This is correct. The IP in the command line tells srcds what ip to bind
to on the machine. Since the external address is binded to the router,
not the pc, it will not work. The server should still show up in the
server browser fine, allowing people to connect to the external IP.
Tom Leighton
Just wanted to add that I also have this issue on one of my servers, but
not the other. Both Windows if it matters.
AnAkIn . wrote:
This has already been posted in the list, but it's still not fixed.
Yesterday we had to do a clan matche on goldrush, and the cart indicator
didn't show up for
We have also noticed that on at least 2 of our 3 servers (both windows),
not sure about our third.
AnAkIn . wrote:
After updating my TF2 server, it seems that everybody notice a 5 second lag
at the end of the round/start of new round, the server is like timing out.
Anyone noticed this with
You might also want to check out the Tomato firmware for it. In my
opinion, the QoS works a little better and gives you more control than
on dd-wrt.
Crazy Canucks wrote:
After looking into it more, the WRT54GL doesn't do everything I need it
to do. I need a pretty sophisticated QoS setup
Psychostats newest version, 3.2, that is still in development does
support realtime logging.
Also, there are many free versions of hlstatsx out there, which I just
detailed in a post to someone in the sourcemod forums. See
http://forums.alliedmods.net/showpost.php?p=682529postcount=521
This is an edited version of the hlx premium weapon_logging one made for
dods/psychostats
http://forums.alliedmods.net/showthread.php?t=76704highlight=psychostats
ics wrote:
You need some plugin like statsmenimum that makes more detailed logs.
Mani-admin, Beetlesmod and propably Sourcemod
What time is the launch? West/East/Central Midnight?
Valve time :P
J T wrote:
What time is the launch? West/East/Central Midnight?
On Mon, Nov 17, 2008 at 9:22 AM, Stephan Botha [EMAIL PROTECTED]wrote:
Hi guys,
Anyone have a ETA on the SDK and Server Files? It's just a few more hours
Looks like the srcds_run file was edited in Windows and had carriage
returns put it... dos2unix ftw
bl4nk wrote:
Having problems starting up my linux servers:
-bash: ./srcds_run: /bin/sh^M: bad interpreter: No such file or directory
There are reports that servers running on Windows
It doesn't even apply to all hl2 games. Only orangebox (including 3rd
party mods)
Ronny Schedel wrote:
Does the update apply to Half-Life 1 games?
Does this change apply to Half-Life 1 games?
AnAkIn . wrote:
The change was in the last Orange Box engine update.
2009/2/17 Sipi
Orangebox mods can no longer share folders with tf2 and dods installs.
You have to install to another folder, using -game orangebox
Crazy Canucks wrote:
I am getting this error when I try to connect to one of my servers.
This is an Age of Chivalry server sharing an installation with a Day of
As of a couple months ago, Orangebox mods use a different engine than
TF2 and DODS.
You must install to a separate directory, using the game orangebox
Marc.B wrote:
Hey all,
I would need someone from Valve to check out this issue with
Orangebox. Here is the problem.
Let's say I have
Nevermind, I responded too quickly :P Age of chivalry is already it's
own game.
Do what Yaakov said. Just separate directories.
Nicholas Hastings wrote:
As of a couple months ago, Orangebox mods use a different engine than
TF2 and DODS.
You must install to a separate directory, using
It looks identical to a normal kill line, but with the following
appended to the properties
(customkill feign_death)
Saint K. wrote:
Does anyone know what the log message is for the spy fake death?
Cheers,
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Most TF2 updates include orangebox updates that can also affect DOD:S,
sometimes negatively.
Daniel Vogel wrote:
How do you test tf2 updates with dod?
--
Mit freundlichen Gruessen,
Sincerely yours,
Daniel Vogel
-Ursprüngliche Nachricht-
Von:
Are you running it off -game tf/dods or off of -game orangebox?
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 way to fix that?
Marcel
This should pick up what you want.
