[hlds] Hldms 4 year's still broke

2017-12-01 Thread Tamco15
Would it be possible to have someone take a look at the "issue's"  that  
happened with HLDMS after
the Steampipe update in Oct.  2013.
 
The problem's are not bugs that have been there forever or wish list  items 
 
but things that are directly
related to the steampipe  conversion/engine change (from the 2006 ep1>  
2013MP).
 
There are many item's on Git Hub under [hldms] but Git Hub seems to  be  
abandoned.
 
1 . func_physbox for example would leave a duplicate static brush (as if it 
 
weren't tied to an entity).
This break's levels with fans, doors, or  any  entity everything is x2.
 
2.No enemy icon (player name)while looking at enemy in crosshair's.  
3.Func_ladder error- "attempted to create unknown entity   func_ladder"
(spammed hundreds of times in console) 
4. Client model stuck  on Gordon, will not change from Gordon unless you  
edit
"C:\Program  Files\Steam\steamapps\common\Half-Life 1 Source   
Deathmatch\hl1mp\cfg\config.cfg"Change the cl_playermodel  
"models/gordon.mdl" to  gman 
ect. and set file to "read  only"
Sometimes this too does not work and  you have type in client  console to 
force model change. 
5."game_text" no longer works.
no  display, also if you try to use  game_text with SDK on new map.
It wont  render any text. 
6 Stats broken ,Previous server version logged player  events to a log file 
at  hl1mp "logs"
I.E. player (userid) killed  player (userid) with weapon  (weaponid), to be 
scanned
by Gameme  stats or another stats plug-in. Client's  could connect to the 
server  and get full stats.
with yesterday's "winners"  and today's  leaders.
This is what is logged now:
L 11/09/2013 - 19:55:56:   "maurice_f98<48><>" killed  
"battisottobanco<50><>"
L  11/09/2013 - 19:56:04:  "maurice_f98<48><>" killed "\o/ Vollkornbrett   
\o/<47><>"
L 11/09/2013 - 19:56:06:   "battisottobanco<50><>" killed  
"maurice_f98<48><>"
L  11/09/2013 - 19:56:25:  "battisottobanco<50><>" killed "\o/  
Vollkornbrett  \o/<47><>"
L 11/09/2013 - 19:56:46:   "brownysurfschool<52><>" killed  
"maurice_f98<48><>"
L  11/09/2013 - 19:56:57: "\o/  Vollkornbrett \o/<47><>" killed   "b
rownysurfschool<52><>"
L 11/09/2013 - 19:56:59:   "PulveriserTX<49><>" killed "maurice_f98<48><>" 
Oct  2013 12:16:45 Dear Customer, we have found why kills are not tracked   
properly. It seems there is no weapon included in the gameserver logs and  
valve  breaks their own logging standard 
(https://developer.valvesoftware.com/wiki/HL_Log_Standard).   They log 
kills just completely without weapons! Best 
regards The gameME  -  Team 
7.Weapon mp5 spam- "Playing sequence 2 but there's only one in  total/"  
error
weapon mp5 ,shotgun, 
8.No voice icon (who is  talking?) Icon bottom part of screen like before. 
I hope someone can help  with these "issue's"  
Thanks___
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[hlds] Server Id 255470

2017-10-26 Thread Tamco15
When you get the latest TF2 bug's ironed out, could someone please  take a 
look at 
 # 255470 Half-life Deathmatch Source? server/client
 
Last month make's 4 year's since the Steampipe update and the long  list of 
thing's that
have been broken with the update.
 
The game is made by Valve not a third party mod, It is still being  
sold,and is the Source version of Valve's
namesake half-life.
 
After 4 year's I' am still hoping that the fix list for this has fell  
behind someone's desk and this may 
trigger a few fixes.
 
 
Thank's 
 
Thomas Malloy
 
 
The short list can be found here:
 
_https://github.com/ValveSoftware/Source-1-Games/issues?page=1&q=hldms+is%3A
open_ 
(https://github.com/ValveSoftware/Source-1-Games/issues?page=1&q=hldms+is:open) ___
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[hlds] Half-life Deathmatch Source move out of beta

2016-12-03 Thread Tamco15
Half-life Deathmatch Source was put in beta in Oct. 2013
Could we move out of beta and also
Would it be possible to have someone take a look at the "issue's"  that  
happened with HLDMS after
the Steampipe update in Oct.  2013.
 
The problem's are not bugs that have been there forever or wish list  items 
 
but things that are directly
related to the steampipe  conversion/engine change (from the 2006 ep1>  
2013MP).
 
There are many item's on Git Hub under [hldms] but Git Hub seems to  be  
abandoned.
 
1 . func_physbox for example would leave a duplicate static brush (as if it 
 
weren't tied to an entity).
This break's levels with fans, doors, or  any  entity everything is x2.
 
2.No enemy icon (player name)while looking at enemy in crosshair's.  
3.Func_ladder error- "attempted to create unknown entity   func_ladder"
(spammed hundreds of times in console) 
4. Client model stuck  on Gordon, will not change from Gordon unless you  
edit
"C:\Program  Files\Steam\steamapps\common\Half-Life 1 Source   
Deathmatch\hl1mp\cfg\config.cfg"Change the cl_playermodel  
"models/gordon.mdl" to  gman 
ect. and set file to "read  only"
Sometimes this too does not work and  you have type in client  console to 
force model change. 
5."game_text" no longer works.
no  display, also if you try to use  game_text with SDK on new map.
It wont  render any text. 
6 Stats broken ,Previous server version logged player  events to a log file 
at  hl1mp "logs"
I.E. player (userid) killed  player (userid) with weapon  (weaponid), to be 
scanned
by Gameme  stats or another stats plug-in. Client's  could connect to the 
server  and get full stats.
with yesterday's "winners"  and today's  leaders.
This is what is logged now:
L 11/09/2013 - 19:55:56:   "maurice_f98<48><>" killed  
"battisottobanco<50><>"
L  11/09/2013 - 19:56:04:  "maurice_f98<48><>" killed "\o/ Vollkornbrett   
\o/<47><>"
L 11/09/2013 - 19:56:06:   "battisottobanco<50><>" killed  
"maurice_f98<48><>"
L  11/09/2013 - 19:56:25:  "battisottobanco<50><>" killed "\o/  
Vollkornbrett  \o/<47><>"
L 11/09/2013 - 19:56:46:   "brownysurfschool<52><>" killed  
"maurice_f98<48><>"
L  11/09/2013 - 19:56:57: "\o/  Vollkornbrett \o/<47><>" killed   "b
rownysurfschool<52><>"
L 11/09/2013 - 19:56:59:   "PulveriserTX<49><>" killed "maurice_f98<48><>" 
Oct  2013 12:16:45 Dear Customer, we have found why kills are not tracked   
properly. It seems there is no weapon included in the gameserver logs and  
valve  breaks their own logging standard 
(https://developer.valvesoftware.com/wiki/HL_Log_Standard).   They log 
kills just completely without weapons! Best 
regards The gameME  -  Team 
7.Weapon mp5 spam- "Playing sequence 2 but there's only one in  total/"  
error
weapon mp5 ,shotgun, 
8.No voice icon (who is  talking?) Icon bottom part of screen like before. 
I hope someone can help  with these "issue's"  
Thanks___
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visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


[hlds] Half-life Deathmatch Source

2016-11-03 Thread Tamco15
Would it be possible to have someone take a look at the "issue's" that  
happened with HLDMS after
the Steampipe update in Oct. 2013.
 
The problem's are not bugs that have been there forever or wish list items  
but things that are directly
related to the steampipe conversion/engine change (from the 2006 ep1>  
2013MP).
 
There are many item's on Git Hub under [hldms] but Git Hub seems to be  
abandoned.
 
1 . func_physbox for example would leave a duplicate static brush (as if it 
 weren't tied to an entity).
This break's levels with fans, doors, or any  entity everything is x2.
 
2.No enemy icon (player name)while looking at enemy in crosshair's. 
3.Func_ladder error- "attempted to create unknown entity  func_ladder"
(spammed hundreds of times in console) 
4. Client model stuck on Gordon, will not change from Gordon unless you  
edit
"C:\Program Files\Steam\steamapps\common\Half-Life 1 Source  
Deathmatch\hl1mp\cfg\config.cfg"Change the cl_playermodel "models/gordon.mdl" 
to  gman 
ect. and set file to "read only"
Sometimes this too does not work and  you have type in client console to 
force model change. 
5."game_text" no longer works.
no display, also if you try to use  game_text with SDK on new map.
It wont render any text. 
6 Stats broken ,Previous server version logged player events to a log file 
at  hl1mp "logs"
I.E. player (userid) killed player (userid) with weapon  (weaponid), to be 
scanned
by Gameme stats or another stats plug-in. Client's  could connect to the 
server and get full stats.
with yesterday's "winners"  and today's leaders.
This is what is logged now:
L 11/09/2013 - 19:55:56:  "maurice_f98<48><>" killed "battisottobanco<50><>"
L  11/09/2013 - 19:56:04: "maurice_f98<48><>" killed "\o/ Vollkornbrett  
\o/<47><>"
L 11/09/2013 - 19:56:06:  "battisottobanco<50><>" killed "maurice_f98<48><>"
L  11/09/2013 - 19:56:25: "battisottobanco<50><>" killed "\o/  
Vollkornbrett \o/<47><>"
L 11/09/2013 - 19:56:46:  "brownysurfschool<52><>" killed 
"maurice_f98<48><>"
L  11/09/2013 - 19:56:57: "\o/ Vollkornbrett \o/<47><>" killed  "b
rownysurfschool<52><>"
L 11/09/2013 - 19:56:59:  "PulveriserTX<49><>" killed "maurice_f98<48><>" 
Oct 2013 12:16:45 Dear Customer, we have found why kills are not tracked  
properly. It seems there is no weapon included in the gameserver logs and 
valve  breaks their own logging standard 
(https://developer.valvesoftware.com/wiki/HL_Log_Standard).  They log kills 
just completely without weapons! Best 
regards The gameME -  Team 
7.Weapon mp5 spam- "Playing sequence 2 but there's only one in total/"  
error
weapon mp5 ,shotgun, 
8.No voice icon (who is talking?) Icon bottom part of screen like before. 
I hope someone can help with these "issue's"  
Thanks___
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visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


[hlds] Master server browser

2016-05-29 Thread Tamco15
Most Master server browser's are clunky, slow or just don't parse. check  
CSGO  or Half-life2 deathmatch
sometimes work sometimes not ,sometimes kinda work.
 
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Today's Topics:

1.  Server Doesnt Show Up On Master Server List (3Turtles)
2. Re:  Server Doesnt Show Up On Master Server List (John)
3. Re:  Server Doesnt Show Up On Master Server List (3Turtles)
4. Re:  Server Doesnt Show Up On Master Server List (John)
5. Re:  Server Doesnt Show Up On Master Server List  (3Turtles)


--

Message:  1
Date: Sat, 28 May 2016 03:30:22 -0400
From: 3Turtles  <3turt...@videotron.ca>
To: hlds@list.valvesoftware.com
Subject:  [hlds] Server Doesnt Show Up On Master Server List
Message-ID:  <8ab974d6-ad5b-cc7b-3ef8-3eaeaea4d...@videotron.ca>
Content-Type:  text/plain; charset=utf-8; format=flowed

My server doesn't show up 99%  of the time on the master server list.  My 
server is at a datacenter  and it's not a ports issue because its using 
identical opened ports from  one of my other boxes where this isn't an 
issue.

Oddly, when i run a  test CSS server on the box, it shows up on the 
master server list properly  so something else weird is going on. I've 
tried multiple times  reinstalling the files, and even disabling 
metamod/sourcemod.

I  also have this in my autoexec.cfg and server.cfg and it hasn't helped  
(whereas on my other server it has):

setmaster enable
setmaster  add 208.64.200.65:27011
setmaster add 208.64.200.39:27011
setmaster add  208.64.200.52:27011
setmaster add 63.234.149.83:27011
setmaster add  hl2master.steampowered.com:27011
setmaster add  hl2master.steampowered.com:27015
heartbeat



Any idea what's  happening and how i can fix it?

P.S. This is for a modification called  Modular Combat.



--

Message:  2
Date: Sat, 28 May 2016 00:43:15 -0700
From: John  
To: Half-Life dedicated Win32 server  mailing list

Subject:  Re: [hlds] Server Doesnt Show Up On Master Server List
Message-ID:  <004f0b37-7ac3-2d48-961b-ee3547503...@nuclearfallout.net>
Content-Type:  text/plain; charset=windows-1252; format=flowed

On 5/28/2016 12:30 AM,  3Turtles wrote:
> My server doesn't show up 99% of the time on the  master server list.  
> My server is at a datacenter and it's not a  ports issue because its 
> using identical opened ports from one of my  other boxes where this 
> isn't an issue.
> ...
> Any idea  what's happening and how i can fix it?
>
> P.S. This is for a  modification called Modular Combat.

Try setting sv_master_legacy_mode  0. Some mods seem to still support 
this and have it set to 1. Using it  will prevent the server from showing 
in the  list.

-John
NFO



--

Message:  3
Date: Sat, 28 May 2016 03:59:32 -0400
From: 3Turtles  <3turt...@videotron.ca>
To: hlds@list.valvesoftware.com
Subject:  Re: [hlds] Server Doesnt Show Up On Master Server List
Message-ID:  <1c22951a-4be8-4aa8-a15e-725a7e98f...@videotron.ca>
Content-Type:  text/plain; charset=utf-8; format=flowed

I tried that, waited a few  minutes and its still not showing up (im 
testing via  
http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=151.80
.47.100:27015&format=json)  
and querying the master server list itself (via a php script which lists  
all server  ips).



--

Message: 4
Date:  Sat, 28 May 2016 01:12:15 -0700
From: John  
To:  hlds@list.valvesoftware.com
Subject: Re: [hlds] Server Doesnt Show Up On  Master Server List
Message-ID:  
Content-Type:  text/plain; charset=windows-1252; format=flowed

On 5/28/2016 12:59 AM,  3Turtles wrote:
> I tried that, waited a few minutes and its still not  showing up (im 
> testing via 
>  
http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=151.80.47.100:27015&format=json)
  
> and querying the master server list itself (via a php script which  
> lists all server ips).

Did you put it in server.cfg, remove  your other lines, and try a  
heartbeat?

-John
NFO



--

Message:  5
Date: Sat, 28 May 2016 05:12:27 -0400
From: 3Turtles  <3turt...@videotron.ca>
To: hlds@list.valvesoftware.com
Subject:  Re: [hlds] Server Doesnt Show Up On Master Server List
Message-ID:  <13b20ad2-3a8c-b67c-6bc6-46588ae71...@videotron.ca>
Content-Type:  text/plain; charset=utf-8; format=flowed

I didn't do that before, but i  just tried it too and it also didn't work.

Oddly, when i got it to  appear briefly on the server list afte

[hlds] Half-life Deathmatch Source beta.

2016-05-11 Thread Tamco15
Thanks for the update, any news when Half-life Deathmatch Source will  be 
out of beta?
This October will be three years, It would be great to be able to run maps  
that have lifts on them
(func_door) or use func_door_rotating when building levels or Game text, or 
 any prop physic's,
(There are many more thing's that stopped working when we got the Steampipe 
 update).
 
 
_https://github.com/ValveSoftware/Source-1-Games/issues?utf8=%E2%9C%93&q=[HL
DMS_ (https://github.com/ValveSoftware/Source-1-Games/issues?utf8=✓
&q=[HLDMS) ]
 
Thanks
 

Today's Topics:

1. Mandatory Update Today for  Counter-Strike: Source, Day of
Defeat: Source, Half-Life  Deathmatch: Source, Half-Life 2:
Deathmatch, and the  Source SDK 2013 Base (John  Schoenick)


--

Message:  1
Date: Wed, 11 May 2016 11:52:04 -0700
From: John Schoenick  
To:  ,
"hlds@list.valvesoftware.com" ,  Half-Life
dedicated Linux server mailing list

Subject: [hlds] Mandatory Update  Today for Counter-Strike: Source, Day
of Defeat: Source,  Half-Life Deathmatch: Source, Half-Life 2:
Deathmatch, and the  Source SDK 2013 Base
Message-ID:  <0443fb5e-f8e6-2705-c8b0-bed65313d...@valvesoftware.com>
Content-Type:  text/plain; charset="utf-8"

A mandatory update for Counter-Strike:  Source, Day of Defeat: Source,
Half-Life Deathmatch: Source, Half-Life 2:  Deathmatch, as well as the
Source SDK 2013 Base will be made available later  today. We're aiming
for mid-afternoon pacific time unless issues  arise.

This update is based on the current prerelease branch build of  these
games. We encourage server operators and SDK mod authors to test  their
setup against that branch, and let us know of any blocking  issues.

*Important*: Today's update will replace the current main branch  of the
SDK 2013 Base with what is now the prerelease branch, retiring  the
"beta_test" branch. The current SDK 2013 release branch as well as  the
now-outdated "upcoming" branch will be available as legacy branches  for
a short time in case unsolved compatibility issues arise.

-  John

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End  of hlds Digest, Vol 61, Issue  2
***
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[hlds] Rate limits

2016-01-21 Thread Tamco15
https://forums.alliedmods.net/showthread.php?t=204691
 
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Today's Topics:

1.  Mandatory Team Fortress 2 update coming (Eric Smith)
2.  Mandatory Team Fortress 2 update released (Eric Smith)
3. Re:  Need Help with "Traffic from IP was blocked for exceeding
rate limits" Messages (Lorne  Mock)


--

Message:  1
Date: Thu, 21 Jan 2016 01:33:35 +
From: Eric Smith  
To: "hlds@list.valvesoftware.com"  ,
"hlds_li...@list.valvesoftware.com"
,
"hlds_annou...@list.valvesoftware.com"

Subject: [hlds] Mandatory Team  Fortress 2 update coming
Message-ID:
<3246a6be4318e84fa462854c906fb68994437...@exchange01.valvesoftware.com>

Content-Type: text/plain; charset="us-ascii"

We're working  on a mandatory update for TF2. We should have it ready  soon.

-Eric




--

Message:  2
Date: Thu, 21 Jan 2016 01:46:03 +
From: Eric Smith  
To: "hlds@list.valvesoftware.com"  ,
"hlds_li...@list.valvesoftware.com"
,
"hlds_annou...@list.valvesoftware.com"

Subject: [hlds] Mandatory Team  Fortress 2 update released
Message-ID:
<3246a6be4318e84fa462854c906fb68994437...@exchange01.valvesoftware.com>

Content-Type: text/plain; charset="us-ascii"

We've released  a mandatory update for TF2. The update notes are below. The 
new version is  3242476.

-Eric

---

- Fixed  not seeing team names in the scoreboard on dedicated servers using 
tournament  mode
- Fixed the Nostromo Napalmer drawing the flamethrower pilot light by  
mistake
- Fixed the Engineer's Wrangler contract updating points while the  player 
is not an Engineer
- Updated the campaign stamp images in the  scoreboard and win panel
- Updated the model/materials for The Federal  Casemaker
- Updated the model/materials for The Dictator, which can now be  equipped 
by all classes
- Updated the localization files
- Updated the  Phlogistinator
- No longer restores player to max health on  MMMPH activate
- Increased amount of damage required to fill  MMMPH meter to 300 from 225
- Updated koth_highpass
-  Removed unnecessary detail props
- Revised  fade-distances
- Turned some brushwork into props
- Revised hints and skips
- Added nobuild entity on  the ramps in front of spawn
- Improved cliff  displacements
- Revised some details and  textures




--

Message:  3
Date: Tue, 19 Jan 2016 07:23:02 -0600
From: Lorne Mock  
To: Half-Life dedicated Win32 server  mailing list

Subject:  Re: [hlds] Need Help with "Traffic from IP was blocked for
exceeding rate limits" Messages
Message-ID:  
Content-Type:  text/plain; charset="iso-8859-1"

I had this problem happen to me last  summer, several times. I could 
usually get it to stop by adding the ip to the  firewall. But 2 times I was 
unable 
to get it to stop. I contacted NFO (my VDS  host ) and got them to block it 
on their router. The IP address always pointed  to spoofed NFO server 
addresses. The servers usually had been off line at the  time(turned off by the 
owner for whatever reason). They should not have been  sending any traffic at 
all. At least for me his only happened on the  goldsource  game servers and 
never on source games. I have not seen this  happen anymore since at least 
August  

Lorne

From: dpar...@utica.edu
Date: Mon, 18 Jan 2016  22:02:54 -0500
To: hlds@list.valvesoftware.com
CC:  hlds_li...@list.valvesoftware.com
Subject: Re: [hlds] Need Help with  "Traffic from IP was blocked for 
exceeding rate limits" Messages

That's  exactly what the president of NFO said it was: a reflection attack. 
 He  said someone was firing a huge amount of queries at game servers using 
the  spoofed NFO IP as the source, and the server which really had that IP 
address  was receiving all of the query responses, even though it never sent 
the  requests.  Unfortunately for the customer with that IP, it had  
practically crippled the server at that point.
- Dave
On  Mon, Jan 18, 2016 at 9:49 PM, Weasels Lair   
wrote:
Yep. An unfortunate downside to UDP-based applications is there is  no 
"session" to manage.  All packets are kind of "fire and forget". Very  easy to 
spoof.  Not that you can't spoof TCP too, but then the  conversation falls 
apart with no reliable way to respond back.
I'm this  case, it would be categorized as a sort of reflection attack, 
since it's  intended obviously to make effected systems take the knee-jerk 
reaction of  blocking or reporting NFO as a bad player - when I'm fact the 
traffic isn't

[hlds] Mandatory Half-Life 2: Deathmatch Update Released (John Schoenick)

2015-11-10 Thread Tamco15
Good news on the cubemap fix for hl2mp, please don't forget about it's  
younger brother (hl1mp)(aka half-life deathmatch source)It has this issue, and  
many more serious ones.Thanks
 
 
In a message dated 11/10/2015 3:00:19 P.M. Eastern Standard Time,  
hlds-requ...@list.valvesoftware.com writes:

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When  replying, please edit your Subject line so it is more specific
than "Re:  Contents of hlds digest..."


Today's Topics:

1.  Mandatory Half-Life 2: Deathmatch Update Released (John  Schoenick)
2. Mandatory TF2 update coming (Eric  Smith)
3. Mandatory TF2 update released (Eric  Smith)


--

Message:  1
Date: Mon, 9 Nov 2015 15:26:52 -0800
From: John Schoenick  
To: Half-Life dedicated Linux server  mailing list
,
,  "hlds@list.valvesoftware.com"

Subject: [hlds] Mandatory Half-Life 2:  Deathmatch Update Released
Message-ID:  <56412bbc.5010...@valvesoftware.com>
Content-Type: text/plain;  charset="utf-8"; format=flowed

An update to Half-Life 2: Deathmatch has  been released. The major 
changes are below. The new version number is  3094542.

- John

-

- Fixed "You do  not have this 3rd party mod installed" error when 
joining game servers via  the Steam server browser
- Fixed ent_teleport causing a crash when  issued by the server
- Fixed buildcubemaps command not working for  maps that already have 
cubemaps embedded
- Fixed -buildcubemaps  command line option generating black non-HDR 
cubemaps
- Fixed a  potential cause of graphical corruption for OS X and Linux  users




--

Message:  2
Date: Tue, 10 Nov 2015 01:15:30 +
From: Eric Smith  
To: "hlds@list.valvesoftware.com"  ,
"hlds_li...@list.valvesoftware.com"
,
"hlds_annou...@list.valvesoftware.com"

Subject: [hlds] Mandatory TF2  update coming
Message-ID:
<3246a6be4318e84fa462854c906fb68930b37...@exchange01.valvesoftware.com>

Content-Type: text/plain; charset="us-ascii"

We're working  on a mandatory update for TF2. We should have it ready  soon.

-Eric




--

Message:  3
Date: Tue, 10 Nov 2015 01:23:19 +
From: Eric Smith  
To: "hlds@list.valvesoftware.com"  ,
"hlds_li...@list.valvesoftware.com"
,
"hlds_annou...@list.valvesoftware.com"

Subject: [hlds] Mandatory TF2  update released
Message-ID:
<3246a6be4318e84fa462854c906fb68930b37...@exchange01.valvesoftware.com>

Content-Type: text/plain; charset="us-ascii"

We've released  a mandatory update for TF2. The update notes are below. The 
new version is  3094986.

-Eric



-  Fixed a bug that did not prevent crits while using items like the 
Battalion's  Backup 
- Fixed a server crash related to Mannpower mode
- Fixed  Halloween spell effects not cycling the colors
- Fixed The Bearded  Bombardier not displaying the smoke effect
- The Invasion community event  has ended
- Updated the materials/model for the Carouser's  Capotain



--

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End  of hlds Digest, Vol 55, Issue  5
***

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[hlds] Hldms update(s)

2015-10-17 Thread Tamco15
Today"s Topic:
 
Thanks for the recent hldms static lighting update,There are many more
serious "issues's"that would be nice if they got fixed,
This month it has been 2 over two years,Since the hldms beta release below 
are the major one's
imho. Thanks
 
 
 
Prop_physic's are doubled IE doors,model's ect This breaks func_doors, fans 
that rotate and anything that has physic's in it.
https://github.com/ValveSoftware/Source-1-Games/issues/1483
 

Game_text broken, maps that have game text in it no longer display, unable 
to add
any game_text to new level's.
 

No weapon's are logged with the kills for stats program's like Game Me
https://github.com/ValveSoftware/Source-1-Games/issues/1506
 
No voice icon (who is talking?) Icon bottom part of screen like before.
When you have a voice spammer on the server it's hard to locate them.
 
Weapon and func_ladder spam in console
https://github.com/ValveSoftware/Source-1-Games/issues/1489
 
 
Hit sounds do not play the correct sounds on new or old levels.
 
 
The entire bug list
 
_https://github.com/ValveSoftware/Source-1-Games/issues?page=1&q=HLDMS&utf8=
%E2%9C%93_ 
(https://github.com/ValveSoftware/Source-1-Games/issues?page=1&q=HLDMS&utf8=✓) 
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[hlds] Mandatory Half-Life Deathmatch: Source Update Released

2015-09-22 Thread Tamco15
The update That was released 9/21/15 has caused many new  problems with
hldms, The new Steam id format changes Admins,scripts,join  sounds,map 
stats,
frag stats, time played, times connected and so  on, they are either lost 
or will take a lot of work to  rebuild.
 
The update itself now has broken item pickups like  IE
 
item_healthkit
item_battery
ammo_9mmbox
ammo_buckshot
ammo_rpgclip
ammo_gaussenergy
ammo_357
The weapon_rpg you can pick up the weapon but only  once
The weapon_gauss on_pickup show red on GUI
same with weapon_handgrenade
item_longjump,ammo_buckshot,ammo_9mmbox all are set on same  origin co-ords
one big group when i know that they were never set that  way.
 
I hope this gets addressed soon, 
 
all the other bugs like doubled props, no game text ect,ect  are also still 
there.
 
Thanks
 
 
 
 
 
 
 
 
 
In a message dated 9/22/2015 3:07:27 P.M. Eastern Daylight Time,  
hlds-requ...@list.valvesoftware.com writes:

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Today's Topics:

1.  Mandatory Half-Life Deathmatch: Source Update Released
(John Schoenick)
2. Re: [TF2] Players disconnecting before  votekicked? (Nomaan Ahmad)
3. Re: [TF2] Players disconnecting  before votekicked?
(Robert  Paulson)


--

Message:  1
Date: Mon, 21 Sep 2015 18:52:13 -0700
From: John Schoenick  
To:  ,
"hlds@list.valvesoftware.com" ,  Half-Life
dedicated Linux server mailing list

Subject: [hlds] Mandatory  Half-Life Deathmatch: Source Update Released
Message-ID:  <5600b44d.40...@valvesoftware.com>
Content-Type: text/plain;  charset="utf-8"; format=flowed

An update to Half-Life Deathmatch:  Source has been released. The major 
changes are below.

-  John

-

- Synced the latest fixes and updates from  the Orangebox engine and 
shared game code
- Fixed several  security  issues




--

Message:  2
Date: Tue, 22 Sep 2015 03:20:32 +0100
From: Nomaan Ahmad  
To: Half-Life dedicated Win32 server mailing  list

Subject: Re:  [hlds] [TF2] Players disconnecting before votekicked?
Message-ID:

Content-Type:  text/plain; charset="utf-8"

Sometimes, group of players want to play  with each other only and they
would greedily start a votekick/ban against  the newcomer, the only way is
to leave the server to avoid punishments. So  I think banning isn't really
the solution here.

I think the real  issue was outlined by Nate. The votekick function probably
uses player  userids and so by rejoining the server they wouldn't get kicked
even if the  vote passed. Maybe it's possible to fix using sourcemod plugin.

On 22  September 2015 at 01:08, Spencer 'Voogru' MacDonald  
 wrote:

> I?m not sure why the vote  kick doesn?t just save the steam id when the
> vote is  started.
>
> Then it doesn?t matter if they leave beforehand, in  fact, if they leave
> prior to the vote finishing, cancel the vote and  default ban them for 12
> hours.
>
>
>
> *From:*  hlds-boun...@list.valvesoftware.com [mailto:
>  hlds-boun...@list.valvesoftware.com] *On Behalf Of *Nathaniel Theis
>  *Sent:* Monday, September 21, 2015 6:55 PM
> *To:* Half-Life dedicated  Win32 server mailing list
> *Subject:* Re: [hlds] [TF2] Players  disconnecting before votekicked?
>
>
>
> The actual  bug is a race condition. A votekick is a kick (a forced
> disconnect,  basically, by player ID), and a ban (prevents joining, by
>  SteamID).
>
>
>
> If a player should disconnect while  a vote is in progress, the kick won't
> go through (their player ID will  change as they reconnect), but the ban
> will (since their SteamID never  changes.) However, bans are checked early
> in the connection process.  So, if the player reconnects before the vote
> passes, the ban won't  prevent them from joining (because it's not applied
> yet when they  join!), and they bypassed the kick because their player ID 
is
>  different.
>
>
>
> The solution to this is to check  all connected players' SteamIDs when a
> ban is added, and kick matching  players. Probably not overly difficult to
> do with SM. There are also  loads of third-party votekick and ban 
management
> systems, that aren't  vulnerable to this.
>
>
>
> One trick: If somebody  should bypass a votekick, when they come back,
> they're sort of in a  state of limbo. If they should be kicked or
> disconnect, they can't  rejoin (because the ban is now in effect); thus,
> kicking them a second  time will get them off for good.
>
>
>
> -  Nate
>
>
>
> On Sun, Sep 20, 2015 at 8:40 AM, Miika   wrote:
>
> We recently started 

[hlds] Half-life deathmatch Source

2015-09-19 Thread Tamco15
 
Half-life deathmatch Source:
Dont forget about us, It would be nice to map with func_physbox, use 
func_door again
use game_text, not have props doubled, and many more things that broke with 
engine change.
Thanks

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Today's Topics:

1. Re: Mandatory Update Today for Counter-Strike: Source, Day of
Defeat: Source, and Half-Life 2: Deathmatch (John Schoenick)
2. Mandatory Counter-Strike: Source, Day of Defeat: Source, and
Half-Life 2: Deathmatch Updates Released (John Schoenick)
3. Re: Mandatory Counter-Strike: Source, Day of Defeat: Source,
and Half-Life 2: Deathmatch Updates Released (Kyle Sanderson)
4. Re: Mandatory Counter-Strike: Source, Day of Defeat: Source,
and Half-Life 2: Deathmatch Updates Released (Max Well)
5. Re: Mandatory Counter-Strike: Source, Day of Defeat: Source,
and Half-Life 2: Deathmatch Updates Released (Emil Larsson)
6. Re: Mandatory Counter-Strike: Source, Day of Defeat: Source,
and Half-Life 2: Deathmatch Updates Released (Nathaniel Theis)


--

Message: 1
Date: Wed, 16 Sep 2015 13:55:53 -0700
From: John Schoenick 
To: "hlds@list.valvesoftware.com" ,
"hlds_li...@list.valvesoftware.com"

Subject: Re: [hlds] Mandatory Update Today for Counter-Strike: Source,
Day of Defeat: Source, and Half-Life 2: Deathmatch
Message-ID: <55f9d759.90...@valvesoftware.com>
Content-Type: text/plain; charset="windows-1252"; Format="flowed"

Update - the prerelease branch has been updated with the final build 
that will be shipping. If all goes well this will be going live in about 
an hour.

- John

*From:* John Schoenick
*Sent:* Wednesday, September 16, 2015 11:11AM
*To:* Hlds Announce, Hlds, Half-life Dedicated Linux Server Mailing List
*Subject:* Mandatory Update Today for Counter-Strike: Source, Day of 
Defeat: Source, and Half-Life 2: Deathmatch


A mandatory update for Counter-Strike: Source, Day of Defeat: Source, 
and Half-Life 2: Deathmatch will be made available later today. We're 
aiming for mid-afternoon pacific time unless issues arise.

This update is based on the current prerelease branch build. We 
encourage server operators to test their setup against that branch, and 
let us know of any blocking issues.

- John


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--

Message: 2
Date: Wed, 16 Sep 2015 15:30:53 -0700
From: John Schoenick 
To: ,
"hlds@list.valvesoftware.com" , Half-Life
dedicated Linux server mailing list

Subject: [hlds] Mandatory Counter-Strike: Source, Day of Defeat:
Source, and Half-Life 2: Deathmatch Updates Released
Message-ID: <55f9ed9d.6010...@valvesoftware.com>
Content-Type: text/plain; charset="utf-8"; format=flowed

Updates to Counter-Strike: Source, Day of Defeat: Source, and Half-Life 
2: Deathmatch Updates Released have been released. The major changes are 
below.

- John

-

- Synced the latest fixes and updates from the Orangebox engine and 
shared game code
- Fixed several security issues




--

Message: 3
Date: Wed, 16 Sep 2015 16:24:04 -0700
From: Kyle Sanderson 
To: Half-Life dedicated Linux server mailing list

Cc: Half-Life dedicated Win32 server mailing list

Subject: Re: [hlds] Mandatory Counter-Strike: Source, Day of Defeat:
Source, and Half-Life 2: Deathmatch Updates Released
Message-ID:

Content-Type: text/plain; charset=UTF-8

Flawless.

Thanks John.

Kyle.

