Not that I'm aware of, but it's supposed to happen if they're using the
same Steam account.
On 12/19/2009 1:32 PM, Daniel Vogel wrote:
So, I noticed that if two or more people connect from the same IP only one
of them can connect to the Team Fortress 2 servers of mine. Is this supposed
to
On 1/1/2010 5:25 PM, Oliver Salzburg wrote:
On 2009-12-31 21:47, Bryn Moslow wrote:
Hi Oliver,
You sent the below message to h...@list.valvesoftware.com. You are not
currently a member of that list (at least oliversalzb...@web.de is not) so
the rejection message is accurate. I even
Steam's servers have scheduled downtime from around 6pm to 9pm PST
tonight. It's currently 8pm PST, so we have an hour or so left in the
scheduled downtime.
On 2/4/2010 10:57 PM, David Banham wrote:
Is anyone else having issues getting a VAC connection after the update?
Adding master server
'Team Fortress 2 Content' version 135 is the latest.
On 2/23/2010 8:19 PM, Schlup wrote:
What is the current version...this is what I have...
Checking bootstrapper version ...
Updating Installation
Checking/Installing 'Team Fortress 2 Content' version 135
Checking/Installing 'Team
I administer TF2 servers on two different boxes on two different
networks in different data centers.
Since sometime yesterday, I am seeing messages like these on both servers:
A2C_PRINT from 68.142.72.250:27011 :
No challenge for your address.
A2C_PRINT from 72.165.61.136:27014 :
No challenge
Counter-Strike + Counter-Strike: Condition Zero is $9.99 USD on Steam.
It also has two other bundles:
Counter-Strike 1 Anthology for $14.99. Includes: Counter-Strike, Day
of Defeat, Deathmatch Classic, Ricochet, Counter-Strike: Condition Zero.
Counter-Strike Complete for $29.99. Includes:
This line in the startup log disturbs me:
No scripts/items/items_game file found. May be unable to create items.
Unfortunately, I'm not sure exactly what it means and don't have access
to a server to poke around its files.
On 4/6/2010 2:29 PM, Daniel Vogel wrote:
I'm experiencing a really
Is there any way to change which download servers our hlds steam
installation uses?
Because frankly, the ones my servers use now SUCK. I have to run the
update command 2 dozen or so times for it to actually grab all the files
it needs.
P.S. The Retrying in 30 seconds. . . message is more
I had to keep rerunning the updater with -verify_all until it finally
finished Checking/Installing 'left 4 dead 2 common' version 23 and
Checking/Installing 'left 4 dead 2 linux dedicated server' version 18
On 4/23/2010 10:46 PM, Sydney Johnston wrote:
My server keeps crashing after this
Medals are apparently bugged right now. I have a bronze medal saying I
was hired in March 2009, but I started playing at least a year before
that (which is in the silver or gold medal range).
On 4/29/2010 10:46 PM, Jason Ruymen wrote:
A required update for Team Fortress 2 is now available.
Updating 'Team Fortress 2 Materials' from version 54 to version 55
The Team Fortress 2 Materials package update did not install any files.
Is this intentional or a bug?
The OB Linux Dedicated Server package installed updated files correctly,
though.
On 4/30/2010 8:54 PM, Jason Ruymen wrote:
...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Friday, April 30, 2010 6:24 PM
To: Jason Ruymen
Cc: 'h...@list.valvesoftware.com'; 'Half-Life dedicated Linux server mailing
list'
Subject: Re: [hlds_linux] [hlds_announce] Team Fortress 2 Update Available
Updating 'Team Fortress 2 Materials
Is it possible to select a Steam mirror for the linux client? Whichever
one is the default is exceedingly slow.
--
R. Bemrose
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visit:
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Wednesday, May 05, 2010 6:21 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Steam mirror selection
Is it possible to select a Steam mirror for the linux client? Whichever
one
Checking/Installing 'Linux Source HLDS' version 98
This is the wrong dedicated server version. TF2 uses the OC Linux Dedicated
Server package now.. For TF2, your packages should be:
Checking/Installing 'Team Fortress 2 Content' version 144
Checking/Installing 'Team Fortress 2 Materials'
An optional update for Team Fortress 2 and Day of Defeat: Source is
available. Please run hldsupdatetool to receive the update. The
specific changes include:
Team Fortress 2 and Day of Defeat: Source
- Fixed an issue where Linux dedicated servers would not automatically
retrieve master
All the Orange Box games got updated today.
The patch notes from the other 4 games are:
Updates to Portal, Half-Life 2, Half-Life 2: Episode One and Half-Life
2: Episode Two have been released. The updates will be applied
automatically when your Steam client is restarted. The major changes
That's what I took it to mean. I also warned some of my friends who
play a lot of CS:S that this might happen next week.
On 6/17/2010 6:16 PM, ics wrote:
Most likely beta goes live next week on both PC and Mac.
-ics
18.6.2010 1:02, Marcel kirjoitti:
Hey,
will the mac css version be
And for those of us who don't play Zombies: Reloaded?
On 6/18/2010 6:28 PM, Kyle Sanderson wrote:
Of course not.
http://forums.alliedmods.net/showpost.php?p=1210610postcount=39
Thanks,
Kyle.
On Thu, Jun 17, 2010 at 8:01 PM, 1nsane1nsane...@gmail.com wrote:
Hah, don't you think the
I don't know about the engine itself, but SourceMod seems OK with
symlinked directories and files, and its an addon.
As for the server itself, I just have the same binaries running two TF2
servers and an L4D2 server without any issues.
On 6/21/2010 1:36 PM, Allan Button wrote:
I would
Because of sv_pure. Specifically, sv_pure 2 requires that all client
files match the versions on the server.
sv_pure 1 uses a whitelist instead, but anything on it set to from_steam
(I think) needs a copy on the server.
On 6/25/2010 9:29 PM, Harry Strongburg wrote:
This is probably a nooby
I can't say about a performance drop, but gameplay definitely changes
between 24 and 32 players.
Then again, I play Spy a lot, and it's a lot harder to get behind enemy
lines when there's more enemies.
On 7/2/2010 6:37 PM, Craig H wrote:
TF2 was budgeted for 24 players, after that
In my experience, Steam updates on Linux are not stable enough to let
it auto-update. Steam skips a package if it doesn't manage to download
said package in so many tries. I've had it happen far too often on TF2
where it will update one package but skip another, leaving the server in
an
I'm not sure if other people are experiencing this or not, but ever
since Thursday or so, I've been having routing problems between my
location (mid-Michigan on BroadStripe cable) and areas in the western
US. My ISP currently routes through Level 3 Internet.
Who knows, maybe it's my ISP,
It's still annoying to have to do that, though.
It's a recent development, before it would at least make a backup before
overwriting.
On 7/30/2010 7:34 PM, ics wrote:
Put this line in your server.cfg: motdfile somefile.txt
where the somefile.txt is your motd. Then it won't get overwritten
er... I'm only showing OB Linux Dedicated Server as being version 62
(from version 61 earlier this week). How'd you manage to get version 63?
On 9/2/2010 6:27 PM, Lane Eckley wrote:
Checking bootstrapper version ...
Updating Installation
Updating 'Team Fortress 2 Content' from version 168 to
The version number should be 1.1.0.7.
On 9/10/2010 6:40 PM, D3vilfish - Simiancage.org wrote:
Ok second restart and now showing 1.0.7.0
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent:
The waiting is done, Valve already pushed a new release, version 1.1.0.7.
On 9/10/2010 6:43 PM, Nic Haney wrote:
Is there a way to manually fix this or will we just having to play the
waiting game?
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Yes, the Base Source sets were updated back when HL2 came out on Mac.
I think that was in mid-May.
I don't think anyone on this list ever figured out why they added 500MB
or so of sounds that we'll never use.
For reference, Team Fortress 2 and Counter-Strike Source have the same
problem.
For whatever reason, this update is 3.5GB. It appears that files from
the original game are being updated in addition to new files from the
DLC being downloaded.
On 10/5/2010 2:19 PM, Chris Boot wrote:
Yep,
Once again I'm set aghast in amazement how well Valve have handled the
updates.
I don't know about Left 4 Dead, but Left 4 Dead 2 got hit with a
second update... I restarted my server after seeing
MasterServerRestartRequired messages and now my left 4 dead 2 common
package is updating.
On 10/5/2010 4:14 PM, ics wrote:
So, anyone has managed to get linux servers
Since this update, my loadout/backpack has been randomly going out on
me, despite everyone else on the same server (MY server) still having
theirs.
A moment ago, my backpack was showing up as completely empty.
Is anyone else experiencing this problem?
