Re: [hlds] Team Fortress 2 Update Released

2010-12-07 Thread Josh Bost
Disregard that, just found it...

On Wed, Dec 8, 2010 at 12:32 PM, Josh Bost wrote:

> I'm not seeing any info about TF2 hats on the Steam Store's "Great Steam
> Treasure Hunt" page... care to elaborate?
>
> -Dislexsick :)
>
>
> On Wed, Dec 8, 2010 at 12:27 PM, Jason Ruymen wrote:
>
>> A required update for Team Fortress 2 is now available.  The specific
>> changes include:
>>
>> - Added the hats for The Great Steam Treasure Hunt.
>> - Fixed a bug that enabled players to weapon switch away from the Iron
>> Curtain during spin down.
>>
>> Jason
>>
>>
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Re: [hlds] Team Fortress 2 Update Released

2010-12-07 Thread Josh Bost
I'm not seeing any info about TF2 hats on the Steam Store's "Great Steam
Treasure Hunt" page... care to elaborate?

-Dislexsick :)

On Wed, Dec 8, 2010 at 12:27 PM, Jason Ruymen wrote:

> A required update for Team Fortress 2 is now available.  The specific
> changes include:
>
> - Added the hats for The Great Steam Treasure Hunt.
> - Fixed a bug that enabled players to weapon switch away from the Iron
> Curtain during spin down.
>
> Jason
>
>
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Re: [hlds] Team Fortress 2 Beta?

2010-12-02 Thread Josh Bost
Http://tf2.com
On 03/12/2010 2:08 PM, "Mike Stiehm"  wrote:
> Does anyone have any idea what this TF2 beta is?
>
>
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Re: [hlds] hlds Digest, Vol 33, Issue 27

2010-11-26 Thread Josh Bost
No need for you elitism here.

On Sat, Nov 27, 2010 at 3:53 PM, Harry Strongburg wrote:

> On Fri, Nov 26, 2010 at 08:58:56PM -0800, Micah Eulberg wrote:
> > cool story bro
>
> Oh right, forgot this was HLDS Windows, not HLDS Linux, my bad.
>
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Re: [hlds] Strange Server.dll issue.

2010-11-16 Thread Josh Bost
Sorry, I was practically asleep when writing that, I meant to ask the value
of sv_lan not sv_pure.  Also try steam://connect/192.168.1.2 - assuming the
IP is bound correctly.

On Wed, Nov 17, 2010 at 12:04 PM, Josh Bost wrote:

> Have you set sv_pure 1?
> You said this was for your neighbourhood-unless it is connected via lan
> cables try using your public ip
>
> On 17/11/2010 11:52 AM, "Wyn10 ..."  wrote:
>
>
> Sorry if this starts a new topic.  But I couldn't figure out how to reply
> to my own question lmao.
>
> Anyway.  I can tell it isn't connecting has I can't even find it lan off of
> my network.
>
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Re: [hlds] Strange Server.dll issue.

2010-11-16 Thread Josh Bost
Have you set sv_pure 1?
You said this was for your neighbourhood-unless it is connected via lan
cables try using your public ip

On 17/11/2010 11:52 AM, "Wyn10 ..."  wrote:


Sorry if this starts a new topic.  But I couldn't figure out how to reply to
my own question lmao.

Anyway.  I can tell it isn't connecting has I can't even find it lan off of
my network.

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Re: [hlds] Server info app for Android

2010-10-23 Thread Josh Bost
Samsung Galaxy S.

Willing to try out both :)

On Sat, Oct 23, 2010 at 8:16 PM, Bajdechi "Nightbox" Alexandru <
alexandrualexa...@gmail.com> wrote:

> David, I would like one :D
>
> 2010/10/22 David A. Parker 
>
> > Hello Everyone,
> >
> > I am just finishing up work on an Android app to query HLDS/SRCDS servers
> > and display their information, and I was wondering if there is anyone out
> > there who owns an Android phone and would be interested in testing the
> app.
> >  I only have a Droid to test it on, but I would love to know if it works
> > well on other devices.
> >
> > The app uses A2S_INFO, A2A_PING, and A2S_PLAYER queries to get
> information
> > about each server you have added to its list.  Right now, this is just a
> > proof-of-concept version and it does not do anything fancy, like
> refreshing
> > the server list in the background or notifying you if one is down.  It
> also
> > cannot be used to control a server remotely (RCON, NETCON, etc.) at this
> > time.  Those are things that I hope to add later if I have the time.
> >
> > If you own an Android device and you are interested in trying my app,
> > please e-mail me (either on or off list) and I'll get the app to you.
> Also,
> > if anyone has any ideas for what it should be called, I'm open to
> > suggestions.  Right now it doesn't have a name.  :-)
> >
> > If you have any questions, please let me know.
> >
> >Thanks,
> >Dave
> >
> > --
> >
> > Dave Parker
> > Systems Administrator
> > Utica College
> > Integrated Information Technology Services
> > (315) 792-3229
> > Registered Linux User #408177
> >
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Re: [hlds] Team Fortress 2 and Counter-Strike: Source Updates Coming

2010-08-26 Thread Josh Bost
The idiot on the steam forums who decided to post a link hee as a way to see
unpublished patch notes in the 'OMFG 180MB UPDATE! RAGE!!' thread.  Yes I
raged when I saw it-i had to bite my you're and chose not to reply, I
probably would have been banned for the number of times I called the post
author an idiot

On 27/08/2010 8:27 AM, "Noel"  wrote:

Where do I direct my thank-you card for the latest crop of idiots on the
mailing list?

In other news, first Win server restarted and updated no problem, remains to
be seen what this update will reverse-fix along the way.. cross your
fingers!

And watch out for that Mark guy's axe.

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Re: [hlds] CounterStrike: Source update breaks box / wall stopping power on custom maps

2010-07-23 Thread Josh Bost
I'm not fully understanding.

You are saying the bullet penetration has changed (and thus broken certain
maps)?

On Fri, Jul 23, 2010 at 6:45 PM, Steven Hartland wrote:

> In one of the recent CSS updates the stopping power of boxes has been
> significantly changed, this breaks a large number of popular custom
> maps as it makes it possible to kill people behind big / multiple
> boxes as well as being able to shoot through walls.
>
> Examples of effected maps are: de_tuscan, de_cpl_fire, de_cpl_mill.
>
> However de_contra is which appears to use the same style box is not
> effected.
>
> Obviously this is a serious issue as the maps above are popular
> tournament maps and with this bug they can't be used.
>
> If there is any more info required to fix this, lmk and we'll provide.
>
>   Regards
>   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 postmas...@multiplay.co.uk.
>
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Re: [hlds] Team Fortress 2 Update Available

2010-07-20 Thread Josh Bost
Just use a Sourcemod plugin to strip the cheats flag from it?  Or jus tuse
sourcemod to change it?  "sm_cvar tf_bot_pyro_always_reflect 1"

I know that's not a proper solution, but works as a stopgap solution until
we get official word if it is intentional or not.


On Wed, Jul 21, 2010 at 8:10 AM, Robert Whelan  wrote:

> I went to test out tf_bot_pyro_always_reflect and noted it was listed as a
> cheat
> cvar.
>
> 17:06:01 "tf_bot_pyro_always_reflect" = "1"
>   game cheat
>
> Can't use cheat cvar tf_bot_pyro_always_reflect in multiplayer, unless the
> server has sv_c
> heats set to 1.
>
> I don't believe this was created just to run with cheats off?
>
>
>
>
>
> 
> From: Jason Ruymen 
> To: Half-Life dedicated Linux server mailing list
> ; "hlds@list.valvesoftware.com"
> ; "hlds_annou...@list.valvesoftware.com"
> 
> Sent: Mon, July 19, 2010 7:34:58 PM
> Subject: [hlds] Team Fortress 2 Update Available
>
> A required update for Team Fortress 2 is now available.  The specific
> changes
> include:
>
> Team Fortress 2
>  - Added a Parasite hat to celebrate the release of Alien Swarm
> (http://www.alienswarm.com/)
>  - Fixed a client crash when opening the backpack while running in a
> language
> other than English.
>  - Fixed not being able to pick-up buildings in Arena mode.
>  - Fixed an exploit that allowed team kills with Wrangled sentries.
>  - Fixed a bug where teleporters could be given more than their normal
> amount of
> health.
>  - Fixed old demos with different data tables thinking the SourceTV player
> entity was burning.
>
>  - TF Bot Changes
> - Improved performance of bot computations that are done when a point
> is
> captured, a round starts, or a checkpoint reached.
> - Fixed Engineer bot infinite build-destroy behavior loop regression
> - Fixed Medic bots losing their charge if they touch a resupply cabinet
> - Fixed a crash due to having multiple types of bot systems running
> in-game
> simultaneously
> - Fixed bot behavior issue resulting in bot pile-ups near level 3
> teleporter
> entrances
> - Bots no longer consider sapped sentries a dangerous threat
> - Bots will not try to navigate through enemy spawn rooms (unless they
> have
> won the round)
> - Bot Engineers will avoid building teleporters on steep slopes which
> can
> hinder teammate movement
> - Added tf_bot_pyro_always_reflect cvar. Set to 1 to make Pyro bots
> always
> reflect projectiles, regardless of difficulty level.
>
> Jason
>
>
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Re: [hlds] alien swarm released

2010-07-19 Thread Josh Bost
Australian servers always work fine during updates, IMO - last few TF2
updates mine have been delivered via Internode and/or 3FL just fine (and
unmetered too - peering ftw :D)

msleeper WAS talking for himself.

