Re: [hlds_linux] stutter issue

2011-08-18 Thread Eric Riemers
I was also experiencing lag with certain amount of players or lower amount
but with "some" players having a high ping and on other servers they did
not.

In the end I found the issue for this, it seemed on windows in the cfg it
had: host_framerate "264" and this was the cause on Linux. Since we have
multiple admins around someone inserted this at some point in time and cause
the mayhem with the move to Linux. Hopefully it will save someone some
issues in the future too like Ross mentioning one of the issues tooo.

Eric

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers
Sent: maandag 8 augustus 2011 21:45
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] stutter issue

Ah thanks for this tip, it did fix this weird issue! Many thanks, since this
was our test server that's now working our main still needs fixing but there
everybody is just hanging when there is more then say 5 players, but I think
that could be hardware related..

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: maandag 8 augustus 2011 20:55
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] stutter issue

I started experiencing problems with weird stuttering (or the opposite,
where the world moves WAY faster than it should) as soon as the
RDTSC_FREQUENCY detection was added to the game.  Therefore, I disabled in
via set in my Bash .profile for the server user (export
RDTSC_FREQUENCY=disabled).  This way, the detection is skipped and all the
weird timing issues went away.

On Mon, Aug 8, 2011 at 2:40 PM, Eric Riemers  wrote:

> So we have a issue:
>
>
> http://cloud.steampowered.com/ugc/542901600410815005/7D354ED4780ADA531
> 84FA3A
> C9A2ADCCA6EF6F133/
> As you can see the trails from the nades are dotted. This normally 
> should be one straight line, everything is in slowmotion a bit.
>
> I have no clue what to do and maybe one had it before.
>
> It's a fresh install on a Hetzner box eq4 (core i7-920, 8gb ram, 2x
> hdd) the only thing running on is 1 tf2 server so its doing pretty 
> much nothing.
> Running debian 6, tried installing version 5 too, tried Ubuntu too and 
> tried a 1000hz kernel (just for the fun of it) all the same issue, its 
> either slowmo or so slow it wont walk anymore at all.
>
> Did traceroutes, used mtr and that seems just fine. Connectivity is 
> fine, get 10mb/s with ftp. With net_graph 5 I cant see any strange 
> spikes
in it.
> Had some other people take a look at it and still not known. Also did 
> a clean install and a complete copy from a server that is working for
Linux.
> (including not using any mods/replay)
>
> We have another eq4 same issue (this one is test) and we have a 
> current eq4 which works just normal (also debian)
>
> Here is the weird part, install windows on it and it works just fine! 
> And another weird one, install counter strike on it and that one works 
> fine too, its *only* tf2 that is giving this issue.
>
> Might be a big lap of text, but I am pretty clueless, any hints/tips 
> and I will follow them up, if you want to enjoy a slowmo action, you 
> can try to
> 213.133.123.103:27015
>
> Eric (lethal-zone.eu)
>
>
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Re: [hlds_linux] Choke at higher latencies caused by what?

2011-08-18 Thread Björn Rohlén
What they are saying, is that your "latency" might be high because of the
choke you are recieving due to incorrect rate settings. net_graph 4 tells
"real" ping, one hopes.

Why rate is still default 10k is beyond me, when TF2 is pretty much
unplayable below 45k on small servers and 60-100k on 24-32 player servers.
This also eats insane amounts of bandwidth, something that needs to be taken
into account.

sv_minrate 4 should be default in the tf2 server config, really, to give
people a sane default. Perhaps a comment that it is sufficent for UP TO 20
players, but should be increased beyond.

-TheG

On Fri, Aug 19, 2011 at 7:26 AM, ics  wrote:

> Having rate 6 helps a lot. Default 10 000 is way too little and the
> 3 isn't enough either.
>
> -ics
>
> 19.8.2011 6:31, J M kirjoitti:
>
> The ping you see on the scoreboard is actually affected by choke.
>> Scoreboard
>> ping is not actual server response time. Try increasing the rate command
>> to
>> minimize choke. Some servers restrict commands like rate to very low
>> values,
>> which can cause terrible choke for everyone no matter what you do on your
>> client. I use "rate 6" which is good for 24 slot servers.
>>
>> On Thu, Aug 18, 2011 at 11:25 PM, Jesse Molina
>>  wrote:
>>
>> I kind of doubt that I will get an answer here, but I'll shoot anyway.
>>>
>>> I play TF2 a lot.
>>>
>>> What is the deal with server choke on higher latencies?  Does the srcds
>>> server client protocol have something like a TCP window, where it chokes
>>> back packets until an ack/ping comes back?  Yes, I know it's UDP.
>>>
>>> I start seeing small bouts of choke between 70-90ms.  I notice that when
>>> I
>>> get larger spurts of data (not unreasonable spurts), it happens more
>>> often.
>>>  However, on servers with lower latency, this choke doesn't happen.
>>>
>>> Experts in the field of choke?
>>>
>>>
>>>
>>> --
>>> # Jesse Molina
>>> # Mail = je...@opendreams.net
>>> # Page = page-je...@opendreams.net
>>> # Cell = 1.602.323.7608
>>> # Web  = 
>>> http://www.opendreams.net/**jesse/
>>>
>>>
>>>
>>> __**_
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>>> please visit:
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>>>
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>
>
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Re: [hlds_linux] Choke at higher latencies caused by what?

2011-08-18 Thread ics
Having rate 6 helps a lot. Default 10 000 is way too little and the 
3 isn't enough either.


-ics

19.8.2011 6:31, J M kirjoitti:

The ping you see on the scoreboard is actually affected by choke. Scoreboard
ping is not actual server response time. Try increasing the rate command to
minimize choke. Some servers restrict commands like rate to very low values,
which can cause terrible choke for everyone no matter what you do on your
client. I use "rate 6" which is good for 24 slot servers.

On Thu, Aug 18, 2011 at 11:25 PM, Jesse Molina  wrote:


I kind of doubt that I will get an answer here, but I'll shoot anyway.

I play TF2 a lot.

What is the deal with server choke on higher latencies?  Does the srcds
server client protocol have something like a TCP window, where it chokes
back packets until an ack/ping comes back?  Yes, I know it's UDP.

I start seeing small bouts of choke between 70-90ms.  I notice that when I
get larger spurts of data (not unreasonable spurts), it happens more often.
  However, on servers with lower latency, this choke doesn't happen.

Experts in the field of choke?



--
# Jesse Molina
# Mail = je...@opendreams.net
# Page = page-je...@opendreams.net
# Cell = 1.602.323.7608
# Web  = http://www.opendreams.net/jesse/



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Re: [hlds_linux] Choke at higher latencies caused by what?

2011-08-18 Thread J M
The ping you see on the scoreboard is actually affected by choke. Scoreboard
ping is not actual server response time. Try increasing the rate command to
minimize choke. Some servers restrict commands like rate to very low values,
which can cause terrible choke for everyone no matter what you do on your
client. I use "rate 6" which is good for 24 slot servers.

On Thu, Aug 18, 2011 at 11:25 PM, Jesse Molina  wrote:

>
> I kind of doubt that I will get an answer here, but I'll shoot anyway.
>
> I play TF2 a lot.
>
> What is the deal with server choke on higher latencies?  Does the srcds
> server client protocol have something like a TCP window, where it chokes
> back packets until an ack/ping comes back?  Yes, I know it's UDP.
>
> I start seeing small bouts of choke between 70-90ms.  I notice that when I
> get larger spurts of data (not unreasonable spurts), it happens more often.
>  However, on servers with lower latency, this choke doesn't happen.
>
> Experts in the field of choke?
>
>
>
> --
> # Jesse Molina
> # Mail = je...@opendreams.net
> # Page = page-je...@opendreams.net
> # Cell = 1.602.323.7608
> # Web  = http://www.opendreams.net/jesse/
>
>
>
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[hlds_linux] Choke at higher latencies caused by what?

2011-08-18 Thread Jesse Molina


I kind of doubt that I will get an answer here, but I'll shoot anyway.

