Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread SmOoThEm
Yes im working on updating now and getting everything back to normal, one
problem after another after another. :(

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of StevoTVR
Sent: Monday, February 16, 2009 10:03 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

As someone else said, the newer releases of SourceMod handles the change 
internally. So updating SourceMod (and possibly SourceBans) should fix 
the problem without having to update your admin list/database.

--
Stevo.TVR
TheVille.Org



DogGunn wrote:
> Anyone using SourceBans and got a quick way to update the Steam ID list?
>
> Love you VALVe...
>
> On Tue, Feb 17, 2009 at 4:23 PM, SmOoThEm  wrote:
>
>   
>> Valves update today was uncalled for and completely trashed our services.
>> For those of you who didn't already know heres the recap.
>>
>> NO Banlists work
>> NO Hlstats work
>> NO admin plugins or reserve slots work
>>
>> They decided to change everyone's STEAM ID and just unbanned the entire
>> population from all servers.
>> Nice job valve, some warning would have saved everyone A LOT of time and
>> headaches!
>> This has to be one of the single worst updates of all time, and it
happened
>> on a Monday.
>> Valve really needs to make a beta test program or some kind if
announcement
>> of what's coming, this is absolutely ridiculous.
>>
>> Here my numbers im sure there are others with like sums.
>> 104834 stats players
>> Total bans 4331
>> 150+ reserveslots
>> 40+ Admins
>> All this has to be changed overnight, and some of us have work tomorrow.
>>
>> I just don't understand what valve thinks about for these updates "Lets
see
>> how much we can fuck up our community today!"
>> WE NEED A WARNING!!!
>>
>> SmOoThEm
>> Leader of RightToRule
>> www.RightToRule.com
>>
>>
>> -----Original Message-----
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
>> Sent: Monday, February 16, 2009 7:49 PM
>> To: hlds@list.valvesoftware.com
>> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
>> Available
>>
>> I understand the numbers came from the SDK. I'm just saying that the
>> statement made in the article that the middle number in the SteamID and
the
>> account type are the same is bogus. The account type and that middle
number
>> come from different spots of the 64bit SteamID. The middle number of the
>> SteamID comes from a single bit (the least significant bit, actually) and
>> seems to be arbitrary.
>>
>> The entire point of my post is that people make tons of assumptions about
>> SteamIDs with no proof or statements from Valve. I was hoping Valve could
>> clarify.
>>
>> -Original Message-
>> From: Fyren 
>> Date: Mon, Feb 16, 2009 at 7:21 PM
>> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
>> Available
>> To: Half-Life dedicated Win32 server mailing list
>> 
>>
>>
>> On Mon, Feb 16, 2009 at 22:01, Tony Paloma 
>> wrote:
>> 
>>> I'd feel better about that article if there was some proof or citations
>>>   
>> to
>> 
>>> its claims. All of a sudden everyone's ID went from the Individual
>>>   
>> universe
>> 
>>> to Public? Doesn't really make sense. I would accept something like "Oh,
>>> Valve is now trying to adhere to the standard they created." But I'd
like
>>>   
>> to
>> 
>>> hear that from Valve.
>>>
>>> Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of
>>>   
>> the
>> 
>>> account where Y can be 0-9 is bogus. Also, if anyone replies saying that
>>>   
>> 'Y'
>> 
>>> actually has to do with the server in which registration occurred or
>>>   
>> whether
>> 
>>> or not the account was created pre or post-HL2 release (or some other
>>>   
>> era-
>> 
>>> based explanation) please assume I replied with '/facepalm'.
>>>
>>> Furthermore, after looking at it a bit more, that article is
inconsistent
>>> anyways. At one point it says the Y is the type, later it says it's
>>>   
>> assigned
>> 
>>> "apparen

Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread StevoTVR
As someone else said, the newer releases of SourceMod handles the change 
internally. So updating SourceMod (and possibly SourceBans) should fix 
the problem without having to update your admin list/database.

--
Stevo.TVR
TheVille.Org



DogGunn wrote:
> Anyone using SourceBans and got a quick way to update the Steam ID list?
>
> Love you VALVe...
>
> On Tue, Feb 17, 2009 at 4:23 PM, SmOoThEm  wrote:
>
>   
>> Valves update today was uncalled for and completely trashed our services.
>> For those of you who didn't already know heres the recap.
>>
>> NO Banlists work
>> NO Hlstats work
>> NO admin plugins or reserve slots work
>>
>> They decided to change everyone's STEAM ID and just unbanned the entire
>> population from all servers.
>> Nice job valve, some warning would have saved everyone A LOT of time and
>> headaches!
>> This has to be one of the single worst updates of all time, and it happened
>> on a Monday.
>> Valve really needs to make a beta test program or some kind if announcement
>> of what's coming, this is absolutely ridiculous.
>>
>> Here my numbers im sure there are others with like sums.
>> 104834 stats players
>> Total bans 4331
>> 150+ reserveslots
>> 40+ Admins
>> All this has to be changed overnight, and some of us have work tomorrow.
>>
>> I just don't understand what valve thinks about for these updates "Lets see
>> how much we can fuck up our community today!"
>> WE NEED A WARNING!!!
>>
>> SmOoThEm
>> Leader of RightToRule
>> www.RightToRule.com
>>
>>
>> -----Original Message-----
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
>> Sent: Monday, February 16, 2009 7:49 PM
>> To: hlds@list.valvesoftware.com
>> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
>> Available
>>
>> I understand the numbers came from the SDK. I'm just saying that the
>> statement made in the article that the middle number in the SteamID and the
>> account type are the same is bogus. The account type and that middle number
>> come from different spots of the 64bit SteamID. The middle number of the
>> SteamID comes from a single bit (the least significant bit, actually) and
>> seems to be arbitrary.
>>
>> The entire point of my post is that people make tons of assumptions about
>> SteamIDs with no proof or statements from Valve. I was hoping Valve could
>> clarify.
>>
>> -Original Message-
>> From: Fyren 
>> Date: Mon, Feb 16, 2009 at 7:21 PM
>> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
>> Available
>> To: Half-Life dedicated Win32 server mailing list
>> 
>>
>>
>> On Mon, Feb 16, 2009 at 22:01, Tony Paloma 
>> wrote:
>> 
>>> I'd feel better about that article if there was some proof or citations
>>>   
>> to
>> 
>>> its claims. All of a sudden everyone's ID went from the Individual
>>>   
>> universe
>> 
>>> to Public? Doesn't really make sense. I would accept something like "Oh,
>>> Valve is now trying to adhere to the standard they created." But I'd like
>>>   
>> to
>> 
>>> hear that from Valve.
>>>
>>> Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of
>>>   
>> the
>> 
>>> account where Y can be 0-9 is bogus. Also, if anyone replies saying that
>>>   
>> 'Y'
>> 
>>> actually has to do with the server in which registration occurred or
>>>   
>> whether
>> 
>>> or not the account was created pre or post-HL2 release (or some other
>>>   
>> era-
>> 
>>> based explanation) please assume I replied with '/facepalm'.
>>>
>>> Furthermore, after looking at it a bit more, that article is inconsistent
>>> anyways. At one point it says the Y is the type, later it says it's
>>>   
>> assigned
>> 
>>> "apparently at random."
>>>   
>> The information about the "Y" was simply taken straight out of
>> steamclientpublic.h in the SDK:
>>
>> // Steam account types
>> enum EAccountType
>> {
>>   k_EAccountTypeInvalid = 0,
>>   k_EAccountTypeIndividual = 1,   // single user account
&g

Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Procyon
UPDATE sb_admins SET authid=CONCAT('STEAM_1',SUBSTRING(authid,8)) WHERE 
aid!=0;
UPDATE sb_bans SET authid=CONCAT('STEAM_1',SUBSTRING(authid,8));

DogGunn skrev:
> Anyone using SourceBans and got a quick way to update the Steam ID list?
>
> Love you VALVe...
>
> On Tue, Feb 17, 2009 at 4:23 PM, SmOoThEm  wrote:
>
>   
>> Valves update today was uncalled for and completely trashed our services.
>> For those of you who didn't already know heres the recap.
>>
>> NO Banlists work
>> NO Hlstats work
>> NO admin plugins or reserve slots work
>>
>> They decided to change everyone's STEAM ID and just unbanned the entire
>> population from all servers.
>> Nice job valve, some warning would have saved everyone A LOT of time and
>> headaches!
>> This has to be one of the single worst updates of all time, and it happened
>> on a Monday.
>> Valve really needs to make a beta test program or some kind if announcement
>> of what's coming, this is absolutely ridiculous.
>>
>> Here my numbers im sure there are others with like sums.
>> 104834 stats players
>> Total bans 4331
>> 150+ reserveslots
>> 40+ Admins
>> All this has to be changed overnight, and some of us have work tomorrow.
>>
>> I just don't understand what valve thinks about for these updates "Lets see
>> how much we can fuck up our community today!"
>> WE NEED A WARNING!!!
>>
>> SmOoThEm
>> Leader of RightToRule
>> www.RightToRule.com
>>
>>
>> -----Original Message-
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
>> Sent: Monday, February 16, 2009 7:49 PM
>> To: hlds@list.valvesoftware.com
>> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
>> Available
>>
>> I understand the numbers came from the SDK. I'm just saying that the
>> statement made in the article that the middle number in the SteamID and the
>> account type are the same is bogus. The account type and that middle number
>> come from different spots of the 64bit SteamID. The middle number of the
>> SteamID comes from a single bit (the least significant bit, actually) and
>> seems to be arbitrary.
>>
>> The entire point of my post is that people make tons of assumptions about
>> SteamIDs with no proof or statements from Valve. I was hoping Valve could
>> clarify.
>>
>> -Original Message-
>> From: Fyren 
>> Date: Mon, Feb 16, 2009 at 7:21 PM
>> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
>> Available
>> To: Half-Life dedicated Win32 server mailing list
>> 
>>
>>
>> On Mon, Feb 16, 2009 at 22:01, Tony Paloma 
>> wrote:
>> 
>>> I'd feel better about that article if there was some proof or citations
>>>   
>> to
>> 
>>> its claims. All of a sudden everyone's ID went from the Individual
>>>   
>> universe
>> 
>>> to Public? Doesn't really make sense. I would accept something like "Oh,
>>> Valve is now trying to adhere to the standard they created." But I'd like
>>>   
>> to
>> 
>>> hear that from Valve.
>>>
>>> Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of
>>>   
>> the
>> 
>>> account where Y can be 0-9 is bogus. Also, if anyone replies saying that
>>>   
>> 'Y'
>> 
>>> actually has to do with the server in which registration occurred or
>>>   
>> whether
>> 
>>> or not the account was created pre or post-HL2 release (or some other
>>>   
>> era-
>> 
>>> based explanation) please assume I replied with '/facepalm'.
>>>
>>> Furthermore, after looking at it a bit more, that article is inconsistent
>>> anyways. At one point it says the Y is the type, later it says it's
>>>   
>> assigned
>> 
>>> "apparently at random."
>>>   
>> The information about the "Y" was simply taken straight out of
>> steamclientpublic.h in the SDK:
>>
>> // Steam account types
>> enum EAccountType
>> {
>>   k_EAccountTypeInvalid = 0,
>>   k_EAccountTypeIndividual = 1,   // single user account
>>   k_EAccountTypeMultiseat = 2,// multiseat (e.g.
>> cybercafe) account
>>   k_EAccountTy

Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Tony Paloma
I agree some warning would have been nice, but you are exaggerating
everything. Hlstats didn't notice or care about the change (for me) and it
took about 30 seconds to start up phpMyAdmin and run an SQL query to convert
everything from STEAM_0 to STEAM_1:
UPDATE `steamidbans` SET `steamid` = REPLACE(`steamid`, 'STEAM_0',
'STEAM_1')

Using a text file? Open it in notepad, CTRL+H. Find and replace works
wonders.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of SmOoThEm
Sent: Monday, February 16, 2009 9:24 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

Valves update today was uncalled for and completely trashed our services.
For those of you who didn't already know heres the recap.

NO Banlists work
NO Hlstats work
NO admin plugins or reserve slots work

They decided to change everyone's STEAM ID and just unbanned the entire
population from all servers.
Nice job valve, some warning would have saved everyone A LOT of time and
headaches!
This has to be one of the single worst updates of all time, and it happened
on a Monday. 
Valve really needs to make a beta test program or some kind if announcement
of what's coming, this is absolutely ridiculous. 

Here my numbers im sure there are others with like sums.
104834 stats players
Total bans 4331
150+ reserveslots
40+ Admins
All this has to be changed overnight, and some of us have work tomorrow. 

I just don't understand what valve thinks about for these updates "Lets see
how much we can fuck up our community today!"
WE NEED A WARNING!!!

SmOoThEm
Leader of RightToRule
www.RightToRule.com


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: Monday, February 16, 2009 7:49 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

I understand the numbers came from the SDK. I'm just saying that the
statement made in the article that the middle number in the SteamID and the
account type are the same is bogus. The account type and that middle number
come from different spots of the 64bit SteamID. The middle number of the
SteamID comes from a single bit (the least significant bit, actually) and
seems to be arbitrary.

The entire point of my post is that people make tons of assumptions about
SteamIDs with no proof or statements from Valve. I was hoping Valve could
clarify.

-Original Message-----
From: Fyren 
Date: Mon, Feb 16, 2009 at 7:21 PM
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available
To: Half-Life dedicated Win32 server mailing list



On Mon, Feb 16, 2009 at 22:01, Tony Paloma  wrote:
> I'd feel better about that article if there was some proof or citations to
> its claims. All of a sudden everyone's ID went from the Individual
universe
> to Public? Doesn't really make sense. I would accept something like "Oh,
> Valve is now trying to adhere to the standard they created." But I'd like
to
> hear that from Valve.
>
> Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of the
> account where Y can be 0-9 is bogus. Also, if anyone replies saying that
'Y'
> actually has to do with the server in which registration occurred or
whether
> or not the account was created pre or post-HL2 release (or some other era-
> based explanation) please assume I replied with '/facepalm'.
>
> Furthermore, after looking at it a bit more, that article is inconsistent
> anyways. At one point it says the Y is the type, later it says it's
assigned
> "apparently at random."

The information about the "Y" was simply taken straight out of
steamclientpublic.h in the SDK:

// Steam account types
enum EAccountType
{
   k_EAccountTypeInvalid = 0,
   k_EAccountTypeIndividual = 1,   // single user account
   k_EAccountTypeMultiseat = 2,// multiseat (e.g.
cybercafe) account
   k_EAccountTypeGameServer = 3,   // game server account
   k_EAccountTypeAnonGameServer = 4,   // anonymous game server
account
   k_EAccountTypePending = 5,  // pending
   k_EAccountTypeContentServer = 6,// content server
   k_EAccountTypeClan = 7,
   k_EAccountTypeChat = 8,
   k_EAccountTypeP2PSuperSeeder = 9,   // a fake steamid used
by superpeers to seed content to users of Steam P2P stuff

   // Max of 16 items in this field
   k_EAccountTypeMax
};

-Fyren

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread DogGunn
Anyone using SourceBans and got a quick way to update the Steam ID list?

Love you VALVe...

On Tue, Feb 17, 2009 at 4:23 PM, SmOoThEm  wrote:

> Valves update today was uncalled for and completely trashed our services.
> For those of you who didn't already know heres the recap.
>
> NO Banlists work
> NO Hlstats work
> NO admin plugins or reserve slots work
>
> They decided to change everyone's STEAM ID and just unbanned the entire
> population from all servers.
> Nice job valve, some warning would have saved everyone A LOT of time and
> headaches!
> This has to be one of the single worst updates of all time, and it happened
> on a Monday.
> Valve really needs to make a beta test program or some kind if announcement
> of what's coming, this is absolutely ridiculous.
>
> Here my numbers im sure there are others with like sums.
> 104834 stats players
> Total bans 4331
> 150+ reserveslots
> 40+ Admins
> All this has to be changed overnight, and some of us have work tomorrow.
>
> I just don't understand what valve thinks about for these updates "Lets see
> how much we can fuck up our community today!"
> WE NEED A WARNING!!!
>
> SmOoThEm
> Leader of RightToRule
> www.RightToRule.com
>
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
> Sent: Monday, February 16, 2009 7:49 PM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
> Available
>
> I understand the numbers came from the SDK. I'm just saying that the
> statement made in the article that the middle number in the SteamID and the
> account type are the same is bogus. The account type and that middle number
> come from different spots of the 64bit SteamID. The middle number of the
> SteamID comes from a single bit (the least significant bit, actually) and
> seems to be arbitrary.
>
> The entire point of my post is that people make tons of assumptions about
> SteamIDs with no proof or statements from Valve. I was hoping Valve could
> clarify.
>
> -Original Message-
> From: Fyren 
> Date: Mon, Feb 16, 2009 at 7:21 PM
> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
> Available
> To: Half-Life dedicated Win32 server mailing list
> 
>
>
> On Mon, Feb 16, 2009 at 22:01, Tony Paloma 
> wrote:
> > I'd feel better about that article if there was some proof or citations
> to
> > its claims. All of a sudden everyone's ID went from the Individual
> universe
> > to Public? Doesn't really make sense. I would accept something like "Oh,
> > Valve is now trying to adhere to the standard they created." But I'd like
> to
> > hear that from Valve.
> >
> > Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of
> the
> > account where Y can be 0-9 is bogus. Also, if anyone replies saying that
> 'Y'
> > actually has to do with the server in which registration occurred or
> whether
> > or not the account was created pre or post-HL2 release (or some other
> era-
> > based explanation) please assume I replied with '/facepalm'.
> >
> > Furthermore, after looking at it a bit more, that article is inconsistent
> > anyways. At one point it says the Y is the type, later it says it's
> assigned
> > "apparently at random."
>
> The information about the "Y" was simply taken straight out of
> steamclientpublic.h in the SDK:
>
> // Steam account types
> enum EAccountType
> {
>   k_EAccountTypeInvalid = 0,
>   k_EAccountTypeIndividual = 1,   // single user account
>   k_EAccountTypeMultiseat = 2,// multiseat (e.g.
> cybercafe) account
>   k_EAccountTypeGameServer = 3,   // game server account
>   k_EAccountTypeAnonGameServer = 4,   // anonymous game server
> account
>   k_EAccountTypePending = 5,  // pending
>   k_EAccountTypeContentServer = 6,// content server
>   k_EAccountTypeClan = 7,
>   k_EAccountTypeChat = 8,
>   k_EAccountTypeP2PSuperSeeder = 9,   // a fake steamid used
> by superpeers to seed content to users of Steam P2P stuff
>
>   // Max of 16 items in this field
>   k_EAccountTypeMax
> };
>
> -Fyren
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
___
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visit:
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Cc2iscooL
Find and replace. It'll take you 5 minutes.

:|

On Mon, Feb 16, 2009 at 11:23 PM, SmOoThEm  wrote:

> Valves update today was uncalled for and completely trashed our services.
> For those of you who didn't already know heres the recap.
>
> NO Banlists work
> NO Hlstats work
> NO admin plugins or reserve slots work
>
> They decided to change everyone's STEAM ID and just unbanned the entire
> population from all servers.
> Nice job valve, some warning would have saved everyone A LOT of time and
> headaches!
> This has to be one of the single worst updates of all time, and it happened
> on a Monday.
> Valve really needs to make a beta test program or some kind if announcement
> of what's coming, this is absolutely ridiculous.
>
> Here my numbers im sure there are others with like sums.
> 104834 stats players
> Total bans 4331
> 150+ reserveslots
> 40+ Admins
> All this has to be changed overnight, and some of us have work tomorrow.
>
> I just don't understand what valve thinks about for these updates "Lets see
> how much we can fuck up our community today!"
> WE NEED A WARNING!!!
>
> SmOoThEm
> Leader of RightToRule
> www.RightToRule.com
>
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
> Sent: Monday, February 16, 2009 7:49 PM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
> Available
>
> I understand the numbers came from the SDK. I'm just saying that the
> statement made in the article that the middle number in the SteamID and the
> account type are the same is bogus. The account type and that middle number
> come from different spots of the 64bit SteamID. The middle number of the
> SteamID comes from a single bit (the least significant bit, actually) and
> seems to be arbitrary.
>
> The entire point of my post is that people make tons of assumptions about
> SteamIDs with no proof or statements from Valve. I was hoping Valve could
> clarify.
>
> -Original Message-
> From: Fyren 
> Date: Mon, Feb 16, 2009 at 7:21 PM
> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
> Available
> To: Half-Life dedicated Win32 server mailing list
> 
>
>
> On Mon, Feb 16, 2009 at 22:01, Tony Paloma 
> wrote:
> > I'd feel better about that article if there was some proof or citations
> to
> > its claims. All of a sudden everyone's ID went from the Individual
> universe
> > to Public? Doesn't really make sense. I would accept something like "Oh,
> > Valve is now trying to adhere to the standard they created." But I'd like
> to
> > hear that from Valve.
> >
> > Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of
> the
> > account where Y can be 0-9 is bogus. Also, if anyone replies saying that
> 'Y'
> > actually has to do with the server in which registration occurred or
> whether
> > or not the account was created pre or post-HL2 release (or some other
> era-
> > based explanation) please assume I replied with '/facepalm'.
> >
> > Furthermore, after looking at it a bit more, that article is inconsistent
> > anyways. At one point it says the Y is the type, later it says it's
> assigned
> > "apparently at random."
>
> The information about the "Y" was simply taken straight out of
> steamclientpublic.h in the SDK:
>
> // Steam account types
> enum EAccountType
> {
>   k_EAccountTypeInvalid = 0,
>   k_EAccountTypeIndividual = 1,   // single user account
>   k_EAccountTypeMultiseat = 2,// multiseat (e.g.
> cybercafe) account
>   k_EAccountTypeGameServer = 3,   // game server account
>   k_EAccountTypeAnonGameServer = 4,   // anonymous game server
> account
>   k_EAccountTypePending = 5,  // pending
>   k_EAccountTypeContentServer = 6,// content server
>   k_EAccountTypeClan = 7,
>   k_EAccountTypeChat = 8,
>   k_EAccountTypeP2PSuperSeeder = 9,   // a fake steamid used
> by superpeers to seed content to users of Steam P2P stuff
>
>   // Max of 16 items in this field
>   k_EAccountTypeMax
> };
>
> -Fyren
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
>
>
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Jeff Sugar
If it helps you any, all our admin is still working thanks to the fact
*sourcemod
ignores the first number in the steamid* in case of things like this.

-Atreus


On Mon, Feb 16, 2009 at 9:23 PM, SmOoThEm  wrote:

> Valves update today was uncalled for and completely trashed our services.
> For those of you who didn't already know heres the recap.
>
> NO Banlists work
> NO Hlstats work
> NO admin plugins or reserve slots work
>
> They decided to change everyone's STEAM ID and just unbanned the entire
> population from all servers.
> Nice job valve, some warning would have saved everyone A LOT of time and
> headaches!
> This has to be one of the single worst updates of all time, and it happened
> on a Monday.
> Valve really needs to make a beta test program or some kind if announcement
> of what's coming, this is absolutely ridiculous.
>
> Here my numbers im sure there are others with like sums.
> 104834 stats players
> Total bans 4331
> 150+ reserveslots
> 40+ Admins
> All this has to be changed overnight, and some of us have work tomorrow.
>
> I just don't understand what valve thinks about for these updates "Lets see
> how much we can fuck up our community today!"
> WE NEED A WARNING!!!
>
> SmOoThEm
> Leader of RightToRule
> www.RightToRule.com
>
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
> Sent: Monday, February 16, 2009 7:49 PM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
> Available
>
> I understand the numbers came from the SDK. I'm just saying that the
> statement made in the article that the middle number in the SteamID and the
> account type are the same is bogus. The account type and that middle number
> come from different spots of the 64bit SteamID. The middle number of the
> SteamID comes from a single bit (the least significant bit, actually) and
> seems to be arbitrary.
>
> The entire point of my post is that people make tons of assumptions about
> SteamIDs with no proof or statements from Valve. I was hoping Valve could
> clarify.
>
> -Original Message-
> From: Fyren 
> Date: Mon, Feb 16, 2009 at 7:21 PM
> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
> Available
> To: Half-Life dedicated Win32 server mailing list
> 
>
>
> On Mon, Feb 16, 2009 at 22:01, Tony Paloma 
> wrote:
> > I'd feel better about that article if there was some proof or citations
> to
> > its claims. All of a sudden everyone's ID went from the Individual
> universe
> > to Public? Doesn't really make sense. I would accept something like "Oh,
> > Valve is now trying to adhere to the standard they created." But I'd like
> to
> > hear that from Valve.
> >
> > Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of
> the
> > account where Y can be 0-9 is bogus. Also, if anyone replies saying that
> 'Y'
> > actually has to do with the server in which registration occurred or
> whether
> > or not the account was created pre or post-HL2 release (or some other
> era-
> > based explanation) please assume I replied with '/facepalm'.
> >
> > Furthermore, after looking at it a bit more, that article is inconsistent
> > anyways. At one point it says the Y is the type, later it says it's
> assigned
> > "apparently at random."
>
> The information about the "Y" was simply taken straight out of
> steamclientpublic.h in the SDK:
>
> // Steam account types
> enum EAccountType
> {
>   k_EAccountTypeInvalid = 0,
>   k_EAccountTypeIndividual = 1,   // single user account
>   k_EAccountTypeMultiseat = 2,// multiseat (e.g.
> cybercafe) account
>   k_EAccountTypeGameServer = 3,   // game server account
>   k_EAccountTypeAnonGameServer = 4,   // anonymous game server
> account
>   k_EAccountTypePending = 5,  // pending
>   k_EAccountTypeContentServer = 6,// content server
>   k_EAccountTypeClan = 7,
>   k_EAccountTypeChat = 8,
>   k_EAccountTypeP2PSuperSeeder = 9,   // a fake steamid used
> by superpeers to seed content to users of Steam P2P stuff
>
>   // Max of 16 items in this field
>   k_EAccountTypeMax
> };
>
> -Fyren
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
>
>
&g

Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread SmOoThEm
Valves update today was uncalled for and completely trashed our services.
For those of you who didn't already know heres the recap.

NO Banlists work
NO Hlstats work
NO admin plugins or reserve slots work

They decided to change everyone's STEAM ID and just unbanned the entire
population from all servers.
Nice job valve, some warning would have saved everyone A LOT of time and
headaches!
This has to be one of the single worst updates of all time, and it happened
on a Monday. 
Valve really needs to make a beta test program or some kind if announcement
of what's coming, this is absolutely ridiculous. 

Here my numbers im sure there are others with like sums.
104834 stats players
Total bans 4331
150+ reserveslots
40+ Admins
All this has to be changed overnight, and some of us have work tomorrow. 

I just don't understand what valve thinks about for these updates "Lets see
how much we can fuck up our community today!"
WE NEED A WARNING!!!

SmOoThEm
Leader of RightToRule
www.RightToRule.com


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: Monday, February 16, 2009 7:49 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

I understand the numbers came from the SDK. I'm just saying that the
statement made in the article that the middle number in the SteamID and the
account type are the same is bogus. The account type and that middle number
come from different spots of the 64bit SteamID. The middle number of the
SteamID comes from a single bit (the least significant bit, actually) and
seems to be arbitrary.

The entire point of my post is that people make tons of assumptions about
SteamIDs with no proof or statements from Valve. I was hoping Valve could
clarify.

-Original Message-
From: Fyren 
Date: Mon, Feb 16, 2009 at 7:21 PM
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available
To: Half-Life dedicated Win32 server mailing list



On Mon, Feb 16, 2009 at 22:01, Tony Paloma  wrote:
> I'd feel better about that article if there was some proof or citations to
> its claims. All of a sudden everyone's ID went from the Individual
universe
> to Public? Doesn't really make sense. I would accept something like "Oh,
> Valve is now trying to adhere to the standard they created." But I'd like
to
> hear that from Valve.
>
> Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of the
> account where Y can be 0-9 is bogus. Also, if anyone replies saying that
'Y'
> actually has to do with the server in which registration occurred or
whether
> or not the account was created pre or post-HL2 release (or some other era-
> based explanation) please assume I replied with '/facepalm'.
>
> Furthermore, after looking at it a bit more, that article is inconsistent
> anyways. At one point it says the Y is the type, later it says it's
assigned
> "apparently at random."

The information about the "Y" was simply taken straight out of
steamclientpublic.h in the SDK:

// Steam account types
enum EAccountType
{
   k_EAccountTypeInvalid = 0,
   k_EAccountTypeIndividual = 1,   // single user account
   k_EAccountTypeMultiseat = 2,// multiseat (e.g.
cybercafe) account
   k_EAccountTypeGameServer = 3,   // game server account
   k_EAccountTypeAnonGameServer = 4,   // anonymous game server
account
   k_EAccountTypePending = 5,  // pending
   k_EAccountTypeContentServer = 6,// content server
   k_EAccountTypeClan = 7,
   k_EAccountTypeChat = 8,
   k_EAccountTypeP2PSuperSeeder = 9,   // a fake steamid used
by superpeers to seed content to users of Steam P2P stuff

   // Max of 16 items in this field
   k_EAccountTypeMax
};

-Fyren

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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread 1nsane
Oh nothing never mind! Just crazy talk.

On Mon, Feb 16, 2009 at 11:13 PM, Spencer 'voogru' MacDonald <
voo...@voogru.com> wrote:

> What?
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane
> Sent: Monday, February 16, 2009 11:08 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
> Available
>
> lern2spell.
>
> On Mon, Feb 16, 2009 at 10:27 PM, Spencer 'voogru' MacDonald <
> voo...@voogru.com> wrote:
>
> > UPDATE players SET steamid = CAST(MID(authid, 9, 1) AS UNSIGNED) +
> > CAST(MID(authid, 11, 10) * 2 AS UNSIGNED)
> >
> > No more steamid strings for me THANK U VERY MUCH.
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fyren
> > Sent: Monday, February 16, 2009 10:21 PM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
> > Available
> >
> > On Mon, Feb 16, 2009 at 22:01, Tony Paloma 
> > wrote:
> > > I'd feel better about that article if there was some proof or citations
> > to
> > > its claims. All of a sudden everyone's ID went from the Individual
> > universe
> > > to Public? Doesn't really make sense. I would accept something like
> "Oh,
> > > Valve is now trying to adhere to the standard they created." But I'd
> like
> > to
> > > hear that from Valve.
> > >
> > > Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of
> > the
> > > account where Y can be 0-9 is bogus. Also, if anyone replies saying
> that
> > 'Y'
> > > actually has to do with the server in which registration occurred or
> > whether
> > > or not the account was created pre or post-HL2 release (or some other
> > era-
> > > based explanation) please assume I replied with '/facepalm'.
> > >
> > > Furthermore, after looking at it a bit more, that article is
> inconsistent
> > > anyways. At one point it says the Y is the type, later it says it's
> > assigned
> > > "apparently at random."
> >
> > The information about the "Y" was simply taken straight out of
> > steamclientpublic.h in the SDK:
> >
> > // Steam account types
> > enum EAccountType
> > {
> >k_EAccountTypeInvalid = 0,
> >k_EAccountTypeIndividual = 1,   // single user account
> >k_EAccountTypeMultiseat = 2,// multiseat (e.g.
> > cybercafe) account
> >k_EAccountTypeGameServer = 3,   // game server account
> >k_EAccountTypeAnonGameServer = 4,   // anonymous game server
> > account
> >k_EAccountTypePending = 5,  // pending
> >k_EAccountTypeContentServer = 6,// content server
> >k_EAccountTypeClan = 7,
> >k_EAccountTypeChat = 8,
> >k_EAccountTypeP2PSuperSeeder = 9,   // a fake steamid used
> > by superpeers to seed content to users of Steam P2P stuff
> >
> >// Max of 16 items in this field
> >k_EAccountTypeMax
> > };
> >
> > -Fyren
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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> >
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> please visit:
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Spencer 'voogru' MacDonald
What?

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent: Monday, February 16, 2009 11:08 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

lern2spell.

On Mon, Feb 16, 2009 at 10:27 PM, Spencer 'voogru' MacDonald <
voo...@voogru.com> wrote:

> UPDATE players SET steamid = CAST(MID(authid, 9, 1) AS UNSIGNED) +
> CAST(MID(authid, 11, 10) * 2 AS UNSIGNED)
>
> No more steamid strings for me THANK U VERY MUCH.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fyren
> Sent: Monday, February 16, 2009 10:21 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
> Available
>
> On Mon, Feb 16, 2009 at 22:01, Tony Paloma 
> wrote:
> > I'd feel better about that article if there was some proof or citations
> to
> > its claims. All of a sudden everyone's ID went from the Individual
> universe
> > to Public? Doesn't really make sense. I would accept something like "Oh,
> > Valve is now trying to adhere to the standard they created." But I'd
like
> to
> > hear that from Valve.
> >
> > Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of
> the
> > account where Y can be 0-9 is bogus. Also, if anyone replies saying that
> 'Y'
> > actually has to do with the server in which registration occurred or
> whether
> > or not the account was created pre or post-HL2 release (or some other
> era-
> > based explanation) please assume I replied with '/facepalm'.
> >
> > Furthermore, after looking at it a bit more, that article is
inconsistent
> > anyways. At one point it says the Y is the type, later it says it's
> assigned
> > "apparently at random."
>
> The information about the "Y" was simply taken straight out of
> steamclientpublic.h in the SDK:
>
> // Steam account types
> enum EAccountType
> {
>k_EAccountTypeInvalid = 0,
>k_EAccountTypeIndividual = 1,   // single user account
>k_EAccountTypeMultiseat = 2,// multiseat (e.g.
> cybercafe) account
>k_EAccountTypeGameServer = 3,   // game server account
>k_EAccountTypeAnonGameServer = 4,   // anonymous game server
> account
>k_EAccountTypePending = 5,  // pending
>k_EAccountTypeContentServer = 6,// content server
>k_EAccountTypeClan = 7,
>k_EAccountTypeChat = 8,
>k_EAccountTypeP2PSuperSeeder = 9,   // a fake steamid used
> by superpeers to seed content to users of Steam P2P stuff
>
>// Max of 16 items in this field
>k_EAccountTypeMax
> };
>
> -Fyren
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
> ___
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread 1nsane
lern2spell.

On Mon, Feb 16, 2009 at 10:27 PM, Spencer 'voogru' MacDonald <
voo...@voogru.com> wrote:

> UPDATE players SET steamid = CAST(MID(authid, 9, 1) AS UNSIGNED) +
> CAST(MID(authid, 11, 10) * 2 AS UNSIGNED)
>
> No more steamid strings for me THANK U VERY MUCH.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fyren
> Sent: Monday, February 16, 2009 10:21 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
> Available
>
> On Mon, Feb 16, 2009 at 22:01, Tony Paloma 
> wrote:
> > I'd feel better about that article if there was some proof or citations
> to
> > its claims. All of a sudden everyone's ID went from the Individual
> universe
> > to Public? Doesn't really make sense. I would accept something like "Oh,
> > Valve is now trying to adhere to the standard they created." But I'd like
> to
> > hear that from Valve.
> >
> > Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of
> the
> > account where Y can be 0-9 is bogus. Also, if anyone replies saying that
> 'Y'
> > actually has to do with the server in which registration occurred or
> whether
> > or not the account was created pre or post-HL2 release (or some other
> era-
> > based explanation) please assume I replied with '/facepalm'.
> >
> > Furthermore, after looking at it a bit more, that article is inconsistent
> > anyways. At one point it says the Y is the type, later it says it's
> assigned
> > "apparently at random."
>
> The information about the "Y" was simply taken straight out of
> steamclientpublic.h in the SDK:
>
> // Steam account types
> enum EAccountType
> {
>k_EAccountTypeInvalid = 0,
>k_EAccountTypeIndividual = 1,   // single user account
>k_EAccountTypeMultiseat = 2,// multiseat (e.g.
> cybercafe) account
>k_EAccountTypeGameServer = 3,   // game server account
>k_EAccountTypeAnonGameServer = 4,   // anonymous game server
> account
>k_EAccountTypePending = 5,  // pending
>k_EAccountTypeContentServer = 6,// content server
>k_EAccountTypeClan = 7,
>k_EAccountTypeChat = 8,
>k_EAccountTypeP2PSuperSeeder = 9,   // a fake steamid used
> by superpeers to seed content to users of Steam P2P stuff
>
>// Max of 16 items in this field
>k_EAccountTypeMax
> };
>
> -Fyren
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Tony Paloma
I understand the numbers came from the SDK. I'm just saying that the statement 
made in the article that the middle number in the SteamID and the account type 
are the same is bogus. The account type and that middle number come from 
different spots of the 64bit SteamID. The middle number of the SteamID comes 
from a single bit (the least significant bit, actually) and seems to be 
arbitrary.

The entire point of my post is that people make tons of assumptions about 
SteamIDs with no proof or statements from Valve. I was hoping Valve could 
clarify.

-Original Message-
From: Fyren 
Date: Mon, Feb 16, 2009 at 7:21 PM
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available
To: Half-Life dedicated Win32 server mailing list 


On Mon, Feb 16, 2009 at 22:01, Tony Paloma  wrote:
> I'd feel better about that article if there was some proof or citations to
> its claims. All of a sudden everyone's ID went from the Individual universe
> to Public? Doesn't really make sense. I would accept something like "Oh,
> Valve is now trying to adhere to the standard they created." But I'd like to
> hear that from Valve.
>
> Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of the
> account where Y can be 0-9 is bogus. Also, if anyone replies saying that 'Y'
> actually has to do with the server in which registration occurred or whether
> or not the account was created pre or post-HL2 release (or some other era-
> based explanation) please assume I replied with '/facepalm'.
>
> Furthermore, after looking at it a bit more, that article is inconsistent
> anyways. At one point it says the Y is the type, later it says it's assigned
> "apparently at random."

The information about the "Y" was simply taken straight out of
steamclientpublic.h in the SDK:

// Steam account types
enum EAccountType
{
   k_EAccountTypeInvalid = 0,
   k_EAccountTypeIndividual = 1,   // single user account
   k_EAccountTypeMultiseat = 2,// multiseat (e.g.
cybercafe) account
   k_EAccountTypeGameServer = 3,   // game server account
   k_EAccountTypeAnonGameServer = 4,   // anonymous game server account
   k_EAccountTypePending = 5,  // pending
   k_EAccountTypeContentServer = 6,// content server
   k_EAccountTypeClan = 7,
   k_EAccountTypeChat = 8,
   k_EAccountTypeP2PSuperSeeder = 9,   // a fake steamid used
by superpeers to seed content to users of Steam P2P stuff

   // Max of 16 items in this field
   k_EAccountTypeMax
};

-Fyren

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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Spencer 'voogru' MacDonald
UPDATE players SET steamid = CAST(MID(authid, 9, 1) AS UNSIGNED) +
CAST(MID(authid, 11, 10) * 2 AS UNSIGNED)

No more steamid strings for me THANK U VERY MUCH.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fyren
Sent: Monday, February 16, 2009 10:21 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

On Mon, Feb 16, 2009 at 22:01, Tony Paloma  wrote:
> I'd feel better about that article if there was some proof or citations to
> its claims. All of a sudden everyone's ID went from the Individual
universe
> to Public? Doesn't really make sense. I would accept something like "Oh,
> Valve is now trying to adhere to the standard they created." But I'd like
to
> hear that from Valve.
>
> Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of the
> account where Y can be 0-9 is bogus. Also, if anyone replies saying that
'Y'
> actually has to do with the server in which registration occurred or
whether
> or not the account was created pre or post-HL2 release (or some other era-
> based explanation) please assume I replied with '/facepalm'.
>
> Furthermore, after looking at it a bit more, that article is inconsistent
> anyways. At one point it says the Y is the type, later it says it's
assigned
> "apparently at random."

The information about the "Y" was simply taken straight out of
steamclientpublic.h in the SDK:

// Steam account types
enum EAccountType
{
k_EAccountTypeInvalid = 0,
k_EAccountTypeIndividual = 1,   // single user account
k_EAccountTypeMultiseat = 2,// multiseat (e.g.
cybercafe) account
k_EAccountTypeGameServer = 3,   // game server account
k_EAccountTypeAnonGameServer = 4,   // anonymous game server
account
k_EAccountTypePending = 5,  // pending
k_EAccountTypeContentServer = 6,// content server
k_EAccountTypeClan = 7,
k_EAccountTypeChat = 8,
k_EAccountTypeP2PSuperSeeder = 9,   // a fake steamid used
by superpeers to seed content to users of Steam P2P stuff

// Max of 16 items in this field
k_EAccountTypeMax
};

-Fyren

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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Fyren
On Mon, Feb 16, 2009 at 22:01, Tony Paloma  wrote:
> I'd feel better about that article if there was some proof or citations to
> its claims. All of a sudden everyone's ID went from the Individual universe
> to Public? Doesn't really make sense. I would accept something like "Oh,
> Valve is now trying to adhere to the standard they created." But I'd like to
> hear that from Valve.
>
> Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of the
> account where Y can be 0-9 is bogus. Also, if anyone replies saying that 'Y'
> actually has to do with the server in which registration occurred or whether
> or not the account was created pre or post-HL2 release (or some other era-
> based explanation) please assume I replied with '/facepalm'.
>
> Furthermore, after looking at it a bit more, that article is inconsistent
> anyways. At one point it says the Y is the type, later it says it's assigned
> "apparently at random."

The information about the "Y" was simply taken straight out of
steamclientpublic.h in the SDK:

// Steam account types
enum EAccountType
{
k_EAccountTypeInvalid = 0,
k_EAccountTypeIndividual = 1,   // single user account
k_EAccountTypeMultiseat = 2,// multiseat (e.g.
cybercafe) account
k_EAccountTypeGameServer = 3,   // game server account
k_EAccountTypeAnonGameServer = 4,   // anonymous game server account
k_EAccountTypePending = 5,  // pending
k_EAccountTypeContentServer = 6,// content server
k_EAccountTypeClan = 7,
k_EAccountTypeChat = 8,
k_EAccountTypeP2PSuperSeeder = 9,   // a fake steamid used
by superpeers to seed content to users of Steam P2P stuff

// Max of 16 items in this field
k_EAccountTypeMax
};

-Fyren

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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Arg!
i dont know if its necesary but i opened the banned_user.cfg and did a find
replace just in case.

On Tue, Feb 17, 2009 at 1:54 PM, Kitteny Berk  wrote:

> DogGunn wrote:
> > I am a huge assest to this list. Suck it up.
> >
> > On Tue, Feb 17, 2009 at 1:02 PM, Karl Weckstrom 
> wrote:
> >
> >
> >> Classy.
> >>
> >> Very classy.
> >>
> >> I see why you're such an asset to this list :)
> >>
> >> -Original Message-
> >> From: hlds-boun...@list.valvesoftware.com [mailto:
> >> hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
> >> Sent: Monday, February 16, 2009 8:18 PM
> >> To: Half-Life dedicated Win32 server mailing list
> >> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
> >> Available
> >>
> >> Because you sound just like Karl with his incessant whining.
> >>
> >> On Tue, 2009-02-17 at 12:11 +1100, DogGunn wrote:
> >>
> >>> Hmm, why, what's wrong? Valve don't listen to this damn email list,
> >>>
> >> unless
> >>
> >>> something is terribly wrong. And even then, they don't listen to
> requests
> >>> that would benefir the server operators.
> >>>
> >>> On Tue, Feb 17, 2009 at 11:46 AM, Shawn Zipay 
> wrote:
> >>>
> >>>
> >>>> Oh DogGunn, such negativity for no reason.
> >>>>
> >>>> Thanks for the update Valve.
> >>>>
> >>>>
> >>>> Shawn P. Zipay
> >>>> Site Director
> >>>>
> >>>> Total Gaming Network -- http://www.totalgamingnetwork.com
> >>>> MyInternetServices -- http://www.myinternetservices.com
> >>>> CS-Nation -- http://www.csnation.net
> >>>>
> >>>>
> >>>> On Mon, Feb 16, 2009 at 7:40 PM, DogGunn  wrote:
> >>>>
> >>>>
> >>>>> Yes... exacly what we wanted... not.
> >>>>>
> >>>>> On Tue, Feb 17, 2009 at 11:30 AM, Jason Ruymen <
> >>>>>
> >> jas...@valvesoftware.com
> >>
> >>>>>> wrote:
> >>>>>>
> >>>>>> A required update for Team Fortress 2, along with an optional
> >>>>>>
> >> update
> >>
> >>>> for
> >>>>
> >>>>>> Day of Defeat: Source has been released.  Please run hldsupdatetool
> >>>>>>
> >> to
> >>
> >>>>>> receive the update.  The specific changes include:
> >>>>>>
> >>>>>> - Pipebombs now get a reduced close range damage ramp up (like
> >>>>>>
> >> Rocket
> >>
> >>>>>> Launcher & Syringe Gun)
> >>>>>>- Ultimately reduces damage done by pipebombs to enemies
> >>>>>>
> >> <512
> >>
> >>>>> units
> >>>>>
> >>>>>> from the Demoman
> >>>>>> - Moved the unlockable system over to the new item backend:
> >>>>>>- Added a warning dialog to the loadout screen telling
> >>>>>>
> >> clients
> >>
> >>>>> when
> >>>>>
> >>>>>> the server they're on could not get their loadout
> >>>>>> - Made "tf_damage_disablespread" a replicated convar, so clients
> >>>>>>
> >> can
> >>
> >>>> see
> >>>>
> >>>>>> the value of it on the server they're connected to
> >>>>>> - Renamed "mp_stalemate_at_timelimit" to
> >>>>>>
> >> "mp_match_end_at_timelimit",
> >>
> >>>> to
> >>>>
> >>>>>> better explain its function now that stalemate is optional
> >>>>>> - Protected several more commands from client exploitation
> >>>>>> - Fixed muzzle flashes & shell ejections still playing when
> >>>>>>
> >> viewmodels
> >>
> >>>>> are
> >>>>>
> >>>>>> hidden
> >>>>>> - Server tags can now be used to include or exclude servers from
> >>>>>>
> >> the
> >>
> >>>> list
> >>>>

Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread DogGunn
:) Anyway, enough of me being pissed at VALVe. I promise to post on the list
again, unless I have something to contribute.

On Tue, Feb 17, 2009 at 1:54 PM, Kitteny Berk  wrote:

> DogGunn wrote:
> > I am a huge assest to this list. Suck it up.
> >
> > On Tue, Feb 17, 2009 at 1:02 PM, Karl Weckstrom 
> wrote:
> >
> >
> >> Classy.
> >>
> >> Very classy.
> >>
> >> I see why you're such an asset to this list :)
> >>
> >> -Original Message-
> >> From: hlds-boun...@list.valvesoftware.com [mailto:
> >> hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
> >> Sent: Monday, February 16, 2009 8:18 PM
> >> To: Half-Life dedicated Win32 server mailing list
> >> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
> >> Available
> >>
> >> Because you sound just like Karl with his incessant whining.
> >>
> >> On Tue, 2009-02-17 at 12:11 +1100, DogGunn wrote:
> >>
> >>> Hmm, why, what's wrong? Valve don't listen to this damn email list,
> >>>
> >> unless
> >>
> >>> something is terribly wrong. And even then, they don't listen to
> requests
> >>> that would benefir the server operators.
> >>>
> >>> On Tue, Feb 17, 2009 at 11:46 AM, Shawn Zipay 
> wrote:
> >>>
> >>>
> >>>> Oh DogGunn, such negativity for no reason.
> >>>>
> >>>> Thanks for the update Valve.
> >>>>
> >>>>
> >>>> Shawn P. Zipay
> >>>> Site Director
> >>>>
> >>>> Total Gaming Network -- http://www.totalgamingnetwork.com
> >>>> MyInternetServices -- http://www.myinternetservices.com
> >>>> CS-Nation -- http://www.csnation.net
> >>>>
> >>>>
> >>>> On Mon, Feb 16, 2009 at 7:40 PM, DogGunn  wrote:
> >>>>
> >>>>
> >>>>> Yes... exacly what we wanted... not.
> >>>>>
> >>>>> On Tue, Feb 17, 2009 at 11:30 AM, Jason Ruymen <
> >>>>>
> >> jas...@valvesoftware.com
> >>
> >>>>>> wrote:
> >>>>>>
> >>>>>> A required update for Team Fortress 2, along with an optional
> >>>>>>
> >> update
> >>
> >>>> for
> >>>>
> >>>>>> Day of Defeat: Source has been released.  Please run hldsupdatetool
> >>>>>>
> >> to
> >>
> >>>>>> receive the update.  The specific changes include:
> >>>>>>
> >>>>>> - Pipebombs now get a reduced close range damage ramp up (like
> >>>>>>
> >> Rocket
> >>
> >>>>>> Launcher & Syringe Gun)
> >>>>>>- Ultimately reduces damage done by pipebombs to enemies
> >>>>>>
> >> <512
> >>
> >>>>> units
> >>>>>
> >>>>>> from the Demoman
> >>>>>> - Moved the unlockable system over to the new item backend:
> >>>>>>- Added a warning dialog to the loadout screen telling
> >>>>>>
> >> clients
> >>
> >>>>> when
> >>>>>
> >>>>>> the server they're on could not get their loadout
> >>>>>> - Made "tf_damage_disablespread" a replicated convar, so clients
> >>>>>>
> >> can
> >>
> >>>> see
> >>>>
> >>>>>> the value of it on the server they're connected to
> >>>>>> - Renamed "mp_stalemate_at_timelimit" to
> >>>>>>
> >> "mp_match_end_at_timelimit",
> >>
> >>>> to
> >>>>
> >>>>>> better explain its function now that stalemate is optional
> >>>>>> - Protected several more commands from client exploitation
> >>>>>> - Fixed muzzle flashes & shell ejections still playing when
> >>>>>>
> >> viewmodels
> >>
> >>>>> are
> >>>>>
> >>>>>> hidden
> >>>>>> - Server tags can now be used to include or exclude servers from
> >>>>>>
> >> the
> >>
> >>>> list
>

Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Tony Paloma
I'd feel better about that article if there was some proof or citations to
its claims. All of a sudden everyone's ID went from the Individual universe
to Public? Doesn't really make sense. I would accept something like "Oh,
Valve is now trying to adhere to the standard they created." But I'd like to
hear that from Valve.

