Thank you! I will try that. Good to know lol.
Sincerely,
Aaron
On Oct 28, 2012 12:11 AM, "ics" wrote:
> Do you load metamod via gameinfo.txt or vdf? You need vdf since gameinfo
> style wont load metamod snapshot.
>
> -ics
>
> - Alkuperäinen viesti -
> > Not working for me. Mm wont load.
Ah, yes I am. Thanks!
Dr. McKay
http://www.doctormckay.com
On Oct 28, 2012, at 12:46 AM, Sazpaimon wrote:
> Are you using the force holidays SourceMod plugin? If you are and have
> tfh_halloween set to 2, it will disable the halloween event and cause bosses
> to not spawn.
>
> On 10/28/2012
Do you load metamod via gameinfo.txt or vdf? You need vdf since gameinfo style
wont load metamod snapshot.
-ics
- Alkuperäinen viesti -
> Not working for me. Mm wont load. Ill provide versions soon. I have a
> linux centos rental and i can relay shtuff to my host if need be.
>
> Sincer
Are you using the force holidays SourceMod plugin? If you are and have
tfh_halloween set to 2, it will disable the halloween event and cause
bosses to not spawn.
On 10/28/2012 12:38 AM, Doctor McKay wrote:
I should have mentioned, the server has consistently had 12+ players.
Dr. McKay
http:
I should have mentioned, the server has consistently had 12+ players.
Dr. McKay
http://www.doctormckay.com
-Original Message-
From: Joel Zhang
Sent: Sunday, October 28, 2012 12:34 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Bosses not spawning
It d
It depends on the number of players you have.
For the bosses to spawn on any Halloween map, you need a minimum of 10
players.
If that's not the reason, then I'm sorry I can't help you!
On Oct 27, 2012 9:32 PM, "Doctor McKay" wrote:
> What would prevent the Halloween bosses from spawning? Meras
What would prevent the Halloween bosses from spawning? Merasmus isn’t spawning
on koth_lakeside_event, nor is the Horsemann on cp_manor_event.
Dr. McKay
http://www.doctormckay.com
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Hello -- I've got a dozen or so servers up right now running just fine.
However I am experiencing an odd issue -- I run my servers with one hidden
slot (maxplayers 25) and set visiblemaxplayers to 24 via server.cfg (which
is my server config file I have listed in startup line). So, it should be
fi
Not working for me. Mm wont load. Ill provide versions soon. I have a linux
centos rental and i can relay shtuff to my host if need be.
Sincerely,
Aaron
On Oct 27, 2012 9:32 PM, "martin v" wrote:
> If it is working for EVERYONE just fine but not for you it seems that it
> something on your end.
If it is working for EVERYONE just fine but not for you it seems that it
something on your end.
You have a thread on allied forums with an istruction how to fix this. If
you can't do this maybe you should delete your server?
2012/10/28 Benedict Glover
>
> Ugh, I feel unbelievably dumb right now.
Anyone else getting this when trying to enter your servers - seems a map
reset fixes it but I had a few I didn't notice people couldn't join due to
getting this and they(the servers) nearly died.
disconnected (reason "Server info data overflow")
That is what they see when trying to enter the ser
I'm having lag on PvP servers, I don't think it's just an MvM thing.
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Ugh, I feel unbelievably dumb right now. Forgotten I had only temporarily
disabled SELinux and had since rebooted my system when Halloween came around.
Ugh. Thank you very much.
> From: neobened...@hotmail.co.uk
> To: hlds_linux@list.valvesoftware.com
> Date: Sun, 28 Oct 2012 00:37:35 +0100
> Su
I'll try completely disabling this piece of ...
> From: asher...@gmail.com
> Date: Sun, 28 Oct 2012 00:35:32 +0100
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Sourcemod STILL not working for me but it is for
> everyone else
>
> Freezes on plugin loading is caused by SELi
Freezes on plugin loading is caused by SELinux being enabled and
srcds_linux not being granted execstack and execheap.
~
"Their heads are green, and their hands are blue,
And they went to sea in a Sieve." - Edward Lear
On Sun, Oct 28, 2012 at 12:34 AM, Anders Olsson wrote:
> Use lates
Use latest and it will work!
