https://discord.gg/95DT4Cs
I would have thought it was in the proposal, I guess it got forgotten.
From: hlds on behalf of ghostboy1225
Sent: Wednesday, November 8, 2017 11:38 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Proposal
may
This is related to stalling your client for a short period of time. There are a
few console commands that can stall your game for a couple seconds. It appears
the server tries to reset your player data when you stall your client long
enough. When you are reseted, you are spawned normally without
Here is a few bugs off the top of my head:
1.) Double Donking no longer Double Donks but you still get the minicrit bonus.
This makes the Loose Cannon's Double Donk bonus uncompletable.
2.) Dragon's fury projectile can be reflected but it doesn't count towards
Pyro's Reflect Kills.
3.) Drag
smac_validate_auth 0
On Mon, Mar 13, 2017 at 6:35 PM, Weasels Lair
wrote:
> PS: More specifically, on a non-BETA TF2 client, trying to connect to the
> current BETA TF2 server, the client connects, seems to work for a few
> seconds, then throws a dialog with the error:
>
> "Disconnected" (Title)
Does the invasion pass only track stats on official servers like the Gun
Mettle Pass did, or will it also track stats on community servers running
the maps during the event?
On Tue, Oct 6, 2015 at 7:43 PM, Eric Smith wrote:
> We've released a mandatory update for TF2. The update notes are below.
i think just adding a tick mark that is off by default would be the best
course of action for the server browser to show valve servers.
That way people who want to see them can, but the rest of us can find
community servers much easier.
On Sat, Jul 4, 2015 at 4:28 PM, Eric Smith wrote:
> We've
>For example (voided's thoughts): This could be used to create on mass
redirect servers which fill the master list just to send people to one
specific server.
>^This example is a obvious no no. But what about this: I create a plugin
that detects when my server becomes 31/32 and then redirect all n
same here i keep crashing on windows as well.
On Fri, Dec 12, 2014 at 6:43 PM, A Fearts wrote:
>
> I still don't think this is fixed. I'm still getting crashes on Windows.
>
> On Fri, Dec 12, 2014 at 7:08 PM, Ross Bemrose wrote:
>>
>> Well, this one includes a fix that was causing a lot of diffe
st the smallest thing on a map. The client has to re-download it
> > > anyway cause of a new name, may as well make it over write and start
> > > over.
> > >
> > > -Original Message-
> > > From: hlds_linux-boun...@list.valvesoftware.com
> >
This email is mostly addressed to anyone within Valve that's still
maintaining the TF2 branch of the source engine, and I suppose anyone on
this mailing list that'd like to comment on this recommendation.
There's one frustrating issue with clients downloading custom content
(maps, models, etc) in
o spreading across networks helps to keep
> most of our servers online when one is having problems. We've never been
> directly DDoSed but I regularly see network blips of 1-5 minutes on every
> gaming network. Bad neighbours.
>
>
> On 23/09/2014 12:47 PM, Ryan Stecker wrote:
>
Hey all, just sending this message into the wide HLDS abyss to see if
anyone has any experiences hosting srcds (Mostly TF2, but it can really be
any game/mod that runs on that engine version) on single/dual E5-2650 v2s
or other similarly low clocked (around the 2.5GHz range) processors and
what kin
As far as I can remember, clients have had a tendency to leave unfinished
(.ztmp?) files in their downloads directory if their downloads don't
successfully complete. That'll leave the client unable to join any server
running that map.
Honestly the entire download process should be reworked now tha
The SDKTools related crash-on-start should be fixed now. SM's auto gamedata
updater may not kick in before the crash occurs though, so you might need
to grab the gamedata from a snapshot or directly from the SM github repo.
There are also some other reports of crashing on map change for linux
serv
Supporting the push to have this fixed, many maps make use of
trigger_gravity which now no longer work correctly.