Also the whole bit about how Y (in STEAM_X:Y:Z) represents the type of the
account where Y can be 0-9 is bogus. Also, if anyone replies saying that 'Y'
actually has to do with the server in which registration occurred or whether
or not the account was created pre or post-HL2 release (or some other era-
based explanation) please assume I replied with '/facepalm'.

Furthermore, after looking at it a bit more, that article is inconsistent
anyways. At one point it says the Y is the type, later it says it's assigned
"apparently at random."

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matthew Bancroft
Sent: Monday, February 16, 2009 6:39 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

For more information on how STEAMID's are broken down, please read
this wikipedia article: http://en.wikipedia.org/wiki/SteamID

The article should give you an understanding as to how a steamid is
constructed and why valve are making these apparent changes.

Regards
Matthew Bancroft



2009/2/17 Andrew Armstrong :
> Could someone please clarify what exactly has changed in the STEAM ID
> format, and whether this affects existing banned.cfg entries for STEAM
IDs?
>
> Thanks!
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Justin
> Sent: Tuesday, 17 February 2009 1:10 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
> Available
>
> Probably to make the L4D IDs match with TF2?
>
> On Mon, Feb 16, 2009 at 9:05 PM, Spencer 'voogru' MacDonald <
> voo...@voogru.com> wrote:
>
>> You have to change all of the STEAM_0's to STEAM_1's.
>>
>> That's all.
>>
>> But still, what's the purpose of the change in the first place.
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Arg!
>> Sent: Monday, February 16, 2009 9:04 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
>> Available
>>
>>  Does this mean our ban lists are all completely useless because the
steam
>> id
>> format has changed?
>>
>>
>> On Tue, Feb 17, 2009 at 12:55 PM, Anthal 
>> wrote:
>>
>> > This is from the Steam Update Page.
>> >
>> > /Sticky bombs now get a reduced close range damage ramp up (like Rocket
>> > Launcher & Syringe Gun)
>> > Ultimately reduces damage done by sticky bombs to enemies <512 units
>> > from the Demoman/
>> >
>> > So, which is it. Pipes or stickies? o_O
>> >
>> > Jason Ruymen wrote:
>> > > A required update for Team Fortress 2, along with an optional update
>> for
>> > Day of Defeat: Source has been released.  Please run hldsupdatetool to
>> > receive the update.  The specific changes include:
>> > >
>> > > - Pipebombs now get a reduced close range damage ramp up (like Rocket
>> > Launcher & Syringe Gun)
>> > > - Ultimately reduces damage done by pipebombs to enemies <512
>> > units from the Demoman
>> > > - Moved the unlockable system over to the new item backend:
>> > > - Added a warning dialog to the loadout screen telling
clients
>> > when the server they're on could not get their loadout
>> > > - Made "tf_damage_disablespread" a replicated convar, so clients can
>> see
>> > the value of it on the server they're connected to
>> > > - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit",
>> to
>> > better explain its function now that stalemate is optional
>> > > - Protected several more commands from client exploitation
>> > > - Fixed muzzle flashes & shell ejections still playing when
viewmodels
>> > are hidden
>> > > - Server tags can now be used to include or exclude servers from the
>> list
>> > >
>> > > Jason
>> >

Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Kitteny Berk
DogGunn wrote:
> I am a huge assest to this list. Suck it up.
>
> On Tue, Feb 17, 2009 at 1:02 PM, Karl Weckstrom  wrote:
>
>   
>> Classy.
>>
>> Very classy.
>>
>> I see why you're such an asset to this list :)
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com [mailto:
>> hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
>> Sent: Monday, February 16, 2009 8:18 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
>> Available
>>
>> Because you sound just like Karl with his incessant whining.
>>
>> On Tue, 2009-02-17 at 12:11 +1100, DogGunn wrote:
>> 
>>> Hmm, why, what's wrong? Valve don't listen to this damn email list,
>>>   
>> unless
>> 
>>> something is terribly wrong. And even then, they don't listen to requests
>>> that would benefir the server operators.
>>>
>>> On Tue, Feb 17, 2009 at 11:46 AM, Shawn Zipay  wrote:
>>>
>>>   
>>>> Oh DogGunn, such negativity for no reason.
>>>>
>>>> Thanks for the update Valve.
>>>>
>>>>
>>>> Shawn P. Zipay
>>>> Site Director
>>>>
>>>> Total Gaming Network -- http://www.totalgamingnetwork.com
>>>> MyInternetServices -- http://www.myinternetservices.com
>>>> CS-Nation -- http://www.csnation.net
>>>>
>>>>
>>>> On Mon, Feb 16, 2009 at 7:40 PM, DogGunn  wrote:
>>>>
>>>> 
>>>>> Yes... exacly what we wanted... not.
>>>>>
>>>>> On Tue, Feb 17, 2009 at 11:30 AM, Jason Ruymen <
>>>>>   
>> jas...@valvesoftware.com
>> 
>>>>>> wrote:
>>>>>> 
>>>>>> A required update for Team Fortress 2, along with an optional
>>>>>> 
>> update
>> 
>>>> for
>>>> 
>>>>>> Day of Defeat: Source has been released.  Please run hldsupdatetool
>>>>>> 
>> to
>> 
>>>>>> receive the update.  The specific changes include:
>>>>>>
>>>>>> - Pipebombs now get a reduced close range damage ramp up (like
>>>>>> 
>> Rocket
>> 
>>>>>> Launcher & Syringe Gun)
>>>>>>- Ultimately reduces damage done by pipebombs to enemies
>>>>>> 
>> <512
>> 
>>>>> units
>>>>>   
>>>>>> from the Demoman
>>>>>> - Moved the unlockable system over to the new item backend:
>>>>>>- Added a warning dialog to the loadout screen telling
>>>>>> 
>> clients
>> 
>>>>> when
>>>>>   
>>>>>> the server they're on could not get their loadout
>>>>>> - Made "tf_damage_disablespread" a replicated convar, so clients
>>>>>> 
>> can
>> 
>>>> see
>>>> 
>>>>>> the value of it on the server they're connected to
>>>>>> - Renamed "mp_stalemate_at_timelimit" to
>>>>>> 
>> "mp_match_end_at_timelimit",
>> 
>>>> to
>>>> 
>>>>>> better explain its function now that stalemate is optional
>>>>>> - Protected several more commands from client exploitation
>>>>>> - Fixed muzzle flashes & shell ejections still playing when
>>>>>> 
>> viewmodels
>> 
>>>>> are
>>>>>   
>>>>>> hidden
>>>>>> - Server tags can now be used to include or exclude servers from
>>>>>> 
>> the
>> 
>>>> list
>>>> 
>>>>>> 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:
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>>
>> ___
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>> please visit:
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>>
>> 
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> visit:
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>
>   


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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Andrew Armstrong
Thanks Matthew.

Is there any offical word on how these changes should be handled?

For example; I assume banlists should be updated (as in a ban for the old Id
will no longer work for connections using the new format)?

- Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matthew Bancroft
Sent: Tuesday, 17 February 2009 1:39 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

For more information on how STEAMID's are broken down, please read
this wikipedia article: http://en.wikipedia.org/wiki/SteamID

The article should give you an understanding as to how a steamid is
constructed and why valve are making these apparent changes.

Regards
Matthew Bancroft



2009/2/17 Andrew Armstrong :
> Could someone please clarify what exactly has changed in the STEAM ID
> format, and whether this affects existing banned.cfg entries for STEAM
IDs?
>
> Thanks!
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Justin
> Sent: Tuesday, 17 February 2009 1:10 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
> Available
>
> Probably to make the L4D IDs match with TF2?
>
> On Mon, Feb 16, 2009 at 9:05 PM, Spencer 'voogru' MacDonald <
> voo...@voogru.com> wrote:
>
>> You have to change all of the STEAM_0's to STEAM_1's.
>>
>> That's all.
>>
>> But still, what's the purpose of the change in the first place.
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Arg!
>> Sent: Monday, February 16, 2009 9:04 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
>> Available
>>
>>  Does this mean our ban lists are all completely useless because the
steam
>> id
>> format has changed?
>>
>>
>> On Tue, Feb 17, 2009 at 12:55 PM, Anthal 
>> wrote:
>>
>> > This is from the Steam Update Page.
>> >
>> > /Sticky bombs now get a reduced close range damage ramp up (like Rocket
>> > Launcher & Syringe Gun)
>> > Ultimately reduces damage done by sticky bombs to enemies <512 units
>> > from the Demoman/
>> >
>> > So, which is it. Pipes or stickies? o_O
>> >
>> > Jason Ruymen wrote:
>> > > A required update for Team Fortress 2, along with an optional update
>> for
>> > Day of Defeat: Source has been released.  Please run hldsupdatetool to
>> > receive the update.  The specific changes include:
>> > >
>> > > - Pipebombs now get a reduced close range damage ramp up (like Rocket
>> > Launcher & Syringe Gun)
>> > > - Ultimately reduces damage done by pipebombs to enemies <512
>> > units from the Demoman
>> > > - Moved the unlockable system over to the new item backend:
>> > > - Added a warning dialog to the loadout screen telling
clients
>> > when the server they're on could not get their loadout
>> > > - Made "tf_damage_disablespread" a replicated convar, so clients can
>> see
>> > the value of it on the server they're connected to
>> > > - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit",
>> to
>> > better explain its function now that stalemate is optional
>> > > - Protected several more commands from client exploitation
>> > > - Fixed muzzle flashes & shell ejections still playing when
viewmodels
>> > are hidden
>> > > - Server tags can now be used to include or exclude servers from the
>> list
>> > >
>> > > 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,
>&g

Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Cc2iscooL
Are you really now?

Brb walking my dog.

On Mon, Feb 16, 2009 at 8:44 PM, DogGunn  wrote:

> I am a huge assest to this list. Suck it up.
>
> On Tue, Feb 17, 2009 at 1:02 PM, Karl Weckstrom 
> wrote:
>
> > Classy.
> >
> > Very classy.
> >
> > I see why you're such an asset to this list :)
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com [mailto:
> > hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
> > Sent: Monday, February 16, 2009 8:18 PM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
> > Available
> >
> > Because you sound just like Karl with his incessant whining.
> >
> > On Tue, 2009-02-17 at 12:11 +1100, DogGunn wrote:
> > > Hmm, why, what's wrong? Valve don't listen to this damn email list,
> > unless
> > > something is terribly wrong. And even then, they don't listen to
> requests
> > > that would benefir the server operators.
> > >
> > > On Tue, Feb 17, 2009 at 11:46 AM, Shawn Zipay 
> wrote:
> > >
> > > > Oh DogGunn, such negativity for no reason.
> > > >
> > > > Thanks for the update Valve.
> > > >
> > > >
> > > > Shawn P. Zipay
> > > > Site Director
> > > >
> > > > Total Gaming Network -- http://www.totalgamingnetwork.com
> > > > MyInternetServices -- http://www.myinternetservices.com
> > > > CS-Nation -- http://www.csnation.net
> > > >
> > > >
> > > > On Mon, Feb 16, 2009 at 7:40 PM, DogGunn 
> wrote:
> > > >
> > > > > Yes... exacly what we wanted... not.
> > > > >
> > > > > On Tue, Feb 17, 2009 at 11:30 AM, Jason Ruymen <
> > jas...@valvesoftware.com
> > > > > >wrote:
> > > > >
> > > > > > A required update for Team Fortress 2, along with an optional
> > update
> > > > for
> > > > > > Day of Defeat: Source has been released.  Please run
> hldsupdatetool
> > to
> > > > > > receive the update.  The specific changes include:
> > > > > >
> > > > > > - Pipebombs now get a reduced close range damage ramp up (like
> > Rocket
> > > > > > Launcher & Syringe Gun)
> > > > > >- Ultimately reduces damage done by pipebombs to enemies
> > <512
> > > > > units
> > > > > > from the Demoman
> > > > > > - Moved the unlockable system over to the new item backend:
> > > > > >- Added a warning dialog to the loadout screen telling
> > clients
> > > > > when
> > > > > > the server they're on could not get their loadout
> > > > > > - Made "tf_damage_disablespread" a replicated convar, so clients
> > can
> > > > see
> > > > > > the value of it on the server they're connected to
> > > > > > - Renamed "mp_stalemate_at_timelimit" to
> > "mp_match_end_at_timelimit",
> > > > to
> > > > > > better explain its function now that stalemate is optional
> > > > > > - Protected several more commands from client exploitation
> > > > > > - Fixed muzzle flashes & shell ejections still playing when
> > viewmodels
> > > > > are
> > > > > > hidden
> > > > > > - Server tags can now be used to include or exclude servers from
> > the
> > > > list
> > > > > >
> > > > > > 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
> >
> > ___
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> > please visit:
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> >
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread ServerAlex
Still rate 30k limitation.. IT LAGS LIKE HELL! Remove please!

2009/2/17 Matthew Bancroft :
> For more information on how STEAMID's are broken down, please read
> this wikipedia article: http://en.wikipedia.org/wiki/SteamID
>
> The article should give you an understanding as to how a steamid is
> constructed and why valve are making these apparent changes.
>
> Regards
> Matthew Bancroft
>
>
>
> 2009/2/17 Andrew Armstrong :
>> Could someone please clarify what exactly has changed in the STEAM ID
>> format, and whether this affects existing banned.cfg entries for STEAM IDs?
>>
>> Thanks!
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Justin
>> Sent: Tuesday, 17 February 2009 1:10 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
>> Available
>>
>> Probably to make the L4D IDs match with TF2?
>>
>> On Mon, Feb 16, 2009 at 9:05 PM, Spencer 'voogru' MacDonald <
>> voo...@voogru.com> wrote:
>>
>>> You have to change all of the STEAM_0's to STEAM_1's.
>>>
>>> That's all.
>>>
>>> But still, what's the purpose of the change in the first place.
>>>
>>> -----Original Message-
>>> From: hlds-boun...@list.valvesoftware.com
>>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Arg!
>>> Sent: Monday, February 16, 2009 9:04 PM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
>>> Available
>>>
>>>  Does this mean our ban lists are all completely useless because the steam
>>> id
>>> format has changed?
>>>
>>>
>>> On Tue, Feb 17, 2009 at 12:55 PM, Anthal 
>>> wrote:
>>>
>>> > This is from the Steam Update Page.
>>> >
>>> > /Sticky bombs now get a reduced close range damage ramp up (like Rocket
>>> > Launcher & Syringe Gun)
>>> > Ultimately reduces damage done by sticky bombs to enemies <512 units
>>> > from the Demoman/
>>> >
>>> > So, which is it. Pipes or stickies? o_O
>>> >
>>> > Jason Ruymen wrote:
>>> > > A required update for Team Fortress 2, along with an optional update
>>> for
>>> > Day of Defeat: Source has been released.  Please run hldsupdatetool to
>>> > receive the update.  The specific changes include:
>>> > >
>>> > > - Pipebombs now get a reduced close range damage ramp up (like Rocket
>>> > Launcher & Syringe Gun)
>>> > > - Ultimately reduces damage done by pipebombs to enemies <512
>>> > units from the Demoman
>>> > > - Moved the unlockable system over to the new item backend:
>>> > > - Added a warning dialog to the loadout screen telling clients
>>> > when the server they're on could not get their loadout
>>> > > - Made "tf_damage_disablespread" a replicated convar, so clients can
>>> see
>>> > the value of it on the server they're connected to
>>> > > - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit",
>>> to
>>> > better explain its function now that stalemate is optional
>>> > > - Protected several more commands from client exploitation
>>> > > - Fixed muzzle flashes & shell ejections still playing when viewmodels
>>> > are hidden
>>> > > - Server tags can now be used to include or exclude servers from the
>>> list
>>> > >
>>> > > 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
>>
>
> ___
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> visit:
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread DogGunn
I am a huge assest to this list. Suck it up.

