I have not checked in a long while, but last I -did- check, "no sound on
linux" for Synergy is just... kind of a fact of life. I don't think they're
actually looking to fix it at all.
On Tue, Nov 15, 2016 at 7:46 PM epi wrote:
> I'm running a Synergy server on Debian
This is probably a minor complaint but none of the patchnotes ever list the
new maps that are added.
I know they added an event version of gorge, and I could probably guess it
was _event, but for the new maps I'm not sure if they are pl_ tc_ cp_, etc.
And on the suffix side are they _final
I've been seeing people trying to connect to my server when I'm running a
workshop map and they disconnect with (Map is missing).
Does this mean they are not subscribed to the map? I thought the Maps
Workshop would download the map on their behalf.
Does my current fastdl server/settings conflict
I'm noticing players disconnecting with the error (Map is missing). This is
what it looks like in their console (when they boot TF2):
[TF Workshop] DownloadItem failed for file, map will not be usable [
454588202 / pl_rainbowride_b7e ]
On Thu, Jun 4, 2015 at 2:49 PM ics i...@ics-base.net wrote:
Gordon Reynolds kirjoitti:
changelevel 454588202
CModelLoader::Map_IsValid: No such map 'maps/454588202.bsp'
changelevel failed: 454588202 not found
It does not appear as if you can just changelevel ID, I'm forced to put
changelevel workshop/pl_rainbowride_b7e.ugc454588202 in order
to swap to them or create a
cycle. Works differenly on CSGO though.
-ics
Gordon Reynolds kirjoitti:
I have figured out I can manually change the server to go to a
workshop
map
using:
`changelevel workshop/map_name/.ugcmapID`
ex: changelevel workshop
For more context: I had switched the server to this map and had 18+ people
playing on it not an hour ago. The map switched to something else and when
I moved it back to this workshop map, even the players who were previously
on the map, could not join again.
On Thu, Jun 4, 2015 at 2:50 PM Gordon
Gordon Reynolds thisisgordonsem...@gmail.com
wrote:
I'm wondering how exactly the map workshop works for servers.
Should I have to configure anything on my server to get them to work?
Does this work like the CS:GO maps workshop in that people can just
force my server to play whatever workshop map
I'm wondering how exactly the map workshop works for servers.
Should I have to configure anything on my server to get them to work?
Does this work like the CS:GO maps workshop in that people can just force
my server to play whatever workshop map they want?
How do I select one of the workshop
On Wed, Apr 1, 2015 at 10:44 AM ics i...@ics-base.net wrote:
Can you elaborate why the sudden change of wav to mp3? Certainly not to
save space?
Latest update seems to have broken sounds in cp_foundry. It's quite calm
there...
Failed to load sound
Why wouldn't it be to save space?
On Wed, Apr 1, 2015 at 10:49 AM Gordon Reynolds
thisisgordonsem...@gmail.com wrote:
On Wed, Apr 1, 2015 at 10:44 AM ics i...@ics-base.net wrote:
Can you elaborate why the sudden change of wav to mp3? Certainly not to
save space?
Latest update seems
I believe the change is going to stay in place because TF2 is just not a
high priority any longer. By ensuring the vast majority of players end up
on Valve servers they don't have to worry about abusive servers mucking up
the experience (of getting people into the game and hooked into the
can put in place,
someone would just program around it.
On Thu, Feb 5, 2015 at 1:30 PM, Paul ubyu@gmail.com wrote:
Disabling the HTML MOTD on Quickplay clients is already done.
On 5 February 2015 at 21:26, Gordon Reynolds thisisgordonsem...@gmail.com
wrote:
I believe the change
Of Gordon
Reynolds
Sent: Thursday, February 05, 2015 4:37 PM
To: Paul Lewis; Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Rethinking the community quickplay ban
Yes, I meant to imply that this change was a start to fixing abusive
Community Servers without shutting
Windows 10 is a free upgrade**
*If you have Windows 7/8/8.1
** For a limited time only.
I wouldn't mind moving these messages to forums if it meant not having to
mass-mail someone every time you add to a thread. But with 21st century
email applications it's not like it matter as much. Makes it
So wait, Aridane: if I update will my server stop working because of
SourceMod?