On Thu, Jun 12, 2014 at 11:12 AM, A Fearts wrote:
> Would you mind please fixing:
>
> m_flGravity sendprop
> &
> Hammer's trigger_gravity
>
> It seems to have broken in the last upd
You can get some better luck using Accelerator to get dumps:
https://forums.alliedmods.net/showpost.php?p=1952983&postcount=136
Or you can try launching your servers with -nobreakpad so that the crash
dumps don't get consumed by Valve's breakpad handler.
On Fri, May 16, 2014 at 10:29 PM, Mike Va
ybody plays
that any more. Just an example.
On Fri, Apr 18, 2014 at 8:37 PM, Ryan Kistner <mailto:azuisl...@gmail.com>> wrote:
I've also mirrored the gist since it appears to be have been
taken down:
https://dl.dropboxusercontent.com/u/759758/gistd
I've also mirrored the gist since it appears to be have been taken down:
https://dl.dropboxusercontent.com/u/759758/gistd9872acbf2da227e9281-122b03e8c03fabc15f5acb3b52d5ca0b4baa2360.tar.gz
On Friday, April 18, 2014 9:33:56 PM, Ryan Kistner wrote:
Looking at that thread, it appears
Looking at that thread, it appears that engine_win32.dll has a working
bypass of the net_file blacklist. If anyone has a sample of that file I
would be interested in taking a look at it.
A quick look at the provided files (gist:
https://gist.github.com/Chrisaster/d9872acbf2da227e9281) suggests
Fairly certain this behavior is intended. The GMS (the master server that
the Steam client queries to find servers) will return servers which are
GeoIP located nearby for the sole purpose of returning servers that will
provide a better latency experience for clients.
On Fri, Mar 14, 2014 at 5:53
Additionally a new steam protocol handler for it would be nice as well,
steam://connectid/
On Fri, Feb 7, 2014 at 5:03 PM, Nomaan Ahmad wrote:
> +1 For Voogru's suggestion. Would be great!
>
>
> On 7 February 2014 22:56, Spencer 'Voogru' MacDonald wrote:
>
>> Can we get a custom, new, fancy, sn
I believe autoexec.cfg executes before map load, so you should be able to
use that if needed.
On Thu, Feb 6, 2014 at 2:48 PM, 1nsane <1nsane...@gmail.com> wrote:
> Yeah... easy enough for me to do. But what about those who might not have
> full control over their startup cmd line?
>
>
> On Thu,
Running on windows here, our instances start at around 400MB and will just
climb and climb to upwards of 2GB. We do nightly restarts to deal with the
usage.
On Fri, Jan 31, 2014 at 2:05 PM, ics wrote:
> They run on Linux and on Linux, i have 0,8-1,5GB of memory use for TF2
> instance, no more.
Can confirm this myself and with multiple reports from others.
On Thu, Jan 9, 2014 at 9:17 PM, Alex Kowald wrote:
> My server causes clients to crash on the map loading screen for the maps
> pl_upward and arena_watchtower after today's update. This is on stock
> servers with no mods. It seems t
As a warning to everyone before people act on this, these emails appear to
be spoofed.
Received: from emkei.cz ([46.167.245.72])
by list.valvesoftware.com with esmtp (Exim 4.76)
(envelope-from ) id 1Vtr2S-0005sD-CK
for hlds_annou...@list.valvesoftware.com; Thu, 19 Dec 2013 19:46:12 -0800
Someo
t; On Mon, Dec 9, 2013 at 7:04 PM, Kyle Sanderson wrote:
>
>> We've been having trouble with cstrike since the Sept 16th update.
>> Apparently it's client-side and something to do with caching. If you
>> have any more information, I'd love to hear about it. Ryan St
I believe the last time someone encountered this issue, they had determined
it was caused by a missing symlink on a new VPK file that was introduced in
an update.
If that's the case here, would likely be best to file a support ticket with
NFO, or perhaps John or some other NFO staff may catch your
Your update system should be checking the UpToDate webapi, which wasn't
flipped until the update was released to clients.
On Wed, Jul 10, 2013 at 5:34 PM, John wrote:
> On 7/10/2013 2:24 PM, Eric Smith wrote:
>
>> We're working on a mandatory update for TF2. We've released the dedicated
>> serve
makes any difference.
> In my tests it did not, but I would be interested in any real world data
> on that question.
>
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of Ryan Stecker
> Sent: Friday, May 17, 2013 11:25 AM
>
Great, thanks Fletch!
Will definitely be on the lookout for any perf issues with these changes.
On Fri, May 17, 2013 at 1:22 PM, Fletcher Dunn
wrote:
> A note regarding the CPU spikes:
>
> I would encourage server operators to revert any changes made to disable
> compression, set all such conva
I notice that the sv_compressfragments and sv_compressstringtablebaselines
convars that were present in the prerelease branch have been removed. Does
the functionality of net_compresspackets_minsize replace both of them? i.e:
can the minsize convar be cranked up to a large value to prevent
compress
The "cvarlist" command will dump a list of every convar to the console.
This, coupled with "condump" or the "con_logfile" convar is your best bet.
On Tue, May 14, 2013 at 7:16 AM, CScrivener . wrote:
> Good morning folks. I was curious is anyone happens to know of an updated
> and complete list
Hi Fletch,
What kind of improvement are we looking at in terms of memory usage? Any
measurements to go off?
On Thu, Apr 25, 2013 at 10:55 PM, Fletcher Dunn wrote:
> Yes, very soon.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@l
For updated gamedata that's compatible with steampipe, see:
https://github.com/RavuAlHemio/sourcemod-beta-gamedata
It's an unofficial repo, so your mileage may vary, but I've had reports
from multiple people that the gamedata is up to date with steampipe.
On Thu, Apr 25, 2013 at 3:29 PM, thesup
Hello, this email is more aimed at Fletch or anyone else at Valve currently
working on the steampipe conversion of TF2.
Is the mandatory switchover date still on track for this week?
Fletch emailed a few days ago stating:
>It seems likely that the TF2 switchover planned for next Tuesday will be
d
Thanks for the update Fletch! Here's to hoping for a few more days of
delays. Finals week :(
On Mon, Apr 22, 2013 at 2:57 PM, Fletcher Dunn
wrote:
> Hello all,
>
> ** **
>
> The tentative schedule for switching TF2 to SteamPipe is next Tuesday, the
> 30th.
>
> ** **
>
> - Fletch
>
Hi Fletch,
Aaron asked me to repost his reply here, since he had digests enabled and
the reply would be better in the context of this thread.
"I have little info as this did not happen to me personally. However, I have
messaged a few of my server owner friends and some of my players. It seems
lik
>Am I to understand using the new SteamCMD w/ app_update WON'T update my
existing hlds/srcds servers that were built using the old HldsUpdateTool?
That's correct. Using SteamCMD on top of an existing HldsUpdateTool install
will essentially duplicate the files on your server.
On Thu, Apr 18, 2013
Double check your installation with -verify_all.
You shouldn't be getting missing functions in steam_api.dll. Also make sure
you're not sharing the install directory with other games such as garry's
mod or anything else running on a different engine.
On Thu, Apr 11, 2013 at 5:55 PM, Bruno Garcia
I believe it was mentioned elsewhere on this list that SteamCMD is used for
more than just updating server installations, hence the complexity.
That being said, it isn't like you need to memorize the arguments every
time you use it. As Alfred mentioned, you simply need to place your update
command
I'm assuming you mean queries to specific servers, rather than the master
server.
In that case, the information you're looking for is documented here:
https://developer.valvesoftware.com/wiki/Server_queries, specifically under
A2S_INFO.
On Sun, Mar 31, 2013 at 7:50 PM, List User wrote:
> Does
It would be nice if there was some overlap where server operators could
switch their servers over to steampipe on their own schedule, and it would
still allow non-steampipe clients to connect so that when the switchover is
required, our servers would already be ready.
On Tue, Mar 19, 2013 at 2:55
http://www.gametracker.com/search/?search_by=server_variable&search_by2=sm_motdredirect_version&query=&sort=&order=&searchipp=50#search
http://www.game-monitor.com/search.php?search=sm_motdredirect_version&type=variable&location=all&game=all&num=100
Or insert "sm_motdredirect_version" into your fa
Is there a way to unsubscribe from this list? The hlds website doesn't work
anymore..
On Jan 6, 2013, at 4:21 PM, Albert Davis wrote:
> Not quite sure who think dude thinks he is...
>
> On Sun, Jan 6, 2013 at 5:20 PM, Albert Davis wrote:
>> Exactly Jeff...
>>
>> On Sun, Jan 6, 2013 at 5:18
I don't think SRV records are the correct way to approach this issue.
As Cameron Munroe said, all game servers currently get assigned an
anonymous SteamID on logon. There was, at some point, movement towards a
non-anonymous game server logon (with a username and password). If this
ever comes to fr
When the update containing any new maps/etc is released.
On Fri, Oct 26, 2012 at 2:06 AM, Todd Pettit wrote:
> How soon might we expect the details on how to set up this years halloween
> map?
>
> ___
> To unsubscribe, edit your list preferences, or vi
The client crash audio bug fix -- Is this related to the overflow in net
message crash that occurs when too many people are speaking on the mic? If so
can we get a sync for that to CS:S.
If not please disregard. Thank you!
On Sep 21, 2012, at 4:27 PM, Eric Smith wrote:
> We've released a mand
Best update announcement I've read on the mailing list in a while...
Let me fix Mr. Witt's comment though to better reflect reality:
"Then he passes this information to *an attorney that sure as hell aint
going to do shit pro bono*, who *requests a judge* subpoena the logs from
every site that he g
Summer has ended and the school year has just recently started in the US.
The player drop is definitely attributed to school. You have to remember
that a large chunk of the player base is young.
http://games.opensteamworks.org/Chart/View/440/?news=false
On Thu, Sep 13, 2012 at 10:55 AM, ics wrot
Whats difficult about typing app_update 740 validate
On Aug 20, 2012, at 4:49 PM, Didrole wrote:
> Hi guys, I wasn't happy with how SteamCMD works and made an alternative tool
> to it.
> I think some of you might be interested by it so here is its URL:
> http://didrole.com/UpdateTool/
> I have
Quick fix. Install the steam client. No joke. There are other registry fixes
posted too
Ryan
On Aug 17, 2012, at 7:05 PM, ∞ wrote:
> I run a dedicated computer to host a few CS:S servers (Windows Server 2008
> R2). I have been hosting multiple instances of the old srcds with CS
What you're seeing is completely normal during the update rush.
On Fri, Aug 17, 2012 at 5:40 PM, Timothy Sadleir wrote:
> Well, it did eventually connect so I guess that much is good. :)
>
>
> On Fri, Aug 17, 2012 at 3:39 PM, Timothy Sadleir wrote:
>
>> I'm getting this again while trying to up
rver mailing
list
Subject: Re: [hlds] TF2 Server with WordPress Sites Hacked Help
Ryan, why waste your time with a response like that?
It's no secret using WordPress may not be a secure platform, but
seriously, why waste your time with a reply so negative in a environment
that is here t
Hello, I was doing something foolish and ran into serious trouble as a result.
Modifying the foolish behavior is Too Hard. Can someone else please think for
me and invent a way for me to keep doing foolish things without consequences?
Also can it be inexpensive and not time consuming, I've got b
One issue I'm observing that started yesterday night is that when the TF2
game coordinator server restarts, it causes a server crash.
A player described it as a map change occurring after the item server
restarts, and every player model going into reference pose for the first
round. When the next
Having to update more than one server at a time with an update tool is
awful practice. Please do all other server operators a favor and use rsync
or similar.
On Thu, Jul 5, 2012 at 7:46 PM, Bobby wrote:
> How is this progress? Seems like it going back 5 yrs. HLDS update and
> done. Now we have t
I love the 16 minute warning between "update coming" and "mandatory update
released". Some might say it's pointless to announce update coming then
release it in that span. Some may say "why not just send the impending
mand. update notice in the morning or yesterdayas to give enough time to
actually
I run 9 TF2 servers on Server 2008 R2 and all of them climb to (and perhaps
continue climbing) to around 1.2GB. We have replay and sourcetv disabled.
