ia32-libs are simply 32 bit versions of libraries for 64 bit installs.
x86-64 cpus are natively compatible with x86 programs, so all that's
needed are the libraries for them. ARM, however, is architecturally
incompatible with x86, thus, you'd be hard-pressed to find an ia32-libs
package for an
I'm not getting ANY quickplay traffic, which doesn't make any sense. I
added eventmix to my sv_tags, set my mapcyclefile to
mapcycle_halloween.txt, set tf_mm_servermode 1, and am registering just
fine, but I get zero traffic
On 10/27/2012 11:34 AM, Marco Padovan wrote:
Yeah, I also moved the
registered?
On 10/27/2012 8:54 AM, Sazpaimon wrote:
I'm not getting ANY quickplay traffic, which doesn't make any sense.
I added eventmix to my sv_tags, set my mapcyclefile to
mapcycle_halloween.txt, set tf_mm_servermode 1, and am registering
just fine, but I get zero traffic
then pool #2
Il 27/10/2012 17.54, Sazpaimon ha scritto:
I'm not getting ANY quickplay traffic, which doesn't make any sense. I
added eventmix to my sv_tags, set my mapcyclefile to
mapcycle_halloween.txt, set tf_mm_servermode 1, and am registering
just fine, but I get zero traffic
On 10/27/2012 11
I'd also like to know this. I replaced the file and my PvP server didn't
crash, but some people complained about lag. Don't know if it was
related or not.
On 10/27/2012 2:06 PM, Saint K. wrote:
Our MvM servers run off the same directory as the normal servers.
Will this have any negative
Are you using the force holidays SourceMod plugin? If you are and have
tfh_halloween set to 2, it will disable the halloween event and cause
bosses to not spawn.
On 10/28/2012 12:38 AM, Doctor McKay wrote:
I should have mentioned, the server has consistently had 12+ players.
Dr. McKay
Map configs get automatically executed, you don't have to do anything
but create the files.
On 8/23/2012 10:12 PM, Christian Gerbrandt wrote:
Hi all,
We are having fun playing MvM, and have a MvM only server running.
Now I know that you can use the following command on the console to switch
Getting this too. May be due to Valve's tf_mm_strict tomfoolery
On 8/17/2012 7:26 PM, Michael Johansen wrote:
After the latest update my MvM servers are up, and they show like 18+ players,
when there is 2 players. Seems like the query cache or something is weird.
This was already fixed in an update, apparently.
On 7/3/2012 2:54 PM, c0m4r wrote:
There is an exploit in q3 engine named q3dirtrav, which allows players to download any of server files, including server
configuration (server.cfg).Today I found evidence of possible existence of the same
The Steam browser has been Webkit based since Steam has been on Mac.
Where have you been?
On 2/14/2012 9:35 PM, Bruno Garcia wrote:
Especially the In-game Steam browser and In-Game trading being an Internet
Explorer.
*This should be set in an option in-game !*
On Tue, Feb 14, 2012 at 11:04
Since the server actually handles the muting (it decides whether or not
to send voice packets to the client), it can be done with a Sourcemod
plugin. I have written something that hooks into when a client someone
and stopped it from running, so muting is essentially impossible (I have
it
Either someone jumped the gun and flipped on the holiday switch, or
Valve simply isn't going to release new content this year.
Really hoping its the former :(
On 10/21/2011 1:10 AM, ics wrote:
Well obviously someone did something odd because it's all halloween
GUI, halloween taunts on.
-ics
I'm still seeing lots of crashes on my server (lots of exits with No
Steam logon). I just crashed myself trying to join.
Come on Valve :(
On 10/20/2011 8:50 PM, Mart-Jan Reeuwijk wrote:
I'll keep my fingers crossed this is the big fix one that crashed everybody
out
Jason said that this update most likely wouldn't include fixes for us.
On 7/27/2011 5:02 PM, Bajdechi Nightbox Alexandru wrote:
crash fixes ?
2011/7/28 Jason Ruymenjas...@valvesoftware.com
Updates to Team Fortress 2 are now available. The specific changes
include:
- Fixed a Mac client
http://www.x-cult.org/dumps.tar.gz
Here is each dump in my /tmp/dumps folder starting from the 20th. I hope
it helps.
On 7/25/2011 4:15 PM, Fletcher Dunn wrote:
Hey guys,
A status update on the crashes. I have identified what I think are 3 different
problems.
1.) There's a bug in the
http://x-cult.org/dumps.tar.gz
Here are all of my dump files from today and last night. FYI, I'm
running on Gentoo.
On 7/21/2011 4:48 PM, Eric Smith wrote:
We're trying to investigate the crashes Linux servers are experiencing. If you
have .dmp files or details about what might be causing
Also, if it helps, here are some outputs of the resulting core dumps:
http://pastebin.com/mLBWTHdF
http://pastebin.com/LXG63qD1
On 7/21/2011 5:22 PM, Sazpaimon wrote:
http://x-cult.org/dumps.tar.gz
Here are all of my dump files from today and last night. FYI, I'm
running on Gentoo.
On 7/21
Try running without replays enabled, my girlfriend tells me she was only
able to play on servers without replays on (they exist, apparently) tonight.
On 7/20/2011 11:09 PM, Mark Prelesnik wrote:
Ditto, thanks guise.
Restarted as vanilla, minus Metamod et al.
In return, stack trace 3
***
Must be something else, then. If it's any consolation, Valve's servers
seem to be down as a result of this, too.
On 7/20/2011 11:42 PM, 1nsane wrote:
I have replays disabled and got a freeze now.
That's not it.
On Wed, Jul 20, 2011 at 11:37 PM, docdrga...@gmail.com wrote:
Just had a crash
Select the thread that is giving you this output, and run bt -20.
That'll give you the first 20 recorded frames of the core dump for that
thread. See if that contains the infinite loop. If it doesn't decrease
the number to -30, -40, etc.
On 7/18/2011 2:00 AM, E3pO wrote:
I asked you before how you're running gdb but never got an answer.
On 7/17/2011 9:18 PM, E3pO wrote:
For some reason i can not post to this list, keeps saying my message is so
big so i'm starting a new thread.
Core was generated by `./srcds_linux -debug -console -game tf +ip
65.18.168.205
Might not be the right way of running it. I use Nemrun, which saves my
cores in a seperate cores folder, so this is how I run gdb:
gdb srcds_linux cores/tf2_20110711155904.core
From the orangebox directory. If you use srcd_run by itself, just run
gdb srcds_linux corefile also from the
Just to be sure, how are you running gdb? It seems to me like you arent
loading the symbols from the srcds libraries.
On 7/15/2011 3:37 PM, E3pO wrote:
Okay it crashed again and again and again
debug.log
--
CRASH: Fri Jul 15 13:06:37 EDT 2011
To specify, run thread apply all bt in gdb and see what you get.
Thread 0 is always useless in core dumps.
On 7/12/2011 5:32 PM, Tony Paloma wrote:
Any chance you can get a full stack trace? Also, have you tried removing all
plugins (not just the sourcemod plugins as you've done)? Try renaming
For the record, I had an empty server earlier this afternoon (due to
being on a tf2ware map all last night), and after switching to
pl_goldrush, the server filled up within minutes.
On 7/10/2011 12:57 PM, Saint K. wrote:
Maybe it's because the initial peak of 100.000 concurrent players has
I believe it simply does not send you any quickplay traffic. I have
TF2Ware on my stock rotation server, and occasionally people nominate
it. Once that's done and we move on to a stock map, quickplay traffic
comes flooding in.
On 7/10/2011 7:03 PM, msleeper wrote:
Also, what exactly is the
Run it with -debug and post a backtrace
On 7/8/2011 7:09 PM, Juan Camilo Daza Devia wrote:
Good day,
Excuseme for my english.. Is my second post.
Please i need your help with my dedicated server.
The server runing 32 Slots and classic CS 1.6 but.. in momments the server
is crashed but the
Valve should take note ;)
On 7/2/2011 2:33 PM, Steven Hartland wrote:
Don't know about apologies, I think the dedication to release a patch on
Saturday deserves a thank you :)
Regards
Steve
- Original Message - From: Dayle Flowers
da...@tripwireinteractive.com
We apologize
They doubled it when cp_steel broke. I think it's in 2048 now. I think
that'll keep us safe for a little while.
On 5/6/2011 10:24 PM, Brian Simon wrote:
Actually, adding more hats to the game means more models the clients have to
precache, and thus the less models mods and maps can use. Hats
Since this update, it seems the modelprecache table is now full on
certain official maps. Just try and load cp_steel and you'll see your
server crash due to a full table.
On 12/17/2010 8:55 PM, Jason Ruymen wrote:
Required updates to Counter-Strike: Source, Day of Defeat: Source, Half-Life 2:
30 matches
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