That would be the most sensical solution to the problem. Let Steam report
currently connected clients to the master that is updated when clients
authenticate with servers.
On Mon, Aug 12, 2013 at 12:41 AM, Drogen Viech drogenvi...@googlemail.com
wrote:
Why not just count the amount of players
Yeah Mart-Jan... I also didn't get the email from Teamspeak :/
Kind regards,
Saul Rennison
On 5 August 2013 13:56, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote:
Why the F is this connected to the hlds_linux :S
I got another mail from them with my registration information for their
site
Yeah, my suggestion would be to add custom/logged in steam id/ to the
search path, so if multiple Steam users use one machine, they can put their
addons in their own folder.
Kind regards,
Saul Rennison
On 2 August 2013 13:58, Brian br...@doublejump.eu wrote:
Although to be honest a launch
It is supported on the client, yes. Rudy, my reply was a solution to that
exact problem without having to fiddle with the command-line.
Kind regards,
Saul Rennison
On 2 August 2013 23:57, Rudy Bleeker rblee...@gmail.com wrote:
But the question was if the -insert_search_path option also
One of the many archaic traits of Source that will be fixed in Source 2.
Don't expect big changes such as this to happen on Source 1 now...
technologically that engine isn't going anywhere after Dota 2.
Kind regards,
Saul Rennison
On 16 July 2013 09:14, Ryan Walmsley ryant...@gmail.com wrote
I'm pretty sure they already compile binaries optimised for newer
architectures anyway. In reality the only thing we're missing in 32-bit
srcds is 64-bit addressing capability, but srcds should never take over 3GB
of memory anyway.
Kind regards,
Saul Rennison
On 16 July 2013 09:37, Ryan
Guys, deal with it.
steamcmd wasn't made soley for updating games, it also exists for managing
Steam games at the backend, hence the command-line interface. I believe Didrole
made a steamcmd replacement that has an older syntax.
On Tue, Jul 16, 2013 at 6:23 PM, Andre Müller
ip 144.76.59.36
clientport 27030
motdfile motd_tradeunusual.txt
sv_logsdir logs_tradeunusual/
mm_pluginsfile addons/metamod/metaplugins_tradeunusual.ini
sm_basepath addons/sourcemod_tradeunusual
exec autoexec_tradeunusual.cfg
map trade_post_a34
Kind regards,
Saul Rennison
On 23 May 2013 17
You could put your config in /custom/configs/cfg/ and it'd never get
overwritten
Kind regards,
Saul Rennison
On 17 May 2013 14:54, Erik-jan Riemers riem...@binkey.nl wrote:
When will the tf2 replay configs be untouched after a update?
I've now just chmod 400 the files, since after
looks, so you can put all your config files in a custom subfolder
and the server will run as normal, and you're free from conflicts with
steamcmd validation/updates.
Kind regards,
Saul Rennison
On 17 May 2013 21:56, Erik-jan Riemers riem...@binkey.nl wrote:
I will give that a shot, and how about
What about if they want to host the map on a listen server?
Kind regards,
Saul Rennison
On 29 April 2013 00:55, Essay Tew Phaun sc2p...@gmail.com wrote:
The option to turn it off would be nice at least. I haven't noticed a
difference on the client end from using blank navs.
On Sun, Apr
If your server is 12/12 with bots how would anyone ever connect?
On Fri, Apr 26, 2013 at 9:57 AM, Marcel hlds_li...@vermasslt.de wrote:
Hi,
I think this problem started to exist after the conversion to SteamPipe,
but I'm not sure.
I currently cannot get my server filled with bots. The
But when a player tries to connect, they'll be no free slots and you'll get a
Server is full error.
Basically it's a feature, not a bug, and I don't think it's gonna be sorted any
time soon.
On Fri, Apr 26, 2013 at 11:05 AM, Marcel hlds_li...@vermasslt.de wrote:
On 26.04.2013 11:33, Saul
, it doesn't make the
problem any clearer.
Why there is no DNS resolution failed error is beyond me.
Kind regards,
Saul Rennison
On 23 March 2013 15:37, dreamde...@dsrclan.com dreamde...@dsrclan.comwrote:
I actually found my error. Somehow DNS went fubar. Soon as I fixed it, it
resolved itself
Don't all stringtables get cleared upon level change? I know they all get
created when the map is loaded, so it stands to reason that they are
automatically deleted on level shutdown.
