Re: [hlds_linux] Server loads wrong binary for third party game.

2007-10-12 Thread ratman2000
Hello,

yes, it was added to my request!

With friendly Reguards

Ratman2000

- Original Message -
From: Mack Corl [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Friday, October 12, 2007 4:51 PM
Subject: Re: [hlds_linux] Server loads wrong binary for third party game.


--
[ Picked text/plain from multipart/alternative ]
Ondra,

Thanks for pointing me in the right direction!  What ended up working for me
is replacing
$(GAME_DIR)/bin/tier0_i486.so $(GAME_DIR)/bin/vstdlib_i486.so
with
-ldl tier0_i486.so vstdlib_i486.so

Just out of curiosity, I went back to check Wunderboy's tutorial and sure
enough he used
those same flags.  Apparently I just overlooked that section of the
makefile.

Peter,

Yes, I know that there are no such thing as dlls in linux.  I was simply
referring to the line that
is displayed in srcds when you load a game.  e.g. Game .dll loaded for
Counter-Strike Source. :)


On 10/12/07, Ondřej Hošek [EMAIL PROTECTED] wrote:

 It's probably one of them stupid absolute paths problems.

 If your LDFLAGS contain the following:

 $(GAME_DIR)/bin/tier0_i486.so $(GAME_DIR)/bin/vstdlib_i486.so
 Replace it as follows:
 -L$(GAME_DIR)/bin -ltier0_i486 -lstdlib_i486


 I've had Source crashing on me for this. Try it and tell me if it helped.

 ~~ Ondra

 On 12.10.07 5:25 Uhr, Mack Corl wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Hello all,
 
  I'm having an odd problem getting my linux binary running.  Essentially,
  when I try to init the server it loads the wrong dll:
 
  [EMAIL PROTECTED] cspro-1]$ ./srcds_run -game cspromod -console
  Auto detecting CPU
  ...
  Game.dll loaded for Counter-Strike: Source
 
  Clearly, this isn't right.  If you attempt to change the map to, say,
  csp_micro, the server throws several errors about not being able to find
  CS:S resources.  This, coupled with the fact that srcds_run allows you
 to
  use the -game cspromod parameter leads me believe that the it's trying
 to
  load the proper bin, but can't, and by default it loads the next one
  available in gameinfo.txt
 
  What strikes me as odd, though, is that the game loads the proper binary
  when I run srcds on the VM that I built the bin on.  I figured that had
 to
  do with lib conflicts, so I built a new VM and followed Wunderboy's
 guide
  for compiling under FC6 to the letter.  (The first VM was running
 Kubuntu
  Edgy with GCC 3.4.6 and compat libstdc++)
 
  Again, it worked when I ran it on the VM, but not when I put it on the
  production server, which is odd, because the production server is
 running
  Centos 5 (with much newer versions of GCC and GLIBC.)
 
  I've tried lowering the optimization level at compile time and several
 other
  frivilous settings to no avail.
 
  Has anyone run into this before?  Should this be in the coding forum?
  Should I have just e-mailed Alfred directly :) ?
  Any help would be greatly appreciated.
 
  Thanks,
  -Mack
  --
 

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[hlds_linux] Consoles playing with PCs in TF2

2007-10-12 Thread Ryan Schremp
--
[ Picked text/plain from multipart/alternative ]
Again, I pose the question now that the game is released. Are Xbox 360s
using the same dedicated servers for gameplay as PCs? I found an interview
with Doug on IGN that suggests that cross-platform playing was done, but I
still don't know if that's just for LAN play, or if they're using our
servers.
From the interview:
*Robin Walker*: So the Xbox one, we have people in on Xboxes, while you were
playing [referring to IGN] there's people playing on Xbox 360s.

*IGN: In that play session we just did? *

*Doug Lombardi*: Yeah there's always at least one guy, in there, that's an
Xbox 360 guy.

*IGN: So you're actually playing now on Xbox 360s connected to PCs? *

*Doug Lombardi*: Technically it's done.
--

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Re: [hlds_linux] Server loads wrong binary for third party game.

2007-10-12 Thread Ondřej Hošek

Peter: I'm guessing the shared library loader is system-agnostic and,
therefore, on a high enough level makes no difference if the shared
library is called a Dynamic Link Library or a Shared Object.
Additionally, they're both synonymous technical terms (and none is
trademarked), so I don't think one should be too pedantic about what
term is used.

