Re: [hlds] Mandatory TF2 update released

2014-01-24 Thread Travis Brown
just a FYI. This has been a struggle for a long time with CSGO already. One
of the biggest issue is they made it so there needs to be at least 3 people
in a server to trigger quickplay. The problem is that its a client
variable. I agree with everything that has been posted. The best they will
do is add Community Quick Play for this game like they did CSGO. It doesnt
make a difference though.


On Fri, Jan 24, 2014 at 10:42 AM, Paul ubyu@gmail.com wrote:

 I couldn't have worded that better if I had tried. Exactly. Valve is
 pretty much in a situation where they can safely throw away communities
 which helped to make the game popular to begin with. I highly doubt they
 will give a response here, as they haven't on previous changes which a good
 number of us community/server owners have complained about in the past
 (e.g. halloween). The fact is they just don't appear to care about the
 communities that helped TF2 any longer. They're happy to run the servers
 and dominate Quickplay pretty much, while other communities using Quickplay
 (even legitimately) will very likely end up closing if they can't keep up
 with a reasonable number of players that aren't via Quickplay. The focus
 does appear to be on the item creators and money received, not community
 spirit and well being.


 On 24 January 2014 15:32, 1nsane 1nsane...@gmail.com wrote:

 Unfortunately valve doesn't really need us anymore. They can't monetize
 maps or custom game modes. Once quickplay was added with its preference for
 certain noob friendly maps a number of valve's own maps (and game modes)
 stopped being played. You'd think they would want more variety so players
 stick around for longer. Other online FPS games tend to rotate through all
 their maps.

 At this point the only important part of the user generated content for
 them is the item creators as they make the money. But this seems to be
 shortsighted, like you said custom maps and custom game modes that valve
 previously loved to take and add officially to their games will now become
 a rarity.



 On Fri, Jan 24, 2014 at 6:17 AM, E. Olsen ceo.eol...@gmail.com wrote:

 Agreed.

 It's one thing to make such a drastic change, it's another to re-route
 40-50% of all TF2 traffic away from every non-valve server on the planet in
 one fell swoop. If this change stands as-is, there's not a single server
 operator on the planet that will be able to launch a new vanilla server (or
 almost any kind of server, for that matter), because unless a server
 already has a following, it will never be able to build up the momentum
 when less than half the player base will even be able to find it.

 Here's the thing, folks:

 It's been proven time and time again that Mods extend the lifetime of a
 game (look at what Day Z did last year for Arma 2). The diversity of TF2 is
 what has kept it going all these yearsyet a change like this actively
 steers half (or more) of the current playerbase, and probably the vast
 majority of *every* new player AWAY from ever finding a custom map,
 mod, or game mode.

 If official valve vanilla is all you want - then this change is
 wonderful for you (and you should have that option), but should this
 remain the default setting that every client is now set to, Valve has
 hastened along the death of the very game they are trying to protect.

 Why would anyone even bother creating a map for TF2 now? How would it
 ever see any kind of significant traffic?

 How about custom game modes? We were hosting a King of the Hill server
 (using custom maps made for that game mode) for over a year BEFORE it
 became an official game mode with official maps - think anyone will or
 would be able to throw up a new server or game mode under these conditions?

 I think we all understand why Valve thinks they had to do this - all the
 Pinion Profiteers made them think this was necessary - but make no
 mistake, these were problems that were CREATED by quickplay in the first
 place, so in one fell swoop, Valve has not only created the problem, but
 they have used the same system that created it to essentially throw out all
 the good servers with the bad. Any non-valve server that does not already
 have a significant amount of regulars will now die on the vineand
 there won't be any new non-valve servers going up to replace them.

 It's a shame, folks. This change effectively takes the community out
 of TF2, and turns it into just another random, casual, anonymous FPS.

 It's was a rarity already to have a game that was 7+ years old that
 still had new clans and communities forming around it - but a change like
 this will make it all but impossible for any new TF2 communities to even
 get started.


 On Fri, Jan 24, 2014 at 4:55 AM, Emil Larsson ail...@gmail.com wrote:

 I wouldn't had mind the valve only server option, but it shouldn't be
 the default certainly. We're also certainly noticing a decrease of players
 now, and I just feel punished for playing by the rules.


 On Fri, 

Re: [hlds] /me option in chat

2013-10-30 Thread Travis Brown
I have a pretty good guess why. the /me is a irc action. My theory is that
each chat created a new irc channel and held the conversations. I think
they updated to a whole new system when they brought out the emoticons. I
could be completely wrong but this is my theory.


On Wed, Oct 30, 2013 at 1:59 PM, Albert Davis davis.alb...@gmail.comwrote:

 Why was this taken out? Can we get it back? :/

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Re: [hlds] CS:GO sv_downloadurl issue:

2012-08-21 Thread Travis Brown
Use the csgo_servers mailing list
On Aug 21, 2012 2:54 PM, Jack M. catastropheproductions...@gmail.com
wrote:

 So I have this set up for my gamemodes_server.text file for custom maps.

 de_junkyard_beta06
 {
 nameID #SFUI_Map_de_junkyard_beta06
  name de_junkyard_beta06
 minplayers 10
  maxplayers 16
 extraspectators 2
  imagename map-junkyard-overall
 t_arms models/weapons/t_arms_phoenix.mdl
  ct_arms models/weapons/ct_arms_gign.mdl
 t_models
  {
 tm_phoenix 
  tm_phoenix_variantA 
 tm_phoenix_variantB 
  tm_phoenix_variantC 
 tm_phoenix_variantD 
  }
 ct_models
 {
  ctm_gign 
 ctm_gign_variantA 
  ctm_gign_variantB 
 ctm_gign_variantC 
  ctm_gign_variantD 
 }
  }

 And a folder with the maps at a url that reads /server/csgo and then there
 is a maps and resources folder inside the subfolder.

 Downloading
 http://thecooltable.site.nfoservers.com/server/csgo/maps/csplayer/tm_leet_variantA.mdl.bz2
 .
 Error downloading
 http://thecooltable.site.nfoservers.com/server/csgo/maps/csplayer/tm_leet_variantA.mdl.bz2
 Downloading
 http://thecooltable.site.nfoservers.com/server/csgo/maps/csplayer/tm_leet_variantA.mdl
 .
 Error downloading
 http://thecooltable.site.nfoservers.com/server/csgo/maps/csplayer/tm_leet_variantA.mdl
 Downloading
 http://thecooltable.site.nfoservers.com/server/csgo/maps/csplayer/tm_leet_variantB.mdl.bz2
 .
 Error downloading
 http://thecooltable.site.nfoservers.com/server/csgo/maps/csplayer/tm_leet_variantB.mdl.bz2
 Downloading
 http://thecooltable.site.nfoservers.com/server/csgo/maps/csplayer/tm_leet_variantB.mdl
 .
 Error downloading
 http://thecooltable.site.nfoservers.com/server/csgo/maps/csplayer/tm_leet_variantB.mdl
 Downloading
 http://thecooltable.site.nfoservers.com/server/csgo/maps/csplayer/tm_leet_variantC.mdl.bz2
 .
 Error downloading
 http://thecooltable.site.nfoservers.com/server/csgo/maps/csplayer/tm_leet_variantC.mdl.bz2
 Downloading
 http://thecooltable.site.nfoservers.com/server/csgo/maps/csplayer/tm_leet_variantC.mdl
 .
 Error downloading
 http://thecooltable.site.nfoservers.com/server/csgo/maps/csplayer/tm_leet_variantC.mdl
 Downloading
 http://thecooltable.site.nfoservers.com/server/csgo/maps/csplayer/tm_leet_variantD.mdl.bz2
 .
 Error downloading
 http://thecooltable.site.nfoservers.com/server/csgo/maps/csplayer/tm_leet_variantD.mdl.bz2
 Downloading
 http://thecooltable.site.nfoservers.com/server/csgo/maps/csplayer/tm_leet_variantD.mdl
 .
 Error downloading
 http://thecooltable.site.nfoservers.com/server/csgo/maps/csplayer/tm_leet_variantD.mdl
 Downloading
 http://thecooltable.site.nfoservers.com/server/csgo/maps/csplayer/tm_leet_variantE.mdl.bz2
 .
 Error downloading
 http://thecooltable.site.nfoservers.com/server/csgo/maps/csplayer/tm_leet_variantE.mdl.bz2
 Downloading
 http://thecooltable.site.nfoservers.com/server/csgo/maps/csplayer/tm_leet_variantE.mdl
 .
 Error downloading
 http://thecooltable.site.nfoservers.com/server/csgo/maps/csplayer/tm_leet_variantE.mdl
 Downloading
 http://thecooltable.site.nfoservers.com/server/csgo/models/player/tm_anar_variantA.mdl.bz2
 .
 Error downloading
 http://thecooltable.site.nfoservers.com/server/csgo/models/player/tm_anar_variantA.mdl.bz2
 Downloading
 http://thecooltable.site.nfoservers.com/server/csgo/models/player/tm_anar_variantA.mdl
 .
 Error downloading
 http://thecooltable.site.nfoservers.com/server/csgo/models/player/tm_anar_variantA.mdl
 Downloading
 http://thecooltable.site.nfoservers.com/server/csgo/models/player/tm_anar_variantB.mdl.bz2
 .
 Error downloading
 http://thecooltable.site.nfoservers.com/server/csgo/models/player/tm_anar_variantB.mdl.bz2
 Downloading
 http://thecooltable.site.nfoservers.com/server/csgo/models/player/tm_anar_variantB.mdl
 .
 Error downloading
 http://thecooltable.site.nfoservers.com/server/csgo/models/player/tm_anar_variantB.mdl
 Downloading
 http://thecooltable.site.nfoservers.com/server/csgo/models/player/tm_anar_variantC.mdl.bz2
 .
 Error downloading
 http://thecooltable.site.nfoservers.com/server/csgo/models/player/tm_anar_variantC.mdl.bz2
 Downloading
 http://thecooltable.site.nfoservers.com/server/csgo/models/player/tm_anar_variantC.mdl
 .
 Error downloading
 http://thecooltable.site.nfoservers.com/server/csgo/models/player/tm_anar_variantC.mdl
 Downloading
 http://thecooltable.site.nfoservers.com/server/csgo/models/player/tm_anar_variantD.mdl.bz2
 .
 Error downloading
 http://thecooltable.site.nfoservers.com/server/csgo/models/player/tm_anar_variantD.mdl.bz2
 Downloading
 http://thecooltable.site.nfoservers.com/server/csgo/models/player/tm_anar_variantD.mdl
 .
 Error downloading
 http://thecooltable.site.nfoservers.com/server/csgo/models/player/tm_anar_variantD.mdl

 Everything else seems to go and download fine. Does anybody know how to
 fix this or what I should add to make these files download or verify
 correctly?
 --
 Have a good one,
 Jack McEachern
 Omega Awesome http://omegaawesome.com



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Re: [hlds] CS:GO Map Voting?

2012-08-20 Thread Travis Brown
Gamemodes_server.txt you should subscribe to csgo_servers mailing list.
On Aug 20, 2012 11:28 AM, James Ives ja...@jimo.co.uk wrote:

 Which file does it use then? And how can I have both defuse and hostage
 missions in my mapcycle/vote menu?

 ■ James Ives ■ ja...@jimo.co.uk




 On 20 August 2012 00:38, Steven Hartland kill...@multiplay.co.uk wrote:

 **
 CS:GO doesn't use maplist.txt

 - Original Message -
 *From:* James Ives ja...@jimo.co.uk
 *To:* Half-Life dedicated Win32 server mailing 
 listhlds@list.valvesoftware.com
 *Sent:* Monday, August 20, 2012 9:00 AM
 *Subject:* [hlds] CS:GO Map Voting?

 How do I add other maps to my servers vote menu in csgo? I have
 everything in the maplist.txt and mapcycle.txt but all it shows is the
 default defuse mission map.

 ■ James Ives ■ ja...@jimo.co.uk


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Re: [hlds] Fake player flood

2012-07-26 Thread Travis Brown
whats his email?

On Thu, Jul 26, 2012 at 10:50 AM, Mart-Jan Reeuwijk mreeu...@yahoo.comwrote:

 You can just send a private mail to Fletcher Dunn or so, with a link.

 and even then, some time ago there was also some talk about it, and the
 solutions then where either a plugin, or a firewall rule to block with x
 reconnects in x time.

--
 *From:* Travis Brown tbrown7...@gmail.com
 *To:* Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 *Sent:* Thursday, 26 July 2012, 1:36
 *Subject:* Re: [hlds] Fake player flood

 I was able to attain this tool. If valve wants it i can upload it for them
 to download and reverse engineer. They will have to contact me via email
 privately as i wont publicly display a download link.

 On Wed, Jul 25, 2012 at 7:05 PM, Khalid Oqal k_o...@live.com wrote:

  Someone keeps flooding my server with fake players, which keeps
 connecting\disconnecting from the server.

 I managed to get a picture from the net:

 http://makeserver.ru/uploads/posts/2012-04/1334075710_1331584088_828c612b53f8.jpg

 It's really annoying to get some fps drops and lags.
 Hopefully you would release a fix.

 Regards,
 Khalid.

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Re: [hlds] Fake player flood

2012-07-26 Thread Travis Brown
sent

On Thu, Jul 26, 2012 at 11:46 AM, Gareth Clarke gecla...@gmail.com wrote:

  fletch...@valvesoftware.com



 ---
 Sent from my Sinclair ZX81

 ---


 On Thu, Jul 26, 2012 at 8:28 AM, Travis Brown tbrown7...@gmail.comwrote:

 whats his email?


 On Thu, Jul 26, 2012 at 10:50 AM, Mart-Jan Reeuwijk 
 mreeu...@yahoo.comwrote:

 You can just send a private mail to Fletcher Dunn or so, with a link.

 and even then, some time ago there was also some talk about it, and the
 solutions then where either a plugin, or a firewall rule to block with x
 reconnects in x time.

--
 *From:* Travis Brown tbrown7...@gmail.com
 *To:* Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 *Sent:* Thursday, 26 July 2012, 1:36
 *Subject:* Re: [hlds] Fake player flood

 I was able to attain this tool. If valve wants it i can upload it for
 them to download and reverse engineer. They will have to contact me via
 email privately as i wont publicly display a download link.

 On Wed, Jul 25, 2012 at 7:05 PM, Khalid Oqal k_o...@live.com wrote:

  Someone keeps flooding my server with fake players, which keeps
 connecting\disconnecting from the server.

 I managed to get a picture from the net:

 http://makeserver.ru/uploads/posts/2012-04/1334075710_1331584088_828c612b53f8.jpg

 It's really annoying to get some fps drops and lags.
 Hopefully you would release a fix.

 Regards,
 Khalid.

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Re: [hlds] Fake player flood

2012-07-25 Thread Travis Brown
I was able to attain this tool. If valve wants it i can upload it for them
to download and reverse engineer. They will have to contact me via email
privately as i wont publicly display a download link.

On Wed, Jul 25, 2012 at 7:05 PM, Khalid Oqal k_o...@live.com wrote:

  Someone keeps flooding my server with fake players, which keeps
 connecting\disconnecting from the server.

 I managed to get a picture from the net:

 http://makeserver.ru/uploads/posts/2012-04/1334075710_1331584088_828c612b53f8.jpg

 It's really annoying to get some fps drops and lags.
 Hopefully you would release a fix.

 Regards,
 Khalid.

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Re: [hlds] CS GO BETA KEY

2012-04-10 Thread Travis Brown
I have a key. You can have it for 80 bucks.

On Tue, Apr 10, 2012 at 9:19 PM, Timothy Sadleir tsadl...@gmail.com wrote:

 I still need a CS:GO beta key!  I've been a CS/TF2 guy for quite a while
 and would really like the chance to help shape the game with my feedback.
 Anyone got a spare key?  The survey beta key handout is too random and
 after 6 months of the beta I still haven't got a key...

 On Mon, Mar 19, 2012 at 4:01 PM, AnAkIn . anakin...@gmail.com wrote:

 The tickrate is 102,4 on cs go
 Le 20 mars 2012 00:00, Saul Rennison saul.renni...@gmail.com a
 écrit :

  I would imagine either the same, or less, load as a TF2 server.

 On Monday, March 19, 2012, hlds h...@kirby420.com wrote:
  I find it offensive you consider anything on SPUF to be a 'discussion'
 3
 
 
  On topic: I wonder if anyone at Valve could comment on what the server
 performance requirements for CS:GO dedi's will be versus srcds, or is this
 just going to be another instance of hacking new 'features' into the
 existing srcds tree and filling it with performance degrading bugs that
 won't get fi nevermind.
 
 
  But yeah, is this going to put a comparable load on the server for say
 a CS:GO 24 slot vs TF2 24 slot?
 
 
 
  On 3/19/2012 9:06 AM, Ivan wrote:
 
  I hope I am doing this right, this is my first time actually posting
 here. Anyway, SPUF forums are usually clustered by a bunch of script
 kiddies and isn't the best place for a constructive discussion, at least
 from my experience. This mailing list allows for direct communication
 between server admins and Valve, while SPUF are more focused on a
 discussion between gamers. :)
 
  On Mon, 19 Mar 2012 13:58:28 +0100, 
 hlds-requ...@list.valvesoftware.com wrote:
 
  Date: Mon, 19 Mar 2012 12:58:17 +
  From: Yuki d...@dazzozo.com
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Subject: Re: [hlds] CS GO BETA KEY
  Message-ID: cfb51c19-ba60-41b5-b8a4-da8d6a6db...@email.android.com
  Content-Type: text/plain; charset=utf-8
 
  I often question why the mailing list exists. I mean SPUF does the
 same job right?
 
  -snip-
 
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 --


 Kind regards,
 *Saul Rennison*

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Re: [hlds] Someones taking my server down

2012-03-29 Thread Travis Brown
Sourceop DDOS protect.

On Thu, Mar 29, 2012 at 4:23 PM, AeroliteGaming.com 
ad...@aerolitegaming.co.uk wrote:

 He's on everytime it goes down and lag spikes, he crit hacks, googling his
 ip shows hes been banned off lots of servers and hes been racist in the
 chat.



 On 29/03/2012 21:21, Team BOOM! wrote:

 Aerolite, how do you know it's this guy? What have you done to isolate it
 to
 him? Just curious...

 -Original Message-
 From: 
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com
 [mailto:hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com]
 On Behalf Of AeroliteGaming.com
 Sent: Thursday, March 29, 2012 1:07 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] Someones taking my server down

 Some asshole:
 http://steamcommunity.com/**profiles/76561198041199747http://steamcommunity.com/profiles/76561198041199747

 Is managing to take my server down somehow, hes done it twice now
 therefore killing the server and losing players. He did it last night
 and now tonight, hes banned but is still managing to flood it or
 something, changing the port of the server seems to work but I don't
 want to do that seeing as people have it favourited and as soon as he
 finds out the new ip he'll go for that. Anyone else had this and know a
 fix? He's also been crit hacking too.

 Thanks.

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Re: [hlds] 100 TICK SERVERS

2012-02-29 Thread Travis Brown
I could make the challenge happen
On Feb 29, 2012 10:47 AM, Joe Powell j...@joepowell.co.uk wrote:

 Id like to throw a challenge out, these '1000fps servers' against some
 decent quality 'standard' servers.

 Get some top teams, possibly one of the big esports news sites to test.

 We wont tell anyone what the servers are, just provide them with links ie.

 server1.gametestblah
 server2.gametestblah

 See what they actually say is better. End this once and for-all.

 Joe

 On 29 February 2012 15:39, Emil Larsson ail...@gmail.com wrote:

 Like with 1000 FPS servers, was there ever any point? ;) Seemed to be
 more for bragging/selling rights if anything.

 On Wed, Feb 29, 2012 at 10:51 AM, ics i...@ics-base.net wrote:

  No, there is no point anymore to have over 66 ticks.

 -ics

 29.2.2012 11:49, Sachin Sud kirjoitti:

  Hi



 Is any one able to have100 tick servers ??



 If yes then please let me know.



 Thanks

 Sachin


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Re: [hlds] CSGO : BETA

2011-12-21 Thread Travis Brown
Wait for it to become open beta in a few months.

On Wed, Dec 21, 2011 at 9:54 AM, Jason pctool...@gmail.com wrote:

 How would we go about being able to beta CS:GO?


 On Wed, Dec 21, 2011 at 9:46 AM, Jacob Payton marinesa...@gmail.comwrote:

 Hi,

 There is no public Counter-Strike: Global Offensive dedicated servers
 right now. It's just matchmaking on Valve's servers for now.

  On Wed, Dec 21, 2011 at 6:45 AM, Administrator 
 ad...@crazyfreakgamers.com wrote:

  Hi,

 Anyone running Counter Strike Source Go beta server ?? OR any update on
 its beta release for public usage.

 Thanks,
 Sachin

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Re: [hlds] Valve Security Breach

2011-11-07 Thread Travis Brown
Hes not trolling at all. Im pretty sure you have no right to say what
people can or cant do on this list anyways. Have some respect.

On Tue, Nov 8, 2011 at 1:16 AM, Ant essential...@bigpond.com wrote:

 You can troll via the internet you dont need to do it via this list

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *m33crob
 *Sent:* Tuesday, 8 November 2011 4:08 PM
 *To:* Half-Life dedicated Linux server mailing list; Half-Life dedicated
 Win32 server mailing list
 *Subject:* [hlds] Valve Security Breach

 ** **

 Hello Valve,

   I'd like to request notification via these mailing lists once/if Valve
 makes a statement about todays security breach and subsequent downtime.


 http://www.pcgamer.com/2011/11/07/steam-forums-down-after-possible-hacker-attack/
 

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Re: [hlds] Max FPS

2011-10-16 Thread Travis Brown
FPS wasnt a useless number. There was a difference in FPS servers quality.
Why are you wasting efforts on trying to mess up the 100 tick mod? Those who
run it obviously want it and your trying to sabotage that. Why you all chose
to lock everything down to on the worst side of the spectrum i dont know.
Locking it to 100 tick and 500FPS would have been much better.

On Mon, Oct 17, 2011 at 12:20 AM, Henry Goffin hen...@valvesoftware.comwrote:

 Bandwidth settings, etc should remain unchanged from what they were
 pre-update. FPS has always been a useless number that does not affect server
 bandwidth or update rate unless you also run a binary mod that changes the
 tickrate of the game. (Some server hosts appear to be doing this now that
 FPS is locked. We will be disabling that type of mod soon, FYI.)

 In short, don't worry about it and don't change anything unless you really
 feel the need to tinker.


 On Oct 16, 2011, at 2:22 PM, Rob Liu robl...@gmail.com wrote:

 Can someone please give me a quick run down of the pro and con of server
 FPS cap at 65?
 Do I need to change any of my server rate to accommodate this new 65fps
 cap?

 Cheers,

 Rob

 On Mon, Oct 17, 2011 at 2:45 AM, Saul Rennison saul.renni...@gmail.comwrote:

 Your client FPS is completely separate to server FPS...


 Kind regards,
 *Saul Rennison*



 On 16 October 2011 14:43, Sachin Sud ad...@crazyfreakgamers.com wrote:

 Some of my people are getting 250 to 290 fps in css.

 ** **

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Lane Eckley
 *Sent:* Sunday, October 16, 2011 7:10 PM

 *To:* 'Half-Life dedicated Win32 server mailing list'
 *Subject:* Re: [hlds] Max FPS

 ** **

 Advertise much?

 ** **

 -Lane

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Server.it - Zelatech
 srl
 *Sent:* Sunday, October 16, 2011 9:35 AM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Max FPS

 ** **

 Still have 1000fps for cs 1.6 and 100 for css on win 2008.

  

  

 www.Server.it

  

  

 *From:* Saul Rennison saul.renni...@gmail.com 

 *Sent:* Sunday, October 16, 2011 3:32 PM

 *To:* Half-Life dedicated Win32 server mailing 
 listhlds@list.valvesoftware.com
 

 *Subject:* Re: [hlds] Max FPS

 Yeah, so you might want to remove 1000FPS from your hostnames, now.
 

