RE: [hlds] vac2 issue?

2005-06-26 Thread Ryan Lewis
It appears he's banned from all servers (including yours) running VAC due to
cheating violations. Deleting any old hacks won't do any good.

There is no way to undo a VAC ban unless somehow you can prove to valve that
you was falsely banned (which appears from what he's said seems to be a
positive ban).

Regards,

Ryan Lewis
[EMAIL PROTECTED]

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of sprout
Sent: 26 June 2005 19:08
To: hlds@list.valvesoftware.com
Subject: [hlds] vac2 issue?

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
A admin of mine never seen him hack but he got banned from my server from
hacks he said a friend of his was over last weekend and he might of got some
in any case I told him uninstall and reinstall it just to make sure they are
gone and come back to the server.  I unbanned him then he came back still
was banned how does vac ban them?  Is there a way to undo vac bans?
--


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RE: [hlds] Status of VAC2 Beta

2005-06-12 Thread Ryan Lewis
I hope they're doing full cheat detection, but tell you that they're
just testing connectivity ;)

Regards,

Ryan Lewis
[EMAIL PROTECTED]


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
Sent: 12 June 2005 21:26
To: hlds@list.valvesoftware.com
Subject: [hlds] Status of VAC2 Beta


Apologies if I've somehow missed this in an earlier message from someone
else (or Alfred, even), but the last I knew of VAC2, it was still in
connectivity testing.  This was several weeks, I believe, before the
recent update that seems to have expanded the beta to 1.6.

So, where exactly are we with the beta test?  Still connectivity, or
have we moved along to cheat detection testing?

Just curious to see how it's progressing.

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RE: [hlds] VALVe hide our sv_downloadurl paths!

2005-06-07 Thread Ryan Lewis
Have a look at http://www.isapirewrite.com/

It comes in commercial and lite (free) versions. I haven't used this
(I've never even used IIS!) but remember this while browsing.

As far as I can see its an ISAPI implementation of mod_rewrite for
apache with perhaps more features.

Regards,

Ryan Lewis
[EMAIL PROTECTED]


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rick Payton
Sent: 07 June 2005 18:06
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] VALVe hide our sv_downloadurl paths!


This is a multi-part message in MIME format.
--
so anyone on the IIS side of things configure this correctly yet? Seems
I can't figure it out.

/me cries

Rick Payton, IT Support
Morikawa  Associates
(808) 572-1745
http://www.mai-hawaii.com/



From: [EMAIL PROTECTED] on behalf of Subdude2k
Sent: Tue 6/7/2005 2:28 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] VALVe hide our sv_downloadurl paths!



The Referer works fine and has been doing so for a while now.

I'm using .htaccess files on my Apache web server to only allow access
to the hosted maps and files from our own CS Server.  Here's the
contents of my .htaccess file

--

SetEnvIfNoCase Referer ^hl2://195\.20\.108\.36 allow_download
Order Deny,Allow
Allow from env=allow_download
Deny from all

--

HTH

Subdude2k

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RE: [hlds] Can't connect to HL2 server

2005-06-06 Thread Ryan Lewis
Looks like you're binding to an internal IP address. 192.168 is reserved
privately for LAN, so you would be unable to connect to it from the
Internet. If the server is on the web, just let it bind to whatever it
can and then run ipconfig at command prompt.

If you're trying to connect from LAN, you've got me stumped. Maybe you
need one of the sv_lan settings or -nomaster or something, but I have no
experience with either.

Regards,

Ryan Lewis
[EMAIL PROTECTED]


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ned Haskin
Sent: 06 June 2005 23:25
To: hlds
Subject: [hlds] Can't connect to HL2 server


HI,
I messed up this server and can't figure out why you can't see it or
connect to it.

'Connection to Steam servers successful'. does show in the console.

If you start HL2 DM client on the server box you can play, but that is
the only way.

Here is the bat file and server.cfg
thanks for the help

Ned




hl2dm.bat:

start /AboveNormal d:\HL2_Server\srcds.exe -game hl2mp -ip 192.168.1.102
-port 27027 +maxplayers 9   -rcon my_pswd -BudgetPanel


-

server.cfg:

// teamserver coop (default 0)
coop 0

// deathmatch - set this to 1
deathmatch 1

sv_alltalk 0

//Server is a lan server ( no heartbeat, no authentication, no non-class
C addresses )
sv_lan 0

sv_region 0

//Frames per Second Max
fps_max 70

// allow players to upload sprays (default 1)
sv_allowupload 1

// allow sprays and map content to be downloaded (default 1)
sv_allowdownload 1

// how often players can spray tags (default 20)
decalfrequency 20

// disable autoaim (0)
sv_aim 0

// no limit on minrate for LAN only use 3500 for internet server
//sv_minrate 0
sv_minrate 3500

// no limit on maxrate for LAN only user 7500 for regular server
//sv_maxrate 0
sv_maxrate 7500

// this is the minimum playable updaterate, leave this at 13
sv_minupdaterate 13

// 60 for updaterate is LAN ONLY use 20 for internet
// sv_maxupdaterate 60
sv_maxupdaterate 20

echo server default is INTERNET fast


// mp_timelimit 0
mp_timelimit 20

// set fraglimit to whatever you want the max frags to be
mp_fraglimit 100

// increase the timeout so players won't be dropped so easily
sv_timeout 80

sv_gravity 600

//=

// Sets the amount of time that the motd.txt is displayed on the
// client's computer (this setting is outdated because Valve now makes
you click 'Ok' for the motd screen but
// leave it here anyway).
motd_display_time 120

// player bounding boxes (collisions, not clipping)
sv_clienttrace 3.5

// disable clients' ability to pause the server
pausable 0

// default server name. Change to Bob's Server, etc.
hostname Ned's Half-Life2 Dedicated Server

mp_flashlight 1

// maximum client movement speed 270
sv_maxspeed 320

sv_cheats 0

// Max player decals (be sure not to set this much higher or it could
bog down your server)
mp_decals 300

// Spectator chat (enables spectators to text chat on the server)
sv_spectalk 1

// Force respawn of players (you should set this to one)
mp_forcerespawn 1

// Decal painting frequency (controls how often people can spray paint
their tags;
// setting it any lower can bog the server and clients down.  Time is in
seconds
decalfrequency 10

// fall damage (turns realistic fall damage on and off;
// realistic means if you fall from a height you die, otherwise you only
lose 10hp :)
mp_falldamage 0

// Allows monsters to exist in the level if any are programmed into the
map
// most maps don't have any but some mods require this to be on so I
usually leave it set to one.
mp_allowmonsters 1

mp_allowNPCs 1

// Turns footstep sounds on and off (leave this set to one; default is
one)
mp_footsteps 1

// Turns cross hair on and off (leave this set to one; default is one)
mp_autocrosshair 1

// Enables voice chat (default is one. Set to zero to turn it off)
sv_voiceenable 1

// Sets how long you can chat at the end of the match (default is 10)
mp_chattime 10

// Water Friction (sets water friction to on or off. default is one)
sv_waterfriction 1

// load ban files
//exec listip.cfg


mapchangecfgfile map.cfg

// add all the script files
//exec listip.cfg

// last item in the list always is log on
log on

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RE: [hlds] sv_cheats

2005-05-29 Thread Ryan Lewis
This just stops the visual rain. The rain noise is an ambience sound
compiled into the map, and is unaffected by cl_weather 0.

Regards,

Ryan Lewis
[EMAIL PROTECTED]


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Richard Fennell
Sent: 29 May 2005 11:04
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] sv_cheats

you can stop the rain with summit like cl_weather 0 or summit like that

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RE: [hlds] Re: Speed hack detection?

2005-05-19 Thread Ryan Lewis
It might be an idea to 'gimp' players instead instead of kicking/banning
them (restrict their movement speed to like 50 or something). This way,
its pointless to speedhack but laggers won't be kicked anyway.

Regards,

Ryan Lewis
[EMAIL PROTECTED]


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of DarK
Sent: 19 May 2005 02:12
To: hlds@list.valvesoftware.com
Subject: [hlds] Re: Speed hack detection?


I thought of this too... But wouldn't it also kick people that lag?
The lagging player can sometimes move very fast after lagging for 5
seconds
or so...

 From: Ruiner [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Speed hack detection?
 Date: Wed, 18 May 2005 13:37:50 -0400
 Reply-To: hlds@list.valvesoftware.com

 I'm pretty sure that would be possible. I've personally played a lot
with
 the engine on server-side, and was able to fix a lot of engine
problems.
 (mostly for TFC) - http://sparky.konspiracy.org/server - ie, fixing
nail
 gren exploits, kicking people who spam in front of respawn doors,
etc..
 you
 definately know the positions of the players and could compare. it
could
 be
 an interesting project.

 - Original Message -
 From: Andrew Armstrong [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com; hlds@list.valvesoftware.com
 Sent: Wednesday, May 18, 2005 10:40 AM
 Subject: [hlds] Speed hack detection?


 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Hey,

 Im sending this to hlcoders and hlds lists.

 Im curious, is it possible for hlcoders via a plugin or whatnot to
track
 player positions?
 What about through console messages with a cvar turned on?

 Surely if you can tell a player is moving at X/units per second he is
 using speed hack and to instantly ban, no?

 Or does the SDK not provide such interactivity?

 - Plasma



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RE: [hlds] Execution of banned config files

2005-05-03 Thread Ryan Lewis
If you put 'exec banned.cfg' in the server.cfg, this will make sure the
banlist is executed on a map change.

However, this is not the answer to your question, but I hope this helps
:)

Regards,

Ryan Lewis
[EMAIL PROTECTED]


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andrew Armstrong
Sent: 03 May 2005 05:31
To: hlds@list.valvesoftware.com
Subject: [hlds] Execution of banned config files


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Im wondering if there has been a change in the source/halflife engine
recently that prevents the banned.cfg files being executed on map change
etc as usual?

This may be a problem at our end, however I would like to rule out the
possibility of it being a Valve change causing the problem.

Basically, our banned.cfg files have new entries in them, but they are
not added to the servers banlist unless its done via 'exec banned.cfg' -
Usually it appeared the server checked these files on map change to
reload the bans from the file.

Valve/anyone able to comment?

Cheers
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RE: [SPAM] [hlds] VAC2 - end of cheating?

2005-04-16 Thread Ryan Lewis
From my experience SteamBans have been beneficial to the community. I'm
living in the UK, where its been taken up quite well by the league
communities here and it has had a positive effect. Essentially, getting
banned on a SteamBans server pretty much knocks you out of contention
for the Suicidegaming and UKCSL leagues, and an automatic ban from the
enemydown ladder, leaving you with little options as far as organised
competition goes (unless of course you consider yourself good enough to
compete in CSGN, which has its own anti-cheat anyway). Steambans method
of cheat detection is exactly the same as any league games (an unaminous
decision by a board of admins).

I have not heard of any use of rcon passwords, and steambans have
released a server plugin which has the server query a master server on a
player joining (don't know whether the source is available for that, but
I imagine it is). Its all about who you trust, I suppose. Its like ebay,
you go off reputation, and steambans from how I perceive it has a pretty
good reputation here in the UK. Its a good free service which is
optional and the way I see it it really won't do any harm.

There, my alternative view on Steambans ;)

What did interest me though in the article was the comment about Valve
gearing more towards the new customer then the existing one. It would
have been interesting to see that if valve had gone for the subscription
model that was proposed during development (you pay $xx a month and you
get content as it comes out) whether cheating would be as common as it
is now. Didn't experience any cheating myself when I used to play
planetside!



Regards,

Ryan Lewis
[EMAIL PROTECTED]


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steve Tilson
Sent: 16 April 2005 23:30
To: hlds@list.valvesoftware.com
Subject: Re: [SPAM] [hlds] VAC2 - end of cheating?

Sadly, steambans remains a noble yet totally idiotic attempt at cheat
prevention as it still requires the judgement of a judge panel as to
whether a player is cheating or not.
The Global Ban List was probably more accurate even with all of it's
obvious flaws.
And, the Global Ban List did not require anyone to reveal their rcon
passwords.

By all means go sign up on steambans and give them your rcon passwords.
Send them your credit card and identity info while you are at it to
serve as a JIT Donation device.

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RE: [hlds] Little OT: Target practive maps nav

2005-04-12 Thread Ryan Lewis
As a stop-gap, I used to play normal maps but with all the bots on one
side (like 20 of them) with just knives, and me on my own with unlimited
start money. It also allows you to try and deal with more than 1 bot at
a time (as 2-3 may run round the corner).

I did this with podbots on CS 1.6, but I imagine with the right settings
the same could be achieved with CSS bots.

Regards,

Ryan Lewis
[EMAIL PROTECTED]


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Graham Robinson
Sent: 12 April 2005 15:53
To: hlds@list.valvesoftware.com
Subject: [hlds] Little OT: Target practive maps  nav


Sorry for being a little OT here but does anyone know of mods or
map+nav for a CSS:Server that basically gets bots to move around in a
certain area so you can do target practice on them. I'd really like to
use my server, which isn't public access, to improve my shooting
skills but playing a whole map isn't what I'm after.

Sorry if that didn't make to much sense, I just want a shooting range
or moving targets.

Thanks

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RE: [hlds] what to do, or not to do... was Stupid Sounds

2005-04-10 Thread Ryan Lewis
Its a working solution, yes, but I myself personally would prefer the
option to be able to browse for servers with admins on before choosing
to join, which I think the original post intended to state.

There is nothing wrong with asking/suggesting/requesting features that
can make people lazier. In fact, good computing design to me allows
people to be lazy.

Regards,

Ryan Lewis
[EMAIL PROTECTED]


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of wArgOd
Sent: 11 April 2005 00:06
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] what to do, or not to do... was Stupid Sounds


Graham Robinson wrote:

To bad you can't filter servers based on the maturity of the
admin :-P



Or the whether there is an admin in game at all, now that would be
nice.



how about a url on the motd to a page containing the list of admins and
contact information?


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RE: [hlds] HL2DM inherently unfair

2005-04-07 Thread Ryan Lewis
Apologies, I've always interpreted this as a racial slur, and many
people I know would probably say the same.

I'm resident in the UK, where of course, we don't have raccoons. Suppose
I've just interpreted with the only meaning we could muster from it.

Regards,

Ryan Lewis
[EMAIL PROTECTED]


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of K. Mike Bradley
Sent: 07 April 2005 15:51
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] HL2DM inherently unfair


The phrase in a coon's age is referring to a raccoon.

The little rodent family animal with the bandit's mask on his face.


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RE: [hlds] HL2DM inherently unfair

2005-04-06 Thread Ryan Lewis
I hardly post on this mailing list anymore, but after reading this email
I had to comment.

If at all possible, would people please stick to clean discussion.
Heated (but justified) discussion I of course welcome with open arms,
but I think I'm speaking on the behalf of others when I say that
language as seen in this post is unacceptable and unwelcome in any
community, nevermind this one.

In a faceless medium such as the internet, it becomes even more apparent
then reality that racial slurs are not necessary. A mailing list about
the administration of gaming servers doesn't require the use of words
like coon to make something stick out.

Sorry to those that have - for whatever reason - objected to this post.
If you do object, email me privately instead of trying to duke it out
publicly.

Here's hoping this post improves things here.

Regards,

Ryan Lewis
[EMAIL PROTECTED]


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mikee
Sent: 07 April 2005 00:02
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] HL2DM inherently unfair


There are a ton of bugs and major problems with this game, that has not
been
updated in a coon's age.  Most of them are listed in this topic:

http://forums.steampowered.com/forums/showthread.php?s=threadid=248425;
perpage=15pagenumber=1

The forum moderators won't even sticky this useful topiclet alone
reply
to any of them.   It's just Counterstrike, Counterstrike, Counterstrike.
There are thousands of players who detest Counterstrike.  Why the hell
did
Valve even publish a HL2?  They should have just published a CS2 and
officially screwed HL2, so we wouldn't have any expectations.  They have
not
even released the contest maps that were decided 2 months ago.  BS!

- Original Message -
From: K. Mike Bradley [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, April 06, 2005 2:30 PM
Subject: [hlds] HL2DM inherently unfair


 Alfred,

 Valve needs to update HL2DM player walk sound effects.

 Anyone who plays as a combine has a jingly tingly walk sound (like
keys
 and
 other metal gear would make on your belt) which can be heard a mile
away.

 The human team has a much stealthier walk.

 Something must be done please.


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RE: [hlds] Zero or negative gravity crashes SRCDS

2005-03-03 Thread Ryan Lewis
Alf wins.

Regards,

Ryan Lewis
[EMAIL PROTECTED]


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: 04 March 2005 01:23
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Zero or negative gravity crashes SRCDS


Don't do that then.

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of List Keeper
Sent: Thursday, March 03, 2005 5:09 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Zero or negative gravity crashes SRCDS

I am experiencing crashes when adjusting sv_gravity to any negative
value or zero.

I have been able to recreate this over and over again.

Last tested, zero gravity with:
Protocol version 7
Exe version 1.0.0.15 (cstrike)
Exe build: 17:53:30 Feb 24 2005 (2301)
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RE: [hlds] Updating my address book

2005-02-14 Thread Ryan Lewis
I just received one of these off someone else, but someone who is likely
to have installed a load of spyware with this email being the result of
it.

Whats the crack behind this anyway? Is the sender even aware this email
was sent ?

(sorry for the paranoia, just the email I got was youre generic reply
that didn't sound like the sender at all)

Regards,

Ryan Lewis
[EMAIL PROTECTED]


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tristan Beasley
Sent: 14 February 2005 16:23
To: hlds@list.valvesoftware.com
Subject: [hlds] Updating my address book


Yo

Can you please enter your contact details in my address book. Click on
the link below:

http://www.bebo.com/fr2/5442974a5573304b75189215c645651736d20

Cheers =)


Tris


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RE: [hlds] Concerning Cheaters (sharing ban files)

2005-01-19 Thread Ryan Lewis
Steambans dont distribute a list as such. You give steambans.com your
rcon password and they periodically check the users on your server if
they are in the global banlist then remotely ban from from the server.
They have a mod too which streamlines this, as far as I know (so the
server queries the masterbanlist on connect, instead of the
masterbanlist periodically scanning the servers). This is my general
perception of the Steambans.com process.

There is a Steambans group which you can join which allows any Joe
Bloggs to submit a demo (found this through the forums). I'm not sure
but maybe they allow you to add a server to their listing that way also
(instead of having to set up a whole new group and all that).

Regards,

Ryan Lewis
[EMAIL PROTECTED]


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony
Sent: 19 January 2005 21:53
To: hlds@list.valvesoftware.com
Subject: [hlds] Concerning Cheaters (sharing ban files)


www.steambans.com is a wonderful service. Sadly, to take advantage of
such a service, certain prereqs have to be met. Of which, I don't (I
run a CS:S server out of the office, no clan, no website, no irc
channel, just something me and the guys here do... build a game
server, set it up, then let it go public).


I was wondering if anyone would like to share up their banned_user.cfg
contents.


All my bans on my server have been very obvious cheaters (almost all
speedhackers).

banid 0 STEAM_0:1:4151131
banid 0 STEAM_0:1:5345510
banid 0 STEAM_0:1:6454151
banid 0 STEAM_0:0:4851060
banid 0 STEAM_0:1:89911
banid 0 STEAM_0:1:5205849
banid 0 STEAM_0:0:1047784
banid 0 STEAM_0:1:3114641
banid 0 STEAM_0:1:592926
banid 0 STEAM_0:1:1052119
banid 0 STEAM_0:0:1699044

Small list, but my server has only been running for 8 days.

If anyone else would like to share up, feel free.



~Tony

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RE: [hlds] First CS:S Cheat released - Valve help us please.

2005-01-15 Thread Ryan Lewis
It just takes the developer to realise that the biggest increase of
quality of the game to the public is to stamp out cheats, not to
implement bot support.

I'm sure the quality assurance department just play in a closed
environment (which of course would be cheat free) and not in the 'real
world', where the cheats exist. Perhaps the only feedback Valve are
getting is that of the game is fine I just need a way to play it in
case I have no friends instead of The game is fine except on every
server I join someone is running around 4 times as fast as I can and is
shooting me through walls before I even see them.

Valve are quite quiet on their anti-cheat technology, so don't expect a
reply soon. I emailed 4-5 Valve employees a couple of weeks ago with a
polite question regarding an update to VAC, including :-

[EMAIL PROTECTED] - Gabe Newell, CEO or 'top dog'
[EMAIL PROTECTED] - Nick Shaffner, who has been responsible for a
lot of updates to hlds list about VAC updates
[EMAIL PROTECTED] - Alfred Reynolds, who is the person who
usually updates the list on a hlds/srcds update.
[EMAIL PROTECTED] - Eric Smith, who has updated this list in the
past with informaton about server updates and VAC updates.

All emails proved unsuccessful and I did not receive an email from any
of the above email addresses.

I cannot wait for Valve to update their VAC technology, as VAC can prove
to be far more effective then C-D can be if it is maintained and updated
correctly.


Regards,

Ryan Lewis
[EMAIL PROTECTED]


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
Sent: 15 January 2005 22:24
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] First CS:S Cheat released - Valve help us please.


/me looks forward to the March release of BF2. Valve has proven over and
over again that it's about the money and not the quality that they
provide.
I'm all for improvements to the game but DAMN man!

/me shakes his head and walks away

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony
Sent: Saturday, January 15, 2005 4:23 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] First CS:S Cheat released - Valve help us please.

Did you happen to see Valve's little update Window last night? The one
that talked about them introducing bots and another map with the next
update?

I was so pissed. No talk of VAC2 at all. I could care less about bots!
*sigh*

I'm sure the girls at Valve know all about these cheats. I just wish
they'd keep the community informed about their progress in releasing
VAC2.

~Tony



On Sat, 15 Jan 2005 11:57:44 -0500, StealthMode
[EMAIL PROTECTED] wrote:
 Tricky I commend you. If half the people who discovered these hacks
 submitted them instead of complaining. Things would get detected much
 faster.

 StealthMode
 #lotgaming
 www.lotgaming.com
 (Site still not up)


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RE: [hlds] Disappearing Weapons Fix

2005-01-11 Thread Ryan Lewis
Better yet, search for break_it_gunho (I think thats the name). You get
every gun in the game (and the entire map is made of glass).

More of a gimmick map, but you can have players spawn with as many guns
as you want (and more then one rifle, for example).

Regards,

Ryan Lewis
[EMAIL PROTECTED]


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of spartibus
Sent: 12 January 2005 03:16
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Disappearing Weapons Fix


Try making a map. You can make people spawn with one of each primary,
and
one of each secondary if wanted.

Download the map aim_sk_m4 and play it. You'll see.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Clayton Macleod
Sent: Tuesday, January 11, 2005 4:44 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Disappearing Weapons Fix

you can only carry a rifle and a pistol. I don't think you understand
the issue here.


On Tue, 11 Jan 2005 15:46:50 -0800, spartibus [EMAIL PROTECTED]
wrote:
 You can make people spawn with as many weapons as they want. Ever
played
one
 of those aim_sk maps?

--
Clayton Macleod

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RE: [hlds] Help Help,

2004-12-29 Thread Ryan Lewis
You will need to make sure you have forwarded the correct port (default
27015) on your router to the server. You should consult your router
manual or the linksys website on how to forward ports/services to IP's
on your network.

http://www.google.co.uk/search?q=port+forwarding+intitle%3Alinksys
http://www.portforward.com/

Regards,

Ryan Lewis
[EMAIL PROTECTED]


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Daniel Gregait
Sent: 29 December 2004 17:43
To: hlds@list.valvesoftware.com
Subject: [hlds] Help Help,


I am currently trying to setup a dedicated counter-strike server
behind a linksys router. I have the server running but am unable to
see it as an internet game or connect via IP from a different PC. any
help would be great.

GnEserver admin

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RE: [hlds] Help Help,

2004-12-29 Thread Ryan Lewis
Just my understanding that an external PC would not be able to connect
to the server port because no actual port is open on the router (which
is the actual interface connected to the net). Unless you have the CS
server setup as the DMZ host, it was my understanding that you would
need to forward the ports to the server on the LAN (which I am again
presuming is connecting through NAT). I'm again presuming that is a
'residential' router, so you wouldn't have to open any outgoing ports on
the router because most routers which are bought for the home do not do
this. I'm only familiar with NetGear however, I'm afraid.

Also, make sure you have sv_region set correctly to your region, as your
filters in the serverbrowser might be filtering out your server. Google
for sv_region for the necessary region codes (3 is Europe).

Regards,

Ryan Lewis
[EMAIL PROTECTED]


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of OoksServer
Sent: 29 December 2004 22:49
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Help Help,


You do not need to forward any ports to get it to work. If you do not
forward any ports, it simply registers on the master list as whatever
port
NAT translated it to. Failure to forward any ports on a linksys router
will
NOT stop your server from appearing on the master list, or the steam
browser.

HOWEVER!!! Linksys has a firewall that is on by default, and this will
stop
the server from being seen.

- Original Message -
From: Ryan Lewis [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, December 29, 2004 1:30 PM
Subject: RE: [hlds] Help Help,


 You will need to make sure you have forwarded the correct port
(default
 27015) on your router to the server. You should consult your router
 manual or the linksys website on how to forward ports/services to IP's
 on your network.

 http://www.google.co.uk/search?q=port+forwarding+intitle%3Alinksys
 http://www.portforward.com/

 Regards,

 Ryan Lewis
 [EMAIL PROTECTED]


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Daniel Gregait
 Sent: 29 December 2004 17:43
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Help Help,


 I am currently trying to setup a dedicated counter-strike server
 behind a linksys router. I have the server running but am unable to
 see it as an internet game or connect via IP from a different PC. any
 help would be great.

 GnEserver admin

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RE: [hlds] custom maps.

2004-12-24 Thread Ryan Lewis
Large collection at Jol, possibly the largest I've seen.

http://www.cs-maps.jolt.co.uk/

Regards,

Ryan Lewis
[EMAIL PROTECTED]


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Wazoo
Sent: 24 December 2004 04:25
To: hlds@list.valvesoftware.com
Subject: [hlds] custom maps.


Thanks

Wazoo

 Where are the custom
 maps if there is some?

There are some on FileFarm.net here:
http://www.filefarm.net/category.php?ci=1

- HoundDawg


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Re: [hlds] VAC something wrong.

2004-07-22 Thread Ryan Lewis
When I've seen cheaters banned in the past, they've been on the server for
10-20 seconds and then the ban appears.

I'd perhaps have a look at anyone you might of shared your account details
with, if indeed you have done. Its a possibility they might of used your
account (not theirs!) to test some hack.

Just an afterthought.

Regards,

Ryan Lewis
[EMAIL PROTECTED]


- Original Message -
From: Guido [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, July 22, 2004 1:41 PM
Subject: [hlds] VAC something wrong.


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Yesterday i was installing some skins to see if i lag with them on the
server that i host. Well, there seemed to be a problem with one of the
skins, so i installed steam again in another folder, and used the original
model.  I start CS, try to connect to my server, and Banned because of past
cheating relations. Im not asking for my Steam ID back. I just want to know
if this is has something to do with VAC. Anyone have a word on this? Valve?
Someone? Please don't start flames.

-Guido
--

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Re: [hlds] CS:Source

2004-07-21 Thread Ryan Lewis
I believe that the theoretical limit is 256 players, but its capped to 32 or
64 (can't remember) due to computing limitations (cpu for a server, and
bandwidth for the clients). The limit can be edited in mods however, and its
been stated that ideally you should decrease the packets being sent to
clients if you wish to do this. I'm sure some mod company has some idea to
develop some 64/128 player BF-esque mod for HL2, and I'm sure one of the
first simple modifications made for multiplayer will be to increase the
player cap :) (which will of course, kill whatever server its hosted on). I
just hope someone makes a decent pirate mod.

A 256 player multiplayer game. I'd love to see some modified 2D mod with
streamlined netcode utilise this to great effect! :)

Regards,

Ryan Lewis
[EMAIL PROTECTED]


- Original Message -
From: Richard Welsh [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, July 21, 2004 2:47 PM
Subject: RE: [hlds] CS:Source


 --
 --
 [ Picked text/plain from multipart/alternative ]
 Here is the latest from www.csnation.net

 CS:Source will probably be available to HLDS as SDS (Source Dedicated
 Server) or just the Regular HLDS with the command line -csource.  That of
 course is just my thought.  I see that they have pushed back the date of
the
 beta release to August 10th with preloading occurring on August 5th
instead
 of the date giving earlier this week of July 28th.  No matter, we will
still
 be getting it.  I am very impressed with the engine from what I can see in
 the videos.  The Korean video of the CS:Source Clan Match was a rather
nice
 treat.  Now if Valve could somehow allow 64 or 128 players in the Source
 Engine this would make a great war game engine!

 -Rich


 ---Original Message---

 From: [EMAIL PROTECTED]
 Date: 07/21/04 03:43:04
 To: [EMAIL PROTECTED]
 Subject: RE: [hlds] CS:Source

 Now that would be awesome!

 Any idea how its going to be made available to us?


 b.


  -Original Message-
  From: Richard Welsh [mailto:[EMAIL PROTECTED]
  Sent: Wednesday, July 21, 2004 5:14 AM
  To: [EMAIL PROTECTED]
  Subject: RE: [hlds] CS:Source
 
 
  --
  --
  [ Picked text/plain from multipart/alternative ]
  Nice, Thanks!
 
  -Rich
 
  ---Original Message---
 
  From: [EMAIL PROTECTED]
  Date: 07/20/04 22:11:49
  To: [EMAIL PROTECTED]
  Subject: RE: [hlds] CS:Source
 
  I asked and Erik said yes.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Behalf Of Richard Welsh
  Sent: Tuesday, July 20, 2004 8:23 PM
  To: HLDS Mail List
  Subject: [hlds] CS:Source
 
  --
  --
  [ Picked text/plain from multipart/alternative ]
  Has anyone heard if we in the list will get CS:Source Beta
  server abilities?
I have a HL:CZ Server so I am hoping with CS:Source being
  preloaded at the
  end of the month I will be able to offer a CS:S  server to my
  CZ playing
  community.
 
  -Rich
  Hughesville Gaming Community
  Hughesville, PA
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 MWEB: S.A.'s most trusted and reliable Internet Service Provider. Just
Like
 That.

 To join, go to: http://join.mweb.co.za or call 0860032000.

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Re: [hlds] CS:Source

2004-07-21 Thread Ryan Lewis
MMORPGs to my knowledge use large server farms for each 'server'. Each
actual realm you play on FFXI, DAOC or SWG is actually a number of machines
working together in tandem, each machine maintaining specific tasks. For
example, the NPC machine used to crash on Lineage 2 when I used to play it,
and you would walk around the world with no enemies, no shop keepers, just
players running around. Latency isn't much of a concern in MMORPGs however,
but its mission critical in FPS 'twitch' games, and CPU usage is a large
deciding factor in that matter.

Running a 128 server on that Athlon 1700+ and that elusive fella called
'Reg' won't be visiting your server :p I am however, like yourself, waiting
for that bigass killer game 5 years down the line, playing alongside 220
other players in one huge crazy mile-big fragfest.


Regards,

Ryan Lewis
[EMAIL PROTECTED]


- Original Message -
From: Richard Welsh [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, July 22, 2004 3:34 AM
Subject: Re: [hlds] CS:Source


 --
 --
 [ Picked text/plain from multipart/alternative ]
 Final Fantasy XI a MMORPG, the server I play that on occasionally has
 between 3,000 to 5,000 players on it at one time.  With pings around
100ms..
  which is decent since all the servers are located, atleast to my
knowledge,
 in Japan.  This of course is not a FPS where bullets are flying at you but
I
 believe within a couple years we will see War Type MMO games on the
internet
 and very playable.

 -Rich

 ---Original Message---

 From: [EMAIL PROTECTED]
 Date: 07/21/04 21:42:12
 To: [EMAIL PROTECTED]
 Subject: Re: [hlds] CS:Source

 I believe that the theoretical limit is 256 players, but its capped to 32
or
 64 (can't remember) due to computing limitations (cpu for a server, and
 bandwidth for the clients). The limit can be edited in mods however, and
its
 been stated that ideally you should decrease the packets being sent to
 clients if you wish to do this. I'm sure some mod company has some idea to
 develop some 64/128 player BF-esque mod for HL2, and I'm sure one of the
 first simple modifications made for multiplayer will be to increase the
 player cap :) (which will of course, kill whatever server its hosted on).
I
 just hope someone makes a decent pirate mod.

 A 256 player multiplayer game. I'd love to see some modified 2D mod with
 streamlined netcode utilise this to great effect! :)

 Regards,

 Ryan Lewis
 [EMAIL PROTECTED]


 - Original Message -
 From: Richard Welsh [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Wednesday, July 21, 2004 2:47 PM
 Subject: RE: [hlds] CS:Source


  --
  --
  [ Picked text/plain from multipart/alternative ]
  Here is the latest from www.csnation.net
 
  CS:Source will probably be available to HLDS as SDS (Source Dedicated
  Server) or just the Regular HLDS with the command line -csource.  That
of
  course is just my thought.  I see that they have pushed back the date of
 the
  beta release to August 10th with preloading occurring on August 5th
 instead
  of the date giving earlier this week of July 28th.  No matter, we will
 still
  be getting it.  I am very impressed with the engine from what I can see
in
  the videos.  The Korean video of the CS:Source Clan Match was a rather
 nice
  treat.  Now if Valve could somehow allow 64 or 128 players in the Source
  Engine this would make a great war game engine!
 
  -Rich
 
 
  ---Original Message---
 
  From: [EMAIL PROTECTED]
  Date: 07/21/04 03:43:04
  To: [EMAIL PROTECTED]
  Subject: RE: [hlds] CS:Source
 
  Now that would be awesome!
 
  Any idea how its going to be made available to us?
 
 
  b.
 
 
   -Original Message-
   From: Richard Welsh [mailto:[EMAIL PROTECTED]
   Sent: Wednesday, July 21, 2004 5:14 AM
   To: [EMAIL PROTECTED]
   Subject: RE: [hlds] CS:Source
  
  
   --
   --
   [ Picked text/plain from multipart/alternative ]
   Nice, Thanks!
  
   -Rich
  
   ---Original Message---
  
   From: [EMAIL PROTECTED]
   Date: 07/20/04 22:11:49
   To: [EMAIL PROTECTED]
   Subject: RE: [hlds] CS:Source
  
   I asked and Erik said yes.
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] Behalf Of Richard Welsh
   Sent: Tuesday, July 20, 2004 8:23 PM
   To: HLDS Mail List
   Subject: [hlds] CS:Source
  
   --
   --
   [ Picked text/plain from multipart/alternative ]
   Has anyone heard if we in the list will get CS:Source Beta
   server abilities?
 I have a HL:CZ Server so I am hoping with CS:Source being
   preloaded at the
   end of the month I will be able to offer a CS:S  server to my
   CZ playing
   community.
  
   -Rich
   Hughesville Gaming Community
   Hughesville, PA
   --
   [ IMSTP.gif of type image/gif deleted ]
   --
   [ BackGrnd.jpg of type image/jpeg deleted ]
   --
  
  
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Re: [hlds] Request for configs/settings

2004-07-14 Thread Ryan Lewis
Well, since you want to maximise performance and don't really care too much
about how inefficient you want things to be, just perform its best (much
like a fancy flashy sports car, then).

sys_ticrate 1 will tell the server to run as fast as it possibly can
fps-wise, from 100fps to 400-500 fps (or more). Pings would be noticably
lower by about 8ms for most people and bullets will register much more. If a
server is running at 100fps, there is 10ms still between each frame that
gets processed, so increasing the fps decreases the time between each frame
being processed.

So, my recommendations :-

sys_ticrate 1 // sets fps as fast as it will go
sv_maxrate 25000
sv_maxupdaterate 100
sv_minrate 2500
sv_minupdaterate 20

For total optimum bullet reg, don't run any mods on it at all, but thats
probably not favourable for public servers. I'd perhaps recommend AMXX over
adminmod, as I believe performance-wise its much faster then adminmod (don't
take that for gospel). Try and remove as much spam from the mod as possible
though, on-screen text displays, vox speech (like the voice telling you the
time, etc.), sounds (KILLING SPREE!) etc. all tend to lag some clients a
little bit, which some people then mistake the server for being at fault.

Use sv_downloadurl for all your custom stuff. This will help keep people on
your server when running custom stuff, such as new maps.

Regards,

Ryan Lewis
[EMAIL PROTECTED]


- Original Message -
From: Mike Donahue [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, July 14, 2004 11:22 PM
Subject: [hlds] Request for configs/settings


 Hi...  I have a 20-man server on a (dedicated) dual 2.6 xeon box.  1 gig
 of ram.  Not sure what the bandwidth is throttled at (it's colocated),
 but its got to be at least 5mb/5mb.  Windows 2003.

 That said, it's pretty vanilla cs-wise.  Adminmod, and a listen plugin,
 with hlstats running on mysql.  Aside from the forums (which get very
 few hits), that's all the server is doing.

 Yes, I know it's grossly overpowered, but hey, I like to blow money.

 I'd like to ask for your recommendations for anything I can do to truly
 optimize the end-user experience.  With keeping in mind that if I run at
 99% CPU, full memory usage, etc, I'm ok with that.

 Specifically, settings regarding sys_ticrate, fps, rate, etc.  Anything
 I can do to improve registration, reduce choke, whatever.

 Thanks in advance,

 Mike


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

2004-06-25 Thread Ryan Lewis
Like I would ever get anything wrong in the first place ;)

Regards,

Ryan Lewis
[EMAIL PROTECTED]


- Original Message -
From: Mike Munoz [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, June 25, 2004 4:39 PM
Subject: RE: [hlds] Latest Win Version, HLDS - Lag Issue


 Actually Moot Point is the correct terminology..

 Excerpt from my Random House College dictionary:

 Moot, adj. 1. subject to argument or discussion; debatable; doubtful: a
moot
 point. 2. of little or no practical value or meaning; purely academic.
 There's more, but I think you get the point!

 A link to an online dictionary also..
 http://www.yourdictionary.com/ahd/m/m0415900.html

 Before you guys start Flaming me even bothering to post this, I had this
 information on hand due to a recent discussion with my wife about the
 EXACT same thing! LOL

 Mike ParaDOX Munoz

 www.paradisesgarage.com


 -Original Message-
 From: Peter Aldrich [mailto:[EMAIL PROTECTED]
 Sent: Thursday, June 24, 2004 9:22 AM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlds] Latest Win Version, HLDS - Lag Issue

 Actually it isn't a moot point but a mute point...  Just to clarify...

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ryan Lewis
 Sent: Wednesday, June 23, 2004 9:33 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlds] Latest Win Version, HLDS - Lag Issue

 moot point now guys, business can resume, hotfix been released.

 Nothing to see here, move along.

 Regards,

 Ryan Lewis
 [EMAIL PROTECTED]


 - Original Message -
 From: James Bowling [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Thursday, June 24, 2004 2:09 AM
 Subject: RE: [hlds] Latest Win Version, HLDS - Lag Issue


  Now that is the most ridiculous idea I have ever heard...You need to
  remember that a lot of us on this list are not just end users who
  happen
 to
  rent a server.  Most of us are business owners who run GSPs and
  shutting down would be stupid and cost us more money than it is worth.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Roc
  Sent: Wednesday, June 23, 2004 10:17 AM
  To: [EMAIL PROTECTED]
  Subject: Re: [hlds] Latest Win Version, HLDS - Lag Issue
 
  I gave up and shut down till something's done.
 
  Maybe, just maybe, if everyone did the same for a show of unity and to
 send
  a message that we're tired of the bullshit maybe just maybe we'd get
 through
  to valve just a thought.
 
  Regards
  - Original Message -
  From: Pawel Dabrowski [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Wednesday, June 23, 2004 9:09 AM
  Subject: RE: [hlds] Latest Win Version, HLDS - Lag Issue
 
 
   Just wanna verify those who had this problem are you still having it
   with the latest mp.dll?
   Is there any other fix anyone knows of appart from replacing the
   mp.dll to the older one?
  
   Pawel Dabrowski
  
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] Behalf Of Shane
   Robinett
   Sent: 16 June 2004 14:42
   To: [EMAIL PROTECTED]
   Subject: [hlds] Latest Win Version, HLDS - Lag Issue
  
  
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ] Windows systems,
   Intel - Win 2003 environments, dual processor
  
   I have 14 open calls from public server clients reporting lag issues.
  10-30
   second freezes for client connections.  Restarting the server seems
   to resolve it, for a short term.  Problem appears to have started in
   the last day or two.
  
   Valve - If you need access to some of our resources, just let me know.
   Happy to provide test servers for your breaking amusement!
  
   --Shane
   PHXX.NET
   --
  
  
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Re: [hlds] Latest Win Version, HLDS - Lag Issue

2004-06-23 Thread Ryan Lewis
moot point now guys, business can resume, hotfix been released.

Nothing to see here, move along.

Regards,

Ryan Lewis
[EMAIL PROTECTED]


- Original Message -
From: James Bowling [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, June 24, 2004 2:09 AM
Subject: RE: [hlds] Latest Win Version, HLDS - Lag Issue


 Now that is the most ridiculous idea I have ever heard...You need to
 remember that a lot of us on this list are not just end users who happen
to
 rent a server.  Most of us are business owners who run GSPs and shutting
 down would be stupid and cost us more money than it is worth.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Roc
 Sent: Wednesday, June 23, 2004 10:17 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlds] Latest Win Version, HLDS - Lag Issue

 I gave up and shut down till something's done.

 Maybe, just maybe, if everyone did the same for a show of unity and to
send
 a message that we're tired of the bullshit maybe just maybe we'd get
through
 to valve just a thought.

 Regards
 - Original Message -
 From: Pawel Dabrowski [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Wednesday, June 23, 2004 9:09 AM
 Subject: RE: [hlds] Latest Win Version, HLDS - Lag Issue


  Just wanna verify those who had this problem are you still having it
  with the latest mp.dll?
  Is there any other fix anyone knows of appart from replacing the
  mp.dll to the older one?
 
  Pawel Dabrowski
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Behalf Of Shane Robinett
  Sent: 16 June 2004 14:42
  To: [EMAIL PROTECTED]
  Subject: [hlds] Latest Win Version, HLDS - Lag Issue
 
 
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ] Windows systems,
  Intel - Win 2003 environments, dual processor
 
  I have 14 open calls from public server clients reporting lag issues.
 10-30
  second freezes for client connections.  Restarting the server seems to
  resolve it, for a short term.  Problem appears to have started in the
  last day or two.
 
  Valve - If you need access to some of our resources, just let me know.
  Happy to provide test servers for your breaking amusement!
 
  --Shane
  PHXX.NET
  --
 
 
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  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
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Re: [hlds] VAC and offline play...

2004-06-17 Thread Ryan Lewis
As far as I am aware, you are right on this issue. As I understand it, VAC
is a mini program that is downloaded when connecting to a secure server
(hence the progress bar when connecting) and is executed, which then reports
back to the server/master server if need be that a cheat is being used.

When you are watching a recorded demo, there is no VAC download from a
server since you ain't physically connected to one. As I understand it,
there isn't actually any VAC 'program' on your machine at that time, and
there certainly isn't any server to report back to, obviously.

Cheat detection is on a session-based process, any postponing of VAC bans
after detection is still done in the session you cheated on when connected
to the server, just that Valve made the decision to hold off the actual
banning process for the obvious reasons.

I apologise if I'm wrong in this, but I am confident in my limited knowledge
on it working like this. I've never dabbled in the dark arts of wallhacks
though, so my knowledge is based on purely on observation and not
experience.

Regards,

Ryan Lewis
[EMAIL PROTECTED]


 The line that i'm really questioning though is this one:
 You misunderstand how VAC works. If I install X-spec now then
 de-install it 2moro after using it only once. 6 months down the line if
 Valve decides to ban it i will be VAC banned because VAC records all
 programs run when you play with steam.
 Offline play is no solution, there is no gurantee the steam client
 wont(no or in the future) cache this information and send at a later
date.

 Personally, i think that's complete bull. From what i understand vac
 only looks for cheats and programs when you're connected to a
 VAC-enabled server - you can do what you want when you're not and it
 isn't logged or cached or sent to steam in any way.

 Am i right in this? Or am i (like most people who don't have a clue)
 talking bollocks..

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Re: [hlds] [OT] GISP's: Rental rates for HL2

2004-06-16 Thread Ryan Lewis
HL2 originally stated there will be 3 different types of HL2 released. A
normal version, which we are all used to, a Limited Edition version,
probably with a steel case, some figurine, and other general fanboy goodies,
and a cut-back single-player only version, which would contain no
multiplayer component.

By this original statement, I'm hoping that all gameplay variations are
chucked in with the normal version, but I did read somewhere that CS may
cost extra.

I'm just hoping the bigwigs at Valve read this and say to themselves
Bollocks, we did originally say that, didnt we? Damn, have to not charge
for CS:S now.

Either way, Valve are the winners, they're sitting on a huge cashcow in the
form of HL2 and CS:S.

Regards,

Ryan Lewis
[EMAIL PROTECTED]


- Original Message -
From: spartibus [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, June 17, 2004 3:40 AM
Subject: RE: [hlds] [OT] GISP's: Rental rates for HL2


 I know there's a lot of stuff getting Source treatment, but they're
 not all going to be free are they? Anyone know any details?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Rick Comcast
 Sent: Wednesday, June 16, 2004 7:31 PM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlds] [OT] GISP's: Rental rates for HL2

 I thought DOD was also slated for multiplayer in HL2?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of spartibus
 Sent: Wednesday, June 16, 2004 10:15 PM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlds] [OT] GISP's: Rental rates for HL2

 I didn't think there was going to be a HL2 DM, as I read somewhere
 (aren't I lucky to forget? lol) that there wasn't going to be any kind
 of HL2 multiplayer other than CS: Source. If there is, then I suppose it
 is just a mod, but I figured since it's the one and only, and it (was)
 going to be HL2's only multiplayer, that I didn't consider it a mod. Oh
 well, doesn't really matter at all anyways.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
 Sent: Wednesday, June 16, 2004 6:59 PM
 To: [EMAIL PROTECTED]
 Subject: RE: [hlds] [OT] GISP's: Rental rates for HL2

 Yeah, I think it needs to be thought of now along the lines of being a
 Gameplay variation now more than a mod... like how HLDM, DMC, Ricochet
 (lol) are different types of gameplay... or like how Onslaught,
 Assault, CTF, DM are gameplay types for UT2k4.

 I think most people would consider a mod to be development work that
 originated with the SDK, ouside of the Valve realm. Now that Valve owns
 it and offers it, it becomes a gameplay variation.

 I wouldn't think CS Source should be referred to as HL2 multiplayer, if
 there is going to be an HL2 DM... seems more logical that the
 multiplayer gampeplay of the SP game, should be referred as that

 w/e... semantics.

 --- spartibus [EMAIL PROTECTED] wrote:
  It's not really a mod, it is HL2's multiplayer. You buy HL2 you
  automatically get CS:Source for free. It will ship with HL2.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of James Bowling
  Sent: Wednesday, June 16, 2004 2:05 PM
  To: [EMAIL PROTECTED]
  Subject: RE: [hlds] [OT] GISP's: Rental rates for HL2
 
  It is and was verified at E3 that Counter-Strike 2 will be called
  Counter-Strike:Source.  This will be the HL2 Counter-Strike Mod.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Skirecs
  Sent: Wednesday, June 16, 2004 1:34 PM
  To: [EMAIL PROTECTED]
  Subject: Re: [hlds] [OT] GISP's: Rental rates for HL2
 
  Will there be a counter-strike mod for hte new HL2?
 
  - Original Message -
  From: Ted Gribble [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Wednesday, June 16, 2004 3:53 PM
  Subject: Re: [hlds] [OT] GISP's: Rental rates for HL2
 
 
   Im pretty sure that in that video he said something like We havent
   decided what to call it but it WONT be Counter-Strike 2
   maybe I will watch the video again but I think thats what he said.
   -booya
  
  
  
  
   [EMAIL PROTECTED] wrote:
  
   No rumour about it. Gabe explicitly said in the E3:2k4 video that
  HL2
   multiplayer WOULD be CS Source.
   
   --- Kevin Ottalini [EMAIL PROTECTED] wrote:
   
   
   All rumor - nothing official.
   
   - Original Message -
   From: StealthMode
   Sent: Wednesday, June 16, 2004 7:08 AM
   
   The official multiplayer of half life 2 is
  counter-strike:source.
   I read that somewhere. Can't remember.
   
   -StealthMode
   
   
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Re: [hlds] CS 1.5 server minimum requirement

2004-06-09 Thread Ryan Lewis
You could probably get away with a 10 player match server with 1.5, but it
wouldn't be the smoothest experience.

Regards,

Ryan Lewis
[EMAIL PROTECTED]


- Original Message -
From: Skirecs [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, June 09, 2004 11:47 PM
Subject: Re: [hlds] CS 1.5 server minimum requirement


 god damn, I only have a petium 80. Im joking, but that is really barebones
 right.
 - Original Message -
 From: Darren J. Mason [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Wednesday, June 09, 2004 5:45 PM
 Subject: RE: [hlds] CS 1.5 server minimum requirement


  Pentium 90 (133 recommended)
  96MB EDO RAM
  1.2Gig HDD
  Trident 4MB video (PCI recommended)
  10BaseT ethernet card
  56K modem
 
  good luck!
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Behalf Of Stan Stefan
  Sent: Wednesday, June 09, 2004 2:33 PM
  To: [EMAIL PROTECTED]
  Subject: [hlds] CS 1.5 server minimum requirement
 
 
 
 
 
 
   can you tell me the minimum rerquirement for a cs 1.5 server ?
 
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Re: [hlds] laggie maps

2004-06-06 Thread Ryan Lewis
I've actually noticed this with one or two custom maps we've used in the
past on our server. Maps which were previously (appeared) fine have recently
been massively laggy, with pings reaching over 100 where normally people
ping 20-30.

However, the custom maps we have used are not the most 'polished' :)

Regards,

Ryan Lewis
[EMAIL PROTECTED]


- Original Message -
From: robbert schop [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, June 05, 2004 2:55 PM
Subject: [hlds] laggie maps


 [ Converted text/html to text/plain ]
 hello,

 ive got a problem with my server becouse all the maps i load work great
but
 when i load an aim_ map the map is rlyy laggie
 can you help me

 thanx

 --

 MSN Zoeken, voor duidelijke zoekresultaten! klik hier[1]

 ===References:===
   1. http://g.msn.com/8HMBNLNL/2731??PS=47575

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Re: [hlds] thoughts, comments

2004-05-25 Thread Ryan Lewis
I don't play DoD, but I'm beginning to see this turn into a flamefest that
we don't really need.

Okay the original question may of possibly been worded a little better, but
thats all been rectified now, and the guys genuine question has been
answered with some of the changes that have been made in DoD.

I think his question has been answered and anymore flaming should cease. He
can admin his server however he likes. Whether a guy is amazing and is not
cheating, a server admin can still ban him if he wishes, particularly if he
is destroying the opposition and is making the game one-sided, meaning less
fun for everyone else there and unpopulating the server. Let him run it how
he feels, he just wanted a little input on some of the scores that have been
appearing.

Regards,

Ryan Lewis
[EMAIL PROTECTED]


- Original Message -
From: jon [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, May 26, 2004 12:13 AM
Subject: RE: [hlds] thoughts, comments


 Wow.

 I guess I'd be banned from your server pretty quickly. As would quite a
few
 of my friends.

 This is an HLDS (read: half life dedicated server) mailing list, therefore
a
 majority of the responses will in fact be from *gasp* ADMINS.

 -Jon

  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Roc
  Sent: Tuesday, May 25, 2004 12:38 PM
  To: [EMAIL PROTECTED]
  Subject: Re: [hlds] thoughts, comments
 
  What is wrong with that is for the 2 years running a DoD
  server no one ever had scores like that.  Not on my server anyway!
 
  To clarify these are NOT snipe kills OK!
 
  Did you read or are you just a flamer?
 
  I haven't banned anyone yet but please don't tell me how to
  run a server, I just asked a honest question.
 
  Do you run a server?  I ask because this is the first time I
  see your name?
 
  My question is for ADMINS only!
  - Original Message -
  From: Floris Barnhoorn [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Tuesday, May 25, 2004 1:14 PM
  Subject: Re: [hlds] thoughts, comments
 
 
  What is wrong with scores above 50 in DoD? Good players can
  easily get such scores with a kill/death ratio of 5/1.
  Especially good snipers, at least spectate them before you ban.
 
 
  Roc wrote:
 
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ] Hi I run a
  DoD server
  on a Windows box and to be honest I have not played
  DoD since 2 days before the last CPU eating update (still no
  steam client on my freshly re-formatted PC).
  However, I monitor the server constantly through HLSW.
  
  My question is since the update people are getting scores in
  DoD mind
  you
  of 50 and up.  was something added to the game to make the
  scores go to this level or are these simply new hacks
  currently undetected by VAC - VSM.
  
  I don't want to start going on a kick/ban rampage So I
  remain hesitant
  until I hear some feedback from the community.
  
  Your thoughts and comments please!
  
  Regards
  --
  
  
  
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Re: [hlds] thoughts, comments

2004-05-25 Thread Ryan Lewis
Maybe I make it easier for both of you and quit acting like schoolgirls?

Are we done?

Just to brighten some of your days and to effectively kill this
conversation, here is a picture of a dog humping a mans leg.

http://www.omgwtflol.org/dog_walk.jpg

Regards,

Ryan Lewis
[EMAIL PROTECTED]


- Original Message -
From: jon [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, May 26, 2004 5:26 AM
Subject: RE: [hlds] thoughts, comments


 That's why I have majority in there. Maybe you should take his advice
and
 stop baiting.

 -Jon

  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Roc
  Sent: Tuesday, May 25, 2004 9:33 PM
  To: [EMAIL PROTECTED]
  Subject: Re: [hlds] thoughts, comments
 
  I'm surprised you think only admins read this list!
 
  Yes, If you get 44 kills in under 6 minutes  I guess you are
  correct and would get banned.
  Your point?
 
  Take Ryan's advice will you!
 
  Regards
  - Original Message -
  From: jon [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Tuesday, May 25, 2004 7:13 PM
  Subject: RE: [hlds] thoughts, comments
 
 
   Wow.
  
   I guess I'd be banned from your server pretty quickly. As
  would quite
   a
  few
   of my friends.
  
   This is an HLDS (read: half life dedicated server) mailing list,
   therefore
  a
   majority of the responses will in fact be from *gasp* ADMINS.
  
   -Jon
  
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Roc
Sent: Tuesday, May 25, 2004 12:38 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] thoughts, comments
   
What is wrong with that is for the 2 years running a DoD
  server no
one ever had scores like that.  Not on my server anyway!
   
To clarify these are NOT snipe kills OK!
   
Did you read or are you just a flamer?
   
I haven't banned anyone yet but please don't tell me how to run a
server, I just asked a honest question.
   
Do you run a server?  I ask because this is the first time I see
your name?
   
My question is for ADMINS only!
- Original Message -
From: Floris Barnhoorn [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, May 25, 2004 1:14 PM
Subject: Re: [hlds] thoughts, comments
   
   
What is wrong with scores above 50 in DoD? Good players
  can easily
get such scores with a kill/death ratio of 5/1.
Especially good snipers, at least spectate them before you ban.
   
   
Roc wrote:
   
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] Hi I run a
DoD server
on a Windows box and to be honest I have not played
DoD since 2 days before the last CPU eating update (still
  no steam
client on my freshly re-formatted PC).
However, I monitor the server constantly through HLSW.

My question is since the update people are getting scores in
DoD mind
you
of 50 and up.  was something added to the game to make
  the scores go
to this level or are these simply new hacks currently
  undetected by
VAC - VSM.

I don't want to start going on a kick/ban rampage So I
remain hesitant
until I hear some feedback from the community.

Your thoughts and comments please!

Regards
--



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Re: [hlds] OT: X-Spectate : Any thoughts?

2004-05-24 Thread Ryan Lewis
In total agreement mate. The ability for the admin to download a screenshot
would absolutely rock, and hopefully enough people would come forward to
support this so that it is actually implemented.

The only problem I forsee with it though is privacy concerns. Punkbuster was
optional back then and is still optional now for games that use it (although
its more or less mandatory, as most servers use Punkbuster anyway). Someone
is bound to kick up a fuss, even though the majority couldn't care less.

