I have extremely simple/naive implementation in python here you can
compare against:
http://nemu.pointysoftware.net/cacti/scripts/rcon.py
I would recommend using one of the working implementations mentioned and
compare the wireshark output to yours
- Neph
On 03/13/2011 11:21 AM, Brett
Step 1 : have fists equiped, minigun spinning
Step 2 : HOLD RIGHT CLICK and press M
Step 3 : Equip GRU
Step 4 : Close equip menu (STILL HOLD RIGHT CLICK)
Step 5 : RUN! RUN, I'M COMING FOR YOU! (run at full heavy speed
shooting minigun, just keep holding right click)
Step 6 : Profit
From:
I wrote a hacky little python script that lets you send/receive rcon
that should work in win:
http://nemu.doublezen.net/cacti/scripts/rcon.py
On 08/31/2010 05:55 PM, Jerod Bennett wrote:
I use SourceRcon v11 which is based on the SourceRconLib.
Pretty sure where I got it here:
The DNS round robin still has the bad IP and breaks scripts including
nemrun. So... Back to manually specifying IPs because the DNS cannot be
trusted.
- Neph
On 08/31/2010 12:03 PM, Zoid Kirsch wrote:
The HL2MasterServer at 216.207.205.99:27011 has been moved to
63.234.149.83:27011. You
It's too late, Milton! The trust is gone. Gone!
On 08/31/2010 04:25 PM, Milton Ngan wrote:
The DNS round robin still has the bad IP and breaks scripts including
nemrun. So... Back to manually specifying IPs because the DNS cannot be
trusted.
You gave me nightmares even imaging this.
Slightly more realistic would be like a perl/python version that could
do windoze, but it would be more involved than a runscript due to lack
of (real) console mode and other bullshit.
...
...
cygwin? lololol
On Sun, Jul 25, 2010 at 11:03 PM, 1nsane
I first noticed this way back when bots were originally added, but it
is still present: If a bot is the first person to join a team (or
*possibly* other situations involving bots), the minimum respawn time
used by the default spawn algorithm (no addons) will be the same as
mp_respawnwavetime.
Actually, after a little more testing, the bot has to be first in the
server, not on a team. If a player joins before any bots, the bug does
not occur, so you need tf_bot_join_after_player set to 0.
On Fri, Jul 9, 2010 at 6:50 AM, Nephyrin Zey nephy...@doublezen.net wrote:
I first noticed
first setup. On and off you can't tell in game but the CPU hit is
insane!
-Original Message-
From: Nephyrin Zey [mailto:nephy...@doublezen.net]
Sent: Wednesday, January 27, 2010 7:18 PM
To: Half-Life dedicated Win32 server mailing list
Cc: Mike Stiehm
Subject: Re
I haven't extensively tested non-hires kernels or stable lower FPS
configurations, but I wouldn't think so; It allows you to set dynamic
tic and very low kernel resolution without getting wildly inaccurate
sleeps. Without hi res timers, sleep can only wakeup as fast as the
kernel resolution,
Reading comprehension is low on this list. I'm emailing an abuse report
to his host now. I also sent a update about my conversation with his
host to this very thread. I *also also* mentioned his host was cet.com -
he registered his domain through dreamhost, nothing more.
- Neph
On 01/25/2010
So earlier today one of my servers was lagging - badly. By time I showed
up the lag had cleared. Then again. Then again. Each time for about 5-10
minutes it would lag, and by time I'd shown up, it was gone. Finally, I
caught the lag happening directly. No unusual FPS or CPU usage spikes,
so i
it, download it, open it in wireshark) and found that 80% of
all traffic was 300byte packets from one ip.
- Neph
On Sun, Jan 24, 2010 at 12:10 AM, Nephyrin Zey nephy...@doublezen.net wrote:
So earlier today one of my servers was lagging - badly. By time I showed up
the lag had cleared
... wat
On 01/06/2010 03:11 PM, Andrew Leach (luaduck) wrote:
I would like to measure my dissatisfaction that TF2 updates are now
required (instead of optional) with a boycott of this game
On 06/01/2010 20:59, Jason Ruymen wrote:
A required update for Team Fortress 2 is on the way. It
This log indicates a 'quit' command was executed, all players were
kicked, and the server shut down. This doesn't seem like a crash. If
you have autoupdate on, or rebooted the server to update it, that
would be why it went offline...
On Wed, Jan 6, 2010 at 4:47 PM, In Hyuk Seo
The server provider probably has your server set to auto update on map
change. I dont see why you would want to turn this off, without the
newest update players cannot join, so your server will just slowly empty
out as players leave to get the patch, and wont get any of the flood of
people
JIRX (or someone using his name) was speedhacking on our servers with
steamid STEAM_0:0:27355855 while, coincidentally, spamming links to his
youtube account.
On 01/05/2010 08:17 PM, Donnie Newlove wrote:
About persistent cheaters, JIRX is active again. Pretty funny videos I
have to admit, as
DOS attacks are still very effective, so turning off caching probably
wont have much of a negative effect, if this is really causing problems.
- Neph
On 01/02/2010 09:43 PM, Arg! wrote:
This bug came about when valve did
- Added response caching for some server queries to help reduce the CPU
There's also:
mp_waitingforplayers_restart = 0
game
- Set to 1 to start or restart the WaitingForPlayers period.
mp_waitingforplayers_cancel = 0
game
- Set to 1 to end the WaitingForPlayers period.
So you could write a simple addon that cancels the waitingforplayers
time if x players
Engine:
- Added checks to prevent transferring .smx, .gcf, and .sys files between
client/server
- Fixed upload/download exploits with spaces in the file extension or a path
separator at the beginning of the requested file (as reported on the HLDS
mailing lists)
This is sad. You can
I wrote this ages ago for linux servers, supports instant auto-update.
http://nephyrin.net/tools/nemrun/latest/
On 10/29/2009 03:39 PM, Y Smith wrote:
I could see this being scripted
-Original Message-
From: hlds-boun...@list.valvesoftware.com
Payton wrote:
wut, no windows port? :P
--mauirixxx
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey
Sent: Thursday, October 29, 2009 1:03 PM
To: Half-Life dedicated Win32 server mailing list
Well, its a complete replacement for srcds_run that handles auto
updating, being an update daemon, cleaning up the downloads folder,
logging, update notify scripts, etc.. Your head has to be somewhat
broken to be a programmer, so keeping track of it is easy. Now, talking
to women...
- Neph
Just to remind everyone, a lot of us run a pretty popular srcds
administration chat channel on gamesurge (linux and windows, everyone
welcome)
irc.gamesurge.net #hlserveradmins
Gamesurge is also home to:
#sourcemod
#sourceop (the tf2items.com guy)
#sourcebans
#hlcoders
and more. So join up!
Public 24x servers are not easy to maintain. with 12v12, people
loading/joining/leaving, and the inevitable idiots, teams feel very
small. If you have more than a few idiots or more than a few people
leave, suddenly its 8v5 and the place empties out.
All three of our servers are 32x, stock
On 09/05/2009 02:36 PM, Saul Rennison wrote:
This is why A2S_INFO requires a challenge :|
Thanks,
- Saul.
Doesn't*
Should*
- Neph
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On 09/05/2009 02:28 PM, Shizzle Nizzle wrote:
can you explain how you went about fixing this nephyrin or provide more
details?
Daemon responds to queries using information retrieved from the server
~once/second. iptables captures incoming server queries and redirects
them to daemon,
The problem with my solution is the daemon would be really really
abusive in the wrong hands. We dont need someone using it to easily
start 100 fake servers at 255/255 slots and polluting the server list.
It's not some super complex feat, but releasing an easy compiled
prepackaged version is
As an alternative to using -m string, you can just filter length 53
packets - no packets aside from the query packet end up being that
length. Not super elegant, but a lot less overhead.
And, as I said, my daemon works differently and could be used to easily
start thousands of fake servers on
Has anyone really been far even as decided to use even go want to do
look more like?
On 09/03/2009 11:24 AM, Mike Zimmermann wrote:
I read this like 4 times and still barely understand what you're trying to
say.
-Mike
On Thu, Sep 3, 2009 at 1:15 PM, Flubberflub...@gmail.com wrote:
For L4D, It was never confirmed whether or not stats uploading was the
timeout issue. I recompiled my plugin for L4D at the request of many,
but valve maintains stats uploading is asynchronous in L4D and hence not
broken. Since they looked into it and fixed it for TF2, I'm guessing
that it
Sometime early this morning this fellow:
http://steamcommunity.com/profiles/76561198005902725
crashed one of my servers and bragged about it, since his buddy:
http://steamcommunity.com/profiles/76561197995252712
was banned for speedhacking. He rejoined, presumably to crash the server
again, and
http://forums.steampowered.com/forums/showthread.php?t=865722
It makes so much sense now.
- Neph
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▲
▲ ▲
am i doin it rite
2009/3/23 Kitteny Berk b...@hairy-arse.com:
Your mom's a triforce.
matan nov wrote:
▲
▲ ▲my triforce is more of a triforce than your triforce
2009/3/23 CLAN RCR clan...@gmail.com
Cool story bro.
Newfags can't triforce.
▲
▲ ▲
-Matt
On Thu, Mar 19,
The linux server_i486.so was not updated. Only the windows server.dll
was updated to a broken version. sounds like a weird mistake to me.
Checking bootstrapper version ...
Updating Installation
Updating 'Team Fortress 2 Content' from version 85 to version 86
100.00%
This whole idea is stupid. You make it sound like its hard to keep
idiots out of your server or run a good community. Ranking players
based on arbitrary kicks that server ops dish out is stupid, and the
laziest way i've heard of yet to try to run your server.
I've argued in other threads for more
This do anything on the server side or is srcds still single threaded?
Possibility one:
Srcds now takes advantage of multiple cores, chokepoints removed,
bitbuffers optimized, packet code optimized, now built with SSE2 code
by default since no pre-SSE2 cpu could even handle TF2 servers anyway,
Nobody is arguing the merits of putting hard work into building a
community. However, not everyone is going to dedicate a lot of time to
it, or has the large friend network or knowhow to promote a new
community. Does this mean that they dont 'deserve' to start one? It
certainly doesn't justify
of hlds digest...
Today's Topics:
1. Re: Server Scoring - an open letter to Valve :) (Nephyrin Zey)
--
Message: 1
Date: Mon, 16 Mar 2009 11:59:39 -0700
From: Nephyrin Zey nephy...@doublezen.net
Subject: Re: [hlds
Windows srcds doesn't magically need no steam connection to pull steam
cloud and ticket information. The issue that occured this morning was
definitely steam-side:
http://store.steampowered.com/stats
- Neph
On Mon, Mar 16, 2009 at 2:27 PM, Karl Weckstrom k...@weckstrom.com wrote:
Because it
What?
Windows srcds doesn't magically need no steam connection to pull
steam cloud and ticket information.
or, re-written when i've been awake for more than three minutes:
Windows srcds isn't magic, it still needs a steam connection to pull
steamcloud and ticket info
So it would've affected
PROTIP: This system is *only* used to find the bottom X percent of
really bad servers. Hurr i kick a lot of people or hurr i only have 24
slots doesn't mean you're suddenly the worst 1% online. They never
said We're publishing standings so higher score servers get somehow
rewarded! that would be
That's a good point, is that server delisted yet?
On Fri, Mar 13, 2009 at 1:38 PM, Bengt Rosenberger
bengt.rosenber...@gmx.de wrote:
And mass-banning servers aka honeypot servers.
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These are occuring very rarely on my servers, i think the steam
servers are just timing out (as the message indicates). Also,
restarting servers reinitializes your steam connection, so i wouldn't
jump to the conclusion that SM is somehow interfering with it. (not
that it's not, but it seems
I agree mostly, but fuck if wall of text didn't crit me for 10k damage.
Just let me add:
A while back i suggested a new server browser wherein users see where
their friends play a lot, where groupmates play, etc, instead of just
a wall of servers. This helps build communities and draw in players.
I disagree with the doomsday predictions.
If myg0t can get 60 people to join and leave a server every day,
that's 900 points.
If over the course of 6 hours your server has ~100 players that stay
for 45 minutes, that's 3000 points.
Mygot would need to have twice as many people join and leave
The achievement/stats system was never meant to be super secure.
If you people would read the damn blog post, they explain that it uses
steam player data, so you could only fake how long you personally are
connected to a server... which is the same as just joining and leaving
a server really
If your server is kicking 20+ people over 20 minutes who have to sit
through a load screen before finding out the server doesn't want them,
maybe you deserve a lower score!
There are many methods of reserve slots that dont screw over players:
- Set sv_maxvisibleplayers to the actual joinable
And you lose all your favourites... at that point you're just griefing
valve more than anything else. And there's plenty of ways to do that.
- Neph
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I spoke with them, they're working on a way to pre-emptively ban with
the CBS extension so the client doesn't load in before they get
rejected.
- Neph
On Thu, Mar 12, 2009 at 6:04 PM, 1nsane 1nsane...@gmail.com wrote:
That's what I do. Really no reason to have people join into reserved slots.
This is not the case with sourcebans, which is why they are working on
using the CBaseServer extension for it...
- Neph
On Thu, Mar 12, 2009 at 6:09 PM, Donnie Newlove
donnie.newl...@gmail.com wrote:
Since a banned player is instantly rejected and does not even load the
level I am sure they
Is the server lag along the lines of severe lag for 2-5 seconds every
minute or so? I was having that issue, but i'm not using
NoQueuedPacketThread. Try 'net_splitrate 100' and see if that affects it.
- Neph
On 03/11/2009 04:09 PM, Ryan Mannion wrote:
I'm still having issues with servers not
Since a lot of people are asking me:
The latest patch appears to have fixed the map change timeouts, as well
as the string table overflows. It should be safe to get rid of both
NephDSU and Tony's STB plugin for now. I've been running with them both
disabled and haven't experienced either issue
Are you using any sort of NAT? Make sure you're bindg to the local IP
and not the external IP.
Any sort of improper -ip setting will cause all sorts of everything to
fail to bind to ports.
- Neph
On 03/04/2009 04:23 PM, Robert C wrote:
We've continued having this problem even when running
this post is about rate settings, not any bugs relating to rate or lag
that are going around, please keep those to their own threads
So last night in my TF2 server, one of my regulars was complaining about
'the lag', and i asked him to open his console and type rate. '3500' he
reads to me.
That's a good point, though I'm not sure if minrate is 'minimum cvar
rate setting for client' or actually enforces the minimum rate that must
occur before they're kicked. If its the latter, finding a good rate to
enforce (i'd think nearer to 48000 would be appropriate) might help.
- Neph
On
Nowacki wrote:
default rate is based on steam internet connection speed setting, see
Settings - Downloads
Nephyrin Zey wrote:
- rate seems to like to default to 3500 for some people, for some
reason. I've experienced this myself, no idea what causes
Set region properly, make sure setmaster shows that it has a proper
masterserver list, make sure port 27011 outgoing isn't filtered, make
sure port 27015 incoming isn't filtered (IE make sure you can query the
server). Make sure your steam browser isn't filtering by region
I had this issue with my unlocks, but restarting steam/TF2 fixed it. I
haven't noticed a server-wide issue, though i do know if the server
loses its steam connection it sometimes needs a full reboot to reclaim it
- Neph
On 02/27/2009 05:01 PM, Dustin Wyatt wrote:
We've got some players who
Yeah i just pulled up my goldrush server, which was full all night
with no crashes. Before i threw this plugin in, it couldn't stay up
for 15 minutes.
Thanks, tony!
- Neph
On Thu, Feb 26, 2009 at 10:11 AM, Tony Paloma drunkenf...@hotmail.com wrote:
It's on Nephyrin's goldrush server which
I leave settings at defaults but allow taunts. Not one crash yet.
- Neph
On Thu, Feb 26, 2009 at 11:33 PM, DontWannaName! ad...@topnotchclan.com wrote:
I allow taunts and I think it works just as good. Windows though, no telling
what linux will do.
On Thu, Feb 26, 2009 at 11:10 PM, Coldorak
http://nephyrin.net/NephCVUH_1.0.zip
But i'd use the sourcemod version instead you have SM installed.
- Neph
On Wed, Feb 25, 2009 at 3:11 PM, DontWannaName! ad...@topnotchclan.com wrote:
It was replaces with this
http://forums.alliedmods.net/showthread.php?p=648834
For the last time, my plugin only affects server-side stats, which
have *nothing* to do with achievements, or any other player stats.
I experienced the cannot-select-weapon bug on a server, but restarting
TF2 fixed it. Many people are running my plugin and can use the
weapons just fine. I'm
The crit issue was due to sourcemod. Stop blaming crits! They dont hurt nobody!
- Neph
On Wed, Feb 25, 2009 at 6:20 PM, Fudgstu fudg...@gmail.com wrote:
We have a no crit server and still getting the crashes on a W2k3 server.
On Wed, Feb 25, 2009 at 8:12 PM, 1nsane 1nsane...@gmail.com wrote:
, weird. Thanks for the response Neph. After I disabled plugin, it was
fine.
On Wed, Feb 25, 2009 at 8:16 PM, Nephyrin Zey nephy...@doublezen.netwrote:
For the last time, my plugin only affects server-side stats, which
have *nothing* to do with achievements, or any other player stats.
I
http://www.infernalsoul.net/Junk/Dump/graph_image.php.png
What memory leak? ;-P
- Neph
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On 02/24/2009 06:34 PM, Jason Ruymen wrote:
The Scout update should be live in about an hour or hopefully less from now.
