Gosh I wish this list were moderated.
Seriously, guys. Cut it out please.
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Please, oh please, could this list be moderated?
On May 1, 2010, at 23:16 , Bryce Quilley wrote:
Dude, we don't care about your erectile problems! (more than likely you
are 12 with a 4inch bic)
Go back to wog land :P
I always miss the 'actual' updates because trolling mofos like you...
I loaded a custom map into:
/tf/custom/my_custom_files/maps/custom_map.bsp
With sv_downloadurl blank, the beta client just reports that the map
maps/custom_map.bsp is missing, and fails.
With sv_downloadurl set to http://mydownloadserver/orangebox/tf/; the client
requests:
GET
On Feb 20, 2013, at 19:40 PM, Fletcher Dunn fletch...@valvesoftware.com wrote:
Team Fortress 2 Beta:
* Add VPK tool executable
On my Windows server, I can't find any vpk.exe. I did a steamcmd validate to be
sure.
My Mac client got one, in Team Fortress Beta/bin/vpk_osx32, though it crashes:
On Feb 21, 2013, at 1:31 AM, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote:
hmm, I don't think that is correct...
http://mydownloadserver/orangebox/tf/custom_map.bsp.bz2 and all is well.
wouldn't that be:
http://mydownloadserver/orangebox/tf/maps/custom_map.bsp.bz2 ? (addition of
the maps
On Feb 21, 2013, at 12:20 PM, Fletcher Dunn fletch...@valvesoftware.com wrote:
media.steampowered.com/apps/520/vpk_osx32
This one still will not run on OS X 10.8.2, with this error:
dyld: Library not loaded: @rpath/libtier0.dylib
Referenced from: /Users/peter/Library/Application
Cool! Thanks!
On Feb 21, 2013, at 17:04 PM, Alfred Reynolds alf...@valvesoftware.com wrote:
Launch it like this:
DYLD_LIBRARY_PATH=. ./vpk_osx32
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Peter
I see that, too.
Fresh TF2 install: 6,108,442,805 bytes in 58,470 separate files.
Fresh Beta install: 11,997,742,391 bytes in 1,841 separate files.
It looks like the beta ships with both .vmt AND .vtf files, while the normal
tf2 has only .vmt.
Those .vtf files add up to the difference in
I found I couldn't connect to my TF2 servers just now because they were out of
date. I see no messages from the list today... nothing on the twitter feed...
Stealth update with version number change? (1.2.5.7 to 1.2.5.8)
Grrr.
- Peter
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To
I can't seem to get metamod/sourcemod going on the steampipe tf2 server (appid
232250).
Is there a specific developer build required, or should the normal release
versions work?
Where should it go? /tf/addons? /tf/custom/mynamehere/addons?
What should the metamod.vdf contain?
On Apr 23, 2013, at 13:12 PM, Fletcher Dunn fletch...@valvesoftware.com wrote:
* Default mapcycle file moved to cstrike/cfg/mapcyclefile_default.txt. It
will be loaded if no mapcycle.txt file can be found and convar is set to
default name.
* Mapcycle file will be loaded from cstrike/cfg
From main menu to IN GAME was under 5 seconds for me, just now using the
opt-in beta to TF2, compared to my usual 35-40 second wait. :)
I just now successfully joined both my regular HLDSUpdate servers and also my
test steamcmd server, so the sync up has worked so far.
I will definitely post
On Apr 24, 2013, at 14:09 PM, Gamers Exile gamersex...@shaw.ca wrote:
Anyone else getting The server you are trying to connect to is running an
older version of the Game after updating?
I had a test steam pipe server running on windows that I could connect to
before. But now I get that
I'm using the opt-in TF2 client on OS X, connected to an HLDSUpdate server.
The server runs sv_pure 1, and has sound/ui/hitsound.wav any in its
whitelist.
My custom dingaling is installed in:
SteamApps/common/Team Fortress 2/tf/custom/peter/sound/ui/hitsound.wav
and works fine in a listen
This update definitely fixed custom hitsounds not working on non-steampipe
servers with sv_pure. (I did have to verify local content to get the update,
but that feature now clips along at 245MB/s off my SSD... easily 3x faster than
the pre-steampipe system. Woot.)
Thanks for working late. :)
Steampipe client (os x), steampipe server (windows)...
If sv_pure is 0, no problems.
With sv_pure 1 or 2, the first time I connect to my server, no problem.
But the _second_ time I connect either via map-change or by leaving and
rejoining, I get a bunch of missing textures, and this is spewed
It was was small, and did not change the version number.
My client now reads:
] version
Protocol version 24
Exe version 1734532 (tf)
Exe build: 15:20:28 Apr 29 2013 (5287) (440)
And the steampipe server I just updated now reads:
13:56:19 Protocol version 24
Exe version 1734532
Did today's different procedure somehow affect how the update was pushed out to
clients? It took me several tries and restarting steam before my own client got
updated, and I'm getting reports of other people unable to connect to our
servers because their clients are out of date.
I don't
On May 13, 2013, at 12:20 PM, Kyle Sanderson kyle.l...@gmail.com wrote:
There's no clean way to capture the output from vprof at the time of this
writing.
Huh?
I put in:
vprof_on
vprof_dump_spikes 20 // dump a vprof report if frame rate drops below 20
... on one of my servers, and
On our servers we set the minimums pretty low (1, 20, 20) to allow clients
to set the rates that work best for them. I know as a player when I'm behind a
slower internet connection, it REALLY helps to turn down all three (choke is
better than latency spikes due to network congestion),
Are you sure you actually updated it?
cvarlist comp should show you the two variables if you have the prerelease
version.
Use the version command to make sure you're actually running the prerelease
version. My Windows test server shows this on the pre-release version:
Protocol
\test\SRCDS\**orangebox +app_update 232250 -beta
prerelease +quit
suggestions?
scott biszmaier
-Original Message-
From: Peter Jerde peter-h...@jerde.net
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Sent: Wed, May 15, 2013 11
Most definitely Windows as well. :\
- Peter
On May 17, 2013, at 13:56 PM, Fletcher Dunn fletch...@valvesoftware.com wrote:
I wouldn’t risk it. Set net_compresspackets 0 now, and get the update when
it becomes available in an hour or so.
From: hlds-boun...@list.valvesoftware.com
So for a long time I've had occasional bits of server choke on my servers, even
though I have my rate cranked up to 10. I never actually saw the receive
rate in net_graph go above 30k... anything that generated more than that would
lead to choke. This got MUCH worse with the latest update
Well, take out net_compresspackets 0 now that they've fixed that code.
This is the Windows list, though... you might want to ask over on hlds_linux.
Our TF2 server on Windows have been rock solid since the second update
yesterday.
- Peter
On May 18, 2013, at 15:56 PM, ElitePowered .
Make sure you've set it to have 32 slots, on the command line, with
+maxplayers 32.
- Peter
On May 22, 2013, at 22:26 PM, CTScrivener ctscrive...@gmail.com wrote:
G’evening once again.
Is anyone else still have issues with getting a MvM server setup and running
with the new steampipe
https://developer.valvesoftware.com/wiki/SteamCMD is good to read.
verify_all is not a command used with steamcmd. Instead, use the validate
keyword, e.g.
steamcmd +login anonymous +force_install_dir ../csgo_ds +app_update 740
validate +quit
(example taken from the above url)
- Peter
On
I recreated it just now on a freshly installed server, no addons, on ctf_2fort.
mp_stalemate_enable 1
mp_stalemate_at_timelimit 0
mp_stalemate_meleeonly 1
mp_match_end_at_timelimit 0
mp_timelimit 1
sv_cheats 1
bot (23 times, for a full server with me and 23 bots on board)
The exact second the
Besides version in console? :)
I sometimes refer to http://steamping.com/ since they list the current version
numbers for the games they track.
- Peter
On Aug 20, 2013, at 19:23 PM, Accid[e]nt accid...@sipa.co.uk wrote:
Just out of interest, is there any other way to determine the current
I finally tracked down why one particular sourcemod plugin would crash one of
our tf2 servers, but not another. The only config difference was the hostname
cvar -- on the server that crashed, the hostname was longer than 63 characters.
Not sure if the bug lies in Valve's or sourcemod's code,
On Aug 29, 2013, at 16:55 PM, Asher Baker asher...@gmail.com wrote:
What plugin?
BuildingSpawner 1.0.3
http://forums.alliedmods.net/showthread.php?t=190908
though I swear I've had other random crashes on the server with the too-long
name over the years. I had just never had something that
This happened to us when the number of VPK files constituting TF2 changed back
on August 29th (or thereabouts).
We share one set of VPK files among multiple server instances using symlinks
(windows mklink), but when that update added tf2_misc_009.vpk, our cloned
servers each lacked a symlink
It doesn't matter whether some datacenters are helpful about IP addresses or
not... it's still the case that changing providers *always* results in loss of
former IP addresses.
The whole point of this thread is that it would be nice if Steam Server
Favorites weren't tied to IPs, but instead to
There's a sourcemod plugin that successfully blocks this exploit:
https://www.sourcemod.net/showthread.php?t=180647
I'm deploying it now on my servers, though I'm using the config to disable all
the other fixes in the plugin except for the melee-while-dead bug, until I
learn more about the
I didn't get anything to hlds-announce or to hlds about today's update...
another list hiccup?
- Peter
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On Oct 29, 2013, at 19:47, Albert Davis davis.alb...@gmail.com wrote:
Anyone else not getting the client side update
Took me about 30 tries. Changing my download server to Toronto finally did it
for me.
Content servers seem behind. :\
- Peter
If two soldiers or two demomen highfive, the server crashes. Just verified it
on a server with the addons folder completely removed, though I haven't tested
it on a fully vanilla server (no config files) yet.
- Peter
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On Nov 11, 2013, at 19:44, Eric Smith er...@valvesoftware.com wrote:
- The Eternaween server enchantment can now be used to call a server vote to
enable Halloween items on that server for a two-hour period
Are there restrictions for where/when this can be used?
On a server of mine, which is
a firewall (meant for local
testing) if that means anything.
Dr. McKay
www.doctormckay.com
On Mon, Nov 11, 2013 at 10:59 PM, Peter Jerde peter-h...@jerde.net wrote:
On Nov 11, 2013, at 19:44, Eric Smith er...@valvesoftware.com wrote:
- The Eternaween server enchantment can now be used
For those of you who run servers by symlinking files, it might be useful to
know TF2 has once again split its vpk files, such that there are now ten
tf2_misc vpk files:
107532746 tf2_misc_000.vpk
On Dec 19, 2013, at 22:13, Eric Smith er...@valvesoftware.com wrote:
We've released a mandatory TF2 update.
It seems to be taking an awfully long time to actually come out...
Full log here.
http://www.teamfortress.com/post.php?id=2262
That URL is to a blog post from 2009.
Color me
For giggles, do you suppose you could tweet this?
The headers are pretty convincingly valve, this time, but all the same... :)
ever gullible,
- Peter
On Dec 20, 2013, at 11:51, Eric Smith er...@valvesoftware.com wrote:
We’re working on a mandatory update for TF2. We should have it ready
On my servers we keep our round/time limits such that there's a map change at
least every 90 minutes, and we run a plugin that will automatically quit the
server if it's been empty for 30 minutes (they auto restart when quit).
We've been doing it this way for years now, and thus it's never been
So, just to make sure I'm reading this right:
Using Reserved Slots in a way that will kick non-reserved players to make room
means that we must specifically OMIT ourselves from quickplay, otherwise we are
in violation of the rules?
(This is different from, say, instant respawn, which
Quickplay will still respect sv_visiblemaxplayers, right? So if we run a
32-slot server with visiblemaxplayers at 24, quickplay would never give us a
25th player?
Thus, if we use SourceMods sm_reserve_type 0 -- which only kicks
non-slot-holding-players AS THEY TRY TO JOIN into a full server
Like any slow to update release that occasionally happens, I just tell my
users to change Steam's Download settings to a different Download Region.
A bunch of people who had theirs set to Chicago weren't getting the update just
now, so I told them to try Toronto, and it worked for at least some
I'm sure it would be helpful to see what rcon status shows, as well as the
relevant lines from your server logs and/or console output from server startup.
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I don't know about you, but our quickplay traffic has more than TRIPLED since
the changes. Seems to have been quite a positive change.
- Peter
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Yelling at a mailing list about Steam being down doesn't help anything, folks.
It's just adding noise. We don't care if you find it acceptable or not.
Use something like http://steamstat.us/ to confirm it's not just you and be
patient.
Meanwhile, let those who manage a service with 5,000,000+
On Apr 18, 2014, at 22:44, Ryan Kistner azuisl...@gmail.com wrote:
Someone already did an analysis of the module and shared their findings with
me. The exploit being used looks like a critical issue with the net_file
blacklist, and so it potentially affects all games (nearly complete
vpk crashes for me, too, on OS X, Windows Server 2008 and Windows 7, upon
extracting.
I had an old server that hadn't been touched or updated since December, and its
VPK tool still worked.
vpk.exe seems to depend on two dlls -- the old exe appears to work fine with
the new dlls, but I packed
I hadn't seen this in a while. I thought this was patched LONG ago, but we just
had two griefers cooperate -- one red engie and one blue spy, repeatedly
sapping and knocking off the sapper, resulting in the sentry gaining ridiculous
amounts of health. (It was red tape recorder, if that matters.
I was able to reproduce it. Each time the procedure is done, the max health of
the sentry is increased by 1.2x. After 10 repetitions the sentry has a health
of over a thousand. After 47 repetitions the sentry's health is over a million.
(that's where we stopped testing)
I guess I shouldn't
On Jun 18, 2014, at 21:23, Darius Pirestani dar1...@yahoo.com wrote:
If you guys could un-nerf the axtinguisher, that'd be great...
NOT what this mailing list is for.
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On Jun 21, 2014, at 10:34, Valentin G. nextra...@gmail.com wrote:
The aimbot and eyetest modules of SMAC are currently broken. Don't use them.
Code has been posted on allied modders to fix the eyetest module to check for
that taunt:
We've been having upwards of half of our players all crash at the same time,
seemingly at random.
He have some funky plugins that might be contributing to it, so I'm curious if
others are seeing the same thing on vanilla servers as well.
- Peter
___
Explain why SteamCMD has started a remote control daemon on my computer
during a SteamCMD update.
Dang that's creepy. It answers the TCP connection but just hangs up when I send
it any HTTP command... but still, it's answering to ANYBODY.
I made sure steamcmd is firewalled off from incoming
Just a FYI, I missed the fact that tf2_misc was split into 12 vpk files
recently (there's now a tf_misc_011.vpk when before they ended with 010) and
our players reported to us some places where they could clip through solid
objects in our maps as a result.
Just in case others are in the same
FYI in case anybody took as long as I did to notice -- TF2 now has two new vpk
files:
/tf/tf2_scripts_000.vpk
/tf/tf2_scripts_dir.vpk
Yep. My windows servers won't start. I'm re-running a verify update as the
first step.
- Peter
On Aug 7, 2014, at 16:02, big john brewskii...@gmail.com wrote:
Anyone else crashing after update?
On Aug 7, 2014 4:54 PM, Eric Smith er...@valvesoftware.com wrote:
We've released a mandatory
On Aug 7, 2014, at 17:16, Eric Smith er...@valvesoftware.com wrote:
We've released a fix for the problem that Windows dedicated servers are
having. Update your servers again and let me know if you're still having
problems.
Thanks, Eric! That did the trick!
- Peter
Many of us who use sourcebans can use this as a temporary fix:
1. disable your sourcebans plugin by renaming it to sourcebans.smx-disabled
2. verify that tf/addons/sourcemod/configs/admins.cfg contains all your current
admins and reserved-slot holders etc.
3. place the script (below) into the
Let's keep the tone helpful rather than childish, shall we?
Windows servers here -- same thing. Removing our addons folder fixes it, so
it's got to be a metamod/sourcemod issue.
- Peter
On Sep 10, 2014, at 16:12, Dill Bates dillbat...@gmail.com wrote:
Cool! Both of my servers are now stuck
We had to disable SourceTV on our servers, as it seems to cause a crash with
sourcemod as of today's TF2 update.
- Peter
On Sep 25, 2014, at 18:26, E. Olsen ceo.eol...@gmail.com wrote:
I've had several crashes on pl_badwater for some reason ever since this
update on windows 2008R2 servers.
On Oct 1, 2014, at 20:39, Gabriel Klinefelter gabe.klinefel...@gmail.com
wrote:
Is SV_Pure still broke for anyone else?
It's not broken for my servers. We put it in the command line as +sv_pure 1
though -- I think server.cfg is far too late in the boot process for it to take
effect.
It
On Oct 15, 2014, at 22:22, Bruno Garcia garcia.bru...@gmail.com wrote:
You should fix the taunting bugs, it's annoying to see players doing taunts
while moving and killing players.
If a player spy does the taunting bug and disguises, the enemy disguise will
appear as tauting and can fool
On Oct 20, 2014, at 16:19 PM, big john brewskii...@gmail.com wrote:
Windows rc 2008 crashing for anyone else?
Working fine here. We're running MM:S 1.10.4-dev and SMod 1.6.3-dev+4580.
- Peter
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Very strange. All 12 of my servers on Windows 2008 are running fine.
We run sv_pure 1... I wonder if different sv_pure values are involved in your
crashes, given that the update mentioned an sv_pure bug.
- Peter
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How are you setting it, exactly?
tf_player_spell_drop_on_death_rate 0.05
works for me.
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Wait no Halloween update?
They haven't even hyped this year's update yet, nor have they ever released one
this far before, um, you know, HALLOWEEN. :p
- Peter
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On Oct 29, 2014, at 18:49 PM, big john brewskii...@gmail.com wrote:
Whats the new maps name?
looks like it's sd_doomsday_event
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FYI there's now a new tf2_misc_012.vpk file, for those of you who symlink those
files to run multiple servers.
