Re: Re[5]: [hlds] [hltv] Error:libSteamValidateUserIDTickets_i386.so

2008-02-16 Thread Col Grigson
--
[ Picked text/plain from multipart/alternative ]
Try using nohup instead:

cd /home/SAS-Servers/SAS-MatchServer
export LD_LIBRARY_PATH=".:$LD_LIBRARY_PATH"
nohup ./hltv +connect 195.242.238.15:27017

On Feb 17, 2008 2:47 AM, dtms Levinchuk <[EMAIL PROTECTED]> wrote:

> yes i config all this things
> but if i start hltv in screen it show error -(
>
>
>
> -- Saturday, February 16, 2008 1:35:25 AM --
> //
> SS> hltv only works with a specific setup. What you need to do is start it
> up
> SS> with something like this
>
> SS> hltv +connect 7.7.7.7:27015 -ip 8.8.8.8 -port 27020 +rate 3500
> -maxclients 16
>
> SS> setup hltv.cfg like this
>
> SS> hltv.cfg-
> SS> // HLTV Proxy configuration file
>
> SS> // HLTV proxy runs this file on start up
> SS> // This file should only be edited if you want to broadcast a game
>
> SS> // set HLTV proxy name as shown in score board
> SS> name"name that shows in game"
>
> SS> // set HLTV name, how it should appear in game server browsers
> SS> hostname"name of hltv server"
>
> SS> // set offline info text clients will see as reject reason if HLTV
> isn't
> SS> broadcasting yet
> SS> offlinetext "Sorry, game is delayed. Please try again later."
>
> SS> // delays broadcasting for 30 seconds
> SS> delay 30.0
>
> SS> // allow 3.5 KByte/sec as client rate. This is good a value
> SS> // for internet broadcasts. On LAN you may set this value to 1
> SS> maxrate 3500
>
> SS> // log HLTV console in proxy.log
> SS> // logfile 1
>
> SS> // local chatting for HLTV spectators enabled
> SS> chatmode 1
>
> SS> // if game server is password protected, enable this line
> SS> // serverpassword   "mypassword"
>
> SS> // proxy's adim password for rcon, commentator etc.
> SS> adminpassword   "adminpass"
>
> SS> // show message for 5 seconds each 60 seconds in center of X axis (-1)
> and
> SS> // above help text bar (0.85). Color given as hexadecimal RGBA .
> SS> loopcmd 1 60 localmsg "http:\\www.mywebsite.com" 5 -1 0.85 FFA000FF
>
> SS> // hltv.tga will be shown instead of the default HLTV logo in
> spectator GUI
> SS> // bannerfile "hltv.tga"
>
> SS> // these commands will be executed on connecting spectator client and
> may
> SS> be used
> SS> // to adjust settings for HLTV (for example voice parameters)
> SS> signoncommands "voice_scale 2; voice_overdrive 16; volume 0.5; echo
> Voice
> SS> adjusted for HLTV"
>
>
> SS> echo hltv.cfg loaded.
>
> SS> connect 8.8.8.8:27015
>
> SS> hltv.cfg-
>
> >> sorry
> >> i thought problem is gone
> >> but not
> >> script is working if i start in current session
> >> but if i start it in screen
> >> the problem the same
> >> may be i miss something?
> >>
> >> if i run
> >>
> >> #!/bin/bash
> >> LD_LIBARARY_PATH=$PWD:$LD_LIBRARY_PATH
> >> ./hltv +connect localhost:27035
> >>
> >> all ok
> >>
> >> if
> >>
> >> #!/bin/bash
> >> LD_LIBARARY_PATH=$PWD:$LD_LIBRARY_PATH
> >> screen -A -m -d -S cs16tv ./hltv +connect localhost:27035
> >>
> >> error -(
> >>
> >>
> >> -- Thursday, February 14, 2008 3:41:23 PM --
> >> //
> >> dL> I'm lol
> >> dL> -)
> >> dL> i write this script on windows notepad
> >> dL> and it place ^ at end of strings
> >> dL> edit file at linux - all worked
> >> dL> thank all of you -)
> >>
> >>
> >> dL> -- Thursday, February 14, 2008 3:00:30 PM --
> >> dL> //
> >> JL>> Gary Stanley wrote:
> > At 11:28 PM 2/13/2008, dtms Levinchuk wrote:
> >> hi
> >> i installed cs1.6 on centOS
> >> server started successful
> >> but i cant start hltv
> >>
> >> i using script to run hltv
> >>
> >> tv.sh
> >> -
> >> #/bin/bash
> >> export
> >> LD_LIBRARY_PATH=/home/filoret/cs16_hltv_public:$LD_LIBRARY_PATH
> >> screen -A -m -d -S cs16tv ./hltv +connect localhost:27035
> >> -
> >
> > #!/bin/bash
> > LD_LIBARARY_PATH=$PWD:$LD_LIBRARY_PATH
> > screen -A -m -d -S cs16tv ./hltv +connect localhost:27035
> >
> >
> > -- Gary Stanley ([EMAIL PROTECTED] | [EMAIL PROTECTED])
> >
> > Q: Because it reverses the logical flow of conversation.
> > A: Why is top-posting (putting a reply at the top of the message)
> > frowned upon?
> > Let's not play "Jeopardy-style quoting"
> >
> >
> >
> > ___
> >
> >>
> >> JL>> Or
> >>
> >> JL>> export
> LD_LIBRARY_PATH=/where/SteamValidateblah/is/:$LD_LIBRARY_PATH
> >>
> >> JL>> before the rest of your string
> >>
> >>
> >>
> >> JL>> ___
> >> JL>> To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >> JL>> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >> dL> //

Re: [hlds] Question about rcon command

2008-01-25 Thread Col Grigson
--
[ Picked text/plain from multipart/alternative ]
If you have eventscripts on your server you can do it like this

es_regcmd fps_max somescript/someblock

It doesn't matter if somescript and/or someblock actually exist or not

It basically clones the command so it only executes what is in the
"someblock" of "somescript", if they don't exist, it just does nothing.

I use it in things like gungame mods to disable ppl being able to drop their
gun or give ammo etc. I also redirect all the voice commands in DoD:S so I
can set a limit to how many times a player can use voice commands in a round
to cut down on spammers.

