24, 2014 6:15 AM
To: Half-Life dedicated Linux server mailing list
Cc: Fletcher Dunn; Eric Smith
Subject: Re: [hlds_linux] Was the multi-ip bug ever fixed?
To my knowledge lorph, this has never been fixed. Didn't Didrole show all they
had to do was that bit in? I seem to remember Fletcher
Sorry, I didn't mean -steamport. I meant the argument to bind to a particular
IP. (I think it's -ip.)
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Tuesday, June 24, 2014 10:25 AM
Also, remember that the command line string can be accessed by other processes
running on the box. Be aware of that when deciding whether to specify your
logon credential there.
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
further problems, could you
elaborate where exactly you would put those? Some of us prefer autoexec.cfg but
should they be in command line? If not, where then?
Server.cfg seems too late.
-ics
Fletcher Dunn kirjoitti:
Sorry, those messages are a bit confusing. I’m assuming this is a TF
game
This bug will be fixed in the next update.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Doctor McKay
Sent: Sunday, February 16, 2014 1:30 AM
To: Paul Lewis; Half-Life dedicated Linux server mailing list
Is anybody having problems with dropped connections trying to use the same
token on multiple instances? It could exhibit that behavior.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Rudy Bleeker
Sent:
K.
From:
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Friday, February 07, 2014 10:42 PM
To: h...@list.valvesoftware.commailto:h...@list.valvesoftware.com
Subject: Re: [hlds] [hlds_linux
logged back in.
Dr. McKay
www.doctormckay.com
On Fri, Feb 7, 2014 at 6:08 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
Is anybody having problems with dropped connections trying
to
use
the
same token
The latest TF Linux server has a bug that prevents multiple instances from
running at the same time. The problem is that they are not successfully
binding to different ports due to the addition of the SO_REUSEADR flag at a low
level.
We should be able to ship a fix for this early next week.
There are some changes coming that TF2 server operators should know about.
CHANGES TO QUICKPLAY
---
The next TF2 update will make two changes to quickplay:
* Show servers button. This runs the ordinary quickplay search, but instead
of joining the server with the
?
On Wed, Feb 5, 2014 at 3:52 PM, Fletcher Dunn
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
There are some changes coming that TF2 server operators should know about.
CHANGES TO QUICKPLAY
---
The next TF2 update will make two changes to quickplay
What's the problem with overfull servers? Can you not set visiblemaxplayers to
24 and allow players with reserved slots to join past 24?
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jake Forrester
list; Fletcher Dunn
Subject: [hlds_announce] [hlds_linux] [hlds] Important changes to TF2 coming
soon
Again thanks for this feature. Another question though.
I understand this will be only TF2 initially, and so only Source-engine games
at least initialy (which all seem to use the Anonymous logon
hours.
This is the API given to us by Fletcher Dunn in August 2012 for checking if a
server is in the master server list.
All servers get this response even if they're showing in the master server list:
{
response: {
success: false,
message: true
The server browser queries the server and then checks the numbers from the ping
against authenticated player counts from Steam. If there is a difference, then
it performs a reconciliation according to some logic that is not totally
brain-dead. For example, one of the heuristics it uses is
mailing list; Fletcher Dunn
Cc: Eric Smith
Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts
from Steam.
There may be logic missing from cstrike if being full is the case (or missing
from the GMS, if it's implemented there). My C++ classes, CheckValve
That logic is the same for any game.
There may be some weird edge case if the max player count is less than the
total number of currently connected players (humans + bots) and your server
contains bots.
-Original Message-
From: Fletcher Dunn
Sent: Thursday, December 26, 2013 5:16 PM
The server browser doesn't know anything about the actual max, it is totally
based on the visible max.
-Original Message-
From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
Sent: Thursday, December 26, 2013 5:19 PM
To: Fletcher Dunn; Half-Life dedicated Linux server mailing list; Half
I'd start my investigation by confirming that the raw ping from your server is
correct and what you want it to be (using hlsw or something similar).
Original message
From: Kyle Sanderson
Date:2013/12/26 5:25 PM (GMT-08:00)
To: Fletcher Dunn ,Half-Life dedicated Linux server
Test.
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Quickplay is basically just automated server browsing, and it uses real pings.
You might be thinking of MvM matchmaking, which uses geolocation. (And
quickplay beta, which may be revived at some point, used the same thing.)
-Original Message-
From:
, 2013, at 12:01 PM, Todd Pettit
pettit.t...@gmail.com
wrote:
cl_connectmethod = serverbrowser_favorites
Ok, it works for myself but I know how I connected how do you
see how others connected?
- Original Message -
From: Fletcher Dunn fletch...@valvesoftware.com
To: Half-Life
Several server operators have requested the ability to know how their clients
are connecting to their server. The latest TF update added a new client
convar, cl_connectmethod, that contains a string value that indicates how the
client connected to your server. It's sent in the same way as
wrote:
Is it able to tell if they connect from their favorites?
Sent from my iPhone 5
On Nov 12, 2013, at 11:02 AM, Fletcher Dunn
fletch...@valvesoftware.com
wrote:
Several server operators have requested the ability to know how
their
clients are connecting to their server
We're making two changes to TF HTML MOTD support that server operators should
be aware of:
1.)HTML MOTD's will no longer be shown by clients that connect via
quickplay. Those clients will show the plaintext message instead. (The file
identified by the convar motdfile_text, which
Subject: Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support
Does the latter impact all Source 2k7 games?
Thanks,
Kyle.
On Wed, Nov 6, 2013 at 4:03 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
We're making two changes to TF HTML MOTD support that server operators
should
, 2013, at 3:22 PM, Valentin G. nextra...@gmail.com wrote:
about:blank is no longer valid?
On Thu, Nov 7, 2013 at 12:13 AM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
That's correct; #2 is a Source engine change.
-Original Message-
From: hlds_linux-boun
We recently fixed a bug that has been giving servers running bots an unfair and
unintended quickplay scoring advantage. This could change traffic patterns.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
check to verify this update didn't create an additional
issue, as it sure does look like something is wrong.
~6000 players in 24h to 0 in 12h, doesn't really make any sense.
- Original Message - From: Fletcher Dunn
fletch...@valvesoftware.com
To: Half-Life dedicated Linux server
what it is though.
Chris
On Thu, Oct 31, 2013 at 1:31 PM, Marco Padovan e...@evcz.tk wrote:
This explains everything :D
On Thu, Oct 31, 2013 at 6:30 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
There were no Valve event servers running until last night
to keep the hat market up, will
be
the
day
TF2 truly dies :D
__**__
From: Fletcher Dunn fletch...@valvesoftware.com
To: Half-Life dedicated Linux server mailing list hlds_linux@list.
**
valvesoftware.com hlds_linux
There is no file in the current depot named mapcycle.txt in any directory.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mosquito
Sent: Wednesday, June 05, 2013 1:32 PM
To: Half-Life dedicated Linux
You might try moving some of the +options into a single startup script and
+exec them all at once. For example I am pretty sure that +servercfgfile,
+motdfile, +map, +exec could all be executed from a startup script.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
The ServerVersion is essentially a build label and will change every update.
Mandatory updates are synonymous with a bump in the PatchVersion.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent:
The prerelease build released last Friday has been set live as the official
version. The PatchVersion for all the games is 1765266.
Here are the change notes:
Source engine:
* Synced engine with latest changes from TF2.
* Improved network compression to reduce impact of network spikes.
* Added
] Mandatory updates for CS:S, HL2:DM, and DoD:S released
Committing, progress: 434.03% (131.28 MiB / 30.25 MiB) Up to date.
hmm.
Thanks for the sync,
Kyle.
On Mon, May 20, 2013 at 9:48 AM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
The prerelease build released last Friday has been set live
...@list.valvesoftware.com] On Behalf Of
Fletcher Dunn
Sent: maandag 13 mei 2013 23:05
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] New feature: -insert_search_path
I believe relative paths are interpreted to be relative to the
directory containing srcds.exe (or hlds_run
A note regarding the CPU spikes:
I would encourage server operators to revert any changes made to disable
compression, set all such convars to their default values, and re-evaluate
performance and bandwidth. I believe that the switch to a realtime compression
library will fix the CPU spikes
dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update released
Great, thanks Fletch!
Will definitely be on the lookout for any perf issues with these changes.
On Fri, May 17, 2013 at 1:22 PM, Fletcher Dunn
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote
There is a bug in the update we just released.
Setting net_compresspackets to 0 is a workaround.
We'll have a new update released shortly. Apologies.
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visit:
, 2013, at 11:42 AM, Fletcher Dunn fletch...@valvesoftware.com wrote:
There is a bug in the update we just released.
Setting net_compresspackets to 0 is a workaround.
We'll have a new update released shortly. Apologies.
___
To unsubscribe
We've released a mandatory update for Team Fortress 2. The notes for the update
are below.
==
Source Engine Changes
- Fixed server crash in packet compression
___
To unsubscribe, edit your list preferences, or view the
Updates are available in the prerelease betas of HL2:DM, DoD:S, and CS:S.
These changes bring the Source engine up-to-date date with the latest TF2
release. In particular, it includes the optimization to the network
compression.
Because of the change to the compression algorithm, the
Linux server mailing list
Subject: Re: [hlds_linux] Prerelease updates available for HL2:DM, DoD:S, and
CS:S
Any idea when you guys are planning on shipping the release update?
Thanks,
Kyle.
On Fri, May 17, 2013 at 3:01 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
Updates are available
It takes place immediately for all players.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Abdulrahman
Abdulkawi
Sent: Friday, May 17, 2013 4:00 PM
To: Half-Life dedicated Linux server mailing list
No need to send any netspike files. We have enough good data and further
netspike files or vprof files are not likely to help right now. It anybody
wants to send in more windows traces, however, feel free to do so.
For some reason the servers are spending huge amounts of time in compression
-Life dedicated Win32 server mailing list
Subject: Re: [hlds_linux] [hlds] Who do we send netspike.txt log too?
Fletcher,
How should we procceed to generate and send you the windows traces?
_pilger
On 15 May 2013 13:24, Fletcher Dunn fletch...@valvesoftware.com wrote:
No need to send any netspike
We're looking into the steamcmd problems.
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of bl4nk
Sent: Tuesday, May 14, 2013 7:55 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update coming
Having
This is being actively investigated with high priority right now.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of martin v
Sent: Tuesday, May 14, 2013 10:08 AM
To: Half-Life dedicated Linux server mailing
We'll release one sometime this week. Hopefully after we've figure out the
cause of the frame rate spikes.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Tuesday, May 14, 2013 1:41
- sv_netspike_sendtime_ms
- sv_netspike_output
Can you please explaind the usage of this cvars? How to set them to help you
the most?
2013/5/14 Fletcher Dunn fletch...@valvesoftware.com
We'll release one sometime this week. Hopefully after we've figure
out the cause of the frame rate spikes.
-Original
is the correct appid
for
tf2?
Sincerely,
Aaron
On May 14, 2013 4:01 PM, Fletcher Dunn
fletch...@valvesoftware.com
wrote:
The convar documentation should be self-explanatory. But here's
the
gist:
sv_netspike - same as -netspike command line argument, but you
can
change
have
the
correct appid but it still doesnt work. What is the correct appid
for tf2?
Sincerely,
Aaron
On May 14, 2013 4:01 PM, Fletcher Dunn
fletch...@valvesoftware.com
wrote:
The convar documentation should be self-explanatory. But here's
the
gist:
sv_netspike
I do have a theory about the cause of the CPU spikes. I'll release a build
with the next mandatory update (which will probably be this afternoon) that I
think could address the problem. But since we are not reproducing the problem
here, this is just a theory, not disciplined engineering.
In
You are only accepting traces for windows servers correct? Some of the people
that have complained are running linux. I have the issue myself on two
independent servers. We get this new game studder after upgrading, leaving
everything else the same.
On Mon, May 13, 2013 at 12:11 PM, Fletcher
Today's the day.
Put it out to pasture.
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visit:
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I didn't get a chance to get this note added into the release notes:
Source engine:
* Added -insert_search_path command line argument.
This inserts a search path to the front of the list. (Taking priority over the
custom directories.) It's intended to make it easier to run multiple instances
...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: maandag 13 mei 2013 22:41
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
Win32 server mailing list
Subject: [hlds_linux] New feature: -insert_search_path
I didn't get
?
Thanks for the feature fletch.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: maandag 13 mei 2013 22:56
To: Half-Life dedicated Linux server mailing list
Cc: Half-Life dedicated Win32
I was able to get a trace from a Windows server operator that was experiencing
a similar problem. The problem in that case was that it was spending all of
its time compressing snapshots. The problem was exacerbated by some process
affinity settings which were counterproductive and putting all
This is not really gameserver admin related, but several people on this list
were asking, so I am posting here.
We've released some very early betas of the SDK tools that have been broken by
the SteamPipe filesystem changes. They are now going to go in the same folder
as the game. The
static offsets. Until the
majority of servers update to this (3rd) optional update, I don't
believe there will be 3rd party support as there's no way to discern versions
(yet?).
Thanks,
Kyle.
On 2 May 2013 11:24, Fletcher Dunn fletch...@valvesoftware.com wrote:
These updates have now been
for these mods depending on which optional updates
they have.
Oh, and there are 2 (or more?) different configurations for the other three
games depending on which optional updates they have.
This becomes a serious problem very quickly.
On Thu, May 2, 2013 at 2:57 PM, Fletcher Dunn
fletch
To: Fletcher Dunn; 'Half-Life dedicated Win32 server mailing list'; 'Half-Life
dedicated Linux server mailing list'; hlds_annou...@list.valvesoftware.com
Subject: RE: [hlds_announce] TF2 SteamPipe beta update released. Forcing all
clients to convert soon.
Is there ever going to be an automated
Is everybody who is experiencing the problem running Linux? Any Windows users
experiencing steamcmd updating itself repeatedly?
We know that it can happen immediately after an update, if you are talking to
different web hosts that are hosting the manifests and content, the different
web hosts
...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: woensdag 1 mei 2013 17:45
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
Win32 server mailing list (h...@list.valvesoftware.com)
Subject: Re: [hlds_linux] steamcmd loop
Is everybody who is experiencing the problem running
K.
From: hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Fletcher Dunn
[fletch...@valvesoftware.com]
Sent: 01 May 2013 18:26
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux
We've received several logs and are able to reproduce the problem.
Thanks for your help.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Wednesday, May 01, 2013 11:26 AM
To: Half-Life
dedicated Linux server mailing list
Subject: Re: [hlds_linux] steamcmd loop
Great! I was wondering why my servers still weren't updated last night until I
discovered that SteamCMD was running in circles while I wasn't watching.
On Wed, May 1, 2013 at 9:07 PM, Fletcher Dunn
fletch
Updates are available for the prerelease betas of TF2, CS:S, DoD:S, and
HL2:MP.
The update does not change the PatchVersion and will not be mandatory for
servers.
For CS:S, DoD:S, and HL2:MP, this syncs the engine with the latest TF2 release.
Here are the github issues addressed by this
We've released an optional update to the TF2 SteamPipe beta. Here are the
change notes (since the last SteamPipe beta):
Team Fortress 2:
* Fixed network incompatibility causing custom names and descriptions to not
display on client
Source engine:
* Fix sprays trying to load from the wrong
Two quick clarifications:
This update to the Steampipe beta is optional for servers. Compared to the
previous Steampipe beta build, it primarily contains client-side fixes. So it
is not necessary to update.
The HLDS server should continue to be able to successfully host clients, even
after
.
From: hlds_linux-boun...@list.valvesoftware.com [
hlds_linux-boun...@list.valvesoftware.com] on behalf of Fletcher Dunn
[ fletch...@valvesoftware.com]
Sent: 30 April 2013 21:07
To: Half-Life dedicated Win32 server mailing list (
h...@list.valvesoftware.com); Half-Life dedicated Linux
Of Fletcher Dunn
Sent: Tuesday, April 30, 2013 10:22 PM
To: Half-Life dedicated Win32 server mailing list
(h...@list.valvesoftware.com); Half-Life dedicated Linux server mailing list
(hlds_linux@list.valvesoftware.com)
Subject: Re: [hlds_linux] [hlds_announce] TF2 SteamPipe beta update released.
Forcing
Yes.
But remember that with SteamPipe, TF might not be installed here:
%programfiles%\Steam\steamapps\common\Team Fortress 2
The user can choose to install the game wherever they want. (This choice is
not offered when upgrading a previous non-SteamPipe installation.)
-Original
not merged over for this release. We'll have another update
soon that pushes these fixes out.
The prerelease branch is still active; it is currently the same build as the
main branch.
From: Fletcher Dunn
Sent: Friday, April 26, 2013 10:49 AM
To: Half-Life dedicated Linux server mailing list
I believe that is only happening when a non-SteamPipe client connects. Should
go away after Tuesday.
If you can confirm or deny that, or if it keeps happening after the switchover
on Tuesday, let me know..
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
We're trying out different way to release updates that will hopefully reduce
disruption to your communities.
New builds are now available for the client and dedicated server for CS:S,
DoD:S, and HL2:DM. These builds have the same PatchVersion and are network
compatible with the current build.
Are all of these problems peculiar to Linux?
Has anybody tried using the engine's vprof tools (i.e. vprof_dump_spikes) to
investigate where the time is going?
If anybody is having these problems on Linux, we have some really powerful
tools we can use to capture performance data and track down
Oops. Fixed. I mean we have good performance investigation tools on
**windows**.
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Thursday, April 25, 2013 4:22 PM
To: hlds_linux
missing a step?
On Thu, Apr 25, 2013 at 7:45 PM, Yun Huang Yong
gumby_li...@mooh.org
wrote:
I tried the vprof tools but have no idea what the profile is
supposed to
look like.
Should we be posting profiler output to this list (or to GitHub issues)?
On 26/04/2013 9:21 AM, Fletcher Dunn
Is your system under any memory pressure? If we added a bunch of memory usage,
and it starts paging, of course that could cause really spiky behavior.
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
We've released optional updates to the SteamPipe beta client and dedicated
server:
Source engine:
* motd file(s) changed to work like the mapcycle file. It goes in the cfg
folder by default, but will fallback to the root folder if not found in the cfg
folder. Motd.txt and motd_text.txt files
, Fletcher Dunn
fletch...@valvesoftware.comwrote:
We’ve released optional updates to the SteamPipe beta client and
dedicated server:
** **
Source engine:
* motd file(s) changed to work like the mapcycle file. It goes in the
cfg folder by default, but will fallback to the root
I have a fix for this ready to ship.
I’ll try to get that released tomorrow.
From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
Sent: Thursday, April 25, 2013 9:18 PM
To: Dominik Friedrichs; Half-Life dedicated Win32 server mailing list; Fletcher
Dunn; Half-Life dedicated Linux server mailing
We've released a mandatory update to the SteamPipe beta. Please note that your
server will NOT automatically detect that it is out of date and restart; you
will need to manually update it. (This should be the last such manual restart.)
We've also released an optional update to the
the release at the same time?
-Andrew
On Apr 24, 2013, at 2:03 PM, Fletcher Dunn
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
We've released a mandatory update to the SteamPipe beta. Please note that your
server will NOT automatically detect that it is out of date and restart; you
No. Use 232250 with an anonymous login, and it should work.
There wasn't beta for the dedicated server like tehre was with the client,
since the dedicated server was assigned a new app ID.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
...@list.valvesoftware.com] On Behalf Of Peter Reinhold
Sent: Wednesday, April 24, 2013 12:41 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory update released for TF2 SteamPipe beta; now
interoperable with regular game
On 24.04.2013 19:03, Fletcher Dunn wrote:
We've released
Just a heads up, SMAC is banning SteamPipe clients.
http://forums.steampowered.com/forums/showpost.php?p=34328428postcount=32
The functionality of sv_consistency has been combined with sv_pure as part of
the SteamPipe change.
- Fletch
___
To
check.
On 4/24/2013 6:52 PM, Fletcher Dunn wrote:
Just a heads up, SMAC is banning SteamPipe clients.
http://forums.steampowered.com/forums/showpost.php?p=34328428postcount=32
The functionality of sv_consistency has been combined with sv_pure as part of
the SteamPipe change.
- Fletch
A mandatory update to the TF2 SteamPipe beta has been released. Although the
update is mandatory (the PatchVersion has been bumped so you will need to
upgrade your server in order to host clients running the latest version), your
server will not automatically restart.
Team Fortress 2:
*
released
Is this just TF? You make a lot of references to cstrike.
Thanks,
Kyle.
On 23 Apr 2013 11:12, Fletcher Dunn
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
A mandatory update to the TF2 SteamPipe beta has been released. Although the
update is “mandatory
Sending again. The mailing list is acting up.
My apologies if you receive this twice.
From: Fletcher Dunn
Sent: Monday, April 22, 2013 12:58 PM
To: Half-Life dedicated Linux server mailing list
(hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server mailing
list (h
Clients could in theory download a VPK file from a server, just like any other
file. But since they don't mount it, effectively you cannot put custom content
intended to be downloaded from a gameserver to a client in a VPK.
Gameinfo.txt explains (actually it defines) the search path order.
Hello all,
The tentative schedule for switching TF2 to SteamPipe is next Tuesday, the 30th.
- Fletch
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do sprays go on the server
when clients upload them?
On Wed, Apr 17, 2013 at 2:39 PM, Fletcher Dunn
fletch...@valvesoftware.com**wrote:
There was a configuration problem that just got fixed.
Please note: we still have not yet released a client that can talk
to this server. Please hold
Updating files in place is definitely asking for problems.
Keep in mind that the use of VPK files add a new wrinkle. If a VPK is updated
and the files inside shift their offset, there's a good chance that if you try
to load the file after updating, it won't just a valid but perhaps mismatched
Hopefully today.
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of big john
Sent: Wednesday, April 17, 2013 8:37 AM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] TF2 Steampipe version release?
When will the TF2 Dedicated
?
released ...
2013/4/17 Fletcher Dunn fletch...@valvesoftware.com
Hopefully today.
From: hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] On Behalf Of big john
Sent: Wednesday, April 17, 2013 8:37 AM
To: Half-Life dedicated Win32 server mailing list
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