Re: [hlds_linux] [hlds] Team Fortress 2 Update Available

2010-04-30 Thread Moe
I don't know about you guys, but I've noticed we only have master server
issues on boxes that are running L4D2 AND TF2.

TF2 or L4D2 alone no problems,

Anyone else experience this? 

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Saturday, 1 May 2010 10:55 AM
To: 'Half-Life dedicated Linux server mailing list';
'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Team Fortress 2 Update Available

A required update to Team Fortress 2 is now available.  Please run
hldsupdatetool to receive the update.  The specific changes include:

- Added further PropHunt mode support:
- Added a "SetCustomModelRotates" input, which will enable/disable
whether the custom model should rotate yaw (enabled by default)
- Added a "SetCustomModelVisibletoSelf" input, which will set
whether or not the local player should see his own custom model
- Fixed the Engineer being able to build more than 1 of each type of
building
- Fixed old Engineer build keybinds not working with the new system
- Fixed a client crash on shutdown
- Fixed the Gunboats not properly applying the damage reduction when
Spectators are nearby
- Fixed post-processing bug which could cause tone mapping to become stuck
at highest setting

Jason


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Re: [hlds_linux] [hlds_announce] Team Fortress 2 Update Available

2010-04-30 Thread Ross Bemrose
The next line appears to be in the correct package

Updating 'OB Linux Dedicated Server' from version 30 to version 31
9.23%   ./orangebox\bin\datacache.so

Seeing as how .so files are specific to the Linux/Mac verison of the 
server...


On 4/30/2010 9:28 PM, Tony Paloma wrote:
> Check the first line of the next depot. There's a bug where it displays the
> last file updated in a depot as the first file of the next depot to be
> updated (and the very last file is thus not displayed).
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
> Sent: Friday, April 30, 2010 6:24 PM
> To: Jason Ruymen
> Cc: 'h...@list.valvesoftware.com'; 'Half-Life dedicated Linux server mailing
> list'
> Subject: Re: [hlds_linux] [hlds_announce] Team Fortress 2 Update Available
>
>
> Updating 'Team Fortress 2 Materials' from version 54 to version 55
>
> The Team Fortress 2 Materials package update did not install any files.
> Is this intentional or a bug?
>
> The OB Linux Dedicated Server package installed updated files correctly,
> though.
>
> On 4/30/2010 8:54 PM, Jason Ruymen wrote:
>
>> A required update to Team Fortress 2 is now available.  Please run
>>  
> hldsupdatetool to receive the update.  The specific changes include:
>
>> - Added further PropHunt mode support:
>>  - Added a "SetCustomModelRotates" input, which will enable/disable
>>  
> whether the custom model should rotate yaw (enabled by default)
>
>>  - Added a "SetCustomModelVisibletoSelf" input, which will set
>>  
> whether or not the local player should see his own custom model
>
>> - Fixed the Engineer being able to build more than 1 of each type of
>>  
> building
>
>> - Fixed old Engineer build keybinds not working with the new system
>> - Fixed a client crash on shutdown
>> - Fixed the Gunboats not properly applying the damage reduction when
>>  
> Spectators are nearby
>
>> - Fixed post-processing bug which could cause tone mapping to become stuck
>>  
> at highest setting
>
>> Jason
>>
>>
>> ___
>> hlds_announce mailing list
>> hlds_annou...@list.valvesoftware.com
>> http://list.valvesoftware.com/mailman/listinfo/hlds_announce
>>
>>  
>
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> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
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Re: [hlds_linux] [hlds_announce] Team Fortress 2 Update Available

2010-04-30 Thread Tony Paloma
Check the first line of the next depot. There's a bug where it displays the
last file updated in a depot as the first file of the next depot to be
updated (and the very last file is thus not displayed).

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Friday, April 30, 2010 6:24 PM
To: Jason Ruymen
Cc: 'h...@list.valvesoftware.com'; 'Half-Life dedicated Linux server mailing
list'
Subject: Re: [hlds_linux] [hlds_announce] Team Fortress 2 Update Available


Updating 'Team Fortress 2 Materials' from version 54 to version 55

The Team Fortress 2 Materials package update did not install any files.  
Is this intentional or a bug?

The OB Linux Dedicated Server package installed updated files correctly, 
though.

On 4/30/2010 8:54 PM, Jason Ruymen wrote:
> A required update to Team Fortress 2 is now available.  Please run
hldsupdatetool to receive the update.  The specific changes include:
>
> - Added further PropHunt mode support:
>   - Added a "SetCustomModelRotates" input, which will enable/disable
whether the custom model should rotate yaw (enabled by default)
>   - Added a "SetCustomModelVisibletoSelf" input, which will set
whether or not the local player should see his own custom model
> - Fixed the Engineer being able to build more than 1 of each type of
building
> - Fixed old Engineer build keybinds not working with the new system
> - Fixed a client crash on shutdown
> - Fixed the Gunboats not properly applying the damage reduction when
Spectators are nearby
> - Fixed post-processing bug which could cause tone mapping to become stuck
at highest setting
>
> Jason
>
>
> ___
> hlds_announce mailing list
> hlds_annou...@list.valvesoftware.com
> http://list.valvesoftware.com/mailman/listinfo/hlds_announce
>


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Re: [hlds_linux] [hlds_announce] Team Fortress 2 Update Available

2010-04-30 Thread Ross Bemrose

Updating 'Team Fortress 2 Materials' from version 54 to version 55

The Team Fortress 2 Materials package update did not install any files.  
Is this intentional or a bug?

The OB Linux Dedicated Server package installed updated files correctly, 
though.

On 4/30/2010 8:54 PM, Jason Ruymen wrote:
> A required update to Team Fortress 2 is now available.  Please run 
> hldsupdatetool to receive the update.  The specific changes include:
>
> - Added further PropHunt mode support:
>   - Added a "SetCustomModelRotates" input, which will enable/disable 
> whether the custom model should rotate yaw (enabled by default)
>   - Added a "SetCustomModelVisibletoSelf" input, which will set whether 
> or not the local player should see his own custom model
> - Fixed the Engineer being able to build more than 1 of each type of building
> - Fixed old Engineer build keybinds not working with the new system
> - Fixed a client crash on shutdown
> - Fixed the Gunboats not properly applying the damage reduction when 
> Spectators are nearby
> - Fixed post-processing bug which could cause tone mapping to become stuck at 
> highest setting
>
> Jason
>
>
> ___
> hlds_announce mailing list
> hlds_annou...@list.valvesoftware.com
> http://list.valvesoftware.com/mailman/listinfo/hlds_announce
>


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Re: [hlds_linux] Team Fortress 2 Update Available

2010-04-30 Thread Jeff Sugar
Can anyone confirm whether the engineer exploits are truly fixed now? I'll
be leaving my plugin on in the meantime.


On Fri, Apr 30, 2010 at 5:54 PM, Jason Ruymen wrote:

> A required update to Team Fortress 2 is now available.  Please run
> hldsupdatetool to receive the update.  The specific changes include:
>
> - Added further PropHunt mode support:
>- Added a "SetCustomModelRotates" input, which will enable/disable
> whether the custom model should rotate yaw (enabled by default)
>- Added a "SetCustomModelVisibletoSelf" input, which will set
> whether or not the local player should see his own custom model
> - Fixed the Engineer being able to build more than 1 of each type of
> building
> - Fixed old Engineer build keybinds not working with the new system
> - Fixed a client crash on shutdown
> - Fixed the Gunboats not properly applying the damage reduction when
> Spectators are nearby
> - Fixed post-processing bug which could cause tone mapping to become stuck
> at highest setting
>
> Jason
>
>
> ___
> 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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[hlds_linux] Team Fortress 2 Update Available

2010-04-30 Thread Jason Ruymen
A required update to Team Fortress 2 is now available.  Please run 
hldsupdatetool to receive the update.  The specific changes include:

- Added further PropHunt mode support:
- Added a "SetCustomModelRotates" input, which will enable/disable 
whether the custom model should rotate yaw (enabled by default)
- Added a "SetCustomModelVisibletoSelf" input, which will set whether 
or not the local player should see his own custom model
- Fixed the Engineer being able to build more than 1 of each type of building
- Fixed old Engineer build keybinds not working with the new system
- Fixed a client crash on shutdown
- Fixed the Gunboats not properly applying the damage reduction when Spectators 
are nearby
- Fixed post-processing bug which could cause tone mapping to become stuck at 
highest setting

Jason


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Re: [hlds_linux] Left 4 Dead 2 Update Available

2010-04-30 Thread Zuko
they are helping not cheating ;D

2010/5/1 Jason Ruymen :
> A required update to Left 4 Dead 2 is now available.  Please run 
> hldsupdatetool to receive the update.  The specific changes include:
>
> - Fixed original survivors cheating in Bleed Out mode by throwing first aid 
> kits
>
> Jason
>
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>



-- 
Żuko

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[hlds_linux] Left 4 Dead 2 Update Available

2010-04-30 Thread Jason Ruymen
A required update to Left 4 Dead 2 is now available.  Please run hldsupdatetool 
to receive the update.  The specific changes include:

- Fixed original survivors cheating in Bleed Out mode by throwing first aid kits

Jason

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Re: [hlds_linux] Team Fortress 2 Update Available

2010-04-30 Thread Ronny Schedel
Still:

- ghost players
- SourceTV as ghost player
- no custom CVars in server info

Best regards

Ronny Schedel


>A required update for Team Fortress 2 is now available.  Please run 
>hldsupdatetool to receive the update.  The specific changes include:
>
> - Added new items to commemorate our 119th (or so) update.
> - Fixed several issues with the Source SDK
> - Scout's "Retire the Runner" achievement updated to be:
> - "Kill a Scout while they are under the effect of Crit-a-Cola."
> - Added a 20% damage bonus to The Backburner
> - Fixed the Flare Gun's afterburn duration being lowered by the 
> Flamethrower's duration reduction
> - Fixed the teleporter exit using the wrong particle effect
> - Fixed HUD damage indicators not appearing
> - Fixed Teleporters not reverting to level 1 when their other side is 
> destroyed
> - Fixed receiving damage not causing view-kicks on players
> - Fixed Engineers & Spies being able to circumvent build restrictions
> - Fixed Server Browser not saving filter settings properly
> - Fixed a client crash in the targetID on clients running custom HUDs
>
> Jason
>
>
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Re: [hlds_linux] Multiple sentries

2010-04-30 Thread Dave Kellaway

No, sv_pure does not stop the exploit from working. (It doesn't stop the 
multi-sentry script edit from working, either, but that's serverside, not a 
client exploit.) 

You couldn't reproduce it on your servers because Valve pushed an update that 
partially fixes the exploit. You can't do it by using positive numbers any more 
(e.g. build 2 1), but you *can* still do it by using *negative* numbers - e.g. 
"build 2 -10".

As of right now the only way to stop people using the exploit completely is 
still to use a plugin.

-Dave
 
On Friday, April 30, 2010, at 07:34AM, "Silent"  wrote:
>I tried the exploit on our servers and it does NOT work.
>
>I know that sv_pure is just related to file consistency and therefore I
>think the exploit will not work on pure servers.
>
>AFAIK the exploit is based on a changed script file and sv_pure 1
>prevents clients script files efficiently.
>
>Am I right?
>
>Silent
>
>
>doc schrieb:
>> I'm not sure you fully understand what sv_pure 1 is doing...
>>
>> On Thu, Apr 29, 2010 at 2:09 PM, Silent  wrote:
>>   
>>> Thanks a lot - I think our servers are not affected because we run it
>>> all with sv_pure 1
>>>
>>> But anyway - thanks :)
>>> 
>>
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