Someone just mentioned it on the HLDS Linux list too
On Tue, Oct 12, 2010 at 11:49 AM, Jon cooney wrote:
> Sorry if this has been mentioned already, but i noticed a high rise in
> unusual server crashes over the last few days
> and after some research discovered and replicated a new vuln in tf2
>
I'd be surprised if it's trading, it's not like Valve to release something
early
On Thu, Aug 26, 2010 at 2:47 PM, DontWannaName! wrote:
> It must be trading this time :D
>
> Sent from my iPhone 4
>
> On Aug 26, 2010, at 2:42 PM, Jason Ruymen
> wrote:
>
> > Required update for Team Fortress 2 an
We're having an issue where engineers can't pick up any buildings in Arena
mode. Anyone else noticing this or is it just our server?
On Tue, Jul 13, 2010 at 5:45 PM, Tom Grant wrote:
> Glad I'll be able to maybe check out my old demos again.
>
> On Tue, Jul 13, 2010 at 8:23 PM, Lane Eckley wrot
I believe you can simply rename your addons folder then restart the server.
On Sun, Jul 4, 2010 at 1:24 PM, Jeremy D. Pavleck wrote:
> Hey gang,
> We're trying to troubleshoot an issue - is there an easy to restart a
> server with no mods at all (Using MM/SM, etc) on our TF2 server, or do I
> ne
who are going to play together ready to join the server via
> console connect or the server browser, both of which require that
> everyone who wants to join already knows the ip of the server and how to
> use the console.
>
> On 4/24/2010 7:31 PM, Brent Veal wrote:
> >
I'm fine with people being able to join through the serverbrowser since that
pretty much never happens for me randomly. I just want to keep public
lobbies out which sv_search_key has always done for me in both L4D1 and L4D2
until yesterday.
As far as delisting from the master server list, how woul
ser.
>
> I believe lobbies also check the lobby host's server history when finding a
> server.
>
> ------
> From: "Brent Veal"
> Sent: Sunday, April 25, 2010 6:00 AM
> To: "Half-Life dedicated Win32 server mailing lis
I have a 2nd server which is pretty much set up exactly the same way and it
doesnt have this issue. I have no idea how this can effect one server but
not another.
On Sat, Apr 24, 2010 at 11:32 AM, DI wrote:
> I've been having similar issues since the update came out. I rented a
> new server and
re are you setting sv_search_key?
>
> On 4/24/2010 7:08 AM, Brent Veal wrote:
> > I have sv_search_key set to keep my server private for my community,
> however
> > since the last update it seems to be randomly dropping it from the tags
> > which then allows random public
I have sv_search_key set to keep my server private for my community, however
since the last update it seems to be randomly dropping it from the tags
which then allows random public players to join. When I restart the server
and check sv_showtags, I get this:
Tags:
Public : coop,empty
Private:
g:l
Thanks for the heads up.
Although my server is still trying to get the first update today.
On Thu, Apr 22, 2010 at 7:25 PM, Jason Ruymen wrote:
> Another required Left 4 Dead 2 update is now available. Please run
> hldsupdatetool to receive the update. The specific changes include:
>
>
> - Fix
My client started updating before this email arrived
On Thu, Apr 22, 2010 at 1:39 PM, Sean Pushckor wrote:
> W any word on when the client will come jason
>
> On Thu, Apr 22, 2010 at 1:33 PM, Jason Ruymen >wrote:
>
> > A required update for Left 4 Dead 2 is now available. Please run
> > hld
working fine for me
On Tue, Mar 2, 2010 at 12:30 PM, Matthew Gottlieb <
matthew.j.gottl...@gmail.com> wrote:
> steampowered.com
> and
> valvesoftware.com
>
> seems to be down:
> http://downforeveryoneorjustme.com/www.steampowered.com
> http://downforeveryoneorjustme.com/www.valvesoftware.com
>
>
I saw a sourcemod plugin that lets you turn on/off all the different items
in VS. Havent used it so I dont know how well it works.
On Tue, Feb 23, 2010 at 2:06 PM, Jake Skenna wrote:
> There isn't really a variable that is standard in the game. You'll have to
> use a custom cfg.
