http://store.steampowered.com/news/4954/
On Wed, Feb 2, 2011 at 11:56 AM, Eric Riemers riem...@binkey.nl wrote:
And the one for l4d too, must be that fix for server crashes is what i was
trying to say the mail before ;-)
-Original Message-
From:
.dem I think
On Fri, May 6, 2011 at 2:24 PM, Jeff Sugar jeffsu...@gmail.com wrote:
I'm trying to setup the replays right now, and I'm stuck on whitelisting
the
filetypes that people can download, as I don't know the replays' filetypes.
I got the rest to report no errors, but until I do this,
Or just kick or ban those with a backpack capacity of 50. Premium users get
300-1000 depending on how many Backpack Expanders they use.
On Fri, Jun 24, 2011 at 3:53 PM, Amer stalker...@gmail.com wrote:
I highly doubt valve is going to add this cvar since it defeats the purpose
of making tf2
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
See Milton's email.
On 27/07/2011, at 10:06 PM, Andres Pozos wrote:
As far as i remember valve use slackware.
Our community has had an interesting journey with CentOS. We would
not recommend it, but it can be done. We now have 6 24-slot TF2
servers quite smoothly now on a socket C32
I've suggested a public tracker for issues before and gotten no response at all.
On 28/07/2011, at 12:34 PM, John Schoenick wrote:
Better Idea:
Setup a valve-hosted bugzilla for server issues that's invite-only (to keep
plebeians/idiots/most-of-the-people-on-this-list out) so these
Last I checked Steam Friends will show the IP of the server as you connect to
it, not as the server advertises it.
If you're behind the same NAT as the server, then the local IP will be shown.
If you connect to the server from the public IP, the public IP will be shown.
Does that help at all?
https://twitter.com/steam_support/status/147027038228848640
On 15/12/2011, at 7:35 AM, Chris Boot wrote:
Hi,
Yep, the whole of Steam seems to have gone titsup. Way to go Valve! :-/
Don't get me wrong, I love Steam and I love Valve. Just these 'episodes' are
far too frequent and far too
Looks like?
http://store.steampowered.com/news/7134/
On 11/01/2012, at 11:31 AM, Richard Eid wrote:
FYI: https://twitter.com/#!/l4ddev/statuses/156891109715476480
-Richard Eid
On Sat, Jan 7, 2012 at 3:08 AM, Amer
http://api.steampowered.com/ISteamApps/UpToDateCheck/v1/?appid=appidversion=current
version
On 17/02/2012, at 12:40 PM, E3pO wrote:
I'm working on a server manager for windows that allows me to control all
my srcds servers from one application. It keeps track of their
responsiveness and
While I'm not sure what the error is exactly based on what you pasted into the
first email, make sure you have a MIME mapping set in IIS for the file
extensions the replay system uses.
On 02/03/2012, at 4:26 PM, Cameron Munroe cmun...@cameronmunroe.com wrote:
Here is an example of how
http://blog.counter-strike.net/index.php/2012/04/step-6238-server-browser/
On 16/04/2012, at 2:03 PM, Kip Kinnunen wrote:
I have access to CS:GO, I've tried running a listen server before
testing this, but my listen server wouldn't update to the master list.
So I decided to try and run a
If you're referring to the client error Couldn't CRC map_name_here, then
that's a known bug since Source launched for the Mac and hasn't been fixed.
I've tried and tried but haven't been able to come up with a reproducible case.
Last I checked, sometimes the Source client makes a request that
Entering via the survey is by no means a guarantee of beta participation.
On 12/05/2012, at 8:36 PM, Ronny Schedel wrote:
Okay, thanks, I did. How long does it take until I get the activation of CS
GO?
-Ursprüngliche Nachricht- From: Qassim Farid
Sent: Saturday, May 12, 2012 12:23
For me:
login username
then entering my password just hangs.
login username password
results in account logon denied, but sends me a Steam Guard email. Not very
informative.
login username password guardcode
lets me in, then afterwards
login username password
works fine.
On 12/05/2012,
Of course the crash is in the crash handler, it catches, handles, then
rethrows. You'll need to examine the other threads to figure out which one
actually crashed.
Unless it was legitimately a crash in Breakpad, but I haven't seen one of those
yet.
On 21/08/2012, at 8:59 PM, Saul Rennison
You've had almost three weeks to beta-test the update and you wait until now to
report issues and complain?
On 15/02/2013, at 12:47 PM, Ejziponken - sza...@hotmail.com wrote:
I have spent six hours reading and helping players in
three different forums and on IRC now regarding this latest
http://xkcd.com/1172/ ?
On 15/02/2013, at 3:56 PM, Gordon Reynolds thisisgordonsem...@gmail.com wrote:
I think I literally just read an XKCD that sounds a lot like this thread.
On Thu, Feb 14, 2013 at 8:43 PM, Collin Howard my_azz...@yahoo.com wrote:
LOL, valve recently messed up CSGO
so that they system
will check for those files exclusively instead of asking for .ext.bz2
and then .ext upon the fastdownload server, which creates an extra cost
against the webserver
Or, you know, it could use Accept-Encoding and Content-Encoding.
I just checked CS:GO and Steam.inf + ISteamApps UpToDateCheck seems to be fine
for that.
What do you mean by unreliable?
On 11/03/2013, at 8:19 PM, Jesse Molina je...@opendreams.net wrote:
On this subject, is there any way to determine the local version of the
installed srcds server? I
It doesn't appear to be documented, but from my testing it seems that any flags
(including -k key and -K key) must be _before_ the commands ('a',
'checksig', etc.)
e.g.
vpk -k pubkey checksig my.vpk -- good
vpk checksig -k pubkey my.vpk -- bad
vpk checksig my.vpk -k pubkey -- bad
On
Try: vpk -M -K my.privatekey.vdf myfolder
On 22/03/2013, at 11:26 AM, GREFFIER Jonathan centaureo...@orange.fr wrote:
I try : vpk -k my.publickey.vdf checksig my_dir.vpk = KO
ERROR: NOT SIGNED
The VPK does not contain a signature.
To build VPK I did : vpk myfolder
I do not
So add it in :P
vpk.exe's self-help contains the commands you need.
On 25/04/2013, at 3:18 PM, DontWannaName! ad...@topnotchclan.com wrote:
It appears that the wiki page with this is missing the signing information:
https://developer.valvesoftware.com/wiki/VPK
On Thu, Mar 21, 2013 at
You can get Steam's install path from the Registry, then read
PATH_TO_STEAM\config\config.vdf to get TF2's installation directory.
On 01/05/2013, at 12:03 PM, pilger pilger...@gmail.com wrote:
Oh. That will be tricky. Maybe I'll have to get back to the old method of
retrieving install folder
IIRC Fletcher said that the VPK files would be downloaded, but they wouldn't be
added to the clients' search path.
On 02/05/2013, at 7:47 PM, Paweł Jastrzębski paw...@vulturis.eu wrote:
Hello,
Can maps/*_particles.txt and particles/* (Not models/particles/*) files
be part of VPK file
I thought that was only post-Left4Dead that games were treated individually,
but previous games such as those you listed were still in groups. When did the
change to individual-game bans include pre-Left4Dead Source games?
On 27/05/2013, at 10:18 PM, ics i...@ics-base.net wrote:
Yes. If you
items.
On Mon, May 27, 2013 at 5:05 PM, Netshroud netshr...@gmail.com wrote:
I thought that was only post-Left4Dead that games were treated
individually, but previous games such as those you listed were still in
groups. When did the change to individual-game bans include pre-Left4Dead
Is over a week ago a valid answer?
http://store.steampowered.com/news/10962/
On 07/07/2013, at 2:13 PM, Huiren Woo giantcra...@gmail.com wrote:
Hey guys,
SteamPipe update has been applied to many games.
I just wonder when will Valve fix SourceSDK for SteamPipe?
Currently, I link my
Wasn't that LZMA compression (not BZip2) for the regular client server
packets?
On 10/07/2013, at 12:31 AM, ics i...@ics-base.net wrote:
There was some talk about compression during mid may here on the list, either
this one or the windows one. It was related to lag spikes servers had.
Well what does 64-bit actually offer srcds, apart from not having to
install/load the 32-bit libraries?
On 16/07/2013, at 6:14 PM, Ryan Walmsley ryant...@gmail.com wrote:
Hi, there has been a question which I have been wondering about for a while.
Why don't valve compile a native 64 Bit
x32?
On 16/07/2013, at 7:25 PM, Kyle Sanderson kyle.l...@gmail.com wrote:
On Tue, Jul 16, 2013 at 2:00 AM, Saul Rennison saul.renni...@gmail.com
wrote:
but srcds should never take over 3GB
of memory anyway.
ha..ha...ha
They tried this in the past (like 6 years ago), the binaries
I’d wager that it’s to stop people obnoxiously abusing the MOTD and Valve’s own
customers, and may be re-evaluated at some future time.
Remember that users aren’t just your server’s clients, but they’re Valve’s
customers. If you abuse the crap out of hosting, you make Valve look bad too.
On 8
https://developer.valvesoftware.com/wiki/SteamCMD#Supported_Servers
Either 205 or 244310 depending on the engine version the mod uses AFAIK.
On 6 Dec 2013, at 5:13 pm, Weasels Lair wea...@weaselslair.com wrote:
Trying to setup a new dedicated server for a mod that uses the orangebox
engine.
It’s not plugin-related, it’s part of Steam. Steam (steamclient.dll/.dylib/.so)
spins up an HTTPS server that listens on port 27037.
There’s nothing you can do with it right now, it’s only effective in Big
Picture mode - something steamcmd does not have.
On 6 Jul 2014, at 10:02 pm, Rick Dunn
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