On 18/02/2013 16:06, Essay Tew Phaun wrote:
It doesn't violate it.
It does.
Again, I ask you why do you do this?
Why do you change sv_visiblemaxplayers?
It's a simple question of intent.
I put it to you that your intent was to cheat the quickplay system and
server browser
to part fill my
On 19/02/2013 02:27, Essay Tew Phaun wrote:
The choice would still ultimately be up to the player connecting.
So long as you give them that choice. Which you currently don't.
If it was
a 32 player server it would be communicated to them.
It is now if you don't cheat the system.
My
On 19/02/2013 03:11, Todd Pettit wrote:
Agreed. Valve just needs to address the demand for fast respawn 32 player
servers. Hopefully this event will spark their imagination.
Well, look at it this way, lets say there was a mod call MadEvil and
server admins were cheating with their tags to
On 18/02/2013 23:44, Todd Pettit wrote:
Fletcher, can you please also do something about all the admins running the
fast respawn plugins
There's no point asking for them to do something about other admins in
the same thread Fletcher is removing bans
from others is there?
The problem is,
On 19/02/2013 00:10, Invalid Protocol wrote:
I assume that most community servers have few hidden slots reserved for
administrators or regular players. These slots are usually not used, except
few hours every evening. This means that a 24 public slots + 4 reserved
slots has 24 players most of
Dan, this discussion has been over for a while. Valve reversed the bans and
all's good.
Dr. McKay
On Thursday, February 21, 2013, dan wrote:
On 19/02/2013 00:10, Invalid Protocol wrote:
I assume that most community servers have few hidden slots reserved for
administrators or regular
This works for me. Even after a few updates.
to update the server to steam pipe
cd ../steampipe
(run once)
./steamcmd.sh
exit
./steamcmd.sh +login anonymous +force_install_dir ../hlserver
+app_update 90 validate +exit
On Thu, Feb 21, 2013 at 1:24 AM, Denis Eliseev lisee...@yandex.ru wrote:
I use +servercfgfile for multiple servers running out of the One
install directory.
Yes, it works very well.
bash scripts manage the start/restart of servers that crash or freeze.
Each server has its own profiles/server-config-file.cfg
+servercfgfile is updated once for each server.
Cry about it, Dan. The bans were reversed for a reason. They were going
after servers set as 32 players and not setting the tag at all. Servers
that were changing the visible max players got caught up with it. Right or
wrong as you think it was, it wasn't against the rules because those
settings
Hi!
I have followed the recent topics on the mailing-list and i don't get
what ppl are out for.
SteamCMD works more or less the same as HLDSUpdateTool
you can still run steamcmd with external configs and in scripts?
--
//Rikard 'Zapy' Bremark
ComHem AB - http://www.comhem.se
Warzone.nu -
Yes, this works, but SteamCMD will overwrite all symlinks with real files, so
you need after every update make all links again.
21.02.2013, 20:35, edman747 edman...@gmail.com:
This works for me. Even after a few updates.
to update the server to steam pipe
cd ../steampipe
(run once)
Just wondering about this and I haven't read the entire topic. I am running my
servers forked and I'm wondering whether this change will require some
filesystem changes? Aka, can I just move out my maps/, my addons/ and my
materials/ folders and just re-download the server using steamcmd then
Basically that is the plan, though the plan might not work. That's why
the beta should fix it so nothing goes wrong.
-ics
Michael Johansen kirjoitti:
Just wondering about this and I haven't read the entire topic. I am running my
servers forked and I'm wondering whether this change will
My idea was that the server would realize that some model in the download list
actually came from a VPK, so instead of telling the client to download the
model, it would say, download (and mount) this VPK.
Of course, the workshop is probably the best and solution to this problem. It
solves
Sorry, looks like I made a mistake and it didn't make it into the depot
yesterday. It should ship with both the client and server. I'll get that
fixed in the next update.
In the meantime, I put them up in our CDN so people could test them out:
media.steampowered.com/apps/520/vpk.exe
Thats is really annoying, there is no real need to have all files multiple
times on the same server.
From: Denis Eliseev lisee...@yandex.ru
To: Half-Life dedicated Linux server mailing list
hlds_linux@list.valvesoftware.com
Sent: Thursday, 21 February
The reserved slots must be HIDDEN otherwise random players will try to use
them. This is how it works since many years for almost all Valve games, but
now suddenly for TF2 is not ok anymore.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
What about hard links?
Mart-Jan Reeuwijk mreeu...@yahoo.com wrote:
Thats is really annoying, there is no real need to have all files
multiple times on the same server.
From: Denis Eliseev lisee...@yandex.ru
To: Half-Life dedicated Linux server mailing list
SteamPipe will too and soon for leaft 4 dead 1 and 2 ?
2013/2/20 Fletcher Dunn fletch...@valvesoftware.com
The orangebox engine games (Team Fortress 2, Counter Strike:Source, Day of
Defeat:Source, HL2:Deathmatch) are being upgraded to SteamPipe. Steam's
new-and-improved content delivery
Hello all,
I know a lot of people use the Linux mailing list just because their
*servers* are linux-based and not their desktops, but with the release of
TF2 and other games for Linux I thought I'd share a project I've been
working on.
https://github.com/gavintlgold/rcon-tool is an open-source
How will the automatic updating work with screen session based linux
servers?
Currently we have the servers recycle every 10 mins when no users are
present. When an update is released the linux servers will auto update and
come back up without dropping the screen session or admin intervention.
/me downloads
On Fri, Feb 22, 2013 at 9:59 AM, Gavin Langdon puttabu...@gmail.com wrote:
Hello all,
I know a lot of people use the Linux mailing list just because their
*servers* are linux-based and not their desktops, but with the release of
TF2 and other games for Linux I thought I'd
This work on hlds also? Or just source engine
SavSin
On Feb 21, 2013 1:01 PM, Gavin Langdon puttabu...@gmail.com wrote:
Hello all,
I know a lot of people use the Linux mailing list just because their
*servers* are linux-based and not their desktops, but with the release of
TF2 and other
Lo just read the last part. .
SavSin
On Feb 21, 2013 1:01 PM, Gavin Langdon puttabu...@gmail.com wrote:
Hello all,
I know a lot of people use the Linux mailing list just because their
*servers* are linux-based and not their desktops, but with the release of
TF2 and other games for Linux
Nice tool!
Print screen with csgo and l4d2 server:
http://img809.imageshack.us/img809/1504/capturadetelade20130221.png
2013/2/21 David Fountain savsi...@gmail.com:
Lo just read the last part. .
SavSin
On Feb 21, 2013 1:01 PM, Gavin Langdon puttabu...@gmail.com wrote:
Hello all,
I
I want to add that there are a lot of GUI elements that don't do anything
(yet), like the Game Log tab.
On Thu, Feb 21, 2013 at 4:12 PM, Vitor F. - Killall x30...@gmail.comwrote:
Nice tool!
Print screen with csgo and l4d2 server:
Nice job! I am definitely giving this a try.
On Thu, Feb 21, 2013 at 3:16 PM, Gavin Langdon puttabu...@gmail.com wrote:
I want to add that there are a lot of GUI elements that don't do anything
(yet), like the Game Log tab.
On Thu, Feb 21, 2013 at 4:12 PM, Vitor F. - Killall
Nice job! Thanks for the product!
Kyle.
On 21 Feb 2013 13:01, Gavin Langdon puttabu...@gmail.com wrote:
Hello all,
I know a lot of people use the Linux mailing list just because their
*servers* are linux-based and not their desktops, but with the release of
TF2 and other games for Linux I
Nice work! Thanks! We needed this on Linux!
On 21 February 2013 21:48, Kyle Sanderson kyle.l...@gmail.com wrote:
Nice job! Thanks for the product!
Kyle.
On 21 Feb 2013 13:01, Gavin Langdon puttabu...@gmail.com wrote:
Hello all,
I know a lot of people use the Linux mailing list just
In trying out SteamCMD with the Team Fortress 2 Beta, a clean install
seems to be missing something which would allow auto-update to function
correctly. Perhaps I am missing something obvious, or doing something
wrong. So I'll document my setup to reproduce.
I restarted the TF2 Beta server
If it's any thing like go. You need to put the steam path and a script in
the command line. I forgot what the param are but my go server auto updates
and checks ever server start
SavSin
On Feb 21, 2013 2:13 PM, Eric G. Wolfe eric.wo...@marshall.edu wrote:
In trying out SteamCMD with the Team
'steam' is the name of the old HldsUpdateTool binary. I'm going to assume
that SteamCMD autoupdate functionality hasn't been implemented yet.
Doctor McKay
http://www.doctormckay.com
mc...@doctormckay.com
On Thu, Feb 21, 2013 at 5:11 PM, Eric G. Wolfe eric.wo...@marshall.eduwrote:
In trying
The srcds_run script probably is calling the wrong command to update. Thanks,
I'll fix that.
I think in general that you *should* be able to use steamcmd.sh to launch the
tool, without seting any environment variables, etc. (If you find any
instructions telling you to do that, I think they
Yeah, I get that 'steam' is an old part of the HldsUpdateTool. I was
trying to rubber duck the problem and point out this should probably
call steamcmd.sh, instead of the legacy steam binary.
Also, thanks Doctor for your awesome auto_steam_update plugin :)
On 02/21/2013 05:29 PM, Doctor
rubber duck the problem ? That is a new one on me
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric G. Wolfe
Sent: Thursday, February 21, 2013 3:12 PM
To: hlds_linux@list.valvesoftware.com
Subject:
https://en.wikipedia.org/wiki/Rubber_duck_debugging
On Thu, Feb 21, 2013 at 11:14 PM, Alfred Reynolds
alf...@valvesoftware.com wrote:
rubber duck the problem ? That is a new one on me
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
http://en.wikipedia.org/wiki/Rubber_duck_debugging
Essentially, getting through a mental block by explaining the problem to
someone else. Just the act of organising your thoughts to do this can make
you see the solution you've missed. You either need someone to go mhmm at
appropriate times, or
There needs to be a discussion and response from Valve about solving the
root of the problem. What is exactly driving the renewed witch-hunt against
modded servers?
- Has there been a critical mass of people complaining about them? If so,
where do people in support of them petition? Would it
Take it to the forums then :)
SavSin
On Feb 21, 2013 6:46 PM, Robert Paulson thepauls...@gmail.com wrote:
There needs to be a discussion and response from Valve about solving the
root of the problem. What is exactly driving the renewed witch-hunt against
modded servers?
- Has there been a
Team Fortress 2 Beta:
* Fixed motd.txt file being in VPK instead of loose on disk. (This caused
custom motd.txt to not be used.)
* Linux dedicated server: Fixed srcds_run script calling old HLDSUpdate tool to
perform autoupdate.
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