And where might you be parking this car with 40 pounds of coke in the back?
:p
On 3/14/2010 2:20 PM, Rusty Bower wrote:
> Lol. Just because I let someone borrow my car. I'm still responsible
> for it...
>
> Like the 40 pounds of coke in the back...
>
> Rusty
> Sent from my iPhone
>
> On Mar 14, 2
-Ursprüngliche Nachricht-
> Von: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Joseph
> Laws
> Gesendet: Dienstag, 2. Februar 2010 02:05
> An: Half-Life dedicated Linux server mailing list
> Betreff: Re: [hlds_l
Is this failing to contact steam master or vac servers for anyone else?
L 02/01/2010 - 18:40:03: Started map "de_dust2" (CRC "1413637712")
L 02/01/2010 - 18:40:03: server_cvar: "sv_accelerate" "5"
L 02/01/2010 - 18:40:03: server_cvar: "sv_stopspeed" "75"
Executing dedicated server config file
Erro
Friday is probably the deadline for whatever update they are working on.
Ook wrote:
> In the real world, we would never release an update on a Friday, or worse,
> before a holiday. You just don't do that. If something breaks, it's the
> weekend/holiday, and no one is around to fix it. Gosh only
fixes.
>
> On Tue, Nov 24, 2009 at 9:06 AM, Joseph Laws wrote:
>
>
>> Shockingly, VALVe released a game that wasn't fully finished. It's
>> never happened before. ;p
>>
>> pet wrote:
>>
>>> Hallo
>>>
>>> Ha
Shockingly, VALVe released a game that wasn't fully finished. It's
never happened before. ;p
pet wrote:
> Hallo
>
> Has anybody any idea how to solve the problem with sv_password issue in
> left 4 dead 2. When lam trying to put this in server.cfg, server doesn't
> appears on the server list a
No, they don't connect. Those are all private servers, btw
(passworded). They are scanning rcon ports and sending strings of junk
at them to flood them out. The rcon ports must listen to all queries
whether they are authenticated or not...resulting in them being DOS'd
after enough queries.
UDP: short packet: From 72.209.158.170:0 0/105 to 69.65.53.10:0
UDP: short packet: From 72.209.158.170:0 0/105 to 69.65.53.5:0
UDP: short packet: From 72.209.158.170:0 0/105 to 69.65.53.2:0
UDP: short packet: From 72.209.158.170:0 0/105 to 69.65.53.8:0
UDP: short packet: From 72.209.158.170:0 0/105
Check the DMESG. You should see a bunch of malformed packets or UDP
checksum errors. That's what I see when that stuff happens. It
sometimes takes quite a few malformed packets/checksum errors before the
server segfaults.
Ronny Schedel wrote:
> Hello,
>
> there is a new spam and crash exploi
It is the rcon crash exploit again. This has still not been properly
dealt with and, apparently, CS:S server functionality is at the whim of
the attackers.
Joshua Smith wrote:
> I'm having the same issues starting a few days ago. Multiple CSS servers
> crashing without fail during matches, all
Whenever I've had issues with steam being slow it was DNS. I changed
the nameservers in my resolv.conf to something outside of the provider
or my own (typically, I'd use a Chicago pnap name server like
ns1.chg.pnap.net). That usually fixes the problem.
Shane Arnold wrote:
> If it works fine f
I don't imagine L4D2 will be anymore intensive than L4D...unless I'm
mistaken, it's the same basic game in a different setting.
David A. Parker wrote:
> Hello,
>
> Does anyone how the server hardware requirements and resource usage for
> L4D2 will compare to L4D? If I can run 6 L4D forks on my
I have lots of this type of activity that is visible in DMESG. It used
to crash out the servers but now it just seems to limit the ability to
connect for periods of time. There are always multiple IP sources so
banning the IPs in firewall will only work for so long. There is an
obvious patch
dministrators of varying skill levels ;)
>
> Joseph Laws wrote:
>
>> No need to attack me or be a prick. Crying about a plugin for a VALVe
>> game is much different than using this mailing list as a job posting
>> board. Its great that you don't mind, I
pam
lists. If you don't like that, unsubscribe.
