Re: [hlds] EventScripts 2.0 Public Beta released for Source games

2007-10-21 Thread Wim Barelds
--
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Awesome stuff Mattue, keep up the great work.
Awe
On 10/22/07, Chris Barnett <[EMAIL PROTECTED]> wrote:
>
> Cheers Mattie!
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Mattie Casper
> Sent: 22 October 2007 02:24
> To: hlds@list.valvesoftware.com
> Subject: [hlds] EventScripts 2.0 Public Beta released for Source games
>
> --
> [ Picked text/plain from multipart/alternative ]
> October has been a stellar month for Source! Orange box releases, Mani
> returns and SourceMod announced TF2 support and lots of new features.
>
> Just to keep the fun rolling here's some more news:
>
> I'm happy to announce that EventScripts 2.0 is ready for public beta.
>
> This new version of ES is a huge leap in features and performance over ES
> 1.x. The biggest change is that we've added full Python 2.5 scripting
> support to Source. In addition, we will be introducing  easy/automatic
> addon
> downloads, and a full eXtensible Admin addon coming standard with ES2. Our
> goal is to continue to make the lives of admins as easy as possible.
>
> Our latest public beta doesn't have TF2 support yet-- but we're working on
> that. (I love that game.)
>
> For more information visit the announcement thread:
> http://forums.mattie.info/cs/forums/viewtopic.php?t=17891
>
> Or visit the ES Python homepage:
> http://python.eventscripts.com
>
> Thanks for your time,
> -Mattie
> --
>
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Re: [hlds] Source Engine Updates Release

2007-09-12 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Thanks for the update :)
Th
On 9/12/07, Kevin Ottalini <[EMAIL PROTECTED]> wrote:
>
> The version numbers for this update appear to be the same as with the
> "-beta
> community" but remember to remove that switch from your hldsupdatetool
> command line if you used it.
>
> Win32 server versions after update (linux might be slightly different):
>
> hldsupdatetool -command version
> Bootstrapper version: 18
> Versions installed in 'SourceServer':
> Source Dedicated Server: 92
> Base Source Shared Materials: 8
> Base Source Shared Models: 4
> Base Source Shared Sounds: 4
> Counter-Strike Source Shared Content: 67
> Day of Defeat Source Base Content: 23
> Half-Life 2 Deathmatch: 33
>
>
>
> - Original Message -
> From: "Jason Ruymen" <[EMAIL PROTECTED]>
> Sent: Wednesday, September 12, 2007 1:34 PM
> Subject: [hlds] Source Engine Updates Release
>
>
> > Updates to the Source Engine/Dedicated Server have been released.
> > Previously these were under the "community" beta.  Please run
> > hldsupdatetool to receive them.  The specific changes include:
> >
> > - Fixed custom level sound lists under sv_pure.
> > - Remove friends details from player list.
> > - Fixed occasional scrunched-up columns in the serverbrowser.
> > - Fixed a Linux-only crash when loading certain custom maps.
> > - Memory leak fixes.
> > - Fixed an hl2mp bug where a spectator could freeze a live player when
> > mp_forcerespawn was 0.
> > - Fixed master server queries being truncated if too many players with
> > long names.
> > - Fixed hl2mp bug where if you +used a weapon it would not respawn
> > anymore
> > - Fixed a CS:S smoke grenade exploit
> > - Added a way for server plugins to ask players if they'd like to
> > connect to a different server
> > - Made materials handle sv_pure correctly when they've included other
> > materials
> > - Fixed Windows dedicated server bug slowing down Steam updates
> > - Fixed IVEngineServer::FadeClientVolume
> > - Fixed certain models showing up all white when sv_pure flushed them
> > - Made the server print a client's steam ID and show sv_pure warnings if
> > sv_pure_kick_clients is 0
> > - Fixed a bug preventing sv_pure CRCs from verifying correctly on
> > certain custom maps
> >
> > Jason
>
>
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Re: [hlds] Reducing Cheats on Servers

2007-09-10 Thread Wim Barelds
--
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If you make netcafe ban's instant, you'll have to make all bans instant as
you've already removed the advantage of delayed bans as a whole (not knowing
whether a certain thing is detected). It would be better to simply ban the
netcafe instead.
If
On 9/10/07, Whisper <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Perhaps Valve can vac ban Net Cafe accounts immediately instead of delayed
> banning them.
>
> That would solve 1 problem. :)
>
> Or even better for us and most pub players, if net cafe gets vac banned on
> a
> reduced delay, say a few hours, then the whole netcafe gets locked out.
> That
> would sure incentivize (did I just make a word upo then?) Net Cafes to
> keep
> their machines cheat free!
>
> Cheers
>
> On 9/10/07, Adam Sando <[EMAIL PROTECTED]> wrote:
> >
> > Agreed. It is a server operators right to ban based on a clients
> > behaviour. If that client happens to share an IP with many other people,
> > then it is not the server operators problem, really.
> >
> > It's like workplace policies that seem to appear, such as when one
> > person decides he will start calling in sick on Monday's and Fridays, so
> > the workplace puts in a policy to enforce doctors certificates for all
> > sick days, period. The blanket approach will cover every staff member,
> > even those that are doing the right thing, however it means that the
> > sick days are then controlled to minimise unproductive workers. The hard
> > part is then managing the negative repercussions that follow afterwards
> > - same as with the IP ban example above.
> >
> > Regards,
> > Adam.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
> > Sent: Friday, 7 September 2007 2:09 PM
> > To: [EMAIL PROTECTED]; HLDS
> > Subject: [hlds] Reducing Cheats on Servers
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > The following is only our point of view, your mileage may vary.
> >
> > It is becoming increasingly apparent to us that the majority of the
> > cheats
> > we see on our Counter-Strike:Source servers are coming from NetCafe
> > Accounts.
> >
> > VAC for the most part seems to be working as a deterrent to the majority
> > of
> > normal users. I do not have access to VAC banning stats, but for all I
> > know
> > it maybe banning boatloads of players.
> >
> > The main problem here is, VAC's delayed banning system has no effect
> > whatsoever on NetCafe Accounts, as it is a simple case for a NetCafe
> > users
> > to log out of the STEAM account they are using at the NetCafe and then
> > log
> > back in when they have been banned from a server by an admins and renter
> > the
> > server with a new STEAM_ID, and in any case, who cares about being VAC
> > banned if you effectively have unlimited access to STEAM_ID's that
> > aren't
> > yours any how?
> >
> > Here is the thing though, most Netcafes are connected to the Internet
> > via
> > Static IP's.
> >
> > It is a rather trivial task to go through the logs with a program like
> > HLStatsX and run a query that generates a list of STEAM_ID's on a per IP
> > basis.
> >
> > Then you check to see which IP's have lots of STEAM_ID's attached to
> > them,
> > and then you add those IP addresses to your banned_ip.cfg file and run
> > it at
> > server start, instant mass reduction of cheats you will see on your
> > server.
> >
> > If you want to be sure, just do a traceroute to the IP in question just
> > to
> > be sure you are not wiping a college or university out, but most often
> > you
> > will find that these are not going to have Netcafe accounts associated
> > with
> > them anyhow.
> >
> > But you can be almost certain that if you see more than 20 STEAM_ID's
> > originating from the 1 IP address, you have found a NetCafe that is
> > using
> > your servers.
> >
> > Now the problem for Valve, is if lots of Game Server Providers start IP
> > banning NetCafes from their servers, it instantly devalues Valves
> > NetCafe
> > program, since the NetCafe users will find it increasingly difficult to
> > find
> > servers to play on the Internet. In fact it is my understanding that if
> > you
> > IP ban, then your servers will no longer even come up on that IP's
> > server
> > browser, they will either not show up at all, or they show up as not
> > responding, in either case the result is the same.
> >
> > I do not have a simple answer to this, but whilst delayed banning
> > exists,
> > there is no other way to stop cheats on servers who have effectively
> > unlimited access to STEAM Accounts, other than to IP ban them.
> >
> > Thoughts?
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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> >
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Re: [hlds] Source Engine Beta update

2007-09-06 Thread Wim Barelds
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Does this also fix the lack of purity enforcement on *non*-custom
soundscapes, and the broken purity check for dynamically referenced
materials?

On 9/6/07, Jason Ruymen <[EMAIL PROTECTED]> wrote:
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Updates to the Community Beta for the Source Engine and Source Dedicated
> Server are now available.  Please run hldsupdatetool with the command
> "-beta community" to receive them.  The specific changes include:
>
> - Fixed custom level sound lists under sv_pure
> - Remove friends details from player list
> - Fixed occasional scrunched-up columns in the serverbrowser
> - Fixed a Linux-only crash when loading certain custom maps
> - Minor memory leak fix
> - Fixed the askconnect panel showing under the spectator GUI
>
> Jason
>
> --
>
> ___
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Re: [hlds] + command line parameter

2007-08-23 Thread Wim Barelds
--
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Perhaps a missing valve.rc? that file triggers "stuffcmds" which is what
triggers the commandline + parameters.

On 8/24/07, Munra -hlds <[EMAIL PROTECTED]> wrote:
>
> I am helping test a Very early (alpha @ best) mod
>
> The Problem is that it seems to skip any + parameters
>
> The cmd line I use is
>
> srcds.exe -console -game si2 +map si2_canyon -maxplayers 20 +ip
> 20x.234.249.xx +port 27015 +fps_max 500 -tickrate 66
>
> So the above command line it will not load a map on start, it will not
> bind
> to that Ip address and it will not change the fps value
>
> I am assuming it is a problem with the mod because I can run hl2mp instead
> and all of the command line works.
>
> Any suggestions or any thing that I could do to Force it force it to load
> a
> map right now I have to type map 
>
>
> Thanks Munra
>
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Re: [hlds] sv_cheats for demo recording

2007-08-17 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Probably because he wants to see whether the client has sv_cheats enabled.
Note, I'm saying client, that doesnt mean the server. Yes the client value
is forced
by the server value, that is aslong as the client isn't using a memory hack
to
enforce his own value. Basically, he wants to know if the client was using a
memory
hack to force it's local value of sv_cheats.

Or atleast, that's my best bet.

On 8/17/07, Eirik Nilssen <[EMAIL PROTECTED]> wrote:
>
>
> sv_cheats is only necassery during post-recording analyze, where you might
> want to turn of interpolation, enable bullet-impacts to be marked and
> adjust
> mat_wireframe to be able to see through walls.
>
> While recording, I don't see any purpose of change sv_cheats, as a demo
> always needs to be ananlyzed properly afterwards.
>
> >From: "Roman Hatsiev" <[EMAIL PROTECTED]>
> >Reply-To: hlds@list.valvesoftware.com
> >To: hlds@list.valvesoftware.com
> >Subject: Re: [hlds] sv_cheats for demo recording
> >Date: Fri, 17 Aug 2007 11:29:31 +0400
> >
> >I wonder why you might want to change sv_cheats during demo recording.
> >
> >On 17/08/07, Sean Rowswell <[EMAIL PROTECTED]> wrote:
> > > This is a multipart message in MIME format.
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > When you record a demo (for an admin to ban a cheater) it is NOT
> >possible to
> > > SECURELY tell what sv_cheats is set to (either on the client or on the
> > > server).
> > >
> > >
> > >
> > > For example:
> > >
> > >
> > >
> > > Rcon Sv_cheats 0
> > >
> > > Record demotest
> > >
> > > Sv_cheats (when you play back the demo it will show sv_cheats = "0"
> >here)
> > >
> > > Sv_cheats 1 (in game this wont change anything but..)
> > >
> > > Sv_cheats (when you play back the demo it will show sv_cheats = "1"
> >here)
> > >
> > > ...
> > >
> > > Sv_cheats 0 (just to reset it)
> > >
> > > ...
> > >
> > > Rcon sv_cheats 1
> > >
> > > Sv_cheats (when you play back the demo it will show sv_cheats = "1"
> >here)
> > >
> > > Sv_cheats 0 (in game this wont change anything but..)
> > >
> > > Sv_cheats (when you play back the demo it will show sv_cheats = "0"
> >here)
> > >
> > > ...
> > >
> > > stop
> > >
> > >
> > >
> > > EVEN though the server still has sv_cheats 0 and ingame the client
> ALSO
> >has
> > > sv_cheats 0 it will STILL show sv_cheats = "1" when you play the demo.
> >Thus
> > > making it impossible to tell what sv_cheats is set to when playing
> back
> >a
> > > demo.
> > >
> > >
> > >
> > > My suggestion is to add a few variables to the status command.
> > >
> > >
> > >
> > > "hostname:  #WALinerz #1 - SEASON 2 STARTING SOON!
> > >
> > > version : 1.0.0.34/7 3140 secure
> > >
> > > udp/ip  :  202.53.7.202:27045
> > >
> > > map :  de_dust2 at: 0 x, 0 y, 0 z
> > >
> > > sourcetv:  port 27025, delay 120.0s
> > >
> > > players :  2 (16 max)
> > >
> > > cheats: enabled (1)
> > >
> > > pure: enabled (2)
> > >
> > >
> > >
> > > # userid name uniqueid connected ping loss state
> > >
> > > # 4 "WALinerz TV #1" BOT active
> > >
> > > #  5 "seaNN" STEAM_0:1:9879898 00:15 57 0 active"
> > >
> > >
> > >
> > > Easy enough yeah?
> > >
> > >
> > >
> > > Unless of course someone else has a better way to (currently) tell if
> >the
> > > server from a demo has sv_cheats enabled. : )
> > >
> > > --
> > >
> > >
> > > ___
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> > > please visit:
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> > >
> >
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> million
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Re: [hlds] REMOVE ME

2007-06-17 Thread Wim Barelds
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[ Picked text/plain from multipart/alternative ]
lol'd.

On 6/17/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> STOP SENDING ME FUCKING MAIL PLEASE
>
> 
> AOL now offers free email to everyone.  Find out more about what's free
> from AOL at AOL.com.
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Re: [hlds] Source Engine Beta Update

2007-06-12 Thread Wim Barelds
--
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Most likely not, getting that effect with custom files is pretty hard. Could
he take a screenshot?

On 6/13/07, Ray <[EMAIL PROTECTED]> wrote:
>
> we have a guy on the server that he says all he sees is wireframes..
> server is sv_pure 1..sv_pure_kick_clients 1
> sv_pure_trace 0
>
> they were not kicked...does this mean he has custom textures or something?
> Ray
>
>
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Re: [hlds] Source Engine Update Available

2007-06-12 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
zblock was already updated. Nice try though.
http://zblock.cs-resourced.net/

Already downloaded 500 times also :)

On 6/13/07, Adam Heath <[EMAIL PROTECTED]> wrote:
>
> Way to break zblock once and for all! lol nice release though!
>
> Regards
> Adam Heath
>
> www.Power-Frag.co.uk
> The Power to Frag, for LESS!
>
>
>
> Jason Ruymen wrote:
> > Updates to the Source Engine are now available.  Previously this was in
> > Beta, behind srcds0407.  Please run hldsupdatetool to receive this
> > update.  The specific changes include:
> >
> > Pure Servers:
> > Servers can now force the client to match the server's files, by
> > becoming a pure server. When a server enables sv_pure, clients who
> > connect and play on the server cannot gain an advantage by modifying the
> > game content. For more information about Pure Servers, click here:
> > http://developer.valvesoftware.com/wiki/Pure_Servers.
> >
> > Source Engine:
> > - In-game server browser only shows human players in the player counts
> > column. Bots column now shows number of bots instead of a "some bots" or
> > "no bots" icon
> > - Fixed servers with bots reporting incorrect number of bots when
> > sv_master_legacy_mode is set to 0
> > - Fixed a server performance problem with queued packets
> > - Increased the maximum rate to 1 megabyte
> > - Added a findflags console command, which can list all cvars with a
> > specified flag. For example: 'findflags server_can_execute' will find
> > all console variables and commands marked with FCVAR_SERVER_CAN_EXECUTE
> > - Cheat protected many cvars and commands
> > - Removed cl_restrict_server_commands to prevent clients from being
> > redirected
> > - Fixed user names reported as "unconnected" when greater than 32k
> > players had connected to the server
> > - Fixed a client crash during authentication
> > - Fixed a crash when mashing the ~ key on disconnect
> > - Fixed a bug with sv_minrate and sv_maxrate not applying properly on
> > the client
> > - Fixed the free roaming camera in SourceTV demos
> > - Fixed cl_language archiving itself and not updating correctly when the
> > language changed
> > - Fixed a voice recording bug that could cause voice dropouts
> > - Fixed a rare crash when spectating in Counter-Strike: Source
> >
> > We'd also ask that everyone please set sv_master_legacy_mode 0 again and
> > report any problems.
> >
> > Jason
> >
> > ___
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> please visit:
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>
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Re: [hlds] Blocking Client Commands

2007-05-17 Thread Wim Barelds
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[ Picked text/plain from multipart/alternative ]
It's nice to hear they won't be adding "connect" that shit was annoying :)

On 5/17/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> Transcript from a conversation with Alfred.
>
> Start at bottom.
> 
> From: Alfred Reynolds
> Sent: Wednesday, May 09, 2007 7:15 PM
> To: Daniel
> Subject: RE: cl_restrict_server_commands (white-list)
>
> We will be adding functionality to the engine to list cvars/commands based
> on the flags they have set, this will let you ask the engine for the list
> of
> commands/cvars you can run from a plugin.
>
> 
> From: Daniel
> Sent: Friday, May 04, 2007 10:20 AM
> To: Alfred Reynolds
> Subject: RE: cl_restrict_server_commands (white-list)
> Hi Alfred,
>
> Thanks for your response. Its unfortunate you feel that this could break
> the
> trust of users, as I've only every used it to enhance their play
> experience.
> Is there a list of current commands that *WILL* be allowed?
>
> Many Thanks.
>
> Daniel
>
> 
> From: Alfred Reynolds
> Sent: Friday, May 04, 2007 6:51 PM
> To: Daniel
> Subject: RE: cl_restrict_server_commands (white-list)
>
> Connect will not be added, we want users to have confidence that the
> server
> they choose to join is the one they end up on.
>
> - Alfred
>
> 
> From: Daniel
> Sent: Friday, May 04, 2007 7:18 AM
> To: Alfred
> Subject: cl_restrict_server_commands (white-list)
>
> Hi Alfred,
>
> I read on the following post  http://www.csnation.net/comments.php?id=8720
> that you would be taking suggestions for client commands that will be
> white
> listed under the new perma-cl_restrict_server_commands 1 implementation of
> the source engine. I am currently unaware of which commands *ARE* on the
> white-list, however I would like to suggest the following command be added
> and apologize if it has already made the list.
>
> We have a large number of server and the connect command is used in order
> to
> move people between our hosts to balance loads (or based on location, such
> as moving a player to lower latency server). We've used it pretty
> successfully in the past and have not had any complaints. I feel it meets
> your "won't let you exploit a user's game process" standard and I can't
> think of a malicious use of the command. I would appreciate your
> consideration of this command on the white-list.
>
> Many thanks
>
> Daniel
>
>
>
>
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Re: AW: [hlds] Source Dedicated Server Beta Update

2007-05-15 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
No you dont need the wait command for buyscripts, buyscripts operate
entirely without wait commands. Wait commands are usually used for recoil
control scripts or similar. As for color correction, even though its fairly
innocent in itself, you can use the colorcorrectionui (sv_cheat command) on
a listen server, set up some freaky shit that makes everything much easier
to see, and connect to another server.
As for the xploit stuff, most of that comes from zBloc :)
As for sv_pure, if sv_pure 2 won't work for custom maps, we'll simply use
zBlock to enforce a specific whitelist file on the server, and use sv_pure
1.

On 5/15/07, Joshua Handelsman-Woolf (DogGunn) <[EMAIL PROTECTED]> wrote:
>
> Ahh right, okay - thanks for clearing that up for me.
> Matthias Wieloch wrote:
> > >From my little knowledge:
> > The "wait" command is usually used in buyscripts. But unfortunately you
> can
> > also find it in cheat scripts.
> >
> > For the colorcorrection: I could imagine this being used for wallhacks.
> >
> > So from my point it's a good way to reduce cheating on a server.
> >
> > Btw: can is someone still working on hlds or is this project frozen?
> >
> > -Ursprüngliche Nachricht-
> > Von: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] Im Auftrag von Joshua
> > Handelsman-Woolf (DogGunn)
> > Gesendet: Dienstag, 15. Mai 2007 10:28
> > An: hlds@list.valvesoftware.com
> > Betreff: Re: [hlds] Source Dedicated Server Beta Update
> >
> > Wow... How is that useful?
> > Jason Ruymen wrote:
> >
> >> - Added sv_allow_wait_command. If set to 0, then clients can't use
> >> "wait"
> >> - Added sv_allow_color_correction. If set to 0, then clients can't use
> >> mat_colorcorrection
> >>
> >
> > ___
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> > please visit:
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> >
> >
> > ___
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> >
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Re: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
I'v just installed SrcDS on a local machine to play around with this beta,
however it doesn't appear to be updating to the beta at all (Yes I do have
the beta switch appended). Anyone else having the problem?

