Re: [hlds] Question about logs
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Content Available
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] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
[hlds] Client.dll failed to init
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Command rate / Update rate limitation
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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Upcoming Steam Update
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] REMOVE ME
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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Gamers Against Cancer
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] - Take the Internet to Go: Yahoo!Go puts the Internet in your pocket: mail, news, photos more. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Gamers Against Cancer
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] - Take the Internet to Go: Yahoo!Go puts the Internet in your pocket: mail, news, photos more. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Engine Update Available
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Engine Beta Update
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Dedicated Server Beta Update
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] unwanted rcon from unknown
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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? 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Dedicated Server Beta Update
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Source Dedicated Server Beta Update
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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 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
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
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)
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ Wim 'TheUnknownFactor' Barelds [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] RE: DoDS cpu and SMP time-line
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. 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] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] ZTMP and Bxipped files on web server
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Windows Equivalent of Dynamic ticks in Linux?
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 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] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Windows Equivalent of Dynamic ticks in Linux?
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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Windows Equivalent of Dynamic ticks in Linux?
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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] IVEngineServer::ForceExactFile and Custom Content
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds