Thank you for your replies. I am running dual intel xeons with dual cores
(Intel(R) Xeon(R) CPU 5160).
These 16 instances are password protected servers, and at average only 5-6 are
in use at the same time.
I've seen that fps_max 600 gives me an unstable FPS from 350-550, but changing
it to
i dont want to do this, i have to do this.
I have access to a free download server for maps, but my other custom
content is being hosted on my rented webspace. Maps from one server, other
content from another.
On Mon, Jan 19, 2009 at 6:46 PM, Jordy van Wolferen jor...@gmail.comwrote:
Why would
Quoting 'Kingsley', Oct 7. 2004:
Have anyone seen any phprcon type tool for hl2/new hl protocol?
- Steffen
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The results of this initially looked good with the response from
the master at: 68.142.72.250:27010 consistently giving ~ 38k
CSS servers. However when tracing the client it seems that it uses
a number of masters and for CS:S I found it using the master:
69.28.140.247:27011.
I'm using the
Sorry, The operation timed out when attempting to contact jackinpoint.net.
error with the link
2009/1/19 atomy at...@jackinpoint.net
The results of this initially looked good with the response from
the master at: 68.142.72.250:27010 consistently giving ~ 38k
CSS servers. However when
cancel that... sorry for spam
2009/1/19 Philip Bembridge philipbembri...@gmail.com
Sorry, The operation timed out when attempting to contact jackinpoint.net.
error with the link
2009/1/19 atomy at...@jackinpoint.net
The results of this initially looked good with the response from
the
Maybe explain you problem more. Not sure what you are saying.
There is only 1 sv_downloadurl. Set it to your best web server and put all
content needed on the same web server. Virtually everything downloaded by
the client will come from this URL.
You can change sv_downloadurl for each map,
Thats it, i have maps on one server and sounds, materials, models on a
different one.
I got it working by using a .htaccess Permanent Redirect on the /maps
directory and the game honors it so it follows the redirect to get maps but
stays on the original server to download the other content.
Wow, cool. Can you send an example of that? Not sure I can use it, but I
want to know how.
I need a redirect back to my game server to get missing files! :) But the
game is not a web server. :(
} -Original Message-
} From: hlds_linux-boun...@list.valvesoftware.com
Not really for this list but this includes issues for running a server
and i'm pretty sure some of you are thinking why your servers sit on
empty while some people complain that there are no free servers to play on.
I am wondering how lobby system picks the servers that it keeps
assigning
Seems to work on fine on Team Fortress 2 as well :(.
On Sun, Jan 18, 2009 at 11:53 PM, J T jtr...@gmail.com wrote:
You would have to look at the packet's datagram and see what is being sent
to the server to successfully filter the offensive packets correctly.
On Sun, Jan 18, 2009 at 10:11
I'll second that cool. That's pretty damned impressive, and I'd also
like to know how you did it. :)
Drek
Guy Watkins wrote:
Wow, cool. Can you send an example of that? Not sure I can use it, but I
want to know how.
I need a redirect back to my game server to get missing files! :) But
Sure
In the .htaccess (for apache) on the root of my domain i have included
Redirect /tf2server/content/maps
http://the_maps_only_server.com/TeamFortress_2/maps/
And all my other content is in /tf2server/content (/materials /models
/sounds) etc
I tested it by deleting a map and all my custom
Do you have a copy of the captured data?
I think the smarter thing to do would be to e-mail one of the Valve devs so
that they can investigate and block how this is happening at the game level.
- Andrew
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
A lot of those extra servers have some type of sv_search_key set, but I
usually have at least 3-4 of my own public servers that are empty during the
day at any given time.
On Mon, Jan 19, 2009 at 3:29 PM, ics i...@ics-base.net wrote:
Not really for this list but this includes issues for running
I'd be wary that a program like this would contain something to decode your
clientregistry.blob.
On Mon, Jan 19, 2009 at 4:14 PM, 1nsane 1nsane...@gmail.com wrote:
Seems to work on fine on Team Fortress 2 as well :(.
On Sun, Jan 18, 2009 at 11:53 PM, J T jtr...@gmail.com wrote:
You would
We have to hope that everyone on this list is smart enough to run it in
a sandboxed vm
Cc2iscooL wrote:
I'd be wary that a program like this would contain something to decode your
clientregistry.blob.
On Mon, Jan 19, 2009 at 4:14 PM, 1nsane 1nsane...@gmail.com wrote:
Seems to work
I was under the impression that you had to run it with the actual game
running.
On Mon, Jan 19, 2009 at 5:00 PM, Tom Leighton
tomrleigh...@googlemail.comwrote:
We have to hope that everyone on this list is smart enough to run it in
a sandboxed vm
Cc2iscooL wrote:
I'd be wary that a
No. You do not. It's remote.
On Mon, Jan 19, 2009 at 6:06 PM, Cc2iscooL cc2isc...@gmail.com wrote:
I was under the impression that you had to run it with the actual game
running.
On Mon, Jan 19, 2009 at 5:00 PM, Tom Leighton
tomrleigh...@googlemail.comwrote:
We have to hope that everyone
Agreed, it's probably got a nasty Trojan hidden in it too, I haven't looked
at it as flooding udp ports is not something you need a windows exe to do.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Tom
I've had my server up since the demo, and then, on release day(night). What
I notice is that the Matchmaking system is working how I believe it was
designed to work. During the day, when most people in my region are most
likely either working, at school or otherwise occupied, my server generally
I've looked into it already a couple days ago. All the program does is spam
empty UDP packets to the server at the rate specified. Setting the interval
to 200ms means the program sends 50 empty UDP packets every 200ms.
For whatever reasons, this causes the server to start sending empty updates
As far as i know, lobby does not care about the pings of other players,
only the lobby host ping matters. How the servers is actually searched,
i dont know but by default lobby requests 75 potential candidates for
server and chooses servers that are under 250ms. While i have tried
search
Linux/iptables users- this firewall rule will completely stop the
attack (tested):
-A INPUT -p udp -m udp --dport 27015 -m length --length 28 -j DROP
Repeat for any ports your servers run on besides 27015
- Neph
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