Metamod 1.10.0-devV
Sourcemod 1.5.0-dev+3675
-Ursprungligt meddelande-
From: Giovanni Harting
Sent: Sunday, October 28, 2012 1:31 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Sourcemod STILL not working for me but it i
Witch version do you use? Working is latest sm dev snapshot and metamod
1.10 dev snapshot
2012/10/28 Benedict Glover
>
> Since Alliedmodders isn't giving me any responce, I'd like to know how
> everyone has managed to get sourcemod working but me. I've tried
> everything, but it will always lock
Since Alliedmodders isn't giving me any responce, I'd like to know how everyone
has managed to get sourcemod working but me. I've tried everything, but it will
always lock up whenever it tries to load any plugin (and all I want atm is the
ones that come with it). I've tried recompiling the plug
Fixes the crash here as well, and the lag problem is still there. It is
less laggy than the 'hacked binary' someone posted earlier though.
On 28-10-12 00:41, Pieter-bas Ronner wrote:
Eric,
We have also some lag problems since the last patch. is this also a bug in
tf2?
2012/10/28 Eric Smith
The problem is, the way it works.
How the models work is it has a skin, and a separate model. The skin turns
the model green, and parts transparent., and then the game parents
a separate model to the main model. This isn't possible because of the
mishap a few years ago where servers sold valve'
Try the TF2 ModelManager plugin that's used for playing as robots. it may work
in combo with what you're doing.
Do let us know if it works.
From: Daniel Barreiro
To: Half-Life dedicated Linux server mailing list
Sent: Saturday, October 27, 2012 7:45:01 PM
Thanks Eric. Can't wait for the lag to be fixed.
On a side note, would it be possible to make it so plugins could force the
zombie skins? We're trying to do it for Super Zombie Fortress. We called
the attributes with TF2items, and it makes the skin go zombie, but the
scout_zombie.mdl is not app
We're still investigating the lag problems that have been reported.
-Eric
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Pieter-bas
Ronner
Sent: Saturday, October 27, 2012 3:41 PM
To: Half-Life dedicate
Same here, getting random stuttering problems. Seems to run okay, but has
random hiccups.
On Sat, Oct 27, 2012 at 6:41 PM, Pieter-bas Ronner wrote:
> Eric,
>
> We have also some lag problems since the last patch. is this also a bug in
> tf2?
>
> 2012/10/28 Eric Smith
>
> > We've released an opti
Eric,
We have also some lag problems since the last patch. is this also a bug in
tf2?
2012/10/28 Eric Smith
> We've released an optional (for dedicated servers) update for Team
> Fortress 2. The notes for the update are below.
>
> -Eric
>
> --
>
> Source Engine Chang
Fixes the crash. Big thx
2012/10/28 Eric Smith
> We've released an optional (for dedicated servers) update for Team
> Fortress 2. The notes for the update are below.
>
> -Eric
>
> --
>
> Source Engine Changes (TF2, DoD:S, HL2:DM)
> - Fixed a regression in the Mac's mi
We've released an optional (for dedicated servers) update for Team Fortress 2.
The notes for the update are below.
-Eric
--
Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed a regression in the Mac's minimum system check
Team Fortress 2
- Added new audio lines for
We're working on an optional update for TF2 that addresses some issues
introduced during yesterday's update.
We should have it ready soon.
-Eric
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On saturday? That would be awesome, thanks for caring :-)
On Sat, Oct 27, 2012 at 9:06 PM, Fletcher Dunn
wrote:
> Just an acknowledgement concerning the Linux servers hanging on MvM maps. We
> believe we understand the problem and hope to release an optional update
> today to fix it.
>
> _
I found that making a new server login helps if your server is getting zero
players.
> Date: Sat, 27 Oct 2012 18:10:28 +0200
> From: e...@evcz.tk
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] are there enough tf2 matchmaking servers online?
>
> that's unfortunate :(
>
>
Thanks for the response
On Sat, Oct 27, 2012 at 12:07 PM, Pieter-bas Ronner wrote:
> Thank you valve!
>
>
> 2012/10/27 Fletcher Dunn
>
> > Just an acknowledgement concerning the Linux servers hanging on MvM maps.
> > We believe we understand the problem and hope to release an optional
> > updat
Thank you valve!
2012/10/27 Fletcher Dunn
> Just an acknowledgement concerning the Linux servers hanging on MvM maps.
> We believe we understand the problem and hope to release an optional
> update today to fix it.
>
> ___
> To unsubscribe, edit your
Just an acknowledgement concerning the Linux servers hanging on MvM maps. We
believe we understand the problem and hope to release an optional update today
to fix it.
___
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v
Yeah and what's the deal with getting candy for health I wish Valve would
take the game a little more seriously!!!
On Sat, Oct 27, 2012 at 11:11 AM, Maavrik wrote:
> That's exactly what I was going for Dan. Get a group of friends and then
> go at Merasmus.
>
> I decided to try one public matchm
I'd also like to know this. I replaced the file and my PvP server didn't
crash, but some people complained about lag. Don't know if it was
related or not.
On 10/27/2012 2:06 PM, Saint K. wrote:
Our MvM servers run off the same directory as the normal servers.
Will this have any negative effec
12 servers up and running like a kitten.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: zaterdag 27 oktober 2012 20:20
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] P
Atleast the server didn't crash when player joined a team. Looks
promising over here too. Thanks for this!
-ics
27.10.2012 21:06, A. Eijkhoudt kirjoitti:
It works here too, but the CPU usage is still VERY high.
On 27-10-12 20:01, Marius Wald wrote:
Works here!
Thanks
Am 27.10.2012 19:37, s
That's exactly what I was going for Dan. Get a group of friends and
then go at Merasmus.
I decided to try one public matchmaking server, but there were 3
screaming kids on it, and it was quite unbearable. I'm pretty sure,
however, Merasmus is not supposed to make sense. Forcing everyone to
Our MvM servers run off the same directory as the normal servers.
Will this have any negative effect on the normal, good running servers?
Saint K.
From: hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ma
It works here too, but the CPU usage is still VERY high.
On 27-10-12 20:01, Marius Wald wrote:
Works here!
Thanks
Am 27.10.2012 19:37, schrieb Invalid Protocol:
Patch: http://speedy.sh/ksYwD/server-srv.so.bz2 (click file's name to
download it, there's no need to register)
Or search inside t
Works here!
Thanks
Am 27.10.2012 19:37, schrieb Invalid Protocol:
Patch: http://speedy.sh/ksYwD/server-srv.so.bz2 (click file's name to
download it, there's no need to register)
Or search inside tf/bin/server_srv.so for 55 89 E5 57 56 53 83 EC 2C 8B 5D
08 89 1C 24 E8 7C E7 FF FF (using a
Patch: http://speedy.sh/ksYwD/server-srv.so.bz2 (click file's name to
download it, there's no need to register)
Or search inside tf/bin/server_srv.so for 55 89 E5 57 56 53 83 EC 2C 8B 5D
08 89 1C 24 E8 7C E7 FF FF (using a hex editor) and replace the first byte
(55) with C3 (retn). In this way
I also remember atleast one saturday update, propably two during 7
years. They are rare but they do happen occasionally.
-ics
27.10.2012 19:04, Essay Tew Phaun kirjoitti:
Hard to remember but I'm pretty sure of it. It may of been the unlimited
sentry exploit that got patched on a Saturday and
I currently have 7 x 24slots servers up...
only one in pool #2 ... and that's the only one with just 5players in
it... the other 6 ones are in pool #1 and all with 24players in them :)
Il 27/10/2012 18.20, Sazpaimon ha scritto:
> Wow, the difference is like night and say, I started with event247
;-)
Il giorno 27/ott/2012 18:21, "Sazpaimon" ha scritto:
> Wow, the difference is like night and say, I started with event247 and it
> instantly filled up!
>
> On 10/27/2012 12:10 PM, Marco Padovan wrote:
>
>> that's unfortunate :(
>>
>>
>> just got another one up in netherlands and it got instan
Wow, the difference is like night and say, I started with event247 and
it instantly filled up!
On 10/27/2012 12:10 PM, Marco Padovan wrote:
that's unfortunate :(
just got another one up in netherlands and it got instantly filled.
please try the pool #1... that seems to get filled faster th
that's unfortunate :(
just got another one up in netherlands and it got instantly filled.
please try the pool #1... that seems to get filled faster then pool #2
Il 27/10/2012 17.54, Sazpaimon ha scritto:
> I'm not getting ANY quickplay traffic, which doesn't make any sense. I
> added eventmix
Hard to remember but I'm pretty sure of it. It may of been the unlimited
sentry exploit that got patched on a Saturday and returned Sunday with
another method.
On Sat, Oct 27, 2012 at 11:53 AM, Cameron Munroe
wrote:
> When?
>
>
> On 10/27/2012 8:53 AM, Essay Tew Phaun wrote:
>
>> Not true, they h
Valve likes to do that, don't they.
