Trying to setup a new dedicated server for a mod that uses the orangebox
engine. In the old HLDSUpdateTool world, I would just specify -game
orangebox.
No no longer appears to be working (see further below).
What is the equivalent AppID for SteamPipe/SteamCMD?
Is it 311? or something else?
I
Neither of those worked.
Tried so far:
217 = Multiplayer OB Binaries
218 = Source SDK Base 2007 (Orange Box)
311 = implied by attempt to install orangebox via HLDSUpdateTool
312 = all_source_engine_paths|hl2
244310 = Source SDK Base 2013 MP dedicated server
205 = Source SDK Base 2006 MP dedicated
TheZboys: Installation path is actually valid - there was just no
installation record/blob there yet. Also, that's an example path not
the actual path used on the server.
John: Yep, I noticed that too. I was able to download some using the
registered account. But none actually worked. Some
I haven't seen any of my TF2 servers do this. However, I run them
under something other than root, and also I run them under nice to
... well ... make them play nice with one another on the same server.
nice -n 6 ./srcds_run -secure -game tf +port 6301 -steamport 7301
For anybody that cares (somebody maybe?), I was able to get the mod in
question running - by using a copy of Source 2007 SRCDS that was
already installed (many months ago) for a different mod. There's just
no way to update it right now.
Still now sure why it's not available or not working on
Is that version number correct?
Shows version will be:
8008135
Prior number was:
2055377
???
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I know some hosting providers (like mine) have TOS that say no IRC.
Probably due to all the DDOS bot-networks out there that use IRC for
bot control.
On Thu, Dec 19, 2013 at 8:46 PM, Doctor McKay mc...@doctormckay.com wrote:
What's wrong with the various IRC relay plugins? IRC clients are
I got 99 problems, but HLDS ain't one
http://i.imgur.com/V8kFqe3.png
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I find that with SRCDS that memory becomes a bottle-neck before CPU.
I see SRCDS idle some games/mods at about 256-kb of RAM, but peak (30+
players) at a little over 1-GB of RAM.
Regarding CPU/processor. I think having multiple cores is really more
important than having a really fast single-core
Just got an update from a player saying it is only happening to
players who are using TF2 on a Apple Mac/OSX machine.
On Thu, Jan 16, 2014 at 1:13 PM, Weasels Lair wea...@weaselslair.com wrote:
I've been getting some reports from my users about their TF2 clients
crashing upon joining my TF2
I've been getting some reports from my users about their TF2 clients
crashing upon joining my TF2 server.
I have not been able to reproduce the symptom myself. Whenever I
connect to any of my six TF2 servers - everything works fine / as
expected.
I am wondering if any other TF2 dedicated server
I kind of saw this coming when quick play was first announced.
By players being able to opt only for official Valve servers, it
gives Valve another way to placate complaints from players (or there
parental-units) about inappropriate content, behavior etc. They are
pretty-much guaranteed vanilla
Regarding the latest update from TF2 and the renewed discussion about
things like Quick-Play (now being largely re-directed to
Valve-operated servers), how this effects game Communities, etc.
I do not think we are going to talk Valve out of any of this. I think
all we can hope to do is get them
Hmm ...
That gives me some ideas ...
Maybe I can get a sex-chat service to sponsor my servers?
lol, just kidding (mostly)
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dan Fri, 24 Jan 2014 17:35:56 -0800
They should get some real live nudes?
--
Dan
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I recently had to shut-down my Asia / Pacific region TF2 server - that
was formerly hosted in Hong Kong.
I had an issue with my hosting provider - either with their
infrastructure not being able to handle the network traffic, or there
inability to find and clean-out DoS-related endpoints (either
...@gmail.com wrote:
Thanks, bro! Will check into this. But...English?
Sincerely,
Aaron
On Jan 31, 2014 7:16 PM, Weasels Lair wea...@weaselslair.com wrote:
I recently had to shut-down my Asia / Pacific region TF2 server - that
was formerly hosted in Hong Kong.
I had an issue with my hosting provider
have to include different languages for
motds
Sincerely,
Aaron
On Jan 31, 2014 7:25 PM, Weasels Lair wea...@weaselslair.com wrote:
Ironically, my server over there was configured in English. Of
course, many of the games (TF2) have multi-language support, as does
SourceMod I believe
Holy almost-name-resolution Batman!
Gameserver accounts are now a Steam feature.
The feature is currently in beta.
Using a steam gameserver account provides one
important advantage right now: client favorite lists
are keyed by the Steam account if present.
This means that you can move your
Personally, as a player, I would like to see 100% crits (allcrits?)
in addition to nocrits, as well as melee_only. Of course for some
servers (like mine) melee is vote on/off thing - not enabled 100% of
the time. But, when it changes the tag does get dynamically updated
properly.
[...]
to opt
Again thanks for this feature. Another question though.
I understand this will be only TF2 initially, and so only
Source-engine games at least initialy (which all seem
to use the Anonymous logon for the server in SteamCMD).
Is this something that will eventually come-over to the
older GoldSrc
to
signin to accounts at some point.
-Original Message-
From: Weasels Lair [mailto:wea...@weaselslair.com]
Sent: Wednesday, February 05, 2014 5:03 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
server mailing list; Fletcher Dunn
Subject
To quote Flether's earlier post:
Fletcher Dunn Wed, 05 Feb 2014 16:02:04 -0800
TF quickplay changes: next TF update.
Ability to create gameserver accounts via WebAPI: Available now.
Ability to login TF server to your account: next TF update.
Steam client beta capable of storing favorites keyed
Worked perfectly for me.
Did it from a command-prompt in Linux using curl:
curl -d appid=440key=YOURSTEAMWEBAPIKEYHERE
https://api.steampowered.com/IGameServersService/CreateAccount/v0001/
It returned output like:
{
response: {
steamid: YOURNUMERICSTEAMIDHERE,
I use cfg/autoexec.cfg for stuff like that , with very little
on the command-line. old-school!
Re: [hlds] Important changes to TF2 coming soon
1nsane Thu, 06 Feb 2014 12:50:44 -0800
Yeah... easy enough for me to do. But what about
those who might not have full control over their
startup
I am NOT seeing that on any of my TF2 servers.
All Linux-based (Debian 8.x) in my case.
On Fri, Feb 7, 2014 at 2:36 PM, Patrick p.hal...@zillertal-gaming.at wrote:
Releasing an update, that crashes every server. Well done.
L 02/07/2014 - 23:28:57: Chuckee_Kun12STEAM_0:1:x entered the
If it helps isolating ...
I am running 64-bit Debian (v8, Jessie).
I have 3 TF2 instances on the same IP
address (different token's each), and
they are NOT experiencing this issue.
Re: [hlds_linux] you did well
Fletcher Dunn Fri, 07 Feb 2014 18:52:12 -0800
We're working on it. It's a
Just a suggestion, but I just add 100 to whatever port I am running
SRCDS on. Seems to work fine. That also keeps them in a set of port
ranges that is easy for me to firewall.
Here's my command-lines for 3 TF2 instances as examples:
nice -n 6 ./srcds_run -secure -game tf +port 6301 -steamport
Ooops, obviously, I meant 1000 not 100.
On Fri, Feb 7, 2014 at 8:23 PM, Weasels Lair wea...@weaselslair.com wrote:
Just a suggestion, but I just add 100 to whatever port I am running
SRCDS on. Seems to work fine. That also keeps them in a set of port
ranges that is easy for me to firewall
Rudy Bleeker Sat, 08 Feb 2014 05:24:51 -0800
In reality the -steamport is 1 higher than what you
set it to, right? I remember reading something about
this a while ago.
That's effectively correct.
In addition to the game port and the steam port, I also have noticed
each instance open several
the -port command line option which controls (and I
believe overrules, but I've never tested that) the same port as
+hostport does.
