What this guy said. If you are sending clients a kiss-of-death packet,
please at least acknowledge it on the client.
David A. Parker wrote:
If "Command aborted" means the servers are full, then perhaps they
should reword that message.
Thanks.
- Dave
On 10/13/2011 05:15 PM, Andrew DeMers
Feedback here
Linux AMD64 Debian unstable, game is TF2.
CPU usage is relatively way down. I will have to watch my aggregate
graphs tomorrow, but brief inspection of htop and current graphs show
CPU usage is down for the given player load. Hard to tell if more cores
are being used because I
or another alternative you can add to the command line.
+mapcyclefile custom_mapcycle.txt
and
+motdfile custom_motd.txt
and another you may like
-debug -debuglog custom_error.log
On Fri, Oct 14, 2011 at 1:43 AM, ics wrote:
> Put this to server.cfg: mapcyclefile "yourawesomemapscycle.txt"
> P
Put this to server.cfg: mapcyclefile "yourawesomemapscycle.txt"
Place the yourawesomemapcycle.txt into /tf folder.
No more overwriting.
-ics
14.10.2011 7:57, Oskar Levin kirjoitti:
Yes, I also had this.
Regards
Oskar Levin
os...@dataviruset.com
- Reply message -
Från: "Russell Smith"
Looks like a small update was just pushed out. What changed?
"Updating 'Team Fortress 2 Content' from version 278 to version 279
9.39% downloading ../orangebox/tf/bin/server.dll
22.40% downloading ../orangebox/tf/bin/server.dylib
43.64% downloading ../orangebox/tf/bin/server.so
57.70% down
Yes, I also had this.
Regards
Oskar Levin
os...@dataviruset.com
- Reply message -
Från: "Russell Smith"
Till: "Half-Life dedicated Linux server mailing list"
Rubrik: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat:
Source and Half-Life 2: Deathmatch Updates Release
Yes, I also had this.
Regards
Oskar Levin
os...@dataviruset.com
- Reply message -
Från: "Russell Smith"
Till: "Half-Life dedicated Linux server mailing list"
Rubrik: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat:
Source and Half-Life 2: Deathmatch Updates Release
The threading is designed to make the server more responsive. Not
lowering CPU usage.
On Thu, Oct 13, 2011 at 8:37 PM, 1nsane <1nsane...@gmail.com> wrote:
> Could someone from Valve elaborate on the server threading?
>
> I have at least 40% CPU free per core almost always. Would this threading
>
Will this be yet tonight?
On 10/13/2011 9:52 PM, Fletcher Dunn wrote:
There will be a small client update to fix the most common client crash. it
will not require updating servers.
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.co
We have had stability problems with the item server and have been bouncing the
item server frequently, so all of the servers have been losing the connection
to the item server.
This should be stable now, though. We might bounce it one or two more times
tonight.
The libsteam change was to fix
Could someone from Valve elaborate on the server threading?
I have at least 40% CPU free per core almost always. Would this threading
allow me to run more servers now, or is it for just a couple things like say
the queued packet thread?
On Thu, Oct 13, 2011 at 8:50 PM, Loïc PERY wrote:
> got a
Did you try starting the server w/o any addons?
2011/10/14 :
> Only my TF2 server crashes with these errors?
>
> This is different than the first one and the backtrace has nothing related to
> SourceMod or Metamod. Until this update everything was ok...
>
> #0 0xb7894424 in __kernel_vsyscall ()
Only my TF2 server crashes with these errors?
This is different than the first one and the backtrace has nothing related to
SourceMod or Metamod. Until this update everything was ok...