/^L (\d+?)\/(\d+?)\/(\d+?) - (\d+?):(\d+?):(\d+?): (.+?)(?:.+?)+
(?:say|say_team) (.+?).*$/
$month = $1;
$day = $2;
$year = $3;
$hour = $4;
$minute = $5;
$second = $6;
$playername = $7;
$message = $8;
David A. Parker wrote:
Hello,
Does anyone know of a good
Yes, they were called Pentium D unless you're just talking about
hyperthreading
Saul Rennison wrote:
I'm sure dual-core P4's exist...
Thanks,
- Saul.
On 9 Sep 2009, at 22:11, 1nsane 1nsane...@gmail.com wrote:
Pentium D you mean?
On Wed, Sep 9, 2009 at 3:19 PM, Rick Payton
Is anyone else noticing that many cvars are missing from the A2S_RULES
query output now?
Out of a whopping sample size of three servers, two of them are missing
many cvars from the rules query. Those two happen to be linux servers
while the one seemingly working fine is on Windows. I should a
lrn2writeid
Vegard Mortensen wrote:
Hi
Im not sure if this problem has been posted before (I could not find it).
I have noticed that Counter-Strike Source servers only store its banned
players in memory.
So when you restart the server all players are unbanned.
Problem:
I ban a
You need to update to a Sourcemod 1.2.4 or 1.3 snapshot if you don't
want plugins using the events system to crash. Valve changed the
undocumented l4d sdk again.
Russell Jones wrote:
Turns out for some reason the hlstatsx plugin was causing them to crash
everytime it attempted to log
1) the vdf method is still the preferred method. it is not obsolete
2) this is the wrong place for mms/sm questions. try mmsource.net,
sourcemod.net and forums.alliedmods.net
Fredrik Duprez wrote:
I think that the vdf method is obsolete for loading sourcemod.
I simply added the line
sm
Same. Shit's busted. plxfixkthx
Shane Arnold wrote:
Can confirm that the L4D2 demo does not return the status output via a remote
rcon query as L4D1 does. However the console output works fine.
Saint K. wrote:
Can anyone query their server yet after the update which was just released?
-game Counter-Strike Source
(you can see all of these by using list for the game)
tom nikitopoulos wrote:
can anyone tell me the parameters for counter strike source.
i have tried to download the css files using the parameter -game Counter
Strike - Source and it is not working
thanks
Rcon commands work fine on l4d2 servers. Rcon responses (the feedback
from the commands) is what is broken on some l4d2 servers (possibly just
[some?] linux ones).
Saint K. wrote:
The problem is, we use rcon to retrieve the status... rcon ain't working
externally on l4d2...
Cheers.,
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Milton,
Can you tell us if Valve has acknowledged the rcon response issue on
linux l4d2 servers and plans on fixing it sometime in the near future?
Milton Ngan wrote:
Netcon works, but the disadvantage is that you get console spew that can
potentially get mixed in with your responses. There
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nicholas
Hastings
Sent: Tuesday, November 17, 2009 10:30 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] L4D2 rcon query
Milton,
Can you tell us if Valve has acknowledged the rcon response issue
Jason,
Can you give us more info on the crash that was fixed? I believe there
were multiple crash issues outstanding.
On 12/18/2009 2:15 PM, Jason Ruymen wrote:
Fixed a common crash
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What does this have to do with hlds/srcds?
On 12/19/2009 1:08 PM, Schlup wrote:
Has anybody successfully setup a TeamSpeak 3 server on Linux yet? I'm
having troubles getting the binary to run. I am trying to setup a TS3
server on my dedi box. I have downloaded, unzipped, set permissions,
Jason, could you please pass it on that the medic taunt kill logging is
inconsistent with the rest of the taunt kills. The weapon_logclassname
property on the player_death event is ubersaw like a regular ubersaw
kill instead of the expected taunt_medic.
On 1/13/2010 8:15 PM, Jason Ruymen
-condebug
On 2/8/2010 11:00 AM, Saul Rennison wrote:
Isn't there a con_debuglog ConVar which logs all console output to a file?
On Monday, February 8, 2010, f0rkzh...@f0rkznet.net wrote:
Ok. I know there is logging built into games using the Log on cvar.
What I need is the actual
And the A2S_Rules issues?
On 5/5/2010 12:58 PM, Zoid Kirsch wrote:
We cannot guarantee master legacy mode will continue to work in the future as
we are moving forward with new master server features. We are looking into
the source TV issues.
--
/// Zoid.
-Original Message-
Rcon is TCP on Source. (UDP on GoldSrc)
On 7/5/2010 6:07 PM, Björn GRYZOR Rohlén wrote:
RCON is udp as well, most likely a problem with your firewall.
-TheG
On Mon, Jul 5, 2010 at 10:28 PM, Cc2iscooLcc2isc...@gmail.com wrote:
Not necessarily, as rcon is TCP and game is UDP, from my
Legally? unlikely.
People do it anyway.
On 7/20/2010 9:40 AM, Ben Mendis wrote:
On Tue, Jul 20, 2010 at 9:31 AM, icsi...@ics-base.net wrote:
It's propably the same as for other Source games. Free to use but selling
the things you do is not allowed. I also remember something along the lines
The proper fix would be for Garry to add the content 'OB Linux
Dedicated Server' as required when downloading garrysmod with linux
hldsupdatetool.
On 8/20/2010 9:42 AM, James Taylor wrote:
Hi,
Recently Garry finally got some Linux binaries out for Garry's mod
however the issue is that the
It was actually an rcon-related issue. I had sent in two similar dumps
at two different times to two different valve employees. All I had heard
back was I'll pass it on and Thanks, we'll look into it (and the
latter was only after getting another contact closer to Valve involved)
Of note,
Bitchy is right. None of the SM download links require any sort of
registration. Whining about nothing.
On 9/10/2010 11:04 PM, tom nikitopoulos wrote:
Im just bitchy. I know the link for sourcemod but i get tired of having to
register with a website to download a damn file.
After registering
Yes.
On 10/12/2010 8:00 PM, DreamsCN wrote:
Hi,
There are information about how to query a server and get info,player
and rules on this page
http://developer.valvesoftware.com/wiki/Server_queries. My concern is
some rules(Server Variables/cvars) shouldn't be public(non-players).
HLSW and
It's just d or p (or l for listen server). The 'l' after it is the OS
(linux).
When not in legacy mode, that field is probably not set properly.
However, you can probably check the extra data field for spec port if
included on those to see if it matches the port of the server you're
querying
umad?
On 11/16/2010 7:00 PM, C Szabo wrote:
I'm tired of Valve now or the coders. Maybe its time to get your heads out of
your asses?
What are you waiting for? Kick in the nuts? Are you people blind or are you
just ignoring us?
CAN YOU PLEASE FIX THE STUPID FUCKING SERVERBROWSER ANYTIME
I'll tell you where you can put it...
On 12/14/2010 3:13 PM, Violent Crimes wrote:
Where do we put the beta passwords?
On 12/14/2010 2:59 PM, John Gibson wrote:
The Killing Floor Twisted Christmas event will officially start in a few
minutes and a required update will be released shortly. To
There was also an L4D1 update for presumably the same issue.
On 2/1/2011 7:53 PM, violentcrimes wrote:
On 2/1/2011 7:33 PM, Eric Riemers wrote:
Hi,
Seems a update is out for l4d2, don't know what is new though. Might
be that
fixed, but it's a required update.
Eric
Actually, having the beta as a head up was great and MM:S/SourceMod were
updated the night the update went live.
On 4/18/2011 6:59 PM, Ross Bemrose wrote:
To add to that, the last TF2 update was in Beta testing for months, so
it isn't Valve's fault that MetaMod/SourceMod wasn't updated for it.
Trawl much?
While a heads up is nice, it's rarely needed. Changes can be reversed as
necessary either way.
P.S. When the beta changes went live, it was one of the published,
public interfaces that had breaking changes. SourceMod was far from the
only plugin that broke and one of the first
Thanks for the heads up, Eric.
Any and all heads up of potentially-breaking changes are definitely
appreciated, especially with an accompanying beta.
On 4/26/2011 9:05 PM, Eric Smith wrote:
We've released an update to the Team Fortress 2 Beta. The release notes are
below.
Be sure to test
No one's forcing you to run servers.
On 5/5/2011 9:35 PM, John Marbury wrote:
I think my point is more or less what Kyle just said, plus the fact that
everyone is about tried of the hat-whoring. It's killing gameplay servers
and promoting trade servers. Congrats, your game is now a 3D Ebay
RRRuffles Have Ridges!
On 5/5/2011 9:38 PM, clad iron wrote:
to agree with Kyle, i have talked to ppl that are outraged that they can't
play for more than a few min's before a crash.
as for the updating time, here in EST it's 9:35 PM. If this update was
coming about 5 hours earlier, it
That's weird, Johnny. Our TF2 servers haven't wavered in popularity in
a while, maybe even been gaining a little.
I think that maybe you're just Doing It Wrong™ .
glhf with 'dem trading servers.
On 5/5/2011 9:47 PM, John Marbury wrote:
On Thu, May 5, 2011 at 9:37 PM, Nicholas
I think we found out who's raging. mirite?
On 5/5/2011 10:14 PM, John Marbury wrote:
http://armthehomeless.files.wordpress.com/2011/02/umad.jpg
Damn, I sure can predict the fanboy rage can't I?
I only mentioned my servers because they were full 24/7 for the last however
many years, now it's
You can't go by the game list. If they formerly filtered it per
operating system, they no longer do so.
There are at least three other games listed there that don't have linux
server versions either.
On 5/11/2011 10:07 AM, Ross Bemrose wrote:
Yes, we are on a Linux server. And this is on
http://forums.steampowered.com/forums/showthread.php?t=1882939
On 5/12/2011 11:11 AM, Eric Riemers wrote:
Below is something i would want to see too. Always nice to integrate those
things.
Yes, an overview of this dmx file format could be useful. I'd also like
to
know how these YouTube
The version number only increments on required updates.
On 5/25/2011 7:16 PM, clad iron wrote:
Is there no version number change ?
i still show 1.1.5.1
On Wed, May 25, 2011 at 6:40 PM, Jason Ruymenjas...@valvesoftware.comwrote:
An optional update for Team Fortress 2 is now available. The
https://forums.alliedmods.net/showthread.php?t=161586 glhf
On 7/8/2011 7:09 PM, Saul Rennison wrote:
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
Less qq, more pew pew.
On 7/21/2011 2:06 PM, Saint K. wrote:
What would be the easiest and most reliable way on removing/block those new
laser weapons added last night to TF2? (and would that cause any sv_tags or so
to be set which will remove you from quickplay?).
Saint K.
It's mapcyclefile.
On 7/26/2011 11:40 PM, bottige...@gmail.com wrote:
I typed mapcycle and the console said
Unknown command mapcycle
On Tue, Jul 26, 2011 at 8:39 PM, 1nsane1nsane...@gmail.com wrote:
As did I. This could be quite useful.
On Tue, Jul 26, 2011 at 11:36 PM, Tony
See? You and Steam Guard already have something in common!
On 8/9/2011 10:10 PM, James Puckett wrote:
Steam guard is useless and annoying, what the hell is cross-game trading.
On Tue, Aug 9, 2011 at 7:07 PM, Ross Bemroserbemr...@vgmusic.com wrote:
Yup, cause they'd never use it to add new
It's in the Donor Access forum.
On 9/17/2011 4:35 PM, Dan hansen wrote:
It says i havent got the right access to see the page.
Date: Sat, 17 Sep 2011 22:33:44 +0200
From: louloubi...@gmail.com
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Counter-Strike: Source Update
Rcon works fine in both L4D and L4D2.
On 9/27/2011 9:59 AM, Ronny Schedel wrote:
I have never seen it in L4D l4D2.
Can you let me know the change release that removed rcon? I have been
using
it for a long time.
I'll check Ports open/closed, but i'm very sure the right Ports and ranges
are
this rcon thing wasn't added later. It's been in every version of the
engine, including L4D/2 from the start.
The only difference with those games is that there was a crash bug with
rcon for a while that was since fixed (I believe that it was attributed
to multiple rcon connections being
I would say that they're far worse than facepunch (and I'm no facepunch
fan), but I could definitely get on board with Google Groups.
On 10/24/2011 9:11 PM, msleeper wrote:
I'm sorry, but your forum population is about as dumb as
facepunch, and I hope you realize it.
Although, in addition,
SourceMod itself (can't speak for third-party SM plugins) is also
generally updated pretty fast and has partial auto-update capability.
With last night's update, for example, we had the updater prepped an
hour ahead of time, and many people had no crash issues except
I don't know why you would expect them to add more public interfaces
when they don't even share the changes to the existing ones.
When was the last Source 2009 SDK update? Oh wait, there is no
(official) Source 2009 SDK.
On 10/28/2011 7:35 PM, Saul Rennison wrote:
Here's what I've got so
That's typically a symptom of (unintentionally) lying about no mods or
just not getting the full update (maybe just engine or just server
downloaded). Try downloading again or with -verify_all.
On 11/2/2011 7:55 PM, doc wrote:
Is anyone else crashing? It doesn't get too far past the boot
I would recommend against running the dev branch unless you have a
compelling reason to.
The last two stable releases, 1.3.8 and 1.4.0 (as well as stable branch
snapshots 1.3.9-dev and 1.4.1-dev) were set to push updated 'gamedata'
files the moment the update went live. Dev snapshots do not
change. It
didnt compile the build that 1.5 is on for Windows. However, it cant auto
update the gamedata if the server doesnt start. :(
On Wed, Nov 2, 2011 at 5:03 PM, Nicholas Hastings
psycho...@alliedmods.netwrote:
I would recommend against running the dev branch unless you have a
compelling
I didn't have any issues with steam.inf going away.
On 12/15/2011 11:12 PM, PharaohsPaw wrote:
So let's see, that makes me and 2 other server operators now. Either all
3 of us are smoking crack or maybe, just maybe, the update didn't come
with a steam.inf file
But,
Replay and SourceTV do not count toward that limit.
On Jan 4, 2012, at 9:37 AM, Michael Johansen michs...@live.no wrote:
Hi guys,
I'm running 5 TF2 servers atm, and they all have Replay + QuickPlay enabled
for the most traffic. However, having replay on (-replay in startup cmd) sets
Technically, yes. They increase max players, but they do not count in the
player count that quickplay uses.
On Jan 4, 2012, at 9:41 AM, Michael Johansen michs...@live.no wrote:
Well, why does it increase maxplayers? I think its misleading information,
the info provided by the Steampowered
Please update your servers to receive the update. Changelog is below.
Client Changes
* Added teammate player names and class icons to commander view.
* Added player squad letter to name in both first-person and commander
views.
* Added backstab indicator for armknives to aiming reticle.
*
Due to some technical complications, this was delayed.
It is now released.
On 2/1/2012 2:23 PM, Nicholas Hastings wrote:
Please update your servers to receive the update. Changelog is below.
Client Changes
* Added teammate player names and class icons to commander view.
* Added player squad
Relevant to server administration.
On 2/14/2012 8:26 PM, Frank wrote:
- Updated the in-game trading system to use the Steam trading menus
This is one fix that IMO shouldn't have been done... and should be changed
back tomorrow.
The purpose of trades in game were to do some of the small ones
Please update your servers to receive the update. Changelog is below.
Weapons and slots
* Frag grenades now vaporize other thrown frag grenades in blast radius.