  

  

 Kind regards,

 *Saul Rennison*

 On 16 October 2011 14:30, Cc2iscooL cc2isc...@gmail.com wrote:

 FPS is locked at 66 now. 

 On Oct 16, 2011 8:27 AM, Sachin Sud ad...@crazyfreakgamers.com
 wrote:

 Hi,

  

 With this update fps_max does not work anymore. The fps is based on the
 rates which we set on the server.

 Can someone tell me what max fps getting along with rates they have set
 on the server.

  

 Thanks

 Sachin Sud

  

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Re: [hlds] Max FPS

2011-10-16 Thread Travis Brown
I know TF2 doesnt work right at 100 tick. Im more refering to CSS. They can
make it work properly but they dont. even locked at 66 tick as it is now
isnt stable at all. If it boiled down to FPS greater then tickrate then why
is it i can tell a difference between 250FPS and 500FPS and 1000FPS? That
kind of throws the pointless out the window.

On Mon, Oct 17, 2011 at 12:39 AM, James Botting
bottswan...@googlemail.comwrote:

 Tf2 dosen't work properly at 100tick. That's why they disabled it.
 Valve are tying to make a more uniform experience for all players. And at
 the end of the day, they have the right to do that and you can't stop them.
 There have been so many discussions over fps and it has all boiled down to
 an fps being greater than the server tick rate being entirely pointless, so
 if you want to waste your CPU just so you can have a higher number then be
 my guest.

 On 17 Oct 2011, at 05:35, Travis Brown tbrown7...@gmail.com wrote:

 FPS wasnt a useless number. There was a difference in FPS servers quality.
 Why are you wasting efforts on trying to mess up the 100 tick mod? Those who
 run it obviously want it and your trying to sabotage that. Why you all chose
 to lock everything down to on the worst side of the spectrum i dont know.
 Locking it to 100 tick and 500FPS would have been much better.

 On Mon, Oct 17, 2011 at 12:20 AM, Henry Goffin 
 hen...@valvesoftware.comwrote:

 Bandwidth settings, etc should remain unchanged from what they were
 pre-update. FPS has always been a useless number that does not affect server
 bandwidth or update rate unless you also run a binary mod that changes the
 tickrate of the game. (Some server hosts appear to be doing this now that
 FPS is locked. We will be disabling that type of mod soon, FYI.)

 In short, don't worry about it and don't change anything unless you really
 feel the need to tinker.


 On Oct 16, 2011, at 2:22 PM, Rob Liu robl...@gmail.com wrote:

 Can someone please give me a quick run down of the pro and con of server
 FPS cap at 65?
 Do I need to change any of my server rate to accommodate this new 65fps
 cap?

 Cheers,

 Rob

 On Mon, Oct 17, 2011 at 2:45 AM, Saul Rennison 
 saul.renni...@gmail.comwrote:

 Your client FPS is completely separate to server FPS...


 Kind regards,
 *Saul Rennison*



 On 16 October 2011 14:43, Sachin Sud ad...@crazyfreakgamers.com wrote:

 Some of my people are getting 250 to 290 fps in css.

 ** **

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Lane Eckley
 *Sent:* Sunday, October 16, 2011 7:10 PM

 *To:* 'Half-Life dedicated Win32 server mailing list'
 *Subject:* Re: [hlds] Max FPS

 ** **

 Advertise much?

 ** **

 -Lane

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Server.it -
 Zelatech srl
 *Sent:* Sunday, October 16, 2011 9:35 AM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Max FPS

 ** **

 Still have 1000fps for cs 1.6 and 100 for css on win 2008.

  

  

 www.Server.it

  

  

 *From:* Saul Rennison saul.renni...@gmail.com 

 *Sent:* Sunday, October 16, 2011 3:32 PM

 *To:* Half-Life dedicated Win32 server mailing 
 listhlds@list.valvesoftware.com
 

 *Subject:* Re: [hlds] Max FPS

 Yeah, so you might want to remove 1000FPS from your hostnames, now.
 

  

  

 Kind regards,

 *Saul Rennison*

 On 16 October 2011 14:30, Cc2iscooL cc2isc...@gmail.com wrote:

 FPS is locked at 66 now. 

 On Oct 16, 2011 8:27 AM, Sachin Sud ad...@crazyfreakgamers.com
 wrote:

 Hi,

  

 With this update fps_max does not work anymore. The fps is based on the
 rates which we set on the server.

 Can someone tell me what max fps getting along with rates they have set
 on the server.

  

 Thanks

 Sachin Sud

  

 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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 --

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Re: [hlds] Max FPS

2011-10-16 Thread Travis Brown
Trust me its not in my mind. You can setup servers with each FPS and i can
pick out the ones with higher FPS. Im not retard i can feel it in the game.
My system is fine. I dont need to look at other discussions.

If valve can fix this right it wouldnt be a problem but as is the game is
unplayable after the latest update.

On Mon, Oct 17, 2011 at 12:49 AM, James Botting
bottswan...@googlemail.comwrote:

 You *think* you can tell the difference because you expect there to be one.
 The logic says there isn't. The only time you will see a difference is if
 your system can't handle a consistent 66.66 fps. Because with an fps of 250,
 for example, on such a system the chance of you dropping below 66.66 is much
 lower.
 Just look at all the hundreds of other discussions over fps in this mailing
 list.

 On 17 Oct 2011, at 05:46, Travis Brown tbrown7...@gmail.com wrote:

 I know TF2 doesnt work right at 100 tick. Im more refering to CSS. They can
 make it work properly but they dont. even locked at 66 tick as it is now
 isnt stable at all. If it boiled down to FPS greater then tickrate then why
 is it i can tell a difference between 250FPS and 500FPS and 1000FPS? That
 kind of throws the pointless out the window.

 On Mon, Oct 17, 2011 at 12:39 AM, James Botting 
 bottswan...@googlemail.com wrote:

 Tf2 dosen't work properly at 100tick. That's why they disabled it.
 Valve are tying to make a more uniform experience for all players. And at
 the end of the day, they have the right to do that and you can't stop them.
 There have been so many discussions over fps and it has all boiled down to
 an fps being greater than the server tick rate being entirely pointless, so
 if you want to waste your CPU just so you can have a higher number then be
 my guest.

 On 17 Oct 2011, at 05:35, Travis Brown tbrown7...@gmail.com wrote:

 FPS wasnt a useless number. There was a difference in FPS servers quality.
 Why are you wasting efforts on trying to mess up the 100 tick mod? Those who
 run it obviously want it and your trying to sabotage that. Why you all chose
 to lock everything down to on the worst side of the spectrum i dont know.
 Locking it to 100 tick and 500FPS would have been much better.

 On Mon, Oct 17, 2011 at 12:20 AM, Henry Goffin 
 hen...@valvesoftware.comwrote:

 Bandwidth settings, etc should remain unchanged from what they were
 pre-update. FPS has always been a useless number that does not affect server
 bandwidth or update rate unless you also run a binary mod that changes the
 tickrate of the game. (Some server hosts appear to be doing this now that
 FPS is locked. We will be disabling that type of mod soon, FYI.)

 In short, don't worry about it and don't change anything unless you
 really feel the need to tinker.


 On Oct 16, 2011, at 2:22 PM, Rob Liu robl...@gmail.com wrote:

 Can someone please give me a quick run down of the pro and con of server
 FPS cap at 65?
 Do I need to change any of my server rate to accommodate this new 65fps
 cap?

 Cheers,

 Rob

 On Mon, Oct 17, 2011 at 2:45 AM, Saul Rennison 
 saul.renni...@gmail.comwrote:

 Your client FPS is completely separate to server FPS...


 Kind regards,
 *Saul Rennison*



 On 16 October 2011 14:43, Sachin Sud ad...@crazyfreakgamers.comwrote:

 Some of my people are getting 250 to 290 fps in css.

 ** **

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Lane Eckley
 *Sent:* Sunday, October 16, 2011 7:10 PM

 *To:* 'Half-Life dedicated Win32 server mailing list'
 *Subject:* Re: [hlds] Max FPS

 ** **

 Advertise much?

 ** **

 -Lane

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Server.it -
 Zelatech srl
 *Sent:* Sunday, October 16, 2011 9:35 AM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Max FPS

 ** **

 Still have 1000fps for cs 1.6 and 100 for css on win 2008.

  

  

 www.Server.it

  

  

 *From:* Saul Rennison saul.renni...@gmail.com 

 *Sent:* Sunday, October 16, 2011 3:32 PM

 *To:* Half-Life dedicated Win32 server mailing 
 listhlds@list.valvesoftware.com
 

 *Subject:* Re: [hlds] Max FPS

 Yeah, so you might want to remove 1000FPS from your hostnames, now.
 

  

  

 Kind regards,

 *Saul Rennison*

 On 16 October 2011 14:30, Cc2iscooL cc2isc...@gmail.com wrote:

 FPS is locked at 66 now. 

 On Oct 16, 2011 8:27 AM, Sachin Sud ad...@crazyfreakgamers.com
 wrote:

 Hi,

  

 With this update fps_max does not work anymore. The fps is based on the
 rates which we set on the server.

 Can someone tell me what max fps getting along with rates they have set
 on the server.

  

 Thanks

 Sachin Sud

  

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http

Re: [hlds] Max FPS

2011-10-16 Thread Travis Brown
Performance is horrible after the update. its not just you. i see lots of
lag and rubber banding. Like i said. I have no problem with it being locked
at 66 tick and 66 fps as long as its stable and smooth which it is not.

On Mon, Oct 17, 2011 at 1:03 AM, Ant essential...@bigpond.com wrote:

 I will only agree on one thing here and that is that game performance has
 degraded since the update. I hear more bitching from players re performance
 now than I ever have. So many issues i honestly don't know what to bitch
 about first, so I am sitting back waiting for others to confirm before I cry
 wolf

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Travis Brown
 *Sent:* Monday, 17 October 2011 2:55 PM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Max FPS

 ** **

 Trust me its not in my mind. You can setup servers with each FPS and i can
 pick out the ones with higher FPS. Im not retard i can feel it in the game.
 My system is fine. I dont need to look at other discussions.

 ** **

 If valve can fix this right it wouldnt be a problem but as is the game is
 unplayable after the latest update.

 On Mon, Oct 17, 2011 at 12:49 AM, James Botting 
 bottswan...@googlemail.com wrote:

 You *think* you can tell the difference because you expect there to be one.
 

 The logic says there isn't. The only time you will see a difference is if
 your system can't handle a consistent 66.66 fps. Because with an fps of 250,
 for example, on such a system the chance of you dropping below 66.66 is much
 lower.

 Just look at all the hundreds of other discussions over fps in this mailing
 list.


 On 17 Oct 2011, at 05:46, Travis Brown tbrown7...@gmail.com wrote:

 I know TF2 doesnt work right at 100 tick. Im more refering to CSS. They can
 make it work properly but they dont. even locked at 66 tick as it is now
 isnt stable at all. If it boiled down to FPS greater then tickrate then why
 is it i can tell a difference between 250FPS and 500FPS and 1000FPS? That
 kind of throws the pointless out the window.

 On Mon, Oct 17, 2011 at 12:39 AM, James Botting 
 bottswan...@googlemail.com wrote:

 Tf2 dosen't work properly at 100tick. That's why they disabled it.

 Valve are tying to make a more uniform experience for all players. And at
 the end of the day, they have the right to do that and you can't stop them.
 

 There have been so many discussions over fps and it has all boiled down to
 an fps being greater than the server tick rate being entirely pointless, so
 if you want to waste your CPU just so you can have a higher number then be
 my guest.

 On 17 Oct 2011, at 05:35, Travis Brown tbrown7...@gmail.com wrote:

 FPS wasnt a useless number. There was a difference in FPS servers quality.
 Why are you wasting efforts on trying to mess up the 100 tick mod? Those who
 run it obviously want it and your trying to sabotage that. Why you all chose
 to lock everything down to on the worst side of the spectrum i dont know.
 Locking it to 100 tick and 500FPS would have been much better.