(with it missing, you see weird problems here and there.)
- Peter
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On Dec 1, 2014, at 17:55 PM, Albert Davis davis.alb...@gmail.com wrote:
Kind of off topic, but since HLSW is dead, any recommendations for a good
RCON tool?
How is it that HLSW is dead? I still use v1.4.0.2 of it daily.
- Peter
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What game?
Check your logs. It might indicate if there were a bunch of bad rcon password
attempts before the successful ones came through, or whether the attacker was
using some authority granted by one of your plugins (sourcemod or whatnot).
Also consider other non-game avenues of connecting
On Feb 11, 2015, at 18:26 PM, Robert Paulson thepauls...@gmail.com wrote:
Now we can't even have reserved slots if the server is full and an admin
needs to get in to handle a ban report.
That's not true. You just have to configure it so that nobody is ever _kicked_
to open up a slot, a
On our Windows dedicated TF2 servers (including a freshly installed virgin copy
with no addons) we noticed that since the last update, anybody wielding the Ap
Sap causes server lag to the entire server every time Wheatley speaks.
The easiest way to demonstrate it is with the Ap-Sap-wielding spy
Check your credit card activity. It might still show the $5 transaction to be
“pending” and hasn’t cleared yet. From the KB article you cited:
What if my purchase is pending or processing? When will I become unlimited?
A purchase amount only counts towards this limit if it was processed
I just tested this on an alt account I had loaded $5 on a long time ago. The
account wasn’t limited and could send friend requests, etc, but in TF2 I got
Your Steam account doesn't have rights to create game server accounts”
Then I spent that $5 from the steam wallet in the mannco store buying
So… the short-circuit “pops” or removes the Jack (ball) in pass_warehouse.
Anybody know off-hand the easiest way to disable short circuit? Perhaps a
sourcemod plugin?
- Peter
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On Aug 4, 2015, at 5:58 AM, Rovanion Luckey rovanion.luc...@gmail.com wrote:
Is there an email list on which I can get the update announcements and
without the constant whining?
Yes. It’s hlds-announce.
- Peter
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> How about tf_teamtalk 1 ?
That allows living RED players to read text chat by dead RED players… but dead
BLU players’ chat is still invisible, as is spectators’.
- Peter
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I’m looking for a way to get the text chat of ALL our players (dead or
spectating) to be visible to everyone.
Until quite recently we were using a SourceMod plugin that accomplished this,
but seemingly around the time of invasion it stopped working.
I’m trying to figure out if this is a
> On Oct 28, 2015, at 14:26 PM, Mike Vail wrote:
> We want to play TF2 Halloween! HURRY!
Um. There is no halloween update this year, except for the release of new
cosmetic items.
http://www.teamfortress.com/post.php?id=18409
- Peter
But the contracts grant items of value as a reward. “Community servers” are
allowed to run mods and plugins that would immediately be abused to allow
people to cheat to quickly complete the contracts.
It’s not like you can’t play the new maps on your community servers… you just
can’t earn
> On Oct 13, 2015, at 12:53 PM, HD wrote:
>
> As I figured though not a single response from valve once again on this topic.
>
Probably because this is a server list, and you’re bringing up a client issue.
Also, you repeatedly said that it’s a “real” client you would
> On Sep 10, 2015, at 16:25 PM, Eric Smith wrote:
>
> We've released a mandatory update for TF2. The update notes are below. The
> new version is 2959078.
Anyone else seeing that addons don’t seem to be loading? None of our TF2
servers on Windows are loading metamod
> On Jun 22, 2016, at 19:04 PM, John Schoenick wrote:
>
> One of the internal changes in this patch removed the old quickplay
> value from tf_mm_servermode (which was no longer used) -- if you still
> have it set, you're likely enrolling in the bootcamp pool when empty.
> - Internal system changes in preparation for a future update
So I know I’m running an outdated version of SourceMod (1.7 branch), but I
thought I’d just throw this out and see if anyone else is seeing it. Out of the
blue, some of my servers are switching to MvM mode:
L 06/22/2016 - 19:40:51:
> On Jun 23, 2016, at 22:43 PM, Chris Oryschak wrote:
>
> Is there a way to put the server in quickplay but NOT the mvm pool ? I dont
> want my server changing to mvm
Read the official guide at
https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 for all the
On my TF2 servers running on Windows, after tonights TF2 update to 3619588 I
get a crash on startup if sourcemod is installed and tv_enable is set to 1.
I get the same behavior on a fresh install of TF2, metamod, and sourcemod of
the latest versions… server crashes on map change after setting
90 matches
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