TF2 now supports 32 players without any changes, and has for quite a while.
On Thu, Feb 12, 2009 at 2:32 PM, Carl wrote:
> http://forums.srcds.com/viewtopic/5220
>
> I haven't actually tried this. Its the 3rd post down I think.
>
>
> Markus Thewissen wrote:
> > Can you post a link to the guides
I agree that it is annoying. Some server admins need to do a better job of
correctly using sv_visiblemaxplayers.
On Thu, Feb 12, 2009 at 6:29 AM, Carl wrote:
> So, I have been playing TF2 since the public beta and have noticed
> something in TF2 that has made the game rather annoying: reserved
I'd be careful with those. There was a post recently on the sourcemod
forums by someone with a nosteam server and it had a hidden mms plugin that
started a hard drive format.
If you use a cracked server, you have a huge security hole with the
backdoors they seem to often program in with the crack
Valve has been aware of the MOTD exploit for forwarding for quite a while.
One of the Valve employees told me a long time ago that they would be
blocking it if they could, but as you can see, there haven't been any
updates to do so yet.
On Tue, Dec 9, 2008 at 11:53 AM, Andreas Grimm <[EMAIL PROTE
Perhaps bots kills are reported as -1 ??
On Wed, Nov 19, 2008 at 1:41 PM, David A. Parker <[EMAIL PROTECTED]> wrote:
> Hello,
>
> I have a Perl script which uses the A2S_PLAYER query to get player
> information from a given server. For some reason, the 4 bytes
> representing a player's number of
Or the stats program could parse the logs properly taking into account all
possible characters (as Peter Kirby did).
On Thu, May 8, 2008 at 7:49 AM, Peter Kirby <[EMAIL PROTECTED]> wrote:
> 2008/5/8 Mark Chandler <[EMAIL PROTECTED]>:
> > Could just make a plugin which kick players with quotes in
Sounds like Psychostats needs to be fixed.
On Mon, Apr 28, 2008 at 5:39 AM, Vince <[EMAIL PROTECTED]> wrote:
> Saint K. wrote:
> > " shouldn't be allowed in player names tbh. Same go's for ' btw.
> >
> >
> Which has been brought up here before. It also screws up Psychostats
> for TF2. As in, ps
There is a redirect ability built in to the plugin interface, but it
requests the user to push F3 to accept the redirect.
There is no way to automatically redirect anyone. It used to be possible to
execute "connect ..." on the client, but this is one of the client commands
blocked from being execu
This appears to be a good temporary solution to the problem:
http://forums.alliedmods.net/showthread.php?p=596795
Has anyone tried it?
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I doubt porting to the orangebox will include any map/model/material
changes. It will most likely be code changes only, to make the code work
with the latest engine updates.
On Tue, Mar 4, 2008 at 3:05 PM, ics <[EMAIL PROTECTED]> wrote:
> This
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You need to download the model and recompile it with a different path for
the model files and the material files. You'll also need a plugin that can
change player models. Both Mani's and Beetle's plugins have this capability
in CSS, not sure abo
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Why would you give points for building things?
If they place their sentry wisely and protect it, they will get more kills
with it. If they place the teleport wisely and protect it, it will be used
more. Surely you don't want to reward someone w
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Whisper:
I believe all of the things he has on the list deal with HL2DM itself and
not plugins.
Mannis.House:
The chat thing has been acknowledged as a bug and will be fixed sometime. (I
think Valve is pretty busy with the Orange box right now).
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I had someone request that I find a way around this restriction with a
plugin. The person asking had FIFTY servers forwarding to one server. People
like that are the reason that you can't forward a client's connection when
you change servers or to
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Just edit the existing file "hl2\pure_server_whitelist.txt"
On 6/13/07, Stephen Nicholson <[EMAIL PROTECTED]> wrote:
>
> ics wrote:
> >
> > Read the FAQ, you have to add all the custom content to that
> > pure_server_whitelist.txt file.
> > If t
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SourceMod has moved to beta and they are actively adding the admin
functionality now. Plugins are already starting to appear written by
SourceMod users for everything from weapon restrictions to team attack
control to spawning chef's hats on hosta
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My old weapon restriction plugin still seems to work on the beta. It hasn't
been "broken" by any updates for a long time.
http://forums.alliedmods.net/showthread.php?t=40075
It stops players from picking up restricted weapons, kind of like when yo
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What's the point of changing maps if no one is playing anyway?
On 5/11/07, teame06 <[EMAIL PROTECTED]> wrote:
>
> Ok, one more last question.
>
> What about the last round thing. Can there be added a cvar to disable
> that?
>
> Alfred Reynolds wr
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On 3/6/07, Andrew Forsberg <[EMAIL PROTECTED]> wrote:
>
>
> Erm, tough! :-) You could always put your own ads on the server to finance
> your hardware and connection.
>
>
Actually, you can't. Remember a while back when a company was putting subway
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There is no reason a plugin needs to use client commands for a map vote. If
your admin plugin doesn't work because of that, then you need to ask the
plugin author to just respond to the menuselect commands in the plugin
instead of sending a client
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I was very pleased with Valve's response on the noise from the community
regarding the rate problems when the command restriction cvar was added. The
min/max rate cvars they added will take care of your 10/10 players and limit
them to the min rate
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If this plugin uses the MOTD screen to set cl_restrict_server_commands, then
it doesn't work. Valve blocked that work around long ago.
On 3/5/07, TheZboys <[EMAIL PROTECTED]> wrote:
>
> cl_restrict_server_command plug-in works here
> however if
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>From http://www.sourcemod.net/stats.php?go=faq about tracking plugins and
mods.
