On 2015/10/29 00:49, Eric Smith wrote:
We've released a mandatory update for TF2. The new version is 3060214.
The notes for the update can be found here:
http://www.teamfortress.com/post.php?id=19062
>
> Optimized texture memory usage
> Fix some cases of random hitching experienced by
I never bothered to add them to favorites. I simply used the history tab
to pick a Valve server with the map of choice. Now my history tab is
empty and while I can use Quickplay/Show servers to pick a certain map,
I cant right click there to View server info in order to find out if
thats the
to find that one you just left.
What's the problem with finding a good gaming community, meeting new
people, making friends, and having fun with people you know when you play?
On 7/4/2015 12:09 PM, Dominik Friedrichs wrote:
I never bothered to add them to favorites. I simply used the history
tab
On 2014/08/22 17:59, CSGO Clan wrote:
Hi, what was the reason for this change and is this going to happen for
other games also?
1. Since the new format is already used for most other Steam games, its
probable that they now converted TF to simplify maintenance on their side.
2. Sooner or
See also https://github.com/ValveSoftware/Source-1-Games/issues/352 as
well as https://github.com/ValveSoftware/Source-1-Games/issues/1684
In my auto-update tool
(http://forlix.org/gameaddons/srcds_manager.shtml) I use anonymous pipes
to collect stdout and I simply gather everything steamcmd
Apparently it is still/again possible to circumvent the TF2 built in
kick vote on the Valve servers (which should ban people AFAIK).
Just seen on:
Valve Attack / Defense Server (srcds147 #17)
185.25.181.230:27031
Player
# 3317 let the conga take over STEAM_0:1:91325986 52:07 4160
kept
If anyone has a record or clue as to which patches this actually
contains I would be grateful. I know there were a few quite nice
fixes/features added but they were months ago. I know this site lists
all of the updates: http://wiki.teamfortress.com/wiki/Patches
But I really dont want to go
I'd have preferred a DNS solution that uses subdomains to address the
specific servers on an IP.
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On 2014/03/05 16:33, Saint K. wrote:
Does no one seem to understand that there is a downside is on using DNS?
The clients need to resolve each DNS entry before the server can get
queried, this takes time, not to mention that DNS servers might have
defense mechanisms at work such as throttling
On 2014/03/05 17:27, Saint K. wrote:
If you want to support DNS listings and all servers use this, when a
client wants to do a full server listing you get all the queries. The
other systems you name have a much lower rate of DNS querying.
Your servers already get A2S_INFO queries upon those
Indeed, there was no disconnect or reconnect visible neither in the chat
nor in the console. AFAIK when I last tried, it was not possible to
circumvent the ban by disconnecting before the vote is done.
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I was just playing on a Valve TF server with an obvious hacker on it,
who kept getting successfully vote kicked (AFAIK its actually a ban) and
everytime he would just disappear for a short time, and then reappear in
spectator and join a team again, while his name and SteamID didnt change
(so
I can confirm that the TF2 srcds is leaking all over the place.
A year ago it was still manageable but today theres no other solution
than to restart at least once a day. Wonder if/how Valve deals with this
on their stock servers.
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To
On 2013/11/12 21:29, Doctor McKay wrote:
Fletcher gave me a heads-up yesterday before announcing it (thanks!).
Here are the values that I found:
Quickplay, use #: quickplay_#
Quickplay Beta/MvM Quickplay: matchmaking
Server Browser - Internet Tab: serverbrowser_internet
Server Browser -
This is great and the cherry on top would be to add that string to the
player connect log line - something like this:
L 11/12/2013 - 21:52:16: Jimmy288STEAM_0:1:12345 connected,
address 1.2.3.4:27005, method serverbrowser_favorites
On 2013/11/12 20:45, Fletcher Dunn wrote:
It tells you what
On 2013/10/18 03:38, N-Gon wrote:
I agree with Dog.
However, I would also like to note that with SourceMod you could ban the
users by IP. Sure they can change it, but most of the trolls are either
too stupid to figure out how or too stupid to figure out how to do it
quickly. Meaning you'd see
I just got this error when trying to run my test servers (CS:S/TF2)
which are installed on an old P3 machine. It seems that since one of the
recent updates the game client as well as SrcDS are being compiled to
require SSE2 and hence no longer launch on older systems. There are
discussions on
My servers updated fine last night in Europe, the only thing I noted was
that the steamcmd tool was out of date and needed an update beforehand
(just let it run without any arguments once and it will update itself).
