Re: [hlds_linux] spray logo limits? [OT]

2005-08-18 Thread Matthew White
just found some more. Quoted from : http://users.erols.com/bribe/sprays/
//begin quote
Dimension Rules
First there are a few rules you must follow when making your image. The
horizontal and vertical dimensions (in pixels) must be multiples of 16. Also,
for whatever reason, servers will reject your spray if the WADfile is more than
about 15kb, so this means your bmp should be no bigger than about 12kb.


Quality Considerations
When the logos are sprayed in the game, they are blown up to fill a certain
space, and there is a certain amount of distortion because they are larger than
the actual file size. You will find that your sprays look best if the long
dimension is 256 or 128 pixels and I would not recommend making them with any
other sizes because they will be ugly and blurry. For the short side, it does
not matter quite as much, but you will achieve maximum quality if you use
dimensions of 16, 32, or 64. Check out the pictures to see in-game examples of
this ugliness. Because of the size limit of 15kb, this means that you will be
limited to a max of 128x80 or 256x32. You can make them other sizes if you like
but I would recommend 128x64 or 256x32. If your image is smaller than this, or
you have shrunk it to be smaller, you can always just put the smaller image in
with transparent space around the sides. This is a VERY important part of making
your spray look nice!
//end quote

Hope this helps
--
Regards,

Matt White


Quoting Sebastian <[EMAIL PROTECTED]>:

> actually i don't want to know how to make one.. just want to know their
> limits and what the server supports.
>
> Matthew White wrote:
>
> >Try http://www.telefragged.com/wally/tutorials/hl_color_decals.html
> >
> >this has a guide on how to create the decals/logos for HL based games
> >--
> >Regards,
> >
> >Matt White
> >
> >Quoting Sebastian <[EMAIL PROTECTED]>:
> >
> >
> >>OT, but i can't seem to find any info.. i looked in the sdk and on the
> >>dev page.
> >>
> >>does anyone know the size limits of spray logos for source?
> >>
> >>What are the filesize limits, image size restiction and image types
> allowed?
> >>
> >>
> >>
>
>
> --
> No virus found in this outgoing message.
> Checked by AVG Anti-Virus.
> Version: 7.0.338 / Virus Database: 267.10.12/75 - Release Date: 8/17/2005
>
>
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Re: [hlds_linux] spray logo limits? [OT]

2005-08-18 Thread Matthew White
>From what i remember there was originally a max size of 16384 pixels and the
dimensions had to be multiples of 16

The max size is possibly wrong but im fairly sure about the multiples of 16
--
Regards,

Matt White


Quoting Sebastian <[EMAIL PROTECTED]>:

> actually i don't want to know how to make one.. just want to know their
> limits and what the server supports.
>
> Matthew White wrote:
>
> >Try http://www.telefragged.com/wally/tutorials/hl_color_decals.html
> >
> >this has a guide on how to create the decals/logos for HL based games
> >--
> >Regards,
> >
> >Matt White
> >
> >Quoting Sebastian <[EMAIL PROTECTED]>:
> >
> >
> >>OT, but i can't seem to find any info.. i looked in the sdk and on the
> >>dev page.
> >>
> >>does anyone know the size limits of spray logos for source?
> >>
> >>What are the filesize limits, image size restiction and image types
> allowed?
> >>
> >>
> >>
>
>
> --
> No virus found in this outgoing message.
> Checked by AVG Anti-Virus.
> Version: 7.0.338 / Virus Database: 267.10.12/75 - Release Date: 8/17/2005
>
>
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Re: [hlds_linux] spray logo limits? [OT]

2005-08-18 Thread Matthew White
Try http://www.telefragged.com/wally/tutorials/hl_color_decals.html

this has a guide on how to create the decals/logos for HL based games
--
Regards,

Matt White


Quoting Sebastian <[EMAIL PROTECTED]>:

> OT, but i can't seem to find any info.. i looked in the sdk and on the
> dev page.
>
> does anyone know the size limits of spray logos for source?
>
> What are the filesize limits, image size restiction and image types allowed?
>
>
> --
> No virus found in this outgoing message.
> Checked by AVG Anti-Virus.
> Version: 7.0.338 / Virus Database: 267.10.12/75 - Release Date: 8/17/2005
>
>
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Re: [hlds_linux] Have a ./steam error

2005-07-21 Thread matthew . white
Try removing the -username bits as iirc login credentials are no longer
checked for servers.

Quoting e-Plutonia <[EMAIL PROTECTED]>:

> Which OS are you using?
>
> On 7/20/05, Frank Galbrecht <[EMAIL PROTECTED]> wrote:
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > When I try to run ./steam
> >
> > ./steam -command update -game cstrike -dir /usr/local/games/hlds_l/
> -username user -password password
> >
> > it spits this error out
> > Aborted
> >
> > and that is it, any suggestions of what that problem could be please let me
> know.
> >
> > Thanks
> > Frank
> > --
> >
> >
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> please visit:
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> >
>
>
> --
> DJ Fadyeyev
> Founder
> e-Plutonia
>
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Re: [hlds_linux] How to enable VAC2 on a server

2005-06-18 Thread Matthew White
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
add -vacbeta to the end of ur cmdline

---

Matt White
[ [EMAIL PROTECTED] ]



devin812 wrote:

>Hello,
>
> In the old days I would add the line secure "1" to my liblist.gam file...
>my hl2dm server does not have this file, I have tried to enable VAC on the
>server by putting -secure in the command line.
>
>Does anyone know what the procedure will be to enable VAC on a server? I
>want to set it up now so when it is released i don't have to worry about
>enabling it (right now to get updates i just type quit in the console and it
>auto updates and restarts the server).
>
>I saw some talk about how to enable VAC2 for the beta... will this be the
>same syntax? Does anyone know the correct way to have the server ready for
>VAC2 enabling?
>
>Thanks
>-Some Llama
>
>
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Re: [hlds_linux] Unusual lag spikes

2005-05-26 Thread Matthew White
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
could this be to the fact that certain NIC's have hardware processing
built into them Intel, 3com etc whereas some of the thinner realtek
cards use software to do the work. we found this on the shool network i
used to help run that certain machines were "faster" on the network
because they had intel cards in over the others that all had realtek cards.

---

Matt White
[ [EMAIL PROTECTED] ]



Saint K. wrote:

> We had the same problem with Realtek cards, replacing them with 3com
> cards
> fixed it.
> - Original Message -
> From: "Bart King" <[EMAIL PROTECTED]>
> To: 
> Sent: Thursday, May 26, 2005 8:55 AM
> Subject: RE: [hlds_linux] Unusual lag spikes
>
>
>> Hello,
>>
>>> I am having something similar on a CSS server of ours, we think it is
>>> either a network card issue (windows 2003 server and a
>>> Realtek ethernet card) or an issue with mani-mod.
>>
>>
>> Hm, interesting.  Our network card is thus:
>>
>> eth0: Tigon3 [partno(BCM95705C3) rev 3003 PHY(5705)] (PCI:33MHz:32-bit)
>> 10/100/1000BaseT Ethernet
>>
>> I wonder if buying a new network card would solve it.  Does anyone have
>> any
>> suggestions on which brand to buy?  I'm guessing Intel or something,
>> perhaps?  Must be gigabit...
>>
>> Cheers,
>> --
>> Bart King -- http://www.bart666.com
>> +44 781 219 5654 -- PGP: 0xC9C3EB8B
>>
>>
>>
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>
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RE: [hlds_linux] Mapcycle bug?

2005-02-25 Thread Matthew White
Do hashes not do the same thing

Regards,

Matt White
[ [EMAIL PROTECTED] ]
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Simon Garner
Sent: 26 February 2005 02:40
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Mapcycle bug?

I just caught one of my servers doing something weird... it was spewing
this in the console:

CHANGE LEVEL: //de_chateau
CHANGE LEVEL: //de_chateau
CHANGE LEVEL: //de_chateau
CHANGE LEVEL: //de_chateau
CHANGE LEVEL: //de_chateau
CHANGE LEVEL: //de_chateau
CHANGE LEVEL: //de_chateau

And so forth, ad inifinitum.

There was one player on, not sure whether he was playing or not.

Here is my mapcycle.txt:

cs_italy
de_dust
de_aztec
de_cbble
cs_office
//de_chateau
de_dust2
//de_piranesi
//cs_havana
de_prodigy
cs_compound
de_train

Maybe I'm going senile but I'm sure that used to be the correct syntax
for commenting out an entry.

-Simon

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RE: [hlds_linux] ROFL, nice bug!

2005-02-23 Thread Matthew White
Afaik it's a feature that if you get hit it causes damage.

I also think If you get hit by a barrel on dust from someone throwing an he
grenade at it that can also cause damage.

Its all about the realism!!!

Regards,

Matt White
[ [EMAIL PROTECTED] ]

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Simon Garner
Sent: 24 February 2005 00:16
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] ROFL, nice bug!

On 24/02/2005 6:40 a.m., Justin McCarter wrote:
> I always wondered if you could actually kill a player with a FB -- I
> noticed that if you tag someone directly with a FB or smoke, it'll
> show a blood splash.  I didn't think it did damage though...  How cool
> is that!
>

The flashbangs actually used to release shrapnel (back in about beta 6?)
- dunno why they removed that. They used to do about 5hp dmg if you were
close enough, IIRC. Back in the day...

This must be new in Source, they definitely haven't done damage for a
while. Wonder if it's a bug or a feature...

-Simon

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RE: [hlds_linux] Multiple servers on one host

2005-01-31 Thread Matthew White
You should be able to use the same hlds install and then use attribs like
-port 27016 -servercfgfile etc...

Regards,

Matt White
[ [EMAIL PROTECTED] ]

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of ScratchMonkey
Sent: 31 January 2005 23:39
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Multiple servers on one host

It looks like I'll be bringing up a CS:S server soon. The howto's I've seen
council to get a new Steam ID instead of using one's client ID. Should I
use the same ID for all servers on a host, or a unique ID for each server
instance? Can multiple instances share files? Or should I create a separate
Linux user to run each instance? (This is the way I run servers for other
games, such as Tribes 2, Tribes Vengeance, UT2004, and BF1942.)

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RE: [hlds_linux] [offtopic]sry: buying DoD:S while having bronze pack

2005-01-20 Thread Matthew White
Steampowered.com works fine for me.

When I had the ati package (eq to bronze) I just paid the extra $10 to get
the silver


Regards,

Matt White
[ [EMAIL PROTECTED] ]

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of The Fool
Sent: 20 January 2005 15:30
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] [offtopic]sry: buying DoD:S while having bronze pack
Importance: Low

hi,

I'm so sorry for this offtopic stuff, but i can't do anything. I wrote
dozens of mails to support, even reported as a bug: no results.

Does anyone know how to get DoD:Source, if i already bought (oh, how silly
am i?) a bronze package? I changed my mind and i'd like to try it when it'll
be released.

So sorry once again for offtopic stuff :/


Cheers,
The Fool

ps.: Just fyi: www.steampowered.com is down...


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[hlds_linux] Merry Christmas

2004-12-24 Thread Matthew White
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Merry Christmas one and all



Regards,



Matt White

[ [EMAIL PROTECTED] ]



--


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RE: [hlds_linux] Mr E Scrooge.

2004-12-14 Thread Matthew White
Hell no!!! HL2DM admins don't get a merry crimbo either!

Regards,

Matt White
[ [EMAIL PROTECTED] ]

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brian A. Stumm
Sent: 14 December 2004 19:02
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] Mr E Scrooge.

On Sat, 11 Dec 2004, Richard Fennell wrote:

> PS Merry Xmas to the rest of you CS / CZ / CSS Fans and admins,

What!?. Us tfc, dod and admins of other mods can't have a Merry Xmas?


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[hlds_linux] Mass Bann by Valve

2004-11-26 Thread Matthew White
[ Converted text/html to text/plain ]
http://news.bbc.co.uk/1/hi/technology/4041289.stm[1]
found this link on my GSP's site today - is this possibly what valve are
working on at the moment - get the cheaters out of steam so that VAC isnt
needed so much.

--
Regards,

Matthew White
[ [EMAIL PROTECTED] ]

===References:===
  1. http://news.bbc.co.uk/1/hi/technology/4041289.stm
  2. mailto:[EMAIL PROTECTED]

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RE: [hlds_linux] banned_user.cfg

2004-11-15 Thread Matthew White
Could you set a cron job that will split the files into 5k portions and
appends an exec  to a config file so that as your ban list
increases it will be stored in multiple files and then in the server config
you have

exec bannedlists.cfg

bannedlists.cfg will have exec bl1.cfg, exec bl2.cfg etc that should solve
your problem

Regards,

Matt White
[ [EMAIL PROTECTED] ]
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jurgen van den
Handel
Sent: 15 November 2004 17:34
To: [EMAIL PROTECTED]
Subject: [hlds_linux] banned_user.cfg

Dear All,

Got a ban list which is almost 10kbytes long, now every time my server
crashes and it tries to reload the banned_user.cfg file I end up with an
empty banned user list.

if I try to execute a backup manually I get the response :

exec backupbanned_user.cfg
Cbuf_AddText: buffer overflow

and no bans are added.
Currently I have to manually cut the banlist in half and cut-n-paste each
part seperately into console to restore the bans, obviously this is a bit
cumbersome to say the least.

Anybody knows what's going on and maybe has a proper fix for it ?

regards,

Jurgen van den Handel

_
Talk with your online friends with MSN Messenger http://messenger.msn.nl/


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RE: [hlds_linux] banned.cfg not working

2004-11-06 Thread Matthew White
You have got the exec banned.cfg in you server.cfg file haven't you.

Regards,

Matt White
[ [EMAIL PROTECTED] ]
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: 07 November 2004 00:14
To: [EMAIL PROTECTED]
Subject: [hlds_linux] banned.cfg not working

banned.cfg not working,

when i put entries in my banned.cfg as follows:

banid 0.0 STEAM_0:1:123123

i can still connect to the server.  I have restarted it, and still, that
has no effect.

What is the syntax for the banid for 1.6 hlds?

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RE: [hlds_linux] similar mailing list

2004-10-24 Thread Matthew White
[EMAIL PROTECTED]

Regards,

Matt White
[ [EMAIL PROTECTED] ]
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kris Elsberg
Sent: 24 October 2004 15:42
To: [EMAIL PROTECTED]
Subject: [hlds_linux] similar mailing list

I just singed up for this list and it is great. A few of my friends
run HLDS on windows boxes, is there a list for windows?

Thanks,

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RE: [hlds_linux] Awesome news for vac team

2004-10-01 Thread Matthew White
I understood it as your SteamID is created for your account and then the same over all 
games. I cant see Steam assigning you a new ID for each game you install.

Regards,

Matt White
[ [EMAIL PROTECTED] ]

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Bruce "Bahamut" Andrews
Sent: 01 October 2004 16:33
To: [EMAIL PROTECTED]
Subject: RE: [hlds_linux] Awesome news for vac team

Nar, from what I understand of it, when you enter the key into your
profile you're assigned a steamid and that's the end of your key's
interaction.  If you could bypass that part, you can get anything for
free providing you can port the content to the nonsteam base.

That could be slightly incorrect, but it's pretty close, because there's
no other way that nonsteam would work - especially if there was
validation when you connected to a server.

 -  Bruce "Bahamut" Andrews


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matthew
White
Sent: Saturday, 2 October 2004 1:10 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlds_linux] Awesome news for vac team

Surely steam is gonna stay the same and its just a front end for
launching the games.

Regards,

Matt White
[ [EMAIL PROTECTED] ]
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bruce
"Bahamut" Andrews
Sent: 01 October 2004 15:38
To: [EMAIL PROTECTED]
Subject: RE: [hlds_linux] Awesome news for vac team

I'm in Australia, and most of the ISP's over here are pretty reasonable
about this kind of thing and will take action to see it ended.  Sucks
about the Portugal lot tho :/

I agree that it's a losing battle anywhere if VALVe don't act, and their
success with Steam on the Half-Life platform will affect the way they
use Steam for Half-Life 2 - more importantly, chances are the same
exploit could simply be "ported" over with a bit of work :\

 -  Bruce "Bahamut" Andrews


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nelson
Marques
Sent: Saturday, 2 October 2004 12:10 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] Awesome news for vac team

ISP's here do not give a damn about online gaming. On a meeting with one
of the biggest ISP's here, the head manager clearly stated that he
didn't believed on the business, and soon enough he had to start billing
the real usage of network and cut the support. This sound stupid, but
the story on Portugal GSP's is incredible...

The pioneers came, but when the real competition appeared, the pioneers
started on public forums accusing other people of ripping off his
software (namelly a MOHAA remote admin package), he even changed the
licence wich originally was bound with it...

Things got more complicated when this so called pioner broke a
gentlemen's agreement a couple of days before signing the final contract
with KPN Qwest Portugal. KPN got insane and started sponsoring the
second big GSP's, full bandwidth for free (but they ommited the fact
that were being bought by another ISP wich the main capital comes from
France Telecom).

So all the ISP's started sponsoring their GSP clientes and price war
started, with the price per slot dropping to 1â and 1.8â. Many small
GSP's have been wipped out. That's when a community was founded and
supported by a small local ISP, and rackplayer.com was started, from
players, to players... But the support ended after sometime, due to a
change in the major ISP wich dropped their ADSL prices to a very low
price, making lots of people changing to them. Unluckly that was the
only ISP that rackplayer hadn't direct connect or peering due to
Portugal Telecom's abusive peering prices. People fled and started to
rent servers by 1â/slot.

The market became cartelized by 3 GSP's wich work together and rip off
people. There is no competition. With rackplayer's disappearing, they
took it all.

ISP's do not care about it, you can report whatever you want, they
ignore it... unless you're a nazi, then they will act. Governament and
ISP's only act on political or racial causes. Online gaming doesn't
bellong to either of those two, so... u will be ignored

Besides, Cable and xDSL do not have static IP's and you can force your
DHCP client to request a new IP from the IP pool on the DHCP Server, or
you can even force one if you have the network details like gateways and
so on and configure your PC as static (might have some IP collisions
though), but you can test it with pings...

That's a pretty hard battle to win... Beasides, taking UK out, most
countries will rule that a product that you BUY is yours and you can do
pretty much whatever you want with it, overriding the EULA's. That's not
new in Italy, Germany, Spain for instance... Even big ass companies like
Sony and M

RE: [hlds_linux] Awesome news for vac team

2004-10-01 Thread Matthew White
Surely steam is gonna stay the same and its just a front end for launching the games.

Regards,

Matt White
[ [EMAIL PROTECTED] ]
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Bruce "Bahamut" Andrews
Sent: 01 October 2004 15:38
To: [EMAIL PROTECTED]
Subject: RE: [hlds_linux] Awesome news for vac team

I'm in Australia, and most of the ISP's over here are pretty reasonable
about this kind of thing and will take action to see it ended.  Sucks
about the Portugal lot tho :/

I agree that it's a losing battle anywhere if VALVe don't act, and their
success with Steam on the Half-Life platform will affect the way they
use Steam for Half-Life 2 - more importantly, chances are the same
exploit could simply be "ported" over with a bit of work :\

 -  Bruce "Bahamut" Andrews


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nelson
Marques
Sent: Saturday, 2 October 2004 12:10 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] Awesome news for vac team

ISP's here do not give a damn about online gaming. On a meeting with one
of the biggest ISP's here, the head manager clearly stated that he
didn't believed on the business, and soon enough he had to start billing
the real usage of network and cut the support. This sound stupid, but
the story on Portugal GSP's is incredible...

The pioneers came, but when the real competition appeared, the pioneers
started on public forums accusing other people of ripping off his
software (namelly a MOHAA remote admin package), he even changed the
licence wich originally was bound with it...

Things got more complicated when this so called pioner broke a
gentlemen's agreement a couple of days before signing the final contract
with KPN Qwest Portugal. KPN got insane and started sponsoring the
second big GSP's, full bandwidth for free (but they ommited the fact
that were being bought by another ISP wich the main capital comes from
France Telecom).

So all the ISP's started sponsoring their GSP clientes and price war
started, with the price per slot dropping to 1â and 1.8â. Many small
GSP's have been wipped out. That's when a community was founded and
supported by a small local ISP, and rackplayer.com was started, from
players, to players... But the support ended after sometime, due to a
change in the major ISP wich dropped their ADSL prices to a very low
price, making lots of people changing to them. Unluckly that was the
only ISP that rackplayer hadn't direct connect or peering due to
Portugal Telecom's abusive peering prices. People fled and started to
rent servers by 1â/slot.

The market became cartelized by 3 GSP's wich work together and rip off
people. There is no competition. With rackplayer's disappearing, they
took it all.

ISP's do not care about it, you can report whatever you want, they
ignore it... unless you're a nazi, then they will act. Governament and
ISP's only act on political or racial causes. Online gaming doesn't
bellong to either of those two, so... u will be ignored

Besides, Cable and xDSL do not have static IP's and you can force your
DHCP client to request a new IP from the IP pool on the DHCP Server, or
you can even force one if you have the network details like gateways and
so on and configure your PC as static (might have some IP collisions
though), but you can test it with pings...

That's a pretty hard battle to win... Beasides, taking UK out, most
countries will rule that a product that you BUY is yours and you can do
pretty much whatever you want with it, overriding the EULA's. That's not
new in Italy, Germany, Spain for instance... Even big ass companies like
Sony and Microsoft can't stop 'mod chips' on their consoles, wich is a
much wider market, and mod chips (comercialization and usage) is legal
is most european countries. As far as I know only UK's Higher Courts are
in favor of software houses or ludic equipments regarding modchips and
hacking products. All the rest who have gone to court have been ruled in
favor of the end user.

It's a loss battle.

Bruce "Bahamut" Andrews wrote:

>Pretty useless, it just makes you appear to be spinning around in
>circles to anyone that's spectating, not entirely sure what the actual
>player sees, but yeah.  Pretty obvious.
>
>Incase you guys haven't been monitoring the normal HLDS mailing list,
>here's the NonSteam info to bring you up to speed on those annoying
>hackers that have a seemingly unlimited supply of keys:
>
>I've had success testing out the "hack" of steam called "non-steam".
>It's basically a version of steam that originally allowed you to play
>Counter-Strike 1.6 and other mods offline.  Recently though, an extra
>patch has evolved it so that it allows you to play online -without a cd
>key-.
>
>That's right, it exploits the SteamID System and allows you to play
>online without registering a key to an account.  You still need to
>change accounts to change ID's though.
>
>Website for it is currently down (the prima

RE: [hlds_linux] double nade exploit?

2004-10-01 Thread Matthew White
I have seen this on cs source. Is it all cs versions or just source that
does it

Regards,

Matt White
[ [EMAIL PROTECTED] ]
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: 01 October 2004 02:55
To: [EMAIL PROTECTED]
Subject: [hlds_linux] double nade exploit?

I have a short demo of it from my css server:

http://mirror.technology-zone.net/cs/db.dem

I have no idea hows its done. Any way to fix this?

--John

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RE: [hlds_linux] Steam over LAN

2004-07-09 Thread matthew . white
G'day bruce my names bruce!

heres my steam on LAN info - message all your attendees that they need to
update their steam to midnight before the LAN then they need to right click on
their steam and choose "Exit" and not "Exit and Logout". This will allow them
to startup in offline mode when they get there and they can play on the LAN as
much as they need to. If you can - get a small net connection so that if
someone exits and logs out you can re-login and then they can continue playing.

The thing i would recommend more than anything is to test your servers with
the clients as soon as possible to make sure they all work.

Hope this helps

Regards,

Matt White
[ [EMAIL PROTECTED] ]
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlds_linux-
[EMAIL PROTECTED] On Behalf Of Luca Grossi
Sent: 09 July 2004 03:20
To: [EMAIL PROTECTED]
Subject: [hlds_linux] Steam over LAN

G'day
I was wondering if anyone could tell me the best approach in running
steam on a lan?  We anticipate around 450 players participating. I was
wondering if
Firstly is it possible to allow players just to authentication
but blocking updates ?
Secondly could we setup a local cache server to provide player with content

Because of limitations to the bandwidth that is provided to us at the venue
allowing players to connect and auth/update this isn't feasible
unfortunately

Any help would be appreciated
Thanks in advance Luca Grossi




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Re: [hlds_linux] CZ cd key can play DOD/NS ...?

2004-07-07 Thread matthew . white
This may not help answer your question but when I bought a new ATI gfx card
for my PC I was given a free HL2 voucher. The link through to ati's site says
that I can use this to get old school HL +mods for free

For our customers who purchase a qualifying RADEON™ based graphics card that
includes the Half-Life® 2 offer and activate their STEAM account before Half-
Life® 2 is available at retail, Valve and ATI have added the Valve Premier
Pack FREE, which includes the games: Half-Life, Counter Strike, Team Fortress
Classic, Deathmatch Classic, Half-Life: Opposing Force and Ricochet. This is a
limited time bonus offer that expires once Half-Life® 2 is available.

That is a quote from the ati site and it seems that these special keys will do
it but under normal circumstances you will need a key for each.

Regards,

Matt White
[ [EMAIL PROTECTED] ]



Quoting Christopher Luk <[EMAIL PROTECTED]>:

> can anyone confirm this? only ppl with historical _WON_ based cd key
> like CS1.0/DOD3.0b can play DOD/NS or other mods. with _STEAM_ based cd
> key such as CZ's keys, its not _possible_ / _allowed_ to play third
> parties mods. may be somebody near VALVE can give us some comments.
>
> chris
>
> Toker wrote:
>
> >When I installed my CZ, it would only let me play HL, CZ, CS1.6 and Deleted
> >Scenes.  Wouldn't let me DOD or the others until I entered my old CD key,
> >the one that came with my original Half Life CD I bought many moons ago.
> >
> >- Original Message -
> >From: "Christopher Luk" <[EMAIL PROTECTED]>
> >To: <[EMAIL PROTECTED]>
> >Sent: Wednesday, July 07, 2004 1:17 AM
> >Subject: [hlds_linux] CZ cd key can play DOD/NS ...?
> >
> >
> >
> >
> >>as title. can anyone confirm if CZ cd key able to let ppl play DOD or NS?
> >>
> >>chris
> >>
> >>___
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> >>
> >>
> >please visit:
> >
> >
> >>http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >>
> >
> >
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> >
> >
>
>
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RE: [hlds_linux] LAN Party / Steam no-internet

2004-05-12 Thread Matthew White
This is perfectly possible.

My advice is as follows:

Set a date by which time all clients are to be updated by. Make this
midnight before the LAN starts. Then after that tell all the attendees to
right click on steam and choose exit (NOT Exit and Logout) Then when they
turn on their PC's at the LAN steam clients will say they cant connect and
will be in offline mode.

Make sure the servers are updated as well to the same stage as the clients.

Test this theory out with a machine before the lan - take the server and
client offline to make sure they can all see each other and connect.

This should minimise probs for the land event.

If all this fails tell the people attending to bring their CS 1.5 installs
as a backup just in case this all fails.

Regards,

Matt White
[ [EMAIL PROTECTED] ]
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of wicked
Sent: 12 May 2004 13:32
To: [EMAIL PROTECTED]
Subject: [hlds_linux] LAN Party / Steam no-internet

I'm going to be running a private lan party this august and I'm trying
to figure out if I can use the new steam version of cs, or if I'm stuck
with the old 1.5.  I ran the party last year and even though steam was
out we played 1.5 because that is what our server was using. Now we are
all steam based and I'm not sure if they even have 1.5 installed.

Is there a way to play steam based cs at a lan party without internet
access?
Can clients play steam cs without net access?
Do I need internet access at my LAN Party if we play cs 1.6?

I'm trying to find a way to get even a simple dialup for the event, so
at least we could auth and stuff, but I'd rather not have to worry about
it. Do I have to worry about it?

--
Matt

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RE: [hlds_linux] DoD 1.1 Exploit? Rapid weapon switch.

2004-05-06 Thread Matthew White
In CS Q is bound by default to the last gun you used. When I run round maps
and I know there isn't likely to be anyone I tend to hit q just for
something to do rather than just pressing W to go forwards

I don't know of an exploit using the last weapons key - I have never thought
of it as I do it and have seen others doing it.

Bearing in mind though this is for CS rather than DoD - im not sure whether
or not there are other cheats for that or not.

Regards,

Matt White
[ [EMAIL PROTECTED] ]
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gavin Rodgers
Sent: 07 May 2004 00:59
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] DoD 1.1 Exploit? Rapid weapon switch.

We had a similar post on our forums, in CS rather than DOD

I quote "
This is a strange one...

Lately I have noticed loads of players on the servers cheating. I have
kicked many myself...most give the cheating away from things like tracking
into walls, amazing ability to know where people are. Even though they run
past the spot any other time. The list is endless...

But everyone I have suspected of cheating always does the same thing...

Constantly changing between gun, pistol and knife while running around the
map. So fast that as a spectator you have trouble seeing what weapon they
are using. This is a constant process that they use all the way from start
to the end of the map...only swapping to main gun before they run into
someone.

Now call me stupid but i can't think of any reason for this. If you have 4
CT's left on the map why would you run around changing weapons (you could
run into one with a knife in your hand) can anyone give me a reason for
this...(I will camera it next time)

I believe that there is a cheat around that requires this process, but if
anyone else has a better idea please let me know, because its getting so bad
(all the peeps kicked have used this technique) that i am considering
kicking people who constantly change weapons all the way through the game...

Any input?"

So are we looking at a exploit/cheat or just very strange players :)

Cheers
Gavin Rodgers
(BlueHawk^4u)
www.4u-servers.co.uk
www.4u-servers.net (forums)
www.4u-mobile.co.uk (logos ringtones etc)
www.everglide.co.uk (LAN sponsors)
- Original Message -
From: "Husayn ibn al-Samarqandi" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, May 07, 2004 12:27 AM
Subject: [hlds_linux] DoD 1.1 Exploit? Rapid weapon switch.


> Folks:
>
> I had a player post the following and as I've spec-ed this "rapid weapon
> switch" I'm wondering if it's an exploit, indication of a cheat, or some
> weird ritual:
>
> "the other day these guys were in and they were toggling their weapons
> really fast, probably binded a key to do it. both of them i could not hit,
> i was right on him and not shooting him, and at one point one guy was 22
> and 1 and the other was like lets keep the toggling to less than three.
> does toggling do anything or am i just paranoid."
>
> Danke,
>
> "Insane" Husayn
>
>
> ___
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RE: [hlds_linux] hlds 1.5

2004-05-01 Thread Matthew White
Try http://gamefiles.blueyonder.co.uk

They usually have most files that you will need - if you are uk based then
its uber quick as well

Regards,

Matt White
[ [EMAIL PROTECTED] ]
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt Burke
Sent: 30 April 2004 17:14
To: [EMAIL PROTECTED]
Subject: [hlds_linux] hlds 1.5

I'm not trying to start a flame thread here, but can someone point me in
the direction of the 1.5 linux hlds file? I'm not having much joy
tracking it down...


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RE: [hlds_linux] Command Line?

2004-04-26 Thread Matthew White
I have seen this in action. A couple of servers I have played on had a team
limiting system where you could only join one team if they were uneven. I
don't know what script was used but when the team selection screen came up
then if you tried to go on the larger team it wouldn't let you.

The servers were cs.axia.org.uk and csx.axia.org.uk - both good uk based
servers as well!

Regards,

Matt White
[ [EMAIL PROTECTED] ]
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David Lee
Sent: 26 April 2004 10:25
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] Command Line?

I don't know exactly what you guys mean with the mp_forceautojoin, but i
assume its similar to TFC where people are automatically joined to a
team which helps with team stacking. I don't see how this would be hard
to implement. Coming from a coding standpoint its just 1 extra variable
to check for. A simple hack would be to just disable 1 and 2 from the
team selection. Another slightly better option would be to just pass
5(or whatever variable selection 5 sets) to the corresponding classes or
functions for team selection when mp_forceautojoin is true, however,
this would require some other parts of the hlds and hl.exe binaries to
be modified. All in all, I dont see how this could be difficult at all,
unless the cs code is just horrible(which may be the case give the
amount of bugs that show up with each update). This is however not a
linux specific request and would probably get more attention on the
general hlds mailing list.

[EMAIL PROTECTED] wrote:
 >  increasing the command line buffer is nothing compared to what
 > mp_forceautojoin will do. hard coding, game implications. these are 2
VERY
 > different things to implement.
 >
 > /mike


--
Thanks,

David Lee

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