CSGN in the UK have quite an interesting plugin on their servers. At a
convienient time during the game (freezetime for example) the server will
take a screenshot on the client PC with a timestamp on it, and that
screenshot then has to be uploaded to a webpage after the match. The admins
then review the screenshots. If only CSGN released their plugin(s), or
someone developed something along the same lines, or of course, Valve could
just introduce the ability for an admin to grab a screenshot :)

Regards,

Ryan Lewis
[EMAIL PROTECTED]


- Original Message -
From: [YG]Sharza [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, May 24, 2004 2:04 PM
Subject: SV: [hlds] OT: X-Spectate : Any thoughts?


  The program has good intentions, noone can argue that, but I do forsee
VAC
  flagging this as a cheat pretty darn soon, and I ain't too sure about
the
  EULA agreement being broken when using this program. The site reckons it
  would be considered a false ban if VAC decided to ban you, but again,
I'm
  not too convinced.

 The only thing we ever needs, is an admin command implemented into the
half-life engine, to grab a
 client screen shot, like the old in-eye style. That way, none of this will
ever be needed, it can be
 decided within a few seconds wether a player is using wallhack or other
client side cheats.

 Btw seems like VAC is falling behind nowadays, even though it have been
updated rapidly, I have
 banned 8 players from the clan server in the past week, tell me is there
any way of sending a demo
 and a steam_id to get a VAC ban issued on those players?

 L8r,
   Sharza



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Re: [hlds] RE: Server FPS 64

2004-05-20 Thread Ryan Lewis
Our server uses the Win HL ping booster, which is a metamod plugin which
supposingly increases the pings on the server. It came setup like that when
we got the server, and we were always happy with it so didn't really play
with it or touch it.

However, I had a quick look at the config here, and noticed 2 commands that
I wasn't using in any of my configs :-

sys_ticrate 1
host_framerate 0

So, I had a little play, disabled the ping booster and put these 2 commands
in my server.cfg. Looks like the end result is pretty much the same as the
ping booster, with the server fps about 500 or so. Commands we have (which
came with the server already like this) for the ping booster

booster_show_connmsg 1
booster_autofps 100
booster_minsleepms 3
booster_force_systicrate 1
booster_cpu_enabled 0
booster_cpu_spikemax 3
booster_cpu_spikelevel 75
booster_cpu_mminc 2

Now I finally have an excuse to remove metamod completely from our server :)
(Its only used for matches anyway)

Regards,

Ryan Lewis
[EMAIL PROTECTED]


- Original Message -
From: Guilherme rAGe AgAiNsT Pagnozzi [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, May 20, 2004 11:18 AM
Subject: [hlds] RE: Server FPS 64


 This server will be use on a Tournament. LANServer for 10 players + 2
Hltv.
 Max players 12.

 This is de server.cfg, like CPL

 mp_autokick 0
 mp_autocrosshair 0
 mp_autoteambalance 0
 mp_buytime .25
 mp_consistency 1
 mp_c4timer 35
 mp_fadetoblack 1
 mp_falldamage 0
 mp_flashlight 1
 mp_forcecamera 3
 mp_friendlyfire 1
 mp_freezetime 10
 mp_fraglimit 0
 mp_hostagepenalty 0
 mp_limitteams 6
 mp_logfile 1
 mp_logmessages 1
 mp_logdetail 3
 mp_maxrounds 15
 mp_playerid 0
 mp_roundtime 2.5
 mp_startmoney 800
 mp_timelimit 999
 mp_tkpunish 0
 mp_winlimit 0

 sv_aim 0
 sv_airaccelerate 10
 sv_airmove 1
 sv_allowdownload 0
 sv_clienttrace 1.0
 sv_clipmode 0
 sv_allowupload 0
 sv_cheats 0
 sv_gravity 800
 sv_maxrate 25000
 sv_maxspeed 320
 sv_maxupdaterate 101
 sv_proxies 2
 sys_ticrate 1
 decalfrequency 60
 pausable 1
 log on

 decalfrequency 60
 edgefriction 2
 host_framerate 0

 And the schortcurt - hlds.exe -game cstrike -console -nomaster +sv_lan
 1 -insecure +map de_dust2 +maxplayers 12

  Message: 2
  From: Napier, Kevin [EMAIL PROTECTED]
  To: '[EMAIL PROTECTED]' [EMAIL PROTECTED]
  Subject: RE: [hlds] RE: Server FPS 64
  Date: Wed, 19 May 2004 09:52:21 -0400
  Reply-To: [EMAIL PROTECTED]
 
  I belive it will listen to
  sys_ticrate 100  (my number may be off)
 
  -Original Message-
  From: Guilherme rAGe AgAiNsT Pagnozzi [mailto:[EMAIL PROTECTED]
  Sent: Wednesday, May 19, 2004 9:48 AM
  To: [EMAIL PROTECTED]
  Subject: [hlds] RE: Server FPS 64
 
 
  When I start any multimedia software, like MSN, MediaPlayer fps server
go
 t=
  o
  512. But in the other server fps go to 999.
  This will be a server for a Championship, and a don=B4t like to install
  Metamod and Hlds_boster, couse is the same effect. And the hitbox will
be
  appear.
  I would like know how can I made fps o server 1 (p4 2.6HT 1ghz) reach
 99fps=
  .
  :(
 
  thx
 
   Message: 3
   From: Napier, Kevin [EMAIL PROTECTED]
   To: '[EMAIL PROTECTED]' [EMAIL PROTECTED]
   Subject: RE: [hlds] Server FPS 64
   Date: Tue, 18 May 2004 15:56:49 -0400
   Reply-To: [EMAIL PROTECTED]
  
   It's a well known windows kernal vs motherboard combo issue.
   I'll bet device manager\computer\shows a different kernel type on each
  box.
  
   acpi systems have a different default accuracy mmtimer clock in
windows
  for
   some reason.
   As you noted, certain applications can force the systemtimer to a
lower
   value producing the higher frequency of 10 vs 15.  If you are really
   intersted in the details search the online archieves of this list for
   multimedia timer and I'm sure you'll get 100's of posts on the
topic.
  
   http://www.gpsites.org/downloads/hldsmmtimer.zip if you want to play
 with
  a=3D
   n
   app that will manlipulate this.
 
 
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  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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  --__--__--
 
  Message: 3
  From: Kevin Ottalini [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Subject: Re: [hlds] RE: Server FPS 64
  Date: Wed, 19 May 2004 07:20:39 -0700
  Reply-To: [EMAIL PROTECTED]
 
  I think he wants his server to go to 999 not 99 but due to ACPI (and
some
  motherboards)
  the max it will reach is just a little over 512.
 
  that is with sys_ticrate 1000
 
  2ms over 1ms render time is pretty insignificant.
 
  I suppose he can try and disable ACPI in BIOS but the gotcha is
interrupt
  sharing is managed through that interface and it can cause problems if
he
  has shared interrupts right now with ACPI on.
 
  qUiCkSiLvEr
 
  - Original Message -
  From: Napier, Kevin
  To: '[EMAIL PROTECTED]'
  Sent: Wednesday, May 19, 2004 6:52 AM
  Subject: RE: [hlds] RE: Server FPS 64
 
  I belive

Re: [hlds] Newbie Question - time between maps?

2004-05-14 Thread Ryan Lewis
Just a quick note on this :-

I think an AMX default plugin makes the map change right after a map has
finished, effectively having no map chat time. Disabling all the map-related
plugins in AMX mod will let you set this properly.

I htink its to do with one of the map plugins detecting the round is over
and doing a changelevel command. You could edit and recompile the script and
put a sleep command in it.

Regards,

Ryan Lewis
[EMAIL PROTECTED]


- Original Message -
From: Napier, Kevin [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, May 15, 2004 1:10 AM
Subject: RE: [hlds] Newbie Question - time between maps?


 belive it's mp_chattime


 -Original Message-
 From: Steve [mailto:[EMAIL PROTECTED]
 Sent: Friday, May 14, 2004 8:02 PM
 To: [EMAIL PROTECTED]
 Subject: [hlds] Newbie Question - time between maps?


 Sorry I can't remember, what's the CVAR that sets the time after map is
 complete before the mapchange occurs?

 In other words, if I'd want people to be able to chat after a map is over
 for like 20 seconds, before the map changes, what's the CVAR? I think I
 remember there was one, but I can't remember what it is..

 Thanks!



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