Your server doesn't havea connection to steam, that's it trying to get
the loadout for the player connecting.
Rodrigo Peña wrote:
> +1
>
> David Parker escribió:
>
>> Same here. Lots of this:
>>
>> Connection to Steam servers lost.
>> (SERVER) LoadItems on Account 45585595 returned FAILCODE
Here's a link to my pure_server_whitelist.txt. It allows custom sound
files (and doesn't enforce crc checks, in case the file gets corrupt)
that are played by the server. This is for any plugins that may use
sounds. All other models and sounds are checked against the defaults.
This means no cus
Source DS binds to one IP (Or every IP) for everything, and you can't
specify different IP's for different ports. Like you mentioned the
easiest/best way would be to use a firewall.
Steven Sumichrast wrote:
> I'm utilizing the net console with a 6 forked machine. I rent a
> dedicated server wit
Add this to the server.cfg
//vs
map l4d_vs_hospital01_apartment
Jay Deiman wrote:
> I'm wondering what the recommended setup is currently for setting up a
> steam group server for L4D. I'm currently running 4 forks with 4
> separate config files. 2 of the instances are steam group servers an
Yep, second linux box boots TF2 fine. Again, Ubuntu 8.10.
t...@freeman:~$ uname -r
2.6.24-19-server
Anthal wrote:
> I've got 3 servers up and running on linux. 2 rented (was a pain
> updating them), and one I run myself.
> The one I run: Ubuntu 8.10
> t...@p3-server:~$ un
I've got 3 servers up and running on linux. 2 rented (was a pain
updating them), and one I run myself.
The one I run: Ubuntu 8.10
t...@p3-server:~$ uname -r
2.6.27-9-server
Gunna test on another linux server we use for L4D.
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For HL2, the release was at 3AM EST, or Midnight PST. That makes the
most sense since Valve is on Pacific time.
Though the Demo was released at 10AM EST, 7AM PST
To be honest, only Valve knows their projected time right now, and we
probably won't know until the game pops as "Available"
ics
Looks like this fixed all 3 problems listed (as expected). All 6 of my
servers now show as group servers! (Though all are still empty, gotta
wait for clients to update, I guess)
Jason Ruymen wrote:
> The Left 4 Dead Demo has been updated. Please run hldsupdatetool to receive
> this update. Th
Why not just create a user, like l4d, and run the process from that
account. Whenever you need to re-attach, just su to l4d, and 'screen -r
$game' (whatever $game may be)
Crazy Canucks wrote:
> I use su to run screen to run my servers under a different user, and I
> nice the process. It works
I've actually had a few of my own servers go above 4 players, including
one time that I experienced first hand. It seems as though sometimes the
matchmaking system assigns two smaller groups to the same server, even
if it means 6 people total. The overflow people are forced to spectate
or leave
er.cfg", and there
will be an rcon password of "test".
On a side note, now that this is working, it seems like having an sv_tag
makes it so people won't joni via matchmaking. 3 of my servers have it,
2 do not. The 2 without filled instantly, and people are now only
trickli
As a note, this only works if you do NOT have a server.cfg file.
I'll do some more testing later to see if the server.cfg only overwrites
the settings contained within the file, or if it ignores the
server_cfg##.cfg files all together.
Chris Green wrote:
> On the launch line, you can do +exec s
I've been running -fork 5 since yesterday when someone mentioned having
problems. All 5 are running flawlessly, are constantly full, and you can
see them on ports 27015 through 27019.
Chris Green wrote:
> Hmmm - if I run with ./srcds_run -fork 20 +map l4d_dem_hospital01_apartment,
> I get 20 se
2 Dual core 2.80 ghz Xeon processors with 2gb of RAM on Ubuntu 8.03
Server Edition
Kernel: 2.6.24-19-server
5 Servers running forked, using anywhere frmo 40% to 60% CPU usage
evenly on the 4 cores, with occasional sikes to a bit higher. RAM usage
is only 500-600mb. I could probably throw 2 more
Flubber wrote:
> Got 2 normal/2hard/2impossible on launching now it's all normal, and no one
> come from the lobby (password prevent it).
