Re: [hlds_linux] engine pairing

2009-02-12 Thread LDuke
TF2 now supports 32 players without any changes, and has for quite a while.

On Thu, Feb 12, 2009 at 2:32 PM, Carl  wrote:

> http://forums.srcds.com/viewtopic/5220
>
> I haven't actually tried this.  Its the 3rd post down I think.
>
>
> Markus Thewissen wrote:
> > Can you post a link to the guides I find no on google or can me give a
> tip?
> >
> > -Ursprüngliche Nachricht-
> > Von: hlds_linux-boun...@list.valvesoftware.com
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Carl
> S.
> > Gesendet: Mittwoch, 11. Februar 2009 15:34
> > An: Half-Life dedicated Linux server mailing list
> > Betreff: Re: [hlds_linux] engine pairing
> >
> > I think its easier to modify the actual executable.  There are guides on
> > google on how to do it.
> >
> > You want a 64 player server right?
> >
> > Markus Thewissen wrote:
> >
> >> Valve is it a option to pair 2 or more SRCDS engines for one server??
> >> I mean a server that runs multiple engines (2x32 slot) that communicate
> >>
> > int.
> >
> >> with the other engine, so we can host big servers.
> >> All connect on a port (27015) on a hypervisor that split the players to
> >>
> > the
> >
> >> two engines and these engines communicate intern??
> >> I mean that these a option to create very large servers.
> >>
> >>
> >> 2.
> >> Neph can you explain your nemrun ?
> >> Works it with CSS server?
> >>  What optimize it?
> >>
> >> Thx
> >> Greets MT
> >> a very frustrated Serveradmin   :)
> >>
> >>
> >>
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> >>
> >
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Re: [hlds_linux] Those damn reserved slots. [TF2]

2009-02-12 Thread LDuke
I agree that it is annoying.  Some server admins need to do a better job of
correctly using sv_visiblemaxplayers.

On Thu, Feb 12, 2009 at 6:29 AM, Carl  wrote:

> So, I have been playing TF2 since the public beta and have noticed
> something in TF2 that has made the game rather annoying: reserved
> slots.  With the advent of the new server browser, it seems that nearly
> full servers are brought to the top, which is another way of saying that
> servers with only reserved slots left.  Its pretty annoying to try to
> join a game and then be kicked after downloading its stupid content.
>
> I myself (like many others here) am both a server admin as well as a
> gamer.  I have found that using reserved slots just makes prospective
> players angry.  I personally (and this doesn't work for everyone) just
> kick a few random people.  It doesn't make sense to reserve a slot for
> 24 hours a day, when I play the game 1- 2 hours max a day.
>
> If there was a way for servers to advertise (though maybe server tags)
> that the remaining slots are reserved it would be most beneficial.
>
>
>
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Re: [hlds_linux] TF2 DS: Strange glitch with Soldier and engineer

2009-01-09 Thread LDuke
I'd be careful with those.  There was a post recently on the sourcemod
forums by someone with a nosteam server and it had a hidden mms plugin that
started a hard drive format.

If you use a cracked server, you have a huge security hole with the
backdoors they seem to often program in with the crack.  If they're
dishonest enough to crack the steam protection, then they're dishonest
enough to add backdoors to your system.

On Thu, Jan 8, 2009 at 3:05 AM, Steve Jackson  wrote:

> That's what I thought.
>
> - Steve
>
> On Thu, Jan 8, 2009 at 4:51 AM, Philip Bembridge
> wrote:
>
> > Google gives: http://steamcommunity.com/id/korrupzion
> >
> > Which gives: http://steamcommunity.com/groups/bucle
> >
> > Which gives: http://www.bucle.cl/bucle/ and http://www.bucleservers.com/
> >
> > Which claims: (translated)
> >
> > Which gives: We are a company leasing game servers *Counter-strike 1.6*
> and
> > NoSteam Steam, *Counter-strike Source* already have experience raising
> > servers, has a very quick support via e-mail or Msn
> bucleserv...@bucle.cl
> >
> >
> > So yes they are *nosteam
> > *
> >
> >
> > 2009/1/8 Steve Jackson 
> >
> > > You wouldn't happen to have a nosteam server would you?
> > >
> > > What are your server IP's?
> > >
> > > - Steve
> > >
> > > -
> > > Finally I solved the bug,
> > >
> > > I checked again the scripts folder as Redh3ad said and I found two
> files
> > > that they don't exist in others tf2 server in my machine:
> > >
> > > -tf_weapon_pistol.TXT
> > > -tf_weapon_rocketlauncher.TXT
> > >
> > > they have the same name as the ctx files but with txt extension and
> > > inside them they have the weapon properties, I checked the logs for
> rcon
> > > moves but nothing and no one else have access to the server files D:
> > >
> > > How someone could put the files there?
> > >
> > > Rodrigo Peña escribió:
> > > >* that's not possible because i'm using shared resources (symlinks)
> and
> > > *>* others servers just work fine, Maybe ill have to make it again
> > > *>*
> > > *>* Redh3ad escribió:
> > > *>*
> > > *>>* Maybe someone modified some weaponscripts (the ctx files in
> > > tf/scripts)
> > > *>>*
> > > *>>* On Tue, 06 Jan 2009 13:34:39 -0300, Rodrigo Peña  > > korrupzion.com <
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > > >>
> > > *>>* wrote:
> > > *>>*
> > > *>>*
> > > *>>>* Hi,
> > > *>>>*
> > > *>>>* I was out for 2 days and when i'm back in my house one user of my
> > > server
> > > *>>>* said that it was full of bugs then I went to look and I found
> that
> > > *>>>* Engineers could shoot 200 bullets in 1 second and soldiers
> rockets
> > > were
> > > *>>>* powerful and when i tried to rocketjump the rocket just killed
> me.
> > I
> > > *>>>* restarted the server and the problem is still there so i disabled
> > > *>>>* beetles mod and still. I changed the server.cfg to one only with
> > > *>>>* hostname but is still there :S
> > > *>>>*
> > > *>>>* anyone knows what could be?
> > > *>>>*
> > > *>>>* Thanks
> > > *>>>* PS: bad english D:
> > > *>>>*
> > > *>>>* ___
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> > > *>>>*
> > > *>>>*
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Re: [hlds_linux] Fake player hack to fill servers up.

2008-12-09 Thread LDuke
Valve has been aware of the MOTD exploit for forwarding for quite a while.
One of the Valve employees told me a long time ago that they would be
blocking it if they could, but as you can see, there haven't been any
updates to do so yet.


On Tue, Dec 9, 2008 at 11:53 AM, Andreas Grimm <[EMAIL PROTECTED]> wrote:

> 33 fake servers with redirection is bad ...
>
> @valve ... isn't it possible to fix the "trick" in the motd ?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tony
> Paloma
> Sent: Tuesday, December 09, 2008 7:44 PM
> To: 'Half-Life dedicated Linux server mailing list'
> Subject: Re: [hlds_linux] Fake player hack to fill servers up.
>
> It's more than that though. These servers are using tricks in their motd to
> force redirect players to other servers.
>
>
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Re: [hlds_linux] A2S_PLAYER and number of kills

2008-11-19 Thread LDuke
Perhaps bots kills are reported as -1 ??

On Wed, Nov 19, 2008 at 1:41 PM, David A. Parker <[EMAIL PROTECTED]> wrote:

> Hello,
>
> I have a Perl script which uses the A2S_PLAYER query to get player
> information from a given server.  For some reason, the 4 bytes
> representing a player's number of kills will sometimes be 0xFF FF FF FF,
> which is probably -1 but the player shows up as having 65535 kills in my
> script's output (I'm using an unsigned integer).  This has happened
> sporadically with TF2 and CS:S before, but it seems to be happening far
> more often with L4D, especially in 8-player games.  Does the number of
> kills become negative at some point?  Does this happen when players are
> dead?
>
> Thanks,
> Dave
>
> --
>
> Dave Parker
> Utica College
> Integrated Information Technology Services
> (315) 792-3229
> Registered Linux User #408177
>
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Re: [hlds_linux] Cant Kick Players with Quotes in their names

2008-05-08 Thread LDuke
Or the stats program could parse the logs properly taking into account all
possible characters (as Peter Kirby did).

On Thu, May 8, 2008 at 7:49 AM, Peter Kirby <[EMAIL PROTECTED]> wrote:

> 2008/5/8 Mark Chandler <[EMAIL PROTECTED]>:
> > Could just make a plugin which kick players with quotes in there name
>
> Or the processing engine could just parse the logs properly in the first
> place.
>
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Re: [hlds_linux] Cant Kick Players with Quotes in their names

2008-04-28 Thread LDuke
Sounds like Psychostats needs to be fixed.

On Mon, Apr 28, 2008 at 5:39 AM, Vince <[EMAIL PROTECTED]> wrote:

> Saint K. wrote:
> > " shouldn't be allowed in player names tbh. Same go's for ' btw.
> >
> >
> Which has been brought up here before.  It also screws up Psychostats
> for TF2.  As in, psychostats halts processing as soon as it encounters
> this in the logs and you get no stats.
>
>
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Re: [hlds_linux] Server redirect

2008-03-23 Thread LDuke
There is a redirect ability built in to the plugin interface, but it
requests the user to push F3 to accept the redirect.

There is no way to automatically redirect anyone. It used to be possible to
execute "connect ..." on the client, but this is one of the client commands
blocked from being executed on the server.  Some "honey pot" farms had as
many as 50 servers redirecting to 1 server, which was annoying to players
and considered abusive.  Because of people like that, regular server
operators can no longer use it in appropriate situations.

The F3 option would be good though. I'm not sure which admin plugins support
it.  Check Mani, Beetle, and SourceMod to see.



On Sun, Mar 23, 2008 at 1:10 PM, Eirik Nilssen <[EMAIL PROTECTED]>
wrote:

>
> Hmm.. that might be an acceptable solutions yes :-)
>
> But there is no way one could configure the server to redirect clients to
> another server?
>
> 
> > From: [EMAIL PROTECTED]
> > To: hlds_linux@list.valvesoftware.com
> > Date: Sun, 23 Mar 2008 15:43:18 +0100
> > Subject: Re: [hlds_linux] Server redirect
> >
> > Hi,
> >
> > valve is still working on the function, that server admins can change ip
> > addresses of gameservers without losing them in the steam favorites ...
> >
> > my tip: change the servername and post the new ip address ... and add
> server
> > messages, for example with mani's ad's messages, every 30 seconds, that
> the
> > server is out of date and it has a new ip address ...
> >
> > i have done this a lot of times and it worked very well ...
> >
> > in css there are possibilies to pop up a dialog to ask a player if he
> wants
> > to connect to another server ... but im not sure how it works, never
> tried
> > that ... but a plugin could make it: check www.sourcemod.net
> >
> > good luck
> > andreas
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Eirik
> > Nilssen
> > Sent: Sunday, March 23, 2008 3:30 PM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: [hlds_linux] Server redirect
> >
> >
> > Hi guys, hope you can help me out here.
> >
> > After experiencing a lot of problems with some of our servers hosted by
> one
> > of our communitys sponsors, we have decided to host them ourself. The
> > problem is, that these servers are our most popular. Changing IP on a
> > popular server is always risky business, so I wish to keep the old
> servers
> > up a month or two, but making it redirect all traffic - with a message
> to
> > the user about whats happening.
> >
> > Have been browsing the net all day, but all links regarding "redirect"
> > concerns file download.
> >
> > All input would be gratly appreciated!
> >
> > Best Regards
> > Eirik S. Nilssen
> > _
> > Søk fra enhver webside med kraftig beskyttelse. Få Windows Live Toolbar
> > GRATIS i dag!
> > http://www.toolbar.live.com
> > ___
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> >
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> _
> Ring venner med PC-til-PC-samtaler - GRATIS
> http://get.live.com/messenger/overview
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[hlds_linux] *legal* sv_tags workaround for TF2 servers with >24 players

2008-03-14 Thread LDuke
This appears to be a good temporary solution to the problem:
http://forums.alliedmods.net/showthread.php?p=596795

Has anyone tried it?
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Re: [hlds_linux] official valve doorfix?

2008-03-04 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
I doubt porting to the orangebox will include any map/model/material
changes.  It will most likely be code changes only, to make the code work
with the latest engine updates.


On Tue, Mar 4, 2008 at 3:05 PM, ics <[EMAIL PROTECTED]> wrote:

> This issue is not caused by "non-standard tickrate" at all. The de_nuke
> door which leads to top bombsite, on  tickrate 33, door opens very fast.
> Tick 66, door opens slower. Tick 100, that door opens very slowly. It is
> _annoying_ as you might want to rush in fast. Valve has set up tickrate
> 33 default for cs source so i doubt that they ever thought about this
> issue when building that map. However, fixing it is very easy. It is
> only that door type that causes the issue, not other doors. It only
> could have been replaced years ago but for some reason, this and other
> countless bugs still exist in the game. If CS Source is going to be
> ported for ep2 engine, i hope there are more bug fixes and actual real
> changes for the better than just prettier textures and effects for map
> builders.
>
> -ics
>
>
> Kevin Ottalini kirjoitti:
> > slow doors are typically caused by servers running non-standard
> ticrates,
> > try changing the server to 33 or 66 and see if you still have this
> > problem.
> >
> >
> > - Original Message -
> > From: "Timo Hilbertz"
> > To: 
> > Sent: Tuesday, March 04, 2008 4:03 AM
> > Subject: [hlds_linux] official valve doorfix?
> >
> >
> >> hi valve,
> >>
> >> when will the slow doors be fixed on several standard maps like nuke
> and
> >> assault?
> >> is there any special reason why everyone at valve ignores this issue
> for
> >> more than a year now?
> >> or will you simply wait until css gets ported on orangebox?
> >>
> >> -timo
> >
> >
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Re: [hlds_linux] Server Skins

2008-02-07 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
You need to download the model and recompile it with a different path for
the model files and the material files.  You'll also need a plugin that can
change player models.  Both Mani's and Beetle's plugins have this capability
in CSS, not sure about TF2.

Here's a tutorial I wrote about CSS custom player models after I created a
plugin to change player models (one of my first plugins and one of the first
metamod:source plugins released). Mani and Beetle later added the capability
to change models, so I dropped the actual plugin long ago.
http://www.lduke.com/plugins/modelchanger/tutorial/index.html



On Feb 7, 2008 12:07 PM, Patrick Shelley <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> Hi List,
>
> On sites like FPSbannana - there are lots of skins to download.  I dl one
> for the scouts baseball bat that made it gold with a menacing happy face
> on
> it - but as i had guessed, it only shows on my client, everyone else on
> the
> server can only see standard bat.
>
> So, like CSS, how do server admins let their players use custom skins on
> the
> server so everyone can see them and chose one etc - i am specifically
> talking about player character skins (not models - although.)
>
> Cheers,
>
> Pat
> --
>
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Re: [hlds_linux] Wish: TF2 engineer destroy events in log

2008-01-31 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
Why would you give points for building things?

If they place their sentry wisely and protect it, they will get more kills
with it.  If they place the teleport wisely and protect it, it will be used
more.  Surely you don't want to reward someone with additional skill who is
building a sentry just outside spawn when the CP is where all of the action
is?



On Jan 31, 2008 7:32 AM, Ronny Schedel <[EMAIL PROTECTED]> wrote:

> Hello,
>
> we run a statistic system and reward players when they build or destroy
> objects. When the engineer destroys his own built objects, no destroy
> event
> is written to the log. The problem is, the engineer can build alot of
> objects and get the points. We want to decrease the points when the
> engineer
> destroys his own objects to avoid stats padding. It should not be hard to
> implement this. Thank you.
>
> Best regards
>
> Ronny Schedel
>
>
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Re: [hlds_linux] HL2DM CHAT, BUGGY, Entity Zombie etc. Pls read and i hope to get an answer from a responsible person!

2007-09-21 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
Whisper:
I believe all of the things he has on the list deal with HL2DM itself and
not plugins.


Mannis.House:
The chat thing has been acknowledged as a bug and will be fixed sometime. (I
think Valve is pretty busy with the Orange box right now).

The buggy was never supported on HL2DM, and if mappers figured out a way to
get it to work for a while that's fine. Valve has no reason or
responsibility to "fix" the buggy that was never intended to be part of
HL2DM anyway.

The same goes for npcs, such as zombies and headcrabs. They were never
intended to work on HL2DM and if some maps were using them, that's their
problem. Valve has no reason or responsibility to "fix" them either.

Basically, the only complaint from above that seems likely to be addressed
is getting the chat fixed.



On 9/21/07, Whisper <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Talk to the plugin creators
>
> Valve is nor anybody on this list is responsible for plugisn that get
> broken
> by Valve updates to the Source and SRCDS engines.
>
> On 9/21/07, Mannis.House <[EMAIL PROTECTED]> wrote:
> >
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Hello.
> >
> > The Source Engine Update (released September 12, 2007, 1:10 pm - Jason
> > Ruymen)
> > was good and i was happy about it, eg you fixed a crash on certain maps
> > THX!
> > But now some complains.
> >
> > CHAT:
> > The Source Engine Update (released September 12, 2007, 1:10 pm - Jason
> > Ruymen)
> > broke the Half-Life2 Deathmatch Chat on Linux Servers!
> > And also many console commands from plugins like MANI dont work anymore.
> > (eg ma_csay, ma_play etc.)
> >
> > Error Message in console:
> > Couldn't dispatch user message (24)
> > Netchannel: failed processing message svc_UserMessage.
> > Fragment transmission aborted at 1/1
> >
> > I know you have much to do, but this was happens now about 10 days ago,
> > and that is not ok, more than ever this happend again, the chat was like
> 2
> > month ago
> > with the same error broken. I have a big fun server, but this is not fun
> > anymore. My server was
> > full everyday, now only 20-30 % of players. And the most complain on me
> > why i have muted them?
> > They dont understand that it is an error, because on other servers,
> (WIN)
> > is all ok.
> >
> > BUGGY:
> > Since months ago, the great buggy isnt working anymore on our servers.
> > Some update long ago broke this, too.
> > In my mapcycle rotation i have (i had) maps, they can only be finished
> and
> > have only sense with the BUGGY.
> > But now a lot of good FUN maps are unplayable. I want be pleased about
> an
> > answer,
> > when this will be repaired again? If you think, you dont receive enough
> > complains about that,
> > i have to say, if the most see that this dont work. they dont play
> the
> > game anymore instead of complaining
> > at the support. :(
> >
> > ZOMBIE(WIN):
> > The entity Zombie isnt working on Windows servers. (on linux ok) If you
> > start maps with Zombies in it the server will totally crash.
> > The same, if you try to spawn a zombie manually via console command
> > npc_create npc_zombie.
> >
> > I would be please about some answers!
> > sincerely yours
> > Manni
> >
> >
> > ps. i have some more things that i could post, but thats peanuts. This
> > what i now wrote is important!
> > --
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> --
>
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Re: [hlds_linux] Move a connection when a server is ful to on empty server ?

2007-08-01 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
I had someone request that I find a way around this restriction with a
plugin. The person asking had FIFTY servers forwarding to one server. People
like that are the reason that you can't forward a client's connection when
you change servers or to another of your servers when one is full.


On 8/1/07, tsuehpsyde <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Since the last update that restricted the server's ability to execute any
> commands on the client side, this feature is no longer something we can
> do.
>
> -tsuehpsyde
> SourceKills.com
>
> On 8/1/07, Hell Master <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I understand the need and have, in the past, used this method myself.
> >   But I have also been on the player side and have seen the potential
> for
> > abuse
> >   and misuse. I want to connect to the server that _I_ want to connect
> to.
> >
> >   I don't need you doing me any favors and redirecting me to one of your
> > other servers.
> >
> >   I am glad this feature is no longer available.
> >
> >
> >
> >
> > Whisper <[EMAIL PROTECTED]> wrote:
> >   --
> > [ Picked text/plain from multipart/alternative ]
> > Some of us do run multiple identical servers.
> >
> > Dust2
> > Office
> > Dust2/Office
> > DeathMatch
> > DeathMatch War Maps
> > GunGame
> > Popular Maps
> > Fun Maps
> >
> > Thats just a sample of what we do, and we are not that big compared to
> > some
> > other GSP's
> >
> > And a redirection feature would help us utilise our server resources
> more
> > effectively, especially when you host servers that provide quota free
> data
> > usage for clients from a specific ISP.
> >
> > There are a few things that are not really issues when you run a handful
> > of
> > servers, but they do become rather large issues when you start running
> 50,
> > 100, 400 Game Servers, then you have an issue.
> >
> > On 8/1/07, Wim Barelds wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Could you explain how this is a problem? Unless you have identical
> > servers
> > > I
> > > probably wouldn't want to be redirected to your 24/7 cs_office server
> > when
> > > connecting to your de_ map rotation server that claims to still have
> > free
> > > slots but really doesn't have any free slots at all.
> > >
> > > On 8/1/07, ics wrote:
> > > >
> > > > Perhaps not. Maybe the player doesnt even know that there is another
> > > > server and just goes to play to somewhere else.
> > > >
> > > > -ics
> > > >
> > > > Wim Barelds kirjoitti:
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ]
> > > > > Id say the player sees server 1 is full on the server list and
> > simply
> > > > joins
> > > > > server 2?
> > > > >
> > > > > On 8/1/07, moi eux wrote:
> > > > >
> > > > >> --
> > > > >> [ Picked text/plain from multipart/alternative ]
> > > > >>
> > > > >> Hello everybody,
> > > > >> We have 3 server with CSS (2 * 34 players and 1 * 24 players) and
> I
> > > > search
> > > > >> the best way to move a new player when a server is full to one of
> > our
> > > > other
> > > > >> server is free.
> > > > >> Explication: if the first server 34/01 is full the new player
> going
> > > > >> automatically to the 34/02 and if the 34/02 is full the player
> move
> > > to
> > > > the
> > > > >> 24/01. Do you now the best way to do this?.
> > > > >> Thanks' a lot for your response.
> > > > >> @+
> > > > >> Hervé
> > > > >> _
> > > > >> Le blog Messenger de Michel, candidat de la Nouvelle Star :
> > analyse,
> > > > news,
> > > > >> coulisses… A découvrir !
> > > > >> http://michel-nouvelle-star2007.spaces.live.com/
> > > > >> --
> > > > >>
> > > > >> ___
> > > > >> To unsubscribe, edit your list preferences, or view the list
> > > archives,
> > > > >> please visit:
> > > > >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > > > >>
> > > > >>
> > > > >
> > > > >
> > > > >
> > > > > --
> > > > > ___
> > > > > Wim 'TheUnknownFactor' Barelds
> > > > > [EMAIL PROTECTED]
> > > > > --
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > > > >
> > > >
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > > >
> > >
> > >
> > >
> > > --
> > > ___
> > > Wim 'TheUnknownFactor' Barelds
> > > [EMAIL PROTECTED]
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list prefer

Re: [hlds_linux] Re: [hlds] Source Engine Update Available

2007-06-13 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
Just edit the existing file "hl2\pure_server_whitelist.txt"


On 6/13/07, Stephen Nicholson <[EMAIL PROTECTED]> wrote:
>
> ics wrote:
> >
> > Read the FAQ, you have to add all the custom content to that
> > pure_server_whitelist.txt file.
> > If they still dont work, notify here please. I'm using you as a
> > guineapig ;)
>
> Does the whitelist file need to go in the cstrike directory?
>
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Re: [hlds_linux] Source Engine Beta Update

2007-06-09 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
SourceMod has moved to beta and they are actively adding the admin
functionality now. Plugins are already starting to appear written by
SourceMod users for everything from weapon restrictions to team attack
control to spawning chef's hats on hostages.

>From the SourceMod site:
"In addition to the recent feature of SQL support, SourceMod has gained its
first default administrative plugin. Over the next few weeks more of these
will appear, and SourceMod will be more and more usable for normal
administrators. Our goal is to reproduce most of the original AMX Mod X
commands."

Judging by the popularity of amxmod and amxmodx on HL1 based servers,
SourceMod should rapidly take over for Mani as well as allow customization.
All of those people who complained that Mani installed everything instead of
just the options they used will be able to setup SourceMod with just those
options.

Grant
(L. Duke)



On 6/9/07, ics <[EMAIL PROTECTED]> wrote:
>
> Currently there are no good replacements for mani-admin and if it indeed
> goes bonkers, 18189 public servers need to find a replacement for it.
> (addon-stats here http://www.sourcemod.net/stats.php) and Sourcemod
> really isnt an option because it doesnt have any admin-functions. Or if
> it does, that stuff is well hidden somewhere without any documentation
> or instructions how the stuff really works so before any of you start
> saying how great sourcemod really is, hold back untill you see some real
> content running on/in it so people can actually use it. for example,
> more documentation and detailed information about cvars etc would be
> nice to see. Also this thread is worth a look...
> http://forums.steampowered.com/forums/showthread.php?t=566697
>
> There was some line on beta updates about plugin backwards compatibility
> so maybe Valve has actually this time prevented mani-admin from breaking
> down and they dont change core functions so it wont break. There could
> be many disappointed server owners out there of mani really goes bonkers
> after the update is out. Even i have considered running my servers if i
> have to give up from mani-admin. Really there isnt many good options
> available. There are infact 3. Matties Eventscripts (with tons of
> different scripts), Mani-admin's old rival Beetlesmod (less fuctions
> than mani has) and Sourcemod. Dont really know much about Sourcemod but
> i guess someone can explain better than the website does.
>
> -ics
>
> Guy Watkins kirjoitti:
> > Mani has been off-line since 2006.  There is no word when/if he will be
> > back.  Even if he comes back, 5+ months is too long to be away.  I still
> use
> > Mani Admin Plugin 2005 V1.1.0zi.  But I have some issues, but
> restrictions
> > work fine.
> >
> > I am looking to replace Mani Admin.  Please send recommendations!
> >
> > Guy
> >
> > http://www.mani-admin-plugin.com/
> >
> >
> > } -Original Message-
> > } From: [EMAIL PROTECTED] [mailto:hlds_linux-
> > } [EMAIL PROTECTED] On Behalf Of Wim Barelds
> > } Sent: Saturday, June 09, 2007 3:38 PM
> > } To: hlds_linux@list.valvesoftware.com
> > } Subject: Re: [hlds_linux] Source Engine Beta Update
> > }
> > } --
> > } [ Picked text/plain from multipart/alternative ]
> > } I would assume Mani is working to make his plugin compatible. After
> all
> > } that's part of the reason beta was asked for in the first place.
> > }
> > } On 6/9/07, Rónai György <[EMAIL PROTECTED]> wrote:
> > } >
> > } > Hi
> > } >
> > } > Can anyone confirm if ManiAdminPlugin is working or not, with the
> latest
> > } > beta engine?
> > } >
> > } > Thx
> > } > Locutus
> > } >
> > } > ___
> > } > To unsubscribe, edit your list preferences, or view the list
> archives,
> > } > please visit:
> > } > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > } >
> > }
> > }
> > }
> > } --
> > } ___
> > } Wim 'TheUnknownFactor' Barelds
> > } [EMAIL PROTECTED]
> > } --
> > }
> > } ___
> > } To unsubscribe, edit your list preferences, or view the list archives,
> > } please visit:
> > } http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> >
> > ___
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> please visit:
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> >
>
>
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Re: [hlds_linux] Weapon restrict problem with the latest beta

2007-06-09 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
My old weapon restriction plugin still seems to work on the beta. It hasn't
been "broken" by any updates for a long time.
http://forums.alliedmods.net/showthread.php?t=40075
It stops players from picking up restricted weapons, kind of like when you
walk over a rifle but you already have one.

Eventually, you'll want to switch from eventscripts to SourceMod. There is a
feature rich weapons restriction plugin being written right now, but I don't
think the author has released it yet.

Grant
(L. Duke)


On 6/9/07, Stephen Nicholson <[EMAIL PROTECTED]> wrote:
>
> I'm using the eventscript xe_restrict to restrict awps on my servers.
> This works fine pre-beta but post-beta I get the old bug back that
> crashes the server when you type buy weapon_awp at the console.
>
> Is anyone running beta also restricting awps? Which plugin do you use?
>
> Cheers
>
> ___
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Re: [hlds_linux] mp_timelimit and last round problems

2007-05-12 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
What's the point of changing maps if no one is playing anyway?

On 5/11/07, teame06 <[EMAIL PROTECTED]> wrote:
>
> Ok, one more last question.
>
> What about the last round thing. Can there be added a cvar to disable
> that?
>
> Alfred Reynolds wrote:
> > The server doesn't run game frames unless real users are connected to
> > save CPU cycles, it doesn't do the map cycling logic during this period
> > by design.
> >
> > - Alfred
> >
> > teame06 wrote:
> >
> >> I'm running the server at 66 tick only and with no mods. Like I said I
> >> really do not want to rely on bots. Maybe Alfred or one of the valve
> >> employee can give some input on this?
> >>
> >> David Williams wrote:
> >>
> >>> i had this issue even with bots in the server. it was 100 tick with
> >>> the
> >>> latest mani, evenscripts (running ace rates), steambans, metamod and
> >>> a cl_restrict_blah settings advisor. i dropped the tick down to 75
> >>> after
> >>> trying everything i could think of and it seems to have gone away
> >>>
> >>> Daniel wrote:
> >>>
> >>>
>  --
>  [ Picked text/plain from multipart/alternative ]
>  Yeah this annoys me too. Currently I just let my server have 2 bots
>  and have
>  the bot quota mode work so that the bots go away when real people
>  join (so
>  it just keeps 2 people on the server as minimum).
> 
>  I consider this problem a genuine glitch.  Why would a server wait
>  until the magical last round is over? Hope it can get fixed in this
>  next big update. --
> 
>  ___
>  To unsubscribe, edit your list preferences, or view the list
>  archives, please visit:
>  http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> 
> 
> 
> 
> 
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list
> >>> archives, please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>>
> >>>
> >>>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >
> > ___
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> please visit:
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> >
> >
>
>
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Re: [hlds_linux] CS 1.6 in game Ads

2007-03-07 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
On 3/6/07, Andrew Forsberg <[EMAIL PROTECTED]> wrote:
>
>
> Erm, tough! :-) You could always put your own ads on the server to finance
> your hardware and connection.
>
>
Actually, you can't. Remember a while back when a company was putting subway
ads into CS:S servers? Valve said it was against the EULA and they had to
stop.

If you're advertising your server/website they probably won't say much, but
if you're putting sponsored ads for products, they want to reserve the
rights to be the only ones doing that.
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Re: [hlds_linux] Please remove the unwanted functionality ( cl_restrict_server_commands )

2007-03-05 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
There is no reason a plugin needs to use client commands for a map vote. If
your admin plugin doesn't work because of that, then you need to ask the
plugin author to just respond to the menuselect commands in the plugin
instead of sending a client command of "votemap de_dust2" or whatever it is
doing.

Nearly everything plugins do can be done without using client commands (with
the exception changing players' settings/rates and a few "specialty"
commands like individual screen overlays).

Grant
(L. Duke)


On 3/5/07, Nullbit <[EMAIL PROTECTED]> wrote:
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> To Alfred's boss
>
>
>
> May I suggest that you remove all traces of the functionality of
> cl_restrict_server_commands or at least default the values to an
> acceptable
> situation where a normal player without knowledge of console, configs and
> so
> on can play and participate in map vote - just by using default values?
>
>
>
> It seems to me that Valve is very focused on how to make life harder for
> server admins and the live easier for cheaters by spending the resources
> on
> something nobody ever has asked for. Sites like
> http://www.msxsecurity.com/
> are not unusual.
>
>
>
> Please use your resources on something that add values to your product!
>
>
>
> nullbit
>
>
>
> --
>
>
> ___
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Re: [hlds_linux] anti cl_restrict_server_comamnd plugin

2007-03-05 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
I was very pleased with Valve's response on the noise from the community
regarding the rate problems when the command restriction cvar was added. The
min/max rate cvars they added will take care of your 10/10 players and limit
them to the min rates you set.


On 3/5/07, Dennis Overskov <[EMAIL PROTECTED]> wrote:
>
> ya, you made a script ones, but they made a update, so your script diddent
> work anymore.
>
> Bummer
>
> I realy hate when people joins with a cmd/updaterate on 10/10, and when u
> say consol, they go "huh".
>
> Dennis
>
>
>
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Re: [hlds_linux] anti cl_restrict_server_comamnd plugin

2007-03-05 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
If this plugin uses the MOTD screen to set cl_restrict_server_commands, then
it doesn't work. Valve blocked that work around long ago.


On 3/5/07, TheZboys <[EMAIL PROTECTED]> wrote:
>
> cl_restrict_server_command plug-in works here
> however if you run zblock it wont work
> zblock module is processed first it seems
> and kicks clients before the click "OK" screen comes up
> to set your cl_restrict_server_command 1
> so i had to disable zblock for it to work
> i wish there was a way to get it to work before zblock
> so i can re-enable it and run both
> or maybe set some kind of scan delay for zblock
>
> - Original Message -
> From: "Dennis Overskov" <[EMAIL PROTECTED]>
> To: 
> Sent: Sunday, March 04, 2007 11:46 PM
> Subject: SV: [hlds_linux] anti cl_restrict_server_comamnd plugin
>
>
> did it work for you?
>
> I tried to put it in addons folder, but nothing happends
>
> What did u do to make it work?
>
> Dennis
>
> -Oprindelig meddelelse-
> Fra: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] På vegne af Erik
> Hollensbe
> Sendt: 5. marts 2007 07:33
> Til: hlds_linux@list.valvesoftware.com
> Emne: Re: [hlds_linux] anti cl_restrict_server_comamnd plugin
>
>
> Thank you thank you thank you thank you valve.
>
> On Mar 3, 2007, at 2:24 PM, Whisper wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I believe Valve disabled this type of plugins ability
> >
> > If Valve haven't, they soon will, after announcing on this list
> >
> > Oh well
> >
> > On 3/4/07, David Williams <[EMAIL PROTECTED]> wrote:
> >>
> >> i found this on fpsbanna just now whi9le i was looking for something
> >> else. seems like it could come in handy. has anyone used it (it is
> >> pretty new it seems). Do any of you have any thoughts on it's
> >> usefulness?
> >>
> >> anyway here's the link http://www.fpsbanana.com/tools/1009
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
> --
> Erik Hollensbe
> [EMAIL PROTECTED]
>
>
>
>
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>
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Re: [hlds_linux] A decrese of dod:s servers from 5025 to 1419

2007-02-22 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
>From http://www.sourcemod.net/stats.php?go=faq about tracking plugins and
mods.

*Q: Your numbers don't add up to GameMonitor/SteamPowered.com, why?*
A: SteamPowered.com's stats don't seem to match up to anything. The master
consistently returns very different information, so we're not sure exactly
what Valve is tracking. GameMonitor does not do cvar filtering like we do.
For example, the cvar amx_version has extra information in it. Furthermore,
early versions of AMX Mod X used amx_version. We have a cvar value filtering
system which lets these oddities fall through to the general stats safely.




On 2/22/07, Kevin Ottalini <[EMAIL PROTECTED]> wrote:
>
> GameMonitor reports for dod:s servers and players (as of noon PST today):
>
> Total Players: 5,380Max: 40,477 (13.29%)  Total Servers:  2038
>
>
> http://www.game-monitor.com/search.php?search=&type=server&game=dod2&location=all
>
> My Steam Client reports 1848 servers at the moment.
>
> It's not at all unusual for clients to report fewer servers then there
> actually are, many home routers are overloaded by the large number of UDP
> packets that are transacted when you browse servers.
>
> Setting your Steam internet connection speed properly will help this
> (setting it too high will aggravate the problem).
>
> Valve Stats page will always have the most accurate count (assuming the
> page
> is updating).
> http://storefront.steampowered.com/v/index.php?area=stats
>
> Day of Defeat: Source:
> Players: 5,970
> Servers: 2,494
> Player Minutes this Month: 152.223 million
> ...
>
> Maybe you were thinking about the total servers and players during the
> free
> weekend ... there were tons more online then.
>
>
>
> > > ==
> >> Svensk Ljud & Ljus Produktion schrieb:
> >> > Hi !
> >> >
> >> > I have noticed that steam havent updated their server status site
> >> > since oct. 18 2006.
> >> >
> >> > I made a search hove many servers ther is today and I did find 1414
> >> > servers running dod:s.
> >> >
> >> > Have valve / steam any idea why this happend ?
> >> >
> >> > And now I suddenly know why its so hard to fill our servers ..
> >> >
> >> > Peter L.
> >> >
>
>
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Re: [hlds_linux] A decrese of dod:s servers from 5025 to 1419

2007-02-22 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
1952 servers (as of midnight):  http://www.sourcemod.net/stats.php



On 2/22/07, milchworld <[EMAIL PROTECTED]> wrote:
>
> did u use the NEW stats site?
> http://www.steampowered.com/v/index.php?area=stats
>
> DoD:S has 2464 Servers...
>
>
>
> Svensk Ljud & Ljus Produktion schrieb:
> > Hi !
> >
> > I have noticed that steam havent updated their server status site
> > since oct.
> > 18 2006.
> >
> > I made a search hove many servers ther is today and I did find 1414
> > servers
> > running dod:s.
> >
> > Have valve / steam any idea why this happend ?
> >
> > And now I suddenly know why its so hard to fill our servers ..
> >
> > Peter L.
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> >
>
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Re: [hlds_linux] [Question to Valve] High system load with CS Source server

2006-12-27 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
Where have they been confined?

On 12/27/06, Arne Guski <[EMAIL PROTECTED]> wrote:
>
> else you will end up loosing hosters and gamers
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Re: [hlds_linux] CS:S - Cvarblock / Z block / anyblock

2006-12-16 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
There is not currently any way to query clients cvar values. Mike Durand
said that one will come in a forthcoming update. No word yet on when that
might be.

Don't expect to be able to change rates/cvars on clients. The most you will
be able to do is kick clients who are using cvars you think give them an
unfair advantage.

Grant


On 12/15/06, aleks <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Hi group and good morning,
>
> i have a question to the developers of any of the blockers in subject as
> it
> is for Valve,
> Players in our community are asking me whole the time when the new
> blockers
> will be released.
> i see no move on Cvarblock for ESL as it is for others blockers
> any news?
> update?
>
> Like everyone is cheating / rate hacking, players cant be hit when playing
> wars
> and there is no control except status to see what rates players have...
>
> u see my point...
>
>
> any news / response will be warmly accepted...
>
> Des,
> Dvs2
> --
>
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Re: [hlds_linux] Doors at Tickrate 100

2006-12-05 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
Your description sounds like a change to the entity properties for the door.
You can use a program like EntEd or EntSpy to edit the entities in a map or
add new ones (that aren't brush based). If you save the changes, only the
server needs the new version of the map. The CRC check doesn't include the
entity setup. This is the method I used to add chickens back into cs_italy,
so I know that it works.

I don't know what property on a door you could change to fix it, but if
there is one this method should work.



On 12/5/06, storno.porno <[EMAIL PROTECTED]> wrote:
>
>
> Seems like the fixed map has to be put only on the server tho, since u
> don't
> download any map from the fixed servers (which still, to me, doesn't make
> sense, as this would mess up any CRC checks done to prevent any issues
> with
> wrong mapfiles ... oh well, I'm not that much of a coder anyway ;-).
>
>
>
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Re: [hlds_linux] Doors at Tickrate 100

2006-12-05 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
Use a 66 tickrate server.   :)

Seriously, I haven't heard a single good reason to use anything higher that
stands up to serious scrutiny.



On 12/5/06, jonatan sandberg <[EMAIL PROTECTED]> wrote:
>
> [ Converted text/html to text/plain ]
> Hello Friends.
> I am a server administrator for my competetive team. I try to get our
> matches
> as fair and smooth as possible. We have to play our matches in tick100,
> league
> rules. Because of this the doors in all maps that our league plays are
> really
> hard to use and kind of unpredictable at times. A couple of days ago
> someone
> posted a "quickfix" for the doors, adjusting phys_timescale. This is not
> any
> kind of fix that can be used in serious matches. Phys_timescale also
> affects
> jumping, if only a little its still to much, and other things.
> Because of this I am here asking if there is possible to create a plug-in
> to
> fix this problem. It's a longshot but is it possible to create a plug-in
> that
> only changes the phys_timescale value for the doors, or ANYTHING to fix
> the
> problem. Lets face it, Valve is not going to touch this, ever! And because
> of
> this we at r60.org, and possibly every other Cs:s league out there, asks
> you
> plug-in creators to take a look at this. We would really be in dept to
> you, we
> already are!
> Thank you in advance, if for nothing else than for trying. /Jonatan
> Sandberg
> Forsgren
>
>
>
> --
> Get Your Own .NU Web Address Now! ---> http://WWW.NUNAMES.NU
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Re: [hlds_linux] Redirect - is it going to work anymore ?

2006-12-05 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
cl_restrict_server_commands blocks redirects which is probably a good thing.
I can't think of a single time I'd want to be redirected as a client.

It doesn't change reserver slots. Mani and other admin plugins can still
implement reserverd slots and kick players that need to be kicked.



On 12/4/06, john @ GamersCoalition <[EMAIL PROTECTED]> wrote:
>
> It's a tough cookie. Valve shouldn't be expected to support/consider
> 3rd party mods, but the pub server provider community (i.e. "us") have
> grown to rely heavily on them.
>
> In our instance, the reserve slot incentive provides our sole source
> of funding for our public servers. In one form or another, our
> not-for-profit operation has been doing this since 1.x days. Without
> public servers, where would new CS:S owners play their multi-player
> game? If you're in the good fortune to own your own hardware on a high
> speed network, great, but most of us aren't.
>
> The current mattie eventscript work around does get us around it, but
> it's costing us pub traffic (the interface is NOT noob friendly). At
> some point, the bottom line is going to hit us, and we're going to
> have to yank our aggregate 92 public slots offline.
>
> Valve, unless you're planning on getting into the public server market
> (soon), I'm confident you're going to see the above trend, which
> ultimately will affect your bottom line.
>
> "Help us help you." Implement some sort of redirect functionality, or
> allow us, the good honest server admins, the ability to disconnect and
> connect clients.
>
> Kind Regards,
>
>
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Re: [hlds_linux] Redirect - is it going to work anymore ?

2006-12-04 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
I agree in part. Most of the clientcommand stuff used by server plugins was
fairly innocent, and usually helpful. For example, the VIP Mod sent the
client command "use weapon_usp" when a new round started to make set the USP
as the active weapon for the VIP. There are many examples like that where
the easiest/best solution for a plugin was to use a client command.

However, joining a server and having it set my cmdrate to 101 and my
updaterate to 101 when my connection wasn't good enough for that was
veryannoying.  That's why I liked the idea of giving certain client
side cvars a
flag so that they couldn't be changed by the server, similar to how the
cheat cvar flag works. That would have left plugins the option to use
certain commands which don't harm the player, like "use weapon_usp"



On 12/4/06, Erik Hollensbe <[EMAIL PROTECTED]> wrote:
>
>
> On Dec 4, 2006, at 10:43 AM, john @ GamersCoalition wrote:
>
> > It's a tough cookie. Valve shouldn't be expected to support/consider
> > 3rd party mods, but the pub server provider community (i.e. "us") have
> > grown to rely heavily on them.
>
> I certainly understand your need for some of these things, but
> nothing chaps my hide more when I get on one server for about 5
> minutes, find out it's laggy and choking and nasty, then get on a
> server I play on regularly and experience the same issue.
>
> Until the recent patch, I wouldn't have even looked at my home
> internet connection first - I would have made sure that server A
> didn't apply what they thought were good client rates for my
> connection, which is not necessarily going to agree with them
> regardless if they run the server or not.
>
> I'd like to also add that I have yet to find a server that's booted
> me for leaving the default restrict left on.
>
> --
> Erik Hollensbe
> [EMAIL PROTECTED]
>
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Re: SV: [hlds_linux] Counter-Strike: Source and Source Engine Update Released

2006-11-19 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
Then the plugins need to be fixed. CSSDM has been fixed for the
ClientCommand's it used.  I'm sure CSSRPG can be fixed as well.

Since GunGame isn't a server plugin, it might have some problems, but it
could easily be written as a server plugin and work fine.


On 11/19/06, Cc2iscooL <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I'm not sure if he means for the competition servers...I think he means
> for
> the public servers with mods such as GunGame and CSSRPG and the like. If
> you
> don't set the value to 0 the mods don't work like they're supposed to,
> which
> drops the fun factor.
>
>
>
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Re: [hlds_linux] Serious problems at Valve?

2006-10-01 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
Just got this while playing DOD:S on our server.


On 10/1/06, Merlin.huff <[EMAIL PROTECTED]> wrote:
>
> Same on our servers, both 1.6 and source
>
> My account doesn't own the game and I should log into the correct steam
> account.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of James
> Robertson
> Sent: 01 October 2006 08:02 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Serious problems at Valve?
>
> --
> [ Picked text/plain from multipart/alternative ]
> and here.
> --
>
> ___
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Re: [hlds_linux] [BUG] slow doors on cs_assault

2006-09-28 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
Yes, doors are buggy above 66 tick (100+).



On 9/28/06, Timo Hilbertz <[EMAIL PROTECTED]> wrote:
>
> when running cs_assault on a CSS tickrate125 linux server, the right
> door near the hostages opens very slowly. this problem can be reproduced
> with tickrate100 as well, but the door open less slowly. surprisingly
> the left door opens in a normal speed. we also reproduced this problem
> on "foreign" tick100 servers.
>
> on tick33 doors open as they should.
>
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Re: [hlds_linux] Re: hlds_linux digest, Vol 1 #5248 - 10 msgs

2006-09-26 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
That will only change the settings on connect, not keep them from being
changed.


On 9/26/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:

Add Mattie to the setup, then you can do a simple script on player_activate
that does

ma_cexec event_var(userid) cl_interpolate 0 etc etc

> > Message: 10
> > Date: Tue, 26 Sep 2006 14:33:41 +0200
> > From: "Stefan Wichmann" <[EMAIL PROTECTED]>
> > To: hlds_linux@list.valvesoftware.com
> > Subject: [hlds_linux] Forcing client cvar
> > Reply-To: hlds_linux@list.valvesoftware.com
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Hi
> >
> > I want to know how can i force (for a LAN-Party) the following settings
> > for
> > clients:
> >
> > cl_interpolate 0
> > cl_lagcompensation 0
> > cl_interp 0.01
> >
> > according to this post on the steampowerd.com forums:
> >
> http://forums.steampowered.com/forums/showthread.php?s=&threadid=490324&perpage=15&pagenumber=1
> >
> > Thanks
> >
> > --
> > Kind regards
> > Stefan "Wichu" Wichmann
> > Serveradmin & Webmaster
> > Member of the Management
> > SoH.ch eSport Team ...is a lifestyle
> > http://www.soh.ch
>
>
>
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Re: AW: [hlds_linux] http downloads

2006-08-08 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
I don't understand the worry about this. The server would have to be running
the exact same custom maps as you for them to leach in this way.



On 8/8/06, Timo Hilbertz <[EMAIL PROTECTED]> wrote:
>
> slightly offtopic:
>
> is there any way to restrict other gamers from leeching from that web
> space?
> maybe there is a special user agent type for source games?
>
>
> Ben Humpert schrieb:
> >> Von: [EMAIL PROTECTED]
> >> Gesendet: Montag, 7. August 2006 19:08
> >>
> >>
> >> On Aug 7, 2006, at 9:54 AM, [EMAIL PROTECTED] wrote:
> >>
> >>
> >>> Hi folks!
> >>>
> >>> I'm hoping someone can help save my sanity. I've got 2 CS:S servers
> >>> that I'm not sure if they are utilizing http downloads. Here is the
> >>> info from the server.cfg file:
> >>>
> >>> // DOWNLOAD
> >>> // Allow clients to download files
> >>> sv_allowdownload 1
> >>> // Allow clients to upload customizations files sv_allowupload 0 //
> >>> Web downloads sv_downloadurl "http://www.we-happy-few.com/cstrike";
> >>>
> >> It sounds like the problem is with your webserver, not srcds.
> >>
> >
> > You have to create an unique directory, cssource uses "css",
> hl2deathmatch
> > uses "hl2mp", the shortnametag of the game.
> > So if you place your files into "http://www.we-happy-few.com/cstrike/";
> you
> > have to create the directory "css/". From here
> > ("http://www.we-happy-few.com/cstrike/css/";) you have the same pathtree
> as
> > in "C:\path\to\Steam\steamapps\\counter-strike
> > source\cstrike\".
> > For placing custommaps, create the subdir "maps/". If you made a mistake
> by
> > placing files somewhere else, the server/clients cant find and download
> > them.
> >
> >
> > ___
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> please visit:
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> >
> >
> >
> >
>
>
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Re: [hlds_linux] MetaMod for Counter-Strike Sourse

2006-06-06 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
You need to use Metamod: Source (not Metamod).

Also, you need to install plugins that are written for Metamod: Source, not
for Metamod.

Metamod: Source -> http://www.sourcemm.net
plugins -> http://www.sourcemod.net/forums/viewforum.php?f=25

On 6/6/06, Henrik Semark <[EMAIL PROTECTED]> wrote:
>
> [ Converted text/html to text/plain ]
> I don't know if this the right place to put this question... but I try
> I know it is possible to use MetaMod for CS:S but when I install it on my
> server I starts to get this error: "Your server needs to be restarted in
> order
> to receive the lastest update" but if I shutdown the Counter-Strike Server
> it
> just saying the same and it cant be the meaning that I have to restart
> the
> hole Linux box down. My console command:
> konsole -e ./srcds_run -console +ip 192.168.2.23 -game cstrike -secure
> -port
> 27035 +maxplayers 32 +map de_dust -autoupdat &
>
>
> --
> Del dine store filer uden problemer med MSN Messenger[1]
>
> ===References:===
>   1. http://g.msn.com/8HMBDADK/2755??PS=47575
>
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Re: [hlds_linux] serious security issue on CSS servers, exposed system command

2006-04-06 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
It's not a serious issue affecting Source servers. If you don't want that
ability on your server, then DON'T INSTALL IT on your server.

Grant


On 4/6/06, Adam Grzesko <[EMAIL PROTECTED]> wrote:
>
> Hi,
>
> We've found a serious security issue affecting CSS servers.
> There is a plugin for CSS that allows to expose SHELL system command.
> Of of the examples is !!! compiling helloworld.cpp program and
> executing it. Another example might be listing directories, wget-ing
> trojans and exposing the whole machine to the world.
>
> This is totally unacceptable. VALVE please FIX this ASAP as this
> serious security issue may bring down all machines running CSS
> servers.
>
> These are the links:
>
> Authors page:
> http://www.mattie.info/cs/
>
> System Plugin:
> http://www.mattie.info/downloads/mattie_system.tgz
>
> Main category at the author's forum
> http://www.mattie.info/cs/forums/viewforum.php?f=43
>
> Main topic of this project
> http://www.mattie.info/cs/forums/viewtopic.php?t=3392
>
>
>
> best regards
> Adam Grzesko
> [EMAIL PROTECTED]
>
>
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Re: [hlds_linux] Kick command in CS:S changed?

2006-03-07 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
kickid

I use kickid whenever possible because you can also specify a reason to be
popped up on their screen when they are kicked.


On 3/7/06, W0kk3L <[EMAIL PROTECTED]> wrote:
>
> Hmm, is it just me, or is the kick command changed in CS:S? It looks like
> you can only kick by username now, and not by userid anymore?
>
> In CS:S on console:
>
> kick
> Usage:  kick < name >
>
> in comparison to CS on console:
>
> kick
> usage:  kick < name > | < # userid >
>
> Where in CS you can kick by name or userid.
> The problem in CS:S is that users can use all types of caracters which
> makes
> it hard to kick someone without userid kick.
> I got this report from one of our admins who noticed this bug.
>
>
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Re: [hlds_linux] Custom player models/skins.

2006-02-07 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
As far as I know, you should be able to use as many custom player models as
your server plugin allows and your clients are willing to download. The
cl_min_t and cl_min_ct variables won't affect how many custom player models
you have.

Grant
(L. Duke)


On 2/7/06, Chris Deegan <[EMAIL PROTECTED]> wrote:
>
>
> Hi!
>
> As a server operator that runs custom models, I have some questions
> with regard to Counter Strike Source - specifically:
>
> Given that there are two models to choose from per team, and soon to
> be three this month when the 'leet' and 'sas' models are added (then
> I assume four per team at a later date) and that we had to set
> cl_min_t and cl_min_ct both to four, to allow for extra custom
> models, will custom models be at all possible in the future?
>
> It seems that these cvars are clamped to a maximum value of 4. I
> would dearly love to know from an inside source as to whether I am
> wasting my time customising models for CS:Sand I'm sure the
> custom skin community would be interested too.
>
> TIA
>
> Chris
>
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Re: [hlds_linux] Wrong Steam IDs (Help At Last)

2006-01-03 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
There is a similar plugin for source servers at sourcemod.net that we've
been using on our DOD:S servers with good success after being attacked be
waves of hackers with STEAM_ID_PENDING.



On 1/2/06, Jordan Bagwell <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I don't know if this has been mentioned already in the mailing list... if
> it
> has please disregard.  I am aware of valve's truly horrible programming in
> the hlds engine that has the steam id's going from player to player.  I
> have
> heard horror stories from other GSPs about pubber players getting an
> admins
> steam id and wreaking havoc on the server.  However I seem to have found a
> partial solution to the problem.  I installed an amxx plugin that kicks
> STEAM_ID_PENDING after 30 seconds.  This seems to have fixed the
> misassignment of ids by the server.  The plugin is available in the amx
> mod
> x forums.  I do not know if a similar plugin exists for amx. (if you're
> running amx you really should upgrade to amxx it's much much better).
>
>
> Hope this helps you guys.
>
>
> Jordan
>
> www.badasswankers.com
> --
>
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Re: [hlds_linux] Steam ID Pending

2005-12-23 Thread LDuke
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[ Picked text/plain from multipart/alternative ]
I understand.

Although, for the record, I've been using SourceMM since before July and it
has only been "broken" by one update. Something to do with Valve's plugin
interfaces, and I understand that they've rewritten that code so a similar
update from Valve won't cause those problems.

L. Duke


On 12/23/05, Craig Moore <[EMAIL PROTECTED]> wrote:
>
> I'd really like something from valve that didn't require me to run
> third-party software. SourceMM is just one more thing that'll crash my
> server after the next update (if the update itself doesn't cause
> constant crashing), and I'd really like to rid of the mods.
>
>
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Re: [hlds_linux] Steam ID Pending

2005-12-23 Thread LDuke
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Until VALVe releases a fix for this, we've been using the STEAM_ID_PENDING
Kicker plugin: http://www.sourcemod.net/forums/viewtopic.php?t=3048

We had a ton of TK idiots and cheaters on the server exploiting the Steam ID
thing, and this plugin has stopped that entirely. Big thanks to showdax for
writing it.

L. Duke


On 12/22/05, Craig Moore <[EMAIL PROTECTED]> wrote:
>
> Ok, I thought I remembered a thread for this but couldn't find it in
> my list. Players can join the server, enter the game, and play without
> ever being assigned the SteamID. It shows as STEAM_ID_PENDING. I can
> ban by IP, but I don't know how to ban an entire subnet. Does srcds
> have some way to ban a subnet like 68.170.153.238/24 or
> 68.170.153.238/255.255.255.0? Feel free to prod that IP all you want,
> it's the guy that came in hacking with STEAM_ID_PENDING. There must be
> some way that Valve can keep these people from playing without
> verifying the SteamID. Could Alfred at least fill us in on if they're
> even working on a solution? It might not be hard to use EventScripts
> to monitor players joining a team, then check to see if there's a
> SteamID and ban the IP if there isn't, but this is a messy solution
> and I'd rather not use eventscripts in any way.
>
> Regards,
>
> Craig Moore
>
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Re: [hlds_linux] Gziping maps

2005-12-22 Thread LDuke
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[ Picked text/plain from multipart/alternative ]
Here's a tutorial: http://bzip.tenth-mountain.com/index.htm

On 12/22/05, #Rtb.uk | MarkyPark <[EMAIL PROTECTED]> wrote:
>
> That was the word I was looking for :) so how do you do it ?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of LDuke
> Sent: 22 December 2005 22:11
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Gziping maps
>
> --
> [ Picked text/plain from multipart/alternative ]
> Isn't it bzip2 that's used, not gzip?
>
>
>
> On 12/22/05, Rüdiger Meier <[EMAIL PROTECTED]> wrote:
> >
> > On Thursday 22 December 2005 17:46, #Rtb.uk | MarkyPark wrote:
> > > I am still learning the ways of linux, I just want to know how to
> > > Gzip maps? so its better for people to download them. (I think its
> > > gzip, again im still a newb to linux :-) )
> >
> > The command to gzip a file is called "gzip" which you could find out
> > easiely by yourself or are you newb to google too?
> >
> > man gzip
> >
> > cu,
> > Rudi
> >
> > ___
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>
>
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Re: [hlds_linux] Gziping maps

2005-12-22 Thread LDuke
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[ Picked text/plain from multipart/alternative ]
Isn't it bzip2 that's used, not gzip?



On 12/22/05, Rüdiger Meier <[EMAIL PROTECTED]> wrote:
>
> On Thursday 22 December 2005 17:46, #Rtb.uk | MarkyPark wrote:
> > I am still learning the ways of linux, I just want to know how to
> > Gzip maps? so its better for people to download them. (I think its
> > gzip, again im still a newb to linux :-) )
>
> The command to gzip a file is called "gzip" which you could find out
> easiely by yourself or are you newb to google too?
>
> man gzip
>
> cu,
> Rudi
>
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Re: [hlds_linux] Crashes

2005-12-21 Thread LDuke
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[ Picked text/plain from multipart/alternative ]
Didn't they make the last Linux update available as a beta before releasing
fully? Would have been nice if this update were the same way.

Although, I guess that method probably doesn't work when the update also
includes a client-side update.

L. Duke


On 12/21/05, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> They still have not woken up and sniffed that cofee have they?
>
> T
>- Original Message -
> From: "forb" <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, December 21, 2005 6:36 PM
> Subject: Re: [hlds_linux] Crashes
>
>
> >I would love to know why valve feels like they can release updates
> > without testing them.
> > Clearly this wasn't tested, and IF it was (and theres no way in hell
> > that it was) then it wasn't enough.
> > The CONCEPT of steam as a live update system is great, but the
> > implementation seems to allow
> > the developers at our beloved valve to think they can just release stuff
> > without testing, cause hey...
> > if its broken, we can just release another live update, no big deal.
> > Thanks for the extra work you
> > put down on the rest of us who have to update stuff twice because you
> > didnt test it once.
> >
> > -forb
> >
> >
> > Eric (Deacon) wrote:
> >
> >> In a bold display of creativity, Xavier Kerestesy wrote:
> >>
> >>> What is it that valve has agains Linux?  First they release an update
> >>> that causes choke and loss, now it does nothing but crashes.
> >>
> >>
> >> I'm guessing it's specifically you they're out to get.  They're
> scheming
> >> up ways to make your life difficult.  What did you do to them?
> >>
> >> --
> >> Eric (the Deacon remix)
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >>
> >> .
> >>
> >
> >
> > ___
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> >
> >
> > --
> > No virus found in this incoming message.
> > Checked by AVG Free Edition.
> > Version: 7.1.371 / Virus Database: 267.14.3/209 - Release Date:
> 21/12/2005
> >
> >
>
>
>
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Re: [hlds_linux] Myg0t problems

2005-12-11 Thread LDuke
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[ Picked text/plain from multipart/alternative ]
We had someone on our DOD:S server like that. Had a name that said "you
can't ban me for TKs" or something like that, and he had no steam ID. We
banned his IP and he hasn't been back so far.



On 12/11/05, Jon Dawson <[EMAIL PROTECTED]> wrote:
>
> I believe that means the person is using a non official steam client. Not
> sure though.
>
> JonD
> - Original Message -
> From: "Stephen Nicholson" <[EMAIL PROTECTED]>
> To: 
> Sent: Sunday, December 11, 2005 12:29 PM
> Subject: [hlds_linux] Myg0t problems
>
>
> > I've reported this to Alfred but I think more people should be aware of
> > it.
> >
> > For the last couple of days one of my servers has been getting "raged"
> > by a myg0t. Somehow he's able to stay connected to the server with
> > steam_id_pending so the only way to ban him is via ip and as is typical
> > with these things he has a dynamic ip.
> >
> > Today I just blocked the entire subnet he was coming from and he seems
> > to have gone for now. Has anyone else been getting hit by this? I email
> > Alfred about it but I have no idea how it's getting done.
> >
> > CSS server running on Fedora Core 2. Fully patched and running Mani.
> >
> > Stephen
> >
> > ___
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>
>
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[hlds_linux] can't connect to LAN server since update

2005-12-05 Thread LDuke
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[ Picked text/plain from multipart/alternative ]
Since the update, I've been unable to connect via the LAN to my CSS server
running on FC3.

Someone said to try updating with "-linux beta" on the command line, which I
did, but it still doesn't work.

Grant
(L. Duke)
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