Re: [hlds_linux] Release MvM soon ?

2012-08-15 Thread Brent Veal
It's 5:25PM at Valve right now so it's not that late for them yet.



On Wed, Aug 15, 2012 at 5:21 PM, Jacques Ahlers mailvanjacq...@gmail.comwrote:

 Hello, Just wondering if I am at the right day. It,s 02:20 here in europe
 and I am waiting for the update.
 It is this night (my time) right ? Or am I trying to stay awake for nothing
 ?

 Jacques
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Re: [hlds_linux] Left 4 Dead 1 2 servers losing Steam connection

2012-01-04 Thread Brent Veal
Steam has been going down for me personally quite a bit for the past couple
of hours. Maybe it's related.


On Wed, Jan 4, 2012 at 10:06 AM, Ronny Schedel i...@ronny-schedel.dewrote:

 Hi,

 our L4D 1  2 servers losing the Steam connection and don't receive any
 players anymore. What happend?

 Best regards

 Ronny Schedel

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Re: [hlds_linux] Mandatory updates coming later today

2011-05-05 Thread Brent Veal
It's just past 4pm at Valve right now so, yes, I'd say it's still afternoon
there

On Thu, May 5, 2011 at 4:12 PM, John Marbury barreltr...@gmail.com wrote:

 Is it still afternoon in valve-land Eric?

 I think you guys need to put batteries in your clocks.



 On Thu, May 5, 2011 at 2:01 PM, Eric Smith er...@valvesoftware.com
 wrote:

  We're getting ready to release mandatory updates for TF2, CS:S, DoD:S,
 and
  HL2:DM* this afternoon.* This is just a heads-up that they're coming.
 
  -Eric
 
 
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Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-02-22 Thread Brent Veal
Valve works 9am-6pm pst so I dont think they're going to be releasing
updates at 1am their time


On Tue, Feb 22, 2011 at 1:44 PM, Vathral vath...@gmail.com wrote:

 They could always release updates at like 1am PST. Most of North/South
 America is asleep/going to sleep and most of Europe are still asleep/waking
 up.


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Re: [hlds_linux] Left 4 Dead 2 + sv_password + fps_max

2011-01-16 Thread Brent Veal
If you change sv_search_key then no public lobbies will join. I find that's
the best way to keep my servers private.


On Sun, Jan 16, 2011 at 2:30 AM, ics i...@ics-base.net wrote:

 Skipped one line..

 As close as private server you can get is, set these on the server:

 sv_steamgroup_exclusive 1
 sv_steamgroup XX

 Where the steamgroup is some group you assign to server to. Create new if
 you want really private and then just use it's id. Then the server stays
 pretty much empty,

 -ics

 16.1.2011 12:23, ics kirjoitti:

  1. Propably not
 2-3. Fps_max does not exist as server convar. Server FPS is limited on
 L4D2 to 30 max, there is no control over it.

 -ics


 16.1.2011 11:00, Никита Булаев [Nikita Bulaev] kirjoitti:

 Hello, friends!

 I've got 2 questions:

 1) Will sv_password be fixed in L4D2 someday? And what is the way to
 make private server with password for L4D2 for now?
 2) How can I control fps_max of server without rcon and rcon_password?
 Is there someting like Source query to find out current fps_max?

 Thanx =))

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Re: [hlds_linux] anything wrong with l4d2 master server?

2010-10-13 Thread Brent Veal
I've had multiple players mention invisible survivors  tanks since the
Sacrifice update. Alt-tabbing or start/stoping a demo doesnt correct the
issue.


On Wed, Oct 13, 2010 at 9:21 AM, ics i...@ics-base.net wrote:

  There was short outage on the Steam network yesterday, if you looked the
 list at that time, then it might be the reason. Never seen the survivors
 being invisible. If it's alt+tab related, try starting demo record (record
 blabla) and then stopping it (stop). It fixes tons of issues related to
 invisible players on Counter-Strike Source, Day of Defeat Source and Team
 Fortress 2. Since L4D2 is based on the same engine, it's priopably inherited
 into it too.

 Just that, these problems have existed in TF2 over 1,5 years, where they
 first time surfaced and since then have been spreading to these other games.
 I'm sure Valve has looked into the matter but perhaps not found the culprit.
 Something happens on alt+tab and things just don't return to normal after
 that. Same issue can happen due to network lag and never returns to normal.
 Funny how demo record fixes it completely.

 -ics


 13.10.2010 19:02, realdreams kirjoitti:

  Hi,
 Last night I only have 45 l4d2 servers(both official and community
 servers, including my own servers) listed in my server browser.
 Usually there are around 1775 servers. I figured something was wrong
 with master server. Can someone confirm this?

 BTW since the dlc update, sometimes players get invisible. When this
 happens, I can only see the weapon/medkit of survivors and special
 infected including witch are completely invisible. I've also noticed
 survivors without weapon(imagine in CS:S how players without weapons
 look like..). Does it have something to do with the server?

 Any information about when dedicated servers can run addons again?

 Thanks.

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Re: [hlds_linux] sourcemod

2010-09-10 Thread Brent Veal
try www.sourcemod.com

On Fri, Sep 10, 2010 at 7:11 PM, tom nikitopoulos screwtop...@gmail.comwrote:

 Is there any links for sourcemod so that you dont have to give arm/leg?
 After registering with one online source I cannot find sourcemod files
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[hlds_linux] [L4D2] Server crashes on map change somewhat regularly

2010-08-02 Thread Brent Veal
It seems that on every map change, there's a 10% chance that the server will
crash and give this error:

Mon Aug 2 16:47:23 CDT 2010: Server restart in 10 seconds
email debug.log to li...@valvesoftware.com
cat: hlds.14132.pid: No such file or directory
./srcds_run: line 336: 23490 Segmentation fault(core dumped) $HL_CMD

This happens with or without my addons on, I've done a fresh install a
couple of times but it still happens every now and then when the map
changes. Anyone seen this before or know of a solution?
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Re: [hlds_linux] The passing crashes servers after yesterdays L4D2 update on Linux

2010-04-29 Thread Brent Veal
I can recreate this error when I have this VPK loaded in addons:
http://ll4d.net/infectedforl4d1maps.zip

That addon in particular fixes zombies looking incorrect when playing L4D1
custom maps in L4D2. With this VPK loaded, the model error occurs most of
the time when loading the map in coop mode, but sometimes I was able to load
the map on the server with no problems.



On Wed, Apr 28, 2010 at 3:49 PM, Zoid Kirsch z...@valvesoftware.com wrote:

 If anyone could provide a link or email me the vpk that is causing this
 issue, I would greatly appreciate it.

 We corrected an issue with add-ons in Monday's update that allows models to
 be overridden in coop mode (as we allowed before The Passing update).  I'm
 wondering if there is some sort of conflict with add-ons that include models
 and how we load the L4D1 Survivor models in The Passing.

 Does this precache error occur in Versus mode?  We don't allow model
 overrides from vpk add-ons in competitive game modes (versus/scavenge).

 --
 /// Zoid.


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of oGre
 Sent: Wednesday, April 28, 2010 11:27 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] The passing crashes servers after yesterdays L4D2
 update on Linux

 My servers won't start the passing in co-op mode after the latest
 update unless I remove all custom vpk files in the addons folder.

 I hope Valve fixes this soon.



 2010/4/28 ics i...@ics-base.net:
  So i tried with a bunch of people to get passing on today. Some of them
  hadn't played it yet so we set up a lobby, used
  mm_dedicated_force_servers to get into our own servers. Every time we
  connected with the passing, server crashed. All other campaigns worked
 fine.
 
  It crashes after this error appears on console:
 
  5/ - survivor_bot:  UTIL_SetModel:  not precached:
  models/survivors/survivor_teenangst.mdl
  5/ - survivor_bot:  UTIL_SetModel:  not precached:
  models/survivors/survivor_teenangst.mdl
 
  before you say anything, it also crashes if the model is
  survivor_biker.mdl (francis). Here is the full server log after it got
  reservation and i would appreciate if someone else could verify this. I
  have ran -verify_all multiple times but the problem won't go away.
 
  -ics
  - Reservation cookie 18406c9ae546800:  reason ReplyReservationRequest
  L 04/28/2010 - 20:29:23: Preventing spawning
  L 04/28/2010 - 20:29:23: server_message: quit
  L 04/28/2010 - 20:29:23: Log file closed
  L 04/28/2010 - 20:29:23: server_message: restart
   Host_NewGame 
  Server logging data to file
 logs/L089_166_050_111_27105_201004282029_001.log
  L 04/28/2010 - 20:29:23: Log file started (file
  logs/L089_166_050_111_27105_201004282029_001.log) (game
  /home/game/l4d2_priv/left4dead2/left4dead2) (version 4188)
  L 04/28/2010 - 20:29:23: Loading map c6m1_riverbank
  L 04/28/2010 - 20:29:23: server cvars start
  L 04/28/2010 - 20:29:23: sv_maxspeed = 1000.00
  L 04/28/2010 - 20:29:23: sv_rollangle = 0
  L 04/28/2010 - 20:29:23: tauntfrequency = 1
  L 04/28/2010 - 20:29:23: r_AirboatViewZHeight = 0.0
  L 04/28/2010 - 20:29:23: sv_cheats = 0
  L 04/28/2010 - 20:29:23: r_VehicleViewDampen = 1
  L 04/28/2010 - 20:29:23: mp_allowNPCs = 1
  L 04/28/2010 - 20:29:23: god = 0
  L 04/28/2010 - 20:29:23: mp_tournament = 0
  L 04/28/2010 - 20:29:23: buddha = 0
  L 04/28/2010 - 20:29:23: mp_flashlight = 1
  L 04/28/2010 - 20:29:23: mp_maxrounds = 0
  L 04/28/2010 - 20:29:23: sv_tags = 
  L 04/28/2010 - 20:29:23: sv_stepsize = 18
  L 04/28/2010 - 20:29:23: mp_teamlist = hgrunt;scientist
  L 04/28/2010 - 20:29:23: sv_alltalk = 0
  L 04/28/2010 - 20:29:23: survivor_limit = 4
  L 04/28/2010 - 20:29:23: mp_footsteps = 1
  L 04/28/2010 - 20:29:23: sv_noclipaccelerate = 5
  L 04/28/2010 - 20:29:23: sv_wateraccelerate = 10
  L 04/28/2010 - 20:29:23: mp_autocrosshair = 1
  L 04/28/2010 - 20:29:23: mp_stalemate_enable = 0
  L 04/28/2010 - 20:29:23: sv_rollspeed = 200
  L 04/28/2010 - 20:29:23: sv_airaccelerate = 10
  L 04/28/2010 - 20:29:23: mp_teams_unbalance_limit = 1
  L 04/28/2010 - 20:29:23: mp_timelimit = 0
  L 04/28/2010 - 20:29:23: mp_fadetoblack = 0
  L 04/28/2010 - 20:29:23: sv_noclipfriction = 4
  L 04/28/2010 - 20:29:23: sv_waterfriction = 1
  L 04/28/2010 - 20:29:23: sv_steamgroup = 18548
  L 04/28/2010 - 20:29:23: coop = 0
  L 04/28/2010 - 20:29:23: nextlevel = 
  L 04/28/2010 - 20:29:23: sv_stopspeed = 75
  L 04/28/2010 - 20:29:23: sv_specaccelerate = 5
  L 04/28/2010 - 20:29:23: deathmatch = 1
  L 04/28/2010 - 20:29:23: tv_enable = 0
  L 04/28/2010 - 20:29:23: mp_falldamage = 0
  L 04/28/2010 - 20:29:23: mp_freezetime = 6
  L 04/28/2010 - 20:29:23: sv_voiceenable = 1
  L 04/28/2010 - 20:29:23: tf_arena_max_streak = 5
  L 04/28/2010 - 20:29:23: sv_bounce = 0
  L 04/28/2010 - 20:29:23: mp_disable_respawn_times = 0
  L 04/28/2010 - 20:29:23: r_AirboatViewDampenFreq = 7.0
  L 

Re: [hlds_linux] The passing crashes servers after yesterdays L4D2 update on Linux

2010-04-28 Thread Brent Veal
Definitely see if removing all your custom campaigns out of the addons
folder works. There have been a few issues with custom campaigns since the
original Passing update and it seems like not all of those issues have been
fixed yet.

On Wed, Apr 28, 2010 at 11:26 AM, oGre o...@muppfarmen.se wrote:

 My servers won't start the passing in co-op mode after the latest
 update unless I remove all custom vpk files in the addons folder.

 I hope Valve fixes this soon.



 2010/4/28 ics i...@ics-base.net:
  So i tried with a bunch of people to get passing on today. Some of them
  hadn't played it yet so we set up a lobby, used
  mm_dedicated_force_servers to get into our own servers. Every time we
  connected with the passing, server crashed. All other campaigns worked
 fine.
 
  It crashes after this error appears on console:
 
  5/ - survivor_bot:  UTIL_SetModel:  not precached:
  models/survivors/survivor_teenangst.mdl
  5/ - survivor_bot:  UTIL_SetModel:  not precached:
  models/survivors/survivor_teenangst.mdl
 
  before you say anything, it also crashes if the model is
  survivor_biker.mdl (francis). Here is the full server log after it got
  reservation and i would appreciate if someone else could verify this. I
  have ran -verify_all multiple times but the problem won't go away.
 
  -ics
  - Reservation cookie 18406c9ae546800:  reason ReplyReservationRequest
  L 04/28/2010 - 20:29:23: Preventing spawning
  L 04/28/2010 - 20:29:23: server_message: quit
  L 04/28/2010 - 20:29:23: Log file closed
  L 04/28/2010 - 20:29:23: server_message: restart
   Host_NewGame 
  Server logging data to file
 logs/L089_166_050_111_27105_201004282029_001.log
  L 04/28/2010 - 20:29:23: Log file started (file
  logs/L089_166_050_111_27105_201004282029_001.log) (game
  /home/game/l4d2_priv/left4dead2/left4dead2) (version 4188)
  L 04/28/2010 - 20:29:23: Loading map c6m1_riverbank
  L 04/28/2010 - 20:29:23: server cvars start
  L 04/28/2010 - 20:29:23: sv_maxspeed = 1000.00
  L 04/28/2010 - 20:29:23: sv_rollangle = 0
  L 04/28/2010 - 20:29:23: tauntfrequency = 1
  L 04/28/2010 - 20:29:23: r_AirboatViewZHeight = 0.0
  L 04/28/2010 - 20:29:23: sv_cheats = 0
  L 04/28/2010 - 20:29:23: r_VehicleViewDampen = 1
  L 04/28/2010 - 20:29:23: mp_allowNPCs = 1
  L 04/28/2010 - 20:29:23: god = 0
  L 04/28/2010 - 20:29:23: mp_tournament = 0
  L 04/28/2010 - 20:29:23: buddha = 0
  L 04/28/2010 - 20:29:23: mp_flashlight = 1
  L 04/28/2010 - 20:29:23: mp_maxrounds = 0
  L 04/28/2010 - 20:29:23: sv_tags = 
  L 04/28/2010 - 20:29:23: sv_stepsize = 18
  L 04/28/2010 - 20:29:23: mp_teamlist = hgrunt;scientist
  L 04/28/2010 - 20:29:23: sv_alltalk = 0
  L 04/28/2010 - 20:29:23: survivor_limit = 4
  L 04/28/2010 - 20:29:23: mp_footsteps = 1
  L 04/28/2010 - 20:29:23: sv_noclipaccelerate = 5
  L 04/28/2010 - 20:29:23: sv_wateraccelerate = 10
  L 04/28/2010 - 20:29:23: mp_autocrosshair = 1
  L 04/28/2010 - 20:29:23: mp_stalemate_enable = 0
  L 04/28/2010 - 20:29:23: sv_rollspeed = 200
  L 04/28/2010 - 20:29:23: sv_airaccelerate = 10
  L 04/28/2010 - 20:29:23: mp_teams_unbalance_limit = 1
  L 04/28/2010 - 20:29:23: mp_timelimit = 0
  L 04/28/2010 - 20:29:23: mp_fadetoblack = 0
  L 04/28/2010 - 20:29:23: sv_noclipfriction = 4
  L 04/28/2010 - 20:29:23: sv_waterfriction = 1
  L 04/28/2010 - 20:29:23: sv_steamgroup = 18548
  L 04/28/2010 - 20:29:23: coop = 0
  L 04/28/2010 - 20:29:23: nextlevel = 
  L 04/28/2010 - 20:29:23: sv_stopspeed = 75
  L 04/28/2010 - 20:29:23: sv_specaccelerate = 5
  L 04/28/2010 - 20:29:23: deathmatch = 1
  L 04/28/2010 - 20:29:23: tv_enable = 0
  L 04/28/2010 - 20:29:23: mp_falldamage = 0
  L 04/28/2010 - 20:29:23: mp_freezetime = 6
  L 04/28/2010 - 20:29:23: sv_voiceenable = 1
  L 04/28/2010 - 20:29:23: tf_arena_max_streak = 5
  L 04/28/2010 - 20:29:23: sv_bounce = 0
  L 04/28/2010 - 20:29:23: mp_disable_respawn_times = 0
  L 04/28/2010 - 20:29:23: r_AirboatViewDampenFreq = 7.0
  L 04/28/2010 - 20:29:23: mp_weaponstay = 0
  L 04/28/2010 - 20:29:23: mp_friendlyfire = 1
  L 04/28/2010 - 20:29:23: sv_noclipspeed = 5
  L 04/28/2010 - 20:29:23: r_JeepViewDampenDamp = 1.0
  L 04/28/2010 - 20:29:23: mp_c4timer = 45
  L 04/28/2010 - 20:29:23: r_AirboatViewDampenDamp = 1.0
  L 04/28/2010 - 20:29:23: mp_stalemate_at_timelimit = 0
  L 04/28/2010 - 20:29:23: sv_footsteps = 1
  L 04/28/2010 - 20:29:23: mp_limitteams = 2
  L 04/28/2010 - 20:29:23: tv_relaypassword = 
  L 04/28/2010 - 20:29:23: tf_arena_round_time = 0
  L 04/28/2010 - 20:29:23: mp_teamplay = 0
  L 04/28/2010 - 20:29:23: r_JeepViewDampenFreq = 7.0
  L 04/28/2010 - 20:29:23: sv_specnoclip = 1
  L 04/28/2010 - 20:29:23: sv_friction = 4
  L 04/28/2010 - 20:29:23: mp_autoteambalance = 1
  L 04/28/2010 - 20:29:23: sv_contact = 
  L 04/28/2010 - 20:29:23: director_afk_timeout = 45
  L 04/28/2010 - 20:29:23: mp_roundtime = 5
  L 04/28/2010 - 20:29:23: mp_fraglimit = 0
  L 04/28/2010 - 20:29:23: mp_forcerespawn = 1
  L 04/28/2010 - 20:29:23: decalfrequency = 10
  L 

Re: [hlds_linux] L4D2 mutation cvar

2010-04-24 Thread Brent Veal
the command 'map c1m1_hotel mutation12' will start a realism vs on Dead
Center. You can also currently use mutation3, mutation9, and mutation13 if
you want to test out some future mutations

On Sat, Apr 24, 2010 at 2:49 AM, Joonas Lehtolahti 
joonas.lehtola...@lehtopuu.fi wrote:

 It's enough for someone to start a lobby for mutation and then use the
 server for playing it. For the current Realism Versus, it is enough to
 have the server accept gametype versus so that the mutation can be played
 on it.


 On Sat, 24 Apr 2010 12:19:50 +0300, zeev...@bezeqint.net wrote:

  What is the cvar for mutations in L4D2 dedicated server?
  I want to turn on versus realism, but dont know the cvar
  Thanks!
 
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Re: [hlds_linux] Left 4 Dead 2 Update Available

2010-04-23 Thread Brent Veal
Retrying in 30 seconds...
Retrying in 30 seconds...
then it downloads nothing and says it's 100%. Really weird.

On Fri, Apr 23, 2010 at 7:47 PM, Ross Bemrose rbemr...@vgmusic.com wrote:

 Is there any way to change which download servers our hlds steam
 installation uses?

 Because frankly, the ones my servers use now SUCK.  I have to run the
 update command 2 dozen or so times for it to actually grab all the files
 it needs.

 P.S. The Retrying in 30 seconds. . . message is more often wrong than
 it is right, as the steam command line updater tends to skip the current
 package and try the next one.

 On 4/23/2010 9:59 PM, Jason Ruymen wrote:
  A required update to Left 4 Dead 2 is now available.  Please run
 hldsupdatetool to receive the update.  The specific changes include:
 
  Left 4 Dead 2:
  - Fixed the localization sound caches
  - Fixed AI tanks sometimes not getting assigned to human players
  - Fixed exploit in C6M2 where players could jump through a gap in the
 fence
  - Fixed commentary maps crashing on load
 
  Jason
 
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Re: [hlds_linux] L4D2 dedicated server not being populated

2010-02-18 Thread Brent Veal
sv_search_key will limit your server to only allow lobbies that either have
that key set, or use the mm_force_dedicated command. If you want your server
to be open to the public, you should remove the search key.

On Thu, Feb 18, 2010 at 6:20 AM, David A. Parker dpar...@utica.edu wrote:

 Hello,

 I think that having sv_search_key set removes your server from the
 matchmaking system, so public lobbies will not see it when they search
 for a server.

 - Dave

 pat w wrote:
  Hello,
 
  I've set up a dedicated server, following basic instructions I've found
 on
  the web.  Unfortunately, I have yet to see any lobbies connect when I
  haven't been the lobby leader using sv_search_key or
  mm_dedicated_force_servers.  I am wondering what might be causing this
  issue.  It seems unlikely that most dedicated servers would be ignored.
  Someone said that perhaps it is my firewall, but I have added rules to
  iptables that would allow the ports needed.  I'm stumped!!
 
  My information is as follows:
  OS: Debian Lenny i386
  CPU: Pentium D 3GHz
  RAM: 4GB DDR2-667
  GAME: L4D2
  Start up command:
  ./srcds_run -game left4dead2 -autoupdate -ip 207.246.157.196 -port 27015
  -maxplayers 8 +exec server.cfg
  MODS: MetaMod/SourceMod
 
  // Server Name
  hostname 
  sv_search_key 
 
  // Admin and Server Passsword
  rcon_password 
  //sv_password 
 
  // Server Admin Email
  sv_contact 
 
  // Server Operation Cvars
  sm_cvar mp_gamemode versus
  sv_gametypes versus
  sv_lan 0
  sv_allow_lobby_connect_only 0
  sv_steamgroup_exclusive 0
  sv_steamgroup xx
  sv_region 1
  sv_pausable 0
  sv_cheats 0
  sv_consistency 1
  sv_maxcmdrate 80
  sv_mincmdrate 33
  sv_maxrate 3
  sv_minrate 1
  sv_visiblemaxplayers 8
  mp_disable_autokick 1
 
  // Server Sounds
  sv_alltalk 0
  sv_voiceenable 1
 
  // Server Logging
  sv_log_onefile 0 //Log server information to only one file.
  sv_logbans 1 //Log server bans in the server logs.
  sv_logecho 1 //Echo log information to the console.
  sv_logfile 1 //Log server information in the log file.
  sv_logflush 0 //Flush the log file to disk on each write (slow).
  sv_logsdir logs //Folder in the game directory where server logs will be
  stored.
 
  // Executable Config Files
  exec banned_user.cfg
  exec banned_ip.cfg
 
 

 --

 Dave Parker
 Systems Administrator
 Utica College
 Integrated Information Technology Services
 (315) 792-3229
 Registered Linux User #408177

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Re: [hlds_linux] No-clip Left 4 dead props in Left 4 Dead 2 a server issue?

2010-01-19 Thread Brent Veal
I ran the update and got the new pak02 files, however it made things worse
when trying to run campaigns that use those extra props. Running them on the
server has everything showing wireframes and none of the props are solid.

On Mon, Jan 18, 2010 at 8:16 PM, ics i...@ics-base.net wrote:

 Not sure why (my servers were up-to-date) but i get those files too.
 There seems to have been some hidden voluntary update for the l4d2
 dedicated server.

 -ics

 Brent Veal kirjoitti:
  I believe that the addon tool you get through Steam adds thosee pak02
 files
  so perhaps that is what those are. I'll have to check it out when I get
 home
  from work.
 
 
  On Mon, Jan 18, 2010 at 5:24 PM, Fredrik Duprez 
 fredrik.dup...@gmail.comwrote:
 
 
  The reason I asked was that these files dropped into my dedicated
 servers
  today:
 
  Checking/Installing 'Left 4 Dead 2 Add-on Support' version 5
 
  0.01%   ..\left4dead2\materials\cubemaps\urban_cube01.hdr.vtf
  0.01%   ..\left4dead2\models\extras\info_speech.sw.vtx
  0.01%   ..\left4dead2\models\props_doors\null.dx80.vtx
  0.01%   ..\left4dead2\models\props_doors\null.sw.vtx
  0.01%   ..\left4dead2\models\props_lighting\corner_light_180.dx80.vtx
  0.02%   ..\left4dead2\models\props_lighting\corner_light_180.sw.vtx
  0.02%   ..\left4dead2\models\props_unique\generator_switch_01.dx80.vtx
  0.03%   ..\left4dead2\models\props_unique\generator_switch_01.sw.vtx
  24.62%  ..\left4dead2\pak02_000.vpk
  49.19%  ..\left4dead2\pak02_001.vpk
  73.80%  ..\left4dead2\pak02_002.vpk
  79.87%  ..\left4dead2\pak02_003.vpk
  97.67%  ..\left4dead2\pak02_004.vpk
  97.77%  ..\left4dead2\pak02_005.vpk
  99.10%  ..\left4dead2\pak02_006.vpk
  99.59%  ..\left4dead2\pak02_007.vpk
  99.94%  ..\left4dead2\pak02_008.vpk
  100.00% ..\left4dead2\pak02_dir.vpk
 
 
  2010/1/19 Brent Veal naslund.fan...@gmail.com
 
 
  Some L4D2 custom campaigns require the L4D2 Add-on Tools that you can
 get
  locally through Steam, but as far as I know these files arent available
 
  for
 
  dedicated servers. So some of those maps become unplayable on a
 dedicated
  server since some important objects such as doors can be walked right
  through by players and zombies.
 
 
  On Mon, Jan 18, 2010 at 3:48 PM, Fredrik Duprez 
 
  fredrik.dup...@gmail.com
 
  wrote:
 
  Hi,
 
  When playing some custom campaigns with Left 4 Dead props in them
 
  (notably
 
  some types of indoor doors) gets noclip when running on a dedicated
 
  l4d2
 
  server. Are there Left 4 Dead 2 addons missing on the dedicated server
  files?
 
  I noticed that we got some of the addon files today on the server, but
  probably not all that's needed?
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  --
  Fredrik Duprez |  fredrik.dup...@gmail.com | http://www.duprez.org
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Re: [hlds_linux] No-clip Left 4 dead props in Left 4 Dead 2 a server issue?

2010-01-18 Thread Brent Veal
Some L4D2 custom campaigns require the L4D2 Add-on Tools that you can get
locally through Steam, but as far as I know these files arent available for
dedicated servers. So some of those maps become unplayable on a dedicated
server since some important objects such as doors can be walked right
through by players and zombies.


On Mon, Jan 18, 2010 at 3:48 PM, Fredrik Duprez fredrik.dup...@gmail.comwrote:

 Hi,

 When playing some custom campaigns with Left 4 Dead props in them (notably
 some types of indoor doors) gets noclip when running on a dedicated l4d2
 server. Are there Left 4 Dead 2 addons missing on the dedicated server
 files?

 I noticed that we got some of the addon files today on the server, but
 probably not all that's needed?
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Re: [hlds_linux] No-clip Left 4 dead props in Left 4 Dead 2 a server issue?

2010-01-18 Thread Brent Veal
I believe that the addon tool you get through Steam adds thosee pak02 files
so perhaps that is what those are. I'll have to check it out when I get home
from work.


On Mon, Jan 18, 2010 at 5:24 PM, Fredrik Duprez fredrik.dup...@gmail.comwrote:

 The reason I asked was that these files dropped into my dedicated servers
 today:

 Checking/Installing 'Left 4 Dead 2 Add-on Support' version 5

 0.01%   ..\left4dead2\materials\cubemaps\urban_cube01.hdr.vtf
 0.01%   ..\left4dead2\models\extras\info_speech.sw.vtx
 0.01%   ..\left4dead2\models\props_doors\null.dx80.vtx
 0.01%   ..\left4dead2\models\props_doors\null.sw.vtx
 0.01%   ..\left4dead2\models\props_lighting\corner_light_180.dx80.vtx
 0.02%   ..\left4dead2\models\props_lighting\corner_light_180.sw.vtx
 0.02%   ..\left4dead2\models\props_unique\generator_switch_01.dx80.vtx
 0.03%   ..\left4dead2\models\props_unique\generator_switch_01.sw.vtx
 24.62%  ..\left4dead2\pak02_000.vpk
 49.19%  ..\left4dead2\pak02_001.vpk
 73.80%  ..\left4dead2\pak02_002.vpk
 79.87%  ..\left4dead2\pak02_003.vpk
 97.67%  ..\left4dead2\pak02_004.vpk
 97.77%  ..\left4dead2\pak02_005.vpk
 99.10%  ..\left4dead2\pak02_006.vpk
 99.59%  ..\left4dead2\pak02_007.vpk
 99.94%  ..\left4dead2\pak02_008.vpk
 100.00% ..\left4dead2\pak02_dir.vpk


 2010/1/19 Brent Veal naslund.fan...@gmail.com

  Some L4D2 custom campaigns require the L4D2 Add-on Tools that you can get
  locally through Steam, but as far as I know these files arent available
 for
  dedicated servers. So some of those maps become unplayable on a dedicated
  server since some important objects such as doors can be walked right
  through by players and zombies.
 
 
  On Mon, Jan 18, 2010 at 3:48 PM, Fredrik Duprez 
 fredrik.dup...@gmail.com
  wrote:
 
   Hi,
  
   When playing some custom campaigns with Left 4 Dead props in them
  (notably
   some types of indoor doors) gets noclip when running on a dedicated
 l4d2
   server. Are there Left 4 Dead 2 addons missing on the dedicated server
   files?
  
   I noticed that we got some of the addon files today on the server, but
   probably not all that's needed?
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 --
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Re: [hlds_linux] Left 4 Dead 2 Update Available

2009-12-20 Thread Brent Veal
A lot of people were having issues with the L4D1 mappack. All the other
addon maps seem to be fine.



On Sun, Dec 20, 2009 at 2:08 PM, Fredrik Duprez fredrik.dup...@gmail.comwrote:

 Seems like I have solved my own problem. I got a tip from the forum to
 empty
 the addons folder. I forgot that I put a vpk from l4dmods in there, so I
 removed it. Just thought I'd mention it if somebody else runs across this
 problem.




 2009/12/20 Fredrik Duprez 
 fredrik.dup...@gmail.comhttps://mail.google.com/mail?view=cmtf=0to=fredrik.dup...@gmail.com
 

  Hi,
 
  Thanks for that.
 
  However it seems to be isolated to when I join a hibernating server. If
  people are playing on it it works, otherwise the client crashes.
 
  Can reproduce this on a vanilla server, and latest snapshot of sourcemod
  1.3 and 1.4. It's more likely a bug introduced by Valve in the latest
 patch
  I guess. Very annoying nonetheless.
 
  Can anyone else reproduce this?
 
  Use the console to connect to a forked linux server that's hibernating
 and
  see if the client crashes to desktop after loading the map.
 
 
  2009/12/20 D4rKr0W 
  dark...@dpi-clan.orghttps://mail.google.com/mail?view=cmtf=0to=dark...@dpi-clan.org
 
 
  Il 20/12/2009 13:10, Fredrik Duprez ha scritto:
   Anyone else getting client crashes to desktop after this update? Every
  time
   I try to connect to our linux dedicated servers, the map loads, but
  there is
   a looping sound and the game crashes to desktop.
  
   Joining random games through lobbies seem to work most of the time.
  
 
  I had this issue too on my forks, updating to the latest sourcemod 1.4.0
  snapshot seems to work.
 
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Re: [hlds_linux] What happend to the TF2 update?

2009-12-17 Thread Brent Veal
The post was referring to the blog update, which was posted an hour later.

On Wed, Dec 16, 2009 at 11:34 PM, Nikolay Shopik sho...@inblock.ru wrote:

 On 17.12.2009 10:05, Ronny Schedel wrote:
  Hello,
 
  the official TF2 blog says:
 
  Today's update will be live...
  December 16, 2009 - TF2 Team
 
  ...in about an hour. Thanks for your patience.
 
  When will this hour end?
 
  Best regards
 
  Ronny Schedel
 

 http://store.steampowered.com/news/3248/
 Said it will be Thursday. You know Valve Thursday.


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Re: [hlds_linux] search keys/steam group horribly unreliable

2009-12-12 Thread Brent Veal
Have you tried using 'mm_dedicated_force_servers' instead of the search key?
I use that all the time and have no issues connecting to my server.

On Sat, Dec 12, 2009 at 4:21 PM, Joshua Smith bgcl...@gmail.com wrote:

 Hello everyone, it seems that the search key and steam group functions are
 horribly unreliable. For example i am often unable to join the server via
 search key unless i first restart the server then join, this seems to
 refresh it with the steam servers somehow? Anyways, i don't believe I'm
 doing anything horribly wrong, here is the launch line and config currently
 being used on 64bit debian lenny with no firewall.

 ./srcds_run -console +ip ip-here +port 27015 -game left4dead2 +map
 c5m1_waterfront +maxplayers 8 +exec server.cfg -autoupdate

 // Name Of Server
 hostname fake
 //sv_password  // password required to join the server--currently broken
 in l4d2
 rcon_password changeme //this is the password you need to enter to
 control
 the server
 sv_search_key blah12 //When searching for a dedicated server from lobby,
 restrict search to only dedicated servers having the same sv_search_key.


 // l4d specific; some of these may also need to be in autoexec.cfg so they
 are set before the first map is loaded.
 sv_allow_lobby_connect_only 0 // allow direct connections: 0
 //z_difficulty Hard// set the difficulty of the current game
 //sv_unreserve // remove the server from the reservation system for some
 period of time
 // set this to restrict the lobby search to only those clients specifying a
 key
 sv_steamgroup 123123 //to set as a steam group server



 // General HL Cvars (based on other Source engines; many don't work in l4d
 yet)
 //sv_contact y...@email.address
 decalfrequency 60
 mp_decals 100
 mp_falldamage 1
 sv_cheats 0 //enables or disables cheats such as noclip
 sv_maxrate 0 //this is the max data rate you can recieve from the server,
 set to 0 to uncap.
 sv_minrate 5 //this is the minimum data rate you can recieve from the
 server.
 sv_timeout 120
 sv_allowupload 1
 sv_allowdownload 1
 sv_stats 0
 sv_region 1 //This tells steam where your server is, 0 = eastcoast, 1 =
 westcoast, 2 = south america, 3 = europe, 4 = asia, 5 = austrailia, 6 =
 middle east, 7 = africa, world = 255
 fps_max 0
 sv_parallel_packentities 0
 sv_parallel_sendsnapshot 0


 // Make sure the right people are banned
 exec banned_user.cfg
 exec banned.cfg
 writeid
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Re: [hlds_linux] sv_steamgroup = terribly pain

2009-12-01 Thread Brent Veal
If you dont want public people joining, then give your server a search_key.
That'll make it available only to lobbies that have that search key set.

On Tue, Dec 1, 2009 at 1:38 PM, Matt Ford matt wrote:

 So my, as I see it, very simple server.cfg fails utterly to do what I
 want it to.

 I can't stop public people joining the server and no one in the steam group
 can ever see it.

 Anyone any ideas?  Show tags has some interesting properties...notice
 the i at the end of the grp: also the Public always has coop set.  The
 empty
 tag disappears when public peeps enjoy my paid for server!

 sv_showtags
 Tags:
 Public :  coop,empty
 Private:

 g:l4d2,coop,realism,survival,versus,teamversus,scavenge,teamscavenge,grp:23762i,



 //Server Info
 hostname Dancingfrog
 rcon_password pass

 //Client Config
 sv_alltalk 0

 //Lan, region, and network
 sv_lan 0
 sv_region 3

 //Steam group
 //sv_search_key df
 sv_steamgroup 23762
 sv_steamgroup_exclusive 1
 sv_allow_lobby_connect_only 1

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Re: [hlds_linux] sv_password l4dead2

2009-11-24 Thread Brent Veal
As far as I know, there is no workaround to get a proper password on a
server. Best you can do is set an sv_search_key so public lobbies cannot
gain access to your server. We need an update from valve to fix the password
option, but it's probably not very high on the list of priority fixes.

On Tue, Nov 24, 2009 at 9:06 AM, Joseph Laws jl...@hd-gaming.com wrote:

 Shockingly, VALVe released a game that wasn't fully finished.  It's
 never happened before.  ;p

 pet wrote:
  Hallo
 
  Has anybody any idea how to solve the problem with sv_password issue in
  left 4 dead 2. When lam trying to put this in server.cfg, server doesn't
  appears on the server list and nobody can connect, any help would be
  appreciate.
 
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  No virus found in this incoming message.
  Checked by AVG - www.avg.com
  Version: 9.0.709 / Virus Database: 270.14.80/2523 - Release Date:
 11/24/09 02:46:00
 
 
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Re: [hlds_linux] Left 4 Dead 2 Update Released

2009-11-21 Thread Brent Veal
I had all my achievements wiped out yesterday, but they all reappeared in
the first game I played after this update. Could be a complete coincidence
though.

On Sat, Nov 21, 2009 at 3:48 PM, Chris Boot bo...@bootc.net wrote:

 Jason,

 What I'd really like to know is when achievements will be fixed. It
 appears most of the members in my Steam group have their achievements
 regularly wiped off Steam Community (though they remain in game) and we
 have to earn them all over again almost on a daily basis. It's a bit
 demoralising when you get some of the more challenging ones like
 Guardin' Gnome or Bridge Burner...

 Cheers,
 Chris

 Jason Ruymen wrote:
  A required update for Left 4 Dead 2 is now available.  Please run
 hldsupdatetool to receive the update.  The specific changes include:
 
  - Fixed performance problem when rendering lots of decals, notably when
 fighting tanks with shotguns
  - Fixed rcon response not working on Linux dedicated servers
  - Fixed matchmaking problem matching into Advanced and Expert games
  - Fix bug that would cause other specials to try to pummel a player a
 Charger disconnects or reconnects
  - Fixed versus mode results panel being cut off in transition stats
 screen in non-english
  - Found games: fixed non-player entries drawing the wrong type of icon in
 the selected item name label
  - Game mode selector on main menu now takes keyboard input
 
  Jason
 
 
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Re: [hlds_linux] L4D2 Assertion Failed

2009-11-20 Thread Brent Veal
There is a beta SourceMod out for donors and some plugins are working for it

On Fri, Nov 20, 2009 at 12:07 PM, D3vilfish - Simiancage.org 
priv...@caterhamhill.net wrote:

 There are no plugins available for l4d2, yes you can run metamod but with
 no
 sourcemod whats the point?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of f0rkz
 Sent: 20 November 2009 19:36
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] L4D2 Assertion Failed

 What plugins are you using?

 -f0rkz

 On Fri, 2009-11-20 at 19:20 +, D3vilfish - Simiancage.org wrote:
  Anyone getting assertion failed infite loop crashing there servers and
 any
  idea what it is with the utlmemory?
 
  utlmemory.h (322) : Assertion Failed: IsIdxValid(i)
  D3v
 
 
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Re: [hlds_linux] L4D2 sv_cheats?

2009-11-20 Thread Brent Veal
For whatever reason, Valve patched out cheats in the demo shortly after it
was released. The only way to have cheats on is to just load a map locally.

On Fri, Nov 20, 2009 at 3:05 PM, E3pO e...@wmclan.net wrote:

 I'm running a L4D2 Demo server, and for some reason sv_cheats will not
 engage?

 sv_cheats 1
 Can't use cheats now; please exit to main menu and start your own listen
 server with map mapname so that you could enable cheats.

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Re: [hlds_linux] L4D2 host banner

2009-11-19 Thread Brent Veal
Yes, I believe that's what they're talking about. However, it seems that the
host.txt banner no longer displays on the scoreboard after the player
initially joins the server. I could be wrong on that, I havent looked very
closely myself.

On Thu, Nov 19, 2009 at 12:18 PM, E3pO e...@wmclan.net wrote:

 Nightbox wrote:
  Would to be good to do something for TF2.
 
  2009/11/19 Kyle Sanderson kyle.l...@gmail.com
 
 
  This would motivate me to put a couple servers up for L4D and L4D2.
 
  Kyle.
 
  On Thu, Nov 19, 2009 at 9:35 AM, Zuko zuc...@gmail.com wrote:
 
 
  +1 ;-)
 
  2009/11/19 Steffen Tronstad s...@nextgentel.com
 
 
  Signed.
 
  I am tired of playing L4D2 on 100ms+ servers, but I cant get my self
 to
 
  put
 
  some local norwegian servers unless we get something back for doing
 so.
 
 
 
 
  -Opprinnelig melding-
  Fra: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] På vegne av Saint K.
  Sendt: 19. november 2009 11:41
  Til: Half-Life dedicated Linux server mailing list
  Emne: [hlds_linux] L4D2 host banner
 
  Hi VALVe,
 
  We run a lot of public L4D2 servers. In return for this we'd really
  appreciate our host banner to return on the scoreboard tab. It's the
 
  only
 
  decent advertisement way.
 
  If the host banner does not return for whatever reason we'll have to
 go
  back to spamming text based adverts every few minutes in the chat,
 
  prolly
 
  not a situation you and I would like very much.
 
  Thanks for your time,
 
  Saint K.
 
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  --
  Żuko
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 I'm not 100% sure what you mean by banner? Don't they already have a
 third party hosting provided by build into the motd?
 srcds_628\left4dead2_demo\left4dead2\host.txt

 i'm new here, you can call me will.

 -Will

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Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

2009-11-17 Thread Brent Veal
Setting a search key will block a normal lobby, yes. Take the search_key out
of the cfg and you'll get lots of random lobbies joining your servers

On Tue, Nov 17, 2009 at 7:46 AM, Brian Stolz br...@tecnobrat.com wrote:

 From what I have read, sv_search_key makes it so your server is not
 available for matchmaking.  I could be wrong (documentation on this is
 really sketchy), but try without your sv_search_key and see what
 happens :)

 - Brian



 On Tue, Nov 17, 2009 at 7:37 AM, D4rKr0W 
 dark...@dpi-clan.orghttps://mail.google.com/mail?view=cmtf=0to=dark...@dpi-clan.org
 wrote:
  On Tue, Nov 17, 2009 at 3:16 PM, Eric Riemers 
  riem...@binkey.nlhttps://mail.google.com/mail?view=cmtf=0to=riem...@binkey.nl
 wrote:
 
  dont set a game mode in the config, just connect to it with the lobby
 and
  it will change to what you want to play..
 
  just like it was in l4d..
 
  my simplistic config:
 
  --- snip ---
  hostname [EU] Lethal-Zone.eu L4D2
 
  rcon_password xx
  sv_steamgroup 
  --- snip ---
 
  and then they started to fill up rapidly, with coop and versus games.
 
 
  Any reasonable explaination for the fact that adding more settings to
  the server.cfg blocks them from getting new clients connecting?
 
  I accidentally started 3 forks without specifying a .cfg to load, and
  they became immediately full. Once i got rid of the error and put up
  a better .cfg (attached) and started up the forks again, well..
  they've been empty since now.
 
  //Host Name
  hostname my fork #1
  // Rcon Cvars
  rcon_password xx //Set.s remote
  control password
 
  // Server password
  sv_password 
 
  // Difficulty of the current game  (easy, normal, hard, impossible)
  z_difficulty normal
 
  sv_search_key dpiclan
  sv_contact 
  i...@dpi-clan.orghttps://mail.google.com/mail?view=cmtf=0to=i...@dpi-clan.org
 //Contact email for server sysop
  sv_downloadurl  //Location from which clients can download missing
 files
 
  sv_steamgroup mysteamgroupid //this is your group.s steam group id..
  allows members to join from main menu add
  //sv_steamgroup_exclusive 1 //to make it exclusive and private
  sv_allow_lobby_connect_only 0 //if set, players may only join this
  server from matchmaking lobby, may not connect directly.
 
  // Server Cvars
  mp_disable_autokick 0 //Prevents a userid from being auto-kicked
  sv_allow_color_correction 1 //Allow or disallow clients to use color
  correction on this server.
  sv_allow_wait_command 0 //Allow or disallow the wait command on
  clients connected to this server.
  sv_alltalk 0 //Players can hear all other players, no team restrictions
  sv_alternateticks 0 //If set, server only simulates entities on even
  numbered ticks.
  sv_cheats 0 //Allow cheats on server
  sv_clearhinthistory 1 //Clear memory of server side hints displayed to
  the player.
  sv_consistency 1 //Whether the server enforces file consistency for
  critical files
 
  // Lan or internet play, Server region cvars
  sv_lan 0 //Server is a lan server ( no heartbeat, no authentication,
  no non-class C addresses )
  //sv_region 3  // Region Codes: 0 - US East coast, 1 - US West coast,
  2 - South America, 3 - Europe, 4 - Asia, 5 - Australia, 6 - Middle
  East, 7 - Africa, 255 - world
 
  // Server Logging
  sv_log_onefile 0 //Log server information to only one file.
  sv_logbans 1 //Log server bans in the server logs.
  sv_logecho 0 //Echo log information to the console.
  sv_logfile 1 //Log server information in the log file.
  sv_logflush 0 //Flush the log file to disk on each write (slow).
  sv_logsdir logs //Folder in the game directory where server logs
  will be stored.
 
  //Server Rates
  sv_maxcmdrate 66 //(If sv_mincmdrate is  0), this sets the maximum
  value for cl_cmdrate.
  sv_unlag 1
  sv_maxunlag .5
 
  // Exec configs
  exec banned.cfg
  exec listip.cfg
 
  --
  Davide Mirtillo aka DPI - D4rKr0W
  http://www.dpi-clan.org
  http://steamcommunity.com/groups/DemolitionandPyromaniac
 
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Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

2009-11-16 Thread Brent Veal
My server is responding to HLSW just fine

On Mon, Nov 16, 2009 at 9:16 PM, Ryan Davis rdavis...@verizon.net wrote:

 HLSW access is still broken.

 -Original Message-
 From: 
 hlds_linux-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Joshua Smith
 Sent: Tuesday, November 17, 2009 12:12 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available

 Is rcon working for anyone else? I'm able to start the server, get VAC
 secured no problem at console but rcon at least through hlsw is
 non-existent?

 On Mon, Nov 16, 2009 at 8:59 PM, David Parker 
 dpar...@utica.eduhttps://mail.google.com/mail?view=cmtf=0to=dpar...@utica.edu
 wrote:

  If you put sv_gametypes in the config file for a fork and only specify
 one
  game type, I think that will work.
 
  - Dave
 
  - Original Message -
  From: Ryan Davis 
  rdavis...@verizon.nethttps://mail.google.com/mail?view=cmtf=0to=rdavis...@verizon.net
 
  Date: Monday, November 16, 2009 11:27 pm
  Subject: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available
  To: 'Half-Life dedicated Linux server mailing list' 
  hlds_linux@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds_li...@list.valvesoftware.com
 
 
   Why did you guys disable
  
   mp_gamemode versus or whatever etc. again?
  
   I can't seem to figure out how to spawn forks with certain game modes.
  
  
  
   -Original Message-
   From: 
   hlds_linux-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds_linux-boun...@list.valvesoftware.com
   [mailto:hlds_linux-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of
   Ryan Davis
   Sent: Monday, November 16, 2009 10:59 PM
   To: 'Half-Life dedicated Linux server mailing list'
   Subject: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available
  
   Much love.
  
   Have they moved that to the command line startup with the
   sv_gametypes?
  
  
  
   -Original Message-
   From: 
   hlds_linux-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds_linux-boun...@list.valvesoftware.com
   [mailto:hlds_linux-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of
   Richard Eid
   Sent: Monday, November 16, 2009 10:51 PM
   To: Half-Life dedicated Linux server mailing list
   Subject: Re: [hlds_linux] Left 4 Dead 2 Dedicated Server Available
  
   I heard you like pastebins, so here's the console output of cvarlist:
  
   http://pastebin.com/m2a45fcbd
  
   As for the modes, if you mean sv_gametypes, your selections are:
  
   coop,realism,survival,versus,teamversus,scavenge,teamscavenge
  
  
   -Richard Eid
  
  
   On Mon, Nov 16, 2009 at 10:37 PM, Ryan Davis
   rdavis...@verizon.nethttps://mail.google.com/mail?view=cmtf=0to=rdavis...@verizon.net
 wrote:
  
Any ideas on new cvars and how to launch servers with the
   different modes?
   
-Original Message-
From: 
hlds_linux-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds_linux-boun...@list.valvesoftware.com]
 On Behalf
   Of Jason
Ruymen
Sent: Monday, November 16, 2009 8:13 PM
To: 
'h...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=h...@list.valvesoftware.com';
 'Half-Life dedicated Linux server
mailing
list'
Subject: [hlds_linux] Left 4 Dead 2 Dedicated Server Available
   
The Left 4 Dead 2 Dedicated Server files are now available on
   Steam.  Use
the game name left4dead2 from hldsupdatetool to download
   them.  These
   are
not the final set of files, so there will be another small
   update before
the
game is released.
   
Jason
   
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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 9.0.707 / Virus Database: 270.14.67/2505 - Release
   Date: 11/16/09
14:53:00
   
   
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Re: [hlds_linux] L4D2 demo bots take up player slots

2009-10-29 Thread Brent Veal
I've noticed the same, however when it's 4/4 with less than 4 human players,
there's no problem with other people joining. It will temporarily bump up to
5/4, then the survivor bot will be booted once the player takes over.

On Thu, Oct 29, 2009 at 8:14 AM, David A. Parker dpar...@utica.edu wrote:

 Hello,

 I've had several people mention to me that L4D2 bots seem to take up
 player slots on a server once a game has started.  For example, if I am
 playing on a server by myself (with 3 AI bots) and then one of my
 friends tries to join, he gets a message saying that the server is full.
  Has anyone else seen this?

 - Dave

 --

 Dave Parker
 Utica College
 Integrated Information Technology Services
 (315) 792-3229
 Registered Linux User #408177

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Re: [hlds_linux] Left 4 Dead 2 server pre-load availability?

2009-10-27 Thread Brent Veal
Well the PC boxart for the presale that was printed weeks ago said the demo
goes live at 11PM PST. It's possible that the 1PM PST time listed on the
events page was a typo.


On Tue, Oct 27, 2009 at 4:07 PM, DontWannaName! ad...@topnotchclan.comwrote:

 I doubt that they are going to release the demo at 11pm, I suspect they did
 that because its still considered today and they can change it to be
 earlier
 so the popup comes up at the right time. 11pm PDT at the latest.

 On Tue, Oct 27, 2009 at 3:38 PM, Richard GrosJean 
 richard.grosj...@gmail.com wrote:

  Hey stupid, know your timezone!
 
  So the new release is eight hours away I take it. Not enough time to get
  the
  Linux bins out I take it. :'-(
 
  On Wed, Oct 28, 2009 at 12:30 AM, Richard GrosJean 
  richard.grosj...@gmail.com wrote:
 
   New release date of the pre-order demo appears to be the 28th of
 October
  at
   8:00.
  
   http://steamcommunity.com/games/L4D2/events/55327883716288366
  
   Valve time. Always loved. Always pesky.
  
  
   On Tue, Oct 27, 2009 at 10:58 PM, Jay Deiman j...@splitstreams.com
  wrote:
  
   Dan Offord wrote:
I spoke to both Chet  Mike today, they said the dedicated server
  would
   be
for Linux would be out after Tuesday, but the windows dedicated
  server
would be out at the same time as the demo
  
   Good to know.  Thanks Dan.
  
   Jay
  
   --
   Jay Deiman
  
   \033:wq!
  
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   --
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   richard.grosj...@gmail.com
  
 
 
 
  --
  Richard GrosJean
  richard.grosj...@gmail.com
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Re: [hlds_linux] Allowing spectators

2009-10-23 Thread Brent Veal
The Left 4 Downtown sourcemod extension will allow you to accomplish what
you want


On Fri, Oct 23, 2009 at 2:48 PM, Russell Jones rjo...@eggycrew.com wrote:

 What's the secret cvar formula for allowing spectators in a coop game
 that is full? I've tried changing sv_visiblemaxplayers to 5 but still
 cannot join a server that has 4 people in it.

 Thanks

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Re: [hlds_linux] L4D Versus server

2009-10-22 Thread Brent Veal
if you're setting sv_gametypes, I believe the value should be versus, not
vs. Also try setting mp_gamemode to versus and see if that works.
Although it should really switch to versus right away as soon as you join
from a vs lobby

On Thu, Oct 22, 2009 at 12:44 PM, [ЯтR] The-/iller 
kil...@righttorule.com wrote:

 Are you connecting directly or through a lobby?

 Nevermore wrote:
  My sv_gametypes is set to vs
 
 
  El jue, 22-10-2009 a las 15:32 -0400, [ЯтR] The-/
 
  check your sv_gametypes variable
  Nevermore wrote:
 
  Hi!
  I spent last evening trying to get my l4d server in versus mode.
 
  I first changed to a vs map, and nothing... It was still coop.
  Then changed mapcycle, maplist and missioncycle only with vs maps.
 
  But server is still in coop mode.
  How do i setup my server for Versus?
  And once it is versus, how do i setup it to do not allow other modes?
 
  Thank you
 
 
 
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Re: [hlds_linux] sv_gametypes not obeyed in L4D?

2009-10-07 Thread Brent Veal
It appears that's been broken since the Crash Course update

On Wed, Oct 7, 2009 at 11:43 AM, Mikael Pedersen gummikyll...@ejberg.dkwrote:

 Hi.
 I've just seen two of my L4D servers running survival mode, despite
 having it set to this:
 sv_gametypes coop,versus

 Is this a known bug after the last update?

 Regards,
 Mikael

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Re: [hlds_linux] Recent update broke all TEN of my l4d servers

2009-10-02 Thread Brent Veal
I've had no problems at all since I updated sourcemod to 1.3-2809. Try
running the server without sourcemod or metamod and see if it stays up.

On Fri, Oct 2, 2009 at 11:02 AM, Russell Jones rjo...@eggycrew.com wrote:

 Thanks Valve

 Sourcemod and Metamod are the latest versions. All ten of my l4d servers
 won't stay up past the first few minutes. The logs don't show anything
 worth posting, they just stop with no errors.

 Any ideas?

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Re: [hlds_linux] L4D bots showing up as players

2009-10-01 Thread Brent Veal
I've seen this for a long time now

On Thu, Oct 1, 2009 at 1:52 PM, David A. Parker dpar...@utica.edu wrote:

 Hello,

 I have had a few forks report bots as players in A2S_PLAYER queries
 today.  They show the four actual players, plus players like Boomer
 and Hunter.  Each bot has a score of zero and looks like it has been
 connected since the beginning of the game.  The number of players is
 reported correctly in an A2S_INFO query.

 I never saw this happen before the last update.  Has anyone else seen this?

 - Dave

 --

 Dave Parker
 Utica College
 Integrated Information Technology Services
 (315) 792-3229
 Registered Linux User #408177

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Re: [hlds_linux] L4D bots showing up as players

2009-10-01 Thread Brent Veal
It's been happening in my servers ever since around the Survival update I
think

On Thu, Oct 1, 2009 at 5:39 PM, David A. Parker dpar...@utica.edu wrote:

 I'm now seeing bots of both survivors and zombies sticking around in the
 A2S_PLAYER response.  It appears that some of them are staying in the
 list between game changes.  I have one fork which lists 8 bots and 4
 players, and the bots have all been connected for 1 hour and 30 minutes
 while the longest connection time for one of the players is 50 minutes.
  It also looks like survivor bots aren't always removed from the list
 once they are taken over by players.  I have another fork running a
 co-op game which lists 4 players, and Zoey.  This definitely did not
 happen before the Crash Course update.

 - Dave

 David A. Parker wrote:
  It's just odd that these bots do not get included in the player count
  returned by A2S_INFO, but show up in the A2S_PLAYER response.  I look at
  a server that says it has 4 players on it, and then I check the player
  list and see six entries (4 players and 2 bots).
 
  Jonah Hirsch wrote:
  I've only seen this since the crash course update. It's rather
  annoying, since some stats services, like gametracker, think the
  server is always full on coop cause of the bots.
 
  It's also kind of annoying in HLSW, since you have to sift through all
  the bots (especially n survival) to find th humans. It's not SO
  annoying, but it's slightly inconvenient.
  On Thursday, October 1, 2009, Brent Veal 
  naslund.fan...@gmail.comhttps://mail.google.com/mail?view=cmtf=0to=naslund.fan...@gmail.com
 wrote:
  I've seen this for a long time now
 
  On Thu, Oct 1, 2009 at 1:52 PM, David A. Parker 
  dpar...@utica.eduhttps://mail.google.com/mail?view=cmtf=0to=dpar...@utica.edu
 wrote:
 
  Hello,
 
  I have had a few forks report bots as players in A2S_PLAYER queries
  today.  They show the four actual players, plus players like Boomer
  and Hunter.  Each bot has a score of zero and looks like it has been
  connected since the beginning of the game.  The number of players is
  reported correctly in an A2S_INFO query.
 
  I never saw this happen before the last update.  Has anyone else seen
 this?
 
  - Dave
 
  --
 
  Dave Parker
  Utica College
  Integrated Information Technology Services
  (315) 792-3229
  Registered Linux User #408177
 
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 --

 Dave Parker
 Utica College
 Integrated Information Technology Services
 (315) 792-3229
 Registered Linux User #408177

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Re: [hlds_linux] Left 4 Dead Update Available

2009-09-30 Thread Brent Veal
When I try to change the gamemode using mp_gamemode, it doesnt work and
returns unknown command. However, I run a few plugins that use mp_gamemode
to function, and they're all operating properly as far as I can see.


On Wed, Sep 30, 2009 at 9:17 AM, ics i...@ics-base.net wrote:

 mp_gamemode
 Unknown command mp_gamemode

 Are you sure it's made available? Fully updated server just now and
 still that command doesn't work. Also right now a server marked
 sv_gametypes coop,survival is running a versus game so is the lobby
 system really obeying gametypes properly?

 -ics

 Jason Ruymen kirjoitti:
  A new, highly recommended Left 4 Dead update is now available.  Please
 run hldsupdatetool to receive the update.  The specific changes include:
 
  - Made the variable mp_gamemode available again. Note that you can also
 load maps directly with different game modes by specifying it in the map
 command. For example, map l4d_garage01_alleys versus will set mp_gamemode
 versus for you automatically and load the first map of Crash Course
  - Added mm_dedicated_force_servers to allow specification of a list of
 dedicated server addresses manually used for searching
 (ms_force_dedicated_server is depreciated)
  - Updated shared libraries and DLLs preventing dedicated servers listing
 correctly, appearing on Steam groups, and being found via sv_search_key
 
  Jason
 
 
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Re: [hlds_linux] Left 4 Dead Update Available

2009-09-30 Thread Brent Veal
In VS mode, it seems that the server crashes 50% of the time when someone is
incapped, especially by a witch. Right before it crashes, the last line in
the console log is always someone getting incapped. This is happening with
the most recent SourceMod and no extra plugins at all.


On Wed, Sep 30, 2009 at 9:42 AM, Alexander Bienzeisler ch...@amd.co.atwrote:

 I tried to sum up what I did to fix all this, hope it works for you. Oh,
 and hi! ;)

 http://forums.steampowered.com/forums/forumdisplay.php?f=130

  I pretty sure it's still broken.
 
  I received another update this morning, but it was only dll files (on a
  linux server).
 
  Jonah Hirsch
  ---
 
 
  On Wed, Sep 30, 2009 at 9:17 AM, ics i...@ics-base.net wrote:
 
 
  mp_gamemode
  Unknown command mp_gamemode
 
  Are you sure it's made available? Fully updated server just now and
  still that command doesn't work. Also right now a server marked
  sv_gametypes coop,survival is running a versus game so is the lobby
  system really obeying gametypes properly?
 
  -ics
 
  Jason Ruymen kirjoitti:
 
  A new, highly recommended Left 4 Dead update is now available.  Please
 
  run hldsupdatetool to receive the update.  The specific changes include:
 
  - Made the variable mp_gamemode available again. Note that you can
 also
 
  load maps directly with different game modes by specifying it in the map
  command. For example, map l4d_garage01_alleys versus will set
 mp_gamemode
  versus for you automatically and load the first map of Crash Course
 
  - Added mm_dedicated_force_servers to allow specification of a list
 of
 
  dedicated server addresses manually used for searching
  (ms_force_dedicated_server is depreciated)
 
  - Updated shared libraries and DLLs preventing dedicated servers
 listing
 
  correctly, appearing on Steam groups, and being found via sv_search_key
 
  Jason
 
 
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  please visit:
 
  http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 
 
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Re: [hlds_linux] Left 4 Dead Update Available

2009-09-29 Thread Brent Veal
My server seems to have updated just fine, but now it wont come online at
all

On Tue, Sep 29, 2009 at 11:42 AM, Evaldas, GameConnect 
hlds_li...@gameconnect.lt wrote:

 Auto detecting CPU
 Using SSE2 Optimised binary.
 Server will auto-restart if there is a crash.
 Running a benchmark to measure system clock frequency...
 Finished RDTSC test. To prevent the startup delay from this benchmark, set
 the environment variable RDTSC_FREQUENCY to 2826.00 on this system.
 This
 value is dependent upon the CPU clock speed and architecture and should be
 determined separately for each server. The use of this mechanism for timing
 can be disabled by setting RDTSC_FREQUENCY to 'disabled'.
 #
 #Console initialized.
 Unable to remove /data/game/l4d_1/l4d/left4dead/addonlist.txt!
 #Unable to remove /data/game/l4d_1/l4d/left4dead/addonlist.txt!
 #Shutdown function Sys_ShutdownAuthentication() not in list!!!
 #Shutdown function Host_Shutdown() not in list!!!
 #Shutdown function Decal_Shutdown() not in list!!!
 #Shutdown function modelloader-Shutdown() not in list!!!
 #Shutdown function ShutdownStudioRender() not in list!!!
 #Shutdown function StaticPropMgr()-Shutdown() not in list!!!
 #Shutdown function ShutdownMaterialSystem() not in list!!!
 #Shutdown function HLTV_Shutdown() not in list!!!
 #Shutdown function g_Log.Shutdown() not in list!!!
 #Shutdown function g_GameEventManager.Shutdown() not in list!!!
 #Shutdown function g_pMaster-Shutdown() not in list!!!
 #Shutdown function missionmanager-Shutdown() not in list!!!
 #Shutdown function g_pSteamSocketMgr-Shutdown() not in list!!!
 #Shutdown function sv.Shutdown() not in list!!!
 #Shutdown function NET_Shutdown() not in list!!!
 #Shutdown function Filter_Shutdown() not in list!!!
 #Shutdown function COM_Shutdown() not in list!!!
 #Shutdown function g_pCVar-Shutdown() not in list!!!
 #Shutdown function Cmd_Shutdown() not in list!!!
 #Shutdown function Cbuf_Shutdown() not in list!!!
 #Shutdown function Con_Shutdown() not in list!!!
 #Shutdown function Memory_Shutdown() not in list!!!
 #Shutdown function Sys_ShutdownMemory() not in list!!!
 #Shutdown function Sys_Shutdown() not in list!!!
 Tue Sep 29 21:38:54 EEST 2009: Server Quit



 Any ideas?

 - Original Message -
 From: Jason Ruymen jas...@valvesoftware.com
 To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com;
 hlds_annou...@list.valvesoftware.com
 Sent: Tuesday, September 29, 2009 8:59 PM
 Subject: [hlds_linux] Left 4 Dead Update Available


 A required update for Left 4 Dead has been released.  Please run
 hldsupdatetool to receive the update.  The specific changes include:
 
  - A new campaign, Crash Course, is now available for play in Campaign,
  Versus and Survival modes
  - In Versus mode, all weapons, pills, health packs, molotovs, pipe bombs
  and other items will now be identical for the second round of a chapter
  - Matchmaking has had several improvements to make finding and joining
  games even faster
  - Ten all new Crash Course achievements have been added
 
  Jason
 
 
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  please visit:
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Re: [hlds_linux] Search key broken again?

2009-09-29 Thread Brent Veal
I havent tested it, but I'm told that ms_force_dedicated_server has had the
cheat flag reapplied to it, so you just need to turn cheats to 1 again
before entering it into console.

On Tue, Sep 29, 2009 at 2:54 PM, Ommand omm...@gmail.com wrote:

 I'm having the very same issue.

 Jonah Hirsch wrote:
  So it seems something's wrong with the search key again, at least for me.
 
  server: sv_search_key = 1015,key:MYKEYHERE
 
  client: sv_search_key = MYKEYHERE
 
 
  I have no luck finding any of my 25 forked servers.
 
  I tried ms_force (with sv_cheats on locally), to no effect.
 
 
  What's REALLY annoying, is now instead of ASKING if you want to host a
 local
  game, it just does it automatically.
 
  Anyone having any issues with their search key? or just me?
 
  Jonah Hirsch
  ---
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Re: [hlds_linux] [hlds] Left 4 Dead Update Available

2009-09-29 Thread Brent Veal
Server is crashing randomly. Could possibly be a plugin issue, but nothing
is really saying anything in the logs

On Tue, Sep 29, 2009 at 8:56 PM, Ook ooksser...@zootal.com wrote:

 Crashes left and right under Winbloze. I haven't removed/updated my plugins
 to see if they are the cause. For now my server is shut off until I have
 time to deal with it.

 - Original Message -
 From: Vaughan Reid 
 vau...@gmail.comhttps://mail.google.com/mail?view=cmtf=0to=vau...@gmail.com
 
 To: 
 hlds_linux@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds_li...@list.valvesoftware.com
 
 Sent: Tuesday, September 29, 2009 7:47 PM
 Subject: Re: [hlds_linux] [hlds] Left 4 Dead Update Available


  Getting Segmentation Faults across all of our servers since this most
  recent
  update. Anyone else experiencing this issue?
 
  Vaughan
 
  -Original Message-
  From: 
  hlds-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds-boun...@list.valvesoftware.com]
 On Behalf Of Jason Ruymen
  Sent: Wednesday, 30 September 2009 9:05 AM
  To: 
  'hlds_linux@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds_li...@list.valvesoftware.com';
 'h...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=h...@list.valvesoftware.com
 ';
  'hlds_annou...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds_annou...@list.valvesoftware.com
 '
  Subject: [hlds] Left 4 Dead Update Available
 
  A new, highly recommended Left 4 Dead update is now available.  Please
 run
  hldsupdatetool to receive the update.  The specific changes include:
 
  - Made the variable mp_gamemode available again. Note that you can also
  load maps directly with different game modes by specifying it in the map
  command. For example, map l4d_garage01_alleys versus will set
  mp_gamemode
  versus for you automatically and load the first map of Crash Course
  - Added mm_dedicated_force_servers to allow specification of a list of
  dedicated server addresses manually used for searching
  (ms_force_dedicated_server is depreciated)
  - Updated shared libraries and DLLs preventing dedicated servers listing
  correctly, appearing on Steam groups, and being found via sv_search_key
 
  Jason
 
 
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  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
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Re: [hlds_linux] L4D Versus Difficulty

2009-09-14 Thread Brent Veal
Very rarely. Doesn't happen enough for me to be able to figure out if it's a
bug in the game or if there's a conflict with one of my plugins

On Mon, Sep 14, 2009 at 6:41 AM, gulfy32 gulf...@gmail.com wrote:

 Has anyone else had issues with 2 or 3 tanks spawning per level in L4D.
 Either for both teams or just one?  We had this issue a while back but it
 hasn't happened in 3-4 months.  Running Debian 5 with L4D running
 sourcemod.  I don't have any cvars that would change any of these settings
 nor have I messed with any of the settings before.
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Re: [hlds_linux] Team Fortress 2 Update Available

2009-09-03 Thread Brent Veal
At the moment, Valve only cares if you use an external program to grind the
weapons. Sitting in a server should cause no problems

On Thu, Sep 3, 2009 at 1:21 PM, w4rezz w4r...@zaparit.cz wrote:

 so all your weapons will be deleted. muhaha

 2009/9/3 Philip Bembridge philipbembri...@gmail.com:
  yep, already got my old laptop automatically idling when I'm not logged
 in
  :-)
 
  2009/9/3 Brent Veal naslund.fan...@gmail.com
 
  achievement_idle makes its triumphant return

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Re: [hlds_linux] Team Fortress 2 Update Available

2009-09-02 Thread Brent Veal
achievement_idle makes its triumphant return

On Wed, Sep 2, 2009 at 4:00 PM, FPSB | Goerge brutalgoerge...@gmail.comwrote:

 now people are going to idle on normal servers... GG valve

 On Wed, Sep 2, 2009 at 4:56 PM, Nightbox alexandrualexa...@gmail.com
 wrote:

  http://www.tf2.com/post.php?id=2787
 
  Anti Idle...
 
  2009/9/3 Jason Ruymen jas...@valvesoftware.com
 
   A required update for Team Fortress 2 is now available.  Please run
   hldsupdatetool to receive it.  The specific changes include:
  
   - Fixed not on camera object particle effects appearing while
  spectating
   in-eyes, and not appearing when in thirdperson
   - Fixed inventory bug that caused some item pickups not to be shown
   - Added support for client explanations of backend inventory
 manipulation
  
   Jason
  
  
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Re: [hlds_linux] Just out of curiosity

2009-08-24 Thread Brent Veal
I've heard people complain occasionally about the odd lag spike on my TF2
server this past weekend.



On Mon, Aug 24, 2009 at 10:08 AM, Ook ooksser...@zootal.com wrote:

 Is this something relatively new? Players on my OP4 server just this last
 week started complaining about lag spikes. I've watched it occur and there
 is no unusual cpu or bandwidth consumption that could explain it. Nothing
 that I can see - the server just lags for a brief period of time.

 - Original Message -
 From: ics i...@ics-base.net
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.valvesoftware.com
 Sent: Monday, August 24, 2009 9:50 AM
 Subject: [hlds_linux] Just out of curiosity


  Is anyone having somewhat random lag spikes on their CSS/TF2 servers?
  Those of you who have followed up on this list are aware of the common
  issue which we all still have, the VAC related 1-2 sec lag spikes with
  every 5 mins that still occur. Now i have to wonder, is anyone of you
  having similiar random lagspikes in addition to the every 5 min
  lagspike? Because everything else seems fine, network, server and
  everything in it. These are most detectable with servers having more
  than 20+ players on TF2 and 30+ players on CS Source. Somehow i have
  this feeling that there is something going on that i can't fix.
 
  -ics
 
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Re: [hlds_linux] versus server score 0

2009-07-27 Thread Brent Veal
what plugins are you using

On Mon, Jul 27, 2009 at 9:24 PM, Cc2iscooL cc2isc...@gmail.com wrote:

 Have you tried with Sourcemod off? It's likely a plugin, I've not seen this
 issue before. Turn it off, try playing a few times without it, if it works,
 load up Sourcemod with default plugs only and add them until the problem
 recurs.

 Good luck!

 --
 Cc2iscooL
 Head Admin/Owner
 http://www.cc2iscool.com


 On Mon, Jul 27, 2009 at 11:13 PM, Russell Jones 
 rjo...@eggycrew.comhttps://mail.google.com/mail?view=cmtf=0to=rjo...@eggycrew.com
 wrote:

  This is a left4dead dedicated vs server with only sourcemod installed.
  For some reason on more matches than not, the scores will be 0 for the
  survivors. Any idea what causes this?
 
  Thanks
 
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Re: [hlds_linux] Joining your own server for l4d vs game

2009-07-05 Thread Brent Veal
Are you changing sv_gametypes in your server config? Doesn't sound like
that'd be the problem though if random lobbies correctly change the
server...



On Sat, Jul 4, 2009 at 11:00 PM, Russell Jones rjo...@eggycrew.com wrote:

 I don't want the servers to be exclusive. I don't mind the public using
 them, it's just that even when using ms_force_dedicated_server is set,
 or even a search key is set, when you join from the lobby it stays in
 coop mode instead of going to vs mode.

 That's the problem, I don't understand why it won't switch itself to vs
 mode.



 Ravnox wrote:
  1. Don't set the game type so that it is set by the lobby.
  2. Set your Steam group and make it exclusive so that the lobby won't
  randomly send players to your server unless there is already a game in
  progress.
  ( sv_steamgroup 12345 and sv_steamgroup_exclusive 1 )
 
  I use ms_force... this way.
 
  --
  Ravnox
 
 
  Quoting Russell Jones 
  rjo...@eggycrew.comhttps://mail.google.com/mail?view=cmtf=0to=rjo...@eggycrew.com
 :
 
 
  So, what is the correct way of joining your own server for an l4d vs
  game? I can't seem to get it to work right.
 
  When I make a lobby and set ms_force_dedicated_server to my server's IP
  address, if the server is in coop mode it won't switch itself over, it
  stays in coop and the last 4 people get put on as spectator.
 
  However, if it is in coop mode and random pubbers end up on it from a
  lobby, it switches itself over to vs mode correctly.
 
  What am I missing here?
 
  Thanks!
 
 
 
 
 
 
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Re: [hlds_linux] l4d steamgroup exclusive behavior after 6/25 update

2009-06-28 Thread Brent Veal
There have been a few people saying that its not working since the last
update. You could always set a sv_search_key to keep it private and only
your private lobbys can access the server.


On Sun, Jun 28, 2009 at 9:08 AM, Никита Булаев [Nikita Bulaev] 
djfireb...@gmail.com wrote:

 After updating my l4d servers my steamgroup exclusive settings are no
 longer
 working. After restart my servers immediately filled up with public
 players.
 \what's the problem?

 - Linux Dedicated server
 - version 1.0.1.4 3881
 sv_steamgroup set to my number
 sv_steamgroup_exclusive 1
 sv_allow_lobby_connect 0
 sv_gametypes coop,versus,survival

 Nikita
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Re: [hlds_linux] l4d steamgroup exclusive behavior after 6/25 update

2009-06-28 Thread Brent Veal
If you have a search key set, then a lobby can only access it if they know
the key. Our group has 5 servers that are kept private just by simply having
the search key enabled on them

2009/6/28 Ronny Schedel i...@ronny-schedel.de


 The search key has nothing to do with setting it private, it is just a
 search key for the lobby leader to find a suitable server. To make a server
 private there is only the variable sv_steamgroup_exclusive, which does not
 seem to work now.


  There have been a few people saying that its not working since the last
  update. You could always set a sv_search_key to keep it private and only
  your private lobbys can access the server.
 
 
  On Sun, Jun 28, 2009 at 9:08 AM, Никита Булаев [Nikita Bulaev] 
  djfireb...@gmail.comhttps://mail.google.com/mail?view=cmtf=0to=djfireb...@gmail.com
 wrote:
 
  After updating my l4d servers my steamgroup exclusive settings are no
  longer
  working. After restart my servers immediately filled up with public
  players.
  \what's the problem?
 
  - Linux Dedicated server
  - version 1.0.1.4 3881
  sv_steamgroup set to my number
  sv_steamgroup_exclusive 1
  sv_allow_lobby_connect 0
  sv_gametypes coop,versus,survival
 
  Nikita
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Re: [hlds_linux] l4d steamgroup exclusive behavior after 6/25 update

2009-06-28 Thread Brent Veal
With the search key on, our servers are only used by our members. With the
search key off, the server will fill with a public lobby pretty much
instantly. I'm not sure why it wouldn't work that way for your servers, but
that's how it works for us and most other server admins I've talked to.

2009/6/28 Ronny Schedel i...@ronny-schedel.de


 Everyone can access the servers with a search key set. It is only what the
 name says, a search key. We run 10 server with a search key set, and the
 servers are used from public players also. The search key offers the lobby
 leader to only search servers with this search key set, the servers remains
 still public and open to everyone.


  If you have a search key set, then a lobby can only access it if they
 know
  the key. Our group has 5 servers that are kept private just by simply
  having
  the search key enabled on them
 
  2009/6/28 Ronny Schedel 
  i...@ronny-schedel.dehttps://mail.google.com/mail?view=cmtf=0to=i...@ronny-schedel.de
 
 
 
  The search key has nothing to do with setting it private, it is just a
  search key for the lobby leader to find a suitable server. To make a
  server
  private there is only the variable sv_steamgroup_exclusive, which does
  not
  seem to work now.
 
 
   There have been a few people saying that its not working since the
 last
   update. You could always set a sv_search_key to keep it private and
   only
   your private lobbys can access the server.
  
  
   On Sun, Jun 28, 2009 at 9:08 AM, Никита Булаев [Nikita Bulaev] 
   djfireb...@gmail.comhttps://mail.google.com/mail?view=cmtf=0to=djfireb...@gmail.com
 https://mail.google.com/mail?view=cmtf=0to=djfireb...@gmail.com
  wrote:
  
   After updating my l4d servers my steamgroup exclusive settings are no
   longer
   working. After restart my servers immediately filled up with public
   players.
   \what's the problem?
  
   - Linux Dedicated server
   - version 1.0.1.4 3881
   sv_steamgroup set to my number
   sv_steamgroup_exclusive 1
   sv_allow_lobby_connect 0
   sv_gametypes coop,versus,survival
  
   Nikita
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Re: [hlds_linux] l4d steamgroup exclusive behavior after 6/25 update

2009-06-28 Thread Brent Veal
No, if the server has a search key set, then the only way a lobby can access
it is if the leader inputs the correct key. No random lobby will find it
otherwise. It's been like that pretty much since day 1. Stevo was correct in
that if the lobby leader has a blank search key, he will only search for
servers that also have a blank search key. In fact there's been a number of
discussions on this list on how to work around having a search key on your
server as well as letting public lobbys access the server since it doesn't
work that way by default.


2009/6/28 Ronny Schedel i...@ronny-schedel.de


 No, if the client has an empty search key, the master server will respond
 with any server. If the client sets a search key, the master server will
 only respond with servers with the same search key. It acts like the normal
 Steam game browser filters, where you can filter by map name, region or
 game. If you don't set the filter, you get every single server in the
 world.
 To understand it better, you should consider the search key as a filter.


  Servers have a default search key of  (blank), as do the clients.
  Therefore, server search is restricted to servers with blank search
  keys, since  == . So it does effectively make the server private to
  those who know the key. That is until the game starts, which then lets
  anyone join any free slots.
 
  Ronny Schedel wrote:
  If you don't trust me, you just have to read and understand the
  description
  of this variable:
 
  When searching for a dedicated server from lobby, restrict search to
 only
  dedicated servers having the same sv_search_key.
 
 
 
 
  With the search key on, our servers are only used by our members. With
  the
  search key off, the server will fill with a public lobby pretty much
  instantly. I'm not sure why it wouldn't work that way for your servers,
  but
  that's how it works for us and most other server admins I've talked to.
 
  2009/6/28 Ronny Schedel 
  i...@ronny-schedel.dehttps://mail.google.com/mail?view=cmtf=0to=i...@ronny-schedel.de
 
 
 
  Everyone can access the servers with a search key set. It is only what
  the
  name says, a search key. We run 10 server with a search key set, and
  the
  servers are used from public players also. The search key offers the
  lobby
  leader to only search servers with this search key set, the servers
  remains
  still public and open to everyone.
 
 
 
  If you have a search key set, then a lobby can only access it if they
 
  know
 
  the key. Our group has 5 servers that are kept private just by simply
  having
  the search key enabled on them
 
  2009/6/28 Ronny Schedel
  i...@ronny-schedel.dehttps://mail.google.com/mail?view=cmtf=0to=i...@ronny-schedel.de
 https://mail.google.com/mail?view=cmtf=0to=i...@ronny-schedel.de
 
 
 
  The search key has nothing to do with setting it private, it is just
  a
  search key for the lobby leader to find a suitable server. To make a
  server
  private there is only the variable sv_steamgroup_exclusive, which
  does
  not
  seem to work now.
 
 
 
  There have been a few people saying that its not working since the
 
  last
 
  update. You could always set a sv_search_key to keep it private and
  only
  your private lobbys can access the server.
 
 
  On Sun, Jun 28, 2009 at 9:08 AM, Никита Булаев [Nikita Bulaev] 
  djfireb...@gmail.comhttps://mail.google.com/mail?view=cmtf=0to=djfireb...@gmail.com
 https://mail.google.com/mail?view=cmtf=0to=djfireb...@gmail.com
 
  https://mail.google.com/mail?view=cmtf=0to=djfireb...@gmail.com
 
  wrote:
 
  After updating my l4d servers my steamgroup exclusive settings are
  no
  longer
  working. After restart my servers immediately filled up with
 public
  players.
  \what's the problem?
 
  - Linux Dedicated server
  - version 1.0.1.4 3881
  sv_steamgroup set to my number
  sv_steamgroup_exclusive 1
  sv_allow_lobby_connect 0
  sv_gametypes coop,versus,survival
 
  Nikita
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Re: [hlds_linux] update_addon_paths - not working?

2009-06-27 Thread Brent Veal
Yeah, I have it working with the files in Addons, not Add-ons

Really, Valve, do we need to have 2 very similarly named folders? I've
already seen a fair amount of confusion between them

On Sat, Jun 27, 2009 at 10:53 AM, Jonah Hirsch crazydog...@gmail.comwrote:

 This readme even showed up in my addons folder.

 Install .VPK add-ons by placing them in this folder.

 View and manage add-ons from the main menu: Extras-Add-ons.

 On Sat, Jun 27, 2009 at 10:52 AM, Jonah Hirsch 
 crazydog...@gmail.comhttps://mail.google.com/mail?view=cmtf=0to=crazydog...@gmail.com
 wrote:

  What? I had to put mine in addons. When I put mine in add-ons, they
  didn't work!
 
 
  On Sat, Jun 27, 2009 at 12:50 AM, Nikolay Shopik 
  sho...@inblock.ruhttps://mail.google.com/mail?view=cmtf=0to=sho...@inblock.ru
 wrote:
 
  On 27.06.2009 1:34, Nikolay Shopik wrote:
   Hey guys,
  
   Just trying to install some vpk files to my server. After coping files
   I've entering update_addon_paths;mission_reload and it complains
   Unable to remove ~/hlds/l4d/left4dead/addonlist.txt!
   Unable to remove ~/hlds/l4d/left4dead/addonlist.txt!
   File is really doesn't exist, if I create new one, it just delete it
 and
   not produce such message. I suppose it should update file with name of
   addons installed as it doing for example on mine desktop version of
 L4D.
  
   Anybody already face such problem?
  
  
  Damn, I just put it in wrong folder addons instead of add-ons
 
 
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  --
  Jonah Hirsch
  ---
  Sent from my BlackBerry
 



 --
 Jonah Hirsch
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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Brent Veal
As far as I know, sv_downloadurl has never worked and I doubt it does now or
else it would have been mentioned in the patch notes. I have yet to test the
VPK system, so I really have no idea how that works exactly


On Fri, Jun 26, 2009 at 8:47 AM, Kevin J. Anderson 
les...@counter-strike.net wrote:

 Has anyone figured out a definitive answer as to whether this works, or
 how the new system works when getting the custom campaigns downloaded
 and installed?

 Kevin

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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Brent Veal
You could host the VPK file separately on your own hosting server, then give
out the link to anyone in the lobby if their default download is taking too
long. Thats what I do for custom maps right now, if l4dmaps.com is slow, I
give people a link to my own site with the files

On Fri, Jun 26, 2009 at 11:29 AM, Jay Deiman j...@splitstreams.com wrote:

 Mike Zimmermann wrote:
  I really don't think you should be touching a mapper's VPK archive. If
 they
  update the version you will have to be checking that all the time and
 mirror
  it on your host otherwise you will just run into problems.

 I see your point, but it doesn't change the fact the addon maps are
 useless if you can't download them to actually use them, which is
 currently the case since the only real source I've seen so far for maps
 is http://www.l4dmaps.com and it's almost impossible to get a download
 started there and when you do, it takes forever since you are chugging
 away at 30Kb/s.  I want to rectify that issue with better hosting and
 the most direct course of action is the modification of the download URL.

 Jay

 --
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 \033:wq!

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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Brent Veal
The problem with making sv_downloadurl the primary source is that to access
it, you need to have everyone join the server first. So if, say, 4 out of
the 8 players need to download a 100MB VPK file first, you'd have a half
full server until they all manage to download and install it


On Fri, Jun 26, 2009 at 10:37 AM, Dan Offord li...@multiplay.co.uk wrote:

 The first major issue with this is the fact, that the internet is
 changing  sites delete / remove links.

 What is going to happen once the site with the link on goes down /
 becomes a site just full of adverts... or the file gets deleted?

 A better system, would have been to use sv_downloadurl from the server
 first to download the vpk via a redirect site, and if that fails fall
 back to the download url within the vpk file.

 Jonah Hirsch wrote:
  It will not work. Here's how the VPK system works.
 
  When a mapmaker packages their VPK file, they have to make a
 missions.txt
  file. This contains information such as campaign name, version, author,
  which maps are for which type of game, and the images.
 
  It also includes a download url. (Remember this!)
 
  To start an add-on game, one person needs the addon. When anyone else
 tries
  to join their lobby, they are presented with a message saying they need
 to
  download the addon, and is presented with the download url that the
 mapmaker
  provided.
 
  It's very similar to how it used to work. The only advantage is starting
 the
  add-on campaign from the lobby, instead of changing the map once you
 connect
  to the server.
 
  Instead of making a lobby and giving people a link, l4d gives people the
  link for you.
 
  It'd be very nice if the server could push out the file, or you could use
  sv_downloadurl, but if it did people wouldn't be there for the beginning
 of
  a map.
 
 
  On Fri, Jun 26, 2009 at 9:17 AM, Brent Veal naslund.fan...@gmail.com
 wrote:
 
 
  As far as I know, sv_downloadurl has never worked and I doubt it does
 now
  or
  else it would have been mentioned in the patch notes. I have yet to test
  the
  VPK system, so I really have no idea how that works exactly
 
 
  On Fri, Jun 26, 2009 at 8:47 AM, Kevin J. Anderson 
  les...@counter-strike.net wrote:
 
 
  Has anyone figured out a definitive answer as to whether this works, or
  how the new system works when getting the custom campaigns downloaded
  and installed?
 
  Kevin
 
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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Brent Veal
How are map hosting sites going to feel about the new system? If they use a
bunch of bandwidth with people directly downloading the map files without
actually visiting the site, they're losing a lot of potential ad revenue. It
could potentially mean that they dont allow any downloads external to their
sites, which would put us in the exact same situation we were in before this
update.


On Fri, Jun 26, 2009 at 1:07 PM, ics i...@ics-base.net wrote:

 I would also like to add a word called bandwidth to this conversation.
 If every file is really downloaded through the URL specified by the
 mapper, there will be distribution issues regarding bandwidth for some
 maps and campaigns. Is the system really thought through? It would be
 better if the files would come from the actual game server itself where
 the map is on, on fast rate. This would nullify the need of
 sv_downloadurl completely.

 -ics

 Mike Zimmermann kirjoitti:
  One could argue the fact that even if you could download VPKs from the
  server, what would happen if the original site went down? How would you
 know
  where the new updates for it are at? Afaik, if someone in the lobby has a
  newer version of the VPK, everyone will be directed to the URL in the
 latest
  version to download it. So if a site goes down (which really doesn't
 happen
  often enough that it would be a nusaince), you just update the version in
  the VPK and put in the new downloadurl. People will then have to
 redownload
  the entire VPK but at least it will have the correct downloadurl.
 
  -Mike
 
 
  On Fri, Jun 26, 2009 at 2:20 PM, Brent Veal naslund.fan...@gmail.com
 wrote:
 
 
  The problem with making sv_downloadurl the primary source is that to
 access
  it, you need to have everyone join the server first. So if, say, 4 out
 of
  the 8 players need to download a 100MB VPK file first, you'd have a half
  full server until they all manage to download and install it
 
 
  On Fri, Jun 26, 2009 at 10:37 AM, Dan Offord li...@multiplay.co.uk
  wrote:
 
 
  The first major issue with this is the fact, that the internet is
  changing  sites delete / remove links.
 
  What is going to happen once the site with the link on goes down /
  becomes a site just full of adverts... or the file gets deleted?
 
  A better system, would have been to use sv_downloadurl from the server
  first to download the vpk via a redirect site, and if that fails fall
  back to the download url within the vpk file.
 
  Jonah Hirsch wrote:
 
  It will not work. Here's how the VPK system works.
 
  When a mapmaker packages their VPK file, they have to make a
 
  missions.txt
 
  file. This contains information such as campaign name, version,
 author,
  which maps are for which type of game, and the images.
 
  It also includes a download url. (Remember this!)
 
  To start an add-on game, one person needs the addon. When anyone else
 
  tries
 
  to join their lobby, they are presented with a message saying they
 need
 
  to
 
  download the addon, and is presented with the download url that the
 
  mapmaker
 
  provided.
 
  It's very similar to how it used to work. The only advantage is
 
  starting
 
  the
 
  add-on campaign from the lobby, instead of changing the map once you
 
  connect
 
  to the server.
 
  Instead of making a lobby and giving people a link, l4d gives people
 
  the
 
  link for you.
 
  It'd be very nice if the server could push out the file, or you could
 
  use
 
  sv_downloadurl, but if it did people wouldn't be there for the
 
  beginning
 
  of
 
  a map.
 
 
  On Fri, Jun 26, 2009 at 9:17 AM, Brent Veal naslund.fan...@gmail.com
  wrote:
 
 
 
  As far as I know, sv_downloadurl has never worked and I doubt it does
 
  now
 
  or
  else it would have been mentioned in the patch notes. I have yet to
 
  test
 
  the
  VPK system, so I really have no idea how that works exactly
 
 
  On Fri, Jun 26, 2009 at 8:47 AM, Kevin J. Anderson 
  les...@counter-strike.net wrote:
 
 
 
  Has anyone figured out a definitive answer as to whether this works,
 
  or
 
  how the new system works when getting the custom campaigns
 downloaded
  and installed?
 
  Kevin
 
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  person or entity to whom it is addressed. In the event of misdirection,
 
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  recipient is prohibited from using, copying, printing or otherwise
  disseminating it or any information contained in it.
 
  In the event of misdirection, illegible or incomplete transmission

Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Brent Veal
The lobby leader needs the VPK file first. Then they make the lobby for that
particular campaign. When people who dont have that campaign join, they are
offered the ability to download the VPK with the link that is in the file
the lobby leader has.

At least I think thats how it goes


On Fri, Jun 26, 2009 at 1:25 PM, rav...@arkanox.net wrote:

 Wait what?

 The VPK package comes with a URL in it. Is it just me or do we have a
 case of the chicken and the egg?  You can not see the URL in the
 package unless you download the package first.

 So, can we assume that the URL in the package is just for convenience to
 the map maker and not for any of us to know where to fetch the package
 since we need to get the package to know where the package originated
 from? It's not like your average user will use the server browser in
 L4D to know which campaign exists that they don't have and unless you
 have the campaign in your addons folder, you can't start or join a
 lobby with it, which makes the whole sv_downloadurl not really useful.

 That's what I understand from all of this anyway.  We'll just find the
 campaign we want to play the old fashion way and I'm sure we can expect
 Valve to have updates with community campaign like they do with TF2.

 On our servers, we'll install the campaigns we want, and have them
 available as links or direct download on our web site.  That's how some
 people still download maps and while it's not the best system, it works.

 --
 Ravnox

 On Fri, 26 Jun 2009 10:02:43 -0700
 Jonah Hirsch crazydog...@gmail.com wrote:

  When a mapmaker packages their VPK file, they have to make a
  missions.txt file. This contains information such as campaign name,
  version, author, which maps are for which type of game, and the
  images.
 
  It also includes a download url. (Remember this!)



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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Brent Veal
Scenerio 2 isnt impossible. If you try to join a server that has a map you
dont have, it can easily send you a message giving you the URL found in the
VPK

On Fri, Jun 26, 2009 at 2:22 PM, Dan Offord li...@multiplay.co.uk wrote:

 Scenario 2 will never happen.

 You can't join the game, if you don't have the map, the join button is
 just greyed out.
 Ideally, you would still have an option to download it from the servers
 redirect.

 ics wrote:
  I know i cannot download from the server while not connected into one.
  Let me twist the wire:
 
  Scenario 1:
  1. Lobby leader has custom campaign installed.
  2. Other players join lobby which do not have the campaign
  3. Since the campaign has download URL, they get to download the
  campaign _before_ lobby leader starts the game OR he can start the game
  and others join whilst they download it from the URL.
  4. No one downloads from the lobby creator, only from the URL specified
  in campaign VPK files.
 
  Scenario 2:
  1. Player direct connects to a server which as campaign on
  2. Player doesnt have the campaign but he gets a dl prompt to download
  it from the campaign URL
  3. Player downloads the map from the associated URL specified in the
  campaign files
 
  Got it?
 
  -ics
 
 

 
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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Brent Veal
The current system was picked because it works best for the 360 version.
They obviously didn't have the time to come up with an entirely different
system that would work best for the PC version


On Fri, Jun 26, 2009 at 3:19 PM, Adam Smith absmi...@gmail.com wrote:

 I really like that idea. I love to know what ideas where kicked around why
 the current system was picked verses something like that.

 On Fri, Jun 26, 2009 at 6:07 PM, Jonah Hirsch crazydog...@gmail.com
 wrote:

  If valve were to implement a system where the lobby grabbed a server
 BEFORE
  the start game button was pressed, it could solve this problem, a little.
 
  Let's say that as soon as you make a lobby, L4D will find a server for
 you,
  and tell you that a server has been found and reserved, and it has a
 timer
  showing how much time you have left in this reservation (5 minutes?).
 
  If that system was created and implemented, then people would be able to
  download the custom campaigns from the game server (or redirect server
  specified in the game server)  that was grabbed WHILE IN THE LOBBY. Their
  progress could be shared with everyone, meaning the leader would know
 when
  everyone was ready to start. Then, they could just hit Start the Game,
  and
  boom, connecting to a server, no time wasted searching for a server or
  waiting for people to download the .vpk's, as they would be downloaded
  while
  the lobby is filling up.
 
  Before anyone points out holes in this system:
  There could be a limit of how many people need to be in a lobby before a
  server is found.
  As long as people are downloading the .vpk, the server reservation would
 be
  extended, and the leader could start the game before it runs out if
 people
  haven't finished downloading.
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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Brent Veal
well of course

On Fri, Jun 26, 2009 at 3:29 PM, Mike Zimmermann rem...@gmail.com wrote:

 I don't believe they are adding any support for this into the 360 version.
 The PC and 360 versions are two different branches now.

 -Mike


 On Fri, Jun 26, 2009 at 5:28 PM, Brent Veal naslund.fan...@gmail.com
 wrote:

  The current system was picked because it works best for the 360 version.
  They obviously didn't have the time to come up with an entirely different
  system that would work best for the PC version
 
 
  On Fri, Jun 26, 2009 at 3:19 PM, Adam Smith absmi...@gmail.com wrote:
 
   I really like that idea. I love to know what ideas where kicked around
  why
   the current system was picked verses something like that.
  
   On Fri, Jun 26, 2009 at 6:07 PM, Jonah Hirsch crazydog...@gmail.com
   wrote:
  
If valve were to implement a system where the lobby grabbed a server
   BEFORE
the start game button was pressed, it could solve this problem, a
  little.
   
Let's say that as soon as you make a lobby, L4D will find a server
 for
   you,
and tell you that a server has been found and reserved, and it has a
   timer
showing how much time you have left in this reservation (5 minutes?).
   
If that system was created and implemented, then people would be able
  to
download the custom campaigns from the game server (or redirect
 server
specified in the game server)  that was grabbed WHILE IN THE LOBBY.
  Their
progress could be shared with everyone, meaning the leader would know
   when
everyone was ready to start. Then, they could just hit Start the
  Game,
and
boom, connecting to a server, no time wasted searching for a server
 or
waiting for people to download the .vpk's, as they would be
 downloaded
while
the lobby is filling up.
   
Before anyone points out holes in this system:
There could be a limit of how many people need to be in a lobby
 before
  a
server is found.
As long as people are downloading the .vpk, the server reservation
  would
   be
extended, and the leader could start the game before it runs out if
   people
haven't finished downloading.
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Re: [hlds_linux] Left 4 Dead Update Available

2009-06-25 Thread Brent Veal
It hasnt worked prior to this update, dont know if this update fixes it or
not

On Thu, Jun 25, 2009 at 2:34 PM, Kevin J. Anderson 
les...@counter-strike.net wrote:

 Curious, does sv_downloadurl work currently in l4d?

 Kevin

 Jason Ruymen wrote:
  A required update for Left 4 Dead is now available.  Please run
 hldsupdatetool to receive it.  The specific changes include:
 
  Client:
  - Removed an infinite ammo exploit for molotovs
 
  Add-on Campaign Support:
  - Players download third party campaigns as single .VPK file
  - Players can manage and select add-on maps and campaigns via game UI
  - Added matchmaking support and download/update prompt for add-on
 campaigns
  - Custom campaign support in Leader boards
  - If not already registered, left4dead.exe registers .VPK extension to
 allow automatic install of add-ons
  - Servers and the steam API have been extended to allow servers to send
 up a list of keys for matchmaking up to 1200 bytes in size
 
  Left 4 Dead Authoring Tools:
  - Fixed missing fgd error
  - Added vpk.exe command line tool for extracting, creating, and appending
 .VPK files
  - Removed info_versus (not used)
  - Added info_gamemode which fires outputs for Coop, Versus or Survival
 depending on what game mode the map is loaded in
  - Updated tutorial_standards example map, repackaged as 'Dead Line'
 campaign example add-on
  - Sample content now includes source files for official maps
 
  Jason
 
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Re: [hlds_linux] Left 4 Dead Update Available

2009-06-25 Thread Brent Veal
It would be nice to at least have the option to download through whatever
the server has sv_downloadurl set to. So at least that way you'd know that
everyone in the game has the same map version as the server does.



On Thu, Jun 25, 2009 at 3:43 PM, Da-Huntha da-hun...@lostmoment.com wrote:

 At first I thought that the VPK would be downloaded from the person(s)
 having the add-on in the lobby, kind of peer-to-peer like. Then again
 I see networking issues with this.

 On Fri, Jun 26, 2009 at 12:07 AM, Jonah Hirschcrazydog...@gmail.com
 wrote:
  The VPK files need to be downloaded out of game. When you join a lobby
 that
  is for an add-on, it prompts you with a link that the mapmaker provided
 when
  packaging the vpk.
 
  It's too bad you can't download it from the server, but it makes sense
  because you wouldn't be there for the start of the game.
  Also, it's really frustrating for mapmakers to have to provide a URL
 before
  it's packaged, since you don't always know what the URL will be. i.e.
 when
  you use a host like filefront.
 
  On Thu, Jun 25, 2009 at 2:42 PM, ics i...@ics-base.net wrote:
 
  Seems to work, but how, that is the question. Single VPK file into
  download host addons-folder? Someone @ Valve could verify this since the
  method for downloading stuff is different in L4D than in other Source
  games.
 
  -ics
 
  Kevin J. Anderson kirjoitti:
   Curious, does sv_downloadurl work currently in l4d?
  
   Kevin
  
   Jason Ruymen wrote:
  
   A required update for Left 4 Dead is now available.  Please run
  hldsupdatetool to receive it.  The specific changes include:
  
   Client:
   - Removed an infinite ammo exploit for molotovs
  
   Add-on Campaign Support:
   - Players download third party campaigns as single .VPK file
   - Players can manage and select add-on maps and campaigns via game UI
   - Added matchmaking support and download/update prompt for add-on
  campaigns
   - Custom campaign support in Leader boards
   - If not already registered, left4dead.exe registers .VPK extension
 to
  allow automatic install of add-ons
   - Servers and the steam API have been extended to allow servers to
 send
  up a list of keys for matchmaking up to 1200 bytes in size
  
   Left 4 Dead Authoring Tools:
   - Fixed missing fgd error
   - Added vpk.exe command line tool for extracting, creating, and
  appending .VPK files
   - Removed info_versus (not used)
   - Added info_gamemode which fires outputs for Coop, Versus or
 Survival
  depending on what game mode the map is loaded in
   - Updated tutorial_standards example map, repackaged as 'Dead Line'
  campaign example add-on
   - Sample content now includes source files for official maps
  
   Jason
  
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Re: [hlds_linux] L4D sv_steamgroup_exclusive broken?

2009-06-25 Thread Brent Veal
Yeah, our group uses sv_searchkey to effectively make our servers
private/exclusive

On Thu, Jun 25, 2009 at 4:13 PM, Adam Nowacki no...@xpam.de wrote:

 Yes, its broken, but you can get same as before behavior by setting
 sv_search_key to some very random string :D

 David A. Parker wrote:
  Hello,
 
  Following the latest L4D update, my Steam-group-exclusive L4D servers
  seem to be open to anyone.  Both server have these lines in their
 configs:
 
  sv_steamgroup XX
  sv_steamgroup_exclusive 1
 
  (XX is substituted for the group ID, of course)
 
  When I type find steamgroup in each server's console, it returns this:
 
  sv_steamgroup = XX ( def.  )
notify
- The IDs of the steam groups that this server belongs to, seperated
  by commas. You can find group IDs on the admin profile pages in the
  Steam community.
  sv_steamgroup_exclusive = 1 ( def. 0 )
- If set, only members of Steam group will be able to join the server
  when it's empty, public people will be able to join the server only if
  it has players.
 
  So, the cvars are set correctly, it just appears that
  sv_steamgroup_exclusive is no longer being honored.  Is anyone else
  seeing this?
 
   Thanks,
   Dave
 


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Re: [hlds_linux] Specifying a dedicated server in L4D

2009-06-10 Thread Brent Veal
I believe that 1013 is the current version number for L4D. If there are
further updates that change the version number, you would probably have to
change your search key accordingly.


On Wed, Jun 10, 2009 at 12:03 PM, Nikolay Shopik sho...@inblock.ru wrote:

 On 10.06.2009 21:40, Mike Zimmermann wrote:
  However, doing this will prevent anyone from joining your server unless
 they
  are using the same search key. If you wish to still allow random lobbies
 to
  use your server, replace the line in your server.cfg with this:
  sv_search_key 1013,key:someuniquekey

 What is 1013, just special number (appears to be version of L4D) when
 L4D doing search for empty lobbies?


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Re: [hlds_linux] Still seeing the team scrambling bug?

2009-06-08 Thread Brent Veal
I believe that there's a Team Unscrambler plugin for Sourcemod. I havent
used it so I don't know how effective it is. There's also a Player Switch
plugin that lets an admin swap players to whatever team you like.

On Mon, Jun 8, 2009 at 8:40 AM, Kveri kv...@kveri.com wrote:

 the word finale tells it :).

 Kveri

 Ronny Schedel wrote:
  A good start would be to tell us the game you are talking about.
 
 
 
  I am still seeing team shuffling on my totally vanilla server. It most
  frequently happens when one team is getting a proper pasting, and
  especially
  prior to the finale the teams will be switched round. I am also pretty
  certain it is not happening due to people loading in faster and changing
  teams, since it has often happened to me and another person who was also
  not
  pleased about being swapped.
 
  Now that spectate has been disabled, is there an easy way of swapping
 two
  people over if both teams are full, or am I going to have to install
 some
  sort of plugin to fix this?
 
  Many thanks.
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Re: [hlds_linux] TF2 idle achivement servers

2009-05-24 Thread Brent Veal
Then people would go into achievement servers and put +forward in console
so they're constantly moving. It wouldn't change anything, really.

On Sun, May 24, 2009 at 10:26 AM, Andreas Grimm l...@gmx.net wrote:

 valve should change the system so, that only playing/moving/active players
 are able to find new weapons.
 and why they should do this:

 - as a spectator (better said a ghost) i am not able to pick up a gun. or
 can i slap living players, too??!

 - while standing around and looking to the floor i can't find a gun. only
 if
 the world would shit guns out of every hole. like the servers say xxx
 found: . to find something i have to do something ;D

 -Original Message-
 From: 
 hlds_linux-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Stephen
 Micheals
 Sent: Sunday, May 24, 2009 7:10 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2 idle achivement servers

 alot of players are epically pissed off already about the item drop
 system remove the ability to get unlocks while idle and its angry mobs
 with pitchforks and torches time.

 the system was good in theory and purpose but failed horribly in
 implementation.

 valve loves to release things incrementally but this system NEVER
 should have seen the light of day untill ALL of its planned features
 were finished.

 let alone the fact the system still seems bugged many people playing
 for hours some days and not getting any new items or only getting old
 items.

 just look at how many servers are running achievement_idle and other
 idle achievement maps that are FULL to see how broken the system is.

 on a personal sad note at the rate of witch i get items unless i were
 to use a achievement_idle server i will NEVER be able to try any of
 the new items unless i dedicate my life to playing TF2.

 a fun test of how crazy the it has gotten setup a achievement_idle
 server and see how long before the server gets full, last night i did
 it as a test the entire server filled up within 1 damn minute of
 launching the server. D:

 On Sun, May 24, 2009 at 9:51 AM, AnAkIn . 
 anakin...@gmail.comhttps://mail.google.com/mail?view=cmtf=0to=anakin...@gmail.com
 wrote:
  It would be better to blacklist the servers faking clients than this (yes
  there are still a lot of servers fake clients).

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Re: [hlds_linux] TF2 idle achivement servers

2009-05-24 Thread Brent Veal
Valve has a lot more important things to do than figure out how to make
absolutely sure that people are playing the game 100% properly to get
unlocks. If people want to take the time to just sit there in an achievement
server to get a couple of weapons, I dont think that that's a huge issue.


On Sun, May 24, 2009 at 12:00 PM, 1nsane 1nsane...@gmail.com wrote:

 The map could be made to move the player around automatically and even
 execute certain commands on the clients by the means of triggers.

 On Sun, May 24, 2009 at 2:04 PM, Andreas Grimm 
 l...@gmx.nethttps://mail.google.com/mail?view=cmtf=0to=...@gmx.net
 wrote:

  then valve could check their position ... if their x y z coordinates
 didn't
  change for a while - not active..
  they could also check the client input - always the same? - not
 active...
  client aim vector always the same? - not active...
  client didn't fire his weapon for 12 seconds - not active...
  but all checks together - who the hell want to spend x hours to find out
  how to bypass that
 
  it's soo easy to find out, if a player is active or not. at least for
  valve.
 
  -Original Message-
  From: 
  hlds_linux-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Brent Veal
  Sent: Sunday, May 24, 2009 7:48 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] TF2 idle achivement servers
 
  Then people would go into achievement servers and put +forward in
 console
  so they're constantly moving. It wouldn't change anything, really.
 
  On Sun, May 24, 2009 at 10:26 AM, Andreas Grimm 
  l...@gmx.nethttps://mail.google.com/mail?view=cmtf=0to=...@gmx.net
 wrote:
 
   valve should change the system so, that only playing/moving/active
  players
   are able to find new weapons.
   and why they should do this:
  
   - as a spectator (better said a ghost) i am not able to pick up a
 gun.
  or
   can i slap living players, too??!
  
   - while standing around and looking to the floor i can't find a gun.
 only
   if
   the world would shit guns out of every hole. like the servers say xxx
   found: . to find something i have to do something ;D
  
   -Original Message-
   From:
  hlds_linux-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds_linux-boun...@list.valvesoftware.com
 
  https://mail.google.com/mail?view=
  cmtf=0to=hlds_linux-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds_linux-boun...@list.valvesoftware.com
 
 https://mail.google.com/mail?view=%0Acmtf=0to=hlds_linux-boun...@list.valvesoftware.com
 
  
  
  [mailto:hlds_linux-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds_linux-boun...@list.valvesoftware.com
 
  https://mail.google.com/ma
  il?view=cmtf=0to=hlds_linux-boun...@list.valvesoftware.comhttps://mail.google.com/mail?view=cmtf=0to=hlds_linux-boun...@list.valvesoftware.com
 
 https://mail.google.com/ma%0Ail?view=cmtf=0to=hlds_linux-boun...@list.valvesoftware.com
 
  ]
   On Behalf Of Stephen
   Micheals
   Sent: Sunday, May 24, 2009 7:10 PM
   To: Half-Life dedicated Linux server mailing list
   Subject: Re: [hlds_linux] TF2 idle achivement servers
  
   alot of players are epically pissed off already about the item drop
   system remove the ability to get unlocks while idle and its angry mobs
   with pitchforks and torches time.
  
   the system was good in theory and purpose but failed horribly in
   implementation.
  
   valve loves to release things incrementally but this system NEVER
   should have seen the light of day untill ALL of its planned features
   were finished.
  
   let alone the fact the system still seems bugged many people playing
   for hours some days and not getting any new items or only getting old
   items.
  
   just look at how many servers are running achievement_idle and other
   idle achievement maps that are FULL to see how broken the system is.
  
   on a personal sad note at the rate of witch i get items unless i were
   to use a achievement_idle server i will NEVER be able to try any of
   the new items unless i dedicate my life to playing TF2.
  
   a fun test of how crazy the it has gotten setup a achievement_idle
   server and see how long before the server gets full, last night i did
   it as a test the entire server filled up within 1 damn minute of
   launching the server. D:
  
   On Sun, May 24, 2009 at 9:51 AM, AnAkIn .
  anakin...@gmail.comhttps://mail.google.com/mail?view=cmtf=0to=anakin...@gmail.com
 
  https://mail.google.com/mail?view=cmtf=0to=anakin.cs@
  gmail.com
 https://mail.google.com/mail?view=cmtf=0to=anakin...@%0agmail.com
  
   wrote:
It would be better to blacklist the servers faking clients than this
  (yes
there are still a lot of servers fake clients

Re: [hlds_linux] Achievement Servers

2009-05-21 Thread Brent Veal
where did you hear that?


On Thu, May 21, 2009 at 2:48 PM, Yaakov Smith m4ngr...@gmail.com wrote:

 Achievement servers will be pointless, as Valve is delinking achievements
 and unlocks. Note that there are no Sniper or Spy Milestone achievements.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 DontWannaName!
 Sent: Friday, 22 May 2009 7:40 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Achievement Servers

 No, im just stating the facts not trying to cause problems.

 On Thu, May 21, 2009 at 2:24 PM, f7 f0rkz h...@f0rkznet.net wrote:

  You guys are still going on about that?
 
  On Thu, May 21, 2009 at 2:57 PM, Rodrigo Peña yo@korrupzion.com
  wrote:
 
   +1
  
   Cc2iscooL escribió:
Stole the words from my mouth.
   
On 5/21/09, DontWannaName! ad...@topnotchclan.com wrote:
   
I would ask msleeper, hes the expert in that department.
   
On Thu, May 21, 2009 at 10:43 AM, Miano, Steven M. 
steven.mi...@mybrighthouse.com wrote:
   
   
Has anyone seen or know of a good article/howto/tutorial/etc on
   creating
an
achievement server?
   
I'd like to possibly set up a small private bot achievement server,
  and
can't find much information on setting them up.
   
Even a map + server.cfg would be a great start...
   
Thanks guys,
   
~MianoSM
   
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 The message was checked by ESET Smart Security.

 http://www.eset.com



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 database 4094 (20090521) __

 The message was checked by ESET Smart Security.

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Re: [hlds_linux] TF2 Sniper and Durty Spy Update Schedule

2009-05-20 Thread Brent Veal
The Scout update came out pretty late, didnt it? Maybe I'm not remembering
correctly



On Wed, May 20, 2009 at 4:29 PM, Yaakov Smith m4ngr...@gmail.com wrote:

 And it would appear that they work 9AM-5PM, except for leaking videos on
 weekends.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 DontWannaName!
 Sent: Thursday, 21 May 2009 9:28 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2 Sniper and Durty Spy Update Schedule

 I would say 6pm PST the latest and 1pm PST the earliest. They dont do
 midnight releases for class updates...

 On Wed, May 20, 2009 at 4:07 PM, HoundDawg houndd...@dawgpaw.com wrote:

  I think Matt was looking for a more exact time frame window.  As it
  stands, it could be anywhere between midnight PST tonight to just before
  midnight tomorrow night.  That isn't exactly a good window of
  preparation for server admins.
 
  HoundDawg
 
 
  Yaakov Smith wrote:
   21st May Valve time. I would say its in 24-30 hours.
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com
   [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 MoggieX
   Sent: Thursday, 21 May 2009 8:28 AM
   To: hlds_linux@list.valvesoftware.com
   Subject: [hlds_linux] TF2 Sniper and Durty Spy Update Schedule
  
   Howdy,
   Is there an ETA for when this will be released, so I can make sure
 there
  is
   a administrator around to update the game servers?
  
   Matt
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