Re: [hlds] TF2 DDOS AS2_INFO attack

2009-09-05 Thread Kingsley Foreman
I'm also getting this attack...

Its a nasty one, approx 5 of our servers are being hit.

Kingsley

--
From: "Claudio Beretta" 
Sent: Sunday, September 06, 2009 8:14 AM
To: "Half-Life dedicated Win32 server mailing list" 

Subject: Re: [hlds] TF2 DDOS AS2_INFO attack

> I'm doing it right now, should be ready tomorrow.
>
> On Sun, Sep 6, 2009 at 12:32 AM, Kenny Loggins 
> wrote:
>> I'm willing to pay someone to write a windows version of a query proxy.
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
>> Sent: Saturday, September 05, 2009 4:36 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] TF2 DDOS AS2_INFO attack
>>
>> This is why A2S_INFO requires a challenge :|
>>
>> Thanks,
>> - Saul.
>>
>>
>> 2009/9/5 Matt Stanton 
>>
>>> If these attacks are coming from ips that are outside of the range of
>>> your standard users' network range, then it's possible you could filter
>>> out requests from unallocated ip blocks and ip blocks from areas of the
>>> internet that are gnerally too far away to have decent latency on your
>>> server.  Unfortunately, this would mean building a database of ip blocks
>>> that are allocated to networks that are within a reasonable distance of
>>> your server's network and checking every A2S_INFO packet that comes in
>>> against this database, which would likely eat a decent amount of CPU.
>>>
>>> Nephyrin Zey wrote:
>>> > The bandwidth involved in this attack is tiny. The issue is srcds 
>>> > chokes
>>> > on large numbers of A2S_INFO packets, its not the traffic that's doing
>>> > machines in. I'd reckon a single residential connection could take 
>>> > down
>>> > a server this way. Once you fix the srcds issue, the problem stops. I
>>> > have a daemon that intercepts server queries and handles them itself.
>>> > It's currently handling this attacker hammering on two servers without
>>> > breaking 1% CPU or making a single-pixel dent in my bandwidth graphs,
>>> > and my tf2 servers continue to run just fine.
>>> >
>>> > And if you actually examine the attack, it's very obviously a single
>>> > source with spoofed IPs. I rather doubt someone has a million-strong
>>> > botnet containing nearly 30% unallocated IP ranges, that all happen to
>>> > have the same exact path length.
>>> >
>>> > - Neph
>>> >
>>> > On 09/05/2009 12:50 PM, jps.sgtr...@gmail.com wrote:
>>> >
>>> >> This... actually isn't a bad idea.  It's a pain to implement, though,
>>> for a
>>> >> couple of reasons.
>>> >>
>>> >> First, the assumption by most on this thread is that it's a single 
>>> >> guy
>>> >> operating from a single (or just a handful) of computers.  They 
>>> >> further
>>> >> assume that he's forging the source IP addresses so the requests look
>>> like
>>> >> they're coming from many many different machines.  If this is true,
>>> there's
>>> >> no way to trace or block him based upon the information included in 
>>> >> the
>>> >> packets he's creating.  I think this assumption is wrong, as I'll
>>> explain
>>> >> below.
>>> >>
>>> >> Second, if this assumption is incorrect you need to find a way to
>>> identify
>>> >> each and every source and block them one at a time.  Netblocks are at
>>> best a
>>> >> crude measure which risks blocking many legitimate clients.  Such a
>>> process
>>> >> needs to be automated as much as possible or it's not effective.
>>> >>
>>> >> Now, why do I think that this is probably not coming from just a
>> handful
>>> of
>>> >> sources?  Simple.  DDoS stands for Distributed Denial of Service, 
>>> >> after
>>> >> all.  Botnets are reaching incredible proportions.  It's easy to rent
>> as
>>> >> many as a quarter million compromised machines if you want to and you
>>> have
>>> >> the cash.
>>> >>
>>> >> Too cheap or too poor to rent someone else's network of infected PCs?
>>>  No
>>> >> problem.  Tools exist to build new malware and they're easy to come 
>>> >> by
>>> if
>>> >> you're willing to start looking in the right places.  All you have to
>> do
>>> is
>>> >> build your bot code and figure out a way to get it loaded on 5,000,
>>> 10,000,
>>> >> or more PCs.  After that, DDoS to your heart's content.  Script 
>>> >> kiddies
>>> do
>>> >> this _all_ _the_ _time_.
>>> >>
>>> >> So, when under attack your choices are:
>>> >>
>>> >> *  Wait it out.
>>> >>
>>> >> *  Work with your vendor to figure out a way block the attack in the
>>> first
>>> >> place.  (Valve, obviously, in this case.)
>>> >>
>>> >> *  Automate the process of identifying sources and filtering them 
>>> >> out.
>>> >>
>>> >> *  Cry a lot.
>>> >>
>>> >> Generally, I settle for a combination of the first and second 
>>> >> options.
>>>  If
>>> >> an attack gets bad enough, I work with my local ISP to implement the
>>> third.
>>> >> (My server is co-located in their datacenter and they're really good
>>> guys to
>>> >> work 

Re: [hlds] Left 4 Dead Server Quality Control

2009-01-19 Thread Kingsley Foreman
How about you rent your own server then it should never be an issue  
and you want have to switch servers

Sent from my iPhone

On 20/01/2009, at 11:26 AM, "Andrew Armstrong"   
wrote:

> I thought the CPU Load (%) icon (like ping) in some games was always  
> pretty
> neat.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey
> Sent: Tuesday, 20 January 2009 11:20 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Left 4 Dead Server Quality Control
>
> CONOSLE: Warning: You are playing on a Single-Core server. Expect Lag
>
> Lollz
>
> A rating system or something for servers maybe, but your whole
> idealized no-single-core (srcds is largely single threaded...) 2gig
> ram having thing sounds pretty snobby and ineffective at the same
> time.
>
> I run three lag free 32x TF2 servers on a 2.4GHz quad core with 4gigs
> of ram, and some old pentium 4 could run a single lag free L4D server
> pretty well. Network and configuration are usually vastly more
> important.
>
> I agree that on games with a server browser you can find and return to
> fun lag free servers, while outside of steam group servers l4d just
> throws you in there.
>
> One idea would be pushing steam group servers a lot more, IE have a
> 'hosted by' drop down that lets you pick steam groups, including ones
> you're not in but have played on before (assuming theirs arn't
> exclusive) or some such.
>
> On Mon, Jan 19, 2009 at 3:17 PM, Jake E  wrote:
>> HI,
>>
>> My Friends and I usually team up on campaign servers, and usually  
>> it takes
>> 10-15 minutes to find a good dedicated server. The first one may  
>> lag, the
>> second one may "shut down", and the third one may lag also. I was  
>> just
>> wondering if we could have a form of server selecting or warning-  
>> i.e.,
>> Valve adds something that says "CONOSLE: Warning: You are playing  
>> on a
>> Single-Core server. Expect Lag" when you join or maybe you could  
>> see the
>> specs of the dedicated server you are about to join. Like the lobby  
>> leader
>> sees "2.4 GHz Quad, 4000MB Ram. Accept? [YES] [NO]" Alternatively,  
>> there
>> could be something like HLDSupdatetool checks your specs and says  
>> "Please
>> upgrade your system to have at least a __._GHz Dual Core Processor  
>> before
>> running left4dead." I know it's a long shot, but I think the Left 4  
>> Dead
>> community deserves to play on lag-free servers.
>>
>> Well also if you guys could do me a favor, we are putting up a  
>> CS:Source
>> server and are thinking of just buying a dedicated server for our
> CS:Source.
>> GMOD, and L4D, I know that the CPU usage of L4D is comparable to a  
>> 26 slot
>> TF2 server, how good a box do you think we would need for all three
> servers?
>>
>> Thanks,
>> Jake
>> ___
>> To unsubscribe, edit your list preferences, or view the list  
>> archives,
> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>
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>
>
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Re: [hlds] Valve It's Time To Listen And Answer! --- they don'towe you anything.

2009-01-08 Thread Kingsley Foreman
The problem is the damage was already done, id be stunned if valve reads the 
list at all now, I know I stopped reading a while ago, im mainly of the list 
for patches now, however I used to be a massive contributor, so did many 
others who are now virtually silent , It all changed around the release of 
CSS, the list suddenly become much larger, and the noise on the list became 
unbearable and it lost its way.

Saying that back then when a problem like this happened, the list was fall 
of logs and tcpdumps trying to work out what was happening, rather then just 
people saying it is happening over and over again followed by chat about how 
valve owes us something.

Kingsley

--
From: "Karl Weckstrom" 
Sent: Friday, January 09, 2009 8:27 AM
To: "Half-Life dedicated Win32 server mailing list" 

Subject: Re: [hlds] Valve It's Time To Listen And Answer! --- they 
don'toweyouanything.

> Understood, Kingsley.
>
> And the people suffering from this bug aren't asking for help at this 
> point. We're BEGGING for it. We want to know when this problem will be 
> fixed as it is a major problem that's causing us grief (and a lot more 
> work) - and this is the most reasonable place for this problem to be 
> discussed.
>
> To those of you who wish it would "just stop", you're entitled to wish 
> that - just as I am entitled to wish for it to continue in hopes that 
> Valve will speak up about this. We are desperate for action on this bug, 
> and we are completely within reason to do so.
>
> -k
>
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com 
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kingsley Foreman
> Sent: Thursday, January 08, 2009 4:41 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Valve It's Time To Listen And Answer! --- they don't 
> owe you anything.
>
> It was a generalization, ive been on this list a long time and seen many
> people yell boycott.
>
> and to Timothy
> If someone kept calling me to tell me how much I suck i would stop 
> answering
> the phone wouldn't you?
>
> and to Karl this mail list was a support list for the windows version of
> hlds that is it, so unless you are offering help, asking for help, 
> reporting
> bugs, or getting info about a patch you prob shouldn't be talking. That is
> how it was for many many years.
>
> Id be a happy man if everyone who went off topic were removed from the 
> list.
>
> Saying that because I don't really want to prolong this topic i won't
> respond again, I only wanted to clear up what Sakefox said.
>
> Kingsley
> --
> From: "SakeFox" 
> Sent: Friday, January 09, 2009 7:51 AM
> To: "Half-Life dedicated Win32 server mailing list"
> 
> Subject: Re: [hlds] Valve It's Time To Listen And Answer! --- they don't 
> owe
> you anything.
>
>> Before you make your post on a subject, please read what was posted and
>> not just assume you read it all. There was never anyone screaming about
>> a boycott or alike. It sounds like your rant is more about other peoples
>> issues then the one that this topic was about.
>>
>> Kingsley Foreman wrote:
>>> I've stayed quiet on this one but seriously i'm sick of the spam.  If 
>>> you
>>> want to whine about Valve go create your own mail list and feel free to
>>> do
>>> it all you want.
>>>
>>> I know that many of you have been hosting servers for a long time, I 
>>> also
>>> know many of you haven't im also assuming some people on this list 
>>> aren't
>>> hosters at all. However little support from games companies from isn't
>>> something new, it has been going on size the first dedicated server was
>>> released. Valve traditionally are far far far better then most if not 
>>> all
>>> companies on releasing patches and fixes. Anyone here heard of the
>>> Battlefield series of games?
>>>
>>> However this isn't the problem here, have any of you actually wondered 
>>> if
>>> it
>>> is actually us as a whole who have caused the problem of valve "not
>>> listening". Ive been on this mail list for many many years, way before
>>> steam
>>> was released, back when CS was really the only game it talked about. The
>>> list was 1000x better then it is now. If there was a post it was us or
>>> someone helping someone else or a release. No crying that  Valve don't
>>> love
>

Re: [hlds] Valve It's Time To Listen And Answer! --- they don't owe you anything.

2009-01-08 Thread Kingsley Foreman
It was a generalization, ive been on this list a long time and seen many 
people yell boycott.

and to Timothy
If someone kept calling me to tell me how much I suck i would stop answering 
the phone wouldn't you?

and to Karl this mail list was a support list for the windows version of 
hlds that is it, so unless you are offering help, asking for help, reporting 
bugs, or getting info about a patch you prob shouldn't be talking. That is 
how it was for many many years.

Id be a happy man if everyone who went off topic were removed from the list.

Saying that because I don't really want to prolong this topic i won't 
respond again, I only wanted to clear up what Sakefox said.

Kingsley
--
From: "SakeFox" 
Sent: Friday, January 09, 2009 7:51 AM
To: "Half-Life dedicated Win32 server mailing list" 

Subject: Re: [hlds] Valve It's Time To Listen And Answer! --- they don't owe 
you anything.

> Before you make your post on a subject, please read what was posted and
> not just assume you read it all. There was never anyone screaming about
> a boycott or alike. It sounds like your rant is more about other peoples
> issues then the one that this topic was about.
>
> Kingsley Foreman wrote:
>> I've stayed quiet on this one but seriously i'm sick of the spam.  If you
>> want to whine about Valve go create your own mail list and feel free to 
>> do
>> it all you want.
>>
>> I know that many of you have been hosting servers for a long time, I also
>> know many of you haven't im also assuming some people on this list aren't
>> hosters at all. However little support from games companies from isn't
>> something new, it has been going on size the first dedicated server was
>> released. Valve traditionally are far far far better then most if not all
>> companies on releasing patches and fixes. Anyone here heard of the
>> Battlefield series of games?
>>
>> However this isn't the problem here, have any of you actually wondered if 
>> it
>> is actually us as a whole who have caused the problem of valve "not
>> listening". Ive been on this mail list for many many years, way before 
>> steam
>> was released, back when CS was really the only game it talked about. The
>> list was 1000x better then it is now. If there was a post it was us or
>> someone helping someone else or a release. No crying that  Valve don't 
>> love
>> us, It was even before GSPs went on huge rants because a patch didn't do
>> they wanted and it was costing them money.
>>
>> Back then Valve responded to most if not all problems. Why because when 
>> they
>> did everyone said thank you and didn't scream boycott and cry foul. 
>> People
>> get over it. Valve are a business, Valve of course want sales, they same 
>> way
>> you do. We aren't valves customers if anything most of you are using
>> something Valve give out for free to make money.
>>
>> And on a final note, i love people who scream boycott, why? because when 
>> you
>> do it mean more player for us when when we ignore it.
>>
>> I'm actually more annoyed at the people on the list who have changed it 
>> into
>> what it is today rather then a useful list like it used to be. I don't 
>> care
>> about your business, what upsets you at night, how the world is out to 
>> get
>> you, or your dick size. I care about patches and fixes with people 
>> willing
>> to contribute to make something better, not whinge about why it isn't. So
>> for the people working out bugs, making mods, and generally helping 
>> others,
>> I salute you. For the rest maybe you should start a blog.
>>
>> On a final note, If you tell someone they are shit at playing catch every
>> time they come round to play catch, eventually they will stop coming 
>> around.
>> That is what valve has done.
>>
>> PS. yes I do feel bad about contributing to this tripe.
>>
>> Kingsley
>>
>> --
>> From: "Jon" 
>> Sent: Friday, January 09, 2009 2:43 AM
>> To: "Half-Life dedicated Win32 server mailing list"
>> 
>> Subject: Re: [hlds] Valve It's Time To Listen And Answer!
>>
>>
>>> Agreed!
>>>
>>> Jon
>>>
>>> 
>>> From: hlds-boun...@list.valvesoftware.com
>>> [hlds-boun...@list.valvesoftware.com] On Behalf Of Kveri 
>>> [kv...@kveri.com]
>>> Sent: Wednesday, January 07, 2009

Re: [hlds] Valve It's Time To Listen And Answer! --- they don't owe you anything.

2009-01-08 Thread Kingsley Foreman
I've stayed quiet on this one but seriously i'm sick of the spam.  If you 
want to whine about Valve go create your own mail list and feel free to do 
it all you want.

I know that many of you have been hosting servers for a long time, I also 
know many of you haven't im also assuming some people on this list aren't 
hosters at all. However little support from games companies from isn't 
something new, it has been going on size the first dedicated server was 
released. Valve traditionally are far far far better then most if not all 
companies on releasing patches and fixes. Anyone here heard of the 
Battlefield series of games?

However this isn't the problem here, have any of you actually wondered if it 
is actually us as a whole who have caused the problem of valve "not 
listening". Ive been on this mail list for many many years, way before steam 
was released, back when CS was really the only game it talked about. The 
list was 1000x better then it is now. If there was a post it was us or 
someone helping someone else or a release. No crying that  Valve don't love 
us, It was even before GSPs went on huge rants because a patch didn't do 
they wanted and it was costing them money.

Back then Valve responded to most if not all problems. Why because when they 
did everyone said thank you and didn't scream boycott and cry foul. People 
get over it. Valve are a business, Valve of course want sales, they same way 
you do. We aren't valves customers if anything most of you are using 
something Valve give out for free to make money.

And on a final note, i love people who scream boycott, why? because when you 
do it mean more player for us when when we ignore it.

I'm actually more annoyed at the people on the list who have changed it into 
what it is today rather then a useful list like it used to be. I don't care 
about your business, what upsets you at night, how the world is out to get 
you, or your dick size. I care about patches and fixes with people willing 
to contribute to make something better, not whinge about why it isn't. So 
for the people working out bugs, making mods, and generally helping others, 
I salute you. For the rest maybe you should start a blog.

On a final note, If you tell someone they are shit at playing catch every 
time they come round to play catch, eventually they will stop coming around. 
That is what valve has done.

PS. yes I do feel bad about contributing to this tripe.

Kingsley

--
From: "Jon" 
Sent: Friday, January 09, 2009 2:43 AM
To: "Half-Life dedicated Win32 server mailing list" 

Subject: Re: [hlds] Valve It's Time To Listen And Answer!

> Agreed!
>
> Jon
>
> 
> From: hlds-boun...@list.valvesoftware.com 
> [hlds-boun...@list.valvesoftware.com] On Behalf Of Kveri [kv...@kveri.com]
> Sent: Wednesday, January 07, 2009 2:07 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Valve It's Time To Listen And Answer!
>
> I agree.
>
> Kveri
>
> Blood Letter  wrote / napísal(a):
>> If Valve completely ignores server operators who provide free servers, 
>> without which their games would be useless, they suck.
>>
>> If Valve lets long standing bugs, exploits, and security issues go 
>> unattended while focusing only on the latest content update + free 
>> weekend, they clearly prioritize sales over customers.
>>
>> I don't know about Valve's office, but if something goes wrong with a 
>> system at my office, even on Christmas day, we respond to it, and come 
>> into the office if necessary.  If there are fires wreaking havoc with the 
>> power grid and people are being evacuated from their homes, we coordinate 
>> to make sure our servers are backed up, the backups are offsite, and the 
>> servers are safe.
>>
>> If someone at Valve wants a break, they can take vacation days.  Do they 
>> only have 3 guys, and each only does 1 thing?  I hope not.  Any company 
>> worth it's salt knows you need redundancy in your mind share.
>>
>> Valve IS ignoring this list, by not replying.  They get torn apart 
>> because they never respond to important issues, they're always late, and 
>> they never, EVER, provide clear and complete answers, let alone any 
>> semblance of documentation.
>>
>> Even if I were a child, I would still be a paying customer.  If you're 
>> saying Valve gets a pass because gaming is not a priority in life, then 
>> you don't understand a single thing about having a job.  If your job is 
>> to make games, you do that.  If your job is to deliver mail, you do that. 
>> Working in a  particular job sector does not give you the right to slack 
>> off.
>>
>> If Valve fixes everything and provides complete and correct 
>> documentation, then they get support and sales.  Going from an F to an A 
>> doesn't change the fact that you still had an F.
>>
>> No one is treating Valve like shit.  We are simply demanding we get some 
>> support, some documentation, and som

Re: [hlds] Team Fortress 2/Dedicated Server updated

2007-12-21 Thread Kingsley Foreman

anyone else seeing an increase in crashes since the last patch?

Kingsley
- Original Message -
From: "P. Bhandal" <[EMAIL PROTECTED]>
To: 
Sent: Friday, December 21, 2007 8:43 PM
Subject: Re: [hlds] Team Fortress 2/Dedicated Server updated



--
[ Picked text/plain from multipart/alternative ]
Agreed, we used a similar set up. We're now using timelimit again, but we
have the same problem with blowouts lasting for a long time.

On Dec 21, 2007 2:08 AM, Saint K. <[EMAIL PROTECTED]> wrote:


Aye,

We used to have a setup like this;
mp_winlimit 3
mp_maxrounds 5

In this case, if 1 team totally owned the other, the map would nicely
change
on 3 wins. Now there is no way of setting a sane value for these, as
sometimes CP's switch from one side to another multiple times within a
couple of minutes.
Setting this CVARs at some higher value has a bad effect on maps like
ctf_2fort as they then tend to play for ages.

Now I have disabled all these CVARs and only rely on the set time limits
on
the map.
If you ask me this is a real BAD change.

Saint K.

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens P. Bhandal
Verzonden: Friday, December 21, 2007 10:54 AM
Aan: hlds@list.valvesoftware.com
Onderwerp: Re: [hlds] Team Fortress 2/Dedicated Server updated

--
[ Picked text/plain from multipart/alternative ]
Ya, it looks like it was intentional. Pretty stupid change as it renders
mp_winlimit completely useless.

On Dec 21, 2007 1:50 AM, Saint K. <[EMAIL PROTECTED]> wrote:

> We are experiancing this aswell. If this was updated intentionally,
> then
I
> wonder why the heck that's been done.
>
> Saint K.
>
> -Oorspronkelijk bericht-
> Van: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Namens P. Bhandal
> Verzonden: Friday, December 21, 2007 4:37 AM
> Aan: hlds@list.valvesoftware.com
> Onderwerp: Re: [hlds] Team Fortress 2/Dedicated Server updated
>
> --
> [ Picked text/plain from multipart/alternative ]
> Just figured out what was happening.
>
> Currently every capture is counting as a "win" on CP maps (may also be
on
> CTF ones, haven't checked yet). My servers mp_winlimit is 5, so by the
> time
> they're at the 3rd stage 1st cap it is the 5th win.
>
> If anyone else experiences the issue they should run mp_winlimit 0 and
> just
> do map changes using mp_timelimit.
>
> I'd be interested to hear if others are noticing the same thing as well
> (you
> can check by watching the scoreboard after a point is capped).
>
> On Dec 20, 2007 6:29 PM, P. Bhandal <[EMAIL PROTECTED]> wrote:
>
> > I'm not.
> >
> > Hmm, very odd!
> >
> >
> > On Dec 20, 2007 6:25 PM, "[??R] The-/
> > wrote:
> >
> > > P. Bhandal wrote:
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > Anybody having a problem where on the final stage of dustbowl if
> blue
> > > caps
> > > > the first point they instantly win?
> > > >
> > > > We've had it happen twice in a row now.
> > > >
> > > > On Dec 20, 2007 4:32 PM, Kitteny Berk <[EMAIL PROTECTED]>
> > > > wrote:
> > > >
> > > >
> > > >> Just had a poke in HLSW, I think it might be
> > > >>
> > > >> mp_stalemate_enable
> > > >>
> > > >> Daron Dodd wrote:
> > > >>
> > > >>> when you say "- Sudden Death mode is now a server option (a
> convar)
> > > >>> and defaults to
> > > >>> OFF" whats the convar? so we can enable it
> > > >>>
> > > >>> On Dec 20, 2007 3:15 PM, Jason Ruymen
> > > >>> <[EMAIL PROTECTED]>
> > > wrote:
> > > >>>
> > > >>>
> > >  A required update to Team Fortress 2 and it's dedicated server
> have
> > > 
> > > >> been
> > > >>
> > >  released.  Please run hldsupdatetool to update.  The specific
> > > changes
> > >  include:
> > > 
> > >  Team Fortress 2:
> > >  - Sudden Death mode is now a server option (a convar) and
> defaults
> > > to
> > >  OFF
> > >  - Sapped buildings now take slightly less damage from the Spy
who
> > > 
> > > >> sapped
> > > >>
> > >  them
> > >  - The Medic's Medigun now charges at an increased rate during
> Setup
> > >  time, to remove the need for self-damage grinding
> > >  - Fixed an rcon/console command that could cause server
> > >  crashes
> > >  - Prevented players from playing the "civilian" class
> > >  - Prevented players from hiding their name in the scoreboard
> > >  - Fixed exploit where the Medigun UberCharge wouldn't drain if
> you
> > >  switched weapons
> > >  - Fixed decals not being correctly applied to the world in
> > >  some
> > > cases
> > >  - Fixed critical bullet tracers not being visible to players
> other
> > > than
> > >  the firer
> > >  - Fixed first person spectator view of the Spy watch not
showing
> > > the
> > >  correct cloak value
> > >  - Fixed the teleporter's player shaped particles not drawing
> > >  - Fixed the flamethrower stuttering when firing directly into
> > >  a
> > > 
> > > >> building
> > > >>
> > >  - Fixed a rare crash that can

Re: [hlds] OT: Goodbye Gabe

2007-10-21 Thread Kingsley Foreman

Thats classic

me looks at the date
[ Mr Bond @ 12:42 am PST on 4/1/05 | Valve ]



- Original Message -
From: "RMaioroff" <[EMAIL PROTECTED]>
To: 
Sent: Monday, October 22, 2007 11:27 AM
Subject: [hlds] OT: Goodbye Gabe



Like many on this list, I've followed Valve for a long time... since back
in
the WON days when TFC was just a baby. I've always respected Gabe for the
contribution he made to Valve, and I am glad to see him chasing his
dreams.
Best of luck, Gabe. Rock on brother.

http://www.hlfallout.net/comments.php?id=7822



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris Barnett
Sent: Sunday, October 21, 2007 7:37 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] EventScripts 2.0 Public Beta released for Source games

Cheers Mattie!


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mattie Casper
Sent: 22 October 2007 02:24
To: hlds@list.valvesoftware.com
Subject: [hlds] EventScripts 2.0 Public Beta released for Source games

--
[ Picked text/plain from multipart/alternative ]
October has been a stellar month for Source! Orange box releases, Mani
returns and SourceMod announced TF2 support and lots of new features.

Just to keep the fun rolling here's some more news:

I'm happy to announce that EventScripts 2.0 is ready for public beta.

This new version of ES is a huge leap in features and performance over ES
1.x. The biggest change is that we've added full Python 2.5 scripting
support to Source. In addition, we will be introducing  easy/automatic
addon
downloads, and a full eXtensible Admin addon coming standard with ES2. Our
goal is to continue to make the lives of admins as easy as possible.

Our latest public beta doesn't have TF2 support yet-- but we're working on
that. (I love that game.)

For more information visit the announcement thread:
http://forums.mattie.info/cs/forums/viewtopic.php?t=17891

Or visit the ES Python homepage:
http://python.eventscripts.com

Thanks for your time,
-Mattie
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Re: [hlds] TF2 srcds.exe?

2007-09-17 Thread Kingsley Foreman

Ive just noticed scrds is there now, however it just crashes out when you
try to run it?

is there more stuff still on the way?

Kingsley

- Original Message -
From: "1nsane ." <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, September 18, 2007 10:41 AM
Subject: Re: [hlds] TF2 srcds.exe?



--
[ Picked text/plain from multipart/alternative ]
For all we know the DS department is all dead! You can't predict what
happened during a day. That's 24 hours! Quite a long time, especially if
you
are waiting for TF2.
--

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Re: [hlds] Re: hlds digest, Vol 1 #5446 - 5 msgs

2007-06-22 Thread Kingsley Foreman

do u mean ur not a little bitch Whisper :)


- Original Message -
From: "Whisper" <[EMAIL PROTECTED]>
To: 
Sent: Friday, June 22, 2007 7:44 PM
Subject: Re: [hlds] Re: hlds digest, Vol 1 #5446 - 5 msgs



--
[ Picked text/plain from multipart/alternative ]
/me looks up full moon calendar

On 6/22/07, Matthias Wieloch <[EMAIL PROTECTED]> wrote:


Why are so many morons freaking out this week?


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Re: [hlds] REMOVE ME

2007-06-17 Thread Kingsley Foreman

and I was thinking it.

- Original Message -
From: "Cc2iscooL" <[EMAIL PROTECTED]>
To: 
Sent: Monday, June 18, 2007 8:06 AM
Subject: Re: [hlds] REMOVE ME



--
[ Picked text/plain from multipart/alternative ]
Couldn't have said it better myself.

On 6/17/07, Chris Barnett <[EMAIL PROTECTED]> wrote:


Oh come people. Be gentle with him. Can't you see, that he's an AOL user?

:-)


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tim Johnson
Sent: 17 June 2007 22:41
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] REMOVE ME

--
[ Picked text/plain from multipart/alternative ]
"To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds";

DUH!

On 6/18/07, Steven Hartland <[EMAIL PROTECTED]> wrote:
>
> How about you read the contents which clearly states how to unsubscribe
> from the list "you" subscribed to in the first place
> instead of shouting at others for your own ineptitude.
>
> Regards
> Steve
> - Original Message -
> From: <[EMAIL PROTECTED]>
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > STOP SENDING ME  MAIL PLEASE
>
>
> 
> This e.mail is private and confidential between Multiplay (UK) Ltd. and
> the person or entity to whom it is addressed. In the event of
misdirection,
> the recipient is prohibited from using, copying, printing or otherwise
> disseminating it or any information contained in it.
>
> In the event of misdirection, illegible or incomplete transmission
please
> telephone +44 845 868 1337
> or return the E.mail to [EMAIL PROTECTED]
>
>
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Re: [hlds] Post-outage thoughts

2006-12-20 Thread Kingsley Foreman

Possible the same reason as gotgames gets spammed across or forums by a
couple of people,
and usually promptly removed.

Kingsley



- Original Message -
From: "Steven Hartland" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, December 21, 2006 1:21 AM
Subject: Re: [hlds] Post-outage thoughts



And what does this have to do with the outage?

Alex Mottshaw wrote:

Dear Alfred and Valve,

First of all, let me say that I have had a lot of enjoyment from
Counter Strike Source, so much so that I created GotGames.com.au in
Australia to specifically address the lack of a serious CSS





This e.mail is private and confidential between Multiplay (UK) Ltd. and
the person or entity to whom it is addressed. In the event of
misdirection, the recipient is prohibited from using, copying, printing or
otherwise disseminating it or any information contained in it.

In the event of misdirection, illegible or incomplete transmission please
telephone +44 845 868 1337
or return the E.mail to [EMAIL PROTECTED]


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[hlds] scrds issues atm.

2006-12-16 Thread Kingsley Foreman

Hi guys,

This morning all my linux css servers randomly stoped working. they would
start up but then just pause before it says connecting to steam
,
I wondering if this is caused by the steam issues atm or the box upgrade I
did yesterday.

Is anyone else having these issue under linux?

Kingsley Foreman
Senior Content Administrator / Content Management Group

=
Internode Systems Pty Ltd

PO Box 284, Rundle Mall 5000
Level 1, 132 Grenfell Street, Adelaide 5000
Phone:  +61 8 8228 2978
Fax:+61 8 8235 6978
Web:http://www.internode.on.net
   http://games.internode.on.net
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Re: [hlds] RE valve guest passes

2006-12-13 Thread Kingsley Foreman

And you wonder why they dont take much time to look at the list these
days


- Original Message -
From: "kyle" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, December 14, 2006 12:22 PM
Subject: [hlds] RE valve guest passes



--
[ Picked text/plain from multipart/alternative ]
I will not take part in anything that will bring more revenue to valve or
steam considering they do not care about there customers.
--



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Re: [hlds] Server counterpart for cl_restrict_server_commands

2006-11-22 Thread Kingsley Foreman

This list lost its usefulness a long time ago when people jumped on board
and started
whinging about everything rather then having just a couple of techs helping
each other out.
Oh for the old days

After all, this is Valves Software and they can do whatever they want with
it.

Kingsley


- Original Message -
From: "Jason O. Washburn" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, November 23, 2006 8:09 AM
Subject: RE: [hlds] Server counterpart for cl_restrict_server_commands



Why is this info spread all over the internet and not sent to this list?
We're the ones that deal with this crap constantly.  What is this list
for if we don't even get the info?  Are we wasting our time wading
through all the emails for nothing?  Ok to VALVE here is a direct
question: What is the purpose of this list?  Is it for VALVE to give
support or just peer to peer support?  If it's just peer to peer support
then maybe we should stop the replies to the "I need help" emails and
send them to valve for assistance!  If you think about it what are we
really getting from this list from valve?  Maybe we should just exchange
emails and end this ridiculous adventure!

Jason

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Wim Barelds
Sent: Wednesday, November 22, 2006 2:59 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Server counterpart for cl_restrict_server_commands


--
[ Picked text/plain from multipart/alternative ]
I strongly recommend reading:
http://enemydown.co.uk/forumreplies.php?id=83321

On 11/22/06, artiecs <[EMAIL PROTECTED]> wrote:


Oh nice, so when you're told not to be a jerkoff you turn around and
try to send everyone on the list a virus. Let me guess.your name
is Ray.

Too bad this thread was so pathetically hijacked by Ray. The original
idea was worth discussion.

- Original Message -
From: "kyle" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, November 22, 2006 2:47 PM
Subject: RE: [hlds] Server counterpart for cl_restrict_server_commands


> This is a multi-part message in MIME format.
> --
> This message has been processed by Symantec's AntiVirus Technology.
>
> Unknown.data was not scanned for viruses because too many
> nested
levels of files were found.
>
>
> For more information on antivirus tips and technology, visit
> http://ses.symantec.com/
> --
> Date: Wed, 22 Nov 2006 11:47:39 -0800 (Pacific Standard Time)
> From: "kyle" <[EMAIL PROTECTED]>
> References: <[EMAIL PROTECTED]>
> To: 
> Subject: RE: [hlds] Server counterpart for
> cl_restrict_server_commands
> X-Plaintext: Picked text/plain from multipart/alternative
>
> --
> [ Picked text/plain from multipart/alternative ]
> ;) :)
>
> ---Original Message---
>
> From: Jason O. Washburn
> Date: 11/22/2006 10:26:36 AM
> To: hlds@list.valvesoftware.com
> Subject: RE: [hlds] Server counterpart for
> cl_restrict_server_commands
>
> Kyle you crack me up:-)
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of kyle
> Sent: Wednesday, November 22, 2006 10:12 AM
> To: hlds@list.valvesoftware.com
> Subject: RE: [hlds] Server counterpart for
> cl_restrict_server_commands
>
> --
> [ Picked text/plain from multipart/alternative ]
> You don't even know the definition of forum Troll do you retard.
>
> #1: I post on this forum maybe twice a month so im no forum troll
> you pathetic cum drinker.
> #2:  Lod is and always has been a bunch of total losers.  fuck off
> scumbag. After having stated my thoughts,  i will no longer respond
> to you or any
> other retard who post on this topic.   and 3rd:  If Alfred wants to
> remove
> me from this thread thats his right to do so and i respect that
> which is more then i can say for you.
>
> Now proceed to stick a rag into your cars gas tank and light it on
> fire and stand really close to it.
> P.S. if you have any relatives get them crowded around the vehicle

also.

>
> ---Original Message---
>
> From: L.o.D.
> Date: 11/22/2006 7:58:34 AM
> To: hlds@list.valvesoftware.com
> Subject: RE: [hlds] Server counterpart for
> cl_restrict_server_commands
>
> --
> [ Picked text/plain from multipart/alternative ]
> Oh look, the king troll is calling someone else a troll. Talk about
> calling the kettle black. Kyle, why don't you just unsubscribe &
> leave the mature people alone since
> you're not possibly able to not lash out like a child.
> I'm surprised Alfred hasn't removed you.
>
> ---Original Message---
>
> From: kyle
> Date: 11/22/06 10:51:06
> To: hlds@list.valvesoftware.com
> Subject: RE: [hlds] Server counterpart for
> cl_restrict_server_commands
>
> --
> [ Picked text/plain from multipart/alternative ]
> Wow your a fucking major TROLL Edward.  I count at least 8 or more
> thread replies in the last hour or so.  You must be the biggest
> loser with no fucking life at all to have to skim through every
> single post and reply to
> them.One of your replies just says "Agreed"   you have to

comm

[hlds] Problem with Dark Messiah

2006-11-03 Thread Kingsley Foreman

My servers are telling me to update however Im getting this error.


HldsUpdateTool.exe -command update -game darkmessiah -dir .
Checking bootstrapper version ...
Updating Installation
The content 'MM_MP_Sound' is not available from this account


Kingsley Foreman
Senior Content Administrator / Content Management Group

=
Internode Systems Pty Ltd

PO Box 284, Rundle Mall 5000
Level 1, 132 Grenfell Street, Adelaide 5000
Phone:  +61 8 8228 2978
Fax:+61 8 8235 6978
Web:http://www.internode.on.net
   http://games.internode.on.net
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Re: [hlds] The Ship updates released

2006-09-13 Thread Kingsley Foreman

I also care...guys grow up.

- Original Message -
From: "Andrew Armstrong" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, September 14, 2006 8:23 AM
Subject: RE: [hlds] The Ship updates released



I care, we have Ship servers - Thanks for the update Jason

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Megatron
Sent: Thursday, 14 September 2006 8:01 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] The Ship updates released

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

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

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

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

Jason


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

2006-08-24 Thread Kingsley Foreman

yer im seeing this on some "funnmap maps" eg rats.

- Original Message -
From: "Adam Sando" <[EMAIL PROTECTED]>
To: 
Sent: Friday, August 25, 2006 12:44 PM
Subject: RE: [hlds] Counter-Strike: Source update released



I'm finding my server only seems to bite the bullet when it tries to
load "some" non-valve maps.

I'm just going through some maps during my lunch break to try work out
what the trigger is. If its occurring on vanilla servers with no 3rd
party mods, I'd assume people on this list have already tried disabling
Metamod, etc?

Regards,
Adam "fLAiL" Sando.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Whisper
Sent: Friday, 25 August 2006 12:00 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Counter-Strike: Source update released

--
[ Picked text/plain from multipart/alternative ] Mani is fixed afaik

Its just a changed gametypes.txt

http://www.mani-admin-plugin.com/mani_admin_plugin/gametypes/gametypes.t
xt

Cheers

On 8/25/06, Matt Albiniak <[EMAIL PROTECTED]> wrote:


actually, we're running a naked server (disabled /addons) with no
customs in rotation on windows. it crashes, oh, every other map.
rented from nuclearfallout for those keeping score at home.

On 8/24/06, [DumB]TeXas <[EMAIL PROTECTED]> wrote:
> Well 1.1.0zi does 'work', as in; it will start and everything will
appear to
> be working - admin menu works and most admin commands (not slay)
> works
from
> what I could see. However, the second a player dies the server dies
> with
it.
> So in other words, its not exactly of much use... :P
>
> The new update was not too bad; the new radar is kind of nice if you