I know I'm about 10 hours late, too.

-Dislexsick

On Tue, Jul 20, 2010 at 6:30 AM, Dominic Marciano
wrote:

>
> adsl+ 6.5 kms from the Exchange; Australia
>
> > Date: Mon, 19 Jul 2010 16:57:28 -0400
> > From: mnk...@gmail.com
> > To: hlds@list.valvesoftware.com
> > Subject: Re: [hlds] alien swarm released
> >
> > :'( need moar bandwidth whats your location? anything is faster than
> > 0kb/s :P
> >
> > On Mon, Jul 19, 2010 at 4:52 PM, Dominic Marciano
> > wrote:
> >
> > >
> > > I'm downloading.. at 150kbps...D:
> > >
> > > > Date: Mon, 19 Jul 2010 16:50:28 -0400
> > > > From: mnk...@gmail.com
> > > > To: hlds@list.valvesoftware.com
> > > > Subject: Re: [hlds] alien swarm released
> > > >
> > > > your my new favorite person :)
> > > >
> > > > but... STEAM is apparently too busy to handle my request
> > > >
> > > > On Mon, Jul 19, 2010 at 4:40 PM, Dominic Marciano
> > > > wrote:
> > > >
> > > > >
> > > > > Was waiting for this
> > > > >
> > > > > > From: kyle.l...@gmail.com
> > > > > > Date: Mon, 19 Jul 2010 13:36:53 -0700
> > > > > > To: hlds@list.valvesoftware.com
> > > > > > Subject: Re: [hlds] alien swarm released
> > > > > >
> > > > > > I love you.
> > > > > >
> > > > > > Thanks,
> > > > > > Kyle.
> > > > > >
> > > > > > On Mon, Jul 19, 2010 at 1:30 PM, Claudio Beretta
> > > > > >  wrote:
> > > > > > > since no announcement mail was made...
> > > > > > >
> > > > > > > http://store.steampowered.com/app/630/
> > > > > > >
> > > > > > > HldsUpdateTool.exe -command update -game alienswarm -dir .
> > > > > > > ___
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> > > > > _
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> > > >
> > > >
> > > > --
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> > > > http://mnkras.com
> > > > mnk...@gmail.com
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Re: [hlds] Team Fortress 2 Update Available

2010-07-09 Thread Josh Bost
Much appreciated :) <3

On Sat, Jul 10, 2010 at 10:42 AM, Lane Eckley  wrote:
> Server Update:
> http://fortress01.chicago.gamerslifeline.com/first-person-shooters/team-fort
> ress-2/server/Team-Fortress-2-Windows-Server-160-Update-Only.zip
>
> 16.36MB
>
> -Lane
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Joshua
> 'Dislexsick' Bost
> Sent: Friday, July 09, 2010 9:02 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 Update Available
>
> Just server. Client files will be downloaded then the community will take
> care of distributing them among themselves.
>
> Sent from my iPhone
>
> On 10/07/2010, at 10:19 AM, "Lane Eckley"  wrote:
>
>> Are you needing the client or server?
>>
>> Assuming server?
>>
>> -Lane
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Joshua
>> 'Dislexsick' Bost
>> Sent: Friday, July 09, 2010 8:49 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Team Fortress 2 Update Available
>>
>> Is anybody able to tell me how big the files are and\or provide a zip of
>> them.  Currently away from a LAN party with 500 people sitting on a single
>> 8mb connection trying to update tf2 and I have 6 servers running :S
>>
>> Sent from my iPhone
>>
>> On 10/07/2010, at 10:14 AM, "DontWannaName!" 
> wrote:
>>
>>> I got all the files but it simply didnt list them. I double checked with
>>> verify all too.
>>>
>>> On Fri, Jul 9, 2010 at 5:39 PM, Lane Eckley  wrote:
>>>
 Yeh, I ran the update 4 times, got new files on the first three - in
> case
 anyone else sees this.

 -Lane

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
 Sent: Friday, July 09, 2010 8:36 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Team Fortress 2 Update Available

 Its not 2 files. It only showed 3 for me. It actually updated 20 files.
>> :D

 On Fri, Jul 9, 2010 at 5:32 PM, Lane Eckley  wrote:

> Same here - downloaded 2 files and were dead.
>
> -Lane
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jonah Hirsch
> Sent: Friday, July 09, 2010 8:30 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 Update Available
>
> D'oh. My windows server will NOT start, even without any addons.
> Jonah Hirsch
> ---
>
>
> On Fri, Jul 9, 2010 at 5:23 PM, Jonah Hirsch 
> wrote:
>
>> No balancing on the movable buildings? :P
>>
>> Nonetheless, nice fixes. "Fixed a server crash in the player death
 code,
>> related to building carrying." might actually fix a crash related to a
>> sourcemod plugin I was experiencing!
>> Jonah Hirsch
>> ---
>>
>>
>>
>> On Fri, Jul 9, 2010 at 5:21 PM, Craig H  wrote:
>>
>>> Nice, thanks.
>>>
>>> On Fri, Jul 9, 2010 at 5:16 PM, Jason Ruymen <
 jas...@valvesoftware.com
 wrote:
>>>
 A required update for Team Fortress 2 is now available.  Please run
 hldsupdatetool to receive the update.  The specific changes include:


 Team Fortress 2

 - Fixed an exploit that allowed Engineers to build level 2/3 mini
 sentries.

 - Fixed a bug that allowed sapped buildings to be picked up by the
 Engineer.

 - Fixed a bug where Wrangled level 3 sentryguns would still fire
>>> rockets
 when they were out of ammo.

 - Fixed a bug where players would go into reference poses when
>>> switching
 classes while carrying a building.

 - Fixed seeing the changeclass label in the spectator HUD when
 using
 cl_hud_minmode.

 - The amount of revenge crits a player can have at one time is now
>>> capped
 at 35.

 - The Wrangler no longer shows the shotgun's ammo count.

 - Engineers can no longer pick up buildings while stunned or in
 loser
 state.

 - Fixed Engineer shotgun and piston not using team skins for the
 Engineer's arms.

 - Fixed an issue where Wrangled sentrygun effects wouldn't be
> attached
>>> to
 the sentrygun.

 - The Gunslinger 3 hit combo now only increments the combo count
 when
 hitting enemy players.

 - Fixed a crash in the control point progress bar.

 - Fixed a server crash in the player death code, related to
 buildi

Re: [hlds] TF2 Server Benchmarking

2010-06-18 Thread Josh Bost
Cores will be assigned manually, current plan is pretty much:
Core 0: TF2 + L4D2 16 player
Core 1: TF2 + TF2
Core 2: L4D2 + Trackmania + pending
Core 3: Pending

RAM will be managed by the OS.  I hardly think I am going to blow
16GB.  All will be running sourcemod for managment and the 16 slot
L4D2 will need a few extras ofc.
Running Windows Server 2008 R2.

I was looking at TCAdmin as a serious candidate for management - It
would allow rapid deployment and management of the servers, but I'm
still tossing up over it :)

@Synths: LAN isn't until July 9th, so I have plenty of time to test
this all out - That is hy I am seeitng it all up now, I don't wanna
spend the whole LAN managing whether my server is about to die.

On Fri, Jun 18, 2010 at 9:33 PM, Androski, Matthew J (N-Maintech)
 wrote:
> Are you manually assigning the cores and ram usage or letting the servers 
> decide for themselves? Also what OS are you running and are you planning on 
> running any plugins or mods I have been acquiring server hardware for a 
> while now (dual X5550 Xeon server and a AMD Phenom x4 server) with a plan to 
> set up a large scale lan party in a setup that is mobile for far less setup 
> time.
>
> -Matt
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com 
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Josh Bost
> Sent: Friday, June 18, 2010 7:16 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF2 Server Benchmarking
>
> Thanks for the info guys, much appreciated :)
>
> And now I can stop hunting down the source of my 45% choke on the LAN
> server while testing it.  Didn't realize bots were so CPU hungry
> :yikes:  (~45 FPS: 1 server with 1 human/31 bots)
>
> If anybody has benchmarks for similar setups though, I would still
> like to see them if possible, though I'm thinking 3x24 player TF2 + 1
> stock + 1x16 player L4D2 server across 2 cores should run just fine
> (There will be other servers on the other cores, Trackmania, UT, etc)
>
> Cheers,
>
> Joshua 'Dislexsick' Bost
>
>
> On Fri, Jun 18, 2010 at 6:53 PM, Saul Rennison  
> wrote:
>> Bots taken far, far more CPU cycles than real players. Even the best
>> servers can only handle about 16 bots before they begin to lag... many
>> GSPs ban the use of too many bots they're so resource intensive.
>>
>> On Friday, June 18, 2010, Josh Bost  wrote:
>>> Hi All,
>>>
>>> I'm preparing a server to be used at a local LAN party next month, the
>>> server is pretty much enterprise specs (Dell PowerEdge 2950 - Intel
>>> Xeon 5365, 16GB RAM, 6x146GB 15K RPM SAS drives in RAID-5) and I plan
>>> to have several game servers running at once.  I want to figure out
>>> how many source servers I could run at once (Until now all my TF2
>>> servers have been through GSPs), and so I made a little benchmark - a
>>> 32 man server, but since I can't populate that on my NAT'd (stupid
>>> landlord, fml) ADSL2 connection I decided to stick 32 bots in it,
>>> since I assume the AI would use just as many CPU cycles as a real
>>> player.
>>>
>>> Anyway, onto the questions:
>>> Has anybody tried this before?  Does the benchmark given by running
>>> bots translate easily into real world performance (Even if it is
>>> something like take the CPU usage and multiply it by 1.5 to get an
>>> approximation of how much a real player would use, etc)?
>>>
>>> I am only interested in CPU here, as that is the weak point of the
>>> system (Allocating 500MB RAM to each server would give me 30 servers +
>>> 1GB RAM to the Host OS, and there is no way I would need that much -
>>> Similarly the RAID-5 Setup gives my 180-250MB/sec read speeds on the
>>> HDD - Dual Gigabit NICs will do just fine for a LAN party)
>>>
>>> Alternatively, is anybody using a similar setup and could give me some
>>> benchmarks for usage running TF2 (or L4D2, though it will only be
>>> running one or two L4D2) servers?
>>>
>>> Cheers,
>>>
>>> Joshua 'Dislexsick' Bost
>>>
>>> ___
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>>> please visit:
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>>>
>>
>> --
>>
>> Thanks,
>>  - Saul.
>>
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Re: [hlds] TF2 Server Benchmarking

2010-06-18 Thread Josh Bost
Thanks for the info guys, much appreciated :)

And now I can stop hunting down the source of my 45% choke on the LAN
server while testing it.  Didn't realize bots were so CPU hungry
:yikes:  (~45 FPS: 1 server with 1 human/31 bots)

If anybody has benchmarks for similar setups though, I would still
like to see them if possible, though I'm thinking 3x24 player TF2 + 1
stock + 1x16 player L4D2 server across 2 cores should run just fine
(There will be other servers on the other cores, Trackmania, UT, etc)

Cheers,

Joshua 'Dislexsick' Bost


On Fri, Jun 18, 2010 at 6:53 PM, Saul Rennison  wrote:
> Bots taken far, far more CPU cycles than real players. Even the best
> servers can only handle about 16 bots before they begin to lag... many
> GSPs ban the use of too many bots they're so resource intensive.
>
> On Friday, June 18, 2010, Josh Bost  wrote:
>> Hi All,
>>
>> I'm preparing a server to be used at a local LAN party next month, the
>> server is pretty much enterprise specs (Dell PowerEdge 2950 - Intel
>> Xeon 5365, 16GB RAM, 6x146GB 15K RPM SAS drives in RAID-5) and I plan
>> to have several game servers running at once.  I want to figure out
>> how many source servers I could run at once (Until now all my TF2
>> servers have been through GSPs), and so I made a little benchmark - a
>> 32 man server, but since I can't populate that on my NAT'd (stupid
>> landlord, fml) ADSL2 connection I decided to stick 32 bots in it,
>> since I assume the AI would use just as many CPU cycles as a real
>> player.
>>
>> Anyway, onto the questions:
>> Has anybody tried this before?  Does the benchmark given by running
>> bots translate easily into real world performance (Even if it is
>> something like take the CPU usage and multiply it by 1.5 to get an
>> approximation of how much a real player would use, etc)?
>>
>> I am only interested in CPU here, as that is the weak point of the
>> system (Allocating 500MB RAM to each server would give me 30 servers +
>> 1GB RAM to the Host OS, and there is no way I would need that much -
>> Similarly the RAID-5 Setup gives my 180-250MB/sec read speeds on the
>> HDD - Dual Gigabit NICs will do just fine for a LAN party)
>>
>> Alternatively, is anybody using a similar setup and could give me some
>> benchmarks for usage running TF2 (or L4D2, though it will only be
>> running one or two L4D2) servers?
>>
>> Cheers,
>>
>> Joshua 'Dislexsick' Bost
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>
> --
>
> Thanks,
>  - Saul.
>
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[hlds] TF2 Server Benchmarking

2010-06-18 Thread Josh Bost
Hi All,

I'm preparing a server to be used at a local LAN party next month, the
server is pretty much enterprise specs (Dell PowerEdge 2950 - Intel
Xeon 5365, 16GB RAM, 6x146GB 15K RPM SAS drives in RAID-5) and I plan
to have several game servers running at once.  I want to figure out
how many source servers I could run at once (Until now all my TF2
servers have been through GSPs), and so I made a little benchmark - a
32 man server, but since I can't populate that on my NAT'd (stupid
landlord, fml) ADSL2 connection I decided to stick 32 bots in it,
since I assume the AI would use just as many CPU cycles as a real
player.

Anyway, onto the questions:
Has anybody tried this before?  Does the benchmark given by running
bots translate easily into real world performance (Even if it is
something like take the CPU usage and multiply it by 1.5 to get an
approximation of how much a real player would use, etc)?

I am only interested in CPU here, as that is the weak point of the
system (Allocating 500MB RAM to each server would give me 30 servers +
1GB RAM to the Host OS, and there is no way I would need that much -
Similarly the RAID-5 Setup gives my 180-250MB/sec read speeds on the
HDD - Dual Gigabit NICs will do just fine for a LAN party)

Alternatively, is anybody using a similar setup and could give me some
benchmarks for usage running TF2 (or L4D2, though it will only be
running one or two L4D2) servers?

Cheers,

Joshua 'Dislexsick' Bost

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Re: [hlds] TF2 servers not reporting correct number of players in server browser

2010-06-17 Thread Josh Bost
>From what I have seen it appears to be players who have joined,
however have not yet passed SteamID checks, etc
It always seems to clear up after a few seconds to a minute.

Also Matt, +1 to the count of people reporting it on your servers (TF2
#19 - Had it happen several times at 23/24 players, but as I said, it
clears up after a minute and is fine)

Cheers,

Joshua 'Dislexsick' Bost

On Fri, Jun 18, 2010 at 3:47 PM, Matthew Lyons  wrote:
> On 18/06/2010, at 3:18 PM, Noel wrote:
>
>> Just starting today, I've noticed behavior where a fully updated TF2 server
>> is reporting 23/24 players in the server browser despite being filled to 24
>> players in-game.  Because the server reports as 23/24, it does not allow
>> auto-join -- players attempting to get in appear to be joining then
>> immediately receive the "Server is full" error.
>>
>> Anyone else experiencing this at all?
>
> Yup I've had complaints about this on some of our more popular servers as 
> well.
>
> --
> Matt Lyons
> Content Administrator, games.on.net
> Email: m...@games.on.net
> Web: http://games.on.net
> "In theory, there is no difference between theory and practice; In practice, 
> there is."
>
>
>
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Re: [hlds] Team Fortress 2 Update Released

2010-06-16 Thread Josh Bost
Get a real ISP.  Internode/Adam/iiNet for example.

On Wed, Jun 16, 2010 at 12:52 PM, Sam Horn  wrote:
> Sent from my ASUS N10J© via Optus Broadband Cable*™*
>
> On 16 June 2010 10:26, Michael Krasnow  wrote:
>
>> All this "fun" has made me "join" this "conversation" by "saying" that I
>> "really" like "pie"
>>
>> On Tue, Jun 15, 2010 at 7:40 PM, Mike Kurfis  wrote:
>>
>> > "msleeper" should be here any "minute" to "complain".
>> >
>> > On Tue, Jun 15, 2010 at 4:13 PM, HL-SDK Synths 
>> > wrote:
>> >
>> > > I "lol'd" at the "signature"
>> > >
>> > > wtb "meme"
>> > >
>> > > On Mon, Jun 14, 2010 at 9:11 PM, Allan Button 
>> > > wrote:
>> > >
>> > > > "Thanks" for "clearing" that up.
>> > > >
>> > > > Allan "Button"
>> > > >
>> > > > -Original Message-
>> > > > From: hlds-boun...@list.valvesoftware.com [mailto:
>> > > > hlds-boun...@list.valvesoftware.com] On Behalf Of Willy Cordeiro
>> > > > Sent: Monday, June 14, 2010 8:20 PM
>> > > > To: Half-Life dedicated Win32 server mailing list
>> > > > Subject: Re: [hlds] Team Fortress 2 Update Released
>> > > >
>> > > > They're all one engine so Valve "patches" all of them at once.
>> > > >
>> > > > -Wellington "Willy" Cordeiro
>> > > >
>> > > >
>> > > > On Mon, Jun 14, 2010 at 5:22 PM, Nathan D. 
>> wrote:
>> > > >
>> > > > > It looks update CS:S-Beta, HL2 and DOD:S were updated as well. Any
>> > > > details?
>> > > > >
>> > > > > On 6/14/2010 7:10 PM, Jason Ruymen wrote:
>> > > > > > An optional update for Team Fortress 2 is now available.   The
>> > major
>> > > > > changes include:
>> > > > > >
>> > > > > > - Fixed client crash when rendering model panels
>> > > > > > - Fixed client crash when rendering text strings
>> > > > > > - Fixed client crash in the main menu
>> > > > > > - Fixed server crash related to bots and health kits
>> > > > > >
>> > > > > > Jason
>> > > > > >
>> > > > > >
>> > > > > > ___
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>> > > > > > archives,
>> > > > > please visit:
>> > > > > > http://list.valvesoftware.com/mailman/listinfo/hlds
>> > > > > >
>> > > > > >
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>> > > > >
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>> > > > please visit:
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>> > > >
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>> > > > please visit:
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Re: [hlds] COUNTER-STRIKE: SOURCE BETA

2010-05-14 Thread Josh Bost
Of course, you can't compare a large franchise of games to the indie
games, these guys had no advertising and no intention to make a lot of
money - MW2 was backed by advertising, hype, and was a sequel which
naturally gave it an edge.  For a more fair comparison however, how
much did the first COD game released gross in its first 5 days?