>
> 2008/11/7 Anthal <[EMAIL PROTECTED]>
>
>
>> It's changeable via matchmaking, but if people just 'join
Do you have multiple processors/cores?
install htop
Check there, it will tell you utilization per core/cpu rather than just
overall.
David A. Parker wrote:
> Hello,
>
> Using "stats" in the L4D server console appears to indicate that the CPU
> usage is at 99.9%:
>
> CPU InOut Uptime U
It's changeable via matchmaking, but if people just 'join' the server,
it will read from the server.cfg file.
Flubber wrote:
> z_difficulty seems to reset after a campain is over.
>
> 2008/11/7 Anthal <[EMAIL PROTECTED]>
>
>
>> Patrick Shelley wrote:
Patrick Shelley wrote:
> Can anyone share a server cfg so i can set mine up better please?
>
> Thanks,
>
> Patrick
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[EMAIL PROTECTED]:~$ ./steam -game list -command update
Checking bootstrapper version ...
Updating Installation
** 'game' options for Source DS Install:
"Counter-Strike Source"
"ageofchivalry"
"diprip"
"dods"
"garrysmod"
"hl2mp"
"insurgency"
Can we get a list of the command line options that work with ##? I tried
-exec server##.cfg and added serv01.cfg, etc, but it didn't work =/
Chris Green wrote:
> I would guess this just means that you need to install a glibc 2.8 package
> for your os (multiple versions can be present).
> This sh
Is there currently a way to change the number of servers running under 1
parent on the fly, or does it require you to bring down the parent
process? It'd be help for putting up servers on demand, or taking some
down to free up some resources.
___
To u
I'm assuming this is normal/ignorable?
Game.dll loaded for "L4D - Normal"
Server is hibernating
ConVarRef test_progression_loop doesn't point to an existing ConVar
Game supporting (2) split screen players
maxplayers set to 14
Child 2 aborted with signal 11
[S_API FAIL] SteamAPI_Init() failed; unab
If I had to guess, I'd say they are comparing an 8 to an 8.
I'm hoping that our dual core 2.8ghz server with 2gb of ram is enough to
run 2 servers (one per core). It runs a 24 slot TF2 server fine.
Ronny Schedel wrote:
> Could you please give some more details?
>
> 1. As far as I know there will
Also try pinging it from a commandline to ensure that they can even
reach the machine. If they can't connect, but can ping the box, it may
be the way the server is configured. Is there any conflicting
information in the server.cfg?
Andy Giesen wrote:
> Could be an issue the workgroup the XP cli
The update created a directory called .steam that included a
CLientRegistry.blob file. I ahd to remove the directory before it would
actually let me update.
2 servers down, 1 to go...
SakeFox wrote:
> i am having the same problem...cant get the update for the servers
>
> Steve Sumichrast wrote:
Rcon shows:
00:48:46 Protocol version 14
Exe version 1.0.3.8 (tf)
Exe build: 07:16:42 Jul 28 2008 (3551) (440)
HLSS shows my servers at 1.0.3.8 Protocol 14
An update shows the following:
[EMAIL PROTECTED]:~$ ./update.sh
Checking bootstrapper version ...
Updating Installation
Ch
./srcds_run -console -game "Counter-Strike Source" +map mapname
+maxplayers 24 +ip 123.456.789.0 -port 27015
You may want to create a script that starts it, and run it in a screen.
That'd look something like this:
#!/bin/sh
echo "Starting CS:S Server"
sleep 1
screen -A -m -d -S css ./srcds_run
I updated to the beta on a server that was not patched with yesterday's
update. Upon updating to the latest TF2 version, it appears I went from
version 33 of the update tool back to version 32...
[EMAIL PROTECTED]:~$ ./steam -beta hldsupdate
Checking bootstrapper version ...
Getting version 33 o
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