>
> Confogl does
Mine updated surprisingly quickly
On Fri, Feb 5, 2010 at 2:06 PM, Chris Brunelle wrote:
> Is anyone else experiencing ridiculously slow speed trying to update their
> servers?
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com
I assume PZ = Player Zombie, but I could be incorrect
On Fri, Feb 5, 2010 at 1:24 PM, wrote:
> Dumb question, what are PZ's?
>
> By context I gather they mean 'special infected' or the boomer, smoker,
> hunter, charger etc...
>
> But what does PZ stand for? Inquiring minds want to know.
>
> On F
Happens on my Windows server from time to time and I've seen it mentioned a
few times on the mailing list from both Windows and Linux. I've seen it
happen on a vanilla server so it seems to be a bug that will hopefully be
fixed one of these days.
On Fri, Jan 29, 2010 at 11:36 AM, Andy C wrote:
>
I've experienced this on my Windows server. Sometimes lobby configurations
aren't carried over, and certain values carry over from the last game on the
server. I've never seen it not switch to the correct map, but I frequently
see the difficulty be set to what was last in the serve, and not what th
I've noticed that as well. Occasionally a game will hold over the difficulty
from a previous game. If a VS game was recently played, an Expert co-op
lobby will start out in Normal difficulty when they join the server.
On Wed, Jan 13, 2010 at 11:56 AM, Kerry Dorsey wrote:
> Sometimes, if the serve
Why wouldnt you allow connections from lobbies? It's the best way to join
your server. Having everyone connect individually doesnt make a lot of
sense.
On Sun, Jan 10, 2010 at 8:41 AM, Christoffer Pedersen <
christof...@scanservers.eu> wrote:
> Just asking now, why would you have a server with s
All I have is sv_search_key "key" in my server.cfg and it works. Never have
had a problem with it
On Fri, Jan 8, 2010 at 9:55 AM, f0rkz wrote:
> How did you configure it?
>
> -f0rkz
>
> On Fri, 2010-01-08 at 09:36 -0800, Brent Veal wrote:
> > It's working p
It's working properly on all my L4D1 and 2 servers
On Fri, Jan 8, 2010 at 9:28 AM, f0rkz wrote:
> Is sv_search_key broken at the present moment?
>
> -f0rkz
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visi
Only required updates will raise the version number
On Thu, Jan 7, 2010 at 5:08 PM, MONDO wrote:
> Odd that the version does not change, even after updating the files.
> Shouldn't it have gone to version 1.0.8.0 from 1.0.7.9?
>
> On Thu, Jan 7, 2010 at 6:27 PM, Jason Ruymen >wrote:
>
> > An up
I'm curious about this too. I assume we'll hear more about it after the
holidays, but maybe someone has found a work-around in the mean time?
On Wed, Dec 30, 2009 at 4:15 AM, Simon Humphrey wrote:
>
> Hi,
>
> I'm finding that some custom maps/campaigns aren't working correctly when
> uploaded to
Yes, but it's nice to get announcements sent to the list as well.
On Thu, Dec 17, 2009 at 3:34 PM, Eric Pan wrote:
> We already know this a la the TF2 blog.
>
> On Thu, Dec 17, 2009 at 5:32 PM, Jason Ruymen >wrote:
>
> > A required update for Team Fortress 2 is coming later today.
> >
> > Jason
Why ask? It'll be ready when it's ready
On Thu, Dec 10, 2009 at 1:22 PM, brzozikesl1 wrote:
> i want to ask how long we need to wait for update? :)
>
>
> sory for that spam but i must to ask:)
>
>
>
> ___
> To unsubscribe, edit your list preferences, o
It is rather annoying, but you can use some cvars in your server.cfg to
direct your motd and host files to something else:
hostfile "yourhostfile.txt"
motdfile "yourmotdfile.txt"
I use those so even though the originals get overwritten with each update,
it doesnt matter. I've read that you can al
There was an update released earlier today, yes
On Tue, Dec 1, 2009 at 5:00 PM, Stephen Yates wrote:
> I don't know if there is something wrong with my servers, but they took
> another update. Last time this happened, there was an update that was not
> announced. Could just be a fluke, but if
There was no announcement that I could see. Although someone mentioned it on
the Linux list a little while ago.
