This is just a quirk with the new hud of the Jungle Inferno update. It
seems like the console has a tendancy to get behind the HUD if you start
the game with it (which is what I do being a advanced user). And yeah it's
silly that I have to join a server or create a listen server to even being
able
Thanks for making this optional though, lets us update our server during
low pop times without having to find out the nasty surprises when you got a
fully community waiting on the server to go back up again. :) (I already
tested the beta to see if it works on our server, but I admit I did as a
Had the server crashing at launch, this fixed it. Though for me all I
needed to do was installing "libcurl3-gnutls:i386".
Guess I'm ready for the rollout next week. :)
On Tue, Feb 21, 2017 at 3:00 AM, Weasels Lair
wrote:
> Thanks, got that installed/upgraded (.3 was
Was it just my servers, or did this update not apply automatically to
servers?
Had to manually restart my servers like it was a optional update.
On Thu, Aug 4, 2016 at 2:54 AM, John Schoenick
wrote:
> We've released a mandatory update for Team Fortress 2. The notes for
It appears to me the quickplay system isn't fully removed yet, just hidden
away now.
On Fri, Jul 8, 2016 at 4:02 PM, David Parker wrote:
> I did not remove the tf_server_identity_account_id or
> tf_server_identity_token from my autoexec.cfg, and my server shows:
>
>
You can change the bars back to ping in advanced options in the game. Which
is what I did.
I like the new scoreboard, though I kinda miss being able to see the team
playercount at a glance.
On Fri, Dec 18, 2015 at 8:27 PM, dan wrote:
> On 18/12/2015 11:49, Saint K.
Kinda weird it was released so widely though, seeing as it's only relevant
to Valve servers. It's not like most community servers would care other
than perhaps disabling the halloween effects.
On Wed, Nov 11, 2015 at 7:37 PM, ics wrote:
> Halloween ended prematurely as
Does this work fine in a mixed mapcycle or does it have to be only between
invasion maps for quickplay to work?
On Wed, Oct 7, 2015 at 3:16 AM, Alexander Corn
wrote:
> It looks like you'll need community_update in your sv_tags to get Quickplay
> traffic for Invasion maps.
Try putting those lines into autoexec.cfg. Does it work now?
On Mon, Jul 6, 2015 at 6:10 PM, David Parker dpar...@utica.edu wrote:
Hey guys,
I restarted my TF2 server this morning, and now suddenly it's showing this
in the status output on the console:
steamid : [G:1:4424] (STEAM-ID)
it work, but that was it.
Thank you!
On Mon, Jul 6, 2015 at 12:12 PM, Emil Larsson ail...@gmail.com wrote:
Try putting those lines into autoexec.cfg. Does it work now?
On Mon, Jul 6, 2015 at 6:10 PM, David Parker dpar...@utica.edu wrote:
Hey guys,
I restarted my TF2 server
It was cut relatively last second, seeing for how long EOTL have been in
the works.
People in the community are unsurprisingly upset about this. I never played
the map so I wouldn't be able to tell, but it's a bit disappointing.
On Tue, Dec 9, 2014 at 2:40 AM, Ross Bemrose rbemr...@gmail.com
With the lack of complaints, I assume this been a mostly problem free
update. :)
On Fri, Nov 21, 2014 at 1:21 AM, Eric Smith er...@valvesoftware.com wrote:
We've released a mandatory update for TF2. The notes for the update are
below. The new version number is 2510340.
-Eric
Well said McKay. VAC is especially useless towards a F2P game as well, a
hacker can just use throw away accounts if he is so determined. Not keeping
your items sure is a deteerent for honest players, but not so much for
people who want to cheat troll (which is what half the cheaters I see do,
they
I don't think people have a problem with that it's possible to select Valve
servers in quickplay, but rather that Valve servers is selected by default.
By default it should be any server really, and then people can customize
that if they want to prefer valve of community servers.
They also
My gut feel is that if they are plannning any major change to quickplay, it
will be when the quickplay system is merged with the steamid server login
system. When that happens is anyone's guess too.
On Thu, Oct 2, 2014 at 3:06 PM, Andreas Willinger aw...@gmx.at wrote:
So, I am just wondering
Plugins are 3rd party, so they're never guarenteed to work (at your own
risk!) and when they break it's not Valve's fault.
But I admit it's super frustating when you depend on sourcemod for
adminstration... oh well, back to using rcon commands this evening.
On Thu, Oct 2, 2014 at 12:30 AM, Frank
Some way of making servers restart on optional updates would be useful for
servers running those maps, saw a quite few people trying to join a server
(and failing) past this optional update.
On Thu, Jul 10, 2014 at 2:52 AM, Eric Smith er...@valvesoftware.com wrote:
We've released an update for
Huh, the previous beta map update was optional. Are all beta map updates
going to be mandatory going forward or was this just a change to disable
the breadbox crafting?
On Thu, Jul 10, 2014 at 4:46 AM, Eric Smith er...@valvesoftware.com wrote:
We've released a mandatory update for TF2. The
It's the steam sales, people are trading cards and such more than usual so
the item servers are pretty overloaded from that.
On Fri, Jun 20, 2014 at 9:44 PM, Frank ad...@gamerscrib.net wrote:
Yep I reported this to the list yesterday I think. The error isn't so much
as crashing servers but
Will this be a mandatory or optional update?
On Wed, Jun 11, 2014 at 11:13 PM, Eric Smith er...@valvesoftware.com
wrote:
It was not intended. We're working on a fix.
-Eric
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
PM, Nerdboy nerdb...@gmail.com wrote:
It does say that it's a mandatory tf2 update
On 6/11/14, Emil Larsson ail...@gmail.com wrote:
Will this be a mandatory or optional update?
On Wed, Jun 11, 2014 at 11:13 PM, Eric Smith er...@valvesoftware.com
wrote:
It was not intended
Ah, thanks for letting us know about the delay! Was about to stay up until
it was released. :) Now I can get some sleep.
On Wed, Jun 11, 2014 at 1:23 AM, Eric Smith er...@valvesoftware.com wrote:
We're going to delay the update until tomorrow. Thanks.
-Eric
-Original Message-
I can chime in here, over 4200 members on a invite only group. Mass
inviting is a cancer, and I'm glad Valve put a limit to it.
Going on a tirade and calling Valve EA is not going to support your
argument, you're just going to look like you just stepped out of r/gaming
which dosen't give you much
My only concern with this change is that with a HTML motd, you can keep a
MOTD central. That's a bit harder to do with a text MOTD, unless
motdfile_text can be defined as a URL to a textfile.
On Thu, Nov 7, 2013 at 12:03 AM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
We're making two
I think it makes more sense with the syringes actually since it heals
allied on hit. Plus it helps to differentiate from the arrows shot from the
huntsman which is probably another reason they did that, makes it easier to
tell that it's a medic shooting and not a sniper.
It's unlikely that your hacker would be posting to this mailing list. So
accusing people wouldn't be constructive at all.
Furthermore black hat tactics are illegal (as in real life illegal, not
just being blocked by Valve illegal), even when it's against those that
cheats the system. Valve should
It was also really popular even before Valve officially added it to the
game. It's a simple map, but a lot of people liked it, which was probably
why Valve added it. The only map addition that have puzzled me is junction,
which plays poorly in your typical 12 vs 12 servers (I suspect it was made
@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
On Behalf Of Emil
Larsson
Sent: vrijdag 28 december 2012 8:37
To: cmun...@cameronmunroe.com; Half-Life dedicated Linux server mailing
You act like running a server was a job that you signed up to when it's
completly volountary. Either way you really need to calm yourself down, the
map makers probably didn't get as far as much as the item contributors
(despite that making a proper map is quite a bit of work), so Valve is
It might not be, but just to rule it out... If you're getting lag, try
cleaning out /orangebox/tf/downloads. If you have replays enabled, also
clean out /orangebox/tf/replay/server/sessions and
/orangebox/tf/replay/server/blocks, as for some reason those folders
aren't cleaned up automatically.
Looking at the timezone Valve is within, I assume that would be over at
least 12 hours from now, right?
On Fri, Oct 26, 2012 at 2:54 AM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
We are expecting to release the update Friday morning.
Cheers,
Fletch
-Original Message-
From:
When we last ran a vanilla event we used tNoUnlocksPls
v0.4.6https://forums.alliedmods.net/showthread.php?p=1319084, worked
fairly well last time I used it but we only used it for a short
event (players wanted to use their unlocks after a short while ;) ).
On Thu, Sep 20, 2012 at 2:05 PM, Saint
should be
provided with your server installation. I think deleting all the lines
and setting unlisted_items_default_to to 0 should do the trick.
On Thu, Sep 20, 2012 at 2:18 PM, Emil Larsson ail...@gmail.com wrote:
When we last ran a vanilla event we used tNoUnlocksPls
v0.4.6https
Even if it worked it's probably not recommended as Replay (And/Or SourceTV)
takes one of the slots MvM uses to function.
On Thu, Aug 16, 2012 at 6:25 AM, dan needa...@ntlworld.com wrote:
On 15/08/2012 23:16, Russell Smith wrote:
What's the situation going to be with the replay system? Will
https://forums.alliedmods.net/showthread.php?p=1319084 Might be what you're
looking for.
There is a inbuilt way to block weapons, but it's only for tournament mode
afaik.
On Sat, Jun 30, 2012 at 9:54 AM, Ronny Schedel i...@ronny-schedel.dewrote:
Hello,
we would like to disable the training
Sweet, no longer are sticky bombs glowing like firworks. :D
I'm honestly the frying pan wasn't available for more classes from the
start.
On Fri, May 4, 2012 at 1:39 AM, Eric Smith er...@valvesoftware.com wrote:
We've released a mandatory update to Team Fortress 2. The notes for the
update
does but don't see much in the way off effecting server
stability.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Emil
Larsson
Sent: Thursday, May 03, 2012 7:43 PM
To: Half-Life dedicated Linux
Make sure sv_use_steam_voice is set to 1 (which it should be by default
anyway. The only caveat is that voice_inputfromfile won't function. That's
about it really, there isn't much to configure when it comes to voice
quality.
On Wed, May 2, 2012 at 9:17 AM, Cameron Munroe
You probably just want to increase sv_minrate. Increasing it to 2
should work well enough (or even just 15000 if you feel really conserative).
On Mon, Apr 30, 2012 at 4:09 PM, Cameron Munroe
cmun...@cameronmunroe.comwrote:
One of my admins today reported to me this issue that came from his
While you're at it, could you possible perhaps enable the use of
steam://connect/url type of links within the MOTD window? We have a
server list within our MOTD, and it would be neat if we could make users
join a server by just clicking on it within the list (unfortunately it does
not work right
To be fair, Valve is appealing to different userbases with diffrent games.
Sure there is a lot of overlaps as I play both Dota, TF2, L4D and even dip
into Counter-strike now and then (still looking forward to CS:GO since it
seems to breathe some fresh air into the CS series). If something is left
Severeal ways, unuseal high ingoing bandwidth usage, extreme server
lag and/or flood of repetive/strange packets (use a packet
analyzer/sniffer like Ethereal). A few years ago I identified someone
DOS'ing our servers by simple looking for strange packets (the old but
now fixed zero data exploit).
-nocrashdialog might be what you're looking for here.
On Sun, Mar 25, 2012 at 8:59 AM, E3pO e...@wmclan.net wrote:
My server has been crashing into a dialog box that says Engine Error,
ED_Alloc: no free edicts. I googled for a possible solution and I came
across this page
Start your TF2 client and use the command cl_gameserver_list in console.
Make sure you do this on the account that your servers are linked to of
course. :)
On Fri, Mar 16, 2012 at 5:04 PM, David Parker dpar...@utica.edu wrote:
Hello,
My TF2 server is registered, and each time the server
While it's welcome to see the update pending message again, it's a bit...
spammy currently. At least it's not easily missed.
On Fri, Mar 9, 2012 at 12:46 AM, Eric Smith er...@valvesoftware.com wrote:
We've released a mandatory update to Team Fortress 2. The notes for the
update are below.
I looked up this guy and he sent similar messages back back in
2008https://list.valvesoftware.com/cgi-bin/mailman/private/hlds_linux/2008-September/057524.html,
all similar rude too. And people pointing out how to unsubscribe, but looks
like he just ignored those posts. Maybe google translate
SV_StartSound: )weapons/tf_medic_syringe_overdose.wav not precached (0)
No idea if it would have any perfomance impact, but it's rather annoying as
it's spammed whenever said weapons are used. And I did check with other
Linux servers too. I saw it happening with one of the heavy gloves as well
(I
Localizationdata updated. Or less literally Updated localization files.
Little surprised people are confused here, since it's a example of where a
germanic language (German) is similar to another germanic language
(English). I hope they keep using the native names for localization update,
it's a
We're running STV on all our servers. While TF2 servers have memory leaks,
it's small enough that it's acceptable. I only see significant memory leak
if the servers been running for awhile without restarting.
On Mon, Feb 6, 2012 at 12:38 PM, Russell Smith ve...@tinylittlerobots.uswrote:
Are you
Yup, I forgot which plugin did it but I do recall that respawn loops
happens due to old plugins. I think it was some old outdated plugin we had
that was for fixing a valve bug... that long been since fixed, and we just
forgot to remove the plugin.
On Tue, Jan 31, 2012 at 5:31 AM, E3pO
Regarding respawn times: http://www.tf2.com/post.php?id=1872
It's a good blog entry that covers why TF2 have respawn times at all. I
always link to that when people ask why we have default respawn times.
On Fri, Jan 6, 2012 at 7:06 PM, doc drga...@gmail.com wrote:
Limiting number of class
Yup, you can probably just simple do chmod 444 autoexec.cfg and it's
basically solved. Or chmod 744 autoexec.cfg and then change ownership
with chown to someone that isn't the customer.
I admit though, autoexec.cfg is a useful configuration to edit so it's
probably better still to be able to lock
Sometimes they give a rough estimate on when on the day when we can expect
the update. Usually just the hour before or so though. :)
On Thu, Dec 15, 2011 at 4:39 AM, John Marbury barreltr...@gmail.com wrote:
You must be new here.
On Wed, Dec 14, 2011 at 10:33 PM, E3pO e...@wmclan.net wrote:
Unfortunately I already found a exploit involving one of the old weapons.
Sending a bug report as i'm writing this, though server operators might see
it abused in a couple of hours widely. D:
On Fri, Dec 16, 2011 at 4:26 AM, Jason Ruymen jas...@valvesoftware.comwrote:
Required updates are now
It's been a bit since I last saw one, but as far I can recall... it pops up
when a user crashed.
On Thu, Dec 8, 2011 at 4:07 PM, E3pO e...@wmclan.net wrote:
STEAMAUTH: Client mipermip123 received failure code 6
STEAMAUTH: Client mipermip123 received failure code 6
L 12/08/2011 - 09:50:01:
We stumbled upon this ourselves long ago that Linux crashes would freeze if
the FTP server went down for whatever reason. It hadn't happened recently
so I can't give any useful data (like GDB/stack traces) but I can at least
confirm that it happened under a Linux server.
On Mon, Dec 5, 2011 at
I thought TF2 had no matchmaking (not really counting quickplay or the
unoffical TF2lobby :P).
On Mon, Nov 21, 2011 at 5:11 PM, ics i...@ics-base.net wrote:
L4d introduced it, l4d2 improved it, tf2 refined (harhar if you get the
joke) it and cs go will have ir complete with new features.
I prefer the -noborder solution since I can click outside the game without
it minimizing itself (I usually keep random stuff on the second screen like
IM windows).
But I did try out fullscreen mode in TF2 beta, and I do agree it's way
improved behavior. :) More snappy!
On Fri, Nov 18, 2011 at
Overclockers tend to turn it off since it can cause instability of the
system is already manually overclocked (it's tweaked after default stock
clock). If you hadn't overclocked, it's safe to keep it on. At best case it
improves perfomance, at worst it's the same as running without it.
On Wed,
Indeed, as far I heard the forums are on a wholly separate server, the
forums and the TF2 wiki share servers but is otherwise separated from rest
of Steam.
Would like a word about the reach of damage and vaguely how the breach was
done though.
On Tue, Nov 8, 2011 at 7:14 AM, Richard GrosJean
Indeed, I hate those fakeplayers servers as anyone else, but I think it's
better to educate the average user why and how to report those servers.
On Tue, Nov 1, 2011 at 7:55 PM, ics i...@ics-base.net wrote:
Let the system run couple more weeks. Players will use the report tool if
they are
They wouldn't stop gift-spawning directly, but unless you give it to
everyone on the server, players might consider it unfair and report your
server. (So I wouldn't recommend it really).
On Fri, Oct 28, 2011 at 9:46 PM, Benedict Glover
neobened...@hotmail.co.ukwrote:
Would use of any sourcemod
Better archiving is good, I don't think the archives are public either
(other than the unofficial scraping forums), which they should be. Happened
more than once that i show fellow admins something from this mailing list,
and a open archive would let them follow the discussion.
I'm happy with
Hopefully not, if it's counting slots taken by Replay and SourceTV as player
slots (server reputation wise) then I would consider it a bug. Plenty of our
servers have both and their reputation is fine at least.
On Tue, Oct 25, 2011 at 4:15 PM, Michael Johansen michs...@live.no wrote:
What
Knowing Valve... Halloween update on Thursday. ;) Good that you try to get
out the fixes in advance though, major bugs during a major event is...
always rather stressful.
On Tue, Oct 25, 2011 at 8:19 PM, Tony Paloma to...@valvesoftware.comwrote:
We're going to have a required TF2 update coming
Huh, well this explains why I only saw those trends. I actually thought the
system was binary with trends, but apparently that as not intended behavior.
Looking forward to more accurate trends now. :)
On Wed, Oct 26, 2011 at 3:51 AM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
There has
Some of us is probably just worried that our idea of abuse is different
than from Valve's idea of abuse. Like if passworded servers are ok or not
for the Halloween event.
Of course some cases of abuse is more obvious, such as freezing everyone on
a server to get the gift yourself. Or using tonnes
I'll suggest the medic
subforumhttp://forums.steampowered.com/forums/forumdisplay.php?f=544over
at SPUF for this kind of discussion. Valve does read those forums
occasionally too.
Having said that, I wouldn't mind if Valve did encourage teamhealers as it's
too common that medics leashes to a
it goes. I run a
minimal set of sourcemod plugins. Was going to try vanilla without
anything next time it crashed to see what happened. Let us know what you
find! On Fri, Oct 14, 2011 at 5:31 PM, Emil Larsson ail...@gmail.com
wrote: Anyone else get those? Server runs fine for about 30-90
Got some debug info on the server without any mods loaded, and just sent it
to Valve. Hope they can make sense out of it.
On Sat, Oct 15, 2011 at 1:35 PM, Emil Larsson ail...@gmail.com wrote:
Nope, forgot to say but it didn't help. Disabled Sourcemod and Metamod,
server would crash after
, Emil Larsson ail...@gmail.com wrote:
Got some debug info on the server without any mods loaded, and just sent it
to Valve. Hope they can make sense out of it.
On Sat, Oct 15, 2011 at 1:35 PM, Emil Larsson ail...@gmail.com wrote:
Nope, forgot to say but it didn't help. Disabled Sourcemod
with only replay enabled, and third with
replay+STV. The third server (with STV) randomly crashes once a while.
Will try to disable STV, too and report back.
On 2011.10.15. 17:03, Emil Larsson wrote:
I disabled SourceTV (it was running alongside Replay) and it ran over a
hour, over two
Anyone else get those? Server runs fine for about 30-90 minutes (usually
averages less than a hour), then crashes... usually when it's full of
players too. Only happens on our Linux servers too. Sourcemod does not seem
to be the culprit (Gamedata is up to date as far I know), though I'm
currently
Not to say the various gameplay affecting mods. Imagine two teams wanting to
duke it out, and then it turns out that the random they join have a roll
the dice plugin. Seriously, that annoyed me to hell and back with the
L4D(2) matchmaking system while we're at it... having to remake a game due
to
Part of the problem is that Valve rebalanced the heavy to be more effective
vs people of higher skill level over a year ago, which was always a bit too
much. Tomislav and etc only exaggerated of what been a problem for awhile
now with playing heavy being easy (as he was designed that way) but
Even while using tools like sourcemod, rcon is still useful to remotely send
commands to servers in a lazy way. Like changing a empty server from a less
popular level to a more popular one to fill it up.
On Wed, Jul 27, 2011 at 10:51 PM, James Puckett
jamesrichardpuck...@gmail.com wrote:
Who
From the little I heard about Counter-strike 2, it probably turns out very
different. And due to the little press around it, it's probably in the we
test what sticks stage, which was the stage TF2 was under for almost seven
years.
I expect a lot of CSS players moan about CS2 when it's out as it's
Funny, that cvar is only relevant to games with chapters (Half Life 2 games,
Portal). Then again, cvars from the wrong game sneaks into other games,
several of Valve's games have cvars referring to Team Fortress 2.
