Yes, because mp32 is not broken enough in TF2. The game is designed for 24
players and mp32 is enough blasphemy. I've seen ONE server where this works
(no idea if it is intentional) and that's ICS:s "peliburkki" custom server
with mp30 and HUGE custom payload maps. Brilliant fun. Valve maps are
des
Will. Combine the file parts in order to generate the .dem file.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter
Reinhold
Sent: Monday, July 18, 2011 10:48 PM
To: Half-Life dedicated Linux server maili
Really? FPS are just in your head. Simply one more thing to get money
from you for hosters.
2011/7/19 :
> Message: 5
> Date: Tue, 19 Jul 2011 08:30:46 +0300
> From: Anthony Stoyanov
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] [hlds] Half-Life 1 engine beta update
>
On Mon, 18 Jul 2011 22:17:14 +0200, daniel jokiaho wrote:
normal demo recording?
Demo recording alongside replay recording just seems redundant, which
is why I asked in the first place.
/Peter
___
To unsubscribe, edit your list preferences, or v
On Mon, 18 Jul 2011 13:21:35 -0700, Tony Paloma wrote:
Combining the block files for any replay stored on your server should
result
in a playable demo of the whole round the replay was generated on.
Should, or will? I haven't tried, and my question more or less was if
anyone else had experi
On Tue, 19 Jul 2011 01:54:27 +0200, Eric Riemers wrote:
Install hlxce for instance, you can at least see the chat logs of
people
then.
I have that, and SourceIRC running, but, taking the players words for
gospel, when we are talking about a possible permanent ban is not
enough. :)
/Peter
No thanks.
On 19.7.2011 г. 08:20 ч., Никита Булаев [Nikita Bulaev] wrote:
=) Well, in fact, that would be really fine, if you limit FPS to 500
as in Orange box.
2011/7/19:
- Rate limit user voice data to one per frame, fixes voice_inputdata exploit.
If you run 1000FPS server and still have a
=) Well, in fact, that would be really fine, if you limit FPS to 500
as in Orange box.
2011/7/19 :
> - Rate limit user voice data to one per frame, fixes voice_inputdata exploit.
> If you run 1000FPS server and still have a problem, stop running a 1000FPS
> server.
How about raising the limit for tf2?
On Mon, Jul 18, 2011 at 1:00 PM, James Puckett
wrote:
> Do want
>
> On Mon, Jul 18, 2011 at 10:34 AM, Loïc PERY wrote:
>
>> Hi Valve,
>>
>> We love playing Half-Life 2 Deathmatch Source but we can only play as 16
>> players. Can you upgrade the limit to 32 pl
We don't store the IP's in files since they are too static and get out of date
too easily. We would be pushing out updates a lot more often for no good reason
if we did it that way.
The servers are not recorded in DNS since that is generally too slow to update.
Steam uses its own directory se
On 07/18/2011 13:21, Tony Paloma wrote:
Combining the block files for any replay stored on your server should result
in a playable demo of the whole round the replay was generated on.
Have the issues with SourceTV discussed here been resolved? That would
make more sense to me since you have f
Thats really good news, good to know :D
To any doubters, this goes on FOREVER and is even worse in CS 1.6 then it is
in DOD.
http://cloud.steampowered.com/ugc/560914400156038854/51BD908B59A1DE905D02C2FA1A1B8A06F3E2D889/
On Mon, Jul 18, 2011 at 4:42 PM, C Szabo wrote:
>
> Thats really good news.
Install hlxce for instance, you can at least see the chat logs of people
then.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: maandag 18 juli 2011 22:22
To: 'Half-Life dedicated Linux serv
It looks like A2S_INFO now started reporting cvars correctly after this
update on Linux servers. STV still isn't reported though.
2011/7/19 Marco Padovan
> - Added more filtering on the master server to avoid pinging non-matching
> servers
>
> Thanks!
> Hope this will help users having their con
- Added more filtering on the master server to avoid pinging non-matching
servers
Thanks!
Hope this will help users having their connection flooded with packets
from all around the world when opening the browser :)
Il 19/07/2011 01:36, Jason Ruymen ha scritto:
> A required update for Team Fortre
What are the rockets outside of the map in 2fort, barnblitz and badwater
for? :)
2011/7/19 Jason Ruymen
> A required update for Team Fortress 2 is now available. The specific
> changes include:
>
> - Added a music clip from Meet the Medic to the menu startup music list.
> - Fixed a case where s
Thats really good news. :)
> From: alf...@valvesoftware.com
> To: hlds_linux@list.valvesoftware.com
> Date: Mon, 18 Jul 2011 23:28:11 +
> Subject: Re: [hlds_linux] [hlds_announce] Half-Life 1 engine beta update
> released
>
> We are working on a solution to fake servers.
>
> > -Or
A required update for Team Fortress 2 is now available. The specific changes
include:
- Added a music clip from Meet the Medic to the menu startup music list.
- Fixed a case where stickybombs could sometimes damage enemies on the other
side of a wall.
- Updated duels to apply a short duel ban t
We are working on a solution to fake servers.
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
> boun...@list.valvesoftware.com] On Behalf Of AnAkIn .
> Sent: Monday, July 18, 2011 4:24 PM
> To: Half-Life dedicated Linux server mailing list
> Subje
Yes, it would be really nice if something could be done about this. I can
see hundred of them by just opening the server browser.
2011/7/19 James Puckett
> Can anything be done about the fake servers? I notice alot of the redirect
> servers do not work anyways, and some redirect to servers that
If the fake servers aren't maintained, I'm assuming your client won't
see/connect to them anyway.
On Mon, Jul 18, 2011 at 7:22 PM, Michelle Sleeper wrote:
> If the fake servers aren't maintained, I'm assuming your client won't
> see/connect to them anyway.
>
> On Mon, Jul 18, 2011 at 7:20 PM, Jam
Can anything be done about the fake servers? I notice alot of the redirect
servers do not work anyways, and some redirect to servers that
unbindall,infinite screenshot etc for no appearent reason.
On Mon, Jul 18, 2011 at 3:53 PM, Alfred Reynolds
wrote:
> Not at this time, running 1000fps is a goo
Not at this time, running 1000fps is a good way to cause your server to hurt
when it shouldn't but if you want to run that way then fine.
> -Original Message-
> From: William Balkcom [mailto:w.balk...@griffinrun.net]
> Sent: Monday, July 18, 2011 3:50 PM
> To: Alfred Reynolds
> Cc: Half-L
Does Valve also plan to limit and eventually remove the FPS cvar from
the Half-Life 1 engine? Based on your last email I'm assuming valve does
not recommend running 1000FPS servers on the HL1 engine either.
Thanks
On 7/18/2011 6:43 PM, Alfred Reynolds wrote:
We have released an update to th
What is sv_logsecret?
> From: alf...@valvesoftware.com
> To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com;
> hlds_annou...@list.valvesoftware.com
> Date: Mon, 18 Jul 2011 22:43:13 +
> Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
>
> We have released a
We have released an update to the beta, run the hldsupdatetool with "-beta
hlbeta" to get this update. Changes for this update are:
- rolled back previous sv_downloadurl and dlfile changes, added some more
checks to prevent inappropriate dlfile calls at other times
- Increased "sv_filetransferma
You crashed in vphysics. I've also had hangs/crashes in vphysics on my
servers since about a month ago. I've told Valve about it before, but I'm
not sure they've made any progress. Check the console for any error message.
I was getting something like this before the crashes:
Infinite origin from vp
Okay i set logging on again and this time the crash was a bit less mangled
(didn't repeat)..
http://www.lowlagfrag.com/gdb.txt
On Mon, Jul 18, 2011 at 12:13 PM, Tony Paloma wrote:
> So you're 300 frames deep? Can you post the first few frames right before
> it
> starts to repeat? Also, if you ma
Combining the block files for any replay stored on your server should result
in a playable demo of the whole round the replay was generated on.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter
Reinhold
normal demo recording?
On 18 Jul 2011 21:07, "Peter Reinhold" wrote:
> Hi All,
>
> Seeing that F2P have given my server a large boost in popularity (both
> F2P players, and also a growing group of regulars), being a more active
> admin is a necessity.
>
> But, the server is filled almost 24/7, and
Hi All,
Seeing that F2P have given my server a large boost in popularity (both
F2P players, and also a growing group of regulars), being a more active
admin is a necessity.
But, the server is filled almost 24/7, and we haven't got "staff" to be
on call all day round (this is a non-profit ser
Do want
On Mon, Jul 18, 2011 at 10:34 AM, Loïc PERY wrote:
> Hi Valve,
>
> We love playing Half-Life 2 Deathmatch Source but we can only play as 16
> players. Can you upgrade the limit to 32 please ?
>
> Please answer.
>
> Best regards.
> ___
> To unsu
Autobuy was fixed long time ago in the beta release.
-Ursprüngliche Nachricht-
From: C Szabo
Sent: Monday, July 18, 2011 7:53 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Half-Life 1 engine beta update released
I'm really glad that you are taking the time for th
On 18.07.2011 21:44, Steven Hartland wrote:
But what about anyone else on the network?
If I understood correctly. Content servers is covering everything else
when there low demand for some content and no p2p peers around.
___
To unsubscribe, edit yo
I'm really glad that you are taking the time for this. It means a lot for us
and I talked to some members in our community and they wanted to say thx to.. :)
Many players has the buy-exploit in their configs from shady servers and they
are crashing all the warservers when they are playing witho
- Original Message -
From: "Nikolay Shopik"
Client should upload ONLY when you are downloading, this is best
scenario w/o hurting you much. Having content server and P2P when doing
massive release will helps a lot. Nobody like having app stealing their
bandwidth.
But what about anyon
I received a couple bug reports over the weekend so I am going to take the time
to dig into those, expect another beta release or two before a full release.
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
> boun...@list.valvesoftware.com] On Beha
Hi Valve,
We love playing Half-Life 2 Deathmatch Source but we can only play as 16
players. Can you upgrade the limit to 32 please ?
Please answer.
Best regards.
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
Any idea's on what would be a good way then? I can't just open ports, I need
destination addresses with it. Can we (as suggested) grep out some files to get
the addresses from?
Another question comes to mind. With the announcement of the new network, will
that change anything in how steam logs
P2p actually helps also countries with censorship. I remember doing
update on debian in UAE via apt-get and http server and most of time it
failing because their transparent proxies always doing something to
files and md5sum fails after download.
So not sure if changing content server only to H
On 16.07.2011 21:43, Harry Strongburg wrote:
On Sat, Jul 16, 2011 at 10:33:58AM +0100, Chris Boot wrote:
AIUI their downloaders use both P2P (BitTorrent) and HTTP download
simultaneously so even folks who are on crappy "shaped" connections
can download the updates, but for those for whom P2P wor
I would not recommend this. We are constantly changing the IP addresses of our
services as we grow. As someone who helps maintain our firewall rules, I
appreciate what you are trying to do, but it is a lot of work to keep up with
all the changes. More so for you since there is no DNS to query or
So you're 300 frames deep? Can you post the first few frames right before it
starts to repeat? Also, if you make your shell window taller before starting
gdb, you won't have to page thru as much.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@
Oh yes that wasn't too clever from me. I need to grep the client files, not the
Linux server files ^^
From: hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Björn Rohlén
[bjorn.roh...@gmail.com]
Sent: 18 J
Where steam store all its files.
-Gryzor
On Mon, Jul 18, 2011 at 3:15 PM, Saint K. wrote:
> Hi,
>
> Thanks, maybe a stupid question, but which files exactly you refer too with
> " /path/to/steam/dist/files"
>
> Saint K.
>
> From: hlds_linux-boun...@list.
Hi,
Thanks, maybe a stupid question, but which files exactly you refer too with "
/path/to/steam/dist/files"
Saint K.
From: hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Björn Rohlén
[bjorn.roh...@gma
Select the thread that is giving you this output, and run bt -20.
That'll give you the first 20 recorded frames of the core dump for that
thread. See if that contains the infinite loop. If it doesn't decrease
the number to -30, -40, etc.
On 7/18/2011 2:00 AM, E3pO wrote:
/home/srcds/srcds_new
Yea sorry about that one as well lol. Thought we engaged a private conversation
there :)
Saint K.
From: hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
[sai...@specialattack.net]
Sent: 18 July 2
Wij draaien 1.3.8 stable
Snap dr geen kut van :P
From: hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers
[riem...@binkey.nl]
Sent: 18 July 2011 13:51
To: Half-Life dedicated Linux server ma
Woops sorry about that..
On Mon, 18 Jul 2011 13:51:57 +0200, Eric Riemers wrote:
> Ik draai 1.3.9-dev overigens.. die andere knakker op de mailing list
draait
> 1.3.8.
>
> On Mon, 18 Jul 2011 11:25:25 +0200, Saint K.
> wrote:
>> It's doing my head in by now because it's too random for words.
>>
useful, also no need for the warnings, its fairly obvious what it can do.
2011/7/18 Björn Rohlén
> Afraid I don't have a server handy (on vacation), but you can find it on
> your own if its there:
>
> *** WARNING: DO NOT RUN LINE BELOW UNLESS YOU UNDERSTAND WHAT IT DOES --
> _NEVER_ COPY & PASTE
Ik draai 1.3.9-dev overigens.. die andere knakker op de mailing list draait
1.3.8.
On Mon, 18 Jul 2011 11:25:25 +0200, Saint K.
wrote:
> It's doing my head in by now because it's too random for words.
>
> No debug logs, no core dumps, clean restart/crashes, and mostly just on 2
> servers, which
Confirm - No crashes. 14-24 slots + Replay + QuickPlay and
Metamod+Sourcemod 1.3.8
2011/7/18 :
> Message: 5
> Date: Mon, 18 Jul 2011 13:07:43 +0300
> From: ics
> To: Half-Life dedicated Linux server mailing list
>
> Subject: Re: [hlds_linux] TF2 server crashes
> Message-ID: <1310983663.7
Afraid I don't have a server handy (on vacation), but you can find it on
your own if its there:
*** WARNING: DO NOT RUN LINE BELOW UNLESS YOU UNDERSTAND WHAT IT DOES --
_NEVER_ COPY & PASTE FROM THE INTERNET BLINDLY UNLESS YOU ARE 100% SURE YOU
KNOW WHAT IS GOING ON ***
find /path/to/steam/dist/f
Yes, I am expecting round-robbin, however, they can't possibly have an
unlimited amount of IP's, I'm guessing it should be able to group them together
in a few subnets?
It's an external firewall, not locally on the machine. So scripting gets a bit
more challenging.
Any idea's which fqdn's are
Never can be absolutely sure, however we run just stock stuff from sourcemod,
and gScramble. Nothing out of the ordinary.
Could always be it, but without srcds providing any debug information there is
not much more to look at. Out of 8 servers just 2 show this problem, same
machine, same files
Considering how bad this works from time to time, my bet is on a
round-robbin dns record. Using a bunch of static IP:s makes no sense. Just
string the distfiles, grep out the fqdns and make a little script to remove
all previous / open up all resolved IPs from those records every night or
whatever
Hi,
Does anyone have a list of IP addresses from the steam authentication and
friends/groups servers?
I want to explicitly open them in a firewall, no need for whitelisting the
content servers.
I found a few lists online but they either seem incomplete or out of date.
Cheers,
Saint K.
__
Absolutely sure that the crashes aren't plugin related? I haven't had a cash in
any server for over a month.
-ics
- Alkuperäinen viesti -
>
> I also see still a "more then normal" amount of crashes.
> Compared to a box we have with windows, 0 crashes on it.
>
> On Fri, 15 Jul 2011 17:5
It's doing my head in by now because it's too random for words.
No debug logs, no core dumps, clean restart/crashes, and mostly just on 2
servers, which runs of the exact same directory, thus files, as the other
servers. Go figure.
I have given up researching it, quickplay will fill the crashed
I also see still a "more then normal" amount of crashes.
Compared to a box we have with windows, 0 crashes on it.
On Fri, 15 Jul 2011 17:51:11 +0200, Saint K.
wrote:
> The crashes on our servers are still ongoing, while having -debug enabled
> no coredumps are being created.
>
> Interesting obs
61 matches
Mail list logo