No, the "mindfucking" comes into play when you realise that on top of that,
if the server is joined by regular means so it will not be considered empty
-- the server will be considered full.
-TheG
On Sat, Jul 21, 2012 at 9:05 AM, Claudio Beretta
wrote:
> If I'm getting it right, the new system w
Did this start after the last update to goldsrc?
-TheG
On Tue, Mar 6, 2012 at 6:36 PM, Zoltán Kiss wrote:
> Hey!
>
> I'm new here and I have the following problem.
> I'm currently trying to run a counter-strike 1.6 server on the
> following configuration:
> cpu: Amd barton 2.6+ (32 bit, single
THIS IS ALL ICS FAULT! HE PROMISED!
are you 12?
On Fri, Feb 10, 2012 at 7:49 PM, Michael Johansen wrote:
>
> Shit is not fixed. The packet stuff did not help, at all.
>
> > From: cladi...@gmail.com
> > Date: Wed, 8 Feb 2012 20:56:18 -0500
> > To: hlds_linux@list.valvesoftware.com
>
...or just don't let your customers edit autoexec.cfg?
2012/1/3 Andre Müller
> You can change the cvar maxplayers before the game starts.
> When you put this two lines in your autoexec.cfg the maxplayers cvar is
> overwritten and fixed (tested with css):
>
> maxplayers 64
> map de_dust
>
> Maybe
Obviously, yes. All the IPTable-mangling will now be twharted! Mu ha ha ha!
On Fri, Dec 9, 2011 at 1:27 PM, Daniel Nilsson wrote:
> This is the same when serveradmins list same server many times with
> different ip's?
>
> Fletcher Dunn skrev 2011-12-08 22:00:
>
>
>> * Listing the same gam
Well, HLDS is misleading, it's really SRCDS Linux now which is the product
that made HLDS obsolete. The Half-Life Dedicated Server was replaced by the
Source Dedicated Server and NO! It does NOT have anything to do with MW3
since it does not utilize the Source engine, as ALL products here are --
yo
... Or use sshfs
-TheG
On Tue, Nov 8, 2011 at 3:14 PM, Jack Dunn wrote:
> Assuming your using linux you could mount the sftp server as a folder and
> then just point srcds to that locally.
>
> On 8 November 2011 13:30, Michael wrote:
>
> > Is there any news on the ftp offload features for repl
Yes. You probably have SOME information regarding thy neighbour you can
share. Don't be shy.
On Thu, Nov 3, 2011 at 9:19 PM, doc wrote:
> Everyone is guilty of something.
>
> On Thu, Nov 3, 2011 at 1:16 PM, Tres wrote:
>
> > Please forgive me if this has come up before. I'm fairly new to th
I can't believe Valve is taking such a stance on this.
ROBIN! Time to rally your troops, yet again.
-TheG
On Sat, Oct 29, 2011 at 1:47 AM, Nicholas Hastings wrote:
> I don't know why you would expect them to add more public interfaces when
> they don't even share the changes to the existin
Why would you even rsync when all you need is a different configurationfile?
ln -s is your friend and will let you run 100+ servers if you please, and
yet only update them on one place .
... unless this has stopped working for some reason in tf2, it worked well
in cs -- so shouldn't sound too co
perhaps they are not interested in people playing their game? :)
On Mon, Aug 29, 2011 at 9:42 PM, Marcel wrote:
> On 29.08.2011 20:46, John Gibson wrote:
>
>> I'm sorry to say but we've made the decision to hold off on having Linux
>> servers for RO2, at least for the initial launch. We will be
The amount of cheating would make the whole "matchmaking" idea useless.
Imagine if Blizzard would allow arbitrary people to run
battle.netservers... *cringe*
-TheG
On Fri, Aug 26, 2011 at 2:49 PM, Andre Pozos wrote:
> well, its normal, they cant control plugins in dedicated servers and fake
> s
Anakin is always right, which is very annoying at first, but then you use
him like the tool he is :D
I think if serverops starts to input correct values into sv_minrate and
sv_maxrate, say, sv_minrate 45000 and sv_maxrate 8, we've come a long
way of improving player experience overall.
-TheG
What they are saying, is that your "latency" might be high because of the
choke you are recieving due to incorrect rate settings. net_graph 4 tells
"real" ping, one hopes.
Why rate is still default 10k is beyond me, when TF2 is pretty much
unplayable below 45k on small servers and 60-100k on 24-32
This is server fps, which has to do with ticks and rates in worldstates, and
you are also wrong, but that is another story.
-TheG
On Sun, Aug 7, 2011 at 3:13 PM, Michael Johansen wrote:
>
> Just thought i'd share something. Running with high fps doesn't do anything
> positive. fps_max 66.67 is
blizzard does not do these things against their population.
-The G
On Thu, Jul 28, 2011 at 2:23 AM, steve grout wrote:
> ok, so did another verify all... removed sourcemod, removed replay.. and
> every single map change the server crashes.. im lost now!
>
>
> On 28/07/2011 01:04, Jesse Molina w
Hey! This e-mail stuff ain't easy!
On Fri, Jul 29, 2011 at 11:58 PM, Andrew Armitage wrote:
> Could people please start new threads for new problems, rather than
> everything being under the "Team Fortress 2 Update Released" heading.
>
> It makes things easier to follow fore everyone.
>
> A
>
>
>
Which GCC are you actually using, considering none of the optimizatios seems
to be enabled?
-TheG
On Wed, Jul 27, 2011 at 5:57 PM, Fletcher Dunn
wrote:
> Still working nonstop on figuring out the crashes.
>
> >Infinite origin from vphysics! (entity tf_ammo_pack)
> >PreMinidumpCallback: updating
AnAkIn et al. should stop running nice servers until Valve shapes up. This
has been a complete disaster on so many levels, even though their influx of
monetary funds into the "Mannconomy" probably tells the shareholders
otherwise.
Right. Boo.
-TheG
On Wed, Jul 27, 2011 at 3:36 AM, James Puckett
Two wrongs seldom make a right.
-The G
On Fri, Jul 22, 2011 at 11:32 AM, Michael Johansen wrote:
>
> Well, they usually are free. However since VALVE pushed the update and i
> didn't know about the 100 cpu thing before late night they had to charge so
> much for it because i already submit 5 re
That looks a lot like FiDos code. You sure you MADE IT?
-The G
On Thu, Jul 21, 2011 at 9:43 PM, E3pO wrote:
> After the recent update and the server crashing non stop I made a little
> php
> script so I could go to sleep
>
>
>define('PACKET_SIZE', '1400');
>define('SERVERQUERY_INFO
WHAT? Are you not enjoying your Star Wars update with included DEATHSTAR
functionality in the srcds linux binary? Whomever is compiling this stuff
needs to shape up a bit, before I start my "how to do regression testing
just like the small companies with 10 emoployees and 250 customers do"-rant
AGA
Here's to hoping it will be compiled with i686 optimizations and fairly
recent gcc.
-The G
On Thu, Jul 21, 2011 at 1:10 AM, Steven Hartland wrote:
> Thanks for the heads up.
>
> Does this mean your not doing fixed periods frame sleeps, instead using a
> dynamic interframe sleep to ensure an actu
And in this case, one really CAN question why this is so. I remember when
moving from Q3F/ETF (quake3/enemy territory based TeamFortress) to HL/SRC. I
had 2x24 servers on ONE p4-3ghz and 4gb ram and while both pubs were full
and packed with action, that ONE cpu would chew up ~85% cpu. Now, source i
e)... Have server owners decide what they'd like to have and run
> > >> mods based on that.
> > >>
> > >> Customization is what makes games fun.
> > >> Kyle.
> > >>
> > >> 2011/7/18 Björn Rohlén :
> > >> > Yes,
Yes, because mp32 is not broken enough in TF2. The game is designed for 24
players and mp32 is enough blasphemy. I've seen ONE server where this works
(no idea if it is intentional) and that's ICS:s "peliburkki" custom server
with mp30 and HUGE custom payload maps. Brilliant fun. Valve maps are
des
___
> From: hlds_linux-boun...@list.valvesoftware.com [
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Björn Rohlén [
> bjorn.roh...@gmail.com]
> Sent: 18 July 2011 13:23
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Steam servers IP'
I can check them?
