@Scalar Science : The server's ip is stored in the demo header in plain
text, open it with a hexeditor or even with the notepad.
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Milton,
I mailed this before on the list but nothing has changed since.
lethal@binkey:~/public_html/admin$ host hl2master.steampowered.com
hl2master.steampowered.com A 72.165.61.153
hl2master.steampowered.com A 63.234.149.83
hl2master.steampowered.com A
I don't see why they should implement a feature into the game that
prevents people from seeing things that belong to the game. The game
isn't going to turn that lack of features that it was during release and
around 6 months after it. Run the alliedmodders link plugin if you
really want to
Hello,
On first map timeleft stucks, until someone connects to server. So if I even
have mp_timelimit 10/20, same map can stay few hours. Tested on CSS and HL2DM
server, on both operation systems. Does somebody know how to fix it?
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The server won't change maps until someone connects, regardless of
mp_timelimit
Same with auto-updates.
On Wed, Feb 23, 2011 at 9:33 AM, dsadadsasd adsadasdsa
thisisforgot...@mail.ru wrote:
Hello,
On first map timeleft stucks, until someone connects to server. So if I
even have
Well, I'd like to work on an issue that members says they've been
having. There have been complaints of lag and such that I'd like to look
into. What are the default rates to work off? If possible I'd like to
see what other admins out there are running as I do not fully understand
how to tweak
Depending on the number of players you're expecting, your maxrate of 25,000
may not be sufficient. This is limiting traffic to 25KB/s per player which
won't be enough for a full 32 player server and probably even 24 players.
The maxrate cvar just limits the value a player can set for rate (Which
It is indeed for a 32 player server. Thanks for the response.
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We looked at this a while back. There are master servers running on all three.
Can you ping and traceroute to the host? Can anyone else confirm that one of
the master servers is not functioning?
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
Works fine for me.
msleeper.com:/home/msleeper# ping 72.165.61.153
PING 72.165.61.153 (72.165.61.153) 56(84) bytes of data.
64 bytes from 72.165.61.153: icmp_seq=1 ttl=113 time=74.7 ms
64 bytes from 72.165.61.153: icmp_seq=2 ttl=113 time=74.3 ms
64 bytes from 72.165.61.153: icmp_seq=3 ttl=113
My ping worked fine from UK.
On Thursday, 24 February 2011, Milton Ngan mil...@valvesoftware.com wrote:
We looked at this a while back. There are master servers running on all
three. Can you ping and traceroute to the host? Can anyone else confirm that
one of the master servers is not
The pings work, but the server never responds. Here's a small python
script that demonstrates it is down.
import socket
s = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
# this works
s.connect(('63.234.149.83', 27011))
s.send('\x4d\xff')
s.recv(1024)
# can't connect
I can confirm that the 72.165.61.153 is not working for me either.
On 2011.02.24. 5:26, bottige...@gmail.com wrote:
The pings work, but the server never responds. Here's a small python
script that demonstrates it is down.
import socket
s = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
#
Ping works fine, the box is up. It's the response that is not working as
demonstrated by others.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan
Sent: donderdag 24 februari 2011 2:52
To:
Should this be useful
From Holland (XS4all) I can ping 72.165.61.153 and 63.234.149.83.
63.234.149.90 results in: Reply from 216.6.124.145: TTL expired in transit.
Whatever is behind 63.234.174.50 on the path stops pathping and tracert from
my side.
This applies to all 3 IPs for me.
Sebastiaan
Confirming the first (72.165.61.153) is down for me as well. Yes, it
is responding to echo requests.
Cheers,
Kyle.
On Wed, Feb 23, 2011 at 11:08 PM, Eric Riemers riem...@binkey.nl wrote:
Ping works fine, the box is up. It's the response that is not working as
demonstrated by others.
Hello.
Having fiddled with this particular issue since the beta-days, sv_maxrate
5 is sufficient for a 20 player server, unless you want to experience
choke and weirdness on the clients. I would presume 24 and even 32 player
servers would require even more.
I'd watch out for going over 80k
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