I jsut double-checked we have 3.5+k css maps
http://www.cgalliance.org/forums/showthread.php?t=15207
Here's the 8k+ 1.6 map list:
http://www.cgalliance.org/forums/showthread.php?t=14207
We wanted to have the biggest possible map selection..:)
Matt Albiniak wrote:
Our GSP automatically
Quoted from Mani's website http://www.mani-admin-plugin.com/
If you are using Beta N RC2 there are a set of binaries you can use
that may help. These are based on the latest version that I have been
developing for the last few months.
They are effectively pre-release RC3 versions (Still
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Thanks for the new features, but ... do you realize you broke thousand
of game servers at almost each release ?
Is it so hard to have a minimum of testing and integration with the
tools used on 95% of the servers?
You are killing your own business by making GSP and servers
administrators bored
True words. Valve is acting like EA Games more and more...
-Ursprüngliche Nachricht-
Von: hlds_linux@list.valvesoftware.com
Gesendet: 26.08.06 17:09:17
An: hlds_linux@list.valvesoftware.com
Betreff: Re: [hlds_linux] Counter-Strike: Source update released
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Thanks for the new
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You cannot compare 1998 an now, Half-Life is the most famous multiplayer
game today, it have so many player, bring so much money.
Imagine that on the client side at each update the game had to repair
his maps, fix his configuration, scripts, that the custom mods where
buggy, ect.. This is
Oh well, deal with it. I did. And my servers are all running fine.
Software updates almost always break something on third party mods.
This has been happening since valve started. Alfred dealt with this
with Adminmod.
You whining is not going to change a thing. And if your running a
business,
Hello,
I maintain a network of around 100 counterstrike servers with roughly half
of them
as bookable servers in a cluster, for a large cs community in Sweden.
I run all of the servers on linux gentoo, some on i686 and some on amd64.
The cluster software I use is sun grid engine 6, and all the
That's all true. One thing does confuse me a bit -- when you guys at
Valve are running internal game-play tests, do you only ever play with
stock-standard css? If not, and if you know the update stops one of
those mods from working, perhaps a heads up to the mods you also use
would be a nice thing
I would sure hope there testing with just stock hl2dm/css/dods etc.
There is no need to use addons. There was none to use at its first
inception. Because no one had the SDK.
And thats the only way there going to know if it will work on
linux/windows. Is by itself.
It up to the addon developer to
I'm going to go out on a limb here and guess that the server plugins that
are breaking are those that use hacks to hook into the engine, rather than
using the server plugin interface. Memory locations, etc change with every
update, so it would be impossible for Valve to stop plugins that do this
oh what a great idea why didn't anyone ever think of that before!?!1one
hint: I don't know of anyone that hardcodes memory offsets. We use as
dynamic methods as we can, but breakage is inevitable across large updates.
There's two solutions to this problem. One is actually listening to
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You mean we developers. Anyway, it's too bad that more developers,
especially Mani, did not take advantage of the time they had to prepare for
the update. I'm sure if they asked Valve they would have helped them port it
over.
On 8/26/06, David
There is no time to prepare for updates as the binaries are released
publically and that's it. Did you even read what I said?
Valve doesn't and can't help us with the stuff that we're doing (the
stuff that breaks). Expecting them to would be ridiculous for a number
of reasons. If they're
This is a multi-part message in MIME format.
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still discussing about mods
whats about the bugs that got included with the update into the game
minmodel bug... showing your mates with opponents skin
crashing hl2.exe on all clients on the
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They were helping the developers of the major mods update to the new SDK,
such as Dystopia and a few others. Why wouldn't they help the major plugin
developers? Whether it be a mod or a plugin you still have to change things
to make it work the
Yup, Valve is very helpful to modders building a full client mod using
the SDK.
However, Valve rarely adds things us server-side developers need. The
simplest explanation is that they want tight control over how their mods
appear to their customer base. This also makes the SDK look more
While we're all being pedantic -- I take it you're referring to Snakez'
comments rather than mine, which I don't think are quite that
roflcopter-ish?
My point is that I'd be surprised if office and inter-office matches during
the time leading up to a release were done solely via rcon commands.
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