There is an excellent chance that anything that can or might, at vales
discretion, impact micro transactions will be banned. If you are
flagged, even on passworded, private test servers, your account will be
permanently banned from hosting any games that require GSLT in the future.
Lets not
Hit sounds broken for anyone else?
On 10/8/2015 9:43 PM, Eric Smith wrote:
We've released a mandatory update for TF2. The update notes are below. The new
version is 3019029.
-Eric
- Fixed generic bomb entities (in the Invasion maps) damaging teammates
Any update on this?
On 7/4/2015 5:28 PM, Eric Smith wrote:
- Temporarily reverted Valve official quickplay and matchmaking servers not
being listed in the server browser while we look into this further
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To unsubscribe, edit your list preferences,
You are just finding every reason to call this change bad.
With the thousands of valve servers flooding the list, and now flooding
the Show Servers option, the chances you joining a server you just
left are slim. Even if this option wasn't changed, the history tab would
still be broken, and
All you have to do is click Play Multiplayer, and instead of clicking
Join Game, click Show Servers. You will get a nice full list of valve
ran servers(assuming you have the Official checkbox checked, which it
is by default).
Refer to these screenshots if you are unsure how to do that:
to 1nsane, I guess that feature invalidates my point.
I have to disagree regarding the thousands of servers Kevin
mentioned though. Once you filter for a specific map and decent
latency, especially at awkward times of day, it usually comes down
to 3 or less Valve servers for me
You have got to be kidding me.
http://i.imgur.com/tAmWXj6.png wink wink nudge nudge
On 7/4/2015 5:28 PM, Eric Smith wrote:
- Temporarily reverted Valve official quickplay and matchmaking servers not
being listed in the server browser while we look into this further
Our community has 27 servers online atm, but I am adding more now. As
soon as I boot up a new server it fills within 10 seconds!
On 4/21/2015 2:44 PM, John Gibson wrote:
Sorry everyone, let me try this again, without accidentially hitting
send in the middle of the e-mail :)
So the good news
I think the connected time resets when the round restarts.
On 4/21/2015 3:36 PM, Cody Woodson wrote:
I currently have 6 servers up to see how they went. Longest connected
client time is around 10 minutes, so I'm not sure if they are crashing
or not. I can launch 20-30 more servers if needed.
192.168.0.1
On Tue, Apr 21, 2015 at 2:37 PM, Kevin C s...@serveredirect.com
mailto:s...@serveredirect.com wrote:
I think the connected time resets when the round restarts.
On 4/21/2015 3:36 PM, Cody Woodson wrote:
I currently have 6 servers up to see how they went. Longest
No real reason, just because I had the bandwidth available, and I didn't
think it would hurt anything.
On 4/21/2015 6:48 PM, Ahmed Kandeel wrote:
Kevin, why did you raise them? Were you seeing visible choke/interp?
Also have any of you guys had difficulty getting the game started? My
client
Bandwidth usage is very little. I am seeing around 50KB/s up and 10KB/s
down on a 6/6 server.
I tweaked some bandwidth settings in PCServer-KFGame.ini though, raised
them by 8x.
On 4/21/2015 5:51 PM, Eli Witt wrote:
John, you seem to be under the impression that we're upset that
there's no
Sourcemods RCON has limitations. Try getting a full status output with
sm_rcon, or anything that returns a lot of information.
External plugins or logging tools(HLStats, GameME, Sourcebans) also
require RCON.
On 1/23/2015 4:14 PM, Weasels Lair wrote:
I don't understand why people even enable
That's good for you, but some communities need it.
RCON is fine if used properly, like issuing IP bans for failed attempts etc.
In CS:GO sv_allowdownload and sv_allowupload can be set to 0 anyway to
fix any download exploits since it doesn't support sprays and you should
be used
Sorry, I meant properly using the engines built in ban system for failed
login attempts. On our servers I think we allow 5 failed attempts before
we IP ban for an hour.
On 1/23/2015 11:20 PM, Korrey Moore wrote:
RCON is fine if used properly, like issuing IP bans for failed
attempts etc.
Bots subtract from the total slot count of the server.
sv_visiblemaxplayers won't help here. I don't think there is a command
to fix this behavior, and it shouldn't effect your server browser listings.
On 1/19/2015 7:00 PM, evourr wrote:
Try toying around with sv_visiblemaxplayers.
Original message
From: Kevin C s...@serveredirect.com
Date:01/19/2015 19:07 (GMT-05:00)
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Cc:
Subject: Re: [hlds] Bots affecting Server Count.
