Try toying around with sv_visiblemaxplayers.
- Original Message -
From: 2xcombatvet
To: hlds@list.valvesoftware.com
Sent: Monday, January 19, 2015 6:55 PM
Subject: [hlds] Bots affecting Server Count.
i have researched for many days now and have not come to a conclusion yet.
The problem is this thread got derailed by one user with 3 subscribed accounts.
(Liquid Source, Steam Commander, and Valve Monkey.)
Additional information added to the return of the "status" command would suit
your needs.
The problem with your original statement is that you wanted Valve to impl
The 30th is the mandatory release date when operators don't have the option to
move anymore. You can move your servers over to steampipe now and clients can
connect.
- Original Message -
From: Cameron Munroe
To: Half-Life dedicated Win32 server mailing list
Sent: Saturday, Apri
ty software and... the source dedicated server is meant to work
at 66 FPS.
I wouldn't count on modifying the tickrate being any reliable on the server.
Like I said, it's not meant to be!
On Fri, Apr 26, 2013 at 1:35 PM, Evourr wrote:
Windows media player and srcdsfpsbooste
Windows media player and srcdsfpsbooster do the same exact thing, and since
the fps is locked at the tickrate it won't make any difference, and I'm not
even aware of a pingbooster for css, pingboosting was available in 1.6.
- Original Message -
From: "Flickshot Tech"
To: "Half-Life d
Same here, what are we looking at as far as setup goes?
- Original Message -
From: big john
To: Half-Life dedicated Win32 server mailing list
Sent: Thursday, April 25, 2013 8:21 PM
Subject: Re: [hlds] [hlds_linux] FPS issues on Steampipe
I can run it. I have 3 servers on pi
Probably using the wrong appid.
- Original Message -
From: Gamers Exile
To: hlds@list.valvesoftware.com
Sent: Wednesday, April 24, 2013 3:09 PM
Subject: Re: [hlds] Mandatory update released for TF2 SteamPipe beta;now
interoperable with regular game
Anyone else getting "The
You reupdate your srcds installation.
- Original Message -
From: Harsh Baid
To: hlds@list.valvesoftware.com
Sent: Tuesday, April 23, 2013 7:44 PM
Subject: Re: [hlds] Mandatory Team Fortress 2 update released
Wait, so do we just restart the servers or do we update MetaMod si
Looks like it.
- Original Message -
From: Daniel Barreiro
To: Half-Life dedicated Win32 server mailing list
Sent: Tuesday, April 23, 2013 6:20 PM
Subject: Re: [hlds] Mandatory Team Fortress 2 update released
Did this update break Metamod for anyone else?
On Tue, Apr 2
I don't agree with banning without some sort of indication that the plugin is
not tolerated, the client used to load plugins the same way as the server
before the late 2009 update which stopped that. You could literally load
sourcemod on your client, and change convars like r_drawothermodels.
It's a client side plugin.
- Original Message -
From: Crapware Wardon
To: Half-Life dedicated Win32 server mailing list ; Half-Life dedicated Linux
server mailing list
Sent: Thursday, April 18, 2013 4:53 PM
Subject: Re: [hlds] Mandatory Team Fortress 2 update released
I th
This was my point, even though I don't support unfair advantages, and wasn't
aware of these plugins, I do feel players deserve a fair chance at removing
them, which was why I asked if this new system valve put in place completely
disables the old version of the plugin like you did with clients l
"Continued use of such plug-ins will risk your Steam account getting VAC
banned."
I wasn't even aware of these plugins, but are these plugins now unable to be
loaded without them being modified past this update? Or if users continue to
run them after this update they will be banned?
If the p
https://developer.valvesoftware.com/wiki/SteamPipe
The majority of the gains are clientside, the major change server-side is the
way files are downloaded. There's going to be issues with any update this size.
Also, everyone could use SteamCMD for the games ahead of time to test and
report issu
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