Had no issues with the update.
-Ursprüngliche Nachricht-
Von: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Emil
Larsson
Gesendet: Donnerstag, 4. August 2016 03:16
An: Half-Life dedicated Linux server mailing list
Betreff: Re: [
Not really, works fine since I've started using it, item/workshop servers
also work without any issues on both EU/US servers I run.
-Ursprüngliche Nachricht-
Von: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Ross
Bemrose
Gesen
Well, you could ask your host for a unique ip which only belongs to you
(default port and no other servers on it)
Otherwise there isnt anything else left you could do about it to avoid such
things.
--
Kev
-Ursprüngliche Nachricht-
Von: hlds_linux-boun...@list.valvesoftware.com
[mailto:
Cause you probably subscribed to the HLDS Linux mailing list.
Von meinem iPhone gesendet
> Am 28.05.2015 um 16:51 schrieb Eric :
>
> Why am I receiving this email?
>
> Sent from my Jailbroken iPhone 6 iOS 8.1
>
>> On May 27, 2015, at 12:18 PM, David Parker wrote:
>>
>> Well then, he's more t
w to bind srcds servers to a native v6 or at
least some word about the progress of making it compatible (maybe even
a word from a developer here :-) )?
Thanks in advance an best regards!
Kevin
PS: please don't slap me if I've missed something about that topic.
Haven't been around quite a
I was able to log in on my home pc using anonymous just now. From the
messages on the mailing list(s) it seemed like it was broken for certain
places in the US.
On 1/16/2015 10:04 AM, wave wrote:
Has anyone else become unable to login using steamcmd since yesterday's tf2
update? So far I've be
If your datacenter is automatically nulling your IP, chances are the
attack is effecting their other customers, meaning they do not have the
capacity to handle the attack. Adding a firewall right before your
server will do nothing, because the traffic will still overload your
host's network.
Build 4579
(http://www.sourcemod.net/smdrop/1.6/sourcemod-1.6.3-git4579-linux.tar.gz)
fixes it :P
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[mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Aridane
Manuel Ojeda Sánchez
Gesendet: Donnerstag
I have had this happen at random times over the past few years on CS:S.
On 9/14/2014 12:18 PM, 1frankster . wrote:
I had same thing happen on a payload server after map change two days after
last update. I had 95% player count drop for same reason and clients also
crashed. I figured a fluk but
lame advertise..
Von meinem iPhone gesendet
> Am 28.08.2014 um 09:01 schrieb Jorge Cobos :
>
> juego cs1.6
> SERVER ONLINE 24/7
> Name: lUPl xtreme solder .gt
> Connection Info: 74.91.127.210:27019
>
>
> 2014-08-27 16:57 GMT-06:00 Paul :
>
>> Hi Eric,
>> Many thanks. Hopefully it's also relat
Also got this problem some days ago, servers used 98% CPU while the server
was empty.
Running latest builds of sm and mm.
Von meinem iPhone gesendet
> Am 17.06.2014 um 10:04 schrieb Yun Huang Yong :
>
> I run a variety of TF2 servers (24p PvP and MvM) and since the last update
> all servers
On 5/10/2014 2:51 PM, Weasels Lair wrote:
Any server-operators out there looking for another Source-based game to
play (and more importantly HOST)?
"Fistful of Frags" could use your help. FoF launched (for FREE) on Steam
yesterday, and the response has been overwhelming.
The down-side to that,
wrote:
Yeah, but it means it doesn't support 24 players. Just around 22 or so.
If we could push it a bit futher, maybe with some optimization and tweaks,
it could meet our expectations.
_pilger
On 14 March 2014 21:01, Kevin wrote:
Depending on the type of virtualization I am not surp
th sourcemod running, I've got 581MB of
RAM
used when busy and an average of 22% CPU usage and a max spike of 61%.
On Fri, Mar 14, 2014 at 10:34 AM, Kevin
wrote:
Depending on the game, he could easily get 2-3 servers out of just
1GB
on
linux. CS:S peaks at ~300MB for me, where TF2
hen busy and an average of 22% CPU usage and a max spike of 61%.
On Fri, Mar 14, 2014 at 10:34 AM, Kevin wrote:
Depending on the game, he could easily get 2-3 servers out of just 1GB
on
linux. CS:S peaks at ~300MB for me, where TF2 can go up to 500+.