Should I wait for a SourceMod update before turning it all back on?
On Wed, Oct 1, 2014 at 3:31 PM, 1nsane 1nsane...@gmail.com wrote:
It is a mandatory update. Not optional.
You kinda have to update.
On Wed,
Yes I'm 100% aware of that but I just want to know if there is a known
problem with this update and sourcemod. I can leave my servers off for a
bit while I get home and wait for an update.
Just was asking if this was a confirmed break or not.
On Wed, Oct 1, 2014 at 3:35 PM, Emil Larsson
I've grabbed the latest 1.6 snapshot and still my box is failing with:
warning: exec file is newer than core file.
On Wed, Sep 10, 2014 at 4:42 PM, Ross Bemrose rbemr...@gmail.com wrote:
...EYE.
Actually, this reply is to add hlds to the recipients since it was only
sent to hlds_linux.
Is there any way to get a user's community URL from these unique IDs? I
have a plugin that lets me know who's joining/leaving - with a click that
lets me see their profile, makes a lot of tasks easier to do.
I don't see an easy way to convert from UniqueID = SteamID, but I'm also
not the best at
(Just realized that A can only be 1 or 0 so nevermind I figured this out)
On Fri, Aug 22, 2014 at 4:01 PM, Gordon Reynolds
thisisgordonsem...@gmail.com wrote:
Is there any way to get a user's community URL from these unique IDs? I
have a plugin that lets me know who's joining/leaving
Oh wow this is even easier than I thought!
On Fri, Aug 22, 2014 at 4:04 PM, Alexander Corn mc...@doctormckay.com
wrote:
http://steamcommunity.com/profiles/[U:1:46143801]
On Aug 22, 2014 7:03 PM, Gordon Reynolds thisisgordonsem...@gmail.com
wrote:
Is there any way to get a user's community
Today's Team Fortress 2 update says goodbye to the good old SteamIDs
(STEAM_0:1:15160181) and says hello to AccountIDs ([U:1:30320363]).
Sadly, this change breaks all things depending on SteamIDs (SourceMod,
custom ban systems, donator slots, rank systems, etc.)
Is the sv_voicecodec the same as the sv_use_steam_voice codec?
I assume not because they are named differently, but what is(was)
sv_voicecodec?
On Thu, May 15, 2014 at 3:58 PM, Eric Smith er...@valvesoftware.com wrote:
We've released mandatory updates for TF2, CS:S, DoD:S, and HL2:DM. The
Will having an incorrect region really delist you from the master server?
On Sat, Feb 15, 2014 at 5:24 AM, Denis Eliseev lisee...@yandex.ru wrote:
Try set sv_region to 3. Also, remember that masterserver not always show
ALL servers when you searching at Internet tab.
15.02.2014, 17:20,
No crashes from my 2 Ubuntu servers, PvP and MvM.
On Fri, Feb 7, 2014 at 2:59 PM, Rudy Bleeker rblee...@gmail.com wrote:
I noticed a client crash earlier that occured when using the new Show
Servers search system. TF2 crashed every time I used it, weather I
was searching for official Valve
Not to be a wet blanket but I don't think we really should concern
ourselves with how well new TF2 communities can spring up.
The game is 7 years old now, it's hard to try and recreate the
pre-quickplay, pre-f2p environment that existed when so many of the bigger
communities got started.
This is
I'm not sure this is that big of a deal.
I've yet to see a single sane suggestion on how they police bad servers
other than have people report them, which sounds like a bad idea for many
hopefully obvious reasons.
These are just video game servers; you aren't making money off them, if
they sit
On Fri, Jan 24, 2014 at 5:45 PM, Gordon Reynolds
thisisgordonsem...@gmail.com wrote:
I'm not sure this is that big of a deal.
I've yet to see a single sane suggestion on how they police bad servers
other than have people report them, which sounds like a bad idea for
many
hopefully obvious
So if you've had a server for a few years and you still get 47% quickplay
traffic doesn't that tell you that you're running a server that might be
twice as large as it needs to be? I mean if you pulled regulars from
quickplay players wouldn't that number slowly drop (during peak), because
of all
of
Quickplay. They don't exist.
Dr. McKay
www.doctormckay.com
On Fri, Jan 24, 2014 at 6:07 PM, Gordon Reynolds
thisisgordonsem...@gmail.com wrote:
So if you've had a server for a few years and you still get 47% quickplay
traffic doesn't that tell you that you're running a server
not* have as healthy of a playerbase as you already have. Don't talk
them down because of that, and even applaud Valve when every chance of
building up their community is ripped from their hands.
On Sat, Jan 25, 2014 at 12:14 AM, Gordon Reynolds
thisisgordonsem...@gmail.com wrote:
Maybe
from their hands.
On Sat, Jan 25, 2014 at 12:14 AM, Gordon Reynolds
thisisgordonsem...@gmail.com wrote:
Maybe there is a point to take from this.
Maybe the kind of people who played TF2 pre-F2P era, aren't the same
people
who want to play TF2 now?
Demographics change
25, 2014 at 12:14 AM, Gordon Reynolds
thisisgordonsem...@gmail.com wrote:
Maybe there is a point to take from this.
Maybe the kind of people who played TF2 pre-F2P era, aren't the same
people
who want to play TF2 now?
Demographics change, if you think the same type of people
I would -love- the ability to link my steam group with my server. I know
they did this for L4D and there were issues with this, but it would be real
beneficial to the community servers, especially as quickplay is being more
segregated off.
On Fri, Jan 24, 2014 at 4:02 PM, Weasels Lair
I do believe this is the real problem here: we all want our own servers and
there just aren't enough players to accommodate this all.
Maybe if some of these server operators shut down 25 of their 30 servers
they'd see their other servers stay full, longer.
On Fri, Jan 24, 2014 at 5:06 PM, Ilya
after it's gone. There are other ways to
get friends on the internet rather than paying for a place for them to play
video games.
On Fri, Jan 24, 2014 at 4:26 PM, Gordon Reynolds
thisisgordonsem...@gmail.com wrote:
If new players never leave the QP, Valve-Only system, how are they going
that.
And just by the way: Neither am I a big dog or a newcomer. I'm in the
happy middle spot. So no need to go at me for either reason.
On Sat, Jan 25, 2014 at 12:57 AM, Gordon Reynolds
thisisgordonsem...@gmail.com wrote:
We (the TF2 players) have enough servers
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, then ran app_update validate, it
redownloaded them. On a hunch I ran the same command again, and it started
downloading more stuff. Now it no longer downloads anything, just finishes
the validation and says it's installed.
Has anyone seen a problem like this before?
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I have a feeling I have the latest update (2 days ago) because
koth/cp_badlands have that window opened up as the patch notes indicated.
On Fri, Jul 26, 2013 at 8:01 PM, Gordon Reynolds
thisisgordonsem...@gmail.com wrote:
I've had my server auto-updating with a simple script for some time now
Reynolds
thisisgordonsem...@gmail.com wrote:
I have a feeling I have the latest update (2 days ago) because
koth/cp_badlands have that window opened up as the patch notes indicated.
On Fri, Jul 26, 2013 at 8:01 PM, Gordon Reynolds
thisisgordonsem...@gmail.com wrote:
I've had my server auto
Oh.
Well.
Moral of the story kids:
Make sure you don't have stock maps in your /custom folder.
On Fri, Jul 26, 2013 at 8:30 PM, Gordon Reynolds
thisisgordonsem...@gmail.com wrote:
Bizarre bonus round:
Both my and my server's versions of the map are exactly the same size.
I uploaded my
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for the update will be coming later.
-Eric
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or faster spawn in quiickplay cycle
along with the rest of us.
-ics
Gordon Reynolds kirjoitti:
I can see respawntimes are a hard one to easily verify, you have to
join
the server yourself, and most new users have no concept of what a
normal
respawn time is. I cannot tell you how many
have actually tried balancing few maps
for TF2 with respawn waves set by the map. The whole instant spawn ruins
most maps completely as they become unbeatable.
-ics
Gordon Reynolds kirjoitti:
I would keep using the default respawn times because it makes a huge
difference in map balance?
Why
PM, Gordon Reynolds
thisisgordonsem...@gmail.com wrote:
I would keep using the default respawn times because it makes a huge
difference in map balance?
Why is this even a question, have you ever tried to balance a map for
TF2,
or any game with respawn waves, or are you
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it, but why do you run TF2 servers if you can't
launch TF2?
Dr. McKay
On Tuesday, May 21, 2013, Ross Bemrose wrote:
SteamCMD supports logging in, so it would make sense to move it there.
On Tue, May 21, 2013 at 1:14 PM, Gordon Reynolds
thisisgordonsem...@gmail.com javascript:; wrote
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. My googlefu has turned
up relatively little, and so now I come here asking for the guidance of the
elders.
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the Alliedmods site? Meta mod p was
having problems on the new hlds Build
SavSin
On Apr 26, 2013 4:08 PM, Gordon Reynolds thisisgordonsem...@gmail.com
wrote:
screen -AmdS ric ./hlds_run -game ricochet -maxplayers 12 +map rc_arena
+ip
66.150.214.212 +port 10101
os:
ubuntu 3.2.0
SavSin
On Apr 26, 2013 4:21 PM, Gordon Reynolds thisisgordonsem...@gmail.com
wrote:
Yeah for the longest time I figured this was just a metamod problem, so I
switched to metamod-p (which should be more stable) to no avail. I was
going to send this message last week but as one final test I
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?
As the title states, this might be a silly question and the FAQ clears
stuff up, but I just want to make sure I have it right.
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the map all over again under another account.
On Tue, Apr 16, 2013 at 2:58 PM, Gordon Reynolds
thisisgordonsem...@gmail.com wrote:
I have a lot of custom maps.
Right now they are in /tf/maps/
After the SteamPipe switch, where would I install new maps, and any
additional content
it a lot easier to keep things organized.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Gordon Reynolds
Sent: Tuesday, April 16, 2013 3:21 PM
To: Half-Life dedicated Linux server mailing list
Subject
.)
And then all your custom stuff is segregated from the official stuff.
Makes it a lot easier to keep things organized.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Gordon
Reynolds
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, Nomaan Ahmad n0man@gmail.com wrote:
Delisting them is better choice than disabling motd after the first view.
On 4 April 2013 19:32, Gordon Reynolds thisisgordonsem...@gmail.com
wrote:
If people cannot be trusted to run a server for a free game without
blasting users with ads then I
AM, Gordon Reynolds thisisgordonsem...@gmail.com
wrote:
But as we've found out before, how do you delist them? Just hope
they play nice and use the 'ads' tag? Or wait for enough people to
understand that this behavior (triggering near-malware on a client's
machine for profit) isn't good
...@list.valvesoftware.com] On Behalf Of
Gordon
Reynolds
Sent: Thursday, April 04, 2013 2:32 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory Team Fortress 2 update released
If people cannot be trusted to run a server for a free game without
blasting
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rules, he cant. :/
I think this should be reversed.
On 4 April 2013 02:43, Todd Pettit pettit.t...@gmail.com wrote:
Try per day.
- Original Message -
From: Gordon Reynolds thisisgordonsem...@gmail.com
To: Half-Life dedicated Linux server mailing list
hlds_linux
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- Gordon Reynolds
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- Gordon Reynolds
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