The console crash is now fixed, restarting Steam will pick it up.
- Alfred
Alfred Reynolds wrote:
Thanks for the details, we will check it out.
Pat wrote:
In CS:S my game will crash to desktop whenever the auto complete
activates in the console for cvars beginning with C.
Also I noticed
The console crash is now fixed, restarting Steam will pick it up.
- Alfred
Alfred Reynolds wrote:
Thanks for the details, we will check it out.
Pat wrote:
In CS:S my game will crash to desktop whenever the auto complete
activates in the console for cvars beginning with C.
Also I noticed
Thanks for the details, we will check it out.
Pat wrote:
In CS:S my game will crash to desktop whenever the auto complete
activates in the console for cvars beginning with C.
Also I noticed the fog bug found in the 8800 series has been partially
fixed but still appears on objects just seems
cl_interp has been removed and replaced with cl_interp_ratio.
cl_interp_ratio sets the interpolation time to
cl_interp_ratio/updateRate. Added sv_min_cl_interp_ratio (default: 1.0)
and sv_max_client_interp_ratio (default: 2.0) to let the server bound
interp settings.
- Alfred
Scott Pettit
This beta is also available on the client side by running Steam with the
same beta command, please feel free to test it also.
Jason Ruymen wrote:
A beta for the Source Engine has been released. To start a beta
server,
run hldsupdatetool with the command -beta scrmp0104. Current
clients
are
Sssh Andrew, don't give it away. It isn't anything to do with the
complexity of the answer required, the fact that it is a question that
hasn't been answered before or that it happened to arrive just as I was
checking the list (which happens a couple times day). Nah, couldn't be
that.
- Alfred
We are adding a cvar so you can turn off rcon specific logging.
- Alfred
Ray wrote:
Alfred, CAN WE PLEASE
get a means to turn off the new RCON logging!
At 07:04 AM 12/10/2006, you wrote:
Valve,
We really need a way to turn off either selectively by ip address,
or totally the new
Make the list server turn off more often?
Whisper wrote:
--
[ Picked text/plain from multipart/alternative ]
Yeah I noticed
Now we know what Alfred's next big project is :D
On 12/17/06, Joshua Handelsman-Woolf (DogGunn) [EMAIL PROTECTED]
wrote:
--
[ Picked text/plain from
This is a side effect of the recent outage, things should clear up in
the next couple of hours (everything is back online now, some clients
have cached state that needs a restart to clear).
- Alfred
Joshua Handelsman-Woolf (DogGunn) wrote:
--
[ Picked text/plain from multipart/alternative ]
Please stop spamming the list.
- Alfred
kyle wrote:
--
[ Picked text/plain from multipart/alternative ]
Only someone who is really pathetic makes fun of spelling mistakes on
the
Internet.
Can you run 6 or 7 racks of 9ball or shoot a under par round of golf.
Have you been able to just
Greetings,
As many of you are likely aware Valve has just launched a closed beta of
a new Steam feature called Guest Passes. The goal of Guest Passes is to
enable users who currently own a multi-player game to easily share a
temporary trial license with their friends who do not. This will enable
The guest account will be banned, the person that issued the invite will
be unaffected.
- Alfred
Roman Hatsiev wrote:
I just read about Guess Pass beta started on Steam (More details here:
http://support.steampowered.com/cgi-bin/steampowered.cfg/php/enduser/std
_adp.php?p_faqid=549
) and I
it wrong?
Saint K.
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, December 12, 2006 11:01 PM
Subject: RE: [hlds] Guest pass and VAC
The guest account will be banned, the person that issued the invite
will be unaffected
We will have a fix in place before the next price update.
- Alfred
Whisper wrote:
--
[ Picked text/plain from multipart/alternative ]
http://img136.imageshack.us/my.php?image=omfgloldeagleroflforumxc5.jpg
Obviously something is horribly broken with the way DWP calculates the
pricing.
It
We will be addressing the range of network configuration variables so
servers can define the valid range they wish.
- Alfred
artiecs wrote:
That article is definately a good start.
Alfred, one other tremendously important cvar that needs to be
addressed is cl_interp. The default value of 0.1
Swearing and vulgar language is not allowed on this list, please keep
things civil.
- Alfred
kyle wrote:
--
[ Picked text/plain from multipart/alternative ]
You don't even know the definition of forum Troll do you retard.
