Its doing this like 4 times and then loads.
Additionally our servers seems can't registered itself
L 05/01/2013 - 01:13:22: Received auth challenge; signing into
gameserver account...
Game server authentication: FAILURE!
L 05/01/2013 - 01:13:23: Game server authentication: FAILURE!
No such
image, like battlefield bad
company 2 have.
On 06.04.2013 23:47, Ryan Walmsley wrote:
Why no HTML if there is? How else am I meant to put an advert there?
On 5 April 2013 15:33, Nikolay Shopik sho...@inblock.ru wrote:
So I always wonder when any source game will be able to show motd when
On 05.01.2013 23:43, Jake Forrester wrote:
Thanks for the info. I did some testing with r_lod 0 and it seems to
have helped significantly, but there are still some spikes. For the
most part, the gaps are gone or so small that they're not a big deal,
except for cases where it isn't really an
saying players actually get DROPPED from the
server with that message?
2012/11/2 Nikolay Shopik sho...@inblock.ru:
Anyone noticing huge amount connection closing messages from players
which is droped at same time?
___
To unsubscribe, edit your
Anyone noticing huge amount connection closing messages from players
which is droped at same time?
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
Yep, even more crashes. And no replay ever worked for me, crash instantly.
On 10.02.2012 22:33, st...@simiancage.org wrote:
Unfortunately we've now seen an increase in server crashes and client
crashes, haven't looked at logs yet but has anyone else been getting the
same?
-Original
Does anybody able to run server with tf_forced_holiday 2 and Eyeaduct
map? Mine is always crashing when monoculus about to spawn. This is pure
vanilla setup.
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
On 12.01.2012 22:17, Frank wrote:
Then I guess I'd ask did it work before when the event was running under the
same conditions?
Then event ran, there no need for Tf_forced_holiday 2, so I never tried.
And event itself was just fine w/o Tf_forced_holiday 2
Hey,
Does anyone knows what happens to nextlevel_choicesmode from beta on
march 11? Is there way to show players nextlevel selection w/o sm?
Because I see there option sv_vote_issue_nextlevel_choicesmode but
don't really understand where it used.
Thanks
On 16.07.2011 21:43, Harry Strongburg wrote:
On Sat, Jul 16, 2011 at 10:33:58AM +0100, Chris Boot wrote:
AIUI their downloaders use both P2P (BitTorrent) and HTTP download
simultaneously so even folks who are on crappy shaped connections
can download the updates, but for those for whom P2P
P2p actually helps also countries with censorship. I remember doing
update on debian in UAE via apt-get and http server and most of time it
failing because their transparent proxies always doing something to
files and md5sum fails after download.
So not sure if changing content server only to
On 18.07.2011 21:44, Steven Hartland wrote:
But what about anyone else on the network?
If I understood correctly. Content servers is covering everything else
when there low demand for some content and no p2p peers around.
___
To unsubscribe, edit
On 11.05.2011 1:03, Jon Lippincott wrote:
http://forums.steampowered.com/forums/showthread.php?p=22333197#post22333197
I did quick copy/paste into Valve wiki.
http://developer.valvesoftware.com/wiki/Replay
___
To unsubscribe, edit your list
On 29.04.2011 20:59, Max Pierson wrote:
Once RIR's run out, (which i'll be surprised if any v4 blocks are left by
next spring/summer), then the ship goes one way or another. You either start
to adopt v6 (which will already be too late for alot that have big
environments), or just keep paying for
On 25.03.2011 22:02, D3vilfish - Simiancage.org wrote:
Are you confirming you have a Linux install of tf2 beta running as I have
installed from scratch a default install to a new directory and still no
joy.
I'm having clean install and got crash on start.
On 06.10.2010 16:26, zeev...@bezeqint.net wrote:
Hi. Few months ago valve added an option to connect to steam
server (when you pick dedicated, local, community). It worked
well until recent updates. Now, when I click on my community
servers, the L4D2 icon refreshes for few seconds, and then
On 06.10.2010 16:36, Richard GrosJean wrote:
So this is instead of typing something in console to force the
matchmaking to connect to your server?
Exactly, it just set it for you, when you press join.
___
To unsubscribe, edit your list preferences,
On 03.09.2010 16:40, Daniel Vogel wrote:
The old games were fast because the developers knew that they have to
run on a 128 MHz turbo processor, so they've made it performant.
Nowadays with the fancy 3,66 GHz machines developers don't think about
the performance that much anymore. If they need a
On 14.08.2010 20:54, Bajdechi Nightbox Alexandru wrote:
Imo Dynamic IPs should be banned. Who had this terrible idea to invent them
AFAIK this is up to RIR policy for ISP, if they assign mass static they
should provide updated WHOIS for these IP-adresses as well.
