My guess would be to shut down your server, edit the banned.cfg, then
restart the server.
Since the server reads from banned.cfg into the cache when it starts
(right?).
-Alex
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Agent 001Fox
Sent: 25. februar
Because I sometimes manually update my banned.cfg I cannot get rid of some
Steam ID's.
Is there any way to empty the banned.cfg's cache? Some file I can
delete/rename or something like that?
//DiS|Fox
Homepage:
http://www.sweDiS.se/
Server:
http://dis1.hopto.org:27015
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Don't let people tell you being able to tele-commute is a good thing ;-)
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of ironchef
Sent: Thursday, February 24, 2005 11:04 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] new command, -tickrat
Alfred Reynolds wrote:
> The default tick rate for HL2DM is 66, for Counter-Strike: Source its
> 33. I would try 66 and 100. The higher the value the more CPU usage.
> Extreme values (less than 33 or more than 128) may cause simulation
> errors.
Dude, Alfred. It's after 11pm. Go home, grab a beer
Alfred,
Big thanks to you and all the others working late tonight.
Cheers!
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Thursday, February 24, 2005 10:47 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] new command, -tickra
The default tick rate for HL2DM is 66, for Counter-Strike: Source its
33. I would try 66 and 100. The higher the value the more CPU usage.
Extreme values (less than 33 or more than 128) may cause simulation
errors.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECT
When I query fps_max at console, it says 300, but tickrate does not return a
default value. What is the default, and a good command line suggestion?
Also, with this update HL2-DM tonight both my 16 person [K-9] Kibbles and
Bits servers are running really well. Thanks again!
- Original Message
OMFG an insight into how the HLDS netcode works
Treasure the moment people!
On Thu, 24 Feb 2005 22:16:02 -0800, Alfred Reynolds
<[EMAIL PROTECTED]> wrote:
> Tickrate is the number of simulation steps the game runs a second, FPS
> is the number of input loops run a second.
>
> - Alfred
>
> -Or
Tickrate is the number of simulation steps the game runs a second, FPS
is the number of input loops run a second.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of List Keeper
Sent: Thursday, February 24, 2005 10:05 PM
To: hlds@list.valvesoftware.c
No, you have to set it on the command line. The setting should still be
passed through to the GUI.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Team Pfeffer
Sent: Thursday, February 24, 2005 10:05 PM
To: hlds@list.valvesoftware.com
Subject: Re
So how does -tickrate compare or relate to +fps_max?
- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To:
Sent: Thursday, February 24, 2005 11:51 PM
Subject: RE: [hlds] new command, -tickrate.
> -tickrate
>
> So you want
> -tickrate 85
>
> Note that the raw FPS value di
Thanks!
Can you tweak it while the game is running in the console? We use the
GUI version, not the command line.
-Tech
On Thu, 24 Feb 2005 21:51:47 -0800, Alfred Reynolds
<[EMAIL PROTECTED]> wrote:
> -tickrate
>
> So you want
> -tickrate 85
>
> Note that the raw FPS value displayed by the ded
V30 is for the SRCDS core components which is the 5th group of files during
that are updated.
- Original Message -
From: "BlackYoda" <[EMAIL PROTECTED]>
To:
Cc:
Sent: Thursday, February 24, 2005 11:28 PM
Subject: Re: [hlds] RE: [hlds_linux] Counter-Strike: Source, Half-Life 2:
Deathmat
-tickrate
So you want
-tickrate 85
Note that the raw FPS value displayed by the dedicated server is
decoupled from the tickrate (one frame may not equal one tick).
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Team Pfeffer
Sent: Thursday, Fe
Can we have a hint the new command "-tickrate" use? I would like to
run our CSS game at 85 fps, not 66.
-Tech
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At the end, I rant it again, it quickly checked and says the Win32 HLDS
is v30.. I'm all good now, thank you.
BlackYoda wrote:
Strange.. I must have missed an update it says mine is updating shared
content from v24 to v25.
Also, just letting Valve know that my update also stalled out on
./cstrike/b
Interestingly enough the last big update we had -retry did not work when the
following message showed.
no content servers available
It was something like that.
- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To:
Sent: Thursday, February 24, 2005 10:54 PM
Subject: RE: [
Strange.. I must have missed an update it says mine is updating shared
content from v24 to v25.
Also, just letting Valve know that my update also stalled out on
./cstrike/bin/server_i486.so (in downloading state). It was on that file
for more than an hour, I just cancelled it and started it again,
You can also add "-retry" on the command line to make it keep retrying
content server connections when the system is busy.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of wArgOd
Sent: Thursday, February 24, 2005 7:56 PM
To: hlds@list.valvesoftwar
Do you guys know if anyone has written a HL2-DM Source plugin to make a
server output log information either as a log file or live XML feed so we
can parse it into viewable stats? I have a couple of programmers in my
clan that can put together a mod that we could share with the community, but
the
America is not the center of the world you know (shock horror).
They just release updates when they feel they are ready, many people all
over the world are getting these updates at different times relative to
their timezone.
Just deal with it.
- Original Message -
From: "leo bounds" <[EM
Question to the Valve Team:
Why do you guys always release new Steam updates for
servers late in the day like 5pm ?
Don't you guys know that is when people start to get
home from work and try to get on all the CS:Source
servers ?
Meanwhile people that are game hosts are scrambling
trying to upda
stop it and restart it.
when it finishes do it again on the same server.
repeat this until it never verifies individual files.
and be patient. there are only what, say 15,000+ servers all trying to
update at the same time?
[EMAIL PROTECTED] wrote:
Ya This is Starting to Get really Old You Guys sia
Guess I'll have to apply my own fixes until the next release since I use a
modified server dll.
- voogru.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Thursday, February 24, 2005 10:25 PM
To: hlds@list.valvesoftware.com
Subject: R
As was mentioned on the HLCoders list, the HL2DM code will be updated
with the next SDK release. If you want to keep abreast of the SDK and
its changes, subscribe to the list via:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[
Ya This is Starting to Get really Old You Guys siad last time you Would fix
this. Same Thing is still happening
Munra
Les
- Original Message -
From: "Ruiner" <[EMAIL PROTECTED]>
To:
Sent: Thursday, February 24, 2005 10:14 PM
Subject: [hlds] Source Update
I was seriously waiting for someo
Bad Challenge reminds me of the cheating death message..say it isn't so...
jefe
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Thursday, February 24, 2005 9:54 PM
To: hlds_linux@list.valvesoftware.com; hlds@list.valvesoftware.com
S
Was the SDK for hl2dm updated as well?
- voogru.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Thursday, February 24, 2005 9:54 PM
To: hlds_linux@list.valvesoftware.com; hlds@list.valvesoftware.com
Subject: [hlds] RE: [hlds_linux]
I was seriously waiting for someone to complain about the source update
(Again).. And since no one has yet, anyone else having trouble updating? As
it is right now, I've been stuck at checking/installing for the past.. oh 1
hour.
Checking/Installing 'Counter-Strike Source Shared Content' version 2
A fix for this is released, run hldsupdatetool again to get it (only the
engine binaries have been updated). You MUST get this update (you will
update to v29 for Linux, v30 for win32) otherwise people will get "Bad
Challenge" errors when try to connect to your server.
- Alfred
-Original Messa
Was VAC2 silently included in this release Alfred :) PLEASE tell me it
was!!! Otherwise get on the VAC2 teams butt and get that sucker out
already!!
Zack
Mikee wrote:
Alfred, you guys are wonderful! Not only did you fix the model
problem, but
you added the weapon kill type in the stats. That is
Alfred, you guys are wonderful! Not only did you fix the model problem, but
you added the weapon kill type in the stats. That is so so great!
- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: ;
Sent: Thursday, February 24, 2005 8:59 PM
Subject: [hlds] RE: [hlds_linux]
I just found a bug in the engine from this release resulting in people
getting "Bad Challenge" errors when joining server. A fix is in the
pipe, you will need to update again once it is release (in the next hour
or so).
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PR
We have released an update to Counter-Strike: Source, Half-Life 2:
Deathmatch and the Source engine. Run hldsupdatetool to apply the
update.
Two new maps (de_train and cs_compound) have been added to
Counter-Strike: Source and the model bug in Half-Life 2: Deathmatch has
been fixed. A more detaile
That sounds great!
- Original Message -
From: "wArgOd" <[EMAIL PROTECTED]>
To:
Sent: Thursday, February 24, 2005 3:36 PM
Subject: Re: [hlds] HL2MP - getting started with rcon
Indeed. the class you can obtain in that forum is a good one.
I have already modified the class to include several
Indeed. the class you can obtain in that forum is a good one.
I have already modified the class to include several other commands.
However, I froze work on the class until after the release of the
updated protocol.
Hows about this:
I'll sponsor a sourceforge.net project for this excellent effort by
Definitely different engine - but I wonder how much old code they kept? Or
maybe both engines just happen to have the same susceptibilities?
- Original Message -
From: "Whisper" <[EMAIL PROTECTED]>
To:
Sent: Thursday, February 24, 2005 8:59 AM
Subject: Re: [hlds] HL2MP - new exception and
Different Engine I thought
On Thu, 24 Feb 2005 08:23:03 -0800, [EMAIL PROTECTED]
<[EMAIL PROTECTED]> wrote:
> Are these model exploits anything new? Last night my OP4 server crashed with
> a mesage about some model not being found. Yet, I've verified all maps to
> ensure they have the necessary mo
Are these model exploits anything new? Last night my OP4 server crashed with
a mesage about some model not being found. Yet, I've verified all maps to
ensure they have the necessary models, so I'm wondering if HL1 servers are
also susceptible to this?
- Original Message -
From: "Mikee" <[
See http://www.kquery.com/forums/index.php?showtopic=1146
I believe there are already some classes floating about on the forums...
Kris.
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED] Sent: 24 February 2005 13:10 To:
hlds@list.valvesoftw
This is a multi-part message in MIME format.
--
Just getting started with admin stuff and trying to build some .net classes for
game stats and game control. I have remote log listening more or less figured
out - however, I am struggling a bit to find information around rcon. Hoping
someone can
--
[ Picked text/plain from multipart/alternative ]
confirm 115656
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