what plugin are you using to allow the 4 extra spectator slots, is it
left4downtown?From: Sachin Sud
To: ics , Half-Life dedicated Linux server mailing list
Sent: Thursday, January 10, 2013 at 2:22 am
Subject: Re: [hlds_linux] Left4dead2 Linux Issue
Hi,
No its a dedicated server and its
Hi,
No its a dedicated server and its on internet! Its not a lan server.
We play coop , i can understand 12 is an odd count but the issue is more
then 4 is not allowed. 12 player count means 8 people can play and 4 can
stay in spec
But right now once 4 people join the server , noone else can join
On 10/01/2013 05:11, Essay Tew Phaun wrote:
Thought I had fixed this problem with a recent change I did, but nope. It's
still here and in full effect. Tends to always have gaps when you're
viewing new map scenes and seems to also happen at random. If you enter an
area with a lot of enemies by tur
Could be a case of toi many dynamic entities. Old versions of cashworks had
already heavy load and first sign of that were self exploding teles on that
map. When your server has the map on with all enhancements, type
report_entities to server console. If the count exceeds 1400, there usually
wi
Do you run lan server? I heard that is broken like yours is. Also do you run
versus on the server or coop? 12 is obscure player count.
-ics
- Alkuperäinen viesti -
> Hi,
>
> Since the last update for left4dead2 server. Maximum players which can
> join a server is 4! Though it shows 4/12
Hi,
Since the last update for left4dead2 server. Maximum players which can join
a server is 4! Though it shows 4/12 in hlsw but when someone tries to join
it says server is full.
We are using some plugin to override it as well but no luck.
Anyone here using linux left4dead2 and can make more then
Mine isn't a vanilla server, and some plugins do cache sounds and
materials. It may be a combination of the map and the things the server
is having clients cache. Still, the server itself moves on to the next
map while clients crash out.
On 1/10/2013 12:09 AM, ics wrote:
The map pl_cashworks
Thought I had fixed this problem with a recent change I did, but nope. It's
still here and in full effect. Tends to always have gaps when you're
viewing new map scenes and seems to also happen at random. If you enter an
area with a lot of enemies by turning a corner or coming out of a trench
there
The map pl_cashworks_final1 is fine, doesn't cause any issues. I have it
on regular cycle. The previous versions are faulty in a way or another
(low fps or dx8 issue regarding water on _final without the 1).
-ics
10.1.2013 4:22, Ross Bemrose kirjoitti:
This has been happening on certain maps e
This has been happening on certain maps ever since the Pyromania
update. Maps I've seen it on include:
plr_whalerace (this map was OK before Pyromania update)
pl_beerbowl_b5a (this map was OK before Pyromania update)
pl_cashworks_rc2 (this map was OK before Pyromania update)
pl_cashworks_final1
Confirming that I saw this happen on pl_waste_v2 yesterday on
themachine.org's TF2 server.
I am not an admin of that server, I just happened to be playing there.
Yun Huang Yong wrote:
pl_waste_v2 both cause most (often all) of the clients to crash to
desktop at the end of the map.
--
# J
Map cp_obscure also causes people to crash while playing the map so it's
not just some payload maps that are broken. It used to be ok and no
update on it has been released for ages. Only thing that can cause it is
Valve changing something that the map uses and it's breaking it. Custom
payload m
I've been trying to introduce some community made maps to one of my
servers and pl_boundary_final and pl_waste_v2 both cause most (often
all) of the clients to crash to desktop at the end of the map. I don't
see any errors in the logs, only everyone disconnecting due to timeout.
It seems odd
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