I think I may have found out why this happens.
I went into my server.cfg and added the following line:
sv_allow_lobby_connect_only 0
All seems fine now. I thought Valve removed this cvar after the demo, but I
guess not. The problem is this is enabled by default, which completely
prevents direct
We didn't observe this during testing, but that doesn't mean there isn't a leak
we missed.
If it is happening to you and hurting your server, running with -fork 1 should
fix it.
Even when running a single server, I recommend -fork 1 because, while we fixed
every stability issue that we found,
-f
Hi there!
I am
renting two dedicated servers in Sweden, co-location in Stockholm Pionen (newest
datacenter in Sweden). I have some
problems with the server-rate settings.
sv_maxupdaterate
"70"
sv_minupdaterate
"13"
sv_maxrate "2"
If I
set these settings higher than that, everybody o
Hi all.
I'm running a single L4D server on a Xen virtualized server. When I
start up srcds and wait for a lobby to join it uses 127M ram, but
after 12 hours or so it is using about 260M ram and growing. Map
changes seem to coincide with the additional memory usage.
Anyone else seeing similar iss
On 11/19/08, Miano, Steven M. <[EMAIL PROTECTED]> wrote:
>
> That MotD looks awesome for the Cream Bun Clan, anyway you would hook up
> the background image sans CBC banner?
>
You can find it here:
http://www.l4d.com/servermessage/images/bg_main.jpg
Patrick :)
___
On Wed, Nov 19, 2008 at 15:43, 1nsane <[EMAIL PROTECTED]> wrote:
> You can use -nomaster as a launch param. But that's not a good solution. A
> working exclusive group join would be better.
-nomaster fits right in with the others I listed, I just forgot to
mention it. All these cvars/parameters a
I noticed in the "status" command in the L4d server, we now have a
"rate" view, some clients are showing 3 and others are showing 25000
- is this the actual rate that the server is sending out, and if so, is
there any way to control it? sv_maxrate responds with "0" (default
setting) but manuall
Thanks Milton and Chris, much appreciated.
On Thu, Nov 20, 2008 at 11:21 AM, Jeff Sugar <[EMAIL PROTECTED]> wrote:
> They could still make it work for Windows boxes, at least.
>
> On Wed, Nov 19, 2008 at 4:53 AM, Steve Sumichrast <[EMAIL PROTECTED]
> >wrote:
>
> > Hum -- I think you may have a po
They could still make it work for Windows boxes, at least.
On Wed, Nov 19, 2008 at 4:53 AM, Steve Sumichrast <[EMAIL PROTECTED]>wrote:
> Hum -- I think you may have a point here, auto update may never happen
> with L4D since the forks never really go through map change at the
> same time.. I'm n
It is true. Negatives for team killing.
On Wed, Nov 19, 2008 at 4:53 PM, David A. Parker <[EMAIL PROTECTED]> wrote:
> I talked to some of our students, and they claim it happens when you
> teamkill. You have -1 kills if you kill a teammate, -2 if you kill 2
> teammates, etc. Not sure if it's tr
I talked to some of our students, and they claim it happens when you
teamkill. You have -1 kills if you kill a teammate, -2 if you kill 2
teammates, etc. Not sure if it's true, but it sounds likely.
- Dave
Patrick Shelley wrote:
> i have seen players with negative kills in hlsw but dont
This is working great -- I specified in each config the mail file to
load -- I then went into the parent process, told all the maps to
switch to airport and all forks switched over. Worked great, none of
them went back to the one specified in the cfg file (I have server.cfg
just resetting things s
i have seen players with negative kills in hlsw but dont understand why.
On 19/11/2008, LDuke <[EMAIL PROTECTED]> wrote:
> Perhaps bots kills are reported as -1 ??
>
> On Wed, Nov 19, 2008 at 1:41 PM, David A. Parker <[EMAIL PROTECTED]> wrote:
>
>> Hello,
>>
>> I have a Perl script which uses the
Cool. So I'm specifying a map in the startup params -- I guess
there's no reason I couldn't specify map in the individual fork config
files to make certain forks versus?
Going to go try that out now... thanks for the clarification.
On Wed, Nov 19, 2008 at 3:53 PM, Steve <[EMAIL PROTECTED]> wro
The +exec will only get run once when the child is spawned. Even coming out of
hibernation, it will not run the +exec again.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steve
Sent: Wednesday, November 19, 2008 12:53 PM
To: Half-Life dedicated Linux se
Server.cfg gets exec'd for every map change
Infected.cfg gets exec'd for each versus game. There is a corresponding
infected_off.cfg to reset the settings when you leave versus mode.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steve Sumichrast
Sent:
+exec in the startup line only runs once on startup (and possibly when
it goes into hibernation).
Steve Sumichrast wrote:
> I'm running 10 forks from a single instance -- I've got a question,
> though... In my config files I specify that the z_difficulty is
> Impossible... doesn't seem to matter,
Perhaps bots kills are reported as -1 ??
On Wed, Nov 19, 2008 at 1:41 PM, David A. Parker <[EMAIL PROTECTED]> wrote:
> Hello,
>
> I have a Perl script which uses the A2S_PLAYER query to get player
> information from a given server. For some reason, the 4 bytes
> representing a player's number of
I'm running 10 forks from a single instance -- I've got a question,
though... In my config files I specify that the z_difficulty is
Impossible... doesn't seem to matter, though, for the "steam community
servers" option, as it just goes back to normal anyways thanks to the
way the connection works..
You can use -nomaster as a launch param. But that's not a good solution. A
working exclusive group join would be better.
On Wed, Nov 19, 2008 at 11:26 AM, Fyren <[EMAIL PROTECTED]> wrote:
> I appreciate the work Valve has put in since the first day of the
> demo, but here's some things that reall
Hello,
I have a Perl script which uses the A2S_PLAYER query to get player
information from a given server. For some reason, the 4 bytes
representing a player's number of kills will sometimes be 0xFF FF FF FF,
which is probably -1 but the player shows up as having 65535 kills in my
script's ou
Thanks for that -- had always wondered!
On Wed, Nov 19, 2008 at 2:21 PM, Kevin Ottalini <[EMAIL PROTECTED]> wrote:
> Anything you can put into the server.cfg needs a "+" if you put it in the
> command line.
>
> Options which are only accessable during startup have a "-" in front.
>
> http://develo
Just thought I'd post the final version of my motd code. I had to pull
the images another two pixels in from the edge to make it ten pixels
from the edge. There was a bit of distortion on the edge that I didn't
notice until I looked closely at the motd in a mod with different colours.
Anyway,
Anything you can put into the server.cfg needs a "+" if you put it in the
command line.
Options which are only accessable during startup have a "-" in front.
http://developer.valvesoftware.com/wiki/Launch_options
That page needs to be updated for L4D servers / clients but should give you
most
Would someone be so kind as to explain why some command line arguments
are prefixed with a "+" and some with a "-"? I have a difficult time
remembering which arguments have which prefix. Is there any pattern to
to these arguments?
___
To unsubscri
I meant to put + but put - instead in my reply. Woops.
On Wed, Nov 19, 2008 at 10:15 AM, Milton Ngan <[EMAIL PROTECTED]>wrote:
> +map is the correct syntax for the command line.
>
> Command line options vs convars seems to be a big confusion since the
> engine can be a bit forgiving about how you
I'm going to change it to not interpret anything as an expression unless it
only consists of digits, operators, or '##'.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of David A. Parker
Sent: Wednesday, November 19, 2008 10:07 AM
To: Half-Life dedicated L
+map is the correct syntax for the command line.
Command line options vs convars seems to be a big confusion since the engine
can be a bit forgiving about how you specify them. If you can put the option
into a config file, it should use a +. If you can't then it should be specified
with a -.
M
Perhaps a "/" should be backslash-escaped if you're using it one way,
and not for the other? That would preserve the ability to use it in an
expression as well as a delimiter.
Chris Green wrote:
> It's interpreting the "/" as a division symbol for expression evaluation. I
> can fix this.
>
>
It's interpreting the "/" as a division symbol for expression evaluation. I can
fix this.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Milton Ngan
Sent: Wednesday, November 19, 2008 9:36 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re
:D I spent some time trying to figure this out, and then I noticed I had
specified a map but not -map in my bash script for starting servers.
Cheers,
On Wed, Nov 19, 2008 at 9:31 AM, Milton Ngan <[EMAIL PROTECTED]>wrote:
> There is a bug in the srcds_run script where -fork is supposed to
> autom
You could also do it in perl.
On Wed, Nov 19, 2008 at 8:26 AM, <[EMAIL PROTECTED]> wrote:
> Yeah, without -q netcat never disconnects from the first server:
>
> -q seconds after EOF on stdin, wait the specified number of seconds and
> then quit.
>
> I don't know if there's some alternative easy
These ports are no longer opened on the PC. I have removed the convars from my
configs without a problem.
M.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steve
Sent: Tuesday, November 18, 2008 3:42 PM
To: Half-Life dedicated Linux server mailing list
This is the way I had it originally where all my configs were just numbers
01.cfg etc... but placed in the server subdirectory. Something has changed in
the command line expansion routines where ## cannot be used at the start of the
filename. So you can user server##.cfg, or server/l4d##.cfg. Ei
There is a bug in the srcds_run script where -fork is supposed to automatically
supply a map, but it doesn't. So for now explicitly specify a map. Anyone will
do, it will get changed as soon as someone reserves the server.
M.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PRO
I have a fix. It didn't make it into the release. There are a couple of other
fixes in the script which are required.
M.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Eric Riemers
Sent: Tuesday, November 18, 2008 10:10 AM
To: Half-Life dedicated Linux
I haven't noticed that but I have noticed a rather large drop in the
survivor AI if you are playing single player. They seem to not mind
straying well behind you and blatantly ignore obvious enemies rushing at
them on occasion. Adds to the difficulty, which isn't bad, but I just
don't remembe
But if you're the only human, and you're on the side of the infected, I take
it that means the survivors never move at all?
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf
> Of Tom Leighton
> Sent: 19 November 2008 16:50
> To: Half-Life dedicated Lin
I saw this in the demo. You had to get pretty far from the safehouse on
your own before they decided to follow.
Wolfie - Cybernetic wrote:
> Has anyone seen a problem where if there is only 1 human playing, the game
> never starts. As infected waiting for the survivors to leave the safe house,
>
It ranges from 500 x 100 - 673x135
> The banner size is different between resolutions. Anyone know the
> dimensions between resolutions?
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Crazy
> Canucks
> Sent: Wednesday, November 19, 2008 9:17 A
I appreciate the work Valve has put in since the first day of the
demo, but here's some things that really irk me right now about how
servers, lobbies, and matchmaking work. Not all of these are strictly
server related, but here goes.
There's no such thing as a private server. Not counting sv_la
Yeah, without -q netcat never disconnects from the first server:
-q seconds after EOF on stdin, wait the specified number of seconds and
then quit.
I don't know if there's some alternative easy way to do that
programatically... Telnet might let you do it, but probably won't be as easy
> -
Thanks! I'm testing it, but my netcat (0.7.1) on arch linux doesn't
support -q and without it doesn't show anything. I'll try to look into
it, when I'm home. I was thinking about making some simple
scripts/tools too.
On Wed, Nov 19, 2008 at 4:17 PM, <[EMAIL PROTECTED]> wrote:
> The "status" outpu
The banner size is different between resolutions. Anyone know the
dimensions between resolutions?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Crazy
Canucks
Sent: Wednesday, November 19, 2008 9:17 AM
To: Half-Life dedicated Linux server mailing list
S
If you are looking to center your motd vertically, the following page
had good information.
http://www.vdotmedia.com/blog/vertically-center-content-with-css/
Just be aware that if you cut and paste, like I did, you might have a
problem with matching charsets. You're probably better off to copy
There was discussion that having a "2" setting, with behaviour as described,
would be a good idea. This was just talk amongst ourselves however, not
something that's been implemented. So it came from the list, in a sense,
but it's wrong... Chinese whispers at work ;)
Typing "cvarlist" into a con
Also good to know. :)
http://forums.steampowered.com/forums/showpost.php?p=8449565&postcount=5
Was this post just flat wrong? I thought it was referring to this mailing
list, but I searched through all of November and didn't find anything.
On Wed, Nov 19, 2008 at 2:42 AM, Flubber <[EMAIL PROTECT
It's the nature of multiplayer gaming; most people will invariably come
and go as they please. I think Valve's intentions were good in trying
to make a campaign-style multiplayer game where you succeed or fail as a
team, not individuals. There are a lot of clans and gamers who take it
serious
Forked servers need a little bit of work for auto-update. Expect a fix in an
update (and to the script).
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jordy van
Wolferen
Sent: Tuesday, November 18, 2008 11:39 PM
To: Half-Life dedicated Linux server ma
The "status" output from the master netconport console of bunch of forked
servers gives player numbers, but this includes bots controlling boss
infected and survivors (which is why the number is rarely between 1 and 3).
So if you want to get some kind of realistic aggregate player numbers, or if
in
Still got
[S_API FAIL] SteamAPI_Init() failed; unable to update local
steamclient. Continuing with current version anyway.
./hlds_run: line 342: 5664 Segmentation fault (core dumped) $HL_CMD
:(
> On Wed Nov 19 04:47:28 PST 2008, Pawel wrote:
> Nice, thanks i need it.
> Stupid kids were dosing my
That MotD looks awesome for the Cream Bun Clan, anyway you would hook up the
background image sans CBC banner?
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Crazy Canucks
Sent: Wednesday, November 19, 2008 7:39 AM
To: Half-Life dedicated Linux server ma
Ditto -- when people connect they just get normal settings which is
annoying -- not a huge deal to just change it to whatever, but still..
Why can't lobby leaders have an option to choose "Dedicated Server",
"Local Server" "Community Server", or something? That seems like the
simplest thing to do
Hum -- I think you may have a point here, auto update may never happen
with L4D since the forks never really go through map change at the
same time.. I'm not sure how it would handle that.
Seems to me auto update won't happen, you'll continue to get the
message in the console output that at resta
Nice, thanks i need it.
Stupid kids were dosing my servers :)
On Wed, Nov 19, 2008 at 1:21 PM, AnAkIn . <[EMAIL PROTECTED]> wrote:
> ] version
> Protocol version 48
> Exe version 1.1.2.6/2.0.0.0 (cstrike)
> Exe build: 14:57:13 Oct 23 2008 (4382)
>
> Shouldn't it say Nov 19 2008 ?
>
> 2008/11/19 A
Thanks! Now I've got to figure out how to get it centred in different
resolutions...
Yours looks great as well. The infamous Cream Bun Clan. :)
Patrick Shelley wrote:
> I'm glad you sorted it!
>
> Your MOTD looks ace!
>
> Check out ours:
>
> www.sidesteal.com/l4d/l4dmotd.html
>
> On 11/19/08,
] version
Protocol version 48
Exe version 1.1.2.6/2.0.0.0 (cstrike)
Exe build: 14:57:13 Oct 23 2008 (4382)
Shouldn't it say Nov 19 2008 ?
2008/11/19 AnAkIn . <[EMAIL PROTECTED]>
> This update seems to not have been released on Steam..?
>
> 2008/11/19 Jason Ruymen <[EMAIL PROTECTED]>
>
> The Half
This update seems to not have been released on Steam..?
2008/11/19 Jason Ruymen <[EMAIL PROTECTED]>
> The Half-Life 1 Dedicated Server has been updated. Please run
> hldsupdatetool to receive the update. Specific changes include:
>
> - Fixes csdos/FuF crash bug
>
> Jason
>
>
>
> ___
There is no "2" settings in sv_steamgroup_exclusive it's 0 or 1.
2008/11/19 ksu. deadeye <[EMAIL PROTECTED]>
> Good to know. :)
>
> Have you have any luck with "sv_steamgroup_exclusive" at all? Ideally I'd
> like it set to "2"...but after reading through some forums, I'm not even
> sure it works.
Has anyone seen a problem where if there is only 1 human playing, the game
never starts. As infected waiting for the survivors to leave the safe house,
they never seem to leave if they are all bots.
___
To unsubscribe, edit your list preferences, or vi
I can honestly not understand why the server browser has been removed.
The lobby system only makes sense for starting a new game and
currently doesn't work as it should. I was told that the server
browser was removed because using it, people will enter a game or
leave a game at any point during a c
Good to know. :)
Have you have any luck with "sv_steamgroup_exclusive" at all? Ideally I'd
like it set to "2"...but after reading through some forums, I'm not even
sure it works.
On Wed, Nov 19, 2008 at 12:54 AM, Cc2iscooL <[EMAIL PROTECTED]> wrote:
> You can't use exclusive and sv_search_key. I
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