On 2013/09/04 16:08, Albert Davis wrote:
Anyone? I even deleted all instances
Forget hldsupdatetool, you need this:
https://developer.valvesoftware.com/wiki/SteamCMD
On 2013/09/03 16:57, Reinaldo Matias wrote:
Hi,
I am Brazilian and I have a bad english, I'm sorry but we will try. :)
I'm trying to host a server HL 1, without modification, only one server
pure since I
, Dominik Friedrichs d...@forlix.org
mailto:d...@forlix.org wrote:
In such a case I would write an MM:S plugin that hooks recvfrom,
checks the packet for size and then adds an IPSec rule when the
criteria is met. I had something like this in place on my servers
for the zero length UDP
Lets not forget the IPSec policies that can be used to drop packets
depending on IP/port/protocol. Its capabilities are very limited (no
rules for packet size, data content or fancy stuff like that) but at
least you can automate it using Netsh (as I did) to be able to blacklist
certain source
In such a case I would write an MM:S plugin that hooks recvfrom, checks
the packet for size and then adds an IPSec rule when the criteria is
met. I had something like this in place on my servers for the zero
length UDP flood exploit which is now resolved.
On 2013/08/31 16:02, Calvin Judy
Same here, although my server browser has been malfunctioning since a
week or two, often not getting any servers. I saw that my servers filled
at the time, probably by people who had it bookmarked. But also
Quickplay seems to target me more often now, at least when it works.
On 2013/08/20
And make sure you've got enough free disk space left. SteamCMD has
troubles with spaces in the path sometimes (depending on how you launch
it) and might allocate lots of space in C:\program\ instead.
On 2013/06/27 20:13, Ronald Pompa wrote:
Tried it. Got this. Really strange:
C:\Program
For some reason up to now none of my servers received an out of date
message. However the update is down-loadable just fine.
On 2013/05/20 18:48, Fletcher Dunn wrote:
The prerelease build released last Friday has been set live as the
official version. The PatchVersion for all the games is
Fletcher said I’ll release a build with the next mandatory update
(which will probably be this afternoon) so you might be out of luck in
a few hours already.
On 2013/05/13 18:27, Supreet Sahni wrote:
I haven't updated 20 of my servers to SteamPipe. Running fine here in terms of
CPU usage
I'm not sure but it may have to do with this
https://github.com/ValveSoftware/Source-1-Games/issues/352
When launching steamcmd on Windows while redirecting its stdout through
a pipe, it spawns multiple .exes and also never seems to be successful
in updating itself. Cant really say anything
I can only confirm an indefinite locking up of the server that - if it
happens - happens after a mapchange, when a player has entered the game,
more precisely the last log line is the triggered clantag line.
On 2013/04/22 23:06, Kyle Sanderson wrote:
It appears after the VPK change our
Would be nice of you if there was no additional TF2 update prior to the
conversion of the game, so people who run both CS:S and TF2 servers can
get rid of the HLDS tool altogether now and don't have to have both
installed at the same time.
On 2013/04/16 19:52, Fletcher Dunn wrote:
For anyone
On 2013/04/16 22:56, Valentin G. wrote:
Can someone with CS:S experience tell us how a fastdownload server can
be set up when custom* folders are used?
Exactly the same as before. The logical file paths matter for fast
download and are always the same no matter where the files actually lie.
On 2013/04/17 00:48, Felipe Fujihara wrote:
Well, I have installed a full clean up CSS Server, and it's using much
more RAM than the old version... 10 slots without any plugin is using
180 MB.
Is it correct?
I already saw this trend with the beta.
On 2013/04/03 00:37, Gabriel Freitas wrote:
after the conversion of my CSS, I have the download and downloads
folders...
in my download folder it has some models and materials from custom
things I downloaded from servers...
and inside the downloads folder it has 200mb of .dat files
what would
On 2013/04/01 17:54, Ross Bemrose wrote:
I'm also going to note that CrapWare Warden is a new member as of
yesterday... at least I've never seen him before on hlds or hlds_linux
and I've been subscribed to both lists since 2009 or so.
Same goes for Viktor Anely and Steve Gonzolos. According to
Anyone remember the pizza troll? I think hes back :))
Anyway, I dont get how everyone gets so upset about the stupid MOTD and
some RUMORS...
