I'd second the symlink recommendation. If you simply edit srcds_run,
when TF2 autoupdates, srcds_run will also be updated to refer to
./steam again.
Ryan
On Wed, Oct 28, 2009 at 12:49 PM, Fredrik Duprez
fredrik.dup...@gmail.com wrote:
just create a symlink where you need the steam client to be:
I'm having the same issue with my Steam Community servers.
Ryan
On Tue, Sep 29, 2009 at 3:14 PM, Jonah Hirsch crazydog...@gmail.com wrote:
I did do that, as I stated. No luck.
Jonah Hirsch
---
On Tue, Sep 29, 2009 at 3:06 PM, Brent Veal naslund.fan...@gmail.comwrote:
I
I have also noticed unusually high CPU usage on my servers. It appears
in-game as severe stuttering when many players are in the same general
area. Note that client rates are set properly.
Ryan
On Thu, Jul 16, 2009 at 4:54 PM, m...@bestgn.net.au wrote:
Yes I get the same, Debian etch and a
I can confirm that this is happening on my servers as well. I am using
sv_search_key to provide a private pool of servers to my community,
and they disappear after several hours.
Ryan
On Thu, Jul 9, 2009 at 10:07 PM, Logan
Rogers-Follislogan.rogers-fol...@tntnetworx.net wrote:
I have seen this
Are survival times logged in any way? I can't seem to find this
information in the logfiles.
Ryan
On Thu, Apr 23, 2009 at 5:20 PM, Daniel Worley worle...@gmail.com wrote:
Update doesn't seem to help the new choppiness the latest patches introduced
:/
On Thu, Apr 23, 2009 at 8:01 PM, Ben
Have you seen the Message Suppression plugin?
https://forums.alliedmods.net/showthread.php?t=80794
Also, I don't use SourceBans, but I seem to remember that the people
behind it were working on using predcrab's CBaseServer hooks to
process bans before a client actually connects. You might want
There are server admins on the Steam Forums reporting the same issue
as well: http://forums.steampowered.com/forums/showthread.php?t=816874
Ryan
On Thu, Mar 5, 2009 at 5:40 PM, Tony Paloma drunkenf...@hotmail.com wrote:
Right after the TF2 update I was having problems with some of my Linux
I can confirm that -NoQueuedPacketThread fixes the issue on my servers. Thanks!
Ryan
On 3/6/09, Octo octodhd_h...@monkeyrings.com wrote:
Mine works now, so it was either the random time when it'll work, or that :)
Retesting on more servers.
On Fri, Mar 06, 2009 at 12:58:19PM -0800, Eric
I'm experiencing the same on a small test server (Unbuntu). It also
references game.dll.
Ryan
2009/3/5 Pawel tra...@gmail.com:
I can't start my server on linux centos.
Auto detecting CPU
Using SSE2 Optimised binary.
Server will auto-restart if there is a crash.
Console initialized.
The Linux DS used to work as recently as the update with the world
leaders gimmick, but now I can no longer start up a Linux server. The
console locks up with the line Summary: 1492 resources total 64.31
Mb, 95.82 % of capacity.
Ryan
On Mon, Feb 23, 2009 at 2:10 PM, t...@cybergate02.com wrote:
I've had a series of new, strange crashes crop up since last night's
update. They're in the form:
=
... snip ...
1680 : scenes/Player/Spy/low/792.vcd
1681 : scenes/Player/Spy/low/793.vcd
1682 : scenes/Player/Spy/low/790.vcd
1683 : scenes/Player/Spy/low/791.vcd
1684 :
...@topnotchclan.com wrote:
Is this on Windows? Im getting crashes on payload maps and none on Dustbowl.
On Wed, Feb 25, 2009 at 1:26 AM, Ryan Mannion floormas...@gmail.com wrote:
I've had a series of new, strange crashes crop up since last night's
update. They're in the form:
=
... snip ...
1680
It's still happening on my servers. However, the lag issue is much more severe.
Ryan
On Sun, Feb 8, 2009 at 12:39 AM, ics i...@ics-base.net wrote:
It happens, problems like these dont go away themselves. Server doesnt
respond for a while but it doesnt crash either. It will appear to be
normal
As the subject implies, my Linux TF2 servers are still exhibiting the
timeout bug after today's update. Map changes can take upwards of 50
seconds, causing clients to timeout if they haven't set their
cl_timeout to a sufficiently large value or if they become impatient
(I don't blame them).
