Re: [hlds] TF2 33 Players ??

2010-03-06 Thread CAIN
Anything special a server does to routinely allow 33 ?? 

-- Cain




- Original Message 
From: Tony Paloma 
To: Half-Life dedicated Win32 server mailing list 
Sent: Fri, March 5, 2010 4:14:12 PM
Subject: Re: [hlds] TF2 33 Players ??

No. The max is 33. It used to be 32, but then people wanted 32 + SourceTV
and valve caved and allowed for 33.


  

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Re: [hlds] TF2 33 Players ??

2010-03-05 Thread CAIN
We actually had 33 players real players, 17 on one team and 16 on the other, 
all actively participating. 






- Original Message 
From: Alec Sanger 
To: hlds@list.valvesoftware.com
Sent: Fri, March 5, 2010 1:19:40 PM
Subject: Re: [hlds] TF2 33 Players ??


the 33rd slot is usually a sourcetv slot, not playable. 

Thank you,
Alec Sanger



> Date: Fri, 5 Mar 2010 10:15:47 -0800
> From: cai...@yahoo.com
> To: hlds@list.valvesoftware.com
> Subject: [hlds] TF2 33 Players ??
> 
> I noticed a couple of days last week, my 32 player TF2 server actually had 33 
> players, 17 on BLU 16 on Red. 
> 
> How do some TF2 servers host 33 players??
> 
> My server in the browser still showed 32/32 as I recall. 
> 
> How do some TF2 players advertise 33 players or more ??
> 
> TIA
> 


  

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[hlds] TF2 33 Players ??

2010-03-05 Thread CAIN
I noticed a couple of days last week, my 32 player TF2 server actually had 33 
players, 17 on BLU 16 on Red. 

How do some TF2 servers host 33 players??

My server in the browser still showed 32/32 as I recall. 

How do some TF2 players advertise 33 players or more ??

TIA


  

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[hlds] Team Fortress 2 Update - Client Side Crash

2009-12-18 Thread CAIN
Many of my players are crashing to desktop since the update with this memory 
error. 

Windows XP machines running SP3 with nVidia video cards. 

http://www.cainslair.com/TF2crash.png

-- Cain


  

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Re: [hlds] Team Fortress 2 Update Coming

2009-12-17 Thread CAIN
When exactly ??  ;-) 



- Original Message 
From: Jason Ruymen 
To: "hlds@list.valvesoftware.com" ; Half-Life 
dedicated Linux server mailing list 
Sent: Thu, December 17, 2009 6:32:23 PM
Subject: [hlds] Team Fortress 2 Update Coming

A required update for Team Fortress 2 is coming later today.

Jason

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Re: [hlds] Team Fortress 2 Update Released

2009-12-11 Thread CAIN
Cool, how did you do that !?!? 

-- Cain




- Original Message 
From: Alec Sanger 
To: hlds@list.valvesoftware.com
Sent: Fri, December 11, 2009 2:36:52 PM
Subject: Re: [hlds] Team Fortress 2 Update Released


If you have hlxce you can do what i did.

look at the top of www.stompfest.com

Thank you,
Alec Sanger
P: 248.941.3813
F: 313.286.8945


  

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[hlds] Suggestion for new FF Mode

2008-08-19 Thread CAIN
While many players enjoy Friendly Fire being enabled, for public servers FF 
requires some type of TeamKill Manager plugin, since it is impossible to have 
enough Admins constantly on both teams to properly police a pub server with FF 
enabled. 

COD4 has a terrific FF mode they call "Reflect Damage".  It works quite simply. 
 When FF is enabled and the RD option is selected it is impossible for any 
player to damage a teammate.

100% of the damage a player attempts to inflict on a teammate is instead done 
to them, including killing themselves if the damage is greater than 100%. 

Several different HL2 mod authors have attempted to create a plugin to create a 
new Reflect Damage (or mirror damage) option, however they have discovered that 
if the damage inflicted is greater than 140%, the teamkiller will succeed in 
killing their teammate.  

Since it is stil possible to kill a teammate, then it becomes necessary to add 
some type of TeamKiller management system to this type of plugin.

All of this can be eliminated if the developers can simply create a new type of 
FF mode that would nake it impossible to inflict any damage on a teammate, with 
100% of any and all damage being reflected back on the team killer. 

Thank you for your consideration. 

-- Cain


  

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

2007-10-26 Thread CAIN
I'm having trouble updating my server.

The update appeared to occur normally, however when I try to restart it, it
still says server out of date please update.

Suggestions please ??

-- Cain



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[hlds] TF2 Beta Server, Map Cycle ??

2007-09-18 Thread CAIN
How do I get the maps to cycle in the TF2 Beta Server ??

thx !!

--  Cain




  

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RE: [hlds] SPEEX Codec Please.

2005-10-10 Thread CAIN
Please Alfred we are begging you to help us out here, at present Source games
have the worst voice quality of any game out there.

It is extremely difficult to understand anyone with Miles, and the occasional
time that someone has their mic gain too high using speex, everyone QUICKLY
tells them to turn it down, and everyone is happy again.

I can guarantee you that 99% of the Admins and hard core players in Source
games want Speex as an option... desperately.

For that 1% that does not like Speex (and they must have it misconfigured, or
set to a lower VoiceQuality), simply leave Miles as an option like you have in
HL1 games.



-- Cain


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Sunday, October 09, 2005 5:07 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] SPEEX Codec Please.

Its on the request list but I have no timeframe for it. The Speex codec
performs badly in the face of a clipped voice signal (you get ugly
artifacts) but we haven't found a better replacement yet.

- Alfred






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RE: [hlds] SPEEX Codec Please.

2005-10-10 Thread CAIN
I agree 1000% with deadman...

Please move this request up the list Alfred, I know the CSS admins have been
begging for this for over a year now.

- Cain



Deadman Wrote:

The occasional clipping of Speex is FAR better than the permanent garble of
MILES. You just need to turn the mic down to keep Speex from clipping. Not
much you can do to make Miles understandable.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Sunday, October 09, 2005 5:07 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] SPEEX Codec Please.

Its on the request list but I have no timeframe for it. The Speex codec
performs badly in the face of a clipped voice signal (you get ugly
artifacts) but we haven't found a better replacement yet.

- Alfred





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Re: [hlds] DoDs mp_autokick 1 is dropping players after just 50secs idle

2005-10-06 Thread CAIN
mp_autokick 1 gives you ~60 seconds before the client is kicked for inactivty.

mp_autokick 2 gives you ~120 seconds before the client is kicked for
inactivity.

mp_autokick 3 gives you ~180 seconds, and so forth.

Try it, it seems to work for me.

-- Cain





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[hlds] DoD:Source Default tickrate ??

2005-09-30 Thread CAIN
What is the default tickrate for a DODS server??

Anyone been experimenting with different DODS Server tickrates ??

Thanks!!

-- Cain





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Re: [hlds] DODS - Better Voice Quality Codec Available ???

2005-09-28 Thread CAIN
Well, for those folks who have never heard how good the Speedx Codec is, check
it out sometime.

It sounds much better and clearer than my telephone, I would say it sounds
almost as good as a CD for spoken voice, while the default voice codec is very
poor.


I remember Alfred talking about Speex last Summer, and they said they did not
like it:

quote:From : Alfred Reynolds <[EMAIL PROTECTED]>
Reply-To : hlds@list.valvesoftware.com
Sent : Friday, July 22, 2005 11:36 AM
To : 
Subject : RE: [hlds] Add Speedx Codec?

Speex has some ugly coding artifacts when the incoming voice stream is clipped
(i.e the volume exceeds the bounds of the mic device). We have been looking for
a better behaving codec but haven't found one yet. When we do we will add it.

- Alfred

---

Alfred, let me beg you guys to just allow those of us who want it, to use
Speedx.  We all know it gets nasty when someone with a mic with too high gain
speaks, but in about 20 seconds people tell him to lower his mic gain, and all
is good again.  As it stands now 100% of the folks suffer because we are
concerned about 5% causing distortion problems, (that get quickly rectified,
in-game).

PLEASE, please just allow us to use Speedx, if we so choose.

Thanks!!

-- Cain

--

Welcome to Source
 The Short answer is No
 Perhaps the DoD community will have better success at having this changed
than the CS community has for the past 12 months.

-- Whisper






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[hlds] DODS - Better Voice Quality Codec Available ???

2005-09-28 Thread CAIN
In good old DoD 1.3 server Admins could use an improved voice quality codec:

sv_voicecodec voice_speex
sv_voicequality 5

Using this codec makes the spoken voices crystal clear.

Unfortunately DODS has reverted to the old default Voice Codec from HL1, and it
is garbled and very poor quality.  I'm hearing more complaints about voice
quality than FPS.

Can we use a better voice codec with DODS than the default ??

If yes, how do we enable it, and what are the settings ??

