[hlds_linux] Team Fortress 2 server binding to 127.0.0.1...

2008-12-17 Thread Simon Marchi
Hi,

I am running Debian Etch fully updated on a Core 2 Quad Q8200. I have
installed the TF2 content with the following command:

./steam -command update -game tf -dir .

and it has updated with no problem. I am then trying to run it, with this
command:

./srcds_run -game tf +map ctf_2fort

And here is the result:

Auto detecting CPU
Using SSE2 Optimised binary.
Server will auto-restart if there is a crash.

Console initialized.
Game.dll loaded for "Team Fortress"
Particles: Missing 'particles/error.pcf'
maxplayers set to 24
Unknown command "startupmenu"
Network: IP 127.0.0.1, mode MP, dedicated Yes, ports 27015 SV / 27005 CL
ConVarRef room_type doesn't point to an existing ConVar
exec: couldn't exec skill1.cfg
Executing dedicated server config file
Unknown command "sv_client_interpolate"
exec: couldn't exec ctf_2fort.cfg
Adding master server 68.142.72.250:27011
Adding master server 72.165.61.189:27011
*status*
hostname: Thetu.bz
version : 1.0.4.4/14 3691 insecure (secure mode enabled, disconnected from
Steam3)
udp/ip  :  127.0.0.1:27015
map : ctf_2fort at: 0 x, 0 y, 0 z
players : 0 (24 max)

# userid name uniqueid connected ping loss state adr
Could not establish connection to Steam servers.

Everything looks fine, except for the network connections. It appears to
bind itself to the local address instead of eth0. If I try to specify the IP
with the +ip parameter,  get the exact same result, but with the IP instead
of 127.0.0.1 (I still get the Could not establish connection to Steam
servers error). In both cases, I can't connect to it from a client.

Both master servers are ping-able from this server.

It is located behind a OpenBSD/Packet Filter firewall, but I have put these
rules for testing purpose:

pass on $uplink_if proto {tcp,udp} from any to $blackmesa keep state
pass on $uplink_if proto {tcp,udp} from $blackmesa to any keep state

blackmesa -> name of the server :)

So, if anyone has an idea about how to fix this, thanks for sharing :)

Simon Marchi
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Re: [hlds_linux] Make alltalk vote-able in l4d

2008-12-17 Thread gameadmin
It's very possibly being reset to a default value on mapchange.  If so,
you'd need to set it in your server.cfg (your +exec server##.cfg does _not_
count - this is a file that is executed on server startup, whereas the
server.cfg is a file executed on mapchange)

> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
> boun...@list.valvesoftware.com] On Behalf Of Mark - hlds list
> Sent: 17 December 2008 18:38
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Make alltalk vote-able in l4d
> 
> Anyone able to set sv_alltalk from a config or command line?  I have it
> in both places, set to "0", and if I start up my servers, they are
> always sv_alltalk 1.  I have to go through each server and set it to 0
> by hand after they start.
> 
> screen -d -m -S l4d ./srcds_run -fork 10 +ip x.x.x.x -netconport
> 9990+##
> +exec server##.cfg +map l4d_hospital01_apartment +sv_alltalk 0
> 
>  server##.cfg 
> sv_allow_lobby_connect_only 0
> sv_steamgroup ...
> sv_steamgroup_exclusive 0
> rcon_password ...
> hostname "Left 4 Dead - Pub"
> z_difficulty hard
> sv_lan 0
> sv_region 0
> sv_alltalk 0
> sv_pure 2
> // execute ban files
> exec banned_user.cfg
> exec banned_ip.cfg
> writeid
> writeip
> --
> 
> Using those startup options and configs, I will always find all servers
> at "sv_alltalk 1" once they've loaded.
> 
> 
> 
> 
> Mikael Pedersen wrote:
> > Actually, if Valve really wants to keep the lobby system, and not
> > revert back to the old way of connecting to servers, then I'd rather
> > prefer alltalk to be one of the game parameters chosen when setting
> up
> > the lobby. That way the players always know what they get into at
> game
> > start, whether they prefer it on or off.
> >
> >
> > On Wed, 17 Dec 2008 16:34:56 +, you wrote:
> >
> >
> >> I had alltalk set to 0, but it was constantly being changed to 1 as
> its what
> >> people wanted just for the fun of the game really.
> >>
> >> I now have it default to 1 on a few of the servers, but agree an in-
> game
> >> vote option would be the best thing.
> >>
> >
> > ___
> > 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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Re: [hlds_linux] Rcon password

2008-12-17 Thread Crazy Canucks
Well if you change the rcon password to "", then you won't be able to 
use it either.  If you need to use it then your only hope is a strong 
password that you don't give out to anyone else, unless you absolutely 
trust them with your life.

The only reason I can think to need rcon is if you use something like 
HLSW.  If you only use rcon in game, set the password to "", block the 
port, and use SourceMod or AMXX for rcon access.

Drek

[AF] House of Fail wrote:
> I am slightly reluctant to do this, since I use rcon fairly often.  Do real
> game servers do this as well?  Also, is there a way to change the default
> rcon port to something different than the game port?  IE: have srcds on
> 27015, but the rcon port be 27025?
>
> On Wed, Dec 17, 2008 at 5:03 PM, Crazy Canucks 
> wrote:
>
>   
>> Do that, but you should also block the rcon port at your firewall, which
>> is the tcp protocol for your game port.
>>
>> Drek
>>
>> [AF] House of Fail wrote:
>> 
>>> A side Note:  If I set my rcon_password to "" (ie no password) does this
>>> deny all rcon attempts?
>>>
>>> On Wed, Dec 17, 2008 at 3:30 PM, [AF] House of Fail >> wrote:
>>>
>>>
>>>   
 My rcon pw was not an easily bruteforced pw (different case letters,
 
>> with
>> 
 more then 14 chars).  I have no log of any attempts, execpt for the
 
>> actual
>> 
 rcon, coming from the IP of the person who claimed he did it.  We do use
 custom maps, but they are commonly used maps, (Ie cs_crackhouse).
 