#1: I post on this forum maybe twice a month so im no forum troll you
You can safely ignore that message, but it does mean that the
QueryPerformanceCounter() API on your machine is going backwards.
Microsoft reports this as a motherboard/CPU problem and recommend
applying updates for both systems.
- Alfred
TheEagle wrote:
Hello,
I installed a new hlds (cstrike)
We will fix that up, you shouldn't need to log into an account that owns
the game to run the server.
- Alfred
Kingsley Foreman wrote:
My servers are telling me to update however Im getting this error.
HldsUpdateTool.exe -command update -game darkmessiah -dir .
Checking bootstrapper version
it
multi threaded and split up the processing for each hlds among the
processors?
Does it dynamically move them if 2 servers fill up and 2 are empty so
the 2 full ones aren't on the same processor?
Alfred Reynolds wrote:
We have released an update to the Half-Life 1 dedicated server (for
all
mods
You would need to ask the developers of the game, we only have a win32
version at this time.
- Alfred
Alex Bergin wrote:
Hi Jason,
Are there any plans to release a linux server version?
- Alex
Jason Ruymen wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from
Do NOT mix this with an existing dedicated server install for any game,
install it to a CLEAN directory.
- Alfred
Alex Bergin wrote:
Yeah looks like you gotta start with a new steam install, or at least,
copy the hl2 folder over...
d:\srcsds_dmHldsUpdateTool.exe -command update -game
We have released an update to the Half-Life 1 dedicated server (for all
mods). Run the hldsupdatetool to get this update.
This update fixes win32 server staying on the first CPU of a multi-core
machine and fixes some timing problems with Steam3 login on Linux.
- Alfred
We are working on a fix for the problem, should have something next
week. The bug is that the IE7 COM control now returns corrupt data
ocassionally for the document complete event, we are writing code to
counter that.
- Alfred
Father dougal wrote:
--
[ Picked text/plain from
we change the server back to the old pricing system?
On 10/12/06, Ben Laban [EMAIL PROTECTED] wrote:
Has the -steamport bug for srcds/win been seen to in this update?
On 12/10/06, Alfred Reynolds [EMAIL PROTECTED] wrote:
We have released a special beta of Counter-Strike: Source for the
new
Nope.
- Alfred
Ben Laban wrote:
Has the -steamport bug for srcds/win been seen to in this update?
On 12/10/06, Alfred Reynolds [EMAIL PROTECTED] wrote:
We have released a special beta of Counter-Strike: Source for the new
dynamic weapon pricing feature. If you want to try out this new
/06, Alfred Reynolds [EMAIL PROTECTED] wrote:
We have released a special beta of Counter-Strike: Source for the
new dynamic weapon pricing feature. If you want to try out this new
functionality on your server then run the hldsupdatetool with
cstrike_beta as the game parameter, for example
We have released a special beta of Counter-Strike: Source for the new
dynamic weapon pricing feature. If you want to try out this new
functionality on your server then run the hldsupdatetool with
cstrike_beta as the game parameter, for example:
Win32:
./hldsupdatetool -command update -game
, Alfred Reynolds [EMAIL PROTECTED] wrote:
Yes, the beta is in a different game directory (cstrike_beta) so you
can run one or the other.
Whisper wrote:
--
[ Picked text/plain from multipart/alternative ]
Alfred
If we do update our SRCDS installations, can we run some servers
with the beta
] wrote:
Are there any files the client needs?
As I have restarted STEAM several times and have not noticed the
client update at all.
On 10/12/06, Alfred Reynolds [EMAIL PROTECTED] wrote:
Yes, the beta is in a different game directory (cstrike_beta) so
you can run one or the other.
Whisper
Details will be sent to this list as we work them out.
- Alfred
Bart King wrote:
Hi there,
Does anyone know anything about multiplayer servers for the
forthcoming
game Dark Messiah on Steam? It seems details about the server side of
things are a little sketchy.
And yes, I tried
You should pop over to The Ship forums to ask this, they would know the
answer.
- Alfred
Roman Hatsiev wrote:
Lovely update! Thanks!
I have a question I don't really expected to be answered but you never
know unless you ask - I wonder if Russian localization means that this
game will be
The problem is that these plugins are hacking into hard coded offsets in
the game server, one tiny code change from us and the plugin blows up.
The solution is for them to use the plugin API we provide which doesn't
have this problem. If you don't like fragile plugins that crash your
game server
The correct place for SDK feedback is http://developer.valvesoftware.com
or the hlcoders mailing list (subscribe via
http://list.valvesoftware.com). Ee removed the Linux specific physics
lump a while ago because it is no longer needed, both win32 and Linux
now share the same terrian information.
Can you send the exact text of the message please.
- Alfred
wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
i keep getting this error when players join one of my new servers
got steam2 error authenticationg unknown user
anyone
it says player disconnected, then spits out the message
got steam2 error authenticating unknown user
this is happening in the cmd
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Friday, August 04, 2006 2:04 PM
Subject: RE: [hlds] steam2
We are working on it.
- Alfred
Whisper wrote:
--
[ Picked text/plain from multipart/alternative ]
Yup :(
CS 1.6 CSS
On 7/31/06, Scott Tuttle [EMAIL PROTECTED] wrote:
I am getting secure mode enabled, disconnected from Steam3 on all
my servers.
Anyone else getting this?
They are working on it :)
- Alfred
Joshua Handelsman-Woolf (DogGunn) wrote:
--
[ Picked text/plain from multipart/alternative ]
I love this game!
Hope we get a linux build soon.
On 7/12/06, Jason Ruymen [EMAIL PROTECTED] wrote:
This is a multi-part message in MIME format.
--
[ Picked
There are only so many hours in the day.
Darrel wrote:
Out of honest curiosity, why did HL2DM not ever get a spectator mode?
- Added film grain and color correction cinematic effects while in
spectator
___
To unsubscribe, edit your list
We are not adding new features to the Half-Life 1 engine at this time.
- Alfred
Janzert wrote:
Could the hl1 client please start setting the referrer for http map
download requests, to the server they are coming from, like the source
client does?
Janzert
This kind of language is inappropriate for this list. Please keep your language
civil.
- Alfred
Bush wrote:
Have you ever made a multiplayer game? Wait.. have you coded anything?
Have you ever done anything but complain?
Please remove this FAG from the list, as he doesn't understand the
We try to however and I am sorry we missed this one. We are also working
on a fix for the healthpack problem some servers are seeing. The 3rd
party program problems will need to be fixed by the 3rd parties
themselves.
- Alfred
Oompa wrote:
--
[ Picked text/plain from multipart/alternative ]
This is a problem with the update, there will be a fix shortly.
- Alfred
Andrew Armstrong wrote:
Anyone having issues with a linux update? My server reckons its up to
date (updated hl2mp, and Counter-Strike Source, used verify_all for
both) and its version is:
Exe version 1.0.0.8
An update to Half-Life 2: Deathmatch has been released. Run the
hldsupdatetool to get this update.
This update fixes the healthpack and debris clipping bugs from the
release earlier today. This update also includes a proper Linux version.
The update details from the update earlier today can be
This behavior is by design, commands are tokenized on the ';' character
as well as newlines. I believe this code actually came from the Quake 1
engine (it hasn't changed between HL1 and Source). This isn't a bug and
I wouldn't want to change it at this point as we have millions of
scripts written
The game will be released at 10am PST.
- Alfred
K. Mike Bradley wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Isn't today the day the pre-purchasers of E1 should get their game
unlocked?
Mine has not.
Anyone else with the
A update for the Source Dedicated server on win32 platforms has been
released. Run the hldsupdatetool to get this update. This update is
optional.
The update fixes the wrong skill file being loaded by default
(skill2.cfg rather than skill1.cfg). A side effect of that problem
caused acceleration
(Similar to how Revert doesn't..
On 5/27/06, Alfred Reynolds [EMAIL PROTECTED] wrote:
A update for the Source Dedicated server on win32 platforms has been
released. Run the hldsupdatetool to get this update. This update is
optional.
The update fixes the wrong skill file being loaded
movement
acceleration)
On 5/25/06, Alfred Reynolds [EMAIL PROTECTED] wrote:
The game server loads skillX.cfg, where X is the value of the skill
cvar. The default value of skill is now 2, so you need to change
that file to skill2.cfg.
- Alfred
Wim Barelds wrote:
--
[ Picked text/plain
, to avoid such another mistake and to expand the
customizability of srcds and hlds to just allow us to custom set the
file to use, just like we
can with say the mapcycle.txt file.
