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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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
This is a multi-part message in MIME format.
--
[ 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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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
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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
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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
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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
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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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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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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
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[ 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
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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
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[ 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
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[ 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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