Very doubtful.
On Mon, Aug 20, 2012 at 10:52 PM, Yuki d...@dazzozo.com wrote:
...first thing tomorrow?
On 21/08/2012 03:52, ozgamingdot...@gmail.com wrote:
This is the first TF2 update I can remember that is MASSIVELY overdue..
Server lag spikes, crashes, clients not able to connect,
Haven't we screwed with client's TF2 servers enough? Cant even get a
days worth of break time! :)
On 8/21/2012 7:22 AM, Sampson Rogers wrote:
Very doubtful.
On Mon, Aug 20, 2012 at 10:52 PM, Yuki d...@dazzozo.com
mailto:d...@dazzozo.com wrote:
...first thing tomorrow?
On
Can we PLEASE see our DNS + SRV records concerns addressed in the next few
patches too?
- Original Message -
From: Fletcher Dunn fletch...@valvesoftware.com
To: Half-Life dedicated Linux server mailing list
(hlds_li...@list.valvesoftware.com) hlds_li...@list.valvesoftware.com,
SRV support is about the lowest priority feature I can possibly think of. I
wouldn't get your hopes up on this ever being implemented, because there's
really nothing wrong with the way it works now.
On Tue, Aug 21, 2012 at 9:00 AM, T Marler bloodyi...@shaw.ca wrote:
Can we PLEASE see our DNS +
This worked for PVP servers on 2008 (R2), not a single crash today so
far on any
server, so thanks again EHG!
On 20/08/2012 19:21, EHG wrote:
Give this a try until next update. Has been working for me on linux. I
did not test on windows. I also run only pvp servers so this might
break mvm
We're working on a mandatory update for TF2. We should have it ready very soon.
-Eric
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Thanks for the heads up Eric. Did you ever find out if anyone is
looking into the CPU spike issues that started with the Pyromania
update?
On 21.08.2012 11:05, Eric Smith wrote:
We're working on a mandatory update for TF2. We should have it ready
very soon.
-Eric
We've released a mandatory update to TF2. The notes for the update are below.
-Eric
--
Team Fortress 2
- Fixed matchmaking sending players to out-of-date servers
- Fixed the server browser showing an incorrect player count in MvM games
- Fixed a crash that could
So I have this set up for my gamemodes_server.text file for custom maps.
de_junkyard_beta06
{
nameID #SFUI_Map_de_junkyard_beta06
name de_junkyard_beta06
minplayers 10
maxplayers 16
extraspectators 2
imagename map-junkyard-overall
t_arms models/weapons/t_arms_phoenix.mdl
ct_arms
When I click on those they 404
On Tue, Aug 21, 2012 at 2:54 PM, Jack M.
catastropheproductions...@gmail.com wrote:
So I have this set up for my gamemodes_server.text file for custom maps.
de_junkyard_beta06
{
nameID #SFUI_Map_de_junkyard_beta06
name de_junkyard_beta06
minplayers 10
We made some changes in today's update to make MvM player counts in the server
browser make as much sense as possible within the current framework.
Here's how it works:
Bots should do not show at all in any client-visible way. (Although, they
still show in the status output.)
First Check to ensure that the files exist in the locations being served.
Second.
Please check if your Server will serve those file types, in many cases
servers where the files are properly located but you still get a 404 or
other error is because the file type (Mime type) is not allowed to
. *facepalm*
A semi-helpful answer I hope, have you tried using the same configuration
files within a map config extension file (.kv), akin to the supplied
de_dust2_se.kv?
It might be a bug that can be overcome by merging the above file instead. It
certainly seems your current
Use the csgo_servers mailing list
On Aug 21, 2012 2:54 PM, Jack M. catastropheproductions...@gmail.com
wrote:
So I have this set up for my gamemodes_server.text file for custom maps.
de_junkyard_beta06
{
nameID #SFUI_Map_de_junkyard_beta06
name de_junkyard_beta06
minplayers 10
There are (currently) 4 slots reserved for spectators. The game currently
never spawns more than 22 bots at a time.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of doc
Sent: Tuesday, August 21, 2012
Ah, that figures. Disregard my last mail.
