Re: [hlds] Re: Mandatory Team Fortress 2 update released

2022-12-01 Thread Weasel [Saphe.Space]
Even with updated SM 1.11.0 git 6920, my TF2 servers are segfaulting on
start.
Remove MM:S & SM they start-up normally.
Tried removing everything that was throwing an error in the console (some
SM exts and plugins), but still segfaulting with SM enabled.



On Thu, Dec 1, 2022 at 5:54 PM Steve Kovack Sr. 
wrote:

> Never mind found a gamedata update needed application in sourcemod.
> --
> *From:* hlds@list.valvesoftware.com  on
> behalf of Steve Kovack Sr. 
> *Sent:* Thursday, December 1, 2022 7:16 PM
> *To:* hlds@list.valvesoftware.com 
> *Subject:* [hlds] Re: Mandatory Team Fortress 2 update released
>
> I'm having an issue where my server hangs at "Logging into Steam game
> server account".  My client is up to date.  Is anyone else having this
> issue?  Or does anyone know of a fix?  Server install has been validated.
> --
> *From:* hlds@list.valvesoftware.com  on
> behalf of Eric Smith - erics at valvesoftware.com (via hlds list) <
> hlds@list.valvesoftware.com>
> *Sent:* Thursday, December 1, 2022 5:58 PM
> *To:* hlds ;
> hlds_li...@list.valvesoftware.com ; '
> hlds_annou...@list.valvesoftware.com' <
> hlds_annou...@list.valvesoftware.com>
> *Subject:* [hlds] Mandatory Team Fortress 2 update released
>
> We've released a mandatory update for TF2. This is NOT the Smissmas
> update. The new version number is 7695204. The notes for the update can be
> found here:
>
> https://www.teamfortress.com/post.php?id=166703
>
> Thanks.
>
> -Eric
>
> ___
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> please visit:
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>
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2021-09-16 Thread Mecha Weasel
Update: Gave server and extra restart and some SM component (game data?)
auto-updated, and all seems good.

On Thu, Sep 16, 2021 at 6:43 PM Mecha Weasel 
wrote:

> In my case, I am still getting a segmentation fault after updating to SM
> v1.11, build 6744 (build just completed).  Obviously, continuing to
> troubleshoot.
>
> On Thu, Sep 16, 2021 at 6:33 PM Mecha Weasel 
> wrote:
>
>> Uploading latest Dev builds of SM (and MM:S just for s+g) to my TF2
>> servers validate if issue is resolved.
>>
>> SM v1.11, build 6744 (build just completed)
>> MM:S v1.12, build 1150
>>
>>
>> On Thu, Sep 16, 2021 at 6:20 PM Mecha Weasel 
>> wrote:
>>
>>> Looks like there is a new SourceMod build in-progress, if I am reading
>>> the "waterfall" page correctly.
>>> 
>>> Mecha Weasel
>>> 6:14 PM (4 minutes ago)
>>> to Half-Life
>>>
>>> Update: Disabled MetaMod:Source and SourceMod (renamed .VDF files,
>>> etc.), and base TF2 seems to run fine.  So, looking into updates to SM and
>>> MM:S.
>>>
>>> On Thu, Sep 16, 2021 at 6:14 PM Mecha Weasel 
>>> wrote:
>>>
>>>> Update: Disabled MetaMod:Source and SourceMod (renamed .VDF files,
>>>> etc.), and base TF2 seems to run fine.  So, looking into updates to SM and
>>>> MM:S.
>>>>
>>>> On Thu, Sep 16, 2021 at 6:14 PM Tohru Adachi  wrote:
>>>>
>>>>> I believe it's likely down to SourceMod not yet being updated for the
>>>>> changes on CBasePlayer - GetSteamID was changed in place of
>>>>> GetPlayerAddress to stop bots spoofing IDs from what I've seen.
>>>>>
>>>>> Could be wrong though.
>>>>>
>>>>>  Original Message 
>>>>> From: Mecha Weasel [mailto:wea...@freaksmisfits.club]
>>>>> Sent: Friday, September 17, 2021, 2:06 AM
>>>>> To: Half-Life dedicated Linux server mailing list
>>>>> Subject: [hlds_linux] Mandatory Team Fortress 2 update released
>>>>>
>>>>> Anybody (else) having issues with SRCDS segfaulting since today's TF2
>>>>> update?
>>>>>
>>>>> In my case, this is on Debian Linux 10.
>>>>>
>>>>> Will doing additional troubleshooting obviously (disable SM, etc.)
>>>>>
>>>>>
>>>>> On Thu, Sep 16, 2021 at 4:14 PM Bakugo >>>> <mailto:bakugo...@gmail.com>> wrote:
>>>>>
>>>>>   >Updated custom player sprays to be disabled for players by
>>>>> default
>>>>>   >Custom player sprays and other temp files will be deleted when
>>>>>  disconnecting from a server
>>>>>
>>>>>  More anti-community server updates, very cool
>>>>>
>>>>>  Also it is just me or does the game take longer to start up &
>>>>>  disconnect from a server because of this?
>>>>>
>>>>> ___
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/
>>>>>
>>>>
>>>>
>>>> --
>>>> --
>>>>
>>>> +--+
>>>> | [F+M] Freaks & Misfits:  |
>>>> |  ______  |
>>>> | |  _| _ __  __ |_  | |
>>>> | | |  |  ___|_  |  \/  |  | | |
>>>> | | |  | |_ _| |_| .  . |  | | |
>>>> | | |  |  _|_   _| |\/| |  | | |
>>>> | | |  | |   |_| | |  | |  | | |
>>>> | | |_ \_|   \_|  |_/ _| | |
>>>> | |___|  |___| |
>>>> +--+
>>>> | Steam-Community: |
>>>> |  FreaksMisfits   |
>>>> | Web-Site:|
>>>> |  FreaksMisfits.club  |
>>>> | E-Mail:  |
>>>> |   wea...@freaksmisfits.club  |
>>>> +--+
>>>>
>>>> --
>>>>
>>>
>>>
>>> --
>>> --
>>>
>>> +--+
>>> | [F+M] Freaks & Misfits:  |
>>> |  ___   

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2021-09-16 Thread Mecha Weasel
In my case, I am still getting a segmentation fault after updating to SM
v1.11, build 6744 (build just completed).  Obviously, continuing to
troubleshoot.

On Thu, Sep 16, 2021 at 6:33 PM Mecha Weasel 
wrote:

> Uploading latest Dev builds of SM (and MM:S just for s+g) to my TF2
> servers validate if issue is resolved.
>
> SM v1.11, build 6744 (build just completed)
> MM:S v1.12, build 1150
>
>
> On Thu, Sep 16, 2021 at 6:20 PM Mecha Weasel 
> wrote:
>
>> Looks like there is a new SourceMod build in-progress, if I am reading
>> the "waterfall" page correctly.
>> 
>> Mecha Weasel
>> 6:14 PM (4 minutes ago)
>> to Half-Life
>>
>> Update: Disabled MetaMod:Source and SourceMod (renamed .VDF files, etc.),
>> and base TF2 seems to run fine.  So, looking into updates to SM and MM:S.
>>
>> On Thu, Sep 16, 2021 at 6:14 PM Mecha Weasel 
>> wrote:
>>
>>> Update: Disabled MetaMod:Source and SourceMod (renamed .VDF files,
>>> etc.), and base TF2 seems to run fine.  So, looking into updates to SM and
>>> MM:S.
>>>
>>> On Thu, Sep 16, 2021 at 6:14 PM Tohru Adachi  wrote:
>>>
>>>> I believe it's likely down to SourceMod not yet being updated for the
>>>> changes on CBasePlayer - GetSteamID was changed in place of
>>>> GetPlayerAddress to stop bots spoofing IDs from what I've seen.
>>>>
>>>> Could be wrong though.
>>>>
>>>>  Original Message 
>>>> From: Mecha Weasel [mailto:wea...@freaksmisfits.club]
>>>> Sent: Friday, September 17, 2021, 2:06 AM
>>>> To: Half-Life dedicated Linux server mailing list
>>>> Subject: [hlds_linux] Mandatory Team Fortress 2 update released
>>>>
>>>> Anybody (else) having issues with SRCDS segfaulting since today's TF2
>>>> update?
>>>>
>>>> In my case, this is on Debian Linux 10.
>>>>
>>>> Will doing additional troubleshooting obviously (disable SM, etc.)
>>>>
>>>>
>>>> On Thu, Sep 16, 2021 at 4:14 PM Bakugo >>> <mailto:bakugo...@gmail.com>> wrote:
>>>>
>>>>   >Updated custom player sprays to be disabled for players by
>>>> default
>>>>   >Custom player sprays and other temp files will be deleted when
>>>>  disconnecting from a server
>>>>
>>>>  More anti-community server updates, very cool
>>>>
>>>>  Also it is just me or does the game take longer to start up &
>>>>  disconnect from a server because of this?
>>>>
>>>> ___
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/
>>>>
>>>
>>>
>>> --
>>> --
>>>
>>> +--+
>>> | [F+M] Freaks & Misfits:  |
>>> |  ______  |
>>> | |  _| _ __  __ |_  | |
>>> | | |  |  ___|_  |  \/  |  | | |
>>> | | |  | |_ _| |_| .  . |  | | |
>>> | | |  |  _|_   _| |\/| |  | | |
>>> | | |  | |   |_| | |  | |  | | |
>>> | | |_ \_|   \_|  |_/ _| | |
>>> | |___|  |___| |
>>> +--+
>>> | Steam-Community: |
>>> |  FreaksMisfits   |
>>> | Web-Site:|
>>> |  FreaksMisfits.club  |
>>> | E-Mail:  |
>>> |   wea...@freaksmisfits.club  |
>>> +--+
>>>
>>> --
>>>
>>
>>
>> --
>> --
>>
>> +--+
>> | [F+M] Freaks & Misfits:  |
>> |  ______  |
>> | |  _| _ __  __ |_  | |
>> | | |  |  ___|_  |  \/  |  | | |
>> | | |  | |_ _| |_| .  . |  | | |
>> | | |  |  _|_   _| |\/| |  | | |
>> | | |  | |   |_| | |  | |  | | |
>> | | |_ \_|   \_|  |_/ _| | |
>> | |___|  |___| |
>> +--+
>> | Steam-Community: |
>> |  FreaksMisfits   |
>> | Web-Site:

[hlds] Re: [hlds_linux] Mandatory Team Fortress 2 update released

2021-09-16 Thread Mecha Weasel
Uploading latest Dev builds of SM (and MM:S just for s+g) to my TF2 servers
validate if issue is resolved.

SM v1.11, build 6744 (build just completed)
MM:S v1.12, build 1150


On Thu, Sep 16, 2021 at 6:20 PM Mecha Weasel 
wrote:

> Looks like there is a new SourceMod build in-progress, if I am reading the
> "waterfall" page correctly.
> ----
> Mecha Weasel
> 6:14 PM (4 minutes ago)
> to Half-Life
>
> Update: Disabled MetaMod:Source and SourceMod (renamed .VDF files, etc.),
> and base TF2 seems to run fine.  So, looking into updates to SM and MM:S.
>
> On Thu, Sep 16, 2021 at 6:14 PM Mecha Weasel 
> wrote:
>
>> Update: Disabled MetaMod:Source and SourceMod (renamed .VDF files, etc.),
>> and base TF2 seems to run fine.  So, looking into updates to SM and MM:S.
>>
>> On Thu, Sep 16, 2021 at 6:14 PM Tohru Adachi  wrote:
>>
>>> I believe it's likely down to SourceMod not yet being updated for the
>>> changes on CBasePlayer - GetSteamID was changed in place of
>>> GetPlayerAddress to stop bots spoofing IDs from what I've seen.
>>>
>>> Could be wrong though.
>>>
>>>  Original Message 
>>> From: Mecha Weasel [mailto:wea...@freaksmisfits.club]
>>> Sent: Friday, September 17, 2021, 2:06 AM
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: [hlds_linux] Mandatory Team Fortress 2 update released
>>>
>>> Anybody (else) having issues with SRCDS segfaulting since today's TF2
>>> update?
>>>
>>> In my case, this is on Debian Linux 10.
>>>
>>> Will doing additional troubleshooting obviously (disable SM, etc.)
>>>
>>>
>>> On Thu, Sep 16, 2021 at 4:14 PM Bakugo >> <mailto:bakugo...@gmail.com>> wrote:
>>>
>>>   >Updated custom player sprays to be disabled for players by default
>>>   >Custom player sprays and other temp files will be deleted when
>>>  disconnecting from a server
>>>
>>>  More anti-community server updates, very cool
>>>
>>>  Also it is just me or does the game take longer to start up &
>>>  disconnect from a server because of this?
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/
>>>
>>
>>
>> --
>> --
>>
>> +--+
>> | [F+M] Freaks & Misfits:  |
>> |  ______  |
>> | |  _| _ __  __ |_  | |
>> | | |  |  ___|_  |  \/  |  | | |
>> | | |  | |_ _| |_| .  . |  | | |
>> | | |  |  _|_   _| |\/| |  | | |
>> | | |  | |   |_| | |  | |  | | |
>> | | |_ \_|   \_|  |_/ _| | |
>> | |___|  |___| |
>> +--+
>> | Steam-Community: |
>> |  FreaksMisfits   |
>> | Web-Site:|
>> |  FreaksMisfits.club  |
>> | E-Mail:  |
>> |   wea...@freaksmisfits.club  |
>> +--+
>>
>> --
>>
>
>
> --
> --
>
> +--+
> | [F+M] Freaks & Misfits:  |
> |  ______  |
> | |  _| _ __  __ |_  | |
> | | |  |  ___|_  |  \/  |  | | |
> | | |  | |_ _| |_| .  . |  | | |
> | | |  |  _|_   _| |\/| |  | | |
> | | |  | |   |_| | |  | |  | | |
> | | |_ \_|   \_|  |_/ _| | |
> | |___|  |___| |
> +--+
> | Steam-Community: |
> |  FreaksMisfits   |
> | Web-Site:|
> |  FreaksMisfits.club  |
> | E-Mail:  |
> |   wea...@freaksmisfits.club  |
> +--+
>
> --
>


-- 
--

+--+
| [F+M] Freaks & Misfits:  |
|  ______  |
| |  _| _ __  __ |_  | |
| | |  |  ___|_  |  \/  |  | | |
| | |  | |_ _| |_| .  . |  | | |
| | |  |  _|_   _| |\/| |  | | |
| | |  | |   |_| | |  | |  | | |
| | |_ \_|   \_|  |_/ _| | |
| |___|  |___| |
+--+
| Steam-Community: |
|  FreaksMisfits   |
| Web-Site:|
|  FreaksMisfits.club  |
| E-Mail:  |
|   wea...@freaksmisfits.club  |
+--+

--
___
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please visit:
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[hlds] Re: [hlds_linux] Mandatory Team Fortress 2 update released

2021-09-16 Thread Mecha Weasel
Looks like there is a new SourceMod build in-progress, if I am reading the
"waterfall" page correctly.
----
Mecha Weasel
6:14 PM (4 minutes ago)
to Half-Life

Update: Disabled MetaMod:Source and SourceMod (renamed .VDF files, etc.),
and base TF2 seems to run fine.  So, looking into updates to SM and MM:S.