On 5/15/07, Robert Whelan <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Quoted from the whitelist:
>
>//
>// Three types of file specifications:
>//
>//   1. directory\*.* - refers to all files under the directory
>//   2. directory\... - refers to all files under the directory
> and all directories under that recursively)
>//   3. directory\filename  - refers to a single file
>
> Best way and easiest would be to do the second one.
>
> Like they show:
>
>//
>// By default, when in pure server mode, most content file types are
> only allowed to come from Steam.
>//
>materials\...  from_steam
>models\... from_steam
>sounds\... from_steam
>scripts\... from_steam
>
>
>
> Dominick Orefice <[EMAIL PROTECTED]> wrote:  --
> [ Picked text/plain from multipart/alternative ]
> Where can I find an example of how to list files and directories in the
> pure_server_whitelist.txt file. I thought it was posted on this list a
> while back, but I can't seem to find it.
>
> Thanks
>
> On 5/14/07, Jason Ruymen wrote:
> >
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Updates to the Source Dedicated Server, Source Engine, Counter-Strike:
> > Source and Half-Life 2: Deathmatch have been released as a Beta. To
> > receive these updates run Steam or the hldsupdatetool with the command
> > "-beta srcds0407". The specific changes include:
> >
> > - Added sv_pure 2. When set, then pure_server_whitelist.txt is ignored
> > and all content files must come from Steam
> > - Changed ent_fire to only be useable from the host client on a listen
> > server
> >
> > - Changed soundscape_flush to only be useable from the dedicated server
> > console or the listen server host
> > - Added sv_allow_wait_command. If set to 0, then clients can't use
> > "wait"
> > - Added sv_allow_color_correction. If set to 0, then clients can't use
> > mat_colorcorrection
> > - Fixed player count bugs in serverbrowser
> > - Added "findflags" console command, which can list all cvars with a
> > specified flag
> > - Fixed a bug with sv_minrate and sv_maxrate not applying properly on
> > the client
> > - Cheat protected the following commands:
> > r_TransitionSensitivity, mat_bloomamount_rate,
> > mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
> > mat_debug_bloom, mem_force_flush, mod_forcedata,
> > mod_test_not_available, mod_test_mesh_not_available,
> > mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async,
> > mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load,
> > mat_leafvis, mat_debug, mat_surfaceid, mat_surfacemat, flush, r_entity,
> > r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab,
> > mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture,
> > showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
> > r_modellodscale, m_pitch
> >
> > Jason
> >
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
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>
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>
> -
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Re: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
<3. Thanks for sv_cheating that list.

On 5/15/07, Jason Ruymen <[EMAIL PROTECTED]> wrote:
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Updates to the Source Dedicated Server, Source Engine, Counter-Strike:
> Source and Half-Life 2: Deathmatch have been released as a Beta.  To
> receive these updates run Steam or the hldsupdatetool with the command
> "-beta srcds0407".  The specific changes include:
>
> - Added sv_pure 2.  When set, then pure_server_whitelist.txt is ignored
> and all content files must come from Steam
> - Changed ent_fire to only be useable from the host client on a listen
> server
>
> - Changed soundscape_flush to only be useable from the dedicated server
> console or the listen server host
> - Added sv_allow_wait_command. If set to 0, then clients can't use
> "wait"
> - Added sv_allow_color_correction. If set to 0, then clients can't use
> mat_colorcorrection
> - Fixed player count bugs in serverbrowser
> - Added "findflags" console command, which can list all cvars with a
> specified flag
> - Fixed a bug with sv_minrate and sv_maxrate not applying properly on
> the client
> - Cheat protected the following commands:
>   r_TransitionSensitivity, mat_bloomamount_rate,
> mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
> mat_debug_bloom, mem_force_flush, mod_forcedata,
> mod_test_not_available, mod_test_mesh_not_available,
> mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async,
> mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load,
> mat_leafvis, mat_debug,  mat_surfaceid, mat_surfacemat, flush, r_entity,
> r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab,
> mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture,
> showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
> r_modellodscale, m_pitch
>
> Jason
>
> --
>
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Re: [hlds] RE: [hlds_linux] Source Engine Dedicated server beta (cl_restrict_server_commands)

2007-05-04 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
He's not talking about adding plugins to the allow list, but adding
variables/commands to the allow list. Example being the "play" command,
which can be executed on clients regardles of "cl_restrict_server_commands"
value.

On 5/4/07, Whisper <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> It was bloody ManiMod that was the main cause of the issue in the first
> place /sigh
>
> On 5/4/07, Daniel <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Hope ManiMod, SourceMM, SourceMod, and Eventscripts all go on that
> allowed
> > list right off the bat.
> >
> > On 4/27/07, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
> > >
> > > If you write a plugin that runs client commands and you believe you
> have
> > > a command that won't let you exploit a users game process (i.e rebind
> > > keys, kills them, etc) then mail me (offlist) the details and we can
> > > talk about adding it to the allowed list.
> > --
> >
> > ___
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> > please visit:
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> >
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Re: [hlds] RE: [hlds_linux] Source Engine Dedicated server beta (cl_restrict_server_commands)

2007-05-02 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
The alias command, however there's no chance on valve unlocking that
due to it's potentially unsafe nature. This is why it was ideal to have the
end user be able to choose.

There's a huge difference between enforcing a certain cvar and policing
every certain cvar at an interval. Not only in safety, also in efficiency
and
performance. On top of that, it's entirely impossible to do anything at all
about concommands. So things like "spike" or snd_restart will be
impossible to do anything against.

On 5/2/07, LDuke <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I can think of only 2 major plugin functions affected by this.
>
> One is server forwarding. I've heard from people operating 50 servers that
> all forward to one, and I've joined many of these types of servers, so I'm
> not unhappy about this change at all.
>
> The other is changing players' rates. Since those can now be limited by
> the
> new cvars (which Valve provided in response to the original restrict
> server
> commands outcry) there is no problem there either.
>
> I can't think of another valid reason to use a client exec from a plugin.
> I
> don't understand why there is so much outcry. What client commands (other
> than those listed above) are you execing on players that you miss so much
> with the restrictions?
>
> Grant
> (L. Duke)
>
>
> On 5/2/07, Yo Mama's A Chump <[EMAIL PROTECTED]> wrote:
> >
> > First of all it is the users responsibility to protect themselves from
> > such
> > attacks seeing as they can come from anywhere. The MOTD can point to a
> > malicious website... what does that have to do with client exec?
> >
> > Secondly this is a pattern by Valve. They add these great "features"
> that
> > break mods and plugins without any thought or care of how it will affect
> > the
> > community. Seeing as SourceMod is right around the corner and it will
> > circumvent the need for executing client commands, why can they not wait
> > until those projects flesh out first?
> >
> > Alfred, how much help are you providing to Bailoplan et. all in getting
> > SourceMod complete and tested? This is a critical evolution that is
> going
> > to
> > take time for things to be ported. Why not wait until these things are
> off
> > the ground to remove client exec? Is there some massive rash of abuse
> that
> > I
> > have not heard of? What is the rush?
> >
> > -YMAC
> >
> >
> > On 5/2/07 5:36 AM, "James Tucker" <[EMAIL PROTECTED]> wrote:
> >
> > > The question is, are you willing to take responsibility for security
> > > breaches on client machines as a result of executable code you have
> sent
> > > those machines via the Source network system?
> > >
> > > The simplest example would be to point the internal browser at a site
> > > which contains IE exploits, there are many far more complicated
> exploit
> > > vectors also.
> > >
> > > [EMAIL PROTECTED] wrote:
> > >> Amen. What is going on here? It seems that Valve thinks that all the
> > >> people that operate servers are clueless children that can not be
> > trusted
> > >> with anything. If players do not like the way they are treated on a
> > >> server, they can leave. My server relies on plugins that are able to
> > >> execute client commands, if that is taken away I am done running a
> > server
> > >> for Valve.
> > >>
> > >> Alfred, we are still waiting for an explanation of the reason behind
> > this.
> > >> What are you trying to stop exactly that is so critical that you are
> > >> willing to ruin so many things that people have worked long and hard
> > on?
> > >>
> > >> -YMAC
> > >>
> > >
> > >
> > > ___
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> > please
> > > visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> >
> >
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Re: [hlds] RE: [hlds_linux] Source Engine Dedicated server beta (cl_restrict_server_commands)

2007-04-27 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
So instead of fixing a problem, you're going to just hide from it?
Can't that exact same 'exploit' still be used to triiger "fps_max 2" on
clients?
Can't that exact same exploit still trigger client commands?

No it's not acceptable to check cvars and kick offenders, for one because
people will change variables after changign the server, and checking the
value
every few seconds is neither efficient, nor save, nor should it be needed.
Players should not be required to know exactly which cvars we block, sure
some of them have an exploit nature, but some are also blocked since they
should have no place in competitive play. A player simply executing his
config, or setting a competition blocked cvar to something else should not
be kicked from the server. He should be prevented from changing said cvar.

zBlock specifically supported the "restrict_server_commands" convariable as
quite simply it's only fair. zBlock however can not function *properly*without
any abbility of preventive protection.

As a final question, in previous emails you've stated that you would also
provide
an interface that would not only allow plugins to query client variables,
but also
to effectively restrict certain convariables to set values, which would then
not be
saved into the config. While the need for this has been minor with the
abbility of
triggering client commands, it would certainly be something that's going to
be
needed if VALVe indeed intends to keep the abbility to trigger client
commands
'removed'. Assuming that it will indeed remain removed, are there any plans
to
follow up on this instead (ofcourse preferably before this gets out of
beta)?

On 4/27/07, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
>
> The convar was removed as we had no effective way to otherwise protect
> it. Large numbers of servers were using exploits to set the value of
> this cvar without the users permission.
>
> If you write a plugin that runs client commands and you believe you have
> a command that won't let you exploit a users game process (i.e rebind
> keys, kills them, etc) then mail me (offlist) the details and we can
> talk about adding it to the allowed list.
>
> Zblock in particular can still function perfectly, they can use the API
> we specially added for them to query CVAR values and then kick users
> with cvars outside of their configuration ranges.
>
> - Alfred
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Dan E
> Sent: Friday, April 27, 2007 8:45 AM
> To: hlds@list.valvesoftware.com
> Subject: RE: [hlds] RE: [hlds_linux] Source Engine Dedicated server beta
> (cl_restrict_server_commands)
>
> Yes, I commend Valve for getting betas out now instead of having things
> come
> out broken.  I've already tried to help by letting Alfred know about
> some
> issues with the new release.  I'm just curious as to what the missing
> cl_restrict... is about.
>
> Dan
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of NaughtyGeek
> Sent: Friday, April 27, 2007 11:24 AM
> To: hlds@list.valvesoftware.com
> Subject: RE: [hlds] RE: [hlds_linux] Source Engine Dedicated server beta
> (cl_restrict_server_commands)
>
> I'm really going to have to disagree with you on this one. We all jumped
> up
> and down and said we needed betas before releases and here we are with a
> beta to test. Change is a necessary evil and most of the people here
> seem to
> have made assumptions with the information that was provided. The
> cl_restrict may have been removed, but Alfred has yet to reply to
> this
> list stating if it's been replaced, revised or otherwise. Everyone seems
> to
> be eager to jump down Valve's throat without acknowledging the fact that
> they are making an effort to work with us. Where's the big shout out to
> Valve from you guys that were spamming this list after every update you
> didn't get a beta for. We all know that updates will likely break things
> and
> it sucks to have to always find a new way to skin the same cat, but
> that's
> the way software works and most of you know that.
>
> Alfred, thanks from those of us who appreciate the steps you're making
> at
> trying to work with the community rather than against it.
>
>
>
>
> -- Original message --
> From: "Keeper" <[EMAIL PROTECTED]>
> > Plugin makers work hard to make plugins that help server operators as
> well
> > as bring some new fun into the game for players without having to
> > redistribute a mod. Valve is falling over itself to keep us from doing
> this.
> > It's the community support and creativity that keep a game alive, and
> they
> > have never gotten this.
> >
> > I'll tell you this, when HL2DM dies for me, steam will disappear from
> my
> > computer for good. I will never buy another thing from them again.
> Unless
> > they change their outlook towards the existing community and put some
> effort
> 

Re: [hlds] Pure Server Mode Question / Request

2007-04-27 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
You should be able to do most of what you want simply by modifying the
whitelist.

On 4/27/07, Will <[EMAIL PROTECTED]> wrote:
>
> We want to lock all default game content to use only steam files,
> everything
> no "replacement" allowed at all for default game content.
> We run servers that plays many default maps but also many custom maps, we
> want to allow files from disk only for custom maps with the crc checks as
> there will be no steam files for these. Will this be possible or are we
> left
> out of all this by running custom maps?
>
> Can there be a var for all default content from Steam but allow files from
> disk with crc for content that was not delivered from Steam?
> if in steam use steam if not use from disk and crc
>
> Looking at the whitelist I don't see a way to do this without adding all
> the
> files for 150 custom maps file by file to the whitelist, many custom map
> files do not path to /custommapname/
>
>
> Also a viewable var for this"?
> I would think many league and community type servers would want to run in
> such a mode, with a viewable var so it can be checked by players in game
> or
> hlsw.
> I think the viewable vars is important to remove suspicion.
> sv_pure 0/1/2
> say 2 for default = use whitelist
> say 1 From Steam only for all default files and allow_from_disk+check_crc
> for any non steam content
> 0 off
>
> I recall awhile back you saying you were going to look into removing some
> unneeded vars from the server query, can you please make room in the
> server
> query for vars from plugins by removing some like:
> r_VehicleViewDampen
> r_JeepViewDampenFreq
> r_JeepViewDampenDamp
> r_JeepViewZHeight
> r_AirboatViewDampenFreq
> r_AirboatViewDampenDamp
> r_AirboatViewZHeight
>
>
> Thank you
>
>
>
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Re: [hlds] RE: [hlds_linux] Source Engine Dedicated server beta (cl_restrict_server_commands)

2007-04-27 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
How does this improve anything at all? The only thing that's changed is
removing a
perfectly functional feature. How can you honestly consider this a good
thing in any
way? I could see why they created the need for cl_restrict_server_commands,
and
hell, I even agreed with them that the cvar was a good thing when they
introduced it.
This however does not in any way improve security, while it does
significantly cripple
functionality.

On 4/27/07, Joshua Handelsman-Woolf (DogGunn) <[EMAIL PROTECTED]> wrote:
>
> Explain how? You can't even use echo...
>
> James Gray wrote:
> > This quite honestly does not affect many plugins at all...this move is
> > much better in the long run for Source.
> >
> >
> > On 4/26/07, Wim Barelds <[EMAIL PROTECTED]> wrote:
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> This is why I never included such a feature into zblock :/
> >> FCVAR_SERVER_CAN_EXECUTE prevented server running command: alias
> >>
> >> No server plugins cant still execute commands on clients... Atleast,
> not
> >> properly.
> >> To execute a command on a client, that command requires the
> >> "FCVAR_SERVER_CAN_EXECUTE" flag, it's very rare for cvars to have
> >> this, one
> >> of the few examples that does have this is the "play" console command
> >> (which
> >> plays an audio file).
> >>
> >> On 4/27/07, Cc2iscooL <[EMAIL PROTECTED]> wrote:
> >> >
> >> > --
> >> > [ Picked text/plain from multipart/alternative ]
> >> > People kept finding ways to get people to disable it without them
> >> actually
> >> > wanting to change it themselves, through the MOTD I believe was the
> >> most
> >> > recent one. They probably just got tired of people exploiting it,
> >> so they
> >> > decided to hardcode it. Maybe Alfred can shed some light as to the
> >> reason,
> >> > but a lot of things will be different now. Zblock will probably
> >> have to
> >> > just
> >> > tell the client what to change.
> >> >
> >> > Heh.
> >> >
> >> > On 4/26/07, Wim Barelds <[EMAIL PROTECTED]> wrote:
> >> > >
> >> > > --
> >> > > [ Picked text/plain from multipart/alternative ]
> >> > > Yup, it means that for some rediculous reason, it's become entirely
> >> > > impossible
> >> > > to execute commands on clients. Why this is not permitted with the
> >> > active
> >> > > consent of the end user (as it was previously) is beyond me.
> >> > >
> >> > > VALVe is completely screwing over a truckload of server plugins
> >> because,
> >> > > well
> >> > > probably because it seemed like more fun then fixing things that
> are
> >> > > actually
> >> > > broken... I really don't see how you can remove a perfectly
> >> functional
> >> > and
> >> > > save
> >> > > feature out of the blue.
> >> > >
> >> > > On 4/26/07, Affordablegameservers.com <[EMAIL PROTECTED]>
> >> wrote:
> >> > > >
> >> > > > So does that mean it no longer is able to be set to 0 (ie we
> >> have no
> >> > > > choice
> >> > > > now its always on) or that its been removed period so now
> >> servers are
> >> > > able
> >> > > > to run commands on clients (ie plugins will work now without
> >> the cvar
> >> > > set
> >> > > > to
> >> > > > 0)
> >> > > > thanks
> >> > > > dex
> >> > > >
> >> > > > -Original Message-
> >> > > > From: [EMAIL PROTECTED]
> >> > > > [mailto:[EMAIL PROTECTED] Behalf Of Alfred
> >> Reynolds
> >> > > > Sent: Thursday, April 26, 2007 5:28 PM
> >> > > > To: hlds@list.valvesoftware.com
> >> > > > Subject: RE: [hlds] RE: [hlds_linux] Source Engine Dedicated
> >> server
> >> > beta
> >> > > > (cl_restrict_server_commands)
> >> > > >
> >> > > >
> >> > > > The restrict cvar has been removed, zBlock needs to be updated.
> >> > > >
> >> > > > - Alfred
> >

Re: [hlds] RE: [hlds_linux] Source Engine Dedicated server beta (cl_restrict_server_commands)

2007-04-26 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
This is why I never included such a feature into zblock :/
FCVAR_SERVER_CAN_EXECUTE prevented server running command: alias

No server plugins cant still execute commands on clients... Atleast, not
properly.
To execute a command on a client, that command requires the
"FCVAR_SERVER_CAN_EXECUTE" flag, it's very rare for cvars to have this, one
of the few examples that does have this is the "play" console command (which
plays an audio file).

On 4/27/07, Cc2iscooL <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> People kept finding ways to get people to disable it without them actually
> wanting to change it themselves, through the MOTD I believe was the most
> recent one. They probably just got tired of people exploiting it, so they
> decided to hardcode it. Maybe Alfred can shed some light as to the reason,
> but a lot of things will be different now. Zblock will probably have to
> just
> tell the client what to change.
>
> Heh.
>
> On 4/26/07, Wim Barelds <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Yup, it means that for some rediculous reason, it's become entirely
> > impossible
> > to execute commands on clients. Why this is not permitted with the
> active
> > consent of the end user (as it was previously) is beyond me.
> >
> > VALVe is completely screwing over a truckload of server plugins because,
> > well
> > probably because it seemed like more fun then fixing things that are
> > actually
> > broken... I really don't see how you can remove a perfectly functional
> and
> > save
> > feature out of the blue.
> >
> > On 4/26/07, Affordablegameservers.com <[EMAIL PROTECTED]> wrote:
> > >
> > > So does that mean it no longer is able to be set to 0 (ie we have no
> > > choice
> > > now its always on) or that its been removed period so now servers are
> > able
> > > to run commands on clients (ie plugins will work now without the cvar
> > set
> > > to
> > > 0)
> > > thanks
> > > dex
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] Behalf Of Alfred Reynolds
> > > Sent: Thursday, April 26, 2007 5:28 PM
> > > To: hlds@list.valvesoftware.com
> > > Subject: RE: [hlds] RE: [hlds_linux] Source Engine Dedicated server
> beta
> > > (cl_restrict_server_commands)
> > >
> > >
> > > The restrict cvar has been removed, zBlock needs to be updated.
> > >
> > > - Alfred
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of MaydaX
> > > Sent: Thursday, April 26, 2007 2:12 PM
> > > To: hlds@list.valvesoftware.com
> > > Subject: [hlds] RE: [hlds_linux] Source Engine Dedicated server beta
> > > (cl_restrict_server_commands)
> > >
> > > The cl_restrict_server_commands cvar is not found in the beta version
> I
> > > get kicked from zBlock enabled servers for not having it set to 0.
> Also
> > > server plug ins can exec client commands.
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > >
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> >
> >
> >
> > --
> > ___
> > Wim 'TheUnknownFactor' Barelds
> > [EMAIL PROTECTED]
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > 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] RE: [hlds_linux] Source Engine Dedicated server beta (cl_restrict_server_commands)

2007-04-26 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Yup, it means that for some rediculous reason, it's become entirely
impossible
to execute commands on clients. Why this is not permitted with the active
consent of the end user (as it was previously) is beyond me.

VALVe is completely screwing over a truckload of server plugins because,
well
probably because it seemed like more fun then fixing things that are
actually
broken... I really don't see how you can remove a perfectly functional and
save
feature out of the blue.

On 4/26/07, Affordablegameservers.com <[EMAIL PROTECTED]> wrote:
>
> So does that mean it no longer is able to be set to 0 (ie we have no
> choice
> now its always on) or that its been removed period so now servers are able
> to run commands on clients (ie plugins will work now without the cvar set
> to
> 0)
> thanks
> dex
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Behalf Of Alfred Reynolds
> Sent: Thursday, April 26, 2007 5:28 PM
> To: hlds@list.valvesoftware.com
> Subject: RE: [hlds] RE: [hlds_linux] Source Engine Dedicated server beta
> (cl_restrict_server_commands)
>
>
> The restrict cvar has been removed, zBlock needs to be updated.
>
> - Alfred
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of MaydaX
> Sent: Thursday, April 26, 2007 2:12 PM
> To: hlds@list.valvesoftware.com
> Subject: [hlds] RE: [hlds_linux] Source Engine Dedicated server beta
> (cl_restrict_server_commands)
>
> The cl_restrict_server_commands cvar is not found in the beta version I
> get kicked from zBlock enabled servers for not having it set to 0. Also
> server plug ins can exec client commands.
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> 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] RE: [hlds_linux] Source Engine Dedicated server beta (cl_restrict_server_commands)

2007-04-26 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
zBlock is currently not compatible with the most recent SrcDS beta, we'll
try to have a working version done before it's out of beta,
however it seems like VALVe is making it pretty hard.

On 4/26/07, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
>
> The restrict cvar has been removed, zBlock needs to be updated.
>
> - Alfred
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of MaydaX
> Sent: Thursday, April 26, 2007 2:12 PM
> To: hlds@list.valvesoftware.com
> Subject: [hlds] RE: [hlds_linux] Source Engine Dedicated server beta
> (cl_restrict_server_commands)
>
> The cl_restrict_server_commands cvar is not found in the beta version I
> get kicked from zBlock enabled servers for not having it set to 0. Also
> server plug ins can exec client commands.
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
> ___
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> please visit:
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Re: [hlds] Question about sv_airaccelerate property in CS Source

2007-04-23 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
I have no idea of the max value or alike, however with values above 100 it
becomes notably easier to go up against a ramp. mid air there doesn't seem
to be a notable difference.

On 4/23/07, Neil Rajani <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Right, as some will know for surf servers, sv_airaccelerate needs to be
> above a certain value in order to fly through the air competently on a 66
> tick server . Most pundits give sv_airaccelerate at the minimum value at 100
>
>   I have however, seen servers with airaccelerate set to 500, 999 and
> other unusual values.
>
>   From what i heard years ago, the maximum value which makes a difference
> in air control is 100, but i forgot who told me this. Anything above 100
> wont make any difference compared to a value of 100
>
>   Is this source true? If not, what is the maximum airaccelerate value
> which can actually make a difference to air control?
>
>
> -
> Yahoo! Answers - Got a question? Someone out there knows the answer. Tryit
> now.
> --
>
> ___
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> please visit:
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Re: [hlds] There really is information of Cs:s and Cs

2007-03-06 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Not even english. Waste of time.

On 3/6/07, Whisper <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Ok
>
> Who is game enough to click on the link
>
> Please let us know what happens :)
>
> On 3/7/07, matti ruuska <[EMAIL PROTECTED]> wrote:
> >
> > There:
> >
> > http://www.invisiom.net/index.php?ip=62.216.118.79
> >
> > Is really information, and help of those games (cs 1.6 and cs:source) go
> > and
> > check !
> > Im really greatfull if you do that, tnx : )
> >
> > _
> > Uutisista turhaan tietoon. Mitä ikinä etsitkin, MSN Search löytää
> > hakemasi.
> > http://search.msn.fi
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> --
>
> ___
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> please visit:
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Re: [hlds] Ingame adds, who will remove them?

2007-03-06 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
LDuke, what about placing textures to conviniantly overlay said adds?

On 3/6/07, Saint K. <[EMAIL PROTECTED]> wrote:
>
> Which project will that be on?
>
>
> - Original Message -
> From: "Edward Luna" <[EMAIL PROTECTED]>
> To: 
> Sent: Tuesday, March 06, 2007 5:52 PM
> Subject: RE: [hlds] Ingame adds, who will remove them?
>
>
> After many years of being an enthusiastic server admin running Valve
> games,
> I've reluctantly thrown in the towel on hosting SRC games.  I probably
> just
> don't know enough to be able to keep up with all the nonsense and as much
> help as most guys are on this list... I just don't have the time to deal
> with all the issues that surround Valve and the SRC games.  I've converted
> my two servers the old school Half-Life Valve and I am enjoying the lack
> of
> problems very much.
> Peace.
>
> -Original Message-
> From: Saint K. [mailto:[EMAIL PROTECTED]
> Sent: Tuesday, March 06, 2007 11:22 AM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Ingame adds, who will remove them?
>
>
> Even more gay is, that VALVe hasnt put anythin on their website on the
> last
> update which enables the ingame ads.
>
> - Original Message -
> From: <[EMAIL PROTECTED]>
> To: 
> Cc: "Saint K." <[EMAIL PROTECTED]>
> Sent: Tuesday, March 06, 2007 12:36 PM
> Subject: Re: [hlds] Ingame adds, who will remove them?
>
>
> > If it can not connect to the ad server, it automatically provides you
> with
> > the viewing pleasure of VALVe game ads.
> >  "Saint K." <[EMAIL PROTECTED]> wrote:
> >> I'll give a cookie to the first one to write a tweak to block the ads.
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
>
>
> ___
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Re: [hlds] IVEngineServer::ForceExactFile and Custom Content

2007-02-19 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Dont have a good idea about your problem, but I would like to add another
problem to the list.
(As opposed to the default consistancy checks of sv_consistancy)
ForceExactFile only checks for the files on disk, if the inconsistant file
is loaded into memory but removed or moved from the harddrive,
then the server will let the player connect with the inconsistant
files, aswell as play with them (duh).


On 2/19/07, James Gray <[EMAIL PROTECTED]> wrote:
>
> Is it just me or does the consistency check imposed by ForceExactFile
> too early for custom content? What seems to happen is that consistency
> is checked before custom content has even had a chance to download.
> Also, I would like to mention that IVEngineServer::ForceSimpleMaterial
> seems to have no effect.
>
> Anyways, I would greatly appreciate it if Valve took a look at this
> problem.
>
> Thanks,
> James
>
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Re: [hlds] To protect against cheaters and abusive admins, why not destroy the ability for CS:S to be played on the internet?

2007-01-24 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Because your lack of intelect and sense of humor is terrible. Please proceed
to castrate yourself using a spoon now, followed by suicide. Thank you. Good
Bye.

On 1/24/07, Chris Barnett <[EMAIL PROTECTED]> wrote:
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Hi,
>
>
>
> If functionality (e.g. to be able to run server commands on the client)
> can
> be placed on the altar to be sacrificed (needlessly) in order to protect
> the
> casual CS:S player against abusive admins, then why not follow that to
> it's
> logical conclusion and remove the ability for CS:S to be played on the
> internet?
>
>
>
> Cheers!
>
>
>
> Chris Barnett
>
>
>
> --
>
>
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Re: [hlds] Allow servers to query most cvar values on the client

2007-01-11 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
It works in CSS, zBlock and Cvarblock are using it.

On 1/12/07, LDuke <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I've added it to CALibrate (the CAL DOD:S anti-cheat plugin), but the
> Windows dedicated servers don't seem to have the updated engine binaries
> yet. Until it works on both Windows and Linux, they won't use that
> function.
>
> I think that querying cvars works on both Windows and Linux on CSS, but I
> haven't tested it. I think there are already some people working on CVAR-X
> type plugins though.
>
>
>
> On 1/11/07, Whisper <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Metamod us up something Lucky Duke :)
> >
> >
> >
> --
>
> ___
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Re: [hlds] zBlock 3.0.0 RC3 - What are others using?

2007-01-09 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
An easier way would be to just type alias in console.
Either way, we may later list a number of cvars that we block, however we
will not list all, due to exploitable issues (You only have to look at MPC
to see what I mean).

On 1/9/07, Roman Hatsiev <[EMAIL PROTECTED]> wrote:
>
> Thanks. Any plans to provide more details about blocked cvars on the
> site? Looking through binary is pretty boring to be honest.
>
> On 09/01/07, Wim Barelds <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > We do plan to add similar functionality in the future (unless VALVe
> > implements sv_pure before that time).
> >
> > On 1/9/07, Roman Hatsiev <[EMAIL PROTECTED]> wrote:
> > >
> > > Putting aside your funny needles about competence of those who do not
> > > agree with your opinion, I wonder if zBlock perform files consitency
> > > check the way cvarblock does? If not, any plans to implement this in
> > > the future?
> > >
> > > On 09/01/07, Wim Barelds <[EMAIL PROTECTED]> wrote:
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > Not at all irony, people who don't want to have clientcommands
> executed
> > > on
> > > > them don't need to. People who wish to use their servers as
> forwarders
> > > can
> > > > use that exact same option. I'm not asking VALVe or anyone to give
> me
> > > access
> > > > to the clientcommands without the use of cl_restrict_server_commands
> 0.
> > > > Unless you mean that the irony is that people who connect to zblock
> > > servers
> > > > can also be redirected; yes I'd love for that to not be true, good
> thing
> > > > most server admins competent enough to use zBlock are rarely
> incompetent
> > > > enough to use their servers as forwarders.
> > > >
> > > > On 1/9/07, Roman Hatsiev <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > > It kicks players with cl_restrict_server_commands 1. As simple as
> > > > > that. And few weeks ago zblock author argued against server
> executed
> > > > > connect command right on this list, what an irony...
> > > > >
> > > > > On 09/01/07, Adam Sando <[EMAIL PROTECTED]> wrote:
> > > > > > Hi guys,
> > > > > >
> > > > > > I just downloaded and installed zBlock v3.0.0 RC3 on our CS:S
> > > server, in
> > > > > > the hopes to replace what was CVAR-X (before the
> > > > > > cl_restrict_server_commands update).
> > > > > >
> > > > > > From all accounts, the new version works quite well and does not
> > > hinder
> > > > > > performance at all. I have yet to personally test it in a 5v5
> scrim,
> > > or
> > > > > > when the server is full, however it will be interesting to know
> how
> > > it
> > > > > > has circumvented the server commands restriction "feature".
> > > > > >
> > > > > > What do you all use to protect your server against exploiting or
> > > > > > malicious users?
> > > > > > Does anyone make use of Mattie's Eventscripts for this at all?
> > > > > >
> > > > > > Regards,
> > > > > > Adam.
> > > > > >
> > > > > > ___
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> > > archives,
> > > > > > please visit:
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> > > > > >
> > > > >
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> archives,
> > > > > please visit:
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> > > > >
> > > >
> > > >
> > > >
> > > > --
> > > > ___
> > > > Wim 'TheUnknownFactor' Barelds
> > > > [EMAIL PROTECTED]
> > > > --
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Re: [hlds] zBlock 3.0.0 RC3 - What are others using?

2007-01-09 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
We do plan to add similar functionality in the future (unless VALVe
implements sv_pure before that time).

On 1/9/07, Roman Hatsiev <[EMAIL PROTECTED]> wrote:
>
> Putting aside your funny needles about competence of those who do not
> agree with your opinion, I wonder if zBlock perform files consitency
> check the way cvarblock does? If not, any plans to implement this in
> the future?
>
> On 09/01/07, Wim Barelds <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Not at all irony, people who don't want to have clientcommands executed
> on
> > them don't need to. People who wish to use their servers as forwarders
> can
> > use that exact same option. I'm not asking VALVe or anyone to give me
> access
> > to the clientcommands without the use of cl_restrict_server_commands 0.
> > Unless you mean that the irony is that people who connect to zblock
> servers
> > can also be redirected; yes I'd love for that to not be true, good thing
> > most server admins competent enough to use zBlock are rarely incompetent
> > enough to use their servers as forwarders.
> >
> > On 1/9/07, Roman Hatsiev <[EMAIL PROTECTED]> wrote:
> > >
> > > It kicks players with cl_restrict_server_commands 1. As simple as
> > > that. And few weeks ago zblock author argued against server executed
> > > connect command right on this list, what an irony...
> > >
> > > On 09/01/07, Adam Sando <[EMAIL PROTECTED]> wrote:
> > > > Hi guys,
> > > >
> > > > I just downloaded and installed zBlock v3.0.0 RC3 on our CS:S
> server, in
> > > > the hopes to replace what was CVAR-X (before the
> > > > cl_restrict_server_commands update).
> > > >
> > > > From all accounts, the new version works quite well and does not
> hinder
> > > > performance at all. I have yet to personally test it in a 5v5 scrim,
> or
> > > > when the server is full, however it will be interesting to know how
> it
> > > > has circumvented the server commands restriction "feature".
> > > >
> > > > What do you all use to protect your server against exploiting or
> > > > malicious users?
> > > > Does anyone make use of Mattie's Eventscripts for this at all?
> > > >
> > > > Regards,
> > > > Adam.
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >
> > >
> > > ___
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> > > please visit:
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> > >
> >
> >
> >
> > --
> > ___
> > Wim 'TheUnknownFactor' Barelds
> > [EMAIL PROTECTED]
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
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Re: [hlds] zBlock 3.0.0 RC3 - What are others using?

2007-01-09 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Not at all irony, people who don't want to have clientcommands executed on
them don't need to. People who wish to use their servers as forwarders can
use that exact same option. I'm not asking VALVe or anyone to give me access
to the clientcommands without the use of cl_restrict_server_commands 0.
Unless you mean that the irony is that people who connect to zblock servers
can also be redirected; yes I'd love for that to not be true, good thing
most server admins competent enough to use zBlock are rarely incompetent
enough to use their servers as forwarders.

On 1/9/07, Roman Hatsiev <[EMAIL PROTECTED]> wrote:
>
> It kicks players with cl_restrict_server_commands 1. As simple as
> that. And few weeks ago zblock author argued against server executed
> connect command right on this list, what an irony...
>
> On 09/01/07, Adam Sando <[EMAIL PROTECTED]> wrote:
> > Hi guys,
> >
> > I just downloaded and installed zBlock v3.0.0 RC3 on our CS:S server, in
> > the hopes to replace what was CVAR-X (before the
> > cl_restrict_server_commands update).
> >
> > From all accounts, the new version works quite well and does not hinder
> > performance at all. I have yet to personally test it in a 5v5 scrim, or
> > when the server is full, however it will be interesting to know how it
> > has circumvented the server commands restriction "feature".
> >
> > What do you all use to protect your server against exploiting or
> > malicious users?
> > Does anyone make use of Mattie's Eventscripts for this at all?
> >
> > Regards,
> > Adam.
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
>
> ___
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Re: [hlds] Valve...can we get the connect command for redirect in SCRDS?

2006-12-20 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
No, VAC isn't in place to police your servers real-time. It's in place to
remove
as many hackers as possible, and does this with a delay. Unless you really
really love cheaters, it should be obvious that you would like a cheater to
be
removed from your server after less then a month time, as that's how long it
will take to get him VAC banned (often longer).

As said, removing a player is not "abuse", servers are private property (as
said) which means that you do not have the "right" to be there, you have the
priveledge, and that priveledge can be removed at any time by the owner
of the property (game server admin).
When you connect to a server, you however do not become the server
admin's property, meaning that even though the admin can tell you what to
do to maintain your priveledge to stay, he can not (or should not be able
to)
make you do whatever he wishes, without your consent.

On 12/20/06, Hell Phoenix <[EMAIL PROTECTED]> wrote:
>
> [ Converted text/html to text/plain ]
> x3
> I mean..why do server ops need kick and ban?  Thats what VAC is for right?
> There arent any asshats or cheaters in our servers.



-Original Message-
> From: Roman Hatsiev [mailto:[EMAIL PROTECTED]
> Sent: Wednesday, December 20, 2006 1:02 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlds] Valve...can we get the connect command for redirect
> in SCRDS?
>
>
> Everyone hate being kicked or banned. I suggest removing kick and
> banid commands from the game. It must be a player's choice whether to
> play on this server, not server operator's. Also kick and ban are
> widely abused by many server operators, we must do something to
> protect players! The freedom of choice for players is everything,
> while server operators deserve no choice at all.
>
> On 20/12/06, Joshua Handelsman-Woolf (DogGunn) <[EMAIL PROTECTED]>[3]
> wrote:
>
>
> Oh noes, please not the redirect, that annoyed me. I hated being
> switched to another server without actually being given the option.
> john @ GamersCoalition wrote:
>
>
> No reason to be afraid; thanks for the recommendation.
>
> On 12/19/06, Graham Robinson <[EMAIL PROTECTED]>[4] wrote:
>
>
> "But they might also find it "annoying" to not be able to connect to a
> server showing 20/23
> because of 3 reserve slots."
>
> I'm afraid to say this but you are doing your reserve slot system
> wrong then. You want sv_visiblemaxplayers set to 20
>
> ___
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>
>
>
>
> --
> [Mmmm]stuttering.john .gc
> "Together we spawn."
> [EMAIL PROTECTED]
> http://www.gamerscoalition.com[7]
>
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>
>
>
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>
>
>
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>
>
> ===References:===
>   1. mailto:[EMAIL PROTECTED]
>   2. mailto:hlds@list.valvesoftware.com
>   3. mailto:[EMAIL PROTECTED]
>   4. mailto:[EMAIL PROTECTED]
>   5. http://list.valvesoftware.com/mailman/listinfo/hlds
>   6. mailto:[EMAIL PROTECTED]
>   7. http://www.gamerscoalition.com
>   8. http://list.valvesoftware.com/mailman/listinfo/hlds
>   9. http://list.valvesoftware.com/mailman/listinfo/hlds
> 10. http://list.valvesoftware.com/mailman/listinfo/hlds
> 11. http://list.valvesoftware.com/mailman/listinfo/hlds
>
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Re: [hlds] Valve...can we get the connect command for redirect in SCRDS?

2006-12-19 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
As previously noted, the reserved slots issue could be resolved fairly
easily,
past that. Please don't get me wrong, I really wouldn't mind a "this server
recommends these alternatives" approach, or "link server network" kind of
solution.
I however do oppose to giving admins the "connect" console command back
as it previously were.

On 12/19/06, john @ GamersCoalition <[EMAIL PROTECTED]> wrote:
>
> Don't forget, we need to pay taxes =)
>
> Pubbers may find it "annoying" to be redirected, but they might also
> find it "annoying" to not be able to connect to a server showing 20/23
> because of 3 reserve slots. We use redirects to help players find a
> server to play on. We use(d) redirects to distribute players, not
> alter players rates, etc. I'm not entirely susre how this would be
> "abused," though I can see it being "annoying."
>
> I'll stop using "quotes" when you start acknowledging the other "POV,"
> wim. And thanks for zBlock, it was a very useful plugin.
>
> Cheers,
>
> SJ
>
> On 12/18/06, Chris Barnett <[EMAIL PROTECTED]> wrote:
> >
> > Wim,
> >
> > Please stop telling people they don't need stuff.
> >
> > Sorry to those who have read this before.
> >
> > We don't need to play CS:S
> >
> > We don't need to play DOD:S
> >
> > We don't need mods.
> >
> > We don't need food.
> >
> > We don't need air.
> >
> > The only thing in life we need to do is die. That's why we all pay so
> much
> > money to practice killing people.
> >
> > People say that automatic redirects are annoying as hell. Fine.
> >
> > Server admins recognise that therefore we want a COMPROMISE solution
> which
> > redirects people with their PERMISSION.
> >
> > Cheers.
> >
> > Chris.
> >
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Wim Barelds
> > Sent: 18 December 2006 18:11
> > To: hlds@list.valvesoftware.com
> > Subject: Re: [hlds] Valve...can we get the connect command for redirect
> in
> > SCRDS?
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I do give a crap about admin problems and alike, if I didn't I wouldn't
> have
> > been 1 of the co-authors of zBlock, among a crapload of other stuff.
> IMO;
> > it's important to not have the feature from a player's point of view,
> and
> > it's not all that important to have the feature from a server admin
> point of
> > view.
> >
> > On 12/18/06, Newbie <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > The guy speaks from the player's POV and simply doesn't give a thing
> about
> > > admins' problems like servers migration or load balancing.
> > >
> > > Newbie
> > >
> > > -Original Message-
> > >
> > > From: "Roman Hatsiev" <[EMAIL PROTECTED]>
> > >
> > > To: hlds@list.valvesoftware.com
> > >
> > > Date: Mon, 18 Dec 2006 14:42:43 +0300
> > >
> > > Subject: Re: [hlds] Valve...can we get the connect command for
> redirect in
> > > SCRDS?
> > >
> > >
> > >
> > >
> > > Now I see. There must be only two opinions about everything - yours
> > >
> > > and wrong one. Let me stick to the wrong one please as I'm pretty
> > >
> > > happy with it :)
> > >
> > >
> > >
> > > On 18/12/06, Wim Barelds <[EMAIL PROTECTED]> wrote:
> > >
> > > > --
> > >
> > > > [ Picked text/plain from multipart/alternative ]
> > >
> > > > You don't need it either, plus pretty much every player that ever
> > >
> > > > gets redirected finds it annoying as fuck. I'm not saying you
> couldn't
> > >
> > > > find ways to use/abuse it, I'm sure you could and would. But you
> don't
> > >
> > > > need it.
> > >
> > > >
> > >
> > > > On 12/18/06, Roman Hatsiev <[EMAIL PROTECTED]> wrote:
> > >
> > > > >
> > >
> > > > > Looks like your only argument presented in different wordings is
> "I
> > >
> > > >

Re: [hlds] Valve...can we get the connect command for redirect in SCRDS?

