On 04.09.2013 06:56, Peter Reinhold wrote:
./steamcmd: symbol lookup error: ./libstdc++.so.6: undefined symbol:
_ZNSt8messagesIcE2idE, version GLIBCXX_3.4
Also on CentOS 5.9, but not on 6.3
It seems to be a new steamcmd that is causing this, copying a TF2
installation from my CentOS 6.3
On 04.09.2013 07:43, Peter Reinhold wrote:
./steamcmd: symbol lookup error: ./libstdc++.so.6: undefined
symbol:
_ZNSt8messagesIcE2idE, version GLIBCXX_3.4
Also on CentOS 5.9, but not on 6.3
It seems to be a new steamcmd that is causing this, copying a TF2
installation from my CentOS 6.3
On 04.09.2013 05:36, Rodrigo Peña wrote:
./steamcmd: symbol lookup error: ./libstdc++.so.6: undefined symbol:
_ZNSt8messagesIcE2idE, version GLIBCXX_3.4
Also on CentOS 5.9, but not on 6.3
/Peter
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On 28.08.2013 22:10, Ross Bemrose wrote:
A more important question would be... why are you still running
CentOS 5? CentOS 6 came out two years ago... and from what people
For me, lazyness, pure and simple, at the time the servers were
initially set up, CentOS 5 was what was available, and
On 28.08.2013 01:18, Eric Smith wrote:
We've released a mandatory update for TF2. The notes for the update
are below. The new version is 1884404.
Seeing these, and servers just crash after update
--
./srcds_linux: error while loading shared libraries:
bin/libtcmalloc_minimal.so.4: ELF file
On 28.08.2013 07:21, Peter Reinhold wrote:
Seeing these, and servers just crash after update
--
./srcds_linux: error while loading shared libraries:
bin/libtcmalloc_minimal.so.4: ELF file OS ABI invalid
Add -debug to the ./srcds_run command line to generate a debug.log
to help with solving
On 28.08.2013 09:34, Kaspars wrote:
So I got it working. I have gentoo, and this helped:
1) ACCEPT_KEYWORDS=~x86 emerge -av dev-util/google-perftools
2) cp /usr/lib/libtcmalloc_minimal.so.4.1.0
~/srcdstf2/bin/libtcmalloc_minimal.so.4
basically I changed the bundled lib version 4.0.0 to 4.1.0
On 28.08.2013 21:20, Eli Witt wrote:
I'll just throw this out there in reference to the earlier spat about
wahh
mines not working yours is stop gloating - why do you continue to use
centos to host srcds instances after how many times it's been broken
on
there?
Well, its the first OS
On 28.06.2013 02:35, Kerry Davis wrote:
Those are features specific to those games and how they handle custom
content, so L4D2 doesn't have them.
So, custom VPKs should still just reside in the addons folder?
/Peter
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Hi all,
Back when replay was still young, I (and others) tried to use the
replay DMX files as demo files (to be able to view potential cheaters,
etc), and kind-a-sort-a got it to work, but not quite.
I was wondering if anyone knows if advances have been made, or maybe a
patch note somewhere
On 20.06.2013 11:00, Erik-jan Riemers wrote:
You can have replay and souce tv both enabled, works fine on my end.
Only
if you run 32 slots servers you will have a problem. Because clients
will
crash (exit with too many slots) you need to remove it back to 31 or
30 to
be able to work (test it
On 20.06.2013 11:16, Jeff Sugar wrote:
And, even if I did want to enable SourceTV, it would nevertheless be
useful
to be able to do things like convert replays to proper dem files :)
I'd really like to offer players the possibility of downloading an
entire match (even if its on a pub
On 13.05.2013 21:09, Nicholas Hastings wrote:
That's currently disabled for cstrike, dod, hl2mp, and tf.
With all of the optional updates going around, we can't ship/update a
single set of gamedata without breaking something for somebody.
Where do we get the new gamedata? Or do you have to
On 13.05.2013 21:18, Nicholas Hastings wrote:
You can grab the gamedata directory from a snapshot version. The
latest snapshots will always match the latest available (optional)
update. (excluding prerelease)
Perfect, thanks for the prompt response
/Peter
On 06.05.2013 00:35, Essay Tew Phaun wrote:
We have that CPU on 24 player servers and get that issue too.
After updating to SteamPipe, i've been getting complaints from the
regulars as well.
Average CPU (per Cacti monitoring) does not seem to have changed much,
if at all, but apparantly
On 30.04.2013 22:37, Jesse Molina wrote:
I am seeing my newly installed SteamPipe TF2 servers fail on first
startup. Subsequent startups operate normally.
*
*
* Unable to load
I am in the middle of converting my servers, and it looks like
+randommap is broken, when I am using a custom mapcyclefile.
Convar is set correctly, and TF2 informs me that it loads the file from
the cfg folder
* Using map cycle file cfg/gb_mapcycle.txt.
But, it still loads up on a map
On 28.04.2013 08:34, Rob Nelson wrote:
Hate to ask a stupid question, but did you put it in custom/cfg/ or
just cfg/?
I put it in cfg/ and it seems to load from there (I set the convar to
just the filename, and it says it autoloads it from the cfg/ folder, as
stated in the patch notes from
On 26.04.2013 01:49, Bjorn Wielens wrote:
I suspect I've found the culprits of the crashes, heads up if you are
running afk_manager or superlogs_tf2 plugins, both of these caused
server crashes immediately after joining a team for me. (Linux
server)
I can add spraytracer to that list as
On 25.04.2013 00:20, Jesse Molina wrote:
I would ask that Valve please move these directories into a
subdirectory. They look like garbage temp directories that are not
being cleaned up.
Placing these under a subdirectory with a static name would make it
easier to prune them from symlinked
On 25.04.2013 02:35, Abdulrahman Abdulkawi wrote:
The following currently exist, so I have them symlinked (as with most
other necessary files/folders),
tf2_misc_000.vpk
tf2_misc_001.vpk
tf2_misc_002.vpk
tf2_misc_003.vpk
tf2_misc_004.vpk
tf2_misc_005.vpk
tf2_misc_006.vpk
tf2_misc_007.vpk
On 24.04.2013 19:03, Fletcher Dunn wrote:
We've released a mandatory update to the SteamPipe beta. Please note
that your server will NOT automatically detect that it is out of date
and restart; you will need to manually update it. (This should be
the
last such manual restart.)
Did I miss
On 24.04.2013 19:39, DontWannaName! wrote:
Are you using the right command arguments to verify?
I'm just doing app_update, I would think that there should be no need
to verify anything?
/Peter
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On 24.04.2013 19:03, Fletcher Dunn wrote:
We've released a mandatory update to the SteamPipe beta. Please note
I've got another question, the folders like
667d73250a8a21cbc9ff376aae86a31aaf4aad3b in the base folder, can they be
ignored, or are they needed by the server?
/Peter
On 15.04.2013 21:00, Kyle Sanderson wrote:
Does this happen with mixed case map names? Or just the proceeding
directories? This is a pretty serious regression if its the former...
I haven't tried with maps (all maps I've ever added to a server have
been lowercased), only tried with a fresh
Hi all,
I have two separate machines, one running Centos 5.9, the other Centos
6.3, both are located at the same hostingcenter, same rack, same switch.
The 6.3 one always fails logging in anonymously, every time, and if I
repeat the login, it succeeds, the other one works as you would
On 13.04.2013 22:27, Andre Müller wrote:
For testing our scripts for the conversion of all customers css
servers,
I've found a bug.
When I put maps into cstrike/custom/somedir/maps/ the server will
only find
this maps, when there are no capital letters inside the whole path:
I've started doing some scripts for migration and future updates of
TF2, post SteamPipe update, and have run into the steamcmd.sh always
exiting with 0, even when it fails.
