Shouldn't be a problem. I ran 2 32 man tf2 servers with a Q6700 and it
didn't break a sweat. This was on windows.
On Jan 14, 2014 5:12 PM, "Chris Oryschak" wrote:
> Does anyone run a 32 man TF2 server on the Intel I5-3550, 3.3Ghz.
> OS would be Ubuntu.
>
> I'm contemplating moving hosts and picki
Looks to me from the vanilla log ( which isn't actually vanilla) that
something has paused source mod. First place I would look is metamod. All
the errors I see point to the same issue.
On May 6, 2013 5:27 PM, "Gordon Reynolds"
wrote:
> This is.. pretty frightful.
> You really should look into pu
he "rights" of server owners.
>
> Rights are not always engraved on an old piece of parchment or a thousand
> page document. In the case of a game, it is anything that Valve does not
> take action against or even provides people an easy way to do it.
>
>
> On Wed, Mar 6
Hilarious. Show me the document that outlines the "rights" of server
owners. I have several servers myself and don't remember seeing my "rights"
described anywhere.
On Mar 6, 2013 4:49 PM, "Robert Paulson" wrote:
> It seems like people on the internet have issues reading (what a big
> surprise),
Again, it's a client issue. The answer is not to be found here.
On Jan 11, 2013 12:54 PM, "Essay Tew Phaun" wrote:
> I get it everywhere, on all servers. Like mentioned in my post above, I'm
> starting to think it's some kind of client problem now.
>
> On Fri, Jan 11, 2013 at 2:21 PM, dan wrot
I have seen it have both positive and negative effects. It depends on the
hardware and kernel configuration being used, along with additional software
running on the machine. The best way to find out if it will help is by
trying it.
On Mon, Aug 29, 2011 at 8:48 PM, Jesse Molina wrote:
>
> I disa
The client doesn't decide it, but it knows when it's going to happen at the
same time the server does. This is so that client side prediction can work
effectively with crits. Whether an attack is a crit is decided by both the
server and the client at the same time. They used to allow clients to dec
The ping you see on the scoreboard is actually affected by choke. Scoreboard
ping is not actual server response time. Try increasing the rate command to
minimize choke. Some servers restrict commands like rate to very low values,
which can cause terrible choke for everyone no matter what you do on
If the map has a model of the hat somewhere in it, then the hat will never
show up on players. It depends what type of entity the hat is, though. I
think the problem only affects prop_dynamic_override entities.
On Sat, Aug 13, 2011 at 8:53 PM, Evan wrote:
> Not sure if his plugin is supposed to
I wrote up a little post a while back about how to do this with separate
metamod and sourcemod installs, but a single srcds install. Could be useful.
http://forums.steampowered.com/forums/showthread.php?t=1675140
On Fri, Aug 5, 2011 at 9:44 AM, Eric Riemers wrote:
>
> If you run multiple servers
On linux, it will restart and update the server on map change if there is a
required update. Not on windows, though.
On Wed, Jul 27, 2011 at 4:10 AM, Saint K. wrote:
> Hi,
>
> I'm a bit confused over the -autoupdate flag.
>
> Does the autoupdate only run when the srcds process is restarted, or d
I know that anything that can be run as a standard console command while the
server is running should be prefixed with +, not -. Other than that, it's
definitely more confusing than it needs to be.
On Wed, Jul 27, 2011 at 12:34 AM, Jesse Molina wrote:
>
> Some feedback here for Valve:
>
> I went
Agreed.
On Wed, Jul 27, 2011 at 12:30 AM, Jesse Molina wrote:
>
> Valve guys
>
> Thank you greatly for the increased communications lately. It is
> appreciated.
>
>
>
>
> Fletcher Dunn wrote:
>
>> We are still working nonstop on the linux server crash. We found and
>> fixed several other probl
I've noticed performance is a LOT worse on certain default kernels of some
distro's. Customizing the kernel is a great way to increase performance in
many cases. Many times the effect isn't really noticeable, this is usually
related to the hardware. There are plenty of good guides written about
opt
Well, I think that is merely an effect of there being too few players and
too many servers. Of course Valve is going to put their own servers on
preference, because they're the ones controlling them. Server admins SHOULD
be ditching their servers if they're going to sit empty. It takes time and
eff
Every stock map besides Hydro is eligible for the quickplay feature. Payload
and attack defend maps get the most players because they are listed first in
the quickplay choices. At least that is how it seems on my server.
On Tue, Jun 28, 2011 at 4:25 AM, Harry Strongburg wrote:
> On Tue, Jun 28, 2
Yes, to both of the things you said. It took way too long for my servers to
finally update.
On Mon, Jun 27, 2011 at 9:01 PM, Ross Bemrose wrote:
> Is anyone else noticing that messages from this mailing list are now
> arriving something like 20 minutes after they're sent?
>
> Also, are there any
I'm guessing this has to do with the new thing it does on server startup
where it tries to figure out what clock speed the CPU is running at. Start
up the server and read what it says in console. I know it mentions some way
to disable it. See if that helps.
2011/6/25 Marco Padovan
> Yeah... plea
Yes, I sent an email to Robin, and I think they know of the problem, but
they don't know how to replicate it. If anyone knows how to reliably make it
happen to their server, send someone on the TF2 team an email about it.
A server restart is the only thing that fixes them.
Some threads with more
Hello,
When i try to start a new installed Left 4 Dead 2 server on Debian 5.0 32
bit he segfaults. I did already a verify all to ensure all files are correct
downloaded.
*$ ./srcds_run -debug*
Running a benchmark to measure system clock frequency...
Finished RDTSC test. To prevent the startup del
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