There is an excellent chance that anything that can or might, at vales
discretion, impact micro transactions will be banned. If you are
flagged, even on passworded, private test servers, your account will be
permanently banned from hosting any games that require GSLT in the future.
Lets not
Hit sounds broken for anyone else?
On 10/8/2015 9:43 PM, Eric Smith wrote:
We've released a mandatory update for TF2. The update notes are below. The new
version is 3019029.
-Eric
- Fixed generic bomb entities (in the Invasion maps) damaging teammates
Any update on this?
On 7/4/2015 5:28 PM, Eric Smith wrote:
- Temporarily reverted Valve official quickplay and matchmaking servers not
being listed in the server browser while we look into this further
___
To unsubscribe, edit your list preferences,
You are just finding every reason to call this change bad.
With the thousands of valve servers flooding the list, and now flooding
the Show Servers option, the chances you joining a server you just
left are slim. Even if this option wasn't changed, the history tab would
still be broken, and
All you have to do is click Play Multiplayer, and instead of clicking
Join Game, click Show Servers. You will get a nice full list of valve
ran servers(assuming you have the Official checkbox checked, which it
is by default).
Refer to these screenshots if you are unsure how to do that:
It might save overhead for clients, but certainly not valve.
From our tests valve servers are not being reported by the master
server, so your client does not actually get any data about them. The
performance goes down as more servers are populated in your list, apply
a filter early(under 1k
You have got to be kidding me.
http://i.imgur.com/tAmWXj6.png wink wink nudge nudge
On 7/4/2015 5:28 PM, Eric Smith wrote:
- Temporarily reverted Valve official quickplay and matchmaking servers not
being listed in the server browser while we look into this further
Our community has 27 servers online atm, but I am adding more now. As
soon as I boot up a new server it fills within 10 seconds!
On 4/21/2015 2:44 PM, John Gibson wrote:
Sorry everyone, let me try this again, without accidentially hitting
send in the middle of the e-mail :)
So the good news
I think the connected time resets when the round restarts.
On 4/21/2015 3:36 PM, Cody Woodson wrote:
I currently have 6 servers up to see how they went. Longest connected
client time is around 10 minutes, so I'm not sure if they are crashing
or not. I can launch 20-30 more servers if needed.
192.168.0.1
On Tue, Apr 21, 2015 at 2:37 PM, Kevin C s...@serveredirect.com
mailto:s...@serveredirect.com wrote:
I think the connected time resets when the round restarts.
On 4/21/2015 3:36 PM, Cody Woodson wrote:
I currently have 6 servers up to see how they went. Longest
is tanking each time I open it.
On 21 April 2015 at 23:10, Kevin C s...@serveredirect.com
mailto:s...@serveredirect.com wrote:
Bandwidth usage is very little. I am seeing around 50KB/s up and
10KB/s down on a 6/6 server.
I tweaked some bandwidth settings in PCServer-KFGame.ini
Bandwidth usage is very little. I am seeing around 50KB/s up and 10KB/s
down on a 6/6 server.
I tweaked some bandwidth settings in PCServer-KFGame.ini though, raised
them by 8x.
On 4/21/2015 5:51 PM, Eli Witt wrote:
John, you seem to be under the impression that we're upset that
there's no
Sourcemods RCON has limitations. Try getting a full status output with
sm_rcon, or anything that returns a lot of information.
External plugins or logging tools(HLStats, GameME, Sourcebans) also
require RCON.
On 1/23/2015 4:14 PM, Weasels Lair wrote:
I don't understand why people even enable
That's good for you, but some communities need it.
RCON is fine if used properly, like issuing IP bans for failed attempts etc.
In CS:GO sv_allowdownload and sv_allowupload can be set to 0 anyway to
fix any download exploits since it doesn't support sprays and you should
be used
Sorry, I meant properly using the engines built in ban system for failed
login attempts. On our servers I think we allow 5 failed attempts before
we IP ban for an hour.
On 1/23/2015 11:20 PM, Korrey Moore wrote:
RCON is fine if used properly, like issuing IP bans for failed
attempts etc.
Bots subtract from the total slot count of the server.
sv_visiblemaxplayers won't help here. I don't think there is a command
to fix this behavior, and it shouldn't effect your server browser listings.
On 1/19/2015 7:00 PM, evourr wrote:
Try toying around with sv_visiblemaxplayers.
Original message
From: Kevin C s...@serveredirect.com
Date:01/19/2015 19:07 (GMT-05:00)
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Cc:
Subject: Re: [hlds] Bots affecting Server Count.
Bots subtract from the total slot count of the server
and Steam, but I didn't see
anything that would tell me that specifically.
I had a player say when they got dropped from my TF2 server -
they tried other TF2 servers (not-mine) and could not get into
them either.
On Sun, Sep 14, 2014 at 9:20 AM, Kevin C
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