On Jan 25, 2008 4:30 PM, Tony Paloma <[EMAIL PROTECTED]> wrote:

> Do you mean something like:
> +sv_maxrate 2 +alias sv_maxrate ""
>
> No idea if that will work, but it might.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of EG Andrew
> Sent: Thursday, January 24, 2008 12:53 PM
> To: hlds@list.valvesoftware.com
> Subject: [hlds] Question about rcon command
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Sorry, i have one more question. I reember there was a command I could put
> in the command line to disable the command i just forgot what it was
>
> like if i wanted to disable sv_maxrate there was soemthing i could put in
> the command line so people couldnt change it.
>
> Would anyone happen to know?
> --
>
>
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Re: [hlds] svencoop

2008-01-14 Thread Col Grigson
--
[ Picked text/plain from multipart/alternative ]
http://metamod-p.sourceforge.net/

On Jan 14, 2008 9:00 PM, TAAHA BHAATI <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> eh im too lazy to ripent it. guess il just get rid of the map. also i've
> tried disabling all my amxx plugins and metamod and it would still give me
> that 512 error. now then about the meta error. this error is new and
> unexpected. i use the latest metamod. i got it directly from the website.
> its version 1.19. can you give me a link for metamod-p?
>
> On Jan 14, 2008 6:06 AM, Dan Offord <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
>  > You can ripent the map to bring in under the 512 model count, if you
> > remove
> > some of the ammo lying around.
> >
> > Also, with the META error try using metamod-p
> >
> > On 14/01/2008, frag <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Yes that error cannot be fixed AFAIK.  That map is no longer
> compatible
> > > with
> > > your mod.
> > >
> > > ---Original Message---
> > >
> > > From: TAAHA BHAATI
> > > Date: 01/13/08 23:35:43
> > > To: hlds@list.valvesoftware.com
> > > Subject: [hlds] svencoop
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > hello everyone. i have a svencoop hlds issue. i run a standalone
> > dedicated
> > > server. well let me get down to the point. on some maps of sven coop i
> > get
> > > this error "Host_Error: PF_precache_model_I: Model
> > > 'models/REvil/WModels/gauss/v_displacer.mdl' failed to precache
> because
> > > the
> > > item count is over the 512 limit. Reduce the number of brush models
> > and/or
> > > regular models in the map to correct this." Does anyone know how to
> fix
> > > this? I've googled this error and i heard that it's unfixable. Is that
> > > true?
> > > That error has plagued ever since i started adding custom maps for my
> > > svencoop server. I also am starting to get this error. It seems to be
> > with
> > > metamod. I tried disabling all my amxx plugins and i would still get
> > this
> > > error, though when i disabled metamod that's when the error
> dissapeared.
> > > This is the error: "[META] ERROR: Couldn't find game entity
> > > 'info_texlights'
> > > in game DLL 'svencoop': The specified procedure could not be
> > found.<0D>".
> > > Any help would be appreciated.
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > >
> > > --
> > > No virus found in this incoming message.
> > > Checked by AVG Free Edition.
> > > Version: 7.5.516 / Virus Database: 269.19.2/1221 - Release Date:
> > 1/12/2008
> > > 2:04 PM
> > >
> > > .
> > >
> > > --
> > >
> > >
> > > ___
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Re: [hlds] svencoop

2008-01-14 Thread Col Grigson
--
[ Picked text/plain from multipart/alternative ]
You will find the model count is under 512 anyway, its your plugins pushing
it over.

But removing some unnecessary ones in the map will bring the total down so
it's probably the best fix

On Jan 14, 2008 2:51 PM, kdog <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> Dan, if used BSP edit went into a bsp file and just searched for the word
> model" and lets say there was 526 models.If I removed enough to make
> it
> 512 or under, Would the map work then.
>
> ---Original Message---
>
> From: Dan Offord
> Date: 1/14/2008 3:16:59 AM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] svencoop
>
> --
> [ Picked text/plain from multipart/alternative ]
> You can ripent the map to bring in under the 512 model count, if you
> remove
> some of the ammo lying around.
>
> Also, with the META error try using metamod-p
>
> On 14/01/2008, frag <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Yes that error cannot be fixed AFAIK.  That map is no longer compatible
> > with
> > your mod.
> >
> > ---Original Message---
> >
> > From: TAAHA BHAATI
> > Date: 01/13/08 23:35:43
> > To: hlds@list.valvesoftware.com
> > Subject: [hlds] svencoop
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > hello everyone. i have a svencoop hlds issue. i run a standalone
> dedicated
> > server. well let me get down to the point. on some maps of sven coop i
> get
> > this error "Host_Error: PF_precache_model_I: Model
> > 'models/REvil/WModels/gauss/v_displacer.mdl' failed to precache because
> > the
> > item count is over the 512 limit. Reduce the number of brush models
> and/or
> > regular models in the map to correct this." Does anyone know how to fix
> > this? I've googled this error and i heard that it's unfixable. Is that
> > true?
> > That error has plagued ever since i started adding custom maps for my
> > svencoop server. I also am starting to get this error. It seems to be
> with
> > metamod. I tried disabling all my amxx plugins and i would still get
> this
> > error, though when i disabled metamod that's when the error dissapeared.
> > This is the error: "[META] ERROR: Couldn't find game entity
> > 'info_texlights'
> > in game DLL 'svencoop': The specified procedure could not be
> found.<0D>".
> > Any help would be appreciated.
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> > --
> > No virus found in this incoming message.
> > Checked by AVG Free Edition.
> > Version: 7.5.516 / Virus Database: 269.19.2/1221 - Release Date:
> 1/12/2008
> > 2:04 PM
> >
> > .
> >
> > --
> >
> >
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> > please visit:
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> 2:04 PM
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[hlds] Event var "cappers"

2007-12-23 Thread Col Grigson
--
[ Picked text/plain from multipart/alternative ]
I write scripts for DoD:Source using Mattie EventScripts which rely on the
game engine outputting certain values triggered by certain events.

e.g. The id of the player killed is supplied by the event player_death and
so on,

However, the one var that seems bugged is "cappers" triggered by the event
dod_point_captured.