Jason
Jason! irc.gamesurge.net/#hlserveradmins
Keep us company ;)
- Neph
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Also, nobody has confirmed that l4d experiences these same timeouts,
and i've been told that l4d servers dont even upload stats, so the L4D
version of this plugin might not solve anything. The issues people see
in l4d might be completely unrelated to the stats timeout. Maybe.
- Neph
On Sun, Feb
l4d is not compatible with the OB engine plugin-wise. It would need to
be recompiled.
- Neph
On Sat, Feb 21, 2009 at 7:13 AM, Cc2iscooL cc2isc...@gmail.com wrote:
I quote.
DAF version 2 for TF2. Includes Linux and Windows binaries. Works with all
Orangebox engine games if you modify the VDF
tf_stats_track does absolutely nothing. Even if it did, achievements are
not part of the serverside stats, and even if they were that would only
stop you from earning new ones on said server
- Neph
On 02/20/2009 01:59 AM, DontWannaName! wrote:
Isnt the command tf_stats_track 0 :D
Everything is down!
Okay, it happens, but what i'm concerned about is:
Every client on every one of my servers, including myself, is freezing
(video freeze, not network freeze) every few seconds. Everyone's
bailing.
This hasn't happened before when steam's down. Whatever it is, it's
emptying my
On 02/19/2009 01:37 PM, jqu...@gmail.com wrote:
I have tried using the hlds update tool for multiple different games on my
CentOS 5.2 server. Every time it does the same thing, it downloads a bout
1% or so then sits there doing nothing. Then if i close it and try gain, it
downloads a few other
Just banned this lovely fellow:
LOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLSTEAM_0:0:9414637
Who was running around firing a blutsaugher, as a pyro, at
flamethrower speeds, reloading instantly. Made quite a spectacular
noise, and killed anything instantly.
If anyone knows how to perform this exploit, let
Scanning 115 friends of id/msleeper for vacBanned status...
http://steamcommunity.com/id/LittleDogX
lolz
- Neph
On Wed, Feb 18, 2009 at 12:19 PM, msleeper mslee...@cyberwurx.com wrote:
Frankly, I ban based on a guilty until proven innocent standard. If
you cheat in one game, you are likely to
http://teamfortress.com/post.php?id=2262
I *require* a recording of the actual announcer reading that post out loud.
- Neph
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On Wed, Feb 18, 2009 at 6:50 PM, msleeper mslee...@cyberwurx.com wrote:
Yeah Neph has made at least 2 specific threads about it in the past
couple of months, and I know he and I both have mentioned it at least
twice each since the announcement about the list going away.
And sorry Chris but I
This is a list of bugs that are giving me and others i have talked to
grief, and is making life difficult on GSPs, community owners, etc.
- Linux servers still have FPS drops and scheduling issues. CPU usage
is 10-15% higher than similar windows servers, maybe due to PIC.
- Linux servers crash on
After ~24hours of running the plugin, many people have reported
experiencing *no* timeouts, and nobody has reported an issue. I'll go
ahead and say that this is no longer experimental, though you should
still use it with caution :-P
Here's a 1.1 version of my plugin that has a left4dead compile,
On Mon, Feb 9, 2009 at 1:36 AM, Cc2iscooL cc2isc...@gmail.com wrote:
Adding it to my servers as soon as they empty out.
I'll let you know in 24-48 hours if it's working.
Please guys, don't report that it's working if you haven't used it for at
least 24-48 hours. It's much too sporadic to
It doesn't block achievements.
Achievements, kill stats, etc, are all client side. The server-side stats
are used, to my knowledge, SOLEY for valve's own internal uses and this
page:
http://steampowered.com/status/tf2/tf2_stats.php
Which, while is great, is not worth experiencing this bug!
-
We all know how well supposed timeout bug fixes work, but this one, i think,
does. Probably.
http://nephyrin.net/tools/NephDSU/NephDSU_v1.0.zip
This is an MM:S plugin, that adds a cvar: neph_nostats.
Setting neph_nostats to 1 blocks stats upload, which has been shown to be
causing timeouts (or,
-nogamestats was shown to *NOT* actually do what it says
Fixed
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Burton, Thanks for the reply!