 On Mon, Oct 17, 2011 at 12:20 AM, Henry Goffin hen...@valvesoftware.com
 wrote:

 Bandwidth settings, etc should remain unchanged from what they were
 pre-update. FPS has always been a useless number that does not affect server
 bandwidth or update rate unless you also run a binary mod that changes the
 tickrate of the game. (Some server hosts appear to be doing this now that
 FPS is locked. We will be disabling that type of mod soon, FYI.)

 ** **

 In short, don't worry about it and don't change anything unless you really
 feel the need to tinker.



 On Oct 16, 2011, at 2:22 PM, Rob Liu robl...@gmail.com wrote:

 Can someone please give me a quick run down of the pro and con of server
 FPS cap at 65?
 Do I need to change any of my server rate to accommodate this new 65fps
 cap?

 Cheers,

 Rob

 On Mon, Oct 17, 2011 at 2:45 AM, Saul Rennison saul.renni...@gmail.com
 wrote:

 Your client FPS is completely separate to server FPS...
 

 ** **

 ** **

 Kind regards,

 *Saul Rennison*



 

 On 16 October 2011 14:43, Sachin Sud ad...@crazyfreakgamers.com wrote:**
 **

 Some of my people are getting 250 to 290 fps in css.

  

  

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Lane Eckley
 *Sent:* Sunday, October 16, 2011 7:10 PM


 *To:* 'Half-Life dedicated Win32 server mailing list'
 *Subject:* Re: [hlds] Max FPS

  

 Advertise much?

  

 -Lane

  

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Server.it - Zelatech
 srl
 *Sent:* Sunday, October 16, 2011 9:35 AM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Max FPS

  

 Still have 1000fps for cs 1.6 and 100 for css

Re: [hlds] Max FPS

2011-10-16 Thread Travis Brown
good to know Henry. Thats a pretty reassuring post. Looking forward to it
happening.

On Mon, Oct 17, 2011 at 1:10 AM, Henry Goffin hen...@valvesoftware.comwrote:

 We are currently suffering from a lot of client issues that we hope to get
 fixed ASAP. That is unfortunately clouding the issue of performance. You'll
 have to trust that when the dust from this last megaupdate settles, things
 will be better than ever. We are working on settling it as fast as we can.

 On Oct 16, 2011, at 10:03 PM, Ant essential...@bigpond.com wrote:

 I will only agree on one thing here and that is that game performance has
 degraded since the update. I hear more bitching from players re performance
 now than I ever have. So many issues i honestly don't know what to bitch
 about first, so I am sitting back waiting for others to confirm before I cry
 wolf

 ** **

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Travis Brown
 *Sent:* Monday, 17 October 2011 2:55 PM
 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] Max FPS

 ** **

 Trust me its not in my mind. You can setup servers with each FPS and i can
 pick out the ones with higher FPS. Im not retard i can feel it in the game.
 My system is fine. I dont need to look at other discussions.

 ** **

 If valve can fix this right it wouldnt be a problem but as is the game is
 unplayable after the latest update.

 On Mon, Oct 17, 2011 at 12:49 AM, James Botting 
 bottswan...@googlemail.com wrote:

 You *think* you can tell the difference because you expect there to be one.
 

 The logic says there isn't. The only time you will see a difference is if
 your system can't handle a consistent 66.66 fps. Because with an fps of 250,
 for example, on such a system the chance of you dropping below 66.66 is much
 lower.

 Just look at all the hundreds of other discussions over fps in this mailing
 list.

 On 17 Oct 2011, at 05:46, Travis Brown tbrown7...@gmail.com wrote:

 I know TF2 doesnt work right at 100 tick. Im more refering to CSS. They can
 make it work properly but they dont. even locked at 66 tick as it is now
 isnt stable at all. If it boiled down to FPS greater then tickrate then why
 is it i can tell a difference between 250FPS and 500FPS and 1000FPS? That
 kind of throws the pointless out the window.

 On Mon, Oct 17, 2011 at 12:39 AM, James Botting 
 bottswan...@googlemail.com wrote:

 Tf2 dosen't work properly at 100tick. That's why they disabled it.

 Valve are tying to make a more uniform experience for all players. And at
 the end of the day, they have the right to do that and you can't stop them.
 

 There have been so many discussions over fps and it has all boiled down to
 an fps being greater than the server tick rate being entirely pointless, so
 if you want to waste your CPU just so you can have a higher number then be
 my guest.

 On 17 Oct 2011, at 05:35, Travis Brown tbrown7...@gmail.com wrote:

 FPS wasnt a useless number. There was a difference in FPS servers quality.
 Why are you wasting efforts on trying to mess up the 100 tick mod? Those who
 run it obviously want it and your trying to sabotage that. Why you all chose
 to lock everything down to on the worst side of the spectrum i dont know.
 Locking it to 100 tick and 500FPS would have been much better.

 On Mon, Oct 17, 2011 at 12:20 AM, Henry Goffin hen...@valvesoftware.com
 wrote:

 Bandwidth settings, etc should remain unchanged from what they were
 pre-update. FPS has always been a useless number that does not affect server
 bandwidth or update rate unless you also run a binary mod that changes the
 tickrate of the game. (Some server hosts appear to be doing this now that
 FPS is locked. We will be disabling that type of mod soon, FYI.)

 ** **

 In short, don't worry about it and don't change anything unless you really
 feel the need to tinker.



 On Oct 16, 2011, at 2:22 PM, Rob Liu robl...@gmail.com wrote:

 Can someone please give me a quick run down of the pro and con of server
 FPS cap at 65?
 Do I need to change any of my server rate to accommodate this new 65fps
 cap?

 Cheers,

 Rob

 On Mon, Oct 17, 2011 at 2:45 AM, Saul Rennison saul.renni...@gmail.com
 wrote:

 Your client FPS is completely separate to server FPS...
 

 ** **

 ** **

 Kind regards,

 *Saul Rennison*



 

 On 16 October 2011 14:43, Sachin Sud ad...@crazyfreakgamers.com wrote:**
 **

 Some of my people are getting 250 to 290 fps in css.

  

  

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] *On Behalf Of *Lane Eckley
 *Sent:* Sunday, October 16, 2011 7:10 PM


 *To:* 'Half-Life dedicated Win32 server mailing list'
 *Subject:* Re: [hlds] Max FPS

  

 Advertise much?

  

 -Lane

  

 *From:* hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun

Re: [hlds] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-09-15 Thread Travis Brown
cause there are a couple thousand other people trying to update theirs to.

On Thu, Sep 15, 2011 at 4:52 PM, Chris Brunelle warbuck...@gmail.comwrote:

 Why does updating servers take forever.  I've been sitting on Updating
 installation... for ten minutes now.


 On Thu, Sep 15, 2011 at 2:44 PM, E. Olsen ceo.eol...@gmail.com wrote:

 - Added a server command line option called -dumplongticks which will
 generate minidumps when there are long server frames

 Is that to assist in diagnosing the server hang issues?


 On Thu, Sep 15, 2011 at 4:40 PM, Bruno Garcia garcia.bru...@gmail.comwrote:

  No longer causes the wielder to take increased damage from other sources


 I'm glad that got fixed, i actually reported it through the Bug Report on
 Team Fortress 2.
 Awesome work :)

 On Thu, Sep 15, 2011 at 5:29 PM, Jason Ruymen 
 jas...@valvesoftware.comwrote:

 Required updates to Team Fortress 2, Counter-Strike: Source, Day of
 Defeat: Source and Half-Life 2: Deathmatch are now available.  The specific
 changes include: 

 ** **

 Shared Source Changes (CS:S, DoD:S, TF2, HL2:DM)

 - Added a server command line option called -dumplongticks which will
 generate minidumps when there are long server frames

 - Fixed startmovie failing for the raw, tga, jpg, and wav options

 - Fixed some HUD messages not displaying properly on widescreen
 resolutions

 - Updated the localization files for all games

 ** **

 Team Fortress 2

 - Fixed Demomen with the Persian Persuader equipped picking up ammo
 crates when they're already at full health

 - Fixed hatless headgear not removing the player's hat

 - Fixed Natascha's bullets preventing Scouts from using Bonk and
 Crit-a-Cola

 - Fixed teleporter progress being displayed incorrectly after upgrading
 a teleporter while it was recharging

 - Fixed a rare server crash related to assists

 - Fixed FCVAR_NOTIFY chat messages being clipped and not displaying the
 new value for the cvar

 - Purchased items are no longer announced in the chat text

 - Reduced the amount of server console output when client commands are
 out of sync

 - Added the following ConVars for proxy support for replay FTP
 offloading: replay_fileserver_offload_useproxy,
 replay_fileserver_offload_proxy_host, and
 replay_fileserver_offload_proxy_port

 - Removed replay_port ConVar (and the need for replay to open a port)**
 **

 - Updated the matchmaking filtering to speed up searches and reduce the
 number of pinged servers

 - Updated Pl_Upward

- Fixed ending the game mid-round when mp_timelimit has been reached
 

- Fixed several exploit areas

 - Updated Pl_Goldrush

- Stage 1 : Fixed overlapping train track models

- Stage 1 : Fixed terrain seam by red spawn exit 

- Stage 1 : Fixed red spawn room door going through ceiling

- Stage 1 : Light fixture on roof structure of red's first spawn
 building switched to non-solid 

- Stage 2 : Added func_nobuild under bridge that would get teleported
 players stuck

- Stage 3 : Added invisible func_brushes above roofs to block blind
 demo grenade spam

- Stage 3 : Fixed wood structure by main gate entrance so it doesn't
 destroy teleport buildables

- Stage 3 : Added clip brush to top of main gate entrance

- Stage 3 : Extended red's respawn room brushes to enclose entire
 interior

- Stage 3 : Added respawn visualizer material to back face of blocker
 that prevents red from entering blue's respawn area from the top route*
 ***

 - Updated Items

- Added the Killer Exclusive

- Added the Mask of the Shaman to the droplist and made it craftable
 

- Added the El Jefe  to the droplist and made it craftable

- Added two new styles for the Large Luchadore

- Fixed the Industrial Festivizer sometimes turning white

- Updated the shading on the Crusader's Crossbow

- Updated the Magnificent Mongolian texture and made it paintable***
 *

- Updated the Carouser's Capotain with an improved appearance

- Updated the Whiskered Gentlemen with an improved appearance

- Updated the particle effects for the Cow Mangler 5000 and the
 Righteous Bison

- Updated the Stickybomb Jumper

   - Now uses a unique texture and projectile

   - No longer causes the wielder to take increased damage from other
 sources

 ** **

 Counter-Strike: Source

 Cumulative weapon updates

 - All weapons now have a new accuracy model which fixes many bugs and
 provides more intuitive weapon behavior

 - Weapons now have separate accuracy penalties for jumping, landing, and
 standing on ladders

 - All weapons are now more accurate while crouching

 - Accuracy penalties for movement no longer have a discrete threshold,
 but scale between crouch move and run speed

 - All rifles are less accurate while 

Re: [hlds] hlds Digest, Vol 31, Issue 61

2010-09-30 Thread Travis Brown

ive yet to update sourcemod but im running windows and its running fine on all 
of my servers. Did have a problem with one SM plugin but i just disabled it.
   
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Re: [hlds] Team Fortress 2/Counter-Strike: Source/Day of Defeat: Source/Half-Life 2: Deathmatch Updates Available

2010-09-30 Thread Travis Brown

ive yet to update sourcemod but im running windows and its running fine on all 
of my servers. Did have a problem with one SM plugin but i just disabled it.
   
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[hlds] CSS Status in console Broke.

2010-09-16 Thread Travis Brown

Has anyone else noticed that typing status or even rcon status in console no 
longer works. It worked early on but hasnt seemed to for a couple weeks on my 
servers. I searched google pretty hard then searched the steam forums with 
nothing about this. Is this just me or are any of you having this issue as 
well? If your unsure could you check?
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