Yeah it seems a map change is required for changes to the motdfile to
take effect. I place these cvars in autoexec.cfg and it works on the
first map.
On 9/1/2013 2:15 PM, Ross Bemrose wrote:
I noticed that when I set motdfile and motdfile_text in my server.cfg
that they get ignored until the
You can use sv_logsdir to specify the logs directory, but I'm not aware
of a way to change cfg directory.
These are the options we set on instances of our shared server install:
servercfgfile
mapcyclefile
motdfile
sv_logsdir
sm_basepath
If you use replay, you'll also want to specify
It does sound like a violation of the policy's intent. What is the
difference between a 32 slot server and one that allows people to join
until there are 32 players? I think people would expect the displayed
player limit to stay the same during the session. The only reason I can
think of for
-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of StevoTVR
Sent: Sunday, October 21, 2012 5:17 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Map timelimit 5 minute buffer
From my experience playing TF2
mp_winlimit is 0. Anything I didn't list is default.
On 10/21/2012 10:59 AM, ics wrote:
How is your mp_winlimit? Other than 0?
-ics
21.10.2012 20:46, StevoTVR kirjoitti:
We have that enabled, and the match does correctly end at the limit.
The problem is that the match sometimes ends early
From my experience playing TF2, there appears to be a 5 minute buffer
zone where the map will change if the round ends. Is there a cvar to
change this behavior? This seems to be triggering in tournament mode and
we'd prefer it not to.
Thanks
___
To
We have a 20 minute timer for CP matches.
On 10/20/2012 7:34 PM, Ross Bemrose wrote:
Why are you using mp_timelimit on a Tournament server?
On 10/20/2012 10:17 PM, StevoTVR wrote:
From my experience playing TF2, there appears to be a 5 minute buffer
zone where the map will change if the round
Did someone else run a server on that IP before you that may have gotten
blacklisted?
On 9/2/2012 2:21 AM, Peter Reinhold wrote:
On 01.09.2012 11:09, ics wrote:
It's the same as far as i know. As for bad standing, those you have
it, do you run something that causes players to leave on your
Sorry, I thought you had bad standing as the thread title suggests. If
your standing is bad, I think that means the IP is blacklisted.
On 9/2/2012 11:26 AM, Peter Reinhold wrote:
On 02.09.2012 18:35, StevoTVR wrote:
Did someone else run a server on that IP before you that may have
gotten
The string is valve.
On 7/20/2012 4:58 PM, Weasel wrote:
Thought I would inquire here about this too
I added Half-Life: Deathmatch (the version ported to Source) to my library
the other day and was messing around with it. I am thinking about setting-up a dedicated
server for it.
But,
Try the latest 1.4.4 snapshot of SourceMod. I don't think 1.4.3 is
compatible with the TF2 update.
On 7/1/2012 7:57 PM, Weasel wrote:
For anybody in a similar predicament, here's what I did to fix my Linux server
crashes ever since PyroVision udpate:
First Issue:
Note: This started
What exactly does the and log into your account part mean? Does this
mean that owner of the Steam account the server is registered with must
be logged in to the Steam client, or just that server must log in by
setting the appropriate cvars?
On 10/24/2011 3:19 PM, Fletcher Dunn wrote:
You
wrote:
or just that server must log in by setting the appropriate cvars?
YES.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of StevoTVR
Sent: Monday, October 24, 2011 4:27 PM
To: Half-Life dedicated Linux
Yeah I've also had this issue...
On 9/9/2010 11:15 AM, Harry Strongburg wrote:
In L4D2, if I add a logaddress of a remote IP to my server.cfg, the
server crashes a lot (usually when a lobby connects). It's a vanilla
server as well, nothing changed except for adding that logaddress. It's
a real
for game server questions.
Thanks,
StevoTVR
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Use changelevel, not map. Using map basically restarts the server.
On 6/26/2010 1:42 PM, David Parker wrote:
A new development. For the last few days, I wasn't able to establish a
client connection to my server at all after it started up. A connection
would always either crash the client
Yes, for Garry's Mod and Synergy which don't have working Linux servers.
It works just fine.
Carl wrote:
Has anyone actually tried running windows srcds in wine on nix?
On Tue, Oct 27, 2009 at 12:07 PM, Gregg Hanpeter ghanpe...@gmail.comwrote:
Rumors huh? Fascinating. :P
On Tue, Oct
It was Fedora, and I don't recall which version of Wine it was at the
time. There was one problem where players would get stuck to
displacements, but other then that it worked great. Right now I'm
running a Synergy server on Fedora 11 and Wine 1.1.29 without problems.
Marcel wrote:
StevoTVR
So you want the server to follow the mapcycle when it is empty, but also
have voting with custom maps? If that's the case, edit
cfg/sourcemod/mapchooser.cfg and set sm_mapvote_novote 0.
Nightbox wrote:
Hi,
I edited mapcycle.txt with the maps that i want but the problem is that
sourcemod may
Does the server share an installation with other Source games like TF2?
If it does, it needs to be separated.
Marcel wrote:
Hi,
when I try to connect to my synergy server I get the error
Invalid Steam key size.
The server is updated with -verify_all. I mounted hl2 ep1 ep2.
Is there any
Servers have a default search key of (blank), as do the clients.
Therefore, server search is restricted to servers with blank search
keys, since == . So it does effectively make the server private to
those who know the key. That is until the game starts, which then lets
anyone join any free
I know at least a few of our servers needed to be restarted yesterday.
Our servers are in the US.
ics wrote:
We didn't have any issues, and our servers are in Europe.
-ics
Ronny Schedel kirjoitti:
Same here, Europe only problem? Servers are located in Germany. Bans also
does not work
I think NS means No Steam. I was also confused about that at first.
Steve Jackson wrote:
What does SourceMOD (HL2) have to do with NS? (HL1)
For all we know, it could be a nosteam exploit.
On Fri, Jun 5, 2009 at 12:48 PM, Maximilian L. mail...@ml86.de wrote:
1st) there´s a selfish
Same here. I hope it gets fixed because that's a really fun map...
1nsane wrote:
I simply removed the map from rotation :/.
On Thu, May 28, 2009 at 3:10 AM, Evaldas Žilinskas
hlds_li...@gameconnect.lt wrote:
I‘ve already reported the problem. No one even replied. :) Everyone is to
That would explain why versus doesn't work. I had removed the steamgroup
and it worked again. Today I re-added it to see what happens, and I got
strange results:
[st...@server ~]$ ./master_query
'\gamedir\left4dead\gametype\empty,sv_search_key_theville1010,versus'
216.75.12.158:27019
If you have a high ping to the server(s), you might try increasing
sv_search_max_ping on the client.
--
Stevo.TVR
TheVille.Org
Morgan Humes wrote:
Thank you everyone for your suggestions, here are the results of my tests.
We were unable to get sv_search_key to work yet, but the
Both TF2 and DoD:S servers start without trouble on my Fedora 9 box.
uname -r
2.6.27.9-73.fc9.x86_64
The Universes wrote:
I just tested a clean install of Fedora 10, same error as on CentOS5.
I'm guessing the problem is related to Red Hat based distros?
On Wed, Jan 28, 2009 at 8:22 PM,
Then the lobby system would choose from any of those servers.
--
Stevo.TVR
www.theville.org
David Parker wrote:
Just out of curiosity, has anyone defined what would happen if two servers
were given the same sv_search_key?
- Dave
- Original Message -
From: Daniel Worley
It happened on my server, too. It was probably waiting for a chance to
auto-update or something. The forked servers probably complicates things
for updates.
--
Stevo.TVR
www.theville.org
David Parker wrote:
Hello,
I went to update my L4D server and I noticed that 5 of my 8 forked servers
This is the one I use: http://forums.alliedmods.net/showthread.php?t=82903
It kills the bots left behind when someone spectates, which I think is
better than blocking spectator completely.
Richard Eid wrote:
This is a temporary fix:
http://forums.alliedmods.net/showthread.php?t=82883
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