Sorry, those messages are a bit confusing. I'm assuming this is a TF game
server, in which case the successfully logged in messages and the FAQ link
refer to the TF gameserver account. It's totally separate to the Steam
gameserver account, and totally unrelated. Perhaps you aren't specifying
Also, remember that the command line string can be accessed by other processes
running on the box. Be aware of that when deciding whether to specify your
logon credential there.
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
further problems, could you
elaborate where exactly you would put those? Some of us prefer autoexec.cfg but
should they be in command line? If not, where then?
Server.cfg seems too late.
-ics
Fletcher Dunn kirjoitti:
Sorry, those messages are a bit confusing. I’m assuming this is a TF
game
This bug will be fixed in the next update.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Doctor McKay
Sent: Sunday, February 16, 2014 1:30 AM
To: Paul Lewis; Half-Life dedicated Linux server mailing list
...@gmail.commailto:rbemr...@gmail.com wrote:
er... registering a server using an API key for my last post. Whoops.
On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
There are some changes coming that TF2 server operators should know
It's possible that we might implement a mechanism to transfer ownership at some
point, but I wouldn't do anything that depends on that.
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John Irwin
Sent: Friday, February 07, 2014 1:39 PM
To:
K.
From:
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Friday, February 07, 2014 10:42 PM
To: hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com
Subject: Re: [hlds] [hlds_linux
Oops, sorry. That's a work in progress and shouldn't have blocked anybody.
I'll fix that now.
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris Oryschak
Sent: Thursday, February 06, 2014 10:50 AM
To: Half-Life dedicated Win32 server
coming soon
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
-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Important changes to TF2 coming soon
Will here be a way to transfer servers between accounts? Also, will here be a
way to re-generate access token for existing server?
06.02.2014, 23:16, Fletcher Dunn
fletch
We don't have an option to search for it explicitly, but there is a don't
care option.
I think that response was in regard to modified (but not instant) respawn times.
The ability to search for more maps / game modes in quickplay has not changed.
From: hlds-boun...@list.valvesoftware.com
There are some changes coming that TF2 server operators should know about.
CHANGES TO QUICKPLAY
---
The next TF2 update will make two changes to quickplay:
* Show servers button. This runs the ordinary quickplay search, but instead
of joining the server with the
?
On Wed, Feb 5, 2014 at 3:52 PM, Fletcher Dunn
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
There are some changes coming that TF2 server operators should know about.
CHANGES TO QUICKPLAY
---
The next TF2 update will make two changes to quickplay
We don't have an option to search for it explicitly, but there is a don't
care option.
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen
Sent: Wednesday, February 05, 2014 4:25 PM
To: Half-Life dedicated Win32 server mailing list
list; Fletcher Dunn
Subject: [hlds_announce] [hlds_linux] [hlds] Important changes to TF2 coming
soon
Again thanks for this feature. Another question though.
I understand this will be only TF2 initially, and so only Source-engine games
at least initialy (which all seem to use the Anonymous logon
The UpToDateCheck webapi is served directly by the same server that sends
out-of-date info to the gameservers.
Can you clarify exactly what problems you have seen?
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andre Müller
Sent: Thursday,
) issues with the
version numbers. I think it was 5 minutes after an update and the UpToDateCheck
said that the server was up-to-date. Is UpToDateCheck with every mod/server
synchronized?
2014-01-30 Fletcher Dunn
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com:
The UpToDateCheck
year I had two times (could not remind exactly) issues with the
version numbers. I think it was 5 minutes after an update and the UpToDateCheck
said that the server was up-to-date. Is UpToDateCheck with every mod/server
synchronized?
2014-01-30 Fletcher Dunn
fletch
hours.
This is the API given to us by Fletcher Dunn in August 2012 for checking if a
server is in the master server list.
All servers get this response even if they're showing in the master server list:
{
response: {
success: false,
message: true
The server browser queries the server and then checks the numbers from the ping
against authenticated player counts from Steam. If there is a difference, then
it performs a reconciliation according to some logic that is not totally
brain-dead. For example, one of the heuristics it uses is
mailing list; Fletcher Dunn
Cc: Eric Smith
Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts
from Steam.
There may be logic missing from cstrike if being full is the case (or missing
from the GMS, if it's implemented there). My C++ classes, CheckValve
That logic is the same for any game.
There may be some weird edge case if the max player count is less than the
total number of currently connected players (humans + bots) and your server
contains bots.
-Original Message-
From: Fletcher Dunn
Sent: Thursday, December 26, 2013 5:16 PM
The server browser doesn't know anything about the actual max, it is totally
based on the visible max.
-Original Message-
From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
Sent: Thursday, December 26, 2013 5:19 PM
To: Fletcher Dunn; Half-Life dedicated Linux server mailing list; Half
I'd start my investigation by confirming that the raw ping from your server is
correct and what you want it to be (using hlsw or something similar).
Original message
From: Kyle Sanderson
Date:2013/12/26 5:25 PM (GMT-08:00)
To: Fletcher Dunn ,Half-Life dedicated Linux server
Test.
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, 2013, at 12:01 PM, Todd Pettit
pettit.t...@gmail.com
wrote:
cl_connectmethod = serverbrowser_favorites
Ok, it works for myself but I know how I connected how do you
see how others connected?
- Original Message -
From: Fletcher Dunn fletch...@valvesoftware.com
To: Half-Life
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
1.2.3.4:27005http://1.2.3.4:27005, method serverbrowser_favorites
On 2013/11/12 20:45, Fletcher Dunn wrote:
It tells you what
Several server operators have requested the ability to know how their clients
are connecting to their server. The latest TF update added a new client
convar, cl_connectmethod, that contains a string value that indicates how the
client connected to your server. It's sent in the same way as
wrote:
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
wrote:
Several server operators have requested the ability to know how
their
clients are connecting to their server
We're making two changes to TF HTML MOTD support that server operators should
be aware of:
1.)HTML MOTD's will no longer be shown by clients that connect via
quickplay. Those clients will show the plaintext message instead. (The file
identified by the convar motdfile_text, which
We recently fixed a bug that has been giving servers running bots an unfair and
unintended quickplay scoring advantage. This could change traffic patterns.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
check to verify this update didn't create an additional
issue, as it sure does look like something is wrong.
~6000 players in 24h to 0 in 12h, doesn't really make any sense.
- Original Message - From: Fletcher Dunn
fletch...@valvesoftware.com
To: Half-Life dedicated Linux server
This update will be the last time that happens.
We're getting rid of all instances where we encourage people to modify shipping
files. For all such customizations in the future, thingsa re setup to
encourage people to copy it to a new file and modify that one.
From:
.
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 1765266.
Here are the change notes:
Source engine:
* Synced engine with latest changes from TF2.
* Improved network
Hi, Big.
You'll need to be more specific. What is the problem you're seeing? Has it
been reported before?
- Fletch
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of big john
Sent: Monday, May 20, 2013 4:00 PM
To: Half-Life dedicated Win32
are broken, they are showing
tool brushes as regular brushes and compiling full bright.
Some people are using the old sdk to compile and the beta to map. Unfortunately
the workaround needed to compile with the old sdk doesn't work for everyone.
On May 20, 2013 7:06 PM, Fletcher Dunn
fletch
A note regarding the CPU spikes:
I would encourage server operators to revert any changes made to disable
compression, set all such convars to their default values, and re-evaluate
performance and bandwidth. I believe that the switch to a realtime compression
library will fix the CPU spikes
dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update released
Great, thanks Fletch!
Will definitely be on the lookout for any perf issues with these changes.
On Fri, May 17, 2013 at 1:22 PM, Fletcher Dunn
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote
There is a bug in the update we just released.
Setting net_compresspackets to 0 is a workaround.
We'll have a new update released shortly. Apologies.
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, 2013, at 11:42 AM, Fletcher Dunn fletch...@valvesoftware.com wrote:
There is a bug in the update we just released.
Setting net_compresspackets to 0 is a workaround.
We'll have a new update released shortly. Apologies.
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To unsubscribe
11:46, DontWannaName!
ad...@topnotchclan.commailto:ad...@topnotchclan.com wrote:
How bad is the bug?
Sent from my iPhone 5
On May 17, 2013, at 11:42 AM, Fletcher Dunn
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
There is a bug in the update we just released.
Setting
Updates are available in the prerelease betas of HL2:DM, DoD:S, and CS:S.
These changes bring the Source engine up-to-date date with the latest TF2
release. In particular, it includes the optimization to the network
compression.
Because of the change to the compression algorithm, the
No need to send any netspike files. We have enough good data and further
netspike files or vprof files are not likely to help right now. It anybody
wants to send in more windows traces, however, feel free to do so.
For some reason the servers are spending huge amounts of time in compression
as a
permanent fix for this issue or is there more optimizations and a different fix
for this on the way? Are player spawns causing a spike (Which I've always
thought was normal, heh) something that is planned to be fixed/optimized as
well?
Thanks
On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn
-Life dedicated Win32 server mailing list
Subject: Re: [hlds_linux] [hlds] Who do we send netspike.txt log too?
Fletcher,
How should we procceed to generate and send you the windows traces?
_pilger
On 15 May 2013 13:24, Fletcher Dunn fletch...@valvesoftware.com wrote:
No need to send any netspike
not
recognizing the new sv_ commands.
Quoting Fletcher Dunn
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com:
These are temporary measures to help diagnose and workaround the problem.
Once we confirm that this is the issue, we'll switch to Snappy or some other
fast compression
but its not
recognizing the new sv_ commands.
Quoting Fletcher Dunn
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com:
These are temporary measures to help diagnose and workaround the problem.
Once we confirm that this is the issue, we'll switch to Snappy or some other
fast
We're looking into the steamcmd problems.
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of bl4nk
Sent: Tuesday, May 14, 2013 7:55 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update coming
Having
This is being actively investigated with high priority right now.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of martin v
Sent: Tuesday, May 14, 2013 10:08 AM
To: Half-Life dedicated Linux server mailing
I do have a theory about the cause of the CPU spikes. I'll release a build
with the next mandatory update (which will probably be this afternoon) that I
think could address the problem. But since we are not reproducing the problem
here, this is just a theory, not disciplined engineering.
In
.
Thanks!
n 13/05/2013 17:11, Fletcher Dunn wrote:
I do have a theory about the cause of the CPU spikes. I'll release a build
with the next mandatory update (which will probably be this afternoon) that I
think could address the problem. But since we are not reproducing the problem
here
You are only accepting traces for windows servers correct? Some of the people
that have complained are running linux. I have the issue myself on two
independent servers. We get this new game studder after upgrading, leaving
everything else the same.
On Mon, May 13, 2013 at 12:11 PM, Fletcher
needs to write files/dumps automatically to disk in order to become
useful for servers.
Thanks,
Kyle.
On 13 May 2013 10:09, Fletcher Dunn
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
Has anybody used vprof spike mode? This sort of problem is pretty much exactly
what
Today's the day.
Put it out to pasture.
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If your auto update process is waiting for the notification from the master
server that a new version is available, everything will work the same as
before. If you are using the WebAPI to poll for out of date, it will also work
the same as before.
We're just making the next version available
I didn't get a chance to get this note added into the release notes:
Source engine:
* Added -insert_search_path command line argument.
This inserts a search path to the front of the list. (Taking priority over the
custom directories.) It's intended to make it easier to run multiple instances
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 window of time when they are out of sync is small. Perhaps we could
release the new server on a different branch. (Perhaps
, Fletcher Dunn
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
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 window of time when they are out of sync is small
...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: maandag 13 mei 2013 22:41
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
Win32 server mailing list
Subject: [hlds_linux] New feature: -insert_search_path
I didn't get
rocks.
On Mon, May 13, 2013 at 4:50 PM, Fletcher Dunn
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
The fact that the new server/client are not compatible with the previous
version is what makes the update a “mandatory” update. If they are compatible,
the update
to get a few vprof dumps and post them here.
