13.11.2012 23:48, doc kirjoitti:
Each bot in the game is taking up one slot, there are no npcs in MvM mode.
On Tue, Nov 13, 2012 at 1:33 PM, ics i...@ics-base.net wrote:
I'd say it's similiar to L4D in some ways. When there is a bunch of bots
in a same group. In L4D there could
There will never be another class update and that realization is pretty
scary when you first come to it.
TF2 IS OVER
LONG LIVE TF2
On Wed, Nov 14, 2012 at 6:45 AM, Rudy Bleeker rblee...@gmail.com wrote:
On Wed, Nov 14, 2012 at 7:20 AM, martin v velt...@gmail.com wrote:
So what is the
Each bot in the game is taking up one slot, there are no npcs in MvM mode.
On Tue, Nov 13, 2012 at 1:33 PM, ics i...@ics-base.net wrote:
I'd say it's similiar to L4D in some ways. When there is a bunch of bots
in a same group. In L4D there could be a horde of 30 zombies coming at you
and
You enter the announcement thread of an upcoming TF2 update.
If you choose to speculate about patch notes, turn to page 15.
If you choose to complain about updates on a Friday, turn to page 18.
If you choose to ask for a CS:S sync, turn to page 33.
On Fri, Nov 2, 2012 at 11:12 AM, Eric Smith
I run 2 TF2 servers, a CS:GO server, a Ricochet server, and a The Ship
server on a VPS with 3 cores. I cannot say it's been 100% lagfree for all
time forever, but I've never noticed sustained lag or fps drop on any one
of my servers. I would say our worst is about every few days, the server
will
And this time the Friday is actually at a great time (for those living in
PST - the one chosen timezone).
On Fri, Nov 2, 2012 at 12:07 PM, ics i...@ics-base.net wrote:
Relax, it's always have been like this between the time update releases
and update gets downloaded. 30mins from now you
This doesn't seem important enough to warrant adding a cvar and disabling
killing and such. This is all anecdotal but on my server there doesn't seem
to be a huge issue about killing the boss and getting into the book. There
will always be cases of people greifing and such but if it's that
Well IPv4 is going away, but it's hard to call it imminent because so few
people actually understand how the internet works. I don't think we'll see
any real IPv6 traction until one of the big companies DOES run into a
problem. I'd love to see Valve/Steam out ahead in IPv6 adoption.*
*If and
You know I was just frantically googling this last night - I have just
started to see this for the first time (that I can recall). For a second I
worried I was being attacked by the CYBERCRIMINAL UNDERWORLD.
But no, what is this?
On Tue, Oct 30, 2012 at 11:39 AM, Russell Smith
You seem to be upset with TF2 for requiring a certain amount of people to
take on certain tasks. You want to be able to experience 100% of the
content regardless of it's intention, delivery, or challenge. This seems
like you just want more free stuff for your free game, this is good, it's a
sign
Steam hiccup from what I've been told. Nothing you can do about it.
On Mon, Oct 29, 2012 at 4:14 PM, bottige...@gmail.com
bottige...@gmail.comwrote:
Is anyone getting entire servers disconnected with this message in the
console:
STEAMAUTH Client NAME received failure code 7
And this
Yeah and what's the deal with getting candy for health I wish Valve would
take the game a little more seriously!!!
On Sat, Oct 27, 2012 at 11:11 AM, Maavrik maav...@maavrik.com wrote:
That's exactly what I was going for Dan. Get a group of friends and then
go at Merasmus.
I decided to try
Thanks for the response
On Sat, Oct 27, 2012 at 12:07 PM, Pieter-bas Ronner i...@pbservers.nlwrote:
Thank you valve!
2012/10/27 Fletcher Dunn fletch...@valvesoftware.com
Just an acknowledgement concerning the Linux servers hanging on MvM maps.
We believe we understand the problem and
Thanks for that cvar - that's been a small want for a while now!
On Fri, Oct 26, 2012 at 10:59 AM, ics i...@ics-base.net wrote:
That quickplay FAQ says:
The quickplay system looks at the max reported number of players. (It
does not check any tags.)
So it does look tags now after all.
Man I had forgotten how terrible it feels to not get the update quickly.
Still sitting here trying to pull it in for my server :(
On Fri, Oct 26, 2012 at 4:25 PM, Essay Tew Phaun sc2p...@gmail.com wrote:
- Added mat_viewportupscale and mat_viewportscale to enable rendering the
world at a
Using 1.4 or 1.5?
On Fri, Oct 26, 2012 at 5:35 PM, Russell Smith ve...@tinylittlerobots.uswrote:
I managed to get it on one. Crashed immediately on player connects though
with the latest MM/SM snapshots though :(
On 26.10.2012 17:28, doc wrote:
Man I had forgotten how terrible it feels
Confirming as well. Gentoo, PvP server is working (was crashing for mystery
reasons, took SM/MM off and now it seems not crashing?) and MvM crashes
at the same instance no matter the SM/MM status. When you pick a class the
process pegs at 100% CPU and nothing happens.
On Fri, Oct 26, 2012 at
My PvP server was running with latest 1.5 SM and 1.10 MM snapshots, but
then mysteriously crashed sometime on the next map change, so I can say
that it was loaded and running, but definitely not stable or working right.
Then again my MvM server is crashing, completely vanilla on a non event map
-
12 hours from the time Fletch sent the message would put it at 5am.
Morning in the northwest is a vague time somewhere around 11am-1pm. So
about 15 hours from my message.
On Thu, Oct 25, 2012 at 5:58 PM, Emil Larsson ail...@gmail.com wrote:
Looking at the timezone Valve is within, I assume that
Hats.
On Sun, Oct 14, 2012 at 10:30 AM, dan needa...@ntlworld.com wrote:
On 14/10/2012 08:21, Erik-jan Riemers wrote:
Dont forget that when it goes towards the end of the year, player count
drops.
Dota 2 is huge now too, although I doubt there are significant numbers of
TF2 players that
It's been a while since I set my PvP server up for matchmaking and if I
wanted to do the same on my MvM server I thought I just had to set
tf_mm_servermode 2 and then copy/paste the two lines in my server.cfg over
to my mvm server.cfg
tf_server_identity_account_id and tf_server_identity_token
server.
As I recall, you can have up to 100 servers per Steam account.
On 10/4/2012 7:33 PM, doc wrote:
It's been a while since I set my PvP server up for matchmaking and if I
wanted to do the same on my MvM server I thought I just had to set
tf_mm_servermode 2 and then copy/paste the two
I set the cvar to change the replay bot's name, but it still shows up as
replay while in game. I have a plugin that will report name
changes/chat/etc to an IRC channel, and I can see that Replay changes it's
name - but when I join the game and look, I still see replay instead of
the name change.
, 2012 at 3:25 PM, Tom Grant aksu...@gmail.com wrote:
Where did you set the cvar? It should be in relay.cfg I believe (and that
where I have mine set and working).
On Wed, Oct 3, 2012 at 5:24 PM, doc drga...@gmail.com wrote:
I set the cvar to change the replay bot's name, but it still shows up
This will be hotfixed in minutes, fastest turnaround from bug to patch.
On Mon, Oct 1, 2012 at 1:29 PM, Ross Bemrose rbemr...@gmail.com wrote:
At the current moment, they can't add new unusual hat effects as it'd
overflow the stringtable we were talking about. So... it has a direct
impact on
Well if there is a problem loading the metamod plugins list then you might
have a problem with metamod, or the plugins.
This does not happen with plugins disabled so you've narrowed down your
problem.
I'd say update metamod or go see if anyone on your plugin-in-question's
forums have anything
I envy those costs, that's gotta be one hell of a machine.
I don't think I spend $2k a year on my box.