I (and other coders) have never been able to get any output from this var,
any chance this could be looked at for the forthcoming DoD:S update?
--

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Re: [hlds] High res timers, flash, and cpu

2007-11-24 Thread Col Grigson
--
[ Picked text/plain from multipart/alternative ]
Yup thats good too :)

On Nov 24, 2007 8:25 PM, Kitteny Berk <[EMAIL PROTECTED]> wrote:

> Or the source fps booster
>
> http://hairy-arse.com/srcdsfpsboost.zip
>
> no overheads at all and works nicely, IME.
>
> Col Grigson wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
>  > The answer is to run windows media player on the box, that removes the
> fps
> > cap that windows imposes but without the processor overhead that a flash
> > movie may cause.
> >
> > On Nov 24, 2007 7:00 PM, Ook <[EMAIL PROTECTED]> wrote:
> >
> >
> >> So for the fun of it I ran a flash app on my server box to see what
> >> happens.
> >> Srcds jumps from 64fps to about 240fps, the two hlds servers jump from
> >> 64fps
> >> to about 80fps, and cpu on the box jumps up 50% with only a few
> players.
> >> So,
> >> my question to those who have experience with this - what real
> difference
> >> will it make, and if cpu on mostly empty servers if 50%, what will
> happen
> >> when the servers fill up?
> >>
> >>
> >> ___
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> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >>
> > --
>  >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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> >
> >
> >
>
>
>
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Re: [hlds] High res timers, flash, and cpu

2007-11-24 Thread Col Grigson
--
[ Picked text/plain from multipart/alternative ]
The answer is to run windows media player on the box, that removes the fps
cap that windows imposes but without the processor overhead that a flash
movie may cause.

On Nov 24, 2007 7:00 PM, Ook <[EMAIL PROTECTED]> wrote:

> So for the fun of it I ran a flash app on my server box to see what
> happens.
> Srcds jumps from 64fps to about 240fps, the two hlds servers jump from
> 64fps
> to about 80fps, and cpu on the box jumps up 50% with only a few players.
> So,
> my question to those who have experience with this - what real difference
> will it make, and if cpu on mostly empty servers if 50%, what will happen
> when the servers fill up?
>
>
> ___
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Re: [hlds] HLDS not switching maps?

2007-11-13 Thread Col Grigson
--
[ Picked text/plain from multipart/alternative ]
TF2 does have bots, not in the true sense of the word but they can join the
game and join a team

On Nov 13, 2007 10:03 PM, Eric van Beesten <[EMAIL PROTECTED]> wrote:

> This is not only with tf2. It's with all the games, for example CSS. If
> you
> have a server empty (without bots) the maps stays on the whole night. If a
> players connects in the morning the maps get switched.
>
> Problem can easily be solved, add bots to the game (I know that TF2
> doesn't
> have bots at this moment)
>
> Otherwise that this I think it cannot be resolved. Changing map is a
> trigger. If the server is empty the trigger get never triggerd :)
>
> Greetz,
>
> Eric
>
> -Oorspronkelijk bericht-
> Van: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Namens Robert Whelan
> Verzonden: dinsdag 13 november 2007 20:08
> Aan: hlds@list.valvesoftware.com
> Onderwerp: Re: [hlds] HLDS not switching maps?
>
> --
> [ Picked text/plain from multipart/alternative ]
> Thats a different story, an empty tf2 server won't cycle through the
> mapcycle based on what I've seen. What I've experienced.. if I join an
> empty
> server and the set timelimit has passed the server will then change maps.
> Kinda of a pain in the ass because it does take time to connect then your
> looking at a map change to boot.
>
> Not sure if this is by design or what, maybe valve can tell us?
>
>
> - Original Message 
> From: Joseph H Harrison <[EMAIL PROTECTED]>
> To: hlds@list.valvesoftware.com
> Sent: Monday, November 12, 2007 11:43:23 PM
> Subject: RE: [hlds] HLDS not switching maps?
>
> Its runnint TF2, have mapcycle in place too.  No addons.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Behalf Of Robert Whelan
> Sent: Monday, November 12, 2007 8:49 PM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] HLDS not switching maps?
>
>
> --
> [ Picked text/plain from multipart/alternative ]
> If your talking hlds tfc.. the map changes based on whatever time is set.
> It
> doesn't matter if its empty or not. mapcycle in place? are you running any
> addons?
>
>
> - Original Message 
> From: Andrew Armstrong <[EMAIL PROTECTED]>
> To: hlds@list.valvesoftware.com
> Sent: Monday, November 12, 2007 10:17:59 PM
> Subject: RE: [hlds] HLDS not switching maps?
>
> The server may not rotate when its empty; I cant recall the exact
> behaviour.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Joseph H Harrison
> Sent: Tuesday, 13 November 2007 3:05 PM
> To: hlds@list.valvesoftware.com
> Subject: RE: [hlds] HLDS not switching maps?
>
> Yeah.  I have that in the server.cfg and when I type that command into the
> console with no value it returns that its set to 30.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Behalf Of P. Bhandal
> Sent: Monday, November 12, 2007 7:21 PM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] HLDS not switching maps?
>
>
> mp_timelimit 30
>
> On Nov 12, 2007 7:10 PM, Joseph H Harrison <[EMAIL PROTECTED]>
> wrote:
> > This is a multi-part message in MIME format.
> > --
> > I just started up with hosting a server again after years of nothing.
> I
> > used to do TFC servers years ago.
> >
> > I can seem to get my server to switch maps after 30 minutes.  I'm new to
> > this version of the dedicated server so I am hitting you guys up for
> advice.
> >
> > -Joe
> > --
> > [ winmail.dat of type application/ms-tnef deleted ]
> > --
> >
> >
> >
> > ___
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Re: [hlds] Update overwrite

2007-11-06 Thread Col Grigson
--
[ Picked text/plain from multipart/alternative ]
I agree, whilst the batch file backup is the obvious "workaround", its what
we call at work "patching with duct tape"

On 11/6/07, Scott Tuttle <[EMAIL PROTECTED]> wrote:
>
> How about its not nice to stomp around in my house without my permission.
>
> If the files don't really need updating then don't update them.  I am
> certain that valve doesn't have any major breaking changes with the
> mapcycle.txt file that will stop the server from running properly.  Maybe
> gameinfo.txt but probably not.  Clearly also maplist.txt changes are not
> critically causing problems with an update.
>
> Good customer service by leaving these files alone is a much better
> option.
>
> Another option is to allow the server operator to create a file which
> lists
> files for the update process to leave alone.  If one of the files listed
> in
> this process needs to be updated it should place the new file into a
> manual
> update folder where the server operator can then find out what is
> different
> and if it really needs updating.
>
> Fixing the updater so that it works properly would be nice as well.  Maybe
> a
> little notice that some files must be updated manually please check the
> manual update folder for new files at the end if it couldn't copy over a
> file because of the "leave alone" list.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Andreas Grimm
> Sent: Tuesday, November 06, 2007 3:52 PM
> To: hlds@list.valvesoftware.com
> Subject: RE: [hlds] Update overwrite
>
> you could use a simple batch script to handle this...
>
> here an example:
> ---
> rem backup the four files
> cd cstrike
> copy /Y gameinfo.txt ..
> copy /Y motd.txt ..
> copy /Y mapcycle.txt ..
> copy /Y maplist.txt ..
> cd ..
>
> rem run updatetool, get some winsock errors and overwrite my files
> hldsupdatetool -command update -game "Counter-Strike Source" -dir .
>
> rem backup my cake
> copy /Y gameinfo.txt cstrike
> copy /Y motd.txt cstrike
> copy /Y mapcycle.txt cstrike
> copy /Y maplist.txt cstrike
> pause
> ---
>
> done ;P
>
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of
> > "[??R] The-/ > Sent: Tuesday, November 06, 2007 9:32 PM
> > To: hlds@list.valvesoftware.com
> > Subject: [hlds] Update overwrite
> >
> > When you update your server it overwrites mapcycle, maplist,
> > and motd. I can understand maplist and somewhat understand
> > mapcycle. But why does the update have to overwrite motd?
> > Could this possibly be removed from the update processing? I
> > know theres ways around this but point being, Valve why?
> >
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Re: [hlds] Update overwrite

2007-11-06 Thread Col Grigson
--
[ Picked text/plain from multipart/alternative ]
Oh please yes!!! Vote for this guy

..and if you aren't releasing a new map, leave my damn map list files alone
too!

..and while we're on the subject, I'm pretty sure gametypes.txt doesn't need
overwriting too (for all us metamod users)


On 11/6/07, "[ЯтR] The-/ wrote:
>
> When you update your server it overwrites mapcycle, maplist, and motd. I
> can understand maplist and somewhat understand mapcycle. But why does
> the update have to overwrite motd? Could this possibly be removed from
> the update processing? I know theres ways around this but point being,
> Valve why?
>
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Re: [hlds] unlocking the 24 player limit for TF2 (legitimately)

2007-10-26 Thread Col Grigson
--
[ Picked text/plain from multipart/alternative ]
Or another maybe temporary solution is for the block on servers over 24
slots is set to look at sv_visiblemaxplayers rather than maxplayers.

I tried on our server setting it to 26 slots and then sv_visiblemaxplayers
24 for the exact same reason (to keep reserve slots) but it wouldn't show up
in server browser even though it only had 24 slots visible


Col.


On 10/26/07, Keith Simpson <[EMAIL PROTECTED]> wrote:
>
> I have a request to the powers that be at Valve concerning TF2:
>
> Please allow the player limit to be increased upwards of 24 players
> without
> having to resort to a hack of the engine.dll or using a third party
> plugin.
>
> Reason: reserved slots - plain and simple. Fact of the matter is, the
> general public wants to see and join a public server that can host a
> *minimum* of 24 players. I'd like to be able to create a couple of hidden
> reserved slots for my admins so that they can join a 'full' server without
> kicking existing players, but to be able to do that currently, I would
> have
> to restrict public slots to less than 24, and subsequently would wind up
> kicking a player or two to make room for those I'd like to be able to join
> a
> 'full' server. While some server admins have no qualms kicking a player to
> make room for themselves or one of their staff, I don't see that as
> acceptable, as do others.
>
> Ideally, I'd like to set in my command line, sv_maxplayers 26, set
> sv_visiblemaxplayers to 24, and leave those last remaining two slots for
> my
> admins to join *without kicking anyone*, so they can jump in if need be to
> handle troublesome players, etc. Right now as things stand, I'd have to
> use
> the workarounds that are floating around out there right now to do this,
> and
> to be honest, I'd rather not resort to doing that.
>
> During the beat stage, I can understand why you (Valve) would want to
> restrict maxplayers to 24. But now that the game is gold, why continue
> with
> the restriction? Let server admins allow as many players as they see fit.
> I
> believe I've fielded a legitimate reason to do so.
>
> Please give this request a serious review.
>
> - Keith Simpson
> - http://www.hardfought.org
>
>
>
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Re: [hlds] 4u-servers.co.uk

2007-10-24 Thread Col Grigson
--
[ Picked text/plain from multipart/alternative ]
Yeh Killer Creation I think bought their gear and then the DC owners
wouldn't let them into the DC to get it as 4u still owe them money.

Just glad I never rent from ppl who don't offer 1 month contracts


On 10/24/07, Graham M <[EMAIL PROTECTED]> wrote:
>
> Umm not really HLDS related I'm afraid, but to any admins who have
> servers on this firm and they have disappaered today and you don't know
> why? I'm sorry to have to tell you they have gone belly up! :(
>
> My community has just lost 4 servers.
>
> Great!
>
> Yours,
>
> Graham
>
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Re: [hlds] TF2 Class limits

2007-10-22 Thread Col Grigson
--
[ Picked text/plain from multipart/alternative ]
Beetlesmod allows to enforce class limits, you do need to disallow random
class as well though

On 10/22/07, Dan Offord <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Hi,
>
> Is there any chance Valve will be introducing class limits in to TF2, like
> we had with TFC?
>
> Now, before you all flame me telling me class limits ruins the game, they
> don't, and for competition they are needed.
> Nothing is worse than a team complain that the match was unfair due to an
> 8man scout rush on a cp_ map, or even a loosing team all sat being heavys
> on
> there flag.
>
> While at the moment, we are using good sportsmanship to stop this kind of
> thing from happening, it would also benefit public servers as well, in the
> sense they won't have the same problems.
>
> Regards,
> Dan.
> --
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Re: [hlds] EventScripts 2.0 Public Beta released for Source games

2007-10-21 Thread Col Grigson
--
[ Picked text/plain from multipart/alternative ]
Nice work m8, cant woot properly on here but here's one anyway


WOOT!