On 10/6/2010 6:02 PM, Jason Ruymen
I just had a TF2 client update, and it appears that there has also
been an update to the 'Team Fortress 2 Content' package on the server
side that updates the following files:
26.95% downloading /home/ocremix/highlander/orangebox/tf/bin/server.dll
68.78% downloading
I'm not seeing one today:
Checking/Installing 'left 4 dead 2 common' version 61
Checking/Installing 'left 4 dead 2 linux dedicated server' version 46
Checking/Installing 'Left 4 Dead 2 Add-on Support' version 6
HLDS installation up to date
Yesterday there was one, just like every
I don't know if Jason Ruymen has been out sick or on vacation, but both
Left 4 Dead 2 and Team Fortress 2 have had updates in the past few hours.
L4D2 update notes:
Updates to Left 4 Dead 2 have been released. The updates will be applied
automatically when your Steam client is restarted. The
. I think these
were both client-only updates, so there was no need for a post to the
mailing list.
On 10/20/2010 05:45 PM, Ross Bemrose wrote:
I don't know if Jason Ruymen has been out sick or on vacation, but both
Left 4 Dead 2 and Team Fortress 2 have had updates in the past few
hours
Updates to Left 4 Dead 2 have been released. The updates will be applied
automatically when your Steam client is restarted. The major changes
include:
Left 4 Dead 2
- Fixed versus servers sometimes shutting down before both teams have
fully connected
No post from Jason Ruymen about this
These DataTable errors only appear to occur on the new maps on my
server... well, on cp_manor_event anyway. I haven't checked cp_mountainlab.
On 10/31/2010 3:44 PM, Marco Padovan wrote:
I'm getting a load of
DataTable warning: player: Out-of-range value (359.00) in
SendPropFloat
I can't tell, because in the past 15 minutes since I started the
updater, nothing has actually updated. (It seems like this happens
during every required update)
However, it could be that the installation didn't complete. I'd retry
it if I were you, possibly including -verify_all
On
It appears to be using the wrong server package. 'Linux Source HLDS' is no
longer used. Instead, we're up to 'OB Linux Dedicated Server' version 70.
You might want to remove InstallRecord.blob and run the steam updater again
to see if that corrects the problem.
On Wed, Nov 10, 2010 at 6:49
On 12/17/2010 2:11 PM, PharaohsPaw wrote:
Left 4 Dead 2
yep just saw all my l4d2 servers (which i've not modded to use nemrun yet)
spamming:
MasterRequestRestart
Your server will be restarted on map change.
MasterRequestRestart
Your server will be restarted on map change.
MasterRequestRestart
Hi Mark,
For whatever reason, Steam is installing the wrong server package for
you. When I install or update it, I get the following:
gameser...@www:~$ ./steam -command update -game killingfloor -dir
./killingfloor
Checking bootstrapper version ...
Updating Installation
We're running Debian Lenny on our TF2 servers, so I know the steam
update tool works.
First... er... probably not a good idea to run the installer as root.
Second, if you're running a 64-bit version of Lenny, make sure you have
the ia32-libs package installed from the Debian repository.
On
Does anyone know what happened to the MetaMod and SourceMod sites? I
tried to go there yesterday, and the sites (as well as Allied Modders)
appear to be down. I suspected for some time that all 3 sites were
actually on the same machine...
And it's not just me either:
I'm not seeing Bad challenge messages on either of my servers. Both
have SourceTV running.
Bad challenge usually means that you've been disconnected from the Steam
master servers (or is it just the TF2 item servers?) for whatever reason.
I seem to recall there's a server command to force a
Your sources list is incomplete.
updates and volatile alone aren't the complete debian system. You also
need the main debian repository.
That would be something like
deb http://ftp.us.debian.org/debian/ lenny main contrib non-free
deb-src http://ftp.us.debian.org/debian/ lenny main contrib
I always update my servers if I see a client update.
Today's update updated just one file on the server side: engine.so in
the OB Linux Dedicated Server package.
Does the fact that it's engine.so mean this is a required server update?
___
To
I have no problem connecting to one of my servers (red.ocrtf2.com:27015)
post-update.
However, my servers aren't being DoSed either...
On 1/27/2011 6:17 PM, Arie wrote:
Well, the new update seems to be effective at blocking the DoS attacks.
Too effective even, because after an attack it
Which map does this happen on?
This is (sadly) normal on cp_manor_event.
On 2/3/2011 7:04 PM, gamead...@127001.org wrote:
Hi,
I’ve not seen an update message for today, but there was one, and this is in
our logs:
L 02/04/2011 - 00:01:34: [FSE] Hildreth's Will
As far as I know, Valve has already bumped up the number of dynamic
entities the engine supported once (Fixed an engine crash caused by too
many precached models in some community maps.). This was because after
the Australian Christmas update, cp_steel (shipped with the game)
crashed the
Hi guys,
I saw that the today's Steam client update introduced the SILK audio
codec to the Steam client.
Is it possible to use this codec on game servers, or is it strictly for
Steam only? Right now, I believe Orange Box servers default to the
Speex codec.
Hi Eric,
Can you bug Jacob to post the new Patch Notes on the Patch Notes thread:
http://forums.steampowered.com/forums/showthread.php?t=1629850 ?
I like to let my gaming group know what changes are going on in Beta.
On 3/23/2011 6:42 PM, Eric Smith wrote:
We've released a mandatory TF2
My Linux TF2 Beta servers still crash on start, and have since
yesterday's first update yesterday.
Seeing as how there are only 7 Beta servers online, and none of them are
official Valve servers, I'm guessing this problem is widespread.
On 3/24/2011 8:00 PM, Eric Smith wrote:
We've released
I disabled votes on my server, which seemed to make all the crashes go
away. It might just be coincidence, though, as I did it during my
server's dead time this morning, and I have no idea how many people used
it during the day.
On 4/15/2011 3:22 PM, Flubber wrote:
We keep having crash on
To add to that, the last TF2 update was in Beta testing for months, so
it isn't Valve's fault that MetaMod/SourceMod wasn't updated for it.
On 4/18/2011 6:56 PM, Saul Rennison wrote:
Downtime? Please. SourceMod breaks, that's SM's fault for making such an
unstable plugin, if they aren't going
You can favorite servers by domain name by adding them manually, but it
still favorites the current IP, rather than the domain name itself...
On 4/25/2011 6:15 PM, bottige...@gmail.com wrote:
Since people are talking about implementing ipv6, I thought I'd bring
this up as a more urgent
I'm not sure if today's TF2 update is a required update, but it adds new
models to the game.
From the News page on Steam:
Updates to Team Fortress 2 have been released. The updates will be
applied automatically when your Steam client is restarted. The major
changes include:
Team Fortress 2
I've also noticed lag when replays were enabled, so I disabled them again.
On Fri, May 6, 2011 at 11:21 AM, Ronny Schedel i...@ronny-schedel.dewrote:
Same lag spikes with local replay storage. It lags with or without FTP. I
suppose it's the bzip compression they use.
i can vouch for this.
The TF2 item server has up and down ever since I started playing 3 hours
ago. What's going on and when can we expect it to be fixed?
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visit:
As long as you're looking at player count issues, can you fix the issue
where having SourceTV on increases the maxplayers number in the Steam
Servers tabs, but doesn't add the SourceTV bot to the player count (i.e.
you end up with 0/25 on a 24-player server)?
Strangely, TF2's server list
I have SourceTV on and set to record demos of all players that I can
check later if someone reports suspected cheating to me.
On 5/9/2011 7:23 PM, Jon Lippincott wrote:
Why would you have both SourceTV and Replay enabled on the same server?
-Original Message-
From:
Yes, we are on a Linux server. And this is on topic because of this:
ocremix@kagami:~$ ./steam -command update -game brink -dir ./brink
Checking bootstrapper version ...
Updating Installation
** 'game' options for Source DS Install:
Counter-Strike Source
ageofchivalry
So, for whatever reason, despite being able to manually ftp into my
remote web server with the same settings that appear in my
replay_ftp.cfg file, I get a
* Logging in and uploading.FAILED
*
*
* ** ERROR: Access denied to remote resource
message.
I've
Yes, and I'm disappointed that today's update didn't fix this bug.
Strange, since it would seem to me to be the same fix that the Replay
bot has, as with both SourceTV and replay connected, my 24 player server
showed 0/25 players... which means it's doing the -1 for Replay just
fine, but not
OK, I'm seeing a lot of weirdness going on with slot counts.
I tested this on a password server I use to test SourceMod plugins
On Steam:
I see 0/25 players when the Replay bot is active.
I see 0/25 players when the SourceTV bot is active.
I see 0/25 players when the Replay AND SourceTV bots
If by in time you meant during I'd agree.
On 5/13/2011 9:43 PM, Eli Witt wrote:
Right in time for our weekly community event!
Thanks guys ;)
On Fri, May 13, 2011 at 9:18 PM, Jason Ruymenjas...@valvesoftware.comwrote:
A required update for Team Fortress 2 is now available. The specific
Ignoring server issues for the moment, I'd love it if I could my client
didn't crash every single time I try to save a replay from a take to a
movie.
It was working when Replays first launched, but broke with one of the
earlier updates following the Replay update.
On 6/10/2011 8:37 PM, Kyle
Considering it IS early next week from when Jon wrote that, he's not the
one that can't read...
On 6/14/2011 7:51 PM, Reuben Morais wrote:
Looks like you can't read.
On Sat, Jun 11, 2011 at 12:17 AM, Jon Lippincottj...@valvesoftware.comwrote:
We have replay fixes for early next week.
-Jon
They told us on Monday that it would arrive tomorrow, just not what time
of day.
On 6/22/2011 6:58 PM, Eric Riemers wrote:
Hi valve,
It would be nice when the medic update comes out (assuming it will have more
impact then normal) if you could give us a fairly decent warning in advance.
Please tell me you actually tested this update so it actually works,
unlike the most recent Beta update that makes servers crash on startup.
On 6/23/2011 6:09 PM, Eric Smith wrote:
We're preparing to release a mandatory Team Fortress 2 update this afternoon.
This update includes a new
Yes... and this is explained in the FAQ Eric linked to earlier.
Essentially, each server needs its own server ID.
On 6/23/2011 6:46 PM, clad iron wrote:
maybe i'm not understanding correctly.
Say i have 5 servers, does cl_gameserver_create_identity have to be run 5
times getting a new id each
There's a SourceMod plugin named Free2BeKicked that checks whether a player
has the TF2 Premium DLC, which is apparently appid 459 if that plugin is to
be believed.
https://forums.alliedmods.net/showthread.php?t=160049
it requires the SourceMod SteamTools extension:
This isn't strictly a server bug, but I don't have access to the TF2 client
to report this in game.
Some of my friends informed me of a bug related to Ali Baba's Wee Booties.
Demoman Loadout:
Splendid Screen or Charge 'n Targe
Ali Baba's Wee Booties
Any melee
Hit Jump + Charge + Attack at the
You can disable it by setting the environment variable
RDTSC_FREQUENCY=disabled
On 6/25/2011 5:43 PM, J M wrote:
I'm guessing this has to do with the new thing it does on server startup
where it tries to figure out what clock speed the CPU is running at. Start
up the server and read what it
Is anyone else noticing that messages from this mailing list are now
arriving something like 20 minutes after they're sent?
Also, are there any plans on Valve's part to increase Steam download
servers' capacity? This latest TF2 should be tiny, but neither my
servers or client have been able
The in-game server browser was never the problem for me... it was
showing properly the last time I checked it (24/24 players).
It's the Steam browser that has been wrong, since roughly 2009, whenever
SourceTV (or now replay) is enabled, showing 24/25 players for a full
24-player server.
We
I'm getting crashes in vphysics.so on map change after this update.
This happens even when I disable all server addons.
Whatever you did to fix the Mac version has killed the Linux version.
I'm trying to update again with -verify_all
This is what I'm getting in my server console:
Incidentally, I was on Debian Squeeze, with kernel 2.6.26-2-amd64
Weird, I thought we were on a newer kernel, I'll have to ask FireSlash
about that.
On 7/1/2011 9:32 PM, Jesse Molina wrote:
Same crash confirmed here. Debian, kernel 2.6.39-2-amd64.
Didn't take long to trigger it. Also
On 7/4/2011 3:07 PM, Fletcher Dunn wrote:
Hello all.
This email is about the inaccurate player counts showing up in the server
browser. There are have been three distinct problems that we know about.
--
SOURCE TV AND REPLAY
--
Finally,
In the TF2 client, cl_gameserver_list shows you the current standing of
all your servers.
On 7/7/2011 7:12 AM, Eric Riemers wrote:
All,
Is there any way to find your current standing? When you start your server you
see your server standings, I would like to see that in a command that you can
Mine is empty, and even after restart, it remains empty.
I know it isn't because of this line on startup:
Game server authentication: SUCCESS! Standing: Good. Trend: Slightly
Upward
On 7/7/2011 5:22 AM, Daniel Nilsson wrote:
Gah .. again. Server is empty lol
ics skrev 2011-07-05 19:53:
I
In the TF2 client, you type
cl_gameserver_create_identity
(I may have that wrong, the console should autocomplete, though)
It'll give you two cvars and values to put into your server.cfg.
You need to do this once for each server.
You can see which servers you have registered with
I have one server registered with the matchmaking service, and it has
been pretty full. Until yesterday, that is. Ever since yesterday,
instead of being full all day, it sat empty. This persists through
server restarts.
The matchmaking system is working right now?
On 7/10/2011 7:22 AM,
For the record, my server is still in good standing, according to the
authentication system.
All I know is that one night, the server was full, the next morning it
was empty and has remained empty through 3 restarts since then.
sv_region is 0 (US East Coast), in case that matters.
On
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
ii libstdc++6
4.4.3-4ubuntu5 The GNU Standard
C++ Library v3
I think you're wrong. Oh, and this is from a 10.4 install.
On 7/20/2011 8:20 PM, José Santos wrote:
Ubuntu is one the most popular dists and
By soon do you mean later tonight? 'cause I was about to go to bed, but
if you're going to issue a server update...
On 7/22/2011 12:19 AM, Alfred Reynolds wrote:
The team has been doing nothing else all day and we look like we have a fix, it
should be out soon.
- Alfred
-Original
: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Thursday, July 21, 2011 9:22 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Server crashes after today's update
By soon do you mean later
I'm starting to get those as well... I'm currently running SourceMod.
Is anyone else getting random freezes without SourceMod or Replays on?
On 7/22/2011 8:18 PM, Wolfmark wrote:
Lockup = server freezes without an error?
- Original Message -
From: Tony Paloma
Sent: 07/23/11 02:46 AM
I disabled replays on all my TF2 servers yesterday afternoon, and they
have yet to crash or freeze since. Therefore, I'm assuming it's a
replay-related crash.
That doesn't rule out the new weapons being the ultimate cause, though.
On 7/23/2011 2:32 PM, Yuki wrote:
A weird crash this time.
unusual I guess.
A
On 24/07/2011 18:04, Ross Bemrose wrote:
I disabled replays on all my TF2 servers yesterday afternoon, and they
have yet to crash or freeze since. Therefore, I'm assuming it's a
replay-related crash.
That doesn't rule out the new weapons being
I can't see the Steam stats from work, but last time I checked, CS 1.6 and
CS:S were jockeying back and forth for their position on the steam stats
(Note: This was before TF2 was free).
You''re right, it's a waste of resources to continue work on a 14-year old
engine. They should drop support
One thing that isn't immediately clear is that sv_pure should always be
passed on the command line. Otherwise, it will be 0 for the first map,
regardless of what you set it to in server.cfg.
Like this: +sv_pure 1
On 7/27/2011 12:34 AM, Jesse Molina wrote:
Some feedback here for Valve:
I
You could put it in autoexec.cfg, which only executes once.
On Wed, Jul 27, 2011 at 1:43 PM, Patrick Lahni l...@cykotix.com wrote:
Yea, first thing I tried. Doesn't do anything. I had to start it with
+map
still, then execute `randommap` from the command line. Also, I highly
don't
Maybe I'm just lucky... I haven't seen that many server crashes lately. I
had none yesterday when I played for roughly 3 hours, so I could monitor the
situation.
None of my users have reported crashes recently either. Makes me wonder if
one of my extensions is protecting me from unexplained
I was subscribed to such a topic before, but I don't appear to get email
when it updates any more.
On Fri, Jul 29, 2011 at 1:13 PM, msleeper mslee...@ismsleeperwrong.comwrote:
There's a thread somewhere on the Steam forums where they post about
all of the scheduled maintenance for the various
One of the server I was retiring yesterday afternoon was giving me an
error similar to this one with upper_dish_spin on cp_gravelpit.
I assume it's not related to the map at all due to this. After all,
neither Steel or Gravelpit have radar dishes, do they? I know some maps
have them
Is this happening on all maps?
I seem to recall cp_manor_event has always given us these errors, ever since
it was introduced in October 2010.
On Tue, Aug 2, 2011 at 3:08 PM, Alex Kowald abkow...@gmail.com wrote:
Still getting these Valve: (hundreds of them)
DataTable warning: player:
That only protects it from the SourceMod banning/kicking, not from the
built-in vote kick (assuming it isn't already protected from that). For
that, you also need this:
https://forums.alliedmods.net/showthread.php?t=161586
On Tue, Aug 2, 2011 at 3:16 PM, DarthNinja hlds-...@darthninja.com wrote:
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