Just a thought.
On Thursday 25 May 2006 10:10 pm, Alfred Reynolds wrote:
We will be releasing an update to fix
be executed every
round, this
file contained sv_accelerate 5 and sv_stopspeed 75. After updating my
server
I noticed that sv_accelerate is no longer being (re?) set to 5,
instead it's
set to 10. Is this an intended change, or a minor muck-up?
On 5/25/06, Alfred Reynolds [EMAIL PROTECTED] wrote:
We
We have a Beta in progress for the Source Dedicated Server. This Beta
applies to all Source Engine based mods and games and is available for
both Win32 and Linux.
You can get the beta by adding -beta engine to the command line of
hldsupdatetool, for example:
---
hldsupdatetool -command update
For this revision of the Beta they are mostly bug fixes (and we only had
bugs reported from the client :)
- Alfred
David Williams wrote:
On Tuesday 23 May 2006 03:35, Steven Hartland wrote:
What are the changes in here Alfred?
Steve
I have kindly copied and pasted the changes for you
We are having an extended network outage at our various VAC2 locations.
Bamboo splinters are being applied to the appropriate people. It will be
back online as soon as possible.
- Alfred
leo bounds wrote:
I'm having problems in the US on some of my servers as
well.
This is what it shows in
He has been removed. The internet ain't what is used to be eh?
- Alfred
ironchef wrote:
L.o.D. wrote:
curtis smith ([EMAIL PROTECTED]) wrote:
spoke with my isp today about your company spamming our network
and they had advised me that a full investigation into this will
launched monday
HL1MP isn't available via the hldsupdatetool at the moment, you need to
run it from Steam directly.
- Alfred
Andreas Grimm wrote:
hello,
does someone know the command to install a dedicated server of hl1mp
source ?
or isnt that possible yet ?
hldsupdatetool -game ?
thx for help
-
Half-Life 1: Source Deathmatch (HL1DM:S) is only available to people who
have preordered Half-Life 2: Episode 1 currently. We will be releasing
it via hldsupdatetool at a later date.
- Alfred
Ook wrote:
Help me out here, guys. Is this something new? Is this running now?
Why is
it not in the
logs in HL2DM...Thanks Alfred
I'm a happy bunny again :)
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Thursday, April 20, 2006 12:29 AM
Subject: RE: [hlds] Counter-Strike: Source update released
Update announcements
They should email me directly. I am on lots of the alias's at Valve and
I haven't seen an email from any of the HLSW guys so I am not sure where
they are sending these emails...
- Alfred
Darrel wrote:
Very well said.
Alfred, the March 8th update somehow changed the log pulling
parameters,
updates for HL2DM
with
the upcoming Episode One release? Thanks...
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, April 19, 2006 9:45 AM
Subject: RE: [hlds] Working with 3rd party developers
They should email me directly
There will be an optional update to Counter-Strike: Source in the next
couple of hours.
- Alfred
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds
[EMAIL PROTECTED] wrote:
any idea on whats being fixed in this update/added? -
Original Message - From: Alfred Reynolds
[EMAIL PROTECTED]
To: hlds@list.valvesoftware.com;
hlds_linux@list.valvesoftware.com;
[EMAIL PROTECTED]
Sent: Wednesday, April 19, 2006 3:04 PM
Subject: [hlds
Of Alfred
Reynolds
Sent: Wednesday, April 19, 2006 7:19 PM
To: hlds@list.valvesoftware.com; [EMAIL PROTECTED];
hlds_linux@list.valvesoftware.com
Subject: [hlds] Counter-Strike: Source update released
We have released an update to Counter-Strike: Source and the Source
Engine. Run
We have released an update SiN 1. Run the hldsupdatetool to get this
update.
The changes for this update are:
- Added new deathmatch map Spool
- Fixed incorrect game name being reported to Steam
- Fixed French version of the game dropping the player to the console in
the Chemical Plant and
I haven't heard about this problem. The logaddress_* functions are what
they should use.
- Alfred
Darrel wrote:
Alfred,
Is there any work being done regarding the update that broke log
pulling
from 3rd party mods? I can't seem to get a straight answer from the
HLSW
team, and as I've
There will be a required update released for Counter-Strike: Source in
the next couple of hours.
- Alfred
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds
An update to Counter-Strike: Source has been released. To get the update
run the hldsupdatetool.
This update brings HDR to de_dust and adds two new player models, the
GSG9 and Arctic.
- Alfred
___
To unsubscribe, edit your list preferences, or view
I don't see that on the handful of servers I sampled. Make sure you are
joining an updated server.
- Alfred
Stuart Stegall wrote:
All terrorists appear as Guerrilla and all counter-terrorists appear
as
GIGN no matter what is selected.
Alfred Reynolds wrote:
An update to Counter-Strike
PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von Alfred
Reynolds
Gesendet: Mittwoch, 12. April 2006 23:00
An: hlds@list.valvesoftware.com
Betreff: RE: [hlds] Counter-Strike: Source update released
I don't see that on the handful of servers I sampled. Make sure you
are
joining an updated
After playing a couple of rounds on a server I saw the same effect also. We
will look into it. It doesn't appear to be related to plugins, what seem to be
vanilla servers had the same bug.
- Alfred
Alfred Reynolds wrote:
Remove any plugins you have and see if that fixes the problem
So it looks like some servers are forcing cl_minmodels to one, and when you
join servers after that you only see the two models. The work around for now is
to manually reset that cvar.
- Alfred
milchworld wrote:
seems to be cl_minmodels 1 default now !?
Alfred Reynolds schrieb:
Remove any
update,
and once it's changed back to 0 it's fine from there.
Artie
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Wednesday, April 12, 2006 5:33 PM
Subject: RE: [hlds] Counter-Strike: Source update released
So it looks like some
issue for us and any
admin who has multi core machines, be that dual core or multi
CPU, which I suspect is a very high proportion of us.
Steve
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
No it doesn't. Those programs let you bind hlds to another CPU, but
it stays
?
Out of interest how does this affect linux? Does it affect it at
all? Might be a good way out for us and others.
Steve
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
It was a major cause of being unable to connect to VAC
.
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
This is due to a fix stopping timing related errors (one thread is
now bound to CPU0 and windows appears to interpret that as the whole
program should be...). We are going to remove the programatic
binding to CPU0 and work
Nope.
Ilya Oboznyy wrote:
Alfred, is that means that we will be able to get 1000fps instead of
512fps
on Windows systems on multiprosessor servers? :)
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Saturday, April 08, 2006 10:28
processor which would be a quick fix?
Steve
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
Use one of the many programs mentioned on this list to work around
the problem for now. The full fix requires significant changes to
our timing architecture (to stop trusting
This is due to a fix stopping timing related errors (one thread is now
bound to CPU0 and windows appears to interpret that as the whole program
should be...). We are going to remove the programatic binding to CPU0
and work around the windows timing problem in another (hackier) way. I
don't have an
The SiN 1 dedicated server is now available for download via the
hldsupdatetool as part of the upcoming SiN Episodes: Emergence release.
The server is only available for Windows.
Questions about the SiN 1 dedicated server should be directed to:
http://www.ritual.com/sinsteam/
- Alfred
Tuttle wrote:
This functionality has been broken for some time... ehe banner.gif
does not
work.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Alfred Reynolds
Sent: Wednesday, March 29, 2006 5:04 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds
This problem is now fixed.
- Alfred
Alfred Reynolds wrote:
We are working on a backend problem effecting a percentage of users.
- Alfred
Affordablegameservers.com wrote:
Anyone else seeing vac being down (unable to connect errors?)
dex
HL1 has an in game banner ad (as always), the Source engine has never
had one.
- Alfred
wrote:
Yes I remember that article and I wonder if it is the same reasoning
behind
this. If it was, then, you could say that maps only allowed by Valve
are
allowed? Bye bye custom maps? I think we just
We are having connectivity issues to our VAC servers, we are working on
it. Server servers should report secure mode enabled, disconnected from
Steam3 when the status command is run if they will become secure once
the VAC servers come back online.
- Alfred
Deacon - Digital Gaming eXtreme wrote:
didnt
update our servers so I can have a peacefull night instead of running
around searching for fixes.
Hell Phoenix
Frenchys Pit Server Admin
Alfred Reynolds wrote:
You should always update. Older server versions contain potential
exploits and bugs that allow bad user behavior. We
Kevin helped me track down the actual text for this error and I have traced
back its cause. You get that error when you fail to respond to VAC requests in
a timely manner. We kick you if that happens. Just reconnect to the server if
you see this.