>
> Saint K.
>
> From: hlds_linux-boun...@list.valvesoftware.com [
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Björn Rohlén [
> bjorn.roh...@gmail.com]
> Sent: 18 July 2011 12:21
> To: Half-Life dedicated Linux server ma
Considering how bad this works from time to time, my bet is on a
round-robbin dns record. Using a bunch of static IP:s makes no sense. Just
string the distfiles, grep out the fqdns and make a little script to remove
all previous / open up all resolved IPs from those records every night or
whatever
Pretty sure this is supposed to go with the "report" button inside the
client, not the linux hlds/srcds mailinglist.
On Mon, Jul 11, 2011 at 10:44 AM, Saint K. wrote:
> Hi,
>
> It's a pure client sided crash. Only the client changing teams crashes, but
> *anyone* who tries it gets crashed, so it
... or perhaps behave and be just, so the inhabitants of your server doesnt
want to kick you for being an ass -- seems more worthwhile to work on than
trying to get a bunch of plugins working.
-The G
On Sat, Jul 9, 2011 at 9:22 AM, Peter Reinhold wrote:
> On Fri, 08 Jul 2011 19:50:47 -0400, Nich
Yes ,for example: top/topas/htop/iostat/atop. Especially the latter is
extremely useful. I'll spoil it for you and let you know it's either your
CPU or BW.
-TheG
On Thu, Jul 7, 2011 at 12:42 AM, Ryan Alyea wrote:
> I have issues where when my server starts filling up (18-24), the server
> start
You should get rewarded, not penalized, for sparing new players from this
game-breaking bug called "critical hits" :P
-TheG
On Wed, Jul 6, 2011 at 5:33 PM, Eric Riemers wrote:
>
> All,
>
> On https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
>
> you can see that with nocrits th
--Original Message-
> } From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
> } boun...@list.valvesoftware.com] On Behalf Of Björn Rohlén
> } Sent: Friday, July 01, 2011 12:53 PM
> } To: Half-Life dedicated Linux server mailing list
> } Subject: Re: [hlds_linux] Re
m the server
itself might seem like an good idea, it really is not.
-The G
Björn Rohlén wrote:
> This might not be as easy as it sounds. SAF might look something like this:
>> - Did user add by hostname or ip4/ip6? store accordingly, no reverse
>> lookup.
>> - If user add
This might not be as easy as it sounds. SAF might look something like this:
- Did user add by hostname or ip4/ip6? store accordingly, no reverse lookup.
- If user added by hostname, resolve and store ip and hostname accordingly,
reverse lookups still useless.
- Solve the problem with not sending a
Considering them community guys made a fair amount of donkeys, quote:
"In two weeks five modders from the Team Fortress 2 community made between
$39,000 and $47,000 selling items through the game's new Mann Co. Store. The
royalty figures were so high they exceeded PayPal deposit restrictions, so
V
"So, guys, did any of you actually fire up the game and fool around a bit
before we released the latest update? Seems like every server crashes when
the player entity die in any other way than by weapons!"
"HELLS NO! Where's the fun in that!"
I love it.
Now, I would not actually bother you lot i
Easy, there are NO good such servers. The game was not designed to run 32
players, end of story.
On Mon, Mar 28, 2011 at 5:57 PM, Chris wrote:
> Question for you all, i'm currently renting a xen VPS and hosting a 32 man
> server on it, it handles 28 players no problem but when we get 32/32 the
>
It would be nice if you would disclose WHY celt is a better choice over
silk. Like this:
http://www.mail-archive.com/freeswitch-users@lists.freeswitch.org/msg17318.html
-TheG
On Wed, Mar 23, 2011 at 10:21 AM, Zuko wrote:
> why silk?, celt is better...
>
> 2011/3/23 Jonah Hirsch :
> > As of rig
To be honest, pushing old and crazy gameworlds onto the client and expect it
to work without recompile with recent toolchain is kind of.. well... you get
it.
