eter
>
> On Sat, Oct 27, 2012 at 1:11 AM, Peter HLDS wrote:
>> Do we know what the new MvM map's name is, yet?
>>
>> - Peter
>>
>> On Oct 26, 2012, at 17:40 PM, Eric Smith wrote:
>>
>>> We're working on m
Do we know what the new MvM map's name is, yet?
- Peter
On Oct 26, 2012, at 17:40 PM, Eric Smith wrote:
> We're working on mandatory updates for TF2, DoD:S, HL2:DM. We should have
> them ready soon.
>
> -Eric
>
>
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If you use matchmaking, the lobby tells your server what map and mission to use.
If you don't use matchmaking, regardless of what's in the missioncycle file,
(or if it even exists!? Deleting it seems to cause no problem) users can vote
to change the mission, and all missions that are in the tf/s
e quickplay pool.
I'd still love a full document from Valve describing the various
PvP/MvM/quickplay/not permutations and what they want cvars and servertags to
be.
- Peter
On Sep 21, 2012, at 18:43 PM, DontWannaName! wrote:
> Here ya go https://support.steampowered.com/kb_article.php
Is there an updated kb article or other source of definitive documentation for
how matchmaking works in all its permutations?
https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 seems out of
date, since it doesn't include tf_mm_servermode at all.
- Peter
Eww. Suddenly, Engine Errors on my mac TF2 client:
"failed to lock index buffer in CMeshDX8::LockIndexBuffer"
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But what about tf_mm_strict 0?
That SHOULD allow direct connections, AND show in server browser, no?
On Aug 17, 2012, at 18:03 PM, Fletcher Dunn wrote:
> There is a bug with the tf_mm_strict change in the update we released a few
> minutes ago.
>
> The values as documented are swapped between
Do we have any details yet on how map-cycle files work?
What's a map, what's a mission?
I've seen bsp files for mvm_coaltown, mvm_decoy, and mvm_mannworks float by in
the update window... but still no idea what map we should put in the command
line to start with.
Any advice out there, yet?
On Aug 14, 2012, at 2:21 AM, Saint K. wrote:
> I kind off missed the info about MvM. Was it announced whenabouts this will
> be released?
http://tf2.com/
(psst... Wednesday)
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On Aug 13, 2012, at 21:05 PM, Cameron Munroe wrote:
> Couldn't you run more then per say 6 more like 12 vs. 12 bots?
Not if the game mode is 6-player co-op.
Can l4d2 servers run more than 4 players?
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Indeed. Running 4x more server instances to handle the same player base could
be... costly... resource-wise. :)
On Aug 13, 2012, at 21:00 PM, Franco Valerio wrote:
> “Mann vs. Machine lets you and five friends fight a lethal horde of robots on
> new maps”
> So, MvM will need a special dedicated
On both our TF2 and GMod servers, our source TV bot now shows up named
"SourceTV" instead of our usual custom name, set with tv_name.
The tv_name variable is still set and queryable, but seems to have no effect on
the actual bot's name.
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On Jul 15, 2012, at 21:11 PM, ozgamingdot...@gmail.com wrote:
> Is there a way spectators can text chat in spec and have everyone see it? I
> know we can use voice, but we want to type while in spec and have the others
> hear it.
"tf_teamtalk 1" doesn't let spectators be heard by the living, d
On Jul 2, 2012, at 20:15 PM, Chris Brunelle wrote:
> I'm getting a winsock error when trying to update?
> [snip]
> Keeps running through a bunch of addresses, I'm assuming content servers...
This is normal behavior now, for hldsupdate, when the servers are under heavy
load. It was changed a whi
Version number didn't seem to change on either client or server (still 1.2.4.1)
but the server binary did change...
Here are all the changed files:
/orangebox\tf\bin\server.dll
/orangebox\tf\bin\server.dylib
/orangebox\tf\bin\server.so
/orangebox\tf\maps\graphs\cp_dustbowl.ain
/orangebox\tf\maps\
On Jun 19, 2012, at 14:12 PM, Bobby Light wrote:
> I've done this several times to confirm, and it does, in fact, crash the
> servers or develop huge lag spikes on that server. Have you tried it on your
> server?
Aha. I tried it on a server where there hadn't been many deaths since reboot.
I
I'm confused...
Our TF2 servers do not have a "listdeaths" command in their cvarlists, and
neither at the server console nor in a client does trying to execute
"listdeaths" do anything at all.
According to: http://wiki.teamfortress.com/wiki/October_2,_2007_Patch Valve
"Removed "listdeaths" com
Uh. No?
My (Mac) client reports:
> Protocol version 21
> Exe version 1.2.1.4 (tf)
> Exe build: 12:01:01 Jun 7 2012 (4961) (440)
>
and all our servers report:
> Protocol version 21
> Exe version 1.2.1.4 (tf)
> Exe build: 13:16:00 Jun 7 2012 (4961) (440)
>
Why do you think there was an update
On Jun 10, 2012, at 7:49 AM, AeroliteGaming.com wrote:
> Windows firewall won't block it even though I have a rule
If you've correctly added a firewall rule denying packets from a certain IP
address, you will NOT see them trying to connect.
You're either not configuring it correctly, or you've
On Mar 22, 2012, at 13:19 PM, ics wrote:
> Never heard of such thing. In my experience, steam client is used only on
> updating the server, not actively to run a server. The server handles all the
> connections to VAC and Steam master servers.
>
> -ics
You can run a server via steam, with the
On Mar 16, 2012, at 16:51 PM, James Goetz wrote:
> 1:1 relationship with a computer would be impossible to do
Not only that, all Steam games are licensed for us to use on _any_ computer,
not just one. I'd be an angry customer if they started limiting me to specific
hardware, or limiting me fro
On Jun 15, 2010, at 21:25 , msleeper wrote:
> And they linked to my site on accident in the press release.
"by accident"
As in, "Valve left this list un-moderated by accident."
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