Has anyone figured out a definitive answer as to whether this works, or
how the new system works when getting the custom campaigns downloaded
and installed?
Kevin
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that works exactly
On Fri, Jun 26, 2009 at 8:47 AM, Kevin J. Anderson
les...@counter-strike.net wrote:
Has anyone figured out a definitive answer as to whether this works, or
how the new system works when getting the custom campaigns downloaded
and installed?
Kevin
Curious, does sv_downloadurl work currently in l4d?
Kevin
Jason Ruymen wrote:
A required update for Left 4 Dead is now available. Please run
hldsupdatetool to receive it. The specific changes include:
Client:
- Removed an infinite ammo exploit for molotovs
Add-on Campaign Support:
-
Yaakov Smith wrote:
I'm glad I saw that because I missed the unloaking spy...
I thought Valve would give us Jarate because no-one would expect it not to
be an April Fools update, and I was right! :)
hahaa, yes, I actually looked to see if its april 1st for a split second
there when I saw
ics wrote:
As i recall, latest update for TF2 fixed this:
- Fixed instances where Steam connection problems would cause some
unlocked items to be unusable
It is still occuring so it is not fixed. One of our server isnt
connected to Steam, thus unlockables do not work. The other on the
ics wrote:
When it was started, it obviously had a connection to Steam as
everything worked fine. Just that if we do not reboot it in every 2-3
days, this happens - no connection - no unlockables. The fix in last
patch should have fixed this. I dont want to go restart a server which
is
David A. Parker wrote:
Hello,
Since the big L4D update a few days ago, I do not see the game
difficulty listed for versus or Survival modes in the game description
field of the A2S_INFO query response. The difficulty is still listed
for co-op mode, but it used to show up in versus mode
David A. Parker wrote:
Kevin J. Anderson wrote:
David A. Parker wrote:
Hello,
Since the big L4D update a few days ago, I do not see the game
difficulty listed for versus or Survival modes in the game description
field of the A2S_INFO query response. The difficulty is still listed
Its client side. set steamgroup exclusive, no search key, and tell
them to put the ms_force_dedicated_server ip:port in their autoexec.cfg.
Now that it doesn't require cheats to be enabled, any lobby leader who
has it set should always go to that specific server if its not being
used at the
Jeff Sugar wrote:
Speaking of which, I'd rather not make my own email for this. *Is
sv_search_key currently working? I can't seem to get it to work.* I set it
on the server, then on the client, and it can't find shit. I'd use
sv_password, but then I can't have a lobby -_-
Valve seems to
Daniel Worley wrote:
One person claimed the sv_search_key was still working for them, but for me
it's not working and if I only use that flag, it puts my server into the
public matchmaking pool and it fills up before I can even get a chance to
start a game. I ended up creating a group for
Can we expect the l4d DLC today, and if so when roughly? I understand
there might be delays etc, but is the *plan* for it to be out this
morning, afternoon or evening barring any issues?
Zoid Kirsch wrote:
I'm a developer at Valve who is working on the Left 4 Dead Survival pack
update.
Made ms_force_dedicated_server not require cheats
This is great, however is there a way to specify a few specific servers
to try in order? Maybe based on steam group, or a list? (not the
search key)
A list of available steam group servers would be ideal, in a pull down
from the lobby.
Does anyone have a solution to reset a server's slots in the middle of a
l4d campaign? vs or coop?
It seems pretty common, that even when inviting friends to replace
someone who dropped, that they cannot join the server. I always
thought that maybe if enough people cycle through a server
Is it me, or is steam going down every afternoon lately? Can we get
some info valve?
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=9537623postcount=44
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kevin J.
Anderson
Sent: Tuesday, March 31, 2009 3:13 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] steam down again
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kevin J.
Anderson
Sent: Tuesday, March 31, 2009 12:26 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] steam down again?
Thank you. Could we get such notifications to the lists as well? That
would
Melee mechanic change eh? we have an ETA valve?
gamead...@127001.org wrote:
http://www.l4d.com/blog/post.php?id=2377
As per link?
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visit:
First impressions with the melee timer are good, but I think they need
to be adjusted down a bit.If you get hit by a horde, even the best
players get borked w/ a few special infected attacks...
Its been a while in a game were we didn't survive most of the time.
maybe its new, but so far I
Yes, today our L4d server got borked around that time, pubbers were not
joining to fill open slots, and even invited friends could not connect
to the server.
It would be cool if this maintenance was done either early in the
morning, or in the middle of the night.
Kevin
Alfred Reynolds wrote:
I'm pretty sure steam servers are somewhat regional, but I may be
mistaken. ;)
A. Eijkhoudt wrote:
Kevin J. Anderson wrote:
It would be cool if this maintenance was done either early in the
morning, or in the middle of the night.
Not everyone lives in the same timezone, and Valve has
I'm not sure how he managed to do it, but a myg0t dude joined our
survivor team, wouldn't shut up screaming as zoey so we vote kick him.
But just as we did so, our round ended with full points, as if we all
made it to the safe room.
I have not heard of this, thought I should report it.
And
I have a steam group exclusive server, sourcemod enabled, non forked.
I had to set my server.cfg to the settings mentioned early on, placing
the master lists and other variables at the end of the file to get it to
show back up in my steam group list.
However, once that was done, and we start
Servers that let you join thinking there is an open spot, and then kick
you with a reserved slot warning are the worst of the worst, honestly.
If you are going to do reserved slots, you need to make sure the
visible players settings are adjusted accordingly, letting the two
players join
I honestly think nerfing tank parking is a bad decision. You shouldn't
make a tank suicide by having to attack players that are waiting to mow
him down.AI tanks are *not* hard to take out as a survivor, since it
sticks to one person.
Kev
Jason Ruymen wrote:
A required update for Left
If you are going to modify your server like this, please make sure to
make it private so public players can't join it from the lobby. There
is nothing more annoying than to join a server from the lobby that is
running a ton of plugins and changes. This is not fun. I'm pretty
sure most
sv_cheats for clients
(Kevin J. Anderson)
6. Re: server.cfg for l4d to disable sv_cheats for clients
(Tom Richardson)
7. server.cfg questions (Christopher Szabo)
8. Re: net_splitpacket_maxrate (Saint K
word. GG valve. I'd like to see this kind of stuff more often!
Cc2iscooL wrote:
Thank you for removing all the weapons of the people doing the weapon
exploit.
I love you if you release the scout update before the month comes out, as
the exploiters won't be able to use their scout
what does the update do?
Kevin
Jason Ruymen wrote:
We're hoping to have a fix for the SteamID change live within about an hour.
This will be an optional update.
Jason
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The solution to the L4d matchmaking system is to take the group server
system a step further. Actually set up the system to reliably only
take your lobby to specific open servers, and also make it possible for
a smaller group of friends to join a game in progress together.
2 friends wanting
The steam forums are honestly useless in finding data you need. The
search is absolutely horrible... I can't read the captcha to save my
life, and I generally end up searching elsewhere for answers.
This email list is the best way to disseminate data to server admins,
hands down. I see no
This more or less stops the tracking of achievements on the server?
Tony Paloma wrote:
Use the -nogamestats command line switch to fix timeout on map change. It
disables the uploading of game stats to Valve's servers and at the same time
fixes the timeout on map change problem. By game stats I
Honestly, this is a bad idea. Why fix what is not broken?
I suggest we all email gabe protesting this. Its not like its a huge
cost to valve to maintain a mail list server...
Kevin Anderson
Burton Johnsey wrote:
This should no longer be an issue as we have a vastly more robust system in
shit...
Guy Watkins wrote:
Good joke! Haha gmail.com :)
} -Original Message-
} From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
} boun...@list.valvesoftware.com] On Behalf Of Burton Johnsey
} Sent: Monday, February 09, 2009 3:41 PM
} To:
That master server app was quite cool, but is WAY out dated and would
require some serious recoding to match the new protocols. It was
outdated even when WON was still in use, let alone steam.
However, something like that along with some network redirection of
requests to the existing master
I used to help run a 200-300 bi anual lan party in the wash dc area for
a few years, and back then, it was limited to the 192.168 class c
addresses. It *was* a pain, however we simply just combined two class
Cs to get around the IP restriction issues.We considered putting up
a small
The only way I've gotten my client to always connect to my dedicated
server from the lobby, is to put this in my autoexec.cfg:
sv_cheats 1
ms_force_dedicated_server
What is annoying, is that you have to execute it every time. It seems
to drop out of memory each search. (pull down client
I've had it occur, but each time it was that the person loaded the level
before me, and switched teams before I joined. Just put the
unscrambler mod back on, will permanently fix the issue.
Kev
Aaron A. Maricic wrote:
I have not had this occur at all since the patch...
Ravnox wrote:
The
. It's really made the
game more enjoyable, too...because I don't get kicked for something that I
had no control over.
-Richard Eid
On Mon, Jan 26, 2009 at 10:10 AM, Kevin J. Anderson
les...@counter-strike.net wrote:
I've had
FYI, it still let people join servers w/ update mismatches, however they
just were kind of stuck. This is not good, it should have given
version mismatch errors, and caused a lot of confusion on our end until
I got the idea to try running an update on the server, and then we all
restarted
[mailto:hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of Kevin J. Anderson
Sent: 15 January 2009 19:32
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] kk rcon for l4d? or even from client console?
awesome! exactly what I was looking for.
Kevin
Nephyrin Zey
telnet command console introduced for Linux in left4dead either?
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of Kevin J. Anderson
Sent: 15 January 2009 19:32
To: Half-Life dedicated Linux server
Forgive me if this has been discussed, however I searched the list and
also google, to no avail.
How does one remote control their server when not connected? I can't
seem to find a working/similar to kkrcon application, nor does the
rcon_address client variable seem to work from inside l4d.
?
Kevin
Tom Richardson wrote:
I was jst about to suggest HLSW when I spotted your last line. Any
reason you don't to use that?
2009/1/15 Kevin J. Anderson les...@counter-strike.net
Forgive me if this has been discussed, however I searched the list and
also google, to no avail.
How does
was jst about to suggest HLSW when I spotted your last line. Any
reason you don't to use that?
2009/1/15 Kevin J. Anderson les...@counter-strike.net
Forgive me if this has been discussed, however I searched the list and
also google, to no avail.
How does one remote control their server when
Any word on when the new vs maps etc will be out?
Kevin
Jason Ruymen wrote:
A required update for Left 4 Dead has been released. Please run
hldsupdatetool to receive the update. The specific changes include:
General
- Fixed Survivors being able to climb surfaces marked for versus
Thomas Toka / www.serverman.de wrote:
On Gentoo i do not have this issue, but i only have Core2Quad here to
test on Gentoo,
no Debian stable, nor lenny, nor sid...
Meanwhile i tested on Lenny -- Problem still there. Tried with Sid --
Problem stil there!
On Gentoo with C2Q NO Problems
Honestly, its probably worse when a dead survivor ghosts the activities
and layout for the rest of his team.
You can see where infected are, where the witch is, where packs, Tier2
weapons, etc are.
An infected should be able to see whats going on at all times, or else
they would not be able
on one group, but that is a good point.
On Thu, Jan 8, 2009 at 5:26 AM, Kevin J. Anderson les...@counter-strike.net
wrote:
Honestly, its probably worse when a dead survivor ghosts the activities
and layout for the rest of his team.
You can see where infected are, where the witch is, where
There are a lot of bugs like this, that make playing on your own
dedicated server very difficult when it should not be.It shouldn't
be as hard as it is to be able to select your server from a lobby as
leader, and have it work immediately without having to reboot the
server, or restart the
On no mercy finale, you can also get under the ramp from heli pad and
more or less survive everything as well... no horde, can't be pounced,
its easy to knock off the smoker, and tank can't really get in there either.
Kev
ICS Staff wrote:
Yeah the melee is scriptable. The animation can be
Even though its set to a vs map in the command line and only vs maps are
in the mapcycle, for some reason when we end a campaign, the server
changes to the coop no mercy campaign, and we have to restart or do a
changelevel. How do I keep this from happening?
This is a group server, that most
...@list.valvesoftware.com] Namens Kevin J. Anderson
Verzonden: zondag 4 januari 2009 0:38
Aan: hlds_linux@list.valvesoftware.com
Onderwerp: [hlds_linux] map keeps resetting to coop no mercy from vs
Even though its set to a vs map in the command line and only vs maps are
in the mapcycle, for some
I'm considering renting a l4d server somewhere in the middle of the
country, so that I can play with my primarily east coast buddies w/ a
good ping. (they don't ping well to basic server here in phx)
Anyone have any recommendations? I'm trying to keep costs to a minimum.
Seems texas
. Laws
Kevin J. Anderson wrote:
I'm considering renting a l4d server somewhere in the middle of the
country, so that I can play with my primarily east coast buddies w/ a
good ping. (they don't ping well to basic server here in phx)
Anyone have any recommendations? I'm trying to keep
to be played with alltalk ON, so I
guess they have to fix it, and make the default value 0.
Also remove the sv_tags when you put it on 0, and make it add when you
put
it on 1.
2008/12/17 Kevin J. Anderson les...@counter-strike.net
One of the annoying trends has been the fact that a lot
One of the annoying trends has been the fact that a lot of servers have
been forcing alltalk on, and in a lot of circumstances, this can really
detract from the gameplay. There are certainly other circumstances
where it makes the game really fun, however I think it should be up to
the
Patrick Shelley wrote:
Hi - since the update my server only plays expert mode - i have set it to
impossible, but only epert mode plays out ok
am i missing summat?
May I ask why you are forcing difficulty at the server level, rather
than allowing the 4 players to set it themselves?
Are
Joseph Laws wrote:
Even at Impossible setting the game is so easy to play in single or
co-op mode if you use the melee. The melee needs to be severely
diminished in its strength to make things more difficult (that or at
least make it so you don't kill a zombie with 3 melees). It is at
My guess is that they want queries to always run through the master
server, since its controlling the forks.
Could also be for simplified firewall rules for admins, etc.
Kevin
Saint K. wrote:
Hi,
Good guess! It is indeed on 27025! Thanks.
It still doesn't explain thought why we can't
Saint K. wrote:
The files are only used by 1 server. We give each TF2 server its own
directory.
About the file system I wouldn't know. We use a default EXT3 file system
which gets installed when you install Debian Etch.
I would recommend trying to set the maps dir to read only for a
Patrick Shelley wrote:
i also had eat the sanvich's thingy-ma-bob already in my ach's before
playing a single game
I have a feeling that they took into account past actions with regards
to the new heavy achievements. When I loaded up after the update, I
already had 2 myself. If you
Ondr(ej Hoek wrote:
On 20.08.08 14:05 Uhr, Kevin J. Anderson wrote:
Patrick Shelley wrote:
i also had eat the sanvich's thingy-ma-bob already in my ach's before
playing a single game
I have a feeling that they took into account past actions with regards
to the new heavy
Jason Bodycott wrote:
I had Five-Second Plan and Konspicuous Konsumption immediately when
starting the game. After my first crash (my PC bites), I had about 9
other achievements (that I actually earned) and when I restarted the
game, the original pair had disappeared. The problem corrected
Gary Stanley wrote:
At 08:52 AM 6/29/2008, Kyle . wrote:
Hey guys,
Was hoping someone can provide some helpful hints/tips with a problem I am
having. On server 1 I have a Intel Xeon 2.4, 1GB RAM, CentOS 4.6 (kernel
2.6.9-55.0.6) that runs one 20-slot CS:S server. This server does not
Yeah, you could easily set a cron job up to remove any files in that
directory older than X days.
Kevin Anderson (not original responder)
Ryan Mannion wrote:
Kevin,
Thank you for the information. For future reference, clearing out the
downloads cache solved the problem for me - it turns
I highly disagree on the spys not glowing from the teleporter... It
was previously a sign of a dumb spy, and turning this off will make life
only easier for spies, when there are already generally too many of them
in a lot of maps. Just my opinion.
Jason Ruymen wrote:
The required Team
Might be totally irrelevant, however I've always had the best luck
running the debian linux compatibility in the past. Have not tried
recently though to be honest.
K Gerry wrote:
I've had an issue twice now on a FreeBSD 7.0-RELEASE server running srcds.
Within /boot/loader.conf, I have the
haha. Yes, clarification is needed today. Too bad valve didn't get
bought out by walmart or anything like that.
Kev
Eric Smith wrote:
It's not a joke.
-Eric
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David Ulbrich
Sent: Tuesday,
Valve, can you please correct the current dust bowl glitches that allow
players into the sky etc. Its ruining one of your most fun maps and
making it almost impossible for a team to get past the second round.
thanks
Kevin
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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
Martin Nicholls wrote:
Just to follow that up - it's probably the same code but it's locked to a
platform I'd guess (note: guess), though if Valve want to help me prove a
point I've been making for a few years then that's good too ;)
HAHAHA, yes, valve, please let it finally be decided by
Martin Nicholls wrote:
I'm actually wondering what's to say that it actually will put more strain
on a server? Nothing about the changes suggests to me that it necessarily
will (granted not that it won't by any means).
As for being threaded not helping much; I can see obvious places where you
I tried fishing through the archives, but am just curious, what does the
average popular (full most of time) cs source and cs 1.6 servers use in
bandwidth these days per month?
I am thinking of possibly tossing one up on a great pipe I have access
to, but don't want to go above my bandwidth
The mapper for dust2 did actually sell an ad in his map, as an fyi.
kev
Dave M3pH!sT0pL3s Williams wrote:
i think i just might kill myself. i've been playing counter-strike 1.6
since i was 17 and @ no point did i thik it was ok to adverts on the
maps themselves. of course if it is done i a
Alfred, will the dedicated servers be utilizing multi-threading as well?
I assume not, but I thought I would ask the question in case I would
be surprised.
kevin
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with increased stability. Please let us know if this works for
you so we can get some more experience with this Segmentation Fault
problem.
Roger
On Wed, 13 Sep 2006 07:23:27 -0400, Steven Hartland
[EMAIL PROTECTED] wrote:
Kevin J. Anderson wrote:
nope, no plugins what so ever. straight vanilla
Richard Fennell wrote:
Jonathan wrote:
Hey there, i run a couple of 24/7 cs servers on a few boxes with around
512-1024mb and 2ghz+ cpus (amd64/intel). On some of these boxes i run
more
than 2 servers, and when they start getting full, i get a lot of lag. My
question is: can i do some kind of
Richard Fennell wrote:
Jonathan wrote:
After i compiled the kernel with 1000hz on one of the boxes, the cpu load
dropped to 10% from 99%, so at least that's a good sign :)
The other things you said were the first things i checked, so the systems
now have up-to-date slimmed gentoo
I used to run all sorts of hlds servers back in the day, and decided to
toss up a srcds hl2mp server for the fun of it on my gentoo raid file
server, but it keeps crashing on me at start up.
its the latest 2.6.17 kernel on gentoo 2006.1, on an athlon xp 2100+
I've searched all through gentoo
if anything, it has to do with your kernel timing and how pingboost 3
specificly affects it, as 1 2 and 3 use different methods.
this sort of thing has happened before, if you are worried about it,
dont do it. ;)
kev
Mike Knight wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
well, lets put it this way, if he isnt talking about source cs, then the
answer is incredibly simple, and that is that he needs to look at the hz
of his kernel.
simple as that.
kev
Eric (Deacon) wrote:
In a bold display of creativity, kama wrote:
Whatever made you think he was asking about source?
kama wrote:
On Tue, 29 Mar 2005, Renzo Rosales wrote:
Every machine has a limit on the FPS that the server can run at so if
you set sys_ticrate to 500 and it won't go higher than 333, then
you're capped at 333 FPS.
I have noticed that it caps the fps at 2/3 of the ticrate.
ticrate 100 | FPS 66
choke means that the server is sending your client too much information
for it to process, which is logical in those situations...
I have run across this issue as well, haven't really found an answer
besides just limiting the max fps on a server at around 250, which is
way more than enough to play
seconds the motion
[EMAIL PROTECTED] wrote:
Attempted to create unknown entity type weapon_crowbar!
NULL Ent in GiveNamedItem!
appears on every playerspawn in hl2dm...
i mean... its THE CROWBAR, u cant take such a weapon out of the game...
___
To
well, honestly, think about it. you think its going to be efficient w/
all those toilets, barrels, etc laying around, every which one
constantly needing to be tracked because they can all do damage when
tossed different directions?
thats a LOT of stuff for a server to keep track of. hl2dm will
how many players, and was the server full? w/ all the physics props,
that are all weapons waiting to be used, I highly doubt hl2dm will be a
very efficient and lag free game on the internet. This is probably the
main reason it wasn't released as hl2's main multiplayer component
kev
James Gurney
welcome back james. yeah, its different, but you'll be happy with the
performance of the default servers regardless. heh. other questions were
already answered.
kev
James Gurney wrote:
Hi,
Back from a 2 year CS break. Hi to anyone who remembers me from the list
before..
Anyway, looking to run a
Brian A. Stumm wrote:
On Tue, 23 Nov 2004, HoundDawg wrote:
Yeah.. because we all know VALVe is incapable of making a good game.
[/sarcasm]
They make a good game... just haven't made a good original MOD. But,
they're pretty good at grabbing MODs from others and making $$ off of them.
Then
for some reason, my steam account login expired and now for teh life
of me, I can't remember what my damn username/email/password combo is.
is there a way to get the info sent to my email?
kev
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yeah, I have an x800pro on a amd3200+ a64 w/ gig and I get that as well.
from my research it seems to always coinside w/ sounds... like
explosions, or gunfire, etc. its as if the sounds arent caching
correctly, and its loading from the disk or something. its very very
annoying. it started for
it shouldn't be. I didn't look at teh aztec in the 1.6 gcf file, but
older versions of it did not ever want such a wad file...
kev
Micheal Patterson wrote:
I've looked in the steam forums, and my history of the mailing list and
on google but can't find anything definite on this. Does anyone know
m0gely wrote:
Jason Weisberger wrote:
In the two years I've been in the CS business, I've never heard of
anybody using, much less mentioning HL Protocol except for this list.
And that matters? You put a link on a web page. People click it. Done,
thats it. Who cares if no ones heard of it?
and,
Jason Weisberger wrote:
Thanks m0gely for tying to make me look like an asshole without knowing
what you're talking about. HL Protocol requires that you also install a
client portion for it to work, consiquently, most people do not use HL
Protocol. Now that Steam protocol is out and about, I'm
http://www.csnation.net/comments.php?id=7577
so, guys, where's the sdk? ;)
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when will we be able to download the source server w/ all the new maps etc?
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Brian A. Stumm wrote:
Sorry I know this has been discussed... I had no need for this til now...
My game community has its annual campout/picnic/lan party at a nearby lake
13-15 Aug where we will play steam games but have no internet connection.
What is currently the best/easiest way to go about
I wouldn't call it anecdotal, as this subject has been rehashed
adnauseum for years now. Its just a fact, that a couple years ago and
beyond, the linux hlds server outperformed the windows one hands down
all day long. then in the last year or two, linux performance has
slowly but surely taken a
Alfred Reynolds wrote:
We have released an update for both Counter-Strike and
Counter-Strike:Condition Zero on Steam. This release is a required
update, you will need to use the Steam tool ('hldsupdatetool.exe' under
win32 and 'steam' under linux) to get the update and then restart your
server.
Does anyone else have this? its taking up 330megs and I some how doubt
its really neaded. not to mention, the -v part of verify all screws w/
cp and mv and rm... heh I even tried quotes.
kev
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