On Tue, Feb 17, 2009 at 1:02 PM, Karl Weckstrom  wrote:

> Classy.
>
> Very classy.
>
> I see why you're such an asset to this list :)
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
> Sent: Monday, February 16, 2009 8:18 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
> Available
>
> Because you sound just like Karl with his incessant whining.
>
> On Tue, 2009-02-17 at 12:11 +1100, DogGunn wrote:
> > Hmm, why, what's wrong? Valve don't listen to this damn email list,
> unless
> > something is terribly wrong. And even then, they don't listen to requests
> > that would benefir the server operators.
> >
> > On Tue, Feb 17, 2009 at 11:46 AM, Shawn Zipay  wrote:
> >
> > > Oh DogGunn, such negativity for no reason.
> > >
> > > Thanks for the update Valve.
> > >
> > >
> > > Shawn P. Zipay
> > > Site Director
> > >
> > > Total Gaming Network -- http://www.totalgamingnetwork.com
> > > MyInternetServices -- http://www.myinternetservices.com
> > > CS-Nation -- http://www.csnation.net
> > >
> > >
> > > On Mon, Feb 16, 2009 at 7:40 PM, DogGunn  wrote:
> > >
> > > > Yes... exacly what we wanted... not.
> > > >
> > > > On Tue, Feb 17, 2009 at 11:30 AM, Jason Ruymen <
> jas...@valvesoftware.com
> > > > >wrote:
> > > >
> > > > > A required update for Team Fortress 2, along with an optional
> update
> > > for
> > > > > Day of Defeat: Source has been released.  Please run hldsupdatetool
> to
> > > > > receive the update.  The specific changes include:
> > > > >
> > > > > - Pipebombs now get a reduced close range damage ramp up (like
> Rocket
> > > > > Launcher & Syringe Gun)
> > > > >- Ultimately reduces damage done by pipebombs to enemies
> <512
> > > > units
> > > > > from the Demoman
> > > > > - Moved the unlockable system over to the new item backend:
> > > > >- Added a warning dialog to the loadout screen telling
> clients
> > > > when
> > > > > the server they're on could not get their loadout
> > > > > - Made "tf_damage_disablespread" a replicated convar, so clients
> can
> > > see
> > > > > the value of it on the server they're connected to
> > > > > - Renamed "mp_stalemate_at_timelimit" to
> "mp_match_end_at_timelimit",
> > > to
> > > > > better explain its function now that stalemate is optional
> > > > > - Protected several more commands from client exploitation
> > > > > - Fixed muzzle flashes & shell ejections still playing when
> viewmodels
> > > > are
> > > > > hidden
> > > > > - Server tags can now be used to include or exclude servers from
> the
> > > list
> > > > >
> > > > > 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:
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>
> ___
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Robert C
Thanks! Yeah I messed something up while pushig the update to our hosts. 
All good now.

Alfred Reynolds wrote:
> Make sure the steam_api.dll file was updated properly, that export is in that 
> file.
>
> - Alfred
>
>   
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
>> boun...@list.valvesoftware.com] On Behalf Of Robert C
>> Sent: Monday, February 16, 2009 6:30 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
>> Available
>>
>> We are getting "steam entry point SteamAPI_GetHSteamPipe could not be
>> located" errors when trying to start servers after applying this
>> update.
>> Any tips?
>>
>> Rob C.
>>
>> Jason Ruymen wrote:
>> 
>>> A required update for Team Fortress 2, along with an optional update
>>>   
>> for Day of Defeat: Source has been released.  Please run hldsupdatetool
>> to receive the update.  The specific changes include:
>> 
>>> - Pipebombs now get a reduced close range damage ramp up (like Rocket
>>>   
>> Launcher & Syringe Gun)
>> 
>>> - Ultimately reduces damage done by pipebombs to enemies <512
>>>   
>> units from the Demoman
>> 
>>> - Moved the unlockable system over to the new item backend:
>>> - Added a warning dialog to the loadout screen telling
>>>   
>> clients when the server they're on could not get their loadout
>> 
>>> - Made "tf_damage_disablespread" a replicated convar, so clients can
>>>   
>> see the value of it on the server they're connected to
>> 
>>> - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit",
>>>   
>> to better explain its function now that stalemate is optional
>> 
>>> - Protected several more commands from client exploitation
>>> - Fixed muzzle flashes & shell ejections still playing when
>>>   
>> viewmodels are hidden
>> 
>>> - Server tags can now be used to include or exclude servers from the
>>>   
>> list
>> 
>>> 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:
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>
>
>   


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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Matthew Bancroft
For more information on how STEAMID's are broken down, please read
this wikipedia article: http://en.wikipedia.org/wiki/SteamID

The article should give you an understanding as to how a steamid is
constructed and why valve are making these apparent changes.

Regards
Matthew Bancroft



2009/2/17 Andrew Armstrong :
> Could someone please clarify what exactly has changed in the STEAM ID
> format, and whether this affects existing banned.cfg entries for STEAM IDs?
>
> Thanks!
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Justin
> Sent: Tuesday, 17 February 2009 1:10 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
> Available
>
> Probably to make the L4D IDs match with TF2?
>
> On Mon, Feb 16, 2009 at 9:05 PM, Spencer 'voogru' MacDonald <
> voo...@voogru.com> wrote:
>
>> You have to change all of the STEAM_0's to STEAM_1's.
>>
>> That's all.
>>
>> But still, what's the purpose of the change in the first place.
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Arg!
>> Sent: Monday, February 16, 2009 9:04 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
>> Available
>>
>>  Does this mean our ban lists are all completely useless because the steam
>> id
>> format has changed?
>>
>>
>> On Tue, Feb 17, 2009 at 12:55 PM, Anthal 
>> wrote:
>>
>> > This is from the Steam Update Page.
>> >
>> > /Sticky bombs now get a reduced close range damage ramp up (like Rocket
>> > Launcher & Syringe Gun)
>> > Ultimately reduces damage done by sticky bombs to enemies <512 units
>> > from the Demoman/
>> >
>> > So, which is it. Pipes or stickies? o_O
>> >
>> > Jason Ruymen wrote:
>> > > A required update for Team Fortress 2, along with an optional update
>> for
>> > Day of Defeat: Source has been released.  Please run hldsupdatetool to
>> > receive the update.  The specific changes include:
>> > >
>> > > - Pipebombs now get a reduced close range damage ramp up (like Rocket
>> > Launcher & Syringe Gun)
>> > > - Ultimately reduces damage done by pipebombs to enemies <512
>> > units from the Demoman
>> > > - Moved the unlockable system over to the new item backend:
>> > > - Added a warning dialog to the loadout screen telling clients
>> > when the server they're on could not get their loadout
>> > > - Made "tf_damage_disablespread" a replicated convar, so clients can
>> see
>> > the value of it on the server they're connected to
>> > > - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit",
>> to
>> > better explain its function now that stalemate is optional
>> > > - Protected several more commands from client exploitation
>> > > - Fixed muzzle flashes & shell ejections still playing when viewmodels
>> > are hidden
>> > > - Server tags can now be used to include or exclude servers from the
>> list
>> > >
>> > > 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
>>
> ___
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> please visit:
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>
>
> ___
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Andrew Armstrong
Thanks, I just did a comparison between my Id in Left 4 Dead and a Half-Life
1 game.

It went from STEAM_0 to STEAM_1 as well.

1) Does this mean we should treat these two Ids as the same (what is the 0/1
for?)
2) Why would the prefix be different?

The Source SDK says that value is either the Univerise or Account type; not
sure why it would change.

- Andrew

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chad Austin
Sent: Tuesday, 17 February 2009 1:24 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

I will demonstrate with my own ultra 1337 steamid:
STEAM_0:1:1133750 --> STEAM_1:1:1133750

Andrew Armstrong wrote:
> Could someone please clarify what exactly has changed in the STEAM ID
> format, and whether this affects existing banned.cfg entries for STEAM
IDs?
>
> Thanks!
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Justin
> Sent: Tuesday, 17 February 2009 1:10 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
> Available
>
> Probably to make the L4D IDs match with TF2?
>
> On Mon, Feb 16, 2009 at 9:05 PM, Spencer 'voogru' MacDonald <
> voo...@voogru.com> wrote:
>
>   
>> You have to change all of the STEAM_0's to STEAM_1's.
>>
>> That's all.
>>
>> But still, what's the purpose of the change in the first place.
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Arg!
>> Sent: Monday, February 16, 2009 9:04 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
>> Available
>>
>>  Does this mean our ban lists are all completely useless because the
steam
>> id
>> format has changed?
>>
>>
>> On Tue, Feb 17, 2009 at 12:55 PM, Anthal 
>> wrote:
>>
>> 
>>> This is from the Steam Update Page.
>>>
>>> /Sticky bombs now get a reduced close range damage ramp up (like Rocket
>>> Launcher & Syringe Gun)
>>> Ultimately reduces damage done by sticky bombs to enemies <512 units
>>> from the Demoman/
>>>
>>> So, which is it. Pipes or stickies? o_O
>>>
>>> Jason Ruymen wrote:
>>>   
>>>> A required update for Team Fortress 2, along with an optional update
>>>> 
>> for
>> 
>>> Day of Defeat: Source has been released.  Please run hldsupdatetool to
>>> receive the update.  The specific changes include:
>>>   
>>>> - Pipebombs now get a reduced close range damage ramp up (like Rocket
>>>> 
>>> Launcher & Syringe Gun)
>>>   
>>>> - Ultimately reduces damage done by pipebombs to enemies <512
>>>> 
>>> units from the Demoman
>>>   
>>>> - Moved the unlockable system over to the new item backend:
>>>> - Added a warning dialog to the loadout screen telling clients
>>>> 
>>> when the server they're on could not get their loadout
>>>   
>>>> - Made "tf_damage_disablespread" a replicated convar, so clients can
>>>> 
>> see
>> 
>>> the value of it on the server they're connected to
>>>   
>>>> - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit",
>>>> 
>> to
>> 
>>> better explain its function now that stalemate is optional
>>>   
>>>> - Protected several more commands from client exploitation
>>>> - Fixed muzzle flashes & shell ejections still playing when viewmodels
>>>> 
>>> are hidden
>>>   
>>>> - Server tags can now be used to include or exclude servers from the
>>>> 
>> list
>> 
>>>> Jason
>>>>
>>>> ___
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> 
>>> please visit:
>>>   
>>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>>
>>>> 
>>> ___
&g

Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Anthal
That creates a problem for people who had already connected, since they 
now have duplicate entries. Not a huge deal since I just tell them to 
disconnect before deleting the new and changing the old, but still a pain...

Michael Lebson wrote:
> If you have the MySQL Query Browser you can just do a find and replace all.
>
>   
>> Doesn't fix the stat whores complaining because HLStatsX is showing the
>> wrong rank. Should be fun updating a 60,000 SQL entries. Maybe I'll just
>> wipe them and start over...
>>
>> Spencer 'voogru' MacDonald wrote:
>> 
>>> Yeah, I'm no longer storing the steamid's as strings.
>>>
>>> I would encourage everyone to abolish using the
>>> STEAM_whatever_valve_feels_like_changing_it_to_for_no_reason_at_all
>>> string
>>> in the STEAMID's and use the 32 bit INT version of their ID's, now that
>>> we
>>> are forced to update everything anyway.
>>>
>>> This post http://forums.alliedmods.net/showthread.php?t=60899 will be of
>>> great assistance.
>>>
>>> - voogru.
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>
>>>   
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>>
>> 
>
>
>
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Anthal
Ahh, you're right. Got a bit confused, been so long since I played TFC...

msleeper wrote:
> Stickies are Pipes, play more TFC. Grenades are Grenades.
>
> On Mon, 2009-02-16 at 20:55 -0500, Anthal wrote:
>   
>> This is from the Steam Update Page.
>>
>> /Sticky bombs now get a reduced close range damage ramp up (like Rocket 
>> Launcher & Syringe Gun)
>> Ultimately reduces damage done by sticky bombs to enemies <512 units 
>> from the Demoman/
>>
>> So, which is it. Pipes or stickies? o_O
>>
>> Jason Ruymen wrote:
>> 
>>> A required update for Team Fortress 2, along with an optional update for 
>>> Day of Defeat: Source has been released.  Please run hldsupdatetool to 
>>> receive the update.  The specific changes include:
>>>
>>> - Pipebombs now get a reduced close range damage ramp up (like Rocket 
>>> Launcher & Syringe Gun)
>>> - Ultimately reduces damage done by pipebombs to enemies <512 units 
>>> from the Demoman
>>> - Moved the unlockable system over to the new item backend:
>>> - Added a warning dialog to the loadout screen telling clients when 
>>> the server they're on could not get their loadout
>>> - Made "tf_damage_disablespread" a replicated convar, so clients can see 
>>> the value of it on the server they're connected to
>>> - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit", to 
>>> better explain its function now that stalemate is optional
>>> - Protected several more commands from client exploitation
>>> - Fixed muzzle flashes & shell ejections still playing when viewmodels are 
>>> hidden
>>> - Server tags can now be used to include or exclude servers from the list
>>>
>>> Jason
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives, 
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>   
>>>   
>> ___
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>> please visit:
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>
>
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Alfred Reynolds
Make sure the steam_api.dll file was updated properly, that export is in that 
file.

- Alfred

> -Original Message-
> From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
> boun...@list.valvesoftware.com] On Behalf Of Robert C
> Sent: Monday, February 16, 2009 6:30 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
> Available
>
> We are getting "steam entry point SteamAPI_GetHSteamPipe could not be
> located" errors when trying to start servers after applying this
> update.
> Any tips?
>
> Rob C.
>
> Jason Ruymen wrote:
> > A required update for Team Fortress 2, along with an optional update
> for Day of Defeat: Source has been released.  Please run hldsupdatetool
> to receive the update.  The specific changes include:
> >
> > - Pipebombs now get a reduced close range damage ramp up (like Rocket
> Launcher & Syringe Gun)
> > - Ultimately reduces damage done by pipebombs to enemies <512
> units from the Demoman
> > - Moved the unlockable system over to the new item backend:
> > - Added a warning dialog to the loadout screen telling
> clients when the server they're on could not get their loadout
> > - Made "tf_damage_disablespread" a replicated convar, so clients can
> see the value of it on the server they're connected to
> > - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit",
> to better explain its function now that stalemate is optional
> > - Protected several more commands from client exploitation
> > - Fixed muzzle flashes & shell ejections still playing when
> viewmodels are hidden
> > - Server tags can now be used to include or exclude servers from the
> list
> >
> > Jason
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> >
>
>
> ___
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> please visit:
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Robert C
We are getting "steam entry point SteamAPI_GetHSteamPipe could not be 
located" errors when trying to start servers after applying this update. 
Any tips?

Rob C.