Colster


On 10/22/07, Wim Barelds <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Awesome stuff Mattue, keep up the great work.
> Awe
> On 10/22/07, Chris Barnett <[EMAIL PROTECTED]> wrote:
> >
> > Cheers Mattie!
> >
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Mattie Casper
> > Sent: 22 October 2007 02:24
> > To: hlds@list.valvesoftware.com
> > Subject: [hlds] EventScripts 2.0 Public Beta released for Source games
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > October has been a stellar month for Source! Orange box releases, Mani
> > returns and SourceMod announced TF2 support and lots of new features.
> >
> > Just to keep the fun rolling here's some more news:
> >
> > I'm happy to announce that EventScripts 2.0 is ready for public beta.
> >
> > This new version of ES is a huge leap in features and performance over
> ES
> > 1.x. The biggest change is that we've added full Python 2.5 scripting
> > support to Source. In addition, we will be introducing  easy/automatic
> > addon
> > downloads, and a full eXtensible Admin addon coming standard with ES2.
> Our
> > goal is to continue to make the lives of admins as easy as possible.
> >
> > Our latest public beta doesn't have TF2 support yet-- but we're working
> on
> > that. (I love that game.)
> >
> > For more information visit the announcement thread:
> > http://forums.mattie.info/cs/forums/viewtopic.php?t=17891
> >
> > Or visit the ES Python homepage:
> > http://python.eventscripts.com
> >
> > Thanks for your time,
> > -Mattie
> > --
> >
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>
>
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> [EMAIL PROTECTED]
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[hlds] Re: [hlds] config file sequenceþ

2007-09-30 Thread Col Grigson
--
[ Picked text/plain from multipart/alternative ]
mani server cfg is executed by server.cfg so it will be after as will any
map specific configs. Any values you want to ensure return to a default for
the next map should be set in server,cfg

On 10/1/07, Dan E <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> autoexec is only executed on the server start.  It is first.  Then
> server.cfg is executed every map after autoexec. I'm not sure about mani's
> config though.  Easy way to test, put echo statements in each config to find
> out which is executed when :)
>
> Steve Kovack <[EMAIL PROTECTED]> wrote: --
> [ Picked text/plain from multipart/alternative ]
>
> Can someone tell me what the load order is on .cfg files at map change on
> a srcds server (HL2DM)?Is it server.cfg, autoexec.cfg, mani_server.cfg
> then the map??  I'm having some problems where the map has some cvar changes
> built into it, and the server is no returning form defaults.  I figure I can
> put the default settings into on of the configs to reset them when the map
> changes.  Thx
> _
> Discover the new Windows Vista
> http://search.msn.com/results.aspx?q=windows+vista&mkt=en-US&form=QBRE
> --
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Re: [hlds] Player Limit Remover plugin

2007-09-30 Thread Col Grigson
--
[ Picked text/plain from multipart/alternative ]
No offence but I think I'll wait for a response from it's author as it
states on the link

http://www.sourceop.com/modules.php?name=Downloads&d_op=viewdownload&cid=4

  Player Limit Remover Windows 1.0 (CSS, DOD:S,
HL2MP)<http://www.sourceop.com/modules.php?name=Downloads&d_op=getit&lid=15>
 [image: New Today]
*Description:* The Player Limit Remover plugin.


On 9/30/07, P. Bhandal <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> There isn't any. Why do you think noone has bothered with a limit removal
> plugin for DoD before now?
>
> On 9/30/07, Col Grigson <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > So what would be the point for DoD:S where you can already run 32?
> >
> > On 9/30/07, P. Bhandal <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > It effectively allows you to run 32 players, it just doesn't allow you
> > to
> > > run more.
> > >
> > > On 9/30/07, Col Grigson <[EMAIL PROTECTED]> wrote:
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > Isn't the point of this plugin to allow you to run more than 32 or
> 24?
> > > >
> > > > On 9/30/07, P. Bhandal <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ]
> > > > > Both TF2 and DoD will crash if you try to run more than 32
> players.
> > > > >
> > > > > On 9/30/07, Col Grigson <[EMAIL PROTECTED]> wrote:
> > > > > >
> > > > > > --
> > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > Sorry to report, it also crashed the TF server after the 4th
> > player
> > > > > joined
> > > > > > -
> > > > > > running Win2K3 on Core2Duo Conroe
> > > > > >
> > > > > > On 9/30/07, Tony Paloma <[EMAIL PROTECTED]> wrote:
> > > > > > >
> > > > > > > This is a multipart message in MIME format.
> > > > > > > --
> > > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > > I made a plugin (even works with TF2) to remove the player
> > limit.
> > > > You
> > > > > > can
> > > > > > > download the plugin here:
> > > > > > > http://www.sourceop.com/modules.php?name=Downloads
> > > > > > > <
> > > > > > >
> > > > > >
> > > > >
> > > >
> > >
> >
> http://www.sourceop.com/modules.php?name=Downloads&d_op=viewdownload&cid=4
> > > > > > > >
> > > > > > > &d_op=viewdownload&cid=4
> > > > > > >
> > > > > > >
> > > > > > >
> > > > > > > Hopefully this will stop people from having to edit the server
> > > dll.
> > > > > > >
> > > > > > > --
> > > > > > >
> > > > > > >
> > > > > > > ___
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> > > > archives,
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Re: [hlds] Player Limit Remover plugin

2007-09-30 Thread Col Grigson
--
[ Picked text/plain from multipart/alternative ]
So what would be the point for DoD:S where you can already run 32?

On 9/30/07, P. Bhandal <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> It effectively allows you to run 32 players, it just doesn't allow you to
> run more.
>
> On 9/30/07, Col Grigson <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Isn't the point of this plugin to allow you to run more than 32 or 24?
> >
> > On 9/30/07, P. Bhandal <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Both TF2 and DoD will crash if you try to run more than 32 players.
> > >
> > > On 9/30/07, Col Grigson <[EMAIL PROTECTED]> wrote:
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > Sorry to report, it also crashed the TF server after the 4th player
> > > joined
> > > > -
> > > > running Win2K3 on Core2Duo Conroe
> > > >
> > > > On 9/30/07, Tony Paloma <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > > This is a multipart message in MIME format.
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ]
> > > > > I made a plugin (even works with TF2) to remove the player limit.
> > You
> > > > can
> > > > > download the plugin here:
> > > > > http://www.sourceop.com/modules.php?name=Downloads
> > > > > <
> > > > >
> > > >
> > >
> >
> http://www.sourceop.com/modules.php?name=Downloads&d_op=viewdownload&cid=4
> > > > > >
> > > > > &d_op=viewdownload&cid=4
> > > > >
> > > > >
> > > > >
> > > > > Hopefully this will stop people from having to edit the server
> dll.
> > > > >
> > > > > --
> > > > >
> > > > >
> > > > > ___
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Re: [hlds] Player Limit Remover plugin

2007-09-30 Thread Col Grigson
--
[ Picked text/plain from multipart/alternative ]
Isn't the point of this plugin to allow you to run more than 32 or 24?