On Sun, Feb 9, 2014 at 12:10 AM, Weasels Lair wea...@weaselslair.com wrote:
Rudy Bleeker Sat, 08 Feb 2014 05:24:51 -0800
In reality the -steamport is 1 higher than
My TF2 servers seem to be getting the lost connection to the item server
junk more than before. I hardly ever saw this (can't remember last time
actually - many months?). But after that last update, seems to be
happening like 50% of the time/sessions? maybe that's exaggerated.
Is there any
list
h...@list.valvesoftware.com
This was a valve issue yesterday. There were plenty of complaints on the
steam forums like this:
http://forums.steampowered.com/forums/showthread.php?t=3224774
On Sat, Feb 15, 2014 at 11:38 AM, Weasels Lair wea...@weaselslair.comwrote:
Definitely seemed
Weasels Lair kirjoitti:
Yep, lots of discussions in the forums. But neither official
announcement threads for downtime mentioned it.
Steam Downtime Announcements (last post 2013-10-08)
http://forums.steampowered.com/forums/showthread.php?t=784745
TF2 Item System Downtime Announcements (last post
Well, changing the IP address might provide temporary relief from a
denial of service attack. But, if your servers are being specifically
targeted, then sooner or later whoever is doing that is going to notice and
look-up your servers new IP address and start hitting that.
Of course, if its not
I suspect in many cases, such attack's aren't as commonly DDoS - so much as
(non-distributed/less-distributed) DoS with just a few source nodes/IP's.
On Sun, Feb 16, 2014 at 3:45 PM, Steven Hartland kill...@multiplay.co.ukwrote:
Unfortunately 15Gbps is nothing as thats easy to generate from a
This is for a LINUX-hosted server?
Seems related to this GitHub issue:
https://github.com/ValveSoftware/Source-1-Games/issues/1614
On Sat, Feb 22, 2014 at 12:23 AM, Foo Bar fooba...@gmail.com wrote:
It seems the last update on February 14, 2014 - 19:50:33 UTC) to app_id 205
/ Source 2006
something to do with it. Last year we
had to set sv_master_legacy_mode 0 for the game to show up in the master
server list.
On Sun, Feb 23, 2014 at 7:30 PM, Weasels Lair wea...@weaselslair.com
wrote:
This is for a LINUX-hosted server?
Seems related to this GitHub issue:
https
Actually, if you plot that over the last 12 months, and throw some other
games in for comparison ... it doesn't look related at all. Looks like
game-play for most of the games goes up/down about the same percent at
about the same time.
Related question to this ...
In addition to tracking what IP ADDRESS the server moved to, I *assume* it
will track the before/after PORT? In other words ADDRESS:PORT, not just
ADDRESS?
Maybe somebody from Valve could confirm?
On Tue, Feb 25, 2014 at 1:16 PM, Mike Vail supp...@boomgaming.net
From: Andre Müller gbs.dead...@gmail.com
Date: Thu, Mar 6, 2014 at 2:50 AM
Subject: Re: [hlds] Advertise a server using account ID
To: Half-Life dedicated Win32 server mailing list
h...@list.valvesoftware.com
Please read this http://en.wikipedia.org/wiki/SRV_record or
other better articles
I concur on all those points. Of course, load-balancer's might have better
or a wider variety of session-handling options. So, maybe not throw them
out entirely.
In any event, the point being this is where the if implemented properly
part of my original reply comes into play - always gives
Even Valve's own Steam Statistics page (http://store.steampowered.com/stats/)
stopped logging at 9:44 AM (US/Pacific time presumably) - with a few major
.. eh ... burps in availability over the last few days.
On Thu, Mar 13, 2014 at 12:50 PM, Matthew Mjelde mjmje...@gmail.com wrote:
Steam has
Personally, I find the best way to deal with DoS attacks (as well as unruly
players and similar issues) is
http://steamcommunity.com/sharedfiles/filedetails/?id=242584425
... more alcohol.
It doesn't really prevent the behavior. But, it makes you not care as much.
On Wed, Mar 26,
Hmm.. just wondering if there is an option in SteamCMD to just list what
files would be included in an install - without actually performing an
install? Just sort of output the latest manifest?
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Hmm, I'd say try disabling re-plays for a while and see if that makes any
different. That might generated a lot of (unnecessary) traffic and
storage I/O on an ad-hoc basis. If that makes things better, than that
might indicate you need storage I/O (i.e. find a host that uses all
solid-state
I suggest wrapping your server start-up scripts in nice, and see if that
helps at all.
For example, if you normally have a start-up like this:
./srcds_run -secure -game tf
Just add nice -n # in front of it like this:
nice -n 6 ./srcds_run -secure -game tf
Lower the number, the
Was there just an update to Counter-Strike (1.6-ish, not CS:S or CS:GO)
just a little while ago. I didn't see any announcement.
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On Thu, Apr 17, 2014 at 1:21 PM, Weasels Lair wea...@weaselslair.comwrote:
Was there just an update to Counter-Strike (1.6-ish, not CS:S or CS:GO)
just a little while ago. I didn't see any announcement.
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and this was
Valve putting them back. You can see this in the SteamDB history (with the
delete happening roughly 14 hours ago): http://steamdb.info/app/10/#
section_history
AlliedModders thread about it: https://forums.alliedmods.net/
showthread.php?t=238812
On 4/17/2014 4:31 PM, Weasels Lair wrote
15 minutes or an hour.
I don't recall ever having to keep re-entering the credentials this much
before.
On Thu, Apr 17, 2014 at 2:07 PM, Weasels Lair wea...@weaselslair.comwrote:
Ah, that's explains it. I noticed it actually effected all my
GoldSrc-based dedicated servers (CS, HL1, TFC
I don't actually see any announcement in TF2 update page about an update.
But, my Steam client today said that it needed to download and install a
TF2 update. So, I let that commence, and went to check my TF2 servers.
On the server side, it looked like there was about ~100-MB of stuff to
%29action=editredlink=1medals.
2014-04-19 17:46 GMT-04:00 Weasels Lair wea...@weaselslair.com:
I don't actually see any announcement in TF2 update page about an update.
But, my Steam client today said that it needed to download and install a
TF2 update. So, I let that commence, and went to check
update unless you
revert changes. Sometimes updates even happen by mistake (like during ems
katowice csgo tournament) and things go boom but no need to panic right now.
-ics
Weasels Lair kirjoitti:
Actually, I think something DID come down during that initial update on
the server-side I had
Ever since I applied today's update to my CS:S server, it doesn't seem to
be able to get into secure mode. Unless coincidentally there is
something else going on with the steam servers.
2192040/24 2192040 insecure (secure mode enabled, disconnected from Steam3)
On Sat, Apr 19, 2014 at 5:57
What? it was .RU site - what could go wrong with that?
http://forums.pelicanparts.com/uploads22/941048597_free_candy_van1386440078.jpg
On Mon, Apr 21, 2014 at 12:09 PM, ics i...@ics-base.net wrote:
Just a worhy note for everyone, don't trust every site you see on the
internet. No one knows
The CS:S server still NEVER get's into secure mode - even after leaving
it alone for several days, multiple restarts, etc. It has been this way
since the update on Sat, 19 Apr 2014 17:58:25 -0700. Prior to that update,
everything was fine.
In this case, my server is running under Debian Linux.
reason.
On Tue, Apr 22, 2014 at 9:15 PM, Weasels Lair wea...@weaselslair.comwrote:
Shouldn't be used somewhere else (have 3 TF2 servers each with their own,
and 1 CS:S with one that should be unique - not the same as the other 3).
But I will try creating another one for C:S: to see if makes any
Any server-operators out there looking for another Source-based game to
play (and more importantly HOST)?
Fistful of Frags could use your help. FoF launched (for FREE) on Steam
yesterday, and the response has been overwhelming.
The down-side to that, is frankly there just are not enough
Sorry, forgot to mention the dedicated server AppID for FoF is: 295230
On Sat, May 10, 2014 at 11:51 AM, Weasels Lair wea...@weaselslair.comwrote:
Any server-operators out there looking for another Source-based game to
play (and more importantly HOST)?