* Medpacks now have unlimited ammo. (Still only one can be placed at
a time, per person).
* Saboteur's REDs now use grenade
An update to Day of Defeat: Source has been released. The update will be
applied automatically when your Steam client is restarted. The major
changes include:
Fixed the HUD radar background disappearing after level change
On 2/23/2012 5:20 PM, Mart-Jan Reeuwijk wrote:
I do wonder what that
We've released a mandatory update to Nuclear Dawn. The notes for the ND
Update 6.01 are below.
Balance changes
* Each ammopack can now only supply each player up to one of each
grenade type and one hypospray.
* EMP blasts now destroy nano skin effect on enemies.
* Hypospray / nano skin
Get over yourself.
On 3/1/2012 10:07 PM, Frank wrote:
Sorry Mr. Cain
But the sad truth is that support tickets are ignored, directing to the
support forums which don't appear to be getting any attention and I know
this is a direct line - I'm only bringing up the issue here when an update
is
We've released a mandatory update to Nuclear Dawn. The notes for the ND
Update 6.1 are below.
New Features
* Added support for setting clan/group association.
* Added new clan-based achievements: Ants, Locusts, Legion, Playground
Bullies, Strength In Numbers, and Traitor.
* Added ability
We've released a mandatory update to Nuclear Dawn. The notes for the ND
Update 6.2 are below.
Nuclear Dawn Update 6.2
New Features:
- Added new commander research items
- Player Boost I, II, and III
- Structure Boost I, II, and III
- Commander Abilities II and III
- Added support for
We've released a mandatory update to Nuclear Dawn. The notes for the ND
Update 6.2a are below.
Nuclear Dawn Update 6.2a
Balance changes
- Reworked ammo pack earned xp to not be based on actual ammo amount,
unfairly weighting some weapons.
- Research in-progress when last armory is
We've released a mandatory update to Nuclear Dawn. The notes for the ND
Update 6.2b are below.
Enabled double XP weekend, up to rank 15 (Thursday through Sunday,
starts and stops at 17:00 GMT).
Other changes
- Added option to reset rank and stats.
- Manually powering structures off can now
We've released a mandatory update to Nuclear Dawn. The notes for the ND
Update 6.3 are below.
Nuclear Dawn Update 6.3
New Features
- Increased rank cap from 60 to 80. Rank is based on xp, so some players
may already be higher than 60.
- Added new team-based gizmos for levels 65, 70, 75, and
We've released (another) mandatory update to Nuclear Dawn. The notes are
below.
- Fixed crashing on Career screen for some high-rank users.
- Fixed loading screen layout when connecting to VAC-secured servers.
- Fixed Lost Signal display appearing in many cases when using
Commander Spectate.
We've released (another) (another) mandatory update to Nuclear Dawn. The
notes are below.
Balance changes
- High level gizmos now affect Squad rather than Team.
Fixes
- Fixed crash on startup with game controller plugged in.
--
Nicholas psychonic Hastings
Developer
InterWave Studios
https://list.valvesoftware.com/mailman/listinfo/csgo_servers
On 6/4/2012 10:18 AM, Steven Miano wrote:
I'm interested in the CS:GO mailing list, I didn't see it listed here:
https://list.valvesoftware.com/
Where is it exactly?
On Mon, Jun 4, 2012 at 9:17 AM, Axel Terizakia...@mahoro-net.org
We've released a mandatory update to Nuclear Dawn. The notes for the ND
Update 6.4 are below.
Nuclear Dawn Update 6.4
New Features
- Added new structures, Barrier and Wall.
- Added ctrl-click for building to allow immediate placement of another
instance of same structure.
- Added offline
We've released a mandatory update to Nuclear Dawn. The notes are below.
Balance changes
- Barriers and Walls now require and use a small amount of power.
- Barriers and Walls slowly decay when unpowered, down to 10% of their
maximum health.
- Raised cost for Barriers and Walls.