On 9/30/07, P. Bhandal <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Both TF2 and DoD will crash if you try to run more than 32 players.
>
> On 9/30/07, Col Grigson <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Sorry to report, it also crashed the TF server after the 4th player
> joined
> > -
> > running Win2K3 on Core2Duo Conroe
> >
> > On 9/30/07, Tony Paloma <[EMAIL PROTECTED]> wrote:
> > >
> > > This is a multipart message in MIME format.
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > I made a plugin (even works with TF2) to remove the player limit. You
> > can
> > > download the plugin here:
> > > http://www.sourceop.com/modules.php?name=Downloads
> > > <
> > >
> >
> http://www.sourceop.com/modules.php?name=Downloads&d_op=viewdownload&cid=4
> > > >
> > > &d_op=viewdownload&cid=4
> > >
> > >
> > >
> > > Hopefully this will stop people from having to edit the server dll.
> > >
> > > --
> > >
> > >
> > > ___
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> > > please visit:
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> > >
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Re: [hlds] Player Limit Remover plugin

2007-09-30 Thread Col Grigson
--
[ Picked text/plain from multipart/alternative ]
Sorry to report, it also crashed the TF server after the 4th player joined -
running Win2K3 on Core2Duo Conroe

On 9/30/07, Tony Paloma <[EMAIL PROTECTED]> wrote:
>
> This is a multipart message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> I made a plugin (even works with TF2) to remove the player limit. You can
> download the plugin here:
> http://www.sourceop.com/modules.php?name=Downloads
> <
> http://www.sourceop.com/modules.php?name=Downloads&d_op=viewdownload&cid=4
> >
> &d_op=viewdownload&cid=4
>
>
>
> Hopefully this will stop people from having to edit the server dll.
>
> --
>
>
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> please visit:
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Re: [hlds] Player Limit Remover plugin

2007-09-30 Thread Col Grigson
--
[ Picked text/plain from multipart/alternative ]
I tried both versions, TF2 one seems to work fine, but in DoD:S first person
to join crashes the server, I would imagine this is due to a conflict with
another plugin we run (Detox, Steambans, Mani, Mattie, Es Tools,
PsychoReader) - not had a chance to test it properly yet though.

On 9/30/07, Tony Paloma <[EMAIL PROTECTED]> wrote:
>
> I updated the DLL. There was a problem with the new TF2 interfaces. It's
> available from the same place:
> http://www.sourceop.com/modules.php?name=Downloads&d_op=viewdownload&cid=4
>
> Get the new 1.1 one for TF2.
>
> -Original Message-
> From: Mike Munoz [mailto:[EMAIL PROTECTED]
> Sent: Saturday, September 29, 2007 10:03 PM
> To: Tony Paloma
> Subject: RE: [hlds] Player Limit Remover plugin
>
> Well it shows 40 or 32 slots but no one can connect to it.. They timeout
> during sending client info.
>
> The Server also shows timeouts using HLSW while players are connecting.
>
> Any thoughts?
>
> Mike ParaDOX
>
> www.paradisesgarage.com
>
>
>
> -Original Message-
> From: Tony Paloma [mailto:[EMAIL PROTECTED]
> Sent: Sunday, September 30, 2007 12:32 AM
> To: Mike Munoz
> Subject: RE: [hlds] Player Limit Remover plugin
>
> Yes. orangebox/tf/addons
> Sorry for not mentioning that.
>
> -Original Message-
> From: Mike Munoz [mailto:[EMAIL PROTECTED]
> Sent: Saturday, September 29, 2007 9:29 PM
> To: Tony Paloma
> Subject: RE: [hlds] Player Limit Remover plugin
>
> Does the vdf still go in the addons folder?
>
> Thanks..
>
> Mike ParaDOX
>
> www.paradisesgarage.com
>
>
> -Original Message-
> From: Tony Paloma [mailto:[EMAIL PROTECTED]
> Sent: Sunday, September 30, 2007 12:08 AM
> To: Mike Munoz
> Subject: RE: [hlds] Player Limit Remover plugin
>
> For the easiest install, just put it in orangebox\bin folder. Then make
> a vdf that contains:
> "Plugin"
> {
>"file"  "plr"
> }
>
> -Original Message-
> From: Mike Munoz [mailto:[EMAIL PROTECTED]
> Sent: Saturday, September 29, 2007 8:55 PM
> To: Tony Paloma
> Subject: RE: [hlds] Player Limit Remover plugin
>
> Besides the vdf file is there anything else needed to run this?
>
> The path is weird for tf2, do I include orangebox in the path for tf2?
>
> I am trying to make our TF2 server 32 slots..
>
> Any help is greatly appreciated.. If I get this working I'll post back
> to the list to let the others know it works...
>
> Mike ParaDOX
>
> www.paradisesgarage.com
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
> Sent: Saturday, September 29, 2007 11:11 PM
> To: hlds@list.valvesoftware.com
> Subject: [hlds] Player Limit Remover plugin
>
> This is a multipart message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ] I made a plugin (even
> works with TF2) to remove the player limit. You can download the plugin
> here: http://www.sourceop.com/modules.php?name=Downloads
>  d=4>
> &d_op=viewdownload&cid=4
>
>
>
> Hopefully this will stop people from having to edit the server dll.
>
> --
>
>
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Re: [hlds] Player Limit Remover plugin

2007-09-30 Thread Col Grigson
--
[ Picked text/plain from multipart/alternative ]
Hmm I did it slightly differently but then I followed the method I used in
dods

Create a folder in orangebox/tf called addons then into orangebox/tf/addons
place the plr.dll and a plr.vdf file which you make in notepad that looks
like this

"Plugin"
{
"file"  "../tf/addons/plr"
}

Restart server remembering to change the +maxplayers and voila, we now have
a 64 slot DoDS server and a 36 slot TF2.

Awesome work Tony, thank you


On 9/30/07, Tony Paloma <[EMAIL PROTECTED]> wrote:
>
> This is a multipart message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> I made a plugin (even works with TF2) to remove the player limit. You can
> download the plugin here:
> http://www.sourceop.com/modules.php?name=Downloads
> <
> http://www.sourceop.com/modules.php?name=Downloads&d_op=viewdownload&cid=4
> >
> &d_op=viewdownload&cid=4
>
>
>
> Hopefully this will stop people from having to edit the server dll.
>
> --
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlds] Running behind a firewall, getting the external IP to register....

2007-09-25 Thread Col Grigson
--
[ Picked text/plain from multipart/alternative ]
No, the respawn delay is not configurableyet!