*Q: Your numbers don't add up to GameMonitor/SteamPowered.com, why?*
A: SteamPowered.com's stats don't seem to match up to anything. The master
consistently returns
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1952 servers (as of midnight): http://www.sourcemod.net/stats.php
On 2/22/07, milchworld <[EMAIL PROTECTED]> wrote:
>
> did u use the NEW stats site?
> http://www.steampowered.com/v/index.php?area=stats
>
> DoD:S has 2464 Servers...
>
>
>
> Sv
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Where have they been confined?
On 12/27/06, Arne Guski <[EMAIL PROTECTED]> wrote:
>
> else you will end up loosing hosters and gamers
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There is not currently any way to query clients cvar values. Mike Durand
said that one will come in a forthcoming update. No word yet on when that
might be.
Don't expect to be able to change rates/cvars on clients. The most you will
be able to do
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Your description sounds like a change to the entity properties for the door.
You can use a program like EntEd or EntSpy to edit the entities in a map or
add new ones (that aren't brush based). If you save the changes, only the
server needs the new
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Use a 66 tickrate server. :)
Seriously, I haven't heard a single good reason to use anything higher that
stands up to serious scrutiny.
On 12/5/06, jonatan sandberg <[EMAIL PROTECTED]> wrote:
>
> [ Converted text/html to text/plain ]
> Hello
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cl_restrict_server_commands blocks redirects which is probably a good thing.
I can't think of a single time I'd want to be redirected as a client.
It doesn't change reserver slots. Mani and other admin plugins can still
implement reserverd slots
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I agree in part. Most of the clientcommand stuff used by server plugins was
fairly innocent, and usually helpful. For example, the VIP Mod sent the
client command "use weapon_usp" when a new round started to make set the USP
as the active weapon f
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Then the plugins need to be fixed. CSSDM has been fixed for the
ClientCommand's it used. I'm sure CSSRPG can be fixed as well.
Since GunGame isn't a server plugin, it might have some problems, but it
could easily be written as a server plugin an
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Just got this while playing DOD:S on our server.
On 10/1/06, Merlin.huff <[EMAIL PROTECTED]> wrote:
>
> Same on our servers, both 1.6 and source
>
> My account doesn't own the game and I should log into the correct steam
> account.
>
> -Orig
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Yes, doors are buggy above 66 tick (100+).
On 9/28/06, Timo Hilbertz <[EMAIL PROTECTED]> wrote:
>
> when running cs_assault on a CSS tickrate125 linux server, the right
> door near the hostages opens very slowly. this problem can be reproduced
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That will only change the settings on connect, not keep them from being
changed.
On 9/26/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
Add Mattie to the setup, then you can do a simple script on player_activate
that does
ma_cexec event_var(
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I don't understand the worry about this. The server would have to be running
the exact same custom maps as you for them to leach in this way.
On 8/8/06, Timo Hilbertz <[EMAIL PROTECTED]> wrote:
>
> slightly offtopic:
>
> is there any way to res
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You need to use Metamod: Source (not Metamod).
Also, you need to install plugins that are written for Metamod: Source, not
for Metamod.
Metamod: Source -> http://www.sourcemm.net
plugins -> http://www.sourcemod.net/forums/viewforum.php?f=25
On
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It's not a serious issue affecting Source servers. If you don't want that
ability on your server, then DON'T INSTALL IT on your server.
Grant
On 4/6/06, Adam Grzesko <[EMAIL PROTECTED]> wrote:
>
> Hi,
>
> We've found a serious security issue af
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kickid
I use kickid whenever possible because you can also specify a reason to be
popped up on their screen when they are kicked.
On 3/7/06, W0kk3L <[EMAIL PROTECTED]> wrote:
>
> Hmm, is it just me, or is the kick command changed in CS:S? It lo
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As far as I know, you should be able to use as many custom player models as
your server plugin allows and your clients are willing to download. The
cl_min_t and cl_min_ct variables won't affect how many custom player models
you have.
Grant
(L. Du
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There is a similar plugin for source servers at sourcemod.net that we've
been using on our DOD:S servers with good success after being attacked be
waves of hackers with STEAM_ID_PENDING.
On 1/2/06, Jordan Bagwell <[EMAIL PROTECTED]> wrote:
>
>
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I understand.
Although, for the record, I've been using SourceMM since before July and it
has only been "broken" by one update. Something to do with Valve's plugin
interfaces, and I understand that they've rewritten that code so a similar
update
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Until VALVe releases a fix for this, we've been using the STEAM_ID_PENDING
Kicker plugin: http://www.sourcemod.net/forums/viewtopic.php?t=3048
We had a ton of TK idiots and cheaters on the server exploiting the Steam ID
thing, and this plugin has
gt; From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of LDuke
> Sent: 22 December 2005 22:11
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Gziping maps
>
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> Isn't it bzip2 that'
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Isn't it bzip2 that's used, not gzip?
On 12/22/05, RĂ¼diger Meier <[EMAIL PROTECTED]> wrote:
>
> On Thursday 22 December 2005 17:46, #Rtb.uk | MarkyPark wrote:
> > I am still learning the ways of linux, I just want to know how to
> > Gzip maps?
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Didn't they make the last Linux update available as a beta before releasing
fully? Would have been nice if this update were the same way.
Although, I guess that method probably doesn't work when the update also
includes a client-side update.
L.
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We had someone on our DOD:S server like that. Had a name that said "you
can't ban me for TKs" or something like that, and he had no steam ID. We
banned his IP and he hasn't been back so far.
On 12/11/05, Jon Dawson <[EMAIL PROTECTED]> wrote:
>
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Since the update, I've been unable to connect via the LAN to my CSS server
running on FC3.
Someone said to try updating with "-linux beta" on the command line, which I
did, but it still doesn't work.
Grant
(L. Duke)
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