Yes.
On Fri, Jul 8, 2016 at 7:50 AM, Steven Sumichrast
wrote:
> No
>
> Sent from my iPhone
>
> > On Jul 8, 2016, at 6:29 AM, Nicholas Hastings
> wrote:
> >
> > While the menu option may be gone (I haven't checked), the functionality
> > is probably still there. Just type "map " in client consol
And beta maps are still valve server exclusive for quickplay? :(
At the moment I can't even find any valve servers for it using quickplay.
On Mon, Dec 22, 2014 at 8:16 PM, Eric Smith wrote:
> Set "tf_powerup_mode 1" and then changelevel to ctf_foundry or ctf_gorge.
>
> -Eric
>
>
>
> -Origin
Most of them are either too stupid or don't care enough to play the game
long enough to explore for other things.
I've talked with many new players (usually because they add me to "sell"
stuff). A lot of them are not even aware that there's custom maps.
Simply because server browser is too hard to
It is a mandatory update. Not optional.
You kinda have to update.
On Wed, Oct 1, 2014 at 6:26 PM, Aridane Manuel Ojeda Sánchez <
pcdriv...@gmail.com> wrote:
> DO NOT UPDATE!! Another Sourcemod Problems...
>
> 2014-10-01 23:25 GMT+01:00 Eric Smith :
>
> > We've released a mandatory update for TF
Steam was having issues at the time you sent out your original thread. It
affected SRCDS as well.
One of those random unscheduled scheduled maintenances.
http://www.reddit.com/r/Steam/comments/24jc43/steam_services_have_been_going_down_more/
http://www.reddit.com/r/Steam/comments/24jev6/getting_ti
Funny thing about that. They never competed equally. Valve servers always
had the advantage and yet community were still more popular despite that.
At the minimum valve servers got new players for the first 8 hours of their
gameplay. The cvar still exists:
tf_matchmaking_noob_hours_played 8.0
On
I remember reading something about this as well (sv_region being
deprecated).
On Sat, Feb 15, 2014 at 4:14 PM, ics wrote:
> I don't think sv_region is even used anymore. They use geotracking on
> matchmaking if i remember correctly.
>
> -ics
>
> Gordon Reynolds kirjoitti:
>
> Will having an in
; http://forums.steampowered.com/forums/showthread.php?t=1563331
>
> No posts by Valve at all. :-{
>
>
>
> -- Forwarded message --
> From: 1nsane <1nsane...@gmail.com>
> Date: Sat, Feb 15, 2014 at 8:41 AM
> Subject: Re: [hlds] TF2 "lost connection
Experiencing issues with servers not being able to login here as well.
Needs a few restarts before it logins properly.
On Fri, Feb 7, 2014 at 6:14 PM, Rudy Bleeker wrote:
> On Sat, Feb 8, 2014 at 12:13 AM, Rudy Bleeker wrote:
> > I'm running 2 instances on the same machine, both are as vanill
g into the steam beta has broken favorites and
> history
> >> in TF2.Is anyone else experiencing this?
> >>
> >>
> >> On Thu, Feb 6, 2014 at 8:08 PM, 1nsane <1nsane...@gmail.com> wrote:
> >>
> >>> Awesome. Testing is good.Thanks for the heads u
Awesome. Testing is good.Thanks for the heads up.
On Thu, Feb 6, 2014 at 8:03 PM, Eric Smith wrote:
> We're still testing the next TF2 update, so it will not be released until
> tomorrow.
>
> -Eric
>
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hld
1) Is fine since the player requests the HTML motd to be opened.
2) Is a non issue since if you want to be on Quickplay you won't have any
class limits.
On Thu, Feb 6, 2014 at 11:16 AM, Ilya Larin wrote:
> Since the QuickPlay guide is updated, ive got a couple of questions:
> 1) I run some plugi
What about on 32 player servers?