4Mb/s of bandwidth will be the limiting fact
Depending on the game, he could easily get 2-3 servers out of just 1GB
on linux. CS:S peaks at ~300MB for me, where TF2 can go up to 500+.
4Mb/s of bandwidth will be the limiting factor here, I re-read and 4Mb/s
will only get you 1 ~20 slot server if it isn't deathmatch.
On 3/14/2014 11:28 AM
You said you were using linux emulation, that would be my guess to the
cause.
On 3/14/2014 5:26 AM, Stefan `Sec` Zehl wrote:
Hi,
On Thu, Mar 13, 2014 at 22:27 +, Asher Baker wrote:
Try setting the RDTSC_FREQUENCY envar to 'disabled' before starting the
server.
I just tried it, but it did
From your graph it seems like you are on NFO, the best action to take
would of been getting a network snapshot while the server was being
taken down.
On 3/2/2014 5:12 AM, Mitchell Huang wrote:
Thanks for the suggestions. Although we are more concerned about making
sure everyone including Valve
Well, i would prefer www.g-portal.de , I am there since over 3 years and
they have a really great ddos protection
(https://www.link11.de/en/ddos_protection.html) and the prices are also
really cheap, so if someone searches an EU host I would go with G-Portal.
-Ursprüngliche Nachricht-
Von:
Check your game files then it automaticly updates, thats how i did it.
Von meinem iPhone gesendet
> Am 12.02.2014 um 02:08 schrieb Ilya Larin :
>
> Confirmed, my client doesn`t recieve the update too
>
>
> 2014-02-12 5:07 GMT+04:00 Frank :
>
>> I'm finally able to get servers updated but clie
Happened to me too, when I restart the server it loses the connection after
a while, also it doesnt recover after a while like it should.
-Kevin
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Von: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von
I saw that red spike in HLSW every time a Win32 TF2 server changed maps.
On Thu, Mar 17, 2011 at 5:37 AM, Andres Pozos wrote:
> Last orangebox update(there was some hidden)?
>
> No problems on any game for us on linux. No complaints from players and we
>> don't see any spikes but there are som
Reference pose.
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So because the providers can't fix their own permission systems, no one else
can live load a VSP? There's plenty more ways to sneak in arbitrary stuff
into the server given RCON and/or some level of access to the file system.
This seems like a very poor solution.
2011/1/20 Andre Müller
> Hi, a
Whatever is done to limit this these GSPs will still lie and cheat on some
mythical metric that has nothing to do with how the game actually feels.
Even if "FPS" is taken out of the picture, they'll find a new one.
On the other hand, I think it would be important to describe this for the
folks act
If you know the method by which they are doing it, it _might_ be preventable
using server plugins or settings.
Or they could be using cheats and you might just be SOL until VAC _might_
catch them.
On Wed, Nov 10, 2010 at 11:28 AM, realdreams wrote:
> Hi,
> I have noticed players using speed hack
So clients think the version should be .6, master server thinks it should be
.7, and the game servers are being served .6.
On Fri, Sep 10, 2010 at 4:55 PM, clad iron wrote:
> ROFLMAO
> D3vilfish
> On Fri, Sep 10, 2010 at 5:52 PM, D3vilfish - Simiancage.org <
> priv...@caterhamhill.net> wrote:
>
The check used was already found, documented, and bypassed. I wouldn't
count cheats like that out for very long.
On Wed, Sep 8, 2010 at 4:11 PM, Oleg Koshmeliuk wrote:
> RIP LSS http://3rdera.com/
>
> 2010/9/9
>
> > Could it be? Nomore SourceMod on clients???
> >
> > Am 8 Sep 2010 um 20:13 hat
Had a user who uses our servers claim they got a message akin to the
following:
"the server you are trying to connect to is running an older..."
I doubt they quoted it exactly right, but the problem they expressed
remains. The message to clients when the server is out of date is cut off,
leading
Expect officially-sanctioned only servers if they actually have one.
Wouldn't want community mods to extend the lifetime of the game when they
want you to fork over another $50, no sorry $60, for a different EA military
FPS game a year from now.
On Thu, Aug 12, 2010 at 3:30 PM, Harry Strongburg w
Mystery lag spikes without actual CPU spikes and only a moderate amount of
HD activity?
