Re: [hlds] Desperately Need Some Killing Floor 2 Servers Up
There's enough servers up for roughly 30,000 players Sent from my iPhone On Apr 22, 2015, at 9:01 AM, r...@4umail.net r...@4umail.net wrote: I have 60 + servers running at this time all seems to be fine here so far, as for the Bandwidth usage I will give this 24/ 48 hrs be for I post anything back Though I will have abit more of a play about with our test server later today -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of hlds-requ...@list.valvesoftware.com Sent: 22 April 2015 3:06 AM To: hlds@list.valvesoftware.com Subject: hlds Digest, Vol 48, Issue 32 Send hlds mailing list submissions to hlds@list.valvesoftware.com To subscribe or unsubscribe via the World Wide Web, visit https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds or, via email, send a message with subject or body 'help' to hlds-requ...@list.valvesoftware.com You can reach the person managing the list at hlds-ow...@list.valvesoftware.com When replying, please edit your Subject line so it is more specific than Re: Contents of hlds digest... Today's Topics: 1. Re: Desperately Need Some Killing Floor 2 Servers Up (Ahmed Kandeel) -- Message: 1 Date: Wed, 22 Apr 2015 03:04:36 +0100 From: Ahmed Kandeel astrida...@googlemail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Subject: Re: [hlds] Desperately Need Some Killing Floor 2 Servers Up Message-ID: CA+k=RZR_Nd6FO9nyks98ik3JjWsro_EJdrbHzq=x1zcsr+y...@mail.gmail.com Content-Type: text/plain; charset=utf-8 Well at the moment servers are being started up something like this: start .\Binaries\win64\kfserver kf-bioticslab?MaxPlayers=6?GameDifficulty=1 -ConfigSubDir=KFHard However the server was definitely set to normal according to the in game settings and the web panel. I've had to manually set them in the web panel to change it. On 22 April 2015 at 02:55, John Gibson j...@tripwireinteractive.com wrote: Command line arguments should override config settings. What specifically are you trying to do on the command line that isn't working? Sent from my iPhone On Apr 21, 2015, at 9:48 PM, Ahmed Kandeel astrida...@googlemail.com wrote: Awesome, glad to hear! While I might be having difficulty getting in myself, I'm sure you'll have it sorted soon. What was more important to me was getting some servers up. Luckily I've managed to somehow get in on my laptop. I do have one question though. If you put arguments in the command line on launch, do these override settings in the configs files, or is it the other way around? The reason I ask is I've set game difficulty using URI argument, however only naturally this change isn't reflected in the web panel and by all accounts the game says the difficulty is normal. I mean I can change in the web panel for now, but doesn't that make the GameDifficulty URI redundant? On 22 April 2015 at 01:47, John Gibson j...@tripwireinteractive.com wrote: Ahmed, The event viewer actually uploads crash info directly to us. So users don't have to read what it says, it will tell us, our programmers will read what it says, and then fix the issues. And that is a big part of what Early Access is for, finding and fixing issues. Sorry your having trouble though, please go to the support page for the game and make an issue if you want help, our guys are checking support regularly. MOTD or what we call Server Welcome Page, is on our list of goals, and very high in priority. Our approach to modding will be the same as always, full support. We shipped a mod SDK with the game with mapping support, and will be adding code mod support soon. What you call plugins are called mutators in the Unreal engine, and will absolutely be supported. Unreal mods are coded in a Java-like language called Unrealscript. Cheers, John On Tuesday, April 21, 2015, Ahmed Kandeel astrida...@googlemail.com wrote: Well I have a friend who has added my servers to his favourites. He said something about a little star next to the name. However since I haven't been able to get into game yet I can't confirm. I'm having a driver related crash, specifically nvwgf2umx.dll. I've updated my graphics drivers and made sure to install the redist from the server just in case Steam didn't do its job. I'm hoping this http://steamcommunity.com/app/232090/discussions/0/6184594057277472 53/ may provide a fix, but if not I'm out of luck. If any of you guys at Tripwire read this, there's a number of people crashing and I doubt many would check the event viewer to check out why. As for my system specs, I'm running quite an outdated machine. Yet should be fine to at least run KF2 at minimum. Basic specs: i7 920 GTX 275 6GB ram
Re: [hlds] Desperately Need Some Killing Floor 2 Servers Up
I currently have 6 servers up to see how they went. Longest connected client time is around 10 minutes, so I'm not sure if they are crashing or not. I can launch 20-30 more servers if needed. Sent from my iPhone On Apr 21, 2015, at 11:43 AM, John Gibson j...@tripwireinteractive.com wrote: Hello everyone, So the good news is Killing Floor 2 is selling like crazy, and bumped GTAIV off the Steam top sellers in about 15 minutes. The bad news is, 17,000 people are trying to play KF2 right now (and it's going up a couple thousand every few minutes) and we've got enough servers up to handle about 7,000 players. Success is a good problem to have, but wow this really blew away our expectations. John Gibson President Tripwire Interactive www.tripwireinteractive.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Desperately Need Some Killing Floor 2 Servers Up
That makes sense then. Thanks for the info. I haven't personally been in my servers yet. I've been watching them through hlsw Sent from my iPhone On Apr 21, 2015, at 12:37 PM, Kevin C s...@serveredirect.com wrote: I think the connected time resets when the round restarts. On 4/21/2015 3:36 PM, Cody Woodson wrote: I currently have 6 servers up to see how they went. Longest connected client time is around 10 minutes, so I'm not sure if they are crashing or not. I can launch 20-30 more servers if needed. Sent from my iPhone On Apr 21, 2015, at 11:43 AM, John Gibson j...@tripwireinteractive.com wrote: Hello everyone, So the good news is Killing Floor 2 is selling like crazy, and bumped GTAIV off the Steam top sellers in about 15 minutes. The bad news is, 17,000 people are trying to play KF2 right now (and it's going up a couple thousand every few minutes) and we've got enough servers up to handle about 7,000 players. Success is a good problem to have, but wow this really blew away our expectations. John Gibson President Tripwire Interactive www.tripwireinteractive.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Some exploit to play TF2 with an invalid SteamID?
This has been an exploit for well over a year. I'm surprised you're just running into the issue. SMAC has a built in function, if I remember correctly, that will kick any connected client if they don't validate with steam within 10 seconds. Sent from my iPhone On Mar 17, 2015, at 6:07 PM, Weasels Lair wea...@weaselslair.com wrote: The point/concern being actually, that he was able to PLAY for some period of time (repeatedly), with that (presumably) invalid SteamID. TF2 did eventually drop him each time, but he could just keep coming back. On Tue, Mar 17, 2015 at 6:05 PM, Jan j...@frogvillage.info wrote: steamidfinder.com shows his profile as: http://steamcommunity.com/profiles/76561198056560973 Already on VACation. :D Dne 18.3.2015 ob 1:59 je Weasels Lair zapisal(a): Wondering if any other admin's have seen this. Today I had a player join with a SteamID that I was unable to ban by ID. From SourceMod I kept getting a message about waiting another 30 seconds and trying again, because that SteamID was not verified (yet)? In the end, I resorted to fire-walling-off his source IP address for now. When I punched his SteamID3 (which was showing as [U:1:96295245]) into SteamIDConverter.com, it kept showing unknown for their SteamID64, [U:1:0] for their SteamID3, and blank for their plain SteamID? So, I am thinking it is a completely bogus/fake/spoofed SteamID. He seemed to be able to play only for a few minutes at a time, before he would get dropped from the server for having an invalid SteamID. Basically, he was in-game long enough to hack (aimbot) and disrupt the game (repeatedly). He was able to just do that over and over, until I just blocked his source IP address all-together. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Someone took over server
Upload/download exploit possibly. Are you listing your rcon password in your server.cfg? For my community I just block TCP packets to the port 27015 with my firewall and whitelist my IP Sent from my iPhone On Jan 22, 2015, at 6:24 PM, 2xcombatvet 2xcombat...@gmail.com wrote: Cs go server. And yes wondering if there is another way they could get in or did they just really hack my rcon password? And if so is their protection from this happening again Sent from my T-Mobile 4G LTE Device Original message From: Daemon Umbra daemon.um...@gmail.com Date:01/22/2015 20:35 (GMT-05:00) To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Cc: Subject: Re: [hlds] Someone took over server Your question is a bit confusing. Are you asking if there is a way to stop someone learning your RCON password or are you asking if there is another way they got into your server's console? — Sent from Mailbox On Thu, Jan 22, 2015 at 8:33 PM, 2xcombatvet 2xcombat...@gmail.com wrote: I was getting people to join the server to fill it up and before I joined someone was on my server banning people. He even banned me as I joined. He must have gained access to my econ somehow. I have never gave my econ to no one and no one is set to have access but me. So my question is how do I prevent this from happening again besides changing my passwords, which I will do and already doing. Thank you for your answers ahead of time. Sent from my T-Mobile 4G LTE Device ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Optional updates released for TF2, CS:S, DoD:S, and HL2:DM
Finally! Thanks Eric! Sent from my iPhone On May 19, 2014, at 2:16 PM, Eric Smith er...@valvesoftware.com wrote: We've released updates for TF2, CS:S, DoD:S, and HL2:DM that fix a case where some clients/servers were crashing during map load. This is not a required update for dedicated servers, but if you think you're having a problem during map load you should download the update. -Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Where is my traffic coming from?
Awesome! MySQL support for the plugin would be great. Sent from my iPhone On Nov 12, 2013, at 12:29 PM, Doctor McKay mc...@doctormckay.com wrote: Fletcher gave me a heads-up yesterday before announcing it (thanks!). Here are the values that I found: Quickplay, use # : quickplay_# Quickplay Beta/MvM Quickplay : matchmaking Server Browser - Internet Tab : serverbrowser_internet Server Browser - Favorites Tab: serverbrowser_favorites Server Browser - History Tab : serverbrowser_history Server Browser - LAN Tab : serverbrowser_lan Server Browser - Friends Tab : serverbrowser_friends Console : steam://connect URL : steam Join Off of Friend: steam Redirect Prompt : redirect I will be releasing a full-feature analytics plugin in the coming days which displays detailed information on a number of factors of connecting players, including connection method. Dr. McKay www.doctormckay.com On Tue, Nov 12, 2013 at 2:02 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: Several server operators have requested the ability to know how their clients are connecting to their server. The latest TF update added a new client convar, cl_connectmethod, that contains a string value that indicates how the client connected to your server. It’s sent in the same way as cl_rate and others, and a plugin should be able to access this information. It will be empty if joined directly through a console “connect” command. I apologize that I don’t have the list of values at hand, but I’m sure some helpful server operator or plugin author will post the list of codes that are sent. Please be aware that the field is not secure, and the work required to secure it is not trivial. Without too much effort a client could send you pretty much any string they want. So this is best used for general reporting purposes and understanding where your players are coming from, not to treat players differently based on how they connect. This is a Source engine change, so it will be available in CS:S, DoD:S, and HL2:DM in the next update for those games. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] plr_hightower_event - no free edicts
Getting the same crash on my two plr_hightower_event servers. Both crash with the no free edicts. They are both 30 slot. Sent from my iPhone On Oct 30, 2013, at 2:03 AM, Andreas Grimm l...@gmx.net wrote: Dear Valve, to run a 32 player slots plr_hightower_event server is dangerous ... L 10/30/2013 - 09:55:53: World triggered Mini_Round_Win (winner Red) (round plr_round_C) L 10/30/2013 - 09:55:53: World triggered Mini_Round_Length (seconds 187.32) L 10/30/2013 - 09:55:53: World triggered Round_Win (winner Red) L 10/30/2013 - 09:55:53: Team Red current score 5 with 17 players L 10/30/2013 - 09:55:53: Team Blue current score 4 with 16 players L 10/30/2013 - 09:56:01: World triggered Round_Start L 10/30/2013 - 09:56:01: World triggered Round_Setup_Begin L 10/30/2013 - 09:56:01: World triggered Mini_Round_Selected (round plr_round_C) L 10/30/2013 - 09:56:01: World triggered Mini_Round_Start L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 8 free edicts remaining. L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 7 free edicts remaining. L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 6 free edicts remaining. L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 5 free edicts remaining. L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 4 free edicts remaining. L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 3 free edicts remaining. L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 2 free edicts remaining. L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 1 free edict remaining. L 10/30/2013 - 09:56:01: Warning: free edicts below threshold. 0 free edicts remaining. L 10/30/2013 - 09:56:01: Engine error: ED_Alloc: no free edicts Maybe it's possible to decrease the entity count on that map a little bit? - Andreas ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update released
Is anyone else having issues with launching their server? Mine won't even start up so I can't even see the cmd prompt. I'm on windows 2003 Sent from my iPhone On Jul 24, 2013, at 4:53 PM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version is 1844935. -Eric -- - Ended the Mann Co. Store summer sale - The Summer Claim check is now a rare drop - Medics using the Quick-Fix will now take jump force from Pyros using the Detonator to explosive jump - Fixed a client crash related to missing particle systems - Fixed a server crash when entering Sudden Death mode with only melee weapons - Fixed players sometimes being damaged by doors when they are closing - Fixed soccer/beach balls sometimes blocking Payload carts and trains - Fixed paint can icons not showing the Red/Blue colors correctly - Fixed the Loch-n-Load gun sight not drawing in the correct place - Fixed the Bonk Boy model using the incorrect normals - Updated Cp_Badlands and Koth_Badlands - Opened the windows around the center point - Smoothed player clipping around doorways ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Mandatory TF2 update released
Yep I have the same issue. We will have to wait for a patch from valve. Sent from my iPhone On Jul 24, 2013, at 6:01 PM, Violent Crimes violentcri...@convictgaming.com wrote: My non updated tf2 servers restart with no issues, but the updated ones won't launch on windows 2003. On 7/24/2013 8:41 PM, Cody Woodson wrote: Is anyone else having issues with launching their server? Mine won't even start up so I can't even see the cmd prompt. I'm on windows 2003 Sent from my iPhone On Jul 24, 2013, at 4:53 PM, Eric Smith er...@valvesoftware.com wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version is 1844935. -Eric -- - Ended the Mann Co. Store summer sale - The Summer Claim check is now a rare drop - Medics using the Quick-Fix will now take jump force from Pyros using the Detonator to explosive jump - Fixed a client crash related to missing particle systems - Fixed a server crash when entering Sudden Death mode with only melee weapons - Fixed players sometimes being damaged by doors when they are closing - Fixed soccer/beach balls sometimes blocking Payload carts and trains - Fixed paint can icons not showing the Red/Blue colors correctly - Fixed the Loch-n-Load gun sight not drawing in the correct place - Fixed the Bonk Boy model using the incorrect normals - Updated Cp_Badlands and Koth_Badlands - Opened the windows around the center point - Smoothed player clipping around doorways ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] [hlds_announce] Mandatory TF2 update released
Seems to only be affecting windows 2003 and xp Sent from my iPhone On Jul 24, 2013, at 6:42 PM, DontWannaName! ad...@topnotchclan.com wrote: I was able to start my servers just fine. Windows 2008. Sent from my iPhone 5 On Jul 24, 2013, at 6:39 PM, Jesse Molina je...@opendreams.net wrote: It looks like some of the update servers backed out the update or were otherwise in an improper state after the update today. My auto update system first updated, then downgraded again when the UpToDateCheck version reverted. Can I get a response from Valve? Would it be reasonable to expect that a release version could revert, or will versions always be a positive increment, even in the event of a content reversion? FYI It was more than 30 minutes after the first update that the reversion occurred. My update check interval is every minute. 20130724165401-20228 Checking: srcds-tf2-MASTER srcds-tf2-MASTER: Local steam.inf filepath: /srv/srcds/srcds-tf2-MASTER/tf/steam.inf srcds-tf2-MASTER: Local version is 1833886 srcds-tf2-MASTER: Remote UpToDateCheck URL is: http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml srcds-tf2-MASTER: Remote version is: 1844935 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist. 20130724173001-23606 Checking: srcds-tf2-MASTER srcds-tf2-MASTER: Local steam.inf filepath: /srv/srcds/srcds-tf2-MASTER/tf/steam.inf srcds-tf2-MASTER: Local version is 1844935 srcds-tf2-MASTER: Remote UpToDateCheck URL is: http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml srcds-tf2-MASTER: Remote version is: 1833886 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist. Eric Smith wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version is 1844935. -Eric -- - Ended the Mann Co. Store summer sale - The Summer Claim check is now a rare drop - Medics using the Quick-Fix will now take jump force from Pyros using the Detonator to explosive jump - Fixed a client crash related to missing particle systems - Fixed a server crash when entering Sudden Death mode with only melee weapons - Fixed players sometimes being damaged by doors when they are closing - Fixed soccer/beach balls sometimes blocking Payload carts and trains - Fixed paint can icons not showing the Red/Blue colors correctly - Fixed the Loch-n-Load gun sight not drawing in the correct place - Fixed the Bonk Boy model using the incorrect normals - Updated Cp_Badlands and Koth_Badlands - Opened the windows around the center point - Smoothed player clipping around doorways ___ hlds_announce mailing list hlds_annou...@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] [hlds_announce] Mandatory TF2 update released
Eric, Any eta when we will get a windows 2003 server fix? Sent from my iPhone On Jul 24, 2013, at 7:25 PM, Eric Smith er...@valvesoftware.com wrote: Can you check the link again from your side and let me know if you're still getting the wrong version? Thanks. -Eric -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina Sent: Wednesday, July 24, 2013 7:14 PM To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com) Subject: Re: [hlds_linux] [hlds_announce] Mandatory TF2 update released You are misunderstanding the problem. Valve's API webserver is saying the update today never happened. Their web API is broken. Update version released today per annoucement: 1844935 Actual version on the SteamPipe repositories: 1844935 Update version the web API says is UpToDate right now: 1833886 -- wrong My auto update system doesn't do an integer comparison to see if the new version is positive from the previous version, it just checks to see if they differ. If they do, it updates. I have a lot of sanity checking in the system, which disables the whole thing after three failed updates. If that wasn't in place it would be updating over and over again right now. My master server updated correctly after the first update went out. The problem is that 30 minutes later, the web API service says the version reverted, when it really did not. DontWannaName! wrote: Did you try updating again with verify? I emailed Eric and he said they are working on a fix for 2003. Sent from my iPhone 5 On Jul 24, 2013, at 7:00 PM, Jesse Molina je...@opendreams.net wrote: It is entirely possible that they have multiple servers which provide the web API services, and that one of them was an improper state. I got unlucky. Well... it's still broken right now: api.steampowered.com. is 63.228.223.110 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440ver sion=0format=xml responsesuccesstrue/successup_to_datefalse/up_to_dateversi on_is_listablefalse/version_is_listablerequired_version1833886/ required_versionmessageYour server is out of date, please upgrade/message/response 1833886 is the OLD version. DontWannaName! wrote: I was able to start my servers just fine. Windows 2008. Sent from my iPhone 5 On Jul 24, 2013, at 6:39 PM, Jesse Molina je...@opendreams.net wrote: It looks like some of the update servers backed out the update or were otherwise in an improper state after the update today. My auto update system first updated, then downgraded again when the UpToDateCheck version reverted. Can I get a response from Valve? Would it be reasonable to expect that a release version could revert, or will versions always be a positive increment, even in the event of a content reversion? FYI It was more than 30 minutes after the first update that the reversion occurred. My update check interval is every minute. 20130724165401-20228 Checking: srcds-tf2-MASTER srcds-tf2-MASTER: Local steam.inf filepath: /srv/srcds/srcds-tf2-MASTER/tf/steam.inf srcds-tf2-MASTER: Local version is 1833886 srcds-tf2-MASTER: Remote UpToDateCheck URL is: http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440v ersion=0format=xml srcds-tf2-MASTER: Remote version is: 1844935 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist. 20130724173001-23606 Checking: srcds-tf2-MASTER srcds-tf2-MASTER: Local steam.inf filepath: /srv/srcds/srcds-tf2-MASTER/tf/steam.inf srcds-tf2-MASTER: Local version is 1844935 srcds-tf2-MASTER: Remote UpToDateCheck URL is: http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440v ersion=0format=xml srcds-tf2-MASTER: Remote version is: 1833886 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist. Eric Smith wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version is 1844935. -Eric -- - Ended the Mann Co. Store summer sale - The Summer Claim check is now a rare drop - Medics using the Quick-Fix will now take jump force from Pyros using the Detonator to explosive jump - Fixed a client crash related to missing particle systems - Fixed a server crash when entering Sudden Death mode with only melee weapons - Fixed players sometimes being damaged by doors when they are closing - Fixed soccer/beach balls sometimes blocking Payload carts and trains - Fixed paint can icons not showing the Red/Blue colors correctly - Fixed the Loch-n-Load gun sight not drawing in the correct place - Fixed the Bonk Boy model using the incorrect normals - Updated Cp_Badlands and Koth_Badlands - Opened the windows around the center point - Smoothed player
Re: [hlds] [hlds_linux] [hlds_announce] Mandatory TF2 update released
Yep everything seems to be working now! Thanks! Sent from my iPhone On Jul 24, 2013, at 7:33 PM, Eric Smith er...@valvesoftware.com wrote: Glad to hear it. Sorry for the problems. -Eric -Original Message- From: Jesse Molina [mailto:je...@opendreams.net] Sent: Wednesday, July 24, 2013 7:31 PM To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux server mailing list; Eric Smith Subject: Re: [hlds] [hlds_linux] [hlds_announce] Mandatory TF2 update released Fixed now. Thanks. Eric Smith wrote: Can you check the link again from your side and let me know if you're still getting the wrong version? Thanks. -Eric -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina Sent: Wednesday, July 24, 2013 7:14 PM To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com) Subject: Re: [hlds_linux] [hlds_announce] Mandatory TF2 update released You are misunderstanding the problem. Valve's API webserver is saying the update today never happened. Their web API is broken. Update version released today per annoucement: 1844935 Actual version on the SteamPipe repositories: 1844935 Update version the web API says is UpToDate right now: 1833886 -- wrong My auto update system doesn't do an integer comparison to see if the new version is positive from the previous version, it just checks to see if they differ. If they do, it updates. I have a lot of sanity checking in the system, which disables the whole thing after three failed updates. If that wasn't in place it would be updating over and over again right now. My master server updated correctly after the first update went out. The problem is that 30 minutes later, the web API service says the version reverted, when it really did not. DontWannaName! wrote: Did you try updating again with verify? I emailed Eric and he said they are working on a fix for 2003. Sent from my iPhone 5 On Jul 24, 2013, at 7:00 PM, Jesse Molina je...@opendreams.net wrote: It is entirely possible that they have multiple servers which provide the web API services, and that one of them was an improper state. I got unlucky. Well... it's still broken right now: api.steampowered.com. is 63.228.223.110 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440ve r sion=0format=xml responsesuccesstrue/successup_to_datefalse/up_to_datevers i on_is_listablefalse/version_is_listablerequired_version1833886 / required_versionmessageYour server is out of date, please upgrade/message/response 1833886 is the OLD version. DontWannaName! wrote: I was able to start my servers just fine. Windows 2008. Sent from my iPhone 5 On Jul 24, 2013, at 6:39 PM, Jesse Molina je...@opendreams.net wrote: It looks like some of the update servers backed out the update or were otherwise in an improper state after the update today. My auto update system first updated, then downgraded again when the UpToDateCheck version reverted. Can I get a response from Valve? Would it be reasonable to expect that a release version could revert, or will versions always be a positive increment, even in the event of a content reversion? FYI It was more than 30 minutes after the first update that the reversion occurred. My update check interval is every minute. 20130724165401-20228 Checking: srcds-tf2-MASTER srcds-tf2-MASTER: Local steam.inf filepath: /srv/srcds/srcds-tf2-MASTER/tf/steam.inf srcds-tf2-MASTER: Local version is 1833886 srcds-tf2-MASTER: Remote UpToDateCheck URL is: http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440; v ersion=0format=xml srcds-tf2-MASTER: Remote version is: 1844935 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist. 20130724173001-23606 Checking: srcds-tf2-MASTER srcds-tf2-MASTER: Local steam.inf filepath: /srv/srcds/srcds-tf2-MASTER/tf/steam.inf srcds-tf2-MASTER: Local version is 1844935 srcds-tf2-MASTER: Remote UpToDateCheck URL is: http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440; v ersion=0format=xml srcds-tf2-MASTER: Remote version is: 1833886 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist. Eric Smith wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version is 1844935. -Eric -- - Ended the Mann Co. Store summer sale - The Summer Claim check is now a rare drop - Medics using the Quick-Fix will now take jump force from Pyros using the Detonator to explosive jump - Fixed a client crash related to missing particle systems - Fixed a server crash when entering Sudden Death mode with only melee weapons - Fixed players sometimes being
Re: [hlds] Windows Server 2008R2 crashing issues since update
Valve just released an update to fix this issue. Sent from my iPhone On Jul 12, 2013, at 3:25 PM, Aerolite ad...@aerolitegaming.co.uk wrote: Well I'm glad to hear that it's probably a Valve issue, but I wouldn't expect anything on it over the weekend. I noticed that if a round ends or the map changes not too long after it starts then the lag stops. A temporary solution would be faster map changes although it isn't ideal. I have the issue running both ctf_2fort and ctf_turbine. On 12/07/2013 23:20, E. Olsen wrote: I don;t think this has anything to do with Sourcemod, or I would be seeing the same crashing behavior across all of my servers, and as of right now I have several custom map servers that have not crashed since last night's update - yet my 2Fort, Badwater/Goldrush, and several other Valve payload maps/servers have all crashed several times today with the same error mentioned in my original post. As mentioned previously, I also ran without sourcemod for almost a full day, and still saw the same crashes, so I think I've eliminated that as the cause (and I think if it WAS sourcemod, their forums would be alight with people posting the same issues). This is either something to do with the changes Valve made to the maps, or all the new particle effects, or both - but the entities are building up the longer a server runs, sending it over the limit with a crash. Help us Obi-Valve-Kenobiyou're our only hope ;-) .valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] hlds Digest, Vol 28, Issue 15
I would concur. Try removing your fake client mods. Sent from my iPhone On Jul 11, 2013, at 7:24 PM, Doctor McKay mc...@doctormckay.com wrote: Perhaps you should remove your fake players mods. Linux servers are working fine for me. Doctor McKay http://www.doctormckay.com mc...@doctormckay.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Windows Server 2008R2 crashing issues since update
I'm having the same issue with my 2fort server. Before the update it was stable with up times of 10+ days. Now the server runs out of edicts every few hours. Sent from my iPhone On Jul 11, 2013, at 9:01 PM, E. Olsen ceo.eol...@gmail.com wrote: Hello, My servers are somewhat more stable than yesterday, but I am still seeing Engine error: ED_Alloc: no free edicts crashes on 32 player servers (to include 2Fort, badwater, dustbowl, and more). I've removed any and all plugins that can spawn entities, yet the intermittent crashes persist - to include on two servers I ran today without sourcemod/metamod (as a test). Again, this is on Windows 2008R2 servers, all of which are underloaded (less than one TF2 instance per physical core). Prior to the update, these servers were pretty rock-solid stable, so I have to conclude that there is something new in this update causing the excess entities to spawn and not be removed from the map/server, etc. Anyone have any ideas, or do we need a patch from the TF2 team? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Windows Server 2008R2 crashing issues since update
Yep same behavior here. My orange server hasn't had one issue. I removed a few plugins on my 2fort that were spawning some entities, hopefully that helps for now. Sent from my iPhone On Jul 11, 2013, at 9:44 PM, E. Olsen ceo.eol...@gmail.com wrote: Yep - same behavior here. Funny thing is, my custom map servers haven't crashed at all today, but all the (32-player) servers running Valve maps have crashed several times, all with the same no free edicts error. On Fri, Jul 12, 2013 at 12:36 AM, Cody Woodson xxwoodyman123...@sbcglobal.net wrote: I'm having the same issue with my 2fort server. Before the update it was stable with up times of 10+ days. Now the server runs out of edicts every few hours. Sent from my iPhone On Jul 11, 2013, at 9:01 PM, E. Olsen ceo.eol...@gmail.com wrote: Hello, My servers are somewhat more stable than yesterday, but I am still seeing Engine error: ED_Alloc: no free edicts crashes on 32 player servers (to include 2Fort, badwater, dustbowl, and more). I've removed any and all plugins that can spawn entities, yet the intermittent crashes persist - to include on two servers I ran today without sourcemod/metamod (as a test). Again, this is on Windows 2008R2 servers, all of which are underloaded (less than one TF2 instance per physical core). Prior to the update, these servers were pretty rock-solid stable, so I have to conclude that there is something new in this update causing the excess entities to spawn and not be removed from the map/server, etc. Anyone have any ideas, or do we need a patch from the TF2 team? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Windows Server 2008R2 crashing issues since update
) Class: monster_resource (1) Class: obj_dispenser (1) Class: obj_sentrygun (2) Class: obj_teleporter (4) Class: player (18) Class: point_clientcommand (1) Class: prop_dynamic (123) Class: scene_manager (1) Class: shadow_control (1) Class: soundent (1) Class: team_control_point (5) Class: team_control_point_master (1) Class: tf_ammo_pack (7) Class: tf_gamerules (1) Class: tf_mann_vs_machine_stats (1) Class: tf_objective_resource (1) Class: tf_player_manager (1) Class: tf_powerup_bottle (7) Class: tf_ragdoll (17) Class: tf_team (4) Class: tf_viewmodel (34) Class: tf_weapon_bat (4) Class: tf_weapon_bat_wood (2) Class: tf_weapon_bonesaw (1) Class: tf_weapon_buff_item (1) Class: tf_weapon_builder (3) Class: tf_weapon_cleaver (1) Class: tf_weapon_club (5) Class: tf_weapon_crossbow (1) Class: tf_weapon_fists (1) Class: tf_weapon_handgun_scout_secondary (2) Class: tf_weapon_invis (1) Class: tf_weapon_jar (1) Class: tf_weapon_jar_milk (1) Class: tf_weapon_knife (1) Class: tf_weapon_laser_pointer (1) Class: tf_weapon_medigun (1) Class: tf_weapon_minigun (1) Class: tf_weapon_pda_engineer_build (2) Class: tf_weapon_pda_engineer_destroy (2) Class: tf_weapon_pda_spy (1) Class: tf_weapon_pistol (1) Class: tf_weapon_pistol_scout (2) Class: tf_weapon_revolver (1) Class: tf_weapon_robot_arm (1) Class: tf_weapon_rocketlauncher (1) Class: tf_weapon_scattergun (6) Class: tf_weapon_sentry_revenge (1) Class: tf_weapon_shotgun_hwg (1) Class: tf_weapon_shotgun_primary (1) Class: tf_weapon_shovel (1) Class: tf_weapon_smg (1) Class: tf_weapon_sniperrifle (4) Class: tf_weapon_sniperrifle_decap (1) Class: tf_weapon_wrench (1) Class: tf_wearable (42) Class: tf_wearable_robot_arm (1) Class: tf_wearable_vm (2) Class: trigger_capture_area (5) Class: vgui_screen (2) Class: vote_controller (1) Class: water_lod_control (1) Class: worldspawn (1) Total 425 entities (0 empty, 423 edicts) From: E. Olsen ceo.eol...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Thursday, July 11, 2013 10:11 PM Subject: Re: [hlds] Windows Server 2008R2 crashing issues since update I don't think Sourcemod is behind these issues, as I've already ran a couple of servers all day without it, and saw the same crash error(s) - especially on payload maps. @ ics: I did run an entity report on 2Fort earlier, and this line stuck out: Class: tf_projectile_energy_ring (173) That seems like alot of entities for the soldier rockets to me, but I'm not sure how many each shot generates, etc. All the other entities seem to be at pretty normal levels. On Fri, Jul 12, 2013 at 12:57 AM, ics i...@ics-base.net wrote: Try this, play on a server (or spec) and type report_entities to server console and see if they suddenly start climing. That way you can see if something odd is going on there and if entities suddenly peak. -ics E. Olsen kirjoitti: Yep - same behavior here. Funny thing is, my custom map servers haven't crashed at all today, but all the (32-player) servers running Valve maps have crashed several times, all with the same no free edicts error. On Fri, Jul 12, 2013 at 12:36 AM, Cody Woodson xxwoodyman123...@sbcglobal.net mailto:xxwoodyman123...@sbcglobal.net wrote: I'm having the same issue with my 2fort server. Before the update it was stable with up times of 10+ days. Now the server runs out of edicts every few hours. Sent from my iPhone On Jul 11, 2013, at 9:01 PM, E. Olsen ceo.eol...@gmail.com mailto:ceo.eol...@gmail.com wrote: Hello, My servers are somewhat more stable than yesterday, but I am still seeing *Engine error: ED_Alloc: no free edicts* crashes on 32 player servers (to include 2Fort, badwater, dustbowl, and more). I've removed any and all plugins that can spawn entities, yet the intermittent crashes persist - to include on two servers I ran today without sourcemod/metamod (as a test). Again, this is on Windows 2008R2 servers, all of which are underloaded (less than one TF2 instance per physical core). Prior to the update, these servers were pretty rock-solid stable, so I have to conclude that there is something new in this update causing the excess entities to spawn and not be removed from the map/server, etc. Anyone have any ideas, or do we need a patch from the TF2 team
Re: [hlds] (no subject)
Seems like there is always the same troll creating accounts to stir up trouble here. Pretty sad. Sent from my iPhone On Jun 16, 2013, at 6:09 PM, Ross Bemrose rbemr...@gmail.com wrote: You know, if you throw accusations of that around, someone is bound to check and notice that you're lying. For instance: mc...@doctormckay.com's last message was received by list.valvesoftware.com from batman.drmckay.com [50.115.172.11]... it was also routed through mail-wi0-f172.google.com supposedly first, but I can't verify that part of the chain. evo...@gmail.com's last message was received by mx.google.com from 98.124.110.151 jtrun...@outlook.com's last message was received by BAY170-W81 [65.54.190.59] (one of Microsoft's mail servers) which blatantly removed the IP it received mail from in violation of the specs. n0man@gmail.com's last message was received by mail-bk0-f45.google.com from 10.204.4.205... which isn't an Internet-routable address. Presumably, this is one of Google's internal servers and they are also blatantly removing the IP it received mail from in violation of the specs. Incidentally, Microsoft not including the IPs it received mail from is why we can't confirm or deny the previous accusation of 3/4/5 people posting from the same address, because they were all from Microsoft's mail properties (Outlook, Hotmail, Live). And as you've noticed, GMail is no better about this if you use its web interface. But feel free to accuse me of being a duplicate too, because I'm pretty sure you'll see that mine is received by one of Google's servers from IP 23.28.13.44. On 6/16/2013 8:50 PM, Steam Commander wrote: make that four accounts with the same origin ip [50.115.172.19], also registered to doctormckay.com... n0man@gmail.com mc...@doctormckay.com evo...@gmail.com jtrun...@outlook.com email origin is not the same as the mailing list, thanks for expressing your concern so as to make me look closer at your trail too. From: n0man@gmail.com Date: Mon, 17 Jun 2013 01:43:49 +0100 To: hlds@list.valvesoftware.com Subject: Re: [hlds] (no subject) Valve's mailing list IP? On 17 June 2013 01:41, Steam Commander steam.comman...@live.com wrote: speaking of single user multiple accounts. it looks like mc...@doctormckay.com, evo...@gmail.com, and jtrun...@outlook.com are coming from the same origin ip address. funny how that works out. From: lepracy77...@live.com To: hlds@list.valvesoftware.com Date: Sun, 16 Jun 2013 20:28:22 -0400 Subject: [hlds] (no subject) make that five accounts From: jtrun...@outlook.com To: hlds@list.valvesoftware.com Date: Sun, 16 Jun 2013 20:21:06 -0400 Subject: [hlds] (no subject) Make that four accounts. From: serverg...@hotmail.com To: hlds@list.valvesoftware.com Date: Sun, 16 Jun 2013 20:19:06 -0400 Subject: [hlds] (no subject) Way to attack people contributing to the list!! What makes you think they are the same person? because they disagree with your wrong opinion? Which one of those people said anything about quickplay at all? do you actually read what people write or do you just make things up in your head and respond in kind? A few loud mouths do not reflect the opinions of all. - Original Message - From: Evourr [evo...@gmail.com] To: Half-Life dedicated Win32 server mailing list Sent: Sunday, June 16, 2013 8:05 PM Subject: Re: [hlds] TF2 MOTD and Quickplay The problem is this thread got derailed by one user with 3 subscribed accounts. (Liquid Source, Steam Commander, and Valve Monkey.) Additional information added to the return of the status command would suit your needs. The problem with your original statement is that you wanted Valve to implement a restriction on the quickplay clients so the motd was completely disabled, but you only wanted it so you could detect quickplay clients. (That's just bad practice.) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds] CS:GO not initialising VAC
Yep same issue with my csgo server on windows Sent from my iPhone On May 31, 2013, at 11:05 AM, Dondon Tudtud don...@applei.ph wrote: On the CS:GO mailing list, several people running CS:GO servers on Windows (seems to be happening to Windows servers only) experience the same problem, so I don't think it's a problem on your end. On Sat, Jun 1, 2013 at 2:02 AM, Felipe Fujihara felipete...@hotmail.com wrote: Hello guys, This week something weird started to happen with me. I have a machine where I host some CS, CSS and CSGO servers. They are running well, but when I create a new CS:GO server it doesn't connect to VAC. I've tried to change IP/Port, redownload all files again, but the problem is still on. To check if it wasn't a connection issue, I created a new CSS server and it's working fine. The problem only happens with new CS:GO servers. My old CS:GO servers are all protected with VAC. Look at the console's output: http://oi44.tinypic.com/9bmce8.jpg It seems that server is starting with -insecure, but it's not, look at my commandline C:\Felipe\srcds.exe -game csgo -console -nohltv -usercon +game_type 0 +game_mode 0 +maxplayers 12 +exec server.cfg +mapgroup mg_allclassic +map de_dust2 -ip 189.1.171.23 -port 27265 -maxplayers_override 12 Any help? Thanks in advance! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Server crash bug in latest build
Eh its not right away. Mine was full 24/24 and crashed about 5 minutes after start up Sent from my iPhone On May 17, 2013, at 11:48 AM, Kyle Sanderson kyle.l...@gmail.com wrote: You will most likely crash the moment you have a player join... Thanks, Kyle. On 17 May 2013 11:46, DontWannaName! ad...@topnotchclan.com wrote: How bad is the bug? Sent from my iPhone 5 On May 17, 2013, at 11:42 AM, Fletcher Dunn fletch...@valvesoftware.com wrote: There is a bug in the update we just released. Setting net_compresspackets to 0 is a workaround. We'll have a new update released shortly. Apologies. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] [hlds_linux] Server crash bug in latest build
Windows for me Sent from my iPhone On May 17, 2013, at 11:52 AM, DontWannaName! ad...@topnotchclan.com wrote: Ah Linux only? Sent from my iPhone 5 On May 17, 2013, at 11:51 AM, Cody Woodson xxwoodyman123...@sbcglobal.net wrote: Eh its not right away. Mine was full 24/24 and crashed about 5 minutes after start up Sent from my iPhone On May 17, 2013, at 11:48 AM, Kyle Sanderson kyle.l...@gmail.com wrote: You will most likely crash the moment you have a player join... Thanks, Kyle. On 17 May 2013 11:46, DontWannaName! ad...@topnotchclan.com wrote: How bad is the bug? Sent from my iPhone 5 On May 17, 2013, at 11:42 AM, Fletcher Dunn fletch...@valvesoftware.com wrote: There is a bug in the update we just released. Setting net_compresspackets to 0 is a workaround. We'll have a new update released shortly. Apologies. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds