Re: [hlds] Source Dedicated Server Beta Update

2007-05-28 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Valve are woking on quite a few issues with this beta, some have to do with
the performance issues that many of us have raised over the past 12-18
months, and others to ensure that sv_pure actually works and won't be easily
bypassed, at least not without a 3rd party program which VAC can detect
anyhow, as well as any new issues that this beta has introduced that causes
issues with sever stability.

On 5/28/07, James Gray [EMAIL PROTECTED] wrote:

 Has the beta made any progress...? Will it be finalized soon as an
 official update?

 On 5/25/07, Adam Sando [EMAIL PROTECTED] wrote:
  Greatly appreciated. Will test and see how it goes :)
 
  Regards,
  Adam
 
  -Original Message-
  From: Benjamin Lange [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com hlds@list.valvesoftware.com
  Sent: 25-May-07 17:19
  Subject: Re: [hlds] Source Dedicated Server Beta Update
 
  --
  [ Picked text/plain from multipart/alternative ]
  The client has to be run in the beta, too.
  How shall your client now that it has to use files from the gcf?
 
  You can use the same parameter for the client. -beta srcds0407 for your
  steam shortcut.
 
  2007/5/25, Adam Sando [EMAIL PROTECTED]:
  
   Hi guys,
  
   I've tried to enable sv_pure 2 on my SRCDS CS:S instance, changed map
   several times to ensure the setting was in effect, then tried joining
   the server with custom models + materials.
  
   My connection was not terminated, my models were not reverted, and I
 was
   able to run around the levels without any restrictions.
  
   What is the default behaviour of enabling sv_pure 2 meant to be?
   Are there any other settings aside from sv_pure that needs to be set?
   If sv_pure 1 is set, does the pure_server_whitelist.txt need to reside
   in both the \hl2 and \cstrike for this file to be read for each game
   type?
  
   Is anyone else having difficulty with enabling the pure modes?
  
   Adam Sando
   Technical Account Manager
   Hostworks
   Direct:+61 8 8461 4868
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
   Sent: Tuesday, 15 May 2007 9:21 AM
   To: [EMAIL PROTECTED]; hlds@list.valvesoftware.com
   Subject: [hlds] Source Dedicated Server Beta Update
  
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ] Updates to the Source
   Dedicated Server, Source Engine, Counter-Strike:
   Source and Half-Life 2: Deathmatch have been released as a Beta.  To
   receive these updates run Steam or the hldsupdatetool with the command
   -beta srcds0407.  The specific changes include:
  
   - Added sv_pure 2.  When set, then pure_server_whitelist.txt is
 ignored
   and all content files must come from Steam
   - Changed ent_fire to only be useable from the host client on a listen
   server
  
   - Changed soundscape_flush to only be useable from the dedicated
 server
   console or the listen server host
   - Added sv_allow_wait_command. If set to 0, then clients can't use
   wait
   - Added sv_allow_color_correction. If set to 0, then clients can't use
   mat_colorcorrection
   - Fixed player count bugs in serverbrowser
   - Added findflags console command, which can list all cvars with a
   specified flag
   - Fixed a bug with sv_minrate and sv_maxrate not applying properly on
   the client
   - Cheat protected the following commands:
 r_TransitionSensitivity, mat_bloomamount_rate,
   mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
   mat_debug_bloom, mem_force_flush, mod_forcedata,
 mod_test_not_available,
   mod_test_mesh_not_available, mod_test_verts_not_available,
   mod_load_mesh_async, mod_load_anims_async, mod_load_vcollide_async,
   mod_trace_load, mod_lock_mdls_on_load, mat_leafvis, mat_debug,
   mat_surfaceid, mat_surfacemat, flush, r_entity, r_ambientfraction,
   lightcache_maxmiss, r_avglight, mat_debugalttab, mat_showlightmappage,
   mat_bumpbasis, showbudget, showbudget_texture,
   showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
   r_modellodscale, m_pitch
  
   Jason
  
   --
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
  --
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds

Re: [hlds] Source Dedicated Server Beta Update

2007-05-27 Thread James Gray

Has the beta made any progress...? Will it be finalized soon as an
official update?

On 5/25/07, Adam Sando [EMAIL PROTECTED] wrote:

Greatly appreciated. Will test and see how it goes :)

Regards,
Adam

-Original Message-
From: Benjamin Lange [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com hlds@list.valvesoftware.com
Sent: 25-May-07 17:19
Subject: Re: [hlds] Source Dedicated Server Beta Update

--
[ Picked text/plain from multipart/alternative ]
The client has to be run in the beta, too.
How shall your client now that it has to use files from the gcf?

You can use the same parameter for the client. -beta srcds0407 for your
steam shortcut.

2007/5/25, Adam Sando [EMAIL PROTECTED]:

 Hi guys,

 I've tried to enable sv_pure 2 on my SRCDS CS:S instance, changed map
 several times to ensure the setting was in effect, then tried joining
 the server with custom models + materials.

 My connection was not terminated, my models were not reverted, and I was
 able to run around the levels without any restrictions.

 What is the default behaviour of enabling sv_pure 2 meant to be?
 Are there any other settings aside from sv_pure that needs to be set?
 If sv_pure 1 is set, does the pure_server_whitelist.txt need to reside
 in both the \hl2 and \cstrike for this file to be read for each game
 type?

 Is anyone else having difficulty with enabling the pure modes?

 Adam Sando
 Technical Account Manager
 Hostworks
 Direct:+61 8 8461 4868

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
 Sent: Tuesday, 15 May 2007 9:21 AM
 To: [EMAIL PROTECTED]; hlds@list.valvesoftware.com
 Subject: [hlds] Source Dedicated Server Beta Update

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ] Updates to the Source
 Dedicated Server, Source Engine, Counter-Strike:
 Source and Half-Life 2: Deathmatch have been released as a Beta.  To
 receive these updates run Steam or the hldsupdatetool with the command
 -beta srcds0407.  The specific changes include:

 - Added sv_pure 2.  When set, then pure_server_whitelist.txt is ignored
 and all content files must come from Steam
 - Changed ent_fire to only be useable from the host client on a listen
 server

 - Changed soundscape_flush to only be useable from the dedicated server
 console or the listen server host
 - Added sv_allow_wait_command. If set to 0, then clients can't use
 wait
 - Added sv_allow_color_correction. If set to 0, then clients can't use
 mat_colorcorrection
 - Fixed player count bugs in serverbrowser
 - Added findflags console command, which can list all cvars with a
 specified flag
 - Fixed a bug with sv_minrate and sv_maxrate not applying properly on
 the client
 - Cheat protected the following commands:
   r_TransitionSensitivity, mat_bloomamount_rate,
 mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
 mat_debug_bloom, mem_force_flush, mod_forcedata, mod_test_not_available,
 mod_test_mesh_not_available, mod_test_verts_not_available,
 mod_load_mesh_async, mod_load_anims_async, mod_load_vcollide_async,
 mod_trace_load, mod_lock_mdls_on_load, mat_leafvis, mat_debug,
 mat_surfaceid, mat_surfacemat, flush, r_entity, r_ambientfraction,
 lightcache_maxmiss, r_avglight, mat_debugalttab, mat_showlightmappage,
 mat_bumpbasis, showbudget, showbudget_texture,
 showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
 r_modellodscale, m_pitch

 Jason

 --

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Source Dedicated Server Beta Update

2007-05-25 Thread Benjamin Lange
--
[ Picked text/plain from multipart/alternative ]
The client has to be run in the beta, too.
How shall your client now that it has to use files from the gcf?

You can use the same parameter for the client. -beta srcds0407 for your
steam shortcut.

2007/5/25, Adam Sando [EMAIL PROTECTED]:

 Hi guys,

 I've tried to enable sv_pure 2 on my SRCDS CS:S instance, changed map
 several times to ensure the setting was in effect, then tried joining
 the server with custom models + materials.

 My connection was not terminated, my models were not reverted, and I was
 able to run around the levels without any restrictions.

 What is the default behaviour of enabling sv_pure 2 meant to be?
 Are there any other settings aside from sv_pure that needs to be set?
 If sv_pure 1 is set, does the pure_server_whitelist.txt need to reside
 in both the \hl2 and \cstrike for this file to be read for each game
 type?

 Is anyone else having difficulty with enabling the pure modes?

 Adam Sando
 Technical Account Manager
 Hostworks
 Direct:+61 8 8461 4868

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
 Sent: Tuesday, 15 May 2007 9:21 AM
 To: [EMAIL PROTECTED]; hlds@list.valvesoftware.com
 Subject: [hlds] Source Dedicated Server Beta Update

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ] Updates to the Source
 Dedicated Server, Source Engine, Counter-Strike:
 Source and Half-Life 2: Deathmatch have been released as a Beta.  To
 receive these updates run Steam or the hldsupdatetool with the command
 -beta srcds0407.  The specific changes include:

 - Added sv_pure 2.  When set, then pure_server_whitelist.txt is ignored
 and all content files must come from Steam
 - Changed ent_fire to only be useable from the host client on a listen
 server

 - Changed soundscape_flush to only be useable from the dedicated server
 console or the listen server host
 - Added sv_allow_wait_command. If set to 0, then clients can't use
 wait
 - Added sv_allow_color_correction. If set to 0, then clients can't use
 mat_colorcorrection
 - Fixed player count bugs in serverbrowser
 - Added findflags console command, which can list all cvars with a
 specified flag
 - Fixed a bug with sv_minrate and sv_maxrate not applying properly on
 the client
 - Cheat protected the following commands:
   r_TransitionSensitivity, mat_bloomamount_rate,
 mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
 mat_debug_bloom, mem_force_flush, mod_forcedata, mod_test_not_available,
 mod_test_mesh_not_available, mod_test_verts_not_available,
 mod_load_mesh_async, mod_load_anims_async, mod_load_vcollide_async,
 mod_trace_load, mod_lock_mdls_on_load, mat_leafvis, mat_debug,
 mat_surfaceid, mat_surfacemat, flush, r_entity, r_ambientfraction,
 lightcache_maxmiss, r_avglight, mat_debugalttab, mat_showlightmappage,
 mat_bumpbasis, showbudget, showbudget_texture,
 showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
 r_modellodscale, m_pitch

 Jason

 --

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

 ___
 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] Source Dedicated Server Beta Update

2007-05-25 Thread Adam Sando
Greatly appreciated. Will test and see how it goes :)

Regards,
Adam

-Original Message-
From: Benjamin Lange [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com hlds@list.valvesoftware.com
Sent: 25-May-07 17:19
Subject: Re: [hlds] Source Dedicated Server Beta Update

--
[ Picked text/plain from multipart/alternative ]
The client has to be run in the beta, too.
How shall your client now that it has to use files from the gcf?

You can use the same parameter for the client. -beta srcds0407 for your
steam shortcut.

2007/5/25, Adam Sando [EMAIL PROTECTED]:

 Hi guys,

 I've tried to enable sv_pure 2 on my SRCDS CS:S instance, changed map
 several times to ensure the setting was in effect, then tried joining
 the server with custom models + materials.

 My connection was not terminated, my models were not reverted, and I was
 able to run around the levels without any restrictions.

 What is the default behaviour of enabling sv_pure 2 meant to be?
 Are there any other settings aside from sv_pure that needs to be set?
 If sv_pure 1 is set, does the pure_server_whitelist.txt need to reside
 in both the \hl2 and \cstrike for this file to be read for each game
 type?

 Is anyone else having difficulty with enabling the pure modes?

 Adam Sando
 Technical Account Manager
 Hostworks
 Direct:+61 8 8461 4868

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
 Sent: Tuesday, 15 May 2007 9:21 AM
 To: [EMAIL PROTECTED]; hlds@list.valvesoftware.com
 Subject: [hlds] Source Dedicated Server Beta Update

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ] Updates to the Source
 Dedicated Server, Source Engine, Counter-Strike:
 Source and Half-Life 2: Deathmatch have been released as a Beta.  To
 receive these updates run Steam or the hldsupdatetool with the command
 -beta srcds0407.  The specific changes include:

 - Added sv_pure 2.  When set, then pure_server_whitelist.txt is ignored
 and all content files must come from Steam
 - Changed ent_fire to only be useable from the host client on a listen
 server

 - Changed soundscape_flush to only be useable from the dedicated server
 console or the listen server host
 - Added sv_allow_wait_command. If set to 0, then clients can't use
 wait
 - Added sv_allow_color_correction. If set to 0, then clients can't use
 mat_colorcorrection
 - Fixed player count bugs in serverbrowser
 - Added findflags console command, which can list all cvars with a
 specified flag
 - Fixed a bug with sv_minrate and sv_maxrate not applying properly on
 the client
 - Cheat protected the following commands:
   r_TransitionSensitivity, mat_bloomamount_rate,
 mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
 mat_debug_bloom, mem_force_flush, mod_forcedata, mod_test_not_available,
 mod_test_mesh_not_available, mod_test_verts_not_available,
 mod_load_mesh_async, mod_load_anims_async, mod_load_vcollide_async,
 mod_trace_load, mod_lock_mdls_on_load, mat_leafvis, mat_debug,
 mat_surfaceid, mat_surfacemat, flush, r_entity, r_ambientfraction,
 lightcache_maxmiss, r_avglight, mat_debugalttab, mat_showlightmappage,
 mat_bumpbasis, showbudget, showbudget_texture,
 showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
 r_modellodscale, m_pitch

 Jason

 --

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


RE: [hlds] Source Dedicated Server Beta Update

2007-05-24 Thread Adam Sando
Hi guys,

I've tried to enable sv_pure 2 on my SRCDS CS:S instance, changed map
several times to ensure the setting was in effect, then tried joining
the server with custom models + materials.

My connection was not terminated, my models were not reverted, and I was
able to run around the levels without any restrictions.

What is the default behaviour of enabling sv_pure 2 meant to be?
Are there any other settings aside from sv_pure that needs to be set?
If sv_pure 1 is set, does the pure_server_whitelist.txt need to reside
in both the \hl2 and \cstrike for this file to be read for each game
type?

Is anyone else having difficulty with enabling the pure modes?

Adam Sando
Technical Account Manager
Hostworks
Direct:+61 8 8461 4868

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Tuesday, 15 May 2007 9:21 AM
To: [EMAIL PROTECTED]; hlds@list.valvesoftware.com
Subject: [hlds] Source Dedicated Server Beta Update

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] Updates to the Source
Dedicated Server, Source Engine, Counter-Strike:
Source and Half-Life 2: Deathmatch have been released as a Beta.  To
receive these updates run Steam or the hldsupdatetool with the command
-beta srcds0407.  The specific changes include:

- Added sv_pure 2.  When set, then pure_server_whitelist.txt is ignored
and all content files must come from Steam
- Changed ent_fire to only be useable from the host client on a listen
server

- Changed soundscape_flush to only be useable from the dedicated server
console or the listen server host
- Added sv_allow_wait_command. If set to 0, then clients can't use
wait
- Added sv_allow_color_correction. If set to 0, then clients can't use
mat_colorcorrection
- Fixed player count bugs in serverbrowser
- Added findflags console command, which can list all cvars with a
specified flag
- Fixed a bug with sv_minrate and sv_maxrate not applying properly on
the client
- Cheat protected the following commands:
  r_TransitionSensitivity, mat_bloomamount_rate,
mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
mat_debug_bloom, mem_force_flush, mod_forcedata, mod_test_not_available,
mod_test_mesh_not_available, mod_test_verts_not_available,
mod_load_mesh_async, mod_load_anims_async, mod_load_vcollide_async,
mod_trace_load, mod_lock_mdls_on_load, mat_leafvis, mat_debug,
mat_surfaceid, mat_surfacemat, flush, r_entity, r_ambientfraction,
lightcache_maxmiss, r_avglight, mat_debugalttab, mat_showlightmappage,
mat_bumpbasis, showbudget, showbudget_texture,
showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
r_modellodscale, m_pitch

Jason

--

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


RE: [hlds] Source Dedicated Server Beta Update

2007-05-16 Thread Bart King
Hello,

Allowing custom maps when sv_pure 2 is set introduces complications.
Lots of custom maps have their own models, textures, sounds and various
other assets, all of which would need to be downloaded, and it _could_
be possible for some of these assets to collide with (read: overwrite)
authentic Steam assets.

But, while I'm not a map maker and I don't fully understand how maps
work in Source (aside from that they are huge BSP trees), I do know that
assets can be included inside the actual BSP file (using bspzip from the
SDK) and thus will not collide with authentic assets, since they remain
inside the BSP file.

Perhaps this is a compromise: allow the server to load any BSP file for
the map, but as soon as it uses external (not inside the BSP file),
non-authentic assets, it aborts.  No idea whether or not that is
possible, but would certainly allow the same flexibility of having
custom maps (especially in league play) and also maintain the relative
security of enforced consistency throughout the rest of the game(s).

My two pence.

Bart

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Source Dedicated Server Beta Update

2007-05-16 Thread Steven Hartland

I wonder if valve would be willing to run a validate 3rd party map
program where by sv_pure 3 for example would allow all steam content
plus validated maps and their required textures etc. Im sure map
makers would be willing to submit their work for this to enable
them to become pure.

   Steve

- Original Message -
From: Whisper [EMAIL PROTECTED]

This is my understanding of the problem

An unsavoury Server Adminsitrator could in theory, whitelist certain
textures as allowable, whilst still giving the apperance of being a pure
server. When server admin or players who are aware of changes to the
whitelist know this and other players do not, then changes in textures can
be used to the advantage of 1 side and disadvantage of the other.

sv_pure 2 is the quick fix, but at this stage I have not been made aware of
the implications of sv_pure 2 + custom maps, i.e. de_season which is a very
popular league/ladder map now as well as a few others.




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]


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


RE: [hlds] Source Dedicated Server Beta Update

2007-05-16 Thread Alfred Reynolds
We are investigating something like this, were a map using bspzip will
work with pure mode 2.

Bart King wrote:
 Hello,

 Allowing custom maps when sv_pure 2 is set introduces complications.
 Lots of custom maps have their own models, textures, sounds and
 various
 other assets, all of which would need to be downloaded, and it _could_
 be possible for some of these assets to collide with (read: overwrite)
 authentic Steam assets.

 But, while I'm not a map maker and I don't fully understand how maps
 work in Source (aside from that they are huge BSP trees), I do know
 that
 assets can be included inside the actual BSP file (using bspzip from
 the
 SDK) and thus will not collide with authentic assets, since they
 remain
 inside the BSP file.

 Perhaps this is a compromise: allow the server to load any BSP file
 for
 the map, but as soon as it uses external (not inside the BSP file),
 non-authentic assets, it aborts.  No idea whether or not that is
 possible, but would certainly allow the same flexibility of having
 custom maps (especially in league play) and also maintain the relative
 security of enforced consistency throughout the rest of the game(s).

 My two pence.

 Bart

 ___
 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] Source Dedicated Server Beta Update

2007-05-16 Thread Chris Barnett
Hi,

It's not possible to download anything and overwrite any existing files on
the client - be they Steam or custom files - least not with any known plugin
or standard command, otherwise there would be anarchy.

Right now, it is possible to have different BSPs on the server and client,
and I believe it depends on what the actual differences are. It's possible
to have a BSP on the server that refers to additional models and materials
that are outside the BSP (In the models and materials folder).

I agree though, that if sv_pure 2 is to support custom maps, it would
support the BSP and nothing outside of it.

Chris.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bart King
Sent: 16 May 2007 10:30
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Source Dedicated Server Beta Update

Hello,

Allowing custom maps when sv_pure 2 is set introduces complications.
Lots of custom maps have their own models, textures, sounds and various
other assets, all of which would need to be downloaded, and it _could_
be possible for some of these assets to collide with (read: overwrite)
authentic Steam assets.

But, while I'm not a map maker and I don't fully understand how maps
work in Source (aside from that they are huge BSP trees), I do know that
assets can be included inside the actual BSP file (using bspzip from the
SDK) and thus will not collide with authentic assets, since they remain
inside the BSP file.

Perhaps this is a compromise: allow the server to load any BSP file for
the map, but as soon as it uses external (not inside the BSP file),
non-authentic assets, it aborts.  No idea whether or not that is
possible, but would certainly allow the same flexibility of having
custom maps (especially in league play) and also maintain the relative
security of enforced consistency throughout the rest of the game(s).

My two pence.

Bart

___
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] Source Dedicated Server Beta Update

2007-05-16 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
It would seem that season  lost_temple_pro would satisfy the bsp only
requirement

Others though I am not so sure

I know contra does not, which is no great loss since its a horrid excuse for
a map anyhow. :)

On 5/17/07, Chris Barnett [EMAIL PROTECTED] wrote:

 Hi,

 It's not possible to download anything and overwrite any existing files on
 the client - be they Steam or custom files - least not with any known
 plugin
 or standard command, otherwise there would be anarchy.

 Right now, it is possible to have different BSPs on the server and client,
 and I believe it depends on what the actual differences are. It's possible
 to have a BSP on the server that refers to additional models and materials
 that are outside the BSP (In the models and materials folder).

 I agree though, that if sv_pure 2 is to support custom maps, it would
 support the BSP and nothing outside of it.

 Chris.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Bart King
 Sent: 16 May 2007 10:30
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Source Dedicated Server Beta Update

 Hello,

 Allowing custom maps when sv_pure 2 is set introduces complications.
 Lots of custom maps have their own models, textures, sounds and various
 other assets, all of which would need to be downloaded, and it _could_
 be possible for some of these assets to collide with (read: overwrite)
 authentic Steam assets.

 But, while I'm not a map maker and I don't fully understand how maps
 work in Source (aside from that they are huge BSP trees), I do know that
 assets can be included inside the actual BSP file (using bspzip from the
 SDK) and thus will not collide with authentic assets, since they remain
 inside the BSP file.

 Perhaps this is a compromise: allow the server to load any BSP file for
 the map, but as soon as it uses external (not inside the BSP file),
 non-authentic assets, it aborts.  No idea whether or not that is
 possible, but would certainly allow the same flexibility of having
 custom maps (especially in league play) and also maintain the relative
 security of enforced consistency throughout the rest of the game(s).

 My two pence.

 Bart

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Source Dedicated Server Beta Update

2007-05-16 Thread Benjamin Lange
--
[ Picked text/plain from multipart/alternative ]
I don't know why costum maps shouldn't work with sv_pure 2 ?

As far as I understood and tested the client just gets forced to use the
content from the gcf.
As long as there is no content in the gcf files, the files from the cstrike
folder will be used!

If this doesn't work this way, please implement it.
It would be the easiest way to use costum maps and materials, as long as
they don't override default content ;)

2007/5/16, Whisper [EMAIL PROTECTED]:

 --
 [ Picked text/plain from multipart/alternative ]
 It would seem that season  lost_temple_pro would satisfy the bsp only
 requirement

 Others though I am not so sure

 I know contra does not, which is no great loss since its a horrid excuse
 for
 a map anyhow. :)

 On 5/17/07, Chris Barnett [EMAIL PROTECTED] wrote:
 
  Hi,
 
  It's not possible to download anything and overwrite any existing files
 on
  the client - be they Steam or custom files - least not with any known
  plugin
  or standard command, otherwise there would be anarchy.
 
  Right now, it is possible to have different BSPs on the server and
 client,
  and I believe it depends on what the actual differences are. It's
 possible
  to have a BSP on the server that refers to additional models and
 materials
  that are outside the BSP (In the models and materials folder).
 
  I agree though, that if sv_pure 2 is to support custom maps, it would
  support the BSP and nothing outside of it.
 
  Chris.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Bart King
  Sent: 16 May 2007 10:30
  To: hlds@list.valvesoftware.com
  Subject: RE: [hlds] Source Dedicated Server Beta Update
 
  Hello,
 
  Allowing custom maps when sv_pure 2 is set introduces complications.
  Lots of custom maps have their own models, textures, sounds and various
  other assets, all of which would need to be downloaded, and it _could_
  be possible for some of these assets to collide with (read: overwrite)
  authentic Steam assets.
 
  But, while I'm not a map maker and I don't fully understand how maps
  work in Source (aside from that they are huge BSP trees), I do know that
  assets can be included inside the actual BSP file (using bspzip from the
  SDK) and thus will not collide with authentic assets, since they remain
  inside the BSP file.
 
  Perhaps this is a compromise: allow the server to load any BSP file for
  the map, but as soon as it uses external (not inside the BSP file),
  non-authentic assets, it aborts.  No idea whether or not that is
  possible, but would certainly allow the same flexibility of having
  custom maps (especially in league play) and also maintain the relative
  security of enforced consistency throughout the rest of the game(s).
 
  My two pence.
 
  Bart
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 --

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Source Dedicated Server Beta Update

2007-05-15 Thread Joshua Handelsman-Woolf (DogGunn)

Wow... How is that useful?
Jason Ruymen wrote:

- Added sv_allow_wait_command. If set to 0, then clients can't use
wait
- Added sv_allow_color_correction. If set to 0, then clients can't use
mat_colorcorrection


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


AW: [hlds] Source Dedicated Server Beta Update

2007-05-15 Thread Matthias Wieloch
From my little knowledge:
The wait command is usually used in buyscripts. But unfortunately you can
also find it in cheat scripts.

For the colorcorrection: I could imagine this being used for wallhacks.

So from my point it's a good way to reduce cheating on a server.

Btw: can is someone still working on hlds or is this project frozen?

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von Joshua
Handelsman-Woolf (DogGunn)
Gesendet: Dienstag, 15. Mai 2007 10:28
An: hlds@list.valvesoftware.com
Betreff: Re: [hlds] Source Dedicated Server Beta Update

Wow... How is that useful?
Jason Ruymen wrote:
 - Added sv_allow_wait_command. If set to 0, then clients can't use
 wait
 - Added sv_allow_color_correction. If set to 0, then clients can't use
 mat_colorcorrection

___
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: AW: [hlds] Source Dedicated Server Beta Update

2007-05-15 Thread Joshua Handelsman-Woolf (DogGunn)

Ahh right, okay - thanks for clearing that up for me.
Matthias Wieloch wrote:

From my little knowledge:
The wait command is usually used in buyscripts. But unfortunately you can
also find it in cheat scripts.

For the colorcorrection: I could imagine this being used for wallhacks.

So from my point it's a good way to reduce cheating on a server.

Btw: can is someone still working on hlds or is this project frozen?

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von Joshua
Handelsman-Woolf (DogGunn)
Gesendet: Dienstag, 15. Mai 2007 10:28
An: hlds@list.valvesoftware.com
Betreff: Re: [hlds] Source Dedicated Server Beta Update

Wow... How is that useful?
Jason Ruymen wrote:


- Added sv_allow_wait_command. If set to 0, then clients can't use
wait
- Added sv_allow_color_correction. If set to 0, then clients can't use
mat_colorcorrection



___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds





___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: AW: [hlds] Source Dedicated Server Beta Update

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

On 5/15/07, Joshua Handelsman-Woolf (DogGunn) [EMAIL PROTECTED] wrote:

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


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds




--
___
Wim 'TheUnknownFactor' Barelds
[EMAIL PROTECTED]
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


RE: [hlds] Source Dedicated Server Beta Update

2007-05-15 Thread Keeper
I concur.  I personally know several people that are pissed at the moment.
Guess they'll have to actually learn how to do some of that stuff now ;)

Thanks for the help Valve!
Keeper

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam Sando
Sent: Tuesday, May 15, 2007 1:46 AM
To: hlds@list.valvesoftware.com; [EMAIL PROTECTED]
Subject: RE: [hlds] Source Dedicated Server Beta Update

Secondly, the updates listed in the changelog below are brilliant. I am
glad the guys at valve are gathering statistics about exploits and
cheats, and putting methods in place to give server operators the choice
to stop or allow these from happening.

Top work valve, well done :)

Regards,
Adam.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Tuesday, 15 May 2007 8:51 AM
To: [EMAIL PROTECTED]; hlds@list.valvesoftware.com
Subject: [hlds] Source Dedicated Server Beta Update

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] Updates to the Source
Dedicated Server, Source Engine, Counter-Strike:
Source and Half-Life 2: Deathmatch have been released as a Beta.  To
receive these updates run Steam or the hldsupdatetool with the command
-beta srcds0407.  The specific changes include:

- Added sv_pure 2.  When set, then pure_server_whitelist.txt is ignored
and all content files must come from Steam
- Changed ent_fire to only be useable from the host client on a listen
server

- Changed soundscape_flush to only be useable from the dedicated server
console or the listen server host
- Added sv_allow_wait_command. If set to 0, then clients can't use
wait
- Added sv_allow_color_correction. If set to 0, then clients can't use
mat_colorcorrection
- Fixed player count bugs in serverbrowser
- Added findflags console command, which can list all cvars with a
specified flag
- Fixed a bug with sv_minrate and sv_maxrate not applying properly on
the client
- Cheat protected the following commands:
  r_TransitionSensitivity, mat_bloomamount_rate,
mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
mat_debug_bloom, mem_force_flush, mod_forcedata, mod_test_not_available,
mod_test_mesh_not_available, mod_test_verts_not_available,
mod_load_mesh_async, mod_load_anims_async, mod_load_vcollide_async,
mod_trace_load, mod_lock_mdls_on_load, mat_leafvis, mat_debug,
mat_surfaceid, mat_surfacemat, flush, r_entity, r_ambientfraction,
lightcache_maxmiss, r_avglight, mat_debugalttab, mat_showlightmappage,
mat_bumpbasis, showbudget, showbudget_texture,
showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
r_modellodscale, m_pitch

Jason

--

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds

___
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] Source Dedicated Server Beta Update

2007-05-15 Thread Yo Mama's A Chump
Who said you were going to have a choice? As far as I have read Valve is
going to hard lock values and the client exec. Locking the values is long
over due, it is the client exec locking that I can not understand.