Mike Zimmermann wrote:
> The unsubscribe if you don't like it. Thread stops here.
>
> -Mike
>
>
>
> On Fri, Oct 9, 2009 at 12:09 PM, Joseph Laws wrote:
>
>> Plugin chat should have its own mailing list, IM
ct 9, 2009 at 12:38 PM, Joseph Laws wrote:
>
>
>> Sorry but the last I checked this listing was for news and discussion
>> about VALVe updates and software...and not for help seeking qualified
>> employees. How is this any different than spam?
>>
>> Mike Z
eak your
> inbox
>
> -Mike
>
>
>
> On Fri, Oct 9, 2009 at 10:36 AM, Joseph Laws wrote:
>
>> More like your account should be disabled. This isn't Monster.com brosef.
>>
>> Shane Robinett wrote:
>>
>>> Looking for someone who can
More like your account should be disabled. This isn't Monster.com brosef.
Shane Robinett wrote:
> Looking for someone who can work remotely and
>
>
>
> Manage LINUX and WINDOWS based game servers (STEAM based and others).
> Includes;
>
>
>
> * Installing of operating systems
>
> *
I've never cared for the RT patches...but the hi-res timers pre 2.6.24
are very solid.
John wrote:
>>> You need high res timers (HPET), on a newer kernel (2.6.24)
>>>
>>> -M
>>>
>> I hated that kernel version. I'm running 2.6.26.5-rt8. And even with hpet
>> enabled you still want the highe
Console initialized.
/home/$USER/css/srcds_run: line 344: 7948 Segmentation fault $HL_CMD
Add "-debug" to the /home/$USER/css/srcds_run command line to generate a
debug.log to help with solving this problem
Tue Aug 25 20:40:13 CDT 2009: Server restart in 10 seconds
DKA-MUG brown wrote:
> S
Segfault for me too on Centos 5.
[AF] House of Fail wrote:
> Segfault, first one in all the time I have been running my ubuntu server.
> No addons active, running 8.04 x86
>
> On Tue, Aug 25, 2009 at 8:33 PM, bl4nk wrote:
>
>
>> CS:S server owners across the world rejoice. Good work, Valve.
>>
A minrate of 25000 is ridiculously high. It should be no higher than
10,000. 25,000 is LAN rate as it stands and should be value of sv_maxrate.
[??R] The-/ Also check into sv_minrate, default is usually 3500 or 5000, at 66 tick
> thats barely enough to send all the game data let alone voice ch
Any of the pingboosts, rather. With -pingboost in use the daemon
apparently ignores the -sys_ticrate switch (at least that's what I
gathered from Alfred).
G-Factory.de Patrick Merz wrote:
> And what is with pingboost 1 ?
>
> When will this work ?
>
> Patrick
>
>
> -Ursprüngliche Nachricht-
So then -sys_ticrate does not work if a pingboost command is issued
in the command line?
A more full-fledged response on what will or won't work for this new
command would probably help us comprehend how we should be enforcing
performance limits on the VALVe games we all host. I really don
gt;> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf
>> Of Joseph Laws
>> Sent: 22 July 2009 14:31
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hl
Maybe it is just me but I have noticed that -sys_ticrate in the command
line on a fully updated server isn't doing anything.
If utilizing pingbooster 1, the -sys_ticrate works great (or if no
pingboost is utilized). If pingbooster 3 is utilized, the -sys_ticrate
command is ignored and the val
Your kernel configuration is not keeping accurate time...hence the NTP
problems. It's amazing you were able to get to the point where your
system was already off by a full second in less than 24 hours of this
update.
Ronny Schedel wrote:
> The ntp service is needed to have the accurate time o
I imagine his problem is more like his GSP is blocking tv functionality.
