Re: [hlds] Mandatory TF2 Update Released

2015-02-12 Thread big john
Redirect loop :trollface:
On Feb 12, 2015 5:31 PM, "William Pickard"  wrote:

> I can see potential hubserver benefits of the redirect command if valve
> adds more features to it
> On 2015-02-12 5:16 PM, "Ross Bemrose"  wrote:
>
>> Another use I can see for it is if you're consolidating multiple servers
>> into a single server, but like you already mentioned, redirect not working
>> for the Internet tab makes askconnect_accept / DisplayAskConnectBox the
>> better option.
>>
>> On Thu, Feb 12, 2015 at 4:11 PM, Robert Paulson 
>> wrote:
>>
>>> I'm rather curious as to what prompted the creation of this feature,
>>> because I haven't seen anyone ask for it and it seems to have very little
>>> practical use.
>>>
>>> Redirecting people to emptier servers would likely cause more harm than
>>> good as you don't know if they are joining the server to be with certain
>>> players, and the new server could have too few people on it for their
>>> tastes.
>>>
>>> It might be useful for changing IPs because it takes as long as 24 hours
>>> for steam account changes to work. But if it is going to be broken on 1/3
>>> of the players (what we see coming from the internet tab) then as Ryan has
>>> said, you might as well use askconnect_accept.
>>>
>>>
>>>
>>> On Wed, Feb 11, 2015 at 5:33 PM, Ryan Stecker 
>>> wrote:
>>>
 >For example (voided's thoughts): This could be used to create on mass
 redirect servers which fill the master list just to send people to one
 specific server.

 >^This example is a obvious no no. But what about this: I create a
 plugin that detects when my server becomes 31/32 and then redirect all new
 connecting players to a secondardy less full server. Is this acceptable?

 One excluded bit regarding this is that it's currently disallowed to
 use the redirect command for clients who join via the internet tab of the
 server browser. That makes mass redirect servers impractical unless someone
 discovers an exploit to allow execution of the redirect command.

 Nevertheless, I personally can't think of a practical use of the
 redirect command that the existing askconnect machinery doesn't already
 support. It seems to me that most server operators' use of the redirect
 command is going to lead to poor user experiences. I don't think most
 players will enjoy being redirected to other servers without their
 permission, especially if they're playing on the original server with their
 friends.

 If anything, the askconnect UX should be improved so that users can
 more clearly be shown the redirection UI (rather than what's currently
 displayed as a small UI element in the top left corner). Additionally,
 improvements could be made here so that users don't have to worry about
 having a key bound to the "askconnect_accept" command, as some of them have
 rebound or unbound the F3 key.

 Just my $0.02.



 On Wed, Feb 11, 2015 at 7:06 PM, A Fearts 
 wrote:

> (I hope I'm understanding what this new command does, as I have yet to
> personally test it.)
>
> - Added "redirect" client command that can be used to send clients to
> a different server. Does not function for clients that came from
> matchmaking or certain server browser tabs.
>
> ^It would be nice if someone from Valve would create some guidelines
> on this. This command could be used to in a ways that degrade a players
> experience.
>
> For example (voided's thoughts): This could be used to create on mass
> redirect servers which fill the master list just to send people to one
> specific server.
>
> ^This example is a obvious no no. But what about this: I create a
> plugin that detects when my server becomes 31/32 and then redirect all new
> connecting players to a secondardy less full server. Is this acceptable?
>
> What about using it to load balance clients who are already connected
> to the server?
>
> It's cool we have a new command but what are the practical accepted
> uses that ask_connect_accept doesn't already fulfill?
>
> Some response from Valve would be appreciated.
>
> On Wed, Feb 11, 2015 at 7:39 PM, Alexander Kolev 
> wrote:
>
>> Also what does " r_drawtracers_firstperson" do? How does affect the
>> view of the game? How we should work/use the new 'redirect' cvar?
>>
>> 2015-02-12 2:36 GMT+02:00 Alexander Kolev :
>>
>>> Great update but the cvar - "cl_jiggle_bone_framerate_cutoff" is
>>> still bugged. Typing 0 does not disable the jiggle bone. Please fix 
>>> this,
>>> its been a year.. meh
>>>
>>> Alexander
>>>
>>> 2015-02-12 2:24 GMT+02:00 HD :
>>>
 How do you use the "redirect" client command? Is this something
 applied in
 the configuration and if so what is the exact command?
 Example?
>>>

Re: [hlds] Mandatory TF2 update released

2014-12-12 Thread big john
Maybe we should get stable updates less often then?
On Dec 12, 2014 7:10 PM, "Ross Bemrose"  wrote:

> Well, this one includes a fix that was causing a lot of different custom
> game modes to crash players out (PropHunt and Vs. Saxton Hale to name two).
>
> On 12/12/2014 7:06 PM, Dill Bates wrote:
>
>> Are updates becoming a daily occurrence now?
>>
>> Sent from my iPhone
>>
>>  On Dec 12, 2014, at 3:44 PM, Eric Smith  wrote:
>>>
>>> We've released a mandatory update for TF2. The notes for the update are
>>> below. The new version number is 2544808.
>>>
>>> -Eric
>>>
>>> -
>>>
>>> - Added the Cold Snap Coat to the End of the Line Community Crate
>>> - Fixed a client crash related to ragdolls
>>> - Fixed a client crash related to the material system
>>> - Fixed the backpack panel not highlighting the currently selected page
>>> number
>>> - Fixed Halloween footstep spells being displayed for disguised Spies
>>> - Fixed The Swagman's Swatter not being held by the Sniper for lower LOD
>>> settings during the melee taunt
>>> - Updated the materials for The Peacenik's Ponytail and added a new style
>>> - Updated The Li'l Dutchman to fix a jiggle bone issue
>>> - Updated The Ghost of Spies Checked Past to fix a jiggle bone issue
>>> - Updated Mann Co. Store prices for foreign currencies to current USD
>>> equivalents
>>> - Updated the localization files
>>>
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>>> please visit:
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Re: [hlds] Mandatory TF2 update released

2014-12-02 Thread big john
oh if you we getting "SQLSTATE[HY000]: General error: 1 no such table:
servers:Array" in websw I fixed it, it was a problem with the websocket
server communication to the backend.

On Tue, Dec 2, 2014 at 9:27 AM, Philipp Preß 
wrote:

> If you don't fear the command line: https://github.com/nTraum/rubycon
> is like HLSW but for the terminal, written in Ruby.
>
> 2014-12-02 15:10 GMT+01:00 Albert Davis :
> > No response from support*
> >
> > On Tue, Dec 2, 2014 at 9:09 AM, Albert Davis 
> wrote:
> >>
> >> How is it dead? Hasn't been updated in years, can't login properly. No
> >> forums on the HLSW site, no response support or anyone, It's dead. Same
> for
> >> the smartphone app, hasn't been updated in years, even the paid for
> version.
> >>
> >> On Tue, Dec 2, 2014 at 2:50 AM, Peter Jerde 
> wrote:
> >>>
> >>>
> >>> > On Dec 1, 2014, at 17:55 PM, Albert Davis 
> >>> > wrote:
> >>> >
> >>> > Kind of off topic, but since HLSW is dead, any recommendations for a
> >>> > good RCON tool?
> >>>
> >>> How is it that HLSW is "dead"? I still use v1.4.0.2 of it daily.
> >>>
> >>>  - Peter
> >>> ___
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> >>> please visit:
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> >>
> >>
> >
> >
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> >
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Re: [hlds] Mandatory TF2 update released

2014-12-01 Thread big john
And have rcon access
On Dec 1, 2014 9:51 PM, "Drone Marviraptor"  wrote:

> This is extremely needed and awesome. Chat doesn't seem to work, though.
>
> On Mon, Dec 1, 2014 at 4:26 PM, big john  wrote:
>
>> Actually ive been building one. Heres the link (Shameless plug)
>>
>> I just added log and chat streaming.
>>
>> Please feel free to give me feedback its still under development. Its
>> also 100% mobile friendly
>>
>> http://websw.1911.expert
>> On Dec 1, 2014 6:57 PM, "Albert Davis"  wrote:
>>
>>> Kind of off topic, but since HLSW is dead, any recommendations for a
>>> good RCON tool?
>>>
>>>
>>> On Wed, Nov 26, 2014 at 5:11 PM, Eric Smith 
>>> wrote:
>>>
>>>> We've released a mandatory update for TF2. The notes for the update are
>>>> below. The new version number is 2520915.
>>>>
>>>> -Eric
>>>>
>>>> -
>>>>
>>>> - Fixed a client crash related to achievements
>>>> - Fixed a client crash related to Spy animations
>>>> - Fixed a client crash related to the Spectator HUD
>>>> - Fixed changes to video settings not being saved between sessions
>>>> - Fixed not being able to block control points from being captured
>>>> - Fixed not respawning instantly after changing loadout in a respawn
>>>> room
>>>> - Fixed Medi Gun prediction stuttering when using tf_medigun_autoheal
>>>> - Fixed the Necro Smasher not falling into the world properly when
>>>> dropped
>>>> - Fixed Killstreak sheen effects for the Necro Smasher
>>>> - Fixed The Lone Star not using the correct Blue team material
>>>> - Fixed the Brim-Full Of Bullets not being held by the Sniper during
>>>> the melee taunt
>>>> - Added the Gamers Assembly tournament medals
>>>> - Added the TF2mixup 2014 medal
>>>>
>>>> ___
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>>>> please visit:
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>>>>
>>>
>>>
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Re: [hlds] Mandatory TF2 update released

2014-12-01 Thread big john
Thanks.

You have to hit get log for chat to work.
On Dec 1, 2014 9:51 PM, "Drone Marviraptor"  wrote:

> This is extremely needed and awesome. Chat doesn't seem to work, though.
>
> On Mon, Dec 1, 2014 at 4:26 PM, big john  wrote:
>
>> Actually ive been building one. Heres the link (Shameless plug)
>>
>> I just added log and chat streaming.
>>
>> Please feel free to give me feedback its still under development. Its
>> also 100% mobile friendly
>>
>> http://websw.1911.expert
>> On Dec 1, 2014 6:57 PM, "Albert Davis"  wrote:
>>
>>> Kind of off topic, but since HLSW is dead, any recommendations for a
>>> good RCON tool?
>>>
>>>
>>> On Wed, Nov 26, 2014 at 5:11 PM, Eric Smith 
>>> wrote:
>>>
>>>> We've released a mandatory update for TF2. The notes for the update are
>>>> below. The new version number is 2520915.
>>>>
>>>> -Eric
>>>>
>>>> -
>>>>
>>>> - Fixed a client crash related to achievements
>>>> - Fixed a client crash related to Spy animations
>>>> - Fixed a client crash related to the Spectator HUD
>>>> - Fixed changes to video settings not being saved between sessions
>>>> - Fixed not being able to block control points from being captured
>>>> - Fixed not respawning instantly after changing loadout in a respawn
>>>> room
>>>> - Fixed Medi Gun prediction stuttering when using tf_medigun_autoheal
>>>> - Fixed the Necro Smasher not falling into the world properly when
>>>> dropped
>>>> - Fixed Killstreak sheen effects for the Necro Smasher
>>>> - Fixed The Lone Star not using the correct Blue team material
>>>> - Fixed the Brim-Full Of Bullets not being held by the Sniper during
>>>> the melee taunt
>>>> - Added the Gamers Assembly tournament medals
>>>> - Added the TF2mixup 2014 medal
>>>>
>>>> ___
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>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>>
>>>
>>>
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>>>
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Re: [hlds] Mandatory TF2 update released

2014-12-01 Thread big john
Actually ive been building one. Heres the link (Shameless plug)

I just added log and chat streaming.

Please feel free to give me feedback its still under development. Its also
100% mobile friendly

http://websw.1911.expert
On Dec 1, 2014 6:57 PM, "Albert Davis"  wrote:

> Kind of off topic, but since HLSW is dead, any recommendations for a good
> RCON tool?
>
>
> On Wed, Nov 26, 2014 at 5:11 PM, Eric Smith 
> wrote:
>
>> We've released a mandatory update for TF2. The notes for the update are
>> below. The new version number is 2520915.
>>
>> -Eric
>>
>> -
>>
>> - Fixed a client crash related to achievements
>> - Fixed a client crash related to Spy animations
>> - Fixed a client crash related to the Spectator HUD
>> - Fixed changes to video settings not being saved between sessions
>> - Fixed not being able to block control points from being captured
>> - Fixed not respawning instantly after changing loadout in a respawn room
>> - Fixed Medi Gun prediction stuttering when using tf_medigun_autoheal
>> - Fixed the Necro Smasher not falling into the world properly when dropped
>> - Fixed Killstreak sheen effects for the Necro Smasher
>> - Fixed The Lone Star not using the correct Blue team material
>> - Fixed the Brim-Full Of Bullets not being held by the Sniper during the
>> melee taunt
>> - Added the Gamers Assembly tournament medals
>> - Added the TF2mixup 2014 medal
>>
>> ___
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>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>
>
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[hlds] CS GO webapi

2014-11-30 Thread big john
Does anyone know if there is a web api that lists all the weapons in csgo
with their skins and an image? GetSchema only lists stock weapons.
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Re: [hlds] Mandatory TF2 update released

2014-10-30 Thread big john
Sm_observerpoint was crashing one of mine. But my vsh server is
intermittently crashing still.
On Oct 30, 2014 7:00 PM, "Mike Vail"  wrote:

> I too run windows servers and updated version 1.6.3 git-4584 of SourceMod 
> after
> having repeated crashes but still had a few random crashes even after that.
> After reviewing the SM logs is saw that the SMRCON extension and the
> backpack.tf price plugin were not loading and had errors. I also saw
> other reports that the backpack.tf plugin was causing crashes for some
> people when the price updates occurred so I disabled it and my servers
> haven't crashed since. Knowing Dr. McKay, he'll fix the bp.tf plugin soon
> if that truly is the issue.
>
> Good Luck!
>
> On Thu, Oct 30, 2014 at 3:49 PM, Michael Loveless  > wrote:
>
>> Correction. SourceMod 1.6.3 git-4584 . Sorry about that.
>>
>> On Thu, Oct 30, 2014 at 6:49 PM, Michael Loveless <
>> mloveless1...@gmail.com> wrote:
>>
>>> After last night's update, I updated SourceMod to 1.6.3 git-4585 on all
>>> of my servers hosted on a Windows 2012 box and have not crashed at all.
>>>
>>> On Thu, Oct 30, 2014 at 6:42 PM, Albert Davis 
>>> wrote:
>>>
 Anyone getting crashes every few min? Is it related to SourceMod?

 On Thu, Oct 30, 2014 at 11:41 AM, Gabriel Klinefelter <
 gabe.klinefel...@gmail.com> wrote:

> Was it intentional to stop someone from forward spawning by changing
> to their current loadout without touching resup?
>
> On Thu, Oct 30, 2014 at 1:28 AM, John 
> wrote:
>
>> On 10/29/2014 6:01 PM, Ross Bemrose wrote:
>>
>>> Which explains the issues I was seeing on servers hosted by NFO.
>>>
>>
>> On our managed/standalone servers, the systems rolled that new file
>> out properly as far as I can tell. If you are still having problems, 
>> please
>> contact us ASAP.
>>
>> -John
>>
>>
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>>>
>>
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Re: [hlds] Mandatory TF2 update released

2014-10-29 Thread big john
Whats the new maps name?
On Oct 29, 2014 7:49 PM, "E. Olsen"  wrote:

> Is there a special SV_tag we need to set for quickplay purposes to host
> the new map?
>
> On Wed, Oct 29, 2014 at 7:46 PM, Eric Smith 
> wrote:
>
>> We've released a mandatory update for TF2. The notes for the update are
>> below. The new version number is 2467544.
>>
>> -Eric
>>
>> -
>>
>> Scream Fortress VI has arrived!
>> Help Merasmus with his carnival!
>> Comic and additional information available on the website (
>> http://www.teamfortress.com/screamfortress6)
>> Scream Fortress VI runs until November 12, 2014
>> Added new Halloween map Carnival of Carnage
>> Merasmus will spread misfortune with server wide curses
>> Added a Strongmann Test-Your-Strength machine which is in
>> no way an eldritch portal to Bumper Car Madness!
>> Added bumper car minigames. Win by completely ghostifying the
>> other team or by completing the objective
>> Alt-fire to speed boost your bumper car
>> Cast spells while driving
>> The collision force a bumper car receives increases as the car
>> takes damage
>> Force is displayed in the bumper car HUD as a percentage
>> Ghosts can come back to life by touching a friendly
>> bumper car
>> 50 new Halloween-themed community cosmetics
>> 6 new achievements
>>
>> During Scream Fortress VI:
>> A Halloween Gift Cauldron is granted to all players who play
>> during the event
>> Added Halloween crates to the Mann Co. Store. These crates do not
>> require a key to open
>> All Unusual hats and taunts that are unboxed during the event
>> will receive Halloween-themed Unusual effects
>> Previous Scream Fortress content is available in the Mann Co.
>> Store
>>
>> General :
>> Reduced the number of Fireball spells granted to 2
>> Updated the tf_spells_enabled ConVar
>> Removed the Teleport spell from the general spell list
>> when spells are enabled outside of Helltower
>> Added rare spells to the general spell list, except
>> Skeletons and Monoculus
>> Turning a player into a ghost now grants the attacker a kill
>> credit
>> Players can now fly around as a ghost by holding the jump key
>> TargetID system
>> Now creates a floating health indicator over the target
>> Reduced size of nameplate
>> Added tf_hud_target_id_alpha ConVar to control the
>> transparency
>> Fixed player voice transmissions not transmitting the last second
>> of recording
>> Fixed a dedicated server crash when the autoexec.cfg contains a
>> bind command
>> Fixed Unicode font performance and rendering issues for
>> Mac clients
>> Fixed an exploit that allowed players to remove the ghost
>> condition
>>
>> Hammer :
>> Added a field to the Tools->Options->3DView tab that multiplies
>> the length of the rendered light_spot cone preview
>>
>>
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Re: [hlds] Mandatory TF2 update coming

2014-10-23 Thread big john
Of course they know its an important part of the game. Games this old dont
survive without mods.

They just dont care about the moding community and server ops in general
because in the end theres not much we can actually do. Unless we all banded
together and pulled out of tf2, which we all know will never happen.
 On Oct 23, 2014 4:04 PM, "E. Olsen"  wrote:

> I don't think that's true at all. While I will agree that communication
> between server operators & the TF2 team has been severely lacking since
> last January, when custom models were broken recently (which broke an event
> we already had in progress in our community) Eric Smith was very receptive
> when I asked if the problem could be fixed asap.
>
> Again, while I think things need to get back to the "collaborative"
> atmosphere that we used to have with the TF2 team, I also think that they
> still consider modding an important part of the game.
>
> On Thu, Oct 23, 2014 at 3:56 PM, big john  wrote:
>
>> It obviously speaks volumes about how they feel about the modding
>> community
>> On Oct 23, 2014 3:55 PM, "Mike Vail"  wrote:
>>
>>> I just hope someone at Allied Modders is watching. I sure wish Valve had
>>> a contact at Allied Modders so when these updates are released SourceMod
>>> would work or at least a working version of SourceMod would be ready to
>>> deploy as soon as the update is released. Such a simple concept that has
>>> never happened.
>>>
>>>
>>> Weasels Lair  wrote:
>>>
>>> Disabling my automatic updates until I see the aftermath of this.
>>>
>>> On Thu, Oct 23, 2014 at 12:45 PM, Jordan Olling 
>>> wrote:
>>>
>>>> I want to know whoever voices any new characters we might be hearing,
>>>> and perhaps also if Nolan North voiced the HHH/Eyelander.
>>>>
>>>> On Thu, Oct 23, 2014 at 12:42 PM, Azarus X  wrote:
>>>>
>>>>> Halloween update right?
>>>>>
>>>>> On 23 October 2014 21:37, Eric Smith  wrote:
>>>>>
>>>>>> We're working on a mandatory update for TF2. We should have it ready
>>>>>> soon.
>>>>>>
>>>>>> -Eric
>>>>>>
>>>>>>
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>>>>>
>>>>>
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>>>>>
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Re: [hlds] Mandatory TF2 update released

2014-10-23 Thread big john
Wait no Halloween update?
On Oct 23, 2014 4:02 PM, "Eric Smith"  wrote:

> We've released a mandatory update for TF2. The notes for the update are
> below. The new version number is 2457946.
>
> -Eric
>
> -
>
> - Updated Halloween Spells to be tradable
> - Fixed not being able to apply Halloween Spells to cosmetic items
> - Enabled the crafting recipe for the Pile Of Curses
> - Fixed players auto-switching to the Spellbook
> - Fixed the Spell HUD overlapping with the Killstreak HUD
> - Fixed the Wheel of Fate HUD overlapping with the Killstreak HUD
>
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Re: [hlds] Mandatory TF2 update coming

2014-10-23 Thread big john
It obviously speaks volumes about how they feel about the modding community
On Oct 23, 2014 3:55 PM, "Mike Vail"  wrote:

> I just hope someone at Allied Modders is watching. I sure wish Valve had a
> contact at Allied Modders so when these updates are released SourceMod
> would work or at least a working version of SourceMod would be ready to
> deploy as soon as the update is released. Such a simple concept that has
> never happened.
>
>
> Weasels Lair  wrote:
>
> Disabling my automatic updates until I see the aftermath of this.
>
> On Thu, Oct 23, 2014 at 12:45 PM, Jordan Olling 
> wrote:
>
>> I want to know whoever voices any new characters we might be hearing, and
>> perhaps also if Nolan North voiced the HHH/Eyelander.
>>
>> On Thu, Oct 23, 2014 at 12:42 PM, Azarus X  wrote:
>>
>>> Halloween update right?
>>>
>>> On 23 October 2014 21:37, Eric Smith  wrote:
>>>
 We're working on a mandatory update for TF2. We should have it ready
 soon.

 -Eric


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Re: [hlds] Mandatory TF2 update coming

2014-10-23 Thread big john
Ask SPUF
On Oct 23, 2014 3:47 PM, "Jordan Olling"  wrote:

> I want to know whoever voices any new characters we might be hearing, and
> perhaps also if Nolan North voiced the HHH/Eyelander.
>
> On Thu, Oct 23, 2014 at 12:42 PM, Azarus X  wrote:
>
>> Halloween update right?
>>
>> On 23 October 2014 21:37, Eric Smith  wrote:
>>
>>> We're working on a mandatory update for TF2. We should have it ready
>>> soon.
>>>
>>> -Eric
>>>
>>>
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Re: [hlds] Mandatory TF2 update coming

2014-10-23 Thread big john
Can this one go smooth. Pretty pretty please
On Oct 23, 2014 3:44 PM, "Azarus X"  wrote:

> Halloween update right?
>
> On 23 October 2014 21:37, Eric Smith  wrote:
>
>> We're working on a mandatory update for TF2. We should have it ready soon.
>>
>> -Eric
>>
>>
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Re: [hlds] Mandatory TF2 update coming

2014-10-22 Thread big john
Crap its too early for my servers to crash. 
On Oct 22, 2014 1:43 PM, "Eric Smith"  wrote:

> We're working on a mandatory update for TF2. We should have it ready soon.
>
> -Eric
>
>
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Re: [hlds] Another mandatory TF2 update released

2014-10-20 Thread big john
Try reinstalling steamcmd I had a problem like that once. I couldn't figure
it out. Wound up scrapping the whole server (it was a dev server though)
On Oct 20, 2014 7:12 PM, "Weasels Lair"  wrote:

> Mike, regarding FoF servers.  I run both FoF and TF2 and have not seen
> anything you mentioned about the TF2 update somehow messing-up my FoF
> servers.  I am hosting on Debian (Linux) however, not Windows.
>
> You don't have any common directories shared between the two type of
> game-servers somehow?  If they are in different install directories, there
> really should not be a way for an update on one to corrupt something on the
> other.
>
> On Mon, Oct 20, 2014 at 3:56 PM, Mike Vail  wrote:
>
>> This is going to sound bizarre, but I have to ask.
>>
>> I run 4 Fistful of Frags servers on the same Windows 2008 dedicated
>> server box as my TF2 servers. I took the opportunity to restart the FoF
>> servers along with the TF2 servers and now none of the FoF servers are
>> "Unable to load Steam Support Library". They are all stuck in LAN Mode. I
>> haven't done anything but run the TF2 Updates to the server today and all 4
>> FoF servers were working perfectly prior to this update. I even installed a
>> fresh vanilla FoF server to make sure the installs weren't corrupted, which
>> would have been impossible since all 4 are having identical problems.The
>> fresh install does the same thing. It's not my firewall and I don't have
>> Steam installed on the box. So did something get changed or corrupted with
>> Steam today related to this update that could bork FoF servers? It's just
>> too coincidental to have this happen at the same time when I did nothing
>> else on the box.
>>
>> Thanks
>>
>>
>>
>> On Mon, Oct 20, 2014 at 3:12 PM, Eric Smith 
>> wrote:
>>
>>> We've released another mandatory update for TF2. The notes for the
>>> update are below. The new version number is 2452105.
>>>
>>> -Eric
>>>
>>> -
>>>
>>> - Fixed a server crash related to gamestats
>>>
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Re: [hlds] Mandatory TF2 update released

2014-10-20 Thread big john
I run 0 for sv_pure
On Oct 20, 2014 5:48 PM, "Peter Jerde"  wrote:

> Very strange. All 12 of my servers on Windows 2008 are running fine.
>
> We run sv_pure 1... I wonder if different sv_pure values are involved in
> your crashes, given that the update mentioned an sv_pure bug.
>
>  - Peter
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Re: [hlds] Mandatory TF2 update released

2014-10-20 Thread big john
Actually linux is crashing for me. Just not as often

Debian 64 bit
On Oct 20, 2014 5:41 PM, "Weasels Lair"  wrote:

> Same here (meaning working fine on Linux - Debian 64-bit in my case).
>
> On Mon, Oct 20, 2014 at 2:29 PM, big john  wrote:
>
>> Thanks.
>>
>> Linix is fine btw
>> On Oct 20, 2014 5:28 PM, "Eric Smith"  wrote:
>>
>>>  We’re working on a fix. We should have it soon.
>>>
>>>
>>>
>>> -Eric
>>>
>>>
>>>
>>>
>>>
>>> *From:* hlds-boun...@list.valvesoftware.com [mailto:
>>> hlds-boun...@list.valvesoftware.com] *On Behalf Of *E. Olsen
>>> *Sent:* Monday, October 20, 2014 2:25 PM
>>> *To:* Half-Life dedicated Win32 server mailing list
>>> *Subject:* Re: [hlds] Mandatory TF2 update released
>>>
>>>
>>>
>>> Darn it - yep, I'm seeing crashes on windows 2008R2 servers.
>>>
>>>
>>>
>>> On Mon, Oct 20, 2014 at 5:19 PM, big john  wrote:
>>>
>>> Windows rc 2008 crashing for anyone else?
>>>
>>> On Oct 20, 2014 5:11 PM, "Eric Smith"  wrote:
>>>
>>> We've released a mandatory update for TF2. The notes for the update are
>>> below. The new version number is 2450713.
>>>
>>> -Eric
>>>
>>> -
>>>
>>> - Fixed another exploit that allowed clients to have an out-of-date,
>>> corrupt, or modified version of items_game.txt
>>> - Fixed clients not downloading *.dx80.vtx, *.dx90.vtx, and *.sw.vtx
>>> files from servers running custom content
>>> - Fixed sv_pure defaulting to -2 instead of 0
>>> - Fixed font issues for Mac clients
>>> - Made the Spellbook Magazine a base action slot item for players to
>>> equip and use when playing on a server that uses Halloween Spells
>>> - Fixed not being able to wear Halloween-restricted cosmetic items on
>>> Halloween maps outside of the regular Halloween and Fullmoon events
>>> - Halloween spells can now be enabled and controlled on servers via
>>> ConVars tf_spells_enabled and tf_player_spell_drop_on_death_rate
>>> - Halloween spells can now be enabled by map authors via HolidayEntity
>>> by setting the flag HalloweenSetUsingSpells
>>>
>>> ___
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>>> please visit:
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Re: [hlds] Mandatory TF2 update released

2014-10-20 Thread big john
Thanks.

Linix is fine btw
On Oct 20, 2014 5:28 PM, "Eric Smith"  wrote:

>  We’re working on a fix. We should have it soon.
>
>
>
> -Eric
>
>
>
>
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *E. Olsen
> *Sent:* Monday, October 20, 2014 2:25 PM
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] Mandatory TF2 update released
>
>
>
> Darn it - yep, I'm seeing crashes on windows 2008R2 servers.
>
>
>
> On Mon, Oct 20, 2014 at 5:19 PM, big john  wrote:
>
> Windows rc 2008 crashing for anyone else?
>
> On Oct 20, 2014 5:11 PM, "Eric Smith"  wrote:
>
> We've released a mandatory update for TF2. The notes for the update are
> below. The new version number is 2450713.
>
> -Eric
>
> -
>
> - Fixed another exploit that allowed clients to have an out-of-date,
> corrupt, or modified version of items_game.txt
> - Fixed clients not downloading *.dx80.vtx, *.dx90.vtx, and *.sw.vtx files
> from servers running custom content
> - Fixed sv_pure defaulting to -2 instead of 0
> - Fixed font issues for Mac clients
> - Made the Spellbook Magazine a base action slot item for players to equip
> and use when playing on a server that uses Halloween Spells
> - Fixed not being able to wear Halloween-restricted cosmetic items on
> Halloween maps outside of the regular Halloween and Fullmoon events
> - Halloween spells can now be enabled and controlled on servers via
> ConVars tf_spells_enabled and tf_player_spell_drop_on_death_rate
> - Halloween spells can now be enabled by map authors via HolidayEntity by
> setting the flag HalloweenSetUsingSpells
>
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Re: [hlds] Mandatory TF2 update released

2014-10-20 Thread big john
Windows rc 2008 crashing for anyone else?
On Oct 20, 2014 5:11 PM, "Eric Smith"  wrote:

> We've released a mandatory update for TF2. The notes for the update are
> below. The new version number is 2450713.
>
> -Eric
>
> -
>
> - Fixed another exploit that allowed clients to have an out-of-date,
> corrupt, or modified version of items_game.txt
> - Fixed clients not downloading *.dx80.vtx, *.dx90.vtx, and *.sw.vtx files
> from servers running custom content
> - Fixed sv_pure defaulting to -2 instead of 0
> - Fixed font issues for Mac clients
> - Made the Spellbook Magazine a base action slot item for players to equip
> and use when playing on a server that uses Halloween Spells
> - Fixed not being able to wear Halloween-restricted cosmetic items on
> Halloween maps outside of the regular Halloween and Fullmoon events
> - Halloween spells can now be enabled and controlled on servers via
> ConVars tf_spells_enabled and tf_player_spell_drop_on_death_rate
> - Halloween spells can now be enabled by map authors via HolidayEntity by
> setting the flag HalloweenSetUsingSpells
>
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Re: [hlds] Mandatory TF2 update coming

2014-10-01 Thread big john
Latest sm and mm snapshots fix it
On Oct 1, 2014 6:56 PM, "Mike Vail"  wrote:

> Mine won't even boot with Metamod. Currently running Version 1.10.3-Dev-V.
> Windows 2008 Server. Here we go again.
>
> On Wed, Oct 1, 2014 at 3:24 PM, E. Olsen  wrote:
>
>> Nope - this broke Sourcemod again. Server boots without it.
>>
>> On Wed, Oct 1, 2014 at 6:20 PM, Emil Larsson  wrote:
>>
>>> My gut feeling is that it's just simple more bugfixes, so no need to
>>> disable sourcemod ;). There was a couple of animation related glitches for
>>> one.
>>>
>>> On Thu, Oct 2, 2014 at 12:16 AM, Alexander Kolev 
>>> wrote:
>>>
 Please do not break Sourcemod and TFTrue!!! :(

 2014-10-02 1:08 GMT+03:00 Eric Smith :

> We're working on a mandatory update for TF2. We should have it ready
> in a few minutes.
>
> -Eric
>
>
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Re: [hlds] Mandatory TF2 update coming

2014-10-01 Thread big john
Windows 2008 rc crashing too
On Oct 1, 2014 6:21 PM, "E. Olsen"  wrote:

> If it's the update that has just release, my Windows 2008R2 servers are
> crashing on startup.
>
> Great.
>
> On Wed, Oct 1, 2014 at 6:16 PM, Alexander Kolev 
> wrote:
>
>> Please do not break Sourcemod and TFTrue!!! :(
>>
>> 2014-10-02 1:08 GMT+03:00 Eric Smith :
>>
>>> We're working on a mandatory update for TF2. We should have it ready in
>>> a few minutes.
>>>
>>> -Eric
>>>
>>>
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Re: [hlds] Mandatory TF2 update coming

2014-09-17 Thread big john
Why do people keep saying that like the Halloween update isnt going to
totally break everything.
On Sep 17, 2014 8:58 PM, "Weasels Lair"  wrote:

> Better now, than like the day before Halloween.
>
> On Wed, Sep 17, 2014 at 5:55 PM, Albert Davis 
> wrote:
>
>> Seriously? 3 days in a row now?
>>
>> On Wed, Sep 17, 2014 at 8:15 PM, 1nsane <1nsane...@gmail.com> wrote:
>>
>>> An update a day keeps the bugs away (hopefully).
>>>
>>> Thanks for the heads up.
>>>
>>> On Wed, Sep 17, 2014 at 8:14 PM, Eric Smith 
>>> wrote:
>>>
 We're working on a mandatory update for TF2. We should have it ready
 soon.

 -Eric


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Re: [hlds] Mandatory TF2 update released

2014-09-15 Thread big john
Maybe we can get a cvar for the demo cant detonate stickies while taunting.
Sorta like the taunt switching 'glitch'?
On Sep 15, 2014 7:33 PM, "Eric Smith"  wrote:

> We've released a mandatory update for TF2. The notes for the update are
> below. The new version number is 2402172.
>
> -Eric
>
> -
>
> - Fixed a client crash related to the robot destruction HUD
> - Fixed an exploit where players could circumvent successful kick votes
> - Demoman can no longer detonate sticky bombs while taunting
> - Strange Ranks are no longer displayed on the web (Trade, Steam backpack,
> Market) and only show 'Strange' as a prefix
> - Default value for convar sv_vote_issue_scramble_teams_cooldown has been
> increased to 20 minutes
> - Fixed sound clipping issue for the Demoman's Spent Well Spirits taunt
> - Added Jarate lightwarp preset to the Steam Workshop importer
> - Updated the model/materials for the Neckwear Headwear to fix a lighting
> issue
> - Updated pl_cactuscanyon
> - Increased amount of time the middle gates remain open before and
> after a train passes in stage 2
> - Adjusted spawn times at end of stage 2
> - Updated rd_asteroid
> - Removed env_sun from the skybox
> - Optimized skybox performance
> - Lowered Scout/Sniper damage against robots
> - Fixed doubled-up health kits on the bridge
> - Added area portals to the base interiors to improve performance
> - Continued art-pass process
> - Fixed zebra-style art on static props on systems that used lower
> texture quality
> - Added experimental cpu_frequency_monitoring convar to detect thermal
> throttling. If you have TF2 performance problems on Windows, add
> "+cpu_frequency_monitoring 2" to the TF2 command line to see if CPU thermal
> throttling is an issue. If the displayed CPU frequency percentage drops
> below about 80-85% then you may have a problem with your CPU slowing down
> due to overheating. If it drops below 50-55% then you may have a serious
> problem. CPU overheating can be caused by overclocking, insufficient
> cooling, insufficient airflow, failing or dirty fans, or other causes. The
> CPU frequency results are displayed with cl_showfps or net_graph. For more
> detail see
> https://support.steampowered.com/kb_article.php?ref=2715-YIPD-6873
>
>
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Re: [hlds] Mandatory TF2 update coming

2014-09-15 Thread big john
Update is out.. patch notes?
On Sep 15, 2014 7:26 PM, "Daniel Barreiro" 
wrote:

> Can't wait! Thanks Eric.
>
> On Mon, Sep 15, 2014 at 7:19 PM, Eric Smith 
> wrote:
>
>> We're working on a mandatory update for TF2. We should have it ready soon.
>>
>> -Eric
>>
>>
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Re: [hlds] [hlds_linux] HLSW Alternatives

2014-08-30 Thread big john
Like what? Maybe u can point the OP in the right direction then.
On Aug 30, 2014 12:14 AM, "Azarus X"  wrote:

> reply to big john:
> Please don't make an another web based thing there are a lot of them
> already. Make something that everyone can download with a click and run on
> pc =(
>
>
>
>
> 2014-08-30 2:26 GMT+02:00 big john :
>
>> This actually gives me a great idea to make a web based hlsw alternative.
>> Challenge accepted.
>> On Aug 29, 2014 8:22 PM, "Gavin Langdon"  wrote:
>>
>>> I'm the creator of rcontool (https://github.com/gavintlgold/rcon-tool)
>>> which is a basic open source equivalent, but it's Linux based and I haven't
>>> updated it in a while and it probably isn't compatible. However it is open
>>> source so it could be fixed.
>>>
>>> I might be inspired to work more on it or even port it now that hlsw has
>>> fallen by the wayside.
>>>
>>> Gavin
>>>
>>> sent from mobile
>>> On Aug 29, 2014 8:03 PM, "Joey Benamy"  wrote:
>>>
>>>> Hello,
>>>>
>>>>
>>>>
>>>> HLSW is an application you install on your computer that allows you to
>>>> administrate your Team Fortress 2 server remotely without having to have
>>>> Team Fortress 2 open.  The application is no longer being developed and
>>>> is
>>>> not open source, as far as I know.  Since the TF2 update that upgraded
>>>> SteamIDs, the ban list in HLSW no longer works.  I was wondering if
>>>> anybody
>>>> knew of any alternative remote admin tools that do regularly get
>>>> updated.
>>>> My server uses MetaMod and SourceMod, and I've updated MetaMod and
>>>> SourceMod
>>>> to the versions that temporarily fix the issues introduced by the TF2
>>>> update.
>>>>
>>>> ___
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>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>>>
>>>
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>>>
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Re: [hlds] [hlds_linux] HLSW Alternatives

2014-08-29 Thread big john
This actually gives me a great idea to make a web based hlsw alternative.
Challenge accepted.
On Aug 29, 2014 8:22 PM, "Gavin Langdon"  wrote:

> I'm the creator of rcontool (https://github.com/gavintlgold/rcon-tool)
> which is a basic open source equivalent, but it's Linux based and I haven't
> updated it in a while and it probably isn't compatible. However it is open
> source so it could be fixed.
>
> I might be inspired to work more on it or even port it now that hlsw has
> fallen by the wayside.
>
> Gavin
>
> sent from mobile
> On Aug 29, 2014 8:03 PM, "Joey Benamy"  wrote:
>
>> Hello,
>>
>>
>>
>> HLSW is an application you install on your computer that allows you to
>> administrate your Team Fortress 2 server remotely without having to have
>> Team Fortress 2 open.  The application is no longer being developed and is
>> not open source, as far as I know.  Since the TF2 update that upgraded
>> SteamIDs, the ban list in HLSW no longer works.  I was wondering if
>> anybody
>> knew of any alternative remote admin tools that do regularly get updated.
>> My server uses MetaMod and SourceMod, and I've updated MetaMod and
>> SourceMod
>> to the versions that temporarily fix the issues introduced by the TF2
>> update.
>>
>> ___
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>> please visit:
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Re: [hlds] [hlds_linux] Mandatory TF2 update released

2014-08-27 Thread big john
Jeez... you think some people would take the hint.
On Aug 27, 2014 9:59 PM, "Michael Loveless"  wrote:

> Eric, could you please make some sort of response to the issue regarding
> the HTML MOTD? There is an issue where clicked links re-open the MOTD in a
> new window, not the intended target destination. This is causing a lot of
> negative effects on servers that utilize the HTML MOTD for various in-game
> features since no one can get past the main HTML page in the MOTD. I have
> seen this question posed a few times since the last update. Please just
> take a moment and let us know if a fix is in the works and possibly when we
> could expect it, it would be greatly appreciated. Thank you for all the
> work you do for us!
>
>
> On Wed, Aug 27, 2014 at 9:46 PM, Kyle Sanderson 
> wrote:
>
>> I seem to remember HPE testing changes to de_dust on temporary
>> 'official' servers with a build-id appendage. It may be worth
>> continuing that idea in TF as the pattern continues.
>>
>> Kyle.
>>
>> On Wed, Aug 27, 2014 at 6:30 PM, Eric Smith 
>> wrote:
>> > We've released a mandatory update for TF2. The notes for the update are
>> below. The new version number is 2377855.
>> >
>> > -Eric
>> >
>> > -
>> >
>> > - Rolled back the previous changes to rd_asteroid
>> >
>> >
>> >
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Re: [hlds] Mandatory TF2 update released