YMAC


On 5/15/07 1:45 AM, Adam Sando [EMAIL PROTECTED] wrote:

 Secondly, the updates listed in the changelog below are brilliant. I am
 glad the guys at valve are gathering statistics about exploits and
 cheats, and putting methods in place to give server operators the choice
 to stop or allow these from happening.

 Top work valve, well done :)

 Regards,
 Adam.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
 Sent: Tuesday, 15 May 2007 8:51 AM
 To: [EMAIL PROTECTED]; hlds@list.valvesoftware.com
 Subject: [hlds] Source Dedicated Server Beta Update

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ] Updates to the Source
 Dedicated Server, Source Engine, Counter-Strike:
 Source and Half-Life 2: Deathmatch have been released as a Beta.  To
 receive these updates run Steam or the hldsupdatetool with the command
 -beta srcds0407.  The specific changes include:

 - Added sv_pure 2.  When set, then pure_server_whitelist.txt is ignored
 and all content files must come from Steam
 - Changed ent_fire to only be useable from the host client on a listen
 server

 - Changed soundscape_flush to only be useable from the dedicated server
 console or the listen server host
 - Added sv_allow_wait_command. If set to 0, then clients can't use
 wait
 - Added sv_allow_color_correction. If set to 0, then clients can't use
 mat_colorcorrection
 - Fixed player count bugs in serverbrowser
 - Added findflags console command, which can list all cvars with a
 specified flag
 - Fixed a bug with sv_minrate and sv_maxrate not applying properly on
 the client
 - Cheat protected the following commands:
   r_TransitionSensitivity, mat_bloomamount_rate,
 mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
 mat_debug_bloom, mem_force_flush, mod_forcedata, mod_test_not_available,
 mod_test_mesh_not_available, mod_test_verts_not_available,
 mod_load_mesh_async, mod_load_anims_async, mod_load_vcollide_async,
 mod_trace_load, mod_lock_mdls_on_load, mat_leafvis, mat_debug,
 mat_surfaceid, mat_surfacemat, flush, r_entity, r_ambientfraction,
 lightcache_maxmiss, r_avglight, mat_debugalttab, mat_showlightmappage,
 mat_bumpbasis, showbudget, showbudget_texture,
 showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
 r_modellodscale, m_pitch

 Jason




___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Source Dedicated Server Beta Update

2007-05-15 Thread James Gray

Hmm, okay.. will there be any interface or something of the sort that
allows plugins to toy with the pure mode system?

On 5/14/07, Jason Ruymen [EMAIL PROTECTED] wrote:

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Updates to the Source Dedicated Server, Source Engine, Counter-Strike:
Source and Half-Life 2: Deathmatch have been released as a Beta.  To
receive these updates run Steam or the hldsupdatetool with the command
-beta srcds0407.  The specific changes include:

- Added sv_pure 2.  When set, then pure_server_whitelist.txt is ignored
and all content files must come from Steam
- Changed ent_fire to only be useable from the host client on a listen
server

- Changed soundscape_flush to only be useable from the dedicated server
console or the listen server host
- Added sv_allow_wait_command. If set to 0, then clients can't use
wait
- Added sv_allow_color_correction. If set to 0, then clients can't use
mat_colorcorrection
- Fixed player count bugs in serverbrowser
- Added findflags console command, which can list all cvars with a
specified flag
- Fixed a bug with sv_minrate and sv_maxrate not applying properly on
the client
- Cheat protected the following commands:
  r_TransitionSensitivity, mat_bloomamount_rate,
mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
mat_debug_bloom, mem_force_flush, mod_forcedata,
mod_test_not_available, mod_test_mesh_not_available,
mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async,
mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load,
mat_leafvis, mat_debug,  mat_surfaceid, mat_surfacemat, flush, r_entity,
r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab,
mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture,
showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
r_modellodscale, m_pitch

Jason

--

___
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


[hlds] Source Dedicated Server Beta Update

2007-05-15 Thread Will

This is exactly why I asked that sv_pure 2 work as if is default steam
content use steam if not in steam allow from disk and do CRC
That gives the players the knowledge of knowing the server is 1, using only
steam for all default content and 2, doing CRCs on any custom map content.

I feel the var is very important, but many of us run custom maps, this is
all a great move by Valve for the betterment of the game play but it would
be a shame if custom maps end up taking a hit on this. Or worse that nobody
be able to use a var you worked so hard adding just because it auto excludes
custom maps.

-Will
---

Problem is alfred that a lot of leagues use custom maps.
Michael Jones-Evans

sv_pure 2 is mean for league play inparticular, so you can make sure
that the server is running in a trusted mode for the away team. It only
allows Steam content, no content from disk (i.e custom maps, etc) can be
used in this mode. It should only be used for league play, normal
internet servers should use sv_pure 1.

- Alfred



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


RE: [hlds] Source Dedicated Server Beta Update

2007-05-15 Thread Keeper
As a plugin maker, I request this not be touchable by us.  The idea of
sv_pure would totally be useless if people such as myself were able to
adjust some of the pure settings.  Some would argue that sv_pure 2 would
completely disable any interface for the plugins all together.

I also think it would be a good idea if the pure server would show up in the
server browsers so we would know what kind of server we were joining (ala
VAC).  Some people I know won't play on non VAC servers.

Keeper

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Gray
Sent: Tuesday, May 15, 2007 4:16 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Source Dedicated Server Beta Update

Hmm, okay.. will there be any interface or something of the sort that
allows plugins to toy with the pure mode system?




___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Source Dedicated Server Beta Update

2007-05-15 Thread James Gray

This is true, it would have to be restrictive.. I'm not sure how it
would work. Perhaps it is best it be left untampered.

On 5/15/07, Keeper [EMAIL PROTECTED] wrote:

As a plugin maker, I request this not be touchable by us.  The idea of
sv_pure would totally be useless if people such as myself were able to
adjust some of the pure settings.  Some would argue that sv_pure 2 would
completely disable any interface for the plugins all together.

I also think it would be a good idea if the pure server would show up in the
server browsers so we would know what kind of server we were joining (ala
VAC).  Some people I know won't play on non VAC servers.

Keeper

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Gray
Sent: Tuesday, May 15, 2007 4:16 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Source Dedicated Server Beta Update

Hmm, okay.. will there be any interface or something of the sort that
allows plugins to toy with the pure mode system?




___
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] Source Dedicated Server Beta Update

2007-05-15 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
This is my understanding of the problem

An unsavoury Server Adminsitrator could in theory, whitelist certain
textures as allowable, whilst still giving the apperance of being a pure
server. When server admin or players who are aware of changes to the
whitelist know this and other players do not, then changes in textures can
be used to the advantage of 1 side and disadvantage of the other.

sv_pure 2 is the quick fix, but at this stage I have not been made aware of
the implications of sv_pure 2 + custom maps, i.e. de_season which is a very
popular league/ladder map now as well as a few others.

On 5/16/07, James Gray [EMAIL PROTECTED] wrote:

 This is true, it would have to be restrictive.. I'm not sure how it
 would work. Perhaps it is best it be left untampered.

 On 5/15/07, Keeper [EMAIL PROTECTED] wrote:
  As a plugin maker, I request this not be touchable by us.  The idea of
  sv_pure would totally be useless if people such as myself were able to
  adjust some of the pure settings.  Some would argue that sv_pure 2
 would
  completely disable any interface for the plugins all together.
 
  I also think it would be a good idea if the pure server would show up in
 the
  server browsers so we would know what kind of server we were joining
 (ala
  VAC).  Some people I know won't play on non VAC servers.
 
  Keeper
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of James Gray
  Sent: Tuesday, May 15, 2007 4:16 PM
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Source Dedicated Server Beta Update
 
  Hmm, okay.. will there be any interface or something of the sort that
  allows plugins to toy with the pure mode system?
 
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Source Dedicated Server Beta Update

2007-05-15 Thread Joey

--Off topic
This is truelly getting pathetic. I remember when source ran so smooth where
lag was fixable with rate scripts and admins had full control over there
servers. But ever since steam/valve started with there updates and the o' so
special cl_restrict_server_commands 1 crap ,it isnt even worth putting up
any sources server,  i mean we the admins keep steam/valve alive dont we? I
mean if they keep this up then they might as well host the game servers them
selves. And maybe in the future not mess with something that worked just
fine from the begining. Steam/valve really screwed up what were once such
promising games :( I guess steam will fade away once Crysis  UT2007 come
out at least thats the word that's going around.
Anywayz best of luck.
- Original Message -
From: Whisper [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, May 15, 2007 9:34 PM
Subject: Re: [hlds] Source Dedicated Server Beta Update



--
[ Picked text/plain from multipart/alternative ]
This is my understanding of the problem

An unsavoury Server Adminsitrator could in theory, whitelist certain
textures as allowable, whilst still giving the apperance of being a pure
server. When server admin or players who are aware of changes to the
whitelist know this and other players do not, then changes in textures can
be used to the advantage of 1 side and disadvantage of the other.

sv_pure 2 is the quick fix, but at this stage I have not been made aware
of
the implications of sv_pure 2 + custom maps, i.e. de_season which is a
very
popular league/ladder map now as well as a few others.