Jason Ruymen wrote:
> A required update for Team Fortress 2, along with an optional update for Day 
> of Defeat: Source has been released.  Please run hldsupdatetool to receive 
> the update.  The specific changes include:
>
> - Pipebombs now get a reduced close range damage ramp up (like Rocket 
> Launcher & Syringe Gun)
> - Ultimately reduces damage done by pipebombs to enemies <512 units 
> from the Demoman
> - Moved the unlockable system over to the new item backend:
> - Added a warning dialog to the loadout screen telling clients when 
> the server they're on could not get their loadout
> - Made "tf_damage_disablespread" a replicated convar, so clients can see the 
> value of it on the server they're connected to
> - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit", to 
> better explain its function now that stalemate is optional
> - Protected several more commands from client exploitation
> - Fixed muzzle flashes & shell ejections still playing when viewmodels are 
> hidden
> - Server tags can now be used to include or exclude servers from the list
>
> Jason
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Chad Austin
I will demonstrate with my own ultra 1337 steamid:
STEAM_0:1:1133750 --> STEAM_1:1:1133750

Andrew Armstrong wrote:
> Could someone please clarify what exactly has changed in the STEAM ID
> format, and whether this affects existing banned.cfg entries for STEAM IDs?
>
> Thanks!
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Justin
> Sent: Tuesday, 17 February 2009 1:10 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
> Available
>
> Probably to make the L4D IDs match with TF2?
>
> On Mon, Feb 16, 2009 at 9:05 PM, Spencer 'voogru' MacDonald <
> voo...@voogru.com> wrote:
>
>   
>> You have to change all of the STEAM_0's to STEAM_1's.
>>
>> That's all.
>>
>> But still, what's the purpose of the change in the first place.
>>
>> -Original Message-
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Arg!
>> Sent: Monday, February 16, 2009 9:04 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
>> Available
>>
>>  Does this mean our ban lists are all completely useless because the steam
>> id
>> format has changed?
>>
>>
>> On Tue, Feb 17, 2009 at 12:55 PM, Anthal 
>> wrote:
>>
>> 
>>> This is from the Steam Update Page.
>>>
>>> /Sticky bombs now get a reduced close range damage ramp up (like Rocket
>>> Launcher & Syringe Gun)
>>> Ultimately reduces damage done by sticky bombs to enemies <512 units
>>> from the Demoman/
>>>
>>> So, which is it. Pipes or stickies? o_O
>>>
>>> Jason Ruymen wrote:
>>>   
>>>> A required update for Team Fortress 2, along with an optional update
>>>> 
>> for
>> 
>>> Day of Defeat: Source has been released.  Please run hldsupdatetool to
>>> receive the update.  The specific changes include:
>>>   
>>>> - Pipebombs now get a reduced close range damage ramp up (like Rocket
>>>> 
>>> Launcher & Syringe Gun)
>>>   
>>>> - Ultimately reduces damage done by pipebombs to enemies <512
>>>> 
>>> units from the Demoman
>>>   
>>>> - Moved the unlockable system over to the new item backend:
>>>> - Added a warning dialog to the loadout screen telling clients
>>>> 
>>> when the server they're on could not get their loadout
>>>   
>>>> - Made "tf_damage_disablespread" a replicated convar, so clients can
>>>> 
>> see
>> 
>>> the value of it on the server they're connected to
>>>   
>>>> - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit",
>>>> 
>> to
>> 
>>> better explain its function now that stalemate is optional
>>>   
>>>> - Protected several more commands from client exploitation
>>>> - Fixed muzzle flashes & shell ejections still playing when viewmodels
>>>> 
>>> are hidden
>>>   
>>>> - Server tags can now be used to include or exclude servers from the
>>>> 
>> list
>> 
>>>> Jason
>>>>
>>>> ___
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> 
>>> please visit:
>>>   
>>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>>
>>>> 
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>
>>>   
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>> please visit:
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>> please visit:
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>>
>> 
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Jake E
Maybe it was causing a conflict in some binary code that read the STEAM ID's
wrong?

On Mon, Feb 16, 2009 at 9:18 PM, 1nsane <1nsane...@gmail.com> wrote:

> If they are SQL based you can always make a query:
> UPDATE bans steamid=CONCAT('STEAM_1',SUBSTRING(steamid,8))
>
> or
>
> UPDATE sm_admins SET identity=CONCAT('STEAM_1',SUBSTRING(identity,8))
>
> For older Sourcemod versions.
>
> On Mon, Feb 16, 2009 at 9:08 PM, msleeper  wrote:
>
> > Do you use SourceBans 1.4 or greater? If so, no. If not, maybe.
> > Seach/replace the files and you should be good to go though.
> >
> >
> > On Tue, 2009-02-17 at 13:03 +1100, Arg! wrote:
> > > Does this mean our ban lists are all completely useless because the
> steam
> > id
> > > format has changed?
> > >
> > >
> > > On Tue, Feb 17, 2009 at 12:55 PM, Anthal 
> > wrote:
> > >
> > > > This is from the Steam Update Page.
> > > >
> > > > /Sticky bombs now get a reduced close range damage ramp up (like
> Rocket
> > > > Launcher & Syringe Gun)
> > > > Ultimately reduces damage done by sticky bombs to enemies <512 units
> > > > from the Demoman/
> > > >
> > > > So, which is it. Pipes or stickies? o_O
> > > >
> > > > Jason Ruymen wrote:
> > > > > A required update for Team Fortress 2, along with an optional
> update
> > for
> > > > Day of Defeat: Source has been released.  Please run hldsupdatetool
> to
> > > > receive the update.  The specific changes include:
> > > > >
> > > > > - Pipebombs now get a reduced close range damage ramp up (like
> Rocket
> > > > Launcher & Syringe Gun)
> > > > > - Ultimately reduces damage done by pipebombs to enemies
> <512
> > > > units from the Demoman
> > > > > - Moved the unlockable system over to the new item backend:
> > > > > - Added a warning dialog to the loadout screen telling
> > clients
> > > > when the server they're on could not get their loadout
> > > > > - Made "tf_damage_disablespread" a replicated convar, so clients
> can
> > see
> > > > the value of it on the server they're connected to
> > > > > - Renamed "mp_stalemate_at_timelimit" to
> "mp_match_end_at_timelimit",
> > to
> > > > better explain its function now that stalemate is optional
> > > > > - Protected several more commands from client exploitation
> > > > > - Fixed muzzle flashes & shell ejections still playing when
> > viewmodels
> > > > are hidden
> > > > > - Server tags can now be used to include or exclude servers from
> the
> > list
> > > > >
> > > > > 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
> >
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread 1nsane
If they are SQL based you can always make a query:
UPDATE bans steamid=CONCAT('STEAM_1',SUBSTRING(steamid,8))

or

UPDATE sm_admins SET identity=CONCAT('STEAM_1',SUBSTRING(identity,8))

For older Sourcemod versions.

On Mon, Feb 16, 2009 at 9:08 PM, msleeper  wrote:

> Do you use SourceBans 1.4 or greater? If so, no. If not, maybe.
> Seach/replace the files and you should be good to go though.
>
>
> On Tue, 2009-02-17 at 13:03 +1100, Arg! wrote:
> > Does this mean our ban lists are all completely useless because the steam
> id
> > format has changed?
> >
> >
> > On Tue, Feb 17, 2009 at 12:55 PM, Anthal 
> wrote:
> >
> > > This is from the Steam Update Page.
> > >
> > > /Sticky bombs now get a reduced close range damage ramp up (like Rocket
> > > Launcher & Syringe Gun)
> > > Ultimately reduces damage done by sticky bombs to enemies <512 units
> > > from the Demoman/
> > >
> > > So, which is it. Pipes or stickies? o_O
> > >
> > > Jason Ruymen wrote:
> > > > A required update for Team Fortress 2, along with an optional update
> for
> > > Day of Defeat: Source has been released.  Please run hldsupdatetool to
> > > receive the update.  The specific changes include:
> > > >
> > > > - Pipebombs now get a reduced close range damage ramp up (like Rocket
> > > Launcher & Syringe Gun)
> > > > - Ultimately reduces damage done by pipebombs to enemies <512
> > > units from the Demoman
> > > > - Moved the unlockable system over to the new item backend:
> > > > - Added a warning dialog to the loadout screen telling
> clients
> > > when the server they're on could not get their loadout
> > > > - Made "tf_damage_disablespread" a replicated convar, so clients can
> see
> > > the value of it on the server they're connected to
> > > > - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit",
> to
> > > better explain its function now that stalemate is optional
> > > > - Protected several more commands from client exploitation
> > > > - Fixed muzzle flashes & shell ejections still playing when
> viewmodels
> > > are hidden
> > > > - Server tags can now be used to include or exclude servers from the
> list
> > > >
> > > > Jason
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > ___
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> please visit:
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>
>
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Andrew Armstrong
Could someone please clarify what exactly has changed in the STEAM ID
format, and whether this affects existing banned.cfg entries for STEAM IDs?

Thanks!

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Justin
Sent: Tuesday, 17 February 2009 1:10 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

Probably to make the L4D IDs match with TF2?

On Mon, Feb 16, 2009 at 9:05 PM, Spencer 'voogru' MacDonald <
voo...@voogru.com> wrote:

> You have to change all of the STEAM_0's to STEAM_1's.
>
> That's all.
>
> But still, what's the purpose of the change in the first place.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Arg!
> Sent: Monday, February 16, 2009 9:04 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
> Available
>
>  Does this mean our ban lists are all completely useless because the steam
> id
> format has changed?
>
>
> On Tue, Feb 17, 2009 at 12:55 PM, Anthal 
> wrote:
>
> > This is from the Steam Update Page.
> >
> > /Sticky bombs now get a reduced close range damage ramp up (like Rocket
> > Launcher & Syringe Gun)
> > Ultimately reduces damage done by sticky bombs to enemies <512 units
> > from the Demoman/
> >
> > So, which is it. Pipes or stickies? o_O
> >
> > Jason Ruymen wrote:
> > > A required update for Team Fortress 2, along with an optional update
> for
> > Day of Defeat: Source has been released.  Please run hldsupdatetool to
> > receive the update.  The specific changes include:
> > >
> > > - Pipebombs now get a reduced close range damage ramp up (like Rocket
> > Launcher & Syringe Gun)
> > > - Ultimately reduces damage done by pipebombs to enemies <512
> > units from the Demoman
> > > - Moved the unlockable system over to the new item backend:
> > > - Added a warning dialog to the loadout screen telling clients
> > when the server they're on could not get their loadout
> > > - Made "tf_damage_disablespread" a replicated convar, so clients can
> see
> > the value of it on the server they're connected to
> > > - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit",
> to
> > better explain its function now that stalemate is optional
> > > - Protected several more commands from client exploitation
> > > - Fixed muzzle flashes & shell ejections still playing when viewmodels
> > are hidden
> > > - Server tags can now be used to include or exclude servers from the
> list
> > >
> > > 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:
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Spencer 'voogru' MacDonald
Uhm, no.

Why did they change in in L4D in the first place.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Justin
Sent: Monday, February 16, 2009 9:10 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

Probably to make the L4D IDs match with TF2?

On Mon, Feb 16, 2009 at 9:05 PM, Spencer 'voogru' MacDonald <
voo...@voogru.com> wrote:

> You have to change all of the STEAM_0's to STEAM_1's.
>
> That's all.
>
> But still, what's the purpose of the change in the first place.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Arg!
> Sent: Monday, February 16, 2009 9:04 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
> Available
>
>  Does this mean our ban lists are all completely useless because the steam
> id
> format has changed?
>
>
> On Tue, Feb 17, 2009 at 12:55 PM, Anthal 
> wrote:
>
> > This is from the Steam Update Page.
> >
> > /Sticky bombs now get a reduced close range damage ramp up (like Rocket
> > Launcher & Syringe Gun)
> > Ultimately reduces damage done by sticky bombs to enemies <512 units
> > from the Demoman/
> >
> > So, which is it. Pipes or stickies? o_O
> >
> > Jason Ruymen wrote:
> > > A required update for Team Fortress 2, along with an optional update
> for
> > Day of Defeat: Source has been released.  Please run hldsupdatetool to
> > receive the update.  The specific changes include:
> > >
> > > - Pipebombs now get a reduced close range damage ramp up (like Rocket
> > Launcher & Syringe Gun)
> > > - Ultimately reduces damage done by pipebombs to enemies <512
> > units from the Demoman
> > > - Moved the unlockable system over to the new item backend:
> > > - Added a warning dialog to the loadout screen telling clients
> > when the server they're on could not get their loadout
> > > - Made "tf_damage_disablespread" a replicated convar, so clients can
> see
> > the value of it on the server they're connected to
> > > - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit",
> to
> > better explain its function now that stalemate is optional
> > > - Protected several more commands from client exploitation
> > > - Fixed muzzle flashes & shell ejections still playing when viewmodels
> > are hidden
> > > - Server tags can now be used to include or exclude servers from the
> list
> > >
> > > 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:
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Justin
Probably to make the L4D IDs match with TF2?

On Mon, Feb 16, 2009 at 9:05 PM, Spencer 'voogru' MacDonald <
voo...@voogru.com> wrote:

> You have to change all of the STEAM_0's to STEAM_1's.
>
> That's all.
>
> But still, what's the purpose of the change in the first place.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Arg!
> Sent: Monday, February 16, 2009 9:04 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
> Available
>
>  Does this mean our ban lists are all completely useless because the steam
> id
> format has changed?
>
>
> On Tue, Feb 17, 2009 at 12:55 PM, Anthal 
> wrote:
>
> > This is from the Steam Update Page.
> >
> > /Sticky bombs now get a reduced close range damage ramp up (like Rocket
> > Launcher & Syringe Gun)
> > Ultimately reduces damage done by sticky bombs to enemies <512 units
> > from the Demoman/
> >
> > So, which is it. Pipes or stickies? o_O
> >
> > Jason Ruymen wrote:
> > > A required update for Team Fortress 2, along with an optional update
> for
> > Day of Defeat: Source has been released.  Please run hldsupdatetool to
> > receive the update.  The specific changes include:
> > >
> > > - Pipebombs now get a reduced close range damage ramp up (like Rocket
> > Launcher & Syringe Gun)
> > > - Ultimately reduces damage done by pipebombs to enemies <512
> > units from the Demoman
> > > - Moved the unlockable system over to the new item backend:
> > > - Added a warning dialog to the loadout screen telling clients
> > when the server they're on could not get their loadout
> > > - Made "tf_damage_disablespread" a replicated convar, so clients can
> see
> > the value of it on the server they're connected to
> > > - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit",
> to
> > better explain its function now that stalemate is optional
> > > - Protected several more commands from client exploitation
> > > - Fixed muzzle flashes & shell ejections still playing when viewmodels
> > are hidden
> > > - Server tags can now be used to include or exclude servers from the
> list
> > >
> > > 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:
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>
>
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread msleeper
Do you use SourceBans 1.4 or greater? If so, no. If not, maybe.
Seach/replace the files and you should be good to go though.


On Tue, 2009-02-17 at 13:03 +1100, Arg! wrote:
> Does this mean our ban lists are all completely useless because the steam id
> format has changed?
> 
> 
> On Tue, Feb 17, 2009 at 12:55 PM, Anthal  wrote:
> 
> > This is from the Steam Update Page.
> >
> > /Sticky bombs now get a reduced close range damage ramp up (like Rocket
> > Launcher & Syringe Gun)
> > Ultimately reduces damage done by sticky bombs to enemies <512 units
> > from the Demoman/
> >
> > So, which is it. Pipes or stickies? o_O
> >
> > Jason Ruymen wrote:
> > > A required update for Team Fortress 2, along with an optional update for
> > Day of Defeat: Source has been released.  Please run hldsupdatetool to
> > receive the update.  The specific changes include:
> > >
> > > - Pipebombs now get a reduced close range damage ramp up (like Rocket
> > Launcher & Syringe Gun)
> > > - Ultimately reduces damage done by pipebombs to enemies <512
> > units from the Demoman
> > > - Moved the unlockable system over to the new item backend:
> > > - Added a warning dialog to the loadout screen telling clients
> > when the server they're on could not get their loadout
> > > - Made "tf_damage_disablespread" a replicated convar, so clients can see
> > the value of it on the server they're connected to
> > > - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit", to
> > better explain its function now that stalemate is optional
> > > - Protected several more commands from client exploitation
> > > - Fixed muzzle flashes & shell ejections still playing when viewmodels
> > are hidden
> > > - Server tags can now be used to include or exclude servers from the list
> > >
> > > 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:
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Spencer 'voogru' MacDonald
You have to change all of the STEAM_0's to STEAM_1's.

That's all.

But still, what's the purpose of the change in the first place.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Arg!
Sent: Monday, February 16, 2009 9:04 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

Does this mean our ban lists are all completely useless because the steam id
format has changed?


