Yeah the item server seems to be unavailable for a huge part of the
day. Really annoying.
On Thu, Jul 28, 2011 at 1:42 PM, Saint K. sai...@specialattack.net wrote:
Well, I was more referring to the login queue system, I don't have much
problems with the entire file downloading off steam. My
It's the Double Regen In Spawn one.
On Sun, Aug 14, 2011 at 2:18 AM, Evan dumbd...@gmail.com wrote:
Did EHG happen to publish this sroucemod plugin? I didn't find anything by
him on the SM plugin list that fixes the hats (
The update is only required for TF2.
The srcds base in and of itself (regardless of which mod is running)
gets an update that is *not* required.
All TF2 servers will get a content update of some description that
will make the update mandatory.
On Fri, Aug 19, 2011 at 12:34 AM, Violent Crimes
Any ETA for the client fixes that were discussed a while ago? Would be
awesome to finaly get that 32 player bug fixed for good.
Server beta is running smooth here since it's release.
On Mon, Sep 26, 2011 at 9:04 PM, Adam Lucansky adamlucan...@gmail.com wrote:
Okay, Ill test it with hlbeta,
more
coverage), so please do test away and report problems to me.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of Valentin G.
Sent: Monday, September 26, 2011 12:16 PM
To: Half-Life dedicated Linux
We are experiencing frequent crashes at random intervals and points in
the game aswell. Really annoying currently.
On Fri, Oct 28, 2011 at 8:27 PM, Alan Kennedy kenne...@3dgames.com.ar wrote:
Same issue. ¿Could you fix it?
Segmentation fault (core dumped)
BFD: Warning:
This would be an absolutely great addition.
On Wed, Nov 2, 2011 at 10:15 PM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
Sounds like a good idea.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
Just tried it out and it is flat out amazing. Long overdue but
amazing. This puts TF2 from the worst Alt-Tab handling to the easily
the best I have ever seen.
On some occassions HUD elements will be drawn at incorrect places
after going back into the game though. That might be related to the
screen windowed with -noborder you would
already have the best alt-tab experience..
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Valentin G.
Sent: vrijdag 18 november 2011 20:06
To: Half-Life
It would be no problem to only allow cross-play on official servers.
And the beta is PC only anyway so this would not be a reason.
I believe it would be very important to allow community hosted servers
once the beta hits a certain scale. Of course when only a limited
number of people have access
He is here because of the 'hldsupdatetool' that is used for several
gameservers because they are all updated through Steam. Killing Floor
is not on the Source Engine but the Unreal Engine so this is not a
valid argument. Either way: Just friendly redirect him to a more
appropriate place and
What *is* the basic stuff in your opinion? People need to know what
you have done exactly.
They might just tell you what you already have done or don't tell you
things you may have missed.
On Thu, Dec 15, 2011 at 7:36 PM, C Szabo sza...@hotmail.com wrote:
I done all the basic stuff to find the
Confirming unlimited revenge crits with the minisentry.
On Fri, Dec 16, 2011 at 8:01 AM, ics i...@ics-base.net wrote:
I'm not sure which exploit is it but i just managed to get unlimited revenge
crits with engi with a help of minisentry. That's back too.
-ics
16.12.2011 8:15, E3pO
You can use 'status' which will print the servers version.
On Sat, Dec 17, 2011 at 12:37 AM, Frank ad...@gamerscrib.net wrote:
I normally see a message from the Master Server about a update released on
screen and normally right after the update is pushed but so far I've not
seen anything yet?
...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Valentin G.
Sent: Friday, December 16, 2011 6:39 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory Team Fortress 2 update released
You can use 'status' which
SteamGuard can be disabled entirely from a trusted computer without
*any* notification or hassle.
Don't like this.
On Sun, Jan 22, 2012 at 7:06 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote:
hmm, I do have hope they mean with that the SteamGuard protected account in
question. And it DOES send
SteamGuard could use some additional configuration options. I want it
to be enabled at *all* times. I want a personal visit from VALVe staff
if an attempt to disable it is made.