Sounds about standard.
While our group hasn't completely ruled out HD stalls, I've been thinking it
is either some a slow synchronous network activity or some sort of memory
management churning the time.
2010
Those plugins are trying to load themselves as if they were on the old
engine. They need to be tweaked to load the versions that are similar to
DoD:S or TF2, which are on the OrangeBox version of the source engine.
On Thu, Jun 24, 2010 at 3:46 AM, AnAkIn . wrote:
> These plugins need to be upda
Update was surprising fast this time, unlike the horrid timeout errors
and 30 minutes of "Retrying in 30 seconds . . ." that plagued the last
few TF2 updates.
Jason Ruymen wrote:
> Required updates for Team Fortress 2 and Counter-Strike: Source Beta are now
> available. Please run hldsupdateto
Mani has lots of exploits.
"New crash methods.. They join the server and don't even get in before it's
totally crashed..this is a socket bug..."
This crash is possible on a pure vanilla installation. The attacker's
connection may not show up in logs because they do not finish connecting
before ca
Fast/instant re-spawn plugin can cause this.
Appears to be a quirk of forcing a player re-spawn rather than letting the
player re-spawn through a wave.
On Mon, Sep 21, 2009 at 5:01 PM, Mark wrote:
> To add, regarding the same box:
>
> Players have also noticed multiple item drops on occasion af
This should be near the top of the priority list.
I mean, this is really bad. Anyone can randomly trash or exploit
through arbitrary uploads any file the srcds has access to, including
files outside of the source server directories if there's any access.
This is aside from the numerous current c
Thanks for the explanation. The only question is, what happens if there
is a free spot on your server running a custom campaign, and the pubber
or friend who tries to join does not have the custom map?
Kevin
Jonah Hirsch wrote:
> It will not work. Here's how the VPK system works.
>
Has anyone figured out a definitive answer as to whether this works, or
how the new system works when getting the custom campaigns downloaded
and installed?
Kevin
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Curious, does sv_downloadurl work currently in l4d?
Kevin
Jason Ruymen wrote:
> A required update for Left 4 Dead is now available. Please run
> hldsupdatetool to receive it. The specific changes include:
>
> Client:
> - Removed an infinite ammo exploit for molotovs
>
Yaakov Smith wrote:
> I'm glad I saw that because I missed the unloaking spy...
> I thought Valve would give us Jarate because no-one would expect it not to
> be an April Fools update, and I was right! :)
hahaa, yes, I actually looked to see if its april 1st for a split second
there when I saw
ics wrote:
> When it was started, it obviously had a connection to Steam as
> everything worked fine. Just that if we do not reboot it in every 2-3
> days, this happens -> no connection -> no unlockables. The fix in last
> patch should have fixed this. I dont want to go restart a server which
ics wrote:
> As i recall, latest update for TF2 fixed this:
>
> - Fixed instances where Steam connection problems would cause some
> unlocked items to be unusable
>
> It is still occuring so it is not fixed. One of our server isnt
> connected to Steam, thus unlockables do not work. The other
David A. Parker wrote:
> Kevin J. Anderson wrote:
>> David A. Parker wrote:
>>> Hello,
>>>
>>> Since the big L4D update a few days ago, I do not see the game
>>> difficulty listed for versus or Survival modes in the game description
>>> fi
David A. Parker wrote:
> Hello,
>
> Since the big L4D update a few days ago, I do not see the game
> difficulty listed for versus or Survival modes in the game description
> field of the A2S_INFO query response. The difficulty is still listed
> for co-op mode, but it used to show up in versus
Its client side. set steamgroup exclusive, no search key, and tell
them to put the ms_force_dedicated_server ip:port in their autoexec.cfg.
Now that it doesn't require cheats to be enabled, any lobby leader who
has it set should always go to that specific server if its not being
used at the t
etty well. I don't believe the search key is meant to
keep it from being public though, I thought it was only supposed to help
clients go to specific servers without specifying the
ms_force_dedicated_server?
Kevin
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post.php?id=2390 talks about the new
matchmaking system, but is not clear with regards to group servers if
any changes will be made, and makes only a vague reference to: "This is
just the first step in giving players control over what servers they
play on and the type of experience they
the lobby.
Kevin
Jason Ruymen wrote:
> A required update for Left 4 Dead is now available. Please run
> hldsupdatetool to receive it. The specific changes include:
>
> Survival Mode:
> - New gameplay Mode
> - 16 maps including Last Stand
> - Leaderboards
> - 7 ne
Can we expect the l4d DLC today, and if so when roughly? I understand
there might be delays etc, but is the *plan* for it to be out this
morning, afternoon or evening barring any issues?
Zoid Kirsch wrote:
> I'm a developer at Valve who is working on the Left 4 Dead Survival pack
> update.
ver,
there are still problems with joining eventually even if the unscrambler
is turned off.
Anyone have any ideas?
Kevin
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Excellent suggestion. Hell, it would be great if they simply added the
hlds and hlds_linux emails to the subscription of that thread... so that
they don't have to go multiple places!
Rick Payton wrote:
> Another option Kevin would be to subscribe to the thread. Even though it
&g
Thank you. Could we get such notifications to the lists as well? That
would be excellent if so.
Kevin Anderson
Burton Johnsey wrote:
> We are performing some server maintenance and apologize for the inconvenience.
>
> More information:
> http://forums.steampowered.com/forums/sh
Is it me, or is steam going down every afternoon lately? Can we get
some info valve?
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far I think it needs some massive adjustment
Kevin
Jason Ruymen wrote:
> A required update for Left 4 Dead has been released. Please run
> hldsupdatetool to receive the update. The specific changes include:
>
> Game and client changes:
> - Introduced fatigue to the melee attack
Melee mechanic change eh? we have an ETA valve?
gamead...@127001.org wrote:
> http://www.l4d.com/blog/post.php?id=2377
>
>
>
> As per link?
>
> ___
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> visit:
> http://
I'm pretty sure steam servers are somewhat regional, but I may be
mistaken. ;)
A. Eijkhoudt wrote:
> Kevin J. Anderson wrote:
>> It would be cool if this maintenance was done either early in the
>> morning, or in the middle of the night.
>
> Not everyone lives in th
Yes, today our L4d server got borked around that time, pubbers were not
joining to fill open slots, and even invited friends could not connect
to the server.
It would be cool if this maintenance was done either early in the
morning, or in the middle of the night.
Kevin
Alfred Reynolds wrote
t it.
And WTF, myg0t still exists from the old CS days R O F L. People
need to get lives....
Kevin
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even when it looks like the server is full.
Seriously, getting kicked on joining is super lame, and I would hope
that valve would penalize servers like this, if they implement a scoring
system. Sorry, but thats the way I see it.Reserved slots, when
done, should be done correctly.
Kevin
playing on it, pubbers join
consistently. In fact, they seem to be joining almost immediately as
someone else leaves.
Kevin
ics wrote:
> Like i said, we have completely vanilla servers, nothing else, no extra
> tags. Every other L4D server seems to be empty too around this area.
I honestly think nerfing tank parking is a bad decision. You shouldn't
make a tank suicide by having to attack players that are waiting to mow
him down.AI tanks are *not* hard to take out as a survivor, since it
sticks to one person.
Kev
Jason Ruymen wrote:
> A required update for Left
e fix for server lags introduced by one of the latest
> updates (Ronny Schedel)
>4. Re: net_splitpacket_maxrate (Carl)
>5. Re: server.cfg for l4d to disable sv_cheats for clients
> (Kevin J. Anderson)
>6. Re: server.cfg for l4d to disa
sure most here will agree.
Kevin
YankeeDeuce wrote:
> Install SourceMod (http://www.sourcemod.net/). In your server.cfg add
> sm_cvar before any options that require cheats to be on.
>
> On Mon, Feb 23, 2009 at 2:17 PM, Adam Abel wrote:
>
>> Hello, I'm new to runnin
word. GG valve. I'd like to see this kind of stuff more often!
Cc2iscooL wrote:
> Thank you for removing all the weapons of the people doing the weapon
> exploit.
>
> I love you if you release the scout update before the month comes out, as
> the exploiters won't be able to use their scout wea
what does the update do?
Kevin
Jason Ruymen wrote:
> We're hoping to have a fix for the SteamID change live within about an hour.
> This will be an optional update.
>
> Jason
>
> ___
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ver be much easier/obvious to select a server from the
lobby that belongs to your steamgroup/search key.
Kevin
Kev
ics wrote:
> Why not transfer the issue (problem) to the players to solve. If they
> hate modded servers, why not then add an option to add good servers (or
> some good
ee no reason to disable it, as I see no reason that it
might put any kind of burden on valve at all.
Kevin Anderson
Wolfie - Cybernetic wrote:
> I think the danger of it going to a new list outside of valves control was
> bad for them and us.
>
> I assume the thought process at val
shit...
Guy Watkins wrote:
> Good joke! Haha gmail.com :)
>
> } -Original Message-
> } From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
> } boun...@list.valvesoftware.com] On Behalf Of Burton Johnsey
> } Sent: Monday, February 09, 2009 3:41 PM
> } To: hlds_linux@list
Honestly, this is a bad idea. Why fix what is not broken?
I suggest we all email gabe protesting this. Its not like its a huge
cost to valve to maintain a mail list server...
Kevin Anderson
Burton Johnsey wrote:
> This should no longer be an issue as we have a vastly more robust system
This more or less stops the tracking of achievements on the server?
Tony Paloma wrote:
> Use the -nogamestats command line switch to fix timeout on map change. It
> disables the uploading of game stats to Valve's servers and at the same time
> fixes the timeout on map change problem. By "game stat
That master server app was quite cool, but is WAY out dated and would
require some serious recoding to match the new protocols. It was
outdated even when WON was still in use, let alone steam.
However, something like that along with some network redirection of
requests to the existing master s
I used to help run a 200-300 bi anual lan party in the wash dc area for
a few years, and back then, it was limited to the 192.168 class c
addresses. It *was* a pain, however we simply just combined two class
Cs to get around the IP restriction issues.We considered putting up
a small homem
lient console, exec
autoexec )
It would be nice if this was fixed, or if there was a better option
created, such as choosing steam group servers first before performing a
general search.
Kevin
Morgan Humes wrote:
> Sorry to bring up yet another pain -- but I have been trying to get the
> sv
nto this issue since the patch, either. It's really made the
> game more enjoyable, too...because I don't get kicked for something that I
> had no control over.
>
> -Richard Eid
>
>
> On Mon, Jan 26, 2009 at 10:
I've had it occur, but each time it was that the person loaded the level
before me, and switched teams before I joined. Just put the
unscrambler mod back on, will permanently fix the issue.
Kev
Aaron A. Maricic wrote:
> I have not had this occur at all since the patch...
>
> Ravnox wrote:
>>
steam.
Kevin
Jason Ruymen wrote:
> A required update for Left 4 Dead has been released. Please use
> hldsupdatetool to receive the update. The specific changes include:
>
> - Fixed an exploit with melee where swapping weapons ignored the intended
> delay between swings.
> - I
Yes, but where is some documentation on how to issue commands to it? I
telnet to the port,and start issuing commands after specifigyin
rcon_password, no dice?
Kevin
Chris Green wrote:
> The netconport is mostly intended as a building block functionality. While it
> is convenient to
-boun...@list.valvesoftware.com [mailto:hlds_linux-
>> boun...@list.valvesoftware.com] On Behalf Of Kevin J. Anderson
>> Sent: 15 January 2009 19:32
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] kk rcon for l4d? or even from client
awesome! exactly what I was looking for.
Kevin
Nephyrin Zey wrote:
> I wrote a simple python script that implements RCON a while back that
> you're free to use:
>
> http://nemu.doublezen.net/cacti/scripts/rcon.py
>
> ./rcon.py 1.2.3.4 27015 MyPassword "sm_ban s
es replies?
Kevin
Tom Richardson wrote:
> I was jst about to suggest HLSW when I spotted your last line. Any
> reason you don't to use that?
>
> 2009/1/15 Kevin J. Anderson
>
>> Forgive me if this has been discussed, however I searched the list and
>> also goog
e l4d.
Basically I can only really control the server when actually playing on
the server.
Im not really interested in hlsw either. I saw a bit about the new
rcon interface, but have not seen any info on a client or script?
Kevin
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Any word on when the new vs maps etc will be out?
Kevin
Jason Ruymen wrote:
> A required update for Left 4 Dead has been released. Please run
> hldsupdatetool to receive the update. The specific changes include:
>
> General
> - Fixed Survivors being able to climb surfaces ma
>
> On Gentoo with C2Q NO Problems with de_torn.
Torn has always had high cpu usage. Since the day it came out.
Kevin
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a restriction on one group, but that is a good point.
>
> On Thu, Jan 8, 2009 at 5:26 AM, Kevin J. Anderson > wrote:
>
>> Honestly, its probably worse when a dead survivor ghosts the activities
>> and layout for the rest of his team.
>>
>> You can see where
Honestly, its probably worse when a dead survivor ghosts the activities
and layout for the rest of his team.
You can see where infected are, where the witch is, where packs, Tier2
weapons, etc are.
An infected should be able to see whats going on at all times, or else
they would not be able to
On no mercy finale, you can also get under the ramp from heli pad and
more or less survive everything as well... no horde, can't be pounced,
its easy to knock off the smoker, and tank can't really get in there either.
Kev
ICS Staff wrote:
> Yeah the melee is scriptable. The animation can be can
oin first from the
lobby. We should not have to constantly reset the server because
various settings are stuck.
Kevin
Tom Richardson wrote:
> Thankyou for confirming this. I've not seen any mention of it on the forums
> and was starting to wonder if it was just me! You are correct
ailto:hlds_linux-boun...@list.valvesoftware.com] Namens Kevin J. Anderson
> Verzonden: zondag 4 januari 2009 0:38
> Aan: hlds_linux@list.valvesoftware.com
> Onderwerp: [hlds_linux] map keeps resetting to coop no mercy from vs
>
> Even though its set to a vs map in the command
of us just join directly because we
want pubbers to be able to fill the gaps.
I looked through the archives, and couldn't find much on this subject.
Kevin
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>
> 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 buddies w/ a
>> good ping. (they don't ping well to basic server here in ph
Seems texas servers are the best compromise from looking around.
Kevin
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distraction -- but, then again, I only play on my servers with people
>>> from my steam group...
>>>
>>>
>>> On Wed, Dec 17, 2008 at 7:28 AM, AnAkIn . wrote:
>>>> The problem is not that alltalk is forced on, but is is DEFAULTED to ON.
>>>
it
should be left up to the players in each individual game.
(this isn't even getting started on all the stupid forced settings some
admins are pushing on people, screwing up mapcycles and campaigns in
general)
Kevin
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The best place to report things like this is to PM one of the active
moderators on the Steam Forums.
- Original Message -
From: "Saint K." <
To: "'Half-Life dedicated Linux server mailing list'"
Sent: Monday, December 01, 2008 9:02 AM
Subject: [hlds_linux] Where do i send ...
> Wher
I can confirm that the rate you see in status is the sv_maxrate limited rate
(or less).
- Original Message -
From: "AnAkIn ."
To: "Half-Life dedicated Linux server mailing list"
Sent: Thursday, November 20, 2008 2:50 AM
Subject: Re: [hlds_linux] rate limiting L4D servers?
> status p
* Unable to load Steam support library. *
* This server will operate in LAN mode only. *
This would indicate that you need to update your server to the latest
version.
- Original Mess
Anything you can put into the server.cfg needs a "+" if you put it in the
command line.
Options which are only accessable during startup have a "-" in front.
http://developer.valvesoftware.com/wiki/Launch_options
That page needs to be updated for L4D servers / clients but should give you
most
I've found that hlsw will do this, it's always been a little too aggressive
making server queries.
The CVARs listed below will help but if they don't, just ban the IP that is
is the source.
- Original Message -
From: "Pawel"
To: "Half-Life dedicated Linux server mailing list"
Sent:
I noticed that my Win32 L4D server no longer hibernates at 10fps after this
update if there is a hi-res timer running (it runs at 30 fps all the time
now which is ok for me).
Are linux servers seeing something similar?
... was this to address the longer ping times in hibernate mode and/or the
this is very helpful, thank you!
- Original Message -
From: "Milton Ngan" <[EMAIL PROTECTED]>
To:
Sent: Tuesday, November 11, 2008 3:58 PM
Subject: [hlds_linux] l4d Dedicated server notes
>I have been working with Chris to get all of the dedicated servers up and
>running with the new
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