Why not? Servers won't be able to use those 2 extra slots for players
to join anyways (without a server side hack, that is)
2011/8/25 John Schoenick :
> You... didn't bump TF2's maxplayers to 34 now did you?
>
> Please tell me you didn't.
>
> On 08/24/2011 04:05 PM, Jon Lippincott wrote:
>>
>> Nop
the extra slot for tv is already being used to host 33 slots servers (teams
of 16vs17 players)
what's stopping us from running more than 33 slots is a limit in the client
if they increase this limit to 34, we'll figure out a way to use it
On Thu, Aug 25, 2011 at 11:24 AM, Drogen Viech
wrote:
> Wh
Any reason why 32+ slot servers aren't simply filtered out at the master
servers?
Saint K.
From: hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Claudio Beretta
[beretta.clau...@gmail.com]
Sent: 25 Augus
Good point. There's a lot of servers that have more slots as intended.
However, if maxplayers now is 34 while replay and stv is enabled at the same
time, does it affect matchmaking? Servers over 32 aren't receiving any players
so if these 2 are on, does the matchmaking count them as extra slots
If I remember correctly, 33 slots was a technical limit in the engine (and only
doable with some tricks), having 34 would mean crashes (clients).
>
>From: ics
>To: Half-Life dedicated Linux server mailing list
>
>Sent: Thursday, 25 August 2011, 13:23
>Subject: R
I though 31 was the max but i believe its changed:
From their website: Increasing the max player count above 24 will incur a
matchmaking scorking penalty, but will not disqualify you from the list
Still awaiting on the change they will allow nocrits servers to just be
able to get players too, alt
I still don't get why making the game less random and better-than-averange
players-friendly disqualifies you.
2011/8/25 Eric Riemers
>
> I though 31 was the max but i believe its changed:
> From their website: Increasing the max player count above 24 will incur a
> matchmaking scorking penalty,
d930-d93f2000 rwxp 00:00 0
d93f2000-d940 ---p 00:00 0
d940-d94cc000 rwxp 00:00 0
d94cc000-d950 ---p 00:00 0
d950-d95f5000 rwxp 00:00 0
d95f5000-d960 ---p 00:00 0
d960-d96b5000 rwxp 00:00 0
d96b5000-d970 -
After the Birthday update, my admins are reporting crashes when they try to
use the commands.
I know that this list is not sourcemod list but somehow something did change
in the last update, I'm also curious if other admins are reporting this too.
Nightbox
My server just froze midgame with the 100% cpu bug.
I'm wondering if their is some kind of exploit out there that causes this.
Below is a snip from the console, take a look at the last line;
udeolph (8,502) got 7 points [-3] for killing {CABAL} Stabba (11,666)";"
rcon from "x": command "hl
Officially anything over 32 player is not used in matchmaking. But really,
anything over 24 players is not used. Unless all 24 player servers are full
it won't really send people to bigger servers, it's a very rare occurance
right after updates only.
33 or 34, makes no difference. Few people will
The penalty will still mean that your server will not be getting any players
except in some rare cases. That's after all the good stock servers are full
and most of valve's too. Valve alone has thousands of those :P.
http://www.gametracker.com/search/tf2/?query=valve%20tf&searchipp=50#search
It be
I always update my servers before rebooting them (Debian Linux) and I've
only ever experienced BadThings(TM) one time while doing that. Been doing
updates for them for years now. I don't use nemrun (not for any reason than
I'm lazy to go replace my startup script everywhere).
On Wed, Aug 24, 201
I had to kill a server as well today being stuck in a 100% deathlock, first
time I've seen this on our machines.
Saint K.
From: hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Chris Oryschak
[ch...@orysc
Yeah those are fun, experienced this myself today.
I suggest pinning SRCDS to a core or two so one messed up SRCDS instance
doesn't take out the whole box.
On Thu, Aug 25, 2011 at 12:23 PM, Saint K. wrote:
> I had to kill a server as well today being stuck in a 100% deathlock, first
> time I've
What do you mean? On 4-core cpu, it only takes 1 core if it goes 100%.
Not all 4 despite it being tasket on 1 core or not.
-ics
25.8.2011 20:23, 1nsane kirjoitti:
Yeah those are fun, experienced this myself today.
I suggest pinning SRCDS to a core or two so one messed up SRCDS instance
doesn'
we have actually noticed a increas of cpu-usage on our linux servers! it
was around
10-25% for one full 18 slot server before and now they spike to over 50-80%
HalfLife Gold that is.
--
//Rikard 'Zapy' Bremark
ComHem AB - http://www.comhem.se
Warzone.nu - http://www.warzone.nu
Warzone Short V
Which commands are crashing the server?
On Thu, Aug 25, 2011 at 10:43 AM, Bajdechi "Nightbox" Alexandru <
alexandrualexa...@gmail.com> wrote:
> After the Birthday update, my admins are reporting crashes when they try to
> use the commands.
>
> I know that this list is not sourcemod list but someh
I've received reports that commands like slap kick or these kinds, however
I've installed the latest snapshot and the things looks stable now.
2011/8/25 Ross Bemrose
> Which commands are crashing the server?
>
> On Thu, Aug 25, 2011 at 10:43 AM, Bajdechi "Nightbox" Alexandru <
> alexandrualexa..
It's a game specific limit. HL2DM iirc is capped at 16 players, CS:S at 64.
On Thu, Aug 25, 2011 at 4:29 AM, Mart-Jan Reeuwijk wrote:
> If I remember correctly, 33 slots was a technical limit in the engine (and
> only doable with some tricks), having 34 would mean crashes (clients).
>
>
> >__
You *can* go over 33 slots on TF2, just that it causes some random
things to happen and crashes. Basically it's techical limit too but
really not recommended to going around the official 32 slots. No reason
to go there either. Some maps already are quite small for 32 players.
-ics
25.8.2011 2
SRCDS does have some threading. So in some cases it manages to take over
more than 1 core.
On Thu, Aug 25, 2011 at 1:28 PM, ics wrote:
> What do you mean? On 4-core cpu, it only takes 1 core if it goes 100%. Not
> all 4 despite it being tasket on 1 core or not.
>
> -ics
>
> 25.8.2011 20:23, 1nsa
On 25.08.2011 19:31, Rikard Bremark wrote:
we have actually noticed a increas of cpu-usage on our linux servers! it
was around
10-25% for one full 18 slot server before and now they spike to over 50-80%
HalfLife Gold that is.
I've also noticed an increase of cpu usage for idle servers. I think
I have my servers set to each run on their own core and the 100% cpu lockup
doesnt affect any other servers on the same box.
On Thu, Aug 25, 2011 at 3:19 PM, Marcel wrote:
> On 25.08.2011 19:31, Rikard Bremark wrote:
>
>> we have actually noticed a increas of cpu-usage on our linux servers! it
Is Valve really doing anything to catch people making F2P accounts to
avoid cheat bans?
Ever since we switched to IP bans, we've been able to catch many
cheaters using F2P to avoid bans. Some of them have even made up to 4
accounts in a row. Unfortunately, I've started to see some of these
people
No, they aren't.
2011/8/25 bottige...@gmail.com
> Is Valve really doing anything to catch people making F2P accounts to
> avoid cheat bans?
>
> Ever since we switched to IP bans, we've been able to catch many
> cheaters using F2P to avoid bans. Some of them have even made up to 4
> accounts in a
The only thing i know is that they cant put multiple accounts (max 3 i
think) on 1 creditcard... if you want more on 1 account, but hey for
cheaters they don't care...
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On B
I've never seen that, my credit card has been used on 5+ accounts without
problems. I have 2 accounts and my roommates have 3 accounts between them
both and we all use my 1 credit card since they only have cash.
Michael
On Thu, Aug 25, 2011 at 4:45 PM, Eric Riemers wrote:
> The only thing i kno
sourcemods plugins can block F2P
2011/8/25 Michael
> I've never seen that, my credit card has been used on 5+ accounts without
> problems. I have 2 accounts and my roommates have 3 accounts between them
> both and we all use my 1 credit card since they only have cash.
>
> Michael
>
> On Thu
blocking f2p would surely help fix that issue to a point.
On that same note, maybe that is 1 reason why valve threw up so many servers
?
On Thu, Aug 25, 2011 at 5:25 PM, Loïc PERY wrote:
> sourcemods plugins can block F2P
>
> 2011/8/25 Michael
>
> > I've never seen that, my credit card has
Hi all!
I just wanted to ask some Valve stuff that is there some CSS or OB engine in
the pipe ready for release tonight or during this weekend?
The thing is that at this weekend East Europes biggest LAN event will take
place and it could interrupt it.
So if someone would be so nice to say somet
We plan on pushing the changes from CS:S Beta into CS:S and in turn push the
replay system into CSS Beta on Aug 30th.
GL;HF!
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of molnár lászló
Sent: Thursday, A
Is the beta being pushed as is?
Kyle.
On Thu, Aug 25, 2011 at 3:11 PM, Ido Magal wrote:
> We plan on pushing the changes from CS:S Beta into CS:S and in turn push
> the replay system into CSS Beta on Aug 30th.
>
> GL;HF!
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftwa
Valve should first add some basic server side protection against some common
hacks.
For example should be easy to block "100% crits" hacks like this one:
http://www.youtube.com/watch?v=4hq_LZUPvqI. I understand why the client has to
decide when a a critical hit occurs, but the server should va
Th
On Thu, Aug 25, 2011 at 7:06 PM, hlds wrote:
> Valve should first add some basic server side protection against some common
> hacks.
>
> For example should be easy to block "100% crits" hacks like this one:
> http://www.youtube.com/watch?v=4hq_LZUPvqI. I understand why the client has
> to d
Blargs, that got cut off.
Anyway, the client doesn't decide when a crit occurs. But as part of
the prediction (for lag compensation) it does know when a crit will
happen. Cheats just hook onto this and fire the weapon when a crit
will occur.
I built a simple tool that will prevent this but have
On Thu, Aug 25, 2011 at 07:32:08PM -0500, Kigen wrote:
> Mainly this is because I have to know where this leaves myself for the
> future. I'm all about free software, but making software free is very
> expensive to me. :(
No offense, but are there anyone who would pay for an anticheat plugin
for
Out of curiosity, why should the client decide when a critical hit occurs? I
can see some benefit to it, but mostly I see it as exploitable.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of hlds
Sent: Thurs
The client doesn't decide it, but it knows when it's going to happen at the
same time the server does. This is so that client side prediction can work
effectively with crits. Whether an attack is a crit is decided by both the
server and the client at the same time. They used to allow clients to dec
There isn't just that. But I mentioned it since it was what was being
discussed.
A lot of things get broken in cheats when you use this plugin.
But it does cause some other issues (small, but noticeable).
On Thu, Aug 25, 2011 at 9:05 PM, J M wrote:
> The client doesn't decide it, but it knows
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