On 5/16/07, James Gray [EMAIL PROTECTED] wrote:


This is true, it would have to be restrictive.. I'm not sure how it
would work. Perhaps it is best it be left untampered.

On 5/15/07, Keeper [EMAIL PROTECTED] wrote:
 As a plugin maker, I request this not be touchable by us.  The idea
 of
 sv_pure would totally be useless if people such as myself were able to
 adjust some of the pure settings.  Some would argue that sv_pure 2
would
 completely disable any interface for the plugins all together.

 I also think it would be a good idea if the pure server would show up
 in
the
 server browsers so we would know what kind of server we were joining
(ala
 VAC).  Some people I know won't play on non VAC servers.

 Keeper

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of James Gray
 Sent: Tuesday, May 15, 2007 4:16 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Source Dedicated Server Beta Update

 Hmm, okay.. will there be any interface or something of the sort that
 allows plugins to toy with the pure mode system?




 ___
 To unsubscribe, edit your list preferences, or view the list archives,
please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


--

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


[hlds] Source Dedicated Server Beta Update

2007-05-15 Thread Will

This is why I think one of the sv_pure modes work the way I originally
asked.

No manipulation by lists plugin or admin, there would be no questioning as
the content would have to be from steam if default and allow from disk with
CRC if from a custom map.
This would not only benefits the competitive community but servers with
communities as well, neither the competitive or the rest of us can benefit
from a var that locks out custom maps.

And how would this work out?
sv_pure 1
Team A joins Team B's server for a match to play say de_season or de_russka,
Team B has set up the white list to allow a custom and Team B is using
custom textures that give them an advantage, Team A has no idea because it's
sv_pure 1 and admins can manipulate the lists.

sv_pure 2
Locks out all custom map content and that's does not work out for anyone
that I can see.

Alfred please consider a sv_pure mode that will give us a true server player
content match regardless if it's a steam delivered map or a custom map.
I would wager many competitive, community and clan servers would use such a
setting and I can also see how it would be a benefit to all source games and
help bring over more players to source.

Thank you
-Will


sv_pure 2 is the quick fix, but at this stage I have not been made aware of
the implications of sv_pure 2 + custom maps, i.e. de_season which is a very
popular league/ladder map now as well as a few others.



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


[hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Jason Ruymen
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Updates to the Source Dedicated Server, Source Engine, Counter-Strike:
Source and Half-Life 2: Deathmatch have been released as a Beta.  To
receive these updates run Steam or the hldsupdatetool with the command
-beta srcds0407.  The specific changes include:

- Added sv_pure 2.  When set, then pure_server_whitelist.txt is ignored
and all content files must come from Steam
- Changed ent_fire to only be useable from the host client on a listen
server

- Changed soundscape_flush to only be useable from the dedicated server
console or the listen server host
- Added sv_allow_wait_command. If set to 0, then clients can't use
wait
- Added sv_allow_color_correction. If set to 0, then clients can't use
mat_colorcorrection
- Fixed player count bugs in serverbrowser
- Added findflags console command, which can list all cvars with a
specified flag
- Fixed a bug with sv_minrate and sv_maxrate not applying properly on
the client
- Cheat protected the following commands:
  r_TransitionSensitivity, mat_bloomamount_rate,
mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
mat_debug_bloom, mem_force_flush, mod_forcedata,
mod_test_not_available, mod_test_mesh_not_available,
mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async,
mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load,
mat_leafvis, mat_debug,  mat_surfaceid, mat_surfacemat, flush, r_entity,
r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab,
mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture,
showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
r_modellodscale, m_pitch

Jason

--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Mick

Excellent, thankyou, will be trying this later.


- Original Message -
From: Jason Ruymen [EMAIL PROTECTED]
To: [EMAIL PROTECTED]; hlds@list.valvesoftware.com
Sent: Tuesday, May 15, 2007 12:20 AM
Subject: [hlds] Source Dedicated Server Beta Update



This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Updates to the Source Dedicated Server, Source Engine, Counter-Strike:
Source and Half-Life 2: Deathmatch have been released as a Beta.  To
receive these updates run Steam or the hldsupdatetool with the command
-beta srcds0407.  The specific changes include:

- Added sv_pure 2.  When set, then pure_server_whitelist.txt is ignored
and all content files must come from Steam
- Changed ent_fire to only be useable from the host client on a listen
server

- Changed soundscape_flush to only be useable from the dedicated server
console or the listen server host
- Added sv_allow_wait_command. If set to 0, then clients can't use
wait
- Added sv_allow_color_correction. If set to 0, then clients can't use
mat_colorcorrection
- Fixed player count bugs in serverbrowser
- Added findflags console command, which can list all cvars with a
specified flag
- Fixed a bug with sv_minrate and sv_maxrate not applying properly on
the client
- Cheat protected the following commands:
 r_TransitionSensitivity, mat_bloomamount_rate,
mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
mat_debug_bloom, mem_force_flush, mod_forcedata,
mod_test_not_available, mod_test_mesh_not_available,
mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async,
mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load,
mat_leafvis, mat_debug,  mat_surfaceid, mat_surfacemat, flush, r_entity,
r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab,
mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture,
showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
r_modellodscale, m_pitch

Jason

--

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Source Dedicated Server Beta Update

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

On 5/15/07, Jason Ruymen [EMAIL PROTECTED] wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Updates to the Source Dedicated Server, Source Engine, Counter-Strike:
 Source and Half-Life 2: Deathmatch have been released as a Beta.  To
 receive these updates run Steam or the hldsupdatetool with the command
 -beta srcds0407.  The specific changes include:

 - Added sv_pure 2.  When set, then pure_server_whitelist.txt is ignored
 and all content files must come from Steam
 - Changed ent_fire to only be useable from the host client on a listen
 server

 - Changed soundscape_flush to only be useable from the dedicated server
 console or the listen server host
 - Added sv_allow_wait_command. If set to 0, then clients can't use
 wait
 - Added sv_allow_color_correction. If set to 0, then clients can't use
 mat_colorcorrection
 - Fixed player count bugs in serverbrowser
 - Added findflags console command, which can list all cvars with a
 specified flag
 - Fixed a bug with sv_minrate and sv_maxrate not applying properly on
 the client
 - Cheat protected the following commands:
   r_TransitionSensitivity, mat_bloomamount_rate,
 mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
 mat_debug_bloom, mem_force_flush, mod_forcedata,
 mod_test_not_available, mod_test_mesh_not_available,
 mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async,
 mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load,
 mat_leafvis, mat_debug,  mat_surfaceid, mat_surfacemat, flush, r_entity,
 r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab,
 mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture,
 showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
 r_modellodscale, m_pitch

 Jason

 --

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds




--
___
Wim 'TheUnknownFactor' Barelds
[EMAIL PROTECTED]
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Ryan Veltidi

If color correction is built in as an option in the video menu, why
the s-var for allowing it? Is there some kind of exploit?

-Ryan

On 5/14/07, Wim Barelds [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
3. Thanks for sv_cheating that list.

On 5/15/07, Jason Ruymen [EMAIL PROTECTED] wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Updates to the Source Dedicated Server, Source Engine, Counter-Strike:
 Source and Half-Life 2: Deathmatch have been released as a Beta.  To
 receive these updates run Steam or the hldsupdatetool with the command
 -beta srcds0407.  The specific changes include:

 - Added sv_pure 2.  When set, then pure_server_whitelist.txt is ignored
 and all content files must come from Steam
 - Changed ent_fire to only be useable from the host client on a listen
 server

 - Changed soundscape_flush to only be useable from the dedicated server
 console or the listen server host
 - Added sv_allow_wait_command. If set to 0, then clients can't use
 wait
 - Added sv_allow_color_correction. If set to 0, then clients can't use
 mat_colorcorrection
 - Fixed player count bugs in serverbrowser
 - Added findflags console command, which can list all cvars with a
 specified flag
 - Fixed a bug with sv_minrate and sv_maxrate not applying properly on
 the client
 - Cheat protected the following commands:
   r_TransitionSensitivity, mat_bloomamount_rate,
 mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
 mat_debug_bloom, mem_force_flush, mod_forcedata,
 mod_test_not_available, mod_test_mesh_not_available,
 mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async,
 mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load,
 mat_leafvis, mat_debug,  mat_surfaceid, mat_surfacemat, flush, r_entity,
 r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab,
 mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture,
 showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
 r_modellodscale, m_pitch

 Jason

 --

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds




--
___
Wim 'TheUnknownFactor' Barelds
[EMAIL PROTECTED]
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Dominick Orefice
--
[ Picked text/plain from multipart/alternative ]
Where can I find an example of how to list files and directories in the
pure_server_whitelist.txt file.  I thought it was posted on this list a
while back, but I can't seem to find it.

Thanks

On 5/14/07, Jason Ruymen [EMAIL PROTECTED] wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Updates to the Source Dedicated Server, Source Engine, Counter-Strike:
 Source and Half-Life 2: Deathmatch have been released as a Beta.  To
 receive these updates run Steam or the hldsupdatetool with the command
 -beta srcds0407.  The specific changes include:

 - Added sv_pure 2.  When set, then pure_server_whitelist.txt is ignored
 and all content files must come from Steam
 - Changed ent_fire to only be useable from the host client on a listen
 server

 - Changed soundscape_flush to only be useable from the dedicated server
 console or the listen server host
 - Added sv_allow_wait_command. If set to 0, then clients can't use
 wait
 - Added sv_allow_color_correction. If set to 0, then clients can't use
 mat_colorcorrection
 - Fixed player count bugs in serverbrowser
 - Added findflags console command, which can list all cvars with a
 specified flag
 - Fixed a bug with sv_minrate and sv_maxrate not applying properly on
 the client
 - Cheat protected the following commands:
   r_TransitionSensitivity, mat_bloomamount_rate,
 mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
 mat_debug_bloom, mem_force_flush, mod_forcedata,
 mod_test_not_available, mod_test_mesh_not_available,
 mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async,
 mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load,
 mat_leafvis, mat_debug,  mat_surfaceid, mat_surfacemat, flush, r_entity,
 r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab,
 mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture,
 showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
 r_modellodscale, m_pitch

 Jason

 --

 ___
 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] Source Dedicated Server Beta Update

2007-05-14 Thread Robert Whelan
--
[ Picked text/plain from multipart/alternative ]
Quoted from the whitelist:

   //
   // Three types of file specifications:
   //
   //   1. directory\*.* - refers to all files under the directory
   //   2. directory\... - refers to all files under the directory and 
all directories under that recursively)
   //   3. directory\filename  - refers to a single file

Best way and easiest would be to do the second one.