On 20.04.2010 23:28, Saint K. wrote:
I am not sure what exactly happened, but this is what we noticed:
L4D2:
3x 20max server, full at daily basis, since masterserver move more or less
completely dead.
TF2:
Servers based in Amsterdam, since move we have nothing else then Russians,
Looks good, at lest it starting but getting these in console.
Cannot verify load for invalid steam ID [I:0:0]
[S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.
Continuing with current version anyway.
commandline.cpp (628) : Assertion Failed: (nIndex = 0) (nIndex
On 13.01.2010 14:05, Nevermore wrote:
Matchmaking is not a bad idea, but i think it is bad implemented.
Lobby creator should be able to choose his favourite server if it is
empty...
I dislike random things.
Players in general want to choose the server by themselves, cause they
like some map,
I'm wondering if sv_region is taken in consideration when doing
matchmaking server search? Because I've seen a lot time when we put into
server with ping 200-300 and these looks like from different region.
___
To unsubscribe, edit your list
Even if it so, this basically has nothing to do with server selection.
On 12.01.2010 22:54, Craig H wrote:
Matchmaking uses your selected Steam download server to determine who to
match you with. In Steam, go to settings and click on the downloads tab. Set
that to a nearby location and you
Yeah I will be matched mostly with people from my country, but servers
barely could be from my country. Even though serverbrowser shows lots
empty server from my country. There no differentiation from which
country your server because only variable we have is sv_region, so game
only know about
On 19.12.2009 22:25, Flubber wrote:
And 1.2 release is an excellent work regarding the quality of
the voice reproduction.
To be honest with Mumble 1.2 they made mistke when added CELT and not
allowed to configure it on server side(allow/disallow). CELT is great
but on low bandwitdh it perform
On 17.12.2009 10:05, Ronny Schedel wrote:
Hello,
the official TF2 blog says:
Today's update will be live...
December 16, 2009 - TF2 Team
...in about an hour. Thanks for your patience.
When will this hour end?
Best regards
Ronny Schedel
http://store.steampowered.com/news/3248/
Said
On 13.12.2009 12:44, Nathan D. wrote:
Currently, when auto-update is turned on and updates to a game are
released, we have to manually restart our server(s) so that auto-update
will update the server during start up. Because we have to manually
restart, there is X amount of time before our
.
As far as scripting something to do this, I know nothing about scripts
so I wouldn't know where to begin.
Nikolay Shopik wrote:
On 13.12.2009 12:44, Nathan D. wrote:
Currently, when auto-update is turned on and updates to a game are
released, we have to manually restart our server(s) so
On 08.12.2009 6:03, Ben Jensz wrote:
Fixing auto-update would solve most of these problems though.
Don't know about you guys but my L4D2 updates automatically since 2 last
updates.
___
To unsubscribe, edit your list preferences, or view the list
Hm, it doesn't work even for my non forked server, it didn't receive
restart request.
On 02.12.2009 10:59, Ronny Schedel wrote:
The autoupdate with forked servers still does not work.
Since no one posted official info about this, just for your information,
there is a new update for left 4
Hello,
I'm running 18 slots TF2 server on Debian Lenny stock kernel. And I
wonder is it normal if server fps drops from 240 to 70-80 for few
milliseconds? I see this with net_graph 4 enabled, while var doesn't
show big difference always about 5-6msec.
Does sourcetv affect this? I know
My hardware is core duo 6700 usually load up to 60-70% with 100Mbit
connection. Fps meter, you mean net_graph 4?
On 01.12.2009 16:29, Daniel Nilsson wrote:
It affects stable fps alot. Now i dont know your cpu and other
hardware/internet limitation. But almost 99% of your unstable fps is
2.6.26-2-686 #1 SMP - This is stock Debian Lenny kernel
On 01.12.2009 18:27, f0rkz wrote:
What kernel are you running?
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
try: cpufreq-set -g performance
This sets the cpu to maximal standart Hz. Why do this? For the load
peaks the cpufreq-utils do not scale up the CPU Hz fast enough. So it is
better to disable them.
Nikolay Shopik schrieb:
2.6.26-2-686 #1 SMP - This is stock Debian Lenny kernel
On 01.12.2009
Hi,
Since L4D update released does anybody get autoupdated? Previous updated
doesn't request my server to restart so it's not updated. So it's just
me or this broken?
And yes I have link to steam binary.
___
To unsubscribe, edit your list
On 27.10.2009 0:38, David A. Parker wrote:
Thanks for the info, Milton.