2006-12-18 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
I do give a crap about admin problems and alike, if I didn't I wouldn't have
been 1 of the co-authors of zBlock, among a crapload of other stuff. IMO;
it's important to not have the feature from a player's point of view, and
it's not all that important to have the feature from a server admin point of
view.

On 12/18/06, Newbie <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> The guy speaks from the player's POV and simply doesn't give a thing about
> admins' problems like servers migration or load balancing.
>
> Newbie
>
> -Original Message-
>
> From: "Roman Hatsiev" <[EMAIL PROTECTED]>
>
> To: hlds@list.valvesoftware.com
>
> Date: Mon, 18 Dec 2006 14:42:43 +0300
>
> Subject: Re: [hlds] Valve...can we get the connect command for redirect in
> SCRDS?
>
>
>
>
> Now I see. There must be only two opinions about everything - yours
>
> and wrong one. Let me stick to the wrong one please as I'm pretty
>
> happy with it :)
>
>
>
> On 18/12/06, Wim Barelds <[EMAIL PROTECTED]> wrote:
>
> > --
>
> > [ Picked text/plain from multipart/alternative ]
>
> > You don't need it either, plus pretty much every player that ever
>
> > gets redirected finds it annoying as fuck. I'm not saying you couldn't
>
> > find ways to use/abuse it, I'm sure you could and would. But you don't
>
> > need it.
>
> >
>
> > On 12/18/06, Roman Hatsiev <[EMAIL PROTECTED]> wrote:
>
> > >
>
> > > Looks like your only argument presented in different wordings is "I
>
> > > don't need it, ". The fact that you don't need this tool or don't know
>
> > > how to properly apply this tool does not make it less valuable to
>
> > > other admins. And I'm not going to waste my time convincing you that
>
> > > you need it because with your single server you don't :)
>
> > >
>
> > > On 18/12/06, Wim Barelds <[EMAIL PROTECTED]> wrote:
>
> > > > --
>
> > > > [ Picked text/plain from multipart/alternative ]
>
> > > > Regulars knew the domain name, and it was no problem at all.
>
> > > > I did not see any kind of player drop on our server when we
>
> > > > relocated.
>
> > > >
>
> > > > > "(would you rather join an empty or populated server?)."
>
> > > > I would rather join a populated server, which I would expect to
>
> > > > join when I do.
>
> > > >
>
> > > > > "I think by load balancing it's more meant to keep the two or
>
> > > > > more servers full.. (correct me if I'm wrong)."
>
> > > > Do you actually play this game? You barely, if ever, get moved
>
> > > > to a server worth while. Either the server is empty, has some
>
> > > > fucked up gameplay mods, or has piranesi kind of map. No
>
> > > > thanks.
>
> > > >
>
> > > >
>
> > > > On 12/18/06, Chris Barnett <[EMAIL PROTECTED]> wrote:
>
> > > > >
>
> > > > > Oppss
>
> > > > >
>
> > > > > I meant:
>
> > > > >
>
> > > > > Once the client resolves an IP to that subdomain, the client saves
> the
>
> > > IP
>
> > > > > addy in it's favourites and not the domain name.
>
> > > > >
>
> > > > >
>
> > > > > -Original Message-
>
> > > > > From: [EMAIL PROTECTED]
>
> > > > > [mailto:[EMAIL PROTECTED] On Behalf Of Chris
> Barnett
>
> > > > > Sent: 18 December 2006 01:32
>
> > > > > To: hlds@list.valvesoftware.com
>
> > > > > Subject: RE: [hlds] Valve...can we get the connect command for
>
> > > redirect in
>
> > > > > SCRDS?
>
> > > > >
>
> > > > >
>
> > > > > Automatic server redirects are gone for good. As an admin that
> never
>
> > > > > abused
>
> > > > > them, I'm quite angry at those that did. Such people even used to
> brag
>
> > > on
>
> > > > > various forums that their servers were full, but at whose expense?
>
> > > > >
>
> > > > > I hope some kind of redirect that asks the user, will be
> implem

Re: [hlds] Valve...can we get the connect command for redirect in SCRDS?

2006-12-18 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
You don't need it either, plus pretty much every player that ever
gets redirected finds it annoying as fuck. I'm not saying you couldn't
find ways to use/abuse it, I'm sure you could and would. But you don't
need it.

On 12/18/06, Roman Hatsiev <[EMAIL PROTECTED]> wrote:
>
> Looks like your only argument presented in different wordings is "I
> don't need it, ". The fact that you don't need this tool or don't know
> how to properly apply this tool does not make it less valuable to
> other admins. And I'm not going to waste my time convincing you that
> you need it because with your single server you don't :)
>
> On 18/12/06, Wim Barelds <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Regulars knew the domain name, and it was no problem at all.
> > I did not see any kind of player drop on our server when we
> > relocated.
> >
> > > "(would you rather join an empty or populated server?)."
> > I would rather join a populated server, which I would expect to
> > join when I do.
> >
> > > "I think by load balancing it's more meant to keep the two or
> > > more servers full.. (correct me if I'm wrong)."
> > Do you actually play this game? You barely, if ever, get moved
> > to a server worth while. Either the server is empty, has some
> > fucked up gameplay mods, or has piranesi kind of map. No
> > thanks.
> >
> >
> > On 12/18/06, Chris Barnett <[EMAIL PROTECTED]> wrote:
> > >
> > > Oppss
> > >
> > > I meant:
> > >
> > > Once the client resolves an IP to that subdomain, the client saves the
> IP
> > > addy in it's favourites and not the domain name.
> > >
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Chris Barnett
> > > Sent: 18 December 2006 01:32
> > > To: hlds@list.valvesoftware.com
> > > Subject: RE: [hlds] Valve...can we get the connect command for
> redirect in
> > > SCRDS?
> > >
> > >
> > > Automatic server redirects are gone for good. As an admin that never
> > > abused
> > > them, I'm quite angry at those that did. Such people even used to brag
> on
> > > various forums that their servers were full, but at whose expense?
> > >
> > > I hope some kind of redirect that asks the user, will be implemented.
> As
> > > for
> > > using a sub-domain for a server, it doesn't work...once the client
> > > resolves
> > > an IP to that subdomain, the client saves the IP addy in it's
> favourites
> > > and
> > > not the IP address.
> > >
> > > Chris.
> > >
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Wim Barelds
> > > Sent: 18 December 2006 00:39
> > > To: hlds@list.valvesoftware.com
> > > Subject: Re: [hlds] Valve...can we get the connect command for
> redirect in
> > > SCRDS?
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > > Seems like you never had an experience of migrating your servers to
> > > > another ISP. Not to mention other cases when redirection can be very
> > > > useful - load balancing and promoting new server just to name a few.
> > > > Fortunately, as far as I know, Mani promised to restore this
> > > > functionality in next version of his mod.
> > >
> > > I sure did, you should consider getting a subdomain to refer to your
> > > server.
> > > I had "deathmatch.BoooM.co.uk", when we needed to "change IP", we
> > > could do that without any problem at all. "Load balancing"? Are you
> > > kidding?
> > > If a server can't handle 18 players, it should simply not have 18
> slots,
> > > there
> > > is no problem here. "Promoting new servers"? Why? Why should these
> > > servers get any additional promotion over any other new server out
> there?
> > > If the server is good, it'll get it's own crowd.
> > >
> > > On 12/17/06, [GS]Admin <[EMAIL PROTECTED]> wrote:
> > > >
> > > >
> > > > - Original Message -
> > > > From: "Thortok2000" <[EMAIL PROTECTED]>
> > &

Re: [hlds] Valve...can we get the connect command for redirect in SCRDS?

2006-12-17 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Regulars knew the domain name, and it was no problem at all.
I did not see any kind of player drop on our server when we
relocated.

> "(would you rather join an empty or populated server?)."
I would rather join a populated server, which I would expect to
join when I do.

> "I think by load balancing it's more meant to keep the two or
> more servers full.. (correct me if I'm wrong)."
Do you actually play this game? You barely, if ever, get moved
to a server worth while. Either the server is empty, has some
fucked up gameplay mods, or has piranesi kind of map. No
thanks.


On 12/18/06, Chris Barnett <[EMAIL PROTECTED]> wrote:
>
> Oppss
>
> I meant:
>
> Once the client resolves an IP to that subdomain, the client saves the IP
> addy in it's favourites and not the domain name.
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Chris Barnett
> Sent: 18 December 2006 01:32
> To: hlds@list.valvesoftware.com
> Subject: RE: [hlds] Valve...can we get the connect command for redirect in
> SCRDS?
>
>
> Automatic server redirects are gone for good. As an admin that never
> abused
> them, I'm quite angry at those that did. Such people even used to brag on
> various forums that their servers were full, but at whose expense?
>
> I hope some kind of redirect that asks the user, will be implemented. As
> for
> using a sub-domain for a server, it doesn't work...once the client
> resolves
> an IP to that subdomain, the client saves the IP addy in it's favourites
> and
> not the IP address.
>
> Chris.
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Wim Barelds
> Sent: 18 December 2006 00:39
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Valve...can we get the connect command for redirect in
> SCRDS?
>
> --
> [ Picked text/plain from multipart/alternative ]
> > Seems like you never had an experience of migrating your servers to
> > another ISP. Not to mention other cases when redirection can be very
> > useful - load balancing and promoting new server just to name a few.
> > Fortunately, as far as I know, Mani promised to restore this
> > functionality in next version of his mod.
>
> I sure did, you should consider getting a subdomain to refer to your
> server.
> I had "deathmatch.BoooM.co.uk", when we needed to "change IP", we
> could do that without any problem at all. "Load balancing"? Are you
> kidding?
> If a server can't handle 18 players, it should simply not have 18 slots,
> there
> is no problem here. "Promoting new servers"? Why? Why should these
> servers get any additional promotion over any other new server out there?
> If the server is good, it'll get it's own crowd.
>
> On 12/17/06, [GS]Admin <[EMAIL PROTECTED]> wrote:
> >
> >
> > - Original Message -
> > From: "Thortok2000" <[EMAIL PROTECTED]>
> > Sent: Sunday, December 17, 2006 5:54 AM
> >
> > > What I'd like to see:  In the 'this server is full, auto-retry' dialog
> > > box,
> > > have a 'this server recommends' and have a button to push to go to the
> > > server it recommends.  Also, if you attempt to connect to the server
> and
> > > they don't want you playing there, it could be a 'this server is
> closed,
> > > go
> > > here instead, please update your favorites' and again have the button.
> > >
> > > Automatically redirecting you...no, I don't like that, I don't like
> that
> > > at
> > > all.
> >
> > I actually like this idea and think it should be implemented.Then you
> > could
> > have a cvar kinda like the fast download in your server.cfg which you
> > could
> > advertise for friendly servers or yours or even other servers you own.Or
> > make it to where gaming communites could put multiple servers in there
> and
> > it would advertise what map and how many players are on it with join
> > buttons
> > along side them.Basically you could make a community over view join
> > button.The reason I like it is because of how many people go "oh I
> didn't
> > know you had that server!"
> >
> > And Frazer what you said was just funny.But you have a point.But it
> would
> > be
> > nice to have the ability.Or maybe even put it into another tab, like you
> > have the recent servers make a list from that server config file that
> > lists
>

Re: [hlds] Valve...can we get the connect command for redirect in SCRDS?

2006-12-17 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
> Seems like you never had an experience of migrating your servers to
> another ISP. Not to mention other cases when redirection can be very
> useful - load balancing and promoting new server just to name a few.
> Fortunately, as far as I know, Mani promised to restore this
> functionality in next version of his mod.

I sure did, you should consider getting a subdomain to refer to your server.
I had "deathmatch.BoooM.co.uk", when we needed to "change IP", we
could do that without any problem at all. "Load balancing"? Are you kidding?
If a server can't handle 18 players, it should simply not have 18 slots,
there
is no problem here. "Promoting new servers"? Why? Why should these
servers get any additional promotion over any other new server out there?
If the server is good, it'll get it's own crowd.

On 12/17/06, [GS]Admin <[EMAIL PROTECTED]> wrote:
>
>
> - Original Message -
> From: "Thortok2000" <[EMAIL PROTECTED]>
> Sent: Sunday, December 17, 2006 5:54 AM
>
> > What I'd like to see:  In the 'this server is full, auto-retry' dialog
> > box,
> > have a 'this server recommends' and have a button to push to go to the
> > server it recommends.  Also, if you attempt to connect to the server and
> > they don't want you playing there, it could be a 'this server is closed,
> > go
> > here instead, please update your favorites' and again have the button.
> >
> > Automatically redirecting you...no, I don't like that, I don't like that
> > at
> > all.
>
> I actually like this idea and think it should be implemented.Then you
> could
> have a cvar kinda like the fast download in your server.cfg which you
> could
> advertise for friendly servers or yours or even other servers you own.Or
> make it to where gaming communites could put multiple servers in there and
> it would advertise what map and how many players are on it with join
> buttons
> along side them.Basically you could make a community over view join
> button.The reason I like it is because of how many people go "oh I didn't
> know you had that server!"
>
> And Frazer what you said was just funny.But you have a point.But it would
> be
> nice to have the ability.Or maybe even put it into another tab, like you
> have the recent servers make a list from that server config file that
> lists
> in blue offset alittle the other servers they suggest.Like upto 10 servers
> or something to that effect.Just my $.02 .
>
> -BeNt-
> http://www.gorillazsouth.com
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>



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Re: [hlds] Valve...can we get the connect command for redirect in SCRDS?

2006-12-16 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Lets hope the anwser is no, when players connect to a server, they connect
to that server. If I wanted to be on any other server, I would connect to
another server.

On 12/17/06, Hell Phoenix <[EMAIL PROTECTED]> wrote:
>
> Since we no longer can run commands on the client its not possible to do
> server redirection.  Im sure I am not alone missing this key feature on
> the DS.  Would it be possible for you to add in the abilty for servers
> to execute the "connect" command on the client or something similar?
>
> HP
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>



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Re: [hlds] Counter-Strike: Source Update Released

2006-12-12 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
VALVe has no obligation what-so-ever to even support server plugins, the
fact that they do, and provide their own API for doing so is a large plus.
The API is actually useful for most of any general purposes (hence why Mani
Matti and "general purpose" plugins all have no problem using the provided
API). As for the people that want to hack into the game down to it's roots,
that's not VALVe problem.

On 12/12/06, artiecs <[EMAIL PROTECTED]> wrote:
>
> Yeah i did fix the gameinfo.txt, but servers wouldn't boot with the MM
> startup line in there (with all plugins disabled in the MM config). Got
> the
> new version now and it seems to be running good.
>
> Artie
>
> - Original Message -
> From: "Dan E" <[EMAIL PROTECTED]>
> To: 
> Sent: Monday, December 11, 2006 10:59 PM
> Subject: Re: [hlds] Counter-Strike: Source Update Released
>
>
> > Updates always replace the gameinfo.txt file, so you
> > have to remember to put the GameBin line back in there
> > so that MM loads correctly after an update.  And Bailo
> > released it, so far so good :) w00t.
> >
> > Dan
> >
> > --- artiecs <[EMAIL PROTECTED]> wrote:
> >
> > > It breaks Source Metamod, at least on 2 of our
> > > servers that were running it,
> > > one of which was a Gungame server so that's hosed.
> > >
> > > Valve would you PLEASE make that god forsaken POS
> > > API in Source and make it
> > > something usefull so that people will actually use
> > > it. It's getting old
> > > having to troubleshoot and fix servers everytime
> > > there's an update. Broken
> > > servers for what?? Broken so that 3 pistols can be
> > > stronger and the leaf
> > > quality in Militia can be improved!! What a sad
> > > joke, and we're the
> > > punchline. How I long for the old days when updates
> > > came once every 6
> > > months.
> > >
> > > Here's an idea.How about not messing with the
> > > leafs in Militia, cause
> > > noone gives a shit what they look likeand
> > > instead make the API usefull.
> > > Yeah yeah I know, I'm askin for way too much here.
> > >
> > > Artie
> > >
> > >
> > > - Original Message -
> > > From: "{MDA} Spotta" <[EMAIL PROTECTED]>
> > > To: 
> > > Sent: Monday, December 11, 2006 6:12 PM
> > > Subject: RE: [hlds] Counter-Strike: Source Update
> > > Released
> > >
> > >
> > > > Does it break mani?!?!?!
> > > >
> > > > Sorry!
> > > >
> > > > Spotta
> > > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] On
> > > Behalf Of Jason Ruymen
> > > > Sent: 11 December 2006 22:40
> > > > To: hlds_linux@list.valvesoftware.com;
> > > hlds@list.valvesoftware.com;
> > > > hlds_announce@list.valvesoftware.com
> > > > Subject: [hlds] Counter-Strike: Source Update
> > > Released
> > > >
> > > > A required update for Counter-Strike: Source has
> > > been released.  Please
> > > > run hldsupdatetool to get the update.  The
> > > specific changes include:
> > > >
> > > > Counter-Strike: Source:
> > > > - Increased ES57, Compact 228 and Dual Elites
> > > damage by 25%
> > > > - Lowered allowed number of dropped weapons in a
> > > level to prevent gun
> > > > spamming
> > > > - Updated foliage quality in cs_militia
> > > >
> > > > Jason
> > > >
> > > >
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or
> > > view the list archives,
> > > > please visit:
> > > >
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or
> > > view the list archives,
> > > please visit:
> > > >
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view
> > > the list archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> >
> >
> >
> >
> >
>
> 
> 
> > Have a burning question?
> > Go to www.Answers.yahoo.com and get answers from real people who know.
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>



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Re: [hlds] Alfred PTBx considerations? ALFRED PLEASE READ THIS ABOUT CL_INTERP

2006-11-28 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
The things you're nothing are not issues, they're by design. Or atleast,
they should be by design. It may indeed not be perfect that the last few
actions you performed before being killed  are not being processed,
however it would be significantly more "annoying" if kills you make are
later undone due to players with high latency and/or interpolation delay.

Also when you say "max interp", make sure to keep it below sv_maxunlag.

The issues that currently do exist in the netcode are that the interpolation
delay imposed on clients is ~66ms on top of the cl_interp value (when
cl_interpolate is 1)
And that with interpolation disabled, bullets are registered to the wrong
history "tick". See the following link for further reference:
http://forums.steampowered.com/forums/showthread.php?t=420665&highlight=final+quirks%22

On 11/28/06, James Tucker <[EMAIL PROTECTED]> wrote:
>
> artiecs wrote:
> > That article is definately a good start.
> >
> > Alfred, one other tremendously important cvar that needs to be addressed
> is
> > cl_interp. The default value of 0.1 for cl_interp causes hitboxes to
> 'lag'
> > behind player models a significant amount.
> If one also adjusts cl_interpolate 0 only. If not, the hitboxes viewed
> on the client do in fact lie in the correct place with respect to all of
> the other network subroutines, and indeed where the texture will be seen.
>
> > This is why players who run
> > around corners can still be hit by other players, even though they have
> been
> > out of that other players view long enough that they shouldn't be hit.
> No, this is because cl_interp, as you know is a delay. With a higher
> value of cl_interp, when that player hit's you in the past, you will
> only 'see' the effects once his data has been processed by the server
> (on some servers, 60-100fps this could be almost 0.2s) and sent back
> (ping/2) having been through your cl_interp - with the exception of the
> caveat I speak about below.
>
> > When
> > cl_interp is lowered, it keeps the hitboxes more closely alligned to the
> > player models. When it is raised, it makes the hitboxes lag even further
> > behind the models (which is how some of the rediculous "Bash Valve about
> the
> > hitboxes" videos on the web made the hitboxes lag 10-20 feet behind the
> > models).
> Indeed the videos you speak of were made with cl_interpolate 0 and
> cl_interp 0.1 or higher.
>
> > We've seen players actually have this cvar set to 0.2 and higher,
> > which allows them to shoot the hitboxes of players a significant time
> after
> > that player hs run behind cover or around a corner, this should not be
> > allowed in any situation. Even the default of 0.1 allows this, tho not
> as
> > bad as higher settings.
> >
> Indeed it should be restricted in a way which resembles some kind of
> judgement of players ping times and server performance. This could be
> suitably handled by server operators, although as has been discussed
> many times on this list - it should be possible to create 'optimal'
> values server side and push them to clients in order to optimise a fair
> timeline delta for all players.
>
> > Most of the regulars on our server run cl_interp between 0.02 and 0.04.
> This
> > keeps the hitboxes closely aligned with the actual player models (ideal
> case
> > would be that they're Exactly aligned 100% of the time) which results in
> > great shot registration when a player accurately shoots at a model he
> sees.
> >
> If what you claim was true, that the hitboxes (server's view of the
> model) lag behind the model (your view of the model) then there should
> be some mathematical relationship for this deviation. Indeed you suggest
> it is linear (as many have), I ask why this does not suggest that in
> fact 0.01 (the minimum setting) would not produce the least deviation?
>
> On a server which is performing well (at least a few hundred fps
> sustained) you will generally see a marked impovement in 'accuracy', and
> again you will see improvements when you increase the tickrate of the
> server (provided the prior doesn't drop significantly). The reason for
> this is the age and accuracy of the data you are viewing.
>
> There is indeed one side effect of cl_interpolate 1 and cl_interp values
> above the minimum value which is a very very important effect.
>
> Put very succinctly, players which have died on the server timeline,
> which are not yet dead on the client timeline can no longer make
> gameworld interactions.
>
> There is a simple test for this:
> 1. Load up a map, set no target and add a high skill bot with bot
> lagging on.
> 2. Hand the bot an awp and stand in plain vision.
> 3. Aim at the bot and pause the game
> 4. bind unpause
> 5. reset bot target
> 6. set cl_interp to max
> 7. unpause and commence fire
>
> Observe no registered hits for the client.
>
> Second test:
> Two models, one stationary, one sidestepping into view. Sidestepping
> model on a minimum cl_in

Re: [hlds] Server counterpart for cl_restrict_server_commands

2006-11-22 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
I strongly recommend reading:
http://enemydown.co.uk/forumreplies.php?id=83321

On 11/22/06, artiecs <[EMAIL PROTECTED]> wrote:
>
> Oh nice, so when you're told not to be a jerkoff you turn around and try
> to
> send everyone on the list a virus. Let me guess.your name is Ray.
>
> Too bad this thread was so pathetically hijacked by Ray. The original idea
> was worth discussion.
>
> - Original Message -
> From: "kyle" <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, November 22, 2006 2:47 PM
> Subject: RE: [hlds] Server counterpart for cl_restrict_server_commands
>
>
> > This is a multi-part message in MIME format.
> > --
> > This message has been processed by Symantec's AntiVirus Technology.
> >
> > Unknown.data was not scanned for viruses because too many nested
> levels of files were found.
> >
> >
> > For more information on antivirus tips and technology, visit
> > http://ses.symantec.com/
> > --
> > Date: Wed, 22 Nov 2006 11:47:39 -0800 (Pacific Standard Time)
> > From: "kyle" <[EMAIL PROTECTED]>
> > References: <[EMAIL PROTECTED]>
> > To: 
> > Subject: RE: [hlds] Server counterpart for cl_restrict_server_commands
> > X-Plaintext: Picked text/plain from multipart/alternative
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > ;) :)
> >
> > ---Original Message---
> >
> > From: Jason O. Washburn
> > Date: 11/22/2006 10:26:36 AM
> > To: hlds@list.valvesoftware.com
> > Subject: RE: [hlds] Server counterpart for cl_restrict_server_commands
> >
> > Kyle you crack me up:-)
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of kyle
> > Sent: Wednesday, November 22, 2006 10:12 AM
> > To: hlds@list.valvesoftware.com
> > Subject: RE: [hlds] Server counterpart for cl_restrict_server_commands
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > You don't even know the definition of forum Troll do you retard.
> >
> > #1: I post on this forum maybe twice a month so im no forum troll you
> > pathetic cum drinker.
> > #2:  Lod is and always has been a bunch of total losers.  fuck off
> > scumbag.
> > After having stated my thoughts,  i will no longer respond to you or any
> > other retard who post on this topic.   and 3rd:  If Alfred wants to
> > remove
> > me from this thread thats his right to do so and i respect that which is
> > more then i can say for you.
> >
> > Now proceed to stick a rag into your cars gas tank and light it on fire
> > and
> > stand really close to it.
> > P.S. if you have any relatives get them crowded around the vehicle also.
> >
> > ---Original Message---
> >
> > From: L.o.D.
> > Date: 11/22/2006 7:58:34 AM
> > To: hlds@list.valvesoftware.com
> > Subject: RE: [hlds] Server counterpart for cl_restrict_server_commands
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Oh look, the king troll is calling someone else a troll.
> > Talk about calling the kettle black.
> > Kyle, why don't you just unsubscribe & leave the mature people alone
> > since
> > you're not possibly able to not lash out like a child.
> > I'm surprised Alfred hasn't removed you.
> >
> > ---Original Message---
> >
> > From: kyle
> > Date: 11/22/06 10:51:06
> > To: hlds@list.valvesoftware.com
> > Subject: RE: [hlds] Server counterpart for cl_restrict_server_commands
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Wow your a fucking major TROLL Edward.  I count at least 8 or more
> > thread
> > replies in the last hour or so.  You must be the biggest loser with no
> > fucking life at all to have to skim through every single post and reply
> > to
> > them.One of your replies just says "Agreed"   you have to comment on
> > everything dont you.
> > You must have ZERO friends nerd.
> > I guess your boyfriend isn't around or your mouth would be full with his
> > cock and you wouldn't be posting useless nonsense you lame fucking cunt.
> > STFU AND go die you loser.   I'm fucking tired of getting your lame
> > responses to other losers lame posts.this isn't your personal chat
> > room.
> > please just kill yourself. your a complete & total loser at life.
> >
> > ---Original Message---
> >
> > From: Edward Luna
> > Date: 11/22/2006 7:30:58 AM
> > To: hlds@list.valvesoftware.com
> > Subject: RE: [hlds] Server counterpart for cl_restrict_server_commands
> >
> > "I really don't see why they waste time and money even trying to change
> > their old software at all. Just what is the goal? "
> >
> > Can I assume your not in sales or advertising?  New... Improved... even
> > more
> > effective... and 20% off.
> >
> >
> > -Original Message-
> > From: James Tucker [mailto:[EMAIL PROTECTED]
> > Sent: Wednesday, November 22, 2006 7:27 AM
> > To: hlds@list.valvesoftware.com
> > Subject: Re: [hlds] Server counterpart for cl_restrict_server_commands
> >
> >
> >
> > > To the point with Valve itself in this and other di

Re: [hlds] Re: hlds digest, Vol 1 #5042 - 6 msgs

2006-11-19 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Quoting:
"You do realize it's idiot server operators
setting rates like that, that make 75% of the players online lag like all
hell.I guess you never thought about people on anything less than a 1.5Mb
cable connection?"

Are you serious? 75%? For one, you don't need anything near
1.5Mbps, you only need 256Kbps to properly support a "3" rate.
Looking at the survey results; There appears to be under 5% of all people
in that category.
http://www.steampowered.com/status/survey.html

Don't get me wrong, I'm not about to tell you those would be ideal rates
to "enforce", for one because you don't need a rate setting anywhere near
that level for that updaterate, second; because there's a whole truckload
of people who do not get that much FPS, and the bandwidth would be
wasted on them. Something I'd personally encourage are rates along the
lines of 15000/50/50, or 12500/50/50.

Either way, what I'm trying to say is that, to try and make someone
look bad based on his information, while trying to do so with clearly
incorrect information is quite a bad way to do so.

On 11/19/06, [GS]Admin <[EMAIL PROTECTED]> wrote:
>
>
> - Original Message -
> From: "[xXx] con" <[EMAIL PROTECTED]>
> To: 
> Sent: Saturday, November 18, 2006 5:46 PM
> Subject: [hlds] Re: hlds digest, Vol 1 #5042 - 6 msgs
>
>
> > "The CVAR plugins are also used to do things like set my rate,
> cl_cmdrate,
> > and cl_updaterate to settings that are not appropriate for my internet
> > connection. I hate joining a server and having it set my cl_cmdrate and
> > cl_updaterate to 101 every time I spawn."
> >
> > FOR YOUR INFORMATION, IDIOT CLIENTS JUST LIKE YOU COME INTO OUR 45 MAN
> 66
> > TIC SERVER ALL THE TIME CRYING OH MY GOD IM LAGGING SETTING THE
> > PLAYERS
> > RATES IS A COURTESY TO CLIENTS SO THEY DONT LAG
> >
> > CL_CMDRATE 67
> > CL_UPDATERATE 67
> > RATE 3
> > THIS RUNS ALL PLAYERS TO MY PUB PERFECTLY, BUT THANKS TO VALVE I GUESS
> ILL
> > JUST HAVE TO LET THE NEW PLAYERS WHO BUY THE GAME KEEP THEIR  RATE
> IN
> > SOURCE.
> > THANKS VALVE!
> > YOU ALL ARE BEING ASSES TO THE OPERATORS AND YOU WILL BE REWARDED... IM
> > SURE
> > OF THAT
>
> For one thing, I would suggest buying a new keyboard since yours seems to
> have a broken caps lock key.You do realize it's idiot server operators
> setting rates like that, that make 75% of the players online lag like all
> hell.I guess you never thought about people on anything less than a 1.5Mb
> cable connection?And how do you know it run "all" your players
> perfectly?Obviously not or you wouldn't have people complaining.
>
> And one other thing you do realize that EVERYONE here is an operator, as
> you
> say "dumbass", considering this is the HLDS list.I would almost bet that
> with an attitude like that it's a hard issue in your server to keep
> regulars
> who don't have admin.but that's just my opinion with idiots who do not
> think their posts through.He made a simple pointed at no one post.Your
> response?Immaturity.GG you make this list look better and better by the
> day.
>
> /troll_food
> BeNt
>
>
>
> ___
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> please visit:
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Re: [hlds] Workaround for cl_restrict_server_commands ?

2006-11-18 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
That's not a work around, that's a "I give up". zBlock will already kick
everyone who has it disabled from the server,
so it's quite pointless to run the addition of this (besides a custom
message, which isnt worth much to me)

On 11/18/06, Graham Robinson <[EMAIL PROTECTED]> wrote:
>
> Best workaround for the moment seems to be
>
> http://forums.mattie.info/cs/forums/viewtopic.php?t=9940
>
> Only problem with it was with bots but that has been fixed in the last
> hour. Also worth noting that the mattie beta is now not required.
> Running on my warcraft mod at the moment.
>
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Re: [hlds] Workaround for cl_restrict_server_commands ?

2006-11-18 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
After a few emails back and forth to VALVe, I didn't get anything else out
of it other then "I might bring up the idea of querying users for the value
of their convars". Fucking useless.

On 11/18/06, LDuke <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> The CVAR plugins are also used to do things like set my rate, cl_cmdrate,
> and cl_updaterate to settings that are not appropriate for my internet
> connection. I hate joining a server and having it set my cl_cmdrate and
> cl_updaterate to 101 every time I spawn.
>
> I am against the new CVAR though.
>
>
> On 11/17/06, Whisper <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Oh no Wim, zBlock is evil
> >
> > It ruins peoples choice
> >
> > The choice to be a rating retard
> > The choice to use see through models and walls
> > The choice to not be flashed
> > The choice not have to deal with pesky smoke grenades
> > The choice not have to run pesky 3rd party programs that could get you
> VAC
> > banned
> >
> > See, its all about the clients right to choose!
> >
> > Gawd forbid people have the right to choose to play
> Counter-Strike:Source
> > against other people online the way the original creators intended.
> >
> > On 11/18/06, Wim Barelds <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > http://img374.imageshack.us/img374/2339/detrain0002mh5.jpg
> > > Go zBlock-less servers.
> > >
> > > On 11/17/06, Frazer <[EMAIL PROTECTED]> wrote:
> > > >
> > > > Beetlemod seems to have nailed a decent solution - and I expect that
> > > Mani
> > > > will follow suit shortly.  Pity that Valve continues to rely on mod
> > > > developers for implementing things it is too complacent to undertake
> > > > itself.
> > > >
> > > > Having slagged Valve one more time, I will now make a suggestion to
> > > them:
> > > >
> > > > It is reasonable to allow clients to control how client-side
> settings
> > > are
> > > > manipulated.  It is also entirely reasonable that game server hosts
> be
> > > > able
> > > > to establish and enforce "rules of admittance".  Valve has addressed
> > the
> > > > needs of the client-side part of the community - but has neglected
> the
> > > > server side.  This is really very simple - implement a change -
> > quickly
> > > -
> > > > that allow game admins to establish configurations that insist on
> the
> > > > ability to modify certain client settings.  Give them the tools to
> > deny
> > > or
> > > > accept players based on the client's choice to allow the
> changes.  The
> > > > default setting can still be restrictive - as long as the server
> side
> > > > solution provides a means to clearly notify the player why his or
> her
> > > > connection has been closed.  This way, the player is protected and
> > given
> > > > choice - and the game hoster is able to deliver an enhanced and
> > balanced
> > > > play experience to those who CHOOSE to join.
> > > >
> > > > If the mod developers can nail this solution with hours of this
> fiasco
> > > > unfolding then it can't be that difficult.
> > > >
> > > > Frazer
> > > >
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >
> > >
> > >
> > >
> > > --
> > > ___
> > > Wim 'TheUnknownFactor' Barelds
> > > [EMAIL PROTECTED]
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> --
>
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Re: [hlds] Workaround for cl_restrict_server_commands ?

2006-11-17 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
http://img374.imageshack.us/img374/2339/detrain0002mh5.jpg
Go zBlock-less servers.

On 11/17/06, Frazer <[EMAIL PROTECTED]> wrote:
>
> Beetlemod seems to have nailed a decent solution - and I expect that Mani
> will follow suit shortly.  Pity that Valve continues to rely on mod
> developers for implementing things it is too complacent to undertake
> itself.
>
> Having slagged Valve one more time, I will now make a suggestion to them:
>
> It is reasonable to allow clients to control how client-side settings are
> manipulated.  It is also entirely reasonable that game server hosts be
> able
> to establish and enforce "rules of admittance".  Valve has addressed the
> needs of the client-side part of the community - but has neglected the
> server side.  This is really very simple - implement a change - quickly -
> that allow game admins to establish configurations that insist on the
> ability to modify certain client settings.  Give them the tools to deny or
> accept players based on the client's choice to allow the changes.  The
> default setting can still be restrictive - as long as the server side
> solution provides a means to clearly notify the player why his or her
> connection has been closed.  This way, the player is protected and given
> choice - and the game hoster is able to deliver an enhanced and balanced
> play experience to those who CHOOSE to join.
>
> If the mod developers can nail this solution with hours of this fiasco
> unfolding then it can't be that difficult.
>
> Frazer
>
>
> ___
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> please visit:
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Re: [hlds] Counter-Strike: Source and Source Engine Update Released

2006-11-16 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
"As you've seen noted on these lists before. Valve shouldn't have to hold
the hand of the 3rd party plugin creators if they are unwilling to create
plugins that integrate into the provided API from Valve."

That's exactly what all of us were doing. VALVe however just made their API
useless.

On 11/17/06, Scott Pettit <[EMAIL PROTECTED]> wrote:
>
> That's exactly what it does.
>
> By all means - I utterly hate the little bastard admins out there who take
> delight in client exec'ing bind all kill and so on, and by all means
> clients
> should have every right to block this. On the other hand, clients
> misbehaving by rating - server admins should have the choice to exclude
> these people from their servers.
>
> I absolutely support having this command available, but it should NOT be
> defaulted to 1. As I said in my previous post, if clients want to elect
> not
> to have my rates forced on them, then they can play on other servers - by
> defaulting it to on, the average user on our servers who was quite happy
> with having rates forced can't join.
>
> Remember your average CS player isn't going to think to turn this off,
> they're just going to join the server and find CVARX or zBlock or whatever
> your plugin of choice bans them. Within 5 minutes of this update being out
> I
> had three angry emails accusing me of banning people without reason.
>
> Leave this command there, but for sanity's sake, default it to be off.
>
> -Scott
>
>
> ___
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> please visit:
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Re: [hlds] zblock and the new cs:s update.

2006-08-26 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Fixed:
http://zblock.eurocss.net/

On 8/26/06, Dave Williams <[EMAIL PROTECTED]> wrote:
>
> It may just be me but. Has anyone noticed that zblock doesn't work
> with the new update for cs:s. i have fixed all the other problems i
> mentioned earlier in the update thread.
>
> I would like a confirmation and a solution, if there is one, quick.
> Simply becasue my server see's alot of ppl trying to cheat and i need a
> way of keeping the numbers of hackers down and i found zblock very
> effective when run along side steam bans and ace rates.
>
> cheers for the info, if any, you can give.
>
> Meph (ignore the authors name. i recently changed from Dave to Meph)
>
>
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Re: [hlds] Sdk update

2006-08-07 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Dave, shut up. Windows has been improving siginificantly in terms os
stability and security.
The only one being significantly ignorant here is you and your linux
fan-boy-ish ass.
A) Linux distributions also have security issues
B) Linux distributions are also released with major bugs.
C) Microsoft shouldn't have to pay the bill your your lacking abbility of
maintaining a computer.

Alfred has already said that the supposed "error", was not an error but was
in fact simply a change.
Your "they can't support both" statement clearly is built on pretty much
nothing. On top of that
SrcDS.exe and the Source SDK both cost you no money what-so-ever. Valve owes
you nothing.
This includes, but is not limited to; Valve doesn't owe you a bug-free SDK.

On 8/8/06, Dave Williams <[EMAIL PROTECTED]> wrote:
>
> this is a quote from the link bush gave .
>
> At Microsoft's Tech Ed conference in Amsterdam on Wednesday, a session
> was devoted to how, according to one Microsoft fan at least, the Linux
> kernel is beginning to resemble, well -- Windows.
>
> that person is a blithering idiot. the 2 os's are aimed at two very
> different markets. the fact that he claims the gap in securtiy in the
> two is closing is laughable. Microsoft couldn't build a secure safe, let
> alone an operating system.
>
> that whole article served only one purpose. to try and rubbish linux to
> the home windows user. tbf until microsoft actually produces a product
> that
>
> A) has a security system that can be trusted
>
> B) isn't released with major bugs in it
>
> C) generally works with out me having to spend hundreds if not thousands
> of pounds a year extra to keep my machine in a state where i don't have
> to format the hard drive every week just so i know there isn't any
> lingering malware/spyware hiding deep down in the os. i'll stick to my
> linux box.
>
> One of the reasons i switched was because i had had enough of ignorant
> bastards such as yourself pushing windows even with all its major flaws,
> trying to persuade ppl that even though it [windows] is blatantly
> inadequate, it is a better product that everything else.
>
> Once again MS has succeeded in brain washing another poor innocent. Go
> back to your beloved pile of shite and keep you opinions to yourself.
>
> Nobody like being attacked for voicing their views and doug didn't
> deserve it, he made a valid point. how did you like being flamed for
> being an incorrect, arrogant knob? not fun was it?
>
> Bush wrote:
> > Here you got mr. know-it-all; read this.
> >
> > http://news.zdnet.co.uk/0,39020330,39159290,00.htm
> >
> > Just to give you a little more of an idea why its so difficult to manage
> and
> > debug such a huge project as this.
> >
> > Next time do a little more research before you come looking for cattle
> to
> > slaughter mr. map maker.
> >
> > BTW.. aren't there enough maps for this game already?
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> >
>
>
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Re: [hlds] [OT]Whisper's Tick rate Wiki

2006-06-16 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
You really have no idea David Williams.
Valve does actually care, valve does actually fix problems. But like it or
not, they do not actually have four hundred million programmers on the pay
list. Want to know what that means? It means they can't fix all issues in an
instant.
On top of that, like it or not, butValve is a business that needs to make a
profit. Without making a profit, they'll have to fire employees which
results in even slower bug fixing. Adding features to the source
engine is big money (selling engine licenses is big money).

Please refrain from narrowmindedness. Besides, I'v pointed valve to a
significant amount of issues (a lot of which have now been fixed), and I'll
continue to do so. But me and whisper, while both good at pointing out bugs,
are not programmers good enough to replace valve's. At best we'd make good
assets to the team of directors deciding what will and what won't happen to
the game.

SteamPowered forum MODERATORS are NOT on the Valve payroll either. While
they try to help they're obviously occasionally stupid. Bottom line: They're
not valve employees, theyre volunteers, just trying to help out, giving away
their own free time for nothing.

On 6/15/06, Bush <[EMAIL PROTECTED]> wrote:
>
> Have you ever made a multiplayer game? Wait.. have you coded anything?
>
> Have you ever done anything but complain?
>
> Please remove this FAG from the list, as he doesn't understand the
> difference between his brains from his asshole.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of David Williams
> Sent: Thursday, June 15, 2006 3:18 PM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] [OT]Whisper's Tick rate Wiki
>
> hell if the steam forums mod 9and what a bunch of morons they are) think
> it's cool to remove post from the most informative SRCDS man on the
> planet then they can ALL GET FUCKED. Whisper should be consulting valve
> on their shitty half ass programmed game. to tell them how to program
> and make an online games. TBH i think this is a disgrace and this could
> be the final straw in the cap for me as far a valve is concerned. I have
> watched valve decend from great hights to become what is no better than
> microsoft for gamers. Everyone associated with valve should be ashamed
> and disgusted at what has been done under their name.
>
> You make think that this is melodramtic, i disagree, because at the end
> of the day we are all customer's, server admin or player, WE ARE STILL
> VALVES CUSTOMERS. i have a retail background and if i had a track record
> similar to valve i would lose my job.
>
> FYI i am now considering with drawing support for all valve game
> permantly. in protest at the disgraceful way vlave deals with it's
> customers, and fore most, the ppl that run it's gaming network for it.
>
> Evo wrote:
>
> >That sucks. You're always welcome at CSE, please continue to keep us
> >informed of your publications.
> >
> >-Evo
> >
> >-Original Message-
> >From: [EMAIL PROTECTED]
> >[mailto:[EMAIL PROTECTED] On Behalf Of Whisper
> >Sent: Wednesday, June 14, 2006 9:22 AM
> >To: hlds@list.valvesoftware.com
> >Subject: Re: [hlds] [OT]Whisper's Tick rate Wiki
> >
> >--
> >[ Picked text/plain from multipart/alternative ]
> >Since I could not be 100% sure which STEAM Forum moderator locked the
> >perfectly legitmate thread, I'm afraid you all get tarred with the same
> >brush, even if you did not agree with the actions of the moderator in
> >question.
> >
> >Hell, the existance of the thread explained to a great deal of people,
> which
> >many of them thanked me for in the thread, for explaining to them
> something
> >were not aware of, and more importantly, an issue 95% of the respondants
> >thought was a very serious issue in a FIRST PERSON SHOOTING game.
> >
> >This is the issue I raised in the forums with proof below so those of you
> >will know what the hell it is I am talking about:
> >
> >The original version of this thread had not degenerated into spam.
> >
> >
> >>Many people were not aware of the issue and the thread served an
> important
> >>purpose of informing those people of what the issue was.
> >>
> >>Funnily enough, when it was clearly demonstrated to them what the issue
> >>was, most of them wanted the issue fixed.
> >>
> >>The only purpose served by locking the orginal version of the thread,
> was
> >>to save Valve from the embarrasment of having a [b]BUG[/b] that may be
> >>difficult from Valve's Point Of View to fix!
> >>
> >>Locking threads is not going to make this issue go away, no matter how
> >>much some of you wish it would, or are you all just happy to bury your
> >>
> >>
> >heads
> >
> >
> >>in the sand and keep locking threads on this issue in the hopes people
> >>
> >>
> >will
> >
> >
> >>just forget about it?
> >>
> >>Well the previous [url=
> >>
> >>
> >>
> >
> http://forums.steampowered.com/forums/showthread.php?s=&threadid=3957

Re: [hlds] Win32 Source Dedicated Server update released

2006-05-26 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Thanks for the update Alfred.

However...
Toggle still doesn't update convar (FCVAR_USERINFO) changes to the server
(Similar to how "Revert" doesn't..

On 5/27/06, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
>
> A update for the Source Dedicated server on win32 platforms has been
> released. Run the hldsupdatetool to get this update. This update is
> optional.
>
> The update fixes the wrong skill file being loaded by default
> (skill2.cfg rather than skill1.cfg). A side effect of that problem
> caused acceleration speeds in Counter-Strike: Source to be increased.
>
> - Alfred
>
> ___
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Re: [hlds] Source Dedicated server update released

2006-05-24 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Is this going to stay this way? (IE: By default, much faster movement
acceleration)

On 5/25/06, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
>
> The game server loads skillX.cfg, where X is the value of the "skill"
> cvar. The default value of skill is now 2, so you need to change that
> file to skill2.cfg.
>
> - Alfred
>
> Wim Barelds wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > In the old engine, the file "skill1.cfg" would be executed every
> > round, this
> > file contained sv_accelerate 5 and sv_stopspeed 75. After updating my
> > server
> > I noticed that sv_accelerate is no longer being (re?) set to 5,
> > instead it's
> > set to 10. Is this an intended change, or a minor muck-up?
> >
> > On 5/25/06, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
> >>
> >> We have released an update to the Source Dedicated server. Run the
> >> hldsupdatetool to get this update. The update applies to
> >> Counter-Strike: Source, Day of Defeat: Source, Half-Life 2:
> >> Deathmatch and any Source Mod. The update is optional but
> >> recommended.
> >>
> >> This update has several SourceTV improvements and general engine
> >> fixes, more details can be found here:
> >> http://steampowered.com/index.php?area=news&id=630
> >>
> >>
> >> - Alfred
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> > --
> >
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> > archives, please visit:
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Re: [hlds] Source Dedicated server update released

2006-05-24 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
In the old engine, the file "skill1.cfg" would be executed every round, this
file contained sv_accelerate 5 and sv_stopspeed 75. After updating my server
I noticed that sv_accelerate is no longer being (re?) set to 5, instead it's
set to 10. Is this an intended change, or a minor muck-up?

On 5/25/06, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
>
> We have released an update to the Source Dedicated server. Run the
> hldsupdatetool to get this update. The update applies to Counter-Strike:
> Source, Day of Defeat: Source, Half-Life 2: Deathmatch and any Source
> Mod. The update is optional but recommended.
>
> This update has several SourceTV improvements and general engine fixes,
> more details can be found here:
> http://steampowered.com/index.php?area=news&id=630
>
>
> - Alfred
>
> ___
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> please visit:
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Re: [hlds] Re: Server tickrate suggestions

2006-04-27 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Did I actually really write es_Ratez? Wow, Maybe I should go to bed earlier.
The correct link is:
http://www.booom.co.uk/downloads/es_Rates.zip

However I also updates the scriptpack on the forums, so you could download
it from there too.

On 4/28/06, Stuart Stegall <[EMAIL PROTECTED]> wrote:
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> So not up to date that it simply isn't there. :)
>
> Wim Barelds wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Or es_rates, the one I have posted there isn't really up to date, I
> should
> > update it.
> > http://www.BoooM.co.uk/downloads/es_Ratez.zip
> >
> > On 4/28/06, WaLLy3K <[EMAIL PROTECTED]> wrote:
> >
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >>
> >>> Date: Thu, 27 Apr 2006 20:02:57 +0100
> >>> From: Dave Williams <[EMAIL PROTECTED]>
> >>> To:  hlds@list.valvesoftware.com
> >>> Subject: Re: [hlds] Re: Server tickrate suggestions
> >>> Reply-To: hlds@list.valvesoftware.com
> >>>
> >>> dumb question but how do you force the clients netcode settings? put
> it
> >>> in the autoexec? or use mani?
> >>>
> >> Matties Event Scripts - http://mattie.info/cs
> >> Then use one of the popular rate controlling scriptpacks avaliable at
> the
> >> forums located over there.
> >> --
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> 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] Re: Server tickrate suggestions

2006-04-27 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Or es_rates, the one I have posted there isn't really up to date, I should
update it.
http://www.BoooM.co.uk/downloads/es_Ratez.zip

On 4/28/06, WaLLy3K <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> > Date: Thu, 27 Apr 2006 20:02:57 +0100
> > From: Dave Williams <[EMAIL PROTECTED]>
> > To:  hlds@list.valvesoftware.com
> > Subject: Re: [hlds] Re: Server tickrate suggestions
> > Reply-To: hlds@list.valvesoftware.com
> >
> > dumb question but how do you force the clients netcode settings? put it
> > in the autoexec? or use mani?
>
>
> Matties Event Scripts - http://mattie.info/cs
> Then use one of the popular rate controlling scriptpacks avaliable at the
> forums located over there.
> --
>
> ___
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Re: [hlds] Counter-Strike: Source update released

2006-04-19 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
When just doing a very short test if my plugin was still working, I noticed
bullets seemed to be taking a lot longer to register( blood took really look
to spray from the head ), I tried it without the plugin and it was still the
same. Like I said, it was a very short test, but maybe something worth
noting.

On 4/20/06, Bush <[EMAIL PROTECTED]> wrote:
>
> Thx :)
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
> Sent: Wednesday, April 19, 2006 7:30 PM
> To: hlds@list.valvesoftware.com
> Subject: RE: [hlds] Counter-Strike: Source update released
>
> Update announcements to this list only refer to server updates. This
> update is both a client and server update (which is the typical case).
>
> - Alfred
>
> Bush wrote:
> > Is this both a server and client update?
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> > Reynolds
> > Sent: Wednesday, April 19, 2006 7:19 PM
> > To: hlds@list.valvesoftware.com; [EMAIL PROTECTED];
> > hlds_linux@list.valvesoftware.com
> > Subject: [hlds] Counter-Strike: Source update released
> >
> > We have released an update to Counter-Strike: Source and the Source
> > Engine. Run the hldsupdatetool to get this update. The update is
> > recommended but not required.
> >
> > This update fixes several bugs in both Counter-Strike: Source and the
> > Source Engine, details can be found here:
> > http://steampowered.com/index.php?area=news&id=581
> >
> > - Alfred
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
>
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Re: [hlds] Counter-Strike: Source update released

2006-04-19 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Since my gameinfo.txt for my server was left in tact, im going to guess its
purely client.

On 4/20/06, Bush <[EMAIL PROTECTED]> wrote:
>
> Is this both a server and client update?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
> Sent: Wednesday, April 19, 2006 7:19 PM
> To: hlds@list.valvesoftware.com; [EMAIL PROTECTED];
> hlds_linux@list.valvesoftware.com
> Subject: [hlds] Counter-Strike: Source update released
>
> We have released an update to Counter-Strike: Source and the Source
> Engine. Run the hldsupdatetool to get this update. The update is
> recommended but not required.
>
> This update fixes several bugs in both Counter-Strike: Source and the
> Source Engine, details can be found here:
> http://steampowered.com/index.php?area=news&id=581
>
> - Alfred
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
>
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Re: [hlds] Counter-Strike: Source update released

2006-04-19 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Great update, nice to see some of my bugreports being put to good use :)

On 4/20/06, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
>
> We have released an update to Counter-Strike: Source and the Source
> Engine. Run the hldsupdatetool to get this update. The update is
> recommended but not required.
>
> This update fixes several bugs in both Counter-Strike: Source and the
> Source Engine, details can be found here:
> http://steampowered.com/index.php?area=news&id=581
>
> - Alfred
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
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Re: [hlds] CAL Server Plugin 1.1

2006-04-16 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
There will be an official statement at the end of the CAL season, until than
we'd prefer to prevent any kind of publicity on the issue. If you're running
a public server with CSP on it, I recommend replacing it with the new build
of zBlock.
http://www.sourceforums.net/viewtopic.php?t=359

On 4/17/06, Bush <[EMAIL PROTECTED]> wrote:
>
> How do you know of this? Is there an official statement somewhere?
>
> Thanks
> Ken
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of John McCollor
> Sent: Sunday, April 16, 2006 9:35 PM
> To: hlds@list.valvesoftware.com
> Subject: [hlds] CAL Server Plugin 1.1
>
>
>
> FYI  There is a CSP rcon hack going around for CSS.
> I won't say what it is but all admins who use this should be aware. And
> shut it off.
>
>
> John
>
>
>
>
>
> ___
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Re: [hlds] Counter-Strike: Source update released

2006-04-12 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Could you give me the specifics of the servers you run? Since the plugin is
required in several leagues and I have yet to hear a single complaint about
crashing, it's likely a platform specific issue. Having more information
about the systems that it seems to have issues with would help me towards
possibly finding / fixing the issue.

As for error handling, it's hard to 'handle an error'
that, as far as I'm aware, isn't even occuring. Ask other server
providers such as Whisper, he'll also tell you that zBlock runs
perfectly stable.


On 4/13/06, Ian mu <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> You're welcome to that feedback. I'm just giving mine from people who have
> no idea what the error messages are as they give no indication that its
> zblock at fault. Hence probably why no-one thinks there's any problem with
> it and why you think everything is good (always cunning).
>
> 90% of the people we get coming to us think its Valve, as soon as we
> remove
> zblock its fine. Now that _could_ be outdated versions, but 1) it
> shouldn't
> make the server crash under _any_ circumstances and 2) you should give a
> clear indication its zblock and not some random error that takes mind
> readers to figure and not Valve.
>
> You really do neither properly.
>
> Fortunately for us, we are now used to the problems with zblock after so
> many occurances with its errors and can relatively quickly point people in
> the right direction to the best fix.
>
>
> On 4/13/06, Wim Barelds <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > So far, i'v only seen people have problems with outdated versions of
> > zblock,
> > beyond that, I have yet to receive any real negative feedback. With most
> > european leagues using it, both australian leagues using it, and next
> > season
> > of CAL using it's codebase, I can definitely say that the good feedback
> > easily outweighs the bad.
> >
> > On 4/13/06, Ian mu <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Heh, someone who admits to being co-creator of zblock? Had so many
> > fecking
> > > issues from people using zblock breaking servers its not funny. First
> > > thing
> > > we do now when there's a problem with someone screwing up a server is
> > ask
> > > if
> > > someone has added zblock, 99% of the time its yes and the fix is
> almost
> > > instant, no doubt people can guess what that is.
> > >
> > >
> > > On 4/13/06, Wim Barelds <[EMAIL PROTECTED]> wrote:
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > Somehow this was helping the manimod server plugin support custom
> > player
> > > > skins, cl_min_t and cl_min_ct used to be forced to 4 (since there
> > > weren't
> > > > 4
> > > > skins back than, this wasnt an
> > > > issue), now because a 4th skin exists, this issue arises.
> > > >
> > > > @ Alfred:
> > > > As co-creator of zBlock I have obvious intrest in being abled to
> > change
> > > a
> > > > players settings, something that would be ideal, or beyond ideal :),
> > is
> > > if
> > > > the server can have a convar list thats enforced on clients that
> > > connect,
> > > > these would be temporary and disabled as soon as the player leaves
> the
> > > > server. If you wan't more of an explanation of how I imagine this,
> > i'll
> > > > email you directly, or send it here, whichever works best.
> > > >
> > > > On 4/13/06, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > > The cvar is being slammed to 1 by several 3rd party plugins (I am
> > not
> > > > sure
> > > > > why), and once it is set the setting stays with you until you
> > manually
> > > > > change it. We are looking at ways of preventing plugins for
> breaking
> > > > clients
> > > > > like this but in the meantime please review any plugins you have
> > > > installed
> > > > > and make sure they do not do this behavior.
> > > > >
> > > > > - Alfred
> > > > >
> > > > > artiecs wrote:
> > > > &

Re: [hlds] Counter-Strike: Source update released

2006-04-12 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
The was forced way before this update, if you have EVER IN YOUR ENTIRE LIFE
played on a server that had manimod installed, odds are thats why. You see,
settings are saved, and if you have ever been on a manimod server setting
either of these settings, they've been saved. On a sidenote, I think
beetles mod has the same feature of custom models, im not sure if it
also forces the client model.


On 4/13/06, artiecs <[EMAIL PROTECTED]> wrote:
>
> The only mod we currently have running is BeetleMod, and it's not set to
> change any client cvars. And i haven't played on any other servers. Seems
> odd that if it were something to do with BM or the SRCDS/CSS code, that it
> would force that change the first time i joined, but not in any subsequent
> times that i joined. I don't have my config set to read-only, so BM or
> SRCDS
> would be able to change it everytime i joined if either was trying to do
> so
> to clients, but that's not happening.
>
> Artie
>
>
>
> - Original Message -
> From: "Alfred Reynolds" <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, April 12, 2006 8:07 PM
> Subject: RE: [hlds] Counter-Strike: Source update released
>
>
> The cvar is being slammed to 1 by several 3rd party plugins (I am not sure
> why), and once it is set the setting stays with you until you manually
> change it. We are looking at ways of preventing plugins for breaking
> clients
> like this but in the meantime please review any plugins you have installed
> and make sure they do not do this behavior.
>
> - Alfred
>
> artiecs wrote:
> > I don't think it's the server's Alfred. I was seeing this problem
> > (one model
> > per team only) on our server immediately after the update. Found the
> > cl_minmodels 0 fix in the steam forums, and since i've changed it to
> > 0 I've rejoined our server several times and all the models display
> > fine without
> > having to re-enter the cvar manually each time i rejoin. So it
> > doesn't look
> > like the server's forcing a cvar change. Looks more like the update is
> > forcing the cl_minmodels cvar to 1 on clients when they get todays
> > update,
> > and once it's changed back to 0 it's fine from there.
> >
> > Artie
> >
> >
> > - Original Message -
> > From: "Alfred Reynolds" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Wednesday, April 12, 2006 5:33 PM
> > Subject: RE: [hlds] Counter-Strike: Source update released
> >
> >
> > So it looks like some servers are forcing cl_minmodels to one, and
> > when you
> > join servers after that you only see the two models. The work around
> > for now
> > is to manually reset that cvar.
> >
> > - Alfred
> >
> > milchworld wrote:
> >> seems to be cl_minmodels 1 default now !?
> >>
> >>
> >> Alfred Reynolds schrieb:
> >>> Remove any plugins you have and see if that fixes the problem.
> >>>
> >>> - Alfred
> >>>
> >>> Andreas Grimm wrote:
> >>>
>  Im server admin and got the same problem ...
> 
>  Update is up to date and on all servers (linux and windows) and the
>  models are only Guerrilla and GIGN
> 
>  -Ursprüngliche Nachricht-
>  Von: [EMAIL PROTECTED]
>  [mailto:[EMAIL PROTECTED] Im Auftrag von Alfred
>  Reynolds Gesendet: Mittwoch, 12. April 2006 23:00
>  An: hlds@list.valvesoftware.com
>  Betreff: RE: [hlds] Counter-Strike: Source update released
> 
>  I don't see that on the handful of servers I sampled. Make sure you
>  are joining an updated server.
> 
>  - Alfred
> 
>  Stuart Stegall wrote:
> 
> > All terrorists appear as Guerrilla and all counter-terrorists
> > appear as GIGN no matter what is selected.
> >
> > Alfred Reynolds wrote:
> >
> >> An update to Counter-Strike: Source has been released. To get the
> >> update run the hldsupdatetool.
> >>
> >> This update brings HDR to de_dust and adds two new player
> >> models, the GSG9 and Arctic.
> >>
> >> - Alfred
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >>
> >>
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
>  ___
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>  archives, please visit:
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> 
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> >>>
> >>> ___
> >>> To unsubscribe, 

Re: [hlds] Counter-Strike: Source update released

2006-04-12 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
So far, i'v only seen people have problems with outdated versions of zblock,
beyond that, I have yet to receive any real negative feedback. With most
european leagues using it, both australian leagues using it, and next season
of CAL using it's codebase, I can definitely say that the good feedback
easily outweighs the bad.

On 4/13/06, Ian mu <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Heh, someone who admits to being co-creator of zblock? Had so many fecking
> issues from people using zblock breaking servers its not funny. First
> thing
> we do now when there's a problem with someone screwing up a server is ask
> if
> someone has added zblock, 99% of the time its yes and the fix is almost
> instant, no doubt people can guess what that is.
>
>
> On 4/13/06, Wim Barelds <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Somehow this was helping the manimod server plugin support custom player
> > skins, cl_min_t and cl_min_ct used to be forced to 4 (since there
> weren't
> > 4
> > skins back than, this wasnt an
> > issue), now because a 4th skin exists, this issue arises.
> >
> > @ Alfred:
> > As co-creator of zBlock I have obvious intrest in being abled to change
> a
> > players settings, something that would be ideal, or beyond ideal :), is
> if
> > the server can have a convar list thats enforced on clients that
> connect,
> > these would be temporary and disabled as soon as the player leaves the
> > server. If you wan't more of an explanation of how I imagine this, i'll
> > email you directly, or send it here, whichever works best.
> >
> > On 4/13/06, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
> > >
> > > The cvar is being slammed to 1 by several 3rd party plugins (I am not
> > sure
> > > why), and once it is set the setting stays with you until you manually
> > > change it. We are looking at ways of preventing plugins for breaking
> > clients
> > > like this but in the meantime please review any plugins you have
> > installed
> > > and make sure they do not do this behavior.
> > >
> > > - Alfred
> > >
> > > artiecs wrote:
> > > > I don't think it's the server's Alfred. I was seeing this problem
> > > > (one model
> > > > per team only) on our server immediately after the update. Found the
> > > > cl_minmodels 0 fix in the steam forums, and since i've changed it to
> > > > 0 I've rejoined our server several times and all the models display
> > > > fine without
> > > > having to re-enter the cvar manually each time i rejoin. So it
> > > > doesn't look
> > > > like the server's forcing a cvar change. Looks more like the update
> is
> > > > forcing the cl_minmodels cvar to 1 on clients when they get todays
> > > > update,
> > > > and once it's changed back to 0 it's fine from there.
> > > >
> > > > Artie
> > > >
> > > >
> > > > - Original Message -
> > > > From: "Alfred Reynolds" <[EMAIL PROTECTED]>
> > > > To: 
> > > > Sent: Wednesday, April 12, 2006 5:33 PM
> > > > Subject: RE: [hlds] Counter-Strike: Source update released
> > > >
> > > >
> > > > So it looks like some servers are forcing cl_minmodels to one, and
> > > > when you
> > > > join servers after that you only see the two models. The work around
> > > > for now
> > > > is to manually reset that cvar.
> > > >
> > > > - Alfred
> > > >
> > > > milchworld wrote:
> > > >> seems to be cl_minmodels 1 default now !?
> > > >>
> > > >>
> > > >> Alfred Reynolds schrieb:
> > > >>> Remove any plugins you have and see if that fixes the problem.
> > > >>>
> > > >>> - Alfred
> > > >>>
> > > >>> Andreas Grimm wrote:
> > > >>>
> > > >>>> Im server admin and got the same problem ...
> > > >>>>
> > > >>>> Update is up to date and on all servers (linux and windows) and
> the
> > > >>>> models are only Guerrilla and GIGN
> > > >>>>
> > > >>>> -Ursprüngliche Nachricht-
&g

Re: [hlds] Counter-Strike: Source update released

2006-04-12 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Somehow this was helping the manimod server plugin support custom player
skins, cl_min_t and cl_min_ct used to be forced to 4 (since there weren't 4
skins back than, this wasnt an
issue), now because a 4th skin exists, this issue arises.

@ Alfred:
As co-creator of zBlock I have obvious intrest in being abled to change a
players settings, something that would be ideal, or beyond ideal :), is if
the server can have a convar list thats enforced on clients that connect,
these would be temporary and disabled as soon as the player leaves the
server. If you wan't more of an explanation of how I imagine this, i'll
email you directly, or send it here, whichever works best.

On 4/13/06, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
>
> The cvar is being slammed to 1 by several 3rd party plugins (I am not sure
> why), and once it is set the setting stays with you until you manually
> change it. We are looking at ways of preventing plugins for breaking clients
> like this but in the meantime please review any plugins you have installed
> and make sure they do not do this behavior.
>
> - Alfred
>
> artiecs wrote:
> > I don't think it's the server's Alfred. I was seeing this problem
> > (one model
> > per team only) on our server immediately after the update. Found the
> > cl_minmodels 0 fix in the steam forums, and since i've changed it to
> > 0 I've rejoined our server several times and all the models display
> > fine without
> > having to re-enter the cvar manually each time i rejoin. So it
> > doesn't look
> > like the server's forcing a cvar change. Looks more like the update is
> > forcing the cl_minmodels cvar to 1 on clients when they get todays
> > update,
> > and once it's changed back to 0 it's fine from there.
> >
> > Artie
> >
> >
> > - Original Message -
> > From: "Alfred Reynolds" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Wednesday, April 12, 2006 5:33 PM
> > Subject: RE: [hlds] Counter-Strike: Source update released
> >
> >
> > So it looks like some servers are forcing cl_minmodels to one, and
> > when you
> > join servers after that you only see the two models. The work around
> > for now
> > is to manually reset that cvar.
> >
> > - Alfred
> >
> > milchworld wrote:
> >> seems to be cl_minmodels 1 default now !?
> >>
> >>
> >> Alfred Reynolds schrieb:
> >>> Remove any plugins you have and see if that fixes the problem.
> >>>
> >>> - Alfred
> >>>
> >>> Andreas Grimm wrote:
> >>>
>  Im server admin and got the same problem ...
> 
>  Update is up to date and on all servers (linux and windows) and the
>  models are only Guerrilla and GIGN
> 
>  -Ursprüngliche Nachricht-
>  Von: [EMAIL PROTECTED]
>  [mailto:[EMAIL PROTECTED] Im Auftrag von Alfred
>  Reynolds Gesendet: Mittwoch, 12. April 2006 23:00
>  An: hlds@list.valvesoftware.com
>  Betreff: RE: [hlds] Counter-Strike: Source update released
> 
>  I don't see that on the handful of servers I sampled. Make sure you
>  are joining an updated server.
> 
>  - Alfred
> 
>  Stuart Stegall wrote:
> 
> > All terrorists appear as Guerrilla and all counter-terrorists
> > appear as GIGN no matter what is selected.
> >
> > Alfred Reynolds wrote:
> >
> >> An update to Counter-Strike: Source has been released. To get the
> >> update run the hldsupdatetool.
> >>
> >> This update brings HDR to de_dust and adds two new player
> >> models, the GSG9 and Arctic.
> >>
> >> - Alfred
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >>
> >>
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> > archives, please visit:
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> >
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> 
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> >>>
> >>> ___
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> >>>
> >>>
> >>>
> >>
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Re: [hlds] Counter-Strike: Source update released

2006-04-12 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
This is done by mani servers with custom models, they used to force cl_min_t
and cl_min_ct to 4, and cl_minmodels to
1, now these settings will be saved into your config, however model 4
didnt use to exist before, meaning it would still use every
regular model, now that model 4 exists, this issue kicks in. Simply
fix it by typing 'revert cl_minmodels'  in
client console.

On 4/13/06, Graham Robinson <[EMAIL PROTECTED]> wrote:
>
> You could, but I set my cl_minmodels so that it only shows one model
> and I wouldn't want a server changing it without my knowledge, just
> because it's the way they think it should be.
>
> 2 cents.
>
> Graham
>
> On 13/04/06, Adam Sando <[EMAIL PROTECTED]> wrote:
> > I am pretty sure this is a client-based command isn't it?
> >
> > I would have thought you would have to set this on the client machine
> with Mattie's or something??
> >
> > Cheers,
> > Adam
>
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Re: [hlds] SRCDS Windows Server Best Practices

2006-03-24 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
In my humble opinion :)
Yes your hardware might not be abled to sustain an sv_maxrate above 1,
in this case I recommend not reselling SRCDS services, as you are duping
your customers (unless you give it explicit mentioning in your terms of
agreement. Personally I'd be incredably pissed if some GSP pulled that trick
on me)

On 3/25/06, Sgt.Rock -=GOM=- <[EMAIL PROTECTED]> wrote:
>
> Wim..  Are YOU kidding..?
> sv_maxrate 1 is a conservative, but SAFE setting...!
>
> The best setting for this value depends on things like bandwidth available
> for the server and how many players(slots) your server is expected to host.
> Also the sv_maxupdaterate interacts with the above value, and should also
> be calculated according to above parameters..
>
> I can only recommend you (Adam) to go read a guide that Drek wrote on the
> Steam-forum:
>
> http://forums.steampowered.com/forums/showthread.php?s=&threadid=98416&perpage=15&pagenumber=1
>
> Here he explains some of the math to calculate the values above, from
> desired numbers of slots and available bandwidth, to get a good lag-free
> server.
> I used his approach after having hosted 5 servers with 70 slots total on
> same box for ½ a year, but with some reoccuring lag-issues.
> After doing the math, and adjusting the values according to this, lag was
> gone...
>
> With the given hardware-info, you should be able to host a good 24 slot
> server...
> If memory was added to 1GB, it should be able to host a 32 slot server or
> a couple of servers, 16 slot each...
>
>
> Regards,
> Sgt.Rock
>
>
> -Oprindelig meddelelse-
> Fra: Wim Barelds [mailto:[EMAIL PROTECTED]
> Sendt: 24. marts 2006 23:36
> Til: hlds@list.valvesoftware.com
> Emne: Re: [hlds] SRCDS Windows Server Best Practices
>
>
> --
> [ Picked text/plain from multipart/alternative ]
> sv_maxrate 1, are you kidding?
>
> On 3/24/06, kyle <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > First off get another 512 of good ram.   you really need a gig of ram to
> > run
> > any decent amount of players.
> >
> > then make sure you read the two threads at steam support titled,  How
> > do I install and update a stand-alone Dedicated Server for Windows?
> > And  "How do
> > I get the most from my Dedicated Server?" these will tell you
> > everything
> > you need to know.
> >
> > for instance.  the most important thing about running a smooth server,
> > is the servers rate settings.
> >
> > sv_maxrate  1   <<  you cant go wrong with this setting for internet
> > servers,  you may want to try 2 if your not capped by the data
> > center or your game server provider.
> >
> > sv_minrate   0   or 500   i have found that either of these settings do
> > well
> >   leagues use 7500.
> > sv_maxupdatrate  i wouldnt set this any higher then 60 for HL1 mods
> > for SRCDS i guess 101. sys_tickrate  for HL1 mods 66  or 100 if you
> > want better hit reg, the higher
> > the more CPU used.  you can boost this using a highres timer such as
> media
> > player minimized or a swf file opned in IE minimized. (windows only)
> > FPS_max   SRCDS only   300 fps i believe is default.
> >
> > that should get you started but make sure to read those threads.  good
> > luck.
> >
> > ---Original Message---
> >
> > From: Adam Sando
> > Date: 03/23/06 19:12:36
> > To: hlds@list.valvesoftware.com
> > Subject: [hlds] SRCDS Windows Server Best Practices
> >
> > Hi guys,
> >
> > I run SRCDS on a Windows XP machine with a P4 2.6GHz CPU, and around
> > 512MB RAM.
> >
> > I am curious to know from all the server admins out there, what you
> > see are the best practices for installing/configuring/running a SRCDS
> > machine running on a Windows based Operating system.
> >
> > Best practices for XP and Server 2003 Std/Enterprise would be good :)
> >
> > I believe our server runs quite good with great rego, however half of
> > that is potentially due to the data-centre it runs in.
> >
> > Your feedback would be greatly appreciated guys and girls!
> >
> > Regards,
> > Adam.
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> > --
> >
> >
> >
> &g

Re: [hlds] SRCDS Windows Server Best Practices

2006-03-24 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
sv_maxrate 1, are you kidding?

On 3/24/06, kyle <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> First off get another 512 of good ram.   you really need a gig of ram to
> run
> any decent amount of players.
>
> then make sure you read the two threads at steam support titled,  How do I
> install and update a stand-alone Dedicated Server for Windows? And  "How
> do
> I get the most from my Dedicated Server?" these will tell you
> everything
> you need to know.
>
> for instance.  the most important thing about running a smooth server, is
> the servers rate settings.
>
> sv_maxrate  1   <<  you cant go wrong with this setting for internet
> servers,  you may want to try 2 if your not capped by the data center
> or
> your game server provider.
>
> sv_minrate   0   or 500   i have found that either of these settings do
> well
>   leagues use 7500.
> sv_maxupdatrate  i wouldnt set this any higher then 60 for HL1 mods for
> SRCDS i guess 101.
> sys_tickrate  for HL1 mods 66  or 100 if you want better hit reg, the
> higher
> the more CPU used.  you can boost this using a highres timer such as media
> player minimized or a swf file opned in IE minimized. (windows only)
> FPS_max   SRCDS only   300 fps i believe is default.
>
> that should get you started but make sure to read those threads.  good
> luck.
>
> ---Original Message---
>
> From: Adam Sando
> Date: 03/23/06 19:12:36
> To: hlds@list.valvesoftware.com
> Subject: [hlds] SRCDS Windows Server Best Practices
>
> Hi guys,
>
> I run SRCDS on a Windows XP machine with a P4 2.6GHz CPU, and around
> 512MB RAM.
>
> I am curious to know from all the server admins out there, what you see
> are the best practices for installing/configuring/running a SRCDS
> machine running on a Windows based Operating system.
>
> Best practices for XP and Server 2003 Std/Enterprise would be good :)
>
> I believe our server runs quite good with great rego, however half of
> that is potentially due to the data-centre it runs in.
>
> Your feedback would be greatly appreciated guys and girls!
>
> Regards,
> Adam.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
> --
>
>
>
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Re: [hlds] Questions about Source netcode

2006-03-22 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
"Another thing is that awful and well known bug connected to
interpolation. The server does not check the client for using
interpolation and always calculates the clients interp value."
This is incorrect, this used to be an issue however this has been partically
fixed, servers now DO know whether a client interpolated or not, however due
to a different (far more complicated) bug there is still some significant
inaccuracy in the cl_interpolate 0 hitreg.

On 3/22/06, A <[EMAIL PROTECTED]> wrote:
>
> I recently read the article "Source Multiplayer Networking" at Valve
> developer community and some questions crossed my mind.
>
> If you play a Source game with 100 updates per second, you will get an
> update every 10 ms. Of course you will need 100 FPS to make 100 updates
> possible. So if your FPS drops down to 50 sometimes you will only have
> 50 updates, thus you will get an update every 20 ms. Surely 50 updates
> will look choppy without interpolation, so a fitting setup would be
> "cl_interpolate 1" and "cl_interp 0.02". Following you will have 3
> snapshots for interpolating at 100 FPS and in heavy firefights with 50
> FPS you will still have 2 and enough for interpolating. So the game will
> be smooth as long as your FPS are higher than 50. Are these estimates
> correct?
>
> When youre interpolating, your latency is going to increase depending on
> how much time you interpolate. Higher latency is not really positive for
> gaming purpose, wether those lag compensating and prediction methods
> hide most effects to you. Assumed that you have constant 100 FPS and
> constant 100 updates, isn't interpolating for nothing? With 100 FPS your
> computer renders a picture all 10 ms... So with "fps_max 100"
> interpolation will not be able to make it more smoother cuz there are
> simply no more pictures rendered inbetween this 10 ms jumps. Am I right
> as this point? So if I am right it would be more intelligent to switch
> interpolation off and save those ms.
>
> Another thing is that awful and well known bug connected to
> interpolation. The server does not check the client for using
> interpolation and always calculates the clients interp value. So you
> will get a 100 ms reaction bonus with "cl_interpolate 0" and "cl_interp
> 0.1". Since you cant set your interp value to zero, you cant play
> correctly without interpolation. Because if you switch interpolation off
> and are using the lowest interp value 0.01 you will also be recalculated
> by the server for 10 ms. Hence you will be shifted a little. Am I right
> at this point?
>
> Summary:
> 1)Within a range of 50 to 100 FPS at a tick 100 server, 20 ms
> interpolation would be the best bet to get a smooth game with preferably
> little latency increase?
> 2)Is interpolation at 100 updates and const. 100 FPS for nothing?
> 3)Playing with "cl_interpolate 0" will bring you at least a 10 ms shift?
>
> Thank you for your answers.
>
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Re: [hlds] source compatible rcon tools

2006-03-17 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Errr, could you tell me any problems you had with HLSW? Interaction works as
well as it gets as far as I know.

On 3/18/06, David Williams <[EMAIL PROTECTED]> wrote:
>
> hey guys.
>
> i just had a source server come online and i was wondering if there was
> a good tool to send rcon commands to it. I've tried hlsw but it's to
> much aimed at monitoring rather than interatcion. any one got any ideas.
>
> p.s free is good ver good :)
>
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[hlds] Re: SourceTV CPU usage

2006-03-12 Thread Wim Barelds
Erm, no, SrcTV does not take the same bandwidth as regular players:

"tv_maxrate" = "5000"
- Max SourceTV spectator bandwidth rate allowed, 0 == unlimited

5000 is default, which is about much 20-25% of what most competitive
players use.

On Sun, 12 Mar 2006 01:16:25, Dan Sorenson <[EMAIL PROTECTED]> wrote:
> At 02:11 AM 3/12/2006 +0300, you wrote:
>
> >I'm trying to figure out the amount of SourceTV spectators my server could
> >handle during tournament, so I wonder what's the load of SourceTV
> spectators
> >if compared with normal players
>
>   There's two things to think of: CPU and bandwidth.  For CPU the usage is
> nominal since HLTV doesn't really have to calculate anything, but it does
> have to pass spectator info in the game in question, so there is a little
> bit of CPU but it's nothing near what you'd see with a server of the same
> number.  Call it maybe 25% of CPU usage.
>
>   Bandwidth is your big thing.  You're going to need enough to handle
> your connection to the gameserver plus perhaps 56K out to each spectator.
> The traffic is mostly 1-way, and that's outbound (upload).  If you assume a
> maxrate of about 9000 then 56K ought to be pretty close to what each
> spectator requires, but of course more is better and remember the game does
> spike a lot so if you only allocate 56K there will be lag in the spec mode.
> So, if you've a 384/1024Kbit DSL line you'll handle six to seven spectators.
>  If you've a full DS1, maybe 22.  This assumes the server is on the same LAN
> the gameserver is so we can ignore the HLTV-to-server bandwidth.
>
>   Also, HLTV is a client.  If your server is laggy on a particular map 
> it's
> going to be laggy on HLTV -- HLTV is just re-broadcasting what a client
> would see in a nutshell.  Finally, HLTV takes a slot on the server.  It
> doesn't involve much processing on the server side, but that is another
> client to update so it will increase your server load a bit less than a
> normal extra player.
>
>   - Dan
>
> * Dan Sorenson  DoD #1066  A.H.M.C. #35 [EMAIL PROTECTED] *
> * Vikings?  There ain't no vikings here.  Just us honest farmers.   *
> * The town was burning, the villagers were dead.  They didn't need  *
> * those sheep anyway.  That's our story and we're sticking to it.   *
>
>
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Re: [hlds] favorites list for CSS

2006-02-27 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Richard, several significant elements of the system have been broken for
ages now, implications of 1 or 2 things being fixed on short notice
before don't say much IMO.

On 2/27/06, Chorizo Omelet <[EMAIL PROTECTED]> wrote:
>
> My precious... Yes, give us a link... Just a little link...
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Dan Stevens
> (IAmAI)
> Sent: Monday, February 27, 2006 12:58 AM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] favorites list for CSS
>
> > There is a whole wiki about it on the Valve Developer Site
>
> I couldn't find a *whole* thread. Care to give a link for us, please?
>
> Thanks
>
> On 27/02/06, Whisper <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ] There is a whole wiki
>
> > about it on the Valve Developer Site
> >
> > On 2/27/06, Keith <[EMAIL PROTECTED]> wrote:
> > >
> > > Many thanks.
> > >
> > > However, I'm sure we all agree that we shouldn't have to use a
> > > workaround to get the favorites list to work. Would still like to
> > > hear from Valve if a fix is forthcoming anytime soon.
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Ghost
> > > Sent: Sunday, February 26, 2006 12:20 PM
> > > To: hlds@list.valvesoftware.com
> > > Subject: Re: [hlds] favorites list for CSS
> > >
> > > This is a multi-part message in MIME format.
> > > --
> > > [ Picked text/plain from multipart/alternative ] There is a thread
> > > in the steampowered forums with instructions to fix it.
> > >
> > > http://forums.steampowered.com/forums/showthread.php?s=&threadid=396
> > > 283
> > >
> > > Regards,
> > > Fred
> > >
> > >
> > > Keith wrote:
> > > > Just curious, but when will the favorites list be fixed (again)
> Valve?
> > > Next
> > > > update maybe? Or is this considered low priority?
> > > >
> > > > - K2
> > > >
> > > >
> > > > ___
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> > > > archives,
> > > please visit:
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> > > >
> > > >
> > > >
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> > > archives, please visit:
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> > >
> > >
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> > > archives, please visit:
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> > >
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Re: [hlds] favorites list for CSS

2006-02-26 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
The question was, when does valve fix it.

On 2/26/06, Gerald Hefty <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> http://forums.steampowered.com/forums/
>
> On 2/26/06, Keith <[EMAIL PROTECTED]> wrote:
> >
> > Just curious, but when will the favorites list be fixed (again) Valve?
> > Next
> > update maybe? Or is this considered low priority?
> >
> > - K2
> >
> >
> > ___
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> > please visit:
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> >
> --
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Re: [hlds] Re: Valve are you listening?

2006-02-17 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
While I normally agree that you should be friendly and stuff in reporting
bugs, its what we've done for ages, and it's how many issues that we've
asked about have been ignored for ages, how often has there been a real
anwser to many of the questions we've had? I would support a boycott if we
can get a list together of problems and questions, as there are questions I
feel that simply require to be anwsered.

On 2/18/06, Whisper <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> None of the issues I listed above, other than the FPS issue which happens
> to
> far too many people to be considered an isolated incident, has anything to
> do with the hardware/software combinations players or server operators
> use.
>
> On 2/18/06, MOFCLAN.NET :: Bush <[EMAIL PROTECTED]> wrote:
> >
> > Thanks Wally3k :)
> >
> > I was really beginning to wonder if anyone here had a brain.
> >
> > - Original Message -
> > From: "WaLLy3K" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Friday, February 17, 2006 5:21 PM
> > Subject: [hlds] Re: Valve are you listening?
> >
> >
> > > As blunt as he may be, can you *honestly* say he doesn't have a point
> > > there? :(
> > >
> > > Morthy would have either had to be telling fibs, doesn't play the game
> > > enough to SEE the bugs occur or is just completely ignorant.
> > >
> > > I would say it was my second thought.
> > >
> > >>
> > >> From: [EMAIL PROTECTED]
> > >> [mailto:[EMAIL PROTECTED] ] On Behalf Of Hell Phoenix
> > >> Sent: Friday, February 17, 2006 3:09 PM
> > >> To: hlds@list.valvesoftware.com
> > >> Subject: Re: [hlds] Valve are you listening?
> > >>
> > >> Dude your an asshat and about 12 years old right?  STFU and if you
> dont
> > >> have
> > >> anything nice to say dont say anything at all.
> > >>
> > >> You can always tell the people that are 2 years old by the language
> > they
> > >> use.  Dumbass.
> > >>
> > >>
> > >>
> > >> MOFCLAN.NET :: Bush wrote:
> > >>> I'm sorry to say this...
> > >>> But you're a fucking liar if you've never seen a bug in any of those
> > >>> games.
> > >>> You're completely wrong.. Are you saying that there are NO bugs? If
> > >>> thats what you're saying maybe you should umm.. make sure you're
> > >>> playing the correct games.
> > >>>
> > >>> I think you're full of shit and should get off of this mailing list.
> > >>>
> > >>> - Original Message -
> > >>> From: <[EMAIL PROTECTED]>
> > >>> To: 
> > >>> Sent: Friday, February 17, 2006 3:16 PM
> > >>> Subject: Re: [hlds] Valve are you listening?
> > >>>
> > >>>
> >  I've never encountered any bugs in HL1.
> >  I've never encountered any bugs in HL2.
> >  I've never encountered any bugs in CSS.
> >  I've never encountered any bugs in DODS.
> > 
> >  A LOT more people are fine with Valve games, they just don't need
> to
> >  post and say so.
> > 
> >  Jon Dawson
> >  Londinivm Productions
> >  www.londinivm.com
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > >
> >
> >
> > ___
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> --
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Re: [hlds] Error Boxes

2006-02-16 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
I think the anwser to your question is adding "-nocrashdialog" to your
command line, that is if I entirely understand your problem.

On 2/17/06, LDuke <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Someone asked me this, but I didn't know the answer. Anyone know the
> solution to this:
>
> On a side note, Homer and I have been trying desperately on our Win2K3
> server box to somehow disable the error reporting on srcds.exe when it
> encounters a runtime error and displays that horrible dialogue pop-up
> where
> the user must click "OK" to get rid of the error.  We don't see these too
> often, maybe once a day across 3 CSS servers on the same host.  We have
> disabled all native Win error reporting via GUI controls on the OS and
> have
> even changed some registry values, but still to no avail, we keep getting
> these error pop-ups.  Since we use MeanServerLoader (prolly know this one
> as
> it goes way back with older CS 1.X server admins) and it essentially
> creates
> an NT service which will restart srcds.exe but only if the pid/process is
> killed or goes away which circles back around to that dreaded pop-up and
> when it's active, so is srcds.exe, only in an invalid non-working state.
> --
>
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Re: [hlds] zBlock Updated to take care of STEAM Beta Client Issues

2006-02-14 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
The equivilant of it would be exec config.cfg, however this does not refresh
alias's, aliases your server couldv previously had wouldnt be refreshed
either.

On 2/14/06, Visitor Rodgers <[EMAIL PROTECTED]> wrote:
>
> On my CS HLDS box I make changes to my server.cfg and then input "exec
> server.cfg" to reload the new values.  Is it not possible to do the same
> in the game client?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Wim Barelds
> Sent: Monday, February 13, 2006 7:11 PM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] zBlock Updated to take care of STEAM Beta Client
> Issues
>
> --
> [ Picked text/plain from multipart/alternative ] To put it simple, there
> is no way what-so-ever to "delete" an alias, once it's been created.
> this means that once you've created an alias on top of a command, you
> are entirely incapable of using the command again.
>
> When you disconnect from a server, your alias's etc keep existing, so
> sadly, thas not an option.
> The reason that "restarting the game" does work is because, unlike
> binds, aliases do not get saved to your config.cfg
>
> On 2/14/06, WaLLy3K <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ] It would be nice for
> > it to revert your settings, but re-aliasing the cvars to be default is
>
> > next to impossible.
> >
> > Lets say we tried 'alias "cl_interp" "cl_interp"'. You'd think that'd
> > work because it's currently 'alias "cl_interp" "echo Blocked
> > Command"', but it doesn't work like that because when you go to use
> > the command, the game is stuck in a loop with that Cvar, so you have
> > to forcibly quit it to regain control.
> >
> > So unless the answer lies in the revert cvar which I doubt, then yes
> > it is impossible to unblock them without restarting CSS.
> >
> >
> > --__--__--
> >
> > Message: 4
> > Subject: RE: [hlds] zBlock Updated to take care of STEAM Beta Client
> > Issues
> > Date: Tue, 14 Feb 2006 08:49:20 +1030
> > From: "Adam Sando" <[EMAIL PROTECTED]>
> > To: 
> > Reply-To: hlds@list.valvesoftware.com
> >
> > What I'm curious about is how can you re-alias your settings after
> > zBlock screws with them.
> >
> > The way I think things should work, is that zBlock should check your
> > CVAR settings, and then set them to what they should be. If you then
> > join a server say running zBlock Max (after playing on a Min server),
> > it will set your CVARs to the Max settings.
> >
> > This would save the hassle of having to quit your game and re-load it.
> >
> > Why can't this be done? Is it impossible to re-alias the CVAR's once
> > you set them to 'this command is blocked'?
> >
> > Regards,
> > Adam
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
>
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> --
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Re: [hlds] zBlock Updated to take care of STEAM Beta Client Issues

2006-02-13 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
To put it simple, there is no way what-so-ever to "delete" an alias, once
it's been created.
this means that once you've created an alias on top of a command,
you are entirely incapable of using the command again.

When you disconnect from a server, your alias's etc keep existing, so sadly,
thas not an option.
The reason that "restarting the game" does work is because, unlike binds,
aliases do not get saved to your config.cfg

On 2/14/06, WaLLy3K <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> It would be nice for it to revert your settings, but re-aliasing the
> cvars to be default is next to impossible.
>
> Lets say we tried 'alias "cl_interp" "cl_interp"'. You'd think that'd
> work because it's currently
> 'alias "cl_interp" "echo Blocked Command"', but it doesn't work like
> that because when you go to use the command, the game is stuck in a
> loop with that Cvar, so you have to forcibly quit it to regain
> control.
>
> So unless the answer lies in the revert cvar which I doubt, then yes
> it is impossible to unblock them without restarting CSS.
>
>
> --__--__--
>
> Message: 4
> Subject: RE: [hlds] zBlock Updated to take care of STEAM Beta Client
> Issues
> Date: Tue, 14 Feb 2006 08:49:20 +1030
> From: "Adam Sando" <[EMAIL PROTECTED]>
> To: 
> Reply-To: hlds@list.valvesoftware.com
>
> What I'm curious about is how can you re-alias your settings after
> zBlock screws with them.
>
> The way I think things should work, is that zBlock should check your
> CVAR settings, and then set them to what they should be. If you then
> join a server say running zBlock Max (after playing on a Min server), it
> will set your CVARs to the Max settings.
>
> This would save the hassle of having to quit your game and re-load it.
>
> Why can't this be done? Is it impossible to re-alias the CVAR's once you
> set them to 'this command is blocked'?
>
> Regards,
> Adam
> --
>
> ___
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> please visit:
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Re: [hlds] zBlock Updated to take care of STEAM Beta Client Issues

2006-02-13 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
You are right about what zBlock does adam.
(@Stuart, zBlock cant constantly monitor client settings, for
 1, half the settings CANT be read, and 2, this would cause lag.)
Adam, I would definitly do this if it were at all possible, but sadly, it's
not possible to  do this, all we can really do is execute client commands
and  read the value of a select few client convars, if I could do more, I
immediatly would

On 2/14/06, Adam Sando <[EMAIL PROTECTED]> wrote:
>
> What I mean is that zBlock aliases those 'cheat' type CVARS that it
> deems as inappropriate, and doesn't allow you to modify them. It doesn't
> update on the fly, because if you type "alias cl_interp" in console, I
> am pretty sure it comes back with "echo Blocked command" or something
> similar.
>
> What I was getting at, was it would be nice if zBlock simply modified
> this value, and then monitored it so that if someone decided to change
> it, it would simply change it back auto magically.
>
> This will stop users that are jumping between servers running different
> zBlock versions, to not be issued with the "Illegal Interp Value" and
> what not. My understanding as to why you get kicked is because zBlock
> has aliased the command to be "echo Blocked Command" on one server, and
> now when it tries to set it, it can't, so it thinks you are hacking, and
> kicks you. This forces you to quit the app, and reload it.
>
> All I'm saying is it would be nicer to have it more dynamic in the sense
> of just setting it and then monitoring for when these values change. I
> understand there could/would be a potential bandwidth overhead to do
> this monitoring, however I think it's a lot less intrusive to the user.
>
> This is mainly from complaints I have had from people who are
> experiencing this problem.
>
> Regards,
> Adam
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Stuart Stegall
> Sent: Tuesday, 14 February 2006 09:00 AM
> To: hlds@list.valvesoftware.com
> Subject: RE: [hlds] zBlock Updated to take care of STEAM Beta Client
> Issues
>
> Not sure what you mean, but zBlock sets your CVAR in this case and then
> if you change your value, the server is updated by the client and the
> zBlock plugin then immediate sets your client back to the settings and
> outputs something like CVAR Locked by zBlock.  (Well this is essentially
> how it
> works)
>
> The original zBlock took the cvars enforced by CAL's CSP plugin and made
> sure they were enforced.  They did this due a problem in CSP whereas
> some people figured out how to get around the CVAR locking in CSP.  Plus
> they restricted some additional mat_ cvars that allowed wallhacking even
> if cheats were turned off.  Mind you from CAL's standpoint, the
> circumventing of those CVARs is recorded in the demo, so then their
> anti-cheat catches you.
>
> Remember the CSP plugin is just for CAL matches and not designed to work
> with any other plugins.
>
> On public servers you still have to admin on VAC servers due to the
> delayed banning. (vs PunkBuster where they get banned instantly)
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] ] On Behalf Of Adam Sando
> Sent: Monday, February 13, 2006 4:19 PM
> To: hlds@list.valvesoftware.com
> Subject: RE: [hlds] zBlock Updated to take care of STEAM Beta Client
> Issues
>
> What I'm curious about is how can you re-alias your settings after
> zBlock screws with them.
>
> The way I think things should work, is that zBlock should check your
> CVAR settings, and then set them to what they should be. If you then
> join a server say running zBlock Max (after playing on a Min server), it
> will set your CVARs to the Max settings.
>
> This would save the hassle of having to quit your game and re-load it.
>
> Why can't this be done? Is it impossible to re-alias the CVAR's once you
> set them to 'this command is blocked'?
>
> Regards,
> Adam
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Wim Barelds
> Sent: Tuesday, 14 February 2006 04:22 AM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] zBlock Updated to take care of STEAM Beta Client
> Issues
>
> --
> [ Picked text/plain from multipart/alternative ] It DOES enforce
> cl_interp at a value of 0.01, it however does not REVERT cl_interp, this
> is because it's forcing it on something that isn't it's default value.
>
> On 2/13/06, Stuart Stegall <[EMAIL PROTECTED]> wrote:
> >
> > CSP

Re: [hlds] zBlock Updated to take care of STEAM Beta Client Issues

2006-02-13 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
No, the ideal cl_interp is not "latency + 0.01", as latency is not deducted
from your interp for the delay, it however can be very useful to have ~ the
amount of ms your ping fluctuates (difference between highest and lowest
ping) added to your cl_interp, if you've got a stable connection, this would
be negliable.

For competitive play a fixed version of cl_interpolate 0 is ideal, and this
will become a legal cvar as soon as the bug is fixed.

On 2/13/06, Stuart Stegall <[EMAIL PROTECTED]> wrote:
>
> And this is the problem.  Ideal values of cl_interp should be (.01 + your
> ping / 1000) (somepeople go with .02)
>
> On a public server this isn't that big of a deal, but for competitive play
> some players find turning on interpolate and assigning a correct cl_interp
> to be very valuable.
>
>
>
>
>
>
> As a side note, I've noticed that there must be some code to hand pings in
> excess of 100ms (maybe 120ms) as when I play on UK servers (generally at
> around 130-140ms) I have little problem with accurate registration, but
> when
> I have >50 but <100, I have a great deal of problem with accurate
> registration.  Could just be my brain, or it could be something in the
> netcode of the source engine.
>
> -----Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Wim Barelds
> Sent: Monday, February 13, 2006 11:52 AM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] zBlock Updated to take care of STEAM Beta Client
> Issues
>
> --
> [ Picked text/plain from multipart/alternative ] It DOES enforce cl_interp
> at a value of 0.01, it however does not REVERT cl_interp, this is because
> it's forcing it on something that isn't it's default value.
>
> On 2/13/06, Stuart Stegall <[EMAIL PROTECTED]> wrote:
> >
> > CSP (not the euro, I have no clue as I don't even have EU hosting yet
> > ;) does NOT enforce any cl_interp setting as you have to adjust it for
> > for lag.
> >
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Wim Barelds
> > Sent: Monday, February 13, 2006 8:09 AM
> > To: hlds@list.valvesoftware.com
> > Subject: Re: [hlds] zBlock Updated to take care of STEAM Beta Client
> > Issues
> >
> > --
> > [ Picked text/plain from multipart/alternative ] Erm, CSP enforces
> > cl_interp aswell? Unless you mean cl_interpolate and "EuroCSP".
> >
> > On 2/13/06, Stuart Stegall <[EMAIL PROTECTED]> wrote:
> > >
> > > Yeah if only they'd make the cl_interp part optional.  Oh well ...
> > > Till this it's CSP for me.
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
> > > Sent: Sunday, February 12, 2006 9:50 PM
> > > To: HLDS
> > > Subject: [hlds] zBlock Updated to take care of STEAM Beta Client
> > > Issues
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > http://zblock.eurocss.net/index.htm
> > >
> > > There is a problem with zBlock and the BETA STEAM Client
> > >
> > > You need the latest version of zBlock to fix it
> > >
> > > Cheers
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > >
> > > ___
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> > > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > --
> >
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> > please visit:
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> >
> >
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> >
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Re: [hlds] zBlock Updated to take care of STEAM Beta Client Issues

2006-02-13 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
It DOES enforce cl_interp at a value of 0.01, it however does not REVERT
cl_interp, this is because it's forcing it on something that isn't it's
default value.

On 2/13/06, Stuart Stegall <[EMAIL PROTECTED]> wrote:
>
> CSP (not the euro, I have no clue as I don't even have EU hosting yet ;)
> does NOT enforce any cl_interp setting as you have to adjust it for for
> lag.
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Wim Barelds
> Sent: Monday, February 13, 2006 8:09 AM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] zBlock Updated to take care of STEAM Beta Client
> Issues
>
> --
> [ Picked text/plain from multipart/alternative ] Erm, CSP enforces
> cl_interp
> aswell? Unless you mean cl_interpolate and "EuroCSP".
>
> On 2/13/06, Stuart Stegall <[EMAIL PROTECTED]> wrote:
> >
> > Yeah if only they'd make the cl_interp part optional.  Oh well ...
> > Till this it's CSP for me.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
> > Sent: Sunday, February 12, 2006 9:50 PM
> > To: HLDS
> > Subject: [hlds] zBlock Updated to take care of STEAM Beta Client
> > Issues
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > http://zblock.eurocss.net/index.htm
> >
> > There is a problem with zBlock and the BETA STEAM Client
> >
> > You need the latest version of zBlock to fix it
> >
> > Cheers
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> > ___
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Re: [hlds] zBlock Updated to take care of STEAM Beta Client Issues

2006-02-13 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Erm, CSP enforces cl_interp aswell? Unless you mean cl_interpolate and
"EuroCSP".

On 2/13/06, Stuart Stegall <[EMAIL PROTECTED]> wrote:
>
> Yeah if only they'd make the cl_interp part optional.  Oh well ... Till
> this
> it's CSP for me.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
> Sent: Sunday, February 12, 2006 9:50 PM
> To: HLDS
> Subject: [hlds] zBlock Updated to take care of STEAM Beta Client Issues
>
> --
> [ Picked text/plain from multipart/alternative ]
> http://zblock.eurocss.net/index.htm
>
> There is a problem with zBlock and the BETA STEAM Client
>
> You need the latest version of zBlock to fix it
>
> Cheers
> --
>
> ___
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Re: [hlds] Friends Beta and zBlock Incompatibility

2006-02-02 Thread Wim Barelds
More or less, I am 1 of the 2 zBlock creators, a hybrid version will
be out, probally tomorrow.
On 2/3/06, Adam Sando <[EMAIL PROTECTED]> wrote:
> So the ver of zBlock for the friends beta doesn't allow you to connect
> correctly without having the friends commands enabled?
>
> (hope that sentence made sense)
>
> Regards,
> Adam.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
> Sent: Friday, 3 February 2006 09:26 AM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Friends Beta and zBlock Incompatibility
>
> --
> [ Picked text/plain from multipart/alternative ] Its a known problem
> with zBlock
>
> They have a fix, but its an all or nothing solution, either everybody
> runs the Beta and you use the new ZBlock or everybody doesn't run the
> Beta and you run the current zBlock.
>
> On 2/3/06, Stuart Stegall <[EMAIL PROTECTED]> wrote:
> >
> > Go to the wiki ... Make friends with the wiki ... Edit the page and
> > add this.  Then they will fix this (maybe).
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Adam Sando
> > Sent: Thursday, February 02, 2006 3:56 PM
> > To: hlds@list.valvesoftware.com
> > Subject: [hlds] Friends Beta and zBlock Incompatibility
> >
> > For all those interested, I have found that when you have the -beta
> > steam3friends switches enabled, you cannot connect to any server
> > running zBlock v1.0a Max. The error you receive is "Illegal Alias".
> >
> > I have not confirmed whether the same results are obtained from
> > connecting to servers running the v1.0a Min version, however I will be
>
> > testing this tonight hopefully.
> >
> > I will be contacting the developers of zBlock to let them know,
> > however given the early stages of friends development I might just sit
>
> > on it for a little while.
> >
> > Anyone else experiencing the same problems?
> >
> > Regards,
> > Adam
> >
> > ___
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>
> > please visit:
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> >
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[hlds] -beta steam3friends. Games dont work

2006-02-01 Thread Wim Barelds
It's great that the friends thing is getting some work done, but I
can't get past the "Loading" screen in any of my games (CS S, HL2, CS
& HL), it just stops doing anything at all. Any ideas/suggestions?
When I roll back to the regular steam (without the steam3friends beta)
all my games work fine.

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Re: [hlds] (no subject)

2006-01-19 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
You can type this in console once you're in game "alias name echo namechange
blocked", this can be used for protecting yourself of having admins bind
your keys aswell "alias bind echo bind altering blocked".

On 1/19/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> Which OP4 server was it?
>
> - Original Message -
> From: "Visitor Rodgers" <[EMAIL PROTECTED]>
> To: 
> Sent: Thursday, January 19, 2006 8:16 AM
> Subject: [hlds] (no subject)
>
>
> > My son was playing OP and another player was able change my son's name
> > at will.  Has anyone heard of this?  If so, does anyone know of a
> > defense?
> >
> > I have not had any complaints from visitors to my CS server about this
> > type of behavior.
> >
> > Although, I did get visited by the same problem mentioned by Dan last
> > week.  The maps on my server changed.  What I noticed was outstanding
> > updates from the system had yet to be applied.  My guess is this error
> > happens whenever they update the maps on the content servers and that
> > checksum information is passed to our game servers.
> >
> > Thanks,
> >
> > Chorizo Omelet
> >
> > Come and play! http://gs1.ender.us
> >
> > ___
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> > please visit:
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Re: [hlds] zBlock Plug-in

2006-01-17 Thread Wim Barelds
--
[ Picked text/plain from multipart/alternative ]
Yes it blocks the mentioned command.

On 1/18/06, Tom French <[EMAIL PROTECTED]> wrote:
>
> mat_slopescaledepthbias_normal .0001
>
> If your plugin guards against this command being used, I am loading it
> on all 250 of our servers...
> I could not believe what i saw today, people using that command.
>
> Thanks for helping us .
> Tom
>
> #Rtb.uk | MarkyPark wrote:
>
> >Hi,
> >
> >Recently two people have been working on a plug-in for Source.
> >
> >This plug-in is called zBlock Max, it is to replace CSP1.1 as it is hack
> >able and easy to bypass, where as zBlock Max is more difficult to bypass
> >than CSP (if at all possible), uses fewer CPU cycles and also blocks the
> 2
> >mat_ commands that make walls see through which can be enabled without
> >sv_cheats set to 1.
> >
> >There is a video of it being enabled /disabled with a bind but the
> website
> >hosting it is currently having a couple of problems.
> >
> >There are screenshots available here:
> >http://i19.photobucket.com/albums/b172/harisowns/de_dust20007.jpg
> >http://i19.photobucket.com/albums/b172/harisowns/de_dust20015.jpg
> >http://i19.photobucket.com/albums/b172/harisowns/de_dust20018.jpg
> >http://i19.photobucket.com/albums/b172/harisowns/de_dust20012.jpg
> >
> >It is available for download at this address:
> >http://eurocss.net/zblock-release
> >
> >This was made by:
> >BoooM|TUF (TheUnknownFactor)
> >www.BoooM.co.uk
> >#BoooM @ Qnet
> >
> >And
> >+/- Trepje
> >http://www.team-polarity.com/
> >#polarity @ Qnet
> >
> >--
> >
> >Cheers,
> >#Rtb.uk | MarkyPark
> >[EMAIL PROTECTED]
> >www.TeamRtb.co.uk
> >#TeamRtb @ Qnet
> >
> >
> >
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> >
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