Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated

2008-03-22 Thread Ronny Schedel
Hello,

in our server plugin we used FCVAR_NOTIFY for some cvars to show in the 
server rules, but these should not be notified when it changed, so we used 
the SetValue function to achieve this. But with the latest update, we see 
the notifier on the client. It does not happen in DODS or CSS servers with 
the same code. An example code:

// declaration of cvar
static ConVar cvar_example(my_example, defvalue, FCVAR_NOTIFY, 
description);

// change value in the code
cvar_example.SetValue(new value);

This code will notify the client of any change, but we don't want. In CSS or 
DODS servers we have no notify.
In the past, we used FCVAR_SERVER to have the cvar shown in the server rules 
(server rules query on gameport), but this does not exist anymore.

What do we have to use to have the cvar in the server rules but not 
notifying the client on any change?

Best regards

Ronny Schedel



A required update to Team Fortress 2 and it's dedicated server have been
 released.  Please run hldsupdatetool to update.  The specific changes
 include:

 - Updated versions of CP_Dustbowl, CP_Badlands, and CTF_Well with
 several exploit fixes
 - Fixed Linux build not handling FCVAR_REPLICATED and FCVAR_NOTIFY cvars
 correctly
 - Plugged an exploit where the server could send executable code to the
 client
 - Fix client crash on exit while processing game stats
 - Updated the Stats Summary screen to remember your previous selections
 each time you open the menu and while changing levels
 - Added mp_stalemate_at_timelimit ConVar for server admin to allow
 SuddenDeath when mp_timelimit hits on non-Valve maps
 - Updated CTF mode to remember the player who stole the intelligence
 from the enemy base and reward that player if the flag is captured by
 someone else
 - Replace underscores in map names with spaces so custom maps with names
 like cp_gravel_pit will show as GRAVEL PIT
 - Hitting F4 while the tournament mode Ready countdown is active won't
 automatically set a team to Not Ready
 - Fixed auto-screenshots not being taken at the end of the map during
 tournament mode
 - Fixed gates being closed during the pre-round time during tournament
 mode
 - Fixed GetDynamicBaseline crash
 - Fixed rare animation triggered sound crash

 We haven't yet fixed the known issue with SourceTV (port/connection
 problems, and servers with maxplayers 32), but we are working on it.

 Jason

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Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated

2008-03-22 Thread Nephyrin Zey
Because FCVAR_NOTIFY is used for server rules *and* notifications, it
would need a plugin to catch and stop notifications from going out. I
could put a server plugin to do this together or valve could split
this out into FCVAR_SERVER

- Neph

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Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated

2008-03-22 Thread Ryan Mannion
As I wrote about earlier on this list, I also was negatively impacted
by this change. My workaround was to use the sockets extension for
SourceMod to run a small listen server that allows me to fetch
particular cvar values (or any custom information, really). This
allows me to leave my custom cvars without the FCVAR_NOTIFY flag.

It's a lot of work compared to setting a flag, but it's one idea if
you can try if you really need an immediate solution.

Ryan

On Sat, Mar 22, 2008 at 12:12 AM, Ronny Schedel [EMAIL PROTECTED] wrote:
 Hello,

  in our server plugin we used FCVAR_NOTIFY for some cvars to show in the
  server rules, but these should not be notified when it changed, so we used
  the SetValue function to achieve this. But with the latest update, we see
  the notifier on the client. It does not happen in DODS or CSS servers with
  the same code. An example code:

  // declaration of cvar
  static ConVar cvar_example(my_example, defvalue, FCVAR_NOTIFY,
  description);

  // change value in the code
  cvar_example.SetValue(new value);

  This code will notify the client of any change, but we don't want. In CSS or
  DODS servers we have no notify.
  In the past, we used FCVAR_SERVER to have the cvar shown in the server rules
  (server rules query on gameport), but this does not exist anymore.

  What do we have to use to have the cvar in the server rules but not
  notifying the client on any change?

  Best regards

  Ronny Schedel





  A required update to Team Fortress 2 and it's dedicated server have been
   released.  Please run hldsupdatetool to update.  The specific changes
   include:
  
   - Updated versions of CP_Dustbowl, CP_Badlands, and CTF_Well with
   several exploit fixes
   - Fixed Linux build not handling FCVAR_REPLICATED and FCVAR_NOTIFY cvars
   correctly
   - Plugged an exploit where the server could send executable code to the
   client
   - Fix client crash on exit while processing game stats
   - Updated the Stats Summary screen to remember your previous selections
   each time you open the menu and while changing levels
   - Added mp_stalemate_at_timelimit ConVar for server admin to allow
   SuddenDeath when mp_timelimit hits on non-Valve maps
   - Updated CTF mode to remember the player who stole the intelligence
   from the enemy base and reward that player if the flag is captured by
   someone else
   - Replace underscores in map names with spaces so custom maps with names
   like cp_gravel_pit will show as GRAVEL PIT
   - Hitting F4 while the tournament mode Ready countdown is active won't
   automatically set a team to Not Ready
   - Fixed auto-screenshots not being taken at the end of the map during
   tournament mode
   - Fixed gates being closed during the pre-round time during tournament
   mode
   - Fixed GetDynamicBaseline crash
   - Fixed rare animation triggered sound crash
  
   We haven't yet fixed the known issue with SourceTV (port/connection
   problems, and servers with maxplayers 32), but we are working on it.
  
   Jason
  
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Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated

2008-02-14 Thread Steve S.
Is anyone else not able to get metamod to load on the new build?




 Required updates for Team Fortress 2 and it's dedicated servers have
 finally been released.  Please run hldsupdatetool to receive these
 updates.  The specific changes include:

 Source Engine:
 - Refactored how lightmaps are downloaded to the graphics card at level
 load. On some hardware configurations this can lower level load times
 significantly
 - Optimized some particle systems to improve performance on some
 hardware configurations
 - Player stats are now sent up as they change, rather than when the
 player dies
 - Improved playback of sub-frame sounds
 - Fixed a crash caused by alt-tabs during map load
 - Eliminated unnecessary temporary memory allocation in scenefilecache

 Team Fortress 2:
 - Badlands released
 - Changes to Dustbowl
   - Added a new access point to the stage2 attacker gates
 (drop-down left from spawn), allowing attackers a way to reach the left
 route without being subjected to the spam and sentry gun fire
   - Fixed a gap in stage 3, cap 1 that allowed a player with to
 wiggle above the ceiling clip
   - Fixed a gap behind stage 1, cap 1 house
   - Fixed a high perch on stage1 cap1 house roof
   - Fixed a perch offering view of nodraw textures and the skybox
 (stage1 cap2 rock barrier)
   - Fixed a few places where rockets/demoman pipes could pass
 through non-solid models
   - Sealed up a gap over stage1 lower startgate
   - Clipped off tall windows in stage 3 to prevent sentry guns
 from behind built behind them
   - Changes to Capture the Flag Well
   - Fixed trains not starting on map spawn
   - Removed cap association from red spawns that were
 spamming console
   - Changes to Granary
   - Removed spawn timing advantage from the middle (from
 -3 to 0)
   - Fixed several model perch exploits (red, blue cp1 gate
 and blue cp2 gate pipe)
   - Fixed a few places where players could get stuck
 between containers and silos
   - Adjusted playerclips on red container that made it
 appear like players were floating
   - Added a small delay (200 ms) before a zoomed sniper shot can
 get a critical hit
   - Added server side convar mp_fadetoblack. Same functionality as
 Counter-Strike, used mainly during in-person tournaments and LAN events
   - Added flamethrower sizzle sound when the Pyro is hitting a
 target
   - Updated explosion debris to be a bit darker
   - Fixed idle players not being kicked from the server if
 mp_allowspectators was set to 0
   - Added ctf_well to the default mapcycle.txt file
   - Added ctf_well to the default motd.txt file
   - Fixed floor tile material type
   - Fixed some weapon damage info missing from TF2 game stats
   - Made some small changes to the Demoman viewmodel that were
 causing performance problems
   - Added a new timer to the HUD to show the value of
 mp_timelimit. This is useful if you're playing a timed match on 2Fort,
 where you only set a timelimit on the server and no other win
 conditions.
   - Added server log entry for buildings destroyed by their owner
   - Fixed sentry gun shadows being clipped
   - Updated glass material

 SourceTV:
 - SourceTV now uses a hidden slot on the game server. This allows for 24
 player servers to also have a SourceTV proxy connected to it
 - Fixed Pyro's flamethrower flames not showing up in SourceTV

 Jason



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 please visit:
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Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated

2008-02-14 Thread Alexander B.

Metamod + Sourcemod are working here.


Is anyone else not able to get metamod to load on the new build?






