The problem isn't lan games. The problem is hosting a dedicated server
behind a NAT firewall. Unfortunately you have missed the point entirely.
David Parker wrote:
> Hello,
>
> I haven't tried a LAN game with a dedicated server, but we are able to host
> LAN-only games on a client just fine. As
Hello,
i noticed when setting a custom motd that the server stops displaying the
current players served and the global rank number.
also on the last patch my motd.txt got overwritten.
is there a way to fix the display errors of the playercount and
serverranking when using a custom motd?
_
It looks like this was silently fixed in the latest update.
- Dave
- Original Message -
From: Adam Smith
Date: Friday, November 27, 2009 4:21 pm
Subject: Re: [hlds_linux] l4d autoupdate
To: Half-Life dedicated Linux server mailing list
> They broke that on the update from Nov 21
>
Hello,
I haven't tried a LAN game with a dedicated server, but we are able to host
LAN-only games on a client just fine. As long as the Steam accounts are
friends of each other, if one client starts a game the others will see it. It
seems to work fine for both L4D and L4D2 in our computer lab
They broke that on the update from Nov 21
http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg55873.html
It is an easy fix just change this in srcds_run
DEPOT_NAME="left4dead2_demo";
to
DEPOT_NAME="left4dead2";
On Fri, Nov 27, 2009 at 3:46 PM, Adam Bogacz wrote:
>
> yes, -autoupd
Have you tried a packet sniffer like wireshark on the server to check if the
server sends a second packet after it fills the first? You might also want
to test on Ethernet with larger MTUs to see if you notice a problem. The MTU
size could even be a coincidence
Simon
> On 27/11/2009, at 8:22 PM
;
>>>>
>>>>
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yes, -autoupdate switch didnt worked for me too, i used hldsupdatetool
to update to 2.0.0.2
./hldsupdatetool -command update -game left4dead2 -verify_all
Nikolay Shopik pisze:
> Hi,
>
> Since L4D update released does anybody get autoupdated? Previous updated
> doesn't request my server to resta
; visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>
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>
Hi,
Since L4D update released does anybody get autoupdated? Previous updated
doesn't request my server to restart so it's not updated. So it's just
me or this broken?
And yes I have link to steam binary.
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> >>
> >>
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list archives,
>> please visit:
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Neither did I, thanks.
On Fri, Nov 27, 2009 at 12:56 PM, ics wrote:
> Just a FYI since i didn't get the official post..
>
>* Updated stats collection and related steam pages
>* Fixed issue where players could be stuck if caught in charger pound
>* Updated CPU detection
>
>
> -ics
>
>
Just a FYI since i didn't get the official post..
* Updated stats collection and related steam pages
* Fixed issue where players could be stuck if caught in charger pound
* Updated CPU detection
-ics
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>From my understanding packets that exceed 1260 bytes are split by the
engine. According to the wiki (
http://developer.valvesoftware.com/wiki/Server_Queries#Protocol), packets
that are split have a "type" header set to 0xFFFE. However this is not
happening for OB engine and the "type" header r
Isnt MTU a layer2 thing? I am pretty shure that, TCP and UDP have their own
package descriptors, and the packages are just fragmented into the MTU.
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Nice suggestion, however this has nothing to do with my net connection,
because I have tested it on several different machines with different OS and
different network connections. Any other gameserver that responds to rules
query does work correctly no matter how long is the response... However TF2
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