RE: [hlds] Source Multiplayer Update Released

2007-03-12 Thread J. Laws - Hi-Definition Gaming
Same for me (so far).  I disabled all addons and sourcetv to ensure only the
core game was running.

-Original Message-
From: John [mailto:[EMAIL PROTECTED]
Sent: Monday, March 12, 2007 9:33 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Source Multiplayer Update Released

and now my servers dont restart

./srcds_run: line 344:  1506 Segmentation fault  $HL_CMD
Add -debug to the ./srcds_run command line to generate a debug.log to help
with solving this problem Sat Dec  1 03:26:13 EST 2007: Server restart in 10
seconds Sat Dec  1 03:26:16 EST 2007: Server Quit


On 3/12/07, Jason Ruymen [EMAIL PROTECTED] wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ] Required updates for
 Counter-Strike: Source, Day of Defeat: Source and Half-Life 2:
 Deathmatch have been released.  Please run hldsupdatetool to download
 these updates.  The specific changes include:

 - Improved multiplayer voice communication, now using a much clearer
 codec
 - First release of a completely reworked in game text chat to which
 now includes a chat history and a filter to only see important chat
 messages
 - Fixed not being able to use sounds, decals or models if they were
 downloaded from the server

 Jason

 --

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RE: [hlds] Ingame adds, who will remove them?

2007-03-08 Thread J. Laws - Hi-Definition Gaming
Not quite.  Valve would be selling tickets to enter the theater showing
VALVe movies, once inside they still have to pay us to get into the
theater.  So they would be making cash on the entry for the 'theater' and
for the ad impressions for those who pay us to host their movie.  I hate
metaphors.

-Original Message-
From: Cc2iscooL [mailto:[EMAIL PROTECTED]
Sent: Thursday, March 08, 2007 12:18 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Ingame adds, who will remove them?

--
[ Picked text/plain from multipart/alternative ] No, actually they're
putting the ads in our theaters.

Selling tickets to the theaters would equate to Valve charging a fee for
people to join servers.

Just wanted to point that one out. =)

On 3/8/07, Roman Hatsiev [EMAIL PROTECTED] wrote:

 The only difference is that in our case Valve sells tickets to our
 theaters...

 On 08/03/07, Edward Luna [EMAIL PROTECTED] wrote:
  Commercials in movie theaters have nothing to do with the movie
  theater,
 they're built into the film (client side).  Without the movie theaters
 Hollywood has no outlet for their films and without the servers Valve
 has no outlet for their MP games.
 
  Bottom line... your server is the equivalent of the screen in a
  movie
 theater.  Valve's movie is playing on your projector.  There is only
 one Valve but an almost limitless number of projectors... those
 currently in operation and those that will take their place in the
 event the current projectors (servers) drop out.
 
  TBH... it's amazing Valve has lasted this long.  The original game
  was
 so good that it's carried them well past what would normally be
 considered a reasonable product life.  Valve must evolve or go the way
 of Acclaim Entertainment.
 
 
  -Original Message-
  From: Kevin Ottalini [mailto:[EMAIL PROTECTED]
  Sent: Wednesday, March 07, 2007 9:45 PM
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Ingame adds, who will remove them?
 
 
  One thing I thought I would toss out here is that the in-game ads
  are
 purely
  client-side and servers (and server admins and operators) have
  nothing
 to do
  with providing them, control over them or with being involved with
 promoting
  the ads or the ad content.
 
  Even though I personally don't enjoy having non-original content on
  maps while I play, this issue is similar to player sprays except the
  ads will never have any porn or abusive content.
 
 
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RE: [hlds] Ingame adds, who will remove them?

2007-03-08 Thread J. Laws - Hi-Definition Gaming
Yes but now you aren't using the theater metaphor.  That's cheating. :)

-Original Message-
From: Gigabit Nick [mailto:[EMAIL PROTECTED]
Sent: Thursday, March 08, 2007 2:11 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Ingame adds, who will remove them?

--
[ Picked text/plain from multipart/alternative ] I'd say it's more like
renting a TV  DVD player.

You buy the movie from Valve, you rent the TV  DVD player from the server
operators. You can play the Valve movie on the server admins TV DVD player,
but the people who rent you the TV  DVD player can't put ads into the Valve
movies.



 From: [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject:
 RE: [hlds] Ingame adds, who will remove them? Date: Thu, 8 Mar 2007
 12:43:59 -0500  Not quite. Valve would be selling tickets to enter
 the theater showing VALVe movies, once inside they still have to
 pay us to get into the theater. So they would be making cash on the
 entry for the 'theater' and for the ad impressions for those who pay
 us to host their movie. I hate metaphors.  -Original
 Message- From: Cc2iscooL [mailto:[EMAIL PROTECTED] Sent:
 Thursday, March 08, 2007 12:18 PM To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Ingame adds, who will remove them?  -- [ Picked
 text/plain from multipart/alternative ] No, actually they're putting
 the ads in our theaters.  Selling tickets to the theaters would
 equate to Valve charging a fee for people to join servers.  Just
 wanted to point that one out. =)  On 3/8/07, Roman Hatsiev
 [EMAIL PROTECTED] wrote:   The only difference is that in our
 case Valve sells tickets to our  theaters...   On 08/03/07,
 Edward Luna [EMAIL PROTECTED] wrote:   Commercials in movie
 theaters have nothing to do with the movie   theater,  they're
 built into the film (client side). Without the movie theaters 
 Hollywood has no outlet for their films and without the servers Valve
  has no outlet for their MP games. Bottom line... your
 server is the equivalent of the screen in a   movie  theater.
 Valve's movie is playing on your projector. There is only  one Valve
 but an almost limitless number of projectors... those  currently in
 operation and those that will take their place in the  event the
 current projectors (servers) drop out. TBH... it's amazing
 Valve has lasted this long. The original game   was  so good that
 it's carried them well past what would normally be  considered a
 reasonable product life. Valve must evolve or go the way  of Acclaim
 Entertainment.   -Original Message-   From:
 Kevin Ottalini [mailto:[EMAIL PROTECTED]   Sent: Wednesday,
 March 07, 2007 9:45 PM   To: hlds@list.valvesoftware.com  
 Subject: Re: [hlds] Ingame adds, who will remove them?  
 One thing I thought I would toss out here is that the in-game ads  
 are  purely   client-side and servers (and server admins and
 operators) have   nothing  to do   with providing them,
 control over them or with being involved with  promoting   the
 ads or the ad content. Even though I personally don't enjoy
 having non-original content on   maps while I play, this issue is
 similar to player sprays except the   ads will never have any porn
 or abusive content.  
 ___   To unsubscribe,
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RE: [hlds] [OT]Savvis Metwork

2007-01-23 Thread J. Laws - Hi-Definition Gaming
Or you could stop using a Playskool network and have a return path along the
lines of this:

traceroute to 4.69.132.210 (4.69.132.210), 30 hops max, 46 byte packets
 1  border6.fe6-21.globalcon-4.chg.pnap.net (69.25.252.125)  0.358 ms  0.313
ms  0.370 ms
 2  core3.te6-1-bbnet1.chg.pnap.net (64.94.32.3)  0.345 ms  0.328 ms *
 3  128.242.186.173 (128.242.186.173)  0.452 ms  0.477 ms  0.394 ms
 4  xe-0-1-0.r21.chcgil09.us.bb.gin.ntt.net (129.250.3.13)  0.553 ms  0.544
ms *
 5  as-1.r02.chcgil09.us.bb.gin.ntt.net (129.250.2.245)  0.484 ms  0.470 ms
0.449 ms
 6  ge-0.level3.chcgil09.us.bb.gin.ntt.net (129.250.9.18)  153.725 ms
182.374 ms  2.128 ms
 7  ae-32-52.ebr2.Chicago1.Level3.net (4.68.101.62)  5.594 ms  0.881 ms
ae-32-54.ebr2.Chicago1.Level3.net (4.68.101.126)  14.570 ms
 8  ae-5-5.car1.Cincinnati1.Level3.net (4.69.132.205)  7.398 ms *  7.495 ms
 9  ae-11-11.car2.Cincinnati1.Level3.net (4.69.132.210)  7.344 ms *  7.255
ms

-Original Message-
From: Gary Stanley [mailto:[EMAIL PROTECTED]
Sent: Tuesday, January 23, 2007 10:54 PM
To: hlds@list.valvesoftware.com; hlds@list.valvesoftware.com
Subject: RE: [hlds] [OT]Savvis Metwork

Looks like level3 is having a fit, might be return path issue.

traceroute to 74.130.80.1 (74.130.80.1), 64 hops max, 40 byte packets
  1  ge0-1-1000M.ar1.ChicagoEquinix.velocity-servers.net
(66.225.194.1)  0.615 ms  0.577 ms  0.604 ms
  2  unknown.ord.scnet.net (205.234.205.17)  0.480 ms  0.357 ms  10.103 ms
  3  po4.ar1.ord1.us.scnet.net (216.246.50.2)  0.480 ms  0.597 ms  0.482 ms
  4  tge9-3-10G.ar1.ord1.us.scnet.net (216.246.50.154)  16.101 ms  0.361 ms
0.362 ms
  5  level3-02172-chi-bb1.telia.net (213.248.84.54)  34.956 ms  34.284 ms
 ge-6-6.car3.Chicago1.Level3.net (209.0.227.73)  33.685 ms
  6  ae-32-54.ebr2.Chicago1.Level3.net (4.68.101.126)  46.185 ms
 ae-32-56.ebr2.Chicago1.Level3.net (4.68.101.190)  34.848 ms
 ae-31-53.ebr1.Chicago1.Level3.net (4.68.101.94)  37.889 ms
  7  ae-5-5.car1.Cincinnati1.Level3.net (4.69.132.205)  42.658 ms  41.722 ms
41.709 ms
  8  ae-5-5.car1.Cincinnati1.Level3.net (4.69.132.205)  40.833 ms
 ae-11-11.car2.Cincinnati1.Level3.net (4.69.132.210)  42.729 ms  41.804
ms
  9  INSIGHT-MID.car2.Cincinnati1.Level3.net (63.210.248.18)  43.828 ms
44.579 ms
 ae-11-11.car2.Cincinnati1.Level3.net (4.69.132.210)  41.586 ms 10
74.128.8.121 (74.128.8.121)  54.463 ms  53.532 ms  53.445 ms

At 10:28 PM 1/23/2007, Scott Pettit wrote:
Your first hop is lagging - sort your own connection out first.

-Scott

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Munra -hlds
Sent: Wednesday, 24 January 2007 4:04 p.m.
To: hlds@list.valvesoftware.com
Subject: [hlds] [OT]Savvis Metwork

As any one notice or had anyone Complain about lag when hopping though
the Savvis Network??  OR any other network on the East Coast?



   11 ms1 ms1 ms  192.168.1.1
   2   158 ms13 ms79 ms  74-130-80-1.dhcp.insightbb.com
[74.130.80.1]
   343 ms25 ms15 ms  74-128-22-97.dhcp.insightbb.com
[74.128.22.97]
   475 ms 7 ms44 ms  74.128.8.97
   531 ms32 ms46 ms  sl-gw25-atl-10-0.sprintlink.net
[144.232.212.249
]
   625 ms21 ms53 ms  sl-bb21-atl-5-0.sprintlink.net
[144.232.22.13]
   757 ms21 ms41 ms  144.232.8.182
   8   107 ms   111 ms   118 ms  dcr2-so-0-2-0.Atlanta.savvis.net
[208.172.65.246
]
   972 ms42 ms48 ms  dcr1-as0-0.Atlanta.savvis.net
[204.70.192.41]
  1040 ms   133 ms40 ms  bcs1-so-2-0-0.Washington.savvis.net
[204.70.192.
54]
  11   161 ms   158 ms83 ms  ber2-pos-7-0-0.Chicago.savvis.net
[208.175.10.25
4]
  1270 ms53 ms   185 ms  ber2-tenge-3-1.chicagoequinix.savvis.net
[204.70
.196.26]
  13   100 ms69 ms98 ms  208.173.176.214
  14   103 ms   194 ms   111 ms  po1-4G.ar1.ord1.us.scnet.net
[64.202.110.62]
  1594 ms   116 ms   155 ms  po1-4G.ar1.ord1.us.scnet.net
[64.202.110.62]
  16   126 ms   140 ms   171 ms  ge0-1.aggr201.ord1.us.scnet.net
[216.246.94.6]
  17   181 ms   121 ms   110 ms  unknown.ord.scnet.net [20x.xx.249.xx]

Trace complete.

The server in this Trace is in equinux data center in chicago

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RE: [hlds] [OT]Savvis Metwork

2007-01-23 Thread J. Laws - Hi-Definition Gaming
Actually, it's Playskool.  http://www.hasbro.com/playskool/

kisses

-Original Message-
From: Jon Biloh [mailto:[EMAIL PROTECTED]
Sent: Tuesday, January 23, 2007 11:52 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] [OT]Savvis Metwork

That would be playschool


-Original Message-
From: J. Laws - Hi-Definition Gaming [mailto:[EMAIL PROTECTED]
Sent: Tuesday, January 23, 2007 11:25 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] [OT]Savvis Metwork

Or you could stop using a Playskool network and have a return path along the
lines of this:

traceroute to 4.69.132.210 (4.69.132.210), 30 hops max, 46 byte packets
 1  border6.fe6-21.globalcon-4.chg.pnap.net (69.25.252.125)  0.358 ms  0.313
ms  0.370 ms
 2  core3.te6-1-bbnet1.chg.pnap.net (64.94.32.3)  0.345 ms  0.328 ms *
 3  128.242.186.173 (128.242.186.173)  0.452 ms  0.477 ms  0.394 ms
 4  xe-0-1-0.r21.chcgil09.us.bb.gin.ntt.net (129.250.3.13)  0.553 ms  0.544
ms *
 5  as-1.r02.chcgil09.us.bb.gin.ntt.net (129.250.2.245)  0.484 ms  0.470 ms
0.449 ms
 6  ge-0.level3.chcgil09.us.bb.gin.ntt.net (129.250.9.18)  153.725 ms
182.374 ms  2.128 ms
 7  ae-32-52.ebr2.Chicago1.Level3.net (4.68.101.62)  5.594 ms  0.881 ms
ae-32-54.ebr2.Chicago1.Level3.net (4.68.101.126)  14.570 ms
 8  ae-5-5.car1.Cincinnati1.Level3.net (4.69.132.205)  7.398 ms *  7.495 ms
 9  ae-11-11.car2.Cincinnati1.Level3.net (4.69.132.210)  7.344 ms *  7.255
ms

-Original Message-
From: Gary Stanley [mailto:[EMAIL PROTECTED]
Sent: Tuesday, January 23, 2007 10:54 PM
To: hlds@list.valvesoftware.com; hlds@list.valvesoftware.com
Subject: RE: [hlds] [OT]Savvis Metwork

Looks like level3 is having a fit, might be return path issue.

traceroute to 74.130.80.1 (74.130.80.1), 64 hops max, 40 byte packets
  1  ge0-1-1000M.ar1.ChicagoEquinix.velocity-servers.net
(66.225.194.1)  0.615 ms  0.577 ms  0.604 ms
  2  unknown.ord.scnet.net (205.234.205.17)  0.480 ms  0.357 ms  10.103 ms
  3  po4.ar1.ord1.us.scnet.net (216.246.50.2)  0.480 ms  0.597 ms  0.482 ms
  4  tge9-3-10G.ar1.ord1.us.scnet.net (216.246.50.154)  16.101 ms  0.361 ms
0.362 ms
  5  level3-02172-chi-bb1.telia.net (213.248.84.54)  34.956 ms  34.284 ms
 ge-6-6.car3.Chicago1.Level3.net (209.0.227.73)  33.685 ms
  6  ae-32-54.ebr2.Chicago1.Level3.net (4.68.101.126)  46.185 ms
 ae-32-56.ebr2.Chicago1.Level3.net (4.68.101.190)  34.848 ms
 ae-31-53.ebr1.Chicago1.Level3.net (4.68.101.94)  37.889 ms
  7  ae-5-5.car1.Cincinnati1.Level3.net (4.69.132.205)  42.658 ms  41.722 ms
41.709 ms
  8  ae-5-5.car1.Cincinnati1.Level3.net (4.69.132.205)  40.833 ms
 ae-11-11.car2.Cincinnati1.Level3.net (4.69.132.210)  42.729 ms  41.804
ms
  9  INSIGHT-MID.car2.Cincinnati1.Level3.net (63.210.248.18)  43.828 ms
44.579 ms
 ae-11-11.car2.Cincinnati1.Level3.net (4.69.132.210)  41.586 ms 10
74.128.8.121 (74.128.8.121)  54.463 ms  53.532 ms  53.445 ms

At 10:28 PM 1/23/2007, Scott Pettit wrote:
Your first hop is lagging - sort your own connection out first.

-Scott

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Munra -hlds
Sent: Wednesday, 24 January 2007 4:04 p.m.
To: hlds@list.valvesoftware.com
Subject: [hlds] [OT]Savvis Metwork

As any one notice or had anyone Complain about lag when hopping though
the Savvis Network??  OR any other network on the East Coast?



   11 ms1 ms1 ms  192.168.1.1
   2   158 ms13 ms79 ms  74-130-80-1.dhcp.insightbb.com
[74.130.80.1]
   343 ms25 ms15 ms  74-128-22-97.dhcp.insightbb.com
[74.128.22.97]
   475 ms 7 ms44 ms  74.128.8.97
   531 ms32 ms46 ms  sl-gw25-atl-10-0.sprintlink.net
[144.232.212.249
]
   625 ms21 ms53 ms  sl-bb21-atl-5-0.sprintlink.net
[144.232.22.13]
   757 ms21 ms41 ms  144.232.8.182
   8   107 ms   111 ms   118 ms  dcr2-so-0-2-0.Atlanta.savvis.net
[208.172.65.246
]
   972 ms42 ms48 ms  dcr1-as0-0.Atlanta.savvis.net
[204.70.192.41]
  1040 ms   133 ms40 ms  bcs1-so-2-0-0.Washington.savvis.net
[204.70.192.
54]
  11   161 ms   158 ms83 ms  ber2-pos-7-0-0.Chicago.savvis.net
[208.175.10.25
4]
  1270 ms53 ms   185 ms  ber2-tenge-3-1.chicagoequinix.savvis.net
[204.70
.196.26]
  13   100 ms69 ms98 ms  208.173.176.214
  14   103 ms   194 ms   111 ms  po1-4G.ar1.ord1.us.scnet.net
[64.202.110.62]
  1594 ms   116 ms   155 ms  po1-4G.ar1.ord1.us.scnet.net
[64.202.110.62]
  16   126 ms   140 ms   171 ms  ge0-1.aggr201.ord1.us.scnet.net
[216.246.94.6]
  17   181 ms   121 ms   110 ms  unknown.ord.scnet.net [20x.xx.249.xx]

Trace complete.

The server in this Trace is in equinux data center in chicago

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RE: [hlds] Licensing fees for HL1 engine

2007-01-09 Thread J. Laws - Hi-Definition Gaming
Hi, this is the real world...are you available for a chat?

-Original Message-
From: Michael Jordan [mailto:[EMAIL PROTECTED]
Sent: Tuesday, January 09, 2007 10:23 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Licensing fees for HL1 engine

This answer was purely about profit for valve. Like I said before, money is
what matters for them. Unless you make a difference to their bottom line,
you don't matter.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Peter M (Mashy)
Sent: Tuesday, January 09, 2007 8:35 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Licensing fees for HL1 engine

--
[ Picked text/plain from multipart/alternative ] some answers take longer
and rely on other people - give him a break!
--

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

2006-11-01 Thread J. Laws - Hi-Definition Gaming
And what is the default value?

-Original Message-
From: Matt Albiniak [mailto:[EMAIL PROTECTED]
Sent: Wednesday, November 01, 2006 8:25 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Counter-Strike: Source update released

I knew I should have post-it noted this. What's the command to
enable/disable this?

On 11/1/06, Jason Ruymen [EMAIL PROTECTED] wrote:
 A required update for Counter-Strike: Source has just been released.
 Unless your running a Linux server that auto-updates, please run
 hldsupdatetool.  The changes are:

 Counter-Strike: Source:
 - Added Dynamic Weapon Pricing

 Jason



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[EMAIL PROTECTED]

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

2006-11-01 Thread J. Laws - Hi-Definition Gaming
That's probably intentional, they should be releasing Euro, Yen, Dollar,
Franc, Pound, Lira, and Peso conversion tables for true regional dynamic
weapon pricing within the next week.