> ask me... I would however not say that a new and fancy radar is
> worth
breaking
> just about any 3rd party plugin running at any server out there
though...
>
> Surely you know by now that probably the majority of
counter-strike:source
> servers out there is running the mani admin plugin for an example.
> Has
it
> not occurred to you that it might be worth putting a bit extra time
> into making sure that at least the major ones will be working with
> your new updates?
>
> You could for an example have a dev section at your forums, where
registered
> developers for the major 3rd party plugins could get access to new
updates
> and information a few days in advance so that they could debug and
update
> their plugins before the update was released to the general public.
> Just throwing an idea out there, Imo _something_ should be done to
> improve
this
> either way. (The issue with updates breaking everything happens just
about
> every time)
>
> It wouldn't kill you to postpone the full release a few extra days,
> nor would it kill you to take better care of your customers and the
> people
that
> is actually developing for your games and running the servers making
your
> games the success they are! Remember that in the end valve wouldn't
> be
this
> great if there were no people interested in running game servers out
there
> and coding plugins and mods. Spending some extra time, effort and
> money
to
> make life a bit easier for those could be a good idea. ;)
>
> My 2 cents...
>
> TeX.
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Matt
> Albiniak
> Sent: 25. august 2006 01:52
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Counter-Strike: Source update released
>
> rumor is 1.1.0zi works, but the beta series is having trouble. i'm
> running 1.2betaN rc2, and it's definitely having trouble.
>
> On 8/24/06, Link Pankratz <[EMAIL PROTECTED]> wrote:
> > Does Mani have a fix out yet?
> >
> > Link
> >
> > Matt Albiniak wrote:
> > > fyi - breaks mani-admin-plugin. please keep your hands and feet
inside
> > > the car at all times..
> > >
> > > On 8/24/06, Whisper <[EMAIL PROTECTED]> wrote:
> > >> --
> > >> [ Picked text/plain from multipart/alternative ] My 1 man
> > >> campaign paid off
> > >>
> > >> Thanks guys
> > >>
> > >> On 8/25/06, Jason Ruymen <[EMAIL PROTECTED]> wrote:
> > >> >
> > >> > Updates to Counter-Strike: Source have been released.  Unless
your
> are
> > >> > running a Linux server that auto-updates, please
> > >> > hldsupdatetool
to
> get
> > >> > the update.  The changes are:
> > >> >
> > >> > Counter-Strike: Source:
> > >> > *   The radar display has been enhanced
> > >> > *   de_train has received a High Dynamic Range (HDR)

lighting

> > >> > treatment, as well as some bug fixes and layout tweaks
> > >> > *   The player's eye height while crouching now matches

their

> > >> > in-game player model eye position more closely
> > >> > *   SourceTV now shows the weapon in first-person view
> > >> > *   SourceTV supports the tv_transmitall command
> > >> > *   Assorted exploit fixes
> > >> >
> > >> > Jason
> > >> >
> > >> > ___
> > >> > To unsubscribe, edit your list preferences, or view the list
> archives,
> > >> > please visit

Re: [hlds] More on Server FPS

2006-08-12 Thread Kingsley Foreman

rcon stats command.

Kingsley

- Original Message -
From: "Frazer" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, August 12, 2006 10:06 PM
Subject: [hlds] More on Server FPS



When srcds runs in console mode, it displays and updates the server fps
value on the top line of the console.  This tells me that srcds is
calculating and outputting this value, at least to the console.  My
question
is:  does anyone know of any possible way for an external application to
query and obtain this value directly from srcds?

Alfred?

Frazer



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Whisper
Sent: Saturday, August 12, 2006 7:23 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Re: hlds digest, RE: 1000fps

--
[ Picked text/plain from multipart/alternative ] Was this on a single CPU
or
Dual CPU or greater server?

Can you install a non-acpi edition on multi CPU systems?

On 8/12/06, Tim Renshaw <[EMAIL PROTECTED]> wrote:


Just ran a test box with non acpi install of 2003 web edtion, and can
confirm that  it gives better fps and getting between 850 & 950 fps...
bit different from 512! with fps_max 1000 :)

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Re: [hlds] srcds Interface Binding

2006-07-14 Thread Kingsley Foreman

In the command line add
+ip xxx.xxx.xxx.xxx

Kingsley

- Original Message -
From: "Frazer" <[EMAIL PROTECTED]>
To: 
Sent: Friday, July 14, 2006 9:20 PM
Subject: [hlds] srcds Interface Binding



On a host with 2 or more network interfaces, is there a way to bind an
srcds
instance to a specific interface (IP Address)?

Thanks,

Frazer.

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Re: [hlds] srcds Crashing Woes

2006-07-02 Thread Kingsley Foreman

it is mani doing it,

if you remove that the servers are nice and stable.

Kingsley

- Original Message -
From: "Paladin82" <[EMAIL PROTECTED]>
To: 
Sent: Monday, July 03, 2006 7:41 AM
Subject: RE: [hlds] srcds Crashing Woes



Here is my set up.

Win2k3
DoD:S
VAC, CVAR-X v1.0, SBS v1.1
Mani Admin Plugin v1.2BetaN, MetaMod:Source v1.2.3

The only time I notice a crash since the update is when one of the new
maps
loads right after the other. So for example if I load Colmar then Jagd I
crash on Jagd, if I load Jagd then Colmar I crash on Colmar, now if I load
Colmar then Anzio then Jagd or the opposite no problem.

Also no errors in the logs and no I don't have access to the event logs.

Very strange...

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On
Behalf Of Erling K. Sæterdal
Sent: Sunday, July 02, 2006 11:13 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] srcds Crashing Woes

You should see the callstack without the symbol files, but they will not
show the source where it crashes ( but some asm ).
And srcds does not ship with symbol files, offcourse that could come in
handy at times:) But most of the time when srcds crashes its the plugin
that
does something wrong ( Im my xp at least ).

Want a Basic Admin Tool for your Source server?
http://forums.alliedmods.net/showthread.php?p=343034

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Frazer
Sent: 2. juli 2006 17:38
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] srcds Crashing Woes

Well, your point about access to the Event Log on rented servers is very
well taken and would prevents that approach, without the cooperation of
the
hoster.

Now, my vs.net debugging is rusty - so I stand to be corrected but:  do
you
not have to have the symbols file (.dpg or .dbg) accessible to vs.net in
order to obtain the call stack frames, etc?  Some mods ship with these
files
- but not all.  (Which is to be expected, since apps compiled with "debug"
are not quite as performant).  I have not been able to locate a symbols
file
for srcds.exe - I don't think one is shipped.

The vast majority of exceptions are trappable in exception handling
blocks.
Exception wrapping is a bit of a coding pain, to be sure, but eventually,
as
with all good coding practices, it become habit.  Even if the server Event
Log is not the best choice - dropping a simple "It was me that bombed your
server" message in text file would go a long way to helping mod users
isolate issues.  It's not a criticism - it's just a suggestion.

I don't think downloading, installing and figuring out VS.NET Express is
something that a lot of server admins have the time or patience to work
through.  I don't think they should have to.

greets,
Frazer





-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Erling K. Sæterdal
Sent: Sunday, July 02, 2006 11:12 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] srcds Crashing Woes

hehe,

Well I'm sure we can get better at adding try/catch I certainly can. But
adding any errors we find to event log would not be that helpful. As those
admins who rent servers are likely not to have access to the event log (
Also I don't think admins are gonna check the event log for errors
regarding
their servers, their gonna check the server logs + admin tool logs ). So
the
challage is to get a meaning full error into there.

And the reason i replyed, to make my previus email more clear. "anyone"
should be able to find out what crashed their server ( as long as they can
download the crash files from the srcds root folder).
Simple download VS.net ( 2005 Express Edition is free, i assume it comes
with a debuger ). Open the dump file. Find the callstack window, and there
you should see what plugin last did something (You may have to scroll a
bit
down).
Then simply contact the author of that tool, and give him the crash dump.
Offcourse a certain way of reproducing the crash is allways better in my
book ;)

Want a Basic Admin Tool for your Source server?
http://forums.alliedmods.net/showthread.php?p=343034

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Frazer
Sent: 2. juli 2006 13:27
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] srcds Crashing Woes

Thanks for the tip on the crashdump - trying that now to see if it
isolates
things a bit better.  As to "predicting where the bugs are gonna happen" -
the whole point of wrapping ALL non-trivial blocks of code in
error-reporting exception handling is exactly that "we" don't know where
the
bugs are :)


http://gearbox.oathill.com/cbb/blogs/dawgs_blawg/archive/2006/06/06/32.aspx


cheers,

Frazer




-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Erling K. Sæterdal
Sent: Saturday, July 01, 2006 10:32 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] srcds Crashing Woes

If your running a windows server, then your srcds 

Re: [hlds] Day of Defeat: Source update coming soon

2006-06-28 Thread Kingsley Foreman

like 28 :)

Kingsley

- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, June 29, 2006 11:07 AM
Subject: RE: [hlds] Day of Defeat: Source update coming soon



There are only so many hours in the day.

Darrel wrote:

Out of honest curiosity, why did HL2DM not ever get a spectator mode?






- Added film grain and color correction cinematic effects while in
spectator



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Re: [hlds] Day of Defeat: Source update coming soon

2006-06-28 Thread Kingsley Foreman

and of course by here i ment
http://games.internode.on.net/content.php?mode=reviews&id=29

Kingsley

- Original Message -
From: "Kingsley Foreman" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, June 29, 2006 10:44 AM
Subject: Re: [hlds] Day of Defeat: Source update coming soon



I got to playtest these maps they were great,

I wrote a dodgy little review here.

Kingsley

- Original Message -
From: "James McKenna" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, June 29, 2006 10:36 AM
Subject: Re: [hlds] Day of Defeat: Source update coming soon



Sounds great! Thanks guys!
- Original Message -
From: "Jason Ruymen" <[EMAIL PROTECTED]>
To: ; 
Sent: Wednesday, June 28, 2006 5:47 PM
Subject: [hlds] Day of Defeat: Source update coming soon



An update to Day of Defeat: Source will be released within the next hour
or so.  Linux servers will be updated automatically.  Windows servers
will need to run the hldsupdatetool to get this update.

Here are the changes for this update:

- Added new Detonation game mode
- Added two new Detonation maps: Jagd and Colmar
- Added film grain and color correction cinematic effects while in
spectator
- Optimizations to the player animation blending system
- Improved bullet and melee attack hit detection
- New shaders added
- Image-based texture blending
- Light warping
- Phong Shading/Rim Lighting on player models
- Added support for bloom on DX8 video cards
- Added vertex lighting to props.
- Fixed a case where players could get under terrain in Argentan
- Weapon balance changes
- Shortened BAR reload time
- Garand - reduced recoil and fire delay
- Made it more difficult for players to repeatedly block the same cap in
order to rack up defend points
- Added CVAR cl_autorezoom - set to 0 to not rezoom sniper rifles and
rocket weapons
- Fixed player being able to clear mg42 heat by undeploying and
redeploying while reloading
- Added blocking walls to enemy spawn entrances
- Fixed stepping over window ledges in Avalanche

Jason


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Re: [hlds] Day of Defeat: Source update coming soon

2006-06-28 Thread Kingsley Foreman

I got to playtest these maps they were great,

I wrote a dodgy little review here.

Kingsley

- Original Message -
From: "James McKenna" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, June 29, 2006 10:36 AM
Subject: Re: [hlds] Day of Defeat: Source update coming soon



Sounds great! Thanks guys!
- Original Message -
From: "Jason Ruymen" <[EMAIL PROTECTED]>
To: ; 
Sent: Wednesday, June 28, 2006 5:47 PM
Subject: [hlds] Day of Defeat: Source update coming soon



An update to Day of Defeat: Source will be released within the next hour
or so.  Linux servers will be updated automatically.  Windows servers
will need to run the hldsupdatetool to get this update.

Here are the changes for this update:

- Added new Detonation game mode
- Added two new Detonation maps: Jagd and Colmar
- Added film grain and color correction cinematic effects while in
spectator
- Optimizations to the player animation blending system
- Improved bullet and melee attack hit detection
- New shaders added
- Image-based texture blending
- Light warping
- Phong Shading/Rim Lighting on player models
- Added support for bloom on DX8 video cards
- Added vertex lighting to props.
- Fixed a case where players could get under terrain in Argentan
- Weapon balance changes
- Shortened BAR reload time
- Garand - reduced recoil and fire delay
- Made it more difficult for players to repeatedly block the same cap in
order to rack up defend points
- Added CVAR cl_autorezoom - set to 0 to not rezoom sniper rifles and
rocket weapons
- Fixed player being able to clear mg42 heat by undeploying and
redeploying while reloading
- Added blocking walls to enemy spawn entrances
- Fixed stepping over window ledges in Avalanche

Jason


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Re: [hlds] Thanks, Valve, for ANOTHER update that CRASHES HL2!!!

2006-05-28 Thread Kingsley Foreman

looks and go why didnt u take part in the beta test to make sure this didnt
happen to u then?

Kingsley


- Original Message -
From: "Robert Wade" <[EMAIL PROTECTED]>
To: 
Sent: Monday, May 29, 2006 7:59 AM
Subject: [hlds] Thanks, Valve, for ANOTHER update that CRASHES HL2!!!



What IS IT with Valve?  I am so sick of putting up with this.  The last
update has made HL2 multiplayer games unable to startup.  Judging by
the
posts on the Steam forums, I'm not alone.  Valve can't do anything right.
And with a long weekend, they've screwed up the game so that we can't play
it.  Of course, do they care?  Nope, THEY are probably enjoying a long
weekend.

Customer service is non-existent these days.  I hope Valve folds.



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Re: [hlds] Counter-Strike update

2004-06-30 Thread Kingsley Foreman
are u running amxmodx
- Original Message -
From: "Tony" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, June 30, 2004 6:29 PM
Subject: Re: [hlds] Counter-Strike update


> Has anyone noticed any more lag issues? All seemed ok when hotfix came out
> but since the official update seem to be getting some lag issues and also
> channel overflow errors
>
>
> - Original Message -
> From: "Alfred Reynolds" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>; <[EMAIL PROTECTED]>
> Sent: Tuesday, June 29, 2004 2:49 AM
> Subject: [hlds] Counter-Strike update
>
>
> > We have released an update for Counter-Strike via Steam. This update
> > includes a fix for the lag introduced by the recent hitbox fixes and we
> > corrected the printing of say messages to the server console.
> >
> > To get this update you need to run the hldsupdatetool ("steam" under
> > linux and "hldsupdatetool.exe" under win32).
> >
> > More details on the changes can be found here:
> > http://www.steampowered.com/index.php?area=news&id=108847128259867300
> >
> > - Alfred
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
>
>
>
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>
>


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Re: [hlds] Latest Win Version, HLDS - Lag Issue

2004-06-23 Thread Kingsley Foreman
what don't all you gsp's go away and let this list go to what it was,

I don't care if you are loosing money,
i don't care which gsp has the largest "assets"

and i sure most people don't care to listen to Roc and Shane bickering
between each other
im fairly sure if you took it off the list (yes send email to [EMAIL PROTECTED]
or [EMAIL PROTECTED])
no one would miss it.

I would much rather see,
I need help with amx, or what are the best server settings then
crying about how valve are killing your business.

if u want to do that make your own list

Kingsley


- Original Message -
From: "Roc" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, June 24, 2004 2:44 PM
Subject: Re: [hlds] Latest Win Version, HLDS - Lag Issue