On Wed, Sep 16, 2015 at 3:30 PM, John Schoenick  
wrote:
> Updates to Counter-Strike: Source, Day of Defeat: Source, and Half-Life 2:
> Deathmatch Updates Released have been released. The major changes are 
below.
>
>  - John
>
> -
>
>  - Synced the latest fixes and updates from the Orangebox engine and 
shared
> game code
>  - Fixed several security issues
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds



--

Message: 4
Date: Wed, 16 Sep 2015 20:05:23 -0400
From: Max Well 
To: Half-Life dedicated Win32 server mailing list

Subject: Re: [hlds] Mandatory Counter-Strike: Source, Day of Defeat:
Source, and Half-Life 2: Deathmatch Updates Released
Message-ID:

Content-Type: text/plain; charset="utf-8"

What about Half-Life Deathmatch Source, Left 4 Dead, and Left 4 Dea

[hlds] updates for other mods

2015-07-04 Thread Tamco15
 
Good news on the TF2 updates and browser fixes, could you please take a look
at HLDMS?(2 years this Oct) 
Thanks

Today's Topics:

1. Re: Mandatory TF2 update released (Mike Vail)
2. Re: Mandatory TF2 update released (Gabriel Klinefelter)
3. Re: Mandatory TF2 update released (Ross Bemrose)


--

Message: 1
Date: Fri, 3 Jul 2015 20:56:26 -0700
From: Mike Vail 
To: Half-Life dedicated Win32 server mailing list

Subject: Re: [hlds] Mandatory TF2 update released
Message-ID:

Content-Type: text/plain; charset="utf-8"

OMG! OMG!!

They listened to you guys! OMFG!

- Valve official quickplay and matchmaking servers are no longer listed in
the server browser

On Fri, Jul 3, 2015 at 7:45 PM, Eric Smith  wrote:

> We've released a mandatory update for TF2. The notes for the update are
> below. The new version is 2863548.
>
> -Eric
>
> --
>
> - Temporarily limited OS X clients to medium texture quality to resolve
> random crashes while work is done on a permanent fix
> - Fixed a random crash that affected OSX only
> - Updated the collision geometry for the turbines in Powerhouse
> - Dropped weapons now retain their ammo and ?berCharge levels unless the
> player commits suicide
> - Valve official quickplay and matchmaking servers are no longer listed in
> the server browser
> - Players no longer drop their weapons in MvM
> - Pressing the action key will now try to pick up a dropped weapon before
> trying to use an item in the action slot
> - Spies can no longer pick up weapons when disguised or cloaked
> - Using the mouse to select enemy players on the scoreboard no longer
> improperly reveals their class
> - Fixed players dropping multiple instances of the same weapon at once
> - Fixed unintended changes to rocket and other explosive jumping behavior
> - Fixed dropped weapons occasionally using an incorrect skin
> - Fixed an issue that was causing the particle effects on Unusual hats to
> sometimes draw in first-person for the owner, or not draw at all to others
> - Fixed an issue that prevented Huntsman arrows from damaging enemy
> Engineer buildings
> - Fixed weapons with attached models (e.g. Festive weapons, Kritzkrieg,
> and Botkillers) not rendering their attachments
> - Fixed spies that have picked up a dropped Your Eternal Reward or Wanga
> Prick being able to manually disguise
> - Fixed Spy sometimes not being able to use the Disguise Kit after picking
> up a new Knife
> - Fixed newly created items not becoming Strange quality, despite
> receiving the ability to track kills. Existing items in this state will 
not
> be retroactively fixed.
> - Fixed skinned weapons appearing differently after being traded or listed
> on the Steam Community Market. Affected items have been reverted to their
> original (permanent) appearance.
> - Fixed being able to craft some previously un-craftable items
> - Fixed a client crash related to Killstreak Fabricators and Chemistry 
Kits
> - Fixed a client crash related to particles
> - Fixed the Vitasaw no longer giving its ?berCharge bonus after death
> - Fixed issues related to picking up dropped weapons while zoomed in with
> a Sniper Rifle
> - Fixed a bug that caused the Shortstop to reload faster than normal
> - Fixed dropped energy weapons not being able to fire after being picked 
up
> - Fixed some weapons not displaying their charge meters after being picked
> up
> - Fixed the box used in the Box Trot taunt sometimes being the wrong color
> - Steam Community Market
> - Fixed skinned items appearing as "Decorated Item"
> - Items that are temporarily un-tradable can now properly be
> listed on the market
>
>
>
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
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Message: 2
Date: Fri, 3 Jul 2015 22:58:11 -0500
From: Gabriel Klinefelter 
To: Half-Life dedicated Win32 server mailing list

Subject: Re: [hlds] Mandatory TF2 update released
Message-ID:

Content-Type: text/plain; charset="utf-8"

The medigun is bugged.
 anyhow medigun is bugged
 when suiciding it retains the uber charge from your previous
death, not your current death
 that is to say, I die with 70% uber
 the medigun has 70% uber
 later, I have 40 charge
 and suicide for whatever reason
 when picked up, it has 70% uber
 I am later killed at 16%
 it gets picked up as 16%
 I then suicide at full charge
 it is picked up at 16%

On Fri, Jul 3, 2015 at 10:56 PM, Mike Vail  wrote:

> OMG! OMG!!
>
> They listened to you guys! OMFG!
>
> - Valve official quickplay and matchmaking servers are no longer listed in
> the se

[hlds] Running multiple HLDS/SRCDS servers on same machine/IP

2015-01-07 Thread Tamco15


In a message dated 1/6/2015 4:27:11 P.M. Eastern Standard Time,  
hlds-requ...@list.valvesoftware.com writes:

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You can reach the person managing  the list at
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When  replying, please edit your Subject line so it is more specific
than "Re:  Contents of hlds digest..."


