Re: [hlds] Question about logs

2008-12-30 Thread James Gray
sv_logfile 0sv_logecho 0

On Sun, Dec 28, 2008 at 12:10 PM, Andreas Grimm l...@gmx.net wrote:

 Hello,

 i have two questions about logging:

 1. what exactly does sv_logdownloadlist mean? Servers don't have a help
 text about it.

 2. Is it possible only to log to UDP and nothing else? not to file, not to
 console, only to udp? If yes, how?

 Thx for help
 Andi
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Re: [hlds] Team Fortress 2 Content Available

2007-09-17 Thread James Gray
No, only the engine files are out. The TF2 mod binaries are not
released it seems.

On 9/17/07, Munra -hlds [EMAIL PROTECTED] wrote:
 I am Downloading Dlls :)

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Vetwebhosting -
 Administrator
 Sent: Tuesday, September 18, 2007 12:37 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Team Fortress 2 Content Available

 Server files are out.

 Jason F
 [EMAIL PROTECTED]

 - Original Message -
 From: Mike Durand [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Sunday, September 16, 2007 6:21 PM
 Subject: RE: [hlds] Team Fortress 2 Content Available


  The most significant fact here is that there have been interface changes
  so it is probable that many server plug-ins that work with CSS, DoD, and
  HL2MP will not work with the Orange Box engine. Once the beta is out the
  door and the initial fires are put out I will make the specific
  interface changes available on http://developer.valvesoftware.com so
  that when the new SDK comes out the mod/plugin community can quickly
  make Orange Box-compatible server plugins.
 
  -Mike
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of tsuehpsyde
  Sent: Sunday, September 16, 2007 10:53 AM
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Team Fortress 2 Content Available
 
  --
  [ Picked text/plain from multipart/alternative ]
  Can you elaborate on what some of the core differences are between the
  two
  engines?
 
  -tsuehpsyde
  SourceKills.com
 
  On 9/16/07, Mike Durand [EMAIL PROTECTED] wrote:
 
  Yes, the TF (Orange Box) engine is not compatible with the one that is
  presently used for CSS, DoDS, and HL2MP. That is why we are
  segregating
  it into the the 'orangebox' directory under the root. In the coming
  months the other games will be moved to the Orange Box engine and
  their
  binaries will move under the 'orangebox' directory once this move is
  done. The content does not need to move to the 'orangebox' when the
  binaries for the games move and we hope that this represents some
  value
  for server admins since you will not need to download redundant
  content
  files into two different directory structures in order to support two
  different engine versions.
 
  Our hope is that this new directory structure will help avoid
  disruptions to existing dedicated servers for other mods and products
  when we make significant changes to the Source engine like the ones
  needed for TF and the other Orange Box games. We also hope that it
  makes
  updating your servers more convenient and less bandwidth intensive as
  we
  update our games for newer engine versions.
 
  I hope this has made it more clear, but if not please let me know.
 
  -Thanks,
  Mike
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Steven
  Hartland
  Sent: Sunday, September 16, 2007 4:27 AM
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Team Fortress 2 Content Available
 
  Can you expand on this please Mike are you going to be running
  different
  exe etc so this is not just a mod of the current source engine like
  cstrike
  or dod?
 
  If this is the case we us GSP's will need to treat it as a totally new
  game and not just a simple mod is why I ask.
 
  Regards
  Steve
 
  - Original Message -
  From: Mike Durand [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Sent: Saturday, September 15, 2007 5:30 AM
  Subject: RE: [hlds] Team Fortress 2 Content Available
 
 
   The reason for this is that we want to be able to support different
   generations of the source engine in one hlds installation. So
  Ep1-era
   games will remain off of the root directory but all OrangeBox-era
  games
   will be under the 'orangebox' directory. Goldsrc games will still
  need
   to be in a separate directory structure, however.
 
 
  
  This e.mail is private and confidential between Multiplay (UK) Ltd.
  and
  the person or entity to whom it is addressed. In the event of
  misdirection, the recipient is prohibited from using, copying,
  printing
  or otherwise disseminating it or any information contained in it.
 
  In the event of misdirection, illegible or incomplete transmission
  please telephone +44 845 868 1337
  or return the E.mail to [EMAIL PROTECTED]
 
 
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[hlds] Client.dll failed to init

2007-07-04 Thread James Gray

In an unmodified mod codebase compiled on MS VS2005, I get a strange
when I try to run the mod. The client.dll failed to load in Init()..
after putting it in the debugger I tracked it down to not finding the
ISceneCacheFile interface. The gameinfo.txt is setup correctly with
215 as appid and with sourcetest and hl2 as search directories. After
an hour or so with fiddling with the code, I tried using another mod's
client.dll (Insurgency) to see if it would get any further, and it
did... I find it strange that an unmodified codebase would act like
this, though; this is straight from the Source SDK (Tried Mod From
Scratch and Source Code Only). I also spent a good amount of time
trying to search for someone else encountering the same problem, but
found absolutely nothing.

Thanks to anyone who replies!

-James

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Re: [hlds] Command rate / Update rate limitation

2007-06-27 Thread James Gray

Try it?

On 6/27/07, AnAkIn . [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
Please whisper, can you just answer this question:

Does a higher sys_ticrate than 100 makes the client send/receive more than
100 updates per sec ?

For example, the server's sys_ticrate is 500, I set my cl_cmdrate to 500,
will it send to server 500 updates per sec ?

If we look here:
http://www.mail-archive.com/hlds@list.valvesoftware.com/msg18631.html
No. (Clients can receive a maximum of 100 updates per second regardless of
the server sys_ticrate setting.)

But If we look in others articles, yes.

Thanks you in advance.

2007/6/25, AnAkIn . [EMAIL PROTECTED]:

 Well, not really fps_max 100 and 101 are exactly the same...people are
 wrong when they say fps_max 101 give you 100 fps instead of 99. It still
 flashes to 100 instead of 99 with fps_max 101 as it do with 100.

 And is that normal that with fps_max 100 + cl_cmdrate 100 you sometimes
 see red dots (which mean some packets weren't sent with some frames or
 something similar) on net_graph and with cl_cmdrate 101 there are like no
 red dots or it's rare ?

 2007/6/25, Eirik Nilssen [EMAIL PROTECTED]:
 
  It might be that some people mix up the way you set fpx_max and
  cl_cmdrate/updaterate? Clientside, fps_max 101 will regulate your fps
  peaking higher then 100.
 
 
  From: AnAkIn .  [EMAIL PROTECTED]
  Reply-To: hlds@list.valvesoftware.com
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Command rate / Update rate limitation
  Date: Sun, 24 Jun 2007 12:55:31 +0200
  
  --
  [ Picked text/plain from multipart/alternative ]
  anyone ?
  
  2007/6/23, AnAkIn . [EMAIL PROTECTED] :
   
After reading some things, i think i understand:
   
sys_ticrate max is 1000 and it sets the max fps but it still only
  send
  100
updates per second to the client ?
   
And why do people say 101 for cl_cmdrate/cl_updaterate if it's 100 ?
   
   
AnAkIn
   
2007/6/21, AnAkIn .  [EMAIL PROTECTED]:

 I already understand what's tickrate, but that only for HL Engine
  that
  I
 didn't really understand because it can go up to 1.

 2007/6/21, AnAkIn .  [EMAIL PROTECTED]:
 
  Well, i know those articles, but aren't they only for source ?
  There
  isn't anything for sys_ticrate, only for -tickrate ?
 
  2007/6/21, Whisper  [EMAIL PROTECTED]:
  
   --
   [ Picked text/plain from multipart/alternative ]
  
   http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
  
   http://developer.valvesoftware.com/wiki/Lag_Compensation
   http://developer.valvesoftware.com/wiki/Networking_Entities
  
   On 6/21/07, AnAkIn .  [EMAIL PROTECTED] wrote:
   
--
[ Picked text/plain from multipart/alternative ]
Ok and in HLDS the server fps is limited by sys_ticrate ?
sys_ticrate isn't like -tickrate in source? Because I saw
   sys_ticrate can
go
to 1 and tickrate to 100. Could you explain the
  difference ?
   
   
And yeah english isn't my first language, i'm french.
   
2007/6/20, Whisper  [EMAIL PROTECTED]:

 --
 [ Picked text/plain from multipart/alternative ]
 cl_cmdrate is how many updates per second the client will
  send
   to the
 server
 cl_updaterate is how many updates per second the server
  will
   send to the
 client

 server fps is the amount of I/O's per second the server
  can do

 Server fps in HLDS = tickrate in SRCDS (server fps in
  SRCDS is
de-coupled
 from tickrate where as in HLDS it is the same thing)

 In HLDS server fps is how many times the server will send
  and
   receive
 updates per second with the obvious limitations of
   sv_maxupdaterate for
 how
 many times the server will send clients updates.

 How often the client can send an update to the server is
  limited
   by the
 clients fps and the servers fps.

 On 6/21/07, AnAkIn . [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Hmm, in source engine, there seems to be only a
  limitation
  for
 cl_cmdrate,
  right ? max is 100. But for cl_updaterate, there seem to
  be
  no
 limitation
  except sv_maxupdaterate ?
 
  Well, if alfred could answer about hl engine...
 
  2007/6/20, Whisper  [EMAIL PROTECTED]:
  
   --
   [ Picked text/plain from multipart/alternative ]
   The same rules  prinicples for net_graph 3 apply for
  CS
  1.6as they
 do
   for
   CS:S more or less.
  
   On 6/21/07, AnAkIn .  [EMAIL PROTECTED] wrote:
   
--
[ Picked text/plain from 

Re: [hlds] Upcoming Steam Update

2007-06-21 Thread James Gray

Yes, it would be interesting if there was some sort of Steam SDK or
whatever it would be called. I guess only time will tell, though.

On 6/21/07, Roman Hatsiev [EMAIL PROTECTED] wrote:

I just read about all interesting new features coming on next month. I
wonder if there are any plans to provide some API to these features?

For example for online league it would be nice to be able to
automatically create match entry in players calendars. Given that
league Steam account was added to friends list by all league players
of course. I can think of a lot of other interesting things that can
be made with Steam API.

Any chance we can see anything like this?

Regards,

Roman

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Re: [hlds] Upcoming Steam Update

2007-06-21 Thread James Gray

There was a Source SDK update.

On 6/21/07, Whisper [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
Funny you should mention that

The Source SDK did download some stuff via STEAM just the other day!

On 6/21/07, James Gray [EMAIL PROTECTED] wrote:

 Yes, it would be interesting if there was some sort of Steam SDK or
 whatever it would be called. I guess only time will tell, though.

 On 6/21/07, Roman Hatsiev [EMAIL PROTECTED] wrote:
  I just read about all interesting new features coming on next month. I
  wonder if there are any plans to provide some API to these features?
 
  For example for online league it would be nice to be able to
  automatically create match entry in players calendars. Given that
  league Steam account was added to friends list by all league players
  of course. I can think of a lot of other interesting things that can
  be made with Steam API.
 
  Any chance we can see anything like this?
 
  Regards,
 
  Roman
 
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Re: [hlds] REMOVE ME

2007-06-17 Thread James Gray

Indeed... you sign up to a mailing list in order to receive email. :P

On 6/17/07, Chad [EMAIL PROTECTED] wrote:

I haven't been reading mail a lot lately from all of you, but damn, I
missed FUCKING mail? How does that work? Is it allowed in this list?

[EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 STOP SENDING ME FUCKING MAIL PLEASE

 
 AOL now offers free email to everyone.  Find out more about what's free from 
AOL at AOL.com.
 --

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Re: [hlds] Gamers Against Cancer

2007-06-12 Thread James Gray

Nevermind, just realized you are just passing the message along. :S

On 6/12/07, James Gray [EMAIL PROTECTED] wrote:

Actually sounds like a nice idea... I'm curious what you are looking
for developers, for though.

On 6/11/07, CyberGameZone.com [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Hopefully vALVE helps out in some way for this.

 I ran across it at..
 http://gamingagainstcancer.com/

 To Our Fellow Gaming Groups:

  We, the members of Trust-Company, under the leadership of Christopher 
Mitchell (Soloknight), are planning a special event coming this October.  We would 
honor and appreciate any and all help from fellow gamers like you.

  The event, Gaming Against Cancer Weekend, will help to heighten individuals' 
awareness of cancer and give participants around the world an opportunity to 
donate to the cancer charity of their choice.

  The idea is simple:

get as many servers as possible to change their names for the weekend to 
GamingAgainstCancer.com,
post in-game messages asking players to visit gamingagainstcancer.com and 
ask them to access the links where they can donate to cancer related charities,
provide links on your clan's sites to gamingagainstcancer.com.