Any chance we can get a CVAR for that, so we can close the spec slots? I don't
really see why we should allow spec's to join.
Saint K.
From: hlds_linux-boun...@list.valvesoftware.com
mp_allowspectators 0
- Original Message -
From: Saint K. sai...@specialattack.net
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@list.valvesoftware.com
Sent: Tuesday,
Won't mp_allowspectators 0 do that, theoretically?
On Tue, Aug 21, 2012 at 3:32 PM, Saint K. sai...@specialattack.net wrote:
Ah, that figures. Disregard my last mail.
Any chance we can get a CVAR for that, so we can close the spec slots? I
don't really see why we should allow spec's to join.
Antivirus, version of virus signature
database 7406 (20120821) __
The message was checked by ESET NOD32 Antivirus.
http://www.eset.com
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Never knew that CVAR existed!
Thanks
From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com]
On Behalf Of Lance Waidzunas [lswa...@gmail.com]
Sent: 21 August 2012 22:39
To: Half-Life dedicated Win32 server mailing list
Subject: Re:
On Mon, Aug 20, 2012 at 5:31 PM, Brendan Cosman
brendan.cos...@mammothmedia.com.au wrote:
1: How can we launch a server that only rotates through the six advanced
missions with no rcon or other intervention? (I can do anything to the
command line or config files, but I can't rely on rcon or
I could really use some help understanding how to reproduce this problem.
What *should* be happening, and what I reproduced when I tested it, was if you
have sv_password set, it would immediately set tf_mm_servermode 0.
Can anybody explain how a server is in the matchmaking pool with a password
Could be because of this
https://forums.alliedmods.net/showthread.php?t=193150
On Tue, Aug 21, 2012 at 1:58 PM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
I could really use some help understanding how to reproduce this problem.
What *should* be happening, and what I reproduced when I
Perhaps it's because servers with tf_mm_servermode 0 are still eligable for
matchmaking? I assume this is why my listen server gets full near instantly.
On Tue, Aug 21, 2012 at 4:58 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
I could really use some help understanding how to reproduce
You should see spew about reservations before they connect.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: Tuesday, August 21, 2012 2:41 PM
To: Half-Life dedicated Linux server
It seems every now and then a map change causes the server to terminate
and restart.
It is actually cutting the log output half way through it writing Map
Changing.
This has only started happening recently.
TF2 on Linux.
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it that much, so it may have bugs.
Sincerely,
Didrole
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signature database 7406 (20120821) __
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Thank you for this simple tool.
Valve, shame on you!!
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think some of you might be interested by it so here is its URL:
http://didrole.com/UpdateTool/
I haven't tested it that much, so it may have bugs.
Sincerely,
Didrole
__ Information from ESET NOD32 Antivirus, version of virus signature
database 7406 (20120821) __
The message
We have released an update to Half-Life 1 dedicated servers. This update fixes
performance problems when under very high packet load from connectionless
packets (things like pings, rules and players queries).
- Alfred
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Hi,
Thanks for your reply.
I'm not sure if I've done something wrong, I've checked a few times to ensure
I followed those directions, but when I attempt to join a server, I get the
following error:
COM_CheckGameDirectory: game directories don't match (tf / tf_mvm_diff1)
In the mean time I'm
/UpdateTool/
I haven't tested it that much, so it may have bugs.
Sincerely,
Didrole
__ Information from ESET NOD32 Antivirus, version of virus signature
database 7406 (20120821) __
The message was checked by ESET NOD32 Antivirus.
http://www.eset.com
On Tue, Aug 21, 2012 at 6:10 PM, Brendan Cosman
brendan.cos...@mammothmedia.com.au wrote:
I'm not sure if I've done something wrong, I've checked a few times to
ensure I followed those directions, but when I attempt to join a server, I
get the following error:
COM_CheckGameDirectory: game
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