-TheG
On Thu, Mar 17, 2011 at 1:36 AM, Eric Riemers wrote:
> All,
>
> So after the last update it seems some of the older maps (i actuall
Then again -- everyone does not have such awesome pipes as Lokalen does! :)
On Thu, Feb 24, 2011 at 5:55 PM, lwf wrote:
> sv_maxrate 25000 is indeed not enough. Unless you have a too slow
> uplink (server-side) we have found no disadvantages when using
> sv_maxrate 0, letting the client choose t
lue choke clients? :/ if they're choking they
> just need to reduce their rate!
>
> On Thursday, 24 February 2011, Björn Rohlén
> wrote:
> > Hello.
> >
> > Having fiddled with this particular issue since the beta-days, sv_maxrate
> > 5 is sufficient for a
Hello.
Having fiddled with this particular issue since the beta-days, sv_maxrate
5 is sufficient for a 20 player server, unless you want to experience
choke and weirdness on the clients. I would presume 24 and even 32 player
servers would require even more.
I'd watch out for going over 80k th
Oops! Seems someone yet again forgot the client-side command that we all
have longed for since a certain update in the recent past.
cl_nohats 1
It is ridiculous you have to change a bunch client-side on every update to
get rid of all the totally useless and GAME CHANGING (in a VERY NEGATIVE
WAY)
Hack around in libc to make nanosleep()/usleep()/sleep() just do a return
and change to tickless kernel with highres timers -- volia, 1.000.000fps and
100% cpu usage!
Something not quite as useless would be to set fps_max on the server to a
more realistic value, like 125. This is still overkill FO
Or, you could just use netcat, open port, set logaddressthen read the logs
as any other without doing the socketstuff yourself. Worked very well when
we did the first pickup/gather-bot.
-TheG
On Tue, Feb 1, 2011 at 12:40 AM, doc wrote:
> Not to turn this into programming chat but Python as a la
yes, netcode is unfortunatly as bad as it was in quake 1.5 when valve bought
the code and has none of the quakeworld-finesses AFAIK -- this will, as our
hero Nightbox pointed out, not reflect on actual performance by any _TWELVE
YEAR_ year known bugs in it.
-TheG
On Sun, Jan 30, 2011 at 10:42 PM,
Jesus christ, is TF2 down to this kind of "finetuning" all of a sudden?
Robin never did that with TF1.5 (1.6Final)! :P Business must be good,
congratulations!
-TheG
On Thu, Jan 20, 2011 at 12:43 AM, Eric Riemers wrote:
> I think some people will be happy with the new srcds_run script ;)
> Nice
Metamod 5.12 or higher required says your logs, mm5.10 installed.
-TheG
On Tue, Jan 18, 2011 at 5:28 PM, stalker wrote:
> On 1/18/2011 11:16 AM, Svensk Ljud & Ljus Produktion wrote:
>
>> HL or HL2 ?
>>
>> maybe you can give more details that may be valid ..
>>
>> Peter
>>
>> Peter, thanks for
The dollarsign is the shell (likely BASH) indicating it is doing wrapping
and that there is more text afterwards, hence just ignore that since he has
not given a complete commandline.
Second, this has nothing to do with srcds. 35 plugins says everything that
needs to be said. Unload all plugins, i
Wonder how long this will take :D
-TheG
On Sat, Jan 8, 2011 at 1:22 PM, ics wrote:
> Thanks for the fix. However, old bug resurfaced due to this and now it
> plays forever. Demo record doesn't stop it. However, snd_restart will but it
> also breaks all voice communication. You can't hear anyone
While true, it is somewhat different in matters of actual possession of
resources to blow a connection out of the sky with 40x155mbit hacked boxes
and able to take down 5-6 different gameservers with your crappy 512kbit
dsl-line from home due to improper handling of packets.
-TheG
On Thu, Jan 6,
This explains HOW it happens: http://www.iovene.com/34/
As to the WHY, I think we can all figure that out with minimal amount of
imagination
-TheG
On Wed, Dec 1, 2010 at 1:45 AM, Kyle Sanderson wrote:
> No idea, I've gotten the same crash on CS:S, though.
>
> Kyle.
>
> On Tue, Nov 30, 2010
Instead of hiding the server_fps, it would be better to explain it in
detail.