  We invite you to join us in a discussion about the ways in which you can 
help organize and build the Gaming Against Cancer Weekend.  Among other things, we 
are especially looking for help from persons with PHP and programming knowledge.

  Our plan is to contact numerous game developers, publishers and news 
organizations about the Gaming Against Cancer Weekend.  As you can start to 
imagine, this could turn into something well worth being a part of.

  All participating clans and individuals will receive recognition on the 
website.

  Looking forward to your replies,
  The Trust-Company - Where real soldiers play

  We are not an organization, merely gamers just like you.  All work put into 
this is voluntary and we will not accept nor pay any money for this purpose.  All 
links to charities will be to the websites of known and established cancer 
research centers, hospitals and organizations/associations.



 CyberGameZone.com and all their affiliates will be taking part.

 Thank you.



 -DOA






 YIM: cybergamezone2002

 Gaming Portal and Clan Website: http://www.cybergamezone.com

 Main email: [EMAIL PROTECTED]














 -
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Re: [hlds] Gamers Against Cancer

2007-06-12 Thread James Gray

Actually sounds like a nice idea... I'm curious what you are looking
for developers, for though.

On 6/11/07, CyberGameZone.com [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
Hopefully vALVE helps out in some way for this.

I ran across it at..
http://gamingagainstcancer.com/

To Our Fellow Gaming Groups:

 We, the members of Trust-Company, under the leadership of Christopher Mitchell 
(Soloknight), are planning a special event coming this October.  We would honor 
and appreciate any and all help from fellow gamers like you.

 The event, Gaming Against Cancer Weekend, will help to heighten individuals' 
awareness of cancer and give participants around the world an opportunity to 
donate to the cancer charity of their choice.

 The idea is simple:

   get as many servers as possible to change their names for the weekend to 
GamingAgainstCancer.com,
   post in-game messages asking players to visit gamingagainstcancer.com and 
ask them to access the links where they can donate to cancer related charities,
   provide links on your clan's sites to gamingagainstcancer.com.

 We invite you to join us in a discussion about the ways in which you can help 
organize and build the Gaming Against Cancer Weekend.  Among other things, we 
are especially looking for help from persons with PHP and programming knowledge.

 Our plan is to contact numerous game developers, publishers and news 
organizations about the Gaming Against Cancer Weekend.  As you can start to 
imagine, this could turn into something well worth being a part of.

 All participating clans and individuals will receive recognition on the 
website.

 Looking forward to your replies,
 The Trust-Company - Where real soldiers play

 We are not an organization, merely gamers just like you.  All work put into 
this is voluntary and we will not accept nor pay any money for this purpose.  
All links to charities will be to the websites of known and established cancer 
research centers, hospitals and organizations/associations.



CyberGameZone.com and all their affiliates will be taking part.

Thank you.



-DOA






YIM: cybergamezone2002

Gaming Portal and Clan Website: http://www.cybergamezone.com

Main email: [EMAIL PROTECTED]














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Re: [hlds] Source Engine Update Available

2007-06-12 Thread James Gray

Very nice update! Definitely got it right with this one. Looking
forward to whatever else you have in store for Source.

On 6/12/07, Whisper [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
What version number should come up when you do an rcon status?

Windows  Linux please

Thanks

On 6/13/07, Jason Ruymen [EMAIL PROTECTED] wrote:

 Updates to the Source Engine are now available.  Previously this was in
 Beta, behind srcds0407.  Please run hldsupdatetool to receive this
 update.  The specific changes include:

 Pure Servers:
 Servers can now force the client to match the server's files, by
 becoming a pure server. When a server enables sv_pure, clients who
 connect and play on the server cannot gain an advantage by modifying the
 game content. For more information about Pure Servers, click here:
 http://developer.valvesoftware.com/wiki/Pure_Servers.

 Source Engine:
 - In-game server browser only shows human players in the player counts
 column. Bots column now shows number of bots instead of a some bots or
 no bots icon
 - Fixed servers with bots reporting incorrect number of bots when
 sv_master_legacy_mode is set to 0
 - Fixed a server performance problem with queued packets
 - Increased the maximum rate to 1 megabyte
 - Added a findflags console command, which can list all cvars with a
 specified flag. For example: 'findflags server_can_execute' will find
 all console variables and commands marked with FCVAR_SERVER_CAN_EXECUTE
 - Cheat protected many cvars and commands
 - Removed cl_restrict_server_commands to prevent clients from being
 redirected
 - Fixed user names reported as unconnected when greater than 32k
 players had connected to the server
 - Fixed a client crash during authentication
 - Fixed a crash when mashing the ~ key on disconnect
 - Fixed a bug with sv_minrate and sv_maxrate not applying properly on
 the client
 - Fixed the free roaming camera in SourceTV demos
 - Fixed cl_language archiving itself and not updating correctly when the
 language changed
 - Fixed a voice recording bug that could cause voice dropouts
 - Fixed a rare crash when spectating in Counter-Strike: Source

 We'd also ask that everyone please set sv_master_legacy_mode 0 again and
 report any problems.

 Jason

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Re: [hlds] Source Engine Beta Update

2007-06-11 Thread James Gray

Nice, glad to see it now allows custom maps.

On 6/11/07, Jason Ruymen [EMAIL PROTECTED] wrote:

An update to the Source Engine/Dedicated Server beta is now available.
To update, run hldsupdatetool or Steam with the command -beta
srcds0407. If this update goes well, we plan on releasing it within a
few days. The specific changes include:

- Fixed sv_pure 1 not protecting sounds by default
- Fixed sv_pure 2 not allowing custom maps
- Made sv_pure_kick_clients default to 1
- Fixed a Linux server crash
- Fixed a client crash
- Reallowed ent_fire

Jason

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Re: [hlds] Source Dedicated Server Beta Update

2007-05-27 Thread James Gray

Has the beta made any progress...? Will it be finalized soon as an
official update?

On 5/25/07, Adam Sando [EMAIL PROTECTED] wrote:

Greatly appreciated. Will test and see how it goes :)

Regards,
Adam

-Original Message-
From: Benjamin Lange [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com hlds@list.valvesoftware.com
Sent: 25-May-07 17:19
Subject: Re: [hlds] Source Dedicated Server Beta Update

--
[ Picked text/plain from multipart/alternative ]
The client has to be run in the beta, too.
How shall your client now that it has to use files from the gcf?

You can use the same parameter for the client. -beta srcds0407 for your
steam shortcut.