#0 0xb7894424 in __kernel_vsyscall ()
#0 0xb7894424 in __kernel_vsyscall ()
#1 0xb7626751 in raise () from /
got a lot of
CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList
This fix is live now.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Thursday, October 13, 2011 5:10 PM
To: 'hlds_linux@list.valvesoftware.com'
Subject: [hlds_linux] steam.log file problem
mines are showing 66.67
Il 14/10/2011 01:44, Dusan Tomic ha scritto:
> CPU InOut Uptime Users FPSPlayers
> 33.10 0.00 0.00 0 1 298.66 0
> stats
> CPU InOut Uptime Users FPSPlayers
> 24.84 0.00 0.00 0 1 296.35 0
> stats
> CPU In
We have a fix for the steam.log file problem people are reporting. It should
be released soon.
-Eric
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Yup, my bad.
--
Kind regards,
Dusan Tomic
Od: hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] u ime korisnika 1nsane
[1nsane...@gmail.com]
Poslato: 14. oktobar 2011 1:50
Za: Half-Life dedicated Linux server mailing li
Looks like your server hasn't updated?
19:47:42 CPUIn (KB/s) Out (KB/s) Uptime Map changes FPS Players
Connects
49.75 53.42 205.37 42 066.6722
122
On Thu, Oct 13, 2011 at 7:44 PM, Dusan Tomic wrote:
> CPU InOut Uptime Users FPS
CPU InOut Uptime Users FPSPlayers
33.10 0.00 0.00 0 1 298.66 0
stats
CPU InOut Uptime Users FPSPlayers
24.84 0.00 0.00 0 1 296.35 0
stats
CPU InOut Uptime Users FPSPlayers
19.88 0.00 0.00 0 1 296.44
Just in case its not clear, this is a bug and we will have a fix out so you
don't need to manually touch the file.
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
> boun...@list.valvesoftware.com] On Behalf Of Claudio Beretta
> Sent: Thursday, Oc
sooo many clients crashing on TF2 :(
On 14/10/2011 00:39, Russell Smith wrote:
I assume this was done to add cp_gullywash_final1 to both files, but I
would have rather done so manually.
Russell
On 10/13/2011 4:35 PM, Alan Kennedy wrote:
Just happened to me too. WTF
-
I assume this was done to add cp_gullywash_final1 to both files, but I
would have rather done so manually.
Russell
On 10/13/2011 4:35 PM, Alan Kennedy wrote:
Just happened to me too. WTF
--
3DGames Argentina
http://www.3dgames.com.ar
Libertad 41
http://www.sourcemod.net/smdrop/1.4/sourcemod-1.4.0-hg3407-linux.tar.gz
grab the gamedata from that, seems to start up my tf2 just fine.. all major
mods are broken though (saxton/prophunt/dodgeball/etc)
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-
Just happened to me too. WTF
--
3DGames Argentina
http://www.3dgames.com.ar
Libertad 41, 5to Piso - Capital Federal
Tel: 4-332-4709
- Mensaje original -
> De: "Russell Smith"
> Para: "Half-Life dedicated Linux server mailing list"
>
> En
THANKS
it did the trick
On Fri, Oct 14, 2011 at 1:28 AM, voice wrote:
> Do a touch command to create the steam.log file in the directory it
> mentions, I did that on my Debian server and it started up.
>
> On Thu, Oct 13, 2011 at 6:25 PM, Claudio Beretta
> wrote:
>
> > all the CSS and TF2 serve
Do a touch command to create the steam.log file in the directory it
mentions, I did that on my Debian server and it started up.
On Thu, Oct 13, 2011 at 6:25 PM, Claudio Beretta
wrote:
> all the CSS and TF2 servers on my debian 6.0.1 box refuse to start.
> What can I do to troubleshoot it?
> thank
all the CSS and TF2 servers on my debian 6.0.1 box refuse to start.
What can I do to troubleshoot it?
thanks
debug.log
--
CRASH: Fri Oct 14 00:45:29 CEST 2011
Start Line: ./srcds_linux -game tf -ip 94.23.68.246 -port 27055 -maxplayers
26 -tickrate 66 +t
Hi Hi, Servers updated and running, all servers showing up in internet list
but none on steam favourites/history and hlsw.
We was using sv_master_legacy_mode 1 but that has now been removed :(
Regards
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-b
had same issue, touch ./Steam/steam.log fixed it for me
On 14.10.2011 00:39, frog wrote:
> Experience exactly the same issue Centos 5.6 - 2.6.18-274.3.1.el5
>
> Thursday, October 13, 2011, 11:04:42 PM, you wrote:
>
>> My log is from a TF2 server. Metamod and Sourcemod disabled.
>
>> 2011/10/14
Valve, FYI, we have ESWC (Electronic Sport World Cup) World Final in
Paris starting next week... Would be nice if we don't have any update
during the event :)
Cheers,
Marc.
On Fri, Oct 14, 2011 at 12:39 AM, Marco Padovan wrote:
> yes!
>
> Il 14/10/2011 00:33, Oskar Levin ha scritto:
>> Wait a m
yes!
Il 14/10/2011 00:33, Oskar Levin ha scritto:
> Wait a minute... Is everything moved into the css folder now?
>
> Med vänliga hälsningar
> Oskar Levin
> os...@dataviruset.com
>
> http://www.dataviruset.com/
> Min personliga portfolio
>
>
> -Ursprungligt meddelande-
> Från: hl
Experience exactly the same issue Centos 5.6 - 2.6.18-274.3.1.el5
Thursday, October 13, 2011, 11:04:42 PM, you wrote:
> My log is from a TF2 server. Metamod and Sourcemod disabled.
> 2011/10/14 Marco Padovan
>> I'm not able to start css... is this css or other games?
>> Il 13/10/2011 23:56,
My CS:S server just crashed as soon as a few people joined.
http://kigen.co/valve/crash.png
On Thu, Oct 13, 2011 at 5:33 PM, Oskar Levin wrote:
> Wait a minute... Is everything moved into the css folder now?
>
> Med vänliga hälsningar
> Oskar Levin
> os...@dataviruset.com
>
> http://www.data
Wait a minute... Is everything moved into the css folder now?
Med vänliga hälsningar
Oskar Levin
os...@dataviruset.com
http://www.dataviruset.com/
Min personliga portfolio
-Ursprungligt meddelande-
Från: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.
This should be fixed for Counter-Strike: Source now. If you haven't already,
you may need to do a -verify_all, but then you shouldn't need to copy anything
from the orangebox folder to the css one.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-bo
Anyone else have their mapcycle/maplist files overwritten with the
patch? Happened to me on 2 updated TF2 servers.
Russell
On 10/13/2011 1:41 PM, Jason Ruymen wrote:
Required updates for Team Fortress 2, Counter-Strike: Source, Day of Defeat:
Source and Half-Life 2: Deathmatch are now availa
My TF2 server (Debian Squeeze, Kernel 2.6.39) crashed with this error. Is a new
one, didn't happen before this update.
Program terminated with signal 6, Aborted.
#0 0xb7745424 in __kernel_vsyscall ()
#0 0xb7745424 in __kernel_vsyscall ()
#1 0xb74d7751 in raise () from /lib/i686/cmov/libc.so.6
I got it to work by removing all bin folders, force updated with ./steam and
-verify_all and then ran cp -R css/bin/ orangebox/
Then ran the server with the usual command.
Regards
Oskar Levin
os...@dataviruset.com
http://www.dataviruset.com/
Min personliga portfolio
-Ursprungligt m
To get it working on linux I had to move orangebox/cstrike to css/cstrike
otherwise I was getting an error about invalid game specified
Il 14/10/2011 00:10, Kigen ha scritto:
> I just got my CS:S server updated.
>
> Regardless of which srcds.exe I use it just crashes on startup (addons
> disabled
Damn, I just found out how to make it work!
C:\srcds\css\scrim\css\srcds.exe -console -game ../orangebox/cstrike
-ip 71.123.219.245 -port 27015 +exec server.cfg +map de_dust2
SUCCESS
On Thu, Oct 13, 2011 at 5:10 PM, Kigen wrote:
> I just got my CS:S server updated.
