Re: [hlds_linux] Testing (Please Disregard)

2010-06-25 Thread Nathan Nagato
Oh, You crazy Canuck! ;-)

On 6/24/2010 9:42 PM, Crazy Canucks wrote:
> I don't know, there might be some pretty sexy aliens out there...
>
> On 24/06/2010 10:37 PM, Jeff Sugar wrote:
>
>> Ewe, a relationship with aliens? I'll stick with Platonic, thanks!
>>
>> On Thu, Jun 24, 2010 at 6:20 PM, Crazy 
>> Canuckswrote:
>>
>>
>>  
>>> That would make it a plutonic relationship...
>>>
>>> On 24/06/2010 8:35 PM, Shane Arnold wrote:
>>>
>>>
  - Sent from my iPhone somewhere near Pluto.

 On 25/06/2010 6:46 AM, Nathan Nagato wrote:


  
> Disregarding your disregard. :)
>
> On 6/24/2010 6:41 PM, E3pO wrote:
>
>
>
>
>> Disregarded. ;)
>>
>> On Jun 24, 2010 6:37 PM, "adminmob...@vugaming.net"<
>> adminmob...@vugaming.net>  wrote:
>>
>> Testing
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Re: [hlds_linux] Testing (Please Disregard)

2010-06-24 Thread Crazy Canucks
I don't know, there might be some pretty sexy aliens out there...

On 24/06/2010 10:37 PM, Jeff Sugar wrote:
> Ewe, a relationship with aliens? I'll stick with Platonic, thanks!
>
> On Thu, Jun 24, 2010 at 6:20 PM, Crazy Canuckswrote:
>
>
>> That would make it a plutonic relationship...
>>
>> On 24/06/2010 8:35 PM, Shane Arnold wrote:
>>  
>>> - Sent from my iPhone somewhere near Pluto.
>>>
>>> On 25/06/2010 6:46 AM, Nathan Nagato wrote:
>>>
>>>
 Disregarding your disregard. :)

 On 6/24/2010 6:41 PM, E3pO wrote:


  
> Disregarded. ;)
>
> On Jun 24, 2010 6:37 PM, "adminmob...@vugaming.net"<
> adminmob...@vugaming.net> wrote:
>
> Testing
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Re: [hlds_linux] Testing (Please Disregard)

2010-06-24 Thread Jeff Sugar
Ewe, a relationship with aliens? I'll stick with Platonic, thanks!

On Thu, Jun 24, 2010 at 6:20 PM, Crazy Canucks wrote:

> That would make it a plutonic relationship...
>
> On 24/06/2010 8:35 PM, Shane Arnold wrote:
> >- Sent from my iPhone somewhere near Pluto.
> >
> > On 25/06/2010 6:46 AM, Nathan Nagato wrote:
> >
> >> Disregarding your disregard. :)
> >>
> >> On 6/24/2010 6:41 PM, E3pO wrote:
> >>
> >>
> >>> Disregarded. ;)
> >>>
> >>> On Jun 24, 2010 6:37 PM, "adminmob...@vugaming.net"<
> >>> adminmob...@vugaming.net>wrote:
> >>>
> >>> Testing
> >>> ___
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Re: [hlds_linux] Testing (Please Disregard)

2010-06-24 Thread Crazy Canucks
That would make it a plutonic relationship...

On 24/06/2010 8:35 PM, Shane Arnold wrote:
>- Sent from my iPhone somewhere near Pluto.
>
> On 25/06/2010 6:46 AM, Nathan Nagato wrote:
>
>> Disregarding your disregard. :)
>>
>> On 6/24/2010 6:41 PM, E3pO wrote:
>>
>>  
>>> Disregarded. ;)
>>>
>>> On Jun 24, 2010 6:37 PM, "adminmob...@vugaming.net"<
>>> adminmob...@vugaming.net>wrote:
>>>
>>> Testing
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Re: [hlds_linux] Testing (Please Disregard)

2010-06-24 Thread Shane Arnold
  - Sent from my iPhone somewhere near Pluto.

