someone has already seen?
http://forums.steampowered.com/forums/showthread.php?t=3133505
Att.
Juliano
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_
On 7/06/2013 12:37 PM, dan wrote:
On 06/06/2013 12:18, Brian wrote:
Some logic here, if you change cl_interp to a value call it q, if that
makes
firing projectiles or hitscan easier to hit, that clearly gives you an
advantage over people
who haven't changed it to q.
I really don't think you wa
On 06/06/2013 12:18, Brian wrote:
Some logic here, if you change cl_interp to a value call it q, if that
makes
firing projectiles or hitscan easier to hit, that clearly gives you an
advantage over people
who haven't changed it to q.
I really don't think you want to go down that rabbit hole. The
First of all my appoligies for the snarky comment at the end, that was
uncalled for.
Then I also seemed to have made my point poorly. It wasn't my
intention to "move the goalpost", I just wanted to point out that some
options in TF2 are more easily configured than others. The options
that can be se
We're getting ready to release a mandatory update for TF2. The dedicated server
files have been released early so you can update your servers. The client files
will be released in about 15 minutes. The notes for the update are below. The
new version will be 1790275.
-Eric
-
Yes, that fix is included in the next update, too.
-Eric
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ross Bemrose
Sent: Thursday, June 06, 2013 3:14 PM
To: Half-Life dedicated Linux server mailing lis
I've been hearing that the "hatless" hats (Baseball Bill's Sports Shine,
Texas Slim's Dome Shine, and Ritzy Rick's Hair Fixative) are crashing
with the stock HUD.
On 6/6/2013 6:12 PM, Eric Smith wrote:
We planned to have the next update released by now, but we ran into a few
problems during t
We planned to have the next update released by now, but we ran into a few
problems during testing. I'm not sure when the release will be ready. The
current client crash workaround is to disable custom HUDs or check with the
custom HUD designer to see if there's an update.
-Eric
-Original
Was this fix to be pushed out today or did I miss it last night as I've not
seen one.
Not sure if its related but when you are viewing the kits and let's say you
are using a scorching effect it looks all blocky over the head or hat.
I've not seen this cause a crash but just throwing it out there i
TFC and DMC's Steampipes/Linux clients are still in beta. They're not
compatible with non-beta.
On 6 June 2013 22:28, Weasel wrote:
> Is that "release" or just "beta"?
> Do you know if the existing clients people are running work with that
> as-is today?
> I notice that on my client machine, no
Is that "release" or just "beta"?
Do you know if the existing clients people are running work with that as-is
today?
I notice that on my client machine, nothing has changed.
My client TFC setup is not yet using anything under the new folder structure
(C:\Program Files (x86)\Steam\steamapps\common
On Thu, Jun 6, 2013 at 10:33 PM, Weasel wrote:
> Not sure if I missed the announcement way back somewhere, or it still being
> worked-on .. but, is there a target date for SteamPipe/SteamCMD-conversion of
> TFC and DMC?
I think that happened almost simultaneously with all the other GoldSrc
game
Not sure if I missed the announcement way back somewhere, or it still being
worked-on .. but, is there a target date for SteamPipe/SteamCMD-conversion of
TFC and DMC?
There are not many TFC servers out thee (111 last time I checked the server
list in-game) and there are even less DMC servers ou
There's cvars that exist in the gui yet can't be changed while connected to
server.
So?
On Thu, Jun 6, 2013 at 10:02 AM, Rudy Bleeker wrote:
> On Thu, Jun 6, 2013 at 3:05 PM, Brian wrote:
> > fov_desired, r_drawviewmodel, cl_autoreload, hud_fastswitch, mat_dxlevel.
>
> All these options excep
Rudy Bleeker, don't "move the goalposts" while discussing a topic, please!
On Thu, Jun 6, 2013 at 5:28 PM, D Bauhmz wrote:
> His point isn't invalid just because you cannot find it through the GUI.
> It's still a cvar there which is available to be tuned by anyone,
> regardless. No one else is
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
His point isn't invalid just because you cannot find it through the GUI.
It's still a cvar there which is available to be tuned by anyone,
regardless. No one else is at fault if you don't want to look in to
perfecting your own configuration file. You asked for cvars and you got
them. Why do they ha
Locking cl_autoreload will only make ppl change their scripts to use the
+reload / -reload via waits... (as was the situation b4 it came into existence)
But i'm curious in how mat_dxlevel would be abused.
The rest *shrugs*, don't think that those are any problem.
>___
Good Job Gordon !
I double checked my renaming my mapcycle.txt located in the /tf/ folder to
1mapcycle.txt , then started my server.
Here is the error.
*Valve loads these:*
Executing dedicated server config file server.cfg
Using map cycle file cfg/mapcycle.txt.
*Sourcemod loading these:*
L 06/06
On Thu, Jun 6, 2013 at 3:05 PM, Brian wrote:
> fov_desired, r_drawviewmodel, cl_autoreload, hud_fastswitch, mat_dxlevel.
All these options except mat_dxlevel are configurable though the GUI
interface of TF2, so even not so config-savvy gamers can change them
simply by going through the menus. Thi
>Citation needed
fov_desired, r_drawviewmodel, cl_autoreload, hud_fastswitch, mat_dxlevel.
On Thu, Jun 6, 2013 at 1:55 PM, Rudy Bleeker wrote:
> On Thu, Jun 6, 2013 at 1:18 PM, Brian wrote:
> > There are numerous cvars that the same can be said of.
>
> Citation needed
>
> In any case, thi
On Thu, Jun 6, 2013 at 1:18 PM, Brian wrote:
> There are numerous cvars that the same can be said of.
Citation needed
In any case, this whole solution smells like a quick fix. Let's just
wait and see how things develop. Personally I don't think changing
some cvars to make the game react more lik
>Some logic here, if you change cl_interp to a value call it q, if that
makes
firing projectiles or hitscan easier to hit, that clearly gives you an
advantage over people
who haven't changed it to q.
I really don't think you want to go down that rabbit hole. There are
numerous cvars that the same
On 06/06/2013 01:40, Brian wrote:
Hi Eric.
This solution to the interp exploit, while an admirable sentiment, is an
unfortunate way of going about things. Many players use different interp
values on different classes, especially so when switching between a
projectile-based class like soldier and
24 matches
Mail list logo