Yes.
On Fri, Jul 8, 2016 at 7:50 AM, Steven Sumichrast
wrote:
> No
>
> Sent from my iPhone
>
> > On Jul 8, 2016, at 6:29 AM, Nicholas Hastings
> wrote:
> >
> > While the menu option may be gone (I haven't checked), the functionality
> > is probably
And beta maps are still valve server exclusive for quickplay? :(
At the moment I can't even find any valve servers for it using quickplay.
On Mon, Dec 22, 2014 at 8:16 PM, Eric Smith er...@valvesoftware.com wrote:
Set tf_powerup_mode 1 and then changelevel to ctf_foundry or ctf_gorge.
-Eric
Most of them are either too stupid or don't care enough to play the game
long enough to explore for other things.
I've talked with many new players (usually because they add me to sell
stuff). A lot of them are not even aware that there's custom maps.
Simply because server browser is too hard to
It is a mandatory update. Not optional.
You kinda have to update.
On Wed, Oct 1, 2014 at 6:26 PM, Aridane Manuel Ojeda Sánchez
pcdriv...@gmail.com wrote:
DO NOT UPDATE!! Another Sourcemod Problems...
2014-10-01 23:25 GMT+01:00 Eric Smith er...@valvesoftware.com:
We've released a
Steam was having issues at the time you sent out your original thread. It
affected SRCDS as well.
One of those random unscheduled scheduled maintenances.
http://www.reddit.com/r/Steam/comments/24jc43/steam_services_have_been_going_down_more/
Funny thing about that. They never competed equally. Valve servers always
had the advantage and yet community were still more popular despite that.
At the minimum valve servers got new players for the first 8 hours of their
gameplay. The cvar still exists:
tf_matchmaking_noob_hours_played 8.0
/forums/showthread.php?t=1563331
No posts by Valve at all. :-{
-- Forwarded message --
From: 1nsane 1nsane...@gmail.com
Date: Sat, Feb 15, 2014 at 8:41 AM
Subject: Re: [hlds] TF2 lost connection to the item server
To: Half-Life dedicated Win32 server mailing list
h
I remember reading something about this as well (sv_region being
deprecated).
On Sat, Feb 15, 2014 at 4:14 PM, ics i...@ics-base.net wrote:
I don't think sv_region is even used anymore. They use geotracking on
matchmaking if i remember correctly.
-ics
Gordon Reynolds kirjoitti:
Will
experiencing this?
On Thu, Feb 6, 2014 at 8:08 PM, 1nsane 1nsane...@gmail.com wrote:
Awesome. Testing is good.Thanks for the heads up.
On Thu, Feb 6, 2014 at 8:03 PM, Eric Smith er...@valvesoftware.com
wrote:
We're still testing the next TF2 update, so it will not be released
Experiencing issues with servers not being able to login here as well.
Needs a few restarts before it logins properly.
On Fri, Feb 7, 2014 at 6:14 PM, Rudy Bleeker rblee...@gmail.com wrote:
On Sat, Feb 8, 2014 at 12:13 AM, Rudy Bleeker rblee...@gmail.com wrote:
I'm running 2 instances on
1) Is fine since the player requests the HTML motd to be opened.
2) Is a non issue since if you want to be on Quickplay you won't have any
class limits.
On Thu, Feb 6, 2014 at 11:16 AM, Ilya Larin ilya.dem.la...@gmail.comwrote:
Since the QuickPlay guide is updated, ive got a couple of
Awesome. Testing is good.Thanks for the heads up.
On Thu, Feb 6, 2014 at 8:03 PM, Eric Smith er...@valvesoftware.com wrote:
We're still testing the next TF2 update, so it will not be released until
tomorrow.
-Eric
-Original Message-
From:
That's the great thing about this. Valve hated seeing players on 32 player,
no crit servers, instant respawn, custom map, etc servers. So they added
Quickplay to filter this out. Then they said if you run your server close
to vanilla you'll be able to get this traffic as well. The traffic that
It will definitely affect all of us in the long run. Even those who run
custom servers.
Conditioning new players to play on valve servers mean they won't be
exposed to any modifications nor will they expect more from the game.
On Wed, Feb 5, 2014 at 4:13 PM, Robert Paulson
Ofcourse MvM is full. Does valve even have official boot camp servers?
Probably not.
I just changed an empty PvP player to MvM for fun and it got full
immediately.
The biggest reasons why there's a lack of community MvM servers are:
You can't make a community around it.
It takes up the same
There's a reason why they haven't added the Valve only servers checkbox
to the MvM search.
But they should... there's community servers that are laggy/broken, give
extra credits, spawn extra bots, give custom upgrades and do whatever other
modifications. They are clearly not vanilla and ruin the
What about on 32 player servers?
On Wed, Feb 5, 2014 at 7:28 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
What's the problem with overfull servers? Can you not set
visiblemaxplayers to 24 and allow players with reserved slots to join past
24?
-Original Message-
From:
As it has become common now. Instead of actually fixing the underlying
problem they go for the nuclear quickfix option.
Quickplay was flawed to begin with. A server with a new quickplay id and
server ip can get full and stay full soon as it goes up if fake players are
used.
Such completely new
No one cares enough to go to some website and do that.
There's already blacklists that people can import and those have no effect
on the servers listed there.
And on top of that we couldn't expect some third party website like that to
be impartial.
A system created by valve in the game itself
If only it did have more variety.
That number increases eveytime you use quickplay (resets when you quit the
game)..
So someone used quickplay 62 times. That's what I call hard to please.
On Thu, Nov 14, 2013 at 11:22 AM, Lambda lambdace...@gmail.com wrote:
Yeah that's what i thought at
I asked some of these people with high quickplay connect numbers about why
it took them so long to find a good server.
I was mostly told wrong map/I don't like the map it sent me to with some
saying lag.
Doesn't necessarily mean the other servers were bad.
On Thu, Nov 14, 2013 at 1:58 PM, ics
They should get that anyway as server crash dumps are uploaded to valve
automatically via google breakpad.
On Thu, Nov 7, 2013 at 5:46 AM, Erik-jan Riemers riem...@binkey.nl wrote:
Valve might actually have a big pool of servers around the world so that if
crashes occur they get enough
are definitely not there to make solving
crashes easier.
On Thu, Nov 7, 2013 at 10:22 AM, Erik-jan Riemers riem...@binkey.nl wrote:
Those are not always vanilla, and you cant just ssh or rdp into a community
system to check for things (from valve's perspective)
2013/11/7 1nsane 1nsane
I agree with this. If not for him we wouldn't be having this issue now.
On Thu, Nov 7, 2013 at 3:25 PM, Todd Pettit pettit.t...@gmail.com wrote:
Ab, this whole thing is pretty much directly YOUR FAULT! You brazenly ran
fake clients on 100+ servers (again) to spoof quickplay into sending you
It's probably due to those servers that were loading ads nonstop in an
invisible window.
This worked on both quickplay connects and normal ones and it can cause
performance issues for the clients.
It also made the use of fakeplayers profitable.
I personally would of preferred it to show the MOTD
More and more servers popping up with the event maps and less players (over
time) interested in playing them.
Seems normal to me.
On Wed, Nov 6, 2013 at 6:48 PM, Kyle Sanderson kyle.l...@gmail.com wrote:
Using my experimental horrible, horrible app. There are 2243 (responsive)
servers at the
That's not Pinion. Pinion limits the amount of ads you can show to prevent
such a thing from happening.
It's something like one ad every 30 minutes.
But there's alternatives so who knows what kind of crap is being loaded
in the background. Especially if it's hidden.
On Fri, Nov 1, 2013 at 12:53
in your local game folder
as a temporary file. It dissapeares when you disconnect.
Skickat från min Samsung Mobil
Originalmeddelande
Från: 1nsane 1nsane...@gmail.com
Datum:
Till: Half-Life dedicated Linux server mailing list
hlds_linux@list.valvesoftware.com
Rubrik: Re
Do ldd steamclient.so and see what you are missing.
On Thu, Oct 31, 2013 at 11:24 PM, idpromnut idprom...@gmail.com wrote:
Hi,
I'm running a rather older version of CentOS (5.6) 32bit and have run into
a crash of steamcmd:
[ 0%] Checking for available updates...
[] Verifying
Valve kinda tried to fix the ad spam before. But all they did was hide the
other MOTD windows if you connect by using Start Playing. But simply hiding
them is kinda silly if nothing prevents them from loading.
All it did was break legitimate plugins that showed rules or backpacks but
did nothing
Actually there's ways to work around that :).
Like the big motd.
Why don't you just disable HTML motd?
cl_disablehtmlmotd 1
Please use SPUF for these sort of questions. This mailing list is for
server operators.
On 28 October 2013 16:21, Nick F. nick.ro...@gmail.com wrote:
Will anything be
It did happen. There was a noticeable increase in hackers, especially on
servers that don't have admins on all the time. Such as valve's own.
Also if all this is such a non-issue then how come valve banned steam
family sharing accounts from using competitive matchmaking in CS:GO?
They have stats
I tested this on a few servers running without any plugins.
By default the idle kicker will move you to spectate and then after another
X minutes kick you.
However currently if you move back to any team after you get placed in
spectate you can just idle for as long as you want taking up space on
It's been like that for a while now. Atleast when it comes to the master
server and the ingame server browser. (not the favorites tab, not the steam
browser).
The problem is the game is free, you can make any account you want and then
use third party clients or even the normal text client to
Policy of truth has been around for a long time now.
And valve has banned (sometimes temporarily) other tag violations. Same
thing can be done for respawn times.
I also experience players who join and rage about respawn time. I always
tell me it is how valve has set it and how quickplay requires
From what I saw the moderators at Sourcemod forums not approve (or even un
approve existing) plugins that don't set the tags when they do something
that should be tagged.
So perhaps if valve started using the reports that we send them (F7 and or
other means) they could do something about it.
.
On 6/18/2013 8:01 PM, 1nsane wrote:
From what I saw the moderators at Sourcemod forums not approve (or even
un
approve existing) plugins that don't set the tags when they do something
that should be tagged.
So perhaps if valve started using the reports that we send them (F7 and or
other
Oh yes, I agree.
That would be a very useful feature.
On Mon, Jun 17, 2013 at 9:09 PM, Todd Pettit pettit.t...@gmail.com wrote:
My only issue with HLSW is it should have the ability to do bulk
executions...
- Original Message -
From: Scipizoa scipi...@aol.com
To: Half-Life
Had something similar happen on Valve's Mann Up servers:
Someone quit and the server would only let up to 5 people join. Checking
game info in game showed the server at 5/5.
Another guy left, it was down to 4/4. In the end everyone had to abandon,
happened at the last wave too.
I saw this happen
There's cvars that exist in the gui yet can't be changed while connected to
server.
So?
On Thu, Jun 6, 2013 at 10:02 AM, Rudy Bleeker rblee...@gmail.com wrote:
On Thu, Jun 6, 2013 at 3:05 PM, Brian br...@doublejump.eu wrote:
fov_desired, r_drawviewmodel, cl_autoreload, hud_fastswitch,
Yeah it does happen randomly, unfortunately :(.
On Sun, Jun 2, 2013 at 8:29 AM, Bjorn Wielens uniac...@yahoo.ca wrote:
Ah, so sounds like it's just a fact of life for TF2 servers and not
something worth worrying over.
Thanks for the input.
From:
Well this is what valve has to say about vac bans:
https://support.steampowered.com/kb_article.php?p_faqid=589
It doesn't really say if bans are per game or not.
But it does say that if you get banned from any previous source engine game
you will lose all your tf2 items.
On Mon, May 27, 2013
If it starts with a plus then it's simply a console command and can be
executed from a script.
Only the parameters that start with a dash require to be in the actual
command line.
On Thu, May 23, 2013 at 1:50 PM, Erik-jan Riemers riem...@binkey.nl wrote:
I actually didn't know that, i still
How about you try it without the plugin and see before complaining?
My servers don't auto restart randomly.
On Thu, May 23, 2013 at 2:26 PM, Supreet coachcrock...@gmail.com wrote:
This is ridiculous. The server randomly keeps updating whenever there is an
optional update available or steam
With net_compresspackets 0 I am seeing random buffer overflows after the
round ends and starts again. And by that I mean most (all?) the players get
kicked with message Disconnect: Buffer overflow in net message.
Host_EndGame: Buffer overflow in net message
I also saw some
Netchannel: failed
Yay. Now everyone will be running the same version.
On Mon, May 13, 2013 at 1:22 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
Today's the day.
Put it out to pasture.
___
To unsubscribe, edit your list preferences, or view the list
For these king of optional updates would you still say that updating
shouldn't be done when the servers are running?
Makes it rather inconvenient and requires finding a time when the servers
are empty so they can be updated without interrupting anyone playing on
them.
This would have to be
Sourcemod updated the gamedata files to work with the last optional update.
Which caused the servers that did not get the update from valve to start
crashing as Sourcemod was no longer supporting that version of the game.
Not sure what they will do with this update. But if there's enough changes
Yes, that is what he said.
On Tue, Apr 30, 2013 at 3:32 PM, Invalid Protocol
invalidprotocolvers...@gmail.com wrote:
A HLDS server will still be visible in servers list until next mandatory
update?
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
Despite having full write access it won't make all the needed
files/folders. Try this:
touch /your/parth/Steam/steam.log
mkdir /your/parth/Steam/SteamApps
On Tue, Apr 30, 2013 at 3:45 PM, Saint K. sai...@specialattack.net wrote:
Thanks for that.
I am running into this issue with steamcmd.sh,
It honors +servercfgfile and will search the /custom/ directory.
On Tue, Apr 30, 2013 at 3:42 PM, Erik-jan Riemers riem...@binkey.nl wrote:
If you run multiple servers from the same base install, is it possible to
only have certain custom content? It is nice I can have separate folders
per
The nav files have extra data in certain games like CS:S (place names) so
the clients would need those files in order to display that data.
TF2 might have something similar as well, previously nav files were not
sent in TF2. It happened with some update.
On Sat, Apr 27, 2013 at 10:14 PM, Essay
I still have the old Team Fortress 2 beta, and seeing how there people
still playing on servers. It hasn't been discontinued, at least not yet.
Seems it's causing some confusion for the clients trying to use that beta
to connect to other beta/non beta servers.
On Wed, Apr 24, 2013 at 2:48 PM,
.
On Sat, Apr 20, 2013 at 1:58 AM, 1nsane 1nsane...@gmail.com wrote:
Right. And it's not just servers that correctly set the tag with a new
plugin.
Servers that never removed the plugin were unbanned and are running it
still without issue.
On Sat, Apr 20, 2013 at 1:37 AM
Right. And it's not just servers that correctly set the tag with a new
plugin.
Servers that never removed the plugin were unbanned and are running it
still without issue.
On Sat, Apr 20, 2013 at 1:37 AM, Doctor McKay mc...@doctormckay.com wrote:
Except... they didn't get rid of dynamic player
sv_motd_unload_on_dismissal 1 appears to be doing nothing on my end.
I have a youtube video as the motd and it keeps playing in the background
after I close it.
Am I doing something wrong? Shouldn't it be stopped? Or did I just
misunderstood what this is supposed to be doing?
On Thu, Apr 18,
Apologies, I assumed this change took effect on the client. MOTD is being
served by a plugin and thus is unaffected by this command.
On Thu, Apr 18, 2013 at 11:19 PM, 1nsane 1nsane...@gmail.com wrote:
sv_motd_unload_on_dismissal 1 appears to be doing nothing on my end.
I have a youtube video
How was he correctly de-listed if valve reversed it? It was a bug.
The problem was that valve changed it so the tag doesn't get set
immediately. Running a plugin like that is fine but you need to monitor the
tags to make sure they get set.
No de-listing happened since then and more servers are
I've noticed some new crashes on our Payload/Payload Race servers that
might be related to this.
Some backtraces make it seem as though a cart was blocked by something and
that caused it to explode.
#0 0xf001e4f0 in CFuncTrackTrain::Blocked(CBaseEntity*) ()
from
to
carts getting stuck on stage 3 and not moving despite players trying to do
anything. Could be that now the server just crashes if it happens.
-ics
1nsane kirjoitti:
I've noticed some new crashes on our Payload/Payload Race servers that
might be related to this.
Some backtraces make
No they won't learn. They can not learn.
That will just make them play the same thing over and over without
variation, get bored, and move on to another game.
And Pinion servers will likely become official for places like Australia
just like in CS:GO.
On Thu, Apr 4, 2013 at 10:28 AM, Doctor
How can we make sure now that our plugins work (as best as possible) with
this change? Is there a way to force this change even if you connect
directly? You know, for testing purposes and to shut up those who will say
this change isn't enough? Mostly the vocal few on SPUF.
Because right now I
That would be sensible. Radio plugins would work, players would still be
able to read guideliness for custom game modes or open up in-game pages if
they so choose.
On Wed, Apr 3, 2013 at 7:36 PM, thesupremecommander
thesupremec...@gmail.com wrote:
I still believe that the best solution for
in general.
On Wed, Apr 3, 2013 at 7:38 PM, 1nsane 1nsane...@gmail.com wrote:
That would be sensible. Radio plugins would work, players would still be
able to read guideliness for custom game modes or open up in-game pages if
they so choose.
On Wed, Apr 3, 2013 at 7:36 PM
It be great if Valve post update notifications to both appids at the same.
So we wouldn't need workarounds.
On Fri, Mar 29, 2013 at 3:00 PM, Andre Müller gbs.dead...@gmail.com wrote:
Well only for valve Iv'e coded a shit workaround in my updater.
BEFORE:
{
Good to know. I was going to ask if the APPID will stay as it in the beta
or if the original one will be used.
Thanks for the heads up.
On Wed, Mar 27, 2013 at 2:38 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
The dedicated server currently available as app 232290 is pretty much the
I believe this would of made the testing better. As it is now people have
to decided which version they want to play. And as a result none of the
steampipe betas have enough players to do any real testing at this time.
DOD:S beta had a full server the first day, but then those people switched
And then they can complain about how their servers are broken because they
didn't test it :).
Tested mine and they work fine though, so guess I'm all set.
On Fri, Mar 15, 2013 at 3:02 PM, lee bailey lee.bailey@gmail.comwrote:
It would be too much work for a beta that wont last much more
There's lots of different configurations to test though. For example pure
has been discussed a number of timers. But since my servers don't run pure
I won't be testing.
I also don't have custom content. But luckily for other people that do,
someone already reported a bug with it.
What other bugs
Yes a player should not be kicked or forced to quit the game and look for
the map in the workshop.
It would be great if it could be a bit more seamless.
On Thu, Mar 14, 2013 at 1:42 PM, ics i...@ics-base.net wrote:
I just want to say that some way between workshop and sv_downloadurl might
be
So you're saying 24 player servers should then instead kick players when
reserved slot holders join.
All those extra slots that could be added to prevent kicking anyone should
then be ignored. Because starting with maxplayers 26 and having
sv_visiblemaxplayers 24 would add the tag and thus
at 2:41 AM, 1nsane 1nsane...@gmail.com wrote:
Do you really think interrupting people by kicking them is the better way
of doing reserved slots? Because I don't see how.
How badly can you miss the point? I'll try to explain it one more
time: if at ANY time during a server's lifetime you plan
How would it know what files to keep and what to delete?
What about those users who installed the server right into the base folder
of their user. You can't run steamcmd from the same folder as the server.
There's lots of other smaller things that could go wrong as well. Leaving
the install as
VPK's working with fast download would be absolutely awesome.
As it is now if a map maker ships a map with a bunch of loose texture,
sound and model files I would not run such a map.
I can't really compress the bunch of loose files one by one as extraction
negates the speed benefit.
So then if I
.
-ics
1nsane kirjoitti:
VPK's working with fast download would be absolutely awesome.
As it is now if a map maker ships a map with a bunch of loose texture,
sound and model files I would not run such a map.
I can't really compress the bunch of loose files one by one as extraction
negates
is.
I know some people have renamed maps such as cp_mapname_beta3 to
cp_mapname, thus making a filename already used and the author if the map,
if he or she isn't aware of such file, there will be conflicts. The chance
is minimal but might happen.
-ics
1nsane kirjoitti:
I don't know where
Then you'd also have to keep the server always at 32 players or else when
you use sv_visiblemaxplayers the tag can get removed.
I see servers on the server list now at 32 players and no
increased_maxplayers tag set. This is odd.
On Mon, Feb 18, 2013 at 1:20 PM, Gordon Reynolds
Loophole? It's by design and valve knows it. This is an oversight which I'm
almost entirely convinced they'll fix soon.
Nowhere does it say that once you start your server you can't change any
settings to be quickplay eligble.
What if a server goes on a map quickplay doesn't support or is
it is or is not permitted.
Date: Mon, 18 Feb 2013 17:20:15 -0500
From: 1nsane...@gmail.com
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] [hlds] Reminder about server tags
Loophole? It's by design and valve knows it. This is an oversight
which
I'm
That shouldn't be the reason for why you got de-listed. At least I hope not.
You are using functions built in to the game by valve and those functions
are what control tags.
Perhaps you had some other tag missing or it's just an error on valve's
part.
On Sun, Feb 17, 2013 at 4:32 PM, Essay Tew
Because the server itself can change them.
On Fri, Nov 30, 2012 at 11:02 AM, Rudy Bleeker rblee...@gmail.com wrote:
Then I wonder how and why they become stale.
On Fri, Nov 30, 2012 at 4:31 PM, ics i...@ics-base.net wrote:
Those ain files are for npc's only. In CS Source, hostages used
at 8:30 PM, 1nsane 1nsane...@gmail.com wrote:
Because the server itself can change them.
On Fri, Nov 30, 2012 at 11:02 AM, Rudy Bleeker rblee...@gmail.com
wrote:
Then I wonder how and why they become stale.
On Fri, Nov 30, 2012 at 4:31 PM, ics i...@ics-base.net wrote:
Those ain files
I was getting something along the lines of could not locate account. Only
way for me to get rid of that was to restart the server.
On Wed, Nov 28, 2012 at 5:33 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
Hello!
If you were using these new binaries during yesterday's Steam prop, let me
I can confirm I am having this issue too.
On Sat, Nov 17, 2012 at 9:47 AM, Sampson Rogers kritskring...@gmail.comwrote:
Seems this issue remains. I'm having to restart roughly 2 or 3 servers a
week due to this.
http://i.imgur.com/9qWYK.jpg?1
___
That's because its been released at a good time for both Europe and US. The
servers are overloaded more than usual now.
On Fri, Nov 2, 2012 at 11:51 AM, Svensk Ljud Ljus Produktion
i...@teaterljud.se wrote:
Im getting this on our MvM server.
4:27 [146.66.156.13:27030] Failed. Failed
I believe it's part of the Linux client support.
So since OSX has support for all those games, I assume sooner or later the
rest will too.
On Tue, Oct 23, 2012 at 8:57 PM, Kyle Sanderson kyle.l...@gmail.com wrote:
Is this just Team Fortress 2 or OrangeBox + CS:S?
Thanks,
Kyle.
On Tue, Oct
Also don't forget that Valve's recent update added more MVM content. This
made some players go play on valve's Mann Up or community MVM servers.
On Sat, Oct 13, 2012 at 10:07 PM, Essay Tew Phaun sc2p...@gmail.com wrote:
Yeah I've noticed it has been slower lately but I figured it may just be
Perhaps this is why sometimes map changes take a long time.
On Sun, Sep 30, 2012 at 4:33 PM, Tony Paloma to...@valvesoftware.comwrote:
We have some code that will attempt to set the priority of worker threads
via pthread_setschedparam.
-Original Message-
From:
I've been hearing complaints about clients crashing on map change and on
disconnect as well.
Have you experienced any of that?
On Thu, Sep 20, 2012 at 10:42 PM, Frank ad...@gamerscrib.net wrote:
I'm not sure if this is something injected server side or yet again the bug
for clients causing
No, this has been changed. It should now list servers closer to you first.
On Thu, Sep 20, 2012 at 10:39 PM, Ejziponken - sza...@hotmail.com wrote:
Does anybody know how the servers are listed in the STEAM serverlist? I
know last year they where listed after my own IP.
So If my IP was like
continuing to play after clicking continue.
Currently it stops playing after a player joins a team.
On 9/14/2012 7:55 PM, 1nsane wrote:
I've been using an old version and it was working fine all this time.
Checking the source of the version I have, I can confirm it does the same
thing
If you configure it right they won't lag because the ad page will be
cleared after it's closed.
If you don't bother setting it up right then that's your fault as a server
owner.
And as a client, if you close the MOTD and the ad just keeps playing, leave
or blacklist the server.
It's quite
only been fixed in the newest version of pinion which has been
out for a very short time.
Sent from my android device.
-Original Message-
From: 1nsane 1nsane...@gmail.com
To: Half-Life dedicated Linux server mailing list
hlds_linux@list.valvesoftware.com
Sent: Fri, 14 Sep 2012 3
been fixed in the newest version of pinion which has been
out for a very short time.
Sent from my android device.
-Original Message-
From: 1nsane 1nsane...@gmail.com
To: Half-Life dedicated Linux server mailing list
hlds_linux@list.valvesoftware.com
Sent: Fri, 14 Sep 2012 3:16 PM
Also I heard reports of client crashes caused by this:
http://forums.steampowered.com/forums/showthread.php?t=2923050
Could also be related.
Might even crash servers if it runs out of free edicts. Though I didn't try
to verify that.
On Thu, Sep 6, 2012 at 2:01 PM, Saint K.
Based on what I was told it crashes at the end of the advert. I will be
testing it out myself soon.
On Thu, Sep 6, 2012 at 6:05 PM, Essay Tew Phaun sc2p...@gmail.com wrote:
I had a player just tell me if he watches the ad he'll crash still.
___
To
handling.
On Thu, Sep 6, 2012 at 6:10 PM, 1nsane 1nsane...@gmail.com wrote:
Based on what I was told it crashes at the end of the advert. I will be
testing it out myself soon.
On Thu, Sep 6, 2012 at 6:05 PM, Essay Tew Phaun sc2p...@gmail.com wrote:
I had a player just tell me if he watches
://forums.alliedmods.net/showthread.php?p=1793124
I know this glitch is causing at least some lag as I have gotten such
complaints from my community.
--EHG
On 9/6/2012 2:40 PM, 1nsane wrote:
Also I heard reports of client crashes caused by this:
http://forums.steampowered.**com/forums
If the plugin makes the file then just let it do that, empty the file of
its contents and make it read only.
Then use +plugin_load.
On Thu, Aug 30, 2012 at 9:01 PM, feugatos feuga...@ceidwarfare.net wrote:
Hi guys its me again!
I run two TF2 servers from the same installation. I want to
Yes I believe they are.
On Fri, Aug 31, 2012 at 11:31 AM, Andreas Willinger aw...@gmx.at wrote:
Hello,
as the Title says I have got a Question about that stats Command in
Srcds:
I am currently running some MvM Servers and noticed that the stats
Command
is showing some unrealistic Numbers
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