Sorry, I didn't mean -steamport. I meant the argument to bind to a particular
IP. (I think it's "-ip".)
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Tuesday,
24, 2014 6:15 AM
To: Half-Life dedicated Linux server mailing list
Cc: Fletcher Dunn; Eric Smith
Subject: Re: [hlds_linux] Was the multi-ip bug ever fixed?
To my knowledge lorph, this has never been fixed. Didn't Didrole show all they
had to do was & that bit in? I seem to remember
d to avoid further problems, could you
elaborate where exactly you would put those? Some of us prefer autoexec.cfg but
should they be in command line? If not, where then?
Server.cfg seems too late.
-ics
Fletcher Dunn kirjoitti:
>
> Sorry, those messages are a bit confusing. I’m assuming this
Also, remember that the command line string can be accessed by other processes
running on the box. Be aware of that when deciding whether to specify your
logon credential there.
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
This bug will be fixed in the next update.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Doctor McKay
Sent: Sunday, February 16, 2014 1:30 AM
To: Paul Lewis; Half-Life dedicated Linux server mailing list
The latest TF Linux server has a bug that prevents multiple instances from
running at the same time. The problem is that they are not successfully
binding to different ports due to the addition of the SO_REUSEADR flag at a low
level.
We should be able to ship a fix for this early next week.
I
> > > > > servers using login tokens from successfully retrying their
> > connection
> > > to
> > > > > Steam after losing connection.
> > > > > >>
> > > > > >> -Original Message-
> > > > > >> From: hlds_linux-boun...@li
ue?
Saint K.
From:
hlds-boun...@list.valvesoftware.com<mailto:hlds-boun...@list.valvesoftware.com>
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Friday, February 07, 2014 10:42 PM
To: h...@list.valvesoftware.com<mailto:h...@list.valvesoftware.com&
Is anybody having problems with dropped connections trying to use the same
token on multiple instances? It could exhibit that behavior.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Rudy Bleeker
Sent: F
iling list; Fletcher Dunn
Subject: [hlds_announce] [hlds_linux] [hlds] Important changes to TF2 coming
soon
Again thanks for this feature. Another question though.
I understand this will be only TF2 initially, and so only Source-engine games
at least initialy (which all seem to use the "
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.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jake Forrester
Sent
Wed, Feb 5, 2014 at 3:52 PM, Fletcher Dunn
mailto:fletch...@valvesoftware.com>> wrote:
There are some changes coming that TF2 server operators should know about.
CHANGES TO QUICKPLAY
---
The next TF2 update will make two changes to quickplay:
* "Show serv
There are some changes coming that TF2 server operators should know about.
CHANGES TO QUICKPLAY
---
The next TF2 update will make two changes to quickplay:
* "Show servers" button. This runs the ordinary quickplay search, but instead
of joining the server with the h
last 24 hours.
This is the API given to us by Fletcher Dunn in August 2012 for checking if a
server is in the master server list.
All servers get this response even if they're showing in the master server list:
{
"response": {
"success":
I'd start my investigation by confirming that the raw ping from your server is
correct and what you want it to be (using hlsw or something similar).
Original message
From: Kyle Sanderson
Date:2013/12/26 5:25 PM (GMT-08:00)
To: Fletcher Dunn ,Half-Life dedicated Linux s
The server browser doesn't know anything about the actual max, it is totally
based on the visible max.
-Original Message-
From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
Sent: Thursday, December 26, 2013 5:19 PM
To: Fletcher Dunn; Half-Life dedicated Linux server mailing list;
That logic is the same for any game.
There may be some weird edge case if the max player count is less than the
total number of currently connected players (humans + bots) and your server
contains bots.
-Original Message-
From: Fletcher Dunn
Sent: Thursday, December 26, 2013 5:16 PM
Linux
server mailing list; Fletcher Dunn
Cc: Eric Smith
Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player counts
from Steam.
There may be logic missing from cstrike if being full is the case (or missing
from the GMS, if it's implemented there). My C++ classes, C
The server browser queries the server and then checks the numbers from the ping
against authenticated player counts from Steam. If there is a difference, then
it performs a reconciliation according to some logic that is not totally
brain-dead. For example, one of the heuristics it uses is that
Test.
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Quickplay is basically just automated server browsing, and it uses real pings.
You might be thinking of MvM matchmaking, which uses geolocation. (And
quickplay beta, which may be revived at some point, used the same thing.)
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.
gt;> On Tue, Nov 12, 2013 at 3:13 PM, ics wrote:
>>>>
>>>> I'd settle for a command that lists where current players of the
>>>> server
>>>>> came from, for example addition into status command field along
>>>>> with
>
:
> Is it able to tell if they connect from their favorites?
>
> Sent from my iPhone 5
>
> > On Nov 12, 2013, at 11:02 AM, Fletcher Dunn
> >
> wrote:
> >
> > Several server operators have requested the ability to know how
> > their
> clients are c
Several server operators have requested the ability to know how their clients
are connecting to their server. The latest TF update added a new client
convar, cl_connectmethod, that contains a string value that indicates how the
client connected to your server. It's sent in the same way as cl_r
3:22 PM, "Valentin G." wrote:
> >
> > about:blank is no longer valid?
> >
> >
> > On Thu, Nov 7, 2013 at 12:13 AM, Fletcher Dunn
> > wrote:
> >
> >> That's correct; #2 is a Source engine change.
> >>
> >> -Origina
list
Subject: Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support
Does the latter impact all Source 2k7 games?
Thanks,
Kyle.
On Wed, Nov 6, 2013 at 4:03 PM, Fletcher Dunn
wrote:
> We're making two changes to TF HTML MOTD support that server operators
> should be aware of:
&
We're making two changes to TF HTML MOTD support that server operators should
be aware of:
1.)HTML MOTD's will no longer be shown by clients that connect via
quickplay. Those clients will show the plaintext message instead. (The file
identified by the convar motdfile_text, which defaults
unities basically have a hard time getting a foothold
> > > >> unless
> there
> > > is
> > > >> an established playerbase
> > > >> that is large enough to sustain the server with very little
> > > >> traffic
> > >
=DESC#search
>
> http://store.steampowered.com/stats/
>
>
>
> I guess that's what it is though.
>
> Chris
>
>
> On Thu, Oct 31, 2013 at 1:31 PM, Marco Padovan wrote:
>
> > This explains everything :D
> >
> >
> > On Thu, Oct 31, 2013 at 6:3
gt; Can you double check to verify this update didn't create an additional
> issue, as it sure does look like something is wrong.
>
> ~6000 players in 24h to 0 in 12h, doesn't really make any sense.
>
>
> - Original Message - From: "Fletcher Dunn" &
We recently fixed a bug that has been giving servers running bots an unfair and
unintended quickplay scoring advantage. This could change traffic patterns.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
There is no file in the current depot named "mapcycle.txt" in any directory.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mosquito
Sent: Wednesday, June 05, 2013 1:32 PM
To: Half-Life dedicated Linux ser
The ServerVersion is essentially a build label and will change every update.
Mandatory updates are synonymous with a bump in the PatchVersion.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent:
You might try moving some of the +options into a single startup script and
+exec them all at once. For example I am pretty sure that +servercfgfile,
+motdfile, +map, +exec could all be executed from a startup script.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[m
] Mandatory updates for CS:S, HL2:DM, and DoD:S released
Committing, progress: 434.03% (131.28 MiB / 30.25 MiB) Up to date.
hmm.
Thanks for the sync,
Kyle.
On Mon, May 20, 2013 at 9:48 AM, Fletcher Dunn
wrote:
> The prerelease build released last Friday has been set live as the
> official v
The prerelease build released last Friday has been set live as the official
version. The PatchVersion for all the games is 1765266.
Here are the change notes:
Source engine:
* Synced engine with latest changes from TF2.
* Improved network compression to reduce impact of network spikes.
* Added
It takes place immediately for all players.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Abdulrahman
Abdulkawi
Sent: Friday, May 17, 2013 4:00 PM
To: Half-Life dedicated Linux server mailing list
Subjec
Linux server mailing list
Subject: Re: [hlds_linux] Prerelease updates available for HL2:DM, DoD:S, and
CS:S
Any idea when you guys are planning on shipping the release update?
Thanks,
Kyle.
On Fri, May 17, 2013 at 3:01 PM, Fletcher Dunn
wrote:
> Updates are available in the "prereleas
Updates are available in the "prerelease" betas of HL2:DM, DoD:S, and CS:S.
These changes bring the Source engine up-to-date date with the latest TF2
release. In particular, it includes the optimization to the network
compression.
Because of the change to the compression algorithm, the PatchVe
We've released a mandatory update for Team Fortress 2. The notes for the update
are below.
==
Source Engine Changes
- Fixed server crash in packet compression
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, 2013, at 11:42 AM, Fletcher Dunn wrote:
> There is a bug in the update we just released.
>
>
>
> Setting net_compresspackets to 0 is a workaround.
>
>
>
> We'll have a new update released shortly. Apologies.
>
> __
There is a bug in the update we just released.
