To my knowledge lorph, this has never been fixed. Didn't Didrole show all
they had to do was that bit in? I seem to remember Fletcher uploading
some crippled steamclient to a webserver, but that's it.
Kyle.
On 23 Jun 2014 22:44, Rodrigo Peña yo@korrupzion.com wrote:
The best solution would
24, 2014 6:15 AM
To: Half-Life dedicated Linux server mailing list
Cc: Fletcher Dunn; Eric Smith
Subject: Re: [hlds_linux] Was the multi-ip bug ever fixed?
To my knowledge lorph, this has never been fixed. Didn't Didrole show all they
had to do was that bit in? I seem to remember Fletcher
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Was the multi-ip bug ever fixed?
The steamclient.so that is shipping with the server should never use TCP to
talk to Steam, even if UDP fails. The TCP channel was the one that did not
respect the -steamport argument; UDP
As far as I'm aware, it was fixed.
On 24 June 2014 02:42, Bottiger bottige...@gmail.com wrote:
Was the multi-ip server bug was ever fixed.
If you don't remember what it was, servers with multiple ips that lost
connection to steam would try to reconnect using the first IP instead
of using
Did you test this or did you just not see it happen anymore?
I don't remember seeing a patch note on this. There was a custom
binary released by Fletcher Dunn here and people said a month later
that it still wasn't released as part of an official patch.
On Mon, Jun 23, 2014 at 8:27 PM, Nomaan
The best solution would be that valve let us set the IPs being used for
connection to different servers, and to set the public IP manually as
well (we would like to isolate steam connection in a separate IP from
game server public address for performance purposes, and to avoid ddos
attack to bring
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