And some guys want to force display their MOTD because it contains 8000
characters of important rules... give me a break, who would even read 5%
of
Source ports are selected at random by the OS.
On 2013/04/01 03:44, List User wrote:
When a steam client queries a server it does something like:
udp: 59001 - 27015
I haven't been able to figure out the pattern for selecting the source
port on the client...
Thank you.
On 3/31/2013 8:54 PM,
He just said the region is no longer used and should be ignored.
Perhaps it would be best to also remove the sv_region convar along with
the GUI elements in the server browser (unless those still work somehow).
On 2013/03/18 21:52, Felipe Fujihara wrote:
Alfred,
Actually they're being
Fletcher, is this the CS:S beta client you are talking about?
http://steamcommunity.com/app/260/
I'm irritated by the fact that it still downloads GCF files, also the
last news post is from 2011.
On 2013/03/15 17:18, Fletcher Dunn wrote:
A patch for the beta Counter-Strike:Source server and
Alrighty. In the Steam client in the properties dialog of the regular
CS:S theres a beta tab.
On 2013/03/15 17:30, 1nsane wrote:
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
I just installed the TF beta dedicated server. How come the total size
is around 11 GB, while the old TF via Hldsupdatetool totals at less than
6 GB? I get the feeling that now that everythings inside the VPK's, the
server has more stuff than it actually has to have.
Would be nice if someone
Good catch - I havent looked into the VPK's yet... since the server
doesnt need the VTF's, it would be advisable for Valve to move all the
VMT's into a seperate VPK.
On 2013/02/22 03:31, Peter Jerde wrote:
I see that, too.
Fresh TF2 install: 6,108,442,805 bytes in 58,470 separate files.
I can confirm this happening randomly to me as well. In TF2 on my server
- where the MOTD is a HTML page with a screen-covering image in it - I
often just see the background color of the document while view source
reveals my code. So the image is simply not drawn. Some people have the
issue
We've been through this a few weeks ago - check for other Quickplay
threads. Basically there are just fewer people playing these days. As I
noted, probably Valves Halloween event will bring back a good number of
them. My less popular server is also not filling anymore.
On 2012/10/14 01:54,
Dont worry guys, Halloween will pump it up again :))
On 2012/10/02 21:59, Mike Vail wrote:
Just curious if anyone else is seeing a sharp drop in players as of this
morning in TF2 servers on the West Coast of the US, My five 24 slot
servers usually have a 100+ people in them right now and since
sv_logflush
On 2012/09/15 20:41, RSS List User wrote:
What was that cvar for srcds which disables the log buffer so it will
write the logs, even if crashed?
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I wouldnt be surprised if they just listed performance improvements to
satisfy Kyle :)))
On 2012/09/11 20:40, Eric Smith wrote:
We've released a mandatory update to CS:S. The notes for the update are below.
-Eric
--
Counter-Strike: Source
- Added a new command
On 2012/08/31 10:00, jeremiah johnson wrote:
this is the dedicated server mailing list, not the steam general
discussion list
There is no such list. At least, not according to this page:
https://list.valvesoftware.com/mailman/listinfo/
I think that was his point.
Happened quite often to my servers, also today. Its just annoying when a
server is half full with regulars and quickplay wont fill it up, because
I dont want to throw out the guys already playing.
On 2012/08/29 20:00, T Marler wrote:
This happened to me once, I just re-launched the server and
Better question: Why do you still have it in your commandline ages after
its abolition?
On 2012/08/16 15:58, AnAkIn wrote:
Hi,
Today, I found out that my servers were running at 100 FPS/tickrate.
After checking, I found out that -tickrate has been added back with the
latest TF2 update. I
On 2012/08/16 16:37, Dmitriy Bobrovskiy wrote:
Hello!
I know there is a so called tickrate which means how frequently server
calculates game world. That should not be confused with sys_ticrate
which means how frequently server checks arrived client data. Am I right?
The problem is: I don’t
On 2012/08/12 20:01, Damir Butmir wrote:
And that is obviously what I did (as I mentioned) but it would be even
better if I didn't have to type the IP out manually each time and could
just use our subdomain.
I doubt the API was meant for manual use...
Besides, why not use bookmarks?
I think Valve already has full control over the process of clients
joining a server (remember the Steam Ticket issues) thus it should be
easy for them to prevent a client from connecting to a delisted server.
