On 16/10/2012 11:56, Drogen Viech wrote:
Why can't you just leave the cmd- and updaterate alone? It seriously
pisses me of when people think higher == better - the default
settings of updating and sending 30 times per second are just fine.
I'd say they definitely matter. There's no
On 17/10/2012 22:37, Craig H wrote:
Good concept, bad way to implement it.
The concept of raffles or lotterys for players is great, it can improve
player retention by encouraging them to stick around and contribute and
potentially raise money to be used for paying the operating costs of the
On Wed, 17 Oct 2012 23:28:20 -0400, you wrote:
I don't know if this is a server issue or client issue, but some
Engineer buildings are showing as invisible to players.
I just saw the same thing.
An engineer built a mini-sentry right in front of me, but I only saw
the shadow of it (and heard the
Saw a thread about it on reddit. It seems to affect all Engineer
buildables, and AFAIK, enemies aren't able to see them while building
(maybe teammates too?). I messaged Valve about it last night, but haven't
heard anything back yet.
I'd think it has something to do with the floating arrows on
Speaking of weird visual things. Does anyone notice teleporters sometimes
appearing to go down, like the exit was destroyed but it actually just goes
in to the disabled animation for a moment and when you step on it the
animation changes to active and warps you through?
This I see a lot. Was assuming it was when they were upgrading a level
On 19/10/2012 10:45 AM, Essay Tew Phaun sc2p...@gmail.com wrote:
Speaking of weird visual things. Does anyone notice teleporters sometimes
appearing to go down, like the exit was destroyed but it actually just goes
in to
I'm sorry if someone has already asked but what in the world is going on now
that we are getting Invalid STEAM userID ticket crashes - I lost a full
server tonight ALL AT ONCE! BAM! All gone cause of same error... this didn't
start till yesterday's update came out.
So going to say it now... we
At the current rate, we're careening full tilt towards inevitable
crashes this Halloween because there's a very, VERY high chance that any
new particle effects added for a new boss and map will overflow the
ParticleNames string table even on stock maps.
On 10/18/2012 9:16 PM, Frank wrote:
Shouldn't it be --dports 27017,27019 ?
2012/10/16 Kyle Sanderson kyle.l...@gmail.com
Yup.
iptables -A OUTPUT -p tcp -m multiport --dports 27017:27019 -j REJECT
--reject-with icmp-port-unreachable
Huge thanks to Ryan for his Windows rules (and discovering the solution).
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