Just banned one on a 2fort server for getting outside of the map by the
metal fence dropping turret/teleporter.
Wee...
On Sun, Sep 8, 2013 at 1:20 PM, Paul ubyu@gmail.com wrote:
This seems to be becoming a common exploit, I banned someone earlier today
on a server I'm admin on for doing
I was pretty sure they fixed the FTP offloading problem when they split it into
a separate thread. I've taken my FTP server down mid game before and pretty
sure I haven't had any issues with the srcds processes hanging.
Steven J. Sumichrast
On Aug 7, 2013, at 1:59 AM, ics i...@ics-base.net
On my servers I had these files downloaded an update or two ago:
mapcycle_quickplay_attackdefense.txt
mapcycle_quickplay_cp.txt
mapcycle_quickplay_ctf_sd.txt
mapcycle_quickplay_koth.txt
mapcycle_quickplay_payloadrace.txt
mapcycle_quickplay_payload.txt
My guess is maps in those files are quick
Uhm -- My servers start empty and I get full-server reservations, all 6
slots fill at the same time.
On Thu, Aug 23, 2012 at 10:56 AM, Brian Simon bluebriansi...@gmail.comwrote:
It's because of the major design flaw in the MvM matchmaking system. From
what Valve has said, MvM matchmaking won't
No, we record it from sv_visiblemaxplayers. We ignore maxplayers and status
output.
Steven J. Sumichrast
On Aug 22, 2012, at 4:26 PM, Tony Paloma to...@valvesoftware.com wrote:
HLStatsX:CE is likely getting player counts from the output of status which
includes the bots.
-Original
I have 9 mvm servers up. Three with passwords, 6 public only running mvm. They
are pretty much full 24/7. I'm not doing anything special on those, just
appear to be getting a decent amount of traffic from match making. I have three
regular servers, they're full 24/7 pretty much by matchmaking
I'm crashing an awful lot during wave 6. Crashed out three times now.
Time to call it a night!
On Thu, Aug 16, 2012 at 12:01 AM, Kyle Sanderson kyle.l...@gmail.comwrote:
It's most likely client crashes. I know I crashed twice playing a few
rounds of MvM.
Yes, I'm seeing them as well.
I have this problem when maps run for really long periods (more than 24 hours).
If I do map changes every 3-4 hours on my 24/7 map servers, map changes don't
appear to be as brutal.
Sent from my iPad
On Aug 12, 2012, at 2:11 PM, Cameron Munroe cmun...@cameronmunroe.com wrote:
Its called tf2
Unless something has changed, you take a small penalty for having max
players above 24.
https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
I increased the max number of players above 24. Will that cause my server
to not receive quickplay matches?
Not entirely. The quickplay
+mapcyclefile custom mapcycle file here as parameter at launch for the win.
On Thu, Jun 28, 2012 at 9:08 PM, Team BOOM! teamb...@comcast.net wrote:
Fell Server Admin,
Just an FYI... Check your Mapcycle files. This last update overwrote the
mapcycle files on all our servers and I had to reset
I run all of my servers on ESXi 4 currently. Absolutely no issues.
On Wed, Apr 25, 2012 at 2:15 PM, Cameron Munroe
cmun...@cameronmunroe.comwrote:
All of my servers run on XenServer with no issue, however they have a CPU
cost to run, so make less VMs with more game servers on that vm. You
!give nshastings rage
On Mon, May 17, 2010 at 5:07 PM, Nicholas Hastings nshasti...@gmail.comwrote:
umad?
On 5/17/2010 6:04 PM, John Du Hart wrote:
You idiot can't just not fucking reply, can you.
On May 17, 2010 4:51 PM, Rikard Bremarkrikard.brem...@warzone.nu
wrote:
plz, and you
It was posted to the HLDS_Linux list serv for Linux TF2 servers that
were crashing.
On Thu, Jan 28, 2010 at 4:24 PM, Violent Crimes
violentcri...@convictgaming.com wrote:
Was there other TF2 update today?
No virus found in this outgoing message.
Checked by AVG - www.avg.com
Version: 9.0.733
My Linux tf2 server is running fine. MM:S 1.8 and latest SM 1.3 build
I believe with a bunch of plugins.
On Thu, Dec 10, 2009 at 9:06 PM, Jake Skenna halflife...@gmail.com wrote:
Linux Servers crashing every couple minutes. No mods on it or anything.
Anyone else experiencing this?
On Thu,
Yeah, until we end up having no/few seeders and tons of leachers...
On Sat, Nov 21, 2009 at 9:58 AM, Mike O'Laughlen molaugh...@gmail.com wrote:
Wouldn't it be cool if Steam supported torrents?
On Fri, Nov 20, 2009 at 11:13 PM, Mike Vail mike_v...@boomgaming.netwrote:
Hey Chris,
Something
I personally don't want people connecting to my servers via IP's or
hostnames. I would like to see search_key become a little more
friendly, but I think that is *the best* way to connect to steam
community servers. I have 8 servers for our community, I don't want
them having to
No, rcon on Linux servers is still not working for me. I did e-mail
Jason directly requesting they put a fix in for that during release,
but I'm not going to hold my breath.
On Mon, Nov 16, 2009 at 11:17 PM, Eric Pan mahzorim...@gmail.com wrote:
http://lmgtfy.com/?q=Valve+time
On Mon, Nov 16,
?
Regards,
Aaron Rapp
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven Sumichrast
Sent: Monday, November 16, 2009 9:22 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Left 4 Dead 2
I'm using about 70MB/fork with no users on.
On Mon, Nov 16, 2009 at 11:48 PM, Brian Stolz br...@tecnobrat.com wrote:
Anyone notice that the srcds_linux process is using significantly more
memory than a srcds_i486 l4d process did? I'm seeing 134.7MB used
with 0 users connected, where as the
My 8 L4D forks are averaging around 130 MB/fork right now with 14
total users online.
On Mon, Nov 16, 2009 at 11:53 PM, Brian Stolz br...@tecnobrat.com wrote:
Steven,
How does that compare to L4D or the demo even?
- Brian
On Mon, Nov 16, 2009 at 9:51 PM, Steven Sumichrast packh
released yet, and probably won't be until tomorrow.
On Mon, Nov 16, 2009 at 11:51 PM, Steven Sumichrast
packh...@gmail.comwrote:
I'm using about 70MB/fork with no users on.
On Mon, Nov 16, 2009 at 11:48 PM, Brian Stolz br...@tecnobrat.com
wrote:
Anyone notice that the srcds_linux
...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven
Sumichrast
Sent: Monday, November 16, 2009 9:22 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Left 4 Dead 2 Dedicated Server Available
No, rcon on Linux servers
I've got players!
http://packhead.com/stats/hlstats.php?game=l4d2
On Tue, Nov 17, 2009 at 12:21 AM, Steven Sumichrast packh...@gmail.com wrote:
Sorry, should've explained more. Yes, sending the RCON command to the
server works. What doesn't is the response back (ie: sending status).
Sorry
I think the Linux stuff means we no longer have to symlink the steam
binary for autoupdate to work... we used to have to do cd .. in our
srcds_run to make auto update work. Now they're searching .. for us.
Could it be that autoupdate finally works?!
On Mon, Nov 2, 2009 at 7:46 PM, Matthew
Like said earlier, I think the best way to deal with this is to set
your motd/config files to non-standard files. then if they ever
update, who cares.
On Mon, Nov 2, 2009 at 10:28 PM, 1nsane 1nsane...@gmail.com wrote:
Unfortunately the same can not be said for the 2 motd files :(.
On Mon, Nov
Same here. Of the 8 forks I've got running only 3 of them have
players on them right now. I think the fact that it's such a short
demo that people play and move on.
Last night all 8 of them were full. Had to set two to a search key so
our communities could use them. ;)
On Thu, Oct 29, 2009
Same here... I run all of my servers inside Debian VMs and all of
them are fantastic... Nothing like not having to waste all the
resources to run the Windows kernel and crap just for the games...
On Thu, Oct 29, 2009 at 6:32 PM, msleeper mslee...@ismsleeperwrong.com wrote:
You are clearly
Note that if your host is putting you through a port address
translation life will be miserable. You'll have to get them to not
change outbound ports, which may be tricky. I do this myself for my
servers and it's not a big deal. But sometimes with hosts it could
be. Again assuming you're
Yeah, thanks for the info.
Also: congrats are in order I guess. I put my new servers up this
week, only 5 instances. All five have been full constantly since
being up though. I just added three more on the VM and all of them
filled up instantly. Now if only I had something better in game to
With msleeper on this. Valve should test the heck out of this stuff
in house more. I'd rather them delay a few days and release good
stuff... But that's not how they work. I've gotten used to whenever
I get the text alert about a required update to plan to have the
rest of my evening shot in
I'm with msleeper on this -- my L4D forks have been sitting idle now
since the updates. I ran them vanilla and still nothing. Not sure
what's the deal but it's like the heartbeats/notifications to the
steam servers aren't getting there or being reported.
Either way it's pretty irritating
Same here. My servers are not showing up in the steam group, and
search key doesnt work at all (getting random servers now...)
On Tue, Sep 29, 2009 at 9:17 PM, Robert Whelan mrrjwhe...@yahoo.com wrote:
With the initial update from ealier today our search key was working though
after this
We juse use the included reservedslots plugin. I have a 32 slot
server that we show 24 visible slots. 4 reserved for admin, 4 open
slots that our group can use to connect if the server is full. Works
fairly well.
On Fri, May 29, 2009 at 12:52 PM, Adam Smith absmi...@gmail.com wrote:
Best
What are you using for your CVAR? That almost make me feel like the
first HTTP request not even making it to the web server.
On Thu, May 28, 2009 at 9:36 AM, Donnie Newlove
donnie.newl...@gmail.com wrote:
Well, you could host both the bsp and bsp.bz2 to work around it.
