Aren't you only suppose to enable replay from the command line?
Sent from my iPhone 5
On Apr 29, 2013, at 6:18 PM, Ross Bemrose wrote:
> So, I just ran into this neat little bug on a vanilla (no addons directory)
> Linux SteamPipe server I'm preparing as a backup for tomorrow's changeover.
>
So, I just ran into this neat little bug on a vanilla (no addons
directory) Linux SteamPipe server I'm preparing as a backup for
tomorrow's changeover.
If replay is loaded from autoexec.cfg, it incorrect subtracts one from
the displayed max players.
That is, if sv_visiblemaxplayers is set to
Once move to Steampipe happens, you will have outdated server. Move to
steampipe is mandatory.
-ics
Erik-jan Riemers kirjoitti:
When the switch comes, will the old (current) tf2 servers still work?
Since now both servers work. Or will the switch be that big that the old
servers will stop to wo
Nope.
Doctor McKay
http://www.doctormckay.com
mc...@doctormckay.com
On Mon, Apr 29, 2013 at 5:37 PM, Erik-jan Riemers wrote:
> When the switch comes, will the old (current) tf2 servers still work?
> Since now both servers work. Or will the switch be that big that the old
> servers will stop
When the switch comes, will the old (current) tf2 servers still work?
Since now both servers work. Or will the switch be that big that the old
servers will stop to work?
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On
We have 2 servers that is crashing /halting and one of them is halting
every night and I noticed that cm_timeleft is always 0:00 or 0:30 even
though the map has just started less then a second ago !!
Ill then tried to check the time left in hlsw and it halted at 50% map
time 12.5 of 25 minutes
That thread is over 5 years old, SetEntProp has had an array index
parameter for over a year now.
And yes, you're likely to get better help over on AlliedModders.
On Mon, Apr 29, 2013 at 8:01 PM, pilger wrote:
> Lack of knowledge, mainly. I never quite got how these Ents and Props
> functions wor
Lack of knowledge, mainly. I never quite got how these Ents and Props
functions work. Maybe this is the time to dig more into it.
Guess something like
SetEntProp(GetPlayerWeaponSlot(p, i), Prop_Send, "m_iClip1", 200);
> SetEntData(p, ammoOffset + (i * 4), 200); <- This has to remain this way
> si
I was wondering the same thing myself, SetEntProp has been around for...years
now.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Monday, April 29, 2013 11:23
To: Half-Life dedicated
Is there any specific reason why you can't use something safer like
SetEntProp?
Thanks,
Kyle.
On 29 Apr 2013 11:18, "pilger" wrote:
> Ah, still no luck.
>
> Getting a crash when the plugins do stuff like this:
>
> SetEntData(GetPlayerWeaponSlot(p, i), clipOffset, 200);
> > SetEntData(p, ammoOffs
Ah, still no luck.
Getting a crash when the plugins do stuff like this:
SetEntData(GetPlayerWeaponSlot(p, i), clipOffset, 200);
> SetEntData(p, ammoOffset + (i * 4), 200);
>
_pilger
On 29 April 2013 15:01, Ondřej Hošek wrote:
> On Mon, Apr 29, 2013 at 7:22 PM, pilger wrote:
> > By the looks
On Mon, Apr 29, 2013 at 7:22 PM, pilger wrote:
> By the looks (http://forums.alliedmods.net/showthread.php?t=213838) we'll
> have to wait for the official update to get it all working right. Or have
> you managed to get it to work!?
That thread is specifically about TF2Items. Since it seems to be
I've updated it all to the latest snapshots versions and I haven't had any
luck in getting a functional gamedata.
By the looks (http://forums.alliedmods.net/showthread.php?t=213838) we'll
have to wait for the official update to get it all working right. Or have
you managed to get it to work!?
_pi
The updates released on Friday in the prerelease branch have now shipped in the
main branch. The updates did not change the PatchVersion, so they are optional
for servers. Patch notes are below.
Please note that there are some bugs in github tagged for "next release" which
unfortunately were
That's the game data being out of date. Iv played around with SM for steam
pipe.
Everyone will need new game data and sound plugins that were relative to the
sounds folder may need to be updated. So I suggest updating MM and SM before
the move then letting game data auto update to avoid crashe
It was, indeed. I've ran the SteamCMD a couple of times and it said
everything was up to date.
Oddly enough, the problem resolved itself. I've restarted the server a
couple of times while trying to figure out the correct place to put my
custom maps and at the end of it, I could join just fine.
Go
Is the server up to date?
Dr. McKay
On Monday, April 29, 2013, pilger wrote:
> I'm gettin the "Older version" error here while trying to connect a
> standart client to a SteamPipe server. Any tips on how to solve it!? I've
> already tried verifying the client integrity with no luck.
>
> _pilger
Just put a blank text file called "mapname.nav" on your fast download for
each map.
Dr. McKay
On Monday, April 29, 2013, Nomaan Ahmad wrote:
> I don't have bots on my server so they didn't get created by the server.
> And nav file didn't came with those custom maps.
>
> On 29 April 2013 14:03, M
Ok, so I changed the appid on the SteamCMD script and now I'm getting a
different error:
S3: Client connected with ticket for the wrong game: UserID: 2
>
This is my SteamCMD script:
@ShutdownOnFailedCommand 1
> @NoPromptForPassword 1
> login anonymous
> force_install_dir C:/Srcds/TF2/
> app_upda
I'm gettin the "Older version" error here while trying to connect a
standart client to a SteamPipe server. Any tips on how to solve it!? I've
already tried verifying the client integrity with no luck.
_pilger
On 25 April 2013 10:15, Andre Müller wrote:
> I'm using symlinks for all serverfiles.
Ah, didn't see that new file. Will do.
On Mon, Apr 29, 2013 at 3:08 PM, Rudy Bleeker wrote:
> The old ones can still be used because they mapped the old syntax to
> the new one for backwards compatibility. The
> pure_server_whitelist_example.txt in the installation folder actually
> explains th
I don't have bots on my server so they didn't get created by the server.
And nav file didn't came with those custom maps.
On 29 April 2013 14:03, Mart-Jan Reeuwijk wrote:
> Why generate them, if you already have them on your servers just copy
> 'm there.
>
> Also, it has already been said th
The old ones can still be used because they mapped the old syntax to
the new one for backwards compatibility. The
pure_server_whitelist_example.txt in the installation folder actually
explains this quite well, so I would suggest you read through it.
On Mon, Apr 29, 2013 at 2:59 PM, Valentin G. wr
Why generate them, if you already have them on your servers just copy 'm
there.
Also, it has already been said that the nav files not always generate from the
map correctly cq match the original one that comes with the map.
>
> From: Nomaan Ahmad
>To: Hal
Is there anything you need to change with pure whitelists or can the old
ones just be reused?
On Mon, Apr 29, 2013 at 2:17 PM, Marco Padovan wrote:
> sv_pure working perfectly too?
>
>
> Il 29/04/2013 14.10, Erik-jan Riemers ha scritto:
> > How about now? If you get a server working fully on st
sv_pure working perfectly too?
Il 29/04/2013 14.10, Erik-jan Riemers ha scritto:
> How about now? If you get a server working fully on steampipe just flip the
> switch. Since the current tf2 clients can connect to it. Tested it myself,
> works just fine.
>
>
> 2013/4/29 Marco Padovan
>
>> So: ar
You can use a plugin to modify those nav files but thats not the problem
here. Hosting those nav files is also not a problem for me, I already host
25 gigs of maps. I didn't upload nav files for them because I knew they are
no use to clients who are connecting unless they will launch listen server
We are running hundreds of tf2 servers so we cannot just "flip a switch"
and risk in getting like servers not running with sv_pure ...
we everything ready to switch and autoconvert but we want to be 100%
sure there's no need for updates/changes...
I'm ware it's not yet tuesday... but midnight is
Today is monday, not tuesday. But as has been said in serveral
messages in the last few days, you can already run a steampipe TF2
server and have non-steampipe clients connect to it without problems.
On Mon, Apr 29, 2013 at 2:07 PM, Marco Padovan wrote:
> So: are we ready?
>
> When can we safely
I would recommend running steamcommand with ./steamcmd.sh +runscript
somescript where somescript is a simple textfile with the commands you
want to execute line by line. Then I would advice you to use an
absolute path in that script, like /home/hlds/gearbox/ or whatever.
Using relative paths with .
How about now? If you get a server working fully on steampipe just flip the
switch. Since the current tf2 clients can connect to it. Tested it myself,
works just fine.
2013/4/29 Marco Padovan
> So: are we ready?
>
> When can we safely start the conversion for all the servers to be ready
> to ac
So: are we ready?
When can we safely start the conversion for all the servers to be ready
to accept the clients without worring to have to go back? :)
Il 22/04/2013 21.57, Fletcher Dunn ha scritto:
> Hello all,
>
> The tentative schedule for switching TF2 to SteamPipe is next Tuesday, the
> 30t
Forgot something: Maybe there are file conflicts within useing the parent
dir, you should try another folder path and see if the error is still
occuring.
2013/4/29 Giovanni Harting
> Actually, '..' is a dir on unix. (the parent dir) If this is causing
> the error valve should fix that. Usin
Actually, '..' is a dir on unix. (the parent dir) If this is causing
the error valve should fix that. Using the .. maybe not the most sommon
way, but it _should_ really work.
2013/4/28 Peter Lindblom
> You should set a dir
> +force_install_dir ..
> +force_install_dir gearbox
>
>
> edman747
You should set a dir
+force_install_dir ..
+force_install_dir gearbox
edman747 skrev:
>I have hlds installed and running. I want to add support for opposing
>force.
>./steamcmd.sh +logon anonymous +force_install_dir .. +app_set_config 90
>mod
>gearbox +app_update "90 -beta beta" validate +qu
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