lizing players for joining late or getting unlucky death at round
> start is something that just irks me.
>
> -ics
>
> 1nsane kirjoitti:
>
>>
>> Sadly not any of the arena maps (once temporarily) or any other that
>> valve didn't seem to like for some reason. Per
video game,
>> nobody is interested in waiting 20 minutes to play a map. The beauty of the
>> previous Valve model was this was not an issue. There was almost always a
>> full server on any given map, even some of the more obscure payload race
>> maps.
>>
>> I'll believe it
There were plenty of rotation servers before quickplay. I ran a bunch
myself as did my friends/competitors. If it's something the community wants
you can bet servers will pop up to provide it again.
On Jul 8, 2016 3:27 PM, "Lucas Wagner" wrote:
> I think the thing that
This sounds promising :)
On May 13, 2016 3:51 PM, "John Schoenick" wrote:
> Hey everyone,
>
> I wanted to give a heads-up about some upcoming changes to the way server
> accounts work in TF.
>
> In an future update, we are going to be introducing features that will
>
Oh, haven't actually tried it in a long time.
On Tue, Oct 13, 2015 at 9:06 AM, Asher Baker <asher...@gmail.com> wrote:
> On Tue, Oct 13, 2015 at 1:59 PM, 1nsane <1nsane...@gmail.com> wrote:
>
>> And yes there is a server side setting for that. Start the server
>>
Log streaming to something like HLSW or using a plugin to record
chat/events to a database with a website.
HLSW should use even less resources than textmode client.
On Tue, Oct 13, 2015 at 8:45 AM, HD wrote:
> Yea I saw it last night... this is beyond a wasteful change. I
that I can come
> up with.
>
> Perhaps a server side setting to let “insecure” clients log in.
>
>
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *1nsane
> *Sent:* Tuesday, October 13, 2015 8:50 AM
>
&g
You gotta remember that for a while hosting servers for valve's games was a
great way to get a community going in an online game. But now it's
completely different. Even EA let's you host ranked games which allow
players to rank up on them. Where you can compete for traffic with official
servers.
You don't have to worry about that. Check this out:
tf_matchmaking_retry_cooldown_seconds = 300
- Time to remember quickplay join attempt, and apply scoring penalty to
rejoin the same server
On Sat, Jul 4, 2015 at 12:09 PM, Dominik Friedrichs d...@forlix.org wrote:
I never bothered to add
If we had a monopoly over the quickplay defaults, sure. That be pretty
awesome.
On Sat, Jul 4, 2015 at 11:10 AM, Phillip Vector t...@mostdeadlygame.com
wrote:
Would you say the same thing if the situation was reversed and they took
away the community servers?
No. I didn't think so.
On Sat,
To allow running commands on the server (from the map as added by the map
maker).
Could be a security risk.
On Tue, Jun 2, 2015 at 6:12 PM, E. Olsen ceo.eol...@gmail.com wrote:
Awesome news on the custom map front.
Could you elaborate a bit on exactly what the sv_allow_point_servercommand
I wanted to check out some other payload servers now. First
quickplay server I get sent to is half-full of players that look like
robots and the frigging payload cart has the audacity to shoot at me! Can
you imagine the horror? Well I had to experience it in person...
Second try at it was even
and trying to add
restrictions on our servers, including ones that don't exist on official
ones such as class limits. If we are more interested in killing off
competition than reversing the quickplay ban, we will all die together.
On Wed, Feb 11, 2015 at 1:19 PM, 1nsane 1nsane...@gmail.com wrote:
I
And when quickplay doesn't find any valve servers it just tells players to
try again later. Nothing about using the server browser or community
quickplay.
Seems they would rather have new players not play at all than play on
community servers.
Would be nice if they edited that message. Eh valve?
Until they change they change/update that page you shouldn't use them.
Don't give them a reason to ban you. After all maybe for some reason they
don't want class limits enforced on community servers... who knows.
On Fri, Nov 14, 2014 at 9:18 PM, E. Olsen ceo.eol...@gmail.com wrote:
Hello,
I like updates.
We want valve to keep updating this game as often as possible. Especially
with content.
On Wed, Oct 22, 2014 at 2:16 PM, Albert Davis davis.alb...@gmail.com
wrote:
What is with all the updates? This is insane.
On Wed, Oct 22, 2014 at 1:53 PM, Paul ubyu@gmail.com
What did you set the cvar to?
tf_player_spell_drop_on_death_rate 5
tf_player_spell_drop_on_death_rate 0.5
or
tf_player_spell_drop_on_death_rate 0.05
On Mon, Oct 20, 2014 at 9:05 PM, Anthony Duncan anth...@kinevonetwork.com
wrote:
So I’ve been playing with the new spell cvar
An update a day keeps the bugs away (hopefully).
Thanks for the heads up.
On Wed, Sep 17, 2014 at 8:14 PM, Eric Smith er...@valvesoftware.com wrote:
We're working on a mandatory update for TF2. We should have it ready soon.
-Eric
___
To
, than like the day before Halloween.
On Wed, Sep 17, 2014 at 5:55 PM, Albert Davis davis.alb...@gmail.com
wrote:
Seriously? 3 days in a row now?
On Wed, Sep 17, 2014 at 8:15 PM, 1nsane 1nsane...@gmail.com wrote:
An update a day keeps the bugs away (hopefully).
Thanks for the heads up
That's what we can expect. :/
On Sep 17, 2014 9:18 PM, Chris Oryschak ch...@oryschak.com wrote:
yay. the scraps/overflow for us :D
On Wed, Sep 17, 2014 at 9:14 PM, 1nsane 1nsane...@gmail.com wrote:
They won't have enough servers. Well get to participate.
On Sep 17, 2014 9:13 PM, Robert
Yes, why can't community servers participate in beta map quickplay? :(
On Tue, Jul 8, 2014 at 7:22 PM, Valentin G. nextra...@gmail.com wrote:
Selecting Play Beta Maps forces the quickplay settings to default
and unchecking the box doesn't revert it. You have to redo your custom
quickplay
on worries and
heartaches.
On Tue, Jul 8, 2014 at 4:35 PM, 1nsane 1nsane...@gmail.com wrote:
Yes, why can't community servers participate in beta map quickplay? :(
On Tue, Jul 8, 2014 at 7:22 PM, Valentin G. nextra...@gmail.com wrote:
Selecting Play Beta Maps forces the quickplay settings
guys have a
good evening :)
On Tue, Jul 8, 2014 at 5:15 PM, 1nsane 1nsane...@gmail.com wrote:
Ahh so we will never it then to help fill up community servers? Right? I
don't follow your logic, because it doesn't make sense. Maybe what you are
experiencing has something to do with:
1
That wasn't the reason. The scoring system was bad to begin with.
There is a limit to how many points an account can give. So having the same
23 people shouldn't influence it. Then if the real players were leaving
after seeing those fake players the score should drop.
I had servers that were
And if the scoring system was better those kind of servers would have
started losing out on players.
Because surely these kind of servers would have more people leave
immediately after join (compared to servers that don't do this).
And as such if you punish your players by preventing them from
What about something similar like before where valve servers had an
advantage over community servers with new players being sent to them (due
to the valve server score boost)?
Except this time just make it so all new players get sent to valve servers
by default. And then after a certain amount of
What about the title of this thread? DDOS.
That's a great reason to update the IP more often. It would allow one to
almost provide continuous service.
IP is under attack so you can nullroute it and start the server on another
IP. Then change it back when needed.
On Wed, Feb 26, 2014 at 12:15
I think its kinda useless for that purpose.
On 26 February 2014 18:21, 1nsane 1nsane...@gmail.com wrote:
What about the title of this thread? DDOS.
That's a great reason to update the IP more often. It would allow one to
almost provide continuous service.
IP is under attack so you can
on immediately.
On Wed, Feb 26, 2014 at 2:52 PM, Dill Bates dillbat...@gmail.com wrote:
Just curious how often you guys get DDOS attacks on your servers? I've
been attacked one time ever, and it was because I banned a couple of
trolls.
-Dill
Sent from my iPhone
On Feb 26, 2014, at 10:57 AM, 1nsane
Not because it was a bad idea, but because when faced with losing revenue
from ads (HTML ads) and pay to win slots, the custom server people cheated
and didn't follow the rules.
Ads? What? There were no ads back then. HTML motd had no flash support and
no javascript support either. Clearly you
you are acting like it was exactly
the same as it is today.
On Wed, Feb 26, 2014 at 4:34 PM, Phillip Vector t...@mostdeadlygame.comwrote:
Fine then. They were losing players and losing players means they didn't
have people to pay to win.
On Wed, Feb 26, 2014 at 2:30 PM, 1nsane 1nsane
Soon as I got this update all my favorites were deleted.
Anyone else had this issue happen to them?
On Tue, Feb 25, 2014 at 3:16 PM, Mike Vail supp...@boomgaming.net wrote:
I just got a Steam Client update this morning that included the following
in the General update notes:
Add IP
I'm seeing this as well. Except I'm not running Windows. Linux here.
On Fri, Feb 14, 2014 at 2:00 PM, big john brewskii...@gmail.com wrote:
Im having the same problem with my windows 2008 server.
On Thu, Feb 13, 2014 at 5:00 PM, Mart-Jan Reeuwijk mreeu...@yahoo.comwrote:
Well, at least
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 yesterday to be rather wide-spread.
Yes.
On Fri, Feb 7, 2014 at 6:39 PM, Saint K. sai...@specialattack.net wrote:
I'm confused.
Do I need a unique key for each server for the sv_setsteamaccount value?
Saint K.
*From:* hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] *On Behalf Of
Personally I have plenty of hidden slots so no one ever needs to get kicked.
But what's to prevent someone from kicking players who joined through the
server browser instead and leave quickplay players alone?
Does this satisfy the requirements? And if not, who would even know how
this works? How
It was crap anyway really. Make a new server put fakeplayers on it and you
are the top. Doesn't matter how overloaded or otherwise laggy the server
might be.
On Thu, Feb 6, 2014 at 10:16 AM, E. Olsen ceo.eol...@gmail.com wrote:
I've been saying for some time that adding community stamps to the
Is the limit for registering servers in the new system going to be the same
as with the current one (100 servers)?
Also providing there is a limit at all will the limit be global (per
account) or per game?
On Thu, Feb 6, 2014 at 2:05 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
Oops,
At all? Or is what Fletcher said earlier regarding Arena still valid?
We don't have an option to search for it explicitly, but there is a don't
care option.
On Thu, Feb 6, 2014 at 2:38 PM, Jacob Urman jac...@valvesoftware.comwrote:
The list has been updated and categorized. Arena, Degroot
Will we be able to see which token is assigned to which ip once the
interface for managing steam game servers is up?
This can't be done with the current TF2 registration system far as I recall.
On Thu, Feb 6, 2014 at 2:51 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
The two accounts
/GetServerIPsBySteamID/v0001?key=keyhereserver_steamids[0]=85568392920039425
*From:* hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] *On Behalf Of *1nsane
*Sent:* Thursday, February 06, 2014 11:57 AM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds
Yeah... easy enough for me to do. But what about those who might not have
full control over their startup cmd line?
On Thu, Feb 6, 2014 at 3:44 PM, ics i...@ics-base.net wrote:
Put it in server start line. That's what i did.
-ics
1nsane kirjoitti:
And another question :P
'Once you have
Why do people keep bringing Pinion up? It has nothing to do with this.
Pinion hosts OFFICIAL servers for CS:GO and L4D2 (yes with ads). Pinion
requested HTML5 and that happened too. They wouldn't be partners if Pinion
did something wrong.