Today's Topics:

1.  Re: Mandatory TF2 update released (Bakugo)
2. Running multiple  HLDS/SRCDS servers on same machine/IP (Terrum  ?)


--

Message:  1
Date: Tue, 23 Dec 2014 02:15:51 +
From: Bakugo  
To: hlds@list.valvesoftware.com
Subject:  Re: [hlds] Mandatory TF2 update released
Message-ID:  
Content-Type:  text/plain; charset="iso-8859-1"; Format="flowed"

Set  tf_grapplinghook_enable to 1.

On 12/23/2014 02:06, E. Olsen  wrote:
> Just a clarification:
>
> "- Added new Default  Stock Action Item Grappling Hook.  Grappling 
> hooks are usable in  Mannpower mode and servers that enable it.  Once 
> equipped, press  and hold the action key to use it.  Use to move the 
> player  toward the hooked object."
>
> Does that mean the grappling hook  can be enabled in non "Mannpower" 
> servers/mapsand if so, how do  we enable it?  (I can see some 
> interesting uses on certain  custom maps).
>
> On Mon, Dec 22, 2014 at 8:40 PM, Ross Bemrose   >  wrote:
>
> This was answered by Eric on  hlds_linux:
>
> Set "tf_powerup_mode 1" and  then changelevel to ctf_foundry or
>  ctf_gorge.
>
>  -Eric
>
>
>
> On 12/22/2014 8:40  PM, Scott Biszmaier wrote:
>
>  How exactly does one enabled Mannpower mode on the given maps.
>   I've tried both maps and I cannot see anything  special. Is
> there a  command?
>
>  Thanks
>
> On 12/22/2014 8:11 PM,  Eric Smith wrote:
>
>   We've released a mandatory update for TF2. The notes  for
> the update are  below. The new version number is 2559181.
>
>   -Eric
>
>  -
>
>   Happy Smissmas 2014!
>
> - All Players who play TF2 during the event  will receive a
> Gift: a  Stuffed Stocking! Stockings contain goodies for
>   good little Mercenaries.
> - Added 29 Limited community-contributed  winter items to
> the  Nice crate.
> - Added new  Limited Festive weapons to the Naughty crate.
>   - Limited time items can only be found during a  limited
> window of  time.  The Naughty and Nice crate items will no
> longer be available after February 16,  2015.
> - Added Naughty  and Nice winter keys to the Mann Co. Store.
> - Naughty and Nice winter crates cannot be opened  after
> February 16,  2015.
> - Premium Players  will receive a Secret Saxton to give to
> another player.
>   - Item grants from previous events (including the  Spirit
> of Giving and  the Winter Holiday noise maker) have been
> re-enabled for all players, including those who  deleted
> their earlier  grants.
>
>  Weapons
> Added The Iron  Bomber
> - Demoman  Grenade Launcher
> -  Grenades do not bounce or roll
>   - Damage radius reduced by 20%
> - Grenades that self-detonate deal 10% less  damage
> - Added The Iron  Bomber to the Mann Co. Store, craft list,
> and item drop list
>
>   Added The Quickiebomb Launcher
> - Demoman Stickybomb Launcher
>   - Stickybomb arm time reduced by 0.2  seconds
> - Stickybombs  can destroy enemy stickybombs
>   - Charge time decreased by 50%
> - Stickybombs fizzle after 2 seconds
> - -15% damage penalty
> - -25% clip size
>   - Added The Quickiebomb Launcher to the Mann Co.  Store,
> craft list, and  item drop list
>
>  Added The Panic Attack
>  - Multiclass Shotgun
> -  34% Faster reload time
>  - Hold fire to load up to 4 shells
>   - Fire rate increases as health decreases
> - Weapon spread increases as health  decreases
> - Added The  Panic Attack to the Mann Co. Store, craft
> list, and item drop list
>
> Demoman Changes
>   - Damage variance on grenades and stickybombs  reduced from
> +/- 10%  damage to +/-2%.
> -  Grenades and Stickybombs now have the same base blast
> radius as rockets. Changed to 146 from  159.
>
> Grenade  Launcher
> - Direct hit  grenades now deal full damage to target
> regardless of where it struck the enemy. Previou

[hlds] [HLDMS] weapon and player stats not logging

2013-10-22 Thread Tamco15
New 2013MP dedicated server not logging weapon and player stats to stats's 
server's
I.E. GameMe.(Half-life deathmatch source) The game worked for two years on 
GameMe
on Earlier server. Only logging ping,time,suicides.(GameMe had in 
de-bugging mode for three
days)
 
Thanks___
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[hlds] half-life deathmatch souce bugs

2013-10-01 Thread Tamco15
-No voice "talk" icon of what player is talking on mic.
-No enemy player name overlay over crosshairs
-func_push (fan) on Snarkpit no longer works___
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[hlds] half-life deathmatch source steampipe update

2013-09-30 Thread Tamco15
Hello,
 
I have owned and operated MotorCity Madhouse since 2008 its a 24/7
dedicated server 350+ maps.
The recent update/change has caused what works on the game to
to be much worse than even a listen server when then the game was released.
below is a 1 day bug/broke list of major game/map breaking issues.
 
 
-Was hl1mp moved to the 2009 orangebox engine or are we still on the 2006 
ep1?
 
1.Addons no longer work (eventscripts) because of major file changes
script engine's plan on the sound folder being in the game folder I.E. 
hl1mp/sound
   not custom/your_name/sound.same with material's and model's
 number one is good enough to kill any dedicated server 
 
2.No materials folder,models,sound, map list, maps? 
3.func_ladder spam in console (hundreds of times)
4. source SDK no longer works
5. server no longer allow "wait" commands 
6. custom crosshairs no longer work
7. (core map) stalkyard func_door @ -476 1211 64 had "two" doors now
 a inner door that moves and a inner door that does not
8. (core map)  stalkyard large satchel crate same issue.
9. (core map) stalkyard turret has outside shell that moves and a inner one
 that does not.
10. On levels with physic_motor parented to func_physbox causes physbox
 to detach (but a shell of the physbox remains) (created another one)
 causes all game levels to fail with above entity's
11. time out issues
 
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