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Try using nohup instead:
cd /home/SAS-Servers/SAS-MatchServer
export LD_LIBRARY_PATH=.:$LD_LIBRARY_PATH
nohup ./hltv +connect 195.242.238.15:27017
On Feb 17, 2008 2:47 AM, dtms Levinchuk [EMAIL PROTECTED] wrote:
yes i config all this things
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If you have eventscripts on your server you can do it like this
es_regcmd fps_max somescript/someblock
It doesn't matter if somescript and/or someblock actually exist or not
It basically clones the command so it only executes what is in the
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You will find the model count is under 512 anyway, its your plugins pushing
it over.
But removing some unnecessary ones in the map will bring the total down so
it's probably the best fix
On Jan 14, 2008 2:51 PM, kdog [EMAIL PROTECTED] wrote:
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http://metamod-p.sourceforge.net/
On Jan 14, 2008 9:00 PM, TAAHA BHAATI [EMAIL PROTECTED] wrote:
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eh im too lazy to ripent it. guess il just get rid of the map. also i've
tried disabling
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I write scripts for DoD:Source using Mattie EventScripts which rely on the
game engine outputting certain values triggered by certain events.
e.g. The id of the player killed is supplied by the event player_death and
so on,
However, the one var
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The answer is to run windows media player on the box, that removes the fps
cap that windows imposes but without the processor overhead that a flash
movie may cause.
On Nov 24, 2007 7:00 PM, Ook [EMAIL PROTECTED] wrote:
So for the fun of it I
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Yup thats good too :)
On Nov 24, 2007 8:25 PM, Kitteny Berk [EMAIL PROTECTED] wrote:
Or the source fps booster
http://hairy-arse.com/srcdsfpsboost.zip
no overheads at all and works nicely, IME.
Col Grigson wrote:
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TF2 does have bots, not in the true sense of the word but they can join the
game and join a team
On Nov 13, 2007 10:03 PM, Eric van Beesten [EMAIL PROTECTED] wrote:
This is not only with tf2. It's with all the games, for example CSS. If
you
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Oh please yes!!! Vote for this guy
..and if you aren't releasing a new map, leave my damn map list files alone
too!
..and while we're on the subject, I'm pretty sure gametypes.txt doesn't need
overwriting too (for all us metamod users)
On
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I agree, whilst the batch file backup is the obvious workaround, its what
we call at work patching with duct tape
On 11/6/07, Scott Tuttle [EMAIL PROTECTED] wrote:
How about its not nice to stomp around in my house without my permission.
If
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Or another maybe temporary solution is for the block on servers over 24
slots is set to look at sv_visiblemaxplayers rather than maxplayers.
I tried on our server setting it to 26 slots and then sv_visiblemaxplayers
24 for the exact same reason
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Yeh Killer Creation I think bought their gear and then the DC owners
wouldn't let them into the DC to get it as 4u still owe them money.
Just glad I never rent from ppl who don't offer 1 month contracts
On 10/24/07, Graham M [EMAIL PROTECTED]
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Beetlesmod allows to enforce class limits, you do need to disallow random
class as well though
On 10/22/07, Dan Offord [EMAIL PROTECTED] wrote:
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Hi,
Is there any chance Valve will be
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Hmm I did it slightly differently but then I followed the method I used in
dods
Create a folder in orangebox/tf called addons then into orangebox/tf/addons
place the plr.dll and a plr.vdf file which you make in notepad that looks
like this
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I tried both versions, TF2 one seems to work fine, but in DoD:S first person
to join crashes the server, I would imagine this is due to a conflict with
another plugin we run (Detox, Steambans, Mani, Mattie, Es Tools,
PsychoReader) - not had a
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Sorry to report, it also crashed the TF server after the 4th player joined -
running Win2K3 on Core2Duo Conroe
On 9/30/07, Tony Paloma [EMAIL PROTECTED] wrote:
This is a multipart message in MIME format.
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On 9/30/07, Col Grigson [EMAIL PROTECTED] wrote:
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Sorry to report, it also crashed the TF server after the 4th player
joined
-
running Win2K3 on Core2Duo Conroe
On 9/30/07, Tony Paloma [EMAIL PROTECTED] wrote
to
run more.
On 9/30/07, Col Grigson [EMAIL PROTECTED] wrote:
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Isn't the point of this plugin to allow you to run more than 32 or 24?
On 9/30/07, P. Bhandal [EMAIL PROTECTED] wrote:
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mani server cfg is executed by server.cfg so it will be after as will any
map specific configs. Any values you want to ensure return to a default for
the next map should be set in server,cfg
On 10/1/07, Dan E [EMAIL PROTECTED] wrote:
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That doesnt necessarily indicate a problem at your end, the master servers
can take a few days to pick up servers sometimes, if ppl can connect to the
server ok by using connect ip:port then there is no problem your end and
the master servers
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No, the respawn delay is not configurableyet!
On 9/25/07, Noctaire [EMAIL PROTECTED] wrote:
That doesnt necessarily indicate a problem at your end, the master
servers can take a few days to pick up servers sometimes, if ppl
can
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Type version in console:
Protocol version 8
Exe version 1.0.0.0 (tf)
Exe build: 10:57:40 Sep 20 2007 (3239)
On 9/21/07, Tim Ling [EMAIL PROTECTED] wrote:
Stupid question 101: This is my first server ever (for tf2) so how can I
check if the
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I have all the files downloaded on to a Server2003 box which runs other
source games, mainly DoD:S but when I try and launch the game it crashes
saying:
Launcher Error
Failed to load the launcher DLL:
The specified procedure could not be found
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Tried that, same result I'm afraid
On 9/19/07, Kevin Ottalini [EMAIL PROTECTED] wrote:
run your hldsupdatetool again with -verify_all, you don't have all the
content yet or something is corrupt.
- Original Message -
From: Col
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I just made a quick one for now with hostname and rcon password in, seemed
to work ok
On 9/19/07, Spotta [EMAIL PROTECTED] wrote:
Hi Brock
Currently set up as C:\Servers\SrcDS\Servers\orangebox\srcds.exe -console
-game tf +map ctf_2fort
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Sussed it in the end in rather a bizarre fashion, copied the files in
orangebox/bin into orangebox/ and it fired up fine
On 9/19/07, Hell Phoenix [EMAIL PROTECTED] wrote:
Port for the new source engine is -port. I had +port but it gave an
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