I was just drawing attention to the fact that, yes, a lower price CAN
and WILL bring in the crowds, and earn you a lot of money - I'm sure
each of those developers are now happy with their ~$200K each.  I'm
yet to look at actual figures, but I assume the $1.25M was after the
charity donations?  The point is more the VOLUME of sales given the
situation.


On Sat, May 15, 2010 at 12:20 PM, Alec Sanger  wrote:
>
> They raised almost $1,000,000 for themselves. That's fantastic, and I fully 
> support these guys. I'm a huge fan of indy developers and do what I can to 
> support them. But come on, they raised a total of $1.25 million between 5 
> games. MW2 earned over half a billion dollars in sales  in just 5 days. Yes, 
> 550x more than that.
>
> I'm not trying to say that the highest price is always the best, I'm just 
> saying that all business are here to make money, and they have found the 
> price which the most people are willing to pay. Going lower may result in 
> more sales but a lower revenue, and a higher cost may result in less sales 
> and a lower revenue.
>
> Thank you,
> Alec Sanger
>
>
>
>> From: dislexs...@dislexsick.com
>> To: hlds@list.valvesoftware.com
>> Date: Sat, 15 May 2010 11:11:49 +0930
>> Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA
>>
>> Go look up the 'humble indie bundle'. It kills your arguement pretty
>> fast actually.
>>
>> Sent from my iPhone
>>
>> On 15/05/2010, at 4:47 AM, Alec Sanger  wrote:
>>
>> >
>> > Since you've put no lower bounds on your theory, are you asserting
>> > that valve would make more money by selling their games for $0.05
>> > rather than $30? You have to realize that there are analysts hired
>> > to determine the most appropriate price point based on current and
>> > past trends. I would certainly trust their judgment over yours.
>> > While I would love valve games for as little money as possible, it's
>> > not always in their best interest to reduce the price.
>> >
>> > Why are we even talking about this on the HLDS mailing list?
>> >
>> > Thank you,
>> > Alec Sanger
>> >
>> >
>> >
>> >> Date: Fri, 14 May 2010 15:09:09 -0400
>> >> From: gizmokid2...@gmail.com
>> >> To: hlds@list.valvesoftware.com
>> >> Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA
>> >>
>> >> Just to add my quick $0.02 since most people don't understand.
>> >>
>> >> "And if it does make a sale more likely, does giving the game out for
>> >> less money help Valve?"
>> >>
>> >> ABSOLUTELY! Thinking otherwise leads you to the way of Adobe with CS.
>> >>
>> >> You're going to get more people to buy the game at $35 than you are
>> >> at
>> >> $50. You'll easily get enough extra sales to make more money selling
>> >> more copies than you would by selling it to less people at $50/ea.
>> >>
>> >> Simple economics, yet most people and business owners don't
>> >> understand.
>> >> It's not like Valve has to spend extra money for each extra copy of
>> >> the
>> >> game sold...they aren't selling physical copies, it's all digital,
>> >> and
>> >> they already have the infrastructure in place to handle the
>> >> downloads.
>> >>
>> >> -Michael
>> >>
>> >> -- Original Message ---
>> >> Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA
>> >> From: Ed Kellett 
>> >> To: Half-Life dedicated Win32 server mailing list
>> >> 
>> >> Date: 5/14/2010 2:51 PM EST
>> >>> Piracy is not defined by your moral outlook on the situation, the
>> >>> CS:S beta
>> >>> is copyright Valve and to download it (from their servers or
>> >>> otherwise)
>> >>> without their permission is illegal. Whether or not illegal
>> >>> downloading
>> >>> "hardly hurts Valve" is for Valve to decide, as is who they want
>> >>> to have
>> >>> access to it. The Subscriber Agreement gives them the right to ban
>> >>> anyone
>> >>> they like from Steam in any case.
>> >>>
>> >>> How can an "increase in anticipation" arise from more people
>> >>> already having
>> >>> the game anyway? And if it does make a sale more likely, does
>> >>> giving the
>> >>> game out for less money help Valve?
>> >>>
>> >>> - Original Message -
>> >>> From: "Max S"
>> >>> To: "Half-Life dedicated Win32 server mailing list"
>> >>> 
>> >>> Sent: Friday, May 14, 2010 7:11 PM
>> >>> Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA
>> >>>
>> >>>
>> >>>
>>  If it were a paid DLC and none of the public had access, then
>>  yes, it
>>  would
>>  be piracy. You can only play on Beta servers if you've purchased
>>  a license
>>  of CS:S, thousands have already downloaded the client and posted
>>  videos
>>  online, and legitimate copies of the game will be updated next
>>  week. No
>> >>>

Re: [hlds] Plugin Loading on clients, enough is enough.

2010-05-12 Thread Josh Bost
As part of the Steam TOS that you agree to EVERY time you purchase a
game, you agree to letting VAC ban you if you cheat.  Really, go read
it - Given the SM does alter the game, a VAC ban is fair.  Furthermore
most of the dumb facepuncher's have no idea what they are talking
about - I think half of them are convinced it was an exploit on the
SERVER due to SM.


On Thu, May 13, 2010 at 10:53 AM, Rick Payton  wrote:
> eh, cheating is cheating, and he got caught. it don't matter how the ban was 
> enacted, he got caught doing something he clearly knew he SHOULDN'T be, and 
> got caught.
>
> Good for him. Next time, don't fuck with the system, and play by the rules.
>
> --mauirixxx
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com 
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
> Sent: Wednesday, May 12, 2010 11:03 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
>
> I completely agree with the player being automatically banned for
> cheating in a public secured server, however this was not the case.
> Regardless if the player was hacking or not, there should have been
> zero discussion ingame about the matter, especially from an Employee
> who clearly did something to get this player banned faster/manually.
>
> Regardless, I'm happy his account was VACed for hacking/exploiting,
> however it was not handled properly, at all. As well to that,
> Kigen/AnAkIn/ics seemed to have explained better what I was trying to
> get at.
> Kyle.
>
> On Wed, May 12, 2010 at 1:34 PM, ics  wrote:
>> Maybe this isn't the whole truth in this matter. All we know maybe VAC
>> already had signature from the player (and if it wasn't a sourcemod) and
>> the ban was just speeded up to be more instant.
>>
>> In any case, in such clear cases as speedhacks, i don't mind if the
>> jackasses get banned asap for once. However, if it was a manual ban just
>> due to the guy seeing he was indeed speedhacking, it's bad policy
>> because no one knows if someone gets accidentally banned and the
>> innocent suffers. In this case though, there was no victims that did not
>> deserve what they got.
>>
>> -ics
>>
>> 12.5.2010 22:51, Kyle Sanderson kirjoitti:
>>> Both http://forums.alliedmods.net/showthread.php?t=126487 and
>>> http://www.facepunch.com/showthread.php?t=935780 are interesting
>>> reads.
>>>
>>> The player was manually VAC banned by one "Al" or "Professor
>>> Farnsworth" for running SourceMod as a client plugin. VAC is supposed
>>> to be an automatic system, and not one that can be triggered manually
>>> by any Valve employee. This defunctionality really needs to be removed
>>> from the engine, as it's getting absolutely ridiculous.
>>>
>>> Kyle.
>>>
>>> On Wed, May 12, 2010 at 8:36 AM, ics  wrote:
>>>
 With that logic, a sourcemod in players pc isn't a cheat but you can
 override your own setting r_drawothermodels 2 and you see through walls
 even if the cheats are off on the server. This is exactly the reason why
 plugins in clients suck. Changing viewmodel isn't allowed in L4D2 by
 default, as those cvars are behind sv_cheats as far as i know. This
 plugin just bypasses it.