>>  Sv_cheats
>> 
 was not on at the time.

 On Tue, Dec 16, 2008 at 2:16 PM, Seather  wrote:


 
> also,
>
> re: sv cheats comment
> as i recall it was a command like ent_fire, this may have been fixed
> by adding another restrictive flag to it,
> if not, there are many command blocking plugins,
> http://forums.alliedmods.net/showthread.php?t=73828
>
> a plugin to listen for commands sent to the server
> http://forums.alliedmods.net/showthread.php?t=75648
>
> many people make use of a quick sv_cheats 1 then sv_cheats 0 method,
> its feasible cheat program could sneak a command into this small
> window.
>
> if your do custom maps on your server, especially ones created by
> people you know,
> they might be setting your rcon password / etc, with a map entity,
> point_servercommand,
> grep -ai ,Command, *.bsp
>
> On Tue, Dec 16, 2008 at 10:58 AM, Seather  wrote:
>
>   
>> i'm guessing that the most common problem involves admins uploading
>> too many files to their fast download website, (server.cfg)
>>
>> On Mon, Dec 15, 2008 at 12:48 PM, [AF] House of Fail <
>>
>> 
> aidsf...@gmail.com> wrote:
>
>   
>>> My rcon password was recently compromised by someone.  I spoke with
>>>   
>> him
>> 
>>> before he got it and he claimed he used a modified version of csdos
>>>   
>> to
>> 
> get
>
>   
>>> it.  I am reluctant to post it here, but I can email it privately to
>>>   
>> a
>> 
> valve
>
>   
>>> employee.
>>>
>>> I currently have Sourcemod, Metamod:Source, and Eventscripts
>>>   
>> installed
>> 
> on my
>
>   
>>> server (A css server) if it makes any difference.  I am certain he
>>>   
>> got
>> 
> in
>
>   
>>> because he banned my Steamid  (a trivial thing to fix, but with far
>>>
>>>   
> greater
>
>   
>>> implications).
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list
>>>   
>> archives,
>> 
> please visit:
>
>   
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>
>>>
>>>   
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>
>   
 --
 -- [AF] House of Fail



 
>>>
>>>   
>> ___
>> 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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Re: [hlds_linux] Rcon password

2008-12-17 Thread [AF] House of Fail
I am slightly reluctant to do this, since I use rcon fairly often.  Do real
game servers do this as well?  Also, is there a way to change the default
rcon port to something different than the game port?  IE: have srcds on
27015, but the rcon port be 27025?

On Wed, Dec 17, 2008 at 5:03 PM, Crazy Canucks wrote:

> Do that, but you should also block the rcon port at your firewall, which
> is the tcp protocol for your game port.
>
> Drek
>
> [AF] House of Fail wrote:
> > A side Note:  If I set my rcon_password to "" (ie no password) does this
> > deny all rcon attempts?
> >
> > On Wed, Dec 17, 2008 at 3:30 PM, [AF] House of Fail  >wrote:
> >
> >
> >> My rcon pw was not an easily bruteforced pw (different case letters,
> with
> >> more then 14 chars).  I have no log of any attempts, execpt for the
> actual
> >> rcon, coming from the IP of the person who claimed he did it.  We do use
> >> custom maps, but they are commonly used maps, (Ie cs_crackhouse).
>  Sv_cheats
> >> was not on at the time.
> >>
> >> On Tue, Dec 16, 2008 at 2:16 PM, Seather  wrote:
> >>
> >>
> >>> also,
> >>>
> >>> re: sv cheats comment
> >>> as i recall it was a command like ent_fire, this may have been fixed
> >>> by adding another restrictive flag to it,
> >>> if not, there are many command blocking plugins,
> >>> http://forums.alliedmods.net/showthread.php?t=73828
> >>>
> >>> a plugin to listen for commands sent to the server
> >>> http://forums.alliedmods.net/showthread.php?t=75648
> >>>
> >>> many people make use of a quick sv_cheats 1 then sv_cheats 0 method,
> >>> its feasible cheat program could sneak a command into this small
> >>> window.
> >>>
> >>> if your do custom maps on your server, especially ones created by
> >>> people you know,
> >>> they might be setting your rcon password / etc, with a map entity,
> >>> point_servercommand,
> >>> grep -ai ,Command, *.bsp
> >>>
> >>> On Tue, Dec 16, 2008 at 10:58 AM, Seather  wrote:
> >>>
>  i'm guessing that the most common problem involves admins uploading
>  too many files to their fast download website, (server.cfg)
> 
>  On Mon, Dec 15, 2008 at 12:48 PM, [AF] House of Fail <
> 
> >>> aidsf...@gmail.com> wrote:
> >>>
> > My rcon password was recently compromised by someone.  I spoke with
> him
> > before he got it and he claimed he used a modified version of csdos
> to
> >
> >>> get
> >>>
> > it.  I am reluctant to post it here, but I can email it privately to
> a
> >
> >>> valve
> >>>
> > employee.
> >
> > I currently have Sourcemod, Metamod:Source, and Eventscripts
> installed
> >
> >>> on my
> >>>
> > server (A css server) if it makes any difference.  I am certain he
> got
> >
> >>> in
> >>>
> > because he banned my Steamid  (a trivial thing to fix, but with far
> >
> >>> greater
> >>>
> > implications).
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> archives,
> >
> >>> please visit:
> >>>
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> >
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>>
> >>>
> >>
> >> --
> >> -- [AF] House of Fail
> >>
> >>
> >>
> >
> >
> >
>
>
> ___
> 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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Re: [hlds_linux] Rcon password

2008-12-17 Thread Crazy Canucks
Do that, but you should also block the rcon port at your firewall, which 
is the tcp protocol for your game port.