TIA

-- Cain




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[hlds] Dedicated Server GUI, Follow-up

2005-09-26 Thread CAIN
OK, I finally got my -console mode to work from the Steam server GUI.

Now, how do I create and execute my own servr.cfg from the -console version of
the Steam GUI server??

I can get the server to run in a console window, but it is only server defaults
and ignores my server.cfg settings.

I tried + exec server.cfg, and that didn't work.

Anyone know how to execute my server.cfg on startup ??

Thanks!!

--  Cain



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[hlds] Running Dedicated Console Server from GUI ??

2005-09-26 Thread CAIN
I have forgotten how to run a dedicated Console only server from the Steam GUI.


I seem to remember something about adding -console to the launch options. I was
thinking I needed to add more stuff, like the rest of my command line ??

Can some kind soul help me here, please ?

Thx !!

--  Cain



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[hlds] Vac Beta 2 for DoD 1.3 Server ??

2005-06-19 Thread CAIN
Can we test out Vac 2 on a Day of Defeat 1.3  HLDS Server??

If yes, do I just add -vacbeta to my command line ??

Thx!!

--- Cain






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[hlds] 64 Bit Windows XP for HL1 and HL2 Client ??

2005-05-31 Thread CAIN
Anyone here playing HL1 and HL2 on 64 Bit Windows XP ???

I'm planning to build a new box at home to play DoD, and soon DoD:Source, and I
want to build a 64 bit windows machine.

Any issues??  Any problems ??  Any improvements in performance??

Does Steam install and work OK on 64 Bit Windows too ??

Thx for all replies,

-- Cain

"Cain's Lair =DoD="






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Re: [hlds] HL2MP - Player Limit ?? 16 Players..

2004-12-23 Thread CAIN
I'm with you Ook!!

For most folks CS/CSS games are spent watching other players have fun !!

I know lots of people love CS, but I prefer the non-stop action of
CTF/DM/TDM...

--  Cain


> From: "Ook" <[EMAIL PROTECTED]>
> To: 
> Subject: Re: [hlds] HL2MP - Player Limit ?? 16 Players..
> Date: Wed, 22 Dec 2004 17:28:31 -0700
>
> There is basically one reason I don't play Counter-Shite. Because I
> absolutely hate waiting for the round to end! Round based games blow
> chunks, and I won't play them.
>
>
> - Original Message -
> From: "Napier, Kevin" <[EMAIL PROTECTED]>
> To: 
> Sent: Tuesday, December 21, 2004 9:14 PM
> Subject: RE: [hlds] HL2MP - Player Limit ?? 16 Players..
>
>
> >I don't know.. sounds kinda like the respawn server I used to run..
> > Man that fun\funny as hell untill a steam update annoyed me to all hell
> > and I pulled the plug.





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RE: [hlds] HL2MP - Player Limit ?? 16 Players..

2004-12-22 Thread CAIN
"Once again you are wrong"...?

Easy there skippy, no need to try to be condescending, but I don't remember
being wrong the first time, and I know I am not wrong this time.  ;-)

Valve has hard-coded HL2MP to 16 players maximum, try it and see.  I have heard
rumor that they did not limit the Linux Servers, but I cannot confirm that,
since I run Win2003 Server.

If have HL2MP running on Win32, and are able to allow more than 16 players you
either:

a) Have an out of date server, or,
b) You have not tried this lately.

I suggest you update your server files and give it another shot, and if you can
make it work with more than 16, please post back here (I'm sure Cliffe and
Alfred will be as surprised as I will!)

Please "crush my illusion"!!  ;-)

Take care,

--  Cain



> From: "Ray Spaulding" <[EMAIL PROTECTED]>
> To: 
> Subject: RE: [hlds] HL2MP - Player Limit ?? 16 Players..
> Date: Tue, 21 Dec 2004 22:07:35 -0500
>
> Once again, you are wrong.

>You CAN increase the playerlimit of HL2MP. As I
> said before, browse to hl2mp/cfg/valve.rc and open it with your favorite
> text editor. Edit or add this line:
> Maxplayers 20 (or whatever you want for the limit)
> This will set the max for the server. You can put this limit in your command
> line or a limit lower if you wish but it will open the game to what you
> want. The trick is if you DON'T edit/add this line to valve.rc then you will
> NOT be able to increase the player limit of the server. If you, for example,
> make a limit of 40 in valve.rc and add +maxplayers 40 in your commandline
> then you will start the server at 40 players and they will join. Of course,
> while you're watching your cpu meters bounce off the ceiling you could make
> a couple new maps that would be fun at that insane limit. I ran 40's the day
> it came out on several of our dual xeon boxes and they seems to degrade past
> about 28 players or so. But at least I've crushed your illusion that the
> limit is "hardcoded" into the server. And be sure to restart them every
> 24-48 hours as the FPS rates on them will die off over time. You'll see that
> for yourself I'm sure.
> Happy hosting.
>
> Ray S.





