TF2 and CS:GO don't...
From: hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] on behalf of Saint K.
[sai...@specialattack.net]
Sent: Saturday, September 13, 2014 8:34 AM
To: 'Half-Life dedicated Linux server mailing lis
I completely agree Dan. I am just a small community with a couple servers, but
the population went straight down the drain after this patch. They would
normally be full this time of night. My servers are vanilla and as plain as
they almost get besides having sourcemod for admin on there. No extr
each time we have banned him. Most cases they are not VAC banned later
on. Only some are. If it's only for stats, it's pretty lame feature.
-ics
24.12.2011 13:01, Mike Johansen kirjoitti:
> Reporting using the profile doesn't do anything, me and a couple of
> mates deci
Reporting using the profile doesn't do anything, me and a couple of mates
decided to try it out, report a person with an obvious wallhack and probably
a multihack. We uploaded the demo to our website, added a link to it in the
report tool, wrote probably a page with what he had done and why we wan
I myself haven't experienced an aimbotter for a few months, not since I
installed SMAC (SourceMod Anti-Cheat) and enabled aimbot protection in it.
It does give a few false positives, but it has maybe banned one innocent
player per 20 confirmed aimbotters. Which I find acceptable.
-Original Me
ftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Harry
Strongburg
Sent: 18. desember 2011 18:13
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Replay taking up a slot - Quickplay penality?
On Sun, Dec 18, 2011 at 05:59:25PM +0100, Mike Johansen wrote:
> If i do that, wo
Behalf Of Steven Linn
Sent: 18. desember 2011 15:24
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Replay taking up a slot - Quickplay penality?
Odd. Mine shows out of 25. Did you try setting maxplayers to 25?
On Dec 18, 2011 9:09 AM, "Mike Johansen" wrote:
fo as 6/23.. I need 24 slots for Quickplay. Is there something
wrong with my config or will this sort itself out?
- Mike
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Well 32 slots doesn't disqualify you, it gives you a "scoring penality", or
atleast that is what I saw on the "TF2 Quickplay overview" in Steam-support.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrea
Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mike
Johansen
Sent: 11. desember 2011 12:07
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Server locking up with 100% cpu usage
By
lf-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Server locking up with 100% cpu usage
Mike Johansen wrote:
> The script is not the problem.
> Sometimes it starts the server without any
> error, and no, it kills it> update> start.
How are you "killing&
Produktion kirjoitti:
> I belive the problem is that its not killing the gameserver and when
> the script is starting the ganneserver the port is occupied and so on ..
>
> Look througe the logs /var/logs and the answer will be found :)
>
> Good luck !
>
> Peter
>
> Mik
Hi,
I am using a script to automatically reboot and update my servers @ 6.00 GMT
+1. The script is working, and it is updating the servers, but when it
starts them again they seem to lock up and use 100% of CPU.
I have to manually contact the dc and make them reboot the physical machine
becau
Does this mean it will be a required update when you guys do end up releasing
it? Thanks
> From: fletch...@valvesoftware.com
> To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com
> Date: Thu, 11 Aug 2011 23:51:52 +
> Subject: [hlds_linux] No orangebox update today
>
> No Oran
Any info on why quickplay is acting weird?
> From: fletch...@valvesoftware.com
> To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com
> Date: Wed, 10 Aug 2011 23:40:55 +
> Subject: [hlds_linux] Optional TF2 update tomorow
>
> Expect an optional TF2 update sometime tomorrow.
> *
lds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Dropping off quickplay & crashes
>
> game-monitor isn't reliable nowadays. A lot of the informations shown here
> is wrong, dead servers stay in the list for more than 2 months etc.
>
> 2011/8/10 Mike jons
>
> >
> >
Valve has almost 1500 servers up now. They used to only have around 1000
before. Proof:
http://www.game-monitor.com/search.php?search=valve%20tf&game=tf2
It's crazy and absurd o_0. They should move it to around 300-400 servers at
max. Tell us why you need all these servers valve?
> Date: Wed,
Sorry for the late reply on the beta, but I was wondering if I could still get
into the beta server hosting. I help run the community called RareBreedGaming.
You can contact me at the email blindedsoldi...@gmail.com
> Date: Mon, 1 Aug 2011 20:56:39 -0400
> From: j...@tripwireinteractive.com
>
What time tomorrow do you guys plan on doing it? And will it just be for linux
or for both linux and windows? Thanks
> From: alf...@valvesoftware.com
> To: hlds_linux@list.valvesoftware.com
> Date: Fri, 22 Jul 2011 04:31:16 +
> Subject: Re: [hlds_linux] Server crashes after today's update
>
I would suggest the following as a bare minimum:
4GB of RAM running in dual channel
A dual-core processor of at least 2.67 GHz per core
Video card not a requirement unless losing that small amount of RAM is critical
(usually not); shell processes aren't going to be doing any graphics processing
Still not budging on the SetParent function huh? This is what those of us
running a mod server have been most frustrated about :(.> Message: 2
> Date: Wed, 5 May 2010 17:39:04 -0700
> From: Jason Ruymen
> Subject: [hlds_linux] Team Fortress 2 Update Available
> To: 'Half-Life dedicated Linux se
To anyone having stability problems with the bots, I would highly suggest
setting the following in your autoexec.cfg:
tf_bot_keep_class_after_death 1
Bots being allowed to change classes on their own will randomly crash the Linux
SRCDS engine (no issue on Windows for whatever reason). This is
This is regarding LAN-only dedicated servers.
I was tasked to set up some servers for an upcoming annual LAN party where
there will be no internet connection readily available. I have done this is
previous years with no issues whatsoever. However, when testing this time
around I have ran int
Well...I normally wouldn't care, except for the fact that once Steam thinks the
server is full, people can no longer connect to it. Valve, please fix this
ASAP. I miss the bots already. :(
>
> I can also confirm this.
>
> It's bugs like this that make me love Valve :D
> On 24 February 2010
Today's update has broken something in the way Steam is reading the player
counts on servers. Two of my TF2 servers, which were running a plugin that
automatically adds in the intelligent bots to maps when there aren't enough
human players, have been affected by this. I think whats happening
The past couple of days one of my servers has been intermittently losing its
connection to Steam. It's a confusing and aggravating occurrence.
During this time the server's connection itself is perfectly fine:
* People playing in it have good ping
* No noticeable lag when I go in it
* Can
Just tried running the update myself and it appears to be going slow
too.
On 19 Oct 2009, at 19:28, Goerge wrote:
> how much time are you giving it?
> it seems normal for it to take a few minutes =[
>
> On Mon, Oct 19, 2009 at 12:21 PM, Alistair Cockeram
> wrote:
>
>> Got CSS SRCDS servers st
I've sent like 5 emails total, how do you even remember my name?
-Mike
On Fri, Oct 9, 2009 at 8:37 PM, Gary Stanley wrote:
> At 06:42 PM 10/9/2009, Mike Zimmermann wrote:
>>You must be the life of all the parties.
>>
>>-Mike
>>
>
> Why don't y
You must be the life of all the parties.
-Mike
On Fri, Oct 9, 2009 at 1:21 PM, 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
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, IMO. At least the plugin
> talk is in some way directly affiliated with VALVe software and
> updates One perso
cry, one email to a perfectly targeted audience isn't going to break 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
Nazi Fortress 2
-Mike
On Thu, Sep 3, 2009 at 7:49 AM, w4rezz wrote:
> I dont know Valve, its really hard to delist servers with achievement_* map ?
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, ple
The fix is made and we will roll it out as soon as possible. I'm very sorry for
the inconvenience.
-Mike
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mike Durand
Sent: Tuesday, August 25, 2009
I've duplicated the problem here and am working on a fix.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel
Sent: Tuesday, August 25, 2009 11:15 PM
To: Half-Life dedicated Linux server mailing l
Hey,
Trying to install a copy of this mod, downloaded the 1.2b server
files but when it comes to running I'm getting this error:
"PARTICLE SYSTEM: Unable to load manifest file 'particles/
particles_manifest.txt'
SetupArrayProps_R: array prop '(null)' is at index
zero.SetupArrayProps_R: a
This is a problem from hlsw and any router. See forum from hlsw.
-Ursprüngliche Nachricht-
Von: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von
hlds_linux-requ...@list.valvesoftware.com
Gesendet: Freitag, 7. August 2009 21:00
An:
You seriously have the worst email possible.
-Mike
On Wed, Jul 22, 2009 at 6:52 PM, wrote:
> I'm quite impressed today. An update was promised and delivered on time
> and several questions have been quickly answered. Hopefully the streak
> will continue.. *fingers crossed*
>
Alfred to the rescue!
-Mike
On Wed, Jul 22, 2009 at 3:49 PM, Alfred
Reynolds wrote:
> We will have a fix out for both of these today.
>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
>> boun...@list.valvesoftware.co
Why do I copy and paste the same message 5 times?
Why do I copy and paste the same message 5 times?
Why do I copy and paste the same message 5 times?
Why do I copy and paste the same message 5 times?
Why do I copy and paste the same message 5 times?
-Mike
On Fri, Jul 17, 2009 at 1:54 AM, Ronny
My dad can beat up both of your dads.
-Mike
On Fri, Jul 10, 2009 at 8:50 AM, Shane Arnold wrote:
> So because someone has only set up 1 or 2 servers, they would know
> nothing about basic routing for a supposed 500+ servers?
>
> I'd hate to break it to you friend but you aren&
on 4v4 and a decent skill-based matchmaking.
I suppose we will all have to pre-order L4D2 today and save! -_-
-Mike
On Wed, Jul 8, 2009 at 10:34 AM, Matt Ford wrote:
> Thanks for all the replies. The search key as MIke Zimmermann describes
> initially seemed to do what I wanted, but
your
steamgroup the search key to set.
-Mike
On Tue, Jul 7, 2009 at 3:11 PM, David A. Parker wrote:
> People have asked for an easier way to deal with Steam group servers in
> the past, but so far Valve has not implemented anything.
>
> http://www.mail-archive.com/hlds_linux@lis
I don't believe they are adding any support for this into the 360 version.
The PC and 360 versions are two different branches now.
-Mike
On Fri, Jun 26, 2009 at 5:28 PM, Brent Veal wrote:
> The current system was picked because it works best for the 360 version.
> They obviously
That's exactly what happens right now though...
-Mike
On Fri, Jun 26, 2009 at 4:03 PM, ics wrote:
> I know i cannot download from the server while not connected into one.
> Let me twist the wire:
>
> Scenario 1:
> 1. Lobby leader has custom campaign installed.
> 2. O
t. You can't download from a server while not
connected to it.
-Mike
On Fri, Jun 26, 2009 at 3:39 PM, ics wrote:
> And why not? If you dont have it, you download it. Does it have to
> happen upon joining a server if someone already has the campaign/map and
> has created a lobb
irst. And while you are downloading from
the server, you are taking up a slot doing nothing for however long it
takes.
-Mike
On Fri, Jun 26, 2009 at 3:07 PM, ics wrote:
> I would also like to add a word called bandwidth to this conversation.
> If every file is really downloaded through the
version to download it. So if a site goes down (which really doesn't happen
often enough that it would be a nusaince), you just update the version in
the VPK and put in the new downloadurl. People will then have to redownload
the entire VPK but at least it will have the correct downloadurl.
I really don't think you should be touching a mapper's VPK archive. If they
update the version you will have to be checking that all the time and mirror
it on your host otherwise you will just run into problems.
-Mike
On Fri, Jun 26, 2009 at 1:03 PM, Jay Deiman wrote:
> Jonah
DotA AllStars v1.5 - 1.0MB
deadline.vpk - 15.1MB (And this isn't even close to a full campaign)
That's just my guess.
-Mike
On Thu, Jun 25, 2009 at 5:51 PM, Eddy Tarantulo wrote:
> I really do not understand why Valve didnot make map download it like in
> Blizzard battle.