On Tue, Feb 17, 2009 at 12:55 PM, Anthal  wrote:

> This is from the Steam Update Page.
>
> /Sticky bombs now get a reduced close range damage ramp up (like Rocket
> Launcher & Syringe Gun)
> Ultimately reduces damage done by sticky bombs to enemies <512 units
> from the Demoman/
>
> So, which is it. Pipes or stickies? o_O
>
> Jason Ruymen wrote:
> > A required update for Team Fortress 2, along with an optional update for
> Day of Defeat: Source has been released.  Please run hldsupdatetool to
> receive the update.  The specific changes include:
> >
> > - Pipebombs now get a reduced close range damage ramp up (like Rocket
> Launcher & Syringe Gun)
> > - Ultimately reduces damage done by pipebombs to enemies <512
> units from the Demoman
> > - Moved the unlockable system over to the new item backend:
> > - Added a warning dialog to the loadout screen telling clients
> when the server they're on could not get their loadout
> > - Made "tf_damage_disablespread" a replicated convar, so clients can see
> the value of it on the server they're connected to
> > - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit", to
> better explain its function now that stalemate is optional
> > - Protected several more commands from client exploitation
> > - Fixed muzzle flashes & shell ejections still playing when viewmodels
> are hidden
> > - Server tags can now be used to include or exclude servers from the
list
> >
> > Jason
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Arg!
Does this mean our ban lists are all completely useless because the steam id
format has changed?


On Tue, Feb 17, 2009 at 12:55 PM, Anthal  wrote:

> This is from the Steam Update Page.
>
> /Sticky bombs now get a reduced close range damage ramp up (like Rocket
> Launcher & Syringe Gun)
> Ultimately reduces damage done by sticky bombs to enemies <512 units
> from the Demoman/
>
> So, which is it. Pipes or stickies? o_O
>
> Jason Ruymen wrote:
> > A required update for Team Fortress 2, along with an optional update for
> Day of Defeat: Source has been released.  Please run hldsupdatetool to
> receive the update.  The specific changes include:
> >
> > - Pipebombs now get a reduced close range damage ramp up (like Rocket
> Launcher & Syringe Gun)
> > - Ultimately reduces damage done by pipebombs to enemies <512
> units from the Demoman
> > - Moved the unlockable system over to the new item backend:
> > - Added a warning dialog to the loadout screen telling clients
> when the server they're on could not get their loadout
> > - Made "tf_damage_disablespread" a replicated convar, so clients can see
> the value of it on the server they're connected to
> > - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit", to
> better explain its function now that stalemate is optional
> > - Protected several more commands from client exploitation
> > - Fixed muzzle flashes & shell ejections still playing when viewmodels
> are hidden
> > - Server tags can now be used to include or exclude servers from the list
> >
> > 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:
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>
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Karl Weckstrom
Classy. 

Very classy. 

I see why you're such an asset to this list :) 

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Monday, February 16, 2009 8:18 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

Because you sound just like Karl with his incessant whining.

On Tue, 2009-02-17 at 12:11 +1100, DogGunn wrote:
> Hmm, why, what's wrong? Valve don't listen to this damn email list, unless
> something is terribly wrong. And even then, they don't listen to requests
> that would benefir the server operators.
> 
> On Tue, Feb 17, 2009 at 11:46 AM, Shawn Zipay  wrote:
> 
> > Oh DogGunn, such negativity for no reason.
> >
> > Thanks for the update Valve.
> >
> >
> > Shawn P. Zipay
> > Site Director
> >
> > Total Gaming Network -- http://www.totalgamingnetwork.com
> > MyInternetServices -- http://www.myinternetservices.com
> > CS-Nation -- http://www.csnation.net
> >
> >
> > On Mon, Feb 16, 2009 at 7:40 PM, DogGunn  wrote:
> >
> > > Yes... exacly what we wanted... not.
> > >
> > > On Tue, Feb 17, 2009 at 11:30 AM, Jason Ruymen  > > >wrote:
> > >
> > > > A required update for Team Fortress 2, along with an optional update
> > for
> > > > Day of Defeat: Source has been released.  Please run hldsupdatetool to
> > > > receive the update.  The specific changes include:
> > > >
> > > > - Pipebombs now get a reduced close range damage ramp up (like Rocket
> > > > Launcher & Syringe Gun)
> > > >- Ultimately reduces damage done by pipebombs to enemies <512
> > > units
> > > > from the Demoman
> > > > - Moved the unlockable system over to the new item backend:
> > > >- Added a warning dialog to the loadout screen telling clients
> > > when
> > > > the server they're on could not get their loadout
> > > > - Made "tf_damage_disablespread" a replicated convar, so clients can
> > see
> > > > the value of it on the server they're connected to
> > > > - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit",
> > to
> > > > better explain its function now that stalemate is optional
> > > > - Protected several more commands from client exploitation
> > > > - Fixed muzzle flashes & shell ejections still playing when viewmodels
> > > are
> > > > hidden
> > > > - Server tags can now be used to include or exclude servers from the
> > list
> > > >
> > > > Jason
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread msleeper
Stickies are Pipes, play more TFC. Grenades are Grenades.

On Mon, 2009-02-16 at 20:55 -0500, Anthal wrote:
> This is from the Steam Update Page.
> 
> /Sticky bombs now get a reduced close range damage ramp up (like Rocket 
> Launcher & Syringe Gun)
> Ultimately reduces damage done by sticky bombs to enemies <512 units 
> from the Demoman/
> 
> So, which is it. Pipes or stickies? o_O
> 
> Jason Ruymen wrote:
> > A required update for Team Fortress 2, along with an optional update for 
> > Day of Defeat: Source has been released.  Please run hldsupdatetool to 
> > receive the update.  The specific changes include:
> >
> > - Pipebombs now get a reduced close range damage ramp up (like Rocket 
> > Launcher & Syringe Gun)
> > - Ultimately reduces damage done by pipebombs to enemies <512 units 
> > from the Demoman
> > - Moved the unlockable system over to the new item backend:
> > - Added a warning dialog to the loadout screen telling clients when 
> > the server they're on could not get their loadout
> > - Made "tf_damage_disablespread" a replicated convar, so clients can see 
> > the value of it on the server they're connected to
> > - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit", to 
> > better explain its function now that stalemate is optional
> > - Protected several more commands from client exploitation
> > - Fixed muzzle flashes & shell ejections still playing when viewmodels are 
> > hidden
> > - Server tags can now be used to include or exclude servers from the list
> >
> > 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 
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Anthal
This is from the Steam Update Page.

/Sticky bombs now get a reduced close range damage ramp up (like Rocket 
Launcher & Syringe Gun)
Ultimately reduces damage done by sticky bombs to enemies <512 units 
from the Demoman/

So, which is it. Pipes or stickies? o_O

Jason Ruymen wrote:
> A required update for Team Fortress 2, along with an optional update for Day 
> of Defeat: Source has been released.  Please run hldsupdatetool to receive 
> the update.  The specific changes include:
>
> - Pipebombs now get a reduced close range damage ramp up (like Rocket 
> Launcher & Syringe Gun)
> - Ultimately reduces damage done by pipebombs to enemies <512 units 
> from the Demoman
> - Moved the unlockable system over to the new item backend:
> - Added a warning dialog to the loadout screen telling clients when 
> the server they're on could not get their loadout
> - Made "tf_damage_disablespread" a replicated convar, so clients can see the 
> value of it on the server they're connected to
> - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit", to 
> better explain its function now that stalemate is optional
> - Protected several more commands from client exploitation
> - Fixed muzzle flashes & shell ejections still playing when viewmodels are 
> hidden
> - Server tags can now be used to include or exclude servers from the list
>
> Jason
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>   


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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread msleeper
So hey I hear that downloading and running a server is free, if you
don't like Valve and their practices, shut down your servers and walk
away.


On Tue, 2009-02-17 at 12:38 +1100, DogGunn wrote:
> Because they're VALVe?
> 
> On Tue, Feb 17, 2009 at 12:34 PM, Spencer 'voogru' MacDonald <
> voo...@voogru.com> wrote:
> 
> > I wonder why valve does the whole STEAM_x thing to begin with, theres no
> > point! The ID's are the same!
> >
> > Why cause headaches for no reason?
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Anthal
> > Sent: Monday, February 16, 2009 8:32 PM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
> > Available
> >
> > Doesn't fix the stat whores complaining because HLStatsX is showing the
> > wrong rank. Should be fun updating a 60,000 SQL entries. Maybe I'll just
> > wipe them and start over...
> >
> > Spencer 'voogru' MacDonald wrote:
> > > Yeah, I'm no longer storing the steamid's as strings.
> > >
> > > I would encourage everyone to abolish using the
> > > STEAM_whatever_valve_feels_like_changing_it_to_for_no_reason_at_all
> > string
> > > in the STEAMID's and use the 32 bit INT version of their ID's, now that
> > we
> > > are forced to update everything anyway.
> > >
> > > This post http://forums.alliedmods.net/showthread.php?t=60899 will be of
> > > great assistance.
> > >
> > > - voogru.
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Tony Paloma
Valve, now that you have brought over this change from L4D to TF2, can we
get an explanation of what it means?

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: Monday, February 16, 2009 5:15 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

Yes. Confirmed. Bunch of headaches because of this.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Monday, February 16, 2009 5:13 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

Anyone else notice that TF2 is now using the new STEAM_1:X: IDs?

Anyone running scripts/plugins dependent on SteamID, make sure they are
compatible!

On Mon, 2009-02-16 at 16:30 -0800, Jason Ruymen wrote:
> A required update for Team Fortress 2, along with an optional update for
Day of Defeat: Source has been released.  Please run hldsupdatetool to
receive the update.  The specific changes include:
> 
> - Pipebombs now get a reduced close range damage ramp up (like Rocket
Launcher & Syringe Gun)
> - Ultimately reduces damage done by pipebombs to enemies <512
units from the Demoman
> - Moved the unlockable system over to the new item backend:
> - Added a warning dialog to the loadout screen telling clients
when the server they're on could not get their loadout
> - Made "tf_damage_disablespread" a replicated convar, so clients can see
the value of it on the server they're connected to
> - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit", to
better explain its function now that stalemate is optional
> - Protected several more commands from client exploitation
> - Fixed muzzle flashes & shell ejections still playing when viewmodels are
hidden
> - Server tags can now be used to include or exclude servers from the list
> 
> Jason
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds


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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Spencer 'voogru' MacDonald
Which works, until valve decides one day...

Hey, I think we should give everyone "get out of banned free" cards, let's
change the 1 to a 2 out of the blue and with no real warning.

When I first implemented my ID system for players I was considering doing
the whole 32 bit int thing rather than storing the ID's as strings, but I
figured I'd stick with the standard.

So much for that.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael Lebson
Sent: Monday, February 16, 2009 8:34 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

If you have the MySQL Query Browser you can just do a find and replace all.

> Doesn't fix the stat whores complaining because HLStatsX is showing the
> wrong rank. Should be fun updating a 60,000 SQL entries. Maybe I'll just
> wipe them and start over...
>
> Spencer 'voogru' MacDonald wrote:
>> Yeah, I'm no longer storing the steamid's as strings.
>>
>> I would encourage everyone to abolish using the
>> STEAM_whatever_valve_feels_like_changing_it_to_for_no_reason_at_all
>> string
>> in the STEAMID's and use the 32 bit INT version of their ID's, now that
>> we
>> are forced to update everything anyway.
>>
>> This post http://forums.alliedmods.net/showthread.php?t=60899 will be of
>> great assistance.
>>
>> - voogru.
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>



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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread DogGunn
Because they're VALVe?

On Tue, Feb 17, 2009 at 12:34 PM, Spencer 'voogru' MacDonald <
voo...@voogru.com> wrote:

> I wonder why valve does the whole STEAM_x thing to begin with, theres no
> point! The ID's are the same!
>
> Why cause headaches for no reason?
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Anthal
> Sent: Monday, February 16, 2009 8:32 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
> Available
>
> Doesn't fix the stat whores complaining because HLStatsX is showing the
> wrong rank. Should be fun updating a 60,000 SQL entries. Maybe I'll just
> wipe them and start over...
>
> Spencer 'voogru' MacDonald wrote:
> > Yeah, I'm no longer storing the steamid's as strings.
> >
> > I would encourage everyone to abolish using the
> > STEAM_whatever_valve_feels_like_changing_it_to_for_no_reason_at_all
> string
> > in the STEAMID's and use the 32 bit INT version of their ID's, now that
> we
> > are forced to update everything anyway.
> >
> > This post http://forums.alliedmods.net/showthread.php?t=60899 will be of
> > great assistance.
> >
> > - voogru.
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
>
>
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Spencer 'voogru' MacDonald
I wonder why valve does the whole STEAM_x thing to begin with, theres no
point! The ID's are the same!

Why cause headaches for no reason?

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Anthal
Sent: Monday, February 16, 2009 8:32 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

Doesn't fix the stat whores complaining because HLStatsX is showing the 
wrong rank. Should be fun updating a 60,000 SQL entries. Maybe I'll just 
wipe them and start over...

Spencer 'voogru' MacDonald wrote:
> Yeah, I'm no longer storing the steamid's as strings.
>
> I would encourage everyone to abolish using the
> STEAM_whatever_valve_feels_like_changing_it_to_for_no_reason_at_all string
> in the STEAMID's and use the 32 bit INT version of their ID's, now that we
> are forced to update everything anyway.
>
> This post http://forums.alliedmods.net/showthread.php?t=60899 will be of
> great assistance.
>
> - voogru.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>   


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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Michael Lebson
If you have the MySQL Query Browser you can just do a find and replace all.

> Doesn't fix the stat whores complaining because HLStatsX is showing the
> wrong rank. Should be fun updating a 60,000 SQL entries. Maybe I'll just
> wipe them and start over...
>
> Spencer 'voogru' MacDonald wrote:
>> Yeah, I'm no longer storing the steamid's as strings.
>>
>> I would encourage everyone to abolish using the
>> STEAM_whatever_valve_feels_like_changing_it_to_for_no_reason_at_all
>> string
>> in the STEAMID's and use the 32 bit INT version of their ID's, now that
>> we
>> are forced to update everything anyway.
>>
>> This post http://forums.alliedmods.net/showthread.php?t=60899 will be of
>> great assistance.
>>
>> - voogru.
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Anthal
Doesn't fix the stat whores complaining because HLStatsX is showing the 
wrong rank. Should be fun updating a 60,000 SQL entries. Maybe I'll just 
wipe them and start over...

Spencer 'voogru' MacDonald wrote:
> Yeah, I'm no longer storing the steamid's as strings.
>
> I would encourage everyone to abolish using the
> STEAM_whatever_valve_feels_like_changing_it_to_for_no_reason_at_all string
> in the STEAMID's and use the 32 bit INT version of their ID's, now that we
> are forced to update everything anyway.
>
> This post http://forums.alliedmods.net/showthread.php?t=60899 will be of
> great assistance.
>
> - voogru.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Spencer 'voogru' MacDonald
Yeah, I'm no longer storing the steamid's as strings.

I would encourage everyone to abolish using the
STEAM_whatever_valve_feels_like_changing_it_to_for_no_reason_at_all string
in the STEAMID's and use the 32 bit INT version of their ID's, now that we
are forced to update everything anyway.

This post http://forums.alliedmods.net/showthread.php?t=60899 will be of
great assistance.

- voogru.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DogGunn
Sent: Monday, February 16, 2009 8:19 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

Pfft, Valve couldn't care. I mean they just changed the SteamID format...
yet they didn't seem to inform anyone...

On Tue, Feb 17, 2009 at 12:17 PM, msleeper  wrote:

> Because you sound just like Karl with his incessant whining.
>
> On Tue, 2009-02-17 at 12:11 +1100, DogGunn wrote:
> > Hmm, why, what's wrong? Valve don't listen to this damn email list,
> unless
> > something is terribly wrong. And even then, they don't listen to
requests
> > that would benefir the server operators.
> >
> > On Tue, Feb 17, 2009 at 11:46 AM, Shawn Zipay  wrote:
> >
> > > Oh DogGunn, such negativity for no reason.
> > >
> > > Thanks for the update Valve.
> > >
> > >
> > > Shawn P. Zipay
> > > Site Director
> > >
> > > Total Gaming Network -- http://www.totalgamingnetwork.com
> > > MyInternetServices -- http://www.myinternetservices.com
> > > CS-Nation -- http://www.csnation.net
> > >
> > >
> > > On Mon, Feb 16, 2009 at 7:40 PM, DogGunn  wrote:
> > >
> > > > Yes... exacly what we wanted... not.
> > > >
> > > > On Tue, Feb 17, 2009 at 11:30 AM, Jason Ruymen <
> jas...@valvesoftware.com
> > > > >wrote:
> > > >
> > > > > A required update for Team Fortress 2, along with an optional
> update
> > > for
> > > > > Day of Defeat: Source has been released.  Please run
hldsupdatetool
> to
> > > > > receive the update.  The specific changes include:
> > > > >
> > > > > - Pipebombs now get a reduced close range damage ramp up (like
> Rocket
> > > > > Launcher & Syringe Gun)
> > > > >- Ultimately reduces damage done by pipebombs to enemies
> <512
> > > > units
> > > > > from the Demoman
> > > > > - Moved the unlockable system over to the new item backend:
> > > > >- Added a warning dialog to the loadout screen telling
> clients
> > > > when
> > > > > the server they're on could not get their loadout
> > > > > - Made "tf_damage_disablespread" a replicated convar, so clients
> can
> > > see
> > > > > the value of it on the server they're connected to
> > > > > - Renamed "mp_stalemate_at_timelimit" to
> "mp_match_end_at_timelimit",
> > > to
> > > > > better explain its function now that stalemate is optional
> > > > > - Protected several more commands from client exploitation
> > > > > - Fixed muzzle flashes & shell ejections still playing when
> viewmodels
> > > > are
> > > > > hidden
> > > > > - Server tags can now be used to include or exclude servers from
> the
> > > list
> > > > >
> > > > > 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:
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> > > >
> > > ___
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> > > please visit:
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> > >
> > ___
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> please visit:
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Ryan Mannion
> - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit", to 
> better explain its function now that stalemate is optional

If you have a lot of per-map configs and need to globally swap the
cvar names, Linux users can use:

perl -pi -w -e 's/mp_stalemate_at_timelimit/mp_match_end_at_timelimit/g' *.cfg

(run within your orangebox/tf/cfg directory)

Ryan

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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread DogGunn
Pfft, Valve couldn't care. I mean they just changed the SteamID format...
yet they didn't seem to inform anyone...

On Tue, Feb 17, 2009 at 12:17 PM, msleeper  wrote:

> Because you sound just like Karl with his incessant whining.
>
> On Tue, 2009-02-17 at 12:11 +1100, DogGunn wrote:
> > Hmm, why, what's wrong? Valve don't listen to this damn email list,
> unless
> > something is terribly wrong. And even then, they don't listen to requests
> > that would benefir the server operators.
> >
> > On Tue, Feb 17, 2009 at 11:46 AM, Shawn Zipay  wrote:
> >
> > > Oh DogGunn, such negativity for no reason.
> > >
> > > Thanks for the update Valve.
> > >
> > >
> > > Shawn P. Zipay
> > > Site Director
> > >
> > > Total Gaming Network -- http://www.totalgamingnetwork.com
> > > MyInternetServices -- http://www.myinternetservices.com
> > > CS-Nation -- http://www.csnation.net
> > >
> > >
> > > On Mon, Feb 16, 2009 at 7:40 PM, DogGunn  wrote:
> > >
> > > > Yes... exacly what we wanted... not.
> > > >
> > > > On Tue, Feb 17, 2009 at 11:30 AM, Jason Ruymen <
> jas...@valvesoftware.com
> > > > >wrote:
> > > >
> > > > > A required update for Team Fortress 2, along with an optional
> update
> > > for
> > > > > Day of Defeat: Source has been released.  Please run hldsupdatetool
> to
> > > > > receive the update.  The specific changes include:
> > > > >
> > > > > - Pipebombs now get a reduced close range damage ramp up (like
> Rocket
> > > > > Launcher & Syringe Gun)
> > > > >- Ultimately reduces damage done by pipebombs to enemies
> <512
> > > > units
> > > > > from the Demoman
> > > > > - Moved the unlockable system over to the new item backend:
> > > > >- Added a warning dialog to the loadout screen telling
> clients
> > > > when
> > > > > the server they're on could not get their loadout
> > > > > - Made "tf_damage_disablespread" a replicated convar, so clients
> can
> > > see
> > > > > the value of it on the server they're connected to
> > > > > - Renamed "mp_stalemate_at_timelimit" to
> "mp_match_end_at_timelimit",
> > > to
> > > > > better explain its function now that stalemate is optional
> > > > > - Protected several more commands from client exploitation
> > > > > - Fixed muzzle flashes & shell ejections still playing when
> viewmodels
> > > > are
> > > > > hidden
> > > > > - Server tags can now be used to include or exclude servers from
> the
> > > list
> > > > >
> > > > > Jason
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > ___
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> please visit:
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread msleeper
Because you sound just like Karl with his incessant whining.

On Tue, 2009-02-17 at 12:11 +1100, DogGunn wrote:
> Hmm, why, what's wrong? Valve don't listen to this damn email list, unless
> something is terribly wrong. And even then, they don't listen to requests
> that would benefir the server operators.
> 
> On Tue, Feb 17, 2009 at 11:46 AM, Shawn Zipay  wrote:
> 
> > Oh DogGunn, such negativity for no reason.
> >
> > Thanks for the update Valve.
> >
> >
> > Shawn P. Zipay
> > Site Director
> >
> > Total Gaming Network -- http://www.totalgamingnetwork.com
> > MyInternetServices -- http://www.myinternetservices.com
> > CS-Nation -- http://www.csnation.net
> >
> >
> > On Mon, Feb 16, 2009 at 7:40 PM, DogGunn  wrote:
> >
> > > Yes... exacly what we wanted... not.
> > >
> > > On Tue, Feb 17, 2009 at 11:30 AM, Jason Ruymen  > > >wrote:
> > >
> > > > A required update for Team Fortress 2, along with an optional update
> > for
> > > > Day of Defeat: Source has been released.  Please run hldsupdatetool to
> > > > receive the update.  The specific changes include:
> > > >
> > > > - Pipebombs now get a reduced close range damage ramp up (like Rocket
> > > > Launcher & Syringe Gun)
> > > >- Ultimately reduces damage done by pipebombs to enemies <512
> > > units
> > > > from the Demoman
> > > > - Moved the unlockable system over to the new item backend:
> > > >- Added a warning dialog to the loadout screen telling clients
> > > when
> > > > the server they're on could not get their loadout
> > > > - Made "tf_damage_disablespread" a replicated convar, so clients can
> > see
> > > > the value of it on the server they're connected to
> > > > - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit",
> > to
> > > > better explain its function now that stalemate is optional
> > > > - Protected several more commands from client exploitation
> > > > - Fixed muzzle flashes & shell ejections still playing when viewmodels
> > > are
> > > > hidden
> > > > - Server tags can now be used to include or exclude servers from the
> > list
> > > >
> > > > Jason
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Tony Paloma
Yes. Confirmed. Bunch of headaches because of this.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper
Sent: Monday, February 16, 2009 5:13 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update
Available

Anyone else notice that TF2 is now using the new STEAM_1:X: IDs?

Anyone running scripts/plugins dependent on SteamID, make sure they are
compatible!

On Mon, 2009-02-16 at 16:30 -0800, Jason Ruymen wrote:
> A required update for Team Fortress 2, along with an optional update for
Day of Defeat: Source has been released.  Please run hldsupdatetool to
receive the update.  The specific changes include:
> 
> - Pipebombs now get a reduced close range damage ramp up (like Rocket
Launcher & Syringe Gun)
> - Ultimately reduces damage done by pipebombs to enemies <512
units from the Demoman
> - Moved the unlockable system over to the new item backend:
> - Added a warning dialog to the loadout screen telling clients
when the server they're on could not get their loadout
> - Made "tf_damage_disablespread" a replicated convar, so clients can see
the value of it on the server they're connected to
> - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit", to
better explain its function now that stalemate is optional
> - Protected several more commands from client exploitation
> - Fixed muzzle flashes & shell ejections still playing when viewmodels are
hidden
> - Server tags can now be used to include or exclude servers from the list
> 
> Jason
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds


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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread DogGunn
Hmm, why, what's wrong? Valve don't listen to this damn email list, unless
something is terribly wrong. And even then, they don't listen to requests
that would benefir the server operators.

On Tue, Feb 17, 2009 at 11:46 AM, Shawn Zipay  wrote:

> Oh DogGunn, such negativity for no reason.
>
> Thanks for the update Valve.
>
>
> Shawn P. Zipay
> Site Director
>
> Total Gaming Network -- http://www.totalgamingnetwork.com
> MyInternetServices -- http://www.myinternetservices.com
> CS-Nation -- http://www.csnation.net
>
>
> On Mon, Feb 16, 2009 at 7:40 PM, DogGunn  wrote:
>
> > Yes... exacly what we wanted... not.
> >
> > On Tue, Feb 17, 2009 at 11:30 AM, Jason Ruymen  > >wrote:
> >
> > > A required update for Team Fortress 2, along with an optional update
> for
> > > Day of Defeat: Source has been released.  Please run hldsupdatetool to
> > > receive the update.  The specific changes include:
> > >
> > > - Pipebombs now get a reduced close range damage ramp up (like Rocket
> > > Launcher & Syringe Gun)
> > >- Ultimately reduces damage done by pipebombs to enemies <512
> > units
> > > from the Demoman
> > > - Moved the unlockable system over to the new item backend:
> > >- Added a warning dialog to the loadout screen telling clients
> > when
> > > the server they're on could not get their loadout
> > > - Made "tf_damage_disablespread" a replicated convar, so clients can
> see
> > > the value of it on the server they're connected to
> > > - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit",
> to
> > > better explain its function now that stalemate is optional
> > > - Protected several more commands from client exploitation
> > > - Fixed muzzle flashes & shell ejections still playing when viewmodels
> > are
> > > hidden
> > > - Server tags can now be used to include or exclude servers from the
> list
> > >
> > > Jason
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> ___
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> please visit:
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>
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread msleeper
Anyone else notice that TF2 is now using the new STEAM_1:X: IDs?

Anyone running scripts/plugins dependent on SteamID, make sure they are
compatible!

On Mon, 2009-02-16 at 16:30 -0800, Jason Ruymen wrote:
> A required update for Team Fortress 2, along with an optional update for Day 
> of Defeat: Source has been released.  Please run hldsupdatetool to receive 
> the update.  The specific changes include:
> 
> - Pipebombs now get a reduced close range damage ramp up (like Rocket 
> Launcher & Syringe Gun)
> - Ultimately reduces damage done by pipebombs to enemies <512 units 
> from the Demoman
> - Moved the unlockable system over to the new item backend:
> - Added a warning dialog to the loadout screen telling clients when 
> the server they're on could not get their loadout
> - Made "tf_damage_disablespread" a replicated convar, so clients can see the 
> value of it on the server they're connected to
> - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit", to 
> better explain its function now that stalemate is optional
> - Protected several more commands from client exploitation
> - Fixed muzzle flashes & shell ejections still playing when viewmodels are 
> hidden
> - Server tags can now be used to include or exclude servers from the list
> 
> Jason
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds


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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Kitteny Berk
Yeah, god forbid valve update the game and fix exploits and bugs.  what 
are they thinking?

DogGunn wrote:
> Yes... exacly what we wanted... not.
>
> On Tue, Feb 17, 2009 at 11:30 AM, Jason Ruymen 
> wrote:
>
>   
>> A required update for Team Fortress 2, along with an optional update for
>> Day of Defeat: Source has been released.  Please run hldsupdatetool to
>> receive the update.  The specific changes include:
>>
>> - Pipebombs now get a reduced close range damage ramp up (like Rocket
>> Launcher & Syringe Gun)
>>- Ultimately reduces damage done by pipebombs to enemies <512 units
>> from the Demoman
>> - Moved the unlockable system over to the new item backend:
>>- Added a warning dialog to the loadout screen telling clients when
>> the server they're on could not get their loadout
>> - Made "tf_damage_disablespread" a replicated convar, so clients can see
>> the value of it on the server they're connected to
>> - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit", to
>> better explain its function now that stalemate is optional
>> - Protected several more commands from client exploitation
>> - Fixed muzzle flashes & shell ejections still playing when viewmodels are
>> hidden
>> - Server tags can now be used to include or exclude servers from the list
>>
>> Jason
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>
>> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
>   


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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Shawn Zipay
Oh DogGunn, such negativity for no reason.

Thanks for the update Valve.


Shawn P. Zipay
Site Director

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On Mon, Feb 16, 2009 at 7:40 PM, DogGunn  wrote:

> Yes... exacly what we wanted... not.
>
> On Tue, Feb 17, 2009 at 11:30 AM, Jason Ruymen  >wrote:
>
> > A required update for Team Fortress 2, along with an optional update for
> > Day of Defeat: Source has been released.  Please run hldsupdatetool to
> > receive the update.  The specific changes include:
> >
> > - Pipebombs now get a reduced close range damage ramp up (like Rocket
> > Launcher & Syringe Gun)
> >- Ultimately reduces damage done by pipebombs to enemies <512
> units
> > from the Demoman
> > - Moved the unlockable system over to the new item backend:
> >- Added a warning dialog to the loadout screen telling clients
> when
> > the server they're on could not get their loadout
> > - Made "tf_damage_disablespread" a replicated convar, so clients can see
> > the value of it on the server they're connected to
> > - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit", to
> > better explain its function now that stalemate is optional
> > - Protected several more commands from client exploitation
> > - Fixed muzzle flashes & shell ejections still playing when viewmodels
> are
> > hidden
> > - Server tags can now be used to include or exclude servers from the list
> >
> > Jason
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread Alec Sanger

what the hell is your problem? An update is an update. Don't be so goddamn 
ungrateful

Thank you,
Alec Sanger
P: 248.941.3813
F: 313.286.8945



> Date: Tue, 17 Feb 2009 11:40:23 +1100
> From: dogg...@bigpond.com
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update  
> Available
> 
> Yes... exacly what we wanted... not.
> 
> On Tue, Feb 17, 2009 at 11:30 AM, Jason Ruymen 
> wrote:
> 
> > A required update for Team Fortress 2, along with an optional update for
> > Day of Defeat: Source has been released.  Please run hldsupdatetool to
> > receive the update.  The specific changes include:
> >
> > - Pipebombs now get a reduced close range damage ramp up (like Rocket
> > Launcher & Syringe Gun)
> >- Ultimately reduces damage done by pipebombs to enemies <512 units
> > from the Demoman
> > - Moved the unlockable system over to the new item backend:
> >- Added a warning dialog to the loadout screen telling clients when
> > the server they're on could not get their loadout
> > - Made "tf_damage_disablespread" a replicated convar, so clients can see
> > the value of it on the server they're connected to
> > - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit", to
> > better explain its function now that stalemate is optional
> > - Protected several more commands from client exploitation
> > - Fixed muzzle flashes & shell ejections still playing when viewmodels are
> > hidden
> > - Server tags can now be used to include or exclude servers from the list
> >
> > Jason
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds

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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread DogGunn
Yes... exacly what we wanted... not.

On Tue, Feb 17, 2009 at 11:30 AM, Jason Ruymen wrote:

> A required update for Team Fortress 2, along with an optional update for
> Day of Defeat: Source has been released.  Please run hldsupdatetool to
> receive the update.  The specific changes include:
>
> - Pipebombs now get a reduced close range damage ramp up (like Rocket
> Launcher & Syringe Gun)
>- Ultimately reduces damage done by pipebombs to enemies <512 units
> from the Demoman
> - Moved the unlockable system over to the new item backend:
>- Added a warning dialog to the loadout screen telling clients when
> the server they're on could not get their loadout
> - Made "tf_damage_disablespread" a replicated convar, so clients can see
> the value of it on the server they're connected to
> - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit", to
> better explain its function now that stalemate is optional
> - Protected several more commands from client exploitation
> - Fixed muzzle flashes & shell ejections still playing when viewmodels are
> hidden
> - Server tags can now be used to include or exclude servers from the list
>
> Jason
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
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Re: [hlds] Team Fortress 2 and Day of Defeat: Source Update Available

2009-02-16 Thread 1nsane
Interesting. So Scout update soon eh?

On Mon, Feb 16, 2009 at 7:30 PM, Jason Ruymen wrote:

> A required update for Team Fortress 2, along with an optional update for
> Day of Defeat: Source has been released.  Please run hldsupdatetool to
> receive the update.  The specific changes include:
>
> - Pipebombs now get a reduced close range damage ramp up (like Rocket
> Launcher & Syringe Gun)
>- Ultimately reduces damage done by pipebombs to enemies <512 units
> from the Demoman
> - Moved the unlockable system over to the new item backend:
>- Added a warning dialog to the loadout screen telling clients when
> the server they're on could not get their loadout
> - Made "tf_damage_disablespread" a replicated convar, so clients can see
> the value of it on the server they're connected to
> - Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit", to
> better explain its function now that stalemate is optional
> - Protected several more commands from client exploitation
> - Fixed muzzle flashes & shell ejections still playing when viewmodels are
> hidden
> - Server tags can now be used to include or exclude servers from the list
>
> Jason
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
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