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RE: [hlds] HL2MP - Player Limit ?? 16 Players..

2004-12-21 Thread CAIN
Unfortunately the HL2MP game is hard-coded to a 16 player maximum, nothing we
can do or change will allow any admin to increase this.

I ran a 40 player CSS server that was very smooth and everyone was pinging in
the 30s-60s.

My server is a Dual Xeon 3.33 and I have a 100Mb switch and a DS-3 worth of
bandwidth.

I understand that HL2MP is hard on hardware and bandwidth, but trust me it is
not even in the same league as UT2004 ONS.

I would just like for the Valve guys to let the Admins and their players decide
if their favorite server can provide a quality game, with a given player load;
the same way we have always done it.

I know some CSS Servers are now running 64 players !!

Take care,

--  Cain

> ATTACHMENT part 3.2 message/rfc822
> From: "Ray Spaulding" <[EMAIL PROTECTED]>
> To: 
> Subject: RE: [hlds] HL2MP - Player Limit ?? 16 Players..
> Date: Tue, 21 Dec 2004 09:26:27 -0500
>
> If you think you have the hardware/bandwidth to do more than the other guy
> edit the hl2mp/cfg/valve.rc file to show the limit you desire and match that
> limit in the command line.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
> Sent: Tuesday, December 21, 2004 8:59 AM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] HL2MP - Player Limit ?? 16 Players..
>
> Actually it doesn't sound too far off the mark
>
> We are all familiar with how HLDS does not handle player numbers above
> the 20 player mark very well as it is, and with DeathMatch being what
> it is, having large amounts of people all doing things at the same
> time constantly is going to lag even the most high end server
> hardware.
>
> We run 4 CS 1.6 DeathMatch Servers and we can manage 4 of them on a
> Dual 3.0GHz Xeon with 2GB of RAM but they are only 16 14 16 & 18
> player servers respectively and when they are all full things do get a
> bit iffy.
>





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[hlds] HL2MP - Player Limit ?? 16 Players..

2004-12-21 Thread CAIN
Hi Valve gang,

I see that you have limited the maxplayers in HL2 DM and Team:DM to 16.

I have always run very large servers, and my regular players love the chaos and
mayhem.  The 16 player limit is forcing me to run two separate 16 player
servers, but neither stays consistently full, and my regulars cannot decide
which one to play on. (I am running a Dual Xeon 3.33, with a DS-3 Connection).

Can you please remove the 16 player limit for HL2 MP ???  I hope this is only a
temporary situation, as it seems when MP was first released there was no 16
player max

I know that CSS has a 40+ player limit, so I know the engine itself can handle
more than 16 players...  Again, I'm assuming you capped MP at 16 for some bug,
or performance issue ???

Thanks!!

--  Cain

PS If you wish to permanently restrict player maximums for DM to 16(and I hope
not), will you allow at least 32 for Team Deathmatch, so there would be 16 per
team ???  Thx!!





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[hlds] Separate CS: Source Mailing List??

2004-11-13 Thread CAIN
Can we get a separate list for Admins running CSS Servers ??

Thx!!

-  Cain





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[hlds] CSS Beta Server Rcon Commands??

2004-08-21 Thread CAIN
CSS Beta Rcon Commands??

Anyone else having problems kicking and banning users by issuing rcon
commands???

-- Cain





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[hlds] Long Time CS Admin request to Valve, please change CSS Default Port

2004-08-21 Thread CAIN
Long Time CS Admin request to Valve, please change CSS Port

I have been running a very busy CS Server for several years, on the standard
27015 Port.

Now I see that you have also assigned CSS to the standard port of 27015.  I
notice that if I move the CSS Server off of the Standard port I get a tiny
fraction of the player traffic that it gets on the default port.

Can I beg you guys with the next patch to please, please move CSS (and HL2) to
a different default port address??  27020 perhaps ??

I hate to move all my regulars from CS to a different port address, when they
all have it saved as a Favorite.

Since CS:S is new, it makes sense for it to have a slightly different default
port than the older more established game.

Thanks for listening!!

-- Cain





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Re: [hlds] New CSS Beta Server Patch = Mad Lag !!

2004-08-20 Thread CAIN
So that is what is happening, we are essentially launching DOS attacks on our
servers and ISPs by running the latest Patched SRDS !!!

Makes sense why my ISP e-mailed me last night to ask why I was suddenly using
so much bandwidth !!

Thanks for the reply and info,

--  Cain


> Date: Fri, 20 Aug 2004 08:42:09 -0400
> From: Les Nagy <[EMAIL PROTECTED]>
> To: [EMAIL PROTECTED]

> Subject: Re: [hlds] New CSS Beta Server Patch = Mad Lag !!
> CAIN wrote:
>
 >Exactly !!  4 to 5 times their normal ping, and it can surge higher at times
 >also.
> >
> >
My beta server was using up to 25mbps or so for 20 players and choking
the pipe that my paying customers use. It is shut down till this is
fixed so that my colo provider doesn't throw me out and I don't lose all
my customers.  :(




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Re: [hlds] New CSS Beta Server Patch = Mad Lag !!

2004-08-20 Thread CAIN
Exactly !!  4 to 5 times their normal ping, and it can surge higher at times
also.

Thank you for the reply, it is always comforting to know you are not alone with
a new problem, especially one as odd as this one!

I kept dropping my player counts, but it did not help, and the server CPU usage
was tiny, however the server acted as if it had completely run out of CPU.

If anyone hears anything about this, or if Valve comments on this, please post
here.

Does Valve read our problems from this List, or is there some better Forum/list
to make Valve aware of Dedicated Server Problems??

Thanks again to all who replied here.

--  Cain


> From: "Edge100x" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Subject: Re: [hlds] New CSS Beta Server Patch = Mad Lag !!
> Date: Thu, 19 Aug 2004 21:03:27 -0700
>
> This is happening for us as well. The server might be using 2% of the CPU but
> everyone's ping is about 4 times what they'd get in a 1.6 server. Even with
> only 5 people in the server.
>
> -John
>
> - Original Message -
> From: "CAIN" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Thursday, August 19, 2004 7:46 PM
> Subject: [hlds] New CSS Beta Server Patch = Mad Lag !!
>
>
> >I just updated my CSS Dedicated Server, and while it no longer crashes when
> > full, now for some unknown reason all the pings go haywire up and down like
> > a
> > yo-yo.  I mean like 4-5X normal pings.
> >
> > My Server never used above 20% CPU, but it acted like it was at 100% CPU
> and
> > starving for more power.
> >
> > Weird, the previous version did not do this with the same player load.
> >
> > -- Cain
> >
> > Windows 2003 Server
> > Dual Xeon 3.06
> >





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[hlds] New CSS Beta Server Patch = Mad Lag !!

2004-08-19 Thread CAIN
I just updated my CSS Dedicated Server, and while it no longer crashes when
full, now for some unknown reason all the pings go haywire up and down like a
yo-yo.  I mean like 4-5X normal pings.

My Server never used above 20% CPU, but it acted like it was at 100% CPU and
starving for more power.

Weird, the previous version did not do this with the same player load.

-- Cain

Windows 2003 Server
Dual Xeon 3.06





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Re: [hlds] Source server crashing

2004-08-18 Thread CAIN
Same thing here Simon.  I finally realized this happens when the bomb
detonates.