Kind regards,
Saul Rennison
On 19 January 2013 02:47, Kyle Sanderson kyle.l...@gmail.com wrote:
Depending
Wasn't Jason talking about a branch sync before Christmas but said it'd
have to wait?
Kind regards,
Saul Rennison
On 9 January 2013 00:51, Kyle Sanderson kyle.l...@gmail.com wrote:
While I realize this wasn't an engine update, do you have any idea when
CS:S is going to be sync'd
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Won't setting mp_tournament_allow_non_admin_restart to 0 fix the problem?
Kind regards,
Saul Rennison
On 24 December 2012 20:15, Kyle Sanderson kyle.l...@gmail.com wrote:
Sorry for the double mail, something like this (
http://pastie.org/private/zgaexjbodupsmjty7mfwaw ) should be able
Can't the timeout be adjusted instead of completely ignored?
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Saul Rennison
On 23 December 2012 19:58, Asher Baker asher...@gmail.com wrote:
On Sun, Dec 23, 2012 at 7:56 PM, Nomaan Ahmad n0man@gmail.com wrote:
You should update it Asher :P
It's method is fundamentally
The problem is, people will still be able to see your server IP when they
right-click on their friends in Steam and try to view their current game
info.
Kind regards,
Saul Rennison
On 5 December 2012 14:02, Sachin Sud sudsac...@gmail.com wrote:
Thanks
How can i block queries of A2A_PING
Have you tried dropping in a newer steamclient binary? As far as I'm aware,
they're completely backwards compatible with each other (apart from some
initialisation functions that I *think* changed at some point).
Kind regards,
Saul Rennison
On 21 November 2012 16:37, Miles Sutcliffe mi
Chances are it's due to differences in tier0 and the other libraries that
steamclient depends upon. I'm not sure if these exist on Linux, but also
copy the tier0_s and vstdlib_s libraries over from where you got the new
steamclient from.
Kind regards,
Saul Rennison
On 21 November 2012 18:12
emitter binaries.
I think I may be digging deeper into a mess. If only it were open source :(
Regards,
Miles
On 21 Nov 2012, at 18:29, Saul Rennison wrote:
Chances are it's due to differences in tier0 and the other libraries that
steamclient depends upon. I'm not sure if these exist
I assume requested to restart by the master servers (i.e., an update is
available)
Kind regards,
Saul Rennison
On 16 November 2012 22:20, Scipizoa scipi...@aol.com wrote:
Added a new ConVar sv_shutdown_timeout_minutes
Forces a server to shutdown if it has been requested to do so, even
Yes, only Linux.
Kind regards,
Saul Rennison
On 16 November 2012 23:18, Nomaan Ahmad n0man@gmail.com wrote:
So this will only be used on Linux servers? Windows server dont have
autoupdate... More info on this new cvar will be good.
On 16 November 2012 22:38, Saul Rennison saul.renni
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Just my 2 cents.
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Saul Rennison
On 11 September 2012 00:11, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote:
I use:
sv_minrate 35000
sv_maxrate 76000
sv_minupdaterate 33
sv_maxupdaterate 67
sv_mincmdrate 33
sv_maxcmdrate 67
sv_client_min_interp_ratio 1.0
It seems to be crashing in the crashhandler, which is a very useless
backtrace to have. Do you have any ideas on how to reproduce? This would be
the most beneficial information to Valve.
Kind regards,
*Saul Rennison*
On 21 August 2012 03:29, Chris Oryschak ch...@oryschak.com wrote:
I've been
regards,
*Saul Rennison*
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Don't A2S_RULES and A2S_PLAYERS require a challenge? That completely breaks
spoofed IP attacks.
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On 4 August 2012 18:41, Oskar Levin os...@dataviruset.com wrote:
I'm not sure this is fixed. It's still possible to get the convars of the
server, right
,
k_EDenySteamConnectionLost = 11,
k_EDenySteamConnectionError = 12,
k_EDenySteamResponseTimedOut = 13,
k_EDenySteamValidationStalled = 14,
k_EDenySteamOwnerLeftGuestUser = 15,
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On 30 July 2012 21:20, Bruno Garcia garcia.bru...@gmail.com wrote:
On Mon, Jul 30, 2012 at 1:36 AM
assigned to each server when handshaking with Steam?
Perhaps if the server lost connection to Steam long enough for this
identifier to be reset when a new handshake occurs it would look like all
users are on two different servers simultaneously.
On 30.07.2012 14:14, Saul Rennison wrote
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I'm pretty sure that The Ship utilises its own engine. The CS:S engine
lives in /steam/css/bin/, and I'm not sure where tf goes (possibly
/steam/orangebox/bin).
Either way, you're fine putting the engine there (have you checked whether
it works?)
Kind regards,
*Saul Rennison*
On 26 July 2012
You have to remember that the Source SDK Base engine is very, very old.
Maybe now would be a good time to release a Source SDK Base 2012 which
would just be a snapshot of the current TF2/DOD:S engine?
Kind regards,
*Saul Rennison*
On 23 July 2012 17:44, Fletcher Dunn fletch
If you want to prevent this message, you need to hook the server_cvar
event, so it isn't dispatched to clients.
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*Saul Rennison*
On 23 July 2012 21:49, Bruno Garcia garcia.bru...@gmail.com wrote:
On Mon, Jul 23, 2012 at 5:41 PM, 1nsane 1nsane...@gmail.com wrote:
It has
It prevents the ConVar being returned in A2S_RULES (and so it will be
hidden in browsers such as game-monitor.com)
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*Saul Rennison*
On 23 July 2012 22:15, Joonas Lehtolahti joonas.lehtola...@lehtopuu.fiwrote:
On Mon, 23 Jul 2012 23:49:02 +0300, Bruno Garcia garcia.bru
hidden your IP, when it's publically available on the master servers ;)
Kind regards,
*Saul Rennison*
On 22 July 2012 16:19, Ronny Schedel i...@ronny-schedel.de wrote:
Hello,
I have discovered a strange thing with our DOD:S and TF2 servers today.
Take a look at the line of the status output
If you remove the FCVAR_GAMEDLL flag from this command it will prevent
clients from being able to execute it (via SourceMod or some other plugin)
Kind regards,
*Saul Rennison*
On 18 June 2012 09:19, bottige...@gmail.com bottige...@gmail.com wrote:
I am wondering why a client can repeatedly
Most likely not :(
However it would be quite simple to code your own sv_lan using SourceMod.
Kind regards,
*Saul Rennison*
On 8 June 2012 11:57, Steven Miano mian...@gmail.com wrote:
Hello Mailing List,
Will there ever be consideration for Class B and Class A LAN settings for
sv_lan 1
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Pretty sure you can just hook IServerGameDLL::ShouldHideServer to make it
return false and you'd appear on the master list.
That's assuming HPE have been as lazy with the server browser checks as I
think they have. Maybe someone from SM/MM:S could back me up here.
Kind regards,
*Saul Rennison
It didn't magically find that you needed an update. You deleted your
steamapps folder...
Kind regards,
*Saul Rennison*
On 9 April 2012 22:38, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote:
Had same with my client repeatedly, not getting loadout, exited steam,
deleted all but the steam.exe file
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Exactly this.
Servers have always been assigned Steam IDs, but only recently has the
logged on message appeared (a server update made Steam communication more
verbose IIRC).
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*Saul Rennison*
On 4 March 2012 18:38, ics i...@ics-base.net wrote:
That message came only visible
Before everyone starts asking regarding 언어 파일 업데이트, it's Korean:
http://translate.google.com/#ko|en|%EC%96%B8%EC%96%B4%20%ED%8C%8C%EC%9D%BC%20%EC%97%85%EB%8D%B0%EC%9D%B4%ED%8A%B8
Kind regards,
*Saul Rennison*
On 23 February 2012 22:26, Eric Smith er...@valvesoftware.com wrote:
We've
, k_EAccountTypeP2PSuperSeeder is
an unused Steam ID account type.
Kind regards,
*Saul Rennison*
On 18 February 2012 20:08, Asher Baker asher...@gmail.com wrote:
On Sat, Feb 18, 2012 at 5:39 PM, dan needa...@ntlworld.com wrote:
p2p is a waste of time - most end users have download bandwidth
I think Steam auth just got more verbose. Servers were always assigned
Steam IDs.
Kind regards,
*Saul Rennison*
On 9 February 2012 20:01, ics i...@ics-base.net wrote:
Can CS Source servers now be registered like in TF2? I booted mine up and
saw this:
Assigned anonymous gameserver Steam ID
Why the hell would they ban credit cards, to stop people... from rebuying
games they've been banned from?
