Don't quote me on this cause its late, but I'm pretty sure the source
engine doesn't go any higher right now (if ever).
-forb
[EMAIL PROTECTED] wrote:
This is very strange. I have a 2.66ghz P4 that is dedicated to running our
DOD:S private server for right now. It is running the latest 2.6 k
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Howdy, is there a way to stop the losing team not being able to have weapons
after each map cap?
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This is very strange. I have a 2.66ghz P4 that is dedicated to running our
DOD:S private server for right now. It is running the latest 2.6 kernel and on
Gentoo. I have set the -tickrate 100 +fps_max 600 sv_maxupdaterate 120
sv_maxrate 25000 and even tried -pingboost 1 and -pingboost 2
Oddly en
It's good news Mike ;-) Thx Alfred.
- K2
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Norton
Sent: Friday, September 30, 2005 2:17 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] DoD:S Flag Cap not in Log
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Andrew Forsberg wrote:
He mentions this in his notes for version 1.1.0s:
http://www.mani-admin-plugin.com/forums/viewtopic.php?t=12038
Thanks Andrew.. I found that note in the manual pages about 5mins after
I posted. :)
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Ben
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Do a pass? What does that mean? Pass it over, or pass over the code? :-)
Almost reads like legal speak.
Thanks again for the update Alfred
ManO-iGO
On 9/30/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
>
> The DoD:S team is going to do a pass
The DoD:S team is going to do a pass on logging to beef it up a little.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of K2
Sent: Friday, September 30, 2005 4:40 PM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] DoD:S Flag Cap not
No problem Mike.
Now, this begs the question - why aren't events logged in DoD:Source like
they are in CS:S? mp_logdetail doesn't even exist in DoD:S, ugh.
Alfred?
- K2
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Norton
Sent: Friday, September
On Fri, 2005-09-30 at 22:20 +0100, Ben Kennish wrote:
> Hi all,
>
> Was just wondering if any of u guys have had problems with the mani
> admin mod activating the team kill punishment mode in free for all HL2
> deathmatch?
>
> I like to toggle between mp_teamplay 0 and 1 whilst playing on the
> ser
Hi all,
Was just wondering if any of u guys have had problems with the mani
admin mod activating the team kill punishment mode in free for all HL2
deathmatch?
I like to toggle between mp_teamplay 0 and 1 whilst playing on the
server but it seems that with mp_teamplay 0 and MANI's
mani_tk_protect
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Thanks bro. This looks very promising.
On 9/29/05, K2 <[EMAIL PROTECTED]> wrote:
>
> Have a look Mike... http://www.siekhe-trophy.de/forum/viewtopic.php?t=32
>
> - K2
> http://www.hardfought.org
>
>
> -Original Message-
> From: [EMAIL PRO
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Afaik its 66 and quite possibly why it takes a lot more cpu than css I
guess.
On 9/30/05, Jason L. Schwab <[EMAIL PROTECTED]> wrote:
>
> This is a multi-part message in MIME format.
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> It's -
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It's -tickrate, and my dods server by default reports 66 as well.
JCHost.net - Support wrote:
>Curious,
>
>Are the dod:s defaulting to a 66 tickrate or a 33 tickrate. I have a server
>setup running m
Curious,
Are the dod:s defaulting to a 66 tickrate or a 33 tickrate. I have a server
setup running mani admin and no -tickrate settings at runtime. Mani still
shows 66 tickrate for adverts using the [TICKRATE] flag. ? Just curious do
I use -tickrate or +tickrate when setting?
JC
-Origina
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