Re: [hlds] TF MvM hosting questions

2012-08-14 Thread munra
I would also like to know the answer to this. 


-Original message-
From: Saint K. sai...@specialattack.net
Date: Tue, 14 Aug 2012 06:51:04 -0400
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Subject: Re: [hlds] TF MvM hosting questions

> Will we be able to restrict a MvM server to people in the steamgroup only, 
> like in L4D2?
> 
> Saint K.
> 
> From: hlds-boun...@list.valvesoftware.com 
> [hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn 
> [fletch...@valvesoftware.com]
> Sent: 14 August 2012 08:52
> To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Win32 
> server mailing list (hlds@list.valvesoftware.com)
> Subject: Re: [hlds] TF MvM hosting questions
> 
> MvM matchmaking will be restricted to 6 players at launch.
> 
> The matchmaking also supports joining games in progress to fill an empty 
> slot, in which case of course the current map will not be changed.
> 
> From: hlds-boun...@list.valvesoftware.com 
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Agro
> Sent: Monday, August 13, 2012 11:40 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] TF MvM hosting questions
> 
> Is MvM matchmaking going to be limited to 6 players or was the "6 players 
> join, map changes" logic just an indicator of server behavior to expect?
> - Reply message -
> From: "Fletcher Dunn" 
> mailto:fletch...@valvesoftware.com>>
> To: "Half-Life dedicated Linux server mailing list 
> (hlds_li...@list.valvesoftware.com)"
>  
> mailto:hlds_li...@list.valvesoftware.com>>,
>  "Half-Life dedicated Win32 server mailing list 
> (hlds@list.valvesoftware.com)" 
> mailto:hlds@list.valvesoftware.com>>
> Subject: [hlds] TF MvM hosting questions
> Date: Tue, Aug 14, 2012 06:39
> 
> Here are some answers to questions regarding hosting MvM servers:
> 
> * Players can join your server through any means they can join PvP games: the 
> server browser, ad hoc joins, or the new matchmaking system (quickplay beta).
> * To accept matchmaking traffic, you must select which sort of traffic you 
> want.  (Regular PvP traffic or MvM traffic.)  Set “tf_mm_servermode 2” to be 
> placed in the MvM pool.
> * For MvM matchmaking, if 6 players are sent to your server to start a new 
> game, it will switch to whatever map the players selected.
> * You will need a TF gameserver account to accept matchmaking traffic.
> * You can switch the server in and out of any matchmaking mode pool or back 
> to any regular game mode at any time.
> * The CPU usage for a 6 player MvM game is about the same as for a regular TF 
> server.  (Yep, this mode requires significantly more CPU cycles per player 
> than the PvP mode, that’s an unfortunate fact.)
> 
> Given the surge of players that comes with any major release, and the player 
> / server ratio of this game mode, the demand for MvM servers will probably be 
> high.  We expect that a large number of players will want to try out the new 
> mode, so we will be converting most of our servers to host MvM, and then 
> adjust the allocation based on what players are playing.
> 
> I, for one, DO NOT welcome our new robot overlords!
> 
> - Fletch
> 
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Re: [hlds] [hlds_linux] [hlds_announce] Mandatory TF2updatereleased

2012-08-02 Thread munra
Crashes for me when set in the server.cfg as well. 


-Original message-
From: Fletcher Dunn fletch...@valvesoftware.com
Date: Thu, 02 Aug 2012 19:23:43 -0400
To: Half-Life dedicated Linux server mailing 
listhlds_li...@list.valvesoftware.com,  "Half-Life dedicated Win32 
servermailing list" hlds@list.valvesoftware.com
Subject: Re: [hlds] [hlds_linux] [hlds_announce] Mandatory TF2updatereleased

> OK, I think putting it in a server.cfg is the workaround for now.
> 
> We'll fix it to make it legal to set it in autoexec in a later update.
> 
> Thanks for the bug report.
> 
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Claudio 
> Beretta
> Sent: Thursday, August 02, 2012 5:21 PM
> To: Half-Life dedicated Win32 server mailing list
> Cc: Eric Smith; hlds_annou...@list.valvesoftware.com; Half-Life dedicated 
> Linux server mailing list
> Subject: Re: [hlds_linux] [hlds] [hlds_announce] Mandatory TF2 update released
> 
> setting it later from rcon doesn't crash
> 
> 
> On Fri, Aug 3, 2012 at 2:17 AM, Fletcher Dunn
> wrote:
> 
> > Thanks, we'll look into it.  Try setting it later, does it still crash 
> > for you?
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Claudio 
> > Beretta
> > Sent: Thursday, August 02, 2012 5:15 PM
> > To: Eric Smith
> > Cc: hlds_annou...@list.valvesoftware.com; Half-Life dedicated Win32 
> > server mailing list; Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] [hlds_announce] Mandatory TF2 update 
> > released
> >
> > having tf_mm_servermode 1 in autoexec.cfg will make the server crash 
> > at startup verified on a dozen windows and linux servers
> >
> >
> >
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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-05-11 Thread munra
Looks like you are running TCadmin V1 which I think as a batch update 
option(But you have the program in rdp) v2 does not but I have requested a 
couple times this year. 
-Original message-
From: "Team BOOM! " teamb...@comcast.net
Date: Thu, 10 May 2012 17:43:28 -0400
To: "'Half-Life dedicated Win32 server mailing list'"hlds@list.valvesoftware.com
Subject: Re: [hlds] Mandatory Team Fortress 2 Update Released

> I sure wish the updates would run the first time I try. I'm constantly
> getting messages like this and have to restart them after 10 mins of
> waiting, over and over again:
> 
> 
> Starting the Steam Update...
> Don't close this window. If you close this window the update will still
> be executed on the server
> 
> 
> Stopping the game server...
> Game server has been stopped.
> Checking bootstrapper version ...
> Updating Installation
> Command aborted
> Starting the game server...
> Game server has been started.
> The Steam update has completed. You may close this window.
> 
> 
> I know the Content servers are busy, but this just shouldn't happen these
> days. The jobs shouldn't abort. G!!!
> 
> 
> 
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
> Sent: Thursday, May 10, 2012 3:21 PM
> To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux
> server mailing list; 'hlds_annou...@list.valvesoftware.com'
> Subject: [hlds] Mandatory Team Fortress 2 Update Released
> 
> We've released a mandatory update to Team Fortress 2. The notes for the
> update are below.
> 
> -Eric
> 
> --
> 
> Team Fortress 2
> - Added The Front Runner
> - Added new promotional items
> - Added the UGC Highlander Season 6 medals
> - Fixed a bug that sometimes prevented servers from reconnecting to the item
> server after dropping connection
> - Fixed a client crash when using custom main menu .res files
> - Fixed a bug that allowed buildings to be built in nobuild/respawn volumes
> - Updated the localisation files
> - Added Enabled/Disabled inputs for the mapobj_cart_dispenser entity
> - Added ability to add custom colors in chat messages. Use either:
>   - \x07 followed by a hex code in RRGGBB format
>   - \x08 followed by a hex code with alpha in RRGGBBAA format   
> 
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Re: [hlds] Fwd: Re: Experience with Virtualization

2012-04-25 Thread munra
If you are running windows (which I assume you are or at some point were 
because this is the windows mailing list) Tcadmin has implemented a vm system 
which actually seems to work without actually installing vm software.   It 
works pretty well with some of the testing I have done. 


-Original message-
From: Steven Sumichrast packh...@gmail.com
Date: Wed, 25 Apr 2012 15:20:28 -0400
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Subject: Re: [hlds] Fwd: Re: Experience with Virtualization

> I run all of my servers on ESXi 4 currently.  Absolutely no issues.
> 
> On Wed, Apr 25, 2012 at 2:15 PM, Cameron Munroe
> wrote:
> 
> > All of my servers run on XenServer with no issue, however they have a CPU
> > cost to run, so make less VMs with more game servers on that vm. You also
> > need to make sure that this hardware is dedicated to you if you are running
> > a event as generally I have found 1 core = 1 game server. BTW make sure you
> > run this as 64bit and you will get a bonus in performance.
> >
> >
> >  Original Message 
> > Subject: Re: [hlds] Experience with Virtualization
> > Date: 2012-04-25 09:49
> > From: Ken Bateman 
> > To: hlds@list.valvesoftware.com
> > Reply-To: Half-Life dedicated Win32 server mailing list <
> > hlds@list.valvesoftware.com>
> >
> > On 4/25/2012 12:31 PM, Charles Mabbott wrote:
> >
> >> In a general sense, the issue you will see with Virtualization is if the
> >> hardware itself gets busy, you're VM will not get CPU cycles it needs.
> >> (%ACTIVE is the VMware term) If you can guarantee the hardware won't get
> >> that busy, you should be alright, but if there is a chance, it mgiht or you
> >> don't have direct control over the actual hardware, you could run into
> >> issues down the road.
> >>
> >>  My experience with a TF2 server running on a Xen VPS (
> > http://www.linode.com/ ) has been that I/O was the limiting factor.  I
> > got much choppier performance when I had replays and SourceTV demos enabled.
> >
> > Also, you can dramatically reduce the memory footprint of multiple servers
> > running on the same box if you make smart use of symlinks or directory
> > junctions.
> >
> > -Ken
> >
> > __**_
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds
> >
> > --
> > -- Cameron Munroe
> >
> > http://www.cameronmunroe.com/
> > http://www.munroenet.com/
> > http://www.gaming-servers.net/
> >
> >
> > __**_
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds
> >
> 
> 

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Re: [hlds] Running A Dedi Server on CS:GO

2012-04-16 Thread munra
It really wouldn't help valve to beta test if they releases the server.dll.  
Because they need pure installations of cs:go not modified servers with 
sourcemod.   
-Original message-
From: Kip Kinnunen kinnunen...@gmail.com
Date: Sun, 15 Apr 2012 22:56:28 -0400
To: hlds@list.valvesoftware.com,  hlds_li...@list.valvesoftware.com
Subject: [hlds] Running A Dedi Server on CS:GO

> I have access to CS:GO, I've tried running a listen server before
> testing this, but my listen server wouldn't update to the master list.
> So I decided to try and run a dedicated server, unluckily there is
> currently no option for us to install a CS:GO SRCDS, meaning it's
> impossible to get on the master list.
> 
> We have the server.dll files, so why aren't we allowed to host our own
> servers? Right now the only populated servers are for east coast users
> anyway, and most of the servers are run by germans and the pings are
> >150ms.  I know it's a beta but if anything it would make it easier
> for Valve to address bugs if the public were to get a hold of the
> srcds and not to mention allow us to have a lot more fun :)
> 
> Thanks,
> kinnnunen...@gmail.com
> 
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Re: [hlds] Mandatory Team Fortress 2 Update Released

2012-03-01 Thread munra
Initializing Steam...
Checking bootstrapper version ...
Updating Installation
Command aborted

I keep getting this
Assuming this is a steam problem? anyone else?


-Original message-
From: Eric Smith er...@valvesoftware.com
Date: Thu, 01 Mar 2012 20:23:35 -0500
To: Half-Life dedicated Win32 server mailing listh...@list.valvesoftware.com, 
Half-Life dedicated Linux server mailing listhlds_li...@list.valvesoftware.com, 
"'hlds_annou...@list.valvesoftware.com'"hlds_annou...@list.valvesoftware.com
Subject: [hlds] Mandatory Team Fortress 2 Update Released

> We've released a mandatory update to Team Fortress 2. The notes for the 
> update are below.
> 
> -Eric
> 
> --
> 
> Team Fortress 2
> - Added The Teufort Tooth Kicker
> - Fixed being able to call server votes for training maps
> - Fixed a case where capturing a point in overtime would end the round before 
> time could be added
> - Fixed not hearing the third-person weapon sounds for The Gloves of Running 
> Urgently, The Overdose, and The Wrap Assassin
> - Fixed unusual particles appearing in the wrong place for the Desert Marauder
> - Improved bot behaviors
> - Updated cp_mountainlab
>- Fixed several clipping issues
> - Updated the gamehaptics file:
>- Added draw/swing/stab forces to the Black Rose
>- Added missing forces for Three Rune Blade
>- Added more detail to butterfly knife draw forces
>- Modified Overdose recoil force to more accurately reflect new sound 
> effect
>- Refined Huntsman & Minigun recoil forces
>- Refined Jarate throw force
>- Refined Syringe Gun crit recoil forces
> - Arquivos de localização atualizados
> 
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Re: [hlds] Let's be honest

2011-12-08 Thread munra
Players can't make the choice if the server is giving false information.   
That's why there is a tags system.  I can't choose to play in a server with no 
bots in the server is incorrectly reporting those bots as humans, or 
artificially increasing their server score by sending incorrect information to 
the master server.  


-Original message-
From: "Bajdechi \"Nightbox\" Alexandru" alexandrualexa...@gmail.com
Date: Thu, 08 Dec 2011 17:45:02 -0500
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Subject: Re: [hlds] Let's be honest

> I agree with Olsen, it should be about choice. However we need to say NO to
> Fake clients servers and other harmful strategies.
> 
> 2011/12/9 E. Olsen 
> 
> > I think you missed my point. It should be all about player choice, and
> > trying to deliver what they're looking for. By giving the player the OPTION
> > of being placed in a modified server, they would (IMO) be helping the TF2
> > community in the long run by showing the players the variety that's out
> > there.
> >
> > There can be no doubt that Quickplay itself can (and most likely is)
> > limiting the experience of some players who don't use (or might not even
> > know how to use) the server browser itself. There is a reason that the
> > modding communites for these types of games have flourished, and it's
> > certainly NOT because all people want is the "vanilla" experience.
> >
> > Again, I'm not even saying one is better than the other - every player
> > develops their own preferencesbut it's clear that the moddable nature
> > of  the game give it LEGS. How many people woudl ahve never exprienced the
> > "Gun Game" mod on CSS if the only way they ever joined a server was by
> > getting sent to a vanilla server via a matchmaking button?
> >
> > I fully understand the voices out there who say "give all that Quickplay
> > traffic to us - we'll homogenize our servers however we have to to get it",
> > as their probably the same folsk who throw up servers and expect them to
> > fill up on theri own with little to no active server seeding by real
> > players, etc. However, a modified server is not a negative, it's simply
> > DIFFERENT. While most of my server will never benefit from Quickplay due to
> > the over 70 custom maps that we run, it's really a shame that they don't,
> > because those players are missing out on a ton of high-quality maps (we
> > were among the very first servers to host hoodoo, frontier, and a plethora
> > of other maps that were in varous stages of development, and we still host
> > a couple of dozen in various stages of "beta") that they'll most likely
> > never get to see by hitting that button.
> >
> > Again, I'm not turning my nose up at Vanilla, or any game mode/style for
> > that matter - to each their own. I'm simply saying that by building
> > "vanilla walls" around quickplay players, without even giving them the
> > OPTION of being matched to a modified server and/or a custom map, we are
> > denying them what has made TF2 great in the first place. Personally, I'd
> > like TF2 to be around indefinitely, and I'm only interested in what I think
> > will keep both new and veteran players interested in the game in the
> > long-term.
> >
> >
> > On Thu, Dec 8, 2011 at 5:19 PM, Rob Liu  wrote:
> >
> >> Quickplay is for vanilla servers.  If you choose to go nocrits/nospread
> >> to cater for the competitive crowd, that's your choice.
> >>
> >> Why should Valve give in and give you the quick play traffic?  I can't
> >> speak for Valve, but I assumed the whole point of quickplay is to reward
> >> servers that provide the true TF2 experience Valve intended to be.
> >>
> >> I know I sounded like a spoiled child who won't share his toys.  But if
> >> that's the direction we're heading with quickplay. We might as well put
> >> instant spawn, fast spawn and bots servers to the quick play filter too.
> >> Where do we draw the line is what I'm trying to say here.
> >>
> >> On Fri, Dec 9, 2011 at 10:07 AM, T Marler  wrote:
> >>
> >>> Hi Fletcher,
> >>>
> >>> Does this change in stance mean we will some day see quick
> >>> matching/quickplay for nocrits/disable damage spread/disable weapon spread
> >>> servers? Competitive people like fresh blood too.
> >>>
> >>>
> >>>
> >>>
> >>> - Original Message -
> >>> From: Fletcher Dunn 
> >>> Date: Thursday, December 8, 2011 2:00 pm
> >>> Subject: [hlds] Let's be honest
> >>> To: "Half-Life dedicated Linux server mailing list (
> >>> hlds_li...@list.valvesoftware.com)" ,
> >>> "Half-Life dedicated Win32 server mailing list (
> >>> hlds@list.valvesoftware.com)" 
> >>>
> >>> > 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.
> >>> >

Re: [hlds] problem with the server

2011-11-18 Thread munra
I think his confusion came from this is the "Half-Life dedicated Win32 server 
mailing list"   There is a another list of linux. 


-Original message-
From: alex satern...@gmail.com
Date: Fri, 18 Nov 2011 08:41:49 -0500
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] problem with the server

> Thank you that responded
> No, the server on Linux (Debian)
> How to update Steam client on Linux?
> In the past, just start the server and I created a folder Steam. Now the 
> folder
> is not created and a UDP port that the server no (269**).
>  Can I then blocked that and it prevents the server to connect to the server
> Steam? Or the rights of a file is missing?
> 
> 
> 
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Re: [hlds] Max FPS

2011-10-17 Thread munra
This maybe useful to some people.

I was running higher FPS servers (500 fps) 0n my win 2008R2 server with 
sourcefpsbooster running.  After the update I noticed lots of lag but once I 
disabled the fps booster the lag went away.  As there is no need for it when 
the tick/fps is locked at 66.  So maybe that will help some of you.  I 
personally now can't tell a difference.


-Original message-
From: Dominik Friedrichs d...@forlix.org
Date: Mon, 17 Oct 2011 11:22:06 -0400
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Subject: Re: [hlds] Max FPS

> I too couldn't care less about the raging nerds who try to squeeze the 
> last bit of performance out of their game, even if it gives them an 
> unfair advantage over the majority of other players. The game should be 
> fun and fair for everyone. Believe it or not, I'm still playing with a 
> PC dated 2005 and my client FPS drop below 20 quite often in TF2. I 
> highly doubt that anyone would notice any difference in server FPS 
> playing from such a machine, and I'm quite happy that Valve levels the 
> playing field in this regard. If - for some people - the in-game 
> experience isn't smooth enough, I recommend getting a life.
> 
> On 2011/10/17 16:54, Drogen Viech wrote:
> > Just one thing - keep going valve, i really appreciate the changes you
> > guys are doing regarding fps and tickrate! I might even start playing
> > css again because of this :)
> > (Please don't start flaming me for spamming your inboxes, i'm just
> > trying to give valve a heads up instead of raging about locked server
> > side fps sucks :(
> 
> 
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Re: [hlds] Small Required Update for RO2 Dedicated Server released-final update before launch

2011-09-14 Thread munra
Don't delete the ini just change the settings in the defaultweb.ini .  When 
ever the server overwrites the roweb.ini  it will be pull the settings from the 
defaultweb.ini. 
-Original message-
From: Flubber flub...@gmail.com
Date: Wed, 14 Sep 2011 08:21:20 -0400
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Subject: Re: [hlds] Small Required Update for RO2 Dedicated Server 
released-final update before launch

> Yesterday, server won't allowed players to get in unless i restore the
> deleted default*.ini.
> 
> 2011/9/14 Steven Hartland 
> 
> > **
> > Doesn't here, deleting defaultweb.ini and creating an roweb.ini with the
> > wanted settings works just fine.
> >
> > Regards
> > Steve
> >
> > - Original Message -
> > *From:* Bobby 
> > *To:* 'Half-Life dedicated Win32 server mailing 
> > list'
> > *Sent:* Tuesday, September 13, 2011 11:15 PM
> > *Subject:* Re: [hlds] Small Required Update for RO2 Dedicated Server
> > released- final update before launch
> >
> >  If you rename defaultweb.ini it will still generate a new one and turn
> > off web.
> >
> > -bobby
> >
> > ** **
> >
> >
> > 
> > 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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Re: [hlds] Unable to load steam support library..

2011-08-17 Thread munra
I can verifiy what the servant is saying. I have a steam client installed on my 
2008r2 box and even it its not running the steam client needs to be started and 
updated before the servers works or in my case is visible on the steam browser. 
 Its happened twice to me, this last update and the quick play update.   
-Original message-
From: Fletcher Dunn fletch...@valvesoftware.com
Date: Wed, 17 Aug 2011 13:41:05 -0400
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Subject: Re: [hlds] Unable to load steam support library..

> To clarify, if you have an old steam client installed, you can have problems. 
>  It does not need to be running to interfere.
> 
> From: hlds-boun...@list.valvesoftware.com 
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jonathan Zakay
> Sent: Wednesday, August 17, 2011 10:34 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Unable to load steam support library..
> 
> Thanks for the reply and advise Mike, I have tried the suggestions you posted 
> bellow but the server is still having the issue.
> 
> I double checked and -verify_all  did have the correct syntax in the batch 
> file we use to update.
> 
> I did remove the InstallRecord.blob, as far as I am aware it had no affect.
> 
> I did double look into the bin folder and I did as you said and 
> re-named/re-downloaded the contents of the folder but I am still having the 
> same issue
> The box that runs the servers is not really used for much else, no steam 
> client was running and the only (significant) other things It has running is 
> Filezilla (Server/Client), ServerDoc, multiple Garry's Mod servers and also a 
> Terraria server. Also, to be more precise - The server is running Window's 
> Server 2008 R2 Datacenter-Edition, though I doubt this is the problem.
> 
> I have just now installed a completely fresh install of TF2, its completely 
> vanilla and is being launched through a basic batch file. The vanilla-fresh 
> installed server is still having the same issue where it is Unble to load 
> steam support libraries.
> 
> 
> Thanks for the help,
> Jon
> 
> 
> On 17 Aug 2011, at 15:59, Team BOOM! wrote:
> 
> 
> Dear Jon,
> 
> I just wanted to confirm you're using the correct syntax for the verify
> option in the command line, which should be "-verify_all"
> 
> If that is correct and the files are still out of wack, perhaps you should
> try the following:
> 
> 1. Force an version check on the server by deleting the "
> InstallRecord.blob" file found in the game server's root folder might get
> things moving?
> 
> 2. If the above doesn't fix any mismatched files, then I would shutdown the
> game server, rename the /orangebox/bin folder to bin.old, then run the
> update again so it loads a fresh copy of the bin folder. I believe the files
> you are having trouble with are all in that folder.
> 
> You might also wish to be sure Steam is not running on the box during the
> update process. There have been mixed reports that having a Steam client
> running on the same box as the game servers has been causing some problems
> with updates when valve makes changes to the Steam binaries within the SRCDS
> software.
> 
> Please keep us posted so other may benefit if you fix it.
> 
> Good luck bud, you'll get it!
> Mike
> 
> 
> 
> 

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[hlds] Server rates for low bandwidth consumption

2011-08-05 Thread munra


Any one get any hints on what kind of server rates I should be using for a 
trade server for the lowest bandwidth consumption?



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Re: [hlds] Crash on mapchange

2011-06-17 Thread munra
I am seeing something similar to this on a windows servers with replay enabled. 
  However its not constant or every map change for me.   Talking to a friend 
running linux servers removing replay helped with his issue. 
-Original message-
From: Jonah Hirsch crazydog...@gmail.com
Date: Fri, 17 Jun 2011 15:52:50 -0400
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Subject: [hlds] Crash on mapchange

> Not sure what's happened here.
> 
> Got a notice from one of our admins that when they change the map to
> pl_goldrush, the server crashes. After turning off all addons, and testing
> some more. ANY mapchange crashes the server.
> 
> In order to do a verify_all I have to send in a support ticket to my GSP, so
> in the meantime, any ideas?
> ---
> Jonah Hirsch
> 
> 

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[hlds] Monday Night Combat Server Download

2011-03-17 Thread Munra
Anyone else having issues downloading/updating Monday Night Combat with the
HLDSUPDATETOOL?

 

C:\Gameservers\Master\hldsupdatetool -command update -game mondaynightcombat
-dir C:\Gameservers\MNC\216.231.142.14 -retry -verify_all

 

All I get is 

 

"Retrying in 30 Seconds.."

 

Ran like that all night last night.

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Re: [hlds] 2008 R2 Timer Resolution

2011-03-12 Thread Munra
What's resource usage on say an 600 fps server with HPET enable compared to
it disabled.   Or will resource usage be simply based on the configuration
of the game server itself? 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of turb0z
Sent: Saturday, March 12, 2011 1:49 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] 2008 R2 Timer Resolution

I'm almost positive (just a caution) that you'll need the fps booster
regardless of HPET.  HPET just lets you set the fps value at startup to 0,
which puts the fps at 1,000.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Munra
Sent: Saturday, March 12, 2011 12:31 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] 2008 R2 Timer Resolution

Yup Thanks

The server is on its way to the data center now.  Once it is there I will
use the drac to take a quick peak in the bios.  I am 90% just from googling
that the dell 1950 does support HPET if not the fps boaster will fine. 

Thanks again

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of turb0z
Sent: Saturday, March 12, 2011 10:03 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] 2008 R2 Timer Resolution

Munra,

Looks like you got what you wanted, you set?  If not I can zip up and attach
the file here that I use.

I also use HPET and run 2 1000fps private TF2 servers and people generally
see a difference. I'm not sure it's the 1000fps more than it's the fact that
this server runs only 6 servers. 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of HooTs
Administrator
Sent: Thursday, March 10, 2011 2:26 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] 2008 R2 Timer Resolution

Very true, plus you'll only see the difference on very large servers at 32
players or more.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Team BOOM! 
Sent: Thursday, March 10, 2011 12:16 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] 2008 R2 Timer Resolution

In most cases, in order to get 1000 FPS in a Source server under Windows,
you need to have a processor and motherboard that supports "High Precision
Event Timer"(HPET) - http://en.wikipedia.org/wiki/High_Precision_Event_Timer
on its chipset and BIOS features, run a timer booster program and set your
server's rates accordingly (I have not tried it with just HPET enabled and
no timer software, so I cannot attest it working with HPET only).

I have successfully run 1000 FPS servers but honestly, in spite of all the
hype about 1000 FPS from some gamers, no one I personally know has ever been
able to tell the difference between 500 FPS and 1000 FPS while playing
games. 

As for what we get for FPS with booster software, as long as you set your
rates (fps_max setting) properly, a Source server should get a consistent
512 fps.

Take care...


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Munra
Sent: Thursday, March 10, 2011 4:33 AM
To: d...@forlix.org; 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] 2008 R2 Timer Resolution

With 2003 or 2008 I have never gotten more than 64 fps without a booster.  

The file listed on whispers tikirate wiki page works fine on 2008
http://whisper.ausgamers.com/wiki/index.php/Tickrate#Instructions

I am not try to get 1000 fps because that is just useless but again I see
forum posts and other mailing list claiming they are doing it without a 3rd
party program running so I guess I was just more curious then anything,  

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominik Friedrichs
Sent: Thursday, March 10, 2011 6:47 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] 2008 R2 Timer Resolution

Wow, 5 lines of code for the HiRes Timer and someone pastes them into a
project that requires .NET and builds an installer... Had he used VC6 he'd
have a single EXE file Windows-Service that'd run on Win 3.11 and up. (just
kidding)

Anyway, how much FPS do you guys actually get with this thing? Up to 512? At
least thats what I've always been getting on all my 2003 servers, without
running a booster.
I tried it once and it didnt make a difference.

On 2011/03/10 12:14, Team BOOM! wrote:
> Below a link to the one I use on my Windows 2008 64-bit dedicated server.
>
> http://www.boomgaming.net/downloads/HiResTimer.zip
>
> T

Re: [hlds] 2008 R2 Timer Resolution

2011-03-12 Thread Munra
Yup Thanks

The server is on its way to the data center now.  Once it is there I will
use the drac to take a quick peak in the bios.  I am 90% just from googling
that the dell 1950 does support HPET if not the fps boaster will fine. 

Thanks again

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of turb0z
Sent: Saturday, March 12, 2011 10:03 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] 2008 R2 Timer Resolution

Munra,

Looks like you got what you wanted, you set?  If not I can zip up and attach
the file here that I use.

I also use HPET and run 2 1000fps private TF2 servers and people generally
see a difference. I'm not sure it's the 1000fps more than it's the fact that
this server runs only 6 servers. 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of HooTs
Administrator
Sent: Thursday, March 10, 2011 2:26 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] 2008 R2 Timer Resolution

Very true, plus you'll only see the difference on very large servers at 32
players or more.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Team BOOM! 
Sent: Thursday, March 10, 2011 12:16 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] 2008 R2 Timer Resolution

In most cases, in order to get 1000 FPS in a Source server under Windows,
you need to have a processor and motherboard that supports "High Precision
Event Timer"(HPET) - http://en.wikipedia.org/wiki/High_Precision_Event_Timer
on its chipset and BIOS features, run a timer booster program and set your
server's rates accordingly (I have not tried it with just HPET enabled and
no timer software, so I cannot attest it working with HPET only).

I have successfully run 1000 FPS servers but honestly, in spite of all the
hype about 1000 FPS from some gamers, no one I personally know has ever been
able to tell the difference between 500 FPS and 1000 FPS while playing
games. 

As for what we get for FPS with booster software, as long as you set your
rates (fps_max setting) properly, a Source server should get a consistent
512 fps.

Take care...


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Munra
Sent: Thursday, March 10, 2011 4:33 AM
To: d...@forlix.org; 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] 2008 R2 Timer Resolution

With 2003 or 2008 I have never gotten more than 64 fps without a booster.  

The file listed on whispers tikirate wiki page works fine on 2008
http://whisper.ausgamers.com/wiki/index.php/Tickrate#Instructions

I am not try to get 1000 fps because that is just useless but again I see
forum posts and other mailing list claiming they are doing it without a 3rd
party program running so I guess I was just more curious then anything,  

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominik Friedrichs
Sent: Thursday, March 10, 2011 6:47 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] 2008 R2 Timer Resolution

Wow, 5 lines of code for the HiRes Timer and someone pastes them into a
project that requires .NET and builds an installer... Had he used VC6 he'd
have a single EXE file Windows-Service that'd run on Win 3.11 and up. (just
kidding)

Anyway, how much FPS do you guys actually get with this thing? Up to 512? At
least thats what I've always been getting on all my 2003 servers, without
running a booster.
I tried it once and it didnt make a difference.

On 2011/03/10 12:14, Team BOOM! wrote:
> Below a link to the one I use on my Windows 2008 64-bit dedicated server.
>
> http://www.boomgaming.net/downloads/HiResTimer.zip
>
> This timer requires the Microsoft .net 1.1 framework package be loaded 
> on your box first. It can be found here:
> http://www.microsoft.com/downloads/en/details.aspx?FamilyId=262D25E3-F
> 589-4842-8157-034D1E7CF3A3&displaylang=en
> <http://www.microsoft.com/downloads/en/details.aspx?FamilyId=262D25E3-
> F589-4842-8157-034D1E7CF3A3&displaylang=en>
>
> Once installed, the timer runs as a Windows "Service" so there's no 
> need to logon and start it each time the box is rebooted. It works 
> perfectly for me and has for several years.
>
> Just a quick note about the Microsoft.net 1.1 framework installer. 
> When installing the .net package, you will likely get a warning from 
> Windows that the package is not designed to run under Windows 2008, 
> but it will allow you to ignore the warning and continue with the

Re: [hlds] 2008 R2 Timer Resolution

2011-03-10 Thread Munra
With 2003 or 2008 I have never gotten more than 64 fps without a booster.  

The file listed on whispers tikirate wiki page works fine on 2008
http://whisper.ausgamers.com/wiki/index.php/Tickrate#Instructions

I am not try to get 1000 fps because that is just useless but again I see
forum posts and other mailing list claiming they are doing it without a 3rd
party program running so I guess I was just more curious then anything,  

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominik Friedrichs
Sent: Thursday, March 10, 2011 6:47 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] 2008 R2 Timer Resolution

Wow, 5 lines of code for the HiRes Timer and someone pastes them into a
project that requires .NET and builds an installer... Had he used VC6 he'd
have a single EXE file Windows-Service that'd run on Win 3.11 and up. (just
kidding)

Anyway, how much FPS do you guys actually get with this thing? Up to 512? At
least thats what I've always been getting on all my 2003 servers, without
running a booster.
I tried it once and it didnt make a difference.

On 2011/03/10 12:14, Team BOOM! wrote:
> Below a link to the one I use on my Windows 2008 64-bit dedicated server.
>
> http://www.boomgaming.net/downloads/HiResTimer.zip
>
> This timer requires the Microsoft .net 1.1 framework package be loaded 
> on your box first. It can be found here:
> http://www.microsoft.com/downloads/en/details.aspx?FamilyId=262D25E3-F
> 589-4842-8157-034D1E7CF3A3&displaylang=en
> <http://www.microsoft.com/downloads/en/details.aspx?FamilyId=262D25E3-
> F589-4842-8157-034D1E7CF3A3&displaylang=en>
>
> Once installed, the timer runs as a Windows "Service" so there's no 
> need to logon and start it each time the box is rebooted. It works 
> perfectly for me and has for several years.
>
> Just a quick note about the Microsoft.net 1.1 framework installer. 
> When installing the .net package, you will likely get a warning from 
> Windows that the package is not designed to run under Windows 2008, 
> but it will allow you to ignore the warning and continue with the 
> install. I have loaded Microsoft.net 1.1 on at least 25 Windows 2008 
> dedicated server boxes and never once had an issue with it screwing
anything up.
>
> Have a good one.
>
> --
> --
>
> *From:*hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of 
> *violentcrimes
> *Sent:* Thursday, March 10, 2011 1:38 AM
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] 2008 R2 Timer Resolution
>
> Can I get a link to that. I can't seem to get mine to work with 2008.
>
> On 3/9/2011 11:08 PM, turb0z wrote:
>
> I'm still running srcdsfpsboost on 2k8 r2
>
> Any reason why you don't want to run it? Uses no resources and gets 
> the job done.
>
> *From:*hlds-boun...@list.valvesoftware.com
> <mailto:hlds-boun...@list.valvesoftware.com>
> [mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Munra
> *Sent:* Wednesday, March 09, 2011 9:31 PM
> *To:* 'Half-Life dedicated Win32 server mailing list'
> *Subject:* [hlds] 2008 R2 Timer Resolution
>
> Hey guys,
>
> I have read in many places that you can run source servers with higher 
> fps right out of the box with 2008. This does not seem to be the case 
> with me, 2008 on fresh install still limits fps at 64.
>
> Any suggestions on how do this without using pingbooster/srcdsfpsboost?
>
> Box Specs
>
> Windows 2008 R2
>
> Dell 1950
>
> 2x Xeon 5460 Quad Core
>
> 16 gb memory
>
> *Thanks*
>
>
>
>
>
> ___
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[hlds] 2008 R2 Timer Resolution

2011-03-09 Thread Munra
Hey guys,

 

I have read in many places that you can run source servers with higher fps 
right out of the box with 2008.  This does not seem to be the case with me,  
2008 on fresh install still limits fps at 64.  

 

Any suggestions on how do this without using pingbooster/srcdsfpsboost? 

 

Box Specs

Windows 2008 R2

Dell 1950 

2x Xeon 5460 Quad Core

16 gb memory 

 

 

Thanks

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Re: [hlds] COUNTER-STRIKE: SOURCE BETA

2010-05-11 Thread Munra
I agree If you are going to do a limited beta wtf would you make a huge
announcement? 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Roman Hatsiev
Sent: Tuesday, May 11, 2010 5:11 PM
To: Half-Life dedicated Win32 server mailing list
Cc: hlds_annou...@list.valvesoftware.com; hlds_li...@list.valvesoftware.com
Subject: Re: [hlds] COUNTER-STRIKE: SOURCE BETA

And now it says "Thanks for your interest. We've filled the available
slots."
What is the point of releasing beta which is available only for a couple
hours?
I'm still downloading a server but it is useless now since there are quite a
few players in our community who managed to grab the client - it is late
night here...

On Tue, May 11, 2010 at 11:11 PM, Eric Smith wrote:

> COUNTER-STRIKE: SOURCE UPDATE NOW IN BETA
>
> Available immediately, Valve has launched an extensive update to
> Counter-Strike: Source, now in beta.
>
> The update includes a host of new features and functionality developed 
> in collaboration with Hidden Path Studios. These include 144 new 
> achievements, a new domination and revenge system, player stats, and more.
>
> This beta will run for a limited time, and once complete, the update 
> will be deployed to all Counter-Strike: Source owners for free via Steam.
>
> The dedicated server files are available via the HLDSUpdateTool using 
> "-game cssbeta" in the command line.
>
> For more information, please visit www.steamgames.com< 
> http://www.steamgames.com>.
>
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Re: [hlds] Team Fortress 2 Update Available

2010-04-30 Thread Munra

I tried this also and it does not work on linux

This is the error I get

[META] Failed to load plugin addons/sourcemod/bin/sourcemod_mm:
vstdlib_i486.so: cannot open shared object file: No such file or directory
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of In Hyuk Seo
Sent: Friday, April 30, 2010 4:51 PM
To: syate...@cfl.rr.com; Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

I tried many combinations of the latest snapshots of MM and SM and none of
them worked.
(1.4. + 1.9, 1.3 + 1.9, etc.)
Servers are both Linux and Windows and I used separate SM and MM files (for
appropriate OS) No matter what I install sourcemod isn't recognized at all
and sometimes metamod is but it says 1.8 when I installed 1.9. Could anyone
help me please? I'm completely lost.

On Fri, Apr 30, 2010 at 4:30 PM,  wrote:

> Are you running RCON locker?
>
>
> Sent via BlackBerry from T-Mobile
>
> -Original Message-
> From: DarthNinja 
> Date: Fri, 30 Apr 2010 16:04:37
> To: Half-Life dedicated Win32 server mailing list< 
> hlds@list.valvesoftware.com>
> Subject: Re: [hlds] Team Fortress 2 Update Available
>
> My server has been running MM 1.8.1-hg702 and SM 1.3.2-hg2954 all 
> night/today and it hasn't crashed once, yay!
>
>
> On Fri, Apr 30, 2010 at 12:51 AM, Jeff Sugar  wrote:
>
> > For what it's worth, a new snapshot of SM dropped 30-ish minutes ago 
> > that is working for everyone so far in #hlserveradmins 
> > ___
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Re: [hlds] 1 server lagging when full

2010-04-17 Thread Munra
Yes I understand that

According to windows task manager the idle server alone uses ~2.5 Mbits a
second.

The server is in a peak10 data center.   


I use scrdsfpsbooster found on whisper's ticrate wiki page.

Idle server cfg

hostname xxcvxcvsdvsdvsdv
rcon_password "!sdfdfsdfd#$#"
sv_pure 0
mp_timelimit 0
mp_idledealmethod 0
mp_idledealmethod ""
mp_waitingforplayers_cancel "1"
mp_respawnwavetime 0
sv_password ""
mp_winlimit 0
sv_alltalk 1
sv_cheats 0
sv_downloadurl ""
sv_tags "idle,instaspawn"
//3rd party

log on

C:\TF2\idle\orangebox\srcds.exe -console -game tf -maxplayers 27 -ip x.x.x.x
-port 27015 -ticrate 66 +exec server.cfg +map achievement_idle_inferno_b2
+fps_max 300

The 27th never fills

I find it odd that its network traffic.  I can be in the game I and see no
lose or choke in the net graph.  It also only happens on the one server. 

I will lower fps and rate for the idle server and see if that helps any.
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Charles Mabbott
Sent: Saturday, April 17, 2010 1:53 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] 1 server lagging when full

Unless my math is off this is my guess

A full 15 slots at sv_maxrate 100 will take about a 2.4mbs connection of
bandwidth. (This formula)

Bandwidth (bytes/sec) = Player Slots * sv_maxrate (bit/s) value * 8

Explanation of the formula is here
http://www.bluesnews.com/cgi-bin/finger.pl?id=182

So from my guess is your hitting the limits of your bandwidth..

Since it's an idle server, I would drop sv_maxrate on the idle server
significantly, but worst case scenario you have a total of 56 slots * 100
updates/second which is 5600 packets per second which might be overloading
the network card (some are VERY cheap and choke relatively quickly)..

Verify your bandwith with a rate checker, test it from various locations and
pick the worst one to base your number off of.


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Munra
Sent: Saturday, April 17, 2010 9:12 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: [hlds] 1 server lagging when full


I am running 3 gameservers on one box. 

1 tf2 idle server (26 slot)
1 24/7 island PVKII server (15 slot)
1 standard PVKII server (15 slot)

The problem I am having is when all the servers are full the last one listed
drops to ~15-20 fps and lags like hell.  I really am not sure why its only
the one server.  The other PVKII server will be fine and I don't really care
if the tf2 idle server lags.  

I don't seem to be maxing out my server,  CPU stays at about 60-75% when all
servers are full.

Box specs
Dell 1750
Windows 2003
 Dual 3 Ghz Xeons. (Single core but windows does show them as dual cores)
4 gigs of ram
100 Mbit connection.
All server run SM 1.3 and sourcebans

The command line I am using

C:\pvkii\orangebox\srcds.exe -console -game pvkii -ip xx.xx.x.xxx -ticrate
66 -maxplayers 15 +fps_max 600 +map bt_island +exec server.cfg

Server.cfg
hostname "  [Hlds list is the best]"

mp_timelimit 20
mp_timelimit_waitroundend 1

mp_roundtime 3
mp_roundlimit 0
mp_winlimit 0
sv_community_groupid "x"
sv_admin_groupid "0"
sv_community_grouptag ""
rcon_password "xx"
sv_downloadurl "xx"
sv_minupdaterate 20
sv_maxupdaterate 100
sv_maxrate 2

// sv_region tells the Steam servers where your server is located, possible
values are:
// 0 - US East coast
// 1 - US West coast
// 2 - South America
// 3 - Europe
// 4 - Asia
// 5 - Australia
// 6 - Middle East
// 7 - Africa

sv_region -1

Any ideas?   I just find it odd that only one server lags. 


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[hlds] 1 server lagging when full

2010-04-17 Thread Munra

I am running 3 gameservers on one box. 

1 tf2 idle server (26 slot)
1 24/7 island PVKII server (15 slot)
1 standard PVKII server (15 slot)

The problem I am having is when all the servers are full the last one listed
drops to ~15-20 fps and lags like hell.  I really am not sure why its only
the one server.  The other PVKII server will be fine and I don't really care
if the tf2 idle server lags.  

I don't seem to be maxing out my server,  CPU stays at about 60-75% when all
servers are full.

Box specs 
Dell 1750
Windows 2003
 Dual 3 Ghz Xeons. (Single core but windows does show them as dual cores)
4 gigs of ram 
100 Mbit connection.
All server run SM 1.3 and sourcebans

The command line I am using

C:\pvkii\orangebox\srcds.exe -console -game pvkii -ip xx.xx.x.xxx -ticrate
66 -maxplayers 15 +fps_max 600 +map bt_island +exec server.cfg

Server.cfg
hostname "  [Hlds list is the best]"

mp_timelimit 20
mp_timelimit_waitroundend 1

mp_roundtime 3
mp_roundlimit 0
mp_winlimit 0
sv_community_groupid "x"
sv_admin_groupid "0"
sv_community_grouptag ""
rcon_password "xx"
sv_downloadurl "xx"
sv_minupdaterate 20
sv_maxupdaterate 100
sv_maxrate 2

// sv_region tells the Steam servers where your server is located, possible
values are:
// 0 - US East coast
// 1 - US West coast
// 2 - South America
// 3 - Europe
// 4 - Asia
// 5 - Australia
// 6 - Middle East
// 7 - Africa

sv_region -1

Any ideas?   I just find it odd that only one server lags. 


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Re: [hlds] Windows Control Panel

2010-04-08 Thread Munra
Agreed I still use server doc and it is easy to write a simple HTML page to
start and stop the servers or change config options. 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
Sent: Wednesday, April 07, 2010 11:07 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Windows Control Panel

Serverdoc used to work pretty good...used to use it quite often. Free
version is good enough for most people, though you have to update it once a
month, or you can donate a few buck and update (minimum) once a year. The
update process is streamlined and will not shut down currently running
servers.

http://serverdoc.com/

On Wed, Apr 7, 2010 at 9:59 PM, DontWannaName!
wrote:

> I have been using Server Checker for a while now but its becoming very 
> dated since its no longer being developed. It has been randomly 
> turning my servers off at random times. Once off they dont come back 
> up. Does anyone know of a replacement for Server Checker? Something 
> software based that will restart the servers automatically and is 
> similar to server checker. I know of firedaemon but its not made 
> specifically for game servers. I am trying to stay away from TCadmin 
> and online control panels in general.
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Re: [hlds] Visibility of CS 1.6 Dedicated Server

2010-03-31 Thread Munra
What ever happened to having a windows list and a linux list?

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of pizzahut
Sent: Wednesday, March 31, 2010 3:02 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Visibility of CS 1.6 Dedicated Server

Is the server currently connected to the internet and/or did you add an ip
parameter? Then this might be the problem.

Quote:

Now the server should be visible in your game-browser - except for 2 cases:

1) either your server or/and your client has internetaccess at the same time

2) you're trying to use the +ip - switch with a LAN-server End of Quote

http://server.counter-strike.net/server.php?cmd=howto&show=linux#lan
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Re: [hlds] Windows or linux & why

2010-03-27 Thread Munra
Who care this is the windows list.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jake Eisenman
Sent: Saturday, March 27, 2010 10:28 AM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] Windows or linux & why

Just curious. Personally I use Linux because I know how to setup everything
quickly from ssh

Sent from my iPod

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Re: [hlds] Clients timing out

2010-02-17 Thread Munra
Seeing this as well in TF2 , PVKII and saw it while I was playing WWI source

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: Wednesday, February 17, 2010 9:16 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Clients timing out

Its 6pm, perhaps an update tomorrow but usually its just valve messing with
the steam back end.

On Wed, Feb 17, 2010 at 6:12 PM, Alexander Baade wrote:

> I wonder if an update is coming? This has started happening to me 
> yesterday as well. At first I thought it might be my internet connection.
>
> On Wed, Feb 17, 2010 at 5:47 PM, Tony Paloma  >wrote:
>
> > Noticing lots of players getting disconnected with "Client timed out".
> > Doesn't seem to affect all players, but is affecting a large set of
them.
> > Also found this thread on SPUF:
> >
> > http://forums.steampowered.com/forums/showthread.php?t=1150385
> >
> >
> >
> > Known issue? Workaround?
> >
> > ___
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> > archives, please visit:
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Re: [hlds] Good bye, farewell, thanks for the help, and go to hell

2010-02-17 Thread Munra

List of 12 year olds 

And you really list FTP as one if your technical skills?  And then it's not
even mark as *Good Working knowledge.  I think I'll take Msleeper advice
over yours. 


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Patrick Shelley
Sent: Wednesday, February 17, 2010 7:52 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Good bye, farewell, thanks for the help, and go to hell

it's so beautiful to see how despised you still are sleeper - after a year
away from this list, i'm crying with happiness.

--
Regards,

Patrick Shelley

www.SideSteal.com

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Re: [hlds] Team Fortress 2 Update Available

2010-01-27 Thread Munra
Should the version be 1.0.8.1 for both windows and linux?

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Violent Crimes
Sent: Wednesday, January 27, 2010 8:33 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Available

No ctf_doublecross map never ending fix?   FAIL


Jason Ruymen wrote:
> A required update for Team Fortress 2 is now available.  Please run
hldsupdatetool to receive the update.  The specific changes include:
>
> Added 3 new hats that can be worn by any class.
>- "Towering Pillar of Hats"
>- "Noble Amassment of Hats"
>- "Modest Pile of Hat"
> Added Propaganda contest winners' hats for First Place, First Runner-up,
and Second Runner-up.
> Added "Edit Loadout" button to the class menu.
> Changed the main menu background to randomly use the Red, Blue, and
Soldier/Demo background images.
> Fixed Snipers being able to shoot enemies through gates.
> Fixed Linux servers not properly reconnecting to Steam when they lose
their connection.
> Fixed stickies being destructible before they're stuck to something.
> Fixed the return progress bar above a dropped flag not animating if the
return time on the flag is less than 30 seconds.
> Fixed the CTF HUD not properly handling flags being disabled/enabled
during the round.
> Fixed player health panels sometimes using the wrong animations for buffed
or low health values.
> Updated the net_showevents convar to be marked as a cheat.
> Updated the main menu news buttons to direct players to the most recent
TF2 update and the TF2 blog.
> Updated Italian localization strings.
> Updated the custom TF2 fonts with Polish characters.
> Updated CP_Gorge.
>- Added more cover outside of the initial BLU spawn area.
>- Added a forward spawn for the BLU team after Cap1 is captured.
>- Added another access point to the upper level from the front of the
RED base
>- Added more cover in the room just before Cap2.
>- Decreased RED team's respawn time while they own Cap1.
>- Fixed a few areas where players would sometimes become stuck.
>
> Community requests:
> Added new options for the Invade CTF game mode flag. Default is 1.
>- 0 : No neutral time
>- 1 : Flag goes neutral in 30 seconds (current behavior)
>- 2 : Flag goes neutral in 1/2 the return time Added scoring choice 
> for the Invade CTF game mode. Default is 0.
>- 0 : Increment score (current behavior)
>- 1 : Increment capture count
> Added new inputs to item_teamflag
>- ForceDrop : Force the flag to be dropped if it's being carried by a
player.
>- ForceReset : Force the flag to be dropped if it's being carried by a
player, then reset the flag to its original location.
>- SetReturnTime : Set the length of time (in seconds) before a dropped
flag returns to base.
> Added new output to item_teamflag
>- OnTouchSameTeam : Sent when the flag is touched by a player on the
same team.
>
> Jason
>
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> --
> --
>
>
> No virus found in this incoming message.
> Checked by AVG - www.avg.com
> Version: 9.0.733 / Virus Database: 271.1.1/2650 - Release Date: 
> 01/27/10 14:36:00
>
>   


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Re: [hlds] Server Key

2009-11-20 Thread Munra
Add +sv_search_key  to launch options 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Johan Andersson
Sent: Friday, November 20, 2009 5:04 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Server Key

bind F8 "mm_dedicated_force_servers IPADRESS"

Press F8 before starting the search for a server.

Couldn't be any easier tbh.

--
From: "Blood Letter" 
Sent: Friday, November 20, 2009 10:41 PM
To: 
Subject: Re: [hlds] Server Key

>
> Terrible solution.
> Nothing bugs me more than being a member of a bunch of pointless steam 
> groups.
> (Well, automagically being joined to random steam groups for no reaosn 
> bugs me a lot too.)
>
> I don't want that crap cluttering up my friends list.
> I don't want shitty updates about "your steam group has an event in 5 
> minutes!" popping up all the time.
>
> I shouldn't have to put up with that crap to maintain a list of servers I 
> like.
> This is what server favorites was for.
>
> Would love to see the following:
>
> - An extra button on the UI - Favorite Servers
> - A "Favorite Servers" page which lists servers you have tagged as 
> favorite, their ping, map, player count, game mode, and lobby status.
> - Ability to select a server from the list and remove it from your 
> favorites or connect to it (if lobby restrictions and player count allow).
> - A UI button to "add server to favorites".  Show it on the server info 
> popup in game.
>
> I'm not even asking for a full server browser - just a favorite's list.
>
>
>
>> From: matthew.j.gottl...@gmail.com
>> Date: Fri, 20 Nov 2009 15:32:03 -0600
>> To: hlds@list.valvesoftware.com
>> Subject: Re: [hlds] Server Key
>>
>> Make a steam group called "Joebob's L4D Servers" and invite everyone.
>>
>>
>> On Fri, Nov 20, 2009 at 3:25 PM, shoskins73  wrote:
>> > I'm assuming that only works if I'm the Lobby Leader?  What happens if 
>> > I'm
>> > in someone elses Lobby and they start the game, will it take me to my 
>> > server
>> > while everyone else goes to another server?
>> >
>> > Long story short, I had a server for the first 2 months L4D was out and
>> > stopped using it as it was such a PITA to get a Lobby connected to it 
>> > (at
>> > that time there was no sv_search_key function at all.  This whole setup

>> > for
>> > using specific servers is crap, especially when not everyone on your 
>> > friends
>> > list is in any one particular Steam Group.
>> >
>> >
>> >
>> > On Fri, Nov 20, 2009 at 1:09 PM, Jake Skenna  
>> > wrote:
>> >
>> >> I'd put the command in an autoexec.cfg so you can get your own server 
>> >> every
>> >> time without having to enter it once you get in game.
>> >>
>> >>
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>> > please visit:
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>> >
>>
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> _
> Hotmail: Trusted email with Microsoft's powerful SPAM protection.
> http://clk.atdmt.com/GBL/go/177141664/direct/01/
> http://clk.atdmt.com/GBL/go/177141664/direct/01/
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Re: [hlds] Left4Dead 2 Dedicated Servers?

2009-11-15 Thread Munra
With steam it might of gone gold already but that's doesn't mean they are
finished as steam can download additional updates/ files when the game is
unlocked. 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Sean Pushckor
Sent: Sunday, November 15, 2009 3:50 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Left4Dead 2 Dedicated Servers?

If it's already gold than why don't they give us the Dedicated Servers Ahead
of time, would be nice so i can tune in my server for the release. oh and
Any word on SourceMod compatibility yet.
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Re: [hlds] Team Fortress 2 Update Released

2009-10-29 Thread Munra
I don't know

 I am trying to update with -verify_all however looks like I am at the back
of the line again. 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Thursday, October 29, 2009 10:19 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Released

I'm not running Windows so I can't discredit this, but it could just be
that players are basically DDOS'ing the system trying to get it. It
happened to me and Neph, and I'm sure others.

Though again since it's Windows it might be a legit crash.


On Thu, 2009-10-29 at 22:16 -0400, Munra wrote:
> Took a long time but it did update but my servers are just crashing, even
> with addons disabled *windows 2003
> 
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shizzle Nizzle
> Sent: Thursday, October 29, 2009 10:11 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 Update Released
> 
> is it updating for anyone? i keep getting
> 
> Retrying in 30 seconds...
> 
> 
> for the last 20 minutes
> 
> On Thu, Oct 29, 2009 at 8:52 PM, Don Williams  wrote:
> 
> > OK THNX TO YOU!
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
> > Sent: Thursday, October 29, 2009 9:22 PM
> > To: 'hlds@list.valvesoftware.com'; 'Half-Life dedicated Linux server
> > mailing
> > list'; 'hlds_annou...@list.valvesoftware.com'
> > Subject: [hlds] Team Fortress 2 Update Released
> >
> > A required update for Team Fortress 2 is now available.  Please run
> > hldsudpatetool to receive it.  The specific changes include:
> >
> > Team Fortress 2
> > - Added a new community map: Koth_Harvest
> > - Added a Halloween edition called Koth_Harvest_Event
> >- Contains a variety of Halloween related features: New hats,
> > achievements, exploding pumpkins, ghosts, and more!
> > - Updated the CTF, Arena, and KOTH versions of Sawmill
> >- Fixed Engineer exploit
> > - Added check to prevent clients from sending empty or all whitespace
> names
> > to the server
> > - Fixed "item_found" announcements coloring the player names if the
player
> > has :: in their name
> > - QuickSwitch improvements
> >- Added key input so you can cycle through it using the slot
input
> > keys
> >- Added all loadout slots (not just primary, secondary, and
melee)
> >- Removed duplicate entries (should only see 1 flaregun, etc.)
> >- Fixed a few small layout & empty slot bugs
> >
> > Community requests:
> > - Updated item_teamflag with flags to toggle the trail effects: 0 none,
1
> > all, 2 paper only, 3 color only
> > - Added a "both" selection to the invalid winners field for
> > team_control_point_master and team_control_point_round entities
> >
> > Jason
> >
> >
> > ___
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> > please visit:
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> >
> >
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Re: [hlds] Team Fortress 2 Update Released

2009-10-29 Thread Munra
Took a long time but it did update but my servers are just crashing, even
with addons disabled *windows 2003

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shizzle Nizzle
Sent: Thursday, October 29, 2009 10:11 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Released

is it updating for anyone? i keep getting

Retrying in 30 seconds...


for the last 20 minutes

On Thu, Oct 29, 2009 at 8:52 PM, Don Williams  wrote:

> OK THNX TO YOU!
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
> Sent: Thursday, October 29, 2009 9:22 PM
> To: 'hlds@list.valvesoftware.com'; 'Half-Life dedicated Linux server
> mailing
> list'; 'hlds_annou...@list.valvesoftware.com'
> Subject: [hlds] Team Fortress 2 Update Released
>
> A required update for Team Fortress 2 is now available.  Please run
> hldsudpatetool to receive it.  The specific changes include:
>
> Team Fortress 2
> - Added a new community map: Koth_Harvest
> - Added a Halloween edition called Koth_Harvest_Event
>- Contains a variety of Halloween related features: New hats,
> achievements, exploding pumpkins, ghosts, and more!
> - Updated the CTF, Arena, and KOTH versions of Sawmill
>- Fixed Engineer exploit
> - Added check to prevent clients from sending empty or all whitespace
names
> to the server
> - Fixed "item_found" announcements coloring the player names if the player
> has :: in their name
> - QuickSwitch improvements
>- Added key input so you can cycle through it using the slot input
> keys
>- Added all loadout slots (not just primary, secondary, and melee)
>- Removed duplicate entries (should only see 1 flaregun, etc.)
>- Fixed a few small layout & empty slot bugs
>
> Community requests:
> - Updated item_teamflag with flags to toggle the trail effects: 0 none, 1
> all, 2 paper only, 3 color only
> - Added a "both" selection to the invalid winners field for
> team_control_point_master and team_control_point_round entities
>
> Jason
>
>
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>
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Re: [hlds] L4D2 Demo DS Files Today?

2009-10-27 Thread Munra
It freeze for anyone else at the motd.txt file been sitting there for about
5 minutes now

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jonah Hirsch
Sent: Tuesday, October 27, 2009 8:34 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] L4D2 Demo DS Files Today?

Well, it's a different server installation.

Jonah Hirsch
---
Sent from Flagstaff, AZ, United States

On Tue, Oct 27, 2009 at 5:29 PM, Alec Sanger  wrote:

>
> will someone see if you can still play the original L4D once the servers
> have been updated?
>
> Thank you,
> Alec Sanger
> P: 248.941.3813
> F: 313.286.8945
>
>
>
> > From: matthew.j.gottl...@gmail.com
> > Date: Tue, 27 Oct 2009 19:18:52 -0500
> > To: hlds@list.valvesoftware.com
> > Subject: Re: [hlds] L4D2 Demo DS Files Today?
> >
> > left4dead2_demo
> >
> > On Tue, Oct 27, 2009 at 7:16 PM, Derek Denholm 
> wrote:
> > >
> > > files are out.
> > >
> > >
> > >
> > > c:\hldsupdatetool.exe -command update -game left4dead2_demo -dir
> C:\GameFiles
> > >
> > >> From: matthew.j.gottl...@gmail.com
> > >> Date: Tue, 27 Oct 2009 18:46:42 -0500
> > >> To: hlds@list.valvesoftware.com
> > >> Subject: Re: [hlds] L4D2 Demo DS Files Today?
> > >>
> > >> I asked Mike about the DS release and he said that is should be
> > >> simultaneous with the game client. Just an FYI.
> > >>
> > >> On Tue, Oct 27, 2009 at 6:42 PM, gulfy32  wrote:
> > >> > First it said 3pm central the 27th, then when it went an hour
> overdue, it
> > >> > changed to 1am central the 28th.
> > >> >
> > >> > On Tue, Oct 27, 2009 at 6:08 PM, DontWannaName! <
> ad...@topnotchclan.com>wrote:
> > >> >
> > >> >> Perhaps in your timezone but here 11pm is nothing new for valve.
> > >> >>
> > >> >> On Tue, Oct 27, 2009 at 3:43 PM, Matthew Gottlieb <
> > >> >> matthew.j.gottl...@gmail.com> wrote:
> > >> >>
> > >> >> > October 28 @ 1am... aka midnight.
> > >> >> > http://steamcommunity.com/games/L4D2/events/55327883716288366
> > >> >> >
> > >> >> > So that means the game will likely come out tomorrow night or
> next
> > >> >> week...
> > >> >> >
> > >> >> >
> > >> >> > On Tue, Oct 27, 2009 at 5:40 PM, Matthew Gottlieb
> > >> >> >  wrote:
> > >> >> > > Then again "the word of Gabe" is hardly the "actual time."
> > >> >> > >
> > >> >> > >
> > >> >> > > On Tue, Oct 27, 2009 at 5:33 PM, msleeper <
> > >> >> mslee...@ismsleeperwrong.com>
> > >> >> > wrote:
> > >> >> > >> No official word on the time for released. That 11pm PST is
> just
> > >> >> hearsay
> > >> >> > >> from the timestamp on a Steam event. Hardly the "word of
> Gabe".
> > >> >> > >>
> > >> >> > >>
> > >> >> > >> On Tue, 2009-10-27 at 17:30 -0500, turb0z wrote:
> > >> >> > >>> Anyone hear what time this is going to happen?
> > >> >> > >>>
> > >> >> > >>> Couple people in my community mentioned they thought it was
> going to
> > >> >> be
> > >> >> > at
> > >> >> > >>> 11pm PDT... that would be pretty shitty.
> > >> >> > >>>
> > >> >> > >>> -Original Message-
> > >> >> > >>> From: hlds-boun...@list.valvesoftware.com
> > >> >> > >>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
> Jake
> > >> >> Skenna
> > >> >> > >>> Sent: Monday, October 26, 2009 10:03 PM
> > >> >> > >>> To: Half-Life dedicated Win32 server mailing list
> > >> >> > >>> Subject: Re: [hlds] L4D2 Demo DS Files Today?
> > >> >> > >>>
> > >> >> > >>> I spoke to both Chet & Mike today, they said the dedicated
> server
> > >> >> would
> > >> >> > be
> > >> >> > >>> for Linux would be out "after Tuesday", but the windows
> dedicated
> > >> >> > server
> > >> >> > >>> would be out at the same time as the demo
> > >> >> > >>>
> > >> >> > >>> Regrds,
> > >> >> > >>>
> > >> >> > >>> Dan
> > >> >> > >>>
> > >> >> > >>> On Mon, Oct 26, 2009 at 10:50 PM, Timothy Sadleir <
> > >> >> tsadl...@gmail.com
> > >> >> > >wrote:
> > >> >> > >>>
> > >> >> > >>> > Well, I guess it wasn't today.  Was looking forward to
> getting
> > >> >> things
> > >> >> > set
> > >> >> > >>> > early.  Oh well...
> > >> >> > >>> >
> > >> >> > >>> > How come you all aren't being really chatty today?  Is
> there
> > >> >> > something I'm
> > >> >> > >>> > missing?
> > >> >> > >>> >
> > >> >> > >>> > On Mon, Oct 26, 2009 at 3:21 PM, Timothy Sadleir <
> > >> >> tsadl...@gmail.com
> > >> >> > >
> > >> >> > >>> > wrote:
> > >> >> > >>> >
> > >> >> > >>> > > Do you guys think we can expect some dedicated server
> files
> > >> >> today?
> > >> >> >  For
> > >> >> > >>> > the
> > >> >> > >>> > > L4D demo, they released most of the Dedicated Server
> files a day
> > >> >> > before
> > >> >> > >>> > they
> > >> >> > >>> > > released the actual demo.
> > >> >> > >>> > >
> > >> >> > >>> > > 5th of November, 2008:
> > >> >> > >>> > >
> > >> >> > >>> > >
> > >> >> > >>> >
> > >> >> > >>>
> > >> >> >
> > >> >>
>
http://list.valvesoftware.com/mailman/private/hlds_announce/2008-November/00
> > >> >> > >>> 0306.html
> > >> >> > >>> > >
> > >>

[hlds] [Non HLDS related] Port Fowarding

2009-10-25 Thread Munra
Sorry guys I couldn't find the answer using google ( I might of found it
just didn't understand) so I figured I would ask here

I need some ports forward on my box to run some gameservers so I gave the
host a ports I needed, both udp and tcp.  What this did is forwarded all the
ports under TCP/ip and none under UDP.  They tell me that TCP also includes
UDP forwarding however I am still having problems with stuff like games
sorry up in a server browser and hlstatsx connecting.

So my question is if that statement is true if forwards port under tcp will
also forward UDP?   


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Re: [hlds] Steam server list

2009-10-12 Thread Munra
No its hosted at a data center with a static ip

What is also weird is sometimes I'll see it in the steam list with a ping of
2000 but in HLSW it's ping is fine. 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ook
Sent: Monday, October 12, 2009 9:42 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Steam server list

Do you have a dynamic IP? I do, and that causes my server to drop out of 
favorites when my ip cycles. Are you adding it by internal IP? I've not 
found that to be very reliable.

FWIW, I've never found favorites to be very reliable regardless - I think 
the steam client randomly drops entries from it, just to mess with us.


- Original Message - 
From: "Munra" 
To: "'Half-Life dedicated Win32 server mailing list'" 

Sent: Monday, October 12, 2009 4:00 PM
Subject: [hlds] Steam server list


>
> Anyone have any idea on why my server would show up in the server list but
> not in my favorites? I am assume that is it just a steam error but just in
> case I figured I ask incase someone else has seen this.
>
> TF2 server
> Win 2003
>
>
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[hlds] Steam server list

2009-10-12 Thread Munra

Anyone have any idea on why my server would show up in the server list but
not in my favorites? I am assume that is it just a steam error but just in
case I figured I ask incase someone else has seen this.  

TF2 server 
Win 2003


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Re: [hlds] Server list problems

2009-07-14 Thread Munra
Oh how I miss the WON days.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shane Arnold
Sent: Tuesday, July 14, 2009 3:53 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Server list problems

It's been happening for as far back as CS:S. Sometimes the master 
servers don't return all the servers in a query.

Gets very bloody annoying when you know a GSP has hundreds of servers 
yet only 30 or so show up in the list...

___

Shane Arnold-   clontar...@iinet.net.au

"For want of a nail, the horseshoe was lost. For want of a horseshoe, the
horse was lost. For want of a horse, the messenger was lost. For want of a
messenger, the message was not delivered. For want of an undelivered message
the war was lost."



shorec...@comcast.net wrote:
> I had a friend check and his Steam was doing the same thing. My servers
are showing up again. Maybe it was a temporary problem. I also had problems
connecting to Steam cloud last night. 
>
> Maybe it's part of the North Korean army's cyberattacks that have recently
been going on.. you know how it goes... they attack the White House,
Homeland Security, the stock market and Steam. 
>
> Still only showing 3221 TF2 servers out of more than 4800, though. 
>
> - Original Message - 
> From: "Dayle Flowers"  
> To: "Half-Life dedicated Win32 server mailing list"
 
> Sent: Tuesday, July 14, 2009 2:15:07 PM GMT -05:00 US/Canada Eastern 
> Subject: Re: [hlds] Server list problems 
>
> I just noticed this with Killing Floor, today, as well. I assumed it 
> was a problem with our game, but it sounds like it's a larger problem, eh?

>
> Thanks, 
> Dayle Flowers 
> Senior Programmer 
> Tripwire Interactive, LLC. 
> Makers of Killing Floor and Red Orchestra 
>
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>   


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Re: [hlds] Timeout On Mapchange

2009-07-13 Thread Munra
How about I try that in English.

I also see these issues

cmdline parameter i think is -serverbrowser
 
-Original message-
From: Munra mu...@anbservers.net
Date: Mon, 13 Jul 2009 12:42:56 -0400
To: "Half-Life dedicated Win32 server mailing list"hlds@list.valvesoftware.com
Subject: Re: [hlds] Timeout On Mapchange

> 
> 
> I also this these issues
> 
> the cmdline parameter i think is -serve browser 
> -Original message-
> From: Robert Whelan mrrjwhe...@yahoo.com
> Date: Mon, 13 Jul 2009 12:34:06 -0400
> To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
> Subject: Re: [hlds] Timeout On Mapchange
> 
> > Yeah, I understand and have used the ms_force cvar though trying to explain 
> > it all to a mixed community can be quite tedious. Up until 2 updates ago 
> > everything was fine, then Valve broke it.
> > 
> > You commented "I use the command line parameter in Steam that adds the 
> > "Server Browser" to the menu options"
> > 
> > What cmdline parameter?
> > 
> > 
> > 
> > 
> > 
> > From: "shorec...@comcast.net" 
> > To: Half-Life dedicated Win32 server mailing list 
> > 
> > Sent: Monday, July 13, 2009 9:27:55 AM
> > Subject: Re: [hlds] Timeout On Mapchange
> > 
> > Oh, I use the command line parameter in Steam that adds the "Server 
> > Browser" to the menu options, which makes it so Steam group servers aren't 
> > listed at all on the menu. I start a lobby, set things up, then use a 
> > config file with the following lines in it to join my server (you can also 
> > type the commands manually), then start the game from the Lobby: 
> > 
> > sv_cheats 1 
> > ms_force_dedicated_server ip:port 
> > 
> > As long as you have your Steam group and exclusive cvars set properly, you 
> > can always join your Steam group server. I have never used the search key 
> > to join my servers. This also has the added advantage of returning you to 
> > the lobby when the campaign is over to set up another game. 
> > 
> > - Original Message - 
> > From: "Robert Whelan"  
> > To: "Half-Life dedicated Win32 server mailing list" 
> >  
> > Sent: Monday, July 13, 2009 10:12:44 AM GMT -05:00 US/Canada Eastern 
> > Subject: Re: [hlds] Timeout On Mapchange 
> > 
> > Refer to the other topics I mentioned for more detail... 
> > 
> > I could have 6 l4d servers going and they'd all be listed in the 'steam 
> > group servers' area. From the lobby we could use the search key to play a 
> > campaign though once we do all the servers would no longer be listed under 
> > 'steam group servers'. On the other hand... the same 6 servers over time 
> > would gradually drop off the list of 'steam group servers' regardless. 
> > 
> > This leaves one alternative... connect directly which is a PITA when your 
> > trying to assemble a game of versus. 
> > 
> > This happens with or without (vanilla) addons 
> > 
> > /* off topic, sry */ 
> > ___
> > 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] Timeout On Mapchange

2009-07-13 Thread Munra


I also this these issues

the cmdline parameter i think is -serve browser 
-Original message-
From: Robert Whelan mrrjwhe...@yahoo.com
Date: Mon, 13 Jul 2009 12:34:06 -0400
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Subject: Re: [hlds] Timeout On Mapchange

> Yeah, I understand and have used the ms_force cvar though trying to explain 
> it all to a mixed community can be quite tedious. Up until 2 updates ago 
> everything was fine, then Valve broke it.
> 
> You commented "I use the command line parameter in Steam that adds the 
> "Server Browser" to the menu options"
> 
> What cmdline parameter?
> 
> 
> 
> 
> 
> From: "shorec...@comcast.net" 
> To: Half-Life dedicated Win32 server mailing list 
> 
> Sent: Monday, July 13, 2009 9:27:55 AM
> Subject: Re: [hlds] Timeout On Mapchange
> 
> Oh, I use the command line parameter in Steam that adds the "Server Browser" 
> to the menu options, which makes it so Steam group servers aren't listed at 
> all on the menu. I start a lobby, set things up, then use a config file with 
> the following lines in it to join my server (you can also type the commands 
> manually), then start the game from the Lobby: 
> 
> sv_cheats 1 
> ms_force_dedicated_server ip:port 
> 
> As long as you have your Steam group and exclusive cvars set properly, you 
> can always join your Steam group server. I have never used the search key to 
> join my servers. This also has the added advantage of returning you to the 
> lobby when the campaign is over to set up another game. 
> 
> - Original Message - 
> From: "Robert Whelan"  
> To: "Half-Life dedicated Win32 server mailing list" 
>  
> Sent: Monday, July 13, 2009 10:12:44 AM GMT -05:00 US/Canada Eastern 
> Subject: Re: [hlds] Timeout On Mapchange 
> 
> Refer to the other topics I mentioned for more detail... 
> 
> I could have 6 l4d servers going and they'd all be listed in the 'steam group 
> servers' area. From the lobby we could use the search key to play a campaign 
> though once we do all the servers would no longer be listed under 'steam 
> group servers'. On the other hand... the same 6 servers over time would 
> gradually drop off the list of 'steam group servers' regardless. 
> 
> This leaves one alternative... connect directly which is a PITA when your 
> trying to assemble a game of versus. 
> 
> This happens with or without (vanilla) addons 
> 
> /* off topic, sry */ 
> ___
> 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] Impractical l4d download solution ( was: l4d sv_downloadurl )

2009-06-27 Thread Munra
That's what I am talking about not a traditional server browser.  A server
browser in the lobby that just listed community servers and then if you
really wanted it private then you could input the search key as the password
(or similar) to that private server Then allow the server to handle the url
for custom content.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jonah Hirsch
Sent: Saturday, June 27, 2009 1:52 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Impractical l4d download solution ( was: l4d
sv_downloadurl )

If the leader could choose a server from a browser, that would be a nice
integration.

On Sat, Jun 27, 2009 at 10:46 AM, Brent Veal
wrote:

> Using a server browser primarily really wouldnt work that well. The game
> could really use some kind of lobby browser though.
>
> On Sat, Jun 27, 2009 at 10:28 AM, 1nsane <1nsane...@gmail.com> wrote:
>
> > " People are dealing OK without an officially accessible server browser"
> >
> > Read the whole thing next time.
> >
> > On Sat, Jun 27, 2009 at 8:20 AM, Shane Arnold  https://mail.google.com/mail?view=cm&tf=0&to=clontar...@iinet.net.au>
> > >wrote:
> >
> > > 1nsane wrote
> > >
> > >  > It doesn't look like Valve wants to add a server browser. LFD has
> > > been out for a while.
> > >
> > > openserverbrowser
> > >
> > > ___
> > >
> > > Shane Arnold-   clontar...@iinet.net.au<
> https://mail.google.com/mail?view=cm&tf=0&to=clontar...@iinet.net.au>
> > >
> > > "For want of a nail, the horseshoe was lost. For want of a horseshoe,
> the
> > > horse was lost. For want of a horse, the messenger was lost. For want
> of
> > a
> > > messenger, the message was not delivered. For want of an undelivered
> > message
> > > the war was lost."
> > >
> > >
> > >
> > > 1nsane wrote:
> > > > Wow wow...slow down buddy.
> > > >
> > > > Lets not scare valve into ignoring this thread. People are dealing
OK
> > > > without an officially accessible server browser but the lack of a
> > > > nice/automatic way to download custom campaigns is a bit of a more
> > > immediate
> > > > problem.
> > > >
> > > > It doesn't look like Valve wants to add a server browser. LFD has
> been
> > > out
> > > > for a while.
> > > >
> > > > On Fri, Jun 26, 2009 at 8:08 PM, Munra  https://mail.google.com/mail?view=cm&tf=0&to=mu...@anbservers.net>>
> > wrote:
> > > >
> > > >
> > > >> Why Not allow people to choose the server that want to join in the
> > > lobby.
> > > >> AKA a community server or have some type or server browser. Then
> allow
> > > the
> > > >> users to download the pk Via sv_downloadurl when they connect.
> > > >>
> > > >>
> > > >>
> > > >> -Original Message-
> > > >> From: hlds-boun...@list.valvesoftware.com<
>
https://mail.google.com/mail?view=cm&tf=0&to=hlds-boun...@list.valvesoftware
.com
> >
> > > >> [mailto:hlds-boun...@list.valvesoftware.com<
>
https://mail.google.com/mail?view=cm&tf=0&to=hlds-boun...@list.valvesoftware
.com
> >]
> > On Behalf Of msleeper
> > > >> Sent: Friday, June 26, 2009 4:19 PM
> > > >> To: Half-Life dedicated Win32 server mailing list
> > > >> Subject: Re: [hlds] Impractical l4d download solution ( was: l4d
> > > >> sv_downloadurl )
> > > >>
> > > >>
> > > >>> 2) vpk author could just link to a google search with "mapname vpk
> > > >>>
> > > >> download"
> > > >>
> > > >> hahaha Worst idea of all time award goes to...
> > > >>
> > > >>
> > > >> On Fri, 2009-06-26 at 22:05 +0200, Adam Nowacki wrote:
> > > >>
> > > >>> Steven Hartland wrote:
> > > >>>
> > > >>>> That really is a majorly stupid way of doing it, what happens
> when:-
> > > >>>> 1. In a few months when siteX that the mapper included as the
> source
> > > >>>> expires or gets shutdown?
> > > >>>> 2. A good campaign gets popular and the peopl

Re: [hlds] Impractical l4d download solution ( was: l4d sv_downloadurl )

2009-06-26 Thread Munra

Why Not allow people to choose the server that want to join in the lobby.
AKA a community server or have some type or server browser. Then allow the
users to download the pk Via sv_downloadurl when they connect.


 
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Friday, June 26, 2009 4:19 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Impractical l4d download solution ( was: l4d
sv_downloadurl )

> 2) vpk author could just link to a google search with "mapname vpk
download"

hahaha Worst idea of all time award goes to...


On Fri, 2009-06-26 at 22:05 +0200, Adam Nowacki wrote:
> Steven Hartland wrote:
> > That really is a majorly stupid way of doing it, what happens when:-
> > 1. In a few months when siteX that the mapper included as the source
> > expires or gets shutdown?
> > 2. A good campaign gets popular and the people downloading it overload
> > the origin server?
> > 
> > Why not use the tried an tested redirect system like every other game?
> > 
> > Seriously Valve you need to revisit this and make a workable solution.
> 
> TBH I dont see any better way ... but:
> 1) let lobby host specify a different download url with a cvar,
> 2) vpk author could just link to a google search with "mapname vpk
download"
> 
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Re: [hlds] Impractical l4d download solution ( was: l4d sv_downloadurl )

2009-06-26 Thread Munra


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Friday, June 26, 2009 4:19 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Impractical l4d download solution ( was: l4d
sv_downloadurl )

> 2) vpk author could just link to a google search with "mapname vpk
download"

hahaha Worst idea of all time award goes to...


On Fri, 2009-06-26 at 22:05 +0200, Adam Nowacki wrote:
> Steven Hartland wrote:
> > That really is a majorly stupid way of doing it, what happens when:-
> > 1. In a few months when siteX that the mapper included as the source
> > expires or gets shutdown?
> > 2. A good campaign gets popular and the people downloading it overload
> > the origin server?
> > 
> > Why not use the tried an tested redirect system like every other game?
> > 
> > Seriously Valve you need to revisit this and make a workable solution.
> 
> TBH I dont see any better way ... but:
> 1) let lobby host specify a different download url with a cvar,
> 2) vpk author could just link to a google search with "mapname vpk
download"
> 
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Re: [hlds] L4D/L4D2 run as the same server?

2009-06-03 Thread Munra
Man I am really sorry I even started this topic now.  

My concern is not if you are going to buy it or not.

My concern is if I have 300 community members l4D2 comes out they are not all 
going to switch over night. Yes some will but I don't know if  its going be 
half or 3/4 or whatever.  It would be great if servers supported both games 
that way I wouldnt have to worry about taking my 8 severs changing  6  to l4d2 
and leave the other 2 L4D1.  That is my concern i wouldnt really like losing 
the people how don't but it right away from my community.  



-Original message-
From: Cc2iscooL cc2isc...@gmail.com
Date: Wed, 03 Jun 2009 14:53:52 -0400
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Subject: Re: [hlds] L4D/L4D2 run as the same server?

> I am very disappointed that I paid 50 for a game that lasted me two
> weeks and then got boring. I guess they're getting back at me for
> playing TF2 so much. What's up with that, though? I'm NOT spending 50
> on another L4D game. I'll take my chances and not buy it.
> 
> On 6/3/09, TheNob HLDS  wrote:
> > If I look in my installed L4D-Server directory by HLDS, I say it will be a
> > new/seperate server installation.
> >
> > By the way, I am disappointed that a completely new game will be released
> > instead of a mappack for L4D, lets say with another 4 Levels like the
> > included ones for, let say, 20 to 25 bucks.
> >
> >
> > 2009/6/3 Munra 
> >
> >> First I like to say this is not a debate topic on if L4D2 should be DLC or
> >> not.  It is what it is.
> >>
> >> My request is that L4D1 server supports L4D2 also.  As one one trying to
> >> keep/create a better l4d community I think it would be great if my already
> >> existing server L4D servers would support lobby connects from both L4D1
> >> and
> >> L4D2 games.
> >>
> >> I know A gsp would rather see the servers separate as to the can sell more
> >> which is fine a GSP does business to make money.
> >>
> >> I am just curios about what you guys think.
> >>
> >> ___
> >> 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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> Head Admin/Owner
> http://www.cc2iscool.com
> 
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Re: [hlds] L4D/L4D2 run as the same server?

2009-06-03 Thread Munra
" By the way, I am disappointed that a completely new game will be released
 instead of a mappack for L4D, lets say with another 4 Levels like the
 included ones for, let say, 20 to 25 bucks."

Not to sound like msleeper on this but please don't start.  This is not the 
place and

I couldn't care less

-Original message-
From: Markus Rübekohl mruebek...@googlemail.com
Date: Wed, 03 Jun 2009 14:44:32 -0400
To: Munra mu...@anbservers.net, Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Subject: Re: [hlds] L4D/L4D2 run as the same server?

> If I look in my installed L4D-Server directory by HLDS, I say it will be a
> new/seperate server installation.
> 
> By the way, I am disappointed that a completely new game will be released
> instead of a mappack for L4D, lets say with another 4 Levels like the
> included ones for, let say, 20 to 25 bucks.
> 
> 
> 
> 2009/6/3 Munra 
> 
> > First I like to say this is not a debate topic on if L4D2 should be DLC or
> > not.  It is what it is.
> >
> > My request is that L4D1 server supports L4D2 also.  As one one trying to
> > keep/create a better l4d community I think it would be great if my already
> > existing server L4D servers would support lobby connects from both L4D1 and
> > L4D2 games.
> >
> > I know A gsp would rather see the servers separate as to the can sell more
> > which is fine a GSP does business to make money.
> >
> > I am just curios about what you guys think.
> >
> > ___
> > 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] L4D/L4D2 run as the same server?

2009-06-03 Thread Munra
Well I don't know why it wouldn't be possible because its the same engine and 
both games will support the same custom maps.  So really then the only thing 
that changes is  AID 2.0 Which if supports custom maps for both games will run 
the l4D1 maps then then just a mass a files for the added content.

I know that sounds simple(Its never simple) and I hope that's the way it turns 
out.


-Original message-
From: Brent Veal naslund.fan...@gmail.com
Date: Wed, 03 Jun 2009 14:33:36 -0400
To: Munra mu...@anbservers.net, Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Subject: Re: [hlds] L4D/L4D2 run as the same server?

> I'm not sure if that would be possible if L4D2 is going to be a stand-alone
> game. It seems like the majority of the L4D community is going to move on to
> L4D2 anyways, but who knows.
> 
> 
> On Wed, Jun 3, 2009 at 11:25 AM, Munra  wrote:
> 
> > First I like to say this is not a debate topic on if L4D2 should be DLC or
> > not.  It is what it is.
> >
> > My request is that L4D1 server supports L4D2 also.  As one one trying to
> > keep/create a better l4d community I think it would be great if my already
> > existing server L4D servers would support lobby connects from both L4D1 and
> > L4D2 games.
> >
> > I know A gsp would rather see the servers separate as to the can sell more
> > which is fine a GSP does business to make money.
> >
> > I am just curios about what you guys think.
> >
> > ___
> > 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] L4D/L4D2 run as the same server?

2009-06-03 Thread Munra
First I like to say this is not a debate topic on if L4D2 should be DLC or not. 
 It is what it is.

My request is that L4D1 server supports L4D2 also.  As one one trying to 
keep/create a better l4d community I think it would be great if my already 
existing server L4D servers would support lobby connects from both L4D1 and 
L4D2 games. 

I know A gsp would rather see the servers separate as to the can sell more 
which is fine a GSP does business to make money.

I am just curios about what you guys think.  

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Re: [hlds] Team Fortress 2 Update Available

2009-05-21 Thread Munra
This is the first I noticed Official Valve TF2 Servers ummm


- Original Message - 
From: "Flubber" 
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Thursday, May 21, 2009 10:08 PM
Subject: Re: [hlds] Team Fortress 2 Update Available


> No weapons for us, i mean no extra weapons in any class of course.
>
> 2009/5/22 David J. Ulbrich 
>
>> Anyone get any of the weapons yet?
>>
>> --
>> From: "admin" 
>> Sent: Thursday, May 21, 2009 7:55 PM
>> To: "Half-Life dedicated Win32 server mailing list"
>> 
>> Subject: Re: [hlds] Team Fortress 2 Update Available
>>
>> > wont up dater for me keeps checking and waiting 30 seconds
>> > :(
>> >
>> > On May 21, 2009, at 8:45 PM, Aj Collins wrote:
>> >
>> >> "- Spies can now use enemy teleporters"
>> >> Do not want.
>> >>
>> >> On Thu, May 21, 2009 at 8:41 PM, David J. Ulbrich
>> >> > >>> wrote:
>> >>
>> >>> Yay for having the update downloaded , but it is not connecting to
>> >>> steam so
>> >>> no achievements or loadouts.  Come on Jason, get this stuff fixed.
>> >>>
>> >>> -VM
>> >>>
>> >>> --
>> >>> From: "Jason Ruymen" 
>> >>> Sent: Thursday, May 21, 2009 7:36 PM
>> >>> To: ;
>> >>> 
>> >>> Subject: [hlds] Team Fortress 2 Update Available
>> >>>
>>  The required update to Team Fortress 2 is now released.  Please run
>>  hldsupdatetool to receive it.  The specific changes include:
>> 
>>  Maps
>>  - Added new map, Pipeline. Pipeline is the first map in a new game
>>  mode
>>  named payload race, which uses two carts in each map instead of
>>  only one
>>  like traditional payload maps
>>  - Added new arena map Sawmill
>>  - Added new arena map Nucleus
>>  - Added new community payload map Hoodoo
>> 
>>  Sniper Changes
>>  - Added new sniper rifle replacement, The Huntsman. Instead of a
>>  sniper
>>  rifle, you have a bow that allows you to move around faster while
>>  firing,
>>  and fire more quickly than the sniper rifle. Works better at
>>  medium range
>>  than the standard rifle
>>  - Added new SMG replacement, Jarate. If thrown on an enemy they
>>  will take
>>  more damage for short period of time. Also extinguishes flames on
>> >>> yourself
>>  or allies
>>  - Added new SMG replacement, The Razorback. Will protect you
>>  against a
>>  single spy backstab, and stun the spy for a short period of time.
>>  Comes
>>  with a 15% move speed penalty for the wearer
>>  - Standard sniper rifle now shoots through friendly players
>>  - Added 54 new Sniper voice lines
>>  - Added 35 new Sniper achievements
>> 
>>  Spy
>>  - Added new revolver replacement, The Ambassador. First shot is very
>>  accurate and will cause a critical hit if it hits an enemy's head.
>>  Accuracy is poor for a period after that
>>  - Added new watch replacement, the Dead Ringer. When armed, you will
>>  appear in all ways to die to the first damage you take from an
>>  enemy.
>>  You'll be cloaked for 8 second after taking this damage. Upon de-
>>  cloaking
>>  you'll make a loud, distinct sound
>>  - Added new watch replacement, the Cloak and Dagger. Your cloak
>>  meter is
>>  only depleted when you move, so you can stay invisible
>>  indefinitely if
>>  you're standing still
>>  - Spy name tags now show up properly when disguised as their own
>>  team
>>  - Fixed a bug that would cause spectators to see disguise weapons
>>  incorrectly
>>  - Fixed a bug where enemy spies disguised as friendly spies would
>>  have
>>  cigarettes that didn't burn
>>  - Fixed a bug where overhealing disguised spies would show the wrong
>>  overhealing amount to the medic
>>  - Made it more obvious on first person view model when your motion
>>  cloak
>>  is out of juice and you are partially visible
>>  - Also made it more obvious on first person view model when you're
>>  bumped
>>  while cloaked
>>  - Improved the way your disguise weapon is determined to make it
>>  clearer
>>  and fix a couple of rare issues
>>  - Spies disguised as enemy spies now get a random mask to help
>>  complete
>>  the disguise, and their target id will be set appropriately
>>  - Spies disguised as medics now have an Ubercharge: line in their
>> >>> disguise
>>  target info
>>  - Spies outward facing "disguise health" now matches their disguise
>> >>> target
>>  when they first apply the disguise
>>  - Spies can now pick up health kits for their "disguise health",
>>  even
>> >>> when
>>  uninjured
>>  - Disguise UI doesn't show up in minimum UI mode (hud_minmode)
>>  - Spies that disguise as a player using an unlockable now show that
>>  unlockable in hand
>>  - Spies can now use enemy teleporters

Re: [hlds] Team Fortress 2 Update Available

2009-05-21 Thread Munra
I been on 97% downloaded for 15 minutes lol its Fantastic.
- Original Message - 
From: "Flubber" 
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Thursday, May 21, 2009 9:33 PM
Subject: Re: [hlds] Team Fortress 2 Update Available


> That's just another great update, no problem for downloading it was even
> pretty fast, but no master connection so noone can test any new weapons, 
> so
> borring...
>
> 2009/5/22 Mike O'Laughlen 
>
>> Yah, know, I just realized what you were saying.  Hrm, still the demoman
>> would have to make it to the spawn and place all those stickies... then
>> move
>> to the 1st floor Yeah it would not be as bad as you think even with 
>> the
>> bad camera clipping code.
>>
>> On Thu, May 21, 2009 at 9:24 PM, Mike O'Laughlen > >wrote:
>>
>> > I've misunderstood something.
>> >
>> >
>> > That.
>> >
>> > Let's wait and see what the update has in store for us.
>> >
>> > On Thu, May 21, 2009 at 9:19 PM, Donnie Newlove <
>> donnie.newl...@gmail.com>wrote:
>> >
>> >> Sorry, I don't think I'm sure what you mean.
>> >>
>> >> Well, imagine this scenario. A demoman is camping the main entrance to
>> >> 2fort with stickies all over the place and standing on the second
>> >> floor with his back against the wall (and against the entrance). Now
>> >> he can taunt with close to no risk of an enemy getting to him while he
>> >> can see anyone trying to get in the main entrance and detonating while
>> >> still taunting. The demoman will not even be in the victims sight.
>> >> They might as well have unlocked r_drawothermodels for the demoman, or
>> >> hopefully I've misunderstood something.
>> >>
>> >> On Fri, May 22, 2009 at 3:09 AM, Mike O'Laughlen 
>> >> 
>> >> wrote:
>> >> > I believe the functionality is that you can start a taunt then right
>> >> click
>> >> > to detonate.  Plus taunts take 5 seconds to complete, so even if it
>> were
>> >> the
>> >> > other way around it wouldn't be as effective as not taunting and 
>> >> > just
>> >> > right-clicking.
>> >> >
>> >> > On Thu, May 21, 2009 at 9:05 PM, Donnie Newlove <
>> >> donnie.newl...@gmail.com>wrote:
>> >> >
>> >> >> Awesome, only one thing...
>> >> >>
>> >> >> * Demomen can now detonate their stickies while taunting
>> >> >>
>> >> >> That seems like a very, very, very bad thing to do. A demoman could
>> >> >> place stickies around a corner and run the sticky taunt over and 
>> >> >> over
>> >> >> again which is also very quiet while looking around the corner,
>> >> >> basically giving him a wallhack. Or is that the idea?
>> >> >>
>> >> >>
>> >> > ___
>> >> > To unsubscribe, edit your list preferences, or view the list 
>> >> > archives,
>> >> please visit:
>> >> > http://list.valvesoftware.com/mailman/listinfo/hlds
>> >> >
>> >>
>> >> ___
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>> >> please visit:
>> >> http://list.valvesoftware.com/mailman/listinfo/hlds
>> >>
>> >
>> >
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Re: [hlds] Killing Floor Connection issue

2009-05-18 Thread Munra
It would seem that below is normal I just can seem to get to allow players 
to connect
- Original Message - 
From: "Munra" 
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Monday, May 18, 2009 8:36 PM
Subject: [hlds] Killing Floor Connection issue


>I have having an issue connecting to a killing floor server
>
> Just stay in the connecting to index.rom screen
>
> I also notice this in console
> MasterServerGameStats not found - stats uploading disabled.
> and it keeps scrolling
> STEAMAUTH : Sending updated server details - edthosting.com Killing Floor
> Badword
> s 0 | 6
>
> I have tried ServerBehindNAT=True and all ports are forward
>
> Windows 2003
>
> Any suggestions?
>
> Thanks
> - Original Message - 
> From: "msleeper" 
> To: "Half-Life dedicated Win32 server mailing list"
> 
> Sent: Monday, May 18, 2009 5:28 PM
> Subject: Re: [hlds] Killing Floor Linux Dedicated Server Update Released
>
>
>> Wewt! Thanks John.
>>
>>
>> On Mon, 2009-05-18 at 17:22 -0400, John Gibson wrote:
>>> An update for the Killing Floor Linux Dedicated server has been
>>> released. This fixes the issues admins were having with Linux servers
>>> not allowing perks.
>>>
>>> Regards,
>>>
>>> John Gibson
>>> President
>>> Tripwire Interactive LLC
>>>
>>> ___
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>>> please visit:
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>>
>>
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>
>
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[hlds] Killing Floor Connection issue

2009-05-18 Thread Munra
I have having an issue connecting to a killing floor server

Just stay in the connecting to index.rom screen

I also notice this in console
 MasterServerGameStats not found - stats uploading disabled.
and it keeps scrolling
STEAMAUTH : Sending updated server details - edthosting.com Killing Floor 
Badword
s 0 | 6

I have tried ServerBehindNAT=True and all ports are forward

Windows 2003

Any suggestions?

Thanks
- Original Message - 
From: "msleeper" 
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Monday, May 18, 2009 5:28 PM
Subject: Re: [hlds] Killing Floor Linux Dedicated Server Update Released


> Wewt! Thanks John.
>
>
> On Mon, 2009-05-18 at 17:22 -0400, John Gibson wrote:
>> An update for the Killing Floor Linux Dedicated server has been
>> released. This fixes the issues admins were having with Linux servers
>> not allowing perks.
>>
>> Regards,
>>
>> John Gibson
>> President
>> Tripwire Interactive LLC
>>
>> ___
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>> please visit:
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>
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Re: [hlds] Killing Floor server name and other commands

2009-05-18 Thread Munra
I agree

They only problem I had setting up a tripwire game server was the redirect and 
it was because of an oversight on my part.


-Original message-
From: msleeper mslee...@cyberwurx.com
Date: Mon, 18 May 2009 16:22:16 -0400
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Subject: Re: [hlds] Killing Floor server name and other commands

> Don't bother, Karl is just bitching he's not being spoonfed again, this
> time about something he's not even running/caring about. I'm with you,
> having never ran an Unreal server before, it was exceedingly easy to
> setup.
> 
> 
> On Sat, 2009-05-16 at 23:27 +0100, David Kellaway wrote:
> > It took me, at most, five minutes to figure out how to configure
> > everything (including obscure settings like friendly fire). I've never
> > played the mod, didn't own the game at the time, and have never hosted
> > a UE-based game before.
> > 
> > It's not that hard to figure out just from section headings and
> > variable names in the .ini file. Besides, it's not like Valve's
> > documentation is any better, and Killing Floor has a very nice web
> > admin interface that removes the need to manually edit in most
> > changes.
> > 
> > 2009/5/16 Karl Weckstrom :
> > > Heh and they're CHARGING for that mod, right?
> > >
> > > They don't deserve my money or support if they can't supply serverops a 
> > > proper config file.
> > >
> > > -Original Message-
> > > From: hlds-boun...@list.valvesoftware.com 
> > > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kitteny Berk
> > > Sent: Saturday, May 16, 2009 5:47 PM
> > > To: Half-Life dedicated Win32 server mailing list
> > > Subject: Re: [hlds] Killing Floor server name and other commands
> > >
> > > This,  especially with unreal engine games/mods,   bloody nightmare.
> > >
> > > Karl Weckstrom wrote:
> > >> I love it when mods come out with no documentation :)
> > >>
> > >> Seriously, mod creators - if you're not going to at LEAST have a 
> > >> commented server config available, why bother?
> > >>
> > >> -Original Message-
> > >> From: hlds-boun...@list.valvesoftware.com 
> > >> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven Hartland
> > >> Sent: Saturday, May 16, 2009 5:08 PM
> > >> To: Half-Life dedicated Win32 server mailing list
> > >> Subject: Re: [hlds] Killing Floor server name and other commands
> > >>
> > >> Please read the question before answering as this clearly targeted
> > >> at a game which doesn't even have a server.cfg.
> > >>
> > >> Regards
> > >> Steve
> > >>
> > >> - Original Message -
> > >> From: "Nightbox" 
> > >>
> > >>
> > >>
> > >>> for hostname you put hostname in server.cfg
> > >>>
> > >>> 2009/5/16 admin 
> > >>>
> > >>>
> >  Three Questions.
> > 
> >  1. How do i set up the hostname for my server so its not "Killing
> >  Floor Server"?
> >  2. If you know can you include some other comands?
> >  3. How do i change difficulty?
> > 
> > >>
> > >>
> > >> 
> > >> 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 
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Re: [hlds] Killing Floor server name and other commands

2009-05-16 Thread Munra
Right Like valve as ever given us a proper cfg file.

BTW there are 2 files with killing floor with all the settings that you'll 
need

Its called killingfloor.ini

and there is also one called default.ini which store all the default values 
for killing floor.

As I said before I have yet to download a valve that even included a 
server.cfg file.


- Original Message - 
From: "Karl Weckstrom" 
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Saturday, May 16, 2009 5:50 PM
Subject: Re: [hlds] Killing Floor server name and other commands


> Heh and they're CHARGING for that mod, right?
>
> They don't deserve my money or support if they can't supply serverops a 
> proper config file.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com 
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kitteny Berk
> Sent: Saturday, May 16, 2009 5:47 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Killing Floor server name and other commands
>
> This,  especially with unreal engine games/mods,   bloody nightmare.
>
> Karl Weckstrom wrote:
>> I love it when mods come out with no documentation :)
>>
>> Seriously, mod creators - if you're not going to at LEAST have a 
>> commented server config available, why bother?
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com 
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven Hartland
>> Sent: Saturday, May 16, 2009 5:08 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Killing Floor server name and other commands
>>
>> Please read the question before answering as this clearly targeted
>> at a game which doesn't even have a server.cfg.
>>
>> Regards
>> Steve
>>
>> - Original Message - 
>> From: "Nightbox" 
>>
>>
>>
>>> for hostname you put hostname in server.cfg
>>>
>>> 2009/5/16 admin 
>>>
>>>
 Three Questions.

 1. How do i set up the hostname for my server so its not "Killing
 Floor Server"?
 2. If you know can you include some other comands?
 3. How do i change difficulty?

>>
>>
>> 
>> 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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Re: [hlds] Killing Floor Win32 Dedicated Server files available

2009-05-13 Thread Munra
I sent him the link for the hlds list, he said he should join it.

I hate buggin him he's still play testing the game and has a game release in 
like 15 hours.  I'll tell him you asked.

Looks like there is already A lot if information here

http://forums.tripwireinteractive.com/forumdisplay.php?f=59

- Original Message - 
From: "msleeper" 
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Wednesday, May 13, 2009 10:41 PM
Subject: Re: [hlds] Killing Floor Win32 Dedicated Server files available


> Damn. Tell him thanks, and ask what info if any we'll have about how to
> setup servers for optimal awesome.
>
>
> On Wed, 2009-05-13 at 22:31 -0400, Munra wrote:
>> The answer is no.
>>
>> I talked to Ramm-Jaeger from trip wire.  This was his answer.
>>
>> 10:24 PM - Munra: NP one guy asked if the server is multihreaded
>> 10:24 PM - [TW]Ramm-Jaeger: Nope
>> 10:24 PM - [TW]Ramm-Jaeger: Same as RO
>> 10:24 PM - [TW]Ramm-Jaeger: Although, with only 6 players you don't 
>> really
>> need it
>> 10:25 PM - [TW]Ramm-Jaeger: 1 core of most modern CPUs can run lots of
>> server instances
>> 10:25 PM - Munra: Figured can I copy this as a respones? to him?
>> 10:25 PM - [TW]Ramm-Jaeger: Sure
>>
>>
>>
>> Thanks for the heads up.
>>
>> Is the server (win or linux) going to be multithreaded? Just want to
>> know what machine to place this on. Thanks!
>>
>>
>>
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Re: [hlds] Killing Floor Win32 Dedicated Server files available

2009-05-13 Thread Munra
The answer is no.

I talked to Ramm-Jaeger from trip wire.  This was his answer.

10:24 PM - Munra: NP one guy asked if the server is multihreaded
10:24 PM - [TW]Ramm-Jaeger: Nope
10:24 PM - [TW]Ramm-Jaeger: Same as RO
10:24 PM - [TW]Ramm-Jaeger: Although, with only 6 players you don't really 
need it
10:25 PM - [TW]Ramm-Jaeger: 1 core of most modern CPUs can run lots of 
server instances
10:25 PM - Munra: Figured can I copy this as a respones? to him?
10:25 PM - [TW]Ramm-Jaeger: Sure



Thanks for the heads up.

Is the server (win or linux) going to be multithreaded? Just want to
know what machine to place this on. Thanks!



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Re: [hlds] L4D bots after hibernation

2009-04-29 Thread Munra
It be nicer If they did some testing before releasing Don't you think?

- Original Message - 
From: "Aaron Rapp" 
To: "'Half-Life dedicated Win32 server mailing list'" 

Sent: Wednesday, April 29, 2009 5:16 PM
Subject: Re: [hlds] L4D bots after hibernation


>I know this is being looked into at Valve. There's no ETA yet, though.
>
> They've procured some server logs from a couple people on the list.
>
> Aaron Rapp
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
> Sent: Wednesday, April 29, 2009 2:10 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] L4D bots after hibernation
>
> Agreed. I took Sourcemod off my servers because I thought it might have 
> been
> causing issues.
>
> Even on vanilla servers it does this.
>
> Fix pl0x.
>
> On Wed, Apr 29, 2009 at 3:56 PM, Johan Andersson
> wrote:
>
>> Bumping this issue to the top because it's very annoying.
>>
>> It happens every few hours now.
>>
>> --
>> From: "-xL-Trinidad" 
>> Sent: Tuesday, April 28, 2009 7:31 PM
>> To: "Half-Life dedicated Win32 server mailing list"
>> 
>> Subject: Re: [hlds] L4D bots after hibernation
>>
>> > happens 1-3 times a day since the last big update. It's very annoying
>> > cause the server shows full and no human palyers can join anymore. Hope
>> > Valve will fix this "soon"...
>> >
>> >  - Original Message -
>> >  From: Adam Nowacki
>> >  To: hlds@list.valvesoftware.com
>> >  Sent: Tuesday, April 28, 2009 6:46 PM
>> >  Subject: [hlds] L4D bots after hibernation
>> >
>> >
>> >  Dropped xes1986(PL) from server (Disconnect by user.)
>> >  Dropped Gardenian from server (Disconnect by user.)
>> >  Dropped Wulfgar from server (Disconnect by user.)
>> >  Entity 207 (class 'inferno') reported ENTITY_CHANGE_NONE but
>> >  'm_hOwnerEntity' changed.
>> >  Dropped ;-) from server (Disconnect by user.)
>> >  Dropped [PL] mrTerdex from server (Disconnect by user.)
>> >  Switching Survivor Bot 'Bill' from team 2 to SPECTATOR
>> >  -> Player is now on team 1
>> >  Switching Survivor Bot 'Francis' from team 2 to SPECTATOR
>> >  -> Player is now on team 1
>> >  Switching Survivor Bot 'Zoey' from team 2 to SPECTATOR
>> >  -> Player is now on team 1
>> >  Switching Survivor Bot 'Louis' from team 2 to SPECTATOR
>> >  -> Player is now on team 1
>> >  Switching Zombie 'o7' from team 3 to SURVIVOR
>> >  -> Player is now on team 2
>> >  Adding a survivor bot to fill out Survivor team
>> >  Adding a survivor bot to fill out Survivor team
>> >  Adding a survivor bot to fill out Survivor team
>> >  Couldn't find any entities named shotgun1, which point_template
>> >  guns_position1 is specifying.
>> >  Couldn't find any entities named rifle1, which point_template
>> >  guns_position1 is specifying.
>> >  Couldn't find any entities named sniper1, which point_template
>> >  guns_position1 is specifying.
>> >  Couldn't find any entities named rifle3, which point_template
>> >  guns_position3 is specifying.
>> >  Couldn't find any entities named shotgun3, which point_template
>> >  guns_position3 is specifying.
>> >  Couldn't find any entities named sniper3, which point_template
>> >  guns_position3 is specifying.
>> >  Couldn't find any entities named rifle4, which point_template
>> >  guns_position4 is specifying.
>> >  Couldn't find any entities named shotgun4, which point_template
>> >  guns_position4 is specifying.
>> >  Couldn't find any entities named sniper4, which point_template
>> >  guns_position4 is specifying.
>> >  CreateInstance called on a point_template that has no templates:
>> >  guns_position1
>> >  Dropped o7 from server (Disconnect by user.)
>> >  Switching Survivor Bot 'Francis' from team 2 to SPECTATOR
>> >  -> Player is now on team 1
>> >  Switching Survivor Bot 'Zoey' from team 2 to SPECTATOR
>> >  -> Player is now on team 1
>> >  Switching Survivor Bot 'Bill' from team 2 to SPECTATOR
>> >  -> Player is now on team 1
>> >  Switching Survivor Bot 'Louis' from team 2 to SPECTATOR
>> >  -> Player is now on team 1
>> >  Adding a survivor bot to fill out Survivor team
>> >  Adding a survivor bot to fill out Survivor team
>> >  Adding a survivor bot to fill out Survivor team
>> >  Adding a survivor bot to fill out Survivor team
>> >  Couldn't find any entities named shotgun1, which point_template
>> >  guns_position1 is specifying.
>> >  Couldn't find any entities named rifle1, which point_template
>> >  guns_position1 is specifying.
>> >  Couldn't find any entities named sniper1, which point_template
>> >  guns_position1 is specifying.
>> >  Couldn't find any entities named rifle3, which point_template
>> >  guns_position3 is specifying.
>> >  Couldn't find any entities named shotgun3, which point_template
>> >  guns_position3 is specifying.
>> >  Couldn't find any entities named sniper3, which point_template
>> >  gu

Re: [hlds] Left 4 Dead: Map timeout issue?

2009-04-19 Thread Munra
I installed neph's plugin and it may of slowed them down but did not 
eliminate them.

I also noticed a decrease in timeouts when I installed SM 1.3 dev branch 
instead of using 1.2
- Original Message - 
From: "Brent Veal" 
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Sunday, April 19, 2009 2:39 AM
Subject: Re: [hlds] Left 4 Dead: Map timeout issue?


> It's a similar issue to the TF2 problem. Install this plugin and it should
> fix the issue: http://www.nephyrin.net/tools/NephDSU/NephDSU_v1.1-r1.zip
>
> I've had 0 timeouts on my L4D servers since having this installed for the
> past couple months.
>
>
>
> On Sat, Apr 18, 2009 at 11:26 PM, Andrew Armstrong 
> wrote:
>
>> Hi everyone,
>>
>>
>>
>> I read a while back that TF2 had a timeout on map change bug, where 
>> players
>> would be dropped from the server with a 'Timeout' message, which was 
>> later
>> fixed (According to the Steam website, early March 09).
>>
>>
>>
>> We've noticed several times some of our Left 4 Dead servers will drop all
>> players due to a 'Timeout' (after reading the server console) during the
>> map
>> change. Players get the 'Lost connection to server, reconnecting.' 
>> message
>> with a countdown timer of 30 seconds.
>>
>>
>>
>> Most of the time the servers are fine and have no issues.
>>
>>
>>
>> The actual server does not crash, and you can reconnect to it later, 
>> which
>> reminded me of the problem experienced by TF2 servers where it uploaded
>> game
>> stats during map change.
>>
>>
>>
>> Is this still/was it ever a problem with Left 4 Dead servers? Does anyone
>> know anything about this problem?
>>
>>
>>
>> Cheers,
>>
>> Andrew
>>
>>
>>
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Re: [hlds] [L4D] Disconnection on mapchange

2009-04-07 Thread munra
Quoting Alec Sanger :

Yes I have had the same.

>
> Is anyone else experiencing frequent disconnects when the map   
> changes? Looks like my servers have been occasionally booting   
> players before finishing the entire movie, just want to see if   
> anyone else has the same problem.
>
> Thank you,
> Alec Sanger
> www.stompfest.com
>
>
> _
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Re: [hlds] L4D Search_key

2009-03-25 Thread munra
Valve are you reading this??

You should be, this comes from people who support your game and use it  
every day in a non Prefect environment.. AkA the real world.

Still love ya valve but you do have those WTF moments but as of late  
they seem to be on a regular basis.

Quoting Patrick Shelley :

> Agreed - although Steamworks doesnt agree
>
> Matchmaking / Lobbies Steamworks' multiplayer back-end is powered by robust
> matchmaking and lobby technology. The same technology that drives the quick
> and accurate match-ups in Left 4 Dead can be used in your game.
>
> Hardly robust, Hardly quick. L4D is an awesome game, but the lobby just
> doesnt work right. Last night it took 8 lobby creation attempts by me and my
> friends just to get a game on an offical dedi server, only for it to crash 3
> chapters in.
>
> Aside from the gameplay itself, its f***ing baffling to see how its won any
> awards. Its getting sick now, and ech time im in a lobby, players just slag
> it off no end.
>
>
> On Wed, Mar 25, 2009 at 6:21 PM, Dustin Wyatt wrote:
>
>> As far as I can tell, the whole L4D server-joining and filtering system
>> just
>> doesn't work reliably at this point.
>>
>> On Wed, Mar 25, 2009 at 1:10 PM, Brent Veal > >wrote:
>>
>> > I find that sometimes it just doesnt work. On the odd occasion that it's
>> > not
>> > working, I'll just create a brand new lobby and it will always work in
>> the
>> > second lobby. Same goes for the ms_force_dedicated command
>> >
>> >
>> >
>> > On Wed, Mar 25, 2009 at 11:02 AM, DontWannaName! > > >wrote:
>> >
>> > > When I was in my L4D server and then quit to open another lobby and
>> used
>> > > my sv_search_key, it never found my server and looks for it forever.
>> > > ___
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>> > > please visit:
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>> > >
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Re: [hlds] L4D Search_key

2009-03-25 Thread munra
Thank you

empty,alltalk,grp:xxxi,sourcemod,sv_search_key_anbservers1010,coop,versus

Does it count commas? has part of the 64 chars if so I am way over @ 73 chars.

and even with out commas I am still at 67 chars.

And wtf is with the Empty and alltalk?

Thanks for the help I will try and shorten the search_key and make it  
VS only ans see what happens. And report back


Quoting CmptrWz :

> sv_showtags will tell you. The "private" string is the one you care about.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
> mu...@anbservers.net
> Sent: Wednesday, March 25, 2009 8:49 AM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] L4D Search_key
>
>
> I Remember reading that but ignored it because they were talking about
> linux on the windows list. (or atleast at the point I was reading that.)
>
>
> Any easy way for a noob like myself to query a windows server to find
> the whole sv_tags String?
>
> Thanks
>
> When people get help like this it makes the list useful again.
>
>
> Quoting CmptrWz :
>
>> Don't have a link handy, but I believe the issue was found to be a 64 char
>> limit on what the master server sees in your tags string. Versus works
> fine,
>> so long as you don't exceed that 64 chars before the word "versus"
> finishes
>> in the tag string.
>>
>> A long search key, sourcemod, steam group ID, and other things that push
> the
>> coop,versus part of the tag string past the 64 char mark will result in
>> issues, apparently.
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
>> Sent: Wednesday, March 25, 2009 8:24 AM
>> To: 'Half-Life dedicated Win32 server mailing list'
>> Subject: Re: [hlds] L4D Search_key
>>
>> Aye, the lobby system with sv_search_key is broken.
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
>> mu...@anbservers.net
>> Sent: Wednesday, March 25, 2009 1:11 PM
>> To: hlds@list.valvesoftware.com
>> Subject: [hlds] L4D Search_key
>>
>> Does any one else still have the search_key issues with VS lobbies?
>>
>> I still can not connect to a VS game with the search_key.  What is so
>> odd and makes me upset is that coop will load on the spot.
>>
>> Any one find a fix or workaround?  Or am I beating a dead horse?
>>
>> Thanks
>>
>> 
>> This message was sent using IMP, the Internet Messaging Program.
>>
>>
>> ___
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>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
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>> Checked by AVG - www.avg.com
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>>
>>
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>
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Re: [hlds] L4D Search_key

2009-03-25 Thread munra

I Remember reading that but ignored it because they were talking about  
linux on the windows list. (or atleast at the point I was reading that.)


Any easy way for a noob like myself to query a windows server to find  
the whole sv_tags String?

Thanks

When people get help like this it makes the list useful again.


Quoting CmptrWz :

> Don't have a link handy, but I believe the issue was found to be a 64 char
> limit on what the master server sees in your tags string. Versus works fine,
> so long as you don't exceed that 64 chars before the word "versus" finishes
> in the tag string.
>
> A long search key, sourcemod, steam group ID, and other things that push the
> coop,versus part of the tag string past the 64 char mark will result in
> issues, apparently.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
> Sent: Wednesday, March 25, 2009 8:24 AM
> To: 'Half-Life dedicated Win32 server mailing list'
> Subject: Re: [hlds] L4D Search_key
>
> Aye, the lobby system with sv_search_key is broken.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
> mu...@anbservers.net
> Sent: Wednesday, March 25, 2009 1:11 PM
> To: hlds@list.valvesoftware.com
> Subject: [hlds] L4D Search_key
>
> Does any one else still have the search_key issues with VS lobbies?
>
> I still can not connect to a VS game with the search_key.  What is so
> odd and makes me upset is that coop will load on the spot.
>
> Any one find a fix or workaround?  Or am I beating a dead horse?
>
> Thanks
>
> 
> This message was sent using IMP, the Internet Messaging Program.
>
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[hlds] L4D Search_key

2009-03-25 Thread munra
Does any one else still have the search_key issues with VS lobbies?

I still can not connect to a VS game with the search_key.  What is so  
odd and makes me upset is that coop will load on the spot.

Any one find a fix or workaround?  Or am I beating a dead horse?

Thanks


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Re: [hlds] L4D Client Update

2009-03-18 Thread munra
Yes What about it?

Are you and I the only 2 having this issue??


Quoting Alec Sanger :

>
> Any updates on issues with sv_search_key in vs mode?
>
> Thank you,
> Alec Sanger
> P: 248.941.3813
> F: 313.286.8945
>
>
>
>> Date: Tue, 17 Mar 2009 01:31:44 -0400
>> From: mu...@anbservers.net
>> To: hlds@list.valvesoftware.com
>> Subject: Re: [hlds] L4D Client Update
>>
>> I can Confirm this as well/
>>
>> windows 2008
>>
>>
>>
>> > Same behavior here. Using sv_search_key, co-op starts immediately
>> > but versus never finds a server. I've tried setting sv_gametypes to
>> > "coop,versus" and just "versus", but it doesn't work. Has anyone
>> > successfully used sv_search_key on versus since the latest update?
>>
>> Patrick Shelley wrote:
>> > Another thread mentioned that search key was connecting fine to 4 player
>> > campaigns but NOT 8 player VS - i can confirm this to be true (for me
>> > anyway) - set my search key up again - create a 4 player campaign lobby -
>> > start - im on to my server instatly.
>> >
>> > Quit, start a 8 player VS lobby (with me as leader) - start game - no
>> > connect. whats wrong here?
>>
>>
>> 
>> This message was sent using IMP, the Internet Messaging Program.
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Re: [hlds] L4D Client Update

2009-03-18 Thread munra
Yes What about it?

Are you and I the only 2 having this issue??


Quoting Alec Sanger :

>
> Any updates on issues with sv_search_key in vs mode?
>
> Thank you,
> Alec Sanger
> P: 248.941.3813
> F: 313.286.8945
>
>
>
>> Date: Tue, 17 Mar 2009 01:31:44 -0400
>> From: mu...@anbservers.net
>> To: hlds@list.valvesoftware.com
>> Subject: Re: [hlds] L4D Client Update
>>
>> I can Confirm this as well/
>>
>> windows 2008
>>
>>
>>
>> > Same behavior here. Using sv_search_key, co-op starts immediately
>> > but versus never finds a server. I've tried setting sv_gametypes to
>> > "coop,versus" and just "versus", but it doesn't work. Has anyone
>> > successfully used sv_search_key on versus since the latest update?
>>
>> Patrick Shelley wrote:
>> > Another thread mentioned that search key was connecting fine to 4 player
>> > campaigns but NOT 8 player VS - i can confirm this to be true (for me
>> > anyway) - set my search key up again - create a 4 player campaign lobby -
>> > start - im on to my server instatly.
>> >
>> > Quit, start a 8 player VS lobby (with me as leader) - start game - no
>> > connect. whats wrong here?
>>
>>
>> 
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Re: [hlds] L4D Client Update

2009-03-16 Thread munra
I can Confirm this as well/

windows 2008



> Same behavior here. Using sv_search_key, co-op starts immediately  
> but versus never finds a server. I've tried setting sv_gametypes to  
> "coop,versus" and just "versus", but it doesn't work. Has anyone  
> successfully used sv_search_key on versus since the latest update?

Patrick Shelley wrote:
> Another thread mentioned that search key was connecting fine to 4 player
> campaigns but NOT 8 player VS - i can confirm this to be true (for me
> anyway) - set my search key up again - create a 4 player campaign lobby -
> start - im on to my server instatly.
>
> Quit, start a 8 player VS lobby (with me as leader) - start game - no
> connect. whats wrong here?



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[hlds] weird sv_search_key problem

2009-03-15 Thread munra
I got this weird problem with sv_search_key

It only works with campaigns .

If I start a lobby on any campaign.  Type in the search_key then start  
the game it start insistently.

If I start a VS lobby then type in my search key when I start the game  
it times out every time.  Looking for a server and I am selecting beat  
available server when starting the lobby.

I have also tried
sv_cheats 1
ms_force_dedicated_server 75.102.10.133:27015

Still no luck in a VS lobby
I do have souremod installed on this server.

I have also tried rolling back to the to to updated on 3-11 Which has  
not worked.

Windows 2008

// Server Name
hostname "AnBservers.net|!Smoker's Server!|"

// RCON Password
rcon_password "xxx"

// Server Password
sv_password "" // Sets a password

//Lobby Connection Only
sv_allow_lobby_connect_only 0

//Steamgroup Convars
sv_steamgroup ""
sv_steamgroup_exclusive 0

//server browser settings
sv_search_key ""
sv_gametypes "coop,versus"
setmaster add 68.142.72.250:27011
setmaster add 69.28.140.246:27011
setmaster add 69.28.140.247:27011
setmaster add 72.165.61.189:27011

//nostats
neph_nostats 1


Any Suggestions?

Thanks




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Re: [hlds] TF2 Blog Post: Server Scoring

2009-03-15 Thread munra
Why Dont you make a group that says

Fix the L4D servers
Fix the Facestab in tF2
Update VAC
Add -autoupdate for windows
Many other thing you could complain about.

Why don't you make a group that matters

If you don't like his pluggin don't use it.  Don't join his server I  
mean  there are 1 million issues you should be more worried about then  
his pluggin.




Quoting f0rkz :

> Im sorry, but you are a fucking idiot.  Thats totally unrelated to the
> topic at hand.  Sorry your 5th grader feelings got hurt, but spamming
> this shit is not ok.
>
>
>
> On Mar 13, 2009, at 10:57 PM, Clyde cide wrote:
>
>> Here is what I love Msleeper
>>
>> http://steamcommunity.com/groups/nof7
>>
>> Hopefully more people will join!
>> On Fri, Mar 13, 2009 at 5:07 PM, msleeper 
>> wrote:
>>
>>> Since it is such a hot topic, I'd figure I'd let you guys know that
>>> 1.)
>>> I used a throwaway IP for it, 2.) it was only up for 44 hours - it
>>> went
>>> up right before the Scout update came out and went down 2 days later,
>>> and 3.) it won't be making a return until the next class update.
>>>
>>> I'm not really worried about it being delisted anyway since it's
>>> not a
>>> real server or real IP I use, and I'll just use another throwaway IP
>>> when it eventually does get delisted.
>>>
>>>
>>> On Fri, 2009-03-13 at 13:58 -0700, Nephyrin Zey wrote:
 That's a good point, is that server delisted yet?

 On Fri, Mar 13, 2009 at 1:38 PM, Bengt Rosenberger
  wrote:
> And mass-banning servers aka honeypot servers.
>

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Re: [hlds] L4D Client Update

2009-03-15 Thread munra


That is what I said when I started this thread.  But I got Flamed for  
it.  My pub servers are vanilla and my search_key servers have  
sourcemod installed however I don't use it to change the game play at  
all just administration.

But it is what it is I guess I got untill the 26th if it is still the  
same I will canceling My ded boxes and renting 1 or 2 private servers.
Quoting Richard Eid :
> http://store.steampowered.com/news/2349/
>
> That's what is going on.  Left 4 Dead players are now going to official
> servers by default.  Since the nature of the lobby system would allow for
> people to end up on any random server out there, the Left 4 Dead experience
> was being ruined by modded servers.  If you create a lobby and look under
> Game Settings, you now have the options of Official Dedicated(default), Best
> Available Dedicated and Local Server.  It's now up to the player to decide
> which type of server he or she wants to end up on.
>
> My guess, which can't be all that far off just by noticing what's been
> mentioned here on HLDS, is that players are using the default of Official
> Dedicated because it guarantees them the cleanest experience possible.
>
> -Richard Eid
>
>
> On Sun, Mar 15, 2009 at 7:17 AM, Mark Edwards   
> wrote:
>
>> Zero players on our three L4D servers in the 48 hours or so since the
>> second
>> update.  What is going on?
>>
>> >> > From: Admin Bob 
>> >> > To: Half-Life dedicated Win32 server mailing list
>> >> > 
>> >> > Sent: Saturday, March 14, 2009 7:48:41 AM
>> >> > Subject: Re: [hlds] L4D Client Update
>> >> >
>> >> > Still empty. Still getting errors:
>> >> > A2C_print from 68.142.72.250:2701
>> >> > Bad challenge
>> >> >
>> >> > -Original Message-
>> >> > From: hlds-boun...@list.valvesoftware.com
>> >> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Adam
>> Nowacki
>> >> > Sent: Saturday, March 14, 2009 2:09 AM
>> >> > To: Half-Life dedicated Win32 server mailing list
>> >> > Subject: Re: [hlds] L4D Client Update
>> >> >
>> >> > Blood Letter wrote:
>> >> > > So did this update fix the empty server issue for anyone?
>> >> > > Mine is still bone dry.
>> >> >
>> >> > Maybe because people want to play on official servers? The search
>> works
>> >> > now and will actually fall back to non-official servers thanks to a
>> >> > longer search timeout.
>> >> >
>> >> > ___
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>> >> > please visit:
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>>
>>
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[hlds] Windows, Dedicated, Protocol 242

2009-03-14 Thread munra
Thanks

I had forgot I had rolled back a couple of servers to try and get players

I will say I am starting to get more traffic in both the 7 and 242 servers

Thank you.




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[hlds] Windows, Dedicated, Protocol 242

2009-03-14 Thread munra
Hey Guys I am running L4D server and I notice in HLSW that some of the  
servers say

Windows, Dedicated, Protocol 7

and the others say

Windows, Dedicated, Protocol 242

Should all the servers be the same?  Is it caused Ip range?  I got  
servers on 72.x.x.x and servers on the 205.x.x.x

Thanks Guys I do expect some flaming :)


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Re: [hlds] L4D Client Update

2009-03-13 Thread munra
Quoting gamead...@127001.org:
Thanks For that information I will in fact Google it and I started  
reading about the white list in the steam forum.


> "Search for valve dedicated server first, then try everyone else" was
> already the default behaviour.  By giving people the ability to skip the
> search for valve servers, they have in fact increased the chance of your
> server having people in it.
>
> However, since the last l4d patch, and continuing in the (unannounced) patch
> tonight, my (Linux) servers have been empty.  Since the patch before _that_,
> typing "setmaster" has shown an empty list (despite the startup log
> mentioning 2 master servers), which I needed to workaround by setting them
> manually in server.cfg.  Are both these behaviours still the case for
> everyone else?
>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
>> boun...@list.valvesoftware.com] On Behalf Of mu...@anbservers.net
>> Sent: 14 March 2009 05:59
>> To: hlds@list.valvesoftware.com
>> Subject: [hlds] L4D Client Update
>>
>> Lobby leaders can now specify in lobby settings whether to search for
>> an official dedicated server or for the best available dedicated
>> server. If the official dedicated search fails it will then default to
>> the best available dedicated server automatically
>>
>> In my Opinion this even more worthless then tf2 custom tab.
>>
>> There went My ded box its useless if the only servers that are going
>> to get players are the ones with a search_key
>>
>> FAIL
>>
>> Thanks.
>>
>> 
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Re: [hlds] L4D Client Update

2009-03-13 Thread munra
None of my servers are modded. (Expect one Which has a search_key)
Explains why no one has had players the last 2 days.

Why I am even paying to host servers? To support their game? Just to  
have the Client default to one of their servers?

I don't like it I can have an opinion Right?

Well see what happens


> This is a GOOD idea. Why wouldn't you want a plain, untouched Left 4  
> Dead server over one that could be modded?

mu...@anbservers.net wrote:
> Lobby leaders can now specify in lobby settings whether to search  
> for  an official dedicated server or for the best available  
> dedicated  server. If the official dedicated search fails it will  
> then default to  the best available dedicated server automatically
>
> In my Opinion this even more worthless then tf2 custom tab.
>
> There went My ded box its useless if the only servers that are going  
>  to get players are the ones with a search_key
>
> FAIL
>
> Thanks.



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[hlds] L4D Client Update

2009-03-13 Thread munra
Lobby leaders can now specify in lobby settings whether to search for  
an official dedicated server or for the best available dedicated  
server. If the official dedicated search fails it will then default to  
the best available dedicated server automatically

In my Opinion this even more worthless then tf2 custom tab.

There went My ded box its useless if the only servers that are going  
to get players are the ones with a search_key

FAIL

Thanks.


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Re: [hlds] 2003 or 2008

2009-03-01 Thread munra
Quoting Blood Letter :


Okay I already own this server with 2008

I agree with you.  I run 5 l4d servers and use 1.9 Gigs of my ram. But  
I dont think I ever used more then 40% of the CPU  So I agree that I  
need more ram.  So I am about to cancel this one and order the lower  
package which is an X2(2 x 2.3 GHz)  with 4 gigs I think that would be  
more value for my money.

I have another question snice it seems you guys are in a good mood tonight.

How bad is to overload little bit? What I mean is if I have 100 megs  
of ram left and I start another L4d server using ~ 200 megs (Assume  
these are all public l4d servers) Is it okay to over load the ram like  
that?

>
> Are you joking?
> I ran 4 L4D servers on an old dual core athlon, and it never got   
> over 50% CPU usage.
>
> L4D does not tax the CPU at all, despite all the hype about the   
> amazingly complex (yeah, right) AI Director.
>
> "1000 FPS!!!" servers are a joke.
>
>> Date: Sun, 1 Mar 2009 16:23:36 -0800
>> From: mido...@gmail.com
>> To: hlds@list.valvesoftware.com
>> Subject: Re: [hlds] 2003 or 2008
>>
>> 4-5 concurrently.  I think your RAM is fine since your CPU is so small.
>>
>>
>> mu...@anbservers.net wrote:
>> > Well let me ask you this.
>> >
>> > How many l4d servers to you think I can run on this box with 2003/2008?
>> >
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Re: [hlds] 2003 or 2008

2009-03-01 Thread munra
Well let me ask you this.

How many l4d servers to you think I can run on this box with 2003/2008?

Off topic:
I know my ded server company is on this list and I assume they are  
reading this.

Please be advise you will be getting a call Monday about your response  
to ticket 5367.





Quoting MONDO :

> Server 2003 will do you fine - tried and true my friend... tried and true.
> Also - depending on how many gameservers you will be running from this box,
> you'll want much more RAM, at least 4096MB I would say.
>
> Good luck!
>
> On Sun, Mar 1, 2009 at 6:51 PM,  wrote:
>
>>
>> Sorry Forget to add I would be running l4d/TF2 servers
>>
>> Quoting mu...@anbservers.net:
>>
>> > If you were choosing an os for a new server would it be 2003 or 2008
>> >
>> > Box specs are
>> >
>> > Core2Duo E6600 (2 x 2.4Ghz)
>> > 2048MB DDR2 RAM
>> > 250GB 7200RPM SATA2 HD
>> >
>> > I like 2008 but I would like to hear what the experts have to say.
>> >
>> > P.S.
>> >
>> > msleeper take it easy on a noob
>> >
>> > 
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>> >
>>
>>
>>
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Re: [hlds] 2003 or 2008

2009-03-01 Thread munra

Sorry Forget to add I would be running l4d/TF2 servers

Quoting mu...@anbservers.net:

> If you were choosing an os for a new server would it be 2003 or 2008
>
> Box specs are
>
> Core2Duo E6600 (2 x 2.4Ghz)
> 2048MB DDR2 RAM
> 250GB 7200RPM SATA2 HD
>
> I like 2008 but I would like to hear what the experts have to say.
>
> P.S.
>
> msleeper take it easy on a noob
>
> 
> This message was sent using IMP, the Internet Messaging Program.
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[hlds] 2003 or 2008

2009-03-01 Thread munra
If you were choosing an os for a new server would it be 2003 or 2008

Box specs are

Core2Duo E6600 (2 x 2.4Ghz)
2048MB DDR2 RAM
250GB 7200RPM SATA2 HD

I like 2008 but I would like to hear what the experts have to say.

P.S.

msleeper take it easy on a noob


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Re: [hlds] New Heavy Update

2008-08-12 Thread Munra
 I want to see the next Meet the .. Video
- Original Message - 
From: "1nsane" <[EMAIL PROTECTED]>
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Tuesday, August 12, 2008 5:53 PM
Subject: Re: [hlds] New Heavy Update


> So the Arena mode has finally been announced?
>
> tf_arena_max_teamsize
> tf_arena_required_teamsize
> tf_arena_preround_time
> tf_arena_round_time
> tf_arena_force_class
> tf_arena_change_limit
>
> These cvars have been bugging me for a while now :D.
>
> On Tue, Aug 12, 2008 at 5:07 PM, David Ulbrich 
> <[EMAIL PROTECTED]>wrote:
>
>> I love the maps that Vilepickle makes like CP_CASTLE.  Another new one 
>> that
>> he made that is great is DOM_CANALZONE_B3 which is an old school 
>> quakewars
>> Team Fortress map.
>>
>> As for the update, I can't wait for it to come out as that is my main
>> class.
>>
>> -Video Master
>>
>>
>>
>> > From: [EMAIL PROTECTED]> To: hlds@list.valvesoftware.com> Date:
>> Tue, 12 Aug 2008 23:00:10 +0200> Subject: Re: [hlds] New Heavy Update> > 
>> I
>> always think the next community map will be cp_castle. But I don't think>
>> valve is going to release it! If I'm not wrong valve is going to release 
>> a>
>> pl or ctf (because they just release a cp map). Because there aren't 
>> really>
>> good pl community maps around there it will be a ctf map. There are some>
>> good ctf maps around :) so guys suggest before we will hear it tomorrow 
>> :)>
>> > [offtopic]> > Jason, can you wait with the update for 4 weeks ;) I'm on
>> vacation then :)> > -Oorspronkelijk bericht-> Van:
>> [EMAIL PROTECTED]> [mailto:
>> [EMAIL PROTECTED] Namens Yatin Vadhia> Verzonden:
>> dinsdag 12 augustus 2008 22:21> Aan: Half-Life dedicated Win32 server
>> mailing list> Onderwerp: [hlds] New Heavy Update> > Just FYI, More info 
>> was
>> posted on the offical TF2 Blog:> > http://steamgames.com/tf2/heavy/>
>> ___> To unsubscribe, edit 
>> your
>> list preferences, or view the list archives,> please visit:>
>> http://list.valvesoftware.com/mailman/listinfo/hlds> > > __ NOD32
>> 3350 (20080812) Informatie __> > Dit bericht is gecontroleerd 
>> door
>> het NOD32 Antivirus Systeem.> http://www.nod32.nl> > > >
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Re: [hlds] 2000fps

2008-08-02 Thread Munra
Even if you could what would be the point. Not saying you want to do it but 
that just sounds stupid.
- Original Message - 
From: "Chris Lassiter" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, August 02, 2008 7:32 PM
Subject: [hlds] 2000fps


> This is getting stupid and I want it cleared up.  Is it even possible to
> do 2000fps on Linux or windows.  From my knowledge it isn't. But you
> have all these people that say it is and it's making me mad that they
> are because people keep on asking me and I'm saying NO.
>
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Re: [hlds] Server Browser

2008-06-12 Thread Munra
Never Mind

Thank you I found it
http://www.mail-archive.com/hlds@list.valvesoftware.com/msg22087.html

- Original Message - 
From: "Munra" <[EMAIL PROTECTED]>
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Thursday, June 12, 2008 6:18 PM
Subject: Re: [hlds] Server Browser


> Thank you.
>
> Right now I am try to get some infomation about this for my COLO company 
> and
> I am have a hard time finding it on the HLDS archives.
>
> Any chance you can give me a link to some good info about it or a website
> that will allow me to search the holds archives?
>
>
> Thanks you so very much
> - Original Message - 
> From: "Saint K." <[EMAIL PROTECTED]>
> To: "'Half-Life dedicated Win32 server mailing list'"
> 
> Sent: Thursday, June 12, 2008 8:19 AM
> Subject: Re: [hlds] Server Browser
>
>
>> This has been a point of discussion pretty much as long as I can 
>> remember.
>>
>> I doubt anything will change on this.
>>
>> Saint K.
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Munra
>> Sent: Thursday, June 12, 2008 2:12 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: [hlds] Server Browser
>>
>> I am trying to verify that the steam will list server by starting with 
>> the
>> clients home ip and fans up and down from there.
>>
>> Is there any update on the when the server list will start to list by geo
>> location?
>>
>>
>>
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Re: [hlds] Server Browser

2008-06-12 Thread Munra
Thank you.

Right now I am try to get some infomation about this for my COLO company and 
I am have a hard time finding it on the HLDS archives.

Any chance you can give me a link to some good info about it or a website 
that will allow me to search the holds archives?


Thanks you so very much
- Original Message - 
From: "Saint K." <[EMAIL PROTECTED]>
To: "'Half-Life dedicated Win32 server mailing list'" 

Sent: Thursday, June 12, 2008 8:19 AM
Subject: Re: [hlds] Server Browser


> This has been a point of discussion pretty much as long as I can remember.
>
> I doubt anything will change on this.
>
> Saint K.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Munra
> Sent: Thursday, June 12, 2008 2:12 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: [hlds] Server Browser
>
> I am trying to verify that the steam will list server by starting with the
> clients home ip and fans up and down from there.
>
> Is there any update on the when the server list will start to list by geo
> location?
>
>
>
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[hlds] Server Browser

2008-06-12 Thread Munra
I am trying to verify that the steam will list server by starting with the 
clients home ip and fans up and down from there.

Is there any update on the when the server list will start to list by geo 
location?



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Re: [hlds] Please add the option customize bans file save location

2008-05-16 Thread Munra
I think it you should be worried more about the 100 other bugs instead of 
your ban.cfg Use amx bans or source bans or some other sql base system.
- Original Message - 
From: "Steven Hartland" <[EMAIL PROTECTED]>
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Friday, May 16, 2008 8:22 PM
Subject: Re: [hlds] Please add the option customize bans file save location


> No of course not the 1500 servers on the machines here are
> just a figment of my imagination :P
>
> Making a batch file is stupid as it cant solve the problem
> if you think it can please go right ahead and try to create
> it but I warn you now you will be wasting your time.
>
>
> - Original Message - 
> From: "JDoc0512" <[EMAIL PROTECTED]>
>
>
>> hey Steve
>>  you don't even run multiplay game servers :)
>>
>>  and making a batch file is not stupid :)
>
>
> 
> 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 [EMAIL PROTECTED]
>
>
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Re: [hlds] Remote reboot/Server Reset

2008-04-30 Thread Munra
I aslo use it for simple restart page
- Original Message - 
From: "Tony Paloma" <[EMAIL PROTECTED]>
To: "'Half-Life dedicated Win32 server mailing list'" 

Sent: Wednesday, April 30, 2008 8:23 PM
Subject: Re: [hlds] Remote reboot/Server Reset


> Serverdoc has an affinity setting. I use it.
>
> Menu->Config->General. Priority & Affinity button.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Mike Stiehm
> Sent: Wednesday, April 30, 2008 5:11 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Remote reboot/Server Reset
>
> I was thinking of that but I use Fire daemon right now and server doc
> does not have an affinity setting.
>
>
>
>> From: [EMAIL PROTECTED]> To: hlds@list.valvesoftware.com> Date: 
>> Wed,
> 30 Apr 2008 17:05:34 -0700> Subject: Re: [hlds] Remote reboot/Server 
> Reset>
>> If all you need is a way to restart the process, serverdoc has a web>
> interface.
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Re: [hlds] Goldrush makes Server Crash!!!

2008-04-29 Thread Munra
Any one notice that on the red team on Goldrush you can not Spawn?
- Original Message - 
From: <[EMAIL PROTECTED]>
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Tuesday, April 29, 2008 9:55 PM
Subject: Re: [hlds] Goldrush makes Server Crash!!!


> windows and no plugins seems to crash as soon as someone begins to join.
>
> Tony Paloma wrote:
>> I'm getting this as well. Same OS here. Works on my WinXP machine though.
>> Hmm
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
>> Sent: Tuesday, April 29, 2008 6:26 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Goldrush makes Server Crash!!!
>>
>> Crashes on Windows Server 2003. Multiple servers no plugins at all...
>>
>> On Tue, Apr 29, 2008 at 9:20 PM, James McKenna <[EMAIL PROTECTED]> 
>> wrote:
>>
>>
>>> That's two reports so far...
>>>
>>> sv_fear 1
>>>
>>> On Tue, Apr 29, 2008 at 6:19 PM, Ben B <[EMAIL PROTECTED]> 
>>> wrote:
>>>
>>>
 I am on Linux CentOS.

 2 of my servers are updated, and I changed to goldrush, and both 
 crashed
 when people started joining!!!

 --
 From Ben. B (Goerge)
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


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>>>
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Re: [hlds] Valve, thank you for virtually destroying my TF2 community.

2008-03-14 Thread Munra
My point was Valve will always do what they think is best and will not 
change it.

I would also really expect something like this for dods and css when they 
are rolled over to the orange box.  Which sucks cuase my gungames servers 
have the most population of players on reg basis.

And I am still more worried about of the server list displays the servers by 
pinging/fanning out from the clients ip.  My servers are in chicago but with 
a 205 ips I really only see Canadian players.
- Original Message - 
From: "Timothy L Havener" <[EMAIL PROTECTED]>
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Thursday, March 13, 2008 9:02 PM
Subject: Re: [hlds] Valve,thank you for virtually destroying my TF2 
community.


> None of those examples have direct context to this situation.  Myself and
> others can provide proof of how this hurting our servers.  Two of which 
> have
> no alterattion other than they 8 slots larger than the standard of 24. 
> Why
> do 64 slot servers show up in CS:S which clearly isn't designed for that
> many players, but yet a 32 slot TF2 server is so bad it has to be put 
> on
> a boxcar and shipped to the custom server tab.  Just leave us be and let 
> the
> players have a fair server filtering system that allows ALL servers to be
> seen.
>
> - Original Message - 
> From: "Munra" <[EMAIL PROTECTED]>
> To: 
> Sent: Thursday, March 13, 2008 4:24 PM
> Subject: Re: [hlds] Valve,thank you for virtually destroying my TF2
> community.
>
>
>> Valve always here "your going kill the game Community"
>>
>> They heard it when css came out
>> They heard it when steam came out
>> They heard it when they shut down the won servers.
>>
>> I am more worried about my servers havin ips in the 205 ranges rather 
>> then
>> the custom tab killing 32 player servers
>> - Original Message - 
>> From: "Spencer 'voogru' MacDonald" <[EMAIL PROTECTED]>
>> To: 
>> Sent: Thursday, March 13, 2008 4:23 PM
>> Subject: RE: [hlds] Valve, thank you for virtually destroying my TF2
>> community.
>>
>>
>>> You pulled the words right out of my mouth.
>>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED]
>>> [mailto:[EMAIL PROTECTED] On Behalf Of Timothy L 
>>> Havener
>>> Sent: Thursday, March 13, 2008 4:06 PM
>>> To: hlds@list.valvesoftware.com
>>> Subject: Re: [hlds] Valve, thank you for virtually destroying my TF2
>>> community.
>>>
>>> PaaahlaseI have plenty of regulars.  You don't get two servers
>>> into
>>> the top 10 rankings without a lot of regulars. Two of my servers still
>>> get
>>> populated during peak gaming hours, but they empty out around 1-3 am and
>>> fill back up around lunchtime whereas they used to stay full 24/7.  Not
>>> being listed on the internet tab really hurts in the morning hours when
>>> most
>>> of my regulars aren't on.  And I posted to all my members about the
>>> customs
>>> tab and most didnt know what it was.  I got a crap load of pm's on steam
>>> asking me why I took my servers down after the update.  This stinks and 
>>> I
>>> don't like it.
>>> - Original Message -
>>> From: "Cc2iscooL" <[EMAIL PROTECTED]>
>>> To: 
>>> Sent: Thursday, March 13, 2008 2:35 PM
>>> Subject: Re: [hlds] Valve, thank you for virtually destroying my TF2
>>> community.
>>>
>>>
>>>> --
>>>> [ Picked text/plain from multipart/alternative ]
>>>> If you had enough regulars, your servers would stay full.
>>>>
>>>> For instance, on Friday Night, I like to run party mode on my servers,
>>>> which
>>>> places them on the custom tab. I can still keep them full from the time
>>>> it
>>>> starts up until about dying gaming hours (around 4-5 AM CST)
>>>>
>>>> The custom tab is a deterrent to generic pubbers, but your regulars 
>>>> will
>>>> still see you on their favorites tab.
>>>>
>>>> I will agree though, pubbers generally won't even touch the custom tab.
>>>> Maybe if people started actually using the custom tab, though, people
>>>> would
>>>> generally shift over to it based on their desire for gameplay. With all
>>>> the
>>>> server operators exploiting the internet listing as it is right now, no
>>>> one
>>>> wi

Re: [hlds] Valve, thank you for virtually destroying my TF2 community.

2008-03-13 Thread Munra
Valve always here "your going kill the game Community"

They heard it when css came out
They heard it when steam came out
They heard it when they shut down the won servers.

I am more worried about my servers havin ips in the 205 ranges rather then 
the custom tab killing 32 player servers
- Original Message - 
From: "Spencer 'voogru' MacDonald" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, March 13, 2008 4:23 PM
Subject: RE: [hlds] Valve, thank you for virtually destroying my TF2 
community.


> You pulled the words right out of my mouth.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Timothy L Havener
> Sent: Thursday, March 13, 2008 4:06 PM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Valve, thank you for virtually destroying my TF2
> community.
>
> PaaahlaseI have plenty of regulars.  You don't get two servers 
> into
> the top 10 rankings without a lot of regulars. Two of my servers still get
> populated during peak gaming hours, but they empty out around 1-3 am and
> fill back up around lunchtime whereas they used to stay full 24/7.  Not
> being listed on the internet tab really hurts in the morning hours when 
> most
> of my regulars aren't on.  And I posted to all my members about the 
> customs
> tab and most didnt know what it was.  I got a crap load of pm's on steam
> asking me why I took my servers down after the update.  This stinks and I
> don't like it.
> - Original Message -
> From: "Cc2iscooL" <[EMAIL PROTECTED]>
> To: 
> Sent: Thursday, March 13, 2008 2:35 PM
> Subject: Re: [hlds] Valve, thank you for virtually destroying my TF2
> community.
>
>
>> --
>> [ Picked text/plain from multipart/alternative ]
>> If you had enough regulars, your servers would stay full.
>>
>> For instance, on Friday Night, I like to run party mode on my servers,
>> which
>> places them on the custom tab. I can still keep them full from the time 
>> it
>> starts up until about dying gaming hours (around 4-5 AM CST)
>>
>> The custom tab is a deterrent to generic pubbers, but your regulars will
>> still see you on their favorites tab.
>>
>> I will agree though, pubbers generally won't even touch the custom tab.
>> Maybe if people started actually using the custom tab, though, people
>> would
>> generally shift over to it based on their desire for gameplay. With all
>> the
>> server operators exploiting the internet listing as it is right now, no
>> one
>> will ever use the custom listing because the servers like that are still
>> in
>> the internet list.
>>
>> If no server operators use the custom list, then neither will the 
>> players,
>> thus why you see such a lack of use on it.
>>
>> To be honest, I think if more server operators used it and educated the
>> players they play with on the use of it, I think there would be a lot 
>> more
>> people using the custom tab.
>>
>> Now, granted, it will never compare to the usage of the internet tab, but
>> all this "cheating" to get on the internet list isn't going to help the
>> custom list at all. No one is going to use it if there aren't any good
>> servers there.
>>
>> Just a thought.
>>
>> -Cc2iscooL
>>
>> On Thu, Mar 13, 2008 at 12:41 PM, Timothy L Havener <
>> [EMAIL PROTECTED]> wrote:
>>
>>> This is a multi-part message in MIME format.
>>> --
>>> [ Picked text/plain from multipart/alternative ]
>>> I had 3 servers full pretty much 24/7 and since the implementation of 
>>> the
>>> customs tab I have had trouble even getting them populated during peak
>>> gaming hours.  I have received complaint after complaint from members
>>> about
>>> the new system.  The majority of players did not even know there was a
>>> customs tab to find our servers.  My Dustbowl server was ranked in the
>>> top 3
>>> on game-monitor and has been dropping consistently since the last 
>>> update.
>>>  Just wanted to say thanks.  Have a nice day.
>>> --
>>>
>>>
>>> ___
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>>> please visit:
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>> --
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Re: [hlds] TF2 update coming later today

2008-03-06 Thread Munra

"We'll be delisting servers with custom rule sets that
deliberately work around the system"

What does that mean?
- Original Message -
From: "Eric Smith" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>; 
Sent: Thursday, March 06, 2008 4:58 PM
Subject: [hlds] TF2 update coming later today



We're planning to ship a mandatory TF2 server/client update later today.
We'll have the list of changes for you when the update is ready.

There are a few items (below) we're working on that won't be ready for
the release today. We're aware of these issues and are working to have
them fixed for the next update.

- SourceTV issues (port/connection problems, and servers with
maxplayers 32)
- mp_timelimit not functioning correctly on custom maps
- FCVAR_NOTIFY broken on Linux servers

We'll be doing some work to educate players on the new Custom servers
tab, using both PR and user interface changes. Now that the
Internet/Custom servers system is in place, we'd like server admin to
work within it. We'll be delisting servers with custom rule sets that
deliberately work around the system.

Eric Smith
Valve


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Re: [hlds] Re: [hlds] Error: server failed to transmit file 'AY&SY, W' Host_Error svc_bad kicking half the server -zone 8192

2008-01-14 Thread Munra

Ummm Sierra didn't make the game.  Please remove yourself from the list.

Sierra Just burned the cds and put them and in a box.  In other words they
just published the game.  Valve made the game.
- Original Message -
From: "Pawel Majewski" <[EMAIL PROTECTED]>
To: 
Sent: Monday, January 14, 2008 5:14 AM
Subject: Re: [hlds] Re: [hlds] Error: server failed to transmit file 'AY&SY,
W' Host_Error svc_bad kicking half the server -zone 8192



--
[ Picked text/plain from multipart/alternative ]
Valve dont know anything about half life engine, thats the problem.
If you have some custom models etc. implented by plugins from amxx, you
should delete it.
Because HL engine is fucking bad, and valve havent changed anything since
they bought this game from sierra.



On Jan 14, 2008 4:44 AM, Kevin Ottalini <[EMAIL PROTECTED]> wrote:


The most common cause of this error is your router is getting overloaded
(assuming you have your server behind a router).

What you are showing there (Host_Error: CL_ParseServerMessage) is a
client
error which can be caused by the client's router as well.

In a nutshell, this is a network traffic error where messages are getting
garbled.


