The core dump in my case seems to point to ed_alloc as the cause. If I
caught the right coredump.
On Thu, Aug 16, 2012 at 1:58 AM, HyperionGaming.org Admin
ad...@hyperiongaming.org wrote:
Yes, we had the same error except with GameRulesCreation at the end instead
of ServerMapCycleMvM, and
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
I just got a different EngineError on another Payload windows server
configured similarly, this time it was:
Host_Error: Overflow error writing string table baseline ServerMapCycle
P.
On Wed, Aug 15, 2012 at 11:45 PM, 1nsane 1nsane...@gmail.com wrote:
The core dump in my case seems to point to
Well, the reason was because I had mp_idlemaxtime set to 0.
Never had any problems with that value before but after I've increased it
it's working now.
Even the Robots got Kicked due to inactivity
2012/8/16 Daniel . srcdsl...@gmail.com
Every client connecting gets kicked (reason Kicked due to
So even though i did everything pretty standard, including the default map
rotation sample (that came with the update)
I still see more then 6 players on the servers (human ones) some servers
have only 6, but some more. (up to 9 or so)
I think people are connecting via /connect or something and
On 8/16/2012 12:45 AM, Erik-jan Riemers wrote:
So even though i did everything pretty standard, including the default map
rotation sample (that came with the update)
I still see more then 6 players on the servers (human ones) some servers
have only 6, but some more. (up to 9 or so)
I think
The server browser etc does report the maxplayers being 32 if you set
it up right, it also will show all the bots in the active game. It
does seem like players can still directly connect and spectate though,
we had a full team of 6 with 1 or 2 human spectators. I'm suspecting
this might be
I accidentally replied to a thread instead of making one. I got the
same error on multiple servers. This was the stack trace for the Valve
employees.
#0 0xf6bdb9ed in Sys_Error_Internal(bool, char const*, char*) () from
orangebox/bin/engine.so
#1 0xf6bdbaa0 in Sys_Error(char const*, ...) ()
Apparently this is only HLDS because SRCDS uses a whole different protocol.
On Thu, Aug 16, 2012 at 2:02 AM, PAL-18 pal...@zombiegamer.net wrote:
So is this only affecting HLDS? Or is it affecting SRCDS too?
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Just finished setting up 6 MvMs, and I would like to add another,
private, server for friends to play on.
But, during my identity creation on the first 6, I set a password in
the server.cfg (and, verified it via console), but players still joined
directly (strict was off, so I could join
dont put quickplay on it, then just set sv_password on it..
works fine here.
2012/8/16 Peter Reinhold peter_va...@reinhold.dk
Just finished setting up 6 MvMs, and I would like to add another, private,
server for friends to play on.
But, during my identity creation on the first 6, I set a
On 16.08.2012 08:45, Erik-jan Riemers wrote:
I still see more then 6 players on the servers (human ones) some
servers
have only 6, but some more. (up to 9 or so)
I think people are connecting via /connect or something and going
above the
6 players which isnt intended.
I saw this as well,
On 16.08.2012 11:23, Erik-jan Riemers wrote:
dont put quickplay on it, then just set sv_password on it..
Ok, so setting quickplay to 2 simply ignores the password .. Well,
makes sense, sort of.
/Peter
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I believe they get send to spectator, fletch also mentioned something about
that too. Already got complaints about this, it should just deny people to
log on. Full perhaps set sourcemod to only show a 6 player server? Dunno
what will break then..
2012/8/16 Peter Reinhold peter_va...@reinhold.dk
Set tf_mm_servermode 0 (not as 2) and add password, works fine here too. Though
i would prefer to have sv_steamgroup exclusive 1 dfrom l4d but it doesn't work
with tf2 atm. Then again not as it was in it because anyone could just add
their servers to certain steamgroup. If you were on official
Yes they get send to spectator. Sometimes I get an '' connection refused''
message.
-Oorspronkelijk bericht-
Van: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] Namens Erik-jan Riemers
Verzonden: donderdag 16 augustus 2012 12:34
Aan:
I've mostly eliminated this problem since setting sv_visiblemaxplayers 6.
On 16 August 2012 11:41, Marlon Wolterink munchkinbra...@hotmail.comwrote:
Yes they get send to spectator. Sometimes I get an '' connection refused''
message.
-Oorspronkelijk bericht-
Van:
What's not working? I have replay enabled on my one mvm server. Just checked
the web offload server and it has blocks for all the sessions of the past ~12
hours.
When I played on it last night it popped updating press f6 to download the
replay.
Steven J. Sumichrast
On Aug 16, 2012, at 1:52
If replay is just enabled and not setup correctly, it will cause some crashes.
So be carefull if you enable it. Another thing that ive noticed is that if
mp_maxrounds is too low, server will spam round end blabla in to console
despite game is still going on. It will cause visible lag.
-ics
At the end of any of the MvM maps it appears that the server is not able to
end the level and it just gettings really jittery and laggy and the only
remedy is to restart the server. Is this an issue with there being
spectators at the end of the map? Should I somehow be hiding all but 6
player
I run two vanilla servers thanks and I wasn't one that was requesting 6
players but it was a nice idea.
Point here is when you do separation like this community run servers take a
hit cause of the lack of incentives that the Valve servers will get. This is
the same thing EA did with
On 16.08.2012 11:37, ics wrote:
too. Though i would prefer to have sv_steamgroup exclusive 1 dfrom
l4d
but it doesn't work with tf2 atm. Then again not as it was in it
I'm hoping this feature will be added soon as well.
/Peter
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To
On 16.08.2012 12:20, Nathan Wong wrote:
I've mostly eliminated this problem since setting
sv_visiblemaxplayers 6.
I was thinking this as well, and that works? (BOTs don't care about
visible player slots?)
/Peter
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I'm also agreeing with Valve on this one. Not only is there the issue of
cheating to quickly acquire (tradable) cosmetic items that are likely worth
more than the tickets themselves at this point, there is also a level of
consistency in the experience that players have on the Mann Co. servers
i agree on that one, servers are over crowded as it is. Valve can use the
extra muscle. have 15 servers up now and some where even full before it
connected to matchmaking. Maybe they will change it after a few days.. or
perhaps they dont want to have community servers because of the risk that
only problem one could think of is that if players are not participating
(spectating) you cant get new players.
2012/8/16 Peter Reinhold peter_va...@reinhold.dk
On 16.08.2012 12:20, Nathan Wong wrote:
I've mostly eliminated this problem since setting sv_visiblemaxplayers 6.
I was thinking
Hi,
Today, I found out that my servers were running at 100 FPS/tickrate. After
checking, I found out that -tickrate has been added back with the latest
TF2 update. I thought the plan was to have all servers run at a tickrate of
66. Why has the command line option been added back?
--
Best
There seem to be a problem since latest TF2 update, the prediction hack
(crit hack/no spread) detection has many false positives. This may only
happen on MvM, I wasn't able to reproduce the issue yet.
2012/8/10 Kyle Sanderson kyle.l...@gmail.com
He actually replied to the existing thread :O
I would not agree on that separation in time for 1 hour or w/e to update
servers, what you get then is:
- update hits for servers, and server goes restart/update
- Clients still have old version, and can't play for 55 minutes. = exit players.
- Clients get the update an hour after, but by that
For anyone who wonders, I fixed the issue, somehow I couldn't have any
upper-case letters in the path.
From: michs...@live.no
To: hlds_linux@list.valvesoftware.com
Date: Wed, 15 Aug 2012 11:20:26 +0200
Subject: Re: [hlds_linux] csgo server errors after latest update
Idk if it's to any
On 16.08.2012 11:37, ics wrote:
I've set both tf_mm_servermode 0 and set a password, and still, it does
not work.
I can connect to the server without specifying a password, and as soon
as I join, the players come pouring in.
tf_mm_servermode
tf_mm_servermode = 0
game notify
- Activates /
It's sv_password, password is for clients.
On 2012-08-16 17:19, Peter Reinhold wrote:
On 16.08.2012 11:37, ics wrote:
I've set both tf_mm_servermode 0 and set a password, and still, it does
not work.
I can connect to the server without specifying a password, and as soon
as I join, the players
On 16.08.2012 16:22, Adam Nowacki wrote:
It's sv_password, password is for clients.
DOH! Holy crap, epic facepalm there ;)
Thanks.
/Peter
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Does anyone know if it will be possible to set / vote for a difficulty
level in MvM?
Just played my first round (and its great great fun), but, it also
never really felt all that hard. I know you can work on your grades,
but, i'm pretty sure that players are going to wish for more of a
It's possible if you separate downloading the update and installing
it. A server could see that an update is available and cache it
locally until it's live, at which time it actually installs it.
On Thu, Aug 16, 2012 at 7:41 AM, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote:
I would not agree on
I believe in the last 40emails some where I remember someone saying a few
errors but here is one I'm getting, may have been mentioned already but this
is coming up for servers that don't even run the MvM mode. How do I prevent
this from basically stopping the servers till I click ok to remove the
I don't think the bot health scales - as far as I know it's been based
pretty strongly around 6 people.
You can use the in-game voting mechanisms to change the difficulty of the
mission, I found it was useful to turn that back on for MvM, as I use
SourceMod for my normal PvP mapvoting.
On Thu,
Is there any way we could get a cvar or something that would report back
the current wave? I've got a little auto-magic signup for my MvM server I'm
working on and I'd love to be able to query the MvM server to see about how
far through the current game is.
To change the difficulty set tf_mvm_popfile. The files are in
orangebox/tf/scripts/population folder.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter
Reinhold
Sent: Thursday, August 16, 2012 7:19 PM
We're fixing this for a release later today.
Also, we've found an issue with MvM servers that have a value set for
mp_timelimit. When the timelimit hits the server gets into a state that it
can't recover from. For now, you should set mp_timelimit 0 on MvM dedicated
servers. We're working on
I don't see any convar.
You can do this with a SM plugin, but is easy only for Linux: call the
MannVsMachineStats_GetCurrentWave function (use
@_Z33MannVsMachineStats_GetCurrentWavev as signature for SDK Tools) and will
return the index (starting from 0). I don't know if you can get a signature
Will there be a fix for sound precache crashing?
The ones that give this warning:
Warning: Table soundprecache is full, can't add
vo\taunts\scout_taunts18.wav
On Thu, Aug 16, 2012 at 1:53 PM, Eric Smith er...@valvesoftware.com wrote:
We're fixing this for a release later today.
Also, we've
That is crazy overkill.
You can just use FindEntityByClassname to get the tf_objective_resource,
and GetEntProp to read m_nMannVsMachineWaveCount.
On 8/16/2012 2:58 PM, Invalid Protocol wrote:
I don't see any convar.
You can do this with a SM plugin, but is easy only for Linux: call the
Well I guess I'll be figuring out how to write a simple SourceMod plugin
now. Hopefully it's not rocket surgery, SourcePawn didn't look that
terrible...
On Thu, Aug 16, 2012 at 12:05 PM, Nicholas Hastings
psycho...@alliedmods.net wrote:
That is crazy overkill.
You can just use
Also seeing this on my MvM Servers very often (and some others too)
player/demo.mdl : Run_ITEM1 (X -1 Y 0) missing movement
-Ursprüngliche Nachricht-
Von: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Ryan
Stecker
Gesendet:
Hey Valve can we expect a tf2 update today to resolve some of the issues?
Issues:
soundprecache full (remove, increase, something)
MvM loading to many human players
(other community issues here)
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People, I have solved the problem with HLDS TCAdmin and Linux.
Step to tell, Servers were running with a user named tcagame, all services
running under that user.
From the panel there is an option to run the services with the user name, this
permits only limited cstrike directory so the user
People, write to molest again. I'm new to this and want to learn, I hope I can
help.
I am installing a server Left 4 Dead, I need help on:
1 - I need a file server. cfg to set defaults to Server.
2 - Council to protect the server.
3 - In which way the server runs by default, so I could read
How can i disable spectators in my TF2 MvM server?
There are players using slots that sould be reserved for MvM bots
Thank you
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visit:
1) Write in your native language instead of relying on Google to translate
for you. I'm sure someone on this mailing list speaks Spanish.
2) When your signature is 3x the size of your message, it's time to remove
the signature. =/
---
Jonah Hirsch
On Thu, Aug 16, 2012 at
On Jue 16 Ago 2012 18:08:33 Jonah Hirsch escribió:
When your signature is 3x the size of your message, it's time to remove
the signature
Sorry just deleted the signature.
I have no knowledge if there is a list in Spanish so consulted, always helped
me very nicely.
He meant, type your questions in Spanish and you will maybe receive an
answer in Spanish.