No, the second one would just override the first. You need to have:
sv_search_key "1013,key:mykey"
That would allow public lobbies and lobbies with the search key set to join
your server.
-Mike
On Wed, Jun 10, 2009 at 3:31 PM, Logan Rogers-Follis <
logan.rogers-fol...@tntnetwo
ted by a comma, our public and private key would become
"key:1013,key:someuniquekey1013" and it would be available for both public
lobbies and private, search key lobbies.
-Mike
On Wed, Jun 10, 2009 at 2:13 PM, Brent Veal wrote:
> I believe that 1013 is the current version number for
wish to still allow random lobbies to
use your server, replace the line in your server.cfg with this:
sv_search_key "1013,key:someuniquekey"
That will allow random lobbies to use your server but if it is empty, and
you have the search key set in your lobby, you will use the server.
-Mik
I'm fairly certain that the Steam software engineers are completely separate
from the game programmers. That is one area where they have designated
projects.
-Mike
On Thu, Jun 4, 2009 at 1:34 PM, Will Dowling wrote:
> WebKit would probably be the best choice from a technical point
Tell your clients to move closer to your location. That's really the only
way to lower your ping.
-Mike
On Wed, Jun 3, 2009 at 8:08 PM, Oliver Salzburg wrote:
> I run a box with 4 L4D servers on it.
> The average ping is around 30 and I am wondering if I could further
> improve
We got your previous one. Please stop spamming the mailing list.
-Mike
On Fri, May 22, 2009 at 2:26 PM, Zuko wrote:
> VALVE plz fix this bugs
>
> #1
> more than 20 dominations:
> http://img190.imageshack.us/img190/7393/achievementscout.jpg
> http://img268.image
I also get a similar issue. In the server console when I do a status, it
shows the server as insecure, disconnected from steam3.
No idea how to fix it though sorry, I have taken down my server in the
meantime.
Nicolas Fernandez wrote:
> Hello, may be this question was answered, but my players ar
Same here.
Nick DeMarinis wrote:
> I'm getting the same; I'm also still segfaulting at startup, too.
>
> On Tue, Feb 24, 2009 at 11:01 PM, The Universes wrote:
>
>
>> Confirmed, same here.
>>
>>
>> Bruce Potter wrote:
>>
>>> As a follow up, I'm still having the issue where the server segfa
I have been following this mailing list since the CS days, would be sad
to see it silenced.
I agree with James, will you reconsider leaving the mailing list as is?
Florian Zschocke wrote:
> On Mon, Feb 9, 2009 at 9:51 PM, James Gurney wrote:
>
>> :
>> Maybe I'm old fashioned, but I find maili
Another thing to try if you see this problem is adding the
-NoLoadPluginsForClient command line option to temporarily disable plugin
loading. This can help us isolate the problem.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesof
We've been having a problem with one server, even though the server is
set to be secure, after a player joins the server decides to become
insecure, despite the server continuing to send out a heartbeat to the
master servers etc... has any one had this problem before? The startup
sequence h
game type 'left4dead' is release we can just point our update
>> scripts to
>> that game with the same directory?
>>
>> On Mon, Nov 17, 2008 at 11:02 PM, Mike Kent <[EMAIL PROTECTED]>
>> wrote:
>>
>>> l4d_full will preload the fu
l4d_full will preload the full game, I assume left4dead will become
active once the final game is released.
On 17 Nov 2008, at 11:47, Ferenc Kovacs wrote:
> 2008/11/16 Nick Olsen <[EMAIL PROTECTED]>
>
>> I just went to check if the dedicated server files were released
>> for the
>> full game
Run it with -secure in the start line.
On 9 Nov 2008, at 10:37, Patrick Shelley wrote:
> Hi
>
> My L4D is not showing up as VAC secured.
>
> Here is my server.cfg
>
> Can anyone spot if i have made a mistake please?