I think we were assuming more of a 'too-many-vocal-idiots' reason for
your decision moreso than your logical one. I certainly agree that
there are many aspects to a forum that would help the community, but,
at the same time, there are many of us that manage our own
, just loaded it up to my servers. I'll be sure to get vocal
if it doesn't work. As always, you're a huge asset to the community :)
Nephyrin Zey wrote:
We all know how well supposed timeout bug fixes work, but this one, i think,
does. Probably.
http://nephyrin.net/tools/NephDSU/NephDSU_v1.0.zip
This:
On Mon, Feb 9, 2009 at 9:49 PM, Kitteny Berk b...@hairy-arse.com wrote:
This list pretty much stays effective and pretty mature because it's
fairly obscure, if you want/need to know about it, you do.
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There was a thread about this not two days ago guys.
To quote myself then:
It's not a TF2 exploit, it's that retarded forcerespawn plugin. It's logic
doesn't take invalid teams into account so it will forcespawn you even if
you're on team 0, resulting in a really hilariously buggy player.
Report these to:
Firefox
Help - Report Web Forgery or visit
http://www.google.com/safebrowsing/report_phish/
In IE
On the Tools menu, point to Phishing Filter, and then click Report This Website.
Once they've been confirmed by mozilla/microsoft, IE7+ and Firefox
will give warnings to all
You could always do both...
- Neph
On Fri, Feb 6, 2009 at 6:23 PM, Daniell Reinhardt
crypto...@cryptodan.com wrote:
Because there are other browsers out that, and removing the site from the
internet is a far better solution. The Firefox and IE Anti-phishing
measures is a bandaid fix to a
It's not a TF2 exploit, it's that retarded forcerespawn plugin. It's
logic doesn't take invalid teams into account so it will forcespawn
you even if you're on team 0, resulting in a really hilariously buggy
player.
explode; jointeam unassigned
Viola!
Contact the plugin author
- Neph
On Thu,
I should point out that Tony Paloma figured out that this was from the
fastrespawn plugins.
Also it's Voila, Viola is a biological genus.
- Neph
On Thu, Feb 5, 2009 at 10:17 PM, Nephyrin Zey nephy...@doublezen.net wrote:
It's not a TF2 exploit, it's that retarded forcerespawn plugin. It's
Guys. Fake players are the same as cracked servers and crashing legit
servers. You heard justin. No difference.
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Well, if you use one of the 'fixes' that remove troublesome tags it
is. The tag doesn't take visiblemaxplayers into account, though
perhaps it should.
- Neph
On Wed, Feb 4, 2009 at 3:32 PM, Procyon proc...@lokalen.nu wrote:
From the tf2 1.0.2.1 update:
- Fixed servers with maxplayers = 24
On Wed, Feb 4, 2009 at 3:05 PM, jos...@gmail.com wrote:
Help
Sent from my Verizon Wireless BlackBerry
Are tied up in the backroom of a warehouse or something? Elaborate a bit.
- Neph
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All false. SourceTV is a bot. The query packet reports 1 player 25
slots 1 bot. The steam browser shows this as 1/25, the TF2 browser
shows this as 0/24.
Also, i ran +maxplayers 32 +tv_enable 1 with a resultant 33 slot
server just fine
- Neph
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Moving this to its own thread so it gets noticed.
This is a significant advantage to snipers who setup a custom
crosshair and makes noscoping much more deadly
Thoughts?
- Neph
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updaaate
The teleporter thing was lulz though :(
- Neph
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sv_maxrate 0 doesn't seem to affect it for me. See the 'something is
causing bandwidth limits' thread where i sum up everything i've
figured out about this bug :(
- Neph
On Mon, Feb 2, 2009 at 4:29 PM, Karl Weckstrom k...@weckstrom.com wrote:
I uncapped the rate on all my TF2 servers and all is
So here i am perusing my logs when i see
L 02/02/2009 - 20:25:28: EricS114STEAM_0:1:10 disconnected
(reason You have been banned by this server, check
http://www.doublezen.net/ for more info)
wait, what?
No ban matches that steamID. So i dig into the SourceBans module, and find this:
SELECT
I'm not sure you guys are reading patch notes correctly. It sounds
like they rebalanced crit chance to favor players who are having
'streaks' a lot more than random crits to spammers, they didn't note
what the new overall crit % is expected to be, but i would expect it
to be similar.
- Neph
On Sun, Feb 1, 2009 at 1:01 PM, Karl Weckstrom k...@weckstrom.com wrote:
as a workaround for now, can you set sv_maxrate to 0 (unlimited)?
'rate' doesn't actually seem to affect it - it's choking out long
before it hits my rate setting, net_graph 5 shows somewhere around
22000bytes/sec is the
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