Really? FPS are just in your head. Simply one more thing to get money
from you for hosters.
2011/7/19 hlds_linux-requ...@list.valvesoftware.com:
Message: 5
Date: Tue, 19 Jul 2011 08:30:46 +0300
From: Anthony Stoyanov a...@gaming.bg
To: hlds_linux@list.valvesoftware.com
Subject: Re:
Will. Combine the file parts in order to generate the .dem file.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter
Reinhold
Sent: Monday, July 18, 2011 10:48 PM
To: Half-Life dedicated Linux server
Yes, because mp32 is not broken enough in TF2. The game is designed for 24
players and mp32 is enough blasphemy. I've seen ONE server where this works
(no idea if it is intentional) and that's ICS:s peliburkki custom server
with mp30 and HUGE custom payload maps. Brilliant fun. Valve maps are
It would be pretty cool to remove the limit all together (On every
game)... Have server owners decide what they'd like to have and run
mods based on that.
Customization is what makes games fun.
Kyle.
2011/7/18 Björn Rohlén bjorn.roh...@gmail.com:
Yes, because mp32 is not broken enough in TF2.
On Mon, 18 Jul 2011 23:27:44 -0700, Tony Paloma wrote:
Will. Combine the file parts in order to generate the .dem file.
Super, thanks for the answer :)
/Peter
___
To unsubscribe, edit your list preferences, or view the list archives, please
Its redundant. Yes.
Hmm is the part files named by player and date and time or similar?
On 19 Jul 2011 09:36, Peter Reinhold peter_va...@reinhold.dk wrote:
On Mon, 18 Jul 2011 23:27:44 -0700, Tony Paloma wrote:
Will. Combine the file parts in order to generate the .dem file.
Super, thanks
On Mon, 18 Jul 2011 23:27:44 -0700, Tony Paloma wrote:
Will. Combine the file parts in order to generate the .dem file.
I can't get this to work, i've tried both with and without the .dmx
file, and TF2 tells me
--
] playdemo demofile.dem
demofile.dem has invalid demo header ID.
Failed to
On Tue, 19 Jul 2011 11:08:01 +0200, daniel jokiaho wrote:
Hmm is the part files named by player and date and time or similar?
Block files are named after date-starttime-map, for example
20110719-120352-pl_badwater_part_0.block
/P
Default GDServers (Hardcoded in the client) :
72.165.61.189:27030 ( gds1.steampowered.com )
72.165.61.190:27030 ( gds2.steampowered.com )
69.28.151.178:27038
69.28.153.82:27038
87.248.196.194:27038
68.142.72.250:27038
Additional GDServers (Grabbed from a GDServer) :
Sweet!
Not sure how you figured all this out, but I'm going to try it right away!
Saint K.
From: hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Didrole
[didr...@gmail.com]
Sent: 19 July 2011 12:17
To:
All my log files are empty for some reason after crashing? Ill make sure
logging is working right tomorrow...
Crashing over and over and over
http://www.lowlagfrag.com/outgdb.txt
What is the difference between cvars sv_allowdownload and sv_allow_dlfile ?
Thanks.
On 18 July 2011 23:43, Alfred Reynolds alf...@valvesoftware.com wrote:
We have released an update to the beta, run the hldsupdatetool with -beta
hlbeta to get this update. Changes for this update are:
-
Have you the old vphysic.so file that valve have replaced for a while ago?
Try to use -verify_all in update process.
On 19 Jul 2011 11:43, E3pO e...@wmclan.net wrote:
All my log files are empty for some reason after crashing? Ill make sure
logging is working right tomorrow...
Crashing over and
http://stats.lethal-zone.eu/show_graph.php?type=0width=1920height=1080game=tf2allserver_id=66bgcolor=282828color=FFrange=1
I even have it in the middle of the night with no players on it.
Still need to look closer at the plugins since there where some other folks
on the list that have no
Setting sv_allowdownload to 0 will prevent all downloads, setting
sv_allow_dlfile will allow http (sv_downloadurl) downloads still but not server
direct ones.
- Alfred
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
Hello.
From my point of view, this would be bad thing. Some time ago I've
made several blind tests with my semi-pro friend, in most cases they
prefer 1000 fps config, describing it as more smooth
In same way I tests pingboost settings and in this case not users, nor me, find
any
differences
On 07/19/2011 02:17 AM, Peter Reinhold wrote:
On Mon, 18 Jul 2011 23:27:44 -0700, Tony Paloma wrote:
Will. Combine the file parts in order to generate the .dem file.
I can't get this to work, i've tried both with and without the .dmx
file, and TF2 tells me
--
] playdemo demofile.dem
Does your semi-pro friend work for any GSP? He surely doesn't want to loose
money.
2011/7/19 px p...@i.kiev.ua
Hello.
From my point of view, this would be bad thing. Some time ago I've
made several blind tests with my semi-pro friend, in most cases they
prefer 1000 fps config,
I have the server updated to latest beta but cvar sv_allow_dlfile doesn't
seem to be recognized:
Console output:
(...) Protocol version 48
Exe version 1.1.2.6/Stdio (cstrike)
Exe build: 14:59:59 Jul 18 2011 (5369) (...)
sv_allow_dlfile
sv_allowdownload
sv_allowdownload is 1
sv_downloadurl
Somebody from Valve can respond to my request please ?
regards
2011/7/19 Kyle Sanderson kyle.l...@gmail.com
It would be pretty cool to remove the limit all together (On every
game)... Have server owners decide what they'd like to have and run
mods based on that.
Customization is what makes
They probably aren't going to do it, it has wider implications and
isn't something they can just switch and be done with :(
On Tue, Jul 19, 2011 at 1:25 PM, Loïc PERY louloubi...@gmail.com wrote:
Somebody from Valve can respond to my request please ?
regards
2011/7/19 Kyle Sanderson
Maybe, but a response is the minimum with the reason for yes or no.
regards
2011/7/19 doc drga...@gmail.com
They probably aren't going to do it, it has wider implications and
isn't something they can just switch and be done with :(
On Tue, Jul 19, 2011 at 1:25 PM, Loïc PERY
Hi:
Since the source engine migration to orangebox las year i noticed that
with each update the engine take more and more resources. A server
with more than 20 slots take ALL resources availables.
My server:
Intel(R) Xeon(R) CPU X3220 @ 2.40GHz 8 cores
8GB RAM
Cpu(s): 90.4%us,
Hi:
Since the source engine migration to orangebox las year i noticed that
with each update the engine take more and more resources. A server with
more than 20 slots take ALL resources availables.
My server:
Intel(R) Xeon(R) CPU X3220 @ 2.40GHz 8 cores
8GB RAM
Cpu(s): 90.4%us,
X3220 is a 4 core CPU. First one of the quad core versions.
OrangeBox utilize only one core, so basically you are using
only 2.4GHz of all available. Try using the 100Hz kernel.
On Wed, 20 Jul 2011 00:27:07 +0300, Andres Pozos javato...@yahoo.es
wrote:
Hi:
Since the source engine migration
Valve have already given an official stance on this in the past with the
answer NO and they gave a reason for why they said NO, it has been repeated
in this thread -- what more can you ask for?
-The G
On Tue, Jul 19, 2011 at 11:11 PM, Loïc PERY louloubi...@gmail.com wrote:
Maybe, but a
Our 32x servers require a dedicated core of a i7 2.8GHz each to maintain
66 update rate, and even then they drop into the 40s in times of high
action. Orangebox's server code is simply not very optimized. Valve
updating their compilers to use SSE3/4 instructions and tree
vectorization might
We've all in the same boat. There's not much you can do without
Valve's assistance, no one seems interested in helping. Both Movement
and Registration have gone to hell since the EP1 - OB swap. I'm
constantly getting stuck in walls, Hitboxes are not lining up with
models. We're running on a
And in this case, one really CAN question why this is so. I remember when
moving from Q3F/ETF (quake3/enemy territory based TeamFortress) to HL/SRC. I
had 2x24 servers on ONE p4-3ghz and 4gb ram and while both pubs were full
and packed with action, that ONE cpu would chew up ~85% cpu. Now, source
I could try and fish up the post where they said no but it's been said
and stated before, they aren't going to raise the cap. Are there no
third party mods that let you lift the cap?
On Tue, Jul 19, 2011 at 2:11 PM, Loïc PERY louloubi...@gmail.com wrote:
Maybe, but a response is the minimum with
There's one but as far as I know it no longer functions.
http://sourceop.com/modules.php?name=Downloadsd_op=viewdownloadcid=4
On Tue, Jul 19, 2011 at 3:09 PM, doc drga...@gmail.com wrote:
I could try and fish up the post where they said no but it's been said
and stated before, they aren't
I remember that HL2DM was the source of getting over 24 players on TF2
with binary hack in thefirst place when it came out, way before Valve
officially allowed more than 24 players. So HL2DM used to be able to run
32 slots, but i guess its back after OrangeBox change or some other
update
the code is clear in hl2mp_gameinterface.cpp ...
void CServerGameClients::GetPlayerLimits( int minplayers, int maxplayers,
int defaultMaxPlayers ) const
{
minplayers = defaultMaxPlayers = 2;
maxplayers = 16;
}
2011/7/20 ics i...@ics-base.net
I remember that HL2DM was the
The engine was originally compiled for 32 slots, but maxplayers was
limited to 24. DF's plugin simply removed the maxplayers cap, letting
you use all 32 slots. A while back they bumped it to 33 slots ( to
accommodate 32+sourcetv/replay ) and it's been like that ever since.
They removed the 24x
This function caps the -maxplayers value, the actual max amount of slots
the server (and client) can handle is some #define somewhere
- Neph
On 07/19/2011 03:29 PM, Loïc PERY wrote:
the code is clear in hl2mp_gameinterface.cpp ...
void CServerGameClients::GetPlayerLimits( int
Just looking through the Alien Swarm base (I don't have the 2007 code
immediately accessible), it looks like 32 is hardcoded into a bunch of
places, but then there's this:
// This is the max # of players the engine can handle
// Note, must be power of 2
#define ABSOLUTE_PLAYER_LIMIT 64
#define
As a side note, I performed an experiment where I put two 24 player
quickplay servers up on a P4 with 2 gigs of RAM, and there was no
problems running it and the gameplay didn't have any noticeable
latency. So, food for thought.
2011/7/19 Björn Rohlén bjorn.roh...@gmail.com:
And in this case,
Speaking of other places that the player count may be relevant, the TF2
vote system uses client index 99 to represent the server as the caller
of a vote, specifically in the VoteStart usermessage.
I did a bunch of reverse engineering of the messages and events that the
votes use, more
I don't know if this applies to all bots, but when doing some research
into the TF2 voting system, I noticed that it was sending votes to 12
clients that were connected.
The problem is that there were only 11 clients and the replay bot on at
the time. I assume it sent the vote to the bot as
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