>
> Regardless of which s
I just got my CS:S server updated.
Regardless of which srcds.exe I use it just crashes on startup (addons
disabled).
Windows 2008 R2 x64
I tried both srcds.exe's in orangebox and the new "css" folder.
On Thu, Oct 13, 2011 at 5:06 PM, steve grout wrote:
> ya think :)
>
> On 13/10/2011 23:05, Hu
ya think :)
On 13/10/2011 23:05, Hugo R. wrote:
looks like all games downloads (as steam client) and Steam servers (TF2, CSS,
etc.) are down for a err. 104 (connection reset by peer).server From FRANCE.
Did Steam servers are overloaded ?
---
Hugo
Date: Fri, 14 Oct 2011 00:03:12 +0200
From:
looks like all games downloads (as steam client) and Steam servers (TF2, CSS,
etc.) are down for a err. 104 (connection reset by peer).server From FRANCE.
Did Steam servers are overloaded ?
---
Hugo
> Date: Fri, 14 Oct 2011 00:03:12 +0200
> From: e...@evcz.tk
> To: hlds_linux@list.valvesoftwar
My log is from a TF2 server. Metamod and Sourcemod disabled.
2011/10/14 Marco Padovan
> I'm not able to start css... is this css or other games?
>
> Il 13/10/2011 23:56, oGre ha scritto:
> > Server doesn't look too good either:
> >
> > Unknown command "startupmenu"
> > Network: IP 192.168.172.4,
I'm not able to start css... is this css or other games?
Il 13/10/2011 23:56, oGre ha scritto:
> Server doesn't look too good either:
>
> Unknown command "startupmenu"
> Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV / 27005 CL
> Caching file CRCs for pure server...
> Finished c
Server doesn't look too good either:
Unknown command "startupmenu"
Network: IP 192.168.172.4, mode MP, dedicated Yes, ports 27015 SV / 27005 CL
Caching file CRCs for pure server...
Finished caching file CRCs for pure server in 0 seconds.
ConVarRef room_type doesn't point to an existing ConVar
Exec
Shit happens ;-)
btw
we have a few hundred users on our community-site complaining about a bug
crashing the client
"Connect on replay.dll failed"
any idea?
cheers
grammaton
// Diese Nachricht ist vertraulich und richtet sich ausschließlich an die
vorgesehenen Empfänger. Soll
Oops. The net_graph fix was made in an earlier version of the server before the
FPS changes were made. You can ignore that patch note.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of timur
'grammaton' ce
Thanks for the update shortly before the cs:go presentation... to this
late european hour where almost all hosters are on "nightwatch" mode :D
- Server frame rate is now based on the tickrate of the active Source mod,
not the fps_max convar
- Fixed net_graph not updating server framerat
Trying, between the servers and clients being updated across all of the
games, a whole lot of lag happening.
On Thu, Oct 13, 2011 at 2:39 PM, Sir Jake wrote:
>
> So whats broken on css now? Mines not starting up since this update. I also
> notice there's a css folder in the main root folder the
sourcemod is.. and it is reported
> From: can_kic...@hotmail.com
> To: hlds_linux@list.valvesoftware.com
> Date: Thu, 13 Oct 2011 14:39:34 -0700
> Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of
> Defeat: Source and Half-Life 2: Deathmatch Updates Released
>
>
> So wh
So whats broken on css now? Mines not starting up since this update. I also
notice there's a css folder in the main root folder the command was run in.
Anyone have their server up and running?
___
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Yeah... looks like all the content is still in orangebox directory
Il 13/10/2011 23:35, RTL-Servers | Lee ha scritto:
> Hello,
>
> Is it purely using css as a lib folder then rather than the contents ?
>
> Regards
> Lee Gardiner
>
> ___
> To unsubscribe,
Hello,
Is it purely using css as a lib folder then rather than the contents ?
Regards
Lee Gardiner
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ehm:
99.65% downloading ./css/libcurl.so.4
99.98% downloading ./css/libcurl.so.4.2.0
99.99% downloading ./css/srcds_linux
100.00% downloading ./css/srcds_run
so... both orangebox and css are kept...
time to upgrade the control panels... -_-'
Il 13/10/2011 23:12, RTL-Servers | Lee ha scritto:
The best way to avoid this one is to use the -retry switch.
The old version just used to just sit there forever. Sometimes it still
does this, but I'd rather have it abort rather than just sit there forever.
On Thu, Oct 13, 2011 at 5:20 PM, David A. Parker wrote:
> If "Command aborted" means t
54.78% downloading ./orangebox/cstrike/scripts/weapon_glock.ctx
54.78% downloading ./orangebox/cstrike/scripts/weapon_p228.ctx
54.79% downloading ./orangebox/cstrike/scripts/weapon_scout.ctx
54.79% downloading ./orangebox/cstrike/scripts/weapon_sg550.ctx
54.79% downloading ./orangebox/cstrike/
yes, getting a lot of them..
client instead is updated... sadly there are no servers to play on...
why don't they give priority to servers...? :D
Il 13/10/2011 23:14, David A. Parker ha scritto:
> Is anyone seeing this when they attempt to update TF2?
>
> Checking bootstrapper version ...
> Upda
Thanks, I'm glad the FPS cvar has finally been removed. And just to clarify,
these new optimizations are designed to work on a vanilla kernel and a
custom kernel will not be required?
-Original Message-
On 13 October 2011 22:08, Henry Goffin wrote:
> Yes, FPS is now irrelevant to dedic
If "Command aborted" means the servers are full, then perhaps they
should reword that message.
Thanks.
- Dave
On 10/13/2011 05:15 PM, Andrew DeMerse wrote:
The servers are being hammered, just give it some time.
On Thu, Oct 13, 2011 at 5:14 PM, David A. Parker wrote:
Is anyone seeing
The servers are being hammered, just give it some time.
On Thu, Oct 13, 2011 at 5:14 PM, David A. Parker wrote:
> Is anyone seeing this when they attempt to update TF2?
>
> Checking bootstrapper version ...
> Updating Installation
> Command aborted
> CAsyncIOManager: 0 threads terminating. 0 re
Is anyone seeing this when they attempt to update TF2?
Checking bootstrapper version ...
Updating Installation
Command aborted
CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals.
CAsyncIOManager: 15 single object sleeps, 0 multi object sleeps
CAsyncIOManager: 0 single object
Hello,
Just to clarify, the cstrike folder is moving to css within the
orangebox folder ?, is it fine to move this over then issue the update
or will the update automatically move the directories over ?
Regards
Lee Gardiner
___
To unsubscribe, edit
Brilliant. Love the quotes around 1000+ FPS lmao
Kind regards,
*Saul Rennison*
On 13 October 2011 22:08, Henry Goffin wrote:
> Yes, FPS is now irrelevant to dedicated servers. You can still use
> "fps_max" to limit framerate on the client; this reduces GPU and CPU power
> usage, and can help
This is exciting!!
- Multi-threaded server code is now enabled by default under Linux (already
enabled on Windows)
On Thu, Oct 13, 2011 at 5:06 PM, Administrator wrote:
> yep
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valve
Yes, FPS is now irrelevant to dedicated servers. You can still use "fps_max" to
limit framerate on the client; this reduces GPU and CPU power usage, and can
help with PCs that have heat management problems.
Because of the optimizations in this release, we no longer feel that a server
tuning var
yep
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of clad iron
Sent: 13 October 2011 22:03
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source,
anyone else seeing something like this when typing quit in the server
console ?
L 10/13/2011 - 15:42:48: server_message: "quit"
ipcserver.cpp (956) : Assertion Failed: FD_ISSET( fd, (fd_set *)m_pfdset )
/home/VALVE/rackadmin/buildslave/steam_rel_client_linux/build/src/clientdll/../common/ipcserve
This will break basically everything!
Oh-my-god a sleepless night is waiting all of us? :(
Il 13/10/2011 22:41, Jason Ruymen ha scritto:
> Because of this, dedicated server files for Counter-Strike: Source will now
> be under a 'css' folder.
___
To uns
Thanks for the info, is there anything I can do to stop it completely? I'd
still like to see a little documentation about the command if it's possible.
From: ics [mailto:i...@ics-base.net]
Sent: Thursday 13 October 2011 11:46 AM
To: Elliott Chesher; Half-Life dedicated Linux server mailing
Is this considered the official removal of the FPS cvar from the source
engine? Is it being replaced with something else as mentioned before?
-Original Message-
From: hlds_announce-boun...@list.valvesoftware.com
[mailto:hlds_announce-boun...@list.valvesoftware.com] On Behalf Of Jason
Ruy
Required updates for Team Fortress 2, Counter-Strike: Source, Day of Defeat:
Source and Half-Life 2: Deathmatch are now available. Counter-Strike: Source
has also been moved to use its own engine and dedicated server depots. Because
of this, dedicated server files for Counter-Strike: Source wi
If someone really has an 80 character wide screen then, lines with an
IP address will always split up since adr only has space for 4
characters. In the example, those lines are 97 characters long.
Wouldn't it be nicer to not be restricted by teletype conventions from
the 60's and go a little longe
Yep. I wanted to make sure the column headers all fit on a single 80 character
line. Adding any more characters would have broken that.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
bottige...@gmail.com
Tony's example shows a name column length of 17 characters max. That's
why "H Hh H" and "Kk. KKkk, Kk.K." displaced uniqueid
and connected.
On Thu, Oct 13, 2011 at 1:36 AM, Saul Rennison wrote:
> Names can only be 32 characters long. It won't.
>
> On Thursday, 13 October 2011, bot
as an alternative you could use this.
It still works nicely.
http://forums.alliedmods.net/showthread.php?p=642353
On Thu, Oct 13, 2011 at 4:05 AM, Loïc PERY wrote:
> Thanks for your answer, tried on all my games (css, dods, tf etc) didnt
> work
> :/
>
> 2011/10/12 Ross Bemrose
>
> > That would
I've seen people bhopping despite that cvar. It wont stop it but makes it
harder to do.
-ics
- Alkuperäinen viesti -
> Hi,
>
> I run a CS:S server and have been receiving a few complaints about small
> numbers of people bunny hopping. The server is run with
> sv_enablebunnyhopping 0, a
Names can only be 32 characters long. It won't.
On Thursday, 13 October 2011, bottige...@gmail.com
wrote:
> Looks very nice.
>
> Can you make the name column longer so it never displaces the columns
after it?
>
> On Wed, Oct 12, 2011 at 11:27 PM, John
wrote:
>> I like it. You could also do as th
Looks very nice.
Can you make the name column longer so it never displaces the columns after it?
On Wed, Oct 12, 2011 at 11:27 PM, John wrote:
> I like it. You could also do as they did with GoldSrc, and call the
> formatted "status" output "stat" instead, and retain the existing behavior
> for
Hi,
I run a CS:S server and have been receiving a few complaints about small
numbers of people bunny hopping. The server is run with sv_enablebunnyhopping
0, and it was my personal understanding that this placed a max-speed cap on
movement in midair and stopped the exploit completely. I've sear
Thanks for your answer, tried on all my games (css, dods, tf etc) didnt work
:/
2011/10/12 Ross Bemrose
> That would be wrong.
>
> mp_forceautoteam is a boolean, not a team number. Setting it to 1 is
> supposed to assign players to a team based on the game's random rules. On
> TF2, the random
82 matches
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