Drek

[AF] House of Fail wrote:
> A side Note:  If I set my rcon_password to "" (ie no password) does this
> deny all rcon attempts?
>
> On Wed, Dec 17, 2008 at 3:30 PM, [AF] House of Fail wrote:
>
>   
>> My rcon pw was not an easily bruteforced pw (different case letters, with
>> more then 14 chars).  I have no log of any attempts, execpt for the actual
>> rcon, coming from the IP of the person who claimed he did it.  We do use
>> custom maps, but they are commonly used maps, (Ie cs_crackhouse).  Sv_cheats
>> was not on at the time.
>>
>> On Tue, Dec 16, 2008 at 2:16 PM, Seather  wrote:
>>
>> 
>>> also,
>>>
>>> re: sv cheats comment
>>> as i recall it was a command like ent_fire, this may have been fixed
>>> by adding another restrictive flag to it,
>>> if not, there are many command blocking plugins,
>>> http://forums.alliedmods.net/showthread.php?t=73828
>>>
>>> a plugin to listen for commands sent to the server
>>> http://forums.alliedmods.net/showthread.php?t=75648
>>>
>>> many people make use of a quick sv_cheats 1 then sv_cheats 0 method,
>>> its feasible cheat program could sneak a command into this small
>>> window.
>>>
>>> if your do custom maps on your server, especially ones created by
>>> people you know,
>>> they might be setting your rcon password / etc, with a map entity,
>>> point_servercommand,
>>> grep -ai ,Command, *.bsp
>>>
>>> On Tue, Dec 16, 2008 at 10:58 AM, Seather  wrote:
>>>   
 i'm guessing that the most common problem involves admins uploading
 too many files to their fast download website, (server.cfg)

 On Mon, Dec 15, 2008 at 12:48 PM, [AF] House of Fail <
 
>>> aidsf...@gmail.com> wrote:
>>>   
> My rcon password was recently compromised by someone.  I spoke with him
> before he got it and he claimed he used a modified version of csdos to
>   
>>> get
>>>   
> it.  I am reluctant to post it here, but I can email it privately to a
>   
>>> valve
>>>   
> employee.
>
> I currently have Sourcemod, Metamod:Source, and Eventscripts installed
>   
>>> on my
>>>   
> server (A css server) if it makes any difference.  I am certain he got
>   
>>> in
>>>   
> because he banned my Steamid  (a trivial thing to fix, but with far
>   
>>> greater
>>>   
> implications).
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
>   
>>> please visit:
>>>   
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>   
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>
>>>   
>>
>> --
>> -- [AF] House of Fail
>>
>>
>> 
>
>
>   


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Re: [hlds_linux] Rcon password

2008-12-17 Thread [AF] House of Fail
A side Note:  If I set my rcon_password to "" (ie no password) does this
deny all rcon attempts?

On Wed, Dec 17, 2008 at 3:30 PM, [AF] House of Fail wrote:

> My rcon pw was not an easily bruteforced pw (different case letters, with
> more then 14 chars).  I have no log of any attempts, execpt for the actual
> rcon, coming from the IP of the person who claimed he did it.  We do use
> custom maps, but they are commonly used maps, (Ie cs_crackhouse).  Sv_cheats
> was not on at the time.
>
> On Tue, Dec 16, 2008 at 2:16 PM, Seather  wrote:
>
>> also,
>>
>> re: sv cheats comment
>> as i recall it was a command like ent_fire, this may have been fixed
>> by adding another restrictive flag to it,
>> if not, there are many command blocking plugins,
>> http://forums.alliedmods.net/showthread.php?t=73828
>>
>> a plugin to listen for commands sent to the server
>> http://forums.alliedmods.net/showthread.php?t=75648
>>
>> many people make use of a quick sv_cheats 1 then sv_cheats 0 method,
>> its feasible cheat program could sneak a command into this small
>> window.
>>
>> if your do custom maps on your server, especially ones created by
>> people you know,
>> they might be setting your rcon password / etc, with a map entity,
>> point_servercommand,
>> grep -ai ,Command, *.bsp
>>
>> On Tue, Dec 16, 2008 at 10:58 AM, Seather  wrote:
>> > i'm guessing that the most common problem involves admins uploading
>> > too many files to their fast download website, (server.cfg)
>> >
>> > On Mon, Dec 15, 2008 at 12:48 PM, [AF] House of Fail <
>> aidsf...@gmail.com> wrote:
>> >> My rcon password was recently compromised by someone.  I spoke with him
>> >> before he got it and he claimed he used a modified version of csdos to
>> get
>> >> it.  I am reluctant to post it here, but I can email it privately to a
>> valve
>> >> employee.
>> >>
>> >> I currently have Sourcemod, Metamod:Source, and Eventscripts installed
>> on my
>> >> server (A css server) if it makes any difference.  I am certain he got
>> in
>> >> because he banned my Steamid  (a trivial thing to fix, but with far
>> greater
>> >> implications).
>> >> ___
>> >> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> >>
>> >
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>
>
>
> --
> -- [AF] House of Fail
>
>


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Re: [hlds_linux] Rcon password

2008-12-17 Thread [AF] House of Fail
My rcon pw was not an easily bruteforced pw (different case letters, with
more then 14 chars).  I have no log of any attempts, execpt for the actual
rcon, coming from the IP of the person who claimed he did it.  We do use
custom maps, but they are commonly used maps, (Ie cs_crackhouse).  Sv_cheats
was not on at the time.

On Tue, Dec 16, 2008 at 2:16 PM, Seather  wrote:

> also,
>
> re: sv cheats comment
> as i recall it was a command like ent_fire, this may have been fixed
> by adding another restrictive flag to it,
> if not, there are many command blocking plugins,
> http://forums.alliedmods.net/showthread.php?t=73828
>
> a plugin to listen for commands sent to the server
> http://forums.alliedmods.net/showthread.php?t=75648
>
> many people make use of a quick sv_cheats 1 then sv_cheats 0 method,
> its feasible cheat program could sneak a command into this small
> window.
>
> if your do custom maps on your server, especially ones created by
> people you know,
> they might be setting your rcon password / etc, with a map entity,
> point_servercommand,
> grep -ai ,Command, *.bsp
>
> On Tue, Dec 16, 2008 at 10:58 AM, Seather  wrote:
> > i'm guessing that the most common problem involves admins uploading
> > too many files to their fast download website, (server.cfg)
> >
> > On Mon, Dec 15, 2008 at 12:48 PM, [AF] House of Fail 
> wrote:
> >> My rcon password was recently compromised by someone.  I spoke with him
> >> before he got it and he claimed he used a modified version of csdos to
> get
> >> it.  I am reluctant to post it here, but I can email it privately to a
> valve
> >> employee.
> >>
> >> I currently have Sourcemod, Metamod:Source, and Eventscripts installed
> on my
> >> server (A css server) if it makes any difference.  I am certain he got
> in
> >> because he banned my Steamid  (a trivial thing to fix, but with far
> greater
> >> implications).
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>



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Re: [hlds_linux] Make alltalk vote-able in l4d

2008-12-17 Thread Mark - hlds list
Anyone able to set sv_alltalk from a config or command line?  I have it 
in both places, set to "0", and if I start up my servers, they are 
always sv_alltalk 1.  I have to go through each server and set it to 0 
by hand after they start.

screen -d -m -S l4d ./srcds_run -fork 10 +ip x.x.x.x -netconport 9990+## 
+exec server##.cfg +map l4d_hospital01_apartment +sv_alltalk 0

 server##.cfg 
sv_allow_lobby_connect_only 0
sv_steamgroup ...
sv_steamgroup_exclusive 0
rcon_password ...
hostname "Left 4 Dead - Pub"
z_difficulty hard
sv_lan 0
sv_region 0
sv_alltalk 0
sv_pure 2
// execute ban files
exec banned_user.cfg
exec banned_ip.cfg
writeid
writeip
--

Using those startup options and configs, I will always find all servers 
at "sv_alltalk 1" once they've loaded.




Mikael Pedersen wrote:
> Actually, if Valve really wants to keep the lobby system, and not
> revert back to the old way of connecting to servers, then I'd rather
> prefer alltalk to be one of the game parameters chosen when setting up
> the lobby. That way the players always know what they get into at game
> start, whether they prefer it on or off.
>
>
> On Wed, 17 Dec 2008 16:34:56 +, you wrote:
>
>   
>> I had alltalk set to 0, but it was constantly being changed to 1 as its what
>> people wanted just for the fun of the game really.
>>
>> I now have it default to 1 on a few of the servers, but agree an in-game
>> vote option would be the best thing.
>> 
>
> ___
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> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>   


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Re: [hlds_linux] Make alltalk vote-able in l4d

2008-12-17 Thread Mikael Pedersen

I am running two forks. One is a public server, where alltalk is off.
The other server is reserved for my Steam group, and has alltalk on.
And we have definately talked across the human/infected border on this
second server.

Perhaps it is due to you not setting sv_alltalk at all? I am setting
mine to 0 and 1 respectively, and the result is as I've described
above.


On Wed, 17 Dec 2008 10:32:16 -0500, you wrote:

>Take a look at my servers:
>
>VS: 
>http://www.game-monitor.com/left4dead2_GameServer/72.36.149.155:27019/General_Mayhem_Left4_Dead_Game_Network__Server_09-Variables.html
>
>Co-op: 
>http://www.game-monitor.com/left4dead2_GameServer/72.36.149.155:27023/General_Mayhem_Left4_Dead_Game_Network__Server_07-Variables.html
>
>I've got 10 forks running and they're all identically configured, just
>depends what map they run.
>
>SV_ALLTALK is set to 1 on all the forks.  When we're playing and I'm
>using voice chat on human, the infected cannot hear me.  When I'm dead
>as human, humans can still hear, and infected still can't.  Same
>applies when I'm playing as infected.
>
>On vs with SV_ALLTALK set to 1, I hear all humans, whether I'm dead or
>alive, and they can hear me whether I'm dead or alive.
>
>I'm not specifying alltalk in any of my configurations anywhere, the
>default is 1.

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Re: [hlds_linux] Make alltalk vote-able in l4d

2008-12-17 Thread Mikael Pedersen

Actually, if Valve really wants to keep the lobby system, and not
revert back to the old way of connecting to servers, then I'd rather
prefer alltalk to be one of the game parameters chosen when setting up
the lobby. That way the players always know what they get into at game
start, whether they prefer it on or off.


On Wed, 17 Dec 2008 16:34:56 +, you wrote:

>I had alltalk set to 0, but it was constantly being changed to 1 as its what
>people wanted just for the fun of the game really.
>
>I now have it default to 1 on a few of the servers, but agree an in-game
>vote option would be the best thing.

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Re: [hlds_linux] Make alltalk vote-able in l4d

2008-12-17 Thread Neil Smith
I had alltalk set to 0, but it was constantly being changed to 1 as its what
people wanted just for the fun of the game really.

I now have it default to 1 on a few of the servers, but agree an in-game
vote option would be the best thing.



2008/12/17 Kevin J. Anderson 

> There must be a different variable then, because my beef is 100% with
> servers that have the two teams talking to each other.  I have yet to be
> on a server where my dead team mates could not talk on voice.
>
> Again, there are games with where this is great, and theres games where
> we all wish we could turn it off but can't due to the server config.
>
> Which is why it should be voted on.  This is unfortunately not something
> that can be fixed with a server mod, because of the randomness in
> joining a server with friends from a lobby.
>
> If you search the steam forums, this is a common gripe in the L4d forum.
>
> Steven Sumichrast wrote:
> > Take a look at my servers:
> >
> > VS:
> http://www.game-monitor.com/left4dead2_GameServer/72.36.149.155:27019/General_Mayhem_Left4_Dead_Game_Network__Server_09-Variables.html
> >
> > Co-op:
> http://www.game-monitor.com/left4dead2_GameServer/72.36.149.155:27023/General_Mayhem_Left4_Dead_Game_Network__Server_07-Variables.html
> >
> > I've got 10 forks running and they're all identically configured, just
> > depends what map they run.
> >
> > SV_ALLTALK is set to 1 on all the forks.  When we're playing and I'm
> > using voice chat on human, the infected cannot hear me.  When I'm dead
> > as human, humans can still hear, and infected still can't.  Same
> > applies when I'm playing as infected.
> >
> > On vs with SV_ALLTALK set to 1, I hear all humans, whether I'm dead or
> > alive, and they can hear me whether I'm dead or alive.
> >
> > I'm not specifying alltalk in any of my configurations anywhere, the
> > default is 1.
> >
> >
> >
> > On Wed, Dec 17, 2008 at 9:00 AM, Cc2iscooL  wrote:
> >> Umm
> >>
> >> In L4D, when alltalk is off dead players can talk to their alive
> teammates.
> >>
> >> I think you've got it mixed up. :)
> >>
> >> On Wed, Dec 17, 2008 at 7:44 AM, Steven Sumichrast  >wrote:
> >>
> >>> I'm not sure what you guys are talking about -- when alltalk is on on
> >>> my box, the only thing different than normal is that dead players can
> >>> chat with alive ones.
> >>>
> >>> In VS, they can't talk across teams...  am I missing something, or is
> >>> this what you guys are talking about?  I haven't ever really seen it a
> >>> distraction -- but, then again, I only play on my servers with people
> >>> from my steam group...
> >>>
> >>>
> >>> On Wed, Dec 17, 2008 at 7:28 AM, AnAkIn .  wrote:
>  The problem is not that alltalk is forced on, but is is DEFAULTED to
> ON.
> 
>  I don't think VALVe ever made the game to be played with alltalk ON,
> so I
>  guess they have to fix it, and make the default value 0.
>  Also remove the sv_tags when you put it on 0, and make it add when you
> >>> put
>  it on 1.
> 
>  2008/12/17 Kevin J. Anderson 
> 
> > One of the annoying trends has been the fact that a lot of servers
> have
> > been forcing alltalk on, and in a lot of circumstances, this can
> really
> > detract from the gameplay.   There are certainly other circumstances
> > where it makes the game really fun, however I think it should be up
> to
> > the players themselves, and not the server operator considering the
> fact
> > that groups of friends tend to join random servers unless they are
> lucky
> > enough to have their own.
> >
> > Searching the steam forums, it seems that a lot of people agree whole
> > heartedly.   I understand the benefits of both options, however it
> > should be left up to the players in each individual game.
> >
> > (this isn't even getting started on all the stupid forced settings
> some
> > admins are pushing on people, screwing up mapcycles and campaigns in
> > general)
> >
> > Kevin
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
>  ___
>  To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
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> 
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> >>> please visit:
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> >>>
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Re: [hlds_linux] Make alltalk vote-able in l4d

2008-12-17 Thread Kevin J. Anderson
There must be a different variable then, because my beef is 100% with 
servers that have the two teams talking to each other.  I have yet to be 
on a server where my dead team mates could not talk on voice.

Again, there are games with where this is great, and theres games where 
we all wish we could turn it off but can't due to the server config.

Which is why it should be voted on.  This is unfortunately not something 
that can be fixed with a server mod, because of the randomness in 
joining a server with friends from a lobby.

If you search the steam forums, this is a common gripe in the L4d forum.

Steven Sumichrast wrote:
> Take a look at my servers:
> 
> VS: 
> http://www.game-monitor.com/left4dead2_GameServer/72.36.149.155:27019/General_Mayhem_Left4_Dead_Game_Network__Server_09-Variables.html
> 
> Co-op: 
> http://www.game-monitor.com/left4dead2_GameServer/72.36.149.155:27023/General_Mayhem_Left4_Dead_Game_Network__Server_07-Variables.html
> 
> I've got 10 forks running and they're all identically configured, just
> depends what map they run.
> 
> SV_ALLTALK is set to 1 on all the forks.  When we're playing and I'm
> using voice chat on human, the infected cannot hear me.  When I'm dead
> as human, humans can still hear, and infected still can't.  Same
> applies when I'm playing as infected.
> 
> On vs with SV_ALLTALK set to 1, I hear all humans, whether I'm dead or
> alive, and they can hear me whether I'm dead or alive.
> 
> I'm not specifying alltalk in any of my configurations anywhere, the
> default is 1.
> 
> 
> 
> On Wed, Dec 17, 2008 at 9:00 AM, Cc2iscooL  wrote:
>> Umm
>>
>> In L4D, when alltalk is off dead players can talk to their alive teammates.
>>
>> I think you've got it mixed up. :)
>>
>> On Wed, Dec 17, 2008 at 7:44 AM, Steven Sumichrast wrote:
>>
>>> I'm not sure what you guys are talking about -- when alltalk is on on
>>> my box, the only thing different than normal is that dead players can
>>> chat with alive ones.
>>>
>>> In VS, they can't talk across teams...  am I missing something, or is
>>> this what you guys are talking about?  I haven't ever really seen it a
>>> distraction -- but, then again, I only play on my servers with people
>>> from my steam group...
>>>
>>>
>>> On Wed, Dec 17, 2008 at 7:28 AM, AnAkIn .  wrote:
 The problem is not that alltalk is forced on, but is is DEFAULTED to ON.

 I don't think VALVe ever made the game to be played with alltalk ON, so I
 guess they have to fix it, and make the default value 0.
 Also remove the sv_tags when you put it on 0, and make it add when you
>>> put
 it on 1.

 2008/12/17 Kevin J. Anderson 

> One of the annoying trends has been the fact that a lot of servers have
> been forcing alltalk on, and in a lot of circumstances, this can really
> detract from the gameplay.   There are certainly other circumstances
> where it makes the game really fun, however I think it should be up to
> the players themselves, and not the server operator considering the fact
> that groups of friends tend to join random servers unless they are lucky
> enough to have their own.
>
> Searching the steam forums, it seems that a lot of people agree whole
> heartedly.   I understand the benefits of both options, however it
> should be left up to the players in each individual game.
>
> (this isn't even getting started on all the stupid forced settings some
> admins are pushing on people, screwing up mapcycles and campaigns in
> general)
>
> Kevin
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux

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Re: [hlds_linux] Make alltalk vote-able in l4d

2008-12-17 Thread Steven Sumichrast
Take a look at my servers:

VS: 
http://www.game-monitor.com/left4dead2_GameServer/72.36.149.155:27019/General_Mayhem_Left4_Dead_Game_Network__Server_09-Variables.html

Co-op: 
http://www.game-monitor.com/left4dead2_GameServer/72.36.149.155:27023/General_Mayhem_Left4_Dead_Game_Network__Server_07-Variables.html

I've got 10 forks running and they're all identically configured, just
depends what map they run.

SV_ALLTALK is set to 1 on all the forks.  When we're playing and I'm
using voice chat on human, the infected cannot hear me.  When I'm dead
as human, humans can still hear, and infected still can't.  Same
applies when I'm playing as infected.

On vs with SV_ALLTALK set to 1, I hear all humans, whether I'm dead or
alive, and they can hear me whether I'm dead or alive.

I'm not specifying alltalk in any of my configurations anywhere, the
default is 1.



On Wed, Dec 17, 2008 at 9:00 AM, Cc2iscooL  wrote:
> Umm
>
> In L4D, when alltalk is off dead players can talk to their alive teammates.
>
> I think you've got it mixed up. :)
>
> On Wed, Dec 17, 2008 at 7:44 AM, Steven Sumichrast wrote:
>
>> I'm not sure what you guys are talking about -- when alltalk is on on
>> my box, the only thing different than normal is that dead players can
>> chat with alive ones.
>>
>> In VS, they can't talk across teams...  am I missing something, or is
>> this what you guys are talking about?  I haven't ever really seen it a
>> distraction -- but, then again, I only play on my servers with people
>> from my steam group...
>>
>>
>> On Wed, Dec 17, 2008 at 7:28 AM, AnAkIn .  wrote:
>> > The problem is not that alltalk is forced on, but is is DEFAULTED to ON.
>> >
>> > I don't think VALVe ever made the game to be played with alltalk ON, so I
>> > guess they have to fix it, and make the default value 0.
>> > Also remove the sv_tags when you put it on 0, and make it add when you
>> put
>> > it on 1.
>> >
>> > 2008/12/17 Kevin J. Anderson 
>> >
>> >> One of the annoying trends has been the fact that a lot of servers have
>> >> been forcing alltalk on, and in a lot of circumstances, this can really
>> >> detract from the gameplay.   There are certainly other circumstances
>> >> where it makes the game really fun, however I think it should be up to
>> >> the players themselves, and not the server operator considering the fact
>> >> that groups of friends tend to join random servers unless they are lucky
>> >> enough to have their own.
>> >>
>> >> Searching the steam forums, it seems that a lot of people agree whole
>> >> heartedly.   I understand the benefits of both options, however it
>> >> should be left up to the players in each individual game.
>> >>
>> >> (this isn't even getting started on all the stupid forced settings some
>> >> admins are pushing on people, screwing up mapcycles and campaigns in
>> >> general)
>> >>
>> >> Kevin
>> >>
>> >> ___
>> >> To unsubscribe, edit your list preferences, or view the list archives,
>> >> please visit:
>> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> >>
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> >
>>
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>> please visit:
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>>
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Re: [hlds_linux] Make alltalk vote-able in l4d

2008-12-17 Thread Cc2iscooL
Umm

In L4D, when alltalk is off dead players can talk to their alive teammates.

I think you've got it mixed up. :)

On Wed, Dec 17, 2008 at 7:44 AM, Steven Sumichrast wrote:

> I'm not sure what you guys are talking about -- when alltalk is on on
> my box, the only thing different than normal is that dead players can
> chat with alive ones.
>
> In VS, they can't talk across teams...  am I missing something, or is
> this what you guys are talking about?  I haven't ever really seen it a
> distraction -- but, then again, I only play on my servers with people
> from my steam group...
>
>
> On Wed, Dec 17, 2008 at 7:28 AM, AnAkIn .  wrote:
> > The problem is not that alltalk is forced on, but is is DEFAULTED to ON.
> >
> > I don't think VALVe ever made the game to be played with alltalk ON, so I
> > guess they have to fix it, and make the default value 0.
> > Also remove the sv_tags when you put it on 0, and make it add when you
> put
> > it on 1.
> >
> > 2008/12/17 Kevin J. Anderson 
> >
> >> One of the annoying trends has been the fact that a lot of servers have
> >> been forcing alltalk on, and in a lot of circumstances, this can really
> >> detract from the gameplay.   There are certainly other circumstances
> >> where it makes the game really fun, however I think it should be up to
> >> the players themselves, and not the server operator considering the fact
> >> that groups of friends tend to join random servers unless they are lucky
> >> enough to have their own.
> >>
> >> Searching the steam forums, it seems that a lot of people agree whole
> >> heartedly.   I understand the benefits of both options, however it
> >> should be left up to the players in each individual game.
> >>
> >> (this isn't even getting started on all the stupid forced settings some
> >> admins are pushing on people, screwing up mapcycles and campaigns in
> >> general)
> >>
> >> Kevin
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
>
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Re: [hlds_linux] Make alltalk vote-able in l4d

2008-12-17 Thread AnAkIn .
Are you sure you can't talk with people from the opposite team?

2008/12/17 Steven Sumichrast 

> I'm not sure what you guys are talking about -- when alltalk is on on
> my box, the only thing different than normal is that dead players can
> chat with alive ones.
>
> In VS, they can't talk across teams...  am I missing something, or is
> this what you guys are talking about?  I haven't ever really seen it a
> distraction -- but, then again, I only play on my servers with people
> from my steam group...
>
>
> On Wed, Dec 17, 2008 at 7:28 AM, AnAkIn .  wrote:
> > The problem is not that alltalk is forced on, but is is DEFAULTED to ON.
> >
> > I don't think VALVe ever made the game to be played with alltalk ON, so I
> > guess they have to fix it, and make the default value 0.
> > Also remove the sv_tags when you put it on 0, and make it add when you
> put
> > it on 1.
> >
> > 2008/12/17 Kevin J. Anderson 
> >
> >> One of the annoying trends has been the fact that a lot of servers have
> >> been forcing alltalk on, and in a lot of circumstances, this can really
> >> detract from the gameplay.   There are certainly other circumstances
> >> where it makes the game really fun, however I think it should be up to
> >> the players themselves, and not the server operator considering the fact
> >> that groups of friends tend to join random servers unless they are lucky
> >> enough to have their own.
> >>
> >> Searching the steam forums, it seems that a lot of people agree whole
> >> heartedly.   I understand the benefits of both options, however it
> >> should be left up to the players in each individual game.
> >>
> >> (this isn't even getting started on all the stupid forced settings some
> >> admins are pushing on people, screwing up mapcycles and campaigns in
> >> general)
> >>
> >> Kevin
> >>
> >> ___
> >> 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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Re: [hlds_linux] Can't see TF2 server

2008-12-17 Thread Crazy Canucks
OB 101 wrote:
> That seems to be it. Why do I need to specify a starting map? Why can't it 
> just start by loading the first map in mapcycle.txt?>
Ya, pretty much the answer is, "That's just the way it is."  It has 
always been that way with Half-Life, Source and now Orangebox servers.

Drek
>  Date: Wed, 17 Dec 2008 02:00:54 -0500> From: 1nsane...@gmail.com> To: 
> hlds_linux@list.valvesoftware.com> Subject: Re: [hlds_linux] Can't see TF2 
> server> > Did you load a map? For example:> +map ctf_well> > On Wed, Dec 17, 
> 2008 at 1:39 AM, OB 101  wrote:> > >> > When it starts up 
> it says it can't find particles/error.pcf and unknown> > command 
> "startupmenu". I'm assuming these are standard errors. Also, it does> > not 
> respond to the "status" command.> From: cokesp...@live.com> To:> > 
> hlds_linux@list.valvesoftware.com> Date: Tue, 16 Dec 2008 22:31:41 -0800>> > 
> Subject: [hlds_linux] Can't see TF2 server> > > I start up my server with> > 
> just a straight up orangebox/srcds_run -game tf -autoupdate (in a screen> > 
> session) and I can't see it from the Steam Add Server dialog box when I> > 
> enter 192.168.1.101 into the address box. I can see my L4D server if I start> 
> > it. What's going on?>> > 
> _> Send> > 
> e-mail anywhere. No map, no compass.>> > 
> http://windowslive.com/Explore/hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_anywhere_122008>>
>  > ___> To unsubscribe, edit 
> your> > list preferences, or view the list archives, please visit:>> > 
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux> > 
> _> > Send 
> e-mail faster without improving your typing skills.> >> > 
> http://windowslive.com/Explore/hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_speed_122008>
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> your list preferences, or view the list archives,> > please visit:> > 
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Re: [hlds_linux] Make alltalk vote-able in l4d

2008-12-17 Thread Steven Sumichrast
I'm not sure what you guys are talking about -- when alltalk is on on
my box, the only thing different than normal is that dead players can
chat with alive ones.

In VS, they can't talk across teams...  am I missing something, or is
this what you guys are talking about?  I haven't ever really seen it a
distraction -- but, then again, I only play on my servers with people
from my steam group...


On Wed, Dec 17, 2008 at 7:28 AM, AnAkIn .  wrote:
> The problem is not that alltalk is forced on, but is is DEFAULTED to ON.
>
> I don't think VALVe ever made the game to be played with alltalk ON, so I
> guess they have to fix it, and make the default value 0.
> Also remove the sv_tags when you put it on 0, and make it add when you put
> it on 1.
>
> 2008/12/17 Kevin J. Anderson 
>
>> One of the annoying trends has been the fact that a lot of servers have
>> been forcing alltalk on, and in a lot of circumstances, this can really
>> detract from the gameplay.   There are certainly other circumstances
>> where it makes the game really fun, however I think it should be up to
>> the players themselves, and not the server operator considering the fact
>> that groups of friends tend to join random servers unless they are lucky
>> enough to have their own.
>>
>> Searching the steam forums, it seems that a lot of people agree whole
>> heartedly.   I understand the benefits of both options, however it
>> should be left up to the players in each individual game.
>>
>> (this isn't even getting started on all the stupid forced settings some
>> admins are pushing on people, screwing up mapcycles and campaigns in
>> general)
>>
>> Kevin
>>
>> ___
>> 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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Re: [hlds_linux] Make alltalk vote-able in l4d

2008-12-17 Thread AnAkIn .
The problem is not that alltalk is forced on, but is is DEFAULTED to ON.

I don't think VALVe ever made the game to be played with alltalk ON, so I
guess they have to fix it, and make the default value 0.
Also remove the sv_tags when you put it on 0, and make it add when you put
it on 1.

2008/12/17 Kevin J. Anderson 

> One of the annoying trends has been the fact that a lot of servers have
> been forcing alltalk on, and in a lot of circumstances, this can really
> detract from the gameplay.   There are certainly other circumstances
> where it makes the game really fun, however I think it should be up to
> the players themselves, and not the server operator considering the fact
> that groups of friends tend to join random servers unless they are lucky
> enough to have their own.
>
> Searching the steam forums, it seems that a lot of people agree whole
> heartedly.   I understand the benefits of both options, however it
> should be left up to the players in each individual game.
>
> (this isn't even getting started on all the stupid forced settings some
> admins are pushing on people, screwing up mapcycles and campaigns in
> general)
>
> Kevin
>
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[hlds_linux] Make alltalk vote-able in l4d

2008-12-17 Thread Kevin J. Anderson
One of the annoying trends has been the fact that a lot of servers have 
been forcing alltalk on, and in a lot of circumstances, this can really 
detract from the gameplay.   There are certainly other circumstances 
where it makes the game really fun, however I think it should be up to 
the players themselves, and not the server operator considering the fact 
that groups of friends tend to join random servers unless they are lucky 
enough to have their own.

Searching the steam forums, it seems that a lot of people agree whole 
heartedly.   I understand the benefits of both options, however it 
should be left up to the players in each individual game.

(this isn't even getting started on all the stupid forced settings some 
admins are pushing on people, screwing up mapcycles and campaigns in 
general)

Kevin

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Re: [hlds_linux] Can't see TF2 server

2008-12-17 Thread Ronny Schedel

Because it is working like this since the last 10 years.


>
> That seems to be it. Why do I need to specify a starting map? Why can't it 
> just start by loading the first map in mapcycle.txt?> Date: Wed, 17 Dec 
> 2008 02:00:54 -0500> From: 1nsane...@gmail.com> To: 
> hlds_linux@list.valvesoftware.com> Subject: Re: [hlds_linux] Can't see TF2 
> server> > Did you load a map? For example:> +map ctf_well> > On Wed, Dec 
> 17, 2008 at 1:39 AM, OB 101  wrote:> > >> > When it 
> starts up it says it can't find particles/error.pcf and unknown> > command 
> "startupmenu". I'm assuming these are standard errors. Also, it does> > 
> not respond to the "status" command.> From: cokesp...@live.com> To:> > 
> hlds_linux@list.valvesoftware.com> Date: Tue, 16 Dec 2008 22:31:41 -0800>> 
>  > Subject: [hlds_linux] Can't see TF2 server> > > I start up my server 
> with> > just a straight up orangebox/srcds_run -game tf -autoupdate (in a 
> screen> > session) and I can't see it from the Steam Add Server dialog box 
> when I> > enter 192.168.1.101 into the address box. I can see my L4D 
> server if I start> > it. What's going on?>> > 
> _> Send> > 
> e-mail anywhere. No map, no compass.>> > 
> http://windowslive.com/Explore/hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_anywhere_122008>>
>  > 
> ___> To unsubscribe, edit 
> your> > list preferences, or view the list archives, please visit:>> > 
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Re: [hlds_linux] Can't see TF2 server

2008-12-17 Thread OB 101

That seems to be it. Why do I need to specify a starting map? Why can't it just 
start by loading the first map in mapcycle.txt?> Date: Wed, 17 Dec 2008 
02:00:54 -0500> From: 1nsane...@gmail.com> To: 
hlds_linux@list.valvesoftware.com> Subject: Re: [hlds_linux] Can't see TF2 
server> > Did you load a map? For example:> +map ctf_well> > On Wed, Dec 17, 
2008 at 1:39 AM, OB 101  wrote:> > >> > When it starts up 
it says it can't find particles/error.pcf and unknown> > command "startupmenu". 
I'm assuming these are standard errors. Also, it does> > not respond to the 
"status" command.> From: cokesp...@live.com> To:> > 
hlds_linux@list.valvesoftware.com> Date: Tue, 16 Dec 2008 22:31:41 -0800>> > 
Subject: [hlds_linux] Can't see TF2 server> > > I start up my server with> > 
just a straight up orangebox/srcds_run -game tf -autoupdate (in a screen> > 
session) and I can't see it from the Steam Add Server dialog box when I> > 
enter 192.168.1.101 into the address box. I can see my L4D server if I start> > 
it. What's going on?>> > 
_> Send> > 
e-mail anywhere. No map, no compass.>> > 
http://windowslive.com/Explore/hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_anywhere_122008>>
 > ___> To unsubscribe, edit your> 
> list preferences, or view the list archives, please visit:>> > 
http://list.valvesoftware.com/mailman/listinfo/hlds_linux> > 
_> > Send 
e-mail faster without improving your typing skills.> >> > 
http://windowslive.com/Explore/hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_speed_122008>
 > ___> > 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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