-Original Message-
From: t [mailto:[EMAIL PROTECTED]
Sent: Wednesday, November 01, 2006 8:43 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Counter-Strike: Source update released

Incase anyone hasn't noticed, you can't buy ammo now there appears to be a
bug.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of J. Laws -
Hi-Definition Gaming
Sent: Wednesday, November 01, 2006 9:30 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Counter-Strike: Source update released

And what is the default value?

-Original Message-
From: Matt Albiniak [mailto:[EMAIL PROTECTED]
Sent: Wednesday, November 01, 2006 8:25 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Counter-Strike: Source update released

I knew I should have post-it noted this. What's the command to
enable/disable this?

On 11/1/06, Jason Ruymen [EMAIL PROTECTED] wrote:
 A required update for Counter-Strike: Source has just been released.
 Unless your running a Linux server that auto-updates, please run
 hldsupdatetool.  The changes are:

 Counter-Strike: Source:
 - Added Dynamic Weapon Pricing

 Jason



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Matt Albiniak
[EMAIL PROTECTED]

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RE: [hlds] This Steam account does not own this game.

2006-10-01 Thread J. Laws - Hi-Definition Gaming
Hopefully this means 64bit VAC2.

-Original Message-
From: Biscuits [mailto:[EMAIL PROTECTED]
Sent: Sunday, October 01, 2006 1:41 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] This Steam account does not own this game.

--
[ Picked text/plain from multipart/alternative ] That's what i didn't want
to hear.

I thought they had fixed something, oh well.

Yes i have noticed VAC having problems as well tonite.

On 10/2/06, Graham Robinson [EMAIL PROTECTED] wrote:

 I'm being kicked out with this message too. Best to presume it's part
 of the big VAC problem in the other mailing lists.

 On 01/10/06, Biscuits [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ] Hey Peoples,
 
  I saw a new message popup while playing tonite, it's interesting to
  me
 as i
  have never seen this one before,
 
  (This Steam account does not own this game, Please login to the
  correct Steam account)
 
  http://img.photobucket.com/albums/v11/biscuits/cs_office0024.jpg
  I don't know what it does but it sounds good :)
 
  --
  Biscuits
  --
 
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RE: [hlds] (no subject)

2006-09-30 Thread J. Laws - Hi-Definition Gaming
Prepare to be flamed.  Always check the SteamPowered.com forums and support
system before using this mailing list.



-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Sent: Saturday, September 30, 2006 8:20 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] (no subject)

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] Greetings ladies and gents
I would like to ask you today I would like to ask if any of you know how to
change the CS:S server ticket rate, If any one know please message me back

Yours
Daniel mercer
Voidnet.biz server admin
Omegawebs.co.uk website designer
--



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RE: [hlds] The Ship updates released

2006-09-13 Thread J. Laws - Hi-Definition Gaming
I think he goofed up.  He sent it to their list for people wanting 64bit
VAC2 (the sh!tlist) and not the shiplist.

-Original Message-
From: Megatron [mailto:[EMAIL PROTECTED]
Sent: Wednesday, September 13, 2006 6:01 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] The Ship updates released

Who cares about The Ship?
This is the HLDS list, isn't it?
Put it on the ship list

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Wednesday, September 13, 2006 2:52 PM
To: hlds@list.valvesoftware.com; hlds_linux@list.valvesoftware.com;
hlds_announce@list.valvesoftware.com
Subject: [hlds] The Ship updates released

Required updates to The Ship have been released. If your Linux server
supports automatic updates, then you will be automatically updated.
Otherwise please run hldsupdatetool to receive this update. The changes for
this release are:

The Ship:
* New multiplayer map - Connemara
* New multiplayer map - Cotopaxi
* Existing multiplayer maps updated with various bug fixes
* New Tutorial added (to allow new players to learn various aspects of the
game)
* Added new voice overs for various crew
* Added new voice overs for player reactions
* Crash fixed when player in trap leaves the game
* Script names changed to load correctly with Linux dedicated server
* Identity and Quarry portraits on HUD now look in the correct direction
* Fixed 'infinite satchels' exploit
* Fixed bug with Quarry location not updating after being healed or in jail
* Fixed floating characters bug
* Fixed bug when interacting with things whilst jumping
* Improved performance of Bots
* Changed end of round sequence so the round always finishes before changing
to the next map
* Fixed incorrect examine descriptions
* Fixed secondary messages so words are not split for long messages
* Added a small delay when scrolling through weapons to make sure only one
is changed at a time
* Improved peformance for security
* In-game music volume can now be adjusted from audio options
* Fixed possible Steam connection issues
* Added 2 new columns to in-game server browser to show the game mode and
witnesses settings for each server
* Fixed sound for characters on-fire
* Added sounds for players peeing and pooing themselves
* Added an animation for the Psychiatrist once the player is finished being
healed and when being healed
* Added sound for elevator arriving at a floor
* Changed witnessing another player in wrong-sex room to play a squeal sound
for players witnessing them instead of playing an alarm sound
* When players talk to crew they now continue to talk to the player until
the player is finished talking
* Changed voice sounds for Steward crew members
* Fixed bug where you could be stuck standing in a bed when hit while
sleeping
* Added eat candy animation
* Stopped creating a wallet or purse for players who are dead and disconnect
* Fixed bug with Bots sometimes flying off after interacting with something
* Added sounds when a player is arrested, charged for trespassing and
charged in court room
* Fixed changing clothes animation bug when in Inventory
* Added shank weapon
* Removed decals on characters
* Added new male suit outfit
* Improved quality of all user interface textures when running game using
medium or low detail textures
* Improved deckplans for all maps
* Incresed overall volume of footstep sounds
* Improved Shopkeeper, Nurse and Barman voice-over sounds
* Improved pee and poo sounds
* Fixed bug with hunger needs satisfiers
* Fixed localization text for all languages
* Added Russian localization of text
* Improved layout of item information in Inventory, shops and containers to
allow for longer localised text

Jason


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RE: [hlds] Populating the master lists with servers

2006-08-27 Thread J. Laws - Hi-Definition Gaming
How about you both go to sleep and stop posting now that you've gotten your
answer.



-Original Message-
From: Joey [mailto:[EMAIL PROTECTED]
Sent: Monday, August 28, 2006 2:50 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Populating the master lists with servers

No Chris, what i was trying to imply was, if there was a way to be in the
list near the top, even if it ment registering some where, Not cheating. Why
would that be considered cheating? It would just be an easier way for
player's or mainly clan member's to find the server quickly, instead of
having to type connect 111.222.333.333:27015 don't you think? Cheating is
what someone whom is getting a profit for having there game server up would
do, be we don't get anything for it. So please refrane the word Cheating.
Anyway thanx for your opinion.
- Original Message -
From: Chris Bass [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Sunday, August 27, 2006 11:36 PM
Subject: Re: [hlds] Populating the master lists with servers


 It's sortable, I believe the default is ping but you can sort by
 anything you want, players, name, map whatever. (I'm talking in game
 browser here)

 Joey, I was cool till you asked Is there a way to have our server's
 always appear near the top? which implies that instead of attracting
 players the normal way, you wanted to cheat. It was a pretty immature
 question on your part to begin with IMO.

 Adam Sando wrote:
 I thought the default server list was displayed based on response
 time of server, fastest to slowest - i.e.. Ping?

 Regards,
 Adam

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Chris Bass
 Sent: Monday, 28 August 2006 12:58 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Populating the master lists with servers

 No because if they did, every 14 year old admin like you would be
 doing it.

 Joey wrote:

 Is there a way to have our server's always appeare near the top?
 - Original Message -
 From: Saint K. [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Sunday, August 27, 2006 1:50 PM
 Subject: Re: [hlds] Populating the master lists with servers



 Hi,
 The servers get sorted by best IP on top, starting the update
 proccess closest to your IP.

 Thats why it appears that only the 208 range shows up first. Your
 IP prolly starts with 208 or close to it.

 Saint K.
 - Original Message -
 From: Chris | FatPipeServer.com [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Sunday, August 27, 2006 8:44 PM
 Subject: [hlds] Populating the master lists with servers



 Hey guys,
 Do any of you know what controls the way that servers get
 populated into the master list when a users clicks on them?  Is it
 determined by the user's internet connection or does Steam send
 the list in a certain order when a user/client requests it?  Seems
 like when I check the Master List I get all the server Ips starting
with 208.
 first, and the rest come in later.
 Chris


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