 -ics

 12.5.2010 17:55, HL-SDK Synths kirjoitti:

> Apologies for the double post (I'm not sure how that works on a mailing
> list.
>
> This plugin doesn't change sv_cheats, it is not a cheat and deserves no
> special consideration. It will not be deleted either.
>
> On Wed, May 12, 2010 at 8:42 AM, AnAkIn .    wrote:
>
>
>
>> Now there is a client side L4D2 plugin to change cheat cvars like fov and
>> viewmodel_fov.
>>
>> http://forums.steampowered.com/forums/showthread.php?t=1242368
>>
>> For some reason it still hasn't been deleted, and it's been posted since 
>> 2
>> weeks. :/
>>
>> --
>> Best regards,
>> AnAkIn,
>> -
>> ESL EU TF2 Admin
>> http://www.esl.eu/eu/tf2
>> ___
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>>
>> _

Re: [hlds] Incoming ban(s)

2010-05-08 Thread Josh Bost
This is relevant to server administration.  They were most likely
using a client plugin, they wont get banned.  Even if they do, it
might be weeks before VAC takes effect.

On Sun, May 9, 2010 at 12:42 AM, Mark Gunnett  wrote:
> Maybe. Valve believes in VAC, and if you haven't noticed they kind of like
> doing stuff their own way. AKA steampowered.com. XD
>
> On Sat, May 8, 2010 at 8:23 AM, Rikard Bremark 
> wrote:
>
>> great, but isn't this list for problems with the hlds installations?
>> not a ban-list, i propose that you apply that ban to steambans.org instead
>> and campaign that all the server providers for hlds / srcds joins up to
>> steambans.
>>
>> i really wonder if valve/steampowered regret their decision in dumping
>> punkbuster
>> --
>> //Rikard 'Zapy' Bremark
>> http://www.comhem.se - ComHem AB . http://www.warzone.nu - Warzone.nu
>> Warzone Short Valley
>>
>> rikard.brem...@warzone.nu
>> z...@warzone.nu
>> rikard.brem...@gmail.com
>> +46+0709853442
>>
>> On 2010-05-08 16:02, Josh Bost wrote:
>> > Hi all,
>> >
>> > Got a double ban for you all.  Two SourceMod speedhackers.
>> >
>> >
>> > ] status
>> > hostname: games.on.net #19 (ctf_doublecross)
>> > version : 1.0.9.0/15 4197 secure
>> > udp/ip  :  203.26.94.80:27015
>> > map     : ctf_doublecross at: 0 x, 0 y, 0 z
>> > players : 12 (24 max)
>> >
>> > # userid name uniqueid connected ping loss state
>> > # 477 "kewldude" STEAM_0:1:30181212 43:37 285 0 active
>> > # 482 "Panasonic" STEAM_0:1:25534361 42:09 193 0 active
>> >
>> > (Extra entries removed to avoid confusion)
>> >
>> > For anybody that requires evidence demo is here
>> > http://dislexsick.com/panasonic.dem but atm demo viewing is broken in
>> > the latest update, so I couldn't even review it (I see the first
>> > frame, then dropped to menu :|).  Better luck to you all if you wish
>> > to watch it...
>> >
>> > Cheers,
>> >
>> > Dislexsick
>> >
>> > ___
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>> please visit:
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>> >
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>
>
>
> --
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>  - Unknown
>
> "When I do good, I feel good; when I do bad, I feel bad, and that is my
> religion."
>  - Abraham Lincoln
>
> Mark J. Gunnett
> [EoE]SniperFodder{AL}
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[hlds] Incoming ban(s)

2010-05-08 Thread Josh Bost
Hi all,

Got a double ban for you all.  Two SourceMod speedhackers.


] status
hostname: games.on.net #19 (ctf_doublecross)
version : 1.0.9.0/15 4197 secure
udp/ip  :  203.26.94.80:27015
map : ctf_doublecross at: 0 x, 0 y, 0 z
players : 12 (24 max)

# userid name uniqueid connected ping loss state
# 477 "kewldude" STEAM_0:1:30181212 43:37 285 0 active
# 482 "Panasonic" STEAM_0:1:25534361 42:09 193 0 active

(Extra entries removed to avoid confusion)

For anybody that requires evidence demo is here
http://dislexsick.com/panasonic.dem but atm demo viewing is broken in
the latest update, so I couldn't even review it (I see the first
frame, then dropped to menu :|).  Better luck to you all if you wish
to watch it...

Cheers,

Dislexsick

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Re: [hlds] Mirrors

2010-05-07 Thread Josh Bost
And in Australia, this is a godsend.  Take >100 games on steam
multiplied by several GB each, and you have several months of
downloading if it wasn't for unmetered content.

I got the CodeMasters pack the other week ($17.50 for 5 racing games).
 Those games were 40GB in downloads.  I am on a 60GB/month quota (And
this is split 50/50 into on-peak and off-peak, too) - As you can see,
this is one of the many reasons people do it.  It is also value add,
most ISPs (in Australia) advertise their content servers being
unmetered as a selling point.

On Sat, May 8, 2010 at 11:30 AM, Matthew Lyons  wrote:
> We do it for our customers (ISP) so we call provide it as free quota
> (Australia uses a quota system for net acess). Running a local server
> will increase the likely hood of your client using it for updates, but
> doesn't guarantee it. To do that you need to use an ip filter like
> steamwatch. However as already pointed out not every content server
> has all content.
>
> --
> Matt Lyons
> Media Group, Internode
> 150 Grenfell St, Adelaide SA 5000
> E-mail: mly...@internode.com.au
> WWW: www.internode.on.net
> "In theory, there is no difference between theory and practice; In
> practice there is."

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Re: [hlds] Team Fortress 2 Update Available

2010-05-05 Thread Josh Bost
I don't like to post off topic stuff here, but um, another update is
comingsoon? (I suppose that is partially relevant :P)

http://www.teamfortress.com/119/comingsoon.html


Also off topic, @Mayy Lyons TF2 #19 needs nocrit.  Apart fromt hat
it's a perfect server :D

Cheers,

Joshua 'Dislexsick' Bost

On Thu, May 6, 2010 at 11:09 AM, doc  wrote:
> Any chance someone can put up the changed linux files? Still waiting
> to start downloading...
>
> On Wed, May 5, 2010 at 6:28 PM, Ben B  wrote:
>> thanks for the link
>>
>> On Wed, May 5, 2010 at 7:19 PM, Matt Lyons  wrote:
>>
>>> Zip of the changed files for windows servers (19MB):
>>>
>>> http://files2.games.on.net/tf2/tf2_2010050600.zip
>>>
>>> I'll leave it up for a few hours.
>
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Re: [hlds] Team Fortress 2/Day of Defeat: Source Update

2010-04-28 Thread Josh Bost
My question exactly

If steam would stop dying I would find out

On Thu, Apr 29, 2010 at 10:10 AM, Eric Pan  wrote:
> What's Crits-A-Cola?
>
> On Wed, Apr 28, 2010 at 7:33 PM, Derek Denholm 
> wrote:
>
>> Wow nice update.
>>
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com [mailto:
>> hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
>> Sent: April-28-10 8:32 PM
>> To: 'hlds@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
>> Subject: [hlds] Team Fortress 2/Day of Defeat: Source Update
>>
>> Required updates to Team Fortress 2 and Day of Defeat: Source have been
>> released.  Please run hldsupdatetool to receive the updates.  The specific
>> changes include:
>>
>> Dedicated server
>> - Linux optimizations.
>> - Fixed Linux servers not relisting correctly after a master server
>> restart.
>> - Fixed a case where servers could have "ghost" players consuming player
>> slots.
>>
>> Engine
>> - Marked the "snd_show" convar as a cheat.
>>
>> Team Fortress 2
>> New content:
>> - Added new community map cp_freight.
>> - Added missing physics models for several items.
>> - Added jiggle bones to the Sam & Max items, and The Buff Banner.
>> - Added Crit-a-Cola.
>>
>> Gameplay Changes:
>> - Pyro changes:
>> - Flamethrower direct damage reduced 20%.
>> - Burn duration reduced (10 -> 6 seconds).
>> - Airblast re-fire delay reduced by 25%.
>> - Airblast ammo usage reduced by 20%.
>> - All reflected rockets/grenades/arrows now mini-crit.
>> - Airblasting enemies into environmental deaths now awards the death credit
>> to the Pyro.
>> - Heavy changes:
>> - Minigun spin-up/down time reduced by 25%
>> - Minigun firing movement speed increased to just under half-normal (from
>> 80 to 110).
>> - Throwing a sandvich to a teammate now earns a full bonus point (was half
>> a point).
>> - Bonk! changes:
>> - Post-use movement penalty removed.
>> - Now has a re-use cooldown time, like The Sandman.
>> - The Chargin' Target changes:
>>               - Direct charge hit now does 50 damage + 10 per head (up to 5
>> heads).
>>               - Capped the turn rate from +left and +right while charging.
>> - The Huntsman changes:
>> - Removed restriction that arrows need to be aimed before they can be lit
>> by a Pyro.
>> - Bow can now be lowered without losing the lit arrow.
>> - Changed bow so you can start charging it while you're jumping, but you
>> can't fire until you're on the ground.
>> - Fixed bug where flame effect would get stuck on if you change weapons
>> with a lit arrow.
>> - Backpack changes:
>> - Moved Crafting button out to the root class/backpack selection panel.
>> - Dragging and dropping items in your backpack now makes appropriate
>> sounds.
>> - Bot changes:
>> - Bots don't retreat to gather health as readily if they are in combat.
>> - Bots no longer retreat when moving to block a point capture.
>> - Bots should now equip an appropriate combat weapon and fight while moving
>> to collect health.
>> - Bots who are roaming the map and hunting now chase down their victims,
>> following them around corners.
>> - Bots That fire projectiles (ie: rockets/grenades/etc) don't hold down
>> their fire button for a minimum time. This was causing Soldier bots to fire
>> rockets into nearby walls as they strafed, killing themselves.
>> - Soldiers bots now switch to their shotgun after firing all four rockets
>> when engaging an enemy.
>> - Added a few more bot names from community suggestions.
>> - Fixed a behavior loop with Engineer metal gathering.
>> - The Sandman change:
>>                - Added a slight speed reduction to stunned players.
>> - Community requests
>> - Added ConVars log_verbose_enable and log_verbose_interval to report
>> player positions in the server log at regular intervals
>>                      - log_verbose_enable     default: 0
>>                      - log_verbose_interval   default:  3 secs
>>                - "Last-weapon" initialization on respawn now sets itself to
>> be the melee weapon if you don't have a selectable secondary weapon (like
>> The Razorback).
>>
>> Bug Fixes:
>> - Fixed an case where The Gunboats didn't apply their damage reduction
>> properly.
>> - The amount count in the HUD now flashes red when you're low on ammo.
>> - Extinguishing a burning teammate now earns a full bonus point (was half a
>> point).
>> - Fixed a permanent overheal exploit involving dispensers.
>> - Fixed a bug in spectator mode where the user aborted out of freezecam,
>> setup a spec mode (like IN_EYE), and would then have the setting stomped
>> after the freezecam timer expired.
>> - Fixed bug with disguised spy sometimes seeing his own name in the
>> disguise status HUD.
>> - Fixed a client crash that could result from players with arrows embedded
>> in them.
>> - Fixed items that can be worn by any class having the wrong model when
>> worn by a disguised Spy.
>> - Added missing map prefixes to server browser game types.
>> - Killing yourself

Re: [hlds] GSP Hosting Questions

2010-02-20 Thread Josh Bost
@Nicholas: Yes.  That is correct, as Lane mentioned however there are
common items available in 'one-click' format (In the case of L4D2 last
time I checked it was several versions of MM+SM, SDK Hooks, and a few
others).  It makes sense for me, given that if they didn't prevent it
not only are the problems Lane mentioned present, however anybody can
then add L4DToolz or L4Downtown and give themselves an increased slot
count*, or other action like that.  Lets not even go into what they
could write themselves.

*Though doing this without authorization gets your server disabled :P

@Matt: Yes, however as it stands my server only runs MM, SM,
L4Downtown, and SDK Hooks and the update for L4Downtown wasn't
critical, all others were installed through management panel.

@Cc2iscool: See previous points - those extensions could have easily
been malicios.

@Shane: Exactly.


Cheers,

Joshua 'Dislexsick' Bost

On Sun, Feb 21, 2010 at 2:46 PM, Nicholas Hastings  wrote:
> So what you're saying is that Hypernia won't let you put extensions on
> yourself and that you have to wait hours for them to update them instead?
>
> On 2/20/2010 9:26 PM, Josh Bost wrote:
>> To further my previous recommendation for Hypernia I would like to
>> note I have submitted 3 support tickets so far:
>> 1) Getting TF2 extensions added to the management panel to allow
>> PropHunt: Done in 3 hours, even though after sending in initial ticket
>> I had to get the server owner to send in a ticket allowing me to
>> request stuff for them.  (They don't allow clients to uplaod .dll
>> files on their 'By the slot' servers)
>> 2) Getting them to allow me to have a 16-slot L4D2 server.  Resolved
>> in 12 hours, though that was due to me sending the ticket and going to
>> bed :P actual respose to the first ticket was like 45 minutes.
>> 3) Getting L4Downtown updated.  Done in an hour.
>>
>> Cheers,
>>
>> Joshua 'Dislexsick' Bost
>>
>> On Sun, Feb 21, 2010 at 4:41 AM, John  wrote:
>>
>>> Investigate the
>>> server performance and flexibility. Then, to see their response times and
>>> knowledge levels, ask all of them questions about improving your routing and
>>> server performance, plugin questions, and server configuration questions
>>> through their support system, even if you already know the answers.
>>> Experiment with the control panel and different services. (If a company
>>> offers a free trial or money-back guarantee, you could also take advantage
>>> of that, but a month would give you a longer view on server stability and
>>> uptime.)
>>>
>>> The "three company" strategy is often used for interviews with contractors,
>>> and it's a solid one.
>>>
>>> -John
>>>
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Re: [hlds] GSP Hosting Questions

2010-02-20 Thread Josh Bost
To further my previous recommendation for Hypernia I would like to
note I have submitted 3 support tickets so far:
1) Getting TF2 extensions added to the management panel to allow
PropHunt: Done in 3 hours, even though after sending in initial ticket
I had to get the server owner to send in a ticket allowing me to
request stuff for them.  (They don't allow clients to uplaod .dll
files on their 'By the slot' servers)
2) Getting them to allow me to have a 16-slot L4D2 server.  Resolved
in 12 hours, though that was due to me sending the ticket and going to
bed :P actual respose to the first ticket was like 45 minutes.
3) Getting L4Downtown updated.  Done in an hour.

Cheers,

Joshua 'Dislexsick' Bost

On Sun, Feb 21, 2010 at 4:41 AM, John  wrote:
> Investigate the
> server performance and flexibility. Then, to see their response times and
> knowledge levels, ask all of them questions about improving your routing and
> server performance, plugin questions, and server configuration questions
> through their support system, even if you already know the answers.
> Experiment with the control panel and different services. (If a company
> offers a free trial or money-back guarantee, you could also take advantage
> of that, but a month would give you a longer view on server stability and
> uptime.)
>
> The "three company" strategy is often used for interviews with contractors,
> and it's a solid one.
>
> -John

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Re: [hlds] GSP Hosting Questions

2010-02-19 Thread Josh Bost
Here in Australia Hypernia are really good, not so sure about over in
America though - They are cheapest here, because they piggyback off
and ISPs network (iiNet, IIRC) which means they mostly negate the
whopping price for bandwidth in Australia...

My server is a bit laggy, but it is reasonable given I am running a
16-slot L4D2 server off what should be an 8-slot server (To get
16-slots I specifically had to lodge a ticket and get it approved.
Though they bumped the cost and slot count up I doubt they assigned
extra resources...)


On Sat, Feb 20, 2010 at 3:26 PM, Justin  wrote:
> Really? im getting pings within the 60's from florida using sleek..:P
>
> On Fri, Feb 19, 2010 at 11:36 PM, In Hyuk Seo  wrote:
>
>> Sleekserver is really cheap but they have horrible network and you will
>> have
>> really high ping even if you are really close to the server.
>> And they have only 1 location in Missouri which is meh... They are really
>> cheap though.
>>
>> On Fri, Feb 19, 2010 at 11:23 PM, Jake Eisenman > >wrote:
>>
>> > I've never had problems with ArtofWarCentral, they always answered my
>> > questions pretty fast (>20 minutes with a few exceptions). Server starts
>> > to lag like once or twice a year, put in a ticket, solved.
>> >
>> > arreo...@gmail.com wrote:
>> > > Had horrible experiences with ArtofWar's customer service. I would
>> highly
>> > > recommend against them. Slow, unable to do simple things to fix the
>> > servers
>> > > in a timely manner. Left them and haven't looked back.
>> > >
>> > > Just keep in mind you always get what you pay for. If it looks too good
>> > to
>> > > be true, then 99% of the time it is. Don't skimp on a few extra bucks
>> > > because you'll only regret it latter when you find out the GSP has
>> > oversold
>> > > the bandwidth on your underpowered shared server box.
>> > >
>> > > Arreo
>> > > ___
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>> > >
>> >
>> >
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Re: [hlds] Good bye, farewell, thanks for the help, and go to hell

2010-02-16 Thread Josh Bost
Amen to that.

I am still at a loss as to why people need to jump on off topic posts and
flame them down.  If you don't like lots of emails don't join mailing lists.
 If you are only here for announcements then filtering for emails with
*update coming* and/or emails from Valve employees or join the hlds-announce
list.  That leave two groups of other people, people here for help and to
learn, and to try and help if they can; and the bitter old trolls who is
probably here for the announcements but cannot handle people *god forbid*
discussing other matters that game operators may face in place that is
convenient and knowledgeable.

msleeper I like some of your work [I am a user of the L4D2 Sourcemod plugin
based off your code], but you really do present yourself as being
condescending and it does detract from that.  Clearly you run in a community
and in the time it took to write your response you could have instead said
something such as "We use  because " and helped instead of hindering.

Don't take that as a personal attack, it applies to quite a few members of
this list.  Either ignore the threads or help them, stop spamming them with
crap then complaining the list is full of spam.


