[hlds] OT: Goodbye Gabe

2007-10-21 Thread RMaioroff
Like many on this list, I've followed Valve for a long time... since back in
the WON days when TFC was just a baby. I've always respected Gabe for the
contribution he made to Valve, and I am glad to see him chasing his dreams.
Best of luck, Gabe. Rock on brother.

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



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

Cheers Mattie!


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

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

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

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

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

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

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

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

Thanks for your time,
-Mattie
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RE: [hlds] OT: Goodbye Gabe

2007-10-21 Thread RMaioroff
Never mind. False alarm, haha this is old news. Sorry.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of RMaioroff
Sent: Sunday, October 21, 2007 7:58 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] OT: Goodbye Gabe

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

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



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

Cheers Mattie!


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

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

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

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

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

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

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

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

Thanks for your time,
-Mattie
--

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RE: [hlds] TF2 Admin Plugin

2007-10-11 Thread RMaioroff
I host both win and Linux TF2 servers, and sadly, notice better performance
on Win 2003 SP2 versus the latest distro of Red Hat. This is on identical
hardware in a mainstream datacenter. What kind of numbers are you seeing?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kerry Dorsey
Sent: Thursday, October 11, 2007 10:08 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] TF2 Admin Plugin

No, to my knowledge he hasn't released a Linux binary yet.

Speaking of, Jan, do you guys host both Linux and Windows servers supporting
TF2? I'm experiencing tickrate/server FPS issues and wonder if anyone else
is noticing the difference between the 2 platforms.

Kerry

 - -Original Message-
- From: [EMAIL PROTECTED] [mailto:hlds-
- [EMAIL PROTECTED] On Behalf Of Jan Vahlpagel
- Sent: Thursday, October 11, 2007 9:43 AM
- To: hlds@list.valvesoftware.com
- Subject: AW: [hlds] TF2 Admin Plugin
-
- yeah, already found this too... but it doesn't help me on linux-
- servers,
- right?
-
- -Ursprüngliche Nachricht-
- Von: [EMAIL PROTECTED]
- [mailto:[EMAIL PROTECTED] Im Auftrag von Kerry Dorsey
- Gesendet: Donnerstag, 11. Oktober 2007 15:16
- An: hlds@list.valvesoftware.com
- Betreff: RE: [hlds] TF2 Admin Plugin
-
- At a time when stability and management are fleeting memory, you step
- up
- with this jem. It helped out tremendously last night.
-
- Thanks a million, Ray!
-
- Kerry Boogieman Dorsey
-
- - -Original Message-
- - From: [EMAIL PROTECTED] [mailto:hlds-
- - [EMAIL PROTECTED] On Behalf Of Ray
- - Sent: Sunday, October 07, 2007 4:16 PM
- - To: hlds@list.valvesoftware.com
- - Subject: [hlds] TF2 Admin Plugin
- -
- - If any server op needs an admin plugin..
- - Ive got a minimal version working
- - with kick,ban,chat, centersay,bottomsay and
- - classlimits etc
- -
- - get it at http://www.beetlesmod.com
- -
- -
- -
- -
- - ___
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- archives,
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RE: [hlds] Binaries Released?

2007-09-18 Thread RMaioroff
Mike, great news! Thanks again for the effort.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Monday, September 17, 2007 10:58 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Binaries Released?

There is an incremental change to the TF2 content depot that fixes this.
That depot has not propagated to the content servers yet, however. Once
the updated content depot is ready I will notify the list.

In the mean time, I'm very sorry for the crashes. And just so you know
it is only the Windows DS that is going live right now. The client and
the Linux DS will be out as soon as we can.

-Best Regards,
 Mike Durand
 Valve

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brian D'Arcy
Sent: Monday, September 17, 2007 9:50 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Binaries Released?

--
--
[ Picked text/plain from multipart/alternative ]
Screenshot of crash window attached.

-B


On 9/17/07, Brock Quinn [EMAIL PROTECTED] wrote:

 I am having the exact same problem under Windows XP SP2

 Brian D'Arcy wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  I see there was an update which included the binaries, however I'm
only
  getting insta-crashes and mdmp files with the most basic launch
options
 of
  -console and -game tf.
 
  Windows 2003 SP2
  --
 
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--
X-Attachment-Id: f_f6pxfkao

[ tf2error.jpg of type image/jpeg deleted ]
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RE: [hlds] Team Fortress 2 update oddness

2007-09-17 Thread RMaioroff
Mike Durand: We've tried unsuccessfully to install the tf2 content. Both on
Windows 2003 and Latest Red Hat Enterprise Server. We did the normal -
hldsupdatetool -command update -game tf -dir c:\pub#18 -verify_all
(different for nix), and the installer had the following behaviors:

Windows 2003 R2:
First try, seemingly complete (installer said 100%) download of the content.
However, in your previous post, you said that srcds.exe would be in the
orangebox folder. It's not. For us the executable is in the parent folder to
orangebox. For example, using the above command line example, we have:
C:\pub#8\srcds.exe. The only contents of orangebox is a single folder named
tf and no executables or any files at all.

Red Hat Enterprise Server:
Multiple attempts where the installer claimed a reset connection. This is a
server in the same rack/datacenter as the windows box, with the servers on
100M/bs to the public cloud. After about 6 times of the installer getting
~30-50% complete and then failing with that error, other strange shit
started happening, like the progress / percentage readout saying
112038475672% complete. I used the verify directive so it should have
checked the file map and put srcds into the orangebox folder (as a child
asset), correct? Again, like windows, the *ONLY* object in the orangebox
folder for me is one folder named tf.

So naturally, you try to start the server instance and it fails.

Anyone have this problem? If it helps to know, this is the first package
we've downloaded for tf and it was just about one hour ago.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Joey
Sent: Monday, September 17, 2007 4:21 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2 update oddness

I know this isnt a list for bitching and of any sort but i think we have the
right to be carefull as to are next purchase, considering CounterStrike -
Hl2DM  TDM were nothing but headaches with the periodic updates which did
nothing but cripple the games and server's to the point that would render
them not as much fun or playable for the matter.(Especially killing all
admins with the famous allowservercommands 1 I mean come on I think
alot of you agree with me right??

And money isnt an issue i just don't want my next purchase to be another
dissappointment..you know?

But this is my $0.02  :)


- Original Message -
From: Brandon R. Miller [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Monday, September 17, 2007 3:26 PM
Subject: Re: [hlds] Team Fortress 2 update oddness


 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Windows Server 2003 SP2

 I was able to reproduce this several times. I haven't tried again since
 getting all the content.
 