2007/5/25, Adam Sando [EMAIL PROTECTED]:

 Hi guys,

 I've tried to enable sv_pure 2 on my SRCDS CS:S instance, changed map
 several times to ensure the setting was in effect, then tried joining
 the server with custom models + materials.

 My connection was not terminated, my models were not reverted, and I was
 able to run around the levels without any restrictions.

 What is the default behaviour of enabling sv_pure 2 meant to be?
 Are there any other settings aside from sv_pure that needs to be set?
 If sv_pure 1 is set, does the pure_server_whitelist.txt need to reside
 in both the \hl2 and \cstrike for this file to be read for each game
 type?

 Is anyone else having difficulty with enabling the pure modes?

 Adam Sando
 Technical Account Manager
 Hostworks
 Direct:+61 8 8461 4868

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
 Sent: Tuesday, 15 May 2007 9:21 AM
 To: [EMAIL PROTECTED]; hlds@list.valvesoftware.com
 Subject: [hlds] Source Dedicated Server Beta Update

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ] Updates to the Source
 Dedicated Server, Source Engine, Counter-Strike:
 Source and Half-Life 2: Deathmatch have been released as a Beta.  To
 receive these updates run Steam or the hldsupdatetool with the command
 -beta srcds0407.  The specific changes include:

 - Added sv_pure 2.  When set, then pure_server_whitelist.txt is ignored
 and all content files must come from Steam
 - Changed ent_fire to only be useable from the host client on a listen
 server

 - Changed soundscape_flush to only be useable from the dedicated server
 console or the listen server host
 - Added sv_allow_wait_command. If set to 0, then clients can't use
 wait
 - Added sv_allow_color_correction. If set to 0, then clients can't use
 mat_colorcorrection
 - Fixed player count bugs in serverbrowser
 - Added findflags console command, which can list all cvars with a
 specified flag
 - Fixed a bug with sv_minrate and sv_maxrate not applying properly on
 the client
 - Cheat protected the following commands:
   r_TransitionSensitivity, mat_bloomamount_rate,
 mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
 mat_debug_bloom, mem_force_flush, mod_forcedata, mod_test_not_available,
 mod_test_mesh_not_available, mod_test_verts_not_available,
 mod_load_mesh_async, mod_load_anims_async, mod_load_vcollide_async,
 mod_trace_load, mod_lock_mdls_on_load, mat_leafvis, mat_debug,
 mat_surfaceid, mat_surfacemat, flush, r_entity, r_ambientfraction,
 lightcache_maxmiss, r_avglight, mat_debugalttab, mat_showlightmappage,
 mat_bumpbasis, showbudget, showbudget_texture,
 showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
 r_modellodscale, m_pitch

 Jason

 --

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Re: [hlds] unwanted rcon from unknown

2007-05-20 Thread James Gray

Set rcon_password to  and it should disable RCON altogether.

On 5/20/07, Andrew Armstrong [EMAIL PROTECTED] wrote:

The 'Test' would be from HLSW connecting - it's an application to control a
server with a valid RCON Password.

Someone knows your password.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Hackmett
Sent: Sunday, 20 May 2007 11:46 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] unwanted rcon from unknown

Hi,

I just saw somebody ran rcon commands on my servers:

His script says Test, kicks some palyers and renames the server:
L 05/20/2007 - 15:12:56: rcon from 84.240.52.71:4470: command hostname
#eGames-Css Public Arena [STEAM]
I do not use rcon in any way, so im wondering a bit. Is there some kind of
security issue in Source server or did he just have luck with the rcon
password (9 characters including numer, already replaced with
random-strings) ?
btw, is there a way to disable rcon or limit to certain IPs without
firewalling ?

Regards
Rolf


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Re: [hlds] Source Dedicated Server Beta Update

2007-05-15 Thread James Gray

Hmm, okay.. will there be any interface or something of the sort that
allows plugins to toy with the pure mode system?

On 5/14/07, Jason Ruymen [EMAIL PROTECTED] wrote:

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Updates to the Source Dedicated Server, Source Engine, Counter-Strike:
Source and Half-Life 2: Deathmatch have been released as a Beta.  To
receive these updates run Steam or the hldsupdatetool with the command
-beta srcds0407.  The specific changes include:

- Added sv_pure 2.  When set, then pure_server_whitelist.txt is ignored
and all content files must come from Steam
- Changed ent_fire to only be useable from the host client on a listen
server

- Changed soundscape_flush to only be useable from the dedicated server
console or the listen server host
- Added sv_allow_wait_command. If set to 0, then clients can't use
wait
- Added sv_allow_color_correction. If set to 0, then clients can't use
mat_colorcorrection
- Fixed player count bugs in serverbrowser
- Added findflags console command, which can list all cvars with a
specified flag
- Fixed a bug with sv_minrate and sv_maxrate not applying properly on
the client
- Cheat protected the following commands:
  r_TransitionSensitivity, mat_bloomamount_rate,
mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
mat_debug_bloom, mem_force_flush, mod_forcedata,
mod_test_not_available, mod_test_mesh_not_available,
mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async,
mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load,
mat_leafvis, mat_debug,  mat_surfaceid, mat_surfacemat, flush, r_entity,
r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab,
mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture,
showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
r_modellodscale, m_pitch

Jason

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Re: [hlds] Source Dedicated Server Beta Update

2007-05-15 Thread James Gray

This is true, it would have to be restrictive.. I'm not sure how it
would work. Perhaps it is best it be left untampered.

On 5/15/07, Keeper [EMAIL PROTECTED] wrote:

As a plugin maker, I request this not be touchable by us.  The idea of
sv_pure would totally be useless if people such as myself were able to
adjust some of the pure settings.  Some would argue that sv_pure 2 would
completely disable any interface for the plugins all together.

I also think it would be a good idea if the pure server would show up in the
server browsers so we would know what kind of server we were joining (ala
VAC).  Some people I know won't play on non VAC servers.

Keeper

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Gray
Sent: Tuesday, May 15, 2007 4:16 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Source Dedicated Server Beta Update

Hmm, okay.. will there be any interface or something of the sort that
allows plugins to toy with the pure mode system?




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Re: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread James Gray

How will 'sv_pure 2' affect the use of custom maps? Will these not be
allowed, or will third party maps still be playable using this mode?