On Wed, Feb 17, 2010 at 9:23 AM, Michael R. Matheson  wrote:

> I've tried very hard to ignore this whole, stupid thread.  And I really do
> not want to contribute to its length.  But I think my contract allows me
> one
> post per year.  :)
>
> One fact remains blatantly obvious to me.  There really was NO PROBLEM
> until
> msleeper posted his usual sarcastic comment "and how is this pertinent to
> this list?" (I'm paraphrasing his original e-mail.)  Granted, perhaps the
> topic of discussion didn't exactly fit the guidelines perfectly, but so
> what?  I was learning something by reading and it was far more interesting
> than the subsequent bickering that has ensued.  I submit that if msleeper
> had not tried to play "mailing list police", like he always does, the topic
> would have ended quickly and no one would be terribly upset.  I doubt very
> much anyone would have left the mailing list just because they had to
> "endure" a few more e-mail exchanges between people that were helping each
> other.  It really wasn't a big deal!
>
> Msleeper, can you please just learn to ignore threads that you're not
> interested in, instead of always trying to moderate the mailing list?  Your
> constant critiques of whether or not a post meets your approval do more
> harm
> than good.  Life goes on just fine, even if someone happens to stray a
> little off topic.  Please just keep your keen "off topic" observations to
> yourself.  Until this list has a true moderator with clear editing
> instructions, this list is simply not going to be perfect.  Please stop
> pointing out to the whole group every time it isn't perfect.
>
> Sincerely,
>
> X-ray Doc
>
>
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of D4rKr0W
> Sent: Tuesday, February 16, 2010 2:11 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Good bye, farewell, thanks for the help, and go to hell
>
> Il 16/02/2010 21:55, msleeper ha scritto:
> > Yeah, that's the problem. Everyone "has to". Everyone "has to" get their
> > witty quips in, everyone "has to" post whatever dumb ass remark comes to
> > mind, and before you know it there's 60+ responses to something that
> > shouldn't have been posted in the first place.
> >
> > But go ahead and blame it on me for the lulz, right?
> >
>
> I'm not blaming anybody, i'm just pointing out that flaming over such
> things is a waste of time and you guys keep doing it every time you got
> the chance. Get over it, this is a list dedicated to server OPs, you're
> not moderating it and even if you keep flaming people will still post
> things *you* think are OT.
>
> PROTIP: Ignore those threads and go on living your life like we all do.
>
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Re: [hlds] [OT] Website builder for your server websites

2010-02-16 Thread Josh Bost
>Just imagine everyone here would come up with their offtopic questions
>like "omg111 i´m 16 and my gf is pregnant! what should i do
>now???!", yeah exactly, the list would become as same retarded as the
>steamforums already are. Nobody needs that here.

Again, logical fallacy (Reductio ad absurdum; reduction to the absurd -
taking an argument to the extreme and criticizing the result doesn't make
you right.)

I don't think people understand exactly why people post OT stuff to this
list.  This list is a bunch of server OPs and other people running gaming
communities.  Between us we have a HUGE wealth of knowledge.  Posting to
this list allows people to ask the people MOST LIKELY to know the answers to
their questions directly.  Most of us do this stuff on a  daily basis, and
thus we can share our experiences and make gaming better as a whole (well,
at least some parts of gaming)

To answer the OP, the community I am involved in running uses vBulletin, it
is not free but the big boss swears by it, so we have it.

Cheers,

Joshua 'Dislexsick' Bost
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Re: [hlds] [OT] Website builder for your server websites

2010-02-15 Thread Josh Bost
On 16/02/2010, at 4:37 PM, mfan  wrote:

> OFFTOPIC
>
> I am rebuilding an older tachometer meant for a 6V53 Detroit Diesel. I
> need the RPMs to go up to about 4000 or 4200 (for a 230 chrysler) and
> right now it tops out at 3000 RPMs.
> Anyone know a reputable tach rebuilder?
>
> Thanks so very much.

Logical fallacy - Reductio ad Absurdum

Now, lets all settle down, take some chill pills and sort out exaclty
what is and what isn't acceptable conduct.

This list is self moderating.  This list does not have to match the
description on the Valve website to the letter.  Given we are all
server OPs there is a good chance we also run communities too, and as
such a question about gaming communities based around HLDS is
acceptable.  Anybody who disagrees is doing it for one of two reasons:
1) They are only here for update announcements - It is probably best
if you leave and use the hlds-announce list instead, or filter the
emails from this list.
2) They do not wish to help, but merely hinder the progress of the
pseudo-community the HLDS mailing list forms.  Same thing applies,
just leave.

Of the people left here, congrats, you are the role models - People
willing to take a few minutes outta their lives to help other people.

-Dislexsick

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Re: [hlds] Php echo server vars (hostname, players, etc)

2010-02-15 Thread Josh Bost
>
> >-
> >Sent from my Sinclair ZX80
> >-


icwhutudidthar.

Not sent from my iPhone 3GS

Sent from my HP Mini


But seriously staying on topic here, I was also thinking of giving my admins
a web interface to monitor chat and post messages from a web interface, so I
didn't have to give them my RCON pass.

Of the ideas suggested so far, has anyone used a variety and have any gripes
about any of them, or can provide information on which ones should be
chosen.
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Re: [hlds] Changing spec_freeze_time without sv_cheats 1

2010-02-09 Thread Josh Bost
You will need sourcemod, or you will need cheats -  there is no other way.

Can I suggest Sourcemod and use the 'War mode' stuff in SM?

On Wed, Feb 10, 2010 at 5:20 AM, Radu Suciu  wrote:

> I'm aware of sm_cvar spec_freeze_time -1, but is it possible to change on
> servers that aren't running sourcemod? I want to use this for bball match
> servers so I'd rather not use any plugins. Thanks!
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Re: [hlds] watch out lua script cheat available in CSS, may be all source game soon

2010-02-09 Thread Josh Bost
For the record KAC also checks sv_pure, sv_consitancy, sv_cheats and other
cvars like that on the client.

On Wed, Feb 10, 2010 at 1:43 AM, Dominic Marciano
wrote:

>
> http://www.sarcasmdetector.com
>
> > Date: Tue, 9 Feb 2010 16:11:07 +0100
> > From: didr...@gmail.com
> > To: hlds@list.valvesoftware.com
> > Subject: Re: [hlds] watch out lua script cheat available in CSS,  may
> be all  source game soon
> >
> > Sorry my sarcasm detector is broken, I will buy a new one.
> >
> > 2010/2/9 Dominic Marciano 
> >
> > >
> > > Again, Smashed.
> > >
> > > > Date: Tue, 9 Feb 2010 15:50:03 +0100
> > > > From: dark...@dpi-clan.org
> > > > To: hlds@list.valvesoftware.com
> > > > Subject: Re: [hlds] watch out lua script cheat available in CSS, may
> be
> > > all   source game soon
> > > >
> > > > Il 09/02/2010 15:44, Didrole ha scritto:
> > > > > Rofl what's that then ?
> > > > > http://hg.alliedmods.net/sourcemod-central/file/3a73bbf60f34
> > > > >
> > > >
> > > > rofl what's this then ?
> > > > http://en.wikipedia.org/wiki/Sarcasm
> > > >
> > > >
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Re: [hlds] West Coast TF2 Servers Being Maliciously Delisted

2010-02-05 Thread Josh Bost
I noticed my internet connection drops (Web browsing only, really) whenever
I start L4D2 (or the Steam group server refresh), I knew there was something
up with it, but cbf investigating.

It is -really- annoying though.  Modem model is Billion 404VGP-M

Cheers,

Joshua Bost

On Fri, Feb 5, 2010 at 10:39 PM, Shane Arnold wrote:

> Most consumer-grade DSL/Internet hardware "routers" with built-in
> firewalls and "DDoS" protection with fuck with the server browser, as
> the connection literally gets flooded with responses. As for servers
> being blacklisted on a community-based "database", I'd had to be the one
> yelling "told you so".
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Re: [hlds] Is it possible to increase acceptable vote percange for sourcemod?

2010-01-31 Thread Josh Bost
Can we all agree that basic sourcemod issues can be answered here?  I figure
99% of servers have it, and it is *practically* essential to any HLDS
installation.

We are a group of professionals, lets start acting like it shall we?  (I
actually do wonder why some of you are actually on this list - if it is ONLY
for update warnings you would be better of creating filters so you don't see
any others)

Cheers,

Joshua 'Dislexsick' Bost

On Mon, Feb 1, 2010 at 3:59 AM, Mike Stiehm  wrote:

> Don't worry peter its not a problem.
>
> ClanAO.com
>
> On Jan 31, 2010 6:57 AM, "Peter Powell"  wrote:
>
> Oh i'm /so/ sorry. Next time someone asks for support i'll make sure I
> follow the list etiquette and either ignore them totally or tell them to
> STFU and RTFM.
>
> It doesnt hurt to help someone, this is still a board for information
> relating to hlds last time I checked >_>.
>
> ~Peter Powell
>
>
> Michael A Fanoni wrote:
> > this isn't a message board. stop.
> >
> > Peter Powell wrote:
> >
> >> Look at...
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Re: [hlds] Group Banning And You

2010-01-17 Thread Josh Bost
@Ronny:

Yes, however clinetside mute is still not a full solution.  Some people
don't know about it, some people forget about it, and I am personally of the
stance that every player in the server should not have to stop, go into the
menu and start muting, this becomes more of a problem when there are seven
players to mute, as if they are broadcasting together you won't know if all
of them are together or if somebody is legitimately trying to use their mic
to communicate, if they are not broadcasting at the same time then it means
several trips to the escape menu.  It's a double edged sword > pressing
escape and doing it while on the field and you risk your life, but leaving
it to play and you risk dying from various things (failure to hear
teammates/spy decloaking/distracted/etc)

@arg!

