Re: [hlds] TF2 with sourcemod crashes if source TV is enabled?

2016-09-20 Thread supp...@boomgaming.net
Same thing happens on my Windows 2008 TF2 servers. Replied to your thread
too.

On Tue, Sep 20, 2016 at 9:17 PM, Peter Jerde  wrote:

> On my TF2 servers running on Windows, after tonights TF2 update to 3619588
> I get a crash on startup if sourcemod is installed and tv_enable is set to
> 1.
>
> I get the same behavior on a fresh install of TF2, metamod, and sourcemod
> of the latest versions… server crashes on map change after setting
> tv_enable 1.
>
> Anyone else seeing this?
>
> I started a thread at alliedmods (https://forums.alliedmods.
> net/showthread.php?p=2455631) but thought I’d ask here, too, if anyone
> else is having this issue.
>
>  - Peter
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Re: [hlds] Optional TF2 update released

2016-08-19 Thread supp...@boomgaming.net
Thank God this was fixed! It sucks to spend over an hour on a mission and
have it crash. And it happened to my group 3 times. Thanks for fixing it so
quickly!

On Fri, Aug 19, 2016 at 3:21 PM, Eric Smith  wrote:

> We've released an optional update for Team Fortress 2. The note for the
> update is below. You only need to update if your server has been crashing
> since the TF2 update earlier this week.
>
> Thanks.
>
> -Eric
>
> ---
>
> - Fixed a common server crash that primarily occurred during Mann vs.
> Machine matches
>
>
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Re: [hlds] TF2: Meet Your Match update and QuickPlay?

2016-07-08 Thread supp...@boomgaming.net
MvM Matchmaking has been down here since the update. Literally no one can
connect to an MvM Mann-Up server . Currently, according to the MvM
coordinator, there are 84 players near me looking for servers and there is
no players in game at all. It appears the matchmaking backend is totally
offline.

On a side note, Can someone please fix the annoying MvM issue where the
Engineer's MvM store menu closes every time someone uses the teleporter on
an MvM mission? It's been going on for well over a year and it is so
freaking annoying as hell!

Other than that, I'm enjoying much of what the update has to offer. It's
great to see TF2 is stil getting some love from Valve. I love this game!

Happy Friday!

On Thu, Jul 7, 2016 at 10:21 PM, Christian Deacon 
wrote:

> I will admit, there are many servers out there players consider "bad" due
> to them being filled with MOTD Ads, pay-to-win, etc. Players need to
> realize the update was just released four hours ago. I believe community
> servers just need time. Time for good community servers to outrun bad
> community servers.
>
>
> In the end, I hope Valve continues to let community servers take in
> population. At least for a month or so to see how it goes (instead of
> instantly reverting the change). I guess we'll find out more after the
> maintenance event.
>
>
> P.S. I re-posted this on the mailing list since the original e-mail is
> waiting for approval (e-mail body was "too large"). Who knows how long it
> would take for the message to be approved. I apologize if this gets
> submitted twice.
>
>
> Thanks.
>
>
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Re: [hlds] Goldrush Error on 32-slot server (Engine error: ED_Alloc: no free edicts)

2016-02-24 Thread supp...@boomgaming.net
@Bartek S -Perhaps you should give the command line option I listed a
try and see if it helps you while E. Olsen continues working on his
solution at the same time. Two fronts is better than one. I'd be very
curious to see if it helps you. It resolved it for me.

I'm currently using that command line parameter as follows
(-num_edicts 1024) and haven't had a crash for no free edicts in over
a year on the servers I run under Windows 2008. Prior to that I was
getting them every other day without restarting the servers every
morning.

Just a suggestion. If you do, please let me know if it works for you.

Thanks and best of luck. I know how frustrating it is!

On Wed, Feb 24, 2016 at 6:20 AM, Bartek S  wrote:
> Mind sharing the solution? Could help, I've been getting crashes on 33slot
> (32p + sourcetv) trade maps as well.
>
> On 24 Feb 2016 15:18, "E. Olsen"  wrote:
>>
>> As far as I know, 2048 is the hard limit coded into the engine (when it
>> hits 2049, the server crashes), so I'm pretty sure you can't increase that
>> number (at least not with the engine TF2 currently runs on).
>>
>> There are a couple of old Sourcemod solutions, but it seems they either no
>> longer work, or are no longer supported for Windows servers.
>>
>> I am trying a custom solution now - I'll post back if it looks like it's
>> working after a week or so.
>>
>> On Wed, Feb 24, 2016 at 9:07 AM, supp...@boomgaming.net
>>  wrote:
>>>
>>> I was having this problem on some TF2 servers I run with a custom map.
>>> After researching it, I found out there is a command line option that
>>> will increase the number of edicts. I added the below to the command
>>> line of each server and my problems ended.
>>>
>>>  -num_edicts 2048
>>>
>>> Perhaps give it a try? My understanding is there is no limit to the
>>> number you can assign so if you need more, you can use a higher number
>>> until you find the sweet spot. I was told the higher the number you
>>> use, the more resources the server will require to run, so don't use
>>> too much more than you really need.
>>>
>>> Hopefully this is still accurate information and it helps.
>>>
>>> Good Luck!
>>> Mike Vail
>>>
>>> On Tue, Feb 23, 2016 at 12:33 PM, ics  wrote:
>>> > Did this crashing started recently or has it been issue for long? Do
>>> > you run
>>> > any plugins that would create extra entities? Goldrush has 1437 edicts
>>> > by
>>> > default and generally maps should not exceed 1400 because having 32
>>> > players
>>> > on a map with over 1400 entities can cause crash.
>>> >
>>> > You can try to strip entities off with some sourcemod plugin, like
>>> > keyframe_ropes. Didn't know goldrush has 126 areaportals. Seems a lot
>>> > to me.
>>> >
>>> > -ics
>>> >
>>> > E. Olsen kirjoitti:
>>> >>
>>> >> Hello all,
>>> >>
>>> >> I've been seeing this error about once a day on a 32-slot Goldrush
>>> >> server,
>>> >> which causes a crash. I've included the log output below which shows
>>> >> all the
>>> >> edicts used before the crash. this is occurring on a Windows 2008R2
>>> >> server.
>>> >> Are there any fixes beyond decreasing the slots on the server? This
>>> >> appears
>>> >> to be the only stock payload map causing this particular crash.
>>> >>
>>> >> Log output:
>>> >>
>>> >> L 02/23/2016 - 12:29:47: Spewing edict counts:
>>> >> L 02/23/2016 - 12:29:47: (0.05%) 1worldspawn
>>> >> L 02/23/2016 - 12:29:47: (0.05%) 1tf_weapon_stickbomb
>>> >> L 02/23/2016 - 12:29:47: (0.05%) 1obj_attachment_sapper
>>> >> L 02/23/2016 - 12:29:47: (0.05%) 1soundent
>>> >> L 02/23/2016 - 12:29:47: (0.05%) 1tf_player_manager
>>> >> L 02/23/2016 - 12:29:47: (0.05%) 1tf_objective_resource
>>> >> L 02/23/2016 - 12:29:47: (0.05%) 1monster_resource
>>> >> L 02/23/2016 - 12:29:47: (0.05%) 1tf_mann_vs_machine_stats
>>> >> L 02/23/2016 - 12:29:47: (0.05%) 1tf_weapon_parachute_primary
>>> >> L 02/23/2016 - 12:29:47: (0.05%) 1vote_controller
>>> >> L 02/23/2016 - 12:29:47: (0.05%) 1ai_network
>>> >> L 02/23/2016 - 12:29:47: (0.05%) 1tf_weapon_raygun
>>> >> L 02/23/2016 - 12:29:47: (0

Re: [hlds] Goldrush Error on 32-slot server (Engine error: ED_Alloc: no free edicts)

2016-02-24 Thread supp...@boomgaming.net
I was having this problem on some TF2 servers I run with a custom map.
After researching it, I found out there is a command line option that
will increase the number of edicts. I added the below to the command
line of each server and my problems ended.

 -num_edicts 2048

Perhaps give it a try? My understanding is there is no limit to the
number you can assign so if you need more, you can use a higher number
until you find the sweet spot. I was told the higher the number you
use, the more resources the server will require to run, so don't use
too much more than you really need.

Hopefully this is still accurate information and it helps.

Good Luck!
Mike Vail

On Tue, Feb 23, 2016 at 12:33 PM, ics  wrote:
> Did this crashing started recently or has it been issue for long? Do you run
> any plugins that would create extra entities? Goldrush has 1437 edicts by
> default and generally maps should not exceed 1400 because having 32 players
> on a map with over 1400 entities can cause crash.
>
> You can try to strip entities off with some sourcemod plugin, like
> keyframe_ropes. Didn't know goldrush has 126 areaportals. Seems a lot to me.
>
> -ics
>
> E. Olsen kirjoitti:
>>
>> Hello all,
>>
>> I've been seeing this error about once a day on a 32-slot Goldrush server,
>> which causes a crash. I've included the log output below which shows all the
>> edicts used before the crash. this is occurring on a Windows 2008R2 server.
>> Are there any fixes beyond decreasing the slots on the server? This appears
>> to be the only stock payload map causing this particular crash.
>>
>> Log output:
>>
>> L 02/23/2016 - 12:29:47: Spewing edict counts:
>> L 02/23/2016 - 12:29:47: (0.05%) 1worldspawn
>> L 02/23/2016 - 12:29:47: (0.05%) 1tf_weapon_stickbomb
>> L 02/23/2016 - 12:29:47: (0.05%) 1obj_attachment_sapper
>> L 02/23/2016 - 12:29:47: (0.05%) 1soundent
>> L 02/23/2016 - 12:29:47: (0.05%) 1tf_player_manager
>> L 02/23/2016 - 12:29:47: (0.05%) 1tf_objective_resource
>> L 02/23/2016 - 12:29:47: (0.05%) 1monster_resource
>> L 02/23/2016 - 12:29:47: (0.05%) 1tf_mann_vs_machine_stats
>> L 02/23/2016 - 12:29:47: (0.05%) 1tf_weapon_parachute_primary
>> L 02/23/2016 - 12:29:47: (0.05%) 1vote_controller
>> L 02/23/2016 - 12:29:47: (0.05%) 1ai_network
>> L 02/23/2016 - 12:29:47: (0.05%) 1tf_weapon_raygun
>> L 02/23/2016 - 12:29:47: (0.05%) 1tf_weapon_invis
>> L 02/23/2016 - 12:29:47: (0.05%) 1tf_weapon_pda_spy
>> L 02/23/2016 - 12:29:47: (0.05%) 1tf_weapon_crossbow
>> L 02/23/2016 - 12:29:47: (0.05%) 1tf_weapon_particle_cannon
>> L 02/23/2016 - 12:29:47: (0.05%) 1tf_weapon_knife
>> L 02/23/2016 - 12:29:47: (0.05%) 1tf_weapon_revolver
>> L 02/23/2016 - 12:29:47: (0.05%) 1env_sniperdot
>> L 02/23/2016 - 12:29:47: (0.05%) 1tf_weapon_club
>> L 02/23/2016 - 12:29:47: (0.05%) 1tf_weapon_jar
>> L 02/23/2016 - 12:29:47: (0.05%) 1tf_weapon_shotgun_primary
>> L 02/23/2016 - 12:29:47: (0.05%) 1tf_weapon_shotgun_soldier
>> L 02/23/2016 - 12:29:47: (0.05%) 1tf_weapon_sniperrifle
>> L 02/23/2016 - 12:29:47: (0.05%) 1tf_weapon_rocketlauncher_directhit
>> L 02/23/2016 - 12:29:47: (0.05%) 1scene_manager
>> L 02/23/2016 - 12:29:47: (0.05%) 1tf_gamerules
>> L 02/23/2016 - 12:29:47: (0.05%) 1env_shake
>> L 02/23/2016 - 12:29:47: (0.05%) 1trigger_once
>> L 02/23/2016 - 12:29:47: (0.05%) 1tf_projectile_energy_ball
>> L 02/23/2016 - 12:29:47: (0.05%) 1func_tracktrain
>> L 02/23/2016 - 12:29:47: (0.05%) 1prop_physics
>> L 02/23/2016 - 12:29:47: (0.05%) 1mapobj_cart_dispenser
>> L 02/23/2016 - 12:29:47: (0.05%) 1team_control_point_master
>> L 02/23/2016 - 12:29:47: (0.05%) 1trigger_capture_area
>> L 02/23/2016 - 12:29:47: (0.05%) 1game_round_win
>> L 02/23/2016 - 12:29:47: (0.05%) 1trigger_hurt
>> L 02/23/2016 - 12:29:47: (0.05%) 1team_round_timer
>> L 02/23/2016 - 12:29:47: (0.10%) 2env_spark
>> L 02/23/2016 - 12:29:47: (0.10%) 2tf_projectile_rocket
>> L 02/23/2016 - 12:29:47: (0.10%) 2tf_projectile_healing_bolt
>> L 02/23/2016 - 12:29:47: (0.10%) 2env_tonemap_controller
>> L 02/23/2016 - 12:29:47: (0.10%) 2env_sun
>> L 02/23/2016 - 12:29:47: (0.10%) 2tf_wearable_robot_arm
>> L 02/23/2016 - 12:29:47: (0.10%) 2item_ammopack_small
>> L 02/23/2016 - 12:29:47: (0.10%) 2env_fog_controller
>> L 02/23/2016 - 12:29:47: (0.10%) 2tf_weapon_minigun
>> L 02/23/2016 - 12:29:47: (0.10%) 2tf_weapon_lunchbox
>> L 02/23/2016 - 12:29:47: (0.10%) 2tf_weapon_spellbook
>> L 02/23/2016 - 12:29:47: (0.10%) 2tf_weapon_sword
>> L 02/23/2016 - 12:29:47: (0.10%) 2tf_weapon_fists
>> L 02/23/2016 - 12:29:47: (0.10%) 2shadow_control
>> L 02/23/2016 - 12:29:47: (0.15%) 3tf_weapon_buff_item
>> L 02/23/2016 - 12:29:47: (0.15%) 3tf_wearable_vm
>> L 02/23/2016 - 12:29:47: (0.15%) 3tf_weapon_flamethrower
>> L 02/23/2016 - 12:29:47: (0.15%) 3tf_weapon_sentry_revenge
>> L 02/23/2016 - 12:29:47: (0.15%) 3env_soundscape
>> L 02/23/2016 - 12:29:47: (0.15%) 3team_control_point_round
>> L 02/23/2016 - 12:29:47: (0.15%) 3tf_weapon_fireaxe
>> L 02/23/2016 - 12:29:47: (0.15%) 3tf_projectile_pipe
>> L 02/

Re: [hlds] Mandatory Update Today for Counter-Strike: Source, Day of Defeat: Source, Half-Life Deathmatch: Source, Half-Life 2: Deathmatch, and Source SDK 2013 Dedicated Server

2016-02-04 Thread supp...@boomgaming.net
Thank you for the game update and the info on SourceMod. Everything
went smoothly for me.

Mike Vail

On Thu, Feb 4, 2016 at 11:53 AM, Nicholas Hastings
 wrote:
> SourceMod on CS:S shouldn't need an update after the game update is
> released.
>
> --
> Nicholas Hastings
> AlliedMods.net
>
>
>
> supp...@boomgaming.net
> Thursday, February 4, 2016 12:48 AM
> Is it safe to sat the update won't be coming today? When do you think
> you will roll it out? Will it require a SourceMod revision for CSS as
> well?
>
> Thank you,
> Mike Vail
>
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> John Schoenick
> Wednesday, February 3, 2016 3:47 PM
> A mandatory update for Counter-Strike: Source, Day of Defeat: Source,
> Half-Life Deathmatch: Source, Half-Life 2: Deathmatch, as well as the
> Source SDK Base 2013 Dedicated Server[1] will be made available later
> today. We're aiming for mid-afternoon pacific time unless issues arise.
>
> This update is based on the current prerelease branch build. We
> encourage server operators to test their setup against that branch, and
> let us know of any blocking issues.
>
> [1] This is a SDK binary update only, and should not require
> changes/recompiles to currently shipping SDK games. The prerelease
> branch of the SDK multiplayer server is currently based on the
> soon-to-be-release beta_test branch.
>
> - John
>
>
>
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Re: [hlds] Mandatory Update Today for Counter-Strike: Source, Day of Defeat: Source, Half-Life Deathmatch: Source, Half-Life 2: Deathmatch, and Source SDK 2013 Dedicated Server

2016-02-03 Thread supp...@boomgaming.net
Is it safe to sat the update won't be coming today? When do you think
you will roll it out? Will it require a SourceMod revision for CSS as
well?

Thank you,
Mike Vail

On Wed, Feb 3, 2016 at 12:47 PM, John Schoenick  wrote:
> A mandatory update for Counter-Strike: Source, Day of Defeat: Source,
> Half-Life Deathmatch: Source, Half-Life 2: Deathmatch, as well as the
> Source SDK Base 2013 Dedicated Server[1] will be made available later
> today. We're aiming for mid-afternoon pacific time unless issues arise.
>
> This update is based on the current prerelease branch build. We
> encourage server operators to test their setup against that branch, and
> let us know of any blocking issues.
>
> [1] This is a SDK binary update only, and should not require
> changes/recompiles to currently shipping SDK games. The prerelease
> branch of the SDK multiplayer server is currently based on the
> soon-to-be-release beta_test branch.
>
> - John
>
>
>
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Re: [hlds] Mandatory Team Fortress 2 update released

2016-01-26 Thread supp...@boomgaming.net
HAHAHAHAHAHA Wow! Now that is funny!

On Sun, Jan 24, 2016 at 10:56 PM, Cats From Above 
wrote:

> *Speaking of false advertising:*
>
>
>
> *"Q. Won't going Free to Play mean more griefers and cheaters?We're
> increasing our focus on making sure that hostile players can't ruin your
> fun. Specifically, we'll be keeping a close eye on players exploiting the
> ability to make infinite free accounts to bypass bans. We've built systems
> that'll allow us to measure and track what these players are doing, and
> respond quickly."*
> I practically fell off my chair laughing when I read that.
>
> On Mon, Jan 25, 2016 at 12:07 PM, Rowedahelicon <
> theoneando...@rowedahelicon.com> wrote:
>
>> Has there been any talk about 'hatgate' recently?
>> http://www.tf2tools.net/articles/hatgate It seems like blatant false
>> advertising saying you can get cosmetic drops when you pay for TF2 but they
>> haven't dropped in a while
>>
>>
>
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[hlds] Need Help with "Traffic from IP was blocked for exceeding rate limits" Messages

2016-01-18 Thread supp...@boomgaming.net
Hello Everyone,

I've searched the web on this but can't find the specific answers I'm
looking for so I'm coming to my fellow server operators for a little
guidance. I'm hoping some of you have seen or experienced what I'm writing
about below.

I still love and use HLSW to watch the logs of my servers constantly. More
and more often now I'm seeing messages similar to the ones below flooding
my console (the IP addresses and ports change but the messages are the
same):

11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
blocked for exceeding rate limits
11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
blocked for exceeding rate limits
11:55:44 L 01/18/2016 - 11:55:44: Traffic from 188.127.239.74:27021 was
blocked for exceeding rate limits
11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
blocked for exceeding rate limits
11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
blocked for exceeding rate limits
11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
blocked for exceeding rate limits
11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
blocked for exceeding rate limits
11:55:45 L 01/18/2016 - 11:55:45: Traffic from 188.127.239.74:27021 was
blocked for exceeding rate limits
11:55:46 L 01/18/2016 - 11:55:46: Traffic from 188.127.239.74:27021 was
blocked for exceeding rate limits

My initial research says that these are attacks on my servers but I'm no so
sure that's correct. I'm running my TF2 and CSS servers on my own Windows
2008 Dedicated server and when I see these messages, I immediately add them
to a Windows Firewall rule I have to block any and all traffic from these
IPs before the server even sees it. What's interesting is that I still see
these messages even though they get added to the firewall's block list.
Eventually they stop but a litle while later, I get messages like it from
other IPs. Sometimes I can go a day or two without any, and other days I
get as many as 15 IPs doing this.

I want to note that I don't see any significant performance hits on the
servers when this occurs but I'd like to know more about these messages as
they specifically relate to a game server. Based upon the content of the
message, I assume these mean something bad is being blocked.

What I find even more interesting is that many of the offending IPs that
are doing this are the specific IP addresses and ports from other game
servers, In the case of the one above, it belongs to a CS 1.6 server in
Russia. Why would another game server box be attempting to connect to my
servers on the same port it's being hosted on?

This problem has grown in frequency over the past few months. Prior to
that, I don't remember seeing these messages at all in console.

Can anyone give me some background on what these mean and what they're
about? Also, any idea why they Windows Firewall doesn't block their traffic
completely when I add them to the scope of the Firewall wall so they don't
appear in the console logs?

Thanks for reading and Happy Monday,
Mike Vail
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Re: [hlds] tf_forced_holiday Cosmetics not appearing

2012-11-09 Thread supp...@boomgaming.net
Thank you very much for the update Mike.

- Reply message -
From: "Mike Lee" 
To: "Half-Life dedicated Win32 server mailing list" 

Subject: [hlds] tf_forced_holiday Cosmetics not appearing
Date: Fri, Nov 9, 2012 17:12
We discovered some issues and the release has been delayed and will not be 
released on the weekend

- 
Mike

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com]
On Behalf Of wickedplayer494 .

Sent: Friday, November 09, 2012 5:07 PM

To: Half-Life dedicated Win32 server mailing list

Subject: Re: [hlds] tf_forced_holiday Cosmetics not appearing

Has this by chance been delayed to Saturday or Monday? It's starting to be 
inconvenient timing for European admins.

On Fri, Nov 9, 2012 at 2:31 PM, Eric Smith  wrote:


We have a fix for this that we’re hoping to release later today.

-Eric



From:
hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com]
On Behalf Of quigonjoe

Sent: Friday, November 09, 2012 12:30 PM

To: Half-Life dedicated Win32 server mailing list

Subject: [hlds] tf_forced_holiday Cosmetics not appearing




Hello,

With the Halloween event now over, I wanted to set tf_forced_holiday 2 
(Halloween/Full Moon) on my server to let my friends still equip their zombie 
souls and such.





I find that I am able to use my Halloween weapons like "Bat Outta Hell", but 
none of my Halloween cosmetics show up.





Please advise! Thanks.







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