Is that sentry file tied to the actual computer it's generated on?
Maybe that is an attack possibility. Get a hold on
The old rcon-locker causes this. Use the up-to-date version of SMAC as
a replacement (you don't need to use the other modules for that).
On Tue, Jan 31, 2012 at 6:44 AM, daniel jokiaho
daniel.joki...@gmail.com wrote:
rcon locker
On 31 Jan 2012 06:24, Emil Larsson ail...@gmail.com wrote:
Yup,
Thanks for reminding me of pruning those directories.
Related questions:
What exactly are the .dat files in the downloads directory? What do their
filenames represent? Would it (consequently) make sense to symlink
the downloads folder of multiple servers so that they share one common
directory?
, at least
from my knowledge.
On 4/7/2012 5:16 PM, hlds wrote:
They're the spray files as uploaded by the client to the server for
redistribution.
On 4/7/2012 8:12 PM, Valentin G. wrote:
Thanks for reminding me of pruning those directories.
Related questions:
What exactly are the .dat files
Yeah it would be really great not having to restart for supposedly trivial
stuff like this. Would be great if something could be done about it.
Reconnecting at mapchange would be enough if a direct command will not be
done.
On Tue, Apr 10, 2012 at 11:36 PM, ics i...@ics-base.net wrote:
Usually
Just today I had an issue where a single server would not connect to the
account. I changed cvars around, disabled and re-enabled quickplay but
nothing helped.
Restarted the server and it instantly connected on startup. Don't know why
that was. I had the same problem some time ago and it did in
Use -command update . An optional update just needs to be done manually, it
is not put up for autoupdate/restart. That is the difference afaik.
On Thu, Jun 21, 2012 at 1:57 AM, Collin Howard my_azz...@yahoo.com wrote:
Hi Eric, just installing my first TF2 server, wanted to know the command
for
requests, making updates from multiple machines stay on your local network.
- Alfred
From: hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] On Behalf Of Valentin G.
Sent: Friday, July 06, 2012 7:07 AM
To: Half-Life dedicated Win32 server mailing list
Is there more detail on the issue? I believe we are being attacked in the
same way.
Why does a potential flood not get banned by the rcon system? Shouldn't
this be blocked by default?
Also blocking rcon entirely would be somewhat inconvenient, is this the
only solution?
On Tue, Jul 10, 2012 at
It's not lying if you just accompany it with a SM message saying what just
happened. I want to tell my users Alltalk is now enabled instead of
having an sv_alltalk + sv_tags message coming up for it.
On Mon, Jul 23, 2012 at 10:54 PM, Nicholas Hastings
psycho...@alliedmods.net wrote:
Most of
Same problem here. Servers frequently lose login and there's no way to
manually reconnect except for restarting.
On Fri, Aug 3, 2012 at 9:25 AM, Erik-jan Riemers riem...@binkey.nl wrote:
I had to restart them all, then everything was fine.
Now they are all gone again.
account : not logged in
This is a great suggestion and kind of what I was thinking and hoping
for aswell.
Oh, and the design is now much better than the client/store page. Hope
those get some love, too ;)
On Fri, Aug 17, 2012 at 11:09 AM, ics i...@ics-base.net wrote:
This would be nice integration with the game hubs
sv_registration_successful is in the results to a A2S Rules query and
can reliably be used for checking quickplay status.
sv_registration_message contains the status message.
On Sun, Aug 26, 2012 at 8:10 PM, Essay Tew Phaun sc2p...@gmail.com wrote:
Having same issue here. Would be nice if there
It has always landed in cstrike/logs for me on 1.6. Not sure how it behaves
on other games ?!
On Sun, Dec 9, 2012 at 7:31 AM, Weasel wea...@weaselslair.com wrote:
Half-Life (1) under HLDS, logging to wrong directory?
Not sure exactly how long this has been going-on, but I just noticed it a
What happens to servers that dynamically change their sv_visiblemaxplayers?