From: Fletcher Dunn
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com
To:
hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com
hlds_li...@list.valvesoftware.commailto:hlds_li
below
and nothing has been generated.
On Mon, May 13, 2013 at 5:09 PM, Fletcher Dunn
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
That trace doesn't appear to be produced as a result of vprof_dump_spikes.
That is a profile of average performance over about an hour's worth
Do you have any files in use, zombie processes, etc?
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason
Sent: Monday, May 13, 2013 4:54 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update coming
I
You should be able to reuse the account.
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mark Edwards
Sent: Wednesday, May 08, 2013 2:51 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Steampipe Quickplay
Do I
I was able to get a trace from a Windows server operator that was experiencing
a similar problem. The problem in that case was that it was spending all of
its time compressing snapshots. The problem was exacerbated by some process
affinity settings which were counterproductive and putting all
We should have a beta build ready on Monday or Tuesday or next week.
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Friday, May 03, 2013 6:28 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] ETA on
That’s Monday or Tuesday *OF* next week
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Friday, May 03, 2013 9:01 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] ETA on the fix for hammer?
We should
-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Friday, May 03, 2013 9:01 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] ETA on the fix for hammer?
We should have a beta
SteamPipe did remove the functionality of allowing users to edit shipping
files. (Hippocrates and his oath notwithstanding.)
This was never really a good design in the first place, so we've been just
removing any instances where users are encouraged to edit a shipping file.
We haven't done
This is not really gameserver admin related, but several people on this list
were asking, so I am posting here.
We've released some very early betas of the SDK tools that have been broken by
the SteamPipe filesystem changes. They are now going to go in the same folder
as the game. The
I notice that you are emailing the Win32 mailing list, so I assume you are
running servers on Windows.
If so, and you want to install some performance analysis tools and submit a
trace that might help us understand what's going on, email me back privately
and I can get you setup.
This same
for these mods depending on which optional updates
they have.
Oh, and there are 2 (or more?) different configurations for the other three
games depending on which optional updates they have.
This becomes a serious problem very quickly.
On Thu, May 2, 2013 at 2:57 PM, Fletcher Dunn
fletch
] Optional updates available for TF2, CS:S,
DoD:S, and HL2:MP
How does the auto update work with windows?
On May 2, 2013 5:16 PM, Fletcher Dunn
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
If the plugins are tightly coupled with particular builds, then they probably
To: Fletcher Dunn; 'Half-Life dedicated Win32 server mailing list'; 'Half-Life
dedicated Linux server mailing list'; hlds_annou...@list.valvesoftware.com
Subject: RE: [hlds_announce] TF2 SteamPipe beta update released. Forcing all
clients to convert soon.
Is there ever going to be an automated
Is everybody who is experiencing the problem running Linux? Any Windows users
experiencing steamcmd updating itself repeatedly?
We know that it can happen immediately after an update, if you are talking to
different web hosts that are hosting the manifests and content, the different
web hosts
in the
steam client?
On 5/1/2013 6:11 PM, Fletcher Dunn wrote:
Updates are available for the “prerelease” betas of TF2, CS:S, DoD:S, and
HL2:MP.
The update does not change the PatchVersion and will not be mandatory for
servers.
For CS:S, DoD:S, and HL2:MP, this syncs the engine with the latest TF2
the beta tab is TF2.
So TBH, I'm not sure how it's really supposed to work, lol. I'm opt'd in for
all 4 games though. Without having a tab for CSS, DODS and HL2DM... how is it
possible to opt out?
From: Fletcher Dunn
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com
To: Half-Life
Two quick clarifications:
This update to the Steampipe beta is optional for servers. Compared to the
previous Steampipe beta build, it primarily contains client-side fixes. So it
is not necessary to update.
The HLDS server should continue to be able to successfully host clients, even
after
.
