What happens to servers that dynamically change their sv_visiblemaxplayers?
There are a bunch of servers that only advertise being a 24 slot server and
then slowly grow to 32 to exploit quickplay as long as possible.
On Wed, Feb 13, 2013 at 7:47 AM, Kyle Sanderson kyle.l...@gmail.com wrote:
But only really on startup. It's just like you become used to having 10
error messages in your console just by starting a source game.
On Wed, Feb 13, 2013 at 1:32 AM, Eli Witt eliw...@gmail.com wrote:
srcds is too chatty, that's the problem.
On Tue, Feb 12, 2013 at 8:32 AM, Asher Baker
I don't think anyone dynamically does this and even if they do, that
penalty will apply and rise with each extra slot above 24. I think some
server owners run a 24 slot server, and start the server with 6-8 extra
slots (maxplayers 30-32), using sv_visiblemaxplayers 24. This way
servers can
I know servers that do this, and I wanted to know if this is punished or
not.
They just start 32 player servers and have sv_visiblemaxplayers at 24. Then
it's full and it's set to 26, then 28, 30, and finally to 32. That way they
have the lowest quickplay penalty (or none until 24) as long as
Then the simple solution would be to check playercount by system each
time sv_maxvisibleplayers is being changed.
-ics
Valentin G. kirjoitti:
I know servers that do this, and I wanted to know if this is punished or
not.
They just start 32 player servers and have sv_visiblemaxplayers at 24.
I think you're misunderstanding. The question is not *how* it can be checked,
rather the question is whether or not this is disallowed and punished.
Dr. McKay
http://www.doctormckay.com
On Feb 13, 2013, at 5:25 AM, ics i...@ics-base.net wrote:
Then the simple solution would be to check
We've released a mandatory update to Nuclear Dawn. The notes for the ND
Update 6.9.3 are below.
Nuclear Dawn update 6.9.3
- Fixed compass directions on Coast.
- Fixed crash or hang on startup when subscribed to Workshop maps that
become unavailable (removed, hidden by author).
- Fixed exploit
One more beta update before this becomes the public version tomorrow, changes
are:
- enabled utf8 chat for say and say_team commands
- don't create a SAVE/ folder on server launch
-Original Message-
From: hlds-boun...@list.valvesoftware.com
Cool!
Will the utf8 affect plugins? Like advertiseplugins?
From: alf...@valvesoftware.com
To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com;
hlds_annou...@list.valvesoftware.com
Date: Thu, 14 Feb 2013 00:40:52 +
Subject: Re: [hlds_linux] Counter-Strike 1.6 beta server
You really should ask that question on alliedmods :)
On 14.2.2013 г. 02:53 ч., Ejziponken - wrote:
Cool!
Will the utf8 affect plugins? Like advertiseplugins?
From: alf...@valvesoftware.com
To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com;
What Anthony said.
(in theory it shouldn't matter, the beauty of utf8 is that most std string
functions just work with it).
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Anthony Stoyanov
Sent:
And all the fun that goes with it, like Source games truncating Steam
names in the middle of multibyte characters because no one thought to
make sure they took the same lengths.
On Thu, Feb 14, 2013 at 12:58 AM, Alfred Reynolds
alf...@valvesoftware.com wrote:
What Anthony said.
(in theory it
We're working on a mandatory update for Counter-Strike 1.6 and Half-Life 1
deathmatch. The ETA is 10am PST tomorrow ( February 14th, -8 GMT ). The update
will need to be downloaded using the steamcmd tool, documented here:
https://developer.valvesoftware.com/wiki/SteamCMD
Use appid 90.
You can
On 13/02/2013 06:06, Supreet wrote:
Hello Fletch,
I have a couple of questions for you. Would the following idea be
considered illegal or approved by Valve?
On a server with a maximum capability of 32 players, limit the players with
sv_visiblemaxplayers to 24 and have quickplay enabled.
For years linux has had issues with phys_constraints and entities touching
them, whether it be players or other props, etc. Below are some links that have
been public for quite some time.
This is mainly an issue in Garry's Mod, where the welds are frequent on build
servers. This literally
On 13/02/2013 09:05, ics wrote:
I don't think anyone dynamically does this
You think stuff and it happens like in this film?
http://www.imdb.com/title/tt0078158/
Wow.
Valve's recommendation is 24, so simple solution would be that if
server cvar sv_visiblemaxplayers is changed, Valve will
I haven't had any cause to do anything with SteamCMD prior to now. Since
allegedly HL1 and Counter-Strike (1.6-ish) are being switched-over to it
SteamCMD tomorrow, I gave it a shot this evening. When tried to run on hosted
CentOS 5.x (32-bit) dedicated server for the first time, the result
I don't want to waste my time arguing with needaxeo who always asserts his
agenda that a completely default experience is superior and third party
server owners are useless.
Fletcher has the data on servers that used fast respawn without displaying
tags (at least one of them here), and he should
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