Setting net_compresspackets to 0 is a workaround.
We'll have a new update released shortly. Apologies.
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dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update released
Great, thanks Fletch!
Will definitely be on the lookout for any perf issues with these changes.
On Fri, May 17, 2013 at 1:22 PM, Fletcher Dunn
mailto:fletch...@valvesoftware.com>> wrote:
A note regarding t
A note regarding the CPU spikes:
I would encourage server operators to revert any changes made to disable
compression, set all such convars to their default values, and re-evaluate
performance and bandwidth. I believe that the switch to a realtime compression
library will fix the CPU spikes wh
st.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
> Fletcher Dunn
> Sent: maandag 13 mei 2013 23:05
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] New feature: -insert_search_path
>
> I believe relative paths are interpreted t
Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds_linux] [hlds] Who do we send netspike.txt log too?
Fletcher,
How should we procceed to generate and send you the windows traces?
_pilger
On 15 May 2013 13:24, Fletcher Dunn wrote:
> No need to send any netspike files. We hav
No need to send any netspike files. We have enough good data and further
netspike files or vprof files are not likely to help right now. It anybody
wants to send in more windows traces, however, feel free to do so.
For some reason the servers are spending huge amounts of time in compression
c
t; Not every effect (eg. burning flames are ok but all circling signs
> >> and sunbeams, energy etc have this mo-fo issue.
> >>
> >> PLZ try to fix this.
> >>
> >>
> >> 2013/5/14 Aaron Thompson
> >>
> >> I keep updating with steam
HL2:DM dedicated server
>>>>
>>>> Thanks,
>>>> Kyle.
>>>>
>>>>
>>>> On Tue, May 14, 2013 at 2:16 PM, Aaron Thompson
>>>>
>>>> wrote:
>>>>
>>>> I keep updating with steamcmd
nd:
- sv_netspike
- sv_netspike_sendtime_ms
- sv_netspike_output
Can you please explaind the usage of this cvars? How to set them to help you
the most?
2013/5/14 Fletcher Dunn
> We'll release one sometime this week. Hopefully after we've figure
> out the cause of the frame rate spikes.
&
We'll release one sometime this week. Hopefully after we've figure out the
cause of the frame rate spikes.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Tuesday, May 14, 2013 1:41 P
This is being actively investigated with high priority right now.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of martin v
Sent: Tuesday, May 14, 2013 10:08 AM
To: Half-Life dedicated Linux server mailing l
We're looking into the steamcmd problems.
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of bl4nk
Sent: Tuesday, May 14, 2013 7:55 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update coming
Having problem
ustom/dodgeball?
Thanks for the feature fletch.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: maandag 13 mei 2013 22:56
To: Half-Life dedicated Linux server mailing list
Cc: Half-Life
...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: maandag 13 mei 2013 22:41
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
Win32 server mailing list
Subject: [hlds_linux] New feature: -insert_search_path
I didn't
I didn't get a chance to get this note added into the release notes:
Source engine:
* Added -insert_search_path command line argument.
This inserts a search path to the front of the list. (Taking priority over the
custom directories.) It's intended to make it easier to run multiple instances
Today's the day.
Put it out to pasture.
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g traces for windows servers correct? Some of the people
that have complained are running linux. I have the issue myself on two
independent servers. We get this new game studder after upgrading, leaving
everything else the same.
On Mon, May 13, 2013 at 12:11 PM, Fletcher Dunn
wrote:
I do hav
I do have a theory about the cause of the CPU spikes. I'll release a build
with the next mandatory update (which will probably be this afternoon) that I
think could address the problem. But since we are not reproducing the problem
here, this is just a theory, not disciplined engineering.
In o
I was able to get a trace from a Windows server operator that was experiencing
a similar problem. The problem in that case was that it was spending all of
its time compressing snapshots. The problem was exacerbated by some process
affinity settings which were counterproductive and putting all
This is not really gameserver admin related, but several people on this list
were asking, so I am posting here.
We've released some very early betas of the SDK tools that have been broken by
the SteamPipe filesystem changes. They are now going to go in the same folder
as the game. The separat
of
configurations for servers for these mods depending on which optional updates
they have.
Oh, and there are 2 (or more?) different configurations for the other three
games depending on which optional updates they have.
This becomes a serious problem very quickly.
On Thu, May 2, 2013 at 2:5
lize static offsets. Until the
> majority of servers update to this (3rd) optional update, I don't
> believe there will be 3rd party support as there's no way to discern versions
> (yet?).
>
> Thanks,
> Kyle.
> On 2 May 2013 11:24, "Fletcher Dunn" wrote:
&
These updates have now been released in the main branch for all games. The
prerelease beta is now the same build as the main build.
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Wednesday, May 01, 2013 3:11 PM
To: Half
How to unsubscribe:
https://list.valvesoftware.com/mailman/listinfo/hlds
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https://list.valvesoftware.com/mailman/listinfo/hlds_announce
From: Mark Raphael [mailto:ts...@cox.net]
Sent: Thursday, May 02, 2013 9:10 AM
To: Fletcher Dunn
Updates are available for the "prerelease" betas of TF2, CS:S, DoD:S, and
HL2:MP.
The update does not change the PatchVersion and will not be mandatory for
servers.
For CS:S, DoD:S, and HL2:MP, this syncs the engine with the latest TF2 release.
Here are the github issues addressed by this bui
dedicated Linux server mailing list
Subject: Re: [hlds_linux] steamcmd loop
Great! I was wondering why my servers still weren't updated last night until I
discovered that SteamCMD was running in circles while I wasn't watching.
On Wed, May 1, 2013 at 9:07 PM, Fletcher Dunn
wrote
We've received several logs and are able to reproduce the problem.
Thanks for your help.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Wednesday, May 01, 2013 11:26 AM
To: Half
ks!
Saint K.
From: hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Fletcher Dunn
[fletch...@valvesoftware.com]
Sent: 01 May 2013 18:26
To: Half-Life dedicated Linux server mailing list
Subject: Re: [
Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: woensdag 1 mei 2013 17:45
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
Win32 server mailing list (h...@list.valvesoftware.com)
Subject:
Is everybody who is experiencing the problem running Linux? Any Windows users
experiencing steamcmd updating itself repeatedly?
We know that it can happen immediately after an update, if you are talking to
different web hosts that are hosting the manifests and content, the different
web hosts
1, 2013 5:28 AM
To: Fletcher Dunn; 'Half-Life dedicated Win32 server mailing list'; 'Half-Life
dedicated Linux server mailing list'; hlds_annou...@list.valvesoftware.com
Subject: RE: [hlds_announce] TF2 SteamPipe beta update released. Forcing all
clients to convert soon.
Is
Yes.
But remember that with SteamPipe, TF might not be installed here:
%programfiles%\Steam\steamapps\common\Team Fortress 2
The user can choose to install the game wherever they want. (This choice is
not offered when upgrading a previous non-SteamPipe installation.)
-Original Message
Does the problem happen before you connect to a server?
What server are you connected to, and what are the pure server rules?
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jerry
Sent: Tuesday, April 30,
s Hastings
AlliedMods.net <http://www.alliedmods.net>
> Fletcher Dunn <mailto:fletch...@valvesoftware.com>
> Tuesday, April 30, 2013 3:07 PM
> We've released an optional update to the TF2 SteamPipe beta. Here are
> the change notes (since the last SteamPipe beta):
re.com] On Behalf Of Fletcher Dunn
Sent: Tuesday, April 30, 2013 10:22 PM
To: Half-Life dedicated Win32 server mailing list
(h...@list.valvesoftware.com); Half-Life dedicated Linux server mailing list
(hlds_linux@list.valvesoftware.com)
Subject: Re: [hlds_linux] [hlds_announce] TF2 SteamPipe beta updat
> From: hlds_linux-boun...@list.valvesoftware.com [
> hlds_linux-boun...@list.valvesoftware.com] on behalf of Fletcher Dunn
> [ fletch...@valvesoftware.com]
> Sent: 30 April 2013 21:07
> To: Half-Life dedicated Win32 server mailing list (
> h...
Two quick clarifications:
This update to the Steampipe beta is optional for servers. Compared to the
previous Steampipe beta build, it primarily contains client-side fixes. So it
is not necessary to update.
The HLDS server should continue to be able to successfully host clients, even
after t
We've released an optional update to the TF2 SteamPipe beta. Here are the
change notes (since the last SteamPipe beta):
Team Fortress 2:
* Fixed network incompatibility causing custom names and descriptions to not
display on client
Source engine:
* Fix sprays trying to load from the wrong dire
ately were not merged over for this release. We'll have another update
soon that pushes these fixes out.
The prerelease branch is still active; it is currently the same build as the
main branch.
From: Fletcher Dunn
Sent: Friday, April 26, 2013 10:49 AM
To: Half-Life dedicated Linux serv
We're trying out different way to release updates that will hopefully reduce
disruption to your communities.
New builds are now available for the client and dedicated server for CS:S,
DoD:S, and HL2:DM. These builds have the same PatchVersion and are network
compatible with the current build.
