I hacked a bit ( https://forums.alliedmods.net/showthread.php?p=1953195 )
to get effectively the same no-compression functionality for the other OB
games. Here's some new vprof dumps that I took earlier today.
http://pastie.org/private/kywlfyn5teu0lxqghgyjg
http://pastie.org/private/hei4cdkxvbdsh6
That's what I was getting at, cleanliness, lol. Using the hldsupdatetool I
don't remember ever having to dl cstrike just to host a tfc server, the valve
folder is all I remember needing. Keep in mind... if you delete cstrike and you
use the validate, aka verify_all, you're forced to re-dl cstrik
Once the download/update is completed, is it safe to remove the components for
the "other" games.
For example, if installing/updating an HL1MP server, I assume I can safely
delete the "cstrike", "czero" folders?
I could just build that into the script I use for updating - for the sake of,
let's
Yes, Hammer was broken recently.
This thread shows how to get the old version of Hammer working with
Steampipe TF2: http://forums.tf2maps.net/showthread.php?t=21166
You may get lag, in which case I would just use the beta version to make
and the old version to compile. This is what I've been doin
Your best bet for bug status is to go to github with a search,
https://github.com/ValveSoftware/halflife/issues . There have been a couple of
suggestions about behavior changes in CS 1.6 weapons, so far both of them would
change the game play much more than is acceptable.
From: hlds-boun...@lis
Hey Alfred, I remember there was a talk about improving
firing behavior among different weapons. This was about 4-6 weeks ago in
one of the beta releases. Was that part of this update? I could not find
anything relevant about it in release notes.
Thanks,
Jay
On Thu, May 16, 2013 at 4:15 PM, Alfr
And the server update for Rising Storm beta is now live! Please update your
servers to maintain compatibility with the Rising Storm beta client.
Thanks,
John
On Thu, May 16, 2013 at 2:52 PM, John Gibson
wrote:
> Everyone,
>
> The Rising Storm Pre-Order Beta is now live! Additionally, an update
Counter-Strike is a part of the base HL1 ded server install, you can't not
download it. This was done to simplify things for server ops (100x more people
run CS servers than others) and for the release process.
- Alfred
From: Robert Whelan [mailto:mrrjwhe...@yahoo.com]
Sent: Thursday, May 16, 2
I've asked about this a few times now... what's the secret to just downloading
tfc and not get stuck downloading cstrike too? Users who use the 'validate'
flag are also stuck validating cstrike each time as well.
// Team Fortress Classic
// C:\HLDS\tfc
//
@ShutdownOnFailedCommand 1 //set to 0 if
Everyone,
The Rising Storm Pre-Order Beta is now live! Additionally, an update for
the Rising Storm beta will be released very shortly. This update fixes the
crashes in Firefight, as well as many other bugs. Please update your
servers when the update is released to remain compatible with the clien
The dedicated server for Counter-Strike 1.6, Half-Life and other related
Half-Life titles has been updated. This update rolls up the beta testing from
the last month or so, notes from the release can be found here:
http://steamcommunity.com/games/70/announcements/detail/1894040475927172810
http:/
Everyone,
Just quick update, we had planned on doing a server/client update this
morning which fixes the problems with Firefight not working. Unfortunately
we've found a last minute issue with that update, we we're going to roll
with what we already have up for now. So please do not run Firefight
The round is glitched, therefore you can't lose it. That's the problem.
If you watch those demos you'll see in one case that nothing but support
classes keep coming out because you haven't killed a potential bomb carrier
who is outside the map. The only option is to restart the campaign, which
r
I'm pretty certain all groups, everywhere, would be more delighted giving
up a single round than restarting a whole game and then having to get back
to the point they left off at without any guarantees that the glitch
wouldn't occur again. They will have to address the issue eventually, why
not jus
Well restart round option would be same as losing the current round.
Giving up is easier than have a Valve implement restart round.
-ics
Lucas Wagner kirjoitti:
I think the point of the original post was just to point out that it
can be frustrating to invest an hour in an MVM mission to encoun
I think the point of the original post was just to point out that it can be
frustrating to invest an hour in an MVM mission to encounter an
unrecoverable glitch. I don't know whether or not implementing a restart
round voting option is simple or not, but if it is, it would at least
provide a low-c
Exactly, and instead of taking a big chunk of time trying to figure out why
and how they get out the map we could just use a Restart Round vote option.
On Thu, May 16, 2013 at 2:16 AM, ics wrote:
> Usually the cause is that there is somewere alive bot from the wave (non
> support), even if the
Hey,
I've been running the pre-release for a few hours and it definitely
seems better although I am noticing the very slightest spikes every so
often, maybe this is either a fix and it's just me or this new method
lowers the CPU usage to the point where the spikes are hardly noticeably
affect
Excellent news, and hurray for the ability to host ranked servers without being
required to rent them!
A huge plus for this!
>From what I gather by quickly reading some info, Linux hosting is not
>supported, is this correct? If so, any plans to support?
Cheers,
Saint K.
__
I have downloaded the tf2 sdk_tools beta and have been using it since it
was released. Last night I updated TF2 and now the tools textures are being
compiled as regular textures, showing them in-game.
I went back and compiled some previously finished maps, so I know its not
the map, and I compiled
I did a controlled test using tr_walkway and a sentry, killing an endless
stream of running bots.
I used tcpdump to capture all traffic to/from the server and my client, with
these results:
300 seconds with both compress flags on: 7653096 bytes (25510 bytes per second)
300 seconds with both co
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