I just checked things again, there's absolutely no way to switch commentary
mode on in multiplayer only mods unless you add an option for it yourself.
Therefore I cannot explain how commentary mode got activated, there's nobody
else with access to this computer and I for sure didn't randomly
Multiplayer-only mods can still have Commentary, just not during normal
gameplay.
Team Fortress 2 is a good example of this, as it has commentary nodes for
tc_hydro, cp_gravelpit, and... one more of the original 6 maps (cp_well?).
These are loaded from the game's main menu.
In TF2, opening maps
Gamerules have to do it. As far as the server.dll is concerned, if you take
a scratch code base, or hl2mp or whatever, it doesn't know what commentary
is.
On Fri, Sep 27, 2013 at 2:33 AM, Ross Bemrose rbemr...@gmail.com wrote:
In TF2, opening maps for commentary seems to ignore the normal
I don't know if anything is more important than a server showing up in
server browser. I don't know if there is anything harder to diagnose for a
server operator?
On Wed, Sep 25, 2013 at 6:25 AM, T X4 t...@hotmail.com wrote:
There's a distinction between a meaningful amount of output for
To be clear here: if there should be any warning, then it should be a dev
warning. Once things don't work as expected at least I like to switch on
developer mode, sometimes even developer 2 instead of developer 1. A single
printout saying that this server won't be seen by others would do no harm
Jan,
I can't believe what I am reading. You are the guy with this problem for
almost 2 weeks, and you don't know if commentary 1 should be a mandatory
warning this server will not be listed on the master server because
commentary is enabled on all servers?
Really?
On Wed, Sep 25, 2013 at
commentary 1 ? prevents listen servers from showing up in server
browser?
needs to have a console warning immediately(if commentary 1) !!!(only
valve can do this from the engine level))
jan can you test this in maybe a tf2 server or css to see if those are
impacted as well?
On Tue, Sep 24,
Why so surprised? It totally makes sense that it doesn't show background
maps or commentary based ones in the browser...
It's been like that since source was first released...
That the dedicated server ignores this value makes sense as well,
commentary is a client side only thing (as it usually
TF2 and CS:S show the same behavior. A warning in the console sounds like a
good idea.
Jan
Von: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Nick
Gesendet: Dienstag, 24. September 2013 15:53
An: Discussion of Half-Life Programming
Since we’re a multiplayer only mod and don’t have any commentaries whatsoever I
can as well force commentary to 0 in the GameRules constructor when a listen
server is run. Not the nicest fix, but you’re right there – MP servers should
never be in commentary mode.
Jan
Von:
On Tue, Sep 24, 2013 at 6:20 PM, Nick xnicho...@gmail.com wrote:
Because commentary 1 should never be enabled in a multiplayer server,
commentary
1 SHOULD HAVE EPIC CONSOLE WARNINGS.
How exactly do you determine which is and isn't a multiplayer server? I
just fired up TF2, went into
meh .. well... I SAY MAKE SV_LAN 1 A
LOUD WARNING ALSO!
haha
On Tue, Sep 24, 2013 at 8:04 PM, Kyle Sanderson kyle.l...@gmail.com wrote:
On Tue, Sep 24, 2013 at 6:20 PM, Nick xnicho...@gmail.com wrote:
Because commentary 1 should never be
@Ryan: there’s no sv_master_legacy_mode in the 2013 SDK anymore, so that’s not
the issue.
@Edward: I send the heartbeat manually when the server is already running, at
the moment there’s no server.cfg at all. Both the listen server and dedicated
server are running on Windows, where the
And here's an update on the issue. While the code search still doesn't help
me I went ahead and checked my network traffic. When I run the dedicated
server of our mod, a UDP packet is sent out each time I issue the
heartbeat command and a UDP packet is received. The same is true for the
dedicated
Someone suggested this might be related to the sv_master_legacy_mode
cvar.
On Saturday, September 14, 2013 10:15:59 AM, Jan Hartung wrote:
And here’s an update on the issue. While the code search still doesn’t
help me I went ahead and checked my network traffic. When I run the
dedicated server
The firewall is open, port forwarding is configured correctly as well. I'm
running the dedicated server (using the very same .dll files) on the same
box for testing and it shows up just fine in the server browser(s).