On Fri, Nov 27, 2009 at 1:01 PM, wrote:
> Our servers just needed to be updated. But we never saw an email
> announcing it. Anyone else experiencing this?
>
> We just noticed our
setting sv_search_key will restrict the server to only lobbies that have
that key set. It's a pretty good way to make a server semi-private since
public lobbies wont connect.
On Wed, Nov 25, 2009 at 3:15 PM, shoskins73 wrote:
> If I have a sv_search_key setup in the server.cfg can only people wi
In the main group. It's been full most of the evening though. And the game
has been released, its now decrypting for me
On Mon, Nov 16, 2009 at 10:10 PM, gulfy32 wrote:
> Where is this L4D2 community chat?
>
> On Tue, Nov 17, 2009 at 12:05 AM, Stephen Yates
> https://mail.google.com/mail?view=c
The demo files were released early. Although the client version being
delayed may have been the reason for that.
On Mon, Nov 16, 2009 at 10:54 AM, wrote:
> Do we think they might release the server files early?
> Sent via BlackBerry from T-Mobile
>
> -Original Message-
> From: Matthew Go
On my server, bots appear to take up slots in HLSW. When a human player
joins, the limit goes up for a moment until the survivor bot disappears from
the player list. You're never getting more than 4 people in the server, it
just lists more with the bots included.
On Wed, Oct 28, 2009 at 8:01 PM, L
mm_dedicated_force_servers
I believe you can list multiple servers separated by commas and it will put
you into the first available server
On Sun, Oct 25, 2009 at 5:15 PM, Chuck wrote:
> Sorry if this has been covered before. So it's been some time and I'm now
> playing L4D again however I see
You need to have at least sourcemod 1.2.4 snapshot 2790 installed or else
msleepers stats plugin will crash the server
On Tue, Oct 6, 2009 at 5:12 PM, Ook wrote:
> 1.2.3. Did a fresh download about a week ago. Running msleeper's l4d stats
> 1.1.1 (which is awesome, btw - I have the motd set to t
These updates are free, and any issues are typically fixed within a few days
so I don't really have any real complaints. The only suggestion I would have
is to release updates to dedicated servers 30-60 minutes before it goes live
for clients so server ops can at least get their servers updated bef
Unknown command "mp_gamemode"
hmmm
On Wed, Sep 30, 2009 at 8:53 PM, Robert Whelan wrote:
> Steam Group Servers:
>
> Searching for Games...
>
> No Games Found!
>
> Thx for the update though the steam groups are still not populating... this
> was working great for so long and now its broke o
My servers are definitely not showing up on the Group listing
On Tue, Sep 29, 2009 at 8:24 PM, Steven Sumichrast wrote:
> Same here. My servers are not showing up in the steam group, and
> search key doesnt work at all (getting random servers now...)
>
> On Tue, Sep 29, 2009 at 9:17 PM, Robert W
I'm also still getting Unknown command "mp_gamemode"
On Tue, Sep 29, 2009 at 6:31 PM, msleeper wrote:
> I am not seeing mp_gamemode as working, and I did in fact receive the
> update.
>
>
> 21:30:02 mp_gamemode
> 21:30:02 Unknown command "mp_gamemode"
>
>
>
> On Tue, 2009-09-29 at 18:2
mp_gamemode has been working until the update. If it's gone, what do we use
to change the game mode?
On Tue, Sep 29, 2009 at 3:07 PM, Bobby35ny wrote:
> That's been gone for a while now.
> -bobby
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@li
mp_gamemode isn't working on my servers either
On Tue, Sep 29, 2009 at 1:50 PM, msleeper wrote:
> Jason, was "mp_gamemode" removed, and if so why?
>
>
> On Tue, 2009-09-29 at 10:59 -0700, Jason Ruymen wrote:
> > A required update for Left 4 Dead has been released. Please run
> hldsupdatetool to
, Sep 29, 2009 at 3:53 PM, gulfy32 wrote:
>
> > It isn't, but when I go into the game and try to force it to my server it
> > gives me that message.
> >
> > On Tue, Sep 29, 2009 at 2:45 PM, Brent Veal > >wrote:
> >
> > > Where is that l
Where is that listed as a change
On Tue, Sep 29, 2009 at 12:41 PM, gulfy32 wrote:
> "Can't use cheat cvar ms_force_dedicated_server in multiplayer, unless the
> server has sv_cheats set to 1."
>
> Why was this changed???
>
> On Tue, Sep 29, 2009 at 2:34 PM, TheGeekLord
> wrote:
>
> > Is this no
getting the same error
On Tue, Sep 29, 2009 at 12:22 PM, Simon Humphrey wrote:
>
>
> Running several Windows installs here and none are launching after
> updating.
>
> I'm getting this error:
>
> *Failed to load the launcher DLL:
> The specified module could not be found.
>
> I've tried updating
It probably means that if you're sitting in spec or at the player selection
screen, the game will recognize you as idle
On Tue, Sep 15, 2009 at 4:11 PM, Quentin SPEHNER wrote:
> "Changed idle player check to include spectators & players who haven't
> chosen a team"
>
> I don't understand what th
The business model is that every time they release a big update, the game
gets a lot of press and sales spike for a period of time.
On Thu, Sep 3, 2009 at 2:16 PM, Keeper wrote:
> What I was saying was ... future business.
>
> And who says these updates will always be free? What kind of busine
It's only 5:30 at Valve right now
On Mon, Aug 31, 2009 at 5:24 PM, DontWannaName! wrote:
> Someones working the evening shift :)
>
> On Mon, Aug 31, 2009 at 5:17 PM, Saul Rennison >wrote:
>
> > Oh snap
> >
> > Thanks,
> > - Saul.
> >
> > On 1 Sep 2009, at 01:08, Jason Ruymen wrote:
> >
> > > A
on changing the way it
> > > tracks campaign information so people can add custom campaign stat
> > > tracking, and I would just treat the L4D2 campaigns as addons
> campaigns.
> > >
> > >
> > > On Mon, 2009-08-31 at 13:49 -0700, Brent Veal wrote:
Do you have plans to potentially make a similar stats plugin for L4D2
eventually? I know my community would be very interested in keeping track of
those stats as well once it's released.
On Mon, Aug 31, 2009 at 12:39 PM, Alec Sanger wrote:
>
> yeah, unfortunately almost all of our servers now
I use msleeper's l4d stats plugin as well. It's easy to setup and works
well.
On Fri, Aug 28, 2009 at 3:45 PM, Rick Payton wrote:
> I 2nd this suggestion. It works with very minimal configuration, and
> still provides plenty of "fun" data to look at - my favorite being the
> death of zombies = t
Originally you needed cheats on to make ms_force work. But Valve fixed it a
while ago so you dont need cheats on any more
On Mon, Jul 13, 2009 at 7:37 AM, Shane Arnold wrote:
> Why do you use sv_cheats 1?
>
> ms_force does not require it (is not a cheat cvar).
>
> ___
Our community servers are kept private and no one in the community ever has
any problems connecting to any of the servers whether and admin is present
or not.
On Sun, Jul 12, 2009 at 7:49 PM, Cc2iscooL wrote:
> Yes but it should just work™ instead of having to play with the server
> every
> time
I agree that it's probably a plugin issue. Try connecting without SourceMod
on, and if you can join just fine, then go through your plugins enabling
them one by one until you find the problem. It could be that a plugin needs
to be updated, or there's just a conflict between one of your many plugins
I've been running Neph's plugin version 1.1 and I've never had timeouts on
my servers since then
On Sat, Jul 4, 2009 at 11:33 PM, Midnight wrote:
> A lot of our players are still complaining of timeouts when changing
> maps on L4D. Anyone else seeing this? We run about 30 servers, so this
> is
>From my understanding, have an inactive server wont effect the score much at
all. When players connect then disconnect very quickly it will bring the
server score down, but just having little traffic shouldn't.
On Thu, Jul 2, 2009 at 3:36 PM, wrote:
> I recently read that Valve has some sort of
http://forums.alliedmods.net/showthread.php?p=727428
I havent used it in a while, but the last version I had on my servers didn't
choose a random campaign, it chose from a set campaign list.
On Thu, Jul 2, 2009 at 10:08 AM, Donnie Newlove wrote:
> What's the plugin that does that instead of sen
I installed it too, and there's definitely a delay in loading between maps.
Watching HLSW as the maps changed, and it will always timeout for 10-15
seconds between map changes now. It still goes through, but perhaps could
lead to problems.
On Wed, Jul 1, 2009 at 2:42 PM, Nikolay Shopik wrote:
>
Sounds really interesting. I might try it out and see what people think
On Wed, Jul 1, 2009 at 9:12 AM, Donnie Newlove wrote:
> Anyone been using these? It looks very nice and it does not actually
> require the client to download anything.
>
> http://forums.steampowered.com/forums/showthread.php?
Using a server browser primarily really wouldnt work that well. The game
could really use some kind of lobby browser though.
On Sat, Jun 27, 2009 at 10:28 AM, 1nsane <1nsane...@gmail.com> wrote:
> " People are dealing OK without an officially accessible server browser"
>
> Read the whole thing ne
It may not be up to the quality of Valve campaigns, but Death Aboard is the
best custom campaign I've played so far
http://www.l4dmaps.com/details.php?file=33
On Fri, Jun 26, 2009 at 11:20 AM, Saint K. wrote:
> Can someone tell me some names of custom campaigns (versus) which match
> the qualit
I could be wrong, but it sounds like the VPKs are uploaded to a central
server or something, and then clients are prompted to download them if they
dont have them
On Thu, Jun 25, 2009 at 12:02 PM, Kris Byer wrote:
> So, will this work with fast download or will the clients need the the VPK
> fil
Clients will be kicked/not able to join at all unless they download the
version of the map being used on the server
On Tue, Jun 16, 2009 at 4:47 PM, Alec Sanger wrote:
>
> I believe if you make a change to a server and keep the name the same, the
> clients with the non-updated version will get a
I don't know 100%, but I would assume that autoexec only loads when the
server is started
On Mon, Jun 15, 2009 at 9:26 AM, Matthew Gottlieb <
matthew.j.gottl...@gmail.com> wrote:
> Autoexec is only ran when the server is launched though, right?
>
> On Sun, Jun 14, 2009 at 11:01 PM, Michael Krasn
rect, but if I put it
> in server.cfg:
>
> sv_gametypes coop
>
> and start server and type sv_gametypes in console, I get:
>
> sv_gametypes
> "sv_gametypes" = "coop,versus,survival"
> notify
> - Allowable game types, lobbies will search based on this.
The description is from the update notes when it was added in on March 11.
Although there was a typo in the original announcement and they forgot the
's' on the end.
On Fri, Jun 12, 2009 at 7:18 AM, Ook wrote:
> Ahh...excellent...tnx ;-)
>
> Where did you find this description?
>
> - Origina
Yes, it's sv_gametypes
On Fri, Jun 12, 2009 at 7:13 AM, Roman S wrote:
> Isn't the cvar called "sv_gametypes"?
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listin
t;>
> >> First I like to say this is not a debate topic on if L4D2 should be
> >> DLC
> >> or not. It is what it is."
> >>
> >>
> >> Nobody cares what your opinion on the game is here. Go to Steampowered
> >> or something. We'
ports custom maps for both games
> will run the l4D1 maps then then just a mass a files for the added content.
> >
> > I know that sounds simple(Its never simple) and I hope that's the way it
> turns out.
> >
> >
> > -Original message-
> > From:
27;s the way it
> turns out.
>
>
> -Original message-
> From: Brent Veal naslund.fan...@gmail.com
> Date: Wed, 03 Jun 2009 14:33:36 -0400
> To: Munra mu...@anbservers.net, Half-Life dedicated Win32 server mailing
> list hlds@list.valvesoftware.com
> Subject: Re:
I'm not sure if that would be possible if L4D2 is going to be a stand-alone
game. It seems like the majority of the L4D community is going to move on to
L4D2 anyways, but who knows.
On Wed, Jun 3, 2009 at 11:25 AM, Munra wrote:
> First I like to say this is not a debate topic on if L4D2 should
Then map makers would change their map name to something else. Or
achievement servers would grind with regular maps. Or those grinders would
all grind in normal servers
On Sat, May 30, 2009 at 7:23 AM, wrote:
>
>
> I wonder if they can dislist servers based on the map their are running,
> like b
If Valve tried to get rid of all the achievement farming servers, then all
those farmers would start grinding in servers where real games are going on.
It sucks when you're trying to play a game and half your team is attempting
to get random achievements. People are always going to farm when there
I would assume that the delisting only occurs on the main server browser
On Sat, May 30, 2009 at 6:40 AM, wrote:
>
>
> No, because Valve doesn't delist servers, just like support says.
>
>
>
> If they DID delist servers (maybe there's a remote chance support was
> wrong?), it only removes the se
Are you talking about server crashes or client crashes
On Fri, May 29, 2009 at 5:33 PM, David J. Ulbrich wrote:
> Anyone else crashing since the newest update?
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please vi
Before Valve fixed the team scrambling, there was a Sourcemod plugin that
prevented it. But since they patched it and claimed to have fixed it, I
rarely notice any problems. Every now and then you'll see 1 swap, but it's
rare. I don't know if that plugin still works, but it cant hurt to look for
it
Yeah it's the Dead Ringer apparently
On Tue, May 26, 2009 at 5:05 PM, FDL1 wrote:
> >The Cloak & Dagger now fully drains the cloak meter, even if the Spy
> leaves cloak early
>
> Did they mean Dead Ringer?
>
> What does this even mean
>
> On Tue, May 26, 2009 at 7:58 PM, Robert Smieja
> wrote:
Is it possible that the jarate is perhaps conflicting with plugins or
extensions on the servers? Has anyone seen confirmed jarate crashes on
vanilla servers?
On Tue, May 26, 2009 at 11:19 AM, HoundDawg wrote:
> From what I understand, it's a random issue caused by players using
> Jarate. If so
Perhaps Valve is adjusting the drop frequencies
On Mon, May 25, 2009 at 11:22 AM, Didrole wrote:
> Interesting
>
> 2009/5/25 Claudio Beretta
>
> > Yeah, I use that plugin too (with nice results :-)), but this is not the
> > case. Those items were really dropped by steam.
> >
> >
> > On Mon, May
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
I dont believe that the issue has been addressed for L4D - just TF2. I have
the latest L4D version of Neph's plugin installed on all my servers and
havent had anyone report any disconnect issues.
On Thu, May 7, 2009 at 5:33 PM, Midnight wrote:
> What is the latest status on this issue?
>
> I hav
on VS, I would issue:
>
> mp_gamemode versus
> changelevel l4d_vs_smalltown01_caves
>
> In essence you could play Versus on any map but I wouldn't suggest it as
> not
> all maps are built for it.
>
> -Mike
>
>
> On Wed, May 6, 2009 at 11:42 AM, Brent Veal >wrote:
the Game mode didnt used to be locked when joining through the lobby. You
used to be able to change between coop/versus easily any time. I dont know
if it's a bug, or if this is how they intended the game to be, but the
gamemode gets locked through the lobby ever since Survival was introduced.
On
I havent seen the bot problem since the last patch claimed to have fixed it
On Wed, May 6, 2009 at 9:30 AM, Roman S wrote:
> Actually, now there happen to be times when server again becomes filled
> with
> bots only. For some time after the recent patch the issue seemed resolved,
> but now it's
1) Game mode is locked when you join from a lobby. If everyone just connects
directly to the server, you can change the game mode with mp_gamemode
survival/versus/coop
2) Direct downloads doesnt work at the moment. Everyone needs to download
and install custom maps before joining.
3) There might
hlds-boun...@list.valvesoftware.com>
> [mailto:hlds-boun...@list.valvesoftware.com<https://mail.google.com/mail?view=cm&tf=0&to=hlds-boun...@list.valvesoftware.com>]
> On Behalf Of Brent Veal
> Sent: Monday, April 27, 2009 8:02 PM
> To: Half-Life dedicated Win32 server maili
My servers are running fine with the new update. Although I have the NephDSU
plugin installed that prevents timeouts between map changes. Perhaps that's
making a difference
On Mon, Apr 27, 2009 at 7:54 PM, Aaron Rapp wrote:
> Yea...this update even more fubar'd our servers. Once the server pings
Why would it have to be unique for each server? Our group runs 6 servers
that all have the same search key, so our members can put in the search key
and know that they'll end up in one of our servers as long as one is open.
On Mon, Apr 27, 2009 at 1:56 PM, MjrNuT wrote:
> It must be unique for e
They can all have the same search_key, and you'll end up in one of them as
long as there's an empty server available.
On Mon, Apr 27, 2009 at 1:44 PM, Zach Tate wrote:
> I have a question, if I were to setup a search key would I be able to
> setup 5 servers with the same search key and just rand
Since the last update, sometimes a server will empty but will keep running
with 4 bots sitting it. With the 4 bots, lobbies wont find the server since
it appears to be active. A restart or even a simple map change fixes it I
think. I could be wrong, but this is based off my observations so far.
O
when you have a search key set on your server, it can only be accessed
through a lobby if the lobby uses that search key. Or if they connect
directly using ms_force_dedicated_server. Normal lobbies with no search key
wont access the server.
On Sun, Apr 26, 2009 at 5:05 PM, Jonah Hirsch wrote:
>
appens to fix the problem :)
>
> Cheers
>
> -Original Message-
> From:
> hlds-boun...@list.valvesoftware.com<https://mail.google.com/mail?view=cm&tf=0&to=hlds-boun...@list.valvesoftware.com>
> [mailto:hlds-boun...@list.valvesoftware.com<https://mail.google.com/mail?view
Ive noticed that my servers sometimes stay on with 4 survivor bots when all
the human players leave. Does that prevent lobbies from joining?
On Fri, Apr 24, 2009 at 8:54 AM, Kim Olesen Baarsch wrote:
> I got the same issue with my servers (pre todays update at least).
> The server would fill it
As far as I know, they all just use the VS versions of those maps with some
invisible walls and objects placed in to keep the players fenced in. For the
most part, you can fly around the maps with noclip and the rest of the maps
are all there.
On Thu, Apr 23, 2009 at 4:09 PM, msleeper wrote:
>
Run the update again and it should fix it right up
On Tue, Apr 21, 2009 at 10:33 PM, Coldorak wrote:
> I have the same problem :/
>
> On Wed, Apr 22, 2009 at 1:23 AM,
> https://mail.google.com/mail?view=cm&tf=0&to=ro...@sunlitgames.net>>
> wrote:
>
> > Windows 2003 servers
> > Have run flawless
then.
On Tue, Apr 21, 2009 at 4:26 PM, msleeper wrote:
> I guess I misunderstood what you were trying to do then. Care to explain
> more about your setup and what is going wrong?
>
>
> On Tue, 2009-04-21 at 16:23 -0700, Brent Veal wrote:
> > wont that affect the abilit
I believe this is the same issue that the last TF2 update had, isnt it?
On Tue, Apr 21, 2009 at 4:23 PM, Brandon R. Miller wrote:
> Furthermore typing 'status' into the console causes the server to restart.
> (Windows)
> _
> Brandon R. Miller
> Branzone Incorporated
> http://www.
gt;
>
> On Tue, 2009-04-21 at 15:58 -0700, Brent Veal wrote:
> > When people join my linux server through the lobby, they're being taken
> to
> > No Mercy Co-Op instead of the Lighthouse Survival mode. No one can join
> my
> > Windows server at all
> >
>
When people join my linux server through the lobby, they're being taken to
No Mercy Co-Op instead of the Lighthouse Survival mode. No one can join my
Windows server at all
On Tue, Apr 21, 2009 at 3:50 PM, turb0z wrote:
> Hey Valve, can we get an update on when us Windows folks will get a patch
My Linux server lists the game as "L4D (Co-op Normal)" while my Windows
server lists the game as "HL2-L4D-Co-op - Normal"
is there a reason for the difference?
On Tue, Apr 21, 2009 at 3:37 PM, "[ЯтR] The-/ wrote:
> previous working command line now gets
>
> Adding master server 69.28.140.246:2
Installed the update, and according to HLSW, the only new map is
l4d_sv_lighthouse. Im at work so I cant verify it for myself, but should
there be more sv_ maps?
On Tue, Apr 21, 2009 at 3:00 PM, Patrick Shelley wrote:
> 16 maps - big work, nice, thank you!
>
> On Tue, Apr 21, 2009 at 10:57 PM,
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