Fistful of Frags could use your help
The client-side is Windows + Mac/OSX + Linux.
The server-side is Windows + Linux (not sure about Mac/OSX).
On Sat, May 10, 2014 at 12:01 PM, Kevin s...@serveredirect.com wrote:
On 5/10/2014 2:51 PM, Weasels Lair wrote:
Any server-operators out there looking for another Source-based game
The community really appreciates the help by the way. Some stuff of
interest to potential server-operators:
Regarding SourceMod Metamod:Source ...
The game is based on Source SDK 2013. So, I believe I had to run the
development snap-shots of MM:S and SM. Here's what I am running on my FoF
, 2014 at 12:12 PM, Weasels Lair wea...@weaselslair.comwrote:
The community really appreciates the help by the way. Some stuff of
interest to potential server-operators:
Regarding SourceMod Metamod:Source ...
The game is based on Source SDK 2013. So, I believe I had to run the
development
I typically put most command-line stuff in autoexec.cfg myself, but it
takes pretty-much the standard stuff any SRCDS server will take. Here's
mine (on Linux):
./srcds_run -secure -game fof -nohltv +port 6311 -steamport 7311 -debug;
I put mp_teamplay 1 in the autoexec.cfg, along with what map
-debug to the /home/kablowsion/gameservers/fof/srcds_run command
line to generate a debug.log to help with solving this problem
Sat May 10 15:32:21 EDT 2014: Server restart in 10 seconds
On Sat, May 10, 2014 at 3:22 PM, Weasels Lair wea...@weaselslair.comwrote:
I typically put most command
wow, thanks! very generous of you!
I am sure all the players trying to get into the game would thank you!
(if they knew anything about how the back-end stuff even works)
On Sat, May 10, 2014 at 1:07 PM, Kevin s...@serveredirect.com wrote:
0 problems on ubuntu 12.04LTS here, 4 EU servers up, 7
Don't worry, you are NOT the first to try that. I probably was!
On Sat, May 10, 2014 at 1:12 PM, big john brewskii...@gmail.com wrote:
looks like i been using the wrong appid ...
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On Sat, May 10, 2014 at 4:13 PM, big john brewskii...@gmail.com wrote:
Alright well I got 2 up. If it wasn't for the wheezy thing I would have
done more. FYI sourcebans works fine
On May 10, 2014 4:24 PM, Weasels Lair wea...@weaselslair.com wrote:
Don't worry, you are NOT the first to try
No built-in way to do it. But, I was (until my server sudden went offline a
couple hours ago) using a regex chat filter plug-in for source mod to just
drop the chats - and treat them like they never happened. I think it was
this plug-in specifically:
of traffic using UDP and
ports they do not recognize, and assume it is a DDoS.
We shall see if my problem recurs.
On Sun, May 11, 2014 at 6:11 PM, Kevin s...@serveredirect.com wrote:
On 5/10/2014 2:51 PM, Weasels Lair wrote:
Any server-operators out there looking for another Source-based game
that is more low-level than whatever the
game/mod-developers get to control anyway.
Re: [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!
Weasels Lair Sun, 11 May 2014 19:07:25 -0700
I am not sure that game/mod-specific ban system is still in place in the
new Steam version. But, I
quickly.
On Mon, May 12, 2014 at 11:44 AM, Weasels Lair wea...@weaselslair.comwrote:
Actually, yes. I have been messing around with that. None of the
objective stuff is there anymore. So, I think I just ripped-out that
stuff. Otherwise, I the weapons are the same I though. I am having
PS: I have this SourceMod plug-in loaded on my servers: vacbans ...
https://forums.alliedmods.net/showthread.php?t=80942
On Mon, May 12, 2014 at 12:00 PM, Weasels Lair wea...@weaselslair.comwrote:
Just clarified with the developer, the new Fistful-of-Frags on Steam does
NOT attempt to do any
That is really weird. I am on 64-bit Debian 8/Jessie with multi-arch
enabled and not seeing anything like that.
