Anyone had any luck with the killing floor machine-pistols mutator? one
of my admins has spent the last day playing with it with no luck.
Seems he's got it enabled, but it doesn't appear to work.
Any ideas? cheers.
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Faux.
On Wed, May 20, 2009 at 4:28 PM, Saint K. wrote:
> Now we're on this topic anyway, whats up with this 34, 35, 36 and even a
> 150 slots tf2 server?
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K
It's much worse than that. Even the random generator for crits is
client side, hence the 100% crit chance hacks.
On Wed, May 20, 2009 at 8:21 PM, CLAN RCR wrote:
> But on a different note, you would be surprised how much of the game
> environment is all computed client-side. Aimbot functionality
heheh - I've got about a dozen players in right now - cpu is bouncing
between 60 and 70%, fps on server is about 80. UPload is about 300kbps
spiking at about 400, download is only 180 or so. cpu is my bottleneck right
now, but it's pretty steady - I'm not spiking past 80%.
If you don't know the
Well I don't have op4 installed, but ping averaged 132 from work.
Apparently, you can start downloading op4 and play with only 16% of the
content downloaded. Ping in game was pretty steady at around 120-130,
with an ugly spike up to 200 for me. I'm playing from work, so the
firewall here may have i
Pop into my server and see how you ping:
connect OoksServer.no-ip.info
It's an 18 player OP4 server running on an AMD Sempron 2400+ (1.7GHz I
think). When I start to push past 12-14 players, cpu usage climbs and fps
drops, but seems to remain playable. One day I'll move it to a box with a
litt
> > > >> > how
> > > >> > would a script know you are below 10 HP, for example?
> > > >> >
> > > >> >
> > > >> >
> > > >> ___
> > > >> To unsubscribe, edit your
> > > >> > how
> > > >> > would a script know you are below 10 HP, for example?
> > > >> >
> > > >> >
> > > >> >
> > > >> ___
> > > >> To uns
then you mean that romania > hawaii ? i dont think so
2009/5/21 Rick Payton
> The ping from here isn't that bad actually, at least not to me. I hit
> california based (San Jose specifically) at around the 70-80 ping mark,
> anywhere else in cali is right at 100. Playing on Texas based BF2
> serv
esoftware.com/mailman/listinfo/hlds
> > > >>
> > > >>
> > > >> __ Information from ESET Smart Security, version of virus
> > > >> signature
> > > >> database 4088 (20090519) __
> > > >>
>
ist.valvesoftware.com/mailman/listinfo/hlds
> > >>
> > >>
> > >> __ Information from ESET Smart Security, version of virus
> > >> signature
> > >> database 4088 (20090519) __
> > >>
> > >> The message was checked by ESET Smart Security.
>
The ping from here isn't that bad actually, at least not to me. I hit
california based (San Jose specifically) at around the 70-80 ping mark,
anywhere else in cali is right at 100. Playing on Texas based BF2
servers, I would usually hit around 120, with spikes up to 150.
TOTALLY playable in my opi
Except there should be no way to detect your health based on a script.
On Wed, May 20, 2009 at 4:19 PM, Brent Veal wrote:
> Yeah, I assumed that the sticky script that was being discussed involved
> detonating them when the player himself was nearly dead, so you dont waste
> the bombs.
>
> On Wed
Tongue in cheek?
-Original Message-
From: msleeper [mailto:mslee...@cyberwurx.com]
Sent: Wednesday, May 20, 2009 5:36 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Robin Walker Is A Spy!
To reflect the first response:
Cool story bro.
To reflect the first response:
Cool story bro.
On Wed, 2009-05-20 at 14:24 -0700, Nephyrin Zey wrote:
> http://forums.steampowered.com/forums/showthread.php?t=865722
>
> It makes so much sense now.
>
> - Neph
>
> ___
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would be nice :D
2009/5/20 Saint K.
> Now we're on this topic anyway, whats up with this 34, 35, 36 and even a
> 150 slots tf2 server?
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
> Sent: woensdag
http://forums.steampowered.com/forums/showthread.php?t=865722
It makes so much sense now.
- Neph
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It's the mindset of people. To me personally, games get hard to play
once you hit the 150+ latency, but that's me.
It's that mindset that prompts them to get "the leg up" on the
competition.
-mauirixxx
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list
Half of my regulars are in Europe or South America or Asia. Some of them
come in with fairly ugly pings, but a ping of ~225 from Europe is not at all
unusual. Not the best, but still perfectly playable (at least for those of
us that remember what it was like to play with dial up modems LOL). Bac
Yeah, I assumed that the sticky script that was being discussed involved
detonating them when the player himself was nearly dead, so you dont waste
the bombs.
On Wed, May 20, 2009 at 2:12 PM, Neil Voutt wrote:
> I think the script was talking about detonating the players stickys when he
> was be
the problem is, is that there is to many things someone can do that are
not logged and can not be logged.
ie; scout distracts players off the last point and dies but makes it so
a spy can slip in and BS the distracted players and cap the point.
Now with that the scout would actually be losing "
I think the script was talking about detonating the players stickys when he
was below 10 health.. like if hes getting shot running away and almost dies
it triggers stickys by default?
On Wed, May 20, 2009 at 2:21 PM, CLAN RCR wrote:
> But on a different note, you would be surprised how much of
The logs are mainly kills only. No teleports, no healing...
On Wed, May 20, 2009 at 3:55 PM, HoundDawg wrote:
> Not sure why not all of my posts are reaching the list yet. I had
> mentioned that really the only way to get a true balancer is to base it
> on history, such as stats. I also had me
I get service guys from Korea that play on mine with no lag, Denmark,
Portugal, Russia and a few others that play with out lag as well. My server
is in Chicago.
On Tue, May 19, 2009 at 4:04 PM, matan nov wrote:
> I play from Israel on US servers with no lag, I'm literally on the other
> side of
Not sure why not all of my posts are reaching the list yet. I had
mentioned that really the only way to get a true balancer is to base it
on history, such as stats. I also had mentioned that the formula would
have to based on ratios and percentages, as well as include non-frag
stats like sapp
Now we're on this topic anyway, whats up with this 34, 35, 36 and even a
150 slots tf2 server?
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: woensdag 20 mei 2009 21:31
To: Half-Life dedicated Win32 serv
Ask your GSP for an extra slot? Probably less hassle.
David J. Ulbrich wrote:
> no, we want it enabled so we have the extra slot. Just want the BOT always
> gone.
>
> --
> From: "f7 f0rkz"
> Sent: Wednesday, May 20, 2009 2:19 PM
> To: "Half-Life
I did what you told me and added it to the cfg file and that worked like
a charm. Thanks for the help.
Thanks,
VM
--
From: "Saint K."
Sent: Wednesday, May 20, 2009 2:30 PM
To: "Half-Life dedicated Win32 server mailing list"
Subject: R
By the way, this is the way you create the 33 slot servers you see on.
Add sourceTV to the game, and have sourcemod kick the bot with a simple
kick command.
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent
i think he wants to get rid of it with out removeing source tv
On May 20, 2009, at 3:19 PM, f7 f0rkz wrote:
> Turn
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tv_enable 0
2009/5/20 f7 f0rkz
> Turn off sourcetv?
>
> On Wed, May 20, 2009 at 3:17 PM, David J. Ulbrich <
> david_ulbr...@hotmail.com
> > wrote:
>
> > Does anyone know a way to auto kick the SourceTV BOT?
> >
> > Thanks,
> >
> >VM
> >
> > ___
> >
no, we want it enabled so we have the extra slot. Just want the BOT always
gone.
--
From: "f7 f0rkz"
Sent: Wednesday, May 20, 2009 2:19 PM
To: "Half-Life dedicated Win32 server mailing list"
Subject: Re: [hlds] Way to auto kick SourceTV BOT
> T
Turn off sourcetv?
On Wed, May 20, 2009 at 3:17 PM, David J. Ulbrich wrote:
> Does anyone know a way to auto kick the SourceTV BOT?
>
> Thanks,
>
>VM
>
> ___
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> please visit:
>
Sm_kick botname
In sourcemod.cfg
This is how we do it using sourcemod.
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of David J.
Ulbrich
Sent: woensdag 20 mei 2009 21:17
To: Half-Life dedicated Win32 server mailing lis
Does anyone know a way to auto kick the SourceTV BOT?
Thanks,
VM
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^^^
Truth.
-Matt
On Wed, May 20, 2009 at 1:42 PM, Cc2iscooL wrote:
> Because one based on stats wouldn't work either.
>
> Stats are pretty inaccurate as far as an actual player's skill goes anyway.
> You don't see that guy who sets up a teleporter and teleports 100 people to
> the front lines o
It sounds to me if someone is actually advertising that a script will
auto-detonate stickies based upon the health of the opposing player isn't a
script at all, but a program built to steal account information.
Enjoy your trojan, and botnet.
-Matt
On Tue, May 19, 2009 at 5:16 PM, Yaakov Smith w
Because one based on stats wouldn't work either.
Stats are pretty inaccurate as far as an actual player's skill goes anyway.
You don't see that guy who sets up a teleporter and teleports 100 people to
the front lines or the guy that airblasts that uber back, or that guy who
distracts the entire en
I think it would be cool to base the player stat on the players steamID on
the global HLstatsX page.
But holy moly that would be some serious code, and a back-end to boot. It
would be easier to just use the players current session KPD which even then,
probably requires a mysql server for records o
But on a different note, you would be surprised how much of the game
environment is all computed client-side. Aimbot functionality is quite a bit
different from being able to tell the health of the opposing player.
The model positioning/hitboxes are all viewable on the client-side of
course. The h
I must have foreseen this. I had mine set to 30 already, as I took a look at
the ini generator over at the unreal admin site before the server binaries
were released.
WEIRD!
Thanks for keeping us updated, John.
On Wed, May 20, 2009 at 10:28 AM, John Gibson
wrote:
> We have been getting reports
We have been getting reports that a small but significant amount of
players are experiencing a particular type of disconnect issue when
playing Killing Floor. The issue is that they will connect to a server,
play for about 15 seconds, and then get disconnected. While we are
working to find the root
Nah, I just told you to post the request in the proper place. I still
expect the same thing from everyone here once people have decided on
what they want.
Saint K. wrote:
> :x last time I got told off when I said to you we can produce the
> formula's
>
>
> Saint K.
>
> -Original Message-
:x last time I got told off when I said to you we can produce the
formula's
Saint K.
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of bl4nk
Sent: woensdag 20 mei 2009 15:48
To: Half-Life dedicated Win32 server mail
The problem I have, is when these team scrambles look at the current
gaming session only. This misses the boat often when it's done shortly
after some top players just joined the server and are at the bottom of
the list. I think a good and more accurate team scramble should be
integrated with
Give me a good formula to use and a description of how you want the team
balancer to work (I already wrote a simple one here:
https://forums.alliedmods.net/showthread.php?p=823288#post823288 that
scrambles the teams based on scores at the beginning of a new round) and
I'll happily make one.
Ri
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