Re: [hlds_linux] Game Server Manager Needed - Hiring

2009-10-09 Thread Mike Zimmermann
I've sent like 5 emails total, how do you even remember my name?

-Mike



On Fri, Oct 9, 2009 at 8:37 PM, Gary Stanley  wrote:
> At 06:42 PM 10/9/2009, Mike Zimmermann wrote:
>>You must be the life of all the parties.
>>
>>-Mike
>>
>
> Why don't you grow up? Every email you send it full of nonsense /
> flaming people.
>
> Can one of the VALVe guys remove this user from the mailing list?
>
>
> G. "Monk" Stanley
>  at cpanel dot net>
> http://leaf.dragonflybsd.org/~gary
>
> "There currently are 7 different ways to get time from a computer.
> All of them can't agree on how long a second is supposed to be" -Me
>
>
>
>
>
>
>
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Re: [hlds_linux] Game Server Manager Needed - Hiring

2009-10-09 Thread Mike Zimmermann
You must be the life of all the parties.

-Mike



On Fri, Oct 9, 2009 at 1:21 PM, Joseph Laws  wrote:
> No need to attack me or be a prick.  Crying about a plugin for a VALVe
> game is much different than using this mailing list as a job posting
> board.  Its great that you don't mind, I'm sure you wouldn't mind if
> others on this mailing list added your email addresses to numerous spam
> lists.  If you don't like that, unsubscribe.
>
>
> Mike Zimmermann wrote:
>> The unsubscribe if you don't like it. Thread stops here.
>>
>> -Mike
>>
>>
>>
>> On Fri, Oct 9, 2009 at 12:09 PM, Joseph Laws  wrote:
>>
>>> Plugin chat should have its own mailing list, IMO.  At least the plugin
>>> talk is in some way directly affiliated with VALVe software and
>>> updates  One person looks for an employee here, another will...and
>>> so on and so on.  I don't think it should be permitted, VALVe already
>>> tried shutting down the mailing list before...turning this into a source
>>> for hosting companies to recruit isn't cool.
>>>
>>> f7 f0rkz wrote:
>>>
>>>> How is any of the off topic shit here not spam? I do recall some SNAFU of a
>>>> bunch of people crying over a particular plugin for a good month.
>>>>
>>>> On Fri, Oct 9, 2009 at 12:38 PM, Joseph Laws  wrote:
>>>>
>>>>
>>>>
>>>>> Sorry but the last I checked this listing was for news and discussion
>>>>> about VALVe updates and software...and not for help seeking qualified
>>>>> employees.  How is this any different than spam?
>>>>>
>>>>> Mike Zimmermann wrote:
>>>>>
>>>>>
>>>>>> cry, one email to a perfectly targeted audience isn't going to break your
>>>>>>
>>>>>>
>>>>> inbox
>>>>>
>>>>>
>>>>>> -Mike
>>>>>>
>>>>>>
>>>>>>
>>>>>> On Fri, Oct 9, 2009 at 10:36 AM, Joseph Laws 
>>>>>>
>>>>>>
>>>>> wrote:
>>>>>
>>>>>
>>>>>>> More like your account should be disabled.  This isn't Monster.com
>>>>>>>
>>>>>>>
>>>>> brosef.
>>>>>
>>>>>
>>>>>>> Shane Robinett wrote:
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>> Looking for someone who can work remotely and
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> Manage LINUX and WINDOWS based game servers (STEAM based and others).
>>>>>>>> Includes;
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> *         Installing of operating systems
>>>>>>>>
>>>>>>>> *         Installing of games
>>>>>>>>
>>>>>>>> *         Providing community management and responsiveness
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> In additional plus
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> IT skills that allow for remote management of IT infrastructures
>>>>>>>>
>>>>>>>>
>>>>> ranging
>>>>>
>>>>>
>>>>>>>> from windows to linux based.  Exchange server, FTP servers, Web
>>>>>>>>
>>>>>>>>
>>>>> services
>>>>>
>>>>>
>>>>>>>> (apache/iis)
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> Please email me direct at sh...@phxx.com - please do not respond on
>>>>>>>>
>>>>>>>>
>>>>> the
>>>>>
>>>>>
>>>>>>>> list!
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> Sorry for the interruption - I am sure I am going to get spammed by you
>>>>>>>> guys for this!
>>>>>>>>
>>>>>>>

Re: [hlds_linux] Game Server Manager Needed - Hiring

2009-10-09 Thread Mike Zimmermann
The unsubscribe if you don't like it. Thread stops here.

-Mike



On Fri, Oct 9, 2009 at 12:09 PM, Joseph Laws  wrote:
> Plugin chat should have its own mailing list, IMO.  At least the plugin
> talk is in some way directly affiliated with VALVe software and
> updates  One person looks for an employee here, another will...and
> so on and so on.  I don't think it should be permitted, VALVe already
> tried shutting down the mailing list before...turning this into a source
> for hosting companies to recruit isn't cool.
>
> f7 f0rkz wrote:
>> How is any of the off topic shit here not spam? I do recall some SNAFU of a
>> bunch of people crying over a particular plugin for a good month.
>>
>> On Fri, Oct 9, 2009 at 12:38 PM, Joseph Laws  wrote:
>>
>>
>>> Sorry but the last I checked this listing was for news and discussion
>>> about VALVe updates and software...and not for help seeking qualified
>>> employees.  How is this any different than spam?
>>>
>>> Mike Zimmermann wrote:
>>>
>>>> cry, one email to a perfectly targeted audience isn't going to break your
>>>>
>>> inbox
>>>
>>>> -Mike
>>>>
>>>>
>>>>
>>>> On Fri, Oct 9, 2009 at 10:36 AM, Joseph Laws 
>>>>
>>> wrote:
>>>
>>>>> More like your account should be disabled.  This isn't Monster.com
>>>>>
>>> brosef.
>>>
>>>>> Shane Robinett wrote:
>>>>>
>>>>>
>>>>>> Looking for someone who can work remotely and
>>>>>>
>>>>>>
>>>>>>
>>>>>> Manage LINUX and WINDOWS based game servers (STEAM based and others).
>>>>>> Includes;
>>>>>>
>>>>>>
>>>>>>
>>>>>> *         Installing of operating systems
>>>>>>
>>>>>> *         Installing of games
>>>>>>
>>>>>> *         Providing community management and responsiveness
>>>>>>
>>>>>>
>>>>>>
>>>>>> In additional plus
>>>>>>
>>>>>>
>>>>>>
>>>>>> IT skills that allow for remote management of IT infrastructures
>>>>>>
>>> ranging
>>>
>>>>>> from windows to linux based.  Exchange server, FTP servers, Web
>>>>>>
>>> services
>>>
>>>>>> (apache/iis)
>>>>>>
>>>>>>
>>>>>>
>>>>>> Please email me direct at sh...@phxx.com - please do not respond on
>>>>>>
>>> the
>>>
>>>>>> list!
>>>>>>
>>>>>>
>>>>>>
>>>>>> Sorry for the interruption - I am sure I am going to get spammed by you
>>>>>> guys for this!
>>>>>>
>>>>>>
>>>>>>
>>>>>> Shane Robinett
>>>>>>
>>>>>> Director of Business Development
>>>>>>
>>>>>> Phone: 407-687-7752
>>>>>> Fax: 888-558-2921
>>>>>>
>>>>>> PHXX <http://www.phxx.com/>
>>>>>>
>>>>>> Technology Solutions for Today's Business
>>>>>> www.phxx.com <http://www.phxx.com/>
>>>>>>
>>>>>> __
>>>>>>
>>>>>> PHXX Proprietary Portal Framework "NEO2"
>>>>>>
>>>>>> NEO2 has helped Etisalat bringing gaming to the Middle East and Africa.
>>>>>>
>>>>>> www.phxxgaming.com/marketing_opportunities.php
>>>>>> <http://www.phxxgaming.com/marketing_opportunities.php>
>>>>>>
>>>>>>
>>>>>>
>>>>>> Simple-Share
>>>>>>
>>>>>> Share files simply, easily, and securely with friends - no matter how
>>>>>> big the file!
>>>>>>
>>>>>> www.simple-share.com
>>>>>> <http://www.phxxgaming.com/marketing_opportunities.php>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> ___

Re: [hlds_linux] Game Server Manager Needed - Hiring

2009-10-09 Thread Mike Zimmermann
cry, one email to a perfectly targeted audience isn't going to break your inbox

-Mike



On Fri, Oct 9, 2009 at 10:36 AM, Joseph Laws  wrote:
> More like your account should be disabled.  This isn't Monster.com brosef.
>
> Shane Robinett wrote:
>> Looking for someone who can work remotely and
>>
>>
>>
>> Manage LINUX and WINDOWS based game servers (STEAM based and others).
>> Includes;
>>
>>
>>
>> *         Installing of operating systems
>>
>> *         Installing of games
>>
>> *         Providing community management and responsiveness
>>
>>
>>
>> In additional plus
>>
>>
>>
>> IT skills that allow for remote management of IT infrastructures ranging
>> from windows to linux based.  Exchange server, FTP servers, Web services
>> (apache/iis)
>>
>>
>>
>> Please email me direct at sh...@phxx.com - please do not respond on the
>> list!
>>
>>
>>
>> Sorry for the interruption - I am sure I am going to get spammed by you
>> guys for this!
>>
>>
>>
>> Shane Robinett
>>
>> Director of Business Development
>>
>> Phone: 407-687-7752
>> Fax: 888-558-2921
>>
>> PHXX 
>>
>> Technology Solutions for Today's Business
>> www.phxx.com 
>>
>> __
>>
>> PHXX Proprietary Portal Framework "NEO2"
>>
>> NEO2 has helped Etisalat bringing gaming to the Middle East and Africa.
>>
>> www.phxxgaming.com/marketing_opportunities.php
>> 
>>
>>
>>
>> Simple-Share
>>
>> Share files simply, easily, and securely with friends - no matter how
>> big the file!
>>
>> www.simple-share.com
>> 
>>
>>
>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> 
>>
>>
>> No virus found in this incoming message.
>> Checked by AVG - www.avg.com
>> Version: 8.5.421 / Virus Database: 270.14.8/2425 - Release Date: 10/09/09 
>> 08:10:00
>>
>>
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Re: [hlds_linux] Team Fortress 2 Update Available

2009-09-03 Thread Mike Zimmermann
Nazi Fortress 2

-Mike



On Thu, Sep 3, 2009 at 7:49 AM, w4rezz wrote:
> I dont know Valve, its really hard to delist servers with achievement_* map ?
>
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Re: [hlds_linux] OP4 Missing opfor_i386.so

2009-07-22 Thread Mike Zimmermann
You seriously have the worst email possible.

-Mike



On Wed, Jul 22, 2009 at 6:52 PM,  wrote:
> I'm quite impressed today. An update was promised and delivered on time
> and several questions have been quickly answered. Hopefully the streak
> will continue.. *fingers crossed*
>
> Are there any plans to fix the Opposing Force download? (This is the
> same problem Ook alluded to in his message yesterday.)
>
>
>
> LoadLibrary failed on ./gearbox/dlls/opfor_i386.so:
> ./gearbox/dlls/opfor_i386.so: cannot open shared object file: No such
> file or directory
> Host_Error: Couldn't get DLL API from ./gearbox/dlls/opfor_i386.so!
> FATAL ERROR (shutting down): Host_Error: Couldn't get DLL API from
> ./gearbox/dlls/opfor_i386.so!
>
>
> --
> Andy
>
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Re: [hlds_linux] Feedback: Linux specific issues with the Half-Life Engine update from Wed, 15 Jul 2009

2009-07-22 Thread Mike Zimmermann
Alfred to the rescue!

-Mike


On Wed, Jul 22, 2009 at 3:49 PM, Alfred
Reynolds wrote:
> We will have a fix out for both of these today.
>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
>> boun...@list.valvesoftware.com] On Behalf Of pizzahut
>> Sent: Wednesday, July 22, 2009 12:44 PM
>> To: hlds_linux@list.valvesoftware.com
>> Subject: [hlds_linux] Feedback: Linux specific issues with the Half-
>> Life Engine update from Wed, 15 Jul 2009
>>
>> This post/thread is intended as feedback for Valve.
>>
>> Serious issues I encountered so far:
>>
>> - HLTV doesn't load any modules. Solution: "make a copy of
>> libsteam_api_c.so
>> and call it libsteam_api_c_linux.so"
>>
>> http://forums.steampowered.com/forums/showpost.php?p=10659206&postcount
>> =3
>>
>> - Server is not listed in Steam browser. Solution: "the only solution
>> as of
>> right now is to manually add the masterservers yourself."
>>
>> http://forums.steampowered.com/forums/showpost.php?p=10672650&postcount
>> =6
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Re: [hlds_linux] Counter-Strike 1.6 Update Available

2009-07-17 Thread Mike Zimmermann
Why do I copy and paste the same message 5 times?
Why do I copy and paste the same message 5 times?
Why do I copy and paste the same message 5 times?
Why do I copy and paste the same message 5 times?
Why do I copy and paste the same message 5 times?

-Mike


On Fri, Jul 17, 2009 at 1:54 AM, Ronny Schedel wrote:

>
> We talk about Counter-Strike, not CSS. So, why the server was running fine
> before this update?
> Why a TF2 server is running fine on the same machine with time drifts and
> showing the message?
> Why a CSS server is running fine on the same machine with time drifts and
> showing the message?
> Why a DOD:S server is running fine on the same machine with time drifts and
> showing the message?
> Why a L4D server is running fine on the same machine with time drifts and
> showing the message?
> Why a COD4 server is running fine on the same machine with time drifts?
>
> Could it be a problem with the CS 1.6 update?
>
>
> > You are missing the point. Clock drift is not just "the time is wrong".
> > The "clock" is just a timing mechanism for the kernel, and when this is
> > changed drastically (1 second) it can do all sorts of weird things, in
> > your case locking up some resource/clock-intensive software (a
> > high-tickrate CSS server).
> >
> > Just because an application freezes doesn't mean it's the application
> > with the problem. There is more to an operating system than point and
> > click.
> >
> > ___
> >
> > Shane Arnold - clontar...@iinet.net.au
> >
> > "For want of a nail, the horseshoe was lost. For want of a horseshoe, the
> > horse was lost. For want of a horse, the messenger was lost. For want of
> a
> > messenger, the message was not delivered. For want of an undelivered
> > message the war was lost."
> >
> >
> >
> > Ronny Schedel wrote:
> >> If hlds would work in this way, it would be a serious design flaw.
> >> Imagine
> >> what happens when the time change for daylight saving time occurs. The
> >> time
> >> went back 60 minutes! Believe, it does not need to stop when a time
> drift
> >> occurs, HL2/OB based servers can handle such a time drift without
> >> stopping
> >> the server.
> >>
> >>
> >>
> >>> Because time/ticks is how the game server knows what players did in the
> >>> last
> >>> second, and how to predict for the next second of gameplay (at a very
> >>> high
> >>> level).
> >>>
> >>> The error is serious enough to warrant stopping the server - if they
> >>> removed
> >>> this error message, your next complaint would be that the game begins
> to
> >>> suffer horrible prediction/lag every time this message would have
> >>> appeared.
> >>>
> >>> The error message is just a symptom of the bigger problem (your clock
> is
> >>> drifting too much too quickly). I would research further in to why you
> >>> are
> >>> having this time sync problem (maybe the ntp server you are using is
> >>> lousy?
> >>> Try another - or maybe even try and update the clock more often before
> >>> it
> >>> gets too out of sync).
> >>>
> >>> - Andrew
> >>>
> >>> -Original Message-
> >>> From: hlds_linux-boun...@list.valvesoftware.com
> >>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny
> >>> Schedel
> >>> Sent: Thursday, 16 July 2009 11:55 PM
> >>> To: Half-Life dedicated Linux server mailing list
> >>> Subject: Re: [hlds_linux] Counter-Strike 1.6 Update Available
> >>>
> >>>
> >>> Why a server has to stop working when the time went back 1 second? Yes,
> >>> because it is a bug in the hlds update. And yes, they will fix it.
> >>>
> >>>
> >>>
>  Lo0l Valve don't need to fix anything, that you have time drift on
> your
>  server and use ntp to correct it is your problem not valves. Either
>  disable
>  ntp or reboot the server with the stock kernel as your high tic kernel
>  is
>  causing your drift.
> 
>  -Original Message-
>  From: hlds_linux-boun...@list.valvesoftware.com
>  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny
>  Schedel
>  Sent: 16 July 2009 14:31
>  To: Half-Life dedicated Linux server mailing list
>  Subject: Re: [hlds_linux] Counter-Strike 1.6 Update Available
> 
> 
>  I reverted the binaries back to the previuos version and it runs fine.
>  So
>  Valve has time to fix it, because this update is optional.
> 
> 
> 
> > What he said, it's much easier for you to disable the NTP service
> than
> > it is to wait for another CS1.6 update. Unless there is something
> > hellishly wrong with your server you shouldn't need NTP anyway.
> >
> > ___
> >
> > Shane Arnold - clontar...@iinet.net.au
> >
> > "For want of a nail, the horseshoe was lost. For want of a horseshoe,
> > the
> > horse was lost. For want of a horse, the messenger was lost. For want
> > of
> > a
> >
> > messenger, the

Re: [hlds_linux] Setting Master Server port at cmdline

2009-07-10 Thread Mike Zimmermann
My dad can beat up both of your dads.

-Mike


On Fri, Jul 10, 2009 at 8:50 AM, Shane Arnold wrote:

> So because someone has only set up 1 or 2 servers, they would know
> nothing about basic routing for a supposed 500+ servers?
>
> I'd hate to break it to you friend but you aren't the only person out
> there that can divide subnets and filter bogons...
>
> And yes I could of helped with the problem if you stated it first off,
> but seeing as you are being so unhelpful I might just keep that
> knowledge to myself.
>
> ___
>
> Shane Arnold-   clontar...@iinet.net.au
>
> "For want of a nail, the horseshoe was lost. For want of a horseshoe, the
> horse was lost. For want of a horse, the messenger was lost. For want of a
> messenger, the message was not delivered. For want of an undelivered message
> the war was lost."
>
>
>
> Thomas Hjorth wrote:
> > And it helps you how? Im asking for a cmdline option, not workaround
> > based on knowledge of a small 1-2 servers setup.
> >
> > Although, if someone have a good workaround for all the problems with
> > steam software I would be happy to hear about it.
> >
> > Regards Thomas @ DSRack.com
> >
> > On Fri, 2009-07-10 at 19:38 +0800, Shane Arnold wrote:
> >
> >> If you had of told us this in your original email, we probably could of
> >> helped you better...
> >>
> >> Regards,
> >>
> >> ___
> >>
> >> Shane Arnold -   clontar...@iinet.net.au
> >>
> >> "For want of a nail, the horseshoe was lost. For want of a horseshoe,
> the horse was lost. For want of a horse, the messenger was lost. For want of
> a messenger, the message was not delivered. For want of an undelivered
> message the war was lost."
> >>
> >>
> >>
> >> Thomas Hjorth wrote:
> >>
> >>> I dont use iptables in this setup. I know plenty about TCP/IP which
> isnt
> >>> the issue either.
> >>>
> >>> I wanna know the port, so I can make sure I NAT the same external IP to
> >>> just the masterservers, but not VAC servers. Since I cant just get/find
> >>> a list of the different IPs and target them like that, the next option
> >>> is to use the source port as base for my filtering.
> >>>
> >>> Regards Thomas @ DSRack.com
> >>>
> >>>
> >>> On Fri, 2009-07-10 at 17:29 +0800, Will Dowling wrote:
> >>>
> >>>
>  To the best of my knowledge, when opening a socket to a remote
> service,
>  your SOURCE port IS randomised. This is done to prevent a number of
>  attacks at the TCP level.
> 
>  Is your issue with iptables? If so, the problem isn't with the
>  application - you should be able to filter by the destination port. If
>  you're worried about the return traffic, you should either do a source
>  port check for the remote host, or use the iptables conntrack helper
>  module for ESTABLISHED connections.
> 
>  Again, some context as to what you're trying to acheieve by setting
> the
>  source port would probably help get the right answer.
> 
>  Hope this helps.
> 
> 
>  Will Dowling
> 
>  T: +61 (0407) 421 559
>  F: +61 (08) 6364 4881
>  E: w...@autodeist.com
> 
> 
>  ___
>  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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> please visit:
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> >>
> >
> >
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> >
> >
> >
>
>
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Re: [hlds_linux] L4D dedicated server: reserved for group and public

2009-07-08 Thread Mike Zimmermann
Welcome to the wonderful world that is known as Valve "figure it out
yourself" documentation. I do agree though that L4D does need a much better
server lobbying system. It's almost like they were halfway into it and
decided to have the lobby idea instead of the classic direct-connect method.

I really wish they would add another option to the server listing,
"Favorites". So you could choose from Official Dedicated, Best Dedicated or
Favorites. This would have you attempt the servers listed in a favorites
before searching for others.

Of course, we are still waiting on 4v4 and a decent skill-based matchmaking.
I suppose we will all have to pre-order L4D2 today and save! -_-

-Mike


On Wed, Jul 8, 2009 at 10:34 AM, Matt Ford  wrote:

> Thanks for all the replies.  The search key as MIke Zimmermann describes
> initially seemed to do what I wanted, but after playing on the server, I
> continued to see public people initiate games that shouldn't have done
> (unless they guessed the key).  Perhaps I did something wrong.
>
> However, the design overall does seem borked.  The steamgroup provides a
> way
> of authorising people on to servers yet there isn't a mechanism for group
> members to easily use the servers they have access to from a lobby.
>
> The search_key mechanism allows users to search for (in effect) "tagged"
> servers - perhaps useful for looking for mods, but in no way controls
> access.
>
> It seems to me that there is a place for both mechanisms (and they
> shouldn't
> be mutually exclusive)
>
> I'm sticking with the ms_force_dedicated_server option for the mo as at
> least I can guarentee one member of the steam group is present.
>
> What is the behaviour when all members of a steam group leave a reserved
> server and public players are on it?
>
> Also, how does Valve support PC servers?  They must have seeded/helped a
> few
> people get things running or do they host all themselves?  I wanna RTFM!
>
> Cheers,
>
> Matt.
>
>
> 2009/7/7 Mike Zimmermann 
>
> > If you use only a search key and no steamgroup exclusive, it will act
> > exactly as you wish. The server will only be used by lobby leaders who
> have
> > the correct search key set, no "pub" lobbies will join it. Also, once you
> > do
> > start a game and say someone leaves, the server is now open to anyone. So
> > that spot can be refilled by people who are searching for games in
> > progress.
> >
> > You can always check the current tags on your server by doing
> sv_showtags.
> > If you see something like "key:yourkey1013" (1013 will probably be a
> > different number because of the update) then that means your server is
> > currently not being listed on the public available ones and can only be
> > joined by people who have the search key set. If you only see "key:1013",
> > that means your server is being listed and can be joined by anyone.
> >
> > Your best off just doing it this way and telling the people in your
> > steamgroup the search key to set.
> >
> > -Mike
> >
> >
> > On Tue, Jul 7, 2009 at 3:11 PM, David A. Parker 
> wrote:
> >
> > > People have asked for an easier way to deal with Steam group servers in
> > > the past, but so far Valve has not implemented anything.
> > >
> > >
> >
> http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg49008.html
> > >
> > >
> >
> http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg49130.html
> > >
> > > A list of Steam group servers to choose from in the lobby would be an
> > > excellent alternative to ms_force_dedicated_server.  Sure would be nice
> > > if someone over at Valve could implement that.
> > >
> > > - Dave
> > >
> > > gulfy32 wrote:
> > > > The way I have my server set is I have sv_steamgroup_excluse set to a
> > > group,
> > > > so anyone in the group can start a lobby from it.  The leader does
> > > > ms_force_dedicated_server IPADDRESS. I have been using this with only
> > > slight
> > > > issues for 3-4 months.  The only problem I have found is that
> sometimes
> > > it
> > > > won't connect to the server and someone else has to be lobby leader.
> >  You
> > > > could try adding ms_force_dedicated_server to your autoexec so you
> > don't
> > > > have to set it.
> > > >
> > > > On Tue, Jul 7, 2009 at 2:37 PM, William Korb  wrote:
> > > >
> > > >> -BEGIN PGP SIGNED MESSAGE-
> >

Re: [hlds_linux] L4D dedicated server: reserved for group and public

2009-07-07 Thread Mike Zimmermann
If you use only a search key and no steamgroup exclusive, it will act
exactly as you wish. The server will only be used by lobby leaders who have
the correct search key set, no "pub" lobbies will join it. Also, once you do
start a game and say someone leaves, the server is now open to anyone. So
that spot can be refilled by people who are searching for games in progress.

You can always check the current tags on your server by doing sv_showtags.
If you see something like "key:yourkey1013" (1013 will probably be a
different number because of the update) then that means your server is
currently not being listed on the public available ones and can only be
joined by people who have the search key set. If you only see "key:1013",
that means your server is being listed and can be joined by anyone.

Your best off just doing it this way and telling the people in your
steamgroup the search key to set.

-Mike


On Tue, Jul 7, 2009 at 3:11 PM, David A. Parker  wrote:

> People have asked for an easier way to deal with Steam group servers in
> the past, but so far Valve has not implemented anything.
>
> http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg49008.html
>
> http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg49130.html
>
> A list of Steam group servers to choose from in the lobby would be an
> excellent alternative to ms_force_dedicated_server.  Sure would be nice
> if someone over at Valve could implement that.
>
> - Dave
>
> gulfy32 wrote:
> > The way I have my server set is I have sv_steamgroup_excluse set to a
> group,
> > so anyone in the group can start a lobby from it.  The leader does
> > ms_force_dedicated_server IPADDRESS. I have been using this with only
> slight
> > issues for 3-4 months.  The only problem I have found is that sometimes
> it
> > won't connect to the server and someone else has to be lobby leader.  You
> > could try adding ms_force_dedicated_server to your autoexec so you don't
> > have to set it.
> >
> > On Tue, Jul 7, 2009 at 2:37 PM, William Korb  wrote:
> >
> >> -BEGIN PGP SIGNED MESSAGE-
> >> Hash: SHA1
> >>
> >> Matt,
> >>
> >> I do the same thing with my servers that you want to do by making use of
> >> the
> >> sv_search_key, and *not* sv_steamgroup_exclusive (using the two of them
> >> together
> >> resulted in not being able to use the lobby to connect to my servers at
> >> all).
> >>
> >> All you have to do is be the lobby leader and have your sv_search_key
> set,
> >> and
> >> you should be able to create a public game that other users can join. I
> >> usually
> >> just play with friends (that do not have sv_search_key set) but it
> should
> >> work
> >> just as well for a public game.
> >>
> >> Good luck,
> >> Bill
> >>
> >> Matt Ford wrote:
> >>> Hi All,
> >>>
> >>> There seems to be a lot of misleading/confusing information on forums
> and
> >>> 3rd party support sites regarding dedicated server setup for L4D
> >>>
> >>> Here's what I want my dedicated server to do:
> >>>
> >>>  1) not be used unless the lobby leader is in a specific steam group
> >>>
> >>> AND
> >>>
> >>>  2) be automatically found by a lobber leader when he starts a game
> >>>
> >>> Now I can fix 1 by using sv_steamgroup_exclusive .  Then the lobby
> >>> leader has to use ms_force_dedicated_server xx.xx.xx.xx.  This is okay,
> >> but
> >>> for non-techie gamers a bit of a pain.
> >>>
> >>> I can fix 2 by using sv_search_key on the server and lobby leaders
> >> client.
> >>> However, no one from the public arena can find it - this makes for
> lonely
> >>> games.
> >>>
> >>> Is it unreasonable for the default search from the lobby iterate over
> >> steam
> >>> group servers before expanding to the public servers at large?
> >>>
> >>> Is this possible now, given I've likely mis-understood, some of the
> >> cvars?
> >>> Thanks for any pointers,
> >>>
> >>> Matt.
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >> - --
> >> William Korb, President & CTO  Phone:  715-382-5462
> >> QISC, Inc.
> >> 19945 82nd Ave., Suite 201 E-mail: k...@qisc.com
> >> Chippewa Falls, WI 54729-5631  URL:http://www.qisc.com/
> >> "Tilting at Digital Windmills since 1995."
> >> -BEGIN PGP SIGNATURE-
> >> Version: GnuPG v1.4.9 (GNU/Linux)
> >> Comment: What is this gibberish?  http://www.qisc.com/keys/
> >> Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org
> >>
> >> iEYEARECAAYFAkpTpA8ACgkQaJBT6t/iy5Z66gCdE/bjRx+IRWGzpFsfz3Q2Cfru
> >> JiMAn2R9GjcGUqfGd2eAOaY4VwbphN8H
> >> =yAsP
> >> -END PGP SIGNATURE-
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >>
> > __

Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Mike Zimmermann
I don't believe they are adding any support for this into the 360 version.
The PC and 360 versions are two different branches now.

-Mike


On Fri, Jun 26, 2009 at 5:28 PM, Brent Veal wrote:

> The current system was picked because it works best for the 360 version.
> They obviously didn't have the time to come up with an entirely different
> system that would work best for the PC version
>
>
> On Fri, Jun 26, 2009 at 3:19 PM, Adam Smith  wrote:
>
> > I really like that idea. I love to know what ideas where kicked around
> why
> > the current system was picked verses something like that.
> >
> > On Fri, Jun 26, 2009 at 6:07 PM, Jonah Hirsch 
> > wrote:
> >
> > > If valve were to implement a system where the lobby grabbed a server
> > BEFORE
> > > the start game button was pressed, it could solve this problem, a
> little.
> > >
> > > Let's say that as soon as you make a lobby, L4D will find a server for
> > you,
> > > and tell you that a server has been found and reserved, and it has a
> > timer
> > > showing how much time you have left in this reservation (5 minutes?).
> > >
> > > If that system was created and implemented, then people would be able
> to
> > > download the custom campaigns from the game server (or redirect server
> > > specified in the game server)  that was grabbed WHILE IN THE LOBBY.
> Their
> > > progress could be shared with everyone, meaning the leader would know
> > when
> > > everyone was ready to start. Then, they could just hit "Start the
> Game",
> > > and
> > > boom, connecting to a server, no time wasted searching for a server or
> > > waiting for people to download the .vpk's, as they would be downloaded
> > > while
> > > the lobby is filling up.
> > >
> > > Before anyone points out holes in this system:
> > > There could be a limit of how many people need to be in a lobby before
> a
> > > server is found.
> > > As long as people are downloading the .vpk, the server reservation
> would
> > be
> > > extended, and the leader could start the game before it runs out if
> > people
> > > haven't finished downloading.
> > > ___
> > > 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
>
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
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Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Mike Zimmermann
That's exactly what happens right now though...

-Mike


On Fri, Jun 26, 2009 at 4:03 PM, ics  wrote:

> I know i cannot download from the server while not connected into one.
> Let me twist the wire:
>
> Scenario 1:
> 1. Lobby leader has custom campaign installed.
> 2. Other players join lobby which do not have the campaign
> 3. Since the campaign has download URL, they get to download the
> campaign _before_ lobby leader starts the game OR he can start the game
> and others join whilst they download it from the URL.
> 4. No one downloads from the lobby creator, only from the URL specified
> in campaign VPK files.
>
> Scenario 2:
> 1. Player direct connects to a server which as campaign on
> 2. Player doesnt have the campaign but he gets a dl prompt to download
> it from the campaign URL
> 3. Player downloads the map from the associated URL specified in the
> campaign files
>
> Got it?
>
> -ics
>
> Mike Zimmermann kirjoitti:
> > I'm not follow what you are saying at all. Are you suggesting that
> players
> > who don't have the VPK should download it via peer-to-peer while in the
> > lobby? The download URL is not a direct download to the VPK, it's usually
> a
> > link to a webpage which contains the download so you can't have the game
> > automatically download from the specified URL. Peer-to-peer wouldn't work
> > because most people's upload speeds are terrible and that is ripe for
> > malicious activity.
> >
> > You also don't know what server you are connecting to while in a lobby
> until
> > you actually connect to it. You can't download from a server while not
> > connected to it.
> >
> > -Mike
> >
> >
> > On Fri, Jun 26, 2009 at 3:39 PM, ics  wrote:
> >
> >
> >> And why not? If you dont have it, you download it. Does it have to
> >> happen upon joining a server if someone already has the campaign/map and
> >> has created a lobby? After all, the VPK has the download link. When
> >> people are ready to go play and everyone is ready, they go. Why would
> >> they download it during connect to a server only?
> >>
> >> I am still leaning to the old way which i said before which CSS, TF2 etc
> >> uses. Maps download from the server which has them on. However, this way
> >> is not seems to be needed anymore.
> >>
> >> -ics
> >>
> >> Mike Zimmermann kirjoitti:
> >>
> >>> "It would be better if the files would come from the actual game server
> >>> itself where the map is on, on fast rate. This would nullify the need
> of
> >>> sv_downloadurl completely."
> >>>
> >>> That made no sense to me. You can't just download maps while in the
> >>>
> >> lobby,
> >>
> >>> you need to connect to a server first. And while you are downloading
> from
> >>> the server, you are taking up a slot doing nothing for however long it
> >>> takes.
> >>>
> >>> -Mike
> >>>
> >>>
> >>> On Fri, Jun 26, 2009 at 3:07 PM, ics  wrote:
> >>>
> >>>
> >>>
> >>>> I would also like to add a word called bandwidth to this conversation.
> >>>> If every file is really downloaded through the URL specified by the
> >>>> mapper, there will be distribution issues regarding bandwidth for some
> >>>> maps and campaigns. Is the system really thought through? It would be
> >>>> better if the files would come from the actual game server itself
> where
> >>>> the map is on, on fast rate. This would nullify the need of
> >>>> sv_downloadurl completely.
> >>>>
> >>>> -ics
> >>>>
> >>>> Mike Zimmermann kirjoitti:
> >>>>
> >>>>
> >>>>> One could argue the fact that even if you could download VPKs from
> the
> >>>>> server, what would happen if the original site went down? How would
> you
> >>>>>
> >>>>>
> >>>> know
> >>>>
> >>>>
> >>>>> where the new updates for it are at? Afaik, if someone in the lobby
> has
> >>>>>
> >> a
> >>
> >>>>> newer version of the VPK, everyone will be directed to the URL in the
> >>>>>
> >>>>>
> >>>> latest
> >>>>
> >>>>
> >>

Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Mike Zimmermann
I'm not follow what you are saying at all. Are you suggesting that players
who don't have the VPK should download it via peer-to-peer while in the
lobby? The download URL is not a direct download to the VPK, it's usually a
link to a webpage which contains the download so you can't have the game
automatically download from the specified URL. Peer-to-peer wouldn't work
because most people's upload speeds are terrible and that is ripe for
malicious activity.

You also don't know what server you are connecting to while in a lobby until
you actually connect to it. You can't download from a server while not
connected to it.

-Mike


On Fri, Jun 26, 2009 at 3:39 PM, ics  wrote:

> And why not? If you dont have it, you download it. Does it have to
> happen upon joining a server if someone already has the campaign/map and
> has created a lobby? After all, the VPK has the download link. When
> people are ready to go play and everyone is ready, they go. Why would
> they download it during connect to a server only?
>
> I am still leaning to the old way which i said before which CSS, TF2 etc
> uses. Maps download from the server which has them on. However, this way
> is not seems to be needed anymore.
>
> -ics
>
> Mike Zimmermann kirjoitti:
> > "It would be better if the files would come from the actual game server
> > itself where the map is on, on fast rate. This would nullify the need of
> > sv_downloadurl completely."
> >
> > That made no sense to me. You can't just download maps while in the
> lobby,
> > you need to connect to a server first. And while you are downloading from
> > the server, you are taking up a slot doing nothing for however long it
> > takes.
> >
> > -Mike
> >
> >
> > On Fri, Jun 26, 2009 at 3:07 PM, ics  wrote:
> >
> >
> >> I would also like to add a word called bandwidth to this conversation.
> >> If every file is really downloaded through the URL specified by the
> >> mapper, there will be distribution issues regarding bandwidth for some
> >> maps and campaigns. Is the system really thought through? It would be
> >> better if the files would come from the actual game server itself where
> >> the map is on, on fast rate. This would nullify the need of
> >> sv_downloadurl completely.
> >>
> >> -ics
> >>
> >> Mike Zimmermann kirjoitti:
> >>
> >>> One could argue the fact that even if you could download VPKs from the
> >>> server, what would happen if the original site went down? How would you
> >>>
> >> know
> >>
> >>> where the new updates for it are at? Afaik, if someone in the lobby has
> a
> >>> newer version of the VPK, everyone will be directed to the URL in the
> >>>
> >> latest
> >>
> >>> version to download it. So if a site goes down (which really doesn't
> >>>
> >> happen
> >>
> >>> often enough that it would be a nusaince), you just update the version
> in
> >>> the VPK and put in the new downloadurl. People will then have to
> >>>
> >> redownload
> >>
> >>> the entire VPK but at least it will have the correct downloadurl.
> >>>
> >>> -Mike
> >>>
> >>>
> >>> On Fri, Jun 26, 2009 at 2:20 PM, Brent Veal  >>> wrote:
> >>>
> >>>
> >>>
> >>>> The problem with making sv_downloadurl the primary source is that to
> >>>>
> >> access
> >>
> >>>> it, you need to have everyone join the server first. So if, say, 4 out
> >>>>
> >> of
> >>
> >>>> the 8 players need to download a 100MB VPK file first, you'd have a
> half
> >>>> full server until they all manage to download and install it
> >>>>
> >>>>
> >>>> On Fri, Jun 26, 2009 at 10:37 AM, Dan Offord 
> >>>> wrote:
> >>>>
> >>>>
> >>>>
> >>>>> The first major issue with this is the fact, that the internet is
> >>>>> changing & sites delete / remove links.
> >>>>>
> >>>>> What is going to happen once the site with the link on goes down /
> >>>>> becomes a site just full of adverts... or the file gets deleted?
> >>>>>
> >>>>> A better system, would have been to use sv_downloadurl from the
> server
> >>>>> first to download the vpk via a redirect sit

Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Mike Zimmermann
"It would be better if the files would come from the actual game server
itself where the map is on, on fast rate. This would nullify the need of
sv_downloadurl completely."

That made no sense to me. You can't just download maps while in the lobby,
you need to connect to a server first. And while you are downloading from
the server, you are taking up a slot doing nothing for however long it
takes.

-Mike


On Fri, Jun 26, 2009 at 3:07 PM, ics  wrote:

> I would also like to add a word called bandwidth to this conversation.
> If every file is really downloaded through the URL specified by the
> mapper, there will be distribution issues regarding bandwidth for some
> maps and campaigns. Is the system really thought through? It would be
> better if the files would come from the actual game server itself where
> the map is on, on fast rate. This would nullify the need of
> sv_downloadurl completely.
>
> -ics
>
> Mike Zimmermann kirjoitti:
> > One could argue the fact that even if you could download VPKs from the
> > server, what would happen if the original site went down? How would you
> know
> > where the new updates for it are at? Afaik, if someone in the lobby has a
> > newer version of the VPK, everyone will be directed to the URL in the
> latest
> > version to download it. So if a site goes down (which really doesn't
> happen
> > often enough that it would be a nusaince), you just update the version in
> > the VPK and put in the new downloadurl. People will then have to
> redownload
> > the entire VPK but at least it will have the correct downloadurl.
> >
> > -Mike
> >
> >
> > On Fri, Jun 26, 2009 at 2:20 PM, Brent Veal  >wrote:
> >
> >
> >> The problem with making sv_downloadurl the primary source is that to
> access
> >> it, you need to have everyone join the server first. So if, say, 4 out
> of
> >> the 8 players need to download a 100MB VPK file first, you'd have a half
> >> full server until they all manage to download and install it
> >>
> >>
> >> On Fri, Jun 26, 2009 at 10:37 AM, Dan Offord 
> >> wrote:
> >>
> >>
> >>> The first major issue with this is the fact, that the internet is
> >>> changing & sites delete / remove links.
> >>>
> >>> What is going to happen once the site with the link on goes down /
> >>> becomes a site just full of adverts... or the file gets deleted?
> >>>
> >>> A better system, would have been to use sv_downloadurl from the server
> >>> first to download the vpk via a redirect site, and if that fails fall
> >>> back to the download url within the vpk file.
> >>>
> >>> Jonah Hirsch wrote:
> >>>
> >>>> It will not work. Here's how the VPK system works.
> >>>>
> >>>> When a mapmaker packages their VPK file, they have to make a
> >>>>
> >>> "missions.txt"
> >>>
> >>>> file. This contains information such as campaign name, version,
> author,
> >>>> which maps are for which type of game, and the images.
> >>>>
> >>>> It also includes a download url. (Remember this!)
> >>>>
> >>>> To start an add-on game, one person needs the addon. When anyone else
> >>>>
> >>> tries
> >>>
> >>>> to join their lobby, they are presented with a message saying they
> need
> >>>>
> >>> to
> >>>
> >>>> download the addon, and is presented with the download url that the
> >>>>
> >>> mapmaker
> >>>
> >>>> provided.
> >>>>
> >>>> It's very similar to how it used to work. The only advantage is
> >>>>
> >> starting
> >>
> >>> the
> >>>
> >>>> add-on campaign from the lobby, instead of changing the map once you
> >>>>
> >>> connect
> >>>
> >>>> to the server.
> >>>>
> >>>> Instead of making a lobby and giving people a link, l4d gives people
> >>>>
> >> the
> >>
> >>>> link for you.
> >>>>
> >>>> It'd be very nice if the server could push out the file, or you could
> >>>>
> >> use
> >>
> >>>> sv_downloadurl, but if it did people wouldn't be there for the
> >>>>
> >> beginning
> >>
> >>>

Re: [hlds_linux] l4d sv_downloadurl

2009-06-26 Thread Mike Zimmermann
One could argue the fact that even if you could download VPKs from the
server, what would happen if the original site went down? How would you know
where the new updates for it are at? Afaik, if someone in the lobby has a
newer version of the VPK, everyone will be directed to the URL in the latest
version to download it. So if a site goes down (which really doesn't happen
often enough that it would be a nusaince), you just update the version in
the VPK and put in the new downloadurl. People will then have to redownload
the entire VPK but at least it will have the correct downloadurl.

-Mike


On Fri, Jun 26, 2009 at 2:20 PM, Brent Veal wrote:

> The problem with making sv_downloadurl the primary source is that to access
> it, you need to have everyone join the server first. So if, say, 4 out of
> the 8 players need to download a 100MB VPK file first, you'd have a half
> full server until they all manage to download and install it
>
>
> On Fri, Jun 26, 2009 at 10:37 AM, Dan Offord 
> wrote:
>
> > The first major issue with this is the fact, that the internet is
> > changing & sites delete / remove links.
> >
> > What is going to happen once the site with the link on goes down /
> > becomes a site just full of adverts... or the file gets deleted?
> >
> > A better system, would have been to use sv_downloadurl from the server
> > first to download the vpk via a redirect site, and if that fails fall
> > back to the download url within the vpk file.
> >
> > Jonah Hirsch wrote:
> > > It will not work. Here's how the VPK system works.
> > >
> > > When a mapmaker packages their VPK file, they have to make a
> > "missions.txt"
> > > file. This contains information such as campaign name, version, author,
> > > which maps are for which type of game, and the images.
> > >
> > > It also includes a download url. (Remember this!)
> > >
> > > To start an add-on game, one person needs the addon. When anyone else
> > tries
> > > to join their lobby, they are presented with a message saying they need
> > to
> > > download the addon, and is presented with the download url that the
> > mapmaker
> > > provided.
> > >
> > > It's very similar to how it used to work. The only advantage is
> starting
> > the
> > > add-on campaign from the lobby, instead of changing the map once you
> > connect
> > > to the server.
> > >
> > > Instead of making a lobby and giving people a link, l4d gives people
> the
> > > link for you.
> > >
> > > It'd be very nice if the server could push out the file, or you could
> use
> > > sv_downloadurl, but if it did people wouldn't be there for the
> beginning
> > of
> > > a map.
> > >
> > >
> > > On Fri, Jun 26, 2009 at 9:17 AM, Brent Veal  > >wrote:
> > >
> > >
> > >> As far as I know, sv_downloadurl has never worked and I doubt it does
> > now
> > >> or
> > >> else it would have been mentioned in the patch notes. I have yet to
> test
> > >> the
> > >> VPK system, so I really have no idea how that works exactly
> > >>
> > >>
> > >> On Fri, Jun 26, 2009 at 8:47 AM, Kevin J. Anderson <
> > >> les...@counter-strike.net> wrote:
> > >>
> > >>
> > >>> Has anyone figured out a definitive answer as to whether this works,
> or
> > >>> how the new system works when getting the custom campaigns downloaded
> > >>> and installed?
> > >>>
> > >>> Kevin
> > >>>
> > >>> ___
> > >>> 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] l4d sv_downloadurl

2009-06-26 Thread Mike Zimmermann
I really don't think you should be touching a mapper's VPK archive. If they
update the version you will have to be checking that all the time and mirror
it on your host otherwise you will just run into problems.

-Mike


On Fri, Jun 26, 2009 at 1:03 PM, Jay Deiman  wrote:

> Jonah Hirsch wrote:
> > It will not work. Here's how the VPK system works.
> >
> > When a mapmaker packages their VPK file, they have to make a
> "missions.txt"
> > file. This contains information such as campaign name, version, author,
> > which maps are for which type of game, and the images.
> >
> > It also includes a download url. (Remember this!)
> >
> > To start an add-on game, one person needs the addon. When anyone else
> tries
> > to join their lobby, they are presented with a message saying they need
> to
> > download the addon, and is presented with the download url that the
> mapmaker
> > provided.
> >
> > It's very similar to how it used to work. The only advantage is starting
> the
> > add-on campaign from the lobby, instead of changing the map once you
> connect
> > to the server.
> >
> > Instead of making a lobby and giving people a link, l4d gives people the
> > link for you.
> >
> > It'd be very nice if the server could push out the file, or you could use
> > sv_downloadurl, but if it did people wouldn't be there for the beginning
> of
> > a map.
> >
>
> Is there any sort of open source (preferably cross platform) .VPK file
> extractor/packager?  I've noticed that in a couple of the packs that
> I've downloaded that the download url is http://www.l4dmaps.com/ and
> that site is SLOW (overloaded).  On the flip side, I can host these maps
> on the game server (on a 10Mb/s synchronous connection) and let players
> download the maps in seconds rather than hours.  Which brings me to the
> purpose here, changing the download url in the packed .vpk files.
>
> If there's not a pre-written extractor/packager (that works on linux),
> is there a link someone can provide on the binary format so I can write
> my own?
>
> Jay Deiman
>
> --
> Jay Deiman
>
> \033:wq!
>
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Re: [hlds_linux] Left 4 Dead Update Available

2009-06-25 Thread Mike Zimmermann
DotA AllStars v1.5 - 1.0MB
deadline.vpk - 15.1MB (And this isn't even close to a full campaign)

That's just my guess.

-Mike


On Thu, Jun 25, 2009 at 5:51 PM, Eddy Tarantulo wrote:

> I really do not understand why Valve didnot make map download it like in
> Blizzard battle.net you join the lobby. And you automatically download the
> map from the lobby creator.
>
> Its sometimes not that fast, but at least you a getting the map without any
> trouble... Now its ridicilous.
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Re: [hlds_linux] Specifying a dedicated server in L4D

2009-06-10 Thread Mike Zimmermann
No, the second one would just override the first. You need to have:

sv_search_key "1013,key:mykey"

That would allow public lobbies and lobbies with the search key set to join
your server.

-Mike


On Wed, Jun 10, 2009 at 3:31 PM, Logan Rogers-Follis <
logan.rogers-fol...@tntnetworx.net> wrote:

> Would this be done by having the following lines in the server.cfg?
>
> sv_search_key ""
> sv_search_key "mykey"
>
> If not what did you mean?  I have a group server (not Steam Group Only)
> that is nice to control with a _svsearch_key but I'd  love to have open
> to other people joining without the sv_search_key
>
> Logan
>
>
>
> Mike Zimmermann wrote:
> > Brent is correct. Essentially, if a server doesn't have a custom search
> key
> > set, it will be automatically set to "key:1013". This is the public
> search
> > key. When you specify a custom sv_search_key, the code adds "key:" to the
> > start of it and "1013" to the end of it. So you would have:
> > "key:customkey1013". This is used for private serach key servers. You can
> > have multiple search keys by tricking the sv_search_key into generating
> two.
> > Since it automatically adds "key:" to the front and "1013" to the tail
> and
> > keys are seperated by a comma, our public and private key would become
> > "key:1013,key:someuniquekey1013" and it would be available for both
> public
> > lobbies and private, search key lobbies.
> >
> > -Mike
> >
> >
> > On Wed, Jun 10, 2009 at 2:13 PM, Brent Veal  >wrote:
> >
> >
> >> I believe that 1013 is the current version number for L4D. If there are
> >> further updates that change the version number, you would probably have
> to
> >> change your search key accordingly.
> >>
> >>
> >> On Wed, Jun 10, 2009 at 12:03 PM, Nikolay Shopik 
> >> wrote:
> >>
> >>
> >>> On 10.06.2009 21:40, Mike Zimmermann wrote:
> >>>
> >>>> However, doing this will prevent anyone from joining your server
> unless
> >>>>
> >>> they
> >>>
> >>>> are using the same search key. If you wish to still allow random
> >>>>
> >> lobbies
> >>
> >>> to
> >>>
> >>>> use your server, replace the line in your server.cfg with this:
> >>>> sv_search_key "1013,key:someuniquekey"
> >>>>
> >>> What is 1013, just special number (appears to be version of L4D) when
> >>> L4D doing search for empty lobbies?
> >>>
> >>>
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Re: [hlds_linux] Specifying a dedicated server in L4D

2009-06-10 Thread Mike Zimmermann
Brent is correct. Essentially, if a server doesn't have a custom search key
set, it will be automatically set to "key:1013". This is the public search
key. When you specify a custom sv_search_key, the code adds "key:" to the
start of it and "1013" to the end of it. So you would have:
"key:customkey1013". This is used for private serach key servers. You can
have multiple search keys by tricking the sv_search_key into generating two.
Since it automatically adds "key:" to the front and "1013" to the tail and
keys are seperated by a comma, our public and private key would become
"key:1013,key:someuniquekey1013" and it would be available for both public
lobbies and private, search key lobbies.

-Mike


On Wed, Jun 10, 2009 at 2:13 PM, Brent Veal wrote:

> I believe that 1013 is the current version number for L4D. If there are
> further updates that change the version number, you would probably have to
> change your search key accordingly.
>
>
> On Wed, Jun 10, 2009 at 12:03 PM, Nikolay Shopik 
> wrote:
>
> > On 10.06.2009 21:40, Mike Zimmermann wrote:
> > > However, doing this will prevent anyone from joining your server unless
> > they
> > > are using the same search key. If you wish to still allow random
> lobbies
> > to
> > > use your server, replace the line in your server.cfg with this:
> > > sv_search_key "1013,key:someuniquekey"
> >
> > What is 1013, just special number (appears to be version of L4D) when
> > L4D doing search for empty lobbies?
> >
> >
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Re: [hlds_linux] Specifying a dedicated server in L4D

2009-06-10 Thread Mike Zimmermann
Did you try using a search key? In your server.cfg, put: sv_search_key
someuniquekey

Then while in the lobby, enter the same thing into your console:
sv_search_key someuniquekey

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

That will allow random lobbies to use your server but if it is empty, and
you have the search key set in your lobby, you will use the server.

-Mike


On Wed, Jun 10, 2009 at 12:32 PM, David A. Parker  wrote:

> Hello,
>
> I am trying to force my Left 4 Dead to connect to one of our dedicated
> servers, but I want to connect through a lobby instead of directly via
> "connect" in the console.  So, I create a friends-only lobby and set the
> server type to "Best Available Dedicated".  I then set
> ms_force_dedicated_server in the console like this:
>
> ms_force_dedicated_server l4d.utica.edu:27015
>
> When I try to start the game, it searches for a while and then says that
> no servers could be found.  The server I'm trying to connect to is a
> vanilla configuration (not a Steam Group server, no password, etc.).
>
> Is there something I'm missing?
>
> Thanks,
> Dave
>
> --
>
> Dave Parker
> Utica College
> Integrated Information Technology Services
> (315) 792-3229
> Registered Linux User #408177
>
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Re: [hlds_linux] New browser engine support for steam?

2009-06-04 Thread Mike Zimmermann
I'm fairly certain that the Steam software engineers are completely separate
from the game programmers. That is one area where they have designated
projects.

-Mike


On Thu, Jun 4, 2009 at 1:34 PM, Will Dowling  wrote:

> WebKit would probably be the best choice from a technical point of view
> (IMHO), but we've got to remember that from Valve's point of view - this
> would rank fairly low on the priority list versus things like L4D2 or
> finding and fixing new exploits in TF2.
>
> On the flip side, the steam platform code is probably handled by a
> different team within Valve - so it might get looked at sooner, ironic eh?
>
>
> Will Dowling (Vice-Chairperson)
> Western Australian Network Gaming Inc.
>
> T: +61 (0407) 421 559
> F: +61 (08) 6364 4881
> E: w...@walan.org
>
>
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Re: [hlds_linux] Improving ping

2009-06-03 Thread Mike Zimmermann
Tell your clients to move closer to your location. That's really the only
way to lower your ping.

-Mike


On Wed, Jun 3, 2009 at 8:08 PM, Oliver Salzburg wrote:

> I run a box with 4 L4D servers on it.
> The average ping is around 30 and I am wondering if I could further
> improve it with srcds settings. I never experience any lag when playing
> on them but I thought the ping value can never be low enough.
> I've read a lot about pingboosts and tickrates on this list so I was
> wondering what the general recommendation would be to improve the ping.
>
> Thanks in advance
>
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Re: [hlds_linux] Team Fortress 2 Update Available

2009-05-22 Thread Mike Zimmermann
We got your previous one. Please stop spamming the mailing list.

-Mike


On Fri, May 22, 2009 at 2:26 PM, Zuko  wrote:

> VALVE plz fix this bugs
>
> #1
> more than 20 dominations:
> http://img190.imageshack.us/img190/7393/achievementscout.jpg
> http://img268.imageshack.us/img268/41/achievementscout0001.jpg
> http://img268.imageshack.us/img268/3954/achievementscout0002.jpg
> http://img268.imageshack.us/img268/1446/achievementscout0003.jpg
> http://img268.imageshack.us/img268/2846/achievementscout0004.jpg
> http://img268.imageshack.us/img268/9875/achievementscout0005.jpg
> http://img268.imageshack.us/img268/6585/achievementscout0006.jpg
>
> #2
> jarate on face @ low detail
>
> http://img268.imageshack.us/img268/6963/cpdustbowl0011.jpg
> http://img268.imageshack.us/img268/5844/cpdustbowlf.jpg
> http://img190.imageshack.us/img190/548/cpdustbowl0001y.jpg
> http://img268.imageshack.us/img268/2606/cpdustbowl0002.jpg
> http://img268.imageshack.us/img268/5066/cpdustbowl0003.jpg
> http://img268.imageshack.us/img268/1804/cpdustbowl0004.jpg
> http://img268.imageshack.us/img268/3448/cpdustbowl0005p.jpg
> http://img268.imageshack.us/img268/7258/cpdustbowl0006.jpg
> http://img268.imageshack.us/img268/6927/cpdustbowl0007.jpg
> http://img268.imageshack.us/img268/8079/cpdustbowl0008.jpg
> http://img268.imageshack.us/img268/9665/cpdustbowl0009r.jpg
>
> 2009/5/22 HoundDawg 
>
> > Not sure if you quite understand why so many are frustrated.  Players
> > don't need to randomly get items they already have.  It's becoming quite
> > a chore to constantly remove them from the backpack.  I, myself, have
> > played for over 5 hours since release and have not seen 1 new unlock.
> > But, I have received plenty of other items.  Sure, this method will be
> > great for all of the new players during this free TF2 Memorial weekend,
> > but I'll be one of the frustrated players that see free new players
> > getting the unlocks long before I get them.
> >
> > Gratz on your Ambassador though.  I'm sure that you'll enjoy having all
> > 10 of them eventually.  Too bad you can't duel wield anything.
> >
> > --
> > HoundDawg (a.k.a. UnluckyDawg)
> >
> > UnitedAdmins.com
> > http://steamcommunity.com/groups/UACommunity
> >
> >
> > D3vilfish wrote:
> > > Running 4 tf2 servers today Ive seen plenty of people get spy & sniper
> > > unlocks.
> > > I personally love my Ambassadors gun its one huge cannon.!
> > > Many are complaining about the new unlock system but I bet the majority
> > of
> > > them have all been on achievement servers. Now they will just have to
> sit
> > > back play the game and wait for the unlocks.
> > >
> > > -Original Message-
> > > From: hlds_linux-boun...@list.valvesoftware.com
> > > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkIn
> .
> > > Sent: 22 May 2009 17:14
> > > To: Half-Life dedicated Linux server mailing list
> > > Subject: Re: [hlds_linux] Team Fortress 2 Update Available
> > >
> > > I have 3 sandvich now. :/
> > >
> > > Still no spy/sniper unlocks.
> > >
> > > 2009/5/22 Miano, Steven M. 
> > >
> > >
> >
> >
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>
>
>
> --
> Żuko
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