Is this dedicated server installed through SteamCMD (command-line), or
from the Steam tools menu?
Here my status output:
pre
statushostname: Weasels FoF #2: Custom music,
First of all, just wanted to thank the community of server operators/admins
for responding; and bringing-up additional servers for the players trying
to get into the game.
The player response to the release was overwhelming. Who would have thought
that a free Steam game, that is basically a
I do not think Fistful-of-Frags dedicated server is setup for that server
registration stuff (sv_setsteamaccount). I asked the developer about it
like a month ago - and he didn't seem to know what I was talking about.
But, the server list is not gigantic (like TF2, or CS, etc.). So, no big
deal
Ditto for me. Linux servers running SourceMod seem fine so far (at least
for TF2, haven't check my CS:S yet). Here's the MM:S and SM I am running
on TF2 (kind of old actually it seems):
meta version
Metamod:Source version 1.10.0-dev
Build ID: 837:978c7cd9b0b2-dev
Loaded As: Valve Server Plugin
I am not sure this list is the right place for 3rd-party games/mods to be
announcing their updates? Kind of thought it was more for Valve-related
and general HLDS/SRCDS.
There is a published SteamAPI update URL for Fistful-of-Frags:
Hmmm.. trying to figure-out if this is just my TF2 server(s), or something
bigger.
But, ever since today's update - I'm a getting a lot of issues with client
connections timing-out, etc.
The server never crashes - it just keeps running.
But the clients get the connection problem warning in the
noticed this. A bigger problem (which exists since the LW
update) is, that my servers sometimes drop their ENTIRE population because
of a reliable buffer overflow.
I wasn't yet able to locate the source 100%, but my guess is the conga
taunt 15 players.
Weasels Lair wea...@weaselslair.com wrote
wow. I wonder how long before security exploits for this start hitting the
wild.
On Fri, Jul 4, 2014 at 4:55 PM, Jesse Molina je...@opendreams.net wrote:
Dear Valve.
Explain why SteamCMD has started a remote control daemon on my computer
during a SteamCMD update.
Steam Console Client
So, buggy is what they really are? lol.
On Tue, Jul 8, 2014 at 4:12 PM, Jordan Olling jordanoll...@gmail.com
wrote:
I think they're called beta because we're getting a sneak peek of them,
but they might not be completely finished yet.
On Tue, Jul 8, 2014 at 4:08 PM, Ross Bemrose
Not sure what you mean by shared. But, as far as automated deployments
go, assuming its a Linux-based server it is probably not hard to script
with bash.
On Tue, Jul 8, 2014 at 9:42 PM, Tyler Schwend tylerschw...@gmail.com
wrote:
Do any of you use any software for deploying shared HLDS
I believe the normal game port is for game-client's to communicate with
your server, and steamport is for your game-server to communicate with
the Steam network. If you do not explicitly specify ports, SRCDS will use
a default (such as 27015 for the normal game port) or if that default is
already
Anybody else using 'screen' noticed issues with SRCDS not being reflected
when reconnecting to a disconnected 'screen' session?
For example, if I reconnect to a disconnected session running SRCDS for
TF2, and I enter the status command - the text of the status command is
echo'd-back - but none of
PS: For clarity, it is not JUST the 'status' command that is affected - it
is ANY command I enter into that 'screen' session for TF2.
On Wed, Aug 13, 2014 at 8:50 PM, Weasels Lair wea...@weaselslair.com
wrote:
Anybody else using 'screen' noticed issues with SRCDS not being reflected
when
and don't have this issue.
Could this be related to the ncurses and tinfo5 dependencies introduced in
last week's update?
Quoting Ross Bemrose:
On Debian/Ubuntu, these are provided by lib32ncurses5 and lib32tinfo5.
On 14/08/2014 1:52 PM, Weasels Lair wrote:
PS: For clarity, it is not JUST
:
Please tell us whether it solves the problem or not. I also have troubles
after previous update, but in my case it hangs the whole system instead of
only srcds process.
14.08.2014 8:05 пользователь Weasels Lair wea...@weaselslair.com
написал
Eric -
Is there any clarity Valve can share on which games this change will occur
with next? CS:S? HL2MP? HL1DM(Source)MP?
Also, is this planned eventually for GoldSrc-based titles as well? (HL1,
CS, DMC, TFC, DoD, etc.)? or will it only effect Source-based titles?
I ask because, although
Hmmm ... am I reading this correctly?
*./srcds_run -console -game cstrike +map de_dust +maxplayers 10 +ip
10.0.0.21 -port 27015 +exec server.cfg*
*./srcds_run -console -game cstrike +map de_dust +maxplayers 10 +ip
10.0.0.22 -port 27015 +exec server.cfg*
*./srcds_run -console -game cstrike
This may sound like a stupid question, but if they are not intended to be
open to the world for availability, then why do they need to appear on
the server list?
Also, if you are binding each instance to specific IP's like that, I would
expect the entire executable to default to using that IP for
Eh, if it's a Linux-based TF2 server .. it's pretty easy.
Use screen to run SCRCS as a detached back-ground process on a
head-less server.
Make some scripts that do things like:
1) start the game (directly under SSH/console).
2) start the game under screen utility - giving it a name to reconnect
Yes, was my assumption that root and/or sudo access is available. You can
make the menu's in webmin's Custom Commands show differently for
different webmin users - without having to create seperate Linux users.
On Fri, Aug 29, 2014 at 5:43 PM, Gavin Langdon puttabu...@gmail.com wrote:
That's
I don't know about you guys, but my hosting providers (past and current)
have a policy against IRC going in or through their networks. I think that
is because IRC has been used so much for controlling bot networks and such.
On Fri, Aug 29, 2014 at 7:25 PM, wave thew...@thewaveserver.com wrote:
My guess, is we will know AFTER it is released.
On Wed, Sep 10, 2014 at 1:57 PM, Dill Bates dillbat...@gmail.com wrote:
Will this update break all non valve servers again?
Sent from my iPhone
On Sep 10, 2014, at 1:54 PM, Eric Smith er...@valvesoftware.com wrote:
We're working on a
It's being worked-on
https://forums.alliedmods.net/showthread.php?t=247961
On Wed, Sep 10, 2014 at 2:53 PM, Marco Padovan e...@evcz.tk wrote:
What is the fix for this issue?
seeing the same kind of segfaults :(
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At the risk of being sarcastic here ... cool story bro.
On Wed, Sep 10, 2014 at 3:36 PM, Ross Bemrose rbemr...@gmail.com wrote:
I was literally supposed to be leaving work when this happened and I've
just now arrived home from work.
On 9/10/2014 5:48 PM, Matthias InstantMuffin Kollek wrote:
Nope no offense. Just trying (and failing) to introduce some humor.
On Wed, Sep 10, 2014 at 3:46 PM, Ross Bemrose rbemr...@gmail.com wrote:
I'm sorry that me responding to a direct question offended you.
On 9/10/2014 6:39 PM, Weasels Lair wrote:
At the risk of being sarcastic here ... cool
to be difficult. You haven't
done anything wrong weasel.
On 11.09.2014 00:49, Weasels Lair wrote:
Nope no offense. Just trying (and failing) to introduce some humor.
On Wed, Sep 10, 2014 at 3:46 PM, Ross Bemrose rbemr...@gmail.com
wrote:
I'm sorry that me responding to a direct question offended you
Currently available snap-shots are from prior to today's TF2 update. Still
waiting for new updates.
- MM:S Snapshots http://www.sourcemm.net/snapshots
(*1.10.3-git912* is *prior
to today's TF2 update*)
- SM Snapshots http://www.sourcemod.net/snapshots.php (*1.6.2-git4560*
is *prior
Just google IRC bonets, etc. Not something I am interesting in. and
probably off-topic for this list anyway.
On Wed, Sep 10, 2014 at 4:13 PM, Gus Naughton g...@gusnaughton.com wrote:
I'm not sure where you got the idea that IRC is full of exploits, as the
protocol has been around since
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