Mathacking and wireframing seems pretty against the spirit of the contest,
these paper masks should never be that important.
(did you say SEVERAL 12 slot servers for farming.. tf2 gifts?)
I thought the whole point of the registering was to stop people from just
sitting in their own
I would like to get some clarification from Valve on this though. This
Friday night my server is celebrating it's 2nd year running and we will be
passworded all day to only allow in regulars. We will also (probably) be
playing the new Halloween maps. Will this negatively effect anything? I'd
hate
I can't say it's gotten that bad at all. For the most part the
questions here get answered with respect. Usually the worst case
scenario is someone being told (in short terms) to go bug someone else
about their problem (like SourceMod forums), but even then the
question will be attempted to be
I'd just be warned that clients (from what I've seen) are still crashing an
impressive amount. Some people are crashing within minutes of playing. Since
the last update the servers have been stable (enough) however!
On Thu, Oct 20, 2011 at 9:37 AM, Miles Sutcliffe mi...@lsucs.org.uk wrote:
Hi,
I'm still amazed Mani gets used in the numbers it is used in - it's so
old now all I see are people asking how to get it to work.
*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
I assume this problem was fixed already Marcel, I think it was related
to the optional patch released last night (that caused this crash for
a short while before a hotfix was rolled out)
On Wed, Oct 19, 2011 at 8:37 AM, Marcel hlds_li...@vermasslt.de wrote:
On 19.10.2011 02:55, Damian Bushong
Gentoo, just updated, third person to join and we crash with a similar error:
490/ - tf_wearable: UTIL_SetModel: not precached:
models/player/items/soldier/professor_speks.mdl
490/ - tf_wearable: UTIL_SetModel: not precached:
models/player/items/soldier/professor_speks.mdl
On Tue, Oct 18,
Usually the problems with too many plugins is when there is a problem
with one and you don't know which one it is. I've yet to find a server
so chock full of plugins they are bringing it to a crawl but with TF2
being free nowadays I guess anything is possible...
On Sat, Oct 1, 2011 at 2:47 PM,
Sounds like everything is working as intended /conspiracy
On Mon, Sep 26, 2011 at 2:12 PM, steve grout steve.gr...@gmail.com wrote:
So what happened with the demo primary and secondary weapons not being able
to be used unless they are strange?
had to reboot the server to sort it!
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 make a typo before I
hit enter I don't get a chance to proof read it.
Very small gripe but I can imagine some
...@gmail.com wrote:
rcon instead.
Kind regards,
*Saul Rennison*
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
I'm not going to be super hard on them, it's only a beta right now -
I'm sure down the line they will have some Linux servers. My
dissapointment is more along the lines that we won't be ironing out
any weird Linux-only bugs during the beta.
On Tue, Aug 30, 2011 at 11:38 AM, Richard GrosJean
Awesome, already got my server up and running, and got the first
Replay of the new beta up and out!
http://www.youtube.com/watch?v=Ju3uZFqUuzg
On Tue, Aug 30, 2011 at 7:33 PM, James Puckett
jamesrichardpuck...@gmail.com wrote:
Thanks!
On Tue, Aug 30, 2011 at 6:01 PM, Jon Lippincott
Each game has it's own limit on players. TF2 can only go to 33 (34
with with SourceTV/Replay fix?), CS:S has 64 player max. I don't think
you can just specify any random amount of players.
I'd guess either 24 or 32, those seem to be somewhat more standard
MP sizes, at least with Valve games
On
How are you supposed to administrate a Windows box, vnc? Don't make me laffo.
B)
2011/8/29 Björn Rohlén bjorn.roh...@gmail.com:
perhaps they are not interested in people playing their game? :)
On Mon, Aug 29, 2011 at 9:42 PM, Marcel hlds_li...@vermasslt.de wrote:
On 29.08.2011 20:46, John
I like CS because it feels like the arcade version of a lot of
military shooters. Sure it's not realistic to shoot an AWP from the
hip but sometimes it feels just -really badass-.
On Sat, Aug 27, 2011 at 8:24 AM, Evaldas hlds_li...@evagames.eu wrote:
Yes this information about servers is
This is how I understood the situation. The 5v5 ranking servers are
going to be the ones where rank matters and therefore should be on
decent hardware. If you actually wanted to enjoy the game you can
still run a server for more than 10 people.
You don't want people who take CS seriously
I half thought that earlier poster was joking, yes Tyler is correct
sv_cheats really has nothing to do with the hacks as far as I'm aware.
On Fri, Aug 26, 2011 at 12:37 PM, tylerschw...@gmail.com wrote:
Sv_cheats is for godmode, noclip, etc. Cheat codes. And often useful for
debugging. These
I don't run a popular server (Team Fortress 2, according to
GameTracker we are ranked in the 95th percentile, but I can't say I've
seen more than 10 hackers in the few years I've been running it. We
also have very minimum administration, and I don't know why some
servers get it worse than others.
I would assume that they are just porting the replay function from TF2
over to CSS figuring they both are on Orangebox now. If they do get
around to getting us .dem s from replays that would be pretty sweet.
On Sun, Aug 21, 2011 at 4:51 AM, Peter Reinhold peter_va...@reinhold.dk wrote:
On Fri,
Replay has been stable for me for weeks now, but I thought they
admitted you cannot have SourceTV and ReplayBot going at the same
time. I'm sure they are working on it but for now this is the case.
On Sat, Aug 20, 2011 at 12:59 AM, Ronny Schedel i...@ronny-schedel.de wrote:
today I have tried
FastDL servers are servers that have to be paid for and maintained at
some level. It would be nice to have someone else foot that bill but
it seems a bit unfair to ask someone to forever host all popular
maps, at no cost.
On Fri, Aug 12, 2011 at 12:02 PM, Saul Rennison saul.renni...@gmail.com
You cannot use dynamic screens in TF2, it's something a few of our
community mappers would die to have.
On Mon, Aug 1, 2011 at 3:44 PM, James Botting
bottswan...@googlemail.com wrote:
Just a question, does anyone know what happened to the screen entity in
TF2?
It seems that TF2 is the only
I have +maxplayers set to 24, and -replay flag turned on, but people
are still able to connect (via console) to a 25th slot, making the
server 13 vs 12 with a replay bot.
Is there... somewhere else I'm supposed to define 24 players or what
is happening here?
Well if you have your server registered then it should be linked to a
steamid. I don't think they would ever add something like this but it
would be neat if they could implement a stamp system per server.
Donations are always nice but if you have to support your server with
donations then it's
The reputation Valve keeps on the backend was explained by them in
some blog post but in short whenever someone joins your server, you
lose points. Then for every minute they are there you gain 1 point,
and after 15 minutes the player has paid for the points loss they
created.
This is to stop a
://www.teamfortress.com/post.php?id=2338p=7
On Fri, Jul 29, 2011 at 11:19 AM, bottige...@gmail.com
bottige...@gmail.com wrote:
So can people generate f2p accounts and bomb a competitor's server?
On Fri, Jul 29, 2011 at 11:14 AM, doc drga...@gmail.com wrote:
The reputation Valve keeps on the backend
Why the hostility? I don't think they sit down and go right, how are
we going to break the game today, we really have been lacking in
20-something year olds bitching at us
On Wed, Jul 27, 2011 at 8:42 PM, James Puckett
jamesrichardpuck...@gmail.com wrote:
Because its valve and they like to fuck
Geing hit by a critical does suck at times but they effect everyone
equally (actually if you do more damage you get higher chance so it
SHOULD reward those who are 'better') and have been part of the game
since Sep 18th. That should be plenty of time to realize the majority
of players enjoy crits
I'm guessing they are keeping the weapons as-is for now. Day 1 of the
patch (while my server was up :() saw more than a dozen people who
bought the entire pack of new weapons. $25 a pack for some Overpowered
weapons, sounds like a deal!
I'm sure in time they will be re-adjusted.
I hope. On paper
Well I hear it's hit or miss with steam support, but what is the issue
you're trying to have addressed?
On Fri, Jul 22, 2011 at 12:34 AM, Saint K. sai...@specialattack.net wrote:
The other day some genius on this mailing list told me: Why do you report
this here, shouldn't you report this to
We have had alltalk on since day 1 and because of this things have
gotten pretty interesting in the meta game. When a team says going to
A do you believe them? Call the bluff? Call the double-bluff?
If you say I'm coming with an uber around back does the other team
really know or care what's going
:
The team has been doing nothing else all day and we look like we have a
fix, it should be out soon.
- Alfred
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of doc
Sent: Thursday, July 21
I read somewhere that Valve's own servers are being effected by this
so I'm pretty sure they know about the issue already but has
anyone gotten any info from them that they know of this? It's getting
close to the weekend and I'd hate to think they'd leave something like
this unfixed until they
wrote:
The team has been doing nothing else all day and we look like we have a fix,
it should be out soon.
- Alfred
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of doc
Sent: Thursday, July 21, 2011 9:18
Just had a crash with replays disabled, not sure what to do now except
play the waiting game! :(
On Wed, Jul 20, 2011 at 8:09 PM, Mark Prelesnik h...@resetthis.com wrote:
Ditto, thanks guise.
Restarted as vanilla, minus Metamod et al.
In return, stack trace 3
*** glibc detected ***
They probably aren't going to do it, it has wider implications and
isn't something they can just switch and be done with :(
On Tue, Jul 19, 2011 at 1:25 PM, Loïc PERY louloubi...@gmail.com wrote:
Somebody from Valve can respond to my request please ?
regards
2011/7/19 Kyle Sanderson
with the reason for yes or no.
regards
2011/7/19 doc drga...@gmail.com
They probably aren't going to do it, it has wider implications and
isn't something they can just switch and be done with :(
On Tue, Jul 19, 2011 at 1:25 PM, Loïc PERY louloubi...@gmail.com wrote:
Somebody from Valve can
They have had 2 weeks. We have had years. Imagine coming to TF2 for
the first time and you dont' have 9 classes with 3 weapons each to
learn, you have 9 classes each with 3 to 5 loadouts, each having the
possibility to VASTLY change how you play the class. During beta there
was only a handful of
I've been running a 24 man Vanilla server since late 09 and what I've
learned through this server (and my many other servers) is there is no
shortcut to a great community. Recently we've turned on Quickplay and
I'm having second thoughts about it just because my server is now
filled 100% of the
rddt...@gmail.com wrote:
I'd love to know how your server is filling. Quick play is enabled on mine
but it will never see players. I believe Valve has servers in New York
which
I'm losing out to (mine is in New Jersey).
On Tue, Jul 12, 2011 at 2:51 PM, doc drga...@gmail.com wrote:
I've been
Is there any update on when the playercount issue will be resolved? Or is
there a good work around right now?
I know there is 3 different player counts that get reported, and without any
mods or special cvars my server is stuck showing 23/24 but full (unless you
connect via IP/console). If I
I'm replying to this because it is a problem. In TF2 I get 24 players
reported, outside of TF2 I get 25 people reported. I've tried adding
more slots and hiding them but then I find out that it's not reporting
when there is only 1 person in the server, etc. There have been a few
discussion on this
Oh man I can't wait to update for a tie-in!
A required update for Team Fortress 2 is now available. The specific
changes include:
Team Fortress 2
- Added the Hero's Hachimaki for pre-ordering Homefront.
Jason
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Completely off-topic but are there any ways you know of that will
force the auto-update if nobody is in the map?
On Wed, Feb 23, 2011 at 7:09 AM, Eli Witt eliw...@gmail.com wrote:
The server won't change maps until someone connects, regardless of
mp_timelimit
Same with auto-updates.
On Wed,
I'm using SRCDS.py ( http://sourceforge.net/projects/srcdspy/ ) and
one of the last updates, or the one before, seemed to break some
functionality of what I did. I used to be able to get the details,
players, etc whenever I wanted. Then TF2 updated and now if I request
too often in a timeframe,
Not to turn this into programming chat but Python as a language is
pretty simple to pick up. If you've learned the atrocities of PHP then
it should be a walk in the park.
On Mon, Jan 31, 2011 at 2:51 PM, Bajdechi Nightbox Alexandru
alexandrualexa...@gmail.com wrote:
I've gussed PHP will have to
- Added Crit-a-Cola to the weapon drop list.
I knew it wasn't a myth! They weren't dropping! D:
oh man nobody believed me they all thought I was crazy well WHO'S
PRETENDING TO YELL IN AN EMAIL NOW HAHA
On Mon, Jan 24, 2011 at 5:01 PM, Jason Ruymen jas...@valvesoftware.com wrote:
A required
Apparently 2with 2 scouts you can crash a tf2 server now? One drinks
bonk while another sits point blank and tries to hit them with a
sandman baseball, and close to instantly it crashes.
http://www.youtube.com/watch?v=_gvWeqbcVKo
I know by posting this here I run the risk of having kids go out
Yeah I'm fine with having to cache output from status, but there are
a few cases where life updating would be pretty nice to have, and we
can't do that as often now!
How awful of an idea would it be to have status just repeat the last
status until the timeout faded and you got a new status.
I actually just tried this out myself - seems to not like when you
give it status in quick succession, this _does_ break a few things
(such as using SRCDS.py to query the server multiple times).
I don't think it was doing this before.
On Sat, Oct 2, 2010 at 8:44 PM, Eric Riemers
Doesn't really fix the issue, and HLSW is a program. I don't need a
gui I write my own things for my website - and if multiple people go
to it at once, one person gets the player list, the other gets nothing
because status didn't return anything.
On Sat, Oct 2, 2010 at 8:59 PM, Don P
Yes I just caught half my server doing this crap.
There are youtube videos and google results all over for this.
On Thu, Apr 29, 2010 at 11:38 AM, Bajdechi Nightbox Alexandru
alexandrualexa...@gmail.com wrote:
With the new update, you can build multiple sentries using console. I won't
say here
I'm not sure you fully understand what sv_pure 1 is doing...
On Thu, Apr 29, 2010 at 2:09 PM, Silent sil...@ccmail.cc wrote:
Thanks a lot - I think our servers are not affected because we run it
all with sv_pure 1
But anyway - thanks :)
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