to
 restrict features like this other than in an all-or-nothing
 manner, and we determined this was necessary to protect the
 system from immediate abuse.
 
 We agree this is not ideal. We are continuing the look at the
 situation with community servers and how we can better support
 passionate communities, but currently have nothing to announce.
 
 - JohnS
 
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Re: [hlds] Desperately Need Some Killing Floor 2 Servers Up

2015-04-21 Thread Brandon Mulligan
Could somebody post a working command line with the -multihome argument?
As simple as it may seem I cannot seem to run more than 1 KF2 server right
now due to lack of detail on the Wiki regarding the command lines.

One would assume the following to work given the details on the wiki but
this is not the case for me:
start .\Binaries\win64\kfserver kf-bioticslab?MaxPlayers=6?GameDifficulty=0
-Multihome 192.168.0.1

On Tue, Apr 21, 2015 at 2:37 PM, Kevin C s...@serveredirect.com wrote:

  I think the connected time resets when the round restarts.


 On 4/21/2015 3:36 PM, Cody Woodson wrote:

 I currently have 6 servers up to see how they went.  Longest connected
 client time is around 10 minutes, so I'm not sure if they are crashing or
 not.  I can launch 20-30 more servers if needed.

 Sent from my iPhone

 On Apr 21, 2015, at 11:43 AM, John Gibson j...@tripwireinteractive.com
 wrote:

   Hello everyone,

  So the good news is Killing Floor 2 is selling like crazy, and bumped
 GTAIV off the Steam top sellers in about 15 minutes. The bad news is,
 17,000 people are trying to play KF2 right now (and it's going up a couple
 thousand every few minutes) and we've got enough servers up to handle about
 7,000 players. Success is a good problem to have, but wow this really blew
 away our expectations.


   John Gibson
 President
 Tripwire Interactive
 www.tripwireinteractive.com

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Re: [hlds] Killing Floor 2 Early Access Launch Day Tomorrow - April 21st

2015-04-21 Thread Brandon Mulligan
:P I literally had the same issue. Could somebody put this on the wiki? =
are required for switches!

On Tue, Apr 21, 2015 at 2:54 PM, Ahmed Kandeel astrida...@googlemail.com
wrote:

 Ah it's fine, I managed to fix it. I'd set up the configs fine, however I
 had forgotten = sign for ConfigSubDir: Should be like this -ConfigSubDir=X.

 So for webadmin, ensure the port is set correctly in KFWeb.ini. Ensure
 that bEnabled is set true in KFWeb.ini (Not PCServer-KFEngine, even though
 it is present) and ensure you have an admin password set in
 PCServer-KFGame.ini.

 On 21 April 2015 at 20:46, Flubber flub...@gmail.com wrote:

 Ahmed, if any thing came up, i'll be happy to know the result, thanks.

 2015-04-21 21:35 GMT+02:00 Ahmed Kandeel astrida...@googlemail.com:

 Yeah I can't seem to get the webadmin to work for the second server
 either. I'm gonna run a diff and hope something comes up.


 On 21 April 2015 at 20:31, Flubber flub...@gmail.com wrote:

 thanks for the answer.
 Strangely i can't get to login into webadmin on my servers, it worked
 perfectly while in beta test.

 2015-04-21 15:57 GMT+02:00 Jared ja...@tripwireinteractive.com:

  Yes you can.

 -ConfigSubDir=ServerSubFolderHere in your launch script/bat.

 Jared Creasy
 Community Relations
 Tripwire Interactive

 On 4/21/2015 1:58 AM, Flubber wrote:

 Hello,

  Can we set up multiple server from the same install?

 2015-04-21 0:28 GMT+02:00 Jared ja...@tripwireinteractive.com:

  Added a note about that.  Thank you.

 Jared Creasy
 Community Relations
 Tripwire Interactive

  On 4/20/2015 6:23 PM, Ahmed Kandeel wrote:

 You guys might want to add to the wiki that you have to run the
 server at least once to ensure the default config files are generated. I
 just spent 15 minutes going through all of them checking that they hadn't
 been renamed in an update.

 On 20 April 2015 at 21:37, John Gibson j...@tripwireinteractive.com
 wrote:

 Our current plan is to add Linux server support later on in the
 Early Access period.

  John Gibson
 President
 Tripwire Interactive
 www.tripwireinteractive.com

   On Mon, Apr 20, 2015 at 4:32 PM, ics i...@ics-base.net wrote:

 So, is linux server done too? A lot of people run linux here.

 -ics

 John Gibson kirjoitti:

  Everyone,

 Tomorrow, April 21st the Early Access of Killing Floor 2 will
 launch. In preparation for launch, we're putting out the word to see 
 if
 server hosts can prop up whatever slots they can to support the peak 
 player
 count on launch day/launch weekend. Since we've never launched an 
 Early
 Access game before, it is a bit difficult to estimate what the peak 
 player
 counts might be. Our best estimates put it likely to be around 25,000 
 peak
 player slots needed on launch day/the day after. So any help to meet 
 this
 demand would be greatly appreciated by Tripwire.

 The server files for tomorrows launch are already live, and
 available right now on SteamCMD. So if you update now, you'll be 
 ready for
 the launch tomorrow. If you are considering running a server and 
 haven't
 set one up before, you can find information on how to host a server 
 here:


 http://wiki.tripwireinteractive.com/index.php?title=Dedicated_Server_%28Killing_Floor_2%29

 Thanks everyone!

 John Gibson
 President
 Tripwire Interactive
  www.tripwireinteractive.com http://www.tripwireinteractive.com


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Re: [hlds] re; Killing Floor 2 Early Access - Fail to Launch

2015-04-21 Thread Brandon Mulligan
I had a similar issue. I manually installed Direct X, C++ 2010 Redist, and
.NET

Direct X
https://www.microsoft.com/en-us/download/details.aspx?id=35
C++ 2010 Redist:
https://www.microsoft.com/en-us/download/details.aspx?id=
https://www.microsoft.com/en-us/download/details.aspx?id=14632
.NET framework web installer.
https://www.microsoft.com/en-us/download/details.aspx?id=17851

On Tue, Apr 21, 2015 at 5:22 PM, John Gibson j...@tripwireinteractive.com
wrote:

 A user here, markg, had this same issue and figured out how to resolve it.
 Hopefully he responds and can point you in the right direction.

 John Gibson
 President
 Tripwire Interactive
 www.tripwireinteractive.com

 On Tue, Apr 21, 2015 at 6:10 PM, E. Olsen ceo.eol...@gmail.com wrote:

 Is there a fix somewhere for this that I've missed?

 I've tried running the UE3Redist on a Windows 2008R2 server, and I'm
 also getting the Installation Failed, your video
 card must support at least shader model 3.

 I'm assuming since so many people have servers up that there's a fix for
 this.

 On Tue, Apr 21, 2015 at 10:25 AM, Jared ja...@tripwireinteractive.com
 wrote:

 That is most likely the directX installer failing out.  Currently the
 server files have a directX dependency (and we can't ship DirectX .dll's
 with the game).

 Jared Creasy
 Community Relations
 Tripwire Interactive


 On 4/21/2015 10:09 AM, markg wrote:

 I had tried that, but get an error message:  Installation Failed, your
 video
 card must support at least shader model 3.  Installer will now exit.

 Makes sense due to it being a xen vps without any video card. (but it
 does
 show video is enabled etc.)





 --
 Message: 3
 Date: Tue, 21 Apr 2015 07:08:49 -0400
 From: John Gibson j...@tripwireinteractive.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] Killing Floor 2 Early Access - Fail to Launch
 Server
 Message-ID:
 
 cae2eh2tjovwqorqvrf_s3bge+baqkt6fsa8rx36f6yt-8fc...@mail.gmail.com
 Content-Type: text/plain; charset=utf-8

 Did you try running the redist file packaged with the server (I think
 it's
 called UE3Redist)? That installs some prerequisites (direct x, proper
 .NET
 version, etc). I can't remember the exact location, away from my
 computer at
 the moment, but if you search the servers folders for that file you
 should
 find it. Run that, and I think it will solve your problems.

 Thanks,

 John

 ---


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Re: [hlds] Desperately Need Some Killing Floor 2 Servers Up

2015-04-21 Thread Brandon Mulligan
Is there a software limitation with KF2 preventing private LAN ips from
being used in the Multihome switch?
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Re: [hlds] Desperately Need Some Killing Floor 2 Servers Up

2015-04-21 Thread Brandon Mulligan
Ahah! Don't mind me. Stupid source user here ;3

On Tue, Apr 21, 2015 at 2:52 PM, Kevin C s...@serveredirect.com wrote:

  start .\Binaries\win64\kfserver kf-bioticslab -ConfigSubDir=5
 -multihome=167.114.43.71 -log=server.log

 Looks like you are missing =  :)


 On 4/21/2015 3:47 PM, Brandon Mulligan wrote:

 Could somebody post a working command line with the -multihome argument?
 As simple as it may seem I cannot seem to run more than 1 KF2 server right
 now due to lack of detail on the Wiki regarding the command lines.

 One would assume the following to work given the details on the wiki but
 this is not the case for me:
  start .\Binaries\win64\kfserver
 kf-bioticslab?MaxPlayers=6?GameDifficulty=0 -Multihome 192.168.0.1

 On Tue, Apr 21, 2015 at 2:37 PM, Kevin C s...@serveredirect.com wrote:

  I think the connected time resets when the round restarts.


 On 4/21/2015 3:36 PM, Cody Woodson wrote:

 I currently have 6 servers up to see how they went.  Longest connected
 client time is around 10 minutes, so I'm not sure if they are crashing or
 not.  I can launch 20-30 more servers if needed.

 Sent from my iPhone

 On Apr 21, 2015, at 11:43 AM, John Gibson j...@tripwireinteractive.com
 wrote:

   Hello everyone,

  So the good news is Killing Floor 2 is selling like crazy, and bumped
 GTAIV off the Steam top sellers in about 15 minutes. The bad news is,
 17,000 people are trying to play KF2 right now (and it's going up a couple
 thousand every few minutes) and we've got enough servers up to handle about
 7,000 players. Success is a good problem to have, but wow this really blew
 away our expectations.


   John Gibson
 President
 Tripwire Interactive
 www.tripwireinteractive.com

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Re: [hlds] Desperately Need Some Killing Floor 2 Servers Up

2015-04-21 Thread Brandon Mulligan
start .\Binaries\win64\kfserver kf-bioticslab -ConfigSubDir=5
-multihome=167.114.43.71 -log=server.log

I had a similar issue with the command line earlier. I hope somebody
updated the wiki.


On Tue, Apr 21, 2015 at 4:51 PM, E. Olsen ceo.eol...@gmail.com wrote:

 Can you post a sample command line for us?

 For example (and I know the KF2 command line will be different because it
 isn't source, but), a TF2 command line would look something like this:

 srcds.exe -game tf -console +ip 123.456.789.1011 -port 27015 +maxplayers
 32 -tickrate 66 +rcon_password  +exec server.cfg +map ctf_2fort


 If you could add a few command line examples to the Wiki, that would be
 great.

 On Tue, Apr 21, 2015 at 4:34 PM, Flubber flub...@gmail.com wrote:

 Yeah CPU usage is really low, ram is another story but clearly
 manageable. Would be nice to not have a I won't have windows server so no
 kf2 server for me post each 5 mails.


 2015-04-21 22:31 GMT+02:00 Ahmed Kandeel astrida...@googlemail.com:

 Well I have six up and I'm hitting around 32% CPU usage. I will probably
 launch a couple more over the coming days.

 On 21 April 2015 at 21:02, Brandon Mulligan bmul...@gmail.com wrote:

 Is there a software limitation with KF2 preventing private LAN ips from
 being used in the Multihome switch?

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Re: [hlds] Why cheating isn't helping...

2012-04-08 Thread Brandon Albertson
Keep in mind that we can assume this isn't the group that is cheating.
On Apr 8, 2012 9:00 AM, Alexander Z spacebur...@gmail.com wrote:

 Some people cheat on servers just to troll the staff. They can persist in
 creating alts until you block their IP range.

 On 8 April 2012 15:49, Brodie brodie7...@gmail.com wrote:

 Can't always deduce the logic of others, you'll go crazy trying ;)
 On Apr 8, 2012 4:27 AM, Andrew de Jong k.r.o.n@hotmail.com wrote:

 In vol 12 of this mailing forum was it mostly about hacking and cheating
 but what I don't get is why you want to cheat?
 I mean I know you want to win but cheating and hacking isn't good for
 your skills so thats why i don't get cheating.
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Re: [hlds] Dealing with persistent cheaters

2012-02-07 Thread Brandon Albertson
Cheaters don't have to use a CC, that is more along the lines of the mass
idlers.
On Feb 7, 2012 9:50 PM, DarthNinja hlds...@darthninja.com wrote:

 Re: lwf and Dominik:
 Using other games on the account can be defeated by buying loads of
HumbleBundle packages (though admittedly this could be blacklisted like
valve did when people were farming coal).
 Using a credit card can be defeated by buying one of those visa giftcards
that are sold everywhere (which is probably what cheaters are already
doing).


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[hlds] [TF2] Bizarre Physics Behavior

2012-01-30 Thread brandon johnson
Over the past month I've noticed some bizarre physics behavior on my
server, namely rocket explosions seem to be launching people further than
expected. Here's a video detailing exactly what i mean:
http://www.youtube.com/watch?v=e7J22JCIBPA as you can see the scout is
launched far over the shed on harvest.

The only mod on the server is sourcemod, and we've seen the problem with a
default server.cfg file. All of the relevant variables I've found still
seem to be set to their default. After restarting the server, everything
seems normal but as maps change it seems to build up to excessive levels.

Is this an issue anyone has experienced or knows how to resolve?
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Re: [hlds] Replay Download Error

2012-01-11 Thread Brandon Albertson
Keep in mind that the ftp path isn't the same as the path for the
downloads.  That URL doesn't exist
On Jan 11, 2012 9:23 AM, Shon Myles shonte.my...@gmail.com wrote:

 I've been experiencing an issue on my servers where replay downloads fail
everytime. The error players get is:

 Replay error system: The session info file failed to download: No
headers. URL:
http://stompfesttf2web.site.nfoservers.com:21/public/replayfolder

 Here is my config:

 replay_enable 1
 replay_block_dump_interval 15
 replay_fileserver_protocol http
 replay_fileserver_offload_enable 1

 replay_fileserver_host stompfesttf2web.site.nfoservers.com
 replay_fileserver_port 21
 replay_fileserver_path /public/replayfolder

 // Your FTP info. This data is private and not shared with the client.
 replay_fileserver_offload_protocol ftp
 replay_fileserver_offload_hostname stompfesttf2web.site.nfoservers.com
 replay_fileserver_offload_port 21
 replay_fileserver_offload_remotepath /public/replayfolder
 replay_fileserver_offload_login 
 replay_fileserver_offload_password 
 replay_fileserver_offload_maxuploads 16

 Any ideas?

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Re: [hlds] Max FPS

2011-10-17 Thread Brandon R. Miller

Hmm, well that's no good. What about programs or bios settings that cause the 
high resolution timer to be lower than expected?

Unreal 3 engine does this
COD engine does this
Multiple other engines do this as well

Also I believe that even Windows 2008 with HPET enabled in the bios will have 
the same effect. Are srcds servers going to run badly if HPET is enabled or 
other softwares are installed that cause the high resolution timer to be 
0.997ms?

- Bran

On 10/17/2011 1:44 PM, Henry Goffin wrote:

Oh. I kind of assumed that people wouldn't still be running those FPS boost 
hacks now. I'm sure that they interact terribly with the new timing code. Please get rid 
of those. We probably should have called that out in the update notice.

On Oct 17, 2011, at 11:21 AM, mu...@anbservers.netmu...@anbservers.net  
wrote:


This maybe useful to some people.

I was running higher FPS servers (500 fps) 0n my win 2008R2 server with 
sourcefpsbooster running.  After the update I noticed lots of lag but once I 
disabled the fps booster the lag went away.  As there is no need for it when 
the tick/fps is locked at 66.  So maybe that will help some of you.  I 
personally now can't tell a difference.


-Original message-
From: Dominik Friedrichs d...@forlix.org
Date: Mon, 17 Oct 2011 11:22:06 -0400
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Subject: Re: [hlds] Max FPS


I too couldn't care less about the raging nerds who try to squeeze the
last bit of performance out of their game, even if it gives them an
unfair advantage over the majority of other players. The game should be
fun and fair for everyone. Believe it or not, I'm still playing with a
PC dated 2005 and my client FPS drop below 20 quite often in TF2. I
highly doubt that anyone would notice any difference in server FPS
playing from such a machine, and I'm quite happy that Valve levels the
playing field in this regard. If - for some people - the in-game
experience isn't smooth enough, I recommend getting a life.

On 2011/10/17 16:54, Drogen Viech wrote:

Just one thing - keep going valve, i really appreciate the changes you
guys are doing regarding fps and tickrate! I might even start playing
css again because of this :)
(Please don't start flaming me for spamming your inboxes, i'm just
trying to give valve a heads up instead of raging about locked server
side fps sucks :(


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Re: [hlds] Max FPS

2011-10-17 Thread Brandon R. Miller

  
  
Perhaps for the HPET portion but:

Unreal 3 engine does this
COD engine does this
Multiple other engines do this as well

Is still true.


- Bran

On 10/17/2011 3:13 PM, Chris Brunelle wrote:
This is incorrect. Before this update, even if you
  were running Windows 2008 with HPET enabled, you still needed to
  run srcdsfpsbooster or an equivalent in order to maintain
  250fps/500fps/1000fps etc.
  
  
On Mon, Oct 17, 2011 at 1:47 PM, Brandon R. Miller b...@branzone.com
wrote:

  Hmm, well that's no good. What about programs or bios settings
  that cause the high resolution timer to be lower than
  expected?
  
  Unreal 3 engine does this
  COD engine does this
  Multiple other engines do this as well
  
  Also I believe that even Windows 2008 with HPET enabled in the
  bios will have the same effect. Are srcds servers going to run
  badly if HPET is enabled or other softwares are installed that
  cause the high resolution timer to be 0.997ms?
  
  - Bran
  

  
  On 10/17/2011 1:44 PM, Henry Goffin wrote:
  
Oh. I kind of assumed that people wouldn't still be
running those "FPS boost" hacks now. I'm sure that they
interact terribly with the new timing code. Please get
rid of those. We probably should have called that out in
the update notice.

On Oct 17, 2011, at 11:21 AM, "mu...@anbservers.net"mu...@anbservers.net
wrote:


  This maybe useful to some people.
  
  I was running higher FPS servers (500 fps) 0n my win
  2008R2 server with sourcefpsbooster running. After
  the update I noticed lots of lag but once I disabled
  the fps booster the lag went away. As there is no
  need for it when the tick/fps is locked at 66. So
  maybe that will help some of you. I personally now
  can't tell a difference.
  
  
  -Original message-
  From: Dominik Friedrichs d...@forlix.org
  Date: Mon, 17 Oct 2011 11:22:06 -0400
  To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
  Subject: Re: [hlds] Max FPS
  
  
I too couldn't care less about the raging nerds who
try to squeeze the
last bit of performance out of their game, even if
it gives them an
unfair advantage over the majority of other players.
The game should be
fun and fair for everyone. Believe it or not, I'm
still playing with a
PC dated 2005 and my client FPS drop below 20 quite
often in TF2. I
highly doubt that anyone would notice any difference
in server FPS
playing from such a machine, and I'm quite happy
that Valve levels the
playing field in this regard. If - for some people -
the in-game
experience isn't smooth enough, I recommend getting
a life.

On 2011/10/17 16:54, Drogen Viech wrote:

  Just one thing - keep going valve, i really
  appreciate the changes you
  guys are doing regarding fps and tickrate! I might
  even start playing
  css again because of this :)
  (Please don't start flaming me for spamming your
  inboxes, i'm just
  trying to give valve a heads up instead of raging
  about locked server
  side fps sucks :(


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Re: [hlds] Max FPS

2011-10-17 Thread Brandon R. Miller

I see, all our machines are boosted or running with HPET and other game engines 
that change the resolution to 1ms so just making sure we weren't going to have 
unexplained problems with srcds.

- Bran

On 10/17/2011 3:14 PM, John wrote:

Henry is talking about plugins and other software that mucks with sleep calls, 
I believe.

Orangebox automatically enables the multimedia timer as part of its own 
operation (and has done so for a couple of months at least), requesting the 
highest (1ms) resolution, so no external software is necessary to enable it; 
however, it will not hurt to run other applications that also enable and use 
the timer. UE3 and Q3-based games (including CoD) do not request a lower 
resolution than 1ms, but if they did, that wouldn't hurt, either, because 
Windows would just use the higher resolution internally and approximate the 
lower resolution for only those applications.

On Windows, enabling HPET would be best with the new engine update, since it 
will result in less jitter. This is because Windows actually uses a 2ms 
resolution without HPET enabled, and 1ms with it enabled. Windows does not 
support a higher timer resolution than 1ms, unlike modern Linux kernels.

-John

On 10/17/2011 12:47 PM, Brandon R. Miller wrote:

Hmm, well that's no good. What about programs or bios settings that cause the 
high resolution timer to be lower than expected?

Unreal 3 engine does this
COD engine does this
Multiple other engines do this as well

Also I believe that even Windows 2008 with HPET enabled in the bios will have 
the same effect. Are srcds servers going to run badly if HPET is enabled or 
other softwares are installed that cause the high resolution timer to be 
0.997ms?

- Bran

On 10/17/2011 1:44 PM, Henry Goffin wrote:

Oh. I kind of assumed that people wouldn't still be running those FPS boost 
hacks now. I'm sure that they interact terribly with the new timing code. Please get rid 
of those. We probably should have called that out in the update notice.

On Oct 17, 2011, at 11:21 AM, mu...@anbservers.netmu...@anbservers.net  
wrote:


This maybe useful to some people.

I was running higher FPS servers (500 fps) 0n my win 2008R2 server with 
sourcefpsbooster running.  After the update I noticed lots of lag but once I 
disabled the fps booster the lag went away.  As there is no need for it when 
the tick/fps is locked at 66.  So maybe that will help some of you.  I 
personally now can't tell a difference.


-Original message-
From: Dominik Friedrichs d...@forlix.org
Date: Mon, 17 Oct 2011 11:22:06 -0400
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Subject: Re: [hlds] Max FPS


I too couldn't care less about the raging nerds who try to squeeze the
last bit of performance out of their game, even if it gives them an
unfair advantage over the majority of other players. The game should be
fun and fair for everyone. Believe it or not, I'm still playing with a
PC dated 2005 and my client FPS drop below 20 quite often in TF2. I
highly doubt that anyone would notice any difference in server FPS
playing from such a machine, and I'm quite happy that Valve levels the
playing field in this regard. If - for some people - the in-game
experience isn't smooth enough, I recommend getting a life.

On 2011/10/17 16:54, Drogen Viech wrote:

Just one thing - keep going valve, i really appreciate the changes you
guys are doing regarding fps and tickrate! I might even start playing
css again because of this :)
(Please don't start flaming me for spamming your inboxes, i'm just
trying to give valve a heads up instead of raging about locked server
side fps sucks :(


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

2009-11-17 Thread Brandon R. Miller
Is L4D2 supposed to match players to servers in other regions? We put up 
20 servers in Europe and 90% of the players have 150-200+ ping, I traced 
roughly 10 of the IP's and all of them are from the US. The sv_region is 
set to 3.

- Bran


Aaron Rapp wrote:
 This has got to be the quietest I've seen this list after a game release. 

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

 Regards, 

 Aaron Rapp


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

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

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

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


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



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

 From L4D2 Community chat.

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


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


 On Mon, Nov 16, 2009 at 9:55 PM, Eric Pan mahzorim...@gmail.com wrote:

   
 Game hasn't been released yet, and probably won't be until tomorrow.

 On Mon, Nov 16, 2009 at 11:51 PM, Steven Sumichrast packh...@gmail.com
 
 wrote:
   

 
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[hlds] Any official HLDS Material?

2009-05-06 Thread Brandon Sharpe
I have 5 servers right now with Left4Dead running 2 threads each. On each
server I have one virgin and one with sourcemod. Now I am a traditional
server admin, I work with a group managing a farm of about 200 servers and
the one thing that really drives me insane is the lack of official
documentation for the HLDS server or more specifically the Left4Dead
variant. Now before you jump at the reply button I know that l4d runs off
HLDS I guess what I want is a document or some sort by valve that list out
what vars work with this server and which are ignored. beyond that even the
simple things like when the DLC was release the news post stated info about
a lobby message when entering or leaving a server but i can't find any info
on this. Besides the 100px X 100px link on the about section of the
store.steamgames.com page and the 200 line bare minimum read me in the DL
folder nothing else official can be found. Now I know that there are a
zillion webpages and other resource out there and most are good but the
thing is that I know that the server is free and all but if I don't run
public servers and neither does anyone else besides steam l4d would die for
lack of places for players to go. now maybe that is dramatic but you know
all i am asking is show us some love valve get one of your guys to set up a
page off the sdk wiki and show us how it is ment to be run because I know I
can optimize my servers a lot better than this and i have errors all over
the place from unknown cvars and such and that is on the virgin servers
nothing but updates. Now this is the one time that I would love to see
a response saying that I am a dumb@ n00b with a link to an entire library
of official resources for running HLDS. thanks for reading my ramble and yes
I know I am too anal about just a gmae server but it is now in my DNA I
can't stop it years of reaching for that perfect server can do that to you.
have a good day.
thanks again
Brandon
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Re: [hlds] Any official HLDS Material?

2009-05-06 Thread Brandon Sharpe
Well I can see your point on the wall, but it get so frustrating looking for 
answers when a single question has 15 different answers none of which are in 
any way the same. So you spend hours testing which one is correct to find out 
that cvar isn't valid for your server. Like one small issue I am having right 
now is that I seen with the DLC you could add greetings to the server when 
people enter and exit, kind of dumb but when they tell us of a new function but 
have no official docs to even give you a cvar listing of these new functions it 
ends up taking hours to search the net and find it.



So does anyone know how to set this item? Is it a cvar or a txt doc like the 
motd or what?



And in closing I would like to say this I guess you can always hope for a 
manual though... this seams to be the theme song for running an HLDS because 
in the end 90% of the time we can only guess on how to fix or run a service 
correctly.

--



Message: 5

Date: Thu, 7 May 2009 00:00:49 +0800

From: Dr Stinglock ad...@hellrazor.net.au

Subject: Re: [hlds] Any official HLDS Material?

To: 'Half-Life dedicated Win32 server mailing list'

hlds@list.valvesoftware.com

Message-ID: 01c9ce63$d300d0e0$790272...@net.au

Content-Type: text/plain;   charset=us-ascii



Put your servers on that wall of text, it looks really stable.



What problems are you actually having though? Most of the cvars have 
explanations and it's the same deal if you want to setup a cs or cs:s server. I 
guess you can always hope for a manual though, start a facebook group or 
something, I'm sure you can find plenty of people that want one.



-Original Message-

From: hlds-boun...@list.valvesoftware.com

[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Brandon Sharpe

Sent: Wednesday, 6 May 2009 11:37 PM

To: hlds@list.valvesoftware.com

Subject: [hlds] Any official HLDS Material?



I have 5 servers right now with Left4Dead running 2 threads each. On each 
server I have one virgin and one with sourcemod. Now I am a traditional server 
admin, I work with a group managing a farm of about 200 servers and the one 
thing that really drives me insane is the lack of official documentation for 
the HLDS server or more specifically the Left4Dead variant. Now before you jump 
at the reply button I know that l4d runs off HLDS I guess what I want is a 
document or some sort by valve that list out what vars work with this server 
and which are ignored. beyond that even the simple things like when the DLC was 
release the news post stated info about a lobby message when entering or 
leaving a server but i can't find any info on this. Besides the 100px X 100px 
link on the about section of the store.steamgames.com page and the 200 line 
bare minimum read me in the DL folder nothing else official can be found. Now I 
know that there are a zillion webpages and other resource out there and most 
are good but the thing is that I know that the server is free and all but if I 
don't run public servers and neither does anyone else besides steam l4d would 
die for lack of places for players to go. now maybe that is dramatic but you 
know all i am asking is show us some love valve get one of your guys to set up 
a page off the sdk wiki and show us how it is ment to be run because I know I 
can optimize my servers a lot better than this and i have errors all over the 
place from unknown cvars and such and that is on the virgin servers nothing but 
updates. Now this is the one time that I would love to see a response saying 
that I am a dumb@ n00b with a link to an entire library of official resources 
for running HLDS. thanks for reading my ramble and yes I know I am too anal 
about just a gmae server but it is now in my DNA I can't stop it years of 
reaching for that perfect server can do that to you.

have a good day.

thanks again

Brandon

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Re: [hlds] L4D - servers updated but no one can join

2009-04-21 Thread Brandon R. Miller
Furthermore typing 'status' into the console causes the server to restart. 
(Windows)
_
Brandon R. Miller
Branzone Incorporated
http://www.branzone.com
  - Original Message - 
  From: ro...@sunlitgames.net 
  To: hlds@list.valvesoftware.com 
  Sent: Tuesday, April 21, 2009 6:23 PM
  Subject: [hlds] L4D - servers updated but no one can join


  Windows 2003 servers
  Have run flawlessly since L4D original release
  Updated with DLC fully tonight
  Can see them in HLSW but can not add them to favourites in Openserverbrowser
  menu

  Server.cfg
  sv_search_key  (with no quotes around the key)
  sv_gametypes coop,versus,survival

  Launch
  -console -game left4dead +map l4d_hospital01_apartment +ip 69.28.221.148 -port
  27065 +sv_lan 0

  Sv_search_key isnt working
  Get message that there are no dedicated servers available, do I want to start
  server locally

  :(

  Is there something I need to add to the server.cfg?

  Thanks
  Rosie the Riveter
  SunLit Games



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Re: [hlds] Left 4 Dead Update Available

2009-03-11 Thread Brandon R. Miller
When 'sv_password' had a password set we were unable to query the server and it 
wasn't being displayed on the master lists. After removing the password the 
servers work fine again.

Can anyone else confirm this behavior?
_
Brandon R. Miller
Branzone Incorporated
http://www.branzone.com
  - Original Message - 
  From: Admin Bob 
  To: 'Half-Life dedicated Win32 server mailing list' 
  Sent: Wednesday, March 11, 2009 9:16 PM
  Subject: Re: [hlds] Left 4 Dead Update Available


  Looks like we had a typo in the update.  The command is sv_gametypes (with
  an S at the end)

  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jeff Sugar
  Sent: Wednesday, March 11, 2009 8:05 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Left 4 Dead Update Available

  Absolutely fantastic! Thanks :) Especially liking the sv_gametype



  On Wed, Mar 11, 2009 at 5:47 PM, Jason Ruymen
  jas...@valvesoftware.comwrote:

   A required update for Left 4 Dead has been released.  Please run
   hldsupdatetool to receive it.  The specific changes include:
  
   Versus Mode Changes
   - Tank melee attack can now hit multiple Survivors in one swing
   - Fixed Tank punch being able to hit targets behind walls
   - Fixes to 'Tank parking'. The Tank will now run back and attack the
   Survivors if he becomes AI due to two players expiring the frustration
  meter
   - Fixed a case where a Tank frustration meter could run out right as he
  was
   in his death animation and he would come back to life
   - Fixed a case where the Tank was moving too slowly while crouching and
   being shot
   - Tanks now have the possibility of spawning in a slightly different
   position for the first and second teams
   - The order that the teams play as Survivors is now determined by which
   team has the higher overall score. The winning team will play as Survivors
   first
   - The Smoker tongue can now target and grab victims through common
  infected
   - Increased the cone in which a Smoker can grab a target
   - The Witch no longer cuts Smoker tongues in a radius around her
   - Boomers that explode in mid-air will now hit Survivors directly below
   them with Bile
   - Reduced the damage that burning Hunters do to pounced victims
   - Adjusted the time at which players take over from bots to avoid 5
  seconds
   of the bot standing idle while the player finishes connecting.
   - Fixed some cases where versus score was not being recalculated properly.
   It is no longer beneficial to pass pills between players at the end of the
   round or heal other players and then shoot them
   - Fixed a case where it was possible to spectate an AI infected and hit
   +use to take them over
  
   Server Changes
   - Added convar sv_gametype that allows server operators to limit the types
   of games that will start on their server. Default value is 'coop,versus'.
   Can be changed to just 'coop' or just 'versus' to limit to those game
  types
  
   General changes
   - Fixed a case where players would join as a dead Survivor when a living
   Survivor was still available
   - Fixed a case where restarting a level due to the team dying would give
   more than the max primary ammo on restart
   - Fixed the speaking icon showing up on the local player during level
   transition if voice_vox was set to 1
   - The scoreboard now shows the numeric value of a player's ping
  
   GameUI
   - Quick match will now try to match to any campaign. Removed the
  preference
   to match to games according to the player progressing through all
  campaigns
   - Games in a finale are now joinable via the Friends and Steam Group games
   list
  
   Jason
  
  
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Re: [hlds] Left 4 Dead Update Available

2009-03-11 Thread Brandon R. Miller
Well not being able to query servers when sv_password is set is a major issue, 
our monitoring software doesn't think the server is running and will reboot it 
continuously.
_
Brandon R. Miller
Branzone Incorporated
http://www.branzone.com
  - Original Message - 
  From: Brent Veal 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Wednesday, March 11, 2009 11:21 PM
  Subject: Re: [hlds] Left 4 Dead Update Available


  Right now my server is in co-op mode and the player list looks like this

  (5/4)
  1 player
  2 player
  3 player
  4 smoker
  5 boomer

  It thinks it's 5/4 so I cant join until the special infected disappear from
  the list.



  On Wed, Mar 11, 2009 at 8:55 PM, Adam Nowacki no...@xpam.de wrote:

   Another funny thing:
Connection to Steam servers successful.
   VAC secure mode is activated.
  
quit
Adding master server 69.28.140.246:27011
Adding master server 68.142.72.250:27011
  
   adding master servers after quit is a bit late imo :D we need a patch
   for this patch ...
  
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Re: [hlds] Dedicated server/colo hosting

2008-10-24 Thread Brandon R. Miller
I was reluctant to respond but some things need to be made clear here.

Outbound routing is controlled by your ISP - meaning we have no control over 
INBOUND routing to our network. Savvis has been a major provider for our 
Chicago network for more than a year, the incident that occurred in late 
September was directly affecting the entire network and causing flapping to 
occur. Savvis was removed completely from the network until the issue could be 
resolved. That problem has since been resolved and Savvis was turned back up on 
the network. Since then there have been ZERO complaints about disconnects 
occurring.

We utilize the Steadfast network and I'm sure there are plenty of people on 
this mailing list who utilize or are familiar with their network. The network 
consists of four major providers; Level(3), Savvis, TeliaSonera, nLayer and 
your ISP is capable of routing through any of them. I highly doubt that all 285 
of your members route through Savvis, routing is different for just about every 
connection on the internet. Please go ahead and respond to your support request 
with the traceroute that was requested and I will compare it with your previous 
traceroutes.

Thank you.
_
Brandon R. Miller
Branzone Incorporated
http://www.branzone.com
  - Original Message - 
  From: Fudgstu 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Friday, October 24, 2008 8:46 AM
  Subject: Re: [hlds] Dedicated server/colo hosting


  Branzone added inbound routing thru SAAVIS, which added 4 hops to the game
  servers.  Check routes to your server.  I did send a ticket and the response
  I received, check with your ISP.  When I know from a prior ticket that they
  had to remove the SAVVIS inbound because we were having not only high pings,
  but constant disconnects.  When we first went with a dedicated thru
  Branzone, they didn't inbound route thru SAVVIS.  Our community has around
  285 members, this is affecting everyone.

  On Thu, Oct 23, 2008 at 1:20 PM, P. Bhandal [EMAIL PROTECTED] wrote:

   Really? I've been using Branzone for quite some time now without any
   problems. Brandon has always gone the extra mile for me when I've had
   problems. As far as the routing issues go, I'd say toss in a ticket and see
   if they can help you out :)
  
   On Thu, Oct 23, 2008 at 12:40 PM, Fudgstu [EMAIL PROTECTED] wrote:
  
Who's a good dedicated server hosting company in Chicago, IL?  Our
community
currently uses Branzone, with 7 gaming servers on dedicated.  Their
   support
has gotten worse recently.  When I've had problems, it is taking 2 hours
before they respond.  They have also changed the routing to the dedi and
has
increased by 4 hops to all game servers.
   
Thanks.
   
On Thu, Oct 23, 2008 at 2:07 AM, Steven [EMAIL PROTECTED]
wrote:
   
 Hi,

 Kind of late on the reply to the OP, but just wanted to throw this out
 there.

 In my case, I own a bunch of physical servers which are mostly of the
   2U
 variety. I have got stuff hosted in Seattle and Washington DC at HopOne
 data
 centers. There is not much downside for me at the moment... In my case,
it
 works out that I can own my equipment since I have someone (tech) local
to
 each data center that can physically touch the machine if anythig goes
 wrong. (Has not happened yet... in the last 4 years I've been with
   them.)
 Their basic Colo package starts at $99/month (1  2U) and goes up from
 there, if you own your own equipment. I have never rented a dedicated
 server
 from their operations company, Superb. (These machines run TF2/CS, Web
   
 Database services respectively.)

 Regards,
 Steven

 On Thu, Oct 23, 2008 at 7:10 AM, Dustin Wyatt [EMAIL PROTECTED]
 wrote:

  Who are some of you guys using for your colo or dedicated hosting?
  I'm going to be moving my server, and would like some options.
 
  It's tough to get through the marketing of all these providers, and
  really there's no substitute for people with actual experience with a
  providers network latency...
 
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Re: [hlds] Half-Life 1 Engine Update Released

2008-10-23 Thread Brandon R. Miller
Just out of curiosity do you have sometype of monitoring software installed? If 
so it probably needs to be updated to prevent it from restarting your game 
server because of the query change.
_
Brandon R. Miller
Branzone Incorporated
http://www.branzone.com
  - Original Message - 
  From: Matt Lyons 
  To: Half-Life dedicated Win32 server mailing list 
  Sent: Thursday, October 23, 2008 4:25 AM
  Subject: Re: [hlds] Half-Life 1 Engine Update Released


  Still getting crashes here after about 10mins on all our servers.

  No mods, liblist.gam is set to default settings.

  bannedcfg banned.cfg is in server.cfg and the file exists. I've 
  removed exec banned.cfg as well.

  After about 10mins the server will restart, no dump file and nothing in 
  the log file (It just cuts off halfway through an entry).

  Short of trying a completely new clean install for all servers I'm out 
  of ideas :-/

  Alfred Reynolds wrote:
   We have released an update for the Half-Life 1 engine, run the
   hldsupdatetool to get the update.
   
   This update fixes crashes on startup if you had a banned.cfg and the
   sv_password state not being displayed properly in the serverbrowser.
   
   There is a known bug with servers not listing if you use the setmaster
   command, so remove any setmaster calls until we can release a fix for
   the issue.
   
   - Alfred
   
   -Original Message-
   From: [EMAIL PROTECTED] [mailto:hlds-
   [EMAIL PROTECTED] On Behalf Of Jason Ruymen
   Sent: Wednesday, October 22, 2008 4:49 PM
   To: [EMAIL PROTECTED]; Half-Life dedicated Win32
   server
   mailing list; [EMAIL PROTECTED]
   Subject: [hlds] Half-Life 1 Engine Update Released
  
   A new set of Steamworks features have been released for all Half-Life
   1
   engine multiplayer games: Counter-Strike 1.6, Condition Zero, Team
   Fortress Classic, Deathmatch Classic, Ricochet, Day of Defeat and
   Half-
   life 1 Deathmatch. The update includes Steamworks features such as
   player avatars in the scoreboard when playing Counter-Strike and
   Condition Zero. The update also contains several bug fixes, listed
   below. This update will require all game servers to restart.
  
   Bug Fixes:
   - Removed the need to manually re-login and re-authenticate to Steam
   while in game
   - Fixed a crash on startup when running windowed with a non-standard
   desktop resolution
   - Removed the display of saytext (in-game chat text) from players whom
   you've blocked in Steam friends
   - Locked down several engine cvars to prevent malicious script
   exploits
   - Enforced file consistency on several sprites in Counter-Strike
   - Removed ex_extrapmax cvar (no longer needed)
  
   Server:
   - Added -noaff command-line option to disable setting of thread
   affinity
   - Added bannedcfg cvar so admins can choose which file is written to
   by the writeid command
  
   This is a required update for all HL1 games.
  
   Jason
  
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  -- 
  Matt Lyons (Bsc CS  Soft Eng)
  Content Administrator, Internode Systems
  Level 3, 132 Grenfell St, Adelaide SA 5000
  Ph: (08) 8228 2877
  E-mail: [EMAIL PROTECTED]
  WWW: www.internode.com.au
  In theory, there is no difference between theory and practice; In 
  practice, there is.

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Re: [hlds] Half-Life 1 Engine Update Released

2008-10-23 Thread Brandon R. Miller
I was referring to control panel software such as tcadmin who needed to update 
their query protocol. Because when the software (tcadmin) can't query the 
server it automatically restarts the game server (which would look like the 
server is crashing).

We had this problem and disabled the queries but an update has already been 
released that can properly query HL1 servers again.
_
Brandon R. Miller
Branzone Incorporated
http://www.branzone.com
  - Original Message - 
  From: Matt Lyons 
  To: Brandon R. Miller ; Half-Life dedicated Win32 server mailing list 
  Sent: Thursday, October 23, 2008 7:16 PM
  Subject: Re: [hlds] Half-Life 1 Engine Update Released


  Brandon R. Miller wrote:
   Just out of curiosity do you have sometype of monitoring software
   installed? If so it probably needs to be updated to prevent it from
   restarting your game server because of the query change.

  Several, which are all on the todo list to update.  However if its an 
  out dated server query that's causing the servers to crash it would need 
  to be fixed asap before the script kiddies/griefers figured out that's 
  what causes it.

  -- 
  Matt Lyons (Bsc CS  Soft Eng)
  Content Administrator, Internode Systems
  Level 3, 132 Grenfell St, Adelaide SA 5000
  Ph: (08) 8228 2877
  E-mail: [EMAIL PROTECTED]
  WWW: www.internode.com.au
  In theory, there is no difference between theory and practice; In
  practice, there is.

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[hlds] TF2 maxplayers after last update

2008-02-18 Thread Brandon R. Miller
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
After the last update all TF2 servers appear to be 24 slots even though 
maxplayers is set to 12,14,16,18,20... what's the deal?

Brandon R. Miller
Branzone Incorporated
http://www.branzone.com
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Re: [hlds] TF2 maxplayers after last update

2008-02-18 Thread Brandon R. Miller
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Must be something else.

sv_visiblemaxplayers: sv_visiblemaxplayers = -1
command line: -game tf -console +ip 123.123.123.123 +maxplayers 20 -tickrate 
100 -nobots +log on +map ctf_2fort +fps_max 600
status: players : 0 (24 max)
maxplayers: maxplayers is 24

Another with no addons/plugins.

sv_visiblemaxplayers: sv_visiblemaxplayers = -1
command line: -game tf -console +ip 123.123.123.123 +maxplayers 13 -tickrate 66 
-nobots +log on +map ctf_2fort +fps_max 200
status: players : 0 (25 max)
maxplayers: maxplayers is 25

Brandon R. Miller
Branzone Incorporated
http://www.branzone.com
  - Original Message -
  From: Andrew DeMerse
  To: hlds@list.valvesoftware.com
  Sent: Monday, February 18, 2008 11:21 AM
  Subject: RE: [hlds] TF2 maxplayers after last update


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

  You may want to check the sv_visiblemaxplayers setting. If it's set to 24, 
your server will seem like it has 24 slots.


   From: [EMAIL PROTECTED]
   To: hlds@list.valvesoftware.com
   Subject: [hlds] TF2 maxplayers after last update
   Date: Mon, 18 Feb 2008 11:11:52 -0600
  
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ]
   After the last update all TF2 servers appear to be 24 slots even though 
maxplayers is set to 12,14,16,18,20... what's the deal?
   
   Brandon R. Miller
   Branzone Incorporated
   http://www.branzone.com
   --
  
  
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Re: [hlds] TF2 maxplayers after last update

2008-02-18 Thread Brandon R. Miller
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
20 player server listed previously: tv_enable = 0
13 player server listed previously: tv_enable = 1

The 20 player doesn't have tv_enable 1 and it is set to 24 players instead of 
20 players as specified. The 13 player server has tv_enable 1, why exactly does 
this change the maxplayers from 13 to 25?

Brandon R. Miller
Branzone Incorporated
http://www.branzone.com
  - Original Message -
  From: Ronny Schedel
  To: hlds@list.valvesoftware.com
  Sent: Monday, February 18, 2008 12:37 PM
  Subject: Re: [hlds] TF2 maxplayers after last update


  Check the config for tv_enable 1, it enables the sourcetv and changes the
  maxplayers to 25.

  Ronny


   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ]
   Must be something else.
  
   sv_visiblemaxplayers: sv_visiblemaxplayers = -1
   command line: -game tf -console +ip 123.123.123.123 +maxplayers
   20 -tickrate 100 -nobots +log on +map ctf_2fort +fps_max 600
   status: players : 0 (24 max)
   maxplayers: maxplayers is 24
  
   Another with no addons/plugins.
  
   sv_visiblemaxplayers: sv_visiblemaxplayers = -1
   command line: -game tf -console +ip 123.123.123.123 +maxplayers
   13 -tickrate 66 -nobots +log on +map ctf_2fort +fps_max 200
   status: players : 0 (25 max)
   maxplayers: maxplayers is 25
   
   Brandon R. Miller
   Branzone Incorporated
   http://www.branzone.com
- Original Message -
From: Andrew DeMerse
To: hlds@list.valvesoftware.com
Sent: Monday, February 18, 2008 11:21 AM
Subject: RE: [hlds] TF2 maxplayers after last update
  
  
--
[ Picked text/plain from multipart/alternative ]
  
You may want to check the sv_visiblemaxplayers setting. If it's set to
   24, your server will seem like it has 24 slots.
  
  
 From: [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Subject: [hlds] TF2 maxplayers after last update
 Date: Mon, 18 Feb 2008 11:11:52 -0600

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 After the last update all TF2 servers appear to be 24 slots even though
   maxplayers is set to 12,14,16,18,20... what's the deal?
 
 Brandon R. Miller
 Branzone Incorporated
 http://www.branzone.com
 --


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Re: [hlds] Win32/Linux hldsupdatetool update released

2007-10-17 Thread Brandon R. Miller
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I've tested this and the problem occurs when you run the update via 'command' 
or 'cmd' or batch file. If you run the update from 'start  run' it's fine.

To prevent this we have to delete the .BLOB files.

To reproduce this simply goto  start  run  cmd  paste the update command 
line in the cmd window with .BLOB files existing and hit enter.

It will 99.9% of the time download into the /tf instead of /orangebox/tf.

Brandon R. Miller
Branzone Incorporated
http://www.branzone.com
  - Original Message -
  From: Alfred Reynolds
  To: hlds@list.valvesoftware.com
  Sent: Wednesday, October 17, 2007 12:03 PM
  Subject: RE: [hlds] Win32/Linux hldsupdatetool update released


  We will check this out.

  - Alfred

  LDuke wrote:
   --
   [ Picked text/plain from multipart/alternative ]
   Same here. It's re-downloading everything in orangebox/tf,
   orangebox/bin,
   etc. to tf, bin, etc.
  
  
  
   On 10/16/07, Robert Whelan [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   Jason..
  
   Did the file directory paths change for orangebox? It seems the
   updatertool is dumping everything outside the oragebox directory.
   Obviously my target start up is the orangebox filepath we've used
   since the beta release. My testbox is a mess now... lol
  
   was:
   C:\srcds\orangebox
   C:\srcds\orangebox\tf
   C:\srcds\orangebox\platform
   C:\srcds\orangebox\hl2
   C:\srcds\orangebox\bin
  
   now:
   C:\srcds\tf
   C:\srcds\tf\bin
   C:\srcds\tf\cfg
   C:\srcds\tf\expressions
   C:\srcds\tf\maps
   C:\srcds\tf\materials
   C:\srcds\tf\models
   C:\srcds\tf\particles
   C:\srcds\tf\resource
   C:\srcds\tf\scenes
   C:\srcds\tf\scripts
   C:\srcds\tf\sound
  
   - bla bla bla
  
   Checking/Installing 'Base Source Shared Materials' version 8
  
   Checking/Installing 'Base Source Shared Models' version 4
  
   Checking/Installing 'Base Source Shared Sounds' version 4
  
   Checking/Installing 'Team Fortress 2 Dedicated Server' version 9
   31.38%  c:\srcds\bin\binkw32.dll
   38.40%  c:\srcds\bin\inputsystem.dll
   43.02%  c:\srcds\bin\stdshader_dbg.dll
   49.53%  c:\srcds\bin\stdshader_dx6.dll
   59.29%  c:\srcds\bin\stdshader_dx7.dll
   66.48%  c:\srcds\bin\stdshader_dx8.dll
   81.20%  c:\srcds\bin\stdshader_dx9.dll
   98.69%  c:\srcds\hl2\scripts\gameuianimations.txt
   98.79%  c:\srcds\platform\resource\addpresetdialog.res
   98.88%  c:\srcds\platform\resource\assetbuilder.res
   98.93%  c:\srcds\platform\resource\assetbuildercompilepage.res
   98.96%  c:\srcds\platform\resource\assetbuilderframe.res
   99.04%  c:\srcds\platform\resource\assetbuilderinputpage.res
   99.07%  c:\srcds\platform\resource\assetbuilderoutputpage.res
   99.10%  c:\srcds\platform\resource\assetbuilderoutputpreviewpage.res
   99.13%  c:\srcds\platform\resource\dmeanimationlistpanel.res
   99.20%
  
   c:\srcds\platform\resource\dmecombinationsystemeditor_rawcontrolpicke
   rframe.res
   99.27%
   c:\srcds\platform\resource\dmecombinationsystemeditorframe.res
   99.28%
   c:\srcds\platform\resource\dmecombinationsystemeditorpanel.res
   99.35%
  
   c:\srcds\platform\resource\dmecombinationsystemeditorpanel_controlspa
   ge.res
   99.39%
  
   c:\srcds\platform\resource\dmecombinationsystemeditorpanel_domination
   page.res
   99.44%  c:\srcds\platform\resource\dmedageditpanel.res
   99.47%  c:\srcds\platform\resource\dmedageditpanel_animationpage.res
   99.50%
  
   c:\srcds\platform\resource\dmedageditpanel_animationseteditorpage.res
   99.53%
   c:\srcds\platform\resource\dmedageditpanel_combinationpage.res
   99.56%
   c:\srcds\platform\resource\dmedageditpanel_vertexanimationpage.res
   99.62%  c:\srcds\platform\resource\dmepresetgroupeditorframe.res
   99.68%  c:\srcds\platform\resource\dmepresetgroupeditorpanel.res
   99.77%  c:\srcds\platform\resource\dmesourcedccfilepanel.res
   99.85%  c:\srcds\platform\resource\dmesourceskinpanel.res
   99.92%  c:\srcds\platform\resource\particlesystempreviewpanel.res
  
  100.00%c:\srcds\platform\resource\particlesystempreviewpanel_renderpage.
  res
  
   HLDS installation up to date
   C:\srcdstime/t
   09:24 PM
   Press any key to continue . . .
  
   anyone else...?
  
  
  
  
   - Original Message 
   From: Jason Ruymen [EMAIL PROTECTED]
   To: hlds@list.valvesoftware.com; [EMAIL PROTECTED]
   Sent: Tuesday, October 16, 2007 8:30:26 PM
   Subject: [hlds] Win32/Linux hldsupdatetool update released
  
   An update to the Win32 and Linux hldsupdatetool has just been
   released.
   To update your server, run hldsupdatetool.  The specific changes
   include:
  
   - Fixed session rejected login when attempting to update
  
   Jason
  
  
  
  
  
  
  
   Take the Internet to Go: Yahoo!Go puts the Internet in your pocket:
   mail, news, photos

Re: [hlds] Win32/Linux hldsupdatetool update released

2007-10-17 Thread Brandon R. Miller
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Ooops, we also delete the appdir.txt as well.

Brandon R. Miller
Branzone Incorporated
http://www.branzone.com
  - Original Message -
  From: Chris Barnett
  To: hlds@list.valvesoftware.com
  Sent: Wednesday, October 17, 2007 12:31 PM
  Subject: RE: [hlds] Win32/Linux hldsupdatetool update released


  Uselful info. Sadly when I deleted my blob files it downloaded the same
  crap.

  Chris.


  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Brandon R. Miller
  Sent: 17 October 2007 18:09
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Win32/Linux hldsupdatetool update released

  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  I've tested this and the problem occurs when you run the update via
  'command' or 'cmd' or batch file. If you run the update from 'start  run'
  it's fine.

  To prevent this we have to delete the .BLOB files.

  To reproduce this simply goto  start  run  cmd  paste the update command
  line in the cmd window with .BLOB files existing and hit enter.

  It will 99.9% of the time download into the /tf instead of /orangebox/tf.
  
  Brandon R. Miller
  Branzone Incorporated
  http://www.branzone.com
- Original Message -
From: Alfred Reynolds
To: hlds@list.valvesoftware.com
Sent: Wednesday, October 17, 2007 12:03 PM
Subject: RE: [hlds] Win32/Linux hldsupdatetool update released


We will check this out.