Just think about what you just proposed.
Banning credit cards: SO PEOPLE COULDN'T BUY THE GAMES.
Kind regards,
*Saul Rennison*
On 24 December 2011 20:48, Kyle 1poc...@comcast.net wrote
http://www.counter-strike.net/index.php/facts/
Q) Can I host my own dedicated server?
A) Not at this stage in the beta. The full version of CSGO will allow
community run dedicated servers on both Windows and Linux.
You didn't really look far, did you.
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*Saul Rennison*
On 1
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High pings have minimal effect on gameplay, it will affect the high pinger
far more than any attackers.
Interpolation makes a 500ms player seem smooth (assuming minimal loss)
Kind regards,
*Saul Rennison*
On 25 November 2011 19:31, ics i...@ics-base.net wrote:
Imagine one troll making your
You don't need the code, it's one call to SteamGameServer. See:
http://hg.alliedmods.net/hl2sdks/hl2sdk-swarm/file/93a7a2ceb237/public/steam/isteamgameserver.h
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On 24 November 2011 07:31, Alex Kowald abkow...@gmail.com wrote:
Neat tool, wish they'd included
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platform
play. Console players aren't used to the paradigm of dedicated servers run
by the community. So it might reflect badly on Valve and the game if a
player joined a server and had to deal with some form of admin abuse, or
server mods through plugins.
On 11/19/2011 3:17 AM, Saul Rennison wrote
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Point is it will probably run very slowly
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On 9 November 2011 14:56, E3pO e...@wmclan.net wrote:
use wineconsole or setup a xserver to forward it to... have you guys tried
crossover or even http://www.playonlinux.com/en/
On Wed, Nov 9, 2011 at 7:40 AM
It's not fake guys, it would be perfectly possible to fake UDP packets
coming from other clients (if you knew their IP address), and then just
flood the server with requests that require reliable responses. Simple.
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*Saul Rennison*
On 8 November 2011 19:19, ics i...@ics-base.net
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This is why they implemented server blacklisting. Report the server, it
will be delisted.
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*Saul Rennison*
On 1 November 2011 18:39, coffee problem spoofedpac...@gmail.com wrote:
So, this has been brought to light several times in the past and Valve
ignores anyone's request
You're referring to Fletcher as Valve, I think he's just assigned himself
to TF2 programmer and naturally it's his job to help out problems with the
things he's working on :)
Needless to say, it's good that he's helping.
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*Saul Rennison*
On 30 October 2011 18:15, ics i...@ics
of doing the former part of my suggestion for
CSProMod (just one programmer) and I plan to have it done within 2 days.
Minimal expense for Valve and a huge plus for plugin developers.
Kind regards,
*Saul Rennison*
On 28 October 2011 21:21, Henry Goffin hen...@valvesoftware.com wrote:
A very
Here's what I've got so far msleeper:
http://pastie.org/private/v7cygkomvwkh0eeprut1a
Kind regards,
*Saul Rennison*
On 28 October 2011 22:08, msleeper mslee...@ismsleeperwrong.com wrote:
Personally I'm staying away from make things better for everyone by
exposing code arguments since I
Ouch. I can only imagine your pain Nicholas, for having to persistently
reverse engineer the Source 2009 SDK, and thank you dearly for your work (I
have all the hl2sdk repos in my Code folder).
Kind regards,
*Saul Rennison*
On 29 October 2011 00:47, Nicholas Hastings psycho
Or just set your FTP path to /var/www/www.blackoutgaming.org/htdocs/replay
? :s
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*Saul Rennison*
On 20 October 2011 14:49, Michael Johansen michs...@live.no wrote:
(var/www/www.blackoutgaming.org/htdocs/replay
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Why would you possibly want to use Mani Admin Plugin? SourceMod is far
superior.
Kind regards,
*Saul Rennison*
On 19 October 2011 15:48, Hugo R. balkey...@live.fr wrote:
Hi everyone,
I'm currently creating a Source server, and it run perfectly.
But, when I install a plugin (Mani Admin
Also looking at their source code SVN, it hasn't been updated since July.
Kind regards,
*Saul Rennison*
On 19 October 2011 15:55, Saul Rennison saul.renni...@gmail.com wrote:
Why would you possibly want to use Mani Admin Plugin? SourceMod is far
superior.
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etc?
Kind regards,
*Saul Rennison*
On 16 October 2011 17:29, JackyD jac...@teamcrg.net wrote:
Is there are start command to turn off the Multi threaded support?
Since the update we are having issues with servers affecting each other on
map changes etc
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Brilliant. Love the quotes around 1000+ FPS lmao
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On 13 October 2011 22:08, Henry Goffin hen...@valvesoftware.com wrote:
Yes, FPS is now irrelevant to dedicated servers. You can still use
fps_max to limit framerate on the client; this reduces GPU and CPU power
rcon instead.
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On 18 September 2011 18:47, doc drga...@gmail.com wrote:
It makes the console useless while it's spamming. It might just be my
setup but when text is flying across the console any words I type get
eaten and don't display anymore, meaning if I
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I honestly don't understand how a player can have a pitch of 345 degrees,
when it only goes from -90 - 90 :/
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*Saul Rennison*
On 17 September 2011 21:49, brendan halley king0goi...@gmail.com wrote:
If it is a real problem just setup file logging and use notepad++ to strip
What? The Steam Auth is asyncronous... it doesn't matter whether Steam Auth
takes 1 minute or 3 minutes, no clients will freeze until authentication :/
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*Saul Rennison*
On 10 September 2011 20:58, ics i...@ics-base.net wrote:
This auth all clients on the server when anyone
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The source engine is modular by nature, it would be extremely hard for it
not to be as moddable.
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*Saul Rennison*
On 12 August 2011 18:57, Oskar Levin os...@dataviruset.com wrote:
Good idea.
I think the most important thing is to keep the addons system as it is (or
even more
That actually isn't a word. Whatsoever.
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*Saul Rennison*
On 11 August 2011 18:39, Matthew Attaway mata...@gmail.com wrote:
In other news, we found a problem that would cause the game server to
kick
everybody off with a steam authentication / VAC warning. I know
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Although the storm of mails have halted a bit.
I still see crashes which actually stop my server from restarting.
This was still ongoing by valve right?
Eric
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Try it several times, there may be more than one (re: the *ent_fire* method)
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On 30 July 2011 18:54, Info infoma...@gmail.com wrote:
Tried both the sv_cheats kill method and the plugin, but neither seems to
halt the console spam on maps with the satellite (e.g
brilliant.
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*Saul Rennison*
On 30 July 2011 20:50, Brian eternal@gmail.com wrote:
Actually Valve owes its customers everything. Now I am not slamming Valve
at all. I have bought multiple copies of damn near everything they have
made. But the fact is they wouldn't be anything
if they can't keep up with their bug list.
They have absolute masses of money from Steam, so 5 more programmers on
their payroll wouldn't make them bankrupt.
Kind regards,
*Saul Rennison*
On 30 July 2011 21:34, Tyler Schwend tylerschw...@gmail.com wrote:
[New thread to keep the update thread
Seems like an ammo pack feel out of the world (due to the rapidly decreasing
Z coord)
Kind regards,
*Saul Rennison*
On 29 July 2011 16:04, srcds admin hl_l...@kikazz.com wrote:
Taking a look at my server logs... this looks very interesting.. 800
invalid physics calls in a row.
http
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*Saul Rennison*
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at
Valve?
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this;
sv_unlockedchapters = 99 ( def. 1 )
Maybe it's set somewhere that I don't know about, like the loaded map. I
just don't know.
Saul Rennison wrote:
That shouldn't be true whatsoever. Care to provide any proof?
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Kind regards,
*Saul Rennison*
On 13 July 2011 10:45, Jesse Molinaje...@opendreams.net
It's intentional so then people can't go spec-team to gain money for
joining.
Kind regards,
*Saul Rennison*
2011/7/14 px p...@i.kiev.ua
Hello
A small question: when somebody ingame goes to spectators, and than
goes back to one of the team, he looses his money, is this intended
That shouldn't be true whatsoever. Care to provide any proof?
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Kind regards,
*Saul Rennison*
On 13 July 2011 10:45, Jesse Molina je...@opendreams.net wrote:
Also, don't forget about the console command differences, which shows you
the differences between what your configuration
I'm presuming that the kick system uses the kickid console command. Hence
if you hook kickid, and check that admins are never kicked, then you should
be fine. I'm not a SourcePawn developer but I believe this would be simple
to do.
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*Saul Rennison*
On 8 July 2011 22:36, Peter
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