On Thu, Sep 16, 2021 at 6:14 PM Mecha Weasel 
wrote:

> Update: Disabled MetaMod:Source and SourceMod (renamed .VDF files, etc.),
> and base TF2 seems to run fine.  So, looking into updates to SM and MM:S.
>
> On Thu, Sep 16, 2021 at 6:14 PM Tohru Adachi  wrote:
>
>> I believe it's likely down to SourceMod not yet being updated for the
>> changes on CBasePlayer - GetSteamID was changed in place of
>> GetPlayerAddress to stop bots spoofing IDs from what I've seen.
>>
>> Could be wrong though.
>>
>>  Original Message 
>> From: Mecha Weasel [mailto:wea...@freaksmisfits.club]
>> Sent: Friday, September 17, 2021, 2:06 AM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: [hlds_linux] Mandatory Team Fortress 2 update released
>>
>> Anybody (else) having issues with SRCDS segfaulting since today's TF2
>> update?
>>
>> In my case, this is on Debian Linux 10.
>>
>> Will doing additional troubleshooting obviously (disable SM, etc.)
>>
>>
>> On Thu, Sep 16, 2021 at 4:14 PM Bakugo > <mailto:bakugo...@gmail.com>> wrote:
>>
>>   >Updated custom player sprays to be disabled for players by default
>>   >Custom player sprays and other temp files will be deleted when
>>  disconnecting from a server
>>
>>  More anti-community server updates, very cool
>>
>>  Also it is just me or does the game take longer to start up &
>>  disconnect from a server because of this?
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/
>>
>
>
> --
> --
>
> +--+
> | [F+M] Freaks & Misfits:  |
> |  ______  |
> | |  _| _ __  __ |_  | |
> | | |  |  ___|_  |  \/  |  | | |
> | | |  | |_ _| |_| .  . |  | | |
> | | |  |  _|_   _| |\/| |  | | |
> | | |  | |   |_| | |  | |  | | |
> | | |_ \_|   \_|  |_/ _| | |
> | |___|  |___| |
> +--+
> | Steam-Community: |
> |  FreaksMisfits   |
> | Web-Site:|
> |  FreaksMisfits.club  |
> | E-Mail:  |
> |   wea...@freaksmisfits.club  |
> +--+
>
> --
>


-- 
--

+--+
| [F+M] Freaks & Misfits:  |
|  ______  |
| |  _| _ __  __ |_  | |
| | |  |  ___|_  |  \/  |  | | |
| | |  | |_ _| |_| .  . |  | | |
| | |  |  _|_   _| |\/| |  | | |
| | |  | |   |_| | |  | |  | | |
| | |_ \_|   \_|  |_/ _| | |
| |___|  |___| |
+--+
| Steam-Community: |
|  FreaksMisfits   |
| Web-Site:|
|  FreaksMisfits.club  |
| E-Mail:  |
|   wea...@freaksmisfits.club  |
+--+

--
___
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[hlds] Re: [hlds_linux] Mandatory Team Fortress 2 update released

2021-06-22 Thread Mecha Weasel
I would HOPE that the reason still shows in the logs?

On Tue, Jun 22, 2021, 12:47 PM Gordon R 
wrote:

> So when a player leaves after being moderated they do not have the ability
> to spam their Discord server (which sells cheats/hacks/etc) or use it as a
> final parting blow to send more harassment. This is a pretty common vector
> of last-minute abuse/spam that a lot of trolls and bot accounts use.
>
> On Tue, Jun 22, 2021 at 12:44 PM Mecha Weasel 
> wrote:
>
>> "Removed the disconnect REASON from the message when players leave the
>> server"
>>
>> Why on earth would you do that?
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/
>>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
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[hlds] Re: [hlds_linux] Mandatory Team Fortress 2 update released

2021-06-22 Thread Mecha Weasel
"Removed the disconnect REASON from the message when players leave the
server"

Why on earth would you do that?
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[hlds] TF2, Swissmas, Mann Co Sales, etc?

2020-12-04 Thread Mecha Weasel
@Valve ...

Anybody know the timing on "sale" of various in-game items (TF2 in
particular) this year?
In the past, some items would go on "sale", before the Holidays, but would
not be "usable" for another two weeks!
I ask, because it's getting close now.

In the past, I've bought a bunch of "Pile O' Gifts" before Christmas while
they were on "sale", and had give-aways on the game-servers leading-up to,
the evening before, day of and several days after Christmas.

I seem to recall at one point we bought them, but couldn't "use" them in
game in-time for the Holidays, because of the delays put on using
newly-acquired items (probably intended to prevent trading exploits,
etc.).  The solution is really to put them on "sale" earlier, rather than
later.

Thanks,

- W

--

+--+
| [F+M] Freaks & Misfits:  |
|  ______  |
| |  _| _ __  __ |_  | |
| | |  |  ___|_  |  \/  |  | | |
| | |  | |_ _| |_| .  . |  | | |
| | |  |  _|_   _| |\/| |  | | |
| | |  | |   |_| | |  | |  | | |
| | |_ \_|   \_|  |_/ _| | |
| |___|  |___| |
+--+
| Steam-Community: |
|  FreaksMisfits   |
| Web-Site:|
|  FreaksMisfits.club  |
| E-Mail:  |
|   wea...@freaksmisfits.club  |
+--+

--
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[hlds] Happy (Almost) Holidays

2020-11-16 Thread Mecha Weasel
More importantly, Happy (Almost) Holidays everyone ...

The Spirit of Christmas 1995 short (pre-South Park):
https://www.youtube.com/watch?v=qyyeRnDCG3I

-- 
--

+--+
| [F+M] Freaks & Misfits:  |
|  ______  |
| |  _| _ __  __ |_  | |
| | |  |  ___|_  |  \/  |  | | |
| | |  | |_ _| |_| .  . |  | | |
| | |  |  _|_   _| |\/| |  | | |
| | |  | |   |_| | |  | |  | | |
| | |_ \_|   \_|  |_/ _| | |
| |___|  |___| |
+--+
| Steam-Community: |
|  FreaksMisfits   |
| Web-Site:|
|  FreaksMisfits.club  |
| E-Mail:  |
|   wea...@freaksmisfits.club  |
+--+

--
___
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Re: [hlds] Re: ;)

2020-11-16 Thread Mecha Weasel
I'm going back over to AboveTopSecret.com
At least the conspiracy theories over there "make sense".
-- 
--

+--+
| [F+M] Freaks & Misfits:  |
|  ______  |
| |  _| _ __  __ |_  | |
| | |  |  ___|_  |  \/  |  | | |
| | |  | |_ _| |_| .  . |  | | |
| | |  |  _|_   _| |\/| |  | | |
| | |  | |   |_| | |  | |  | | |
| | |_ \_|   \_|  |_/ _| | |
| |___|  |___| |
+--+
| Steam-Community: |
|  FreaksMisfits   |
| Web-Site:|
|  FreaksMisfits.club  |
| E-Mail:  |
|   wea...@freaksmisfits.club  |
+--+

--
___
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Re: [hlds] Re: 64 bit Steam concept

2020-11-14 Thread Mecha Weasel
I could have sworn this list was for discussions about hosting dedicated
servers based on HLDS (i.e. so-called "Gold-Src" engine)?

Wouldn't surprise me if some corporate entity did something questionable
regarding intellectual property, but not sure it belongs on (or is helpful
to resolving that dispute) HERE?

PS: Been hosting server for Volvo-games (and Quake before that) pre-Steam,
pre-Y2K.

On Sat, Nov 14, 2020 at 7:26 PM Stealthmode Hu 
wrote:

> Ookla?
>
> Respectfully,
>
> Dr. StealthMode Hu
>
> Sovereign Ambassador of the Hu Civilization
>
> All Rights / Rites Reserved
>
>
>
> On Sat, Nov 14, 2020, 22:22 Ook  wrote:
>
>> Here is the $60,000 question - where did I get my nick from?
>>
>> Ook - where does that come from?
>>
>> On 11/14/20 8:20 PM, Stealthmode Hu wrote:
>>
>> It's all good Ook. You have a name easily remembered. And I have barely
>> been active. Tske care old friend. See ya round the net.
>>
>> Respectfully,
>>
>> Dr. StealthMode Hu
>>
>> Sovereign Ambassador of the Hu Civilization
>>
>> All Rights / Rites Reserved
>>
>>
>>
>> On Sat, Nov 14, 2020, 22:15 Ook  wrote:
>>
>>> Yeah, got it -- you know, memory is the second thing to go as you get
>>> older Not too many of us left on what once was a very active
>>> list...many years ago...
>>>
>>> On 11/14/20 8:08 PM, Stealthmode Hu wrote:
>>>
>>> StealthMode has always been my nick in Steam. In beta 5.2 - 1.0 cs I was
>>> Sabot3ur.
>>>
>>> Respectfully,
>>>
>>> Dr. StealthMode Hu
>>>
>>> Sovereign Ambassador of the Hu Civilization
>>>
>>> All Rights / Rites Reserved
>>>
>>>
>>>
>>> On Sat, Nov 14, 2020, 22:07 Ook  wrote:
>>>
 Stealthmode Hu? Did you use a different name back then? I would have
 remembered someone going on like you are. Where did this come from?

 On 11/14/20 8:04 PM, Stealthmode Hu wrote:

 Ook. Go back in the archives. I been here long as you have. We have
 spoken a few times over the decades.

 And the concept is automatically theft. Cause it's my intellectual
 property to update the platform whose name I also created back then.

 I am shocked tou would even run tour cockholsters knowing how they've
 stolen everyones ideas from this list and private emails promising them
 jobs.

 Respectfully,

 Dr. StealthMode Hu

 Sovereign Ambassador of the Hu Civilization

 All Rights / Rites Reserved



 On Sat, Nov 14, 2020, 22:02 Ook  wrote:

> Saying that doesn't make it so. And I've been on this list for almost
> 20 years, and I've never heard of you. Good luck with your law suit. Don't
> quit your daytime job.
>
> On 11/14/20 7:59 PM, Stealthmode Hu wrote:
>
> Gabe.
>
> I got you by the balls this time.
> I saved the emails. I have where I said NDA IMPLIED. NO USE WITHOUT
> COMPENSATION.
>
> AND TOUR FAT RAT ASS STOLE MY CONCEPT, JUST LIKE THE NAME STEAM
> INSTEAD OF REAKTOR.
>
> INTELLECTUAL PROPERTY THEFT.
>
> BEST CUT ME A CHECK FAT RAT. OR I AM GOING FOR $17,000,000 in damages
> in World Court.
>
> You piece of shit.
>
> -StealthMode
>
>
>
> On Sat, Nov 14, 2020, 21:58 Stealthmode Hu 
> wrote:
>
>> Sueing*
>>
>> Respectfully,
>>
>> Dr. StealthMode Hu
>>
>> Sovereign Ambassador of the Hu Civilization
>>
>> All Rights / Rites Reserved
>>
>>
>>
>> On Sat, Nov 14, 2020, 21:57 Stealthmode Hu 
>> wrote:
>>
>>> No. Bitches stole my concepts again. I'll drop this list if I want
>>> when I am done seeing the shit out of them you n00b. I been on this list
>>> longer than you script kiddies " Stephanie ".
>>>
>>> Respectfully,
>>>
>>> Dr. StealthMode Hu
>>>
>>> Sovereign Ambassador of the Hu Civilization
>>>
>>> All Rights / Rites Reserved
>>>
>>>
>>>
>>> On Sat, Nov 14, 2020, 21:38 stephanie lenzo
>>>   wrote:
>>>
 stop fucking using the hlds list to spam bullshit please thank you

 On Nov 14, 2020, at 9:23 PM, Stealthmode Hu <
 stealthmode1...@gmail.com> wrote:

 
 Also, when did you kill the list-owner email address?

 Respectfully,

 Dr. StealthMode Hu

 Sovereign Ambassador of the Hu Civilization

 All Rights / Rites Reserved



 On Sat, Nov 14, 2020, 21:20 Stealthmode Hu <
 stealthmode1...@gmail.com> wrote:

> Y'all do realize I saved that email from 2016 when I wrote Gabe
> about porting Steam to 64 bit right?
>
> Pay up or we are going to International Vourt for Intellectual
> Property theft. It was under Non-Disclosure Agreement that I told Gabe
> about in the email.
>
> Respectfully,
>
> Dr. StealthMode Hu
>
> 

[hlds] Re: TF2 not executing embedded map-specific CFG files?

2020-10-16 Thread Mecha Weasel
PS: I have only tested this (so far) on a Windows TF2 "client" (where I
typically smoke-test a new TF2 map before uploading it to a "dedicated
server" - typically Linux-based).  However, I have never encountered this
issue before.

On Fri, Oct 16, 2020 at 7:18 PM Mecha Weasel 
wrote:

> I've been doing this for years with custom maps:
> * Compile the map as usual.
> * Create a map-specific CFG file for it (i.e. same basefile name as the
> BSP + .cfg).
> * Use the lump-editor in VIDE or similar utility to embed the .CFG file
> into the .BSP in the /cfg virtual folder.
> * Basically the same process as embedding map-specific .TXT files,
> materials/textures (.VMTs and .VTFs, custom sound files, etc.
>
> However, I noticed today that when I fired-up TF2 to do a test-run of a
> new map, that it said (at runtime) that it couldn't find the map-specific
> CFG file?  Sure enough, none of the settings I normally include in that
> map-specific CFG file were being set (such as tf_allow_player_use 1).
>
> Not sure when this started, but I did verify that the .CFG file *IS*
> definitely included in the .BSP file.  I am not having other issues with
> custom textures/materials and/or sounds.  They are all displaying and
> playing correctly.
>
> So, I went back and ran some other maps I have compiled and distributed
> previously, and had been working, and noticed they are now exhibiting the
> same symptom.
>
> Did Valve make some change to how it finds/executes map-specific CFG
> files? RECENTLY?
>
> I am not sure when this symptom first started.
> But, I just noticed it TODAY.
>
> Anybody else having / noticed similar issues?
>
> Thanks!
>
> --
> --
>
> +--+
> | [F+M] Freaks & Misfits:  |
> |  ______  |
> | |  _| _ __  __ |_  | |
> | | |  |  ___|_  |  \/  |  | | |
> | | |  | |_ _| |_| .  . |  | | |
> | | |  |  _|_   _| |\/| |  | | |
> | | |  | |   |_| | |  | |  | | |
> | | |_ \_|   \_|  |_/ _| | |
> | |___|  |___| |
> +--+
> | Steam-Community: |
> |  FreaksMisfits   |
> | Web-Site:|
> |  FreaksMisfits.club  |
> | E-Mail:  |
> |   wea...@freaksmisfits.club  |
> +--+
>
> --
>


-- 
--

+--+
| [F+M] Freaks & Misfits:  |
|  ______  |
| |  _| _ __  __ |_  | |
| | |  |  ___|_  |  \/  |  | | |
| | |  | |_ _| |_| .  . |  | | |
| | |  |  _|_   _| |\/| |  | | |
| | |  | |   |_| | |  | |  | | |
| | |_ \_|   \_|  |_/ _| | |
| |___|  |___| |
+--+
| Steam-Community: |
|  FreaksMisfits   |
| Web-Site:|
|  FreaksMisfits.club  |
| E-Mail:  |
|   wea...@freaksmisfits.club  |
+--+

--
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[hlds] TF2 not executing embedded map-specific CFG files?

2020-10-16 Thread Mecha Weasel
I've been doing this for years with custom maps:
* Compile the map as usual.
* Create a map-specific CFG file for it (i.e. same basefile name as the
BSP + .cfg).
* Use the lump-editor in VIDE or similar utility to embed the .CFG file
into the .BSP in the /cfg virtual folder.
* Basically the same process as embedding map-specific .TXT files,
materials/textures (.VMTs and .VTFs, custom sound files, etc.

However, I noticed today that when I fired-up TF2 to do a test-run of a new
map, that it said (at runtime) that it couldn't find the map-specific CFG
file?  Sure enough, none of the settings I normally include in that
map-specific CFG file were being set (such as tf_allow_player_use 1).

Not sure when this started, but I did verify that the .CFG file *IS*
definitely included in the .BSP file.  I am not having other issues with
custom textures/materials and/or sounds.  They are all displaying and
playing correctly.

So, I went back and ran some other maps I have compiled and distributed
previously, and had been working, and noticed they are now exhibiting the
same symptom.

Did Valve make some change to how it finds/executes map-specific CFG files?
RECENTLY?

I am not sure when this symptom first started.
But, I just noticed it TODAY.

Anybody else having / noticed similar issues?

Thanks!

-- 
--

+--+
| [F+M] Freaks & Misfits:  |
|  ______  |
| |  _| _ __  __ |_  | |
| | |  |  ___|_  |  \/  |  | | |
| | |  | |_ _| |_| .  . |  | | |
| | |  |  _|_   _| |\/| |  | | |
| | |  | |   |_| | |  | |  | | |
| | |_ \_|   \_|  |_/ _| | |
| |___|  |___| |
+--+
| Steam-Community: |
|  FreaksMisfits   |
| Web-Site:|
|  FreaksMisfits.club  |
| E-Mail:  |
|   wea...@freaksmisfits.club  |
+--+

--
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Re: [hlds] TF2 "system messages"?

2018-07-13 Thread Mecha Weasel
I have literally never noticed it before.  Maybe its a client-side setting
that's defaulting to on now?

On Fri, Jul 13, 2018 at 8:24 PM, Patrick Jr. 
wrote:

> That's been around for years!
>
> On 14/07/2018 04:20, Mecha Weasel wrote:
>
> Was on my server tonight, and I saw something pop-up in the chat like ...
>
> "System Message: The items and matchmaking servers will be off-line for 5
> minutes"
>
> I have never seen anything like that before.
> I'm pretty-sure I don't have a plug-in that does that.
>
> Is that some new unannounced Valve-thing?
>
> - TY
>
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[hlds] TF2 "system messages"?

2018-07-13 Thread Mecha Weasel
Was on my server tonight, and I saw something pop-up in the chat like ...

"System Message: The items and matchmaking servers will be off-line for 5
minutes"

I have never seen anything like that before.
I'm pretty-sure I don't have a plug-in that does that.

Is that some new unannounced Valve-thing?

- TY
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[hlds] Re: [hlds_linux] Mandatory Team Fortress 2 update coming

2018-06-26 Thread Mecha Weasel
Nice to see the new leet features:
- Frontier Djustice
- Elf Esteem




On Tue, Jun 26, 2018, 2:55 PM John Schoenick 
wrote:

> We're working on a mandatory update for Team Fortress 2. The notes for
> the update are below. We should have the update ready soon.
>
> - John
>
> 
>
> - Added tournament/community medals for HLMixes, Hydro.tf, Ready Steady
> Pan Season 4, and Blapature
> - Tweaked Competitive Mode MMR calculations
>   - MMR mobility increased somewhat across the board
>   - Players who have high game counts relative to the rest of the player
> base should see fewer adjustments of 1 or 0 MMR
> - Updated pl_enclosure_final to fix a displacement hole in stage two
> - Updated Test Run items such that the discount is not valid if the item
> is already on sale in the Mann Co. Store
> - Updated the models for The Frontier Djustice, The Rotation Sensation,
> and the Elf Esteem to fix display problems with unusual effects
> - Fixed some currencies not properly calculating the Test Run discount,
> which prevented being able to purchase the item
> - Updated the localization files
>
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Re: [hlds] GoldSrc installs using steamcmd still not fixed?

2018-01-12 Thread Mecha Weasel
More correctly:

"If it doesn't drive revenue, don't fix it."

On Jan 12, 2018 9:26 AM, "Ook"  wrote:

> It's been this way for years and years. I just have my scripts run
> steamcmd several times, and it usually succeeds by the 3rd attempt .
> Valve is well aware of this, you would think, but they have no interest in
> fixing it since we can just run it a couple of times to get the job done.
>
> It used to be "if it ain't broke, don't fix it".
>
> Now it is "if it ain't broke too badly, don't fix it"
>
>
> On 12/31/2017 03:50 PM, Ross Bemrose wrote:
>
>> While I don't deal with GoldSrc myself, I'm still seeing complaints from
>> people about steamcmd not installing them properly on the first try.
>>
>> This sounds suspiciously like a race condition.  Is there any reason
>> steamcmd hasn't been updated to fix this?  I can't imagine it'd be that
>> difficult to prioritize processing downloads forced by the app_set_config
>> command first before starting the actual application update.  Particularly
>> since for appid 90, this includes downloading the actual appmanifest files
>> that tell steamcmd what to install.
>>
>>
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>> please visit:
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>>
>
>
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Re: [hlds] Holidays, Pile o' Gifts, War on Swissmas

2017-12-24 Thread Mecha Weasel
I don't recall this hassle this year, so I am presuming it's new for this
year.  In fact, I seem to recall the Pile o' Gifts going on-site either
Christmas Eve or Christmas day for $10 instead of $20 last year?

Seems to me it does not really "solve" any issue with credit-card fraud.

But thanks for the update.

On Sun, Dec 24, 2017 at 12:49 PM, Ben Platnick  wrote:

> They did that on purpose due to some unsavory characters stealing credit
> cards, buying a bunch of the various "Pile o'" items, and then getting 23
> of their other accounts on one server and then trading all the gained items
> back to themselves. Since items gained from gift packages were instantly
> tradable, these people would then trade for items using the items gained
> from the gift packages, then when the victim of the credit card theft
> initiated the chargeback, it would cause the poor soul who traded for the
> items gained from gift packages to become trade banned.
>
> It sucks that because of the actions of a few we all have to face the
> consequences, but it isn't Valve's fault this time.
>
>
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[hlds] Mysterious text-chat gag?

2013-11-28 Thread Infamous Weasel
Anybody else seeing times where their players are effectively gagged from
using in-game text-chat - even though that have NOT been gagged in
SourceMod?

Several of my players reported this symptom recently.  I thought they were
vote-gagged or something in SourceMod - but they weren't.  Today, it
happened to me.  The only fix was to restart the SERVER to get it to allow
me to use in-game text-chat again.  Weird.

Not sure if it's a SourceMod thing, or something more basic going-on with
HLDS.

PS: This is experienced on a TF2 server hosted under Linux (Debian 6).  Not
sure if symptoms would also be experienced on Windows-hosted servers.
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Re: [hlds] [hlds_linux] Mysterious text-chat gag?

2013-11-28 Thread Infamous Weasel
Yes, but no changes to that recently, and no flood-warnings, or actions
showing in the SourceMod logs related to flooding.  What's weird is I
hadn't been on the server (or on-line at all) for about a day - then when I
joined it was like it wasn't accepting my in-game text-chats (messagemode
or messagemode2).  I would get the prompt to enter the text, but it never
showed-up. Weird.

PS: Obviously I meant SRCDS in the previous post - not HLDS.


On Thu, Nov 28, 2013 at 9:02 PM, Oskar Levin os...@dataviruset.com wrote:

 I think there's an anti-flood plugin enabled in SourceMod by default. Did
 you check that?

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Re: [hlds] Mysterious text-chat gag?

2013-11-28 Thread Infamous Weasel
Thanks.  I will give that a try the next time I experience it, or a player
reports it to me out-of-band.

On Thu, Nov 28, 2013 at 9:22 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 Reloading basecomm when the bug occurs should determine if it's a
 plugin or not (sm plugins reload basecomm).

 Thanks,
 Kyle.


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[hlds] TF2 update released during Steam maintenance?

2013-09-03 Thread Weasel
Probably not such a great idea to do a TF2 release during the middle of the 
Steam server maintenance Window.
The end result is TF2 server operators not being able to update their servers 
so that clients have a place to play.

Steamlogin anonymous

Connecting anonymously to Steam Public...Login Failure: No Connection
Failed.

SteamLogin Failure: No Connection

__
Link: 
http://forums.steampowered.com/forums/showpost.php?p=34886457postcount=624
Content:

We'll be performing routine maintenance on some of the Steam servers Tuesday, 
September 3rd, at approximately 16:00 PDT (GMT-0700).
Gameplay for most users should not be interrupted, but Steam chat, game 
lobbies, matchmaking, and community web features will be briefly unavailable. 
Some multiplayer games that check for an active Steam connection may be 
affected.

__
Link: 
http://forums.steampowered.com/forums/showpost.php?p=34889540postcount=625

Routine maintenance is happening now...

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Re: [hlds] [hlds_linux] TF2 update released during Steam maintenance?

2013-09-03 Thread Weasel
I believe the advertised regular maintenance window for Steam is 4:00 PM 
(Pacific) every Tuesday.
Of course, they don't always get started right at 4:00 PM.
The TF2 release was announced at 4:26 PM (Pacific).
Yes, to be fair, today they apparently did not get started on the Steam 
maintenance until 4:54 PM (Pacific).

Basically, my point being ... why would you release something that EVERYBODY 
has to download and apply, during (even or approaching) the regularly-scheduled 
maintenance window for the system that provides the download/update function?

