Are you using the new hlds_run? I notice the "Using Pentium II Optimized
binary" line, which isn't in the new hlds_run.
hlds is bundled with libstdc++ anyway, so long as it is being executed with
proper environment variables (eg: from hlds_run), then it should pick it up.
Anyway, even if you get
For some silly reason they still require you to execute steam.sh with
environment variables.
STEAMEXE=steamcmd ./steam.sh
On Thu, Feb 14, 2013 at 1:00 AM, Weasel wrote:
> I haven't had any cause to do anything with "SteamCMD" prior to now.
> Since allegedly HL1 and Counter-Strike (1.6-ish) are
tv_port defaults to 27020
On Sat, Feb 9, 2013 at 9:17 PM, Giovanni Harting <
chefeification...@gmail.com> wrote:
> There are some port that the game tries to bound automaticly, maybe there
> are some cvars to control that
>
> For all command line specific, look here:
>
> https://developer.va
engine_i486.so (and potentially the others), are linked against GLIBC 2.7,
while all of the other games require lower versions (eg: csgo's engine.so
seems to require 2.3). Can anything be done to bring this more in line
with the other games?
On Sun, Feb 3, 2013 at 5:56 PM, Andre Müller wrote:
>
Thanks for the warning. The binary files being renamed is easy enough to
work around, but apparently the symbols are also stripped out of them. Any
chance this can be reversed for the server binaries? Converting to
signatures and maintaining them would be a huge hassle.
Thanks.
On Tue, Oct 23,
This seems to be happening to me on the machines I have with a CentOS
install of 5.4 and below, 5.5+ work fine. It's probably related to
some old library setups. Instead of trying to figure out what it is,
I'm just upgrading my older machines, so I'm afraid I can't be much
more help than that.
O
"Steve how do your servers update?"
http://nephyrin.net/tools/nemrun/latest/
I took the srcdsupdatetool from Nemrun and run it via a crontab every 10
minutes on central server of mine, if it detects an update then it triggers
every one of my game server machines to run a steam update. There is o
I update 145 servers whenever there's a joint CS:S & TF2 update and I have
never once experienced this problem.
I do not use -verify_all because updates are slow enough. The only fancy
thing I do is each machine will check the return value of the steam
executable and keep looping until it returns
Aim maps are notoriously unstable for me, also running on Linux. Any map
that manipulates a player's starting weapons or has a weapon_strip entity
in it will eventually cause a crash somewhere inside of CS's weapon
handling code, almost as though there's an invalid pointer inside of a
player's wea
Detouring the call to CCSGameStats::UploadRoundStats(void) inside of
CCSGameStats::FireGameEvent(IGameEvent *) shows that it's still being called
even with that cvar set to 1, and blocking the call entirely fixes the lag
again.
On Sat, Sep 17, 2011 at 12:47 PM, Thiesson Johann wrote:
> Both.
> We
Unfortunately the system I use is custom and wouldn't be compatible with
usual MM:S/SourceMod solutions. However, someone who is familiar with
detouring functions inside of MM:S should easily be able to create a block
for it.
On Fri, Sep 16, 2011 at 12:37 PM, Marc.B wrote:
> Intresting Steve. T
This is from the steam stats being uploaded in, what I assume is, a blocking
socket connection. When I stop the function CCSGameStats::UploadRoundStats
from executing the lag goes away. Note this is even with sv_nostats set to
1 (what's the point of that cvar?).
On Fri, Sep 16, 2011 at 11:33 AM,
Have you tried a manual update? Maybe your auto update system is failing...
On Tue, Aug 17, 2010 at 6:38 PM, PharaohsPaw wrote:
> Hello,
>
> Per previous posts to list today from Valve, there is supposed to be a
> dedicated server update to CS:S coming out sometime today? We saw the TF2
> upda
On Thu, Jul 15, 2010 at 4:57 AM, Fredrik Guldbrandzen wrote:
> Hi!
> I've been experiencing some problems with HLDS lately.
> HLDS Segmentation Faults and crashes for no apparent reason
>
> It all started a couple of day ago (July 9th) and I can't reproduce it.
> It doesn't seem to be totally rand
64bit binaries have been distributed since before VAC2. This means they
are still using the old protocol (47), and if any servers still happen
to use amd64 nobody will be able to connect to them.
Instead of actually building it for 64bit, their fix was to edit
hlds_run to use hlds_amd instead
Stefan Reusch wrote:
> Steam support said, we have a problem but i think valve has a problem
> and not only one with the new protocol update.
>
> Here you can see one of the "new features" from hl update.
> http://img2.abload.de/img/hl-bug-thx-valvecxa8.png
>
> Stefan R.
> HLSW
>
>
Yep, map onl
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