The usual thursday updates gives us a chance to restart our instances and
get the memory back.
We've personally ruled out all of our SM plugins. If
This bug is a huge annoyance for my community, where we run mostly custom
content. Hopefully it will someday be fixed.
On Mon, Jun 11, 2012 at 6:41 PM, Emil Larsson wrote:
> Worse, custom sounds that are replaced are glitching up too. If you say
> are using a blacklist to prevent players from us
The standard tool for diagnosing FPS drops is vprof. I can't find any
directions on the wiki, so here's a 5 second explanation:
Run the "vprof" command to start collecting. Run it again to stop
collecting. Then you can view the data with vprof_generate_report. For
example: http://privatepaste.com/
om:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Ryan Kistner
> *Sent:* Saturday, April 21, 2012 12:02 PM
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] Steamclient reporting wrong public IP address over
used
> > > the socket is not bound to game server’s IP address, so the packets
> > > sent to CM server can have a wrong IP as source if the hardware has
> > > multiple IPs assigned.
> > >
> > > ** **
> > >
> > > *From:* hlds-boun...@l
> socket is not bound to game server’s IP address, so the packets sent to CM
> server can have a wrong IP as source if the hardware has multiple IPs
> assigned.
>
> ** **
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On
Hello Everyone,
There's an issue that's been bother us for a while that when our TF2
servers reconnect to Steam the steamclient library will reconnect using
TCP. For whatever reason the Public IP detection over TCP is wrong as it
reports the default route. I've verified that the ClientLogon and
Cl
Generally takes around an hour for my servers. Got lucky with a 40 min wait
this time. Nothing out of the ordinary to report about that.
On Thu, Mar 22, 2012 at 8:12 PM, Emil Larsson wrote:
> Take it easy. People can afford to go a little offtopic now and then, well
> it's technically questions
We run a Saxton Hale server and a lot of client crashes and some
server crashes point in the direction of custom player models. In
particular it seems to happen when a player with a custom model dies
on the client, while I'm not quite sure on the server. I'm also rather
scared of the bone setup cod
Be sure to check out DBlocker as well.
http://dblocker.didrole.com/
Can't vouch for how well it work, but it has some smart minds behind it.
On Sun, Jan 29, 2012 at 10:13 PM, Admin wrote:
> LMFAO Kigen's anticheat is obsolete and Kiegen forces you to use his server
> with his conditions. There
*
>
> ** **
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Ryan Stecker
> *Sent:* Tuesday, January 24, 2012 11:21 AM
>
> *To:* Half-Life dedicated Win32 server mailing list
> *Subject:* Re: [hlds] TF2 Servers Rando
Fletch, if server player queries are going to go through Steam in the near
future, is it possible to provide the SteamID of clients on servers in
addition to their name, score, and time played?
That would make it particularly useful for any tools that want to get at
more details about the players
hldsupdatetool is attempting to elevate itself. Make sure to run the
command prompt as admin.
On Wed, Jan 4, 2012 at 8:36 PM, jarett ambrosat wrote:
> I'm trying to set up a CS:S server and i'm having trouble with the update
> tool. I enter in the cmd "hldsupdatetool -command update -game
> Count
I'm seeing crashes in both GMod (server) and TF2 (server & client)
that point to vphysics. I don't know if anything has changed recently,
but I know that these crashes are happening extremely frequently. I'm
hoping someone has some insight or Valve is looking into what might be
causing these issues
The issue is legitimate, it's caused by having a client with garbage
characters in their name connect and disconnect repeatedly.
On Wed, Nov 9, 2011 at 1:54 PM, Herover wrote:
> Use old thread please.
> I believe people ended up with the conclusion: don't believe it,
> untill program released.
>
As always, thanks for the early notice!
On Tue, Oct 25, 2011 at 1:19 PM, Tony Paloma wrote:
> We're going to have a required TF2 update coming later today. This isn't
> the update for the Halloween event nor is it the update that will require
> your server to be registered in order to receive gif
am
backend tells the server that the client isn't on the server anymore
(because it crashed).
On Mon, Oct 17, 2011 at 5:54 PM, Saul Rennison wrote:
> Precisely. Try reducing sv_timeout to something like 5 or 10 and see if you
> still have the issue.
>
> On Monday, 17 Octobe
No Steam Logon, in this case, is simply a side effect of all of the clients
crashing. It would be better to qualify this type of disconnection simply as
a timeout.
On Mon, Oct 17, 2011 at 5:18 PM, Andrew DeMerse wrote:
> I've seen the taunt thing happen a few times on my servers. Instantly half
t; Well, then when my players lose the ability to change their
>> > loadout ingame
>> > does it mean the server lost connection to the steam servers
>> > altogether?
>> > If that's the case, then my server is losing connection to the steam
>> &
e, then my server is losing connection to the steam
> servers.
>
>
> On Mon, Sep 19, 2011 at 4:22 PM, Ryan Stecker wrote:
>
>> If you're a client and you're able to connect to steam, or if you're a
>> server and you have secure mode enabled then you're n
ugh the same servers your steam client connects to.
On Mon, Sep 19, 2011 at 2:19 PM, pilger wrote:
> To the master servers? The ones you get connected to show the server on the
> list?
>
> I think so. I actually didn't check, since i usually connect directly
> through console
Are you able to connect to steam servers?
On Mon, Sep 19, 2011 at 11:12 AM, pilger wrote:
> Hey guys,
>
>
> Can anyone provide me the IP or IPs for the TF2 Item Servers?
>
> I'm having massive problems with the route from my server to them and i
> need to do a tracert, but i can't seem to find t
Since at least some of the issues reported in this thread are lock
ups, one of my GMod servers is deadlocking in engine.dll frequently
(gmod shares the same engine bins). The stack trace looks something
like this:
CGameServer::SendClientMessages
CParallelProcessor>::Run
CThreadFastMutex::Lock
In
No joke. This guy acts like valve should approve all of their updates with him.
jesus
On Dec 17, 2010, at 07:26 PM, Goerge wrote:
Oh this is just a minor inconvenience. quit being so freaking dramatic
On Fri, Dec 17, 2010 at 8:21 PM, Jason wrote:
Way to go ValveFriday night, NO FLIPPIN
This issue used to occur when too many entities spawned when I was playing
gungame51 on my dedicated CS:S server.
Try: -num_edicts 2047
It will remove all the excess entities before it reached the 2048 limit.
Ryan Becerra
+via iPhone
On Oct 28, 2010, at 12:17 AM, Jeff Sugar wrote:
> No i
Is there interest in an iPhone server query/RCON tool? I've written an
app for myself but can try to push it through the app store (for free)
after some polishing...
Ryan
On Fri, May 21, 2010 at 2:30 PM, Mike O'Laughlen wrote:
> There's an app for that.
>
> On Fri, May 2
http://downforeveryoneorjustme.com/
On Sun, Feb 21, 2010 at 7:16 PM, Jake Eisenman wrote:
> Seems Mani's site is down or with DNS problems. Tried GoogleDNS, OpenDNS
> and Anonymouse with either a timeout, redirect to ask.com, or it can't
> find the IP address
>
> Can someone post the IP or confir
My servers are raining hats right now. Dozens of hats distributed in
the past 15 minutes, and I've received 3 myself.
Ryan
On Thu, Oct 29, 2009 at 11:43 AM, Philip Bembridge
wrote:
> Most people are getting them at the same time as items
>
> and I just got two normal item
Confirming sv_search_key still doesn't work, but mm_force_dedicated does.
Ryan
On Tue, Sep 29, 2009 at 6:21 PM, Jonah Hirsch wrote:
> I still can't get my search key to work, but mm_dedicated_force_servers
> works beautifully. Just wish I could fit more than 7 servers into it. :
Hey T2 i seen your name come up and it rememded of a kid i play cs with back in
eary 2000, he had a clan name [RED] if that was u write back
> Date: Sun, 24 May 2009 18:32:58 -0400
> From: terminat...@gmail.com
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] dDos attacs
>
> Numerous th
I can also confirm seeing crashes across all our TF2 servers since the
update (10 on our main server, with no particular types of maps being
susceptible to crashing). The servers were completely stable prior to
the update.
Ryan
On Sun, May 24, 2009 at 12:37 PM, Spencer 'voogru' MacDon
how do i do this
> Date: Fri, 24 Apr 2009 10:52:16 -0700
> From: ad...@topnotchclan.com
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Anyone with active servers move to new IP addresses?
>
> This is where the redirect method works really well. All you have to do is
> change your motd
Can you help me make me cs.s server plz it's all done but it stays on ln tho
> Date: Fri, 24 Apr 2009 13:31:08 -0400
> From: kil...@righttorule.com
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Anyone with active servers move to new IP addresses?
>
> We just did that this past wee
r: reliable channel overflowed
>
> It should be +ip XXX.XXX.XXX.XXX where XXX.XXX.XXX.XXX is your LAN IP.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ryan Batchelor
> Sent: Friday, 24 Ap
I need help i made a cs.s server and i did everything it told me to do on steam
and it comes up on a lan server, i used to make servers back in 1.2 1.3 1.4 1.5
now with steam it's dumb, my exec is set at this
C:\srcds\srcds.exe -console -game cstrike +maxplayers 32 +map de_dust +sv_lan 0
-m
They were talking about the powershot exploit. It allowed you to fire
all 50 rounds at once from either the Uzi or m16
On Tue, Apr 21, 2009 at 7:56 PM, Phillip Vector wrote:
> On Tue, Apr 21, 2009 at 2:50 PM, Jason Ruymen
> wrote:
>> - Fixed an exploit where you could load the chamber of a weap
A lot of clients on my servers are crashing to desktop, unable to
maintain connections for longer than 2-3 minutes.
Ryan
On Wed, Mar 18, 2009 at 7:50 PM, Tony Paloma wrote:
> A lot of people on my 2fort server is crashing. Also, everyone on my
> rotation server just crashed on ct
Putting a password on the server appears to remove it from the master list.
I think this is because the lobby will bypass the password, usually (I had
it prompt me once).
I think this was a fix to prevent people from attempting to join passworded
servers via the lobby (and failing because they did
I'm still having issues with servers not allowing players to join a
team/connect (without -NoQueuedPacketThread) and intermittent severe
lag (with -NoQueuedPacketThread). Can anyone else confirm? This issue
seems to have lost attention since it cropped up nearly a week ago.
Ryan
On Wed, M
With -NoQueuedUpdateThread, players are also frequently dropped with a
Net Buffer Overflow error.
Ryan
On Fri, Mar 6, 2009 at 6:51 PM, Ryan Mannion wrote:
> I can confirm EXTREME lag spikes with NoQueuedUpdateThread.
> Unfortunately, it's lag spikes or no gameplay at all.
>
>
I can confirm EXTREME lag spikes with NoQueuedUpdateThread.
Unfortunately, it's lag spikes or no gameplay at all.
Ryan
On Fri, Mar 6, 2009 at 6:30 PM, Tony Paloma wrote:
> NoQueuedUpdateThread makes large amounts of action incredibly laggy.
>
> -Original Message-
>
ding
box more correctly matched the player's animation, so that hitboxes
were correct. We want you to still be able to jump sentryguns, so
we'll be doing something about it.
Robin."
This is a thank you thread, as well as a great relief (I'm sure) to
many spies and engies everywhe
platform
Ryan
On Thu, Mar 5, 2009 at 5:10 PM, Cc2iscooL wrote:
> You can duck ONCE in midair.
>
> On 3/5/09, Ryan Mannion wrote:
>> The duck in midair change makes it impossible to jump on top of
>> crates, ledges, and many other map elements that are meant to be
>> reac
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