 Brandon R. Miller
 Branzone Incorporated
 http://www.branzone.com
  - Original Message -
  From: Wh00pAss
  To: hlds@list.valvesoftware.com
  Sent: Monday, September 17, 2007 2:58 PM
  Subject: Re: [hlds] Team Fortress 2 update oddness


  I'm using MS Server 2003 SP 2

  - Original Message -
  From: Mike Durand [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Sent: Monday, September 17, 2007 8:33 PM
  Subject: RE: [hlds] Team Fortress 2 update oddness


  I can't duplicate this on XP or Slackware Linux. What OS are you guys
   using when you are seeing this problem?
  
   -Mike
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
   Sent: Monday, September 17, 2007 10:02 AM
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] Team Fortress 2 update oddness
  
   --
   [ Picked text/plain from multipart/alternative ]
   I had this happen to me before. But in my case it created the Orange
 Box
   folder and then attempted to redownload everything into it. SO I
   canceled it
   and just moved the 1st tf folder into the orangebox folder and it
   verified
   it from there on. I am guessing the directory structure has been
 changed
   after the 1st phase of the content download.
   --
  
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RE: [hlds] Team Fortress 2 update oddness

2007-09-17 Thread RMaioroff
Yeah, someone pointed that out to me. Sorry, I now see I missed several
posts prior to this where it was pretty much explained.

Regarding the winsock error, our 2k3R2 box is doing it:

http://forums.planetwca.com/attachment.php?attachmentid=3226d=1190072818

Thanks for the effort, this game is going to kick ass. Oh and like others
have already said, thank you for including the server admins during the
rollout. Makes our life easier when trying to provide a community instant
game access to our servers.

Cheers.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Monday, September 17, 2007 6:18 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Team Fortress 2 update oddness

We haven't released the depots that contain the Linux and Windows
binaries yet.

I will look into the issue of the update tool losing its connection, but
for now you should just retry until it completes. :(

The percentage complete is presently only good for comic relief. ;)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of RMaioroff
Sent: Monday, September 17, 2007 3:39 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Team Fortress 2 update oddness

Mike Durand: We've tried unsuccessfully to install the tf2 content. Both
on
Windows 2003 and Latest Red Hat Enterprise Server. We did the normal -
hldsupdatetool -command update -game tf -dir c:\pub#18 -verify_all
(different for nix), and the installer had the following behaviors:

Windows 2003 R2:
First try, seemingly complete (installer said 100%) download of the
content.
However, in your previous post, you said that srcds.exe would be in the
orangebox folder. It's not. For us the executable is in the parent
folder to
orangebox. For example, using the above command line example, we have:
C:\pub#8\srcds.exe. The only contents of orangebox is a single folder
named
tf and no executables or any files at all.

Red Hat Enterprise Server:
Multiple attempts where the installer claimed a reset connection. This
is a
server in the same rack/datacenter as the windows box, with the servers
on
100M/bs to the public cloud. After about 6 times of the installer
getting
~30-50% complete and then failing with that error, other strange shit
started happening, like the progress / percentage readout saying
112038475672% complete. I used the verify directive so it should have
checked the file map and put srcds into the orangebox folder (as a child
asset), correct? Again, like windows, the *ONLY* object in the orangebox
folder for me is one folder named tf.

So naturally, you try to start the server instance and it fails.

Anyone have this problem? If it helps to know, this is the first package
we've downloaded for tf and it was just about one hour ago.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Joey
Sent: Monday, September 17, 2007 4:21 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2 update oddness

I know this isnt a list for bitching and of any sort but i think we have
the
right to be carefull as to are next purchase, considering CounterStrike
-
Hl2DM  TDM were nothing but headaches with the periodic updates which
did
nothing but cripple the games and server's to the point that would
render
them not as much fun or playable for the matter.(Especially killing all
admins with the famous allowservercommands 1 I mean come on I
think
alot of you agree with me right??

And money isnt an issue i just don't want my next purchase to be another
dissappointment..you know?

But this is my $0.02  :)


- Original Message -
From: Brandon R. Miller [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Monday, September 17, 2007 3:26 PM
Subject: Re: [hlds] Team Fortress 2 update oddness


 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Windows Server 2003 SP2

 I was able to reproduce this several times. I haven't tried again
since
 getting all the content.
 
 Brandon R. Miller
 Branzone Incorporated
 http://www.branzone.com
  - Original Message -
  From: Wh00pAss
  To: hlds@list.valvesoftware.com
  Sent: Monday, September 17, 2007 2:58 PM
  Subject: Re: [hlds] Team Fortress 2 update oddness


  I'm using MS Server 2003 SP 2

  - Original Message -
  From: Mike Durand [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Sent: Monday, September 17, 2007 8:33 PM
  Subject: RE: [hlds] Team Fortress 2 update oddness


  I can't duplicate this on XP or Slackware Linux. What OS are you
guys
   using when you are seeing this problem?
  
   -Mike
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
   Sent: Monday, September 17, 2007 10:02 AM
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] Team Fortress 2 update oddness
  
   --
   [ Picked text/plain from multipart/alternative ]
   I

RE: [hlds] [Fwd: [Fwd: NO GAS ON 15TH]]

2007-05-08 Thread RMaioroff
STOP SPAMMING THIS LIST WITH OFF TOPIC BULLSHIT.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason O. Washburn
Sent: Tuesday, May 08, 2007 2:42 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] [Fwd: [Fwd: NO GAS ON 15TH]]

Hey Einar, sounds like your jealous of America.  I sure don't see people
trying to leave in fact they are trying to get here any way they can
legal or not.  Can you say that about your country?  How's your illegal
immigrant situation?  Oh and by the way I have several Big Block
Pontiacs that will run over your little economy cars with out
hesitation.  It would be well worth the 3.00 per gallon gas price tag to
do it.


Jason

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Einar S. Idsø
Sent: Tuesday, May 08, 2007 8:20 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] [Fwd: [Fwd: NO GAS ON 15TH]]

I completely fail to see what this has to do with either hlds or source.
Please stop spamming the list.

Also, I am looking forward to the day American gas prices hit a level
comparable to the rest of the world. Bitching about three bucks per
gallon just makes the ludicrously wealthy nation and its citizens look
piss poor. And cheap. And utterly incapable of buying proper cars that
don't use the three gallons on a single mile.

Cheers,
Einar

Shane Bauer wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 People will believe anything that's posted on MySpace or sent to them
via
 e-mail. It's unbelievable.

 I posted a response to this once, but it's clearly a lost cause.

 Oh, I have an idea. Lets not get gas on the 15th. That will show
them.
 Yeah, that's great. Brilliant idea there. Here's a concept: They (gas
 companies) don't give a shit if you buy gas on the 15th or not. They
know
 that you will be driving your ass up to the gas station the following
day
 because you need a fill up after stretching it beyond the 15th.
Therefore,
 you've shifted demand from one day to the next. The only way to reduce
gas
 prices it to reduce gas usage. Avoiding a fill up one day a year does
 nothing. I'd love to see them raise gas prices a dollar on the 16th
just to
 screw with all you people that didn't get gas on the 15th.

 On 5/8/07, Luke Lewis [EMAIL PROTECTED] wrote:

 Yeah there are people that dumb unfortunately. Gas companies do not
look
 at
 weekly or monthly reports much less daily reports. They are only
worried
 about quarterly reports. That would be every 3-4 months. But I don't
think
 if you needed gas to go get food or go to work you would last a day
much
 less 3-4 months. And that would also include not buying gas pre-hand
so
 you
 could last, that would kind of destroy the point. Idiots..

 -BeNt-



 Clearly not a Counter-Strike server operator :p
 On 5/8/07, Jason O. Washburn [EMAIL PROTECTED] wrote:
 This is so dumb.  Do you honestly think that it makes a difference
to
 the oil companies which day they sell it on?  We also regularly buy
gas
 once a week so what's the difference?  I can't believe that there is
 such naive people still around.

 Jason

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 --
 Shane Bauer
 MCP ASP.NET
 http://www.shanebauer.com
 --

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RE: [hlds] Pure Server Mode Question / Request

2007-04-30 Thread RMaioroff
That is by and far one of the best things to happen for our servers, as of
late. Thanks for this Valve.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Monday, April 30, 2007 5:37 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Pure Server Mode Question / Request

You can also create map specific pure server configs (that overlay on
top of the base pure server config). Just put a file called map
name_whitelist.txt in your maps directory (i.e
maps/de_dust_whitelist.txt) to use this feature. We expect map makers
to create their own whitelists for custom maps.

- Alfred

Kevin Ottalini wrote:
 You can enforce external folder level consistancy for custom content
 with
 crc checks so server ops dont need to list tons of individual files,
 just
 the folder(s).

 This is a very sweet option, thank you Alfred!

  // Three types of file specifications:
  //
  // 1. directory\*.*   - refers to all files under the directory
  // 2. directory\...   - refers to all files under the directory and
 all directories under that (recursively)
  // 3. directory\filename   - refers to a single file



 - Original Message -
 From: Alfred Reynolds [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Monday, April 30, 2007 3:10 PM
 Subject: RE: [hlds] Pure Server Mode Question / Request


 Um, please have a read of the pure server config file. It supports
 (by design) custom server files using the allow_from_disk+check_crc
 flag, you have all the tools you need to customise the assets on
 your server yet still enforce that clients have the same content as
 you. If you could do a little more research before making obviously
 false statements next time that would be great.

 - Alfred


 -- Original message --
 From: Chris Barnett [EMAIL PROTECTED]
 OK, 5% was a bit generous. How about 1% then?

 Or would you like to educate me as to how many servers out
 there are pure vanilla? Because if you take away the match
 servers it's next to nothing.

 Again, we have the vanilla fans attacking the plugin community,
 using the old But surely we have to protect ourselves against
 cheaters line.

 Bullshit.

 It's easy for them (VALVe) to code for the client to be
 consistent with the server. Hell it was done before, but like
 everything else useful written by the independent plugin
 community, it was broken with a Valve update - which no one
 minds, if only VALVe would listen to the community and run a
 freakin beta program.

 So why the talk around here of a pure mode which only checks for
 consistency of Valve content?

 I'll tell why.

 Because a very small number of people, want a world where only
 server operators running vanilla Source, to be able to keep out
 the cheaters, leaving all the custom servers questionable, so
 that the only the vanilla servers get packed out each night.

 If you really want to stop the cheaters and you want a pure
 gaming experience at the expense of functionality then just
 disconnect yourself from the internet and play either your
 friends on a LAN or some bots.

 Cheers.



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RE: [hlds] Valve Hacking coverup?

2007-04-18 Thread RMaioroff
Since when has Valve been in California? Last time I checked they were still
in Bellevue, Washington. Not that another similar law doesn't apply to them
in Washington, or due to the fact that steam sales can probably be construed
as taking place in the state where the consumer lives... but the California
legislation probably has no jurisdiction on them.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kevin 'Poof' Gerry
Sent: Wednesday, April 18, 2007 11:51 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Valve Hacking coverup?

Uhm, while Valve may not like stating they were hacked in to... They would
be required to by law.

The California Security Breach Information Act (California Civil Code
Section 1798.82), in effect on July 1, 2003, requires companies based in
California or with customers in California to notify them whenever their
personal information may have been compromised.

So, no, I don't think that Valve/Steam has been hacked in to. And, if they
have, either they don't know about it, or they are working with the proper
authorities to investigate and catch whoever did anything.

Also, due to the fact that Valve is a corporation, I'm sure a lot of their
financial information is public record...

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Shawn
Sent: Wednesday, April 18, 2007 8:44 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Valve Hacking coverup?

--
[ Picked text/plain from multipart/alternative ]
Why are you so sure we'd have heard about it by now?  I don't think Valve is
going to come out immediately and say that they were hacked into, especially
if customer's credit card numbers are involved.  Do you have any idea how
devastating that would be to any company?  Let Valve attempt to handle this
privately as I'm sure they are, or at least HOPE they are.

On 4/18/07, Ackart [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 If it's the deal from Maddoxx don't believe a word of it. The entire
 NSteam community is full of ignorant, thieving jackasses. I seriously
 doubt
 they'd have the ability to pull it off and we would have heard about it by
 now.

 On 4/18/07, Hell Phoenix [EMAIL PROTECTED] wrote:
 
  Someone passed along this little link to me...I will probably be sacked
  after sending this but thought it was interesting nonetheless.  Im sure
  a few others of you will find it interesting too.
 
  http://emp.damage-web.net/viewtopic.php?p=62590
 
  HP
 
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  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 



 --
 http://www.eviloverlord.com
 135: My doomsday machine will have a highly-advanced technological device
 called a capacitor in case someone inconveniently pulls the plug at the
 last
 second. (If I have access to REALLY advanced technology, I will include a
 back-up device known as a battery.)
 --

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RE: [hlds] Valve Hacking coverup?

2007-04-18 Thread RMaioroff
Yeah, I missed that... Thanks.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dan E
Sent: Wednesday, April 18, 2007 3:18 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Valve Hacking coverup?

 or with customers in California

I'm sure they have at least one customer in CA.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of RMaioroff
Sent: Wednesday, April 18, 2007 5:11 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Valve Hacking coverup?

Since when has Valve been in California? Last time I checked they were still
in Bellevue, Washington. Not that another similar law doesn't apply to them
in Washington, or due to the fact that steam sales can probably be construed
as taking place in the state where the consumer lives... but the California
legislation probably has no jurisdiction on them.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kevin 'Poof' Gerry
Sent: Wednesday, April 18, 2007 11:51 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Valve Hacking coverup?

Uhm, while Valve may not like stating they were hacked in to... They would
be required to by law.

The California Security Breach Information Act (California Civil Code
Section 1798.82), in effect on July 1, 2003, requires companies based in
California or with customers in California to notify them whenever their
personal information may have been compromised.

So, no, I don't think that Valve/Steam has been hacked in to. And, if they
have, either they don't know about it, or they are working with the proper
authorities to investigate and catch whoever did anything.

Also, due to the fact that Valve is a corporation, I'm sure a lot of their
financial information is public record...

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Shawn
Sent: Wednesday, April 18, 2007 8:44 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Valve Hacking coverup?

--
[ Picked text/plain from multipart/alternative ]
Why are you so sure we'd have heard about it by now?  I don't think Valve is
going to come out immediately and say that they were hacked into, especially
if customer's credit card numbers are involved.  Do you have any idea how
devastating that would be to any company?  Let Valve attempt to handle this
privately as I'm sure they are, or at least HOPE they are.

On 4/18/07, Ackart [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 If it's the deal from Maddoxx don't believe a word of it. The entire
 NSteam community is full of ignorant, thieving jackasses. I seriously
 doubt
 they'd have the ability to pull it off and we would have heard about it by
 now.

 On 4/18/07, Hell Phoenix [EMAIL PROTECTED] wrote:
 
  Someone passed along this little link to me...I will probably be sacked
  after sending this but thought it was interesting nonetheless.  Im sure
  a few others of you will find it interesting too.
 
  http://emp.damage-web.net/viewtopic.php?p=62590
 
  HP
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 



 --
 http://www.eviloverlord.com
 135: My doomsday machine will have a highly-advanced technological device
 called a capacitor in case someone inconveniently pulls the plug at the
 last
 second. (If I have access to REALLY advanced technology, I will include a
 back-up device known as a battery.)
 --

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 please visit:
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RE: [hlds] RE: DoDS cpu and SMP time-line

2007-04-17 Thread RMaioroff
Steve, do you / have you run any Garry's Mod servers in sandbox mode? We
have machines that are 4 physical Xeons (i.e. 8 cores), machines that are
dual AMD opterons, etc... and the same old story with maxxing out the CPU. I
assume you run GMod 10 servers, and would love to hear your secret to
getting stable, consistent behavior with more than 16 players in sandbox
mode. We've run 32 players before, and things are fine until large
contraptions are created and Gmod requires huge amounts of CPU.

-Thanks

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland
Sent: Tuesday, April 17, 2007 1:10 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] RE: DoDS cpu and SMP time-line

Not sure what you class as top-of-the-line machines but you should be able
to run more than 16 players total on a good Intel Core 2 / AMD 64 box.

Steve

- Original Message -
From: RMaioroff [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, April 17, 2007 5:30 PM
Subject: RE: [hlds] RE: DoDS cpu and SMP time-line


 We're in the same boat- Too much load and not enough CPU. We host about 10
 Garry's mod public servers, and are unable to reasonably run anything more
 than 16 players (sandbox). It's very disheartening to think that we pay
$500
 /mo. for top-of-the-line machines, and STILL see cpu loads consistently
 hitting 90-100%.

 Valve, we NEED server side support and optimization!! How sad to have to
 explain to provisioning that no, we don't want the free sub-upgrade to the
 Xeons, but instead flop us back to the Pentium D 950. :-(

 Come on Valve. Please revisit the issue of server side SMP. If we can't
take
 advantage of our big machines to finally run your game binaries with
 adequate CPU, then I for one will be forced to give up the source hosting,
 which would be a real disappointment.



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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RE: [hlds] RE: DoDS cpu and SMP time-line

2007-04-17 Thread RMaioroff
Thanks for the feedback. I am aware of the various pros and cons to the
different CPU brands. I didn't mean (nor did I say) that we cannot have
multiple instances of srcds on the machine. In fact, we run 4-5 16 player
servers without much problem. The issue is getting a higher slot count in
each srcds instance, for example 32 players.

Regards


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland
Sent: Tuesday, April 17, 2007 3:40 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] RE: DoDS cpu and SMP time-line

Your saying you have true 8 way machines and you cant get more than
16 players total. There simply must be something wrong there as src
is for all intensive purposes single threaded so if you can run
1 * 16 player you can run 8 assuming you have enough ram and you
don't start hitting context switch / kernel contention issues.

Obviously if your talking Hyperthreading forget that as its useless
and you could only run 4 that being the real number of cores.
Opterons are a step above that a 2.8Ghz Opteron will eat any P4 based
Xeon you can find for breakfast and 3Ghz Core 2 does the same to
Opteron.

I'm not speaking from any experience running Garry's mod but from
a general stand point you should be able to get at least 64 players,
16 players per core, out of good spec 4 core machine if not more.

If your currently running 3.6Ghz P4 based and that's peaking at 16
you should be good for 20 may be more on current top end kit.

If your looking for the fastest individual core performance then
look at either Intel Xeon 5160 ( Dual Core ) or the Intel QX6800
( Quad Core ) both ~3Ghz per core, don't even consider the old P4
architecture stuff as it wont even come close in performance.

Note: Due to the Xeon's use of FBDIMM's its often slower than the
desktop version which is DDR2 based.

Steve
- Original Message -
From: RMaioroff [EMAIL PROTECTED]


 Steve, do you / have you run any Garry's Mod servers in sandbox mode? We
 have machines that are 4 physical Xeons (i.e. 8 cores), machines that are
 dual AMD opterons, etc... and the same old story with maxxing out the CPU.
I
 assume you run GMod 10 servers, and would love to hear your secret to
 getting stable, consistent behavior with more than 16 players in sandbox
 mode. We've run 32 players before, and things are fine until large
 contraptions are created and Gmod requires huge amounts of CPU.


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

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


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RE: [hlds] RE: DoDS cpu and SMP time-line

2007-04-17 Thread RMaioroff
Indeed. Which is why those of us in the Gmod serving arena can benefit
greatly from balancing that load across multiple CPU's / Cores. You've
obviously got experience with GMOD servers and know how demanding they can
be. It's frustrating to see it first hand, and then think that Valve *might*
not be doing much to help our situation.

In reality, Garry's Mod is probably the most demanding source game out
there, bar none.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cc2iscooL
Sent: Tuesday, April 17, 2007 4:02 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] RE: DoDS cpu and SMP time-line

--
[ Picked text/plain from multipart/alternative ]
Wow, I don't know who's dumber, the people thinking Garry's mod for some
reason is *low load* or that SRCDS is the problem behind that.

Just a quick reminder for you guys... Garry's Mod works by spawning entities
which kiddies like to fling about the map. Now I don't know if you've
noticed, but when you attach quite a few objects to a single point and spin,
move, well hell, do anything to them, the load shoots up...this is not due
to SRCDS or Garry's Mod itself, but to the way the entities work. If you
think that Garry's mod servers are going to run low load, you are sorely
mistaken.

On 4/17/07, James Gray [EMAIL PROTECTED] wrote:

 Sounds more like a Garry's Mod issue than a Source DS one.

 On 4/17/07, RMaioroff [EMAIL PROTECTED] wrote:
  Steve, do you / have you run any Garry's Mod servers in sandbox mode? We
  have machines that are 4 physical Xeons (i.e. 8 cores), machines that
 are
  dual AMD opterons, etc... and the same old story with maxxing out the
 CPU. I
  assume you run GMod 10 servers, and would love to hear your secret to
  getting stable, consistent behavior with more than 16 players in sandbox
  mode. We've run 32 players before, and things are fine until large
  contraptions are created and Gmod requires huge amounts of CPU.
 
  -Thanks
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland
  Sent: Tuesday, April 17, 2007 1:10 PM
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] RE: DoDS cpu and SMP time-line
 
  Not sure what you class as top-of-the-line machines but you should be
 able
  to run more than 16 players total on a good Intel Core 2 / AMD 64 box.
 
 Steve
 
  - Original Message -
  From: RMaioroff [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Sent: Tuesday, April 17, 2007 5:30 PM
  Subject: RE: [hlds] RE: DoDS cpu and SMP time-line
 
 
   We're in the same boat- Too much load and not enough CPU. We host
 about 10
   Garry's mod public servers, and are unable to reasonably run anything
 more
   than 16 players (sandbox). It's very disheartening to think that we
 pay
  $500
   /mo. for top-of-the-line machines, and STILL see cpu loads
 consistently
   hitting 90-100%.
  
   Valve, we NEED server side support and optimization!! How sad to have
 to
   explain to provisioning that no, we don't want the free sub-upgrade to
 the
   Xeons, but instead flop us back to the Pentium D 950. :-(
  
   Come on Valve. Please revisit the issue of server side SMP. If we
 can't
  take
   advantage of our big machines to finally run your game binaries with
   adequate CPU, then I for one will be forced to give up the source
 hosting,
   which would be a real disappointment.
 
 
  
  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 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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RE: [hlds] RE: DoDS cpu and SMP time-line

2007-04-17 Thread RMaioroff
We are not a GSP. We do however offer the largest number of GMOD pubs
currently listed. The nice thing about GMOD is it's Lua capabilities. Very
flexible and many innovations are being not only conceived, but developed
for this neat mod. Does it crash a lot? Yes. Is it demanding on the system?
Absolutely. Is it wildly popular? Better fucking believe it. If you know
Gmod, you know what a large community of players there are. Our servers are
constantly full, and as long as we follow the development trends (within
reason) and provide the games the community is hungry for, we continue to
get that kind of volume.

We run currently at 16 slots per pub (sandbox pubs mind you) for the very
reason of the potential for increase of CPU requirements at any given time.
Think about it: A single garrysmod player can do enough in-game to max the
CPU. ONE PLAYER... So with 16 players, it is pretty damn heroic that we have
smooth, fast, and consistent gameplay. If it weren't for several Lua scripts
managing the prop overhead, a 16 player server in sandbox mode would be out
of the question.

As far as lagging every server on the box were we to get SMP; I disagree. I
think that with the appropriate optimizations for the server code, and with
a diligent admin whom sets affinity and process priority correctly, would
stand to gain a huge performance increase without lagging other servers.

So yeah- in a nutshell, without Linux Binaries, and with current process-CPU
usage, GMOD is definitely NOT ready to be offered in a rental platform. I
totally agree. I can only imagine how much of a gut full of the shit
WolfServers will take before they say piss on it, and stop offering it as a
rental option.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cc2iscooL
Sent: Tuesday, April 17, 2007 6:31 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] RE: DoDS cpu and SMP time-line

--
[ Picked text/plain from multipart/alternative ]
The problem with that, if you are a game server provider, is that that one
process is going to load up every single core. Honestly. Now you have every
single server on your box lagging. Honestly I don't even know why GSP's
offer Garry's Mod at all. You might as well put up a 32 slot CSS server @
100 tick full of bots...because honestly that's what it's like when you put
that kind of stuff on your box.

I'd be curious to see what kind of usage these Gmod servers have when full,
I've never tried running them on anything but a spare box at home because I
don't have the money to put a box in a datacenter just for one or two Gmod
servers.

On 4/17/07, RMaioroff [EMAIL PROTECTED] wrote:

 Indeed. Which is why those of us in the Gmod serving arena can benefit
 greatly from balancing that load across multiple CPU's / Cores. You've
 obviously got experience with GMOD servers and know how demanding they can
 be. It's frustrating to see it first hand, and then think that Valve
 *might*
 not be doing much to help our situation.

 In reality, Garry's Mod is probably the most demanding source game out
 there, bar none.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Cc2iscooL
 Sent: Tuesday, April 17, 2007 4:02 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] RE: DoDS cpu and SMP time-line

 --
 [ Picked text/plain from multipart/alternative ]
 Wow, I don't know who's dumber, the people thinking Garry's mod for some
 reason is *low load* or that SRCDS is the problem behind that.

 Just a quick reminder for you guys... Garry's Mod works by spawning
 entities
 which kiddies like to fling about the map. Now I don't know if you've
 noticed, but when you attach quite a few objects to a single point and
 spin,
 move, well hell, do anything to them, the load shoots up...this is not due
 to SRCDS or Garry's Mod itself, but to the way the entities work. If you
 think that Garry's mod servers are going to run low load, you are sorely
 mistaken.

 On 4/17/07, James Gray [EMAIL PROTECTED] wrote:
 
  Sounds more like a Garry's Mod issue than a Source DS one.
 
  On 4/17/07, RMaioroff [EMAIL PROTECTED] wrote:
   Steve, do you / have you run any Garry's Mod servers in sandbox mode?
 We
   have machines that are 4 physical Xeons (i.e. 8 cores), machines that
  are
   dual AMD opterons, etc... and the same old story with maxxing out the
  CPU. I
   assume you run GMod 10 servers, and would love to hear your secret to
   getting stable, consistent behavior with more than 16 players in
 sandbox
   mode. We've run 32 players before, and things are fine until large
   contraptions are created and Gmod requires huge amounts of CPU.
  
   -Thanks
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Steven
 Hartland
   Sent: Tuesday, April 17, 2007 1:10 PM
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] RE: DoDS cpu and SMP time-line
  
   Not sure what you class as top-of-the-line machines

RE: [hlds] Lag with Bots on 100 Tick CSS ?

2007-04-14 Thread RMaioroff
No, I don't think he did... Anyway, my point wasn't to start a debate on
task manager, but to suggest a different approach to checking CPU. The
one-graph-per-cpu thing is something I didn't know about, so thanks for that
tip.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dustin Tuft
Sent: Friday, April 13, 2007 11:09 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] Lag with Bots on 100 Tick CSS ?

--
[ Picked text/plain from multipart/alternative ]
That is true the one bar graph does show the total CPU usage percent, but
come on, if you can't take a look to the right and see the percent of each
CPU and realize that one is peging then I would have to say look again, it's
rather hard to miss one CPU sitting at a 100% and the rest sitting at 4-8%.

Did he ever say how many CPU's/Core's he has?

Dustin Tuft




 From: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Subject: RE:
[hlds] Lag with Bots on 100 Tick CSS ? Date: Fri, 13 Apr 2007 18:54:44
-0600  With multiple CPU's and / or Cores, the windows task manager is
reporting a CPU usage percentage based upon the total cumulative load
measured across however many cpu's or cores, and will not necessarily
reflect the actual CPU usage as seen by source. Granted, task manager is
accurate when looking at the load being generated by a multi threaded
program, however a srcds instance won't load balance across those other
cores. So he could be seeing windows report that there is only 25% CPU
utilization when in fact on a quad core the srcds instance could be using
90% or more, which is reflected in the results of running STAT.  
-Original Message- From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Roman Hatsiev Sent:
Friday, April 13, 2007 1:48 PM To: [EMAIL PROTECTED] Subject:
Re: [hlds] Lag with Bots on 100 Tick CSS ?  I wonder what makes you think
that in-game CPU stats are more accurate than those provided by standard OS
utility?  On 13/04/07, RMaioroff [EMAIL PROTECTED] wrote:  How are you
making the determination that your CPU is not suffering from  high load?
You may already know this, but the windows task-manager is not  going to
provide accurate CPU usage for your source server. A more useful / 
accurate way to see if you are running out of CPU while the problem
happens,  is to type stats (without quotes) into your server console, or
HLSW. That  will display several useful things in helping to determine
what's going on  in the server. Note: This is different from status. 
  -Original Message-  From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of leo bounds 
Sent: Friday, April 13, 2007 10:56 AM  To: [EMAIL PROTECTED] 
Subject: [hlds] Lag with Bots on 100 Tick CSS ?   I have been spending
allot of time trying to figure  out a problem so far I haven't been able
to find a  solution.   The problem is when bots are added to a 100
tick  cs:source server it starts to lag and players complain  about in
game performance.   The server rates are set correctly for 100 tick.
This  is not a cpu/memory load issue and not any network  ping related
issue.   I also have moved this to a brand new server box with  the
same symptoms.   Is there some issue with adding bots to 100 tick 
servers (10 to 15 or so bots) that causes performance  issues for the
connected players in the game ?   Thank you very much for any helpful
suggestions and  info.  - LB  
__  Do You Yahoo!? 
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RE: [hlds] Lag with Bots on 100 Tick CSS ?

2007-04-13 Thread RMaioroff
How are you making the determination that your CPU is not suffering from
high load? You may already know this, but the windows task-manager is not
going to provide accurate CPU usage for your source server. A more useful /
accurate way to see if you are running out of CPU while the problem happens,
is to type stats (without quotes) into your server console, or HLSW. That
will display several useful things in helping to determine what's going on
in the server. Note: This is different from status.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of leo bounds
Sent: Friday, April 13, 2007 10:56 AM
To: [EMAIL PROTECTED]
Subject: [hlds] Lag with Bots on 100 Tick CSS ?

I have been spending allot of time trying to figure
out a problem so far I haven't been able to find a
solution.

The problem is when bots are added to a 100 tick
cs:source server it starts to lag and players complain
about in game performance.

The server rates are set correctly for 100 tick. This
is not a cpu/memory load issue and not any network
ping related issue.

I also have moved this to a brand new server box with
the same symptoms.

Is there some issue with adding bots to 100 tick
servers (10 to 15 or so bots) that causes performance
issues for the connected players in the game ?

Thank you very much for any helpful suggestions and
info.
- LB

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RE: [hlds] Lag with Bots on 100 Tick CSS ?

2007-04-13 Thread RMaioroff
With multiple CPU's and / or Cores, the windows task manager is reporting a
CPU usage percentage based upon the total cumulative load measured across
however many cpu's or cores, and will not necessarily reflect the actual CPU
usage as seen by source. Granted, task manager is accurate when looking at
the load being generated by a multi threaded program, however a srcds
instance won't load balance across those other cores. So he could be seeing
windows report that there is only 25% CPU utilization when in fact on a quad
core the srcds instance could be using 90% or more, which is reflected in
the results of running STAT.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Roman Hatsiev
Sent: Friday, April 13, 2007 1:48 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] Lag with Bots on 100 Tick CSS ?

I wonder what makes you think that in-game CPU stats are more accurate
than those provided by standard OS utility?

On 13/04/07, RMaioroff [EMAIL PROTECTED] wrote:
 How are you making the determination that your CPU is not suffering from
 high load? You may already know this, but the windows task-manager is not
 going to provide accurate CPU usage for your source server. A more useful
/
 accurate way to see if you are running out of CPU while the problem
happens,
 is to type stats (without quotes) into your server console, or HLSW.
That
 will display several useful things in helping to determine what's going on
 in the server. Note: This is different from status.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of leo bounds
 Sent: Friday, April 13, 2007 10:56 AM
 To: [EMAIL PROTECTED]
 Subject: [hlds] Lag with Bots on 100 Tick CSS ?

 I have been spending allot of time trying to figure
 out a problem so far I haven't been able to find a
 solution.

 The problem is when bots are added to a 100 tick
 cs:source server it starts to lag and players complain
 about in game performance.

 The server rates are set correctly for 100 tick. This
 is not a cpu/memory load issue and not any network
 ping related issue.

 I also have moved this to a brand new server box with
 the same symptoms.

 Is there some issue with adding bots to 100 tick
 servers (10 to 15 or so bots) that causes performance
 issues for the connected players in the game ?

 Thank you very much for any helpful suggestions and
 info.
 - LB

 __
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 Tired of spam?  Yahoo! Mail has the best spam protection around
 http://mail.yahoo.com

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RE: [hlds] odd exploit?

2007-04-07 Thread RMaioroff
I just googled steam id exploit and found several references to this type
of exploit from back in 2004. Perhaps it's back again? If you dig deep
enough you will find a few discussions on how they can be STEAM_ID Pending
for awhile, and then basically manufacture a new ID on the fly.

Anyways, good luck with this. Thankfully we've yet to see it hit our Garry's
Mod servers. *Crosses fingers*

Rob


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Affordablegameservers.com
Sent: Saturday, April 07, 2007 5:50 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] odd exploit?

Anyone know of an exploit for source that allows you to come in as other
users/ips/steamids?

This makes it pretty impossibly to ban him and all you end up doing is
banning another person.

This a new nasty im not aware of any way to combat that?

Heres his psychostats sheet (a lot of the ips on there belong to people that
were playing at the time as did the steamids and names heh)

http://stats.affordablegameservers.com/diamond/player.php?id=70ps_sess_id=4
800c0c11b6b3858d8d207175c437597

Tia
dex




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RE: [hlds] Ingame adds, who will remove them?

2007-03-09 Thread RMaioroff
If they enabled / fixed them, it's a direct message that they're going to
stay. There is a substantial investment in time and money for them to
develop the ad based model and get it to this stage. Yes, a lot of us think
it's a bad idea, but we're not paying the salaries of the Valve staff.
Business decisions aren't going to happen overnight, but what will likely
happen quickly is the Valve guys beginning to take a hard look at the admins
whom foolishly use this mailing list to discuss counter-ad tactics. Is
discussing it illegal? No. In bad form? Yep.

The valve lists are valuable to me, and since they're a privilege that can
be taken away at any time, I just as soon say my 2 cents and hope that the
cumulative effect of mine and opinions from others will have some kind of
positive influence on the future decisions in their product design.

You can bet one thing though; continue to discuss how to defeat their
systems, and you'll be getting their attention for the wrong reasons.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Saint K.
Sent: Friday, March 09, 2007 7:06 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Ingame adds, who will remove them?

Any one found a way yet to disable todays update which shows the ads again?

Saint K.

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RE: [hlds] Ingame adds, who will remove them?

2007-03-06 Thread RMaioroff
Wow. Sorry, I am a little bit behind the curve here since I don't host CS or
CS:S. You mean to tell me that this in game advertising is forced and not
optional? I was obviously wrong when I read the original announcement about
it earlier. I thought it gave the server admin an opportunity to run in-game
ads of their choice  design. But apparently this is a forced change and the
content stream is not defined by the admin, but by Valve? OK: Are you
fucking serious? I am sorry this is happening to the CS/CS:S community, and
sure hope it doesn't find it's way into the other mods. We spend $1200
monthly on servers for pubs. An out of pocket expense without any revenue
stream to support it. If I was then forced to run ads for someone and allow
them to capitalize on my services which I offer for free, I'd drop the game
vendor in a heartbeat.

It was bad enough the other day when I went into one of my TFC pubs and saw
some advertisement in the Content Provided By: box that listed some other
game server host. Business is business, and Valve's product are no
exception. They develop in order to make a profit. Valve has extreme talent
and also the financial capability to dictate a lot of the industry trends,
so why jump on this bandwagon? This is, in my opinion, as bad as spam.

How Sad. Please someone tell me that I have it all wrong, and Valve isn't
selling out and throwing their admins under the bus.

Can anyone confirm or deny that this ad based model will or will not be in
TF2? We plan to make a huge roll out of dozens of TF2 pubs when Valve pushes
the final release of it, but if TF2 will have ads, I will go buy a fishing
boat or gamble $20k on craps in Vegas instead of doing a TF2 server farm.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [GS]Admin
Sent: Tuesday, March 06, 2007 6:10 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Ingame adds, who will remove them?

Yup I guess it's time for me and my community to move along to a different
non-ad'ed game.This is the reason we didn't play or buy into BF2142.
Good-bye VALVe

BeNt

- Original Message -
From: [EMAIL PROTECTED]


 If it can not connect to the ad server, it automatically provides you with
 the viewing pleasure of VALVe game ads.
  Saint K. [EMAIL PROTECTED] wrote:
 I'll give a cookie to the first one to write a tweak to block the ads.



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RE: [hlds] [OT]Savvis Metwork

2007-01-24 Thread RMaioroff
 That makes absolutely no sense. If they had BGP overhead from
announcements (besides memory overhead locally to that specific
router), I'd see the route flapping.

What doesn't make sense? It's quite common to see ping latency be influenced
by its lower priority as configured in the router.

Forgive my ignorance(?) but can you please explain how BGP Overhead from
announcements == Flapping? Perhaps we have different definitions of
overhead. Anyway, my intention was simply to point out that a tracert
result doesn't necessarily reflect the same network latency as one would get
in-game. That's all.

-Rob



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RE: [hlds] [OT]Savvis Metwork

2007-01-24 Thread RMaioroff

Most of the time, high latency from IX's is due to
congestion/oversubscribing of circuit(s)/hot potato routing/equipment
misconfiguration.

Yes! You're absolutely right.



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RE: [hlds] [OT]Savvis Metwork

2007-01-23 Thread RMaioroff
Something also to consider is that many of the peers (routers) on that route
probably are configured to give BGP operations priority over ICMP traffic
(ping) traffic. So if it is indeed busy as Dan pointed out, then more BGP
overhead exists. If you get a hop or two which happens to be very busy with
route announcements or other broadcasts it is plausible that what you see
from a 40 byte ping packet in terms of latency could be a substantial
departure from what the actual in-game latency will be.

Obviously if players are bitching and you also see the type of results from
your traceroute that you are, it probably is indeed a peering problem, maybe
a corrupted routing table or glitching hardware.

If you have any assets on the sprintlink pipes then a great tool for
examining their network status is called SprintLink looking glass and can be
found here: http://oxide.sprintlink.net/

-Rob

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dan Sorenson
Sent: Wednesday, January 24, 2007 12:03 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] [OT]Savvis Metwork

At 11:25 PM 1/23/2007 -0500, you wrote:
Or you could stop using a Playskool network and have a return path along
the
lines of this:

Helluva an idea if you're tied to Sprint and don't mind forcing
every level3 or Qwest client to suffer the lag in Chicago.  Granted,
there's not much you can do about it -- BGP dictates the path after
all, but it seems to me that the speed of your network to your ISP isn't
at issue in an environment where we want to attract customers who have
different ISP's.  What is at issue is peering, and I think I'd rather
route on a DS3 through Dallas than suffer the lag of Chicago on an OC48.