2014-08-27 Thread big john
Any one else crashing? Windows and linux
On Aug 27, 2014 6:39 PM, "Eric Smith"  wrote:

> We've released a mandatory update for TF2. The notes for the update are
> below. The new version number is 2377372.
>
> -Eric
>
> -
>
> - Added a new promo item
> - Client/server memory improvements
> - Fixed ragdolls not applying the ice/gold effect for cosmetic items
> - Fixed the Australium Scattergun material looking pixelated
> - Fixed some issues with clipped text in the localized versions
> - Fixed the difficulty of the current challenge not displaying correctly
> in the MvM scoreboard
> - Snipers can no longer jump immediately after firing a scoped shot
> - Updated the materials for The Dalokohs Bar
> - Updated the equip_region for The Dashin' Hashshashin
> - Updated the Stout Shako to fix a lighting problem
> - Updated the localization files
> - Updated rd_asteroid
> - Added line of sight blocker to the front doors to prevent
> Snipers on battlements from shooting into the bases
> - Removed reduced spawn time bonus for players that die in the
> enemy base
> - Moved interior battlements health and ammo further into the base
> - Updated pl_cactuscanyon
> - Stage 2
> - Removed from the sequence so stage 1 links to stage 3
> - Stage 3
> - Added rollback to cart while in the train collision zone
> - Cart is now unavailable to push for a short period at
> the start
> - Adjust spawn times during the final push-pull
> - Pushed spawn gates forward in the right-side exits of
> Blu spawn
> - Adjusted cover surrounding the middle exit of Red spawn
>
>
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Re: [hlds] Mandatory TF2 update coming

2014-08-27 Thread big john
Any supprises we should know about this time?
On Aug 27, 2014 5:21 PM, "Eric Smith"  wrote:

> We're working on a mandatory update for TF2. We should have it ready soon.
>
> -Eric
>
>
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Re: [hlds] Mandatory TF2 update released

2014-08-21 Thread big john
I take it the zero response from valve is a big middle finger to anyone
running a server?
On Aug 21, 2014 6:54 PM, "Michael Loveless"  wrote:

> Every account I launch comes up in insecure mode. Reinstalling Steam
> doesn't even fix it this time. Game unable to be launched in any way.
> Validated files, even re-installed TF2.
>
>
> On Thu, Aug 21, 2014 at 6:50 PM, A Fearts  wrote:
>
>> Well at least that wasn't messed with. But please couldn't you have at
>> least given us some warning before making just a major change. Do you care
>> that little about the people who help drive your community that you
>> wouldn't at least give a heads up?
>>
>>
>> On Thu, Aug 21, 2014 at 6:44 PM, Alfred Reynolds <
>> alf...@valvesoftware.com> wrote:
>>
>>>  This is right, and the old steam2 format is still accepted by the
>>> engine (so any existing bans you have keep applying).
>>>
>>>
>>>
>>> *From:* hlds-boun...@list.valvesoftware.com [mailto:
>>> hlds-boun...@list.valvesoftware.com] *On Behalf Of *AnAkIn
>>> *Sent:* Thursday, August 21, 2014 3:42 PM
>>> *To:* Half-Life dedicated Win32 server mailing list
>>> *Subject:* Re: [hlds] Mandatory TF2 update released
>>>
>>>
>>>
>>> It seems that SteamIDs are just in the Steam3 format instead of Steam2
>>> now.
>>>
>>>
>>>
>>> 2014-08-22 0:39 GMT+02:00 A Fearts :
>>>
>>> Yes, there is a thread here about it:
>>> https://forums.alliedmods.net/showthread.php?t=246705
>>>
>>>
>>>
>>> On Thu, Aug 21, 2014 at 6:35 PM, big john  wrote:
>>>
>>> Wait what they changed the steam id format
>>>
>>> On Aug 21, 2014 6:31 PM, "A Fearts"  wrote:
>>>
>>> Why after all these years would you change the SteamID format? Why
>>> wouldn't you at least give people a warning before you made such a drastic
>>> change?
>>>
>>>
>>>
>>> On Thu, Aug 21, 2014 at 6:12 PM, Michael Loveless <
>>> mloveless1...@gmail.com> wrote:
>>>
>>> All 3 of my accounts/computers are all now launching in insecure mode
>>> after update. This has happened at least once a month for the past 3 or 4
>>> months. It requires me to reinstall Steam in every instance to fix it. Why
>>> does this happen?
>>>
>>>
>>>
>>> On Thu, Aug 21, 2014 at 5:52 PM, Eric Smith 
>>> wrote:
>>>
>>> We've released a mandatory update for TF2. The notes for the update are
>>> below. The new version number is 2369699.
>>>
>>> -Eric
>>>
>>> -
>>>
>>> - Fixed rockets colliding with other projectiles and getting stuck in
>>> the world
>>> - Fixed a bug with the Soldier's Fresh Brewed Victory taunt and the
>>> Power Up Canteen
>>> - Fixed the Demoman not being able to equip The Grandmaster
>>> - Fixed a bug where Professional Killstreak items were being displayed
>>> as Specialized
>>> - Market Listings for Specialized Killstreak kits for the following
>>> items have been removed and will need to be relisted
>>> - Stickybomb Launcher, Minigun, Direct Hit, Huntsman,
>>> Backburner, Back Scatter, Kritzkrieg, Ambassador, Frontier Justice
>>> - Fixed character audio being cut short when characters clap during the
>>> Conga taunt
>>> - Unusual taunts that are tradable can now be listed on the Steam
>>> Community Market
>>> - The Classic can now accept Enemies Gibbed strange parts
>>> - The Manmelter can now accept Allies Extinguished strange parts
>>> - Added mp_spectators_restricted server convar
>>> - Prevents players on Red/Blue from joining team
>>> Spectator if it would exceed mp_teams_unbalance_limit
>>> - Updated the HTML display in the MOTD to use shared Steam browser
>>> control
>>> - Updated the materials for The Dalokohs Bar
>>> - Updated the equip_region for the Soldier's Stash, Exquisite Rack, The
>>> Pencil Pusher, and Antlers
>>> - Updated the localization files
>>> - Updated pl_cactuscanyon
>>> -Stage 1
>>> - Reworked the geometry of the back
>>> stairwell route leading to the final cap
>>> -Stage 3
>>> - New design of back yard underpass area
>>> 

Re: [hlds] Mandatory TF2 update released

2014-08-21 Thread big john
This is really bad. Why would they literally screw every single server
admin in one swoop like that. No notice no way to convert old ids to new.
Break every single admin tool ect.
On Aug 21, 2014 6:41 PM, "E. Olsen"  wrote:

> Yeah - this borks everything from admin tools to Ban databases. Please
> revert this back, guys!
>
>
> On Thu, Aug 21, 2014 at 6:39 PM, Chris Oryschak 
> wrote:
>
>> wow !
>> and the new format doesn't even match up with the previous steamID.
>>  Everyone now has a new id#
>>
>> Thanks for the heads up !
>>
>>
>> On Thu, Aug 21, 2014 at 6:35 PM, big john  wrote:
>>
>>> Wait what they changed the steam id format
>>> On Aug 21, 2014 6:31 PM, "A Fearts"  wrote:
>>>
>>>> Why after all these years would you change the SteamID format? Why
>>>> wouldn't you at least give people a warning before you made such a drastic
>>>> change?
>>>>
>>>>
>>>> On Thu, Aug 21, 2014 at 6:12 PM, Michael Loveless <
>>>> mloveless1...@gmail.com> wrote:
>>>>
>>>>> All 3 of my accounts/computers are all now launching in insecure mode
>>>>> after update. This has happened at least once a month for the past 3 or 4
>>>>> months. It requires me to reinstall Steam in every instance to fix it. Why
>>>>> does this happen?
>>>>>
>>>>>
>>>>> On Thu, Aug 21, 2014 at 5:52 PM, Eric Smith 
>>>>> wrote:
>>>>>
>>>>>> We've released a mandatory update for TF2. The notes for the update
>>>>>> are below. The new version number is 2369699.
>>>>>>
>>>>>> -Eric
>>>>>>
>>>>>> -
>>>>>>
>>>>>> - Fixed rockets colliding with other projectiles and getting stuck in
>>>>>> the world
>>>>>> - Fixed a bug with the Soldier's Fresh Brewed Victory taunt and the
>>>>>> Power Up Canteen
>>>>>> - Fixed the Demoman not being able to equip The Grandmaster
>>>>>> - Fixed a bug where Professional Killstreak items were being
>>>>>> displayed as Specialized
>>>>>> - Market Listings for Specialized Killstreak kits for the following
>>>>>> items have been removed and will need to be relisted
>>>>>> - Stickybomb Launcher, Minigun, Direct Hit, Huntsman,
>>>>>> Backburner, Back Scatter, Kritzkrieg, Ambassador, Frontier Justice
>>>>>> - Fixed character audio being cut short when characters clap during
>>>>>> the Conga taunt
>>>>>> - Unusual taunts that are tradable can now be listed on the Steam
>>>>>> Community Market
>>>>>> - The Classic can now accept Enemies Gibbed strange parts
>>>>>> - The Manmelter can now accept Allies Extinguished strange parts
>>>>>> - Added mp_spectators_restricted server convar
>>>>>> - Prevents players on Red/Blue from joining team
>>>>>> Spectator if it would exceed mp_teams_unbalance_limit
>>>>>> - Updated the HTML display in the MOTD to use shared Steam browser
>>>>>> control
>>>>>> - Updated the materials for The Dalokohs Bar
>>>>>> - Updated the equip_region for the Soldier's Stash, Exquisite Rack,
>>>>>> The Pencil Pusher, and Antlers
>>>>>> - Updated the localization files
>>>>>> - Updated pl_cactuscanyon
>>>>>> -Stage 1
>>>>>> - Reworked the geometry of the back
>>>>>> stairwell route leading to the final cap
>>>>>> -Stage 3
>>>>>> - New design of back yard underpass
>>>>>> area
>>>>>> - Added new building and route near
>>>>>> the underpass
>>>>>> - New geometry for Red battlements
>>>>>> and spawn exit by the first cap
>>>>>> - Added new exit from Red spawn
>>>>>> leading to the raised middle rock outcrop by the barn
>>>>>> - Reworked Red spawn exit by capture
>>>>>> point 2
>>>>>>  

Re: [hlds] Mandatory TF2 update released

2014-08-21 Thread big john
Wait what they changed the steam id format
On Aug 21, 2014 6:31 PM, "A Fearts"  wrote:

> Why after all these years would you change the SteamID format? Why
> wouldn't you at least give people a warning before you made such a drastic
> change?
>
>
> On Thu, Aug 21, 2014 at 6:12 PM, Michael Loveless  > wrote:
>
>> All 3 of my accounts/computers are all now launching in insecure mode
>> after update. This has happened at least once a month for the past 3 or 4
>> months. It requires me to reinstall Steam in every instance to fix it. Why
>> does this happen?
>>
>>
>> On Thu, Aug 21, 2014 at 5:52 PM, Eric Smith 
>> wrote:
>>
>>> We've released a mandatory update for TF2. The notes for the update are
>>> below. The new version number is 2369699.
>>>
>>> -Eric
>>>
>>> -
>>>
>>> - Fixed rockets colliding with other projectiles and getting stuck in
>>> the world
>>> - Fixed a bug with the Soldier's Fresh Brewed Victory taunt and the
>>> Power Up Canteen
>>> - Fixed the Demoman not being able to equip The Grandmaster
>>> - Fixed a bug where Professional Killstreak items were being displayed
>>> as Specialized
>>> - Market Listings for Specialized Killstreak kits for the following
>>> items have been removed and will need to be relisted
>>> - Stickybomb Launcher, Minigun, Direct Hit, Huntsman,
>>> Backburner, Back Scatter, Kritzkrieg, Ambassador, Frontier Justice
>>> - Fixed character audio being cut short when characters clap during the
>>> Conga taunt
>>> - Unusual taunts that are tradable can now be listed on the Steam
>>> Community Market
>>> - The Classic can now accept Enemies Gibbed strange parts
>>> - The Manmelter can now accept Allies Extinguished strange parts
>>> - Added mp_spectators_restricted server convar
>>> - Prevents players on Red/Blue from joining team
>>> Spectator if it would exceed mp_teams_unbalance_limit
>>> - Updated the HTML display in the MOTD to use shared Steam browser
>>> control
>>> - Updated the materials for The Dalokohs Bar
>>> - Updated the equip_region for the Soldier's Stash, Exquisite Rack, The
>>> Pencil Pusher, and Antlers
>>> - Updated the localization files
>>> - Updated pl_cactuscanyon
>>> -Stage 1
>>> - Reworked the geometry of the back
>>> stairwell route leading to the final cap
>>> -Stage 3
>>> - New design of back yard underpass area
>>> - Added new building and route near the
>>> underpass
>>> - New geometry for Red battlements and
>>> spawn exit by the first cap
>>> - Added new exit from Red spawn leading
>>> to the raised middle rock outcrop by the barn
>>> - Reworked Red spawn exit by capture
>>> point 2
>>> - Removed rocks and added a new
>>> structure by the final cart push
>>> - Cart now takes longer to pass through
>>> the building at the end of
>>> - Adjusted spawn times
>>> - Adjusted Health and ammo packs
>>>
>>> ___
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>>> please visit:
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>>
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Re: [hlds] Mandatory TF2 update released

2014-08-07 Thread big john
Anyone else crashing after update?
On Aug 7, 2014 4:54 PM, "Eric Smith"  wrote:

> We've released a mandatory update for TF2. The notes for the update are
> below. The new version number is 2351233.
>
> -Eric
>
> -
>
> - Dedicated server performance/stability improvements
> - Added a new startup music track from Expiration Date
> - Added missing photos/thumb images for koth_badlands
> - Fixed a client crash related to the snd_restart command for Linux clients
> - Fixed a dedicated server crash related to arrows
> - Fixed the Bolt Boy using the wrong material for the Blu team
> - Improved memory usage for Linux clients
> - Updated the Restart Game and Scramble Teams votes to always have a
> mandatory cool-down period
> - Updated sv_memlimit to not be marked as a cheat convar
> - Added sv_minuptimelimit and sv_maxuptimelimit to manage the
> server restart window
> - Updated the equip_regions for the Mustachioed Mann, Ze Ubermensch, and
> Vive La France
> - Updated the localization files
> - Updated pl_cactuscanyon
> - Removed rollback leading to the final capture point in stage 2
> - Reworked fence position on forward spawn building in stage 2
> - Expanded back alley near the final capture point in stage 2
> - Expanded back pathway near the final capture point in stage 1
> - Added small room inside building half way up the zig-zag in
> stage 1
> - Adjusted health kits and ammo packs
> - Adjusted spawn times in stage 1 and 2
> - Updated rd_asteroid
> - Widened left side spawn exit
> - Players can no longer build inside the staircase near A robots
> - Fixed sticky stair collision when coming out of the water near B
> robots
> - Changed medium health kit near the C robots to a small health kit
> - Removed "alert" from voice over lines that announce your team
> has dropped the reactor core
> - Fixed missing patch overlay under small health near center bridge
>
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Re: [hlds] How often can we query uptodate check?

2014-07-10 Thread big john
Its a php script I wrote
On Jul 10, 2014 2:42 PM, "Mohammed Khalik" 
wrote:

> What plugin do you use to check?
> Can you provide a link please?
>
> --
> From: mc...@doctormckay.com
> Date: Tue, 8 Jul 2014 19:33:11 -0400
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] How often can we query uptodate check?
>
> I have two systems checking every 30 seconds.
>
>
> Dr. McKay
> www.doctormckay.com
>
>
> On Tue, Jul 8, 2014 at 7:15 PM, big john  wrote:
>
> How often is it acceptable to query
> http://api.steampowered.com/ISteamApps/UpToDateCheck/v0001 without
> getting firewalled off from steam servers? I have about 10 servers checking
> every hour but I would like to check every 30 min.
>
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[hlds] How often can we query uptodate check?

2014-07-08 Thread big john
How often is it acceptable to query
http://api.steampowered.com/ISteamApps/UpToDateCheck/v0001 without getting
firewalled off from steam servers? I have about 10 servers checking every
hour but I would like to check every 30 min.
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Re: [hlds] SteamCMD "HTTP Remote Control"

2014-07-07 Thread big john
What can I use for iptables to block this?
On Jul 5, 2014 7:20 PM, "Jesse Molina"  wrote:

>
> This has been verified as affecting the Windows version of SteamCMD as
> well.
>
>
>
> On 7/5/14, 13:23, Mike Vail wrote:
>
>> I'm not seeing anything like this on my Windows Server box. Any idea if
>> its Linux only? Anywhere else besides "Services" I should look"?
>>
>> Thanks!
>>
>>
>> Mart-Jan Reeuwijk  wrote:
>>
>>
>> Matter of time then before somebody will start controlling Valve and
>> other servers that don't keep up.
>>
>>
>> 
>> 
>> *From:* Netshroud 
>> *To:* Half-Life dedicated Win32 server mailing list
>> 
>> *Sent:* Saturday, 5 July 2014, 11:02
>> *Subject:* Re: [hlds] SteamCMD "HTTP Remote Control"
>>
>> Try HTTPS :)
>>
>> On 5 Jul 2014, at 2:44 pm, Peter Jerde > > wrote:
>>
>> >> Explain why SteamCMD has started a remote control daemon on my
>> computer during a SteamCMD update.
>> >
>> > Dang that's creepy. It answers the TCP connection but just hangs
>> up when I send it any HTTP command... but still, it's answering to
>> ANYBODY.
>> >
>> > I made sure steamcmd is firewalled off from incoming
>> connections, just to be on the paranoid side. Any official comment
>> from Valve on this?
>> >
>> >
>> >
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>>
>>
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Re: [hlds] Mandatory TF2 update coming

2014-06-10 Thread big john
Yea.. Let's break it down.. "De" -"lay" OMG 10TH CLASS IS COMING!!!
On Jun 10, 2014 7:28 PM, "Michael Smith"  wrote:

> Ooh cryptic
> On Jun 10, 2014 7:24 PM, "Eric Smith"  wrote:
>
>> We're going to delay the update until tomorrow. Thanks.
>>
>> -Eric
>>
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
>> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
>> Sent: Tuesday, June 10, 2014 2:47 PM
>> To: Half-Life dedicated Win32 server mailing list (
>> hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing
>> list (hlds_li...@list.valvesoftware.com); '
>> hlds_annou...@list.valvesoftware.com' (
>> hlds_annou...@list.valvesoftware.com)
>> Subject: [hlds_linux] Mandatory TF2 update coming
>>
>> We're working on a mandatory update for TF2. We should have it ready soon.
>>
>> -Eric
>>
>>
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Re: [hlds] Need help crashing my own server on purpose

2014-06-09 Thread big john
I was actually just going to post this as I am doing the same thing. If u
find a good solution please share.
On Jun 9, 2014 6:12 AM, "Jesse Molina"  wrote:

>
> Hi everyone
>
> I am testing a crash recovery system on my srcds control system, and I
> need a way to purposefully and reliably seize up my server.  I don't want
> it to exit; that's easy to do.  I want it to seize up, like a spinlock.
>
> FYI, doing "cast_ray" on the console causes a nice segfault, "7068
> Segmentation fault", exit code 139.
>
> The "killserver" command is close. It is like a "quit", but the server
> doesn't exit. Seems like part of the engine is shutting down, but I suspect
> it might be possible to start it back up again since it's still taking
> commands on the console.
>
> I can do some external stuff, like hitting memory, attaching gdb, etc, but
> I'd like to know of an internal command that causes some spectacular CPU
> usage.  Something that only a kill -9 is going to fix.
>
> This can be on any of TF2, CSS, CSGO, L4D1/2, HLDM, or FoF.
>
> Any advice would be appreciated.
>
>
>
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Re: [hlds] [hlds_linux] Need more dedicated server for "Fistful-of-Frags" (FoF)!

2014-06-03 Thread big john
Hm that will work. Thanks.
On Jun 3, 2014 7:04 PM, "Weasels Lair"  wrote:

> I am not sure this list is the right place for 3rd-party games/mods to be
> announcing their updates?  Kind of thought it was more for Valve-related
> and general HLDS/SRCDS.
>
> There is a published SteamAPI update URL for Fistful-of-Frags:
>
>
> http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=265630&version=SERVER_CURRENT_VERSION_HERE&format=xml
>
> Also, it may be checked on the SteamDB page:
>
> http://steamdb.info/search/?a=app&q=Fistful
>
> Or, of course you could sign-up for e-mail alerts on SteamPing:
>
> http://steamping.com/
>
>
> On Tue, Jun 3, 2014 at 1:17 PM, big john  wrote:
>
>> Can we get some sort of update notification on the mailing list?
>>
>>
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Re: [hlds] [hlds_linux] Need more dedicated server for "Fistful-of-Frags" (FoF)!

2014-06-03 Thread big john
Can we get some sort of update notification on the mailing list?
On May 15, 2014 5:27 PM, "Weasels Lair"  wrote:

> I have the same situation myself.  Unfortunately, the game does currently
> cap (hard-coded) the slots at 20.  I can only suggest that you re-raise /
> re-enforce the issue (civilly) with the development team:
>
> http://steamcommunity.com/app/265630/discussions/6/540739862043310160/
>
>
>
>
>
> On Thu, May 15, 2014 at 1:23 PM, Saint K. 
> wrote:
>
>> Does anyone have a solution for adding a hidden reserved slot without
>> having to go to a max of 19 visible slots?
>>
>> The cBase and connect extentions from sourcemod don't seem to work on FoF
>> and the engine locks at 20 players.
>>
>> Cheers,
>>
>> Saint K.
>>
>>
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Re: [hlds] Mandatory updates - Windows 2008 TF2 Server's crashing

2014-05-15 Thread big john
Yea both my Linux and Windows are running sourcemod. Only Windows is
crashing though.
On May 15, 2014 8:11 PM, "Ross Bemrose"  wrote:

> Is this server running SourceMod?
>
> SourceMod's gamedata seems to need an update on Windows.  It doesn't seem
> to affect Linux.  Or at least my Linux PropHunt Redux server seems to be
> operating normally and PHR requires several common extensions (SDKTools,
> SDKHooks, TF2Items, TF2) in addition to the SourceMod core.
>
> On 5/15/2014 7:50 PM, Mike Vail wrote:
>
>> At least two of our TF2 servers are crashing anywhere from a few seconds
>> to
>> a 2 minutes since this update. Running on Windows 2008 Dedicated Server
>> box.
>> I haven't isolated the trouble yet but it's an SRCDS Crash with no
>> auto-restart in Windows. Just wanted you all to know to keep an eye on
>> your
>> servers for a little while. I'l report back if I find anything.
>>
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
>> Sent: Thursday, May 15, 2014 3:59 PM
>> To: Half-Life dedicated Win32 server mailing list
>> (hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing
>> list
>> (hlds_li...@list.valvesoftware.com); 'hlds_announce@list.
>> valvesoftware.com'
>> (hlds_annou...@list.valvesoftware.com)
>> Subject: [hlds] Mandatory updates for TF2, CS:S, DoD:S, and HL2:DM
>> released
>>
>> We've released mandatory updates for TF2, CS:S, DoD:S, and HL2:DM. The
>> notes
>> for the updates are below. The new version for each game is 2230303.
>>
>> -Eric
>>
>> 
>>
>> Source Engine Changes (CS:S, DoD:S, HL2:DM, TF2)
>> - Fixed the skybox on 3rd party maps when using certain sky materials
>> - In Hammer, while using the Vertex Tool, pressing CTRL+B will snap
>> selected
>> vertices to the grid
>> - Allow about:blank in the MOTD
>> - Marked mat_texture_list as a cheat to prevent client exploits
>> - Removed the sv_voicecodec convar because it isn't necessary anymore and
>> was being used as an exploit
>> - Updated the con_logfile convar to checking for invalid filenames
>> - Updated the network resource download path to check for invalid
>> filenames
>> - Updated the plugin_load command
>>   - Servers can only load plugins if they are not running a map
>>   - Clients can only load plugins if they are not connected to a
>> server
>>
>> Team Fortress 2
>> - Fixed a bug that would cause the Sentry's health to look overhealed when
>> it wasn't
>> - Fixed an exploit with the Red-Tape Recorder and Sentry where the Sentry
>> could build up a large amount of health
>> - Fixed a bug where the Spy could not place a sapper without switching
>> weapons first
>> - Fixed the Engineer being able to purchase the Disposable Sentry Gun
>> upgrade in Mann vs. Machine, build a disposable Sentry, and then refund
>> the
>> upgrade without the Sentry being destroyed
>> - Improved client-side critical attack prediction for rapid-fire weapons
>> (i.e. Flamethrower, Minigun)
>> - Updated the equip_region for the Pyromancer's Mask
>> - Fixed the equip_region for tournament medals conflicting with other
>> items
>> - Added the LBTF2 Season 9 tournament medals
>> - Updated the localization files
>>
>>
>>
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Re: [hlds] Need more dedicated server for "Fistful-of-Frags" (FoF)!

2014-05-12 Thread big john
Yea that was me. I'm also on win 2008.ive had 0 crashes. Look through your
logs maybe there's some info in there.
On May 12, 2014 3:18 AM, "Mike Vail"  wrote:

> Someone on this list said they was able to load Sourcebans with MM:S and
> SM working using the latest snapshots. I took a chance and installed MM:S
> and SM on my Windows 2008 based FOF servers. I was never able to get SM to
> load. MMS did load. Prior to doing this, not a single crash. Now all four
> serverd have crashed numerous times and wouldn't auto-restart. I'm back to
> vanilla now and not a crash for the past few hours.
>
> Just an FYI to you all.
> Mike
>
>
> Mike Vail  wrote:
>
> I'll throw a few up later today. Can you post a server.cfg  somewhere for
> us to grab?
>
>
> Weasels Lair  wrote:
>
> Sorry, forgot to mention the "dedicated server" AppID for FoF is: 295230
>
>
> On Sat, May 10, 2014 at 11:51 AM, Weasels Lair wrote:
>
>> Any server-operators out there looking for another Source-based game to
>> play (and more importantly HOST)?
>>
>> "Fistful of Frags" could use your help.  FoF launched (for FREE) on Steam
>> yesterday, and the response has been overwhelming.
>>
>> The down-side to that, is frankly there just are not enough dedicated
>> servers to keep-up with the demand.  There are over 200 player-slots of
>> dedicated servers - but that apparently just is not enough!
>>
>> FoF is basically a "reboot" of the older FoF "sourcemod" - moved over to
>> Steam.  The Steam version of FoF is kind-of stripped-down right now to just
>> death-match and team-based death-match.
>>
>> Even so, it is very fun to play (especially four-team DM).
>>
>> However, being a free game (put-together by unpaid volunteers), the FoF
>> dev team simply can not afford to bring-up enough servers to keep up with
>> demand. I have personally helped-out by hosting 8 servers instances myself
>> (up from my planned 3).
>>
>> Obviously, it runs on SRCDS and uses SteamCMD/SteamPipe for
>> installation/content delivery.  So, it essentially installs just like any
>> SRCDS game, and is compatible with SourceMod, etc.
>>
>> Steam store page (where to get client to install):
>> http://store.steampowered.com/app/265630
>>
>> Steam community "hub" for FoF (discussion groups, etc.):
>> http://steamcommunity.com/app/265630
>>
>> Steam "official" group page (update history, etc.):
>> http://steamcommunity.com/games/fof
>>
>> Any help appreciated!
>>
>
>
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Re: [hlds] FYI: Fistful of Frags, steam_appid.txt problems

2014-05-11 Thread big john
It's because your using the wrong appid the server appid is 295230
On May 11, 2014 8:36 PM, "Jesse Molina"  wrote:

>
> I tried to set up a FoF server last night and was having problems.
>
> I was getting these errors, and was unable to connect to the server from
> my client.
>
> Client:
> STEAM validation rejected
>
> Console:
> S3: Client connected with ticket for the wrong game: UserID: 2
> S3: Client connected with ticket for the wrong game: UserID: 2
>
>
>
> This appears to be some nonsense with the default steam_appid.txt (server
> APPID) in the root of the installation.  There is also a
> fof/steam_appid.txt (client APPID) file, but that file is fine.
>
> fof/steam_appid.txt has no end-of-line, and the server steam_appid.txt has
> a DOS end-of-line.
>
> I simply deleted the default steam_appid.txt file and replaced it with a
> new one and it works fine. I guess the DOS line feed/end is a problem.
>
> This may only be a problem on Linux, but I'm sending it out anyway as an
> FYI.
>
>
>
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Re: [hlds] Need more dedicated server for "Fistful-of-Frags" (FoF)!

2014-05-10 Thread big john
Alright well I got 2 up. If it wasn't for the wheezy thing I would have
done more. FYI sourcebans works fine
On May 10, 2014 4:24 PM, "Weasels Lair"  wrote:

> Don't worry, you are NOT the first to try that.  I probably was!
>
>
> On Sat, May 10, 2014 at 1:12 PM, big john  wrote:
>
>> looks like i been using the wrong appid ...
>>
>>
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Re: [hlds] Need more dedicated server for "Fistful-of-Frags" (FoF)!

2014-05-10 Thread big john
looks like i been using the wrong appid ...


On Sat, May 10, 2014 at 4:10 PM, Weasels Lair wrote:

> wow, thanks! very generous of you!
> I am sure all the players trying to get into the game would thank you!
> (if they knew anything about how the back-end stuff even works)
>
>
> On Sat, May 10, 2014 at 1:07 PM, Kevin  wrote:
>
> 0 problems on ubuntu 12.04LTS here, 4 EU servers up, 7 US
>>
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Re: [hlds] Need more dedicated server for "Fistful-of-Frags" (FoF)!

2014-05-10 Thread big john
yea theres a reason theres very few dedicated servers, I cant get this
working under linux or windows. /give up


On Sat, May 10, 2014 at 3:49 PM, big john  wrote:

> eh too lazy
>
>
> On Sat, May 10, 2014 at 3:47 PM, Weasels Lair wrote:
>
>> Yeah, I moved from Wheezy to Jessie (v8 / testing) to get past the GLIBC
>> junk (new requirement with Source SDK 2013).  The version of Wheezy is like
>> 2 years old.  I think there's a work-around where you can drop a copy of
>> lib from more modern GLIBC (same distro & arch) into the /bin folder and it
>> works fine as a work-around - instead of upgrading toe Jessie like I did.
>>
>> Ubuntu 12.04 already includes a sufficiently updated GLIBC by the way -
>> for anybody curious about that.
>>
>>
>> On Sat, May 10, 2014 at 12:38 PM, big john  wrote:
>>
>>> bah my debian wheezy server
>>>
>>> Console initialized.
>>> Setting breakpad minidump AppID = 265630
>>> Forcing breakpad minidump interfaces to load
>>> Looking up breakpad interfaces from steamclient
>>> Calling BreakpadMiniDumpSystemInit
>>> Loaded 276 VPK file hashes from
>>> /home/kablowsion/gameservers/fof/fof/fof.vpk for pure server operation.
>>> Loaded 276 VPK file hashes from
>>> /home/kablowsion/gameservers/fof/fof/fof.vpk for pure server operation.
>>> Loaded 434 VPK file hashes from
>>> /home/kablowsion/gameservers/fof/hl2/hl2_misc.vpk for pure server operation.
>>> Loaded 1222 VPK file hashes from
>>> /home/kablowsion/gameservers/fof/hl2/hl2_textures.vpk for pure server
>>> operation.
>>> Loaded 5 VPK file hashes from
>>> /home/kablowsion/gameservers/fof/platform/platform_misc.vpk for pure server
>>> operation.
>>>  failed to dlopen /home/kablowsion/gameservers/fof/fof/bin/server_srv.so
>>> error=/lib/i386-linux-gnu/i686/cmov/libm.so.6: version `GLIBC_2.15' not
>>> found (required by /home/kablowsion/gameservers/fof/fof/bin/server_srv.so)
>>> PreMinidumpCallback: updating dump comment
>>> Uploading dump (out-of-process) [proxy '']
>>> /tmp/dumps/crash_20140510153219_1.dmp
>>> /home/kablowsion/gameservers/fof/srcds_run: line 324: 23304 Segmentation
>>> fault  (core dumped) $HL_CMD
>>> Add "-debug" to the /home/kablowsion/gameservers/fof/srcds_run command
>>> line to generate a debug.log to help with solving this problem
>>> Sat May 10 15:32:21 EDT 2014: Server restart in 10 seconds
>>>
>>>
>>>
>>> On Sat, May 10, 2014 at 3:22 PM, Weasels Lair wrote:
>>>
>>>> I typically put most command-line stuff in "autoexec.cfg" myself, but
>>>> it takes pretty-much the standard stuff any SRCDS server will take.  Here's
>>>> mine (on Linux):
>>>>
>>>> ./srcds_run -secure -game fof -nohltv +port 6311 -steamport 7311 -debug;
>>>>
>>>> I put "mp_teamplay 1" in the autoexec.cfg, along with what map to start
>>>> - "map fof_robertlee" as an example.  But, if you are in the habit of
>>>> specifying the map in the command-line, it should work as with any other
>>>> SRCDS server.
>>>>
>>>> On Sat, May 10, 2014 at 12:16 PM, big john wrote:
>>>>
>>>>> Downloading a server now. Do u have an example command line?
>>>>>
>>>>
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>>>>
>>>
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>>>
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Re: [hlds] Need more dedicated server for "Fistful-of-Frags" (FoF)!

2014-05-10 Thread big john
eh too lazy


On Sat, May 10, 2014 at 3:47 PM, Weasels Lair wrote:

> Yeah, I moved from Wheezy to Jessie (v8 / testing) to get past the GLIBC
> junk (new requirement with Source SDK 2013).  The version of Wheezy is like
> 2 years old.  I think there's a work-around where you can drop a copy of
> lib from more modern GLIBC (same distro & arch) into the /bin folder and it
> works fine as a work-around - instead of upgrading toe Jessie like I did.
>
> Ubuntu 12.04 already includes a sufficiently updated GLIBC by the way -
> for anybody curious about that.
>
>
> On Sat, May 10, 2014 at 12:38 PM, big john  wrote:
>
>> bah my debian wheezy server
>>
>> Console initialized.
>> Setting breakpad minidump AppID = 265630
>> Forcing breakpad minidump interfaces to load
>> Looking up breakpad interfaces from steamclient
>> Calling BreakpadMiniDumpSystemInit
>> Loaded 276 VPK file hashes from
>> /home/kablowsion/gameservers/fof/fof/fof.vpk for pure server operation.
>> Loaded 276 VPK file hashes from
>> /home/kablowsion/gameservers/fof/fof/fof.vpk for pure server operation.
>> Loaded 434 VPK file hashes from
>> /home/kablowsion/gameservers/fof/hl2/hl2_misc.vpk for pure server operation.
>> Loaded 1222 VPK file hashes from
>> /home/kablowsion/gameservers/fof/hl2/hl2_textures.vpk for pure server
>> operation.
>> Loaded 5 VPK file hashes from
>> /home/kablowsion/gameservers/fof/platform/platform_misc.vpk for pure server
>> operation.
>>  failed to dlopen /home/kablowsion/gameservers/fof/fof/bin/server_srv.so
>> error=/lib/i386-linux-gnu/i686/cmov/libm.so.6: version `GLIBC_2.15' not
>> found (required by /home/kablowsion/gameservers/fof/fof/bin/server_srv.so)
>> PreMinidumpCallback: updating dump comment
>> Uploading dump (out-of-process) [proxy '']
>> /tmp/dumps/crash_20140510153219_1.dmp
>> /home/kablowsion/gameservers/fof/srcds_run: line 324: 23304 Segmentation
>> fault  (core dumped) $HL_CMD
>> Add "-debug" to the /home/kablowsion/gameservers/fof/srcds_run command
>> line to generate a debug.log to help with solving this problem
>> Sat May 10 15:32:21 EDT 2014: Server restart in 10 seconds
>>
>>
>>
>> On Sat, May 10, 2014 at 3:22 PM, Weasels Lair wrote:
>>
>>> I typically put most command-line stuff in "autoexec.cfg" myself, but it
>>> takes pretty-much the standard stuff any SRCDS server will take.  Here's
>>> mine (on Linux):
>>>
>>> ./srcds_run -secure -game fof -nohltv +port 6311 -steamport 7311 -debug;
>>>
>>> I put "mp_teamplay 1" in the autoexec.cfg, along with what map to start
>>> - "map fof_robertlee" as an example.  But, if you are in the habit of
>>> specifying the map in the command-line, it should work as with any other
>>> SRCDS server.
>>>
>>> On Sat, May 10, 2014 at 12:16 PM, big john wrote:
>>>
>>>> Downloading a server now. Do u have an example command line?
>>>>
>>>
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Re: [hlds] Need more dedicated server for "Fistful-of-Frags" (FoF)!

2014-05-10 Thread big john
bah my debian wheezy server

Console initialized.
Setting breakpad minidump AppID = 265630
Forcing breakpad minidump interfaces to load
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
Loaded 276 VPK file hashes from
/home/kablowsion/gameservers/fof/fof/fof.vpk for pure server operation.
Loaded 276 VPK file hashes from
/home/kablowsion/gameservers/fof/fof/fof.vpk for pure server operation.
Loaded 434 VPK file hashes from
/home/kablowsion/gameservers/fof/hl2/hl2_misc.vpk for pure server operation.
Loaded 1222 VPK file hashes from
/home/kablowsion/gameservers/fof/hl2/hl2_textures.vpk for pure server
operation.
Loaded 5 VPK file hashes from
/home/kablowsion/gameservers/fof/platform/platform_misc.vpk for pure server
operation.
 failed to dlopen /home/kablowsion/gameservers/fof/fof/bin/server_srv.so
error=/lib/i386-linux-gnu/i686/cmov/libm.so.6: version `GLIBC_2.15' not
found (required by /home/kablowsion/gameservers/fof/fof/bin/server_srv.so)
PreMinidumpCallback: updating dump comment
Uploading dump (out-of-process) [proxy '']
/tmp/dumps/crash_20140510153219_1.dmp
/home/kablowsion/gameservers/fof/srcds_run: line 324: 23304 Segmentation
fault  (core dumped) $HL_CMD
Add "-debug" to the /home/kablowsion/gameservers/fof/srcds_run command line
to generate a debug.log to help with solving this problem
Sat May 10 15:32:21 EDT 2014: Server restart in 10 seconds



On Sat, May 10, 2014 at 3:22 PM, Weasels Lair wrote:

> I typically put most command-line stuff in "autoexec.cfg" myself, but it
> takes pretty-much the standard stuff any SRCDS server will take.  Here's
> mine (on Linux):
>
> ./srcds_run -secure -game fof -nohltv +port 6311 -steamport 7311 -debug;
>
> I put "mp_teamplay 1" in the autoexec.cfg, along with what map to start -
> "map fof_robertlee" as an example.  But, if you are in the habit of
> specifying the map in the command-line, it should work as with any other
> SRCDS server.
>
> On Sat, May 10, 2014 at 12:16 PM, big john  wrote:
>
>> Downloading a server now. Do u have an example command line?
>>
>
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Re: [hlds] Need more dedicated server for "Fistful-of-Frags" (FoF)!

2014-05-10 Thread big john
Downloading a server now. Do u have an example command line?
On May 10, 2014 3:15 PM, "Weasels Lair"  wrote:

> PS: Another FoF-specific thing server-op's might not be accustomed-to ...
> the maximum number of player-slots is currently hard-coded to 20.  I
> continue to have an on-going "dialog" with the developer about that (as you
> can imagine), but at the moment - it is still limited to 20.
>
>
> On Sat, May 10, 2014 at 12:12 PM, Weasels Lair wrote:
>
>> The community really appreciates the help by the way.  Some stuff of
>> interest to potential server-operators:
>>
>> Regarding SourceMod & Metamod:Source ...
>>
>> The game is based on Source SDK 2013.  So, I believe I had to run the
>> development snap-shots of MM:S and SM.  Here's what I am running on my FoF
>> servers at the moment:
>>
>> meta version
>> Metamod:Source version 1.11.0-dev
>>
>> meta list
>> Listing 3 plugins:
>>   [01] SourceMod (1.6.0-dev+4337) by AlliedModders LLC
>>   [02] SDK Tools (1.6.0-dev+4337) by AlliedModders LLC
>>   [03] SteamTools (0.8.3) by Asher Baker (asherkin)
>>
>> Regarding team-based death-match, compared to non-team DM ...
>>
>> If you want team-based death-match, be sure to put "mp_teamplay 1" in
>> BOTH your server.cfg and also your autoexec.cfg (or command-line). Theres a
>> bug there that's not fixed yet regarding updating the server-list properly
>> in regards to that.
>>
>> If you are doing team-based death-match, there is a CVAR to control
>> how-many teams there are: fof_sv_maxteams.  The value can be 2, 3, or 4.
>>  The meaning is:
>>
>> 2 = Vigilante's (blue) and Desperado's (red)
>> 3 = Vigilante's (blue), Desperado's (red) and Bandido's (yellow)
>> 4 = Vigilante's (blue), Desperado's (red), Bandido's (yellow) and
>> Ranger's (green).
>>
>>
>>
>>
>> On Sat, May 10, 2014 at 12:06 PM, Mike Vail wrote:
>>
>>> OK thanks. If you discover any tips or tricks to servers better, please
>>> give me a heads up. I'll gladly help with this event.
>>>
>>> Take care
>>>
>>
>
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Re: [hlds] Requesting Feature

2014-04-07 Thread big john
I know there is a web api call for it. I can't seem to find it at the
moment though.
On Apr 7, 2014 7:18 PM, "Supreet"  wrote:

> Hello,
>
> Is it possible to add a feature in the future updates where a player can
> query a server by IP address without port and it shows the servers running
> on non steam ports. Currently I believe if its in a different range and you
> search by IP, no servers will show.
>
> We really like this feature as we host more than 10 servers on the same IP
> and that way the community can add all servers to their favorites by
> entering a DNS address or single IP.
>
> Thanks
>
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Re: [hlds] When will it be safe to start migrating servers to new IPs?

2014-04-04 Thread big john
oh also, do we still need a quick play account?


On Fri, Apr 4, 2014 at 5:03 PM, big john  wrote:

> bump on this. Has this been rolled out of beta?
>
>
> On Sat, Mar 1, 2014 at 6:40 PM, Mart-Jan Reeuwijk wrote:
>
>>
>> Most ppl that are online regularly will have by now your ID linked to the
>> favorites. Its really depending on you when you think there can be a
>> "cutoff" point for ppl that are that much less often online.
>>
>> I'd personally take a minimum of 2 weeks (including 3rd weekend) since
>> regging servers myself, but its what you like yourself for it. You'll never
>> gain 100% of ppl having your ID linked, even after months or a year. You do
>> it for the ppl that are regularly online and play on your servers.
>>
>>
>>   --
>>  *From:* Kevin 
>> *To:* Half-Life dedicated Win32 server mailing list <
>> hlds@list.valvesoftware.com>
>> *Sent:* Saturday, 1 March 2014, 23:41
>> *Subject:* Re: [hlds] When will it be safe to start migrating servers to
>> new IPs?
>>
>> On 3/1/2014 2:35 PM, Jason Tango wrote:
>>
>> Hello,
>>
>>  I know the TF2 team had said we needed to wait a bit before we started
>> migrating servers under the new favorites system, but since I've had my
>> servers registered and working under the new system now for a little over a
>> week, I was wondering how much more time we need to give it before it's
>> safe to start moving server to new IP addresses?
>>
>>  Thanks.
>>
>>
>> ___
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>> please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>  I have successfully moved our TF2 servers IP addresses and conserving
>> favorites. The steam update came out a while ago(about a week before the
>> end of the month), it seems like steam syncs even when you don't open TF2,
>> so most players should have the account id synced in their favorites file.
>>
>>
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Re: [hlds] When will it be safe to start migrating servers to new IPs?

2014-04-04 Thread big john
bump on this. Has this been rolled out of beta?


On Sat, Mar 1, 2014 at 6:40 PM, Mart-Jan Reeuwijk wrote:

>
> Most ppl that are online regularly will have by now your ID linked to the
> favorites. Its really depending on you when you think there can be a
> "cutoff" point for ppl that are that much less often online.
>
> I'd personally take a minimum of 2 weeks (including 3rd weekend) since
> regging servers myself, but its what you like yourself for it. You'll never
> gain 100% of ppl having your ID linked, even after months or a year. You do
> it for the ppl that are regularly online and play on your servers.
>
>
>   --
>  *From:* Kevin 
> *To:* Half-Life dedicated Win32 server mailing list <
> hlds@list.valvesoftware.com>
> *Sent:* Saturday, 1 March 2014, 23:41
> *Subject:* Re: [hlds] When will it be safe to start migrating servers to
> new IPs?
>
> On 3/1/2014 2:35 PM, Jason Tango wrote:
>
> Hello,
>
>  I know the TF2 team had said we needed to wait a bit before we started
> migrating servers under the new favorites system, but since I've had my
> servers registered and working under the new system now for a little over a
> week, I was wondering how much more time we need to give it before it's
> safe to start moving server to new IP addresses?
>
>  Thanks.
>
>
> ___
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> visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>  I have successfully moved our TF2 servers IP addresses and conserving
> favorites. The steam update came out a while ago(about a week before the
> end of the month), it seems like steam syncs even when you don't open TF2,
> so most players should have the account id synced in their favorites file.
>
>
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Re: [hlds] Mandatory TF2 Update Released

2014-04-01 Thread big john
VR mode? Can we rename that to Facebook mode now?
On Apr 1, 2014 8:48 PM, "Eric Smith"  wrote:

> We've released a mandatory update for TF2. The notes are below. The new
> version is 2177902.
>
> -Eric
>
> --
>
> - Improved the Backpack UI
> - Added page buttons for all pages
> - Removed prev/next buttons
>   - Updated the drag/drop behavior to interact with the page buttons
> - Strange quality items can now be placed on the Steam Community Market
> - Added a "Show Untradable Items" checkbox to the recipe UI
> - Added the smoke effect to The Soldier's Stogie
> - Added the InfoShow 2014 community event medal
> - Added Crate #82 and Crate #83 to the drop list
> - Crate drop rates have been significantly lowered
> - Removed Crate #60, Crate #75, Crate #76 and Crate #77 from the drop list
> - Virtual Reality mode
> - The game will now start in VR mode if it is launched from Steam
> while Steam is running in VR mode
> - Updated the equip_region for the Humanitarian's Hachimaki, The Special
> Eyes, The Blazing Bull, Master's Yellow Belt, The Lucky Shot, and The
> Deadliest Duckling
> - Updated The Gunboats so they can be used in Medieval mode
> - Updated the Wrangler so Strange parts can be applied to it
> - Strange parts only increment if a Wrangler-controlled Sentry
> does the scoring
> - Updated Chemistry Sets
> - Started dropping Series 3 Chemistry Sets with an expiration date
> - Retroactively added Series tags to older Chemistry Sets
> - Fixed a client crash related to killstreak effects
> - Fixed seeing the incorrect cosmetic items on players when the server has
> been running for a long time
> - Fixed hats not dropping into the world when players are killed
> - Fixed the Jarate effect not being displayed on some cosmetic items
> - Fixed framerate affecting player turn rate while using the Demoman's
> shield charge
> - Fixed flashlight shadows projected on players for Linux and Mac clients
> - Fixed seeing the fire texture on Runner's Warm-Up and the Tiny Timber in
> DirectX 8
> - Fixed The Doe-Boy using incorrect team materials
> - Fixed some Strange parts not being counted properly when attached to
> wearable weapons like the Mantreads and Demoman's shields
> - Fixed Spies speaking their payload cart forward/backward response_rules
> lines while disguised
> - Fixed Mann vs. Machine Giant Heavies not playing the correct override
> sounds for their Miniguns
> - Fixed the Huntsman charge bar being misaligned
>
>
>
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Re: [hlds] Windows 2008R2 server hangs?

2014-02-14 Thread big john
Im having the same problem with my windows 2008 server.


On Thu, Feb 13, 2014 at 5:00 PM, Mart-Jan Reeuwijk wrote:

> Well, at least that solved the memory leak problem ;)
>
>   --
>  *From:* Jason Tango 
> *To:* "hlds@list.valvesoftware.com" 
> *Sent:* Thursday, 13 February 2014, 5:35
> *Subject:* [hlds] Windows 2008R2 server hangs?
>
> Hello,
>
> Has anyone seen an increased amount of TF2 servers "hanging" since the
> last couple of patches on Windows 2008R2 servers?
>
>  I've been having 2 or 3 of these a day now (mostly payload & dustbowl
> maps), when I had gone for quite a long time without having that problem.
>
> Server specs:
>
> Windows 2008R2
> Intel Xeon 1230
> 16GB ram
>
> CPU is at less than 25% when all server are full (only 4 servers running
> on each box at the moment)
>
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Re: [hlds] [hlds_announce] Important changes to TF2 coming soon

2014-02-05 Thread big john
Lol, I feel name resolution would be way less complicated. But this is
better than what we have now.
On Feb 5, 2014 7:22 PM, "Weasels Lair"  wrote:

> Holy almost-name-resolution Batman!
>
> > Gameserver accounts are now a Steam feature.
> > The feature is currently in beta.
> >
> > Using a steam gameserver account provides one
> > important advantage right now: client favorite lists
> > are keyed by the Steam account if present.
> > This means that you can move your server to
> > another IP address, and clients who have your
> > server in their favorites or history will follow you
> > to your new location.
>
> Been waiting from something like this (for years).
> Thanks!
>
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Re: [hlds] Test message

2013-12-23 Thread big john
Pong!
On Dec 23, 2013 7:10 PM, "Mtvnoob"  wrote:

> icles.
>
>
> On Mon, Dec 23, 2013 at 7:07 PM, Nathanael Havez  wrote:
>
>> It looks like it works.
>>
>> Natha
>>
>>
>> Le 24 déc. 2013 à 01:06, Fletcher Dunn  a
>> écrit :
>>
>> Test.
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Re: [hlds] Mandatory TF2 update released

2013-11-26 Thread big john
I count 3 updates in the last week. I hardly think they are waiting any.
And yes I'm complaining that all of my servers need to be cleared out to
fix an insignificant bug that could have waited for a real update.
On Nov 26, 2013 8:55 PM, "Derek Howard"  wrote:

> If not updating the server would cause issues with clients who have
> updated, then yes, it is absolutely necessary.
>
> I find it odd that you are complaining about a lack of optional updates.
> Perhaps, rather than pushing a ton of little optional updates all the time,
> they are simply waiting for the next mandatory change to be made so they
> can push all the changes at once. One big update is easier to manage than a
> dozen little ones, especially when that big update would have still been
> mandatory even if it was smaller.
>
> My point exactly. Is it 100% nessicary for server ops to have to update
> for these little things. When steam pipe came around they said they are
> going to try and reduce the amount of updates we would have to do. I can
> only remember one optional update since then.
> On Nov 26, 2013 6:35 PM, "Eric Smith"  wrote:
>
>> We've released a mandatory TF2 update. The notes for the update are
>> below. The new version is 2023964.
>>
>> -Eric
>>
>> --
>>
>> - Fixed missing backpack material for the Australium Force-a-Nature
>> - Fixed the Killstreak counts for the Mantreads, Chargin' Targe, and
>> Splendid Screen
>> - Fixed the Killstreak sheen effect not working on the Mantreads
>> - Fixed the Ping column in the Scoreboard getting clipped in 4:3
>> resolutions
>> - Fixed the Mann vs. Machine return-to-lobby timer not updating properly
>> after a mission has been completed
>> - Updated the Killstreak Fabricator's description to include the sheen
>> and the Killstreaker effect for its output
>>
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Re: [hlds] Mandatory TF2 update released

2013-11-26 Thread big john
My point exactly. Is it 100% nessicary for server ops to have to update for
these little things. When steam pipe came around they said they are going
to try and reduce the amount of updates we would have to do. I can only
remember one optional update since then.
On Nov 26, 2013 6:35 PM, "Eric Smith"  wrote:

> We've released a mandatory TF2 update. The notes for the update are below.
> The new version is 2023964.
>
> -Eric
>
> --
>
> - Fixed missing backpack material for the Australium Force-a-Nature
> - Fixed the Killstreak counts for the Mantreads, Chargin' Targe, and
> Splendid Screen
> - Fixed the Killstreak sheen effect not working on the Mantreads
> - Fixed the Ping column in the Scoreboard getting clipped in 4:3
> resolutions
> - Fixed the Mann vs. Machine return-to-lobby timer not updating properly
> after a mission has been completed
> - Updated the Killstreak Fabricator's description to include the sheen and
> the Killstreaker effect for its output
>
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Re: [hlds] Mandatory TF2 update released

2013-11-26 Thread big john
Whatever happened to those optional updates for servers?
On Nov 26, 2013 6:35 PM, "Eric Smith"  wrote:

> We've released a mandatory TF2 update. The notes for the update are below.
> The new version is 2023964.
>
> -Eric
>
> --
>
> - Fixed missing backpack material for the Australium Force-a-Nature
> - Fixed the Killstreak counts for the Mantreads, Chargin' Targe, and
> Splendid Screen
> - Fixed the Killstreak sheen effect not working on the Mantreads
> - Fixed the Ping column in the Scoreboard getting clipped in 4:3
> resolutions
> - Fixed the Mann vs. Machine return-to-lobby timer not updating properly
> after a mission has been completed
> - Updated the Killstreak Fabricator's description to include the sheen and
> the Killstreaker effect for its output
>
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Re: [hlds] Coming soon: changes to TF HTML MOTD support

2013-11-06 Thread big john
That's cool.

Can you take away the connect matchmaking now since the only purpose is to
bypass pinion now?
On Nov 6, 2013 6:03 PM, "Fletcher Dunn"  wrote:

>  We’re making two changes to TF HTML MOTD support that server operators
> should be aware of:
>
>
>
> 1.)HTML MOTD’s will no longer be shown by clients that connect via
> quickplay.  Those clients will show the plaintext message instead.  (The
> file identified by the convar motdfile_text, which defaults to
> motd_text.txt.)
>
> 2.)When sending a URL to the “info” panel by name, the URL must begin
> with ‘http://’ or ‘https://’.  Note that this change does not affect
> putting a URL in motd.txt directly, which has always required a protocol
> prefix in order for the file contents to be interpreted as a URL.
>
>
>
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Re: [hlds] [hlds_linux] high five taunt crashes server

2013-10-30 Thread big john
We got a plugin quick to unequip it on player spawn
On Oct 30, 2013 9:11 AM, "Saint K."  wrote:

> Does anyone know a workaround for the crashes by any chance?
>
> Saint K.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
> Sent: Wednesday, October 30, 2013 3:17 AM
> To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
> Linux server mailing list
> Subject: Re: [hlds_linux] [hlds] high five taunt crashes server
>
> We're investigating.  Thanks for the report.
>
> -Eric
>
>
> On Oct 29, 2013, at 6:49 PM, "big john"  brewskii...@gmail.com>> wrote:
>
>
> Yep I can confirm as well
>
> On Oct 29, 2013 9:17 PM, "Peter Jerde"  peter-h...@jerde.net>> wrote:
> If two soldiers or two demomen highfive, the server crashes. Just verified
> it on a server with the addons folder completely removed, though I haven't
> tested it on a fully vanilla server (no config files) yet.
>
> - Peter
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Re: [hlds] high five taunt crashes server

2013-10-29 Thread big john
Yep I can confirm as well
On Oct 29, 2013 9:17 PM, "Peter Jerde"  wrote:

> If two soldiers or two demomen highfive, the server crashes. Just verified
> it on a server with the addons folder completely removed, though I haven't
> tested it on a fully vanilla server (no config files) yet.
>
> - Peter
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Re: [hlds] Steam Server Ports

2013-08-31 Thread big john
I bet you send take down requests to Google by the billions too
On Aug 31, 2013 10:35 AM, "xcharliemx"  wrote:

> It includes but to AMERICANS with DISABILITIES including, but not limited
> to, having wheelchair ramps at the entrance to a business, not just for
> employees but anyone with a disability. It includes but is not limited to
> any form of harassment. I'm glad Eli has someone to come up and defend his
> abuse and glad he has someone to help him bully people on the list but that
> is not what it is for. Also last I checked Valve employs more than 15
> people.
>
>
> http://ag.ca.gov/consumers/pdf/disabled.pdf
>
> Page 13, Non-discrimination in Businesses and Services. The business
> location extends to a web presence. I'm sure we'll have to put up with you
> two when you decide to use the N-word also.
>
>
>
>
>
> On Sat, Aug 31, 2013 at 9:15 AM, Calvin Judy  wrote:
>
>> **
>> *"This applies to job application procedures, hiring, advancement and
>> discharge of employees, workers' compensation, job training, and other
>> terms, conditions, and privileges of employment. Covered entity can refer
>> to an employment agency, labor organization, or joint labor-management
>> committee, and is generally an employer engaged in interstate commerce and
>> having 15 or more workers."***
>> **
>> This law applies to workers with disabilities being discriminated
>> against, it doesn't exactly cover online public mailing lists/forums. Your
>> best option is just to ignore the user and move on with your day.
>>
>> - Original Message -
>> *From:* xcharliemx 
>> *To:* Half-Life dedicated Win32 server mailing 
>> list
>> *Sent:* Saturday, August 31, 2013 10:05 AM
>> *Subject:* Re: [hlds] Steam Server Ports
>>
>> Please remove *Eli Witt eliwitt@gmail *.com from the
>> mailing list. I don't see why we have to put up with bullying and language
>> like the r-word and making fun of disabilities. The AMA protects against
>> abuses like this and this includes Valve Software Inc. and all it's
>> belongings. The Americans with Disabilities Act is a protected right and
>> this will be brought up with the ACLU if action is not taken.
>> Thank you for your prompt attention to this matter,
>>
>>   CM.
>>
>>
>> On Sat, Aug 31, 2013 at 8:53 AM, Calvin Judy  wrote:
>>
>>> **
>>> You could run a linux vm on windows.
>>>
>>>  - Original Message -
>>> *From:* Mart-Jan Reeuwijk 
>>> *To:* Half-Life dedicated Win32 server mailing 
>>> list
>>>  *Sent:* Saturday, August 31, 2013 8:56 AM
>>> *Subject:* Re: [hlds] Steam Server Ports
>>>
>>>
>>> lol, you cannot "configure" Windows networking to drop/select packets to
>>> a already open port. All windows has is the Windows firewall, which is crap
>>> at best, after all it had to be NSA approved...
>>>
>>> And I agree, so far haven't found a firewall on windows platform that
>>> did what I wanted it to do.
>>>
>>>
>>>   --
>>> *From:* Eli Witt 
>>> *To:* Half-Life dedicated Win32 server mailing list <
>>> hlds@list.valvesoftware.com>
>>> *Sent:* Saturday, 31 August 2013, 13:40
>>> *Subject:* Re: [hlds] Steam Server Ports
>>>
>>>  It's funny that you're talking smack about Linux, while the referred
>>> product is a port of BSD program. What, they couldn't provide the required
>>> function natively?
>>>
>>>
>>> Now, you can go and take your retarded fanboism off the list. No one
>>> here cares for it, or your opinion, now that you've proven yourself to be
>>> an ignorant asshat in under 4 posts.
>>>
>>>
>>> On Sat, Aug 31, 2013 at 1:46 AM, Lep Racy  wrote:
>>>
>>>  nope.
>>>
>>> it's not a ready made product it's a way of configuring your networking
>>> in the windows environment. you're going to have to actually learn how
>>> networks work before you set it up to achieve the desired result(s). sorry,
>>> it's not going to be as easy as downloading someone else's work, installing
>>> and clicking a few check boxes (I know this will be a turn off to most
>>> Linux gurus, but someone has to actually understand how tech works).
>>>
>>>  --
>>> Date: Sat, 31 Aug 2013 01:26:59 -0400
>>> From: l...@redspeedservers.com
>>>
>>> To: hlds@list.valvesoftware.com
>>> Subject: Re: [hlds] Steam Server Ports
>>>
>>> Port security? I really hope you are not referring to Windows Firewall.
>>>
>>> On 8/31/2013 12:24 AM, Lep Racy wrote:
>>>
>>> it's on source forge... download source code and compile for desired
>>> target. or just learn how to configure port security on a windows box.
>>>
>>>  --
>>> Date: Sat, 31 Aug 2013 00:22:01 -0400
>>> From: violentcri...@convictgaming.com
>>> To: hlds@list.valvesoftware.com
>>> Subject: Re: [hlds] Steam Server Ports
>>>
>>> Doesn't work on 64bit.
>>>
>>> On 8/31/2013 12:04 AM, Nomaan Ahmad wrote:
>>>
>>> http://wipfw.sourceforge.net/ ?
>>>
>>>
>>> On 31 August 2013 04:56, List User  wrote:
>>>
>>> If he is on Windows then that might be a bit hard/impossible. I never
>>> foun

Re: [hlds] MOTD caching?

2013-07-24 Thread big john
That's how I do it too
On Jul 24, 2013 2:24 PM, "Abbas Khalil"  wrote:

> Create a file in your game directoy where the motd.txt exists and lets
> call it custommotd.txt.
> add your weblink in that motd file.
> edit your server.cfg or whichever cfg file you execute on server startup
> and add this line to it.
> motdfile "custommotd.txt"
> and let your server execute the server.cfg file and it will read the MOTD
> from the custommotd.txt file.
> This should fix the problem with the caching, thats how I avoided my
> caching problem with the motd.
> Good luck.
>
>
> On Wed, Jul 24, 2013 at 9:19 PM, Gamers Exile  wrote:
>
>> The content of motd.txt is just the url (def.com/motd.html). It worked
>> for years till I changed the domain.
>>
>> Yes, i've tried crtl+f5 and the right click reload option.
>>
>>  GE
>>   *From: *big john
>> *Sent: *Wednesday, July 24, 2013 12:16 PM
>> *To: *Half-Life dedicated Win32 server mailing list
>> *Reply To: *Half-Life dedicated Win32 server mailing list
>> *Subject: *Re: [hlds] MOTD caching?
>>
>> Can you post the contents of your motd.txt
>> On Jul 24, 2013 2:15 PM, "Lep Racy"  wrote:
>>
>>> Have you tried the ctrl+f5 when viewing the in-game browser?
>>>
>>> --
>>> Date: Wed, 24 Jul 2013 12:12:02 -0600
>>> From: gamersex...@shaw.ca
>>> To: hlds@list.valvesoftware.com
>>> Subject: [hlds] MOTD caching?
>>>
>>> I'm having an issue with TF2 not displaying the correct MOTD.html
>>>
>>> It was hosted at abc.com/motd.html but is now at def.com/motd.html.
>>> However when you view the MOTD in game it displays an error error and if I
>>> copy the url I can see it's still pointing to the old address...
>>>
>>> I've made sure that the correct url is in the motd.txt and any links
>>> within motd.html.
>>>
>>> Any ideas?
>>>
>>> Thanks
>>>
>>> GE
>>>
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>>>
>>
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Re: [hlds] MOTD caching?

2013-07-24 Thread big john
Can you post the contents of your motd.txt
On Jul 24, 2013 2:15 PM, "Lep Racy"  wrote:

> Have you tried the ctrl+f5 when viewing the in-game browser?
>
> --
> Date: Wed, 24 Jul 2013 12:12:02 -0600
> From: gamersex...@shaw.ca
> To: hlds@list.valvesoftware.com
> Subject: [hlds] MOTD caching?
>
> I'm having an issue with TF2 not displaying the correct MOTD.html
>
> It was hosted at abc.com/motd.html but is now at def.com/motd.html.
> However when you view the MOTD in game it displays an error error and if I
> copy the url I can see it's still pointing to the old address...
>
> I've made sure that the correct url is in the motd.txt and any links
> within motd.html.
>
> Any ideas?
>
> Thanks
>
> GE
>
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Re: [hlds] srcds appcrash on windows server 2008

2013-07-21 Thread big john
Sourcemod 1.6 branch is for dota2,use the 1.5 branch
On Jul 21, 2013 6:55 AM, "Element"  wrote:

> This is becoming a regular occurance since the recent "balancing update"
>
> This crash appears on both my dediboxes (one uk/one us)
>
> All servers are Vanilla MVM running: MetaMod:Source v1.9.3-devV, SourceMod
> v1.6.0-dev+3903
>
> Screenshot: 
> https://dl.dropboxusercontent.**com/u/5209/srcdsfail.PNG
>
>
> Any ideas?
>
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Re: [hlds] srcds appcrash on windows server 2008

2013-07-21 Thread big john
I'm sure it works, but I doubt it's helping
On Jul 21, 2013 4:49 PM, "Nomaan Ahmad"  wrote:

> I am using 1.6 branch for SM... Works fine on live servers on windows.
>
> On 21 July 2013 21:42, big john  wrote:
>
>> Sourcemod 1.6 branch is for dota2,use the 1.5 branch
>> On Jul 21, 2013 6:55 AM, "Element"  wrote:
>>
>>> This is becoming a regular occurance since the recent "balancing update"
>>>
>>> This crash appears on both my dediboxes (one uk/one us)
>>>
>>> All servers are Vanilla MVM running: MetaMod:Source v1.9.3-devV,
>>> SourceMod v1.6.0-dev+3903
>>>
>>> Screenshot: 
>>> https://dl.dropboxusercontent.**com/u/5209/srcdsfail.PNG<https://dl.dropboxusercontent.com/u/5209/srcdsfail.PNG>
>>>
>>>
>>> Any ideas?
>>>
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>>> please visit:
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>>>
>>
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Re: [hlds] No Free Edicts Help

2013-07-17 Thread big john
I use this one on my trade servers. It will force the map change when
mp_timelimit is up

https://forums.alliedmods.net/showthread.php?p=734701
On Jul 17, 2013 8:57 PM, "Mike Vail"  wrote:

> Hi Guys,
>
> I run several TF2 servers that still run out of free edicts and start to
> lag
> badly before eventually crashing. It usually takes about 24 hours for this
> to occur. The servers run the a single map 24/7 with no goals so they never
> rotate. I know there are some SourceMod plugins out there that force a map
> rotation at timed intervals and was wondering if anyone can recommmend one
> they like. I'd love to find one that does it gracefully with a warning
> message to the players first instead of it just randomly cycling the map
> when the timelimit is up.
>
> Thanks in advance for any suggestions you can offer to resolve this.
> Mike
>
>
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Re: [hlds] Mandatory TF2 update released

2013-06-13 Thread big john
Yea. The steam pipe update didn't
On Jun 13, 2013 10:36 PM, "wickedplayer494 ." 
wrote:

> You are aware that not every update includes hats, right?
>
>
> On Thu, Jun 13, 2013 at 9:28 PM, big john  wrote:
>
>> So your saying every update is gonna be mandatory.
>> On Jun 13, 2013 9:48 PM, "Nomaan Ahmad"  wrote:
>>
>>> Its gonna be mandatory update when they add new hats...
>>>
>>> On 14 June 2013 02:27, big john  wrote:
>>>
>>>> I thought we were going to start getting optional updates more
>>>> frequently.
>>>> On Jun 13, 2013 7:40 PM, "Eric Smith"  wrote:
>>>>
>>>>>  We've released a mandatory update for TF2. The notes for the update
>>>>> are below. The new version is 1797820.
>>>>>
>>>>> -Eric
>>>>>
>>>>> --
>>>>>
>>>>> Team Fortress 2
>>>>> - Added 10 new Steam Workshop items
>>>>> - http://www.teamfortress.com/post.php?id=10864
>>>>> - Added new promo items
>>>>> - Fixed the in-game UI not using the Language setting from the TF2
>>>>> Properties dialog in the Steam UI
>>>>> - Fixed not hearing the Loose Cannon impact sound when playing on
>>>>> dedicated servers
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
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>>>>>
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Re: [hlds] Mandatory TF2 update released

2013-06-13 Thread big john
So your saying every update is gonna be mandatory.
On Jun 13, 2013 9:48 PM, "Nomaan Ahmad"  wrote:

> Its gonna be mandatory update when they add new hats...
>
> On 14 June 2013 02:27, big john  wrote:
>
>> I thought we were going to start getting optional updates more
>> frequently.
>> On Jun 13, 2013 7:40 PM, "Eric Smith"  wrote:
>>
>>>  We've released a mandatory update for TF2. The notes for the update are
>>> below. The new version is 1797820.
>>>
>>> -Eric
>>>
>>> --
>>>
>>> Team Fortress 2
>>> - Added 10 new Steam Workshop items
>>> - http://www.teamfortress.com/post.php?id=10864
>>> - Added new promo items
>>> - Fixed the in-game UI not using the Language setting from the TF2
>>> Properties dialog in the Steam UI
>>> - Fixed not hearing the Loose Cannon impact sound when playing on
>>> dedicated servers
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
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Re: [hlds] Mandatory TF2 update released

2013-06-13 Thread big john
I thought we were going to start getting optional updates more frequently.
On Jun 13, 2013 7:40 PM, "Eric Smith"  wrote:

> We've released a mandatory update for TF2. The notes for the update are
> below. The new version is 1797820.
>
> -Eric
>
> --
>
> Team Fortress 2
> - Added 10 new Steam Workshop items
> - http://www.teamfortress.com/post.php?id=10864
> - Added new promo items
> - Fixed the in-game UI not using the Language setting from the TF2
> Properties dialog in the Steam UI
> - Fixed not hearing the Loose Cannon impact sound when playing on
> dedicated servers
>
>
>
>
>
>
>
>
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Re: [hlds] Mandatory TF2 update released

2013-06-03 Thread big john
Wait taunt explode crash? What's that? Where's the plugin to block it?
On Jun 3, 2013 6:07 PM, "Flubber"  wrote:

> Maybe but there's new hats, come on guys 
>
>
> 2013/6/3 E. Olsen 
>
>> Also - you guys are still overwriting (actually, deleting) the replay.cfg
>> file.
>>
>>
>> On Mon, Jun 3, 2013 at 5:47 PM, E. Olsen  wrote:
>>
>>> Does this fix the Taunt exploit that is currently crashing servers, or
>>> do we still need to use a plugin to block it?
>>>
>>>
>>> On Mon, Jun 3, 2013 at 5:42 PM, Eric Smith wrote:
>>>
 We've released a mandatory update for TF2. The notes for the update are
 below. The new version is 1783578.

 -Eric

 --

 Team Fortress 2
 - Added new Adult Swim items to the Mann Co. Store
- The Breather Bag, The Weather Master, and The Bacteria Blocker
 - Added ETF2L Highlander Season 4 and ETF2L 6v6 Season 14 tournament
 medals
 - Fixed mat_viewportupscale using an error material for clients using
 DirectX8
 - Fixed config_arena.cfg being replaced by the default version when
 dedicated servers update
 - Fixed the Soldier's grenades being hidden when equipping the Full
 Metal Drill Hat and the Soldier's Sparkplug
 - Fixed a missing LOD on the dispenser
 - Updated the -insert_search_path delimiter to be a comma instead of a
 semi-colon
 - Updated the equip region on the Practitioner's Processing Mask to
 match the Physician's Procedure Mask
 - Updated The Conscientious Objector and The Bat Outta Hell so they can
 be crafted and can be used to craft other items






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>>>
>>>
>>
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Re: [hlds] NO to in game advertising

2013-06-03 Thread big john
What the hell is this random mumbo jumbo. It was clear in the first 2
sentences the you have no idea what you are talking about.
On Jun 3, 2013 11:47 AM, "proto mon"  wrote:

> Holy Jesus Please disable these ads
> They are getting so god damn annoying, And the audio ads are even worst.
> They keep playing somehow even if you switch the server. You literally have
> to quit the game to stop the ads.
>
>
>
>
> On Sun, Mar 31, 2013 at 2:42 AM, G. Hutchinson 
> wrote:
>
>>  This pinion thing first visited the list a month or two back and I wrote
>> a response to the list voicing my two cents. However I did this from my
>> phone and it got bounced back for because of the previous posts not being
>> cropped down. In short it essentially said "Shame on Valve for even
>> entertaining something like pinion" pertaining to any in game advertising.
>>
>> Valve is selling hats, drop items, etc etc etc... The game is still
>> generating money. To play the game we see advertising when we log in to
>> steam. I don't want to see ads when playing games  for Viagra, Uncle Bucks
>> Beer, and Lysol. Everyone knows Uncle Buck is in the Klan. If Valve wants
>> to pursue money in advertising, then replace the cereal boxes in L4D with
>> Honeycomb and Fruit Loop boxes. Make the soda cans in the games that are
>> lying around Pepsi cans and profit that way. You're welcome for the idea...
>> (% my way).
>>
>> MAKE MOVIES...
>>
>> If other community owners want to show ads on their MOTD, have at it.
>> Whether it is through pinion, or by bypassing pinion and seeking ads
>> through other means and cutting out the "middle man", ie; pinon. Live and
>> let live.
>>
>> However, my fear is about the day Valve "forces" the servers I run to
>> show ads or do anything through the in game browser I am unaware of for
>> that matter, of such nature. They are ran on my hardware, at my expense,
>> running essentially an "open source" game server file(s). Or at least
>> that's how it started out. So if this changes, I would expect to see a full
>> disclosure on the matter, and expect to have to click something saying I
>> approve of the conditions before downloading the new server files to my
>> server prior to implementation. Warranting today's society, a class action
>> suit undoubtedly would pop up and surely Valve is clever enough to think of
>> such matters, thus dropping such a concept of pinion rather quickly.
>>
>> Now through my own absurdity I hope it makes Valve see it's own... If any
>> of this pinion crap is true.
>>
>> I am reasonable... I would expect 50,000% profit for my share of monies
>> generated. That is fifty thousand percent, not 50 percent. I am reasonable
>> after all...  Should the day come that I entertained a partnership with
>> Valve as an advertising agency. This would cover any future potential and
>> probably legal expenses expected to incur. And that's what would occur...
>> My hardware would them become a venue of advertising the game more so than
>> I already do, not to mention the involvement of a third party(s) and their
>> products. I would also expect a seat on the "board" to approve and review
>> any such ads conveyed though my medium. And the typical 20% from any
>> advertisers I obtain and bring to the table that are interested.
>>
>> Should Valve "force" me to advertise through the current concept of the
>> "MOTD Browser" in game for any of the game servers I host, I will probably
>> not host them any longer. In fact, I am sure I would no longer host them in
>> protest. The same if Valve will not show my servers in the game browser or
>> include me in matchmaking pools simply because I chose not to promote
>> advertising unknown products through such medium. That is not a way to
>> treat the folks that assisted in making your games a success for you. WE
>> THE PEOPLE ran the majority of the servers promoting your games at our own
>> cost.
>>
>> Game console, Steam, PC computing... At what point does the "want to take
>> over the world" settle back down to reason? Is ValveOS next (®) ?
>>
>> Make Half Life 3... Left4Dead 3 (bigger maps and 6/6 or 8/8 for versus
>> please), or even make a TF3... Make money that way Valve... You look like
>> beggars and extortionist when you team up with such things as an
>> advertising plugin if that is what you have done. Have some dignity.
>>
>> Now mind you, whoever designed and thought of this pinion gig, more power
>> too you... Brilliant... I wished I had thought of it. But Valve having any
>> official involvement with it... Just doesn't sit right with me or anyone
>> else I have discussed it with.
>>
>> Now if you think my post is ridiculous, imagine how YOU look Valve
>> entertaining ANY involvement with such.
>>
>> NO TO FORCED IN GAME ADVERTISING *if it is being entertained...
>> *
>> But that's just my two cents...
>>
>> ___
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>> please visit:
>> htt

Re: [hlds] Optional update for TF2 released

2013-05-20 Thread big john
Go to your game library -  right click tf2 -  properties - beta tab
On May 20, 2013 9:29 PM, "scott biszmaier"  wrote:

> how do i opt out of the beta? i forgot, i read your other instruction for
> opting for the beta but how do i opt out?
>
>
>  --
> scott biszmaier
>
>
>  -Original Message-
> From: Fletcher Dunn 
> To: Half-Life dedicated Win32 server mailing list <
> hlds@list.valvesoftware.com>
> Sent: Mon, May 20, 2013 4:55 pm
> Subject: Re: [hlds] Optional update for TF2 released
>
>   Is it still happening with this update?  There was a hammer fix, it
> didn’t make it into the release notes.
>
> There’s no need to opt into the sdk beta branch anymore.  The tools are
> just shipping with the game.  Opt out of all betas, sync the latest, and
> run the hammer.bat.  Does it work.
>
> *From:* hlds-boun...@list.valvesoftware.com [
> mailto:hlds-boun...@list.valvesoftware.com]
> *On Behalf Of *big john
> *Sent:* Monday, May 20, 2013 4:16 PM
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] Optional update for TF2 released
>
> Hey fletcher, on the tf2 sdk beta the compilers are broken, they are
> showing tool brushes as regular brushes and compiling full bright.
> Some people are using the old sdk to compile and the beta to map.
> Unfortunately the workaround needed to compile with the old sdk doesn't
> work for everyone.
>  On May 20, 2013 7:06 PM, "Fletcher Dunn" 
> wrote:
>  Hi, Big.
>
> You’ll need to be more specific.  What is the problem you’re seeing?  Has
> it been reported before?
>
> - Fletch
>
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *big john
> *Sent:* Monday, May 20, 2013 4:00 PM
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] Optional update for TF2 released
>
> Did you fix hammer?
>  On May 20, 2013 6:59 PM, "Eric Smith"  wrote:
> We've released an optional update for TF2 that all clients will receive
> when they restart. You may update your dedicated servers, but it's not
> required. The notes for the update are below.
>
> -Eric
>
> ---
>
> - Added support for VR mode on OSX
> - Fixed a bad material on the HDMI Patch
> - Fixed a server crash on changelevel when the Replay system has been
> initialized but is not currently running
> - Fixed the Soldier's grenades being hidden when equipping the Full Metal
> Drill Hat and the Soldier's Sparkplug
> - Removed replay.cfg from depot and added replay_example.cfg to avoid
> clobbering user's replay.cfg
>
> ___
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> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
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Re: [hlds] Optional update for TF2 released

2013-05-20 Thread big john
right click my computer > properties > advanced > environment variables

Set your vproject to the new hammer path
On May 20, 2013 8:50 PM, "CTScrivener"  wrote:

>   (I apologize since it’s not really dedicated server related)
>
> Sorry to butt in about the hammer being fixed issues but I have a question
> for ya. Firstly, hammer works great thus far (not opted-in beta ofcourse)
> but I do get a single error in the “messages” box on load of the program.
>
> Invalid game “c:\program files (x86)\steam\steamapps\\team
> fortress 2\tf” found in VPROJECT enviroment variable, ignoring.
>
> Why is it still looking at the old directory for this? I have double
> checked every place that I can think of to look and it’s all pointing to
> the current directory I am pretty sure. Hammer functions perfectly, loads
> maps perfect, and compiles greatbut why is this still there? It doesn’t
> intrude on the program at all, but I’d rather have no errors than any
> errors.
>
> Thanks for the help!
>
>  *From:* big john 
> *Sent:* Monday, May 20, 2013 8:19 PM
> *To:* Half-Life dedicated Win32 server mailing 
> list
> *Subject:* Re: [hlds] Optional update for TF2 released
>
>  It is fixed Fletcher, Thanks.
>
>
> On Mon, May 20, 2013 at 7:54 PM, Fletcher Dunn <
> fletch...@valvesoftware.com> wrote:
>
>>  Is it still happening with this update?  There was a hammer fix, it
>> didn’t make it into the release notes.
>>
>> 
>>
>> There’s no need to opt into the sdk beta branch anymore.  The tools are
>> just shipping with the game.  Opt out of all betas, sync the latest, and
>> run the hammer.bat.  Does it work.
>>
>> 
>>
>> *From:* hlds-boun...@list.valvesoftware.com [mailto:
>> hlds-boun...@list.valvesoftware.com] *On Behalf Of *big john
>> *Sent:* Monday, May 20, 2013 4:16 PM
>>
>> *To:* Half-Life dedicated Win32 server mailing list
>> *Subject:* Re: [hlds] Optional update for TF2 released
>>
>> 
>>
>> Hey fletcher, on the tf2 sdk beta the compilers are broken, they are
>> showing tool brushes as regular brushes and compiling full bright. 
>>
>> Some people are using the old sdk to compile and the beta to map.
>> Unfortunately the workaround needed to compile with the old sdk doesn't
>> work for everyone. 
>>
>> On May 20, 2013 7:06 PM, "Fletcher Dunn" 
>> wrote:
>>
>> Hi, Big.
>>
>> 
>>
>> You’ll need to be more specific.  What is the problem you’re seeing?  Has
>> it been reported before?
>>
>> 
>>
>> - Fletch
>>
>> 
>>
>> 
>>
>> *From:* hlds-boun...@list.valvesoftware.com [mailto:
>> hlds-boun...@list.valvesoftware.com] *On Behalf Of *big john
>> *Sent:* Monday, May 20, 2013 4:00 PM
>> *To:* Half-Life dedicated Win32 server mailing list
>> *Subject:* Re: [hlds] Optional update for TF2 released
>>
>> 
>>
>> Did you fix hammer? 
>>
>> On May 20, 2013 6:59 PM, "Eric Smith"  wrote:***
>> *
>>
>> We've released an optional update for TF2 that all clients will receive
>> when they restart. You may update your dedicated servers, but it's not
>> required. The notes for the update are below.
>>
>> -Eric
>>
>> ---
>>
>> - Added support for VR mode on OSX
>> - Fixed a bad material on the HDMI Patch
>> - Fixed a server crash on changelevel when the Replay system has been
>> initialized but is not currently running
>> - Fixed the Soldier's grenades being hidden when equipping the Full Metal
>> Drill Hat and the Soldier's Sparkplug
>> - Removed replay.cfg from depot and added replay_example.cfg to avoid
>> clobbering user's replay.cfg
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
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>> please visit:
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>>
>
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Re: [hlds] Optional update for TF2 released

2013-05-20 Thread big john
It is fixed Fletcher, Thanks.


On Mon, May 20, 2013 at 7:54 PM, Fletcher Dunn
wrote:

>  Is it still happening with this update?  There was a hammer fix, it
> didn’t make it into the release notes.
>
> ** **
>
> There’s no need to opt into the sdk beta branch anymore.  The tools are
> just shipping with the game.  Opt out of all betas, sync the latest, and
> run the hammer.bat.  Does it work.
>
> ** **
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *big john
> *Sent:* Monday, May 20, 2013 4:16 PM
>
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] Optional update for TF2 released
>
> ** **
>
> Hey fletcher, on the tf2 sdk beta the compilers are broken, they are
> showing tool brushes as regular brushes and compiling full bright. 
>
> Some people are using the old sdk to compile and the beta to map.
> Unfortunately the workaround needed to compile with the old sdk doesn't
> work for everyone. 
>
> On May 20, 2013 7:06 PM, "Fletcher Dunn" 
> wrote:
>
> Hi, Big.
>
>  
>
> You’ll need to be more specific.  What is the problem you’re seeing?  Has
> it been reported before?
>
>  
>
> - Fletch****
>
>  
>
>  
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *big john
> *Sent:* Monday, May 20, 2013 4:00 PM
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] Optional update for TF2 released
>
>  
>
> Did you fix hammer? 
>
> On May 20, 2013 6:59 PM, "Eric Smith"  wrote:
>
> We've released an optional update for TF2 that all clients will receive
> when they restart. You may update your dedicated servers, but it's not
> required. The notes for the update are below.
>
> -Eric
>
> ---
>
> - Added support for VR mode on OSX
> - Fixed a bad material on the HDMI Patch
> - Fixed a server crash on changelevel when the Replay system has been
> initialized but is not currently running
> - Fixed the Soldier's grenades being hidden when equipping the Full Metal
> Drill Hat and the Soldier's Sparkplug
> - Removed replay.cfg from depot and added replay_example.cfg to avoid
> clobbering user's replay.cfg
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
> ___
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Re: [hlds] Optional update for TF2 released

2013-05-20 Thread big john
Hey fletcher, on the tf2 sdk beta the compilers are broken, they are
showing tool brushes as regular brushes and compiling full bright.

Some people are using the old sdk to compile and the beta to map.
Unfortunately the workaround needed to compile with the old sdk doesn't
work for everyone.
On May 20, 2013 7:06 PM, "Fletcher Dunn" 
wrote:

>  Hi, Big.
>
> ** **
>
> You’ll need to be more specific.  What is the problem you’re seeing?  Has
> it been reported before?
>
> ** **
>
> - Fletch
>
> ** **
>
> ** **
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *big john
> *Sent:* Monday, May 20, 2013 4:00 PM
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] Optional update for TF2 released
>
> ** **
>
> Did you fix hammer? 
>
> On May 20, 2013 6:59 PM, "Eric Smith"  wrote:
>
> We've released an optional update for TF2 that all clients will receive
> when they restart. You may update your dedicated servers, but it's not
> required. The notes for the update are below.
>
> -Eric
>
> ---
>
> - Added support for VR mode on OSX
> - Fixed a bad material on the HDMI Patch
> - Fixed a server crash on changelevel when the Replay system has been
> initialized but is not currently running
> - Fixed the Soldier's grenades being hidden when equipping the Full Metal
> Drill Hat and the Soldier's Sparkplug
> - Removed replay.cfg from depot and added replay_example.cfg to avoid
> clobbering user's replay.cfg
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
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Re: [hlds] Optional update for TF2 released

2013-05-20 Thread big john
Did you fix hammer?
On May 20, 2013 6:59 PM, "Eric Smith"  wrote:

> We've released an optional update for TF2 that all clients will receive
> when they restart. You may update your dedicated servers, but it's not
> required. The notes for the update are below.
>
> -Eric
>
> ---
>
> - Added support for VR mode on OSX
> - Fixed a bad material on the HDMI Patch
> - Fixed a server crash on changelevel when the Replay system has been
> initialized but is not currently running
> - Fixed the Soldier's grenades being hidden when equipping the Full Metal
> Drill Hat and the Soldier's Sparkplug
> - Removed replay.cfg from depot and added replay_example.cfg to avoid
> clobbering user's replay.cfg
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlds] Prerelease updates available for HL2:DM, DoD:S, and CS:S

2013-05-17 Thread big john
By include sdk tools does that include tf2?

I would really like to get my hands on  working compilers
On May 17, 2013 6:01 PM, "Fletcher Dunn" 
wrote:

>  Updates are available in the “prerelease” betas of HL2:DM, DoD:S, and
> CS:S.
>
> ** **
>
> These changes bring the Source engine up-to-date date with the latest TF2
> release.  In particular, it includes the optimization to the network
> compression.
>
> ** **
>
> Because of the change to the compression algorithm, the PatchVersion was
> updated (this will be a “mandatory update”), and the prerelease server and
> client are not compatible with the main branch server and client.
>
> ** **
>
> The client also includes all the SDK tools.  (It will no longer be
> necessary to opt into the sdktools_beta branch.)
>
> ** **
>
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Re: [hlds] [hlds_linux] Server crash bug in latest build

2013-05-17 Thread big john
my servers are fine, some of them have over 20 players



On Fri, May 17, 2013 at 2:48 PM, Kyle Sanderson  wrote:

> You will most likely crash the moment you have a player join...
>
> Thanks,
> Kyle.
> On 17 May 2013 11:46, "DontWannaName!"  wrote:
>
>> How bad is the bug?
>>
>> Sent from my iPhone 5
>>
>> On May 17, 2013, at 11:42 AM, Fletcher Dunn 
>> wrote:
>>
>> > There is a bug in the update we just released.
>> >
>> >
>> >
>> > Setting net_compresspackets to 0 is a workaround.
>> >
>> >
>> >
>> > We'll have a new update released shortly.  Apologies.
>> >
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>> please visit:
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>>
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Re: [hlds] Mandatory TF2 update released

2013-05-17 Thread big john
Did you fix the hammer compilers?
On May 17, 2013 2:09 PM, "Eric Smith"  wrote:

> We've released a mandatory update for Team Fortress 2. The notes for the
> update are below.
>
> -Eric
>
> ==
>
> Source Engine Changes
> - Fixed server CPU spikes caused by compression of string tables and
> packets.
> - Added sv_netspike, sv_netspike_sendtime_ms, and sv_netspike_output
> convars for investigating server performance
> - net_compresspackets_minsize default value increased to 1024.  This
> convar now also determines the threshold to determine when a "fragment"
> (logical game network message, before being broken up into network packets)
> is compressed.
> - Added vprof_vtrace and vprof_report_oninterval convars, and tweaked
> vprof_dump_spikes and vprof_dump_oninterval to reduce output
>
> Team Fortress 2
> - Added the Robotic Boogaloo community update:
> http://www.teamfortress.com/roboticboogaloo/
> - Fixed a chat exploit that would cause other clients to timeout from
> dedicated servers
> - Updated the Mann Co. Store
>- Added RoboCrate Keys
>- Added A Random RoboKey Gift
>- Added Pile of RoboKey Gifts
>- Backpack Expanders on sale at 80% off
> - Updated the localization files
>
>
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[hlds] Did hammer break with the update the other night?

2013-05-16 Thread big john
I have downloaded the tf2 sdk_tools beta and have been using it since it
was released. Last night I updated TF2 and now the tools textures are being
compiled as regular textures, showing them in-game.

I went back and compiled some previously finished maps, so I know its not
the map, and I compiled right before I updated my game and it was fine.

So, is there anyway to fix that? or manually update hammer?
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Re: [hlds] Very early betas of Source engine SDK tools released

2013-05-06 Thread big john
Fletcher, I prefer that the Source SDK resides in the game folder now. I
saw you mentioned on GitHub that you may in the future give it an appid.

With hammer residing in the game folder and being a standalone, Steam does
not show im in SourceSDK. Which is good for many reasons. I like to leave
hammer open and when playing games friends can not join on me, or I cannot
invite people to my game, because it invites them to play SourceSDK instead
of the game. It also cuts down on the MANY steam messages saying "O hai wut
r yew makin?" that I tend to get every 15 min.

Another prevalent problem I had with the old method was
the validating files bug, which was fixed with Steam Pipe, but you never
know. Everytime I would launch hammer I would have to manually validate the
TF2 file system(hence leaving it open as much as possible).

I also prefer to be able to launch hammer as a desktop shortcut, instead of
going to my Steam tools library, clicking on SourceSDK, then opening hammer
through the GUI.


On Sun, May 5, 2013 at 5:47 PM, [BT]Black V  wrote:

> be aware that doing it that way is only valid for things launched from
> that command prompt if you close it you have to set that variable every
> time you run it
> might be better if you set up a environment variable via your system
> properties
>
> sysdm.cpl or windows key + pause or right click my computer > properties >
> advanced > environment vaiables
>
>
> On Mon, May 6, 2013 at 9:41 AM, scott biszmaier  wrote:
>
>> open command prompt and type
>>
>> set VPROJECT=C:\Program Files (x86)\Steam\steamapps\common\Team Fortress
>> 2\tf
>>
>> then change directory to your tf2 bin directory which is
>>
>> C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin
>>
>> and type
>>
>> hammer.exe
>>
>>
>>  --
>> scott biszmaier
>>
>>
>>  -Original Message-
>> From: big john 
>> To: Half-Life dedicated Win32 server mailing list <
>> hlds@list.valvesoftware.com>
>> Sent: Sun, May 5, 2013 2:27 pm
>> Subject: Re: [hlds] Very early betas of Source engine SDK tools released
>>
>>  Where is the VPROJECT environment variable?
>>
>>
>> On Fri, May 3, 2013 at 9:09 PM, List User wrote:
>>
>>>  Can you run multiple betas? sdk and prerelease?
>>>
>>>
>>> On 5/3/2013 8:21 PM, Kyle Sanderson wrote:
>>>
>>> Thanks Fletcher!
>>>
>>> Kyle.
>>>
>>>
>>> On Fri, May 3, 2013 at 5:13 PM, Fletcher Dunn <
>>> fletch...@valvesoftware.com> wrote:
>>>
>>>>  This is not really gameserver admin related, but several people on
>>>> this list were asking, so I am posting here.
>>>>
>>>> We’ve released some very early betas of the SDK tools that have been
>>>> broken by the SteamPipe filesystem changes.  They are now going to go in
>>>> the same folder as the game.  The separate Source SDK app is not used for
>>>> these tools.  Please see this bug in github:
>>>>
>>>> https://github.com/ValveSoftware/Source-1-Games/issues/8
>>>>
>>>> That bug has the instructions for how to install the tools, and
>>>> comments about what may or may not work.  (There are probably also some
>>>> problems getting hammer to figure out where the .FGD files are.)  That bug
>>>> will also serve as the location where you can give feedback.
>>>>
>>>> Thanks for your patience.
>>>>
>>>> ___
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>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>>
>>>>
>>>
>>>
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>>>
>>>
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>
>
> --
> Cheers
>
> Terry Wrennall
>
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Re: [hlds] Very early betas of Source engine SDK tools released

2013-05-05 Thread big john
Thanks, I was able to do it by setting -vproject in a shortcut also.

But now im seeing Mike myers looking faces that say obsolete on all my
models and such. Anyone know how to fix that?


On Sun, May 5, 2013 at 5:41 PM, scott biszmaier  wrote:

> open command prompt and type
>
> set VPROJECT=C:\Program Files (x86)\Steam\steamapps\common\Team Fortress
> 2\tf
>
> then change directory to your tf2 bin directory which is
>
> C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin
>
> and type
>
> hammer.exe
>
>
>  --
> scott biszmaier
>
>
>  -Original Message-
> From: big john 
> To: Half-Life dedicated Win32 server mailing list <
> hlds@list.valvesoftware.com>
> Sent: Sun, May 5, 2013 2:27 pm
> Subject: Re: [hlds] Very early betas of Source engine SDK tools released
>
>  Where is the VPROJECT environment variable?
>
>
> On Fri, May 3, 2013 at 9:09 PM, List User wrote:
>
>>  Can you run multiple betas? sdk and prerelease?
>>
>>
>> On 5/3/2013 8:21 PM, Kyle Sanderson wrote:
>>
>> Thanks Fletcher!
>>
>> Kyle.
>>
>>
>> On Fri, May 3, 2013 at 5:13 PM, Fletcher Dunn <
>> fletch...@valvesoftware.com> wrote:
>>
>>>  This is not really gameserver admin related, but several people on
>>> this list were asking, so I am posting here.
>>>
>>> We’ve released some very early betas of the SDK tools that have been
>>> broken by the SteamPipe filesystem changes.  They are now going to go in
>>> the same folder as the game.  The separate Source SDK app is not used for
>>> these tools.  Please see this bug in github:
>>>
>>> https://github.com/ValveSoftware/Source-1-Games/issues/8
>>>
>>> That bug has the instructions for how to install the tools, and comments
>>> about what may or may not work.  (There are probably also some problems
>>> getting hammer to figure out where the .FGD files are.)  That bug will also
>>> serve as the location where you can give feedback.
>>>
>>> Thanks for your patience.
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>>
>>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>>
>> ___
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>> please visit:
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>>
>>
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Re: [hlds] Very early betas of Source engine SDK tools released

2013-05-05 Thread big john
Where is the VPROJECT environment variable?


On Fri, May 3, 2013 at 9:09 PM, List User  wrote:

>  Can you run multiple betas? sdk and prerelease?
>
>
> On 5/3/2013 8:21 PM, Kyle Sanderson wrote:
>
> Thanks Fletcher!
>
> Kyle.
>
>
> On Fri, May 3, 2013 at 5:13 PM, Fletcher Dunn  > wrote:
>
>>  This is not really gameserver admin related, but several people on this
>> list were asking, so I am posting here.
>>
>>
>>
>> We’ve released some very early betas of the SDK tools that have been
>> broken by the SteamPipe filesystem changes.  They are now going to go in
>> the same folder as the game.  The separate Source SDK app is not used for
>> these tools.  Please see this bug in github:
>>
>>
>>
>> https://github.com/ValveSoftware/Source-1-Games/issues/8
>>
>>
>>
>> That bug has the instructions for how to install the tools, and comments
>> about what may or may not work.  (There are probably also some problems
>> getting hammer to figure out where the .FGD files are.)  That bug will also
>> serve as the location where you can give feedback.
>>
>>
>>
>> Thanks for your patience.
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>>
>>
>
>
> ___
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> visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
>
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Re: [hlds] [hlds_linux] Optional updates available for TF2, CS:S, DoD:S, and HL2:MP

2013-05-02 Thread big john
How does the auto update work with windows?
On May 2, 2013 5:16 PM, "Fletcher Dunn"  wrote:

> If the plugins are tightly coupled with particular builds, then they
> probably should be versioned.  The ServerVersion field found in steam.inf
> uniquely identifies a build.  It will change every update, even if the
> PatchVersion does not.  (This field is currently only in TF, but if this is
> useful, we can easily add it to the other games.)  I believe that somehow
> associating any tightly-coupled plugin data with that identifier is the
> best solution to this problem.
>
> Also, I think this problem is not really exclusive to optional updates.
>  Clients now only find servers with the matching version in the server
> browser.  So the urgency to delist "out of date" servers is greatly
> reduced.  In fact, the only real remaining reason we still do it is because
> it is the only mechanism we have by which to signal automatic updates!
> Once we've improved that channel of communication, we will be in a position
> to make the transition across an update that requires changing the Patch
> Version much more graceful.  We have had feedback on many occasions from
> this mailing list that the harsh transition that currently happens,
> including the scramble to be the first to get your server up, was not a
> desirable situation.  It's definitely not a good experience for clients to
> be dumped from server and start downloading the update in unison.
>
>
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
> Sent: Thursday, May 02, 2013 1:17 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S, DoD:S,
> and HL2:MP
>
> Well, I'm glad something is being done so that we can tell when optional
> updates are pushed, because traditionally optional updates don't show up
>
> However, there's still one problem: The last two optional TF2 updates have
> both required changes to mods (SourceMod and EventScripts to name two major
> ones).  However, since they're optional updates, we now need 3 different
> sets of configurations for servers for these mods depending on which
> optional updates they have.
>
> Oh, and there are 2 (or more?) different configurations for the other
> three games depending on which optional updates they have.
>
> This becomes a serious problem very quickly.
>
> On Thu, May 2, 2013 at 2:57 PM, Fletcher Dunn
> wrote:
>
> > In general, I think our general policy is going to be to make all
> > updates optional unless they need to be mandatory.  Unless we know
> > that a server crash is really widespread, we probably will not release
> > it as mandatory and impose the attending disruption on the whole
> community.
> >
> > We are working on some mechanisms so that you can tell (and gracefully
> > roll over to) a new version when an optional update is released.
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
> > Sent: Thursday, May 02, 2013 11:54 AM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Optional updates available for TF2, CS:S,
> > DoD:S, and HL2:MP
> >
> > And on that note, can we please get server crash fixes as required
> > updates rather than optional updates?  Clients already auto-update to
> > the optional updates, but servers *don't*.
> >
> > On Thu, May 2, 2013 at 2:50 PM, Kyle Sanderson 
> > wrote:
> >
> > > Just a warning to those who update. There's a good chance due to the
> > > class changes in this update your server will not function properly
> > > with SourceMod and other addons that utilize static offsets. Until
> > > the majority of servers update to this (3rd) optional update, I
> > > don't believe there will be 3rd party support as there's no way to
> > > discern
> > versions (yet?).
> > >
> > > Thanks,
> > > Kyle.
> > > On 2 May 2013 11:24, "Fletcher Dunn" 
> > wrote:
> > >
> > > > These updates have now been released in the main branch for all
> games.
> > > >  The prerelease beta is now the same build as the main build.
> > > >
> > > > From: hlds-boun...@list.valvesoftware.com [mailto:
> > > > hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
> > > > Sent: Wednesday, May 01, 2013 3:11 PM
> > > > To: Half-Life dedicated Linux server mailing list (
> > > > hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32
> > > > server mailing list (hlds@list.valvesoftware.com);
> > > > hlds_annou...@list.valvesoftware.com
> > > > Subject: [hlds] Prerelease updates available for TF2, CS:S, DoD:S,
> > > > and HL2:MP
> > > >
> > > > Updates are available for the "prerelease" betas of TF2, CS:S,
> > > > DoD:S, and HL2:MP.
> > > >
> > > > The update does not change the PatchVersion and will not be
> > > > mandatory for servers.
> > > >
> > > > For 

Re: [hlds] Newly installed srcds installations fail on first startup

2013-04-30 Thread big john
Firewall is probably blocking the server
On Apr 30, 2013 5:38 PM, "Jesse Molina"  wrote:

>
> I think this is already a known issue, but as a reminder...
>
> I am seeing my newly installed SteamPipe TF2 servers fail on first
> startup.  Subsequent startups operate normally.
>
> I suspect this is because steam_appid.txt is not created until after the
> first startup.
>
> I had also noticed this after previous SteamPipe conversions of css,
> hl2dm, etc, but it appears to still not be fixed.
>
>
>
> Executing dedicated server config file server.cfg
> Using map cycle file 'cfg/mapcycle_default.txt'.  ('cfg/mapcycle.txt' was
> not found.)
> Set motd from file 'cfg/motd_default.txt'.  ('cfg/motd.txt' was not found.)
> Set motd_text from file 'cfg/motd_text_default.txt'. ('cfg/motd_text.txt'
> was not found.)
> Cannot verify load for invalid steam ID [I:0:0]
> WARNING: ClientActive, but we don't know his SteamID?
> Initializing Steam libraries for secure Internet server
> [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed.
> ***
> ***
> *   Unable to load Steam support library.*
> *   Unable to load Steam support library.*
> *   This server will operate in LAN mode only.*
> *   This server will operate in LAN mode only.*
> ***
> ***
>
>
>
>
> --
> # Jesse Molina
> # Mail = je...@opendreams.net
> # Cell = 1-602-323-7608
>
>
>
> __**_
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Re: [hlds] Can We Get a Status of TF2 Steampipe Release Today?

2013-04-30 Thread big john
Are you sure? there nothing in the steam news feed either

http://store.steampowered.com/news/


On Tue, Apr 30, 2013 at 2:46 PM, Denis Eliseev  wrote:

> Hmm, is List still alive? Or malfunction? TF2 Client just updated 28.3
> Mb...
>
> 30.04.2013, 21:44, "Mike Vail" :
> > Dear Eric or Fletcher (or anyone else who may know),
> >
> > I was wondering if we could confirm the TF2 Steampipe release is still
> on for today and if we know about what time it will be happening…
> >
> > Thanks in advance.
> >
> > ,
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
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Re: [hlds] [hlds_linux] FPS issues on Steampipe

2013-04-25 Thread big john
I can run it. I have 3 servers on pipe and 4 on hlds
On Apr 25, 2013 8:16 PM, "Fletcher Dunn" 
wrote:

> Thanks.  It looks like AI / physics is taking a really long time for some
> reason.  If anybody Windows users want to get setup with some performance
> tracing software, I can dig into the problem in more detail.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Barreiro
> Sent: Thursday, April 25, 2013 5:06 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] FPS issues on Steampipe
>
> I should probably note I was using bots as the fps only drops once I hit
> 10+ players
>
>
> On Thu, Apr 25, 2013 at 8:04 PM, Daniel Barreiro <
> smelly.feet.you.h...@gmail.com> wrote:
>
> > Works now.  Where should I post what I got?
> > http://pastebin.com/kkVGcuzc
> >
> >
> > On Thu, Apr 25, 2013 at 7:53 PM, Yun Huang Yong  >wrote:
> >
> >> vprof toggles profiling on/off.  That triggers the built-in profiler
> >> to start/stop collecting data.  You can also use vprof_on and vprof_off.
> >>
> >> vprof_generate_report  will dump the report to console.
> >>
> >> I guess you can use condump to save it to a file.
> >>
> >> There's a whole bunch of vprof_* commands but I don't know what most
> >> of them do...
> >>
> >> https://developer.**valvesoftware.com/wiki/List_**
> >> of_TF2_console_commands_and_**variables >> re.com/wiki/List_of_TF2_console_commands_and_variables>
> >>
> >>
> >>
> >> On 26/04/2013 9:45 AM, Daniel Barreiro wrote:
> >>
> >>> I tried that command you supplied but it doesn't seem to be doing
> >>> anything.
> >>> Am I missing a step?
> >>>
> >>>
> >>> On Thu, Apr 25, 2013 at 7:45 PM, Yun Huang Yong
> >>>  >>> >wrote:
> >>>
> >>>  I tried the vprof tools but have no idea what the profile is
> >>> supposed to
>  look like.
> 
>  Should we be posting profiler output to this list (or to GitHub
> issues)?
> 
> 
>  On 26/04/2013 9:21 AM, Fletcher Dunn wrote:
> 
>   Are all of these problems peculiar to Linux?
> >
> > Has anybody tried using the engine's vprof tools (i.e.
> > vprof_dump_spikes)
> > to investigate where the time is going?
> >
> > If anybody is having these problems on Linux, we have some really
> > powerful tools we can use to capture performance data and track
> > down issues like this.  The process to get setup is a bit involved
> > and requires installing some software on the server.  If anybody
> > is having performance problems of any kind and is willing to do a
> > little work to investigate them, send me an email and I'll get you
> > setup.
> >
> >
> > -Original Message-
> > From:
> > hlds_linux-bounces@list.**valv**esoftware.com > .com>
> >  > st.valvesoftware.com>
> > **>[mailto:
> > hlds_linux-bounces@**list.**valvesoftware.com > tware.com>
> >  > st.valvesoftware.com>
> > **>]
> > On Behalf Of AXVOID
> > Sent: Thursday, April 25, 2013 4:16 PM
> > To: hlds_linux@list.valvesoftware.com > valvesoftware.com >
> > Subject: Re: [hlds_linux] FPS issues on Steampipe
> >
> > I'm in the client steampipe & had problems with the game speed,
> > when I created a server via console e.g.: "map cp_dustbowl".
> > Sometimes everything was incredible fast, like move speed etc.
> >
> > Am 26.04.2013 01:10, schrieb Kyle Sanderson:
> >
> >  We've had our server FPS surpass 66~ (up to 300), and go down to 9~.
> >> We also get freezes for about a second at a time (which is when
> >> the 9 happens). There's definitely something wrong that was
> >> introduced into the engine, as you're seeing it as well with TF2
> >> (well, I'm assuming you're talking about TF2).
> >>
> >> Thanks,
> >> Kyle.
> >>
> >>
> >> On Thu, Apr 25, 2013 at 3:43 PM, Daniel Barreiro <
> >> smelly.feet.you.h...@gmail.com> wrote:
> >>
> >>   Is anyone else FPS issues with steampipe servers? I had one
> >> that ran
> >>
> >>> at
> >>> 66.67 constantly and it keeps dropping to 10 now that i upgraded
> >>> it to Steampipe.
> >>> ___
> >>>
> >>> To unsubscribe, edit your list preferences, or view the list
> >>> archives, please visit:
> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/***
> >>> *hlds_linux >>> mailman/listinfo/hlds_linux >>> in/mailman/listinfo/hlds_linux>
> >>> >
> >>>
> >>>   ___
> >>>
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >> https://l

Re: [hlds] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game

2013-04-24 Thread big john
Some non steam pipe clients are crashing on connect to my steam pipe
server.
On Apr 24, 2013 4:23 PM, "Mike Vail"  wrote:

> Excellent Fletcher! Thank you. And yes, I've confirmed that as before,
> Windows-based TF2 servers won't update successfully if they're running. No
> big deal. We have always dealt with that just fine.
>
> ** **
>
> Thanks again!
>
> Mike V.
>
> ** **
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Fletcher Dunn
> *Sent:* Wednesday, April 24, 2013 1:16 PM
> *To:* 'Half-Life dedicated Win32 server mailing list'
> *Subject:* Re: [hlds] Mandatory update released for TF2 SteamPipe beta;
> now interoperable with regular game
>
> ** **
>
> You can run multiple instances out of the same folder.
>
> ** **
>
> I would not recommend trying to update a server while it is running.
>
> ** **
>
> *From:* hlds-boun...@list.valvesoftware.com [
> mailto:hlds-boun...@list.valvesoftware.com]
> *On Behalf Of *Mike Vail
> *Sent:* Wednesday, April 24, 2013 12:05 PM
> *To:* 'Half-Life dedicated Win32 server mailing list'
> *Subject:* Re: [hlds] Mandatory update released for TF2 SteamPipe beta;
> now interoperable with regular game
>
> ** **
>
> It's wonderful to know that I can build all my servers in advance to the
> public release. Thanks SO MUCH to Valve for setting it up this way!
> Awesome job Fletcher and Gang!
>
> ** **
>
> One quick question, and please forgive me if I missed this previously… Are
> we ok to run muliple servers under Windows on a single set of server files
> using  custom configs for each server or are we now required to have a
> separate set of server files installed for each TF2 server? I have 20 MvMs
> and would like them to share the core files if possible to save update
> time.I jJust need to know before I set them all up.  Thanks in advance for
> the help.
>
> ** **
>
> Have a great day!
>
> ** **
>
> *From:* hlds-boun...@list.valvesoftware.com [
> mailto:hlds-boun...@list.valvesoftware.com]
> *On Behalf Of *Fletcher Dunn
> *Sent:* Wednesday, April 24, 2013 11:47 AM
> *To:* Half-Life dedicated Win32 server mailing list; Half-Life dedicated
> Linux server mailing list (hlds_li...@list.valvesoftware.com)
> *Subject:* Re: [hlds] Mandatory update released for TF2 SteamPipe beta;
> now interoperable with regular game
>
> ** **
>
> >So, if you were to switch your non-steampipe server over to
>
> >steampipe now, the client wouldn't know the difference? 
>
> ** **
>
> Yes!
>
> ** **
>
> Well, yes, in theory.  And yes to the best of our knowledge.  There could
> be some bug we don’t know about yet.  So, I’d definitely recommend
> switching your server to SteamPipe now, so that you will be ready for next
> Tuesday and can start working out the kinks.  At the same time, it’s
> probably a good idea to keep the HLDS version of your server on hand, in
> case there’s some problem we don’t know about with your particular config,
> you can take down the SteamPipe one and put the HLDSUpdateOne back up.
>
> ** **
>
> To be clear: if you update your server now to SteamPipe, then you will not
> only be able to host any client now, you will be able to host all the
> clients after the switchover.  If you wait to update your server, you will
> be in a scramble on Tuesday.  Seriously, everybody really should download
> the server now and get it configured, even if you don’t switch all of your
> installations now.
>
> ** **
>
> ** **
>
> We didn’t bump the required version in the GMS, which is want causes
> servers to delist and signals the out-of-date message, because SteamPipe
> and HLDSUpdateTool were running different PatchVersions.  Now that they are
> using the same PatchVersion, they will both have the same out-of-date
> notification support.  On Windows, we don’t have an executive script to do
> the update automatically.  (As an aside, I have been in contact with the
> author of nemrun.  We are planning to ship his script as the official
> script, as a replacement to srcds_run, and are working to make the Windows
> server have all the same functionality.  He’s also working on the
> update-in-the-background functionality.)
>
> ** **
>
> ** **
>
> The App ID’s haven’t changed, however there is some confusion because the
> “SteamPipe Beta” is not related to the TF2 beta app, which has been
> discontinued.  (I’ve updated the wiki to make this more clear.)  232250 is
> the AppID you want to use.  Remember that you need to use anonymous login.
> 
>
> ** **
>
> ** **
>
> ** **
>
> ** **
>
> *From:* hlds-boun...@list.valvesoftware.com [
> mailto:hlds-boun...@list.valvesoftware.com]
> *On Behalf Of *Andrew Donshik
> *Sent:* Wednesday, April 24, 2013 11:25 AM
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] Mandatory update released for TF2 SteamPipe beta;
> now interoperable with regular game
>
> ** **
>
> Will the steampipe beta now 

Re: [hlds] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game

2013-04-24 Thread big john
Do the steam pipe servers auto update usually? I don't remember seeing
anything about that.
On Apr 24, 2013 2:03 PM, "Fletcher Dunn" 
wrote:

>  We’ve released a mandatory update to the SteamPipe beta.  Please note
> that your server will NOT automatically detect that it is out of date and
> restart; you will need to manually update it.  (This should be the last
> such manual restart.)
>
> ** **
>
> We’ve also released an optional update to the non-SteamPipe version of
> TF2.  If you restart your server you may get an update to engine.dll/.so,
> but there are no relevant changes to the dedicated server so updating is
> not necessary.
>
> ** **
>
> These changes make the SteamPipe server and client interoperable with the
> non-SteamPipe server and client.  (Any client can connect with any
> server.)  We expect many more clients to opt into the beta after this
> change.  (And remember, we are planning on flipping the switch next Tuesday
> which forces all clients to convert.)
>
> ** **
>
> - Fletch
>
> ___
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> please visit:
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>
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Re: [hlds] hlds Digest, Vol 25, Issue 81

2013-04-23 Thread big john
Nope. Sourcemod is fine
On Apr 23, 2013 7:30 PM, "ElitePowered ."  wrote:

> Yo, my plugins don't work :/ I think this broke SourceMod as well.
>
>
> On Tue, Apr 23, 2013 at 6:49 PM, wrote:
>
>> Send hlds mailing list submissions to
>> hlds@list.valvesoftware.com
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>> Today's Topics:
>>
>>1. Re: Mandatory Team Fortress 2 update released (Invalid Protocol)
>>2. Re: Mandatory Team Fortress 2 update released (Daniel Barreiro)
>>3. Re: Mandatory Team Fortress 2 update released (Andy Daly)
>>4. Re: Mandatory Team Fortress 2 update released (Daniel Barreiro)
>>
>>
>> --
>>
>> Message: 1
>> Date: Wed, 24 Apr 2013 01:40:05 +0300
>> From: "Invalid Protocol" 
>> To: "'Half-Life dedicated Win32 server mailing list'"
>> 
>> Subject: Re: [hlds] Mandatory Team Fortress 2 update released
>> Message-ID: <011c01ce4073$8105a2d0$8310e870$@com>
>> Content-Type: text/plain; charset="us-ascii"
>>
>> I don't think is Metamod. Probably the server does not load the plugins
>> anymore, at least on Linux. I have 3 and none is loaded (including
>> Metamod).
>> No errors are printed in server's console or in log files.
>>
>>
>>
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Daniel Barreiro
>> Sent: Wednesday, April 24, 2013 1:20 AM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Mandatory Team Fortress 2 update released
>>
>>
>>
>> Did this update break Metamod for anyone else?
>>
>>
>>
>> On Tue, Apr 23, 2013 at 6:06 PM, Andrew Donshik > >
>> wrote:
>>
>> Aww. No ham.
>>
>> -Andrew
>>
>>
>> On Apr 23, 2013, at 6:03 PM, "Eric Smith" 
>> wrote:
>>
>> > We've released a mandatory update for Team Fortress 2. The notes for the
>> update are below. The new version number for TF2 as of this release is
>> 1734532. This is a departure from our previous version system so it can be
>> consistent with what Fletcher is using for the SteamPipe releases.
>> >
>> > -Eric
>> >
>> > --
>> >
>> > Team Fortress 2
>> > - Added "Only allow map files" to the possible selections in the
>> download
>> filter option for clients
>> > - Fixed a client crash related to the material system
>> > - Fixed Diamond/Carbonado Botkiller weapons using incorrect team
>> materials
>> for the arms
>> > - Fixed a vphysics regression where some items would travel farther than
>> they should
>> > - Improved performance and stability for the Linux version
>> > - Removed range restrictions from viewmodel_fov_demo
>> > - Updated the Ap-Sap so it can be gift-wrapped and have custom
>> names/descriptions applied to it
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
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>> >
>>
>>
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>>
>>
>> -- next part --
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>> >
>>
>> --
>>
>> Message: 2
>> Date: Tue, 23 Apr 2013 18:41:55 -0400
>> From: Daniel Barreiro 
>> To: Half-Life dedicated Win32 server mailing list
>> 
>> Subject: Re: [hlds] Mandatory Team Fortress 2 update released
>> Message-ID:
>> <
>> cagoawplhc8ptsyj693xyyfn_qblhcmyetal30y3c6qv7fjh...@mail.gmail.com>
>> Content-Type: text/plain; charset="windows-1252"
>>
>> That sounds bad.
>>
>>
>> On Tue, Apr 23, 2013 at 6:40 PM, Invalid Protocol <
>> invalidprotocolvers...@gmail.com> wrote:
>>
>> > I don?t think is Metamod. Probably the server does not load the plugins
>> > anymore, at least on Linux. I have 3 and none is loaded (including
>> > Metamod). No errors are printed in server?s console or in log files.
>> >
>> > ** **
>> >
>> > *From:* hlds-boun...@list.valvesoftware.com [mailto:
>> > hlds-boun...@list.valvesoftware.com] *On Behalf Of *Daniel Barreiro
>> > *Sent:* Wednesday, April 24, 2013 1:20 AM
>> >
>> > *To:* Half-Life dedicated Win32 server mailing list
>> > *Subject:* Re: [hlds] Mandatory Team Fortress 2 update released
>> >
>> > ** **
>> >
>> > Did this update break Metamod for anyone else?
>> >
>> > 

Re: [hlds] Mandatory Team Fortress 2 update coming

2013-04-23 Thread big john
It's out
On Apr 23, 2013 6:03 PM, "New Age Retro Hippie" <
newageretrohippi...@gmail.com> wrote:

> Not soon enough.
> On 2013-04-23 3:03 PM, "Andrew Donshik"  wrote:
>
>> How soon is soon?
>>
>> -Andrew
>>
>> On Apr 23, 2013, at 5:45 PM, "Eric Smith" 
>> wrote:
>>
>> > We're working on a mandatory update for Team Fortress 2. We should have
>> it ready soon. This is NOT the SteamPipe update.
>> >
>> > -Eric
>> >
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>> >
>>
>>
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>
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Re: [hlds] [hlds_linux] TF2 Steampipe version release?

2013-04-17 Thread big john
Guess you didnt fail to deliver this time!
On Apr 17, 2013 2:52 PM, "Fletcher Dunn" 
wrote:

> The server is indeed available for download if anybody wants to start the
> download now.  However, we're still working on getting the client beta
> configured, so there isn't a client yet that is compatible with it.  We'll
> let the list know when it's available and you can actually test things.
>
> It seems likely that the TF2 switchover planned for next Tuesday will be
> delayed.  We want to make sure people have plenty of time to get setup and
> test against the official client.  And the cstrike release found some bugs
> we are working on.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of LouLouBizou
> Sent: Wednesday, April 17, 2013 10:38 AM
> To: Half-Life dedicated Linux server mailing list
> Cc: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds_linux] [hlds] TF2 Steampipe version release?
>
> released  ...
>
> 2013/4/17 Fletcher Dunn 
>
> > Hopefully today.
> >
> > From: hlds-boun...@list.valvesoftware.com [mailto:
> > hlds-boun...@list.valvesoftware.com] On Behalf Of big john
> > Sent: Wednesday, April 17, 2013 8:37 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: [hlds] TF2 Steampipe version release?
> >
> > When will the TF2 Dedicated Server for steam pipe be released? App ID
> > 232250 I suppose.
> > ___
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> > please visit:
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> >
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Re: [hlds] TF2 Steampipe version release?

2013-04-17 Thread big john
Thanks Fletcher, also is it safe to assume there will not be anymore
updates for the HLDS version between now and the 23rd? I would like to turn
off my auto update system so that the servers dont go into an update loop.


On Wed, Apr 17, 2013 at 11:54 AM, Fletcher Dunn  wrote:

>  Hopefully today.
>
> ** **
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *big john
> *Sent:* Wednesday, April 17, 2013 8:37 AM
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* [hlds] TF2 Steampipe version release?
>
> ** **
>
> When will the TF2 Dedicated Server for steam pipe be released? App ID
> 232250 I suppose.
>
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Re: [hlds] TF2 Steampipe version release?

2013-04-17 Thread big john
I am aware of the date that the client switch over is happening. That is
not the question I asked though
On Apr 17, 2013 11:46 AM, "Kush Mahajani"  wrote:

> This has been gone over many times- TF2 will be converted to SteamPipe on
> April 23rd. 
>
> ** **
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *big john
> *Sent:* Wednesday, April 17, 2013 8:37 AM
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* [hlds] TF2 Steampipe version release?
>
> ** **
>
> When will the TF2 Dedicated Server for steam pipe be released? App ID
> 232250 I suppose.
>
> ___
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[hlds] TF2 Steampipe version release?

2013-04-17 Thread big john
When will the TF2 Dedicated Server for steam pipe be released? App ID
232250 I suppose.
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Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates coming

2013-03-19 Thread big john
Do you know how much advanced time we will be given before the clients get
the steam pipe update? (when it comes)
On Mar 19, 2013 2:55 PM, "Eric Smith"  wrote:

> No, this is not the SteamPipe update.
>
> -Eric
>
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of T Marler
> Sent: Tuesday, March 19, 2013 11:54 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates coming
>
> Is this SteamPipe coming?
>
>
> - Original Message -
> From: "Eric Smith" 
> To: "Half-Life dedicated Win32 server mailing list" <
> hlds@list.valvesoftware.com>, "Half-Life dedicated Linux server mailing
> list" , "
> hlds_annou...@list.valvesoftware.com" <
> hlds_annou...@list.valvesoftware.com>
> Sent: Tuesday, March 19, 2013 12:51:54 PM
> Subject: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates coming
>
> We're working on mandatory updates for TF2, DoD:S, and HL2:DM. We should
> have them ready soon.
>
> -Eric
>
>
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Re: [hlds] Feature request: Add a SteamCMD flag to delete unknown files in an installation

2013-02-26 Thread big john
There is so much that can go wrong with this... Hell the server.cfg doesnt
even ship with SRCDS


On Tue, Feb 26, 2013 at 4:25 AM, Jesse Molina  wrote:

>
> Dear Valve
>
> When SteamCMD is used to update an existing game server installation,
> please add an optional argument which will delete all unknown files.
>
> Basically, I want rsync -a --delete.
>
> There have been a number of times in the past when files have been removed
> from upstream, but those removals/changes don't get propagated down.  These
> files end up abandoned.
>
> This will make it so that I don't have to download an entirely new
> installation every couple of months, just to make sure it's really clean.
>
> Thanks for your consideration
>
>
>
> --
> # Jesse Molina
> # Mail = je...@opendreams.net
> # Cell = 1-602-323-7608
>
>
>
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