- Walls now
We've released a mandatory update to Nuclear Dawn. The notes for the ND
Update 6.5 are below.
New Content
- Added new map, Gate (beta), the first of the two community mapping
contest winners.
Enhancements
- Added option to disable sniper auto-rezoom.
- Added sound to notify when a vote
guys don't
get enough love!
Can't wait to try it out!
Side note:
Does the chain gun fix apply to grenades too? Few of us were getting stuck
in Grenade hearing mode on a server the other day.
--Eric
On Thu, Jul 12, 2012 at 3:35 PM, Nicholas Hastings
nicho...@interwavestudios.com wrote:
We've
We've released an optional (for servers) update to Nuclear Dawn. The
notes are below.
- Fixed some common server crashes.
- Updated localizations.
In addition, as noted in the InterWave Studios forums, Nuclear Dawn
dedicated server now uses the new steamcmd tool to update rather than
We've released a mandatory update to Nuclear Dawn. The notes are below.
As a reminder, the new steamcmd tool is now required for updates, rather
than hldsupdatetool. More information can be found here,
http://forums.interwavestudios.com/topic/4529-dedicated-server-change/
Enhancements
-
Most of the cvars tagged to show when changed are done so because they
affect gameplay.
Where's the line between lying to clients and hiding information from them?
On 7/23/2012 4:49 PM, Bruno Garcia wrote:
On Mon, Jul 23, 2012 at 5:41 PM, 1nsane 1nsane...@gmail.com wrote:
It has always been
We've released a mandatory update to Nuclear Dawn. The notes are below.
As a reminder, the new steamcmd tool is now required for updates, rather
than hldsupdatetool. More information can be found here,
http://forums.interwavestudios.com/topic/4529-dedicated-server-change/
Enhancements
-
/hlds_linux
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--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net
/mailman/listinfo/hlds_linux
--
Nicholas Hastings
Developer
InterWave Studios
www.interwavestudios.com http://www.interwavestudios.com
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Nicholas Hastings
Developer
InterWave Studios
www.interwavestudios.com http
We've contacted Valve. It should be removed from the hldsupdatetool list
shortly to avoid future confusion.
On 8/21/2012 2:14 PM, Nicholas Hastings wrote:
That is the issue.
-verify_all and -autoupdate are still using hldsupdatetool until you
download the newer server version with steamcmd
running a Nuclear Dawn server but still don't like steamcmd very much.
On Tue, Aug 21, 2012 at 8:49 PM, Nicholas Hastings
nicho...@interwavestudios.com wrote:
We've contacted Valve. It should be removed from the hldsupdatetool list
shortly to avoid future confusion.
On 8/21/2012 2:14 PM, Nicholas
! It's also as bad as lazy
programming where the mentality of not writing streamlined, efficient, modular
code used to be prevalent.
Today's Topics:
1. Re: Mandatory TF2 update released (martin v)
2. Re: Nuclear Dawn Issue (Rudy Bleeker)
3. Re: Nuclear Dawn Issue (Nicholas Hastings
of not writing streamlined, efficient, modular
code used to be prevalent.
Today's Topics:
1. Re: Mandatory TF2 update released (martin v)
2. Re: Nuclear Dawn Issue (Rudy Bleeker)
3. Re: Nuclear Dawn Issue (Nicholas Hastings)
4. Re: Mandatory TF2 update released (doc)
5. Re
at 10:22 PM, Nicholas Hastings
nicho...@interwavestudios.com wrote:
SteamCMD is still just as scriptable, and anonymous login is planned, though
not available yet.
I'll wait for the anonymous login feature to become available before
switching to steamCMD then, since my server isn't running ND
was locked down. Now, any Steam account has
access to download the dedicated server, even if it does not own any games.
On 8/21/2012 8:32 PM, Weasel wrote:
On Tue, Aug 21, 2012 at 10:22 PM, Nicholas Hastings
nicho...@interwavestudios.com wrote:
SteamCMD is still just as scriptable, and anonymous
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