On 5/14/07, Jason Ruymen [EMAIL PROTECTED] wrote:

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Updates to the Source Dedicated Server, Source Engine, Counter-Strike:
Source and Half-Life 2: Deathmatch have been released as a Beta.  To
receive these updates run Steam or the hldsupdatetool with the command
-beta srcds0407.  The specific changes include:

- Added sv_pure 2.  When set, then pure_server_whitelist.txt is ignored
and all content files must come from Steam
- Changed ent_fire to only be useable from the host client on a listen
server

- Changed soundscape_flush to only be useable from the dedicated server
console or the listen server host
- Added sv_allow_wait_command. If set to 0, then clients can't use
wait
- Added sv_allow_color_correction. If set to 0, then clients can't use
mat_colorcorrection
- Fixed player count bugs in serverbrowser
- Added findflags console command, which can list all cvars with a
specified flag
- Fixed a bug with sv_minrate and sv_maxrate not applying properly on
the client
- Cheat protected the following commands:
  r_TransitionSensitivity, mat_bloomamount_rate,
mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
mat_debug_bloom, mem_force_flush, mod_forcedata,
mod_test_not_available, mod_test_mesh_not_available,
mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async,
mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load,
mat_leafvis, mat_debug,  mat_surfaceid, mat_surfacemat, flush, r_entity,
r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab,
mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture,
showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
r_modellodscale, m_pitch

Jason

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Re: [hlds] Pure Server Mode Question / Request

2007-05-01 Thread James Gray

The problem is, you have been making very strong statements towards
several people using _assumptions_ as to how the pure server mode will
work. This has become an obvious problem, so perhaps you should learn
a bit more about the subject matter.

All you've been doing here is rambling on about vanilla servers or whatnot

On 5/1/07, Chris Barnett [EMAIL PROTECTED] wrote:

Whisper,

I'm not here for an argument. I'm not here for some kind of bun fight.
Someone asked a question, I answered it in a more than reasonable manner.

If you have nothing to offer other than insults and just want to snipe from
the sidelines, it's really not my problem mate.

Cheers.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Whisper
Sent: 01 May 2007 18:31
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Pure Server Mode Question / Request

--
[ Picked text/plain from multipart/alternative ]
Arguing with idiots only makes you stupid

They only drag you down to their level and beat you with experience

The only thing cystal clear, is that you are not worth engaging, and you are
certainly not worth getting upset about. Which is why this is all you are
going to get from me.

On 5/2/07, Chris Barnett [EMAIL PROTECTED] wrote:

 A personal insult with no argument what-so-ever.

 I've made myself crystal clear in plain English.

 Now if you have a problem with any of the numerous points I have raised,
 then the floor is yours.

 People have asked me questions. I've answered them, without resorting to
 hurling insults at others.

 Are you suggesting that VALVe shouldn't bother to offer a mechanism to
 server operators to check for consistency on custom files, just because a
 small number of server operators:

 A) Make the mistake of using the thing to check for the consitancy of
 non-gaming files
 B) Pick daft names for files.


 


 Cheers.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
 Sent: 01 May 2007 17:44
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Pure Server Mode Question / Request

 --
 [ Picked text/plain from multipart/alternative ]
 The only stupid server operator on this list is you.

 On 5/2/07, Chris Barnett [EMAIL PROTECTED] wrote:
 
  Erm, I have no problem with vanilla servers.
 
  What I have a problem with, is anything which NEEDLESSLY caters only for
  vanilla servers, thus damaging the custom server community.
 
  For instance, what do you think would happen, if VALVe only offered VAC
 on
  vanilla servers? It's the same with file consistency. Thankfully, that's
  now
  an academic scenario as Alfred is saying this new system can check
 custom
  content.
 
  I'm painfully aware that standard textures are exploited and the history
  behind it all and no, I disagree that something that fixed only standard
  content, would be detrimental to the game as people would start to play
 on
  only custom maps as they are the only maps which are covered from
  exploits.
  But anyway. Who cares? Alfred says that the new system covers
 everything,
  both Valve and non-Valve.
 
  With regards to custom content, in the scenario that you have cited, it
  would be down to the second server administrator to spot the trend of
  people
  being kicked for hello.wav and to change his custom files as
  appropriate.
 
  VALVe should not be punishing 99% of server operators because 1% are too
  stupid to configure their servers properly.
 
  Cheers.
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Roman Hatsiev
  Sent: 01 May 2007 15:58
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Pure Server Mode Question / Request
 
  You seem to be a bit blindfolded by crusade against vanilla servers, pal
  :D
 
  Most commonly used exploits are based on original resources
  replacement, like footsteps, bomb pickup-defuse sounds, textures, etc.
  Even if update will enforce only original resources it will be
  extremely useful. Though it would be nice to use the same approach for
  all content available on server, I'm not going to argue obvious.
 
  Still there are some questions about non-Steam content. Let's say you
  are playing on two servers both having different hello.wav files and
  consistency of hello.wav is enforced by both servers - server admins
  want you to listen to their genuine  unmodified greeting. Each time
  before joining second server you'll have to delete version downloaded
  from first server. This can be a problem since most players don't
  really care to read console. I hope you see my point.
 
  Regards,
 
  Roman
 
  On 01/05/07, Chris Barnett [EMAIL PROTECTED] wrote:
   Roman,
  
   I'm sorry, but you don't know what you are talking about.
  
   File A - On the server
  
   File A - On the client
  
   Does it matter if file A is from the original game vendor or not?
  
   No, it doesn't. What matters is that file A is the same on both the
  

Re: [hlds] Pure Server Mode Question / Request

2007-05-01 Thread James Gray

Heh ok.. we've done enough butchering of this thread.

Will: As Alfred stated, map specific whitelists will need to be provided.

On 5/1/07, Chris Barnett [EMAIL PROTECTED] wrote:


James,

Your reply is about me and not about the beta, therefore I'm not interested.

Cheers.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Gray
Sent: 01 May 2007 21:45
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Pure Server Mode Question / Request

The problem is, you have been making very strong statements towards
several people using _assumptions_ as to how the pure server mode will
work. This has become an obvious problem, so perhaps you should learn
a bit more about the subject matter.

All you've been doing here is rambling on about vanilla servers or
whatnot

On 5/1/07, Chris Barnett [EMAIL PROTECTED] wrote:
 Whisper,

 I'm not here for an argument. I'm not here for some kind of bun fight.
 Someone asked a question, I answered it in a more than reasonable manner.

 If you have nothing to offer other than insults and just want to snipe
from
 the sidelines, it's really not my problem mate.

 Cheers.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
 Sent: 01 May 2007 18:31
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Pure Server Mode Question / Request

 --
 [ Picked text/plain from multipart/alternative ]
 Arguing with idiots only makes you stupid

 They only drag you down to their level and beat you with experience

 The only thing cystal clear, is that you are not worth engaging, and you
are
 certainly not worth getting upset about. Which is why this is all you are
 going to get from me.

 On 5/2/07, Chris Barnett [EMAIL PROTECTED] wrote:
 
  A personal insult with no argument what-so-ever.
 
  I've made myself crystal clear in plain English.
 
  Now if you have a problem with any of the numerous points I have raised,
  then the floor is yours.
 
  People have asked me questions. I've answered them, without resorting to
  hurling insults at others.
 
  Are you suggesting that VALVe shouldn't bother to offer a mechanism to
  server operators to check for consistency on custom files, just because
a
  small number of server operators:
 
  A) Make the mistake of using the thing to check for the consitancy of
  non-gaming files
  B) Pick daft names for files.
 
 
  
 
 
  Cheers.
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
  Sent: 01 May 2007 17:44
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Pure Server Mode Question / Request
 
  --
  [ Picked text/plain from multipart/alternative ]
  The only stupid server operator on this list is you.
 
  On 5/2/07, Chris Barnett [EMAIL PROTECTED] wrote:
  
   Erm, I have no problem with vanilla servers.
  
   What I have a problem with, is anything which NEEDLESSLY caters only
for
   vanilla servers, thus damaging the custom server community.
  
   For instance, what do you think would happen, if VALVe only offered
VAC
  on
   vanilla servers? It's the same with file consistency. Thankfully,
that's
   now
   an academic scenario as Alfred is saying this new system can check
  custom
   content.
  
   I'm painfully aware that standard textures are exploited and the
history
   behind it all and no, I disagree that something that fixed only
standard
   content, would be detrimental to the game as people would start to
play
  on
   only custom maps as they are the only maps which are covered from
   exploits.
   But anyway. Who cares? Alfred says that the new system covers
  everything,
   both Valve and non-Valve.
  
   With regards to custom content, in the scenario that you have cited,
it
   would be down to the second server administrator to spot the trend of
   people
   being kicked for hello.wav and to change his custom files as
   appropriate.
  
   VALVe should not be punishing 99% of server operators because 1% are
too
   stupid to configure their servers properly.
  
   Cheers.
  
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Roman Hatsiev
   Sent: 01 May 2007 15:58
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] Pure Server Mode Question / Request
  
   You seem to be a bit blindfolded by crusade against vanilla servers,
pal
   :D
  
   Most commonly used exploits are based on original resources
   replacement, like footsteps, bomb pickup-defuse sounds, textures, etc.
   Even if update will enforce only original resources it will be
   extremely useful. Though it would be nice to use the same approach for
   all content available on server, I'm not going to argue obvious.
  
   Still there are some questions about non-Steam content. Let's say you
   are playing on two servers both having different hello.wav files and
   consistency of hello.wav is enforced by both servers - server admins
   want you

Re: [hlds] Pure Server Mode Question / Request

2007-04-30 Thread James Gray

Chris, seriously, what do you have stuck up your ass. You're
complaining about something that only betters the community and
provides a more level playing field. This update has no relation to
'vanilla' servers, so I don't know why you keep referring to that
idea. The overall goal for the pure server mode is to give game server
administrators the option to enforce a consistent playing field for
all players.

On 4/30/07, Whisper [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
Its just so simple

All those idiots at Valve should have done this years ago in HL1 !!!

Truly!!

On 5/2/07, Chris Barnett [EMAIL PROTECTED] wrote:

 Please can you give us a date for that update. There was one like that
 ages
 ago, but it won't check the vmt files.



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of NaughtyGeek
 Sent: 30 April 2007 14:28
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Pure Server Mode Question / Request

 I'm quite certain that you can set it to check against server content,
 source content or nothing at all.


 Server can now force the client to match the server's files.



 -- Original message --
 From: Chris Barnett [EMAIL PROTECTED]
  OK, 5% was a bit generous. How about 1% then?
 
  Or would you like to educate me as to how many servers out there are
 pure
  vanilla? Because if you take away the match servers it's next to
 nothing.
 
  Again, we have the vanilla fans attacking the plugin community, using
 the
  old But surely we have to protect ourselves against cheaters line.
 
  Bullshit.
 
  It's easy for them (VALVe) to code for the client to be consistent with
 the
  server. Hell it was done before, but like everything else useful written
 by
  the independent plugin community, it was broken with a Valve update -
 which
  no one minds, if only VALVe would listen to the community and run a
 freakin
  beta program.
 
  So why the talk around here of a pure mode which only checks for
 consistency
  of Valve content?
 
  I'll tell why.
 
  Because a very small number of people, want a world where only server
  operators running vanilla Source, to be able to keep out the cheaters,
  leaving all the custom servers questionable, so that the only the
 vanilla
  servers get packed out each night.
 
  If you really want to stop the cheaters and you want a pure gaming
  experience at the expense of functionality then just disconnect yourself
  from the internet and play either your friends on a LAN or some bots.
 
  Cheers.
 
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
  Sent: 30 April 2007 13:44
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Pure Server Mode Question / Request
 
  --
  [ Picked text/plain from multipart/alternative ]
  5% ???
 
  Why do the consistency check at all?  hmmm...maybe because of all the
  hackers out there?
  Maybe because of online leagues, cpl, and other lans that people go to
 and
  want to compete fairly?
  I agree that special mods and plugins help break up the boredom from
 time
 to
  time with the vanilla package.
  And it seems to me that valve is willing to work around some of those
  although it does mean a bit of work and thought for server operators.
  But please...educate yourself on the community before you throw out
 baseless
  random statistics.
 
  If you don't like the pure mod being offered...turn it off maybe and
 don't
  worry about it.
  Unless you are worried about the 5% of gamers that won't come to your
 server
  anymore...
 
  - Original Message 
  From: Chris Barnett [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Sent: Monday, April 30, 2007 7:13:17 AM
  Subject: RE: [hlds] Pure Server Mode Question / Request
 
  If it's to only enforce the original resources provided by Steam and not
 the
  server operator, then it's a complete and utter total waste of time
 then,
  unless you are one of those very, very vocal 5%ers, who are trying to
 force
  the vanilla game on the rest of us of course...(I don't believe you are
 by
  the way).
 
 
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Roman Hatsiev
  Sent: 28 April 2007 07:19
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Pure Server Mode Question / Request
 
  I think that the idea behind pure server mode is to force the
  consistency of original resources delivered via Steam, not to prevent
  people from using custom maps.
 
  On 28/04/07, Chris Barnett [EMAIL PROTECTED] wrote:
   If you want a pure server, don't install anything on top.
  
   There is no need for Valve to do anything.
  
  
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Keeper
   Sent: 27 April 2007 15:54
   To: hlds@list.valvesoftware.com
   Subject: RE: [hlds] Pure Server Mode Question / Request
  
   

Re: [hlds] RE: [hlds_linux] Source Engine Dedicated server beta (cl_restrict_server_commands)

2007-04-26 Thread James Gray

This quite honestly does not affect many plugins at all...this move is
much better in the long run for Source.


On 4/26/07, Wim Barelds [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
This is why I never included such a feature into zblock :/
FCVAR_SERVER_CAN_EXECUTE prevented server running command: alias

No server plugins cant still execute commands on clients... Atleast, not
properly.
To execute a command on a client, that command requires the
FCVAR_SERVER_CAN_EXECUTE flag, it's very rare for cvars to have this, one
of the few examples that does have this is the play console command (which
plays an audio file).

On 4/27/07, Cc2iscooL [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 People kept finding ways to get people to disable it without them actually
 wanting to change it themselves, through the MOTD I believe was the most
 recent one. They probably just got tired of people exploiting it, so they
 decided to hardcode it. Maybe Alfred can shed some light as to the reason,
 but a lot of things will be different now. Zblock will probably have to
 just
 tell the client what to change.

 Heh.

 On 4/26/07, Wim Barelds [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Yup, it means that for some rediculous reason, it's become entirely
  impossible
  to execute commands on clients. Why this is not permitted with the
 active
  consent of the end user (as it was previously) is beyond me.
 
  VALVe is completely screwing over a truckload of server plugins because,
  well
  probably because it seemed like more fun then fixing things that are
  actually
  broken... I really don't see how you can remove a perfectly functional
 and
  save
  feature out of the blue.
 
  On 4/26/07, Affordablegameservers.com [EMAIL PROTECTED] wrote:
  
   So does that mean it no longer is able to be set to 0 (ie we have no
   choice
   now its always on) or that its been removed period so now servers are
  able
   to run commands on clients (ie plugins will work now without the cvar
  set
   to
   0)
   thanks
   dex
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] Behalf Of Alfred Reynolds
   Sent: Thursday, April 26, 2007 5:28 PM
   To: hlds@list.valvesoftware.com
   Subject: RE: [hlds] RE: [hlds_linux] Source Engine Dedicated server
 beta
   (cl_restrict_server_commands)
  
  
   The restrict cvar has been removed, zBlock needs to be updated.
  
   - Alfred
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of MaydaX
   Sent: Thursday, April 26, 2007 2:12 PM
   To: hlds@list.valvesoftware.com
   Subject: [hlds] RE: [hlds_linux] Source Engine Dedicated server beta
   (cl_restrict_server_commands)
  
   The cl_restrict_server_commands cvar is not found in the beta version
 I
   get kicked from zBlock enabled servers for not having it set to 0.
 Also
   server plug ins can exec client commands.
  
  
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Re: [hlds] RE: DoDS cpu and SMP time-line

2007-04-17 Thread James Gray

Sounds more like a Garry's Mod issue than a Source DS one.

On 4/17/07, RMaioroff [EMAIL PROTECTED] wrote:

Steve, do you / have you run any Garry's Mod servers in sandbox mode? We
have machines that are 4 physical Xeons (i.e. 8 cores), machines that are
dual AMD opterons, etc... and the same old story with maxxing out the CPU. I
assume you run GMod 10 servers, and would love to hear your secret to
getting stable, consistent behavior with more than 16 players in sandbox
mode. We've run 32 players before, and things are fine until large
contraptions are created and Gmod requires huge amounts of CPU.

-Thanks

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland
Sent: Tuesday, April 17, 2007 1:10 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] RE: DoDS cpu and SMP time-line

Not sure what you class as top-of-the-line machines but you should be able
to run more than 16 players total on a good Intel Core 2 / AMD 64 box.

   Steve

- Original Message -
From: RMaioroff [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, April 17, 2007 5:30 PM
Subject: RE: [hlds] RE: DoDS cpu and SMP time-line


 We're in the same boat- Too much load and not enough CPU. We host about 10
 Garry's mod public servers, and are unable to reasonably run anything more
 than 16 players (sandbox). It's very disheartening to think that we pay
$500
 /mo. for top-of-the-line machines, and STILL see cpu loads consistently
 hitting 90-100%.

 Valve, we NEED server side support and optimization!! How sad to have to
 explain to provisioning that no, we don't want the free sub-upgrade to the
 Xeons, but instead flop us back to the Pentium D 950. :-(

 Come on Valve. Please revisit the issue of server side SMP. If we can't
take
 advantage of our big machines to finally run your game binaries with
 adequate CPU, then I for one will be forced to give up the source hosting,
 which would be a real disappointment.



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disseminating it or any information contained in it.

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Re: [hlds] ZTMP and Bxipped files on web server

2007-03-23 Thread James Gray

That is very true.. I think that is one of the flaws with this system.

On 3/22/07, Kevin Ottalini [EMAIL PROTECTED] wrote:

This is true, it's a quirk of the fast download.

The only way for the client to get the d/l if the content is not on the web
server is to disable http downloads on the server:
(sv_downloadurl )

It's an irksome thing when the expectation is that missing content will at
least always be available from the game server.


- Original Message -
From: Munra -hlds
To: hlds@list.valvesoftware.com
Sent: Thursday, March 22, 2007 4:35 PM
Subject: Re: [hlds] ZTMP and Bxipped files on web server


 Also if you are using HTTP downloads for source and the file is not on the
 webserver it will not download the file from the game server. So if the
 client need aim_map.bsp and you have fast downloads active but failed to
 upload the map to the webserver then the clientt will get an error
 Missing
 map aim_map.bsp

 If this is not true then someone tell me what I am doing wrong?

 - Original Message -
 From: Kevin Ottalini To: hlds@list.valvesoftware.com
 Sent: Thursday, March 22, 2007 12:16 PM
 Subject: Re: [hlds] ZTMP and Bxipped files on web server


 Source Servers can use uncompressed as well as .BZ2 files in the HTTP
 fast
 download website (but not .ZTMP).

 HL1 (CZERO) servers can only support uncompressed content on the HTTP
 website (.BSP, etc)
 IE: HL1 clients are unable to HTTP fast download compressed content.