On Fri, Jul 15, 2011 at 1:58 PM, Jesse Molina je...@opendreams.net wrote:
With the amount of servers with their own wacky set of nonstandard gameplay
modifiyng mods, such as premium, roll the dice, etc, I actually
understand why the system bias towards Valve servers. Same reason why
quickplay only works on the standard set of maps. I know people who used to
play on 24/7
I seen and heard about people being kickvoted for just being good, or when
a bunch of trolls get on and decide to kickvote the same person. Making an
assumption that someone is not behaving is just rude.
2011/7/9 Björn Rohlén bjorn.roh...@gmail.com
... or perhaps behave and be just, so the
Getting crashes on our Linux servers as well, for the record the few Windows
servers we have are running fine. Anyone with the old vphysics.so?
On Sat, Jul 2, 2011 at 2:01 AM, Ross Bemrose rbemr...@vgmusic.com wrote:
I'm getting crashes in vphysics.so on map change after this update.
This
Grabbed the older vphysics.so from a older install, and injected it into the
updated Linux installs. Seems to have done the trick so far!
On Sat, Jul 2, 2011 at 2:10 AM, Emil Larsson ail...@gmail.com wrote:
Getting crashes on our Linux servers as well, for the record the few
Windows servers we
Don't worry, I'm quite sure it will be 3 AM!
On Thu, Jun 23, 2011 at 7:59 AM, Flubber flub...@gmail.com wrote:
And, please don't push it at 2.am in europe for once.
2011/6/23 Eric Riemers riem...@binkey.nl
With warning in advance i mean more than the usual -10 minutes before it
gets
I can imagine quickplay mostly being used by new players, and for that
reason it's rather reasonable that quickplay tries to find a vanilla as
possible server.
If I understand it correctly though, the disqualification is temponary. So a
server with a few custom maps (with otherwise vanilla
We have several servers with both SourceTV and Replay. I can report that
despite 26 slots in total being used, it does not tag the servers with
increased_maxplayers. :)
On Fri, Jun 24, 2011 at 12:54 AM, e...@ccgaming.com wrote:
That is correct.
With regards to matchmaking, I hope that Valve
Expect that quickplay is obviously aimed towards providing players vanilla
gameplay. The quickplay features is btw in the TF2 beta, if you are curious
how it looks like.
On Fri, Jun 24, 2011 at 12:55 AM, AnAkIn . anakin...@gmail.com wrote:
It would be better if nocrits and nodmgspread would
Messenge? I don't know what a Messenge is, but it sounds nasty to have mails
filled with messenge.
Anyway, you probably want to unsubscribe here:
http://list.valvesoftware.com/mailman/options/hlds_linux
On Fri, Jun 17, 2011 at 3:20 PM, Peguy Wilfried Tonou
peguyto...@yahoo.frwrote:
stop
Did however not fix the problem with our servers logging into the FTP, time
out then freeze up. :| Actually, they stayed somewhat stabler... but only
for a bit longer.
On Fri, Jun 17, 2011 at 10:44 PM, Eric Riemers riem...@binkey.nl wrote:
-
Added a new command line option:
Cheer up, not everything needs to be serious in life.
Sent from my hat
On Fri, Jun 3, 2011 at 6:50 PM, ics i...@ics-base.net wrote:
The message quality level in this list is so low that all you idiots who
fill up mailboxes with non-constructive messages, should be banned from this
list or
Hats are useless if you don't have a stable server to play on. ;) Jokingly
aside, it's not like Valve programmers gets tied up when it comes to
cosmetics. It's more likely the engine programmers are more distracted on
Valve's other projects than TF2 cosmeticals.
On Wed, May 25, 2011 at 8:29 AM,
Oh, I have a feeling it's only a sign of something much much bigger. ;)
Seeing how it's a part of an ARG and all...
On Wed, Apr 6, 2011 at 12:32 AM, Frederic Fortier shadow_...@hotmail.comwrote:
Yes, seems like the Potato Sack's hat. Still a good way to put some
suspense and to delay complains
It's one of the heavier maps in the game leading to major loads both client
and server side, infact i think the map was heavily optimized before it went
official.
You might want to check the various server rate settings and check if
players are using right network settings too. pl_frontier have
Since it requires a handshake, TCP is impossible to spoof (unlike UDP). It
would make it a bit easier to block IP's since a handshake will fail if a
spoofed IP is used. Of course, most DOS bugs in SRCDS are from bugs and lack
of packet caching/priority.
However it also have higher overhead, which
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