Your questions does not make sense.
--
//Rikard 'Zapy' Bremark
ComHem AB - http://www.comhem.se
Warzone.nu - http://www.warzone.nu
Warzone Short Valley
rikard.brem...@warzone.nu
z...@warzone.nu
On
I have English language skills, I will try to express myself better without
using Google translator, sorry.
I need a sample server.cfg file for a server Left 4 Dead
On Jue 16 Ago 2012 18:30:08 Rikard Bremark escribió:
He meant, type your questions in Spanish and you will maybe receive an
Try mp_allowspectators 0, but I'm not sure if it will help.
On Thu, Aug 16, 2012 at 5:02 PM, Nevermore Imperium
neverm...@imperiumgames.com.ar wrote:
How can i disable spectators in my TF2 MvM server?
There are players using slots that sould be reserved for MvM bots
Thank you
Also, keep sv_visiblemaxplayers to 6.
On 16 August 2012 22:58, 1nsane 1nsane...@gmail.com wrote:
Try mp_allowspectators 0, but I'm not sure if it will help.
On Thu, Aug 16, 2012 at 5:02 PM, Nevermore Imperium
neverm...@imperiumgames.com.ar wrote:
How can i disable spectators in my TF2
thanks! that helped!
2012/8/16 Nathan Wong nat...@nathanwong.co.uk:
Also, keep sv_visiblemaxplayers to 6.
On 16 August 2012 22:58, 1nsane 1nsane...@gmail.com wrote:
Try mp_allowspectators 0, but I'm not sure if it will help.
On Thu, Aug 16, 2012 at 5:02 PM, Nevermore Imperium
Actually i would like to just get Direct Connectons through console or Game
Browser, but dunno if that is working right now for MvM.
Thx!.
--
3DGames Argentina
http://www.3dgames.com.ar
Libertad 41, 5to Piso - Capital Federal
Tel: 4-332-4709
connect ip:port
Or add it to your favorites. Unless I don't get what you're asking.
On Thu, Aug 16, 2012 at 4:51 PM, Alan Kennedy kenne...@3dgames.com.arwrote:
Actually i would like to just get Direct Connectons through console or
Game Browser, but dunno if that is working right now for
I don't know if this one was mentioned yet, but I just noticed that my
stock (no addons folder) MvM server reported having 0/6 players on it,
but wasn't letting me join.
Since it has sv_visiblemaxplayers 6, I decided to check the server
console... it reported 22 bots on the server and no
Left mid-game perhaps? Would still be a bug for the bots not leaving though
I assume.
On Thu, Aug 16, 2012 at 5:14 PM, Ross Bemrose rbemr...@gmail.com wrote:
I don't know if this one was mentioned yet, but I just noticed that my
stock (no addons folder) MvM server reported having 0/6 players
I'd expect the mission to restart when that happened, clearing all the bots.
On 8/16/2012 8:18 PM, doc wrote:
Left mid-game perhaps? Would still be a bug for the bots not leaving though
I assume.
On Thu, Aug 16, 2012 at 5:14 PM, Ross Bemrose rbemr...@gmail.com wrote:
I don't know if this one
Update: We're still gathering fixes and testing. The update won't be out until
early tomorrow.
-Eric
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Thursday, August 16, 2012 11:53 AM
To: Half-Life dedicated Win32 server
While this makes it harder to get more than 6 players it is still
possible to connect to that server from console.
I wrote a small sourcemod plugin to reject clients above set limit (6 here).
https://forums.alliedmods.net/showthread.php?t=193143
On 2012-08-17 00:12, Nathan Wong wrote:
Also,
Thx, exactly what i was looking for!.
--
3DGames Argentina
http://www.3dgames.com.ar
Libertad 41, 5to Piso - Capital Federal
Tel: 4-332-4709
- Original Message -
From: Adam Nowacki nowa...@platinum.linux.pl
To: hlds linux
Someone plan on fixing this erroneous listing ( ./steam -command list) since
supposedly there is a linux server available but in all reality there isn't?
There is no nexuiz linux server package available for installation.
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Do you know of the soundprecache overflow issue?
On 8/16/2012 5:44 PM, Eric Smith wrote:
Update: We're still gathering fixes and testing. The update won't be out until
early tomorrow.
-Eric
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
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