From: hlds_linux-boun...@list.valvesoftware.com [
hlds_linux-boun...@list.valvesoftware.com] on behalf of Fletcher Dunn
[ fletch...@valvesoftware.com]
Sent: 30 April 2013 21:07
To: Half-Life dedicated Win32 server mailing list (
hlds@list.valvesoftware.com); Half-Life dedicated Linux
Of Fletcher Dunn
Sent: Tuesday, April 30, 2013 10:22 PM
To: Half-Life dedicated Win32 server mailing list
(hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing list
(hlds_li...@list.valvesoftware.com)
Subject: Re: [hlds_linux] [hlds_announce] TF2 SteamPipe beta update released.
Forcing
not merged over for this release. We'll have another update
soon that pushes these fixes out.
The prerelease branch is still active; it is currently the same build as the
main branch.
From: Fletcher Dunn
Sent: Friday, April 26, 2013 10:49 AM
To: Half-Life dedicated Linux server mailing list
beta branch
name, any chance it could be exposed somewhere if not (although I guess the
engine itself doesn't really care, but a function on IVEngineServer or a simple
text file in the root would be really handy)?
On Mon, Apr 29, 2013 at 5:31 PM, Fletcher Dunn fletch...@valvesoftware.com
wrote
We're trying out different way to release updates that will hopefully reduce
disruption to your communities.
New builds are now available for the client and dedicated server for CS:S,
DoD:S, and HL2:DM. These builds have the same PatchVersion and are network
compatible with the current build.
be updated all the time and then you will do a
single update on let's say Monday?
On 4/26/2013 1:48 PM, Fletcher Dunn wrote:
We're trying out different way to release updates that will hopefully reduce
disruption to your communities.
New builds are now available for the client and dedicated server
] Pre-release updates available for CS:S, DoD:S, and HL2:DM
My specific question is how often would this build be updated compared to the
official build? Should I expect multiple updates per day?
On 4/26/2013 3:07 PM, Fletcher Dunn wrote:
I'm not sure what the question is. Does this not answer
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: hlds_li
missing a step?
On Thu, Apr 25, 2013 at 7:45 PM, Yun Huang Yong
gumby_li...@mooh.org
wrote:
I tried the vprof tools but have no idea what the profile is
supposed to
look like.
Should we be posting profiler output to this list (or to GitHub issues)?
On 26/04/2013 9:21 AM, Fletcher Dunn
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
, Fletcher Dunn
fletch...@valvesoftware.comwrote:
We’ve released optional updates to the SteamPipe beta client and
dedicated server:
** **
Source engine:
* motd file(s) changed to work like the mapcycle file. It goes in the
cfg folder by default, but will fallback to the root
:59 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Optional updates to TF2 SteamPipe beta released
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
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
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
Just to clarify: the TF2 Beta app (client app id 520, dedicated server app id
229830), has been deactivated until a need arises to use it again. It is not
the AppID you are looking for.
232250 is currently the dedicated server for the SteamPipe beta, but when we
convert the clients to
We've released a mandatory update to the SteamPipe beta. Please note that your
server will NOT automatically detect that it is out of date and restart; you
will need to manually update it. (This should be the last such manual restart.)
We've also released an optional update to the
-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Wednesday, April 24, 2013 11:47 AM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux
server mailing list
(hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com)
Subject: Re: [hlds
Ah rats. That is due to a difference in how the pure server rules are
processed between the two versions. Looking at the code, I thought they were
100% compatible, but it looks like it might be more strict than necessary in
some cases. This should be fixed when everybody is converted to
Just a heads up, SMAC is banning SteamPipe clients.
http://forums.steampowered.com/forums/showpost.php?p=34328428postcount=32
The functionality of sv_consistency has been combined with sv_pure as part of
the SteamPipe change.
- Fletch
___
To
check.
On 4/24/2013 6:52 PM, Fletcher Dunn wrote:
Just a heads up, SMAC is banning SteamPipe clients.
http://forums.steampowered.com/forums/showpost.php?p=34328428postcount=32
The functionality of sv_consistency has been combined with sv_pure as part of
the SteamPipe change.
- Fletch
A mandatory update to the TF2 SteamPipe beta has been released. Although the
update is mandatory (the PatchVersion has been bumped so you will need to
upgrade your server in order to host clients running the latest version), your
server will not automatically restart.
Team Fortress 2:
*
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