-- Dan

* Dan Sorenson  DoD #1066  A.H.M.C. #35 [EMAIL PROTECTED] *
* Vikings?  There ain't no vikings here.  Just us honest farmers.   *
* The town was burning, the villagers were dead.  They didn't need  *
* those sheep anyway.  That's our story and we're sticking to it.   *


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[hlds] Follow-up: srcds.exe application error

2007-01-22 Thread RMaioroff
First allow me to apologize for this post not being a direct reply to the
thread. Valves mailman list manager is misbehaving for me, so a follow-up
thread is the cleanest way for me to reply.

Thanks for the suggestions / heads-up on the stats disabling. Unfortunately
GMOD10 is far less stable than CS:S in a dedicated MP environment, not to
mention the absence of stats in gmod. So unless I am missing something,
there is no stats to turn off, correct?

I am leaning toward the win virtual memory handling as a likely suspect;
illustrated by the somewhat elusive post by xxxservers (sorry I don't have
the digest to reference your correct name). To this end, I am most
interested in your solution to this problem. I am happy to share my
experiences in an effort to help you if possible, too. If for some reason
you wish to do this off list, I understand, and ask that you please post
your email once more for me.

Thanks for the replies.
Rob



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RE: [hlds] Follow-up: srcds.exe application error

2007-01-22 Thread RMaioroff
Isn't mutual problem solving precisely what this list is for?

Yes, I agree. But his original post eluded to him wanting to use a different
venue however. I personally prefer to share the knowledge via the list, but
am grateful to get a fix for this problem by whatever means.





-Original Message-
From: RMaioroff [mailto:[EMAIL PROTECTED]
Sent: Monday, January 22, 2007 9:29 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] Follow-up: srcds.exe application error


First allow me to apologize for this post not being a direct reply to the
thread. Valves mailman list manager is misbehaving for me, so a follow-up
thread is the cleanest way for me to reply.

Thanks for the suggestions / heads-up on the stats disabling. Unfortunately
GMOD10 is far less stable than CS:S in a dedicated MP environment, not to
mention the absence of stats in gmod. So unless I am missing something,
there is no stats to turn off, correct?

I am leaning toward the win virtual memory handling as a likely suspect;
illustrated by the somewhat elusive post by xxxservers (sorry I don't have
the digest to reference your correct name). To this end, I am most
interested in your solution to this problem. I am happy to share my
experiences in an effort to help you if possible, too. If for some reason
you wish to do this off list, I understand, and ask that you please post
your email once more for me.

Thanks for the replies.
Rob



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RE: [hlds] Feature request: sv_serverdomain

2007-01-22 Thread RMaioroff
Not sure since we've yet to try this with srcds based servers, but I believe
the support for domain names already exists. For example if your server can
be resolved to a domain, then a player can add the server based on the
domain name, not the IP. In other words, you should be able to advertise the
server like:

css1.mydomain.com:27015 or www.mycooldomain.com:27015

and then steam / HL will attempt to resolve via DNS, without the need for a
server cvar.

If I am missing the point here I apologize, but I think this might help you.
Good luck.


Regards,
Rob

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andreas Grimm
Sent: Monday, January 22, 2007 5:11 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Feature request: sv_serverdomain

Hello,

at first sorry for my bad english :)
this is a feature request for dedicated server and steam client to valve.

I would like to have a server cvar called sv_serverdomain for example.
Saved into server.cfg like the following line:

sv_serverdomain mydomain.com

So, when a player adds this server into his favorites, the client will check
the cvar and will save the ip (like it is at the moment) AND the
sv_serverdomain value into the favorites.
So that he got saved something like mydomain.com:27015 for example. And
everytime when the player opens the favorite list, the steam client will try
to find a connection to the ip, but when the server isnt reachable, the
client will try to find the server connection via its saved domain, too ...

This feature would have the following advantage:
When we as server admins change the hardware, most times the ip adress of
that machine changes, too ...
The problem is, that the gameserver will lose all its players after an ip
change. and since the redirect function is blocked we have no chance to give
the players the new ip of their gameserver.

buuut, when we got the domain mydomain.com routed to the old server, we
can change it to route it to the new server, too ... same domain, other ip
... and when a steam client got saved this domain in their favorites, the
players can find their saved favorites server again after the change.

this feature would help server admins to change the hardware without losing
all its players and functions for redirecting would become less important
then ...


what do u people think about this idea ? i hope there is a chance to realize
it ...

andreas


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[hlds] Application Fatal Error- srcds.exe

2007-01-20 Thread RMaioroff
Hi List,

We have been struggling with srcds.exe crashing out with a FE. This almost
always happens when we have a lot of people playing and then do a map
change. The error happens 95% of the time when we change maps (using RCON or
via console). I have logging enabled, however for some reason the logs don't
have any data in them if the server crashed (0 bytes). Here is the error:


BEGIN SNIPPET
srcds.exe - Application Error : The instruction at 0x00dc2c1a
referenced memory at 0x119100fc. The memory could not be read.

Click on OK to terminate the program
END SNIPPET**


The machine(s) exist for only one reason: Run dedicated game servers.
Nothing else is installed on them; not IIS, nor DNS or Mail services.
Nothing.
On the multi-cpu machines we have set the CPU affinity using imagecfg.exe
and bound the server to CPU 0. We also have tried binding to 0/1 as well as
0/1/2/3/4/5/6/7 (for the quad CPU PowerEdge). NOTE: The variation of
affinity settings is due to us trying to improve the currently terrible
performance of srcds.exe when handling large netcode payloads from GMOD10
(Such performance issues are a whole different topic I'm guessing).

So has anyone resolved this problem yet? I know I'm not the only one as I've
found many others (via Google) with this issue, however all the leads turned
up nothing. Can anyone please help us? Below is a short description of our
environment.

Soft:

Binary: srcds.exe (stand-alone dedicated)
OS: Windows 2003 server EE
Game: HL2
Mod: GMOD10
Misc: srcdsfpsbooster, +fps_max 600, -tickrate 66, using a BAT file to
restart on crash and have modified the registry to silence the ErrorMode
popup.


Hard:

CPU: Dual Xeon 3.0Ghz
Ram: 4 GB DDR2
HDD: RAID 0 / SCSI 15k
WAN: 100Mb port on Saavis backbone





Rob Maioroff
eCareMD, Inc.
1-877-ECAREMD (322-7363) Ext. 111
FAX: (208) 624-7181 Ext. 109
GMT -07:00




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[hlds] Licensing fees for HL1 engine

2007-01-09 Thread RMaioroff
Hi all,

This enquiry is aimed at the list moderator for Valve, primarily.

I would like some contact information for the Valve rep whom can discuss HL1
engine licensing fees with me. I am a developer (small staff of 7- not
games, but healthcare ERM / CRM) and have a project model which ideally uses
the HL1 engine.

I am guessing this is going to be someone in sales? Please help me get in
touch with the correct folks there.

Your response is appreciated.

Rob



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