On Fri, Sep 14, 2012 at 4:24 PM, Ben Sixtyfour be...@ben64.com wrote:
$2000 for a server? How is that even possible?
On Sep 14, 2012 1:01 PM, Steve Tomaszewski tomaszewski.st...@gmail.com
You don't make money.
On Wed, Sep 12, 2012 at 11:12 PM, Cameron Munroe
cmun...@cameronmunroe.comwrote:
How else would you suggest a server make money?
Also the issue with the video should be fixed in the new version of pinion
so it won't keep playing after you join.
Also its not on
From what I gathered the name protection is one of those things that is
nice to have because it's easy to implement, but it usually won't happen
anymore; mostly because 'name' doesn't work in orangebox games.
On Wed, Sep 12, 2012 at 12:54 AM, AnAkIn anakin...@gmail.com wrote:
You can't change
changelevel will change the level and reconnect all current users.
map will set the server's map - giving no care about anyone who is
connected.
On Mon, Sep 10, 2012 at 9:56 PM, ics i...@ics-base.net wrote:
There could be a bug when using the ingame voting. I've seen MvM servers,
the Mann Up
Ok this is 100% not related to anything and I should be removed from this
mailing list for wasting everyone's time but:
Sent from my HTC One™ X, an ATT 4G LTE smartphone
holy man have these automated signatures gotten funny to read.
On Tue, Sep 11, 2012 at 4:30 PM, rmesc...@gmail.com
It's for the tournament hud, lets you see the ubercharge of your medic, hp
of all your teammates, etc.
On Fri, Aug 31, 2012 at 10:12 AM, Rudy Bleeker rblee...@gmail.com wrote:
Thanks Andrew :-)
I have no idea what that is, I've never used tournament mode or
spectating much on my server, but
or is there a
restart command for steamcmd? Thanks in advance.
On Mon, Aug 27, 2012 at 4:17 PM, doc drga...@gmail.com wrote:
Yeah if it ever tells you that you're not logged in (after logging in)
just
restart steamcmd and try again. Eventually it will let you through.
On Mon, Aug 27
Yeah we had a few threads about it, asking if we could just get them to
turn it off somehow - just pages and pages of logs filled with this spam.
On Fri, Aug 24, 2012 at 6:23 PM, Rudy Bleeker rblee...@gmail.com wrote:
I've seen the same console spam on my server, but after a quick grep
through
Might be better to ask sourcemod forums, while we can help with specific
issues I'm not sure just listing plugins that work for L4D would be a
worthwhile conversation.
On Fri, Aug 24, 2012 at 8:36 PM, Ook ooksser...@zootal.com wrote:
So I revived my L4D server and went looking for some plugins.
Yeah if it ever tells you that you're not logged in (after logging in) just
restart steamcmd and try again. Eventually it will let you through.
On Mon, Aug 27, 2012 at 1:16 PM, Michael Koeberl Giga-Hosting.biz
michael.koeb...@giga-hosting.biz wrote:
Yes, this seems to have self-fixed directly
I found that with forked TF2 servers, if you define a different motdfile
then it doesn't take effect until the next mapchange. At least in my case,
my MvM server is launched from the same files as my PvP server but I load
different servercfgfile and motds, but the motd is default until a map
Wait you can have spectators in MvM? I was under the impression 26 slots
needed to be free for bot generation.
On Tue, Aug 21, 2012 at 11:56 AM, Fletcher Dunn fletch...@valvesoftware.com
wrote:
We made some changes in today's update to make MvM player counts in the
server browser make as much
Someone else asked for this before, would be cool, but then again I would
do with some features instead of hats. Steamgroup exclusivity for starters.
On Tue, Aug 21, 2012 at 12:05 PM, martin v velt...@gmail.com wrote:
You should give server supervisors the community item for our patience :D
Did any of you set mp_allowspectate to 0 ?
On Tue, Aug 21, 2012 at 2:32 PM, Cameron Munroe
cmun...@cameronmunroe.comwrote:
I know my server @ 66.212.17.44:27016 has a password, is that one on the
list?
On 8/21/2012 1:58 PM, Fletcher Dunn wrote:
I could really use some help understanding
I want to turn replays on for our MvM server, but because of the amount of
disk usage it takes (and that I already have a 24 PvP server going with
replay) I'm a bit wary to turn it on and start letting people keep/record
things such as Ironman waves, which someone could be alive for a very long
, but point I usage isn't that crazy.
Steven J. Sumichrast
On Aug 21, 2012, at 5:02 PM, doc drga...@gmail.com wrote:
I want to turn replays on for our MvM server, but because of the amount
of
disk usage it takes (and that I already have a 24 PvP server going with
replay) I'm a bit wary
I'm always worried when I add a me too to these CPU spike threads because
I'm running off a VPS - and I know that's some magic red flag or something.
I have been running fine up until around the Pyromania update, now the
server seems to run fine but we will get a good stutter every few hours or
We went from Decoy to CoalTown to MannWorks, and it wasn't until we got to
mannworks did we notice we've seen the same wave all the way, and the
final wave (wave 7) of coaltown never spawned, we just sat there picking
off 2 support snipers ever 5 minutes. Upon some investigation we found
When players connect to a MvM server they get the warning that: More than
24 people isn't balanced! or whatever the message is. Might be a bit
confusing for new players of MvM, not wanting to join a server that might
give them a bad time.
___
To
How can I tell how many waves are in the mission total?
Where did you find that m_nMannVsMachineWaveCount?
And thanks by the way!
On Thu, Aug 16, 2012 at 12:37 PM, doc drga...@gmail.com wrote:
Well I guess I'll be figuring out how to write a simple SourceMod plugin
now. Hopefully it's
I feel like a shit for laughing at this one, haha.
On Fri, Aug 17, 2012 at 5:34 PM, Essay Tew Phaun sc2p...@gmail.com wrote:
Since so many communities abuse fake clients/counts Valve felt it was best
to allow all communities to do it ;)
___
To
Oh, also same things is happening to my PvP server. 0/24 (1 with replay),
reporting as full.
On Fri, Aug 17, 2012 at 5:39 PM, doc drga...@gmail.com wrote:
I feel like a shit for laughing at this one, haha.
On Fri, Aug 17, 2012 at 5:34 PM, Essay Tew Phaun sc2p...@gmail.comwrote:
Since so
You NEED to have steamcmd.
On Fri, Aug 17, 2012 at 9:57 PM, Aaron Thompson rmesc...@gmail.com wrote:
My host uses the HLDS update tool...and I'm wondering if CS:GO will be made
easier to install. I'm pretty sure it will be but I have to check. Because
if I NEED to use SteamCMD this is going
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.
@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
On Behalf Of doc
Sent: Thursday, August 16, 2012 8:48 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Request: Current MvM Wave cvar
Is there any way we could get a cvar or something that would report back
the current wave? I've
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
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
More information on the mission cycle file will be given according to
Fletch.
On Wed, Aug 15, 2012 at 3:14 PM, Ross Bemrose rbemr...@gmail.com wrote:
Any word on how to configure the mission cycle file? I think I speak for
everyone else when I say I'd really like to have this configured
No you missed something really big.
Mann Up mode is the mode that costs .99 to play, and at the end you get a
cosmetic item.
Community servers will be the same exact thing, just without the ending
bonus cosmetic, we can host servers no problem.
On Wed, Aug 15, 2012 at 5:13 PM, Glib Tsyrklyevych
Mann Up mode will let people win cosmetic items. That is the only
difference.
On Wed, Aug 15, 2012 at 5:19 PM, Frank ad...@gamerscrib.net wrote:
Ok I just got really depressed all of a sudden... so there are two types of
MvM servers?? Reminds me of Battlefield 2 and the junk of putting up with
They don't care we make piss-easy missions, but when you give out awards
based on beating the missions they will want to make sure they don't create
another wave of Achievement Servers.