- Original Message -
From: "frag"
To: 
Sent: Sunday, January 13, 2008 7:26 PM
Subject: [hlds] Error: server failed to transmit file 'AY&SY, W'
Host_Error
svc_bad kicking half the server -zone 8192


> Hey all,  I have a huge problem that I have been dealing with for a
while
> now and was wondering if any of you are seeing this error.   I used to
get
> this error and THOUGHT I fixed it using the  "-zone 8192" parameter in
my
> startup CMD line  but since my server now has 20 to 26 humans 24X7,
> the
> error has started once again.   It kind sucks to have half your clients
> kicked in the middle of a heated battle.
> The funny thing is that when it happens all of the clients get the same
> error in their console but the next time it happens the error is
slightly
> different but with the same result, Over half the server gets kicked to
> there DOD game menu.I have done a ton of research on this error but
no
> one seems to have any concrete evidence as to why it keeps happening.
>
> SPECS
> OS: fedora core 6 , Dual xeon , 3.0GIG with 2 GIGS ram on a 100 MB
uplink.
>
>
> Any and all help much appreciated in solving this horrible bug.
>
>
> Error: server failed to transmit file 'AY&SY, W'
> Last 32 messages parsed.
> 27891 0016 svc_deltapacketentit
> 27891 0123 svc_voicedata
> 27895 0008 svc_time
> 27895 0013 svc_clientdata
> 27895 0016 svc_deltapacketentities
> 27895 0124 svc_sound
> 27895 0137 svc_voicedata
> 27895 0217 svc_voicedata
> 27895 0259 svc_sound
> 27897 0018 Spectator
> 27897 0021 TeamScore
> 27897 0025 TeamScore
> 27897 0029 PStatus
> 27897 0032 PClass
> 27897 0035 svc_updateuserinfo
> 27897 0232 svc_time
> 27897 0237 svc_clientdata
> 27897 0240 svc_deltapacketentities
> 27897 0349 svc_voicedata
> 27897 0391 svc_sound
> 27898 0008 svc_time
> 27898 0013 svc_clientdata
> 27898 0016 svc_deltapacketentities
> 27898 0132 svc_voicedata
> 27901 0008 svc_time
> 27901 0013 svc_clientdata
> 27901 0016 svc_deltapacketentities
> 27901 0132 svc_voicedata
> 27905 0018 CurWeapon
> 27905 0022 CurWeapon
> 27905 0026 svc_filetxferfailed
> BAD: 37:svc_bad
> Host_Error: CL_ParseServerMessage: Il
> --


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RE: [hlds] TeamFortress 2 dedicated server update

2007-11-08 Thread Munra -hlds
Too bad this is the WINDOWS List

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kyrios
Sent: Thursday, November 08, 2007 4:36 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] TeamFortress 2 dedicated server update

For those with chrashing servers

- get new cpus (SSE2 capable)
- try another glibc


On Nov 8, 2007 9:22 AM, Mark Chandler <[EMAIL PROTECTED]> wrote:
> Well the update system may not work but be grateful that they release
> frequent patches.
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Kyle Cassidy
> Sent: Thursday, November 08, 2007 5:16 PM
> To: hlds@list.valvesoftware.com
>
> Subject: Re: [hlds] TeamFortress 2 dedicated server update
>
> --
> [ Picked text/plain from multipart/alternative ]
> AGAIN
> the update system does not work
>
> time to re-download the entire tf2 ds and distribute it to my servers.
>
> thanks ;)
>
> On Nov 7, 2007 10:02 PM, Scott Tuttle <[EMAIL PROTECTED]> wrote:
>
> > I am getting "Failed to load the launcher DLL.  Specified module could
not
> > be found." now after the update when I try to launch tf2.  Clearly the
> > appropriate move is to shut my tf2 server down until 6 months pass so
> > maybe
> > that you have worked out some of the bugs.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
> > Sent: Wednesday, November 07, 2007 10:23 PM
> > To: hlds@list.valvesoftware.com; [EMAIL PROTECTED]
> > Subject: [hlds] TeamFortress 2 dedicated server update
> >
> > A required update for Team Fortress 2 and it's dedicated have been
> > released.  Please run the hldsupdatetool to update your server.  The
> > specific changes include:
> >
> > - Improved paged pool memory tracking
> > - Fixed crash on importing spray logo that claimed to be a valid jpeg
> > file, but wasn't
> > - Fixed Medic's uber-charge stats tracking
> > - Fixed a bug in scoring Engineer building destruction
> > - Engineers no longer earn points for using their own teleporters
> > - Freezepanel hud improvements now trigger on usage of the "jpeg"
> > command
> > - Fixed Spies exploit enabling them to attack while disguising, without
> > losing disguise
> > - Fixed Spies being able to attach sappers through thin walls
> > - Fixed several melee weapon switching exploits
> > - Fixed exploit that allowed players to teleport with the intelligence
> > - Fixed a client crash related to MP3 playing
> > - Improved client handling of stats when a connection couldn't be made
> > to the stat servers. Fixes several cases of stat loss
> >
> >
> >
> > ___
> > 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
> >
>
>
>
> --
> Kyle Cassidy
>
> 949.701.0759 cell
> http://Howies.TV
> --
>
> ___
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> Checked by AVG Free Edition.
> Version: 7.5.503 / Virus Database: 269.15.24/1117 - Release Date:
11/7/2007
> 10:52 PM
>
>
>
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RE: [hlds] Team Fortress 2/Dedicated Server update

2007-11-03 Thread Munra -hlds
E:\Games\TGA\TF2\ < is my install dir I have Hldsupdatetool.exe and
update.bat
 My update.bat has E:\Games\TGA\TF2\hldsupdatetool.exe -command update -game
tf -dir . -retry -verify_all

Do I get E:\Games\TGA\TF2\orangebox

RUN E:\Games\TGA\TF2\orangebox\srcds.exe -console -game tf -ip 2xx.24.xxx.58
-maxplayers 21 -tickrate 100 +fps_max 600 +map cp_dustbowl

Seems it would be right to me?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Me you
Sent: Saturday, November 03, 2007 7:10 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Team Fortress 2/Dedicated Server update

--
[ Picked text/plain from multipart/alternative ]
if your using //tf, change to
//orangebox/tf

Seems to change back and forth with each update.



> From: [EMAIL PROTECTED]> To: hlds@list.valvesoftware.com> Subject:
RE: [hlds] Team Fortress 2/Dedicated Server update> Date: Sat, 3 Nov 2007
18:53:54 -0400> > > > My server keeps spaming it is out of date> > I already
ran the updatetool 100 times with -verify_all and still starts> telling me
it is out of date win 2003 Anyone else seen this?> >
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RE: [hlds] Team Fortress 2/Dedicated Server update

2007-11-03 Thread Munra -hlds


My server keeps spaming it is out of date

I already ran the updatetool 100 times with -verify_all and still starts
telling me it is out of date win 2003 Anyone else seen this?

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RE: [hlds] TF2 Respawn Time

2007-09-18 Thread Munra -hlds
The respawn times Change Depending on what objectives your team holds.  At
least that is what the commentary said ;)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kevin Ottalini
Sent: Tuesday, September 18, 2007 1:03 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] TF2 Respawn Time

The only thing I found was:

mp_showrespawntimes

which gives a report for read and blue teams, it appears to be set at ~10
seconds right now.

Red:  Min Spawn 10.00, Scalar 0.36, Next Spawn In: 4.79
Blue: Min Spawn 10.00, Scalar 0.36, Next Spawn In: 4.79



- Original Message -
From: "Andreas Grimm"
To: 
Sent: Tuesday, September 18, 2007 9:02 AM
Subject: Re: [hlds] TF2 Respawn Time


> Hello,
>
> im currently searching for a cvar, too.
> I want to have reduced respawn times. any infos would be great.
>
> Andreas
>
> PS: Are there no grenades in TF2 *just wondering*
>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Daz @
>> Dustworld
>> Sent: Tuesday, September 18, 2007 5:56 PM
>> To: hlds@list.valvesoftware.com
>> Subject: [hlds] TF2 Respawn Time
>>
>> Hiya,
>>
>> Just wondered if anyone knows if the respawn time is
>> changeable with a server cvar? I haven't been able to find
>> one yet but I'd like to try a slightly quicker respawn.
>>
>> Cheers
>>
>> --
>> Best regards,
>>
>> Daz


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RE: [hlds] Binaries Released?

2007-09-17 Thread Munra -hlds
I have a server Running :)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
Sent: Tuesday, September 18, 2007 1:44 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Binaries Released?

--
[ Picked text/plain from multipart/alternative ]
Yeah, I'm getting nothing but

Checking bootstrapper version ...
Updating Installation
ContentServer rejected client session login

everytime I try... Whats wrong?

On 9/18/07, Munra -hlds <[EMAIL PROTECTED]> wrote:
>
>
> Been a long Night Man But that is Funny
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
> Sent: Tuesday, September 18, 2007 1:28 AM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Binaries Released?
>
> --
> [ Picked text/plain from multipart/alternative ]
> Haha, unsubrscibe then? :)
>
> On 9/18/07, Ateeb Kazmi <[EMAIL PROTECTED]> wrote:
> >
> >
> > Assholes dont send me msgs again ur craps
> > bloody asholes
> >
> > >From: "1nsane ." <[EMAIL PROTECTED]>
> > >Reply-To: hlds@list.valvesoftware.com
> > >To: hlds@list.valvesoftware.com
> > >Subject: Re: [hlds] Binaries Released?
> > >Date: Tue, 18 Sep 2007 01:15:32 -0400
> > >
> > >--
> > >[ Picked text/plain from multipart/alternative ]
> > >Yes I do:
> > >http://img476.imageshack.us/img476/3449/asdsadasdck3.png
> > >
> > >On 9/18/07, Munra -hlds <[EMAIL PROTECTED]> wrote:
> > > >
> > > >
> > > > No you don't You have a bin dir above tf but not in tf
> > > >
> > > > Its like a CSS server you have gamedir/bin then you have
> > gamedir/cs/bin
> > > >
> > > > There is an orangebox/bin but no orangebox/tf/bin which is needed
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
> > > > Sent: Tuesday, September 18, 2007 12:59 AM
> > > > To: hlds@list.valvesoftware.com
> > > > Subject: Re: [hlds] Binaries Released?
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > Yes there is, I have a server.dll
> > > > On 9/18/07, Munra -hlds <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > > Could this be because there is no Game DLL?
> > > > >
> > > > > There is no tf/bin dir
> > > > >
> > > > > -Original Message-
> > > > > From: [EMAIL PROTECTED]
> > > > > [mailto:[EMAIL PROTECTED] On Behalf Of Brock
> Quinn
> > > > > Sent: Tuesday, September 18, 2007 12:45 AM
> > > > > To: hlds@list.valvesoftware.com
> > > > > Subject: Re: [hlds] Binaries Released?
> > > > >
> > > > > I am having the exact same problem under Windows XP SP2
> > > > >
> > > > > Brian D'Arcy wrote:
> > > > > > --
> > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > I see there was an update which included the binaries, however
> I'm
> > > > only
> > > > > > getting insta-crashes and mdmp files with the most basic launch
> > > > options
> > > > > of
> > > > > > -console and -game tf.
> > > > > >
> > > > > > Windows 2003 SP2
> > > > > > --
> > > > > >
> > > > > > ___
> > > > > > To unsubscribe, edit your list preferences, or view the list
> > >archives,
> > > > > please visit:
> > > > > > http://list.valvesoftware.com/mailman/listinfo/hld
> > > > >
> > > > > ___
> > > > > 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
> > > > >
> > > > --
> > > >
> > > > ___
> > >

RE: [hlds] Binaries Released?

2007-09-17 Thread Munra -hlds

Been a long Night Man But that is Funny
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
Sent: Tuesday, September 18, 2007 1:28 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Binaries Released?

--
[ Picked text/plain from multipart/alternative ]
Haha, unsubrscibe then? :)

On 9/18/07, Ateeb Kazmi <[EMAIL PROTECTED]> wrote:
>
>
> Assholes dont send me msgs again ur craps
> bloody asholes
>
> >From: "1nsane ." <[EMAIL PROTECTED]>
> >Reply-To: hlds@list.valvesoftware.com
> >To: hlds@list.valvesoftware.com
> >Subject: Re: [hlds] Binaries Released?
> >Date: Tue, 18 Sep 2007 01:15:32 -0400
> >
> >--
> >[ Picked text/plain from multipart/alternative ]
> >Yes I do:
> >http://img476.imageshack.us/img476/3449/asdsadasdck3.png
> >
> >On 9/18/07, Munra -hlds <[EMAIL PROTECTED]> wrote:
> > >
> > >
> > > No you don't You have a bin dir above tf but not in tf
> > >
> > > Its like a CSS server you have gamedir/bin then you have
> gamedir/cs/bin
> > >
> > > There is an orangebox/bin but no orangebox/tf/bin which is needed
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
> > > Sent: Tuesday, September 18, 2007 12:59 AM
> > > To: hlds@list.valvesoftware.com
> > > Subject: Re: [hlds] Binaries Released?
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Yes there is, I have a server.dll
> > > On 9/18/07, Munra -hlds <[EMAIL PROTECTED]> wrote:
> > > >
> > > > Could this be because there is no Game DLL?
> > > >
> > > > There is no tf/bin dir
> > > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] On Behalf Of Brock Quinn
> > > > Sent: Tuesday, September 18, 2007 12:45 AM
> > > > To: hlds@list.valvesoftware.com
> > > > Subject: Re: [hlds] Binaries Released?
> > > >
> > > > I am having the exact same problem under Windows XP SP2
> > > >
> > > > Brian D'Arcy wrote:
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ]
> > > > > I see there was an update which included the binaries, however I'm
> > > only
> > > > > getting insta-crashes and mdmp files with the most basic launch
> > > options
> > > > of
> > > > > -console and -game tf.
> > > > >
> > > > > Windows 2003 SP2
> > > > > --
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> >archives,
> > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hld
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
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> > > >
> > > > ___
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> archives,
> > > > please visit:
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> > > >
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> > >
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> > > please visit:
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> > >
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> > >
> >--
> >
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RE: [hlds] Binaries Released?

2007-09-17 Thread Munra -hlds

No you don't You have a bin dir above tf but not in tf

Its like a CSS server you have gamedir/bin then you have gamedir/cs/bin

There is an orangebox/bin but no orangebox/tf/bin which is needed
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
Sent: Tuesday, September 18, 2007 12:59 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Binaries Released?

--
[ Picked text/plain from multipart/alternative ]
Yes there is, I have a server.dll
On 9/18/07, Munra -hlds <[EMAIL PROTECTED]> wrote:
>
> Could this be because there is no Game DLL?
>
> There is no tf/bin dir
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Brock Quinn
> Sent: Tuesday, September 18, 2007 12:45 AM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Binaries Released?
>
> I am having the exact same problem under Windows XP SP2
>
> Brian D'Arcy wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I see there was an update which included the binaries, however I'm only
> > getting insta-crashes and mdmp files with the most basic launch options
> of
> > -console and -game tf.
> >
> > Windows 2003 SP2
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hld
>
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RE: [hlds] Binaries Released?

2007-09-17 Thread Munra -hlds
Could this be because there is no Game DLL?

There is no tf/bin dir

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brock Quinn
Sent: Tuesday, September 18, 2007 12:45 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Binaries Released?

I am having the exact same problem under Windows XP SP2

Brian D'Arcy wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> I see there was an update which included the binaries, however I'm only
> getting insta-crashes and mdmp files with the most basic launch options of
> -console and -game tf.
>
> Windows 2003 SP2
> --
>
> ___
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RE: [hlds] Team Fortress 2 Content Available

2007-09-17 Thread Munra -hlds
I am Downloading Dlls :)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Vetwebhosting -
Administrator
Sent: Tuesday, September 18, 2007 12:37 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2 Content Available

Server files are out.

Jason F
[EMAIL PROTECTED]

- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, September 16, 2007 6:21 PM
Subject: RE: [hlds] Team Fortress 2 Content Available


> The most significant fact here is that there have been interface changes
> so it is probable that many server plug-ins that work with CSS, DoD, and
> HL2MP will not work with the Orange Box engine. Once the beta is out the
> door and the initial fires are put out I will make the specific
> interface changes available on http://developer.valvesoftware.com so
> that when the new SDK comes out the mod/plugin community can quickly
> make Orange Box-compatible server plugins.
>
> -Mike
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of tsuehpsyde
> Sent: Sunday, September 16, 2007 10:53 AM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Team Fortress 2 Content Available
>
> --
> [ Picked text/plain from multipart/alternative ]
> Can you elaborate on what some of the core differences are between the
> two
> engines?
>
> -tsuehpsyde
> SourceKills.com
>
> On 9/16/07, Mike Durand <[EMAIL PROTECTED]> wrote:
>>
>> Yes, the TF (Orange Box) engine is not compatible with the one that is
>> presently used for CSS, DoDS, and HL2MP. That is why we are
> segregating
>> it into the the 'orangebox' directory under the root. In the coming
>> months the other games will be moved to the Orange Box engine and
> their
>> binaries will move under the 'orangebox' directory once this move is
>> done. The content does not need to move to the 'orangebox' when the
>> binaries for the games move and we hope that this represents some
> value
>> for server admins since you will not need to download redundant
> content
>> files into two different directory structures in order to support two
>> different engine versions.
>>
>> Our hope is that this new directory structure will help avoid
>> disruptions to existing dedicated servers for other mods and products
>> when we make significant changes to the Source engine like the ones
>> needed for TF and the other Orange Box games. We also hope that it
> makes
>> updating your servers more convenient and less bandwidth intensive as
> we
>> update our games for newer engine versions.
>>
>> I hope this has made it more clear, but if not please let me know.
>>
>> -Thanks,
>> Mike
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Steven
> Hartland
>> Sent: Sunday, September 16, 2007 4:27 AM
>> To: hlds@list.valvesoftware.com
>> Subject: Re: [hlds] Team Fortress 2 Content Available
>>
>> Can you expand on this please Mike are you going to be running
> different
>> exe etc so this is not just a mod of the current source engine like
>> cstrike
>> or dod?
>>
>> If this is the case we us GSP's will need to treat it as a totally new
>> game and not just a simple mod is why I ask.
>>
>> Regards
>> Steve
>>
>> - Original Message -
>> From: "Mike Durand" <[EMAIL PROTECTED]>
>> To: 
>> Sent: Saturday, September 15, 2007 5:30 AM
>> Subject: RE: [hlds] Team Fortress 2 Content Available
>>
>>
>> > The reason for this is that we want to be able to support different
>> > generations of the source engine in one hlds installation. So
> Ep1-era
>> > games will remain off of the root directory but all OrangeBox-era
>> games
>> > will be under the 'orangebox' directory. Goldsrc games will still
> need
>> > to be in a separate directory structure, however.
>>
>>
>> 
>> 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 [EMAIL PROTECTED]
>>
>>
>> ___
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>> please visit:
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>>
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RE: [hlds] Team Fortress 2 Content Available

2007-09-17 Thread Munra -hlds
I agree It is a Very funny Very True Joke

I also to would like to know when the rest of the content will be available
right now I have the updatetool running once an hour.  But I am assuming
like every other release the server will not be available until the client
is released.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spotta
Sent: Monday, September 17, 2007 3:12 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Team Fortress 2 Content Available

It was a light hearted joke. Chill.

It's gone 8PM in the UK, I would also like to know when the server will be
ready to go - and the game for that matter

Spotta

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of RideGuy
Sent: 17 September 2007 20:05
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2 Content Available

This mailing list is meant for help with dedicated servers.  It's not
for complaining about how much mods cost, or how long they will take
to develop.  I think the steampowered/forum would be a better place
for that type of discussion.


Just my $0.02,
RideGuy

On 9/17/07, Spotta <[EMAIL PROTECTED]> wrote:
> Valve time!
> http://developer.valvesoftware.com/wiki/Valve_Time
>
> Spotta
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Dan Offord
> Sent: 17 September 2007 18:30
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Team Fortress 2 Content Available
>
> --
> [ Picked text/plain from multipart/alternative ]
> Anyone any idea when TF2 is being released?
>
>
> On 17/09/2007, Joey <[EMAIL PROTECTED]> wrote:
> >
> > Cool i dont mind paying $30.00 dollaars for something i would use beats
&0
> > or 80 bucks for a bunch of games which i really have no interest for.
> > Thanx
> > for the info.
> > - Original Message -
> > From: "Dan Offord" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Monday, September 17, 2007 7:08 AM
> > Subject: Re: [hlds] Team Fortress 2 Content Available
> >
> >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Yes, but its $29.95
> > >
> > > On 17/09/2007, Joey <[EMAIL PROTECTED]> wrote:
> > >>
> > >> Going off  topic for a minute,
> > >> Does anyone know if tf2 will be available as a seperate download,
just
> > >> like
> > >> they did with hl2 dm , or will this be exclusively an orangebox
product
> > >> where if the person that wanted tf2 would have to purchase the entire
> > >> orange
> > >> box. Users in my forum were asking, if anyone could help answer that
it
> > >> would be appreciated thanks in advance.
> > >> - Original Message -
> > >> From: "Graham McMaster" <[EMAIL PROTECTED]>
> > >> To: 
> > >> Sent: Monday, September 17, 2007 2:38 AM
> > >> Subject: Re: [hlds] Team Fortress 2 Content Available
> > >>
> > >>
> > >> > Hrr It depends entirely on what folder the TF content
> > downloads
> > >> > into, if the folder is called tf then yes, it would be -game tf, if
> > it
> > >> > downloads into tf2 then it'd be -game tf2, it's THAT simple  ;)
> > >> >
> > >> > Graham
> > >> >
> > >> > Andrew Armstrong wrote:
> > >> >> Mike, could you please elaborate on how a TF2 server will be
> > started?
> > >> >>
> > >> >> Is it the same process of: srcds.exe -game tf
> > >> >>
> > >> >> Or is there a new command line style? Which executable do we run,
> > and
> > >> >> where
> > >> >> will it be located?
> > >> >>
> > >> >> Thanks,
> > >> >> Andrew
> > >> >>
> > >> >> -Original Message-
> > >> >> From: [EMAIL PROTECTED]
> > >> >> [mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
> > >> >> Sent: Monday, 17 September 2007 9:47 AM
> > >> >> To: hlds@list.valvesoftware.com
> > >> >> Subject: Re: [hlds] Team Fortress 2 Content Available
> > >> >>
> > >> >> --
> > >> >> [ Picked text/plain from multipart/alternative ]
> > >> >> So if I get this right the srcds.exe and all the other bin files
for
> > >> TF2
> > >> >> will be located in the orangebox folder? And that the games in the
> > >> >> orangebox
> > >> >> folder will also be using the materials and models of the other
> > games
> > >> >> outside the orangebox folder located in the root of the server
> > >> >> instalation?
> > >> >>
> > >> >> My current TF2 instalation is like this:
> > >> >>
> > >> >> root
> > >> >> -hl2
> > >> >> -orangebox
> > >> >> --tf
> > >> >>
> > >> >> >From my understanding we are able to run a HL2DM/CSS/DODS server
> > from
> > >> >> >the
> > >> >> root/srcds.exe
> > >> >> and the TF2 server from the
> > >> >> root/orangebox/srcds.exe
> > >> >> --
> > >> >>
> > >> >> ___
> > >> >> 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,

[hlds] Windows server 2008

2007-09-13 Thread Munra -hlds
I just want to know if valve or anyone on this list as tried running servers
on a windows 2008 install.  If so does it work performance wise then 2003 or
even 2000?  What have you notice are some advantages with 2008 or anything
you don't Like.

Thanks
Munra

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RE: [hlds] + command line parameter

2007-08-23 Thread Munra -hlds
Thank you that was it :)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Wim Barelds
Sent: Thursday, August 23, 2007 11:58 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] + command line parameter

--
[ Picked text/plain from multipart/alternative ]
Perhaps a missing valve.rc? that file triggers "stuffcmds" which is what
triggers the commandline + parameters.

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