There will never be another class update and that realization is pretty
scary when you first come to it.
TF2 IS OVER
LONG LIVE TF2
On Wed, Nov 14, 2012 at 6:45 AM, Rudy Bleeker wrote:
> On Wed, Nov 14, 2012 at 7:20 AM, martin v wrote:
> > So what is the problem?
>
> The problem is that Dan d
- the speed the zombies travel at
>
> -ics
>
>
> 13.11.2012 23:48, doc kirjoitti:
>
>> Each bot in the game is taking up one slot, there are no npcs in MvM mode.
>>
>>
>> On Tue, Nov 13, 2012 at 1:33 PM, ics wrote:
>>
>> I'd say it's similia
Each bot in the game is taking up one slot, there are no npcs in MvM mode.
On Tue, Nov 13, 2012 at 1:33 PM, ics wrote:
> I'd say it's similiar to L4D in some ways. When there is a bunch of bots
> in a same group. In L4D there could be a horde of 30 zombies coming at you
> and they still don't c
And this time the Friday is actually at a great time (for those living in
PST - the one chosen timezone).
On Fri, Nov 2, 2012 at 12:07 PM, ics wrote:
> Relax, it's always have been like this between the time update releases
> and update gets downloaded. 30mins from now you wouldn't even notice
I run 2 TF2 servers, a CS:GO server, a Ricochet server, and a The Ship
server on a VPS with 3 cores. I cannot say it's been 100% lagfree for all
time forever, but I've never noticed sustained lag or fps drop on any one
of my servers. I would say our "worst" is about every few days, the server
will
You enter the announcement thread of an upcoming TF2 update.
If you choose to speculate about patch notes, turn to page 15.
If you choose to complain about updates on a Friday, turn to page 18.
If you choose to ask for a CS:S sync, turn to page 33.
On Fri, Nov 2, 2012 at 11:12 AM, Eric Smith wr
Well IPv4 is going away, but it's hard to call it "imminent" because so few
people actually understand how the internet works. I don't think we'll see
any real IPv6 traction until one of the big companies DOES run into a
problem. I'd love to see Valve/Steam out ahead in IPv6 adoption.*
*If and on
This doesn't seem important enough to warrant adding a cvar and disabling
killing and such. This is all anecdotal but on my server there doesn't seem
to be a huge issue about killing the boss and getting into the book. There
will always be cases of people greifing and such but if it's that
problema
You know I was just frantically googling this last night - I have just
started to see this for the first time (that I can recall). For a second I
worried I was being attacked by the CYBERCRIMINAL UNDERWORLD.
But no, what is this?
On Tue, Oct 30, 2012 at 11:39 AM, Russell Smith
wrote:
> Have a pl
Steam hiccup from what I've been told. Nothing you can do about it.
On Mon, Oct 29, 2012 at 4:14 PM, bottige...@gmail.com
wrote:
> Is anyone getting entire servers disconnected with this message in the
> console:
>
> STEAMAUTH Client received failure code 7
>
> And this message on the client?
>
You seem to be upset with TF2 for requiring a certain amount of people to
take on certain tasks. You want to be able to experience 100% of the
content regardless of it's intention, delivery, or challenge. This seems
like you just want more free stuff for your free game, this is good, it's a
sign th
Thanks for the response
On Sat, Oct 27, 2012 at 12:07 PM, Pieter-bas Ronner wrote:
> Thank you valve!
>
>
> 2012/10/27 Fletcher Dunn
>
> > Just an acknowledgement concerning the Linux servers hanging on MvM maps.
> > We believe we understand the problem and hope to release an optional
> > updat
Yeah and what's the deal with getting candy for health I wish Valve would
take the game a little more seriously!!!
On Sat, Oct 27, 2012 at 11:11 AM, Maavrik wrote:
> That's exactly what I was going for Dan. Get a group of friends and then
> go at Merasmus.
>
> I decided to try one public matchm
My PvP server was running with latest 1.5 SM and 1.10 MM snapshots, but
then mysteriously crashed sometime on the next map change, so I can say
that it was loaded and running, but definitely not stable or working right.
