We fixed a pretty big bug in the ping estimation code just this past Friday.
I've been in contact with several customers from different continents to debug
and spot check the results, and it seems to have made a dramatic improvement.
The big fixes applied to boot camp servers, too, so it should
There is a bug causing all gameservers to report that they are "full",
preventing them from receiving matchmaking traffic.
It should be a small patch, and will be available in about an hour or so.
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they are all full :P.
On Fri, Sep 21, 2012 at 7:14 PM, Daniel Barreiro
mailto:smelly.feet.you.h...@gmail.com>> wrote:
My server that's always empty is full. It was filled by quickplay, so are you
sure it affects all?
On Fri, Sep 21, 2012 at 6:42 PM, Fletcher Dunn
mailto:fletch...@v
We're investigating the problem and will keep you posted.
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of RSS List User
Sent: Friday, September 21, 2012 4:57 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Steam update b
Team Fortress 2:
- Fixed bug causing gameservers to report themselves as full to the matchmaking
system
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A word of warning concerning the next TF update. Many of the Linux binaries
for the dedicated server will be renamed.
For example:
bin/datacache_srv.so
bin/dedicated_srv.so
bin/engine_srv.so
bin/libtier0_srv.so
bin/libvstdlib_srv.so
bin/materialsystem_srv.so
bin/replay_srv.so
bin/scenefilecache
2 or OrangeBox + CS:S?
Thanks,
Kyle.
On Tue, Oct 23, 2012 at 5:27 PM, Fletcher Dunn
wrote:
> A word of warning concerning the next TF update. Many of the Linux
> binaries for the dedicated server will be renamed.
>
> For example:
>
> bin/datacache_srv.so
> bin/dedica
The Linux binaries have names and symbols similar to those that will be
released with the TF update that is coming soon, and can be used to test plugin
issues.
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htt
We are expecting to release the update Friday morning.
Cheers,
Fletch
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun
Sent: Thursday, October 25, 2012 4:34 PM
To: Half-Life dedicated Linux
t 5am.
>>> "Morning" in the northwest is a vague time somewhere around
>>> 11am-1pm. So about 15 hours from my message.
>>>
>>> On Thu, Oct 25, 2012 at 5:58 PM, Emil Larsson wrote:
>>>
>>>> Looking at the timezone Valve is within,
;> How do I get the newest SDK to recompile? Whenever I try to click
>>> Create a Mod in Source SDK for Team Fortress 2, it says "Support for
>>> creating total conversions are not available using this engine
>>> versions".
>>>
>>> On Thu, Oct
Hello!
Here are some details for how to configure your server to receive quickplay
traffic.
First, the general requirements and scoring systems have not changed. (Your
server must have an account and advertise the _registered tag, will be
penalized or excluded for certain rule changes, etc).
10.2012 20:40, Fletcher Dunn kirjoitti:
> Hello!
>
> Here are some details for how to configure your server to receive quickplay
> traffic.
>
> First, the general requirements and scoring systems have not changed. (Your
> server must have an account and advertise the _register
and may have missed a few responses to this topic.
Thanks again!
Mike Vail
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Friday, October 26, 2012 10:41 AM
To: Half-Life dedicated Linux server
Just an acknowledgement concerning the Linux servers hanging on MvM maps. We
believe we understand the problem and hope to release an optional update today
to fix it.
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v
A sequence of problems has delayed the update. We are expecting to release the
update tomorrow morning.
I'm confident you would not have wanted us to release any of the builds that
were made this week.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_lin
Just a note to acknowledge this issue.
I believe that I have reproduced it. (At least, I have reproduced a very
similar issue. Server enters an infinite loop, ceases ticking, doesn't respond
to rcon, etc). I'm working on understanding the cause now and hopefully will
have an update for you s
I have not looking into this closely, so it's mostly a guess. But I think that
player-to-server ratios have just been changing.
Some significant differences between this week and last week are:
* Decrease in overall player counts after Halloween event ends and the launch
of other popular shoot
Have you seen the command sv_shutdown? It shutdowns the server at the next
opportunity, when the server is empty. We use this command on our dedicated
servers to avoid booting all the players off the moment an update is released.
They can keep playing, and we don't reboot the server until the
nce recently on one of my PvP
servers as well.
On 19.11.2012 10:53, Fletcher Dunn wrote:
> Just a note to acknowledge this issue.
>
> I believe that I have reproduced it. (At least, I have reproduced a
> very similar issue. Server enters an infinite loop, ceases ticking,
> doesn
;
> On 11/19/2012 1:38 PM, Fletcher Dunn wrote:
>
>> It's some pathfinding code that is not specific to any particular
>> game mode. However, it could be invoked in a way that only happens
>> (or happens with much greater frequency) in MvM. The server I am
>> inve
on the
> > server to trigger it? My PvP server has no bots present, besides the
> > replay bot.
> >
> >
> > On 11/19/2012 1:38 PM, Fletcher Dunn wrote:
> >
> >> It's some pathfinding code that is not specific to any particular
> >> game mode. Ho
Hello!
Our apologies for not announcing the optional update yesterday. It’s main
purpose to fix the infinite loop bug in pathfinding.
I’ll send our another email with a different title regarding the multi-hones
problem.
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.val
If you are running a multi-honed server, and your server occasionally drops out
of the master server listing, or appears on the wrong public IP, then you may
be interested in testing our some beta binaries that might fix the problem.
The problem begins with a disruption while talking on UDP (of
lf Of Fletcher Dunn
Sent: Wednesday, November 21, 2012 11:13 AM
To: Half-Life dedicated Linux server mailing list
(hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server mailing
list (h...@list.valvesoftware.com)
Subject: [hlds] Potential fix for problems on multi-honed servers
If yo
?
>
> Thanks,
> - Fletch
>
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
> Sent: Wednesday, November 21, 2012 11:13 AM
> To: Half-Life dedicated Linux server mailing list
> (hlds_linux@list.valvesoft
We discovered a bug with the update today. MvM servers are not reporting the
correct mission to the matchmaking system. We'll be releasing an optional
update shortly to address it. If you are running an MvM server, you will want
it.
If your server is not running MvM, you can safely skip this
Sorry, that last email should have been a bit more specific about which game
was being updated. It's for TF2.
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Thursday, November 29, 2012 3:31 PM
To: Half-Life dedi
Hello all,
This is a reminder to make sure that your properly advertises the appropriate
tags (e.g. respawntimes, norespawntime, friendly, nodmgspread , nocrits, and
increased_maxplayers), when the associated gameplay changes are in effect.
If you are using a plugin to achieve these changes, th
... make sure that your *SERVER* properly advertises the appropriate tags
From: Fletcher Dunn
Sent: Tuesday, February 12, 2013 7:43 PM
To: Half-Life dedicated Linux server mailing list
(hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server mailing
list (h
We banned some servers who had a maxplayers great than 24 but did not have the
increased_maxplayers tag. It looks like it is possible that changing
sv_visiblemaxplayers dynamically can result in this tag not being set. We'll
undo those bans.
If the maxplayers column doesn't inform players, "T
The orangebox engine games (Team Fortress 2, Counter Strike:Source, Day of
Defeat:Source, HL2:Deathmatch) are being upgraded to SteamPipe. Steam's
new-and-improved content delivery system. SteamPipe is currently used by most
games on Steam.
This change will impact server operators in at least
e other files are
allowed to differ from the server."
From: Ross Bemrose [mailto:rbemr...@gmail.com]
Sent: Tuesday, February 19, 2013 7:19 PM
To: Half-Life dedicated Win32 server mailing list
Cc: Fletcher Dunn; Half-Life dedicated Linux server mailing list
(hlds_linux@list.valvesoftwar
installed just to play
TF2? :D
- Original Message -
From: "Fletcher Dunn"
To: "Half-Life dedicated Linux server mailing list
(hlds_linux@list.valvesoftware.com)" ,
"Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com)"
, "hlds anno
is, but is there any
possibility of monetization of such things? If no monetary gate-keeping than
perhaps support for donations? Also, any guards against malicious methods
within HUD mods?
- Original Message -----
From: "Fletcher Dunn"
To: "Half-Life dedicated Linux server mailing list
SteamPipe is coming. Download the TF beta
Fletcher is there a set date for this conversion? Is there going to be any
overlap period? I didn't see those answers in the FAQ.
- Original Message -
From: "Fletcher Dunn"
To: "Half-Life dedicated Linux server mailing
we going to get a few days warning order before this
drops - i.e. will we know the exact day this change will go into effect?
On Tue, Feb 19, 2013 at 9:36 PM, Fletcher Dunn
mailto:fletch...@valvesoftware.com>> wrote:
The orangebox engine games (Team Fortress 2, Counter Strike:Source, Day o
l this be introduced as a regression into the orangebox and CS:S
>>> branches?
>>> :s
>>>
>>> Thanks,
>>> Kyle.
>>>
>>>
>>> On Tue, Feb 19, 2013 at 6:36 PM, Fletcher Dunn
>>> wrote:
>>>
>>>> The orang
ruary 2013 00:52, Kyle Sanderson <mailto:kyle.l...@gmail.com>> wrote:
>
> Was the pure not working bug ever fixed in later engines
> (L4D*)? or will
> this be introduced as a regression into the orangebox and CS:S
> branches? :s
>
>
Custom maps should still work just fine. Maps refer to assets using filenames
in the "game" filesystem namespace. (I.e. the filename starts with "materials"
or "models", not "tf" or "hl2" or "blahblah.vpk").
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com
consuming method of dealing with that part of the change (I run over 30
custom maps in total).
On Wed, Feb 20, 2013 at 12:35 PM, Fletcher Dunn
mailto:fletch...@valvesoftware.com>> wrote:
Fastdownload *should* work just fine.
I would not recommend placing any files in the tf/download folder
This confusion may stem from the assumption that this tool exists solely to
download a dedicated server. Actually the tool is essentially a command line
version of the Steam client. It also is used by partners to package up builds
and submit it to Steam.
-Original Message-
From: hlds-
The choice of the directory name "addons" for where to put modified files was a
bad one. It conflicts with the server addons directory, where SourceMod et al
are usually installed.
I'm changing this to be "custom" instead, so there won't be any conflict or any
need to change any existing stuff
Team Fortress 2 Beta:
* Delete 4GB of duplicate content. Whoops!
* "addons" directory renamed to "custom", to avoid conflicts with the dedicated
server's "addons" directory
* Add VPK tool executable
* OSX: Fix missing client and server binaries causing game to not boot.
* OSX: Fix missing applica
F beta
On 2/20/2013 12:35 PM, Fletcher Dunn wrote:
> I've also considered adding functionality for clients to download VPK's from
> gameservers, as opposed to individual files. Then the VPK would be mounted
> as a map search path. This has the added benefit that it allows cu
b "Ross Bemrose"
mailto:rbemr...@gmail.com>>:
I'm not seeing any VPK executable in my Windows TF2 Beta client or Linux TF2
Beta Server either.
On 2/21/2013 12:58 AM, Peter Jerde wrote:
On Feb 20, 2013, at 19:40 PM, Fletcher Dunn
mailto:fletch...@valvesoftware.com>> w
The srcds_run script probably is calling the wrong command to update. Thanks,
I'll fix that.
I think in general that you *should* be able to use steamcmd.sh to launch the
tool, without seting any environment variables, etc. (If you find any
instructions telling you to do that, I think they ar
Team Fortress 2 Beta:
* All platforms: Fix filesystem bug finding files in VPK, causing music to not
start on game startup on the client
* Windows client and dedicated server: Added bin/vpk.exe
* Linux client: Fix missing application icon
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Team Fortress 2 Beta:
* Fixed motd.txt file being in VPK instead of loose on disk. (This caused
custom motd.txt to not be used.)
* Linux dedicated server: Fixed srcds_run script calling old HLDSUpdate tool to
perform autoupdate.
___
To unsubscribe, edi
supposed to test sv_pure? There are no default whitelists files with
the game, and the whitelist settings must have changed.
https://github.com/ValveSoftware/Source-1-Games/issues/170
2013/2/22 Fletcher Dunn
mailto:fletch...@valvesoftware.com>>
There's no auto-conversion. If you install
sv_pure doesn't work yet. We'll let you know when it's ready to be tested.
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Denis Eliseev
Sent: Saturday, February 23, 2013 9:37 AM
To: Half-Life dedicated Linux server m
Team Fortress 2 Beta:
* Fix custom audio sometimes using data from wrong sound cache.
* Sound cache for official shipping content now updated with the game, clients
no longer need to compute it
* Misc audio system optimizations
* VPK structure changes. Deleted "models" and "materials", added "tex
moved textures and sounds from dedicated server
> > distribution. Installation size reduced by approx 7.5GB
> >
> > This is awesome, thanks!
> >
> >
> > 2013/2/27 Fletcher Dunn
> >
> > > Team Fortress 2 Beta:
> > > * Fix custom audio som
depot.
-Original Message-
From: Jesse Molina [mailto:je...@opendreams.net]
Sent: Wednesday, February 27, 2013 2:58 PM
To: Fletcher Dunn; Half-Life dedicated Win32 server mailing list
(h...@list.valvesoftware.com); Half-Life dedicated Linux server mailing list
(hlds_linux@list.valvesoftwar
Yes, the changes will be coming to CS:S.
It should result in a very significant reduction in the size of the dedicated
server install.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkIn
Sent: Sunday,
Thanks again to those who have been testing. This update is around 100MB
download.
Team Fortress 2 Beta:
* Synced with latest changes from release game
* Moved several more files into VPK
* Further load time optimizations
* Basic implementation of sv_pure working using signed VPK files. See
tf
Ha. Should have been *only* on Windows version of tool.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Wednesday, March 06, 2013 12:24 PM
To: Half-Life dedicated Win32 server mailing
riginal Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: woensdag 6 maart 2013 21:24
To: Half-Life dedicated Win32 server mailing list
(h...@list.valvesoftware.com); Half-Life dedicated Linux server mailing li
hop? Can we
package all of our static assets into a VPK (models/sounds/etc)?
Thanks,
Kyle.
On 6 Mar 2013 16:51, "Fletcher Dunn" wrote:
> Workshop integration is something we want to do in the future, but
> it's not part of the immediate task list.
>
> ---
ally shipping VPKs (server side) without the workshop? Can we
> package all of our static assets into a VPK (models/sounds/etc)?
>
> Thanks,
> Kyle.
> On 6 Mar 2013 16:51, "Fletcher Dunn" wrote:
>
> > Workshop integration is something we want to do in the future,
fferent OB games be using different appids or will they be using
steamcmd's +app_set_config directive to specify which game it is like
Counter-Strike: Condition Zero does for appid 90 for goldsrc?
On Fri, Mar 8, 2013 at 10:52 AM, Fletcher Dunn
wrote:
> I think this might actually be
The engine gets that info from steam.inf.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Sebastian Staudt
Sent: Monday, March 11, 2013 2:39 AM
To: Half-Life dedicated Win32 server mailing list
Cc: Half-Lif
ber downloaded version, just download
the version that is available for download from the Steam servers to be able to
check whether there is newer than the one we have on the disk without
downloading.
2013/3/11 Fletcher Dunn
mailto:fletch...@valvesoftware.com>>
The engine get
There is a problem with geolocation that affects the matchmaking used for MvM.
We're still trying to gather information as to the cause of this. We hope to
have it sorted today or tomorrow.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@li
We have released a SteamPipe version of the Day of Defeat:Source dedicated
server.
A note of clarification: this announcement concerns Day of Defeat: *SOURCE*.
Alfred announced a very similar release for the original Day of Defeat product.
This is a different release. Try not to get confused
2013 6:14 PM
To: Fletcher Dunn
Cc: Half-Life dedicated Linux server mailing list
(hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server mailing
list (h...@list.valvesoftware.com)
Subject: Re: [hlds_announce] Day of Defeat:Source SteamPipe dedicated server
and client beta released
A CS:S beta will be coming very soon. We will probably not use the CS:S beta
(the one that's a different app). But we will release a beta, using
SteamPipe's beta feature.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.c
se SteamPipe betas be compared to the actual SteamPipe
release?
Is it safe to assume no more updates until SteamPipe is live?
On 3/14/2013 11:35 AM, Fletcher Dunn wrote:
> A CS:S beta will be coming very soon. We will probably not use the CS:S beta
> (the one that's a different app)
:
orangebox/models/
vs
orangebox/custom/roleplay/models
If not, I rather stick it in custom for organization.
On 3/14/2013 12:27 PM, Fletcher Dunn wrote:
>> My mod uses a bunch of custom things (models/materials). Should those be in
>> a .vpk or can I keep it as it, where client get
at you want.
Read gameinfo.txt for more details on this.
The DoD:S beta just released had some old readmes in the wrong folder. I will
fix that shortly with a beta update today.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftw
all other operators too) need to have access
to my normal servers and testing the beta - with currently DoD:S variant I
don't see any solution to keep both versions, I think that I need to redownload
another version every time. Or I'm not right?
14.03.2013, 19:35, "Fletcher Dunn&q
DoD:S beta:
* Fix mismatched version numbers in client and server
* sv_pure should be functional.
* Added readmes in the custom and downloads folder.
* Linux dedicated server: Fixed srcds_run script to properly use StamCMD for
auto restart.
Note that you will not receive an out-of-date notificati
SteamPipe Betas have been released for Half-Life 2: Deathmatch and
Counter-Strike: Source.
For each game, we have released a SteamPipe version of the dedicated server,
which is a separate installation that should be installed using the SteamCMD
tool, and a client beta that you can opt in to.
T
>If i install a server right now with HLDSUpdateTool will i have to reinstall
>it all with steamcmd later on?
Yes.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Guardian Cipher
Sent: Thursday, March 14,
ftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Thursday, March 14, 2013 7:19 PM
To: Half-Life dedicated Linux server mailing list
(hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server mailing
list (h...@list.valvesoftware.com);
A patch for the beta Counter-Strike:Source server and client has been released.
The game is ready for testing.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Thursday, March 14, 2013
s
and starting on client normally, so I can connect to server.
15.03.2013, 20:19, "Fletcher Dunn" :
> A patch for the beta Counter-Strike:Source server and client has been
> released.
>
> The game is ready for testing.
>
> -Original Message-
> From: hlds_linux-b
load\custom\bks\maps\de_dust2_unlimited.bsp , but can't load map
from custom dir.
15.03.2013, 22:21, "Fletcher Dunn" :
> Hm, the client should not be downloading it to
> cstrike\download\custom\bks\maps. Downloaded files should be placed into the
> do
I believe the problem is that you need to issue the "map" command, which
actually starts the server hosting a game.
You can do that on the server command prompt after it launches, or put "+map
" on your command line.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[m
Dedicated server:
* Fix bug generating the download list for files in the custom folder.
The name of any file in the download list on the client will be the logical
name of the file in the game's filesystem. (E.g. maps/xxx.bsp,
materials/xxx.vmt, etc.) It will not contain "custom" or any hint
CS:S client on my Windows machine ... it's not
there any more?
I could swear it was there as recently as yesterday.
Do I need to specifically re-opt-inn to the CS:S beta?
Also, does that mean I need to be in the beta for Steam itself also?
On Fri, 2013/03/15 09:18 AM, Fletcher Dunn wrote:
riday, March 15, 2013 8:46 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Half-Life 2: Deathmatch and Counter-Strike: Source
SteamPipe Betas released
Does anyone see vpk_linux32 with their beta servers?
On Fri, Mar 15, 2013 at 11:44 AM, Fletcher Dunn wrote:
> Ah,
l too (at least on linux). I
> don't know about DoD:S, but I think that this file missing at least on
> all Linux servers
>
> 16.03.2013, 20:44, "Fletcher Dunn" :
> > We should be shipping a version of the VPK tool with all client and
> server distributions.
custom subfolder.
I want certain vpks to be mounted and others not. For example, if I run
multiple srcds instances out of the same directory (boo) can I tell it to not
mount the vpks for the other srcds instances?
Thanks for your response.