-TheG
On Mon, Nov 15, 2010 at 9:51 AM, Gary Stanley wrote:
> I guess the new sales pitches are that when a server has FPS jitter (from
> say, 100 to 150 or 66 to 90) that is bad and causes all kinds of issues.
>
> Can
Public is ment to be a mess -- fun and spammy for the newcommers so
they stick to the game. If you want strict gameplay, there's pickups,
pcws, leagues, ladders and what-not to choose from instead of pubs.
This is just silly -- why is this even on this list? I thought this
was regarding the linux
> check the particles/ folder.
>> >>
>> >> They also need to fix the exploits to bypass sv_consistency and sv_pure
>> 1
>> >> which have been existing for years now. They probably already know about
>> >> this.
>> >>
>> >&g
Why is this issue brought up on a linux-server mailinglist? It has
NOTHING to do with this list or the people reading it! :\
This will only serve to getting less attention from developers and
users regarding the important topics at hand -- use the forums and
steam-client suggestion thread instead.
This needs to be fixed asap in sv_pure.
-TheG
On Wed, Jun 3, 2009 at 11:18 PM, Donnie Newlove
wrote:
> It's becoming quite obvious to me now why some "players like to
> customize" these particle systems...
>
> I can't see anything fishy about that noid hud though.
>
> On Wed, Jun 3, 2009 at 3:01
Servers with playerlimit 32 should be delisted or something :\ These
spaminfested servers deter the poor people who accidentally joins
them, from ever trying the game again.
-TheG
On Fri, Apr 17, 2009 at 10:00 PM, Miano, Steven M.
wrote:
>>I'm running a root server with Linux 2.6.24-etchnhalf.1-
You do not load up a second tcp/ip-stack just because you alias your
interface, since you are using ONE stack, you will get one port per
protocol used. The only reason this works so well on services, is due
to the ip-header containing the calling domain/ip and apache/sendmail
applying rulesets base
Notice that they changed the map by that extra border of wood. It has
nothing to do with the models.
This is a mailinglist discussing running servers on Linux/BSD-machines
anyway, not playermodels.
-Gryzor
On Sat, Mar 7, 2009 at 10:07 AM, AnAkIn . wrote:
> It is probably the update before las
Should probably just revert this update all together and work on it a
tiny bit more.
-G
On Fri, Mar 6, 2009 at 12:05 PM, Ronny Schedel wrote:
>
> The horrible lags are back again :(
>
>
>>A required update for Team Fortress 2 is now available. Please run
>>hldsupdatetool to receive it. Th
This list is for server discussions, not gameplay.
-G
On Fri, Mar 6, 2009 at 12:54 AM, Eric-Jan Riemers wrote:
> Would be nice if the sandman could -NOT- stop a uber, the whole point of the
> name "uber" is not correct now anymore.
>
> Especially with maps like Egypt where its "engie" time in so
To be fair, the pyro used to have a rocketlauncher, that also added
firedamage when it hit enemies. Be glad it has been taken out :)
-G
On Fri, Feb 27, 2009 at 10:12 PM, David A. Parker wrote:
> I agree. The sniper's primary rifle was always a long-range weapon with
> no practical use at close
Not to mention the total disaster on all servers in the recent past
with 75% scouts on each team. Anyone being remotely interested in the
game will be put off and go somewhere else. Locking down the amount of
scouts is not really a viable solution.
-G
On Fri, Feb 27, 2009 at 8:16 AM, MoggieX wro
e
>> above 30.
>>
>> - Neph
>>
>> On Wed, Feb 18, 2009 at 11:33 PM, Ronny Schedel
>> wrote:
>>> I can confirm this, the lags are still there. The limit was not the
>>> reason
>>> for the lags.
>>>
>>>
>>>
>&g
27 AM
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] Serverlag question
>>>
>>> not fixed. its the rate 30k limit your talking about. it just makes me
>>> crazy seing how valve kills all high-performance ser
Will this serverlag that has been around for the past month be fixed
any time soon? As soon as a server (any server, it seems) hits 18+
players, the server drops down to 25-50 ticks and everything gets
really choppy. Seems odd that this still is unfixed, considering it's
quite major.
_
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