[hlds] from: evan otten

2014-10-31 Thread evan otten

Salutations

http://kpsprojekt.sk/floor.php?ancient=d3531uxyuwhh





evan...@gmail.com

Sent from my iPhone

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Re: [hlds] Make bread bites an all class weapon

2014-07-07 Thread evan otten
This is a server owner discussion mailing list. Not a game play discussion
On Jul 7, 2014 8:44 AM, "William Pickard"  wrote:

> The bread bites fit very well on every class, just with a little tweak
> plus new animations, it will make a great all class weapon. Also, a
> kill icon for backstab with them would be the bread monster biting
> into victim's back, with a cool world model animation.
>
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Re: [hlds] Mandatory TF2 update released

2014-06-25 Thread evan otten
Just want to point out to everyone that this mailing list is NOT for game
play changes. It is for server owner discussion
On Jun 25, 2014 2:35 PM, "Darius Pirestani"  wrote:

> Or sticky trap his feet while he's taunting, and detonate as soon as he's
> done.
>
> On Jun 25, 2014, at 2:23 PM, Justin Kim  wrote:
>
> You can also kill the pyro after the taunt. This is a thing.
>
> On Jun 25, 2014, at 2:21 PM, Jordan Olling  wrote:
>
> http://wiki.teamfortress.com/wiki/Phlogistinator
> "During this taunt, the wielder has 75% damage resistance and full
> immunity from taunt kills."
>
>
> On Wed, Jun 25, 2014 at 11:17 AM, James Haikin  wrote:
>
>> You most definitely can kill a phlog pyro as he's taunting. Aim better.
>>
>> -James
>>
>>
>> On Wed, Jun 25, 2014 at 11:13 AM, Bruno Garcia 
>> wrote:
>>
>>> The only thing that needs nerfing is the Phlogistinator.
>>> It is extremely stupid that you *can't* kill a pyro that's taunting with
>>> four rockets at a really really close distance...
>>> Then the pyro after finishing the taunt turns around and kills you with
>>> crits.
>>> It's stupid how they gave uber charge and critical hits to a pyro weapon.
>>>
>>>
>>> On Tue, Jun 24, 2014 at 3:01 AM, Emil Larsson  wrote:
>>>
 Sorry to taking the mailing list further offtopic, but the heavy nerf
 didn't affect the gameplay flow as much as the demoman sticky launcher one.
 The axtingusher nerf is arguable done to make it more intresting sidegrade
 than the upgrade it used to be (somewhat similar to the equalizer nerf they
 did awhile back where they split it into two weapons).

 They are still intending to rebalance the sticky launcher, just not in
 a way that probably affects the gameplay flow as much. There is plenty of
 community discussion on alternate ways of doing this already anyway.


 On Tue, Jun 24, 2014 at 3:47 AM, Darius Pirestani 
 wrote:

> So you revert the demo changes, but not the heavy & pyro changes?
> Jesus Christ.
>
>
> > On Jun 23, 2014, at 8:55 PM, Eric Smith 
> wrote:
> >
> > We've released a mandatory update for TF2. The notes for the update
> are below. The new version number is 2294473.
> >
> > -Eric
> >
> > -
> >
> > - Reverted the recent stickybomb damage ramp up change. We will
> continue to evaluate the use of stickybomb air detonations and potential
> changes to that mechanic.
> > - Fixed being able to taunt with enemies between spawn room doors
> > - Fixed a problem with The Senguko Scorcher's materials
> > - Updated the Towering Pillar of Summer Shades so they are marketable
> > - Updated the attribute description for the Back Scatter to better
> explain what it does
> > - Updated the localization files
> >
> >
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>>>
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Re: [hlds] Mandatory TF2 update released

2013-12-20 Thread evan otten
Hey eric on the blog the link needs to be fixed.

Currently it's
http://www.teamfortress.com/www.teamfortress.com/post.php?id=12145


On Fri, Dec 20, 2013 at 1:02 PM, evan otten  wrote:

> Headers Match. confirmed e-mail from valve
>
>
> On Fri, Dec 20, 2013 at 1:00 PM, Eric Smith wrote:
>
>> We've released a mandatory TF2 update. The notes for the update are
>> below. The new version is 2058653.
>>
>> -Eric
>>
>> --
>>
>> Happy Smissmas 2013!
>>- All Players who play TF2 during the event will receive a
>> Gift-Stuffed Stocking! Stockings contain goodies for good little
>> Mercenaries.
>>- Added community-contributed winter event items
>>- Added the Giftapult, which can be used to launch gift items to
>> randomly-chosen online players
>>- Added Naughty and Nice winter keys to the Mann Co. Store
>>- Premium Players will receive a Secret Saxton to give to another
>> player
>>- Item grants from previous events (including the Spirit of Giving and
>> the Winter Holiday noise maker) have been re-enabled for all players,
>> including those who deleted their earlier grants
>>
>> Weapons
>> - Battalion's Backup:
>>  - Added +20 max HP passive for the wearer
>> - Concheror:
>>  - Added +2 health per second passive for the wearer
>> - Crit-a-Cola:
>>  - Reduced consumption penalty from +25% extra damage to +10%
>> - Diamondback:
>>  - Now also gains a critical attack on successful backstab kills
>> - Flying Guillotine
>>  - Alt-Attack now also throws the Guillotine when active
>> - Short Circuit:
>>  - Attack sped up greatly
>>  - Ammunition cost has been lowered to 5 metal per attack
>>  - Players and Buildings are only targeted if in range and in front
>> of attacking player
>>  - Improved visual effects
>> - Soda Popper:
>>  - Hype no longer grants mini-crits
>>  - Added Hypemode which grants up to 5 extra air jumps when active
>>  - Hypemode is triggered by Alt-Attack when hype is full
>> - The Beggar's Bazooka has been updated to use the same taunt as The
>> Direct Hit
>> - Professional Killstreak Mantreads, Splendid Screen and The Chargin'
>> Targe now generate proper effects when on a killstreak. These effects do
>> not stack if another killstreak effect weapon is active.
>>
>> Cosmetics
>>- "Head" and "Misc" slots for player loadouts have been converted to
>> Cosmetic slots. All items that were previously Head- or Misc-slot-specific
>> can now be equipped in any Cosmetic slot.
>>- Unusual effect positioning can now be adjusted for all Cosmetic-slot
>> items
>>- Unusual Circling Effects have been given a new origin
>>- Unusual effects for all Cosmetic-slot items are now visible in the
>> loadout panel and character HUD
>>- Fixed the Wiki Cap clipping with the Demoman's head
>>
>> Mann vs. Machine
>>- Fixed being able to inspect Blue-team bots
>>- Fixed the mission victory screen not always showing the correct
>> information for each player
>>- Fixed some clipping issues with the stats in the scoreboard
>>
>> General
>> - Fixed an exploit where players could move around while using a taunt to
>> attack enemies
>> - Fixed an exploit related to the Rocket Jumper and the Soldier's grenade
>> taunt
>> - Fixed killstreaks attained via healing not being considered for
>> round-end win panel
>> - Fixed the killstreak hud indicator position in minmode
>> - Fixed Taunt Kills strange scores not incrementing properly for the
>> Strange Scorch Shot
>> - Fixed strange scores on cosmetic items sometimes failing to increment
>> - Fixed gift-wrapped items not showing their interior item to the
>> wrapping player in some conditions
>> - Fixed Steam Sale items granted from Snow Globe crafting not being
>> listable on the Steam Community Market
>> - Improved bot navigation in cp_gorge
>> - Improved bot navigation in pl_upward
>> - Updated several materials to fix issues caused by mat_picmip
>> - Updated the backpack to filter to automatically filter for valid items
>> when using a tool
>>
>>
>>
>>
>>
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Re: [hlds] Mandatory TF2 update released

2013-12-20 Thread evan otten
Headers Match. confirmed e-mail from valve


On Fri, Dec 20, 2013 at 1:00 PM, Eric Smith  wrote:

> We've released a mandatory TF2 update. The notes for the update are below.
> The new version is 2058653.
>
> -Eric
>
> --
>
> Happy Smissmas 2013!
>- All Players who play TF2 during the event will receive a Gift-Stuffed
> Stocking! Stockings contain goodies for good little Mercenaries.
>- Added community-contributed winter event items
>- Added the Giftapult, which can be used to launch gift items to
> randomly-chosen online players
>- Added Naughty and Nice winter keys to the Mann Co. Store
>- Premium Players will receive a Secret Saxton to give to another player
>- Item grants from previous events (including the Spirit of Giving and
> the Winter Holiday noise maker) have been re-enabled for all players,
> including those who deleted their earlier grants
>
> Weapons
> - Battalion's Backup:
>  - Added +20 max HP passive for the wearer
> - Concheror:
>  - Added +2 health per second passive for the wearer
> - Crit-a-Cola:
>  - Reduced consumption penalty from +25% extra damage to +10%
> - Diamondback:
>  - Now also gains a critical attack on successful backstab kills
> - Flying Guillotine
>  - Alt-Attack now also throws the Guillotine when active
> - Short Circuit:
>  - Attack sped up greatly
>  - Ammunition cost has been lowered to 5 metal per attack
>  - Players and Buildings are only targeted if in range and in front of
> attacking player
>  - Improved visual effects
> - Soda Popper:
>  - Hype no longer grants mini-crits
>  - Added Hypemode which grants up to 5 extra air jumps when active
>  - Hypemode is triggered by Alt-Attack when hype is full
> - The Beggar's Bazooka has been updated to use the same taunt as The
> Direct Hit
> - Professional Killstreak Mantreads, Splendid Screen and The Chargin'
> Targe now generate proper effects when on a killstreak. These effects do
> not stack if another killstreak effect weapon is active.
>
> Cosmetics
>- "Head" and "Misc" slots for player loadouts have been converted to
> Cosmetic slots. All items that were previously Head- or Misc-slot-specific
> can now be equipped in any Cosmetic slot.
>- Unusual effect positioning can now be adjusted for all Cosmetic-slot
> items
>- Unusual Circling Effects have been given a new origin
>- Unusual effects for all Cosmetic-slot items are now visible in the
> loadout panel and character HUD
>- Fixed the Wiki Cap clipping with the Demoman's head
>
> Mann vs. Machine
>- Fixed being able to inspect Blue-team bots
>- Fixed the mission victory screen not always showing the correct
> information for each player
>- Fixed some clipping issues with the stats in the scoreboard
>
> General
> - Fixed an exploit where players could move around while using a taunt to
> attack enemies
> - Fixed an exploit related to the Rocket Jumper and the Soldier's grenade
> taunt
> - Fixed killstreaks attained via healing not being considered for
> round-end win panel
> - Fixed the killstreak hud indicator position in minmode
> - Fixed Taunt Kills strange scores not incrementing properly for the
> Strange Scorch Shot
> - Fixed strange scores on cosmetic items sometimes failing to increment
> - Fixed gift-wrapped items not showing their interior item to the wrapping
> player in some conditions
> - Fixed Steam Sale items granted from Snow Globe crafting not being
> listable on the Steam Community Market
> - Improved bot navigation in cp_gorge
> - Improved bot navigation in pl_upward
> - Updated several materials to fix issues caused by mat_picmip
> - Updated the backpack to filter to automatically filter for valid items
> when using a tool
>
>
>
>
>
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Re: [hlds] [hlds_announce] Mandatory TF2 update released

2013-12-19 Thread evan otten
Fake changelog coming from emkei.cz


On Thu, Dec 19, 2013 at 11:26 PM, 1nsane <1nsane...@gmail.com> wrote:

> This does not look legit.
>
>
> On Thu, Dec 19, 2013 at 11:25 PM, Peter Jerde wrote:
>
>>
>> On Dec 19, 2013, at 22:13, Eric Smith  wrote:
>>
>> > We've released a mandatory TF2 update.
>>
>> It seems to be taking an awfully long time to actually come out...
>>
>> > Full log here.
>> > http://www.teamfortress.com/post.php?id=2262
>>
>> That URL is to a blog post from 2009.
>>
>> Color me confused. I have all my servers shut down, and players asking me
>> why.
>>
>>  - Peter
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>
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Re: [hlds] Fixing Disguise Kit

2013-11-09 Thread evan otten
For future reference, this list is for server issues
On Nov 9, 2013 1:56 PM, "gokussj6_14"  wrote:

> The Disguise Kit is filled with some bugs which weren't even fixed at all
> and it gets even more of em in each update. Here is the list:
> -Disguised weapon is INVISIBLE
> -Cannot switch your disguised weapon into a shotgun
> - While disguised as a Engineer everyone see your real weapon (Caused by
> the fake Shotgun)
> - Once ya use Dead Ringer the body will fall like a flat and slides over
> the floor
>
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Re: [hlds] Mandatory TF2 update released

2013-10-30 Thread evan otten
Tested. Skeleton bug is still there http://i.imgur.com/BbfeAPv.jpg


On Wed, Oct 30, 2013 at 9:33 PM, Eric Smith  wrote:

> We've released a mandatory TF2 update for Halloween. The notes for the
> update are below. The new version is 1979503.
>
> -Eric
>
> --
>
> - Added new main menu character images for Scream Fortress 2013
> - Fixed a server crash related to The High Five taunt
> - Fixed neutral pumpkin bombs exploding with blue particles
> - Fixed health on hit particle effect precache error
> - Fixed client nTextureFrame < 0 warning spew in dev console
> - Updated the round restart event to remove spells after playing in hell
> - Updated plr_hightower_event to improve server stability
> - Updated The Chicken Kiev so it can't be equipped with the Cold War
> Luchador or the Large Luchador
> - Re-enabled the crafting recipes for zombie costumes
>
> Notes missed from Monday's update:
> - Updated the Vaccinator to use the reload key to cycle through resist
> types
>
>
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Re: [hlds] high five taunt crashes server

2013-10-29 Thread evan otten
Also random crashes on the client


On Tue, Oct 29, 2013 at 10:16 PM, Eric Smith wrote:

>  We're investigating.  Thanks for the report.
>
>  -Eric
>
>
> On Oct 29, 2013, at 6:49 PM, "big john"  wrote:
>
>   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] Mandatory TF2 update released

2013-10-29 Thread evan otten
Lots of crashes on the client and the new high five taunt can cause servers
to crash
On Oct 29, 2013 7:33 PM, "Eric Smith"  wrote:

> We've released a mandatory TF2 update for Halloween. The notes for the
> update are below. The new version is 1976421.
>
> -Eric
>
> --
>
> Scream Fortress 2013 has arrived
> - Help settle the score in one of the longest running feuds in Mann history
> - Comic and additional information available on the website (
> http://www.teamfortress.com/bazbobarrabus)
> - Scream Fortress 2013 runs until Nov 11, 2013
>
> - Added New Halloween Map Helltower
> -- Equip a spell book and cast spells against your enemies
> -- Spells can be found by pushing the cart, killing
> enemies and during the Witching hour
> -- The Clocktower contains powerful magic during the
> Witching hour
> -- Win the race to start mega healed in the final battle
> for your prize
>
> - Granting Spellbook Magazine to all players who launch TF2 during Scream
> Fortress
>
> - Added over 100 Halloween tagged items from the TF2 Steam workshop
> - Added Spooky Crate and Spooky Key to drop list and Mann co Store
> respectively
> - Added class Transmogrifier's to covert Scream Fortress 2013 items of one
> type to another
> - Added item Enchantment: Eternaween
>
> - Enabled Halloween event maps in quick play
> - Enabled Halloween gifts on Halloween event maps
> - Enabled Halloween Spell Potions
> - Enabled Mann Vs Machine event map Wave 666 in bootcamp
> - Enabled Halloween themed Unusual Effects to be found from Mann Co Supply
> Crates
> - Haunted Quality Items can now be listed on the Steam Market place
>
> Map : Ghost Fort
> - Lowered Merasmus's base health
>
> Weapon Changes
> - Medic's Crusader Crossbow now silently reloads when unholstered, similar
> to Pyro flaregun
> - Fixed the charge rate for the Bazaar Bargain when the player has 0 heads
> - In PvP Medics can now see the clip status of a patient's active weapon
>
> Item Fixes
> - Updated The Air Raider so it can be painted correctly
> - Updated The Bone Dome so it doesn't hide Pyro backpack
> - Strange Part: Kills While Ubercharged  can no longer be applied to
> Strange Equalizers and Escape Plans
> - Fixed the backpack panel using the wrong "drop_sound" when items are
> moved around
>
> Virtual Reality changes
> - Improved readability of the UI in VR
> - Removed the IPD calibration tool. TF2 will now obey the Oculus
> configuration file. Use the Oculus calibration tool in your SDK or install
> and run "OpenVR" under Tools in Steam to calibrate your IPD.
> - Added dropdown to enable VR mode in the Video options. Removed the -vr
> command line option
> - Added the ability to switch in and out of VR mode without quitting the
> game
> - By default VR mode will run full screen. To switch back to a borderless
> window set the vr_force_windowed convar.
> - Added support for VR mode on Linux
>
> Misc Bug Fixes
> - Fixed an exploit that allowed unlimited uses of noisemaker items
> - Fixed not being able to earn the Brotherhood of Steel achievement in MvM
> (play with 5 friends)
> - Fixed the camera target not always being visible when using the replay
> editor
> - Removed some servers that forged player counts from quickplay and the
> server browser
>
>
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Re: [hlds] Can We Get a Status of TF2 Steampipe Release Today (steamping threadjacking)

2013-04-30 Thread evan otten
Okay? This list isn't for things like steamping to be discussed here.
Please report this to them, not us.


On Tue, Apr 30, 2013 at 5:19 PM, Jesse Molina  wrote:

>
> A note about SteamPing...
>
> I signed up for their service to get email notifications a month or two
> back, just to check it out.
>
> I never got any notifications, so I forgot about it for a few weeks.
> Later, I noticed that all of their messages had been isolated in my spam
> folder.
>
> It seems they have no understanding for how email servers should be set
> up.  No rDNS PTR, and the formatting is so bad that SpamAssassin probably
> won't let it through without a domain whitelist.
>
> Here is a SpamAssassin analysis from one of their notifications:
>
>
> Content analysis details:   (5.7 points, 4.8 required)
>
>  pts rule name  description
>  -- --**
> 
>  2.0 BAYES_80   BODY: Bayes spam probability is 80 to 95%
> [score: 0.9481]
>  0.0 HTML_MESSAGE   BODY: HTML included in message
>  0.7 MIME_HTML_ONLY BODY: Message only has text/html MIME parts
>  0.4 HTML_MIME_NO_HTML_TAG  HTML-only message, but there is no HTML tag
>  1.2 RDNS_NONE  Delivered to internal network by a host with
> no rDNS
>  0.7 MIME_HEADER_CTYPE_ONLY 'Content-Type' found without required MIME
> headers
>  0.0 TO_NO_BRKTS_NORDNS_HTML To: misformatted and no rDNS and HTML only
>  1.0 TO_NO_BRKTS_NORDNS To: misformatted and no rDNS
>
>
>
>
>
> Seyhan AKDENIZ wrote:
>
>> You can track instantly Source games updates including Team Fortress 2
>>   via Steamping. For more info visit http://www.steamping.com or follow
>> Steamping on Twitter 
>> http://www.twitter.com/**steamping
>>
>>  > From: peter-h...@jerde.net
>>  > Date: Tue, 30 Apr 2013 14:07:31 -0500
>>  > To: hlds@list.valvesoftware.com
>>  > Subject: Re: [hlds] Can We Get a Status of TF2 Steampipe Release Today?
>>  >
>>  > It was was small, and did not change the version number.
>>  >
>>  > My client now reads:
>>  >
>>  > > ] version
>>  > > Protocol version 24
>>  > > Exe version 1734532 (tf)
>>  > > Exe build: 15:20:28 Apr 29 2013 (5287) (440)
>>  > >
>>  >
>>  > And the steampipe server I just updated now reads:
>>  >
>>  > > 13:56:19 Protocol version 24
>>  > > Exe version 1734532 (tf)
>>  > > Exe build: 15:22:29 Apr 29 2013 (5287) (440)
>>  > >
>>  >
>>  > Good old HldsUpdateTool just downloaded one file for my non-steampipe
>> servers:
>>  >
>>  > > 0:26 100.00% downloading /orangebox\bin\engine.dll
>>  >
>>  > (Man, I am going to miss seeing which files changed in updates.)
>>  >
>>  > But the srcds.exe didn't change, and those servers still report:
>>  >
>>  > > 14:05:43 Protocol version 24
>>  > > Exe version 1734532 (tf)
>>  > > Exe build: 17:30:19 Apr 22 2013 (5280) (440)
>>  > >
>>  >
>>  >
>>  >
>>  > So... a tiny change got pushed out. Very stealthy.
>>  >
>>  > - Peter
>>  > __**_
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>> archives, please visit:
>>  > 
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>>
> --
> # Jesse Molina
> # Mail = je...@opendreams.net
> # Cell = 1-602-323-7608
>
>
>
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Re: [hlds] Premium only servers

2013-03-15 Thread evan otten
This list isn't the place for this. But I will say F2P is keeping this game
alive.


On Fri, Mar 15, 2013 at 8:51 AM, cls  wrote:

> I cannot find any Premium only servers in TF2 that are not trade servers.
> Can't live without F2P?
>
>
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Re: [hlds] Pinion Pot of Gold blacklist?

2013-02-18 Thread evan otten
Todd I agreed with you somewhat until you turned into a asshole.


STOP SPAMMING MY E-MAIL WITH YOUR BULLSHIT



On Mon, Feb 18, 2013 at 9:40 PM, Todd Pettit  wrote:

> Please, if you have any suggestions for things I can put in my butt, do
> not hesitate to message me personally or via this list.
>
>
>
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Re: [hlds] Gotcha

2013-01-27 Thread evan otten
Pizza, this one is for you http://www.youtube.com/watch?v=toxIiMWQgKA

Now stop spamming my e-mail with your bullshit, and stop posting people's
IP's.


On Sun, Jan 27, 2013 at 4:49 PM, Pizza  wrote:

> ** ** ** ** ** **
>
> True story bro
>
> ** **
>  --
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Calvin Judy
> *Sent:* Sunday, January 27, 2013 4:42 PM
>
> *To:* **Half-Life dedicated Win32 server mailing list**
> *Subject:* Re: [hlds] Gotcha
>
>  ** **
>
> You guys can easily stop this by not replying to this person, it's
> obviously what he's looking for, and then you try to act like the bigger
> person for calling him out yet still giving him an emotional response. Why
> not be the mature one and just walk away, delete the email and move on? **
> **
>
>  
>
> Stop publicizing that you're the mature one and just ignore the email,
> you're just as much at fault for this list going downhill as the trolls. *
> ***
>
>  - Original Message - 
>
> *From:* Charlie Skog  
>
> *To:* Half-Life dedicated Win32 server mailing 
> list
> 
>
> *Sent:* Sunday, January 27, 2013 4:35 PM
>
> *Subject:* Re: [hlds] Gotcha
>
> ** **
>
> You should make the pizza in your logo a little more detailled, just
> saying.
>
> ** **
>
> On Sun, Jan 27, 2013 at 10:26 PM, Kush Mahajani 
> wrote:
>
> There needs to be some way to ban morons like you from the mailing list.
> 
>
>
>
> On Jan 27, 2013, at 14:24, Pizza  wrote:
>
>  Gotcha dumbass à 87.212.16.222
>
>  ___
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>
>
> 
>
> ** **
>
> --
> MvH Charlie Skog
>
> Taxi Kurir i **Stockholm** **AB**
> Postadress: Box** 42201**, 126 17 Stockholm
> Telephone: +4687449409
> Cellphone: +46708312558
> Company E-mail:  charlie.s...@sto.taxikurir.se
> Personal E-mail: charlie.s...@gmail.com 
>  --
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Re: [hlds] TF2: mp_forceautoteam no longer working

2013-01-05 Thread evan otten
I have tf_arena_use_queue set to 1


On Sat, Jan 5, 2013 at 3:32 PM, Ross Bemrose  wrote:

>  Sorry, I meant as soon as I changed it to 1, not 0.
>
>
> On 1/5/2013 3:15 PM, evan otten wrote:
>
> Just checked on Linux and it's working fine for the servers my company
> hosts
>
>
> On Sat, Jan 5, 2013 at 11:30 AM, Ross Bemrose  wrote:
>
>> I originally thought one of the other admins on RUGC Midwest disabled
>> mp_forceautoteam.  It turns out that our Windows TF2 server is ignoring
>> this cvar now since the Christmas update and presenting users with the team
>> selection screen.
>>
>> My Linux TF2 plugin test server / event server is seeing this same
>> behavior.
>>
>> This is what my server console says on both servers:
>>
>> "mp_forceautoteam" = "1" ( def. "0" )
>> game notify replicated
>> - Automatically assign players to teams when joining.
>>
>>
>> ___
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>> please visit:
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>
>
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Re: [hlds] TF2: mp_forceautoteam no longer working

2013-01-05 Thread evan otten
Just checked on Linux and it's working fine for the servers my company hosts


On Sat, Jan 5, 2013 at 11:30 AM, Ross Bemrose  wrote:

> I originally thought one of the other admins on RUGC Midwest disabled
> mp_forceautoteam.  It turns out that our Windows TF2 server is ignoring
> this cvar now since the Christmas update and presenting users with the team
> selection screen.
>
> My Linux TF2 plugin test server / event server is seeing this same
> behavior.
>
> This is what my server console says on both servers:
>
> "mp_forceautoteam" = "1" ( def. "0" )
> game notify replicated
> - Automatically assign players to teams when joining.
>
>
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Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates coming

2012-12-20 Thread evan otten
Thanks for the quick fix on this.

Merry Christmas to the TF2 team there. I hope it goes well for the team and
there familys

On Thu, Dec 20, 2012 at 5:36 PM, Eric Smith  wrote:

>  Yes, there is a fix for the uber exploit in the update.
>
> ** **
>
> -Eric
>
> ** **
>
> ** **
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *evan otten
> *Sent:* Thursday, December 20, 2012 2:30 PM
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates coming
>
> ** **
>
> Eric, any news on fixing the uber exploit? I sent Mike details on it 
>
> On Thu, Dec 20, 2012 at 5:27 PM, Eric Smith 
> wrote:
>
> 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] Mandatory TF2, DoD:S, and HL2:DM updates coming

2012-12-20 Thread evan otten
Eric, any news on fixing the uber exploit? I sent Mike details on it

On Thu, Dec 20, 2012 at 5:27 PM, Eric Smith  wrote:

> 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] TF2 MOTD Browser

2012-12-19 Thread evan otten
YES Please stop spamming my e-mail with this stuff.

On Thu, Dec 20, 2012 at 2:24 AM, Sachin Sud  wrote:

> Guys,
>
> This is not a place where you discuss all this stuff..Go to forums and do
> it.
> FULL STOP
>
> Its a place for techies and server providers to interact with developers
> to make things better.
>
> On Thu, Dec 20, 2012 at 12:51 PM, scott biszmaier  wrote:
>
>> im just curious to know, what other options are available to the average
>> server operator for us to
>> make a little extra cash every month as far as advertising goes? im aware
>> of pinion and google
>> adsense, anything else worth using or taking a look at?
>>
>> thanks for your response and time,
>> gooday!
>>
>>  --
>> scott biszmaier
>>
>>
>>  -Original Message-
>> From: Doctor McKay 
>> To: Half-Life dedicated Win32 server mailing list <
>> hlds@list.valvesoftware.com>
>> Sent: Wed, Dec 19, 2012 6:01 pm
>> Subject: Re: [hlds] TF2 MOTD Browser
>>
>>   I’m trying out http://adf.ly via a custom-built system. Players click
>> the Skip Ad button after the 5-second timer expires and it closes the MOTD
>> window that way. It appears fine for most people most of the time, but not
>> for others.
>>
>> Kinda annoying though, as closing the window relies on the page actually
>> *displaying*. I had to build a 15-second failsafe timer into it to
>> automatically close it.
>>
>>
>> Dr. McKay
>> http://www.doctormckay.com
>>
>>
>>  *From:* David Unreal 
>> *Sent:* Wednesday, December 19, 2012 5:04 PM
>> *To:* Half-Life dedicated Win32 server mailing 
>> list
>> *Subject:* Re: [hlds] TF2 MOTD Browser
>>
>>  Yeah I noticed that sometime it just takes a few sec to load. However,
>> in terms of pinion ads, there will be a new system for them enforced that
>> may cause server owners to force you to want the whole ad. The idea is that
>> they will only pay for ads that have been completely watched. Anyways, what
>> is the URL you are trying to McKay? Maybe its an error with the page?
>> On Dec 19, 2012 4:59 PM, "byteframe"  wrote:
>>
>>> I might add that sometimes if you wait (several) seconds, it _might_
>>> appear. I tend to click as fast as I can so as not to see the pinion ads.
>>> Client side issue for sure, though.
>>>
>>> On Wed, Dec 19, 2012 at 7:16 AM, Essay Tew Phaun wrote:
>>>
 Incredibly annoying. I get the same issue, please fix.

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>>>
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>>>   --
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Re: [hlds] Serious new(?) TF2 bug involving infinite ubercharges of any type

2012-12-17 Thread evan otten
Morning gents. Just wanted to share these videos of the glitch that I
captured last night.

http://www.youtube.com/watch?v=zqSbsmtRttg
http://www.youtube.com/watch?v=OHyVWWD97og

As you can see, it could be serious.
Currently, server owners if you have a afk manager and have it set strictly
it will kick the medic doing the uber.
Another way is if another medic starts healing the ubererd player it will
drop the uber.

On Mon, Dec 17, 2012 at 10:58 AM, Aedan Shea  wrote:

> Hopefully Valve decides to release the smissmas update with this patch--
> they told item creators that they needed to have their cosmetics/weapons
>  updated and patched to the best of their ability by this sunday
> (yesterday), which could hint at the update coming sometime this week,
> possibly even today. The Winter Crates also expire on Jan 3rd, meaning that
> the update events will end then too-- if the update is to be two weeks long
> (14 days) like the halloween update, it has to be today-- january third is
> exactly 14 days away.
>
> On Mon, Dec 17, 2012 at 1:28 AM, ics  wrote:
>
>> There was an exploit like this back in August this year. It worked the
>> same way, medic was able to give out infinite ubercharge to players. He
>> taunted at the end of the uber, thus somehow triggered it. I'm not sure if
>> taunt was related but it happened every single time he did it. I contacted
>> Valve back then about it and it was fixed with the TF2 update at 11th of
>> August. Perhaps this has resurfaced or someone has found a way past the fix.
>>
>> -ics
>>
>> 17.12.2012 7:33, Adam Nowacki kirjoitti:
>>
>>  Then the way you have explained it doesn't make sense. The way I see it
>>> is the server uses client time for when to end the ubercharge. Client time
>>> can be stopped by client stopping sending commands to the server. But the
>>> server should have never trusted the client with this. There should be a
>>> server timer counting the ubercharge length - in case the client cheats or
>>> crashes or simply loses internet connection to the server.
>>>
>>> On 12/17/2012 6:04 AM, evan otten wrote:
>>>
>>>> It's client side.
>>>>
>>>> On Sun, Dec 16, 2012 at 11:55 PM, Adam Nowacki
>>>> >>> <mailto:nowakpl@platinum.**linux.pl>>
>>>> wrote:
>>>>
>>>>  From the description it looks like this bug is purely server side
>>>> and could for example happen if client lost internet connection
>>>> during ubercharge - introducing VAC here is only going to hinder
>>>> finding and fixing server bugs and possibly ban innocent users.
>>>>
>>>>
>>>> On 12/17/2012 5:48 AM, Alexander Z wrote:
>>>>
>>>> The way I see it, it's as much of a bug as wallhacking is.
>>>> Things like these are why we need a new, revised VAC, which
>>>> actually
>>>> poses a threat to cheaters now that TF2 is F2P.
>>>>
>>>> On 17 December 2012 05:27, wickedplayer494 .
>>>> >>> <mailto:wickedplayer494@gmail.**com
>>>> >
>>>> <mailto:wickedplayer494@gmail.**__com
>>>> <mailto:wickedplayer494@gmail.**com >>>
>>>> wrote:
>>>>
>>>>  BTW, Evan added me on Steam to discuss this. Not going to
>>>> reveal too
>>>>  much to avoid someone using the exploit with bad
>>>> intentions.
>>>>
>>>>  He said that yes, the not sending usercmds part was right.
>>>> But, as
>>>>  some of you would remember, Valve fixed a bug where Medics
>>>> could
>>>>  infinitely uber themselves, but infinitely ubering someone
>>>> else wasn't
>>>>  fixed. Currently, the client handles the timing of
>>>> ubercharges. They
>>>>  end when powerplaytime < clientticktime. clientticktime is
>>>> only
>>>>  updated when the client sends a usercmd. No usercmds being
>>>> sent means
>>>>  infinite ubercharges.
>>>>
>>>>  Packet manipulation could be used, among other methods
>>>> which I won't
>>>>  reveal.
>>>>
>>>>  On Sun, Dec 16, 2012 at 8:14 PM, wickedplayer494 .
>>>>  >>> &

Re: [hlds] Serious new(?) TF2 bug involving infinite ubercharges of any type

2012-12-16 Thread evan otten
It's client side.

On Sun, Dec 16, 2012 at 11:55 PM, Adam Nowacki wrote:

> From the description it looks like this bug is purely server side and
> could for example happen if client lost internet connection during
> ubercharge - introducing VAC here is only going to hinder finding and
> fixing server bugs and possibly ban innocent users.
>
>
> On 12/17/2012 5:48 AM, Alexander Z wrote:
>
>> The way I see it, it's as much of a bug as wallhacking is.
>> Things like these are why we need a new, revised VAC, which actually
>> poses a threat to cheaters now that TF2 is F2P.
>>
>> On 17 December 2012 05:27, wickedplayer494 . > > wrote:
>>
>> BTW, Evan added me on Steam to discuss this. Not going to reveal too
>> much to avoid someone using the exploit with bad intentions.
>>
>> He said that yes, the not sending usercmds part was right. But, as
>> some of you would remember, Valve fixed a bug where Medics could
>> infinitely uber themselves, but infinitely ubering someone else wasn't
>> fixed. Currently, the client handles the timing of ubercharges. They
>> end when powerplaytime < clientticktime. clientticktime is only
>> updated when the client sends a usercmd. No usercmds being sent means
>> infinite ubercharges.
>>
>> Packet manipulation could be used, among other methods which I won't
>> reveal.
>>
>> On Sun, Dec 16, 2012 at 8:14 PM, wickedplayer494 .
>> > >
>> wrote:
>>  > I was browsing /r/tf2 when I came across this video demonstrating
>>  > infinite ubercharges of any type:
>>  >
>>  > 
>> http://www.youtube.com/watch?**v=iHUliYFjeQQ
>>  >
>>  > The video's a bit long, so for those that don't have the time or
>> CBA
>>  > to watch the whole thing, here's what I got from the video:
>>  >
>>  > The Medic that's deploying the charge stops sending user commands
>>  > after the charge is deployed. The Medic can still use chat of both
>>  > kinds (voice and text), taunt, and use the voice command menu. An
>>  > external program can be used or packet flow to the server can be
>>  > interrupted.
>>  >
>>  > All classes (but other Medics due to their passive health regen
>>  > ability) can become infinitely charged, but some items will break
>> the
>>  > charge (such as the Equalizer/Escape Plan when used). Another Medic
>>  > can break the charge just by healing you. Friendly payload carts
>> and
>>  > dispensers will also break the charge as well.
>>  >
>>  > There are two other scenarios in which the charge will break, but
>> by
>>  > now, you should get the picture.
>>  >
>>  > Just a head's up for server admins in case anyone figures out on
>> their
>>  > own how to do it exactly and a step-by-step guide is irresponsibly
>>  > disclosed.
>>
>> __**_
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>> 
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>>
>>
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Re: [hlds] Serious new(?) TF2 bug involving infinite ubercharges of any type

2012-12-16 Thread evan otten
So, I'm not going to go into details on how this works. Me and a friend
were the ones who found this exploit and yes it needs to be patched. It's
hard to do. so currently I don't think anyone else can do it.


But here's a another video.
http://www.youtube.com/watch?v=GxSWXxe80DY

On Sun, Dec 16, 2012 at 9:14 PM, wickedplayer494 . <
wickedplayer...@gmail.com> wrote:

> I was browsing /r/tf2 when I came across this video demonstrating
> infinite ubercharges of any type:
>
> http://www.youtube.com/watch?v=iHUliYFjeQQ
>
> The video's a bit long, so for those that don't have the time or CBA
> to watch the whole thing, here's what I got from the video:
>
> The Medic that's deploying the charge stops sending user commands
> after the charge is deployed. The Medic can still use chat of both
> kinds (voice and text), taunt, and use the voice command menu. An
> external program can be used or packet flow to the server can be
> interrupted.
>
> All classes (but other Medics due to their passive health regen
> ability) can become infinitely charged, but some items will break the
> charge (such as the Equalizer/Escape Plan when used). Another Medic
> can break the charge just by healing you. Friendly payload carts and
> dispensers will also break the charge as well.
>
> There are two other scenarios in which the charge will break, but by
> now, you should get the picture.
>
> Just a head's up for server admins in case anyone figures out on their
> own how to do it exactly and a step-by-step guide is irresponsibly
> disclosed.
>
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Re: [hlds] Quickplay problem (I think)

2012-10-30 Thread evan otten
The beta quickplay is enabled, I'm getting traffic from it on my servers,
and fletcher himself quoted that you need to set  tf_mm_servermode to 1 if
you want to recieve traffic


On Tue, Oct 30, 2012 at 4:34 PM, 1nsane <1nsane...@gmail.com> wrote:

> That's for the new matchmaking. Which I don't believe is even enabled at
> the moment.
>
> Plus I'm getting traffic on my servers without it. The correct tag is
> whats required.
>
>
> On Tue, Oct 30, 2012 at 2:21 PM, evan otten  wrote:
>
>> You need to add tf_mm_servermode 1 in your server.cfg then restart it
>> On Tue, Oct 30, 2012 at 3:29 PM, James Katarzynski <
>> charmedquark...@gmail.com> wrote:
>>
>>> The tag is event247 not event_247. If that makes a difference.
>>> On Oct 31, 2012 7:27 AM, "Steve Kovack Sr." 
>>> wrote:
>>>
>>>>  I run a small (8 player) server with bots.  When I start the server I
>>>> get this message before connecting to Steam servers (which is completed
>>>> successfully).
>>>>
>>>> Sending CMsgGameServerMatchmakingStatus
>>>> (state=ServerMatchmakingState_NOT_PARTICIPATING)
>>>>
>>>> The server never seems to get any Quickplay traffic.  Is there some
>>>> cvar I'm missing in my config?  Here are my server config and start up
>>>> batch file:
>>>> (server config)
>>>> // server name
>>>> hostname "Bananaland TF2"
>>>>
>>>> // registered server identity
>>>> tf_server_identity_account_id 29327
>>>> tf_server_identity_token "ti:5tdV6a(eP+dU"
>>>>
>>>> // rcon passsword
>>>> rcon_password "xx"
>>>>
>>>> // Server password
>>>> //sv_password "xx"
>>>>
>>>> // 30 minute timelimit
>>>> mp_timelimit 60
>>>>
>>>> // Maximum number of rounds to play before server changes maps
>>>> //mp_maxrounds 100
>>>>
>>>> sv_pure 0
>>>>
>>>> // Server tags
>>>> sv_tags event_247,alltalk
>>>> // Communications //
>>>>
>>>> // enable voice communications
>>>> sv_voiceenable 1
>>>>
>>>> // Players can hear all other players, no team restrictions 0=off 1=on
>>>> sv_alltalk 1
>>>>
>>>> // amount of time players can chat after the game is over
>>>> mp_chattime 10
>>>>
>>>>
>>>> //Idle Kicking
>>>> mp_idledealmethod 1
>>>>
>>>> mp_autoteambalance 0
>>>> // 0 is off and 1 is on. if 1 then should be used in conjunction with
>>>> the following 3 commands
>>>> mp_autoteambalance_delay 30
>>>> // Time (in seconds) after the teams become unbalanced to attempt to
>>>> switch players
>>>> mp_autoteambalance_warning_delay 15
>>>> // Time (in seconds) after the teams become unbalanced to print a
>>>> balance warning
>>>> mp_teams_unbalance_limit 1
>>>> // Teams are unbalanced when one team has this many more players than
>>>> the other (0 disables)
>>>> mp_scrambleteams_auto 0
>>>> // Teams autoscramble if criteria met (0 disables)
>>>> // end cvars for balancing un-even teams
>>>>
>>>> // start cvars for round and game times
>>>>
>>>> // bandwidth rates/settings
>>>> sv_minrate 0
>>>> sv_maxrate 3
>>>> decalfrequency 10
>>>> sv_maxupdaterate 100
>>>> sv_minupdaterate 30
>>>>
>>>> //bots
>>>> tf_bot_join_after_player 0
>>>> tf_bot_add red 1 medic
>>>> tf_bot_add blue 1 pyro
>>>> tf_bot_add blue 1 engineer
>>>>
>>>> // operation
>>>> sv_lan 0
>>>> sv_region 255
>>>> // Contact email for server sysop
>>>> sv_contact ofcba...@hotmail.com
>>>>
>>>>
>>>> // execute ban files
>>>> exec banned_user.cfg
>>>> exec banned_ip.cfg
>>>>
>>>>
>>>> (start up batch file)
>>>> @echo off
>>>> cls
>>>> echo Protecting srcds from crashes...
>>>> echo If you want to close srcds and this script, close the srcds window
>>>> and type Y depending on your language followed by Enter.
>>>> title srcds.com Watchdog
>>>> :srcds
>>>> echo (%time%) srcds started.
>>>> start /high /wait c:\TF2SERV\orangebox\srcds.exe -console -game tf
>>>> -port 27016 +maxplayers 8 +map koth_lakeside_event"
>>>> echo (%time%) WARNING: srcds closed or crashed, restarting.
>>>> goto srcds
>>>>
>>>>
>>>>
>>>>
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>>>> please visit:
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Re: [hlds] Quickplay problem (I think)

2012-10-30 Thread evan otten
You need to add tf_mm_servermode 1 in your server.cfg then restart it
On Tue, Oct 30, 2012 at 3:29 PM, James Katarzynski <
charmedquark...@gmail.com> wrote:

> The tag is event247 not event_247. If that makes a difference.
> On Oct 31, 2012 7:27 AM, "Steve Kovack Sr."  wrote:
>
>>  I run a small (8 player) server with bots.  When I start the server I
>> get this message before connecting to Steam servers (which is completed
>> successfully).
>>
>> Sending CMsgGameServerMatchmakingStatus
>> (state=ServerMatchmakingState_NOT_PARTICIPATING)
>>
>> The server never seems to get any Quickplay traffic.  Is there some cvar
>> I'm missing in my config?  Here are my server config and start up batch
>> file:
>> (server config)
>> // server name
>> hostname "Bananaland TF2"
>>
>> // registered server identity
>> tf_server_identity_account_id 29327
>> tf_server_identity_token "ti:5tdV6a(eP+dU"
>>
>> // rcon passsword
>> rcon_password "xx"
>>
>> // Server password
>> //sv_password "xx"
>>
>> // 30 minute timelimit
>> mp_timelimit 60
>>
>> // Maximum number of rounds to play before server changes maps
>> //mp_maxrounds 100
>>
>> sv_pure 0
>>
>> // Server tags
>> sv_tags event_247,alltalk
>> // Communications //
>>
>> // enable voice communications
>> sv_voiceenable 1
>>
>> // Players can hear all other players, no team restrictions 0=off 1=on
>> sv_alltalk 1
>>
>> // amount of time players can chat after the game is over
>> mp_chattime 10
>>
>>
>> //Idle Kicking
>> mp_idledealmethod 1
>>
>> mp_autoteambalance 0
>> // 0 is off and 1 is on. if 1 then should be used in conjunction with the
>> following 3 commands
>> mp_autoteambalance_delay 30
>> // Time (in seconds) after the teams become unbalanced to attempt to
>> switch players
>> mp_autoteambalance_warning_delay 15
>> // Time (in seconds) after the teams become unbalanced to print a balance
>> warning
>> mp_teams_unbalance_limit 1
>> // Teams are unbalanced when one team has this many more players than the
>> other (0 disables)
>> mp_scrambleteams_auto 0
>> // Teams autoscramble if criteria met (0 disables)
>> // end cvars for balancing un-even teams
>>
>> // start cvars for round and game times
>>
>> // bandwidth rates/settings
>> sv_minrate 0
>> sv_maxrate 3
>> decalfrequency 10
>> sv_maxupdaterate 100
>> sv_minupdaterate 30
>>
>> //bots
>> tf_bot_join_after_player 0
>> tf_bot_add red 1 medic
>> tf_bot_add blue 1 pyro
>> tf_bot_add blue 1 engineer
>>
>> // operation
>> sv_lan 0
>> sv_region 255
>> // Contact email for server sysop
>> sv_contact ofcba...@hotmail.com
>>
>>
>> // execute ban files
>> exec banned_user.cfg
>> exec banned_ip.cfg
>>
>>
>> (start up batch file)
>> @echo off
>> cls
>> echo Protecting srcds from crashes...
>> echo If you want to close srcds and this script, close the srcds window
>> and type Y depending on your language followed by Enter.
>> title srcds.com Watchdog
>> :srcds
>> echo (%time%) srcds started.
>> start /high /wait c:\TF2SERV\orangebox\srcds.exe -console -game tf -port
>> 27016 +maxplayers 8 +map koth_lakeside_event"
>> echo (%time%) WARNING: srcds closed or crashed, restarting.
>> goto srcds
>>
>>
>>
>>
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>> please visit:
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Re: [hlds] Mandatory TF2 update released

2012-09-04 Thread evan otten
Why is a ubered robot allowed to drop the bomb in MvM?

On Tue, Sep 4, 2012 at 5:38 PM, Eric Smith  wrote:

> We've released a mandatory update to TF2. The notes for the update are
> below.
>
> -Eric
>
> --
>
> Team Fortress 2
> - Added new promo items
> - Added replay_name ConVar to set the name of the replay bot
> - Added a notification to Steam Trading when a user's backpack is full
> - Fixed tv_name ConVar not working
> - Fixed non-robot Snipers playing some of the robot Sniper lines
> - Fixed the looping tank sound not playing if it was spawned far from the
> player
> - Fixed Monoculus health bar not showing when Monoculus spawns
> - Fixed tank destruction effects playing at the map origin
> - Fixed bots not displaying in the server browser properly
> - Updated the localization files
> - Updated Koth_King
>- Added some geometry to hide floating staircases outside of playspace
>- Performance improvements from prop reduction, additional surfaces
> tagged as nodraw, and reduced overlay counts
>- Fixed some building faces where extra faces were being generated
> behind windows/etc due to spaces in geometry
> - Updated Mvm_Decoy
> - Updated Mvm_Coaltown
>- Blocked bots from being blasted into the tank tunnel
>- Blocked giants from getting stuck under the stairs in the final pit
> - Updated Mvm_Mannworks
>- Blocked bots from being blasted into the tank tunnel
>- Added nobuild to stairs on center building where Engineers could
> build out of reach of Sentry Busters
> - MvM changes
>- Fixed a client money display issue when purchasing or selling bottle
> charges after changing classes
>- Fixed an issue in the Server Browser where replay bots would add to
> the player count
>- Fixed a bug that would sometimes cause the bomb to get positioned
> incorrectly when dropped
>- Added safeguards to prevent bots from getting stuck in certain cases
>- Fixed sniper rifle reload upgrade not reducing the time delay from
> hip shot to scoping
>- Fixed Steel Gauntlet robots failing to destroy minisentries on slopes
>- Fixed the party leader's mission completions showing in the game
> lobby instead of your own
> - Community-submitted schema changes:
>- Backpack sounds updated for Rogue's Col Roule, Cozy Camper, Scrap
> Pack, Professor's Pineapple, Scottish Handshake, Monoculus!, Manniversary
> Paper Hat, Party Hat, Googly Gazer, Liquor Locker, and Something Special
> For Someone Special
>- Weapon sound changes:
>   - The Pain Train now uses Equalizer sounds
>   - The Conscientious Objector now uses Kurkri sounds
>   - The Amputator now uses Bonesaw sounds
>   - The Solemn Vow now sounds like a wrench
>   - The Market Gardener now uses Shovel sounds
>   - The Horseless Headless Horsemann's Headtaker now uses the
> Horsemann's Horseless Headless Horsemann's Headtaker sounds
>- Weapon crafting changes:
>   - The Teufort Tooth Kickers and Professor's Peculiarity are now
> craftable
>   - The Cozy Camper, Sun-on-a-Stick, and Sharpened Volcano Fragment
> are now craftable with tokens
>- Weapon cosmetic changes:
>   - Added new styles to the Big Country, Professor's Peculiarity, and
> Copper's Hard Top
>   - The Third Degree now vaporizes enemies on kill like the
> Phlogistinator and the Manmelter
>   - Loosened equip region restrictions for the Whiskered Gentleman,
> Sight For Sore Eyes, Googly Gazer, and Nine-Pipe Problem
>   - The Birdcage, HOUWAR, and Scrap Pack can now get kill assists in
> Pyroland
>   - Updated attribute text to be more clear on the Loch-N-Load,
> Force-A-Nature, Soda Popper, and Family Business
>  - Weapon functionality is unchanged
>
>
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