It seems I can't get sprays to work correctly in the new SteamPipe
opt-in beta. I put a spray .vtf file containing the image I want in
materials\vgui\logos\, and import the spray through the Multiplayer
options tab. It recognizes my spray's name in the list, and cl_logofile
shows this as my
Do you know if the server you're on is on SteamPipe? Might be sv_pure
comparability issues between the two versions.
Players on my servers who hadn't opted into SteamPipe have reported that
they can't use their custom models and skins and such, even though sv_pure
is set to 0 (my servers are on
It seems that any plugins using GetPlayerEyePosition() are casing crashes. Spraytrace is one example. I would imagine SMAC has a component that does so as well. From:
thesupremecommander thesupremec...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
That's a SourceMod issue, not a Valve issue.
On Apr 25, 2013 1:18 PM, Bjorn Wielens uniac...@yahoo.ca wrote:
It seems that any plugins using GetPlayerEyePosition() are casing crashes.
Spraytrace is one example. I would imagine SMAC has a component that does
so as well.
From what I understand there needs to be updated game data for steam pipe but
they can't be synced in SM until its released.
Sent from my iPhone 5
On Apr 25, 2013, at 1:18 PM, Bjorn Wielens uniac...@yahoo.ca wrote:
It seems that any plugins using GetPlayerEyePosition() are casing crashes.
Yes, indeed, although I would point out that Valve's already told server
owners to convert to SteamPipe in preparation for the update anyway, but
that's not something to be argued over the mailing list.
I think there is some beta gamedata floating around somewhere that I'll try
out to see whether
For updated gamedata that's compatible with steampipe, see:
https://github.com/RavuAlHemio/sourcemod-beta-gamedata
It's an unofficial repo, so your mileage may vary, but I've had reports
from multiple people that the gamedata is up to date with steampipe.
On Thu, Apr 25, 2013 at 3:29 PM,
Works fine for me
On Thu, Apr 25, 2013 at 4:50 PM, Ryan Stecker voidedwea...@gmail.comwrote:
For updated gamedata that's compatible with steampipe, see:
https://github.com/RavuAlHemio/sourcemod-beta-gamedata
It's an unofficial repo, so your mileage may vary, but I've had reports
from
Are all of these problems peculiar to Linux?
Has anybody tried using the engine's vprof tools (i.e. vprof_dump_spikes) to
investigate where the time is going?
If anybody is having these problems on Linux, we have some really powerful
tools we can use to capture performance data and track down
Oops. Fixed. I mean we have good performance investigation tools on
**windows**.
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Thursday, April 25, 2013 4:22 PM
To:
I can try the vpof tools quickly. Mine are linux so I can help if I can
leave sourcemod running.
On Thu, Apr 25, 2013 at 7:21 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
Are all of these problems peculiar to Linux?
Has anybody tried using the engine's vprof tools (i.e.
It seems that the steampipe server of CS Condition Zero comes with no
maps? I don't even see a game folder...
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
Well, I had to run SteamCmd multiple times to get the game folder. Maybe
someone should take a look from Valve.
Used Cmd Line:
steamcmd +login anonymous +force_install_dir E:\GameInstalls\CZ
+app_set_config 90 mod czero +app_update 90 validate +quit
On 4/25/2013 7:28 PM, List User wrote:
It
I can confirm on Linux that the first time you install Counter-Strike:
Condition Zero it just installs the base valve server files and none
of the game-specific ones.
A second update seems to install the game-specific files (or at least I
assume it does, I'm testing it now).
On 4/25/2013
I'm on Windows and it took multiple retries to get it.
And this happens for Half-Life/Counter-Strike as well.
Seems like a steamcmd issue now...
On 4/25/2013 7:35 PM, Ross Bemrose wrote:
I can confirm on Linux that the first time you install Counter-Strike:
Condition Zero it just installs the
Thanks. It looks like AI / physics is taking a really long time for some
reason. If anybody Windows users want to get setup with some performance
tracing software, I can dig into the problem in more detail.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
Unfortunately I'm now having (still sm_related) issues with a server crash
immediately on a client joining a team, despite running the beta gamedata.
Linux server, BTW. Anyone else having this or already know of the cause/fix?
From: Ryan Stecker
Is your system under any memory pressure? If we added a bunch of memory usage,
and it starts paging, of course that could cause really spiky behavior.
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
I can run it. I have 3 servers on pipe and 4 on hlds
On Apr 25, 2013 8:16 PM, Fletcher Dunn fletch...@valvesoftware.com
wrote:
Thanks. It looks like AI / physics is taking a really long time for some
reason. If anybody Windows users want to get setup with some performance
tracing software, I
Same here, what are we looking at as far as setup goes?
- Original Message -
From: big john
To: Half-Life dedicated Win32 server mailing list
Sent: Thursday, April 25, 2013 8:21 PM
Subject: Re: [hlds] [hlds_linux] FPS issues on Steampipe
I can run it. I have 3 servers on
Thanks for the report guys, we will get this fixed.
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of List User
Sent: Thursday, April 25, 2013 4:48 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re:
Well I just noticed that for some reason the server had 7 instances of
steamcmd running all using up resources
The FPS still isn't super stable but it's not lagging up now
With 30 bots and 2 players it's using 385 MB of ram (as the system is at
its limit. It's a VDS with 512 MB of ram. I need to
http://pastebin.com/zXu1F0mA
Here's a new vprof log
On Thu, Apr 25, 2013 at 8:38 PM, Daniel Barreiro
smelly.feet.you.h...@gmail.com wrote:
Well I just noticed that for some reason the server had 7 instances of
steamcmd running all using up resources
The FPS still isn't super stable but
I suspect I've found the culprits of the crashes, heads up if you are running
afk_manager or superlogs_tf2 plugins, both of these caused server crashes
immediately after joining a team for me. (Linux server)
From: Fletcher Dunn fletch...@valvesoftware.com
To:
I have searched for nearly an hour and came up empty. There are several
how to guides on using SteamCMD to perform a new installation. However
none that I was able to find to convert an existing install of HLDS to
SteamCMD.
My current HLDS setup
C:\Program Files (x86)\Valve\HLServer\tf2
update
You cannot convert it. You must do a full re-download and reinstall.
Derek D. Howard
derekdavidhow...@gmail.com
(707) 726-2239
http://gplus.to/derekh
On Thu, Apr 25, 2013 at 6:31 PM, Mike Bohde mikebo...@gmail.com wrote:
I have searched for nearly an hour and came up empty. There are several
I see that today's CS:GO update added a map pack of 7 maps that Valve is
charging $3 (normally $6) for.
Is this feature going to be coming to other games? Because I want to
know now if I'm going to have to yank cp_freight_final, cp_steel, and
the like from my TF2 server because of this
Settle down, Beavis. It sounds like they're just hosting community maps on
Official Servers. You won't be locked out of playing the maps on your own
or on community services, the cover charge is to pass the money to the
mapmakers and to log onto the Official Valve servers hosting them.
Why would you have to yank maps? This is basically the equivalent of map
stamps in TF2 for GO.
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Thursday, April 25, 2013 8:26 PM
To: Half-Life Windows
Has the /custom/ folder not being searched on Linux clients been fixed?
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Thursday, April 25, 2013 8:47 PM
To: Half-Life dedicated Linux server mailing list
Any chance at an optional (or required, if required) CS:S sync? We're still
having particle/spray/memory issues that have all been fixed in tip, and in
TF.
Thanks,
Kyle.
On Thu, Apr 25, 2013 at 8:46 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
We’ve released optional updates to the
Yes, very soon.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Thursday, April 25, 2013 8:51 PM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux
server
This update definitely fixed custom hitsounds not working on non-steampipe
servers with sv_pure. (I did have to verify local content to get the update,
but that feature now clips along at 245MB/s off my SSD... easily 3x faster than
the pre-steampipe system. Woot.)
Thanks for working late. :)
Hi Fletch,
What kind of improvement are we looking at in terms of memory usage? Any
measurements to go off?
On Thu, Apr 25, 2013 at 10:55 PM, Fletcher Dunn fletch...@valvesoftware.com
wrote:
Yes, very soon.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
For servers, approximately 120MB, depending on which VPK files got accessed and
much from each VPK was accessed.
For clients, it will be even more.
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ryan Stecker
Sent: Thursday, April 25, 2013
Found it, it's already partially reported and totally visible. Whenever the
ForceModelBounds/ForceSimpleMaterial spam is encountered the server skips.
Since we have Deathmatch essentially (clients get their default skin,
before being assigned to a zombie one), this happens frequently. I have
some
I have a fix for this ready to ship.
I’ll try to get that released tomorrow.
From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
Sent: Thursday, April 25, 2013 9:18 PM
To: Dominik Friedrichs; Half-Life dedicated Win32 server mailing list; Fletcher
Dunn; Half-Life dedicated Linux server mailing
Hi All.
Sorry if this topic has been covered lately. Just rejoined this mailing list.
Wondering if any others out there have had players complaining of 'jitter' or
studder ingame.
It's becoming a huge problem and only kicked in after the steampipe update.
Weirdly though, only some players have
You're gonna have to tell us which game you're talking about. :)
Also, if you are running Windows, we have some good performance tools we can
get you hooked up with that will help identify the causes of those issues. If
you are willing to install and run some software and perform a reasonably
I have updated the VPK tool wiki page with as much information as I can at
the moment. It is now up to date and formatted.
https://developer.valvesoftware.com/wiki/VPK
For those of you having problems with key values, I added an example of how
to correctly create one:
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