 The .ZTMP files are fine locally on either type of server (it will
 automatically create these).

 HL1 servers must have the CVAR sv_filetransfercompression 1 set to allow
 compressed content to be sent to clients (and to create the .ZTMP files).
 This CVAR is not available on Source Servers (it's always enabled).

 Source servers and HL1 servers only use uncompressed files and .ZTMP
 files
 locally (not .BZ2).

 I have seen situations where files separately compressed with BZIP2 were
 not
 recognized as valid downloads from the HTTP webserver whereas the renamed
 .ZTMP file worked fine.



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Re: [hlds] Windows Equivalent of Dynamic ticks in Linux?

2007-03-17 Thread James Gray

He may want/need to administrate his servers from a computer not
running Windows.

On 3/17/07, Steven Hartland [EMAIL PROTECTED] wrote:

Gigabit Nick wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Thats exactly how I mean it to be read.

 Without an FPS booster VNC takes between 4 and 8 percent, with an FPS
 booster we're looking at 20% which is enough to affect the servers
 running on the box. I'm aware other things may also be affected, but
 when one process is  eating 20% of your CPU and the others are still
 around the 5% mark it's something to be aware of.

 I can't say what the load is when not connected via VNC because VNC
 is the only thing we use to admin the servers.

Ok stupid question why are you using VNC and not RDP?

   Steve



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Re: [hlds] Windows Equivalent of Dynamic ticks in Linux?

2007-03-16 Thread James Gray

It's not perfect, but it still does limit your FPS. You just need to
play with it a bit.

On 3/15/07, Whisper [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
You can't though, that is the point.

13:40:25 fps_max
13:40:25 fps_max = 600 ( def. 300 )
 - Frame rate limiter
13:40:29 stats
13:40:29 CPU   InOut   Uptime  Users   FPSPlayers
 0.00  0.00  0.00 510 2  587.14   0
13:40:39 fps_max 400
13:40:43 stats
13:40:43 CPU   InOut   Uptime  Users   FPSPlayers
 0.00  0.00  0.00 511 2  256.34   0

See what I mean?

On 3/16/07, James Gray [EMAIL PROTECTED] wrote:

 At this point you could then use fps_max to further tweak the threshold.

 On 3/15/07, Whisper [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Roman
 
  I don't want more than that, and you sort of answer your own question
 any
  way. :)
 
  1. I don't want to only have the options of 128 / 256 / 512 as my only
  options. I might want a bit more than 256 but not as much as 512, a 100%
  increase over the previous setting, yes?
  2. It would be brilliant if we could do this so it was not system wide,
  especially if you wanted to run more than 1 game server type on the same
  physical server.
 
  Hope that makes sense
 
  Cheers
 
  On 3/16/07, Roman Hatsiev [EMAIL PROTECTED] wrote:
  
   Changing Windows high resolution timer precision to 2ms, 4ms and 8ms
   gives you 512, 256 and 128 FPS respectively. Do you really need more
   than that? The only drawback is that this setting is system-wide...
  
   On 15/03/07, Whisper [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ]
See the quoted post below:
   
Is there a way to do this for Windows 2000 or 2003 that is not a
 huge
   drama?
   
It would be fantastic to be able to run our Windows boxes at the
 exact
   FPS
we want to run them at, rather than some arbitrary number forced
 upon us
   by
the OS or hardware.
   
Cheers
Whisper
   
From: Valtteri Kiviniemi [EMAIL PROTECTED]
 Date: Mar 15, 2007 7:29 PM
 Subject: Re: [hlds_linux] Source Multiplayer Update Released -
 server
   FPS
 problem
 To: hlds_linux@list.valvesoftware.com

 With 2.6.21 you can have 1000FPS with the High Resolution Timer
   enabled
 or the Dynamic Ticks. Dynamic ticks is cool because it basically
   removes
 HZ on your kernel, and timer interrupts happen only when they are
   needed.

 Oh, and i forgot to say that with high resolution timer you can
 have
 1000FPS in HLDS with 100HZ kernel. Yes, 100HZ.
--
   
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Re: [hlds] Windows Equivalent of Dynamic ticks in Linux?

2007-03-15 Thread James Gray

At this point you could then use fps_max to further tweak the threshold.

On 3/15/07, Whisper [EMAIL PROTECTED] wrote:

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

I don't want more than that, and you sort of answer your own question any
way. :)

1. I don't want to only have the options of 128 / 256 / 512 as my only
options. I might want a bit more than 256 but not as much as 512, a 100%
increase over the previous setting, yes?
2. It would be brilliant if we could do this so it was not system wide,
especially if you wanted to run more than 1 game server type on the same
physical server.

Hope that makes sense

Cheers

On 3/16/07, Roman Hatsiev [EMAIL PROTECTED] wrote:

 Changing Windows high resolution timer precision to 2ms, 4ms and 8ms
 gives you 512, 256 and 128 FPS respectively. Do you really need more
 than that? The only drawback is that this setting is system-wide...

 On 15/03/07, Whisper [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  See the quoted post below:
 
  Is there a way to do this for Windows 2000 or 2003 that is not a huge
 drama?
 
  It would be fantastic to be able to run our Windows boxes at the exact
 FPS
  we want to run them at, rather than some arbitrary number forced upon us
 by
  the OS or hardware.
 
  Cheers
  Whisper
 
  From: Valtteri Kiviniemi [EMAIL PROTECTED]
   Date: Mar 15, 2007 7:29 PM
   Subject: Re: [hlds_linux] Source Multiplayer Update Released - server
 FPS
   problem
   To: hlds_linux@list.valvesoftware.com
  
   With 2.6.21 you can have 1000FPS with the High Resolution Timer
 enabled
   or the Dynamic Ticks. Dynamic ticks is cool because it basically
 removes
   HZ on your kernel, and timer interrupts happen only when they are
 needed.
  
   Oh, and i forgot to say that with high resolution timer you can have
   1000FPS in HLDS with 100HZ kernel. Yes, 100HZ.
  --
 
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[hlds] IVEngineServer::ForceExactFile and Custom Content

2007-02-18 Thread James Gray

Is it just me or does the consistency check imposed by ForceExactFile
too early for custom content? What seems to happen is that consistency
is checked before custom content has even had a chance to download.
Also, I would like to mention that IVEngineServer::ForceSimpleMaterial
seems to have no effect.

Anyways, I would greatly appreciate it if Valve took a look at this problem.

Thanks,
James

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