On Wed, Aug 15, 2012 at 5:18 PM, Michael Ojeda mojed...@gmail.com wrote:
If they didn't want us to make
We had a round where it was just a sentry buster, but it just glitched out
and disappeared, but the beeping of the infernal thing continued for the
rest of the game.
On Wed, Aug 15, 2012 at 9:35 PM, Ross Bemrose rbemr...@gmail.com wrote:
So, I was just playing a game of MvM on mvm_coaltown when
Thank you Dan this is exactly how I felt.
But, we haven't played this yet to see what the 6 players means in terms of
casual or pub play, joining or leaving, or in terms of balance and so on.
Deciding you don't like 6 players at this stage cannot have anything to
do with the game.
--
Dan
True but there just is a limit to the amount of players you can support.
Sure they could enable 64 players but it's completely broken, out of
resources, not designed for that.
There comes a time in brainstorming where you just have to draw the line.
People were able to set up vs. Saxton Hale, and
I haven't banned it on my server but nobody has attempted it - I know there
are always those bands of roving jerks who will try it on every sever they
can but from what I have seen it's not some rampant problem (yet).
On Mon, Aug 6, 2012 at 2:22 PM, Frank ad...@gamerscrib.net wrote:
I'm
Is it completely random or during someone joining?
On Sat, Jul 28, 2012 at 12:21 AM, Russell Smith
ve...@tinylittlerobots.uswrote:
These are still a thing. They started around the time of the pyro update.
The main srcds thread spikes to 100% cpu utilization and all players in
game will lock
editor and just want to download
it, I have posted it here:
http://www.gameowls.com/lyfe/ship/bin/engine_i686.so
Just find your existing engine_i686.so, rename it, and drop an updated one
in place.
-Joe
On Jul 25, 2012, at 10:23 PM, doc wrote:
http://forums.blazinggriffin.com
I don't want to say ping kickers are kind of a bad idea, but ping kickers
are kind of a bad idea. I don't know many people who enjoy playing with
ping over 150, usually they filter themselves out - no need for
administration to come in and smack people down automatically.
It is a problem that
Through the power of dicking around I have realized it goes in the
/steam/bin/ folder.
I'm testing it now but just so I can get confirmation - wouldn't this mess
up any other server I'm running, like CS:S, TF2, etc?
On Thu, Jul 26, 2012 at 12:56 PM, doc drga...@gmail.com wrote:
The only thing
July 2012 21:25, doc drga...@gmail.com wrote:
Through the power of dicking around I have realized it goes in the
/steam/bin/ folder.
I'm testing it now but just so I can get confirmation - wouldn't this
mess
up any other server I'm running, like CS:S, TF2, etc?
On Thu, Jul 26, 2012
Is there anyone who runs a Ship server on linux?
The problem I'm running into is that it just freezes, stops before it
gets very far.
I've done some research but the best I can find is threads leading nowhere
and some strange report that it needs updated binaries, something about
master servers?
, Jul 25, 2012 at 8:12 PM, doc drga...@gmail.com wrote:
Is there anyone who runs a Ship server on linux?
The problem I'm running into is that it just freezes, stops before it
gets very far.
I've done some research but the best I can find is threads leading nowhere
and some strange report
help you what? Figure out how to trim fat from your email client?
On Fri, Jul 20, 2012 at 12:33 PM, peloye...@gmail.com wrote:
help
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
(If we don't thank them they will take away our hats)
On Thu, Jul 12, 2012 at 3:50 PM, Eric Stokes fernfer...@gmail.com wrote:
Thanks Nick and InterWave, really appreciate the bugfixes! Everyone sees
fit to thank the TF2 team and others with updates, but the ND guys don't
get enough love!
I use Gentoo, I guess it's good but fuck if you're not into linux then
you're going to balk the first time you have to start using -USE flags what
the fuck man. I can't wait to mess it up enough to finally give myself the
motivation to go to Ubuntu.
On Mon, Jul 9, 2012 at 7:15 AM, edman747
Is this an ok practice? I never thought about having my rcon password in my
file - I guess it would be more secure if you just start it up with the
rcon password in the string? Doesn't it show up when you run top/htop
though?
On Tue, Jul 3, 2012 at 12:05 PM, Ken Bateman novadeni...@gmail.com
So I've heard through the grapevine Dota2 got a sweet new voice codec,
which got me thinking if that is planned on moving our way anywhere down
the line? Our way being TF2.
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To unsubscribe, edit your list preferences, or view the list archives, please
in a
short amount of time.
Are those issues fixed?
On Fri, Jun 29, 2012 at 10:32 AM, Asher Baker asher...@gmail.com wrote:
TF2 has used it by default for months now.
Sent from my iPhone
On 29 Jun 2012, at 18:31, doc drga...@gmail.com wrote:
So I've heard through the grapevine Dota2 got a sweet
to toggle the key in order not to get muted within
4-5 seconds intervals. A lot of people are unheard due to this issue. I've
previously tried talking about it but people on this list just think it's
some packet got lost and that's the reason. But it's not that easy.
-ics
29.6.2012 20:47, doc
You missed typed TF2
Also this update isn't for TF2 at all!
On Thu, Jun 28, 2012 at 4:53 PM, Alfred Reynolds
alf...@valvesoftware.comwrote:
We have released an update to Half-Life 1 dedicated servers. This update
fixes a potential file download exploit, run the hldsupdatetool to grab it.
It needs to not stand for super duper, I don't want to lose this bet.
On Wed, Jun 27, 2012 at 5:51 PM, Nerdboy nerdb...@gmail.com wrote:
What does the SD stand for? I need to know for a bet.
On Wed, Jun 27, 2012 at 8:13 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
The new map name
You know I heard they plan on never updating CS:S again, good thing you
reminded them about it!
On Wed, Jun 27, 2012 at 6:22 PM, Kyle Sanderson kyle.l...@gmail.com wrote:
Not to be that guy, but can we get a CS:S sync for those Mac fixes? It's
been an issue on every platform since launch, and
Latest snapshot of 1.4 works on Linux, if you're still crashing you need to
start narrowing down the plugins that might be doing that.
On Wed, Jun 27, 2012 at 9:51 PM, Frank ad...@gamerscrib.net wrote:
Nope... tried both windows and Linux and no go on 1.4.4-hg3514
-Original Message-
The moment you turn on a cvar that removes you from the quickplay pool you
are removed. If you take it off then you're added right back in.
It does its quickplay check when someone hits Play Now, it doesn't
require a restart.
On Sat, Jun 16, 2012 at 5:01 PM, The Mighty Gerbil
I was going to respond with the same information but it's just become such
common knowledge to me that quit = crash.
I guess it's By Design.
On Mon, Jun 18, 2012 at 6:46 PM, Jesse Molina je...@opendreams.net wrote:
I am guessing you are new at this.
This has been normal for at least a year
Kind of a scary thread, I do a lot of terrible data collection on my own
server/website using the status command and I'd hate to have to alias it
to nothing to avoid problems like this.
Is this something I assume is important enough to look into?
On Wed, Jun 13, 2012 at 5:40 AM, Alvaro Gutierrez
- Fixed a rare case where the offensive/defensive buff particle effects
could get stuck on players
Exciting, during waiting for players sometimes if someone was doing the
Medic's group heal taunt - when the match would start sometimes that aura
would stick around until he reconnected. Hopefully
It auto-reconnects, not much we can do about it. There isn't a reconnect
command and I'm not sure they will implement one - whenever there would be
a blip in the steam servers you'd have more than a few dozen server admins
hammering away at the reconnect to steam command, possibly making the
Think we can get a sync for the TF2 branch, having CS:S on the same update
timeline as the GOOD servers is a little uncomfortable. Next they'll be
asking to vote and drive themselves to market.
On Tue, May 22, 2012 at 1:28 PM, DontWannaName! ad...@topnotchclan.comwrote:
Now its weird when they
I have to say I was a little confused :(
On Sat, May 19, 2012 at 4:24 AM, dan needa...@ntlworld.com wrote:
On 14/05/2012 18:18, Frank wrote:
You were the one that argued to have some sorta option that isn't needed
to
a great thing added
Wake up Frank, dan is not the same as doc
STRIKE DOWN THE UNCLEAN
PURGE THE SINNERS.
On Thu, May 17, 2012 at 5:22 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
Last week the TF2 team banned some server groups that were in violation of
the Policy of Truth.
We received numerous complaints from server operators about a handful of
in place that VALVe is not telling us
about?
On Fri, May 18, 2012 at 11:44 AM, doc drga...@gmail.com wrote:
STRIKE DOWN THE UNCLEAN
PURGE THE SINNERS.
On Thu, May 17, 2012 at 5:22 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
Last week the TF2 team banned some server groups
And make money off of advertisements in MOTDS...
---
Jonah Hirsch
On Fri, May 18, 2012 at 2:50 PM, 1nsane 1nsane...@gmail.com wrote:
Well you can always sell admin.
On Fri, May 18, 2012 at 5:33 PM, doc drga...@gmail.com wrote:
It's pointless to quell
.
On Fri, May 18, 2012 at 5:33 PM, doc drga...@gmail.com wrote:
It's pointless to quell them when they can just make a new
group/server
but
I can't imagine it's a painless process, there probably is some
large hit
in traffic (as if they get any 'real' traffic anyways
, doc drga...@gmail.com
wrote:
It's pointless to quell them when they can just make a new
group/server
but
I can't imagine it's a painless process, there probably is
some
large
hit
in traffic (as if they get any 'real' traffic anyways).
What
I honestly can't believe this is being discussed, this change is no
different from any other change - I'm starting to think the initial
complaint was just brought up to stir an argument. Complaining about this
being abused sounds like someone trying to start some slippery slope
against I don't
- \x08 followed by a hex code with alpha in RRGGBBAA format
Does this mean we can half alpha values? Will I have to worry about people
using colorful invisible language?
Is there a CVAR to disable colors? As nice as they are I can already see
the colored chat spam.
...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of doc
Sent: Thursday, May 10, 2012 3:28 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory Team Fortress 2 Update Released
- \x08 followed by a hex code with alpha in RRGGBBAA
The quality of the new steam voice codec is better than the old one
(slightly), but like it's reported many times in this thread the new codec
doesn't allow someone to talk, stop, talk in a short period of time, and
even more irritating - the sound will just up and cut out mid talking on
some
I am not aware of any, I am using whatever the default codec would be.
On Wed, May 2, 2012 at 3:26 PM, Cameron Munroe cmun...@cameronmunroe.comwrote:
do you guys use any other cvars for voice other then sv_use_steam_voice 0?
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I assume those are Australian localization files?
On Fri, Apr 27, 2012 at 11:23 AM, Eric Smith er...@valvesoftware.comwrote:
- sǝlıℲ uoıʇɐʇɐzılɐɔo˥ pǝʇɐpd∩
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It's sad to hear something like this. I run my server how I'd want every
server to be run - I don't join any server EXCEPT for my server, it's the
best run server out there. 24 slots, vanilla, no stupid mods, I think the
biggest deal breaker might be all-talk is turned on.
If you're not having
I thought they were currently testing out the game itself and making
tweaks, that seems like a more important thing to concentrate on before
dealing with the servers, as important as they are. If the game is no fun
then who cares how many servers you can host on your current machine?
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