If +tv_port is disabled, does this mean SourceTV is disabled in L4D2? I
don't use it myself, but I'm sure others will be curious.
Sounds like Valve decided get rid of SourceTV instead of finishing it
for L4D. Personally
On 27.10.2009 19:49, gamead...@127001.org wrote:
I can't find the details, but there was one upcoming third party game that
at one point had promo material saying it was:
- Using the source engine, and
- Would have a Linux version.
My memory being the sieve that it is, I'm afraid I can't
On 20.10.2009 19:40, Jonah Hirsch wrote:
They released the l4d demo servers 6 days before the demo, so I
expect them to be coming soon.
You sure about that? Archives tell otherwise
http://list.valvesoftware.com/mailman/private/hlds_announce/2008-November/000306.html
That's one day before demo
On 20.10.2009 20:09, Nathan Wong wrote:
I think that you actually mean -game left_4_dead_2_demo_2. That would be the
sensible choice.
This is very confusing l4d3 more convenient way. Game-monitor.com shows
current l4d as left4dead2 for example, seem very simple to understand :-P.
On 18.10.2009 0:55, Jonass wrote:
Hi,
I don't know if someone already ask this, but what is the utility of the
sv_search_team_key convar (on L4D) ?
sv_search_team_key = public
- When initiating team search, set this key to match with known
opponents team
Thanks
Jonass
Preparation
On 15.10.2009 14:06, Kaspars wrote:
How about a sv_demodir cvar so I can finally stop doing perl -pi -e
's/auto-/demo\//' engine_i486.so to move auto recorded demo files into
demo directory? It is available for logs (sv_logsdir) so why shouldn't
it be the same for demos? And no, tv_record
On 10.10.2009 11:28, ics wrote:
As we all know who have been downloading custom campaigns to L4D1, there
is clearly a lack of players on them. If you manage to find a custom
campaign at the server search, you need to download that first. No
problem really, except that the download host is
that
since l4d was released. And what did valve? nothing..
Nikolay Shopik schrieb:
They probably should make sv_downloadurl working so servers owners can
host maps by themselves.
___
To unsubscribe, edit your list preferences, or view the list
Hello guys,
Could you remind me how does Valve release dedicated server files, in
same time as demo of game start available or little earlier? Or at least
tell me how it was in past for L4D?
___
To unsubscribe, edit your list preferences, or
On 06.10.2009 20:30, Jonah Hirsch wrote:
Can anyone confirm that you can again used sv_region, and be able to see
your server in the community list, connect to it with a search key, and get
public lobbies in it?
I've been told it's been fixed, but I can't test it myself ATM.
Jonah Hirsch
On 04.10.2009 2:56, f7 f0rkz wrote:
I also noticed our banners are not showing up in game. Anyone having
problems with it?
MOTD is broken if its HTML and all HTML code is in motd.txt file but
working if it on external http server.
___
To
On 29.09.2009 21:59, Jason Ruymen wrote:
A required update for Left 4 Dead has been released. Please run
hldsupdatetool to receive the update. The specific changes include:
- A new campaign, Crash Course, is now available for play in Campaign,
Versus and Survival modes
- In Versus mode,
On 29.09.2009 22:54, Nikolay Shopik wrote:
On 29.09.2009 21:59, Jason Ruymen wrote:
A required update for Left 4 Dead has been released. Please run
hldsupdatetool to receive the update. The specific changes include:
- A new campaign, Crash Course, is now available for play in Campaign
On 18.08.2009 23:19, Brian Rak wrote:
If you are seeing this, it's directly related to a new srcds exploit.
More info on it at http://aluigi.altervista.org/adv/sourcenotvnull-adv.txt
The workaround for this is actually quite trivial. Add tv_enable 1 to
cfg/autoexec.cfg, and (optionally)
Does sv_forcepreload do anything in L4D? I looks like command deprecated
because if I enter sv_forcepreload in console, I'm geting
sv_forcepreload = 1 ( def. 0 )
archive
- Force server side preloading.
Word archive important, also if I enable it during gameplay console
fills up with messages
I'm just wonder if it actually works, because of seeing lots of not
precached sounds in console, showing up. Yeah I have plenty of ram.
On 02.07.2009 12:14, Jonah Hirsch wrote:
If set to 1 forces all information to preload, reducing loading pauses and
stuttering by not loading information on
Yeah I've updated it twice, when it was released and one hour after,
they added readme.txt file to addon folder. I've tried once more as you
suggested but it says I'm update to date
On 27.06.2009 1:59, Jonah Hirsch wrote:
Did you update your game since yesterday? I updated mine right when it
On 27.06.2009 1:34, Nikolay Shopik wrote:
Hey guys,
Just trying to install some vpk files to my server. After coping files
I've entering update_addon_paths;mission_reload and it complains
Unable to remove ~/hlds/l4d/left4dead/addonlist.txt!