On 9/25/07, Noctaire <[EMAIL PROTECTED]> wrote:
>
> > That doesnt necessarily indicate a problem at your end, the master
> > servers can take a few days to pick up servers sometimes, if ppl
> > can connect to the server ok by using connect : then
> > there is no problem your end and the master servers will add you
> > eventually depending on the servers uptime.
>
> A...I did not know that.  Thanks for the tip.
>
> Right now I'm working on putting together a decent server.cfg file as
> well.
> Someone over on the SRCDS forums posted a zipfile of spreadsheets with a
> TON
> of cvars and such; pretty sweet.  A bit disappointing, not having a good
> sample server.cfg though.  I hate building 'em from scratch.  One thing
> I'm
> not seeing is a token to eliminate respawn delays (but then again, that
> may
> be the default and the servers I've hit with delays added the delay).
>  Been a while.
>
>
>
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Re: [hlds] Running behind a firewall, getting the external IP to register....

2007-09-25 Thread Col Grigson
--
[ Picked text/plain from multipart/alternative ]
That doesnt necessarily indicate a problem at your end, the master servers
can take a few days to pick up servers sometimes, if ppl can connect to the
server ok by using connect : then there is no problem your end and
the master servers will add you eventually depending on the servers uptime.

On 9/25/07, Noctaire <[EMAIL PROTECTED]> wrote:
>
> > It cant bind to an ip that it doesnt use, when you forward the ports
> > directly to the server any connections being attempted on those ports
> > are translated to your servers local ip so just set it to your local
> > ip.
>
> Oh, I understand that of course.  Problem is, the server doesn't show up
> in the list of available servers; i.e., it's not in the public server
> list.
>
>
>
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Re: [hlds] Dustbowl is not updating?

2007-09-21 Thread Col Grigson
--
[ Picked text/plain from multipart/alternative ]
Type version in console:

Protocol version 8
Exe version 1.0.0.0 (tf)
Exe build: 10:57:40 Sep 20 2007 (3239)


On 9/21/07, Tim Ling <[EMAIL PROTECTED]> wrote:
>
> Stupid question 101: This is my first server ever (for tf2) so how can I
> check if the server has updated correctly? I've run the update tool, which
> *seems* to show it as ok, but is there a way to be sure?
>
> Tim
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Yossarian
> Sent: 21 September 2007 07:31
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Dustbowl is not updating?
>
> Every time I try that it gets to: Checking/Installing 'Base Source Shared
> Sounds' version 4
> and then gives the error: Connection Reset, WinSock Error 10054
> "Connection
> reset by peer"
>
> - Original Message -
> From: "Cc2iscooL" <[EMAIL PROTECTED]>
> To: 
> Sent: Thursday, September 20, 2007 10:54 PM
> Subject: Re: [hlds] Dustbowl is not updating?
>
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Run the updater with the command -verify_all
> >
> > On 9/21/07, Dan Peavey <[EMAIL PROTECTED]> wrote:
> > >
> > >
> > > I'm attempting to remedy this just by deleting the .bsp and grabbing
> it
> > > again, no luck so far. Should I just upload the version from my
> client?
>
>
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Re: [hlds] TF2 Server.cfg ?

2007-09-19 Thread Col Grigson
--
[ Picked text/plain from multipart/alternative ]
Sussed it in the end in rather a bizarre fashion, copied the files in
orangebox/bin into orangebox/ and it fired up fine

On 9/19/07, Hell Phoenix <[EMAIL PROTECTED]> wrote:
>
> Port for the new source engine is -port.  I had +port but it gave an
> error.  Just a little tidbit I though I would pass on.  So use this:
>
> C:\Servers\SrcDS\Servers\orangebox\srcds.exe -console -game tf +map
> ctf_2fort +maxplayers 10 +ip xxx.xxx.xxx.xxx -port 27015
>
> Substitute your info for ip and port.
>
> HP
>
> Saint K. wrote:
> > try +ip and +port with it in the command line.
> >
> > If that doesnt work, show us were it stalls.
> >
> > saint K.
> > - Original Message -
> > From: "Spotta" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Wednesday, September 19, 2007 12:01 PM
> > Subject: RE: [hlds] TF2 Server.cfg ?
> >
> >
> >> Tried with + and - , both set it to 10 players, but it still stalls
> >> whichever I use.
> >>
> >> Spotta
> >>
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of Saint K.
> >> Sent: 19 September 2007 10:34
> >> To: hlds@list.valvesoftware.com
> >> Subject: Re: [hlds] TF2 Server.cfg ?
> >>
> >> its +maxplayers, not with the -
> >>
> >> Saint K.
> >> - Original Message -
> >> From: "Spotta" <[EMAIL PROTECTED]>
> >> To: 
> >> Sent: Wednesday, September 19, 2007 11:01 AM
> >> Subject: RE: [hlds] TF2 Server.cfg ?
> >>
> >>
> >>> Hi Brock
> >>>
> >>> Currently set up as C:\Servers\SrcDS\Servers\orangebox\srcds.exe
> >>> -console
> >>> -game tf +map ctf_2fort -maxplayers 10
> >>> But I've tried various other variations too
> >>>
> >>> Still stalls.
> >>> Spotta
> >>>
> >>> -Original Message-
> >>> From: [EMAIL PROTECTED]
> >>> [mailto:[EMAIL PROTECTED] On Behalf Of Brock Quinn
> >>> Sent: 19 September 2007 08:19
> >>> To: hlds@list.valvesoftware.com
> >>> Subject: RE: [hlds] TF2 Server.cfg ?
> >>>
> >>> --
> >>> [ Picked text/plain from multipart/alternative ]
> >>>
> >>>
> >>> Do you have it set for Team Fortress 2 to load a map? It will stall if
> >>> you
> >>> don't give it a map to load.
> >>>
> >>> In your shortcut add +map ctf_2fort...
> >>> The shortcut should look something like this: "C:\Server\srcds.exe"
> >>> +map
> >>> ctf_2fort
> >>>
> >>> -Brock
> >>>
>  From: [EMAIL PROTECTED]
>  To: hlds@list.valvesoftware.com
>  Subject: RE: [hlds] TF2 Server.cfg ?
>  Date: Wed, 19 Sep 2007 07:59:30 +0100
> 
>  Same here.
>  I have re downloaded all content a few times now but when run it
>  always
>  stops at the same place.
>  Spotta
> 
>  -Original Message-
>  From: [EMAIL PROTECTED]
>  [mailto:[EMAIL PROTECTED] On Behalf Of Kyle Cassidy
>  Sent: 18 September 2007 08:12
>  To: hlds@list.valvesoftware.com
>  Subject: Re: [hlds] TF2 Server.cfg ?
> 
>  --
>  [ Picked text/plain from multipart/alternative ]
>  I'm in the same spot.  I can launch my TF2 DS, but that's it.
> 
>  Console initialized.
>  Game.dll loaded for "Team Fortress"
>  Particles: Missing 'particles/error.pcf'
>  maxplayers set to 24
>  Network: IP 10.10.10.31, mode MP, dedicated Yes, ports 27016 SV /
>  27006
>  CL
> 
>  Just updated it a few seconds ago.
> 
>  -Kyle
> 
>  On 9/18/07, leo bounds <[EMAIL PROTECTED]> wrote:
>  >
>  > How come there was no file called server.cfg
>  > downloaded by default ? Does anyone have an example
>  > server.cfg of what it should be ?
>  >
>  > thank you for info..
>  >
>  >
>  >
>  >
>  >
> 
> >>>
> >>
> 
> >>
>  
>  > Looking for a deal? Find great prices on flights and hotels with
>  > Yahoo!
>  > FareChase.
>  > http://farechase.yahoo.com/
>  >
>  > ___
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>  archives,
>  > please visit:
>  > http://list.valvesoftware.com/mailman/listinfo/hlds
>  >
> 
> 
> 
>  --
>  Kyle Cassidy
> 
>  949.701.0759 cell
>  http://Howies.TV
>  --
> 
>  ___
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> 
>  ___
>  To unsubscribe, edit your list preferences, or view the list
> archives,
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> >>> _
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> >>>
> >>
> http://ninemsn.com.au/share/redir/adTrack.asp?mode=click&clientID=809&referr
> >>
> >>> al=h

