I’ll ping the developer who was working on that, but as far as I know it should
be fixed for all cases.
-Eric
From: hlds_linux@list.valvesoftware.com On
Behalf Of Naleksuh
Sent: Wednesday, July 12, 2023 2:14 PM
To: hlds_linux
Cc: Half-Life dedicated Win32 server mailing list
; 'hlds_annou.
We have just pushed the server files live, the client files will follow
shortly. This hotfix addresses platform connectivity issues.
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.co
The local http method?
I'm using the FTP method and assuming Cameron was using the same thing.
This simple like a simple bug that can be patched... can't believe it's
been around for a year.
On Wed, Nov 28, 2012 at 10:45 PM, ics wrote:
> This has happened to me but the gameserver remains worki
Apparently if your remote replay server goes offline (due to network or
whatever), the entire main TF2 gameserver freezes and you get this error:
http://pastebin.com/fxTFjuen
This just happened on one of my servers when my replay server became
unreachable.
This means that if the game server OR t
I did a simple test using an account with more than 1500 hours in TF2 and
the result was:
1. Quickplay connecting to 146.66.153.20:27023 (Valve)
2. Quickplay connecting to 146.66.153.12:27023 (Valve)
3. Quickplay connecting to 146.66.153.17:27015 (Valve)
4. Quickplay connecting to 178.63.83.91:270
The replay system first tries to rename the .dmx/.block files to move
them, failing that it attempts to move them.
This is perfectly normal.
On 4/22/2012 2:59 PM, hormigon_pretensado-st...@yahoo.es wrote:
Hello! Replays work in my TF2 server (local webserver mode), but the console is full
r" of 6 to 30 slots,I can
tell you that the dedicated server running very well and I can make more
server, it was just to tell you that you can do 20 servers maybe more on
any types of games with a server powerful x)
2012/4/21 Benedict Glover
So there is potential for 15+ 32 slot hlds serve
Did you check the connections log?
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
bottige...@gmail.com
Sent: Friday, April 20, 2012 1:29 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hl
a single server would not connect to the
> account. I changed cvars around, disabled and re-enabled quickplay but
> nothing helped.
> Restarted the server and it instantly connected on startup. Don't know why
> that was. I had the same problem some time ago and it did in fact
recon
-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle
Sanderson
Sent: Wednesday, April 18, 2012 5:23 AM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux
server mailing list
Subject: Re: [hlds_linux] [hlds] Mandatory TF2, DoD:S
I found out today that if sv_max_usercmd_future_ticks is set to 1 then the
server may "drop" some commands sent by low-ping players and in some extreme
cases may even ignore all of them and the player won't be able to move, to
change the current weapon etc.
The description for this cvar is "Preven
about 5% of the work to just inject a disconnected callback into
> the queue :P
>
> ~
> "Their heads are green, and their hands are blue,
> And they went to sea in a Sieve." - Edward Lear
>
>
>
> On Mon, Apr 9, 2012 at 5:52 AM, hlds wrote:
>> There
: Re: [hlds_linux] Reconnect to steam command?
It's about 5% of the work to just inject a disconnected callback into
the queue :P
~
"Their heads are green, and their hands are blue,
And they went to sea in a Sieve." - Edward Lear
On Mon, Apr 9, 2012 at 5:52 AM, hlds wrote
as already lost connection to the CM and is not making attempts
to re-connect why would blocking the port have any effect at that point?
On 04/08/2012 09:52 PM, hlds wrote:
> There's a manual solution too: find the port used by server for talking
with
> CM server (usually is 26901, but o
There is no command for this.
It can be done with a plugin, but is a lot of work and it must be fixed
almost everytime Valve updates steamclient.so library (is stripped, so
signatures must be used for everything). The idea is to call
CCMinterface::ConnectionDisconnected method with k_EResultIOFail
The rate is used to compute the time when the next update can be sent to a
client. A a huge value means that the updates can be sent almost anytime.
But the server won't send more than min(66, sv_maxupdaterate) updates to a
client because it has only 66 frames per second, so a player can use
99
load.
However fastdl sounds good, but it is frankly not implemented, at least
from my knowledge.
On 4/7/2012 5:16 PM, hlds wrote:
They're the spray files as uploaded by the client to the server for
redistribution.
On 4/7/2012 8:12 PM, Valentin G. wrote:
Thanks for reminding me of
They're the spray files as uploaded by the client to the server for
redistribution.
On 4/7/2012 8:12 PM, Valentin G. wrote:
Thanks for reminding me of pruning those directories.
Related questions:
What exactly are the .dat files in the downloads directory? What do their
filenames represent?
You say it's a dedi box, have you made sure that any and all
power-saving and dynamic overclocking features are turned OFF in BIOS?
Both are known to cause hiccups like you describe.
On 4/7/2012 5:33 PM, Cameron Munroe wrote:
Okay so all those look good.
Is it a dedicated 1000mbit connect to
And have you tried without plugins?
All 3 of my servers have been running since the update just fine. 2
Windows, 1 Linux. All run SourceMOD and various plugins.
On 3/31/2012 2:58 PM, Cameron Munroe wrote:
My servers crash after the recent update, it takes awhile, but they do
crash. Noth
PEBKAC
On 3/27/2012 1:55 PM, Collin Howard wrote:
I know xD
It was too embarrassing to say what caused it :P
Lets just say I was half asleep at 5am in the morning and pressed the wrong
button while writing the name.
From: Mart-Jan Reeuwijk
To: Half-Life
You don't. It's still in beta.
On 3/24/2012 1:03 PM, Rafał Lesiak wrote:
hello,
how make a csgo server? files hlds ?
On Sat, Mar 24, 2012 at 6:00 PM, ics wrote:
With game i ment the whole system, which includes the item server.
-ics
24.3.2012 18:37, Ross Bemrose kirjoitti:
Subject: [hlds_linux] Latest HLDS broke the server FPS
Hi. I have some problems with HLDS 5447. I get huge FPS drops (see the
pics). I have been testning alot of stuff to see what the problem is and I
seem to found it. Its the latest HLDS.
I have made SEVERAL tests. I have tested version 5447 and 5006
For HLDS? Are you sure?
I know that SRCDS can use multiple cores and the feature is actually enabled
by default since few months, but HLDS is single-threaded as far as I know.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun
This would be only the best thing that could possibly happen in the
entire world.
On 3/4/2012 1:19 PM, E3pO wrote:
So i just noticed this in my logs:
Connection to Steam servers successful.
Public IP is xxx.xxx.xxx.xxx
Assigned anonymous gameserver Steam ID [A-1:XX(2891)].
VAC s
inal Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of C Szabo
Sent: Sunday, March 04, 2012 10:03 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Which HLDS Debian kernel?
I have HLDS 1.6 servers, not T
Best part is he said they run 1.6 servers, not Source servers. And that
they didn't change hardware.
On 3/3/2012 7:34 PM, Bruno Garcia wrote:
"The question is, what should we use? We want 1000 FPS as stable as we can
get. :P"
Let me remind you that all the source engine games will run at a ma
y have 64bit so you don't have to worry, but your
old server did you get rid of it?
On Mar 3, 2012, at 3:46 PM, C Szabo wrote:
What? We do use Debian 64bit.
From: cmun...@cameronmunroe.com
Date: Sat, 3 Mar 2012 15:41:04 -0800
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux]
I understand that it crashes when you're trying to use a remote server, but
what is the error when using a local folder? From the logs it seems that you
still have replay_fileserver_offload_enable set to 1.
To setup a local server:
replay_fileserver_offload_enable "0"
replay_local_fileserver_path
. How would it "not matter if the servers are delisted or not"
Delist them then the only people playing on them are illegals.
The point is those servers have the ability to pull legit players out of
the pool of available players for us legit admins to have on our legit
servers, if the crack
How about both of you take your little flamefest to a private email?
Because none of us care.
Point is, a product is being stolen and someone with some intelligence is
asking why aren't these servers de-listed so that the product's integrity
is enforced?
> Dont help against point 1.
>
> and btw
This remains a problem in Killing Floor as well. Even GameTracker allows
these servers, I can see at least 4 nosteam servers that I know of on the
top10 KF server list.
It's pretty pathetic to know that servers that cater to people who can't
be arsed to buy a good game are more popular than the on
Valve just likes to take up extraneous diskspace =x
> I've asked about it a few time, it doesn't seem to be on the radar.
>
> On Mon, Feb 27, 2012 at 2:05 AM, Nomaan Ahmad wrote:
>
>> Is there anyway to disable this messages on server console?
>> ___
>
I don't know about quickplay (how do you see if a server is included or not
in quickplay pool?), but I had to restart a server (used for clan matches)
10 times until it showed in servers list, this while another similar server
on same IP was listed without problems.
-Original Message-
From
Do you really want to download files from other users using a software
written by Valve? :))
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
Sent: Saturday, February 18, 2012 2:41 PM
To: Half-Life dedic
We had two trading mechanism, one being fast and quite reliable (if we can
use this word for something related to Steam/TF2), while the other allowing
advanced trades (more than 8 items + trading games etc...), but being slow
and failing many times. Now we have only one. I didn't know that removing
1. The "Steam stuff" rule is strange. Do you have something that listens on
1200 port?
2. You should block RCON access, not accept it. There's an exploit out
there, but I don't know yet how it works. Probably the server is flooded
with RCON connections and after few seconds it won't be able to ope
Disable the Replay feature because usually does not work. There are many
complains about "CModelLoader::FindModel NULL name" error that occurs when
trying to view the replays, but probably Valve has more important things to
do than fixing such minor bugs...
http://forums.steamgames.com/forums/show
As far as I know all public exploits for HL1 engine were fixed by Valve, so
you don't need any additional protection if you're using the latest
binaries.
Initially only NOSTEAM servers were vulnerable to CSDOS and Born to be Pig
exploits, so Valve did nothing about them. This is why Anti CSDoS and
I have the impression that since Australian Christmas (15-16 Dec) there are
too many client crashes, the error message on server side being "timed out".
What is strange is that sometimes almost all clients from server crash to
desktop in the same time. For example yesterday there were 186 errors, t
There are more players, but also there are a lot more servers :)
What I "like" about quickplay is that servers without damage spread are
disqualified, while a server that allows engineers to build multiple
sentries or to have unlimited metal are more than ok (and I'm not talking
about premium serv
Same here...
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of E3pO
Sent: Friday, December 16, 2011 8:16 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-
This seems to be the small update.
Updating 'Team Fortress 2 Content' from version 301 to version 302
42.09% downloading ./orangebox/tf/resource/tf_english.txt
99.78% downloading ./orangebox/tf/scripts/items/items_game.txt
99.90% downloading ./orangebox/tf/scripts/tf_weapon_scattergun.
Probably he is complaining about master server(s), because the servers that
are not updated are still listed...
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Friday, December 16, 2011 5:38
I think that the YouTube videos are already tagged using the keywords from
sv_tags.
For example if you have in server's config something like:
sv_tags "ihatesteam"
Then you can find all replay videos using:
http://www.youtube.com/results?search_query=%2Bihatesteam+%2Breplay+%2Bvalve
&search=tag
So you're a server admin (otherwise I don't see why you subscribed to this
list) and join other servers to report them? :)) Now I understand why so
many are worried about this reporting mechanism...
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun.
Use this:
http://www.mail-archive.com/hlds@list.valvesoftware.com/maillist.html
http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/maillist.html
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
What happens if the clients cheat or abuse the gift drop system? Something
like this (the gifts are visible through walls):
http://www.youtube.com/watch?v=McUQVpNTGVY
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On B
are.com] On Behalf Of Shin Ice
Sent: Monday, October 24, 2011 2:15 PM
To: ics; Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Core Size and other issue
@ ics: i think srcds_run is the right bin, but if I'm wrong please
suggest me a better way.
@ hlds: thanks for the h
Nobody answered because you should first do some research. There's a guy
named Google that may help you ;)
Whenever the server crashes the OS creates a core file with the content of
the memory. The file can be used for debugging, to find out what was wrong
when the error occurred. You can find mor
... and with more than 1 million copies sold on Steam ...
- Original Message -
From: Chris Brunelle
Sent: 10/19/11 05:40 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] The Premature Death of Counter-Strike Source.
...wIth a very
Ignore this update!!!
Servers are crashing now if players are wearing some items:
1032/ - tf_wearable: UTIL_SetModel: not precached:
models/player/items/demo/demo_bill.mdl
1032/ - tf_wearable: UTIL_SetModel: not precached:
models/player/items/demo/demo_bill.mdl
Valve, WTF? :(
- Origina
Some players complain about strange map bugs, like invisible walls. Something
like this: http://forums.steampowered.com/forums/showthread.php?t=2184090
- Original Message -
From: Miles Sutcliffe
Sent: 10/17/11 02:07 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Strange Ma
No fixes for "CUtlLinkedList overflow! (exhausted memory allocator)" and
"Closing pack file with open files!" server errors :(
- Original Message -
From: Jason Ruymen
Sent: 10/18/11 03:38 AM
To: 'hlds_linux@list.valvesoftware.com', 'Half-Life dedicated Win32 server
mailing list'
Subject:
I can reproduce some TF2 server crashes, but I need some feedback about this.
1. Start a server and load the cp_dustbowl map multiple times. In my tests the
server crashes after 14-15th changelevel command.
2. Start the server and load different maps multiple times. For example:
changelevel cp_
Maybe you have hide_server cvar set to 1...
- Original Message -
From: PAL-18
Sent: 10/16/11 05:43 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Server Not Visible on Server Browser
I was running 3 servers on a dedicated linux box. They all ran fine before the
update, b
Hat Fortress 2
- Original Message -
From: Kyle Sanderson
Sent: 10/15/11 03:07 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mysterious server crashes
Which game? I haven't had any servers crash since I brought them up last night
(All CS:S). Kyle. On Fri,
Try this instead of vanilla.
a) install gdb
b) start the server with -nobreakpad and -debug arguments: ./srcds_run -game
tf -nobreakpad -debug +ip ...
c) Add ulimit -c 2097152 to startup script.
A file named debug.log will be created when the error occurs.
- Original Message -
From:
8 crashes so far since the update and counting :))
Spent few hours already debugging the core files to find what is going on. The
server was OK before this update...
Do you have some backtraces?
- Original Message -
From: Emil Larsson
Sent: 10/15/11 01:31 AM
To: hlds_linux@list.valves
Only my TF2 server crashes with these errors?
This is different than the first one and the backtrace has nothing related to
SourceMod or Metamod. Until this update everything was ok...
#0 0xb7894424 in __kernel_vsyscall ()
#0 0xb7894424 in __kernel_vsyscall ()
#1 0xb7626751 in raise () from /
My TF2 server (Debian Squeeze, Kernel 2.6.39) crashed with this error. Is a new
one, didn't happen before this update.
Program terminated with signal 6, Aborted.
#0 0xb7745424 in __kernel_vsyscall ()
#0 0xb7745424 in __kernel_vsyscall ()
#1 0xb74d7751 in raise () from /lib/i686/cmov/libc.so.6
mp_forceautoteam is buggy and does not work if the player sees map intro movie.
- Original Message -
From: Loïc PERY
Sent: 10/12/11 04:58 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] mp_forceautoteam problem ?
hello, i want to force all my client to no go on
Add -nobreakpad to the command line used for starting the server.
- Original Message -
From: Dmitry A. Zhiglov
Sent: 10/07/11 09:34 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Server stoped with message "PreMinidumpCallback: updating
dump comment"
Hello! I have some T
Valve should first add some basic server side protection against some common
hacks.
For example should be easy to block "100% crits" hacks like this one:
http://www.youtube.com/watch?v=4hq_LZUPvqI. I understand why the client has to
decide when a a critical hit occurs, but the server should va
e.com
Subject: [hlds_linux] HLDS 1.6 exploit
Hi, can you tell me how i can protect my server from this crash exploit?
Im running the latest beta now, is that enough or do I have to change some of
the new commands you added?
exec crash.cfg = crash
In the config:
"dlfile xeno.wad&
cmdrate, sv_mincmdrate and fps_max.
> > 5. If fps_max exists on server.cfg, what is the maximum value ?
>
> sv_maxcmdrate, sv_mincmdrate don't exist on hlds but fps_max does,
> although hlds does not use it all. So it doesn't matter what set for
> fps_max, hlds will ignore
I observed today that some of my servers had exactly same reputation (a value
greater than 10). After few hours the values were slightly different, but
still not as they should (for example a server with more than 2 million points
now has only 123000). Did anyone else notice this?
I check t
Debian's 2.6.32, recompiled with 100HZ timer frequency && preemptible kernel,
without dynamic ticks, kernel debugging or any other patches.
- Original Message -
From: Marco Padovan
Sent: 08/08/11 12:46 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_lin
Tested this on an empty server and I didn't see any difference bettwen 300 and
333, same CPU usage being reported by htop (~8%, but I was expecting 0-1%).
- Original Message -
From: Marco Padovan
Sent: 08/07/11 08:00 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_
I don't think you can have a stable server without changing the map every few
hours, this because the engine keeps the current/map time into a float variable
and after a while adding very small values to it won't do nothing...
No crashes after banning Dr. G weapons...
- Original Message
iling list
Subject: [hlds_linux] errorlevels for hldsupdatetool
does anyone now if hldsupdatetool exits with some sort of errorlevel? running
debian and having a bit of a problem. iwe got a update script that looks like
this #!/bin/sh cd /home/hlds/uphlds/ screen -AmdS update ./steam -command
u
I doubt that Valve took any measures regarding infinite free accounts.
Currently is quite impossible to ban a F2P player because it can create
anytime a new account and in some countries most of them have dynamic IPs.
- Original Message -
From: AnAkIn .
Sent: 07/27/11 02:34 AM
To: Half-
Current TF2 version has a bug which cause an infinite loop.
Probably the server tries forever to re-attach a sapper to a sentry, but so far
I've failed to reproduce this. Anyway Valve has some backtraces, maybe they
will fix the bug...
- Original Message -
From: Saint K.
Sent: 07/21/11
Edit the script used for starting the server and add "ulimit -c 2097152"
(without quotes). Then wait for another crash, use "thread apply all bt"
again...
- Original Message -
From: E3pO
Sent: 07/14/11 09:54 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] M
Yes, I also have this problem.
sv_pure 1 is a must have because otherwise some players may use custom sounds
for cloak and uncloak actions. Hilarious, in a month 12 kicks had as cause the
spy_cloak.wav file, while 82 were caused by other files, like demoman.cfg,
motd_entries.txt, mani_logo.vmt
You must provide a backtrace to get help.
Add the "-debug" command line argument and set the maximum size of core files.
For example I use a bash script which looks like this:
ulimit -c 1048576
export RDTSC_FREQUENCY="2666.00"
./srcds_run -game tf ...
When the server crashes a core fil
Can you post a backtrace?
- Original Message -
From: Saint K.
Sent: 07/06/11 04:33 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Server crashes are back?
After having ran a few day's completely stable (with replay off), our servers
suddenly start to randomly
Try these until Valve fixes the problem:
sv_master_legacy_mode 1
setmaster add 72.165.61.153:27015
setmaster add 63.234.149.83:27011
setmaster add 63.234.149.90:27011
- Original Message -
From: daniel jokiaho
Sent: 06/30/11 11:15 AM
To: Half-Life dedicated Linux server mailing list
Sub
There are two methods to enable the replay system:
a) From server's command line (using -replay or +exec replay.cfg). The
advantage is that the replay is enabled for the first map, but the disadvantage
is that the bot is not visible to outside world (is not included into A2S_INFO
response packe
The local publish job is executed into server's main thread instead of being
executed in a different one.
This is not such a huge problem because the files are small, but the
CLocalPublishJob::DoExecute function contains a ThreadSleep(500) call, which
simply blocks the server for 0.5 seconds.
Oh my god is there a cl_nohats command? I could weep tears of joy, I'm so
sick of hats and the like in TF2. The new weapons are fine, but the
cosmetic
stuff I'd love to be able to shut off. I'll be in suspense until I can get
home to
try this out.
2011/2/22 Björn Rohlén
> Oops! Seems someon
No crashes here, fully loaded server with both meta and sm plugs.
On Tue, 14 Sep 2010 06:11:50 +, Harry Strongburg
wrote:
> On Tue, Sep 14, 2010 at 01:46:35AM -0400, clad iron wrote:
>> After looking into this, i have question for everyone that is having
this
>> same problem. ( windows a
Ok, now a second Server with the same Slots is online. Is this correct ?
When I start now the Source TV Server, not the Game or Relay, it comes this:
Console initialized.
Game.dll loaded for "Counter-Strike: Source"
maxplayers set to 32
WARNING: NNET_OpenSocket: bind: Permission denied
Couldn't a
Ok, now a second Server with the same Slots is online. Is this correct ?
When I start now the Source TV Server, not the Game or Relay, it comes this:
Console initialized.
Game.dll loaded for "Counter-Strike: Source"
maxplayers set to 32
WARNING: NNET_OpenSocket: bind: Permission denied
Couldn't a
Hello,
I want to have Source TV on a CSS Server.
I have add in the server.cfg this:
tv_enable 1
tv_port 28215
tv_autorecord 0
tv_debug 0
tv_delay 60
tv_dispatchmode 1
tv_maxclients 100
tv_maxrate 3500
tv_name "Toro.TV - Port: 28215"
tv_overrideroot 0
tv_password ""
tv_relaypassword ""
tv_snap
maybe... but -autoupdate doesnt work here
Did anyone have the same problem with -autoupdate ?
Original-Nachricht
> Datum: Wed, 7 Jul 2010 08:58:52 -0400
> Von: "Miano, Steven M."
> An: Half-Life dedicated Linux server mailing list
>
> Betreff: Re: [hlds_linux] Counter
-autoupdate dont work anymore..
Original-Nachricht
> Datum: Tue, 6 Jul 2010 20:11:01 -0700
> Von: Jason Ruymen
> An: \'Half-Life dedicated Linux server mailing list\'
> , "\'h...@list.valvesoftware.com\'"
> , "\'hlds_annou...@list.valvesoftware.com\'"
>
> Betreff: [hld
I have failures... many many failures since last update:
Attemped to precache unknown particle system "blood_impact_red_01"!
Attemped to precache unknown particle system "blood_impact_green_01"!
Attemped to precache unknown particle system "blood_impact_yellow_01"!
Attemped to precache unknown pa
Hmm, why it dont work with this:
./srcds_run -console -game tf +ip xx.xxx.xxx.xxx -port 27015 +maxplayers 20
+map ctf_2fort -tickrate 100 -tvmasteronly +exec server.cfg -autoupdate
With your command it works
Original-Nachricht
> Datum: Thu, 20 May 2010 22:13:31 -0700
> Von: A
Every Day an TF2 Update
and WHEN will be fixed -autoupdate
This dont work ! :(
Original-Nachricht
> Datum: Thu, 20 May 2010 17:25:03 -0700
> Von: Jason Ruymen
> An: \'Half-Life dedicated Linux server mailing list\'
> , "\'h...@list.valvesoftware.com\'"
> , "\'hlds_
And when will you fix it, that the Server will be automatically updated when I
restart them ??
At the moment I must make this manually -autoupdate dont work :(
Original-Nachricht
> Datum: Wed, 12 May 2010 17:05:35 -0700
> Von: Jason Ruymen
> An: \'Half-Life dedicated Linu
Now it works, I made an mapchange and then srctv was there... BUT
not with port 26020
The Port is 27020
Why that ?
Original-Nachricht
> Datum: Wed, 12 May 2010 11:38:52 +0200
> Von: Florian AUROY
> An: Half-Life dedicated Linux server mailing list
>
> Betreff: Re: [hlds_lin
Hello,
my problem is, that I cant start Source TV on a CSS Server
In my config is this:
tv_enable 1 // SourceTV aktivieren. (1=an 0=aus) Mit status und tv_status kann
man den Port und die Verzögerung vom SourceTV-Server sehen.
tv_port 26020 // NICHT ABÄNDERN !!!
tv_name TV Server // Name des
If I use this startscript... it dont work:
./srcds_run -game cssbeta +map de_dust +maxplayers 20 +ip xx.xx.xxx.xxx +port
27015 -tickrate 100 +exec server.cfg
ERROR: Invalid game type 'cssbeta' sepecified.
Di 11. Mai 23:28:42 CEST 2010: Server Failed
Original-Nachricht
> Datum:
there is a crash.
> > > INFO: Located steam: ../steam
> > > Updating server using Steam.
> > > Checking bootstrapper version ...
> > > Updating Installation
> > > Checking/Installing 'Team Fortress 2 Content' version 130
> > >
> > >
gt; Checking/Installing 'Team Fortress 2 Content' version 130
> >
> >
> > Checking/Installing 'Team Fortress 2 Materials' version 49
> >
> >
> > Checking/Installing 'Base Source Shared Materials' version 8
> >
> >
> > Che
ion
> > Checking/Installing 'Team Fortress 2 Content' version 130
> >
> >
> > Checking/Installing 'Team Fortress 2 Materials' version 49
> >
> >
> > Checking/Installing 'Base Source Shared Materials' version 8
> >
> &g
>
> Checking/Installing 'Base Source Shared Materials' version 8
>
>
> Checking/Installing 'Base Source Shared Models' version 4
>
>
> Checking/Installing 'Base Source Shared Sounds' version 4
>
>
> Checking/Installing '
cds_i486
> >>> Server will auto-restart if there is a crash.
> >>> INFO: Located steam: ../steam
> >>> Updating server using Steam.
> >>> Checking bootstrapper version ...
> >>> Updating Installation
> >>> Checking/Installing 'Team Fo
8
> >
> >
> > Checking/Installing 'Base Source Shared Models' version 4
> >
> >
> > Checking/Installing 'Base Source Shared Sounds' version 4
> >
> >
> > Checking/Installing 'OB Linux Dedicated Server' version 24
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