Re: [hlds] TF2/CSS/DODS/HL2DM Updates Available

2010-10-06 Thread Mike Kurfis
I whined about it on Twitter and it went about as fast as it usually does.
Probably not related.

On Wed, Oct 6, 2010 at 3:37 PM, msleeper wrote:

> I got the update pretty quickly. What I did was not whine about how slow
> the updating process takes on the mailing list, and I got the updated
> files right in a jiffy!
>
> Oh also, you should use nemrun, it will save your life.
>
>
> On Wed, 2010-10-06 at 17:23 -0500, Shizzle Nizzle wrote:
> > anyone been able to get the update that can link it? sitting here waiting
> > 20min on 3 different servers, just retrying every 30 seconds
> >
> > On Wed, Oct 6, 2010 at 5:18 PM, Matt Hoffman <
> lord.matt.hoff...@gmail.com>wrote:
> >
> > > Upset that Valve removed the penetration from the Sydney Sleeper.
> > > ("The Sydney Sleeper no longer penetrates targets.") :(
> > >
> > > Ambassador also used to have it before they removed it, and it was a
> > > skill/luck based thing. I very rarely saw a double kill/hit from it
> > > but when you did it left you feeling quite exhilarated. Now obviously
> > > that's gone :(
> > >
> > > On Wed, Oct 6, 2010 at 3:12 PM, 1nsane <1nsane...@gmail.com> wrote:
> > > > Once again none of my TF2 servers are showing a "Master Request
> Restart"
> > > > message.
> > > >
> > > > However my DODS server does.
> > > >
> > > > On Wed, Oct 6, 2010 at 6:02 PM, Jason Ruymen <
> jas...@valvesoftware.com
> > > >wrote:
> > > >
> > > >> Required updates for Team Fortress 2, Counter-Strike: Source, Day of
> > > >> Defeat: Source and Half-Life 2: Deathmatch are now available.  The
> > > specific
> > > >> changes include:
> > > >>
> > > >> Shared changes (CS:S, DoD:S, HL2:DM, and TF2)
> > > >> * ServerBrowser now sorts by ping by default once again.
> > > >> * Fixed Mac crash on launch when running Mac OSX 10.5.8.
> > > >> * Fixed spectator bug where spectating a Sniper looking through
> scope
> > > >> didn't zoom fov.
> > > >>
> > > >> Team Fortress 2
> > > >> General Fixes
> > > >>   * Fixed an issue that caused some old demos to crash.
> > > >>   * The server browser now sorts by ping by default.
> > > >>   * The Trading dialog now starts with the chat window having focus.
> > > >>   * Fixed a bug that caused overheal to not work properly.
> > > >>   * Fixed the Sandvich cooldown not occurring when the Heavy is
> hurt.
> > > >>   * Fixed the Heavy's hands being invisible.
> > > >>   * Soldiers no longer maintain their rage level when changing
> loadout.
> > > >>   * Alerts now sort on top of achievement status.
> > > >>   * Prevented a bad state occurring when someone tried to trade with
> > > >> themselves.
> > > >>   * Fixed a dueling related crash caused by custom scoreboard UIs.
> > > >>   * Fixed players not being able to set their default FOV correctly.
> > > >>   * Fixed being unable to equip customized shotguns & pistols on
> some
> > > >> classes.
> > > >>   * Improved the explanation of the item set bonus in set item
> > > >> descriptions.
> > > >>   * Fixed a bug where items with particle systems would show up at
> the
> > > >> player's feet or pelvis.
> > > >>   * Fixed the wrench number for the Golden Wrench not displaying
> > > properly.
> > > >>   * Fixed the medal number for the Gentle Manne's Service Medal not
> > > >> displaying properly.
> > > >>   * Fixed client seeing incorrect message when changing team while
> > > >> participating in a duel.
> > > >>
> > > >> Economy Changes
> > > >>   * Added Remove Name and Remove Paint features.
> > > >>   * Achievement items and store promotion items are now usable in
> > > crafting.
> > > >>   * Gifted items are now craftable and tradable.
> > > >>   * Attempting to craft a non tradable item will result in a warning
> > > that
> > > >> the items produced by the craft will also be marked as non tradable.
> > > >>   * Community, Self-Made, and Valve items are not tradable or usable
> in
> > > >> crafting.
> > > >>   * Changed "Not Craftable" description to "Not Usable in Crafting"
> to
> > > >> increase clarity.
> > > >>
> > > >> Item Changes
> > > >>   * The TF badge on the Glengarry Bonnet is no longer team colored.
> > > >>   * Restored the missing PDA2 Slot Token.
> > > >>   * Restored the appearance of the Tippler's Tricorne to the version
> > > prior
> > > >> to the Mannconomy Update. This item is now paintable.
> > > >>   * Added a new paintable hat, the 'Rimmed Raincatcher' that has a
> new
> > > >> Tricorne style appearance.
> > > >>   * The Earbuds are now nameable.
> > > >>   * Duel fixes:
> > > >>* Fixed Dueling badges using the wrong texture.
> > > >>* Fixed an issue where dueling stats did not show up on
> dueling
> > > >> badges above Bronze.
> > > >>* During a duel, the Dueling mini-game item used to initiate
> the
> > > >> duel cannot be deleted, traded or crafted.
> > > >>* The following hats now allow the paint to affect their
> color
> > > more
> > > >> (colors should not be washed out):
> > > >>* The Pugilist's Protector, The

Re: [hlds] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source/Half-Life 2: Deathmatch Updates Available

2010-09-30 Thread Mike Kurfis
Bummer. Mine is windows also. Maybe you have different plugins or
something. Sorry I wasn't more help.

Sent from my iPhone

On Sep 30, 2010, at 13:28, k e  wrote:

> Updating SM snapshot did not work for my TF2 servers.. (Windows)
>
> On Thu, Sep 30, 2010 at 4:14 PM, clad iron  wrote:
>
>> can anyone else verify adding a bot will crash the server in tf2
>>
>> 16:10:29 tf_bot_quota 2
>> 16:10:37 tf_bot_join_after_player 0
>> 16:10:46 tf_bot_add
>>
>> server crashes.
>>
>>
>>
>>
>> On Thu, Sep 30, 2010 at 3:59 PM, Mike Kurfis  wrote:
>>
>>> If you have SourceMod, update to the latest snapshot if you can. Worked
>> for
>>> me.  1.3.5-hg3040<
>>> http://www.sourcemod.net/smdrop/1.3/sourcemod-1.3.5-hg3040-windows.zip>
>>>
>>> On Thu, Sep 30, 2010 at 12:44 PM, k e  wrote:
>>>
>>>> Updated servers not allowing people to join
>>>>
>>>> :/
>>>>
>>>> On Thu, Sep 30, 2010 at 3:09 PM, Saint K. 
>>>> wrote:
>>>>
>>>>> Just add cfg's for pl_ maps with a higher number configured.
>>>>>
>>>>> -Original Message-
>>>>> From: hlds-boun...@list.valvesoftware.com [mailto:
>>>>> hlds-boun...@list.valvesoftware.com] On Behalf Of Nikolay Shopik
>>>>> Sent: Thursday, September 30, 2010 9:07 PM
>>>>> To: hlds@list.valvesoftware.com
>>>>> Cc: hlds_li...@list.valvesoftware.com
>>>>> Subject: Re: [hlds] Team Fortress 2/Counter-Strike: Source/Day of
>>> Defeat:
>>>>> Source/Half-Life 2: Deathmatch Updates Available
>>>>>
>>>>> On 30.09.2010 22:27, Jason Ruymen wrote:
>>>>>> Set mp_scrambleteams_auto_windifference to set the number of round
>>> wins
>>>> a
>>>>> team must lead by in order to trigger an auto scramble (default is 2)
>>>>>
>>>>> I think this will be ultimately broken on pl maps, where windiff is
>>>>> usually over 5.
>>>>>
>>>>>
>>>>> ___
>>>>> 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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>>>> please visit:
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>>>>
>>> ___
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Re: [hlds] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source/Half-Life 2: Deathmatch Updates Available

2010-09-30 Thread Mike Kurfis
If you have SourceMod, update to the latest snapshot if you can. Worked for
me.  
1.3.5-hg3040

On Thu, Sep 30, 2010 at 12:44 PM, k e  wrote:

> Updated servers not allowing people to join
>
> :/
>
> On Thu, Sep 30, 2010 at 3:09 PM, Saint K. 
> wrote:
>
> > Just add cfg's for pl_ maps with a higher number configured.
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com [mailto:
> > hlds-boun...@list.valvesoftware.com] On Behalf Of Nikolay Shopik
> > Sent: Thursday, September 30, 2010 9:07 PM
> > To: hlds@list.valvesoftware.com
> > Cc: hlds_li...@list.valvesoftware.com
> > Subject: Re: [hlds] Team Fortress 2/Counter-Strike: Source/Day of Defeat:
> > Source/Half-Life 2: Deathmatch Updates Available
> >
> > On 30.09.2010 22:27, Jason Ruymen wrote:
> > > Set mp_scrambleteams_auto_windifference to set the number of round wins
> a
> > team must lead by in order to trigger an auto scramble (default is 2)
> >
> > I think this will be ultimately broken on pl maps, where windiff is
> > usually over 5.
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> > ___
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> > please visit:
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> >
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Re: [hlds] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source Updates Released

2010-09-08 Thread Mike Kurfis
Thank you, Source Engine Team!

On Wed, Sep 8, 2010 at 1:13 PM, Jason Ruymen wrote:

> Required updates to Team Fortress 2, Counter-Strike: Source and Day of
> Defeat: Source are now available.  Please run hldsupdatetool to receive the
> updates.  The specific changes include:
>
> Source Engine Changes (CS:S, DoD:S, TF2)
> - Disabled clients loading server plug-ins unless the plug-ins are signed
> by Steam or the client is running in insecure mode.
> - Added a checkbox to the Options->Audio dialog to control muting the audio
> when the game window is in the background.
>
> Counter-Strike: Source
> - Fixed crash in custom maps using the trigger_camera entity.
>
> Team Fortress 2
> - Fixed another bug in the Steamworks internal stats reporting.
> - Updated the localization files.
>
> Jason
>
>
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Re: [hlds] Improving the update procedure

2010-07-23 Thread Mike Kurfis
Heh! I live on the west coast USA, and they seem to like to release the
updates during most folks' commute time. :)  But, msleeper's right - Friday
updates don't seem to happen all that often.

We used to get heads-up e-mails for the TF2 updates, which was nice, and
probably all that's really necessary. A couple hours' notice would be plenty
- then I can get one of my other admins to run the update if I'm not going
to be able to run it.

On Fri, Jul 23, 2010 at 6:37 PM, msleeper wrote:

> There's really no pattern to it. And despite what some naysayers and
> those outside of the US are saying, Friday updates aren't really the
> norm.
>
> To those of you in merry old Britland, keep in mind that Valve is based
> on the west coast, USA so that's the timetable they run. If that's a
> problem for you then either move to the West Coast so you'll be on their
> schedule, or deal_with_it_gaben.jpg
>
>
> On Fri, 2010-07-23 at 19:32 -0600, Mark Gunnett wrote:
> > I don't mind the weekly updates and the like, but some advanced warning
> > would be nice. Then again I'm unsure if that's possible. But from what
> > people are saying updates are released at a regular pattern of like every
> > Friday right? Soo, You already know ahead of time that an update is
> > coming down the pipe...
> >
> >
>
>
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Re: [hlds] Team Fortress 2 Update Released

2010-06-15 Thread Mike Kurfis
"msleeper" should be here any "minute" to "complain".

On Tue, Jun 15, 2010 at 4:13 PM, HL-SDK Synths  wrote:

> I "lol'd" at the "signature"
>
> wtb "meme"
>
> On Mon, Jun 14, 2010 at 9:11 PM, Allan Button 
> wrote:
>
> > "Thanks" for "clearing" that up.
> >
> > Allan "Button"
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com [mailto:
> > hlds-boun...@list.valvesoftware.com] On Behalf Of Willy Cordeiro
> > Sent: Monday, June 14, 2010 8:20 PM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Team Fortress 2 Update Released
> >
> > They're all one engine so Valve "patches" all of them at once.
> >
> > -Wellington "Willy" Cordeiro
> >
> >
> > On Mon, Jun 14, 2010 at 5:22 PM, Nathan D.  wrote:
> >
> > > It looks update CS:S-Beta, HL2 and DOD:S were updated as well. Any
> > details?
> > >
> > > On 6/14/2010 7:10 PM, Jason Ruymen wrote:
> > > > An optional update for Team Fortress 2 is now available.   The major
> > > changes include:
> > > >
> > > > - Fixed client crash when rendering model panels
> > > > - Fixed client crash when rendering text strings
> > > > - Fixed client crash in the main menu
> > > > - Fixed server crash related to bots and health kits
> > > >
> > > > Jason
> > > >
> > > >
> > > > ___
> > > > 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:
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> > >
> > ___
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> > please visit:
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> >
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Re: [hlds] Team Fortress 2 Update Available

2010-05-20 Thread Mike Kurfis
What happened to the heads-up e-mails we used to get that gave us some time
to prepare for an upcoming update? Kinda miss those.

On Thu, May 20, 2010 at 6:44 PM, ENF  wrote:

> Thanks All, I'll run the -verify_all and see what happens. Everything was
> fine before this update. (I did run the update twice, but I didn't think it
> woudl have a caused a problem...)
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Re: [hlds] TF2 Hitboxes

2010-05-06 Thread Mike Kurfis
I feel like I'm dying even farther around corners than I used to, yeah.

On Thu, May 6, 2010 at 11:52 AM, Mark P  wrote:

> yes when i play heavy my bullets dont hit point blank but they do a bit
> ahead
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Re: [hlds] Team Fortress 2 Update Available

2010-04-29 Thread Mike Kurfis
Ditto on that, same versions, Windows server. All good so far.

On Thu, Apr 29, 2010 at 9:32 PM, RagingCow  wrote:

> New SM snapshot 1.3.2-2953 that was just pushed seems to have done the
> trick on my servers.
>
> Running:
> MM:S 1.8.1-hg702
> SM 1.3.2-hg2953
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of DarthNinja
> Sent: Thursday, April 29, 2010 11:19 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 Update Available
>
> Yeah, hg-702 here
>
> On Fri, Apr 30, 2010 at 12:09 AM, Kaspars  wrote:
>
> > probably something from here: http://www.metamodsource.net/mmsdrop/
> >
> > 2010/4/30 DarthNinja 
> >
> > > What MM are you using Crimes?
> > >
> > > On Thu, Apr 29, 2010 at 11:55 PM, Violent Crimes <
> > > violentcri...@convictgaming.com> wrote:
> > >
> > > > sourcemod-1.3.2-hg2952   No crashes.
> > > >
> > > > On 4/29/2010 10:59 PM, Shizzle Nizzle wrote:
> > > > > ya servers are crashing. disabled soucemod. seemed to stop the
> > crashing
> > > > for
> > > > > now.
> > > > >
> > > > > On Thu, Apr 29, 2010 at 9:54 PM, Brian Simon<
> > bluebriansi...@gmail.com
> > > > >wrote:
> > > > >
> > > > >
> > > > >> Try testing your updates first, Valve. You've screwed up far too
> > many
> > > > >> times.
> > > > >> You've even made it so the server doesn't even start!
> > > > >>
> > > > >> On Thu, Apr 29, 2010 at 10:50 PM, Nathan Wong<
> > nathan.ran...@gmail.com
> > > > >>
> > > > >>> wrote:
> > > > >>>
> > > > >>
> > > > >>> Thank you :)
> > > > >>>
> > > > >>> On 30 April 2010 03:46, Jason Ruymen
> > >  wrote:
> > > > >>>
> > > >  A required update for Team Fortress 2 is now available.  Please
> > run
> > > > 
> > > > >>> hldsupdatetool to receive the update.  The specific changes
> > include:
> > > > >>>
> > > >  - Added new items to commemorate our 119th (or so) update.
> > > >  - Fixed several issues with the Source SDK
> > > >  - Scout's "Retire the Runner" achievement updated to be:
> > > >  - "Kill a Scout while they are under the effect of
> > > > Crit-a-Cola."
> > > >  - Added a 20% damage bonus to The Backburner
> > > >  - Fixed the Flare Gun's afterburn duration being lowered by the
> > > > 
> > > > >>> Flamethrower's duration reduction
> > > > >>>
> > > >  - Fixed the teleporter exit using the wrong particle effect
> > > >  - Fixed HUD damage indicators not appearing
> > > >  - Fixed Teleporters not reverting to level 1 when their other
> side
> > > is
> > > > 
> > > > >>> destroyed
> > > > >>>
> > > >  - Fixed receiving damage not causing view-kicks on players
> > > >  - Fixed Engineers&  Spies being able to circumvent build
> > > restrictions
> > > >  - Fixed Server Browser not saving filter settings properly
> > > >  - Fixed a client crash in the targetID on clients running custom
> > > HUDs
> > > > 
> > > >  Jason
> > > > 
> > > > 
> > > >  ___
> > > >  To unsubscribe, edit your list preferences, or view the list
> > > archives,
> > > > 
> > > > >>> please visit:
> > > > >>>
> > > >  http://list.valvesoftware.com/mailman/listinfo/hlds
> > > > 
> > > > 
> > > > >>>
> > > > >>>
> > > > >>> --
> > > > >>> Nathan Wong
> > > > >>>
> > > > >>> ___
> > > > >>> 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:
> > > > >> http://list.valvesoftware.com/mailman/listinfo/hlds
> > > > >>
> > > > >>
> > > > > ___
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> > archives,
> > > > please visit:
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> > > > >
> > > > >
> > > > >
> > > > > No virus found in this incoming message.
> > > > > Checked by AVG - www.avg.com
> > > > > Version: 9.0.814 / Virus Database: 271.1.1/2843 - Release Date:
> > > 04/29/10
> > > > 14:27:00
> > > > >
> > > > >
> > > >
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> > > >
> > >
> > >
> > >
> > > --
> > > ¤Ψ[GoR]|Ω|Ďaŗŧh_ÑiñjaΨ¤
> > > http://www.DarthNinja.com
> > > http://www.GoRClan.com
> > > ___
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> > To