- Alfred

LDuke wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Same here. It's re-downloading everything in orangebox/tf,
 orangebox/bin,
 etc. to tf, bin, etc.



 On 10/16/07, Robert Whelan [EMAIL PROTECTED] wrote:

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

 Did the file directory paths change for orangebox? It seems the
 updatertool is dumping everything outside the oragebox directory.
 Obviously my target start up is the orangebox filepath we've used
 since the beta release. My testbox is a mess now... lol

 was:
 C:\srcds\orangebox
 C:\srcds\orangebox\tf
 C:\srcds\orangebox\platform
 C:\srcds\orangebox\hl2
 C:\srcds\orangebox\bin

 now:
 C:\srcds\tf
 C:\srcds\tf\bin
 C:\srcds\tf\cfg
 C:\srcds\tf\expressions
 C:\srcds\tf\maps
 C:\srcds\tf\materials
 C:\srcds\tf\models
 C:\srcds\tf\particles
 C:\srcds\tf\resource
 C:\srcds\tf\scenes
 C:\srcds\tf\scripts
 C:\srcds\tf\sound

 - bla bla bla

 Checking/Installing 'Base Source Shared Materials' version 8

 Checking/Installing 'Base Source Shared Models' version 4

 Checking/Installing 'Base Source Shared Sounds' version 4

 Checking/Installing 'Team Fortress 2 Dedicated Server' version 9
 31.38%  c:\srcds\bin\binkw32.dll
 38.40%  c:\srcds\bin\inputsystem.dll
 43.02%  c:\srcds\bin\stdshader_dbg.dll
 49.53%  c:\srcds\bin\stdshader_dx6.dll
 59.29%  c:\srcds\bin\stdshader_dx7.dll
 66.48%  c:\srcds\bin\stdshader_dx8.dll
 81.20%  c:\srcds\bin\stdshader_dx9.dll
 98.69%  c:\srcds\hl2\scripts\gameuianimations.txt
 98.79%  c:\srcds\platform\resource\addpresetdialog.res
 98.88%  c:\srcds\platform\resource\assetbuilder.res
 98.93%  c:\srcds\platform\resource\assetbuildercompilepage.res
 98.96%  c:\srcds\platform\resource\assetbuilderframe.res
 99.04%  c:\srcds\platform\resource\assetbuilderinputpage.res
 99.07%  c:\srcds\platform\resource\assetbuilderoutputpage.res
 99.10%  c:\srcds\platform\resource\assetbuilderoutputpreviewpage.res
 99.13%  c:\srcds\platform\resource\dmeanimationlistpanel.res
 99.20%

 c:\srcds\platform\resource\dmecombinationsystemeditor_rawcontrolpicke
 rframe.res
 99.27%
 c:\srcds\platform\resource\dmecombinationsystemeditorframe.res
 99.28%
 c:\srcds\platform\resource\dmecombinationsystemeditorpanel.res
 99.35%

 c:\srcds\platform\resource\dmecombinationsystemeditorpanel_controlspa
 ge.res
 99.39%

 c:\srcds\platform\resource\dmecombinationsystemeditorpanel_domination
 page.res
 99.44%  c:\srcds\platform\resource\dmedageditpanel.res
 99.47%  c:\srcds\platform\resource\dmedageditpanel_animationpage.res
 99.50%

 c:\srcds\platform\resource\dmedageditpanel_animationseteditorpage.res
 99.53%
 c:\srcds\platform\resource\dmedageditpanel_combinationpage.res
 99.56%
 c:\srcds\platform\resource\dmedageditpanel_vertexanimationpage.res
 99.62%  c:\srcds\platform\resource\dmepresetgroupeditorframe.res
 99.68%  c:\srcds\platform\resource\dmepresetgroupeditorpanel.res
 99.77%  c:\srcds\platform\resource\dmesourcedccfilepanel.res
 99.85%  c:\srcds

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

2007-10-02 Thread Brandon R. Miller
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Has this been distributed - I've tried updating from 5 different networks and 
none work. All get this error.

ContentServer rejected client session login

Anyone else?

Brandon R. Miller
Branzone Incorporated
http://www.branzone.com
  - Original Message -
  From: Kevin Ottalini
  To: hlds@list.valvesoftware.com
  Sent: Tuesday, October 02, 2007 8:51 PM
  Subject: Re: [hlds] Team Fortress 2/Dedicated Server Updated


  Thanks Jason.

  - Original Message -
  From: Jason Ruymen [EMAIL PROTECTED]

  Sent: Tuesday, October 02, 2007 6:39 PM
  Subject: [hlds] Team Fortress 2/Dedicated Server Updated


   Required updates to Team Fortress 2 and it's Dedicated Server have been
   released.  Please run hldsupdatetool to receive these updates.  The
   specific changes include:
  
   - Added Very High texture resolution option
   - Added Minimal HUD option to Options-Multiplayer
   - Fixed headshots not always registering for crouched players
   - Fixed player interpolation bug that caused jittery player animation in
   some cases
   - Fixed rare crash when players exited water
   - Fixed server crash related to Spy sappers
   - Fixed overlapping UI elements in Options-Video-Advanced
   - Fixed non-English language text overlapping in a few places
   - Fixed players being able to use spectator points in dustbowl that were
   not in play
   - Removed listdeaths command that could be abused by clients
  
   Jason


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

2007-10-02 Thread Brandon R. Miller
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--
[ Picked text/plain from multipart/alternative ]
Starting to work on some networks now.

Brandon R. Miller
Branzone Incorporated
http://www.branzone.com
  - Original Message -
  From: Mike Munoz
  To: hlds@list.valvesoftware.com
  Sent: Tuesday, October 02, 2007 9:18 PM
  Subject: RE: [hlds] Team Fortress 2/Dedicated Server Updated


  I'm getting the same thing...

  Mike ParaDOX

  www.paradisesgarage.com


  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Brandon R. Miller
  Sent: Tuesday, October 02, 2007 10:04 PM
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Team Fortress 2/Dedicated Server Updated

  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ] Has this been distributed -
  I've tried updating from 5 different networks and none work. All get this
  error.

  ContentServer rejected client session login

  Anyone else?
  
  Brandon R. Miller
  Branzone Incorporated
  http://www.branzone.com
- Original Message -
From: Kevin Ottalini
To: hlds@list.valvesoftware.com
Sent: Tuesday, October 02, 2007 8:51 PM
Subject: Re: [hlds] Team Fortress 2/Dedicated Server Updated


Thanks Jason.

- Original Message -
From: Jason Ruymen [EMAIL PROTECTED]

Sent: Tuesday, October 02, 2007 6:39 PM
Subject: [hlds] Team Fortress 2/Dedicated Server Updated


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

 - Added Very High texture resolution option
 - Added Minimal HUD option to Options-Multiplayer
 - Fixed headshots not always registering for crouched players
 - Fixed player interpolation bug that caused jittery player animation in
 some cases
 - Fixed rare crash when players exited water
 - Fixed server crash related to Spy sappers
 - Fixed overlapping UI elements in Options-Video-Advanced
 - Fixed non-English language text overlapping in a few places
 - Fixed players being able to use spectator points in dustbowl that were
 not in play
 - Removed listdeaths command that could be abused by clients

 Jason


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Re: [hlds] TF2 server keeps skipping maps

2007-10-01 Thread Brandon R. Miller
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[ Picked text/plain from multipart/alternative ]
Have you tried adding each map twice as a quick fix?

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


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

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

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

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

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

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



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Re: [hlds] Re: [hlds_announce] Team Fortress 2 Server Updated/Linux Server available

2007-09-20 Thread Brandon R. Miller
This is a multi-part message in MIME format.
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Yep. Running the update again seems to fix it.

Brandon R. Miller
Branzone Incorporated
http://www.branzone.com
  - Original Message -
  From: Steven Hartland
  To: Jason Ruymen ; hlds@list.valvesoftware.com ; [EMAIL PROTECTED] ; [EMAIL 
PROTECTED]
  Sent: Thursday, September 20, 2007 10:03 PM
  Subject: [hlds] Re: [hlds_announce] Team Fortress 2 Server Updated/Linux 
Server available


  Anyone else seeing their servers just crash on boot after this update?

  Still investigating here but thought I'd ask.

  Regards
  Steve

  - Original Message -
  From: Jason Ruymen [EMAIL PROTECTED]
   Updates to the Team Fortress 2 dedicated server have been released.  And
   the Linux version of the server is now available :)  Run hldsupdatetool
   -command update -game tf to receive those updates.  The specific
   changes include:
  
   - Linux Dedicated Server beta release
   - Fixed not being able to issue rcon commands with empty strings like:
   rcon sv_password
   - Exploit fix related to join_team


  
  This e.mail is private and confidential between Multiplay (UK) Ltd. and the 
person or entity to whom it is addressed. In the event of misdirection, the 
recipient is prohibited from using, copying, printing or otherwise 
disseminating it or any information contained in it.

  In the event of misdirection, illegible or incomplete transmission please 
telephone +44 845 868 1337
  or return the E.mail to [EMAIL PROTECTED]


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Re: [hlds] Re: [hlds_announce] Team Fortress 2 Server Updated/Linux Server available

2007-09-20 Thread Brandon R. Miller
This is a multi-part message in MIME format.
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Yeah I am also seeing the hldsupdatetool stalling - I can't see what the error 
is but it creates a dump file.

Valve_2007_9_21T3_19_51C85859.mdmp

The 3rd run seems to update all the way.

Brandon R. Miller
Branzone Incorporated
http://www.branzone.com
  - Original Message -
  From: Steven Hartland
  To: hlds@list.valvesoftware.com
  Sent: Thursday, September 20, 2007 10:32 PM
  Subject: Re: [hlds] Re: [hlds_announce] Team Fortress 2 Server Updated/Linux 
Server available


  Cheers Brandon, just doing that now but getting that winsock error others have
  been seeing now, which is very irritatingly right at the end of the update 
after
  is spent 5mins spaffing no changes. Not what I wanted at 04:30 :(

  Hopefully I'll be able to get it updated successfully soon and get our servers
  back online

  Regards
  Steve

  - Original Message -
  From: Brandon R. Miller [EMAIL PROTECTED]
  Yep. Running the update again seems to fix it.

- Original Message -
From: Steven Hartland
Anyone else seeing their servers just crash on boot after this update?

Still investigating here but thought I'd ask.

  
  This e.mail is private and confidential between Multiplay (UK) Ltd. and the 
person or entity to whom it is addressed. In the event of misdirection, the 
recipient is prohibited from using, copying, printing or otherwise 
disseminating it or any information contained in it.

  In the event of misdirection, illegible or incomplete transmission please 
telephone +44 845 868 1337
  or return the E.mail to [EMAIL PROTECTED]


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

2007-09-19 Thread Brandon R. Miller
This is a multi-part message in MIME format.
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[ Picked text/plain from multipart/alternative ]
The control panel software I have will reset the affinity 5 seconds after it 
starts, thus allowing Windows to distribute the load between multiple cpu's. 
Before I enabled this feature all processes were stacked on CPU0, now all our 
multicore CPU's are even across all cores.

This is the same exact problem HLDS has, it will only bind to CPU0 unless you 
change affinity after it has started.

Brandon R. Miller
Branzone Incorporated
http://www.branzone.com
  - Original Message -
  From: Mike Durand
  To: hlds@list.valvesoftware.com
  Sent: Wednesday, September 19, 2007 6:45 PM
  Subject: RE: [hlds] TF2 server Affinity issue, Memory leak  Performance stats


  Has anyone else tried to set the affinity with imagecfg.exe? I can do it with 
no problems.

  -Mike

  -Original Message-
  From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [??R] 
The-/iller
  Sent: Wednesday, September 19, 2007 4:02 PM
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] TF2 server Affinity issue, Memory leak  Performance stats

  Mike Durand wrote:
   You could have a separate install for each server or you could copy 
srcds.exe to srcds-cpu1.exe, srcds-cpu2.exe, etc. and set the affinity for each 
with imagecfg.exe.
  
  
  
   I'm going to experiment more and see if adding -threads 1 to the command 
line of a TF DS causes it to behave like a CSS DS. In looking at the code there 
is a chance that it may and that would be a better solution for you than having 
to mess with the affinity.
  
  
  
   -Mike
  
  
  
   -Original Message-
  
   From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steven 
Hartland
  
   Sent: Wednesday, September 19, 2007 3:23 PM
  
   To: hlds@list.valvesoftware.com
  
   Subject: Re: [hlds] TF2 server Affinity issue, Memory leak  Performance 
stats
  
  
  
   Unfortunately this wouldn't help at all as all the servers would then be 
stuck on a different CPU as there is only one srcds.exe
  
  
  
   I know its a big ask but is there an ETA on fix for this as its crippling 
our capacity to run TF2 servers :(
  
  
  
   Regards
  
   Steve
  
   - Original Message -
  
   From: Mike Durand [EMAIL PROTECTED]
  
   To: hlds@list.valvesoftware.com
  
   Sent: Wednesday, September 19, 2007 9:46 PM
  
   Subject: RE: [hlds] TF2 server Affinity issue, Memory leak  Performance 
stats
  
  
  
  
  
   Hi-
  
  
  
   That's weird because I just did a test and imagecfg did properly force 
srcds.exe to whatever CPU I chose. Here's my result:
  
  
  
   D:\Dev\mdurand_mainimagecfg -a 0x2 C:\srcds\orangebox\srcds.exe
  
   C:\srcds\orangebox\srcds.exe contains no configuration information
  
   C:\srcds\orangebox\srcds.exe contains a Subsystem Version of 4.0
  
   C:\srcds\orangebox\srcds.exe updated with the following configuration 
information:
  
   Process Affinity Mask: 0002
  
  
  
   Does anyone else get this failure when running imagecfg.exe?
  
  
  
   Also, if you add the command line option -threads 1 the dedicated server 
won't try to take advantage of the other threads on the
  
   system so then each server will stay segregated on whatever core you 
started them on.
  
  
  
   C:\srcds\orangeboxsrcds.exe -game tf -threads 1
  
  
  
   -Mike
  
  
  
   -Original Message-
  
   From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [??R] 
The-/iller
  
   Sent: Wednesday, September 19, 2007 10:23 AM
  
   To: hlds@list.valvesoftware.com
  
   Subject: Re: [hlds] TF2 server Affinity issue, Memory leak  Performance 
stats
  
  
  
   DLinkOZ wrote:
  
  
   Would a program such as imagecfg not get around the affinity issue?  I've
  
  
  
   used I for quite some time to get my other Valve servers (HL1/2) onto other
  
  
  
   cores/processors when they wanted to all stick to the first they found.
  
  
  
  
  
  
  
  
  
   -Original Message-
  
  
  
   From: [EMAIL PROTECTED]
  
  
  
   [mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland
  
  
  
   Sent: Wednesday, September 19, 2007 11:00 AM
  
  
  
   To: hlds@list.valvesoftware.com
  
  
  
   Subject: [hlds] TF2 server Affinity issue, Memory leak  Performance stats
  
  
  
  
  
   This is a multi-part message in MIME format.
  
  
  
   --
  
  
  
   Affinity Issue
  
  
  
   First off so people are aware the current server will only work on the 
first
  
  
  
   core of any multi core machines. I'm assuming this is
  
  
  
   due to the server threads having affinity set on them but this obviously
  
  
  
   causes major issues on multi CPU / Core machines. I've
  
  
  
   dropped Valve a mail about this, so I hope they can make a fix available
  
  
  
   quickly.
  
  
  
  
  
   In the mean time those who are running servers on SMP machines should
  
  
  
   significantly reduce the number of servers

Re: [hlds] Binaries Released?

2007-09-18 Thread Brandon R. Miller
This is a multi-part message in MIME format.
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[ Picked text/plain from multipart/alternative ]
No default server.cfg being provided?

Brandon R. Miller
Branzone Incorporated
http://www.branzone.com
  - Original Message -
  From: Chris Barnett
  To: hlds@list.valvesoftware.com
  Sent: Tuesday, September 18, 2007 1:18 AM
  Subject: RE: [hlds] Binaries Released?


  If we grew up, we'd stop playing the damn games and we certainly wouldn't be
  waiting up all night just to get the binaries so we can create gaming
  servers...




  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of ShadowMoses
  Sent: 18 September 2007 07:02
  To: hlds@list.valvesoftware.com
  Subject: RE: [hlds] Binaries Released?

  You guys are acting like children. Mike already said he would email us when
  it is ready. When it is ready you can finish your stupid downloads. If there
  is a problem then, report it.  Grow up!!!

  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
  Sent: Monday, September 17, 2007 10:40 PM
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Binaries Released?

  --
  [ Picked text/plain from multipart/alternative ]
  Could one of the people that got their servers up post the bin folders? I
  think the content servers are out of sinc... And I am getting the same one
  all the time :( Giving me the old files.
  --

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Re: [hlds] Team Fortress 2 update oddness

2007-09-17 Thread Brandon R. Miller
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[ Picked text/plain from multipart/alternative ]
Same thing I experienced.

Brandon R. Miller
Branzone Incorporated
http://www.branzone.com
  - Original Message -
  From: Wh00pAss
  To: hlds@list.valvesoftware.com
  Sent: Monday, September 17, 2007 11:34 AM
  Subject: [hlds] Team Fortress 2 update oddness


  Hi,

  I am using the following command line to download the content for tf2

  C:\Games\HLServer\HldsUpdateTool.exe -command update -game tf -dir
  c:\games\TF1

  When I have a fresh install of C:\Games\HLServer\HldsUpdateTool.exe the
  following file structure is created in my c:\games\TF1 folder:

  C:\Games\TF1
  C:\Games\TF1\hl2
  C:\Games\TF1\orangebox
  C:\Games\TF1\orangebox\tf
  C:\Games\TF1\InstallRecord.blob

  However, if I run the update a second time using the same command line the
  following file structure is crated with an additional tf folder:

  C:\Games\TF1
  C:\Games\TF1\hl2
  C:\Games\TF1\tf  - new folder
  C:\Games\TF1\orangebox
  C:\Games\TF1\orangebox\tf
  C:\Games\TF1\InstallRecord.blob

  All the content is re-downloaded and placed into the C:\Games\TF1\tf instead
  of the C:\Games\TF1\orangebox\tf folder.

  Is this by design, or is there a problem somewhere thats causing this repeat
  of content?

  If I delete the C:\Games\HLServer\ClientRegistry.blob file, it happily puts
  the content back into C:\Games\TF1\orangebox\tf for one time only, then it
  goes back to putting it into C:\Games\TF1\tf

  Am I doing something wrong, or are other people experiencing this problem,
  if it is in fact a problem?

  Thanks

  Wh00pAss



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Re: [hlds] Team Fortress 2 update oddness

2007-09-17 Thread Brandon R. Miller
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[ Picked text/plain from multipart/alternative ]
Windows Server 2003 SP2

I was able to reproduce this several times. I haven't tried again since getting 
all the content.

Brandon R. Miller
Branzone Incorporated
http://www.branzone.com
  - Original Message -
  From: Wh00pAss
  To: hlds@list.valvesoftware.com
  Sent: Monday, September 17, 2007 2:58 PM
  Subject: Re: [hlds] Team Fortress 2 update oddness


  I'm using MS Server 2003 SP 2

  - Original Message -
  From: Mike Durand [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Sent: Monday, September 17, 2007 8:33 PM
  Subject: RE: [hlds] Team Fortress 2 update oddness


  I can't duplicate this on XP or Slackware Linux. What OS are you guys
   using when you are seeing this problem?
  
   -Mike
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
   Sent: Monday, September 17, 2007 10:02 AM
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] Team Fortress 2 update oddness
  
   --
   [ Picked text/plain from multipart/alternative ]
   I had this happen to me before. But in my case it created the Orange Box
   folder and then attempted to redownload everything into it. SO I
   canceled it
   and just moved the 1st tf folder into the orangebox folder and it
   verified
   it from there on. I am guessing the directory structure has been changed
   after the 1st phase of the content download.
   --
  
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Re: [hlds] steam update tool issues?

2007-09-16 Thread Brandon R. Miller
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hmm, my pre-load seems to have an 'orangebox/tf' folder and a 'tf' folder in 
the root directory. Both have the same content, which one of these is going to 
be used? Why would it download the /tf folder also?

Brandon R. Miller
Branzone Incorporated
http://www.branzone.com
  - Original Message -
  From: 1nsane .
  To: hlds@list.valvesoftware.com
  Sent: Sunday, September 16, 2007 10:59 AM
  Subject: Re: [hlds] steam update tool issues?


  --
  [ Picked text/plain from multipart/alternative ]
  Only because you cheated! Having a content server in your closet = cheating.

  :/
  --

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Re: [hlds] Team Fortress 2 Server

2007-09-12 Thread Brandon R. Miller
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
What will be the max players for this game?

Brandon R. Miller
Branzone Incorporated
http://www.branzone.com
  - Original Message -
  From: Keeper
  To: hlds@list.valvesoftware.com
  Sent: Tuesday, September 11, 2007 9:49 PM
  Subject: RE: [hlds] Team Fortress 2 Server


  Plugin?!?!?!?

  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Ray
  Sent: Tuesday, September 11, 2007 10:17 PM
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Team Fortress 2 Server

  Yeah,
  Id like to check for issues in my plugin.


  Hello,
  
  With the 17th rapidly approaching I want to make sure that I'll have a
  TF2 server up and running for my community. When can we expect
  instructions for server operators? Thank you!



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Re: [hlds] Team Fortress 2 Server

2007-09-12 Thread Brandon R. Miller
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Is 24 correct? Search is my friend. :)

Brandon R. Miller
Branzone Incorporated
http://www.branzone.com
  - Original Message -
  From: Brandon R. Miller
  To: hlds@list.valvesoftware.com
  Sent: Wednesday, September 12, 2007 4:59 PM
  Subject: Re: [hlds] Team Fortress 2 Server


  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  What will be the max players for this game?
  
  Brandon R. Miller
  Branzone Incorporated
  http://www.branzone.com
- Original Message -
From: Keeper
To: hlds@list.valvesoftware.com
Sent: Tuesday, September 11, 2007 9:49 PM
Subject: RE: [hlds] Team Fortress 2 Server


Plugin?!?!?!?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ray
Sent: Tuesday, September 11, 2007 10:17 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2 Server

Yeah,
Id like to check for issues in my plugin.


Hello,

With the 17th rapidly approaching I want to make sure that I'll have a
TF2 server up and running for my community. When can we expect
instructions for server operators? Thank you!



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[hlds] Querying Steam Server List

2007-04-19 Thread Brandon R. Miller
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
*** If this topic has already been discussed I apologize, I just joined the 
hlds mailing list again. ***

We are experiencing a rather alarming problem that I would like to get some 
insight on.

How do servers get queried in the Game List? Meaning what determines which 
servers get queried first?

We just got setup on a new subnet range where the first Octect is '208'. After 
further investigating servers appear to show up based on my personal home IP 
address rather than latency.

For example.

My personal IP begins with octect '70'. The servers begin to list in the game 
list in this order.

70.*
71.* and 69.*
72.* and 68.*
73.* and 67.*
74.* and 66.*
75.* and 65.*
etc.

Servers in the 200.* ranges do not appear in the list until the very end of the 
query. This appears to be the case for multiple people from my investigating.

When I set the following filters (Counter-Strike / US-East) it will sometimes 
take 10-15 minutes just for 200.* servers to show up in the list if at all. But 
if I switch the Location to US-West the 200.* servers show up much quicker same 
with the 'All' location filter.

Is there a reason that the game server list functions this way and if so why?

Thank you for any insight that you may have.

Brandon
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Re: [hlds] CAL Server Plugin 1.1

2006-04-16 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
Its true and very easy to do.

On 4/16/06, Wim Barelds [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 There will be an official statement at the end of the CAL season, until
 than
 we'd prefer to prevent any kind of publicity on the issue. If you're
 running
 a public server with CSP on it, I recommend replacing it with the new
 build
 of zBlock.
 http://www.sourceforums.net/viewtopic.php?t=359

 On 4/17/06, Bush [EMAIL PROTECTED] wrote:
 
  How do you know of this? Is there an official statement somewhere?
 
  Thanks
  Ken
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of John McCollor
  Sent: Sunday, April 16, 2006 9:35 PM
  To: hlds@list.valvesoftware.com
  Subject: [hlds] CAL Server Plugin 1.1
 
 
 
  FYI  There is a CSP rcon hack going around for CSS.
  I won't say what it is but all admins who use this should be aware. And
  shut it off.
 
 
  John
 
 
 
 
 
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Re: [hlds] Day of Defeat: Source update released

2006-01-25 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
how come we dont get a few hours early announcement anymore?

On 1/25/06, Alfred Reynolds [EMAIL PROTECTED] wrote:

 Add -verify_all to the command line to get it to verify the
 installation.

 - Alfred

 moF * Bush wrote:
  uh, updating not working??
 
  hldsupdatetool -command update -game dods -dir c:\servers\dods
 
  it finishes updating, but then there is no dod_kalt.. What gives?
 
  I LOVE THIS STEAM, Breaks everything.
 
  Thanks VALVe, I'll never buy another game of yours again.
 
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Re: [hlds] In-game ad's

2006-01-20 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
if random kids are doing it who cares but if server operators are ent
editing OFFICIAL maps and placing huge decals in it then hell no valve
should stop it

On 1/20/06, Scott Tuttle [EMAIL PROTECTED] wrote:

 Why shouldn't operators be able to make money on their servers?  Is what I
 meant to say :)

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Scott Tuttle
 Sent: Friday, January 20, 2006 4:18 PM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] In-game ad's

 I think you misunderstood...

 This article was about server operators advertising.  Doesn't seem to be
 about random players coming into a server and advertsing.  Why should
 server
 operators be able to make money on their server.  Is advertising on your
 server any worse than charging people for admin or for charging people for
 reserved slots?  If it keeps the server running by offloading some of the
 cost I don't see why the hoopla.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Hell Phoenix
 Sent: Friday, January 20, 2006 2:46 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] In-game ad's

 We have had a few people in our server doing it.  We end up
 kicking/banning
 them.  They tend to be annoying players anyways.

 Chris K wrote:
  --
  [ Picked text/plain from multipart/alternative ] As a CS:S server
  owner/operator, I thought this article was of interest and thought I
  would pass it along. I have never seen in-game ad's but would not be
  opposed to it. The idea of making a few bucks is tempting also, but I
  gather from this article we would not be allowed to do so.
 
  http://arstechnica.com/articles/culture/subway-cs.ars
  --
 
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Re: [hlds] In-game ad's

2006-01-20 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
its there game no one should be able to slap some advertisements in their
work that they freakin put their time into.  Valve will stop it stupid ass
subway with there fat ass jared

On 1/20/06, Napier, Kevin [EMAIL PROTECTED] wrote:

 Agree with that Big Time!

 I call bullshit as to they should stop it, if the server op can make a
 few bucks by adverting in the game so the hell what.  Frankly I think
 valve's just pissed they were so stupid as to not implement such support for
 this directly into game.. it could have been a massive revenue generator for
 them had they implmented a coordinated advert system that they largely could
 control and or partner with serverops on.   That said, if it truely is
 against the EULA well then so be it, they can attempt to stop it all they
 want..but we know thats not really the anwser,  but the spirt is fux'd in my
 opinion by the attempting to stop it.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Scott Tuttle
 Sent: Friday, January 20, 2006 4:40 PM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] In-game ad's

 Why shouldn't operators be able to make money on their servers?  Is what I
 meant to say :)

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Re: [hlds] Counter-Strike: Source update released

2006-01-18 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
yea hi uh doors opening problem was that fixed for 100 tick

i set my server back to 100 tick and on miltia they will still screw up
sometimes
havent tried any map where it is a horrible problem yet though so i wouldnt
know

On 1/18/06, sprout [EMAIL PROTECTED] wrote:

 yup I FINALLY got one of mine for one of my clients im now playing the
 copy
 and reconfigure all my crap on each server since that will be faster then
 waiting on steam
 - Original Message -
 From: Tom French [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Wednesday, January 18, 2006 9:00 PM
 Subject: Re: [hlds] Counter-Strike: Source update released


 Seems like they are overloaded.. now I get this :


 Updating 'Counter-Strike Source Shared Content' from version 44 to
 version 45
 Ran out of content tickets


 moF · Bush wrote:

  Same here, whats with this???
 
 
  Bush
  - Original Message -
  From: Drew Hostetler [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Sent: Wednesday, January 18, 2006 9:44 PM
  Subject: Re: [hlds] Counter-Strike: Source update released
 
 
  Yes, someone kick the servers... 1 of my 3 servers have updated. The
  other 2 are just sitting there like lame ducks.
 
  Nice.
 
  On 1/18/06, sprout [EMAIL PROTECTED] wrote:
 
  and its been bogged down now for 50 minutes... steam servers are
  currently
  busy... BLAH
  - Original Message -
  From: Alfred Reynolds [EMAIL PROTECTED]
  To: hlds_linux@list.valvesoftware.com; hlds@list.valvesoftware.com
 ;
  [EMAIL PROTECTED]
  Sent: Wednesday, January 18, 2006 7:47 PM
  Subject: [hlds] Counter-Strike: Source update released
 
 
   We have released an update to Counter-Strike: Source. Run the
   hldsupdatetool to get this update.
  
   This release includes a remake of a classic map, cs_militia and also
   fixes several bugs. More details can be found here:
   http://steampowered.com/index.php?area=newsid=502
  
  
   - Alfred
  
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Re: [hlds] Servers losing VAC, gettin beyond a joke...

2006-01-16 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
eh same problem

On 1/16/06, Napier, Kevin [EMAIL PROTECTED] wrote:

 Amen.

 (and I dont even play the game anymore..lol)

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of [EMAIL PROTECTED]
 Sent: Monday, January 16, 2006 3:49 PM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Servers losing VAC, gettin beyond a joke...


 To say broke assumes that it actually worked at some point. For the
 love
 of God and all that this good in this world release the Anti-Cheat to
 somebody that might actually give a damn about it so at least the job
 'might' get DONE!!

 Rayne


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Re: [hlds] unannounced updates

2005-12-24 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
Alfred will be back from his time off soon enough calm down

On 12/24/05, sprout [EMAIL PROTECTED] wrote:

 and to you Why should we even be a hour behind the update why not right
 away?  Why make a batch file that auto updates each time before
 restarting?
 thats dumb thats like 5 minutes of it being down that it doesn't have to
 be.
 And also why in gods name are u on this damn list if you run linux?  Linux
 is great don't get me wrong I would get on it but my datacenter in atlanta
 doesn't support linux.  Where is your answer there? tell everyone who
 likes
 my atlanta datacenter to screw off?  Yeah that works out hmm lets see how
 much money a month I would lose thats somewhere around 3-400
 dollars.  Great
 solution.  Not to mention serverdoc doesn't execute batch files.  So great
 100% thought put into that stealth go back to your stealthy ways and don't
 open your mouth unless you know what your talking about.
 - Original Message -
 From: StealthMode [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Saturday, December 24, 2005 1:45 PM
 Subject: Re: [hlds] unannounced updates


  In regards to no windows autoupdate feature...
 
  Any GSP (using winblowz) worth a grain of salt have created batch files
  that
  are processed to run daily. Just to make sure there wasn't an update and
  to
  update servers if indeed there was an update. These batch files are set
  through task scheduler and executed automatically (as well as a server
  reboot to reduce lag). I see a minority of gsp owners on this list
  complaining. Perhaps that is because the majority of gsp owners now how
 to
  check for updates.
 
  Also, it is a known fact between 8-10pm est is when these updates are
  usually released. Again any GSP worth a grain of salt has taken steps to
  check for these updates. No offense Rayne, but if you ARE that lazy
 that
  you do not have a batch process for checking for updates yet, I think
 you
  are way behind in the game as far as the gsp business goes.
 
  I have been running and updating hl and hl2 mod servers for 6+ years now
  and
  I can tell you first hand. It does not take a rocket scientist to craft
 a
  batch file to check for updates. Here is a cycle you COULD consider.
 
  Batch is task scheduled to perform at 2000 and 2200 hours to a master
  folder, if there is an update it will download related mod's your gsp
  carries into this master folder. Now this is where you must get off your
  butt a little. The owner then takes and copies each mod's set of files
  into
  any clients setups. Once all mod's are taken care of in this manner, a
  master reboot is done (I use firedaemon) and guess what? All of your
  servers
  are up to date.
 
  With the exception of the linux debacle last week (yeah autoupdate
 feature
  did not help them much) it has been relatively smooth updating a game
  server. I did run a gsp for a while, but lacked the time to devote to it
  to
  see it grow. Numerous updates were ran and applied to my clients. To no
  ill
  effect.
 
  You could take the process above and automate it almost with some clever
  batch work (EG: copy and pasting of downloaded files into client
  directories
  and rebooting). Making it completely autonomous. In fact if you spent
 half
  as much time crafting batch files as you did typing that post to the
 list,
  you would have been done already.
 
  Sorry for the behavior to others in this list. I am just sick and tired
 of
  the haters around here flaming valve for their (the flamers)
 incompetence.
  Especially ones who claim to run a gsp who have no clue as to how to
  automate the update process. So get off the bash wagon already and learn
  how
  to run a gsp.
 
  In parting, in regards to the recent lag. The game is evolving, your
  hardware requirements are going to evolve too.
 
  Have a Merry Christmas and a Happy New Year everyone. Happy Holidays to
  those that don't celebrate Christmas.
 
  -StealthMode
 
 
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Re: [hlds] Show Bots should be enabled by default in Steam's server lists

2005-12-20 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
i agree SourceTv shoudlnt show up as BOT if they make a bot filter or
default that

On 12/20/05, Graham Robinson [EMAIL PROTECTED] wrote:

 And stopping any server with SrcTV from getting any players? Not a
 great option if you ask me.


 On 20/12/05, Napier, Kevin [EMAIL PROTECTED] wrote:
  I was wondering the same thing.
 
 
   How is this abuse? Using Bots to attract real players?

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Re: [hlds] Css update

2005-12-20 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
alfreds on vacation

On 12/20/05, Munra -hlds [EMAIL PROTECTED] wrote:

 I have not seen an e-mail on it But there was a CSS update

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Re: [hlds] Alfred, people are exploiting your steamid 'mixup'

2005-12-16 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
personally his steam id?

On 12/16/05, Napier, Kevin [EMAIL PROTECTED] wrote:

 All Your Base Are Belong To Us...  comes to mind. :)


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Whisper
 Sent: Friday, December 16, 2005 3:20 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Alfred, people are exploiting your steamid 'mixup'
 --
 [ Picked text/plain from multipart/alternative ]
 From what I am seeing every little h4x0r has got it, or just about every
 little shit who wants to be a complete arsehole on the server, funnily
 enough, has STEAM_ID_PENDING

 Coincidence?

 You tell me?

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Re: [hlds] Source dedicated server update

2005-12-01 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
we will know today with another announcement from Alfred but probally same
timeish dod update was released

On 12/1/05, ganove- [EMAIL PROTECTED] wrote:

 sprout wrote:
  see I don't think css is going to be released but I still have hope
 since
  alfred just emailed out but im going to bed screw waiting any longer
  - Original Message -
  From: Steven Hartland [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com; hlds_linux@list.valvesoftware.com;
  [EMAIL PROTECTED]
  Sent: Thursday, December 01, 2005 1:41 AM
  Subject: Re: [hlds] Source dedicated server update
 
 
  Did this not get released? I dont see any changes here to the dedicated
  server only to DOD.
 
 Steve / K
  - Original Message -
  From: Alfred Reynolds [EMAIL PROTECTED]
 
 
  A Source dedicated server update will be happening in the next few
  hours. This update is for both Counter-Strike: Source and Day of
 Defeat:
  Source and is required for both (the two updates are unrelated
 however).
 
 
  
  This e.mail is private and confidential between Multiplay (UK) Ltd. and
 the
  person or entity to whom it is addressed. In the event of misdirection,
 the
  recipient is prohibited from using, copying, printing or otherwise
  disseminating it or any information contained in it.
 
  In the event of misdirection, illegible or incomplete transmission
 please
  telephone (023) 8024 3137
  or return the E.mail to [EMAIL PROTECTED]
 
 
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 When will the CSS update approximately be released?

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Re: [hlds] servers crashing

2005-12-01 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
all plugins need to be updated
mani just did it first

On 12/1/05, infexXxiousservers [EMAIL PROTECTED] wrote:

 yes it was the darn beetlemod again .
 i dont believe he has a fix for it yet, so i think its hi time i moved
 over
 to manin mod.
 thx guys for the fast reply.
 - Original Message -
 From: infexXxiousservers [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Cc: hlds@list.valvesoftware.com
 Sent: Thursday, December 01, 2005 9:49 PM
 Subject: [hlds] servers crashing


  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  ok i must be doing something seriously wrong.
  all my game servers are crashing after the update.
  here are my specs:
 
  dual xeon 3.0
  windows 2003 web edition
  80 gig
  1.5 gig ram
  hop one internet 100mbps line
 
  ok i have just updated all of my srevers assuming the first wouldnt
 restart because of its own problems, but now i have 9 game servers , all
 of
 which keep crashing as soon as they are started.
  i use this commandline and have for almost a year now
  srcds.exe -console -game cstrike +map de_dust2 +maxplayers 32
  --
 
 
 
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Re: [hlds] Beetelsmod

2005-12-01 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
i have and it works

On 12/1/05, Rafael Lopez [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Beetlesmod seems to have released a version which might work. Haven't
 tested
 it out yet thouugh.
 --

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Re: [hlds] servers crashing

2005-12-01 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
beetlesmod released an update that works

mani has tried but not been succesful  in fixing his plugin

On 12/1/05, artiecs [EMAIL PROTECTED] wrote:

 yeah same prob here, after the update the server would crash within 5
 rounds
 of a restart, over and over. Removed BeetleMod and it seems to be running
 ok. Does anyone know if there is there probs with ManiMod and this update
 too, or is it just BeetleMod?


 - Original Message -
 From: infexXxiousservers [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Thursday, December 01, 2005 11:24 PM
 Subject: Re: [hlds] servers crashing


  yes it was the darn beetlemod again .
  i dont believe he has a fix for it yet, so i think its hi time i moved
 over
  to manin mod.
  thx guys for the fast reply.
  - Original Message -
  From: infexXxiousservers [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Cc: hlds@list.valvesoftware.com
  Sent: Thursday, December 01, 2005 9:49 PM
  Subject: [hlds] servers crashing
 
 
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ]
   ok i must be doing something seriously wrong.
   all my game servers are crashing after the update.
   here are my specs:
  
   dual xeon 3.0
   windows 2003 web edition
   80 gig
   1.5 gig ram
   hop one internet 100mbps line
  
   ok i have just updated all of my srevers assuming the first wouldnt
  restart because of its own problems, but now i have 9 game servers , all
 of
  which keep crashing as soon as they are started.
   i use this commandline and have for almost a year now
   srcds.exe -console -game cstrike +map de_dust2 +maxplayers 32
   --
  
  
  
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Re: [hlds] Update today??

2005-11-30 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
nope but im sure if there are any hlds updates alfred will announce it then
we will know around when because he says within the next few hours usually.

On 11/30/05, Bush [EMAIL PROTECTED] wrote:

 Is there not suppose to be an update today for CS:Source and DOD:Source,
 anyone know what time?

 Thanks


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Re: [hlds] Update today??

2005-11-30 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
and he just announced it next few hours

On 11/30/05, Brandon [EMAIL PROTECTED] wrote:

 nope but im sure if there are any hlds updates alfred will announce it
 then we will know around when because he says within the next few hours
 usually.

 On 11/30/05, Bush [EMAIL PROTECTED] wrote:
 
  Is there not suppose to be an update today for CS:Source and DOD:Source,
 
  anyone know what time?
 
  Thanks
 
 
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Re: [hlds] 100 Tick and door problems

2005-11-16 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
yes only custom maps for me so far although ive scrimemd at a couple 100
tick servers with problems at de_prodigy going from outside bunker to
computer room

and what rates would be proper like 100/100 since its 100tick?

On 11/16/05, Rick Payton [EMAIL PROTECTED] wrote:

 This is a multi-part message in MIME format.
 --
 I've ran into 1 custom map that the doors would sometimes open, sometimes
 not (yard_final6 for css). All official maps I've yet to have a problem with
 @ 100 tick on 2 servers.

 err basically I'm agreeing with James.

 Rick Payton, IT Support
 Morikawa  Associates
 (808) 572-1745
 http://www.mai-hawaii.com/



 -Original Message-
 From: [EMAIL PROTECTED] on behalf of James Tucker
 Sent: Tue 11/15/2005 11:07 PM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] 100 Tick and door problems

 Set your rates up correctly and you won't be dropping update packets.
 There is nothing wrong with door operation at 100
 tick.

 N.B. Some non-Valve maps have hard to actuate doors anyway.

  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Brandon
  Sent: 16 November 2005 05:47
  To: hlds@list.valvesoftware.com
  Subject: [hlds] 100 Tick and door problems
 
  --
  [ Picked text/plain from multipart/alternative ] This problem
  is really annoying and should be attempted to be fixed but
  its been happeening since 100 tick was made avaible which confuses me.
 
  It bugs how the doors sometimes cant open and will be all
  buggy and what not.
 
  Does anybody know the highest tickrate i can go without
  having door problems or should i just set to 66 temporarily?
  --
 
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[hlds] 100 Tick and door problems

2005-11-15 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
This problem is really annoying and should be attempted to be fixed but its
been happeening since 100 tick was made avaible which confuses me.

It bugs how the doors sometimes cant open and will be all buggy and what
not.

Does anybody know the highest tickrate i can go without having door problems
or should i just set to 66 temporarily?
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Re: [hlds] Custom Content not working right.

2005-11-13 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
well a problem with source engine games has always been that when u first
download the sounds to ur computer from ingame they dont wor and u get
missing errors until you restart the game


On 1/1/02, James McKenna [EMAIL PROTECTED] wrote:

 We've added some custom content and wanted to share it with the world.


 Some new sounds for this one map, etc. The res files are set right, as are
 permissions for the fast maps.

 I connect to the server and watch it download the needed files. However,
 the
 files don't actually download to my comp. When the sound is triggered in
 game, I get a missing file error. This is nuts, because I watched them
 download.


 Please help


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Re: [hlds] steam:// syntaxs

2005-11-11 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
is there a steam:// add to favorites syntax?

On 11/11/05, Andrew Armstrong [EMAIL PROTECTED] wrote:

 You may want to look at the (recently) added steam://connect syntax ?

 Check steampowered news for info.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jon Dawson
 Sent: Friday, 11 November 2005 5:57 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] steam:// syntaxs

 You want to use:

 steam:-applaunch appid +password pass +connect ip-port

 So in a link that would be:

 A HREF='steam:-applaunch 10 +password bleh +connect
 192.168.0.1 http://192.168.0.1'Clicky/A

 To connect to 192.168.0.1 http://192.168.0.1 with the pass bleh and
 launching the game
 Counter-Strike. For a full list of appids, go to
 http://www.hl2world.com/wiki/index.php/Applaunch_IDs.

 If you wanted a page to connect without a user doing anything, use this
 code:

 script
 location.replace('steam:-applaunch appid +connect server'); /script


 - Original Message -
 From: Bush [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Friday, November 11, 2005 7:04 AM
 Subject: [hlds] steam:// syntaxs


 This is a multi-part message in MIME format.
 --
 --
 [ Picked text/plain from multipart/alternative ] My problem is below,
 thanks in advance for your help :)

 What i have

 steam://-applaunch 240 -connect iport -password password

 My Problems... Two things..


 Whats with the -applaunch 240 i've also seen it set to -applaunch 70,
 whats the differences between these two and what should I use? And how
 do I get this to work with the password, i'm having issues

 With that line of code above, the password doesn't work.. What is the
 PROPER syntax for this since the new update came out (Thrusday, Nov
 11th).. Maybe i'm going about this the entirely wrong way as far as the
 syntax goes..

 Thanks again for your help,

 Bush.
 --
 [ frown.gif of type image/gif deleted ]
 --


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Re: [hlds] respawning is horrible in cs: s

2005-11-11 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
yes i do as in they type retry after they die and respawn if they do it
within the first way to long of a round

On 11/10/05, sprout [EMAIL PROTECTED] wrote:

 im not having this issue or do u mean exit the server come back in? if so
 u
 can fix this with server.cfg

 - Original Message -
 From: Brandon [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Thursday, November 10, 2005 11:48 PM
 Subject: [hlds] respawning is horrible in cs: s


  --
  [ Picked text/plain from multipart/alternative ]
  I don't know whats up with cs: s lately but people respawn left and
 right
  its really starting to bug. They die in first 15 seconds then they retry
  and
  respawn and die and retry and respawn. Its ridiculous the cs: s team
 needs
  to make it so u cant retry and respawn after u die its honestly gotten
 out
  of hand with people doing it left and right. Its starting to make me not
  want to even pub anymore have you guys noticed this?
  --
 
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Re: [hlds] Freeze Exploit

2005-11-07 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
freeze exploit has gotten ridiculous and should be fixed right away and they
shouldn't hold out for there next planned cs: s updated. Its horrible and
now since everyone says wtf im being frozen more and more people have
learned how to do it and are now doing it.

in the meantime ive disabled spectators also

On 11/6/05, dackz [EMAIL PROTECTED] wrote:

 If you don't mind people not being able to spectate, you can set
 mp_allowspectators to 0 meanwhile.

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Re: [hlds] Freeze Exploit

2005-11-07 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
very good news

On 11/7/05, Kyrios [EMAIL PROTECTED] wrote:

 Good news :)

 2005/11/8, Alfred Reynolds [EMAIL PROTECTED]:
  We are working on a fix.
 
  Brandon wrote:
   --
   [ Picked text/plain from multipart/alternative ]
   freeze exploit has gotten ridiculous and should be fixed right away
   and they shouldn't hold out for there next planned cs: s updated. Its
   horrible and
   now since everyone says wtf im being frozen more and more people have
   learned how to do it and are now doing it.
  
   in the meantime ive disabled spectators also
  
   On 11/6/05, dackz [EMAIL PROTECTED] wrote:
  
   If you don't mind people not being able to spectate, you can set
   mp_allowspectators to 0 meanwhile.
  
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Re: [hlds] Freeze Exploit

2005-11-03 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
why would u post how to do it kyrios

On 11/3/05, Whisper [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 It is being fixed by Valve
 AFAIK it only works if everybody is on the same team, which makes me
 wonder
 how the hell people get it to work at all in the first place on a regular
 server, unless mp_limitteams is not enabled, or everybody is screwing
 around, in which case., if they want to be idiots they can suffer.
 Surf  Zombie horde servers are the things that do come to mind.
 On 11/4/05, James Tucker [EMAIL PROTECTED] wrote:
 
  Given that the instructions suggest repeated tapping of the keys, it
 would
  suggest overfilling a buffer.
 
  It seems almost netcode driven, but this is mere speculation. Can
 someone
  test if it works better/worse after the
  join-auto-in-round spawn (can't remember the var name, it's late) time
 is
  finished?
 
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Kyrios
   Sent: 03 November 2005 23:12
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] Freeze Exploit
  
   Found this on the net...
  [snip, no need to duplicate the exploit instructions]
 
 
 
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Re: [hlds] HudMsg's

2005-10-27 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
http://www.sourcemod.net/forums/viewtopic.php?p=27048highlight=#27048 is
the real link

wolvie fails at posting links because he posted a link to quote his
post.

On 10/27/05, Alfred Reynolds [EMAIL PROTECTED] wrote:

 I can't view that post, it wants a username and login...

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Wolvie Sent:
 Thursday, October 27, 2005 3:22 PM To: hlds@list.valvesoftware.com
 Subject: [hlds] HudMsg's

  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  Check this out...Valve I hope this isn't true and if so please
  re-enable
  it
 
  http://www.sourcemod.net/forums/posting.php?mode=quotep=27048

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Re: [hlds] Update soon...

2005-10-25 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
bsi want the 255 player thing back!

On 10/25/05, Whisper [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 I could have sworn that
 http://developer.valvesoftware.com/wiki/Licensing_Valve_Technology used to
 say Supported up to 255 players it says 32 only now.
 h

 On 10/26/05, Zachary Doherty [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  I hope that Steam would allow as many players as the server wanted,
 maxed
  at
  128. This would allow the Ub3r servers to host HUGE games, but special
  maps would be needed...
 
  On 10/25/05, Tyler Cook [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   yah right... that sounds like a K-Mart crystal ball.
  
   On 10/25/05, James McKenna [EMAIL PROTECTED] wrote:
   
Let me try mine. I predict an update that allows server providers to
   host
dod:s servers with as many max players as the game was originally
advertised
to handle.
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Monday, October 24, 2005 6:53 PM
Subject: RE: [hlds] Update soon...
   
   
 Your crystal ball needs a retuning :) No updates today, nothing to
  see
 here, move along.

 - Alfred


 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Tyler Cook
 Sent: Monday, October 24, 2005 6:43 PM To:
  hlds@list.valvesoftware.com
 Subject: [hlds] Update soon...

 --
 [ Picked text/plain from multipart/alternative ]
 I see an update in the future - I'm assuming it's Lost coast, or
 a
 client
 update - and not a server update... correct?

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  --
  Sincerely,
  Zachary Doherty
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Re: [hlds] Day of Defeat: Source and Source Engine update released

2005-10-19 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
can anyone explain what cl_predict was please

On 10/19/05, Alfred Reynolds [EMAIL PROTECTED] wrote:

 We have released an update to Day of Defeat: Source and the Source
 Engine. If you run ANY Source game then run the hldsupdatetool to get
 this update. This update is required for Day of Defeat: Source servers.

 The update includes numerous enhancements and fixes for Day of Defeat:
 Source and also makes cl_predict a cheat cvar (so clients will be forced
 to use the same setting as the server). More details can be read here:
 http://www.steampowered.com/index.php?area=newsid=466


 - Alfred

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Re: [hlds] Day of Defeat: Source and Source Engine update released

2005-10-19 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
alfred can you please give an official response about why the limit is now
32 players so i can keep quoting it over and over to the people who complain

On 10/19/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

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

 I explain it at the bottom of this post:

 http://www.landofozz.net/forums/viewtopic.php?t=224

 --Ozz
 -- Original message --

  --
  [ Picked text/plain from multipart/alternative ]
  can anyone explain what cl_predict was please
 
  On 10/19/05, Alfred Reynolds wrote:
  
   We have released an update to Day of Defeat: Source and the Source
   Engine. If you run ANY Source game then run the hldsupdatetool to get
   this update. This update is required for Day of Defeat: Source
 servers.
  
   The update includes numerous enhancements and fixes for Day of Defeat:
   Source and also makes cl_predict a cheat cvar (so clients will be
 forced
   to use the same setting as the server). More details can be read here:
   http://www.steampowered.com/index.php?area=newsid=466
  
  
   - Alfred
  
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Re: [hlds] Re: Child porn sprays are out of control

2005-10-18 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
end!!! your asking how to access child porn hrmmm? fbi needs to visit your
house

On 10/17/05, Mahmoud Foda [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 How the hell do you get child porn? I've never heard of that at all. I
 mean
 i'm sure it happens but wow. I didn't know it was rampet.

 On 10/16/05, Whisper [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  James, that is why we have disabled sprays completely.
  It really is just not worth the hassle for something so peripheral to
 the
  game.
 
  On 10/17/05, James McKenna [EMAIL PROTECTED] wrote:
  
   In this day and age, it's no different than owning a bar and allowing
   minors
   to drink. Who get's worked over in the long run? I could download all
  the
   mods in the world to help me track them down... but if at 3am, when
 all
  my
   admins are asleep, and the server is still full... there's not always
   someone to investigate who's posting what. If some kid is playing, and
   consertative mom walks in and see's some 13 year old spread on the
  screen,
   she may take a negative interest in my establishment. It becomes my
  fault,
   because I provided the place for that content to be displayed.
  
   --
   Sincerely,
  
   James McKenna
  
  
  
   - Original Message -
   From: Mike [EMAIL PROTECTED]
   To: hlds@list.valvesoftware.com
   Sent: Sunday, October 16, 2005 9:44 AM
   Subject: Re: [hlds] Re: Child porn sprays are out of control
  
  
Well I don't see how the server owner can be sued and forced to take
   away
every players ability to express theirself in a good manner
 through
sprays. Only thing he really can do is ban them from that server. I
   really
do not see any grounds for him to be sued being that he has taken
  action
against them by banning them.
   
Mike
- Original Message -
From: Ben Elvin [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Sunday, October 16, 2005 4:46 AM
Subject: RE: [hlds] Re: Child porn sprays are out of control
   
   
   I totally agree - doesn't a multiplayer game involve social
  interaction?
Why would the same rules about normal social interaction not apply?
  Why
would the fact that you communicate and interact through a game
environment
across the internet rather than face to face change the normal
 rules
  of
etiquette, sportsmanship and politeness?
   
It is because some people like acting like thugs - and in this
environment
they can get away with it.
   
And let's be honest here - the chap is talking about CHILD PORN
  sprays.
Which of you think that behaviour like that is acceptable in ANY
circumstance?
   
   
   
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of stalker333
Sent: 16 October 2005 09:33
To: hlds@list.valvesoftware.com
Subject: [hlds] Re: Child porn sprays are out of control
   
Whisper,
   
I agree, this it's just a game excuse crap is about as lame as it
gets! Its the same thing as when you call in to get help with your
credit card, computer, etc, and they act like assholes. They do it
because they can get away with it, usually, and love to be idiots
 and
mean to others. It's a mental issue these people have. Don't get
yourself worked up over it, just ignore the idgits.
   