- Alfred
Abrachius Doo wrote:
Hidiho,
Hm,
.
Alfred Reynolds wrote:
Kevin helped me track down the actual text for this error and I have
traced back its cause. You get that error when you fail to respond
to VAC requests in a timely manner. We kick you if that happens.
Just reconnect to the server if you see this.
- Alfred
You should always update. Older server versions contain potential
exploits and bugs that allow bad user behavior. We will be forcing an
update to all servers in the near future (and not listing you on the
master server if you do not update) to crack down on very old and
cracked servers (who are
and hours
trying to figure
out why my server wasn't listed, only to find out you had done such an
upgrade. It would be *very* helpfull if our servers would tell us to
upgrade
in cases like this.
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
I can't find the string Client timed out while answering challenged in
the Source or HL1 codebase. Are you sure this isn't some kind of
anti-cheat plugin (hlguard?) causing this error? If you can get me the
exact text of the error (if it isn't what you posted) then I can search
again for it.
-
Use the hldsupdatetool (available via
http://steampowered.com/index.php?area=getsteamnow) to run your server
or use an account that owns the game.
- Alfred
Ritchie Wilson wrote:
[ Converted text/html to text/plain ]
I get same error and have asked on here with no resolution. I've
tried a
We have released an update for the WINDOWS versions of the Source and
Half-Life 1 dedicated server. Run the hldsupdatetool to get this update.
This update fixes the Steam Validation Rejected errors. Users of the
Source Dedicated server beta from last week already have this update.
You can pass
Get this user to go to http://support.steampowered.com/ . There are
several reasons for this error. One potential solution is to log out of
their account (via File-Change User) and log back in again.
- Alfred
Chorizo Omelet wrote:
I may have missed something, there has been a lot of activity in
Flash and Media player make Windows use a special high resolution
scheduler, trading off more CPU usage for smaller timeslices for
processes (so you can swap in more often).
- Alfred
David Williams wrote:
i'm interested in how the hell running a swf file in IE can boost the
fps of a srcds
VAC bans apply globally. VAC only bans on positive detection of a cheat.
If you wish to dispute a ban please go to
http://support.steampowered.com/ and follow the process it describes
there.
- Alfred
David Williams wrote:
ok i can understand that ook. I just think it's wrong that again valve
You should include -beta swapbeta on the command line if you see
Steam Validation Rejected errors. When you do that you will get v59 of
the Source Engine cache.
- Alfred
wrote:
- Original Message -
From: [EMAIL PROTECTED]
I guess I'm doing something wrong and overlooking it.
My
Please see the archives of this list for things to try.
- Alfred
Roman Hatsiev wrote:
--
[ Picked text/plain from multipart/alternative ]
I've got five HL1 servers suffering from steam validation rejected
problem.
Any plans to release fix for this? Or may be there is a way to roll
back to
from multipart/alternative ]
All my hl1/cs1.6 servers are experiencing the STEAM validation
rejected problem. And I have tried to use an up-to-date
steamclient.dll file on all servers.
If I restart a server it sometimes works, but not for very long :/
On 11/03/06, Alfred Reynolds [EMAIL
Oh, and on the CPU usage thing, make sure you test with all 3rd party
applications removed to see if that fixes it.
- Alfred
Alfred Reynolds wrote:
I have not been able to reproduce it. If you could send me
log/console output from the server as the error starts happening that
would help track
, and then the error occurs.
And there are no errors in the systemlogs of the servers.
/jakob
On 15/03/06, Alfred Reynolds [EMAIL PROTECTED] wrote:
Oh, and on the CPU usage thing, make sure you test with all 3rd
party applications removed to see if that fixes it.
- Alfred
Alfred Reynolds wrote:
I have
copy this updated binary to those servers to test
the fix.
- Alfred
Alfred Reynolds wrote:
This fix is available via the hldsupdatetool, run it with -beta
swapbeta to get it. The fix is only for Source win32 servers at this
time. Please tell me if this solves the validation rejected errors
The update on Monday fixed the favorites bugs we could find (and were
reported to us). If you still have a problem them please email me the
details of what you see and also send your config\ directory to me
please.
- Alfred
Whisper wrote:
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