Re: [hlds] Team Fortress 2/Day of Defeat: Source Update

2010-04-28 Thread Mike Kurfis
Half-Life dedicated Win32 server mailing list

On Wed, Apr 28, 2010 at 6:27 PM, msleeper wrote:

> "Is linux crashing?"
> "Yeah windows runs fine."
>
> Thanks.
>
>
>
> On Thu, 2010-04-29 at 11:18 +1000, Arg! wrote:
> > Windows, SM 1.2.3 running fine here
> >
> > On Thu, Apr 29, 2010 at 11:12 AM, Rory King 
> wrote:
> > > Yes, it is not loading for Linux, but some windows users are also
> > > saying that they are getting crashes when a player joins while metamod
> > > is running.
> > >
> > >
> > >
> > > On 29 Apr 2010, at 02:07, msleeper 
> wrote:
> > >
> > >> So SM/MM is broke for linux?
> > >>
> > >> On Thu, 2010-04-29 at 01:59 +0100, Rory King wrote:
> > >>> Ignore my issue, replied to the wrong mailing list. The issue I'm
> > >>> having only affects Linux and it's cause already stated by Jason.
> > >>>
> > >>>
> > >>>
> > >>> On 29 Apr 2010, at 01:51, Shizzle Nizzle  wrote:
> > >>>
> >  its a very common error with windows update.. that the update
> >  fails to
> >  update your bin folder  which includes essential files for your
> >  server to
> >  start lol. mot likely that the issue
> > 
> >  On Wed, Apr 28, 2010 at 7:44 PM, Rory King  >
> >  wrote:
> > 
> > > This update appears to have stopped metamod/sourcemod from running/
> > > starting on my servers (not crashing) , can anyone else confirm?
> > >
> > >
> > >
> > > On 29 Apr 2010, at 01:32, Jason Ruymen 
> > > wrote:
> > >
> > >> Required updates to Team Fortress 2 and Day of Defeat: Source have
> > >> been released.  Please run hldsupdatetool to receive the updates.
> > >> The specific changes include:
> > >>
> > >> Dedicated server
> > >> - Linux optimizations.
> > >> - Fixed Linux servers not relisting correctly after a master
> > >> server
> > >> restart.
> > >> - Fixed a case where servers could have "ghost" players consuming
> > >> player slots.
> > >>
> > >> Engine
> > >> - Marked the "snd_show" convar as a cheat.
> > >>
> > >> Team Fortress 2
> > >> New content:
> > >> - Added new community map cp_freight.
> > >> - Added missing physics models for several items.
> > >> - Added jiggle bones to the Sam & Max items, and The Buff Banner.
> > >> - Added Crit-a-Cola.
> > >>
> > >> Gameplay Changes:
> > >> - Pyro changes:
> > >> - Flamethrower direct damage reduced 20%.
> > >> - Burn duration reduced (10 -> 6 seconds).
> > >> - Airblast re-fire delay reduced by 25%.
> > >> - Airblast ammo usage reduced by 20%.
> > >> - All reflected rockets/grenades/arrows now mini-crit.
> > >> - Airblasting enemies into environmental deaths now awards the
> > >> death
> > >> credit to the Pyro.
> > >> - Heavy changes:
> > >> - Minigun spin-up/down time reduced by 25%
> > >> - Minigun firing movement speed increased to just under half-
> > >> normal
> > >> (from 80 to 110).
> > >> - Throwing a sandvich to a teammate now earns a full bonus point
> > >> (was half a point).
> > >> - Bonk! changes:
> > >> - Post-use movement penalty removed.
> > >> - Now has a re-use cooldown time, like The Sandman.
> > >> - The Chargin' Target changes:
> > >> - Direct charge hit now does 50 damage + 10 per head
> > >> (up to 5 heads).
> > >> - Capped the turn rate from +left and +right while
> > >> charging.
> > >> - The Huntsman changes:
> > >> - Removed restriction that arrows need to be aimed before they can
> > >> be lit by a Pyro.
> > >> - Bow can now be lowered without losing the lit arrow.
> > >> - Changed bow so you can start charging it while you're jumping,
> > >> but
> > >> you can't fire until you're on the ground.
> > >> - Fixed bug where flame effect would get stuck on if you change
> > >> weapons with a lit arrow.
> > >> - Backpack changes:
> > >> - Moved Crafting button out to the root class/backpack selection
> > >> panel.
> > >> - Dragging and dropping items in your backpack now makes
> > >> appropriate
> > >> sounds.
> > >> - Bot changes:
> > >> - Bots don't retreat to gather health as readily if they are in
> > >> combat.
> > >> - Bots no longer retreat when moving to block a point capture.
> > >> - Bots should now equip an appropriate combat weapon and fight
> > >> while
> > >> moving to collect health.
> > >> - Bots who are roaming the map and hunting now chase down their
> > >> victims, following them around corners.
> > >> - Bots That fire projectiles (ie: rockets/grenades/etc) don't hold
> > >> down their fire button for a minimum time. This was causing
> > >> Soldier
> > >> bots to fire rockets into nearby walls as they strafed, killing
> > >> themselves.
> > >> - Soldiers bots now switch to their shotgun after firing all four
> > >> rockets when engaging an e

Re: [hlds] Team Fortress 2/Day of Defeat: Source Update

2010-04-28 Thread Mike Kurfis
Weird...took all the carriage returns out of my server.cfg file. Anyone
else?

On Wed, Apr 28, 2010 at 6:07 PM, msleeper wrote:

> So SM/MM is broke for linux?
>
> On Thu, 2010-04-29 at 01:59 +0100, Rory King wrote:
> > Ignore my issue, replied to the wrong mailing list. The issue I'm
> > having only affects Linux and it's cause already stated by Jason.
> >
> >
> >
> > On 29 Apr 2010, at 01:51, Shizzle Nizzle  wrote:
> >
> > > its a very common error with windows update.. that the update fails to
> > > update your bin folder  which includes essential files for your
> > > server to
> > > start lol. mot likely that the issue
> > >
> > > On Wed, Apr 28, 2010 at 7:44 PM, Rory King 
> > > wrote:
> > >
> > >> This update appears to have stopped metamod/sourcemod from running/
> > >> starting on my servers (not crashing) , can anyone else confirm?
> > >>
> > >>
> > >>
> > >> On 29 Apr 2010, at 01:32, Jason Ruymen 
> > >> wrote:
> > >>
> > >>> Required updates to Team Fortress 2 and Day of Defeat: Source have
> > >>> been released.  Please run hldsupdatetool to receive the updates.
> > >>> The specific changes include:
> > >>>
> > >>> Dedicated server
> > >>> - Linux optimizations.
> > >>> - Fixed Linux servers not relisting correctly after a master server
> > >>> restart.
> > >>> - Fixed a case where servers could have "ghost" players consuming
> > >>> player slots.
> > >>>
> > >>> Engine
> > >>> - Marked the "snd_show" convar as a cheat.
> > >>>
> > >>> Team Fortress 2
> > >>> New content:
> > >>> - Added new community map cp_freight.
> > >>> - Added missing physics models for several items.
> > >>> - Added jiggle bones to the Sam & Max items, and The Buff Banner.
> > >>> - Added Crit-a-Cola.
> > >>>
> > >>> Gameplay Changes:
> > >>> - Pyro changes:
> > >>> - Flamethrower direct damage reduced 20%.
> > >>> - Burn duration reduced (10 -> 6 seconds).
> > >>> - Airblast re-fire delay reduced by 25%.
> > >>> - Airblast ammo usage reduced by 20%.
> > >>> - All reflected rockets/grenades/arrows now mini-crit.
> > >>> - Airblasting enemies into environmental deaths now awards the death
> > >>> credit to the Pyro.
> > >>> - Heavy changes:
> > >>> - Minigun spin-up/down time reduced by 25%
> > >>> - Minigun firing movement speed increased to just under half-normal
> > >>> (from 80 to 110).
> > >>> - Throwing a sandvich to a teammate now earns a full bonus point
> > >>> (was half a point).
> > >>> - Bonk! changes:
> > >>> - Post-use movement penalty removed.
> > >>> - Now has a re-use cooldown time, like The Sandman.
> > >>> - The Chargin' Target changes:
> > >>>  - Direct charge hit now does 50 damage + 10 per head
> > >>> (up to 5 heads).
> > >>>  - Capped the turn rate from +left and +right while
> > >>> charging.
> > >>> - The Huntsman changes:
> > >>> - Removed restriction that arrows need to be aimed before they can
> > >>> be lit by a Pyro.
> > >>> - Bow can now be lowered without losing the lit arrow.
> > >>> - Changed bow so you can start charging it while you're jumping, but
> > >>> you can't fire until you're on the ground.
> > >>> - Fixed bug where flame effect would get stuck on if you change
> > >>> weapons with a lit arrow.
> > >>> - Backpack changes:
> > >>> - Moved Crafting button out to the root class/backpack selection
> > >>> panel.
> > >>> - Dragging and dropping items in your backpack now makes appropriate
> > >>> sounds.
> > >>> - Bot changes:
> > >>> - Bots don't retreat to gather health as readily if they are in
> > >>> combat.
> > >>> - Bots no longer retreat when moving to block a point capture.
> > >>> - Bots should now equip an appropriate combat weapon and fight while
> > >>> moving to collect health.
> > >>> - Bots who are roaming the map and hunting now chase down their
> > >>> victims, following them around corners.
> > >>> - Bots That fire projectiles (ie: rockets/grenades/etc) don't hold
> > >>> down their fire button for a minimum time. This was causing Soldier
> > >>> bots to fire rockets into nearby walls as they strafed, killing
> > >>> themselves.
> > >>> - Soldiers bots now switch to their shotgun after firing all four
> > >>> rockets when engaging an enemy.
> > >>> - Added a few more bot names from community suggestions.
> > >>> - Fixed a behavior loop with Engineer metal gathering.
> > >>> - The Sandman change:
> > >>>   - Added a slight speed reduction to stunned players.
> > >>> - Community requests
> > >>> - Added ConVars log_verbose_enable and log_verbose_interval to
> > >>> report player positions in the server log at regular intervals
> > >>> - log_verbose_enable default: 0
> > >>> - log_verbose_interval   default:  3 secs
> > >>>   - "Last-weapon" initialization on respawn now sets
> > >>> itself to be the melee weapon if you don't have a selectable
> > >>> secondary weapon (like The Razorback).
> > >>>
> > >>> Bug Fixes:
> > >>> - Fixed an case where The Gunboats didn't apply their

Re: [hlds] Team Fortress 2/Day of Defeat: Source Update

2010-04-28 Thread Mike Kurfis
"- Fixed a case where servers could have "ghost" players consuming player
slots"

YESSS!!!

On Wed, Apr 28, 2010 at 5:51 PM, Shizzle Nizzle  wrote:

> its a very common error with windows update.. that the update fails to
> update your bin folder  which includes essential files for your server to
> start lol. mot likely that the issue
>
> On Wed, Apr 28, 2010 at 7:44 PM, Rory King 
> wrote:
>
> > This update appears to have stopped metamod/sourcemod from running/
> > starting on my servers (not crashing) , can anyone else confirm?
> >
> >
> >
> > On 29 Apr 2010, at 01:32, Jason Ruymen  wrote:
> >
> > > Required updates to Team Fortress 2 and Day of Defeat: Source have
> > > been released.  Please run hldsupdatetool to receive the updates.
> > > The specific changes include:
> > >
> > > Dedicated server
> > > - Linux optimizations.
> > > - Fixed Linux servers not relisting correctly after a master server
> > > restart.
> > > - Fixed a case where servers could have "ghost" players consuming
> > > player slots.
> > >
> > > Engine
> > > - Marked the "snd_show" convar as a cheat.
> > >
> > > Team Fortress 2
> > > New content:
> > > - Added new community map cp_freight.
> > > - Added missing physics models for several items.
> > > - Added jiggle bones to the Sam & Max items, and The Buff Banner.
> > > - Added Crit-a-Cola.
> > >
> > > Gameplay Changes:
> > > - Pyro changes:
> > > - Flamethrower direct damage reduced 20%.
> > > - Burn duration reduced (10 -> 6 seconds).
> > > - Airblast re-fire delay reduced by 25%.
> > > - Airblast ammo usage reduced by 20%.
> > > - All reflected rockets/grenades/arrows now mini-crit.
> > > - Airblasting enemies into environmental deaths now awards the death
> > > credit to the Pyro.
> > > - Heavy changes:
> > > - Minigun spin-up/down time reduced by 25%
> > > - Minigun firing movement speed increased to just under half-normal
> > > (from 80 to 110).
> > > - Throwing a sandvich to a teammate now earns a full bonus point
> > > (was half a point).
> > > - Bonk! changes:
> > > - Post-use movement penalty removed.
> > > - Now has a re-use cooldown time, like The Sandman.
> > > - The Chargin' Target changes:
> > >   - Direct charge hit now does 50 damage + 10 per head
> > > (up to 5 heads).
> > >   - Capped the turn rate from +left and +right while
> > > charging.
> > > - The Huntsman changes:
> > > - Removed restriction that arrows need to be aimed before they can
> > > be lit by a Pyro.
> > > - Bow can now be lowered without losing the lit arrow.
> > > - Changed bow so you can start charging it while you're jumping, but
> > > you can't fire until you're on the ground.
> > > - Fixed bug where flame effect would get stuck on if you change
> > > weapons with a lit arrow.
> > > - Backpack changes:
> > > - Moved Crafting button out to the root class/backpack selection
> > > panel.
> > > - Dragging and dropping items in your backpack now makes appropriate
> > > sounds.
> > > - Bot changes:
> > > - Bots don't retreat to gather health as readily if they are in
> > > combat.
> > > - Bots no longer retreat when moving to block a point capture.
> > > - Bots should now equip an appropriate combat weapon and fight while
> > > moving to collect health.
> > > - Bots who are roaming the map and hunting now chase down their
> > > victims, following them around corners.
> > > - Bots That fire projectiles (ie: rockets/grenades/etc) don't hold
> > > down their fire button for a minimum time. This was causing Soldier
> > > bots to fire rockets into nearby walls as they strafed, killing
> > > themselves.
> > > - Soldiers bots now switch to their shotgun after firing all four
> > > rockets when engaging an enemy.
> > > - Added a few more bot names from community suggestions.
> > > - Fixed a behavior loop with Engineer metal gathering.
> > > - The Sandman change:
> > >- Added a slight speed reduction to stunned players.
> > > - Community requests
> > > - Added ConVars log_verbose_enable and log_verbose_interval to
> > > report player positions in the server log at regular intervals
> > >  - log_verbose_enable default: 0
> > >  - log_verbose_interval   default:  3 secs
> > >- "Last-weapon" initialization on respawn now sets
> > > itself to be the melee weapon if you don't have a selectable
> > > secondary weapon (like The Razorback).
> > >
> > > Bug Fixes:
> > > - Fixed an case where The Gunboats didn't apply their damage
> > > reduction properly.
> > > - The amount count in the HUD now flashes red when you're low on ammo.
> > > - Extinguishing a burning teammate now earns a full bonus point (was
> > > half a point).
> > > - Fixed a permanent overheal exploit involving dispensers.
> > > - Fixed a bug in spectator mode where the user aborted out of
> > > freezecam, setup a spec mode (like IN_EYE), and would then have the
> > > setting stomped after the freezecam timer expired.
> > > - Fixed bug with disguised 

Re: [hlds] Team Fortress 2 Update Available

2010-03-18 Thread Mike Kurfis
No crashes here, either.

On Thu, Mar 18, 2010 at 5:13 PM, Radu Suciu  wrote:

> Not getting any crashes here.
> ___
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> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
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Re: [hlds] Team Fortress 2 Update Available

2010-01-13 Thread Mike Kurfis
Yeah, I have 1.0.8.0, as I expected.

On Wed, Jan 13, 2010 at 5:47 PM, Dog  wrote:

> 1.0.8.0?
>
>
> -Dog
> TheVille.Org
>
> -
> Sent from my Sinclair ZX80
> -
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
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Re: [hlds] Team Fortress 2 Update Available

2010-01-06 Thread Mike Kurfis
Ah, so no need for a server-side update. Thanks.

On Wed, Jan 6, 2010 at 2:37 PM, Arg!  wrote:

> It appears as though there was a ninja client update for the debug
> assertion
> on tab just now.
>
> On Thu, Jan 7, 2010 at 9:30 AM, Mike Kurfis  wrote:
>
> > When does the fix to the update come out?
> >
> > On Wed, Jan 6, 2010 at 2:18 PM, Josh Bost 
> > wrote:
> >
> > > "Tuned scoreboard logic to guard against malicious server operators
> > > spoofing
> > > bot pings to hide the "BOT" tag."
> > >
> > > As a follower of the SPUF I have seen threads about servers with bots
> > with
> > > simulated pings, one just yesterday, in-fact.  After reading this,
> > > the consensus seemed to be that although some people felt 'ripped off'
> it
> > > made a better experience for a few people.  After reading about it I
> was
> > > curious, so I done a quick google search and sure enough there was a
> > single
> > > plugin with something like 3 replies on the alliedmods forums.
> > >
> > > I don't really understand - Clearly this was not a completely
> widespread
> > > issue, and calling the server owners malicious is a little bit wrong I
> > > think.  Personally, I wouldn't mind a server with a few bots as hosting
> a
> > > server locally, even with a  fairly beefy CPU (Core2 Q9550) my game
> > grinds
> > > to a screeching halt with 15 bots (9fps ftw).
> > >
> > > Anyway, since this is a controversial topic I realize this is not going
> > to
> > > change, as it is for 'the better of the community' but really, I still
> > > think
> > > people are going to find a way around; I also think Valve would have
> been
> > > better off spending their time fixing a *real* problem, such as fake
> > client
> > > counts - after all bots still contribute to the game.
> > > (For the record I don't even host a TF2 server [I used to help run one,
> > now
> > > I have a L4D2 server], so my points are not coming from a bias pov)
> > >
> > > Cheers,
> > >
> > > Josh Bost
> > >
> > > On Thu, Jan 7, 2010 at 8:09 AM, Jason Ruymen  > > >wrote:
> > >
> > > > A required update for Team Fortress 2 is now available.  Please run
> > > > hldsupdatetool to receive the update.  The specific change include:
> > > >
> > > > Server Browser (for TF2 and DoD:S)
> > > >  - Added a client-side server blacklist:
> > > >  - Supports blacklisting of specific servers, all servers on an
> IP,
> > > and
> > > > all servers on a class C range.
> > > >  - Saves the server list to a file, and has an Import button to
> > allow
> > > > easy sharing (cfg\server_blacklist.txt)
> > > >
> > > > Balance changes:
> > > >  - Reduced the health penalty on The Sandman.
> > > >  - The Force-A-Nature knockback on target now:
> > > >   - Only applies to hits that deal more than 30 damage and are in
> > > close
> > > > range.
> > > >   - Factors in the firer's angle of attack when determining the
> > > > knockback direction.
> > > >   - Has less of an effect on grounded targets.
> > > >  - The Dead Ringer now:
> > > >   - Reduces cloak to 40% when uncloaking early.
> > > >   - Has a 35% cap on the amount of cloak it can gain from an ammo
> > > pack.
> > > >   - Has a quieter de-cloak sound.
> > > >
> > > > Changes / Fixes:
> > > >  - Fixed a performance & stability issue with AMD processors.
> > > >  - Improved the stability of the game server -> item backend
> > connection.
> > > >  - Fixed a rare server crash related to dispensers.
> > > >  - Added min/max values to viewmodel_fov convar to match the settings
> > in
> > > > the slider.
> > > >  - Reduced the number of moons in ctf_doublecross, sadly.
> > > >  - Demo playback now ignores sv_pure settings, allowing demos to
> easily
> > > > contain custom content.
> > > >  - Fixed a crash related to sv_pure and the wireframe_dx6 shader.
> > > >  - Players can no longer shoot while stunned.
> > > >  - Fixed a bug that caused movement speed reductions to not work on
> > > stunned
> > > > players.
> > > >  - Soldier Rage bar no longer resets when touchi

Re: [hlds] Team Fortress 2 Update Available

2010-01-06 Thread Mike Kurfis
When does the fix to the update come out?

On Wed, Jan 6, 2010 at 2:18 PM, Josh Bost  wrote:

> "Tuned scoreboard logic to guard against malicious server operators
> spoofing
> bot pings to hide the "BOT" tag."
>
> As a follower of the SPUF I have seen threads about servers with bots with
> simulated pings, one just yesterday, in-fact.  After reading this,
> the consensus seemed to be that although some people felt 'ripped off' it
> made a better experience for a few people.  After reading about it I was
> curious, so I done a quick google search and sure enough there was a single
> plugin with something like 3 replies on the alliedmods forums.
>
> I don't really understand - Clearly this was not a completely widespread
> issue, and calling the server owners malicious is a little bit wrong I
> think.  Personally, I wouldn't mind a server with a few bots as hosting a
> server locally, even with a  fairly beefy CPU (Core2 Q9550) my game grinds
> to a screeching halt with 15 bots (9fps ftw).
>
> Anyway, since this is a controversial topic I realize this is not going to
> change, as it is for 'the better of the community' but really, I still
> think
> people are going to find a way around; I also think Valve would have been
> better off spending their time fixing a *real* problem, such as fake client
> counts - after all bots still contribute to the game.
> (For the record I don't even host a TF2 server [I used to help run one, now
> I have a L4D2 server], so my points are not coming from a bias pov)
>
> Cheers,
>
> Josh Bost
>
> On Thu, Jan 7, 2010 at 8:09 AM, Jason Ruymen  >wrote:
>
> > A required update for Team Fortress 2 is now available.  Please run
> > hldsupdatetool to receive the update.  The specific change include:
> >
> > Server Browser (for TF2 and DoD:S)
> >  - Added a client-side server blacklist:
> >  - Supports blacklisting of specific servers, all servers on an IP,
> and
> > all servers on a class C range.
> >  - Saves the server list to a file, and has an Import button to allow
> > easy sharing (cfg\server_blacklist.txt)
> >
> > Balance changes:
> >  - Reduced the health penalty on The Sandman.
> >  - The Force-A-Nature knockback on target now:
> >   - Only applies to hits that deal more than 30 damage and are in
> close
> > range.
> >   - Factors in the firer's angle of attack when determining the
> > knockback direction.
> >   - Has less of an effect on grounded targets.
> >  - The Dead Ringer now:
> >   - Reduces cloak to 40% when uncloaking early.
> >   - Has a 35% cap on the amount of cloak it can gain from an ammo
> pack.
> >   - Has a quieter de-cloak sound.
> >
> > Changes / Fixes:
> >  - Fixed a performance & stability issue with AMD processors.
> >  - Improved the stability of the game server -> item backend connection.
> >  - Fixed a rare server crash related to dispensers.
> >  - Added min/max values to viewmodel_fov convar to match the settings in
> > the slider.
> >  - Reduced the number of moons in ctf_doublecross, sadly.
> >  - Demo playback now ignores sv_pure settings, allowing demos to easily
> > contain custom content.
> >  - Fixed a crash related to sv_pure and the wireframe_dx6 shader.
> >  - Players can no longer shoot while stunned.
> >  - Fixed a bug that caused movement speed reductions to not work on
> stunned
> > players.
> >  - Soldier Rage bar no longer resets when touching a resupply cabinet.
> >
> > Achievement fixes:
> >  - Fixed the "Second Eye" Demoman achievement.
> >  - Fixed a bug in the "Play Doctor" Medic achievement.
> >  - Changed the requirements for the "Medals of Honor" Soldier
> achievement.
> >  - Updated description for the "Blind Fire" Demoman achievement to better
> > explain the requirements.
> >  - Fixed an issue that affected several achievements requiring the use of
> > the Equalizer.
> >
> > Community requests:
> >  - Added "skip_next_map" server ConCommand to skip the next map in the
> map
> > cycle.
> >  - Added "Play a hit sound whenever you injure an enemy" option to the
> > Multiplayer->Advanced options menu.
> >  - Added server "tf_use_fixedshotgunspreads" convar. When set, shotgun &
> > scattergun pellet spreads will use a non-random distribution.
> >  - Added a "show_htmlpage" command to allow server operators to display
> > custom web pages to clients.
> >
> > Changes to the TF Bots:
> >  - In KOTH mode, Bots are now:
> >   - More likely to roam around and hunt enemies if there is lots of
> > time left.
> >   - Become more likely to push for the point as time runs down, or
> > their teammates start to capture it.
> >  - Medic bots now:
> >   - Opportunistically "overheal" nearby friends when they can.
> >   - Prioritize healing of injured nearby friends more.
> >   - Don't focus on Heavies quite so exclusively.
> >   - Don't spam their Medigun continuously at round start.
> >   - Won't choose cover far below their heal target so much
> > (koth_nucleus).
> >   - Figh

Re: [hlds] Merry Christmas to everyone!

2009-12-24 Thread Mike Kurfis
Happy Festivus!

On Thu, Dec 24, 2009 at 4:08 PM, Richard Green wrote:

> Everyday is a gift.
> You cant take it with you & your a long time dead!
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael Krasnow
> Sent: 24 December 2009 23:34
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Merry Christmas to everyone!
>
> Yay for Gift Day! (im jewish)
>
> On Thu, Dec 24, 2009 at 6:28 PM, Richard Green  >wrote:
>
> > Ohh dear! A little Xmas spirit and still someone complains, now I
> > understand
> > what Valve are up against.
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
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> please visit:
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>
>
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Re: [hlds] Server crashing....

2009-12-22 Thread Mike Kurfis
I followed the link that Tony Paloma provided above:

"If you don't have Visual Studio, you can try minidumpview:
http://www.debuginfo.com/tools/minidumpview.html";

Doesn't seem to be any way to introduce any specific symbol files into the
mix there. Like I said, it's probably time to get VS anyway.

On Tue, Dec 22, 2009 at 11:06 AM, Spencer 'voogru' MacDonald <
voo...@voogru.com> wrote:

> Sometimes a plug-in can cause a crash and not have anything in the stack
> trace.
>
> So it's not a sure thing.
>
> But where did you get the symbols for the engine.dll?
>
> - voogru
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
> Sent: Tuesday, December 22, 2009 8:43 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Server crashing
>
> For example:
> http://screencast.com/t/MzRjYWViMD
>
> Thanks,
> - Saul.
>
>
> 2009/12/22 DontWannaName! 
>
> > If the first dll listed in the call stack shows SM then its a plugin. If
> > its
> > a server.dll only then its Valve. If its both then check SM and file a
> bug,
> >
> > On Tue, Dec 22, 2009 at 2:35 AM, Mike Kurfis  wrote:
> >
> > > When you say 'top of the stack', do you mean the first thing in the
> > > 'exception information'?
> > >
> > > On Mon, Dec 21, 2009 at 11:03 AM, Tony Paloma  > > >wrote:
> > >
> > > > If you have Visual Studio, you can open it with that and get a stack
> > > trace.
> > > > You'll only see DLL names though since you don't have the debug info.
> > > >
> > > > If you don't have Visual Studio, you can try minidumpview:
> > > > http://www.debuginfo.com/tools/minidumpview.html
> > > >
> > > > If sourcemod or something not from Valve is on the top of the stack,
> > it's
> > > > definitely a plugin problem.
> > > >
> > > > -Original Message-
> > > > From: hlds-boun...@list.valvesoftware.com
> > > > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Attaul N
> > > > Sent: Monday, December 21, 2009 10:36 AM
> > > > To: hlds@list.valvesoftware.com
> > > > Subject: [hlds] Server crashing
> > > >
> > > >
> > > > How can i read crash files that end with .mdmp? My servers are
> crashing
> > > > every 2-3 hours sometimes more and everytime they crash they generate
> a
> > > > file
> > > > similar to  "Steam__273447__2009_12_21T5_18_51C21205187.mdmp" in the
> > > > orangebox folder. I am hosting these servers on a windows box. I
> would
> > > like
> > > > to mention that these crashes did start right after the latest update
> > > from
> > > > valve. I have looked at my plugins and server logs and everything
> looks
> > > > normal, nothing sticks out that might cause a crash... Any help will
> be
> > > > appreciated
> > > > _
> > > > Windows Live: Make it easier for your friends to see what you're up
> to
> > on
> > > > Facebook.
> > > > http://go.microsoft.com/?linkid=9691816
> > > > ___
> > > > 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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> > please visit:
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> >
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Re: [hlds] Server crashing....

2009-12-22 Thread Mike Kurfis
I'm using the minidumpview that was mentioned earlier. I get a wall of text
in a command prompt window. There's a section called Exception Information,
which I assume to point to the culprit, but I can't decipher it. Looks like
this:

EXCEPTION INFORMATION
-

Thread ID: 618

Code:  
Flags: 0001
Address:   7d4e237e
Nested exception:  
Parameters:0

Thread context:

Context flags: 00010007
EIP: 7d4e237e   ESP: 2075dad0   EBP: 2075db24   EFLAGS: 0246
EAX: 2075dad4   EBX: 20b57acd   ECX: 1891c224   EDX: 000a
EDI: 20ad2d88   ESI: 
CS:  20750023   SS:  002b
DS:  2075002b   ES:  002b   FS:  20750053   GS:  002b
DR0: 2075d920   DR1: 2075d918   DR2: 2075d7f0   DR3: 2075d8e0
DR6: 00964290   DR7: 

There follows a list of loaded modules, but I don't know how to correlate
the above with any of them. I should probably just see about getting Visual
Studio, I suppose...

On Tue, Dec 22, 2009 at 4:28 AM, DontWannaName! wrote:

> If the first dll listed in the call stack shows SM then its a plugin. If
> its
> a server.dll only then its Valve. If its both then check SM and file a bug,
>
> On Tue, Dec 22, 2009 at 2:35 AM, Mike Kurfis  wrote:
>
> > When you say 'top of the stack', do you mean the first thing in the
> > 'exception information'?
> >
> > On Mon, Dec 21, 2009 at 11:03 AM, Tony Paloma  > >wrote:
> >
> > > If you have Visual Studio, you can open it with that and get a stack
> > trace.
> > > You'll only see DLL names though since you don't have the debug info.
> > >
> > > If you don't have Visual Studio, you can try minidumpview:
> > > http://www.debuginfo.com/tools/minidumpview.html
> > >
> > > If sourcemod or something not from Valve is on the top of the stack,
> it's
> > > definitely a plugin problem.
> > >
> > > -Original Message-
> > > From: hlds-boun...@list.valvesoftware.com
> > > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Attaul N
> > > Sent: Monday, December 21, 2009 10:36 AM
> > > To: hlds@list.valvesoftware.com
> > > Subject: [hlds] Server crashing
> > >
> > >
> > > How can i read crash files that end with .mdmp? My servers are crashing
> > > every 2-3 hours sometimes more and everytime they crash they generate a
> > > file
> > > similar to  "Steam__273447__2009_12_21T5_18_51C21205187.mdmp" in the
> > > orangebox folder. I am hosting these servers on a windows box. I would
> > like
> > > to mention that these crashes did start right after the latest update
> > from
> > > valve. I have looked at my plugins and server logs and everything looks
> > > normal, nothing sticks out that might cause a crash... Any help will be
> > > appreciated
> > > _
> > > Windows Live: Make it easier for your friends to see what you're up to
> on
> > > Facebook.
> > > http://go.microsoft.com/?linkid=9691816
> > > ___
> > > 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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> > please visit:
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> >
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Re: [hlds] Server crashing....

2009-12-22 Thread Mike Kurfis
When you say 'top of the stack', do you mean the first thing in the
'exception information'?