Von: hlcoders-boun...@list.valvesoftware.com
A follow up on this:
I've created a batch file with the following line: start srcds.exe -game
darkdream -dev -allowdebug -condebug
this boots up the gui and the server works fine afterwards, when I use
-console it skips the GUI and starts the server console directly...
Now comes the catch: if I
Make sure sv_lan is set to 0, it is set to 1 by default (and design) when
running a listen server.
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jan Hartung
Sent: Thursday, September 12, 2013 9:41 AM
To: 'Discussion of Half-Life
Your firewall is open?
Your router is forwarding the correct ports?
On Fri, Sep 13, 2013 at 3:54 AM, Jan Hartung jan.hart...@gmx.de wrote:
sv_lan is set correctly and a heartbeat is sent as well, so that cannot
cause the issue.
** **
___
To
sv_lan is set correctly and a heartbeat is sent as well, so that cannot
cause the issue.
Von: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Alfred
Reynolds
Gesendet: Donnerstag, 12. September 2013 19:37
An: 'Discussion of Half-Life
The Steam Client beta that was released today fixed launching source
mods from the Steam server browser for me.
On 9/6/2013 6:12 PM, Joe Ludwig wrote:
We tracked down why it is launching sourcetest instead of the mod. The
fix requires a Steam client change, which we are hoping will go out as
2013/9/9 Joe Ludwig j...@valvesoftware.com
Jorge, if you run through the same scenario with Team Fortress 2 does
the same thing happen? We haven't heard any such reports from the TF
community, and it uses the same engine as the SDK so it should also be
affected.
I'm too busy to test that
I have to bring the listen servers up again. Can't put my finger on what's
causing our mod's listen servers not to appear in the server browsers. The
folders HL2 DLL and HL2MP DLL are not part of our project and the other
files we removed do not contain any code which looks like it's talking to
Thanks Joe for helping us on this email list
Thanks Valve for hopefully paying Joe alot of money to fix all of these
bugs and organize things for the SDK, it is GREATLY needed. Fixing the SDK
should be Valve's number one investment right now, (open source hammer),
because MS, SONY, Epic, are all
Neico, I don't think that's the problem. Partly because that option isn't set
for any of the other dedicated server apps, but mostly because it has no effect
on any of the gameserver joining code. The AppID used by the mod comes from
gameinfo.txt in the mod directory. Is it possible that the
I don't think that it can be out of sync because I use a Symlink on the
dedicated to link to the same folder as the client,
And it's good to know that this option isn't set, I do wonder tough if
that option has any particular use if not for that,
but I guess you're the wrong person to talk to
When I use the sample mod files and compile the sample project, the listen
server shows up on both tabs - no matter if sv_lan is set to 1 or 0. That
means, something must be wrong/missing in our code which prevents our listen
servers from showing up in the server browser. I'll get that sorted and
Is anybody else experiencing a problem where two people with different
steam accounts but the same IP address (eg roommates) can't connect to the
same remote dedicated server? I had this problem during a playtest today,
when the second person tries to connect the first person's connection is
I think the issue is that Source SDK 2013 Dedicated Server is missing
the parent config flag (For AppID field on the steamworks page ;) )
where the AppID 243750 should be set(the server already uses the Client
AppID, but the App itself doesn't know about the relationship), seeing
the following
First, the internet tab still shows mod servers, additionally the beta
update which enables Source 2013 MP servers to show up on the Steam server
browser seems to be online already. At least I was able to see my dedicated
server on it just now.
Regarding the listen server: sv_lan ist set to 0
Well my Listen Server shows up on Internet and LAN tab just fine.
And I believe that those lines never showed up on listen servers, even
on older engines, as the validation has been done already trough the
steam client when starting the mod.
It looks like it that you're doing something wrong
Can you confirm that the Internet tab is still showing your mod server? We made
some config changes today that may have broken it but should have fixed it
again.
What is sv_lan set to when you're running your listen server? They are
definitely showing up in both the internet and LAN tabs for
I'm seeing my Source SDK 2013 mod in the Internet tab of the Steam
browser after installing the latest Steam Client beta today, however
connecting to a server through the Steam browser still launches just the
sourcetest game.
On 9/5/2013 8:01 PM, Joe Ludwig wrote:
I shipped the upcoming
We tracked down why it is launching sourcetest instead of the mod. The fix
requires a Steam client change, which we are hoping will go out as a beta next
week.
