Re: [hlds] Anti-Spam commands

2001-10-20 Thread Mad Ad



Yes!  
 
What you want is these (values shown are 
default)
 
tfc_spam_limit 20  (sets number of messages 
allowed per minute)
tfc_spam_penalty1 8  (level1 gagging 
punishment)

tfc_spam_penalty2 2  (level2 gagging 
punishment)
 
 
The limit sets the max text messages they can do in 
one minute.  Default is 20, somewhere about 12-14 is sensible.  
Penalty one sets the amount of time they are initially gagged for, and penaly2 
sets the additional time added for each extra spammed message.
 
E.g.  Someone hits their 
'!!!LOL--Headshot!!--LOL!!! bind 20 times in a minute.  the 21st time they 
will recieve a message saying they have been quietened for 9 seconds for 
spamming (yeah i know its set at 8, but it always does 9) ... If they shut up, 9 
secs will pass, and they can talk again.  IF they continue tryiing to spam, 
each message adds 2 secs gagging to their total gag time.
 
Ours are now set up at _limit 12  _penalty1 
20  _penalty2 30.  12 spams a minute allowed, on 13th gets a 20 sec 
gag, and each extra spam after that gets them an extra 30 secs.
 
Hope its clear now :)
 
Ad
{mad Ad]
 

  - Original Message - 
  From: 
  Matrix11 
  To: [EMAIL PROTECTED] 
  
  Sent: Saturday, October 20, 2001 2:19 
  PM
  Subject: Re: [hlds] Anti-Spam 
  commands
  
  Thanks for the info, do you know if this works in 
  OZ-Death match?  I used to have a really great server.cfg that came with 
  a Linux HDLS tool i was using (when i ran Linux) but i lost it and the tool 
  isn't available any more.  If I remember correctly, set a wait period 
  that had to expire before you could write another message. 
   
  Ring any one's bell?
   
  Matrix
   
  - Original Message - 
  
    From: 
Mad Ad 

To: [EMAIL PROTECTED] 

Sent: Thursday, October 18, 2001 10:39 
AM
Subject: Re: [hlds] Anti-Spam 
commands

HAHAHAHA!!!  Im sorry Matrix - For some 
reason this went in my GSP admin mail, probably cuz we have a matrix too, so 
Ive replied as If it was talking to him.  I didnt realise till I saw 
the reply on here.
 
What you want is these (values shown are 
default)
 
tfc_spam_limit 20  (sets number of 
messages allowed per minute)
tfc_spam_penalty1 8  (level1 gagging 
punishment)

tfc_spam_penalty2 2  (level2 gagging 
punishment)
 
 
Sorry for the confusion
 
Ad

  - Original Message - 
  From: 
  Mad Ad 
  
  To: [EMAIL PROTECTED] 
  
  Sent: Wednesday, October 17, 2001 
  5:10 AM
  Subject: Re: [hlds] Anti-Spam 
  commands
  
  I'll including a reduction to the per 
  minute count in the next update - id already seen that it could be 
  reduced, but that needs adding to the server cfgs - ty for reminding 
  me.
  
- Original Message - 
From: 
Matrix11 
To: [EMAIL PROTECTED] 
Sent: Tuesday, October 16, 2001 
1:22 AM
Subject: [hlds] Anti-Spam 
commands

 
I'm getting a lot of idiots spamming 
messages while playing.  Any one know the variable to limit 
this?
 
Thanks
 
Matirx11


Re: [hlds] RE: [hlds][OT] MicroShaft

2001-10-18 Thread Mad Ad

It wouldn't be so bad if they were making profits by selling high volumes of
well designed software thru the customers choosing and paying for quality on
an even playing field.  That's competition. However they do not, they
utilise their position as the dominant oligopoly player to muscle $£Y out of
the words companies and homes selling, well, s**t (in some opinions) because
the users have little, or no choice.

If M$ makes a product, or solution, then if its poor, or primitive, then if
users have no other choice that rubbish becomes the only solution, however
poor.  Combine this with the constant driving of the O/S to replace all the
(by M$ standards) outdated stuff, you have holes in operation appearing all
the time thru stuff that worked perfectly well as a solution becoming
outdated or not supported, with good ole M$ to the helm to plug the hole.

Among the many areas they affect, the latest 2 stunts on my 'why I hate M$'
list are the proposed licensing changes and the XP no ogl farce. Wtf are
they? Enablers? no, providers? certainly not- they are controllers, with the
primary aim of making money thru the market having limited options, and not
succeeding by giving value for money or innovative design

Rah!

Ad


- Original Message -
From: "Stan Hoeppner" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, October 17, 2001 10:39 AM
Subject: RE: [hlds] RE: [hlds][OT] MicroShaft


> > I'm so tired of
> > hearing people rip on
> > Microsoft.
>
> I used to feel like you Tony.  It's just that after supporting and
> implementing Microsoft products over the years, and trying to fix the
> "unfixable" due to crappy software engineering, I'm finally to the point
> that I've had my fill.
>
> The problem Microsoft has always had is they must continually "change" so
> many aspects of their products, as to say that is enough "enhancement" in
> the new versions, to get people to pay $$ for upgrades.  One result of
this
> is, an admin must completely relearn in many cases just how to get to a
> configuration screen, or a system tool.  To me, this is just stupid, and
> only one example.
>
> StanTheMan
> TheHardwareFreak
> www.hardwarefreak.devastation.cc
> [EMAIL PROTECTED]
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds



Re: [hlds] Anti-Spam commands

2001-10-18 Thread Mad Ad



HAHAHAHA!!!  Im sorry Matrix - For some reason 
this went in my GSP admin mail, probably cuz we have a matrix too, so Ive 
replied as If it was talking to him.  I didnt realise till I saw the reply 
on here.
 
What you want is these (values shown are 
default)
 
tfc_spam_limit 20  (sets number of messages 
allowed per minute)
tfc_spam_penalty1 8  (level1 gagging 
punishment)

tfc_spam_penalty2 2  (level2 gagging 
punishment)
 
 
Sorry for the confusion
 
Ad

  - Original Message - 
  From: 
  Mad Ad 
  
  To: [EMAIL PROTECTED] 
  
  Sent: Wednesday, October 17, 2001 5:10 
  AM
  Subject: Re: [hlds] Anti-Spam 
  commands
  
  I'll including a reduction to the per minute 
  count in the next update - id already seen that it could be reduced, but 
  that needs adding to the server cfgs - ty for reminding me.
  
- Original Message - 
From: 
Matrix11 
To: [EMAIL PROTECTED] 
Sent: Tuesday, October 16, 2001 1:22 
AM
Subject: [hlds] Anti-Spam 
commands

 
I'm getting a lot of idiots spamming messages 
while playing.  Any one know the variable to limit this?
 
Thanks
 
Matirx11


Re: [hlds] Anti-Spam commands

2001-10-16 Thread Mad Ad



I'll including a reduction to the per minute 
count in the next update - id already seen that it could be reduced, but 
that needs adding to the server cfgs - ty for reminding me.

  - Original Message - 
  From: 
  Matrix11 
  To: [EMAIL PROTECTED] 
  Sent: Tuesday, October 16, 2001 1:22 
  AM
  Subject: [hlds] Anti-Spam commands
  
   
  I'm getting a lot of idiots spamming messages 
  while playing.  Any one know the variable to limit this?
   
  Thanks
   
  Matirx11


Re: [hlds] help

2001-10-13 Thread Mad Ad



me too - please let this appear :)
 
Ad

  - Original Message - 
  From: 
  [EMAIL PROTECTED] 
  To: [EMAIL PROTECTED] 
  
  Sent: Saturday, October 13, 2001 5:55 
  PM
  Subject: Re: [hlds] help
  
  Finally! Waahoo!
  
- Original Message - 
From: 
HoundDawg 
To: [EMAIL PROTECTED] 

Sent: Saturday, October 13, 2001 9:23 
AM
Subject: Re: [hlds] help

Yes, it made it.
HoundDawghttp://www.phpGamingSite.comhttp://www.unitedadmins.comhttp://www.unitedadmins.com/hlbp
- Original Message - 
From: [EMAIL PROTECTED] 
To: [EMAIL PROTECTED] 

Sent: Saturday, October 13, 2001 9:12 AM
Subject: Re: [hlds] help

None of my messages have made it through, and 
I've sent several. Is this making it, or does the list still hate 
me?
 

  - Original Message - 
  From: 
  Jole 
  St.Onge 
  To: [EMAIL PROTECTED] 
  
  Sent: Saturday, October 13, 2001 7:03 
  AM
  Subject: [hlds] help
  
  Well this is message #3 I hope it makes it to 
  you guys. I got scared last nite it was way quiet. I still get the mail 
  just none of my messages get posted. Hope things get worked out soon, good 
  luck with the new mail system. If anyone gets this message please send a 
  responce I feel left out.
   
  Thanks,
  Jole 


Re: [OT] RE: RAMdisk to improve map change performance?? Ithinknot

2001-10-10 Thread Mad Ad



- Original Message -
From: "Ken Kirchner" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, October 10, 2001 2:35 AM
Subject: Re: [OT] RE: RAMdisk to improve map change performance?? Ithink not


>
> On Tue, 9 Oct 2001, Stan Hoeppner wrote:
>
> > This might be worth the money for a niche small dedicated app that
doesn't
> > generate much data, but for HLDS files?  My CS dir is 384MB alone!  Any
idea
> > what size RAMdisk you'd need to put all the HLDS files in it?  Would you
> > store your log files there as well?  If not, you've got some surgery to
> > perform on your HLDS config, in order to write out to your physical disk
ban
> > file and logs in REALTIME.  If your server goes down (the machine, not
> > HLDS), bye bye ban file, logs, etc.
> >
> > Suffice it to say, trying to use a RAMdisk to host the files for an HLDS
> > server is a crappy idea.
>
> Well.. trying to use THAT ramdisk might not fly, but I think Quantum makes
> something called an SSD (Solid State Drives or such) which is exactly as
> it sounds.  A hardrive made up of memory chips.  Ungodly performance
> compared to your normal spinning disk type media.  Of course, they are
> expensive as hell! :)  Oh and they werent very big.  I think last I saw
> they were around 1GB max, but it's been awhile.  Cant imagine what a RAID
> set-up with these puppies would be like.  I think the limitations of
> current drive controllers would be the bottleneck.
>
> What you need for the PC is something like the Amiga's RAD device. It was
> a RAM drive that was recoverable after a reboot (usually).  One of the
> many neat tricks the Amiga was able to pull of back in the 80's.
>
> But other than the intial map loading, there isnt a whole lot of disk I/O
> on an hlds server is there (assuming your arent swapping)?
>
>
> --
> Ken Kirchner:  [EMAIL PROTECTED]
> Assistant System Administrator  :  Tel (318)222-2638
> ShreveNet, Inc. :  Fax (318)213-2650
>
> ShreveNet - Your Premium Internet Service Provider!
>
>
>





Re: Request for future versions

2001-10-01 Thread Mad Ad
Title: Message



This request has been made many times over the 
years - I can even suggest a management system for 
client interaction (and others many more good ideas) but its not 
something Valve seems to be planning for addition anytime 
soon.
 
TF2?? Who knows, but i should hope so.
 
Ad
 
[Mad Ad]

  - Original Message - 
  From: 
  [EMAIL PROTECTED] 
  To: [EMAIL PROTECTED] 
  
  Sent: Monday, October 01, 2001 7:41 
  PM
  Subject: Re: Request for future 
  versions
  
  Let me second this request! I run mostly 
  non-valve standard maps, and have quite a few unusual/rare maps cycle through 
  my server. One complaint I get a lot is that it takes too long to download the 
  map, and I loose a lot of players that don't want to wait 15 minutes or more 
  to download the map. I wish I could control the transfer rate so they can 
  download the maps quicker.
   
  ---
  Welcome to Ooks 1001 Maps Pit of 
  Death!
  Now running Severians Mod!New map cycle! More 
  bizarre maps for your fragging pleasure!
  Rules - if it moves, kill it! If it doesn't move, 
  then piss on it!
  63.230.175.147
  
   
   
   
  
- Original Message - 
From: 
Fear. 

To: [EMAIL PROTECTED] 

Sent: Monday, October 01, 2001 11:09 
AM
Subject: Re: Request for future 
versions

That's a feature that makes you wanna smack 
your forehead and say "Doh! Why didn't WE think of that?" That feature would 
be a GODSEND for Servers that play custom maps!
 
Fear.

  - Original Message - 
  From: 
  Timothy J. Outman Jr. 
  To: [EMAIL PROTECTED] 
  
  Sent: Monday, October 01, 2001 10:23 
  AM
  Subject: RE: Request for future 
  versions
  
  
That feature would be very cool!!!  

 
Isn't it possible to increase the download rate for 
HLDS or would that cause players, once connected, to take up too 
much bandwidth?  I seem to remember seeing a setting somewhere that 
does this.
 
Regards,
 
Tim
 
 -Original 
Message-From: Ware, Scott [mailto:[EMAIL PROTECTED]]Sent: 
Monday, October 01, 2001 10:03 AMTo: 
[EMAIL PROTECTED]Subject: Request for future 
versions
I don't think it will make it into Half-Life, 
but maybe in Half-Life 2?
It would be great is you could offload 
downloads to somewhere else.
 
Like Unreal Tournament, you put all the files 
on a web server and tell the game to 
redirect to http://www.webpage.com/utfiles/ 
and you get the file quicker and it does
not effect the game. Works great for LANs! 2MB 
map in under 2 seconds!
 
Wishful thinking...
 
 


Re: Need some Bots

2001-10-01 Thread Mad Ad


I posted for bot help for TFC recently - I didnt get many replying either.

Ive played one server ages ago that was trying them - never seen it since.
If I can find some that are working then I want to try them in public mode
for some fun, even better if they drop out the more u get human players (ala
UT)


Ad
[Mad Ad]

- Original Message -
From: "Timothy J. Outman Jr." <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, October 01, 2001 6:20 PM
Subject: RE: Need some Bots


>
> I would like to have Bots on at least one of my servers as well but
haven't
> found anything that works... any ideas?
>
> Regards,
>
> Tim
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]
> Sent: Monday, October 01, 2001 8:54 AM
> To: [EMAIL PROTECTED]
> Subject: Need some Bots
>
>
>
> I'm looking for some bots I can run on my server. I looked at RhoBot, but
> AFAIKT, it can't be run with another mod. I'm currently running Severians,
> does anyone know of any bots that can be run with other mods like this?
>
>
>
>
>





Re: A Few TFC Issues

2001-10-01 Thread Mad Ad



- Original Message -
From: "HoundDawg" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, October 01, 2001 4:35 PM
Subject: A Few TFC Issues


>
> Now that the new patch has been running on our servers for a little while,
> here are some issues we are experiencing in TFC:
>
> 1) Sometimes after the map changes, half of the players (on a full 18
player
> server) have a hard time joining the game.  Basically, they are stuck in
the
> gui menu for selecting a team.  Either they have to wait a long time or
just
> reconnect to the server.

Agreed, the selection used to be 'stikky' needing a couple of clicks to
choose team sometimes, Ive heard complaints before but it was just an
annoyance then, you got in on the 2nd or 3rd go usually.  BUT, since this
patch, its a lot worse.  Me and others are getting literally stuck -
choosing either team, or auto, or spec just returns you to the choose team
menu over and over again.

Also, can you please please look at the avanti bug where the round restarts
and the grating doors are open, soon to close when the round starts, so
cutting off the 2 teams? Its still happening from time to time.


Thanks

Ad
[Mad Ad]





> 2) Even though I can get the server to run without crashing for a while
(few
> days), every now and then it still crashes.  In fact, with it busy over
the
> weekend, it crashed quite frequently for some reason.
>
> 3) This patch has added a great deal of in game lag.  Modem users can see
> the packet problems especially when they are using the in-game voice
> feature.  So, many of them are opting out of using that at all now.
> Otherwise, just general gameplay and at times, there will be a period
where
> all of the players and gameplay is lagging like we were all playing with a
> latency of 800-1500 while the scoreboard still reports our latency as
40-60.
> This type of lagged gameplay makes it nearly impossible to play at all.
I'd
> hate to be in a match when this happens.
>
> 4) The spy can do frontal knife assaults that kill all light and mediam
> classes with 2-3 swings.  It's much more difficult to get those backstabs
as
> well.  Even though Valve has reported no change in the coding of the spy,
> there is a noticeable difference in gameplay with it.  It may be related
to
> other issues/fixes though.
>
> 5) Players are adapting their BHop/Glide scripts to the patch changes to
> where the HWG is back BHopping with ease again and at the same speed (as
it
> appears anyway, like a hwg BHopping outdistancing a running scout).
>
> 6) At times, respawn players will get killed if another respawns in the
same
> position shortly after.  This somewhat was there prior to 4108 though.
I've
> just experienced it a little more frequently now. =\
>
> Anyway, there is a list of some observances.  Currently, the most annoying
> one is #3.  #2 comes in second with #1 close behind.  #5 will become more
of
> an issue as more players adapt.
>
> Is anyone else experiencing these issues?
>
>
> HoundDawg
> http://www.phpGamingSite.com
> http://www.unitedadmins.com
> http://www.unitedadmins.com/hlbp
>
>
>





Re: Where to find missing resources?

2001-10-01 Thread Mad Ad



Yes, you are correct, all clients have the same pak0.pak files - there
should be one per mod.  You wont need to provide them seperately, but resgen
does list the files in them as a required component.


Ad
[Mad Ad]



- Original Message -
From: <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, October 01, 2001 7:53 PM
Subject: Re: Where to find missing resources?


>
> Yeah, I'm looking in them now. It's a lot easier to get to the PAK files -
> pakscape is great, you can extract all of the files with just a few mouse
> clicks. Too bad it doesn't do WAD files. I'm using Wally to look through
the
> WAD files, but that is very time consuming.
>
> - Original Message -
> From: "HoundDawg" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Monday, October 01, 2001 11:42 AM
> Subject: Re: Where to find missing resources?
>
>
> >
> > Did you happen to check the WAD files?  Most likely, most of those are
in
> > them.  Especially the TFC standard maps. =)
> >
> > HoundDawg
> > http://www.phpGamingSite.com
> > http://www.unitedadmins.com
> > http://www.unitedadmins.com/hlbp
> > - Original Message -
> > From: <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Sent: Monday, October 01, 2001 11:34 AM
> > Subject: Re: Where to find missing resources?
> >
> >
> > >
> > > I've extracted the files from the PAK files I could find, and there
were
> > > quite a few, I'm now down to 132 maps with 436 missing files.
> > >
> > > Question: Can I assume that since the file is in the PAK file that the
> > user
> > > likewise has the file in their PAK file? Most of the files I found
were
> in
> > > the valve/pak0.pak file, and a few were in the tfc/pak0.pak file. Or
> would
> > I
> > > be better off copying all of the extracted files to my server just to
be
> > > safe?
> > >
> > > Hey, this isn't bad! I just recounted my maps, I have 1,698 maps in my
> > > valve/maps directory. I don't have CS installed on my system at all,
so
> I
> > > don't know how many of these are CS files, but most of the maps with
> > missing
> > > files I recognize as non-CS maps - they are mostly screwball maps that
I
> > got
> > > from who knows where. My quest for maps has taught me, among other
> things,
> > > that there are a lot of weird, bizarre and sucky maps out there. There
> are
> > > also a lot of most excellent maps, some hilarious, some challenging
and
> > fun,
> > > and some just downright out stupid. If I have to, I'll just get rid of
> the
> > > maps with missing resources, it's not like I can't find something else
> to
> > > put on my server.
> > >
> > > These are the remaining mising files:
> > >
> > > sprites\ glow02.spr
> > > sound/ambience\ wind2.wav
> > > sound/ambience\*cricket.wav
> > > sound/ambience\*des_wind1.wav
> > > sound/ambience\*dronemachine1.wav
> > > sound/ambience\*dronemachine2.wav
> > > sound/ambience\*dronemachine3.wav
> > > sound/ambience\*flies.wav
> > > sound/ambience\*steamjet1.wav
> > > sound/ambience\*wind1.wav
> > > sound/ambience\*wind2.wav
> > > abuttonfld.wad
> > > ajamedia.wad
> > > gfx/env/alien10bk.tga
> > > gfx/env/alien10dn.tga
> > > gfx/env/alien10ft.tga
> > > gfx/env/alien10lf.tga
> > > gfx/env/alien10rt.tga
> > > gfx/env/alien10up.tga
> > > sound/ambience/alienlas.wav
> > > sound/ambience/alienwin.wav
> > > sound/ambience/alien_cr.wav
> > > sound/ambience/alien_cylcetone.wav
> > > sound/ambience/alien_po.wav
> > > alkdm11.wad
> > > sound/world/amb12.wav
> > > sound/world/amb7.wav
> > > annex.wad
> > > maps/davroplex.resmaps/apo13now!.res
> > > arbor_arch.wad
> > > phl.wadgfx/env/arcnupbk.tga
> > > gfx/env/arcnupdn.tga
> > > gfx/env/arcnupft.tga
> > > gfx/env/arcnuplf.tga
> > > gfx/env/arcnuprt.tga
> > > gfx/env/arcnupup.tga
> > > art.wad
> > > artsign.wad
> > > as_riverside.wad
> > > maps/audion.resbartok.wad
> > > gfx/env/avantiBK.tga
> > > gfx/env/avantiDN.tga
> > > gfx/env/avantiFT.tga
> > > gfx/env/avantiLF.tga
> > > gfx/env/avantiRT.tga
> > > gfx/env/avantiUP.tgasghl1dm.wad
> > > maps/bartok.rescastle_wars.res
> > > beach.wad
> > > bla

VALVE (and ADMINS) TFC Switchteam Gren Exploit back

2001-09-29 Thread Mad Ad


I've just come off the server -  I was enjoying a nice game when it was
rudely interrupted

Come Get Some! III tfc dustbowl 194 38.203.5.5:27015

Unlimited grens, mirv spam everywhere - switching team like crazy - no point
explaining, watch the demo

http://maps.tfc-ladder.co.uk/downloads/grencheat.zip

:(


Ad
[Mad Ad]







Re: Where to find missing resources?

2001-09-29 Thread Mad Ad


Ok, what you appear to have here is a mixture.  The majority is from your
default TFC install in the valve and tfc pak0.pak (s) and some custom maps
stuff I dont recognise.  Also theres some CS stuff and I dont know that
either but i see its different.

Get a hold of pacscape (or wally, not so good, or any pak editor EXCEPT pak
explorer) and check the pak0 in each mods root folder you have an instal for
and Im guessing thatll give you most of what your looking for.
By what I recognise you will be able to check off at least 85% of that stuff
as present, esp the majority of the gfx/env stuff, and the sounds, vox and
fvox stuff.

The shorter list will then be easier to track down specific items.  Maybe
you could post back then if your still in trouble finding some things.

Ad
[Mad Ad]



- Original Message -
From: <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, September 29, 2001 10:03 PM
Subject: Re: Where to find missing resources?


>
> OK, it's a long list, probably 20K or so. These are the missing files. I
> haven't thoroughly scrubbed the list, so there may be some weird looking
> entries, I noticed some CS and TFC wads, but most of them are legit. They
> are sorted by type.
>
> models/backpack.mdl
> models/flag.mdl
> models/flame.mdl
> models/hostage.mdl
> models/r_armor.mdl
> maps/bartok.rescastle_wars.res
> maps/ccity2txt.txtcloser.res
> maps/davroplex.resmaps/apo13now!.res
> maps/drlfun01_xmasstory.resmaps/evilidol.res
> maps/first_arena.resmaps\hldm3.res
> maps/northpole8.resmaps/oh_mayan.res
> phl.wadOlvidada=Muerte.res
> sound\zombiecop\zo_idle3.wavmaps\hldm4.res
> sprites\nm_tree6.sprmaps\hldm5.res
> sprites/death_fire.spr
> sprites/sprites/enter1.spr
> sprites\ glow02.spr
> sprites\nmtree4.spr
> PHL.wadgfx/env/londonbk.tga
> gfx/env/alien10bk.tga
> gfx/env/alien10dn.tga
> gfx/env/alien10ft.tga
> gfx/env/alien10lf.tga
> gfx/env/alien10rt.tga
> gfx/env/alien10up.tga
> gfx/env/alien1bk.tga
> gfx/env/alien1dn.tga
> gfx/env/alien1ft.tga
> gfx/env/alien1lf.tga
> gfx/env/alien1rt.tga
> gfx/env/alien1up.tga
> gfx/env/alien2bk.tga
> gfx/env/alien2dn.tga
> gfx/env/alien2ft.tga
> gfx/env/alien2lf.tga
> gfx/env/alien2rt.tga
> gfx/env/alien2up.tga
> gfx/env/alien3bk.tga
> gfx/env/alien3dn.tga
> gfx/env/alien3ft.tga
> gfx/env/alien3lf.tga
> gfx/env/alien3rt.tga
> gfx/env/alien3up.tga
> gfx/env/arcnupdn.tga
> gfx/env/arcnupft.tga
> gfx/env/arcnuplf.tga
> gfx/env/arcnuprt.tga
> gfx/env/arcnupup.tga
> gfx/env/avantiBK.tga
> gfx/env/avantiDN.tga
> gfx/env/avantiFT.tga
> gfx/env/avantiLF.tga
> gfx/env/avantiRT.tga
> gfx/env/blackbk.tga
> gfx/env/blackdn.tga
> gfx/env/blackft.tga
> gfx/env/blacklf.tga
> gfx/env/blackrt.tga
> gfx/env/blackup.tga
> gfx/env/bluebk.tga
> gfx/env/bluedn.tga
> gfx/env/blueft.tga
> gfx/env/bluelf.tga
> gfx/env/bluert.tga
> gfx/env/blueup.tga
> gfx/env/canyonbk.tga
> gfx/env/canyondn.tga
> gfx/env/canyonft.tga
> gfx/env/canyonlf.tga
> gfx/env/canyonrt.tga
> gfx/env/canyonup.tga
> gfx/env/city1bk.tga
> gfx/env/city1dn.tga
> gfx/env/city1ft.tga
> gfx/env/city1lf.tga
> gfx/env/city1rt.tga
> gfx/env/city1up.tga
> gfx/env/citybk.tga
> gfx/env/citydn.tga
> gfx/env/cityft.tga
> gfx/env/citylf.tga
> gfx/env/cityrt.tga
> gfx/env/cityup.tga
> gfx/env/cl_citybk.tga
> gfx/env/cl_citybkbk.tga
> gfx/env/cl_citybkdn.tga
> gfx/env/cl_citybkft.tga
> gfx/env/cl_citybklf.tga
> gfx/env/cl_citybkrt.tga
> gfx/env/cl_citybkup.tga
> gfx/env/cl_citydn.tga
> gfx/env/cl_cityft.tga
> gfx/env/cl_citylf.tga
> gfx/env/cl_cityrt.tga
> gfx/env/cl_cityup.tga
> gfx/env/cl_desertbk.tga
> gfx/env/cl_desertdn.tga
> gfx/env/cl_desertft.tga
> gfx/env/cl_desertlf.tga
> gfx/env/cl_desertrt.tga
> gfx/env/cl_desertup.tga
> gfx/env/cl_nightbk.tga
> gfx/env/cl_nightdn.tga
> gfx/env/cl_nightft.tga
> gfx/env/cl_nightlf.tga
> gfx/env/cl_nightrt.tga
> gfx/env/cl_nightskybk.tga
> gfx/env/cl_nightskydn.tga
> gfx/env/cl_nightskyft.tga
> gfx/env/cl_nightskylf.tga
> gfx/env/cl_nightskyrt.tga
> gfx/env/cl_nightskyup.tga
> gfx/env/cl_nightup.tga
> gfx/env/cliffbk.tga
> gfx/env/cliffdn.tga
> gfx/env/cliffft.tga
> gfx/env/clifflf.tga
> gfx/env/cliffrt.tga
> gfx/env/cliffup.tga
> gfx/env/daybk.tga
> gfx/env/daydn.tga
> gfx/env/dayft.tga
> gfx/env/daylf.tga
> gfx/env/dayrt.tga
> gfx/env/dayup.tga
> gfx/env/deepwabk.tga
> gfx/env/deepwadn.tga
> gfx/env/deepwaft.tga
> gfx/env/deepwalf.tga
> gfx/env/deepwart.tga
> gfx/env/deepwaup.tga
> gfx/env/desert1bk.tga
> gfx/env/desert1dn.tga
> gfx/env/desert1ft.tga
> gfx/env/desert1lf.tga
> gfx/env/desert1rt.tga
> gfx/env/desert1up.tga
> 

Voice Comm using directsound [Solution]

2001-09-25 Thread Mad Ad


A fix for the garbled voice has appeared - After following the links ive
arrived back at here

http://www.stivan.dk/default.asp?page=comment&id=576

Seems by adding the switch to your shortcuts it dumps the old codec, and
uses the directsound one


Hope this helps


Ad
[Mad Ad]





Re: 1.1.0.8

2001-09-25 Thread Mad Ad


 Original Message -
From: "Gary Wagner" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, September 23, 2001 11:09 PM
Subject: RE: 1.1.0.8


>
> I think they've already said that a broadband codec would be released
> soon after the 1108 launch.
>
> I'm only a lowly ISDNer (broadband take-up is slow here in the UK)

Id check again, I just did a HW poll on our tfc forums a couple of days ago,
Ive not done the stats yet, but 62 posts so far, by eye its about 40-50% of
respondants are above 256k

Ad
[Mad Ad]






but I
> think the patch has been excellent so far. Our clan server is taking a
> bit of a hit performance wise, but I think its mainly down to
> congestion. The same sort of thing happens at every new HL/CS upgrade.
>
> Public CS has been almost feeling like a clan game some nights this
> week! Can't say fairer than that :)
>
> ||Q2L||Gazza.
>
> -Original Message-
> From: Mad Ad [mailto:[EMAIL PROTECTED]]
> Sent: 23 September 2001 22:24
> To: [EMAIL PROTECTED]
> Subject: Re: 1.1.0.8
>
>
> - Original Message -
> From: "craig kaiser" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Sunday, September 23, 2001 3:53 PM
> Subject: Re: 1.1.0.8
>
>
> 
> >
> >
> > I for one would repurchase this product if the next upgrade was a
> mandatory
> > "Retail Version". And despite being flamed by that statement, I do not
> think
> > I am alone in my feelings.
> >
>
> We will, dunno about next patch/upgrade, hopefully soon tho - its called
> TF2
> i think? :)
>
> Ive got issues, but overall, I agree, its a great patch, and im usually
> one
> that complains when things are released broke - my client freezes out
> needing reboot if i choose spectate game from the menu, im not sure that
> anyone can actually hear what im saying, im pretty lost on what others
> are
> saying too, but all in good time - the magnitude of what was released
> with
> 1108 is enough for me to say ok, fair dues, good start overall, what u
> gonna
> do next to improve it.
>
> Rome wasnt built in a day
>
> I expect there will be a patch of the patch out very soon, hopefully
> curing
> the teething troubles - and maybe (HINT HINT Valve) with a choice of
> voice
> codecs, one slim for the dial ups and a decent quality one for the high
> bandwidth users to rx/tx with
>
> just my 2 eurosworth
>
> l8rs
>
> Ad
> [Mad Ad]
>
>
>
>
>





Re: won id sharing..

2001-09-25 Thread Mad Ad


I admit, I have installed it on 2 nodes of my network in times past, my
server, and a seperate gaming machine to join whatever game i want (but dont
have blood people coming and playing on it).  Ok, it may be a slight
contravention of the EULA but to me, thats only the same as what I could
have run off of one machine- the seperate client was for me to grab the
stick and frag an hour or so, no matter what state the server - running or
with cfgs and apps flopping out of it

Since I dont run a public 24/7 from this location, its only rarely that i
need to run a test rig - but I also 'have' 20 remote hlds under my
responsibility for all m/cycles, global cvars, map stocks, adminmod blah
blah blah, and running up a 'test' server here used to be handy to make
changes and extract setup files to be ported over to the server farms 20.

Thing is, like a lot of admins, I havnt been paid (not even the game
vouchers that were promised by my last gsp before they went under) , I get
my enjoyment from being part of the community, the learning and playing, and
altho a 2nd copy of HL isnt that expensive, in accounting terms it would be
purely to cover the odd week that I need to do something for the role i fill
still unpaid.  A role that gives 20x enjoyment once set up, being a major
player in the UK public TFC global arena.  If the ID pool count has been
changed, I guess I wont be doing that any more and all testing has to be on
my gaming machine- pahh :(

Aside from the arguments of wether we should or shouldnt, illegal or not,
theres one thing I wanna throw in the chat - Wont doing this may force many
hackers to manufacture/obtain keygens, so increasng the number of people
that get their key 'stolen'

Just a thought

Ad



- Original Message -
From: "Ken Kirchner" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, September 25, 2001 1:07 AM
Subject: Re: won id sharing..


>
> I think you must be a very happy man. :-)
>
> On Mon, 24 Sep 2001, Buddha-Pest wrote:
>
> >
> > i ignore both :)
> >
> > - Original Message -
> > From: "Ken Kirchner" <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Sent: Monday, September 24, 2001 3:06 PM
> > Subject: Re: won id sharing..
> >
> >
> > >
> > > How do you separate the trolls from the truley ignorant individuals?
> > >
> > > On Mon, 24 Sep 2001, Buddha-Pest wrote:
> > >
> > > >
> > > > guys, we all know how you feel.
> > > >
> > > > do you know what a troll is?  because y'all were just troll'ed...
> > >
> > >
> >
> >
>
> --
> Ken Kirchner:  [EMAIL PROTECTED]
> Assistant System Administrator  :  Tel (318)222-2638
> ShreveNet, Inc. :  Fax (318)213-2650
>
> ShreveNet - Your Premium Internet Service Provider!
>
>
>





Re: 1.1.0.8

2001-09-23 Thread Mad Ad


- Original Message -
From: "craig kaiser" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, September 23, 2001 3:53 PM
Subject: Re: 1.1.0.8



>
>
> I for one would repurchase this product if the next upgrade was a
mandatory
> "Retail Version". And despite being flamed by that statement, I do not
think
> I am alone in my feelings.
>

We will, dunno about next patch/upgrade, hopefully soon tho - its called TF2
i think? :)

Ive got issues, but overall, I agree, its a great patch, and im usually one
that complains when things are released broke - my client freezes out
needing reboot if i choose spectate game from the menu, im not sure that
anyone can actually hear what im saying, im pretty lost on what others are
saying too, but all in good time - the magnitude of what was released with
1108 is enough for me to say ok, fair dues, good start overall, what u gonna
do next to improve it.

Rome wasnt built in a day

I expect there will be a patch of the patch out very soon, hopefully curing
the teething troubles - and maybe (HINT HINT Valve) with a choice of voice
codecs, one slim for the dial ups and a decent quality one for the high
bandwidth users to rx/tx with

just my 2 eurosworth

l8rs

Ad
[Mad Ad]








Re: Server WAD Errors

2001-09-18 Thread Mad Ad



Its just a thought - a while back i had problems 
with tfc finding certain wads on launch- I couldnt explain it, and just in 
testing i put one in the Half-Life\valve folder instead of the tfc 
folder, and it found it, - I put the rest of the wads in and it was 
fine.
 
Ive since reinstalled to a new box and the fault 
didint reoccur, but 2 others on here reported the same problem 
since
 
Ad
 

  - Original Message - 
  From: 
  Mark W. 
  
  To: [EMAIL PROTECTED] 
  
  Sent: Tuesday, September 18, 2001 2:29 
  PM
  Subject: Re: Server WAD Errors
  
  i dont get it?  Explain again 
  lol
  
- Original Message - 
From: 
Mad Ad 

To: [EMAIL PROTECTED] 

Sent: Tuesday, September 18, 2001 7:31 
AM
Subject: Re: Server WAD Errors

try moving any rogue wads like that out of the 
mods directory, and into the valve directory
 
Ad
[Mad Ad]

  - Original Message - 
  From: 
  Mark 
  W. 
  To: [EMAIL PROTECTED] 
  
  Sent: Tuesday, September 18, 2001 
  1:45 AM
  Subject: Server WAD Errors
  
  When I run my server i run the shortcut it 
  says this error:
  W_LoadWadFile: Couldn't load 
  gfx.wad
   
  I uninstalled it then reinstalled it 
  help!
   
  Mark


Best Bots for online TFC server??[REPOST]

2001-09-18 Thread Mad Ad


Oops- I seem to have nested that wrong, lol- ok, ill try again on a fresh
thread, sorry.

Best Bots for online TFC server??
Ive played one i found on the net many months ago- the bots were obviously
in need of improvement, but it was a good change for a nights play.

Now we are getting more refined variations in AI and use, I was wondering
what ones are working for people experimenting adding them to TFC servers.
Ive not really studied the bot areas since the early ones were a bit of a
pain and needed tweaking/improving.

Ideally, they should be preconfigured- i have console access but am not
located with the hardware- our big cheese server admin will have to install
them, and hes incharge of the whole HL rack (and a few other game types, and
is prolly reading this, hi m8 :) ) and has limited time for specific special
setups for one mod or another.  Once its on its back over to me for setup
info- so preferably it should be an instal-and-forget type bot.

In the launch we have planned soon (20 TFCs estimated, basicly taking up
where Wireplay left off) Id like to include one as a bot server (variation
is needed to keep the game fresh).

A few questions tho.  Can mapcycles(or something) be configured to have bots
on some maps, and not others, or different numbers of bots on different
maps?

Can bots be set up so they kick in (UT style) when the player numbers drop
below level X (10 plrs say).  ie- if all human plyrs leave then thatll leave
10 bots on server- if theres 5 players, 5 bots would have dropped out - if
theres 15 players, none will be bots.

Finally, are any set up to mimic human behaviour by outputting random lines
of txt as speech into global chat? I doubt it, but i can ask- if not ill
email the idea to whoever you guys recommend is making the best one atm.

So what would you recommend to a bot n00b? Are there any worthy of public
net servers? Forget them for another 6 months perhaps?

Thanks a lot guys

Ad
[Mad Ad]






Best Bots for online TFC server??

2001-09-18 Thread Mad Ad


Ive played one i found on the net many months ago- the bots were obviously
in need of improvement, but it was a good change for a nights play.

Now we are getting more refined variations in AI and use, I was wondering
what ones are working for people experimenting adding them to TFC servers.
Ive not really studied the bot areas since the early ones were a bit of a
pain and needed tweaking/improving.

Ideally, they should be preconfigured- i have console access but am not
located with the hardware- our big cheese server admin will have to install
them, and hes incharge of the whole HL rack (and a few other game types, and
is prolly reading this, hi m8 :) ) and has limited time for specific special
setups for one mod or another.  Once its on its back over to me for setup
info- so preferably it should be an instal-and-forget type bot.

In the launch we have planned soon (20 TFCs estimated, basicly taking up
where Wireplay left off) Id like to include one as a bot server (variation
is needed to keep the game fresh).

A few questions tho.  Can mapcycles(or something) be configured to have bots
on some maps, and not others, or different numbers of bots on different
maps?

Can bots be set up so they kick in (UT style) when the player numbers drop
below level X (10 plrs say).  ie- if all human plyrs leave then thatll leave
10 bots on server- if theres 5 players, 5 bots would have dropped out - if
theres 15 players, none will be bots.

Finally, are any set up to mimic human behaviour by outputting random lines
of txt as speech into global chat? I doubt it, but i can ask- if not ill
email the idea to whoever you guys recommend is making the best one atm.

So what would you recommend to a bot n00b? Are there any worthy of public
net servers? Forget them for another 6 months perhaps?

Thanks a lot guys

Ad
[Mad Ad]


- Original Message -
From: "Military Police Officer" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, September 13, 2001 8:41 PM
Subject: RE: Simplified.


>
> Here is my personal experience with hosting a Dedicated server:
>
> My server is based on a Home built box:
> 1) Mainboard
> MSI 694D Mainboard (built in ATA 100)
> (http://www.msi.com.tw/products/mainboard/mainboard.php?model=MS-6321).
> 2)Processors
> Dual Pent III 750.
> 3)Video Card
> G-Force II MX 32meg.
> 4)Ram
> 384megs PC100 ram.
> 5)Hard Drives
> Western Digital 30gig 7200 ATA 100 hard drive.
> Western Digital 40gig 7200 ATA 100 hard drive (40gig houses
> server on its own 5 gig partition).
> 6)Bandwidth
> MediaOne cable 256 upload residential bandwidth.(Ypsilanti)
> 7)Command Prompt
> D:\HLServer\hlds.exe -game cstrike -port 27016 +map cs_assault
> +maxplayers 20.
> D:\HLServer\hlds.exe -game cstrike -port 27016 +map de_dust
> +maxplayers 32 +localinfo mm_gamedll
> podbot/podbot.dll
> 8)Operating System
> Windows 2000 Pro Service Pack 2
> 9)Add On's
> AdminMod v2.50e (http://www.adminmod.org)
> PODBOT v2.5 (http://podbot.nuclearbox.com/)
> ServerSpy v3.0.112
> http://www.goonsquad.net/serverspy/index.shtml
> 10) Important Note!
> Video card and CPU juice is a major factor in running a server
> of anykind.
>
> General Notes:
>
> When running a server with a TNT2 ULTRA 32meg video card and a single Pent
> III 750 Proc it was hard to join my dedicated server. Without me joining
> server, CPU load at about 30%. If I joined dedicated server CPU load
jumped
> to 95-100% with lag over 9 players. TURNED OUT lag was NOT bandwidth but
CPU
> lag. Win 2k allows you to view the task manager on top of CS game as long
as
> TM was on screen prior to launching CS. When I switched to a G-Force 2
card
> CPU load dropped to about 70%. That's about a 30% CPU drop by changing the
> Video card. HUGE difference, but still got CPU lag spikes. Added 2nd Pent
> III 750 and now CPU load is a around 30%-60% Stable. That's with 12
PODBOTS
> with 100% skill and collective experience on, running 32 player map.
Server
> runs with 0 problems with 20 person dedicated server that I can join.
>
>
>
>
>
>
>
>
>
>
>
>
>





Re: Server WAD Errors

2001-09-18 Thread Mad Ad



try moving any rogue wads like that out of the mods 
directory, and into the valve directory
 
Ad
[Mad Ad]

  - Original Message - 
  From: 
  Mark W. 
  
  To: [EMAIL PROTECTED] 
  
  Sent: Tuesday, September 18, 2001 1:45 
  AM
  Subject: Server WAD Errors
  
  When I run my server i run the shortcut it says 
  this error:
  W_LoadWadFile: Couldn't load gfx.wad
   
  I uninstalled it then reinstalled it 
  help!
   
  Mark