On Thu, May 28, 2009 at
Yes it does, but what he's saying is in his log, the client never
tries to get .bsp.bz2... it never requests that, it only requests
.bsp. It's not even trying .bz2. (otherwise we'd see that in the log)
On Thu, May 28, 2009 at 9:42 AM, Philip Bembridge
philipbembri...@gmail.com wrote:
Doesn't it
was not delivered. For want of an undelivered message
the war was lost.
Steven Sumichrast wrote:
What are you using for your CVAR? That almost make me feel like the
first HTTP request not even making it to the web server.
On Thu, May 28, 2009 at 9:36 AM, Donnie Newlove
donnie.newl...@gmail.com wrote
William, did you note the different IP addresses for the GETs? The
bz2 was from one address, the bsp was from another. Unlikely that
this was a hashing issue... It really seems like the client's initial
request never got to the server. In that case, not much can be done
about this.
On Thu,
I just did an update to my Killing Floor Linux servers and they
received a single binary file update (the ucc-bin-real file), and now
my servers are not throwing that error about STEAMSTATS any longer.
Looks like we're operational.
On Mon, May 18, 2009 at 9:08 AM, John Gibson
John I'm getting the same errors every time I fire up the servers.
Happening across 5 servers right now...
On Fri, May 15, 2009 at 9:36 PM, John Gibson
j...@tripwireinteractive.com wrote:
Don,
I think that was part of the setting the right default values for the
servers. I apologize for
Interactive LLC
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven
Sumichrast
Sent: Friday, May 15, 2009 10:46 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Required Killing Floor
This is a good reason why (and I don't know why more GSPs don't...)
use DNS for your servers. All of my TF2 servers run at
tf2.packhead.com. L4D at l4d.packhead.com -- they all are CNAME's
right now as they all point to the same physical server...
In a few weeks I've got a brand new server
Hum -- guess we just use it differently in our community, we have a
steam link (steam://whateverthisis) to the DNS name, so it works for
our community.
That is a little annoying -- I don't use the server browser (as I
always use the community link).. Guessing it's been like that since
the dawn
Up and running here... not a huge amount of forks (8), but still running.
On Tue, Apr 21, 2009 at 5:37 PM, [ЯтR] The-/iller
kil...@righttorule.com wrote:
previous working command line now gets
Adding master server 69.28.140.246:27011
Adding master server 72.165.61.189:27011
Sending heartbeat
for !votealltalk?
Gotta link?
From: Steven Sumichrast packh...@gmail.com
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Sent: Tuesday, March 24, 2009 11:24:55 PM
Subject: Re: [hlds] l4d sv_alltalk convar
Here's what I've noticed
Here's what I've noticed on mine:
If I don't specify sv_alltalk in the startup config, it's already set
to 1. In VS mode, survivors cannot hear infected, and vice versa. If
I issue a 0, nothing changes. If I send sv_alltalk 1 (while it's
already reporting as 1), then it works as you expect,
I think you're right -- except that using the steamgroup cvar doesn't
leave any servers available for the group, which is why you end up
getting stuck using sv_search_key.
I've been thinking about dropping the sv_search_key on my servers here
lately as my group is rarely using the servers
Be happy you can download -- I'm unable to even download, it keeps
retrying. It just was able to and said the server was already up to
date (which I know it isn't).
Ugh..
Just be patient...
On Fri, Mar 13, 2009 at 6:27 PM, Ben B brutalgoerge...@gmail.com wrote:
downloading the content at
Another tidbit: I think most of the games now support BZIP
compression. So for all of my maps, I've BZ2'd them and put them in
the sv_downloadurl path... That obviously shrinks the size
dramatically on the map files -- the client downloads the compressed
file and then uncompresses it.
I do that
Here's what I've got going on mine:
meta list
Listing 4 plugins:
[01] SourceMod (1.2.0-dev) by AlliedModders LLC
[02] TF2 Tools (1.2.0-dev) by AlliedModders LLC
[03] BinTools (1.2.0-dev) by AlliedModders LLC
[04] SDK Tools (1.2.0-dev) by AlliedModders LLC
sm plugins list
[SM] Listing 33
Sourcemod changed the way they're doing Gamedata updates, and I'm
curious if what a lot of us are experiencing are outdated gamedata
info.
They changed from a direct port to an URL it looks like.
Regardless, I went and grabbed the latest 1.2 branch and updated all
my plugins and my core.cfg...
Sourcemod, in the 1.2 branch, stopped looking at STEAM_X anyways. I'm
not saying this isn't needed, but I'm not sure why it is?
http://forums.alliedmods.net/showthread.php?t=81771
On Thu, Feb 19, 2009 at 3:45 PM, Rick Payton r...@mai-hawaii.com wrote:
Why = because of the latest updates to OB
Kind of offtopic here, but the latest firmware releases on certain
Procurves support LLDP. They put LLDP support on the Cisco IP phones
now, so now IP Phones can join the voice networks automatically (much
like the switchport voice command worked on the Cisco side of things
forever...)
I no
52 matches
Mail list logo