On Wed, Feb 5, 2014 at 7:28 PM, Fletcher Dunn
wrote:
> What's the problem with overfull servers? Can you not set
> visiblemaxplayers to 24 and allow players with reserved slots to join past
> 24?
>
> -Original Message-
> From: hlds_linux-boun...@list.val
There's a reason why they haven't added the "Valve only servers" checkbox
to the MvM search.
But they should... there's community servers that are laggy/broken, give
extra credits, spawn extra bots, give custom upgrades and do whatever other
modifications. They are clearly not vanilla and ruin the
Ofcourse MvM is full. Does valve even have official boot camp servers?
Probably not.
I just changed an empty PvP player to MvM for fun and it got full
immediately.
The biggest reasons why there's a lack of community MvM servers are:
You can't make a community around it.
It takes up the same amoun
It will definitely affect all of us in the long run. Even those who run
custom servers.
Conditioning new players to play on valve servers mean they won't be
exposed to any modifications nor will they expect more from the game.
On Wed, Feb 5, 2014 at 4:13 PM, Robert Paulson wrote:
> That is easy
That's the great thing about this. Valve hated seeing players on 32 player,
no crit servers, instant respawn, custom map, etc servers. So they added
Quickplay to filter this out. Then they said if you run your server close
to vanilla you'll be able to get this traffic as well. The traffic that
thos
No one cares enough to go to some website and do that.
There's already blacklists that people can import and those have no effect
on the servers listed there.
And on top of that we couldn't expect some third party website like that to
be impartial.
A system created by valve in the game itself wou
As it has become common now. Instead of actually fixing the underlying
problem they go for the nuclear quickfix option.
Quickplay was flawed to begin with. A server with a new quickplay id and
server ip can get full and stay full soon as it goes up if fake players are
used.
Such completely new and
I asked some of these people with high quickplay connect numbers about why
it took them so long to find a good server.
I was mostly told "wrong map/I don't like the map it sent me to" with some
saying "lag".
Doesn't necessarily mean the other servers were bad.
On Thu, Nov 14, 2013 at 1:58 PM, ic
If only it did have more variety.
That number increases eveytime you use quickplay (resets when you quit the
game)..
So someone used quickplay 62 times. That's what I call hard to please.
On Thu, Nov 14, 2013 at 11:22 AM, Lambda wrote:
> Yeah that's what i thought at first but seeing numbers
I agree with this. If not for him we wouldn't be having this issue now.
On Thu, Nov 7, 2013 at 3:25 PM, Todd Pettit wrote:
> Ab, this whole thing is pretty much directly YOUR FAULT! You brazenly ran
> fake clients on 100+ servers (again) to spoof quickplay into sending you
> players. The update
y have are definitely not there to make solving
crashes easier.
On Thu, Nov 7, 2013 at 10:22 AM, Erik-jan Riemers wrote:
> Those are not always vanilla, and you cant just ssh or rdp into a community
> system to check for things (from valve's perspective)
>
>
> 2013/11
They should get that anyway as server crash dumps are uploaded to valve
automatically via google breakpad.
On Thu, Nov 7, 2013 at 5:46 AM, Erik-jan Riemers wrote:
> Valve might actually have a big pool of servers around the world so that if
> crashes occur they get enough feedback automaticly f
More and more servers popping up with the event maps and less players (over
time) interested in playing them.
Seems normal to me.
On Wed, Nov 6, 2013 at 6:48 PM, Kyle Sanderson wrote:
> Using my experimental horrible, horrible app. There are 2243 (responsive)
> servers at the moment running He
It's probably due to those servers that were loading ads nonstop in an
invisible window.
This worked on both quickplay connects and normal ones and it can cause
performance issues for the clients.
It also made the use of fakeplayers profitable.
I personally would of preferred it to show the MOTD o
Do ldd steamclient.so and see what you are missing.
On Thu, Oct 31, 2013 at 11:24 PM, idpromnut wrote:
> Hi,
>
> I'm running a rather older version of CentOS (5.6) 32bit and have run into
> a crash of steamcmd:
>
> [ 0%] Checking for available updates...
> [] Verifying installation...
>
cal game folder
> as a temporary file. It dissapeares when you disconnect.
>
>
> Skickat från min Samsung Mobil
>
> Originalmeddelande ----
> Från: 1nsane <1nsane...@gmail.com>
> Datum:
> Till: Half-Life dedicated Linux server mailing list <
>
That's not Pinion. Pinion limits the amount of ads you can show to prevent
such a thing from happening.
It's something like one ad every 30 minutes.
But there's "alternatives" so who knows what kind of crap is being loaded
in the background. Especially if it's hidden.
On Fri, Nov 1, 2013 at 12:5
Actually there's ways to work around that :).
Like the big motd.
Why don't you just disable HTML motd?
cl_disablehtmlmotd 1
Please use SPUF for these sort of questions. This mailing list is for
server operators.
On 28 October 2013 16:21, Nick F. wrote:
> Will anything be done about the serve
Valve kinda tried to fix the ad spam before. But all they did was hide the
other MOTD windows if you connect by using Start Playing. But simply hiding
them is kinda silly if nothing prevents them from loading.
All it did was break legitimate plugins that showed rules or backpacks but
did nothing to
It did happen. There was a noticeable increase in hackers, especially on
servers that don't have admins on all the time. Such as valve's own.
Also if all this is such a non-issue then how come valve banned steam
family sharing accounts from using competitive matchmaking in CS:GO?
They have stats
I tested this on a few servers running without any plugins.
By default the idle kicker will move you to spectate and then after another
X minutes kick you.
However currently if you move back to any team after you get placed in
spectate you can just idle for as long as you want taking up space on
It's been like that for a while now. Atleast when it comes to the master
server and the ingame server browser. (not the favorites tab, not the steam
browser).
The problem is the game is free, you can make any account you want and then
use third party clients or even the normal text client to conne
tags code.
>
>
> On 6/18/2013 8:01 PM, 1nsane wrote:
>
>> From what I saw the moderators at Sourcemod forums not approve (or even
>> un
>> approve existing) plugins that don't set the tags when they do something
>> that should be tagged.
>>
>> S
>From what I saw the moderators at Sourcemod forums not approve (or even un
approve existing) plugins that don't set the tags when they do something
that should be tagged.
So perhaps if valve started using the reports that we send them (F7 and or
other means) they could do something about it.
>
Policy of truth has been around for a long time now.
And valve has banned (sometimes temporarily) other tag violations. Same
thing can be done for respawn times.
I also experience players who join and rage about respawn time. I always
tell me it is how valve has set it and how quickplay requires y
Oh yes, I agree.
That would be a very useful feature.
On Mon, Jun 17, 2013 at 9:09 PM, Todd Pettit wrote:
> My only issue with HLSW is it should have the ability to do bulk
> executions...
>
> - Original Message -
> From: "Scipizoa"
> To: "Half-Life dedicated Linux server mailing list
Had something similar happen on Valve's Mann Up servers:
Someone quit and the server would only let up to 5 people join. Checking
game info in game showed the server at 5/5.
Another guy left, it was down to 4/4. In the end everyone had to abandon,
happened at the last wave too.
I saw this happen
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
Yeah it does happen randomly, unfortunately :(.
On Sun, Jun 2, 2013 at 8:29 AM, Bjorn Wielens wrote:
> Ah, so sounds like it's just a "fact of life" for TF2 servers and not
> something worth worrying over.
>
> Thanks for the input.
>
>
>
>
>
> From: Brainkilla
Well this is what valve has to say about vac bans:
https://support.steampowered.com/kb_article.php?p_faqid=589
It doesn't really say if bans are per game or not.
But it does say that if you get banned from any previous source engine game
you will lose all your tf2 items.