Re: [hlds] TF2 Server.cfg ?

2007-09-19 Thread Col Grigson
--
[ Picked text/plain from multipart/alternative ]
I just made a quick one for now with hostname and rcon password in, seemed
to work ok

On 9/19/07, Spotta <[EMAIL PROTECTED]> wrote:
>
> Hi Brock
>
> Currently set up as C:\Servers\SrcDS\Servers\orangebox\srcds.exe -console
> -game tf +map ctf_2fort -maxplayers 10
> But I've tried various other variations too
>
> Still stalls.
> Spotta
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Brock Quinn
> Sent: 19 September 2007 08:19
> To: hlds@list.valvesoftware.com
> Subject: RE: [hlds] TF2 Server.cfg ?
>
> --
> [ Picked text/plain from multipart/alternative ]
>
>
> Do you have it set for Team Fortress 2 to load a map? It will stall if you
> don't give it a map to load.
>
> In your shortcut add +map ctf_2fort...
> The shortcut should look something like this: "C:\Server\srcds.exe" +map
> ctf_2fort
>
> -Brock
>
> > From: [EMAIL PROTECTED]
> > To: hlds@list.valvesoftware.com
> > Subject: RE: [hlds] TF2 Server.cfg ?
> > Date: Wed, 19 Sep 2007 07:59:30 +0100
> >
> > Same here.
> > I have re downloaded all content a few times now but when run it always
> > stops at the same place.
> > Spotta
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Kyle Cassidy
> > Sent: 18 September 2007 08:12
> > To: hlds@list.valvesoftware.com
> > Subject: Re: [hlds] TF2 Server.cfg ?
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I'm in the same spot.  I can launch my TF2 DS, but that's it.
> >
> > Console initialized.
> > Game.dll loaded for "Team Fortress"
> > Particles: Missing 'particles/error.pcf'
> > maxplayers set to 24
> > Network: IP 10.10.10.31, mode MP, dedicated Yes, ports 27016 SV / 27006
> CL
> >
> > Just updated it a few seconds ago.
> >
> > -Kyle
> >
> > On 9/18/07, leo bounds <[EMAIL PROTECTED]> wrote:
> > >
> > > How come there was no file called server.cfg
> > > downloaded by default ? Does anyone have an example
> > > server.cfg of what it should be ?
> > >
> > > thank you for info..
> > >
> > >
> > >
> > >
> > >
> >
>
> 
> > 
> > > Looking for a deal? Find great prices on flights and hotels with
> Yahoo!
> > > FareChase.
> > > http://farechase.yahoo.com/
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> >
> >
> >
> > --
> > Kyle Cassidy
> >
> > 949.701.0759 cell
> > http://Howies.TV
> > --
> >
> > ___
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> >
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> _
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Re: [hlds] TF2 crashing on startup

2007-09-19 Thread Col Grigson
--
[ Picked text/plain from multipart/alternative ]
Tried that, same result I'm afraid

On 9/19/07, Kevin Ottalini <[EMAIL PROTECTED]> wrote:
>
> run your hldsupdatetool again with -verify_all, you don't have all the
> content yet or something is corrupt.
>
>
> - Original Message -
> From: "Col Grigson"
> To: 
> Sent: Wednesday, September 19, 2007 2:23 AM
> Subject: [hlds] TF2 crashing on startup
>
>
> > I have all the files downloaded on to a Server2003 box which runs other
> > source games, mainly DoD:S but when I try and launch the game it crashes
> > saying:
> >
> > Launcher Error
> > Failed to load the launcher DLL:
> > The specified procedure could not be found
> >
> > I am using the same basic command line batch file we use for other
> source
> > servers:
> >
> > cd \
> > cd SAS-Servers\SAS-TF2Server\orangebox
> > srcds.exe -console -game tf +ip 81.19.219.165 -port 27099 +map
> > cp_gravelpit
> >
> > and have tried other variations with the same result.
> >
> > I actually copied the launcher.dll (as I didn't actually have one) from
> > the
> > source 2007 binaries.gcf into C:\SAS-Servers\SAS-TF2Server\orangebox\bin
> > but
> > still the same error.
> >
> > I have ensured that DEP will allow srcds.exe to run
> >
> > Anyone know a fix?
>
>
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[hlds] TF2 crashing on startup

2007-09-19 Thread Col Grigson
--
[ Picked text/plain from multipart/alternative ]
I have all the files downloaded on to a Server2003 box which runs other
source games, mainly DoD:S but when I try and launch the game it crashes
saying:

Launcher Error

Failed to load the launcher DLL:

The specified procedure could not be found


I am using the same basic command line batch file we use for other source
servers:

cd \
cd SAS-Servers\SAS-TF2Server\orangebox
srcds.exe -console -game tf +ip 81.19.219.165 -port 27099 +map cp_gravelpit

and have tried other variations with the same result.

I actually copied the launcher.dll (as I didn't actually have one) from the
source 2007 binaries.gcf into C:\SAS-Servers\SAS-TF2Server\orangebox\bin but
still the same error.

I have ensured that DEP will allow srcds.exe to run


Anyone know a fix?
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