wrote:
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
Is this just TF? You make a lot of references to cstrike.
Thanks,
Kyle.
On 23 Apr 2013 11:12, Fletcher Dunn fletch...@valvesoftware.com wrote:
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
It appears after the VPK change our servers have been freezing for about a
second at a time, which throws mods into a bit of a frenzy. There was some
speculation that it was client side, however it's starting to look like it
isn't. Has anyone else noticed this?
Thanks,
Kyle.
When is this anti-clientside plugin fix coming to the other source games?
If clients are getting VAC'd for it now, its only fair if they too get a
chance for it not to load.
Thanks,
Kyle.
On 18 Apr 2013 13:16, Eric Smith er...@valvesoftware.com wrote:
We've released a mandatory update for Team
All games that were rammed through with the VPK change are busted. This
includes HL2:DM and CS:S. This will also soon include TF2, which is
scheduled for next week. I wonder if SFM has the same problem?
Our apologies for the shattered expectations caused by this on-time
release.
Any deadline
Mostly good here. Thanks for the update!
Kyle.
On 16 Apr 2013 10:52, Fletcher Dunn fletch...@valvesoftware.com wrote:
For anyone on this list who doesn’t know what this conversion is, please
read this FAQ:
https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491
** **
The SDK, some particles, and many other things are busted as well...
Thanks,
Kyle.
On Tue, Apr 16, 2013 at 6:52 PM, List User l...@redspeedservers.com wrote:
The steampipe server keeps spitting this out in console.
---
ForceModelBounds no longer supported. (models/player/ct_urban.mdl)
Not to be the guy that suggests No-Steam, but does dproto help at all? or
is it just the fact that the default change to hide incompatible servers
(due to the beta appids not changing) broke this? You can probably fake
your version id with a plugin, if that's all it is.
Thanks,
Kyle.
On Wed,
Well, to be fair, seeing the games that receive the least support going
first is rather unnerving. They've had the least time to cook, and bugs are
still being uncovered. I'm pretty worried about the 16th, as that's the
first major game with downloadable content (I'm biased, but numbers don't
lie)
Does anyone have the update notes to where they fixed cl_disablehtmlmotd?
It's always been really trivial to bypass, I don't seem to recall it ever
being fixed.
Thanks,
Kyle.
On Sat, Mar 30, 2013 at 6:48 PM, Doctor McKay mc...@doctormckay.com wrote:
Yes. Players have the ability to prevent
On Tue, Mar 26, 2013 at 2:06 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
* VPK tool: improved command line parsing and help text
Way more usable now, thanks a lot!
Kyle.
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users still play version 34 and don't want to play at
the current version even if they have CSS in Steam... This will be great :-)
17.03.2013, 06:13, Kyle Sanderson kyle.l...@gmail.com:
Why was the beta removed? There were servers still running for it, and
there was quite an active player base
Why was the beta removed? There were servers still running for it, and
there was quite an active player base (in relation to some other released
games). The Beta served as a nice snapshot for CS:S. Please correct this
and enable the beta once again.
http://games.opensteamworks.org/Chart/View/260
Honestly I'd rather they not sync that one and lose the Replay
implementation. Replay was 'nearly' finished, but they had some bug (or
something), then stopped working on it. Now CS:S starts a replay server
(iirc), but it's never used and just sits idle. You can search for Replay
servers in the
Then we will probably roll out Day of Defeat or HL2:MP and confirm the
auto conversion works as well as we expect, so we don't have a huge number
of people all downloading a full 10GB at the same time.
We're planning on releasing TF last.
Please create/push betas for these games if you plan on
Check out http://didrole.com/UpdateTool/ if you find steamcmd to be
unusable (I know I do). It worked great when we were running GO servers.
Thanks,
Kyle.
On Wed, Feb 20, 2013 at 2:57 PM, James Beegle lx45...@gmail.com wrote:
I'm kinda of inclined to agree with Jesse; steamcmd is a very
Was the pure not working bug ever fixed in later engines (L4D*)? or will
this be introduced as a regression into the orangebox and CS:S branches? :s
Thanks,
Kyle.
On Tue, Feb 19, 2013 at 6:36 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
The orangebox engine games (Team Fortress 2,
limit, or move to another method of applying tags. I'd love to have all my
server tags show, but they're still getting cut off. I'm not really that
concerned with prioritizing tags to the front.
Thanks,
Kyle.
-- Forwarded message --
From: Kyle Sanderson kyle.l...@gmail.com
Date: Thu
http://www.doctormckay.com
- Original Message -
*From:* Kyle Sanderson kyle.l...@gmail.com
*To:* Half-Life dedicated Win32 server mailing
listhlds@list.valvesoftware.com; Half-Life
dedicated Linux server mailing list hlds_li...@list.valvesoftware.com
*Sent:* Wednesday, February 13
Thanks for the heads up Eric!
Kyle.
On Thu, Jan 31, 2013 at 10:13 AM, Eric Smith er...@valvesoftware.comwrote:
We're working on a mandatory update for Counter-Strike: Source, and we
should have it ready early next week.
We're giving you a heads-up so can prepare to update your servers. It
I believe the renaming/memory management removal change only occurred on
Linux. I don't think you will need new binaries (at least due to this).
Thanks,
Kyle.
On 31 Jan 2013 14:42, IBIS Customer Service ibis.serv...@gmail.com
wrote:
So does this not effect us if we run windows?
On Jan 31, 2013
Many thanks Alfred.
Kyle.
On 28 Jan 2013 15:43, List User l...@redspeedservers.com wrote:
YES YES YES YES!
On 1/28/2013 6:28 PM, Alfred Reynolds wrote:
(and some fixes are still in progress, I am looking at you redirect
servers)
I've been having a hell of a time with Limestone Networks recently... :|
it's way worse then it was in the sense we're getting a lot of dropped
traffic.
Thanks,
Kyle.
On Sat, Dec 29, 2012 at 9:51 PM, Damir . d4m1...@hotmail.com wrote:
Are you servers located in Texas perhaps? Possibly even
, 2012 at 12:50 PM, Saul Rennison saul.renni...@gmail.comwrote:
Won't setting mp_tournament_allow_non_admin_restart to 0 fix the problem?
Kind regards,
Saul Rennison
On 24 December 2012 20:15, Kyle Sanderson kyle.l...@gmail.com wrote:
Sorry for the double mail, something like this (
http
.
** **
-Eric
** **
** **
*From:* hlds-boun...@list.valvesoftware.com [
mailto:hlds-boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com]
*On Behalf Of *Kyle Sanderson
*Sent:* Thursday, November 29, 2012 3:10 PM
*To:* Half-Life dedicated Win32 server mailing list
. Thanks for being patient.
** **
-Eric
** **
** **
** **
*From:* hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] *On Behalf Of *Kyle Sanderson
*Sent:* Saturday, December 15, 2012 1:03 PM
*To:* Half-Life dedicated Win32 server mailing list
.
** **
-Eric
** **
** **
*From:* hlds-boun...@list.valvesoftware.com [
mailto:hlds-boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com]
*On Behalf Of *Kyle Sanderson
*Sent:* Thursday, November 29, 2012 3:10 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject
Didn't Valve copy Setti and start returning server results based on
geographical locations instead of by octet? I guess what I'm asking is why
does sv_region still exist when the change occurred two(?) years ago...
Thanks,
Kyle.
John, I recently forwarded similar info to Eric Smith at Valve and
Hi John,
I totally agree that the feature is useful, I use it often. What I totally
disagree with is relying on the end user to set the value properly (on the
server). The data is already available to the master of where the server is
geographically located in relation to the client. The only
increased logic on the two masters, and cheaters not being
able to cheat ;)
Thanks,
Kyle.
On Wed, Dec 5, 2012 at 1:14 PM, John lists.va...@nuclearfallout.net wrote:
On 12/5/2012 12:50 PM, Kyle Sanderson wrote:
I totally agree that the feature is useful, I use it often. What I
totally disagree
!
Sorry for the garbage,
Kyle.
On Wed, Dec 5, 2012 at 2:20 PM, John lists.va...@nuclearfallout.net wrote:
On 12/5/2012 1:56 PM, Kyle Sanderson wrote:
Like I initially said, since 2010 GeoIP has been used to determine the
players Region and (semi-)correctly return results accordingly based
There's another thread in regards to this from August 24th ( [hlds_linux]
MOTD randomly not working? ). This was broken for all Orange Box based
games on June 27th 2012, CS:S was subsequently broken on the next sync
which happened July 2nd 2012. The regression looks like it came in with
Updated
Thanks for the notification!
Kyle.
On Thu, Nov 29, 2012 at 1:50 PM, Eric Smith er...@valvesoftware.com wrote:
We're working on mandatory updates for TF2, DoD:S, HL2:DM. We should have
them ready soon.
-Eric
___
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Any chance at a CS:S sync? Last one was in September.
Thanks,
Kyle.
___
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visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Of *Kyle Sanderson
*Sent:* Thursday, November 29, 2012 3:10 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] [hlds_announce] Mandatory TF2, DoD:S, and HL2:DM
updates released
** **
Any chance at a CS:S sync? Last one was in September.
Thanks,
Kyle
Server Count looks about the same
http://games.opensteamworks.org/Chart/View/440
Is your machine multihomed?
Thanks,
Kyle.
On Wed, Nov 21, 2012 at 7:54 AM, Jason pctool...@gmail.com wrote:
After this update, we've had over 20 regulars tell us our servers are not
showing up in their
What a bad idea... Having a product broken on all platforms is typically
bad news...
If someone could elaborate on the glitch, it could probably be
fixed/workedaround.
Thanks,
Kyle.
On Fri, Nov 16, 2012 at 10:42 AM, Andreas Grimm l...@gmx.net wrote:
Just release it, no risk no fun,
Hi Ross,
Check out https://forums.alliedmods.net/showthread.php?t=193515
Thanks,
Kyle.
On Mon, Oct 1, 2012 at 12:08 PM, Ross Bemrose rbemr...@gmail.com wrote:
On my stock TF2 server with addons directory, dumpstringtables says this:
Table ParticleEffectNames
1006/1024 items
Meaning
Well, they moved to VS 2010 (2012?) on Windows which only affects my client :(
Regardless, thanks for the sync!
Kyle.
On Tue, Sep 11, 2012 at 12:16 PM, Dominik Friedrichs d...@forlix.org wrote:
I wouldnt be surprised if they just listed performance improvements to
satisfy Kyle :)))
On
Hello.
Apparently this is still disabled in CS:S (for good reason). The
ConVar (sv_noroundstats) was removed from CS:GO, and we're seeing the
same problem there as well. Can we please have the ConVar
(sv_noroundstats) added back to the CS:GO
CCSGameStats::UploadRoundStats function?
Here's the
Can we get a CS:S sync for those performance improvements?
Thanks,
Kyle.
On Thu, Sep 6, 2012 at 2:12 PM, Eric Smith er...@valvesoftware.com wrote:
We've released mandatory updates to TF2, DoD:S, and HL2:DM. The notes for the
updates are below.
-Eric
--
Source
The world
Thanks a lot Didrole, This is definitely replacing steamcmd on my machines.
Thanks,
Kyle.
On Mon, Aug 20, 2012 at 2:50 PM, Ryan Becerra b...@me.com wrote:
Whats difficult about typing app_update 740 validate
On Aug 20, 2012, at 4:49 PM, Didrole didr...@gmail.com wrote:
Hi
Host A records map hostnames to IP Addresses. I don't believe you can
specify ports.
What you'd probably end up doing is subdomain.lanified.com:65535 . If
you're using the default port (27015) your clients could just type in
`connect subdomain.lanified.com`.
Thanks,
Kyle.
On Thu, Aug 16, 2012
http://puu.sh/VJT7
I managed to get in pretty quickly. Managed to join a server (
http://puu.sh/VJHF ) just to have it crash once everyone got ingame.
Thanks,
Kyle.
On Wed, Aug 15, 2012 at 7:07 PM, Mike O'Laughlen molaugh...@gmail.com wrote:
FYI
I've been in the Mann Up lobby by myself
It's most likely client crashes. I know I crashed twice playing a few
rounds of MvM.
Yes, I'm seeing them as well.
Thanks,
Kyle.
On Wed, Aug 15, 2012 at 9:53 PM, Mohammed Khalik
mohammed_kha...@hotmail.com wrote:
Same here.
I noticed timeouts as well.
This has happened since the update!
He actually replied to the existing thread :O
Download: http://tftrue.redline-utilities.net/TriggerBotDetector.zip
Looking inside of the Readme.txt file inside the archive, it describes
those new features, so I think it's the same name.
Thanks,
Kyle.
On Thu, Aug 9, 2012 at 4:07 PM, Leon
Hi all,
For quite some time now I've been getting reports from clients saying
they're being prevented from joining my servers. They're being kicked
with this message. 'Disconnect: ERROR! Reliable snapshot overflow..'
Here's a pastebin link with my info in hopes that it's helpful.
cmun...@cameronmunroe.com wrote:
We did have that issue when mic spammers or lots of voice chat was going on.
On 7/22/2012 5:59 PM, Kyle Sanderson wrote:
Hi all,
For quite some time now I've been getting reports from clients saying
they're being prevented from joining my servers. They're
Not to be that guy, but can we get a CS:S sync for those Mac fixes? It's
been an issue on every platform since launch, and it would be fantastic if
it was included for Counter-Strike: Source as well.
Thanks,
Kyle.
On Wed, Jun 27, 2012 at 6:15 PM, Eric Smith er...@valvesoftware.com wrote:
We've
I've always found this tool to be handy, watch the roller coaster when
updates are released.
http://games.opensteamworks.org/Chart/View/440
Thanks,
Kyle.
On Tue, Jun 26, 2012 at 6:26 PM, Team BOOM! teamb...@comcast.net wrote:
Thanks Ross, unbelievable timing...
-Original Message-
This has driven us insane as well for quite some time.
Thanks,
Kyle.
On Mon, Jun 11, 2012 at 5:11 PM, Ryan Stecker voidedwea...@gmail.comwrote:
This bug is a huge annoyance for my community, where we run mostly custom
content. Hopefully it will someday be fixed.
On Mon, Jun 11, 2012 at
Can we please get a CS:S sync? All of these fixes engine fixes/additions
look awesome, but we're still way behind.
Thanks,
Kyle.
On Thu, May 17, 2012 at 5:24 PM, Eric Smith er...@valvesoftware.com wrote:
We've released a mandatory update to Team Fortress 2. The notes for the
update are below.
Looking forward to it, Thanks Eric!
Kyle.
On Thu, May 17, 2012 at 5:38 PM, Eric Smith er...@valvesoftware.com wrote:
We’re planning the next CS:S update for early next week.
-Eric
From: hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle
Not to be That Guy, but any chance at getting the same respective colours
printed in the clients console?
Thanks,
Kyle.
On Thu, May 10, 2012 at 8:55 PM, EHG epichat...@litewin.net wrote:
The RRGGBB color codes are being printed in console. Otherwise everything
seems to work great!
On
Which reservation plugin are you using?
Thanks,
Kyle.
On Tue, May 8, 2012 at 9:31 AM, Mr Razzle raz...@mr-razzle.net wrote:
Someone had a similar problem last month. I'll post the solution below
along with a link to the original thread.
For bots there's another solution: keep the quota set
wrote:
We're using Reserved Slots (1.4.3-dev) by AlliedModders LLC
On Tue, May 8, 2012 at 11:49 AM, Kyle Sanderson kyle.l...@gmail.comwrote:
Which reservation plugin are you using?
Thanks,
Kyle.
On Tue, May 8, 2012 at 9:31 AM, Mr Razzle raz...@mr-razzle.net wrote:
Someone had a similar
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 continue to get exploit fixes, even
having them delayed like it is at the moment is better then not having
them
Any chance at a CS:S sync?
Thanks,
Kyle.
On Wed, Apr 18, 2012 at 3:17 PM, Eric Smith er...@valvesoftware.com wrote:
We've released a mandatory update to Team Fortress 2. The notes for the
update are below.
-Eric
--
Team Fortress 2
- Fixed a server crash
8:08 PM, Kyle Sanderson wrote:
Any chance at a CS:S sync?
Thanks,
Kyle.
On Wed, Apr 18, 2012 at 3:17 PM, Eric Smith er...@valvesoftware.comwrote:
We've released a mandatory update to Team Fortress 2. The notes for the
update are below.
-Eric
--
Team
Can we get a CS:S sync?
Thanks,
Kyle.
On Tue, Apr 17, 2012 at 4:45 PM, Bruno Garcia garcia.bru...@gmail.comwrote:
本地化檔案已更新
Localization file has been updated
Have you done research on the server exploits that have been posted this
last few days?
It's crucial that they are fixed.
On
It's cool. For whatever reason, Valve decided to 'detach' CS:S from The
World (Again). Hopefully we'll continue to get exploit fixes, even having
them delayed like it is at the moment is better then not having them at all.
Ugh Forlix lol :(
Thanks,
Kyle.
On Tue, Apr 17, 2012 at 6:02 PM, Nomaan
Mind you this is with CS:S.
http://pastie.org/private/e378ukshcgolkszu2jwifw
I have a core file, if anyone is interested in fixing this. If you're
looking for a stable production environment, I'd highly suggest disabling
the threading options that were made default a while ago.
Kyle.
On Fri,
All depends on your clock rate (and other factors, but you haven't given us
much, so...). I think you'd be lucky to run two though if it's just a dual
core.
Kyle.
On Wed, Mar 21, 2012 at 5:09 PM, Albert Davis davis.alb...@gmail.comwrote:
I am looking to run 2 TF2 server on a Dual Core AMD with
That plugin has been nothing but unstable for years. It's sad to see that
it's still consistently crashing for people. I wasn't under the impression
that Windows crashed as well.
Glad you found out what the issue was,
Kyle.
On Sun, Mar 18, 2012 at 4:44 PM, Team BOOM! teamb...@comcast.net wrote:
This is probably going to be implemented regardless of our comments. I can
only see this causing more issues, and being a complete waste of
development time, but that's my opinion. Provide the interface and make
optional for what Valve plans to enable by default. The former has already
been done
Very cool, thanks!
Kyle.
On Mon, Mar 5, 2012 at 3:58 PM, Alfred Reynolds alf...@valvesoftware.comwrote:
We have released an update to Half-Life 1 dedicated servers. This update
fixes the crash exploit reported earlier today due to a malformed
customization packet, run the hldsupdatetool to
Different issue then FPS. Pretty sure Tickrate Enabler still functions.
http://didrole.com/tickrate_enabler/
Kyle.
On Wed, Feb 29, 2012 at 4:43 AM, Claudio Beretta
beretta.clau...@gmail.comwrote:
no need for tick 100 nowadays, but it is still possible
Thanks Eric!
Kyle.
On Thu, Feb 16, 2012 at 5:18 PM, Eric Smith er...@valvesoftware.com wrote:
We're working on releasing a mandatory TF2 update. We should have it ready
soon.
-Eric
___
To unsubscribe, edit your list preferences, or view the
Thanks Eric!
Kyle.
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visit:
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All 'Steam' Services have hit an all time low for uptime in the last 6+
months. Hopefully it's fixed soon.
Kyle.
On Sun, Feb 12, 2012 at 2:28 PM, ics i...@ics-base.net wrote:
Logging in through webbrowser will bring up that captcha 3rd failed
attempt. I have also previously noticed that even
I think the fix you saw was for fixing the UpdateRadar overflow by creating
multiple user messages if the message is over 254 bytes (instead of
flooding the console). Regardless, this bug is practically destroying
league games (Radar is pretty critical to gameplay). Imagine what would
happen if
https://forums.alliedmods.net/showthread.php?p=1579863
Only thing I could find semi-related to the issue. This plugin is not a fix
for this critical bug, though.
Kyle.
On Wed, Feb 8, 2012 at 9:44 AM, IBIS Customer Service
ibis.serv...@gmail.com wrote:
Where is this SM fix!?
On Wed, Feb 8,
Any chance at a CS:S sync?
Thanks,
Kyle.
On Thu, Feb 2, 2012 at 2:12 PM, Eric Smith er...@valvesoftware.com wrote:
We've released a mandatory update to Team Fortress 2. The notes for the
update are below.
-Eric
--
Source Engine Changes (TF2, DoD:S, HL2:DM)
-
Depends on which SMAC modules you're planning on/are using.
Should be fine though.
Kyle.
On Mon, Jan 30, 2012 at 6:29 AM, Jeff Sugar jeffsu...@gmail.com wrote:
Is it safe/okay to use dblocker along with smac? Or is it like antivirus
applications in that having more than one can result in
I think they think they've fixed it in the last update. This is not the
case.
Players regardless of Team show up as Terrorists, Counter-Terrorists,
Spectators, Something Green, a large C4, or whatever else. As well to this,
the radar (in-game overview map) at times isn't displayed at all.
Thanks Fletch!
Kyle.
On Fri, Jan 27, 2012 at 10:08 AM, Fletcher Dunn fletch...@valvesoftware.com
wrote:
We’ll have a ninja client update today to resolve this. It was caused by
the bot column change, which used to have an icon.
** **
It’s a client update only, so it will be
Anything over 128? chars for sv_tags causes tags to be displayed in
the server name.
I don't think anyone can logically comply with this. Unless if we're
back to crafting master replies. Even then, I think it's an issue on
the client(?) and the same thing would ensue.
Kyle.
should
probably also mention that tags are overwriting other tags at the moment if
there's no room, which is of course gross.
No one can actually comply with this,
Kyle.
On Thu, Jan 5, 2012 at 12:10 PM, Kyle Sanderson kyle.l...@gmail.com wrote:
Anything over 128? chars for sv_tags causes tags
Happy Holidays.
Don't be a scrooge.
Kyle.
On Sat, Dec 24, 2011 at 8:15 PM, Ant essential...@bigpond.com wrote:
I can't believe this has to be said, Everyone should STFU about religion
and politics on this thread. It's for Steam HLDS related issues
** **
*From:*
Don't be such a Grinch Hasser.
http://ismsleeperwrong.com/
Kyle.
On Sat, Dec 24, 2011 at 9:39 PM, hasser css hasserva...@gmail.com wrote:
25/12/2011 Evan McClane sagt:
Everyone shut the fuck up and be happy.
Better solution: don't post completely offtopic garbage to the mailing
list and
Thanks Eric!
On Fri, Dec 16, 2011 at 2:27 PM, Eric Smith er...@valvesoftware.com wrote:
We should have it ready in the next 30 minutes or so.
-Eric
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To unsubscribe, edit your list preferences, or view the list archives,
please visit:
Hi Fletcher,
Sounds great! Just to clarify, is throwing up a shell on another continent
with the same host (or a similar host with a minimal amount of hops) then
'fake' broadcasting real stats to the master server list frowned upon? I've
done this in the past for a couple players and it seemed to
Seems relevant, kind of. They (KF, Brink) all have hats in TF2 and are
attached to Steam. That, and they're using hldsupdatetool aren't they?
Kyle.
On Wed, Dec 7, 2011 at 10:03 AM, Alexander Z spacebur...@gmail.com wrote:
Not to sound rude, but are all those Brink, KF and RO2 updates supposed
Is that the long standing frame rate issue where it drops to 30~ then back
to 200+ a bit later? (I'm assuming these numbers are specific to my
machine, overall result seems to be constant).
Thanks,
Kyle.
On Fri, Dec 2, 2011 at 4:46 PM, Eric Smith er...@valvesoftware.com wrote:
We've released a
It's a shame Counter-Strike: Source still doesn't have this. I realize it
has more peak players then TF2 (despite not being F2P), DOD:S, and HL2:DM
combined. Still, a 'sync' would be greatly appreciated.
Kyle.
On Thu, Dec 1, 2011 at 9:19 PM, Robert Whelan mrrjwhe...@yahoo.com wrote:
Rather
Holy smokes! That sounds great! Any idea when we'll see it on
Counter-Strike: Source?
As far as I'm aware, the rate limiting connection convars from the last
update haven't been pushed out yet. Although, they don't seem to help at
all on OB against the exploit they were implemented to help
When will CS:S be rebuilt containing the connection cvars?
Thanks,
Kyle.
On Thu, Nov 10, 2011 at 4:42 PM, Alan Kennedy kenne...@3dgames.com.arwrote:
Idem here, on first try. Second try it seems it's updating...
--
3DGames Argentina
There was an optional update on the 7th.
Kyle.
On Wed, Nov 9, 2011 at 8:21 AM, Team BOOM! teamb...@comcast.net wrote:
**
I just ran the HLDSUpdate tool and received an update I wasn’t aware of.
After receiving the update, my servers registered properly again. If you
are having this
Lets see... Crash clients on connect, Physics freezing, Multiline junk, and
not lets forget our friend LSS. Mind you exploit wise their (it's a small
group) greatest tool appears to be watching patch notes for other source
games.
Still though, I've had this happen a couple times. No logs, nothing
Thank you Eric!
Kyle.
On Mon, Nov 7, 2011 at 2:19 PM, Eric Smith er...@valvesoftware.com wrote:
We've released a mandatory update for Counter-Strike: Source. The notes
for the update are below.
Thanks.
-Eric
Counter-Strike: Source
- Updated
I had the server crash from simply having clients join (no replay).
Kyle.
On Thu, Oct 27, 2011 at 10:22 PM, Spencer 'Voogru' MacDonald
voo...@voogru.com wrote:
**
There seems to be a crash on map change if replay somehow gets turned off
(for example, if the replay information for the server
NAZU|GZr8]97_a
I've changed the string a bit. I've left the quotes as is, though.
SteamID is 76561197995629557 if you want to look into it.
Kyle.
On Fri, Oct 28, 2011 at 2:58 PM, Tony Paloma to...@valvesoftware.comwrote:
But it’s only a single quote, right? You still surround the string with
All existing Demos that were created during the 'black out' period are
corrupt. I doubt you'll be able to get the data back unless if there's a
work around.
Try again, seems to work for me.
Kyle.
2011/10/27 Dusan Tomic d...@mojsajt.co.uk
Mate, you just made my day :)
I'm getting same
Yup, exact same issue here. I think the fires in TF2 have been put out (for
the most part, I think the health bug is still there), so hopefully this
will be fixed soon?
Dare to dream,
Kyle.
On Wed, Oct 26, 2011 at 2:53 AM, Christoffer Pedersen v...@vrod.dk wrote:
Yes please fix this issue.
:
Looks like it got fixed. No news anywhere yet but my client downloaded
88,8MB update and demo record + playback works ok now. I tested myself.
-ics
26.10.2011 20:37, Kyle Sanderson kirjoitti:
Yup, exact same issue here. I think the fires in TF2 have been put out
The update wasn't required, why would they give a heads up?
On Wed, Oct 26, 2011 at 3:08 PM, Ant essential...@bigpond.com wrote:
Was a heads up given about the CSS update that just came though and I
missed it?
** **
___
To unsubscribe, edit
Cool update! Any idea when we can see it for Counter-Strike Source?
Kyle.
On Tue, Oct 25, 2011 at 4:17 PM, Aaron Thompson rmesc...@gmail.com wrote:
Just reporting no said crashes thus far. Only have problems with Zombie
Fortress and 2 maps which are most-likely unrelated. I will report any
So, as some of you may have noticed... The last, and apparently final shared
Engine/Game update (Manniversary... don't even get me started) moved
Counter-Strike Source off of Source 2009 and into it's own engine branch.
This was a deliberate change.
What does this mean for the end user? No more
not at
the exact same time.
From: hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Tuesday, October 18, 2011 7:13 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
Win32 server mailing list
Subject: [hlds
Thanks for the garbage.
Kyle.
On Tue, Oct 11, 2011 at 1:49 PM, G. Hutchinson hu...@halsplayground.comwrote:
It's just strange having a Valve employee telling us information such as an
update coming out sufficiently in advanced and responding in a timely
manner. You stop it Tony, you stop it
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