Ryan
After yesterday's TF2 update, my main server is horribly unstable and
crashes or freezes/becomes unresponsive every 15-30 minutes.
Additionally, players are reporting being stuck in spectator mode,
unable to join unless they reconnect. I noticed another email on this
list from someone reporting
FWIW, after yesterday's TF2 patch, my servers have been locking up or
crashing regularly.
Ryan
On Tue, Oct 21, 2008 at 5:40 PM, Crazy Canucks [EMAIL PROTECTED] wrote:
Sorry missed that you are running Debian, and he isn't using Mani Admin,
he is using SourceMod.
Drek
Crazy Canucks wrote:
Nice work! In its finished form, will this be available decoupled from
PsychoStats? For various reasons, I prefer not to have
publicly-accessible stats on my servers but I certainly wouldn't mind
providing users with a live PsychoLive. Also, Is this compatible with
TF2?
Ryan
On Thu, Oct 16, 2008
I'm interested in hearing more performance data points. I can't find
any useful information on the web aside from really bizarre
speculation from people who have no business commenting on server
performance.
On a Xeon 3060 (2 2.4GHz cores) with 2GB running CentOS 5, I can run,
at most two full
http://www.bailopan.net/stripper/ works wonders
Ryan
On Fri, Aug 15, 2008 at 4:53 PM, Saint K. [EMAIL PROTECTED] wrote:
Does anyone know how to edit certain TF2 map ents, but in such a way so on
updates the edits won't get lost? (for example, trough a command line or
plugin method).
Cheers,
is
already present.
When the server finds a spray and has to compress it this can cause lag.
One very easy fix if you see ongoing problems with this is to just disable
sprays for a bit.
sv_send_logos 0
- Original Message -
From: Ryan Mannion
To: Half-Life dedicated Linux server
I agree with Nephyrin but also wanted to add another problem that's
been ongoing for a while. When players connect, I often see lines in
the form CreateFragmentsFromFile: 'downloads/5e255ec6.dat' doesn't
exist. duplicated in the server console dozens of times (seems to be
correlated to the number
Have you tried using the (fairly new) cvar mp_stalemate_at_timelimit 1?
Ryan
On Tue, Apr 15, 2008 at 7:01 AM, Saint K. [EMAIL PROTECTED] wrote:
Hi,
The map tfc_convoy_v2 (TF2) doesn't end at the set timelimit. The map only
ends when the timelimit is passed, and 3 scores are made (1 win).
As I wrote about earlier on this list, I also was negatively impacted
by this change. My workaround was to use the sockets extension for
SourceMod to run a small listen server that allows me to fetch
particular cvar values (or any custom information, really). This
allows me to leave my custom
Valve, if you do fix this problem, I *beg* you to consider adding a
cvar to disable reporting changes in the in-game chat area, but
continue broadcasting the cvar in server queries (the current behavior
in Linux servers).
I use this bug to allow me to keep track of teams and classes via
server
From a cursory look at the source, it seems that your plugin simply
disables the FCVAR_NOTIFY attribute rather than directly targeting the
chat area notification aspect of it. FCVAR_NOTIFY to my knowledge
exposes the cvar during server queries (e.g. via qstat) *and* causes
changes to be reported
It seems that mp_timelimit is virtually useless on most maps. Although
I haven't scrutinized every single permutation of map type and
round/timelimit combinations, in every case I've observed,
mp_timelimit is overridden by mp_maxrounds.
Now, I run a lot of customs on my server
My server thrives on voice command spam. It is required during warmup.
Our server community held an in-game vigil to mourn the loss of this
ability.
Please tell me there is a server cvar to disable the voice command
spam protection. If there isn't, I humbly request that one be added.
Surely there
Will mp_timelimit still be relevant in other cp maps
(Granary/Well/Badlands)? Ideally, mp_timelimit expiring, if set, on
said maps and similar custom maps would force an immediate sudden
death/stalemate.
Ryan
On Sun, Feb 24, 2008 at 9:54 AM, Eric Smith [EMAIL PROTECTED] wrote:
Ending the map in
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