Did anyone find a solution for this? Seeing that at least one of my
servers are having serious issues logging onto
On 10.04.2013 09:41, Mart-Jan Reeuwijk wrote:
Then owners of Steamgroups can set Server IP's in the steamgroups,
and clients won't lose their Group servers from their favorites.
If you could just associate a server with a Steamgroup, like L4D(2)
does, a lot of these problems would go away.
On 10.04.2013 13:32, Erik-jan Riemers wrote:
Don't forget all the abusers that set other peoples steamgroup id
in
there just to show up on your steam community. (see the fail at l4d2)
That you could easily get around by using a secret key instead of just
the groups ID, which wasn't a very
Hi all,
I'm having a bit of a problem on my STV, when free-roaming, the
airspeed of the spectator is incredibly slow compared to other servers
running the same map.
Does anyone know the CVAR (or other setting) that controls this?
/Peter
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Hi all,
I have begun to get ready for the TF2 migration in the near future, but
I am not even able to start a stock TF2 beta server, it simply segfaults
right after it starts, looks like this
-- BEGIN
[srcds@gaming-2 tf2.base.vpk]# ./srcds_run -game tf +map itemtest
Auto detecting CPU
Using
On 06.04.2013 18:45, Michael Johansen wrote:
Do you have any upper case letters in the path for the TF2-server
install?
No, its installed under /opt/srcds/tf2.test.vpk
Could it be the punctuation? My current TF2 setups running from
folders with dots in them without a problem.
/Peter
On 04.04.2013 00:08, Eric Smith wrote:
- Prevent game servers from opening the MOTD panel more than once if
the player connected through matchmaking or quickplay
Would it be possible for Valve to implement a functionality directly in
TF2, so the native client could trigger opening webpages
On 04.04.2013 08:45, Valentin G. wrote:
are so many non-malicious applications for MOTDs and once again all
server
operators have to suffer because of a few malicious idiots. This
change is
not a good way to solve the problem.
I wholeheartedly agree, at least give us something else to work
On 04.04.2013 10:32, annarack wrote:
What if, after a few returns to the same server, a notification is
displayed to read the rules of the server which they must do and
agree
to to continue playing on the server.
Pretty sure that would just scare players off.
The best solution, as I see
On 04.04.2013 11:52, Peter Reinhold wrote:
The best solution, as I see it, would be to re-use the popup/confirm
as when you are redirected to another server.
Another possible solution (but this would take some work on Valves
side) would be for servers to have either their own page
Hi all,
Has anyone done a writeup on how you migrate an existing server to the
new format server?
I did a quick search in the archives, and could not find one, but I
might have missed a link somewhere.
/Peter
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On 26.02.2013 16:43, Ross Bemrose wrote:
The only one that will take any time is moving maps. Based on what's
previously been discussed
1. Install the new TF server into a new directory
2. Move oldserver/orangebox/tf/addons/ to newserver/tf/addons/
3. Move oldserver/orangebox/tf/cfg/ to
On 20.02.2013 07:30, Jesse Molina wrote:
Please accept the following feedback for consideration. This
feedback is specifically limited to usage of the SteamCMD interface
on
GNU/Linux.
Listen to what Jesse says, for he speaks the truth :)
Seriously, it took me far to long to get CS:GO
On 19.02.2013 01:10, Invalid Protocol wrote:
I assume that most community servers have few hidden slots reserved
for
administrators or regular players. These slots are usually not used,
except
few hours every evening. This means that a 24 public slots + 4
reserved
slots has 24 players most of
On 02.12.2012 21:50, pilger wrote:
I'm getting this on my TF2 server. I'm not sure this is a server or
client
related issue, though. I have several people who claimed it's working
perfectly for them.
Us as well, it works on some clients, but for instance, not on mine, I
just get a grey
On 17.11.2012 15:47, Sampson Rogers wrote:
Seems this issue remains. I'm having to restart roughly 2 or 3
servers a
week due to this.
Experiencing the same here, i've only seen it on MvM though, but it
happens once every 2-3 days.
/Peter
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On 31.10.2012 21:54, Saint K. wrote:
Anyone else experiencing a great deal of lag on their servers after
the last update?
Yes, its been posted about earlier, and I think acknowledged by Eric as
well, so hoping for that the next update will at least lessen the
impact.
It is pretty
On 29.10.2012 13:41, Erik-jan Riemers wrote:
We actually run those scripts daily to clean out replays/downloads
and
several log folders too. But indeed, before we did that we had lag
spikes
also because of it. But thats now not the case.
As do I, this was mentioned on this list some time
On 29.10.2012 17:05, ics wrote:
One of my servers is having awful lag spikes, the one that runs
eventmix. The other that runs event247 on same machine seems to be ok
so i guess it's some more random bug or related to some other maps.
We're experiencing the lag on both koth_lakeside_event,
On 27.10.2012 04:11, Cameron Munroe wrote:
Any luck with sourcemod?
Had to update MM to latest snapshot, 1.10.0-hg809, otherwise MM would
not load at all.
But SM is running 1.4.6 just fine on my TF2s, did have to remove
superlogs, otherwise they would crash when someone selected a class.
On 27.10.2012 10:05, Peter Reinhold wrote:
But SM is running 1.4.6 just fine on my TF2s, did have to remove
superlogs, otherwise they would crash when someone selected a class.
After updating to SM1.5 dev, superlogs is working again. (just FYI)
/Peter
On 27.10.2012 03:35, Yun Huang Yong wrote:
I think the MvM crash on player join only affects Linux servers.
If others are adding reports, please note your server OS.
Crashing here on player class selection, CentOS 5, vanilla TF2 install,
straight from the contentserver, no additives.
After updating to the latest version, all our MvM servers crash when
someone wants to play on them, with the following error
--
GC is requesting us to reserve 6 slots.
Server appears to have room; accepting reservations.
Adding reservation for lobby member [U:1:17749981].
Adding reservation for
On 27.10.2012 01:35, Russell Smith wrote:
I managed to get it on one. Crashed immediately on player connects
though with the latest MM/SM snapshots though :(
My TF2s did not load metamod at all, no crash though, but after an
upgrade to metamod 1.10 dev, they work fine with sourcemod 1.4.6.
On 27.10.2012 01:44, Peter Reinhold wrote:
My TF2s did not load metamod at all, no crash though, but after an
upgrade to metamod 1.10 dev, they work fine with sourcemod 1.4.6.
I take that back, they seemed to work, MM/SM loads, but after a player
joins, the server crashes.
/Peter
On 27.10.2012 01:52, Peter Reinhold wrote:
My TF2s did not load metamod at all, no crash though, but after an
upgrade to metamod 1.10 dev, they work fine with sourcemod 1.4.6.
I take that back, they seemed to work, MM/SM loads, but after a
player joins, the server crashes.
Aaand, a reversal
On 27.10.2012 02:29, Jason wrote:
I heard if you are running gameme stats this can cause problems
too..confirmed for anyone?
Does GameME have their own plugin? Which may incorporate the superlogs
code in some form? (Just a guess, I don't use GameME)
But, disabling superlogs stopped my
On 04.09.2012 06:21, Roman Hatsiev wrote:
It would be really really nice if someone could take a look at this,
L4D2s have been empty for going on 5 days now.
Same here. It appears that current L4D2 version reported by master
server is incorrect.
On Sat, Sep 1, 2012 at 12:55 PM, Erik-jan
On 01.09.2012 11:09, ics wrote:
It's the same as far as i know. As for bad standing, those you have
it, do you run something that causes players to leave on your server?
Could be plugin, could be adds, could be player that is griefing etc.
I have upward fast on mine and standing good even
On 01.09.2012 09:55, Erik-jan Riemers wrote:
According to
https://api.steampowered.com/ISteamApps/UpToDateCheck/v0001/?appid=550ver
sion=2.1.1.0format=xml
The servers are out of date.. but the servers itself still advertise
2.1.1.0 while it wants 2.1.0.1.0.
I have the exact same problem
On 02.09.2012 11:25, ics wrote:
I updated my L4D2 server yesterday, it downloaded an update witn new
binaries. Run with -verify_all and it should be ok.
Already tried that, and it still reports bad_version
/Peter
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On 02.09.2012 12:52, Peter Reinhold wrote:
I updated my L4D2 server yesterday, it downloaded an update witn new
binaries. Run with -verify_all and it should be ok.
Already tried that, and it still reports bad_version
Pulling down a fresh install, still has this in steam.inf
PatchVersion
On 02.09.2012 18:35, StevoTVR wrote:
Did someone else run a server on that IP before you that may have
gotten blacklisted?
No, not to my knowledge. (And, as far as I know, this doesn't play into
the score anyway)
Its not that there aren't players on the server, just that most of the
On 30.08.2012 14:30, Saint K. wrote:
Our MvM servers mostly display downward fast as well, however,
there is no reason for that. Most users complete their game and don't
quit rapidly after joining.
Mine as well.
I can't really remember the formula for how points are added, but I
seem to
On 21.08.2012 03:35, martin v wrote:
It would be so cool if valve would reward all server supervisors with
community item for patience :D
Best idea ever! ;)
/Peter
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As subject, is this at all possible?
I've never been much of a CS player, and I'd rather not have to
purchase the game, just so I can run the server properly, is there a way
to create an identity without having to log in to the server?
/Peter
___
On 17.08.2012 01:14, Ross Bemrose wrote:
Since it has sv_visiblemaxplayers 6, I decided to check the server
console... it reported 22 bots on the server and no players.
Why are the bots sitting there if all the players left?
I had one of those yesterday as well, no players, filled with bots,
On 17.08.2012 02:36, Adam Nowacki wrote:
While this makes it harder to get more than 6 players it is still
possible to connect to that server from console.
I wrote a small sourcemod plugin to reject clients above set limit (6
here).
https://forums.alliedmods.net/showthread.php?t=193143
On 15.08.2012 23:14, Ross Bemrose wrote:
Also, does tf_mm_strict 1 let people who have the server favorited
see it in their favorites list?
tf_mm_strict 1 only accepts traffic from matchmaking, so if people can
see the server in their list is kind of moot.
/Peter
On 17.08.2012 12:20, Saint K. wrote:
We have disabled the scripts performing the stats command (our
server query/monitoring tool and hlstatsx deamon), and everything
seems stable again for now.
The bug is definitely in generating the stats output.
I haven't had any crashes on our regular TF2
On 17.08.2012 13:19, Erik-jan Riemers wrote:
Install something like crashlogger from AM, it can show you how often
your
server restarted out of itself. Most people are not aware of crashes
because the instance restarts. Not saying you dont know ofcourse :)
The servers are all on IRC, when
Just finished setting up 6 MvMs, and I would like to add another,
private, server for friends to play on.
But, during my identity creation on the first 6, I set a password in
the server.cfg (and, verified it via console), but players still joined
directly (strict was off, so I could join
On 16.08.2012 08:45, Erik-jan Riemers wrote:
I still see more then 6 players on the servers (human ones) some
servers
have only 6, but some more. (up to 9 or so)
I think people are connecting via /connect or something and going
above the
6 players which isnt intended.
I saw this as well,
On 16.08.2012 11:23, Erik-jan Riemers wrote:
dont put quickplay on it, then just set sv_password on it..
Ok, so setting quickplay to 2 simply ignores the password .. Well,
makes sense, sort of.
/Peter
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On 16.08.2012 11:37, ics wrote:
too. Though i would prefer to have sv_steamgroup exclusive 1 dfrom
l4d
but it doesn't work with tf2 atm. Then again not as it was in it
I'm hoping this feature will be added soon as well.
/Peter
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On 16.08.2012 12:20, Nathan Wong wrote:
I've mostly eliminated this problem since setting
sv_visiblemaxplayers 6.
I was thinking this as well, and that works? (BOTs don't care about
visible player slots?)
/Peter
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their servers to certain steamgroup. If
you were on official game group, you got 100's of servers to pick
from
and they were not official.
-ics
- Alkuperäinen viesti -
dont put quickplay on it, then just set sv_password on it..
works fine here.
2012/8/16 Peter Reinhold peter_va
On 16.08.2012 16:22, Adam Nowacki wrote:
It's sv_password, password is for clients.
DOH! Holy crap, epic facepalm there ;)
Thanks.
/Peter
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visit:
Does anyone know if it will be possible to set / vote for a difficulty
level in MvM?
Just played my first round (and its great great fun), but, it also
never really felt all that hard. I know you can work on your grades,
but, i'm pretty sure that players are going to wish for more of a
In anticipation of the upcoming MvM, I took it upon myself to install a
new (older) machine to be used to host some MvM servers.
Its a dual Xeon 2ghz machine, Intel S5000PSL motherboard using Centos
6.3 64bit, and since I haven't run anything on this type of CPU before,
I've setup a TF2
On 07.08.2012 19:15, Invalid Protocol wrote:
And net_splitrate and net_splitpacket_maxrate have nothing to do with
how
packets are created, their size etc...
If you know what they do, I am all ears. (And, i'm pretty sure plenty
of others are)
It would seem that there are quite a lot of
Hi all,
I know this has been up before, but since the Pyro update i've had a
rise in comments about lag, and bad/off hit registration from players
that have ping in the 20-30 range.
So, i've ofcourse tried tweaking settings a bit on the servers, trying
to find out what would be causing the
On 05.08.2012 20:53, Russell Smith wrote:
As for the first it looks like you might not have your server
splitting larger packets, what are your settings for the following:
sv_maxrate
sv_minrate
sv_minupdaterate
sv_maxupdaterate
sv_mincmdrate
sv_maxcmdrate
net_splitpacket_maxrate
net_splitrate
On 05.08.2012 21:06, Russell Smith wrote:
I don't know what is recommended but I use:
sv_minrate 5
sv_maxrate 0
sv_minupdaterate 40
sv_maxupdaterate 66
sv_mincmdrate 40
sv_maxcmdrate 66
net_splitpacket_maxrate 10
net_splitrate 2
Thanks for that input, i'll try and change my default
On 05.08.2012 20:56, daniel nilsson jokihao wrote:
I think your value of
sv_mincmdrate
Is to high for some players...
I've run with default values (10) up til now.
How exactly does this value affect players? (I'm guessing its related
to either internet connection or CPU?)
Is there a
On 04.08.2012 01:50, Frank wrote:
This update did NOT fix the sapper causing server crashes - back to
blocking
the sapper.
Do you block this via the mp_tournament_whitelist setting?
And is it enough to block the new sapper? Or do you have to block
both?
How do you get the name of the
On 03.08.2012 01:37, Jon cooney wrote:
its checking the listening state and crashing from server.cfg aswell
here
I can confirm that this is happening for me as well.
/Peter
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On 03.08.2012 08:25, Erik-jan Riemers wrote:
I had to restart them all, then everything was fine.
Now they are all gone again.
account : not logged in (Cannot locate owner's steam account)
Just happened on our servers as well.
/Peter
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On 28.07.2012 08:21, Russell Smith wrote:
normal. Users will see something like this on the net graph in the
more extreme cases:
I haven't had any users running the netgraph command, but I am getting
complaints in chat about lagspikes from time to time, and it has been
more prevalent since
On 28.07.2012 10:29, ics wrote:
If the server is assigned to one core only with taskset, you will see
spikes. I used to have them like that but valve made changes while
back. Now especially on map changes, server can easily chew a lot
more
But, CPU spikes on map change would not give spikes
On 26.07.2012 08:36, Robert Paulson wrote:
I noticed this before the announcement too.
This is a negative change for the players. What happens is that
people
all join at the same time, and the average players leave at about the
same time once they have played about 30-40 minutes. This causes
I just did a restart of one of my TF2s, and it filled up almost
immidiately after coming up, which of course is great.
But, I noticed something a little odd, and hung around for few minutes
to allow people to spawn in completely, and then I took a look at their
pings.
If I remove the few
On 22.07.2012 16:40, Ronny Schedel wrote:
SourceTV isn't working on our DOD:S server anymore. I can see a log
line:
Dropped SourceTV from server (Punting bot, server is hibernating)
If you enabled tf_mm_servermode 1
I've disabled it again, and replay works as before. (Not seeing much
On 21.07.2012 02:35, Fletcher Dunn wrote:
* Set tf_mm_servermode 1 to avoid missing out on any
traffic from the beta matchmaking system.
Is it by design that this disables replay? Or at least, the replay bot
disconnected when I enabled it, and it doesn't seem to come back on when
On 18.07.2012 01:14, Cameron Munroe wrote:
I have AMD and have issues with laggy frames and I have checked the
server and it has the proper frame rates. My client is operating on
220 +/- fps and still having issues. Changed all settings to min. and
still had issues.
I can confirm to that
On 11.07.2012 07:58, Russell Smith wrote:
What is this file? I haven't noticed it before, but it's showing up
in my tf folder. Looks like a log of packet information being sent
to
clients.
I've noticed that file as well, and its gotten pretty large on some of
my TF2s.
(Deleting it
On 19.06.2012 03:47, Invalid Protocol wrote:
But I'm talking about a clean/vanilla server that runs only for few
seconds.
I know that a server may crash during shutdown if runs for few days,
but
except this rare cases I usually didn't had any problems until now.
Probably
This started
On 02.05.2012 22:12, Peter Reinhold wrote:
For anyone interested, I resolved this issue (and it had nothing to do
with Valves backend update, just some really unfortunate timing that led
me to believe that).
Case is, I am running my servers on ESXi5, and all virtual machines
were using
Hi all,
I've brought this up earlier, but have not been able to find a solution
yet.
Last week Valve performed an update on some/all backend servers, and
since then, both my L4D and L4D2 servers have been empty, and I've not
been able to join them, not from a lobby, and not from a direct
except and the
server is not sv_steamgroup_exclusive.
You can do a server search with server browser ingame
(openserverbrowser into server console and click custom tab, then
perform a search) and see if your servers show up on that list. If
they do, you are not banned.
-ics
2.5.2012 13:05, Peter
that there
are other servers running in the same IP-address than your servers?
It
could be a cause if they are truly banned. Are you also certain that
the issue is not within your network?
-ics
2.5.2012 15:25, Peter Reinhold kirjoitti:
On 02.05.2012 11:52, ics wrote:
Thanks, I just tried the serverbrowser
On 25.04.2012 17:14, Peter Reinhold wrote:
Next day, and i'm still seeing this problem, servers are not listed on
frontpage of L4D2, and if I try a connect from console, the server
looks like it initializes the lobby, but then I get a The session is no
longer available and the fork just seems
On 26.04.2012 07:56, Peter Reinhold wrote:
Next day, and i'm still seeing this problem, servers are not listed
on frontpage of L4D2, and if I try a connect from console, the
server looks like it initializes the lobby, but then I get a The
session is no longer available and the fork just seems
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