I play TF2 a lot.

What is the deal with server choke on higher latencies?  Does the srcds 
server client protocol have something like a TCP window, where it chokes 
back packets until an ack/ping comes back?  Yes, I know it's UDP.


I start seeing small bouts of choke between 70-90ms.  I notice that when 
I get larger spurts of data (not unreasonable spurts), it happens more 
often.  However, on servers with lower latency, this choke doesn't happen.


Experts in the field of choke?



--
# Jesse Molina
# Mail = je...@opendreams.net
# Page = page-je...@opendreams.net
# Cell = 1.602.323.7608
# Web  = http://www.opendreams.net/jesse/



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Re: [hlds_linux] Mandatory TF2 Update Released

2011-08-18 Thread Craig H
Glad to see the Linux file with the update! Hopefully things will run
smoothly.

As a player, I'm relieved to know that the replay bug was fixed. Any chance
of allowing the HUD to be rendered in replays in the future? I'm kind of
shocked it isn't even an option.

On Thu, Aug 18, 2011 at 6:35 PM, Eric Smith  wrote:

> We've released a mandatory update for Team Fortress 2.  The update notes
> are below.
>
> Thanks.
>
> Eric Smith
> Valve
>
>
> Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
> - Added libgcc_s.so.1 to supply dependency for some Linux distributions
> that do not come with this file
>
> Team Fortress 2
> - Added the Deus Ex promo items
> - Added a bell when the Sniper Rifle is fully charged
>   - Toggled in the Adv. Options dialog
> - Fixed disguised Spies showing their critboost status
> - Fixed a replay render bug where .wav files did not get written for raw
> TGA/WAV export
> - Updated the localization files
>
>
>
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[hlds_linux] Replay coming to the Counter-Strike: Source Beta soon

2011-08-18 Thread Jon Lippincott
Hey everyone,

I wanted to give you all a heads up that replay will be coming to the CS:S Beta 
on or around August 30th.

Click here for 
an overview on setup and a FAQ, and feel free to ask me any questions.

-Jon
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[hlds_linux] Mandatory TF2 Update Released

2011-08-18 Thread Eric Smith
We've released a mandatory update for Team Fortress 2.  The update notes are 
below.

Thanks.

Eric Smith
Valve


Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Added libgcc_s.so.1 to supply dependency for some Linux distributions that do 
not come with this file

Team Fortress 2
- Added the Deus Ex promo items
- Added a bell when the Sniper Rifle is fully charged
   - Toggled in the Adv. Options dialog
- Fixed disguised Spies showing their critboost status
- Fixed a replay render bug where .wav files did not get written for raw 
TGA/WAV export
- Updated the localization files



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[hlds_linux] Weird Crash caused by characters in console?

2011-08-18 Thread E3pO
Some reason I've been getting random crashes that look like this at
the end of console..

ysics! (entity tf_ammo_pack)
*DEAD* CSn| paper bombs: do i get autokicked in spectate?
L 08/17/2011 - 23:52:31: "CSn| paper
bombs<5>" say "do i get autokicked in
spectate?"
L 08/ËMike<16>" triggered "killedobject"
(object "OBJ_DISPENËMike<16>")
(attacker_position "5613 12102 15716")
rcon ËMike lost 3 points (975) for Disassembled a dispenser"""æ°¸é Ëç¶å
¸ç©æ£

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[hlds_linux] A few questions configuration/choice cstrike 1.6

2011-08-18 Thread hs style

Hi all,

My but, configurate !best! serveur for counter-strike 1.6 for match (10 
players).
I have a server amd dual core 1.9 GHz.
I have a choice of 6.0 debian squeeze in 32 bits and 64 bits.

1. For counter-strike 1.6, is it better to use 32 bits or 64 bits ?

2. Debian 6.0 64 bit and 32 squeeze, what is the best kernel 
100/250/1000/ormorevalue ?
3. For counter-strike 1.6, should I set hlds_xxx on one core or two core.
4. For counter-strike 1.6 server.cfg, these cvars exists ?:
sv_maxcmdrate, sv_mincmdrate and fps_max.
5. If fps_max exists on server.cfg, what is the maximum value ?
6. Sv_maxrate in server.cfg, what is the maximum value ?
7. Advice for server.cfg best quality.
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Re: [hlds_linux] [hlds] Mandatory TF2 update coming this afternoon

2011-08-18 Thread Violent Crimes
Same can be said about yours. 

--- On Thu, 8/18/11, John Marbury  wrote:

From: John Marbury 
Subject: Re: [hlds_linux] [hlds] Mandatory TF2 update coming this afternoon
To: "Half-Life dedicated Linux server mailing list" 

Date: Thursday, August 18, 2011, 6:37 PM

On Thu, Aug 18, 2011 at 6:34 PM, Violent Crimes
wrote:
>> So wait you say required at the start but then you say it isn't which one
is it?

Required for TF2, optional for other games.
Reading is hard, your email address is appropriate.



> --- On Thu, 8/18/11, Fletcher Dunn  wrote:
>
> From: Fletcher Dunn 
> Subject: Re: [hlds_linux] [hlds] Mandatory TF2 update coming this afternoon
> To: "Half-Life dedicated Win32 server mailing list" <
> h...@list.valvesoftware.com>, "'Half-Life dedicated Linux server mailing
> list'" 
> Date: Thursday, August 18, 2011, 6:13 PM
>
> The update is only required for TF2.
>
> The shared linux server depot will receive a very minor change, to fix the
> missing libgcc dependency that is affecting a few linux distributions.  That
> update is optional, and if your server is working (and you aren't running
> TF2) then it is not necessary to apply the update.
>
> Your humble servant,
> Fletch
>
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of IBIS Customer Service
> Sent: Thursday, August 18, 2011 3:09 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Mandatory TF2 update coming this afternoon
>
>
> Just wanted to confirm that this is tf2 only and not for cs:s or other mods
> as well. In that other servers do not REQUIER an update. Is the above
> correct?
> ___
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Re: [hlds_linux] [hlds] Mandatory TF2 update coming this afternoon

2011-08-18 Thread Valentin G.
> The update is only required for TF2.

The srcds base in and of itself (regardless of which mod is running)
gets an update that is *not* required.
All TF2 servers will get a content update of some description that
will make the update mandatory.

On Fri, Aug 19, 2011 at 12:34 AM, Violent Crimes
 wrote:
> So wait you say required at the start but then you say it isn't which one is 
> it?
>
> --- On Thu, 8/18/11, Fletcher Dunn  wrote:
>
> From: Fletcher Dunn 
> Subject: Re: [hlds_linux] [hlds] Mandatory TF2 update coming this afternoon
> To: "Half-Life dedicated Win32 server mailing list" 
> , "'Half-Life dedicated Linux server mailing 
> list'" 
> Date: Thursday, August 18, 2011, 6:13 PM
>
> The update is only required for TF2.
>
> The shared linux server depot will receive a very minor change, to fix the 
> missing libgcc dependency that is affecting a few linux distributions.  That 
> update is optional, and if your server is working (and you aren't running 
> TF2) then it is not necessary to apply the update.
>
> Your humble servant,
> Fletch
>
> From: hlds-boun...@list.valvesoftware.com 
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of IBIS Customer 
> Service
> Sent: Thursday, August 18, 2011 3:09 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Mandatory TF2 update coming this afternoon
>
>
> Just wanted to confirm that this is tf2 only and not for cs:s or other mods 
> as well. In that other servers do not REQUIER an update. Is the above correct?
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Re: [hlds_linux] [hlds] Mandatory TF2 update coming this afternoon

2011-08-18 Thread John Marbury
On Thu, Aug 18, 2011 at 6:34 PM, Violent Crimes
wrote:
>> So wait you say required at the start but then you say it isn't which one
is it?

Required for TF2, optional for other games.
Reading is hard, your email address is appropriate.



> --- On Thu, 8/18/11, Fletcher Dunn  wrote:
>
> From: Fletcher Dunn 
> Subject: Re: [hlds_linux] [hlds] Mandatory TF2 update coming this afternoon
> To: "Half-Life dedicated Win32 server mailing list" <
> h...@list.valvesoftware.com>, "'Half-Life dedicated Linux server mailing
> list'" 
> Date: Thursday, August 18, 2011, 6:13 PM
>
> The update is only required for TF2.
>
> The shared linux server depot will receive a very minor change, to fix the
> missing libgcc dependency that is affecting a few linux distributions.  That
> update is optional, and if your server is working (and you aren't running
> TF2) then it is not necessary to apply the update.
>
> Your humble servant,
> Fletch
>
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of IBIS Customer Service
> Sent: Thursday, August 18, 2011 3:09 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Mandatory TF2 update coming this afternoon
>
>
> Just wanted to confirm that this is tf2 only and not for cs:s or other mods
> as well. In that other servers do not REQUIER an update. Is the above
> correct?
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Re: [hlds_linux] [hlds] Mandatory TF2 update coming this afternoon

2011-08-18 Thread Jeff Sugar
What's not to understand? The TF2 part is required, but the rest is not.



On Thu, Aug 18, 2011 at 3:34 PM, Violent Crimes
wrote:

> So wait you say required at the start but then you say it isn't which one
> is it?
>
> --- On Thu, 8/18/11, Fletcher Dunn  wrote:
>
> From: Fletcher Dunn 
> Subject: Re: [hlds_linux] [hlds] Mandatory TF2 update coming this afternoon
> To: "Half-Life dedicated Win32 server mailing list" <
> h...@list.valvesoftware.com>, "'Half-Life dedicated Linux server mailing
> list'" 
> Date: Thursday, August 18, 2011, 6:13 PM
>
> The update is only required for TF2.
>
> The shared linux server depot will receive a very minor change, to fix the
> missing libgcc dependency that is affecting a few linux distributions.  That
> update is optional, and if your server is working (and you aren't running
> TF2) then it is not necessary to apply the update.
>
> Your humble servant,
> Fletch
>
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of IBIS Customer Service
> Sent: Thursday, August 18, 2011 3:09 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Mandatory TF2 update coming this afternoon
>
>
> Just wanted to confirm that this is tf2 only and not for cs:s or other mods
> as well. In that other servers do not REQUIER an update. Is the above
> correct?
> ___
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> please visit:
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Re: [hlds_linux] [hlds] Mandatory TF2 update coming this afternoon

2011-08-18 Thread Violent Crimes
So wait you say required at the start but then you say it isn't which one is it?

--- On Thu, 8/18/11, Fletcher Dunn  wrote:

From: Fletcher Dunn 
Subject: Re: [hlds_linux] [hlds] Mandatory TF2 update coming this afternoon
To: "Half-Life dedicated Win32 server mailing list" 
, "'Half-Life dedicated Linux server mailing 
list'" 
Date: Thursday, August 18, 2011, 6:13 PM

The update is only required for TF2.

The shared linux server depot will receive a very minor change, to fix the 
missing libgcc dependency that is affecting a few linux distributions.  That 
update is optional, and if your server is working (and you aren't running TF2) 
then it is not necessary to apply the update.

Your humble servant,
Fletch

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of IBIS Customer Service
Sent: Thursday, August 18, 2011 3:09 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update coming this afternoon


Just wanted to confirm that this is tf2 only and not for cs:s or other mods as 
well. In that other servers do not REQUIER an update. Is the above correct?
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Re: [hlds_linux] [hlds] Mandatory TF2 update coming this afternoon

2011-08-18 Thread Fletcher Dunn
The update is only required for TF2.

The shared linux server depot will receive a very minor change, to fix the 
missing libgcc dependency that is affecting a few linux distributions.  That 
update is optional, and if your server is working (and you aren't running TF2) 
then it is not necessary to apply the update.

Your humble servant,
Fletch

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of IBIS Customer Service
Sent: Thursday, August 18, 2011 3:09 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update coming this afternoon


Just wanted to confirm that this is tf2 only and not for cs:s or other mods as 
well. In that other servers do not REQUIER an update. Is the above correct?
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Re: [hlds_linux] Mandatory TF2 update coming this afternoon

2011-08-18 Thread John Marbury
Expecting a change list before the update is released?  You must be new
here.
Install the optional update yourself.  If your GSP doesn't let you run
updates, get a new GSP, because yours is clearly shit.


On Thu, Aug 18, 2011 at 6:06 PM, Loïc PERY  wrote:

> i know that the bug was corrected in previous optional but i want to be
> sure
> :)
>
> I say that because my server provider (verygames) never update optional
> update ...
>
> 2011/8/19 Loïc PERY 
>
> > Changes ?
> >
> > include correction of ghost player ?
> >
> >   2011/8/19 Fletcher Dunn 
> >
> >> Heads up.
> >>
> >> Your humble servant,
> >> Fletch
> >>
> >> ___
> >> 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] Mandatory TF2 update coming this afternoon

2011-08-18 Thread 1nsane
Your warning is much appreciated.

On Thu, Aug 18, 2011 at 6:03 PM, Fletcher Dunn
wrote:

> Heads up.
>
> Your humble servant,
> Fletch
>
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Re: [hlds_linux] Mandatory TF2 update coming this afternoon

2011-08-18 Thread Loïc PERY
i know that the bug was corrected in previous optional but i want to be sure
:)

I say that because my server provider (verygames) never update optional
update ...

2011/8/19 Loïc PERY 

> Changes ?
>
> include correction of ghost player ?
>
>   2011/8/19 Fletcher Dunn 
>
>> Heads up.
>>
>> Your humble servant,
>> Fletch
>>
>> ___
>> 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] Mandatory TF2 update coming this afternoon

2011-08-18 Thread Loïc PERY
Changes ?

include correction of ghost player ?

2011/8/19 Fletcher Dunn 

> Heads up.
>
> Your humble servant,
> Fletch
>
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[hlds_linux] Mandatory TF2 update coming this afternoon

2011-08-18 Thread Fletcher Dunn
Heads up.

Your humble servant,
Fletch

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Re: [hlds_linux] Half-Life 1 engine beta update released

2011-08-18 Thread Ross Bemrose
For whatever reason, the Linux server binaries are compiled with symbols,
while the Windows server binaries are compiled without.

Or at least they are in the Source engine.

On Thu, Aug 18, 2011 at 2:51 PM, Dudu Stein  wrote:

> Kinda besides the point of this discussion but I've been always curios why
> the big difference in size between the content downloaded by the linux
> updated tool compared to the windows one when downloading cstrike. I mean
> it's not big, but noticeable. The linux one is around 670 mb and the win
> ~320. The number of files downloaded by the linux update tool is almost 5000
> against the ~1700 by the windows one. I did some comparison and noticed that
> the difference comes mostly from the extra maps and sounds the linux version
> downloads. It downloads all the resources that one would need for playing
> half life, including the single player mission maps (the ones starting with
> c...) and all the sounds needed for those missions. Maybe I'm missing
> something but it looks to me as a waste of bandwidth to download that extra
> content that a cstrike server (probably even a half life server) doesn't
> need for it to run properly. I don't think it affects performance or
>  anything else, it is just that I find it strange. As I said, just curios
> :).
>
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Re: [hlds_linux] Half-Life 1 engine beta update released

2011-08-18 Thread Dudu Stein
Kinda besides the point of this discussion but I've been always curios why the 
big difference in size between the content downloaded by the linux updated tool 
compared to the windows one when downloading cstrike. I mean it's not big, but 
noticeable. The linux one is around 670 mb and the win ~320. The number of 
files downloaded by the linux update tool is almost 5000 against the ~1700 by 
the windows one. I did some comparison and noticed that the difference comes 
mostly from the extra maps and sounds the linux version downloads. It downloads 
all the resources that one would need for playing half life, including the 
single player mission maps (the ones starting with c...) and all the sounds 
needed for those missions. Maybe I'm missing something but it looks to me as a 
waste of bandwidth to download that extra content that a cstrike server 
(probably even a half life server) doesn't need for it to run properly. I don't 
think it affects performance or
 anything else, it is just that I find it strange. As I said, just curios :).

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Re: [hlds_linux] Half-Life 1 engine beta update released

2011-08-18 Thread C Szabo

I think HLDS is done now, not much more to do.. :P

> From: alf...@valvesoftware.com
> To: hlds_linux@list.valvesoftware.com
> Date: Thu, 18 Aug 2011 18:21:58 +
> Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
> 
> Nope, when it is ready. Right now it needs more eyeballs on it, once the 
> dedicated server changes clear the deck we can pay attention to it.
> 
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
> > boun...@list.valvesoftware.com] On Behalf Of Jay Singh
> > Sent: Thursday, August 18, 2011 11:08 AM
> > To: hlds_linux@list.valvesoftware.com
> > Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
> > 
> > 
> > Is there an ETA on when the client update is supposed to be released?
> > > From: nextra...@googlemail.com
> > > Date: Thu, 18 Aug 2011 15:39:49 +0200
> > > To: hlds_linux@list.valvesoftware.com
> > > Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
> > >
> > > Alfred has received a bug report for the 32 players bug in which I
> > > explained all occuring problems on 32 player servers. He has
> > > repeatedly stated that the fix is clientside and will be shipped when
> > > the client gets updated (alongside redirection/fake server
> > preventions
> > > and that kind of stuff).
> > >
> > > 2011/8/18 px@ipt :
> > > > Hello
> > > >
> > > >> 1. If you change map with capital letters you cant buy deffkit.
> > like this: CHANGELEVEL DE_INFERNO
> > > >
> > > > Just  tested on clean server with latest build, can't reproduce or
> > you
> > > > not provided some pre-requisites which is necessary to trigger the
> > bug
> > > >
> > > >> 2. Speccbug on servers with 32 players.
> > > >
> > > > That  is  a  bad bug report, you imply that developers/other users
> > are
> > > > aware  of details of that problem, while they not. So, request will
> > be
> > > > ignored,  and  you  get  the  possibility  to  claim  "They  don't
> > fix
> > > > anything". That is counterproductive.
> > > >
> > > >> 3. SVC_BAD
> > > >
> > > > Isn't them were fixed near 4883/5006? Also, same problem as with 2.
> > > >
> > > >>> Date: Thu, 18 Aug 2011 16:08:43 +0300
> > > >>> From: p...@i.kiev.ua
> > > >>> To: hlds_linux@list.valvesoftware.com
> > > >>> Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
> > > >>>
> > > >>> Hello
> > > >>>
> > > >>> Are  you sure, that they are reported in correct place? I've read
> > that
> > > >>> old  thread,  and most problems in it are client-side, while we
> > are in
> > > >>> dedicated server list.
> > > >>> Also,  if  you  want to something be fixed, you must remind
> > developers
> > > >>> about  it from time to time. For example, I've reported about
> > annoying
> > > >>> log message
> > > >>> [S_API FAIL] SteamAPI_Init() failed; unable to update local
> > steamclient. Continuing with current version anyway.
> > > >>> near  year  ago  and  get no response, but when I re-reported
> > about it
> > > >>> several weeks ago, it get fixed in latest 5408 build
> > > >>> So,  take this list, latest hlds build, check those of problems,
> > which
> > > >>> server-side  related,  and  if  they still there, re-report about
> > them
> > > >>> here :)
> > > >>>
> > > >>>
> > > >>> > They are reported. A lot of them. Check this old thread
> > > >>> > http://forums.steampowered.com/forums/showthread.php?t=845249.
> > But
> > > >>> > I'm sure Valve won't invest time and money in this game
> > anymore,
> > > >>> > that's pretty obvious for some long time.
> > > >>> > I personally am satisfied and grateful to see Alfred peeking an
> > eye
> > > >>> > from time to time at these exploits and bugs and taking the
> > time to
> > > >>> > fix them. By "more important issues" I meant bugs, exploits,
> > etc,
> > > >>> > virtually anything that makes the game or the servers unusable,
> > the
> > > >>> > rest it's livable, they are kinda making part of the game.
> > > >>>
> > > >>>
> > > >>> > - Original Message -
> > > >>> > From: "px@ipt" 
> > > >>> > To: Dudu Stein ; Half-Life dedicated Linux
> > > >>> > server mailing list 
> > > >>> > Cc:
> > > >>> > Sent: Thursday, August 18, 2011 11:33 AM
> > > >>> > Subject: Re: [hlds_linux] Half-Life 1 engine beta update
> > released
> > > >>>
> > > >>> > Hello
> > > >>>
> > > >>> > While  nobody  reporting about this "more important issues",
> > even echo
> > > >>> > thing may be fixed among other
> > > >>>
> > > >>> >> @px: I don't want to sound disrespectful but there are really
> > other
> > > >>> >> more important issues than the sound echo thing. You could use
> > a
> > > >>> >> plugin or you could inform the players to type that command.
> > > >>>
> > > >>> >> Now about the beta. I didn't get to test the latest release,
> > but
> > > >>> >> did anything changed, client side I mean? When I tested the
> > last
> > > >>> >> time I had an issue: everytime I alt-tabbed from the game to
> > the
> > > >>> >> desktop and back in game the game win

Re: [hlds_linux] Half-Life 1 engine beta update released

2011-08-18 Thread Alfred Reynolds
Nope, when it is ready. Right now it needs more eyeballs on it, once the 
dedicated server changes clear the deck we can pay attention to it.

> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
> boun...@list.valvesoftware.com] On Behalf Of Jay Singh
> Sent: Thursday, August 18, 2011 11:08 AM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
> 
> 
> Is there an ETA on when the client update is supposed to be released?
> > From: nextra...@googlemail.com
> > Date: Thu, 18 Aug 2011 15:39:49 +0200
> > To: hlds_linux@list.valvesoftware.com
> > Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
> >
> > Alfred has received a bug report for the 32 players bug in which I
> > explained all occuring problems on 32 player servers. He has
> > repeatedly stated that the fix is clientside and will be shipped when
> > the client gets updated (alongside redirection/fake server
> preventions
> > and that kind of stuff).
> >
> > 2011/8/18 px@ipt :
> > > Hello
> > >
> > >> 1. If you change map with capital letters you cant buy deffkit.
> like this: CHANGELEVEL DE_INFERNO
> > >
> > > Just  tested on clean server with latest build, can't reproduce or
> you
> > > not provided some pre-requisites which is necessary to trigger the
> bug
> > >
> > >> 2. Speccbug on servers with 32 players.
> > >
> > > That  is  a  bad bug report, you imply that developers/other users
> are
> > > aware  of details of that problem, while they not. So, request will
> be
> > > ignored,  and  you  get  the  possibility  to  claim  "They  don't
> fix
> > > anything". That is counterproductive.
> > >
> > >> 3. SVC_BAD
> > >
> > > Isn't them were fixed near 4883/5006? Also, same problem as with 2.
> > >
> > >>> Date: Thu, 18 Aug 2011 16:08:43 +0300
> > >>> From: p...@i.kiev.ua
> > >>> To: hlds_linux@list.valvesoftware.com
> > >>> Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
> > >>>
> > >>> Hello
> > >>>
> > >>> Are  you sure, that they are reported in correct place? I've read
> that
> > >>> old  thread,  and most problems in it are client-side, while we
> are in
> > >>> dedicated server list.
> > >>> Also,  if  you  want to something be fixed, you must remind
> developers
> > >>> about  it from time to time. For example, I've reported about
> annoying
> > >>> log message
> > >>> [S_API FAIL] SteamAPI_Init() failed; unable to update local
> steamclient. Continuing with current version anyway.
> > >>> near  year  ago  and  get no response, but when I re-reported
> about it
> > >>> several weeks ago, it get fixed in latest 5408 build
> > >>> So,  take this list, latest hlds build, check those of problems,
> which
> > >>> server-side  related,  and  if  they still there, re-report about
> them
> > >>> here :)
> > >>>
> > >>>
> > >>> > They are reported. A lot of them. Check this old thread
> > >>> > http://forums.steampowered.com/forums/showthread.php?t=845249.
> But
> > >>> > I'm sure Valve won't invest time and money in this game
> anymore,
> > >>> > that's pretty obvious for some long time.
> > >>> > I personally am satisfied and grateful to see Alfred peeking an
> eye
> > >>> > from time to time at these exploits and bugs and taking the
> time to
> > >>> > fix them. By "more important issues" I meant bugs, exploits,
> etc,
> > >>> > virtually anything that makes the game or the servers unusable,
> the
> > >>> > rest it's livable, they are kinda making part of the game.
> > >>>
> > >>>
> > >>> > - Original Message -
> > >>> > From: "px@ipt" 
> > >>> > To: Dudu Stein ; Half-Life dedicated Linux
> > >>> > server mailing list 
> > >>> > Cc:
> > >>> > Sent: Thursday, August 18, 2011 11:33 AM
> > >>> > Subject: Re: [hlds_linux] Half-Life 1 engine beta update
> released
> > >>>
> > >>> > Hello
> > >>>
> > >>> > While  nobody  reporting about this "more important issues",
> even echo
> > >>> > thing may be fixed among other
> > >>>
> > >>> >> @px: I don't want to sound disrespectful but there are really
> other
> > >>> >> more important issues than the sound echo thing. You could use
> a
> > >>> >> plugin or you could inform the players to type that command.
> > >>>
> > >>> >> Now about the beta. I didn't get to test the latest release,
> but
> > >>> >> did anything changed, client side I mean? When I tested the
> last
> > >>> >> time I had an issue: everytime I alt-tabbed from the game to
> the
> > >>> >> desktop and back in game the game window wouldn't refill the
> screen.
> > >>> >> I mean if you run the game in 640x480 and your desktop
> resolution is
> > >>> >> 1024x768 when alt-tabbing to the game you would be stucked
> with a
> > >>> >> window covering 1/2 of the screen and the funny thing was that
> when
> > >>> >> hovering the cursor over the position of the menus in this
> window
> > >>> >> wouldn't work, it was like the buttons were where they should
> be
> > >>> >> (you could hear the sound they make whe

Re: [hlds_linux] Half-Life 1 engine beta update released

2011-08-18 Thread Jay Singh

Is there an ETA on when the client update is supposed to be released?
> From: nextra...@googlemail.com
> Date: Thu, 18 Aug 2011 15:39:49 +0200
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
> 
> Alfred has received a bug report for the 32 players bug in which I
> explained all occuring problems on 32 player servers. He has
> repeatedly stated that the fix is clientside and will be shipped when
> the client gets updated (alongside redirection/fake server preventions
> and that kind of stuff).
> 
> 2011/8/18 px@ipt :
> > Hello
> >
> >> 1. If you change map with capital letters you cant buy deffkit. like this: 
> >> CHANGELEVEL DE_INFERNO
> >
> > Just  tested on clean server with latest build, can't reproduce or you
> > not provided some pre-requisites which is necessary to trigger the bug
> >
> >> 2. Speccbug on servers with 32 players.
> >
> > That  is  a  bad bug report, you imply that developers/other users are
> > aware  of details of that problem, while they not. So, request will be
> > ignored,  and  you  get  the  possibility  to  claim  "They  don't fix
> > anything". That is counterproductive.
> >
> >> 3. SVC_BAD
> >
> > Isn't them were fixed near 4883/5006? Also, same problem as with 2.
> >
> >>> Date: Thu, 18 Aug 2011 16:08:43 +0300
> >>> From: p...@i.kiev.ua
> >>> To: hlds_linux@list.valvesoftware.com
> >>> Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
> >>>
> >>> Hello
> >>>
> >>> Are  you sure, that they are reported in correct place? I've read that
> >>> old  thread,  and most problems in it are client-side, while we are in
> >>> dedicated server list.
> >>> Also,  if  you  want to something be fixed, you must remind developers
> >>> about  it from time to time. For example, I've reported about annoying
> >>> log message
> >>> [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. 
> >>> Continuing with current version anyway.
> >>> near  year  ago  and  get no response, but when I re-reported about it
> >>> several weeks ago, it get fixed in latest 5408 build
> >>> So,  take this list, latest hlds build, check those of problems, which
> >>> server-side  related,  and  if  they still there, re-report about them
> >>> here :)
> >>>
> >>>
> >>> > They are reported. A lot of them. Check this old thread
> >>> > http://forums.steampowered.com/forums/showthread.php?t=845249. But
> >>> > I'm sure Valve won't invest time and money in this game anymore,
> >>> > that's pretty obvious for some long time.
> >>> > I personally am satisfied and grateful to see Alfred peeking an eye
> >>> > from time to time at these exploits and bugs and taking the time to
> >>> > fix them. By "more important issues" I meant bugs, exploits, etc,
> >>> > virtually anything that makes the game or the servers unusable, the
> >>> > rest it's livable, they are kinda making part of the game.
> >>>
> >>>
> >>> > - Original Message -
> >>> > From: "px@ipt" 
> >>> > To: Dudu Stein ; Half-Life dedicated Linux
> >>> > server mailing list 
> >>> > Cc:
> >>> > Sent: Thursday, August 18, 2011 11:33 AM
> >>> > Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
> >>>
> >>> > Hello
> >>>
> >>> > While  nobody  reporting about this "more important issues", even echo
> >>> > thing may be fixed among other
> >>>
> >>> >> @px: I don't want to sound disrespectful but there are really other
> >>> >> more important issues than the sound echo thing. You could use a
> >>> >> plugin or you could inform the players to type that command.
> >>>
> >>> >> Now about the beta. I didn't get to test the latest release, but
> >>> >> did anything changed, client side I mean? When I tested the last
> >>> >> time I had an issue: everytime I alt-tabbed from the game to the
> >>> >> desktop and back in game the game window wouldn't refill the screen.
> >>> >> I mean if you run the game in 640x480 and your desktop resolution is
> >>> >> 1024x768 when alt-tabbing to the game you would be stucked with a
> >>> >> window covering 1/2 of the screen and the funny thing was that when
> >>> >> hovering the cursor over the position of the menus in this window
> >>> >> wouldn't work, it was like the buttons were where they should be
> >>> >> (you could hear the sound they make when moving the mouse in the
> >>> >> lower corner, outside the game window). It needs to be said it did
> >>> >> blocked the redirection, sometimes with "the server's map differs
> >>> >> from yours" or another one, something not being able to download the 
> >>> >> map I think.
> >>>
> >>> >> But I don't think that would suffice to stop them keeping those
> >>> >> redirect servers running because of *cough* the nonsteam players who
> >>> >> will still be redirected to the nonsteam servers that use those
> >>> >> things in the first place.Maybe something like if there are running
> >>> >> 10 or more servers from a single ip that should ring a bell and do
> >>> >> some kind of check

Re: [hlds_linux] Half-Life 1 engine beta update released

2011-08-18 Thread Valentin G.
Alfred has received a bug report for the 32 players bug in which I
explained all occuring problems on 32 player servers. He has
repeatedly stated that the fix is clientside and will be shipped when
the client gets updated (alongside redirection/fake server preventions
and that kind of stuff).

2011/8/18 px@ipt :
> Hello
>
>> 1. If you change map with capital letters you cant buy deffkit. like this: 
>> CHANGELEVEL DE_INFERNO
>
> Just  tested on clean server with latest build, can't reproduce or you
> not provided some pre-requisites which is necessary to trigger the bug
>
>> 2. Speccbug on servers with 32 players.
>
> That  is  a  bad bug report, you imply that developers/other users are
> aware  of details of that problem, while they not. So, request will be
> ignored,  and  you  get  the  possibility  to  claim  "They  don't fix
> anything". That is counterproductive.
>
>> 3. SVC_BAD
>
> Isn't them were fixed near 4883/5006? Also, same problem as with 2.
>
>>> Date: Thu, 18 Aug 2011 16:08:43 +0300
>>> From: p...@i.kiev.ua
>>> To: hlds_linux@list.valvesoftware.com
>>> Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
>>>
>>> Hello
>>>
>>> Are  you sure, that they are reported in correct place? I've read that
>>> old  thread,  and most problems in it are client-side, while we are in
>>> dedicated server list.
>>> Also,  if  you  want to something be fixed, you must remind developers
>>> about  it from time to time. For example, I've reported about annoying
>>> log message
>>> [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. 
>>> Continuing with current version anyway.
>>> near  year  ago  and  get no response, but when I re-reported about it
>>> several weeks ago, it get fixed in latest 5408 build
>>> So,  take this list, latest hlds build, check those of problems, which
>>> server-side  related,  and  if  they still there, re-report about them
>>> here :)
>>>
>>>
>>> > They are reported. A lot of them. Check this old thread
>>> > http://forums.steampowered.com/forums/showthread.php?t=845249. But
>>> > I'm sure Valve won't invest time and money in this game anymore,
>>> > that's pretty obvious for some long time.
>>> > I personally am satisfied and grateful to see Alfred peeking an eye
>>> > from time to time at these exploits and bugs and taking the time to
>>> > fix them. By "more important issues" I meant bugs, exploits, etc,
>>> > virtually anything that makes the game or the servers unusable, the
>>> > rest it's livable, they are kinda making part of the game.
>>>
>>>
>>> > - Original Message -
>>> > From: "px@ipt" 
>>> > To: Dudu Stein ; Half-Life dedicated Linux
>>> > server mailing list 
>>> > Cc:
>>> > Sent: Thursday, August 18, 2011 11:33 AM
>>> > Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
>>>
>>> > Hello
>>>
>>> > While  nobody  reporting about this "more important issues", even echo
>>> > thing may be fixed among other
>>>
>>> >> @px: I don't want to sound disrespectful but there are really other
>>> >> more important issues than the sound echo thing. You could use a
>>> >> plugin or you could inform the players to type that command.
>>>
>>> >> Now about the beta. I didn't get to test the latest release, but
>>> >> did anything changed, client side I mean? When I tested the last
>>> >> time I had an issue: everytime I alt-tabbed from the game to the
>>> >> desktop and back in game the game window wouldn't refill the screen.
>>> >> I mean if you run the game in 640x480 and your desktop resolution is
>>> >> 1024x768 when alt-tabbing to the game you would be stucked with a
>>> >> window covering 1/2 of the screen and the funny thing was that when
>>> >> hovering the cursor over the position of the menus in this window
>>> >> wouldn't work, it was like the buttons were where they should be
>>> >> (you could hear the sound they make when moving the mouse in the
>>> >> lower corner, outside the game window). It needs to be said it did
>>> >> blocked the redirection, sometimes with "the server's map differs
>>> >> from yours" or another one, something not being able to download the map 
>>> >> I think.
>>>
>>> >> But I don't think that would suffice to stop them keeping those
>>> >> redirect servers running because of *cough* the nonsteam players who
>>> >> will still be redirected to the nonsteam servers that use those
>>> >> things in the first place.Maybe something like if there are running
>>> >> 10 or more servers from a single ip that should ring a bell and do
>>> >> some kind of checks to see if they are legite servers (like servers
>>> >> of a community/war servers running on the same ip). I really don't
>>> >> know what kind of workaround should be done to manage all this
>>> >> situation, but I'm pretty sure just blocking the connect command
>>> >> from server to the player will not be enough to get that list
>>> >> cleaned up, because that's the main problem, not necesarilly that
>>> >> you are redirected, but because th

Re: [hlds_linux] Half-Life 1 engine beta update released

2011-08-18 Thread px@ipt
Hello

> 1. If you change map with capital letters you cant buy deffkit. like this: 
> CHANGELEVEL DE_INFERNO

Just  tested on clean server with latest build, can't reproduce or you
not provided some pre-requisites which is necessary to trigger the bug

> 2. Speccbug on servers with 32 players.

That  is  a  bad bug report, you imply that developers/other users are
aware  of details of that problem, while they not. So, request will be
ignored,  and  you  get  the  possibility  to  claim  "They  don't fix
anything". That is counterproductive.

> 3. SVC_BAD

Isn't them were fixed near 4883/5006? Also, same problem as with 2.

>> Date: Thu, 18 Aug 2011 16:08:43 +0300
>> From: p...@i.kiev.ua
>> To: hlds_linux@list.valvesoftware.com
>> Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
>> 
>> Hello
>> 
>> Are  you sure, that they are reported in correct place? I've read that
>> old  thread,  and most problems in it are client-side, while we are in
>> dedicated server list.
>> Also,  if  you  want to something be fixed, you must remind developers
>> about  it from time to time. For example, I've reported about annoying
>> log message 
>> [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. 
>> Continuing with current version anyway.
>> near  year  ago  and  get no response, but when I re-reported about it
>> several weeks ago, it get fixed in latest 5408 build
>> So,  take this list, latest hlds build, check those of problems, which
>> server-side  related,  and  if  they still there, re-report about them
>> here :)
>> 
>> 
>> > They are reported. A lot of them. Check this old thread
>> > http://forums.steampowered.com/forums/showthread.php?t=845249. But
>> > I'm sure Valve won't invest time and money in this game anymore,
>> > that's pretty obvious for some long time.
>> > I personally am satisfied and grateful to see Alfred peeking an eye
>> > from time to time at these exploits and bugs and taking the time to
>> > fix them. By "more important issues" I meant bugs, exploits, etc,
>> > virtually anything that makes the game or the servers unusable, the
>> > rest it's livable, they are kinda making part of the game.
>> 
>> 
>> > - Original Message -
>> > From: "px@ipt" 
>> > To: Dudu Stein ; Half-Life dedicated Linux
>> > server mailing list 
>> > Cc: 
>> > Sent: Thursday, August 18, 2011 11:33 AM
>> > Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
>> 
>> > Hello
>> 
>> > While  nobody  reporting about this "more important issues", even echo
>> > thing may be fixed among other
>> 
>> >> @px: I don't want to sound disrespectful but there are really other
>> >> more important issues than the sound echo thing. You could use a 
>> >> plugin or you could inform the players to type that command.
>> 
>> >> Now about the beta. I didn't get to test the latest release, but
>> >> did anything changed, client side I mean? When I tested the last
>> >> time I had an issue: everytime I alt-tabbed from the game to the
>> >> desktop and back in game the game window wouldn't refill the screen.
>> >> I mean if you run the game in 640x480 and your desktop resolution is
>> >> 1024x768 when alt-tabbing to the game you would be stucked with a
>> >> window covering 1/2 of the screen and the funny thing was that when
>> >> hovering the cursor over the position of the menus in this window
>> >> wouldn't work, it was like the buttons were where they should be
>> >> (you could hear the sound they make when moving the mouse in the
>> >> lower corner, outside the game window). It needs to be said it did
>> >> blocked the redirection, sometimes with "the server's map differs
>> >> from yours" or another one, something not being able to download the map 
>> >> I think.
>> 
>> >> But I don't think that would suffice to stop them keeping those
>> >> redirect servers running because of *cough* the nonsteam players who
>> >> will still be redirected to the nonsteam servers that use those
>> >> things in the first place.Maybe something like if there are running
>> >> 10 or more servers from a single ip that should ring a bell and do
>> >> some kind of checks to see if they are legite servers (like servers
>> >> of a community/war servers running on the same ip). I really don't
>> >> know what kind of workaround should be done to manage all this
>> >> situation, but I'm pretty sure just blocking the connect command
>> >> from server to the player will not be enough to get that list
>> >> cleaned up, because that's the main problem, not necesarilly that
>> >> you are redirected, but because the server list it's clogged with those 
>> >> redirect servers.
>> 
>> >> My first time when I use this, hope this post gets where it should
>> >> (it didn't :))... and sorry about my English.
>> 
>> 
>> >> ___
>> >> To unsubscribe, edit your list preferences, or view the list archives, 
>> >> please visit:
>> >> http://list.valvesoftware.com/mailman/listinfo

Re: [hlds_linux] Half-Life 1 engine beta update released

2011-08-18 Thread C Szabo

1. If you change map with capital letters you cant buy deffkit. like this: 
CHANGELEVEL DE_INFERNO
2. Speccbug on servers with 32 players.
3. SVC_BAD




> Date: Thu, 18 Aug 2011 16:08:43 +0300
> From: p...@i.kiev.ua
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
> 
> Hello
> 
> Are  you sure, that they are reported in correct place? I've read that
> old  thread,  and most problems in it are client-side, while we are in
> dedicated server list.
> Also,  if  you  want to something be fixed, you must remind developers
> about  it from time to time. For example, I've reported about annoying
> log message 
> [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. 
> Continuing with current version anyway.
> near  year  ago  and  get no response, but when I re-reported about it
> several weeks ago, it get fixed in latest 5408 build
> So,  take this list, latest hlds build, check those of problems, which
> server-side  related,  and  if  they still there, re-report about them
> here :)
> 
> 
> > They are reported. A lot of them. Check this old thread
> > http://forums.steampowered.com/forums/showthread.php?t=845249. But
> > I'm sure Valve won't invest time and money in this game anymore,
> > that's pretty obvious for some long time.
> > I personally am satisfied and grateful to see Alfred peeking an eye
> > from time to time at these exploits and bugs and taking the time to
> > fix them. By "more important issues" I meant bugs, exploits, etc,
> > virtually anything that makes the game or the servers unusable, the
> > rest it's livable, they are kinda making part of the game.
> 
> 
> > - Original Message -
> > From: "px@ipt" 
> > To: Dudu Stein ; Half-Life dedicated Linux
> > server mailing list 
> > Cc: 
> > Sent: Thursday, August 18, 2011 11:33 AM
> > Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
> 
> > Hello
> 
> > While  nobody  reporting about this "more important issues", even echo
> > thing may be fixed among other
> 
> >> @px: I don't want to sound disrespectful but there are really other
> >> more important issues than the sound echo thing. You could use a 
> >> plugin or you could inform the players to type that command.
> 
> >> Now about the beta. I didn't get to test the latest release, but
> >> did anything changed, client side I mean? When I tested the last
> >> time I had an issue: everytime I alt-tabbed from the game to the
> >> desktop and back in game the game window wouldn't refill the screen.
> >> I mean if you run the game in 640x480 and your desktop resolution is
> >> 1024x768 when alt-tabbing to the game you would be stucked with a
> >> window covering 1/2 of the screen and the funny thing was that when
> >> hovering the cursor over the position of the menus in this window
> >> wouldn't work, it was like the buttons were where they should be
> >> (you could hear the sound they make when moving the mouse in the
> >> lower corner, outside the game window). It needs to be said it did
> >> blocked the redirection, sometimes with "the server's map differs
> >> from yours" or another one, something not being able to download the map I 
> >> think.
> 
> >> But I don't think that would suffice to stop them keeping those
> >> redirect servers running because of *cough* the nonsteam players who
> >> will still be redirected to the nonsteam servers that use those
> >> things in the first place.Maybe something like if there are running
> >> 10 or more servers from a single ip that should ring a bell and do
> >> some kind of checks to see if they are legite servers (like servers
> >> of a community/war servers running on the same ip). I really don't
> >> know what kind of workaround should be done to manage all this
> >> situation, but I'm pretty sure just blocking the connect command
> >> from server to the player will not be enough to get that list
> >> cleaned up, because that's the main problem, not necesarilly that
> >> you are redirected, but because the server list it's clogged with those 
> >> redirect servers.
> 
> >> My first time when I use this, hope this post gets where it should
> >> (it didn't :))... and sorry about my English.
> 
> 
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives, 
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> 
> 
> 
> 
> 
> 
> 
> -- 
> С уважением,
>  Px  mailto:p...@i.kiev.ua
> 
> 
> 
> ___
> 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] Half-Life 1 engine beta update released

2011-08-18 Thread px@ipt
Hello

Are  you sure, that they are reported in correct place? I've read that
old  thread,  and most problems in it are client-side, while we are in
dedicated server list.
Also,  if  you  want to something be fixed, you must remind developers
about  it from time to time. For example, I've reported about annoying
log message 
[S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. 
Continuing with current version anyway.
near  year  ago  and  get no response, but when I re-reported about it
several weeks ago, it get fixed in latest 5408 build
So,  take this list, latest hlds build, check those of problems, which
server-side  related,  and  if  they still there, re-report about them
here :)


> They are reported. A lot of them. Check this old thread
> http://forums.steampowered.com/forums/showthread.php?t=845249. But
> I'm sure Valve won't invest time and money in this game anymore,
> that's pretty obvious for some long time.
> I personally am satisfied and grateful to see Alfred peeking an eye
> from time to time at these exploits and bugs and taking the time to
> fix them. By "more important issues" I meant bugs, exploits, etc,
> virtually anything that makes the game or the servers unusable, the
> rest it's livable, they are kinda making part of the game.


> - Original Message -
> From: "px@ipt" 
> To: Dudu Stein ; Half-Life dedicated Linux
> server mailing list 
> Cc: 
> Sent: Thursday, August 18, 2011 11:33 AM
> Subject: Re: [hlds_linux] Half-Life 1 engine beta update released

> Hello

> While  nobody  reporting about this "more important issues", even echo
> thing may be fixed among other

>> @px: I don't want to sound disrespectful but there are really other
>> more important issues than the sound echo thing. You could use a 
>> plugin or you could inform the players to type that command.

>> Now about the beta. I didn't get to test the latest release, but
>> did anything changed, client side I mean? When I tested the last
>> time I had an issue: everytime I alt-tabbed from the game to the
>> desktop and back in game the game window wouldn't refill the screen.
>> I mean if you run the game in 640x480 and your desktop resolution is
>> 1024x768 when alt-tabbing to the game you would be stucked with a
>> window covering 1/2 of the screen and the funny thing was that when
>> hovering the cursor over the position of the menus in this window
>> wouldn't work, it was like the buttons were where they should be
>> (you could hear the sound they make when moving the mouse in the
>> lower corner, outside the game window). It needs to be said it did
>> blocked the redirection, sometimes with "the server's map differs
>> from yours" or another one, something not being able to download the map I 
>> think.

>> But I don't think that would suffice to stop them keeping those
>> redirect servers running because of *cough* the nonsteam players who
>> will still be redirected to the nonsteam servers that use those
>> things in the first place.Maybe something like if there are running
>> 10 or more servers from a single ip that should ring a bell and do
>> some kind of checks to see if they are legite servers (like servers
>> of a community/war servers running on the same ip). I really don't
>> know what kind of workaround should be done to manage all this
>> situation, but I'm pretty sure just blocking the connect command
>> from server to the player will not be enough to get that list
>> cleaned up, because that's the main problem, not necesarilly that
>> you are redirected, but because the server list it's clogged with those 
>> redirect servers.

>> My first time when I use this, hope this post gets where it should
>> (it didn't :))... and sorry about my English.


>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux







-- 
С уважением,
 Px  mailto:p...@i.kiev.ua



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Re: [hlds_linux] Half-Life 1 engine beta update released

2011-08-18 Thread Dudu Stein
They are reported. A lot of them. Check this old 
thread http://forums.steampowered.com/forums/showthread.php?t=845249. But I'm 
sure Valve won't invest time and money in this game anymore, that's pretty 
obvious for some long time.
I personally am satisfied and grateful to see Alfred peeking an eye from time 
to time at these exploits and bugs and taking the time to fix them. By "more 
important issues" I meant bugs, exploits, etc, virtually anything that makes 
the game or the servers unusable, the rest it's livable, they are kinda making 
part of the game.


- Original Message -
From: "px@ipt" 
To: Dudu Stein ; Half-Life dedicated Linux server mailing 
list 
Cc: 
Sent: Thursday, August 18, 2011 11:33 AM
Subject: Re: [hlds_linux] Half-Life 1 engine beta update released

Hello

While  nobody  reporting about this "more important issues", even echo
thing may be fixed among other

> @px: I don't want to sound disrespectful but there are really other
> more important issues than the sound echo thing. You could use a 
> plugin or you could inform the players to type that command.

> Now about the beta. I didn't get to test the latest release, but
> did anything changed, client side I mean? When I tested the last
> time I had an issue: everytime I alt-tabbed from the game to the
> desktop and back in game the game window wouldn't refill the screen.
> I mean if you run the game in 640x480 and your desktop resolution is
> 1024x768 when alt-tabbing to the game you would be stucked with a
> window covering 1/2 of the screen and the funny thing was that when
> hovering the cursor over the position of the menus in this window
> wouldn't work, it was like the buttons were where they should be
> (you could hear the sound they make when moving the mouse in the
> lower corner, outside the game window). It needs to be said it did
> blocked the redirection, sometimes with "the server's map differs
> from yours" or another one, something not being able to download the map I 
> think.

> But I don't think that would suffice to stop them keeping those
> redirect servers running because of *cough* the nonsteam players who
> will still be redirected to the nonsteam servers that use those
> things in the first place.Maybe something like if there are running
> 10 or more servers from a single ip that should ring a bell and do
> some kind of checks to see if they are legite servers (like servers
> of a community/war servers running on the same ip). I really don't
> know what kind of workaround should be done to manage all this
> situation, but I'm pretty sure just blocking the connect command
> from server to the player will not be enough to get that list
> cleaned up, because that's the main problem, not necesarilly that
> you are redirected, but because the server list it's clogged with those 
> redirect servers.

> My first time when I use this, hope this post gets where it should
> (it didn't :))... and sorry about my English.


> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux




-- 
С уважением,
Px                          mailto:p...@i.kiev.ua

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Re: [hlds_linux] Half-Life 1 engine beta update released

2011-08-18 Thread Mart-Jan Reeuwijk
didn't I suggest such a thing already for OB games not so long ago...

Make a group based server tab, if they are member of the group, they get the 
servers in their server tab. Server admins can set the right servers in the 
group admin page, and everybody is happy. Even redirects etc can be based on 
that. And if players can block groups


>
>From: Jesse Molina 
>To: Half-Life dedicated Linux server mailing list 
>
>Sent: Thursday, 18 August 2011, 10:18
>Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
>
>
>That's a very nice idea.
>
>One of the communities that I work with has the issue where we have a 
>24-player TF2 server.  Everyone wants to play with the same groupies, so they 
>pile into the one server, but the other servers we have sit idle, even though 
>they are available.  We have some people who actually sit in queue to get in 
>for an hour or more each night.
>
>I understand the abuse problems and why this feature was removed.
>
>Perhaps, a client-side option that give the user a choice would be useful to:  
>"CommunityX Server A is full.  Here's CommunityX server B, would you like to 
>join?".  Make it like a community group browser kind of thing.
>
>
>
>Jeff Sugar wrote:
>> It is a shame they haven't implemented the whole "server regged to a
>> steamid" feature in goldsrc--they could allow redirects, but only to another
>> server regged to that steammid, which would make it easy to deal with fake
>> stuff
>
>-- # Jesse Molina
># Mail = je...@opendreams.net
># Page = page-je...@opendreams.net
># Cell = 1.602.323.7608
># Web  = http://www.opendreams.net/jesse/
>
>
>
>___
>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] Half-Life 1 engine beta update released

2011-08-18 Thread px@ipt
Hello

While  nobody  reporting about this "more important issues", even echo
thing may be fixed among other

> @px: I don't want to sound disrespectful but there are really other
> more important issues than the sound echo thing. You could use a 
> plugin or you could inform the players to type that command.

> Now about the beta. I didn't get to test the latest release, but
> did anything changed, client side I mean? When I tested the last
> time I had an issue: everytime I alt-tabbed from the game to the
> desktop and back in game the game window wouldn't refill the screen.
> I mean if you run the game in 640x480 and your desktop resolution is
> 1024x768 when alt-tabbing to the game you would be stucked with a
> window covering 1/2 of the screen and the funny thing was that when
> hovering the cursor over the position of the menus in this window
> wouldn't work, it was like the buttons were where they should be
> (you could hear the sound they make when moving the mouse in the
> lower corner, outside the game window). It needs to be said it did
> blocked the redirection, sometimes with "the server's map differs
> from yours" or another one, something not being able to download the map I 
> think.

> But I don't think that would suffice to stop them keeping those
> redirect servers running because of *cough* the nonsteam players who
> will still be redirected to the nonsteam servers that use those
> things in the first place.Maybe something like if there are running
> 10 or more servers from a single ip that should ring a bell and do
> some kind of checks to see if they are legite servers (like servers
> of a community/war servers running on the same ip). I really don't
> know what kind of workaround should be done to manage all this
> situation, but I'm pretty sure just blocking the connect command
> from server to the player will not be enough to get that list
> cleaned up, because that's the main problem, not necesarilly that
> you are redirected, but because the server list it's clogged with those 
> redirect servers.

> My first time when I use this, hope this post gets where it should
> (it didn't :))... and sorry about my English.


> ___
> 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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 Px  mailto:p...@i.kiev.ua



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Re: [hlds_linux] Half-Life 1 engine beta update released

2011-08-18 Thread Jesse Molina


That's a very nice idea.

One of the communities that I work with has the issue where we have a 
24-player TF2 server.  Everyone wants to play with the same groupies, so 
they pile into the one server, but the other servers we have sit idle, 
even though they are available.  We have some people who actually sit in 
queue to get in for an hour or more each night.


I understand the abuse problems and why this feature was removed.

Perhaps, a client-side option that give the user a choice would be 
useful to:  "CommunityX Server A is full.  Here's CommunityX server B, 
would you like to join?".  Make it like a community group browser kind 
of thing.




Jeff Sugar wrote:

It is a shame they haven't implemented the whole "server regged to a
steamid" feature in goldsrc--they could allow redirects, but only to another
server regged to that steammid, which would make it easy to deal with fake
stuff


--
# Jesse Molina
# Mail = je...@opendreams.net
# Page = page-je...@opendreams.net
# Cell = 1.602.323.7608
# Web  = http://www.opendreams.net/jesse/



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Re: [hlds_linux] Half-Life 1 engine beta update released

2011-08-18 Thread Dudu Stein
@px: I don't want to sound disrespectful but there are really other more 
important issues than the sound echo thing. You could use a  plugin or you 
could inform the players to type that command.

Now about the beta. I didn't get to test the latest release, but did anything 
changed, client side I mean? When I tested the last time I had an issue: 
everytime I alt-tabbed from the game to the desktop and back in game the game 
window wouldn't refill the screen. I mean if you run the game in 640x480 and 
your desktop resolution is 1024x768 when alt-tabbing to the game you would be 
stucked with a window covering 1/2 of the screen and the funny thing was that 
when hovering the cursor over the position of the menus in this window wouldn't 
work, it was like the buttons were where they should be (you could hear the 
sound they make when moving the mouse in the lower corner, outside the game 
window). It needs to be said it did blocked the redirection, sometimes with 
"the server's map differs from yours" or another one, something not being able 
to download the map I think.

But I don't think that would suffice to stop them keeping those redirect 
servers running because of *cough* the nonsteam players who will still be 
redirected to the nonsteam servers that use those things in the first 
place.Maybe something like if there are running 10 or more servers from a 
single ip that should ring a bell and do some kind of checks to see if they are 
legite servers (like servers of a community/war servers running on the same 
ip). I really don't know what kind of workaround should be done to manage all 
this situation, but I'm pretty sure just blocking the connect command from 
server to the player will not be enough to get that list cleaned up, because 
that's the main problem, not necesarilly that you are redirected, but because 
the server list it's clogged with those redirect servers.

My first time when I use this, hope this post gets where it should (it didn't 
:))... and sorry about my English.


___
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