Like they show:

   //
   // By default, when in pure server mode, most content file types are only 
allowed to come from Steam.
   //
   materials\...  from_steam
   models\... from_steam
   sounds\... from_steam
   scripts\... from_steam



Dominick Orefice [EMAIL PROTECTED] wrote:  --
[ Picked text/plain from multipart/alternative ]
Where can I find an example of how to list files and directories in the
pure_server_whitelist.txt file. I thought it was posted on this list a
while back, but I can't seem to find it.

Thanks

On 5/14/07, Jason Ruymen wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Updates to the Source Dedicated Server, Source Engine, Counter-Strike:
 Source and Half-Life 2: Deathmatch have been released as a Beta. To
 receive these updates run Steam or the hldsupdatetool with the command
 -beta srcds0407. The specific changes include:

 - Added sv_pure 2. When set, then pure_server_whitelist.txt is ignored
 and all content files must come from Steam
 - Changed ent_fire to only be useable from the host client on a listen
 server

 - Changed soundscape_flush to only be useable from the dedicated server
 console or the listen server host
 - Added sv_allow_wait_command. If set to 0, then clients can't use
 wait
 - Added sv_allow_color_correction. If set to 0, then clients can't use
 mat_colorcorrection
 - Fixed player count bugs in serverbrowser
 - Added findflags console command, which can list all cvars with a
 specified flag
 - Fixed a bug with sv_minrate and sv_maxrate not applying properly on
 the client
 - Cheat protected the following commands:
 r_TransitionSensitivity, mat_bloomamount_rate,
 mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
 mat_debug_bloom, mem_force_flush, mod_forcedata,
 mod_test_not_available, mod_test_mesh_not_available,
 mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async,
 mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load,
 mat_leafvis, mat_debug, mat_surfaceid, mat_surfacemat, flush, r_entity,
 r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab,
 mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture,
 showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
 r_modellodscale, m_pitch

 Jason

 --

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds



-
Expecting? Get great news right away with email Auto-Check.
Try the Yahoo! Mail Beta.
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Source Dedicated Server Beta Update

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

On 5/15/07, Robert Whelan [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Quoted from the whitelist:

//
// Three types of file specifications:
//
//   1. directory\*.* - refers to all files under the directory
//   2. directory\... - refers to all files under the directory
 and all directories under that recursively)
//   3. directory\filename  - refers to a single file

 Best way and easiest would be to do the second one.

 Like they show:

//
// By default, when in pure server mode, most content file types are
 only allowed to come from Steam.
//
materials\...  from_steam
models\... from_steam
sounds\... from_steam
scripts\... from_steam



 Dominick Orefice [EMAIL PROTECTED] wrote:  --
 [ Picked text/plain from multipart/alternative ]
 Where can I find an example of how to list files and directories in the
 pure_server_whitelist.txt file. I thought it was posted on this list a
 while back, but I can't seem to find it.

 Thanks

 On 5/14/07, Jason Ruymen wrote:
 
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  Updates to the Source Dedicated Server, Source Engine, Counter-Strike:
  Source and Half-Life 2: Deathmatch have been released as a Beta. To
  receive these updates run Steam or the hldsupdatetool with the command
  -beta srcds0407. The specific changes include:
 
  - Added sv_pure 2. When set, then pure_server_whitelist.txt is ignored
  and all content files must come from Steam
  - Changed ent_fire to only be useable from the host client on a listen
  server
 
  - Changed soundscape_flush to only be useable from the dedicated server
  console or the listen server host
  - Added sv_allow_wait_command. If set to 0, then clients can't use
  wait
  - Added sv_allow_color_correction. If set to 0, then clients can't use
  mat_colorcorrection
  - Fixed player count bugs in serverbrowser
  - Added findflags console command, which can list all cvars with a
  specified flag
  - Fixed a bug with sv_minrate and sv_maxrate not applying properly on
  the client
  - Cheat protected the following commands:
  r_TransitionSensitivity, mat_bloomamount_rate,
  mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
  mat_debug_bloom, mem_force_flush, mod_forcedata,
  mod_test_not_available, mod_test_mesh_not_available,
  mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async,
  mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load,
  mat_leafvis, mat_debug, mat_surfaceid, mat_surfacemat, flush, r_entity,
  r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab,
  mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture,
  showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
  r_modellodscale, m_pitch
 
  Jason
 
  --
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 --

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 -
 Expecting? Get great news right away with email Auto-Check.
 Try the Yahoo! Mail Beta.
 --

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds




--
___
Wim 'TheUnknownFactor' Barelds
[EMAIL PROTECTED]
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread James Gray

How will 'sv_pure 2' affect the use of custom maps? Will these not be
allowed, or will third party maps still be playable using this mode?

On 5/14/07, Jason Ruymen [EMAIL PROTECTED] wrote:

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Updates to the Source Dedicated Server, Source Engine, Counter-Strike:
Source and Half-Life 2: Deathmatch have been released as a Beta.  To
receive these updates run Steam or the hldsupdatetool with the command
-beta srcds0407.  The specific changes include:

- Added sv_pure 2.  When set, then pure_server_whitelist.txt is ignored
and all content files must come from Steam
- Changed ent_fire to only be useable from the host client on a listen
server

- Changed soundscape_flush to only be useable from the dedicated server
console or the listen server host
- Added sv_allow_wait_command. If set to 0, then clients can't use
wait
- Added sv_allow_color_correction. If set to 0, then clients can't use
mat_colorcorrection
- Fixed player count bugs in serverbrowser
- Added findflags console command, which can list all cvars with a
specified flag
- Fixed a bug with sv_minrate and sv_maxrate not applying properly on
the client
- Cheat protected the following commands:
  r_TransitionSensitivity, mat_bloomamount_rate,
mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
mat_debug_bloom, mem_force_flush, mod_forcedata,
mod_test_not_available, mod_test_mesh_not_available,
mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async,
mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load,
mat_leafvis, mat_debug,  mat_surfaceid, mat_surfacemat, flush, r_entity,
r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab,
mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture,
showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
r_modellodscale, m_pitch

Jason

--

___
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] Source Dedicated Server Beta Update

2007-05-14 Thread Mark Chandler
Does steam mean the gfc files on the server or from a steam server? I am
interested in running this for golden eye source which doesn't have any base
steam material map or model files.

Mark
Golden Eye Source.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert Whelan
Sent: Tuesday, May 15, 2007 8:21 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Source Dedicated Server Beta Update

--
[ Picked text/plain from multipart/alternative ]
Quoted from the whitelist:

   //
   // Three types of file specifications:
   //
   //   1. directory\*.* - refers to all files under the directory
   //   2. directory\... - refers to all files under the directory
and all directories under that recursively)
   //   3. directory\filename  - refers to a single file

Best way and easiest would be to do the second one.

Like they show:

   //
   // By default, when in pure server mode, most content file types are only
allowed to come from Steam.
   //
   materials\...  from_steam
   models\... from_steam
   sounds\... from_steam
   scripts\... from_steam



Dominick Orefice [EMAIL PROTECTED] wrote:  --
[ Picked text/plain from multipart/alternative ]
Where can I find an example of how to list files and directories in the
pure_server_whitelist.txt file. I thought it was posted on this list a
while back, but I can't seem to find it.

Thanks

On 5/14/07, Jason Ruymen wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Updates to the Source Dedicated Server, Source Engine, Counter-Strike:
 Source and Half-Life 2: Deathmatch have been released as a Beta. To
 receive these updates run Steam or the hldsupdatetool with the command
 -beta srcds0407. The specific changes include:

 - Added sv_pure 2. When set, then pure_server_whitelist.txt is ignored
 and all content files must come from Steam
 - Changed ent_fire to only be useable from the host client on a listen
 server

 - Changed soundscape_flush to only be useable from the dedicated server
 console or the listen server host
 - Added sv_allow_wait_command. If set to 0, then clients can't use
 wait
 - Added sv_allow_color_correction. If set to 0, then clients can't use
 mat_colorcorrection
 - Fixed player count bugs in serverbrowser
 - Added findflags console command, which can list all cvars with a
 specified flag
 - Fixed a bug with sv_minrate and sv_maxrate not applying properly on
 the client
 - Cheat protected the following commands:
 r_TransitionSensitivity, mat_bloomamount_rate,
 mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
 mat_debug_bloom, mem_force_flush, mod_forcedata,
 mod_test_not_available, mod_test_mesh_not_available,
 mod_test_verts_not_available, mod_load_mesh_async, mod_load_anims_async,
 mod_load_vcollide_async, mod_trace_load, mod_lock_mdls_on_load,
 mat_leafvis, mat_debug, mat_surfaceid, mat_surfacemat, flush, r_entity,
 r_ambientfraction, lightcache_maxmiss, r_avglight, mat_debugalttab,
 mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture,
 showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
 r_modellodscale, m_pitch

 Jason

 --

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

--

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds



-
Expecting? Get great news right away with email Auto-Check.
Try the Yahoo! Mail Beta.
--

___
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] Source Dedicated Server Beta Update

2007-05-14 Thread Alfred Reynolds
sv_pure 2 is mean for league play inparticular, so you can make sure
that the server is running in a trusted mode for the away team. It only
allows Steam content, no content from disk (i.e custom maps, etc) can be
used in this mode. It should only be used for league play, normal
internet servers should use sv_pure 1.

