Re: [hlds_linux] Left 4 Dead Demo Updated Released

2008-11-07 Thread Thijs
That is excellent.

Thanks Valve!

-- Thijs

On Fri, Nov 7, 2008 at 5:08 AM, Jason Ruymen <[EMAIL PROTECTED]>wrote:

> The Left 4 Dead Demo has been updated.  Please run hldsupdatetool to
> receive it.  The specific changes include:
>
> - Fixed several issues with matchmaking and password protected servers
> - Tuned matchmaking to provide better search results
> - Fixed bug where servers could stay reserved by matchmaking forever
> - Performance optimizations and fixes to networking layer
> - Fixed issue where game could cause Steam executable to use too much CPU
> - Fixed music resetting when changing video settings
> - Fixed some issues with not being able to chat and/or connect to other
> users
>
> In addition to those, we've also added some early features to help enable
> "private" servers.  There are two ways to enable this:
>
> Set a sv_search_key to a unique string on the server
> Do the same on each client that will want to connect
> Start a map on the server
> Searches for games should be restricted to only finding servers with that
> search key
>
> Or
>
> Set sv_allow_lobby_connect_only 0
> Set sv_password to a non-empty string
> Start a map on the server
> Tell the client the IP address of the server
> Client uses console to "connect " just like the good old days
> Should result in password prompt during connect to server
>
> These features are still a work in progress.
>
> Jason
>
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Re: [hlds_linux] steam down?

2008-05-21 Thread Thijs
Oh, that happens all the time :)

On Wed, May 21, 2008 at 3:07 PM, Saint K. <[EMAIL PROTECTED]> wrote:

> It appears that steam just went down.
>
> Friends is down for logged in people.
> People who are not logged in yet can't login.
> VAC is not working on the servers.
>
> Cheers,
>
>
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Re: [hlds_linux] Team Fortress 2 Update Released

2008-04-30 Thread Thijs
Actually, I do. I just removed the software you mentioned, and finally I can
play TF2 again! Thanks a lot! (very happy now) :-)

On Wed, Apr 30, 2008 at 4:44 PM, Keeper <[EMAIL PROTECTED]> wrote:

> Do you have an nVidia chipset?  I had the same issue until I uninstalled
> the
> firewall that's part of their chipset drivers.
>
> Once I did that, all orange box games worked flawlessly for me.
>
> Keeper
>
> -----Original Message-
> From: Thijs [mailto:[EMAIL PROTECTED]
> Sent: Wednesday, April 30, 2008 10:17 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Team Fortress 2 Update Released
>
> Please dont update CSS to the new engine! I can no longer play any Source
> game that uses the latest engine because the game keeps stuttering
> (graphics
> and sound). I didnt buy about any Source game just so i can no longer play
> them. At least let me keep CSS >_<
>
> Thijs
>
>
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Re: [hlds_linux] Team Fortress 2 Update Released

2008-04-30 Thread Thijs
Please dont update CSS to the new engine! I can no longer play any Source
game that uses the latest engine because the game keeps stuttering (graphics
and sound). I didnt buy about any Source game just so i can no longer play
them. At least let me keep CSS >_<

Thijs

2008/4/30 Tom Leighton <[EMAIL PROTECTED]>:

> Not likely, unless they have updated CSS to the new engine already (We
> can hope :P)
>
> Locutus wrote:
> > Source Engine:
> > Improved particle performance on multi-core machines.
> > Added FOV slider to Options | Video | Advanced for all games (moved
> > there from TF2's multiplayer options)
> > Fixed surround sound initialization problems with new speaker modes
> > defined in Vista.
> >
> > Is this for cstrike too? (source engine) I dont see this in the client
> > updates.
> >
> > Jason Ruymen írta:
> >
> >> The required Team Fortress 2 update is now live.  Please run
> >> hldsupdatetool to receive it.  The specific changes include:
> >>
> >> Source Engine:
> >> Improved particle performance on multi-core machines.
> >> Added FOV slider to Options | Video | Advanced for all games (moved
> >> there from TF2's multiplayer options)
> >> Fixed surround sound initialization problems with new speaker modes
> >> defined in Vista.
> >>
> >> Team Fortress 2:
> >> Added Goldrush.
> >> Added Character Info and Loadout to the main menu.
> >> Added 39 Medic achievements.
> >> Added unique Medic items:
> >>  - The Blutsaugher, The Kritzkrieg, and The Ubersaw.
> >> Added new attack animations to most melee weapons.
> >> Added new speech for the Heavy and Demoman.
> >> Added Stopwatch mode to Tournament mode.
> >>  - Automatically used on Attack/Defense maps.
> >>
> >> Teleporter effect no longer shows up on invisible or disguised Spies.
> >> Spies disguised as their own team can now capture control points.
> >> Increased force taken by pipebombs by bullets and explosions
> >> Target ID hud is now colored red or blue to match the spectator target.
> >> Tournament mode no longer ends matches early if the time limit is
> nearly
> >> up when a new round starts.
> >> Fixed exploit where clients could start benchmark mode on servers.
> >> Fixed drowning exploit that allowed players to regenerate health.
> >> Fixed reload exploit that allowed plays to fire instantly after
> >> switching weapons.
> >> Fixed flamethrower bug where a player flush against a wall couldn't be
> >> lit on fire from the front.
> >> Fixed invulnerability overlay not drawing if the invuln player was
> >> previously on fire.
> >> Fixed "times used" entry in teleporters maxing out at 32.
> >> Fixed rare client crash on level change during control point capturing.
> >> Minor fix to stat gathering to prevent players using sv_cheats to
> easily
> >> garner achievements.
> >>
> >> For mapmakers:
> >>  - Mapmakers can now directly place the tf_gamerules entity into their
> >> map. Fixes Hammer thinking the inputs to it are broken.
> >>  - Mapmakers can now place Engineer buildings directly into a map, with
> >> an option for them to be invulnerable.
> >>  - Added "AddRedTeamScore" and "AddBlueTeamScore" inputs to
> >> tf_gamerules.
> >>  - Added "SetRequiredObserverTarget" input to tf_gamerules. Force
> >> spectators to use the specified viewpoint.
> >>
> >> Granary:
> >>  - Added setup time logic, and gates to the middle.
> >>  - Fixed an overlay alignment bug on one of blue's gate signs.
> >>  - Minor lighting fixes in red/blue spawns.
> >>
> >> 2Fort:
> >>  - Added medium ammo and health to basement hallways.
> >>  - Added small ammo and health to top of spiral.
> >>  - Fixed a clip brush exploit outside blue sniper deck.
> >>  - Fixed number "2" overlay on front of red base not being assigned to
> >> the brush face.
> >>
> >> Jason
> >>
> >>
> >>
> >> ___
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> please visit:
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> >>
> >>
> >>  _ NOD32 3054 (20080425) Információ _
> >>
> >> Az üzenetet a NOD32 antivirus system megvizsgálta.
> >> http://www.nod32.hu
> >>
> >>
> >>
> >>
> >>
> >
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> >
>
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Re: [hlds_linux] TF2 update coming later today

2008-03-06 Thread Thijs
--
[ Picked text/plain from multipart/alternative ]
Cool, I hope it fixes the client issues I've been having since the last
patch. The framedrop I get during the first 15 minutes of running the game
is insane, I haven't played a decent game in quite a while now. Would be
nice to be able to play again :)
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Re: [hlds_linux] lags at round end/start *and* during a round

2007-06-29 Thread Thijs
--
[ Picked text/plain from multipart/alternative ]
Hi,

I am also experiencing this end-round lag on my server. Sometimes during a
round, but usually when the round ends, it takes around 10-15 seconds for
the round to reset (with the "CONNECTON PROBLEM" message at the top-right
corner). The strange thing is that when this happens, about 90% of the
players are affected, and some are not! Those few lucky players are then
already half-way around the map before the others can start buying. This
problem seems to appear when there are more than approx. 16-18 players
online on the server. I am running a CSS server with 22 slots and the latest
build on a linux box.

Hopefully Valve will notice us struggling with this problem and do something
about it.

Regards,

Thijs

On 6/29/07, karumba <[EMAIL PROTECTED]> wrote:
>
> > you're not alone with this problem. this is probably the most discussed
> > topic for the last 2 weeks.
> > but valve seems to ignore this problem, we didn't even get an
> > acknowledgement.
>
> a lot of larger game servers i've checked in the last days, have the
> same problems. the lag increases with number of users on the server. on
> a 16 slot server, this effect might be ok for most of the public players.
>
> > maybe they're working on this problem, maybe not. or maybe they don't
> > know how to solve this problem
> > we don't know really :(
>
> hopefully we will know in the next days :)
>
> > maybe i'm already ignored by alfred for bugging him?
> > but it can't be too hard to say "we're working on it" to calm down the
> > situation, is it?
>
> yes, indeed. a small note would be nice & doesn't take more that 10
> seconds.
>
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