-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Scott
Pettit
Sent: 22 September 2007 08:30
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] VMware
Well after switching the guest to a 1000HZ kernel performance was great
and there didn't appear to be any perfor
Well after switching the guest to a 1000HZ kernel performance was great
and there didn't appear to be any performance problems under a vm. I'm
just getting a Windows guest set up now also to see how that runs.
The big thing for me in this is being able to shift servers around as I
please to new p
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Hello all,
Been a while since my last posting here...
Has anyone experimented with running SRCDS in a VMware guest? I'm
curious as to how you find the performance. In some brief testing this
aft
Is there a brief explanation on the settings for cl_interp_ratio?
Is it still 0.01/0.1 etc?
-Scott
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My last week's bandwidth graph for 9 busy servers
http://recoil.net.nz/uplink1.png
One of them:
http://recoil.net.nz/games3.png
Bear in mind that's 5 minute averages, so there will be some smoothing,
if we assume 908.27kbit sustained (the average from that graph in/out)
over a month that's ~281
_Anything_ that tries to execute stuff on the client.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Regime
Sent: Saturday, 18 November 2006 12:52 a.m.
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Counter-Strike: Source and Source Engin
One would think that at this stage multi threading would only really be
useful for the very large servers, but for your typical 16-18 player server
it wouldn't really make a difference would it?
-Scott
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Shrug. CPU usage is irrelevant in the end, as what really matters is whether
the servers perform well when they're full, and right now two full servers
on Windows appears to be holding a higher FPS and tickrate than Ubuntu was.
Mucking around with custom kernels and so on only helps marginally. On
Well, a few days ago I decided to try switching two of my previously Linux
(Ubuntu) machines to Windows to see if there was a difference.
Previously we had 2x 16 player CS Source servers running on these machines
(AMD64 3200+, 1GB RAM) which would sit around 80 fps when full, running tick
66 and h
I believe he's referring to the weapon pricing beta.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Krillins World
Sent: Friday, 27 October 2006 12:05 a.m.
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] srcds CS -beta server freeze -probl
Ditto, I've always run amd64 and my servers have never not been secure. I've
never quite understood all the drama about 64bit VAC - it's just an anti
cheat, it doesn't need that much grunt.
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VAC rarely stops the new cheats for us anyway - we just run a national ban
list and nuke IP's of cheaters at our firewall.
Works very well.
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Because we don't have any x86 swervers : >
amd64 has always worked nicely for me.
-Scott
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Found the problem - for some reason after the update the hlds_run script
wasn't detecting amd64 and trying to load i386 binaries.
Forcing it to load amd64 fixed the issue.
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I'm running 1.19 (from metamod.org) and adminmod/amxmod have ceased to load
on all of my 1.6 servers.
I just get badf load and it complains about not being able to find the
plugin dll I want to load, but it's _definitely_ there.
Any other ideas?
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T
Metamod loads but none of the plugins will load now - both just return bad
load.
-Scott
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Now metamod is sad and won't run plugins :(
-Scott
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Negative pricing is making things a tad screwy though.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of ics
Sent: Friday, 20 October 2006 7:23 p.m.
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Dynamic Pricing Gone Mad
Or not. No one real
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It appears that a glock is -$476 (gives you money), and that a mac10 is $1.
I think this is self explanatory.
-Scott
Scott Pettit
[EMAIL PROTECTED]
tel:
<http://www.plaxo.com/click_to_c
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It appears that a glock is -$476 (gives you money), and that a mac10 is $1.
I think this is self explanatory.
-Scott
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Hi,
I've also been having problems lately with our CS 1.6 servers - they load up
and secure themselves, but after a few hours VAC is either switching itself
off, or there's a new cheat that takes it off.
Either way it makes it hard to maintain cheat free servers if cheaters can
just disable the a
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+64 274 926 665
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On all of our Source servers, we force the cmd/update to tick + 1. Eg: we
run 66 tick so we force cl_cmdrate 67 and cl_updaterate 67. rate is forced
to 2 minimum, 3 maximum. cl_interp is forced to 0.01.
The performance (these are public) is great - the only people who don't like
it are on
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Has any one else noticed that copy pasting from the console (especially
SteamID's) chops the last character off?
This is extremely annoying when trying to ban people, most of those who I've
checked w
256 entries as in 256 SteamID's banned? In that case we currently have 1228
bans and no problems.
-Scott
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dave Dodd
Sent: Thursday, 29 June 2006 12:33 p.m.
To: hlds_linux@list.valvesoftware.com
Subject: [hlds
No. They are single threaded servers. You may run them on a SMP machine but
it will not make them perform better.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [S.O.D.] mr.
jack
Sent: Friday, 23 June 2006 8:45 p.m.
To: hlds_linux@list.valvesoftware.com
S
What changes are in said beta?
-Scott
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Tuesday, 23 May 2006 2:05 p.m.
To: hlds@list.valvesoftware.com; hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Source Engine Beta
We have
I've also had players and admins complaining that they can't connect
and get Ticket errors. There are definitely no network issues.
-Scott
On 4/21/06, Stuart Stegall <[EMAIL PROTECTED]> wrote:
> Every who's having this problem. What colo plant is the server located
> in? It can be a peering iss
Nah I tried disabling Mani but it hasn't fixed it - currently they're
running with no plugins at all but the cycles are still screwed up.
Making individual mapcycle.txt files on each server is a pain cause prior to
this I had rsync copying them out when they got updated rather than logging
into ev
Hi,
I seem to be having problems where on servers that I have specified the
mapcyclefile in the command line, it is being totally ignored. This is in
srcds. Is anyone else seeing this?
For example we have some Dust/Aztec servers with +mapcyclefile
dustazteccycle.txt but it seems to just be pickin
Thanks.
Is there some form of a guide somewhere that details the ideal settings for
a server?
-Scott
> The Red Orchestra Dedicated server is now available for
> download via the hldsupdatetool. The server is available for
> both win32 and Linux. The game name for getting the server is
> "redorch
Steam is just a content distribution network.
-Scott
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dan Sorenson
Sent: Thursday, March 09, 2006 12:30 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Re: Server Engine Red Orchestra
Does anyone else think that this signature is WAY too big?
Could I point out that this is a mailing list, and the mail is publicly
archived for all to see, so either unsubscribe because this breaks your
'notice' - or remove your stupidly huge sig.
BlueHawk^4u wrote:
Gavin Rodgers
(BlueHawk^4u)
I also thought this might have been a plugin problem - but I saw this
happen on a completely unmodified standard installation too.
It happened on de_train when I saw it myself this morning, but I've
heard reports of it happening on several maps.
-Scott
Matt Judge wrote:
I have seen this happen
Hi,
I'm noticing on a few servers that the situation arises where everyone
can't spawn, or move, and can only join spectator. The server appears to
be locked until it is reset.
Is anyone else seeing this?
-Scott
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Using tickrates of 100 was said to cause a lot of problems (players
getting stuck in boxes etc). Anything below that was supposed to be
okay, 33, 66 and 100 were the 'choices' as far as I'm aware, I don't
know if you can use anything in between or if there is a particular
reason for using those fi
Choke = rate too low, or cmd/update rate too high.
Either reduce sv_maxupdaterate, or increase sv_maxrate to 3. Setting
sv_minrate higher can also help.
Tell your users to increase their rate and reduce their cmd/update rate too.
Administracija wrote:
Hey there,
I have a problem, when I s
Nah,
http://steampowered.custhelp.com/cgi-bin/steampowered.cfg/php/enduser/entry.php
From: http://forums.steampowered.com/forums/search.php
That link is dead.
Munra -hlds wrote:
Really the Link Works for me
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Thanks, the link on the Steam Forums took me to
steampowered.custhelp.com which didn't work :/
On 2/16/06, Munra -hlds <[EMAIL PROTECTED]> wrote:
> you didn't look hard enough :) I do it all the time
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I've already tried searching the Steam Powered forums and the WIKI,
and the Steam Help site was dead:
Could someone let me know which ports need to be opened for a
HLDS/SRCDS server running behind a firewall?
-Scott
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No, I've got quite a few users complaining about not being able to
connect - usually telling them log out/in to Steam again seems to fix
it.
-Scott
On Sat, 2006-02-11 at 20:17 +0100, LuZiFeR wrote:
> Ca. 10% of the users beeing kicked with 'no steam login'
>
> Am i the only one with this problem
No, it's AMD specific, but I'm not seeing it on my AMD64 machines.
On Sat, 2006-02-11 at 06:56 -0500, William Warren wrote:
> I am not seeing this issue. I run a cs 1.6 machine w/14 slots and a
> srcds redirector with 2 slots. The 1.6 is running metamod, steambans,
> hlguard, logd, and logd impr
Have you tried with metamod (and plugins) disabled?
And you are running just the one server on that machine, or 5?
-Scott
On Sat, 2006-02-11 at 06:46 +0100, Vincent H. wrote:
> CPU InOut Uptime Users FPSPlayers
> 99.90 0.00 0.00 0 0 166.67 0
> CPU InOut
MRTG will graph anything with numbers, throw a few bash scripts together
that use qstat to find the current player numbers - bind them to a port
then get MRTG to query them.
For traffic - that's a regular SNMP jobbie with MRTG.
-Scott
On Thu, 2006-02-02 at 15:07 +0200, Thomas N. Stefanidis wrote
Don't forget things like new physics etc are hard on CPU - just like
turning off the ragdoll physics and so on gives a huge performance boost
when playing CS:Source.
Either you have to put up with more CPU usage over time with new
features, or block models and nothing new in games. The old CS/HLDS
It loads ok on a 1.6 server I tried out - flat out at the moment but
I'll make a point of testing a Source server tomorrow.
-Scott
On Mon, 2006-01-30 at 22:41 -0800, Alfred Reynolds wrote:
> We have a beta release available for both the Source and HL1 engine.
> This beta fixes the steam id swappi
Your max/min rate is WAY too low. On my Source servers we move around
20-23kB/s PER CLIENT - your settings limit that to 9kB/s per client max
so they'll be choking to death.
Try:
sv_minrate (I prefer this, but if you have 56k players set
sv_minrate 5000)
sv_maxrate 3
fps_max 500
sv_minup
I'm having no problems with choke.
Could you please tell us your settings for:
sv_minrate
sv_maxrate
sv_minupdaterate
sv_maxupdaterate
tickrate
And knowing what kind of connection your average client is using as well
- and what cl_cmdrate / cl_updaterate / rate they are using would also
be handy
It's _okay_, but rpm based distros are icky :p
Gogo Debian or Ubuntu!
On Tue, 2006-01-24 at 00:25 -0500, Jean-Philippe Caron wrote:
> is CentOs linux 4 is okay to for counter-strike servers and css?
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Same problems here. I'm also unable to update my gaming rig either,
stuck at 82% updated on CS :(
*mutters*
On Wed, 2006-01-18 at 18:28 -0800, Dan E wrote:
> Is anybody else able to update..? I have 3 servers
> and none of them are doing anything, just hanging at
> the first section of the updat
[EMAIL PROTECTED]:~/steam1$ ./steam -command update -game "Counter-Strike
Source" -dir .
Checking bootstrapper version ...
Updating Installation
Updating 'Counter-Strike Source Shared Content' from version 44 to
version 45
Send Failure
On Wed, 2006-01-18 at 17:47 -0800, Alfred Reynolds wrote:
> W
Would it be at all possible to look at setting up a small group to test
updates prior to release for a day or two? If a client side update was
required too then a small beta button could be added in so that a
prearranged group of users could update to the beta release and join a
beta server to repo
Perhaps Valve could publish a user submitted list with a listing of all
the server rental companies for each country - similar to the list of
net cafes in the cafe programme?
-Scott
Just as an aside - when posting to the list could people try to remember
to remove unnecessary quoting/headers from
Yep - it's been in a few other topics too - no fix as yet but go
through the archives of the last few days.
On 1/13/06, Aaron Fisher <[EMAIL PROTECTED]> wrote:
> Anyone seen this where CSS source servers get to the end of their freeze
> time and then players can't move etc?
>
_
Yes - I've had complaints about our stats showing multiple players on a
given Steam ID.
Logs don't really show anything of use though - just the player shows a
different ID to what they should.
On the other hand - I'm seeing servers randomly lock up since the last
update and players suddenly bec
Hi,
In order to try and get around the steam ID pending hacks - is it
possible to ban CIDR ranges with the addip command?
ie: addip 0 1.2.3.0/24
Couldn't find anything documenting this.
-Scott
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Okay so suddenly all my source servers just died and went into a crash
loop:
Attempted to create unknown entity type event_queue_saveload_proxy!
Game.dll loaded for "Counter-Strike: Source"
./srcds_run: line 344: 25043 Segmentation fault $HL
top
Craig Moore wrote:
>Where are you getting these CPU usages from?
>
>
>
>
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cmd/update at 101 = 101 updates/s - hence why I can't see a point in having
1000fps and so on - all those extra frams would just be dumped.
On 12/12/05, Andrew Forsberg <[EMAIL PROTECTED]> wrote:
>
> On Mon, 2005-12-12 at 1
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What's the point in an FPS over about 150fps anyhow?
On 12/12/05, Kennycom <[EMAIL PROTECTED]> wrote:
>
> Was FC4 not standard with a 1000hz kernel?
> What FPS are you getting and what is your fps_max setting at?
>
> FPS tops out at around 333 on
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I've also noticed heavily increased CPU usage.
We have a 32 player WC3 server (which is notorious for using heaps of cpu)
1.6 server running on an AMD64 3200+ using 30-40% cpu max. (hlds)
However we have a 24 player Source server (stock standard
Sounds useful - but what I don't understand is why no admin plugins have
mysql support yet (mani doesn't count, the mysql support isn't
implemented very well for large userbases, it's more of just something
that generates the admin files from mysql in flat file format).
Larger server groups like u
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The beta update causes segfaults on load with AMX/Metamod enabled (our match
servers use AMX).
Running hlds_amd on an XP 2700+.
-Scott
On 12/5/05, Bart King <[EMAIL PROTECTED]> wrote:
>
> Hi,
>
> Nice one Alfred on releasing an unofficial fix!
>
This explains why our HLStats has gone nuts - we have players being
added to other people's statistics all over the show :/
Bart King wrote:
> Hi all,
>
> Since the update, I am observing unusual behavior with STEAM IDs. I
> believe
> this has been mentioned before with the recent HL1 update.
>
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If this CS:S update has major changes, could it be released under the -beta
option first so we can test it and avoid dead servers for a day or two
again?
-Scott
On 12/1/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
>
> We have released an update
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Unfortunately as William said, I think you might be out of luck :/
On 11/25/05, William Warren <[EMAIL PROTECTED]>
wrote:
>
> You need newer hardware I believe. That processor is simply too old to
> handle it.
>
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What version of libc6 have you got installed?
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Still getting this about every 15 mins on one of our servers.
--
CRASH: Thu Nov 24 17:16:17 NZDT 2005
Start Line: ./hlds_i686 +ip 219.88.241.80 -port 27015 -game cstrike
+maxplayers 17 +map de_aztec -dll addons/metamod/dlls/metamod_i386.so
-autoupdate -d
Running:
Fedora Core 4
Glibc 2.3.5
Kernel 2.6.14 (have also tried 2.6.12 with no help, and I don't have
crash on startup issues, just stability issues)
P4 (i686 machines)
The most unstable server is CS #1, but the log is huge (it's crashing
every few minutes) so I'll post back if it's any differe
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I'm unable to get the bloody update to work at all on my Fedora machines,
haven't tried the Ubuntu/Debian ones as yet.
-Scott
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No.
You can install ia32-libs and run 32bit HLDS, even with a 64bit kernel.
-Scott
On 11/21/05, Jens Werner <[EMAIL PROTECTED]> wrote:
>
> Just a question if I got this right:
>
> If I use a 64 bit cpu and 64 bit kernel I won't have any vac 2 at
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Yes - but I don't imagine many people have UPnP setup in their router, if it
supports it.
On 11/19/05, ScratchMonkey <[EMAIL PROTECTED]> wrote:
>
> --On Friday, November 18, 2005 4:39 PM -0500 "Deacon @[dgx]"
> <[EMAIL PROTECTED]> wrote:
>
> > Wh
BitTorrent is very reliable Regime, however a bit impractical given your
average map download is only a couple of megs at tops. I think the best
way of dealing with this would just be to create a few decent map packs
with popular maps, and then perhaps a couple of people around the world
could get
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The CPU usage varies mildly between 2.4 and 2.6, but 2.6 definately responds
better with things like setting preempting in the kernel config and the fact
it is 1000Hz by default (though you can easily make a 2.4 kernel 1000Hz).
We run no more tha
In the past I've created servers with RFC1918 addresses behind NAT
devices. In theory that would mean that the server thinks that its
single IP is an RFC1918 address, so therefore you should be able to put
your machine behind a simple NAT router (try something like m0n0wall if
you don't have anythi
I imagine that would simply be a matter of subscribing an email to the
GSP list, then in /etc/aliases just point [EMAIL PROTECTED] to
[EMAIL PROTECTED]
-Scott
Eric (Deacon) wrote:
> Out of curiosity, would it be possible to set up a one-way mirror of
> posts? In other words, the general hlds_li
I'd rather just see users who repeatedly ask questions (after a reminder
that the list is hlds_Linux, not linuxhelp) removed from this list.
It does get irritating seeing constant posts about fedora's plethora of
flaws but isn't that much of a problem. Being on yet another mailing
list is a bit po
I agree it would be nice to have 64bit VAC2 available but anyone relying
on VAC alone is mad. The only way to keep servers cheat free is with
good admins and some anti cheat software to help filter the unskilled
cheaters out.
We run the 64bit versions of HLDS/SRCDS on our AMD64 servers and they
p
Hi,
We have a tournament running at the moment and on the HLTV servers a few
users are unable to connect and recieve the error "Workload Limit Exceeded".
What does this mean?
-Scott
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A preempting kernel (look in general kernel options when configuring)
and 1000Hz tickrate gave me the biggest performance increases.
-Scott
Derek Evan Mart wrote:
Can someone recommend a kernel configuration that will provide enhanced
performance for cs 1.6. Any other non-kernel specific info
Is anyone else finding that the update segfaults on startup on P4
machines? My AMD64 servers load fine but the P4 one's won't load :/
-Scott
Alfred Reynolds wrote:
We have released an update to the HL1 dedicated server. To get this
update run the hldsupdatetool.
This update publicly releases s
You could symlink the directories for the bulk of stuff, like I used to for
maps and portions of HLDS that are very large, but in the end it just becomes
an irritation.
HDD space isn't expensive, even a 40GB disk in your server won't have any
trouble handling serving up a few MB of map files fo
Could I ask what was optimized?
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlds_linux-
> [EMAIL PROTECTED] On Behalf Of Alfred Reynolds
> Sent: Thursday, July 21, 2005 12:38 PM
> To: hlds_linux@list.valvesoftware.com
> Subject: RE: [hlds_linux] Counter-Strike: Source update rel
Yeah, there is. We've played with it before during a tournament - using
multicast between our HLTV proxy and DSL users connected to our upstream, the
bandwidth saved was barely noticeable.
Like I said before I can only really see this working with an enormous viewer
base - and even then you cou
Adrien wrote:
And what do you think about P4 and Xeon CPU ?
Is their a big difference between them ?
How servers can i run with 12 players on CS 1.6 or CS:S on them ?
Adrien
CPU usage reported by top was around the 30%-40% mark with 16 players.
The celerons afaik are just P4's with small caches, so
I was unable to get 24 players without lag running on a Celeron 2GHz
with 512MB DDR on a Gigabyte motherboard about a year and a bit ago
(HLDS_L not SRCDS), ended up buying another machine and using the
Celeron as a webserver instead.
IMO I'd avoid Celeron's for gameservers due to their tiny wee ca
Yes, I have this issue too. I've recently had to add another gig of ram
to most of my machines to enable them to cope with srcds. Average usage
reported by top for a 16 player server seems to be around the 400MB mark...
David Hershey wrote:
I was a little concerned when I noticed memory leaks repor
*Fixed timing precision error causing slower framerates on servers
running continuously for more than a few days
Hope this fixes the issues with the server locking down to 32 fps, thanks.
-Scott
Alfred Reynolds wrote:
We have just released an update to Counter-Strike: Source and the Source
Engine.
Hi,
I'm finding that with our SRCDS servers that after a few days uptime,
they _ALL_ drop to exactly 32 fps, no higher and no lower and just stay
like that until restarted. This is beginning to become irritating as I
either have to remember to reload them every few days or face a barrage
of complai
Melissa Carley wrote:
I am trying to help out a gaming community, and as such they need to
provide an alternative for gamers who just CANNOT get broadband of any
form. So I am wanting to setup a CS dialup server so that they can
play online without having to play against players that have
broadband
Kennycom wrote:
Even though I wasn't really asking a question about this, just wanting to
let it be known that peeps are messing with this cvar, thanks for the
information. Especially the workaround. as I am running Mani mod 1.08c.
I had found this site ..
http://home.covad.net/~k25125/SteamyThing
Christopher Luk wrote:
for some unknown reasons. -remember_password stop working for ~6 wks.
any ETA for fixes?
chris
It's driving me mad having to update all servers manually each time
there's an update. I'm heading away on holiday shortly and having to
drive back to the city/get remote access is
[EMAIL PROTECTED] wrote:
exactly. Sorry about my 'stfu' post Scott, I just got done reading another
one of his emails to me basically begging me to sue him.
I traced his IP back to a cox.net acct. His domain name is registered with a
fake phone #. Most likely a fake address, but the name is real. H
[EMAIL PROTECTED] wrote:
I checked my forums today to find a lovely advertisement for his game server
site. I of course promptly change his post to read "i am gay" lol. Then I
sent an email to him asking him to not post on my site again or appropriate
action would be taken. Whats he go an do? Posts
Has anyone tried downloading maps/what not off the server with CS:S? Is
it any faster or do things still crawl as with the old HLDS?
-Scott
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Nathan Marcus wrote:
This is a multi-part message in MIME format.
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Can anyone who happens to run a big time server say about how much bandwidth
they use per month. I am researching some colocation and want to see what a
heavy duty server takes?
Lestat1 wrote:
Hi,
This mass bann is about piracy not cheater.
I think it will always be some cheaters and you can only try too keep them
as long as you can out of the game but they will always find some new cheat
... And that is sadly like this in everything...
Anyway, even if I am against cheatin
Bruce "Bahamut" Andrews wrote:
Tim McLennan wrote:
Mine is also set at 15, and my logs show a ridiculous number of suicides.
Regards,
Tim.
Sounds like you should get a councellor into your server :o
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- Bruce "Bahamut" Andrews
hahahaha that was excellent :D
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Micheal Patterson wrote:
Just out of curiosity, is there any specific reason as to why, when
you're playing source that the video isn't as smooth as when you're
spectating someone? Before anyone says get better hardware, I'll state
that I'm running a Nvidia 5950 Ultra on an amd 2500+ with 1gb PC 27
Bruce "Bahamut" Andrews wrote:
Right, so they go to all the trouble of selling the game, changing it's
status to 'Complete' and begin the patching cycle, yet that's still
classed as beta to you?
Not to take sides at all, but has ANY software been relased that has
been 100% perfect? Not that I recal
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