- Alfred

James Gray wrote:
 How will 'sv_pure 2' affect the use of custom maps? Will these not be
 allowed, or will third party maps still be playable using this mode?

 On 5/14/07, Jason Ruymen [EMAIL PROTECTED] wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Updates to the Source Dedicated Server, Source Engine,
 Counter-Strike:
 Source and Half-Life 2: Deathmatch have been released as a Beta.  To
 receive these updates run Steam or the hldsupdatetool with the
 command -beta srcds0407.  The specific changes include:

 - Added sv_pure 2.  When set, then pure_server_whitelist.txt is
 ignored
 and all content files must come from Steam
 - Changed ent_fire to only be useable from the host client on a
 listen
 server

 - Changed soundscape_flush to only be useable from the dedicated
 server
 console or the listen server host
 - Added sv_allow_wait_command. If set to 0, then clients can't use
 wait
 - Added sv_allow_color_correction. If set to 0, then clients can't
 use mat_colorcorrection
 - Fixed player count bugs in serverbrowser
 - Added findflags console command, which can list all cvars with a
 specified flag
 - Fixed a bug with sv_minrate and sv_maxrate not applying properly on
 the client
 - Cheat protected the following commands:
   r_TransitionSensitivity, mat_bloomamount_rate,
 mat_debug_process_halfscreen, mat_debug_autoexposure,
 mat_force_bloom, mat_debug_bloom, mem_force_flush, mod_forcedata,
 mod_test_not_available, mod_test_mesh_not_available,
 mod_test_verts_not_available, mod_load_mesh_async,
 mod_load_anims_async, mod_load_vcollide_async, mod_trace_load,
 mod_lock_mdls_on_load,
 mat_leafvis, mat_debug,  mat_surfaceid, mat_surfacemat, flush,
 r_entity, r_ambientfraction, lightcache_maxmiss, r_avglight,
 mat_debugalttab, mat_showlightmappage, mat_bumpbasis, showbudget,
 showbudget_texture, showbudget_texture_global,
 mat_hdroverbrightrange, mat_debugdepth,
 r_modellodscale, m_pitch

 Jason

 --

 ___
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


 ___
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


RE: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Alfred Reynolds
From Steam means from the Steam gcf file. You should use the
allow_from_disk+check_crc for your mods directory.

- alfred

Mark Chandler wrote:
 Does steam mean the gfc files on the server or from a steam server? I
 am
 interested in running this for golden eye source which doesn't have
 any base
 steam material map or model files.

 Mark
 Golden Eye Source.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Robert Whelan
 Sent: Tuesday, May 15, 2007 8:21 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Source Dedicated Server Beta Update

 --
 [ Picked text/plain from multipart/alternative ]
 Quoted from the whitelist:

//
// Three types of file specifications:
//
//   1. directory\*.* - refers to all files under the
directory //   2. directory\... - refers to all files
 under the directory
 and all directories under that recursively)
//   3. directory\filename  - refers to a single file

 Best way and easiest would be to do the second one.

 Like they show:

//
// By default, when in pure server mode, most content file types
 are only allowed to come from Steam.
//
materials\...  from_steam
models\... from_steam
sounds\... from_steam
scripts\... from_steam



 Dominick Orefice [EMAIL PROTECTED] wrote:  --
 [ Picked text/plain from multipart/alternative ]
 Where can I find an example of how to list files and directories in
 the pure_server_whitelist.txt file. I thought it was posted on this
 list a
 while back, but I can't seem to find it.

 Thanks

 On 5/14/07, Jason Ruymen wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Updates to the Source Dedicated Server, Source Engine,
 Counter-Strike: Source and Half-Life 2: Deathmatch have been
 released as a Beta. To receive these updates run Steam or the
 hldsupdatetool with the command -beta srcds0407. The specific
 changes include:

 - Added sv_pure 2. When set, then pure_server_whitelist.txt is
 ignored and all content files must come from Steam
 - Changed ent_fire to only be useable from the host client on a
 listen server

 - Changed soundscape_flush to only be useable from the dedicated
 server console or the listen server host
 - Added sv_allow_wait_command. If set to 0, then clients can't use
 wait
 - Added sv_allow_color_correction. If set to 0, then clients can't
 use mat_colorcorrection
 - Fixed player count bugs in serverbrowser
 - Added findflags console command, which can list all cvars with a
 specified flag
 - Fixed a bug with sv_minrate and sv_maxrate not applying properly
 on the client
 - Cheat protected the following commands:
 r_TransitionSensitivity, mat_bloomamount_rate,
 mat_debug_process_halfscreen, mat_debug_autoexposure,
 mat_force_bloom, mat_debug_bloom, mem_force_flush, mod_forcedata,
 mod_test_not_available, mod_test_mesh_not_available,
 mod_test_verts_not_available, mod_load_mesh_async,
 mod_load_anims_async, mod_load_vcollide_async, mod_trace_load,
 mod_lock_mdls_on_load, mat_leafvis, mat_debug, mat_surfaceid,
 mat_surfacemat, flush, r_entity, r_ambientfraction,
 lightcache_maxmiss, r_avglight, mat_debugalttab,
 mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture,
 showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
 r_modellodscale, m_pitch

 Jason

 --

 ___
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

 --

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds



 -
 Expecting? Get great news right away with email Auto-Check.
 Try the Yahoo! Mail Beta.
 --

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

 ___
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Michael Jones-Evans

Problem is alfred that a lot of leagues use custom maps.

- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, May 15, 2007 2:47 PM
Subject: RE: [hlds] Source Dedicated Server Beta Update



sv_pure 2 is mean for league play inparticular, so you can make sure
that the server is running in a trusted mode for the away team. It only
allows Steam content, no content from disk (i.e custom maps, etc) can be
used in this mode. It should only be used for league play, normal
internet servers should use sv_pure 1.

- Alfred

James Gray wrote:

How will 'sv_pure 2' affect the use of custom maps? Will these not be
allowed, or will third party maps still be playable using this mode?

On 5/14/07, Jason Ruymen [EMAIL PROTECTED] wrote:

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Updates to the Source Dedicated Server, Source Engine,
Counter-Strike:
Source and Half-Life 2: Deathmatch have been released as a Beta.  To
receive these updates run Steam or the hldsupdatetool with the
command -beta srcds0407.  The specific changes include:

- Added sv_pure 2.  When set, then pure_server_whitelist.txt is
ignored
and all content files must come from Steam
- Changed ent_fire to only be useable from the host client on a
listen
server

- Changed soundscape_flush to only be useable from the dedicated
server
console or the listen server host
- Added sv_allow_wait_command. If set to 0, then clients can't use
wait
- Added sv_allow_color_correction. If set to 0, then clients can't
use mat_colorcorrection
- Fixed player count bugs in serverbrowser
- Added findflags console command, which can list all cvars with a
specified flag
- Fixed a bug with sv_minrate and sv_maxrate not applying properly on
the client
- Cheat protected the following commands:
  r_TransitionSensitivity, mat_bloomamount_rate,
mat_debug_process_halfscreen, mat_debug_autoexposure,
mat_force_bloom, mat_debug_bloom, mem_force_flush, mod_forcedata,
mod_test_not_available, mod_test_mesh_not_available,
mod_test_verts_not_available, mod_load_mesh_async,
mod_load_anims_async, mod_load_vcollide_async, mod_trace_load,
mod_lock_mdls_on_load,
mat_leafvis, mat_debug,  mat_surfaceid, mat_surfacemat, flush,
r_entity, r_ambientfraction, lightcache_maxmiss, r_avglight,
mat_debugalttab, mat_showlightmappage, mat_bumpbasis, showbudget,
showbudget_texture, showbudget_texture_global,
mat_hdroverbrightrange, mat_debugdepth,
r_modellodscale, m_pitch

Jason

--

___
To unsubscribe, edit your list preferences, or view the list
archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds



___
To unsubscribe, edit your list preferences, or view the list
archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


RE: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Alfred Reynolds
Then they should use sv_pure 1 and need to work out how to have the
away team be confident of the servers configuration.

- Alfred

Michael Jones-Evans wrote:
 Problem is alfred that a lot of leagues use custom maps.

 - Original Message -
 From: Alfred Reynolds [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Tuesday, May 15, 2007 2:47 PM
 Subject: RE: [hlds] Source Dedicated Server Beta Update


 sv_pure 2 is mean for league play inparticular, so you can make
 sure that the server is running in a trusted mode for the away team.
 It only allows Steam content, no content from disk (i.e custom maps,
 etc) can be used in this mode. It should only be used for league
 play, normal internet servers should use sv_pure 1.

 - Alfred

 James Gray wrote:
 How will 'sv_pure 2' affect the use of custom maps? Will these not
 be allowed, or will third party maps still be playable using this
 mode?

 On 5/14/07, Jason Ruymen [EMAIL PROTECTED] wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Updates to the Source Dedicated Server, Source Engine,
 Counter-Strike: Source and Half-Life 2: Deathmatch have been
 released as a Beta.  To receive these updates run Steam or the
 hldsupdatetool with the command -beta srcds0407.  The specific
 changes include:

 - Added sv_pure 2.  When set, then pure_server_whitelist.txt is
 ignored and all content files must come from Steam
 - Changed ent_fire to only be useable from the host client on a
 listen server

 - Changed soundscape_flush to only be useable from the dedicated
 server console or the listen server host
 - Added sv_allow_wait_command. If set to 0, then clients can't use
 wait
 - Added sv_allow_color_correction. If set to 0, then clients can't
 use mat_colorcorrection
 - Fixed player count bugs in serverbrowser
 - Added findflags console command, which can list all cvars with
 a specified flag
 - Fixed a bug with sv_minrate and sv_maxrate not applying properly
 on the client
 - Cheat protected the following commands:
   r_TransitionSensitivity, mat_bloomamount_rate,
 mat_debug_process_halfscreen, mat_debug_autoexposure,
 mat_force_bloom, mat_debug_bloom, mem_force_flush, mod_forcedata,
 mod_test_not_available, mod_test_mesh_not_available,
 mod_test_verts_not_available, mod_load_mesh_async,
 mod_load_anims_async, mod_load_vcollide_async, mod_trace_load,
 mod_lock_mdls_on_load, mat_leafvis, mat_debug,  mat_surfaceid,
 mat_surfacemat, flush, r_entity, r_ambientfraction,
 lightcache_maxmiss, r_avglight, mat_debugalttab,
 mat_showlightmappage, mat_bumpbasis, showbudget,
 showbudget_texture, showbudget_texture_global,
 mat_hdroverbrightrange, mat_debugdepth,
 r_modellodscale, m_pitch

 Jason

 --

 ___
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


 ___
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

 ___
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


 ___
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


RE: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Adam Sando
Hi guys,

With the sv_pure options, does this setting behave similar to
sv_consistency, or does it simply block any attempt to load custom
content?

For example, does it return an error message when you have models or
materials that don't comply with the whitelist, or does it simply not
load them?

To word my question slightly differently, can players keep their custom
stuff and still join servers without having to delete their models and
materials folders?

Regards,
Adam.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Tuesday, 15 May 2007 2:18 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Source Dedicated Server Beta Update

sv_pure 2 is mean for league play inparticular, so you can make sure
that the server is running in a trusted mode for the away team. It only
allows Steam content, no content from disk (i.e custom maps, etc) can be
used in this mode. It should only be used for league play, normal
internet servers should use sv_pure 1.

- Alfred

James Gray wrote:
 How will 'sv_pure 2' affect the use of custom maps? Will these not be
 allowed, or will third party maps still be playable using this mode?

 On 5/14/07, Jason Ruymen [EMAIL PROTECTED] wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ] Updates to the
 Source Dedicated Server, Source Engine,
 Counter-Strike:
 Source and Half-Life 2: Deathmatch have been released as a Beta.  To
 receive these updates run Steam or the hldsupdatetool with the
 command -beta srcds0407.  The specific changes include:

 - Added sv_pure 2.  When set, then pure_server_whitelist.txt is
 ignored and all content files must come from Steam
 - Changed ent_fire to only be useable from the host client on a
 listen server

 - Changed soundscape_flush to only be useable from the dedicated
 server console or the listen server host
 - Added sv_allow_wait_command. If set to 0, then clients can't use
 wait
 - Added sv_allow_color_correction. If set to 0, then clients can't
 use mat_colorcorrection
 - Fixed player count bugs in serverbrowser
 - Added findflags console command, which can list all cvars with a
 specified flag
 - Fixed a bug with sv_minrate and sv_maxrate not applying properly on

 the client
 - Cheat protected the following commands:
   r_TransitionSensitivity, mat_bloomamount_rate,
 mat_debug_process_halfscreen, mat_debug_autoexposure,
 mat_force_bloom, mat_debug_bloom, mem_force_flush, mod_forcedata,
 mod_test_not_available, mod_test_mesh_not_available,
 mod_test_verts_not_available, mod_load_mesh_async,
 mod_load_anims_async, mod_load_vcollide_async, mod_trace_load,
 mod_lock_mdls_on_load, mat_leafvis, mat_debug,  mat_surfaceid,
 mat_surfacemat, flush, r_entity, r_ambientfraction,
 lightcache_maxmiss, r_avglight, mat_debugalttab,
 mat_showlightmappage, mat_bumpbasis, showbudget, showbudget_texture,
 showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
 r_modellodscale, m_pitch

 Jason

 --

 ___
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


 ___
 To unsubscribe, edit your list preferences, or view the list archives,

 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


Re: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Benjamin Lange
--
[ Picked text/plain from multipart/alternative ]
I think sv_pure 2 works great with costum maps, as the whitelist already
forces the contect from the maps directory.
If the file isn' present in the gcf, the files from the cstrike directory
will be used, so there is no problem with additional files.

Just manipulated files aren't allowed.
I wonder how it behaves to costum GUIs, someone already tested? :)

Alfred, Mike told me the teamchange bug has been fixed, too?
Why isn't this in the changelog or hasn't this been fixed yet?

Could you please have a look at the Doorspeed at tickrates different than 33
and 66? (you can vary it with phys_timescale, even on Tick33/66 with some
doors, example: sqeaky door on de_nuke)

Go on with the good work :)

Any idea when this Update will come out?
I'm starting to think these will be the changes to come with Episode 2
Update :p

2007/5/15, Alfred Reynolds [EMAIL PROTECTED]:

 Then they should use sv_pure 1 and need to work out how to have the
 away team be confident of the servers configuration.

 - Alfred

 Michael Jones-Evans wrote:
  Problem is alfred that a lot of leagues use custom maps.
 
  - Original Message -
  From: Alfred Reynolds [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Sent: Tuesday, May 15, 2007 2:47 PM
  Subject: RE: [hlds] Source Dedicated Server Beta Update
 
 
  sv_pure 2 is mean for league play inparticular, so you can make
  sure that the server is running in a trusted mode for the away team.
  It only allows Steam content, no content from disk (i.e custom maps,
  etc) can be used in this mode. It should only be used for league
  play, normal internet servers should use sv_pure 1.
 
  - Alfred
 
  James Gray wrote:
  How will 'sv_pure 2' affect the use of custom maps? Will these not
  be allowed, or will third party maps still be playable using this
  mode?
 
  On 5/14/07, Jason Ruymen [EMAIL PROTECTED] wrote:
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  Updates to the Source Dedicated Server, Source Engine,
  Counter-Strike: Source and Half-Life 2: Deathmatch have been
  released as a Beta.  To receive these updates run Steam or the
  hldsupdatetool with the command -beta srcds0407.  The specific
  changes include:
 
  - Added sv_pure 2.  When set, then pure_server_whitelist.txt is
  ignored and all content files must come from Steam
  - Changed ent_fire to only be useable from the host client on a
  listen server
 
  - Changed soundscape_flush to only be useable from the dedicated
  server console or the listen server host
  - Added sv_allow_wait_command. If set to 0, then clients can't use
  wait
  - Added sv_allow_color_correction. If set to 0, then clients can't
  use mat_colorcorrection
  - Fixed player count bugs in serverbrowser
  - Added findflags console command, which can list all cvars with
  a specified flag
  - Fixed a bug with sv_minrate and sv_maxrate not applying properly
  on the client
  - Cheat protected the following commands:
r_TransitionSensitivity, mat_bloomamount_rate,
  mat_debug_process_halfscreen, mat_debug_autoexposure,
  mat_force_bloom, mat_debug_bloom, mem_force_flush, mod_forcedata,
  mod_test_not_available, mod_test_mesh_not_available,
  mod_test_verts_not_available, mod_load_mesh_async,
  mod_load_anims_async, mod_load_vcollide_async, mod_trace_load,
  mod_lock_mdls_on_load, mat_leafvis, mat_debug,  mat_surfaceid,
  mat_surfacemat, flush, r_entity, r_ambientfraction,
  lightcache_maxmiss, r_avglight, mat_debugalttab,
  mat_showlightmappage, mat_bumpbasis, showbudget,
  showbudget_texture, showbudget_texture_global,
  mat_hdroverbrightrange, mat_debugdepth,
  r_modellodscale, m_pitch
 
  Jason
 
  --
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds


RE: [hlds] Source Dedicated Server Beta Update

2007-05-14 Thread Adam Sando
Secondly, the updates listed in the changelog below are brilliant. I am
glad the guys at valve are gathering statistics about exploits and
cheats, and putting methods in place to give server operators the choice
to stop or allow these from happening.

Top work valve, well done :)

Regards,
Adam.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Ruymen
Sent: Tuesday, 15 May 2007 8:51 AM
To: [EMAIL PROTECTED]; hlds@list.valvesoftware.com
Subject: [hlds] Source Dedicated Server Beta Update

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] Updates to the Source
Dedicated Server, Source Engine, Counter-Strike:
Source and Half-Life 2: Deathmatch have been released as a Beta.  To
receive these updates run Steam or the hldsupdatetool with the command
-beta srcds0407.  The specific changes include:

- Added sv_pure 2.  When set, then pure_server_whitelist.txt is ignored
and all content files must come from Steam
- Changed ent_fire to only be useable from the host client on a listen
server

- Changed soundscape_flush to only be useable from the dedicated server
console or the listen server host
- Added sv_allow_wait_command. If set to 0, then clients can't use
wait
- Added sv_allow_color_correction. If set to 0, then clients can't use
mat_colorcorrection
- Fixed player count bugs in serverbrowser
- Added findflags console command, which can list all cvars with a
specified flag
- Fixed a bug with sv_minrate and sv_maxrate not applying properly on
the client
- Cheat protected the following commands:
  r_TransitionSensitivity, mat_bloomamount_rate,
mat_debug_process_halfscreen, mat_debug_autoexposure, mat_force_bloom,
mat_debug_bloom, mem_force_flush, mod_forcedata, mod_test_not_available,
mod_test_mesh_not_available, mod_test_verts_not_available,
mod_load_mesh_async, mod_load_anims_async, mod_load_vcollide_async,
mod_trace_load, mod_lock_mdls_on_load, mat_leafvis, mat_debug,
mat_surfaceid, mat_surfacemat, flush, r_entity, r_ambientfraction,
lightcache_maxmiss, r_avglight, mat_debugalttab, mat_showlightmappage,
mat_bumpbasis, showbudget, showbudget_texture,
showbudget_texture_global, mat_hdroverbrightrange, mat_debugdepth,
r_modellodscale, m_pitch

Jason

--

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds