Apologies, I assumed this change took effect on the client. MOTD is being
served by a plugin and thus is unaffected by this command.
On Thu, Apr 18, 2013 at 11:19 PM, 1nsane <1nsane...@gmail.com> wrote:
> sv_motd_unload_on_dismissal 1 appears to be doing nothing on my end.
>
> I have a youtube v
sv_motd_unload_on_dismissal 1 appears to be doing nothing on my end.
I have a youtube video as the motd and it keeps playing in the background
after I close it.
Am I doing something wrong? Shouldn't it be stopped? Or did I just
misunderstood what this is supposed to be doing?
On Thu, Apr 18, 20
Let's be realistic though, if the plugin has been widely used in the
competitive community for such a long time with no action taken by Valve it
would seem to be a little harsh to VAC ban players for it because they
didn't catch the note about it buried in some random update notes.
On Thu, Apr 18
I know for sure doing this with sourcemod/Metamod _will_ crash your server.
The binaries are loaded in memory, and overwriting them won't cause a crash
until something requires access to them from disk and it doesn't match what's
expected. If there are no actual changes to the binaries (say only
Updating files in place is definitely asking for problems.
Keep in mind that the use of VPK files add a new wrinkle. If a VPK is updated
and the files inside shift their offset, there's a good chance that if you try
to load the file after updating, it won't just a valid but perhaps mismatched
No idea, my servers never crashed when doing an update. I guess it's because of
linux loading the binaries into memory. It once happened that i deleted the
whole installation when running it and i can swear after all data was deleted
the server was still up on hlsw (had some troubles joining it
Doesn't look like anyone has asked yet, so... can this update be synced to
the SteamPipe beta?
On Thu, Apr 18, 2013 at 7:25 PM, Weasel wrote:
> Will this mean that with HTML MOTD's we don't have to build a
> "meta refresh" or such work-around's into the MOTD content to
> ensure it gets refreshe
I've been using nemrun for months now and always had my server 100% updated
while all of them were running. Never once have i had them crash while it
was running and successfully updated.
On Thu, Apr 18, 2013 at 7:20 PM, Russell Smith wrote:
> How would this not cause a crash? You're overwrit
Will this mean that with HTML MOTD's we don't have to build a
"meta refresh" or such work-around's into the MOTD content to
ensure it gets refreshed each time it's opened?
Tony Paloma Thu, 18 Apr 2013 14:13:03 -0700
Anyways, the sv_motd_unload_on_dismissal ConVar
How would this not cause a crash? You're overwriting the binaries that
are currently running on your symlinked servers.
On 18.04.2013 15:30, Nikooo777 wrote:
That's just a waste of space. Use one base installation and when
needed update it. Your game won't crash. If you have multiple
gameserve
The intentions I saw with those plugins was to be able to circumvent horizontal
FOV and mat_picmip limitations, which some used to create somewhat different
(high quality) video content.
My question is: can they still use it for that? (ie: not connecting to a
server, just only create video cont
Some server ops have content in their MOTD that they'd prefer be unloaded when
the user closes the dialog (videos, intro music). This also allows use of the
onunload event in MOTDs.
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mart-Jan Reeu
Strangely, why do I think the client would actually wants to be able to set it
to default "unload"?
>
> From: Tony Paloma
>To: 'Half-Life dedicated Linux server mailing list'
>; "h...@list.valvesoftware.com"
>
>Sent: Thursday, 18 April 2013, 23:12
>Subject:
That's just a waste of space. Use one base installation and when needed update
it. Your game won't crash. If you have multiple gameservers then symlink the
binaries etc and for each installation install mm and sm.
Sent from Samsung Mobile
Original message
From: Bjorn Wielens
What I plan to do is keep two copies of the full srcds install.
First one of them is updated. Then all the servers are shut down, and the new
files are copied over to the second full install. The servers are symlinked to
the second install. Best of both worlds ;)
Are you on hlds too? You probably got one there and one here.
Anyways, the sv_motd_unload_on_dismissal ConVar is about what happens to the
MOTD when the user closes it. Before we would just hide it, but the page would
still be loaded and taking resources. This gives server operators the option t
Ok this is the 2nd one of these I've gotten today. But while we are on the
subject can you explain this a little more?
Added ConVar sv_motd_unload_on_dismissal to allow server ops to control the
default behavior of their MOTD
-Original Message-
From: hlds_linux-boun...@list.valvesoftwar
We've released a mandatory update for Team Fortress 2. The notes for the update
are below.
-Eric
--
Team Fortress 2
- Added a new ConVar cl_first_person_uses_world_model to allow this mode to be
used outside of VR mode
- Disabled plug-ins that would allow users to c
I do similar too, when a update comes out i send a command to all servers to
notify all players (http://forums.alliedmods.net/showthread.php?p=1542241)
then 1 minute later I just update. So even if it crashes the people know it
was for a update so they don’t care if it stopped correctly or not, the
We've released a mandatory update for Team Fortress 2. The notes for the update
are below.
-Eric
--
Team Fortress 2
- Added a new ConVar cl_first_person_uses_world_model to allow this mode to be
used outside of VR mode
- Disabled plug-ins that would allow users to c
We're working on a mandatory update for Team Fortress 2. We should have it
ready soon. This is NOT the SteamPipe update.
-Eric
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Hello,
I would add one idea worth thinking about. Small reminder about quite
nice symlink alternative - UnionFS mounts.
I use them for long time and IMHO they are much cleaner than symlinks.
Personally I use three layers. Vanilla server files -> All non-vanilia
server files that are common fo
I do not use -autoupdate. With a cronjob and some scripting the local
version is matched against the version you can require from the Steam API:
https://api.steampowered.com/ISteamApps/UpToDateCheck/v0001/?appid=730&version=0.0.0.0&format=json
If the local version is less than the API´s the upda
I used to shut my servers down to do updates, but found out a few years ago
it was completely unnecessary. Binaries are usually shipped last, if you
crash, you crash. If you don't crash, you just give people a little while
longer to play, minimizing your downtime. Can't really lose, unless if
you'r
To piggy back on this thread, how are you guys handling srcds updates?
The only disadvantage I can see with symlinking is you then cannot
launch with -autoupdate on each of your instances, but you can't update
the master copy either while the children are running.
Are you guys then just manua
Thanks all for the insight. I've also been looking at the forked server thread
on alliedmods where it's mentioned that MM can be symlinked, but sourcemod
should not be.
I've got a pretty good idea now what I want to do after hearing how other folks
manage it. We use CPGS to manage the servers s
Well i am no isp, so I don’t have to keep that in mind. Also we use
updater.smx which removes any symbolic links if a new update is out on the
plugins. Looks nice the gui Ulrich, might come in handy for less
scriptfull people.
Only thing that was left, was there now an option to tell server owners
I am also using a symlink setup. My system has a masteruser which owns
the masterfiles/server. This user is within the same group as the users
that own the actual gameservers. Linking serverplugins decreases the
needed adminsitration. Update mms/sm once and all your servers can make
use of upda
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