There are a bunch of servers that only advertise being a 24 slot server and
then slowly grow to 32 to exploit quickplay as long as possible.
On Wed, Feb 13, 2013 at 7:47 AM, Kyle Sanderson kyle.l...@gmail.com wrote:
But only really on startup. It's just like you become used to having 10
error messages in your console just by starting a source game.
On Wed, Feb 13, 2013 at 1:32 AM, Eli Witt eliw...@gmail.com wrote:
srcds is too chatty, that's the problem.
On Tue, Feb 12, 2013 at 8:32 AM, Asher Baker
,
increased_maxplayers is added during mapchange, making the server 27/27 and
then the server loses 8 players, you will be left with 19/27 (or possibly
19/24) with increased_maxplayers tag, thus giving quickplay penalty.
-ics
Valentin G. kirjoitti:
What happens to servers that dynamically change
No issues here. Neither on server nor client side. Great update and many
thanks!
On Thu, Feb 14, 2013 at 8:45 PM, Collin Howard my_azz...@yahoo.com wrote:
I really hope this does not turn out to be as horrific as the new CSGO
updates. Will be giving this a try in a few.
Can we get a heads up for when 1.1.2.6 is disabled? Players currently
playing on our servers.
On Thu, Feb 14, 2013 at 9:02 PM, Alfred Reynolds
alf...@valvesoftware.comwrote:
Fps_max applies if gl_vsync is set to 0, otherwise the fps is limited by
the GPU and its vsync setting (which you may
Please continue Alfred.
On Fri, Feb 15, 2013 at 7:21 AM, Harry Strongburg harry.h...@harry.luwrote:
On Thu, Feb 14, 2013 at 08:43:03PM -0800, Collin Howard wrote:
There should have been a client side beta too.
There was, and was very easy to opt into on the Steam client. Not
Valve's fault
You can also use symlinks on all assets and even binaries. Works
flawlessly, just don't symlink your addons, cfg/sourcemod, logs and similar
folders that should not be shared.
On Wed, Feb 20, 2013 at 11:01 PM, Yun Huang Yong gumby_li...@mooh.orgwrote:
I solve this by doing:
./srcds_run +ip
You may be able to download 1.1.2.6 by using HLDSUpdateTool. But your
server will not appear on the server browser and a future update will break
protocols again, forcing you to update. So while we're still in the short
grace period for transitioning to SteamCMD there is no reason to not update
Modern Windows has symlinks aswell. VPKs can be symlinked you just need to
make sure that new one are symlinked. I solved this with a small bash
script that is run after each update. Works perfectly fine with CS:GO
On Wed, Feb 20, 2013 at 11:11 PM, Andre Müller gbs.dead...@gmail.comwrote:
Well, wouldn't it delete any and all custom content then (even maps)? I
don't think that this would be a good thing, but I agree that SteamCMD
could be better at cleaning up dead things.
On Tue, Feb 26, 2013 at 10:25 AM, Jesse Molina je...@opendreams.net wrote:
Dear Valve
When SteamCMD is
Letting one of the slaves update will make them override symlinks of single
files, destroying the binary and .vpk symlinks for example. That's why we
only update the master and have a script automatically symlinking singular
files (namely .vpk for go/tf2 and .wad for 1.6).
On Fri, Mar 1, 2013 at
Maps can also live in custom/maps?
On Thu, Mar 14, 2013 at 5:45 PM, Kyle Sanderson kyle.l...@gmail.com wrote:
Just to clarify, we still need custom assets (decals and what not) on the
actual server? Is there any chance we can also take advantage of the disk
space savings that come with the
Thanks for claryfing that. Seems like a good way to do things.
On Thu, Mar 14, 2013 at 6:19 PM, Erik-jan Riemers riem...@binkey.nl wrote:
You can now actually say something like custom/saxton/maps and
custom/dodgeball/maps to keep all those seperate. Keeps its nice and clean.