The actions taken by valve were never against Pinion or
Will Arena be an option as well now?
On Wed, Feb 5, 2014 at 7:25 PM, E. Olsen ceo.eol...@gmail.com wrote:
Hiya Fletcher,
You mentioned: * We've added an advanced options page that allows players
to opt into the most commonly-requested non-vanilla rules changes: nocrits,
maxplayers, and
Surely that's not a legitimate question? Playing as a sentry buster is
definitely not stock TF2.
On Thu, Feb 6, 2014 at 1:05 AM, Andreas Grimm l...@gmx.net wrote:
...Modifying stock maps, models, or materials
Q: Does that include changing setup timers and round timers, too?
Q: Is it
But will this even be enforced? Because for the longest time ever there
were servers on quickplay with quick respawn, modified crits and so on. It
was never enforced. But things like fast respawn are usually enjoyed by
players and so they make these servers more popular. But they do turn the
game
New players were getting valve servers in the beginning anyway. That was
the advantage that valve servers always had.
On Sat, Jan 25, 2014 at 7:41 AM, Phillip Vector t...@mostdeadlygame.comwrote:
New players, should for their first experience with the game, play it
vanilla. If they want to
Unfortunately valve doesn't really need us anymore. They can't monetize
maps or custom game modes. Once quickplay was added with its preference for
certain noob friendly maps a number of valve's own maps (and game modes)
stopped being played. You'd think they would want more variety so players
volatility to a lot of
communities and I'll be watching how their servers fare in
the weeks to come.
On Fri, Jan 24, 2014 at 9:32 AM, 1nsane
1nsane...@gmail.com mailto:1nsane...@gmail.com
mailto:1nsane...@gmail.com mailto:1nsane
This does not look legit.
On Thu, Dec 19, 2013 at 11:25 PM, Peter Jerde peter-h...@jerde.net wrote:
On Dec 19, 2013, at 22:13, Eric Smith er...@valvesoftware.com wrote:
We've released a mandatory TF2 update.
It seems to be taking an awfully long time to actually come out...
Full log
Yes. All the server browser tabs and a bunch of other things.
On Tue, Nov 12, 2013 at 2:08 PM, DontWannaName! ad...@topnotchclan.comwrote:
Is it able to tell if they connect from their favorites?
Sent from my iPhone 5
On Nov 12, 2013, at 11:02 AM, Fletcher Dunn fletch...@valvesoftware.com
There wasn't much point to running MvM servers before. Even less so now it
seems.
Not like you can make a community around stock MvM.
On Thu, Nov 7, 2013 at 6:12 AM, Paul ubyu@gmail.com wrote:
I imagine many communities will close up on using TF2 Quickplay, whether
they will successfully
all together.
Back to oldskool community building where one can only survive on
donations. Donations means your servers are appreciated.
Saint K.
*From:* hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] *On Behalf Of *1nsane
*Sent:* Thursday, November
survive on
donations. Donations means your servers are appreciated.
Saint K.
*From:* hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] *On Behalf Of *1nsane
*Sent:* Thursday, November 07, 2013 3:38 PM
*To:* Paul Lewis; Half-Life dedicated Win32 server mailing
it on and off via plugin.
On Thu, Nov 7, 2013 at 10:48 AM, James Haikin jfrra...@gmail.com wrote:
Not sure why people are kvetching about this, considering most people turn
off HTML MOTD client-side anyway.
-James
On Thu, Nov 7, 2013 at 7:37 AM, 1nsane 1nsane...@gmail.com wrote:
Valve added
MOTD client-side anyway.
-James
On Thu, Nov 7, 2013 at 7:37 AM, 1nsane 1nsane...@gmail.com wrote:
Valve added a server command for that sv_motd_unload_on_dismissal.
I use it on my servers to prevent such a thing from happening.
They could have made it a clientside option instead.
On Thu
...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *1nsane
*Sent:* Thursday, November 07, 2013 3:38 PM
*To:* Paul Lewis; Half-Life dedicated Win32 server mailing
, unload that MOTD, and then
allow further MOTD windows to be opened up iff the player accepts it.
Seriously, approval-based server redirection has been in the game a while
and it works well for the purpose. Why couldn't we do the same for MOTDs?
On Thu, Nov 7, 2013 at 11:54 AM, 1nsane 1nsane
Like they really want to spend time working on the MOTD like that.
If anything is changed at all they will go for the simplest and fastest
solution. Which should not involve changing the MOTD code that much.
On Thu, Nov 7, 2013 at 12:44 PM, Weasel's Lair wea...@weaselslair.comwrote:
I think a
On Thu, Nov 7, 2013 at 12:08 PM, 1nsane 1nsane...@gmail.com wrote:
But if you can load that you can load some other ads as well. Not all ads
need flash/video. And if it allows invisible motds again then the original
issue comes back.
On Thu, Nov 7, 2013 at 12:03 PM, Paul ubyu@gmail.com
That would be much worse than it being removed entirely. When most players
(especially the new ones) use just quickplay we'll end up with tons of dead
servers and little variety in the game.
Which will mean the game will die sooner than it has to as well.
On Thu, Nov 7, 2013 at 2:11 PM, Paul
How long was this bug around? Just for the Halloween update or before as
well?
On Thu, Oct 31, 2013 at 12:32 PM, Fletcher Dunn fletch...@valvesoftware.com
wrote:
We recently fixed a bug that has been giving servers running bots an
unfair and unintended quickplay scoring advantage. This
There's probably some Sourcemod plugin that can replace the quickfix with a
normal medic or just remove it entirely.
It's making the rounds being posted on a good number of TF2 communities. So
I'm sure valve will fix it tomorrow anyway.
On Thu, Jul 11, 2013 at 12:48 AM, Ross Bemrose
I know that Pinion asked Valve to add the ability to detect if a player
connects from quickplay. It hasn't happened yet but it should.
Pinion would need this functionality in order to keep their average
impressions higher.
And we could use this for other things, such as tracking how many people
It's on the client, so through matchmaking they can't force you to stay at
the motd in any way. Just click continue.
In regards to the sound, for me it stops when I click through and spawn.
But I suppose it's possible someone might have it misconfigured or use an
old version.
In that case
So then perhaps your GSP is the one that overwrites those files.
How about figuring out who's at fault first before blaming anyone?
On Wed, Jun 5, 2013 at 2:21 PM, Albert Davis davis.alb...@gmail.com wrote:
Mine aren't in the CFG and aren't by default, they are in the root of the
TF folder
It's not on purpose. Just a side effect of their implementation.
What they did was add a dynamic timer. So if there's no ad you can skip
right away, if there is an ad it prevents you from closing it while the ad
is playing. And all of this is queried in real time. So a 13 second ad will
only
No matchmaking? Expect a ton of MvM servers to disappear then. Especially
in locations where valve doesn't have any servers.
No incentive to host it really. You can't build a community around that,
not unless you make it custom and rely on the server browser more.
On Wed, Jun 5, 2013 at 9:10
.
It used to be that server owners used to actually run good servers and the
thrill of running a thriving community was reward enough.
On Wed, Jun 5, 2013 at 7:12 PM, 1nsane 1nsane...@gmail.com wrote:
No matchmaking? Expect a ton of MvM servers to disappear then. Especially
in locations where valve
server.
Ofcourse custom mvm server communities exist, like the ones with 9 human
players or any other mods. Those work through the server browser.
On Wed, Jun 5, 2013 at 10:25 PM, 1nsane 1nsane...@gmail.com wrote:
MvM is pretty much matchmaking only unless you make it custom.
It's not that kind
It's been replaced with validate.
app_update id validate
On Thu, May 23, 2013 at 3:42 PM, T Marler bloodyi...@shaw.ca wrote:
Hey Folks,
I'm finally getting time to address SteamPipe for my servers. Does
verify_all mean anything for the new SteamPipe infrastructure?
I used to have it in
You got lucky that there were no mandatory updates. The announcement was
that April 30th was the last day for TF2 through hldsupdatetool.
That was plenty of time to get setup (including the beta). If anything it
being retired entirely will force those plugins to get updated, or you'll
need to
Prelease branch for early updates sounds great.
On Mon, May 13, 2013 at 4:46 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
We're still working out the kinks. It is a bit odd to sync a server and
the find it immediately not be compatible with the latest released client,
even if that
Try validate instead of verify.
On Mon, May 13, 2013 at 7:54 PM, Jason pctool...@gmail.com wrote:
I have updated 4 of my 5 servers. With the 5th one, I keep getting the
following error -- and I know I have my install directory correct.it
went through the update, got to 100% then
Looks like you'll have to get used to that.That's going to be the trend
going forward.
There's 3 or 4 versions of TF2 at the moment (including one pre steampipe)
out there. All of them are listed on the server browser.
Other source games might have something similar as well.
Fletcher said:
In
You can always copy your configs to the /custom/ folder. That will prevent
the updates from overwriting them. Just move anything you edit there.
On Tue, Apr 30, 2013 at 3:35 PM, Ross Bemrose rbemr...@gmail.com wrote:
Make sure to include config_arena.cfg in that list.
For that matter, it'd
, 1nsane 1nsane...@gmail.com wrote:
You can always copy your configs to the /custom/ folder. That will
prevent the updates from overwriting them. Just move anything you edit
there.
On Tue, Apr 30, 2013 at 3:35 PM, Ross Bemrose rbemr...@gmail.com wrote:
Make sure to include config_arena.cfg
Can server.cfg and motd.txt be loaded from the /custom folder?
This /addons/ and /custom/ would be the only folders needed in order to
customize the server. Makes updating multiple servers really easy too.
On Tue, Apr 23, 2013 at 2:12 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
A
Yes, we will have to wait for an update.
On Tue, Apr 23, 2013 at 6:20 PM, Daniel Barreiro
smelly.feet.you.h...@gmail.com wrote:
Did this update break Metamod for anyone else?
On Tue, Apr 23, 2013 at 6:06 PM, Andrew Donshik
and...@donshikfamily.comwrote:
Aww. No ham.
-Andrew
On Apr
Ugh... Valve's business is earning money from the work of others (Steam
publishing games).
Also TF2 is a free to play game that requires a big number of servers to
keep the game easily accessible for everyone all over the world.
There's practically no reason to host MvM servers because you can't
Valve and Pinion have always been in contact, and IIRC they even opened an
office in the same state as valve.
I'm sure they could come up with some solution that can't be abused if
there's a need.
Such as better client integration for Pinion to prevent abuse.
For example whitelisitng URLs on the
Could lead to even worse abuse.
Steam overlay is logged in to steam. It's been like this forever, there's
thing that rely on it staying that way.
Since it is logged into steam it would allow malicious servers to do
automatically on their steam accounts. Starting with putting you in a steam
that won't be a detriment to
the existing ideas out there that utilise the MOTD, such as the in-game
radio plugins. Valve could just simply block plugin access to the MOTD if
the webpage currently loaded in the MOTD is recognised as a Pinion
advertisement.
On 30 March 2013 20:18, 1nsane 1nsane
the existance of:
https://forums.alliedmods.net/showthread.php?p=1603281
On Sat, Mar 30, 2013 at 5:56 PM, 1nsane 1nsane...@gmail.com wrote:
That be a small price to pay considering the other possibility in losing
HTML MOTD entirely. Having to convert your website to just plain HTML so
As for the Valve+Pinion relationship... If Valve is in bed with pinion
then why are they not listed on the pinion list of customers?! I know why,
because it's an outright lie. The a-holes collecting pinion funds started
the lie to legitimize themselves.