I believe that is only happening when a non-SteamPipe client connects. Should
go away after Tuesday.
If you can confirm or deny that, or if it keeps happening after the switchover
on Tuesday, let me know..
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds
I have a fix for this ready to ship.
I’ll try to get that released tomorrow.
From: Kyle Sanderson [mailto:kyle.l...@gmail.com]
Sent: Thursday, April 25, 2013 9:18 PM
To: Dominik Friedrichs; Half-Life dedicated Win32 server mailing list; Fletcher
Dunn; Half-Life dedicated Linux server mailing
46 PM, Fletcher Dunn
wrote:
> We’ve released optional updates to the SteamPipe beta client and
> dedicated server:
>
> ** **
>
> Source engine:
>
> * motd file(s) changed to work like the mapcycle file. It goes in the
> cfg folder by default, but will fa
We've released optional updates to the SteamPipe beta client and dedicated
server:
Source engine:
* motd file(s) changed to work like the mapcycle file. It goes in the cfg
folder by default, but will fallback to the root folder if not found in the cfg
folder. Motd.txt and motd_text.txt files
Is your system under any memory pressure? If we added a bunch of memory usage,
and it starts paging, of course that could cause really spiky behavior.
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
45 PM, Yun Huang Yong
>>> >> >wrote:
>>>
>>> I tried the vprof tools but have no idea what the profile is
>>> supposed to
>>>> look like.
>>>>
>>>> Should we be posting profiler output to this list (or to GitHub issues
Oops. Fixed. I mean we have good performance investigation tools on
**windows**.
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Thursday, April 25, 2013 4:22 PM
To: hlds_linux
Are all of these problems peculiar to Linux?
Has anybody tried using the engine's vprof tools (i.e. vprof_dump_spikes) to
investigate where the time is going?
If anybody is having these problems on Linux, we have some really powerful
tools we can use to capture performance data and track down i
onsistency check.
On 4/24/2013 6:52 PM, Fletcher Dunn wrote:
Just a heads up, SMAC is banning SteamPipe clients.
http://forums.steampowered.com/forums/showpost.php?p=34328428&postcount=32
The functionality of sv_consistency has been combined with sv_pure as part of
the SteamPipe cha
Just a heads up, SMAC is banning SteamPipe clients.
http://forums.steampowered.com/forums/showpost.php?p=34328428&postcount=32
The functionality of sv_consistency has been combined with sv_pure as part of
the SteamPipe change.
- Fletch
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To unsubscr
-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold
Sent: Wednesday, April 24, 2013 12:41 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory update released for TF2 SteamPipe beta; now
interoperable with regular game
On 24.04.2013 19:03, Fletcher Dunn wrote:
> We'
No. Use 232250 with an anonymous login, and it should work.
There wasn't "beta" for the dedicated server like tehre was with the client,
since the dedicated server was assigned a new app ID.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@l
roperable with regular game
Will the steampipe beta now be updated alongside the release at the same time?
-Andrew
On Apr 24, 2013, at 2:03 PM, "Fletcher Dunn"
mailto:fletch...@valvesoftware.com>> wrote:
We've released a mandatory update to the SteamPipe beta. Please note
We've released a mandatory update to the SteamPipe beta. Please note that your
server will NOT automatically detect that it is out of date and restart; you
will need to manually update it. (This should be the last such manual restart.)
We've also released an optional update to the non-SteamPip
released
Is this just TF? You make a lot of references to cstrike.
Thanks,
Kyle.
On 23 Apr 2013 11:12, "Fletcher Dunn"
mailto:fletch...@valvesoftware.com>> wrote:
A mandatory update to the TF2 SteamPipe beta has been released. Although the
update is “mandatory” (the PatchVersion ha
A mandatory update to the TF2 SteamPipe beta has been released. Although the
update is "mandatory" (the PatchVersion has been bumped so you will need to
upgrade your server in order to host clients running the latest version), your
server will not automatically restart.
Team Fortress 2:
* Sync
side now that they are mostly empty? Where do sprays go on the server
>> when clients upload them?
>>
>>
>> On Wed, Apr 17, 2013 at 2:39 PM, Fletcher Dunn
>> **wrote:
>>
>> There was a configuration problem that just got fixed.
>>>
>>> Pl
Hello all,
The tentative schedule for switching TF2 to SteamPipe is next Tuesday, the 30th.
- Fletch
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Clients could in theory download a VPK file from a server, just like any other
file. But since they don't mount it, effectively you cannot put custom content
intended to be downloaded from a gameserver to a client in a VPK.
Gameinfo.txt explains (actually it defines) the search path order. It'
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