Mack: Great to hear it's working. On my machine, I actually softlinked
the files to the build directory and did the same as you. Turns out the
files don't even have to exist in the build directory for the linking to
work, as it's all done at runtime.

~~ Ondra

On 12.10.07 16:51 Uhr, Mack Corl wrote:

--
[ Picked text/plain from multipart/alternative ]
Ondra,

Thanks for pointing me in the right direction!  What ended up working for me
is replacing
$(GAME_DIR)/bin/tier0_i486.so $(GAME_DIR)/bin/vstdlib_i486.so
with
-ldl tier0_i486.so vstdlib_i486.so

Just out of curiosity, I went back to check Wunderboy's tutorial and sure
enough he used
those same flags.  Apparently I just overlooked that section of the
makefile.

Peter,

Yes, I know that there are no such thing as dlls in linux.  I was simply
referring to the line that
is displayed in srcds when you load a game.  e.g. Game .dll loaded for
Counter-Strike Source. :)


On 10/12/07, Ondřej Hošek [EMAIL PROTECTED] wrote:


It's probably one of them stupid absolute paths problems.

If your LDFLAGS contain the following:

$(GAME_DIR)/bin/tier0_i486.so $(GAME_DIR)/bin/vstdlib_i486.so
Replace it as follows:
-L$(GAME_DIR)/bin -ltier0_i486 -lstdlib_i486


I've had Source crashing on me for this. Try it and tell me if it helped.

~~ Ondra

On 12.10.07 5:25 Uhr, Mack Corl wrote:


--
[ Picked text/plain from multipart/alternative ]
Hello all,

I'm having an odd problem getting my linux binary running.  Essentially,
when I try to init the server it loads the wrong dll:

[EMAIL PROTECTED] cspro-1]$ ./srcds_run -game cspromod -console
Auto detecting CPU
...
Game.dll loaded for Counter-Strike: Source

Clearly, this isn't right.  If you attempt to change the map to, say,
csp_micro, the server throws several errors about not being able to find
CS:S resources.  This, coupled with the fact that srcds_run allows you


to


use the -game cspromod parameter leads me believe that the it's trying


to


load the proper bin, but can't, and by default it loads the next one
available in gameinfo.txt

What strikes me as odd, though, is that the game loads the proper binary
when I run srcds on the VM that I built the bin on.  I figured that had


to


do with lib conflicts, so I built a new VM and followed Wunderboy's


guide


for compiling under FC6 to the letter.  (The first VM was running


Kubuntu


Edgy with GCC 3.4.6 and compat libstdc++)

Again, it worked when I ran it on the VM, but not when I put it on the
production server, which is odd, because the production server is


running


Centos 5 (with much newer versions of GCC and GLIBC.)

I've tried lowering the optimization level at compile time and several


other


frivilous settings to no avail.

Has anyone run into this before?  Should this be in the coding forum?
Should I have just e-mailed Alfred directly :) ?
Any help would be greatly appreciated.

Thanks,
-Mack
--



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Re: [hlds_linux] The 1000 FPS Fairy Tale

2007-10-12 Thread cant sleep
--
[ Picked text/plain from multipart/alternative ]
Fedora 7 x86_64 runs @ 1000 by default

On 10/6/07, David Williams [EMAIL PROTECTED] wrote:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 soory for commenting on a possibly dead thread but i'm bored and i yhave
 been meaing to read this.

 anyway i do agree, and Linus has acknowledged that,the current scheduler
 in the 2.6 kernel is rubbish but ingo molonars CFS is going to be
 included in 2.6.23. i already use it and i have seen others in this list
 say they do. i can vouch for it's improved performance over the default
 scheduler as i already use it on all my servers and desktops.

 my 2p

 Mariusz Zieliński wrote:
  On Wednesday 03 of October 2007 20:17:45 Theo Macris wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  CentOS4 x86
  CONFIG_HZThat does not seem to be a part of my config.
 
  [EMAIL PROTECTED] boot]$ cat config-2.6.9-55.plus.c4smp|grep -i hz
  CONFIG_MACHZ_WDT=m
 
  I did come up with some similar stuff via freq:
 
  [EMAIL PROTECTED] boot]$ cat config-2.6.9-55.plus.c4smp|grep -i freq
  # CPU Frequency scaling
  CONFIG_CPU_FREQ=y
  # CONFIG_CPU_FREQ_PROC_INTF is not set
  # CONFIG_CPU_FREQ_DEFAULT_GOV_PERFORMANCE is not set
  CONFIG_CPU_FREQ_DEFAULT_GOV_USERSPACE=y
  CONFIG_CPU_FREQ_GOV_PERFORMANCE=y
  CONFIG_CPU_FREQ_GOV_POWERSAVE=m
  CONFIG_CPU_FREQ_GOV_USERSPACE=y
  CONFIG_CPU_FREQ_GOV_ONDEMAND=m
  # CONFIG_CPU_FREQ_24_API is not set
  CONFIG_CPU_FREQ_TABLE=y
  # CPUFreq processor drivers
  CONFIG_X86_ACPI_CPUFREQ=y
  # CONFIG_X86_ACPI_CPUFREQ_PROC_INTF is not set
  # Wireless 802.11 Frequency Hopping cards support
 
  Forget all crap about kernel time resolution having anything to do with
  application performance. Anything above 100Hz may (because of linux
 scheduler
  inefficiency) have good influence on desktop computer and not on server
 app.
 
  Higher timer means more frequent process rescheduling and more
 involuntary
  context switches and that means lower performance.
 
  All you can do is wait for better process scheduler inside linux kernel.
 
 
  --
  Mariusz Zielinski
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 
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 Comment: Using GnuPG with SUSE - http://enigmail.mozdev.org

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Re: [hlds_linux] Server loads wrong binary for third party game.

2007-10-12 Thread Mack Corl
--
[ Picked text/plain from multipart/alternative ]
Ondra,

Thanks for pointing me in the right direction!  What ended up working for me
is replacing
$(GAME_DIR)/bin/tier0_i486.so $(GAME_DIR)/bin/vstdlib_i486.so
with
-ldl tier0_i486.so vstdlib_i486.so

Just out of curiosity, I went back to check Wunderboy's tutorial and sure
enough he used
those same flags.  Apparently I just overlooked that section of the
makefile.

Peter,

Yes, I know that there are no such thing as dlls in linux.  I was simply
referring to the line that
is displayed in srcds when you load a game.  e.g. Game .dll loaded for
Counter-Strike Source. :)


On 10/12/07, Ondřej Hošek [EMAIL PROTECTED] wrote:

 It's probably one of them stupid absolute paths problems.

 If your LDFLAGS contain the following:

 $(GAME_DIR)/bin/tier0_i486.so $(GAME_DIR)/bin/vstdlib_i486.so
 Replace it as follows:
 -L$(GAME_DIR)/bin -ltier0_i486 -lstdlib_i486


 I've had Source crashing on me for this. Try it and tell me if it helped.

 ~~ Ondra

 On 12.10.07 5:25 Uhr, Mack Corl wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Hello all,
 
  I'm having an odd problem getting my linux binary running.  Essentially,
  when I try to init the server it loads the wrong dll:
 
  [EMAIL PROTECTED] cspro-1]$ ./srcds_run -game cspromod -console
  Auto detecting CPU
  ...
  Game.dll loaded for Counter-Strike: Source
 
  Clearly, this isn't right.  If you attempt to change the map to, say,
  csp_micro, the server throws several errors about not being able to find
  CS:S resources.  This, coupled with the fact that srcds_run allows you
 to
  use the -game cspromod parameter leads me believe that the it's trying
 to
  load the proper bin, but can't, and by default it loads the next one
  available in gameinfo.txt
 
  What strikes me as odd, though, is that the game loads the proper binary
  when I run srcds on the VM that I built the bin on.  I figured that had
 to
  do with lib conflicts, so I built a new VM and followed Wunderboy's
 guide
  for compiling under FC6 to the letter.  (The first VM was running
 Kubuntu
  Edgy with GCC 3.4.6 and compat libstdc++)
 
  Again, it worked when I ran it on the VM, but not when I put it on the
  production server, which is odd, because the production server is
 running
  Centos 5 (with much newer versions of GCC and GLIBC.)
 
  I've tried lowering the optimization level at compile time and several
 other
  frivilous settings to no avail.
 
  Has anyone run into this before?  Should this be in the coding forum?
  Should I have just e-mailed Alfred directly :) ?
  Any help would be greatly appreciated.
 
  Thanks,
  -Mack
  --
 

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 please visit:
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RE: [hlds_linux] Consoles playing with PCs in TF2

2007-10-12 Thread Mike Durand
No, this is not happening in the real world but we have made it work in
our office.

It's conceivable that for some future Valve game may support
cross-platform, but the Orange Box will not.

-Mike Durand
 Valve

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ryan
Schremp
Sent: Friday, October 12, 2007 9:08 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Consoles playing with PCs in TF2

--
[ Picked text/plain from multipart/alternative ]
Again, I pose the question now that the game is released. Are Xbox 360s
using the same dedicated servers for gameplay as PCs? I found an
interview
with Doug on IGN that suggests that cross-platform playing was done, but
I
still don't know if that's just for LAN play, or if they're using our
servers.
From the interview:
*Robin Walker*: So the Xbox one, we have people in on Xboxes, while you
were
playing [referring to IGN] there's people playing on Xbox 360s.

*IGN: In that play session we just did? *

*Doug Lombardi*: Yeah there's always at least one guy, in there, that's
an
Xbox 360 guy.

*IGN: So you're actually playing now on Xbox 360s connected to PCs? *

*Doug Lombardi*: Technically it's done.
--

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Re: [hlds_linux] Consoles playing with PCs in TF2

2007-10-12 Thread Endpoint Group Corp
--
[ Picked text/plain from multipart/alternative ]
Just out of curiosity, how come it wont happen with the orange box? :)

On 10/12/07, Mike Durand [EMAIL PROTECTED] wrote:

 No, this is not happening in the real world but we have made it work in
 our office.

 It's conceivable that for some future Valve game may support
 cross-platform, but the Orange Box will not.

 -Mike Durand
 Valve

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ryan
 Schremp
 Sent: Friday, October 12, 2007 9:08 AM
 To: hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] Consoles playing with PCs in TF2

 --
 [ Picked text/plain from multipart/alternative ]
 Again, I pose the question now that the game is released. Are Xbox 360s
 using the same dedicated servers for gameplay as PCs? I found an
 interview
 with Doug on IGN that suggests that cross-platform playing was done, but
 I
 still don't know if that's just for LAN play, or if they're using our
 servers.
 From the interview:
 *Robin Walker*: So the Xbox one, we have people in on Xboxes, while you
 were
 playing [referring to IGN] there's people playing on Xbox 360s.

 *IGN: In that play session we just did? *

 *Doug Lombardi*: Yeah there's always at least one guy, in there, that's
 an
 Xbox 360 guy.

 *IGN: So you're actually playing now on Xbox 360s connected to PCs? *

 *Doug Lombardi*: Technically it's done.
 --

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 please visit:
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Re: [hlds_linux] Consoles playing with PCs in TF2

2007-10-12 Thread Nye Liu
One word: Gameplay.

console vs mouse/kb players == fish in a barrel. Valve would have a full scale
console-fanboy whine fest on their hands.

On Fri, Oct 12, 2007 at 10:16:19PM +0200, Endpoint Group Corp wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Just out of curiosity, how come it wont happen with the orange box? :)

 On 10/12/07, Mike Durand [EMAIL PROTECTED] wrote:
 
  No, this is not happening in the real world but we have made it work in
  our office.
 
  It's conceivable that for some future Valve game may support
  cross-platform, but the Orange Box will not.
 
  -Mike Durand
  Valve
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Ryan
  Schremp
  Sent: Friday, October 12, 2007 9:08 AM
  To: hlds_linux@list.valvesoftware.com
  Subject: [hlds_linux] Consoles playing with PCs in TF2
 
  --
  [ Picked text/plain from multipart/alternative ]
  Again, I pose the question now that the game is released. Are Xbox 360s
  using the same dedicated servers for gameplay as PCs? I found an
  interview
  with Doug on IGN that suggests that cross-platform playing was done, but
  I
  still don't know if that's just for LAN play, or if they're using our
  servers.
  From the interview:
  *Robin Walker*: So the Xbox one, we have people in on Xboxes, while you
  were
  playing [referring to IGN] there's people playing on Xbox 360s.
 
  *IGN: In that play session we just did? *
 
  *Doug Lombardi*: Yeah there's always at least one guy, in there, that's
  an
  Xbox 360 guy.
 
  *IGN: So you're actually playing now on Xbox 360s connected to PCs? *
 
  *Doug Lombardi*: Technically it's done.
  --
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 
  ___
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 --

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Re: [hlds_linux] The 1000 FPS Fairy Tale

2007-10-12 Thread Vlad (e-Plutonia Inc.)
You can hit that sorta FPS rate and lock into it. I just find it useless.

Gary has worked on this extensively and has the capacity to do it with
FreeBSD Current. I've played with it enough times to tell you that
until at least the server is opened, we'll keep seeing horrid
performance.

On 10/12/07, cant sleep [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Fedora 7 x86_64 runs @ 1000 by default

 On 10/6/07, David Williams [EMAIL PROTECTED] wrote:
 
  -BEGIN PGP SIGNED MESSAGE-
  Hash: SHA1
 
  soory for commenting on a possibly dead thread but i'm bored and i yhave
  been meaing to read this.
 
  anyway i do agree, and Linus has acknowledged that,the current scheduler
  in the 2.6 kernel is rubbish but ingo molonars CFS is going to be
  included in 2.6.23. i already use it and i have seen others in this list
  say they do. i can vouch for it's improved performance over the default
  scheduler as i already use it on all my servers and desktops.
 
  my 2p
 
  Mariusz Zieliński wrote:
   On Wednesday 03 of October 2007 20:17:45 Theo Macris wrote:
   --
   [ Picked text/plain from multipart/alternative ]
   CentOS4 x86
   CONFIG_HZThat does not seem to be a part of my config.
  
   [EMAIL PROTECTED] boot]$ cat config-2.6.9-55.plus.c4smp|grep -i hz
   CONFIG_MACHZ_WDT=m
  
   I did come up with some similar stuff via freq:
  
   [EMAIL PROTECTED] boot]$ cat config-2.6.9-55.plus.c4smp|grep -i freq
   # CPU Frequency scaling
   CONFIG_CPU_FREQ=y
   # CONFIG_CPU_FREQ_PROC_INTF is not set
   # CONFIG_CPU_FREQ_DEFAULT_GOV_PERFORMANCE is not set
   CONFIG_CPU_FREQ_DEFAULT_GOV_USERSPACE=y
   CONFIG_CPU_FREQ_GOV_PERFORMANCE=y
   CONFIG_CPU_FREQ_GOV_POWERSAVE=m
   CONFIG_CPU_FREQ_GOV_USERSPACE=y
   CONFIG_CPU_FREQ_GOV_ONDEMAND=m
   # CONFIG_CPU_FREQ_24_API is not set
   CONFIG_CPU_FREQ_TABLE=y
   # CPUFreq processor drivers
   CONFIG_X86_ACPI_CPUFREQ=y
   # CONFIG_X86_ACPI_CPUFREQ_PROC_INTF is not set
   # Wireless 802.11 Frequency Hopping cards support
  
   Forget all crap about kernel time resolution having anything to do with
   application performance. Anything above 100Hz may (because of linux
  scheduler
   inefficiency) have good influence on desktop computer and not on server
  app.
  
   Higher timer means more frequent process rescheduling and more
  involuntary
   context switches and that means lower performance.
  
   All you can do is wait for better process scheduler inside linux kernel.
  
  
   --
   Mariusz Zielinski
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds_linux
  
  -BEGIN PGP SIGNATURE-
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  Comment: Using GnuPG with SUSE - http://enigmail.mozdev.org
 
  iD8DBQFHCD5oU8B7rI+GcyQRAjw0AJ4rUQ7tSYSERa2p62tsutOdAuZ9UwCghJXW
  Hze9ZN/uiVFXtI8XgBLSMiQ=
  =7nj5
  -END PGP SIGNATURE-
 
 
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 --

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--
Vlad Fadyeyev
e-Plutonia Inc.
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Re: [hlds_linux] Consoles playing with PCs in TF2

2007-10-12 Thread Endpoint Group Corp
--
[ Picked text/plain from multipart/alternative ]
Is that a fact or just something you think would the reason? From what Ive
heard from friends, tf2 plays very nicely with xbox360. I think it would be
a neat feature though that you MIGHT be able to play together with both
platforms if you want to :)



On 10/12/07, Nye Liu [EMAIL PROTECTED] wrote:

 One word: Gameplay.

 console vs mouse/kb players == fish in a barrel. Valve would have a full
 scale
 console-fanboy whine fest on their hands.

 On Fri, Oct 12, 2007 at 10:16:19PM +0200, Endpoint Group Corp wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Just out of curiosity, how come it wont happen with the orange box? :)
 
  On 10/12/07, Mike Durand [EMAIL PROTECTED] wrote:
  
   No, this is not happening in the real world but we have made it work
 in
   our office.
  
   It's conceivable that for some future Valve game may support
   cross-platform, but the Orange Box will not.
  
   -Mike Durand
   Valve
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Ryan
   Schremp
   Sent: Friday, October 12, 2007 9:08 AM
   To: hlds_linux@list.valvesoftware.com
   Subject: [hlds_linux] Consoles playing with PCs in TF2
  
   --
   [ Picked text/plain from multipart/alternative ]
   Again, I pose the question now that the game is released. Are Xbox
 360s
   using the same dedicated servers for gameplay as PCs? I found an
   interview
   with Doug on IGN that suggests that cross-platform playing was done,
 but
   I
   still don't know if that's just for LAN play, or if they're using our
   servers.
   From the interview:
   *Robin Walker*: So the Xbox one, we have people in on Xboxes, while
 you
   were
   playing [referring to IGN] there's people playing on Xbox 360s.
  
   *IGN: In that play session we just did? *
  
   *Doug Lombardi*: Yeah there's always at least one guy, in there,
 that's
   an
   Xbox 360 guy.
  
   *IGN: So you're actually playing now on Xbox 360s connected to PCs? *
  
   *Doug Lombardi*: Technically it's done.
   --
  
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Re: [hlds_linux] Consoles playing with PCs in TF2

2007-10-12 Thread Nye Liu
.. simply judging from back in the day when +mlook was not the norm.

Extrapolate that to today, and I guarantee a bloodbath at the hands of
people using mice.

I have no doubt that tf2 is playable w/o a mouse; its just that I can't
imagine trying to play *against* somebody who has a mouse.

On Sat, Oct 13, 2007 at 12:36:23AM +0200, Endpoint Group Corp wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Is that a fact or just something you think would the reason? From what Ive
 heard from friends, tf2 plays very nicely with xbox360. I think it would be
 a neat feature though that you MIGHT be able to play together with both
 platforms if you want to :)



 On 10/12/07, Nye Liu [EMAIL PROTECTED] wrote:
 
  One word: Gameplay.
 
  console vs mouse/kb players == fish in a barrel. Valve would have a full
  scale
  console-fanboy whine fest on their hands.
 
  On Fri, Oct 12, 2007 at 10:16:19PM +0200, Endpoint Group Corp wrote:
   --
   [ Picked text/plain from multipart/alternative ]
   Just out of curiosity, how come it wont happen with the orange box? :)
  
   On 10/12/07, Mike Durand [EMAIL PROTECTED] wrote:
   
No, this is not happening in the real world but we have made it work
  in
our office.
   
It's conceivable that for some future Valve game may support
cross-platform, but the Orange Box will not.
   
-Mike Durand
Valve
   
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ryan
Schremp
Sent: Friday, October 12, 2007 9:08 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Consoles playing with PCs in TF2
   
--
[ Picked text/plain from multipart/alternative ]
Again, I pose the question now that the game is released. Are Xbox
  360s
using the same dedicated servers for gameplay as PCs? I found an
interview
with Doug on IGN that suggests that cross-platform playing was done,
  but
I
still don't know if that's just for LAN play, or if they're using our
servers.
From the interview:
*Robin Walker*: So the Xbox one, we have people in on Xboxes, while
  you
were
playing [referring to IGN] there's people playing on Xbox 360s.
   
*IGN: In that play session we just did? *
   
*Doug Lombardi*: Yeah there's always at least one guy, in there,
  that's
an
Xbox 360 guy.
   
*IGN: So you're actually playing now on Xbox 360s connected to PCs? *
   
*Doug Lombardi*: Technically it's done.
--
   
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