Then again my MvM server is crashing, completely vanilla on a non event map
-
Confirming as well. Gentoo, PvP server is working (was crashing for mystery
reasons, took SM/MM off and now it seems not crashing?) and MvM crashes
at the same instance no matter the SM/MM status. When you pick a class the
process pegs at 100% CPU and nothing happens.
On Fri, Oct 26, 2012 at 5
Using 1.4 or 1.5?
On Fri, Oct 26, 2012 at 5:35 PM, Russell Smith wrote:
> I managed to get it on one. Crashed immediately on player connects though
> with the latest MM/SM snapshots though :(
>
>
> On 26.10.2012 17:28, doc wrote:
>
>> Man I had forgotten how terrible
Man I had forgotten how terrible it feels to not get the update quickly.
Still sitting here trying to pull it in for my server :(
On Fri, Oct 26, 2012 at 4:25 PM, Essay Tew Phaun wrote:
> - Added mat_viewportupscale and mat_viewportscale to enable rendering the
> world at a reduced resolution. (
Thanks for that cvar - that's been a small "want" for a while now!
On Fri, Oct 26, 2012 at 10:59 AM, ics wrote:
> That quickplay FAQ says:
>
> "The quickplay system looks at the max reported number of players. (It
> does not check any tags.)"
>
> So it does look tags now after all.
>
> -ics
>
>
12 hours from the time Fletch sent the message would put it at 5am.
"Morning" in the northwest is a vague time somewhere around 11am-1pm. So
about 15 hours from my message.
On Thu, Oct 25, 2012 at 5:58 PM, Emil Larsson wrote:
> Looking at the timezone Valve is within, I assume that would be over
Hats.
On Sun, Oct 14, 2012 at 10:30 AM, dan wrote:
> On 14/10/2012 08:21, Erik-jan Riemers wrote:
>
>> Dont forget that when it goes towards the end of the year, player count
>> drops.
>>
>
> Dota 2 is huge now too, although I doubt there are significant numbers of
> TF2 players that enjoy 40 mi
h server.
>
> As I recall, you can have up to 100 servers per Steam account.
>
>
> On 10/4/2012 7:33 PM, doc wrote:
>
>> It's been a while since I set my PvP server up for matchmaking and if I
>> wanted to do the same on my MvM server I thought I just had to set
&g
It's been a while since I set my PvP server up for matchmaking and if I
wanted to do the same on my MvM server I thought I just had to set
tf_mm_servermode 2 and then copy/paste the two lines in my server.cfg over
to my mvm server.cfg
tf_server_identity_account_id and tf_server_identity_token
But
On Wed, Oct 3, 2012 at 3:25 PM, Tom Grant wrote:
> Where did you set the cvar? It should be in relay.cfg I believe (and that
> where I have mine set and working).
>
> On Wed, Oct 3, 2012 at 5:24 PM, doc wrote:
>
> > I set the cvar to change the replay bot's name, but i
I set the cvar to change the replay bot's name, but it still shows up as
"replay" while in game. I have a plugin that will report name
changes/chat/etc to an IRC channel, and I can see that Replay changes it's
name - but when I join the game and look, I still see "replay" instead of
the name change
This will be hotfixed in minutes, fastest turnaround from bug to patch.
On Mon, Oct 1, 2012 at 1:29 PM, Ross Bemrose wrote:
> At the current moment, they can't add new unusual hat effects as it'd
> overflow the stringtable we were talking about. So... it has a direct
> impact on potential futur
Well if there is a problem loading the metamod plugins list then you might
have a problem with metamod, or the plugins.
This does not happen with plugins disabled so you've narrowed down your
problem.
I'd say update metamod or go see if anyone on your plugin-in-question's
forums have anything new
I envy those costs, that's gotta be one hell of a machine.
I don't think I spend $2k a year on my box.
On Fri, Sep 14, 2012 at 4:24 PM, Ben Sixtyfour wrote:
> $2000 for a server? How is that even possible?
> On Sep 14, 2012 1:01 PM, "Steve Tomaszewski"
> wrote:
>
> > Server admins rarely make m
You don't make money.
On Wed, Sep 12, 2012 at 11:12 PM, Cameron Munroe
wrote:
> How else would you suggest a server make money?
>
> Also the issue with the video should be fixed in the new version of pinion
> so it won't keep playing after you join.
>
> Also its not on youtube, it is hosted by th
>From what I gathered the "name protection" is one of those things that is
nice to have because it's easy to implement, but it usually won't happen
anymore; mostly because 'name' doesn't work in orangebox games.
On Wed, Sep 12, 2012 at 12:54 AM, AnAkIn wrote:
> You can't change your in-game name
Ok this is 100% not related to anything and I should be removed from this
mailing list for wasting everyone's time but:
Sent from my HTC One™ X, an AT&T 4G LTE smartphone
holy man have these automated signatures gotten funny to read.
On Tue, Sep 11, 2012 at 4:30 PM, rmesc...@gmail.com wrote:
>
changelevel will change the level and reconnect all current users.
map will set the server's map - giving no care about anyone who is
connected.
On Mon, Sep 10, 2012 at 9:56 PM, ics wrote:
> There could be a bug when using the ingame voting. I've seen MvM servers,
> the Mann Up ones that Valve r
It's for the tournament hud, lets you see the ubercharge of your medic, hp
of all your teammates, etc.
On Fri, Aug 31, 2012 at 10:12 AM, Rudy Bleeker wrote:
> Thanks Andrew :-)
>
> I have no idea what that is, I've never used tournament mode or
> spectating much on my server, but I'll google it.
t back into it again or is there a
> restart command for steamcmd? Thanks in advance.
>
> On Mon, Aug 27, 2012 at 4:17 PM, doc wrote:
>
> > Yeah if it ever tells you that you're not logged in (after logging in)
> just
> > restart steamcmd and try again. Eventuall
lly using here in the real world.
>
>
> On 08/27/2012 10:51 AM, doc wrote:
>
>> Might be better to ask sourcemod forums, while we can help with specific
>> issues I'm not sure just listing "plugins that work for L4D" would be a
>> worthwhile conversation.
Yeah if it ever tells you that you're not logged in (after logging in) just
restart steamcmd and try again. Eventually it will let you through.
On Mon, Aug 27, 2012 at 1:16 PM, Michael Koeberl <
michael.koeb...@giga-hosting.biz> wrote:
> Yes, this seems to have self-fixed directly after I've sen
Might be better to ask sourcemod forums, while we can help with specific
issues I'm not sure just listing "plugins that work for L4D" would be a
worthwhile conversation.
On Fri, Aug 24, 2012 at 8:36 PM, Ook wrote:
> So I revived my L4D server and went looking for some plugins. I found some
> of
Yeah we had a few threads about it, asking if we could just get them to
turn it off somehow - just pages and pages of logs filled with this spam.
On Fri, Aug 24, 2012 at 6:23 PM, Rudy Bleeker wrote:
> I've seen the same console spam on my server, but after a quick grep
> through my logs I've fou
I found that with "forked" TF2 servers, if you define a different motdfile
then it doesn't take effect until the next mapchange. At least in my case,
my MvM server is launched from the same files as my PvP server but I load
different servercfgfile and motds, but the motd is default until a map
chan
an up on it actually, but point I usage isn't that crazy.
>
>
>
>
> Steven J. Sumichrast
>
> On Aug 21, 2012, at 5:02 PM, doc wrote:
>
> > I want to turn replays on for our MvM server, but because of the amount
> of
> > disk usage it takes (and that I alr
I want to turn replays on for our MvM server, but because of the amount of
disk usage it takes (and that I already have a 24 PvP server going with
replay) I'm a bit wary to turn it on and start letting people keep/record
things such as Ironman waves, which someone could be alive for a very long
tim
Did any of you set mp_allowspectate to 0 ?
On Tue, Aug 21, 2012 at 2:32 PM, Cameron Munroe
wrote:
> I know my server @ 66.212.17.44:27016 has a password, is that one on the
> list?
>
>
>
> On 8/21/2012 1:58 PM, Fletcher Dunn wrote:
>
>> I could really use some help understanding how to reproduce
Someone else asked for this before, would be cool, but then again I would
do with some features instead of hats. Steamgroup exclusivity for starters.
On Tue, Aug 21, 2012 at 12:05 PM, martin v wrote:
> You should give server supervisors the community item for our patience :D
>
> 2012/8/21 Eric S
Wait you can have spectators in MvM? I was under the impression 26 slots
needed to be free for bot generation.
On Tue, Aug 21, 2012 at 11:56 AM, Fletcher Dunn wrote:
> We made some changes in today's update to make MvM player counts in the
> server browser make as much sense as possible within t
I'm always worried when I add a "me too" to these CPU spike threads because
I'm running off a VPS - and I know that's some magic red flag or something.
I have been running fine up until around the Pyromania update, now the
server seems to run fine but we will get a good stutter every few hours or
s
When players connect to a MvM server they get the warning that: "More than
24 people isn't balanced!" or whatever the message is. Might be a bit
confusing for new players of MvM, not wanting to join a server that might
give them a bad time.
___
To unsubsc
We went from Decoy to CoalTown to MannWorks, and it wasn't until we got to
mannworks did we notice we've seen the "same wave" all the way, and the
final wave (wave 7) of coaltown never spawned, we just sat there picking
off 2 support snipers ever 5 minutes. Upon some investigation we found
out/real
How can I tell how many waves are in the mission total?
Where did you find that m_nMannVsMachineWaveCount?
And thanks by the way!
On Thu, Aug 16, 2012 at 12:37 PM, doc wrote:
> Well I guess I'll be figuring out how to write a simple SourceMod plugin
> now. Hopefully it's no
You NEED to have steamcmd.
On Fri, Aug 17, 2012 at 9:57 PM, Aaron Thompson wrote:
> My host uses the HLDS update tool...and I'm wondering if CS:GO will be made
> easier to install. I'm pretty sure it will be but I have to check. Because
> if I NEED to use SteamCMD this is going to get interestin
Oh, also same things is happening to my PvP server. 0/24 (1 with replay),
reporting as full.
On Fri, Aug 17, 2012 at 5:39 PM, doc wrote:
> I feel like a shit for laughing at this one, haha.
>
>
> On Fri, Aug 17, 2012 at 5:34 PM, Essay Tew Phaun wrote:
>
>> Since so many c
I feel like a shit for laughing at this one, haha.
On Fri, Aug 17, 2012 at 5:34 PM, Essay Tew Phaun wrote:
> Since so many communities abuse fake clients/counts Valve felt it was best
> to allow all communities to do it ;)
> ___
> To unsubscribe, edit
Left mid-game perhaps? Would still be a bug for the bots not leaving though
I assume.
On Thu, Aug 16, 2012 at 5:14 PM, Ross Bemrose wrote:
> I don't know if this one was mentioned yet, but I just noticed that my
> stock (no addons folder) MvM server reported having 0/6 players on it, but
> wasn'
connect ip:port
Or add it to your favorites. Unless I don't get what you're asking.
On Thu, Aug 16, 2012 at 4:51 PM, Alan Kennedy wrote:
>
>
> Actually i would like to just get Direct Connectons through console or
> Game Browser, but dunno if that is working right now for MvM.
>
>
> Thx!.
>
gt;>
>> -----Original Message-
>> From:
>> hlds_linux-bounces@list.**valvesoftware.com
>> [mailto:hlds_linux-bounces@**list.valvesoftware.com]
>> On Behalf Of doc
>> Sent: Thursday, August 16, 2012 8:48 PM
>> To: Half-Life dedicated Linux server
Is there any way we could get a cvar or something that would report back
the current wave? I've got a little auto-magic signup for my MvM server I'm
working on and I'd love to be able to query the MvM server to see about how
far through the current game is.
_
I don't think the bot health scales - as far as I know it's been based
pretty strongly around 6 people.
You can use the in-game voting mechanisms to change the difficulty of the
mission, I found it was useful to turn that back on for MvM, as I use
SourceMod for my normal PvP mapvoting.
On Thu, Au
We had a round where it was just a sentry buster, but it just glitched out
and disappeared, but the beeping of the infernal thing continued for the
rest of the game.
On Wed, Aug 15, 2012 at 9:35 PM, Ross Bemrose wrote:
> So, I was just playing a game of MvM on mvm_coaltown when we lost a wave
>
They don't care we make piss-easy missions, but when you give out awards
based on beating the missions they will want to make sure they don't create
another wave of "Achievement Servers".
On Wed, Aug 15, 2012 at 5:18 PM, Michael Ojeda wrote:
> If they didn't want us to make super-easy missions w
Mann Up mode will let people win cosmetic items. That is the only
difference.
On Wed, Aug 15, 2012 at 5:19 PM, Frank wrote:
> Ok I just got really depressed all of a sudden... so there are two types of
> MvM servers?? Reminds me of Battlefield 2 and the junk of putting up with
> Ranked/Unranked
No you missed something really big.
Mann Up mode is the mode that costs .99 to play, and at the end you get a
cosmetic item.
Community servers will be the same exact thing, just without the ending
bonus cosmetic, we can host servers no problem.
On Wed, Aug 15, 2012 at 5:13 PM, Glib Tsyrklyevych
More information on the mission cycle file will be given according to
Fletch.
On Wed, Aug 15, 2012 at 3:14 PM, Ross Bemrose wrote:
> Any word on how to configure the mission cycle file? I think I speak for
> everyone else when I say I'd really like to have this configured before the
> update la
True but there just is a limit to the amount of players you can support.
Sure they could enable 64 players but it's completely broken, out of
resources, not designed for that.
There comes a time in brainstorming where you just have to draw the line.
People were able to set up vs. Saxton Hale, and
Thank you Dan this is exactly how I felt.
But, we haven't played this yet to see what the 6 players means in terms of
> casual or pub play, joining or leaving, or in terms of balance and so on.
> Deciding you "don't like 6 players" at this stage cannot have anything to
> do with the game.
>
> --
I haven't banned it on my server but nobody has attempted it - I know there
are always those bands of roving jerks who will try it on every sever they
can but from what I have seen it's not some rampant problem (yet).
On Mon, Aug 6, 2012 at 2:22 PM, Frank wrote:
> I'm blocking it on my servers s
Is it completely random or during someone joining?
On Sat, Jul 28, 2012 at 12:21 AM, Russell Smith
wrote:
> These are still a thing. They started around the time of the pyro update.
> The main srcds thread spikes to 100% cpu utilization and all players in
> game will lock in place until CPU usa
> > Either way, you're fine putting the engine there (have you checked
> whether
> > it works?)
> >
> >
> > Kind regards,
> > *Saul Rennison*
> >
> >
> > On 26 July 2012 21:25, doc wrote:
> >
> >> Through the power of &quo
Through the power of "dicking around" I have realized it goes in the
/steam/bin/ folder.
I'm testing it now but just so I can get confirmation - wouldn't this mess
up any other server I'm running, like CS:S, TF2, etc?
On Thu, Jul 26, 2012 at 12:56 PM, doc wrote:
>
I don't want to say "ping kickers are kind of a bad idea", but ping kickers
are kind of a bad idea. I don't know many people who enjoy playing with
ping over 150, usually they filter themselves out - no need for
administration to come in and smack people down automatically.
It is a problem that sh
you need to use that, but most people
> nowadays seem to be utilizing the i686 binary.
>
> If you're not interested in finding a hex editor and just want to download
> it, I have posted it here:
>
> http://www.gameowls.com/lyfe/ship/bin/engine_i686.so
>
> Jus
Wed, Jul 25, 2012 at 8:12 PM, doc wrote:
> Is there anyone who runs a Ship server on linux?
> The problem I'm running into is that it just "freezes", stops before it
> gets very far.
>
> I've done some research but the best I can find is threads leading nowhere
Is there anyone who runs a Ship server on linux?
The problem I'm running into is that it just "freezes", stops before it
gets very far.
I've done some research but the best I can find is threads leading nowhere
and some strange report that it needs updated binaries, something about
master servers?
help you what? Figure out how to trim fat from your email client?
On Fri, Jul 20, 2012 at 12:33 PM, wrote:
> help
>
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
https://list.valvesoftware.com/cgi-bin/mailman
(If we don't thank them they will take away our hats)
On Thu, Jul 12, 2012 at 3:50 PM, Eric Stokes wrote:
> Thanks Nick and InterWave, really appreciate the bugfixes! Everyone sees
> fit to thank the TF2 team and others with updates, but the ND guys don't
> get enough love!
>
> Can't wait to try
I use Gentoo, I guess it's good but fuck if you're not into linux then
you're going to balk the first time you have to start using -USE flags what
the fuck man. I can't wait to mess it up enough to finally give myself the
motivation to go to Ubuntu.
On Mon, Jul 9, 2012 at 7:15 AM, edman747 wrote:
Is this an ok practice? I never thought about having my rcon password in my
file - I guess it would be more secure if you just start it up with the
rcon password in the string? Doesn't it show up when you run top/htop
though?
On Tue, Jul 3, 2012 at 12:05 PM, Ken Bateman wrote:
> For quite a whil
e, you have to toggle the key in order not to get muted within
> 4-5 seconds intervals. A lot of people are unheard due to this issue. I've
> previously tried talking about it but people on this list just think it's
> some packet got lost and that's the reason. But it's
ause, chat in a
short amount of time.
Are those issues fixed?
On Fri, Jun 29, 2012 at 10:32 AM, Asher Baker wrote:
> TF2 has used it by default for months now.
>
> Sent from my iPhone
>
> On 29 Jun 2012, at 18:31, doc wrote:
>
> > So I've heard through the grapevine
So I've heard through the grapevine Dota2 got a sweet new voice codec,
which got me thinking if that is planned on moving our way anywhere down
the line? Our way being TF2.
___
To unsubscribe, edit your list preferences, or view the list archives, please
You missed typed "TF2"
Also this update isn't for TF2 at all!
On Thu, Jun 28, 2012 at 4:53 PM, Alfred Reynolds
wrote:
> We have released an update to Half-Life 1 dedicated servers. This update
> fixes a potential file download exploit, run the hldsupdatetool to grab it.
>
> Thanks to Daniil for
Latest snapshot of 1.4 works on Linux, if you're still crashing you need to
start narrowing down the plugins that might be doing that.
On Wed, Jun 27, 2012 at 9:51 PM, Frank wrote:
> Nope... tried both windows and Linux and no go on 1.4.4-hg3514
>
> -Original Message-
> From: hlds_linux-
You know I heard they plan on never updating CS:S again, good thing you
reminded them about it!
On Wed, Jun 27, 2012 at 6:22 PM, Kyle Sanderson wrote:
> Not to be that guy, but can we get a CS:S sync for those Mac fixes? It's
> been an issue on every platform since launch, and it would be fantas
It needs to not stand for super duper, I don't want to lose this bet.
On Wed, Jun 27, 2012 at 5:51 PM, Nerdboy wrote:
> What does the SD stand for? I need to know for a bet.
>
> On Wed, Jun 27, 2012 at 8:13 PM, Fletcher Dunn
> wrote:
>
> > The new map name in today's update is "sd_doomsday"
> >
I was going to respond with the same information but it's just become such
"common knowledge" to me that quit = crash.
I guess it's By Design.
On Mon, Jun 18, 2012 at 6:46 PM, Jesse Molina wrote:
>
> I am guessing you are new at this.
>
> This has been normal for at least a year and a half, may
The moment you turn on a cvar that removes you from the quickplay pool you
are removed. If you take it off then you're added right back in.
It does its "quickplay check" when someone hits Play Now, it doesn't
require a restart.
On Sat, Jun 16, 2012 at 5:01 PM, The Mighty Gerbil <
themightyger...@a
Kind of a scary thread, I do a lot of terrible data collection on my own
server/website using the "status" command and I'd hate to have to alias it
to nothing to avoid problems like this.
Is this something I assume is important enough to look into?
On Wed, Jun 13, 2012 at 5:40 AM, Alvaro Gutierre
- Fixed a rare case where the offensive/defensive buff particle effects
could get stuck on players
Exciting, during waiting for players sometimes if someone was doing the
Medic's group heal taunt - when the match would start sometimes that aura
would stick around until he reconnected. Hopefully tha
It auto-reconnects, not much we can do about it. There isn't a reconnect
command and I'm not sure they will implement one - whenever there would be
a blip in the steam servers you'd have more than a few dozen server admins
hammering away at the "reconnect to steam" command, possibly making the
prob
Think we can get a sync for the TF2 branch, having CS:S on the same update
timeline as the GOOD servers is a little uncomfortable. Next they'll be
asking to vote and drive themselves to market.
On Tue, May 22, 2012 at 1:28 PM, DontWannaName! wrote:
> Now its weird when they arent for TF2. :P
>
>
I have to say I was a little confused :(
On Sat, May 19, 2012 at 4:24 AM, dan wrote:
> On 14/05/2012 18:18, Frank wrote:
>
>> You were the one that argued to have some sorta option that isn't needed
>> to
>> a great thing added
>>
>
> Wake up Frank,
? I
> use it
> > >> to
> > >> > > pay for my servers, only to go in zero each month.
> > >> > > >> From: crazydog...@gmail.com
> > >> > > >> Date: Fri, 18 May 2012 15:27:02 -0700
> > >> > > >&
linux] Policy of truth
> > > >
> > > > And make money off of advertisements in MOTDS...
> > > > ---
> > > > Jonah Hirsch
> > > >
> > > >
> > > >
> > > > On Fri, May 18, 2012 at 2:5
; > Subject: Re: [hlds_linux] Policy of truth
> >
> > And make money off of advertisements in MOTDS...
> > ---
> > Jonah Hirsch
> >
> >
> >
> > On Fri, May 18, 2012 at 2:50 PM, 1nsane <1nsane...@gmail.com> wrote:
> >
>
around it...
>
> Perhaps there is better system in place that VALVe is not telling us
> about?
>
> On Fri, May 18, 2012 at 11:44 AM, doc wrote:
>
> > STRIKE DOWN THE UNCLEAN
> > PURGE THE SINNERS.
> >
> > On Thu, May 17, 2012 at 5:22 PM, Fletcher Dunn
&
STRIKE DOWN THE UNCLEAN
PURGE THE SINNERS.
On Thu, May 17, 2012 at 5:22 PM, Fletcher Dunn
wrote:
> Last week the TF2 team banned some server groups that were in violation of
> the Policy of Truth.
>
> We received numerous complaints from server operators about a handful of
> servers, and we inves
I honestly can't believe this is being discussed, this change is no
different from any other change - I'm starting to think the initial
"complaint" was just brought up to stir an argument. Complaining about this
being abused sounds like someone trying to start some slippery slope
against I don'
software.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of doc
> Sent: Thursday, May 10, 2012 3:28 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Mandatory Team Fortress 2 Update Released
>
> - \x08 followed by a hex code
- \x08 followed by a hex code with alpha in RRGGBBAA format
Does this mean we can half alpha values? Will I have to worry about people
using colorful invisible language?
Is there a CVAR to disable colors? As nice as they are I can already see
the colored chat spam. "***SELLING
I am not aware of any, I am using whatever the default codec would be.
On Wed, May 2, 2012 at 3:26 PM, Cameron Munroe wrote:
> do you guys use any other cvars for voice other then sv_use_steam_voice 0?
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The quality of the new steam voice codec is better than the old one
(slightly), but like it's reported many times in this thread the new codec
doesn't allow someone to talk, stop, talk in a short period of time, and
even more irritating - the sound will just up and cut out mid talking on
some peopl
I assume those are Australian localization files?
On Fri, Apr 27, 2012 at 11:23 AM, Eric Smith wrote:
>
> - sǝlıℲ uoıʇɐʇɐzılɐɔo˥ pǝʇɐpd∩
>
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It's sad to hear something like this. I run my server how I'd want every
server to be run - I don't join any server EXCEPT for my server, it's the
best run server out there. 24 slots, vanilla, no stupid mods, I think the
biggest deal breaker might be all-talk is turned on.
If you're not having fun
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