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Ryan Kistner
Sent: Friday,
Good idea! Source SDK 2013 Dedicated Server now appears under Tools right next
to the SDK Base apps.
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico
Sent: Friday, September 06, 2013 5:41 PM
To: hlcoders@list.valvesoftware.com
Got around to test this stuff again, and here are the results:
Before I started testing I deleted my dedicated server install (appid 243750)
and re-downloaded it via SteamCMD. My Steam client is subscribed to the beta,
but I performed an update search prior to testing anyway which resulted in
The update that fixed these bugs was rolled back because it caused binary
compatibility issues. Try the upcoming beta and see if that fixes your
problems.
Kind regards,
Saul Rennison
On 3 September 2013 19:29, Jan Hartung jan.hart...@gmx.de wrote:
Got around to test this stuff again, and
Our game crashes to the desktop with the upcoming beta. I'll see if I can
do something about that, otherwise I'll test again once the compatibility
issues are fixed and the update is live.
Jan
Von: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] Im
I wonder if there is other source of information about the updates, roll
backs, and issues? I only know of this email list, and this email list
isn't the best.
On Tue, Sep 3, 2013 at 1:48 PM, Saul Rennison saul.renni...@gmail.comwrote:
The update that fixed these bugs was rolled back because
http://steamcommunity.com/app/211/discussions/1/846963165587880170/
Posting it here to try to gather all the various threads of this conversation
into one place.
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Nick
Sent: Tuesday,
The fixes just shipped. Yes, all four of those bugs should be fixed now.
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Ryan Kistner
Sent: Thursday, August 22, 2013 11:47 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders]
Will a Steam client update be shipped to resolve the Steam client
specific issues? I'm on the beta but I haven't downloaded any new
versions recently. The issues with launching from the Steam browser and
the internet tab still exist
On Monday, September 02, 2013 12:49:26 PM, Joe Ludwig wrote:
I am curious if this has been fixed and or confirmed a bug by valve?
On Wed, Aug 14, 2013 at 12:52 PM, Jan Hartung jan.hart...@gmx.de wrote:
Manually connecting to listen servers works well, and it’s better than
nothing when it comes to playtesting. Just checked, there are no replies to
the
Thats not the case Im afraid. Theres two issues I created on GitHub about
this (https://github.com/ValveSoftware/source-sdk-2013/issues/161 and
https://github.com/ValveSoftware/source-sdk-2013/issues/162) but theres not
a single reply on them. For our team its not that time critical as our
We have a fix for this issue. It should ship soon, we just don't know exactly
when yet.
Joe
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jan Hartung
Sent: Thursday, August 22, 2013 9:53 AM
To: 'Discussion of Half-Life Programming'
Just to double check, there are multiple issues affecting the MP SDK,
which not all are covered in the various bug reports, or it's unclear
what remedies are going to be applied:
1. In-game server browser filters source 2013 mp mods (definitely
doesn't work)
2. Steam server browser filters
I've been experiencing all of the problems that you describe, and as people
have mentioned dedicated servers can be addressed with some steam.inf
fiddling. Using this I've been able to have some games where people connect
manually. It's not a very nice solution though, and I hope both the server
Manually connecting to listen servers works well, and its better than
nothing when it comes to playtesting. Just checked, there are no replies to
the issues I have opened at GitHub, but hopefully therell be a reply and/or
fix soon.
Von: hlcoders-boun...@list.valvesoftware.com
Hi list,
Today I dug a little deeper into the server browser and the server you are
trying to connect to is using an older version of the game issues. The
dedicated servers were update and verified first, to query the master and
game servers I used the small tool I wrote some time ago. These
Hello,
I suspect this might be the lack of a steam.inf in the dedicated server
files. I was going to post a bug report about this but I wasn't sure if
anyone else had the issue. Can you try:
Placing a steam.inf in any of the dedicated server folders (root next to
srcds.exe, hl2, or your mod
Hi Ryan,
With the steam.inf next to srcds.exe the version number in the DS reply is
no longer 1.0.1.0 but 1836702, which at least makes the dedicated server
usable. However, even if I set my mod folder for ProductName a double-click
on the server in the server browser list starts up
I'm not certain about the listen server issues, but there's an open bug
report about servers not showing up in the server browser (Steam or
in-game):
https://github.com/ValveSoftware/source-sdk-2013/issues/132
As for launching from the Steam browser, I asked around a bit and
apparently launching
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