-TheJointChief
AKA StonedSmurf
   
Date: Sun, 16 Oct 2005 16:08:44 +1000
From: Whisper [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Child porn sprays are out of control
Reply-To: hlds@list.valvesoftware.com
   
--
[ Picked text/plain from multipart/alternative ]
How does the It's just a game statement justify any of the
 mulitude
   of
transgressions one can accomplish in these games, just because they
   can.
Why is acceptable to do something online that would not be
 acceptable
offline? I am aware of why people do it, but there is no rationale
  that
   I
have seen anybody put forward thus far, that can possibily justify
  any
   of
it.
   
   
   
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No virus found in this incoming message.
Checked by AVG Anti-Virus.
Version: 7.0.344 / Virus Database: 267.12.1/135 - Release Date:
10/15/2005
   
   
   
   
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Re: [hlds] Child porn sprays are out of control

2005-10-16 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
i think its insane u havent dled nemod yet!

On 10/15/05, Whisper [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 How does the It's just a game statement justify any of the mulitude of
 transgressions one can accomplish in these games, just because they can.
 Why is acceptable to do something online that would not be acceptable
 offline
 I am aware of why people do it, but there is no rationale that I have seen
 anybody put forward thus far, that can possibily justify any of it.

 On 10/16/05, Vadim Kotlyar [EMAIL PROTECTED] wrote:
 
  I don't understand, Counter-Strike is rated M...for Mature...as in able
 to
  handle inappropriateness. The whole game is shooting people and feeling
  good
  about it...how can anything else be worse?
 
  More people need to be reminded again - it's just a game. Sorry for O/T.
 
  - Original Message -
  From: Brian M Frain (eternal) [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Sent: Saturday, October 15, 2005 11:57 PM
  Subject: Re: [hlds] Child porn sprays are out of control
 
 
   --
   [ Picked text/plain from multipart/alternative ]
   haha, yeah right. It isn't that popular, come on now. Besided you
 don't
   have
   the physical interaction that you do with other past times. No, it is
   hardly
   comparable.
  
  
   On 10/15/05, Whisper [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   I think it is insane that people have not come to realise that it is
 no
   longer just a video game but a recreational pastime shared by
 millions
  of
   people, and the same rules apply to it as to any other sport or
   recreational
   pastime.
  
   On 10/16/05, Brian M Frain (eternal) [EMAIL PROTECTED] wrote:
   
--
[ Picked text/plain from multipart/alternative ]
I am suprised no one else finds it absolutely insane that there is
  talk
   of
lawyers over a video game.
   
   
On 10/15/05, Brandon [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 use nemod light
 http://www.mattie.info/cs/forums/viewforum.php?f=38
 you can do nm_sprayinfo to find out who sprayed it and ban them

 On 10/15/05, Marcelo Bezerra [EMAIL PROTECTED] wrote:
 
  That would really be usefull.
 
  I see they are .vtf files, but can we find out who sent them?
 
  On Sat, 2005-10-15 at 11:30 +0200, ]FUSION[ Gray Death wrote:
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ]
   I once had a little tool to watch through the spraypaint
 cache
   file
of
   the server. This tool combined with the ability to see which
 ID
loaded
   it up, would be pretty nice. For me it's not only about don't
  let
them
   spray child porn, nazi, ... sprays it's also about not
 letting
   them
 play
   on my server at all.
  
   Does someone know a tool like that for hlds/srcds cache
 files?
  Or
 isn't
   the ID information stored in the cache file?
  
   Tyler Cook wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   keep sv_allowdownload set to 1 unless you have an
   sv_downloadurl
   
   On 10/14/05, Whisper [EMAIL PROTECTED] wrote:
   
   
   --
   [ Picked text/plain from multipart/alternative ]
   As I understand it player sprays are uploaded to the server
  and
then
   downloaded to the respective clients, so just to be safe
 you
   want
to
  block
   content in both directions.
   Also, it forces people to download content from your
sv_downloadurl
   instead
   of bugerising around on the server
   Cheers
   
   On 10/14/05, Alex Spencer [EMAIL PROTECTED] wrote:
   
   
   I thought allowdownload was related to custom maps and
 such
  as
 well.
   
   however, allowupload 0 will stop the tags getting uploaded
  in
   the
  first
   place.
   
   Whisper wrote:
   
   
   
   --
   [ Picked text/plain from multipart/alternative ]
   sv_allowupload 0
   sv_allowdownload 0
   
   On 10/14/05, James McKenna [EMAIL PROTECTED]
 wrote:
   
   
   
   
   Newb question I know, so just help me and be done with
 it,
   no
 need
  to
   trash
   me:
   
   How do I disable the ability to spray in game?
   
   Recently we recieved a legal threat about exposing
 minors
  to
 vulger
   images,
   and have had a few people spray child porn photos to get
 a
   rise
 out
  of
   people. While we do ban instantly, we can't keep up with
  it.
   It
 got
  so
   
   
   bad
   
   
   that our lawyers have simply advised us to remove the
   ability
all

Re: [hlds] Child porn sprays are out of control

2005-10-15 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
use nemod light http://www.mattie.info/cs/forums/viewforum.php?f=38
you can do nm_sprayinfo to find out who sprayed it and ban them

On 10/15/05, Marcelo Bezerra [EMAIL PROTECTED] wrote:

 That would really be usefull.

 I see they are .vtf files, but can we find out who sent them?

 On Sat, 2005-10-15 at 11:30 +0200, ]FUSION[ Gray Death wrote:
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  I once had a little tool to watch through the spraypaint cache file of
  the server. This tool combined with the ability to see which ID loaded
  it up, would be pretty nice. For me it's not only about don't let them
  spray child porn, nazi, ... sprays it's also about not letting them play
  on my server at all.
 
  Does someone know a tool like that for hlds/srcds cache files? Or isn't
  the ID information stored in the cache file?
 
  Tyler Cook wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  keep sv_allowdownload set to 1 unless you have an sv_downloadurl
  
  On 10/14/05, Whisper [EMAIL PROTECTED] wrote:
  
  
  --
  [ Picked text/plain from multipart/alternative ]
  As I understand it player sprays are uploaded to the server and then
  downloaded to the respective clients, so just to be safe you want to
 block
  content in both directions.
  Also, it forces people to download content from your sv_downloadurl
  instead
  of bugerising around on the server
  Cheers
  
  On 10/14/05, Alex Spencer [EMAIL PROTECTED] wrote:
  
  
  I thought allowdownload was related to custom maps and such as well.
  
  however, allowupload 0 will stop the tags getting uploaded in the
 first
  place.
  
  Whisper wrote:
  
  
  
  --
  [ Picked text/plain from multipart/alternative ]
  sv_allowupload 0
  sv_allowdownload 0
  
  On 10/14/05, James McKenna [EMAIL PROTECTED] wrote:
  
  
  
  
  Newb question I know, so just help me and be done with it, no need
 to
  trash
  me:
  
  How do I disable the ability to spray in game?
  
  Recently we recieved a legal threat about exposing minors to vulger
  images,
  and have had a few people spray child porn photos to get a rise out
 of
  people. While we do ban instantly, we can't keep up with it. It got
 so
  
  
  bad
  
  
  that our lawyers have simply advised us to remove the ability all
  
  
  together
  
  
  to prevent further conflict...
  
  
  So help?
  --
  Sincerely,
  
  James McKenna
  
  
  
  
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Re: [hlds] ztmp files on my sv_download site?

2005-10-13 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
for source games

On 10/13/05, Brandon [EMAIL PROTECTED] wrote:

 you need to put .bz2 files but I heard someone say you can rename the ztmp
 files because its the same format but as for that I am not sure but You can
 use bz2 files for sure.

 On 10/13/05, Ook [EMAIL PROTECTED] wrote:
 
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  Can someone tell me definitively - can I put ztmp instead of the actual
  file on my sv_downloadurl site? Or compressed in some other format? I've
  seen messages go back and forth on this subject, but I'm really not sure
  what we can and can't actually do.
  --
 
 
 
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Re: [hlds] ztmp files on my sv_download site?

2005-10-13 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
you need to put .bz2 files but I heard someone say you can rename the ztmp
files because its the same format but as for that I am not sure but You can
use bz2 files for sure.

On 10/13/05, Ook [EMAIL PROTECTED] wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Can someone tell me definitively - can I put ztmp instead of the actual
 file on my sv_downloadurl site? Or compressed in some other format? I've
 seen messages go back and forth on this subject, but I'm really not sure
 what we can and can't actually do.
 --



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Re: [hlds] New STEAM client

2005-10-12 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
who cares u can change ur contacct email and just remember your account name
as your old email

On 10/12/05, Mahmoud Foda [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Truth is, i registured with a hotmail address as my username. And i've had
 that hotmail address since 1998 i think. And i activly use it as my main
 email. I guess its easy for me to say people should registure with an
 email
 they really will stick with.

 On 10/12/05, Dan Stevens (IAmAI) [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Depending the implementation of their systems, this may be technically
  difficult for Valve to implement - your username may or may not be
  something
  integral to their database system or its clients, thus cannot be changed
  without causing problems. The best way to find this out is to wait from
  someone from Valve to reply, or you can email someone at Valve directly
 -
  there is a number of email links on Valve's
  Peoplehttp://www.valvesoftware.com/people.htmlpages. Perhaps even
  though a user cannot change their username themselves,
  perhaps someone in Valve can do it for you. You could also try Steam
  Support
 
 http://support.steampowered.com/cgi-bin/steampowered.cfg/php/enduser/std_alp.php?p_sid=HoJaWRRh
  
  .
 
 
  On 12/10/05, m0gely [EMAIL PROTECTED] wrote:
  
   Marc-Berco Fuhr wrote:
  
Thankfully, this procedure was later changed, but all of us early
   adopters
are stuck with an (in my case long time defunct) email address as
 the
username.
  
   Yeah I wish this could be changed too.
  
   --
   - m0gely
   http://quake2.telestream.com/
   Q2 | Q3A | Counter-strike
  
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Re: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs idle

2005-10-04 Thread Brandon Canary
--
[ Picked text/plain from multipart/alternative ]
autokick is meant to kick players that are idle for 50 sec?

so why just afteR?

On 10/3/05, K2 [EMAIL PROTECTED] wrote:

 Roger that, turning it off is just a quick solution, but creates other
 problems. I'm about to send off an email of some other issues myself and
 some of my admins have noticed with DoD:S...

 - K2
 http://www.hardfought.org



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Dagok
 Sent: Monday, October 03, 2005 7:42 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] DoDs mp_autokick 1 is dropping players after just
 50secs
 idle

 Thanks for that smart-ass. We use weapon class limits on our server. With
 autokick off, people go AFK indefinitely, blocking others from using those
 weapon classes.

 Dagok


 - Original Message -
 From: emtpy [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Monday, October 03, 2005 9:29 PM
 Subject: Re: [hlds] DoDs mp_autokick 1 is dropping players after just
 50secs
 idle


  Dagok wrote:
 
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ] Alfred, can you
 please pass this along to the appropriate people?
 
 Only in DoD Source (CSS is fine), mp_autokick 1 is dropping players
 that are only idle for 50 seconds.
 
 thanks,
 Dagok
 --
 
 
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 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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  THEN TURN IT OFF!
 
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RE: [hlds] VALVe hide our sv_downloadurl paths!

2005-06-07 Thread Brandon Hardy
It looks like he made a typo, try replacing SetEnfIf with SetEnvIf.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mikee
Sent: Tuesday, June 07, 2005 3:47 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] VALVe hide our sv_downloadurl paths!

I tried Simon's guide and put this in an .htaccess file in the
/hlds_downloads/ folder on my website (that contains the /maps/ folder for
download), but it did not work when I joined the server, I still got the
same player missing map, disconnected me.

 SetEnfIf  Referer  ^hl2://67\.18\.241\.75 MY_SERVER=1
 Order Allow,Deny
 Allow from env=MY_SERVER
 Deny from all

If I remove the .htaccess file, I can download the missing map and join the
server.  My server is at 67.18.241.75



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RE: [hlds] HL/HL2 HTML Motd Allows Execution of .NET Applications

2005-06-07 Thread Brandon Hardy
I just checked the .NET Configuration tool and it seems that internet zone
applications have the right to connect back to the site where the file
originated from. So, for instance a file located at www.example.org/blah.exe
should be able to connect to www.example.org/upload.php and send data back.
I'll probably whip something up to test it later on anyway.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andrew Simpson
Sent: Tuesday, June 07, 2005 11:42 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] HL/HL2 HTML Motd Allows Execution of .NET Applications

Does the default Internet security settings actually allow for the opening
of sockets? Just checking the .net SDK says that you need SocketPermission
to open a Socket, and WebPermission to make a HTTP request, and I'm not sure
either of those are granted under the Internet permission set.

Actually, just checking the .net configuration tool, I don't think either of
those are granted by default, but I haven't tested it. It's a bit hard to
phish someone's details if there's no way to actually send them to the
phisher.



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RE: [hlds] VALVe hide our sv_downloadurl paths!

2005-06-06 Thread Brandon Hardy

I may be wrong but, I believe that the HL/HL2 sends a header with the
server's IP address in it.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mikee
Sent: Monday, June 06, 2005 6:29 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] VALVe hide our sv_downloadurl paths!

How would you use the .htaccess to only allow folder access from a given
server IP, since it is basically a web url based access?

It is amazing what can be done with that file, so I don't doubt you.
Posting how to customize it for a given folder and server IP would be
handy...I'm just wondering if a player doesn't need to have their own player
IP to access it however...which would open it back up to everyone.


- Original Message -
From: Dagok [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Monday, June 06, 2005 5:52 PM
Subject: [hlds] VALVe hide our sv_downloadurl paths!


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
This was posted on the Source DS (Windows) team forums.  POsting it here in
hopes that it will get directly to Valve.

ok a little problem is people being able to just type sv_downloadurl in
console and steal our links and use it on there server stealing our
bandwith.

I think valve should hide this when someone types it

Yes there are ways for people to setup htaccess etc so only they can use the
folder.  But it sure would be nice if typing sv_downloadurl in the console
would return ** like sv_password and rcon_password do.

Can you please pass this along Alfred?

thanks,

Dagok


--


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[hlds] HL/HL2 HTML Motd Allows Execution of .NET Applications

2005-06-06 Thread Brandon Hardy
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
There's happens to be a feature in IE that allows .NET application to
launch from the browser without any user intervention, since HL uses the
Internet Explorer control to render HTML it is affected by this as well.
Applications that are launched using this method are run within a secure
sandbox to prevent access to the system, and other security risks. The
biggest problem that I can imagine is that someone could possibly create an
application that looks identical to the steam login screen and use it as a
way of phishing accounts.



I have temporarily set up a server at 64.92.174.226:27015 to demonstrate
this. If you connect and have .NET 1.1 installed the application located at
http://64.92.174.226/hl/test.exe (which is totally harmless) should launch.

--


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RE: [hlds] srcds.exe - Application Error

2005-06-01 Thread Brandon Dumont - MWEB
Andrew Armstrong wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ] The instruction at
 0x0127396a referenced memeory at 0x0250b6c8. The memory could not
 be read.

 Click OK to terminate the program.


 Thats an error which appeared on three different hosts running srcds,
 any idea what the cause of this error is?

 - Plasma

Same error here on a 1.6 server?
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RE: [hlds] The facts of: No challenge / Bad challenge console messages

2005-05-16 Thread Brandon Dumont - MWEB
Apologies.

You are correct, the servers are working fine even though the server
browser wont see them. (master list probs again?)

For those of you using HLSW there is a beta update available which fixes
the new packet query problem.

B.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Simon Garner
Sent: 16 May 2005 08:20
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] The facts of: No challenge / Bad challenge console
messages

On 16/05/2005 5:52 p.m., Brandon Dumont - MWEB wrote:
 My servers don't even start up properly.
 They crash/halt on
 
 Could not establish connection to Steam servers.
 No challenge from ip:port.
 status
 hostname:[Gamezone] CPT CS:S Public
 build   :  2379
 udp/ip  :  ip:port
 map :  de_prodigy at: 0 x, 0 y, 0 z
 players :  0 (30 max)

 # userid name uniqueid connected ping loss state adr No challenge from

 ip:port.
 Bad challenge from ip:port.
 No challenge from ip:port.
 Bad challenge from ip:port.
 ---

That shows your server is working fine, it's just not able to report to
the Steam master servers, so it won't be on the server lists.

That is probably related to the following post from [EMAIL PROTECTED]:

It appears that there is a UDP connectivity problem from some parts of
the world to our US based servers, we are investigating it with our
ISPs.

-Simon

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RE: [hlds] -port and -ip : running multiple server instances on the same box

2005-04-12 Thread Brandon Dumont - MWEB
Sorry, but I was under the impression running multiple instants of hl2
or css from a single installation was a bad idea

Could some-one please comment on this?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jack
Sent: 12 April 2005 00:15
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] -port and -ip : running multiple server instances on
the same box

Any other Ports? = nup

Same install directory - Good idea? = yup

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of BlackYoda
Sent: 11 April 2005 23:04
To: hlds@list.valvesoftware.com
Cc: hlds_linux@list.valvesoftware.com
Subject: [hlds] -port and -ip : running multiple server instances on the
same box

I plan on running 1 26 player CS server and 1 HL2/TDM server on the same
box, which has plenty of CPU and bandwidth to handle this... Are there
any other ports that I need to specify or move in config files if they
are going to be running on the same box.

Also, I plan on running the separate instances from the same HL2DS
install directory - is this a good idea, or should they each run from a
unique copy?

I am running a windows 2000 (workstation) OS, but they are dedicated
servers in a colo.


Alfred Reynolds wrote:

Also note that the correct syntax for specifying the ip and port to
bind to for the server now is:

-port port -ip ip addr

For example:
-port 27040 -ip 127.0.0.1

Note that +port and +ip will also work but shouldn't be used as their
use is deprecated.

- Alfred




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RE: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-05 Thread Brandon Dumont - MWEB
Thanks Kyrios for asking something I've just been to busy (or lazy to
do) for awhile now.
Is the tickrate cmd set in the server.cfg like fps_max or a cmd
parameter?

Please let me know what you find...

Regarding CSS and win2003 server, are we still required to bounce the
box daily to avoid the eventual performance degradation?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kyrios
Sent: 05 April 2005 01:18
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

Was just waiting for a reply to add the info that it is a cs:s Server ;)

Meanwhile I continued googling around and read about windows not using
high performance timers at startup and the workaround with starting
mediaplayer or another multimedia programm.

Unfortunatly I can't test it atm since it is a rented server and the
admins are offline ;)

I'll try it tomorrow and will let you know.

Also I've now notived that the mtnioned Steam-Support DB Article is from
march 2004. So it's propably for hlds.
This now fits to Alfred's earlier post saying that tickrate greater 100
can create strange problems.
I think the 1FPS Bug is one of those weird problems.


So what I will try tomorrow is:
- tickrate 100
- MediaPlayer in the background.
- fps_max greater 300

I hope/think this will give optimal performance ;)

P.S.: Yes the post was confusing;) That's primary because I've been
really confused. I totally mixed hlds and CSDS information.




On Apr 5, 2005 12:58 AM, Ian mu [EMAIL PROTECTED] wrote:
 Not sure if its a little confusing your post, or maybe its just
 meare you talking about css (am assuming so from most of
 commands)? In which case ignore pingboost.

 fps_max (faik), is the max settable via rcon etc, so probably wouldn't

 affect it. tickrate would though. It may help if you include the o.s,
 kernel ver etc if applicable as it could be that limiting it as it can

 cause some oddities.

 Guessing fps_max probably will create some weird divisors if lower
 than tickrate as it may try to work out something from the original
 tickrate and know it can't go above it/reach it? (Not entirely sure on

 that one, but have seen similar in other game engines).

 The dropping down to 1 fps is a bit weird though, and makes me wonder
 a bit if there isn't something setup wrong with your system. Also make

 sure all instances are restarted every day if css etc as its got a
 weird fps halving+ bug which doesn't take all that long to appear.

 Anyway, bit more info would probably help those here narrow it down
maybe.

 On Apr 4, 2005 11:16 PM, Kyrios [EMAIL PROTECTED] wrote:
  Hi List,
 
  today I first heard about tickrate. I then searched the steam forums

  and the Support DB.
  When I then tried (after reading the support DB Engine Article) i
  decided to try -tickrate 1000.
 
  What happend was the server running at 1000fps. After players joined

  the server the server fps dropped to 1. Unplayable ;)
 
  Now i've read on the list that 100 is the maximum suggestable.
  Trying this has now visible effect.
 
  The point why I'm trying all this is that my server fps are allways
  just arround 50-70. The machine is a P4 3,6 with 2 GB Ram. Also
  there are runnig 3 other instances on the machine I believe 70fps is

  far not enough (mostyl because the other instances do idle 23h a
day).
 
  I also tried to change fps_max from default to higher and lower
values.
 
  With fps_max 1000 there is no change at all.
  With fps_max lower than actual fps, the fps are divided and rounded
  :P
 
  Example
  rcon stats says the server does 61 fps.
  Then setting fps_max to 58 results in 33,3 fps.
 
  Very strange in my eyes.
 
  So here is the question ;-) How can I get more than 70fps or is the

  server really to slow? Remember the other instances really just idle

  arround
 
  Also I've read about -pingboost 3 or something like that. What does
  it actually do?
 
  Greets
  Thorsten
 
  P.S.: Sry for my terrible english ;)
  --
  [EMAIL PROTECTED]
  ... black holes are where god divided by zero.
 
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RE: [hlds] VAC2 Source only?

2005-03-15 Thread Brandon Dumont - MWEB
Eventually 1.6 will have to get buried...

The more time spent refining new technology the better.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Whisper
Sent: 15 March 2005 03:59
To: HLDS
Subject: [hlds] VAC2 Source only?

From what I have read nobody knows whether VAC2 will for SRCDS AND HLDS
or just SRCDS because everybody seems to just assume VAC2 = problem
solved for all Valve games across the board!

Is CS 1.6 just going to be left to wither and die?

Can we get a clarification on this issue?

I ask because the 2 rendering methods for HL  Source are totally
different and would require completely seperate detection methods imho,
I could be wrong.

So what the deal?

If VAC2 does not deal directly with HL based games, for crying out loud
can Valve unlock the damn game so people who do want to create good
anti-cheats for what is still a very popular game, can do so, without
fear of Valve coming in and breaking everything quite deliberately!

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RE: [hlds] Invalid steam ticket - two legal accounts connecting to internal server

2005-03-15 Thread Brandon Dumont - MWEB
Hi all

Weird problem with invalid tickets recently myself.

After the latest 1.6 server update, everyone who connected to the server
got a invalid steam ticket (1) error.
The server itself was running from a normal user account.
Running the server from the administrator account fixed this problem.
Running win server 2003 standard ed.

Could someone please shed some light on this for me? I really don't like
running servers from the admin account as I have some terminal uses who
help maintain our servers.


/Brandon

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason O.
Washburn
Sent: 14 March 2005 04:36
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Invalid steam ticket - two legal accounts connecting
to internal server

That would be a good place to start.   Networking problems can make you
insane.



Jason

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ook
Sent: Sunday, March 13, 2005 7:27 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Invalid steam ticket - two legal accounts connecting
to internal server


So, I moved the account to another computer and it worked just fine.
And, interesting enough, I did NOT change clientport settings. Both
clients connect to my server just fine. Went back to the first and it
still did not work. There must be something about either the box or my
network config. The two that work are connected to each other via a
Dlink 1000mbps switch and gigabit nics (you ever transfer files from box
to box at 700mbps? Holy Crap!), and from there into my WRT54G. The
server itself goes into the WRT54G. The box that doesn't work is
connected to WRT54G via a Linksys WirelessG nic. There is no firewall
anywhere, and I don't see how it being a wireless connection would cause
this. The box is 20 feet from the router, and everything else works fine
on the box, including connecting to other servers out in the real world.
shrug..Only problem is that I need it to work on the one box, so I
think I'll run a cable to it and see if it is the wireless connection
causing the problem.


- Original Message -
From: Ook [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Sunday, March 13, 2005 12:35 PM
Subject: Re: [hlds] Invalid steam ticket - two legal accounts connecting
to internal server


I tried that already, but it did not help. Also, if I exit the first
client  and close steam, the second client still can't connect.

 - Original Message -
 From: List Keeper [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Sunday, March 13, 2005 12:49 PM
 Subject: Re: [hlds] Invalid steam ticket - two legal accounts
 connecting to internal server


 On each computer you will need to specify a different client port.
 This has to be done separately for each game.

 Right click on the game name then go to 'Properties'.  Click on
 Lauang options and add something like '+set clientport 27###' with
 ### being a different port for each computer like the example below.

 Computer #1: +set clientport 27101
 Computer #2: +set clientport 27102


 On Sunday, March 13, 2005 12:25 PM [GMT-06:00], Ook
 [EMAIL PROTECTED] wrote:

 I'm not sure if this is a server issue or just Steam flakiness, so
 I'll post here and see if anyone has any ideas.

 I have two legal purchaged legitimate Steam accounts. Neither one
 has been loaned out, borrowed, or hacked. I run these on different
 computers behind the same router on the same Internet connection. I
 can login and see the correct available games, and both can connect
 to different servers
at
 the
 same time (which proves the accounts are valid).

 However, I can't get both to connect to my own server. One will, the

 other keeps giving Steam ticket expired and asks for password. I can

 immediatley connect to some other server, so it is obviously not an
 invalid
steam
 id
 issue, hacked account, etc. How do I get both accounts to connect to

 my own server? It doesn't matter if I use internal or external ip
 address.
 And if I
 log out of the working account, the second account still won't
 connect.


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RE: [hlds] Re: Can anyone tell me how i can activate Stats

2005-03-01 Thread Brandon Dumont - MWEB
Maybe I missed something? why cant valve/steam build in some sort of
stats system for cs or even just css?

Having to dig around for a patch/fix every time there's a server update
is rather tiresome.

I mean we ALL want stats for our serverswhy not build it along with
the server so we can stop having to rely on 3rd party apps.
I don't know but it seems as if it would be in their favour to do this? 


Or is that just a pipe dream?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of EqualHate
Sent: 01 March 2005 08:05
To: hlds@list.valvesoftware.com
Subject: [hlds] Re: Can anyone tell me how i can activate Stats

You can activate stats by installing one of the third party mods, such
as Mani Mod.  Stats are not a feature (yet) of HLDS.
Mani Mod page:  http://www.mani-admin-plugin.com/forums/portal.php
EqualHate
Original MSG

Date: Mon, 28 Feb 2005 16:48:58 +0100
From: Reinhard Hack [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Subject: [hlds] Can anyone tell me how i can activate Stats ?
Reply-To: hlds@list.valvesoftware.com

My Server is running perfectly in Console Mode and i also configurated
my server.cfg but i dont know how to activate stats.

Please help me !!!

THX Vader




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RE: [hlds] Odd lag problem

2005-02-08 Thread Brandon Hardy
Running mplayer2 with an avi loaded helps. Also increase fps_max, or
sv_maxfps I think it might have been.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [AoL]Renshai
Sent: Tuesday, February 08, 2005 5:42 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Odd lag problem

I seem to remember a way to speed up your FPS on the server was to open a
seperate application affecting video (i.e. a flash animation).  I dunno,
trying to search my internal memory, but old age is getting in the way and
clouding it up.  Anyone else remember something about that, or is it just
me getting old? :)

I guess my point is, could it be related to that same video issue?
especially if the pings go down, WHEN you connect?

Also, have you checked out the performance on the box when the pings go
up/down?  Once again, old age getting in the way here, and I don't
remember if you said you were or not.  ;)

Thanks,
-Ren

 Ill try explain the situation better.

 Server runs a hlds procces in the background. When i log in from either my
 pc, or any other server with vnc/radmin/remote desktop the pings in the cs
 server are absolutely wonder full. But as soon as i close the
 VNC/radmin/remote (what ever u logon with) connection the server starts
 lagging 1500 pings, then timeouts, then runs fine, then  lag, time outs
 etc.
 On the EXACT moment i log in with one of the apps again, the pings go real
 low again.



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[hlds] Master Server List Problems

2005-01-10 Thread Brandon Dumont - MWEB
Hi all (best wishes for 2005)

I am unable to retrieve any master servers list information from steam
regardless what game type I query by!

Everything else seems to work fine i.e. getting content form the content
servers doesn't seem to be a problem.

Does anybody have a finite list of master servers I could trace route to
and/or a definitive list of ports I need to have open?

Thanks in advance


/Brandon
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RE: [hlds] Server update: details

2004-12-03 Thread Brandon Dumont - MWEB
Excellent!

Any Idea how the logging works for hl2mp?

B.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Eric Smith
 Sent: Friday, December 03, 2004 1:46 AM
 To: [EMAIL PROTECTED]; [EMAIL PROTECTED]
 Subject: [hlds] Server update: details

 Here are the details for the server update the other night (below).

 -Eric

 ==

 1) Logging

 Logging has been updated as follows:

 The log on/off command now turns on/off *all* logging.
 Once logging is on, there are three destinations where the
 information can be sent: a file, the server console, and UDP
 addresses.

 You can use sv_logfile and sv_logecho to toggle logging
 to a file and the console (they both default to 1).  If
 logging is enabled and there are any addresses in the
 logaddress_list, the logging information will be sent to
 those addresses.

 Typing log by itself will give you the current logging
 status and where items are being logged to.

 Here is a list of the changes:

 * Added sv_logsdir that determines the folder in the game
 directory where server logs will be stored.

 * Added sv_log_onefile that will log server information to
 only one file instead of a new file for every map change.

 * Updated the log command to support on/off as well as 1/0.

 * Updated the output for the log command to include the
 current status (logging or not) and if logging is enabled it
 outputs where the information is being sent (file, console, UDP).

 * Renamed mp_logfile to sv_logfile to be more consistent
 with the other logging cvars.

 * Renamed mp_logecho to sv_logecho to be more consistent
 with the other logging cvars.

 * Renamed command log_addaddress to logaddress_add to be
 consistent with previous versions of this cvar.

 * Added logaddress_del to delete an entry in the logaddress list.

 * Added logaddress_delall to delete all entries in the
 logaddress list.

 * Added logaddress_list to list the current entries in the
 logaddress list.

 * Added default port 27015 if port is not included in IP
 given to logaddress_add and logaddress_del.

 * Removed unused log_level command.

 * Removed unused log_udp command (if the logaddress has
 entries and logging is enabled, the information is
 automatically sent to those addresses).

 2) Kick

 * Split the kick command into two commands: kick and kickid.
 kick supports kicking by player name.  kickid supports
 kicking by userid or uniqueid.

 3) Ban lists

 * Added the ability to load large ban lists.

 * Increased max IP bans (addip) to 32768.

 * Increased max ID bans (banid) to 32768.





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[hlds] CS:S Rcon problems

2004-11-25 Thread Brandon Dumont - MWEB
Hi all

I have two identical cs:s servers on 2 different boxes but for some
reason rcon only works on 1?

I saw a mail (or was it a post) somewhere referring to a bug which
deactivates rcon on a server?

Could anybody shed some light on this?


Thanks

B.
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[hlds] Off topic hl2 help!

2004-11-17 Thread Brandon Dumont - MWEB
Sorry to bug you guys with this but steam forums are down (surprise
surprise)

My HL2 will be arriving shortly and I just wanted to double check
something.
Atm I only have a internet connection at work and not at home!
Will I be able to install it to my work drive, activate it, then take it
home and play it on a real pc?

Or is there a better way to do this?

Thanks

B.
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RE: [hlds] Off topic hl2 help!

2004-11-17 Thread Brandon Dumont - MWEB
Hi Bruce.

Not possible. Security reasons.

How can you build a game with no multiplayer aspect (please don't say
cs:s is the multiplayer for hl2, it might be packaged like that, but
packaging don't make it so!) but still demand that they have a internet
connection!

Maybe I should get my money back and wait for the cracked offline
version (that's a joke kay!)




 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Bruce
 Bahamut Andrews
 Sent: Wednesday, November 17, 2004 2:09 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlds] Off topic hl2 help!

 Brandon Dumont - MWEB wrote:

 Sorry to bug you guys with this but steam forums are down (surprise
 surprise)
 
 My HL2 will be arriving shortly and I just wanted to double check
 something.
 Atm I only have a internet connection at work and not at home!
 Will I be able to install it to my work drive, activate it,
 then take
 it home and play it on a real pc?
 
 Or is there a better way to do this?
 
 Thanks
 
 B.
 MWEB: S.A.'s trusted Internet Service Provider. Just Like that.
 To join, click here or call 08600 32000.
 
 
 
 take your home computer to work, install/activate, then take
 it home :o

 --

 - Bruce Bahamut Andrews


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RE: [hlds] Off topic hl2 help!

2004-11-17 Thread Brandon Dumont - MWEB
Understandable!

If your not living in a 3rd world country (south Africa) where a
permanent 512 ADSL (with a 3 gig cap I might add) connection would cost
you a quarter of your monthly salary!

Oh well who cares about us low bandwidth hussies anyway.

Will see about getting permission to bring my home pc into work so I can
play a game I already own!

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Bruce
 Bahamut Andrews
 Sent: Wednesday, November 17, 2004 5:12 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlds] Off topic hl2 help!

 Brandon Dumont - MWEB wrote:

 Hi Bruce.
 
 Not possible. Security reasons.
 
 How can you build a game with no multiplayer aspect (please
 don't say
 cs:s is the multiplayer for hl2, it might be packaged like that, but
 packaging don't make it so!) but still demand that they have
 a internet
 connection!
 
 Maybe I should get my money back and wait for the cracked offline
 version (that's a joke kay!)
 
 VALVe's primary market is the online gaming community who
 will make multiplayer mods and extend Half-Life 2's life span
 quite substantially... online activation is s much better
 then the alternative (making you uninstall cd
 burning/emulation progs..)

 --

 - Bruce Bahamut Andrews


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RE: [hlds] Off topic hl2 help!

2004-11-17 Thread Brandon Dumont - MWEB
Yea ok lets split hairs shall we.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Bruce
 Bahamut Andrews
 Sent: Wednesday, November 17, 2004 6:35 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlds] Off topic hl2 help!

 Brandon Dumont - MWEB wrote:

 Understandable!
 
 If your not living in a 3rd world country (south Africa) where a
 permanent 512 ADSL (with a 3 gig cap I might add) connection
 would cost
 you a quarter of your monthly salary!
 
 Oh well who cares about us low bandwidth hussies anyway.
 
 Will see about getting permission to bring my home pc into work so I
 can play a game I already own!
 
 Heh, you don't own it, you're lisencing it... you should've
 read on the box about the online activation before purchase :|

 --

 - Bruce Bahamut Andrews


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[hlds] Server Banwidth/Memory/CPU details

2004-10-28 Thread Brandon Dumont - MWEB
Hi all

I've recently been asked some tuff questions regarding bandwidth usage
for my CS Servers and was hoping some-one could point me in the right
direction.

What is the best way to calculate the..

- The Bandwidth/Memory/CPU needed for a default 22 player server?
- The average Bandwidth/Memory/CPU used per player?

Thanks

B.
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[hlds] Listen Server

2004-10-14 Thread Brandon Dumont - MWEB
How does one set up a listen server config?
And where?


thanks
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RE: [hlds] Listen Server

2004-10-14 Thread Brandon Dumont - MWEB
For cs:s (sorry)

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Brandon Dumont - MWEB
 Sent: Thursday, October 14, 2004 8:01 AM
 To: [EMAIL PROTECTED]
 Subject: [hlds] Listen Server

 How does one set up a listen server config?
 And where?


 thanks
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