On 2012/08/11 12:27, Mart-Jan Reeuwijk wrote:
Same as for in-game adds, MOTD =
What is the purpose of these fake servers anyway? Do they have some ads
in the MOTDs to make money of or is it just to annoy people?
On 2012/08/09 19:50, Invalid Protocol wrote:
Wait few days. They will update the fake servers to latest engine and
will spam again the servers list.
I already
On 2012/08/09 20:25, Invalid Protocol wrote:
A HL1 server can force the players to execute the connect command or even
you can reply with a redirect packet when they connect. So any kid can
host 10 fake servers (usually using the names of other servers), all being
almost full, and redirect the
On 2012/08/08 21:14, jainil shah wrote:
Quick question. In past whenever, if my hlds server didn't appear in
server browser, I would add few set mast,er ips and then that would
appear in browser. Now with this update, is there anything we can do if
our servers don't appear in browser
Restart
I think the only other way of getting more detail is to run the server
through a debugger. Ive done this before, eg. you use Visual Studio 2008
on your home computer, set up remote debugging on the server machine
(including opening the relevant ports and stuff), and then remote debug
it via
Sweet! Enabled the new beta and my weak server which has been empty for
months just filled up with over 10 players in less than a minute!
On 2012/07/21 03:35, Fletcher Dunn wrote:
Today’s update introduced a new version of quickplay. It is currently in
beta. A small percentage of players will
No kidding, I also doubt they ever fixed the crash in CS:S where it
crashes when you deactivate an inactive game_ui.
No one cares. Find a dirty workaround and get over it.
On 2012/07/20 17:46, raydan wrote:
using prop_physics_respawnable trigger_hurt within some condition,
server can crash
My servers also wouldnt fill at some points during the last few days,
without any obvious reason. Restarting seemed to fix this, and my
feeling is that its quickplay related, even though the login and
everything seems to be ok according to the logs...
On 2012/07/15 00:08, Devin O'Malley
You might want to try SrcDS Manager:
http://forlix.org/gameaddons/srcds_manager.shtml
Launches servers without a console and also provides auto-updating.
On 2012/07/11 08:32, Bruno Garcia wrote:
Hello,
I'm using a tool on Windows 2003 Server called ServerChecker to leave
auto-restart my
On 2012/07/09 22:35, AeroliteGaming.com wrote:
Hello guys,
I appear to be getting an engine error quite often recently, this is a
while past the last update. No plugins or anything edited.
Engine Error
539/ - tf_weapon_builder: UTIL_SetModel: not precached: D |-2r
I've also had a strange
My SourceMod plugin
http://forlix.org/gameaddons/floodcheck.shtml
takes care of this, IP-banning the player for a short time.
On 2012/06/10 14:43, AeroliteGaming.com wrote:
Someone is managing to spam my server with about 6 accounts.
Doing Player1 has joined the game
Then Player 1 left the
When was the last CS:S update? I cant actually remember. Why would they
even bother to update that when theres CS:GO coming up and all? Just sayin'.
On 2012/04/18 04:23, Kyle Sanderson wrote:
It's cool. For whatever reason, Valve decided to 'detach' CS:S from The
World (Again). Hopefully we'll
I just installed their newest snapshot and that fixed the crashes.
On 2012/04/19 03:33, pilger wrote:
My crashes were due to Sourcemod. Try and disable it momentarily and see
if it gets trhough the start proccess and into the server list.
On 18 April 2012 21:37, ON3 Network Games
I dont suppose there is an option such as -nonverbose to prevent the
huge amount of diagnostic lines from being displayed, for example for
automated applications?
On 2012/04/12 23:43, Fletcher Dunn wrote:
A new version of the HLDS Update Tool has been released. The tool should
automatically
absolutely 0 advantages, and several disadvantages, to
disabling verbose output.
Kind regards,
*Saul Rennison*
On 13 April 2012 17:29, Dominik Friedrichs d...@forlix.org
mailto:d...@forlix.org wrote:
I dont suppose there is an option such as -nonverbose to prevent the
huge amount
Mentlegen, I think my pig is whistling. I believe I spider!
On 2012/03/12 20:37, G. Hutchinson wrote:
I think they summed it all up and got my point across as well. Although,
I would use white onions instead of the yellow ones. Yellow onions are
too sweet.
However note, I have one contention
You'd also have to prevent the players from checking net_graph and
things like that...
On 2012/02/29 16:47, Joe Powell wrote:
Id like to throw a challenge out, these '1000fps servers' against
some decent quality 'standard' servers.
Get some top teams, possibly one of the big esports news
Only one of my two servers received the out of date message and updated
automatically this time (I'm not yet using the Steam API way since they
said they would fix this updating stuff). Well, at least 50% success
rate! Way to go Valve!
On 2012/02/23 23:32, Ross Bemrose wrote:
Master server seems
the fix yet, only
the ones we ship with TF2. (Or, they might be out-of-date.)
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominik Friedrichs
Sent: Thursday, February 23, 2012 4:39 PM
To: Half-Life
Quite frankly, I dont think Valve has any manpower at all allocated to
working on CS:S at the moment... but maybe something might happen after
the release of CS:GO?
On 2012/02/08 14:00, Neil Rajani wrote:
I just want to keep this going. I’m surprised that Valve are not aware
of this issue as
Or require a Steam account to be verified somehow and to be tied to an
individual, maybe via name of credit card owner or something.
On 2012/02/07 15:06, lwf wrote:
Requiring other games on the account is the way to go. The problem
we're dealing with now is the TF2 license not having any
It doesnt always mean that your own server is the cause. The ranking is
relative and might just as well mean that your server stayed the same
but there are now others that are more popular (for whatever mysterious
reasons).
While I've changed nothing with my servers for months I've still
Sounds like someone didn't get their presents...
On 2011/12/25 04:10, Jonah Hirsch wrote:
I don't celebrate christmas. this is highly offensive to me. You should
feel bad, pushing your religion on everyone.
/s
---
Jonah Hirsch
On Sat, Dec 24, 2011 at 6:08 PM, Saul
Come on guys, secretly its a Christmas gift from the guys at Valve.
Finally an exploit that EVERYONE knows about.
I'm gonna enjoy this! Boycott the servers running that plugin!
Its Engy-Time! Texas Style.
On 2011/12/16 16:45, Andrew DeMerse wrote:
It's so prevalent and easy to come across,
You took the words right out of my mouth ;)
On 2011/12/04 20:33, Drogen Viech wrote:
Do you guys always have to mess with those fucking settings
Just try the defaults for once for fucks sake - whats the matter
between simulating everything 1000 times per second if there's nothing
happening
About a week ago one of my 2 TF2 Quickplay enabled servers (totally
vanilla) suddenly stopped receiving traffic, while still showing up as
registered and everything.
Now I reset the identities of both my servers yesterday and of course
entered the new strings into the config, restarted the
- From: Dominik Friedrichs
Sent: Monday, November 21, 2011 9:23 PM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] TF2: Strange behavior of Quickplay
About a week ago one of my 2 TF2 Quickplay enabled servers (totally
vanilla) suddenly stopped receiving traffic, while still
Anyone else having this issue?
Seems to happen at random right after loading a map (the last log line
is Started map or server cvars end.
It all started yesterday or today as far as I can tell.
And still the _registered tags are only added after doing a changelevel,
so a server that got
wrote:
Server hangs are a long-standing bug that (to my knowledge) has
never been addressed. We've been discussing it on the list for months.
On Mon, Nov 7, 2011 at 3:38 PM, Dominik Friedrichs d...@forlix.org
mailto:d...@forlix.org wrote:
Anyone else having this issue
Perhaps what you want to know is that if most players don't stay on your
server for very long because the crowdedness does not become them, your
ranking might decline.
On 2011/11/03 21:43, Terry Robinson wrote:
Does the quickplay penalty apply to servers with maxplayer set above 24,
to
Now the _registered tag is only added after the first mapchange.
On 2011/11/02 23:34, Tony Paloma wrote:
Required updates for Team Fortress 2 are now available. The specific
changes include:
Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Output of status command now includes public IP
-
I think he's actually talking about the data transfer volume per month
that a TF2 server can be expected to generate. Bandwidth (network speed)
is something else and a few Mbit both ways should be enough. Most offers
include a 100 Mbit link so no problem there.
On 2011/10/22 13:14, kelly joe
If you are triggering it via RCON or through the server console and you
say changelevel2 crashes and changelevel works, why are you using
changelevel2?
On 2011/10/20 21:42, Dusan Tomic wrote:
I am triggering the changelevel, please reread my first email.