> no, my opinion in which you didn't like!
> too bad
> - Original Message -
> From: "Shane Robinett" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Wednesday, June 23, 2004 11:24 PM
> Subject: Re: [hlds] Latest Win Version, HLDS - Lag Issue
>
>
> > And your reply added.. what value?
> > - Original Message -
> > From: "Roc" <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Sent: Wednesday, June 23, 2004 5:10 PM
> > Subject: Re: [hlds] Latest Win Version, HLDS - Lag Issue
> >
> >
> > > Wow, you really added to this thread, thanks
> > > So typical. lol
> > >
> > > Regards
> > > - Original Message -
> > > From: "Shane Robinett" <[EMAIL PROTECTED]>
> > > To: <[EMAIL PROTECTED]>
> > > Sent: Wednesday, June 23, 2004 3:49 PM
> > > Subject: Re: [hlds] Latest Win Version, HLDS - Lag Issue
> > >
> > >
> > > > Spoken like a true non-developer
> > > > - Original Message -
> > > > From: "Roc" <[EMAIL PROTECTED]>
> > > > To: <[EMAIL PROTECTED]>
> > > > Sent: Wednesday, June 23, 2004 1:16 PM
> > > > Subject: Re: [hlds] Latest Win Version, HLDS - Lag Issue
> > > >
> > > >
> > > > > I gave up and shut down till something's done.
> > > > >
> > > > > Maybe, just maybe, if everyone did the same for a show of unity
and
> to
> > > > send
> > > > > a message that we're tired of the bullshit maybe just maybe we'd
get
> > > > through
> > > > > to valve just a thought.
> > > > >
> > > > > Regards
> > > > > - Original Message -
> > > > > From: "Pawel Dabrowski" <[EMAIL PROTECTED]>
> > > > > To: <[EMAIL PROTECTED]>
> > > > > Sent: Wednesday, June 23, 2004 9:09 AM
> > > > > Subject: RE: [hlds] Latest Win Version, HLDS - Lag Issue
> > > > >
> > > > >
> > > > > > Just wanna verify those who had this problem are you still
having
> it
> > > > with
> > > > > > the latest mp.dll?
> > > > > > Is there any other fix anyone knows of appart from replacing the
> > > mp.dll
> > > > to
> > > > > > the older one?
> > > > > >
> > > > > > Pawel Dabrowski
> > > > > >
> > > > > >
> > > > > > -Original Message-
> > > > > > From: [EMAIL PROTECTED]
> > > > > > [mailto:[EMAIL PROTECTED] Behalf Of Shane
> > Robinett
> > > > > > Sent: 16 June 2004 14:42
> > > > > > To: [EMAIL PROTECTED]
> > > > > > Subject: [hlds] Latest Win Version, HLDS - Lag Issue
> > > > > >
> > > > > >
> > > > > > This is a multi-part message in MIME format.
> > > > > > --
> > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > Windows systems, Intel - Win 2003 environments, dual processor
> > > > > >
> > > > > > I have 14 open calls from public server clients reporting lag
> > issues.
> > > > > 10-30
> > > > > > second freezes for client connections.  Restarting the server
> seems
> > to
> > > > > > resolve it, for a short term.  Problem appears to have started
in
> > the
> > > > last
> > > > > > day or two.
> > > > > >
> > > > > > Valve - If you need access to some of our resources, just let me
> > know.
> > > > > > Happy to provide test servers for your breaking amusement!
> > > > > >
> > > > > > --Shane
> > > > > > PHXX.NET
> > > > > > --
> > > > > >
> > > > > >
> > > > > > ___
> > > > > > 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
> > > > >
> > > >
> > > >
> > > > ___
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archives,
> > > please visit:
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> > > >
> > >
> > >
> > >
> > > ___
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Re: [hlds] Latest Win Version, HLDS - Lag Issue

2004-06-23 Thread Kingsley Foreman
u mean to good old days when the list help problems
not just complain about loosing money

Kingsley

- Original Message -
From: "Guido" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, June 24, 2004 8:12 AM
Subject: Re: [hlds] Latest Win Version, HLDS - Lag Issue


> We get the point. Why are you making a dram out of this? didn't you see
> Alfred's post? I see on some posts that people long for the good old days
of
> this list. I havent been here that long, but im sure that 'The Good Ol'
> Days' are much better then this, when people like Roc, keep complaining,
and
> thats not helping anyone is it? Roc, please, you made 5 posts already, we
> get your point.
> - Original Message -
> From: "Roc" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Wednesday, June 23, 2004 6:34 PM
> Subject: Re: [hlds] Latest Win Version, HLDS - Lag Issue
>
>
> > Ok, I do understand the developers view.
> >
> > Now, I am not a subscriber but lets try the subscribers view!
> >
> > A subscribing customer who bought Condition Zero (for instance) through
> > STEAM to play online does not care one bit about the developing end of
it
> or
> > if the game is 5 years old!
> > They just want what they are subscribing for to work.  :)
> >
> > Or the guy who sells servers view.
> > He stands to lose customers when Admin thinks his service stinks because
> he
> > gets 14 or more complaints about lag.
> >
> > Regards
> >
> > - Original Message -
> > From: "Darren J. Mason" <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Sent: Wednesday, June 23, 2004 5:44 PM
> > Subject: RE: [hlds] Latest Win Version, HLDS - Lag Issue
> >
> >
> > > Like someone said earlier - "spoken like a true non-developer"
> > >
> > > I am not taking your post the wrong way. Like many here I develop
> software
> > > for a living. Very rare is the occasion that a product is made 100%
> > > perfectly with no need for any future patches or upgrades. Even the
best
> > and
> > > brightest minds can work hard on an upgrade or patch and still don't
> have
> > > 100% oversight/foresight to know and understand what "might" happen
(in
> > this
> > > case lag was introduced) or the affects of the new patch/upgrade on
the
> > > existing system.
> > >
> > > This doesn't mean the lag bug doesn't bother the heck out of me or do
I
> > > think it's acceptable. But, did you fail to see that Alfred took the
> time
> > to
> > > post that they were already testing a fix for this!?! Gee this means
> that
> > > from day one (ok maybe day two) Valve was listening to us here and
> > > investigating the issue, discovered a true issue, and started created
a
> > fix
> > > for it.
> > >
> > > This is not ass kissing as you suppose - I do not currently, nor have
I
> > ever
> > > received any benefit from posting pro-Valve, or anti-valve comments
here
> > or
> > > anywhere else. Pardon me, the single and most important benefit is
that
> I
> > > have a place to post and Valve does have people who take the time to
> > answer.
> > >
> > > P.S. Alfred - this post should put me over the top in qualifying for
the
> > > pre-release HL2 copy many others have already received. I hope you and
> the
> > > guys could find it in your heart to email it to me right away! ;)
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] Behalf Of Roc
> > > Sent: Wednesday, June 23, 2004 2:07 PM
> > > To: [EMAIL PROTECTED]
> > > Subject: Re: [hlds] Latest Win Version, HLDS - Lag Issue
> > >
> > >
> > > wow, you obviously are reading my post the wrong way.  I was trying to
> > make
> > > a point that here we go yet again with another problem that should've
> been
> > > worked on before release!
> > >
> > > Rolling back while helps is not recommended, can't you read? (see I
can
> > > flame too)
> > >
> > > Stop kissing up to valve, it doesn't matter if the game is old or new
I
> > was
> > > making a point. A valid one at that.  :)
> > >
> > > Regards
> > >
> > > - Original Message -
> > > From: "Darren J. Mason" <[EMAIL PROTECTED]>
> > > To: <[EMAIL PROTECTED]>
> > > Sent: Wednesday, June 23, 2004 1:53 PM
> > > Subject: RE: [hlds] Latest Win Version, HLDS - Lag Issue
> > >
> > >
> > > > wow, you sure got a bug up your bum!
> > > >
> > > > Seriously, think about all that has transpired since the
> implementation
> > of
> > > > Steam and the number of times something like this has happened.
While
> we
> > > all
> > > > have had our moments of being pissy and wishing things would get
done
> > > > faster, smoother, and more reliably, all in all the ball has been
> > rolling
> > > in
> > > > the right direction without too much trouble. Besides, you can
> download
> > > the
> > > > old mp.dll like everyone else - or don't you know how to download.
> > > >
> > > > Geez boy, you are dealing with a 5 year old game anyway - give it a
> > rest.
> > > >
> > > > Half life 2 will be out in another year, hang in there!
> > > >
> > > > -Origina

Re: [hlds] HLDS64 For Windows ???

2004-06-12 Thread Kingsley Foreman
what a load of bollocks,
only server other then CS that supports 64bit atm is UT2k4 afaik (I might be
wrong).
and that is linux only. so I guess you are going to stop running every game
that is out atm.
not to mention we are talking about a bit of software that isn't even out
yet
And has nothing to do with anti-trust.
It isn't A MS product that only works on a MS platform
Kingsley

- Original Message -
From: "StealthMode" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, June 13, 2004 12:40 PM
Subject: RE: [hlds] HLDS64 For Windows ???

Considering the majority of cs servers are run on win32, and soon win64
I'd
say VALVe was about to alienate the market in order to favor one portion
of
the market. Bad move on their part, at least other game server companies
offer 64 bit versions of their servers. Guess its time to start leasing
other games and drop hlds altogether for us win64 owners. Forcing someone
to
run a different os to carry your product for their customers. Wasn't that
anti-trust when it came to microcrap?

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