Re: [hlds_linux] Steamcmd - how to install windows server files from linux and vice versa?

2013-04-16 Thread [BT]Black V
So..
You dont have a windows box at all
Couldnt you do a windows server install then copy the files to the linux box


On Wed, Apr 17, 2013 at 9:48 AM, Gordon Reynolds <
thisisgordonsem...@gmail.com> wrote:

> The fact this detail has not been given yet leads me to believe you can
> fill in whatever EULA-breaking scenario you want and say that's the reason
> they need the win binaries on linux.
>
>
> On Tue, Apr 16, 2013 at 2:46 PM, Ryan Walmsley  wrote:
>
> > What I mean is why are you trying to get windows files on Linux?
> >
> > As far as I can remember you can run steamcmd and install via Linux
> > terminal.
> > On 16 Apr 2013 22:43, "pilger"  wrote:
> >
> > > I've tried doing it through Wine with no success, Ryan.
> > >
> > > Which third-party tools are you refering here, Ondra?
> > >
> > > On 16 April 2013 17:56, Ondřej Hošek  wrote:
> > >
> > > > On Tue, Apr 16, 2013 at 9:49 PM, Ook  wrote:
> > > > > Is it possible to install windows server files from linux using
> > > steamcmd?
> > > >
> > > > Nope, you'll have to use one of those third-party Steam download
> tools
> > > > that aren't sanctioned by Valve.
> > > >
> > > > Cheers,
> > > > ~~ Ondra
> > > >
> > > > ___
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> archives,
> > > > please visit:
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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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> > please visit:
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> >
>
>
>
> --
> - Gordon Reynolds
> ___
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>



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Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates released

2013-03-19 Thread [BT]Black V
Oh right you are then
On 20 Mar 2013 12:17, "Gordon Reynolds" 
wrote:

> CS:S was moved off the branch that TF2, DOD:S, and HL2:DM were on if I
> remember correctly. It all uses the same tech but CS:S will need it's own
> release of this fix.
>
>
> On Tue, Mar 19, 2013 at 4:12 PM, [BT]Black V  wrote:
>
> > That's SOURCE ENGINE changes. not TF2 changes.
> > So that would cover counter strike source, wouldn't it?
> > On 20 Mar 2013 12:09, "Kyle Sanderson"  wrote:
> >
> > > So it's acceptable for Counter-Strike: Source to have this risk?
> > >
> > > Thanks,
> > > Kyle.
> > >
> > >
> > > On Tue, Mar 19, 2013 at 3:14 PM, Alfred Reynolds
> > > wrote:
> > >
> > > > > (outside of it being a buggy thing full of 0-days)
> > > > It is that. The risk to the community at large is not worth the small
> > > > (non-existent?) upside of allowing java in motd's.
> > > >
> > > > - Alfred
> > > >
> > > > -Original Message-
> > > > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > > > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan
> > > Reeuwijk
> > > > Sent: Tuesday, March 19, 2013 2:05 PM
> > > > To: Half-Life dedicated Linux server mailing list
> > > > Subject: Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates
> > > released
> > > >
> > > > ugh, sorry bout previous... keyboard fail.
> > > >
> > > >
> > > > The scoreboard bug has been around for a very long time, thnx for
> > fixing
> > > > that one :)
> > > >
> > > > I was just curious on the disabling of Java, the reason of it.
> (outside
> > > of
> > > > it being a buggy thing full of 0-days)
> > > >
> > > >
> > > >
> > > >
> > > > 
> > > >  From: Eric Smith 
> > > > To: Half-Life dedicated Win32 server mailing list
> > > > ; Half-Life dedicated Linux server
> > > > mailing list ;
> > > > "'hlds_annou...@list.valvesoftware.com'"
> > > > 
> > > > Sent: Tuesday, 19 March 2013, 20:10
> > > > Subject: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates
> released
> > > >
> > > > We've released mandatory updates for TF2, DoD:S, and HL2:DM. The
> notes
> > > for
> > > > the updates are below.
> > > >
> > > > -Eric
> > > >
> > > > --
> > > >
> > > > Source Engine Changes (TF2, DoD:S, HL2:DM)
> > > > - Disabled Java for the in-game web browser
> > > >
> > > > Team Fortress 2
> > > > - Fixed a scoreboard bug where domination count was reduced by 2
> when a
> > > > dominated player left the server
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
>
>
>
> --
> - Gordon Reynolds
> ___
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Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates released

2013-03-19 Thread [BT]Black V
That's SOURCE ENGINE changes. not TF2 changes.
So that would cover counter strike source, wouldn't it?
On 20 Mar 2013 12:09, "Kyle Sanderson"  wrote:

> So it's acceptable for Counter-Strike: Source to have this risk?
>
> Thanks,
> Kyle.
>
>
> On Tue, Mar 19, 2013 at 3:14 PM, Alfred Reynolds
> wrote:
>
> > > (outside of it being a buggy thing full of 0-days)
> > It is that. The risk to the community at large is not worth the small
> > (non-existent?) upside of allowing java in motd's.
> >
> > - Alfred
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan
> Reeuwijk
> > Sent: Tuesday, March 19, 2013 2:05 PM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates
> released
> >
> > ugh, sorry bout previous... keyboard fail.
> >
> >
> > The scoreboard bug has been around for a very long time, thnx for fixing
> > that one :)
> >
> > I was just curious on the disabling of Java, the reason of it. (outside
> of
> > it being a buggy thing full of 0-days)
> >
> >
> >
> >
> > 
> >  From: Eric Smith 
> > To: Half-Life dedicated Win32 server mailing list
> > ; Half-Life dedicated Linux server
> > mailing list ;
> > "'hlds_annou...@list.valvesoftware.com'"
> > 
> > Sent: Tuesday, 19 March 2013, 20:10
> > Subject: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates released
> >
> > We've released mandatory updates for TF2, DoD:S, and HL2:DM. The notes
> for
> > the updates are below.
> >
> > -Eric
> >
> > --
> >
> > Source Engine Changes (TF2, DoD:S, HL2:DM)
> > - Disabled Java for the in-game web browser
> >
> > Team Fortress 2
> > - Fixed a scoreboard bug where domination count was reduced by 2 when a
> > dominated player left the server
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> ___
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Re: [hlds_linux] [hlds] Mandatory TF2 Beta update released

2013-03-06 Thread [BT]Black V
THis is my favorite line

New Feature: * VPK tool: Added RSA public/private key generation and
signing functionality.  (Only on Windows.)
Not Working: * RSA key signing not working on Windows version of VPK tool.

wait a second.


On Thu, Mar 7, 2013 at 9:24 AM, Fletcher Dunn
wrote:

>  Thanks again to those who have been testing.  This update is around
> 100MB download.
>
> ** **
>
> Team Fortress 2 Beta:
>
> * Synced with latest changes from release game
>
> * Moved several more files into VPK
>
> * Further load time optimizations
>
> * Basic implementation of sv_pure working using signed VPK files.  See
> tf/cfg/pure_server_whitelist_base.txt for more details.
>
> * VPK tool: Added RSA public/private key generation and signing
> functionality.  (Only on Windows.)
>
> ** **
>
> Known issues:
>
> * Clients mounting custom VPK’s might still get kicked when connecting to
> pure servers.
>
> * RSA key signing not working on Windows version of VPK tool.
>
> * Linux/OSX clients might fail to connect to pure server.
>
> ** **
>
> ___
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> please visit:
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>
>


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Re: [hlds_linux] TF2 update for 3/4/13 (3/5/13 UTC)

2013-03-05 Thread [BT]Black V
Ditto


On Wed, Mar 6, 2013 at 10:38 AM, David Fountain  wrote:

> I got both the valve announcement and patch notes before I got this. .
>
> SavSin
> On Mar 5, 2013 1:35 PM, "wickedplayer494 ." 
> wrote:
>
> > It appears a new update went out the door. Appears to be mandatory since
> > SteamPing and another script from a friend of mine went off. Posting
> since
> > there was no early warning and it seems Valve has forgotten to post an
> > announcement here. From the Steam news page and the TF2 site:
> >
> > - Added new promo items
> > - Added crafting recipes for the Sticky Jumper and the Rocket Jumper
> > - Fixed r_depthoverlay ConVar not using the correct material
> > - Improved performance and stability for the Linux version
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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> >
> ___
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> please visit:
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>



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Re: [hlds_linux] Working on an RCON Gui tool for Linux

2013-02-21 Thread [BT]Black V
/me downloads


On Fri, Feb 22, 2013 at 9:59 AM, Gavin Langdon  wrote:

> Hello all,
>
> I know a lot of people use the Linux mailing list just because their
> *servers* are linux-based and not their desktops, but with the release of
> TF2 and other games for Linux I thought I'd share a project I've been
> working on.
>
> https://github.com/gavintlgold/rcon-tool is an open-source RCON
> administration tool along the lines of HLSW, written in PyGTK. It should
> work on a modern distribution that runs Python and GTK. There is a branch
> for Python 3 as well.
>
> I'm not claiming that this tool is bug-free or feature complete, but at its
> current state it seems to work well as a server monitor (logs and server
> status, with a ping graph) and a way to send rcon commands without loading
> up the game.
>
> I'd love to get some feedback on it, and I hope I'm helping out others who
> want to manage their game servers from a Linux desktop environment.
>
> Note that I've only really tested this with TF2 servers, though other
> Source games shouldn't have too many issues, if any. It's not going to work
> with non-Source games though.
>
> --Gavin "Benny Hill" L
> ___
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Re: [hlds_linux] [hlds] Reminder about server tags

2013-02-18 Thread [BT]Black V
I agree with you.
32 player can go jump


On Tue, Feb 19, 2013 at 3:06 PM, Gordon Reynolds <
thisisgordonsem...@gmail.com> wrote:

> Please do not speak for the TF2 playerbase as a whole by saying people want
> 32 man servers. For every person you find who gets "bored" with 24 man, or
> doesn't like 24 people, I can find just as many that would suggest that
> line of reasoning is crazy. My entire server/community really enjoys 24 man
> servers, and if we ever found ourselves on a non-vanilla server we would
> melt and wither like ants under a vengeful magnifying glass god.
>
> Same goes for shorter respawn times. Just because you cannot wait your
> 5/10/30 seconds to respawn doesn't mean we need a complete rehaul of a 5+
> year old game's default modes.
>
> This is a really boring debate to have here, but 32 man servers with
> altered respawn times are (in my opinion) pretty terrible ideas. This is
> why we all run different servers though, to play what we want. If you want
> to get "free" traffic however, I don't think it's much of a downside to
> play by the rules set by Valve as the best way to play their game. If
> players really get bored with 24 man servers then eventually they will go
> to the Server List and find someone offering something different.
>
> If they never manage to find the Server List then well, you can only save
> so many souls.
>
>
> On Mon, Feb 18, 2013 at 4:22 PM, Todd Pettit 
> wrote:
>
> > How about banning use of plugins that don't comply and banning servers
> > that use it? I know you can rename them but many admins obviously are
> > completely ignoring this violation.
> >
> > - Original Message -
> > From: "Doctor McKay" 
> > To: "Half-Life dedicated Linux server mailing list" <
> > hlds_linux@list.valvesoftware.com>
> > Sent: Monday, February 18, 2013 6:57:03 PM
> > Subject: Re: [hlds_linux] [hlds] Reminder about server tags
> >
> > Unfortunately, I would imagine that detecting servers that run respawn
> > plugins would be a lot more difficult than detecting servers that don't
> > properly report the increased_maxplayers tag. To detect the former, your
> > have to actually join. To detect the latter, you simply need to query the
> > server's info.
> >
> > In addition it wasn't a bug with the plugin, it was a bug with the server
> > itself. I fired up my local test server with maxplayers 32 and
> > sv_visiblemaxplayers 24. Then I changed sv_visiblemaxplayers to 32 and no
> > tag was added.
> >
> > Dr. McKay
> > http://www.doctormckay.com
> >
> > On Feb 18, 2013, at 6:44 PM, Todd Pettit  wrote:
> >
> > > Fletcher, can you please also do something about all the admins running
> > the fast respawn plugins that they have been getting away with forever
> now?
> > I see so many fast respawn servers without the appropriate tags getting
> > sent quickplay traffic?
> > >
> > > https://forums.alliedmods.net/showthread.php?t=69997&highlight=respawn
> > >
> >
> https://forums.alliedmods.net/showthread.php?t=73929&highlight=fast+respawn
> > >
> > > According to the server counts on sourcemod that is 488 servers
> > circumventing quickplay penalties. It is really quite ridiculous.
> > >
> > >
> > > - Original Message -
> > > From: "Fletcher Dunn" 
> > > To: "Half-Life dedicated Linux server mailing list" <
> > hlds_linux@list.valvesoftware.com>
> > > Sent: Monday, February 18, 2013 6:20:07 PM
> > > Subject: Re: [hlds_linux] [hlds] Reminder about server tags
> > >
> > > We banned some servers who had a maxplayers great than 24 but did not
> > have the increased_maxplayers tag.  It looks like it is possible that
> > changing sv_visiblemaxplayers dynamically can result in this tag not
> being
> > set.  We'll undo those bans.
> > >
> > > If the maxplayers column doesn't inform players, "This server will
> > generally limit the max number of players to X" then what does the value
> > mean?  The only possible way I can imagine a player would interpret the
> > consistent, automated upward adjustment of the maxplayers value is that
> the
> > server is lying to them about what is happening on the server.
> > >
> > > We'll fix this loophole.  Players are entitled to an accurate
> indication
> > of the max number of players allowed on the server.
> > >
> > > -Original Message-
> > > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Abdulrahman
> > Abdulkawi
> > > Sent: Monday, February 18, 2013 2:54 PM
> > > To: Half-Life dedicated Linux server mailing list
> > > Subject: Re: [hlds_linux] [hlds] Reminder about server tags
> > >
> > > I just checked my servers and they are actually NOT reporting the
> > increased_maxplayers server tag - I think it may have broke after an
> > update...
> > >
> > >> Date: Mon, 18 Feb 2013 17:50:24 -0500
> > >> From: sc2p...@gmail.com
> > >> To: hlds_linux@list.valvesoftware.com
> > >> Subject: Re: [hlds_linux] [hlds] Reminder about server tags
> > >>
> > >> I've already talked to 

Re: [hlds_linux] Overlapping port usage when running multiple servers on one machine

2013-02-09 Thread [BT]Black V
Isn't there a strict port command too?
On 10 Feb 2013 15:47, "Andreas Grimm"  wrote:

> You can add "-nohltv" to your start parameters if you don't use source tv.
> Then the gameserver doesn't bind additional ports.
>
>  - Andreas
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Steve
> Dudenhoeffer
> Sent: Sunday, February 10, 2013 3:38 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Overlapping port usage when running multiple
> servers on one machine
>
> tv_port defaults to 27020
>
> On Sat, Feb 9, 2013 at 9:17 PM, Giovanni Harting <
> chefeification...@gmail.com> wrote:
>
> > There are some port that the game tries to bound automaticly, maybe there
> > are some cvars to control that 
> >
> > For all command line specific, look here:
> >
> >
>
> https://developer.valvesoftware.com/wiki/Command_Line_Options#Source_Dedicat
> ed_Server
> >
> >
> > 2013/2/10 Landon Orr 
> >
> > > So that specified one of the ports, however when I run the server, it's
> > > still trying to use 27020, which is in use. Is it possible to specify
> > that
> > > one as well?
> > >
> > >
> > > On Sat, Feb 9, 2013 at 7:03 PM, Joel Zhang  > > >wrote:
> > >
> > > > The parameter is "-port 27025", for example.
> > > > On Feb 9, 2013 6:00 PM, "Landon Orr"  wrote:
> > > >
> > > > > Currently I'm trying to host multiple servers on one machine. It's
> a
> > > very
> > > > > beefy machine, two 16-core AMD processors and 64 gigs of memory, so
> > I'd
> > > > > like to run quite a bit of servers, 30+ if possible. However, I'm
> > > running
> > > > > into an issue when I spin up more than fiver servers or so. Right
> now
> > > I'm
> > > > > having issues with ports overlapping, as in the servers try to
> > request
> > > a
> > > > > port but it's already in use. For the first five they would just
> use
> > > the
> > > > > next port up. However, it seems that a server uses two ports
> (correct
> > > me
> > > > if
> > > > > I'm wrong) 27015 and 27020. After five servers, the next server
> tries
> > > to
> > > > > use 27015, it's in use so it tries 27020 and then it gives up.
> > > > >
> > > > > I know when you use the srcds_run command, there is a way to
> specify
> > > the
> > > > > port to use, but I can't remember the command. Also, how many ports
> > do
> > > I
> > > > > have to specify? Just two, or are there more than that?
> > > > > ___
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> > archives,
> > > > > please visit:
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> > > > >
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> > > > please visit:
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> > > >
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> > > please visit:
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> > >
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> >
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Re: [hlds_linux] Left4dead2 Linux Issue

2013-01-10 Thread [BT]Black V
Can you get more than for on there without the plugin installed?
On 11 Jan 2013 06:24, "Sachin Sud"  wrote:

> Hi,
>
> I am able to join the server using console.
>
> let me repeat the issue. From tc admin i have alloted 12 slots to the
> server.
> When i start the server only 4 people can join.
> When the fifth guy tries to join he gets a message server full.
>
> Why?
> Though i m using plugins which can bypass the limit of 4.
> In windows server its working fine but in centos its not working.
>
> Anyone know a fix to this issue
>
> Thanks,
>
> On Thu, Jan 10, 2013 at 9:08 PM, Scipizoa  wrote:
>
> >
> > Ok um  is this your first time with left4downtown and extra slots?
>  people
> > cannot just join a game that is deemed full  despite what mods say
> > otherwise, if you want people to take advantage of the extra slots they
> > have to do one of two things,
> >
> > 1. open up console and type connect ip:port
> >
> > OTR
> >
> > 2. join the server from the list of group servers
> >
> > unless your experiencing a different issue that i am failing to
> > understand?From: Sachin Sud 
> > To: Half-Life dedicated Linux server mailing list <
> > hlds_linux@list.valvesoftware.com>
> > Sent: Thursday, January 10, 2013 at 4:18 am
> > Subject: Re: [hlds_linux] Left4dead2 Linux Issue
> >
> > Hi,
> >
> >
> >
> > We are using unreserved lobby and left4downtown both.
> >
> >
> >
> >
> >
> > On Thu, Jan 10, 2013 at 1:21 PM, Scipizoa  wrote:
> >
> >
> >
> > >
> >
> > > what plugin are you using to allow the 4 extra spectator slots,  is it
> >
> > > left4downtown?From: Sachin Sud 
> >
> > > To: ics , Half-Life dedicated Linux server mailing
> > list
> >
> > > 
> >
> > > Sent: Thursday, January 10, 2013 at 2:22 am
> >
> > > Subject: Re: [hlds_linux] Left4dead2 Linux Issue
> >
> > >
> >
> > > Hi,
> >
> > >
> >
> > >
> >
> > >
> >
> > > No its a dedicated server and its on internet! Its not a lan server.
> >
> > >
> >
> > >
> >
> > >
> >
> > > We play coop , i can understand 12 is an odd count but the issue is
> more
> >
> > >
> >
> > > then 4 is not allowed. 12 player count means 8 people can play and 4
> can
> >
> > >
> >
> > > stay in spec
> >
> > >
> >
> > > But right now once 4 people join the server , noone else can join it
> says
> >
> > >
> >
> > > server full.
> >
> > >
> >
> > >
> >
> > >
> >
> > > IS there a way to fix it??
> >
> > >
> >
> > >
> >
> > >
> >
> > > Thanks,
> >
> > >
> >
> > > Sachin
> >
> > >
> >
> > >
> >
> > >
> >
> > > On Thu, Jan 10, 2013 at 12:24 PM, ics  wrote:
> >
> > >
> >
> > >
> >
> > >
> >
> > > > Do you run lan server? I heard that is broken like yours is. Also do
> > you
> >
> > >
> >
> > > > run versus on the server or coop? 12 is obscure player count.
> >
> > >
> >
> > > >
> >
> > >
> >
> > > > -ics
> >
> > >
> >
> > > >
> >
> > >
> >
> > > > - Alkuperäinen viesti -
> >
> > >
> >
> > > > > Hi,
> >
> > >
> >
> > > > >
> >
> > >
> >
> > > > > Since the last update for left4dead2 server. Maximum players which
> > can
> >
> > >
> >
> > > > > join a server is 4! Though it shows 4/12 in hlsw but when someone
> > tries
> >
> > >
> >
> > > > > to join it says server is full.
> >
> > >
> >
> > > > > We are using some plugin to override it as well but no luck.
> >
> > >
> >
> > > > >
> >
> > >
> >
> > > > > Anyone here using linux left4dead2 and can make more then 4 humans
> >
> > > join a
> >
> > >
> >
> > > > > server.??
> >
> > >
> >
> > > > > Please suggest
> >
> > >
> >
> > > > >
> >
> > >
> >
> > > > > Thanks,
> >
> > >
> >
> > > > > Sachin
> >
> > >
> >
> > > > > ___
> >
> > >
> >
> > > > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> >
> > >
> >
> > > > > please visit:
> >
> > >
> >
> > > > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> > >
> >
> > > >
> >
> > >
> >
> > > > ___
> >
> > >
> >
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> >
> > >
> >
> > > > please visit:
> >
> > >
> >
> > > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> > >
> >
> > > >
> >
> > >
> >
> > > ___
> >
> > >
> >
> > > To unsubscribe, edit your list preferences, or view the list archives,
> >
> > > please visit:
> >
> > >
> >
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> > >
> >
> > > ___
> >
> > > To unsubscribe, edit your list preferences, or view the list archives,
> >
> > > please visit:
> >
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> > >
> >
> > ___
> >
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> >
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> > ___
> > To unsubscribe, ed

Re: [hlds_linux] IPv6 support

2012-11-01 Thread [BT]Black V
Give it time lads, it's only a 12 year old protocol :)
On 2/11/2012 7:37 AM, "Cameron Munroe"  wrote:

> This discussion started nearly a year ago and still no answer.
>
> Sent from my android device.
>
>
>
> -Original Message-
> From: "Andre Müller" 
> To: Half-Life dedicated Linux server mailing list <
> hlds_linux@list.valvesoftware.com>
> Sent: Thu, 01 Nov 2012 11:29 AM
> Subject: [hlds_linux] IPv6 support
>
> Subject says everything. When do we get IPv6 support for the srcds?
>
> Andre Müller
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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> ___
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> please visit:
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>
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Re: [hlds_linux] Running a Halloween Server

2012-10-29 Thread [BT]Black V
Eloquent.
On 30/10/2012 7:58 AM, "doc"  wrote:

> You seem to be upset with TF2 for requiring a certain amount of people to
> take on certain tasks. You want to be able to experience 100% of the
> content regardless of it's intention, delivery, or challenge. This seems
> like you just want more free stuff for your free game, this is good, it's a
> sign that you really like this game and you're frustrated you cannot
> experience everything about it because you must rely on the public to help
> you. I can understand that's... sometimes unfortunate, but at the same time
> you cannot hold this against Valve/TF2.
>
> I'm not sure what exactly you're expecting for TF2 anymore. I mean think
> about what you've gotten and how it stacks up to any other multiplayer game
> you've ever played:
>
> - TF2 came out in 2007 (you cite Borderlands 2, when the first Borderlands
> came out in 2009)
> In this time there have been: a lot of -free- updates. Over 5 years of
> constant support, new game modes, new maps, new voice actor lines, new
> models, new weapons, new hats (hooray??), more features, different entire
> game modes. All of these things have been provided for free, because some
> people really like those $100 rings.
>
> - TF2 is now -free-, 100% free
> THERE ARE STILL CONTENT UPDATES. This is what really blows me away. This
> game is 100% free, this entire event was 100% free. Sure you can say the
> event sucks but why have any events... ever really? CoD doesn't have
> Halloween events and it seems to be quite fine without them. I'm not sure
> Halo has any kind of achievements unlocking new weapons, or new maps coming
> out (for free).
>
> - Not everyone wants to play by themselves.
> I think the fact that you need at least x players to do something is kind
> of neat - it's not something you see in a lot of other video games, and I
> mean is this really a big deal? It's ONE map during ONE week of TF2,
> and unless you've been sucked into the trading meta-game (that is
> cheapening TF2) there isn't anything you 'get' out of this. Then again when
> I started playing TF2 5 years ago, there wasn't anything to get at anytime.
> You say that 32 man servers show you can take an idea too far, but what is
> to stop that argument from being flipped on it's head. Why does VALVE get
> to tell me how many players I should max out on? If one can say 32+ is too
> many, I'm comfortable in saying you need 6 to do MvM, unless you regularly
> are able to 1-man MMORPG bosses or L4D runs I don't see why this is such a
> strange restraint.
> (Also side note: what is the challenge in hitting the tank? The challenge
> comes in splitting your attention, the tank itself is easy but it REQUIRES
> time, REQUIRES damage. If you  have to concentrate on stopping a tank or
> stopping bomb progress what do you do? That question is the reason tanks
> exist. They are not difficult on normal, but then again the Normal
> difficulties are pretty easy.)
>
> - Perhaps TF2 is reaching the end of it's idea threshold
> So MvM isn't some perfect MAN VERSUS MACHINE SHOWDOWN, it's more of a
> really fancy set of maps and AI logic and hacked up missions. I explain MvM
> as a super polished SourceMod plugin - and that's a blast. It's a shame it
> takes up a literal 32 man server, but expecting them to completely change
> bots/AI behavior within their game at this point in it's lifetime just
> doesn't many any sense - there is no financial motive unless they plan on
> re-releasing it as some paid addition. You can't just edit SoldierBot.cs
> and set useRocketJumps = true.
> After 5 years perhaps TF2 should just be enjoyed for what it is, instead of
> being reliant on every holiday update bringing with it more fun. Remember
> how fun cp_dustbowl was on launch day? It's still that fun, you've just
> come to expect more, a lot more.
>
>
> My advice is: don't cater to quickplayer. They are users that just mashed
> "PLAY NOW" and most times have no loyalty to the place they show up at.
> Take your server off quickplay - get a community of players together that
> still like TF2 for what it is. If you cannot get those people together,
> then perhaps your community has moved on from TF2 and Quickplay users were
> just the band-aid hiding this wound.
>
> TF2 is a bunch of fun but it has become a very different game over its
> lifetime. I agree with your sentiment that the updates now don't feel as
> "fun" as they used to, but I also see that I have around 2,000 hours of
> game time in TF2, and I think that's just a lot of time to spend on one
> thing in general.
>
> On Sun, Oct 28, 2012 at 1:43 AM, dan  wrote:
>
> > On 28/10/2012 07:38, Maavrik wrote:
> >
> >> I always felt that TF2 was meant to be silly.  For instance, the Scout
> >> knows he's in a video game, not very serious if you ask me
> >>
> >
> > It doesn't follow that in order for the content of the game "not to be
> > serious" that it doesn't
> > matter what that content of the game is or how the mechanic

Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 update released

2012-10-18 Thread [BT]Black V
This I see a lot. Was assuming it was when they were upgrading a level
On 19/10/2012 10:45 AM, "Essay Tew Phaun"  wrote:

> Speaking of weird visual things. Does anyone notice teleporters sometimes
> appearing to go down, like the exit was destroyed but it actually just goes
> in to the disabled animation for a moment and when you step on it the
> animation changes to active and warps you through?
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
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Re: [hlds_linux] Https for fastdl

2012-10-07 Thread [BT]Black V
does steam support a proxy?

On Mon, Oct 8, 2012 at 12:40 PM, Robert Paulson wrote:

> All you need is www.fiddler2.com and anyone can get your fast download
> url, even with https.
>
> On Sun, Oct 7, 2012 at 2:46 PM, Cameron Munroe
>  wrote:
> > Well in my case it would be more along the lines of anonymizing the
> traffic
> > as the URL would be hidden, the only thing that would be there is the ip
> > address of where the web server is, therfore keep preying eyes out. I
> know
> > that they could probably just see the stream of data coming from the
> 27005
> > port, but its an idea to greater harden gaming server, IMO.
> >
> > Thanks btw for the "answers."
> >
> >
> > On 10/7/2012 2:40 PM, Rudy Bleeker wrote:
> >>
> >> Right, so it's possible.Thanks for testing this Mr. Invalid Protocol.
> >>
> >> I have to side with Cameron on this one, so many replies arguing the
> >> benefits and drawbacks of HTTPS which didn't answer his question,
> >> where a simple "yes it works" or "no it's not supported" would have
> >> sufficed. If someone wants to use something for whatever reason,
> >> that's up to them. Please be nice and try to answer the question asked
> >> or don't reply at all if you don't know. We're here to help eachother
> >> after all.
> >>
> >> Also, people who talk about the overhead or 'cost' of HTTPS over HTTP
> >> don't know what they're talking about, since the overhead of SSL is so
> >> minimal that modern day (less than 5 years old) hardware should barely
> >> notice it. It does however offer an additional layer of security for
> >> the user, for example to prevent tampering with the downloaded files
> >> by a man-in-the-middle which could possibly crash the game client (as
> >> Invalid Protocol points out the result would be), which is technically
> >> a DoS type attack.
> >>
> >>
> >> On Sat, Oct 6, 2012 at 12:51 AM, Invalid Protocol
> >>  wrote:
> >>>
> >>> You can monitor whatever you want, there's no difference between HTTP
> and
> >>> HTTPS.
> >>>
> >>> It is silly to use HTTPS for downloading maps/sounds and other custom
> >>> resources required for a game. You don't need any extra "privacy" and
> >>> does
> >>> not "protect our users". There's no advantage. You should protect your
> >>> fast
> >>> download against bandwidth stealing, but that's a different story and
> has
> >>> nothing to do with HTTP or HTTPS.
> >>>
> >>> You don't "have to buy a 50+ license" to test this. Start a game
> server,
> >>> load a custom map and set sv_downloadurl to
> >>> "https://msp.f-secure.com/web-test/common/test.html?"; url (don't
> forget
> >>> the
> >>> last ? character, otherwise you'll get a 404 error). Then connect to
> >>> server
> >>> using a client that does not have the map and see if it tries to
> download
> >>> it. Have the console enabled to see the "downloading" messages (maybe
> >>> developer variable must be 1). Also check the my_custom_map.bsp
> >>> downloaded
> >>> file, should be a HTTP page.
> >>>
> >>> Anyway, it seems that it works. At least in CS:GO, but then the client
> >>> crashes because the downloaded map is invalid (is a HTML page).
> >>>
> >>> -Original Message-
> >>> From: hlds_linux-boun...@list.valvesoftware.com
> >>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
> Cameron
> >>> Munroe
> >>> Sent: Saturday, October 06, 2012 11:53 PM
> >>> To: Half-Life dedicated Linux server mailing list
> >>> Subject: Re: [hlds_linux] Https for fastdl
> >>>
> >>> The idea about HTTPS is that there is a growing push to monitor and
> harm
> >>> traffic on the internet. A fix for this is https, and as stated before:
> >>>
> >>>  an extreme explanation might be: it could help against tampering
> ...
> >>>
> >>>  if you have an ISP that do not wants you to play they could just
> >>>
> >>>  corrupt
> >>>
> >  each and every fast download tries... with https istead that
> could
> > be
> >  very hard (in both detecting the typo of file being downloaded
> and
> >  breaking into an ssl stream corrupting it)
> >
> >  Nowadays, expecially in countries where "privacy" is just a word
> > on a
> >  dictionary, everything should be run within encrypted tunnels
> >>>
> >>> This is something that modern day china, and other countries are
> pushing
> >>> towards. Im not trying to be illegal, but rather make it so that its
> >>> harder to track users downloading files off my fastdl.
> >>>
> >>> We should all be pushing to increase https usage in this modern day
> >>> world to not only protect our users, but also to hide the traffics full
> >>> intent to outside eyes.
> >>>
> >>> The main reason for my blow up below is the fact that I'm so tired of
> >>> responses that simply do not help the thread progress. Its common on
> >>> here, and it is bloody annoying. In any case I understand your point
> >>> about the extra cost and lowering of speed by switching to https, but I
> >>> simply want to know if it would be possi