Oh so clearly Pinion must have hacked valve
Get some demos, include the other proof you have. Send it to valve.
They delisted servers previously when presented with proof.
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
Where did you hear this rumor from?
On Fri, Mar 29, 2013 at 2:15 PM, Paul ubyu@gmail.com wrote:
Disabling window.open(...)'s JavaScript function wouldn't effect pop-up
screens, however if the rumor that I've heard is true then that would
indeed be bad for such plugins, and could see the
] On Behalf Of 1nsane
Sent: Friday, March 29, 2013 12:32 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Day of Defeat:Source has ben converted
toSteamPipedelivery.
It be great if Valve post update notifications to both appids at the same.
So we wouldn't need
a
listhttps://docs.google.com/document/d/14GFAlNwhtuoNq4XKqSFvPuAA7iZYmcztQiRT85FjTzU/edit?usp=sharingof
plugins that would entirely or partially break if this change was made.
Doctor McKay
http://www.doctormckay.com
mc...@doctormckay.com
On Fri, Mar 29, 2013 at 2:27 PM, 1nsane 1nsane
Hi,
Is DOD:S still on track for release this week?
Thanks.
On Tue, Mar 26, 2013 at 5:06 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
All Source engine games:
* VPK tool: improved command line parsing and help text
* VPK tool: fixed several bugs building standalone
In regards to pure, it appears to report correctly if the server
changes/reloads map at least once.
But on first start up it won't be shown correctly.
I can replicate it using this short command line:
./srcds_run -game dod +sv_pure 1 +map dod_anzio
Connected to the server immediately and got
Your post on the bug report explains it actually.
Because sv_pure 1 is default and I have no pure whitelist then the server
reports sv_pure 2 to the client.
Guess it works correctly then, just a bit confusing :).
On Tue, Mar 26, 2013 at 5:44 PM, 1nsane 1nsane...@gmail.com wrote:
In regards
Was this update marked as required?
On Wed, Mar 20, 2013 at 4:47 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
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
Derp. No that's what optional means.
Too earger to test autoupdate.
On Wed, Mar 20, 2013 at 5:42 PM, 1nsane 1nsane...@gmail.com wrote:
Was this update marked as required?
On Wed, Mar 20, 2013 at 4:47 PM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
Betas for TF2, CS:S, DoD:S
.
** **
*From:* hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] *On Behalf Of *1nsane
*Sent:* Wednesday, March 20, 2013 2:43 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Optional updates to Source engine betas released
** **
Derp
I think I see a bug. Spotted in DODS:
Server:
Current sv_pure value is -1.
Client:
The server is using sv_pure 2. (Fully pure)
On Wed, Mar 20, 2013 at 4:47 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
Betas for TF2, CS:S, DoD:S, and HL2:DM:
* Linux client: Fixed crash trying to
-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] *On Behalf Of *1nsane
*Sent:* Wednesday, March 20, 2013 3:03 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Optional updates to Source engine betas released
** **
I think I see
Doubtful. They said we'd have early warning and the files would be
available prior to the update itself by a day or so.
On Tue, Mar 19, 2013 at 2:53 PM, T Marler bloodyi...@shaw.ca wrote:
Is this SteamPipe coming?
- Original Message -
From: Eric Smith er...@valvesoftware.com
To:
No, he mentioned previously that one won't be used.
Check the link he posted on info for getting into the beta.
On Fri, Mar 15, 2013 at 12:29 PM, Dominik Friedrichs d...@forlix.org wrote:
Fletcher, is this the CS:S beta client you are talking about?
http://steamcommunity.com/app/**260/
The what now?
What are you trying to do with the .vpk? Do you want to extract them?
If so: http://nemesis.thewavelength.net/index.php?p=26
If you want to add your custom content into the .vpk file. Don't. You don't
need to right now. The clients won't be able to download a .vpk file from
your
1 - 100 of 741 matches
Mail list logo