Required updates for Team Fortress 2 and it's dedicated servers have
finally been released.  Please run hldsupdatetool to receive these
updates.  The specific changes include:

Source Engine:
- Refactored how lightmaps are downloaded to the graphics card at level
load. On some hardware configurations this can lower level load times
significantly
- Optimized some particle systems to improve performance on some
hardware configurations
- Player stats are now sent up as they change, rather than when the
player dies
- Improved playback of sub-frame sounds
- Fixed a crash caused by alt-tabs during map load
- Eliminated unnecessary temporary memory allocation in scenefilecache

Team Fortress 2:
- Badlands released
- Changes to Dustbowl
- Added a new access point to the stage2 attacker gates
(drop-down left from spawn), allowing attackers a way to reach the left
route without being subjected to the spam and sentry gun fire
- Fixed a gap in stage 3, cap 1 that allowed a player with to
wiggle above the ceiling clip
- Fixed a gap behind stage 1, cap 1 house
- Fixed a high perch on stage1 cap1 house roof
- Fixed a perch offering view of nodraw textures and the skybox
(stage1 cap2 rock barrier)
- Fixed a few places where rockets/demoman pipes could pass
through non-solid models
- Sealed up a gap over stage1 lower startgate
- Clipped off tall windows in stage 3 to prevent sentry guns
from behind built behind them
- Changes to Capture the Flag Well
- Fixed trains not starting on map spawn
- Removed cap association from red spawns that were
spamming console
- Changes to Granary
- Removed spawn timing advantage from the middle (from
-3 to 0)
- Fixed several model perch exploits (red, blue cp1 gate
and blue cp2 gate pipe)
- Fixed a few places where players could get stuck
between containers and silos
- Adjusted playerclips on red container that made it
appear like players were floating
- Added a small delay (200 ms) before a zoomed sniper shot can
get a critical hit
- Added server side convar mp_fadetoblack. Same functionality as
Counter-Strike, used mainly during in-person tournaments and LAN events
- Added flamethrower sizzle sound when the Pyro is hitting a
target
- Updated explosion debris to be a bit darker
- Fixed idle players not being kicked from the server if
mp_allowspectators was set to 0
- Added ctf_well to the default mapcycle.txt file
- Added ctf_well to the default motd.txt file
- Fixed floor tile material type
- Fixed some weapon damage info missing from TF2 game stats
- Made some small changes to the Demoman viewmodel that were
causing performance problems
- Added a new timer to the HUD to show the value of
mp_timelimit. This is useful if you're playing a timed match on 2Fort,
where you only set a timelimit on the server and no other win
conditions.
- Added server log entry for buildings destroyed by their owner
- Fixed sentry gun shadows being clipped
- Updated glass material

SourceTV:
- SourceTV now uses a hidden slot on the game server. This allows for 24
player servers to also have a SourceTV proxy connected to it
- Fixed Pyro's flamethrower flames not showing up in SourceTV

Jason



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RE: [hlds_linux] Team Fortress 2/Dedicated Server Updated

2008-02-14 Thread Steve Sumichrast
I'm up and running with the update no problem.

MetaMod version 1.6.0.581 no problems.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steve S.
Sent: Thursday, February 14, 2008 04:37 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated

Is anyone else not able to get metamod to load on the new build?




 Required updates for Team Fortress 2 and it's dedicated servers have
 finally been released.  Please run hldsupdatetool to receive these
 updates.  The specific changes include:

 Source Engine:
 - Refactored how lightmaps are downloaded to the graphics card at level
 load. On some hardware configurations this can lower level load times
 significantly
 - Optimized some particle systems to improve performance on some
 hardware configurations
 - Player stats are now sent up as they change, rather than when the
 player dies
 - Improved playback of sub-frame sounds
 - Fixed a crash caused by alt-tabs during map load
 - Eliminated unnecessary temporary memory allocation in scenefilecache

 Team Fortress 2:
 - Badlands released
 - Changes to Dustbowl
   - Added a new access point to the stage2 attacker gates
 (drop-down left from spawn), allowing attackers a way to reach the left
 route without being subjected to the spam and sentry gun fire
   - Fixed a gap in stage 3, cap 1 that allowed a player with to
 wiggle above the ceiling clip
   - Fixed a gap behind stage 1, cap 1 house
   - Fixed a high perch on stage1 cap1 house roof
   - Fixed a perch offering view of nodraw textures and the skybox
 (stage1 cap2 rock barrier)
   - Fixed a few places where rockets/demoman pipes could pass
 through non-solid models
   - Sealed up a gap over stage1 lower startgate
   - Clipped off tall windows in stage 3 to prevent sentry guns
 from behind built behind them
   - Changes to Capture the Flag Well
   - Fixed trains not starting on map spawn
   - Removed cap association from red spawns that were
 spamming console
   - Changes to Granary
   - Removed spawn timing advantage from the middle (from
 -3 to 0)
   - Fixed several model perch exploits (red, blue cp1 gate
 and blue cp2 gate pipe)
   - Fixed a few places where players could get stuck
 between containers and silos
   - Adjusted playerclips on red container that made it
 appear like players were floating
   - Added a small delay (200 ms) before a zoomed sniper shot can
 get a critical hit
   - Added server side convar mp_fadetoblack. Same functionality as
 Counter-Strike, used mainly during in-person tournaments and LAN events
   - Added flamethrower sizzle sound when the Pyro is hitting a
 target
   - Updated explosion debris to be a bit darker
   - Fixed idle players not being kicked from the server if
 mp_allowspectators was set to 0
   - Added ctf_well to the default mapcycle.txt file
   - Added ctf_well to the default motd.txt file
   - Fixed floor tile material type
   - Fixed some weapon damage info missing from TF2 game stats
   - Made some small changes to the Demoman viewmodel that were
 causing performance problems
   - Added a new timer to the HUD to show the value of
 mp_timelimit. This is useful if you're playing a timed match on 2Fort,
 where you only set a timelimit on the server and no other win
 conditions.
   - Added server log entry for buildings destroyed by their owner
   - Fixed sentry gun shadows being clipped
   - Updated glass material

 SourceTV:
 - SourceTV now uses a hidden slot on the game server. This allows for 24
 player servers to also have a SourceTV proxy connected to it
 - Fixed Pyro's flamethrower flames not showing up in SourceTV

 Jason



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 please visit:
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RE: [hlds_linux] Team Fortress 2/Dedicated Server Updated

2008-01-26 Thread Saint K.
IS it just my feeling, or is well way to big to be a decent TFC map? Your
running your ass off everytime getting a bit to the other side. There are no
concentrated battles, and it invites to camping.

Cheers,

Saint K.

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jason Ruymen
Verzonden: Friday, January 25, 2008 11:58 PM
Aan: [EMAIL PROTECTED]; hlds_linux@list.valvesoftware.com;
[EMAIL PROTECTED]
Onderwerp: [hlds_linux] Team Fortress 2/Dedicated Server Updated

Required updates for Team Fortress 2 and it's dedicated servers have
been released.  Please run hldsupdatetool to receive these updates.  The
specific changes include:

- Added new capture the flag map CTF_Well
- Added Spanish map descriptions
- Added new option to auto-save a scoreboard screenshot at the end of a
map to the Multiplayer-Advanced dialog
- Added more particle optimizations for mid range and low end hardware
- Updated CP_GravelPit to fix all known exploits and changed the scoring
method to score per capture rather than per round
- Updated nextlevel CVAR to trigger a changelevel at the end of the
current round (not mini-round)
- Fixed SourceTV demo recording problem
- Fixed mp_stalemate_enable not preventing Sudden Death mode on some
maps
- Fixed a couple cases where player stats were not being recorded
correctly
- Fixed some log entries being truncated
- Fixed crash caused by trying to import a custom player spray
- Removed the Reset Stats button from the Player Stats screen

Jason



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please visit:
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Checked by AVG Free Edition.
Version: 7.5.516 / Virus Database: 269.19.11/1242 - Release Date: 1/24/2008
8:32 PM



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Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated

2008-01-26 Thread Ronny Schedel


Yes, its too big for CTF, we switched back to the CP version.




IS it just my feeling, or is well way to big to be a decent TFC map? Your
running your ass off everytime getting a bit to the other side. There are
no
concentrated battles, and it invites to camping.

Cheers,

Saint K.

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jason Ruymen
Verzonden: Friday, January 25, 2008 11:58 PM
Aan: [EMAIL PROTECTED]; hlds_linux@list.valvesoftware.com;
[EMAIL PROTECTED]
Onderwerp: [hlds_linux] Team Fortress 2/Dedicated Server Updated

Required updates for Team Fortress 2 and it's dedicated servers have
been released.  Please run hldsupdatetool to receive these updates.  The
specific changes include:

- Added new capture the flag map CTF_Well
- Added Spanish map descriptions
- Added new option to auto-save a scoreboard screenshot at the end of a
map to the Multiplayer-Advanced dialog
- Added more particle optimizations for mid range and low end hardware
- Updated CP_GravelPit to fix all known exploits and changed the scoring
method to score per capture rather than per round
- Updated nextlevel CVAR to trigger a changelevel at the end of the
current round (not mini-round)
- Fixed SourceTV demo recording problem
- Fixed mp_stalemate_enable not preventing Sudden Death mode on some
maps
- Fixed a couple cases where player stats were not being recorded
correctly
- Fixed some log entries being truncated
- Fixed crash caused by trying to import a custom player spray
- Removed the Reset Stats button from the Player Stats screen

Jason



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please visit:
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--
No virus found in this incoming message.
Checked by AVG Free Edition.
Version: 7.5.516 / Virus Database: 269.19.11/1242 - Release Date:
1/24/2008
8:32 PM



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RE: [hlds_linux] Team Fortress 2/Dedicated Server Updated

2008-01-26 Thread Andreas Grimm
God save 24 maxplayers and respawn timers :D

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Saint K.
 Sent: Saturday, January 26, 2008 12:19 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: RE: [hlds_linux] Team Fortress 2/Dedicated Server Updated

 IS it just my feeling, or is well way to big to be a decent
 TFC map? Your running your ass off everytime getting a bit to
 the other side. There are no concentrated battles, and it
 invites to camping.

 Cheers,

 Saint K.

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens Jason Ruymen
 Verzonden: Friday, January 25, 2008 11:58 PM
 Aan: [EMAIL PROTECTED]; hlds_linux@list.valvesoftware.com;
 [EMAIL PROTECTED]
 Onderwerp: [hlds_linux] Team Fortress 2/Dedicated Server Updated

 Required updates for Team Fortress 2 and it's dedicated
 servers have been released.  Please run hldsupdatetool to
 receive these updates.  The specific changes include:

 - Added new capture the flag map CTF_Well
 - Added Spanish map descriptions
 - Added new option to auto-save a scoreboard screenshot at
 the end of a map to the Multiplayer-Advanced dialog
 - Added more particle optimizations for mid range and low end hardware
 - Updated CP_GravelPit to fix all known exploits and changed
 the scoring method to score per capture rather than per round
 - Updated nextlevel CVAR to trigger a changelevel at the
 end of the current round (not mini-round)
 - Fixed SourceTV demo recording problem
 - Fixed mp_stalemate_enable not preventing Sudden Death mode
 on some maps
 - Fixed a couple cases where player stats were not being
 recorded correctly
 - Fixed some log entries being truncated
 - Fixed crash caused by trying to import a custom player spray
 - Removed the Reset Stats button from the Player Stats screen

 Jason



 ___
 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 Free Edition.
 Version: 7.5.516 / Virus Database: 269.19.11/1242 - Release
 Date: 1/24/2008
 8:32 PM



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 archives, please visit:
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Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated

2008-01-26 Thread ics

While this list is not a place for discussion like this, i agree 100%.
The last, now disabled CP could have been snipped off from both places
as the respawn is moved forward too and intel just layed in at the
middle. Not on the old cp but little backwards. Would have made a
greater map and more action. Now i find myself just running from our
spawn to the enemy and most what i do is just run around.

-ics


Andreas Grimm kirjoitti:

God save 24 maxplayers and respawn timers :D



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Saint K.
Sent: Saturday, January 26, 2008 12:19 PM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] Team Fortress 2/Dedicated Server Updated

IS it just my feeling, or is well way to big to be a decent
TFC map? Your running your ass off everytime getting a bit to
the other side. There are no concentrated battles, and it
invites to camping.

Cheers,

Saint K.

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jason Ruymen
Verzonden: Friday, January 25, 2008 11:58 PM
Aan: [EMAIL PROTECTED]; hlds_linux@list.valvesoftware.com;
[EMAIL PROTECTED]
Onderwerp: [hlds_linux] Team Fortress 2/Dedicated Server Updated

Required updates for Team Fortress 2 and it's dedicated
servers have been released.  Please run hldsupdatetool to
receive these updates.  The specific changes include:

- Added new capture the flag map CTF_Well
- Added Spanish map descriptions
- Added new option to auto-save a scoreboard screenshot at
the end of a map to the Multiplayer-Advanced dialog
- Added more particle optimizations for mid range and low end hardware
- Updated CP_GravelPit to fix all known exploits and changed
the scoring method to score per capture rather than per round
- Updated nextlevel CVAR to trigger a changelevel at the
end of the current round (not mini-round)
- Fixed SourceTV demo recording problem
- Fixed mp_stalemate_enable not preventing Sudden Death mode
on some maps
- Fixed a couple cases where player stats were not being
recorded correctly
- Fixed some log entries being truncated
- Fixed crash caused by trying to import a custom player spray
- Removed the Reset Stats button from the Player Stats screen

Jason



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archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux



--
No virus found in this incoming message.
Checked by AVG Free Edition.
Version: 7.5.516 / Virus Database: 269.19.11/1242 - Release
Date: 1/24/2008
8:32 PM



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Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated

2008-01-25 Thread Ronny Schedel

I tried ctf_well with a listen server (create game in TF2) and got some
console spam:

info_player_teamspawn failed to find control point named 'mid_cap'

But it seems to run.

Best regards
Ronny Schedel



Required updates for Team Fortress 2 and it's dedicated servers have
been released.  Please run hldsupdatetool to receive these updates.  The
specific changes include:

- Added new capture the flag map CTF_Well
- Added Spanish map descriptions
- Added new option to auto-save a scoreboard screenshot at the end of a
map to the Multiplayer-Advanced dialog
- Added more particle optimizations for mid range and low end hardware
- Updated CP_GravelPit to fix all known exploits and changed the scoring
method to score per capture rather than per round
- Updated nextlevel CVAR to trigger a changelevel at the end of the
current round (not mini-round)
- Fixed SourceTV demo recording problem
- Fixed mp_stalemate_enable not preventing Sudden Death mode on some
maps
- Fixed a couple cases where player stats were not being recorded
correctly
- Fixed some log entries being truncated
- Fixed crash caused by trying to import a custom player spray
- Removed the Reset Stats button from the Player Stats screen

Jason



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Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated

2008-01-15 Thread Ronny Schedel

Thank you for the nextlevel command, unfortunatly it seems only to work when
the map limits are reached, like time limit or score limit. In CSS we can
use this command also to make an earlier interruption of the game, the level
changes after the current round is finished.
Example with Well:

- Well starts with the first round
- we set the nextlevel to any map
- after the 10 minutes of the round, the score report will be shown and the
map changes

Currently nothing happens after the round until the time limit is reached.

Best regards

Ronny Schedel



Required updates to Team Fortress 2 and it's dedicated server have been
released.  Please run hldsupdatetool to receieve these updates.  The
specific changes include:

- Added new option for medigun beam to the Multiplayer-Advanced dialog.
If on, the medigun beam will stay attached to the current target without
the need to hold down the fire button
- Added new option for the sniper rifle to the Multiplayer-Advanced
dialog. If disabled, the sniper rifle won't re-zoom after firing a
zoomed shot
- Added nextlevel server cvar. If set to a valid map name, server will
change to that map during the next changelevel
- Fixed PerfUI being used as a type of wall-hack on servers without
sv_cheats set to 1
- Reduced Granary spawn advantage for capping the middle point
- Fixed players turning into Scout model after lagouts (and a variety
of related issues, such as disappearing doors)
- Fixed obscure crash related to resolution changing
- Gave machinima creators access to tf_testvcd and tf_testrr
commands for playing scenes on characters
- SDK Launcher now has a drop list of engine versions in addition to a
drop list of games/mods. This eliminates the need to specify engine
version as a launch option

Jason


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Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated

2008-01-14 Thread Josh

Great updates!

Any word on the launch of the game play changes for the medic and the
two new maps? Also can you give a hint on what those changes are?

Josh
Jason Ruymen wrote:

Required updates to Team Fortress 2 and it's dedicated server have been
released.  Please run hldsupdatetool to receieve these updates.  The
specific changes include:

- Added new option for medigun beam to the Multiplayer-Advanced dialog.
If on, the medigun beam will stay attached to the current target without
the need to hold down the fire button
- Added new option for the sniper rifle to the Multiplayer-Advanced
dialog. If disabled, the sniper rifle won't re-zoom after firing a
zoomed shot
- Added nextlevel server cvar. If set to a valid map name, server will
change to that map during the next changelevel
- Fixed PerfUI being used as a type of wall-hack on servers without
sv_cheats set to 1
- Reduced Granary spawn advantage for capping the middle point
- Fixed players turning into Scout model after lagouts (and a variety
of related issues, such as disappearing doors)
- Fixed obscure crash related to resolution changing
- Gave machinima creators access to tf_testvcd and tf_testrr
commands for playing scenes on characters
- SDK Launcher now has a drop list of engine versions in addition to a
drop list of games/mods. This eliminates the need to specify engine
version as a launch option

Jason


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Re: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-19 Thread Einar S. Idsø
So... a P3 is supposed to run *four* full TF2-servers? Can you please
provide some more detail on your hardware specs, and let us know how you
measure CPU-usage? Is this a box with a single P3 or several older Xeon
P3's? Do you perhaps work for Intel and have access to a prototype 13Ghz
P3 with liquid Nitrogen cooling?

You do realise that this is one heck of a claim to make? A few graphs as
evidence would be nice :) Is the server online so we can try it out?

Cheers,
Einar

Kevin Karan wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 I want to add to this I installed win on this box (a P3) for the hell of it
 and its working peechy. Infact with a FULL server of 24 players I sit at
 15%CPU. Im sick of hearing people tell me this hardware needs to be retired
 when I CAN RUN 4 FULL TF2 SERVERS ON THIS MACHINE.



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Re: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-19 Thread Einar S. Idsø
How many players? What tickrate? What OS? Any other settings you have
tweaked?

Cheers,
Einar

Jamie Gray wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 I agree with you Crazy on the uberhardware.  I run a CS 1.6 server with an
 old PII 450 Mhz that I made out of spare parts.  It runs very nicely and is
 always busy.

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Re: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-19 Thread Jamie Gray
--
[ Picked text/plain from multipart/alternative ]
I agree with you Crazy on the uberhardware.  I run a CS 1.6 server with an
old PII 450 Mhz that I made out of spare parts.  It runs very nicely and is
always busy.

On 10/19/07, Einar S. Idsø [EMAIL PROTECTED] wrote:

 So... a P3 is supposed to run *four* full TF2-servers? Can you please
 provide some more detail on your hardware specs, and let us know how you
 measure CPU-usage? Is this a box with a single P3 or several older Xeon
 P3's? Do you perhaps work for Intel and have access to a prototype 13Ghz
 P3 with liquid Nitrogen cooling?

 You do realise that this is one heck of a claim to make? A few graphs as
 evidence would be nice :) Is the server online so we can try it out?

 Cheers,
 Einar

 Kevin Karan wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  I want to add to this I installed win on this box (a P3) for the hell of
 it
  and its working peechy. Infact with a FULL server of 24 players I sit at
  15%CPU. Im sick of hearing people tell me this hardware needs to be
 retired
  when I CAN RUN 4 FULL TF2 SERVERS ON THIS MACHINE.



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Re: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-19 Thread Crazy Canucks

I believe the server unit is at least an enterprise standard dual
processor system - obviously a personal pc with a PIII processor in it
isn't going to be able to run four Source servers.

Drek

Einar S. Idsø wrote:

So... a P3 is supposed to run *four* full TF2-servers? Can you please
provide some more detail on your hardware specs, and let us know how you
measure CPU-usage? Is this a box with a single P3 or several older Xeon
P3's? Do you perhaps work for Intel and have access to a prototype 13Ghz
P3 with liquid Nitrogen cooling?

You do realise that this is one heck of a claim to make? A few graphs as
evidence would be nice :) Is the server online so we can try it out?

Cheers,
Einar

Kevin Karan wrote:




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Re: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-19 Thread Crazy Canucks

A lot of people have been fooled into thinking they need to replace
their hardware every year or so.  That's just nonsense.  There are
people that think you need a 3000+ ghz processor to run a decent CS 1.6
server, never mind anything Source, when hlds will run quite comfortably
on any PIII 600, and probably will run on processors older than that.

I was able to run a 16 person DOD: Source server on an Athlon 1200 on a
home cable connection.  It wasn't a competition calibre server, but
there were no issues with hit detection or lag that I could detect.

The newest hardware, both for servers and for clients, is usually a
couple of years ahead of the latest software, and Source is now around
three years old, while HL1 is around ten years old (not sure about the
dates on that).  In fact, if you are running the absolute newest
available hardware, you are probably going to have more problems with
software than you will have if you are running hardware that has been on
the market for a couple of years.

You could easily run a competition level 1000fps Source server on good
hardware that is four years old, and the same level for hlds on hardware
that is much older than that - that's not taking into account that the
benefits of running a 1000fps server are probably questionable at best.

Drek

Kevin Karan wrote:

--
[ Picked text/plain from multipart/alternative ]
I want to add to this I installed win on this box (a P3) for the hell of it
and its working peechy. Infact with a FULL server of 24 players I sit at
15%CPU. Im sick of hearing people tell me this hardware needs to be retired
when I CAN RUN 4 FULL TF2 SERVERS ON THIS MACHINE.

On 10/7/07, cj_ [EMAIL PROTECTED] wrote:

--

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Re: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-18 Thread Daron Dodd
I think its something to do with the linux coders that are having a
problem with the new source server code.

On 10/18/07, Kevin Karan [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 I want to add to this I installed win on this box (a P3) for the hell of it
 and its working peechy. Infact with a FULL server of 24 players I sit at
 15%CPU. Im sick of hearing people tell me this hardware needs to be retired
 when I CAN RUN 4 FULL TF2 SERVERS ON THIS MACHINE.

 On 10/7/07, cj_ [EMAIL PROTECTED] wrote:
 
  Original message from Guy Watkins:
 
   It looks like you added the y.  It should be .code32.
 
  My bad, vi misfire.
 
  I get no errors running this code, so apparently my CPU does in fact
  support FCMOV. I still get the bad bone weight errors and crash on spawn
  with the following error repeated twice:
 
  IVP Failed at /home/chrisg/staging/src/ivp/ivp_utility/ivu_vhash.cxx 157
 
 
  --
  cj_
 
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  please visit:
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Re: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-18 Thread Kevin Karan
--
[ Picked text/plain from multipart/alternative ]
I want to add to this I installed win on this box (a P3) for the hell of it
and its working peechy. Infact with a FULL server of 24 players I sit at
15%CPU. Im sick of hearing people tell me this hardware needs to be retired
when I CAN RUN 4 FULL TF2 SERVERS ON THIS MACHINE.

On 10/7/07, cj_ [EMAIL PROTECTED] wrote:

 Original message from Guy Watkins:

  It looks like you added the y.  It should be .code32.

 My bad, vi misfire.

 I get no errors running this code, so apparently my CPU does in fact
 support FCMOV. I still get the bad bone weight errors and crash on spawn
 with the following error repeated twice:

 IVP Failed at /home/chrisg/staging/src/ivp/ivp_utility/ivu_vhash.cxx 157


 --
 cj_

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Re: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-07 Thread Ondřej Hošek

Alfred, Mike, Jason, any other Valve programmer coming around to look at
the list...? It probably isn't the FCMOV after all.

~~ Ondra

On 07.10.07 5:42 Uhr, Daron Dodd wrote:

Well i ran it and nothing happened so i must have FCMOV support just
not showing in cat /proc/cpuinfo yet i still get bad bone weights so
its something else

On 10/6/07, Ondřej Hošek [EMAIL PROTECTED] wrote:


Both Intel and AMD manuals say that if CPUID returns flags saying that
FPU and CMOV are present, then FCMOV is present too.

If you want to be sure, just try it the hard way. Copy the following
code into a text file (named fcmov.s in this example):

.code32
.text
.global _start
_start:
fldpi
fldpi
mov $0x0,%eax
cmp $0x0,%eax
fcmove %st(1),%st
mov $0x1,%eax
int $0x80

Then run this:

as -o fcmov.o fcmov.s
ld -o fcmov fcmov.o
./fcmov

If nothing happens, your processor can do FCMOV. If you get a SIGILL
(illegal instruction exception), congratulations, your processor is
FCMOV-less.

You'll have to have some sort of assembler with ATT syntax support
(normally called as or gas) as well as a linker (ld) installed on
your machine. Alternatively, you can assemble and link it on a different
machine with the same major and minor kernel version, such as 2.6, and
then run it on your target.

(The code runs only on Linux (the last two statements, asking the system
to quit the process, are Linux-specific). It shouldn't touch any of your
devices, unless the kernel is defective, so there shouldn't be any data
loss, but just like everything originating from me, no warranty is given.)

If you still get bone weight errors even though this program completes
without breaking, then the culprit isn't FCMOV.

~~ Ondra

On 06.10.07 16:54 Uhr, Steve Sumichrast wrote:


I Don't think this is accurate information -- My linux box (AMD Barton 3000+ 
running Arch Linux kernel 2.6.20) is having the bad bone weight error -- and I 
have both of those listed in the output.

However, I do not have FCMOV -- I have CMOV support..  Guessing that's what's 
doing it.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ondrej Hošek
Sent: Saturday, October 06, 2007 08:17 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated

grep ext /proc/cpuinfo

If the output includes fpu and cmov, chances are your machine can do it.

As for the why... Windows and Linux use different compilers. GCC
probably compiles into code using FCMOV while cl.exe doesn't.

~~ Ondra

On 06.10.07 5:59 Uhr, Kevin J. Anderson wrote:



In what processor range(s) was this FCMOV introduced?

Alfred Reynolds wrote:



Your CPU needs to support the FCMOV instruction, if you get the bone
weight problem then chances are it doesn't.

- Alfred

Daron Dodd wrote:



i see no fix to the bad bone weight crashes

On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote:



Required updates to Team Fortress have been released.  Please run
hldsupdatetool to receive them.  The specific changes include:

- Fixed certain crashes with paged pool memory
- Added a warning for when paged pool memory is low
- Fixed some prediction errors with player avoidance
- Fixed columns and row bunching up in server browser
- Fixed a rare bug where the wrong launcher.dll was being used to
launch
the game
- Fixed teleporter/spawn doorway exploit

Jason


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Re: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-07 Thread drlove

I can also verify that on a 'AMD Athlon(tm) MP 2400+' This runs without error.
Still getting 'bad bone weight'.

Jeff Love
Burgh Gaming


Well i ran it and nothing happened so i must have FCMOV support just
not showing in cat /proc/cpuinfo yet i still get bad bone weights so
its something else



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Re: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-07 Thread cj_
Original message from Guy Watkins:

 It looks like you added the y.  It should be .code32.

My bad, vi misfire.

I get no errors running this code, so apparently my CPU does in fact
support FCMOV. I still get the bad bone weight errors and crash on spawn
with the following error repeated twice:

IVP Failed at /home/chrisg/staging/src/ivp/ivp_utility/ivu_vhash.cxx 157


--
cj_

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Re: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-06 Thread Yousef A. Marafi
--
[ Picked text/plain from multipart/alternative ]
sv_pure fix?
--

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Re: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-06 Thread Ondřej Hošek

grep ext /proc/cpuinfo

If the output includes fpu and cmov, chances are your machine can do it.

As for the why... Windows and Linux use different compilers. GCC
probably compiles into code using FCMOV while cl.exe doesn't.

~~ Ondra

On 06.10.07 5:59 Uhr, Kevin J. Anderson wrote:

In what processor range(s) was this FCMOV introduced?

Alfred Reynolds wrote:

Your CPU needs to support the FCMOV instruction, if you get the bone
weight problem then chances are it doesn't.

- Alfred

Daron Dodd wrote:

i see no fix to the bad bone weight crashes

On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote:

Required updates to Team Fortress have been released.  Please run
hldsupdatetool to receive them.  The specific changes include:

- Fixed certain crashes with paged pool memory
- Added a warning for when paged pool memory is low
- Fixed some prediction errors with player avoidance
- Fixed columns and row bunching up in server browser
- Fixed a rare bug where the wrong launcher.dll was being used to
launch
the game
- Fixed teleporter/spawn doorway exploit

Jason


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RE: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-06 Thread Steve Sumichrast
I Don't think this is accurate information -- My linux box (AMD Barton 3000+ 
running Arch Linux kernel 2.6.20) is having the bad bone weight error -- and I 
have both of those listed in the output.

However, I do not have FCMOV -- I have CMOV support..  Guessing that's what's 
doing it.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ondrej Hošek
Sent: Saturday, October 06, 2007 08:17 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated

grep ext /proc/cpuinfo

If the output includes fpu and cmov, chances are your machine can do it.

As for the why... Windows and Linux use different compilers. GCC
probably compiles into code using FCMOV while cl.exe doesn't.

~~ Ondra

On 06.10.07 5:59 Uhr, Kevin J. Anderson wrote:
 In what processor range(s) was this FCMOV introduced?

 Alfred Reynolds wrote:
 Your CPU needs to support the FCMOV instruction, if you get the bone
 weight problem then chances are it doesn't.

 - Alfred

 Daron Dodd wrote:
 i see no fix to the bad bone weight crashes

 On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote:
 Required updates to Team Fortress have been released.  Please run
 hldsupdatetool to receive them.  The specific changes include:

 - Fixed certain crashes with paged pool memory
 - Added a warning for when paged pool memory is low
 - Fixed some prediction errors with player avoidance
 - Fixed columns and row bunching up in server browser
 - Fixed a rare bug where the wrong launcher.dll was being used to
 launch
 the game
 - Fixed teleporter/spawn doorway exploit

 Jason

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Re: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-06 Thread AnAkIn .
--
[ Picked text/plain from multipart/alternative ]
This update also readded cl_interp...And now there are both cl_interp and
cl_interp_ratio. So which one is used now? cl_interp doesn't say any more
backward compability but says the normal description + it's limited by the
interp ratio server side.

And the source netcode interpolation bug seems to be fixed with this
update...

2007/10/6, Steve Sumichrast [EMAIL PROTECTED]:

 I Don't think this is accurate information -- My linux box (AMD Barton
 3000+ running Arch Linux kernel 2.6.20) is having the bad bone weight
 error -- and I have both of those listed in the output.

 However, I do not have FCMOV -- I have CMOV support..  Guessing that's
 what's doing it.

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] On Behalf Of Ondrej Hošek
 Sent: Saturday, October 06, 2007 08:17 AM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated

 grep ext /proc/cpuinfo

 If the output includes fpu and cmov, chances are your machine can do
 it.

 As for the why... Windows and Linux use different compilers. GCC
 probably compiles into code using FCMOV while cl.exe doesn't.

 ~~ Ondra

 On 06.10.07 5:59 Uhr, Kevin J. Anderson wrote:
  In what processor range(s) was this FCMOV introduced?
 
  Alfred Reynolds wrote:
  Your CPU needs to support the FCMOV instruction, if you get the bone
  weight problem then chances are it doesn't.
 
  - Alfred
 
  Daron Dodd wrote:
  i see no fix to the bad bone weight crashes
 
  On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote:
  Required updates to Team Fortress have been released.  Please run
  hldsupdatetool to receive them.  The specific changes include:
 
  - Fixed certain crashes with paged pool memory
  - Added a warning for when paged pool memory is low
  - Fixed some prediction errors with player avoidance
  - Fixed columns and row bunching up in server browser
  - Fixed a rare bug where the wrong launcher.dll was being used to
  launch
  the game
  - Fixed teleporter/spawn doorway exploit
 
  Jason

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Re: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-06 Thread hondaman
Did this update fix the mapcycle problem?

On 10/6/07, AnAkIn . [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 This update also readded cl_interp...And now there are both cl_interp and
 cl_interp_ratio. So which one is used now? cl_interp doesn't say any more
 backward compability but says the normal description + it's limited by the
 interp ratio server side.

 And the source netcode interpolation bug seems to be fixed with this
 update...

 2007/10/6, Steve Sumichrast [EMAIL PROTECTED]:
 
  I Don't think this is accurate information -- My linux box (AMD Barton
  3000+ running Arch Linux kernel 2.6.20) is having the bad bone weight
  error -- and I have both of those listed in the output.
 
  However, I do not have FCMOV -- I have CMOV support..  Guessing that's
  what's doing it.
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:
  [EMAIL PROTECTED] On Behalf Of Ondrej Hošek
  Sent: Saturday, October 06, 2007 08:17 AM
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
 
  grep ext /proc/cpuinfo
 
  If the output includes fpu and cmov, chances are your machine can do
  it.
 
  As for the why... Windows and Linux use different compilers. GCC
  probably compiles into code using FCMOV while cl.exe doesn't.
 
  ~~ Ondra
 
  On 06.10.07 5:59 Uhr, Kevin J. Anderson wrote:
   In what processor range(s) was this FCMOV introduced?
  
   Alfred Reynolds wrote:
   Your CPU needs to support the FCMOV instruction, if you get the bone
   weight problem then chances are it doesn't.
  
   - Alfred
  
   Daron Dodd wrote:
   i see no fix to the bad bone weight crashes
  
   On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote:
   Required updates to Team Fortress have been released.  Please run
   hldsupdatetool to receive them.  The specific changes include:
  
   - Fixed certain crashes with paged pool memory
   - Added a warning for when paged pool memory is low
   - Fixed some prediction errors with player avoidance
   - Fixed columns and row bunching up in server browser
   - Fixed a rare bug where the wrong launcher.dll was being used to
   launch
   the game
   - Fixed teleporter/spawn doorway exploit
  
   Jason
 
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  please visit:
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Re: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-06 Thread Ondřej Hošek

Both Intel and AMD manuals say that if CPUID returns flags saying that
FPU and CMOV are present, then FCMOV is present too.

If you want to be sure, just try it the hard way. Copy the following
code into a text file (named fcmov.s in this example):

.code32
.text
.global _start
_start:
fldpi
fldpi
mov $0x0,%eax
cmp $0x0,%eax
fcmove %st(1),%st
mov $0x1,%eax
int $0x80

Then run this:

as -o fcmov.o fcmov.s
ld -o fcmov fcmov.o
./fcmov

If nothing happens, your processor can do FCMOV. If you get a SIGILL
(illegal instruction exception), congratulations, your processor is
FCMOV-less.

You'll have to have some sort of assembler with ATT syntax support
(normally called as or gas) as well as a linker (ld) installed on
your machine. Alternatively, you can assemble and link it on a different
machine with the same major and minor kernel version, such as 2.6, and
then run it on your target.

(The code runs only on Linux (the last two statements, asking the system
to quit the process, are Linux-specific). It shouldn't touch any of your
devices, unless the kernel is defective, so there shouldn't be any data
loss, but just like everything originating from me, no warranty is given.)

If you still get bone weight errors even though this program completes
without breaking, then the culprit isn't FCMOV.

~~ Ondra

On 06.10.07 16:54 Uhr, Steve Sumichrast wrote:

I Don't think this is accurate information -- My linux box (AMD Barton 3000+ 
running Arch Linux kernel 2.6.20) is having the bad bone weight error -- and I 
have both of those listed in the output.

However, I do not have FCMOV -- I have CMOV support..  Guessing that's what's 
doing it.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ondrej Hošek
Sent: Saturday, October 06, 2007 08:17 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated

grep ext /proc/cpuinfo

If the output includes fpu and cmov, chances are your machine can do it.

As for the why... Windows and Linux use different compilers. GCC
probably compiles into code using FCMOV while cl.exe doesn't.

~~ Ondra

On 06.10.07 5:59 Uhr, Kevin J. Anderson wrote:


In what processor range(s) was this FCMOV introduced?

Alfred Reynolds wrote:


Your CPU needs to support the FCMOV instruction, if you get the bone
weight problem then chances are it doesn't.

- Alfred

Daron Dodd wrote:


i see no fix to the bad bone weight crashes

On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote:


Required updates to Team Fortress have been released.  Please run
hldsupdatetool to receive them.  The specific changes include:

- Fixed certain crashes with paged pool memory
- Added a warning for when paged pool memory is low
- Fixed some prediction errors with player avoidance
- Fixed columns and row bunching up in server browser
- Fixed a rare bug where the wrong launcher.dll was being used to
launch
the game
- Fixed teleporter/spawn doorway exploit

Jason



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Re: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-06 Thread Kevin Karan
--
[ Picked text/plain from multipart/alternative ]
I would like the know when this FCMOV requirement came to be. The server I
am running works fine for any other source game.

On 10/6/07, Ondřej Hošek [EMAIL PROTECTED] wrote:

 Both Intel and AMD manuals say that if CPUID returns flags saying that
 FPU and CMOV are present, then FCMOV is present too.

 If you want to be sure, just try it the hard way. Copy the following
 code into a text file (named fcmov.s in this example):

 .code32y
 .text
 .global _start
 _start:
 fldpi
 fldpi
 mov $0x0,%eax
 cmp $0x0,%eax
 fcmove %st(1),%st
 mov $0x1,%eax
 int $0x80

 Then run this:

 as -o fcmov.o fcmov.s
 ld -o fcmov fcmov.o
 ./fcmov

 If nothing happens, your processor can do FCMOV. If you get a SIGILL
 (illegal instruction exception), congratulations, your processor is
 FCMOV-less.

 You'll have to have some sort of assembler with ATT syntax support
 (normally called as or gas) as well as a linker (ld) installed on
 your machine. Alternatively, you can assemble and link it on a different
 machine with the same major and minor kernel version, such as 2.6, and
 then run it on your target.

 (The code runs only on Linux (the last two statements, asking the system
 to quit the process, are Linux-specific). It shouldn't touch any of your
 devices, unless the kernel is defective, so there shouldn't be any data
 loss, but just like everything originating from me, no warranty is given.)

 If you still get bone weight errors even though this program completes
 without breaking, then the culprit isn't FCMOV.

 ~~ Ondra

 On 06.10.07 16:54 Uhr, Steve Sumichrast wrote:
  I Don't think this is accurate information -- My linux box (AMD Barton
 3000+ running Arch Linux kernel 2.6.20) is having the bad bone weight
 error -- and I have both of those listed in the output.
 
  However, I do not have FCMOV -- I have CMOV support..  Guessing that's
 what's doing it.
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] On Behalf Of Ondrej Hošek
  Sent: Saturday, October 06, 2007 08:17 AM
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
 
  grep ext /proc/cpuinfo
 
  If the output includes fpu and cmov, chances are your machine can do
 it.
 
  As for the why... Windows and Linux use different compilers. GCC
  probably compiles into code using FCMOV while cl.exe doesn't.
 
  ~~ Ondra
 
  On 06.10.07 5:59 Uhr, Kevin J. Anderson wrote:
 
  In what processor range(s) was this FCMOV introduced?
 
  Alfred Reynolds wrote:
 
  Your CPU needs to support the FCMOV instruction, if you get the bone
  weight problem then chances are it doesn't.
 
  - Alfred
 
  Daron Dodd wrote:
 
  i see no fix to the bad bone weight crashes
 
  On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote:
 
  Required updates to Team Fortress have been released.  Please run
  hldsupdatetool to receive them.  The specific changes include:
 
  - Fixed certain crashes with paged pool memory
  - Added a warning for when paged pool memory is low
  - Fixed some prediction errors with player avoidance
  - Fixed columns and row bunching up in server browser
  - Fixed a rare bug where the wrong launcher.dll was being used to
  launch
  the game
  - Fixed teleporter/spawn doorway exploit
 
  Jason
 

 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux

--

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RE: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-06 Thread Alfred Reynolds
This is with the new engine used by TF2.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kevin
Karan Sent: Saturday, October 06, 2007 1:15 PM To:
hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Team
Fortress 2/Dedicated Server updated

 --
 [ Picked text/plain from multipart/alternative ]
 I would like the know when this FCMOV requirement came to be. The
 server I
 am running works fine for any other source game.

 On 10/6/07, Ondřej Hošek [EMAIL PROTECTED] wrote:
 
  Both Intel and AMD manuals say that if CPUID returns flags saying
  that FPU and CMOV are present, then FCMOV is present too.
 
  If you want to be sure, just try it the hard way. Copy the following
  code into a text file (named fcmov.s in this example):
 
  .code32y
  .text
  .global _start
  _start:
  fldpi
  fldpi
  mov $0x0,%eax
  cmp $0x0,%eax
  fcmove %st(1),%st
  mov $0x1,%eax
  int $0x80
 
  Then run this:
 
  as -o fcmov.o fcmov.s
  ld -o fcmov fcmov.o
  ./fcmov
 
  If nothing happens, your processor can do FCMOV. If you get a SIGILL
  (illegal instruction exception), congratulations, your processor is
  FCMOV-less.
 