Unable to remove ~/hlds/l4d/left4dead/addonlist.txt
Jonah,
Tags aren't updated from what I can tell, there some hidden tags which
sends to master servers, what campaign you have.
On 28.06.2009 4:51, Jonah Hirsch wrote:
Just noticed I never read Nikolay Shopik's subject, which is basically the
same as mine. :P
His solution does not fit me
./steam -command update -game l4d_full -dir . -verify_all
On 26.06.2009 18:08, Jay Deiman wrote:
I assume you mean the -verify_all option to the steam command, how
exactly do you use that?
___
To unsubscribe, edit your list preferences, or view the
Hey guys,
Just trying to install some vpk files to my server. After coping files
I've entering update_addon_paths;mission_reload and it complains
Unable to remove ~/hlds/l4d/left4dead/addonlist.txt!
Unable to remove ~/hlds/l4d/left4dead/addonlist.txt!
File is really doesn't exist, if I create
Any words on SourceTV support in L4D? Will we see it in foreseeable
future, before L4D2 release at least? Simple answer YES or NO will be
sufficient.
On 25.06.2009 21:33, Zoid Kirsch wrote:
As mentioned on the Left 4 Dead blog recently, we're are going to release an
update that adds support
No problem here, reconnect works just fine for TF2 and L4D
On 23.06.2009 20:42, Phillip Saltzman wrote:
Steam was down briefly for maintenance again last night. Did anyone
experience this problem again?
___
To unsubscribe, edit your list
On 16.06.2009 1:07, Thomas Hjorth wrote:
Im running a lot of 1.6 and source servers behind 1 IP using NAT
And a lot is what number? From what I've seen no problem with less 5
servers. Also problem could be throttling as you said, but just because
you are in spammy or botnet neighborhood, just
On 15.06.2009 15:25, Nightbox wrote:
I tried a bit using cl_interp 1 and i saw that i have a delay firing a
rocket.
After that i put cl_interp 0 and was better.
This is what cl_interp 0/1 is doing ?
Its setting time for prediction if one packet lost. by default its 0.1
(100ms) valuve
On 10.06.2009 21:40, Mike Zimmermann wrote:
However, doing this will prevent anyone from joining your server unless they
are using the same search key. If you wish to still allow random lobbies to
use your server, replace the line in your server.cfg with this:
sv_search_key
I'm running at 2 rate and actually can handle 3, have 8 Mbit
link. There no loss at all, thats why I'm surprised to see choke. And
from net_graph I see rate not getting even close to 20Kbit/s (12-14 max)
from server, so changing to 3 not really do anything. My server
connected to
On 07.06.2009 21:47, Guy Watkins wrote:
What is the value of sv_maxrate when you are having your problems?
sv_maxrate is 3, but it appears maybe problem is CPU of server I've
seen sometimes drop to 20 fps, need to check twice this.
___
To
Does L4D runs at 33 or 30 tickrate by default, i heard it 30 but would
like to be sure. And so there no reason to set sv_maxupdaterate more
than 30/33?
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
I've hear somebody saying sometimes its running as low as 20 fps and
thus 20 tickrate. Again this could be just wrong assumption of other people.
What I'm worrying lately is big amount of choke when lots events
processed by server, simple example is spawning horde after boomer
vomit. Usually
On 04.06.2009 11:48, vac - Wojtek Gajda wrote:
Nikolay:
g...@milowice2:~/test$ strace -e trace=file ./hldsupdatetool.bin
execve(./hldsupdatetool.bin, [./hldsupdatetool.bin], [/* 20 vars */])
= -1 ENOENT (No such file or directory)
strace: exec: No such file or directory
libc.so:
On 03.06.2009 23:10, vac - Wojtek Gajda wrote:
few days ago everything (srcds_amd, srcds_run etc.) was working fine.
i think that i have started having this problem after small kernel upgrade
2.6.26-1 - 2.6.26-2
(but i'm not quite sure - dont remeber when i did the upgrade).
now srcds_run
On 03.06.2009 23:57, David A. Parker wrote:
Hmmm... I don't know if strace will work in this case because the file
isn't recognized as existing in the first place. I could be wrong, though.
File isn't wrong at least I've seen once on my amd64 system missed
libc.so.6 its in libc6 package.
Simple is best solution. Achievements shouldn't get from air, players
still should do something to get them. This is FPS game, so generate
random amount kills/deaths of specific class in some range 100-300 to
get some achievement, but don't give player any clue what these numbers.
So basically
70 matches
Mail list logo