On Mon, May 27, 2013 at
How about you try it without the plugin and see before complaining?
My servers don't auto restart randomly.
On Thu, May 23, 2013 at 2:26 PM, Supreet wrote:
> This is ridiculous. The server randomly keeps updating whenever there is an
> optional update available or steam update available. What
If it starts with a plus then it's simply a console command and can be
executed from a script.
Only the parameters that start with a dash require to be in the actual
command line.
On Thu, May 23, 2013 at 1:50 PM, Erik-jan Riemers wrote:
> I actually didn't know that, i still learn more each day
Yeah I just wanted to bring it up in case it was an unrelated issue.
Wouldn't want the update to come out without a fix for this.
On Fri, May 17, 2013 at 4:14 PM, ics wrote:
> I also see this and the fix was only temporary. Valve will make a new one.
>
> -ic
>
> 1nsane
With net_compresspackets 0 I am seeing random buffer overflows after the
round ends and starts again. And by that I mean most (all?) the players get
kicked with message "Disconnect: Buffer overflow in net message.
Host_EndGame: Buffer overflow in net message"
I also saw some
"Netchannel: failed r
Yay. Now everyone will be running the same version.
On Mon, May 13, 2013 at 1:22 PM, Fletcher Dunn
wrote:
> Today's the day.
>
> Put it out to pasture.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> h
Sourcemod updated the gamedata files to work with the last optional update.
Which caused the servers that did not get the update from valve to start
crashing as Sourcemod was no longer supporting that version of the game.
Not sure what they will do with this update. But if there's enough changes
a
For these king of optional updates would you still say that updating
shouldn't be done when the servers are running?
Makes it rather inconvenient and requires finding a time when the servers
are empty so they can be updated without interrupting anyone playing on
them.
This would have to be repeate
It honors +servercfgfile and will search the /custom/ directory.
On Tue, Apr 30, 2013 at 3:42 PM, Erik-jan Riemers wrote:
> If you run multiple servers from the same base install, is it possible to
> only have certain custom content? It is nice I can have separate folders
> per server (custom/x
Despite having full write access it won't make all the needed
files/folders. Try this:
touch /your/parth/Steam/steam.log
mkdir /your/parth/Steam/SteamApps
On Tue, Apr 30, 2013 at 3:45 PM, Saint K. wrote:
> Thanks for that.
>
> I am running into this issue with steamcmd.sh, even when trying to r
Yes, that is what he said.
On Tue, Apr 30, 2013 at 3:32 PM, Invalid Protocol <
invalidprotocolvers...@gmail.com> wrote:
> A "HLDS server" will still be visible in servers list until next mandatory
> update?
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailt
The nav files have extra data in certain games like CS:S (place names) so
the clients would need those files in order to display that data.
TF2 might have something similar as well, previously nav files were not
sent in TF2. It happened with some update.
On Sat, Apr 27, 2013 at 10:14 PM, Essay T
I still have the old Team Fortress 2 beta, and seeing how there people
still playing on servers. It hasn't been discontinued, at least not yet.
Seems it's causing some confusion for the clients trying to use that beta
to connect to other beta/non beta servers.
On Wed, Apr 24, 2013 at 2:48 PM, Fl
fuck up already.
> >
> >
> > On Sat, Apr 20, 2013 at 1:58 AM, 1nsane <1nsane...@gmail.com> wrote:
> >
> > > Right. And it's not just servers that correctly set the tag with a new
> > > plugin.
> > >
> > > Servers that never removed
Right. And it's not just servers that correctly set the tag with a new
plugin.
Servers that never removed the plugin were unbanned and are running it
still without issue.
On Sat, Apr 20, 2013 at 1:37 AM, Doctor McKay wrote:
> Except... they didn't get rid of dynamic player counts.
>
>
>
> Doct
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
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
How was he correctly de-listed if valve reversed it? It was a bug.
The problem was that valve changed it so the tag doesn't get set
immediately. Running a plugin like that is fine but you need to monitor the
tags to make sure they get set.
No de-listing happened since then and more servers are bri
rts getting stuck on stage 3 and not moving despite players trying to do
> anything. Could be that now the server just crashes if it happens.
>
> -ics
>
> 1nsane kirjoitti:
>
> I've noticed some new crashes on our Payload/Payload Race servers that
>> might be rel
I've noticed some new crashes on our Payload/Payload Race servers that
might be related to this.
Some backtraces make it seem as though a cart was blocked by something and
that caused it to explode.
#0 0xf001e4f0 in CFuncTrackTrain::Blocked(CBaseEntity*) ()
from /home/tf2/orangebox/tf/bin/ser
No they won't learn. They can not learn.
That will just make them play the same thing over and over without
variation, get bored, and move on to another game.
And Pinion servers will likely become official for places like Australia
just like in CS:GO.
On Thu, Apr 4, 2013 at 10:28 AM, Doctor McK
through matchmaking
in general.
On Wed, Apr 3, 2013 at 7:38 PM, 1nsane <1nsane...@gmail.com> wrote:
> That would be sensible. Radio plugins would work, players would still be
> able to read guideliness for custom game modes or open up in-game pages if
> they so choose.
&
That would be sensible. Radio plugins would work, players would still be
able to read guideliness for custom game modes or open up in-game pages if
they so choose.
On Wed, Apr 3, 2013 at 7:36 PM, thesupremecommander <
thesupremec...@gmail.com> wrote:
> I still believe that the best solution for
How can we make sure now that our plugins work (as best as possible) with
this change? Is there a way to force this change even if you connect
directly? You know, for testing purposes and to shut up those who will say
this change isn't enough? Mostly the vocal few on SPUF.
Because right now I have
It be great if Valve post update notifications to both appids at the same.
So we wouldn't need workarounds.
On Fri, Mar 29, 2013 at 3:00 PM, Andre Müller wrote:
> Well only for valve Iv'e coded a shit workaround in my updater.
>
>
> BEFORE:
> {
> 'Game' : 'Day o
Good to know. I was going to ask if the APPID will stay as it in the beta
or if the original one will be used.
Thanks for the heads up.
On Wed, Mar 27, 2013 at 2:38 PM, Fletcher Dunn
wrote:
> The dedicated server currently available as app 232290 is pretty much the
> exact same server that will
There's lots of different configurations to test though. For example pure
has been discussed a number of timers. But since my servers don't run pure
I won't be testing.
I also don't have custom content. But luckily for other people that do,
someone already reported a bug with it.
What other bugs c
And then they can complain about how their servers are broken because they
didn't test it :).
Tested mine and they work fine though, so guess I'm all set.
On Fri, Mar 15, 2013 at 3:02 PM, lee bailey wrote:
> It would be too much work for a beta that wont last much more than a few
> weeks before
I believe this would of made the testing better. As it is now people have
to decided which version they want to play. And as a result none of the
steampipe betas have enough players to do any real testing at this time.
DOD:S beta had a full server the first day, but then those people switched
back
Yes a player should not be kicked or forced to quit the game and look for
the map in the workshop.
It would be great if it could be a bit more seamless.
On Thu, Mar 14, 2013 at 1:42 PM, ics wrote:
> I just want to say that some way between workshop and sv_downloadurl might
> be a good idea incl
7, 2013 at 2:41 AM, 1nsane <1nsane...@gmail.com> wrote:
> > Do you really think interrupting people by kicking them is the better way
> > of doing reserved slots? Because I don't see how.
>
> How badly can you miss the point? I'll try to explain it one more
> tim
So you're saying 24 player servers should then instead kick players when
reserved slot holders join.
All those extra slots that could be added to prevent kicking anyone should
then be ignored. Because starting with maxplayers 26 and having
sv_visiblemaxplayers 24 would add the tag and thus penaliz
How would it know what files to keep and what to delete?
What about those users who installed the server right into the base folder
of their user. You can't run steamcmd from the same folder as the server.
There's lots of other smaller things that could go wrong as well. Leaving
the install as is
the one you packed
> is.
>
> I know some people have renamed maps such as cp_mapname_beta3 to
> cp_mapname, thus making a filename already used and the author if the map,
> if he or she isn't aware of such file, there will be conflicts. The chance
> is minimal but might happe
e first place.
>
> VPK is great for multimap things such as L4D2 but for TF2, not so much.
>
> -ics
>
> 1nsane kirjoitti:
>
> VPK's working with fast download would be absolutely awesome.
>>
>> As it is now if a map maker ships a map with a bunch of loo
VPK's working with fast download would be absolutely awesome.
As it is now if a map maker ships a map with a bunch of loose texture,
sound and model files I would not run such a map.
I can't really compress the bunch of loose files one by one as extraction
negates the speed benefit.
So then if I w
yers) was not
> > > automatically added when the slots increased; this is if we're
> > > reading the reason to the letter "server not reporting required
> > > tags"; which if you did have the increased_maxplayers, then you did
> report the required tags.
> &g
Loophole? It's by design and valve knows it. This is an oversight which I'm
almost entirely convinced they'll fix soon.
Nowhere does it say that once you start your server you can't change any
settings to be quickplay eligble.
What if a server goes on a map quickplay doesn't support or is outside
Then you'd also have to keep the server always at 32 players or else when
you use sv_visiblemaxplayers the tag can get removed.
I see servers on the server list now at 32 players and no
increased_maxplayers tag set. This is odd.
On Mon, Feb 18, 2013 at 1:20 PM, Gordon Reynolds <
thisisgordonsem..
That shouldn't be the reason for why you got de-listed. At least I hope not.
You are using functions built in to the game by valve and those functions
are what control tags.
Perhaps you had some other tag missing or it's just an error on valve's
part.
On Sun, Feb 17, 2013 at 4:32 PM, Essay Tew
On Fri, Nov 30, 2012 at 8:30 PM, 1nsane <1nsane...@gmail.com> wrote:
> > Because the server itself can change them.
> >
> > On Fri, Nov 30, 2012 at 11:02 AM, Rudy Bleeker
> wrote:
> >
> >> Then I wonder how and why they become stale.
> >>
> >>
Because the server itself can change them.
On Fri, Nov 30, 2012 at 11:02 AM, Rudy Bleeker wrote:
> Then I wonder how and why they become stale.
>
> On Fri, Nov 30, 2012 at 4:31 PM, ics wrote:
> > Those ain files are for npc's only. In CS Source, hostages used those ain
> > nodes in the past but
I was getting something along the lines of "could not locate account". Only
way for me to get rid of that was to restart the server.
On Wed, Nov 28, 2012 at 5:33 PM, Fletcher Dunn
wrote:
> Hello!
>
> If you were using these new binaries during yesterday's Steam prop, let me
> know how it went. I
I can confirm I am having this issue too.
On Sat, Nov 17, 2012 at 9:47 AM, Sampson Rogers wrote:
> Seems this issue remains. I'm having to restart roughly 2 or 3 servers a
> week due to this.
>
> http://i.imgur.com/9qWYK.jpg?1
> ___
> To unsubscribe, e
That's because its been released at a good time for both Europe and US. The
servers are overloaded more than usual now.
On Fri, Nov 2, 2012 at 11:51 AM, Svensk Ljud & Ljus Produktion <
i...@teaterljud.se> wrote:
> Im getting this on our MvM server.
>
> 4:27 [146.66.156.13:27030] Failed. Fa
I believe it's part of the Linux client support.
So since OSX has support for all those games, I assume sooner or later the
rest will too.
On Tue, Oct 23, 2012 at 8:57 PM, Kyle Sanderson wrote:
> Is this just Team Fortress 2 or OrangeBox + CS:S?
>
> Thanks,
> Kyle.
>
> On Tue, Oct 23, 2012 at 5
Also don't forget that Valve's recent update added more MVM content. This
made some players go play on valve's Mann Up or community MVM servers.
On Sat, Oct 13, 2012 at 10:07 PM, Essay Tew Phaun wrote:
> Yeah I've noticed it has been slower lately but I figured it may just be
> slower and not
Perhaps this is why sometimes map changes take a long time.
On Sun, Sep 30, 2012 at 4:33 PM, Tony Paloma wrote:
> We have some code that will attempt to set the priority of worker threads
> via pthread_setschedparam.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
No, this has been changed. It should now list servers closer to you first.
On Thu, Sep 20, 2012 at 10:39 PM, Ejziponken - wrote:
>
> Does anybody know how the servers are listed in the STEAM serverlist? I
> know last year they where listed after my own IP.
> So If my IP was like 81.xx.xx.xx then
I've been hearing complaints about clients crashing on map change and on
disconnect as well.
Have you experienced any of that?
On Thu, Sep 20, 2012 at 10:42 PM, Frank wrote:
> I'm not sure if this is something injected server side or yet again the bug
> for clients causing crashes in the middle
nuing to play after clicking continue.
> Currently it stops playing after a player joins a team.
>
>
> On 9/14/2012 7:55 PM, 1nsane wrote:
>
>> I've been using an old version and it was working fine all this time.
>> Checking the source of the version I have, I can confirm
in the newest version of pinion which has been
> out for a very short time.
>
> Sent from my android device.
>
>
>
> -Original Message-
> From: 1nsane <1nsane...@gmail.com>
> To: Half-Life dedicated Linux server mailing list <
> hlds_linux@list.valvesoft
d in the newest version of pinion which has been
> out for a very short time.
>
> Sent from my android device.
>
>
>
> -Original Message-
> From: 1nsane <1nsane...@gmail.com>
> To: Half-Life dedicated Linux server mailing list <
> hlds_linux@list.valv
If you configure it right they won't lag because the ad page will be
cleared after it's closed.
If you don't bother setting it up right then that's your fault as a server
owner.
And as a client, if you close the MOTD and the ad just keeps playing, leave
or blacklist the server.
It's quite simple,
124<https://forums.alliedmods.net/showthread.php?p=1793124>
>
> I know this glitch is causing at least some lag as I have gotten such
> complaints from my community.
>
> --EHG
>
>
> On 9/6/2012 2:40 PM, 1nsane wrote:
>
>> Also I heard reports of client crashes caused by
handling.
On Thu, Sep 6, 2012 at 6:10 PM, 1nsane <1nsane...@gmail.com> wrote:
> Based on what I was told it crashes at the end of the advert. I will be
> testing it out myself soon.
>
>
> On Thu, Sep 6, 2012 at 6:05 PM, Essay Tew Phaun wrote:
>
>> I had a player just tell
Based on what I was told it crashes at the end of the advert. I will be
testing it out myself soon.
On Thu, Sep 6, 2012 at 6:05 PM, Essay Tew Phaun wrote:
> I had a player just tell me if he watches the ad he'll crash still.
> ___
> To unsubscribe, ed
Also I heard reports of client crashes caused by this:
http://forums.steampowered.com/forums/showthread.php?t=2923050
Could also be related.
Might even crash servers if it runs out of free edicts. Though I didn't try
to verify that.
On Thu, Sep 6, 2012 at 2:01 PM, Saint K. wrote:
> Thanks for
Yes I believe they are.
On Fri, Aug 31, 2012 at 11:31 AM, Andreas Willinger wrote:
> Hello,
>
> as the Title says I have got a Question about that "stats" Command in
> Srcds:
> I am currently running some MvM Servers and noticed that the "stats"
> Command
> is showing some unrealistic Numbers at
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