Bots subtract from the total slot count of the server
and Steam, but I didn't see
anything that would tell me that specifically.
I had a player say when they got dropped from my TF2 server -
they tried other TF2 servers (not-mine) and could not get into
them either.
On Sun, Sep 14, 2014 at 9:20 AM, Kevin C
SMAC
On 7/12/2014 2:23 PM, Alexander Z wrote:
Let's face it, the way VAC currently works, there's no effective way
of dealing with cheaters in a F2P game like TF2, stock servers or not.
On 12 July 2014 19:40, ics i...@ics-base.net
mailto:i...@ics-base.net wrote:
Majority of the
On 5/10/2014 2:51 PM, Weasels Lair wrote:
Any server-operators out there looking for another Source-based game
to play (and more importantly HOST)?
Fistful of Frags could use your help. FoF launched (for FREE) on
Steam yesterday, and the response has been overwhelming.
The down-side to
most hosting providers see a large amount of traffic using UDP
and ports they do not recognize, and assume it is a DDoS.
We shall see if my problem recurs.
On Sun, May 11, 2014 at 6:11 PM, Kevin s...@serveredirect.com
mailto:s...@serveredirect.com wrote:
On 5/10/2014 2:51 PM, Weasels
On 5/10/2014 4:05 PM, big john wrote:
yea theres a reason theres very few dedicated servers, I cant get this
working under linux or windows. /give up
On Sat, May 10, 2014 at 3:49 PM, big john brewskii...@gmail.com
mailto:brewskii...@gmail.com wrote:
eh too lazy
On Sat, May 10,
Has anyone gotten this variable set to 0 without weapons disappearing in
CS:GO? I would like to use net_graph 4 like I do in CS:S to monitor my
servers, net_graph 1 provides most of the information, but not all that
I would like. When enabling this in a running server, everyone's weapons
I assume virtualized?
I would expect about ~24 slots per core for the average srcds server.
for CS:GO don't go over 64 tick.
On 3/14/2014 11:01 AM, pilger wrote:
Hey guys,
I need some guidance to see what can I get from a server like this one:
vendor_id : GenuineIntel
cpu
On 3/1/2014 2:35 PM, Jason Tango wrote:
Hello,
I know the TF2 team had said we needed to wait a bit before we started
migrating servers under the new favorites system, but since I've had
my servers registered and working under the new system now for a
little over a week, I was wondering how
On 2/15/2014 1:48 PM, Mike Vail wrote:
So this week for the first time since I started running Valve servers
almost 10 years ago, I began getting ddos attacked on one of my
servers. The datacenter null-routed the IP, which is typical in these
cases. I don't have advanced firewall protection
On 2/15/2014 3:09 PM, Kyle Sanderson wrote:
If so, I should be able to change the IP after registering it and people should
find the server
through their favorites like before even though the server won’t work with
quick-play right?
Propagation if I can recall correctly is designed to take a
So I decided to play around with the SteamPipe beta tonight to be ready for the
eventual update. Installing the game went smoothly and I eventually figured out
the autoupdate stuff, which isn't documented. Anyway, the problem I'm having is
that the server keeps getting an error on startup. I'm
Try the sourcemod forums.
On Apr 23, 2012, at 1:42 AM, Isaak Cherdak twon...@gmail.com wrote:
Hi, I am having trouble with sourcemod. It seems that sourcemod will
automatically shutdown the server (tf2) ever since I got the latest tf2
update. I tried updating the mods as well. Nothing
As I understand it, mandatory = you need to get the update immediately for
updated clients to play on your server, whereas optional = you can wait
until there's server downtime to update. Someone can correct me if I'm
wrong.
On Wed, Sep 21, 2011 at 1:09 PM, kelly joe whitenoi...@ntlworld.com
additional info.
Thanks in advance!
Kevin
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visit:
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Well if it stays in that mode until restarting, then it IS a denial of
service attack.
On Mon, Jan 31, 2011 at 9:51 AM, Saul Rennison saul.renni...@gmail.comwrote:
You can't help it. Tradeoff some players not being able to connect for
your server not going down.
On Monday, 31 January 2011,
Windows servers don't start anymore, at all. Trying to re-download a server
from scratch, but things aren't looking good. No minidump file or
anything. SRCDS.exe just exits with exit code -1.
___
To unsubscribe, edit your list preferences, or view the
FYI that message is always present in the start-up and doesn't seem to
affect if the server becomes secure near the end of the boot process. It is
just another obtuse error-like message in a growing collection of
scary-looking console messages in the srcds startup.
On Tue, Dec 14, 2010 at 1:50
Don't get burstable RAM (burstable = shared) and ask questions about the
HD. It really seems like all the file I/O for srcds is single threaded, so
if the file I/O stalls too long you'll get lag spikes.
On Tue, Dec 7, 2010 at 1:53 PM, John lists.va...@nuclearfallout.net wrote:
Nomy, that's the
The steam group listing IP/ports could be if you kept the existing secret
key too. Right now its trivial for a server to claim its in a steam group,
but the server still has to make that claim. All that is needed is a 2nd
method for a steam group to claim a server. If BOTH the server and the
I'm guessing the valve fix for this will be to destroy all engie buildings
when you switch shotguns now.
On Sun, Oct 17, 2010 at 1:00 PM, Justin mysteriousjus...@gmail.com wrote:
http://www.facepunch.com/showthread.php?1014883-Engi-Crabs-Part-2/
Its already public.
On 10/17/2010 1:56 PM,
You need gamedata updates for TF2 if you have sourcemod.
On Thu, Sep 30, 2010 at 3:40 PM, Marlon Wolterink
munchkinbra...@hotmail.com wrote:
Console initialized.
Steam is not active, running in -insecure mode.
Loading unsigned module server.dll
Access to secure servers is disabled.
This
Ignoring petty arguments about which mods are better...
Starting with last night with the mass crash, there's been a marked increase
in lock up crashes for us.
On Tue, Sep 14, 2010 at 8:03 PM, Keeper Keeper keeper@gmail.com wrote:
SourceMod is not the end all for everything. Mani is up to
Quit complaining about content updates not happening. We all know about
valve time.
On Fri, Sep 10, 2010 at 4:25 PM, Taylor Henderson
taylorhenders...@hotmail.com wrote:
An update that's NOT Polycount? Don't pester me with such things.
From: jas...@valvesoftware.com
To:
Master server complaining about version. What should the patch version be?
On Fri, Sep 10, 2010 at 4:41 PM, 1nsane 1nsane...@gmail.com wrote:
Friday updates are usually awesome. Especially when they break things that
don't get fixed until Monday or Tuesday, I love those especially.
On Fri,
Don't know about CSS, but on TF2 the console message about sprays is quite
common.
CreateFragmentsFromFile: 'downloads/checksum.dat' doesn't exist.
On Mon, Aug 30, 2010 at 9:41 AM, Robert Whelan mrrjwhe...@yahoo.com wrote:
It wasn't a very good weekend, everytime I checked in on the server is
vmodenable is the player client telling the server it supports microphone
communication.
I think vban is used for muting.
On Sun, Jul 18, 2010 at 7:25 PM, HL-SDK Synths syntron...@gmail.com wrote:
Too lazy to correct myself, they have to do with voice communication
On Jul 18, 2010 8:23 PM,
Here's a list of the files we just got. Sorry that the messages about the
version info aren't here.
13.61% downloading ./orangebox\tf\bin\server.dll
35.05% downloading ./orangebox\tf\bin\server.dylib
71.27% downloading ./orangebox\tf\bin\server.so
91.15% downloading
Remove metamod.vdf from orangebox\tf\addons and restart the server.
No metamod --- no sourcemod.
No sourcemod -- no sourcemod extensions or plugins
On Sun, Jul 4, 2010 at 3:24 PM, Jeremy D. Pavleck jer...@pavleck.netwrote:
Hey gang,
We're trying to troubleshoot an issue - is there an easy
This isn't fake players, this is a bug introduced around the same time as
ghost players.
The server will continue to report a player or two after the server empties
out. I've seen users come online, complain about fake players, when there
is no fake player utility of any kind installed, running,
Getting this too. Client drops, ticket errors, etc.
On Wed, Feb 17, 2010 at 6:47 PM, Tony Paloma drunkenf...@hotmail.comwrote:
Noticing lots of players getting disconnected with Client timed out.
Doesn't seem to affect all players, but is affecting a large set of them.
Also found this
Not really FTW.
The illegal actor is hiding behind proxy registrations.
On Mon, Jan 25, 2010 at 3:56 PM, Michael Secord gizmokid2...@gmail.comwrote:
http://centralops.net/co FTW :)
Address lookup
canonical name st3gaming.com.
aliases
addresses 208.113.196.53
Domain Whois record
This tends to happen on doublecross a lot. Complete lock up and 2 cores we
associated with srcds get saturated.
On Thu, Jan 14, 2010 at 4:30 PM, Spencer 'voogru' MacDonald
voo...@voogru.com wrote:
It loops internally.
-Original Message-
From: hlds-boun...@list.valvesoftware.com
Everytime I start up my server I am getting this error. It's been happening
since the first release of the demo. Along with this I also get 100's of
mini dump files that keep appearing. I've been looking for answers for days
and can't seem to find any. Any help would be greatly appreciated.
I attempted this crash as well on a windows 2003 server and was unable to do
so.
On Fri, Oct 30, 2009 at 8:23 PM, bl4nk bl4n...@gmail.com wrote:
What OS is your server running on? I attempted this on Linux (going to
test on Windows soon) and was unable to recreate the crash.
Alec Sanger
How about quti?
On Wed, Oct 7, 2009 at 2:47 PM, Spencer 'voogru' MacDonald
voo...@voogru.com wrote:
alias quit echo
alias exit echo
alias _restart echo
See if it happens even with those aliases in place. Take note the only way
to shut down the server after doing this will be some sort of
Do you use sv_cheats 1?
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visit:
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Try sending an e-mail with any subject and any message to:
hlds-le...@list.valvesoftware.com
Assuming valve keeps their mailman listserv software up-to-date, this should
remove you from hlds.
On Thu, Sep 3, 2009 at 7:49 AM, Saul Rennison saul.renni...@gmail.comwrote:
Access denied.
2009/9/3
Enough with the complaints about how the user management is between the
steam system and the TF2 game. It doesn't matter to general managment a
goldsrc or source server. Please take your arguments over this to to the
steam forums.
Spencer 'voogru' MacDonald wrote:
Mods could remove the hats.
Definitely a shadow update came after this. If you updated ~2-3 hours
prior to this e-mail of mine, they put in another unannounced update
after it. TF2 content to version 108.
~ Kevin_b_er
Jason Ruymen wrote:
The required updates for Team Fortress 2 and Day of Defeat: Source are now
That's a hack. You'd have to have picked up 2-3 weapons just to get back
enough cloak to redo it. Otherwise the DR won't let you re-equip it,
unless that was taken WAY back during the first iteration of the dead
ringer.
Also the spectator won't see the correct cloak amount on the watch, so
The timer in windows that tracks CPU usage is pretty lousy. This means
you're seeing false CPU usage from your servers. They're only fooling
themselves if they think full 32 TF2 will only use 5% of one of their
cores. When windows media player is running, a multimedia timer is
started for
Indeed, Happy Holidays everyone!
It's a white slushy Xmas here in Washinton State, woohoo!
- Original Message -
From: Ook
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Sent: Thursday, December 25, 2008 11:16 AM
Subject: Re: [hlds] Happy holidays
I'd like to chime in here and second this. I love versus mode but by
far I've had the most fun in versus playing on servers running on Hard
difficulty or better.
I find normal is just way to easy and too forgiving on the survivors.
If anything I think in an ideal world I would be able to
Rosie, I see your servers listed under the custom tab (in-game server
browser):
http://qsextreme.com/L4D/sunlit_l4d.PNG
I see servers in the ip range of 66.* - 79.* listed on both internet and
custom tabs.
They all do list reliably for me but it takes several minutes to refresh
completely.
I confess, unless digest reply emails have their reply at the top and they
trim off all the bogus content I just delete them, not worth searching for
the reply.
I also just delete email replies that are all garbled together into one
continuous line, useless to try and read replies like that.
There have been qute a few posts from valve on the linux email list (about
L4D), look there too.
http://www.mail-archive.com/[EMAIL PROTECTED]/maillist.html
- Original Message -
From: Robert Whelan
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Sent:
Start your server IP addresses at some higher port number like 27100 and go
up from there.
You can disable the srctv port on the launch properties: -nohltv
The cl ports will stop being assigned at 27014 but those shouldn't cause any
problems (I have players on right now with a server like that)
Erik,
sv_password is still only partially working, I have a password on my
test server (Win32, latest update) and players are still joining.
- Original Message -
From: Erik Johnson [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
I'm seeing a very good improvement in network usage since the last update.
Two players are showing peaks of (stats):
IN: 6000
OUT: 12000
where before the OUT was running peaks around 2
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A simple solution would be for matchmaking to always look in the favorite
servers listed in the client's serverbrowser and choose one of those first
if they are available (assuming you have a serverbrowser to add favorites to
of course).
The serverbrowser concept is a proven and useful tool
but it was (perhaps Valve
did something on the backend).
- Original Message -
From: Patrick Shelley
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Sent: Sunday, November 09, 2008 2:26 AM
Subject: Re: [hlds] More players with no server.cfg
Kevin - what
a difference.
2008/11/8 Kevin Ottalini
Extensively testing of a dedicated L4D server has shown that it is not
possible to run an L4D server (with 4 players) lag-free on a 1.5M / 384K
dsl
line (line is solid, nothing else using the line during testing).
Players are changing their rate to 4
I can confirm this, I have a minimal server.cfg but as soon as I add sv_tags
or sv_allow_lobby_connect_only 0 the server will stand empty, remove those
and the server fills immediately.
Apparently only totally vanilla servers are getting any attention ...
I know other servers seem to be ok
problems are _not_ related to your
internet link rate. Are you sure your upload is being maxed out by the
server? I'd be more inclined to look at latency issues myself.
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlds-
[EMAIL PROTECTED] On Behalf Of Kevin Ottalini
Sent: 08
I've been testing a stand-alone L4D server (Win32) and run across something
odd.
This is a dedicated server I've installed and updated via the hldsupdatetool
(not the one in the Steam games/tools menu)
If I start the server after a clean boot (virtually nothing running other
then task manager)
Extensively testing of a dedicated L4D server has shown that it is not
possible to run an L4D server (with 4 players) lag-free on a 1.5M / 384K dsl
line (line is solid, nothing else using the line during testing).
Players are changing their rate to 4 and cl_updaterate to 100 and there
are no
I had to remove
sv_allow_lobby_connect_only 0
and the server was immediately full
- Original Message -
From: Richard Eid [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Sent: Thursday, November 06, 2008 9:32 PM
Subject: Re: [hlds] Left 4
Still Busy!
As a benchmark, I logged 90 players this morning in about 5 hours of play
(then the server crashed).
I'm seeing peaks of around 10kb in, 75kb out with a full server.
http://qsextreme.com/L4D/l4d_network.PNG
CPU is very low, 12% with a full server (win32, 3.2GHz P4))
Valve is working with Eset to resolve the NOD false positive.
- Original Message -
From: bl4nk
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Sent: Wednesday, November 05, 2008 8:19 PM
Subject: Re: [hlds] Left 4 Dead -Matchmaking
Hmm, that makes some
This looks like a problem with hlsw, it doesn't happen with normal Steam
serverbrowser.
I started a vanilla win32 cs 1.6 server, connected a vanilla hltv to that
server and was able to see both and connect to both with no problem through
Steam.
All was ok with the in-game serverbrowser as
Saint,
You might try manually forcing WINAMP onto one specific core / affinity
and perhaps try setting the priority to below normal and see if that helps.
You might be seeing some sort of codec conflict too, if you have a custom
codec pack installed, try temporarily uninstalling it and see
Real Life has intruded on virtual reality, today is the last day for me to
run my game servers.
I've been running Valve servers since 2002 and playing HL since it first
hit the shelves in 1998.
It's been quite a run and some very memorable times indeed.
I've had the great pleasure to work with
I restarted my servers and it fixed this.
- Original Message -
From: Robert Whelan
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Sent: Tuesday, September 23, 2008 3:27 PM
Subject: Re: [hlds] account does not own this game
Since 3pm (3hours ago) I'm
Dustin,
The serverbrowsers (both Steam and in-game) use the rate settings in
your Steam settings downloads
If the Steam download settings are set too fast for your router then you'll
get fewer servers in the listings and there will usually be big pauses.
The in-game ServerBrowser works a
) would make querying
server lists a non-issue.
I had to set steam down to the 768kbps setting to get reliable server
list refreshes...
On Sat, Sep 20, 2008 at 12:49 PM, Kevin Ottalini wrote:
Dustin,
The serverbrowsers (both Steam and in-game) use the rate settings in
your Steam
to happen.
- Original Message -
From: Cc2iscooL
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Sent: Saturday, September 20, 2008 5:02 PM
Subject: Re: [hlds] Server browser shenanigans
That's why we type rate 5 in the console.
Kevin Ottalini wrote
I found using Bzip2 to compress maps and related content to not be
compatible with Source games, the clients just never saw them.
This was both Win32 and Linux servers referring to both Win32 and linux
based webservers.
I tested this extensively (but was a year or so ago).
The only thing
-transfering the files with binary mode solved
the problem.
- Original Message -
From: Kevin Ottalini
To: Half-Life dedicated Win32 server mailing list
Sent: Wednesday, September 10, 2008 10:06 AM
Subject: Re: [hlds] Fast DL server zipping
I found using Bzip2 to compress maps
nice group of servers to block from the master server list.
Since they are promoting theft of games as well this can be reported to the
hosting abuse contact too.
- Original Message -
From: Chris Lassiter
To: hlds@list.valvesoftware.com
Sent: Thursday, August 07, 2008 1:41 PM
Subject:
Ian,
A lot of clients saw their Steam download rate get changed the last
update or two, and it's tightly linked to the game rate setting now so
changing one will change the other.
Check your Steam rate and make sure it's set correctly for your network
connection.
Check your MTU as well if
05, 2008 2:19 AM
Subject: Re: [hlds] Slow server browser?
Kevin, thank you for your response. I've run both SteamRate and MTUtest,
and everything is fine. I haven't changed any of these settings from
their defaults. I'm on an 8mbit connection and I know its not the ISP
because the browser did
Sakefox:
http://developer.valvesoftware.com/wiki/Using_mdmp_files
Thank your Eric.
- Original Message -
From: SakeFox
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Sent: Monday, August 04, 2008 1:09 PM
Subject: Re: [hlds] RCon Bad Password Exploit/Crash
It's always done this.
- Original Message -
From: [??R] The-/iller
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Sent: Tuesday, July 29, 2008 4:09 PM
Subject: [hlds] Orangebox fps_max incorrect
Noticed today on a Win2k3 box running an fps booster,
You should be able to use setmaster to add and re-enable master servers in
your autoexec.cfg.
setmaster
Usage: setmaster add | remove | enable | disable IP:port
The two main servers (right now) are:
72.165.61.189:27011
69.28.151.162:27011
so what you do is add these to your
with no refund?
Right host for the right job, that kinda thing
On Wed, Jul 16, 2008 at 7:46 AM, Never wrote:
I love you!!!
I will try that...
Kevin Ottalini escribió:
You should be able to use setmaster to add and re-enable master
servers
in
your autoexec.cfg.
setmaster
Usage
Dan is this for the DODS:BETA server or the regular one?
- Original Message -
From: dan
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Sent: Tuesday, July 01, 2008 5:11 PM
Subject: [hlds] dod:s server crash exploit
Im getting players coming in and
Scott,
hldsupdatetool gets a list of files to check locally as well as a list
of files to download.
The ones that are listed without a % change are checked and valid and don't
need to be downloaded.
If those files were missing or different from the repository then they would
have been
A lot of routers have an internal firewall that can't keep up to the traffic
(in addition to the small forwarding table that many routers have).
I found that I had to disable the firewall in some routers in order to get
them to have any server query performance.
If things work ok in DMZ mode
private anti-cheat protection does have a better chance to remain effective
... especially if it works.
- Original Message -
From: Spencer 'voogru' MacDonald
'Half-Life dedicated Win32 server mailing list'
hlds@list.valvesoftware.com
Sent: Thursday, June 12, 2008 1:08 PM
Subject: Re:
.
Think this is just sourcebans with a custom made overview.. but I could
be
wrong!
-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Kevin Ottalini
Verzonden: zondag 8 juni 2008 23:11
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: Re
very nice summary there voo, would be nice to have something like that for
all my servers.
On Sun, Jun 8, 2008 at 12:17 PM, Spencer 'voogru' MacDonald wrote:
I've setup my server to ban people who run the command.
http://www.voogru.com/?v=v
Would be cool to score another 50+ bans like I
woohoo, my hldsupdatetool told me it updated my dodsbeta install to
47,174.78%!
47174.78% g:\SteamServer_dods/orangebox\dodsbeta\steam.inf
that's what I call an update!
On Tue, Jun 3, 2008 at 6:21 PM, Jason Ruymen [EMAIL PROTECTED]
wrote:
And because we really need clients and
I updated my little toolkit so it will convert and lookup either steamids or
communityids:
http://qsextreme.com/qs_toolkit
Cafe accounts don't have normal friends connectivity or community pages
though.
qUiCkSiLvEr
- Original Message -
From: Spencer 'voogru' MacDonald
To: 'Half-Life
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