--
Kind regards,
Dusan Tomic
I too couldn't care less about the raging nerds who try to squeeze the
last bit of performance out of their game, even if it gives them an
unfair advantage over the majority of other players. The game should be
fun and fair for everyone. Believe it or not, I'm still playing with a
PC dated
bot_quota 4
bot_quota_mode fill
bot_auto_vacate 1
bot_join_after_player 0
Should yield the described behavior.
On 2011/10/14 21:17, RSS List User wrote:
I currently have the following commands running on my server:
bot_quota 4
bot_quota_mode: fill
bot_auto_vacate 1
The bots are in the server
Checking bootstrapper version ...
Updating Installation
Command aborted
Oh joy :D
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Am I right to assume that this will be mandatory for other games as
well, in other words, an engine update?
On 2011/10/11 03:32, Tony Paloma wrote:
We’re going to have a mandatory TF2 update coming Wednesday
afternoon/evening. This is just a heads-up that it’s coming so that you
can be
On 2011/10/11 23:05, Saul Rennison wrote:
Valve employees. Casually discussing engine bugs through the hlds
mailing list.
Henry, out of interest, how long have you been at engine programmer at
Valve? I haven't seen your name before :o
There's a list somewhere on the Valve website with
Last time I checked (2 or 3 months ago): Yes.
Thus I'm still using a patch that covers this up.
On 2011/10/12 02:10, Drogen Viech wrote:
Does it still do that?
2011/10/12h...@gmx.com:
Why the engine replies to empty packets with a full update? Is there any
reason for this?
) it will introduce heavy lag on the server.
But a good server admin usually has patched this up, for example via DoS
Attack Fixer or something.
On 2011/10/12 06:36, Bubka3 wrote:
How did you check it, I want to try it on our Windows servers?
Thanks,
- Bubka3
On 10/12/2011 12:35 AM, Dominik
On 2011/10/01 03:42, Crazed Gunman wrote:
You've got to be kidding me. I've been further even more decided to use
even go need to do look more as anyone can. Can you really be far even
as decided half as much to use go wish for that? My guess is that when
one really been far even as decided once
On 2011/10/01 14:44, Dusan Tomic wrote:
Guys please do not use Google translate, your emails do not have any
sense. Ask some of your friends who speaks English to translate/create
email for you.
http://lmgtfy.com/?q=Has+anyone+really+been+far+even+as+decided+to+use
On 2011/10/01 20:57, Mike Stiehm wrote:
Great point.. why run cracked when its free to play :)
To avoid having to run a certain bloat software in the background could
be one reason. To avoid being frequently disconnected for No Steam
Logon could be quite another. I'm just saying...
On 2011/10/02 03:22, Dmitriy Bobrovskiy wrote:
I opened server browser, connected to various servers and then pressed Shift+TAB
to open Steam Community in-game. After that I navigated to Players-Current
game and saw 'No Steam users reported by game server' every time!
Does this feature even
On 2011/09/14 20:01, Mart-Jan Reeuwijk wrote:
just set a custom mapcycle.txt file, and you'd be done with it, set it
in server.cfg call it mymapcycle.txt or w/e.
How exactly would that work?
Anyway, at least on Windows the mapcycle.txt is only overwritten when
there IS a new map. At
It happened almost simultaneously to many servers, also in CS:S.
On 2011/09/08 23:02, Neil Rajani wrote:
I have noticed some errors on my quick play Windows TF2 server. We are
getting an increased amount of people disconnecting of no steam logon.
This happens as a group within a second or two,
It does eat a player slot and probably always will - all they are doing
(or trying to) is manipulating the player counts to hide this fact.
On 2011/09/06 03:56, srcds admin wrote:
Correct me if I am wrong but shouldn't replay NOT take a server slot?
I finally got around to enabled it and my
I also have occasional crashes on mapchange in CS:S. The log usually
ends after a few entered the game-lines.
On 2011/08/22 23:44, E. Olsen wrote:
I can confirm that it happens with our without replay, and with or
without Sourcemod. All I know for certain is that this is an issue with
The last zombie slot on my servers occurred on August 3rd, leading me to
believe this issue has finally been resolved, probably by the August 4th
update. Can anyone confirm this or is someone still seeing them?
On 2011/07/25 22:26, Fletcher Dunn wrote:
The last TF2 update should have fixed
That I would not.
On 2011/08/07 18:16, IBIS Customer Service wrote:
If they actually released an update to fix it I would expect it to b in
their update notes
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