I figured the context gave it away, I was on my phone at the time and cbf
typing the full thing :P


Pretty much micspam is always gonna be a problem, and being proactive and
banning groups like this is probably better than letting them even attempt
to do damage,

Cheers,

Joshua 'Dislexsick' Bost

On Mon, Jan 18, 2010 at 8:01 AM, Ronny Schedel wrote:

>
> Every player can mute other players, you don't need an admin online.
>
>
> > That too, but there are situations where a real cable is an advantage,
> > such as Win 7, where VAC is non-functional due to code/driver signing.
> >
> > In any case, the cvar only stops HLSS or HLDJ, if they were doing it and
> > an admin was on the server I assume they would have been muted or
> > otherwise dealt with.  Based on the rest of this thread they [and the
> rest
> > of that group] are most likely banned.
> >
> > Cheers,
> > Joshua 'Dislexsick' Bost
> >
> > -Original Message-
> > From: Allan Button 
> > Sent: Monday, 18 January 2010 07:09
> > To: Half-Life dedicated Win32 server mailing list
> > 
> > Subject: Re: [hlds] Group Banning And You
> >
> > Actually, the pros use virtual audio cable.
> >
> > But if you have an admin mod, you can just mute.
> >
> > Allan
> >
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dislexsick
> > Sent: Sunday, January 17, 2010 3:36 PM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Group Banning And You
> >
> > Ineffective, any 'pro' group would just use an mp3 player hooked into mic
> > in on the computer.
> >
> > Cheers,
> > Joshua 'Dislexsick' Bost
> >
> > -Original Message-
> > From: Shane Arnold 
> > Sent: Sunday, 17 January 2010 14:22
> > To: Half-Life dedicated Win32 server mailing list
> > 
> > Subject: Re: [hlds] Group Banning And You
> >
> > Thankyou,
> >
> > Someone sees reason...
> >
> > On 17/01/2010 7:46 AM, w4rezz wrote:
> >> sv_allow_voice_from_file 0
> >>
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Re: [hlds] Team Fortress 2 Update Available

2010-01-06 Thread Josh Bost
"Tuned scoreboard logic to guard against malicious server operators spoofing
bot pings to hide the "BOT" tag."

As a follower of the SPUF I have seen threads about servers with bots with
simulated pings, one just yesterday, in-fact.  After reading this,
the consensus seemed to be that although some people felt 'ripped off' it
made a better experience for a few people.  After reading about it I was
curious, so I done a quick google search and sure enough there was a single
plugin with something like 3 replies on the alliedmods forums.

I don't really understand - Clearly this was not a completely widespread
issue, and calling the server owners malicious is a little bit wrong I
think.  Personally, I wouldn't mind a server with a few bots as hosting a
server locally, even with a  fairly beefy CPU (Core2 Q9550) my game grinds
to a screeching halt with 15 bots (9fps ftw).

Anyway, since this is a controversial topic I realize this is not going to
change, as it is for 'the better of the community' but really, I still think
people are going to find a way around; I also think Valve would have been
better off spending their time fixing a *real* problem, such as fake client
counts - after all bots still contribute to the game.
(For the record I don't even host a TF2 server [I used to help run one, now
I have a L4D2 server], so my points are not coming from a bias pov)

Cheers,

Josh Bost

On Thu, Jan 7, 2010 at 8:09 AM, Jason Ruymen wrote:

> A required update for Team Fortress 2 is now available.  Please run
> hldsupdatetool to receive the update.  The specific change include:
>
> Server Browser (for TF2 and DoD:S)
>  - Added a client-side server blacklist:
>  - Supports blacklisting of specific servers, all servers on an IP, and
> all servers on a class C range.
>  - Saves the server list to a file, and has an Import button to allow
> easy sharing (cfg\server_blacklist.txt)
>
> Balance changes:
>  - Reduced the health penalty on The Sandman.
>  - The Force-A-Nature knockback on target now:
>   - Only applies to hits that deal more than 30 damage and are in close
> range.
>   - Factors in the firer's angle of attack when determining the
> knockback direction.
>   - Has less of an effect on grounded targets.
>  - The Dead Ringer now:
>   - Reduces cloak to 40% when uncloaking early.
>   - Has a 35% cap on the amount of cloak it can gain from an ammo pack.
>   - Has a quieter de-cloak sound.
>
> Changes / Fixes:
>  - Fixed a performance & stability issue with AMD processors.
>  - Improved the stability of the game server -> item backend connection.
>  - Fixed a rare server crash related to dispensers.
>  - Added min/max values to viewmodel_fov convar to match the settings in
> the slider.
>  - Reduced the number of moons in ctf_doublecross, sadly.
>  - Demo playback now ignores sv_pure settings, allowing demos to easily
> contain custom content.
>  - Fixed a crash related to sv_pure and the wireframe_dx6 shader.
>  - Players can no longer shoot while stunned.
>  - Fixed a bug that caused movement speed reductions to not work on stunned
> players.
>  - Soldier Rage bar no longer resets when touching a resupply cabinet.
>
> Achievement fixes:
>  - Fixed the "Second Eye" Demoman achievement.
>  - Fixed a bug in the "Play Doctor" Medic achievement.
>  - Changed the requirements for the "Medals of Honor" Soldier achievement.
>  - Updated description for the "Blind Fire" Demoman achievement to better
> explain the requirements.
>  - Fixed an issue that affected several achievements requiring the use of
> the Equalizer.
>
> Community requests:
>  - Added "skip_next_map" server ConCommand to skip the next map in the map
> cycle.
>  - Added "Play a hit sound whenever you injure an enemy" option to the
> Multiplayer->Advanced options menu.
>  - Added server "tf_use_fixedshotgunspreads" convar. When set, shotgun &
> scattergun pellet spreads will use a non-random distribution.
>  - Added a "show_htmlpage" command to allow server operators to display
> custom web pages to clients.
>
> Changes to the TF Bots:
>  - In KOTH mode, Bots are now:
>   - More likely to roam around and hunt enemies if there is lots of
> time left.
>   - Become more likely to push for the point as time runs down, or
> their teammates start to capture it.
>  - Medic bots now:
>   - Opportunistically "overheal" nearby friends when they can.
>   - Prioritize healing of injured nearby friends more.
>   - Don't focus on Heavies quite so exclusively.
>   - Don't spam their Medigun continuously at round start.
>   - Won't

[hlds] L4D2 Worldwide rank/Players served datasource.

2009-12-29 Thread Josh Bost
Hi all,

Just wondering where the data for worldwide rank/players served comes from.
 I am aware this data is not 100% reliable, but would still like to display
it on the website for my community (I can extract the data from practically
any source, so that is not too much of a problem)

Cheers,

Joshua Bost.
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Re: [hlds] Team Fortress 2 and Left 4 Dead 2 Updates Coming

2009-12-18 Thread Josh Bost
Any hints on content?  I will assume bugfixes for TF2s latest major update
(Personally, spy dispenser is win, it could be balanced by perma-removing
sapper :P).

I also noticed L4D auth. tools updated just before, L4D2 update has
something to do with the SDK??!? (Please let it be the SDK!)


Cheers,

Joshua Bost

On Sat, Dec 19, 2009 at 11:39 AM, Jason Ruymen wrote:

> Required update for Team Fortress 2 and Left 4 Dead 2 are on the way.  They
> should be available in less than an hour.
>
> Jason
>
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Re: [hlds] Left 4 Dead 2 Update Released

2009-12-12 Thread Josh Bost
Is it really necessary to replace motd.txt and host.txt with updates :|

I had just set them up last night, granted it isn't a huge task, and I could
just use cvars to change the targeted files both methods are extra work :(

On the subject, I know it is low priority, but it moots all my hard work at
creating a really nice looking host image, are there any plans to fix the
ugly black bar that cuts off the image.  Not sure if it only affects certain
resolutions - I am yet to find out if it widespread but just in-case I am
running 1920x1080, and there is at least one other confirmed case, seen
here:
http://forums.steampowered.com/forums/showpost.php?p=12132646&postcount=2.


Cheers,

Josh Bost
On Sun, Dec 13, 2009 at 6:38 AM, Jason Ruymen wrote:

> A required update for Left 4 Dead 2 has been released.  Please run
> hldsupdatetool to receive the update.  The specific changes include:
>
> - Fixed players getting a bad spawn position after a level transition
>
> Jason
>
>
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