On Mar 18, 2013 8:42 AM, "Fletcher Dunn"
wrote:
loose files on server and client? I understand this will vary per system
and setup but I'm trying to get a grasp on if I have content that changes
frequently, is it worth the hassle to repackage as a vpk for the performance
increase?
On Mon, Mar 18, 2013 at 9:04 AM, Fletcher Dunn
wrote:
&g
Team Fortress 2 Beta:
* Fix clients allowing content from VPK's when connected to pure servers
Thank you for testing!
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visit:
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All four games build out of the same source code.
CS:S does not share release depots, but it builds out of the same source
branch. (This change was made by popular request, because an update to TF
would often break CS.)
With the SteamPipe release, which is coming soon, we will no longer share
PLEASE NOTE: The Betas are drawing to a close. We hope to release Day of
Defeat:Source early next week.
Betas for HL2:MP, DOD:S, CS:S, and TF:
* Deleted sv_consistency convar. This security is now implemented using
sv_pure.
* Changed which pure server configuration files are loaded in the vari
Betas for TF2, CS:S, DoD:S, and HL2:DM:
* Linux client: Fixed crash trying to connect to server with any setting other
than sv_pure -1.
* Linux client: VPK tool now supports signature functionality
* Client and dedicated server: fixed sv_pure command not showing current pure
status
__
Thanks for reporting that. What client OS are you using?
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jonathan Price
Sent: Wednesday, March 20, 2013 3:52 PM
To: hlds_linux@list.valvesoftware.com
Subject
same issue.
-Original Message-----
From: Fletcher Dunn
Sent: Wednesday, March 20, 2013 11:00 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Player Models missing from settings menu for HL2:DM
SteamPipe
Thanks for reporting that. What client OS are you using?
-Origin
Adding HLDS_Linux to that answer.
From: Fletcher Dunn
Sent: Thursday, March 21, 2013 2:53 PM
To: Half-Life dedicated Win32 server mailing list
Subject: RE: [hlds] Optional updates to Source engine betas released
Ah. I think because “-1” begins with a dash, it is being interpreted as its
own
em? It's just a
> bit of a big gotcha, would it make more sense to push all the sv_pure values
> up 1?
> (i.e., sv_pure 2 => 3, sv_pure 1 => 2, etc.)
>
>
>
> Kind regards,
> Saul Rennison
>
>
> On 21 March 2013 21:53, Fletcher Dunn wrote:
>>
>&
Is there a particular question you have that is not answered by the command
usage text?
CREATE VPK / ADD FILES:
vpk
Creates a pack file named .vpk located
in the parent of the specified directory.
vpk a...
Add file(s).
vpk a @
Add files listed in a
Ah yes. It looks like the person who wrote that functionality assumed the only
use case for passing a folder as the only argument would be somebody dragging a
folder onto the tool. (In which case there is no opportunity to ass command
line options.)
I'll fix that.
-Original Message-
You must specify both keys. Only the private key is actually used. The other
is just to make sure that the key you think is the one used to verify the
signature is actually the key that does properly verify the signature. (And it
does actually verify the signature to make sure signing worked.
Yep, thanks, I'm looking into that right now.
I believe the bug affects TF beta Linux servers.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkIn
Sent: Friday, March 22, 2013 12:21 PM
To: Half-Life de
All Source engine games:
* VPK tool: improved command line parsing and help text
* VPK tool: fixed several bugs building standalone (non-multi-chunk) VPK files.
* VPK tool: fixed tool not putting CRCs into file unless -P was used.
* Fixed pure servers kicking clients with custom VPKs
* Fixed format
>Is DOD:S still on track for release this week?
Probably not. We have a few outstanding regressions.
I could use some help gathering data to reproduce these bugs or confirm them
closed.
Audio files specified in .RES file not downloaded. (Possibly related to Linux
case sensitivity?)
https://gi
Hello!
We're planning on switching Day of Defeat: Source to be delivered through
SteamPipe on Friday Morning.
This update will cause all clients to be converted to the new VPK filesystem.
Servers downloaded with the HLDSUpdateTool will no longer be compatible. Only
the server obtained using S
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