  You'll have to have some sort of assembler with ATT syntax support
  (normally called as or gas) as well as a linker (ld)
  installed on your machine. Alternatively, you can assemble and link
  it on a different machine with the same major and minor kernel
  version, such as 2.6, and then run it on your target.
 
  (The code runs only on Linux (the last two statements, asking the
  system to quit the process, are Linux-specific). It shouldn't touch
  any of your devices, unless the kernel is defective, so there
  shouldn't be any data loss, but just like everything originating
  from me, no warranty is given.)
 
  If you still get bone weight errors even though this program
  completes without breaking, then the culprit isn't FCMOV.
 
  ~~ Ondra
 
  On 06.10.07 16:54 Uhr, Steve Sumichrast wrote:
   I Don't think this is accurate information -- My linux box (AMD
   Barton
  3000+ running Arch Linux kernel 2.6.20) is having the bad bone
  weight error -- and I have both of those listed in the output.
  
   However, I do not have FCMOV -- I have CMOV support..  Guessing
   that's what's doing it.
  
   -Original Message-
   From: [EMAIL PROTECTED] [mailto:
  [EMAIL PROTECTED] On Behalf Of Ondrej Hošek
   Sent: Saturday, October 06, 2007 08:17 AM
   To: hlds_linux@list.valvesoftware.com
   Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
  
   grep ext /proc/cpuinfo
  
   If the output includes fpu and cmov, chances are your machine
   can do it.
  
   As for the why... Windows and Linux use different compilers. GCC
   probably compiles into code using FCMOV while cl.exe doesn't.
  
   ~~ Ondra
  
   On 06.10.07 5:59 Uhr, Kevin J. Anderson wrote:
  
In what processor range(s) was this FCMOV introduced?
   
Alfred Reynolds wrote:
   
 Your CPU needs to support the FCMOV instruction, if you get
 the bone weight problem then chances are it doesn't.

 - Alfred

 Daron Dodd wrote:

  i see no fix to the bad bone weight crashes
 
  On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote:
 
   Required updates to Team Fortress have been released.
   Please run hldsupdatetool to receive them.  The specific
   changes include:
  
   - Fixed certain crashes with paged pool memory
   - Added a warning for when paged pool memory is low
   - Fixed some prediction errors with player avoidance
   - Fixed columns and row bunching up in server browser
   - Fixed a rare bug where the wrong launcher.dll was being
   used to launch the game
   - Fixed teleporter/spawn doorway exploit
  
   Jason
  
 
  ___
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  archives, please visit:
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RE: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-06 Thread Guy Watkins
I did as you said.  I don't get an error.  But I do have bad bones!  Never
knew until valve said so.  :)

I have an Intel P3.

# cat /proc/cpuinfo
processor   : 0
vendor_id   : GenuineIntel
cpu family  : 6
model   : 7
model name  : Pentium III (Katmai)
stepping: 3
cpu MHz : 497.449
cache size  : 512 KB
fdiv_bug: no
hlt_bug : no
f00f_bug: no
coma_bug: no
fpu : yes
fpu_exception   : yes
cpuid level : 2
wp  : yes
flags   : fpu vme de pse tsc msr pae mce cx8 apic mtrr pge mca cmov
pat
pse36 mmx fxsr sse
bogomips: 995.59
clflush size: 32

processor   : 1
vendor_id   : GenuineIntel
cpu family  : 6
model   : 7
model name  : Pentium III (Katmai)
stepping: 3
cpu MHz : 497.449
cache size  : 512 KB
fdiv_bug: no
hlt_bug : no
f00f_bug: no
coma_bug: no
fpu : yes
fpu_exception   : yes
cpuid level : 2
wp  : yes
flags   : fpu vme de pse tsc msr pae mce cx8 apic mtrr pge mca cmov
pat
pse36 mmx fxsr sse
bogomips: 994.77
clflush size: 32


} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of Ondrej Hošek
} Sent: Saturday, October 06, 2007 1:17 PM
} To: hlds_linux@list.valvesoftware.com
} Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
}
} Both Intel and AMD manuals say that if CPUID returns flags saying that
} FPU and CMOV are present, then FCMOV is present too.
}
} If you want to be sure, just try it the hard way. Copy the following
} code into a text file (named fcmov.s in this example):
}
} .code32
} .text
} .global _start
} _start:
} fldpi
} fldpi
} mov $0x0,%eax
} cmp $0x0,%eax
} fcmove %st(1),%st
} mov $0x1,%eax
} int $0x80
}
} Then run this:
}
} as -o fcmov.o fcmov.s
} ld -o fcmov fcmov.o
} ./fcmov
}
} If nothing happens, your processor can do FCMOV. If you get a SIGILL
} (illegal instruction exception), congratulations, your processor is
} FCMOV-less.
}
} You'll have to have some sort of assembler with ATT syntax support
} (normally called as or gas) as well as a linker (ld) installed on
} your machine. Alternatively, you can assemble and link it on a different
} machine with the same major and minor kernel version, such as 2.6, and
} then run it on your target.
}
} (The code runs only on Linux (the last two statements, asking the system
} to quit the process, are Linux-specific). It shouldn't touch any of your
} devices, unless the kernel is defective, so there shouldn't be any data
} loss, but just like everything originating from me, no warranty is given.)
}
} If you still get bone weight errors even though this program completes
} without breaking, then the culprit isn't FCMOV.
}
} ~~ Ondra
}
} On 06.10.07 16:54 Uhr, Steve Sumichrast wrote:
}  I Don't think this is accurate information -- My linux box (AMD Barton
} 3000+ running Arch Linux kernel 2.6.20) is having the bad bone weight
} error -- and I have both of those listed in the output.
} 
}  However, I do not have FCMOV -- I have CMOV support..  Guessing that's
} what's doing it.
} 
}  -Original Message-
}  From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of Ondrej Hošek
}  Sent: Saturday, October 06, 2007 08:17 AM
}  To: hlds_linux@list.valvesoftware.com
}  Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
} 
}  grep ext /proc/cpuinfo
} 
}  If the output includes fpu and cmov, chances are your machine can do
} it.
} 
}  As for the why... Windows and Linux use different compilers. GCC
}  probably compiles into code using FCMOV while cl.exe doesn't.
} 
}  ~~ Ondra
} 
}  On 06.10.07 5:59 Uhr, Kevin J. Anderson wrote:
} 
}  In what processor range(s) was this FCMOV introduced?
} 
}  Alfred Reynolds wrote:
} 
}  Your CPU needs to support the FCMOV instruction, if you get the bone
}  weight problem then chances are it doesn't.
} 
}  - Alfred
} 
}  Daron Dodd wrote:
} 
}  i see no fix to the bad bone weight crashes
} 
}  On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote:
} 
}  Required updates to Team Fortress have been released.  Please run
}  hldsupdatetool to receive them.  The specific changes include:
} 
}  - Fixed certain crashes with paged pool memory
}  - Added a warning for when paged pool memory is low
}  - Fixed some prediction errors with player avoidance
}  - Fixed columns and row bunching up in server browser
}  - Fixed a rare bug where the wrong launcher.dll was being used to
}  launch
}  the game
}  - Fixed teleporter/spawn doorway exploit
} 
}  Jason
} 
}
} ___
} 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] Team Fortress 2/Dedicated Server updated

2007-10-06 Thread cj_
Original message from Ond??ej Ho??ek:

 grep ext /proc/cpuinfo

 If the output includes fpu and cmov, chances are your machine can
 do it.

My P3 includes both those flags and still (a) gives bad bone weight
errors and (b) crashes when someone connects and attempts to spawn.

Someone is wrong about something, somewhere. :)

 If nothing happens, your processor can do FCMOV. If you get a SIGILL
 (illegal instruction exception), congratulations, your processor is
 FCMOV-less.

I get Error: unknown pseudo-op: `.code32y' when attempting to assemble
this.


--
cj_

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RE: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-06 Thread Guy Watkins
}
} I get Error: unknown pseudo-op: `.code32y' when attempting to assemble
} this.

It looks like you added the y.  It should be .code32.

.code32
.text
.global _start
_start:
fldpi
fldpi
mov $0x0,%eax
cmp $0x0,%eax
fcmove %st(1),%st
mov $0x1,%eax
int $0x80

}
}
} --
} cj_
}
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} please visit:
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Re: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-06 Thread Daron Dodd
Well i ran it and nothing happened so i must have FCMOV support just
not showing in cat /proc/cpuinfo yet i still get bad bone weights so
its something else

On 10/6/07, Ondřej Hošek [EMAIL PROTECTED] wrote:
 Both Intel and AMD manuals say that if CPUID returns flags saying that
 FPU and CMOV are present, then FCMOV is present too.

 If you want to be sure, just try it the hard way. Copy the following
 code into a text file (named fcmov.s in this example):

 .code32
 .text
 .global _start
 _start:
 fldpi
 fldpi
 mov $0x0,%eax
 cmp $0x0,%eax
 fcmove %st(1),%st
 mov $0x1,%eax
 int $0x80

 Then run this:

 as -o fcmov.o fcmov.s
 ld -o fcmov fcmov.o
 ./fcmov

 If nothing happens, your processor can do FCMOV. If you get a SIGILL
 (illegal instruction exception), congratulations, your processor is
 FCMOV-less.

 You'll have to have some sort of assembler with ATT syntax support
 (normally called as or gas) as well as a linker (ld) installed on
 your machine. Alternatively, you can assemble and link it on a different
 machine with the same major and minor kernel version, such as 2.6, and
 then run it on your target.

 (The code runs only on Linux (the last two statements, asking the system
 to quit the process, are Linux-specific). It shouldn't touch any of your
 devices, unless the kernel is defective, so there shouldn't be any data
 loss, but just like everything originating from me, no warranty is given.)

 If you still get bone weight errors even though this program completes
 without breaking, then the culprit isn't FCMOV.

 ~~ Ondra

 On 06.10.07 16:54 Uhr, Steve Sumichrast wrote:
  I Don't think this is accurate information -- My linux box (AMD Barton 
  3000+ running Arch Linux kernel 2.6.20) is having the bad bone weight error 
  -- and I have both of those listed in the output.
 
  However, I do not have FCMOV -- I have CMOV support..  Guessing that's 
  what's doing it.
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ondrej Hošek
  Sent: Saturday, October 06, 2007 08:17 AM
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
 
  grep ext /proc/cpuinfo
 
  If the output includes fpu and cmov, chances are your machine can do it.
 
  As for the why... Windows and Linux use different compilers. GCC
  probably compiles into code using FCMOV while cl.exe doesn't.
 
  ~~ Ondra
 
  On 06.10.07 5:59 Uhr, Kevin J. Anderson wrote:
 
  In what processor range(s) was this FCMOV introduced?
 
  Alfred Reynolds wrote:
 
  Your CPU needs to support the FCMOV instruction, if you get the bone
  weight problem then chances are it doesn't.
 
  - Alfred
 
  Daron Dodd wrote:
 
  i see no fix to the bad bone weight crashes
 
  On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote:
 
  Required updates to Team Fortress have been released.  Please run
  hldsupdatetool to receive them.  The specific changes include:
 
  - Fixed certain crashes with paged pool memory
  - Added a warning for when paged pool memory is low
  - Fixed some prediction errors with player avoidance
  - Fixed columns and row bunching up in server browser
  - Fixed a rare bug where the wrong launcher.dll was being used to
  launch
  the game
  - Fixed teleporter/spawn doorway exploit
 
  Jason
 

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 visit:
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Re: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-05 Thread Daron Dodd
i see no fix to the bad bone weight crashes

On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote:
 Required updates to Team Fortress have been released.  Please run
 hldsupdatetool to receive them.  The specific changes include:

 - Fixed certain crashes with paged pool memory
 - Added a warning for when paged pool memory is low
 - Fixed some prediction errors with player avoidance
 - Fixed columns and row bunching up in server browser
 - Fixed a rare bug where the wrong launcher.dll was being used to launch
 the game
 - Fixed teleporter/spawn doorway exploit

 Jason

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 visit:
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RE: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-05 Thread Alfred Reynolds
Your CPU needs to support the FCMOV instruction, if you get the bone
weight problem then chances are it doesn't.

- Alfred

Daron Dodd wrote:
 i see no fix to the bad bone weight crashes

 On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote:
 Required updates to Team Fortress have been released.  Please run
 hldsupdatetool to receive them.  The specific changes include:

 - Fixed certain crashes with paged pool memory
 - Added a warning for when paged pool memory is low
 - Fixed some prediction errors with player avoidance
 - Fixed columns and row bunching up in server browser
 - Fixed a rare bug where the wrong launcher.dll was being used to
 launch
 the game
 - Fixed teleporter/spawn doorway exploit

 Jason

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Re: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-05 Thread Daron Dodd
So your saying i am SOL?

On 10/5/07, Alfred Reynolds [EMAIL PROTECTED] wrote:
 Your CPU needs to support the FCMOV instruction, if you get the bone
 weight problem then chances are it doesn't.

 - Alfred

 Daron Dodd wrote:
  i see no fix to the bad bone weight crashes
 
  On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote:
  Required updates to Team Fortress have been released.  Please run
  hldsupdatetool to receive them.  The specific changes include:
 
  - Fixed certain crashes with paged pool memory
  - Added a warning for when paged pool memory is low
  - Fixed some prediction errors with player avoidance
  - Fixed columns and row bunching up in server browser
  - Fixed a rare bug where the wrong launcher.dll was being used to
  launch
  the game
  - Fixed teleporter/spawn doorway exploit
 
  Jason
 
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Re: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-05 Thread Kevin J. Anderson

In what processor range(s) was this FCMOV introduced?

Alfred Reynolds wrote:

Your CPU needs to support the FCMOV instruction, if you get the bone
weight problem then chances are it doesn't.

- Alfred

Daron Dodd wrote:

i see no fix to the bad bone weight crashes

On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote:

Required updates to Team Fortress have been released.  Please run
hldsupdatetool to receive them.  The specific changes include:

- Fixed certain crashes with paged pool memory
- Added a warning for when paged pool memory is low
- Fixed some prediction errors with player avoidance
- Fixed columns and row bunching up in server browser
- Fixed a rare bug where the wrong launcher.dll was being used to
launch
the game
- Fixed teleporter/spawn doorway exploit

Jason

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Re: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-05 Thread Daron Dodd
The best i found on wikipedias and sites off google it was introduced
in Pentium Pro's but then why would it not be in newer amds that are
atleast beyond the PPro

On 10/5/07, Kevin J. Anderson [EMAIL PROTECTED] wrote:
 In what processor range(s) was this FCMOV introduced?

 Alfred Reynolds wrote:
  Your CPU needs to support the FCMOV instruction, if you get the bone
  weight problem then chances are it doesn't.
 
  - Alfred
 
  Daron Dodd wrote:
  i see no fix to the bad bone weight crashes
 
  On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote:
  Required updates to Team Fortress have been released.  Please run
  hldsupdatetool to receive them.  The specific changes include:
 
  - Fixed certain crashes with paged pool memory
  - Added a warning for when paged pool memory is low
  - Fixed some prediction errors with player avoidance
  - Fixed columns and row bunching up in server browser
  - Fixed a rare bug where the wrong launcher.dll was being used to
  launch
  the game
  - Fixed teleporter/spawn doorway exploit
 
  Jason
 
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  archives, please visit:
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RE: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-05 Thread arc

FCOMV doesn't seem to be a requirement with windows.  If that is the
case, I would hope and believe that the linux server shares the same
requirements.

Quoting Alfred Reynolds [EMAIL PROTECTED]:


Your CPU needs to support the FCMOV instruction, if you get the bone
weight problem then chances are it doesn't.

- Alfred

Daron Dodd wrote:

i see no fix to the bad bone weight crashes

On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote:

Required updates to Team Fortress have been released.  Please run
hldsupdatetool to receive them.  The specific changes include:

- Fixed certain crashes with paged pool memory
- Added a warning for when paged pool memory is low
- Fixed some prediction errors with player avoidance
- Fixed columns and row bunching up in server browser
- Fixed a rare bug where the wrong launcher.dll was being used to
launch
the game
- Fixed teleporter/spawn doorway exploit

Jason

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RE: [hlds_linux] Team Fortress 2/Dedicated Server updated

2007-10-05 Thread Ivo Silva
Pentium PRO: http://en.wikipedia.org/wiki/FCMOV

Anyway, why would the FCMOV instructions only be required on the Linux
servers? My P3 linux servers = bad bones, My P3 windows servers = no
problems!!!

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kevin J.
Anderson
Sent: sábado, 6 de Outubro de 2007 05:00
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated

In what processor range(s) was this FCMOV introduced?

Alfred Reynolds wrote:
 Your CPU needs to support the FCMOV instruction, if you get the bone
 weight problem then chances are it doesn't.

 - Alfred

 Daron Dodd wrote:
 i see no fix to the bad bone weight crashes

 On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote:
 Required updates to Team Fortress have been released.  Please run
 hldsupdatetool to receive them.  The specific changes include:

 - Fixed certain crashes with paged pool memory
 - Added a warning for when paged pool memory is low
 - Fixed some prediction errors with player avoidance
 - Fixed columns and row bunching up in server browser
 - Fixed a rare bug where the wrong launcher.dll was being used to
 launch
 the game
 - Fixed teleporter/spawn doorway exploit

 Jason

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Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated

2007-10-03 Thread Console Admin
--
[ Picked text/plain from multipart/alternative ]
I'm just curious, are these numbers with an empty server or a full one?
Maybe it's just me, but those numbers seem a little high for idling. I've
got 4 hl2dm, one ff and one tf2 server running and _none_ of them at idle go
over 15% and when they're full (8 slots each) I don't think I've seen them
over 20%.  These are all on a private connection, so my limit is my upload
speeds. Even so, with  1 MB upload, it could theoretically handle 20+
clients. I realize that I'm overstepping my limits with the number of client
slots right now and I'll be dropping 2 servers soon, but I wanted to see the
effects on my cpu/memory and uploads. TF2 seems to take less for bandwidth
than any of the others.

Tasks: 144 total,   2 running, 142 sleeping,   0 stopped,   0 zombie
Cpu(s): 15.1%us,  3.2%sy,  0.0%ni, 81.4%id,  0.0%wa,  0.0%hi,  0.3%si,
0.0%st
Mem:   1033076k total,  1005956k used,27120k free,11476k buffers
Swap:   979956k total,   210728k used,   769228k free,   252924k cached

  PID USER  PR  NI  VIRT  RES  SHR S %CPU %MEMTIME+  COMMAND
17661 dadams19  15   0  148m  68m  15m S   12  6.8 391:12.96 srcds_amd
17636 dadams19  15   0  148m  69m  15m S   11  6.9 266:43.45 srcds_amd
17805 dadams19  15   0  152m  78m  15m R6  7.8 261:05.45 srcds_amd
17710 dadams19  15   0  176m  95m  10m S3  9.5  82:48.61 srcds_amd
13903 dadams19  15   0  204m 139m  21m S3 13.8   0:07.11 srcds_i486
17686 dadams19  15   0  160m  61m   9m S2  6.1 196:08.27 srcds_amd

This is all running on a amd64 4200 w/ 1 GB ram, and has Gentoo linux
installed.


On 10/3/07, Sebastian Mellmann [EMAIL PROTECTED] wrote:

 And still bad bone weigths error on an athlon-xp.

  -Ursprüngliche Nachricht-
  Von: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Im Auftrag
  von Greg Cotton
  Gesendet: Mittwoch, 3. Oktober 2007 06:42
  An: hlds_linux@list.valvesoftware.com
  Betreff: Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated
 
  Yea, I am too. My 24 player is around 70-80% CPU.
 
  I hope there are still some optimizations to do...
 
  - Original Message -
  From: James Gurney [EMAIL PROTECTED]
  To: hlds_linux@list.valvesoftware.com
  Sent: Wednesday, October 03, 2007 12:26 AM
  Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated
 
 
   Anyone else noticing substantially higher cpu usage with
  this version?
  
   24 players used to cause about 50-60% cpu use. Now it's
  closer to 90%..
   and literally nothing has changed except this update..
  
   James
  
   Jason Ruymen wrote:
   Required updates to Team Fortress 2 and it's Dedicated Server have
   been released.  Please run hldsupdatetool to receive these
  updates.
   The specific changes include:
  
   - Added Very High texture resolution option
   - Added Minimal HUD option to Options-Multiplayer
   - Fixed headshots not always registering for crouched players
   - Fixed player interpolation bug that caused jittery
  player animation
   in some cases
   - Fixed rare crash when players exited water
   - Fixed server crash related to Spy sappers
   - Fixed overlapping UI elements in Options-Video-Advanced
   - Fixed non-English language text overlapping in a few places
   - Fixed players being able to use spectator points in
  dustbowl that
   were not in play
   - Removed listdeaths command that could be abused by clients
  
   Jason
  
  
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  No virus found in this incoming message.
  Checked by AVG Free Edition.
  Version: 7.5.488 / Virus Database: 269.13.39/1045 - Release
  Date: 02.10.2007 18:43
 
 

 No virus found in this outgoing message.
 Checked by AVG Free Edition.
 Version: 7.5.488 / Virus Database: 269.13.39/1045 - Release Date:
 02.10.2007
 18:43



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Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated

2007-10-03 Thread James Gurney

Speaking personally - this was with 24 players in the server. Empty, it
uses an insignificant amount.

James

On 10/03/2007 04:56 AM, Console Admin wrote:

--
[ Picked text/plain from multipart/alternative ]
I'm just curious, are these numbers with an empty server or a full one?
Maybe it's just me, but those numbers seem a little high for idling. I've



Anyone else noticing substantially higher cpu usage with

this version?

24 players used to cause about 50-60% cpu use. Now it's

closer to 90%..

and literally nothing has changed except this update..

James


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Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated

2007-10-02 Thread James Gurney

Anyone else noticing substantially higher cpu usage with this version?

24 players used to cause about 50-60% cpu use. Now it's closer to 90%..
and literally nothing has changed except this update..

James

Jason Ruymen wrote:

Required updates to Team Fortress 2 and it's Dedicated Server have been
released.  Please run hldsupdatetool to receive these updates.  The
specific changes include:

- Added Very High texture resolution option
- Added Minimal HUD option to Options-Multiplayer
- Fixed headshots not always registering for crouched players
- Fixed player interpolation bug that caused jittery player animation in
some cases
- Fixed rare crash when players exited water
- Fixed server crash related to Spy sappers
- Fixed overlapping UI elements in Options-Video-Advanced
- Fixed non-English language text overlapping in a few places
- Fixed players being able to use spectator points in dustbowl that were
not in play
- Removed listdeaths command that could be abused by clients

Jason


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Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated

2007-10-02 Thread Greg Cotton

Yea, I am too. My 24 player is around 70-80% CPU.

I hope there are still some optimizations to do...

- Original Message -
From: James Gurney [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Wednesday, October 03, 2007 12:26 AM
Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated



Anyone else noticing substantially higher cpu usage with this version?

24 players used to cause about 50-60% cpu use. Now it's closer to 90%..
and literally nothing has changed except this update..

James

Jason Ruymen wrote:

Required updates to Team Fortress 2 and it's Dedicated Server have been
released.  Please run hldsupdatetool to receive these updates.  The
specific changes include:

- Added Very High texture resolution option
- Added Minimal HUD option to Options-Multiplayer
- Fixed headshots not always registering for crouched players
- Fixed player interpolation bug that caused jittery player animation in
some cases
- Fixed rare crash when players exited water
- Fixed server crash related to Spy sappers
- Fixed overlapping UI elements in Options-Video-Advanced
- Fixed non-English language text overlapping in a few places
- Fixed players being able to use spectator points in dustbowl that were
not in play
- Removed listdeaths command that could be abused by clients

Jason


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Re: [hlds_linux] Team Fortress 2 / Dedicated Server Updated

2007-09-30 Thread Jani Tiira
--
[ Picked text/plain from multipart/alternative ]
The new Pyro is too powerfull. I liked the way the pyro was. It was good
enough. Now it it's just way too powerful.
--

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Re: [hlds_linux] Team Fortress 2 / Dedicated Server Updated

2007-09-30 Thread Kample

I agree!

On 9/30/2007 11:13 PM, Jani Tiira wrote:

--
[ Picked text/plain from multipart/alternative ]
The new Pyro is too powerfull. I liked the way the pyro was. It was good
enough. Now it it's just way too powerful.
--

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Re: [hlds_linux] Team Fortress 2 / Dedicated Server Updated

2007-09-30 Thread Stephen Micheals
negative! its great now and i think works a lot better, just have to
make sure to stay back from him in close quarters as hes designed to
do well in.

On 9/30/07, Jani Tiira [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 The new Pyro is too powerfull. I liked the way the pyro was. It was good
 enough. Now it it's just way too powerful.

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Re: [hlds_linux] Team Fortress 2 / Dedicated Server Updated

2007-09-30 Thread Ryan Veltidi
It's not overpowered. I was doing very well as Pyro yesterday killing
tons of people at close range, but today I had less luck with it. It
all depends on the skill of the Pyro and who he is killing. It was
really underpowered before, and it very good now.

On 9/30/07, Stephen Micheals [EMAIL PROTECTED] wrote:
 negative! its great now and i think works a lot better, just have to
 make sure to stay back from him in close quarters as hes designed to
 do well in.

 On 9/30/07, Jani Tiira [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  The new Pyro is too powerfull. I liked the way the pyro was. It was good
  enough. Now it it's just way too powerful.

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Re: [hlds_linux] Team Fortress 2 / Dedicated Server Updated

2007-09-30 Thread Guillaume Parent

The pyro was useless before. Now you actually have to back off from him.
It's perfect.

It's not overpowered. I was doing very well as Pyro yesterday killing
tons of people at close range, but today I had less luck with it. It
all depends on the skill of the Pyro and who he is killing. It was
really underpowered before, and it very good now.

On 9/30/07, Stephen Micheals [EMAIL PROTECTED] wrote:


negative! its great now and i think works a lot better, just have to
make sure to stay back from him in close quarters as hes designed to
do well in.

On 9/30/07, Jani Tiira [EMAIL PROTECTED] wrote:


--
[ Picked text/plain from multipart/alternative ]
The new Pyro is too powerfull. I liked the way the pyro was. It was good
enough. Now it it's just way too powerful.


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Re: [hlds_linux] Team Fortress 2 / Dedicated Server Updated

2007-09-29 Thread Jani Tiira
--
[ Picked text/plain from multipart/alternative ]
I'm starting to hate the fact that it takes 20 minutes 99% of processor time
everytime TF2 updates. Is the client updater somehow borked or wtf?
--

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Re: [hlds_linux] Team Fortress 2 / Dedicated Server Updated

2007-09-29 Thread Jani Tiira
--
[ Picked text/plain from multipart/alternative ]
Oh and after TF2 has been updated I have to restart steam since it still has
100% processor load.

On 9/29/07, Jani Tiira [EMAIL PROTECTED] wrote:

 I'm starting to hate the fact that it takes 20 minutes 99% of processor
 time everytime TF2 updates. Is the client updater somehow borked or wtf?

--

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Re: [hlds_linux] Team Fortress 2 / Dedicated Server Updated

2007-09-29 Thread n3x1s 1
--
[ Picked text/plain from multipart/alternative ]
To Valve:

It would be nice if the update didnt fail because the motd.txt and
mapcycle.txt file were set to 'read-only'.  Nothing worse than having to
change those files after every update, yet the update fails if you chmod
those 2 files to 444.  Any chance of fixing this issue?  Or is there a
better way to keep those files from being overwritten with default settings
during updates?

Jeremy


On 9/29/07, Jani Tiira [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Oh and after TF2 has been updated I have to restart steam since it still
 has
 100% processor load.

 On 9/29/07, Jani Tiira [EMAIL PROTECTED] wrote:
 
  I'm starting to hate the fact that it takes 20 minutes 99% of processor
  time everytime TF2 updates. Is the client updater somehow borked or wtf?
 
 --

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Re: [hlds_linux] Team Fortress 2 / Dedicated Server Updated

2007-09-29 Thread Dan E
--
[ Picked text/plain from multipart/alternative ]
Just something I threw together really quick, basic principle that should work 
for the time being :)

~/update.sh:
cp ~/srcds/cstrike/motd.txt ~/srcds/cstrike/motd.txt.bak
cp ~/srcds/cstrike/mapcycle.txt ~/srcds/cstrike/mapcycle.txt.bak
./steam -command update -game ? -dir .
cp ~/srcds/cstrike/motd.txt.bak ~/srcds/cstrike/motd.txt
cp ~/srcds/cstrike/mapcycle.txt.bak ~/srcds/cstrike/mapcycle.txt

n3x1s 1 [EMAIL PROTECTED] wrote: --
[ Picked text/plain from multipart/alternative ]
To Valve:

It would be nice if the update didnt fail because the motd.txt and
mapcycle.txt file were set to 'read-only'.  Nothing worse than having to
change those files after every update, yet the update fails if you chmod
those 2 files to 444.  Any chance of fixing this issue?  Or is there a
better way to keep those files from being overwritten with default settings
during updates?

Jeremy


On 9/29/07, Jani Tiira  wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Oh and after TF2 has been updated I have to restart steam since it still
 has
 100% processor load.

 On 9/29/07, Jani Tiira  wrote:
 
  I'm starting to hate the fact that it takes 20 minutes 99% of processor
  time everytime TF2 updates. Is the client updater somehow borked or wtf?
 
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RE: [hlds_linux] Team Fortress 2 / Dedicated Server Updated

2007-09-29 Thread Kevin 'Poof' Gerry
Is anybody else having an issue where after installing tf2 from scratch,
that it won't update to the most current version? I'm getting an issue where
even if I update that moment, then attempt to connect, the server has an
older version and it won't connect.




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Re: [hlds_linux] Team Fortress 2 / Dedicated Server Updated

2007-09-28 Thread Yousef A. Marafi
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any fix for sv_pure?
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