2013/3/14
I'm all for kicking malicious server owners in the butt (and that plugin is
disgusting) but this MOTD limit is too harsh and very short sighted. There
are so many non-malicious applications for MOTDs and once again all server
operators have to suffer because of a few malicious idiots. This change
I don't remember there being new rates to configure, just that the defaults
are a little more sane for todays standards (so most of it has been
corrected upwards).
On Sat, Apr 6, 2013 at 8:51 AM, Collin Howard my_azz...@yahoo.com wrote:
I was trying to find some information on the new rates
Maybe you need to update using an account that owns the game?
On Sat, Apr 27, 2013 at 1:32 AM, Saint K. sai...@specialattack.net wrote:
Hi,
Has anyone on here managed to install an Insurgency 2 server on Linux?
The app ID's I can find 222880 and 237410 both return an error message
ERROR!
Is there anything you need to change with pure whitelists or can the old
ones just be reused?
On Mon, Apr 29, 2013 at 2:17 PM, Marco Padovan e...@evcz.tk wrote:
sv_pure working perfectly too?
Il 29/04/2013 14.10, Erik-jan Riemers ha scritto:
How about now? If you get a server working
actually
explains this quite well, so I would suggest you read through it.
On Mon, Apr 29, 2013 at 2:59 PM, Valentin G. nextra...@gmail.com wrote:
Is there anything you need to change with pure whitelists or can the old
ones just be reused?
On Mon, Apr 29, 2013 at 2:17 PM, Marco Padovan e
Great! I was wondering why my servers still weren't updated last night
until I discovered that SteamCMD was running in circles while I wasn't
watching.
On Wed, May 1, 2013 at 9:07 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
We've received several logs and are able to reproduce the
Optional updates don't change the version number.
On Tue, May 14, 2013 at 11:26 PM, Aaron Thompson rmesc...@gmail.com wrote:
v1734532 (Linux, Dedicated, Protocol 17) is what it keeps staying at.
On Tue, May 14, 2013 at 4:25 PM, Aaron Thompson rmesc...@gmail.com
wrote:
Im talking about
Fletcher my steam.inf has updated but the server (and status) still report
-32 as the version, although ServerVersion is -44 in steam.inf. That's what
I meant with the version not changing for optional updates, or should this
no longer be happening?
On Tue, May 14, 2013 at 11:35 PM, Aaron
is basically a build version.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Valentin G.
Sent: Tuesday, May 14, 2013 2:38 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux
I know this situation is not super-desirable but cstrike files just take up
around 300MB. Updates will still be downloaded and verification would
redownload all of that stuff anyway. Is it really such a huge problem to
have 300 megs of files lying around?
On Fri, May 17, 2013 at 1:56 AM, Weasel
Can someone shine some more light on net_splitpacket_maxrate? Is it safe to
increase that without worsening the experience for some players? Are there
any recommendations for 24/32 player servers?
Thanks!
On Tue, May 28, 2013 at 3:44 AM, D Bauhmz sc2p...@gmail.com wrote:
I thought about
Instant respawning makes the game worse from a balance perspective. May
take you some time to realise but that's the truth.
On Tue, Jun 18, 2013 at 11:33 PM, DontWannaName! ad...@topnotchclan.comwrote:
Does anyone have examples of such servers, because I havent seen many.
On Tue, Jun 18,
I'm having servers crash evertime cp_standin is about to end.
On Thu, Jul 11, 2013 at 4:24 PM, ics i...@ics-base.net wrote:
I run a server with process only 24/7 for now and its crashed atleast once
today. I was at work and unable to monitor it but one of our admins said it
went down. Could
Yup. Confirming.
On Fri, Jul 12, 2013 at 6:48 PM, Saint K. sai...@specialattack.net wrote:
Btw, I am seeing these crashes both on our normal server as well as on
the MvM server.
Saint K.
From: hlds_linux-boun...@list.valvesoftware.com [
: [hlds_linux] Crashes after update
This seem to have fixed the server crashes. Last night update didnt
help but that cvar did. Thanks
-ics
martin v kirjoitti:
mp_stalemate_enable 0 - fixed crashes on my server.
Try it.
2013/7/12 Valentin G. nextra...@gmail.com
Yup
- fixed crashes on my server.
Try it.
2013/7/12 Valentin G. nextra...@gmail.com
Yup. Confirming.
On Fri, Jul 12, 2013 at 6:48 PM, Saint K. sai...@specialattack.net
wrote:
Btw, I am seeing these crashes both on our normal server as well
as on the MvM server.
Saint K
Afaik HLDS 64bit support was dropped with the recent bigger updates and
AMXX was quick to follow. It never really worked that well anyways.
On Tue, Jul 16, 2013 at 12:23 PM, Kyle Sanderson kyle.l...@gmail.comwrote:
x32?
https://sites.google.com/site/x32abi/
We've got weird clipping issues on dustbowl after this update. Stage 1 cap
1 players just fall through the two small bridges. Can someone comfirm or
does anyone have a solution?
On Wed, Aug 28, 2013 at 10:56 AM, Peter Reinhold peter_va...@reinhold.dkwrote:
On 28.08.2013 09:34, Kaspars wrote:
Even if it was not broken: Why CentOS? This is not a joke question btw,
honestly curious.
On Wed, Aug 28, 2013 at 10:20 PM, Eli Witt eliw...@gmail.com wrote:
I'll just throw this out there in reference to the earlier spat about wahh
mines not working yours is stop gloating - why do you
Our clipping issue is still present, even after multipe restarts and todays
update. With and without MM/SM.
This is how it looks like: https://www.youtube.com/watch?v=gclswvK9NhY
Any ideas?
On Thu, Aug 29, 2013 at 3:24 AM, ElitePowered . elitepowe...@gmail.comwrote:
We're getting a HUGE
of props
non-solid. I just ran a validate check, and nothing was missing or corrupt,
so I don't think that's the problem. My server(s) are running on Debian
Squeeze.
On Wed, Aug 28, 2013 at 10:02 PM, Valentin G. nextra...@gmail.com wrote:
Our clipping issue is still present, even after multipe
Debian Squeeze here too btw. CPU is AMD FX-8120
On Thu, Aug 29, 2013 at 11:41 AM, Valentin G. nextra...@gmail.com wrote:
One of my regulars just informed me that the non-solid props issue also
hits other maps:
http://cloud.steampowered.com/ugc/631916199048049949
, ElitePowered . elitepowe...@gmail.comwrote:
Try updatind sm and mm
On Thu, Aug 29, 2013 at 11:22 AM, Valentin G. nextra...@gmail.com wrote:
Debian Squeeze here too btw. CPU is AMD FX-8120
On Thu, Aug 29, 2013 at 11:41 AM, Valentin G. nextra...@gmail.com
wrote:
One of my regulars
.
That really sounds like incomplete installation.
-ics
Valentin G. kirjoitti:
As I already said: SM is not the cause of the issue. It's the same with
and
without SM or Metamod, and I already have all the newest versions.
We have narrowed it down to prop_static's with VPhysics
about:blank is no longer valid?
On Thu, Nov 7, 2013 at 12:13 AM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
That's correct; #2 is a Source engine change.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On
I'm not concerned about change 1 but change 2 in that regard ;)
On Thu, Nov 7, 2013 at 12:26 AM, DontWannaName! ad...@topnotchclan.comwrote:
Couldn't you just leave the txt file empty?
Sent from my iPhone 5
On Nov 6, 2013, at 3:22 PM, Valentin G. nextra...@gmail.com wrote:
about:blank
This is a great addition. Thanks!
On Tue, Nov 12, 2013 at 8:26 PM, Gordon Reynolds
thisisgordonsem...@gmail.com wrote:
I get a little excited whenever a new console command is given to us. This
one also has the added benefit of giving us more metrics/data on our
players.
I fucking LOVE
about:blank is still not working for us. need to load a valid, blank
dummy-url.
On Fri, Nov 22, 2013 at 2:11 AM, Russell Smith ve...@tinylittlerobots.uswrote:
FYI to those using symbolic links:
tf2_misc_010.vpk was added
On 21.11.2013 16:54, Eric Smith wrote:
We've released a mandatory
The CS:GO model of completely annihilating the public server community via
excessive and primary use of matchmaking and quickplay has proven to be too
much of a success I presume.
On Fri, Jan 24, 2014 at 2:21 AM, Paul ubyu@gmail.com wrote:
Agreed completely, the change seems intended on
I can't actually believe people are still defending this decision.
On Fri, Jan 24, 2014 at 4:31 AM, Mike jons darkcloud...@hotmail.com wrote:
I completely agree Dan. I am just a small community with a couple servers,
but the population went straight down the drain after this patch. They
What people don't get: New server communities have no way to establish
themselves anymore.
Every single time people tout how Your servers are dead anyway if
they rely on quickplay, My servers don't need quickplay, great. But
how exactly are newcomers supposed to get to that stage?
New players are
Then explain how should people remedy this situation?
Not every community can retroactively join the master race and
suddenly be around for 6 years and have a great playerbase out of thin
air. Yes, there are servers that currently rely on quickplay. So what
if 50% is QP traffic. That's still 50%
space?
On 1/24/14, Valentin G. nextra...@gmail.com wrote:
Then explain how should people remedy this situation?
Not every community can retroactively join the master race and
suddenly be around for 6 years and have a great playerbase out of thin
air. Yes, there are servers
in, servers?
On Fri, Jan 24, 2014 at 3:47 PM, Valentin G. nextra...@gmail.com wrote:
It's not the servers (that already exist) are the problem. It's that
the already existing playerbase is constantly reduced.
I want servers to flourish by using what's available, not by cutting
down large server
We desperately needed a feature like this too many times in the past.
I can't express how glad I am for the whole server hosting community
that this is finally coming. Thanks a lot!
The account creation currently returns 401 Unauthorized for me, is it
not live yet or am I doing something wrong?
I didn't confuse GET for POST but made a different mistake. My bad :)
On Thu, Feb 6, 2014 at 2:56 AM, Doctor McKay mc...@doctormckay.com wrote:
Anyone using Chrome can use this app to make it easier:
This really can not be the intentioned or desired gameplay:
http://i.imgur.com/xQBp6fG.jpg
On Fri, Feb 7, 2014 at 6:20 AM, Kyle Sanderson kyle.l...@gmail.com wrote:
If anyone's on a semi-stable game and wants in on the action:
https://github.com/KyleSanderson/SteamWorks may hold what you're
Only the usual crashes every now and then. Haven't noticed any
significant changes in reliability with this update.
On Fri, Feb 7, 2014 at 11:38 PM, Weasels Lair wea...@weaselslair.com wrote:
I am NOT seeing that on any of my TF2 servers.
All Linux-based (Debian 8.x) in my case.
On Fri, Feb
Yep. Can confirm issues with connecting to the steam backend. Item
server not reachable for most of the post-patch time.
On Fri, Feb 7, 2014 at 11:50 PM, Ilya Larin ilya.dem.la...@gmail.com wrote:
I also have issues with authentication, but on server side. Almost all my
servers (16 of 18)
Had one mixup and accidentally reused a token for one server, however
other servers still experienced dropped connections to the backend. So
this is not the only issue.
On Sat, Feb 8, 2014 at 12:14 AM, Rudy Bleeker rblee...@gmail.com wrote:
On Sat, Feb 8, 2014 at 12:13 AM, Rudy Bleeker
is still authenticated it seems.
On Fri, Feb 7, 2014 at 11:59 PM, Valentin G. nextra...@gmail.com wrote:
Yep. Can confirm issues with connecting to the steam backend. Item
server not reachable for most of the post-patch time.
On Fri, Feb 7, 2014 at 11:50 PM, Ilya Larin
ilya.dem.la
Restarted them multiple times, now secure and logged in. That's
without any changes to the configuration. Something is still finnicky
there.
On Sat, Feb 8, 2014 at 2:07 AM, Valentin G. nextra...@gmail.com wrote:
Most of my servers still start with this
version : 2108330/24 2108330 insecure
Use a different port on every instance. If you try to share the port
the same thing happens.
On Sat, Feb 8, 2014 at 11:33 PM, Aridane Manuel Ojeda Sánchez
pcdriv...@gmail.com wrote:
Nothing, still the same problem on all servers.
2014-02-08 22:11 GMT+00:00 David H davidaap1...@gmail.com:
This bug is still in srcds_run:
https://github.com/ValveSoftware/halflife/issues/210
hlds_run should not be affected anymore
I use a small script that hotfixes srcds_run and then runs it, so
validate doesn't remove the patch:
eval $(sed 's/test -z $AUTO_UPDATE;/test -z $RESTART;/' srcds_run)
On
I'm only running CS 1.6 and my hlds_run is patched. The bug and hotfix
script are the same though, so you can just check the run() function
if it contains the bug, or change the script above to reference
hlds_run and try it out.
On Sun, Mar 9, 2014 at 1:17 AM, Ook ooksser...@zootal.com wrote:
So was this used to obtain rcon passwords in other games such as TF2?
On Sat, Apr 19, 2014 at 9:45 PM, Tyrone parablac...@gmail.com wrote:
The exploit works on all source based games according to Garry.
On Fri, Apr 18, 2014 at 11:11 PM, wickedplayer494 wickedplayer...@gmail.com
wrote:
, Valentin G. nextra...@gmail.com wrote:
So was this used to obtain rcon passwords in other games such as TF2?
On Sat, Apr 19, 2014 at 9:45 PM, Tyrone parablac...@gmail.com wrote:
The exploit works on all source based games according to Garry.
On Fri, Apr 18, 2014 at 11:11 PM, wickedplayer494
It's kind of funny how the people spamming this is not related to
this list in *clearly* server related threads are the only constant
source of noise around here. It's possible to just ignore
discussions...
Has this fix been confirmed for TF2? I haven't yet re-enabled my large
custom maps
Can confirm. Weird CPU spikes with no correlation to server population.
On Tue, Jun 17, 2014 at 10:09 AM, Kevin Dautermann
dautermann.ke...@gmx.at wrote:
Also got this problem some days ago, servers used 98% CPU while the server
was empty.
Running latest builds of sm and mm.
Von meinem
We have had replays enabled for over two years now, but only recently
we have been experiencing massive lag spikes on our servers. When
replays are disabled the spikes disappear, and a VProf told me that
file access is the culprit. We already got our aging hard drive
replaced but the issues remain
know if that will help.
I've got multiple servers running on the same box with all replay and they
seem to do ok..
2014-07-17 17:23 GMT+02:00 Valentin G. nextra...@gmail.com:
We have had replays enabled for over two years now, but only recently
we have been experiencing massive lag spikes
running on the same box with all replay and they
seem to do ok..
2014-07-17 17:23 GMT+02:00 Valentin G. nextra...@gmail.com:
We have had replays enabled for over two years now, but only recently
we have been experiencing massive lag spikes on our servers. When
replays are disabled the spikes
hours in the morning. And again I don't recall how
much space gets eaten up by 24hours of playing, but I know my ramdisk is
500M and I never had an issue. Hope this helps somewhat.
On 7/17/2014 11:50 AM, Valentin G. wrote:
With the local fileserver method, how much data is duplicated between
Who said in this thread that people are too dumb to use the server
browser? They obviously aren't, and what you present is a
non-argument. Fact is: A significant part of the playerbase is not
using the server browser anymore, and the alternative options by
default heavily prefer Valve servers, to
Please stop spamming the mailing list.
On Fri, Aug 29, 2014 at 6:10 PM, dan needa...@ntlworld.com wrote:
On 29/08/2014 16:53, AnAkIn wrote:
Dan, please stop spamming the mailing list. Thanks.
I'm not spamming the mailing list.
I won't reply to you, if you don't reply to me.
You won't
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