On Mon, Dec 21, 2009 at 11:03 AM, Tony Paloma wrote:

> If you have Visual Studio, you can open it with that and get a stack trace.
> You'll only see DLL names though since you don't have the debug info.
>
> If you don't have Visual Studio, you can try minidumpview:
> http://www.debuginfo.com/tools/minidumpview.html
>
> If sourcemod or something not from Valve is on the top of the stack, it's
> definitely a plugin problem.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Attaul N
> Sent: Monday, December 21, 2009 10:36 AM
> To: hlds@list.valvesoftware.com
> Subject: [hlds] Server crashing
>
>
> How can i read crash files that end with .mdmp? My servers are crashing
> every 2-3 hours sometimes more and everytime they crash they generate a
> file
> similar to  "Steam__273447__2009_12_21T5_18_51C21205187.mdmp" in the
> orangebox folder. I am hosting these servers on a windows box. I would like
> to mention that these crashes did start right after the latest update from
> valve. I have looked at my plugins and server logs and everything looks
> normal, nothing sticks out that might cause a crash... Any help will be
> appreciated
> _
> Windows Live: Make it easier for your friends to see what you're up to on
> Facebook.
> http://go.microsoft.com/?linkid=9691816
> ___
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> please visit:
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Re: [hlds] Team Fortress 2 Update Available

2009-12-17 Thread Mike Kurfis
The only crashes I have seen so far on my server have happened on
ctf_doublecross. Dunno if it's a coincidence or not.

On Thu, Dec 17, 2009 at 10:31 PM, Don Williams  wrote:

> Hopefully tomorrow early, well TODAY..
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
> Sent: Friday, December 18, 2009 1:15 AM
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: Re: [hlds] Team Fortress 2 Update Available
>
> I sent a dump to robin and he said he will be able to prevent the crash. I
> assume that means we will have a fix next patch.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
> Sent: Thursday, December 17, 2009 9:52 PM
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: Re: [hlds] Team Fortress 2 Update Available
>
> same here, too
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Don Williams
> Sent: Friday, December 18, 2009 6:45 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 Update Available
>
> I started to notice that too.. No mods or anything on a 8v8 server on
> map changes.
>
> Sent from my iPhone
>
> On Dec 18, 2009, at 12:39 AM, Drew LaPour  wrote:
>
> > Doesn't seem to be entirely SM. I have verified game files and still
> > am
> > getting random crashed on a vanilla server. :-/
> >
> > On Thu, Dec 17, 2009 at 10:39 PM, Don Williams 
> > wrote:
> >
> >> Yeah, SM just needs updating.. For now I disabled it and all is
> >> well..
> >> I'll
> >> check tomorrow for a new snapshot!
> >>
> >> -Original Message-
> >> From: hlds-boun...@list.valvesoftware.com
> >> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
> >> DontWannaName!
> >> Sent: Thursday, December 17, 2009 11:35 PM
> >> To: Half-Life dedicated Win32 server mailing list
> >> Subject: Re: [hlds] Team Fortress 2 Update Available
> >>
> >> Sadly, SM is still going to crash without any plugins or
> >> extensions.But you
> >> can prologue it without running any!
> >>
> >> On Thu, Dec 17, 2009 at 8:31 PM, Spencer 'voogru' MacDonald <
> >> voo...@voogru.com> wrote:
> >>
> >>> Whenever an update happens you should disable all plug-ins. Run the
> >> server
> >>> for an hour (no crashes), then turn plug-ins on one at a time.
> >>>
> >>> When we get big updates, this is what happens. Plug-ins need
> >>> updating.
> >>>
> >>> - voogru.
> >>>
> >>> -Original Message-
> >>> From: hlds-boun...@list.valvesoftware.com
> >>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Lyons
> >>> Sent: Thursday, December 17, 2009 10:36 PM
> >>> To: Half-Life dedicated Win32 server mailing list
> >>> Subject: Re: [hlds] Team Fortress 2 Update Available
> >>>
> >>> On 18/12/2009, at 1:55 PM, Shizzle Nizzle wrote:
> >>>
>  yea ours seem to crash on the map changes aswell.
> >>>
> >>> Same, just changed one of mine to gorge and came back to it 2mins
> >>> later
> >> and
> >>> its back on its start up map dustbowl.
> >>>
> >>> No dump file though.
> >>>
> >>> --
> >>> Matt Lyons
> >>> Content Administrator, games.on.net
> >>> Email: m...@games.on.net
> >>> Web: http://games.on.net
> >>> "In theory, there is no difference between theory and practice; In
> >>> practice,
> >>> there is."
> >>>
> >>>
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list
> >>> archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>>
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list
> >>> archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> > ___
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> > archives, please visit:
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> _

Re: [hlds] Team Fortress 2 Update Coming

2009-12-17 Thread Mike Kurfis
Where was the update email? The actual one that says it's released?

On Thu, Dec 17, 2009 at 5:27 PM, 1nsane <1nsane...@gmail.com> wrote:

> Update out.
>
> On Thu, Dec 17, 2009 at 8:08 PM, Y Smith  wrote:
>
> > My bet is 1:30PM-3:00PM AEDT
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com [mailto:
> > hlds-boun...@list.valvesoftware.com] On Behalf Of Nathan Wong
> > Sent: Friday, 18 December 2009 11:28 AM
> > To: Andrew Leach; Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Team Fortress 2 Update Coming
> >
> > My bet is on 11pm PST.
> >
> > On Dec 18, 2009 12:23 AM, "Andrew Leach"  wrote:
> >
> > Sleep is overrated
> >
> > -- Sent from my Palm Prē
> >
> > Jake Eisenman wrote: Take a nap :-P Scott wrote: > they need to hurry
> > up
> > i want to go to b...
> >
> > > On Thu, Dec 17, 2009 at 4:01 PM, Flubber 
> > >  >
> >  <
> lt%253bflub...@gmail.com >>>
> > wrote: > > >> GIVE US DODGEB...
> > >> 2009/12/18 Spencer 'voogru' MacDonald 
> > >>  >
> >  <
> lt%253bvoo...@voogru.com >>
> > >
> >
> > >> >> >>> Update will be released at 1:30 PM VST >>> >>> -Original
> > Message- >>> F...
> >
> > >>> On Thu, Dec 17, 2009 at 3:44 PM, 
> > >>>  >
> >  <
> lt%253barreo...@gmail.com >>>
> > wrote: >>> >>>  Absolutel...
> >  On Thu, Dec 17, 2009 at 5:39 PM, Brent Veal &
> > lt;naslund.fan...@gmail.com  <
> lt%3bnaslund.fan...@gmail.com > <
> > lt%3bnaslund.fan...@gmail.com  <
> lt%253bnaslund.fan...@gmail.com >>
> >
> >  > wrote: > > Yes, but it's nice to get announcements
> sent
> > t...
> > > On Thu, Dec 17, 2009 at 3:34 PM, Eric Pan &
> lt;mahzorim...@gmail.com <
> lt%3bmahzorim...@gmail.com >
> >  <
> lt%253bmahzorim...@gmail.com >>
> > >
> >
> > > >>> wrote: >>> >> We already know this a la the TF2 blog.
> >>
> > >> On Thu, Dec 17, 2009 at 5:32 PM, Jason Ruymen <
> >
> > >>  jas...@valvesoftware.com  >>> wrote: >>> ...
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> > __ Information from ESET Smart Security, version of virus
> signature
> > database 4697 (20091217) __
> >
> > The message was checked by ESET Smart Security.
> >
> > http://www.eset.com
> >
> >
> >
> > __ Information from ESET Smart Security, version of virus
> signature
> > database 4697 (20091217) __
> >
> > The message was checked by ESET Smart Security.
> >
> > http://www.eset.com
> >
> >
> >
> > ___
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> > please visit:
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Re: [hlds] Team Fortress 2 Update Coming

2009-12-17 Thread Mike Kurfis
"Later"? LOL. Like what, 6pm PST?

On Thu, Dec 17, 2009 at 3:38 PM, Andrew Leach (luaduck) 
wrote:

> Have I ever said how much I love you, jason?
>
> -luaduck
>
> On 17/12/2009 23:32, Jason Ruymen wrote:
> > A required update for Team Fortress 2 is coming later today.
> >
> > Jason
> >
> >
>
>
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Re: [hlds] friendship??

2009-12-09 Thread Mike Kurfis
So a comment about how my schedule change will help me update my servers
closer to the release time turns into "Dear Valve, you're so inconvenient"?
You're going to dislocate a shoulder reaching like that.

On Wed, Dec 9, 2009 at 3:43 PM, msleeper wrote:

> Dear Valve,
>
> Please release your global update according to my schedule as I find the
> time table of "when it's finished" to be a hamper on my productivity.
>
> Thank you,
> Mike Kurfis
>
>
> On Wed, 2009-12-09 at 15:39 -0800, Mike Kurfis wrote:
> > I hope it's next week. I'll be off work and able to pull the trigger a
> lot
> > closer to actual release time for a change.
> >
> > On Wed, Dec 9, 2009 at 3:25 PM, Sam Kindler  wrote:
> >
> > > I'd guess at the start of next week, most likely Tuesday.
> > >
> > > 2009/12/9 Jonah Hirsch 
> > >
> > > > I'd have to assume so. Tomorrow seems the most likely date, although
> they
> > > > could just be announcing the update features over the next few days,
> as
> > > has
> > > > been the trend, followed by the update some time next week (or on the
> > > > weekend).
> > > >
> > > > Jonah Hirsch
> > > > ---
> > > >
> > > >
> > > > On Wed, Dec 9, 2009 at 4:11 PM, Shawn Somers  >
> > > > wrote:
> > > >
> > > > >
> > > > > Does this mean I should be prepared for another update in the very
> near
> > > > > future??
> > > > >
> > > > > Shawn
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > > please visit:
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> > > > please visit:
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Re: [hlds] friendship??

2009-12-09 Thread Mike Kurfis
I hope it's next week. I'll be off work and able to pull the trigger a lot
closer to actual release time for a change.

On Wed, Dec 9, 2009 at 3:25 PM, Sam Kindler  wrote:

> I'd guess at the start of next week, most likely Tuesday.
>
> 2009/12/9 Jonah Hirsch 
>
> > I'd have to assume so. Tomorrow seems the most likely date, although they
> > could just be announcing the update features over the next few days, as
> has
> > been the trend, followed by the update some time next week (or on the
> > weekend).
> >
> > Jonah Hirsch
> > ---
> >
> >
> > On Wed, Dec 9, 2009 at 4:11 PM, Shawn Somers 
> > wrote:
> >
> > >
> > > Does this mean I should be prepared for another update in the very near
> > > future??
> > >
> > > Shawn
> > >
> > > ___
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> > > please visit:
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Re: [hlds] Texture Issue / Question

2009-11-14 Thread Mike Kurfis
I've noticed this also. Waffle fire! Seems like it started happening after a
round of koth_moonshine - a number of players saw it there, and folks who
joined the server after that didn't see it. Restarting the clients' game
resolved it. Something to do with maps with newer custom textures, I'd
guess, but I don't know for sure. Doesn't happen on most of our custom maps,
and moonshine is the only one that is popular on my server that I know of
that has that swamp theme...

On Sat, Nov 14, 2009 at 10:55 PM, Shane Arnold wrote:

> Vanilla installs here don't show these issues.
>
> Tried a verify game files within Steam? In any case this isn't a server
> issue, it's a client issue and doesn't really belong on this list ;)
>
> CLAN RCR wrote:
> > So, it's been awhile since I've posted to the HLDS list, but I've had an
> > issue for the last month or more and finally gotten to the point where
> > something needs to be done. I've roughly gone through the previous posts
> > looking for a similar situation and to my shock I was unable to find one.
> > Anyway.. I can play 2fort all day long, but on any other maps I get some
> > texture glitch where fire is flat squares and air movement from the air
> > blast or double jumping looks like 3 gray lines that fade out. Anyway..
> I'd
> > be shocked if nobody else has seen it. It seems like it's statistically a
> > very widespread issue. At least 10 people I've talked to all experience
> it
> > on a continual basis. This started after a major TF2 update about 2
> months
> > ago, and nothing I've done has seemed to solve the problem. I tried
> > upgrading my drivers per someone's recommendation but as expected drivers
> > don't have anything to do with the issue so it didn't solve the problem.
> >
> > Just wondering if anyone knows how to fix it.
> >
> > Here's an example of what I'm talking about.
> >
> > http://s1.postimage.org/1bewS0-b05585195501dfc6c0f5cd68ace5ee7b.jpg
> > http://www.postimage.org/image.php?v=gx1bewS0
> >
> > Thanks for the help.
> >
> > -Matt
> > ___
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> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
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>
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Re: [hlds] Team Fortress 2 Update Coming

2009-10-29 Thread Mike Kurfis
I get to drive home from work now. Have fun playing games while I dodge
people who, despite living in a rainy climate, can't drive for crap in the
rain.

On Thu, Oct 29, 2009 at 4:50 PM, Flubber  wrote:

> We're on isketch for our part.
>
> 2009/10/30 msleeper 
>
> > We're about to start playing Uno while we wait in the IRC chat if anyone
> > wants in.
> >
> >
> > On Thu, 2009-10-29 at 19:43 -0400, David Bello wrote:
> > > So while we're waiting anyone know how to make gmail make a sound when
> a
> > new
> > > mail arrives. Please, no "You've Got Mail" shit
> > > ___
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> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
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> > please visit:
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> >
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Re: [hlds] Team Fortress 2 Update Coming

2009-10-29 Thread Mike Kurfis
Too bad some of us are stuck on Windows with a GSP... :P

On Thu, Oct 29, 2009 at 4:02 PM, Nephyrin Zey wrote:

> I wrote this ages ago for linux servers, supports instant auto-update.
>
> http://nephyrin.net/tools/nemrun/latest/
>
> On 10/29/2009 03:39 PM, Y Smith wrote:
> > I could see this being scripted
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ben B
> > Sent: Friday, 30 October 2009 9:31 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Team Fortress 2 Update Coming
> >
> > oh god yes, i dont see why it hasn't happened yet. update comes out,
> srcds
> > closes itself, runs update, and restarts itself.
> > why not?! D:<
> >
> > On Thu, Oct 29, 2009 at 4:27 PM, JäKë T  wrote:
> >
> >
> >> A working autoupdate would fix that.. :)
> >>
> >>
> >>
> >>
>
>
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Re: [hlds] Team Fortress 2 Update Coming

2009-10-29 Thread Mike Kurfis
I just hope it doesn't get released during my commute home. I'll come home
to messages from about half my community asking if I knew about the update
and why the servers haven't been updated yet.

On Thu, Oct 29, 2009 at 3:20 PM, Timothy Sadleir  wrote:

> I've got to go to work in 2 hours.  Hopefully the update is released before
> then.  :|
>
> On Thu, Oct 29, 2009 at 2:02 PM, Shawn Somers  >wrote:
>
> > Jason,
> >
> > Any ETA on the update?
> >
> > Shawn Somers
> >
> > >>> On Thu, Oct 29, 2009 at 11:34 AM, Jason Ruymen <
> > jas...@valvesoftware.com
> > >>>
> > >>> wrote:
> >  A required update for Team Fortress 2 is on the way.  Should be live
> > in
> > >> a
> > >>> couple of hours.
> >  Jason
> > 
> > >
> >
> > ___
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Re: [hlds] Pyro flame+airblast at the same time exploit/glitch

2009-08-10 Thread Mike Kurfis
They probably made an assumption. I see it a lot playing pyro dodgeball.

On Mon, Aug 10, 2009 at 11:11 AM, Spencer 'voogru' MacDonald <
voo...@voogru.com> wrote:

> They lied.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Philip Bembridge
> Sent: Monday, August 10, 2009 1:55 PM
> To: Half-Life dedicated Win32 server mailing list; Jason Ruymen
> Subject: Re: [hlds] Pyro flame+airblast at the same time exploit/glitch
>
> One of my admins said that voogru has an effect like this on his servers to
> paid subscribers? idk because i don't play there often!
>
> 2009/8/10 Philip Bembridge 
>
> >
> > Has anyone else seen this exploit with pyro, airblast and flame at same
> > time, I know it involves a script, and hence valve probably wont do
> anything
> > about it, but still
> >
> > http://www.sendspace.com/file/qg0klv .dem 11MB
> >
> > The bits in the demo I suggest you watch, full speed and in slowmo:
> >
> >- 20519
> >- 22212
> >- 26495
> >- 30596 - this is probably the best bit
> >
> >
> > The guys details are here if you care:
> > # 80 "Berzerker" STEAM_0:1:16878536 24:37 89 0 active
> 85.131.102.144:27005
> >
> > Just emailing so that the admins are aware of this!
> > Regards, Phil
> >
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