Re: [hlds] CS:S "last round" bs
Also I think mani will aslo switch maps for you also with no one playing - Original Message - From: "Cc2iscooL" <[EMAIL PROTECTED]> To: Sent: Friday, March 23, 2007 9:15 PM Subject: Re: [hlds] CS:S "last round" bs -- [ Picked text/plain from multipart/alternative ] You could add two bots with a join quota...they'd keep the server switching maps if no one was on it. On 3/23/07, Daniel <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] I've noticed that css will never switch maps until the magic "last round" is completed. This is dumb because the server won't rotate through maps when no ones on the server, and the first person that connects will have the map change when they die or someone else joins and the round gets completed i guess. I want the maps to rotate at the end of the last round. I guess the problem lies in the fact that the last round can span indefinitely, and doesn't abide by the mp_roundtime cvar (maybe just when theres no one there)There should at least be an option for this. Could it be implemented? And maybe I'm just missing something, so any recommendations? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] CS:S "last round" bs
Plugins? Daniel wrote: -- [ Picked text/plain from multipart/alternative ] I've noticed that css will never switch maps until the magic "last round" is completed. This is dumb because the server won't rotate through maps when no ones on the server, and the first person that connects will have the map change when they die or someone else joins and the round gets completed i guess. I want the maps to rotate at the end of the last round. I guess the problem lies in the fact that the last round can span indefinitely, and doesn't abide by the mp_roundtime cvar (maybe just when theres no one there)There should at least be an option for this. Could it be implemented? And maybe I'm just missing something, so any recommendations? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] CS:S "last round" bs
-- [ Picked text/plain from multipart/alternative ] You could add two bots with a join quota...they'd keep the server switching maps if no one was on it. On 3/23/07, Daniel <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > I've noticed that css will never switch maps until the magic "last round" > is > completed. This is dumb because the server won't rotate through maps when > no > ones on the server, and the first person that connects will have the map > change when they die or someone else joins and the round gets completed i > guess. I want the maps to rotate at the end of the last round. I guess > the > problem lies in the fact that the last round can span indefinitely, and > doesn't abide by the mp_roundtime cvar (maybe just when theres no one > there)There should at least be an option for this. Could it be > implemented? And maybe I'm just missing something, so any recommendations? > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] CS:S "last round" bs
-- [ Picked text/plain from multipart/alternative ] I've noticed that css will never switch maps until the magic "last round" is completed. This is dumb because the server won't rotate through maps when no ones on the server, and the first person that connects will have the map change when they die or someone else joins and the round gets completed i guess. I want the maps to rotate at the end of the last round. I guess the problem lies in the fact that the last round can span indefinitely, and doesn't abide by the mp_roundtime cvar (maybe just when theres no one there)There should at least be an option for this. Could it be implemented? And maybe I'm just missing something, so any recommendations? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Client SRCDS Server Crash - Runtime Pure Virtual Function Call R6025
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello, I'm a server config newb experiencing a Client SRCDS server crash. I downloaded the Dedicated Source Server from "My Games" console in Steam. The server is on the same side as my Netgear RP114 4 port router and I am able to play on the server (DOD:S) from a client computer on the same network AND players can join the server from the internet. BUT...only ONE player can join relaibly. As soon as an internet connected player joins while I am in the server I get a Runtime Error, Pure Virtual Function Call R6025 and the server crashes. I get the same error when an internet connected player joins the server and then I join. An internet connected player cannot play reliably until the same error occurs. If I run HLSW 1.39 in the background of the server I am unable to play on the server from the network relaibly. Shutting down HLSW (with all other "normal" background apps running) allowed me to play relaibly from the network. Settings and server details: Windows XP Home SP2 IE 6.0 P4 Northwood 2.4 gHz socket 478 533 fsb 1Gig PC-3200 RAM Gigabyte GA-8GS800 MB 30 Gig WD HD Netgear NIC ISP Speeds: 6Meg down / 500K up SRCDS priority level set to "Above Normal" All nonessential Background apps stopped Ran Verification of Dedicated Server Download Server Config thus far: _ IP 68.187.19.59 port 27015 //minimum rate allowed // use 5000 for SRCDS Servers sv_minrate 5000 // no limit on maxrate for LAN only use 7500 for regular server // this controls how fast maps can be downloaded by clients //sv_maxrate 0 = unlimited // Use for SRCDS servers sv_maxrate // this is the minimum playable updaterate, leave this at 13 sv_minupdaterate 13 // 60 for updaterate is LAN ONLY use 13 for internet // 20 is default but will cut the maxplayers you can handle in 1/2 // for SRCDS Servers use 30 - you might be able to use 20 // sv_maxupdaterate 60 sv_maxupdaterate 30 fps_max 500 sv_alltalk 1 mp_friendlyfire 1 _ Everything else is default Thanks for your help. Don S. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] ZTMP and Bxipped files on web server
That is very true.. I think that is one of the flaws with this system. On 3/22/07, Kevin Ottalini <[EMAIL PROTECTED]> wrote: This is true, it's a quirk of the fast download. The only way for the client to get the d/l if the content is not on the web server is to disable http downloads on the server: (sv_downloadurl "") It's an irksome thing when the expectation is that missing content will at least always be available from the game server. - Original Message - From: "Munra -hlds" To: Sent: Thursday, March 22, 2007 4:35 PM Subject: Re: [hlds] ZTMP and Bxipped files on web server > Also if you are using HTTP downloads for source and the file is not on the > webserver it will not download the file from the game server. So if the > client need aim_map.bsp and you have fast downloads active but failed to > upload the map to the webserver then the clientt will get an error > "Missing > map aim_map.bsp" > > If this is not true then someone tell me what I am doing wrong? > - Original Message - > From: "Kevin Ottalini" To: > Sent: Thursday, March 22, 2007 12:16 PM > Subject: Re: [hlds] ZTMP and Bxipped files on web server > > >> Source Servers can use uncompressed as well as .BZ2 files in the HTTP >> fast >> download website (but not .ZTMP). >> >> HL1 (CZERO) servers can only support uncompressed content on the HTTP >> website (.BSP, etc) >> IE: HL1 clients are unable to HTTP fast download compressed content. >> >> The .ZTMP files are fine locally on either type of server (it will >> automatically create these). >> >> HL1 servers must have the CVAR sv_filetransfercompression 1 set to allow >> compressed content to be sent to clients (and to create the .ZTMP files). >> This CVAR is not available on Source Servers (it's always enabled). >> >> Source servers and HL1 servers only use uncompressed files and .ZTMP >> files >> locally (not .BZ2). >> >> I have seen situations where files separately compressed with BZIP2 were >> not >> recognized as valid downloads from the HTTP webserver whereas the renamed >> .ZTMP file worked fine. >> ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds