Re: [hlds_linux] Left 4 Dead Update Available

2009-11-09 Thread ics
Just a note for everyone, this update brought up new gametype called 
teamversus so now there is coop, versus, survival and teamversus.

-ics

Jason Ruymen kirjoitti:
> A required update for Left 4 Dead is now available.  Please run 
> hldsupdatetool to receive.  The specific changes include:
>
> - Fixed a crash related to a Crash Course achievement
> - Fixed an issue were bots and computer controlled special infected were 
> being reported via "View Game Info"
> - Added Team Versus 4 on 4 competitive matchmaking
>
> Linux:
> - Add warning if +map is not specified on the command line
> - Steam is located by searching .., . and $PATH
> - Added -steambin option to specify location steam, overrides search
> - Added -steamverify option to add -verify_all when updating with steam
>
> Jason
>
>
> ___
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> visit:
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>   


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[hlds_linux] CS:S Crash VALVE?

2009-11-09 Thread Ratman2000
Hello,

Valve, where get this CS:S Crashes Fixed?
Is there any solution? Are this crashed known?
Please let me know becouse the Servers crash every day!!!

With friendly Regards From Germany

Ratman2000

- Original Message - 
From: "Ratman2000" 
To: "Half-Life dedicated Linux server mailing list" 

Sent: Saturday, November 07, 2009 10:44 PM
Subject: Re: [hlds_linux] CS:S Crash


> Hello,
>
> now i have testet a Server with 16 Slots and included 10 Bots permanently.
> (bot_quota_mode fill)
> The Server is new installed without any plugin! And i recieve the crash
> avery day!
>
> Is there any fix? VALVE?
>
> Here the GDB Informations:
>
> Program received signal SIGSEGV, Segmentation fault.
> [Switching to Thread 1075185344 (LWP 20539)]
> 0x419c9783 in NavAreaBuildPath () from
> /home/GameServer/GS1/cstrike/bin/server_i486.so
> (gdb) bt
> #0  0x419c9783 in NavAreaBuildPath () from
> /home/GameServer/GS1/cstrike/bin/server_i486.so
> #1  0x419c9b86 in NavAreaTravelDistance () from
> /home/GameServer/GS1/cstrike/bin/server_i486.so
> #2  0x41d0d631 in CCSBot::UpdateTravelDistanceToAllPlayers () from
> /home/GameServer/GS1/cstrike/bin/server_i486.so
> #3  0x41d0d983 in CCSBot::Update () from
> /home/GameServer/GS1/cstrike/bin/server_i486.so
> #4  0x41c665be in CBotManager::StartFrame () from
> /home/GameServer/GS1/cstrike/bin/server_i486.so
> #5  0x41cf8408 in CCSBotManager::StartFrame () from
> /home/GameServer/GS1/cstrike/bin/server_i486.so
> #6  0x41c192b5 in CCSGameRules::EndGameFrame () from
> /home/GameServer/GS1/cstrike/bin/server_i486.so
> #7  0x4196f555 in CServerGameDLL::GameFrame () from
> /home/GameServer/GS1/cstrike/bin/server_i486.so
> #8  0x40d07818 in SV_Frame () from bin/engine_i486.so
> #9  0x40c8608d in _Host_RunFrame_Server () from bin/engine_i486.so
> #10 0x40c868c0 in _Host_RunFrame () from bin/engine_i486.so
> #11 0x40c86f72 in Host_RunFrame () from bin/engine_i486.so
> #12 0x40c9103c in CHostState::State_Run () from bin/engine_i486.so
> #13 0x40c912e1 in CHostState::FrameUpdate () from bin/engine_i486.so
> #14 0x40c91467 in HostState_Frame () from bin/engine_i486.so
> #15 0x40d26694 in CEngine::Frame () from bin/engine_i486.so
> #16 0x40d244ae in CDedicatedServerAPI::RunFrame () from bin/engine_i486.so
> #17 0x401f90fd in RunServer () from bin/dedicated_i486.so
> #18 0x40d23e8e in CModAppSystemGroup::Main () from bin/engine_i486.so
> #19 0x40e2ade3 in CAppSystemGroup::Run () from bin/engine_i486.so
> #20 0x40d250df in CDedicatedServerAPI::ModInit () from bin/engine_i486.so
> #21 0x401f934a in CDedicatedAppSystemGroup::Main () from
> bin/dedicated_i486.so
> #22 0x40230663 in CAppSystemGroup::Run () from bin/dedicated_i486.so
> #23 0x40230663 in CAppSystemGroup::Run () from bin/dedicated_i486.so
> #24 0x401f9758 in main () from bin/dedicated_i486.so
> #25 0x0804909e in main ()
>
> With friendly Regards
>
> Ratman2000
>
> - Original Message - 
> From: "Rick Payton" 
> To: "Half-Life dedicated Linux server mailing list"
> 
> Sent: Friday, November 06, 2009 7:07 PM
> Subject: Re: [hlds_linux] CS:S Crash
>
>
>> wait, since when does srcds based servers support 64 players? Did I miss
>> something here? In any case, try running it with a "normal" amount of
>> maxplayers (like 20) and see what happens.
>>
>> --mauirixxx
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
>> Ratman2000
>> Sent: Thursday, November 05, 2009 11:02 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: [hlds_linux] CS:S Crash
>>
>> Hello from Germany,
>>
>> today i have tested to run a CS:S Server in GDB to see Crashes that my
>> Plugin registers by Signals
>> and Stack-Back-Tracing that results from the Engine itself...
>>
>> Today i have registered a Crash with GDB and like to send it to the list
>> to
>> see other people with this
>> issue and gets an information over this crash!
>>
>> I hope anybody can tell me more!
>>
>> I have startet a 64 Slot test Server the server have changed many
>> times the map (over 1 day) and than after i included 10 Bots it goes
>> down...
>>
>> Here the crash information with GDB Line:
>>
>> bot_quota 10
>> Game will not start until both teams have players.
>> Going to intermission...
>> Going to intermission...
>> Executing dedicated server config file
>> Section [Scenes]: 0 resources total 0 bytes, 0.00 % of limit (2.10 MB)
>>
>> Program received signal SIGSEGV, Segmentation fault.
>> [Switching to Thread 1075185344 (LWP 27486)]
>> 0x419bb73d in CUtlLinkedList::RemoveAll () from
>> /home/GameServer/GS1/cstrike/bin/server_i486.so
>>
>> I hope thats problem is fixable becouse its not the first time it
>> happends
>> on my CS:S Servers...
>>
>> With friendly Regards from Germany
>>
>> Ratman2000
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valve

[hlds_linux] Left 4 Dead Update Available

2009-11-09 Thread Jason Ruymen
A required update for Left 4 Dead is now available.  Please run hldsupdatetool 
to receive.  The specific changes include:

- Fixed a crash related to a Crash Course achievement
- Fixed an issue were bots and computer controlled special infected were being 
reported via "View Game Info"
- Added Team Versus 4 on 4 competitive matchmaking

Linux:
- Add warning if +map is not specified on the command line
- Steam is located by searching .., . and $PATH
- Added -steambin option to specify location steam, overrides search
- Added -steamverify option to add -verify_all when updating with steam

Jason


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Re: [hlds_linux] Modern Warfare 2

2009-11-09 Thread kama

Thera are a couple that have "complained" allready..

http://www.petitiononline.com/dedis4mw/petition.html

"194262 Total Signatures" as of writing...

As of the forum... Rumour says that they delete the complains about
dedicated servers...

/Bjorn

On Mon, 9 Nov 2009, f0rkz wrote:

> Really, all of this is neither here nor there.  Go take it to the MW2
> forums if you want to complain about how the game is badly designed.
> Chances are, they have heard it all and have no intentions of changing
> their style.
>
> -f0rkz
>
> On Mon, 2009-11-09 at 10:30 -0400, Crazy Canucks wrote:
> > To repeat myself, they won't, and to add, from what I've seen most of
> > the advantages offered by rates that high are purely psychological.  A
> > professional player with the latest hardware would probably notice a
> > difference, but 99.9% of players will only notice it if they look up the
> > cvars.
> >
> > Drek
> >
> > Daniel Nilsson wrote:
> > > 60% of all users uses the default values for example in dods they are
> > > cl_cmdrate 30, cl_updaterate 20 and rate 3500. If the server is not
> > > limiting downwards they will not se choke or lag. But adv users that
> > > join that server with higher settings 66 or 100 and an rate of +30K will
> > > notice that the others are struttering
> > >
> > > //Daniel
> > >
> > > Crazy Canucks skrev:
> > >
> > >> Bullshit.  I believe I said it runs extremely well.  That means very
> > >> little to no choke - typical choke on my servers runs between 0 and 5,
> > >> depending on the game.  Again, it can be done if you know what you are
> > >> doing.
> > >>
> > >> Of course rates have to be limited, and no it wouldn't do for
> > >> professional match play, but game play is smooth, hit registration is
> > >> good, and the games are fun.  That's what matters.
> > >>
> > >> Drek
> > >>
> > >> Adam Nowacki wrote:
> > >>
> > >>
> > >>> Crazy Canucks wrote:
> > >>>
> > >>>
> > >>>
> >  That's funny, I host a 16 person TF2 server on a 1mbps upload cable
> >  connection.  And it runs extremely well.
> > 
> > 
> > 
> > >>> Sure, just that you need to limit everyones rate to ~7000 and live with
> > >>> massive choke on clients (delayed updates).
> > >>>
> > >>> ___
> > >>> 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
> > >>
> > >>
> > >>
> > >> __ Information from ESET NOD32 Antivirus, version of virus 
> > >> signature database 4545 (20091026) __
> > >>
> > >> The message was checked by ESET NOD32 Antivirus.
> > >>
> > >> http://www.eset.com
> > >>
> > >>
> > >>
> > >>
> > >
> > >
> > >
> > > __ Information from ESET NOD32 Antivirus, version of virus 
> > > signature database 4545 (20091026) __
> > >
> > > The message was checked by ESET NOD32 Antivirus.
> > >
> > > http://www.eset.com
> > >
> > >
> > >
> > > ___
> > > 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] L4D, L4D2: Cannot join dedicated servers with LAN and Public IP

2009-11-09 Thread Saul Rennison
I can confirm this, furthermore, "retry" on a server results in:
Bad server address public( "87.194.100.127" )

:\

On Monday, November 9, 2009, Joonas Lehtolahti
 wrote:
> Hey all,
>
> this problem has been around since the Left 4 Dead update with Crash
> Course, or the update that added mm_dedicated_force_servers cvar (not
> exactly sure). This is still a problem in Left 4 Dead and seems to also
> affect Left 4 Dead 2 Demo.
>
> The situation is that I have a dedicated Left 4 Dead Linux server running
> that has two network adapters: one for LAN and other directly connected to
> Internet. The 'status' output looks OK:
>
> hostname: Left 4 Dead 2 Demo
> version : 1.0.1.2 4017 secure  (unknown)
> udp/ip  : 192.168.2.50:27015 [ public 217.24.105.77:27015 ]
> os      : Linux Dedicated
> map     : c5m1_waterfront
> players : 0 humans, 0 bots (4 max) (hibernating) (unreserved)
>
> It shows the private and public IP address there. Generally we play it so
> that me and one of my friends connect from the local network to the LAN
> IP, as I have set in my client configuration:
>
> mm_dedicated_force_servers "192.168.2.50:27015"
>
> The problem is that no one outside this LAN can join the game, not from
> Lobby nor by using "Join game" option in friends list. I asked them to
> look at their console, and they get information that the PUBLIC IP for the
> server is 192.168.2.50 while it should be 217.24.105.77 in this case. So
> instead of connecting to the server on the correct IP address, those
> clients attempt to connect to the LAN IP which obviously will not work. If
> they use the client console to connect with "connect 217.24.105.77", then
> they are able to join the game.
>
> I'll reiterate that this worked fine before the Crash Course update on
> Left 4 Dead while the client variable used to force the lobby to my server
> was ms_force_dedicated_servers. There could be people from LAN and outside
> the LAN on the lobby and we would all be on the server together; the
> people on LAN connecting through the LAN IP, others through the public IP.
> Since then, the game makes everyone try the LAN IP, effectively blocking
> half of the people from the server unless they connect manually through
> console.
>
> Any news when this will be fixed for both Left 4 Dead and Left 4 Dead 2?
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>

-- 

Thanks,
 - Saul.

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[hlds_linux] L4D, L4D2: Cannot join dedicated servers with LAN and Public IP

2009-11-09 Thread Joonas Lehtolahti
Hey all,

this problem has been around since the Left 4 Dead update with Crash
Course, or the update that added mm_dedicated_force_servers cvar (not
exactly sure). This is still a problem in Left 4 Dead and seems to also
affect Left 4 Dead 2 Demo.

The situation is that I have a dedicated Left 4 Dead Linux server running
that has two network adapters: one for LAN and other directly connected to
Internet. The 'status' output looks OK:

hostname: Left 4 Dead 2 Demo
version : 1.0.1.2 4017 secure  (unknown)
udp/ip  : 192.168.2.50:27015 [ public 217.24.105.77:27015 ]
os  : Linux Dedicated
map : c5m1_waterfront
players : 0 humans, 0 bots (4 max) (hibernating) (unreserved)

It shows the private and public IP address there. Generally we play it so
that me and one of my friends connect from the local network to the LAN
IP, as I have set in my client configuration:

mm_dedicated_force_servers "192.168.2.50:27015"

The problem is that no one outside this LAN can join the game, not from
Lobby nor by using "Join game" option in friends list. I asked them to
look at their console, and they get information that the PUBLIC IP for the
server is 192.168.2.50 while it should be 217.24.105.77 in this case. So
instead of connecting to the server on the correct IP address, those
clients attempt to connect to the LAN IP which obviously will not work. If
they use the client console to connect with "connect 217.24.105.77", then
they are able to join the game.

I'll reiterate that this worked fine before the Crash Course update on
Left 4 Dead while the client variable used to force the lobby to my server
was ms_force_dedicated_servers. There could be people from LAN and outside
the LAN on the lobby and we would all be on the server together; the
people on LAN connecting through the LAN IP, others through the public IP.
Since then, the game makes everyone try the LAN IP, effectively blocking
half of the people from the server unless they connect manually through
console.

Any news when this will be fixed for both Left 4 Dead and Left 4 Dead 2?

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Re: [hlds_linux] HLDS unable to start

2009-11-09 Thread webmas...@defcon-cc.dyndns.org
webmas...@defcon-cc.dyndns.org schrieb:
> Hello to the Mailinglist,
>
> im trying to run an STEAM CS 1.6 server on an Lnux machine but it wont
> start, here are the the failure text from debug.log:
>
> CRASH: Sa Nov 7 12:26:09 CET 2009
> Start Line: ./hlds_amd -debug -pidfile hlds.5945.pid
> Using host libthread_db library "/lib/tls/libthread_db.so.1".
> Core was generated by `./hlds_amd -debug -pidfile hlds.5945.pid'.
> Program terminated with signal 11, Segmentation fault.
> #0 0xb7507fc9 in ?? ()
> #0 0xb7507fc9 in ?? ()
> End of crash report
>
> Now some information about my system:
>
> I installed the current update, the cs server should be up to date.
>
> Red-Hat Enterprise Linux
> linux-2.4.21-4.EL kernel
> glibc 2.3.2-95.3
> RAM: 320MB
>
> model name : AMD Duron(tm) processor
> cpu MHz : 1001.804
> cache size : 64 KB
> flags : fpu vme de pse tsc msr pae mce cx8 sep mtrr pge mca cmov pat
> pse36 mmx fxsr sse syscall mmxext 3dnowext 3dnow
> bogomips : 1998.84
>
> Hope everybody can help me,
>
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>   
Hello,

debug.log
CRASH: Mo Nov  9 17:33:37 CET 2009
Start Line: ./hlds_amd -debug -pidfile hlds.24947.pid
Using host libthread_db library "/lib/tls/libthread_db.so.1".
Core was generated by `./hlds_amd -debug -pidfile hlds.24947.pid'.
Program terminated with signal 11, Segmentation fault.
#0  0xb7507fc9 in ?? ()
#0  0xb7507fc9 in ?? ()
End of crash report

im trying to find the failure with gdb.. but it wont work, i think it has
something to do with glibc or there are bugs in the code?


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Re: [hlds_linux] Modern Warfare 2

2009-11-09 Thread Zuko
http://steamunpowered.eu/modern-warfare-2-retail-dvds-broken/

2009/11/9 f0rkz 

> Really, all of this is neither here nor there.  Go take it to the MW2
> forums if you want to complain about how the game is badly designed.
> Chances are, they have heard it all and have no intentions of changing
> their style.
>
> -f0rkz
>
> On Mon, 2009-11-09 at 10:30 -0400, Crazy Canucks wrote:
> > To repeat myself, they won't, and to add, from what I've seen most of
> > the advantages offered by rates that high are purely psychological.  A
> > professional player with the latest hardware would probably notice a
> > difference, but 99.9% of players will only notice it if they look up the
> > cvars.
> >
> > Drek
> >
> > Daniel Nilsson wrote:
> > > 60% of all users uses the default values for example in dods they are
> > > cl_cmdrate 30, cl_updaterate 20 and rate 3500. If the server is not
> > > limiting downwards they will not se choke or lag. But adv users that
> > > join that server with higher settings 66 or 100 and an rate of +30K
> will
> > > notice that the others are struttering
> > >
> > > //Daniel
> > >
> > > Crazy Canucks skrev:
> > >
> > >> Bullshit.  I believe I said it runs extremely well.  That means very
> > >> little to no choke - typical choke on my servers runs between 0 and 5,
> > >> depending on the game.  Again, it can be done if you know what you are
> > >> doing.
> > >>
> > >> Of course rates have to be limited, and no it wouldn't do for
> > >> professional match play, but game play is smooth, hit registration is
> > >> good, and the games are fun.  That's what matters.
> > >>
> > >> Drek
> > >>
> > >> Adam Nowacki wrote:
> > >>
> > >>
> > >>> Crazy Canucks wrote:
> > >>>
> > >>>
> > >>>
> >  That's funny, I host a 16 person TF2 server on a 1mbps upload cable
> >  connection.  And it runs extremely well.
> > 
> > 
> > 
> > >>> Sure, just that you need to limit everyones rate to ~7000 and live
> with
> > >>> massive choke on clients (delayed updates).
> > >>>
> > >>> ___
> > >>> 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
> > >>
> > >>
> > >>
> > >> __ Information from ESET NOD32 Antivirus, version of virus
> signature database 4545 (20091026) __
> > >>
> > >> The message was checked by ESET NOD32 Antivirus.
> > >>
> > >> http://www.eset.com
> > >>
> > >>
> > >>
> > >>
> > >
> > >
> > >
> > > __ Information from ESET NOD32 Antivirus, version of virus
> signature database 4545 (20091026) __
> > >
> > > The message was checked by ESET NOD32 Antivirus.
> > >
> > > http://www.eset.com
> > >
> > >
> > >
> > > ___
> > > 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
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>



-- 
Żuko
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Re: [hlds_linux] Modern Warfare 2

2009-11-09 Thread f0rkz
Really, all of this is neither here nor there.  Go take it to the MW2
forums if you want to complain about how the game is badly designed.
Chances are, they have heard it all and have no intentions of changing
their style.

-f0rkz

On Mon, 2009-11-09 at 10:30 -0400, Crazy Canucks wrote:
> To repeat myself, they won't, and to add, from what I've seen most of 
> the advantages offered by rates that high are purely psychological.  A 
> professional player with the latest hardware would probably notice a 
> difference, but 99.9% of players will only notice it if they look up the 
> cvars.
> 
> Drek
> 
> Daniel Nilsson wrote:
> > 60% of all users uses the default values for example in dods they are 
> > cl_cmdrate 30, cl_updaterate 20 and rate 3500. If the server is not 
> > limiting downwards they will not se choke or lag. But adv users that 
> > join that server with higher settings 66 or 100 and an rate of +30K will 
> > notice that the others are struttering
> >
> > //Daniel
> >
> > Crazy Canucks skrev:
> >   
> >> Bullshit.  I believe I said it runs extremely well.  That means very 
> >> little to no choke - typical choke on my servers runs between 0 and 5, 
> >> depending on the game.  Again, it can be done if you know what you are 
> >> doing.
> >>
> >> Of course rates have to be limited, and no it wouldn't do for 
> >> professional match play, but game play is smooth, hit registration is 
> >> good, and the games are fun.  That's what matters.
> >>
> >> Drek
> >>
> >> Adam Nowacki wrote:
> >>   
> >> 
> >>> Crazy Canucks wrote:
> >>>   
> >>> 
> >>>   
>  That's funny, I host a 16 person TF2 server on a 1mbps upload cable 
>  connection.  And it runs extremely well. 
>  
>    
>  
> >>> Sure, just that you need to limit everyones rate to ~7000 and live with 
> >>> massive choke on clients (delayed updates).
> >>>
> >>> ___
> >>> 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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Re: [hlds_linux] Modern Warfare 2

2009-11-09 Thread Crazy Canucks
To repeat myself, they won't, and to add, from what I've seen most of 
the advantages offered by rates that high are purely psychological.  A 
professional player with the latest hardware would probably notice a 
difference, but 99.9% of players will only notice it if they look up the 
cvars.

Drek

Daniel Nilsson wrote:
> 60% of all users uses the default values for example in dods they are 
> cl_cmdrate 30, cl_updaterate 20 and rate 3500. If the server is not 
> limiting downwards they will not se choke or lag. But adv users that 
> join that server with higher settings 66 or 100 and an rate of +30K will 
> notice that the others are struttering
>
> //Daniel
>
> Crazy Canucks skrev:
>   
>> Bullshit.  I believe I said it runs extremely well.  That means very 
>> little to no choke - typical choke on my servers runs between 0 and 5, 
>> depending on the game.  Again, it can be done if you know what you are 
>> doing.
>>
>> Of course rates have to be limited, and no it wouldn't do for 
>> professional match play, but game play is smooth, hit registration is 
>> good, and the games are fun.  That's what matters.
>>
>> Drek
>>
>> Adam Nowacki wrote:
>>   
>> 
>>> Crazy Canucks wrote:
>>>   
>>> 
>>>   
 That's funny, I host a 16 person TF2 server on a 1mbps upload cable 
 connection.  And it runs extremely well. 
 
   
 
>>> Sure, just that you need to limit everyones rate to ~7000 and live with 
>>> massive choke on clients (delayed updates).
>>>
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Re: [hlds_linux] Modern Warfare 2

2009-11-09 Thread Crazy Canucks
I can guarantee you they won't.

Daniel Nilsson wrote:
> 60% of all users uses the default values for example in dods they are 
> cl_cmdrate 30, cl_updaterate 20 and rate 3500. If the server is not 
> limiting downwards they will not se choke or lag. But adv users that 
> join that server with higher settings 66 or 100 and an rate of +30K 
> will notice that the others are struttering
>
> //Daniel
>
> Crazy Canucks skrev:
>> Bullshit.  I believe I said it runs extremely well.  That means very 
>> little to no choke - typical choke on my servers runs between 0 and 
>> 5, depending on the game.  Again, it can be done if you know what you 
>> are doing.
>>
>> Of course rates have to be limited, and no it wouldn't do for 
>> professional match play, but game play is smooth, hit registration is 
>> good, and the games are fun.  That's what matters.
>>
>> Drek
>>
>> Adam Nowacki wrote:
>>  
>>> Crazy Canucks wrote:
>>>  
 That's funny, I host a 16 person TF2 server on a 1mbps upload cable 
 connection.  And it runs extremely well.   
>>> Sure, just that you need to limit everyones rate to ~7000 and live 
>>> with massive choke on clients (delayed updates).
>>>
>>> ___
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>>> archives, please visit:
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>>>
>>>   
>>
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>>
>> http://www.eset.com
>>
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>>   
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Re: [hlds_linux] Modern Warfare 2

2009-11-09 Thread Daniel Nilsson
60% of all users uses the default values for example in dods they are 
cl_cmdrate 30, cl_updaterate 20 and rate 3500. If the server is not 
limiting downwards they will not se choke or lag. But adv users that 
join that server with higher settings 66 or 100 and an rate of +30K will 
notice that the others are struttering

//Daniel

Crazy Canucks skrev:
> Bullshit.  I believe I said it runs extremely well.  That means very 
> little to no choke - typical choke on my servers runs between 0 and 5, 
> depending on the game.  Again, it can be done if you know what you are 
> doing.
>
> Of course rates have to be limited, and no it wouldn't do for 
> professional match play, but game play is smooth, hit registration is 
> good, and the games are fun.  That's what matters.
>
> Drek
>
> Adam Nowacki wrote:
>   
>> Crazy Canucks wrote:
>>   
>> 
>>> That's funny, I host a 16 person TF2 server on a 1mbps upload cable 
>>> connection.  And it runs extremely well. 
>>> 
>>>   
>> Sure, just that you need to limit everyones rate to ~7000 and live with 
>> massive choke on clients (delayed updates).
>>
>> ___
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>> please visit:
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> http://www.eset.com
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Re: [hlds_linux] Left 4 Dead 2 Demo Update Available

2009-11-09 Thread Motarion
You can also use:
chattr +i /path/to/file

After that it'll be impossible to overwritten the file or modify it.

Works for Ext3 file system. I don't know for other file system.


Le samedi 07 novembre 2009 à 13:24 +0200, ics a écrit :
> Yes it was optional update and i would also like to say that i hate 
> motd.txt and host.txt getting overwritten by every single update. Some 
> of us do have something else than default stuff in them so it would be 
> nice of the full version (and the demo) would not update these files 
> every time unless -verify_all is used.
> 
> -ics
> 
> Ronny Schedel kirjoitti:
> > host.txt and motd.txt are still overwritten by the updater.
> >
> >
> >   
> >> A required update for the Left 4 Dead 2 Demo is now available.  Please run 
> >> hldsupdatetool to receive it.  The specific changes include:
> >>
> >> - Playback of intro movie now utilizes surround sound when available.
> >> - Fixed sporadic Game UI crash.
> >> - Fixed issue with missing RCON output on dedicated servers.
> >> - Fixed dedicated server crash after 'quit' command is issued.
> >> - Bots are no longer listed as players in game details UI.
> >> - Added Coach's missing dialog subtitles.
> >>
> >> Jason
> >>
> >>
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-- 
Motarion
Personel: http://motarion.net
Projet: http://the-cyber-cube.net


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Re: [hlds_linux] Modern Warfare 2

2009-11-09 Thread Saul Rennison
Seconded. I like playing against the regulars of a server, on a server
I know I get good pings to, and is always brimming with players on
maps I love. Matchmaking can deliver the ping/player stuff in THEORY
but will never happen in execution.

A bit like Communism really...

On Sunday, November 8, 2009, Daniel Worley  wrote:
> Matchmaking done right can be nice, but there's no reason to cut out
> dedicated servers.  I'll admit, sometimes it's nice to get a group of random
> people with similar skill level and just play a game, but at the same time,
> I'd like the ability to join a server that has good ping and has regulars
> that I recognize.
>
> I think this whole thing boils down to IW not wanting to rework the netcode
> for their least profitable platform.  The game is sounding more and more
> like a console port and I wouldn't be surprised if the ports you have to
> open(not to mention most people don't know how to do this) to play online
> are the exact same as Xbox LIVE.
>
> I'm not planning on buying this game unless it shows up in a bargain bin
> somewhere.  IW likes to tout about dedicated servers having problems with
> cheating and what not, the easiest solution to that problem is to not join
> those servers.  Is it really that hard to check if a server had mods on it,
> if it does, present that information in the server browser window or just
> exclude the server altogether?
>
> On Sun, Nov 8, 2009 at 6:10 PM, Steven Hartland 
> wrote:
>
>> You only have to look at the epic fail of Borderlands to know that's
>> a 100% given. To get that to work you need to install gameranger :(
>>
>> - Original Message -
>> From: "Crazy Canucks" 
>>
>> > And on topic, p2p hosting sounds good on paper, but something tells me
>> > that there are going to be serious issues in the way it works out
>> > practically.
>>
>> 
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-- 

Thanks,
 - Saul.

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