Re: [hlds_linux] lagg problem on ubuntu 12.04

2012-09-28 Thread [BT]Black V
Also just for tidiness sake not actually really necessary. You could clean
up that config a little.
I.e. you've specified sv tags of all talk but lower in config you have
sv_alltalk 0 set.
Is it necessary to have sv_cheats specified when it's default and so on

But this is off topic
On 29/09/2012 7:17 AM, "Calvin Judy"  wrote:

> The server fps drops will not be caused by rates, do you have any addons
> running? ie. Sourcemod (if so, what plugins)
>
> You can remove the fps_max command, it's locked to the tickrate. Also,
> since you're running the server at 66 tickrate
> you may want to try running Valve's defaults, remove the rate settings
> from your server.cfg and see how that works if you're
> getting player jitter in-game.
>
> The more you increase the rate values, and the larger the gap between
> minupdaterate/maxupdaterate the more inconsistency you're
> going to have. As much as I understand striving for better performance on
> srcds, Valve's default rate settings run quite well
> and you should only tweak them if the circumstances call for it.
>
> Also, can you monitor the srcds process while these fps drops are
> occuring. (You should be able to use top, and just see the cpu usage of
> srcds_linux)
>
> The fps drops (on net_graph 4, sv) is what is causing the lag, we need to
> find the source of the fps drops in order to solve that.
>
>
> - Original Message - From: "Pieter-bas Ronner" 
> To: "Half-Life dedicated Linux server mailing list"  valvesoftware.com >
> Sent: Friday, September 28, 2012 2:41 PM
> Subject: Re: [hlds_linux] lagg problem on ubuntu 12.04
>
>
>  Hello,
>>
>> First of all. Thank you all for helping and responding!
>> Its look like that the config from "wave"  resolves the issue.
>> But i have now some "hickups". The sv drops from 66 to 11, 7 or 5 for 2
>> second.
>> (my connection: 
>> http://www.speedtest.net/**result/2208625001.png
>> )
>> I use now this config:
>>
>> fps_max 600
>> sv_minrate 3
>> sv_maxrate 10
>> sv_minupdaterate 30
>> sv_maxupdaterate 100
>> sv_mincmdrate 30
>> sv_maxcmdrate 100
>>
>>
>> Maybe i set the sv_mincmdrate and sv_minupdaterate to a higher value?
>>
>> Pieter-bas
>>
>>
>>
>> 2012/9/28 Calvin Judy 
>>
>>  We're going to need more information as to what you're saying is lag. Is
>>> the server's fps dropping into red at the time of the issues? (You can
>>> check this by using net_graph 4 and monitoring the sv variable)
>>>
>>> Have you verified the connection speed? 100mbps is more than enough to
>>> host one srcds instance.
>>>
>>> Also your minrate value is quite low, you could be attracting people who
>>> are naturally laggy due to their connection.
>>>
>>> _____
>>> Level 3 Technician
>>> Griffin Networks LLC - Gaming Solutions
>>>
>>>
>>> - Original Message - From: "Pieter-bas Ronner" <
>>> i...@pbservers.nl>
>>> To: http://valvesoftware.com><
>>> hlds_linux@list.**valvesoftware.com >
>>> >
>>> Sent: Friday, September 28, 2012 12:52 PM
>>>
>>> Subject: [hlds_linux] lagg problem on ubuntu 12.04
>>>
>>>
>>>  Hi members,
>>>

 I hope you can help me a little bit with my problem.

 I run man vs machine team fortress 2 server. on a ubuntu 12.04 server
 with
 a Dual-Core AMD Opteron(tm) Processor 2216, 4 cores and 16 memory.
 My internet connection is a fiber 100/100 mbit. I thought thats enough
 to
 run a man vs machine server.
 I search now for a long time to figure out why are my server is
 lagging. I
 have try a lot of config files to fix the problem. But it didn't.

 Can you help me?

 This is my config server file:



 hostname  =Just For Fun= | clanjff.com | Team Fortress 2 | MVM 24/7
 norm

 // Rcon Cvars
 rcon_password "j" //Set's remote control password
 sv_rcon_banpenalty 15 //Number of minutes to ban users who fail rcon
 authentication
 sv_rcon_log 1 //Enable/disable rcon logging.
 sv_rcon_maxfailures 3 //Max number of times a user can fail rcon
 authentication before being banned
 sv_rcon_minfailures 5 //Number of times a user can fail rcon
 authentication
 in sv_rcon_minfailuretime before being banned
 sv_rcon_minfailuretime 10 //Number of seconds to track failed rcon
 authentications
 sv_pure 2
 tf_server_identity_account_id *
 tf_server_identity_token "**"
 sv_tags "mvm,_registered,alltalk"

 // Server Password

 // Server Cvars
 sv_visiblemaxplayers 6
 mp_allowspectators 0 //Toggles whether the server allows spectator mode
 or
 not
 mp_autocrosshair 0
 mp_autoteambalance 1 //Toggles server autoteambalance
 mp_bonusroundtime 5 //Time in seconds after round win until round
 restarts
 mp_chattime 5 //amount of time in seconds players can chat after the
 game
 is over
 tf_mm_servermode 2
 tf_mm_strict 0
 

Re: [hlds_linux] hlds_linux Digest, Vol 55, Issue 77

2012-09-25 Thread [BT]Black V
It's for a bball server
Policy of truth does not apply
On 26/09/2012 7:36 AM, "Todd Pettit"  wrote:

