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We were able to turn 4 of our most popular servers into 4 dead servers with
the beta
On 11/2/06, Biscuits [EMAIL PROTECTED] wrote:
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It brings variety to the game, i give it the thumbs up :D
shame the optional features aren't that optional. as far as my
supportt team can tell the mp_dynamicpricing switch does not disable the
new weapon pricing stuff. We've tried it on fresh installs 6 times and
it doesn't do anything. oh yeah and it seems to have broken mani but i
have a feeling a
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What doesn't break mani? :)
On 11/2/06, David Williams [EMAIL PROTECTED] wrote:
shame the optional features aren't that optional. as far as my
supportt team can tell the mp_dynamicpricing switch does not disable the
new weapon pricing stuff.
good magic trick. this is gonna happen all over the place. NOBODY WANTS
THIS. The larger part of the community just want the lil bugs to be
fixed. The annoying things that have been there from day one. Like the
fact source get's stuck in sound loops which in turn makes the games
skip/lag. Why not
that's true. turns out it was the gameinfo file being updated so
sourcemm wasn't loading. that's ok i can deal with that but the dynamic
pricing switch doesn't seem to want to work.
Whisper wrote:
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What doesn't break mani? :)
On 11/2/06,
Because success is almost always an accidental confluence of demand, timing,
and luck. Those that succeed are often foolish enough think it had something
to do with them so they try it again and again but never achieve anything
close to their prior success.
-Original Message-
From:
If the Beta can do that, imagine what the finished product can do. :)~
-Original Message-
From: Whisper [mailto:[EMAIL PROTECTED]
Sent: Thursday, November 02, 2006 6:11 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Counter-Strike: Source update released
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All those shadow bugs still exist!
Is being able to join spectator then rejoin a team a bug or a feature?
sv_norealconsistencywhatsoever
No Pure Server option
That cl_interp bug where the stationary player doesn't see the moving player
till
I had jelly on my toast this morning instead of butter, and Mani kept working
fine. :)
-Original Message-
From: Whisper [mailto:[EMAIL PROTECTED]
Sent: Thursday, November 02, 2006 7:11 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Counter-Strike: Source update released
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How about you leave well alone and fix the broken stuff first?
Because they haven't learned yet that they are not the reason for the success.
They produced a fine product and they do good work... so do a million other
people... but few acheive sucess.
-Original Message-
From: David
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Chrissy present was mani did not break :)
or matties or event scripts :D
On 11/2/06, Whisper [EMAIL PROTECTED] wrote:
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All those shadow bugs still exist!
Is being able to join spectator
I stand corrected and exonerated at the same time... lol!
-Original Message-
From: Chad [mailto:[EMAIL PROTECTED]
Sent: Thursday, November 02, 2006 9:29 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Counter-Strike: Source update released
One mistake, they bought the first one
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Hi folks,
can anyone confirm that -tickrate 125 has been disabled? All servers run with
constant tickrate of 100 instead of 125.
yours Sebastian
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how were you getting tick above 100 in the 1st place?
On 11/3/06, Crow [EMAIL PROTECTED] wrote:
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Hi folks,
can anyone confirm that -tickrate
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Hi folks,
can anyone confirm that -tickrate 125 has been disabled? All servers run with
constant tickrate of 100 instead of 125.
yours Sebastian
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how were you getting tick above 100 in the 1st place?
Spotta
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Crow
Sent: 02 November 2006 19:13
To: hlds@list.valvesoftware.com
Subject: [hlds] Tickrate
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the maximum tickrate for a source server is 100. As you can see we are
amazed you managed to get it higher. Vlave dos openly admit that there
are simulation problems with running servers @ 100tick. I suggest you
try running your servers at 75 tick as you get the performance benefits
of 100 tick
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