It's like saying, hey everyone! download and apply this mandatory fix 
immediately! ... then laughing and saying you didn't think you could actually 
DO that now? did you? ha-ha-ha, DENIED!

Anyway, it's just a game I guess.  So, not really upset.
Just thought it was ... eh ... un-coordinated.

On Tue, 2013/09/03 05:08 PM, Ross Bemrose rbemr...@gmail.com wrote:
 While I agree the timing could be better, the Steam update didn't start 
 until roughly 15 minutes ago and the TF2 update was an hour ago.

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Re: [hlds] [hlds_linux] TF2 update released during Steam maintenance?

2013-09-03 Thread Weasel
Well, getting a little closer  according to Steam Support Twitter account, 
they finished the Steam maintenance at 5:00 PM (Pacific).  My Asia/Pacific 
region servers won't update yet, but North America seems like it's trying to at 
least.

Asia/Pacific server is throwing a time-out.  

I'll assume this is all load-related (now that Steam is back up again, 
everybody trying to update) and just keep trying.

...

something-other-than-root@host2:~/steamcmd$ ./steamcmd.sh
./steamcmd.sh: line 11: ulimit: open files: cannot modify limit: Operation not 
permitted
Redirecting stderr to '/home/something-other-than-root/Steam/logs/stderr.txt'
[  0%] Checking for available updates...
[] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam3...OK.
Loading Steam2...OK.

Steamlogin anonymous

Connecting anonymously to Steam Public...Failed to receive license info.
Success.

Steamforce_install_dir /home/something-other-than-root/game301

Steamapp_update 232250 validate
ERROR! AppInfo request for AppId 232250 returned error 16.

Steamapp_update 232250 validate
ERROR! AppInfo request for AppId 232250 returned error 16.

Steamapp_update 232250
ERROR! Timed out waiting for AppInfo update.



Re: [hlds_linux] TF2 update released during Steam maintenance?
ElitePowered . Tue, 03 Sep 2013 17:41:44 -0700

Servers can update.

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Re: [hlds] l4d2 available via steamcmd?

2013-06-15 Thread Weasel
Actually, I could have sword this was a Ricochet distribution list.
___

Re: [hlds] l4d2 available via steamcmd?
xcharliemx Sat, 15 Jun 2013 13:36:14 -0700

I think I somehow got switched to an L4D2 mailing list. Can I please be
switched back to Tf2? Thanks.

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Re: [hlds] Half-Life 1 Dedicated Server updated

2013-05-16 Thread Weasel
Once the download/update is completed, is it safe to remove the components for 
the other games.

For example, if installing/updating an HL1MP server, I assume I can safely 
delete the cstrike, czero folders?
I could just build that into the script I use for updating - for the sake of, 
let's call it ... cleanliness.
I assume for CS, I would need to keep the cstrike and valve folders, but 
maybe not the czero, etc.?

___

Re: [hlds] Half-Life 1 Dedicated Server updated
Alfred Reynolds Thu, 16 May 2013 13:15:44 -0700

Counter-Strike is a part of the base HL1 ded server install, you can't not 
download it. This was done to simplify things for server ops (100x more people 
run CS servers than others) and for the release process.

- Alfred

From: Robert Whelan [mailto:mrrjwhe...@yahoo.com]
Sent: Thursday, May 16, 2013 12:10 PM
To: Half-Life dedicated Win32 server mailing list; Alfred Reynolds
Subject: Re: [hlds] Half-Life 1 Dedicated Server updated

I've asked about this a few times now... what's the secret to just downloading 
tfc and not get stuck downloading cstrike too? Users who use the 'validate' 
flag are also stuck validating cstrike each time as well.

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[hlds] Items server, etc.

2013-05-14 Thread Weasel
Ooops, responded to wrong list before, but this still applies ...

On Tue, 2013/05/14 04:37 PM, Weasel wea...@weaselslair.com wrote:
 Weekly Steam Maintenance is probably still in progress.
 They've been pretty-good about posting it on Twitter, etc.:
 
 https://twitter.com/Steam_Support/status/334429736535220224


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Re: [hlds] Items server, etc.

2013-05-14 Thread Weasel
Just for clarity, I am not with Valve.  However, they typically post their 
outages in the Steam Downtime Announcements thread on the Steam Forums.

Here is the link, you might want to monitor it, if you are having any issues:
http://forums.steampowered.com/forums/showthread.php?t=784745

__

Re: [hlds] Items server, etc.
Albert Davis Tue, 14 May 2013 17:31:38 -0700

and how long shall this be going on? i keep getting dropped from my test
server with failure code 8 or 1, and it's non stop...

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Re: [hlds] [hlds_linux] CS 1.6-Beta Wrong images as MOTD / Ads ?

2013-05-12 Thread Weasel
Called-it.
I guess I haven't been doing too much crack after-all.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-

Brainkilla Sun, 12 May 2013 04:43:17 -0700

It turned out that our motd-server was hacked - someone already remove
the javascript from the motd-html but the clients cached it somehow and
redisplayed it every time from cache and didnt reload the new html.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-

Weasel Thu, 09 May 2013 15:37:26 -0700

Do you also host the URL where the MOTD is pointed-to?
Since the MOTD is basically just a wrapper for a web-browser, its just 
interpreting the content it gets back from that URL.
It would be something intentionally in that content (or, cough... and exploited 
web-site, cough).
I thought Valve disabled Java in the MOTD's a while back to avoid some of that 
stuff.
Not sure if that included CS 1.6 or maybe was just TF2.
Or, maybe they only disabled Java in the Steam Web Browser (the Overlay 
browser) and not in the MOTD browser.
Or, maybe I am just smoking crack and thinking of something completely 
different.

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Re: [hlds] Steampipe and /custom directory

2013-05-08 Thread Weasel
Another thing people forget is that for most games, every client is also 
potentially a listen-server.
That probably dictates keeping the handling or presence of some of the folder 
be the same on both clients/listen-servers and dedicated servers.

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[hlds] [typo?] Mandatory update to TF2 SteamPipe beta released

2013-04-23 Thread Weasel
Hmmm I hope that is a typo in there:

*TF2* server, but ...
 Default mapcycle file moved to cstrike/cfg/mapcyclefile_default.txt.
Mapcycle file can be loaded from cstrike/custom/xxx/cfg directory

On Tue, 2013/04/23 11:12 AM, Fletcher Dunn fletch...@valvesoftware.com wrote:
 A mandatory update to the TF2 SteamPipe beta has been released.  Although the 
 update is mandatory (the PatchVersion has been bumped so you will need to 
 upgrade your server in order to host clients running the latest version), 
 your server will not automatically restart.
 
 Team Fortress 2:
 * Synced with release version of game
 
 Source engine:
 * VPK tool: Fixed bug with drag-and-drop creating bogus VPK files that could 
 not be located by the engine.
 * Default mapcycle file moved to cstrike/cfg/mapcyclefile_default.txt.  It 
 will be loaded if no mapcycle.txt file can be found and convar is set to 
 default name.
 * Mapcycle file will be loaded from cstrike/cfg directory if it exists, 
 falling back to root cstrike directory otherwise.
 * Mapcycle file can be loaded from cstrike/custom/xxx/cfg directory
 * Mapcycle file parsing allows C-style comments and blank lines
 
 
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[hlds] SteamCMD (for HL1 and CS 1.6 dedicated server) on CentOS = No bueno?

2013-02-14 Thread Weasel
Ok, got past the me-entering-the-wrong-command issue.
Now dealing with GLIBC stuff.

usr/not-root/steamcmd/linux32/steamcmd: /usr/lib/libstdc++.so.6: version 
`GLIBCXX_3.4.10' not found (required by /usr/not-root/steamcmd/linux32/steamcmd)
/usr/not-root/steamcmd/linux32/steamcmd: /usr/lib/libstdc++.so.6: version 
`GLIBCXX_3.4.9' not found (required by /usr/not-root/steamcmd/linux32/steamcmd)

According to Yum ... 

Package glibc-2.5-107.i686 already installed and latest version
Package glibc-common-2.5-107.i386 already installed and latest version
Package glibc-devel-2.5-107.i386 already installed and latest version
Package glibc-headers-2.5-107.i386 already installed and latest version
Package glibc-utils-2.5-107.i386 already installed and latest version
Package kernel-headers-2.6.18-348.1.1.el5.i386 already installed and latest 
version
Package 1:compat-glibc-2.3.4-2.26.i386 already installed and latest version
Package 1:compat-glibc-headers-2.3.4-2.26.i386 already installed and latest 
version

I would hate to load-up non-Cent (Fedora) lib's - a work-around I saw on-line.
Anybody know a 'better' work-around for CentOS 5.9?

If I post this on GitHub, should it go into halflife/issues or 
steam-for-linux?

Just for reference:

Operating System: CentOS 5.9
Architecture: 32-bit (x86)
Kernel Version: Linux 2.6.18-028 (i.686)
170-GB+ of disk space available of 500-GB drive.


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[hlds] Backups: uncommon practice on HLDS (? as if)

2013-01-21 Thread Weasel
Not really that uncommon.  Most of us have learned the hard way.  Been doing 
HLDS in one form or another since 1999, and backups have save my butt more 
times than I can remember, much less count.

I schedule/cron a script to 7-zip my game server folders - at least once a 
week.  Getting that backup copy OFF the server - to another safe location 
(for something like a hardware failure) is bit harder (depending on resources 
available, etc.).

But, my sympathies either way.

[original message below]
[quote]
Message: 4
Date: Sun, 20 Jan 2013 04:47:24 -0600
From: Crazed Gunman bsr.crazedgun...@gmail.com
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Subject: Re: [hlds] hlds Digest, Vol 22, Issue 29
Message-ID: 24d3d3cd-1ef5-4068-91c7-744c415f5...@gmail.com
Content-Type: text/plain; charset=us-ascii

Backups: uncommon practice on HLDS.

- via iPhone
[/quote]

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Re: [hlds] test

2013-01-08 Thread Weasel
This test thread reminds me of this other old thread. I am not sure why:

12-01-4620: Xenon, where's my money? Borno.
01-02-4620: Borno, meet me on Regulon 7 on the 15 th. You know where. You'll 
get your money. Xenon.
15-04-4620: Xenon, I was there, where were you?  Borno.
13-06-4620: Borno, gone relativistic. See you in a hundred years.   Xenon.

:0

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[hlds] Player time-out's?

2012-12-29 Thread Weasel
Anybody seem to be getting more player's timing-out when trying to join the 
game?
I seem to be seeing these on my server a lot in about the last 24-36 hours

Dropped The Loch Ness C__kster from server (The Loch Ness C__kster timed out)

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[hlds] TF2 MOTD Browser

2012-12-19 Thread Weasel
I personally haven't noticed the reported symptom on my own TF2 servers (which 
run a very simple HTML MOTD right now).
But, as a player joining other servers (yes, I do play on servers other than my 
own), I have noticed it.
I did some testing with changing the URL that one of my servers was directing 
client's to for the MOTD, and noticed something interesting ...
... It appears that TF2 (or the underlying game engine I guess) is just 
wrapping whatever the client operating systems default browser is.

I re-directed to several publicly available browser detection/http headers 
troubleshooting sites (Google browser capabilities), and it displays (in game 
as that web-site) that I am running Chrome.
If I exit the game entirely (and Steam entirely I think), switch my default 
browser back to IE, and try it again ... It shows (in-game using that page) 
that the browser is IE.

So, it sounds to me like it's less of a Steam/TF2/game-engine issue, and more 
to do the content-vs-browser rendering - and that experience might be somewhat 
different depending on which browser is the OS's default.

I have also noticed, that (as also previously reported), sometimes if you just 
wait there a few extra seconds (against instincts) the content does display (or 
start to display in the case of pinion - since you may still be waiting for 
video buffering).

Anyway, hope that helps with any troubleshooting.

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[hlds] SRCDS not honoring -steamport parameter any more?

2012-11-01 Thread Weasel
I did verify that my SRCDS instances are exhibiting exactly the port behaviour 
you all mentioned.
I will be modifying more scripts (subtract one from port I number I want to 
actually use) for Source-based servers accordingly.

I spend most my my time working with the GoldSrc/HLDS equivalents (+port, 
-sport).
I do not see the same thing happening on the older engine (thankfully).

I can't believe this bug/feature hasn't been... eh... addressed. wow.
You tell something what port to use, you kind of expect it to ... well .. 
actually use what you told it to.
It decides to ignore that, and do something different - that's mighty-Microsoft 
of them.

Many thanks again everyone.
Especially about the -strictportbind thing.
I was totally unaware of that too.

non-Mystery solved!

- Weasel


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Re: [hlds] SRCDS not honoring -steamport parameter any more?

2012-10-31 Thread Weasel


First off-, thanks for the replies.  A couple of follow-up
questions, for anybody who may know ...

Original information [clarified]:
 I have been using these parameters in the
 command-line for some time [years], to explicitly
 specify what ports to use for the [client/server]
 game communication and another for Steam
 network communication:

 +port 29016
 -steamport 29116

Regarding first reply:
 From: Roman Hatsiev otst...@gmail.com
 These are clientport and tv_port.
 For some reason srcds uses steamport+1
 instead of steamport.

I would have thought that for any additional client
port (beyond the port the game runs on, and the
designated steam communication port) would be
dynamically assigned - not hard-coded like that.

I would think that client port would be the port
I am specifying the game to run on.  Weird.

Not sure what you mean by steamport+1?
If I set it to 29016 is it using 29017 instead?
When did that start?

Regarding second reply:
 From: ics i...@ics-base.net
 You have another server eunning that is using
 those ports.

Actually, NO - at least not intentionally.
I have 13 games concurrently running on this server,
and EACH has been explicitly assigned it's own
unique ports (2 each, 1 for game and 1 for steam).
In this case, 29016 for the game, and 29116 for Steam.
Those in-turn are allowed in the firewall (in-bound
anyway, for  outbound everything is basically allowed
at the moment).

- Thanks again! [Weasel]




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[hlds] SRCDS not honoring -steamport parameter any more?

2012-10-30 Thread Weasel
I have been using these parameters in the command-line for some time, to 
explicitly specify what ports to use for the game and for Steam communication:

+port 29016
-steamport 29116

Those ports are explicitly open on by firewall, etc.

While troubleshooting some other issues (that I think are un-related), I 
noticed these errors in the logs:

WARNING: Port 27005 was unavailable - bound to port 27006 instead
WARNING: Port 27020 was unavailable - bound to port 27021 instead

What are those ports all about?
Is it not using the -steamport parameter?
or is this yet more communication of some other form?

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Re: [hlds] Bruteforcing RCON

2012-09-27 Thread Weasel
Rafael -
RCON is just completely/inherently insecure, which I am sure by now somebody 
else has pointed-out in detail.
If somebody hasn't said so already, just disable RCON, and use server-side mod 
instead:

--- AMX-Mod-X for old GoldSrc engine games (HL1, TFC, CStrike 1.6, etc.)

--- SourceMod for Source/Orangebox engine games (HL2, TF2, CS:S, etc.).

In addition to providing a lot of functionality without having to send commands 
to the console, they both also have their own RCON-equivelant way of 
accomplishing that to.  And, authentication is generally based on the 
behind-the-scenes SteamID of the player - which (in theory) is already 
secured (Steam tickets - kind of like kerberos by the sounds of it).

 Message: 3
 Date: Fri, 28 Sep 2012 00:58:46 -0300 (Hora oficial do Brasil)
 From: Rafael rafa.ma...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Bruteforcing RCON
 Message-ID: 50652076.05.05900@PC1-PC
 Content-Type: text/plain; charset=iso-8859-1
 
 Someone is bruteforcing on my server with spoofed IPs and i have no idea on
 how to stop it! Today my listip.cfg was about 1,1k of banned ips...
 
 20min logging: http://puu.sh/19j7X and there is even more! (about 20k+ of
 lines)
 
 I have to disable rcon (rcon_password) to avoid banning shared ips used on
 spoof...
 
 Any solutio for that? There is a way to make rcon_password only to specified 
 IPs? Thanks anyway!

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[hlds] Drop in users

2012-09-13 Thread Weasel

Below is a Labor-Day-2011 to Labor-Day-2012 graph, with both TF2 and CS (1.6) 
for comparison:
http://steamgraph.net/index.php?action=graphjstime=1appid=440q10from=131520600to=134665560

Looks like TF2 actually got an artificial spike in early September - probably 
due to MvM update.

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[hlds] Limit replay use to list of specific SteamID's?

2011-08-04 Thread Weasel
​I was going through all the Replay-related details on the TF2 Wiki 
(http://wiki.teamfortress.com/wiki/Replay), and it seems that Replay and be 
either On or Off for all users.  It is currently possible, or being 
planned/considered for server administrators to be able to limit Replay usage 
to a particular list of SteamID's (maybe in a server-side .cfg / .ini file or 
something)?
Thanks!


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Re: [hlds] Limit replay use to list of specific SteamID's?

2011-08-04 Thread Weasel
Re: Limit replay use to list of specific SteamID's?

Actually, I'm more concerned about capacity management on the server.  I would 
only want a handful of privileged users (no, I don't charge anyone, or even ask 
for donations) to mess around with it.  I haven't played with it myself yet, 
but I've heard it can put quite a load on the server in various ways 
(bandwidth, disk space, etc.).

 Message: 3
 Date: Thu, 4 Aug 2011 12:51:54 -0700
 From: Daron Dodd darond...@gmail.com
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] Limit replay use to list of specific SteamID's?
 Message-ID:
 cajq5ueaabxkhr3tcspsljfvfsayyrszej8j4fx9xm5zt1qs...@mail.gmail.com
 Content-Type: text/plain; charset=utf-8
 
 Probably so he can charge extra for donators to be able to use it on his
 servers
 
 On Thu, Aug 4, 2011 at 12:50 PM, Stefan Giroux syntron...@gmail.com wrote:
 

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Re: [hlds] Left 4 Dead dedicated servers

2008-11-06 Thread Joe Weasel
The demo was unlocked just now, 6:57AM -8 GMT (PST)

On Thu, Nov 6, 2008 at 6:51 AM, Matt Lyons [EMAIL PROTECTED] wrote:

 Dustin Peacock wrote:
  I am going to hate myself if I can't have a server running as soon as the
  demo comes out. I've already missed one class this morning and I'm about
 to
  miss a second and third.
 

 Could be worse, its 1:20am here and I've got around 20 servers to setup
 once its released.

 --
 Matt Lyons (Bsc CS  Soft Eng)
 Content Administrator, Internode Systems
 Level 3, 132 Grenfell St, Adelaide SA 5000
 Ph: (08) 8228 2877
 E-mail: [EMAIL PROTECTED]
 WWW: www.internode.com.au
 In theory, there is no difference between theory and practice; In
 practice, there is.

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Re: [hlds] Allow non lobby connecting

2008-11-06 Thread Joe Weasel
..Is there any way to stop clients from connecting to a dedicated server?
Moreso, is there even a way to make something private? Passwording doesn't
seem to be working.

2008/11/6 AnAkIn . [EMAIL PROTECTED]

 Setting it to 0 makes you able to connect with the connect command, but
 it
 seems that people could still join it from the lobby, and then I had to
 kick
 everybody or I had an error like can't join because of players from a
 lobby.



 2008/11/6 [ЯтR] The-/iller [EMAIL PROTECTED]

  sv_allow_lobby_connect_only = 1
   - If set, players may only join this server from matchmaking
  lobby, may not connect directly.
  Set this to 0, connect via ip/dns and it allows you in, question is, is
  it still joinable via lobby
 
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Re: [hlds] As close to private servers as is possibly at the moment (was: Re: L4D Win32 Dedicated Servers Updated)

2008-11-06 Thread Joe Weasel
Apparently no, it doesn't exist.

On Thu, Nov 6, 2008 at 12:37 PM, AnAkIn . [EMAIL PROTECTED] wrote:

 Are you sure sv_public exists?

 21:35:01 Unknown command sv_public

 2008/11/6 [EMAIL PROTECTED]

  Set sv_allow_lobby_connect_only 0 to allow direct connections
 
  If you want semi-private servers (at least until they get passworded ones
  working) also set sv_public 0
 
  My mates and me are combining these 2 with firewall rules to get a
  completely private server (only setting sv_public 0 so as to not piss off
  people trying to connect to it), which isn't ideal, but this _is_ the
 demo,
  so reduced functionality is something I can live with ;)
 
 
  Cross-posting to Linux mailing list as it's useful info, and also to say
 a
  massive thanks for the huge improvement in server performance :)
 
   -Original Message-
   From: [EMAIL PROTECTED] [mailto:hlds-
   [EMAIL PROTECTED] On Behalf Of Brian D'Arcy
   Sent: 06 November 2008 20:28
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] L4D Win32 Dedicated Servers Updated
  
   Has anyone figured out how to join a server that has slots free?  One
   of my
   servers has 2 people on it, but when I try and connect directly it
   basically
   says sorry, it's reserved, you hafta join from a lobby.
  
   I tried the sv_unreserve thing, but no love.
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Re: [hlds] Left 4 Dead Demo Dedicated Server files available

2008-11-05 Thread Joe Weasel
Fantastic. Great timing, tomorrow will be straightforward.

On Wed, Nov 5, 2008 at 4:59 PM, SakeFox [EMAIL PROTECTED] wrote:

 just think, you can watch it now and not have to wait for the game to
 come out then spend the 5 mins watching it then. thats 5 less mins till
 your killing zombies when it comes out. then again who watches intro
 movies =P

 Flubber wrote:
  Exactly what i was thinking while browsing the file.
 
  2008/11/6 Tony Paloma [EMAIL PROTECTED]
 
 
  Thanks for this!
 
  Was it really necessary to include the 257MB intro movie?
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
  Sent: Wednesday, November 05, 2008 4:32 PM
  To: [EMAIL PROTECTED]; Half-Life dedicated Win32 server
  mailing list; [EMAIL PROTECTED]
  Subject: [hlds] Left 4 Dead Demo Dedicated Server files available
 
  Most of the files for the Left 4 Dead Demo Dedicated Server are now
  available.  This is basically a preload for the Demo dedicated server,
 as
  we
  have not released all the binaries required to run a server just yet.
  So
  if
  you would like to run a server use the game parameter of l4d_demo from
  hldsupdatetool.
 
  Jason
 
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Re: [hlds] Left 4 Dead -Matchmaking

2008-11-05 Thread Joe Weasel
So, I'm like fourth-ing it, but.. private servers, yeah?

On Wed, Nov 5, 2008 at 5:41 PM, Matthew Gottlieb 
[EMAIL PROTECTED] wrote:

 I don't understand why server popularity would matter if servers are chosen
 at random?
 Can servers still be private or manually selected?

 Also, thanks all the info :)

 ~ Matt

 On Wed, Nov 5, 2008 at 7:34 PM, Matt Lyons [EMAIL PROTECTED]
 wrote:

  Can we get some specs on the banner please?
 
  Size, file type, size restrictions etc...
 
  Eric Smith wrote:
   Left 4 Dead will use the new matchmaking system we've been working
   on.
  
   The new matchmaking system replaces the traditional server browser.
   By running a public dedicated server your server will be added to a
   list of servers available for clients to use when playing.  Games are
   started from a Game Lobby by clients, who are then connected to a
   dedicated server when they start the game.  When they're done, your
   server is added back to the list of available servers.  Clients will
   be able to Quick Match, Play Online, and Play With Friends when
   they want to play a game.
  
   You will still have access to the traditional Message of the Day for
   your server.  For Left 4 Dead, we've added a banner ad you can create
   that will be displayed to clients when they're playing on your
   server.  There is also a ranking system to show the popularity of
   your server.
  
   This is the first version of what we've been working on, and we're
   going to want feedback from all of you once things start turning up
   tomorrow.
  
   -Eric
  
  
  
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  --
  Matt Lyons (Bsc CS  Soft Eng)
  Content Administrator, Internode Systems
  150 Grenfell St, Adelaide SA 5000
  Ph: (08) 8228 2877
  E-mail: [EMAIL PROTECTED]
  WWW: www.internode.com.au
  In theory, there is no difference between theory and practice; In
  practice, there is.
 
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