Re: [hlds] Policy of Truth Still in effect? Fast Respawn without tags OK?

2012-07-31 Thread msleeper
Okay let me get this straight.

It's "okay" to use fake clients as long as you aren't using them as
hard as the other guy.

It's "okay" to not use proper tags on your server as long as you
aren't lying too much.

It's "okay" to bend the rules just because, like, Valve isn't fair and
they should make it easier to run your crappy server and they
shouldn't make players not direct there and it's their fault I'm
cheating the system! Blame them not me! They're the problem! It's *my*
server I should be allowed to do *WHATEVER I WANT* with it!

What's next, allowing VACed players to play on VAC secure plugins? Oh
wait that's already a thing.

What a dark time to be running a srcds server. I was reading an
interview with Gabe where he said, when someone at Valve complains
about something not working right, they get told to fix the problem.

“Okay, fix it.” You just say, “I don’t know what you expect to happen
now, but you’ve just given yourself a job.”
Fries: Does that train them to complain less or to fix things more?
Newell: If you hired the right person, it trains them to fix stuff.

So, no wonder these problems never get resolved. No wonder Source
never gets patched. Nobody wants to get stuck with fixing the problem
so nobody brings it up. I kind of can't blame them for wanting to fix
anything though. When the game is making you a shitzillion dollars
annually, why tip the balance?

Also, "irregardless"? Wow.

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Re: [hlds] Let's be honest

2011-12-08 Thread msleeper
I can't fathom why people who are happy and willing to so obviously
abuse the system should be given any sort of accommodation.

On Thu, Dec 8, 2011 at 5:28 PM, Chad Hedstrom  wrote:
> Heck, go one step further to the obvious solution
>
>>include check box/settings in the quickplay interface that allowed a player 
>>to set what kind of servers they would be willing to be placed in, For 
>>example:
>
> [X] Stock and Modified
> [  ] Stock Only
> [  ] Modified Only
> [X] Obviously False and Misleading server population, mostly full of bots
>
> You might think I'm joking but TF2 is the epitome of modify, observe,
> fix, repeat. If you're going to classify the servers and send the
> operators threatening letters, you might as well make them an opt-in
> (as opposed to opt-out!) search filter. I'll be honest, I don't play
> as much TF2 as I used to, and one of the main reasons is it's a crap
> shoot as to whether you'll get in a real server or one full of bots.
>
> I'm not a big fan of heavy handed big brother type stuff, but this is
> the one bare exception I think 99% of your user base would appreciate
> seen culled from the master server list. Having an opt-in check box
> for these servers should be enough to pacify the remaining 1%.
>
> Valve has come up with some really solid, well rounded solutions to
> some really difficult problems. The fact that four years later you are
> just now tackling it makes me think that this is a deeper problem than
> we're led to believe. I'd be interested to hear what kinds of debates
> you've had on the topic. It would make for a great blog post!
>
> On Thu, Dec 8, 2011 at 3:38 PM, E. Olsen  wrote:
>> I wonder if perhaps an easier solution (and one which would give the
>> player's mroe input/control) would be to include check box/settings in the
>> quickplay interface that allowed a player to set what kind of servers they
>> would be willing to be placed in, For example:
>>
>> [X] Stock and Modified
>>
>> [  ] Stock Only
>>
>> [  ] Modified Only
>>
>> Have those settings stay persistent until changed by the player. As someone
>> who both operates servers AND has in excess of 2000 hours in the game, I
>> personally think the default setting should be "Stock & Modified", so as to
>> allow players to be exposed to as many game types/variations as possible. As
>> traffic to TF2 continues to slide, it gets hard and harder to fill servers
>> consistently (even servers that have built a ton of "regulars" over the
>> years).
>>
>> Frankly, what I would like to see most from Valve is the number of Valve's
>> "official" server to be drastically reduced (simply taking the number of
>> average number of new TF2 accounts registered should provide you with an
>> adequate idea of how many servers you really need for new players), as well
>> as taking action against the kinds of servers you listed above (fake
>> clients, redirects, etc.)
>>
>> One thing I DO think needs to be changed is the penalty against servers that
>> exceed 24 slots. I know the game/original maps were designed around 24
>> slots, and I can see Valve's point of view regarding servers that exceed
>> that number. However, as someone who has been running TF2 servers for 4
>> years now, I can say without reservation that 24 slot servers are
>> exceedingly difficult to get and keep full, even with an army of regulars.
>> On a 32 slot server, at the end of a long match, when 12 people leave the
>> server, you're still looking at a nice 10 v 10, and the population will
>> usually recover. With a 24 slot server, when a dozen people jump ship after
>> a long round, now you're down to 6 v 6, and the server will most likely die.
>> Hardware has improved vastly since our first TF2 server (we run dual quad
>> core boxes with plenty of juice), and handle 32 players without any issues.
>>
>> I love that you guys are doing what you can to help us get players to the
>> servers, I really dobut as it stands, you're telling us that the only
>> way you're willing to do it is if we strip out everything that make our
>> community servers unique to our players, and give them the same experience
>> they can get everywhere elsewhen the decision as to the
>> quality/experience on our servers should always (IMHO) be left up to the
>> players (which I think the scoring system currently in place is a great
>> indicator of).
>>
>> TF2's traffic is dwindlingone need look no further than Steam stats to
>> see that. I'm sure it will reach a base of "hardcore" players similar to how
>> CSS did - but those of us who have supported TF2 and Valve for years should
>> be given a better choice of "be vanilla, or get left out in the cold". If
>> the vast majority of the player base wanted vanilla, that's what most
>> servers would already be.
>>
>> Thanks.
>>
>> On Thu, Dec 8, 2011 at 4:07 PM, T Marler  wrote:
>>>
>>> Hi Fletcher,
>>>
>>> Does this change in stance mean we will some day see quick
>>> matching/quickplay for nocrits/disable damage spre

Re: [hlds] Let's be honest

2011-12-08 Thread msleeper
slow clap

On Thu, Dec 8, 2011 at 4:00 PM, Fletcher Dunn
 wrote:
> We all know that some server operators run mods specifically designed to
> falsify information sent to the Valve backend and to their players.  These
> mods inaccurately report the player count and whether players are human or
> not.  They conceal that significant modifications to gameplay have been
> made.  This is detrimental to players’ experience.
>
>
>
> Perhaps some server operators would actually prefer to not run these mods,
> but feel that it is necessary to compete and maintain their community.  For
> this reason, Valve has made the decision not to take any action against any
> server operators at this time.
>
>
>
> We will be directly contacting some of the “institutional offenders” who are
> using these mods on multiple servers.  However, whether we contact you
> directly or not, this email serves as warning to all server operators that
> we do have the ability to detect this class of behavior, and, going forward,
> we are going to be more aggressive at policing it.  If we determine that you
> are modifying the network stream or otherwise circumventing basic security
> measures, we will take the actions needed to maintain a positive environment
> for our players.
>
>
>
> To be perfectly clear, here are some examples of the modifications and
> behaviours which we consider especially harmful to our community:
>
> · Forging or modifying network communications used to describe
> server properties to the backend or directly to clients.
>
> · Concealing the fact that bots are bots, and making them appear as
> human players.  (Running bots is OK, as long as no modifications are made
> that make it difficult for players to identify which players are bots and
> which are humans.)
>
> · Interfering with the mechanisms that advertise modifications to
> gameplay rules in the server browser.  (For example, nocrits, gravity,
> respawn times, etc.)  Experimenting with gameplay modifications is
> encouraged, but any mechanisms in the engine designed to alert players to
> those modifications must be allowed to function.
>
> · Listing the same game server multiple times in the master server.
>
>
>
> Thank you,
>
> Fletcher Dunn
>
>
>
>
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Re: [hlds] TF2: Strange behavior of Quickplay

2011-11-21 Thread msleeper
Also consider that there just aren't that many people playing TF2, and
so the distribution of players is a lot smaller. There have been how
many major releases in the past couple weeks?

On Mon, Nov 21, 2011 at 5:20 PM, msleeper  wrote:
> That can't be true, I've had quickplay send players to the server when
> it was totally empty.
>
> On Mon, Nov 21, 2011 at 3:50 PM, Ronny Schedel  wrote:
>> Quickplay does not fill empty servers. You need regular players which help
>> to start the server populating.
>>
>>
>> -Ursprüngliche Nachricht- From: Dominik Friedrichs
>> Sent: Monday, November 21, 2011 9:23 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: [hlds] TF2: Strange behavior of Quickplay
>>
>> About a week ago one of my 2 TF2 Quickplay enabled servers (totally
>> vanilla) suddenly stopped receiving traffic, while still showing up as
>> registered and everything.
>>
>> Now I reset the identities of both my servers yesterday and of course
>> entered the new strings into the config, restarted the servers and
>> whatnot. The result is that both servers are now empty, receive close to
>> zero traffic and are listed trending "Downward fast".
>>
>> This isnt how its supposed to be right?
>>
>>
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Re: [hlds] TF2: Strange behavior of Quickplay

2011-11-21 Thread msleeper
That can't be true, I've had quickplay send players to the server when
it was totally empty.

On Mon, Nov 21, 2011 at 3:50 PM, Ronny Schedel  wrote:
> Quickplay does not fill empty servers. You need regular players which help
> to start the server populating.
>
>
> -Ursprüngliche Nachricht- From: Dominik Friedrichs
> Sent: Monday, November 21, 2011 9:23 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: [hlds] TF2: Strange behavior of Quickplay
>
> About a week ago one of my 2 TF2 Quickplay enabled servers (totally
> vanilla) suddenly stopped receiving traffic, while still showing up as
> registered and everything.
>
> Now I reset the identities of both my servers yesterday and of course
> entered the new strings into the config, restarted the servers and
> whatnot. The result is that both servers are now empty, receive close to
> zero traffic and are listed trending "Downward fast".
>
> This isnt how its supposed to be right?
>
>
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Re: [hlds] TF2: Strange behavior of Quickplay

2011-11-21 Thread msleeper
Quickplay is a cruel mistress. Sometimes you get lots of traffic,
sometimes your server is a ghost town.

On Mon, Nov 21, 2011 at 3:23 PM, Dominik Friedrichs  wrote:
> About a week ago one of my 2 TF2 Quickplay enabled servers (totally vanilla)
> suddenly stopped receiving traffic, while still showing up as registered and
> everything.
>
> Now I reset the identities of both my servers yesterday and of course
> entered the new strings into the config, restarted the servers and whatnot.
> The result is that both servers are now empty, receive close to zero traffic
> and are listed trending "Downward fast".
>
> This isnt how its supposed to be right?
>
>
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Re: [hlds] Server "In" rate affected by recent updates

2011-11-19 Thread msleeper
Set your maxrates to 0 (unlimited) and don't bother with anything
else. This isn't 2002, anybody who is gaming probably isn't on dialup.

On Sat, Nov 19, 2011 at 9:07 AM, Drogen Viech
 wrote:
> Oh and don't run those fps increasers or anything - they are still
> worthless, valve has improved things (not that hit registration was
> ever shitty, people just don't know what interpolation and prediction
> is)
>
> 2011/11/19 Drogen Viech :
>> Just _remove_ all those bullshit rate settings and set sv_minrate and
>> sv_maxrate to 6 - which will set the restriction to 60kbyte/s -
>> the limit you'll most likely reach on a 32 player server in action
>> packed situations.
>>
>> 2011/11/19 Team BOOM! :
>>> Fellow Admins,
>>>
>>> I've noticed that recently my "IN" rate on my client's net_graph will drop
>>> to 20 at certain times while playing on our 66-tick TF2 Dustbowl server.
>>> This appears to have started within the past month or so. Before my client's
>>> "IN" and "OUT" readings never fell below 63 on this or any of my other
>>> servers on his beast of a box we use. I haven't checked the other servers on
>>> the box but since they are all configured the same, I can only assume they
>>> are affected the same.
>>>
>>> I have made no changes to this or any of the other servers on this box other
>>> than running the usual HLDS and SourceMod updates. Has anyone else noticed
>>> this happing on their TF2 servers? With the recent updates to TF2, do I need
>>> to change the rate settings that until now always work excellent?
>>>
>>> Thanks in advance.
>>> Mike V.
>>>
>>>
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>>
>
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Re: [hlds] TF2 Quickplay Server Capacity Penalty

2011-11-03 Thread msleeper
So I'm not sure if this is related to quickplay or not, but I've
noticed the past 2 days that my (pure vanilla, no SM or anything)
quickplay servers have gotten next to no traffic. Which is very
strange considering at least 1 of them usually is full of players, and
since the start of the Halloween event they've been full nearly 20
hours a day. Am I just drawing the short stick getting quickplay
players, or are people just bored with the Halloween stuff already? Or
was there a change in the backend that I might be affected by?

On Thu, Nov 3, 2011 at 6:03 PM, Fletcher Dunn
 wrote:
> Quickplay operates based upon the same data used by the server browser.  So
> whatever the max player count is as reported to the server player.
>
>
>
> Of course, the current player count is also relevant! :)
>
>
>
> - Fletch
>
>
>
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Terry Robinson
> Sent: Thursday, November 03, 2011 1:43 PM
> To: hlds@list.valvesoftware.com
> Subject: [hlds] TF2 Quickplay Server Capacity Penalty
>
>
>
> Does the quickplay penalty apply to servers with maxplayer set above 24, to
> servers with sv_maxvisibleplayers above 24, or to servers whose current
> player count is above 24?
>
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Re: [hlds] Contents of hlds digest, Vol 8, Issue 13

2011-11-03 Thread msleeper
Thank you for the play-by-play for your day so far Ant. Please
continue posting irrelevant shit to the list.

On Thu, Nov 3, 2011 at 4:41 PM, Ant  wrote:
> lol it probably was. I just woke to a server crash SMS, I can't see through
> my eyes yet.
>
>
>
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nathanael Havez
> Sent: Friday, 4 November 2011 6:36 AM
>
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Contents of hlds digest, Vol 8, Issue 13
>
>
>
> Sincerly, I thought the e-mail of William was an automatic message...
>
>
>
> Natha
>
>
>
> Le 3 nov. 2011 à 21:32, Ant a écrit :
>
> What? Why would one to do that William? When a reply is about a subject line
> specifically you reply as is, a new subject line regarding the same issue
> starts a new thread. What would be good though is if you replied to the top
> of the email, not the bottom!
>
>
>
>
>
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Re: [hlds] Mac clients broken... Again.

2011-11-03 Thread msleeper
Client crashing is not relevant to server administration. Report
client bugs on the forums.

On Thu, Nov 3, 2011 at 12:06 PM,   wrote:
> Windows user here. I am not crashing for the 1~2 I played in the las couple 
> of days
>
> Enviado desde mi oficina móvil BlackBerry® de Telcel
>
> -Original Message-
> From: Nathanael Havez 
> Sender: hlds-boun...@list.valvesoftware.com
> Date: Thu, 03 Nov 2011 16:37:17
> To: Half-Life dedicated Win32 server mailing list
> Reply-To: Half-Life dedicated Win32 server mailing list
>        
> Subject: [hlds] Mac clients broken... Again.
>
> Hello.
> I heard a lot of people who are playing TF2 on Mac OS crash directly after to 
> have joined any game.
> Is it in relation with the last update? The Windows Clients have the same 
> problem?
> The only way (not tested personnaly) for to play correctly at the time is to 
> add "-nosound" to the launch options.
>
> Natha
>
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[hlds] TF2 Request - "Join Steam Group" button a'la L4D2

2011-11-02 Thread msleeper
So ics just mentioned this in another thread, and we were talking
about this in IRC yesterday (#hlserveradmins on gamesurge, FYI) but
I'd like to separate it into a new thread since it's not related to
the thread it was posting in:

Fletcher / Valve - I think all of us would love some sort of method
similar to L4D2 for players on the server to be able to join a set
Steam Group from within-game. I'm kind of surprised this hasn't
already been done already, but that (and the MOTD server banner) were
my 2 favorite things about running L4D / L4D2 servers. I loved that
players had instant and direct access to joining the server's steam
group, for those players who enjoyed being there and wanted to be
apart.

Blacklisting and reporting and so on are great for removing bad
servers. But it would be awesome if some tools could be added on the
other end of the scale, to allow players to add servers they enjoy
playing at. There's already the "add to favorites" pop-up when you
leave a server, perhaps add that option there? Or something on the
scoreboard when you're in spectator mode? Or the MOTD as well?

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Re: [hlds] [hlds_linux] Fake clients, misreported bots, infringing usage of player names/images

2011-11-02 Thread msleeper
Fletcher - Is there someone we can report blatantly, aggressively
abusive servers to in an attempt to escalate the worst offenders to
human intervention? I don't think any of us here are expecting a
flawless programmatic solution to the issue of Bad Servers, nor would
we expect Valve staff to spend paid manhours joining and checking
servers instead of working on much more important tasks, but as
someone else said, the 1% worst offenders are "too big to fail" and
seem to be falling through the cracks in your automated systems. The
reporting tool sounds like a great solution, but my immediate concern
is that it might not pan out like you (and us server ops) are hoping
since the vast majority of players probably aren't even aware of such
problems.

On Wed, Nov 2, 2011 at 2:50 PM, Fletcher Dunn
 wrote:
> This is a problem we're obviously aware of.  It's definitely not that we 
> don't care.  However, it is essentially an arms race that is provably 
> unwinnable by Valve.  Furthermore, any change we make in the name of security 
> will almost certainly cause a disruption of legitimate service, due to bugs 
> on our part, or usage cases we're just not aware of.  It is a classic 
> conflict between security and accessibility.
>
> Hopefully those two reasons help explain our reluctance to address these 
> sorts of problems through technology.  They will create an ongoing arms race, 
> in which we can possibly limit this activity and make it harder, but probably 
> never eliminate it completely.  Furthermore, this benefit comes at a cost of 
> taking resources away from adding features and fixing bugs, and also 
> disrupting legitimate users.
>
> When we can do simple and safe things to make it harder to do these sorts of 
> things, we will.  We have some protocol changes that will make it harder to 
> do this sort of spoofing, which have been beta tested for some time now.  
> We'll be rolling those out in the next couple of months.
>
> Crowdsourcing using the abuse reports helps us stay out of the arms race, and 
> it's the safest and simplest way to deal with this problem and many others 
> like it.
>
> Your humble servant,
> Fletch
>
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan 
> Reeuwijk
> Sent: Wednesday, November 02, 2011 5:39 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing usage of 
> player names/images
>
> there is some italian group that does that.
>
> they have dozens maybe even in the hundred of servers in server list, but all 
> get redirected to 1 server. and those server report a variety of maps played, 
> names in server lists etc. you click info, refresh, says for example 
> dustbowl, and then join, get redirected to their server, with bots, and 
> another map then advertized in the server info. Its damn annoying. And 
> indeed, they change IP's a lot, to evade blacklisting.
>
>
>>
>>From: daniel jokiaho 
>>To: Half-Life dedicated Linux server mailing list 
>>
>>Sent: Wednesday, 2 November 2011, 7:27
>>Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing usage of 
>>player names/images
>>
>>what about servers on different ips and port that have exactly the same
>>players.
>>
>>I join server x. U join server y. And still we play against or with each
>>other :-(
>>On 2 Nov 2011 06:53, "msleeper"  wrote:
>>
>>> Are you sure they're not just adding more servers? Changing IPs is a
>>> server playerbase suicide as anyone who had it bookmarked won't be
>>> able to find it again. I suppose they could use those servers for
>>> redirects, but in theory that would get those IPs blacklisted pretty
>>> fast if Valve's scoring/reputation system is still in effect.
>>>
>>> On Wed, Nov 2, 2011 at 1:42 AM, Jesse Porter 
>>> wrote:
>>> > The problem with blacklisting these servers is that they seem to show up
>>> a
>>> > few weeks later with a new batch of ip addresses. Can't blacklist them
>>> > effectively when they do that.
>>> > On Nov 1, 2011 7:40 PM, "Robert Paulson"  wrote:
>>> >
>>> >> It is very rude of you to repeatedly spam the mailing list to pressure
>>> >> Valve into doing whatever you want instead of working on crashes and
>>> >> content.
>>> >>
>>> >> Valve has already put in a huge effort making these servers less
>>> prom

Re: [hlds] About the TF2 in-game abuse reporting tool

2011-11-01 Thread msleeper
I doubt they'll contact you first, and I hope to god they don't "take
popularity into account". Or maybe they do take popularity into
account and that's why they haven't delisted the "popular" servers
running fake clients and redirects.

On Tue, Nov 1, 2011 at 2:59 AM, Saul Rennison  wrote:
> Come on guys I think you're all having a laugh now. Of course they're not
> just going to delist you. Of course you'll be contacted. Of course they take
> popularity into account.
>
> Stop worrying if you're a good admin, nothing bad will happen to you.
>
> On Monday, 31 October 2011, E. Olsen  wrote:
>>> "* Human judgment is always used before any action is taken based on
>>> abuse report data."
>>
>> IF any action is taken, will the server operator in question be notified,
>> and if so, will they be given an appeals process?
>>
>>> "* We only really care about servers who receive excessive reports of
>>> abuse relative to other gameservers.  This is pretty effective at canceling
>>> our the "noise" of uninformed or malicious users.
>>
>> Is that based on traffic levels? Our server TF2 fleet has been around for
>> a long time now (going into our 4th year). As any other long-term server
>> operator knowsif you run actively admin'd servers, and enforce basic
>> rules of conduct (in our case, no bigotry, sexual harassment, griefing or
>> cheating of any kind) you are bound to develop quite a few enemies over the
>> years. With over 20 servers that are full 18+ hours per day, I would
>> honestly expect more of those types of reports than other server operators,
>> and would hope the high-volume of our traffic would be taken into
>> consideration if the situation ever progressed to a point where our servers
>> received this extra level of "scrutiny".
>>
>> I want to emphasize that we play within the "rules" and every thing we do
>> is meant to foster long-term, repeat traffic to our servers. My concerns are
>> simply that this system as described WILL be abused, of that you can be
>> certain. Anything and everything that is open to abuse by some players IS
>> definitely abused. Since F2P was implemented, we've had a virulent
>> "minority" of players who have made creating new accounts to circumvent bans
>> a rapid process (we've had one in particular that enjoys harassing our
>> female players who can be back on a server with a new account within 5
>> minutes - I believe he's on his 18th or 19th such account). I'm sure players
>> would like nothing more than to "get back at" our servers by filing
>> fraudulent reports from all of their multiple accounts. Even worse, those
>> Steam groups which we have banned en masse (groups that openly support
>> warez, hacking tools, racsim, etc) would most like also love to stage little
>> abuse-reporting "raids".
>>
>> My hope is that, in the investigation of these reports, The TF2 team will
>> not only look at the reports at face value, but the community behind the
>> servers in question. While I fully understand TF2 is Valve's game to do with
>> as they wish, there are communities such as ours that have spent years (and
>> thousands of man-hours, and thousands in equipment costs) building their
>> membership and community around TF2 (among other Valve properties), and I
>> hope that if it ever became the case where a question was raised about the
>> administration of our servers, we could have an open and frank discussion
>> prior to any decisions being made.
>>
>>
>>
>> On Sun, Oct 30, 2011 at 11:00 PM, Stephen A Yates 
>> wrote:
>>>
>>> So let's say we ban someone for racism,  which we do,  and this player
>>> gets all of their friends to log on to our servers and register abuse.  How
>>> would you handle that?  Can you tell?
>>>
>>> I am not trying to be difficult here but I want to understand.
>>>
>>> Fletcher Dunn  wrote:
>>>
>>> >Wanted to clarify a few things about the new feature in the in-game
>>> > abuse reporting tool to report game servers:
>>> >
>>> >* Human judgment is always used before any action is taken based on
>>> > abuse report data.
>>> >
>>> >* The potential for malicious players (or competing game server
>>> > operators) to abuse the reporting mechanism is an obvious problem that we
>>> > have foreseen and taken basic measures to prevent.
>>> >
>>> >* We only really care about servers who receive excessive reports of
>>> > abuse relative to other gameservers.  This is pretty effective at 
>>> > canceling
>>> > our the "noise" of uninformed or malicious users.
>>> >
>>> >One last reminder: we are keeping the option open to apply any bans, etc
>>> > to an *IP*, not just to a game account.  This is a warning to anybody
>>> > setting up a "throw-away" server account created specifically to do
>>> > malicious things.
>>> >
>>> >- Fletch
>>> >
>>> >
>>> >___
>>> >To unsubscribe, edit your list preferences, or view the list archives,
>>> > please visit:
>>> >http://list.valvesoftware.com/mailman/listinfo/hlds
>>> _

Re: [hlds] About the TF2 in-game abuse reporting tool

2011-10-30 Thread msleeper
Last I checked, srcds is free to download and run. And nobody is
forcing you to spend money on hardware or rent from a server provider.
If you don't like how things are being run, nothing is stopping you
from taking your server down.

On Sun, Oct 30, 2011 at 5:51 PM, Stephen A Yates  wrote:
> For the record, while I agree this is Valve's game, the servers we run are 
> bought, paid, leased, etc by the same people you are now looking monitor.   
> Valve has always encouraged creativity and uniqueness in its communities and 
> yet now they want to monitor.
>
> As server operators,  we ban or kick people based on our community 
> guidelines.  We monitor our admin logs and we discuss bans and other 
> enforcement.  We will even let people petition to have their bans reversed 
> and in most cases it works.
>
> Now VALVE is going to read a complaint and determine if it sounds right 
> without knowing the full story.
>
> I support VALVE and i believe in our servers but I feel this is unnecessary.  
> Players will find good servers on their own.
>
> I hope my concerns are unfounded.
>
> Fletcher Dunn  wrote:
>
>>We are going to add a combo box to the abuse reporting tool and enumerate 
>>some categories of abuse.  We hope that will help both players and agme 
>>servers get an idea of what we consider abusive.  However, those are just 
>>examples.  There will always be an "other" category, and there's a reason we 
>>require the description field.  The system is purposefully fuzzy.
>>
>>The purpose of the in-game abuse reporter is to identify game servers where 
>>players are not having fun, due to a game server atmosphere.  This negatively 
>>affects our game as a whole.  We're not going to draw a bright line and 
>>define precisely what is OK and what is not.  If your users are reporting a 
>>high degree of abuse, we're going to read the descriptions of what they are 
>>saying and decide if we think it's reasonable or not.
>>
>>As I said in the other post, if your players are having fun, I think you have 
>>nothing to worry about.  The purpose of this tool is locate the worst 
>>offenses.  We will not be straying into the gray area or punishing 
>>well-intentioned game server operators who experimenting with rule changes, 
>>or who get abuse reports just because some people don't like nocrits or 
>>medieval mode.
>>
>>I think everybody here can understand that there is quite a difference 
>>between purposefully concealing major rule changes (i.e. hacking the tags 
>>that are designed to advertise those rule changes, purposefully making bots 
>>look as if they are real players, etc), and customizing your server to 
>>provide the experience your players want.  Or locking players in place while 
>>certain players rush around to collect the gift drops, if those players 
>>didn't opt in to that experience.
>>
>>We just want to locate game servers that are clearly abusing players.  We 
>>don't need to draw a bright line because we don't plan to go near it, 
>>wherever it may be.
>>
>>- Fletch
>>
>>From: hlds-boun...@list.valvesoftware.com 
>>[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen
>>Sent: Friday, October 28, 2011 11:34 AM
>>To: Half-Life dedicated Win32 server mailing list
>>Subject: Re: [hlds] About the TF2 in-game abuse reporting tool
>>
>>That's a valid question - an abuse reporting system has been put in place, 
>>without telling the users what consittutes abuse (which I think would lead to 
>>many more false reports than not). Some guidelines (both for users and server 
>>operators) might be beneficial, both to keep down the number of nuisance 
>>reports, AND help the server operators to stay in compliance. It's all well 
>>and good to say that Valve reserves the right to ban servers/IP's for abuse, 
>>but without knowing what the rules/guidelines are, it's giving operators an 
>>invisible line and telling us "don't cross this".
>>On Fri, Oct 28, 2011 at 2:18 PM, mailto:doctor...@web.de>> 
>>wrote:
>>What is considered as abusive behaviour?
>>___
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>>kostenguenstig. Jetzt gleich testen! http://f.web.de/?mc=021192
>>
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>>
>>
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Re: [hlds] [hlds_linux] About the TF2 in-game abuse reporting tool

2011-10-28 Thread msleeper
Cheating is cheating, whether you call it "socialism" by giving
everyone the items or not.

Some googlesleuthing leads me to believe the server is
"pwndorasbox.net" but the site is suspended for exceeding bandwidth.
So not only cheating about getting holiday items, but also buying
bargain basement bin webhosting.

On Fri, Oct 28, 2011 at 11:10 PM, Noel  wrote:
> I re-read his email and I think I understand it a little bit better now:
> Of the people on his server, some are using material hacks from last year
> and some are not, though all are using noclip.  In order to avoid unfair
> inequalities in loot distribution as a result, they are spreading the
> ill-gotten gains evenly among everyone on the server, rather than just the
> people with 'last year's hacks' in place.
> While quite egalitarian, it still sounds like Cheating [breaking the system
> for your own benefit, not using sv_cheats.]  I'm not sure I'd announce it on
> publicly (or even semi-publicly on a list like this) as Valve may do
> something along the lines of removing the ability to collect gifts while
> cheats/noclip are activated.
>
> If or until something changes, though, it sounds like a real nice racket
> you've got going there.
>
> On Fri, Oct 28, 2011 at 8:03 PM, msleeper 
> wrote:
>>
>> Guys, I don't think my method of cheating is cheating, is it okay if I
>> keep doing it? The rest of you cheaters need to stop the cheating,
>> though.
>>
>> On Fri, Oct 28, 2011 at 10:56 PM, Noel  wrote:
>> > Gotta say, I don't really care what you do with your server (although
>> > that
>> > approach does sound a wee-bit exploitative -- and potentially lucrative
>> > considering what some of the event items seem to sell for) but I got a
>> > chuckle out of "so everyone gets their fair share" when discussing a
>> > means
>> > of gaming the system.
>> > Also liked the "especially since other people are cheating worse" part.
>> >
>> > On Fri, Oct 28, 2011 at 7:49 PM, Crazed Gunman
>> > 
>> > wrote:
>> >>
>> >> I have a server right now that I have several people on, running
>> >> viaduct_event, and what we've been doing is noclipping to the gifts and
>> >> handing them out to everyone evenly; my problem is that this could
>> >> qualify
>> >> as farming, but we're doing it for everyone evenly so everyone gets
>> >> their
>> >> fair share, especially since some people have material hacks from last
>> >> year
>> >> already for the giftbox model and instantly get to it. Everyone is in
>> >> agreement for this, but since its farming, is that abuse?
>> >> On 10/28/2011 6:45 PM, Emil Larsson wrote:
>> >>
>> >> I'd say it would be the nature of the server. A server that mostly
>> >> attract
>> >> lulzy players who don't mind/expects this kind of stuff? Sure. Average
>> >> servers, no.
>> >>
>> >> Personally though, I wouldn't risk giving my players heart attacks. ;)
>> >>
>> >> On Sat, Oct 29, 2011 at 12:48 AM, msleeper
>> >> 
>> >> wrote:
>> >>>
>> >>> Would running this plugin count as abuse?
>> >>>
>> >>> http://www.youtube.com/watch?v=XVL_Xwx4LW0
>> >>>
>> >>> On Fri, Oct 28, 2011 at 6:08 PM, msleeper
>> >>> 
>> >>> wrote:
>> >>> > I'm pretty sure the report tool is meant to be used for servers that
>> >>> > are deliberately breaking the established rules of game events and
>> >>> > the
>> >>> > like. Not "I don't like the way this server is run" or "they do
>> >>> > things
>> >>> > that I, personally, find annoying".
>> >>> >
>> >>> > On Fri, Oct 28, 2011 at 6:04 PM, Jethro Seabridge
>> >>> >  wrote:
>> >>> >> How about servers that embrace micspam - music played over the mic?
>> >>> >> - Jethro
>> >>> >>
>> >>> >> On Fri, Oct 28, 2011 at 10:14 PM, Fletcher Dunn
>> >>> >>  wrote:
>> >>> >>>
>> >>> >>> I think the best answer there is that we would probably use the
>> >>> >>> abuse
>> >>> >>> reporting mechanism as one tool to try to measure what sort of
>> >>> >>

Re: [hlds] [hlds_linux] About the TF2 in-game abuse reporting tool

2011-10-28 Thread msleeper
Guys, I don't think my method of cheating is cheating, is it okay if I
keep doing it? The rest of you cheaters need to stop the cheating,
though.

On Fri, Oct 28, 2011 at 10:56 PM, Noel  wrote:
> Gotta say, I don't really care what you do with your server (although that
> approach does sound a wee-bit exploitative -- and potentially lucrative
> considering what some of the event items seem to sell for) but I got a
> chuckle out of "so everyone gets their fair share" when discussing a means
> of gaming the system.
> Also liked the "especially since other people are cheating worse" part.
>
> On Fri, Oct 28, 2011 at 7:49 PM, Crazed Gunman 
> wrote:
>>
>> I have a server right now that I have several people on, running
>> viaduct_event, and what we've been doing is noclipping to the gifts and
>> handing them out to everyone evenly; my problem is that this could qualify
>> as farming, but we're doing it for everyone evenly so everyone gets their
>> fair share, especially since some people have material hacks from last year
>> already for the giftbox model and instantly get to it. Everyone is in
>> agreement for this, but since its farming, is that abuse?
>> On 10/28/2011 6:45 PM, Emil Larsson wrote:
>>
>> I'd say it would be the nature of the server. A server that mostly attract
>> lulzy players who don't mind/expects this kind of stuff? Sure. Average
>> servers, no.
>>
>> Personally though, I wouldn't risk giving my players heart attacks. ;)
>>
>> On Sat, Oct 29, 2011 at 12:48 AM, msleeper 
>> wrote:
>>>
>>> Would running this plugin count as abuse?
>>>
>>> http://www.youtube.com/watch?v=XVL_Xwx4LW0
>>>
>>> On Fri, Oct 28, 2011 at 6:08 PM, msleeper 
>>> wrote:
>>> > I'm pretty sure the report tool is meant to be used for servers that
>>> > are deliberately breaking the established rules of game events and the
>>> > like. Not "I don't like the way this server is run" or "they do things
>>> > that I, personally, find annoying".
>>> >
>>> > On Fri, Oct 28, 2011 at 6:04 PM, Jethro Seabridge
>>> >  wrote:
>>> >> How about servers that embrace micspam - music played over the mic?
>>> >> - Jethro
>>> >>
>>> >> On Fri, Oct 28, 2011 at 10:14 PM, Fletcher Dunn
>>> >>  wrote:
>>> >>>
>>> >>> I think the best answer there is that we would probably use the abuse
>>> >>> reporting mechanism as one tool to try to measure what sort of impact
>>> >>> this
>>> >>> sort of thing has on our community.
>>> >>>
>>> >>> - Fletch
>>> >>>
>>> >>> -Original Message-
>>> >>> From: hlds_linux-boun...@list.valvesoftware.com
>>> >>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of bp
>>> >>> Sent: Friday, October 28, 2011 2:11 PM
>>> >>> To: Half-Life dedicated Linux server mailing list
>>> >>> Subject: Re: [hlds_linux] [hlds] About the TF2 in-game abuse
>>> >>> reporting
>>> >>> tool
>>> >>>
>>> >>> On Fri, Oct 28, 2011 at 22:31, Benedict Glover
>>> >>>  asked:
>>> >>> > I'm not personally going to report these but what about servers
>>> >>> > that
>>> >>> > offer over powered weapons if you pay real money? (Premium Servers
>>> >>> > (Nightteam))
>>> >>>
>>> >>> I don't think it's fair to name names in such a discussion,
>>> >>> especially
>>> >>> when Valve can't answer lacking data on how many people elect to
>>> >>> report such servers over a fairly long period of time - the main
>>> >>> metric being looked at right now.
>>> >>>
>>> >>> --bp is not affiliated with any such server
>>> >>>
>>> >>> ___
>>> >>> To unsubscribe, edit your list preferences, or view the list
>>> >>> archives,
>>> >>> please visit:
>>> >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>> >>>
>>> >>> ___
>>> >>> To unsubscribe, edit your list preferences, or view 

Re: [hlds] [hlds_linux] About the TF2 in-game abuse reporting tool

2011-10-28 Thread msleeper
Would running this plugin count as abuse?

http://www.youtube.com/watch?v=XVL_Xwx4LW0

On Fri, Oct 28, 2011 at 6:08 PM, msleeper  wrote:
> I'm pretty sure the report tool is meant to be used for servers that
> are deliberately breaking the established rules of game events and the
> like. Not "I don't like the way this server is run" or "they do things
> that I, personally, find annoying".
>
> On Fri, Oct 28, 2011 at 6:04 PM, Jethro Seabridge  
> wrote:
>> How about servers that embrace micspam - music played over the mic?
>> - Jethro
>>
>> On Fri, Oct 28, 2011 at 10:14 PM, Fletcher Dunn
>>  wrote:
>>>
>>> I think the best answer there is that we would probably use the abuse
>>> reporting mechanism as one tool to try to measure what sort of impact this
>>> sort of thing has on our community.
>>>
>>> - Fletch
>>>
>>> -Original Message-
>>> From: hlds_linux-boun...@list.valvesoftware.com
>>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of bp
>>> Sent: Friday, October 28, 2011 2:11 PM
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] [hlds] About the TF2 in-game abuse reporting
>>> tool
>>>
>>> On Fri, Oct 28, 2011 at 22:31, Benedict Glover
>>>  asked:
>>> > I'm not personally going to report these but what about servers that
>>> > offer over powered weapons if you pay real money? (Premium Servers
>>> > (Nightteam))
>>>
>>> I don't think it's fair to name names in such a discussion, especially
>>> when Valve can't answer lacking data on how many people elect to
>>> report such servers over a fairly long period of time - the main
>>> metric being looked at right now.
>>>
>>> --bp is not affiliated with any such server
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>
>>> ___
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>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>>
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>> please visit:
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>>
>>
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Re: [hlds] Client side crashes

2011-10-28 Thread msleeper
Client-side crashes are not relevant to server administration.

On Fri, Oct 28, 2011 at 5:50 PM, shawn  wrote:
> I've notice something with the recent bout of client side crashes... For me,
> every single client crash, and I've had dozens, has happened while
> taunting...
>
>
>
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Re: [hlds] [hlds_linux] About the TF2 in-game abuse reporting tool

2011-10-28 Thread msleeper
I'm pretty sure the report tool is meant to be used for servers that
are deliberately breaking the established rules of game events and the
like. Not "I don't like the way this server is run" or "they do things
that I, personally, find annoying".

On Fri, Oct 28, 2011 at 6:04 PM, Jethro Seabridge  wrote:
> How about servers that embrace micspam - music played over the mic?
> - Jethro
>
> On Fri, Oct 28, 2011 at 10:14 PM, Fletcher Dunn
>  wrote:
>>
>> I think the best answer there is that we would probably use the abuse
>> reporting mechanism as one tool to try to measure what sort of impact this
>> sort of thing has on our community.
>>
>> - Fletch
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of bp
>> Sent: Friday, October 28, 2011 2:11 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] [hlds] About the TF2 in-game abuse reporting
>> tool
>>
>> On Fri, Oct 28, 2011 at 22:31, Benedict Glover
>>  asked:
>> > I'm not personally going to report these but what about servers that
>> > offer over powered weapons if you pay real money? (Premium Servers
>> > (Nightteam))
>>
>> I don't think it's fair to name names in such a discussion, especially
>> when Valve can't answer lacking data on how many people elect to
>> report such servers over a fairly long period of time - the main
>> metric being looked at right now.
>>
>> --bp is not affiliated with any such server
>>
>> ___
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>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
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>
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Re: [hlds] TF2 registered servers: check for rogue '=' in the convar settings

2011-10-28 Thread msleeper
Simply adding it to the "status" output would be rad.

On Fri, Oct 28, 2011 at 5:15 PM, Tony Paloma  wrote:
> The problem wasn't that there was a '=' sign in the token string. The problem 
> was people were assigning the ConVar with an equals sign:
> tf_server_identity_token = dfF3nn3c1$%#
>
> This isn't the proper way to do it. You need to assign it like any other 
> ConVar. We're changing the output of cl_gameserver_create_identity to make 
> that more clear.
>
> We'll look into adding a command to display your server's authentication 
> status.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com 
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
> Sent: Friday, October 28, 2011 2:07 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF2 registered servers: check for rogue '=' in the convar 
> settings
>
> Fletcher - Would it be possible to add in a command to make the server give 
> us the on-boot authentication string at will? It doesn't seem to report that 
> on map change, only when the server is first starting up, and if your server 
> happens to be populated at the time, it's a death sentence to ask us to 
> reboot the server just to check if we're authenticating correctly.
>
> Also: my server's identity token didn't have quote marks in it, so I added 
> that and I'm testing now. But, my other 3 servers don't have quote marks 
> either, so it's strange that just the one server would be having the problem. 
>  There was no = sign in the token string.
>
> On Fri, Oct 28, 2011 at 4:59 PM, Tres  wrote:
>> Same here. Gifts drop for a while then stop, with a full server. Have
>> to restart to get them back. Rinse, repeat. Love the event, though.
>> Glad you guys are running it as long as you are. :)
>>
>> On Fri, Oct 28, 2011 at 3:53 PM, Andreas Grimm  wrote:
>>>
>>> My gameservers run halloween maps 24/7 without any mapchanges.
>>>
>>>
>>>
>>> This morning they dropped gifts without any problems, but a few hours
>>> later they stopped dropping the gifts.
>>>
>>> I changed nothing during the runtime and all servers are successfully
>>> registered. Only a complete server restart solved the problem.
>>>
>>>
>>>
>>> After the restart the gift drops were back.
>>>
>>>
>>>
>>> Atm it seems that they stopped dropping gifts again. 30 players on
>>> it, registered, get gifts earlier this day and now - nothing.
>>>
>>> Is there any "registration timeout" or something like that active?
>>>
>>>
>>>
>>> From: hlds-boun...@list.valvesoftware.com
>>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher
>>> Dunn
>>> Sent: Friday, October 28, 2011 10:42 PM
>>> To: Half-Life dedicated Win32 server mailing list; Half-Life
>>> dedicated Linux server mailing list
>>> Subject: Re: [hlds] TF2 registered servers: check for rogue '=' in
>>> the convar settings
>>>
>>>
>>>
>>> One last thing.
>>>
>>>
>>>
>>> You *should* see either this line:
>>>
>>>
>>>
>>>     Game server authentication: SUCCESS! Standing: %s. Trend:
>>> %s
>>>
>>>
>>>
>>> or this line:
>>>
>>>
>>>
>>>     Game server authentication: FAILURE!
>>>
>>>
>>>
>>> Pretty soon upon boot.  If you don't that means your server is not
>>> even attempting to sign on, and there's probably something wrong with
>>> the convars.
>>>
>>>
>>>
>>> If you see the SUCCESS! message, but are still not getting Halloween
>>> drops, please post that fact on this list.
>>>
>>>
>>>
>>> Your humble servant,
>>>
>>> Fletch
>>>
>>>
>>>
>>> From: hlds-boun...@list.valvesoftware.com
>>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher
>>> Dunn
>>> Sent: Friday, October 28, 2011 1:38 PM
>>> To: Half-Life dedicated Linux server mailing list; Half-Life
>>> dedicated
>>> Win32 server mailing list
>>> Subject: [hlds] TF2 registered servers: check for rogue '=' in the
>>> convar settings
>>>
>>>
>>>
>>> If your server is not getting Halloween drops, check if 

Re: [hlds] TF2 registered servers: check for rogue '=' in the convar settings

2011-10-28 Thread msleeper
Fletcher - Would it be possible to add in a command to make the server
give us the on-boot authentication string at will? It doesn't seem to
report that on map change, only when the server is first starting up,
and if your server happens to be populated at the time, it's a death
sentence to ask us to reboot the server just to check if we're
authenticating correctly.

Also: my server's identity token didn't have quote marks in it, so I
added that and I'm testing now. But, my other 3 servers don't have
quote marks either, so it's strange that just the one server would be
having the problem.  There was no = sign in the token string.

On Fri, Oct 28, 2011 at 4:59 PM, Tres  wrote:
> Same here. Gifts drop for a while then stop, with a full server. Have to
> restart to get them back. Rinse, repeat. Love the event, though. Glad you
> guys are running it as long as you are. :)
>
> On Fri, Oct 28, 2011 at 3:53 PM, Andreas Grimm  wrote:
>>
>> My gameservers run halloween maps 24/7 without any mapchanges.
>>
>>
>>
>> This morning they dropped gifts without any problems, but a few hours
>> later they stopped dropping the gifts.
>>
>> I changed nothing during the runtime and all servers are successfully
>> registered. Only a complete server restart solved the problem.
>>
>>
>>
>> After the restart the gift drops were back.
>>
>>
>>
>> Atm it seems that they stopped dropping gifts again. 30 players on it,
>> registered, get gifts earlier this day and now - nothing.
>>
>> Is there any "registration timeout" or something like that active?
>>
>>
>>
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
>> Sent: Friday, October 28, 2011 10:42 PM
>> To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
>> Linux server mailing list
>> Subject: Re: [hlds] TF2 registered servers: check for rogue '=' in the
>> convar settings
>>
>>
>>
>> One last thing.
>>
>>
>>
>> You *should* see either this line:
>>
>>
>>
>>     Game server authentication: SUCCESS! Standing: %s. Trend:
>> %s
>>
>>
>>
>> or this line:
>>
>>
>>
>>     Game server authentication: FAILURE!
>>
>>
>>
>> Pretty soon upon boot.  If you don't that means your server is not even
>> attempting to sign on, and there's probably something wrong with the
>> convars.
>>
>>
>>
>> If you see the SUCCESS! message, but are still not getting Halloween
>> drops, please post that fact on this list.
>>
>>
>>
>> Your humble servant,
>>
>> Fletch
>>
>>
>>
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
>> Sent: Friday, October 28, 2011 1:38 PM
>> To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
>> Win32 server mailing list
>> Subject: [hlds] TF2 registered servers: check for rogue '=' in the convar
>> settings
>>
>>
>>
>> If your server is not getting Halloween drops, check if your config file
>> has an '=' in the lines to set the registration convars.
>>
>>
>>
>> Also,  make sure you put the identity token in quotes.
>>
>>
>>
>> If you have these two problems, you probably (quite reasonably) cut and
>> paste the two config file lines from the client console when you registered
>> your server.  That output erroneously had the ='s in them, and did not quote
>> the identity token.  We fixed the output soon after we shipped the
>> registered server feature, which explains why a lot of people not getting
>> the drops are also saying that they have been registered for a long time.
>>
>>
>>
>> In case that does not fix the problem, the next update will provide more
>> verbose logging so such errors will not go undetected for so long.
>>
>>
>>
>> Your humble servant,
>>
>> Fletch
>>
>> ___
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>> please visit:
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Re: [hlds] Team Fortress 2 Update Released

2011-10-27 Thread msleeper
I'm getting this spew again on cp_manor_event:


DataTable warning: player: Out-of-range value (346.00) in
SendPropFloat 'm_angEyeAngles[0]', clamping.



On Thu, Oct 27, 2011 at 10:20 PM, Andrew DeMerse  wrote:
> Yep, my servers are crashing. i just disabled all plugins to see if that'll
> fix it.
>
> On Thu, Oct 27, 2011 at 10:17 PM,  wrote:
>>
>> My server crashed once already. I'm still investigating and have a backup
>> server with no plugins to try to rule out that. Anyone else having issues?
>>
>> Sent from my Verizon Wireless BlackBerry
>>
>> -Original Message-
>> From: Jason Ruymen 
>> Sender: hlds-boun...@list.valvesoftware.com
>> Date: Fri, 28 Oct 2011 01:23:47
>> To:
>> 'hlds_li...@list.valvesoftware.com';
>> 'Half-Life dedicated Win32 server mailing
>> list';
>> 'hlds_annou...@list.valvesoftware.com'
>> Reply-To: Half-Life dedicated Win32 server mailing list
>>        
>> Subject: [hlds] Team Fortress 2 Update Released
>>
>> Required updates for Team Fortress 2 are now available.  The specific
>> changes include:
>>
>> - Halloween 2011 Event
>>   - Viaduct has been haunted and is now... Eyeaduct!
>>   - One full multi-piece costume set has been added for each class
>>   - Random gifts containing costume pieces drop in Eyeaduct on registered
>> servers
>>   - 2 new Halloween 2011 achievements
>>   - Any unusual hats uncrated during the event will be Halloween-themed
>>   - New Halloween-themed items are available in the Mann Co. store, but
>> only for a limited time!
>> - Updated effects for The Cow Mangler 5000
>> - Updated in-game abuse reporting tool to include option for reporting
>> abusive game servers
>> - Added mapcycle_halloween containing all Halloween event maps
>> - Fixed team colors and styles not updating properly in store previews
>> - Fixed bug in reputation trend status display for registered servers
>> - Fixed a problem that could cause repeated stutters after joining a
>> server
>> - Fixed the Spine-Chilling Skull not appearing when equipped by soldiers
>> - New Halloween-themed community-created items submitted to the Workshop
>> are now available in the Mann Co. store!
>>
>> Jason
>>
>>
>> ___
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>> please visit:
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Re: [hlds] Team Fortress 2 required update coming this afternoon

2011-10-27 Thread msleeper
Why do you think I hate when they announce when updates will be? Too
much competition getting the update right away.

And to everyone who has been "waiting and watching for 5 hours", you
should use nemrun. It will save your life.

On Thu, Oct 27, 2011 at 9:35 PM,   wrote:
> Trying to update the server now but not having luck.
> Sent from my Verizon Wireless BlackBerry
>
> -Original Message-
> From: João Gabriel 
> Sender: hlds-boun...@list.valvesoftware.com
> Date: Thu, 27 Oct 2011 23:16:20
> To: Half-Life dedicated Win32 server mailing list
> Reply-To: Half-Life dedicated Win32 server mailing list
>        
> Subject: Re: [hlds] Team Fortress 2 required update coming this afternoon
>
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Re: [hlds] Is your TF2 standing trending downward fast?

2011-10-26 Thread msleeper
I think the reason that nobody reported it as a bug is that we've been
given next to no information on how the matchmaking ranking system
works, and the only feedback we get is those two lines ("Status" and
"Trend"). There never seemed to be a correlation between me getting
players and my server's trend, and since Valve has not given us more
information on their wizard's magic matchmaking ranking system, I
assumed it was doing it's job like normal.

On Wed, Oct 26, 2011 at 3:46 PM, Joeri van der Velden
 wrote:
> I noticed it too (somehow the trend was "downwards fast" for months but the
> server status always "good"). Seems I didn't care enough to submit a bug
> report though :p
>
> 2011/10/26 Spencer 'Voogru' MacDonald 
>>
>> Who cares if people do that? You can already do such a thing with the game
>> server monitor sites.
>>
>> On 10/26/2011 11:04 AM, James Botting wrote:
>>
>> I think it's deliberately not shown as a number to prevent the inevitable
>> 'my server is better than yours because I have a higher number' when this
>> system isn't meant to be interpreted like that.
>> On 26 Oct 2011, at 08:05, Spencer 'Voogru' MacDonald 
>> wrote:
>>
>> Why not just report it as a number? Positive number = good, Negative
>> number = bad.
>>
>> The higher the number the better, the lower the number the worse.
>>
>> - Spencer.
>>
>> On 10/25/2011 9:51 PM, Fletcher Dunn wrote:
>>
>> There has been a bug in the TF2 server reputation trend calculation.
>> Previously, it would only report that the reputation was either "slightly
>> upward" or "downward fast."
>>
>>
>>
>> It will be fixed in the next update, to properly show five different
>> levels: up fast, up slow, steady, down slow, and down fast.
>>
>>
>>
>> I'm sure that this news comes as a *complete shock* to everybody.  none of
>> us had the SLIGHTEST INKLING that something was amiss, since it seemed to
>> make such perfect sense.
>>
>>
>>
>> No seriously, thanks to those who reported this issue.  And I apologize if
>> anybody lost sleep over their server's reputation as a result of this bug.
>>
>>
>>
>> And just to be clear: the bug was not in the calculation of the reputation
>> data and had no effect on quickplay, etc.  It only affects the reporting of
>> the trend message.
>>
>>
>>
>> Your humble servant,
>>
>> Fletch
>>
>> ___
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>> please visit:
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Re: [hlds] Halloween, quickplay, and registering your server

2011-10-25 Thread msleeper
I'm pretty sure all odd mixed cases of replay and/or srctv got fixed
back then, I remember all of the 33 and 34 player server admins crying
about not being able to do that anymore since they fixed the loop
hole.

On Tue, Oct 25, 2011 at 5:38 PM, Jeff Sugar  wrote:
> I can confirm this to be the case, at leasg with just replay. Not sure about
> replay+srctv
>
> On Oct 25, 2011 12:53 PM, "msleeper"  wrote:
>>
>> The extra player from the replay bot should not be reporting to
>> quickplay, so you shouldn't be penalized for it. This was fixed a
>> month or two ago.
>>
>> On Tue, Oct 25, 2011 at 2:40 PM,   wrote:
>> > Yes, it is only for TF2. CSS does not have a halloween update, quickplay
>> > or matchmaking features.
>> > Enviado desde mi oficina móvil BlackBerry® de Telcel
>> >
>> > -Original Message-
>> > From: Herover 
>> > Sender: hlds-boun...@list.valvesoftware.com
>> > Date: Tue, 25 Oct 2011 20:39:17
>> > To: Half-Life dedicated Win32 server mailing
>> > list
>> > Reply-To: Half-Life dedicated Win32 server mailing list
>> >        
>> > Subject: Re: [hlds] Halloween, quickplay, and registering your server
>> >
>> > Just to be sure: this is only for tf2, right? As a css server owner, I
>> > do not need to think about this?
>> > Sorry if it's obvious, just getting confused since I have never heard
>> > of anything like "quickplay" and valve "server reputation"...
>> >
>> > 2011/10/25 Jethro Seabridge :
>> >> I know it's barely on topic but - last year during the Halloween event,
>> >> what
>> >> I used to do on my server was noclip to the gifts using Sourcemod, and
>> >> then
>> >> give the mask to whoever needed it on the chat. I realize this takes
>> >> quite a
>> >> bit of the fun out of it, but I only started doing it the last couple
>> >> of
>> >> days before the event ended.
>> >> I assume that's not okay anymore?
>> >> -Jethro
>> >>
>> >> On Mon, Oct 24, 2011 at 10:14 PM, Fletcher Dunn
>> >>  wrote:
>> >>>
>> >>> Here are some quick facts about Halloween, quickplay, and server
>> >>> reputation:
>> >>>
>> >>>
>> >>>
>> >>> * Please read this FAQ, which answers most quickplay and server
>> >>> registration questions:
>> >>> https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
>> >>>
>> >>>
>> >>>
>> >>> * Having players join and stay on your server is currently the only
>> >>> thing
>> >>> that matters for server reputation.  Passwords, crit changes, damage
>> >>> spread,
>> >>> mods, maps, etc, does not affect your reputation except to the extent
>> >>> that
>> >>> it affects client's behaviour.  If you have an audience that is having
>> >>> fun,
>> >>> your reputation should be OK.  There is no need to ask if doing XYZ
>> >>> will
>> >>> negatively affect your reputation, merely because we haven't
>> >>> specifically
>> >>> said, "XYZ is OK."  Should this policy change in the future, we will
>> >>> let you
>> >>> know.
>> >>>
>> >>>
>> >>>
>> >>> * Certain actions (those described in the FAQ) will make your server
>> >>> ineligible for quickplay.  However, those criteria are only examined
>> >>> at the
>> >>> moment a client does a quickplay search.  They have no lasting effect
>> >>> on
>> >>> your server (except, of course, to the extent that the loss of the
>> >>> extra
>> >>> players could negatively affect your reputation) and can be toggled at
>> >>> any
>> >>> time.  Temporarily engaging in some activity that makes you ineligible
>> >>> for
>> >>> quickplay does not have any lasting penalty on your server or
>> >>> reputation.
>> >>>
>> >>>
>> >>>
>> >>> * In general, positive reputation data is associated with your game
>> >>> server
>> >>> account, not your IP.  You can move to a different IP with no
>> >>> problems.
>> >>>
>> >>>
>>

Re: [hlds] Halloween, quickplay, and registering your server

2011-10-25 Thread msleeper
The extra player from the replay bot should not be reporting to
quickplay, so you shouldn't be penalized for it. This was fixed a
month or two ago.

On Tue, Oct 25, 2011 at 2:40 PM,   wrote:
> Yes, it is only for TF2. CSS does not have a halloween update, quickplay or 
> matchmaking features.
> Enviado desde mi oficina móvil BlackBerry® de Telcel
>
> -Original Message-
> From: Herover 
> Sender: hlds-boun...@list.valvesoftware.com
> Date: Tue, 25 Oct 2011 20:39:17
> To: Half-Life dedicated Win32 server mailing list
> Reply-To: Half-Life dedicated Win32 server mailing list
>        
> Subject: Re: [hlds] Halloween, quickplay, and registering your server
>
> Just to be sure: this is only for tf2, right? As a css server owner, I
> do not need to think about this?
> Sorry if it's obvious, just getting confused since I have never heard
> of anything like "quickplay" and valve "server reputation"...
>
> 2011/10/25 Jethro Seabridge :
>> I know it's barely on topic but - last year during the Halloween event, what
>> I used to do on my server was noclip to the gifts using Sourcemod, and then
>> give the mask to whoever needed it on the chat. I realize this takes quite a
>> bit of the fun out of it, but I only started doing it the last couple of
>> days before the event ended.
>> I assume that's not okay anymore?
>> -Jethro
>>
>> On Mon, Oct 24, 2011 at 10:14 PM, Fletcher Dunn
>>  wrote:
>>>
>>> Here are some quick facts about Halloween, quickplay, and server
>>> reputation:
>>>
>>>
>>>
>>> * Please read this FAQ, which answers most quickplay and server
>>> registration questions:
>>> https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
>>>
>>>
>>>
>>> * Having players join and stay on your server is currently the only thing
>>> that matters for server reputation.  Passwords, crit changes, damage spread,
>>> mods, maps, etc, does not affect your reputation except to the extent that
>>> it affects client's behaviour.  If you have an audience that is having fun,
>>> your reputation should be OK.  There is no need to ask if doing XYZ will
>>> negatively affect your reputation, merely because we haven't specifically
>>> said, "XYZ is OK."  Should this policy change in the future, we will let you
>>> know.
>>>
>>>
>>>
>>> * Certain actions (those described in the FAQ) will make your server
>>> ineligible for quickplay.  However, those criteria are only examined at the
>>> moment a client does a quickplay search.  They have no lasting effect on
>>> your server (except, of course, to the extent that the loss of the extra
>>> players could negatively affect your reputation) and can be toggled at any
>>> time.  Temporarily engaging in some activity that makes you ineligible for
>>> quickplay does not have any lasting penalty on your server or reputation.
>>>
>>>
>>>
>>> * In general, positive reputation data is associated with your game server
>>> account, not your IP.  You can move to a different IP with no problems.
>>>
>>>
>>>
>>> * Valve *MAY* associate negative reputation data (bans, blacklists,
>>> records of abuse or cheating, etc) not just to the game server account, but
>>> also to the IP address or owning steam account.  (*Not* just a specific
>>> IP:port combination!)  We understand that not everyone has control over all
>>> the ports on their IP.  Hopefully the reasons why these sorts of policies
>>> are necessary are obvious.  Bottom line: protect the reputation of any
>>> servers running on your IP.
>>>
>>>
>>>
>>> * There will be a special Halloween quickmatch option on the client.  We
>>> will provide further details for how to receive the traffic later.
>>>
>>> * We highly encourage people to register their servers.  There is zero
>>> downside to doing so, whatsoever, and it takes 5 seconds.  The Halloween
>>> gift drops are the first of hopefully many more benefits to come from
>>> registering your server.
>>>
>>>
>>>
>>> * We will be watching for servers who are exploiting the gift and drop
>>> system, and reserve the right to take action against the account, game
>>> server, IP, and steam account that owns the game server.  We are not going
>>> to provide an exact definition of exactly what is OK and what is not.
>>> However, here are two examples of abusive activity: 1.) Giving certain plays
>>> on your server special powers or preferential treatment with regard to
>>> gifts.  2.) Using automated methods to collect gifts into lots of free
>>> accounts, causing them to be devalued in the TF economy.
>>>
>>>
>>>
>>> Thank you for helping to provide our customers a place to play our game.
>>>
>>>
>>>
>>> Your humble servant,
>>>
>>> Fletch
>>>
>>>
>>>
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>>> please visit:
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>>>
>>
>>
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>> p

Re: [hlds] [hlds_linux][TF2]theMedic

2011-10-25 Thread msleeper
Relevant to server administration.

On Mon, Oct 24, 2011 at 6:53 PM, anna rack  wrote:
> Hey all
>
> Just a thought on the medic really. I'm a bit of a stat whore and one thing 
> that really bothers me are medics that literally only heal the player with 
> the most points. Now of course they are going to get more assist kills 
> because of this and they basically won't heal anyone else. Surely a medic 
> should be rewarded by healing THE TEAM and keeping them forward rather than 
> concentrating on the one that can give them the most points. It just bothers 
> me because it's more important to me to keep my team forward and therefore I 
> heal as many of my team as possible. Is there anyway that the medic can be 
> rewarded by being a team healer? Like maybe calculating the number of players 
> that are healed within a time limit together with the amount healed.
>
> Just throwing that out there in case Valve fancy something lighter to think 
> about :D
>
> Apologies if this is not the right place for my thoughts!
>
> Kind Regards
>
> annarack
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Re: [hlds] Halloween 2011

2011-10-24 Thread msleeper
You're not reading the entire article then, and only skipping to the
parts you don't like.

The article is about how to setup your server to be quickplay enabled.
Part of that process is that you have to register your servers - but
that's the only part you have to follow to be eligible for the
Halloween stuff.

There's no criteria for your servers to be registered. The only thing
that cares about "as vanilla as possible" is the quickplay matchmaking
system. Nowhere does it say anything about that with just registering
your server.

How is this a hard concept to understand.

On Sat, Oct 22, 2011 at 12:33 PM, Jason  wrote:
> msleeper, I am not reading between the lines, because it clearly states:
>  "Servers should be running as "vanilla" as possible. In particular, these
> server tags (sv_tags) will disqualify a server:"
>
> We don't have but ONE vanilla server, thus my concern/question.
> So to someone who may reply in a HELPFUL way:  We don't have to put the
> results of the confirmation into our server.cfg as the instructions state,
> correct?  Just register and that's it?
>
> Thanks in advance.
>
> On Sat, Oct 22, 2011 at 3:59 AM, msleeper 
> wrote:
>>
>> There's nothing to be confused about. Stop trying to read between the
>> lines.
>>
>> In order to participate in the event, you have to REGISTER your
>> servers. You don't have to make them quickplay valid. You JUST have to
>> register them.
>>
>> How is there 20 replies to this thread.
>>
>> On Sat, Oct 22, 2011 at 2:46 AM, Jason  wrote:
>> > Ok, I am confused.  The quickplay (and "registration" of servers) is for
>> > servers without mods, etc.  Which is why we only have one of our five
>> > servers in the "quickplay" registration.  Yet, the OTHER servers is
>> > where we
>> > get most of our traffic.  Your "quickplay registration" rules say
>> > something
>> > along the lines of either getting blacklisted or ignored if you have
>> > modded
>> > servers.
>> > So people who have "fun" modded servers are simply shit out of luck?  If
>> > this is not the case, then please, explain and give DETAILS of what we
>> > will
>> > need to do.  I don't mind registering my servers for the halloween event
>> > stuff, my community would love itbut if I get left out because
>> > we
>> > have mods, I think that's a bit crappy of valve.
>> > Let us know exactly what we need to do to participate please...thank
>> > you
>> > in advance.
>> > Jason
>> >
>> > On Sat, Oct 22, 2011 at 2:33 AM, Rob Liu  wrote:
>> >>
>> >> Why even bother trying to "police" it.  It's a holiday special events.
>> >> People who's going to cheat/abuse it is still going get what they want
>> >> in
>> >> the end.
>> >>
>> >> On Sat, Oct 22, 2011 at 6:39 PM, Violent Crimes
>> >>  wrote:
>> >>>
>> >>> Would setting up a 10 person private server for you and your friends
>> >>> to
>> >>> get the gifts and not have to deal with other people be abusing the
>> >>> system?
>> >>>
>> >>> 
>> >>> From: Jon Lippincott 
>> >>> To: Half-Life dedicated Linux server mailing list
>> >>> ; Half-Life dedicated Win32 server
>> >>> mailing list 
>> >>> Cc: TF Team 
>> >>> Sent: Friday, October 21, 2011 10:32 PM
>> >>> Subject: [hlds] Halloween 2011
>> >>>
>> >>> We’re going to be launching some new Halloween content in the near
>> >>> future
>> >>> and wanted to give you all a quick heads-up.  There will be random
>> >>> gift
>> >>> drops, but this year we are requiring that participants register their
>> >>> servers.  If you choose not to register, you can still run the
>> >>> Halloween
>> >>> maps, but no gifts will drop on your server.  By registering, your
>> >>> server
>> >>> will also be included in matchmaking, which will potentially drive
>> >>> traffic to you.  Note that cheating or otherwise abusing the gift drop
>> >>> system will result in losing your registration, access to gift drops
>> >>> and
>> >>> other potential value-adds in the future.
>> >>>
>> >>> Y

Re: [hlds] Halloween 2011

2011-10-22 Thread msleeper
There's nothing to be confused about. Stop trying to read between the lines.

In order to participate in the event, you have to REGISTER your
servers. You don't have to make them quickplay valid. You JUST have to
register them.

How is there 20 replies to this thread.

On Sat, Oct 22, 2011 at 2:46 AM, Jason  wrote:
> Ok, I am confused.  The quickplay (and "registration" of servers) is for
> servers without mods, etc.  Which is why we only have one of our five
> servers in the "quickplay" registration.  Yet, the OTHER servers is where we
> get most of our traffic.  Your "quickplay registration" rules say something
> along the lines of either getting blacklisted or ignored if you have modded
> servers.
> So people who have "fun" modded servers are simply shit out of luck?  If
> this is not the case, then please, explain and give DETAILS of what we will
> need to do.  I don't mind registering my servers for the halloween event
> stuff, my community would love itbut if I get left out because we
> have mods, I think that's a bit crappy of valve.
> Let us know exactly what we need to do to participate please...thank you
> in advance.
> Jason
>
> On Sat, Oct 22, 2011 at 2:33 AM, Rob Liu  wrote:
>>
>> Why even bother trying to "police" it.  It's a holiday special events.
>> People who's going to cheat/abuse it is still going get what they want in
>> the end.
>>
>> On Sat, Oct 22, 2011 at 6:39 PM, Violent Crimes
>>  wrote:
>>>
>>> Would setting up a 10 person private server for you and your friends to
>>> get the gifts and not have to deal with other people be abusing the system?
>>>
>>> 
>>> From: Jon Lippincott 
>>> To: Half-Life dedicated Linux server mailing list
>>> ; Half-Life dedicated Win32 server
>>> mailing list 
>>> Cc: TF Team 
>>> Sent: Friday, October 21, 2011 10:32 PM
>>> Subject: [hlds] Halloween 2011
>>>
>>> We’re going to be launching some new Halloween content in the near future
>>> and wanted to give you all a quick heads-up.  There will be random gift
>>> drops, but this year we are requiring that participants register their
>>> servers.  If you choose not to register, you can still run the Halloween
>>> maps, but no gifts will drop on your server.  By registering, your server
>>> will also be included in matchmaking, which will potentially drive
>>> traffic to you.  Note that cheating or otherwise abusing the gift drop
>>> system will result in losing your registration, access to gift drops and
>>> other potential value-adds in the future.
>>>
>>> You still have plenty of time, as this change won’t be going live until
>>> next week.  Registration is quick and simple, and is outlined here.
>>>
>>> -Jon
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
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>>>
>>>
>>>
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>>
>>
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Re: [hlds] mailing list question

2011-08-15 Thread msleeper
Don't subscribe to digests.

On Mon, Aug 15, 2011 at 7:43 PM, Bubka3  wrote:
> How do you reply to a "thread" if you don't have it send you emails,
> only daily digests?
>
> -Bubka3
>
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Re: [hlds] TF2 Quickplay System Question - August Steam Update - Windows

2011-08-10 Thread msleeper
My generally baseless assumption is that they are using their existing
server infrastructure to host these gameservers (as opposed to
purchasing them from some GSP like you or I would), and so it's
costing them nothing extra to put up servers. I also imagine that, as
L4D and L4D2 are slowly dwindling down, they are converting those
servers to TF2.

I also don't see what the issue is with them having servers up. The
players who are using them are the absolutely-brand-new-to-the-game
players, not seasoned vets, and the less kids who don't know how to
use an Uber playing on my servers, the better.  Fletcher said in a
recent email that, as a player accumulates more playtime, they start
getting weened off of the Valve servers and released into the general
population at around 20 hours of gameplay I think.

So, please stop freaking out over what is ultimately beneficial. Thants.

On Wed, Aug 10, 2011 at 12:40 PM, Mike jons  wrote:
> Valve has almost 1500 servers up now. They used to only have around 1000
> before. Proof:
> http://www.game-monitor.com/search.php?search=valve%20tf&game=tf2
> It's crazy and absurd o_0. They should move it to around 300-400 servers at
> max. Tell us why you need all these servers valve? It only cost Valve more
> money and they should focus their money on something else like content
> delivery.
>
>
> 
> From: singh...@live.com
> To: hlds@list.valvesoftware.com
> Date: Mon, 8 Aug 2011 12:27:46 -0400
> Subject: Re: [hlds] TF2 Quickplay System Question - August Steam Update -
> Windows
>
> The reason why you saw a huge drop in traffic on the Monday of the following
> week the Uber update came out was due to Valve setting up more quickplay
> servers than they needed to (I don't know if this is true or not, but until
> Valve clarifies on this, I'm sticking to this "theory").
>
>> From: gamead...@127001.org
>> To: hlds@list.valvesoftware.com
>> Date: Mon, 8 Aug 2011 16:28:45 +0100
>> Subject: Re: [hlds] TF2 Quickplay System Question - August Steam Update -
>> Windows
>>
>> It's worth noting that even BEFORE quickplay, being fast off the mark with
>> a
>> server update was a good way to get a busy server... quickplay or not,
>> when
>> there's only a small number of valid servers, they will be busy.
>>
>> > -Original Message-
>> > From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
>> > boun...@list.valvesoftware.com] On Behalf Of Michael Tharp
>> > Sent: 08 August 2011 15:11
>> > To: hlds@list.valvesoftware.com
>> > Subject: Re: [hlds] TF2 Quickplay System Question - August Steam Update
>> > - Windows
>> >
>> > On 08/06/2011 09:38 PM, Jay Singh wrote:
>> > > It's Valve's fault for setting up all these blasted quick play
>> > servers.
>> > > I can put money on the fact that if Valve would shut down at least
>> > half
>> > > of their servers, there would be less complaints about people and
>> > their
>> > > servers being empty all the time.
>> >
>> > They were necessary when free-to-play first came out due to the absurd
>> > number of players added to the system. Now there aren't as many, and
>> > eventually Valve will wind down some of their servers to compensate.
>> > There is presently more supply than demand, and some servers sit empty
>> > as a result. As I understand it the player count factors into the
>> > quickplay equation so servers that are populated tend to stay populated
>> > while those that are empty stay empty. Frankly this is better for the
>> > players, but ideally there would be fewer servers so all of them could
>> > stay populated.
>> >
>> > For what it's worth, I initially saw a huge drop in traffic right after
>> > one update (on the 28th maybe?), perhaps because my update notifier
>> > failed and it sat empty for 40 minutes before I noticed and updated it.
>> > But since then it's built back up and is usually full in the evenings.
>> > I
>> > don't know what percentage of traffic is coming from quickplay because
>> > it isn't logged. Normally right after an update, within 5 minutes of
>> > restarting the server it will be full again, often within 1 minute. I
>> > assume this is because there are fewer servers operating with the new
>> > update.
>> >
>> > As for the reputation messages ("downward fast" trend), Valve has
>> > already stated that it is normal once you've hit the upper range of
>> > reputation and that perhaps the messages are scarier than they need to
>> > be.
>> >
>> > -- m. tharp
>> >
>> > ___
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>> > please visit:
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Re: [hlds] Limit replay use to list of specific SteamID's?

2011-08-04 Thread msleeper
If you're running linux, setup a cronjob that deletes files older than
X days once a day or something. Quick, easy and painless.

find /path/to/your/replay/directory -type f -mtime +3 |xargs rm

On Thu, Aug 4, 2011 at 5:28 PM, IBIS Customer Service
 wrote:
> I have my servers set for constant demo recording. There is a sm plugin that
> cleans out the files automatically at a preconfigured time. I have never had
> issues with it. As for crashing ur ftp client try filezilla
>
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Re: [hlds] [hlds_linux] Team Fortress 2 Update Released

2011-08-03 Thread msleeper
He's crying that he can't have 33 players. Nothing important, move along.

Also to everyone who is waiting forever for their server to update:
use nemrun, it will save your life.

http://nephyrin.net/tools/nemrun/1.8/

On Wed, Aug 3, 2011 at 10:17 PM, Jesse Porter  wrote:
> Until he can use his words, it doesn't matter.
>
> On Wed, Aug 3, 2011 at 8:14 PM, Timothy Sadleir  wrote:
>>
>> Yeah, I'm unsure as to what he's talking about as well.  Is he trying to
>> say that Replay and SourceTV don't work anymore after this update?
>>
>> On Wed, Aug 3, 2011 at 7:10 PM,  wrote:
>>>
>>> Any chance you can enlighten the rest of us, or is this a private snark
>>> between you and Valve?
>>>
>>> > -Original Message-
>>> > From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
>>> > boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
>>> > Sent: 04 August 2011 02:18
>>> > To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
>>> > Win32 server mailing list
>>> > Subject: Re: [hlds] [hlds_linux] Team Fortress 2 Update Released
>>> >
>>> > > Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
>>> > > - Added a check to prevent kicking Replay and SourceTV clients from
>>> > servers
>>> >
>>> > Thanks for breaking this in every game. I was starting to get worried
>>> > that we weren't going to have any regressions for this week.
>>> > Kyle.
>>> >
>>> > On Wed, Aug 3, 2011 at 4:50 PM, Jason Ruymen 
>>> > wrote:
>>> > > Required updates for Team Fortress 2 are now available.  The specific
>>> > changes include:
>>> > >
>>> > > Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
>>> > > - Added a check to prevent kicking Replay and SourceTV clients from
>>> > servers
>>> > >
>>> > > Team Fortress 2
>>> > > - Added new items for upcoming promotions
>>> > > - Fixed a case where health overheal wasn't being applied when
>>> > multiple healers were involved
>>> > > - Fixed the new Gravelpit backgrounds using the wrong filename
>>> > > - Updated the Mask of the Shaman
>>> > > - Updated the localization files
>>> > >
>>> > > Jason
>>> > >
>>> > >
>>> > > ___
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>>> > archives, please visit:
>>> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>> > >
>>> >
>>> > ___
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>>> > please visit:
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>>>
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Re: [hlds] Valve TF2 servers no longer have quickplay advantage

2011-07-28 Thread msleeper
Could we get some further detail on exactly what the scoring/trend
stuff in the console output means? A couple of my servers are
generally reporting as "Slightly Downwards" and yet they're full most
of the day. I'm assuming this just means they're near the top of the
list where things are constantly being shuffled, and that "downwards"
does not translate to "your server's score sucks".

Could we expect to see more tools to determine our servers' rankings
in the future? I don't mean a command to tell us "Ranked  / "
or something in those sort of terms, but just some way of letting us
know if we're doing things right with our server to retain players and
keep a high score.

Is there any plans to add anything to the server's registered Steam
ID's community page? A "TF2 server op" badge or something?

On Thu, Jul 28, 2011 at 12:19 PM, Fletcher Dunn
 wrote:
> Hello all.
>
>
>
> An update earlier this week contained an adjustment to the scoring bonus we
> give to Valve servers for quickplay servers.  There is still a bonus when
> inexperienced players are searching.  However, the bonus decreases as they
> gain play hours, and it drops to zero at around 20 hours of play time.
> (Don't take the specific numbers too literally, all the details are subject
> to tweaking, of course.)
>
>
>
> Our goals with these changes are:
>
> * Ensure that new players have the "vanilla" TF2 experience.
>
> * Integrate experienced players into the regular community, help them
> discover the diversity, and let them find the experience they want.
>
>
>
> Your servers are competing with Valve servers on an equal footing for
> quickplay customers.  In fact, my guess --- although I don't really have any
> data to back this up --- is that directing the noobs towards the Valve
> servers actually gives them a disadvantage.
>
>
>
> Your humble servant,
>
> Fletch
>
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Re: [hlds] TF2 crashes

2011-07-26 Thread msleeper
Dumps from 3 of my servers running in 2 separate physical machines -
one running Debian Squeeze 32bit (msleeper-dumps) and the other
running Ubuntu 11.04 64bit (f7lans-dumps).

http://www.msleeper.com/misc/msleeper-dumps.tar.gz
http://www.msleeper.com/misc/f7lans-dumps.tar.gz

On Mon, Jul 25, 2011 at 4:15 PM, Fletcher Dunn
 wrote:
> Hey guys,
>
>
>
> A status update on the crashes.  I have identified what I think are 3
> different problems.
>
>
>
> 1.) There's a bug in the replay system due to a flaw in libcurl using a
> signal to handle DNS timeout.  You can avoid this bug by using IP addresses
> in your replay config, rather than DNS names.  We will have a software
> workaround in the next update or so that essentially does this same thing
> automatically.
>
>
>
> 2.) There's a random memory scribble.  It will manifest itself as "double
> free" or "memory corruption" crash, depending on your OS.  Some have
> theorized than this is due to the Dr. G weapons.  We cannot confirm this.
>
>
>
> 3.) There is a hang.  From what information I have gathered, the last thing
> in the log is something along the lines of "PreMinidumpCallback: updating
> dump comment."  In other words, it is hanging while attempting to report the
> crash.  This is particularly disastrous because it not only will it
> interfere with auto-restart scripts (unless you have some sort of watchdog),
> but it prevents the crash report from being generated and submitted, which
> of course would help us fix it.
>
>
>
> A random memory scribble can cause all sorts of behaviour, so it's possible
> that #2 is the real bug, and #3 just a side effect that sometimes attends
> the main bug.
>
>
>
> We have not been able to reproduce any of these issues internally, and we
> have had several playtests.  (We, the actual developers, not a separate QA
> department and not a group of interns, playtest the game every day, on
> Windows and Linux servers.)  However, our dedicated servers have experienced
> the hang.
>
>
>
> It has been very difficult to track down and fix these crashes because we
> seem to have several regressed all at once, and at least one of the problems
> is interfering with the normal reporting mechanism.  If anyone is able to
> save a dump file (they usually go to /tmp/dumps), I would be great if you
> could post them in some webspace and post a URL where they may be
> downloaded.  Or, if your console log shows that it was uploaded, please post
> the report ID.  The output will look something like this:
>
>
>
> PreMinidumpCallback: updating dump comment
> Uploading dump (in-process) [proxy '']
> /tmp/dumps/crash_20110723191817_1.dmp
> success = yes
> response: CrashID=bp-445d6055-e9e7-420a-93b8-688a92110723
>
>
>
> Grabs of GDB stack traces, etc with raw addresses, are not totally useless,
> but they are definitely much less useful.  Even with symbols, a stack trace
> does not have as much data as a dump has.  So if we could get some actual
> dumps, that would be really great.
>
>
>
> These crashes continue to be our top priority.
>
>
>
> - Fletch
>
> ___
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Re: [hlds] [TF2] Dueling Glitches

2011-07-24 Thread msleeper
Nice job being completely on topic there, buddy.

On Sun, Jul 24, 2011 at 3:44 AM, Mart-Jan Reeuwijk  wrote:
> No not seen that happen, but when I do see such a bunch of duels being
> started, I would kick them, cos I have no intention to see so much spam from
> that cos of a bunch of players decided all at once to duel all each other
> and have everybody spammed bout it.  Its one of the annoyances, together
> with the "strange" level up notifications that should be dealth with with a
> separate convar that you don't see the notifications of those, but still can
> get trade notifications.
>
> 
> From: Daron Dodd 
> To: Half-Life dedicated Win32 server mailing list
> 
> Sent: Sunday, 24 July 2011, 9:17
> Subject: [hlds] [TF2] Dueling Glitches
>
> We had a server today with 6 people dueling so a total of 3 duels going at
> once. when one person from a duel left the server everyone else's duel
> disappeared and there opponents no longer had a duel icon over there head
> but when the round ended the duel was still going on. It appears that when
> one player in a duel leaves the other duels tracking/stats disappear but are
> actually still happening.
> Anyone else having this problem?
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[hlds] Attn: Whiners

2011-07-15 Thread msleeper
http://store.steampowered.com/news/5856/

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Re: [hlds] [hlds_linux] TF2 servers staying empty

2011-07-10 Thread msleeper
Also, what exactly is the penalty for a custom map coming up on an
otherwise stock rotation? Does it wipe your reputation entirely or
does it simply just not send quickplay traffic to you when there is a
custom map playing?

What are the chances of some sort of mechanism to allow quickplay
clients to be able to join custom map quick play servers?

On Sun, Jul 10, 2011 at 6:49 PM, msleeper  wrote:
> "Payload is the default game mode choice.  You might get more
> quickplay traffic on payload maps."
>
> Do you have any other data like this to help us figure out the best
> quick play servers to run? Do you have a quickplay-optimal server.cfg
> we should be using (replay enabled, voting enabled, etc.)? Could you
> post the server.cfg that the Valve servers are using as an example?
>
> On Sun, Jul 10, 2011 at 5:35 PM, Fletcher Dunn
>  wrote:
>> If you want to know if matchmaking is working or not, looking at your own
>> server will tell you very little.  You have to play the game.  Our current
>> goals for quickplay are pretty limited: to match players (especially new
>> players, who we expect to be the ones using this feature) to the best server
>> for them.  In other words, we define success solely from the client's
>> perspective.  We don't have any criteria that attempts to optimize results
>> from servers' perspective, with the exception of reducing unwanted traffic
>> (in the form of query pings or quickplay player traffic in general).
>> Last weekend (July 2) all of the Valve servers went down.  This undoubtedly
>> sent a lot of quickplay traffic your way.  Then, on Monday, they came back
>> up.  This almost certainly resulted in less quickplay traffic coming your
>> way.  Our overall player counts are reduced since the initial surge, but we
>> still have a pretty large number of Valve servers up.  I'd guess that ratio
>> of Valve servers versus players using quickplay is the single largest factor
>> in determining how much quickplay traffic comes your way.
>> On the other hand, last week's update reduced the scoring advantage that
>> Valve servers get.  We are still tweaking this.  We may make the scoring
>> advantage a function of player experience, to get totally new players on
>> Valve servers, but over time transition them into the general population.
>> Payload is the default game mode choice.  You might get more quickplay
>> traffic on payload maps.
>> We are experimenting with certain rules changes being score penalties rather
>> than deal-breakers.  (nocrits is the first test.)  But right now, there are
>> so many good Valve servers available, unless your server is vanilla with a
>> good ping and 15-20 players in it, most clients will score the Valve server
>> higher anyway, so pretty much any scoring penalty can effectively rule you
>> out.  This is just a function of the number of players and the number of
>> (Valve) servers.
>> The fix for the replay off-by-one player count bug should be in the next
>> update.  We have received some helpful reports about zombie players and
>> hopefully will have that fixed, too.  We also read the suggestions for how
>> our codebase could be improved and features implemented more simply.  Rest
>> assured that those suggestions are being given all the attention they
>> deserve.
>> The reputation scoring system will take some time to tune.  Currently it can
>> be dwarfed by the other factors.  We are not certain it is the best long
>> term solution, perhaps creating a more persistent server identity at the
>> Steam level is better.  For example, so you can change your IP and not lose
>> all of your loyal players who added your server to their favorites list.  We
>> have heard you loud and clear on this point and it is something I personally
>> am very interested in working on.  Having a less anonymous system will
>> benefit good servers and players and is a good thing all around.
>> Your humble servant.
>> - Fletch
>> ___
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>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>>
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Re: [hlds] [hlds_linux] TF2 servers staying empty

2011-07-10 Thread msleeper
"Payload is the default game mode choice.  You might get more
quickplay traffic on payload maps."

Do you have any other data like this to help us figure out the best
quick play servers to run? Do you have a quickplay-optimal server.cfg
we should be using (replay enabled, voting enabled, etc.)? Could you
post the server.cfg that the Valve servers are using as an example?

On Sun, Jul 10, 2011 at 5:35 PM, Fletcher Dunn
 wrote:
> If you want to know if matchmaking is working or not, looking at your own
> server will tell you very little.  You have to play the game.  Our current
> goals for quickplay are pretty limited: to match players (especially new
> players, who we expect to be the ones using this feature) to the best server
> for them.  In other words, we define success solely from the client's
> perspective.  We don't have any criteria that attempts to optimize results
> from servers' perspective, with the exception of reducing unwanted traffic
> (in the form of query pings or quickplay player traffic in general).
> Last weekend (July 2) all of the Valve servers went down.  This undoubtedly
> sent a lot of quickplay traffic your way.  Then, on Monday, they came back
> up.  This almost certainly resulted in less quickplay traffic coming your
> way.  Our overall player counts are reduced since the initial surge, but we
> still have a pretty large number of Valve servers up.  I'd guess that ratio
> of Valve servers versus players using quickplay is the single largest factor
> in determining how much quickplay traffic comes your way.
> On the other hand, last week's update reduced the scoring advantage that
> Valve servers get.  We are still tweaking this.  We may make the scoring
> advantage a function of player experience, to get totally new players on
> Valve servers, but over time transition them into the general population.
> Payload is the default game mode choice.  You might get more quickplay
> traffic on payload maps.
> We are experimenting with certain rules changes being score penalties rather
> than deal-breakers.  (nocrits is the first test.)  But right now, there are
> so many good Valve servers available, unless your server is vanilla with a
> good ping and 15-20 players in it, most clients will score the Valve server
> higher anyway, so pretty much any scoring penalty can effectively rule you
> out.  This is just a function of the number of players and the number of
> (Valve) servers.
> The fix for the replay off-by-one player count bug should be in the next
> update.  We have received some helpful reports about zombie players and
> hopefully will have that fixed, too.  We also read the suggestions for how
> our codebase could be improved and features implemented more simply.  Rest
> assured that those suggestions are being given all the attention they
> deserve.
> The reputation scoring system will take some time to tune.  Currently it can
> be dwarfed by the other factors.  We are not certain it is the best long
> term solution, perhaps creating a more persistent server identity at the
> Steam level is better.  For example, so you can change your IP and not lose
> all of your loyal players who added your server to their favorites list.  We
> have heard you loud and clear on this point and it is something I personally
> am very interested in working on.  Having a less anonymous system will
> benefit good servers and players and is a good thing all around.
> Your humble servant.
> - Fletch
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
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[hlds] TF2 Example server.cfg

2011-07-08 Thread msleeper
Is there a decent example TF2 server.cfg that has all of the new bells
and whistles that have been added the past few months? Specifically
looking for one with built-in voting stuff, I could do without the
replay configs but if not I can just edit them out. The server.cfg I
have been using is way back from 2007 so I'm sure it could use an
overhaul. Thanks.

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Re: [hlds] [hlds_linux] Team Fortress 2 Updates Released

2011-06-14 Thread msleeper
I'd rather have a full refund for the cost of the srcds software.

On Tue, Jun 14, 2011 at 9:05 PM, Spencer 'Voogru' MacDonald
 wrote:
> Perhaps you should ask valve to refund you all of the money you paid for the
> updates. I'm sure they'll be happy to assist you.
>
> - Spencer.
>
> On 6/14/2011 8:50 PM, Kyle Sanderson wrote:
>>
>> If a new feature is pushed that attracts players and has an entire
>> event based around it. You can't really ignore it. It's just stupid
>> that none of this was looked at before hand. The Saxxy Awards are over
>> now, which probably means this will never be fixed. Keep in mind now
>> we're just shy of 3 weeks after Jon said these issues would be
>> resolved. I personally appreciate the communication, but realistic
>> timelines should be set. It's blatantly obvious that 4/5 people of the
>> now TF2 team just work on Modeling. The rest are gone.
>>
>> If you honestly think that we're "fucktards" for pointing out critical
>> issues with a barely working system. Whatever, good for you, the world
>> must be full of "fucktards" then.
>> Kyle.
>>
>> On Tue, Jun 14, 2011 at 4:52 PM, AJ Palkovic
>>  wrote:
>>>
>>> We might not have bug fixes, but at least we have the fucktards who
>>> insist
>>> on whining to the entire mailing list, every single update, with the same
>>> damn complaints.  Get over it already.
>>>
>>> On Tue, Jun 14, 2011 at 4:46 PM, Charlie  wrote:

 My thoughts exactly. Why fix the big problems with an update you
 released
 over a month ago when you can add a hat?

 On 6/14/2011 4:39 PM, Kyle Sanderson wrote:
>
> Looks like Hat Fortress 2 continues to prevail. Any update on the
> Replay
> fixes?!
>
> On Tue, Jun 14, 2011 at 4:29 PM, Jason Ruymen
>  wrote:
>>
>> Required updates for Team Fortress 2 are now available.  The specific
>> changes include:
>>
>> - Added the Spiral Knights promotional hat
>> - Updated The Superfan, The Essential Accessories, and The Hero's
>> Hachimaki so they can be painted
>> - Updated The Conjurer's Cowl and The Maul so they can be crafted and
>> traded
>>
>> Jason
>>
>>
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Re: [hlds] Brink dedicated server 1.3.3 update

2011-06-03 Thread msleeper
Double word score! Posting in a week old thread, and posting in
response to John "barreltroll" Marbury bitching about hats.

On Fri, Jun 3, 2011 at 4:02 AM, John Marbury  wrote:
> If your game has hats you can stay.
>
>
> On Tue, May 24, 2011 at 5:37 AM, Matt 'Anti' Lowe 
> wrote:
>>
>> Hey Tristan,
>>
>>
>>
>> I was told this list was often used for updates on all manner of
>> Steamworks dedicated servers that use srcdsupdate, and that GSPs and hosts
>> appreciate getting notification ahead of the update, so I thought it’d be a
>> good communication channel for us to use.
>>
>>
>>
>> If this list is reserved for the use of HL based games only then
>> apologies, I can definitely avoid posting here in future and setup our own
>> list.
>>
>>
>>
>> Cheers,
>>
>> Matt
>>
>>
>
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Re: [hlds] Brink dedicated server 1.3.3 update

2011-05-24 Thread msleeper
For what it's worth, Tripwire has setup their own mailing list and
they use both the hlds/hlds_linux lists, as well as their own, for
update announcements and server op support. I'm pretty sure at least 1
other developer uses it for non-Source/non-hlds update announcements.

On Tue, May 24, 2011 at 12:49 PM, TRISTAN MARLER  wrote:
> My assumption was that since it was using IDTech4's engine it didn't use
> source technology. Considering it does use SRCDS (as you say) this would
> kind of be the right channel, but I'm not sure. I guess it's up to VALVe,
> maybe.
>
> - Original Message -
> From: Matt 'Anti' Lowe 
> Date: Tuesday, May 24, 2011 3:37 am
> Subject: Re: [hlds] Brink dedicated server 1.3.3 update
> To: Half-Life dedicated Win32 server mailing list
> , "tmar...@shaw.ca" 
>
>> Hey Tristan,
>>
>> I was told this list was often used for updates on all manner of
>> Steamworks dedicated servers that use srcdsupdate, and that GSPs
>> and hosts appreciate getting notification ahead of the update,
>> so I thought it'd be a good communication channel for us to use.
>>
>> If this list is reserved for the use of HL based games only then
>> apologies, I can definitely avoid posting here in future and
>> setup our own list.
>>
>> Cheers,
>> Matt
>>
>> From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
>> boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
>> Sent: 24 May 2011 07:34
>> To: tmar...@shaw.ca; Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Brink dedicated server 1.3.3 update
>>
>> Technically the queries run on the HL2 protocol and updates take
>> place through srcdsupdate, so I don't see what the problem is
>> with posting it here.
>> On Tue, May 24, 2011 at 1:29 AM, TRISTAN MARLER
>> mailto:bloodyi...@shaw.ca>> wrote:
>> Why is this going to the HALF LIFE mailing list exactly?
>>
>>
>> - Original Message -
>> From: "Udosic, Goran" > servers.com>
>> Date: Tuesday, May 24, 2011 12:19 am
>> Subject: Re: [hlds] Brink dedicated server 1.3.3 update
>> To: 'Half-Life dedicated Win32 server mailing list'
>> mailto:hlds@list.valvesoftware.com>>
>> > Appriciated! :)
>> >
>> >
>> >
>> > From: hlds-boun...@list.valvesoftware.com> boun...@list.valvesoftware.com>> [mailto:hlds-
>>
>> boun...@list.valvesoftware.com]
>> On Behalf Of Cc2iscooL
>> > Sent: Tuesday, May 24, 2011 8:10 AM
>> > To: Half-Life dedicated Win32 server mailing list
>> > Subject: Re: [hlds] Brink dedicated server 1.3.3 update
>> >
>> >
>> >
>> > http://www.splashdamage.com/content/brink-pc-update-and-new-
>> > dedicated-server
>> > -released
>> >
>> > On Tue, May 24, 2011 at 12:58 AM, Udosic, Goran
>> > mailto:goran@diabolic-
>> servers.com>>> wrote:
>> >
>> > any changelog?
>> > I tried to find it on forums but no success.
>> >
>> >
>> >
>> > From: hlds-boun...@list.valvesoftware.com> boun...@list.valvesoftware.com>> [mailto:hlds-
>>
>> boun...@list.valvesoftware.com]
>> On Behalf Of Matt
>> > 'Anti' Lowe
>> > Sent: Monday, May 23, 2011 6:11 PM
>> >
>> >
>> > To: 'Half-Life dedicated Win32 server mailing list'
>> >
>> > Subject: [hlds] Brink dedicated server 1.3.3 update
>> >
>> >
>> >
>> > Hey,
>> >
>> >
>> >
>> > We'll be sending out a new version of the Brink dedicated server
>> > on Steam
>> > within the next few hours, ahead of a client patch shortly
>> afterwards.>
>> >
>> >
>> > The update will increment the game version, so the servers will
>> > have to be
>> > updated if they are to support the newer client version that
>> > will be
>> > released later. Unfortunately this patch requires new media
>> > hence the large
>> > size of the update, we're aiming to reduce the number of these going
>> > forwards.
>> >
>> >
>> >
>> > Thanks,
>> >
>> > Matt
>> >
>> > Matt 'Anti' Lowe | Associate Producer
>> > Description: Description: email_sig
>> > Splash Damage Ltd |  
>> > http://www.splashdamage.com
>> > PO Box 830 | Bromley BR1 9WZ
>> >
>> >
>> >
>> >
>> > ___
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>> >
>> >
>> >
>> >
>>
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Re: [hlds] Tickrate in orangebox

2011-03-30 Thread msleeper
Yes. This was confirmed like 3 years ago.


On Wed, 2011-03-30 at 22:05 -0400, Bubka3 wrote:
> Hi guys,
> 
> Is it true that in orangebox the tickrate is locked to 66?
> 
> -- 
> Thanks,
> Bubka3
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Re: [hlds] (no subject)

2011-03-30 Thread msleeper
Please stop replying to these. I hate that I'm doing so just to 
complain, adding to the problem, but when these pop up I tend to 
promtly[sic] delete them. The last thing I want is to have them brought 
back into my inbox because somebody had something to say about it. It 
happens just about every time.


On Wed, 2011-03-30 at 17:17 -0400, Nicholas Hastings wrote:
> Please stop replying to these. I hate that I'm doing so just to 
> complain, adding to the problem, but when these pop up I tend to 
> promtly[sic] delete them. The last thing I want is to have them
> brought 
> back into my inbox because somebody had something to say about it. It 
> happens just about every time. 


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Re: [hlds] Serverdoc gone?

2011-03-09 Thread msleeper
Sounds like a problem that doesn't belong on the list.


On Wed, 2011-03-09 at 14:42 -0800, Ook wrote:
> Very strange. I can't even ping them:
> 
> ping www.serverdoc.com
> 
> Pinging serverdoc.com [96.228.176.149] with 32 bytes of data:
> 
> Request timed out.
> Request timed out.
> 
> Interesting enough, I can access them from an OSU computer, but none of 
> my home computers can get there. Wonder if my ISP is being blocked 
> somewhere?
> 
> 
> 
> On 3/9/2011 1:40 PM, MeZelf wrote:
> > http://www.serverdoc.com ?
> > no problems here.
> >
> > MeZelf
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ook
> > Sent: Wednesday, March 09, 2011 10:37 PM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: [hlds] Serverdoc gone?
> >
> > I noticed that the serverdoc website has been offline for a while. Did they
> > close up shop are are gone?
> >
> >
> >
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Re: [hlds] Serverdoc gone?

2011-03-09 Thread msleeper
http://www.downforeveryoneorjustme.com/serverdoc.com


On Wed, 2011-03-09 at 22:40 +0100, MeZelf wrote:
> http://www.serverdoc.com ?
> no problems here.
> 
> MeZelf
> 
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ook
> Sent: Wednesday, March 09, 2011 10:37 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: [hlds] Serverdoc gone?
> 
> I noticed that the serverdoc website has been offline for a while. Did they
> close up shop are are gone?
> 
> 
> 
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Re: [hlds] Team Fortress 2 Update Available

2011-03-01 Thread msleeper
And I bet you still use Mani too, don't you? Stop living in 2005, there
are better alternatives to the broken shitty addons you've been using.


On Tue, 2011-03-01 at 14:36 -0500, eternal@gmail.com wrote:
> Event scripts is far from trash.
> Anything that gives us the opportunity to expand and utilize our servers as 
> we see fit is a plus and anyone who has trouble with event scripts probably 
> isn't doing it right. ;)
> 
> 
> 
> -Original Message- 
> From: msleeper
> Sent: Tuesday, March 01, 2011 3:13 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 Update Available
> 
> Seconding this. EventScript is garbage to begin with, anything to make
> terrible addons stop working is a positive change in my book.
> 
> 
> On Mon, 2011-02-28 at 21:47 -0500, Spencer 'Voogru' MacDonald wrote:
> > Valve trashed EventScripts?
> >
> > THANK YOU!
> >
> > - Spencer.
> >
> > On 2/28/2011 7:56 PM, HooTs Administrator wrote:
> > > I'm just unhappy they trashed eventscripts to put a bandaid on an 
> > > exploit that needs a hard fix. Get a real API valve. It's about time 
> > > seriously.
> > >
> > > On Feb 28, 2011, at 7:52 PM, Dominik Friedrichs  wrote:
> > >
> > >> But its so much easier to just ignore any existing bugs and focus on 
> > >> what matters most: Money, Money, Money!
> > >>
> > >> On 2011/03/01 01:26, Emil Larsson wrote:
> > >>> Valve, while I don't mind cosmetical items or promo items, it probably
> > >>> would be appreciated to ship it together with a few other bug-fixes at
> > >>> the same time.
> > >>
> > >> ___
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> 
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Re: [hlds] Team Fortress 2 Update Available

2011-03-01 Thread msleeper
Seconding this. EventScript is garbage to begin with, anything to make
terrible addons stop working is a positive change in my book.


On Mon, 2011-02-28 at 21:47 -0500, Spencer 'Voogru' MacDonald wrote:
> Valve trashed EventScripts?
> 
> THANK YOU!
> 
> - Spencer.
> 
> On 2/28/2011 7:56 PM, HooTs Administrator wrote:
> > I'm just unhappy they trashed eventscripts to put a bandaid on an exploit 
> > that needs a hard fix. Get a real API valve. It's about time seriously.
> >
> > On Feb 28, 2011, at 7:52 PM, Dominik Friedrichs  wrote:
> >
> >> But its so much easier to just ignore any existing bugs and focus on what 
> >> matters most: Money, Money, Money!
> >>
> >> On 2011/03/01 01:26, Emil Larsson wrote:
> >>> Valve, while I don't mind cosmetical items or promo items, it probably
> >>> would be appreciated to ship it together with a few other bug-fixes at
> >>> the same time.
> >>
> >> ___
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> >> please visit:
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Re: [hlds] Team Fortress 2 Update Released

2011-01-07 Thread msleeper
For those of you using nemrun:

 Protip: edit /steam.inf and bump down the version
number to trigger nemrun

Yet another reason nemrun will save your life.


On Sat, 2011-01-08 at 01:41 +0100, Dominik Friedrichs wrote:
> *Nag for lack of restart request*
> 
> - Original Message - 
> From: "Jason Ruymen" 
> To: "'Half-Life dedicated Linux server mailing list'" 
> ; "'Half-Life dedicated Win32 
> servermailing list'" ; 
> 
> Sent: Saturday, January 08, 2011 01:05
> Subject: [hlds] Team Fortress 2 Update Released
> 
> 
> A required update for Team Fortress 2 is now available.  The specific 
> changes include:
> 
> Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
> - Added the "Server can execute" flag to the "r_cleardecals" command.
> - Fixed a problem where the microphone transmit volume sometimes had no 
> associated control and was disabled in the Audio options dialog.
> - Fixed a crash on exit for Mac clients.
> 
> Team Fortress 2
> - Added community submitted kill icons.
> - Fixed enemies seeing death notices when you backstab their team mates with 
> Your Eternal Reward.
> - Fixed the attack animation not always playing correctly for Your Eternal 
> Reward.
> - Fixed the critboost sound not playing when the Kritzkrieg charge is 
> deployed.
> - Fixed a broken texture on the Flipped Trilby.
> - Updated the material for the Jag.
> - Community Request
> - Fixed spawn points associated with a control point not being 
> enabled/disabled correctly when the control point owner is set using the 
> SetOwner input.
>   - Added the "Server can execute" flag to the "firstperson" and 
> "thirdperson" commands.
> 
> 
> Jason
> 
> 
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Re: [hlds] Problems with source dedicated server running a source sdk mod

2011-01-07 Thread msleeper
This is probably more of an SDK problem. Try asking on the hlcoders
list.


On Fri, 2011-01-07 at 14:11 +0100, Marvin Kilp wrote:
> Is it possible to run a dedicated server with a mod created with the 
> source SDK?
> If i try to run a server i get a DLLInit error. (see
> http://www.abload.de/img/error2fn26.png)
> 
> I already posted at the forum, but we were'nt able to manage to get it
> working.
> 
> Can you help me?
> 
> Thanks in advance :)
> 
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[hlds] Amputator Regen Bug/Exploit

2011-01-03 Thread msleeper
http://www.youtube.com/watch?v=YzD3_njUK78


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Re: [hlds] TF2 Update Released but srcds.exe will not start..

2010-12-17 Thread msleeper
I'm pretty sure srcds is free to download. Any money you are paying is
your own prerogative.


On Fri, 2010-12-17 at 22:33 -0500, Jason wrote:
> Prior warning SHOULD be given to folks that the servers are being updated.  
> They make money off of us server owners who PAY money to keep servers running.
> 
> Talk about being "dramatic" in response, so STFU. You act like this is the 
> FIRST time Valve has screwed server owners?!?!?!  For hell's sake 
> dude...this has been "par for course" and some of us are tired of it.  
> That's all.
> 
> Regards,
> Jason
> mailto:ja...@pctoolbin.com
> 
> 
> Friday, December 17, 2010, 10:27:13 PM, you wrote:
> 
> RB> No joke. This guy acts like valve should approve all of their updates 
> with him. jesus
> 
> RB> On Dec 17, 2010, at 07:26 PM, Goerge  wrote:
> 
> RB> Oh this is just a minor inconvenience. quit being so freaking dramatic
> 
> RB> On Fri, Dec 17, 2010 at 8:21 PM, Jason  wrote:
> 
> >> Way to go ValveFriday night, NO FLIPPIN WARNING, EVENT PLANNED..and
> >> you kill our servers which we pay MONEY for.
> 
> >> Way to honor those who run servers to keep your game making money
> 
> >> *NOT*
> 
> >> Regards,
> >> Jason
> >> mailto:ja...@pctoolbin.com
> 
> >> 
> >> Friday, December 17, 2010, 8:57:10 PM, you wrote:
> 
> >> S> TF2 Update Released but srcds.exe will not start. have even tried a
> >> clean
> >> S> install. I believe something is broken with this update. Can anyone
> >> S> confirm?
> 
> >> S> Windows Server 2008 R2
> >> S> Clean Install/Existing installs after update do not function.
> 
> >> S> -Original Message-
> >> S> From: hlds-boun...@list.valvesoftware.com
> >> S> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alinay Gomez
> >> S> Sent: Friday, December 17, 2010 6:19 PM
> >> S> To: Half-Life dedicated Win32 server mailing list
> >> S> Subject: Re: [hlds] CSS/DODS/HL2DM/TF2 Update Released
> 
> >> S> Sweet, second half of the polycount update!
> 
> >> S> On Fri, Dec 17, 2010 at 8:55 PM, Jason Ruymen
> >> S> wrote:
> 
> >> >> Required updates to Counter-Strike: Source, Day of Defeat: Source,
> >> >> Half-Life 2: Deathmatch and Team Fortress 2 are now available. The
> >> >> specific changes include:
> 
> >> >> Engine changes (TF2/CS/DOD):
> >> >> - Improved sv_pure:
> >> >> - Materials / Models / Sounds / Animations are more
> >> >> comprehensively protected.
> >> >> - Switched from CRC to MD5 hashes for stronger per-file
> >> validation.
> >> >> - Fixed some issues between custom files and server whitelists
> >> >> over level changes.
> >> >> - Added HL2:MP to the list of dedicated server games when starting a
> >> >> server via the Tools tab in the Library
> 
> >> >> Team Fortress 2
> >> >> - Added Medieval Mode, a game mode where players are restricted to
> >> >> using olde weapons.
> >> >> - 'Your Eternal Reward' changes:
> >> >> - Spies can now change their disguise weapon via 'lastdiguise'
> >> >> while using 'Your Eternal Reward'
> >> >> - Already-disguised 'Your Eternal Reward' Spies are no longer
> >> >> forced to switch to displaying the melee weapon when they make a kill
> >> >> - Spies no longer play speech lines when making a kill with
> >> >> 'Your Eternal Reward'
> >> >> - Sentries no longer track 'Your Eternal Reward' Spies after
> >> >> they backstab someone
> >> >> - 'Natascha' changes:
> >> >> - Spin-up time increased.
> >> >> - Slowdown-on-hit effect is reduced over distance.
> >> >> - Added 'The Medi-eval Medic', 'The Hibernating Bear', and 'The
> >> >> Expert's Ordnance' item sets.
> >> >> - Added new weapons: 'The Claidheamohmor', 'The Back Scratcher', 'The
> >> >> Boston Basher', 'The Fists of Steel', 'The Amputator', 'The Crusader's
> >> >> Crossbow', 'The Ullapool Caber', 'The Loch-n-Load', 'The Buffalo Steak
> >> >> Sandvich', 'The Brass Beast', 'The Warrior's Spirit', 'The Candy
> >> >> Cane', and 'The Jag'.
> >> >> - Added 20 new hats.
> >> >> - Added a prototype item testing map, and associated functionality,
> >> >> for contributors to test their work. Further details in an upcoming blog
> >> S> post.
> >> >> - Spies can now see TargetID's of players and objects regardless of
> >> >> their own disguise status.
> >> >> - Fixed some speech lines continuing after the speaker changes class
> >> >> - The Spy 'Sap Auteur' achievement now increments in cases where the
> >> >> Spy was the assister in the building destruction.
> >> >> - Fixed the arrow burning effect getting stuck on if you changed
> >> >> class in a respawn room with your arrow lit.
> >> >> - Fixed a Flamethrower bug that allowed players to rapidly fake the
> >> >> Pyro's airblast effect.
> >> >> - Throwing the Jarate or Milk now returns you to your previous
> >> >> weapon, instead of your Primary.
> >> >> - Added leaderboard to track duel wins.
> >> >> - Added ability for players to donate money directly to the creators
> >> >> of their favorite community maps.
> >> >> - Increased back

Re: [hlds] TF2 Update Released but srcds.exe will not start..

2010-12-17 Thread msleeper
... NOT!


On Fri, 2010-12-17 at 20:24 -0700, Goerge wrote:
> Oh this is just a minor inconvenience. quit being so freaking dramatic
> 
> On Fri, Dec 17, 2010 at 8:21 PM, Jason  wrote:
> 
> > Way to go ValveFriday night, NO FLIPPIN WARNING, EVENT PLANNED..and
> > you kill our servers which we pay MONEY for.
> >
> > Way to honor those who run servers to keep your game making money
> >
> > *NOT*
> >
> > Regards,
> > Jason
> > mailto:ja...@pctoolbin.com
> >
> > 
> > Friday, December 17, 2010, 8:57:10 PM, you wrote:
> >
> > S> TF2 Update Released but srcds.exe will not start. have even tried a
> > clean
> > S> install. I believe something is  broken with this update. Can anyone
> > S> confirm?
> >
> > S> Windows Server 2008 R2
> > S> Clean Install/Existing installs after update do not function.
> >
> > S> -Original Message-
> > S> From: hlds-boun...@list.valvesoftware.com
> > S> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alinay Gomez
> > S> Sent: Friday, December 17, 2010 6:19 PM
> > S> To: Half-Life dedicated Win32 server mailing list
> > S> Subject: Re: [hlds] CSS/DODS/HL2DM/TF2 Update Released
> >
> > S> Sweet, second half of the polycount update!
> >
> > S> On Fri, Dec 17, 2010 at 8:55 PM, Jason Ruymen
> > S> wrote:
> >
> > >> Required updates to Counter-Strike: Source, Day of Defeat: Source,
> > >> Half-Life 2: Deathmatch and Team Fortress 2 are now available.  The
> > >> specific changes include:
> >
> > >> Engine changes (TF2/CS/DOD):
> > >>  - Improved sv_pure:
> > >>   - Materials / Models / Sounds / Animations are more
> > >> comprehensively protected.
> > >>   - Switched from CRC to MD5 hashes for stronger per-file
> > validation.
> > >>   - Fixed some issues between custom files and server whitelists
> > >> over level changes.
> > >>  - Added HL2:MP to the list of dedicated server games when starting a
> > >> server via the Tools tab in the Library
> >
> > >> Team Fortress 2
> > >>  - Added Medieval Mode, a game mode where players are restricted to
> > >> using olde weapons.
> > >>  - 'Your Eternal Reward' changes:
> > >>   - Spies can now change their disguise weapon via 'lastdiguise'
> > >> while using 'Your Eternal Reward'
> > >>   - Already-disguised 'Your Eternal Reward' Spies are no longer
> > >> forced to switch to displaying the melee weapon when they make a kill
> > >>   - Spies no longer play speech lines when making a kill with
> > >> 'Your Eternal Reward'
> > >>   - Sentries no longer track 'Your Eternal Reward' Spies after
> > >> they backstab someone
> > >>  - 'Natascha' changes:
> > >>   - Spin-up time increased.
> > >>   - Slowdown-on-hit effect is reduced over distance.
> > >>  - Added 'The Medi-eval Medic', 'The Hibernating Bear', and 'The
> > >> Expert's Ordnance' item sets.
> > >>  - Added new weapons: 'The Claidheamohmor', 'The Back Scratcher', 'The
> > >> Boston Basher', 'The Fists of Steel', 'The Amputator', 'The Crusader's
> > >> Crossbow', 'The Ullapool Caber', 'The Loch-n-Load', 'The Buffalo Steak
> > >> Sandvich', 'The Brass Beast', 'The Warrior's Spirit', 'The Candy
> > >> Cane', and 'The Jag'.
> > >>  - Added 20 new hats.
> > >>  - Added a prototype item testing map, and associated functionality,
> > >> for contributors to test their work. Further details in an upcoming blog
> > S> post.
> > >>  - Spies can now see TargetID's of players and objects regardless of
> > >> their own disguise status.
> > >>  - Fixed some speech lines continuing after the speaker changes class
> > >>  - The Spy 'Sap Auteur' achievement now increments in cases where the
> > >> Spy was the assister in the building destruction.
> > >>  - Fixed the arrow burning effect getting stuck on if you changed
> > >> class in a respawn room with your arrow lit.
> > >>  - Fixed a Flamethrower bug that allowed players to rapidly fake the
> > >> Pyro's airblast effect.
> > >>  - Throwing the Jarate or Milk now returns you to your previous
> > >> weapon, instead of your Primary.
> > >>  - Added leaderboard to track duel wins.
> > >>  - Added ability for players to donate money directly to the creators
> > >> of their favorite community maps.
> > >>  - Increased backpack size by 100 slots.
> >
> > >> Jason
> >
> >
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> >
> >
> > S> --
> > S> - Naso
> > S> ___
> > S> To unsubscribe, edit your list preferences, or view the list archives,
> > S> please visit:
> > S> http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> > S> ___
> > S> To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > S> http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> > _

Re: [hlds] CSS/DODS/HL2DM/TF2 Update Released

2010-12-17 Thread msleeper
Steve Grout - See, I wasn't agreeing with you, I was making fun of
people who make comments like this. Typical valve fans. My servers are
up, so lol gg terrorists win.


On Fri, 2010-12-17 at 21:52 -0500, Violent Crimes wrote:
> LOL they broke garrysmod client side and prolly server side aswell. I am 
> so proud of you guys at steam I mean how many years have you been doing 
> this and yet you still seem to think it is a great idea to release a 
> update on Friday at 9 pm EST.
> 
> On 12/17/2010 9:41 PM, Lob (UK) wrote:
> > Yeah Windows dead here too.
> >
> > Great idea to release a huge untested update on a Friday night just before
> > the busy weekend i must say.
> >
> > Its 2:40am in the UK and im totally not impressed.
> >
> > On Sat, Dec 18, 2010 at 2:37 AM, unrealized  wrote:
> >
> >> Confirmed here as well, ALL windows servers down, but linux working fine.
> >>
> >> On Fri, Dec 17, 2010 at 6:31 PM, Bengt Rosenberger<
> >> bengt.rosenber...@gmx.de
> >>> wrote:
> >>> Windows server dead here, too. All plugins removed, even Metamod.
> >>>
> >>> Am 18.12.2010 03:28, schrieb フゴ☆ _:
> >>>
> >>>   Linux Servers working, windows server nop. great my server is dead
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> 
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds



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Re: [hlds] CSS/DODS/HL2DM/TF2 Update Released

2010-12-17 Thread msleeper
ITT: typical_valve_fans.jpg


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Re: [hlds] Help.

2010-12-07 Thread msleeper
Nobody is going to go to your site, you don't have to keep posting it
here.

And without going off on a huge tangent about Google and Adsense, it's
not uncommon of them to disable an account if you do things of a
questionable practice. Who can know such things except for them?



On Tue, 2010-12-07 at 21:36 +, Steven Polley wrote:
> It's not against their ToS, so I don't know why they would...  Not to mention 
> we've had ads since the switch to webkit.
> http://www.wdzclan.com
> 
> -Original Message-
> From: "Jeremy D. Pavleck" 
> Sender: hlds-boun...@list.valvesoftware.com
> Date: Tue, 7 Dec 2010 15:25:18 
> To: Half-Life dedicated Win32 server mailing list
> Reply-To: Half-Life dedicated Win32 server mailing list
>   
> Subject: Re: [hlds] Help.
> 
> I'd be worried Google would disable the ads anyway, because they don't quite
> 'get' how they're being served. Still, I should try this.
> 
> On Tue, Dec 7, 2010 at 3:08 PM, msleeper wrote:
> 
> > Actually nvm, somebody else told me it does work. I'm not sure if
> > Adsense changed or the move away from the IE browser changed or what.
> >
> > However, good luck getting anybody to click on them, much less getting
> > rich quick with it. Nobody reads the MOTD for the rules, there's no way
> > they're going to click on some ad.
> >
> >
> > On Tue, 2010-12-07 at 16:01 -0500, msleeper wrote:
> > > Most ad services don't work with the in-game browser. I know that
> > > Adsense doesn't, a few of the other bigger ones don't.
> > >
> > >
> > >
> > > On Tue, 2010-12-07 at 20:54 +, Steven Polley wrote:
> > > > Ads on motd = profit?  :O
> > > > http://www.wdzclan.com
> > > >
> > > > -Original Message-
> > > > From: Alec Sanger 
> > > > Sender: hlds-boun...@list.valvesoftware.com
> > > > Date: Tue, 7 Dec 2010 15:49:51
> > > > To: 
> > > > Reply-To: Half-Life dedicated Win32 server mailing list
> > > > 
> > > > Subject: Re: [hlds] Help.
> > > >
> > > >
> > > > You're in the wrong business if you're looking to make a profit off
> > running game servers. Some of us take donations to keep the servers afloat -
> > these funds come from regulars who play on the servers and want to see them
> > continue to operate. We all do this because we want to give something to the
> > gaming community, we don't do it to make anything.
> > > >
> > > >
> > > >
> > > > > From: alisaleem...@hotmail.com
> > > > > To: hlds@list.valvesoftware.com
> > > > > Date: Wed, 8 Dec 2010 01:44:44 +0500
> > > > > Subject: Re: [hlds] Help.
> > > > >
> > > > >
> > > > > Thanks a lot to everyone, Actually i was not expecting such healthy
> > replies :p thats why i just write it casually ignoring spells :) @ Twilite
> > :pAnyways Special thanks to Anon because i would have gone crazy searching
> > google :dConcluded:Buy a good and Expensive Game Server, Then also buy a
> > domain, make a website, start publishing and earn some money to manage it
> > :p..But then the question arise, can you earn money from a Game Server? if
> > yes. Then how?
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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Re: [hlds] Help.

2010-12-07 Thread msleeper
Actually nvm, somebody else told me it does work. I'm not sure if
Adsense changed or the move away from the IE browser changed or what.

However, good luck getting anybody to click on them, much less getting
rich quick with it. Nobody reads the MOTD for the rules, there's no way
they're going to click on some ad.


On Tue, 2010-12-07 at 16:01 -0500, msleeper wrote:
> Most ad services don't work with the in-game browser. I know that
> Adsense doesn't, a few of the other bigger ones don't.
> 
> 
> 
> On Tue, 2010-12-07 at 20:54 +, Steven Polley wrote:
> > Ads on motd = profit?  :O
> > http://www.wdzclan.com
> > 
> > -Original Message-
> > From: Alec Sanger 
> > Sender: hlds-boun...@list.valvesoftware.com
> > Date: Tue, 7 Dec 2010 15:49:51 
> > To: 
> > Reply-To: Half-Life dedicated Win32 server mailing list
> > 
> > Subject: Re: [hlds] Help.
> > 
> > 
> > You're in the wrong business if you're looking to make a profit off running 
> > game servers. Some of us take donations to keep the servers afloat - these 
> > funds come from regulars who play on the servers and want to see them 
> > continue to operate. We all do this because we want to give something to 
> > the gaming community, we don't do it to make anything.
> > 
> > 
> > 
> > > From: alisaleem...@hotmail.com
> > > To: hlds@list.valvesoftware.com
> > > Date: Wed, 8 Dec 2010 01:44:44 +0500
> > > Subject: Re: [hlds] Help.
> > > 
> > > 
> > > Thanks a lot to everyone, Actually i was not expecting such healthy 
> > > replies :p thats why i just write it casually ignoring spells :) @ 
> > > Twilite :pAnyways Special thanks to Anon because i would have gone crazy 
> > > searching google :dConcluded:Buy a good and Expensive Game Server, Then 
> > > also buy a domain, make a website, start publishing and earn some money 
> > > to manage it :p..But then the question arise, can you earn money from a 
> > > Game Server? if yes. Then how?  
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives, 
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> >   
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> 
> 
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds



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Re: [hlds] Help.

2010-12-07 Thread msleeper
Most ad services don't work with the in-game browser. I know that
Adsense doesn't, a few of the other bigger ones don't.



On Tue, 2010-12-07 at 20:54 +, Steven Polley wrote:
> Ads on motd = profit?  :O
> http://www.wdzclan.com
> 
> -Original Message-
> From: Alec Sanger 
> Sender: hlds-boun...@list.valvesoftware.com
> Date: Tue, 7 Dec 2010 15:49:51 
> To: 
> Reply-To: Half-Life dedicated Win32 server mailing list
>   
> Subject: Re: [hlds] Help.
> 
> 
> You're in the wrong business if you're looking to make a profit off running 
> game servers. Some of us take donations to keep the servers afloat - these 
> funds come from regulars who play on the servers and want to see them 
> continue to operate. We all do this because we want to give something to the 
> gaming community, we don't do it to make anything.
> 
> 
> 
> > From: alisaleem...@hotmail.com
> > To: hlds@list.valvesoftware.com
> > Date: Wed, 8 Dec 2010 01:44:44 +0500
> > Subject: Re: [hlds] Help.
> > 
> > 
> > Thanks a lot to everyone, Actually i was not expecting such healthy replies 
> > :p thats why i just write it casually ignoring spells :) @ Twilite 
> > :pAnyways Special thanks to Anon because i would have gone crazy searching 
> > google :dConcluded:Buy a good and Expensive Game Server, Then also buy a 
> > domain, make a website, start publishing and earn some money to manage it 
> > :p..But then the question arise, can you earn money from a Game Server? if 
> > yes. Then how?
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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Re: [hlds] Team Fortress 2 Update Available

2010-11-19 Thread msleeper
It's okay. The first one said it was, but it really wasn't. At least
this one actually is.


On Fri, 2010-11-19 at 19:26 -0500, clad iron wrote:
> omg... nvm.  :/
> 
> i over looked it.  i'm blind
> 
> 
> On Fri, Nov 19, 2010 at 7:25 PM, clad iron  wrote:
> 
> > is this one required ?
> >
> >
> > On Fri, Nov 19, 2010 at 7:22 PM, Oh Noes!  wrote:
> >
> >> Indeed...
> >>
> >> -Original Message-
> >> From: hlds-boun...@list.valvesoftware.com
> >> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Spencer
> >> 'Voogru'
> >> MacDonald
> >> Sent: Friday, November 19, 2010 7:21 PM
> >> To: Half-Life dedicated Win32 server mailing list
> >> Subject: Re: [hlds] Team Fortress 2 Update Available
> >>
> >> !!!
> >> On 11/19/2010 7:18 PM, Zuko wrote:
> >> > ...
> >> >
> >> > 2010/11/20 Jason Ruymen:
> >> >> A small required update for Team Fortress 2 is now available.  The
> >> specific changes are:
> >> >>
> >> >> - Fixed Crit-a-Cola behaving like Bonk! Atomic Punch.
> >> >>
> >> >> Jason
> >> >>
> >> >>
> >> >> ___
> >> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >> >>
> >> >
> >> >
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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Re: [hlds] Source packet flood exploit

2010-10-25 Thread msleeper
Or do something that will actually help and just iptables/firewall the
attacking IP.



On Sun, 2010-10-24 at 17:02 -0500, Don P wrote:
> Grab the ip flooding yours and complain to that persons ISP, send them the
> log, drop a hint that that persons activity is against their TOS
> 
> On Sun, Oct 24, 2010 at 3:44 PM, Kyle Sanderson  wrote:
> 
> > Those cvars don't do a darn thing against this flood Ronny.
> >
> > The only addon that I've seen to help prevent this attack was
> > ServerSecure2. However, since it doesn't answer a2s_info queries right
> > away, things such as HLSW will cease to function. Your server will
> > also look very unattractive to players as your ping in the server
> > browser will be inflated.
> > Kyle.
> >
> > On Sun, Oct 24, 2010 at 2:02 AM, Ronny Schedel 
> > wrote:
> > > sv_max_queries_sec
> > > sv_max_queries_sec_global
> > > sv_max_queries_window
> > >
> > > are your friends. If the default settings kill your server, lower the
> > values
> > > until you get decent hardware.
> > >
> > >
> > >> Malicious users can continuously spam the TSource Engine Query USP
> > packet
> > >> to
> > >> any given server, causing the server to crash under the pressure.
> > >>
> > >> I've been subject to this spam and I believe Valve should do something
> > in
> > >> order to prevent this packet from being spammed. If I block the packet
> > >> then
> > >> legitimate users cannot see my game, if I let it go, my game is
> > >> unplayable.
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlds
> > >>
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
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> visit:
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Re: [hlds] (no subject)

2010-10-25 Thread msleeper
This isn't 4chan, moron. Plus SPUF is much worse, and some asshole
already told them about it.



On Sun, 2010-10-24 at 23:38 +0800, Radical Subjectivist wrote:
> Sometimes you just got to take the shit, to get to the goodstuff.
> i'd hate for anon to take notice to this mailing list.
> 
> > From: gamead...@127001.org
> > To: hlds@list.valvesoftware.com
> > Date: Sun, 24 Oct 2010 16:35:06 +0100
> > Subject: Re: [hlds] (no subject)
> > 
> > Though of course then you'll miss non-valve-originated announcements (like 
> > third-party servers, and 75% of l4d2 updates)
> > 
> > > -Original Message-
> > > From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
> > > boun...@list.valvesoftware.com] On Behalf Of Marc Aldorasi
> > > Sent: 24 October 2010 16:22
> > > To: Half-Life dedicated Win32 server mailing list
> > > Subject: Re: [hlds] (no subject)
> > > 
> > > Then sign up for hlds_announce
> > > 
> > > On Sun, Oct 24, 2010 at 03:54, A Lamer 
> > > wrote:
> > > 
> > > >
> > > > Here I was thinking signing up for this mailing list would mean
> > > receiving
> > > > server update related news and not morons spamming stupid shit.
> > > >
> > > > > Date: Sun, 24 Oct 2010 03:10:32 -0400
> > > > > From: darthni...@darthninja.com
> > > > > To: hlds@list.valvesoftware.com
> > > > > Subject: Re: [hlds] (no subject)
> > > > >
> > > > > I'm a bit peckish for a spot of tea and a scone, but I fear I may
> > > have
> > > > left
> > > > > my brolly on the lift!
> > > > >
> > > > > On Sun, Oct 24, 2010 at 3:06 AM, Radical Subjectivist <
> > > > > lambda1_...@hotmail.com> wrote:
> > > > >
> > > > > >
> > > > > > spot of tea anyone?
> > > > > >
> > > > > > > Date: Sun, 24 Oct 2010 02:49:15 -0400
> > > > > > > From: darthni...@darthninja.com
> > > > > > > To: hlds@list.valvesoftware.com
> > > > > > > Subject: Re: [hlds] (no subject)
> > > > > > >
> > > > > > > Verily!
> > > > > > >
> > > > > > > On Sun, Oct 24, 2010 at 12:44 AM, Radical Subjectivist <
> > > > > > > lambda1_...@hotmail.com> wrote:
> > > > > > >
> > > > > > > >
> > > > > > > > I concur
> > > > > > > >
> > > > > > > > > Date: Sat, 23 Oct 2010 19:08:13 -0400
> > > > > > > > > From: d...@precdata.com
> > > > > > > > > To: hlds@list.valvesoftware.com
> > > > > > > > > Subject: Re: [hlds] (no subject)
> > > > > > > > >
> > > > > > > > > I agree totally!!
> > > > > > > > >
> > > > > > > > > danto12  wrote:
> > > > > > > > >
> > > > > > > > > >
> > > > > > > > > >
> > > > > > > > > >___
> > > > > > > > > >To unsubscribe, edit your list preferences, or view the
> > > list
> > > > > > archives,
> > > > > > > > please visit:
> > > > > > > > > >http://list.valvesoftware.com/mailman/listinfo/hlds
> > > > > > > > > ___
> > > > > > > > > To unsubscribe, edit your list preferences, or view the
> > > list
> > > > > > archives,
> > > > > > > > please visit:
> > > > > > > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > > > > > >
> > > > > > > > ___
> > > > > > > > To unsubscribe, edit your list preferences, or view the list
> > > > archives,
> > > > > > > > please visit:
> > > > > > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > > > > > >
> > > > > > >
> > > > > > >
> > > > > > >
> > > > > > > --
> > > > > > > ¤Ψ[GoR]|Ω|Ďaŗŧh_ÑiñjaΨ¤
> > > > > > > http://www.DarthNinja.com
> > > > > > > http://www.GoRClan.com
> > > > > > > ___
> > > > > > > To unsubscribe, edit your list preferences, or view the list
> > > > archives,
> > > > > > please visit:
> > > > > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > > > >
> > > > > > ___
> > > > > > To unsubscribe, edit your list preferences, or view the list
> > > archives,
> > > > > > please visit:
> > > > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > > > >
> > > > >
> > > > >
> > > > >
> > > > > --
> > > > > ¤Ψ[GoR]|Ω|Ďaŗŧh_ÑiñjaΨ¤
> > > > > http://www.DarthNinja.com
> > > > > http://www.GoRClan.com
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > > archives,
> > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> > > archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >
> > > ___
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> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > 
> > 
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> > please visit:
> > http://list.valvesoftware.com/mailman/listi

Re: [hlds] HL2DM crashing after porting to OB?!

2010-10-11 Thread msleeper
I installed mine to
http://www.msleeper.com/misc/phillip_vector_is_a_huge_tool.txt and it
loads fine for me.


On Fri, 2010-10-08 at 21:18 -0700, Phillip Vector wrote:
> as compared to /orangebox/hl2mp/honeypot/.
> 
> On Fri, Oct 8, 2010 at 7:57 PM, msleeper  wrote:
> > You changed the run path, right? Remember, it now lives
> > in /orangebox/hl2mp/.
> >
> >
> > On Fri, 2010-10-08 at 21:52 -0500, Mike Stiehm wrote:
> >> Did you try a clean install?
> >> On Oct 8, 2010 9:25 PM, "Robert Whelan"  wrote:
> >> > I finally got around to running the updates on our HL2DM server which
> >> ports it
> >> > over to the Orangebox engine. So, before I added anything I tried running
> >> it
> >> > with no changes. The server crashes every 5 minutes or so. There are no
> >> errors
> >> > reported in the logs and there are no dumps created. This is on a win2k3
> >> server.
> >> >
> >> > I tried my testbox and after fiddling around it seems it might be related
> >> to
> >> > +fps_max 600. My testbox (Windows Vista) ran fine for 30 minutes and
> >> seemed
> >> > fine. I added +fps_max 600 to the commandline to match all my other
> >> servers
> >> > settings I run on my main box (win2k3) and it began crashing.
> >> >
> >> > My win2k3 server is boosted and all my servers idle at 500fps except
> >> HL2DM, that
> >> > idles around half that, 250fps. So... I disabled the booster dll and
> >> removed
> >> > -tickrate 66 +fps_max 600. That didn't help... still crashes.
> >> >
> >> > Being I could re-produce the crash on Vista by adding +fps_max 600, I'm
> >> guessing
> >> > somethings wrong. I'm guessing the 250fps is related to the issue.
> >> >
> >> > Any ideas? Valve?
> >> >
> >> > As of now our Vanilla HL2DM is DOA.
> >> >
> >> >
> >> > C:\SRCDS3>hldsupdatetool -command version -dir c:\srcds3
> >> > Bootstrapper version: 44
> >> > Versions installed in 'c:\srcds3':
> >> > Source Dedicated Server: 101
> >> > Base Source Shared Materials: 8
> >> > Base Source Shared Models: 4
> >> > Base Source Shared Sounds: 4
> >> > OB Dedicated Server: 69
> >> > Half-Life 2 Deathmatch: 37
> >> > Press any key to continue . . .
> >> >
> >> > I ran -verify_all several times...
> >> >
> >> > Thx
> >> >
> >> >
> >> >
> >> > ___
> >> > To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives, 
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> 
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Re: [hlds] HL2DM crashing after porting to OB?!

2010-10-08 Thread msleeper
You changed the run path, right? Remember, it now lives
in /orangebox/hl2mp/.


On Fri, 2010-10-08 at 21:52 -0500, Mike Stiehm wrote:
> Did you try a clean install?
> On Oct 8, 2010 9:25 PM, "Robert Whelan"  wrote:
> > I finally got around to running the updates on our HL2DM server which
> ports it
> > over to the Orangebox engine. So, before I added anything I tried running
> it
> > with no changes. The server crashes every 5 minutes or so. There are no
> errors
> > reported in the logs and there are no dumps created. This is on a win2k3
> server.
> >
> > I tried my testbox and after fiddling around it seems it might be related
> to
> > +fps_max 600. My testbox (Windows Vista) ran fine for 30 minutes and
> seemed
> > fine. I added +fps_max 600 to the commandline to match all my other
> servers
> > settings I run on my main box (win2k3) and it began crashing.
> >
> > My win2k3 server is boosted and all my servers idle at 500fps except
> HL2DM, that
> > idles around half that, 250fps. So... I disabled the booster dll and
> removed
> > -tickrate 66 +fps_max 600. That didn't help... still crashes.
> >
> > Being I could re-produce the crash on Vista by adding +fps_max 600, I'm
> guessing
> > somethings wrong. I'm guessing the 250fps is related to the issue.
> >
> > Any ideas? Valve?
> >
> > As of now our Vanilla HL2DM is DOA.
> >
> >
> > C:\SRCDS3>hldsupdatetool -command version -dir c:\srcds3
> > Bootstrapper version: 44
> > Versions installed in 'c:\srcds3':
> > Source Dedicated Server: 101
> > Base Source Shared Materials: 8
> > Base Source Shared Models: 4
> > Base Source Shared Sounds: 4
> > OB Dedicated Server: 69
> > Half-Life 2 Deathmatch: 37
> > Press any key to continue . . .
> >
> > I ran -verify_all several times...
> >
> > Thx
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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Re: [hlds] TF2/CSS/DODS/HL2DM Updates Available

2010-10-06 Thread msleeper
I got the update pretty quickly. What I did was not whine about how slow
the updating process takes on the mailing list, and I got the updated
files right in a jiffy!

Oh also, you should use nemrun, it will save your life.


On Wed, 2010-10-06 at 15:24 -0700, Kyle Sanderson wrote:
> Stuck here on Linux. :(
> 
> Kyle.
> 
> On Wed, Oct 6, 2010 at 3:18 PM, Matt Hoffman
>  wrote:
> > Upset that Valve removed the penetration from the Sydney Sleeper.
> > ("The Sydney Sleeper no longer penetrates targets.") :(
> >
> > Ambassador also used to have it before they removed it, and it was a
> > skill/luck based thing. I very rarely saw a double kill/hit from it
> > but when you did it left you feeling quite exhilarated. Now obviously
> > that's gone :(
> >
> > On Wed, Oct 6, 2010 at 3:12 PM, 1nsane <1nsane...@gmail.com> wrote:
> >> Once again none of my TF2 servers are showing a "Master Request Restart"
> >> message.
> >>
> >> However my DODS server does.
> >>
> >> On Wed, Oct 6, 2010 at 6:02 PM, Jason Ruymen 
> >> wrote:
> >>
> >>> Required updates for Team Fortress 2, Counter-Strike: Source, Day of
> >>> Defeat: Source and Half-Life 2: Deathmatch are now available.  The 
> >>> specific
> >>> changes include:
> >>>
> >>> Shared changes (CS:S, DoD:S, HL2:DM, and TF2)
> >>> * ServerBrowser now sorts by ping by default once again.
> >>> * Fixed Mac crash on launch when running Mac OSX 10.5.8.
> >>> * Fixed spectator bug where spectating a Sniper looking through scope
> >>> didn't zoom fov.
> >>>
> >>> Team Fortress 2
> >>> General Fixes
> >>>   * Fixed an issue that caused some old demos to crash.
> >>>   * The server browser now sorts by ping by default.
> >>>   * The Trading dialog now starts with the chat window having focus.
> >>>   * Fixed a bug that caused overheal to not work properly.
> >>>   * Fixed the Sandvich cooldown not occurring when the Heavy is hurt.
> >>>   * Fixed the Heavy's hands being invisible.
> >>>   * Soldiers no longer maintain their rage level when changing loadout.
> >>>   * Alerts now sort on top of achievement status.
> >>>   * Prevented a bad state occurring when someone tried to trade with
> >>> themselves.
> >>>   * Fixed a dueling related crash caused by custom scoreboard UIs.
> >>>   * Fixed players not being able to set their default FOV correctly.
> >>>   * Fixed being unable to equip customized shotguns & pistols on some
> >>> classes.
> >>>   * Improved the explanation of the item set bonus in set item
> >>> descriptions.
> >>>   * Fixed a bug where items with particle systems would show up at the
> >>> player's feet or pelvis.
> >>>   * Fixed the wrench number for the Golden Wrench not displaying properly.
> >>>   * Fixed the medal number for the Gentle Manne's Service Medal not
> >>> displaying properly.
> >>>   * Fixed client seeing incorrect message when changing team while
> >>> participating in a duel.
> >>>
> >>> Economy Changes
> >>>   * Added Remove Name and Remove Paint features.
> >>>   * Achievement items and store promotion items are now usable in 
> >>> crafting.
> >>>   * Gifted items are now craftable and tradable.
> >>>   * Attempting to craft a non tradable item will result in a warning that
> >>> the items produced by the craft will also be marked as non tradable.
> >>>   * Community, Self-Made, and Valve items are not tradable or usable in
> >>> crafting.
> >>>   * Changed "Not Craftable" description to "Not Usable in Crafting" to
> >>> increase clarity.
> >>>
> >>> Item Changes
> >>>   * The TF badge on the Glengarry Bonnet is no longer team colored.
> >>>   * Restored the missing PDA2 Slot Token.
> >>>   * Restored the appearance of the Tippler's Tricorne to the version prior
> >>> to the Mannconomy Update. This item is now paintable.
> >>>   * Added a new paintable hat, the 'Rimmed Raincatcher' that has a new
> >>> Tricorne style appearance.
> >>>   * The Earbuds are now nameable.
> >>>   * Duel fixes:
> >>>* Fixed Dueling badges using the wrong texture.
> >>>* Fixed an issue where dueling stats did not show up on dueling
> >>> badges above Bronze.
> >>>* During a duel, the Dueling mini-game item used to initiate the
> >>> duel cannot be deleted, traded or crafted.
> >>>* The following hats now allow the paint to affect their color more
> >>> (colors should not be washed out):
> >>>* The Pugilist's Protector, The Hard Counter, The Bombing
> >>> Run, Football Helmet, Fancy Fedora, Cowboy Hat, Engineer's Cap, Viking 
> >>> Helm,
> >>> Respectless Rubber Glove, Batter's Helmet, Brigade Helm, Master's Yellow
> >>> Belt, Killer's Kabuto, Backbiter's Billycock
> >>>   * Dueling Mini-Game now drops with 5 uses.
> >>>
> >>> Weapon Changes
> >>>   * The Battalion's Backup no longer gives rage for falling damage.
> >>>   * The Shortstop is now affected by tf_use_fixed_weaponspreads.
> >>>   * The Gloves of Running Urgently now using the boxing taunt and boxing
> >>> glove weapons are now of the type "Boxing Gloves" inst

Re: [hlds] TF2/CSS/DODS/HL2DM Updates Available

2010-10-06 Thread msleeper
I got the update pretty quickly. What I did was not whine about how slow
the updating process takes on the mailing list, and I got the updated
files right in a jiffy!

Oh also, you should use nemrun, it will save your life.


On Wed, 2010-10-06 at 17:23 -0500, Shizzle Nizzle wrote:
> anyone been able to get the update that can link it? sitting here waiting
> 20min on 3 different servers, just retrying every 30 seconds
> 
> On Wed, Oct 6, 2010 at 5:18 PM, Matt Hoffman 
> wrote:
> 
> > Upset that Valve removed the penetration from the Sydney Sleeper.
> > ("The Sydney Sleeper no longer penetrates targets.") :(
> >
> > Ambassador also used to have it before they removed it, and it was a
> > skill/luck based thing. I very rarely saw a double kill/hit from it
> > but when you did it left you feeling quite exhilarated. Now obviously
> > that's gone :(
> >
> > On Wed, Oct 6, 2010 at 3:12 PM, 1nsane <1nsane...@gmail.com> wrote:
> > > Once again none of my TF2 servers are showing a "Master Request Restart"
> > > message.
> > >
> > > However my DODS server does.
> > >
> > > On Wed, Oct 6, 2010 at 6:02 PM, Jason Ruymen  > >wrote:
> > >
> > >> Required updates for Team Fortress 2, Counter-Strike: Source, Day of
> > >> Defeat: Source and Half-Life 2: Deathmatch are now available.  The
> > specific
> > >> changes include:
> > >>
> > >> Shared changes (CS:S, DoD:S, HL2:DM, and TF2)
> > >> * ServerBrowser now sorts by ping by default once again.
> > >> * Fixed Mac crash on launch when running Mac OSX 10.5.8.
> > >> * Fixed spectator bug where spectating a Sniper looking through scope
> > >> didn't zoom fov.
> > >>
> > >> Team Fortress 2
> > >> General Fixes
> > >>   * Fixed an issue that caused some old demos to crash.
> > >>   * The server browser now sorts by ping by default.
> > >>   * The Trading dialog now starts with the chat window having focus.
> > >>   * Fixed a bug that caused overheal to not work properly.
> > >>   * Fixed the Sandvich cooldown not occurring when the Heavy is hurt.
> > >>   * Fixed the Heavy's hands being invisible.
> > >>   * Soldiers no longer maintain their rage level when changing loadout.
> > >>   * Alerts now sort on top of achievement status.
> > >>   * Prevented a bad state occurring when someone tried to trade with
> > >> themselves.
> > >>   * Fixed a dueling related crash caused by custom scoreboard UIs.
> > >>   * Fixed players not being able to set their default FOV correctly.
> > >>   * Fixed being unable to equip customized shotguns & pistols on some
> > >> classes.
> > >>   * Improved the explanation of the item set bonus in set item
> > >> descriptions.
> > >>   * Fixed a bug where items with particle systems would show up at the
> > >> player's feet or pelvis.
> > >>   * Fixed the wrench number for the Golden Wrench not displaying
> > properly.
> > >>   * Fixed the medal number for the Gentle Manne's Service Medal not
> > >> displaying properly.
> > >>   * Fixed client seeing incorrect message when changing team while
> > >> participating in a duel.
> > >>
> > >> Economy Changes
> > >>   * Added Remove Name and Remove Paint features.
> > >>   * Achievement items and store promotion items are now usable in
> > crafting.
> > >>   * Gifted items are now craftable and tradable.
> > >>   * Attempting to craft a non tradable item will result in a warning
> > that
> > >> the items produced by the craft will also be marked as non tradable.
> > >>   * Community, Self-Made, and Valve items are not tradable or usable in
> > >> crafting.
> > >>   * Changed "Not Craftable" description to "Not Usable in Crafting" to
> > >> increase clarity.
> > >>
> > >> Item Changes
> > >>   * The TF badge on the Glengarry Bonnet is no longer team colored.
> > >>   * Restored the missing PDA2 Slot Token.
> > >>   * Restored the appearance of the Tippler's Tricorne to the version
> > prior
> > >> to the Mannconomy Update. This item is now paintable.
> > >>   * Added a new paintable hat, the 'Rimmed Raincatcher' that has a new
> > >> Tricorne style appearance.
> > >>   * The Earbuds are now nameable.
> > >>   * Duel fixes:
> > >>* Fixed Dueling badges using the wrong texture.
> > >>* Fixed an issue where dueling stats did not show up on dueling
> > >> badges above Bronze.
> > >>* During a duel, the Dueling mini-game item used to initiate the
> > >> duel cannot be deleted, traded or crafted.
> > >>* The following hats now allow the paint to affect their color
> > more
> > >> (colors should not be washed out):
> > >>* The Pugilist's Protector, The Hard Counter, The Bombing
> > >> Run, Football Helmet, Fancy Fedora, Cowboy Hat, Engineer's Cap, Viking
> > Helm,
> > >> Respectless Rubber Glove, Batter's Helmet, Brigade Helm, Master's Yellow
> > >> Belt, Killer's Kabuto, Backbiter's Billycock
> > >>   * Dueling Mini-Game now drops with 5 uses.
> > >>
> > >> Weapon Changes
> > >>   * The Battalion's Backup no longer gives rage for falling damage.
> > >>   * The Shortst

Re: [hlds] Map changing time.

2010-09-17 Thread msleeper
SSD's really aren't the most viable option for servers for a plethora of
reasons that you can research yourself.


On Fri, 2010-09-17 at 23:23 +0200, Niels Meijer wrote:
> Guess it's time to invest in some SSD's than.. :)
> 
> Niels Meijer.
> 
> 
> -Oorspronkelijk bericht-
> Van: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] Namens msleeper
> Verzonden: vrijdag 17 september 2010 23:21
> Aan: Half-Life dedicated Win32 server mailing list
> Onderwerp: Re: [hlds] Map changing time.
> 
> RAID is probably doing you no service, but then again I notoriously hate
> on RAID so take that as you will. 7200 is pretty lower end. If speed is
> an issue to you then I recommend buying faster drives. I just got a
> 15000 RPM and the map changes faster than you can blink.
> 
> 
> On Fri, 2010-09-17 at 23:16 +0200, Niels Meijer wrote:
> > Yes they are. I have them in raid 1, and are running at 7200 RPM...
> > 
> > Niels Meijer.
> > 
> > -Oorspronkelijk bericht-
> > Van: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] Namens msleeper
> > Verzonden: vrijdag 17 september 2010 23:09
> > Aan: Half-Life dedicated Win32 server mailing list
> > Onderwerp: Re: [hlds] Map changing time.
> > 
> > Map load times are usually a problem with disk I/O. What kind of hard
> > drives do you have, what is the RPM on them? I hope they're SATA.
> > 
> > 
> > On Fri, 2010-09-17 at 22:53 +0200, Niels Meijer wrote:
> > > I havn't seen this issue before, so I thought let's just post it here..
> > > I noticed, that my 1000fps server needs about 1 to 2 minutes to change
> to
> > a
> > > different map.
> > > All the maps on there, are from valve. And the server has a fresh
> install.
> > >  
> > > I don't have this issue on my other servers though.
> > >  
> > > Hardware specs: Intel Xeon X3320 with 4GB DDR2 RAM
> > > OP: Windows Server 2008 R2
> > >  
> > > Niels Meijer.
> > >  
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > 
> > 
> > 
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> > 
> > Geen virus gevonden in het binnenkomende-bericht.
> > Gecontroleerd door AVG - www.avg.com 
> > Versie: 9.0.851 / Virusdatabase: 271.1.1/3140 - datum van uitgifte:
> 09/17/10
> > 14:24:00
> > 
> > 
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> 
> 
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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> Geen virus gevonden in het binnenkomende-bericht.
> Gecontroleerd door AVG - www.avg.com 
> Versie: 9.0.851 / Virusdatabase: 271.1.1/3140 - datum van uitgifte: 09/17/10
> 14:24:00
> 
> 
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Re: [hlds] Map changing time.

2010-09-17 Thread msleeper
RAID is probably doing you no service, but then again I notoriously hate
on RAID so take that as you will. 7200 is pretty lower end. If speed is
an issue to you then I recommend buying faster drives. I just got a
15000 RPM and the map changes faster than you can blink.


On Fri, 2010-09-17 at 23:16 +0200, Niels Meijer wrote:
> Yes they are. I have them in raid 1, and are running at 7200 RPM...
> 
> Niels Meijer.
> 
> -Oorspronkelijk bericht-
> Van: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] Namens msleeper
> Verzonden: vrijdag 17 september 2010 23:09
> Aan: Half-Life dedicated Win32 server mailing list
> Onderwerp: Re: [hlds] Map changing time.
> 
> Map load times are usually a problem with disk I/O. What kind of hard
> drives do you have, what is the RPM on them? I hope they're SATA.
> 
> 
> On Fri, 2010-09-17 at 22:53 +0200, Niels Meijer wrote:
> > I havn't seen this issue before, so I thought let's just post it here..
> > I noticed, that my 1000fps server needs about 1 to 2 minutes to change to
> a
> > different map.
> > All the maps on there, are from valve. And the server has a fresh install.
> >  
> > I don't have this issue on my other servers though.
> >  
> > Hardware specs: Intel Xeon X3320 with 4GB DDR2 RAM
> > OP: Windows Server 2008 R2
> >  
> > Niels Meijer.
> >  
> > ___
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> please visit:
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> 
> 
> 
> ___
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> 
> Geen virus gevonden in het binnenkomende-bericht.
> Gecontroleerd door AVG - www.avg.com 
> Versie: 9.0.851 / Virusdatabase: 271.1.1/3140 - datum van uitgifte: 09/17/10
> 14:24:00
> 
> 
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Re: [hlds] Map changing time.

2010-09-17 Thread msleeper
Map load times are usually a problem with disk I/O. What kind of hard
drives do you have, what is the RPM on them? I hope they're SATA.


On Fri, 2010-09-17 at 22:53 +0200, Niels Meijer wrote:
> I havn't seen this issue before, so I thought let's just post it here..
> I noticed, that my 1000fps server needs about 1 to 2 minutes to change to a
> different map.
> All the maps on there, are from valve. And the server has a fresh install.
>  
> I don't have this issue on my other servers though.
>  
> Hardware specs: Intel Xeon X3320 with 4GB DDR2 RAM
> OP: Windows Server 2008 R2
>  
> Niels Meijer.
>  
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Re: [hlds] Massive TF2 Server Crashing

2010-09-14 Thread msleeper
While it is unrelated to the crashing, you should stop living in 2004
and start using SourceMod.



On Wed, 2010-09-15 at 00:18 +, formologi...@cynicalgamers.com wrote:
> My server crashed last night. Only mani admin installed. 
> Sent from my Verizon Wireless BlackBerry
> 
> -Original Message-
> From: 1nsane <1nsane...@gmail.com>
> Sender: hlds-boun...@list.valvesoftware.com
> Date: Tue, 14 Sep 2010 20:16:35 
> To: Half-Life dedicated Win32 server mailing list
> Reply-To: Half-Life dedicated Win32 server mailing list
>   
> Subject: Re: [hlds] Massive TF2 Server Crashing
> 
> Happened again, yay! :( :( :(
> 
> On Tue, Sep 14, 2010 at 10:27 AM, 1nsane <1nsane...@gmail.com> wrote:
> 
> > Happened to me to too :/.
> >
> >
> > On Tue, Sep 14, 2010 at 9:37 AM, Shizzle Nizzle  wrote:
> >
> >> it seems as though it happened one more time last night 11:27-11:33 PM
> >> Central Standard Time
> >>
> >> On Mon, Sep 13, 2010 at 10:49 PM, Harry Strongburg  >> >wrote:
> >>
> >> > On Mon, Sep 13, 2010 at 07:33:52PM -0700, Tony Paloma wrote:
> >> > > The same crashes happened when that empty item name bug started
> >> > happening.
> >> >
> >> > Same thing happened to me a little while ago. What also sucks about it,
> >> > is that it's not a "true crash" (at least not for me); the thread still
> >> > runs. So it sits there forever until I ^C.
> >> >
> >> > I really hope Valve can fix this soon...
> >> >
> >> > ___
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> >> > please visit:
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> >> >
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> >>
> >
> >
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Re: [hlds] SRCDS Protect Tips

2010-09-13 Thread msleeper
Replying to the actual question at hand; I think your safest bet is to
do what is in the SRCDS Hardening wiki that you originally posted. I
think you can get the huge majority of exploiters with KAC, DFENS, and
Drunken F00l's DoS Attack Fixer
(http://www.sourceop.com/modules.php?name=Downloads&d_op=viewdownload&cid=9)

These are the 3 primary ones that I run and I've had zero problems since
I've had them up.

I agree that the SRCDS Hardening article really needs some updating,
since some plugins like KAC and DFENS do the same things that several
other of the smaller plugins do, making them unneeded (Rcon Locker being
one of the useless ones now), but I don't think anyone who has access to
editing that wiki cares enough to keep it up to date.

And the bottom line is that Source is extremely vulnerable to attacks
and cheats, and the people who -really- want to do bad shit will always
find a way. Using these things stops the large and vast majority of the
script kitties, but I don't think anyone will ever stop every single
attacker for all time. Not in Source, at least.

The easiest way to prevent being attacked is to not piss people off. A
smile is always cheaper than a bullet.


On Mon, 2010-09-13 at 20:30 +0200, Alon Gubkin wrote:
> Can we focus on exploits please? I THINK RCON IS CLEAR.


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Re: [hlds] script for transferring group members?

2010-09-10 Thread msleeper
No.

Also, thread is relevant to server administration.


On Sat, 2010-09-11 at 12:51 +1000, sten rulz wrote:
> Hello,
> 
> How can i send group invites to everyone who is in the old steam group
> via a script? Does any one have ideas on what this code would be?
> 
> I know a while ago there was a few scripts for adding players to your
> group from a txt file, etc. That involved using
> "http://steamcommunity.com/actions/GroupInvite?type=groupInvite";
> 
> Thanks
> 
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Re: [hlds] TF2 Hangs After _restart

2010-09-08 Thread msleeper
Yeah I use nemrun. I wonder if the problem is with that?


On Thu, 2010-09-09 at 00:36 +0300, Adrian Forze wrote:
> Aint you using nemrun? I tried to start server with default srcds_run and i
> could _restart it without issues. At the same time server with nemrun hangs
> on _restart and eats the whole cpu core..
> 
> On Wed, Sep 8, 2010 at 11:58 PM, msleeper wrote:
> 
> > When issuing a _restart to a TF2 server, it hangs indefinitely. This
> > started a few updates back, not sure if anyone else has mentioned it. I
> > am still seeing this behavior with the most recent update though.
> >
> >
> > ___
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[hlds] TF2 Hangs After _restart

2010-09-08 Thread msleeper
When issuing a _restart to a TF2 server, it hangs indefinitely. This
started a few updates back, not sure if anyone else has mentioned it. I
am still seeing this behavior with the most recent update though.


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Re: [hlds] 32 Player TF2 Hardware

2010-09-03 Thread msleeper
I'll let Nephyrin re-explain it, but yesterday in IRC he gave a very
great explaination of why 1000 FPS is bullshit and just a waste of
cycles.

I appreciate everyone's input so far, except for Justin who seemed to
entirely miss what I was asking for, but I hear that nosteam kills brain
cells so I'm not surprised.


On Fri, 2010-09-03 at 16:10 -0500, Jeremy D. Pavleck wrote:
> Actually, I'd be interested in this as well - especially if you can maintain
> 1000 server fps at all times. Seems like I haven't found a provider yet that
> can do 1000fps solid beyond 12 players (I'm using AI atm). May just roll my
> own server and do it that way. 
> 
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
> Sent: Friday, September 03, 2010 3:03 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: [hlds] 32 Player TF2 Hardware
> 
> Curious what hardware other 32 player serverops are running. We've had
> growing problems with CPU on our system and it has only gotten worse
> since the Engineer update, so looking to others with 32 player servers
> and what you guys are running.
> 
> Thanks.
> 
> 
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[hlds] 32 Player TF2 Hardware

2010-09-03 Thread msleeper
Curious what hardware other 32 player serverops are running. We've had
growing problems with CPU on our system and it has only gotten worse
since the Engineer update, so looking to others with 32 player servers
and what you guys are running.

Thanks.


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[hlds] TF2 Lockup/Hanging Crash

2010-08-30 Thread msleeper
I think I deleted the thread where people were talking about this
originally, but I wanted to confirm I also am seeing the locking crash
with TF2. The server is completely unresponsive at the console and it
has to be force stopped.


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Re: [hlds] Team Fortress 2 and Counter-Strike: Source Updates Coming

2010-08-26 Thread msleeper
There was an engine update for CS:S a few seconds ago, TF2 should be on
it's way. You would know that if you were watching your server and not
your watch so you could make an "LOL VALEV TIEM" joke.

But you probably don't even have a server to watch.


On Fri, 2010-08-27 at 00:36 +0200, Michał Suski wrote:
> Guys, guess what time it is?
> 
> 2010/8/27 Marcus Barton 
> 
> > I've yet to see anything wrong. :u
> >
> > On Thu, Aug 26, 2010 at 6:27 PM, Chris Pollack 
> > wrote:
> >
> > > The list will be spammed for an hour and then go back to normal.
> > >
> > > Trolls have short attention spans.
> > >
> > > On Thu, Aug 26, 2010 at 6:21 PM, msleeper  > > >wrote:
> > >
> > > > I'm assuming most of you are coming from SPUF and on behalf of the
> > > > entire list: go back there please.
> > > >
> > > >
> > > > On Thu, 2010-08-26 at 18:17 -0400, Marcus Barton wrote:
> > > > > Major Update day is usually Thursday, I think they're usually
> > announced
> > > > on
> > > > > Mondays, though.
> > > > >
> > > > > On Thu, Aug 26, 2010 at 6:14 PM, Fiskie .  wrote:
> > > > >
> > > > > >
> > > > > > I'm believing it's just a patch since they're updating both games
> > at
> > > > once.
> > > > > > Unless they're doing more than a bug fix to TF2 too. I dunno lol.
> > > > > > Isn't Monday major update day anyway?
> > > > > >
> > > > > > //Fiskie
> > > > > >
> > > > > > > Date: Thu, 26 Aug 2010 18:09:28 -0400
> > > > > > > From: aksu...@gmail.com
> > > > > > > To: hlds@list.valvesoftware.com
> > > > > > > Subject: Re: [hlds] Team Fortress 2 and Counter-Strike: Source
> > > > Updates
> > > > > > Coming
> > > > > > >
> > > > > > > Well this will be a lackluster update... I'm calling it.
> > > > > > >
> > > > > > > *hopes he's wrong*
> > > > > > >
> > > > > > > On Thu, Aug 26, 2010 at 6:02 PM, ics  wrote:
> > > > > > >
> > > > > > > > Don't get your hopes up. It's just an engine fix for missing
> > > models
> > > > on
> > > > > > both
> > > > > > > > games on certain occasions. Only reconnecting to server fixes
> > > that
> > > > for
> > > > > > now.
> > > > > > > >
> > > > > > > > -ics
> > > > > > > >
> > > > > > > > 27.8.2010 0:58, Radical Subjectivist kirjoitti:
> > > > > > > >
> > > > > > > >  Pics or its not true.
> > > > > > > >>
> > > > > > > >>
> > > > > > > >>
> > > > > > > >>> Date: Thu, 26 Aug 2010 17:55:32 -0400
> > > > > > > >>> From: cypher...@gmail.com
> > > > > > > >>> To: hlds@list.valvesoftware.com
> > > > > > > >>> Subject: Re: [hlds] Team Fortress 2 and Counter-Strike:
> > Source
> > > > > > Updates
> > > > > > > >>> Coming
> > > > > > > >>>
> > > > > > > >>> Would you like some water to wash it down?
> > > > > > > >>>
> > > > > > > >>> On Thu, Aug 26, 2010 at 5:53 PM, Marcus Barton<
> > > > kilro...@gmail.com>
> > > > > > > >>>  wrote:
> > > > > > > >>>
> > > > > > > >>>
> > > > > > > >>>
> > > > > > > >>>> It's not trading, guys. I will eat my hats if it is.
> > > > > > > >>>>
> > > > > > > >>>> On Thu, Aug 26, 2010 at 5:50 PM, Eric Pan<
> > > mahzorim...@gmail.com
> > > > >
> > > > > > > >>>>  wrote:
> > > > > > > >>>>
> > > > > > > >>>>
> > > > > > > >>>>
> > &

Re: [hlds] Team Fortress 2 and Counter-Strike: Source Updates Coming

2010-08-26 Thread msleeper
I'm assuming most of you are coming from SPUF and on behalf of the
entire list: go back there please.


On Thu, 2010-08-26 at 18:17 -0400, Marcus Barton wrote:
> Major Update day is usually Thursday, I think they're usually announced on
> Mondays, though.
> 
> On Thu, Aug 26, 2010 at 6:14 PM, Fiskie .  wrote:
> 
> >
> > I'm believing it's just a patch since they're updating both games at once.
> > Unless they're doing more than a bug fix to TF2 too. I dunno lol.
> > Isn't Monday major update day anyway?
> >
> > //Fiskie
> >
> > > Date: Thu, 26 Aug 2010 18:09:28 -0400
> > > From: aksu...@gmail.com
> > > To: hlds@list.valvesoftware.com
> > > Subject: Re: [hlds] Team Fortress 2 and Counter-Strike: Source Updates
> > Coming
> > >
> > > Well this will be a lackluster update... I'm calling it.
> > >
> > > *hopes he's wrong*
> > >
> > > On Thu, Aug 26, 2010 at 6:02 PM, ics  wrote:
> > >
> > > > Don't get your hopes up. It's just an engine fix for missing models on
> > both
> > > > games on certain occasions. Only reconnecting to server fixes that for
> > now.
> > > >
> > > > -ics
> > > >
> > > > 27.8.2010 0:58, Radical Subjectivist kirjoitti:
> > > >
> > > >  Pics or its not true.
> > > >>
> > > >>
> > > >>
> > > >>> Date: Thu, 26 Aug 2010 17:55:32 -0400
> > > >>> From: cypher...@gmail.com
> > > >>> To: hlds@list.valvesoftware.com
> > > >>> Subject: Re: [hlds] Team Fortress 2 and Counter-Strike: Source
> > Updates
> > > >>> Coming
> > > >>>
> > > >>> Would you like some water to wash it down?
> > > >>>
> > > >>> On Thu, Aug 26, 2010 at 5:53 PM, Marcus Barton
> > > >>>  wrote:
> > > >>>
> > > >>>
> > > >>>
> > >  It's not trading, guys. I will eat my hats if it is.
> > > 
> > >  On Thu, Aug 26, 2010 at 5:50 PM, Eric Pan
> > >   wrote:
> > > 
> > > 
> > > 
> > > > GIEF TRADING
> > > >
> > > > On Thu, Aug 26, 2010 at 4:47 PM, DontWannaName!<
> > ad...@topnotchclan.com
> > > >
> > > >
> > > >> wrote:
> > > >>
> > > >>
> > > >
> > > >
> > > >> It must be trading this time :D
> > > >>
> > > >> Sent from my iPhone 4
> > > >>
> > > >> On Aug 26, 2010, at 2:42 PM, Jason Ruymen<
> > jas...@valvesoftware.com>
> > > >> wrote:
> > > >>
> > > >>
> > > >>
> > > >>> Required update for Team Fortress 2 and Counter-Strike: Source
> > are on
> > > >>>
> > > >>>
> > > >> the
> > > >
> > > >
> > > >> way.  Our plan is to have them live in about 45 minutes from now.
> > > >>
> > > >>
> > > >>> Jason
> > > >>>
> > > >>> ___
> > > >>> To unsubscribe, edit your list preferences, or view the list
> > > >>>
> > > >>>
> > > >> archives,
> > > 
> > > 
> > > > please visit:
> > > >>
> > > >>
> > > >>> http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >>>
> > > >>>
> > > >> ___
> > > >> To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > >> please visit:
> > > >> http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >>
> > > >>
> > > >>
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >
> > > >
> > > >
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> > archives,
> > >  please visit:
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> > > 
> > > 
> > > 
> > > >>>
> > > >>>
> > > >>> --
> > > >>> Chris Pollack
> > > >>> cpoll...@adage.com
> > > >>> cypher...@gmail.com
> > > >>> (201) 870-0002
> > > >>> (212) 210-0281
> > > >>> ___
> > > >>> To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > >>> please visit:
> > > >>> http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >>>
> > > >>>
> > > >>
> > > >> ___
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> > > >> please visit:
> > > >> http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >>
> > > >>
> > > >
> > > >
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> > > >
> > >
> > >
> > >
> > > --
> > > AksumkA.com 
> > > ___
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Re: [hlds] Team Fortress 2 and Counter-Strike: Source Updates Coming

2010-08-26 Thread msleeper
"Lackluster update"? Are you people on crack? Almost every update is
just minor bugfixes, there's no reason to expect this to be otherwise.
Christ.


On Thu, 2010-08-26 at 18:09 -0400, Tom Grant wrote:
> Well this will be a lackluster update... I'm calling it.
> 
> *hopes he's wrong*
> 
> On Thu, Aug 26, 2010 at 6:02 PM, ics  wrote:
> 
> > Don't get your hopes up. It's just an engine fix for missing models on both
> > games on certain occasions. Only reconnecting to server fixes that for now.
> >
> > -ics
> >
> > 27.8.2010 0:58, Radical Subjectivist kirjoitti:
> >
> >  Pics or its not true.
> >>
> >>
> >>
> >>> Date: Thu, 26 Aug 2010 17:55:32 -0400
> >>> From: cypher...@gmail.com
> >>> To: hlds@list.valvesoftware.com
> >>> Subject: Re: [hlds] Team Fortress 2 and Counter-Strike: Source Updates
> >>> Coming
> >>>
> >>> Would you like some water to wash it down?
> >>>
> >>> On Thu, Aug 26, 2010 at 5:53 PM, Marcus Barton
> >>>  wrote:
> >>>
> >>>
> >>>
>  It's not trading, guys. I will eat my hats if it is.
> 
>  On Thu, Aug 26, 2010 at 5:50 PM, Eric Pan
>   wrote:
> 
> 
> 
> > GIEF TRADING
> >
> > On Thu, Aug 26, 2010 at 4:47 PM, DontWannaName! >
> >
> >> wrote:
> >>
> >>
> >
> >
> >> It must be trading this time :D
> >>
> >> Sent from my iPhone 4
> >>
> >> On Aug 26, 2010, at 2:42 PM, Jason Ruymen
> >> wrote:
> >>
> >>
> >>
> >>> Required update for Team Fortress 2 and Counter-Strike: Source are on
> >>>
> >>>
> >> the
> >
> >
> >> way.  Our plan is to have them live in about 45 minutes from now.
> >>
> >>
> >>> Jason
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list
> >>>
> >>>
> >> archives,
> 
> 
> > please visit:
> >>
> >>
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>>
> >>>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >>
> >>
> > ___
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> > please visit:
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> >
> >
> >
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> 
> 
> >>>
> >>>
> >>> --
> >>> Chris Pollack
> >>> cpoll...@adage.com
> >>> cypher...@gmail.com
> >>> (201) 870-0002
> >>> (212) 210-0281
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>>
> >>>
> >>
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> >> please visit:
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> >>
> >>
> >
> >
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Re: [hlds] Party Mode is ON when tf_birthday=0

2010-08-20 Thread msleeper
When you're done taking TF2 so seriously that balloons and presents ruin
the game for you, try using this cvar to disable it:

tf_force_holidays_off 1

Or just take your server offline. I'm sure everyone else would benefit
from that.


On Fri, 2010-08-20 at 15:33 -0700, M33CROB wrote:
> Hello Valve,
> 
>   Would you please consider allowing admins to disable this feature? It's
> fun and all for you to do this once a year, but I for one cannot stand party
> mode and would rather take my servers offline than to subject my player base
> this.
> 
> 
> On Thu, Aug 19, 2010 at 10:17 PM, Harry Strongburg wrote:
> 
> > ] rcon tf_birthday
> >  "tf_birthday" = "0"
> >  game notify replicated
> >
> > Ok, it's set at 0, the default. I have no party-mode plugins installed.
> > So why are all the gibs on my server being turned into balloons and
> > unicycles?! No one is wearing a birthday-hat like the wiki page says
> > they should be.
> >
> > Client-side, I have:
> > ] tf_birthday
> > "tf_birthday" = "0"
> >  game notify replicated
> >
> > So why is everyone turning into balloons and it's playing stupid party
> > noises? It's happening to me on every server, even servers without any
> > mods installed.
> >
> > I am cross-posting this to both hlds and hlds_linux lists (even though I
> > know you dislike this), as it happens on both Linux and Windows servers.
> >
> > If anyone else has this problem or knows a fix, please reply. Thanks.
> >
> > ___
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> > please visit:
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> >
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Re: [hlds] Party Mode is ON when tf_birthday=0

2010-08-20 Thread msleeper
Wow, and people call -me- a party crasher. ('<


On Fri, 2010-08-20 at 07:48 -0400, Nicholas Hastings wrote:
> Despite how hilarious I find all of the birthday whining, I made a 
> simple plugin to block it for those that really want to kill it.
> 
> http://forums.alliedmods.net/showthread.php?t=135844
> 
> 
> On 8/20/2010 7:18 AM, DarthNinja wrote:
> > It's currently all servers/clients including my own.
> > Valve seem to have started it early.
> >
> > On Fri, Aug 20, 2010 at 7:13 AM, Mechlord 
> > Dragoonwrote:
> >
> >> Use the Official Team Fortress Wiki.
> >> http://wiki.teamfortress.com/wiki/Main_Page
> >> Thank you
> >>
> >> On Fri, Aug 20, 2010 at 9:02 PM, AJ Collins  wrote:
> >>
> >>> Either you're getting servers that have their time set into the future
> >> like
> >>> DarthNinja suggested or you've gotten a censored client version from
> >> Steam.
> >>> What country do you live in?
> >>>
> >>> On Fri, Aug 20, 2010 at 1:23 AM, DarthNinja  wrote:
>  http://tf2wiki.net/wiki/Party_Mode
> 
>  *Like in TFC, **TF2 automatically turns birthday mode on when a
> >> server's
>  clock hits August 24th, the release date of the original **Team
>  Fortress(1996).
>  *
> 
>  On Fri, Aug 20, 2010 at 1:17 AM, Harry Strongburg > wrote:
> > ] rcon tf_birthday
> >   "tf_birthday" = "0"
> >   game notify replicated
> >
> > Ok, it's set at 0, the default. I have no party-mode plugins
> >> installed.
> > So why are all the gibs on my server being turned into balloons and
> > unicycles?! No one is wearing a birthday-hat like the wiki page says
> > they should be.
> >
> > Client-side, I have:
> > ] tf_birthday
> > "tf_birthday" = "0"
> >   game notify replicated
> >
> > So why is everyone turning into balloons and it's playing stupid
> >> party
> > noises? It's happening to me on every server, even servers without
> >> any
> > mods installed.
> >
> > I am cross-posting this to both hlds and hlds_linux lists (even
> >> though
> >>> I
> > know you dislike this), as it happens on both Linux and Windows
> >>> servers.
> > If anyone else has this problem or knows a fix, please reply. Thanks.
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> >> archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> 
> 
>  --
>  ¤Ψ[GoR]|Ω|Ďaŗŧh_ÑiñjaΨ¤
>  http://www.DarthNinja.com
>  http://www.GoRClan.com
>  ___
>  To unsubscribe, edit your list preferences, or view the list archives,
>  please visit:
>  http://list.valvesoftware.com/mailman/listinfo/hlds
> 
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
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> >>>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >
> >
> 
> 
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Re: [hlds] zBlock

2010-08-17 Thread msleeper
Pretty sure this is the hlds mailing list, not the zblock mailing list.


On Tue, 2010-08-17 at 23:17 -0400, Jake Eisenman wrote:
> Hey,
> On our Jailbreak CS:Source server, we'd like to disable the net_graph
> kicking in 4.4+, since it's less competitive. Is there any known way, or
> could anyone find us a mirror of 4.3? Can't seem to find one :/
> 
> Thank you,
> 



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Re: [hlds] [TF2] Kills not counting

2010-08-02 Thread msleeper
If it happens with MM/SM disabled then do a -verify_all.


On Mon, 2010-08-02 at 21:05 -0400, Alec Sanger wrote:
> Regardless of whether or not it was user error, it's still relevant to server 
> administration. This mailing list is here for server administrators to talk 
> amongst each other to solve issues and answer questions as a community - it's 
> not just an outlet to express frustration over valve-created issues that we 
> have no control over.
> 
> It happens with mm and sm disabled.
> 
> Thank you,
> Alec Sanger
> 
> 
> 
> > From: mslee...@ismsleeperwrong.com
> > To: hlds@list.valvesoftware.com
> > Date: Mon, 2 Aug 2010 21:02:49 -0400
> > Subject: Re: [hlds] [TF2] Kills not counting
> > 
> > Not really because the problem is user error and you did something wrong
> > installing SM.
> > 
> > 
> > On Mon, 2010-08-02 at 20:58 -0400, Alec Sanger wrote:
> > > Relevant to server administration
> > > 
> > > Thank you,
> > > Alec Sanger
> > > 
> > > 
> > > 
> > > 
> > > > From: mslee...@ismsleeperwrong.com
> > > > To: hlds@list.valvesoftware.com
> > > > Date: Mon, 2 Aug 2010 20:56:00 -0400
> > > > Subject: Re: [hlds] [TF2] Kills not counting
> > > > 
> > > > 1.) Post on the SourceMod forums, not here.
> > > > 
> > > > 2.) Be sure to include what plugins you are running because that's the
> > > > first thing they'll ask for.
> > > > 
> > > > 
> > > > On Mon, 2010-08-02 at 20:51 -0400, Alec Sanger wrote:
> > > > > S I just installed a new server with sm and mm. For some 
> > > > > reason, kills are only appearing every now and then. I might see a 
> > > > > kill notification once every 4 kills. Same with deaths. This 
> > > > > inaccurate score is also reflected on the score board. Any idea what 
> > > > > would cause this?
> > > > > 
> > > > > Thank you,
> > > > > Alec Sanger
> > > > > 
> > > > > 
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list 
> > > > > archives, please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > > 
> > > > 
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list archives, 
> > > > please visit:
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> > > 
> > > ___
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> > > please visit:
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> > 
> > 
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Re: [hlds] [TF2] Kills not counting

2010-08-02 Thread msleeper
Not really because the problem is user error and you did something wrong
installing SM.


On Mon, 2010-08-02 at 20:58 -0400, Alec Sanger wrote:
> Relevant to server administration
> 
> Thank you,
> Alec Sanger
> 
> 
> 
> 
> > From: mslee...@ismsleeperwrong.com
> > To: hlds@list.valvesoftware.com
> > Date: Mon, 2 Aug 2010 20:56:00 -0400
> > Subject: Re: [hlds] [TF2] Kills not counting
> > 
> > 1.) Post on the SourceMod forums, not here.
> > 
> > 2.) Be sure to include what plugins you are running because that's the
> > first thing they'll ask for.
> > 
> > 
> > On Mon, 2010-08-02 at 20:51 -0400, Alec Sanger wrote:
> > > S I just installed a new server with sm and mm. For some reason, 
> > > kills are only appearing every now and then. I might see a kill 
> > > notification once every 4 kills. Same with deaths. This inaccurate score 
> > > is also reflected on the score board. Any idea what would cause this?
> > > 
> > > Thank you,
> > > Alec Sanger
> > > 
> > > 
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives, 
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > 
> > 
> > ___
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> > please visit:
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Re: [hlds] [TF2] Kills not counting

2010-08-02 Thread msleeper
1.) Post on the SourceMod forums, not here.

2.) Be sure to include what plugins you are running because that's the
first thing they'll ask for.


On Mon, 2010-08-02 at 20:51 -0400, Alec Sanger wrote:
> S I just installed a new server with sm and mm. For some reason, 
> kills are only appearing every now and then. I might see a kill notification 
> once every 4 kills. Same with deaths. This inaccurate score is also reflected 
> on the score board. Any idea what would cause this?
> 
> Thank you,
> Alec Sanger
> 
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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Re: [hlds] Alien Swarm Update Released

2010-08-02 Thread msleeper
I'm pretty sure they would make a little more noise if that happened.
Have patience young one.


On Sat, 2010-07-31 at 09:17 +0200, Ronny Schedel wrote:
> How about Linux dedicated server files?
> 
> 
> - Original Message - 
> From: "AJ Collins" 
> To: "Half-Life dedicated Win32 server mailing list" 
> 
> Sent: Saturday, July 31, 2010 1:45 AM
> Subject: [hlds] Alien Swarm Update Released
> 
> 
> Updates to Alien Swarm have been released. The major changes include:
> 
> *Alien Swarm*
> 
>- Fixed XP/Level transferring to a new player using an old player’s PC
>- Addon VPKs get priority over base VPKs
>- Added -override_vpk command line option to make loose files have
>priority over VPKs
>- Stopped spawners shutting down completely when an alien is blocking the
>location for more than 5 ticks in a row.
> 
> 
> http://store.steampowered.com/news/4144/
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Re: [hlds] Alien Swarm Update Released

2010-07-26 Thread msleeper
Pretty sure it's not required though, since I haven't updated my server
and heartbeat says nothing.


On Mon, 2010-07-26 at 23:15 -0400, Michael Krasnow wrote:
> coolio
> 
> On Mon, Jul 26, 2010 at 11:11 PM, AJ Collins  wrote:
> 
> > Updates to Alien Swarm have been released. The major changes include:
> >
> > *Alien Swarm*
> >
> >   - Fixed performance issues on SynTek Residential
> >   - Added Dedicated Server Browser to the main menu
> >   - Cheat protected marine skill values.
> >
> >
> > http://store.steampowered.com/news/4123/
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> 
> 
> 


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Re: [hlds] NS2 Alpha Release Tonight

2010-07-26 Thread msleeper
Not surprised, it is an -alpha- after all. Things will get worked out in
the coming hours/days/weeks.


On Mon, 2010-07-26 at 21:48 -0400, Don Williams wrote:
> We got that much. I can run it on my local  machine no problem, I put it on
> the server launch boom fails.
> 
> Don Williams
> Precision Data Solutions, Inc.
> d...@precdata.com
> 
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John Q
> Sent: Monday, July 26, 2010 9:39 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] NS2 Alpha Release Tonight
> 
> The server stores its settings in the file: %APPDATA%/Natural Selection
> 2/server.xml
> 
> If the file does not exist, it will create a default copy the first time it
> is run.
> 
> The server options can be changed in the file manually, or they can be
> specified individually on the command line (those changes will be saved by
> default.)
> 
> Optional command line settings are:
> 
>   -file [path] (allows you to specify a different configuration file for
> server settings)
>   -name [name] (specifies the server name to be shown in the server browser)
>   -map [name] (specifies the map to load)
>   -ip [address]
>   -port [number] (default is 27015)
>   -limit [number]
>   -lan [1 or 0, or true/false] (specifies how/if this map shows up in the
> master server list - default is false)
>   -password [optional]
>   -save [1 or 0, or true/false] - (specifies whether to save out command
> line overrides - default is true)
> 
> Examples:
> 
>   Server.exe -map ns2_tram -limit 32 -lan false
>   Server.exe -file "c:\my servers\config.xml" -map ns2_rockdown -lan true
> -save false
> 
> 
> 
> On Mon, Jul 26, 2010 at 6:37 PM, msleeper
> wrote:
> 
> > Yeah you have to have the key for the Special Edition/Alpha to work. 
> > It says that on their site.
> >
> > Speaking of their site, there is now a link to some server.exe, but 
> > still no mention of how exactly to run it as dedicated.
> >
> >
> > On Mon, 2010-07-26 at 18:34 -0700, John Q wrote:
> > > I havn't gotten my key but steam appears to have downloaded 1.8GB 
> > > automatically. Now whenever i try to start the game it just says i 
> > > dont
> > have
> > > the special edition key entered in yet.
> > >
> > > On Mon, Jul 26, 2010 at 6:30 PM, Don Williams  wrote:
> > >
> > > > That just shows usage of the server.exe don't show how to install 
> > > > on an actual server.
> > > >
> > > > Don Williams
> > > > Precision Data Solutions, Inc.
> > > > d...@precdata.com
> > > >
> > > > -Original Message-
> > > > From: hlds-boun...@list.valvesoftware.com
> > > > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John Q
> > > > Sent: Monday, July 26, 2010 9:24 PM
> > > > To: Half-Life dedicated Win32 server mailing list
> > > > Subject: Re: [hlds] NS2 Alpha Release Tonight
> > > >
> > > > "NS2 dedicated server: http://bit.ly/b4Miff (at end). See 
> > > > Dedicated_Server_Usage.txt in your steamapps\common\natural 
> > > > selection 2 directory." A message on twitter.
> > > >
> > > > On Mon, Jul 26, 2010 at 6:21 PM, Don Williams 
> > wrote:
> > > >
> > > > > I see a server up and running with people in it.
> > > > >
> > > > >
> > > > > Don Williams
> > > > > Precision Data Solutions, Inc.
> > > > > d...@precdata.com
> > > > >
> > > > > -Original Message-
> > > > > From: hlds-boun...@list.valvesoftware.com
> > > > > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John Q
> > > > > Sent: Monday, July 26, 2010 9:19 PM
> > > > > To: Half-Life dedicated Win32 server mailing list
> > > > > Subject: Re: [hlds] NS2 Alpha Release Tonight
> > > > >
> > > > > Keys are going out now, We'll see soon enough
> > > > >
> > > > > On Mon, Jul 26, 2010 at 6:16 PM, Don Williams 
> > wrote:
> > > > >
> > > > > > Time's up.. Any news?
> > > > > >
> > > > > > Don Williams
> > > > > > Precision Data Solutions, Inc.
> > > > > > d...@precdata.com
> > > > > >
> > > > > > -Original Message-
> > &g

Re: [hlds] NS2 Alpha Release Tonight

2010-07-26 Thread msleeper
Yeah you have to have the key for the Special Edition/Alpha to work. It
says that on their site.

Speaking of their site, there is now a link to some server.exe, but
still no mention of how exactly to run it as dedicated.


On Mon, 2010-07-26 at 18:34 -0700, John Q wrote:
> I havn't gotten my key but steam appears to have downloaded 1.8GB
> automatically. Now whenever i try to start the game it just says i dont have
> the special edition key entered in yet.
> 
> On Mon, Jul 26, 2010 at 6:30 PM, Don Williams  wrote:
> 
> > That just shows usage of the server.exe don't show how to install on an
> > actual server.
> >
> > Don Williams
> > Precision Data Solutions, Inc.
> > d...@precdata.com
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John Q
> > Sent: Monday, July 26, 2010 9:24 PM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] NS2 Alpha Release Tonight
> >
> > "NS2 dedicated server: http://bit.ly/b4Miff (at end). See
> > Dedicated_Server_Usage.txt in your steamapps\common\natural selection 2
> > directory." A message on twitter.
> >
> > On Mon, Jul 26, 2010 at 6:21 PM, Don Williams  wrote:
> >
> > > I see a server up and running with people in it.
> > >
> > >
> > > Don Williams
> > > Precision Data Solutions, Inc.
> > > d...@precdata.com
> > >
> > > -Original Message-
> > > From: hlds-boun...@list.valvesoftware.com
> > > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John Q
> > > Sent: Monday, July 26, 2010 9:19 PM
> > > To: Half-Life dedicated Win32 server mailing list
> > > Subject: Re: [hlds] NS2 Alpha Release Tonight
> > >
> > > Keys are going out now, We'll see soon enough
> > >
> > > On Mon, Jul 26, 2010 at 6:16 PM, Don Williams  wrote:
> > >
> > > > Time's up.. Any news?
> > > >
> > > > Don Williams
> > > > Precision Data Solutions, Inc.
> > > > d...@precdata.com
> > > >
> > > > -Original Message-
> > > > From: hlds-boun...@list.valvesoftware.com
> > > > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of bl4nk
> > > > Sent: Monday, July 26, 2010 8:05 PM
> > > > To: Half-Life dedicated Win32 server mailing list
> > > > Subject: Re: [hlds] NS2 Alpha Release Tonight
> > > >
> > > > They've already said that they won't be releasing the server files
> > early.
> > > > Just wait another hour and they should be released when the keys are
> > > > sent out.
> > > >
> > > > On Mon, Jul 26, 2010 at 8:01 PM, Phillip Vector
> > > > wrote:
> > > >
> > > > > or stuck in a honey pot.
> > > > >
> > > > > On Mon, Jul 26, 2010 at 4:55 PM, msleeper
> > > > > 
> > > > > wrote:
> > > > > > Not sure what your "nope" is in response to, because NS2 and the
> > > > > > NS2 Alpha are both being distributed through Steam. UWE has made
> > > > > > mention of having Windows Dedicated Server being available, so
> > > > > > my only assumption is that it will be also available through Steam.
> > > > > >
> > > > > > But there hasn't been anything official about it yet. It's like
> > > > > > a 4 man operation over there so I'm sure they're a little swamped.
> > > > > >
> > > > > >
> > > > > > On Mon, 2010-07-26 at 19:43 -0400, Michael Krasnow wrote:
> > > > > >> nope,
> > > > > >>
> > > > > >> On Mon, Jul 26, 2010 at 7:39 PM, Don Williams
> > > > > >> 
> > > > wrote:
> > > > > >>
> > > > > >> > Have any of you guys heard how they are going to distribute
> > > > > >> > the server files?  Steam update, etc?
> > > > > >> >
> > > > > >> >
> > > > > >> >
> > > > > >> > Don Williams
> > > > > >> >
> > > > > >> > Precision Data Solutions, Inc.
> > > > > >> >
> > > > > >> >  <mailto:d...@precdata.com> d...@precdata.com
> > > > > >> >
> > &g

Re: [hlds] NS2 Alpha Release Tonight

2010-07-26 Thread msleeper
Anybody who has gotten their key, slash, downloaded the files already
mind pasting the contents of that?


On Mon, 2010-07-26 at 18:24 -0700, John Q wrote:
> "NS2 dedicated server: http://bit.ly/b4Miff (at end). See
> Dedicated_Server_Usage.txt in your steamapps\common\natural selection 2
> directory." A message on twitter.
> 
> On Mon, Jul 26, 2010 at 6:21 PM, Don Williams  wrote:
> 
> > I see a server up and running with people in it.
> >
> >
> > Don Williams
> > Precision Data Solutions, Inc.
> > d...@precdata.com
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John Q
> > Sent: Monday, July 26, 2010 9:19 PM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] NS2 Alpha Release Tonight
> >
> > Keys are going out now, We'll see soon enough
> >
> > On Mon, Jul 26, 2010 at 6:16 PM, Don Williams  wrote:
> >
> > > Time's up.. Any news?
> > >
> > > Don Williams
> > > Precision Data Solutions, Inc.
> > > d...@precdata.com
> > >
> > > -Original Message-
> > > From: hlds-boun...@list.valvesoftware.com
> > > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of bl4nk
> > > Sent: Monday, July 26, 2010 8:05 PM
> > > To: Half-Life dedicated Win32 server mailing list
> > > Subject: Re: [hlds] NS2 Alpha Release Tonight
> > >
> > > They've already said that they won't be releasing the server files early.
> > > Just wait another hour and they should be released when the keys are sent
> > > out.
> > >
> > > On Mon, Jul 26, 2010 at 8:01 PM, Phillip Vector
> > > wrote:
> > >
> > > > or stuck in a honey pot.
> > > >
> > > > On Mon, Jul 26, 2010 at 4:55 PM, msleeper
> > > > 
> > > > wrote:
> > > > > Not sure what your "nope" is in response to, because NS2 and the NS2
> > > > > Alpha are both being distributed through Steam. UWE has made mention
> > > > > of having Windows Dedicated Server being available, so my only
> > > > > assumption is that it will be also available through Steam.
> > > > >
> > > > > But there hasn't been anything official about it yet. It's like a 4
> > > > > man operation over there so I'm sure they're a little swamped.
> > > > >
> > > > >
> > > > > On Mon, 2010-07-26 at 19:43 -0400, Michael Krasnow wrote:
> > > > >> nope,
> > > > >>
> > > > >> On Mon, Jul 26, 2010 at 7:39 PM, Don Williams 
> > > wrote:
> > > > >>
> > > > >> > Have any of you guys heard how they are going to distribute the
> > > > >> > server files?  Steam update, etc?
> > > > >> >
> > > > >> >
> > > > >> >
> > > > >> > Don Williams
> > > > >> >
> > > > >> > Precision Data Solutions, Inc.
> > > > >> >
> > > > >> >  <mailto:d...@precdata.com> d...@precdata.com
> > > > >> >
> > > > >> > ___
> > > > >> > To unsubscribe, edit your list preferences, or view the list
> > > > >> > archives, please visit:
> > > > >> > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > > >> >
> > > > >>
> > > > >>
> > > > >>
> > > > >
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > > > > archives,
> > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > > >
> > > > >
> > > >
> > > > ___
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> > > > please visit:
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> > > >
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> > > please visit:
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> > >
> > >
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> > > please visit:
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> > >
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> > please visit:
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> >
> >
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Re: [hlds] NS2 Alpha Release Tonight

2010-07-26 Thread msleeper
Hey at least the Marines aren't autistic and afraid of playing computer.

I guess I should go ahead and update phillip_vector_is_a_huge_tool.txt
too.


On Mon, 2010-07-26 at 17:01 -0700, Phillip Vector wrote:
> or stuck in a honey pot.
> 
> On Mon, Jul 26, 2010 at 4:55 PM, msleeper  
> wrote:
> > Not sure what your "nope" is in response to, because NS2 and the NS2
> > Alpha are both being distributed through Steam. UWE has made mention of
> > having Windows Dedicated Server being available, so my only assumption
> > is that it will be also available through Steam.
> >
> > But there hasn't been anything official about it yet. It's like a 4 man
> > operation over there so I'm sure they're a little swamped.
> >
> >
> > On Mon, 2010-07-26 at 19:43 -0400, Michael Krasnow wrote:
> >> nope,
> >>
> >> On Mon, Jul 26, 2010 at 7:39 PM, Don Williams  wrote:
> >>
> >> > Have any of you guys heard how they are going to distribute the server
> >> > files?  Steam update, etc?
> >> >
> >> >
> >> >
> >> > Don Williams
> >> >
> >> > Precision Data Solutions, Inc.
> >> >
> >> >  <mailto:d...@precdata.com> d...@precdata.com
> >> >
> >> > ___
> >> > To unsubscribe, edit your list preferences, or view the list archives,
> >> > please visit:
> >> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >> >
> >>
> >>
> >>
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> 
> ___
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Re: [hlds] NS2 Alpha Release Tonight

2010-07-26 Thread msleeper
Not sure what your "nope" is in response to, because NS2 and the NS2
Alpha are both being distributed through Steam. UWE has made mention of
having Windows Dedicated Server being available, so my only assumption
is that it will be also available through Steam.

But there hasn't been anything official about it yet. It's like a 4 man
operation over there so I'm sure they're a little swamped.


On Mon, 2010-07-26 at 19:43 -0400, Michael Krasnow wrote:
> nope,
> 
> On Mon, Jul 26, 2010 at 7:39 PM, Don Williams  wrote:
> 
> > Have any of you guys heard how they are going to distribute the server
> > files?  Steam update, etc?
> >
> >
> >
> > Don Williams
> >
> > Precision Data Solutions, Inc.
> >
> >   d...@precdata.com
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> 
> 
> 


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Re: [hlds] Improving the update procedure

2010-07-23 Thread msleeper
Remove yourself from the list if you don't want to be "clogged with this
crap".


On Fri, 2010-07-23 at 21:57 -0400, Steve Stifler wrote:
> You guys are pissing in the wind. Been asking for a better update procedure
> for years and it ain't happened. Valve don't listen and don't care about the
> server admins and hosts so stop clogging my inbox with this crap
> 
> On Fri, Jul 23, 2010 at 9:07 PM, Steven Hartland 
> wrote:
> 
> > I must say the updates are becoming a pain. More and more regular and more
> > often than not they break things :(
> >
> > We all appreciate the work being done, don't think for a minute we don't,
> > but I do think that there could be some definite improvements to how things
> > are done atm.
> >
> > First off don't release updates a absolute PEAK gaming time for the week.
> >
> > Week after week we get updates released at 10pm on a Friday during peak
> > gaming hours, by all means prepare a weekly update and release it but
> > pick a sensible day / time. Tuesday / Wednesday would be much better, it
> > means people are more likely to be about and if there are any issues
> > they can be fixed in time for the weekend sessions.
> >
> > Please please let us know in advance! Is there any harm in getting an
> > update ready then delaying its release for 24 hours or so during which
> > time admins can download the updates to prepare for the release. Then
> > at a pre-published time the client releases, server admins flick the switch
> > their end and everyone's happy.
> >
> > The benefits of this:-
> > 1. Admins can prepare
> > 2. Lower load on the Content Servers as admins aren't downloading at the
> > same time as the Clients
> > 3. Clients are happier as their servers are updated quickly instead of
> > having to wait while admins struggle to get the servers update.
> > 4. Admins can pre test with their server up and raise issues before
> > all hell breaks loose.
> >
> > All in all everyone wins.
> >
> > Please consider reviewing your release engineering to incorporate some
> > or all of the ideas above, it will make everyone's life so much easier.
> >
> >   Regards
> >   Steve
> >
> > - Original Message - From: 
> >
> > To: "Half-Life dedicated Win32 server mailing list" <
> > hlds@list.valvesoftware.com>
> > Sent: Saturday, July 24, 2010 1:42 AM
> >
> > Subject: Re: [hlds] Counter-Strike: Source Update Available
> >
> >
> >  Releasing a required update without the capacity to handle everyone
> >> updating at once is a problem -- expecting people to leave their servers
> >> broken to reduce Valve's load isn't an acceptable solution.
> >>
> >> Valve should either invest in the infrastructure to handle it or work with
> >> a service such as Akamai to handle the load from updates.
> >>
> >> If TF2 is any indication, don't expect advance notification or beta
> >> releases (Valve even released an update they knew would break almost all
> >> management plugins without giving notification or a beta for the plugin
> >> developers to work with).
> >>
> >
> >
> > 
> > This e.mail is private and confidential between Multiplay (UK) Ltd. and the
> > person or entity to whom it is addressed. In the event of misdirection, the
> > recipient is prohibited from using, copying, printing or otherwise
> > disseminating it or any information contained in it.
> > In the event of misdirection, illegible or incomplete transmission please
> > telephone +44 845 868 1337
> > or return the E.mail to postmas...@multiplay.co.uk.
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
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Re: [hlds] Improving the update procedure

2010-07-23 Thread msleeper
There's really no pattern to it. And despite what some naysayers and
those outside of the US are saying, Friday updates aren't really the
norm.

To those of you in merry old Britland, keep in mind that Valve is based
on the west coast, USA so that's the timetable they run. If that's a
problem for you then either move to the West Coast so you'll be on their
schedule, or deal_with_it_gaben.jpg


On Fri, 2010-07-23 at 19:32 -0600, Mark Gunnett wrote:
> I don't mind the weekly updates and the like, but some advanced warning
> would be nice. Then again I'm unsure if that's possible. But from what
> people are saying updates are released at a regular pattern of like every
> Friday right? Soo, You already know ahead of time that an update is
> coming down the pipe...
> 
> 


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Re: [hlds] Improving the update procedure

2010-07-23 Thread msleeper
Be quick on an update and you'll be fine. I've never had much of a
problem "waiting in line" to download an update.

That or use NemRun, it will save your life.


On Sat, 2010-07-24 at 02:07 +0100, Steven Hartland wrote:
> I must say the updates are becoming a pain. More and more regular and more
> often than not they break things :(
> 
> We all appreciate the work being done, don't think for a minute we don't,
> but I do think that there could be some definite improvements to how things
> are done atm.
> 
> First off don't release updates a absolute PEAK gaming time for the week.
> 
> Week after week we get updates released at 10pm on a Friday during peak
> gaming hours, by all means prepare a weekly update and release it but
> pick a sensible day / time. Tuesday / Wednesday would be much better, it
> means people are more likely to be about and if there are any issues
> they can be fixed in time for the weekend sessions.
> 
> Please please let us know in advance! Is there any harm in getting an
> update ready then delaying its release for 24 hours or so during which
> time admins can download the updates to prepare for the release. Then
> at a pre-published time the client releases, server admins flick the switch
> their end and everyone's happy.
> 
> The benefits of this:-
> 1. Admins can prepare
> 2. Lower load on the Content Servers as admins aren't downloading at the
> same time as the Clients
> 3. Clients are happier as their servers are updated quickly instead of
> having to wait while admins struggle to get the servers update.
> 4. Admins can pre test with their server up and raise issues before
> all hell breaks loose.
> 
> All in all everyone wins.
> 
> Please consider reviewing your release engineering to incorporate some
> or all of the ideas above, it will make everyone's life so much easier.
> 
> Regards
> Steve
> 
> - Original Message - 
> From: 
> To: "Half-Life dedicated Win32 server mailing list" 
> 
> Sent: Saturday, July 24, 2010 1:42 AM
> Subject: Re: [hlds] Counter-Strike: Source Update Available
> 
> 
> > Releasing a required update without the capacity to handle everyone 
> > updating at once is a problem -- expecting people to leave 
> > their servers broken to reduce Valve's load isn't an acceptable solution.
> >
> > Valve should either invest in the infrastructure to handle it or work with 
> > a service such as Akamai to handle the load from 
> > updates.
> >
> > If TF2 is any indication, don't expect advance notification or beta 
> > releases (Valve even released an update they knew would 
> > break almost all management plugins without giving notification or a beta 
> > for the plugin developers to work with).
> 
> 
> 
> This e.mail is private and confidential between Multiplay (UK) Ltd. and the 
> person or entity to whom it is addressed. In the event of misdirection, the 
> recipient is prohibited from using, copying, printing or otherwise 
> disseminating it or any information contained in it. 
> 
> In the event of misdirection, illegible or incomplete transmission please 
> telephone +44 845 868 1337
> or return the E.mail to postmas...@multiplay.co.uk.
> 
> 
> ___
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> visit:
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Re: [hlds] Counter-Strike: Source Update Available

2010-07-23 Thread msleeper
They also use servers provided by various third parties, but those are a
lot fewer than the ones they host themselves.


On Fri, 2010-07-23 at 17:52 -0700, DontWannaName! wrote:
> Last time I checked, they use http://www.limelightnetworks.com/ and Quest
> data centers for servers. Players are getting a higher priority and we are
> being shorthanded, thats pretty much how I believe its being done. Plus
> players get auto updates so they start downloading before we even see the
> news post. So thats thousands of steam users downloading a game at once and
> THEN we try to update after everyone has started and get retrying...
> retrying... retrying...
> 
> 
> On Fri, Jul 23, 2010 at 5:42 PM,  wrote:
> 
> > Releasing a required update without the capacity to handle everyone
> > updating at once is a problem -- expecting people to leave their servers
> > broken to reduce Valve's load isn't an acceptable solution.
> >
> > Valve should either invest in the infrastructure to handle it or work with
> > a service such as Akamai to handle the load from updates.
> >
> > If TF2 is any indication, don't expect advance notification or beta
> > releases (Valve even released an update they knew would break almost all
> > management plugins without giving notification or a beta for the plugin
> > developers to work with).
> > -Original Message-
> > From: Matt Hoffman 
> > Sender: hlds-boun...@list.valvesoftware.com
> > Date: Fri, 23 Jul 2010 17:34:55
> > To: Half-Life dedicated Win32 server mailing list<
> > hlds@list.valvesoftware.com>
> > Reply-To: Half-Life dedicated Win32 server mailing list
> >
> > Subject: Re: [hlds] Counter-Strike: Source Update Available
> >
> > Consider the flip side of the coin; It reduces server load on Steam when
> > not
> > everyone tries to update at once.
> >
> > On Fri, Jul 23, 2010 at 5:30 PM, Mike Vail 
> > wrote:
> >
> > > Jason, Thanks so much for the update.
> > >
> > > Will you good folks over at Valve ever give advanced notice of these
> > > updates
> > > to us? CSS is now just like TF2 with regular updates and no warning at
> > all
> > > to Admins that they are coming. We all knew this was coming when the game
> > > was ported over to the new engine.
> > >
> > > I was at work and came home to find a ton of messages from players and
> > saw
> > > my servers were empty for the past 3 hrs because people couldn't connect
> > > until I updated them. It just doesn't seem like it would be that hard to
> > > post a 24-hour notice on this list that updates are coming so the
> > hundreds
> > > of Admins, Sysdevs, coders and GSPs can be prepared to deal with the
> > > fallout
> > > or run the updatetool when the time comes.
> > >
> > > Add to the fact that now we've been waiting for 40 minutes for updates
> > from
> > > overwhelmed Steam content servers on the west coast of the US, the whole
> > > regular update thing is getting old. Now I see we have to update yet
> > again!
> > > I sure hope the updating slows down soon or we can get some advanced
> > > notice.
> > > It sure would help those of us who care for our servers.
> > >
> > > Regardless, thanks for the good work on the game. It's much appreciated.
> > > M. Vail
> > >
> > > -Original Message-
> > > From: hlds-boun...@list.valvesoftware.com
> > > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Niels Meijer
> > > Sent: Friday, July 23, 2010 2:19 PM
> > > To: 'Half-Life dedicated Win32 server mailing list'
> > > Subject: Re: [hlds] Counter-Strike: Source Update Available
> > >
> > > Awesome.. really like the tick100 and fire-rates fix :D
> > >
> > > Niels Meijer.
> > >
> > > -Oorspronkelijk bericht-
> > > Van: hlds-boun...@list.valvesoftware.com
> > > [mailto:hlds-boun...@list.valvesoftware.com] Namens Jason Ruymen
> > > Verzonden: vrijdag 23 juli 2010 22:56
> > > Aan: 'Half-Life dedicated Linux server mailing list';
> > > 'hlds@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
> > > Onderwerp: [hlds] Counter-Strike: Source Update Available
> > >
> > > A required update for Counter-Strike: Source is now available.  The
> > > specific
> > > changes include:
> > >
> > > - Added Steam Clan Tag support ( Set yours in
> > > Options->Multiplayer->Advanced
> > > )
> > > - Added new achievement "CLAN WARFARE": Win a match of at least 10
> > players
> > > where the entirety of each team is composed of a single clan.
> > > - All weapon fire rates now tuned to match their pre-update, tickrate 100
> > > equivalents.
> > > (http://forums.steampowered.com/forums/showthread.php?t=1368659)
> > > - Added automatic server tagging for some server convars (
> > "mp_startmoney",
> > > "mp_friendlyfire", "bot_quota", "sv_nostats", "sv_allowminmodels" )
> > > - Fixed some issues for players who were experiencing stat corruption.
> > > - Fixed several server crash exploits.
> > > - Fixed server commands "sv_disablefreezecam" and "sv_nowinpanel" not
> > > working on dedicated servers.
> > > - Adjusted some D

Re: [hlds] alien swarm released

2010-07-19 Thread msleeper
Linux is not currently supported. The linux files being made available
was a mistake.


On Mon, 2010-07-19 at 19:39 -0400, HL-SDK Synths wrote:
> Link is now invalid
> 
> On Mon, Jul 19, 2010 at 7:39 PM, HL-SDK Synths  wrote:
> 
> > http://www.toolshape.com/temp/S3XIGRlZ.7z<http://www.toolshape.com/temp/27315ASW.7z>
> >
> > please don't share the link, but upload to your ftp or anywhere you want
> >
> > On Mon, Jul 19, 2010 at 7:37 PM, HL-SDK Synths wrote:
> >
> >> I'm having similar trouble on linux. ~30 minutes and the console hasn't
> >> spit a single file out at me
> >>
> >>
> >> On Mon, Jul 19, 2010 at 5:32 PM, msleeper 
> >> wrote:
> >>
> >>> Nobody cares how fast you are downloading this, hope this helps.
> >>>
> >>> In other news actually related to server administration, Windows
> >>> dedicated server doesn't seem to be running and there doesn't seem to be
> >>> any linux binaries.
> >>>
> >>>
> >>> On Mon, 2010-07-19 at 14:28 -0700, Kyle Sanderson wrote:
> >>> > Finland has let me down, using Seattle getting 650kb/s (I've gotten
> >>> > 1.5mb/s) on my ADSL line.
> >>> >
> >>> > Kyle.
> >>> >
> >>> > On Mon, Jul 19, 2010 at 2:20 PM, DarthNinja 
> >>> wrote:
> >>> > > Norway tends to give good rates, but it just dropped me :'(
> >>> > >
> >>> > > On Mon, Jul 19, 2010 at 5:05 PM, Matt Hoffman
> >>> > > wrote:
> >>> > >
> >>> > >> 250 Kb/s :s... I could play the jump-around-content-servers game
> >>> some more
> >>> > >> but sometimes I just lose it and it's like blah.
> >>> > >>
> >>> > >> On Mon, Jul 19, 2010 at 2:00 PM, Michael Krasnow 
> >>> wrote:
> >>> > >>
> >>> > >> > wow finally got it goin at 1mb/s! from washington DC, go capital!
> >>> > >> >
> >>> > >> > On Mon, Jul 19, 2010 at 4:57 PM, Michael Krasnow <
> >>> mnk...@gmail.com>
> >>> > >> wrote:
> >>> > >> >
> >>> > >> > > :'( need moar bandwidth whats your location? anything is
> >>> faster
> >>> > >> than
> >>> > >> > > 0kb/s :P
> >>> > >> > >
> >>> > >> > >
> >>> > >> > > On Mon, Jul 19, 2010 at 4:52 PM, Dominic Marciano <
> >>> > >> > lambda1_...@hotmail.com
> >>> > >> > > > wrote:
> >>> > >> > >
> >>> > >> > >>
> >>> > >> > >> I'm downloading.. at 150kbps...D:
> >>> > >> > >>
> >>> > >> > >> > Date: Mon, 19 Jul 2010 16:50:28 -0400
> >>> > >> > >> > From: mnk...@gmail.com
> >>> > >> > >> > To: hlds@list.valvesoftware.com
> >>> > >> > >> > Subject: Re: [hlds] alien swarm released
> >>> > >> > >> >
> >>> > >> > >> > your my new favorite person :)
> >>> > >> > >> >
> >>> > >> > >> > but... STEAM is apparently too busy to handle my request
> >>> > >> > >> >
> >>> > >> > >> > On Mon, Jul 19, 2010 at 4:40 PM, Dominic Marciano
> >>> > >> > >> > wrote:
> >>> > >> > >> >
> >>> > >> > >> > >
> >>> > >> > >> > > Was waiting for this
> >>> > >> > >> > >
> >>> > >> > >> > > > From: kyle.l...@gmail.com
> >>> > >> > >> > > > Date: Mon, 19 Jul 2010 13:36:53 -0700
> >>> > >> > >> > > > To: hlds@list.valvesoftware.com
> >>> > >> > >> > > > Subject: Re: [hlds] alien swarm released
> >>> > >> > >> > > >
> >>> > >> > >> > > > I love you.
> >>> > >> > >> > > >
> >>> > >> > >> > > > Thanks,
> >>&

Re: [hlds] alien swarm released

2010-07-19 Thread msleeper
I'm surprised more people aren't "cranky" when people post dumb bullshit
like how fast they are downloading things to the list, when a major
release hits. Nobody wants to read about how fast your are downloading
anything, now or ever. What people do want to discuss is probably the
problems anyone is having running the servers for Alien Swarm since
there seems to be some issues.

You know, server administration related type problems.


On Mon, 2010-07-19 at 17:46 -0400, DarthNinja wrote:
> msleeper's always cranky when his free content has bugs.
> 
> On Mon, Jul 19, 2010 at 5:38 PM, Dominic Marciano
> wrote:
> 
> >
> > Speak for yourself k thanks.
> >
> > > From: mslee...@ismsleeperwrong.com
> > > To: hlds@list.valvesoftware.com
> > > Date: Mon, 19 Jul 2010 17:32:04 -0400
> > > Subject: Re: [hlds] alien swarm released
> > >
> > > Nobody cares how fast you are downloading this, hope this helps.
> > >
> > > In other news actually related to server administration, Windows
> > > dedicated server doesn't seem to be running and there doesn't seem to be
> > > any linux binaries.
> >
> >
> > _
> > Browse profiles for FREE! Meet local singles online.
> > http://clk.atdmt.com/NMN/go/150855801/direct/01/
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> 
> 
> 


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Re: [hlds] alien swarm released

2010-07-19 Thread msleeper
Nobody cares how fast you are downloading this, hope this helps.

In other news actually related to server administration, Windows
dedicated server doesn't seem to be running and there doesn't seem to be
any linux binaries.


On Mon, 2010-07-19 at 14:28 -0700, Kyle Sanderson wrote:
> Finland has let me down, using Seattle getting 650kb/s (I've gotten
> 1.5mb/s) on my ADSL line.
> 
> Kyle.
> 
> On Mon, Jul 19, 2010 at 2:20 PM, DarthNinja  wrote:
> > Norway tends to give good rates, but it just dropped me :'(
> >
> > On Mon, Jul 19, 2010 at 5:05 PM, Matt Hoffman
> > wrote:
> >
> >> 250 Kb/s :s... I could play the jump-around-content-servers game some more
> >> but sometimes I just lose it and it's like blah.
> >>
> >> On Mon, Jul 19, 2010 at 2:00 PM, Michael Krasnow  wrote:
> >>
> >> > wow finally got it goin at 1mb/s! from washington DC, go capital!
> >> >
> >> > On Mon, Jul 19, 2010 at 4:57 PM, Michael Krasnow 
> >> wrote:
> >> >
> >> > > :'( need moar bandwidth whats your location? anything is faster
> >> than
> >> > > 0kb/s :P
> >> > >
> >> > >
> >> > > On Mon, Jul 19, 2010 at 4:52 PM, Dominic Marciano <
> >> > lambda1_...@hotmail.com
> >> > > > wrote:
> >> > >
> >> > >>
> >> > >> I'm downloading.. at 150kbps...D:
> >> > >>
> >> > >> > Date: Mon, 19 Jul 2010 16:50:28 -0400
> >> > >> > From: mnk...@gmail.com
> >> > >> > To: hlds@list.valvesoftware.com
> >> > >> > Subject: Re: [hlds] alien swarm released
> >> > >> >
> >> > >> > your my new favorite person :)
> >> > >> >
> >> > >> > but... STEAM is apparently too busy to handle my request
> >> > >> >
> >> > >> > On Mon, Jul 19, 2010 at 4:40 PM, Dominic Marciano
> >> > >> > wrote:
> >> > >> >
> >> > >> > >
> >> > >> > > Was waiting for this
> >> > >> > >
> >> > >> > > > From: kyle.l...@gmail.com
> >> > >> > > > Date: Mon, 19 Jul 2010 13:36:53 -0700
> >> > >> > > > To: hlds@list.valvesoftware.com
> >> > >> > > > Subject: Re: [hlds] alien swarm released
> >> > >> > > >
> >> > >> > > > I love you.
> >> > >> > > >
> >> > >> > > > Thanks,
> >> > >> > > > Kyle.
> >> > >> > > >
> >> > >> > > > On Mon, Jul 19, 2010 at 1:30 PM, Claudio Beretta
> >> > >> > > >  wrote:
> >> > >> > > > > since no announcement mail was made...
> >> > >> > > > >
> >> > >> > > > > http://store.steampowered.com/app/630/
> >> > >> > > > >
> >> > >> > > > > HldsUpdateTool.exe -command update -game alienswarm -dir .
> >> > >> > > > > ___
> >> > >> > > > > To unsubscribe, edit your list preferences, or view the list
> >> > >> archives,
> >> > >> > > please visit:
> >> > >> > > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> >> > >> > > > >
> >> > >> > > >
> >> > >> > > > ___
> >> > >> > > > To unsubscribe, edit your list preferences, or view the list
> >> > >> archives,
> >> > >> > > please visit:
> >> > >> > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> >> > >> > >
> >> > >> > > _
> >> > >> > > If It Exists, You'll Find it on SEEK. Australia's #1 job site
> >> > >> > > http://clk.atdmt.com/NMN/go/157639755/direct/01/
> >> > >> > > ___
> >> > >> > > To unsubscribe, edit your list preferences, or view the list
> >> > archives,
> >> > >> > > please visit:
> >> > >> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> >> > >> > >
> >> > >> >
> >> > >> >
> >> > >> >
> >> > >> > --
> >> > >> > Michael Krasnow
> >> > >> > http://mnkras.com
> >> > >> > mnk...@gmail.com
> >> > >> > ___
> >> > >> > To unsubscribe, edit your list preferences, or view the list
> >> archives,
> >> > >> please visit:
> >> > >> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >> > >>
> >> > >> _
> >> > >> New, Used, Demo, Dealer or Private? Find it at CarPoint.com.au
> >> > >> http://clk.atdmt.com/NMN/go/206222968/direct/01/
> >> > >> ___
> >> > >> To unsubscribe, edit your list preferences, or view the list archives,
> >> > >> please visit:
> >> > >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >> > >>
> >> > >
> >> > >
> >> > >
> >> > > --
> >> > > Michael Krasnow
> >> > > http://mnkras.com
> >> > > mnk...@gmail.com
> >> > >
> >> > >
> >> > >
> >> >
> >> >
> >> > --
> >> > Michael Krasnow
> >> > http://mnkras.com
> >> > mnk...@gmail.com
> >> > ___
> >> > To unsubscribe, edit your list preferences, or view the list archives,
> >> > please visit:
> >> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >> >
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >
> >
> >
> > --
> > ¤Ψ[GoR]|Ω|Ďaŗŧh_ÑiñjaΨ¤
> > http://www.DarthNinja.c

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