On 25/06/2010 6:46 AM, Nathan Nagato wrote:
> Disregarding your disregard. :)
>
> On 6/24/2010 6:41 PM, E3pO wrote:
>
>> Disregarded. ;)
>>
>> On Jun 24, 2010 6:37 PM, "adminmob...@vugaming.net"<
>> adminmob...@vugaming.net>   wrote:
>>
>> Testing
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Re: [hlds_linux] Testing (Please Disregard)

2010-06-24 Thread Nathan Nagato
Disregarding your disregard. :)

On 6/24/2010 6:41 PM, E3pO wrote:
> Disregarded. ;)
>
> On Jun 24, 2010 6:37 PM, "adminmob...@vugaming.net"<
> adminmob...@vugaming.net>  wrote:
>
> Testing
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Re: [hlds_linux] Testing (Please Disregard)

2010-06-24 Thread E3pO
Disregarded. ;)

On Jun 24, 2010 6:37 PM, "adminmob...@vugaming.net" <
adminmob...@vugaming.net> wrote:

Testing
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[hlds_linux] Testing (Please Disregard)

2010-06-24 Thread adminmob...@vugaming.net
Testing
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[hlds_linux] Testing (Please Disregard)

2010-06-24 Thread adminmob...@vugaming.net
Testing
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Re: [hlds_linux] Testing new srcds_i486 for l4d demo

2008-11-13 Thread gameadmin
Indeed; The timing isn't the best (the email from Chris arived just before I
went to bed) so not much testing has been done, but:

- Neither netconport console or any rcon method recevies anything back from
any child server, although all commands succeed (the failure includes
streaming the log in hlsw; I haven't checked if normal file logging works
but I have no reason to doubt it) 

- The parent netconport _doesn't_ get the spam from all servers (which is a
good thing!)

- A command like "broadcast" which sends the command to all child servers
would be nice (so you could do "broadcast say Shutting down servers for
maintainance" or "broadcast exec server.cfg"

- Being able to dynamically change the number of children would also rock
rather hard (although when decreasing, there's issues with how that's
achieved; hard/fast - kill a child - or soft/slow - wait for hibernation)

I had a "ps" executing every 5 minutes - in 8 hours, with a fork of 4, it
noticed 33 unique child PIDs.  However, grepping the logs for "Child [0-9]+
aborted" gives 496 results :(

I also had funny results running things on my second IP, but I need to test
more and I'm not convinced the behaviour wouldn't happen in any other srcds
server anyway

Also, Chris, would you prefer emails about this be sent on or off list?

> -Original Message-
> From: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] On Behalf Of Fyren
> Sent: 13 November 2008 08:22
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] Testing new srcds_i486 for l4d demo
> 
> I've been running the newer binary from Chris for the server 
> for several hours now and haven't run into any major 
> problems.  Some stuff I mailed to Chris which I probably 
> should have just put here in the first place:
> 
> >Some initial feedback:
> >
> >My 12 children started up and people immediately started 
> joining.  In 
> >the parent console, I saw this a few times while the children were 
> >still coming up:
> >
> >threadtools.cpp (417) : Assertion Failed: Thread 
> synchronization object 
> >is unuseable
> >
> >But after all the children had started, I didn't see it again.  (I'm 
> >running CentOS with 2.6.18.)
> >
> >The parent console seems to get a copy of every console message from 
> >the children, which could be useful, but there's no way to 
> tell which 
> >child each line is from.  So, it would be nice if each line started 
> >with the child's ID.  The parent netcon seems to get a selection of 
> >each child's console messages, but I don't know which kinds 
> of messages 
> >and it also has no way to distinguish.
> >
> >For the parent's netcon, it would be nice if the status 
> display would 
> >say what each child's hostport (and maybe hostname) is, to make it 
> >easier to figure out which child is which server.  Maybe 
> also add the 
> >child's ID to the status display for each specific server (and maybe 
> >show it in clients' status displays).  In addition, the PID 
> displayed 
> >for each child matches the child ID (at least initially, maybe it 
> >increments if a child dies and is restarted?).  It would be 
> helpful if 
> >it listed the real process ID for the child (at least in 
> addition), not 
> >some PID internal to the server.
> >
> >It might be difficult to make happen, but it would be really, really 
> >nice if you could kill and spawn children on the fly.  For example, 
> >right now I'm running 12 children, but it looks like I could 
> definitely 
> >handle more.  I have to either kill all 12 or start a new parent.
> >
> >I don't know how much you want to expand the basic 
> functionality of the 
> >parent's netcon rather than let people write their own 
> tools, but some 
> >things like a way to do a "say" on each child (sayall 
> "Servers shutting 
> >down soon!") or a way see a specific child's status/stats would be 
> >helpful.  Maybe even instead of having each child have a 
> netcon (or in 
> >addition), you can do "connect " in the parent netcon and 
> >it'd context switch between them as if you connected to that 
> specific 
> >server.
> 
> 
> >Actually, I spoke too soon.  Using netcon for a child is 
> broken for me.  
> >I can run commands (and they work), but I get no responses back from 
> >the server on the netcon connection.  I can see the responses in the 
> >parent's console, though.
> 
> I've used the shutdown command a few times for testing and 
> b

[hlds_linux] Testing new srcds_i486 for l4d demo

2008-11-13 Thread Fyren
I've been running the newer binary from Chris for the server for
several hours now and haven't run into any major problems.  Some stuff
I mailed to Chris which I probably should have just put here in the
first place:

>Some initial feedback:
>
>My 12 children started up and people immediately started joining.  In
>the parent console, I saw this a few times while the children were
>still coming up:
>
>threadtools.cpp (417) : Assertion Failed: Thread synchronization
>object is unuseable
>
>But after all the children had started, I didn't see it again.  (I'm
>running CentOS with 2.6.18.)
>
>The parent console seems to get a copy of every console message from
>the children, which could be useful, but there's no way to tell which
>child each line is from.  So, it would be nice if each line started
>with the child's ID.  The parent netcon seems to get a selection of
>each child's console messages, but I don't know which kinds of
>messages and it also has no way to distinguish.
>
>For the parent's netcon, it would be nice if the status display would
>say what each child's hostport (and maybe hostname) is, to make it
>easier to figure out which child is which server.  Maybe also add the
>child's ID to the status display for each specific server (and maybe
>show it in clients' status displays).  In addition, the PID displayed
>for each child matches the child ID (at least initially, maybe it
>increments if a child dies and is restarted?).  It would be helpful if
>it listed the real process ID for the child (at least in addition),
>not some PID internal to the server.
>
>It might be difficult to make happen, but it would be really, really
>nice if you could kill and spawn children on the fly.  For example,
>right now I'm running 12 children, but it looks like I could
>definitely handle more.  I have to either kill all 12 or start a new
>parent.
>
>I don't know how much you want to expand the basic functionality of
>the parent's netcon rather than let people write their own tools, but
>some things like a way to do a "say" on each child (sayall "Servers
>shutting down soon!") or a way see a specific child's status/stats
>would be helpful.  Maybe even instead of having each child have a
>netcon (or in addition), you can do "connect " in the parent
>netcon and it'd context switch between them as if you connected to
>that specific server.


>Actually, I spoke too soon.  Using netcon for a child is broken for
>me.  I can run commands (and they work), but I get no responses back
>from the server on the netcon connection.  I can see the responses in
>the parent's console, though.

I've used the shutdown command a few times for testing and brought the
servers back up, but strangely, I only got the failed assertion
message the very first time.  I still don't get any output from the
children through netcon.  I've since upped the forks to 16 (plus a
mostly-empty TF2 server) and haven't had any issues on our Q6600 with
only 2 gigs of RAM.

The only other thing is if you forget you're looking at the parent
console (not netcon) and try to enter commands, it'll all get dumped
into your shell when your parent finally terminates.  It would be nice
if the parent console would just silently eat all input, if not take
the same input as the parent netcon does.

-Fyren

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Re: [hlds_linux] Testing new srcds_i486 for l4d demo

2008-11-12 Thread gameadmin
> plus a fix for "hitting enter in the shell where the forking
> sever is running makes it take 100% of cpu".

Ah, we did notice that once... after that, we were running the server from a
daemon manager so never experienced this at all.  Good to know what the
issue was, though.


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[hlds_linux] Testing new srcds_i486 for l4d demo

2008-11-12 Thread Chris Green
I'd like to send a couple of people a new srcds_i486 which contains updated 
-fork code and functionality for testing. highlights are  the ability to 
connect to a parent process netconport and issue commands. supported commands 
are things like listing the status (#players, map) of all subprocesses, killing 
the server, and a delayed shutdown function (server shuts down once all 
subprocesses have finished their games), plus a fix for "hitting enter in the 
shell where the forking sever is running makes it take 100% of cpu".

Drop me an email if you want to test this. I'm especially interested in people 
running large forked servers or server farms who can test the admin 
functionality and find bugs.



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[hlds_linux] Testing the beta's

2006-05-28 Thread Bart van den Heuvel
Hi all...

Some time ago i commented in one of the threads in the steam supportforum
about testing the beta's. I see the dedicated server for multiplay as an
add-on service from valve. By supplying us with this software it's
beneficial for us and for them.

We can make good money of it and players have a good time as they have
lots of choice where to play. Valve benefits greatly, a large group of
users stay loyal because of the widespread cs and cs-source servers.

But still it's a free service and quality of software in general is hard
to keep high. I can understand that Valve has trouble keeping it working
on all the Linux distro's and windows (don't forget to start mediaplayer
:-) That's why i'm very happy with the beta branch. When a company as
valve publishes a beta, they normally keep staff available to handle
feedback. Once a beta changes to production it's much harder to change
stuff as they just published a beta. They assume that with the beta period
ended most bugs are accounted for as they gave the world the chance to
test.

However I can also see how many of us don't have the resources to test
this high performance application. It uses lots of bandwidth, lots of CPU
and memory. Not everyone has a spare CS capable machine... Most of us rent
a single CS instance which they manage themselves, so i can understand how
many just go with the update and hope for the best. As history has proven,
this is a bit risky.

The weeks that I'm receiving this mailinglist i've seen many obvious
problems that could have been spotted in a single test. I feel that
handling changes better would help out all of us and Valve to!
So I would like to propose to Valve communicate changes even better, a
more detailed change log and maybe a minimal change period of 7 days.

I would also opt that users use the beta period to test. I know it's
something many try to do without. But the many people that shout "stupid
valve for making this obvious mistake" or worse can also blame themselves.
Why did you not test it yourself! As i'm starting to host CS-Servers, i am
planning for some spare capacity to test... as this will make me better at
hosting: supplying MY users a more stable product.

But this is only my (naive) idea of how to run this, maybe others have
better suggestions?

Gr,

Bart



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Re: AW: [hlds_linux] Testing Cheats.

2004-12-05 Thread Jeremy Brooking
Patrick Landolt wrote:
So I suggest to let valve check this cheats out!!

He'd like it looked into before mid 2005 though
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Re: AW: [hlds_linux] Testing Cheats.

2004-12-05 Thread 8tImER
Hello Patrick,

he already said he's gonna test them on a separate box altogether that
doesn't matter (which means, he can format or wipe the disk or
whatever without consequence).
Secondly, it wasn't about being safe from the cheats, but about being
safe from Valve.
Which, actually, as there is no VAC vor srcds yet, not really a
concern, but who knows what kind of stuff those cheats would leave
behind that Steam could detect when, if ever, VAC for Source comes.
(Which is why he's using another box ;)).

And finally, seeing that there's been no VAC updates for quite some
time, and no VAC for Source at all, I don't think letting Valve check
out those cheats is going to do anyone any good (or bad).

--
Regards,
 8tImERmailto:[EMAIL PROTECTED]
   PGP Key-ID: 0xADD46137

Original text:
On 05.12.04 at 22:17:41 you wrote:

> No one is save. YOu dont know what these cheats all are doing on your
> system... where to copy and so on... Only format c: is save ;)

> So I suggest to let valve check this cheats out!!



> -Ursprüngliche Nachricht-
> Von: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Im Auftrag von 8tImER
> Gesendet: Sonntag, 5. Dezember 2004 21:58
> An: hondaman
> Betreff: Re: [hlds_linux] Testing Cheats.

> Hello hondaman,

> offline mode and no internet connection (just to make sure ;)) and
> deleting the whole enchilada afterwards should be safe, I guess.

> --
> A fellow [H]'er,
>  8tImERmailto:[EMAIL PROTECTED]
>PGP Key-ID: 0xADD46137

> Original text:
> On 05.12.04 at 21:22:16 you wrote:

>> A couple cheats have surfaced on some cheat sites that I would like to
>> test and verify (on a box that doesnt matter of course), so that I can
>> see if it works, how it works, ect.  Is there a way to safely install
>> and try these without finding myself banned from steam?

>> hondaman
>> www.hardgaming.com


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> Version: AVK 15.0.1289 from 01.12.2004
> Virus news: www.antiviruslab.com


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Re: AW: [hlds_linux] Testing Cheats.

2004-12-05 Thread ZoMtEc
just keep your hands away from cheats...


On Sun, 05 Dec 2004 15:25:41 -0600, hondaman <[EMAIL PROTECTED]> wrote:
> Thats why I qualified my statement by saying "testing on a box that
> doesnt matter"
>
>
>
> Patrick Landolt wrote:
>
> >No one is save. YOu dont know what these cheats all are doing on your
> >system... where to copy and so on... Only format c: is save ;)
> >
> >So I suggest to let valve check this cheats out!!
> >
> >
> >
> >-Ursprüngliche Nachricht-
> >Von: [EMAIL PROTECTED]
> >[mailto:[EMAIL PROTECTED] Im Auftrag von 8tImER
> >Gesendet: Sonntag, 5. Dezember 2004 21:58
> >An: hondaman
> >Betreff: Re: [hlds_linux] Testing Cheats.
> >
> >Hello hondaman,
> >
> >offline mode and no internet connection (just to make sure ;)) and
> >deleting the whole enchilada afterwards should be safe, I guess.
> >
> >--
> >A fellow [H]'er,
> > 8tImERmailto:[EMAIL PROTECTED]
> >   PGP Key-ID: 0xADD46137
> >
> >Original text:
> >On 05.12.04 at 21:22:16 you wrote:
> >
> >
> >
> >>A couple cheats have surfaced on some cheat sites that I would like to
> >>test and verify (on a box that doesnt matter of course), so that I can
> >>see if it works, how it works, ect.  Is there a way to safely install
> >>and try these without finding myself banned from steam?
> >>
> >>
> >
> >
> >
> >>hondaman
> >>www.hardgaming.com
> >>
> >>
> >
> >
> >
> >
> >>___
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> >>
> >>
> >please visit:
> >
> >
> >>http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >>
> >
> >
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> >
> >Virus checked by G DATA AntiVirusKit
> >Version: AVK 15.0.1289 from 01.12.2004
> >Virus news: www.antiviruslab.com
> >
> >
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Re: AW: [hlds_linux] Testing Cheats.

2004-12-05 Thread hondaman
Thats why I qualified my statement by saying "testing on a box that
doesnt matter"
Patrick Landolt wrote:
No one is save. YOu dont know what these cheats all are doing on your
system... where to copy and so on... Only format c: is save ;)
So I suggest to let valve check this cheats out!!

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von 8tImER
Gesendet: Sonntag, 5. Dezember 2004 21:58
An: hondaman
Betreff: Re: [hlds_linux] Testing Cheats.
Hello hondaman,
offline mode and no internet connection (just to make sure ;)) and
deleting the whole enchilada afterwards should be safe, I guess.
--
A fellow [H]'er,
8tImERmailto:[EMAIL PROTECTED]
  PGP Key-ID: 0xADD46137
Original text:
On 05.12.04 at 21:22:16 you wrote:

A couple cheats have surfaced on some cheat sites that I would like to
test and verify (on a box that doesnt matter of course), so that I can
see if it works, how it works, ect.  Is there a way to safely install
and try these without finding myself banned from steam?



hondaman
www.hardgaming.com



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Virus checked by G DATA AntiVirusKit
Version: AVK 15.0.1289 from 01.12.2004
Virus news: www.antiviruslab.com
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AW: [hlds_linux] Testing Cheats.

2004-12-05 Thread Patrick Landolt
No one is save. YOu dont know what these cheats all are doing on your
system... where to copy and so on... Only format c: is save ;)

So I suggest to let valve check this cheats out!!



-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von 8tImER
Gesendet: Sonntag, 5. Dezember 2004 21:58
An: hondaman
Betreff: Re: [hlds_linux] Testing Cheats.

Hello hondaman,

offline mode and no internet connection (just to make sure ;)) and
deleting the whole enchilada afterwards should be safe, I guess.

--
A fellow [H]'er,
 8tImERmailto:[EMAIL PROTECTED]
   PGP Key-ID: 0xADD46137

Original text:
On 05.12.04 at 21:22:16 you wrote:

> A couple cheats have surfaced on some cheat sites that I would like to
> test and verify (on a box that doesnt matter of course), so that I can
> see if it works, how it works, ect.  Is there a way to safely install
> and try these without finding myself banned from steam?

> hondaman
> www.hardgaming.com


> ___
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Virus checked by G DATA AntiVirusKit
Version: AVK 15.0.1289 from 01.12.2004
Virus news: www.antiviruslab.com


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Re: [hlds_linux] Testing Cheats.

2004-12-05 Thread List Keeper
Should be able to start the server with -insecure and that will disable Valve 
Anti-Cheat.

- Original Message -
From: "hondaman" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, December 05, 2004 02:22 PM
Subject: [hlds_linux] Testing Cheats.


>A couple cheats have surfaced on some cheat sites that I would like to
> test and verify (on a box that doesnt matter of course), so that I can
> see if it works, how it works, ect.  Is there a way to safely install
> and try these without finding myself banned from steam?
>
> hondaman
> www.hardgaming.com
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Re: [hlds_linux] Testing Cheats.

2004-12-05 Thread 8tImER
Hello hondaman,

offline mode and no internet connection (just to make sure ;)) and
deleting the whole enchilada afterwards should be safe, I guess.

--
A fellow [H]'er,
 8tImERmailto:[EMAIL PROTECTED]
   PGP Key-ID: 0xADD46137

Original text:
On 05.12.04 at 21:22:16 you wrote:

> A couple cheats have surfaced on some cheat sites that I would like to
> test and verify (on a box that doesnt matter of course), so that I can
> see if it works, how it works, ect.  Is there a way to safely install
> and try these without finding myself banned from steam?

> hondaman
> www.hardgaming.com


> ___
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> visit:
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[hlds_linux] Testing Cheats.

2004-12-05 Thread hondaman
A couple cheats have surfaced on some cheat sites that I would like to
test and verify (on a box that doesnt matter of course), so that I can
see if it works, how it works, ect.  Is there a way to safely install
and try these without finding myself banned from steam?
hondaman
www.hardgaming.com
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RE: [hlds_linux] testing

2003-08-21 Thread McCormack, Chris
yes we are still here.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Sent: 21 August 2003 01:24
Subject: [hlds_linux] testing


testing


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Re: [hlds_linux] testing

2003-03-01 Thread Sebastian
these test post can get interesting at times, love the humor.
killa guy for posting a test message O_o

regards,
Sebastian - [BBR] Gaming Clan
http://www.broadbandreports.com

- Original Message -
From: "Eric (Deacon)" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, March 01, 2003 9:27 PM
Subject: RE: [hlds_linux] testing


| Or at least have the courtesy to mark them "[OT]" in the subject line.
|
| --
| Eric (the Deacon remix)
|
| -Original Message-
| From: [EMAIL PROTECTED]
| [mailto:[EMAIL PROTECTED] On Behalf Of hondaman
| Sent: Saturday, March 01, 2003 7:50 PM
| To: [EMAIL PROTECTED]
| Subject: RE: [hlds_linux] testing
|
|
| Please post testing messages in the testing mailing list.
|
| -Original Message-
| From: [EMAIL PROTECTED]
| [mailto:[EMAIL PROTECTED] On Behalf Of
| [EMAIL PROTECTED]
| Sent: Saturday, March 01, 2003 7:58 PM
| To: [EMAIL PROTECTED]
| Subject: [hlds_linux] testing
|
|
| Testing.
|
| ___
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| archives, please visit:
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|
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RE: [hlds_linux] testing

2003-03-01 Thread Tyler \"Overkill\" Schwend
Wow, I just realized my grammar. Typing over a lagged VNC
connection sucks.

-
Tyler "[TASF]Overkill" Schwend
"Semper facere bonum, an a amare odium, vita mors."
"Waiting for our enemies to strike us first is as dangerous and
irresponsible as it is an act of ignorance."

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]
> Behalf Of Tyler
> "Overkill" Schwend
> Sent: Saturday, March 01, 2003 9:32 PM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlds_linux] testing
>
>
> Haha, I was waiting for Eric to respond with this typical
> "postiquette". Looks like he's having a bad day. Maybe, just
> maybe, someone who is too inconsiderate/n00b to post a test
> message here has never used a mailinglist extensively and is
> therefore unsure of the postiquette of that particular list? I
> doubt it was done out of consideration.
>
> -
> Tyler "[TASF]Overkill" Schwend
> "Semper facere bonum, an a amare odium, vita mors."
> "Waiting for our enemies to strike us first is as dangerous and
> irresponsible as it is an act of ignorance."
>
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RE: [hlds_linux] testing

2003-03-01 Thread Alfred Reynolds
I was using telnet via a ssh console to send a message to see if the list
software was responding to email requests (from on the machine itself, it
wasn't for a while until I fixed it :) Sorry if I didn't take the time to
include [OT] in the subject, its painful enough to construct an email that
the list server will accept...


Eric (Deacon) wrote:
> Or at least have the courtesy to mark them "[OT]" in the subject line.
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Re: [hlds_linux] Testing of Kernels...

2002-11-21 Thread Børge Amundsen
I have noticed great diferent between 2.4.18 and 2.4.19. Where
2.4.19 is much faster running uhlds.


faster for hlds.
On Thu, Nov 21, 2002 at 02:29:27PM +0100, Fredrik Guldbrandz?n wrote:
| This message is in MIME format. Since your mail reader does not understand
| this format, some or all of this message may not be legible.
| --
| [ Picked text/plain from multipart/alternative ]
| Has anyone tested running different kernels if there's any difference in
| performance from  a HLDS point of view?
|
| If yes, Please Speak up!
|
| //Rentz
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--
Vennlig hilsen / Best regards
Børge Amundsen


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RE: [hlds_linux] Testing beta security modules -Saturday

2002-08-18 Thread Bob

Is port 27011 only for the duration of the beta test or will it need to
be open all the time now?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Eric Smith
Sent: 18 August 2002 06:04
To: Half-Life Dedicated Server Mailing List; Half-Life Dedicated Linux
Server Mailing List
Cc: Leon Hartwig; Erik Johnson
Subject: [hlds_linux] Testing beta security modules -Saturday
Importance: High


We're currently testing some beta security modules that catch all
versions of OGC and will report detected cheaters to the ban list.
We'll test the beta security modules over the weekend and release them
next week if there are no problems.

If you'd like to help test the beta security modules, the information
you need to know is listed below (the information below ONLY applies to
servers that want to run the beta security modules).

1) This beta test is only for Counter-Strike servers...not Day of
Defeat.

2) Anyone detected cheating during this beta test *may* get banned for
it, but only for the duration of the beta test.  This means if you test
a cheat on your server while running the beta modules, you might find
yourself banned from your own server.  At the end of the beta test,
we'll most likely clear the bans that were collected before releasing
the modules publicly.

3) We're no longer using port 27013 for the ban list.  You will now see
traffic (in/out) on port 27011.  This traffic is to/from the ban list
server.  Make sure you have this port open in your firewall.

4) The password for the beta modules is "vactest", so make sure you
have...

-testmodule vactest

...in your command line and restart your server.

Let me know if you have any problems with these modules and we'll look
into them right away.  Thanks for helping out.

-Eric
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Re: [hlds_linux] Testing beta security modules -Saturday

2002-08-18 Thread DjoDjo

>2) Anyone detected cheating during this beta test *may* get banned for it,
>but only for the duration of the beta test.  This means if you test a cheat
>on your server while running the beta modules, you might find yourself
>banned from your own server.  At the end of the beta test, we'll most likely
>clear the bans that were collected before releasing the modules publicly.

Sorry, i dont understand:
The player is only banned on one server, or on all the servers with the WON 
non-authentication?

DjoDjo

>
>-Eric
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