>
> I have commented some var's out that i dont think i need:
>
> // server name
You should notice that the issues with servers contacting VAC are fixed.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Martin
Christophe
Sent: Thursday, May 08, 2008 06:57
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] VAC don't work
You're
I was on a server this evening and sombody said in chat "type
achievements_unlock_all in console". Out of curiousity I did and it
deafened me with a terrible noise in my headphones and gave me all the
achievements. I am not sure whether the achievements were permanently
added as I haven't gone
We've reworked some of the code that heartbeats the master server. The
currently-released builds use the old code by default. We want to set it
to use the new code but would like to have it run on different people's
machines first. If you are able to, try adding this to your command
line:
+sv_mas
Even if you're not running on an Athlon machine, please try this build
because it's built with a newer compiler, machine, and OS version, with
different optimization flags, and with many symbols hidden. If we don't
hear from anyone with concerns about this beta, we'll probably make it
live tomorrow
still exist and are functioning.
Will this "updated" compiler version/link changes make its way to the
SDK when you guys get it vetted out?
Keeper
-Original Message-
From: Mike Dussault [mailto:[EMAIL PROTECTED]
Sent: Friday, March 07, 2008 1:28 AM
To: hlds_linux@list.valvesoftw
I was going to UUE it but I thought that might be too retro l33t for you
;)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nephyrin
Zey
Sent: Thursday, March 06, 2008 8:14 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Linux server tes
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
We've got a version of the Linux server built with a newer compiler
version, built off a newer machine with different settings, and with a
bunch of link changes. We want to make sure it works well for p
; This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ] If you're running
> FreeBSD and you're able to help run a quick test, it would be
> appreciated. I'll need to send you some binaries to try out. If you
work it out.
Thanks,
mike
--
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omatically downloaded by every client for
all to see...
-Mike
Nephyrin Zey wrote:
I'd like to know the answer to most of these questions as well. Right
now I've set only the pure_server_whitelist file to only allow custom
materials (for sprays), though I wish i could allow sprays without
a
/var/hlds/orangebox/tf/materials/mymod/signs
My question is, how does HLDS know to use the 'mymod' directory, and if
there are multiple mod directories, which takes precedence?
Any help is appreciated. I've exhausted all my best Googling tricks and
haven't been a
Great thanks for the update Alfred (and Mike D).
I appreciate the work you guys do to support your products.
Cheers
Mike
Alfred Reynolds wrote:
It is being looked at. We have it reproducing here, so far it is unclear
if it is a CPU or compiler bug, we are working out how to get around it
We're looking into this one now.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike
Hodgkinson
Sent: Friday, December 21, 2007 2:47 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2 Linux Dedicated Server
Jason
Jason could you please confirm whether the bad bone weights issue for
Athlon's is being looked at?
Cheers
Mike
Jason Ruymen wrote:
The Linux dedicated server for Team Fortress 2 has been updated again.
This update fixes the Assertion Failure: ValidationServerIP1 !=
ValidationServerIP2
dationContext->m_u32UserIDTicketValidationServerIPAddr1
Line: 1942
File: ../Engine/Src/SteamValidateUserIDTickets.cpp
./srcds_run: line 346: 26766 Aborted $HL_CMD
-Mike
On Dec 19, 2007 11:50 PM, Procyon <[EMAIL PROTECTED]> wrote:
> We have seen crashes like those every couple of
Thanks for the update Mike.
Any word on the 'Bad bone weight' issue?
Mike Dussault wrote:
We have a fix for this that will go out in the next update.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nye Liu
Sent: Tuesday, November 20, 2007
We have a fix for this that will go out in the next update.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nye Liu
Sent: Tuesday, November 20, 2007 7:48 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Still crashes on console quit
STILL cr
Bad bone weights still occur on Athlon MP's.
Nye Liu wrote:
Still crashes on quit
quit
*** glibc detected *** ./srcds_i486: free(): invalid pointer: 0xb7f2a408 ***
=== Backtrace: =
/lib/i686/cmov/libc.so.6[0xb7e4ece5]
/lib/i686/cmov/libc.so.6(cfree+0x90)[0xb7e52780]
bin/tier0_i486.s
Heh yeah this was pretty annoying. I would run it in a bash while []
loop until it exited with a zero error code.
Ondřej Hošek wrote:
Yes! YES! YES! YEAH! WOOOT! YY!
Uh... sorry for that blatant display of euphoria. However, "Connection
reset by peer" alw
Same here. I have two servers which can't run TF2.
I'm hoping that Valve are working on this.
noetix wrote:
My server doesn't start. :)
'bad bone weights' continue...
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Keeper
Sent: Thursday, 8 November 200
I dispute the idea that Athlon XP's are too old, my 3200 and dual 2800's
are still respectable.
Its just that Valve have not got around to releasing a range of
optimised binaries for various platforms.
They have in the past, and they haven't stated anything to the contrary.
Chee
No, this is not happening in the real world but we have made it work in
our office.
It's conceivable that for some future Valve game may support
cross-platform, but the Orange Box will not.
-Mike Durand
Valve
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTE
It looks as though the doubling the maps in the file doesn't work
reliably. So I'm afraid that you'll just need to wait for the update.
-Mike
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dan E
Sent: Wednesday, October 03, 2007 8:18 AM
map issue". Sorry again for the
trouble and thanks for your patience.
-Mike Durand
Valve
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cc2iscooL
Sent: Tuesday, October 02, 2007 5:27 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linu
ayers.
mp_autoteambalance_warning_delay
Time after the teams become unbalanced to print a balance warning.
mp_maxrounds
Max number of rounds to play before server changes maps
I'll be adding these to the VDC Wiki late.
http://developer.valvesoftware.com/wiki/Console_Command_List
-Best Regar
s
deadline.
-Best Regards,
Mike Durand
Valve
--
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What you're trying to do should work. I fixed a bug that was causing that error
for that specific map (mcdonalds-mds) over here, and when we shipped, that map
worked with sv_pure here. So it sounds like there's a case that's happening on
your system that doesn't happen here. We're slammed with O
Are you using an sv_pure value other than 0?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ryan
Veltidi
Sent: Saturday, August 25, 2007 12:52 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] looong map change tiems
I had an issue with
In case some of you guys aren't on the hlds list:
Updates to the Source Engine and Source Dedicated Server Beta are
available. To receive them, run hldsupdatetool with the command "-beta
community". The specific changes include:
- Fixed a bug in askconnect_accept
- Fixed an hl2mp bug where a s
:[EMAIL PROTECTED] On Behalf Of karumba
Sent: Thursday, August 09, 2007 3:17 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] srcds performance on core2duo
mike, thanks for the info.
is there any "threading" now for linux? or is there no benefit when
using dual/q
net_queue isn't used on Linux anymore.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of karumba
Sent: Thursday, August 09, 2007 2:43 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] srcds performance on core2duo
uh...i just ordered a new
Nope. You could make the smoke disappear if you could create a big
hiccup on the client.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Guy
Watkins
Sent: Tuesday, August 07, 2007 8:00 PM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] Sour
We've got a fix for that bug, and we'll probably release a beta this week that
includes the fix.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Rónai György
Sent: Sunday, August 05, 2007 11:02 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_lin
Has anyone tried this beta? We haven't heard from anyone about it yet.
We'd like to make it a public release, but would prefer to hear about
potential issues BEFORE we do that.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason
Ruymen
Sent: Wednesday, J
Nope. This release = the beta, so it just has a fix for that idle CPU eater bug.
As I mentioned yesterday, to the best of our knowledge, this release fixes the
mid-round hitches for some people and not others. If you guys can weigh in on
your status _as of this release_ in private email to me, t
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Hey everyone, here's an update: As far as we know, the latest beta (soon
to be released non-beta) fixes the idle CPU usage problem. It also fixes
the mid-round hangs for some people but not others. We'r
6f9fda4710.
This bug happens ALWAYS if i exit from the pure server, and NEVER if there
server isnt pure!
Anyone else noticed this? (Vista 32bit)
Mike: I hope you can have a look into this problem too, because i think it is
related to Pure mode.
Locutus
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