Zuko | 1 May 2010 02:03
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Re: Left 4 Dead 2 Update Available

they are helping not cheating ;D

2010/5/1 Jason Ruymen <jasonr <at> valvesoftware.com>:
> A required update to Left 4 Dead 2 is now available.  Please run hldsupdatetool to receive the update.
 The specific changes include:
>
> - Fixed original survivors cheating in Bleed Out mode by throwing first aid kits
>
> Jason
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>

--

-- 
Żuko

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Jeff Sugar | 1 May 2010 02:59
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Re: Team Fortress 2 Update Available

Can anyone confirm whether the engineer exploits are truly fixed now? I'll
be leaving my plugin on in the meantime.

On Fri, Apr 30, 2010 at 5:54 PM, Jason Ruymen <jasonr <at> valvesoftware.com>wrote:

> A required update to Team Fortress 2 is now available.  Please run
> hldsupdatetool to receive the update.  The specific changes include:
>
> - Added further PropHunt mode support:
>        - Added a "SetCustomModelRotates" input, which will enable/disable
> whether the custom model should rotate yaw (enabled by default)
>        - Added a "SetCustomModelVisibletoSelf" input, which will set
> whether or not the local player should see his own custom model
> - Fixed the Engineer being able to build more than 1 of each type of
> building
> - Fixed old Engineer build keybinds not working with the new system
> - Fixed a client crash on shutdown
> - Fixed the Gunboats not properly applying the damage reduction when
> Spectators are nearby
> - Fixed post-processing bug which could cause tone mapping to become stuck
> at highest setting
>
> Jason
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
(Continue reading)

Ross Bemrose | 1 May 2010 03:23
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Re: [hlds_announce] Team Fortress 2 Update Available


Updating 'Team Fortress 2 Materials' from version 54 to version 55

The Team Fortress 2 Materials package update did not install any files.  
Is this intentional or a bug?

The OB Linux Dedicated Server package installed updated files correctly, 
though.

On 4/30/2010 8:54 PM, Jason Ruymen wrote:
> A required update to Team Fortress 2 is now available.  Please run hldsupdatetool to receive the update. 
The specific changes include:
>
> - Added further PropHunt mode support:
> 	- Added a "SetCustomModelRotates" input, which will enable/disable whether the custom model should
rotate yaw (enabled by default)
> 	- Added a "SetCustomModelVisibletoSelf" input, which will set whether or not the local player should
see his own custom model
> - Fixed the Engineer being able to build more than 1 of each type of building
> - Fixed old Engineer build keybinds not working with the new system
> - Fixed a client crash on shutdown
> - Fixed the Gunboats not properly applying the damage reduction when Spectators are nearby
> - Fixed post-processing bug which could cause tone mapping to become stuck at highest setting
>
> Jason
>
>
> _______________________________________________
> hlds_announce mailing list
> hlds_announce <at> list.valvesoftware.com
(Continue reading)

Tony Paloma | 1 May 2010 03:28
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Re: [hlds_announce] Team Fortress 2 Update Available

Check the first line of the next depot. There's a bug where it displays the
last file updated in a depot as the first file of the next depot to be
updated (and the very last file is thus not displayed).

-----Original Message-----
From: hlds_linux-bounces <at> list.valvesoftware.com
[mailto:hlds_linux-bounces <at> list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Friday, April 30, 2010 6:24 PM
To: Jason Ruymen
Cc: 'hlds <at> list.valvesoftware.com'; 'Half-Life dedicated Linux server mailing
list'
Subject: Re: [hlds_linux] [hlds_announce] Team Fortress 2 Update Available

Updating 'Team Fortress 2 Materials' from version 54 to version 55

The Team Fortress 2 Materials package update did not install any files.  
Is this intentional or a bug?

The OB Linux Dedicated Server package installed updated files correctly, 
though.

On 4/30/2010 8:54 PM, Jason Ruymen wrote:
> A required update to Team Fortress 2 is now available.  Please run
hldsupdatetool to receive the update.  The specific changes include:
>
> - Added further PropHunt mode support:
> 	- Added a "SetCustomModelRotates" input, which will enable/disable
whether the custom model should rotate yaw (enabled by default)
> 	- Added a "SetCustomModelVisibletoSelf" input, which will set
whether or not the local player should see his own custom model
(Continue reading)

Ross Bemrose | 1 May 2010 03:31
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Re: [hlds_announce] Team Fortress 2 Update Available

The next line appears to be in the correct package

Updating 'OB Linux Dedicated Server' from version 30 to version 31
9.23%   ./orangebox\bin\datacache.so

Seeing as how .so files are specific to the Linux/Mac verison of the 
server...

On 4/30/2010 9:28 PM, Tony Paloma wrote:
> Check the first line of the next depot. There's a bug where it displays the
> last file updated in a depot as the first file of the next depot to be
> updated (and the very last file is thus not displayed).
>
> -----Original Message-----
> From: hlds_linux-bounces <at> list.valvesoftware.com
> [mailto:hlds_linux-bounces <at> list.valvesoftware.com] On Behalf Of Ross Bemrose
> Sent: Friday, April 30, 2010 6:24 PM
> To: Jason Ruymen
> Cc: 'hlds <at> list.valvesoftware.com'; 'Half-Life dedicated Linux server mailing
> list'
> Subject: Re: [hlds_linux] [hlds_announce] Team Fortress 2 Update Available
>
>
> Updating 'Team Fortress 2 Materials' from version 54 to version 55
>
> The Team Fortress 2 Materials package update did not install any files.
> Is this intentional or a bug?
>
> The OB Linux Dedicated Server package installed updated files correctly,
> though.
(Continue reading)

Moe | 1 May 2010 03:35
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Re: [hlds] Team Fortress 2 Update Available

I don't know about you guys, but I've noticed we only have master server
issues on boxes that are running L4D2 AND TF2.

TF2 or L4D2 alone no problems,

Anyone else experience this? 

-----Original Message-----
From: hlds-bounces <at> list.valvesoftware.com
[mailto:hlds-bounces <at> list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Saturday, 1 May 2010 10:55 AM
To: 'Half-Life dedicated Linux server mailing list';
'hlds <at> list.valvesoftware.com'; 'hlds_announce <at> list.valvesoftware.com'
Subject: [hlds] Team Fortress 2 Update Available

A required update to Team Fortress 2 is now available.  Please run
hldsupdatetool to receive the update.  The specific changes include:

- Added further PropHunt mode support:
	- Added a "SetCustomModelRotates" input, which will enable/disable
whether the custom model should rotate yaw (enabled by default)
	- Added a "SetCustomModelVisibletoSelf" input, which will set
whether or not the local player should see his own custom model
- Fixed the Engineer being able to build more than 1 of each type of
building
- Fixed old Engineer build keybinds not working with the new system
- Fixed a client crash on shutdown
- Fixed the Gunboats not properly applying the damage reduction when
Spectators are nearby
- Fixed post-processing bug which could cause tone mapping to become stuck
(Continue reading)

Ulrich Block | 1 May 2010 09:48
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Re: [hlds] Team Fortress 2 Update Available

Same for DoD:S. If you enter only "setmaster" in the console you will 
see that NONE is set by defeault. I did as valve recomends if you do it 
against their advice not to manually add the server. Still no success. 
Later I saw one of the servers on the list and checked. The ports for 
the masters where diferent but the IPs the same. Currently I have this 
in my server.cfgs and all of them are listed:

setmaster add 216.207.205.99:27011
setmaster add 216.207.205.98:27011
setmaster add hl2master.steampowered.com
setmaster enable 216.207.205.99:27011
setmaster enable 216.207.205.98:27011
setmaster enable hl2master.steampowered.com
heartbeat

Please note that valve reccomends against this method. but at least it 
is working (for now)

Moe schrieb:
> I don't know about you guys, but I've noticed we only have master server
> issues on boxes that are running L4D2 AND TF2.
>
> TF2 or L4D2 alone no problems,
>
> Anyone else experience this? 
>   

Ryan Davis | 1 May 2010 14:59
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Re: L4D2 mutation cvar

Has anyone got the cvar for this latest mutation?  Also is there a list of
these somewhere?

-----Original Message-----
From: hlds_linux-bounces <at> list.valvesoftware.com
[mailto:hlds_linux-bounces <at> list.valvesoftware.com] On Behalf Of Brent Veal
Sent: Saturday, April 24, 2010 10:02 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] L4D2 mutation cvar

the command 'map c1m1_hotel mutation12' will start a realism vs on Dead
Center. You can also currently use mutation3, mutation9, and mutation13 if
you want to test out some future mutations

On Sat, Apr 24, 2010 at 2:49 AM, Joonas Lehtolahti <
joonas.lehtolahti <at> lehtopuu.fi> wrote:

> It's enough for someone to start a lobby for mutation and then use the
> server for playing it. For the current "Realism Versus", it is enough to
> have the server accept gametype versus so that the mutation can be played
> on it.
>
>
> On Sat, 24 Apr 2010 12:19:50 +0300, <zeevs86 <at> bezeqint.net> wrote:
>
> > What is the cvar for mutations in L4D2 dedicated server?
> > I want to turn on versus realism, but dont know the cvar
> > Thanks!
> >
> > _______________________________________________
(Continue reading)

Ryan Davis | 1 May 2010 22:17
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Re: L4D2 mutation cvar

Never mind.  mutation3 is the one for bleedout.

-----Original Message-----
From: hlds_linux-bounces <at> list.valvesoftware.com
[mailto:hlds_linux-bounces <at> list.valvesoftware.com] On Behalf Of Ryan Davis
Sent: Saturday, May 01, 2010 8:59 AM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] L4D2 mutation cvar

Has anyone got the cvar for this latest mutation?  Also is there a list of
these somewhere?

-----Original Message-----
From: hlds_linux-bounces <at> list.valvesoftware.com
[mailto:hlds_linux-bounces <at> list.valvesoftware.com] On Behalf Of Brent Veal
Sent: Saturday, April 24, 2010 10:02 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] L4D2 mutation cvar

the command 'map c1m1_hotel mutation12' will start a realism vs on Dead
Center. You can also currently use mutation3, mutation9, and mutation13 if
you want to test out some future mutations

On Sat, Apr 24, 2010 at 2:49 AM, Joonas Lehtolahti <
joonas.lehtolahti <at> lehtopuu.fi> wrote:

> It's enough for someone to start a lobby for mutation and then use the
> server for playing it. For the current "Realism Versus", it is enough to
> have the server accept gametype versus so that the mutation can be played
> on it.
(Continue reading)

Ronny Schedel | 2 May 2010 10:45
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Left 4 Dead 2 Banner

Hello,

I don't play often L4D2, but now I have seen, our banner isn't shown 
anymore. We use the same code like for our L4D1 servers, they show up fine 
in L4D1, but not L4D2. Was something changed regarding banners?

Best regards

Ronny Schedel 


Gmane