Re: [hlds] ToolChain fix just released?

2017-04-12 Thread BOOM! Support
Thank you for the heads up!!! I wish Valve would post the client
notices here for us. Even though they aren't server related, they affect us
significantly and we relate them to our players.

Have a good week!

On Wed, Apr 12, 2017 at 1:46 PM, Weasels Lair 
wrote:

> Looks like Valve may have just released the ToolChain update for TF2,
> which includes fixes for Mac OS-X?
>
> http://store.steampowered.com/news/28831/
>
>
>
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Re: [hlds] Optional Team Fortress 2 update later today (toolchain update)

2017-03-14 Thread BOOM! Support
Without a doubt there's huge number of TF2 players down right now. It would
sure be great if Valve would take 30 seconds to post post an announcement
on their *http://www.teamfortress.com <http://www.teamfortress.com>* page
telling players the update has broken MAC clients. Right now I'm certain
players everywhere are wasting their time and troubleshooting their own PCs
thinking something with their PC is screwed up having know idea the update
broke their client.

On Tue, Mar 14, 2017 at 6:52 PM, A Fearts <joewatshis...@gmail.com> wrote:

> Here is a three page thread about it: http://steamcommunity.com/app/
> 440/discussions/0/135511655650120722/
>
> On Tue, Mar 14, 2017 at 9:36 PM, A Fearts <joewatshis...@gmail.com> wrote:
>
>> I can confirm E. Olsen's reply. Some Mac users have reported to me also
>> they are getting that same disconnect message.
>>
>> With the Mac user I tested:
>>
>> 1. Having them try to connect to a server not using the optional update.
>>
>> 2. Having them try to connect to a server that is using the optional
>> update.
>>
>> 3. Having them try to connect to a Valve server.
>>
>>
>> None of the three tests allowed the user to connect.
>>
>> On Tue, Mar 14, 2017 at 9:14 PM, E. Olsen <ceo.eol...@gmail.com> wrote:
>>
>>> Hiya John,
>>>
>>> Just a heads-upa few of my users that are on Macs are getting the
>>> following message when trying to connect after their clients updated:
>>>
>>> *Disconnect: Server uses different class tables*
>>>
>>> On Tue, Mar 14, 2017 at 4:58 PM, John Schoenick <jo...@valvesoftware.com
>>> > wrote:
>>>
>>>> We're working on an optional update for Team Fortress 2. The notes for
>>>> the update are below. We are tentatively aiming for 4PM PDT (23:00 UTC).
>>>>
>>>> This update will be making the toolchain beta branch live.  This update
>>>> is known to break numerous server mods, many of which have updates
>>>> available.  In order to reduce the pain with this transition, the update is
>>>> optional for servers.  However, the next mandatory TF update will
>>>> necessarily end support for the pre-toolchain-update builds, so server
>>>> administrators should seek to update as soon as possible.
>>>>
>>>> See the "Updated system requirements for TF2 dedicated servers" thread
>>>> for more information on the toolchain update.
>>>>
>>>> - John
>>>>
>>>> 
>>>>
>>>> - Internal updates to support future development
>>>>
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>>>
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Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts from Steam.

2014-01-13 Thread BOOM! Support
I believe this is the same issue I reported here a few times many months ago
on the list as Ghost Players  that keep appearing in a couple of my TF2
servers. These two TF2 servers report anywhere from 1 to 4 empty player
slots every day during a 24-hour period and the servers appear full even
though there are only 20-24 real players in them. Neither of the servers
have bots in them when the problem occurs. 

 

The issue only occurs on my servers that I run stock Valve maps on and have
registered with Quick-play. The other servers I run with custom maps and are
not registered never the problem. It's almost like players are attempting to
connect to the server via Quick-play and if the connection fails to complete
leaving their assigned slot un-usable by anyone else but them.. I suppose
this could be either because of a problem with the player's TF2 client or
they simply cancel their connection while they are getting the server info
and the map is loading. The slot is taken and never released when they fail
to connect completely. I did however learn that if the same player
successful connects after retrying, they grab the empty slot that was
originally created for them and the slot is cleared upon a graceful exit
from the server.

 

Currently, the only way to resolve it is by restarting the server and
kicking all the players ever morning in order to clear the empty slots.

 

Sure hope someone finally looks into this.

Happy New Year.

 

From: Doctor McKay [mailto:mc...@doctormckay.com] 
Sent: Thursday, December 26, 2013 5:47 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player
counts from Steam.

 

Just for the record, I have not noticed any player count discrepancies in my
TF servers, nor have any players reported any discrepancies to me.




 

Dr. McKay

www.doctormckay.com

 

On Thu, Dec 26, 2013 at 8:33 PM, Fletcher Dunn fletch...@valvesoftware.com
wrote:

I'd start my investigation by confirming that the raw ping from your server
is correct and what you want it to be (using hlsw or something similar).



 Original message 
From: Kyle Sanderson 
Date:2013/12/26 5:25 PM (GMT-08:00) 
To: Fletcher Dunn ,Half-Life dedicated Linux server mailing list ,Half-Life
dedicated Win32 server mailing list 
Cc: Eric Smith 
Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player
counts from Steam. 

and your server contains bots.
No bots (not even STV).

 totally based on the visible max.
Ah, so I'm presuming that's the case too with the GMS (the actual
field is ignored)?

I'll try gaming our queries to Steam and see if that declines in user
reports.

Thanks,
Kyle.



On Thu, Dec 26, 2013 at 5:20 PM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
 The server browser doesn't know anything about the actual max, it is
totally based on the visible max.

 -Original Message-
 From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
 Sent: Thursday, December 26, 2013 5:19 PM
 To: Fletcher Dunn; Half-Life dedicated Linux server mailing list;
Half-Life dedicated Win32 server mailing list
 Cc: Eric Smith
 Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player
counts from Steam.

 Is that the visible max, or the actual max? We only recently removed
sv_visiblemaxplayers as a result from this about a week and a half ago; no
improvement.

 Kyle.

 On Thu, Dec 26, 2013 at 5:15 PM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
 full should mean that the player count in the ping = the max player
count in the ping.

 -Original Message-
 From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
 Sent: Thursday, December 26, 2013 5:14 PM
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
 Linux server mailing list; Fletcher Dunn
 Cc: Eric Smith
 Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player
counts from Steam.

 There may be logic missing from cstrike if being full is the case (or
missing from the GMS, if it's implemented there). My C++ classes,
CheckValve, and the collection of PHP querying classes from xPaw all show
the server as being full from the old masters.

 It may also not be staying full (just under, from our AFK Manager), and
players are thinking they shouldn't encounter it as the GMS is returning 10+
free slots. The human element may be wrecking the full implementation. Maybe
we'd be better off faking being full if we've passed a threshold? Client's
that return true from IsClientFullyAuthenticated should be part of the list;
right?

 Kyle.

 On Thu, Dec 26, 2013 at 4:56 PM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
 The server browser queries the server and then checks the numbers
 from the ping against authenticated player counts from Steam.  If
 there is a difference, then it performs a reconciliation according to
 some logic that is not totally brain-dead.  For example, one of the
 heuristics it uses is that if the server reports that it 

Re: [hlds] Mandatory TF2 update released

2013-10-31 Thread support
We are also seeing crashes on Windows 2008. Some servers will run for 
hours while others only last about 10 minutes. Very frustrating. I also 
no longer see a dump folder on the server. Where are the dump files 
stored now?


On a side note, I'm getting the following error every time I run the 
Steamcmd updater for any of my servers, not sure if it's related:


Redirecting stderr to 'C:\Game_Servers\SteamCmd\logs\stderr.txt'
Looks like steam didn't shutdown cleanly, scheduling immediate update 
check

[  0%] Checking for available updates...
[] Verifying installation...
Steam_: BugslayerUtil.DLL not found
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam3...net_misc.cpp (113) : Assertion Failed: g_cnIPThisBox  
k_nMaxIPThisBox

Loading Steam2...OK.

Connecting anonymously to Steam Public...Success.



On 2013-10-30 20:37, E. Olsen wrote:

Still seeing intermittent crashes on the new Halloween map - with and
without Sourcemod running (24-slot servers, Windows 2008R2).

On Wed, Oct 30, 2013 at 10:32 PM, Asher Baker asher...@gmail.com 
wrote:


 The crashes I've encountered/seen are in bool 
CEngineTrace::ClipRayToVPhysics( const Ray_t , unsigned int, 
ICollideable *, studiohdr_t *, trace_t * );.


I see this crash come up semi-regularly over the last year or so in 
the crash reporting system I run, a fix would be handy.


~
Their heads are green, and their hands are blue,
      And they went to sea in a Sieve. - Edward Lear

On Thu, Oct 31, 2013 at 2:29 AM, Kyle Sanderson kyle.l...@gmail.com 
wrote:


Were you guys able to fix the null model_t* trace-ray engine bug? I 
encountered it last week in cstrike where a solid didn't have a 
collision model, resulting in GetCollisionModel returning NULL. The 
initial generic call in cstrike came from the unducks in movement. 
The dumps I've seen (from TF pre-today update) have the same offset, 
so I'm largely assuming it's the same. Presumably High Tower has/had 
a similar problem? It also looks like guards are already present for 
a NULL vcollide_t *.


The crashes I've encountered/seen are in bool 
CEngineTrace::ClipRayToVPhysics( const Ray_t , unsigned int, 
ICollideable *, studiohdr_t *, trace_t * );. Other functions that 
deal with solids appear to check for (and expect) a NULL model_t *.


Thanks,
Kyle.

On Wed, Oct 30, 2013 at 7:48 PM, Eric Smith 
er...@valvesoftware.com wrote:


There was a typo in the last line of the notes. There was a missed 
note in yesterday's update. We're still investigating issues as 
they come up, so please report them as you find them.


Thanks.

-Eric

-Original Message-
From: Eric Smith
Sent: Wednesday, October 30, 2013 6:33 PM
To: Half-Life dedicated Linux server mailing list 
(hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 
server mailing list (hlds@list.valvesoftware.com); 
'hlds_annou...@list.valvesoftware.com' 
(hlds_annou...@list.valvesoftware.com)

Subject: Mandatory TF2 update released

We've released a mandatory TF2 update for Halloween. The notes for 
the update are below. The new version is 1979503.


-Eric

--

- Added new main menu character images for Scream Fortress 2013
- Fixed a server crash related to The High Five taunt
- Fixed neutral pumpkin bombs exploding with blue particles
- Fixed health on hit particle effect precache error
- Fixed client nTextureFrame  0 warning spew in dev console
- Updated the round restart event to remove spells after playing in 
hell

- Updated plr_hightower_event to improve server stability
- Updated The Chicken Kiev so it can't be equipped with the Cold 
War Luchador or the Large Luchador

- Re-enabled the crafting recipes for zombie costumes

Notes missed from Monday's update:
- Updated the Vaccinator to use the reload key to cycle through 
resist types


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Re: [hlds] Steam Content servers down (east coast)

2013-09-10 Thread BOOM! Gaming Support
This thread is where you can find the status of an maintenance going on with
Steam's servers:

 

http://forums.steampowered.com/forums/showthread.php?p=34886457#post34886457

 

Hopefully the link will go through in this email list. It appears they're
working on stuff according to the last post.

 

Take care..

 

From: Jason Tango [mailto:jtrun...@outlook.com] 
Sent: Tuesday, September 10, 2013 7:29 AM
To: hlds@list.valvesoftware.com
Subject: [hlds] Steam Content srvers down (east coast)

 

Hello,

 

I've been trying to install a new TF2 server all morning, and I keep getting
the following message:

 

Connecting anonymously to Steam Public...Success.

ERROR! Timed out waiting for AppInfo update.

 

Are the content servers down for some reason?

  

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Re: [hlds] Mandatory TF2 update released

2013-09-03 Thread BOOM! Gaming Support
I'm just curious as to what happened to the warnings we finally started
getting a while ago before these updates were released. It took years to get
them going and was really nice to be prepared when the updates were being
released. It's sad we've taken a step backward on this. Please return to
warning us at least 30 minutes prior to an update being released so we can
be prepared. It would be greatly appreciated and take so little work to do.

Thank you.

-Original Message-
From: Eric Smith [mailto:er...@valvesoftware.com] 
Sent: Tuesday, September 03, 2013 4:01 PM
To: Half-Life dedicated Linux server mailing list
(hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server
mailing list (hlds@list.valvesoftware.com);
'hlds_annou...@list.valvesoftware.com'
(hlds_annou...@list.valvesoftware.com)
Subject: [hlds] Mandatory TF2 update released

We've released a mandatory update for TF2. The notes for the update are
below. The new version is 1893790.

-Eric

--

- Added the ability to double-click backpack items to use them in Chemistry
Sets
- Fixed clients not always seeing a warning about using not-tradable items
in Chemistry Sets
- Fixed not-tradable Strangifiers not applying the not-tradable status to
the item they are used on
- Fixed the Gunslinger's taunt kill not counting towards taunt kills on a
Strange Gunslinger
- Removed showing the Marked For Death icon over the head of the local
player
- Fixed seeing stretched polygons in the HUD 3D Character

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Re: [hlds] Mandatory TF2 update released

2013-08-28 Thread BOOM! Gaming Support
Another bug I just found with the update. 

 

When playing MvM: At the end of a mission if you click OK to close the
window that shows you the weapons drops you got, it completely closes the
TF2 Client without leaving you in the game. It's almost like it crashes the
client.

 

 

 

From: Albert Davis [mailto:davis.alb...@gmail.com] 
Sent: Tuesday, August 27, 2013 7:48 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update released

 

He said it once, then when someone asked if a fix was coming, he had to
throw it out again, I would say that is gloating. 

 

On Tue, Aug 27, 2013 at 10:45 PM, Calvin Judy evo...@gmail.com wrote:

I don't think he was gloating, Debian based distros are working fine, it
appears only CentOS is not working. 

- Original Message - 

From: Albert Davis mailto:davis.alb...@gmail.com  

To: Half-Life dedicated Win32 server mailing list
mailto:hlds@list.valvesoftware.com  

Sent: Tuesday, August 27, 2013 10:41 PM

Subject: Re: [hlds] Mandatory TF2 update released

 

That's great for you, for everyone, we need a fix, and gloating about
working, kind of lame. 

 

On Tue, Aug 27, 2013 at 10:39 PM, Dill Bates dillbat...@gmail.com wrote:

I'm on Linux and it works great

Sent from my iPhone


On Aug 27, 2013, at 7:35 PM, Seyhan AKDENIZ s_akde...@hotmail.com wrote:

Should we expect a hot fix for Linux startup fails. Eric?

 From: dillbat...@gmail.com
 Date: Tue, 27 Aug 2013 19:19:17 -0700
 To: hlds@list.valvesoftware.com
 CC: hlds_annou...@list.valvesoftware.com; hlds@list.valvesoftware.com;
hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds] Mandatory TF2 update released
 
 Update worked great for me. Thanks Eric!
 
 Sent from my iPhone
 
 On Aug 27, 2013, at 5:18 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 1884404.
  
  -Eric
  
  --
  
  - Added Chemistry Sets as a bonus drop. Chemistry Sets are recipe items
that have varying inputs and varying outputs. You can complete a Chemistry
Set by fulfilling all of its inputs, which will then give you the items it
has listed in its outputs. 
  - The in-game player status panel has been updated to show an animated
image of your character with their current loadout
  - Can be disabled in Advanced Options
  - Added Romevision sharing: anyone playing Mann vs. Machine on the same
server with an owner of the Hardy Laurel can now opt-in to Romevision
  - Manage your Romevision preference in the Advanced Options dialog
  - Fixed a bug that would prevent Jarate and Mad Milk from applying to
all targets within range
  - Fixed a bug that would cause the Marked For Death icon to stay in the
world after the owning player died
  - Fixed a bug that would allow Spies to exploit the Kunai's higher
overheal limit
  - Fixed a bug that prevented the Medigun's Share Power Ups upgrade
from working correctly in Mann vs. Machine mode
  - Fixed a bug that would cause the last few characters of text to be
lost when copying text from input fields
  - Fixed a client sv_cheats exploit related to the commentary dialog
  - Fixed a problem that would cause the shotgun shell model to appear
incorrectly third-person when using the Family Business
  - Improved bot pathing behavior around ramps
  - Bots can now reflect energy-based projectiles 
  - Fixed incorrect alpha in the backpack images for the Valley Forge and
the Founding Father
  - The Foppish Physician and the Distinguished Rogue are now paintable
and are team-colored by default
  - Added server log entries for jarate_attack and milk_attack when using
Jarate, Mad Milk, or the Sydney Sleeper
  - Fixed using an incorrect path for downloaded custom player sounds
  - Fixed duplicate support/mission icons in the Mann vs. Machine HUD
  - Don't allow players without admin access on the server to use the
various entity-creating commands to create point_servercommand entities
  - Updated cp_egypt_final
  - Fixed players building inside of Blu's first spawn
  - Updated cp_manor_event
  - Fixed players building in rafters
  - Updated cp_mountainlab
  - Fixed clip brush exploit above hallway leading toward final cap
  - Fixed exploit where players could be trapped in small space near final
cap using teleporters
  - Updated plr_hightower
  - Added nobuild to cliff bottom to prevent engineers building in the
kill volume
  - Updated the localization files
  
  
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Re: [hlds] TF2 MOTD Browser

2012-12-19 Thread BOOM! Gaming Support
After running Valve game servers for 8 years and NEVER receiving enough
donations to cover all my expenses, I started using Pinion 3 months ago. The
ads now allow me to break even and save the $150.00/mo I've always paid out
of pocket. 

 

When I saw that Pinion wanted to raise the minimum ad viewing time for
players, I initially responded as many of you are and said That does it! I
knew it wouldn't last. But this feeling ended up being very premature. The
first thing I did was to announce to our community that this change was
coming and that I needed their support to make it successful. I explained to
them that by viewing 15 seconds of ads every time the map rotated (in
essence about once about every 30-45 mins),  they were in effect supporting
their servers and their community in the form of a donation that they could
otherwise not afford. In return, I did not receive a single negative
response from anyone, in fact, the support and understanding of this was
terrific. Many people actually told me that had they known a longer view of
the ads draws more money for support, they would have viewed the entire ad
to help even more, every time it's played. So in esssence, by putting ads on
my servers, I was actually giving players a way to donate where they never
could afford it before, I love that.

 

I decided to give it a try and thankfully my servers have remained full just
as they always have been. So asking people to view a 15-second ad is not big
deal to your faithful players, especially if it helps relieve the finanical
strain many of us burdon alone. 

 

Transient (Quickplay and the like) gamers have always been notoriously
disloyal to servers. Would-be complainers aren't really important to me
because they never do shit to help the community anyway, they just suck off
the community and expect everything to be paid for by the money and sweat of
other people like all of you Admins. So if they leave, who cares.

 

Just my two cents,

Mike Vail

 

 

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun
Sent: Wednesday, December 19, 2012 2:58 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 MOTD Browser

 

Yeah we had to drop Pinion with the recent changes. If you don't force your
players to watch 85% of the ads you can bet your last dollar that they won't
elect to watch them. I doubt many communities are going to meet that 60%
requirement and won't be purchased at all. Would really suck to show ads and
not even make a nickel off of it. Glad I bailed.

On Wed, Dec 19, 2012 at 5:55 PM, ics i...@ics-base.net wrote:

Been running servers 7+ years without getting paid for anything. Doing just
fine without adds and donations too.

To David: I'm perfectly calm. The message was supposed to cause a bit
discussion as i was sure some will bite on it. But it's the same for me what
others do and run on their servers. It was just a friendly warning that adds
will cause players to leave if they are too noisy.

-ics

20.12.2012 0:36, Essay Tew Phaun kirjoitti:

Then expect to not get paid anything. Pick your poison.

On Wed, Dec 19, 2012 at 5:35 PM, AeroliteGaming.com
ad...@aerolitegaming.co.uk wrote:

I am using Pinion but there is no way in hell I'll be using their plugin to
do that. 



On 19/12/2012 22:34, [BT]Black V wrote:

Agreed

 

On Thu, Dec 20, 2012 at 11:25 AM, ics i...@ics-base.net wrote:

Go ahead and put that advertisement crap running and see how your players
flee to servers that do not force that thing to players screen. Leaves more
players for the rest of us running servers.

-ics

20.12.2012 0:04, David Unreal kirjoitti:

Yeah I noticed that sometime it just takes a few sec to load. However, in
terms of pinion ads, there will be a new system for them enforced that may
cause server owners to force you to want the whole ad. The idea is that they
will only pay for ads that have been completely watched. Anyways, what is
the URL you are trying to McKay? Maybe its an error with the page?

On Dec 19, 2012 4:59 PM, byteframe bytefr...@gmail.com wrote:

I might add that sometimes if you wait (several) seconds, it _might_ appear.
I tend to click as fast as I can so as not to see the pinion ads. Client
side issue for sure, though.

On Wed, Dec 19, 2012 at 7:16 AM, Essay Tew Phaun sc2p...@gmail.com wrote:

Incredibly annoying. I get the same issue, please fix.

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[hlds] Valve Game Update Today?

2012-12-07 Thread BOOM! Gaming Support
Did anyone else just get a game update for HL2DM, DOD:S and TF2? I just saw the 
first 2 update and TF2 is updating at 0% right now?

 

Mike Vail

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Thursday, December 06, 2012 9:58 AM
To: 'Half-Life dedicated Win32 server mailing list'; 
'hlds_li...@list.valvesoftware.com'
Subject: Re: [hlds] [hlds_announce] Mandatory TF2, DoD:S, and HL2:DM updates 
released

 

Just an update: We’re still working on getting CS:S updated with all of the 
recent changes. At this point, it’s going to be next week before the release is 
ready.

 

-Eric

 

 

From: Eric Smith 
Sent: Thursday, November 29, 2012 3:12 PM
To: Half-Life dedicated Win32 server mailing list
Subject: RE: [hlds] [hlds_announce] Mandatory TF2, DoD:S, and HL2:DM updates 
released

 

Yes, there will be a CS:S sync soon…probably next week. 

 

-Eric

 

 

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Thursday, November 29, 2012 3:10 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_announce] Mandatory TF2, DoD:S, and HL2:DM updates 
released

 

Any chance at a CS:S sync? Last one was in September.

Thanks,
Kyle.

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Re: [hlds] sv_region ignored

2012-12-05 Thread BOOM! Gaming Support
John, I recently forwarded similar info to Eric Smith at Valve and hetold me
he was forwarding the info to someone to resolve. Below is what I disocvered
a while back about the sv_region setting and how it effects servers. I
wanted to post it but was hoping Valve would send out something about it
instead. Since that hasn't happened, I'll share my findings that were sent
to Valve a couple weeks ago:

I have discovered some strange behavior with the sv_region setting on my
TF2 servers that I felt you should know about immediately. I didn't want to
post it on the email list until you reviewed it and was hoping you could
release a message via the hlds list about it today. 

I have always used sv_region 255 for my US West Coast TF2 servers because I
wanted them to appear in the default ALL list. A while ago I found using
sv_region 1 caused the servers not to list in ALL list. My experience is
that most people use the default unfiltered ALL servers setting so my
servers showing being in that list was very important to me. I was told that
this issue was apparently resolved at some point but I didn't change my
servers back to 1 until this morning.

What I discovered after resetting my servers to Region 1 and testing them in
the server list was as follows. 

The first thing I found was that a bunch of servers from the west coast were
showing up in the east coast filtered server list. After seeing this, I
started playing with one of my Windows TF2 servers and found the following:

When choosing sv_region 0 (US-East) - This Region simply doesn't work on my
servers. If I enter 'sv_region 0' into the server console, the region will
not change from what it was previously set to. Even more interesting is that
if the server is booted with sv_region set to 0, the sv_region value is
completely ignored and the server's region remains at the setting it was at
prior to the restart. If I change the region from 0 to anything else after
booting it with 0, the setting will change in about 10 seconds and the
server will show the correct region in the Steam WEB API.

Other things I discovered with regard to the region settings after some
testing:

When choosing sv_region 1 (US-West) My server appears in ALL, US-WEST
and also US-EAST 
When choosing sv_region 2 (SOUTH AMERICA) My server appears in ALL and
US-EAST but NOT South America where it should
When choosing sv_region 255 (ALL) My server appears in ALL,  US-EAST not
US-WEST

I found that the above issues are also occuring on an NFO Linux VPS server
my friend owns  as well, however the NFO folks are employing some sort of
workaround for their servers because no matter what region the NFO client
uses for US East Coast servers, the server only shows in the US East Coast
list and the WEB API reports a -1 region code. Example here:
70.42.74.155:27015 NFOservers.com

Anyway, you get the idea. There's something wrong with the sv_region
variable that needs a second look and I just wanted you to be aware. For
now, I'm successfully using sv_region 1 for my west coast servers, but
people on the east coast of the US using sv_region 0 are probably hosed and
don't even know it.

Regards,
Mike Vail

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of John
Sent: Wednesday, December 05, 2012 1:34 AM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] sv_region ignored

I noticed today that setting sv_region 0 doesn't work to change the output
of the tool at
http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=x.x.x.
x
(it still shows a region value of whatever was previously specified, or -1).
Using another number does change that value. I delved deeper and found that
the location field in the Steam browser is also being ignored, as I see many
region 3 servers (for instance) when I try to filter for US - East.

Is this intentional?

-John

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Re: [hlds] Potential fix for problems on multi-honed servers

2012-11-29 Thread BOOM! Gaming Support
Can we continue using the beta binaries after todays updates sir?

 

Mike V.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Wednesday, November 28, 2012 2:33 PM
To: Half-Life dedicated Win32 server mailing list
(hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing list
(hlds_li...@list.valvesoftware.com)
Subject: Re: [hlds] Potential fix for problems on multi-honed servers

 

Hello!

 

If you were using these new binaries during yesterday's Steam prop, let me
know how it went.  Is the problem resolved?  Same problems happened?  New
problems happened?

 

Thanks,

- Fletch

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Wednesday, November 21, 2012 11:13 AM
To: Half-Life dedicated Linux server mailing list
(hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server
mailing list (hlds@list.valvesoftware.com)
Subject: [hlds] Potential fix for problems on multi-honed servers

 

If you are running a multi-honed server, and your server occasionally drops
out of the master server listing, or appears on the wrong public IP, then
you may be interested in testing our some beta binaries that might fix the
problem.  The problem begins with a disruption while talking on UDP (often
during the weekly prop of Steam).  The Steam client layer then enters a
fallback pattern of TCP, then UDP, etc.  Eventually the disruption is
resolved, and it can be random whether your server managed to connect to
Steam on TCP or UDP, depending on where it was in the retry pattern.  The
problem with TCP for multi-honed servers is that it will always bind to the
default interface, disregarding any request to bind to a particular
interface.  This can cause Steam to see your server as coming from the wrong
public IP.  Depending on your routing rules, NAT, etc, your server can drop
off of the server browser because clients cannot get to you when they send
packets to that IP.

 

Some server operators have worked around this bug with firewall rules
preventing the server from connecting to Steam via TCP.

 

These binaries disable TCP fallback for dedicated servers.

 

http://media.steampowered.com/apps/440/steam_bins_windows_1586041.zip

http://media.steampowered.com/apps/440/steam_bins_linux_1586041.zip

 

Be warned that they have not been widely tested.  You should only try out
these binaries if you think you are having problems related to multi-honed
machines.

 

Also, note that if you do use these binaries, and then update your server,
they will probably be reverted.

 

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Re: [hlds] Potential fix for problems on multi-honed servers

2012-11-28 Thread BOOM! Gaming Support
Hello Fletcher,

 

All my servers have remained connected and listed since running these
binaries. They did not disconnect or delist yesterday or the week prior as
they have during all previous prop releases days. I sent you an email
regarding this and a few other things. Hopefully you received it last week.
Thank you very much for this fix. It's great appreciated.

 

Best Regards,

Mike Vail 

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Wednesday, November 28, 2012 2:33 PM
To: Half-Life dedicated Win32 server mailing list
(hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing list
(hlds_li...@list.valvesoftware.com)
Subject: Re: [hlds] Potential fix for problems on multi-honed servers

 

Hello!

 

If you were using these new binaries during yesterday's Steam prop, let me
know how it went.  Is the problem resolved?  Same problems happened?  New
problems happened?

 

Thanks,

- Fletch

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Wednesday, November 21, 2012 11:13 AM
To: Half-Life dedicated Linux server mailing list
(hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server
mailing list (hlds@list.valvesoftware.com)
Subject: [hlds] Potential fix for problems on multi-honed servers

 

If you are running a multi-honed server, and your server occasionally drops
out of the master server listing, or appears on the wrong public IP, then
you may be interested in testing our some beta binaries that might fix the
problem.  The problem begins with a disruption while talking on UDP (often
during the weekly prop of Steam).  The Steam client layer then enters a
fallback pattern of TCP, then UDP, etc.  Eventually the disruption is
resolved, and it can be random whether your server managed to connect to
Steam on TCP or UDP, depending on where it was in the retry pattern.  The
problem with TCP for multi-honed servers is that it will always bind to the
default interface, disregarding any request to bind to a particular
interface.  This can cause Steam to see your server as coming from the wrong
public IP.  Depending on your routing rules, NAT, etc, your server can drop
off of the server browser because clients cannot get to you when they send
packets to that IP.

 

Some server operators have worked around this bug with firewall rules
preventing the server from connecting to Steam via TCP.

 

These binaries disable TCP fallback for dedicated servers.

 

http://media.steampowered.com/apps/440/steam_bins_windows_1586041.zip

http://media.steampowered.com/apps/440/steam_bins_linux_1586041.zip

 

Be warned that they have not been widely tested.  You should only try out
these binaries if you think you are having problems related to multi-honed
machines.

 

Also, note that if you do use these binaries, and then update your server,
they will probably be reverted.

 

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Re: [hlds] Potential fix for problems on multi-honed servers

2012-11-23 Thread BOOM! Gaming Support
I just wanted to add that I've been using these new binaries since last
Monday and for the first time in many months I've actually gone more than 48
hours without having to randomly restart my empty servers to get them to
reconnect to Steam after they lost their connections and dropped from the
Steam list. One minute they were full, and 15 minutes later they would be
empty because of the issue this resovles. This fix is a God-send! 

 

Thank you so much for doing this. It's a relief knowing I don't have to
restart my servers constantly to keep them full of players and my regulars
won't search for other servers because mine randomly appear offline because
of this issue.

 

Have Holidays to everyone and thanks again Valve!

Mike Vail

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Wednesday, November 21, 2012 11:13 AM
To: Half-Life dedicated Linux server mailing list
(hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server
mailing list (hlds@list.valvesoftware.com)
Subject: [hlds] Potential fix for problems on multi-honed servers

 

If you are running a multi-honed server, and your server occasionally drops
out of the master server listing, or appears on the wrong public IP, then
you may be interested in testing our some beta binaries that might fix the
problem.  The problem begins with a disruption while talking on UDP (often
during the weekly prop of Steam).  The Steam client layer then enters a
fallback pattern of TCP, then UDP, etc.  Eventually the disruption is
resolved, and it can be random whether your server managed to connect to
Steam on TCP or UDP, depending on where it was in the retry pattern.  The
problem with TCP for multi-honed servers is that it will always bind to the
default interface, disregarding any request to bind to a particular
interface.  This can cause Steam to see your server as coming from the wrong
public IP.  Depending on your routing rules, NAT, etc, your server can drop
off of the server browser because clients cannot get to you when they send
packets to that IP.

 

Some server operators have worked around this bug with firewall rules
preventing the server from connecting to Steam via TCP.

 

These binaries disable TCP fallback for dedicated servers.

 

http://media.steampowered.com/apps/440/steam_bins_windows_1586041.zip

http://media.steampowered.com/apps/440/steam_bins_linux_1586041.zip

 

Be warned that they have not been widely tested.  You should only try out
these binaries if you think you are having problems related to multi-honed
machines.

 

Also, note that if you do use these binaries, and then update your server,
they will probably be reverted.

 

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[hlds] Team Fortress 2 Update Today??? - 11/20/12

2012-11-20 Thread BOOM! Gaming Support
I just saw my servers were emptying out saw that the follow ing update was
posted on the TF2 Website (http://www.teamfortress.com/?tab=updates)

 

Team Fortress 2, Day of Defeat: Source and Half-Life 2: Deathmatch Updates
Released http://www.teamfortress.com/post.php?id=9426  


November 20, 2012 - TF2 Team


Updates to Team Fortress 2, Day of Defeat: Source and Half-Life 2:
Deathmatch have been released. The updates will be applied automatically
when your Steam client is restarted. The major changes include:
Source Engine Changes (TF2, DoD:S, HL2:DM)

*   Fixed a client crash in the sound emitter 

Team Fortress 2

*   Fixed a dedicated server hang in bot pathfinding 
*   Fixed the tf_zombie entity crashing some servers 

Did I miss something?

Mike

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Re: [hlds] Optional Update?

2012-11-20 Thread BOOM! Gaming Support
Sorry Ross,  I just sent a message too. Didn't mean to duplicate yours. Glad
it wasn't just me.. This appears to be a mandatory update. My servers are
draining.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Tuesday, November 20, 2012 5:09 PM
To: Half-Life Linux dedicated server mailing list; Half-Life Windows
dedicated server mailing
Subject: [hlds] Optional Update?

I just saw my TF2 client update and spotted these update notes on the
TF2 blog:

Updates to Team Fortress 2, Day of Defeat: Source and Half-Life 2: 
Deathmatch have been released. The updates will be applied automatically
when your Steam client is restarted. The major changes include:

- Source Engine Changes (TF2, DoD:S, HL2:DM)
* Fixed a client crash in the sound emitter

- Team Fortress 2
* Fixed a dedicated server hang in bot pathfinding
* Fixed the tf_zombie entity crashing some servers

I assume that this is an optional update, since my server didn't
auto-update.

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Re: [hlds] [hlds_linux] Optional Update?

2012-11-20 Thread BOOM! Gaming Support
Thank you Tony... Don't know why my servers emptied out when the update was
released. I guess it was just a coincidence. I miss Eric Smith Already



-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: Tuesday, November 20, 2012 5:45 PM
To: Half-Life dedicated Linux server mailing list;
hlds@list.valvesoftware.com
Subject: Re: [hlds] [hlds_linux] Optional Update?

Today's update is not required for dedicated servers. Yes, steam.inf was
updated, but you'll notice there are two version in that file now. The
server version was not changed.

As with other optional updates, clients are not forced to get it, but will
receive it next time they launch the game. Servers may download the update
using the update tool, but are not required to do so.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of John
Sent: Tuesday, November 20, 2012 5:23 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Optional Update?

On 11/20/2012 5:08 PM, Ross Bemrose wrote:
 I just saw my TF2 client update and spotted these update notes on the
 TF2 blog:

 Updates to Team Fortress 2, Day of Defeat: Source and Half-Life 2: 
 Deathmatch have been released. The updates will be applied 
 automatically when your Steam client is restarted. The major changes
 include:

 - Source Engine Changes (TF2, DoD:S, HL2:DM)
 * Fixed a client crash in the sound emitter

 - Team Fortress 2
 * Fixed a dedicated server hang in bot pathfinding
 * Fixed the tf_zombie entity crashing some servers

 I assume that this is an optional update, since my server didn't 
 auto-update.

This one appears to actually be a required update, as steam.inf was updated.
Possibly Valve has made their delayed shutdown method the default for
auto-updates, and this is why it hasn't been applied for you yet.

-John

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Re: [hlds] New Topic: Map Hosting Solutions

2009-01-14 Thread Support - Frrsh
We can host the maps for you. for $5.00 p.c.m
Would be simple FTP account to upload all your files to.  Dedi has 
100mbit full duplex line into and unlimited bandwidth.  Free 10day trial 
to try and can import all your maps etc from your current host directly 
onto the server for $10 if you want.

Can also have web hosting if you want but I suspect you already have that!

Any questions just email sa...@frrsh.co.uk mailto:sa...@frrsh.co.uk

Kind Regards
Ollie C.
Frrsh

Sales:
Email: sa...@frrsh.co.uk mailto:sa...@frrsh.co.uk

Support:
Email: supp...@frrsh.co.uk mailto:supp...@frrsh.co.uk



Jeff Sugar wrote:
 Don't forget good speeds :v Many cheap hosts, while providing more bandwidth
 than you could ever use in a month, will not do well with multiple
 concurrent downloads at high speeds. I'm lucky enough these days to have a
 2x100mbit line on my dedicated server to serve the maps as well as the
 servers, but I remember the woes of some of the shared hosts we went with
 when an entire server full of people were downloading a map (and, of course,
 there's no way via svdownloadurl to get from multiple locations without
 doing something serverside with htaccess and a randomized redirect)

 -Atreus

 On Tue, Jan 13, 2009 at 8:06 PM, valvesoftware@dynamicbits.com wrote:

   
 Unless you are doing this professionally, you will find that organizing
 a group of people and keeping up with the money collection is too time
 consuming to be worth it. All one needs is a good $5-8/month shared
 hosting package. Search for highly rated hosts with good reviews. All
 you are looking for is uptime and bandwidth. You don't need any features
 aside from the ability to directly download files.
 
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Re: [hlds] New Topic: Map Hosting Solutions

2009-01-14 Thread Support - Frrsh
There would be a site but we've been far to busy doing sites for clients!

I agree the colour scheme is horrible thus is the reason we aren't using 
now!

Anyway if that is the response I'm going to get for offering a solutions 
to someone's problems I won't bother next time.

Kind Regards
Ollie C.
Frrsh

Sales:
Email: sa...@frrsh.co.uk mailto:sa...@frrsh.co.uk

Support:
Email: supp...@frrsh.co.uk mailto:supp...@frrsh.co.uk



Kitteny Berk wrote:
 I can't see anything that says it isn't,  But as it's effectively spam 
 as far as I'm concerned,  and that their website lacks any content apart 
 from a truely vile colour scheme.

 Well, they're on my list of hosts to avoid now.

 Cc2iscooL wrote:
   
 Is this kind of advertising even allowed here?

 On Wed, Jan 14, 2009 at 4:04 AM, Support - Frrsh supp...@frrsh.co.ukwrote:

   
 
 We can host the maps for you. for $5.00 p.c.m
 Would be simple FTP account to upload all your files to.  Dedi has
 100mbit full duplex line into and unlimited bandwidth.  Free 10day trial
 to try and can import all your maps etc from your current host directly
 onto the server for $10 if you want.

 Can also have web hosting if you want but I suspect you already have that!

 Any questions just email sa...@frrsh.co.uk mailto:sa...@frrsh.co.uk

 Kind Regards
 Ollie C.
 Frrsh

 Sales:
 Email: sa...@frrsh.co.uk mailto:sa...@frrsh.co.uk

 Support:
 Email: supp...@frrsh.co.uk mailto:supp...@frrsh.co.uk



 Jeff Sugar wrote:
 
   
 Don't forget good speeds :v Many cheap hosts, while providing more
   
 
 bandwidth
 
   
 than you could ever use in a month, will not do well with multiple
 concurrent downloads at high speeds. I'm lucky enough these days to have
   
 
 a
 
   
 2x100mbit line on my dedicated server to serve the maps as well as the
 servers, but I remember the woes of some of the shared hosts we went with
 when an entire server full of people were downloading a map (and, of
   
 
 course,
 
   
 there's no way via svdownloadurl to get from multiple locations without
 doing something serverside with htaccess and a randomized redirect)

 -Atreus

 On Tue, Jan 13, 2009 at 8:06 PM, valvesoftware@dynamicbits.com
   
 
 wrote:
 
   
   
 
 Unless you are doing this professionally, you will find that organizing
 a group of people and keeping up with the money collection is too time
 consuming to be worth it. All one needs is a good $5-8/month shared
 hosting package. Search for highly rated hosts with good reviews. All
 you are looking for is uptime and bandwidth. You don't need any features
 aside from the ability to directly download files.

 
   
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
   
 
 please visit:
 
   
 http://list.valvesoftware.com/mailman/listinfo/hlds

   
 
 ___
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 please visit:
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Re: [hlds] Steam Community URLs and XML

2008-11-24 Thread Support - Frrsh
Have you tired doing this to redirected pages.. 
http://steamcommunity.com/id/dave?xml=1 remove the last forward slash??

Kind Regards
Ollie C.
Frrsh

Sales:
Email: [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]

Support:
Email: [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]



David Kellaway wrote:
 I'm hoping someone from Valve can give me an answer about this, 
 although if anyone else knows of a workaround I'd appreciate it.

 I'm working on developing a web-based remote server management program 
 which interoperates with Steam Community for a number of features 
 (like tracking player and group activity and recording gameplay 
 stats). I'm using the XML profile feeds, since that's much easier to 
 work with, but there's a bit of an issue with using the 64-bit ID to 
 access someone's profile. Even with ?xml=1 on the end of the URL, 
 going to a community page via http://steamcommunity.com/profiles/? 
 will redirect to the non-XML version of that user's profile if they 
 have assigned a friendly URL to their account. For example, my 
 profile feed would be at http://steamcommunity.com/id/dave/?xml=1, and 
 I'd expect http://steamcommunity.com/profiles/76561197972662865/?xml=1 
 to display the same page - but it doesn't.

 Detecting this redirect and compensating for it is a big pain and 
 increases the amount of work the server has to do every time the 
 player stats are refreshed. Would it be possible for the community 
 pages to have some more consistent behaviour, ie redirecting to the 
 page with the ?xml=1 parameter still present?

 (On an unrelated note, if anyone uses Windows to host their game 
 servers and would be interested in beta testing my app, please get in 
 touch! I plan to release this as an open-source application once it's 
 finished, but so far my testing is limited to one Windows 03 machine.)

 -Dave
 

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[hlds] Server crash when recording demo

2007-05-01 Thread Fatpipe Support

Has anyone seen this before where if a client in a Half-Life 2
Deathmatch server types record demo1 in the console to record his POV
in a match, the entire server crashes?

Thanks.
Chris

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[hlds] Re: hlds digest, Vol 1 #5365 - 1 msg

2007-05-01 Thread Fatpipe Support
[ Converted text/html to text/plain ]
I'm not sure, I think 2.14 - but thanks very much for that information.
Chris
[EMAIL PROTECTED] wrote:

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Today's Topics:

   1. RE: Server crash when recording demo (Keeper)

--__--__--

Message: 1
From: Keeper [EMAIL PROTECTED][6]
To: hlds@list.valvesoftware.com[7]
Subject: RE: [hlds] Server crash when recording demo
Date: Tue, 1 May 2007 09:32:11 -0400
Reply-To: [EMAIL PROTECTED]

I have had it before on all of our servers.

It's was found to be a mani problem.  We updated our Mani and the problem
went away.  What version are you running?

-Original Message-
From: Fatpipe Support
Sent: Wednesday, May 02, 2007 8:50 AM
To: [EMAIL PROTECTED]
Subject: [hlds] Server crash when recording demo

Has anyone seen this before where if a client in a Half-Life 2
Deathmatch server types record demo1 in the console to record his POV
in a match, the entire server crashes?

Thanks.
Chris






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End of hlds Digest



--
Chris | FatpipeServer.com
Technical Support Staff

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[hlds] svc_bad error

2005-09-22 Thread Edge-Gaming.com Support
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
What does this mean?

How can we fix it?
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[hlds] Server lag on list

2005-09-19 Thread Edge-Gaming.com Support
This is a multi-part message in MIME format.
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[ Picked text/plain from multipart/alternative ]
Hey I was wondering how come like when you refresh the server list some servers 
show up at like 200 ping. When you refresh it goes down to like 30. How come it 
starts at 200?

Any info on this subject would be great.

-Sandy
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Re: [hlds] Server lag on list

2005-09-19 Thread Edge-Gaming.com Support

Yeah but like theres always 1 server that goes on top and always 1 server
that has 200 ping.

-Sandy

- Original Message -
From: Alex Spencer [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Sunday, September 18, 2005 11:09 PM
Subject: Re: [hlds] Server lag on list



I'd expect because you're using a good deal of bandwidth to recieve the
info of a few thousand servers?

Edge-Gaming.com Support wrote:


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hey I was wondering how come like when you refresh the server list some
servers show up at like 200 ping. When you refresh it goes down to like
30. How come it starts at 200?

Any info on this subject would be great.

-Sandy
--



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Re: [hlds] End of Round pause time

2005-09-11 Thread Edge-Gaming.com Support

I think chattime is the map change..

-SANDY
- Original Message -
From: Gavin Rodgers [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Sunday, September 11, 2005 2:46 AM
Subject: RE: [hlds] End of Round pause time



Try increasing the mp_chattime I think that's the 1 your after.

Gavin Rodgers
(BlueHawk^4u)
4u-servers.co.uk
4u-servers.net (forums)
4u-mobile.co.uk (ringtones logos ..)

CONFIDENTIALITY NOTICE
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-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert Dodd
Sent: 11 September 2005 07:09
To: hlds@list.valvesoftware.com
Subject: [hlds] End of Round pause time

Is it possible to control the amount of time that CZero waits before
starting the next round? I've searched the cvarlist and adminmod docs
without success. The STATSME info displayed at the end of the round
disappears before I can read it. I've set the hold time there (statsme)
to 20 seconds, but the game restarts the new round in about two-three
seconds after one team wins.

Thanks.



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Re: [hlds] Some Server Commands

2005-09-11 Thread Edge-Gaming.com Support

Sure.  I put the sys_ticrate command in the cmd line then I went to
autoexec.cfg put

alias sys_ticrate

then I made that config file hidden so people couldnt access it and that was
that. :)

- Original Message -
From: blkraven [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Sunday, September 11, 2005 4:40 AM
Subject: RE: [hlds] Some Server Commands



Care to share it?


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of INVGaming.NET
Sent: zaterdag 10 september 2005 22:51
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Some Server Commands

I found a way.

Thanks.
- Original Message -
From: Graham Robinson [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Saturday, September 10, 2005 2:16 AM
Subject: Re: [hlds] Some Server Commands



Are you sure that it doesn't work because it's not actually setting it
to a tickrate of 100?

http://forums.srcds.com/showthread.php?tid=822

Quote from link
---
Post: #7RE: Setting up a 100 ticrate server
inc0gs
Senior Member

yeah, you need a k in tickrate
---

On 9/10/05, INVGaming.NET [EMAIL PROTECTED] wrote:

Yeah, I just tested it too man. Doesn't work.

Any other suggestions?

-SANDY


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Re: [hlds] Some Server Commands

2005-09-11 Thread Edge-Gaming.com Support

hmm well I havnt made it hidden yet, ive done that on a test server.

Hmm, maybe just add the cmd and not make it hidden :O

Thanks,
EdgeGaming Staff
[EMAIL PROTECTED]
- Original Message -
From: Graham Robinson [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Sunday, September 11, 2005 2:41 PM
Subject: Re: [hlds] Some Server Commands



Eww, I wouldn't rent a server from a company that didn't give me
access to my autoexec file. Does your terms and conditions say 'Server
includes full FTP access for maps but no access to your autoexec file
(but you didn't need that right?)'

On 9/11/05, Edge-Gaming.com Support [EMAIL PROTECTED] wrote:

Sure.  I put the sys_ticrate command in the cmd line then I went to
autoexec.cfg put

alias sys_ticrate

then I made that config file hidden so people couldnt access it and that
was
that. :)

- Original Message -
From: blkraven [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Sunday, September 11, 2005 4:40 AM
Subject: RE: [hlds] Some Server Commands


 Care to share it?


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[hlds] Pingboost

2005-09-11 Thread Edge-Gaming.com Support
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Whats the pingboost command in the command line?

-pingboost 1?
--



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Re: [hlds] Pingboost

2005-09-11 Thread Edge-Gaming.com Support

What do you mean neither is recommended?

How do I raise the FPS so its more than the ticrate?

and Yes HL
- Original Message -
From: James Tucker [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Sunday, September 11, 2005 7:21 PM
Subject: Re: [hlds] Pingboost



Neither is recommended.

You should raise your fps above the tickrate.

Are you running hl/src?

Edge-Gaming.com Support wrote:

Ah I see.

Hey I have a question about ticrate..

Lets say I run a server at 60 FPS with 500 Ticrate...woudl that make a
difference than

a 60 fps server with 100 ticrate?

- Original Message -
From: Whisper [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Sunday, September 11, 2005 7:01 PM
Subject: Re: [hlds] Pingboost



--
[ Picked text/plain from multipart/alternative ]
-pingboost is a Linux SRCDS/HLDS command, this is the Windows list
From what I know anyway, you get greater performance enhancement by
leaving
it alone and running a 2.6 Kernel instead so you get a 1000Hz Kernel
timer
Cheers
On 9/12/05, Philipp G. [EMAIL PROTECTED] wrote:



1 through 3 for the built in ping booster (which may not be stellar).


From: Edge-Gaming.com Support [EMAIL PROTECTED]
Reply-To: hlds@list.valvesoftware.com
To: hlds@list.valvesoftware.com
Subject: [hlds] Pingboost
Date: Sun, 11 Sep 2005 16:55:45 -0700

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Whats the pingboost command in the command line?

-pingboost 1?
--



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Re: [hlds] Pingboost

2005-09-11 Thread Edge-Gaming.com Support

Would pingboost raise the FPS?

Because I heard its for windows also.

- Original Message -
From: Philipp G. [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Sunday, September 11, 2005 7:57 PM
Subject: Re: [hlds] Pingboost



actually, whisper, it seems to do stuff for my windows servers too...



From: Whisper [EMAIL PROTECTED]
Reply-To: hlds@list.valvesoftware.com
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Pingboost
Date: Mon, 12 Sep 2005 12:01:52 +1000

--
[ Picked text/plain from multipart/alternative ]
-pingboost is a Linux SRCDS/HLDS command, this is the Windows list
 From what I know anyway, you get greater performance enhancement by
leaving
it alone and running a 2.6 Kernel instead so you get a 1000Hz Kernel timer
 Cheers
 On 9/12/05, Philipp G. [EMAIL PROTECTED] wrote:

 1 through 3 for the built in ping booster (which may not be stellar).


 From: Edge-Gaming.com Support [EMAIL PROTECTED]
 Reply-To: hlds@list.valvesoftware.com
 To: hlds@list.valvesoftware.com
 Subject: [hlds] Pingboost
 Date: Sun, 11 Sep 2005 16:55:45 -0700
 
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Whats the pingboost command in the command line?
 
 -pingboost 1?
 --
 
 
 
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Re: [hlds] Pingboost

2005-09-11 Thread Edge-Gaming.com Support

Yeah it didn't do much for me either but I heard its for windows ;O

- Original Message -
From: Whisper [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Sunday, September 11, 2005 8:16 PM
Subject: Re: [hlds] Pingboost



--
[ Picked text/plain from multipart/alternative ]
Never seemned to do a damn thing for me. YMMV.

On 9/12/05, Philipp G. [EMAIL PROTECTED] wrote:


actually, whisper, it seems to do stuff for my windows servers too...


From: Whisper [EMAIL PROTECTED]
Reply-To: hlds@list.valvesoftware.com
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Pingboost
Date: Mon, 12 Sep 2005 12:01:52 +1000

--
[ Picked text/plain from multipart/alternative ]
-pingboost is a Linux SRCDS/HLDS command, this is the Windows list
 From what I know anyway, you get greater performance enhancement by
leaving
it alone and running a 2.6 Kernel instead so you get a 1000Hz Kernel
timer
 Cheers
 On 9/12/05, Philipp G. [EMAIL PROTECTED] wrote:
 
  1 through 3 for the built in ping booster (which may not be
stellar).
 
 
  From: Edge-Gaming.com Support [EMAIL PROTECTED]
  Reply-To: hlds@list.valvesoftware.com
  To: hlds@list.valvesoftware.com
  Subject: [hlds] Pingboost
  Date: Sun, 11 Sep 2005 16:55:45 -0700
  
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  Whats the pingboost command in the command line?
  
  -pingboost 1?
  --
  
  
  
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archives,
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[hlds] Server List

2005-09-09 Thread Edge-Gaming.com Support
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi Guys.

Thanks for the help with the cpanel. Now I was wondering why it takes so long 
for people to connect. Like my NFo server people would connect in seconds and 
on mine it takes a long time for people to connect.

how come? how can I fix it?

Thanks,
Sandy
--



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Re: [hlds] Some Server Commands

2005-09-09 Thread Edge-Gaming.com Support

I mean rcon users. If you put it in the command line, they can't change it?

- Original Message -
From: Kevin [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Friday, September 09, 2005 5:42 PM
Subject: RE: [hlds] Some Server Commands



Put it in the command line

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of INVGaming.NET
Sent: Friday, September 09, 2005 8:26 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Some Server Commands

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Is there a way to disable a server command so users can't change it?

Example?
sys_ticrate 1000 or whatever number.

I don't want users changing that ticrate number. how can I make it so they
cant change that command.

-SANDY
--



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Re: [hlds] How to change mp_timelimit on a map by map basis

2005-09-04 Thread Edge-Gaming.com Support

Hey I was just wondering like because before I used to have less logs on the
server, now its making a log every like 30 seconds or so, is there anyway to
make it less?

- Original Message -
From: m0gely [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Sunday, September 04, 2005 8:01 AM
Subject: Re: [hlds] How to change mp_timelimit on a map by map basis



Ook wrote:

Ive seen this before, thought it was from a TFC server. I have not yet
had
time to try it out yet. Does anyone know of an admin mod plugin that
will do
this?


Adminmod does this in the default config.  You just create a mapname.cfg
file, though I can't remember if it's placed in the maps folder or
somewhere in the adminmod folder but it does do this.  AMX and AMXx also
do this.

--
- m0gely
http://quake2.telestream.com/
Q2 | Q3A | Counter-strike

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[hlds] Server Listing

2005-09-03 Thread Edge-Gaming.com Support
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi I run a server off of this box:

Dual Xeon 2.6 with 2 gigabytes of ram

It's on InterNAP bandwidth and Im wondering why it's not showing up on the 
server list.
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Re: [hlds] Anybody running SRCDS and 2GB of RAM?

2005-09-02 Thread Edge-Gaming.com Support

Hey I have a server

Dual xeons 2.66 with 2 gigabytes of ram and im running a server off of that
box but it doesnt
seem to show on the server list. It's updated and sv_region 1.

Any help on this will be good

[EMAIL PROTECTED]
- Original Message -
From: Clayton Macleod [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Friday, September 02, 2005 10:36 PM
Subject: Re: [hlds] Anybody running SRCDS and 2GB of RAM?



you don't need to do anything, srcds itself isn't going to use more
than 2GB *per process* anyways.  *Per process* being the important
piece of information.

On 9/2/05, Whisper [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
If you are running SRCDS on a server with 2GB or RAM what boot.ini
changes
(or any other changes) have you made (if any) to optimise for full use of
physical RAM above 2GB?
 What are the options with Windows 2003?
What are the options with Windows 2000?
 Thanks



--
Clayton Macleod

get ye flask

You cannot get ye flask.

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