[hlds] Why is m_pitch restricted when m_yaw is not?

2010-10-28 Thread
When connected to any multiplayer game, I am not allowed to adjust my m_pitch, but I can set my m_yaw to any value, why is this? I thought m_pitch used to not be restricted? (This is in CS:S, I do not know if it is like this in other games) ___ To unsubsc

Re: [hlds] Problem with mm_force_dedicated servers

2010-10-28 Thread Richard Eid
Wow, that's different than I remember. Sorry about that. Maybe I just never looked at it in the console because it was explained by a Valver when this feature was added. Maybe he even said this and I just remembered incorrectly. At any rate, I just got home and tried it with 0.0.0.0|internalip:

Re: [hlds] Problem with mm_force_dedicated servers

2010-10-28 Thread Fernando Sanchez
Thanks for the response I was using it like that because that's what it showed in game as the command "mm_dedicated_force_servers" = "" - Comma delimited list of ip:port of servers used to search for dedicated servers instead of searching for public servers. Use syntax `publicip1:port|privateip1

Re: [hlds] Problem with mm_force_dedicated servers

2010-10-28 Thread Richard Eid
You can't use 0.0.0.0 for mm_force_dedicated_servers. I mean, I guess you could, but then you're telling everyone else in the lobby to connect to 0.0.0.0. I can only take a guess and say that it's possible that 0.0.0.0 is voiding the rest of the variable, which may be why you can't even connect w

Re: [hlds] Problem with mm_force_dedicated servers

2010-10-28 Thread Shane Arnold
I have had nothing but problems trying to get either of the L4D games to work properly with NAT'ed networks. Good luck. On 29/10/2010 9:45 AM, Fernando Sanchez wrote: Im hosting a dedicated server on 192.168.1.10:27015 Im playing from within the same LAN on 192.168.1.50 When I use mm_force

[hlds] Problem with mm_force_dedicated servers

2010-10-28 Thread Fernando Sanchez
Im hosting a dedicated server on 192.168.1.10:27015 Im playing from within the same LAN on 192.168.1.50 When I use mm_force_dedicated_servers 0.0.0.0|192.168.1.10:27015, Im unable to connect to it in the lobby, if I use 192.168.1.10:27015 it works (but then people in the lobby would be unable

Re: [hlds] Team Fortress 2 Update Released

2010-10-28 Thread doc
Aww, sticky jumper is fixed? How could they! On Thu, Oct 28, 2010 at 4:57 PM, Jason Ruymen wrote: > A required update for Team Fortress 2 is now available.  Please run > hldsupdatetool to receive it.  The specific changes include: > > Shared Changes (CS:S, DoD:S, TF2, HL2:DM) > - Fixed a dedicat

[hlds] Team Fortress 2 Update Released

2010-10-28 Thread Jason Ruymen
A required update for Team Fortress 2 is now available. Please run hldsupdatetool to receive it. The specific changes include: Shared Changes (CS:S, DoD:S, TF2, HL2:DM) - Fixed a dedicated server crash when HLTV disconnects. - Fixed a crash in the materialsystem. Team Fortress 2 - Fixed a bug

Re: [hlds] Team Fortress 2 Update Released (Jason Ruymen)

2010-10-28 Thread HL-SDK Synths
Just to be a pedantic dick, you get 2048-2047 more for non-networked entities on the client ;D On Thu, Oct 28, 2010 at 5:41 AM, ics wrote: > No free edicts error is caused by the map. Your servrs are fine but i > assume they are 30 or more slots. There is a 2048 dynamic entities limit on > engin

Re: [hlds] Team Fortress 2 Update Released (Jason Ruymen)

2010-10-28 Thread Karl Labrador
I've been running a 32-slot since 9pm this morning (GMT) w/ Manor and haven't had any issues at all. On 28 October 2010 21:40, Drogen Viech wrote: > -num_edicts does only exist in hl1, see > http://developer.valvesoftware.com/wiki/Command_Line_Options > > 2010/10/28 DarthNinja : > > I have two 3

[hlds] Team Fortress 2 Update Released (Jason Ruymen)

2010-10-28 Thread Drogen Viech
-num_edicts does only exist in hl1, see http://developer.valvesoftware.com/wiki/Command_Line_Options 2010/10/28 DarthNinja : > I have two 32-slot servers running the map without problems. > > > On Thu, Oct 28, 2010 at 1:32 PM, Kyle Sanderson wrote: > >> Does -num_edicts 2047 really solve the issu

Re: [hlds] Team Fortress 2 Update Released (Jason Ruymen)

2010-10-28 Thread DarthNinja
I have two 32-slot servers running the map without problems. On Thu, Oct 28, 2010 at 1:32 PM, Kyle Sanderson wrote: > Does -num_edicts 2047 really solve the issue? > > Thanks, > Kyle. > > On Thu, Oct 28, 2010 at 10:12 AM, Jeff Sugar wrote: > > We're only 24 base, but we do have a few hidden re

Re: [hlds] Team Fortress 2 Update Released (Jason Ruymen)

2010-10-28 Thread Kyle Sanderson
Does -num_edicts 2047 really solve the issue? Thanks, Kyle. On Thu, Oct 28, 2010 at 10:12 AM, Jeff Sugar wrote: > We're only 24 base, but we do have a few hidden reserve slots, so that'd > explain it. Thanks > On Oct 28, 2010 2:42 AM, "ics" wrote: >> No free edicts error is caused by the map. Y

Re: [hlds] Team Fortress 2 Update Released (Jason Ruymen)

2010-10-28 Thread Jeff Sugar
We're only 24 base, but we do have a few hidden reserve slots, so that'd explain it. Thanks On Oct 28, 2010 2:42 AM, "ics" wrote: > No free edicts error is caused by the map. Your servrs are fine but i assume they are 30 or more slots. There is a 2048 dynamic entities limit on engine and when that

Re: [hlds] Team Fortress 2 Update Released

2010-10-28 Thread clad iron
actually what are those good for anyway ? if your on the server, the GUI they have seems it would be much faster than typing "cl_trade_steamid STEAM_0:0:XX" (which i'm guessing allows you to connect to that client with that steamid to trade.) @Luigi30 This may be why it's not able to be run a

Re: [hlds] Team Fortress 2 Update Released (Jason Ruymen)

2010-10-28 Thread ics
No free edicts error is caused by the map. Your servrs are fine but i assume they are 30 or more slots. There is a 2048 dynamic entities limit on engine and when that is reached, boom. 24 or so slots are not crashing because they have less dynamic entities at the same time caused by players, lik