> I hope you are making this spawntime changer work within Valves policy of
> truth rules or you will probably find yourself de-listed.
>
> - Original Message -
> From: "hlds linux-request" 
> To: "hlds linux" 
> Sent: Tuesday, September 25, 2012 3:00:02 PM
> Subject: hlds_linux Digest, Vol 55, Issue 77
>
> Send hlds_linux mailing list submissions to
> hlds_linux@list.valvesoftware.com
>
> To subscribe or unsubscribe via the World Wide Web, visit
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> or, via email, send a message with subject or body 'help' to
> hlds_linux-requ...@list.valvesoftware.com
>
> You can reach the person managing the list at
> hlds_linux-ow...@list.valvesoftware.com
>
> When replying, please edit your Subject line so it is more specific
> than "Re: Contents of hlds_linux digest..."
>
>
> Today's Topics:
>
>1. Re: TF2 working spawntime changer (Giovanni Harting)
>2. Re: TF2 working spawntime changer (Saint K.)
>3. TF2 not starting properly (Martin Alstrup)
>4. Re: TF2 not starting properly (Benedict Glover)
>
>
> --
>
> Message: 1
> Date: Tue, 25 Sep 2012 10:22:02 +0200
> From: Giovanni Harting 
> To: Half-Life dedicated Linux server mailing list
> 
> Subject: Re: [hlds_linux] TF2 working spawntime changer
> Message-ID:
> <
> cacynvhbxjdhogfnwjagm+tfsvvj5qp5_b_p1zxqfq67qxlu...@mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1
>
> Sure, try this here:
>
> https://forums.alliedmods.net/showthread.php?p=1007106
>
> And dont get in wrong ways with the name, you can modify by cvars if only
> admins are respawned or all players, so it should do the work for you es
> exepted if you configure it correctly.
>
> 2012/9/25 Saint K. 
>
> > Hi,
> >
> > For our bball2 servers I am looking for a good working spawntime changer
> > (both teams need a 2 second spawn time).
> >
> > I am currently using this plugin;
> > https://forums.alliedmods.net/showthread.php?t=69997 , however, this
> > plugin stalls the server a lot (needs a restart in order for it to work
> > again).
> >
> > Anyone know any other spawntime changing plugins that work correctly?
> >
> > Cheers,
> >
> > Saint K.
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
>
>
> --
>
> Message: 2
> Date: Tue, 25 Sep 2012 10:31:04 +0200
> From: Saint K. 
> To: Half-Life dedicated Linux server mailing list
> 
> Subject: Re: [hlds_linux] TF2 working spawntime changer
> Message-ID: <3BB3F0C67382914185A7001EFD5A0ACE01D11E83DC15@mrgreen>
> Content-Type: text/plain; charset="us-ascii"
>
> Thanks, i'll give that a go!
>
> Saint K.
> 
> From: hlds_linux-boun...@list.valvesoftware.com [
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Giovanni Harting [
> chefeification...@gmail.com]
> Sent: 25 September 2012 10:22
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] TF2 working spawntime changer
>
> Sure, try this here:
>
> https://forums.alliedmods.net/showthread.php?p=1007106
>
> And dont get in wrong ways with the name, you can modify by cvars if only
> admins are respawned or all players, so it should do the work for you es
> exepted if you configure it correctly.
>
> 2012/9/25 Saint K. 
>
> > Hi,
> >
> > For our bball2 servers I am looking for a good working spawntime changer
> > (both teams need a 2 second spawn time).
> >
> > I am currently using this plugin;
> > https://forums.alliedmods.net/showthread.php?t=69997 , however, this
> > plugin stalls the server a lot (needs a restart in order for it to work
> > again).
> >
> > Anyone know any other spawntime changing plugins that work correctly?
> >
> > Cheers,
> >
> > Saint K.
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> ___
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> please visit:
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>
>
>
> --
>
> Message: 3
> Date: Tue, 25 Sep 2012 11:29:21 +0200
> From: "Martin Alstrup" 
> To: 
> Subject: [hlds_linux] TF2 not starting properly
> Message-ID: <01cd9b00$3fee0080$bfca0180$@rcz.dk>
> Content-Type: text/plain;   charset="us-ascii"
>
> Hello,
>
>
>
> I'm hosting several TF2 servers, but after an update a couple of days ago,
> it wouldn't update. After a clean reinstall, it updated but wouldn't start
> pr

Re: [hlds_linux] HTML MOTDs not rendering?

2012-09-14 Thread [BT]Black V
Yeah I disable my html most. For exactly those rain of not seeing the puke
some random admin wants to put on my screen.

I don't care about you (server admins/hosters) making money at all

You give ads on me, I blacklist server and never come back.

I'm categorically saying ads are bad

On 15/09/2012 7:31 AM, "Russell Smith"  wrote:
>
> If you give users an option to view the ad or not I can't imagine anyone
ever opting in.  These ads work only because they're forced on users.
>
> Technically there is already a way to opt out of these ads by disabling
html motd's.  However, many of the servers running these ads are also using
SourceMod plugins that detect html motd's are disabled and won't allow the
user to play.
>
> On 14.09.2012 11:48, cladiron wrote:
>>
>> I'm not saying ads are bad, only when you force the client to view it and
>> the it lags them.
>> Give the client the option to view the ad, not auto-opt them in . that
just
>> suxs.
>>
>>
>>
>> On Fri, Sep 14, 2012 at 3:01 AM, dan  wrote:
>>
>>> On 14/09/2012 05:17, Frank wrote:
>>>
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:

 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>

>>>
>>> ^^
>>>
>>> --
>>> Dan
>>>
>>>
>>> __**_
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>>> please visit:
>>>
>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
>>>
>> ___
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>
>
>
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Re: [hlds_linux] CS:GO hostname setting?

2012-01-29 Thread Black V
Screw that. Use that new fangled invention called DNS I hear all the cool kids 
are using it for stuff

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Re: [hlds_linux] Wanted: bug reports for clients dropping due to auth

2011-12-19 Thread Black V
And I'm the exact opposite of you
I hate instant spawn and 32 slots
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Re: [hlds_linux] Fake clients, misreported bots, infringing usage of player names/images

2011-11-01 Thread [BT]Black V
 As for the IP's etc, if you don't know who those are, your not around
much
Or maybe, just maybe, those servers are not local to us so we don’t SEE
those servers

-Original Message-
From: Mart-Jan Reeuwijk [mailto:mreeu...@yahoo.com] 
Sent: Wednesday, 2 November 2011 09:18 a.m.
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing usage
of player names/images

What I totally dislike by such is that they are using the names, steam ID's,
avatars etc of real players on their bots. This can cause a lot of problems
when those are "known" around and they even added fake-chatting etc to their
botts. All that to deceive their new players into thinking they are real
players. 

As for the IP's etc, if you don't know who those are, your not around much.
Fact is, they have paying customers, and that still pays their bills for as
long as they have been around, and they have a long list of servers. Its
just the deceiving that's so disliked on them for players that just want
"fair" play, instead of a engineer building 5 sentries, having way more
metal, and things are upgraded faster, a standing still sniper is barely
visible, etc. I left the server after I saw that years ago, and will never
go on them again. Some ppl enjoy that, others hate it. 

Well, answer this, once in a server, how to make the players know that they
are playing with bots, even if valve didn't make them. As the hud is
collecting such info on the players with the player overview (TAB), maybe
alter the way that works so that checks if its real players or not via
valve. That would end any need for trying tho phish steam user names,
steamID's, avatars, and preferred classes etc. once they are on the server.
As for in the server list... lets first make pulling the server info panel
work right at start, shall we? cos its annoying to open info on a server,
and then see "could not connect" or w/e it is that it cant get the info.



>
>From: DontWannaName! 
>To: Half-Life dedicated Linux server mailing list 
>
>Cc: Half-Life dedicated Linux server mailing list 
>
>Sent: Tuesday, 1 November 2011, 20:40
>Subject: Re: [hlds_linux] Fake clients, misreported bots, infringing 
>usage of player names/images
>
>What are the servers IPs? Valve can't do much without more info.
>
>Sent from my iPhone 4
>
>On Nov 1, 2011, at 12:31 PM, coffee problem 
wrote:
>
>> These are multiple issues. Please don't try to wrap it into one. The 
>> problem in particular with the ranking system, if you trick a few 
>> newbies into thinking they are playing with 23 other people for five 
>> minutes, there's no negative impact on their server's score. Valve 
>> knows who is running these plugins and isn't doing anything about it. 
>> They are just playing ignorant on the matter, at least, until 
>> something happens that forces them to address it.
>> 
>> Please grow up and stop calling it "crying" for wanting Valve to take 
>> action for a clean community. I'm just expressing concerns. This isn't
Halo.
>> 
>> CP
>> 
>> On Tue, Nov 1, 2011 at 3:13 PM, msleeper
wrote:
>> 
>>> Fake clients is one thing, and Valve has taken a stance against it 
>>> with the server score/delisting. The problem here is that this 
>>> method is not valid with these communities in particular; they're 
>>> too "well known" to be negatively affected by the scoring/delisting
mechanism.
>>> Valve needs to take manual action, and they seem ambivalent at best 
>>> regarding the issue. Doesn't matter what server ops are doing as 
>>> long as your customers have somewhere to play, right boys?
>>> 
>>> But as for "begging for money" or "selling super powers": cry more.
>>> It's not deceiving players, and if players don't like it then 
>>> they'll leave  the server.
>>> 
>>> On Tue, Nov 1, 2011 at 3:03 PM, Emil Larsson  wrote:
 Indeed, I hate those fakeplayers servers as anyone else, but I 
 think it's better to educate the average user why and how to report
those servers.
 
 On Tue, Nov 1, 2011 at 7:55 PM, ics  wrote:
 
> Let the system run couple more weeks. Players will use the report 
> tool
>>> if
> they are aware of it. As a server admin, be very carefull about
>>> reporting
> other servers. It might kick you in the face, unless you 
> personally
>>> play on
> those other servers and see that they are bad.
> 
> -ics
> 
> 1.11.2011 20:48, coffee problem kirjoitti:
> 
> Hi Saul,
>> 
>> I have logged in to report as many as I've had the energy to do 
>> since
>>> the
>> reporting feature was implemented. They are still up and running, 
>> also
>>> of
>> note: they are still on the 'play now' list even though there are
>>> multiple
>> reasons they shouldn't be.  The ones I speak of have been 
>> de-listed
>>> from
>> ranking sites for well over a year, so it is detectable and 
>> well-known
>>> who
>

Re: [hlds_linux] Questions about minimum CPU for 32 slot TF2 and taskset

2011-05-21 Thread Black V .
Too busy making hats

-Original Message-
From: Dark Session
Sent: Saturday, 21 May 2011 22:46
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Questions about minimum CPU for 32 slot TF2 and   
taskset

The problem of srcds is that it doesn't support multicore. There is a thread
with 4 pages in the Steam forums about this "problem":
http://forums.steampowered.com/forums/showthread.php?t=1360745

Nobody knows why Valve won't introduce multicore support...

-Ursprüngliche Nachricht-
Von: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Evaldas
Gesendet: Samstag, 21. Mai 2011 10:08
An: Half-Life dedicated Linux server mailing list
Betreff: Re: [hlds_linux] Questions about minimum CPU for 32 slot TF2 and
taskset

I have few X3360 and few x3370 Xeons. Interesting thing is that 2.83GHz  
can't handle 32 players.
CPU load is just to high when many players gather to one place. 28 players  
is maximum that it handles.
But the 3GHz version is just enough. Difference? 170Mhz. Strange isn't it?  
:-)



On Sat, 21 May 2011 05:56:05 +0300, bottige...@gmail.com  
 wrote:

> I have 2 questions:
>
> 1. What is the minimum CPU to run 2 32-slot TF2 servers on 1 physical
> core with almost no hiccups (I know they are unavoidable when there
> are 10 sentries on the screen firing etc.)? I know someone that has an
> i7 860, and it still seems to have a few gaps and interpolation errors
> once every 5 minutes or so when there are 2 full 32 slot servers on
> one physical core. Can anyone comment on this?
>
> 2. Is it still recommended to use taskset on multiple CPUs? I tested
> my quad core last month on Ubuntu 10.10 server, and I needed taskset
> to prevent the "sv" on net_graph from jumping all over the place. It
> brought down the variance from 10 ms to 2 ms. However, people keep
> telling me that taskset isn't needed anymore. Who is correct?
>
> ___
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> please visit:
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-- 
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-05-16 Thread Black V .
Mate its only Friday for you 99% of the rest of the planet are in a different 
time zone.

Valve have to make someone unhappy that's the way it goes 
I'd rather they do it during the day/evenings  when some one is there (at 
valve) and I'm not getting more expensive games cause someone is doing this 
update in their overtime 

-Original Message-
From: Kyle Sanderson
Sent: Monday, 16 May 2011 10:02
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 
server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

Friday updates are just stupid. They work for no one, and when things
go wrong (ie 20% of the time for actual updates), they're not fixed
until Monday. They work on the West Coast in the States, it isn't an
acceptable time for anyone in North America.

Apparently competitive TF2 is cared about by Valve, and they're
supposedly doing everything they can to preserve it. However with
these unthoughtful, ill-thought out update dates, they're just killing
communities. No one has an infinite amount of money to continue
supporting servers for these games while the system requirements to
run them continue to increase. As an Example, Sandy Bridge should
bring CSS back to what we were at with Episode 1. This is a year later
after the 'new' engine came out. Sure, you get the fanboys that say
"It's not like you're forced to run servers", you're right, we're not.
We do it for fun, because we enjoy the games, because we have friends
who enjoy the games. Eventually the money train and patience is going
to run out, then we're going to be where we are for L4D (Mind you it
was setup for failure). On a side note, my client is still completely
buggered from the April 14th update. I cannot seem to play for more
then 20minutes without crashing out with an invalid pointer. While
some may find this acceptable, for match play, it simply isn't.

Dedicate some time for SRCDS. While focusing on clients brings in
revenue, without servers, you're just as hooped. Better server
software makes it easier for Communities to expand, and host larger
servers which is what players enjoy. It's a push and pull system,
without servers you wont get clients. If it's cheap to throw up
servers, more clients will buy your game.
Kyle.

http://www.youtube.com/watch?v=MKXp17Udsjk&hd=1

On Sun, May 15, 2011 at 12:14 PM, Black V .  wrote:
> Oh we'll get the tf2 team to mail you directly next time to see if it's a 
> convenient time in your busy schedule for them to release a patch
>
> -Original Message-
> From: alon.gub...@gmail.com
> Sent: Sunday, 15 May 2011 10:54
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Team Fortress 2 Update Released
>
> +1.
>
> On Sat, May 14, 2011 at 4:46 AM, Ross Bemrose  wrote:
>
>> If by "in time" you meant "during" I'd agree.
>>
>>
>> On 5/13/2011 9:43 PM, Eli Witt wrote:
>>
>>> Right in time for our weekly community event!
>>>
>>> Thanks guys ;)
>>>
>>>
>>>
>>> On Fri, May 13, 2011 at 9:18 PM, Jason Ruymen>> >wrote:
>>>
>>>  A required update for Team Fortress 2 is now available.  The specific
>>>> changes include:
>>>>
>>>> - Fixed a server crash caused by a mismatched items schema
>>>>
>>>> Jason
>>>>
>>>>
>>>> ___
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>>>> please visit:
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>>>>
>>>>  ___
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>>> please visit:
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>>>
>>
>>
>> ___
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>>
>
>
>
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-05-15 Thread Black V .
Oh we'll get the tf2 team to mail you directly next time to see if it's a 
convenient time in your busy schedule for them to release a patch 

-Original Message-
From: alon.gub...@gmail.com
Sent: Sunday, 15 May 2011 10:54
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

+1.

On Sat, May 14, 2011 at 4:46 AM, Ross Bemrose  wrote:

> If by "in time" you meant "during" I'd agree.
>
>
> On 5/13/2011 9:43 PM, Eli Witt wrote:
>
>> Right in time for our weekly community event!
>>
>> Thanks guys ;)
>>
>>
>>
>> On Fri, May 13, 2011 at 9:18 PM, Jason Ruymen> >wrote:
>>
>>  A required update for Team Fortress 2 is now available.  The specific
>>> changes include:
>>>
>>> - Fixed a server crash caused by a mismatched items schema
>>>
>>> Jason
>>>
>>>
>>> ___
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>>> please visit:
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>>>
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>
>
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RE: [hlds_linux] Exit srcds

2005-11-01 Thread [BT]Black V
Yory not just trying to detach from the screen are you ?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James D
Sent: Monday, 31 October 2005 2:48 p.m.
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Exit srcds

[ Converted text/html to text/plain ]
It sounds like he needs to make up his mind.  He needs to give you the
'games'
user access or you can't really maintain it correctly.
Alex W wrote:

--
[ Picked text/plain from multipart/alternative ]
I should elaborate on how the server is set up. I'm not the owner of the
server, but he has given me permission to maintain it, so he set up an SSH
account for me. The servers are running on screens, but not under my user
account - they're running on a 'games' user. If I were to kill the screen, I
wouldn't be able to create a new screen under the 'games' user since I don't
have the privileges to do so.

I just wanted to know of a more 'graceful' exit command to quit out of the
srcds program; instead of using 'ctrl + c' or killing the screen altogether.

I guess it doesn't matter. Would be useful for the future, though.

On 10/30/05, James D <[EMAIL PROTECTED]>[1] wrote:


If the server is shut down what is the point of having a screen running?

Kill the server, kill the screen. Restart them both together.

Alex W wrote:



--
[ Picked text/plain from multipart/alternative ]
I want to completely exit out of the srcds program. I have the server
running in a screen, but I don't want to kill the screen. 'exit' and


'quit'


shutdown the server, but then restart it. Does anybody know the console
command to completely exit out of the srcds program?

Additionally, does anybody have a list of all the console commands that I
could use?

Thanks.
--

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===References:===
  1. mailto:[EMAIL PROTECTED]
  2. http://list.valvesoftware.com/mailman/listinfo/hlds_linux
  3. http://list.valvesoftware.com/mailman/listinfo/hlds_linux
  4. http://list.valvesoftware.com/mailman/listinfo/hlds_linux






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RE: [hlds_linux] Selecting specific content servers

2005-07-29 Thread [BT]Black V
You could/can remove the client.blob then manually block the content servers
(IP rules) if it doesn't get to the right server initially, but there is no
official easy way specify a particular content server

Also note some content servers don't hold all content, that is anoter reason
you might switch a server

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ian mu
Sent: Friday, 29 July 2005 11:43 p.m.
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Selecting specific content servers

I may be wrong in this, but I think you may be able to stop it using
the current one by removing the clientreg.blob file, but you can't
dictate which specific other one it will then hop to. As I said, I may
be wrong, but I've tried that in the past and it seems to help but may
have been coincidence.

On 7/29/05, Andrew Forsberg <[EMAIL PROTECTED]> wrote:
> Hi there,
>
> Does anybody know how, or if, you can specify a specific content server,
> or list of preferred content servers, for a hl1 or hl2 server? I
> understand why you wouldn't want clients doing that, as the potential
> for abuse is huge, especially if it was built into 'tweak' scripts that
> folk run without knowing what they do.
>
> We seem to be getting updates from halfway across the world, while there
> are at least four more suitable servers available locally. It'd be nice
> to override the selection process for content servers. Is this possible?
> and if not, could it please be included in a future update?
>
> Cheers & thanks,
> Andrew
>
>
>
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RE: [hlds_linux] Multi-homed breaks steam?

2004-03-16 Thread [BT]Black V
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I have to disagree with that statement



I have several machines behind a double nat

And they get steam auth fine



But what im not too sure on a couple of points

1.is the hlds server and the client on the same network  ?

2.Is the server in lan mode or inet mode (sv_lan 1/0 nomaster etc)



Er.. yeah that's all







It's very simple. The local IP of a Client is somehow encoded in the

steam ID/Ticket. So the IP the client has on the server divers from what

the Steam system outside will see. Ergo the Steam ID will be invalid.

We have a similiar problem with our cs1.6 servers in a 2500 people

dormitory in munich. Another admin wrote an User-space SNAT Proxy

running on the server, the server will see the clients fake outside IP

and the Steam Ticket is valid for the people now.



Some time ago I read in the steam board this will be fixed soon, well a

big steam update came along but no fix on this side :-/

I hope they do not forget this silly behaviour...



cheers,

   Frank



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Frank Stollar
Sent: Wednesday, 17 March 2004 6:16 a.m.
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] Multi-homed breaks steam?



Mad Scientist wrote:

> I've got a friend with the following setup:

>

> "Internet" <--> "NAT Router/HLDS Server" <--> "Private Client"

>

> "Internet" clients can connect to "NAT Router/HLDS Server" and play.

> "Private Client" can connect to other pub servers as well as surf the

> net, so the NAT appears to be working. When Private Client attempts to

> connect to "NAT Router/HLDS Server" and play, they connect as shown by

> the following log entry:

>

> L 03/15/2004 - 15:41:29: "Player<180><>" connected,

> address "10.10.1.99:43622"

>

> After that, "Private Client" gets "Invalid STEAM UserID Ticket".

>

> Any ideas what could be breaking the STEAM auth?







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RE: [hlds_linux] Re: [hlds_linux][OT] Anyone tried this?

2004-03-16 Thread [BT]Black V
Same here :D
But both work and enter is easier for me as ill prolly by typing in that
same window anyway after I have selected

Er.. ill dig up the reg key to turn on tab auto complete (ala linux styles)
in the command line too



Cheers
[BT]Black V
Black Towers
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Tuesday, 16 March 2004 6:26 p.m.
To: [EMAIL PROTECTED]
Subject: [hlds_linux] Re: [hlds_linux][OT] Anyone tried this?

Eric (Deacon) wrote:

 >> Clanpubs.net Administrator wrote:
>> Anyways, that doesn't work in the first place (at least for me). All it
>> allows me to do is highlight - no ctrl-c copy.
>>
>> Please make sure what you're telling me to do works before you attempt to
>> question my intelligence.
>
>
> Heh, your angst just makes it funnier.  Highlight.  Right-click.  It is
> now in the clipboard.  Consider your intelligence questioned.
>
> --
> Eric (the Deacon remix)

I feel stupid. I've always hit Enter after selecting. :)

--AgentHH



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RE: [hlds_linux] html motd

2004-02-19 Thread [BT]Black V

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Timothy Lynn
Sent: Wednesday, 18 February 2004 7:22 p.m.
To: [EMAIL PROTECTED]
Subject: RE: [hlds_linux] html motd

[EMAIL PROTECTED] wrote:
> how can i disable the html motd,
>
> i want to have the standard no-html motd again
>
> is there a file i can delete to deativate its webserver? or just a
> cvar? pls help

Is there a particular reason? It's not a web server, just a simple web
page. All of the processing is done on the client. If you don't want any
formatting, just throw a  tag at the top and you'll be all set.

--
Tim
-Original Message-

Im not sure why you wouldn't want the html motd

But just type plain test into the motd file, take out all the html
formatting

It will look ugly but it works

http://homepages.paradise.net.nz/blackv/images.motd.bmp

if ya want to see an example


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RE: [hlds_linux] CS under VirtualPC?

2004-02-02 Thread [BT]Black V
Just as a side not if you are wanting to just make some changes as you see
fit.
Wouldn't it be easier to setup an rcon password or adminmod access and make
changes that way

As for running the client, I have little mac experience but my mate runs it
fine, Ill have an ask and see what changes he made.

Have you tried swapping the video mode within CS to direct 3D or opengl to
see if that makes a differance

Cheers
[BT]Black V
Black Towers

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Simon Garner
Sent: Monday, 2 February 2004 8:41 p.m.
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] CS under VirtualPC?

On Monday, February 02, 2004 7:33 PM NZT,
Todd Hakala <[EMAIL PROTECTED]> wrote:

>
> The problem I have is that when I try to connect to our CS server via
> the LAN, CS works for a while, downloading resources and such. But at
> about the 60% mark on the thermometer bar, it locks. W2K's Task
Manager
> reports the CS app as "Not responding."
>

Isn't that about where it tries to download the VAC modules?

You'll probably encounter the same problems as people running under Wine
on Linux, as VAC will get rather confused by your system not looking the
way it should.

You could try joining a -insecure server and see if that works.

-Simon




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