On 10/27/2012 9:03 AM, Sazpaimon wrote:
Yes, I'm registered. I was getting plenty of traffic last year, and
immediately after the update my server was full for a while, but the
MvM bug ended up taking down my entire machine and my PvP server never
recovered
Yes, I'm registered. I was getting plenty of traffic last year, and
immediately after the update my server was full for a while, but the MvM
bug ended up taking down my entire machine and my PvP server never
recovered.
On 10/27/2012 11:56 AM, Cameron Munroe wrote:
Also is your server register
Also is your server registered?
On 10/27/2012 8:54 AM, Sazpaimon wrote:
I'm not getting ANY quickplay traffic, which doesn't make any sense. I
added eventmix to my sv_tags, set my mapcyclefile to
mapcycle_halloween.txt, set tf_mm_servermode 1, and am registering
just fine, but I get zero traf
Must be that your server sucks.
On 10/27/2012 8:54 AM, Sazpaimon wrote:
I'm not getting ANY quickplay traffic, which doesn't make any sense. I
added eventmix to my sv_tags, set my mapcyclefile to
mapcycle_halloween.txt, set tf_mm_servermode 1, and am registering
just fine, but I get zero traff
I'm not getting ANY quickplay traffic, which doesn't make any sense. I
added eventmix to my sv_tags, set my mapcyclefile to
mapcycle_halloween.txt, set tf_mm_servermode 1, and am registering just
fine, but I get zero traffic
On 10/27/2012 11:34 AM, Marco Padovan wrote:
Yeah, I also moved the
When?
On 10/27/2012 8:53 AM, Essay Tew Phaun wrote:
Not true, they have.
On Sat, Oct 27, 2012 at 11:32 AM, Cameron Munroe
wrote:
No.
On 10/27/2012 8:31 AM, Ourprop wrote:
Has valve ever released a patch on Saturday? Ive been running my group
about a year and a half and cant really remembe
Not true, they have.
On Sat, Oct 27, 2012 at 11:32 AM, Cameron Munroe
wrote:
> No.
>
>
> On 10/27/2012 8:31 AM, Ourprop wrote:
>
>> Has valve ever released a patch on Saturday? Ive been running my group
>> about a year and a half and cant really remember if they ever have? For
>> some reason, its
Yeah, I also moved the 4 not-working MvM to halloween ;)
Il 27/10/2012 17.32, Giovanni Harting ha scritto:
> I think europe will get another peak around the evening, i will turn my not
> working mvm server into halloween servers soon.
>
> 2012/10/27 Marco Padovan
>
>> So: do we need to put online
No.
On 10/27/2012 8:31 AM, Ourprop wrote:
Has valve ever released a patch on Saturday? Ive been running my group
about a year and a half and cant really remember if they ever have?
For some reason, its always a friday night content release and no word
until Monday and a fix on Wednesday.
___
I think europe will get another peak around the evening, i will turn my not
working mvm server into halloween servers soon.
2012/10/27 Marco Padovan
> So: do we need to put online moreservers or are there enough servers to
> handlethe players influx? :)
>
>
> Il 27/10/2012 17.26, Giovanni Hartin
Who are you looking the answer to be from, if Valve, they don't chat here.
On 10/27/2012 8:28 AM, Marco Padovan wrote:
So: do we need to put online moreservers or are there enough servers to
handlethe players influx? :)
Il 27/10/2012 17.26, Giovanni Harting ha scritto:
Stable. Filled after ~
Has valve ever released a patch on Saturday? Ive been running my group
about a year and a half and cant really remember if they ever have? For
some reason, its always a friday night content release and no word until
Monday and a fix on Wednesday.
___
So: do we need to put online moreservers or are there enough servers to
handlethe players influx? :)
Il 27/10/2012 17.26, Giovanni Harting ha scritto:
> Stable. Filled after ~ 1 minute
>
> 2012/10/27 Marco Padovan
>
>> I just put online 2 additional 24slots servers in europe and they were
>> *in
In the US I'm filling within 30 seconds
On Sat, Oct 27, 2012 at 11:26 AM, Giovanni Harting <
chefeification...@gmail.com> wrote:
> Stable. Filled after ~ 1 minute
>
> 2012/10/27 Marco Padovan
>
> > I just put online 2 additional 24slots servers in europe and they were
> > *instantly* filled...
>
Stable. Filled after ~ 1 minute
2012/10/27 Marco Padovan
> I just put online 2 additional 24slots servers in europe and they were
> *instantly* filled...
>
> looks like I can keep putting them online and they keep getting filled
> seconds after I get them started...
>
> what's the situation in E
Wow, asshole way to be over literal jack ass.
On 10/27/2012 8:24 AM, Giovanni Harting wrote:
I think it needs both to do so.
2012/10/27 Cameron Munroe
Okay, are you a computer or a person?
On 10/27/2012 8:21 AM, Ourprop wrote:
On 10/27/2012 7:16 AM,
hlds_linux-request@list.**valvesoft
I just put online 2 additional 24slots servers in europe and they were
*instantly* filled...
looks like I can keep putting them online and they keep getting filled
seconds after I get them started...
what's the situation in Europe? :O
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I think it needs both to do so.
2012/10/27 Cameron Munroe
> Okay, are you a computer or a person?
>
>
>
> On 10/27/2012 8:21 AM, Ourprop wrote:
>
>> On 10/27/2012 7:16 AM,
>> hlds_linux-request@list.**valvesoftware.comwrote:
>>
>>> Send hlds_linux mailing list submissions to
>>> hlds_linux@
Okay, are you a computer or a person?
On 10/27/2012 8:21 AM, Ourprop wrote:
On 10/27/2012 7:16 AM, hlds_linux-requ...@list.valvesoftware.com wrote:
Send hlds_linux mailing list submissions to
hlds_linux@list.valvesoftware.com
To subscribe or unsubscribe via the World Wide Web, visit
h
On 10/27/2012 7:16 AM, hlds_linux-requ...@list.valvesoftware.com wrote:
Send hlds_linux mailing list submissions to
hlds_linux@list.valvesoftware.com
To subscribe or unsubscribe via the World Wide Web, visit
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
or, v
Looks like it doesn't discriminate. I see exactly the same behavior on
Archlinux, pure vanilla install (no SM or MM). It hangs with a pegged
CPU right after class selection.
Back to PVP for this weekend methinks.
On Sat, Oct 27, 2012 at 1:55 AM, HWDOMD wrote:
> Exactly the same thing here too. O
I've never had this happen before but our Dustbowl server's timer just
completely disappeared. The setup gates wouldn't open and nothing ever
happened. The only solution was to use mp_restartgame.
Anyone else seeing this?
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same thing here (rhel6 / centos6): 100% cpu...
stopping all of them for now
Il 27/10/2012 04.16, gamead...@127001.org ha scritto:
> Can't confirm the error since TF2 servers buffer redirected console output,
> so I never get to see the error.
>
> I _CAN_ confirm my MVM servers freeze on 100% CPU
On 27.10.2012 03:35, Yun Huang Yong wrote:
I think the MvM crash on player join only affects Linux servers.
If others are adding reports, please note your server OS.
Crashing here on player class selection, CentOS 5, vanilla TF2 install,
straight from the contentserver, no additives.
/Pet
On 27.10.2012 10:05, Peter Reinhold wrote:
But SM is running 1.4.6 just fine on my TF2s, did have to remove
superlogs, otherwise they would crash when someone selected a class.
After updating to SM1.5 dev, superlogs is working again. (just FYI)
/Peter
___
On 27.10.2012 04:11, Cameron Munroe wrote:
Any luck with sourcemod?
Had to update MM to latest snapshot, 1.10.0-hg809, otherwise MM would
not load at all.
But SM is running 1.4.6 just fine on my TF2s, did have to remove
superlogs, otherwise they would crash when someone selected a class.
On 27/10/2012 08:03, Maavrik wrote:
Alright, thanks for your help Dan.
Well I wouldn't hold your breath, seems like a bit of a non-event TBH.
The ideas for capping the point make no sense. big head / little head?
There are no head shots anyway
for the vast majority of the classes and weapons.
Alright, thanks for your help Dan.
On 27/10/2012 12:02 AM, dan wrote:
On 27/10/2012 06:47, Maavrik wrote:
Not exactly what I was asking, I was asking if I needed to set any
commands to make Merasmus spawn. That is useful to me just encase I
do decide to start a server for Quickplay.
It shoul
On 27/10/2012 06:47, Maavrik wrote:
Not exactly what I was asking, I was asking if I needed to set any
commands to make Merasmus spawn. That is useful to me just encase I
do decide to start a server for Quickplay.
It should just work if your server loads the map.
There is a cvar for getting
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