-- Cain



> ATTACHMENT part 3.9 message/rfc822
> From: "Simon Garner" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> CC: "Alfred Reynolds" <[EMAIL PROTECTED]>
> Date: Thu, 19 Aug 2004 15:26:39 +1200
> Subject: [hlds] Source server crashing
>
> Updated our Source beta server and now it's crashing every 5 minutes. It
> spews a whole bunch of "Missing shutdown function" messages (see below),
> then pops up an alert box like this:
>
> The instruction at "0x00cee9f0" referenced memory at "0x084c60c6". The
> memory could not be "written". Click on OK to terminate the program
>
> Here is all it shows in the console:
>
> Missing shutdown function for Sys_InitAuthentication() :
> Sys_ShutdownAuthentication()
> Missing shutdown function for Decal_Init() : Decal_Shutdown()
> Missing shutdown function for InitStudioRender() :
> ShutdownStudioRender()
> Missing shutdown function for StaticPropMgr()->Init() :
> StaticPropMgr()->Shutdown()
> Missing shutdown function for modelloader->Init() :
> modelloader->Shutdown()
> Missing shutdown function for InitMaterialSystem() :
> ShutdownMaterialSystem()
> Missing shutdown function for hltv.Init( bDedicated ) : hltv.Shutdown()
> Missing shutdown function for g_Log.Init() : g_Log.Shutdown()
> Missing shutdown function for master->Init( &sv ) : master->Shutdown()
> Missing shutdown function for sv.Init( bDedicated ) : sv.Shutdown()
> Missing shutdown function for g_GameEventManager.Init() :
> g_GameEventManager.Shutdown()
> Missing shutdown function for NET_Init( bDedicated ) : NET_Shutdown()
> Missing shutdown function for Key_Init() : Key_Shutdown()
> Missing shutdown function for Filter_Init() : Filter_Shutdown()
> Missing shutdown function for saverestore->Init() :
> saverestore->Shutdown()
> Missing shutdown function for COM_Init() : COM_Shutdown()
> Missing shutdown function for V_Init() : V_Shutdown()
> Missing shutdown function for cv->Init() : cv->Shutdown()
> Missing shutdown function for Cmd_Init() : Cmd_Shutdown()
> Missing shutdown function for Cbuf_Init() : Cbuf_Shutdown()
> Missing shutdown function for Con_Init() : Con_Shutdown()
> Missing shutdown function for Memory_Init() : Memory_Shutdown()
> Missing shutdown function for Host_Init( s_bIsDedicated ) :
> Host_Shutdown()
> Missing shutdown function for Sys_LoadPhysicsDLL() :
> Sys_UnloadPhysicsDLL()
> Missing shutdown function for Sys_InitMemory() : Sys_ShutdownMemory()
> Missing shutdown function for Sys_Init() : Sys_Shutdown()
> Missing shutdown function for LoadMaterialSystemInterface() :
> UnloadMaterialSystemInterface()
> Missing shutdown function for Shader_InitDedicated() : Shader_Shutdown()
> Missing shutdown function for COM_InitFilesystem() :
> COM_ShutdownFileSystem()
> Missing shutdown function for FileSystem_Init(g_AppSystemFactory) :
> FileSystem_Shutdown()
>
> -Simon





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[hlds] CSS Server - When Bomb explodes, Server crashes

2004-08-18 Thread CAIN
When the bomb explodes my server crashes with some sort of weird memory error.

Anyone else seen this problem???

--  Cain

Windows 2003 Server
2 Gigs RAM
Dual Xeon 3.06 CPUs





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[hlds] CS:S Default Port Number ?? Same as CS 1.6 ??

2004-08-18 Thread CAIN
CS:S Default Port Number ??

Does CS:S use the same default port number as the CS 1.6 Server???

If it does, how do we set the server to use a diffeent port (I'll move my old
CS Server and leave the CSS Server at the default port number).

I seem to recall +port 28000  ???  Or something close...

Thanks!!

-- Cain





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[hlds] CS:S Bans, WON IDs, etc....

2004-08-17 Thread CAIN
1) Once we start running our CS:S Server, I assume we can ban players by ID
number the same way we did for CS 1.6??

2) Will the WonID numbers be the same for players who are downloading the CS:S
Beta that they currently have for CS 1.6??  I assume WON ID numbers will be the
same one that Steam assigned them for CS 1.6, correct ??

It would be great if I could just copy and paste my CS 1.6 bans list to the new
server.

--  Cain





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[hlds] Info you need to know about the CS: Source dedicated server.

2004-08-14 Thread CAIN
Steven,

Thank you for the Dedicated Server CSS BETA guide you prepared for us.

I appreciate the time you took to put this together, I know it helped many
others as well...

Many thanks!!!

--  Cain

(Cain's Lair)







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RE: [hlds] Counter-Strike: Source Beta Servers?? Dedicated Server for Beta??

2004-08-02 Thread CAIN
Message: 2
From: "John" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Subject: RE: [hlds] Counter-Strike: Source Beta Servers??  Dedicated Server for

Beta??
Date: Sat, 31 Jul 2004 15:26:38 -0500
Reply-To: [EMAIL PROTECTED]

"Hey John,

We'll be releasing the server to people just before the test starts so
people can be ready.

Erik"



Thank you for the reply, and info !

--  Cain






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[hlds] Counter-Strike: Source Beta Servers?? Dedicated Server for Beta??

2004-07-31 Thread CAIN
Will we be allowed to run Beta CS:S Servers through the use of a dedicated
Server download??

Thx!!

--  Cain






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