David A. Parker wrote:
> If this is a rented server from a GSP or other service prvider, their
> firewall could be blocking it. I would contact them and find out.
>
> Since this is the hlds_linux mailing list, I'm assuming
I think what he was getting at is that its fine for the STATS output, he
just didn't want other GSPs to somehow figure out what ticrate he was
using to reach that response. I don't care about them seeing the
ticrate, I only care that they cannot alter it. The same thing ought to
be done with
*cough*
How about a response on HLDS and +alias on the server side?
Maybe? Please?
Eric Smith wrote:
> We've release a required update for TF2. Sorry for the lack of notice ahead
> of time on this one. The details are below.
>
> -Eric
>
>
>
> Engine
> --
> Fixed Day of Defeat: Source serv
Bump
Thomas Kalman wrote:
> Hi there,
>
> I would like to discuss a solution for the problem with forcing cvars like
> sys_ticrate via start-commandline.
>
> The blocking of the alias commandline is making it unpossible to force any
> commands like sys_ticrate. Is there any possibilty of forcing
That's great, how about fixing +alias on the server side of HLDS when
you are done.
Jason Ruymen wrote:
> A required update to Team Fortress 2 is on the way. It should be live in
> about an hour.
>
> Jason
>
> ___
> To unsubscribe, edit your list pref
HAHAHAH
ad...@nrl-server.de wrote:
> Thank you,
> we just received your mail concerning one of the noRealLife-Servers.
>
> It has been stored to be reviewed by an administrator.
> You will be contacted soon.
>
>
> *This is an automated response*
> *Please do not reply.*
>
>
>
> ___
As am I. No need to disable alias on the server side.
Thomas Kalman wrote:
> I am still waiting on a solutions from Valve for not blocking server-side
> forcements regarding sys_ticrate etc..
>
> Will there be a update?! Is there another possibilty on forcing the
> sys_ticrate other than with u
use alias server side.
>
> - Original Message -
> From: "Joseph Laws"
> To: "Half-Life dedicated Linux server mailing list"
>
> Sent: Sunday, May 24, 2009 7:10 PM
> Subject: Re: [hlds_linux] Problem with "alias"
>
>
> So why bloc
So why block it on the server-side? :)
Ronny Schedel wrote:
> alias is used client side.
>
> - Original Message -
> From: "Joseph Laws"
> To: "Half-Life dedicated Linux server mailing list"
>
> Sent: Friday, May 22, 2009 7:53 PM
> S
Double check your dns servers to make sure they are functioning properly
without delay. I'll often have Steam issues if I don't provide both the
"search ns1.blah.com" and also the "nameserver xx.xx.xx.xx" in the
resolver conf file.
ics wrote:
> It's usually in $HOME/.steam/ folder.
>
> -ics
>
> -Rodrigo
>>
>>
>> Thomas Kalman escribió:
>>
>>> Thats inconvinient.. any other suggestions?
>>>
>>> Is Valve fixing it?
>>>
>>> Could a Valve developer make a statement on that particular topic!?
>>>
Sure, if a company only wanted to host 1 fps level per system and have
multiple kernels in use for their enterprise.
AnAkIn . wrote:
> Well, you could still limit the FPS/ticrate by changing the kernel HZ?
>
> 2009/5/22 Joseph Laws
>
>
>> That's unfortunate
That's unfortunate because they allow so many resource intensive
settings to be controlled through rcon. I wouldn't find blocking alias
as a big deal if sys_ticrate (HL1) and fps_max (HL2) weren't rcon
controlled variables. VALVe...can you force those variables to be
command line only since y
It didn't always do that...just since the past 6 months when they broke
that feature.
Kveri wrote:
> that's true. -nomaster disables not only masterserver communication but
> also query protocol.
>
> Kveri
>
> Joseph Laws wrote:
>
>> From what I recal
From what I recall, -nomaster hasn't worked since they changed the
query protocol and steam_appid.txt contents for a long time (maybe 6
months ago?).
Joachim Sehlstedt wrote:
> Hi,
>
> Dunno if anyone else posted this, but since last update of vanilla hlds
> if I use -nomaster I can't query t
img525.imageshack.us/img525/9775/cpegyptfinalr.jpg
> http://img183.imageshack.us/img183/4813/cpegyptfinal0001.jpg
>
> 2009/5/2 Joseph Laws
>
>
>> Sounds like your download was corrupt and you need to -verify_all.
>>
>> Zuko wrote:
>>
>>> egypt ha
Sounds like your download was corrupt and you need to -verify_all.
Zuko wrote:
> egypt has black textures (wrong lighting), and other textures bugs - GJ
>
> 2009/5/2 Andrew Stuart
>
>
>> Aye we're getting it too, seems like Steam is swamped atm
>>
>> -Original Message-
>> From: hlds_li
Burton, what is the bottom line reason for wanting to end the mailing
list? This is far easier to monitor and respond than forums. The last
thing I want to be doing is having to login to the forum to see wtf is
going on when I already have it sitting in my inbox.
Burton Johnsey wrote:
> Given
If that person does, in fact, have a license then they receive monthly
emails from Flagship with their hoster reporting. The email that sends
that out is checked as well as another email. I'm obviously not going
to post those emails on this mailing list so that you can spam Brian
with license
es: http://ventrilo.com/purchase.php
>
> Finally, what is the point for them to not accept new license request ?
>
> Go mumble and forget about the fact ventrilo even exists :)
>
> Cheers,
>
> Marc.
>
>
> On Fri, Jan 30, 2009 at 5:31 PM, Joseph Laws wrote:
>
>
Does it say anywhere on the ventrilo.com site that they are accepting
license requests? I don't think it has said that for years.
RTL-Servers wrote:
> Hello,
>
> For a company reeping the funds in regardless, it wouldn't exactly be
> difficult to send out a "No your not welcome to a license" e
Last I checked, Mumble was Speex codec only (which I've never found to
sound very good).
This sounds like a lot of sour grapes from companies than Flagship
didn't want to do business with. I received a license in 2006, I don't
think anyone has gotten one since (I may be wrong). If you are al
You need to run it from TF2.
Magnus wrote:
> Hi.
> I wonder if i could create a srctv from a counter-strike source
> installation and connect it to a TF2 server?
> Is it the same binaries or do i need to start a SRCTV from a TF2
> (Orangebox) installation?
>
> Kind Regards
> Magnus
>
> _
The -nomaster problem was never fixed back in one of the major updates
at the end of 08 when the appid's changed. The -nomaster switch served
two very good purposes, IMO.
1. Private client services were harder to find to rcon hack attempt,
ddos or any other exploit out there (which we used for
Last I checked L4D binaries didn't work for CS 1.6, CZ, DOD, DOD:S, CS:S
or TF2...or maybe I'm out of the loop on something.
Chris Green wrote:
>> The first thing I can think of that you could do is rewrite the time
>>
> function to cache time and only update it every so often.. I have a
> p
It's not a 64bit binary, its optimized for 64bit Opterons.
Walton Hoops wrote:
> I admit I haven't dug into the scripts to see what is actually being run,
> but whenever I start my server (using Ubuntu x64), I see:
>
> Auto detecting CPU
> Using AMD-Opteron (64 bit) Optimised binary.
>
> This sou
Yes, I'm very interested in the status of the AMD64 binaries as well.
Gary Stanley wrote:
> What ever happened to AMD64, valve?
>
> The AMD64 binaries allowed hosters to use additional gpr's on the
> stack.. also there are other benefits, native vsyscalls/vdso, no more
> memory segmentation, hig
If you want something "in-between" your old Noconas and the new
Clovertown/Harpertown, check out the i7's from Intel.
Bruce Potter wrote:
> Huh... yet to see anyone recommending AMD. interesting. I guess I'll
> go intel. I've got a two gen old xeon single core/dual proc box that
> I thin
Intel runs SRCDS more efficiently. I still believe AMD runs SRCDS
better (as in more stable, better performance) but the resource cost
easily favors Intel (at least from my experience...on *nix).
J. Laws
Bruce Potter wrote:
> Howdy,
> Quick (but I'm sure not simple) question regarding processo
The installation path has always been ../l4d/left4dead for me.
Daniel Worley wrote:
> Ah, when I ran the update it expected the root l4d folder to be "left4dead"
> when it used to be "l4d". So I tried setting up symlinks which made it
> happy until I tried to run the server then it complained t
Hmm, he must still be waiting on those 64bit SRCDS binaries VALVe has
been working on for the past 4 years. :)
sanell n wrote:
> fack you fack you fack you fack you fack you fack you fack you fack you fack
> you fack you fack you fack you fack you fack you fack you fack you fack you
> fack you
Google might be a better resource. Steam is usually uptight about
discussing rental servers on mailing list or in their forums.
J. Laws
Kevin J. Anderson wrote:
> I'm considering renting a l4d server somewhere in the middle of the
> country, so that I can play with my primarily east coast budd
Have them set different net_port in their startup parameters for the game.
Rodrigo Peña wrote:
> Hello list,
>
> Today I was going to play a match vs a team that was in LAN, sharing a
> IP but they couldn't enter, only two, the others got stuck at connecting
>
> Anyway to disable this limitation?
There have been times in the past where VALVe played with VAC or Steam
real-time and it caused some serious issues for servers and clients.
Without an update to blame, servers suddenly dropped to 10fps a year or
two ago. The cause ended up being something VALVe was doing actively
through Stea
lost/broken/time-outing. A svc_bad then occured if at
>> least one "half-open" (i.e. not responding) connection was still in
>> use and a round-restart happened. I have used a sv_timeout value of 25
>> instead of default 60 for a few years now and have never seen a
>&g
Its a mod plugin: http://forums.alliedmods.net/showthread.php?p=571889
JäKë T wrote:
> Well, just something that I think valve should look into.
> I noticed a few clans doing this for their servers. Mostly Tf2 and CSS, I
> found this page from looking up an ip because I joined a server one day
I imagine that would still be logged.
Marcel wrote:
> Is there a way to store the actual "screen" in a variable or text file?
>
> It would be cool to "send" a command like "stats" to the screen and get
> the output of it. Where the first "problem" would be to automatically
> attach to the screen
This is typically tied to text buffer overruns where the mods are
sending a plethora of textual data to the client via console or chat.
Items like some in-depth stat mods, account lookups, etc etc. This
commonly happened with one HLTV Relay host on the market that has a
Steam-ID lookup functi
One thing that might help is at least filtering the public lobbies (not
the private or steamgroup lobbies) by region so that you play with other
people in the same region and on a server within that region. East,
Central, West would help out greatly in the U.S. and prevent a lot of
this "250ms
I haven't noticed that but I have noticed a rather large drop in the
survivor AI if you are playing single player. They seem to not mind
straying well behind you and blatantly ignore obvious enemies rushing at
them on occasion. Adds to the difficulty, which isn't bad, but I just
don't remembe
It seems that the "VS" maps don't have commentary files but the binary
is trying to load them:
L 11/18/2008 - 14:19:26: Started map "l4d_vs_farm01_hilltop" (CRC
"-223236801")
Host_NewGame on map l4d_vs_farm01_hilltop
ConVarRef room_type doesn't point to an existing ConVar
Executing dedicated ser
I thought this was already there. You could make your own lobby with
your own settings and, using the sv_search_key..and now the group
thingy, you should be able to have that game played on your own server.
Perhaps I'm mistaken, wouldn't be the first time. ;)
Flubber wrote:
> I asked for that
Ban the entire /24.
Pawel wrote:
> Because this IP is from neostrada, polish Internet which has dynamic ip ;)
> So this "haker" can reconnect and will get new IP :/
>
> On Mon, Nov 17, 2008 at 10:43 PM, Steve <[EMAIL PROTECTED]> wrote:
>
>
>> why don't you just drop the IP at your firewall?
>>
Tickless is bad, mmkay?
David A. Parker wrote:
> Does anyone know whether a tickless system (dynamic ticks) is or is not
> preferable? I have read some things that say to use dynamic tiks, but
> threads in this list have said not to. Any definitive answer on this?
>
> Thanks,
> Dave
I fixed this by removing symlinks that were no longer valid (old steam
files, etc). Previously this was not upsetting the service but for some
reason it decided to get cranky this morning.
kama wrote:
> On Sat, 15 Nov 2008, Joseph Laws wrote:
>
>
>> I seem to be receiving
Same here.
Antoine Libert wrote:
> On Sat, Nov 15, 2008 at 18:44, <[EMAIL PROTECTED]> wrote:
>
>> Note this is under fork only - individual servers run fine
>>
>>
>>
>> 1. All rcon queries never get a reponse from the server, both in
>> external tools like hlsw and rcon commands from the
If you join directly you don't have the option of choosing your
character like in the lobby. You are bypassing the lobby, afterall.
You can change settings manually or by voting. I suppose having a
"lobby like feature" might be nice for people who still join directly,
but I doubt VALVe will
I seem to be receiving segfaults after applying this update (nationwide).
[S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient.
Continuing with current version anyway.
[S_API FAIL] SteamAPI_Init() failed; unable to locate a running instance
of Steam, or a local steamclient.dll
And the cats haven't learnt how to use a computer yet -
> although one of them is working on it... ;)
>
> Drek
>
> Joseph Laws wrote:
>
>> Same with me.
>>
>> Root console = keyboard/mouse in front of system (or KVM/IP).
>>
>> Using root wi
Same with me.
Root console = keyboard/mouse in front of system (or KVM/IP).
Using root within SSH I'd consider su root...nobody allows root login
via SSH and typically people force a su to root, sudo or something else
to get root privileges.
My setup is symlinked for all files except those w
Because he wants to. If you don't want to help him then keep your trap
shut.
Kveri wrote:
> Why do you need 980+ fps on public?
>
> It's waste of resources, and no hardware can handle that.
>
> Kveri
>
> Faustas Buškevičius wrote / napísal(a):
>
>> What are the chances of sustaining 980+ fps
1.67 0.00 0.00 0 0 500.00 0
10:01:34 stats
10:01:35 CPU InOut Uptime Users FPSPlayers
1.67 0.00 0.00 0 0 500.00 0
10:01:35 stats
10:01:35 CPU InOut Uptime Users FPSPlayers
2.00 0.00 0.00 0 0 50
I'm sorry but which game are you guys going back and forth about?
xLnT wrote:
> Then game-hosting.com is faking their stats output. They have stable
> 1000fps and drops down to 500fps exactly.
> Not 501 or 499 but 500fps.. once in a while.. otherwise it's 1000fps stable.
>
>
>
>> There is no c
Even at Impossible setting the game is so easy to play in single or
co-op mode if you use the melee. The melee needs to be severely
diminished in its strength to make things more difficult (that or at
least make it so you don't kill a zombie with 3 melees). It is at the
point right now where
Same here. Prior to update, only people using the browser could join.
Since the update, it is reserved for lobby only. Here is the config I'm
using:
// Hostname
hostname "HiDef DeathTrap [CHI] Left4Dead - hd-gaming.com"
// Rcon Password
rcon_password "*"
// Private Password
sv_password
>> experience so boring. Anyway if the sv_public 0/1 is really released it
>> would be a relief, I passworded my servers for my community only but
>> it's
>> clearly not my favorite way since even with 1500 members the servers
>> are not
>> 100% of time full
You mean a browser like the one you open from the console presently? It
looks like the same server browser used for other games...it just isn't
auto-loaded and hasn't had its full functionality added yet.
Flubber wrote:
> Not yet.
> I hope valve doesn't want to let the server system has it is
Works fine on my setup currently at 69.65.59.239:27015 (plus forks). I
haven't yet figured out the exact dimension that is displayed in-game to
adjust the graphic used, but it is definitely loading up the graphic and
also spitting out the motd properly. My motd.txt is html, however.
The banne
That is common if you are using a basic realtime kernel without a lot of
fine tuning. The CPU is misreported in STATS in such an instance.
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 Upt
Expecting new updates to work with software that hasn't been updated in
3+ years is ridiculous.
Ronny Schedel wrote:
> Not everyone uses AMX. I am an oldschool Adminmod user, made by Alfred
> Reynolds :)
>
>
>> amx_reservation 1
>> amx_hideslots 0
>> sv_visiblemaxplayers (maxplayers - 1)
>>
I checked the variable listing but I don't believe I saw anything for
setting the difficulty. Anyone stumble across that yet?
The -nomaster and other settings really lock down the server for private
use. Two thumbs.
___
To unsubscribe, edit your lis
connect_only" and the description indicates that players
> can only join from the lobby system if this is set. Has anyone tried
> setting this to zero and seeing if direct connection is possible?
>
> I don't have my server up yet so I haven't tested it yet.
>
>
It should but only if manually entered. It won't come up on a search.
Sort of like how -nomaster used to work in HL1.
Flubber wrote:
> will the server appear in browser if sv_public = 0?
>
> 2008/11/6 Joseph Laws <[EMAIL PROTECTED]>
>
>
>> Erik, a cvar wo
The error that guy is having steams from using non-default ports on the
same IP. The server seems to run internally on its own made up port but
has a limited range (27015-27020 or something). I've noticed this same
issue with SourceTV relays and I've had to expand to using more IPs to
cover t
in via matchmaking.
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mark - hlds
> list
> Sent: Thursday, November 06, 2008 10:25 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] [hlds] Left 4 Dead -M
Then I hope VALVe likes hosting all servers themselves. Without clients
able to use their OWN server then they will not rent from professional
hosts. In that case, professional hosts wouldn't bother with the game
and you'd be left with VALVe alone hosting this game.
Nick Olsen wrote:
> nope,
It seems no Half Life engine servers (not counting Source or OrangeBox
engine) are visible through Steam Browser (or any other query software)
if -nomaster is utilized. Is this by design or does this have something
to do with the setmaster bug I read was being worked on? Changing
hundreds of
From what you've listed it seems they are forcing the .cfg. Try
setting banndcfgfile to "banned" without any extention. It should
auto-add the extension.
Martin Christophe wrote:
> After few tests :
>
> -> amx_ban DON'T work ! Amx only kick.
>
> All previous ban are still working, but the new
Timetable on HL1 servers all showing up again in steam browser and other
query programs? All of our 1.6/CZ/DoD servers show offline and have the
proper steam_appid.txt values for their game. Public servers with mods
show up normally, private servers without mods do not (whether -nomaster
is u
Jason...off topic but is it possible to create an Orange Box mailing
list and separate this from HLDS? I've receive 250+ emails for Orange
Box in particular the past 2-3 days. Short of that, I'll go ahead and
click the unsubscribe at the bottom.
J. Laws
Jason Ruymen wrote:
> An optional upda
I believe there should be some changes to that wiki. After all, 64bit
compliant SRCDS/HLDS binaries with VAC2 were given the status of "When
it's done". A year after becoming useless, the 64bit binaries were
totally dropped and support ended entirely.
ics wrote:
> http://developer.valvesoftwa
want
> install or update your server, so use:
>
> -command update -game cstrike -dir . -username LOGIN -password PASSWORD
>
> it works
>
>
> cya,
> kofis
>
>
>
> Joseph Laws wrote:
>
>> Anyone else receiving this when attempting to update and/or
Anyone else receiving this when attempting to update and/or install any
new game content ?
I am getting this on every one of my machines. Am I correct in assuming
something is amiss with the Steam content servers?
J. Laws
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