I can confirm this works for me as well. The server starts up as it
should though it tries to use the broken server. -
09:41:15.875048 IP 10.10.0.111.35488 68.142.88.34.27038: S
692173072:692173072(0) win 5840 mss 1460,sackOK,timestamp 3722501542
0,nop,wscale 6
09:41:16.225855 IP
Since it is again possible to adjust your cl_interp, how can I force max
and minimum values server side?
If i force the sv_client_min_interp_ratio and max_updaterate, I can
force a minimal cl_interp value. But a maximal?
Before the change the default value that was calculated by
There is no way to do that.
2009/6/15 Ulrich Block ulbl...@gmx.de
Since it is again possible to adjust your cl_interp, how can I force max
and minimum values server side?
If i force the sv_client_min_interp_ratio and max_updaterate, I can
force a minimal cl_interp value. But a maximal?
Than Valve should wake up and include that. Giving cl_interp free
without giving admins the ability to force the value was not the best
idea
AnAkIn . schrieb:
There is no way to do that.
2009/6/15 Ulrich Block ulbl...@gmx.de
Since it is again possible to adjust your cl_interp, how
An interesting note here, Microsoft announced last week they will most
likely ship Win7 without IE in the European Union. So steam+win7 will
become an issue here anyway if they keep themselves attached to IE.
Saint K.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
Not really. Valve could just require IE Installed on the PC or Steam
wont run (like it is required now). It's not their problem, EU turned it
to our problem for having to install it separately.I don't like having
it but as long as it is required, i'm forced to have in at my computer
without
They might not be shipping Win7 with IE but that does not mean they wont ship
the framework that the explore is
based on with it - this would typicly mean that steam would be able to continue
using ie framework.
Regards
Mark Johansen
-Oprindelig meddelelse-
Fra:
It wont as the ie 7 engine will still be in windows, just not the
browser interface.
Saint K. wrote:
An interesting note here, Microsoft announced last week they will most
likely ship Win7 without IE in the European Union. So steam+win7 will
become an issue here anyway if they keep themselves
Still, most of IE is built into Windows. iexplore.exe is just a GUI
but Steam got their own GUI for the IE rendering engine.
On Mon, Jun 15, 2009 at 12:13 PM, Saint K.sai...@specialattack.net wrote:
An interesting note here, Microsoft announced last week they will most
likely ship Win7 without
As far as I know the core dll's and libraries are still there, which is
what Steam utilises.
___
Shane Arnold- clontar...@iinet.net.au
For want of a nail, the horseshoe was lost. For want of a horseshoe, the horse
was lost.
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I tried a bit using cl_interp 1 and i saw that i have a delay firing a
rocket.
After that i put cl_interp 0 and was better.
This is what cl_interp 0/1 is doing ?
2009/6/15 Ulrich Block ulbl...@gmx.de
Than Valve should wake up and include that. Giving cl_interp free
without giving admins the
On 15.06.2009 15:25, Nightbox wrote:
I tried a bit using cl_interp 1 and i saw that i have a delay firing a
rocket.
After that i put cl_interp 0 and was better.
This is what cl_interp 0/1 is doing ?
Its setting time for prediction if one packet lost. by default its 0.1
(100ms) valuve
There is no reason to restrict it, you can't use it to cheat.
Since it is again possible to adjust your cl_interp, how can I force max
and minimum values server side?
If i force the sv_client_min_interp_ratio and max_updaterate, I can
force a minimal cl_interp value. But a maximal?
Before
cant u use
sv_client_min_interp_ratio 0
sv_client_max_interp_ratio 1
2009/6/15 Ulrich Block ulbl...@gmx.de:
Since it is again possible to adjust your cl_interp, how can I force max
and minimum values server side?
If i force the sv_client_min_interp_ratio and max_updaterate, I can
force a
Its the same like rate cmdrate updaterate. If you use these cvars it has
impact on the gameplay. That is why you can restrict them. Even the
cl_interp value was forceable when it was calculated
cl_interp_ratio/cl_updaterate. With giving cl_interp free, this isnt
possible anymore.
Ronny
IMO, cl_interp_ratio/sv_min_client_interp_ratio/sv_max_client_interp_ratio
could be removed.
VALVe could just add sv_min_client_interp and sv_max_client_interp to set
the interp limits.
Since they added back cl_interp, cl_interp_ratio is like useless now. It is
just limiting the lower value of the
Yes, it's the same, no need to restrict it. I don't know why Valve added the
restrictions. These CVars manages your connection, if you have a poor
connection, you have to adjust, if you have a better one, you have to
adjust. But some abusive servers force the rates to 60/60 or 100/100 and you
If you're users are that dim, why don't you have an announcement that
comes up every so often to make sure that cvar is set correctly. I know
you can query the client for the value, and only have to tell those
users. Do server admins REALLY need access to that variable? It is cl_
after all.
I am doing excactly that. But nobody reacts, because the most of them do
not understand what a config is.
Carl schrieb:
If you're users are that dim, why don't you have an announcement that
comes up every so often to make sure that cvar is set correctly. I know
you can query the client for
It's been suggested that it'll just be the front-end user browser that is
missing, and the rendering engine will still be available for embedding.
Still, unless there's some concrete proof of that, if I were valve I'd be
investigating alternatives...
-Original Message-
From:
Note that if you don't have a Linux router, but are running your server on
Linux, the same can be achieved by changing the FORWARD to OUTPUT and
running it on the server instead of the router
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
Hi,
I have a Condition Zero server which reports having one player connected
when you query it using A2S_INFO or A2S_PLAYER, and it has been
reporting this player for two days now (A2S_PLAYER reports a connection
time of more than 48 hours). However, the server console says no one is
Also, I checked the server logs, and I have a record of this player
connecting but no record of them disconnecting.
- Dave
David A. Parker wrote:
Hi,
I have a Condition Zero server which reports having one player connected
when you query it using A2S_INFO or A2S_PLAYER, and it has
Is the nonexistent client someone who was previously connected to the
server, or is it just reporting bad data?
David A. Parker wrote:
Hi,
I have a Condition Zero server which reports having one player connected
when you query it using A2S_INFO or A2S_PLAYER, and it has been
reporting
I guess that answers my question.
David A. Parker wrote:
Also, I checked the server logs, and I have a record of this player
connecting but no record of them disconnecting.
- Dave
David A. Parker wrote:
Hi,
I have a Condition Zero server which reports having one player
No, they were connected. There's a record of them connecting but no
record of them disconnecting. And now that I'm digging through the logs
some more, there was another player who connected right after them and I
also have no record of that player disconnecting. But there are both
connect
That server was removed a long while ago, make sure your server is updated as
current binaries do not reference it.
- Alfred
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of Thomas Hjorth
Sent:
Hello,
I have a TF2 server installation that is up to date and still references
this server.
sr...@gamesrv1:/usr/local/srcds_1$ find . -depth -type f -exec grep
68.142.88.34 {} \;
Binary file ./bin/engine_amd.so matches
Binary file ./bin/engine_i686.so matches
Binary file ./bin/engine_i486.so
TF2 places its binaries in orangebox/bin , you must have some older binaries
from a previous install in that bin/ folder.
- Alfred
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of David A. Parker
Whoops! You're right (as usual). Those files are left over from an
HLDS installation I had in that directory about 6 months ago. Sorry
about that.
- Dave
Alfred Reynolds wrote:
TF2 places its binaries in orangebox/bin , you must have some older binaries
from a previous install in
Im guessing you didnt remove it hard enough. I ran these commands in
$steamfolder/bin not $steamfolder/cstrike/bin
# ls -l |grep engine_amd.so
-rw-r--r-- 1 root root 5501661 May 12 01:44 engine_amd.so
# md5sum engine_amd.so
f60a182db21a5567b348313a58a0a7f2 engine_amd.so
# strings
Correct. I have a CS:S server that I shut down, then removed the three
bin/engine_xxx.so files from. I restarted the server and it auto-updated:
Auto detecting CPU
Using SSE2 Optimised binary.
Enabling debug mode
Server will auto-restart if there is a crash.
Updating server using Steam.
Hi again Valve, Alfred? and others...
Im running a lot of 1.6 and source servers behind 1 IP using NAT. This
seems to be a big problem for VAC, since Im having more and more issues
about servers running INsecure due to no connection to steam VAC
servers. Further more VAC is causing a lot of
Argh, please learn the difference between replying to an existing thread
with
a new subject and starting a new one :P
This totally fucks up threads.
Thomas Hjorth wrote:
Hi again Valve, Alfred? and others...
Im running a lot of 1.6 and source servers behind 1 IP using NAT. This
seems to be a
Hi again Valve, Alfred? and others...
Im running a lot of 1.6 and source servers behind 1 IP using NAT. This
seems to be a big problem for VAC, since Im having more and more issues
about servers running INsecure due to no connection to steam VAC
servers. Further more VAC is causing a lot of
Bump. Same thing happened to me and a few other server admins just a bit
ago. Windows servers reconnect fine, but Linux servers still fail to
reconnect.
Shane Arnold wrote:
My latest install of srcds_linux is reconnecting to the Steam Master
servers fine?
Debian 5.0r1 on a homebrew
they fixed it AGAIN, and then they broke it AGAIN
getting annoying. having to restart full servers is ridiculous.
On Mon, Jun 15, 2009 at 5:42 PM, bl4nk bl4n...@gmail.com wrote:
Bump. Same thing happened to me and a few other server admins just a bit
ago. Windows servers reconnect fine, but
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